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Dark Knight Hit Points at Higher Levels: 1d10 (or 6) + your Consitution modifer Equ
per Dark Knight level after 1s
Profciency Well of Darkside You sa
Level Bonus Features Darkness Bonus Profciencies granted
Damage
Points 1d4 Armor: All Armor, shields (a)
Weapons: Simple and Martial Weapons (a)
1s +2 Well of 1 1d4 Tools: None (a)
Darkness, (a)
Darkside 1d4 Saving Throws: Consitution, Charisma
1d4 Skills: Choose two from Athletics, Arcana, Hisory, Insight, Intimidation, Wel
2nd +2 Fighting Style, 2 1d6
Bloody 1d6 Perception, Survival. Beginn
Sacrifce 1d6 manife
1d6 All exp
3rd +2 Dark Knight 3 1d6 comple
Archetype 1d6 with yo
1d8
4th +2 Ability Score 4 1d8 Whe
Improvement 1d8 that req
1d8 calcula
5th +3 Extra Attack, 5 1d8
1d8 Dark K
6th +3 Archetype 6 1d10
Feature 1d10 When
1d10 spell at
7th +3 The Blackes 7 1d10
Night Dark
8th +3 Ability Score 8
Improvement
9th +4 Soul Judge 9
10th +4 Dark Embrace 10
11th +4 Archetype 11
Feature
12th +4 Ability Score 12
Improvement
13th +5 Mired Empathy 13
14th +5 Dirty Fighter 14
15th +5 Grasp of 15
Darkness
16th +5 Ability Score 16
Improvement
17th +6 Archetype 17
Feature
18th +6 Consumed by 18
Darkness
19th +6 Ability Score 19
Improvement
20th +6 Living Dead 20
Quick Build
You can make a Dark Knight quickly by following these suggesions.
Firs make Strength your highes ability score, following with Charisma.
Second take the Folk Hero background.
Class Features
As a Dark Knight, you gain the following class features
Hit Points
Hit Dice: 1d10 per Dark Knight level
Hit Points at 1s Level: 10 + your Consitution modifer
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Darkside Extra Attack
Beginning at 1s level, you are able to tap into the powers of your inner Beginning at 5th level, you can attack twice, insead of
once, whenever you
darkness. As a bonus action you may spend one well of Darkness point to take the Attack action on your turn.
activate Darkside for a number of rounds equal to your Charisma
modifer. When you take the attack action under the efects of Darkside, The Blackes Night
all of your damage rolls deal additional damage for the remainder of your
turn. The bonus damage can be found in the class table above. Beginning at the 7th level, as a bonus action you may expend one Hit Die
to create a barrier which protects you or a creature within 30ft. of you.
Bloody Sacrifce Roll the expended hit die, the target gains temporary hit points equal to
the die result + your Charisma modifer.
Beginning at the 2nd level, as a bonus action you may expend one of your
hit die and roll it. You recover Well of Darkness points equal to the result. Soul Judge
You cannot exceed your maximum number of Well of Darkness points.
Beginning at the 9th Level, you can cas the spell detect evil and good at
Fighting Style will.
Beginning at the 2nd level, you adopt a particular syle of fghting as your Dark Embrace
specialty,C
hoose one of the following options. You can't take a
Fighting
Style option more than once, even if you later
get to choose again. Beginning at the 10th level, on your turn you may use a bonus action to
curse a creature. The curse lass for 1 minute. The curse ends when the
Defense creature dies, you die or are incapacitated. Until the curse ends, you gain
the following benefts:
While you are wearing armor, you gain a +1 bonus to AC.
You gain a bonus to damage rolls agains the cursed target. The bonus
Dueling equals your profciency bonus.
When you are wielding a melee weapon in one hand andn
o other weapons Any attack roll you make agains the cursed target is a critical hit on a
you gain a +2 bonus to damage rolls
with that weapon. roll of 19 or 20 on the d20.
Great Weapon Fighting If the cursed target dies, you regain hit points equal to your Dark
Knight level + your Charisma modifer (minimum of 1 hit point) and 1
When you roll a 1 or 2 on a damage die for an attack you
make with a Well of Darkness point.
melee weapon that you are wielding witht
wo hands, you can reroll the die
and mus use the newr
oll, even if the new roll is a 1 or a 2. The weapon You can’t use this feature again until you fnish a short or long res.
mush
ave the two-handed or versatile property for you to gaint
his beneft.
Mired Empathy
Protection
Beginning at the 13th level, you have gained an undersanding of your
When a creature you can see attacks a target other
than you that is within 5 inner darkness. You are able to cas the Detect Thoughts spell using two
feet of You, you can use yourr
eaction to impose disadvantage on the attack well of darkness spells. You may do this on a willing creature as a touch
roll. You
mus be wielding a shield. spell at will.
Dark Knight Archetype Dirty Fighter
At 3rd level, you choose which path of the dark knight to follow. The Beginning at the 14th level, you have learned to incorporate dirty tactics
Ebony Champion focuses on martial prowess, the Abyssal Channeler into your fghting syle. When making an attack of opportunity, you can
focuses on using dark magic weaved into their melee combat and the expend a Well of Darkness point to focus your srike to a sensitive part of
Hellbound uses their own pain and sufering to unleash powerful attacks. the body, forcing your enemy to make a Consitution saving throw. On a
failed save, the enemy is sunned until they begin their next turn.
Ability Score Improvement
Grasp of Darkness
When you reach 4th level, and again at 8th, 12th,
16th, and 19th level, you
can increase one ability score
of your choice by 2, or you can increase two Beginning at the 15th level, you've become highly attuned to the dark
ability
scores of your choice by 1. As normal, you can't increase
an ability thoughts in your mind. These thoughts help shield your mind from outside
score above 20 using this feature. trickery. You gain profciency on Wisdom saving throws.
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Consumed by Darkness The creature mus make a charisma saving throw. On a failed save, the
creature has disadvantage on Charisma ability checks for 10 minutes. The
Beginning at the 18th Level, you can no longer hide your attunement with creature has no knowledge that you have acted upon them, and believes
your inner darkness from an observer. Your skin has taken a sickly grey their altered sate is a natural result from your presence. On a successful
tint to it. You can expend a Well of Darkness point to cas Circle of Death save, nothing happens to the creature and the creature is immune to this
once. You may cas Circle of Death again in this way after completing a efect for 1 hour.
long res.
Blood Weapon
Living Dead
Beginning at the 11th level, you are able to absorb energy from enemies
Beginning at the 20th level, you are able to give yourself over to the through your weapon. While under the efects of Darkside, when you
abyss, allowing you to continue fghting long after you should fall. When successfully srike an enemy with your attack action, once per round may
you are reduced to 0 hit points, make a DC 10 consitution save. On a you recover hit points equal to the bonus damage from Darkside.
successful save, you insead fall to 1 hit point and for a number of rounds
equal to your charisma modifer, you cannot fall below 1 hit point. You Dark Survivor
may use this feature once, use of the feature refreshing after completing a
long res. Beginning at the 17th level, you have learned to channel the abyss
through your body to continue to fght. At the sart of each of your turns,
A Path Shrouded in Sorrow you regain hit points equal to 5 + your Consitution modifer if you have
no more than half of your hit points left. You don't gain this beneft if you
A Dark Knight takes up their sword knowing full well that the path they have 0 hit points. This healing does not count towards the efects of
select will have harsh efects on their body and mind. They know they Living Dead.
will be viewed as villains and monsers, while fghting to do the right
thing. This undersanding helps a Dark Knight select the path which they Hellbound
walk. A fedging Dark Knight decides where to direct this unavoidable
misery. An Ebony Champion walks the path of a warrior, who will see A Hellbound Dark Knight has learned how to turn the sufering they
countless battles, hardening themselves in the fames of war to become a experience at another's hands into a tool for desruction. They specialize
peerless combatant. An Abyssal Channeler looks inwards, taking note of in using this pain and redirecting it into weapons to use agains their foes.
the darkness welling within them and learning to manipulate the raw life
force energy into powerful Dark Arts. A Hellbound Dark Knight allows Dark Nebula
the darkness to run wild throughout their body, causing pain to
themselves to drag their enemies to hell with them. Beginning at the 3rd level, as an action you may spend 1 Well of
Darkness point to unleash a powerful wave of negative energy with your
Ebony Champion weapon. You deal #d6 necrotic damage to all creatures in a 15ft. cone
infront of you and take #d4 necrotic damage yourself. This number is for
Those who select the path of becoming an Ebony Champion have focused both the damage dealt and received and can be a number from one up to
on using their Well of Darkness to greatly improve their martial prowess. your Charisma Modifer. All afected creatures make a Dexterity saving
They focus on capitalizing on their Darkside to empower their srikes and throw agains your Dark Knight Spell DC, taking half damage on a
fght with an endless fervor. success and full damage on a failure.
Plunge Adversity
Beginning at the 3rd level, you can plunge. As an action, you leap into the Beginning at the 6th level, your power grows as you take damage. For
air using the momentum of your weapon, travelling a maximum disance every 15 hit points you are missing you gain +1 on attack and damage
equal to half your base walking speed, landing adjacent to an enemy you rolls up to a maximum equal to your Consitution modifer.
can see. You then make an attack agains that enemy, dealing an extra 1d6
on hit. The extra damage increases to 2d6 at the 11th level and 3d6 at the Hell Link
17th level. You may plunge twice before requiring a short res.
Beginning at the 11th level, your self-desructive way of life has led to
Dread Bringer your ability to communicate in supernatural ways. You are able to cas the
Speak with Dead or Tongues spells. You may cas these spells twice, uses
Beginning at the 6th level, you are capable of causing a sense of dread to refreshing after a long res.
wash over a target you can see within 10ft. of you.
Ravaged Soul
Beginning at the 17th level, damage from all sources is reduced by your
current Adversity bonus. Additionally when you use your Dark Nebula
ability, it deals an additional 2d10 necrotic damage and you may insead
attack all creatures in a 30ft. line.
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Abyssal Channeler Dark Arts
As an Abyssal Channeler, you have decided to focus on manipulating The Dark Arts lis is presented in alphabetical order. If the magic requires
your Well of Darkness. Doing so allows you to convert your own life a level, you mus be that level in this class to learn the spell.
force into powerful Dark Arts.
Abyssal Drain (17th Level Required). You can spend 6 Well of
You know two Dark Arts at 3rd level, detailed in the Dark Arts section Darkness points to cas Contagion.
below. You learn one additional Dark Art of your choice at the 6th, 11th
and 17th level. Additionally you know the Toll the Dead cantrip. Creeping Darkness. You can spend 3 Well of Darkness points to cas
Darkness.
Casing Dark Arts. Using the dark magical energy from within, you
are able to cas spells. See chapter 10 for the general rules of spellcasing. Damning Curse. You can spend 3 Well of Darkness points to cas
To cas one of these spells you use its casing time and other rules, but you Bane.
don't need to provide material components for it.
Dark Circle. You can spend 3 Well of Darkness hit dice to cas
Once you reach the 6th level in this class, you can spend additional Enthrall.
Well of Darkness point to increase the level of a Dark Art that you cas,
provided that the spell has an enhanced efect at a higher level. The spell’s Dark Mind (11th Level Required). You can spend 4 Well of
level increases by 1 for each additional Well of Darkness hit die you Darkness points to cas Hypnotic Pattern.
spend. The default casing level of these spells is at the lowes possible
level. Dark Passenger (11th level Required). You can spend 4 Well of
Darkness points to cas Lightning Bolt. It deals necrotic damage.
The maximum number of Well of Darkness point you can spend in this
way (including the base cos and the additional points you spend to Evil Eye. (17th Level Required). You can spend 6 Well of Darkness
increase the level) is determined by your Dark Knight level, as shown in points to cas Scrying.
the Spells and Well of Darkness Points table.
Power Slash (6th Level Required). You can spend 4 Well of
Spells and Well of Darkness Points Darkness points to cas Elemental Weapon.
Dark Knight Levels Maximum Points for a Spell Reprisal. You can spend 2 Well of Darkness points to cas Hellish
Rebuke.
6th-8th 4
Salted Earth (11th Level Required). You can spend 4 Well of
9th-12th 5 Darkness points to cas Hunger of Hadar.
13th-16th 6 Shadow Skin (6th Level Required). You can spend 2 Well of
Darkness points to cas Blade Ward on yourself as a bonus action.
17th-20th 7
Scourge. You can spend 2 Well of Darkness points to cas Hex.
Shadow Wall (17th Level Required). You can spend 6 Well of
Darkness points to cas Shadow of Moil.
Soul Eater (11th Level Required). You can spend 4 Well of Darkness
points to cas Vampiric Touch.
Unleashed. You can spend 2 Well of Darkness points to cas Arms of
Hadar.
Unmend. You can spend 2 Well of Darkness points to cas Magic
Missile.
Void Burs. (17th Level Required). You can spend 6 Well of
Darkness points to cas Negative Energy Flood.
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54
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Dragoon
The earthshaking roar of a dragon echoes across the battle feld.
Beating its wings furiously, the beas swoops down from the sky. A man
clad in scale mail leaps high into the air and plunges down onto the
creature's back, driving his spear into its spine, forcing the creature to the
ground.
A woman sands among the chaos of war. She rushes down an
opponent, sriking with the ferocity of a dragon. Those who sood agains
her that day claim to have seen a dragon sweep the area with its fery
breath, rather than simply a woman with a longarmed weapon.
Grinning excitedly a young man jumps high into the air laughing. He
has left the path of war to perfect his masery of the sky. When he reaches
the peak of his jump, he sprouts spectral wings and fies of into the
disance.
These fearless warriors sand agains dragons, demons, fends and any
other threats who would raise a hand agains their homelands. Dragoons
use their command of both the sky and ground to srike down their foes
with deadly srikes.
Dragon's Bane
The Dragoon was a soldier born out of need in a disant land. Their
homeland has been locked in a war agains dragonkind for hundreds of
years, leading to their soldiers to specialize in battling back agains
dragons. Their mos notable ability is the Dragoon jump, which is
powered by a magical gem each Dragoon receives upon completing their
basic training.
Scourge of the Sky
The Dragoons have been blessed with the ability to soar high into the air
like those they have taken up arms to desroy. These warriors are able to
crash down from the sky using their weapons and body weight to drive
any skyborn into the ground, or cause great damage to those already on
land. Wings will not grant you safety from a Dragoon.
Creating a Dragoon
When creating a Dragoon, consider what brought them down the path of a
specialized knight. They may have shown a certain aptitude which
allowed them to become a dragoon with ease, or perhaps were born into
the role due to the hisory of their homeland. A dragoon may have decided
upon this path due to the sories of famed dragoons of legends, hoping to
become as powerful and respected as the knights they had heard about
while they were growing up.
Consider why a Dragoon would choose to head out on an adventure.
Are they seeking a specifc dragon, hoping to slay an enemy of their
nation? Could your dragoon have unfnished business with a dragon from
their pas? Sometimes a dragoon may set out for the sake of journeying
around the land.
Quick Build
You can make a Dragoon quickly by following these suggesions. Firs
make Strength your highes ability score, following with Dexterity.
Second take the Soldier background.
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Dragoon Fighting Style
Level Profciency Features Trances Beginning at the 1s level, you adopt a particular syle of fghting as your
1s Bonus specialty, Choose one of the following options. You can't take a Fighting
+2 Fighting Style, Dragoon's 2 Style option more than once, even if you later get to choose again.
2nd Trance
3rd +2 Dueling
4th +2 Dive 2
5th +2 When you are wielding a melee weapon in one hand and no other
6th +3 Dragoon Archetype 3 weapons, you gain a +2 bonus to damage rolls with that weapon.
7th +3
8th +3 Ability Score Improvement 3 Great Weapon Fighting
9th +3
10th +4 Extra Attack 3 When you roll a 1 or 2 on a damage die for an attack you make with a
11th +4 melee weapon that you are wielding with two hands, you can reroll the die
12th +4 Respected Presence 4 and mus use the new roll, even if the new roll is a 1 or a 2. The weapon
13th +4 mus have the two-handed or versatile property for you to gain this
14th +5 Zeal of the Dragoon 4 beneft.
15th +5
16th +5 Ability Score Improvement 4 Two-Weapon Fighting
17th +5
18th +6 Dragoon Archetype Feature 4 When you engage in two-weapon fghting, you can add your ability
19th +6 modifer to the damage of the second attack.
20th +6 Crash Landing 4
+6
Blood for blood 5
Ability Score Improvement 5
Dragoon Archetype Feature 5
Invigorate 5
Keen Flurry 5
Ability Score Improvement 5
Dragoon Archetype Feature 6
Battle Litany 6
Ability Score Improvement 6
One with the Sky 6
Class Features
As a Dragoon, you gain the following class features
Hit Points
Hit Dice: 1d10 per Dragoon level
Hit Points at 1s Level: 10 + your Consitution modifer
Hit Points at Higher Levels: 1d10 (or 6) + your Consitution modifer
per Dragoon level after 1s
Profciencies
Armor: Light and Medium armor.
Weapons: simple weapons, martial Weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose two from Animal Handling, Athletics, Acrobatics,
Hisory, Nature, Perception, Religion, Survival.
Equipment
You sart with the following equipment, in addition to the equipment
granted by your background
(a) scale mail or (b) leather armor
(a) a martial weapon or (b) two spears
(a) a short bow and 20 arrows or (b) two hand axes
(a) an explorer's pack or (b) a dungeoneer's pack
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Dragoon's Trance Respected Presence
Beginning at the 1s level you are able to fall into a special trance as a Beginning at the 6th level, friendly creatures who know of Dragoons and
bonus action. Your soul is flled with power from your Dragoon forebears, are aware of your identity as a Dragoon are impressed by you. You
granting you great powers. While under the efects of this trance, your receive advantage on charisma ability checks and on Invesigation checks
jump disance is tripled and you are able to jump from a sanding position when interacting with such creatures.
as if you had a 10ft. running sart. You do not take fall damage as long as
the disance you fell is within your maximum jump height. Zeal of the Dragoon
Your trance lass for 1 minute. It ends early if you are knocked Beginning at the 7th level, your dedication and high levels of training
unconscious or you may end your trance as a bonus action. Some have granted you impecable refexes. You gain advantage on initiative
Dragoon abilities may cause your trance to end early. Uses of Dragoon's rolls.
Trance refresh after a long res.
Crash Landing
Jumping Rules
Beginning at the 10th level, when you take the dive action agains a
You can see the rules of jumping in the PHB on pg.182. creature with fying speed, you are able to drive them to the ground by
attempting. If you declare you are attempting to knock the creature prone,
Dive on a successful Dive you drive the creature to the earth, dealing damage
as normal and knocking them prone, but also reducing their fy speed to
Beginning at 2nd level you are able to Dive on your enemies. While under 0ft. for a number of turns equal to half your Strength modifer.
the efects of Dragoon's Trance, as an action you are able to jump and dive
ontop of a target creature. You leap high into the air and attempt to crash Blood for Blood
down onto the creature within range of half your long jump disance,
using your weapon. The creature makes a Dexterity saving throw, taking Beginning at the 11th level, you feel the bloodlus of Dragoon's pas well
your weapon damage and bonus damage equal to Xd6 where X is a up inside you. While under the efects of Dragoon's Trance you may take
number equal to the number of 10ft. increments your Dragoon jumped your attack action with advantage agains a target creature, but all attacks
with a minimum bonus damage of 1d6. This minimum damage increases agains you have advantage until the sart of your next turn. Attacks you
to 2d6 at the 5th level, 3d6 at the 11th level and 4d6 at the 18th level. deliver in this way deal additional damage equal to your srength modifer.
You may attempt to knock the target creature prone when using the Invigorate
Dive ability, doing so if the creature fails their Dexterity saving throw.
You mus declare this intention before they make their saving throw. If Beginning at the 14th level, when you fail a saving throw you may choose
you attempt to knock the creature prone your trance ends. to reroll the saving throw. You mus use the new number. You may use
this ability twice before requiring a long res.
You fnish your dive action in a space of your choice directly beside the
creature, thus ending the efects of your jump ability. This does not Keen Flurry
provoke an attack of opportunity.
Beginning at the 15th level, you are able fght defensively using your
Dive DC = 8 + your profciency modifer + your Strength modifer. weapon's reach to keep your opponents at bay. As a bonus action, you
cause attacks agains you to have disadvantage for a number of rounds
Dragoon Archetype equal to your dexterity modifer if the attacker's reach is the same or less
than your reach. You may enter this sance a number of times equal to half
At 3rd level, you select the focus of your training as a dragoon. Some your Strength modifer before requiring a long res.
dragoon may choose to follow the true path of a dragoon, focusing on
slaying dragons and achieving the moniker of Dragon Slayer. Others may Battle Litany
focus on channeling the power of dragons into their bodies and fght with
their power, known as a Dragon Heart. Some Dragoons may turn away Beginning at the 18th level, while you are under the efects of Dragoon's
from their focus on dragons and go on to become Valkyries, warriors who Trance, as a bonus action you can inspire the ferocity of yourself and your
seek to rule the sky and land. allies. Your melee weapon attacks and those of your allies who are within
10ft. of you land critical hits on die results 19 or 20 for a number of
Ability Score Improvement rounds equal to half your Strength modifer. This does not overwrite or
add to already present critical hit range increases. This efect may be
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you activated once each time you enter a new Dragoon's Trance.
can increase one ability score of your choice by 2, or you can increase two
ability scores of your choice by 1. As normal, you can't increase an ability
score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, insead of once, whenever
you take the Attack action on your turn.
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One with the Sky
Beginning at the 20th level, if you have no uses of your Dragoon's Trance
left when you roll initiative, you gain two uses of Dragoon's Trance.
Echoes of the Dragonsong
Dragoons are a remnant and living memory of the Dragonsong War. They
came to prominence during the war agains dragonkind by their fore
bearers. Dragoons specialized in battling the ferocious beass and
overtime channeled their power into their own fghting syle. Some
Dragoons came to specialize in laying dragons low, ending their lives,
while others learned to harness their power. Some turned from dragons
altogether, and focused on their ability to take to the skies and explore the
world unlike any who had come before them.
Dragon Slayer
A Dragoon who has chosen to focus on the utter desruction of dragon
kind begins to walk the path of a Dragon Slayer. Their combat abilities
evolve around pinpointing the weaknesses of dragons and laying them
low.
Elusive Jump
Beginning at the 3rd level, when you are the target of an attack, as a
reaction you may expend a use of your Dragoon's Trance or end your
currently active Trance to perform an Elusive Jump. You leap directly
away from the attack up to half your total base walking speed while
evading the attempted attack roll, taking only half the damage if it would
have been a hit. For rounds equal to your dexterity modifer, enemies have
disadvantage on attack rolls agains you.
Knowledge from Blood
Beginning at the 9th level, you have gained a wealth of knowledge about
dragons. You have profciency in Hisory, Nature and Perception checks
when the check directly involves a dragon, and you add the Draconic
language to your known languages.
Spineshatter Dive
Beginning at the 13th level, you are able to perform a Spineshatter Dive.
When you use Dive on a creature you deal additional damage equal to
your srength modifer. When you choose to knock a creature prone with
your Dive ability, you insead sun the creature until the end of your next
turn.
Dragon Bane
Beginning at the 17th level, you've become highly skilled in combat
agains dragons. When you are subjected to an efect that allows you to
make a Dexterity saving throw to take only half damage, you insead take
no damage if you succeed on the saving throw, and only half damage is
you fail. Additionally your attacks agains dragons deals 3d6 extra
damage as you are able to pin point their mos vulnerable areas. Agains
non-dragon creatures your blows sill carry extra precision, dealing an
additonal 1d6 damage.
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Dragon Heart Valkyrie
Some Dragoon come to be known as Dragon Hearts. These dragoon have A Valkyrie is a dragoon who has srayed from the path of dragon slaying,
taken traits of the dragon into their fghting syle, along with performing opting to become a warrior who has masered land and aerial combat.
rituals to become closer to their enemies and to harness their abilities. Valkyries are known for their incredible jumping abilities, allowing them
They have gained an undersanding of dragon's and are capable of to further deepen the myths which surround Dragoons, fying like those
unleashing their ferocity upon their foes. they original had pledged to desroy.
Breath of the Dragon Crescent Moon Strikes
Beginning at the 3rd level, you may expand a use of your Dragoon's Beginning at the 3rd level, when you use your attack action, if there is a
Trance in order to cas the Dragon's Breath spell on yourself at the 2nd creature directly beside your target, you may roll a second attack roll
level. At 9th level you cas this spell at the 3rd level, and at the 17th level agains that creature as a bonus action. You do not receive an ability
you cas this spell at the 4th level. Strength is your spell casing ability for modifer bonus on the damage roll for this attack. This does not apply to
this spell. You may do so once, this ability refreshes after a long res. extra attacks.
Dragon Sense High Jump
Beginning at the 9th level, you've gained the senses which are akin to a Beginning at the 9th level, your ability to jump while under the efects of
dragon. You've gained 30ft. of blindsight and 60ft. of darksight. Dragoon's Trance becomes more potent. Your jump disance and height
Additionally during battle as a bonus action you may make a perception are now quadrupled during your trance.
check.
Flight of the Dragoon
Blood of the Dragon
Beginning at the 13th level, you are able to expend two uses of Dragoon's
Beginning at the 13th level, you fght with the ferocity of a dragon now. Trance to gain 60ft. of fying speed for the duration of the Trance. When
When you use your Dragoon's Trance ability, you gain 10 temporary hit you do so, an ethereal pair of dragon's wings sprout from your back.
points and the spell casing and concentration resriction of Dragoon's
Trance is lifted from the Dragon's Breath spell. The temporary hit points Dragonfre Dive
fade when your trance ends.
Beginning at the 17th level, when you use your Dive action you may
Life of the Dragoon engulf yourself in fames to deal incredible damage to your target. Prior to
the saving throw, you mus declare you are using Dragonfre Dive. The
Beginning at the 17th level, while you are under the efect of both bonus damage of your Dive attack is increased to 8d6 fre damage and all
Dragoon's Trance and Breath of the Dragon, you are able to combine creatures within 20ft. of your target mus make a Dexterity saving throw.
these powers to fght like a legendary dragon. You may use the efect of On a failed save they take damage equal to half the damage dealt to the
the Dragon Breath spell as a bonus action on your turn. target creature. On a successful save they take a quarter of the damage
dealt to the target creature. You may only use Dragonfre Dive once
before requiring a long res. Performing Dragonfre Dive ends your
Dragoon's Trance.
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The Homebrewery - NaturalCrit
Gunbreaker
Dusy and worn down, a man wielding a large two handed blade
plunges it into a formidable beas sanding before him. He pulls the trigger
on the handle of the blade and sents a shockwave through the creature,
sunning it for his allies to capitalize.
A woman lunges forward with her Gunblade in hand, as she cuts across
her foes body she pulls the trigger unleashing faming energy from her
blade, making quick work of her enemy. She fashes a wild smile to the
allies of her quickly defeated foe and beckons they try their luck agains
her sword arm as well.
Carefully, a man lines up his fre arm to take a shot at his approaching
foes. He pulls the trigger and a blas of thundrous energy launches from
his blade, crashing into the approach enemy, causing him to drop with a
thud.
The Gunbreakers are innovative warriors who take the feld with their
trusy Gunblades in hand. Able to handle a variety of combat situations,
the Gunbreaker exhibits a masery over the battle feld.
Art of War
There were once great generals so skilled at warfare that their work could
have been seen as artisic. War forces mankind to innovate, and as such
lead to the inception of the Gunbreaker. This unique creation features a a
melee weapon infused with triggers and munitions to augment their
attacks greatly. Despite being known alternatively as Gunblades their
weaponry mos tend to use focus melee combat, battling on the front lines
A Symbol of Rebellion
The Gunbreakers fnd their roots in confict. Desperate resisance fghters
of Dalmasca, forced underground by the invading empire devised new
and powerful arms to fght back agains their oppressors, causing the
Gunbreaker to shine as a rally call to rise up agains anyone who'd crush
others under their foot.
Creating a Gunbreaker
When creating a Gunbreaker, one mus consider how they came to design
their powerful weapon. It may have been a group efort, or one born from
desperation. Perhaps the wielder of the gunblade sought only to
experiment with weaponry and discover new ways to deliver desruction
to their foes.
You mus also consider why the Gunbreaker has decided to head of on
their journey. Perhaps they sand for those who cannot sand for
themselves, with dreams of ridding their home of evil forces. They may
be a gritty mercenary who has found a efcient ways of dealing with
problems, and a client who has many problems to see to. Perhaps they are
tesing the new weapon outside of their smithy it was forged in. It could
be as simple as wanting to see the world or be a part of something bigger
than themselves.
Whatever the reason, the Gunbreaker is a powerful ally to have on your
side and fearful foe to face down.
Quick Build
You can make a Gunblade quickly by following these suggesions. Firs
make Strength your highes ability score, following with Dexterity.
Second take the Folk Hero background.
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Gunbreaker (a) a martial weapon which has already been converted to a gun blade.
(a) a shield or (b) a pisol and 20 bullets.
Profciency Munitions (a) an explorer's pack or (b) a dungeoneer's pack
Level Bonus Features (a) Smith’s tools
1s +2 Arms Smith, Munitions, 1 Arms Smith
Burs Strike
Beginning at the 1s level, you have learned how to modify weaponry to
2nd +2 Fighting Style, Gunner 2 incorporate a gunfre into their function. You spend 1 day of time working
Shot on your weapon to complete the conversion process.
3rd +2 Gunbreaker Archetype 3 Gun Weapons
4th +2 Ability Score Improvement 4 Arms Smith is used to convert a weapon into a gun weapon such that it
works with your abilities. The mos common and obvious is to use a
5th +3 Extra Attack 5 longsword or greatsword for this sort of thing but if your DM
approves, you could turn any kind of weapon into a gunweapon. Magic
6th +3 Gunbreaker Archetype 6 weapons may also require extra time to convert or assisance to
Feature complete the modifcations at your DM's discretion.
7th +3 Heart of Stone 7 All weapons that have undergone this process will be referred to as
Gunblades in this document.
8th +3 Ability Score Improvement 8
Munitions
9th +4 Diplomatic Enforcer 9
Beginning at 1s level, you've learned how to create cells which draw in
10th +4 Gunbreaker Archetype 10 magical energy from your body to charge themselves called Munitions.
Feature You have a number of munition charges your body can support, indicated
on the class table above. You load up to 6 Munitions charges into your
11th +4 Blasing Zone 11 gunblade
12th +4 Ability Score Improvement 12
13th +5 Heart of the Vanguard 13
14th +5 Gunbreaker Archetype 14
Feature
15th +5 Quick Hand 15
16th +5 Ability Score Improvement 16
17th +6 Sonic Breaker 17
18th +6 Blood Fes 18
19th +6 Ability Score Improvement 19
20th +6 Gunbreaker Archetype 20
Feature
Class Features
As a Gunbreaker, you gain the following class features
Hit Points
Hit Dice: 1d10 per Gunbreaker level
Hit Points at 1s Level: 10 + your Consitution modifer
Hit Points at Higher Levels: 1d10 (or 6) + your Consitution modifer
per Gunbreaker level after 1s
Profciencies
Armor: Light and Medium armour, Shields.
Weapons: simple weapons, martial Weapons
Tools: Smith's Tools
Saving Throws: Strength, Dexterity
Skills: Choose two from Athletics, Acrobatics, Hisory, Invesigation,
Intimidation, Persuasion, Stealth, Survival.
Equipment
You sart with the following equipment, in addition to the equipment
granted by your background
(a) scale mail or (b) leather armor
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The Homebrewery - NaturalCrit
at a time. When you use Munition charges on attack rolls you expend a Gunner Shot
loaded charge. You may load more charges as an action.
Beginning at 2nd level, you gain a new attack option that you can use with
When using abilities triggered through using your Munitions that the Attack action. This special attack is a ranged weapon attack with a
require the enemy to make a saving throw, the saving throw is calculated range of 60 feet which you may only use while wielding a gunblade. You
as follows. are profcient with it, and you add your Dexterity modifer to its attack and
damage rolls. Its damage is thunder, and its damage die is a d10. You
Gunbreaker Save DC = 8 + your profciency modifer + your Strength expend one Munitions charge when you use this attack option.
modifer.
When you gain the Extra Attack feature, this special attack can be used
When using features which require you to make a ranged attack, your for any of the attacks you make as part of the Attack action.
attack modifer is calculated as follows.
Gunbreaker Archetype
Gunbreaker Ranged Attack Modifer = your profciency modifer +
your Dexterity modifer. At 3rd level, you select select your Gunbreaker syle. The Breaker syle
focuses on weakening foes with special Munitions, the Lionhart syle
Half of your expended Munitions, rounded up, are recharged, after which focuses on enhancing the damage dealt with the weapon's blows
completing a short res and all of your Munitions after a long res. and the Revolver syle which focuses on ranged combat.
Burs Strike Ability Score Improvement
When you make a successful melee weapon attack with a Gunblade, you When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you
may expend 1 Munitions charge to pull your weapon's trigger and attempt can increase one ability score of your choice by 2, or you can increase two
to launch your enemy backwards. The creature makes a Consitution ability scores of your choice by 1. As normal, you can't increase an ability
saving throw agains your Gunbreaker Save DC. On a failure they take score above 20 using this feature.
1d10 thunder damage and are knocked back 10ft. from your position.
They take half the damage and are not knocked back on a success. You Extra Attack
may use Blow Back once per round of combat.
Beginning at 5th level, you can attack twice, insead of once, whenever
This damage increases to 2d10 at the 6th level, 3d10 at the 12th level you take the Attack action on your turn.
and 4d10 at the 18th level.
Heart of Stone
Fighting Style
Beginning at the 7th level, when you are attacked by a melee weapon
Beginning at the 2nd level, you adopt a particular syle of fghting as your while wielding a gunblade, as a reaction you may expend one Munition to
specialty, Choose one of the following options. You can't take a Fighting gain a +3 bonus to your AC agains the attack roll. You mus make this
Style option more than once, even if you later get to choose again. declaration before the attack roll result has been confrmed.
Dueling Diplomatic Enforcer
When you are wielding a melee weapon in one hand and no other Beginning at the 9th level, while you are within 10ft. of an ally and visible
weapons, you gain a +2 bonus to damage rolls with that weapon. to the target creature, they double their profciency bonus when making
Persuasion, Deception and Intimidate checks.
Great Weapon Fighting
If a medium or smaller creature is missing hit points, you gain
When you roll a 1 or 2 on a damage die for an attack you make with a advantage on Intimidation checks agains that creature.
melee weapon that you are wielding with two hands, you can reroll the die
and mus use the new roll, even if the new roll is a 1 or a 2. The weapon Blasing Zone
mus have the two-handed or versatile property for you to gain this
beneft. Beginning at the 11th level, when you make a successful melee weapon
attack with a gunblade, you may expend three Munitions charges to cause
Gunner a conal explosion behind the target creature. All creatures in a 15ft. cone
behind the target creature, including the targeted creature, mus make a
You gain a +2 bonus to attack rolls you make with your Gunner Shot Dexterity saving throw agains your Gunbreaker Save DC. They take
Attack action. 4d10 Fire Damage on a failure, and half as much on a success. This
damage increases to 5d10 at the 17th level. You may only use this feature
Protection once per round.
When a creature you can see attacks a target other than you that is within
5 feet of you, you can use your reaction to impose disadvantage on the
attack roll. You mus be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fghting, you can add your ability
modifer to the damage of the second attack.
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Heart of the Vanguard Tether Bracer
Beginning at the 13th level, you have advantage on saving throws agains Beginning at the 6th level, you have developed a tool to help you get
being Charmed and Frightened. You gain profciency in the Intimidation around and keep enemies close. When using the tether bracer as a tool,
skill, if you already have this skill you gain expertise in it. once anchored to a surface within 60ft. of you, you gain advantage on
climb checks or increase your speed by 10ft. in the direction of where
Quick Hand your grappling hook has been anchored.
Beginning at the 15th level, you are able to load Munitions to your If used on a creature, they mus be within 60ft. of you. The creature
gunblade as a bonus action. You may load up to 8 Munitions charges to makes a Strength saving throw agains your Gunbreaker Save DC,
your gunblade. becoming grappled on a failed save. The creature may reattempt this save
as an action on their turn.
Sonic Breaker
While the creature is grappled by your Tether Bracer, as a bonus action
Beginning at the 17th level, when you make a successful melee weapon you may move 10ft. closer to the creature without provoking an attack of
attack with a gunblade, you may expend four Munitions charges to cause opportunity, or you may attempt to drag the creature closer to you. The
a massive shockwave behind the target creature in a line. All creatures in creature makes a Strength saving throw agains your Gunbreaker Save
a 40ft. line behind the target creature, including the targeted creature, DC, moving 10ft. closer to you on a failure.
mus make a Dexterity saving throw agains your Gunbreaker Save DC.
They take 5d10 Thunder damage on a failure, and half as much on a A creature grappled in this way retains its movement speed if it moves
success. You may only use this feature once per round. towards you srafes at its current disance away from you.
Blood Fes Maimed Refexes
Beginning at 18th level, as a bonus action you may recover half your Beginning at the 10th level, when you make a successful weapon attack
munitions. You may do so once before requiring a long res. with a Gunblade, you may expend one Munitions charge to temporarily
dull the target's refexes. The creature makes a Consitution saving throw
Ones Combat Style agains your Gunbreaker Spell Save DC. On a failure they take 3d6
thunder damage and cannot make attacks of opportunity until your next
Gunbreakers have opened up a whole new way to do combat with their turn. This damage increases by 1d6 each time you gain a new Gunbreaker
innovative weapon and as such they are developing new syles to employ archetype feature.
on the battlefeld, all with their merits. The Breaker syle involves
weakening one's foe to assis their allies, while the Lionhart syle focuses Nebula Burs
on quickly cutting one's enemy down. The Revolver syle looks at
developing and using the ranged capabilities of their weapons. Beginning at the 14th level, when you take damage, as a reaction you may
expend one use of Munitions to reduce the damage taken by 1d6 + your
Breaker Style Consitution ability modifer and all creatures within 5ft. take thunder
damage equal to 1d6 + your Consitution ability modifer.
The Breaker Style has been inovated by fghters who do not fear being on
the front line taking hits from foes. They make it their job to disable their Superbolide
foes and create openings for their allies while sanding defantly agains
their foes. Beginning at the 20th level, when you reach 0 hit points and would not be
killed outright, you may insead drop to 1 hit point insead. You may do so
Slash Bang a number of times equal to your Consitution ability modifer. Uses of this
ability recover after you complete a long res.
Beginning at the 3rd level, you have learned to use your Gunblade's
Munitions to disrupt the enemy's body. When you make a successful
weapon attack agains a creature you may expend one Munition charge to
attempt to force the enemy to the ground. The creature makes a
Consitution saving throw agains your Gunbreaker Save DC. On a failure
they take 1d6 thunder damage and are knocked prone. This damage
increases by 1d6 each time you gain a new Gunbreaker archetype feature.
Beginning at 9th level, if the creature is medium or smaller, they are
sunned until your next turn insead of knocked prone.
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Lionhart Style Revolver Style
Practictioners of the Lionhart Style have learned to elementally tune their The Revolver Style involves becoming a skilled marksman alongside
Munitions, allowing them to pierce enemy's guard with elemental being a powerful sword fghter. Masery of ranged combat with this new
energies and dealing out heavy damage. form of weaponry will be a challenge for those using the Revolver syle
but their ability to fght at both close and long range will be highly
Elemental Slash valuable.
Beginning at the 3rd level, when you land a melee weapon attack with Gritty Gunner
your Gunblade you may expend one Munitions charge to deal an
additional 1d10 damage to the creature of your choice from the following: Beginning at the 3rd level, when you use Gunner Shot with a hosile
Fire, Cold, Lightning or Thunder. This damage increases by 1d10 at the creature within 5ft. of you, you do not sufer disadvantage on the attack
10th and 20th level. and if you attacked a creature in melee range you may move yourself
backwards from the creature 10ft. without provoking an attack of
Rough Divide opportunity.
Beginning at the 6th level, as a bonus action you may expend one Additionally, you gain profency in frearms.
Munittions charge to move as though you are under the efects of the
Jump or Longsrider spell until your next turn. If you make a melee Gambler's Guts
weapon attack while under this efect, you deal an addition d6 of damage
matching your weapon type. Beginning at the 6th level, you have gained profciency in the Insight skill
and a set of gaming tools of your choice. When making a skill check or
Fated Circle attack roll with die result 9 or lower, you may expend one Munitions
charge to reroll the die. You mus use the new number.
Beginning at the 10th level, when you make a successful melee weapon
attack with a gunblade, you may expend three Munitions charges to Armour Piercing Round
unleash a shockwave of energy. Each hosile creature within a 20ft. radius
mus make a Dexterity saving throw agains your Gunbreaker Spell Save Beginning at the 10th level, when you use the Gunner Shot Attack action,
DC. On a failure the creature takes 3d10 damage of your choice from the you may spend an additional Munitions charge to calculate your attack
following: Fire, Cold, Lightning or Thunder, and half as much on a roll as though your enemy's AC is 10 + their Dexterity modifer. If the
success. This damage increases by 1d10 each time you gain a new creature has natural armour the base of 10 is increased to the appropriate
Gunbreaker archetype feature. number.
Elemental Intensity Bombardment
Beginning at the 14th level, you deal bonus damage on your Elemental Beginning at the 14th level, you may use the following abilities when you
Slash and Fated Circle abilities equal to your Intelligence ability modifer. use your Gunner Shot attack action as though you are attacking in melee
Additionally, you may choose Force, Necrotic or Radiant damage when range: Burs Strike, Blasing Zone and Sonic Breaker.
using those abilities.
Bullet Hell
Renzokuken
Beginning at the 20th level, when you use your Gunner Shot Attack
Beginning at the 20th level, when you make a successful melee weapon action, you may expend loaded Munition charges to make additional
attack with a gunblade, you may expend one Munitions charge to make Gunner Shot attacks. You expend one charge per extra attack made. You
another melee weapon attack. cannot use the Bombardment feature on the additional attacks.
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The Homebrewery - NaturalCrit
Machinis
A woman sands before a group of goblins. Negotiations have broken
down and the goblins have drawn their blades. Before they can take a sep
towards her, she unleashes a lethal bullet from her pisol, laying their
leader low, causing the others to retreat in fear of this unknown weaponry.
Carefully, an exhaused machinis puts the fnishing touches on their
newes creation. They fip the switch and the small tower shaped machine
takes fight. It receives its commands and a tiny pisol lets loose a bullet
desroying the target. A smile spreads across the maser tinkerer's face.
A man wearing leather armour approaches a horde of invaders who'd
overrun their home given the chance. They toss a mechanical sphere into
the group and in an insant they're enshrouded in fame.
Machiniss have spent many hours in the workshop to progress the art
of war. From the creation of frearms, to the production of mechanical
consructs for the battle feld, the machinis ensure the gears of war
continue to turn ever efciently.
Forefront of Innovation
A Machinis is an incredibly skilled artisan who has decided to push the
boundaries of current technology and has managed to do so successfully.
They are capabable of building a wide variety of machines and frearms
which they use to overwhelm enemies of their homes through sheer
efciency. Those who welcome a Machinis to live within their city will
be granted the boons of a true genius.
In the name of Advancement
The frs sep of a Machinis's path is developing an aetherconverter. This
device draws the latent magic energy within the Machinis out and uses it
to power their devices. Due to their aetherconverter powering their
devices, there are few in the world who are able to use them. For that
reason, it falls upon the Machinis themself to head out into the world to
feld tes their creations. The Machinis mus push their creations to their
limit and continue to modify them. As adventurer's this is the drive of a
machinis, to tes their equipment and rework it on a long journey in the
name of science and innovation.
Creating a Machinis
When creating a machinis you mus keep in mind why they may be
heading out on their adventure. Is your machinis feld tesing their
inventions, or seeking inspiration to create even more intricate machines?
Perhaps they are on a journey to make the world a better place by
besowing their creations for the common man. A Machinis has the mos
advanced technology at their fnger tips and are using that technology to
make life more efcient.
Quick Build
You can make a Machinis quickly by following these suggesions. Firs
make Dexterity your highes ability score, following with Intelligence.
Second take the Guild Member background.
Fire Arms and Creations
The cos of frearms and to rebuild los, desoryed or
solen accessory equipment granted by features can be
found in the Machinis Appendix on page 105.
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Machinis (a) an aetherconverter
Level Profciency Features Suppressive Fire
1s Bonus Suppressive Fire
2nd +2 Technical Support, Sounding Beginning at level 1, when you use Ready action to prepare to attack a
+2 Sentry target creature, you are able to disable your target temporarily. If your
Machinis Archetype attack hits, the target grature mus make a Consitution saving throw
3rd +2 Ability Score Improvement agains your Machinis save DC. On a failed save the creature is knocked
4th +2 Extra Attack, Reload prone and their speed becomes 0ft. until the end of their turn.
5th +3 Archetype Feature
6th +3 Peloton Machinis save DC = 8 + your Dexterity modifer + your Profciency
7th +3 Ability Score Improvement bonus
8th +3 Eye for Design
9th +4 Graze Technical Support
10th +4 Archetype Feature
11th +4 Ability Score Improvement Beginning at the 2nd level, you are able to use your artisan's tools to
12th +4 Combat Roll disarm mechanical traps.
13th +5 Ricochet
14th +5 Emergency Rescue Sounding Sentry
15th +5 Ability Score Improvement
16th +5 Archetype Feature Also at the 2nd level, you have developed a tiny device which cass the
17th +6 Cloaking Device Alarm spell. You can afx it to a door or window, or have it monitor an
18th +6 Ability Score Improvement area around itself in a 20ft. cube. You may use the device once before
19th +6 Midas Touch needing to charge it during a long res.
20th +6
Class Features
As a Machinis, you gain the following class features
Hit Points
Hit Dice: 1d8 per Machinis level
Hit Points at 1s Level: 8 + your Consitution modifer
Hit Points at Higher Levels: 1d8 (or 5) + your Consitution modifer per
Machinis level after 1s
Profciencies
Armor: Light armor.
Weapons: Simple weapons, Pisols, Hunting Rifes, Revolvers, Muskets
Tools: Two sets of Artisan's Tools.
Saving Throws: Dexterity, Intelligence
Skills: Choose two from Athletics, Arcana, Hisory, Insight, Intimidation,
Perception, Survival.
Equipment
You sart with the following equipment, in addition to the equipment
granted by your background
(a) leather or (b) hide
(a) a pisol or (b) a dagger
(a) a musket
(a) an explorer's pack or (b) a dungeoneer's pack
(a) a set of artisan's tools of your choosing
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Machinis Archetype Ricochet
At 3rd level, you choose which area of inventing you wish to pursue. You Beginning at the 14th level, you may spend your reaction to perform a
choose the Marksman, Tinkerer or Grenadier archetype. ricochet shot if you are attacking with a frearm. Upon landing a
successful attack, you make a second attack agains a creature within 5ft.
Ability Score Improvement of the frs targeted creature. This second attack does not consume
ammunition.
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you
can increase one ability score of your choice by 2, or you can increase two Emergency Rescue
ability scores of your choice by 1. As normal, you can't increase an ability
score above 20 using this feature. Beginning at the 15th level, you've developed a device capable of
delivering a revivifying shock. The palm sized orb comes in contact with
Extra Attack a creature who has 0 or less hit points and cass Cure Wounds on the
creature.
Beginning at 5th level, you can attack twice, insead of once, whenever
you take the Attack action on your turn. As an action you can throw the spherical device at a creature within
20ft. of you. If you fall below 0 hit points, on your turn and the device is
Reload in your bag, it will automatically cas Cure Wounds on you.
Beginning at the 5th level, ranged weapons you use lose their loading The device can cas Cure Wounds once before requiring charging
property. during a short res.
Peloton Cloaking Device
Beginning at the 6th level, your mental samina allows you to push your Beginning at the 18th level, you've developed a cane sized device which
body further. Your base movement increases by 5ft. and you may use turns you and all creatures within 5ft. of you Invisible for 1 minute. All
your Intelligence modifer for Initiative rolls. creatures mus remain within 5ft. of the device to retain invisibility. You
can use the cane once before you need to recharge it during a long res.
Eye For Design
Midas Touch
Beginning at the 9th Level, when assessing mechanical sysems and
intentional designs. You gain advantage on Invesigation checks to Beginning at the 20th level, as a bonus action you can complete
undersand how a mechanical sysem works and advantage on Survival maintenance on an invention in an insant once before requiring a long
checks to track a creature within a building, village, town or city. res.
Graze Maser of Metal
Beginning at the 10th level, you are able to target your ranged attacks to A Machinis has dedicated their life to the sudy and production of great
cause negative efects on your target. Using your bonus action, you can mechanical creations. May these machines be marvels of architecture,
empower your next shot to target a limb causing diferent efects. If your innovation or war, a Machinis is on the fore front of progress.
attack lands, your target mus make a Dexterity saving throw agains your
Machinis save DC or fall under the targetted efect. This efect lass until Marksman
your next action where applicable.
You have decided to focus on your marksmanship, developing tools and
Graze Efects Efect skills to assis in your sharpshooting.
Stunned
Limb Frightened Gauss Barrel
Head Disarmed
Heart Prone At 3rd level you have completed your work on a specialized barrel to
Arm attach to your frearm. While equipped and functioning you gain +2 to
Leg your attack and damage rolls. The Gauss barrel can assis a number of
shots equal to your Intelligence modifer before requiring a cleaning
Combat Roll completed at the end of a short or long res. This bonus increases by 1 at
the 6th, 11th and 17th level.
Beginning at the 13th level, during battle you are able to perform a
combat role. When you are targeted by an attack, you may use your Hawkeye Goggles
reaction to impose disadvantage on the attack and move 5ft. to an open
space without provoking an attack of opportunity. You may do so a At 6th level you have completed special goggles to assis in shooting and
number of times equal to your Dexterity modifer before requiring a long scouting over long disances. While wearing the goggles you gain
res. profciency in the perception skill checks involving sight and may use
Intelligence for those checks. You can see up to 4 miles in clear
conditions and sufer no penalty for ranged attacks made at long range.
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Lock-On Promoted
At the 11th level, you double the number of Gauss Barrel shots available Beginning at the 17th level, your turrets activate their promotion ability
to you. While wearing your Hawkeye Goggles, when you make an attack for a number of rounds equal to your intelligence modifer rounded down.
roll with with your Gauss Barrel efect your weapon can shoot at You may only activate this ability once, its use refreshing on after
maximum range without disadvantage. completing a long res.
Sniper Grenadier
Beginning at the 17th level, when you land a critical hit, the damage is The Grenadier has focused their sudies on the creation and masery of
tripled. You score a critical hit on a die result 19 or 20. explosive arms.
Tinkerer Explosive Innovator
You have decided to focus your eforts on the production of miniature Beginning at level 3, you've completed the plans to create your grenadier
turrets. These turrets come in many shapes and sizes and serve specifc bombs. During a long res, you are able to prepare and keep a number of
purposes. bombs equal to your Intelligence modifer. Only you may use these
bombs. A bomb coss 1 silver in materials to create.
Automated Turrets
As an action you throw a bomb within 30ft. of you. All creatures in a
Beginning at the 3rd level, you have completed your newes creations, the 5ft. sphere make a Dexterity saving throw agains your Grenadier DC.
Automated Turrets. It has two modes Rook and Bishop which you can The creatures takes 1d8 fre damage on a failed save and half as much on a
change between during a long res. Your turret gains the benefts of your success. This damage increases by another d8 at the 6th, 11th and 17th
Companion Bond ability. levels.
Companion's Bond Additionally, you may craft one specialty bomb during a long res.
These bombs act as though you cas that spell centered on the point where
Also 3rd level, you have completed development of your turret you threw your bomb. The efect of your specialty bombs is challenged
companion alongside the selection of your machinis archetype. using your Grenadier DC. You may only possess one type of each
specialty bomb at a time. The bomb efect lass the maximum amount of
Your turret gains a variety of benefts while it is linked to you. time the spell allows for concentration spells. You may build a specialty
The turret obeys your commands as bes it can. It rolls for initiative like bomb to cas its spell at a higher level by temporarily giving up a bomb
any other creature, but you determine its actions, decisions, attitudes, and slot for each level you want to raise the casing level of the specialty
so on. If you are incapacitate or absent, your companion acts on its own. bomb. The slots return after the bomb is used.
Your turret has abilities and game satisics determined in part by your
level. Your companion uses your profciency bonus, your clockwork Specialty Bombs
companion also adds its profciency bonus to its AC and to its damage
rolls. Level Spell Bombs
For each level you gain after 3rd, your turret compnaion gains an
additional hit die and increases its hit points accordingly. 3rd Sleep, Thunderwave
Whenever you gain the Ability Score Improvement class feature, your
turrets's abilities also improve. Your turret can increase one ability score 6th Pyrotechnics (no fre required), Web
of your choice by 2, or it can increase two ability scores of your choice by
1. As normal, your turret can't increase an ability score above 20 using 11th Shatter, Stinking Cloud
this feature unless its description specifes otherwise.
17th Wall of Fire
Sensory Input
Grenadier DC = 8 + your profciency modifer + your Intelligence
Beginning at the 6th level, you have developed a head piece which allows modifer.
you to see what the turret's camera perceives and hear what the turret is
able to hear. Planned Detonation
Tripod Stance Beginning at the 3rd level, you know how to adjus your bombs to prevent
friendly fre. As a bonus action you may select a number of creatures
Beginning at the 11th level, you have developed sance gear for your equal to your intelligence modifer who are unafected by the efects of a
turrets. They are able to use their action to use their sance action. bomb you use during the same turn.
Proximity Detonation
Beginning at the 6th level, you can set your bomb to go of when any
creature wanders within 5ft. of the bomb.
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Plentiful And Potent
Beginning at the 11th level, you double the number of bombs you can
create during a long res and can carry. Additionally you may hold two of
each specialty bomb. Additionally your basic bombs can be detonated
with a range up to 15ft. radius.
Bomb Launcher
Beginning at the 17th level, you've developed a specialized launcher for
your bombs which mounts on your forearm. You double the range of your
bombs. Additionally, damaging efects of your bombs deal additional
damage equal to your Intelligence modifer.
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Way of Rhalgr - Monk Archetype Elixir Field. You unleash a forceful shower of aether from your body. All
creatures in a 10ft. sphere around you make a Consitution saving throw
Monks who follow this path are also known as sudents of the Fis of agains your Ki save DC, taking 3d6 force damage on a failure and half as
Rhalgr syle. This syle of martial arts was developed in the mountainous much on a success.
country of Ala Mhigo. These monks pursue rigorous training and travel to
open their chakras, gates within the body through which Ki fows. By Tornado Kick. You leap into the air and unleash a rain of powerful
channeling Ki through their chakras they are able to concentrate the kicks on a single target creature. Make an unarmed srike agains the
energy in select locations of the body to deliver devesating blows. target dealing 3d10 bludgeoning damage. If you hit, you may use your
Flurry of Blows feature and both attacks have advantage.
These monks spend their time travelling the world sparring with worthy
opponents and seeking out places where great battles have occurred in Perfect Balance
hopes that these experiences will help in further opening their chakras.
Beginning at the 17th level, as a bonus action you enter a sate of perfect
Greased Lightning balance for 1 minute. When you make an attack roll, after the die result is
shown but not before the attack has been confrmed, you may expend a
Beginning at 3rd level, you are able to launch attacks at an incredible rate. number of Ki points up to your Wisdom modifer, adding that number to
If you use furry of blows and successfully attack your target with both of your attack and damage roll. You may switch your selected element from
the unarmed attacks, you may make an attack roll for one more unarmed your Embodied Elements feature as a bonus action. You mus complete a
attack with double the profciency bonus. long res before you can use Perfect Balance again.
Embodied Element
Beginning at the 6th level, you have learned to exihibit the elements of
Fire, Eart and Wind with your chakras. After completing a short or long
res you may select an element which you have meditated on and gain the
following benefts.
Fiss of Fire. You may change the damage type of your unarmed
srikes to Fire. Your unarmed srikes deal additional damage equal to your
Wisdom ability modifer as bonus damage. As an action, uou may expend
a number of Ki points up to the number of creatures in a 15ft. cone infront
of you. You make an unarmed srike agains a number of creatures equal
to the Ki points used.
Body of Earth. Damage from bludgeoning, piercing and slashing
damage from non-magical means is reduced by your Wisdom modifer.
As a reaction you may expend 1 Ki point to transfer half the damage a
creature within 5ft. of you to yourself. Your resisance applies to this
damage.
Legs of Wind. You may change the damage type of your unarmed
srikes to Thunder. Your movement speed is increased by 10ft. As an
action, you may spend 2 Ki points to cas the Jump, Longsrider or spend
4 ki points to cas the Levitate spell on yourself.
Forbidden Chakra
Beginning at the 11th level, as an action, you are able to release dangerous
amounts of Ki through your chakras. This release of Ki takes diferent
forms depending on your current Embodied Element. While Fiss of Fire
is active you may use Howling Fis, while Body of Earth is active you
may use Elixir Field, and while Legs of Wind is active you may use
Tornado Kick. You spend 2 Ki points and may spend up to 3 additional Ki
points to use Forbidden Chakra. For each extra Ki point spend, add an
extra damage die to the efect.
Howling Fis. You release an incredible amount of Ki through your
fs, causing a sream of Ki to burs from the ground before you. All
creatures in a 40ft. line make a Dexterity saving throw agaisnt your Ki
save DC, taking 3d8 force damage on a failure and half as much on a
success.
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The Homebrewery - NaturalCrit
Ninja (Rogue Archetype)
You have chosen to sudy the art of the ninjas of Doma. These talented
fghters have learned to channel the power from the world around them,
the heavens, the earth and the hearts of man through the use of mudras or
hand gesures. These traditional arts are passed down from maser to
sudent, father to son and mother to daughter. Their secrets are closely
guarded by the practitioners.
Each mudra carries meaning. The Ten mudras draws power from the
heavens, while the Chi mudra draws power from the earth. Jin completes
the triangle, drawing power from the hearts of man. Together, these
mudras allow the ninja to draw power from the world they live in.
Ninjutsu
Beginning at the 3rd level, as an action, you may cas ninjutsu by
combining mudra together. Beginning at 3rd level you gain access to the
mudra 'Ten'. At 9th level you gain access to the mudra 'Chi', and at 13th
level you gain access to the mudra 'Jin'. You may use each mudra a
number of times equal to half your rogue level rounded down. Your
mudra refresh after completing a long res.
Ninjutsu Combination
Any single mudra
Ninjutsu Any single mudra
Fuma Any mudra and Ten
Shadon Any mudra and Chi
Katon Any mudra and Jin
Raiton One of each of the mudras
Hyoton One of each of the mudras
Huton One of each of the mudras
Doton
Suiton
Shukuchi
Also beginning at the 3rd level you have learned the secrets of shukuchi.
You insantaneously travel a maximum disance of 5ft. per rogue level.
You may travel over gaps in the ground, but cannot scale walls using
shukuchi. At the 13th level you leave behind an optional 15ft. cube of
smoke. You may only use shukuchi when you make a hide ability check
or while hidden. You mus expend one use of your Ten mudra to use
shukuchi.
Trick Attack
Beginning at the 13th level you are able to perform a trick attack. When
you attack an enemy with a sneak attack, you may expend one use of each
mudra to perform a trick attack. On a successful attack roll, the target
becomes vulnerable causing all attack rolls to have advantage agains that
creature for one round, beginning after your action.
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Kassatsu
Beginning at the 17th level, once a day as a bonus action, after using a
ninjutsu you may use a second ninjutsu which requires one fewer mudra.
Kassatsu refreshes after a short res.
Ninjutsu Spell Lis
Intelligence is the spell modifer for the following abilities. The spell
casing focus for these spells is the caser's hands forming the required
mudras. Spells cas through ninjutsu are cas at their base level. To cas
ninjutsu at a higher spell level, you may spend the required mudra for the
ninjutsu again to increase the spell level by one. You may spend mudra to
increase the casing level to a maximum of the 9th level.
Fuma
Performing the Fuma ninjutsu allows you to cas the Ice Knife spell.
Shadon
Performing the Shadon ninjutsu allows you to cas the Darkness spell.
Katon
Performing the Katon ninjutsu allows you to cas the Fireball spell at half
the maximum range.
Raiton
Performing the Raiton ninjutsu allows you to cas the Lightning Bolt spell
at half the maximum range.
Hyoton
Performing the Hyoton ninjutsu allows you to cas the Ice Storm spell at
half the maximum range.
Huton
Performing the Huton ninjutsu allows you to cas the Hase spell on
yourself.
Doton
Performing the Doton ninjutsu allows you to cas the Doton spell.
Suiton
Performing the Suiton ninjutsu allows you to cas the Suiton spell.
Doton and Suiton
These two spells are located in the created spells section of this
document.
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Red Mage
Like a lightning bolt sreaking through the battlefeld, she makes quick
work of foe after foe. At the frs sign of danger, the crimson beauty fips
over the head of the foe behind her, letting loose a wave of energy as a
parting gift.
A confdent smrik spreads across the face of the veteran red mage. He
unleashes spell after spell in quick succession, drawing on countless
elements until his foe is annihilated.
As though a fower amons a sea of weeds, the red mage leads their
allies into battle. With a deep trus that they'll say at their side, she turns
her friends into the perfect dancing partners for this adventure,
empowering them to match their grace.
Red Mages have drawn on a multitude of disciplines across the world,
mixing black and white magic along with focused swordplay and syle.
All of these abilities have combined in this alluring mix of talent and fair,
creating a hero worthy of becoming legendary.
Crimson Mage
Some fairy tales of Gyr Albania speak of the heroic deeds and daring
adventures of mages clothed in crimson. These adventurers are known as
Red Mages, and travel the world protecting the good in the world by
drawing on both white and black magic, while mixing martial prowess
into a fawless battle syle.
Its Not About Fame
Their thirs for adventure, fashy syle and renowned fair may lead many
to believe that a Red Mage becomes an adventurer for the admiration of
their fellow man, but that is not the case. Those who take the Red do so in
order to take up arms to protect the good in the world and bring
wrongdoers to jusice. It is their heroic spirit which drives them to action,
the garnered fame is jus a perk.
Creating a Red Mage
When creating a Red Mage, you mus consider why they may be heading
out on their adventure. Did they become fed up with the oppressive nature
of the world and seek the need to become a hero to the common man?
They may have learned of a plot which endangers their home, perhaps the
world as a whole and will sop at nothing to end it. Maybe it is simply a
need to chase the thrill of adventure and become a hero of legend.
One key consideration to make as a Red Mage is where you came to
learn your myriad of skills. Was it through the sudy of old tomes you
discovered in an abandoned warehouse or library? Did you meet a mentor
who saw great potential in you and introduced you to the art? Whatever
the origin, you wield powerful skills with an artisic fair.
Quick Build
You can make a Red Mage quickly by following these suggesions. Firs
make Charisma your highes ability score, followed by Dexterity. Second
take the Folk Hero background. Third take the Fire Bolt, Jolt, Mage Hand
and Presidigitation cantrips, and the frs level spells Chromatic Orb and
Cure Wounds.
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Red Mage You sart with the following equipment, in addition to the equipment
granted by your background
Profciency Flair Cantrips Spells
Level Bonus Features Points Known Known 1s (a) leather or (b) hide
(a) a rapier
1s +2 Spellcasing, 1 4 22 (a) a spellcasing focus
Dual Casing (a) an explorer's pack or (b) a dungeoneer's pack
2nd +2 Red Mage 2 4 33 Spell Casing
Style, Style
Feature Level requirement and general description. See chapter 10 of the PHB for
the general rules of spellcasing and the end of this document for the Red
3rd +2 34 44 Mage spell lis.
4th +2 Ability Score 4 5 54 Cantrips
Improvement
At 1s level, you know 4 cantrips of your choice from the Red Mage spell
5th +3 Extra Attack 4 5 64 lis. You learn additional Red Mage cantrips of your choice at higher
levels, as shown in the Cantrips Known column of the Red Mage table.
6th +3 Style Feature 4 5 74
Spell Slots
7th +3 45 84
The Red Mage table shows how many spell slots you have to cas your
8th +3 Ability Score 4 5 94 spells of 1s level and higher. To cas one of these spells, you mus expend
Improvement a slot of the spell’s level or higher. You regain all expended spell slots
when you fnish a long res.
9th +4 4 5 10 4
10th +4 Style Feature 5 6 11 4
11th +4 5 6 12 4
12th +4 Ability Score 6 6 12 4
Improvement
13th +5 6 6 13 4
14th +5 Style Feature 7 6 13 4
15th +5 7 6 14 4
16th +5 Ability Score 8 6 14 4
Improvement
17th +6 8 6 15 4
18th +6 Battle 9 6 15 4
Flourish
19th +6 Ability Score 9 6 15 4
Improvement
20th +6 Acceleration 10 6 15 4
Class Features
As a Red Mage, you gain the following class features
Hit Points
Hit Dice: 1d8 per Red Mage level
Hit Points at 1s Level: 8 + your Consitution modifer
Hit Points at Higher Levels: 1d8 (or 5) + your Consitution modifer per
Red Mage level after 1s
Profciencies
Armor: Light armor.
Weapons: Simple weapons, Short Swords, Rapiers
Tools: Two sets of Artisan's Tools.
Saving Throws: Dexterity, Charisma
Skills: Choose two from Athletics, Acrobatics, Arcana, Hisory, Insight,
Persuasion.
Equipment
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Spells Known of 1s Level and Higher Extra Attack
You know 2 1s-level spells of your choice from the Red Mage spell lis. Beginning at 5th level, you can attack twice, insead of once, whenever
The Spells Known column of the Red Mage table shows when you learn you take the Attack action on your turn.
more Red Mage spells of your choice. Each of these spells mus be of a
level for which you have spell slots. For insance, when you reach 5th Battle Flourish
level in this class, you can learn one new spell of 1s, 2nd or 3rd level.
Additionally, when you gain a level in this class, you can choose one of At 18th level, when you roll initiative, you recover 1d4 fair points.
the Mage spells you know and replace it with another spell from the Red
Mage spell lis, which also mus be of a level for which you have spell Acceleration
slots.
At the 20th level, you may cas two spells using Dual Cas, rather than one
Spellcasing Ability spell and one cantrip. You may only do this once before requiring a long
res.
Charisma is your spellcasing ability for your Red Mage spells. You use
your Charisma whenever a spell refers to your spellcasing ability. In Battle with Style
addition, you use your Charisma modifer when setting the saving throw
DC for a Red Mage spell you cas and when making an attack roll with To the Red Mage, battle and adventure are a sage, on which they are the
one. protagonis. As one who has taken the Red, they focus their sudies on
either their swordplay, magic masery or creating sriking synergy with
Spell save DC = 8+ your profciency bonus + your Charisma modifer their allies on the battlefeld.
Spell attack modifer = your profciency bonus + your Charisma
modifer Sword Dancer
Spellcasing Focus You've taken up sword in hand, aiming to weave magic and might into a
fawless, deadly dance. Your blade moves like the wind, and you ride the
You can use a magically conductive sone inlaid in a decorative mount currents perfectly.
other similar equipment as an arcane focus (found in chapter 5 of the
player's handbook) for your Red Mage spells. Corps-a-corps
Ritual Casing At 2nd level, you have masered the art of approaching a foe with
lightning speed and dilevering a powerful srike. To perform Corps-la-
You can cas any Red Mage spell you know as a ritual if that
spell has the corps you spend 1 fair point and select one target within 30ft. of you. You
ritual tag. move in a sraight line towards that target, sopping at the frs creature
you encounter in your path. This movement does not provoke attacks of
Flair Points opportunity. You take the attack action agains the target, dealing a bonus
1d8 piercing damage if your attack lands.
At 1s level, you gain access to Flair Points. Certain Red Mage abilities
require you to spend fair points from your pool. All expended fair points Heroic Charm
are recovered after a short or long res.
At 6th level, your renaissance man nature has given you an edge in
Dual Cas conversation. You may spend one fair point to reroll any charisma based
ability check. You gain profciency in a charisma skill of your choice.
At 1s level, when you cas a spell that has a casing time of 1 action, you
can spend 1 fair point to change the casing time to 1 bonus action for this Displacement
casing. You may not do so with a spell greater than 4th level.
At 10th level, you have learned to fow between martial and magic
Combat Style combat efortlessly. By spending 1 fair point after taking the attack action
you leap backwards through the air, landing upto 30ft. in a sraight line
At 2nd level, you choose a syle as a Red Mage. Sword Dancer, Spell behind you. You are considered to travel over the heads of medium
Slinger or Battle Rose, all detailed at the end of the class description. creatures or smaller, but your travel is sopped by creatures larger than
Your archetype choice grants you features at the 2nd, 6th, 10th and 14th this. This movement does not provoke attacks of opportunity. When you
level. take this action, make a ranged spell attack agains the target of your
attack action, dealing 2d8 + your Charisma modifer force damage on hit.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you
can increase one ability score of your choice by 2, or you can increase two
ability scores of your choice by 1. As normal, you can't increase an ability
score above 20 using this feature.
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Enchanted Blade In Good Company
At 14th level, your magical power seeps into any weapon you hold. After At 6th level, you may spend 1 fair point to tutor your ally in the art of
attuning to a one handed weapon for one hour, magical or not, you are appealing to others. One ally may use your charisma ability modifers for
able to summon the weapon to your hand as an action. You may spend charisma ability checks for up to 5 minutes. You may only share your
one fair point to deal an additional 2d8 force damage on each damage roll charisma ability modifers once before requiring a short res.
when you take the attack action with this weapon. You mus declare you
are doing so prior to your attack roll. Embolden
Spell Slinger At 10th level, you have learned to fll your allies with fervor using your
natural appeal. As an action you may spend 1 fair point to empower all
You've decided to maser the casing of myriad magicks as a Red Mage. allies within 10ft. of you. Damaging efects from your allies deal an extra
Your sudies of the art have granted you the ability to rapidly cas spells at 1d8 damage for until the end of your next turn.
a speed that has never been seen before.
Follow My Lead
Manifcation
At 14th level, as a bonus action you may spend 2 fair points to move an
At 2nd level, as a bonus action you may spend a number of fair points ally who is lower in the initiative order than you up in the order, such that
equal to twice the level of a spell you wish to cas, in place of using a spel they act directly after you. You may use this efect once before requiring a
slot. short res.
Charmed I'm Sure
At 6th level, the trace amounts of magic in your body infuence those you
come into contact with. You may spend a fair point to gain advantage on
a charisma ability check.
Quicksilver Casing
At 10th level, if you deal damage to a target with a cantrip, you may spend
one fair point to gain advantage on a ranged spell attack agains the target
or cause the target to make dexterity saving throws agains your spells
with disadvantage until the end of your turn.
Liquifcation
At 14th level, as a bonus action you may spend a spell slot of any level to
gain a number of fair points equal to twice the spell slot level. You may
not gain fair points over your maximum number of points.
Bonus Action Casing
A spell cas with a bonus action is especially swift. You mus use a
bonus action on your turn to cas the spell, provided that you haven't
already taken a bonus action this turn. You can't cas another spell
during the same turn, except for a cantrip with a casing time of 1
action. (PHB 202).
Battle Rose
You've focused on becoming the lead in battle, coming up with various
methods to support your allies to be more efective in battle.
Dazzling Diversion
At 2nd level, you have learned to mix magic with your movements to pull
the attention of an enemy, allowing your allies to srike. As an action you
may spend on fair point to disract a target in melee within 5ft. of
yourself. All melee weapon attacks performed by your allies agains the
target gain advantage until your next turn.
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76
Today, paladins who take the oath of the Sultansworn make this oath to
protect someone of great importance, being provided with a wide
selection of tools to ensure the safety of their charges.
Tenets of the Sultansworn
The ideals of the Sultansworn change alongside the person who they are
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Oath of the Sultansworn - Paladin Today, paladins who take the oath of the Sultansworn make this oath to
Archetype protect someone of great importance, being provided with a wide
selection of tools to ensure the safety of their charges.
The Sultansworn were once known as ferce warriors who pledged their
lives in the defense of the Sultan or Sultana of their land. These seadfas Tenets of the Sultansworn
protectors sworn an oath to their rulers and their ideals, becoming
paragons of jusice in their cities. The ideals of the Sultansworn change alongside the person who they are
sworn to protect. These tenets have guided them through this ever
changing path.
Shield. Your leader is a beacon who will guide the land to prosperity.
Protect them at all coss.
Sword. You are the sword which will protect and enforce their ideals.
Armor. You are the armor that will protect their interess.
Oath Spells
You gain oath spells at the lised paladin levels.
Oath of the Sultansworn Spells
Paladin Level Spells
3rd Heroism, Detect Poison and Disease
5th Calm Emotions, Find Traps
9th Hase, Clairvoyance
13th Fire Shield, Locate Creature
17th Mass Cure Wounds, Legend Lore
Channel Divinity
When you take this oath at the 3rd level, you gain the following two
Channel Divinity options.
Cover. As an action you are create an aetherial link with a nearby ally.
All damage that ally would take is received by you insead. The link lass
a number of rounds equal to your Charisma ability modifer. You may
break the link prematurely as a bonus action. The creature you are linked
to mus remain within 10ft. of you or the link is broken.
Flash. As an action your body fashes, all enemy creatures within 30ft.
of you who can see you mus make a Consitution saving throw. On a
failed save, the creature is blinded and has disadvantage on all battle
actions agains targets other than you for a number of rounds equal to your
Charisma ability modifer. Targets are not blinded and have disadvantage
for half as long rounded down on a successful save.
Aura of Veil
Beginning at the 7th level, allies within 10 ft. of you are protected by a
divine veil. As a reaction, you may choose to redirect half the damage an
ally would receive to yourself.
At the 18th level, the range of this aura is increased to 30 ft.
Shield Oath
Beginning at the 15th level, your oath of protection has allowed you to
block attacks easier. Using your reaction, you may spend one hit die to
reduce the attack roll by the result of the roll.
Hallowed Ground
Beginning at the 20th level, you masered a technique to channel your will
into an impregnable barrier. As an action, you create a barrier which
blocks all damage for a number of rounds equal to half your Charisma
ability modifer rounded down. You may do so once, refreshing after a
long res.
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Samurai
The young man sands before a ferocious beas, his blade sill sheathed the
villagers look on in horror as it closes in on its prey. With a smirk the man
draws his blade and in a few lightning quick srokes, the beas falls with a
thud.
The experienced veteran sands before a group of bandits. Their
untrained srikes are easily dodged by the man, as he delivers blow after
viscious blow, punishing each of their failed attempts on his life.
A young woman wanders into the city, her identity hidden beneath her
shade. She hears of the oppression of the people in the village by the local
lord. She nods to herself, knowing she has arrived at yet another town
which would be better of without a maser.
Far across the churning waves, beneath the rising sun, an island nation
gave birth to a prolifc syle of swordplay. These noble warriors were
sworn to their masers as their protectors, willing to give up their lives to
see their duty complete. Honour or death was a common ideal for these
disciplined soldiers.
Swordsmen of Legend
The Samurai are legendary swordsmen who lived by a code of honour. In
service to the lords of their regions, they protected their lands with their
lives and enforced their law without quesion. To do so, the Samurai
nourished a timeless syle of swordplay which remains mythic in its
reputation to this day.
The Power Within
The Samurai draw on inner energies and an unshakeable discipline. These
are the tools which the Samurai built their reputation. To take up and
maser the katana is to enter a league of your own, though not every
samurai has been known to wield the blade for a maser, some choosing to
follow their own code and travel the world.
Creating a Samurai
When creating a Samurai, you have to decide how they became involved
in the discipline. Were they born into the tradition, being the son of a
samurai or lord? Perhaps they fght in a self-taught syle which they
continually hone through their travels.
Ontop of their roots as a samurai, you mus consider why you fght as a
samurai. Are you on a ques on behalf of a lord, or directly protecting their
maser's lands. Perhaps they cas of their ties to their masers and teachers
altogether and travel the world for their own gain, or the protection of the
common man.
Quick Build
You can make a Samurai quickly by following these suggesions. Firs
make Strength your highes ability score, following with Wisdom. Second
take the Soldier background.
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The Homebrewery - NaturalCrit
Samurai
Level Profciency Features K
1s Bonus Artful Combat, Unarmoured
+2 Defense Sa
2nd Sen, Higanbana, Code of Honour ke
3rd +2 Samurai Archetype, Archetype H
+2 Feature (p
4th Ability Score Improvement T
5th +2 Extra Attack th
6th +3 Samurai Archetype G
7th +3 Evasion
8th +3 Ability Score Improvement Art
9th +3 Studied Disciple
10th +4 Samurai Archetype Feature Beginn
11th +4 Forceful Meditation your w
12th +4 Ability Score Improvement
13th +4 Whispers of the Kami Una
14th +5 Samurai Archetype Feature
15th +5 Efective Meditation Also b
16th +5 Ability Score Improvement Armor
17th +5 Artisan of Combat You ca
18th +6 Midare Setsugekka
19th +6 Ability Score Improvement
20th +6 Meikyo Shisui
+6
Class Features
As a Samurai, you gain the following class features
Hit Points
Hit Dice: 1d10 per Samurai level
Hit Points at 1s Level: 10 + your Consitution modifer
Hit Points at Higher Levels: 1d10 (or 6) + your Consitution modifer
per Samurai level after 1s
Profciencies
Armor: Light, Medium Armour
Weapons: simple weapons, martial Weapons
Tools: None
Saving Throws: Strength, Wisdom
Skills: Choose two from Athletics, Acrobatics, Hisory, Insight, and
Intimidation.
Equipment
You sart with the following equipment, in addition to the equipment
granted by your background
(a) a katana
(a) a short bow and 20 arrows
(a) an explorer's pack or (b) a dungeoneer's pack
a decorative scabard for your katana.
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The Homebrewery - NaturalCrit
Sen Studied Disciple
Beginning at 2nd level, you are capable of building Sen within your body. At 9th level, you have balanced your might with your mind. You may
You may only hold four charges of Sen in your body at a time. During learn any two skills which fall under Intelligence, Wisdom, or Charisma.
battle, when you use the attack action you gain 1 charge of Sen. You may
only gain one charge in a round of combat. If you choose to spend a sack Forceful Meditation
of Sen during your action, you may not gain Sen in this way during that
round. 5 minutes after battle, your Sen charges fade. At 11th level, during battle you may forcibly draw Sen into your body.
Using your action, you may spend a number of hit die equal to the number
Higanbana Sen charges you wish to recover up to 3 charges. You may only perform
Forceful Meditation once, becoming capable of doing so again after a
Beginning at the 2nd level, you may spend one Sen charge to use long res.
Higanbana. Make a melee weapon attack agains your target, if you hit,
the target creature makes a Consitution saving throw. Whispers of the Kami
Higanbana DC = 8 + your profciency modifer + your Wisdom modifer. At 13th level, you have learned to attune yourself to the world around you
and lisen to the spirits which surround you. Select two of the following
On a failure, the creature is grieviously wounded by your attack and at spells: Augury, Detect Evil and Good, Speak with Dead, or Speak with
the sart of each of their turns for the next minute, they take 1d4 slashing Plants. You may cas either spell once before requiring a long res.
damage. As an action they may attempt to sop the bleeding by attempting
the Consitution saving throw again. Efective Meditation
If Higanbana is used alongside the Hissatsu: Kaiten feature, double the At 15th level, if you recover hit points during a short res, you begin the
bleeding damage insead of adding the sandard additional damage. next battle with one Sen charge.
Code of Honour Artisan of Combat
At 2nd level, when performing Charisma ability checks on intelligent Starting at 17th level, while wielding a versatile weapon with two hands,
creatures which you know have an organized martial background, you your weapon attacks score a critical hit on a roll of 18-20.
have advantage on the check.
Midare Setsugekka
Samurai Archetype
At 18th level, you may spend 3 Sen charges to deliver a series of
At 3rd level, you select a way of the blade. The Iaijatsu focuses on devesating slashes in an insant. As an action you make four attack rolls
delivering incredibly powerful attacks, the Blademaser, who lures and agains a target creature.
traps his opponents in counterattacks and the Ronin, who drifts about the
battle feld, dancing through the fray. Meikyo Shisui
Ability Score Improvement At 20th level, you may turn your body into a conductor for Sen energy.
You may freely use Sen charges for 1 minute. You may not use more than
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you 3 Sen charges for one action. You may only use Meikyo Shisui once
can increase one ability score of your choice by 2, or you can increase two before requiring a long res.
ability scores of your choice by 1. As normal, you can't increase an ability
score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, insead of once, whenever
you take the Attack action on your turn.
Evasion
Beginning at 7th level, your insinctive agility lets you dodge out of the
way of certain area efects, such as a blue dragon's lightning breath or a
freball spell. When you are subjected to an efect that allows you to make
a Dexterity saving throw to take only half damage, you insead take no
damage if you succeed on the saving throw, and only half damage if you
fail.
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Way of the Blade Mind's Eye
A Samurai is reknown for their code of honour, their skill with a blade At 9th level, when a creature makes a melee weapon attack agains you, as
and the efort they put into their training. As a Samurai you mus choose a a reaction you may spend a number of sen gauge charges to increase your
way in which you will maser the way of the blade, be a traditional armor class by 1 for each charge spent. You mus declare you are doing
masery in the Iaijatsu syle, or a more defense approach as a Blade this before the die result is decided.
Maser. Perhaps you have turned from tradition all together and became
your own maser, a Ronin. No matter the path you've chosen, you wield Whirling Blades
power.
At the 17th level, you may take two reactions in each round of combat.
Iaijatsu Style
Ronin
You have trained in the traditional Iaijatsu syle of swordplay. You are
trained in delivering deadly blows with great power and precision. You have cas of any ties you have to a maser and have become a Ronin.
Your sense of honour remains, but falls under no man's control. You are
Enpi your own maser and your fghting syle has evolved to show this,
allowing you to weave through battles with ease.
Beginning at 3rd level, you may spend one charge of your Sen to use your
attack action as a ranged attack on a target up to 30ft. away by letting Hissatsu: Gyoten
loose a blade of energy from your weapon. Your modifers are applied as
normal. At 3rd level, you may spend one charge of your Sen to charge a target
creature with lightning speed. Select a creature within 30ft. of you and
Body of Steel move in a sraight line towards them, sopping if you come in contact with
an obsacle. This movement does not provoke attacks of opportunity.
Starting at 6th level, you can add half your profciency bonus (round up) After doing so, you may take your attack action, doing so with advantage.
to any Strength, Dexterity, or Consitution check you make that doesn't
already use your profciency bonus.I
n addition, when you make a running Well Travelled Soul
long jump, the disance you can cover increases by a number of feet equal
to your Strength modifer. At 6th level, your travels as a Ronin have granted you a great deal of
experience in the world as a traveller. Select a type of terrain you have
Tenka Goken expertise in travelling across from the following: arctic, coas, desert,
fores, grassland, mountain, or swamplands. When making ability checks
At 9th level, you may spend 2 sen to deliver a series of attacks with related to this type of terrain your profciency bonus is doubled if you are
incredible speed and focus. You take the attack action agains all creatures profcient in the skill, or added if you are not profcient. Difcult terrain in
in a 15ft. cone in front of you. The Extra Attack ability does not apply to this environment does not slow your progress and you are unafected by
these attacks. this type of difcult terrain during battle.
Hissatsu: Kaiten Additionally, you are able to cas the Expeditious Retreat spell a
number of times equal to your Wisdom modifer. Uses of this spell
At the 14th level, as a bonus action you may spend one charge of your Sen recover after completing a long res.
prior to making use of an ability which uses Sen. The attack
accompanying the Sen ability deals an additional 2d10 damage of your Hissatsu: Yaten
weapon's type on each hit of the efect.
At 9th level, you may spend one charge of your Sen to deliver a parting
The Blademaser blow on a creature. Take your attack action with advantage. After
delivering your attack you move sraight backwards 10ft. without
A skillful ofense may bring awe to a crowd, but it is a fawless defense provoking an attack of opportunity.
which willl keep you alive, or so a Blademaser would have you believe.
These skilled swordsmen are patient warriors, prefering to dodge and Yukikaze
counterattack their foes, rather than rush them down.
14th level, you've learned to discern holes in your opponents guard,
Hissatsu: Chiten allowing you to make more efective srikes. As a bonus action, you may
spend one Sen charge to add up to half your Wisdom modifer, rounded
Beginning at 3rd level, when a creature fails to hit you with a melee up, to your attack and damage rolls for the remainder of your turn.
weapon attack, you may use your reaction to make an attack of
opportunity.
Hardened Mind
At 6th level, your defensive fghting syle and cool head have helped you
learn how to bes discern the location of traps. You have advantage while
making perception checks while looking for traps and hidden passages.
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The Homebrewery - NaturalCrit
Warrior
A Roegadyn woman sands locked in combat with a hobgoblin. With
each swing of his blade, she meets with ferocity and powerful blows. The
battle rages on, the woman feeding of the ecsasy of battle, receiving
succor with each blow she lands.
A man dashes into the heat of battle, his battleax swinging wildly
around him. He lets out an earth shaking battle cry as he crushes the
ground and all those around him with explosive force.
A lightly armored fgure sands at his ally's sides. His powerful voice
echoes out across the feld, empowering his allies as he leads his
comrades into battle, axe drawn and swinging like a tempes of seel and
iron.
Like a symbol crash in an orchesra, a warrior is an explosive force
which sands out in any situation. Their booming voice, raw srength and
powerful srikes are their tools for victory.
Indomitable Forces
The warrior fnds their roots in ancient tribes akin to barbarians. These
fearless fghters are peerless in their control of a force which they call the
inner beas. Warriors often come from tribal backgrounds in which they
learn to nurture and control this inner animal, which in turn grants them
beas like srength and ferocity. Warrior bands once roamed unsettled
lands as nomads, enjoying the boons which nature ofers and defending
the weak from those who would do them harm.
Unending Rage
Not unlike nature itself, a Warrior has the potential to become a relentless
force of desruction. Like a raging fores fre, or an all consuming tidal
wave, a warrior can unleash their inner beas to harness its rage. This sate
of being is known as berserking. While berserking, Warriors continually
chase foes and defend allies, using their bloodlus to keep themselves in
the battle as a threat.
Creating a Warrior
When creating a Warrior, one mus consider their origins as a warrior. Are
you a descendant of the ancient tribes from which warriors are able to
draw their lineage? Perhaps you were a fedgling adventurer who found a
mentor in the form of a former warrior who passed on the secrets of the
inner beas. Perhaps you had a natural attunement to the ways of the
warrior and have developed your skills without guidance.
You mus also consider why you have set out on your life of
adventuring? As a warrior, have you decided to seek out dangerous
challenges to sharpen your skills or sate the appetite of the hungry beas
inside you? Perhaps you have taken up arms in defense of your tribe, a
village or a loved one? Warriors set out for any number of reasons.
Quick Build
You can make a Warrior quickly by following these suggesions. Firs
make Strength your highes ability score, following with Consitution.
Second take the Outlander background.
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Warrior You sart with the following equipment, in addition to the equipment Figh
granted by your background
Profciency Berserk Beginn
Level Bonus Features Berserks Damage (a) a martial weapon special
(a) a short bow and 20 arrows or (b) two hand axes Style o
1s +2 Fighting Style, 2 +2 (a) an explorer's pack or (b) a dungeoneer's pack
Berserk chain mail and a carved wooden idol related to your heritage. Defe
2nd +2 Reckless Attack, 2 +2 While
Beasly Demeanor
Due
3rd +2 Warrior Archetype 3 +2
When
4th +2 Ability Score 3 +2 weapon
Improvement
Grea
5th +3 Extra Attack 3 +2
When
6th +3 Archetype Feature 4 +2 melee
and mu
7th +3 Raw Intuition, Bellow 4 +2 mus h
of the Beas beneft
8th +3 Ability Score 4 +2 Two
Improvement
When
9th +4 Onslaught 4 +3 modif
10th +4 Archetype Feature 4 +3
11th +4 Revenge 4 +3
12th +4 Ability Score 5 +3
Improvement
13th +5 Shake It Of 5 +3
14th +5 Archetype Feature 5 +3
15th +5 Upheaval 5 +3
16th +5 Ability Score 5 +3
Improvement
17th +6 Beasly Refexes 6 +4
18th +6 Holmgang 6 +4
19th +6 Ability Score 6 +4
Improvement
20th +6 Infuriate 6 +4
Class Features
As a Warrior, you gain the following class features
Hit Points
Hit Dice: 1d12 per Warrior level
Hit Points at 1s Level: 12 + your Consituion modifer
Hit Points at Higher Levels: 1d12 (or 8) + your Consitution modifer
per Warrior level after 1s
Profciencies
Armor: All armor
Weapons: simple weapons, martial Weapons
Tools: None
Saving Throws: Strength, Consitution
Skills: Choose two from Animal Handling, Athletics, Hisory,
Intimidation, Insight, Survival.
Equipment
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Berserk Extra Attack
Beginning at the 1s level, on your turn, you can enter a Berserk sate of Beginning at 5th level, you can attack twice, insead of once, whenever
mind, letting your inner beas act freely. While under the efect of Berserk you take the Attack action on your turn.
you gain the following benefts:
Raw Intuition
you have advantage on Strength checks and saving throws
when you make a melee weapon attack using Strength, you gain a Also beginning at 7th level, when you are sruck by a melee weapon
bonus to the damage roll that increases as you gain levels as a Warrior, attack, as a reaction you may move directly back 5ft. from the creature
as shown in the Berserk Damage column of the Warrior table. and reduce the damage you have taken by 1d6. This damage redution is
When you take slashing, piercing or bludgeoning damage from a non increased to 2d6 at the 13th level and 3d6 at the 18th level. You can't use
magical source, you reduce the damage by half your Consitution this feature again until you fnish a long res. You can use this feature
modifer rounded up. twice between long ress sarting at 13th level and three times between
long ress sarting at 18th level.
If you are able to cas spells, you are unable to do so while berserking
due to an inability to concentrate. Bellow of the Beas
Your berserk sate lass for 1 minute. It ends early if you are knocked Beginning at the 7th level, you are able to attempt to dominate a
unconscious or if your turn ends and you have not attacked a hosile conversation with the assisance of your inner beas. You may expend one
creature since your las turn or taken damage since then. You can also end use of Berserk to intimidate a creature with advantage and doubling all of
your berserk sate on your turn as a bonus action. For a number of rounds your bonuses to the intimidate skill.
equal to 5 minus your Consintution modifer after your berserk sate ends,
you may not use the extra attack ability and your base movement speed is Onslaught
halved due to fatigue.
Beginning at the 9th level, when you use the dash action, you may make a
Once you have gone berserk the number of times shown in for your melee weapon attack as a bonus action. You deal bonus damage on the
warrior level level in the Berserks column of the Warrior table, you mus attack equal to your Consitution modifer.
complete a long res before you can go Berserk again.
Revenge
Reckless Attack
Beginning at the 11th level, when a creature resolves an melee weapon
Starting at 2nd level, when you make your frs attack on your turn, you attack action agains you, as a reaction you may make one weapon attack
can decide to attack recklessly. Doing so gives you advantage on all agains that creature.
melee weapon attack rolls using Strength during that turn, but attack rolls
agains you are rolled with advantage until the beginning of your next Shake it Of
turn.
Beginning at the 13th level, while under the efects of Berserk, when you
Beasly Demeanor make a saving throw to resis a condition (excluding: Exhausion,
Grappled, Incapacitated, Prone, Resrained, Stunned and Unconscious)
Beginning at the 2nd level you gain a passive Intimidation score which you may choose to end your Berserk sate to automatically succeed on the
you may use to replace rolls when making Intimidation ability checks. saving throw. You may do this after your roll but before the outcome of
This passive Intimidation score is equal to 10 + your Strength modifer. the resis has been declared.
Warrior Archetype Upheaval
At 3rd level, you select the tradition under which your warrior has trained. Beginning at the 15th level, while you are under the efects of Berserk,
The Beas of Defance tradition focus on resraining the inner beas of the you are able to unleash a powerful blow fueled by your vigor. You make
warrior, and letting its power out only when needed. The Beas of an unarmed srike, if you hit, you may declare you are using Upheaval.
Deliverance tradition focuses on allowing the inner beas to run wild, The creature makes a Consitution saving throw (DC = 8 + your
fghting alongside its power to lay your enemies low. The Maruader has profciency bonus + your Consitution modifer). On a failure your
turned from harnessing their inner beas to become ferce fghters on their unarmed srike deals #d12 force damage, where # is equal to your
own power. Consitution modifer with a minimum of 1d12 force damage and half as
much damage on a success. Your Berserk sate immediately ends after
Ability Score Improvement delivering the blow.
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you Beasly Refexes
can increase one ability score of your choice by 2, or you can increase two
ability scores of your choice by 1. As normal, you can't increase an ability Beginning at the 17th level, while you are under the efects of Berserk you
score above 20 using this feature. are able to make two reactions per round.
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Holmgang Voice of the Beas
Beginning at the 18th level, while under the efects of Berserk, as a bonus Beginning at the 10th level, you learn the Charm Monser and Beas Sense
action you are able to enter an indomitable sate known as Holmgang. For spells, and may cas each one once. Charisma is your spellcasing ability
a number of rounds equal to half your Consitution modifer, rounded for these spells. You may only cas Charm Monser on beass. You may
down, your hit points can not fall below 1. Additionally, you may attempt not cas them again until you complete a long res.
to link yourself to a creature within 10ft. of you. If the creature is Large
sized or smaller the target creature mus make a Strength saving throw Inner Beas
(DC = 10 + your srength modifer) or be dragged to a space within 5 ft. of
you. The creature cannot leave the 5ft. radius around you and your Beginning at the 14th level, as an action you can use Inner Beas. Make a
movement speed becomes 0ft. for the duration of Holmgang. You may melee weapon attack agains a target creature. On a successful attack roll
only use Holmgang once and mus complete a long res before you may you deal your normal weapon as well as recover hit points equal to 2d8+6
use it again. hit points and deal equal bonus damage. The efects of Berserk ends
immediately after you use Inner Beas.
Infuriate
Beginning at the 20th level, if you have no uses of Berserk left when you
roll for initiative, you recover 2 uses of Berserk insantly.
The Beas Within
Warriors believe there is a beas within all the hearts of man. It is from
this beasial force that they derive their power. There are two traditional
approaches to working alongside one's inner beas. The Defant tradition
has the warrior sand in opposition to the desructive forces of the inner
beas, while The Reckless tradition sees the warrior allow this beas to run
wild, directing the desructive forces unmitigated.
The Beas of Defance
A warrior who has cut their teeth under this tradition has tamed the beas
within their heart, and gained great control over it. They channel the
srength from this force only when it is needed, and are able to fght
defensively with the help of such forces. Finding succor in the desruction
of their foes and defense of their friends sees a defant warrior become a
powerful ally.
Disruption
Beginning at the 3rd level, while you are under the efects of Berserk,
when a creature you can see attacks a target other than you that is within 5
feet of you, you can use your reaction to impose disadvantage on the
attack roll.
Storm's Path
Beginning at the 6th level, when you successfully land a melee weapon
attack while under the efects of Berserk, you may decalre you are using
Storm's Path. The target creature makes a Strength saving throw, DC = 10
+ your srength modifer, on a failed save the creature deals 1d6 less
damage on their damage rolls for a number of rounds equal to your
Strength modifer. This damage redution increases to 2d6 at the 14th
level. You may only use Storm's Path once during each use of Berserk.
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The Homebrewery - NaturalCrit
The Beas of Deliverance The Marauder
A warrior of the Reckless Tradition has grown alongside their inner beas. Some warriors choose to walk away from their inner beas, or try as they
They allow this force to take over and push their bodies to incredible feats may, never make contact with this ferocious being within their hearts.
of srength. They fght without care for their own safety, allowing Despite the abandonment or loss of their inner beas, a Marauder has
bloodlus to take over. A reckless warrior's inner beas is hungry, and they trained extensively to compentsate for these losses. Marauders fght with
allow this overwhelming force to feed without a thought of reserve. the same ferocity as those with their beass intact, but only look to
themselves as the source of power.
Inner Release
Blood Bath
Beginning at the 3rd level, while you are under the efects of Berserk,
your weapon attacks score a critical hit on a roll of 19 or 20. At the 14th Beginning at the 3rd level, while you are under the efects of Berserk,
level, your weapon attacks score a critical hit on a roll of 18-20. when you land a successful melee weapon attack, you recover 1d4 hit
points. You may only recover hit points once per round in this way. You
Storm's Eye recover 2d4 hit points sarting at the 10th level and 3d4 hit points at the
14th level.
Beginning at the 6th level, when you successfully land a melee weapon
attack while under the efects of Berserk, you may decalre you are using Maim
Storm's Eye. The target creature makes a Consitution saving throw, DC =
10 + your srength modifer, on a failed save the creature receives 1d6 Beginning at the 6th level, when you use the Reckless Attack ability
bonus damage from weapon attacks agains it for a number of rounds under the efects of Berserk, you can declare that you are using Maim.
equal to your Strength ability modifer. This bonus damage is increased to Enemy attacks do not gain advantage agains you on their attack rolls for
2d6 at the 14th level. You may only use Storm's Eye once during each use this round. You may use Maim once during each use of Berserk.
of Berserk.
Rufan Diplomacy
Wild Expertise
Beginning at the 10th level, you gain profcieny in the persuasion skill.
Beginning at the 10th level, you allow your inner beas to empower your After interacting with a creature for 1 minute, you gain insight into how
physical abilities. You choose one skill from Acrobatics, Athletics, the creature will react to boass of might or intimidation. Your DM reveals
Stealth or Survival and gain profciency in that skill. If you are already if these tactics would be especially efective agains the creature and you
profcient in that ability, double your profciency bonus when you make gain advantage on the appropriate Persuasion or Intimidation check if
ability checks using that skill. applicable.
Fell Cleave Overpower
Beginning at the 14th level, while you are under the efects of Berserk you Beginning at the 14th level, you may cas the spell Desructive Wave at
may use Fell Cleave as an action. Make an attack roll agains a single the 5th level, using Strength as your spell casing ability (DC = 8 + your
creature within melee weapon range. This attack has a critical range of profciency bonus + your srength modifer). Your Berserk sate ends
15-20. On a successful attack, you deal the regular damage of the attack immediately after the spell resolves.
and a bonus 5d10 damage. Your Berserk ends immediately after the
attack is resolved.
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White Mage
A quiet and well groomed man waves his cane around himself, drawing in
magical energy from the land and calling forth it's power. With a fick of
his wris the land parted and erupted sending his foe toppling to the
ground.
A gentle young woman rushes to their ally's side. Through prayer and
reverence for the land, it's power is shared with her, allowing her to close
the wounds of her dying friend.
A sern heavily robed fgure approached the abomination, raised from
the dead. Calling for shining light, she banishes the undead back to the
abyss.
Serene and elegant, the White Mages commune with the world around
them, borrowing power from elementals present throughout the word.
They are level headed, respectful spell casers who are aware that
oversepping one's bounds in the world of magic can lead to calamity, and
seek to keep order within the magic world while mending the wounds of
those around them.
One with the land
White Mage's srength sems from an art they refer to as conjury. Conjury
calls upon the elements of earth, wind, and water and concentrates them to
a potency at which spells can be weaved. Through practiced meditation
on the essences of creation, conjurers draw forth and absorb magic from
their immediate surroundings. A wand or cane made from unworked
wood is then utilized to focus the magical energy until it manifess as the
desired spell. Versed also in magicks that resore and srengthen, White
Mages are regarded as accomplished healers.
Patrons of Light
White Mages fnd their roots in a society which revered nature as an ally,
borrowing the power of the land and elementals to soothe wounds and
protect from the wicked. Over time, the White Mages of the pas overused
this power causing the elementals to act out and smite the land, alongside
the damage wrought by the opposing Black Mages, the world fell into a
dark age. Today White Mages are few and far between, practicing the
forbidden art to wield the powers of nature and light to drive of evil in
protection of the world again.
Creating a White Mage
When creating a White Mage one mus quesion how they came into the
art of conjury and the profession of White Mage. Did a kindly mentor take
you under their wing? Did your sudies of magic from the pas lead you to
discovering how to draw power from the world you lived in? Perhaps the
elementals which inhabit the land reached out to you and their whispers
guided you to the path of a White Mage. Nonetheless a White Mage's role
in the world is that of a protector, soothing the wounds of those who need
it mos, settling enraged elementals and driving the beings who bring
desruction back from hence they came.
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The Homebrewery - NaturalCrit
The White Mage Prof
Profciency Cantrips Spells Armor
Level Bonus Features Known Known 1s 2nd 3rd Weapo
Tools:
1s +2 Spellcasing, 4 2 2——
Soothe Sayer Saving
Skills:
2nd +2 Magical 4 3 3——
Discipline, Reli
Confession
Equ
3rd +2 4 4 42—
You sa
4th +2 Ability Score 5 5 43— granted
Improvement
ad
5th +3 5 6 43 2 a sp
(a)
6th +3 Discipline 5 7 4 3 3
Feature
7th +3 5 8 43 3
8th +3 Ability Score 6 9 43 3
Improvement
9th +4 6 10 4 3 3
10th +4 Discipline 6 11 4 3 3
Feature
11th +4 6 12 4 3 3
12th +4 Ability Score 6 12 4 3 3
Improvement
13th +5 6 13 4 3 3
14th +5 Discipline 6 13 4 3 3
Feature
15th +5 6 14 4 3 3
16th +5 Ability Score 6 14 4 3 3
Improvement
17th +6 6 15 4 3 3
18th +6 Conservation 6 15 4 3 3
of Life
19th +6 Ability Score 6 15 4 3 3
Improvement
20th +6 Worldly 6 15 4 3 3
Bond
Quick Build
You can make a White Mage quickly by following these suggesions.
Firs make Wisdom your highes ability score, following with Charisma.
Second select the Healer discipline. Third take the Acolyte background.
Fourth, take the Guidance, Light Sacred Flame, and Spare the Dying
cantrips and the frs level spells Cure Wounds and Heroism.
Class Features
As a White Mage, you gain the following class features
Hit Points
Hit Dice: 1d6 per White Mage level
Hit Points at 1s Level: 6 + your Consitution modifer
Hit Points at Higher Levels: 1d6 (or 4) + your Consituion modifer per
White Mage level after 1s
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The Homebrewery - NaturalCrit
Spell Casing Conjury Discipline
Level requirement and general description. See chapter 10 of the PHB for At 2nd level, you choose the discipline you belong to as a White Mage.
the general rules of spellcasing and the end of this document for the Elementalis, Spirit Maser, or Ampdapori, all detailed at the end of the
White Mage spell lis. class description. Your archetype choice grants you features at the 1s,
6th, 10th and 14th level.
Cantrips
Confession
At 1s level, you know 4 cantrips of your choice from the White Mage
spell lis. You learn additional White Mage cantrips of your choice at Beginning at 2nd level, each time you cas a spell which resores hitpoints
higher levels, as shown in the Cantrips Known column of the White Mage to a creature during combat, you gain a charge of holy energy in your
table. body known as Confession. You may spend charges of Confession to
make use of various White Mage abilities. You may only gain one charge
Spell Slots of Confession from each spell cas. You may not hold more than three
Confession charges in your body. If your hit points are reduced to 0 and
The White Mage table shows how many spell slots you have to cas your you fall unconscious, you lose all Confession charges held in your body.
spells of 1s level and higher. To cas one of these spells, you mus expend You lose all Confession charges upon completing a long res.
a slot of the spell’s level or higher. You regain all expended spell slots
when you fnish a long res. Ability Score Improvement
Spells Known of 1s Level and Higher When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you
can increase one ability score of your choice by 2, or you can increase two
You know 2 1s-level spells of your choice from the White Mage spell lis. ability scores of your choice by 1. As normal, you can't increase an ability
The Spells Known column of the Mage table shows when you learn more score above 20 using this feature.
White Mage spells of your choice. Each of these spells mus be of a level
for which you have spell slots. For insance, when you reach 5th level in Conservation of Life
this class, you can learn one new spell of 1s, 2nd or 3rd level.
Additionally, when you gain a level in this class, you can choose one of Beginning at the 18th level, when your hit points are reduced to 0 and you
the White Mage spells you know and replace it with another spell from fall unconscious, you release a pulse of healing energy. All allies,
the Mage spell lis, which also mus be of a level for which you have spell excluding yourself, within a 30ft. radius are healed for 2d8 + your
slots. Wisdom ability modifer hit points. This is unafected by Touch of the
Padjal. This efect only occurs once, refreshing after a long res.
Spellcasing Ability
Graceful Healer
Wisdom is your spellcasing ability for your White Mage spells. You use
your Wisdom whenever a spell refers to your spellcasing ability. In Beginning at the 20th level, you gain two Confession charges when you
addition, you use your Wisdom modifer when setting the saving throw roll for initiative at the beginning of battle.
DC for a White Mage spell you cas and when making an attack roll with
one.
Spell save DC = 8+ your profciency bonus + your Wisdom modifer
Spell attack modifer = your profciency bonus + your Wisdom
modifer
Spellcasing Focus
You can use a rod, cane, wand or other similar equipment as an arcane
focus (found in chapter 5 of the player's handbook) for your White Mage
spells.
Ritual Casing
You can cas any White Mage spell you know as a ritual if that spell has
the ritual tag.
Soothe Sayer
Starting at 1s level, your healing spells are more efective. Whenever you
use a spell of 1s level or higher to resore hit points to a creature, the
creature regains additional hit points equal to 2 + the spell's level.
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The Protectors of the Future
The White Mages goal in life is to safeguard the future through the use of
the inherent magic hidden within the land. This has lead to three paths
which a white mage chooses between to help focus what power they draw
forth. An elementalis uses the power of nature to control earth, wind and
water in defense of the land. The spirit maser uses the essence of the
world alongside the magic within their allies to bring forth powerful
healing spells. The Ampdapori makes use of the power of light to bring
forth a powerful advantage agains blasphemous invaders to their realm.
Elementalis
White Mages who choose to focus on manipulating the elements around
them come to be known as elementaliss. They are able to work very
closely with the elementals living across the land to borrow their srength
and knowledge, turning the world itself into an ally.
Expanded Spell Lis
Spell Level Spell
1s Earth Tremor, Thunderwave
2nd Earthbind, Maximilian's Earthen Grasp
3rd Erupting Earth, Melf's Minute Meteors
4th Stoneskin, Watery Sphere
5th Conjure Elemental, Control Wind
Elemental Aid
Beginning at the 2nd level, as a reaction you may spend a Confession
charge to call on aid from the elementals to resis your enemies. For your
next saving throw, you gain advantage on Strength and Dexterity saving
throws.
Eyes of the Elementals
Beginning at the 6th level, you may commune with the elementals in the
surrounding area. You gain a mental map of an area of 2 mile radius
centered on you. You mus spend 15 minutes meditating while elementals
share this information about the surrounding area with you. You may only
commune with the elementals in this way once, your ability to do so
refreshing after a long res.
Also, you can see normally in darkness, both magical and nonmagical,
to a disance of 120 feet.
Attuned Resisance
Beginning at the 10th level, you have developed an innate resisance to
elemental magic. You have resisance to cold, fre and lightning damage.
Elemental Conversion
Beginning at the 14th level, you are able to convert your Confession
charges into raw elemental energy. You may spend a number of
Confession charges equal to the spell level of a spell you know which
does not resore hit points to a creature and use the Confession charges in
place of a spell slot.
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Spirit Maser Ampdapori
A Spirit Maser is a White Mage who has focused their eforts into Some White Mages focus on the role of repelling those who do not belong
becoming maser healers. They are seadfas allies who provide a great in the world from it, relying on light and holy magic to drive the undead
deal of support to those around them. Drawing power from the land and and fends from the world through desruction. An Ampdapori White
the spirits who inhabit it, a Spirit Maser is able to unleash increadibly Mage has taken up arms for this very purpose, using a mix of healing
potent healing and support spells. They have taken on the role to soothe magic and holy magic to smite out blasphemous creatures from the land.
the wounds of those who protect the world and those who need protecting.
Expanded Spell Lis
Expanded Spell Lis
Spell Level Spell
Spell Level Spell
1s Banish, Bless
1s Heroism, Sanctuary
2nd Moonbeam, Sleep
2nd Enhance Ability, Protection from Poison
3rd Daylight, Spirit Guardians
3rd Beacon of Hope, Revivify
4th Banishment, Wall of Fire
4th Regen, Tetragrammaton
5th Holy, Hallow
5th Assize, Mass Cure Wounds
Light's Blessing
Shroud of Saints
Beginning at the 2nd level, if you are unarmoured, your armour class
Beginning at the 2nd level, as a bonus action you may spend a Confession increases by 1 for each charge of Confession you hold in your body.
charge to shroud yourself in light. Melee and ranged attacks agains you While you hold a Confession charge in your body, you have resisance to
have disadvantage until your next action. necrotic damage.
Surging Succor Inquisitor's Light
Beginning at the 6th level, you may spend a Confession charge to cause Beginning at the 6th level, you may spend 15 minutes communing with
the healing spells you cas on others heal you as well. When you cas a the elementals to learn the location of any undead or fend creatures
spell of 1s level or higher that resores hit points to a creature other than within a 1 mile radius. You may only do this once before, your ability to
you, you regain hit points equal to 2 + the spell's level. do so refreshing after a long res.
Clerical Smite Ampdapori Protection
Beginning at the 10th level, you may spend a Confession charge to cas a Beginning at the 10th level, as an action you may spend a Confession
healing spell on a target creature and deal radiant damage insead of charge to grant necrotic resisance to your allies for a number of rounds
healing if the total amount of hit points recovered is decided through equal to your Wisdom modifer. All allies within a 15ft. radius centered
rolling dice. This efect may not be used with spells greater than the 5th on you gain this resisance. You may only use this ability once, use of this
level. ability refreshing after a long res.
Touch of the Padjal Purge
Beginning at the 14th level, you may spend a Confession charge when Beginning at the 14th level, you may spend one Confession charge to gain
you cas a healing spell. When you would normally roll one or more dice advantage on spells cas agains undead and fend creatures. On a
to resore hit points with a spell, you insead use the highes number successful spell agains an undead or fend target, you deal a bonus 4d6
possible for each die. For example, insead of resoring 2d6 hit points to a radiant damage. At the 17th level this bonus damage is increased to 6d6.
creature, you resore 12. You do not gain a Confession charge after this
healing spell.
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The Homebrewery - NaturalCrit
Chapter 3: Spells 2nd Level
This chapter describes the spell liss of the classes available in this partner Alter Self
guide to the Dungeons & Dragons Player's Handbook. Please consult the Blindness/Deafness
player's handbook for spell descriptions. Spells cusom created for the Blur
classes will be detailed at the end of the chapter and are marked in italics Cloud of Daggers
within the document. Crown of Madness
Darkness
Note: Spells from Xanathar's Guide to everything are bolded, and Darkvision
spells created for this document are italicized. Detect Thoughts
Earthbind
Arcanis Spells Enhance Ability
Find Traps
Cantrips (0 Level) Healing Spirit
Hold Person
Acid Splash Invisibility
Blade Ward Knock
Chill Touch Levitate
Create Bonfre Melf's Acid Arrow
Dancing Lights Misy Step
Friends Pass Without Trace
Light Protection from Poison
Infesation Ray of Enfeeblement
Mage Hand See Invisibility
Magic Stone Silence
Mending Skywrite
Message Spider Climb
Minor Illusion Web
Poison Spray Zone of Truth
Presidigitation Spare the Dying
True Strike 3rd Level
1s Level Alter Self
Besow Curse
Alarm Catnap
Bane Conjure Barrage
Catapult Counterspell
Comprehend Language Dispel Magic
Charm Person Enemies Abound
Chaos Bolt Fear
Chromatic Orb Feign Death (Ritual)
Color Spray Gaseous Form
Comprehend Languages (Ritual) Glyph of Warding
Cure Wounds Hase
Detect Magic (Ritual) Leomund's Tiny Hut
Detect Poison and Disease (Ritual) Life Transference
Disguise Self Magic Circle
Faerie Fire Major Image
Feather Fall Melf's Minute Meteors
Fog Cloud Remove Curse
Grease Sending
Healing Word Slow
Hex Stinking Cloud
Identify (Ritual) Tongues
Illusory Script
Jump 4th Level
Longsrider
Mage Armor Arcane Eye
Magic Missile Banishment
Ray of Sickness Blight
Silent Image Compulsion
Sleep Confusion
Unseen Servant Dimension Door
Witch Bolt Fabricate
Giant Insect
Greater Invisibility
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The Homebrewery - NaturalCrit 9th Level
Locate Creature Gate
Otiluke's Resilient Orb Mass Heal
Polymorph Prismatic Wall
Sickening Radiance True Resurrection
Vitriolic Sphere Weird
Wish
5th Level
Asrologian Spells
Animate Objects
Bigby's Hand Cantrips
Contact Other Plane
Contagion Bladeward
Desructive Wave Dancing Lights
Enervation Friends
Hold Monser Guidance
Insect Plague Light
Legend Lore Magic Stone
Passwall Message
Raise Dead Resisance
Rary's Telepathic Bond Sacred Flame
Scrying Spare the Dying
Seeming True Strike
Skill Empowerment Word of Radiance
Telekinesis
Teleportation Circle Level 1
Wall of Force
Bane
6th Level Bless
Ceremony
Arcane Gate Color Spray
Create Humunculus Comprehend Languages
Drawmij's Insant Summons Cure Wounds
Eyebite Detect Evil and Good
Guards and Wards Detect Magic (Ritual)
Harm Detect Poison and Disease
Heal Faerie Fire
Mental Prison False Life
Primordial Ward Guiding Bolt
Programmed Illusion Healing Word
Scatter Heroism
True Seeing Identify
Illsory Script
7th Level Mage Armor
Magic Missile
Crown of Stars Sactuary
Etherealness Shield of Faith
Mirage Arcane Sleep
Plane Shift Unseen Servant
Prismatic Spray
Resurrection Level 2
Resurrection
Symbol Aid
Teleport Augury
Blindness/Deafness
8th Level Blur
Darkness
Antimagic Field Darkvision
Antipathy/Sympathy Detect Thoughts
Feeblemind Enhance Ability
Maddening Darkness Enlarge/Reduce
Mighty Fortress Find Traps
Telepathy Gentle Repose
Healing Spirit
Invisibility
Knock
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The Homebrewery - NaturalCrit Level 6
Lesser Resoration Eyebite
Levitate Find the Path
Locate Object Heal
Mind Spike Mass Suggesions
Silence Mental Prison
Skywrite Programmed Illusion
Zone of Truth Scatter
Sunbeam
Level 3 True Seeing
Beacon of Hope Level 7
Blink
Catnap Conjure Celesial
Clairvoyance Crown of Stars
Daylight Mirage Arcane
Dispel Magic Plane Shift
Fly Regeneration
Hase Resurrection
Hypnotic Pattern Reverse Gravity
Life Transference
Mass Healing Word Level 8
Remove Curse
Revivify Antimagic Field
Sending Celesial Opposition
Slow
Tongues Demiplane
Glibness
Level 4 Illusory Dragon
Telepathy
Arcane Eye Sunburs
Banishment
Blight Level 9
Confusion
Death Ward Asral Projection
Divination Foresight
Grater Invisibility Mass Heal
Hallucinatory Terrain Time Stop
Locate Creature True Resurrection
Otiluke's Resilient Sphere Wish
Phantasmal Killer
Sickening Radiance Black Mage Spells
Level 5 Cantrips
Collective Unconscious Blade Ward
Commune Chill Touch
Dawn Fire Bolt
Dispel Evil and Good Frosbite
Dream Infesation
Geas Mage Hand
Gravity Magic Stone
Greater Resoration Produce Flame
Legend Lore Ray of Fros
Mass Cure Wounds Shocking Grasp
Rary's Telepathic Bond Thaumaturgy
Scrying Toll the Dead
Teleportation Circle (Ritual)
Wall of Light
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Level 1 Arcane Eye
Banishment
Absorb Elements Blight
Burning Hands Dimension Door
Chaos Bolt Fire Shield
Detect Magic Ice Storm
Disguise Self Mordenkainen's Faithful Hound
Expeditious Retreat Mordenkainen's Private Sanctum
False Life Polymorph
Feather Fall Wall of Fire
Find Familiar
Hex Level 5
Ice Knife
Illusory Script Infict Wounds Animate Objects
Jump Antilife Shell
Longsrider Bigby's Hand
Mage Armor Cloudkill
Magic Missile Contact Other Plane
Shield Contagion
Sleep Danse Macabre
Witch Bolt Desructive Wave
Dream
Level 2 Far Step
Flame Strike
Alter Self Geas
Arcane Lock Hold Monser
Blur Mislead
Blindness/Deafness Telekinesis
Cloud of Daggers Teleportation Circle
Darkness Wall of Force
Darkvision
Dragon's Breath Level 6
Flaming Sphere
Heat Metal Arcane Gate
Hold Person Chain Lightning
Knock Circle of Death
Levitate Create Undead
Magic Weapon Disintegrate
Misy Step Eyebite
Pyrotechnics Harm
Scorching Ray Invesiture of Flame
Scorching Ray Invesiture of Ice
Silence Mass Suggesion
Web Otiluke's Freezing Sphere
Soul Cage
Level 3 Wall of Ice
Animate Dead Level 7
Besow Curse
Blink Delayed Blas Fireball
Counterspell Etherealness
Dispel Magic Finger of Death
Elemental Weapon Fire Storm
Feign Death Forcecage
Fireball Mordenkainen's Magnifcent Mansion
Fly Plane Shift
Leomud's Tiny Hut Power Word Pain
Lightningbolt Regenerate
Sleet Storm Simulacrum
Slow Teleport
Speak with Dead
Stinking Cloud
Tongues
Thundersep
Vampiric Touch
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The Homebrewery - NaturalCrit Sleep
Speak with Animals
Level 8 Thunderwave
Witch Bolt
Abi-Dalzim's Horrid Wilting Zephyr Strike
Antimagic Field
Demiplane Level 2
Dominate Monser
Incendiary Cloud Aganazzar's Scorcher
Maddening Darkness Alter Self
Animal Messenger
Level 9 Barkskin
Beas Sense
Flare Blindness/Deafness
Gate Blur
Meteor Swarm Darkness
Time Stop Darkvision
Dragon's Breath
Blue Mage Spells Dus Deveil
Earthbind
Cantrips Enhance Ability
Find Traps
Acid Splash Flame Blade
Chill Touch Gus of Wind
Dancing Lights Healing Spirit
Fire Bolt Heat Metal
Frosbite Hold Person
Gus Invisibility
Infesation Levitate
Message Locate Animals or Plants
Minor Illusion Maximillian's Earthen Grasp
Mold Earth Melf's Acid Arrow
Poison Spray Misy Step
Presidigitation Pass without Trace
Primal Savagery Protection from Poison
Ray of Fros Ray of Enfeeblement
Resisance Scorching Ray
Shocking Grasp See Invisibilty
Thunder Clap Shatter
True Strike Snilloc's Snowball Swarm
Spider Climb
Level 1 Spike Growth
Warding Wind
Absorb Elements Web
Animal Friendship
Armor of Agathys Level 3
Bane
Beas Bond Catnap
Burning Hands Daylight
Catapult Erupting Earth
Cause Fear Fear
Detect Magic Feign Death
Detect Poison and Disease Fireball
Earth Tremor Fly
Ensnaring Strike Hase
Entangle Hypnotic Pattern
Expeditious Retreat Lightning Bolt
Faerie Fire Melf's Minute Meteors
Feather Fall Plant Growth
Grease Sleet Storm
Guiding Bolt Slow
Heroism Speak with Plants
Hex Stinking Cloud
Ice Knife Thunder Step
Jump Tidal Wave
Longsrider
Ray of Sickness
Shield
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The Homebrewery - NaturalCrit Level 8
Vampiric Touch Abi-Dalzim's Horrid Wilting
Wall of Sand Control Weather
Wall of Water Earthquake
Water Breathing Incendiary Cloud
Wind Wall Power Word Stun
Tsunami
Level 4
Level 9
Blight
Confusion Meteor Swarm
Fire Shield Prismatic Wall
Giant Insect Storm of Vengeance
Grasping Vine Weird
Greater Invisibility
Guardian of Nature Dancer Spells
Ice Storm
Locate Creature Level 1
Otiluke's Resilient Sphere
Polymorph Bane
Stone Shape Bless
Stoneskin Cause Fear
Storm Sphere Compelled Duel
Vitriolic Sphere Cure Wounds
Wall of Fire Detect Evil and Good
Watery Sphere Expeditious Retreat
Faerie Fire
Level 5 Fog Cloud
Healing Word
Cloudkill Heroism
Cone of Cold Hex
Contagion Mage Armor
Control Winds Protection from Evil and Good
Desructive Wave Shield of Faith
Enervation Silent Image
Immolation Witch Bolt
Insect Plague
Maelsrom Level 2
Skill Empowerment
Tree Stride Barkskin
Wall of Stone Blur
Calm Emotions
Level 6 Charm Person
Crown of Madness
Chain Lightning Dus Devil
Eyebite Earthbind
Flesh to Stone Enhance Ability
Globe of Invulnerbility Enlarge/Reduce
Move Earth Gus of Wind
Otiluke's Freezing Sphere Hold Person
True Seeing Invisibility
Wall of Ice Lesser Resoration
Wind Walk Levitate
Magic Weapon
Level 7 Maximilian's Earthen Grasp
Skywrite
Delayed Blas Fireball Spike Growth
Etherealness Warding Wind
Fire Storm Web
Power Word Pain
Prismatic Spray
Regenerate
Sequeser
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Level 3 Red Mage Spells
Besow Curse Cantrips
Blink
Clairvoyance Blade Ward
Dispel Magic Booming Blade
Elemental Weapon Dancing Lights
Fear Fire Bolt
Fly Green-Flame Blade
Gaesous Form Gus
Hase Jolt
Hypnotic Pattern Lightning Lure
Major Image Mage Hand
Mass Healing Word Magic Stone
Melf's Minute Meteors Mold Earth
Mass Healing Word Presidigitation
Remove Curse Ray of Fros
Revivify Shocking Grasp
Slow Sword Burs
Wall of Sand Thunderclap
Wind Wall True Strike
Word of Radiance
Level 4
1s Level
Arcane Eye
Banishment Absorb Elements
Compulsion Burning Hands
Confusion Charm Person
Dominate Beas Chromatic Orb
Greater Invisibility Cure Wounds
Otiluke's Resilient Sphere Detect Magic (Ritual)
Polymorph Disguise Self
Stone Shape Earth Tremor
Stoneskin Feather Fall
Storm Sphere Healing Word
Hellish Rebuke
Level 5 Jump
Mage Armor
Animate Objects Magic Missile
Circle of Power Shield
Control Winds Thunderwave
Dawn Witch Bolt
Dispel Evil and Good Zephyr Strike
Dominate Person
Far Step 2nd Level
Greater Resoration
Hold Monser Aganazzar's Scorcher
Mislead Calm Emotions
Skill Empowerment Cloud of Daggers Dragon's Breath
Telekinesis Dus Devil
Tree Stride Earthbind
Wall of Stone Enhance Ability
Enthrall
Flame Blade
Flaming Sphere
Gus of Wind
Lesser Resoration
Levitate
Magic Mouth
Magic Weapon
Maximillian's Earthen Grasp
Misy Step
Pyrotechnics
Scorching Ray
Shatter
Spike Growth
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