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Published by Nicholas Kroll, 2021-06-26 13:13:26

Tome of Warfare 20210626

Tome of Warfare 20210626

Tome of Warfare

A Warrior is Never Alone

Contents

Chapter 1: Races 3

Faeries ......................................................................................4
Humans ....................................................................................6
Kobolds ..................................................................................7
Locus .........................................................................................9
Titanforged ....................................................................10

Chapter 2: Classes 54

Reaper .....................................................................................51
Rite of the Soulbreaker.......................................................117
Rite of the Soulforce............................................................117
Rite of the Soulshaper.........................................................117

Chapter 3: Customization X

Feats .............................................................................................4

2

Chapter 1: Races

CHAPTER 1 | RACES

3

Faerie Aurora Faerie
Aurora faeries are those touched by the magic of the queen of
Faeries are the manifestations of the chaotic emotions of the faeries.


Sylvarin given form. Each year when the Sylvarin purge these Ability Score Changes. Your choice of Intelligence, Wisdom,
useless emotions, if enough of them are formed together, a or Charisma score increases by 1.


faerie is born in Kith-Jora's realm. These natural tricksters do Darkvision. The touch of the queen has granted you stronger
not often cross over to the world of Audalis, but they wreak senses than others of your kind. You can see in darkness
havoc within the Sylvarin forests. Due to their origin, they within 60 feet of you as though it were dim light.


have a twisted body, combining insectile legs and antennas Queen's Grace. You gain proficiency in the Persuasion and
onto a sylvarin frame. The entire body is covered in the same Deception skills.


markings as the insectile chitin covering their legs. They are Extra Language. You can speak, read, and write one extra
typically seen as pests by the Sylvarin and exterminating language of your choice.
them is rewarded in their lands.
Glamer Faerie
Tiny Size Glamers are faeries that have been granted control over
enchanting powers. They are the most kind hearted of their
Due to your miniscule size, you have some features kind, but tricksters nonetheless. Their wings resemble those
that are different for you. of the inner wings of beetles.


Ability Score Changes. Your Wisdom score increases by 1.


As a tiny creature, you only take up 2.5 feet by Enchantment Resistance. You have advantage on all saving
2.5 feet rather than a fill 5 foot space. throws against enchantment spells.


Your reach is 0 feet, and you can enter an Natural Enchanters. You know two cantrips of your choice
opponents space and stop there. from the Enchantment spell school.
You cannot attack while in an ally's space.
You gain one half cover if you share a space Groundling Faerie
with an ally that is small, or 3/4 if they are Groundlings are an odd breed of faeries that lack wings
medium or larger. The AC bonus only applies to entirely, but have adapted by having greater speed on the
ranged attacks. ground. Their legs typically resemble those of grasshoppers
Your weapons are much smaller than those for or similar insects.


other creatures. Each weapon attack you make Ability Score Changes. Your Constitution score increases by
goes down a die size from its medium 1.


counterpart (minimum 1 damage). Grounded. You lack wings and have no flight speed, but your
You are entirely unable to use heavy weapons. walking speed is increased to 25 feet.


Groundling's Pounce. You may use Dexterity instead of
Faerie Traits Strength for all Athletics checks made for jumping. In
Your Faerie has the following racial traits.

addition, you may leap at your target up to a number of feet
Ability Score Changes. Your Dexterity score increases by 2, equal to your Dexterity modifier. If you do, all melee attacks
but your Strength score decreases by 2.

you make that turn have advantage. You can use this ability a
Age. Faeries age very quickly, reaching adulthood by the age number of times equal to one half your Dexterity modifier
of 2, but typically only live around 35 years.

plus 1 (Minimum 1), regaining all uses when you finish a
Size. A typical faerie stands between 4 and 8 inches tall, with short or long rest.


females and males having roughly the same averages. Your Naturally Stealthy. You gain proficiency in the Stealth skill.
size is Tiny.


Speed. You have a base walking speed of 10 feet.

Mistbind Faerie
Alignment. Faeries are natural tricksters that enjoy Mistbind faeries are masters of illusions and trickery. They
manipulating and hurting others. They lean towards the are far more chaotic than others of their kind and have long
selfish aspects of evil, and embrace chaos wholeheartedly.

silken wings.


Low-Light Vision. You can see twice as far as a human in Ability Score Changes. Your Intelligence score increases by
starlight, moonlight, torchlight, and similar conditions of 1.


shadowy illumination. It retains the ability to distinguish Illusionary Form. As an action while on the ground, you can
color and detail under these conditions. A spellcaster with create an illusionary copy of yourself that you can
low-light vision can read a scroll as long as even the tiniest concentrate on for 1 minute, as though concentrating on a
candle flame is next to her as a source of light.

spell or power. This form has the same statistics as you but
Fey. Your creature type is fey, rather than humanoid.

cannot attack. You see and hear through its eyes and ears
Flight. You have a flying speed of 25 feet. You cannot fly while it is active. You can use this form a number of times
while wearing medium or heavy armor, or while wielding a equal to one half your Intelligence modifier plus 1 (minimum
shield or two-handed melee weapon.

1), regaining all uses when you finish a long rest.


Languages. You can speak, read, and write Sylvan. Illusionist Adept. You know two cantrips of your choice from
the Illusion spell school and have advantage on investigation
checks against illusions.

CHAPTER 1 | RACES

4

Nectar Faerie Ringskipper Faerie
Nectar faeries are a violent kind with an inclination toward Ringskippers are the guardians of faerie circles and have
violence over simple trickery. They have horns rather than adopted some traits from them. Their wings are very narrow
antennae crowning their head.

until halfway out where they get much wider and are typically
Ability Score Changes. Your Constitution score increases by reflective on the inside.


1.

Ability Score Improvement. Your Intelligence score
Blood Drinker. When you hit a creature with a melee increases by 1.


weapon attack that deals piercing or slashing damage, you Ringskip. As an action or a reaction to being hit by an attack
may immediately use your reaction to drink the blood of that or failing a saving throw, you may teleport to a spot you can
creature, regaining hit points as though you rolled a hit die. see up to 30 feet away. You can use this ability a number of
You can use this ability a number of times equal to one half times equal to your Intelligence modifier (minimum 1),
your Constitution modifier plus 1 (minimum 1), regaining all regaining all expended uses when you finish a long rest.


uses when you finish a long rest.

Darkvision. Tending to the faerie rings for so long has
Blightbringers. Once per turn, when you hit with a melee imbued you with some of their magic. You can see in
attack that deals piercing or slashing damage, you may inflict darkness within 60 feet as though it were dim light.


an additional 1d4 necrotic damage. If you do, you cannot use Magically Inclined. You gain proficiency in the Arcana skill.
your Blood Drinker in response to that attack.

At 5th level, this damage increases to 1d6 necrotic damage.

Nightshade Faerie
Nightshade faeries are cruel and sadistic faeries that enjoy
afflicting their victims with poisons, typically slow acting
ones. Their wings are long and clear, as though made of
glass.


Ability Score Changes. Your Intelligence score increases by
1.


Toxinbourne. Your blood is poisonous and you have an
innate level of strength against it. You gain resistance to
poison damage and you have advantage on saving throws
against poisons.


Bladewing. Your wings have extremely sharp edges, and you
can use them to make unarmed strikes. If you hit with them,
you deal slashing damage equal to 1d4 + your Dexterity
modifer, instead of the bludgeoning damage normal for an
Unarmed Strike. If you have poison applied to your wings,
the target has disadvantage on the saving throw against it.

Prowler Faerie
Prowlers are exceptionally stealthy and prefer to cause
commotion using their altered pollens. Their wings typically
look like ragged ant wings.


Ability Score Changes. Your Charisma score icnreases by 1.
Peppersmoke. As an action you can choose to trail a special
form of altered pollen mixed with your own faerie dust. Until
the end of your turn, you leave a trail of the powder floating in
the air behind you. Until the start of your next turn, each
creature that starts its turn in or moves into your
peppersmoke for the first time on its turn must make a
Constitution saving throw against 8 + your proficiency bonus
+ your Charisma modifier. On a failure, the creature is
stunned until the beginning of its next turn. Once you use this
ability, you cannot use it again until you finish a long rest.


Quick. Your base walking speed and flight speed each
increase by 5 feet.

CHAPTER 1 | RACES

5

Humans While a rare occuptation due to the general difficulty and
high cost of it, some reachfolk create perfumes from special
The Human race recieves new subraces in this section flowers found near oasises. These perfumes are often bought
by many a noblewoman of other lands who enjoy the scents
Reachfolk (Artarian Reach) of the flowers and see it as a sign of wealth due to their rarity
The reachfolk are hardy desert dwelling people, used to their and cost. Some instead use different plants found throughout
life under the blazing sun with little wanter and even less the reach to create scented oils.
natural defense against the monsters there. Many learn dark
magic to animate their fallen brethren, whether just to keep The people of the reach have darkly tanned skin from
them company and stave off madness slightly longer or to generations of living under the harsh sun, and almost all of
fight back against the world, such as the famous them have black hair. Their eyes have darkened to shapes of
necromancer of Dun Kav'r, Babi'Sahib. brown and even black to avoid extra damage from the
sunlight. They typically wear loose clothing, but prefer it to be
The people of the reach often come off as overly friendly numerous bright colors and wear beads, gemstones, and a
and sometimes too much so to others. They tend to stand too fair deal of jewelry.
close for comfort when speaking and are comfortable and
willing to give much more physical intamacy than many Reachfolk Traits
would be comfortable with, as far as men hugging each other
in the streets or women kissing each other on the cheeks to Ability Score Changes. Your Strength and your choice of
greet each other. Unfortuantely, that is about the extent of the your Intelligence or Wisdom scores each increase by 1.


familiarities for their women. As a society, they are very harsh Desert Folk. You are acclimated to extreme heat and ignore
on women, and men are allowed to have numerous wives. the effects of it. You gain one less level of exhaustion from
Should a woman die while married, only her husband is dehydration each day, and you ignore the effects of difficult
permitted to raise her, and anyone else found to have done so terrain caused by sand.


can face severe penalties, including exile or execution. Reach Training. You gain proficiency with scimitars and
glassblower's tools.


The men of the reach are very hospitable, almost to a flaw. Languages. You can speak, read, and write the Artarian
If a man invites another into his home for a meal, it is language.
considered horribly rude to refuse. The men do not cook or
clean, and typically use either corpses or their wives to do
such. Women are not allowed in public without a man, but
this is also partially due for their safety due to the numerous
dangerous creatures that roam the desert. The men are seen
as protectors and providers, doing the work outside of the
home and training their martial and magical prowess while
their wives work to raise children and ensure the home is
kept clean.

The reachfolk have nobles, but it is not as severe of a
power difference between them and the commonfolk as many
other countries. Their nobility does still hold far greater
riches, but the money is more spread among the citizens as
well. The people of the Artarian Reach, and Dun Kav'r
especially, are more wealthy on average than anywhere else,
and as such many prices seem outrageous to travelers. This
is made worse by the fact that there are few if any other
places to shop, so they know they can mark it up to whatever
they wish.

The people of the reach specialize in fine silks, weaving,
and the smithing of special heavily curved scimitars with
weighted ends, using glass made from the desert sands to
add onto the tip. This glass shatters when it strikes steel,
letting it spray into the eyes of someone wearing a helmet.
The reachmen are well versed in martial combat, despite
favoring the use of undead when possible. Due to these
preferences, the idea of necromancy being an evil or
sacriligeous thing is foreign to them, causing some deal of
trouble if they visit other lands.

CHAPTER 1 | RACES

6

Ardizians Ardizian Traits
The ardizian people hail from the far off island of Ardiz, part
of a large chain of islands collectively known as Rissyd. They Ability Score Changes. Your Dexterity and Intelligence
are typically pretty easy going and have light brown skin and scores each increase by 1.


typically have black or brown hair. Their eyes are always a Slate Nails. Your fingernails are crystalline and slate-colored,
shade of brown, and their fingernails are invariably slate- due to being comprised largely of flint. You can use them with
colored and crystalline in structure. steel to create fire. In addition, you gain resist 5 fire.


Ardizian Easygoing. You gain proficiency with the
The people of Ardiz are typically welcoming, but know not Persuasion skill, and can add twice your proficiency bonus to
to fully trust a stranger. They are a rather tight-knit people it when you are interacting with humanoids. In addition, you
and have large families - a single person can easily be related have disadvantage when using Charisma (Intimidate).


to half the country - and will stick together, the bonds Languages. You can speak, read, and write the Ardizian
between them stronger than whatever country they happen to language.
find themselves in. They have a tendency to refer to each
other as cousins, and much of the time it turns out to be true
somewhere down the bloodline.

Ardiz is ruled by a king and his family, the king and queen
being entirely equal in position. The princes and princesses
are treated as being nearly equal to any other child, as they
are likely in some way related to them regardless. There is no
nobility on Ardiz, and instead government officials are chosen
by the king and queen or elected by the people of their
hometown.

Ardizian cuisine uses a large variety of shellfood and
flatbread. The head of a jhulk - a massive crab-like beast - is
considered a delicacy but is rather expensive due to the slow
breeding of the animals. The most famous Ardizian dish is
houza, friend meat wrapped tightly in flatbread and topped
with a creamy white sauce, though sometimes the meat is
replaced with shellfood.

The dress of ardizians is rather modest compared with
many other places, and this includes the royalty. The
closeness of the people as a whole leads to them not wishing
to be seen as above or below each other more than necessary.
The royal family is known to take walks through the towns
and develop personal relationships with many commoners.
The distance between nobility and commonfolk in other
lands comes off as rather unusual to ardizians and can
sometimes lead to them getting in trouble for accidentally
disrespecting nobility.

Many ardizians make their livings as simple fisherman and
farmers, with everyone helping to provide for each other.
Money is still used in their lands, but bartering and trading is
much more common. They like to help others, and trying to
pay them for what they see as minor aid can come off as
offensive to them.

They have special tools called sparkflickers - a curved piece
of steel with a handle and striking surface designed to strike
against their fingernails to create massive amounts of sparks
or even small flames. They use these both for entertainment,
tricks, and for real work such as lighting fires for cooking.

CHAPTER 1 | RACES

7

Kobolds Unnatural Kobolds
Being such a weak and diminuitive race with a sorcerous
The Kobold race recieves new subraces in this section. bloodline means kobolds are often forced into rituals that can
twist and break them.
Smooth-Skinned
A very rare and elusive breed of kobolds, smooth-skinned Ram-Headed
kobolds are reclusive and typically only deal among their own
kind, avoiding the scaled kobolds as though they were a These dark kobolds have an odd affinity for lightning that
threat. They are very cautious and seek only to protect they can channel through two large ram's horns that replace
themselves and their family. their normal horns. Most have pitch black scales and much
rounder faces than the norm for their kind.


Jungle Ability Score Improvement. Your Wisdom score increases
by 1.


Jungle smooth-skin kobolds resemble large geckos and are Lightning Lure. Your body naturally diffuses electricity and
able to quickly retreat in any direction to find safety.

you can throw it right back. You have resistance to lightning
Ability Score Improvement. Your Constitution score damage and you know the jolt cantrip. Wisdom is your
increases by 1.

spellcasting modifier for this spell.


Alignment. Your people are far kinder than your hard-scaled Electric Speed. Your body seems to work far faster than any
kin but still rely on each other just as much. Jungle Smooth- normal creature, from your blood flow to your reaction time.
Skin kobolds often embrace the good nature of many fey You have a base walking speed of 35 feet.
beings they may meet, but are just as lawful as their standard
kin.

Gemscales
Canopy Dweller. You gain a climb speed of 30 feet and gain
the ability to move up, down, and across vertical surfaces and Gemscale kobolds claim descent from gemstone dragons, a
upside down along ceilings. You can only climb upside down race of powerful innately psionic creatures and bastions of
if you have your hands free, and can climb surfaces as neutrality. Their scales are bright hues of purple, red, blue,
smooth as glass.

white, or green and the oldest of them sometimes form some
Jungle Life. You have resistance to poison damage and amethyst, rubies, sapphires, crystals, or emeralds on them.


immunity to the poisoned condition. Ability Score Improvement. Your Intelligence, Wisdom, or
Charisma score increases by 1.


Aquatic Psionic Mind. You have resistance to psychic damage. In
addition, you know one of the following talents of your
Aquatic smooth-skinned kobolds are much more rare than choice: crowned in sorrow, hungry lightning, lethal strike, or
their other kin and have external gills akin to axolotls. These scramble. Your manifesting ability is the same as the ability
kobolds live in deep oceanic areas and rarely come to the score you chose to increase from this subrace.


surface. Many believe they are nothing more than a myth.

Powerful Foresight. You have an innate knack for seeing the
Ability Score Improvement. Your Wisdom score increases future and reading the slightest movements of your foes. As a
by 1.

reaction, when an attack hits you, you can force the target to
Alignment. It is far more rare for aquatic smooth-skins to live reroll it, taking the new result. You can use this a number of
together than their other kin, and they are generally more times equal to your proficiency bonus, regaining all expended
neutral than lawful. They also tend to rely more on instincts uses when you finish a long rest.
and do not care for morality unless it is helping them in the
moment, and they lean towards neutral or evil.


Amphibious. You can breathe air and water.


Trench Dwellers. You have darkvision out to a range of 120
feet. In addition, you have resistance to cold damage and gain
a 35 foot swim speed.

Slickcoat

Slickcoat kobolds secrete a layer of mucous over their skin,
similar to a newt's. This odd material soaks through their
clothing and seeps through or out of their armor.


Ability Score Improvement. Your Constitution score
increases by 1.


Slick. Due to your mucous coating, it is very hard to keep
ahold of you. You gain a bonus to escaping grapple checks
equal to your proficiency bonus. In addition, you can slide on
it, granting you a walk speed of 35 feet.


Large Lungs. Your people typically dwell in or around ponds
and lakes. You can hold your breath for an hour at a time.

CHAPTER 1 | RACES

8

Rare Kobolds
Some kobolds have been separated from others of their kind
or infused with odd magics or elements and developed odd
traits.

Glacial

Glacial kobolds are an odd sort, adapted to living in below-
zero temperatures. These kobolds are warm blooded and do
well in even the coldest climates due to layers of fat under
their scales. Due to this, they often look slightly plumper than
other kobolds.


Ability Score Increase. Your Constitution score increases by
1.


Iceborne. You have resistance to cold damage and you know
the ray of frost cantrip. Choose Charisma, Intelligence, or
Wisdom. That is your spellcasting ability for this spell.


Frost Eyes. Your vision is unimpacted by snow, ice, or mist.

Deepdweller

Deepdweller kobolds are adapted to living deep underground
where the sun never shines. These kobolds do exceptionally
well in the dark and damp places of the world, but fear the
sun more than their other kin.


Ability Score Improvement. Your Constitution score
increases by 1.


Superior Darkvision. You have darkvision out to a range of
120 feet.


Sunlight Hypersensitivity. You have disadvantage on Attack
rolls and on Wisdom (Perception) checks that rely on sight
when you, the target of your Attack, or whatever you are
trying to perceive is in direct sunlight. Anytime you end your
turn in direct sunlight, you take 5 radiant damage.


Raid Survivor. You have resistance to poison and psychic
damage. In addition, you have a 30 foot climb speed.

CHAPTER 1 | RACES

9

Locus Flame Locus

The locus were forged in the raw elements of the world when Flame Locus are an intense, passionate people made from
it was being born anew and are by far the oldest race upon darkened stone and living flame. They are daredevils and
Audalis. They inhabit crude bodies of pure elemental force common as adventurers. They possess the ability to change
encased by a shell of physical representations of that the heat of their flames, making them deadly enemies in
element. They are a semi-nomadic people, born out of a battle. They are a much wiser race than one might expect,
desire to explore new lands and experience life to the fullest. being adherents of the Path of Fire, a process of physical and
Their faces appear as masks of sort, held aloft by their primal spiritual self-discovery that revolves around the fires that
energy. These masks are emotionless and unblinking aside constantly burn upon their bodies.


from when they are sleeping. Ability Score Changes. Your Wisdom score increases by 2,
but your Strength score decreases by 1.


Locus Traits Alignment. Most flame Locus are lawful, living in villages of
Your Locus has the following racial traits

their own kind. They do not sway either way morally and can
Ability Score Changes. Your Constitution score increases by span the entire range.


1.

Burning Rage. You can cast scorching ray at 2nd-level a
Age. Locus are short-lived and spontaneous. They live no number of times equal to half your proficiency bonus,
more than 50 years away from intense amounts of their regaining all expended uses when you finish a long rest.
elemental energy, but they do not age in a typical way. No When you cast this spell this way, you imbue your rage and
matter how old they get, they will not die so long as they passion into these rays. Add your Wisdom modifier to the
remain within their elemental energy area. They are immune damage dealt, and the damage dealt ignores resistance, but
to magical aging due to this, as this aging is based on not immunity, to fire damage.


physical time spent away from the powerful primal energies. Elemental Resistance. You have resistance to fire damage.


However, in an area heavily infused with their element, such Languages. You can speak, read, and write Ignan.
as elemental demi-planes, their lifespan becomes endless
while they remain. Every two years in an area of pure Earth Locus
elemental energy extends the time a locus can spend outside
of it by a year to a maximum of 50 years.

Earth Locus are a hardy, calm people of twisting vines and
Size. The locus have humanoid bodies that range roughly the nature energy. They are pascifists and refrain from harming
heights of humans. Your size is Medium.

those who would not harm them or the people and things
Speed. Due to your humanoid shape, you have a base they care for. They can change the structure of the roots
walking speed of 30 feet.

creating their body, causing new and interesting shapes to
Alignment. Your alignment varies greatly with your subrace express emotion upon their otherwise blank faces.


due to the laws that govern the elements of the world.

Ability Score Changes. Your Constitution and Strength
Elemental Fusion. While within the element of their scores increase by 1, but your Dexterity score decreases by 1.


creation, locus do not need to sleep. Instead, they diffuse into Alignment. Earth Locus are typically neutral in all regards,
their elements somewhat, being able to dream in a way, taking life as it comes.


seeing what their elemental ancestors saw and felt. Much of Earthen Frame. You can cast barkskin a number of times
this is lost upon 'waking up' but they will occasionally retain a equal to half your proficiency bonus, regaining all expended
small percentage of it. After resting in this way for 6 hours, uses when you finish a long rest. When you cast this spell this
you gain the same benefit that a human does from 8 hours of way, you take less bludgeoning, piercing, and radiant damage
sleep.

from all sources equal to your Constitution modifier. This
Elemental Sustenance. You are born of the natural applies before vulnerabilities, but after immunities and
elements of the world and they are little more than a home to resistances.


you. You can cast absorb elements a number of times equal to Elemental Resistance. You have resistance to poison
half your proficiency bonus, rounded up, with this feature. damage.


When you cast this spell this way, you instead gain immunity Languages. You can speak, read, and write Terran.
to the triggering damage. You do not add any damage to
attacks you make due to this spell but instead regain hit
points equal to a fourth of the damage you would have taken,
ignoring resistance and immunities. You regain all expended
uses of this feature when you finish a short or long rest.

CHAPTER 1 | RACES

10

Water Locus Mist Locus

Water Locus are a fluid and ever changing people, made up Mist Locus are a mix of water and air Locus, mixing their
of living water. They are chaotic and rarely keep one shape, flowing figures and having a body of water particles
changing as often as the tide does. They often shape their suspended in swirling currents, and constantly wet clouds as
bodies to match their mood, helping to give expression a body. They are chaotic, but show almost none of their
despite their masks.

emotion.


Ability Score Changes. Your Dexterity score increases by 2, Ability Score Changes. Your Dexterity score increases by 2,
but your Strength score decreases by 1.

but your Wisdom score decreases by 1.


Alignment. Water Locus are almost always chaotic, swaying Alignment. Mist Locus are almost always chaotic and keep a
more toward neutral morally.

neutral moral outlook.


Oceanic Body. You can cast Purewater Body a number of Mistform. You can cast misty step a number of times equal to
times equal to half your proficiency bonus, regaining all half your proficiency bonus, regaining all expended uses
expended uses when you finish a long rest. When you cast when you finish a long rest. When you cast this spell this way,
this spell this way, you take less cold, radiant, and lightning you leave a mist silhouette behind where you disappeared
damage from all sources equal to your Constitution modifier. until the end of your next turn. You can make attacks or cast
This applies before vulnerabilities, but after immunities and spells through this mistform, having weapons made of mist. If
resistances.

the mistform is hit with an attack, it dissipates.


Elemental Resistance. You have resistance to cold damage.

Elemental Resistance. You have resistance to your choice of
Languages. You can speak, read, and write Aquan. thunder or cold damage.


Languages. You can speak, read, and write your choice of
Air Locus Aquan or Auran.

Air Locus are a quick people, living their lives much faster Dust Locus
than other sorts of their kind. They change their shape
similarly to the water Locus, but feel very few emotions Dust Locus are a calm people, pulling from their earthen
comparatively. Their bodies are made from visible winds and ancestors but with the speed of life of their air ancestors.
their body and mask are made of solid white clouds.
Their core being made of swirling dust and their bodies and
Ability Score Changes. Your Intelligence score increases by masks made of hardened clay and dirt.


2, but your Wisdom score decreases by 1.

Ability Score Changes. Your Constitution and Intelligence
Alignment. Air Locus are typically chaotic and tend toward scores increase by 1, but your Dexterity score decreases by 1.


good-heartedness.

Alignment. Dust Locus are split within their own people,
Airy Body. You can cast gust of wind a number of times equal their earthen ancestors pulling them toward absolute
to half your proficiency bonus, regaining all expended uses neutrality while their air side tends toward chaos and good-
when you finish a long rest. When you cast this spell this way, heartedness.


you can instead treat it as having a 20-foot radius sphere Dusty Body. You can cast glitterdust a number of times equal
centered on a point you can see within 60 feet. The gusts to half your proficiency bonus, regaining all expended uses
points toward the center of the sphere.

when you finish a long rest. When you cast this spell this way,
Elemental Resistance. You have resistance to thunder the range becomes a 30-foot cone and you may designate any
damage.

number of creatures to not be affected.


Languages. You can speak, read, and write Auran. Elemental Resistance. You have resistance to your choice of
poison or thunder damage.


Storm Locus Languages. You can speak, read, and write Terran.

Storm Locus are powerful and prone to fits of rage. They Ice Locus
have explosive tempers and their bodies crackle with pure
elemental lightning. Their masks and bodies are made from Ice Locus are cold and calculating, thinking things through
solid cloud just as air Locus, but their clouds are typically logically before making any form of decision. They are lawful
dark and have flashes of light through them.

to a fault and have a jagged body and mask with a clear
Ability Score Changes. Your Charisma score increases by 2, crystalline structure and their core is made of an always
but your Intelligence score decreases by 1.

active blizzard with jagged ice swirling around.


Alignment. Storm Locus tend toward neutrality, but are Ability Score Changes. Your Wisdom score increases by 2
almost always evil.

and your Dexterity score increases by 1, but your Constitution
Stormform. You can cast dark lightning a number of times score decreases by 2.


equal to half your proficiency bonus, regaining all expended Alignment. Ice Locus are always lawful and typically neutral.


uses when you finish a long rest. When you cast this spell this Frozen Form. You can cast armor of agathys a number of
way, any necrotic damage you would deal with this spell times equal to half your proficiency bonus, regaining all
becomes lightning damage. In addition, the lightning can fork expended uses when you finish a long rest. When you cast
to a creature up to 20 feet away, and creatures in between the this spell this way, you gain a bonus to AC equal to half your
two targets must make a Dexterity saving throw, taking 1d8 Wisdom modifier, rounded up for the duration of the spell.


lightning damage on a failure, or none on a success.

Elemental Resistance. You have resistance to cold damage.


Elemental Resistance. You have resistance to lightning Languages. You can speak, read, and write Aquan.
damage.


Languages. You can speak, read, and write Auran.

CHAPTER 1 | RACES

11

Magma Locus

Magma Locus are slow and powerful people with bodies of
molten rock and cores of painfully hot air and sparks. They
are slow to trust and take a much longer time to cool or heat
their body than their flame cousins.


Ability Score Changes. Your Constitution and Wisdom
scores increases by 1, but your Dexterity score decreases by
1.


Alignment. Magma Locus are typically lawful and tend
toward neutrality, but can be found having both good and evil
tendencies.


Magmatic Body. You can cast molten form a number of
times equal to half your proficiency bonus, regaining all
expended uses when you finish a long rest. When you cast
this spell this way, any creature that hits you with a melee
weapon with a metal or flammable striking surface takes 1d6
fire damage. This damage can only occur once per turn.


Elemental Resistance. You have resistance to fire damage.


Languages. You can speak, read, and write Ignan.

Ash Locus

Ash Locus are full of hatred for their more pure kin. These
Locus have bodies of soot and hardened ash with a dying
flame lighting them. They are cold to the touch and have very
little elemental essence.


Ability Score Changes. Your Intelligence and Wisdom
scores increase by 1, but your Charisma score decreases by 1.
Alignment. Ash Locus are typically lawful and almost always
evil.


Ashen Form. You can cast ash storm a number of times
equal to half your proficiency bonus, regaining all expended
uses when you finish a long rest. When you cast this spell this
way, you are entirely immune to the ash and can see
creatures in it as though you had blindsight.


Elemental Resistance. You have resistance to your choice of
fire or thunder damage.


Languages. You can speak, read, and write Ignan.

CHAPTER 1 | RACES

12

Titanforged Your Titanforged has the following racial traits.
One
Ability Score Changes. Your Constitution score increases by
Titanborn are towering people descended from the blood of 2.

One-e
giants and men. Living upon the mountains of their titanic Age. Titanforged mature slower than humans, reaching full stand
forefathers, these colossal people are far more docile than maturity around the age of 30, and they live for an average of name
one would expect of one of their lineage. The titanforged are 600 years.

midd
naturally curious and have a tendency to overestimate the Size. A typical Titanforged stands between 9 and 11 feet tall, have
strength of smaller races, using too much of their own until with females around a foot shorter on average. Your size is aroun
they have lived among these small folk for a good while. Large.

Abilit
Unfortunately, this has a tendency to land them in trouble at Speed. You have a base walking speed of 30 feet.

but yo
first due to accidentally breaking or even killing smaller Alignment. Titanforged are created in the pact of the giants Fears
people. Much like their massive forefathers, titanforged hold formed with the law of men. Almost all of them are lawful, but creat
a strong hatred for dragons, and it almost always extends to their morality ranges as much as it does in humans.
make
dragonborn and kobolds as well, seeing them as wretched Runescarred. Titanforged carve runes into their skin with Cons
offspring of their past enemy. intrinsic meaning to them and that confer small boons upon the ta
them. All titanforged share the rune of community. As a savin
Far from the common people of the world, the titanforged bonus action, you or a creature you touch gains 1d12 + your on a s
make their home among the highest peaks of the world. They Constitution modifier temporary hit points and the rune is finish
stand as a testimate to the world's natural strength. While discharged. You can only have one of any specific rune carved Poor
typically somewhat peaceful, these giantspawn are not into your skin. All runes you have carved onto you recharge attack
entirely used to dealing with the smaller peoples and thus when you complete a short or long rest.

feet a
can be very intimidating or even seem aggressive due to how Languages. You can speak, read, and write Common and Rune
they act. Giant. skin a
disch
The People: Titanforged are a towering people descended Skybound Titanforged choic
from the mixed bloodlines of giants and men. They stand at for 1
an impressive nine to eleven feet on average for males, with Skybound titanforged have well-defined features with skin
females standing up to ten feet. Titanforged live up to six ranging in color from milky white to light sky blues. Their Bur
hundred years though it is not uncommon for them to meet hair is typically silvery or brass colored, and their eyes are
their fate early in common. Their skin and eyes typically almost always iridescent blue. Most prefer not to wear armor Burn
match the impressive features of their giant lineage, but it is when possible, preferring instead to use magical forms of appea
not uncommon for one to have skin resembling their human protection.

dark,
lines. Their hair will also typically match that of their giant Ability Score Changes. Your Intelligence score increases by red, w
relatives, but will occasionally be stark white instead. 2, but your Wisdom score decreases by 2.

is bla
Cloudborne. You can walk upon clouds as though they were prefe
Most females will wear jewelry of some sort, and some solid, and you treat seeing through mist or fog as light Abilit
males will as well - while all frozen titanforged will adorn concealment rather than heavy concealment.

but yo
their bodies with jewelry - and they typically enjoy collecting Rune of the Skies. You have the Rune of the Skies carved Flam
all sorts of trophies to show their skill and strength. into your skin as per your Runescarred feature. As an action, eyesi
you discharge the rune and gain a fly speed equal to your Rune
The titanforged have a hard time relating to smaller folk walk speed for 1 minute. Whenever you are dealt damage, your
and often refer to them as airsick lowlanders, believing the make a Constitution saving throw with a DC of 10 or half the takin
denser air makes it harder for those people to think clearly. damage dealt, whichever is greater. On a failure, you lose absor
The titanforged are known as 'horneaters' to many due to your fly speed and fall to the ground if you were in the air. you w
sometimes consuming the bones and horns of their kills. immu

Culture and Society: All titanforged pursue a single
calling and a profession, both being split between masculine
and feminine. They believe only those who do well fulfilling
both will be able to ascend to their afterlife, fighting alongside
their chosen gods. Women are the only ones expected to
know how to read or write, and it is seen as weakness for a
male to do so. The exception to this is the religious caste, of
which the all male group can all read and write.

Religion: The titanforged have a religious caste that lead
them in what is thought to be right. This caste is therefore
very powerful in the society, being able to dictate the
teachings of the gods themselves. Outside of this caste, it is
expected for all members to follow in worship according to
what they are taught. This leads many tribes to following only
a single god or occasionally a few, specially chosen by the
religious caste for them.

Values and Taboos:

Titanforged Traits

CHAPTER 1 | RACES

13

Frozen Titanforged Thundering Titanforged

Frozen titanforged have skin and hair that ranged in a wide Thundering titanforged are the largest of their kind, often
spectrum of shades of blues and whites, though a rare few standing up to a foot and a half taller than others of their
are known to have dirty yellow hair. Their eyes are generally kind. Most had pale, light green skin with dark green hair and
shades of blue or yellow. They prefer clothing and armor eyes, but a small amount have violet skin with dark blue hair
made from skins or pelts of animals and always adorn and silvery or golden eyes. They tend toward preferring fine
themselves with jewelry. They also tended toward chain tunics and belted sandals over other clothing and try to look
armor and decorated their helmets with horns or feathers.

their best. In battle, they appreciate the look of scale mail,
Ability Score Changes. Your Strength score increases by 2, especially if it is made from dragonscales.


but your Dexterity score decreases by 2.

Ability Score Changes. Your choice of your Wisdom or
Iceborne. You have resistance to cold damage and your Charisma score increases by 2 but your Dexterity score
eyesight is not impaired by snow or ice.

decreases by 2.


Rune of Frost. You have the Rune of Frost carved into your Stormspawn. You have resistance to your choice of lightning
skin as per your Runescarred feature. As an action, you can or thunder damage. This choice cannot be changed later. In
discharge the rune and choose to release a hail of frost and addition, your eyesight is not impaired by rainfall.


icicles from your mouth. Each creature in a 15 foot cone Rune of Storms. You have the Rune of Storms carved into
must make a Dexterity saving throw with a DC of 8 plus your your skin as per your Runescarred feature. As an action, you
Constitution score plus your proficiency bonus. On a failure, can discharge the rune and conjure a great storm above you,
a creature takes a number of d4s of cold damage equal to causing heavy rainfall in a 20 foot radius for 1 minute,
your Constitution modifier, or half as much damage on a centered on you so long as there is no magic controlling the
success. weather. Choose a creature you can see in the area. That
target must make a Dexterity saving throw with a DC of 8
Earthen Titanforged plus your Constitution modifier plus your proficiency bonus
as a bolt of lightning crashes down. On a failure, the target
Earthen titanforged have a gray to grayish-brown skin tone takes a number of d6s of lightning damage equal to your
and hair that ranged in a spectrum of dark grays and bluish- Constitution modifier, or half as much on a success.
grays. Their eyes were typically silver or steel colored. They Whenever you are dealt damage, you must make a
typically chose clothing that matched the coloration of nearby Constitution saving throw against 10 or half the damage
stones to help them blend in better to their environment.

dealt, whichever is greater, ending this effect on a failure.
Ability Score Changes. Your Dexterity score increases by 2,
but your Charisma score decreases by 2.


Stone Camouflage. You have advantage on Dexterity
(Stealth) checks made to hide in rocky terrain.


Heavy Striker. Any weapon you hit with that has the two-
handed property or the versatile property that you are holding
in two hands deals an extra 1d4 of the same damage type.


Rune of Stone. You have the Rune of Stone carved into your
skin as per your Runescarred feature. As a reaction to taking
damage, you can discharge the rune and choose to harden
your body and reduce the damage by an amount equalling
1d12 plus your level.

CHAPTER 1 | RACES

14

Chapter 2: Classes

Ardent

The ardent class recieves new subclasses in this section.
Mantle of Hope
Yours is the mantle of hopefulness, yearning, and aspiration,
pushing people to make the best out of themselves.

Hope's Affect

At 3rd level when you choose this mantle, you and allies
within your empathic range can add your half your Charisma
modifier to saving throws.

Invoke Mysticism: Extinguish Hope

Also at 3rd level, as an action, you attempt to take away all
senses of hope from a creature you can see within your
empathic range. That creature must make a Charisma saving
throw, being able to take an action or a bonus action, but not
both, on each of its turns on a failure. The creature instead
takes 2d6 psychic damage on a successful save.

Invoke Mysticism: Powerful Hope

Starting at 6th level, as a bonus action, you can force a
creature you touch to be empowered by powerful feelings of
hope. For 1 minute, that creature has advantage on saving
throws and ability checks and gains resistance to one damage
type of your choice excluding bludgeoning, piercing, or
slashing.

Hopeful Strikes

Beginning when you reach 11th level, once per turn, when
you deal damage to a creature with a melee weapon, you may
have an ally you can see within your empathic range gain
temporary hit points equal to your Charisma modifier.

Everlasting Ambition

Starting at 14th level, Whenever a creature in your empathic
range make an ability check, attack roll, or damage roll, you
may spend 3 psi point to have them add your Charisma
modifier to that roll. If that creature fails the ability check or
misses with an attack roll that this bonus is applied to, they
regain hit points 2d4 hit points.

Facet of Hope

Beginning at 18th level, if a creature of your choice within
your empathic range would roll a 1 on an attack roll against
an ally within your empathic range, they still roll damage as
normal, but your ally regains that many hit points instead of
taking damage.

CHAPTER 2 | CLASSES

15

Mantle of Lust
Yours is the mantle of raw carnal desire that flows through all
living things like a virulent scourge. You control the force that
attracts a man and woman together or repels them apart as
though they had a plague.

Lust's Affect

Starting at 3rd level when you choose this mantle, you and
allies within your empathic range have advantage on saving
throws against being charmed unless they choose to allow it.

Invoke Mysticism: Impulsive Infatuation

Also at 3rd level, you can use your Invoke Mysticism to
overwhelm a creature with a flash of short-lived but intense
admiration for you, driving them to rash action in your
defense.

As an action, you choose one creature you can see within
30 feet of you. That creature must make a Wisdom saving
throw. On a success, the creature is unaffected. On a failure,
the creature must immediately use its reaction to make a
weapon attack against a target you designate or heal a
creature you choose, if possible. If there are no valid targets,
the creature uses its reaction to move towards you. the
creature must use its action to admire you.

Invoke Mysticism: Counter Seduction

Starting at 6th level, as a reaction, if an ally within your
empathic range would be charmed by a creature within your
empathic range, you may instead have that creature be
charmed by your ally by the same effect and amount of time
as the original ability.

Charming Manifesting

Beginning when you reach 11th level, you may add your
Charisma modifer to the damage roll of any cantrip you use.

Nymphomania

Start at 14th level, your mind exudes a powerful mental
aphrodisiac, causing creatures to have a hard time focusing.

Creatures you choose within your empathic range are
immune to being charmed by any creature other than you.
Creatures you do not choose have disadvantage on saving
throws against charming effects.

Facet of Lust

Beginning when you reach 18th level, each willing creature in
your empathic range is considered charmed by you.

At the beginning of your turn, each creature of your choice
that is charmed by you gains temporary hit points equal to
your Charisma modifier. Each creature charmed by you that
you did not choose instead takes 2d10 psychic damage. This
damage does not give another saving throw to the creature.

CHAPTER 2 | CLASSES

16

Assassin

The assassin class recieves new subclasses in this section.

CHAPTER 2 | CLASSES

17

Avenger Holder of the Past

The avenger class recieves new subclasses in this section. You may become, for a brief time, able to channel the
collective desire for remembrance of all that has been
Censure of Remembrance forgotten.
At 20th level as an action, you can become a holder
Avengers of Remembrance find themselves calling to one of the past, drawing in the wisdom and knowledge of all that
simple thing, an overwhelming desire to remember. Some ahs been forgotten. For one minute you gain the following
seek to not forget the faces and lives of lost loved ones while benefits. You cannot use this ability again until you finish a
others wish to keep alive the memory of entire religions. A long rest.
rare few even seek to simply keep alive the lessons learned
from their struggles and failures. However, all avengers that You gain proficiency in all skills, tools, weapons, and
fall under this order seek to hold back the passage of time armor.
from unclaiming the memories they hold. You have advantage on attack rolls and attack rolls against
you have disadvantage.
Censure of Remembrance Spells You are considered to be under the effects of the
Comprehend Languages and Tongues spells.
Avenger Level Spells As an action, you can cast Commune without expending
3rd comprehend languages, identify spell slots of material components. When cast this way,
5th arcane lock, see invisibility the spell instantly takes effect but you are limited to one
9th speak with dead, tongues question.
13th death ward, locate creature
17th legend lore, wall of light

Channel Divinity

When you take this censure at 3rd level, you gain the
following two Channel Divinity options.

Divine Memory. You draw upon the power of your censure
to augment your ability to remember the past as an action.
For the next 10 minutes, you gain advantage on any arcana,
history, nature, psionics, or religion check and any check
made to remember something you have seen and may treat
the check as though you are proficient with that skill.

Peace of the Forgotten. As an action, you pledge to keep
the memories of creatures around you, drawing memories of
the past lives of nearby undead. Each undead within 30 feet
of you must make a Wisdom saving throw. On a failure, the
creature becomes non-hostile to you unless provoked and you
gain the ability to converse with it so long as you share a
language it had in life for 1 minute.

Learned Assault

Starting at 7th level, the fighting styles of creatures under
your oath are firmly implanted into your mind, making it
challenging for them to strike you. When a creature under
your oath hits you with an attack, you may choose to add a
bonus to your AC equal to your Wisdom modifier against that
attack. You choose to gain the bonus after the attack roll, but
before damage is decided. You can use this ability only once
per turn.

Mental Fortitude

Your mind has become strong under the pressure of the
memories you desperately cling to. It resists attempts to
break or bend with a zealous fury.

At 15th level, you gain resistance to psychic damage,
immunity to the charmed condition, and your memories
cannot be modified against your will. If a creature attempts to
modify your memories, it immediately takes psychic damage
equal to your Avenger level.

CHAPTER 2 | CLASSES

18

Censure of Justice
Avengers are notable for their unwavering zealotry, yet some
avenger's divinity can grow beyond close confrontation and
bloom into a devastating barrage of holy steel. These
Avengers fall under the censure of justice, an edict etched
into the very fiber of their being.

Censure of Justice Spells

Avenger
Level Spells
3rd command, guiding bolt
5th find steed, shatter
9th conjure barrage, speak with dead
13th elemental bane, mordenkainen's faithful
hound
17th conjure volley, swift quiver

Channel Divinity

When you take this censure at 3rd level, you gain the
following two Channel Divinity option.s

Quickdraw. You can use your Channel Divinity to strike
with haste. Whenever you roll for initiative, you can make a
single weapon attack before combat begins.

Blinding Blade. You can use your Channel Divinity to
strike with divine light. When you hit with a melee weapon
attack, you can use your Channel Divinity to attempt to blind
the target. The target must make a Wisdom saving throw,
being blinded and incapacitated until the end of your next
turn on a failure. On a successful save, the target is blinded
until the end of its next turn.

Justice, Not Punishment

Starting at 7th level, when you are about to roll initiative, you
can choose to roll at disadvantage. If you do,any creature that
does not immediately surrender, has taken a turn in combat,
and remains aggressive to you has disadvantage on attack
rolls against you and your allies for 1 minute.

Divine Detainment

Beginning at 15th level, whenever an ally makes an attack of
opportunity against a creature adjacent to you, you can
immediately make an opportunity attack against the creature
without using your reaction. If this attack hits, the creature's
speed is halved until the beginning of its next turn.

Avatar of Justice

At 20th level, you can embrace the true meaning of justice,
spreading law and order to those around you. For 1 minute,
the following effects happen.

Each creature aggressive towards you within 30 feet of
you must make a wisdom saving throw against your spell
save dc. On a failure, the creature is restrained as holy
chains shoot from the ground, holding them fast. Each
creature can make another saving throw at the end of
each of their turns, ending the effect on a success.
Whenever you make a melee weapon attack, you treat any
roll of 9 or lower on the d20 as a 10.
At the start of each of your turns, you gain 10 temporary
hit points.

CHAPTER 2 | CLASSES

19

Barbarian Untamed Strikes

The barbarian class recieves new subclasses in this section. Starting when you reach 14th level, your unarmed strikes
become incredibly ferocious. If you use your reckless attack
Path of the Forest's Fist when and attack with your unarmed attacks, you can roll an
Barbarians of the Forest's Fist are highly animalistic, additional die, taking the highest.
embracing their instincts over any forms of training and
letting out their inner beast. They rely on their brute strength,
forgoing the use of civilized weapons.

Restriction: Kazari Only

The specialized combat style of the kazari is represented
through this group of powerful warriors of nature, and
channeling such powers is not taught to outsiders.

Feral Trance

Beginning when you join this primal path at 3rd level, you
become able to channel your inner beast far more effectively.
When you enter your rage, the raw power of the beast flows
through you. Your hands and feet become clawlike,
destroying any shoes or gloves you are wearing, and your
teeth lengthen and grow pointed. For the duration of your
rage, you gain a +2 bonus to damage rolls with your unarmed
strikes. In addition, if you make an attack with your main-
hand and use a bonus action to attack with your off-hand
using your unarmed strikes, you can also make an attack with
your bite, which is a natural weapon that deals piercing
damage equal to 1d6 plus your Strength modifier. Your
unarmed strikes deal slashing damage equal to 1d4 plus your
Strength modifier instead of the normal bludgeoning
damage.

The damage die of your bite and unarmed strikes increases
by 1 size at 6th level (1d8 for your bite and 1d6 for your
claws), 10th level (1d10 for your bite and 1d8 for your claws),
and 14th level (1d12 for your bite and 1d10 for your claws).

Bestial Tracking

Also at 3rd level you become very in tune with your senses.
You have advantage on all Wisdom (Perception) checks that
rely on scent.

Apex Predator

Starting at 6th level, you find yourself increasingly at home in
the wild places of the world. You gain a climb and swim speed
equal to your walk speed, and you have advantage on
Strength (Athletics) and Dexterity (Acrobatics) checks made
relating to natural obstacles such as vines, slippery moss, or
loose stone, but not things made by creatures such as rubble
or walls. In addition, you have advantage on Strength
(Athletics) checks to grapple another creature.

Lasting Bloodlust

Beginning at 10th level, any time you bloody or bring a
creature to 0 hit points with an unarmed strike or your bite,
you can use your reaction to consume their flesh and blood. If
you do, you regain hit points equal to 1d12 plus your
Constitution modifier plus your proficiency bonus.

CHAPTER 2 | CLASSES

20

Bard Tale of the Hero

The bard class recieves new subclasses in this section. You tell a tale of one that acts courageously in the face of
danger regardless of the cost. Your tale inspires the
College of Chronicles downtrodden and those wishing for a savior.
Bards of the College of Sagas are great storytellers and sages
that college knowledge and tales of times past and use them When a creature expends the inspiration of the Tale of the
to inspire the commonfolk and their allies alive. These stories Hero, they can treat a d20 roll of lower than 10 + your
range from tales of great loss, bravery, or even love. These Charisma modifier as equal to 10 + your Charisma modifier
bards travel the world seeking to inspire as many people as instead.
they can with their grand tales, as an inspired person could
potentially lead to yet more tales. Tale of the Lover

They move away from the traditional songs and plays of You tell a tale of one who finds and gives love to one special
most bards to take up these stories. They are often nomads, person. Your tale inspires those filled with lonliness and
traveling from town to town to spread their stories even if sadness.
simply to see the joy, sadness, or other emotions spread
through their crowds as they speak their lines. When a creature expends the inspiration of the Tale of the
Lover, they may choose up to one other creature they can see.
Tales of the Past Both that target and the creature expending the inspiration
gain a number of d8s of hit points equal to their proficiency
Beginning when you join this college at 3rd level, you gain a bonus.
two tales of your choice. You gain an additional tale of your
choice at 5th level, 11th level, and 17th level. You may speak a Tale of the Jester
tale over the course of 10 minutes, granting a number of
creatures up to your Charisma modifier a bonus, depending You tell a tale of one who seeks only to have a good time,
on the tale you tell. This bonus can be used any time the regardless of who and what it costs. Your tale inspires the
creature expends a use of your bardic inspiration. Once the young and those without a strong plan for their lives.
bonus has been used, it cannot be used again.
When a creature expends the inspiration of the Tale of the
Tale of the Innocent Jester, they gain

You tell a tale of an innocent man seeking to retail or renew Tale of the Caregiver
his faith. Your tale seeks to reach the hearts and souls of
those who have done no harm. You tell a tale of one who cares for all others, uncaring of who
or what they are. Your tale inspires those who lost their
When a creature expends the inspiration of the Tale of the family and friends.
Innocent, they gain
When a creature expends the inspiration of the Tale of the
Tale of the Sage Caregiver, they gain

You tell a tale of one seeking to understand their world Tale of the Sovereign
through any means available. Your tale seeks to inspire the
seeking of knowledge in the minds of those around you. You tell a tale of one who seeks to exert control and conquer
others. Your tale inspires those who seek power and wealth.
When a creature expends the inspiration of the Tale of the
Sage, they gain When a creature expends the inspiration of the Tale of the
Sovereign, they gain
Tale of the Explorer
Tale of the Creator
You tell a tale of one that wishes to maintain their own
independence. Your tale inspires those that would seek their You tell a tale of one who seeks to craft something new. Your
own path and rebel against authority. tale inspires craftsmen, inventors, and philosophers.

When a creature expends the inspiration of the Tale of the When a creature expends the inspiration of the Tale of the
Explorerer, they gain Creator, they gain

Tale of the Outlaw Voice of Power

You tell a tale of one that breaks the rules of society. Your tale Starting at 3rd level, you can use your voice as a focus for
inspires those that feel constrained by the law to reach out your bard spells.
and find change.
At 6th level, when you use a bard spell or ability that grants
When a creature expends the inspiration of the Tale of the yourself or another creature a bonus to a roll, you
Outlaw, they gain
Lingering Tales
Tale of the Magician
Beginning at 6th level, your tales grant a lingering sense of
You tell a tale of one that wishes to control the natural world inspiration to the creatures that hear them. Any time you tell
through powerful magic. Your tale inspires those that can or a tale, the creatures present for
wish to learn magic and spells.
L14
When a creature expends the inspiration of the Tale of the
Magician, they gain Starting at 14th level

CHAPTER 2 | CLASSES

21

College of Holy Hymns
Bards of the College of Holy Hymns are unique as a form of
divine caster rather than arcane like most of their kind.
Through combining traditional bardic techniques with holy
guidance, they can heal and protect their allies with ease.
These bards are always devoted to a specific deity or temple,
and often travel the world to spread their teachings, seek
knowledge, or root out opposing propaganda.

Their songs and stories are inspired by religious scripture,
and focus on imparting a meaningful message as opposed to
entertaining the masses. Bards who adopt this college are
often compensated by temples as opposed to earning coin in
taverns or courts. Many of these bards are raised in temples,
while others gravitate to the path later in life. While most
who follow this path strive for benevolent causes, this is not
always the case; many pursue a neutral agenda, and there are
even those who use their performances to bolster the forces
of evil deities.

Restriction: Deific

Any who choose this college must follow a deity, and their
piety is immediately boosted to 3 if it was not already higher.
In addition, your spells count as divine rather than arcane.

Divine Resonance

When you join this college at 3rd level, you learn to weave
healing energy into your spells. When you cast a 1st-level or
higher, you can choose to expend a use of your Bardic
Inspiration as a reaction to restore hit points to a creature
within 60 feet of you. You restore an amount of hit points
equal to the result of the Bardic Inspiration die + two times
the level of the spell slot used to cast the spell.

Blessed Songs

Also beginning at 3rd level, whenever you would learn a bard
spell, you can choose a spell from the cleric spell list so long
as it does not restore hit points. This spell counts as a bard
spell for you.

Sacred Melodies

At 6th level, you gain the following spells: bless, sanctuary,
and revivify. These spells count as bard spells for you, and
don’t count against the number of bard spells you know. In
addition, whenever you restore hit points to one or more
creatures on your turn using your Divine Resonance, you may
give one of those creatures resistance to a damage type of
your choice until the start of your next turn: cold, fire,
lightning, necrotic, radiant, or thunder. You can do so only
once per round on your turn.

Heavenly Choir

Starting at 14th level, when you use Divine Resonance, the
target receives temporary hit points equal to the total hit
points restored by Divine Resonance.

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22

College of the Soulsong Song of Glory
Bards of the College of the Soulsong manipulate the mind
and soul through psionic powers. Through these powerful Beginning at 6th level, you can bring the ideas of victory and
forces, these bards are able to force creatures to rethink their glory to the forefront of creature's minds, or banish the very
plans and stop their current actions as well as powerfully idea from them. Your Bardic Inspiration can be applied to
bolster their allies. These bards are able to relate to others creature's damage rolls. When it does, the extra damage dealt
very easily due to their grasp of the soul letting them read is psychic damage. You can also choose to use your Bardic
people like a book. Inspiration on an enemy, demoralizing them. When you do,
you choose when to make them subtract the die from an
Soulsinging attack roll, ability check, saving throw, or damage roll.

Beginning when you join this college at 3rd level, you learn While Soulsinging, you can grant a use to one ally and one
the secrets of the soulsong, a mystical psionic force that enemy with each use expended as long as the two targets are
amplifies your music and song. both within range and within 30 feet of each other.

You may use a bonus action to enter the mystic Soulsong Soul's Rhythm
which lasts for 1 muinute or until incapacitated. You can
dismiss your Soulsong at any time (no action required.) Starting at 14th level, while you are Soulsinging you can add
your Charisma modifier to any psychic damage you or an ally
While your Soulsong is active, you gain the following within 60 feet of you deals.
effects:

Once per turn, when you deal psychic damage, you may
add your bardic inspiration die to the damage without
expending a use of it.
Creatures of your choice within 10 feet of you, as well as
yourself, have their speed increased by 10 feet. Creatures
you did not choose instead have their speed reduced by 10
feet while in range. This range becomes 30 feet when you
reach 14th level.
You have advantage on Charisma skill checks.
You can use this feature a number of times equal to your
proficiency bonus, and you regain all expended uses of it
when you finish a long rest.
In addition, whenever you would learn a Bard spell or gain
a spell from Magical Secrets, you can instead learn a psionic
manifestation from the Ardent or Psion manifestation lists.
Regardless of the list you choose from, use Charisma as your
manifesting ability for these.

Freedom and Fate

Also starting at 3rd level you learn to undermind the mental
defenses of your foes or bolster those of your allies on a
whim. Whenever a creature you can see within 60 feet of you
rolls a Charisma, Intelligence, or Wisdom saving throw
against an effect that would cause the charmed, frightened, or
stunned effect or any other effect the DM deems mind-
altering, or they roll a Charisma, Intelligence, or Wisdom
saving throw to end such an effect, you may expend a use of
your Bardic Inspiration and either add or subtract the result
from the target's saving throw. You can choose to do so after
the saving throw is rolled but before the DM declares if the
save is successful or not.

CHAPTER 2 | CLASSES

23

Battlemind

The battlemind class recieves and subclasses in this section.

CHAPTER 2 | CLASSES

24

Blackguard

The blackguard class recieves and subclasses in this section.

CHAPTER 2 | CLASSES

25

Cleric Land of the Dead

The cleric class recieves and subclasses in this section. Beginning when you reach 17th level, you can call down
spectral graves in a 30-foot radius sphere centered in yourself
Ghoulcaller Domain that moves with you. You can treat each space on the ground
Clerics of the Ghoulcaller domain use the undead to destroy in that sphere as though there were a corpse on it. This area
sinners and typically follow D'hurgen, though some do follow feels colder than the rest of the air, and undead under your
other gods not opposed to the undead such as Garghas or control in the area can add your Wisdom modifier to their
Tyrannis. Through the use of their dark magic, Ghoulcallers damage rolls. In addition any undead you summon here has
deliver divine judgment unto those they deem worthy. twice as many hit points and gains hit points equal to your
Wisdom modifier at the beginning of each of its turns while
Ghoulcaller Domain Spells at or above 1 hit point.

Cleric Level Spells You can hide this area and cause the graves to disappear,
1st bone harvest, corpsehatch but it will still feel cooler. You nor your undead benefit from
3rd armor of bone, chill to the bone the area while it is hidden.
5th animate dead, blood beckoning
7th chilling scythe, grasping graves
9th danse macabre, transmute bone to steel

Armaments of the Grave

Beginning when you choose this divine domain at 1st level,
you gain proficiency in heavy armor and martial weapons. In
addition, you can use mount an emblem onto a scythe if you
are proficient with it.

Ghoulcalling

Also at 1st level, anytime you cast a spell to animate a dead
body or create undead creatures, those creatures have
additional hit points equal to your cleric level plus your
Wisdom modifier.

Channel Divinity: Ghoulcaller's Bell

You hold out your holy symbol, and the sound of a small bell
rings through the air. All undead you control gain heightened
focus for 1 minute, adding half your proficiency bonus to
their attack rolls.

Corrupted Energy

Beginning at 6th level, you can twist the energy of your
healing spells to become negative energy. You are able to heal
undead creatures, though still not constructs, with your
healing spells.

In addition, you can make a spell attack with your healing
spells, dealing necrotic damage equal to the health normally
restored if you target a creature that is not undead.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes
with the negative energy sustaining your undead minions and
the chill of the grave. Once on each of your turns when you
hit a creature with a weapon attack, you can cause the attack
to deal an extra 1d8 damage of your choice of cold or
necrotic to the target. When you reach 14th level, the extra
damage increases to 2d8.

CHAPTER 2 | CLASSES

26

Disease Domain Rotkeeper

Disease Domain Spells At 17th level, you can use your action to activate an aura of
disease that lasts for 1 minute or until you dismiss it using
Cleric Level Spells another action. The area of your Viral Ward is cloaked in a
1st corruption, detect poison and disease dark cloud of spores, infected flesh, and rotting plants, giving
3rd flu, ghoul touch the following effects:
5th excrutiating deformation, graymantle
7th explosion of rot, infected wounds The area in your Viral Ward is heavily concealed.
9th contagion, insect plague You and creatures of your choice can see through this area
unobstructed.
Grasp of Disease Enemies have disadvantage on saving throws against any
spell that deals poison or necrotic damage, and spells you
When you choose this domain at 1st level, you can choose to cast that deal those damage types ignore resistance and
automatically fail any saving throw against a disease. If you treat immunity as resistance when effecting a creature in
do not, you gain advantage against it. In addition, one of your this cloud.
arms rots and begins festering, leaving a diseased limb. You Any enemy in this area that is under the effects of a
are still capable of using it as a normal arm, but you gain a disease that you currently have treats any poison or
touch attack with it. This attack uses your strength, and on a necrotic damage as though they were vulnerable to it
successful attack, the target must make an appropriate saving while in this area.
throw against contracting a random disease you currently
have.

At 6th level, you gain immunity to the effects of diseases,
but you can still contract them.

Channel Divinity: Festering Growth

Starting when you reach 2nd level, you can use your Channel
Divinity to cause a rampant spike in growth of diseases
within a creature.

As a bonus action, you present your holy symbol and invoke
the name of your deity. A creature within 30 feet of you that
you can see under the effects of a disease that you currently
have must make a Constitution saving throw. If the creature
fails its saving throw, it is poisoned for 1 minute. While
poisoned in this way, it is blinded, deafened, and incapacitated
as large viral growths sprout from their body, tearing it apart
from the inside. Each disease effecting them progresses by
one stage.

Viral Ward

Beginning at 6th level, you gain a protective aura of disease
spreading out from you. When you or a creature within 30
feet of you takes poison or necrotic damage, or is subjected to
a saving throw against contracting a disease, you can use
your reaction to grant resistance to the creature against that
instance of the damage, or cause them to automatically pass
the saving throw against the disease. In addition, any attempt
to mundanely cure a disease you pass fails, and any magical
attempt fails unless targeted by lesser restoration or higher.

Beginning at 17th level, diseases you pass cannot be cured
short of using greater restoration.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the
damage you deal with any cleric cantrip.

CHAPTER 2 | CLASSES

27

Pain Domain

Pain Domain Spells

Cleric Level Spells
1st bane, inflict wounds
3rd body blades, suffer
5th favor of amelioration, death star
7th burning blood, death ward
9th disfiguring touch, constriction

Tools of the Torturer

At 1st level when you choose this divine domain, you gain
proficiency in martial weapons.

Painbringer

Also at 1st level, any time you score a critical hit using a
melee weapon, you deal an additional d6 of damage. This
damage is your choice of the same damage type as the
weapon, necrotic, poison, or psychic. This additional damage
increases to 1d8 at 8th level and 1d10 at 17th level.

Channel Divinity: Invoke Pain

Starting at 2nd level, you can use your Channel Divinity to
increase the pain your targets feel.

Whenever you roll more than 1 die of damage for a spell or
attack, you can choose to instead roll 1 die and multiple the
result by the number of dice you would have originally rolled.

Echoes of Suffering

Beginning at 6th, the pain you inflict becomes two-fold.
Whenever you deal poison, necrotic, or psychic damage with
a spell, the target takes additional damage of the same type
equal to your proficiency bonus at the beginning of their next
turn.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes
with divine energy. Once on each of your turns when you hit a
creature with a weapon attack, you can cause the attack to
deal an extra 1d8 damage to the target. This damage is your
choice of the same damage type as the weapon, necrotic,
poison, or psychic. When you reach 14th level, the extra
damage increases to 2d8.

Guaranteed Pain

At 17th level, you learn the ability to guarantee the suffering
of your foes.

Whenever you would normally roll one or more dice to deal
damage with a spell, you can instead use the average number
for each die. For example, instead of inflicting 4d6 damage to
a creature, you inflict 12.

CHAPTER 2 | CLASSES

28

Embodiment Domain Deific Casting Damage
Type
Restriction: Aasimar Only Deity

The Aasimar have an innate connection to the gods flowing Alanus, God of Greed Psychic
through their veins, and they can manifest it to draw the
power of their god through them. Due to the requirement for Alvareon, Goddess of Prophecy and Fate Psychic
this connection, no other peoples are able to do such a thing.
Bakloran, God of War Slashing
Restriction: Alignment
Cardista, God of the Sea Cold
You must match the alignment of your god exactly when
using this divine domain. D'hurgen, God of Death Necrotic

Embodient Domain Spells Falloes, God of the Hopeless, Lost and Radiant
Needy
Cleric Level Spells
1st comprehend languages, divine favor Garghas, God of Disease Poison
3rd body of the sun, deific vengeance
5th awaken sin, eyes of the sun Jusarin, God of Knowledge Psychic
7th burst with light, forced repentence
9th angelic rebuke, draw upon holy might Khamaruz, God of Winter Cold

Angelic Awakening Kharox, God of Crafting Bludgeoning

When you choose this divine domain at 1st level you become Kith-jora, God of Nature Poison
classified as a celestial rather than a humanoid. In addition,
choose one of the following options. Lysora, Goddess of Healing Radiant

Angelic War Training Merca, Goddess of Duty and Honor Radiant

You gain proficiency with heavy armor and martial weapons. Miellyah, Goddess of Fertility and Growth Fire

Deific Casting Oriana, Goddess of Love and Passion Psychic

You are able to let your deity's power flow through you and Rydor, God of Truth and Justice Radiant
warp your magic. Depending on the deity you follow, you can
change all damage of a spell you cast to a certain damage Salerna, Goddess of Pain Necrotic
type, as shown in the Deific Casting table.
Sharlys, Goddess of Fear Psychic
Channel Divinity: Gaze of the Gods
Shinara, Goddess of Luck Lightning
Beginning at 2nd level, you gain the ability to take on the
visage of your deity, putting the fear of the gods back into Solanis, God of Light and Life Radiant
your opponents. As an action, a creature you can see within
60 feet of you must make a Wisdom saving throw. On a Telamor, God of Artistry Thunder
failure, it is paralyzed for 1 minute and takes 2d10 damage of
the same type as your god's Deific Casting damage. On a Thadril Anskar, God of Storms and Pride Lightning
success, they only take the damage. If the target takes
damage after the effects of this Channel Divinity, it is no Therassor, God of Righteous Battle Bludgeoning
longer paralyzed.
Thirkell, God of Trickery Poison
Angelic Body
Tyrannis, Goddess of Evil and Treachery Necrotic
Starting when you reach 6th level, you grow up to two large
pairs of wings. These wings can be shunted into an ethereal Valdorn, God of Dreams and Dreaming Psychic
form where they are unusable but cannot be damaged. You
gain a fly speed of 30 feet while they are physical. If you Vilathera, Goddess of the Hunt Piercing
already have flight from a racial ability, your fly speed instead
increases by 30 feet and your natural aasimar wings form as Divine Strikes
an additional pair. Your fly speed is reduced by 15 feet while
wearing heavy armor. When you choose this feature at 8th level, choose necrotic or
radiant This cannot be changed later. You gain the ability to
Inner Awakening infuse your weapon strikes with divine energy. Once on each
of your turns when you hit a creature with a weapon attack,
At 8th level, the glory within you grows and manifests as raw you can cause the attack to deal an extra 1d8 damage of the
power. When you gain this feature, choose either Divine chosen type to the target. When you reach 14th level, the
Strikes or Potent Spellcasting. You cannot change this extra damage increases to 2d8.
feature after you choose it.
Potent Spellcasting
CHAPTER 2 | CLASSES
You add your Wisdom modifier to the damage you deal with
29 any cleric cantrip.

Balance of the Heavens

Whenever a creature makes a saving throw within 30 feet of
you, you may use your reaction to give either advantage or
disadvantage on the roll. If multiple creatures are making the
same roll, you may choose for all the creatures effected to
gain either advantage or disadvantage.

Nightmare Domain Paralyzing Fear
Clerics that follow the nightmare domain of Valdorn are
powerful protectors, seeking to subdue foes and those who Beginning when you reach 17th level, the fear your
would do their clergy harm by forcing them to live their nightmares invoke exceeds normal bounds. Any creature
nightmares. These clerics are rare as Valdorn does not frightened of you is also paralyzed. In addition, the first time
typically promote violence, however they can typically be you hit each creature frightened of you is a critical hit.
found at large temples.

In addition to the protection they grant their fellow
followers, they are able to ward off the nightmares of those
that inhabit the spaces near where they live.

Nightmare Domain Spells

Cleric Level Spells
1st charm person, sleep
3rd nightmare lullaby, pleasant dreams
5th euphoric tranquility, hypnotic pattern
7th compulsion, sleepwalking
9th hypnosis, sensory deprivation

Sight of Night

When you choose this domain at 1st level, you open your eyes
to the dream plane. You gain darkvision out to a range of 60
feet. If you already have darkvision, its range increases by 30
feet. In addition, you can see through magical darkness half
as far as your darkvision range.

Nightmare Cloak

Also at 1st level, you have learned how to wrap the magic of
dreams and nightmares around you. You can calculate your
AC as 10 + your Wisdom Modifier + Your Constitution
modifier as a starlit field forms around you to block you from
harm. In addition, you have advantage on saving throws
against being frightened.

Channel Divinity: Waking Nightmare

Beginning at 2nd level, you can bring to life the nightmares of
a creature you can see within 30 feet of you. The target must
make a Wisdom saving through, becoming frightened for one
minute on a failure, or paralyzed if it fails by 5 or more as
their nightmares appear before them. If you are in dim light
or darkness, the creature has disadvantage on the saving
throw. The creature can repeat the saving throw at the end of
each of its turns, ending the effect on a success. If the
creature has been effected by this ability already in the last
24 hours, it has advantage on each saving throw against it.

Grip of Nightmares

Beginning when you reach 6th level, any spell you cast that
charms or puts a creature to sleep also causes them to be
frightened of you.

In addition, you gain advantage on any attack roll against a
creature that is frightened of you, and creatures frightened of
you have disadvantage on charisma, intelligence, and wisdom
saving throws against spells you cast that deal damage.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the
damage you deal with any cleric cantrip.

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30

Druid Creeping Ivy. Ivy begins to rapidly spread from your body
onto the ground. You gain a climb speed of 20 feet on any
The druid class recieves new subclasses in this section. surface vines can grow on, and you have a 10-foot radius
aura around you that is treated as difficult terrain for any
Circle of the World Tree creature besides plants and yourself. This aura becomes
Druids who are part of the circle of the world tree see nature 15 feet at 6th level, and 20 feet at 14th level.
as a living thing whose energy runs through all things. They Touch of Poison Ivy. You sprout irritating plants all over
seek to embody nature in all ways and become one with it. your body that make it difficult for those that touch them
These druids learn to transform parts of their body into to concentrate. Any creature that hits you with a melee
plants and spread natural energies through the bodies of all attack or spell with a range of touch must make a
beings. Constitution saving throw against your spell save DC. On
a failure, the target has disadvantage on attack rolls until
Circle of the World Tree Spells the end of its next turn. The DC for this feature increases
by 1 at 6th level and again at 14th level.
Druid Level Spells White Lotus's Bloom. A mystical white lotus blooms on
1st spell name, spell name you, coursing healing magic through you. At the beginning
3rd spell name, spell name of each of your turns, you gain hit points equal to half your
5th spell name, spell name wisdom modifier. At 6th level, you instead gain hit points
7th spell name, spell name equal to half your wisdom modifier, rounded up and at
9th spell name, spell name 14th level you instead gain hit points equal to your
wisdom modifier.
Worldly Shapes Black Lotus's Bloom. A mystical black lotus blooms on
you, coursing powerful magic through you. When you cast
Beginning when you reach 2nd level, you gain the ability to a druid spell of 2nd-level or higher, you can use your
adopt plant-like attributes. When you use your Wild Shape reaction to roll 1d10. On a 10, you regain an expended
feature, you may choose one trait from below. You adopt that spell slot of any level lower than the one you used to cast
trait rather than turning into a beast. You may choose an the spell. At 6th level, you instead roll 1d8 and must get an
additional trait at 6th level, and a third at 14th level: 8 and at 14th level, you roll 1d6 and must get a 6.
Red Lotus's Bloom. A mystical red lotus blooms on you,
Oaken Armor. Your AC becomes 16 and cannot be coursing destructive magic through you. When you make
lowered by any means. In addition, you gain resistance to a melee weapon attack, you can expend any number of
bludgeoning damage. Your AC instead becomes 17 at 6th spell slots with a total level of 5 or more. If you do, you
level, or 18 at 14th level. score a critical hit on a roll of 19 to 20. At 6th level, your
Grasping Vines. A large vine bursts from your back, able critical range becomes 18 to 20 for that attack, and at
to be used to manipulate items but not in fine details. In 14th level, it becomes 17 to 20.
addition, when you take the attack action or cast a spell on Green Lotus's Bloom. A mystical green lotus blooms on
your turn, you can use a bonus action to make an attack you, coursing natural magic through you. Whenever you
with the vine. The vine has a reach of 10 feet and uses cast a spell of 1st level or higher, you can cause other
your Strength for attack and damage rolls, and deal 1d6 creatures of your choice you can see within 30 feet of you
bludgeoning damage on a hit. Alternatively, you can that have at least 1 hit point to gain hit points equal to half
choose to grapple a creature with the vine. You grow two the level of the slot used to cast that spell (minimum 1). At
vines at 6th level, and 3 vines at 14th level. Each vine can 6th level, the targets instead gain hit points equal to half
make an attack against a separate target with the same the level of the spell, rounded up and at 14th level, the
bonus action. targets instead gain hit points equal to the level of the
Corpse Flower's Bloom. You release a foul odor and spell.
count as an undead rather than your normal type.
Mindless undead creatures become passive toward you Heartbeat of the Wilds
unless you or your companions harm them. Any melee
attack you hit with inflicts an additional 1d4 necrotic Also at 2nd level, you learn how life energy intersects through
damage. This becomes 2d4 necrotic damage at 6th level all of nature. Any time you cast a spell of 1st level or higher
and 3d4 at 14th level. that restores hit points to a creature other than you, you gain
Fly Trap's Jaws. You gain a bite attack that uses your hit points equal to the level of the spell.
strength for attack and damage rolls. You have a reach of
5 feet and deal 1d6 piercing damage on a hit. This Nature's Protection
damage increases to 1d8 at 6th level, and 1d10 at 14th
level. Starting when you reach 6th level, the forces of nature protect
Rose Thorns. You sprout sharp thorns along your body. you and your allies. When you adopt a worldly shapes trait,
Any creature that hits you with a natural weapon or each creature of your choice gains 5 temporary hit points.
unarmed strike, or a spell with a range of touch takes 1d6 This doubles for each additional trait you adopt. (Each target
piercing damage. This damage increases to 1d8 at 6th gains 10 temporary hit points if you adopt two traits, or 20
level and 1d10 at 14th level. temporary hit points if you adopt three traits.)

CHAPTER 2 | CLASSES

31

Forest Guardian

Beginning at 10th level, you embody the forest and protect
those who would do the same. While you have at least one
worldly shapes trait adopted, you or one creature of your
choice gains a bonus to saving throws equal to your Wisdom
modifier. You may choose an additional target for each trait
you have active.

Awaken the World Tree

At 14th level, you learn to call upon the ancient and
everlasting world tree.

Choose an unoccupied point you can see within 60 feet of
you. A massive yew tree appears in a 10-foot radius, centered
on that point. Any creature in the area must make a Dexterity
saving throw, taking 5d6 bludgeoning damage on a failed
saving throw, or half as much on a success. Any creature of
your choice within 60 feet of the tree gains hit points equal to
your Wisdom modifier at the beginning of their turn. and has
a +1 bonus to AC.

This tree lasts for 1 minute before seeming to dissolve into
the ground. Once you use this feature, you cannot do so again
until you finish a long rest.

CHAPTER 2 | CLASSES

32

Duskbladehe duskblade blurs the line between Spell Slots
spellcaster and warrior, marrying the power of
magic with hand-to-hand combat prowess. A The Duskblade table shows how many Spell Slots you have
student of ancient sylvarin spellcasting to cast your Duskblade Spells of 1st Level and higher. To cast
one of these Duskblade spells⁠, you must expend a slot of the
Ttechniques, the duskblade combines arcane spell’s level or higher. You regain all expended sp⁠ell slots
spellcasting with the combat skills of a fighter. when you finish a Long Rest.
While the ability to cast arcane spells in armor
originated with the sylvarin, over the millennia the secrets of For example, if you know the 1st-level spell Shocking
the duskblade have been disseminated to the other races, and Grasp and have a 1st-level and a 2nd-level spell slot available,
today members of any race can become a duskblade. you can cast burning hands⁠using either slot.

If you find you can't choose between being an arcane Spells⁠Known of 1st Level and Higher
spellcaster who zaps your enemies with powerful spells and a
nimble, powerful front-line melee character who lays them You know two 1st-level Spells of your choice from the
low with a sword, the duskblade is the perfect class for you. Duskblade spell list.
Combining arcane magic with melee prowess, you're
prepared in any situation. Enemies who underestimate you The Spells Known column of the Duskblade table shows
never get a second chance, since you don't even have to when you learn more Duskblade spells⁠ of your choice. Each
switch back and forth between hands-on combat and of these spells⁠ must be of a level for which you have Spell
spellcasting; you can do both simultaneously. Slots. For instance, when you reach 3rd Level in this class,
you can learn one new spell of 1st or 2nd Level.
Class Features
Additionally, when you gain a level in this class, you can
As a duskblade, you gain the following class features choose one of the Duskblade Spells you know and replace it
with another spell from the Duskblade spell list, which also
Hit Points must be of a level for which you have Spell Slots.

Hit Dice: 1d8 per duskblade level Spellcasting Ability
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution Intelligence is your Spellcasting Ability for your Duskblade
Spells, since the power of your magic relies on your
modifier per duskblade level after 1st knowledge and intense study. You use your Intelligence
whenever a spell refers to your spellcastin⁠g ability. In
Proficiencies addition, you use your Intelligence modifier when setting⁠ the
saving throw DC for a Duskblade spell you cast and when
Armor: All armor, shields Making an Attack roll with one.
Weapons: Simple weapons, martial weapons
Tools: None Spell save DC = 8 + your Proficiency Bonus +
your
Saving Throws: Dexterity, Intelligence Intelligence modifier
Skills: Choose two from Athletics, Acrobatics, Arcana,
Spell Attack modifier = your Proficiency Bonus +
your
Nature, Psionics, Religion, Animal Handling, Endurance, Intelligence modifier
Insight
Spellcasting Focus
Equipment
You can use a simple or martial melee weapon as a
You start with the following equipment, in addition to the Spellcasting focus for your Duskblade Spells.
equipment granted by your background: Arcane Channeling
Starting at 2nd level, you can use an action to cast any spell
(a) a martial weapon and a shield or (b) two martial you have with a range of touch and deliver the spell through
weapons your weapon with a melee attack. The spell you cast must
(a) five javelins or (b) any simple melee weapon have a casting time of 1 action or less. If the melee attack is
(a) leather armor or (b) scale mail successful, the attack deals damage normally, then the effects
Spellcasting of the spell are resolved.
You are able to draw on Arcane Magic through meditation
and precise study to cast Spells as a Sorcerer does. At 13th level, you can cast any touch spell you know as
though it had concentration. If you do so, it applies to each
Cantrips attack you make while expending only one spell slot. Its
duration is changed to one round.
At 1st Level, you know two Cantrips of your choice from the
Duskblade spell list. You learn additional Duskblade cantr⁠ips
of your choice at higher levels, as shown in the Cantrip⁠ s
Known column of the Duskblade table.

CHAPTER 2 | CLASSES

33

The Duskblade

Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th
2 2 2 — ———
1st +2 Spellcasting 2 3 2 — ———
2nd +2 Arcane Channeling, Arcane Blade 2 3 3 — ———
2 4 3 — ———
3rd +2 Combat Casting 2 4 4 2 ———
4th +2 Ability Score Improvement 2 5 4 2 ———
2 5 4 3 ———
5th +3 Quick Cast, Extra Attack 2 6 4 3 ———
6th +3 Spell Power 2 6 4 3 2 ——
3 7 4 3 2 ——
7th +3 Arcane Blade Feature 3 7 4 3 3 ——
8th +3 Ability Score Improvement 3 8 4 3 3 ——
3 8 4 3 3 1—
9th +4 Arcane Blade Feature 4 9 4 3 3 1—
10th +4 Quick Cast 4 9 4 3 3 2—
4 10 4 3 3 2 —
11th +4 Spell Power 4 10 4 3 3 3 1
12th +4 Ability Score Improvement 4 11 4 3 3 3 1
4 11 4 3 3 3 2
13th +5 Arcane Channeling, Twinned Conduit 4 12 4 3 3 3 2
14th +5 Arcane Blade Feature

15th +5 Quick Cast
16th +5 Ability Score Improvement, Spell Power

17th +6 Arcane Blade Feature
18th +6 Spell Power, Twinned Conduit

19th +6 Ability Score Improvement
20th +6 Quick Cast, Channeler Adept

Combat Casting Quick Cast
Beginning when you reach 3rd level, you gain advantage on Beginning at 5th level, you can cast one spell with a casting
constitution saving throws made to keep concentration on a time of 1 action as a bonus action. You regain the ability to do
spell. so when you finish a short or long rest.

Arcane Blade You can use this ability twice at 10th level, three times at
When you reach 2nd level, you choose a path to follow, known 15th level, and four times at 20th level.
as your Blade, shaping your practice of magic through one of
your choice. Extra Attack
Starting at 5th level, you can make two attacks when you
Your choice grants you features at 2nd level and again at make the Attack action or when you use Arcane Channeling
7th, 9th, 14th, and 17th level. instead of the normal one. Your Arcane Channeling only
applies to the first attack.
Ability Score Improvement
When you reach 4th Level, and again at 8th, 12th, 16th, and Spell Power
19th level, you can increase one ability score of your choice Starting when you reach 6th level, you can more easily
by 2, or you can increase two Ability Scores of your choice by overcome the natural resistance to magic some creatures
1. As normal, you can’t increase an ability score above 20 possess when you injure them with a melee attack. If you
using this feature. have dealt damage to a creature with a melee weapon attack,
you gain an additional 1d4 to damage you deal to them with
spells until the start of your next turn.

This bonus damage increases by 1d4 when you reach 11th
level (2d4), 16th level (3d4), and 18th level (4d4).

CHAPTER 2 | CLASSES

34

Twinned Conduit Body of the Elements
Beginning at 13th level, when you hit a creature with a spell
channeled through your weapon, you may deal additional Starting at 13th level, you gain resistance to your choice of
damage of the same type as the spell cast to a creature acid, cold, fire, lightning, or thunder damage.
adjacent to it equal to your Intelligence modifier. This counts
as damage done by the spell for the sakes of your Spell You can replace your choice with another whenever you
Power ability. finish a long rest.

When you reach 18th level, you may deal the additional Heart of the Elements
damage to up to 2 target creatures adjacent to your original
target. Beginning when you reach 17th level, when you deal damage
of the same type that you have resistance to from your Body
Channeler Adept of the Elements feature, your damage ignores resistance and
At 20th level, you may cast any spell of 2nd-level or lower with treats immunity as resistance.
a range of touch you know without expending a spell slot.
Blade of the Reaper
In addition, each touch spell you cast can be held as per Blades of the Reaper bend their foes' spirits and bodies,
your Arcane Channeling trait without requiring inflicting as much pain and anguish as they can while they
concentration. destroy all they hold true. Those that follow this path are
often seen in a bad light, but they can dedicate themselves to
good just as often as evil.

Arcane Blade Blade Spells

At 2nd level, you choose a path to follow and hone your skills You gain blade spells at the duskblade levels listed.
under. The Blade you choose dictates how you fight and what
types of spells you draw upon. Blade of the Reaper Spells

Duskblade Level Spells

2nd infernal wound, mend flesh

Blade of the Elements 5th ray of enfeeblement, suffer
Those that swear themselves to the Blade of the Elements
follow a path that teaches the power of raw destructive 9th excrutiating deformity, vampiric touch
forces. Bending fire, ice, and lightning to their will, these
warriors strike down their foes with extreme predjudice. 13th blight, bloodsworn retribution

17th disfiguring touch, rain of blood

Blade Spells Life Ripper

You gain blade spells at the duskblade levels listed. Beginning when you take this Arcane Blade at 2nd level,
when you successfully damage a creature with a spell you
Blade of the Elements Spells channeled through your weapon, you may gain 1d4
temporary hit points.
Duskblade Level Spells

2nd absorb elements, chromatic orb Reaper's Caress

5th shatter, scorching ray Starting when you reach 5th level, whenever you cast a
necromancy spell of 1st level or higher, you may use your
9th shivering touch, freeze reaction to cause an adjacent creature to take damage of the
same type as the spell equal to your Intelligence modifier.
13th lava bolt, wall of fire

17th thornwrack, immolation

Elemental Blade Deathly Blade

Beginning when you take this Arcane Blade at 2nd level, you Beginning at 9th level, when you deal damage with a
can add your Intelligence modifier to the damage of any spell duskblade spell of 1st level or higher channeled through your
you channel through your weapon that deals acid, cold, fire, weapon, you may gain hit points equal to your half your
lightning, or thunder damage. Intelligence modifier + the level of the spell.

Unstable Elements Grave's Calling

Starting when you reach 5th level, when you cast a duskblade Starting at 13th level, when you hit a creature with a
spell of 1st level or higher that deals acid, cold, fire, lightning, duskblade spell of 1st level or higher channeled through your
or thunder damage, you may use your reaction to change the weapon, you may add an additional damage die if your target
type of damage dealt to any other of those damage types of is bloodied.
your choice.
Deathbringer's Reaping
World's Blade
Beginning when you reach 17th level, whenever you reduce a
Beginning at 9th level, when a spell channeled through your creature to 0 hit points with a melee weapon attack or a spell
weapon deals acid, cold, fire, lightning, or thunder damage, channeled through your weapon, you may make an additional
you may reroll any 1 on the die, keeping the new result. melee weapon attack against an adjacent creature.

CHAPTER 2 | CLASSES

35

Blade of Justice Blade of the Mind
Blades of Justice dedicate themselves to upholding law and Blades of the Mind train their mental abilities just as much as
order, protecting the innocent by striking down evil. They their physical prowess. They are masters of manipulation and
fight to protect, seeing the absolute destruction and killing of subtelty, controlling the field and tearing apart their
all evil as the one true path to righteousness. opponents before they can see anything to react to.

Blade Spells Blade Manifestations

You gain blade spells at the duskblade levels listed. You gain blade manifestations at the duskblade levels listed.
You can manifest them as though they were a spell of the
Blade of Justice Spells same level.

Duskblade Level Spells In addition, you spells count as psionic manifestations
rather than arcane when you take this Arcane Blade.
2nd heroism, defiant smite
Blade of the Mind Manifestations
5th favor of ill luck, replenish
Duskblade Level Spells
9th awaken sin, remove curse
2nd **
13th divination, forced repentance
5th **
17th unstoppable assault, greater restoration
9th **

Victorious Blade 13th **

Beginning when you take this Arcane Blade at 2nd level, you 17th **
may add a +2 bonus to any attack roll made with a weapon
you are channeling a duskblade spell of 1st level or higher Psychic Blade
through.
Beginning when you take this Arcane Blade at 2nd level, you
In addition, your spells count as divine rather than arcane may change the damage type of any attack make with a
when you take this Arcane Blade. weapon you are channeling a duskblade spell through to
psychic instead of its normal damage type.
Radiant Charge
Psionic Focus
Starting when you reach 5th level, when you cast a duskblade
spell of 1st level or higher, you may move up to half your Starting when you reach 5th level, you can use your
speed toward the target. Intelligence for the attack and damage roll of weapon attacks
you make while channeling a spell through that weapon.
Glorious Blade
Mental Barrage
Beginning at 9th level, when you deal damage with a
duskblade spell of 1st level or higher channeled through your Beginning at 9th level, whenever you cast a spell of 1st level
weapon, you may deal radiant damage equal to the level of or higher, you may use your bonus action to target an
the spell + half your duskblade level rounded down to each additional creature with the spell.
creature of your choice within 5 feet.

Divine Judgement Mind's Reach

Starting at 13th level, when you channel a spell through your Starting at 13th level, as long as you have a duskblade spell
weapon, you may choose to expend a spell slot to deal radiant channeled through your weapon, your reach with that
damage equal to the amount of damage you deal with the weapon increases by 5 feet, and increases by an additional 5
spell + twice the level of the spell slot you expended. feet if you are using your psychic blade. You do not have
disadvantage on attack rolls with this weapon when attacking
Rising Angel creatures closer than this extended reach, so long as it still
meets your weapons minimum range.
Beginning when you reach 17th level, whenever you deal
damage to a creature with a duskblade spell of 1st level or Eyes Wide Open
higher channeled through your weapon, you may blind and
deafen them until the start of your next turn. Beginning at 17th level, whenever you use you Arcane
Channeling and attack with a weapon that deals psychic
damage, you may have the target make an Intelligence saving
throw rather than you making an attack roll. If the target fails
its saving throw, the attack hits. If the target gets a 1 on the
d20, the attack counts as a critical hit.

CHAPTER 2 | CLASSES

36

Blade of Grass Blinding Magnification d
Blades of grass are defenders of the natural world, working
closely with the likes of rangers, druids, wardens, and Starting at 5th level, when you cast a duskblade spell of 1st 1
barbarians who support the flow of nature. They seek to level or higher, you can make the target make a Constitution 1
create balance and to limit the expansion of civilization. saving thow against your spell save DC. On a failure, the 1
target is blinded until the end of your next turn. 1

Blade Spells Sharpened Edge L9
L13
You gain blade spells at the duskblade levels listed. Beginning when you reach 9th level, when you hit a creature Ent
with a weapon while channeling a duskblade spell of 1st level
Blade of Grass Spells Spells or higher through that weapon, the target gets a bloody gash. Begin
** At the beginning of each of the target's turns, the creature is imm
Duskblade Level ** takes 1d8 slashing damage that is not effected by immunity, dama
2nd ** resistance, or vulnerability. At the end of each of the target's hit th
5th ** turns, they may make a Constitution saving throw, ending the dama
9th ** effect on a success. A creature can only have one blood gash
13th at a time.
17th
Vicious Blade
Blade of the Natural World
Starting at 13th level, whenever you attack a creature while
Beginning when you take this Arcane Blade at 2nd level, you channeling a duskblade spell of 1st level or higher with
can channel any spell that deals poison damage through your advantage, the range you score a critical hit on is increased
weapon, regardless of range on it. When you do, it treats by an amount equal to 12 minus your current AC.
immunity as resistance as long as the target is not resistant
or immune to the damage of the weapon channeled through Razor Glass
and the spell is of 1st level or higher.
Beginning at 17th level, whenever you use your Shattered
L5 Slash, you add half the bonus to your attack roll as well.
L9 Blade of Discord
L13 Blades of discord are hard to read warriors that use the
L17 entropic nature of the world to their advantage, feeding off it
to empower their strikes while weakening their foes.
Blade of Glass
Blades of glass are powerful fighters, dodging and weaving Blade Spells
around blows to avoid the punishment they may invoke for
their sharp shattering blows. These warriors are famous for You gain blade spells at the duskblade levels listed.
using symbolic glassteel armor and weapons.
Blade of Discord Spells Spells
Blade Spells **
Duskblade Level **
You gain blade spells at the duskblade levels listed. 2nd **
5th **
Blade of Glass Spells Spells 9th **
** 13th
Duskblade Level ** 17th
2nd **
5th ** Channeled Disorder
9th **
13th Starting at 2nd level when you choose this Arcane Blade, you
17th gain a +2 bonus to any damage roll made with a channeled
duskblade spell.

Shattered Slash Fluctuating Power

Beginning when you take this Arcane Blade at 2nd level, you Beginning at 5th level, when you channel a spell through your
can choose to sacrifice your defenses for more powerful weapon, you may roll 1d8 and change the damage type dealt
attacks. When you use your Arcane Channeling, you may by that spell to the result. You may add or subtract an amount
sacrifice any amount of AC, to a maximum of your proficiency up to or equal to your proficiency bonus after you roll.
bonus plus your Strength modifier (Minimum AC of 10). If
you do, you gain a bonus to your damage rolls equal to the Fluctuating Power
amount sacrificed until the end of your turn. You regain any
lost AC at the start of your next turn.

CHAPTER 2 | CLASSES

37

Fighter Rallying Cry
On your turn, you can use a bonus action and expend two
The fighter class recieves and subclasses in this section. superiority dice to bolster the resolve of each of your
companions. When you do so, each friendly creature who can
Manuever Options see or hear you gains temporary hit points equal to the
number you roll on your superiority dice + your Charisma
If you have access to maneuvers, the following maneuvers
are modifier.
added to the list of options available to
you. Maneuvers are
available to Battle Masters but
also to characters who have a Shockwave
special feature like
the Superior Technique fighting style or When you take the Attack action on your turn, you can forgo
the Martial
Adept feat. one of your attacks and expend two superiority dice to slam
your melee weapon into the ground in an earth shattering
Armored Bulwark strike. Each creature within a 15 foot cone, that is Large or
When you take the Dodge action, you can expend two smaller, must make a Strength saving throw. On a failed save,
superiority dice to ready yourself against any attack. Until the it is knocked prone and takes bludgeoning damage equal to
end of your next turn, you are immune to forced movement the number you roll on your superiority dice.
including being knocked prone, and any creature who makes
a melee attack against you takes bludgeoning damage equal Stunning Strike
to the number you roll on your superiority dice. When you hit a creature with a weapon attack, you can
expend two superiority dice to attempt to stun it. You add the
Barreling Assault superiority dice to the attack’s damage roll, and if the target is
When you hit a creature with a weapon attack, you can Large or smaller, it must make a Constitution saving throw.
expend two superiority die to put all your might behind your On a failed save, the creature is stunned until the end of your
blow. You add the superiority dice to the attack’s damage roll, next turn.
and if the target is Large or smaller, it must make a Strength
saving throw. On a failed save, you push the target 15 feet and Vital Strike
knock it prone. If the target collides with another creature, When you make a weapon attack roll against a creature, you
that creature takes bludgeoning damage equal to the damage can expend one superiority die to add it to the roll. You can
rolled on your superiority dice and is also knocked prone. use this maneuver before or after making the attack roll, but
before any effects of the attack are applied. If you hit the
Battle Cry target, you can expend an additional superiority die and add it
When you hit a creature with a weapon attack, you can to the attack’s damage roll.
expend two superiority dice to incite a fury in each of your
companions. You add the superiority dice to the attack’s Whirlwind Strike
damage roll, and each friendly creature who can see or hear When you hit a creature with a melee weapon attack, you can
you gains a bonus to attack and damage rolls equal to your expend two superiority dice to attempt to damage each
Charisma modifier until the end of your next turn. creature in an arc around you with the same attack. Each
creature within your reach, that the original attack roll would
Battle Formation hit, takes damage equal to the number you roll on your
When you hit a creature with a weapon attack, you can superiority dice. The damage is of the same type dealt by the
expend two superiority dice to maneuver each of your original attack.
comrades into a more advantageous position. You add the
superiority dice to the attack’s damage roll, and each friendly
creature who can see or hear you can use its reaction to
move up to its speed without provoking opportunity attacks
from the target of your attack.

Brutal Strike
When you make a weapon attack roll against a creature, you
can expend two superiority dice to swing with all your might.
If you hit the target, you can add twice the number you rolled
on your superiority dice to the attack’s damage roll.

CHAPTER 2 | CLASSES

38

Hart-La-Nen (Aquatic Knights) L10
The Defender of the Sea is a warrior of the highest standing L15
in the Lendorean society. Upon entering the order, the young
men begin vigorous training in the trident, harpoon, khat-tal,
and net.

The new knight also becomes the keeper of a chi-len-ma,
who he will bond with and take care of for the rest of his life.
The chi-len-ma is a very large sea serpent, about twice the
size of a shark, and will become the knight's mount. No
mainlander has ever figured out how the bond works, for the
Hart-Na-Len can call their mounts to them from any shore,
but without making any audible sound. There seems to be a
form of telepathy between the beasts and their riders.

Form the beginning of their training, the young knights
begin to work on a suit of armor made from large round
shells of different sea creatures. They form this into a
breastplate and shield. Every day, the shells are coated with a
special oil and left to dry in the sun. This oil hardens the
shells, until after five years of coating, the shells are harder
than steel yet still lightweight. When a young knight turns 18,
he must perform the "Yuen-Len-Thos" - a difficult obstacle
course that is both under and above the sea. If the knight
gathers five out of seven rings in the Yuen-Len-Thos, he is
allowed to wear the armor he has made, and serve as a Hart-
Na-Len.

Killing a chi-len-ma for food or sport is a death sentence for
anyone. Entire clans will hunt a person for months tracking
them down to take them and put them to death by drowning.

Restriction: Lendorean Only

The Hart-La-Nen are a special order that can only be joined
by Lendoreans after undergoing the trials and training they
need to be accepted.

Knight of the Sea

Beginning at 3rd level when you choose this martial
archetype, you are bound to a leviathan, a Chi-Len-Ma. This
creature will serve you in aquatic combat as a mount.

In addition, you can hold your breath while underwater for
a number of minutes equal to your fighter level and your
swim speed increases by 5 feet.

Lendorean Heritage

Also starting at 3rd level, whenever you use a trident, spear,
khat-tal, or net, you gain a +1 bonus to the attack rolls.

This bonus increases to +2 at 10th level, and +3 at 15th
level.

In addition, you do not take disadvantage for using any
weapon underwater, and your khat-tal does not automatically
miss past its normal range underwater and only has
disadvantage if attacking a creature at long range.

Chi-Len-Ma's Bond

Beginning at 7th level, while mounted on your leviathan, both
you and it gain a +1 bonus to AC.

While not mounted on your leviathan, both you and it gain
a +1 bonus to damage rolls.

In addition, any time you are on a shore, you can
telepathically call your leviathan to you, so long as you are not
incapacitated. It will arrive as quickly as possible, but it must
still swim to your location.

CHAPTER 2 | CLASSES

39

Invoker Spellcasting
As a user of powerful prayers and words of power, you can
At the dawn of time, the gods who inhabited the
Astral Sea cast Invoker Spells.
warred with the primordials of the
Elemental Chaos, the
mighty beings who shaped the
world out of formless void. Cantrips
The greatest of the gods’
mortal agents in that war were
invokers, imbued
with a fragment of the gods’ own might to At 1st level, you know three Cantrips of your choice from the
fight
alongside them. No other mortal servant of the gods
can Invoker spell list. You learn additional Invoker Cantrips of
claim the same kind of power. Through rites of
investiture, your choice at higher levels, as shown in the Cantrips Known
avengers, clerics, and paladins gain the
ability to manifest column of the Invoker table.
echoes of that power, uttering careful prayers and channeling
divine energy through
their holy symbols. You, however, Preparing and Casting Spells
channel your god’s
power directly. No mere symbol can
contain it, for
you speak the words of creation, shaping the The Invoker table shows how many Spell Slots you have to
universe
to your and your god’s will. cast your Spells of 1st level and higher. To cast one of these
Spells, you must expend a slot of the spell's level or higher.
You are a speaker of truth and a shouter of defiance. You regain all expended Spell Slots when you finish a Long
Through your handm your staff, and your voice, the power of Rest.
the gods is loosed against your foes. You scour enemies by
the half-dozen with divine power: blinding them with You prepare the list of Invoker Spells that are available for
radiance, hammering them with thunder, burning them with you to cast, choosing from the Invoker spell list. When you do
holy flame, driving them to the ground, and binding them in so, choose a number of Invoker Spells equal to your Wisdom
chains of light. Your words of judgement are the last the modifier + your Invoker level (minimum of one spell). The
enemies of the gods will hear. Spells must be of a level for which you have Spell Slots.

Perhaps you were trained in a secret monastery,
or you For example, if you are a 3rd-level Invoker, you have four
studied in a library where the universe’s oldest lore was 1st-level and two 2nd-level Spell Slots. With a Wisdom of 16,
preserved. Or perhaps you experienced the presence of your your list of prepared Spells can include six Spells of 1st or
god firsthand and took a shard of divine power into yourself. 2nd Level, in any combination. If you prepare the 1st-level
You might even be an
immortal born into flesh, slowly spell Divine Call, you can cast it using a 1st-level or 2nd-level
awakening to the
awesome divine power that is your slot. Casting the spell doesn't remove it from your list of
birthright. Whatever your past, you are among the gods’ most prepared Spells.
trusted servants, bound to a covenant in which you swore to
use divine power with great care. To what end will you wield You can change your list of prepared Spells when you
that might? finish a Long Rest. Preparing a new list of Invoker Spells
requires time spent in prayer and meditation: at least 1
Class Features minute per Spell Level for each spell on your list.

As an invoker, you gain the following class features Spellcasting Ability

Hit Points Wisdom is your Spellcasting Ability for your Invoker Spells.
The power of your Spells comes from your devotion to your
Hit Dice: 1d6 per invoker level deity. You use your Wisdom whenever a Invoker spell refers
Hit Points at 1st Level: 6 + your Constitution modifier to your Spellcasting Ability. In addition, you use your Wisdom
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier when setting the saving throw DC for a Invoker spell
you cast and when Making an Attack roll with one.
modifier per invoker level after 1st
Spell save DC = 8 + your Proficiency Bonus + your Wisdom
Proficiencies modifier
Spell Attack modifier = your Proficiency Bonus +
your Wisdom modifier
Armor: Leather, hide, chainmail
Weapons: Simple melee, simple ranged Ritual Casting
Saving Throws: Wisdom, Intelligence
Skills: Religion and two of the following of your choice: You can cast a Invoker spell as a ritual if that spell has the
ritual tag and you have the spell prepared.
Arcana, Endurance, Gather Information, Leadership,
Persuasion, Psionics, History, Insight, Intimidate Spellcasting Focus

Equipment You can use a Rod or Staff as a Spellcasting Focus for your
Invoker Spells.
You start with the following equipment, in addition to the
equipment granted by your background:

(a) a simple weapon or (b) a martial weapon if you're
proficient
(a) leather armor (b) hide armor, or (c) chainmail
(a) a Priest's Pack or (b) an Explorer's Pack
A rod or staff

CHAPTER 2 | CLASSES

40

The Invoker

Proficiency Reckoning Divine Cantrips
Level Bonus Points Words Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Known Spellcasting, Divine Covenant,
1st +2 — Channel Divinity 3 2 — ———————
— Hand of Fate, Well of Divinity
2nd +2 2 Divine Words, Godly Grace 3 3 — ———————
3rd +2 3 — Ability Score Improvement 3 4 2 ———————
4th +2 4 1 — 4 4 3 ———————
5th +3 5 1 Ability Score Improvement, 4 4 3 2 ——————
6th +3 6 1 Divine Covenant feature 4 4 3 3 ——————
2 Deific Subjugation
7th +3 7 Ability Score Improvement, 4 4 3 3 1 —————
8th +3 8 2 Divine Covenant feature 4 4 3 3 2 —————
2 Godly Grace
9th +4 9 — 4 4 3 3 3 1 ————
10th +4 10 3 Hand of Fate 5 4 3 3 3 2 ————
11th +4 11 3 Ability Score Improvement 5 4 3 3 3 2 1 ———
12th +4 12 3 Godly Invoking 5 4 3 3 3 2 1 ———
13th +5 13 4 Godly Grace 5 4 3 3 3 2 1 1 ——
14th +5 14 4 ─ 5 4 3 3 3 2 1 1 ——
15th +5 15 4 Ability Score Improvement 5 4 3 3 3 2 1 1 1—
16th +5 16 5 Divine Covenant feature 5 4 3 3 3 2 1 1 1—
17th +6 17 5 Body of the Heavens 5 43 3321111
18th +6 18 5 Ability Score Improvement 5 43 3311111
19th +6 19 6 Ascension 5 43 3332111
20th +6 20 6 5 43 3332211
6

Divine Covenant At 1st Level, you gain the ability to channel divine energy
Choose one covenant related to your deity, such as directly from your deity, using that energy to fuel magical
Preservation. Your choice grants you covenant Spells and Effects. You start with two such effects: Invoke Divinity and
other features when you choose it at 1st level. It also grants an Effect determined by your covenant. Some covenants
you additional benefits at 6th, 8th, and 17th levels. grant you additional Effects as you advance in levels, as noted
in the covenant description.
Each covenant has a list of spells-its covenant spells-that
you gain at the Invoker levels noted in the covenant When you use your Channel Divinity, you choose which
description. Once you gain a covenant spell, you always have Effect to create. You must then finish a short or Long Rest to
it prepared, and it doesn't count against the number of Spells use your Channel Divinity again.
you can prepare each day.
Some Channel Divinity Effects require Saving Throws.
If you have a covenant spell that doesn't appear on the When you use such an Effect from this class, the DC equals
Invoker spell list, the spell is nonetheless an Invoker spell for your Invoker spell save DC.
you.
Beginning at 6th level, you can use your Channel Divinity
In addition, you can speak, read, and write the celestial twice between rests, and Beginning at 15th level, you can use
language. it three times between rests. When you finish a short or Long
Rest, you regain your expended uses.
Channel Divinity

CHAPTER 2 | CLASSES

41

Channel Divinity: Invoke Divinity Divine Words
Beginning at 3rd level, you can invoke divine influence
As an action, you hold your rod high symbolizing the power through words of power. When the word is spoken, a
the divine have to rule over mortals and force creatures to powerful effect evokes based on which word it is. You learn
their knees in worship. Each creature of your choice within one word at 3rd level, and learn additional words as you grow
30 feet of you must make a Wisdom saving throw. Any in power, noted in the Divine Words Known section of the
creature that fails takes 4d8 psychic and radiant damage and Invoker table. Any divine word that calls for a saving throw
is knocked prone and restrained for 1 minute or until they uses your spell save DC.
take damage not from this effect. A creature that succeeds on
its saving throw instead is knocked prone and takes half as They may choose one of the following words:
much damage.
Divine word: Corrupt
Hand of Fate
Beginning at 2nd level, whenever you cast an Invoker spell of As an action, you expend one reckoning point and inflict one
1st level or higher, you can move one of the targets of that of the following conditions on a creature within 30 feet of you
spell, except yourself, 5 feet in any direction. that you can see: blinded, charmed, deafened, or poisoned.
Alternatively, you can grant one level of exhaustion to the
Beginning at 11th level, you can move the target up to 10 target. A creature can gain no more than one level of
feet instead. exhaustion from this ability at a time.
Well of Divinity
At 2nd Level, your own inner deific power. This power is The target makes a Wisdom saving throw, gaining the
represented by reckoning points, which allow you to create a condition on a failure. The creature can repeat the saving
variety of magical Effects. throw at the end of each of its turns, ending the effect on a
success.
Reckoning Points
If you spend 3 or more reckoning points on this divine
You have 2 reckoning points, and you gain one additional word, the target has disadvantage on the initial saving throw.
point every time you level up, to a maximum of 20 at level 20.
You can never have more reckoning points than shown on the If you spend 5 or more reckoning points on this divine
table for your level. You regain all spent reckoning points word, the target automatically fails the initial saving throw.
when you finish a long rest.
If you spend 7 or more reckoning points, the target has
Divine Casting disadvantage on the saving throw at the end of each of its
turns.
You can use your reckoning points to empower your spells
with divine strength or sacrifice your spell slots to regain Divine word: Decay
reckoning points. You learn new ways to use your reckoning
points as you reach higher levels. As an action, you expend one reckoning point and speak the
divine word of decay, causing flesh to rot and bone to melt.
Empowering Spells One creature you can see within 30 feet of you makes a
Constitution saving throw. On a failure, the target takes 1d8
When you hit with a spell that deals damage, you can spend necrotic damage and has disadvantage on attack rolls, or half
reckoning points to empower it, granting it additional as much damage on a success.
damage. You can spend an amount of reckoning points
(maximum one fourth invoker level) to deal an additional 1d8 At the beginning of each of the target's turns, they make a
radiant damage per point spent or move the target a number Constitution saving throw, taking 1d8 damage on a failure, or
of feet equal to 5 times the number of points spent. half as much if they succeeded on the initial saving throw. On
a successful save, this effect ends.
Divine Sacrifice
Every two additional reckoning points you spend when
As a bonus action, you can expend one spell slot and regain a speaking this word adds 1d8 to the initial and ongoing
number of reckoning points equal to the spell's level. Any damage, to a maximum of 7 points.
spell slot above 5th level grants an additional point for each
slot level above 5th. 6th level slots will grant 7 points, 7th Divine word: Drain
level spell slots will grant 9 points, 8th level spell slots will
grant 11 points, and 9th level slots will grant 13 points. As an action, you expend one reckoning point and speak the
divine word of draining. Make a melee spell attack against a
creature you touch. On a hit, you deal 1d6 necrotic damage
plus your Wisdom modifier. You gain hit points equal to twice
the damage you dealt.

For every two additional reckoning points you spend, you
deal an additional 1d6 necrotic damage, to a maximum of 7
points.

CHAPTER 2 | CLASSES 42

Divine word: Strength Divine Word: Fate

As an action, you expend one reckoning point and speak the As an action you expend two reckoning points and attempt to
divine word of strength. Choose an ability score. One shackle a creature you can see within 30 feet of you to the
creature of your choice within 30 feet of you that you can see chains of prophecy and fate. The target makes an Intelligence
gains advantage on saving throws and ability checks made saving throw, being restrained on a failure for one minute or
with the chosen ability for one minute. until it takes damage.

If you spend 5 or more reckoning points, the duration If you expend 4 or more reckoning points, the effect no
increases to 10 minutes. longer ends if the target takes damage, but the creature can
repeat the saving throw at the end of each of its turns, ending
If you spend 7 reckoning points, you may choose a second it on a success.
ability score.
If you expend 7 or more reckoning points, the target is
Divine word: Radiance considered vulnerable to the first source of damage it takes
while under this effect.
As an action, you expend one reckoning point and speak the
divine word of radiance. Bright light reaches out from you to Divine Word: Bloodshed
a range of 30 feet, and dim light goes an additional 30 feet for
one minute. You may split 1d6 + your Wisdom modifier hit As an action, you expend one reckoning point and speak the
points among any number of creatures in the bright light. divine word of bloodshed. One creature you touch must make
a Constitution saving throw, taking 3d10 slashing damage on
For every two additional reckoning points you expend, the a failure, or half as much on a success as their flesh bursts
amount of total hit points gained increases by 1d6. open. This damage counts as magical for the purpose of
overcoming resistance and immunities.
Divine word: Protection
For every two additional reckoning points you expend, you
As a reaction to a creature you can see within 30 feet being deal an additional 1d10 damage to a maximum of 7 points.
hit by an attack, you expend one reckoning point and speak
the divine word of protection. The target's AC is increased by Divine Word: Flood
3 until the end of their next turn, potentially causing the
attack to miss. As a bonus action, you expend one reckoning point and speak
the divine word of the open seas. Salt water falls from the sky
For every two additional reckoning points you spend, in a large pillar with a 10 foot radius centered on a point you
increase the AC bonus by 1, up to a maximum of 7 points. can see. Each creature in the area must make a Strength
saving throw, taking 2d8 bludgeoning damage and being
Divine word: Shroud pushed 10 feet away from the center on a failure or half as
much damage and being pushed 5 feet on a success. This
As a bonus action, you expend one reckoning point and speak damage counts as magical for the purpose of overcoming
the divine word of shrouding. A creature you can see within resistance and immunities.
30 feet of you is shrouded in divine shadows for 1 minute.
Any attack targeting the shrouded creature has disadvantage. For every two additional reckoning points you expend,
increase the damage by 1d8 and the distance pushed by 5
For every two additional reckoning points you spend, you feet, up to a maximum of 7 points.
may target one additional creature, up to a maximum of 7
points. Divine Word: Death

Divine word: Smite As an action, you expend three reckoning points and speak
then unholy divine word of death. One creature you can see
As an action, you expend one reckoning point and speak the within 30 feet of you makes a Constitution saving throw as
divine word I'd smiting. One creature you can see within 30 you attempt to flay the skin from their bone. On a failure the
feet makes a Dexterity saving throw, taking 3d8 radiant target takes 3d12 slashing damage and 2d12 necrotic
damage on a failure. If the target is a fiend or undead, the damage. This damage counts as magical for the purpose of
target has disadvantage on ability checks for 1 minute. overcoming resistance and immunities.

For every two additional reckoning points you spend, If you expend 5 or more reckoning points, you deal an
increase the damage by 1d8, up to a maximum of 7 points. additional 1d12 slashing and 1d12 necrotic damage.

Divine Word: Greed If you expend 9 or more reckoning points, this damage
ignores resistance and immunities.
As an action, you expend one reckoning point and speak the
divine word of greed. A creature of your choice within 30 feet If you expend 17 reckoning points, you deal an additional
of you makes a Wisdom saving throw. On a failure the target 4d12 slashing and 3d12 necrotic damage. After the damage
sees illusionary coins all around and must use their action on is dealt, if the target has 100 or fewer hit points, they die.
each of their turns trying to gather as many as they can for 1
minute. Divine Word: Hope

At the end of each of the creature's turns or any time the As a bonus action, you expend one reckoning point and speak
creature takes damage, they may make an Intelligence the divine word of hope. A creature of your choice within 30
(Investigation) check against your spell save DC. On a feet that you can see has advantage on their next saving
success, this effect ends. throw. If it is a death saving throw, the target may add your
Wisdom modifier to the roll as well.

CHAPTER 2 | CLASSES

43

Divine Word: Knowledge If you expend 3 or more reckoning points, you may target
an additional creature.
As a reaction to a creature you can see within 30 feet rolling
an Intelligence ability check or saving throw, you expend one If you expend 5 or more reckoning points, this takes a
reckoning point and speak the divine word of knowledge. The bonus action instead of an action.
creature may add your Wisdom modifier to that roll.
If you expend 7 or more reckoning points, you may target
If you expend 5 or more reckoning points, the creature is an additional creature.
considered proficient in that skill if they are not already.
Divine Word: Growth
If you expend 7 or more reckoning points, the creature may
add twice their proficiency bonus to the roll instead of once. As an action, you expend one reckoning point and speak the
divine word of supernatural growth. One creature you can
Divine Word: Freeze see within 30 feet of you becomes affected by the enlarge half
of the enlarge/reduce spell.
As an action, you expend two reckoning points and speak the
divine word of frost and cold. One creature you can see For every two additional reckoning points you expend, the
makes a Constitution saving throw. On a failure, the target target grows one size larger and the bonus damage increases
freezes over and becomes petrified, but is vulnerable to fire by 1d4. The maximum size attained through this is huge.
instead of resistant. The target makes a saving throw at the
end of each of their turns and whenever they take damage, Divine Word: Passion
ending the effect in a success.
As an action, you expend one reckoning point and speak the
If you expend 4 or more reckoning points, the target is divine word of love and passion, igniting the latent emotions
vulnerable to cold and radiant damage instead of resistant. of a creature you can see within 30 feet. The target makes a
Wisdom saving throw, becoming charmed for 1 minute on a
If you expend 7 or more reckoning points, the target takes failure. A creature charmed in this way cannot harm
2d6 cold damage at the beginning of each of their turns. This creatures of your choice and will seek to follow your
damage does not prompt a new saving throw. directions to the best of its abilities, but will not follow any
order that is directly harmful to itself. Any time the target
Divine Word: Build takes damage, it may repeat the saving throw, ending the
effect on a success.
As a reaction to a creature you can see within 30 feet making
an ability check to craft an item, you expend two reckoning If you expend 3 or more reckoning points, the target gains
points and grant the target advantage on that roll. a bonus to damage rolls and ability checks equal to your
Wisdom modifier as it's fervent passion pushes it into a
If you expend 4 or more reckoning points, the target may frenzy.
roll 3 dice instead of 2 and choose any of them.
If you expend 5 or more reckoning points, the target gains
If you expend 7 or more reckoning points, the creature may a +1 bonus to AC while within 15 feet of you.
add your Wisdom modifier to the roll.
If you expend 7 or more reckoning points, the target will
Divine Word: Sprout use its reaction to throw itself in front of attacks targeting you
while it is adjacent to you, regardless of the danger it poses to
As an action, you expend one reckoning point and speak the itself. The attack is repeated against its AC, dealing damage
divine word of the natural way. One creature you can see as normal on a hit.
makes a Dexterity saving throw as vines and roots burst from
the ground. On a failure, the target is restrained for 1 minute. Divine Word: Truth
At the end of each of the target's turns, the creature makes a
Strength saving throw. On a failure the creature takes 1d10 As a bonus action, you expend one reckoning point and speak
bludgeoning damage. On a success, the effect ends. the divine word of truth, drawing it forth from a creature's
lips. One creature you touch makes a Wisdom saving throw.
If you expend 3 or more reckoning points, each creature of On a success, the creature must tell the truth to the best of its
your choice within 10 feet of the target regains 1d4 + your own ability to the next question you ask it within 1 minute.
Wisdom modifier hit points as healing spores shoot off.
Divine Word: Justice
If you expend 5 or more reckoning points, the damage
increases by 1d10 and the healing increases by 1d4. As an action, you expend two reckoning points and speak the
divine words of heavenly justice. Each creature within 30 feet
If you expend 7 or more reckoning points, the target of you that does not share the same morality side of your
automatically fails Dexterity saving throws while restrained alignment with you (good, neutral, evil) makes a Wisdom
in this way. saving throw. Each creature that fails its save is stunned until
the end of your next turn.
Divine Word: Health
If you expend 4 or more reckoning points, the effect lasts
As an action, you expend one reckoning point and speak the for 1 minute or until the target takes any damage. Each
divine word of health and restoration. One creature you can creature repeats the saving throw at the end of each of their
see within 30 feet regains 1d10 + your Wisdom modifier hit turns, ending the effect on a success.
points.
If you expend 7 or more reckoning points, the range is
For every two additional reckoning dice you expend, the hit increased to 60 feet.
points regained increases by 1d10, to a maximum of 9 points.
If you expend 9 or more points, the effect does not
Divine Word: Honor automatically end from the target taking damage.

As an action, you expend one reckoning point and speak the If you expend 11 or more points, you can choose the
divine word of honor. A creature you can see within 30 feet of targets, rather than having them chosen by alignment.
you and each other gain the effects of the Help action.
CHAPTER 2 | CLASSES

44

Divine Word: Pain Divine Word: Inspire

As an action, you expend two reckoning points and speak the As a bonus action, you expend one reckoning point and speak
divine word of otherworldly pain. One creature you can see the divine word of deific inspiration, surging through your
within 30 feet must make a Constitution saving throw. On a target and uplifting their spirits. One creature you can see
failure, the target takes 3d10 force damage and is within 30 feet of you gains a deific inspiration die, a d6, which
incapacitated and knocked prone for 1 minute as it writhes in it can add to an attack roll, ability check, or savibg throw of its
pain. On a success, the target takes half as much damage and choice. This die can be added after rolling, but before the DM
is stunned until the end of its next turn. The target can repeat says if it's successful or not.
the saving throw at the end of each of its turns, ending the
effect on a success. For every two additional reckoning points you expend, you
increase the size of the die by 1, from a d6 to a d8, a d8 to a
If you expend 4 or more reckoning points, the target has d10, or a d10 to a d12.
disadvantage on its initial saving throw.
Divine Word: Storm
If you expend 6 or more reckoning points, the target takes
an additional 1d10 force damage at the beginning of each of As an action, you expend two reckoning points and speak the
its turns while it remains incapacitated in this way. divine word of destructive storms. Each creature other than
you within 30 feet of you makes a Dexterity saving throw.
If you expend 8 or more reckoning points, both the initial Each creature that fails takes 1d8 lightning and 1d8 thunder
and ongoing damage is increased by 1d10. damage, or half as much damage on a success.

If you expend 10 or more reckoning points, the target has For every two additional reckoning points you expend,
disadvantage on its saving throws against the ongoing increase the lightning and thunder damage by 1d8, to a
damage. maximum of 8 points.

Divine Word: Fear If you expend 7 or more reckoning points, you may choose
the targets instead.
As a bonus action, you expend two reckoning points and
speak the divine word of nightmarish fear. Each creature that Divine Word: Purge
can see you in a 30 foot cone must make a Wisdom saving
throw. Each creature that fails is frightened of you for 1 As a bonus action, you expend one reckoning point and speak
minute. Each target can repeat the saving throw at the end of the divine word of holy cleansing. One creature you can see
each of their turns, ending the effect on a success. within 30 feet of you has one of the following conditions
removed from it: blinded, charmed, deafened, frightened,
If you expend 4 or more reckoning points, creatures of your invisible, paralyzed, poisoned, or stunned.
choice have advantage on the saving throw.
If the target is unwilling, it can make a Wisdom saving
If you expend 6 or more reckoning points, creatures that throw to resist, losing the condition on a failure.
are frightened of you in this way are paralyzed until they take
any damage. Divine Word: Sabotage

If you expend 10 or more reckoning points, creatures As a reaction to a creature you can see within 30 feet of you
paralyzed in this way do not lose the condition from taking hitting with an attack, you expend one reckoning point and
damage. speak the divine word of sabotage, guiding the attack to strike
true. The target takes an additional 1d6 damage of the same
Divine Word: Luck type as the attack. If the attack deals more than one type of
damage, you choose the type.
As a reaction to a creature you can see within 30 feet of you
rolling a 1 for an attack roll, saving throw, or ability check, you For every two additional reckoning points you expend,
expend two reckoning points and allow that creature to reroll increase the damage by 1d6, to a maximum of 7 points.
that roll, using the new result.
If you expend 5 or more reckoning points, change the die
If you expend 4 or more reckoning points, the new roll can size to d8s.
add your Wisdom modifier to the new roll.
If you expend 7 or more reckoning points, you instead add
If you expend 6 or more reckoning points, the new roll 2d8 for every two additional reckoning points, for a total of
counts as a 10 before modifiers if comes up lower. 7d8.

If you expend 8 or more reckoning points, you can use this
effect regardless of the original result.

If you expend 10 or more reckoning points, the new roll
counts as a roll of a 20.

Divine Word: Light

As an action, you expend one reckoning point and speak the
divine word of holy light. Bright light shines forth from you
for 60 feet, and dim light for an additional 60 feet for 1
minute. This light is natural sunlight.

Creatures of your choice within 60 feet of you when you
speak this word make a Constitution saving throw, being
blinded for 1 minute on a failed saving throw. Each target can
repeat the saving throw at the end of each of their turns,
ending the effect in a success.

CHAPTER 2 | CLASSES

45

Divine Word: Dream Godly Invoking
Beginning when you reach 13th level, your invocations
As an action, you expend one reckoning point and speak the become much stronger. Any divine word that has you roll a
divine word of waking dreams. Choose one of the following die increases the die size by 1: a d4 to a d6, a d6 to a d8, a d8
effects: Dream or Nightmare. to a d10, a d10 to a d12, and a d12 to 4d4.

Dream: A creature you can see within 30 feet of you sees Body of the Heavens
and hears the whispering of their unconscious mind, helping Starting at 18th level, you can add half your Wisdom modifier
them know where to strike or defend. The creature gains a to your AC and any saving throw you make while wearing
bonus of their choice between a +1 bonus to AC or to attack cloth, leather, hide, chain, or no armor.
rolls for 1 minute.
Ascension
Nightmare: A creature you can see within 30 feet of you When you reach 20th level, the divine power within you fills
must make a Wisdom saving throw. On a failure the target you fully. You gain the following effects:
sees their waking nightmares. They take a -1 penalty to AC
and attack rolls and are frightened of you for 1 minute. They You are considered a celestial rather than your normal
may repeat the saving throw at the end of each of their turns. creature type.
You gain a fly speed of 60 feet.
For every two additional reckoning points you expend, the The costs of your divine words are reduced by one
bonus or penalty is increased by 1. reckoning point, to a minimum of 0.
You regain your reckoning points when you finish a short
Divine Word: Hunt or long rest, and gain an additional number of them equal
to your Wisdom modifier.
As an action, you expend one reckoning point and speak the
divine word of the endless hunt. Choose two creatures. For 1 Divine Covenant
minute, whenever the first moves, the second may move an
equal number of feet up to their movement speed without At 1st level, you choose a divine covenant to enter into under
provoking opportunity attacks. the gods.

If you expend 3 or more reckoning points, the first target Covenant of Preservation
takes 1d4 force damage for every five feet they move. You defend your allies, combining defensive magic with
prayers that hinder or prevent your enemies’ attacks. You use
If you expend 5 or more reckoning points, the second your foresight and cunning to protect your allies.
target ignores the effects of difficult terrain while moving
with the first target. Channel Divinity: Preserver's Rebuke

If you expend 7 or more reckoning points, the second As a reaction, when a creature within 120 feet of you hits an
target uses the higher of the two targets walk, swim, and ally you can see, you damn the triggering creature to face
climb speed. divine judgment. Until the end of that creature's next turn,
you and allies have a bonus to attack and damage rolls equal
Godly Grace to your Intelligence modifier against that creature.
Starting when you reach 3rd level, whenever you cast a spell
that deals no damage, you can target one additional creature Insightful Preservation
within range.
Whenever you use a spell or feature to grant a bonus to AC,
Beginning at 9th level, you can target two additional saving throws, or restore hit points to a creature, that
creatures, and Beginning at 14th level, you can target three creature gains temporary hit points equal to 3 + your
additional creatures. Intelligence modifier + your proficiency bonus.

Ability Score Increase Blades of Astral Fire
When you reach 4th Level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice Beginning when you reach 6th level you can call down holy
by 2, or you can increase two Ability Scores of your choice by blades to defend your allies and tear apart your foes. As an
1. As normal, you can’t increase an ability score above 20 action, choose a point you can see within 120 feet. Each
using this feature. enemy within 5 feet of the point makes a Dexterity saving
throw, taking radiant damage equal to 1d6 + your Intelligence
Deific Subjugation saving throw on a failure, or half as much on a success. Each
Starting when you become 7th level, any time you would ally within 5 feet of the point gains a bonus to AC equal to 1 +
move a creature 10 or more feet with an Invoker spell or half your Intelligence modifier until the end of your next turn.
ability, you may knock it prone at the end of its movement.
You can use this ability a number of times equal to your
You can use this ability a number of times equal to your proficiency bonus, regaining all expended uses on a long rest.
proficiency bonus, regaining all expended uses when you
finish a long rest.

CHAPTER 2 | CLASSES

46

Binding Invocation of Chains Channel Divinity: Maledictor's Doom

Starting when you reach 17th level, you learn to speak You make a solemn vow, and foes who hear it are shaken by
binding invocations with your spells. Whenever you cast a its weighty promise. Each creature of your choice in a 30 foot
spell of 1st level or higher, you can force the target to make a cone makes a Wisdom saving throw. Each creature that fails
Wisdom saving throw. On a failure, the target's speed is set to takes a penalty to attack rolls equal to your choice of your
0 until the end of its next turn. On a success, the target's Constitution or your Intelligence modifier for 1 minute.
speed is halved until the end of its next turn. Whenever one of the affected creatures is hit by an attack,
you may move it 5 feet in any direction.
You can use this ability a number of times equal to your
proficiency bonus, regaining all expended uses on a long rest. Each of the affected creatures can repeat the saving throw
Covenant of Wrath at the end of each of their turns, ending the effect on a
You are an instrument of divine wrath, smiting those who success.
have the temerity to doubt the reach of your god’s power. Your
physical durability allows you to withstand and channel Baleful Malediction
divine wrath.
Starting at 6th level, when you use a spell of 1st level or
Channel Divinity: Armor of Wrath higher or a divine word, each target affected by it has a -2
penalty to attack rolls against you until the end of your next
As an action, you coat yourself in a suit of blazing armor. You turn.
gain temporary hit points equal to your Constitution modifier
times your proficiency bonus. While you have these Force of Justice
temporary hit points, any creature within 30 feet of you that
hits you with an attack takes fire damage equal to your Beginning when you reach 8th level, whenever you hit a
Constitution modifier times half your proficiency bonus and creature with an Invoker spell or a divine word, you can force
is pushed 10 feet directly away from you. the target to make a Strength saving throw. On a failure, you
can move the target up to 15 feet and knock them prone. On
Invoker Defense a success, the target is knocked prone.

Starting at 6th level, when you deal damage to a creature You can use this ability a number of times equal to your
within 20 feet of you with a spell or ability, you gain a bonus proficiency bonus, regaining all expended uses on a long rest.
to your AC equal to half your Constitution modifier (minimum
1) until the end of your next turn. Divine Execration

Thunder of Judgement Starting when you reach 17th level, you can add your
Wisdom modifier to any ongoing damage you inflict on a
Beginning when you reach 8th level, whenever you deal creature.
damage to a creature with a spell or ability, you can deal Covenant of the Blightspeaker
thunder damage to another creature within 30 feet of you Divine wrath can manifest as punishing blasts of radiant
equal to your Constitution modifier. light, as fire from the heavens, or as thunder and lightning
that smite the gods’ foes. Sometimes, though, the gods’ anger
Purging Flame is manifested in plagues and curses upon the wicked. Even
good deities can resort to extreme methods to purge the
Starting at 17th level, any creature you damage with a spell of world of corruption.
1st level or higher or with an ability that uses reckoning
points, you may use your reaction to ignite the target in holy As a blightspeaker, you wield such extreme methods in
flames. At the beginning of each of its turns, the creature your god’s name. Like an angel of death, you wield the scythe
takes 2d8 fire and 2d8 radiant damage at the beginning of of necrotic power and harvest life from your enemies to fuel
each of their turns. At the end of each of their turns, the your own strength. To the common folk, you are a frightful
target can make a Constitution saving throw, ending the presence, a grim reminder of your god’s darker side. To your
effect on a success. enemies, you are a terror, a manifestation of the judgment
that has been pronounced upon them and of the punishment
You can use this ability a number of times equal to your that awaits.
proficiency bonus, regaining all expended uses on a long rest.
Covenant of Malediction Channel Divinity: Blighting Action
The gods entrust you with the invocation of destruction used
in their ancient wars so you can carry forward their sacred As a bonus action, you speak a horrid divine word, causing
cause and ensure the world's enemies never rise again. creatures around you to wilt. Each creature of your choice
within 30 feet of you must make a Wisdom saving throw, gain
CHAPTER 2 | CLASSES vulnerability to radiant and necrotic damage until the end of
your next turn. In addition, all damage you deal to that
47 creature becomes your choice of radiant or necrotic until the
end of your next turn.

Dissolution’s Call

Beginning at 6th level, you learn to sap the anger and wrath
of your foes. Whenever you hit a creature with a critical hit,
you gain hit points equal to 5 + your Wisdom modifier + your
proficiency bonus.

Echoed Blights Covenant of Vengeance
During the war against the primordials, Moradin and Kord
Starting at 8th level, whenever a creature passes a saving worked together to forge Guldarak, “the God Hammer.” They
throw against a spell you cast or ongoing damage caused by crafted the hammer out of raw thunder and bound its handle
you, you can immediately deal 10 necrotic damage to that with rings of lightning. Moradin was the first to wield the
creature. hammer, taking it into the Great Dismal Delve in the heart of
the Elemental Chaos. Moradin used the God Hammer to
Endbringer shatter the stone that protected the primordial Zurtharak,
who was called the Vein of Iron for the way he burrowed and
Beginning when you reach 17th level, you gain the full power twisted through solid stone. With Kord and Bahamut at his
of your pantheon’s fury and wrath. Whenever you deal side, Moradin then used the hammer to shatter the
necrotic damage to a creature with a spell attack or from primordial’s body.
them failing a saving throw, each creature of your choice
within 20 feet of that creature takes half that much necrotic Several other gods wielded Guldarak during the war, and
damage. the hammer became a symbol of divine vengeance. Each time
Covenant of Hope the primordials scored a victory against the gods, a god lay a
When the gods warred with the primordials at the dawn of hand on Guldarak, swore an oath of vengeance, and then
time, the gods fought to bring hope to the world they had took up the hammer and carried out that oath.
helped to create. If the world had been left to the primordials,
it would have been a fearsome place, dominated by tyrants Like Guldarak, you are an instrument of divine vengeance,
who might destroy and remake any part of the world without wielding thunder to smite your god’s foes. Thunder wards
warning. All the mortal inhabitants of the world might have your allies and dazes your enemies, and can even teleport
been slaves, as the dwarves were enslaved by the titan your allies to your side.
servitors of the primordials. At best, they might have been
terrified fugitives, hiding in despair from the wanton Channel Divinity: Lingering Rebuke
destruction of the world’s elemental rulers.
As a reaction when you are dealt damage, you curse all
Because the gods fought the primordials and freed the creatures of your choice within 30 feet of you. Each target
world from their dominion, the mortal races can live in hope. makes a Wisdom saving throw. For 1 minute, any creature
It is your sacred trust to nurture the embers of hope in the that failed takes 1d6 + your spellcasting modifier radiant
world and stir them into great bonfires that shed light into damage any time they deal damage to or miss you or an ally
the world’s darkest places. As a flame of hope, you wield within 30 of you with an attack.
powers of fiery radiance that heal and inspire your allies
while burning and blinding your foes. Warrior of the Heavens

Channel Divinity: Hopeful Inspiration Also at 1st level, you gain an additional hit point, and gain
another any time you gain a level in this class. In addition, you
You hold high your rod or staff, filling your allies with divine gain proficiency with martial melee weapons.
hope and fills your target with dread. Each creature of your
choice gains a bonus to attack rolls against the target equal to Enduring Castigation
your proficiency bonus until the end of your next turn.
Beginning when you reach 6th level, while you have more
Enduring Hope than half your hit points, each creature of your choice within
30 feet of you takes a -2 penalty to saving throws. If that
Beginning at 6th level, while you are not incapacitated, you saving throw is against ongoing damage, it is a -3 instead.
and each ally within 30 feet of you gains a bonus to saving
throws equal to half your proficiency bonus, rounded down. If Penance
the saving throw is against ongoing damage, the bonus is
your full proficiency bonus instead. Starting when you reach 8th level, any time you score a
critical hit with a melee weapon attack or a spell attack, the
Righteous Resurgence target is stunned until the end of your next turn.

Starting when you reach 8th level, any time you regain hit Warding Thunder
points, each creature of your choice within 30 feet of you
takes fire and radiant damage equal to the amount of hit Beginning at 17th level, you have the booming power of the
points you regained, and each creature you did not choose God Hammer surrounding you. Whenever a creature hits you
within 30 feet of you regains temporary hit points equal to with an attack from within 30 feet of you, you can use a
the amount of hit points you regained. The maximum for the reaction to force that creature to make a Dexterity saving
damage and temporary hit points gained is equal to 5 times throw. On a failure, the target takes 2d8 thunder damage and
your proficiency bonus. is stunned until the beginning of its next turn.

Sunburst Bulwark

Starting at 17th level, you can keep the flame of hope kindled
no matter what. Any time a creature fails a saving throw or is
hit with a critical hit within 30 feet of you, they gain
advantage on their next saving throw.

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48

Monk Awakened Mind Psionics

The monk class recieves new subclasses in this section. Monk Manifestation Psi Psi Manifestation
Level Known Points Limit Level Limit
Way of the Awakened Mind 1st
Monks of the way of the awakened mind are members of an 3rd 3 11 1st
order of martial artists devoted to mastering their own 1st
physical and mental development while protecting psions and 4th 3 32 1st
other psionic creatures. These monks believe that mental 2nd
powers are to be nurtered in all who possess them. In 5th 4 33 2nd
addition to their formidable prowess in combat, these monks 2nd
develop mental powers that surprise and astound their 6th 4 33 2nd
enemies. 2nd
7th 5 73 2nd
Almost all monks who follow this way are affiliated with a 3rd
specific order created to guard centers of psionic learning - 8th 5 73 3rd
usually fortresses in the middle of forbidden wastelands. 3rd
Naturally, the monks learned from the psionic masters as 9th 6 73 3rd
well, and thus this way was founded. 3rd
10th 6 94 3rd
Psionic Manifesting 4th
11th 7 94 4th
At 3rd level, you begin to open your mind to new ideals,
allowing you to learn certain psionic manifestations. 12th 7 94

Learning Manifestations 13th 8 13 4

You know two psion manifestations of your choice, and one 14th 8 13 4
from your choice egoist manifestation lists. The Awakened
Mind Psionics table shows when you learn more 15th 9 13 4
manifestations of 1st level or higher. Each manifestation
must be chosen from the psion manifestation list, and must 16th 9 15 5
be of a level no greater than that shown in the Manifestation
Level Limit column for your monk level. 17th 10 15 5

At 7th, 13th, and 19th levels in this class, the 18th 10 15 5
manifestations you choose can come from the egoist
manifestation list. 19th 11 18 5

Whenever you gain a level in this class, you can replace one 20th 11 18 5
of the manifestations you know with another manifestation of
your choice. The new manifestation must be of a level no Psionic Manifesting Ability
greater than that shown in the Manifestation Level Limit
column for your monk level, and it must be a psion Intelligence is your ability for your psionic manifestations,
manifestation, unless you're replacing the egoist since they are created out of psionic energy and shaped by
manifestation you gainst at 3rd, 7th, 13th, or 19th level. your mind. You use your Intelligence whenever a talent or
manifestation refers to your psionic ability. In addition, you
Psionic Power use your Intelligence modifier when setting the saving throw
DC for a psionic talent or manifestion you use and when
The Awakened Mind table shows how much psionic power making an attack roll with one.
you have to invoke your manifestations of 1st level and higher.
To invoke one of these manifestations, you must expend psi Psionic Save DC = 8 + your proficiency bonus + your
points equal to the manifestation's level when you invoked it. Intelligence modifier
You regain all expended psi points when you finish a long
rest. For example, if you are a level 8 monk and you know the Psionic attack modifier = your proficiency bonus + your
1st-level manifestation psidarts, you can spend 1 psionic Intelligence modifier
power to invoke psidarts at 1st level or 2 psionic power to
invoke psidarts at 2nd level. There is a limit to the amount of Psionic Foresight
psionic power you can sustain at a time; you can't invoke a
manifestation if its psionic power cost is greater than your Also at 3rd level, due to your mental training while protecting
Psi Limit. the masters of the psionic arts, you have learned to catch
glimpses of the future, seeing what your opponents will do
before they do them. You may use your Intelligence in place
of your Wisdom for your Unarmored Defense, Ki Abilities,
and Deflect Missiles.

In addition, when you are hit by an attack, you can spend 1
ki point as a reaction to reduce the damage by your
Intelligence modifier plus your proficiency bonus.

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49

Cerebral Blind

Beginning when you reach 6th level, you can lash out with
your psionic abilities, rendering the visual organs of
creatures around you useless. As a bonus action, you can
expend 1 psi point to force a creature you can see within 30
feet of you to make an Intelligence saving throw against your
Psionic Save DC. On a failure, you appear invisible to that
target until you deal damage to them or until the end of your
next turn.

Lucid Buffer

Starting at 11th level, you have greatly enhanced your mind's
defenses. When you or a creature you can see within 30 feet
of you must make an Intelligence, Wisdom, or Charisma
saving throw, you may expend a number of psi points up to
your Intelligence modifier as a reaction to give that creature a
bonus to the saving throw equal to the psi points spent. If
multiple creatures are effected by the same effect, each
creature of your choice in range that you can see can add this
bonus.

Mind and Body

Beginning at 17th level, the first time you manifest a power
you gained from this class on your turn, you may use your
Flurry of Blows or Patient Defense as a bonus action without
expending a ki point.

CHAPTER 2 | CLASSES

50


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