THEELEMENTSANDBEYOND
A D&D UNLEASHED COMPENDIUM
BY BENEVOLENT EVIL
ART CREDITS (PAGES 245-246)
The credits for artwork on the cover and
each page can be found at the end of the
compendium, on pages 245-246.
This compendium was made with the
help of the Homebrewery, Paint.NET, and
the guides found on /r/homebrewery.
1
THEELEMENTSANDBEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O)
TABLE OF CONTENTS Feats
Spellcasting Feats.................................................62
Introduction.................................................................... 3 New Racial Feats...................................................65
Using This Compendium.......................................3
CH. 2: SPELLS..........................................................67
CH. 1: CHARACTER OPTIONS.............................4 Spell Lists...............................................................68
Spell Descriptions.................................................71
Races ................................................................................ 5 Optional Spell Revisions...................................108
Corvian.......................................................................6 Spell Variants.......................................................109
Crystalkin...................................................................9 Specialization Spell Lists..................................126
Deepling................................................................... 1 3
Optional Rule: Duplicate Speeds.................16 CH. 3: DUNGEON MASTER'S CHEST.......... 129
Fairy.......................................................................... 17
Optional Rule for Rogues..............................18 Monsters
Optional Rules for Tiny Characters............ 19 Stat Blocks by Type............................................130
Dwarf Subraces.....................................................21 Awakened Plants.................................................131
Elf Subraces...........................................................23 Celestials............................................................... 1 3 4
Halfling Subraces..................................................25 Elemental Spirits................................................138
Genasi Subraces....................................................26 Giants ..................................................................... 1 4 8
Optional Genasi Revisions............................27 Golem Armors..................................................... 154
H a g s ....................................................................... 1 5 7
Backgrounds................................................................28 Hybrid Elementals..............................................161
Primal Spirit Avatars.......................................... 183
S u b c l a s s e s .................................................................... 30 Spiders..................................................................205
Barbarian T r e a n t s ................................................................... 2 1 0
Path of the Quake Bringer.............................31
Path of the Sky Caller.....................................32 Monster Customization Options
Path of the Verdant Warden..........................33 Weakness..............................................................214
Bard Environmental Adaptations..............................214
College ofJourneys..........................................34 Special Flaw Traits.............................................215
Cleric Alternate Monster Spells...................................216
Mountain Domain...........................................35
Sea Domain......................................................36 Magic ltems...............................................................218
Travel Domain..................................................37
Winter Domain................................................38 Appendix A - New Rules & Conditions
Druid Multiple Creature Types....................................226
Circle of Seeds.................................................39 New Conditions...................................................226
Circle of Storms..............................................40 Poison Vulnerability............................................227
New Circle of the Land Options...................41 Spell Prowess......................................................227
Fighter Spell Specialization Lists..................................227
Flame Dancer...................................................42 Weakness..............................................................227
Wind Knight.....................................................43
Monk Appendix B - Spell Lists by Class
Way of the Flying Fist.....................................44 Aeromancy Spell Lists.......................................228
Paladin Geomancy Spell Lists........................................230
Oath of Dynamism..........................................45 Hydromancy Spell Lists.....................................232
Oath of Purification........................................46 Pyromancy Spell Lists.......................................234
Ranger Elemancy Spell Lists..........................................236
Fire Keeper.......................................................48
Mariner..............................................................49 Appendix C - Bonus Spell Lists
Rogue Sorcerer Origin Spells.......................................238
Aerialist.............................................................50 Spell List Replacements....................................239
Sorcerer
Cosmic Affinity.................................................51 Appendix D - Creatures By Environment
Green Thumb...................................................53 New Creatures by Environment......................240
Elementalism...................................................55 New Environment Lists.....................................242
Warlock
The Dragon.......................................................57 Appendix E - Creatures By Challenge..............244
New Eldritch Invocations..............................59
Art Credits.................................................................245
TABLE OF CONTENTS FANMADE HOMEBREW THE ELEMENTS AND BEYOND
2
D&D UNLEASHED (vl.O)
INTRODUCTION DISCLAIMER: PLEASE READ THIS NOTICE
This content does not in any way represent Wizards of
cross the multiverse, the primordial forces the Coast. This content is completely free and fan-made,
of creation call out to be wielded by heroes and is intended to follow the official Fan Content Policy.
and villains. These energies take shape as Both Dungeons and Dragons and D&D are copyright of
the many planes that adventurers journey Wizards of the Coast. Remember to support them too!
through, from the Material Plane and its
neighbor the Feywild, to the Elemental If you paid money for this, someone scammed you.
Planes, the Outer Planes, and beyond that. You can find the original for free, along with previews of
Such variety of magic forms the basis of this collection. more homebrew content at www.dndunleashed.com.
As the first compendium for D&D Unleashed, a fan-
made homebrew expansion for D&D, The Elements &
Beyond provides a variety of new options for the game.
The four elements of water, earth, fire, and air, in comb-
ination with acid, thunder, lightning, frost, flora, fauna,
light, life, and even the power of transportation itself: all
these things can be found inside this collection.
USING THIS COMPENDIUM
Written for both players and Dungeon Masters, this
book offers options to enhance campaigns in any world,
whether you're playing in an official setting or a world of
your own design. The options here are fanmade and
homebrewed, but they still build on the official rules
contained within the Player's Handbook, the Monster
Manual, the Dungeon Master's Guide, and Xanathar's
Guide to Everything (aka "XGE"}
Chapter 1 presents character options that expand on
those offered in the Player's Handbook and the other
official sources. Chapter 2 provides new spells for both
player characters and spellcasting monsters to utilize.
Chapter 3 is a toolkit for the DM that provides new
resources for running the game and designing adven-
tures, all of it building on the official Monster Manual
and the Dungeon Master's Guide.
Appendix A presents the rules for any new mechanics
introduced in this compendium, including two new con-
ditions. Appendix B gives spell specialization lists for
the new feats, divided by class. Appendix C provides a
set of spell lists that can be used for monsters, as origin
spells for sorcerers, and as replacements for spells that
this document references from Xanathar's Guide to
Everything and Tasha's Cauldron ofEverything, for the
groups that don't have access to those books. Finally,
Appendices D and E list all the new monsters.
We hope you enjoy The Elements & Beyond!
REFERENCING THIS COMPENDIUM
If you wish to reference the material in this compe-
ndium in another document or compendium that
you are constructing, go ahead! Just make sure you
clearly direct those who are curious to the original
source. You can even reuse the material for your
own purposes as long as you provide a reference to
the original compendium and D&D Unleashed.
INTRODUCTION 3
D&D UNLEASHED (vl.O)
THEELEMENTSANDBEYOND FANMADE HOMEBREW
CHAPTER ONE - CHARACTER OPTIONS
uesting over the horizon and across
the planes, most adventurers learn
quickly that the world is truly full of
all kinds of heroes, villains, and of
course, adventurers like them. The
characters that players bring to a
D&D campaign are no exception.
Players' ideas and concepts for characters, just like the
worlds of D&D, are nearly infinitely varied To help build
those characters in a way that feels appropriate, there
are a variety of new options presented in this chapter
for D&D characters.
This chapter has the following sections. They're listed
in the same order as they appear in the chapter.
Races. This section provides new character races
that represent the farthest primordial reaches of the
D&D multiverse. They supplement the options in the
Player's Handbook and are more rare in the worlds of
D&D than the races and subraces in that book are.
Backgrounds. This section has new backgrounds for
campaigns that use them. Backgrounds are detailed in
chapter 4 of the Player's Handbook. These backgrounds
are intended to pair well with many of the new races
and subraces found in this chapter.
Subclasses. This section contains new subclasses for
many of the classes in the Player's Handbook. Every
class offers a character-defining choice at 1st, 2nd, or
3rd level that unlocks a series of special features, not
available to the class as a whole. That choice is called a
subclass. Each class has a collective term that describes
its subclasses; in the fighter, for instance, the subclasses
are called martial archetypes, and in the paladin, they're
called sacred oaths. New subclasses offer novel ways to
build a character while using a familiar class.
Feats. This section has a variety of new feats: magic
specialization feats, which allow spellcasters to focus on
a specific style of magic to gain thematic bonuses, such
as hydromancy or shield magic, and racial feats for the
new races from this chapter, which offer ways to delve
deeper into a character's racial identity.
RACES Jungle Halflings live in isolated tribes deep in distant
jungles, living and hunting in the branches.
,,..._.liiiii~ he worlds of fantasy are often known for
River Halflings travel their ancestral waterways on
their exotic variety of magicaL primaL and communal rafts and barges.
elemental races, from the simple flame
dwarf to the more elaborate subraces of Ash, Ice, Slime, and Storm Genasi are dual-element
mystical elves, and even to the animal-like genasi born to a very rare mixed elemental lineage.
races, such as towering bird-people and
tiny rodent-people. There are boneless If you're the DM, including any of these races in your
people that live beneath the ocean waves, crystal people campaign is an opportunity to shape your world as you
from beyond the stars, and even tiny fairies flying about see fit. You can decide the roles taken by the races that
their hidden forest and jungle homes. you include, and choose which races fit your vision or
To help fill out these concepts, this section presents not. You can decide that a peace-loving race is actually
new character races and subraces that represent the warfaring, or that a particular race was created by a
farthest primordial reaches of the D&D multiverse. magical experiment and has only existed for a short few
They supplement the options in the Player's Handbook decades, or anything else you choose.
and are more rare in the worlds of D&D than the races
and subraces in that book are. Remember that you can include a race in your world
Not every setting, world, or timeline will contain all without allowing it for player characters, and you can
the races and subraces detailed in this section. Some allow a player character to use a set of racial statistics
worlds will have none at alL and yet others may be without including the race as a population in your world,
relatively full of these racial options. as an anomalous individual with special circumstances.
If you're a player, consult with your DM before using
any of the races or subraces here. Many DMs like to
consider the implications for their world before adding
a new race. Your DM may say yes or no to you using a
race or may modify it in some way.
The following races and subraces are detailed in this
section:
Corvians are a race of raven-like avians with decrepit
bodies and perfect memories. Keeping lore, secrets,
and grudges, they listen to an eerie, silent wind
Crystalkin are living shards of the Mother CrystaL an
alien entity floating in the Astral Plane. Ageless and
inquisitive, they are either shardminds or glasshearts.
Deeplings are an octopus-like aquatic people with skin
that can camouflage. All deeplings are born orphans,
learning of the lonely world with their keen intellect.
Fairies are tiny fey that fly, like pixies and sprites. They
live in secret wilderness communities and are imbued
with an innate magic that makes them sought after.
Ember Dwarves, often mistaken for half-azer, are a
race of nimble dwarves infused from birth with fire.
Stone Dwarves are one of the oldest forms of dwarf,
with bodies made of living stone instead of normal
flesh. They have been regarded largely as a myth.
Tundra Dwarves are hardy dwarven inhabitants of the
icy wastes, living in strongholds or nomadic tribes.
Bright Elves are an ancient form of elf infused with
divine light. Their societies value law and order and
view bright elves as the epitome of elvenkind
Green Elves can be found among the hidden groves of
the world, living off sunlight as peaceful wilderness
communes in near-harmony with nature.
Thimble Elves are an elusive form of tiny elves. They
have traits common to tiny beasts, like rodents or
bugs, and live in hidden villages or dusty cupboards.
CHAPTER ONE I CHARACTER OPTIONS 5
THEELEMENTSANDBEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O)
CORVIAN
"THE SKEKSIS, WITH THEIR HARD AND TWISTED BODIES,
their harsh and twisted wills. For a thousand years they
have ruled, yet now there are only ten. A dying race,
ruled by a dying emperor, imprisoned within themselves
in a dying land"
- The Dark Crystal, 1982
Lurking in the shadows and listening to the enigmatic Wind to deliver the messages of death herself. But the
"Dread Wind" that only they can hear, the corvians are a Raven Queen's enemies arranged to frame her loyal
race of avian humanoids with nearly perfect memories messengers as traitors. When the ruse was successfuL
and a penchant for paranoia and grudge-keeping. Trust the goddess of death, in her rage, banished the corvians
is not seen as a virtue to corvians, but a weakness. to the Material Plane, twisting their bodies and casting
them down from the sky to walk upon the ground These
Corvians prefer to keep secrets, especially their true corvians have never forgotten their betrayaL and believe
names, and their society itself values the keeping of that the Lady Death is ready to finish her judgment and
history and historical secrets, whether they be artifacts strike them dead at any moment.
of power or long-lost arcane rituals. Though most of
them appear fraiL brittle, and elderly, they are surpris- DECREPIT AVIANS
ingly durable, and they are rarely actually as elderly as
they appear to be to outsiders. At first glance, a corvian appears to be a warped combi-
nation of a kenku and an aarakocra. The ta!L lanky bird-
Although most corvians are wary of other races and people most closely resemble crows and ravens, but
cultures, finding the idea of setting out in an unfamiliar they often have crooked spines, cracked beaks, missing
world to be panic-inducing, a variety of reasons can still feathers, and other signs of age. Adult corvians have
drive some to adventure. Some are compelled to seek only a few years before these signs of apparent age take
out the target of a potent grudge and avenge the offense hold, meaning that even corvians in the prime of their
once and for alL and start forming new grudges as they life often look ancient and elderly to other races.
adventure that must also be avenged Others are pushed Corvians can usually distinguish true elders of their
from their safe hiding places by debt, danger, or sheer own race from the younger members with ease, but
curiosity out into the world other races often struggle to do so.
ORIGINS: BETRAYALS AND CURSES Corvians do not have separate wings like aarakocra
do. Instead, their wings have fused with their long arms,
In some worlds, the race of corvians were once a faction hanging off the upper limbs like a short cloak. Their
of kenku who were against the betrayal of their master. hands and feet are tipped with razor-sharp talons, and
Fearful of their master's wrath, they sought protection their beaks are long and hooked slightly downward like
by betraying their fellow kenku and warning their a vulture's beak. Corvians have black feathers with a
master of the plot, helping to seal the fate of the kenku blue or purple sheen, and their eyes are blue, yellow,
race. Their vengeful master was partially mollified by red, or sometimes entirely black. Their skin, which can
their loyalty, but in wrath still saw them as kenku and often be seen under the patches of missing feathers, is
cursed them with a lesser curse. The corvians kept their usually a pale pink or purple.
voice and their wings, but both their minds and bodies
became twisted and warped They too were cast out by
the master not long after the kenku, and they have never
forgotten how little "trust" is worth.
In other worlds, each corvian was born an aarakocra,
and through fate or circumstance became corrupted by
dark magic, twisting their wings and arms together,
among other bodily changes. These corvians band
together in dark spires of their own construction that
lurk in the shadows beneath the cloud-cities of their
former cousins, growing bitter and paranoid, plotting
among themselves ways to retake what they believe they
are rightfully owed - what was taken from them by
those who still fly in the sunlight.
And there are also worlds where corvians were a race
of divine servants for the Raven Queen long ago, flying
from her domain to the planes beyond on the Dread
CHAPTER ONE I CHARACTER OPTIONS FANMADE HOMEBREW THE ELEMENTS AND BEYOND
6
D&D UNLEASHED (vl.O)
THE DREAD WIND KEEPERS OF HISTORIES AND GRUDGES
If you see a corvian crane their head to one side and Corvians have an impeccable memory. They easily
listen at nothing in particular, then bristle with a new remember details even from decades prior, and they
emotion such as fear or confidence, that corvian was remember images and sounds in perfect clarity,
likely listening to a force they call the Dread Wind It is a enabling them to quickly memorize entire pages of
spectral wind that blows not through air, but through information with only a few glances.
the dreams and fears of living things - that is at least
according to the corvian philosophers, who are divided Because of this, corvian society highly values the
upon its true origin or purpose in the world None can retention of knowledge, especially of history. Wide areas
actually do any more than speculate, however. are dedicated to libraries and museums, and scribes,
scholars, and archaeologists are revered as the noblest
The corvians claim that - for whatever reason - only of vocations. Corvians are fascinated by histories of all
corvians (and their ancient enemies) can hear the Dread kinds, not just of their own race, and so their scholars
Wind, and that it carries not dust, clouds, or seeds, but often seek out knowledge from the great libraries and
intangible things, such as fears, memories, whispers, academies of other societies - yet their paranoia and
names, secrets, and other knowledge. Many corvians general wariness of outsiders usually compel them to
even believe the Wind can carry dark curses, arcane keep these pilgrimages clandestine.
mysteries, or visions of the future to those who listen
carefully and closely. But the keen corvian memory has a darker side. Most
corvians are quick to form grudges against those they
Corvians listen to the Dread Wind largely to stay believe to have slighted them, and commonly take pride
aware of possible threats to themselves and the things in never forgetting these grudges. Even the smallest of
they care about, hoping to hear whispers within the offenses can be cataloged in a corvian's memory for
Wind of their adversaries' movements before they are decades, ready and waiting for the proper moment to
undone. Corvians also fear their own secrets being take recompense.
released upon the Wind for others to hear, and will take
great pains to prevent careless exposure. The Wind Corvians attempt to pay each grudge back in equal
does not blow within the home of a living creature, so measure to the weight of the offense, but corvian
corvians have some safe places to whisper their secrets morality doesn't always align with that of the other
to only the most trusted of friends. races, especially in regard to the keeping of secrets.
Breaking a corvian's trust and sharing even the smallest
While other races may speculate as to whether the of a corvian's secrets is one of the worst things you can
Dread Wind actually exists, and whether these sounds do to most corvians - even worse than attacking them.
are hallucinations or not, the corvians are certain of the Most will never forget or forgive it. Their culture teaches
Dread Wind's existence and terrifying importance, and that there is no worse crime.
most will stop to listen to it if they can before making
any weighty decisions.
CORVIAN NAMES CORVIAN TRAITS
Corvian names are usually based on the Aarakocra As a corvian, you have the following racial traits:
language, with variations emerging from the corvian Ability Score Increase. Your Intelligence score
histories, and they go by nicknames around other races
much like aarakocra do. Unlike aarakocra, however, increases by 2, and your Charisma score or Dexterity
corvians have a powerful cultural superstition about score increases by 1 (your choice}
their true names, fearing that the Dread Wind listens
for their names whenever they are not safely within a Age. Corvians reach adulthood by age 6 or 7 but have
home, carrying the true names of hapless or reckless lifespans slightly longer than the average human.
corvians to the ears of their ancient enemies to be used
against them in foul curses. Alignment. Corvians favor chaotic alignments, as
their culture determines morality by one's goals and
Because the corvians are so concerned with keeping outcomes rather than by the methods taken. Corvian
their true names a secret, they usually go by a nickname culture typically sees trust as a weakness and so they
that is unrelated to their true name. Of course their true prefer to rely only on themselves, with a few carefully
name is often so riddled with bird sounds like shrieks, made exceptions for friends. Most are chaotic neutral
trills, and clicking that it is unpronounceable by most of
the other races anyways. Size. Corvians are usually 6 to 7 feet tall and between
only 100 and 140 lbs. They have spindly and emaciated
For a corvian, the act of sharing their true name with proportions that often cause them to hunch their back,
another person is not only intended as an act of honor reducing their apparent height. Your size is Medium.
and respect, but also an expression of intense trust and
friendship. Corvians generally prefer if this act of name Speed Your base walking speed is 25 feet.
disclosure is mutuaL but it is considered extremely Clumsy Flight. You have a flying speed of 15 feet, but
uncouth (not to mention unwise) to give one's true name at the end of your turn you fall if you are still aloft,
with the expectation of reciprocation. In corvian society, unless you can stop the fall To use this speed, you can't
giving away your true name is a gift, not a transaction, be wearing medium or heavy armor.
and must be done humbly. Dark.vision. You can see in dim light within 60 feet of
you as if it were bright light, and in darkness as if it
Corvian Nicknames: Aeraka, AiaL Anzu, Ayuk, were dim light. You can't discern color in darkness, only
Brenn, Errk, Heehk, Hikka, Ikkiri, Ikis, Kirrik, Krorbin, shades of gray.
Makli, Nabaza, Oorieak, Quaf, Quierk, Raban, Salleek, Memory for Lore. You have proficiency in the
Shod, Tek, Terok, Vasko, Zeed, Zok History skill
Never Forget, Never Forgive. You have a photogra-
phic memory, and have no chance of forgetting anything
for at least 1 year. You are always able to recognize a
face that you have seen before or a voice that you have
heard in the past year unless it is disguised, and you
have advantage on any saving throws or ability checks
made to uncover such disguises. If you saw or heard a
creature deal you damage, the memory of their face or
their voice lasts forever and can't be erased by magic.
Paranoia. You can't be surprised while you are
conscious.
One Eye Open. You are still entirely aware of your
surroundings while you are unconscious and asleep,
even when you are put to sleep by magic, and you have
advantage on saving throws to resist magical sleep.
Talons. You are proficient with your unarmed strikes,
which deal ld4 slashing damage on a hit.
Languages. You can speak, read, and write Common,
Aarakocra, and Auran.
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D&D UNLEASHED (vl.O) ,, THE ELEMENTS AND BEYOND
CRYSTALKIN
"CRYSTALS ARE LMNG BEINGS AT THE BEGINNING OF CRE-
ation. In a crystal we have clear evidence ofthe existe-
nce ofa formative life principle, and though we cannot
understand the life ofa crystaZ it is nonetheless a living
being."
- Nikola Tesla
The people known as crystalkin are humanoids made And there are worlds where ancient cosmic entities
out of living crystal instead of flesh, originating from the - perhaps old gods or mages of titanic power -
Astral Plane, but closely related to the void of the Far combined their magic to create a transcendent arch-
Realm. They are creatures of mind and souL with an spelL a magic that sought to recreate the universe itself
innate affinity for psychic or divine energies. as whatever the casters intended But the magic was
imperfect, and the spell instead condensed into a
Crystalkin do not reproduce; a crystalkin is born crystalline entity from the Far Realm with its own mind:
when it splits off from the Mother CrystaL a living the Mother Crystal Some say it fled from its creators
crystal supermind made of impossible geometries that into the Astral Plane. Others say it was exiled there by
inhabits the Astral Plane. The Mother Crystal is always those same creators. Whatever the truth, the ones who
splitting off small fragments and regenerating. These created it are long forgotten to history.
fragments are alive - they are the crystalkin. Some
crystalkin are fragmented from the Mother Crystal by BODIES OF LIVING CRYSTAL
injury or accident, but most are split from the Mother
Crystal intentionally, to fulfill an unknown purpose A crystalkin appears to be a tall statue of crystal carved
known only to the Mother Crystal itself. roughly into a vaguely humanoid shape - until they
move. Their body is made of crystal all the way through,
Most crystalkin exist in the Astral Plane, where they but it has joints and moves as flexibly as if it were made
split from the Mother Crystal Some crystalkin, however, of muscle, bone, and sinew.
were flung far to one of the planes, such as the Material
Plane, and others intentionally seek these places in Crystalkin do not grow or age. If their body is
their first millennia of life. Crystalkin may adventure to damaged, it will slowly regenerate back to its original
discover the mysterious purpose set out for them by the form, and almost never with any significant scarring.
Mother CrystaL or to eschew such predetermination The crystal of their body is softer than glass, so even
and search for their own kind of purpose. though they lack organs or blood, they can be injured
and broken more easily than an elemental or construct
ORIGINS: THE MOTHER CRYSTAL can be. If a piece of a crystalkin breaks off its body, the
piece turns to stone after ld4 days unless it is somehow
The true nature of the crystalkin depends on the origins reconnected to the body by magic.
of the Mother Crystal itself, which represents different
concepts in different worlds. Crystalkin have heads and faces, often with a nose-
like shape, but they do not have nostrils or mouths, as
In some worlds, the Mother Crystal was once an they do not eat, drink, or breathe. They have eyes made
interdimensional bulwark at the border between the Far of faintly glowing crystal set into their faces, with dots of
Realm and the Astral Plane, stopping the intrusion of focused light that dart around like pupils as they focus
aberrant invaders like mind flayers, star spawn, and the on things. This strange light is hidden when they are in
Elder Evils. This crystal barrier, which was created by darkness, and does not illuminate the crystalkin's
the gods and known by such names as the Deep Night's surroundings. They do not have ears, but they can hear
Curtain, the Living Gate, and the Warden of Infinity, was just as well as the other races.
partially destroyed during an ancient, cosmic war. What
remained of the bulwark was the Mother CrystaL and it
still yearns to regain its former power, retake its former
place at the edge of the void, and once again seal off the
Far Realm from the universe entirely.
In other worlds, an eldritch star deep within the Far
Realm died and transformed in death, becoming a void
It sank deep into itself and was reborn as a new entity
made out of a crystalline substance from beyond reality:
the Mother Crystal Its intentions in coming to the Astral
Plane are unknown, and even the crystalkin themselves
wonder at their true purpose and place in the world
CHAPTER ONE I CHARACTER OPTIONS
9
THEELEMENTSANDBEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O)
Crystalkin can be small and thin like slivers, with no they don't categorize names based on gender. Crystalkin
outgrowths of crystal anywhere upon them altering typically adopt a name some time after separation from
their smooth humanoid form. Others can be larger, be the Mother Crystal
more jagged, or have outgrowths of especially rough
crystals, particularly around the outsides of their joints, Shardminds choose a name based on the ancient
such as elbows, knees, hips, or shoulders. Some have name of the Mother CrystaL which is so long and
larger growths of crystal sprouting out of the tops of complex that speaking it in full - even at a rushed pace
their heads, where a human might have hair, but they - takes many hours. Shardmind names are fragments of
still do not grow as real hair does. the Mother Crystal's full name, chosen based on that
crystalkin's original position in the Mother Crystal's
Crystalkin are almost never quite symmetrical across eternal lattice structure.
any part of their body, and most find the extreme bodily
symmetry among the other races to be at least a bit Glasshearts often choose a new name some time
strange, if not downright creepy. after they have been fully purified Glassheart names
usually represent a concept or ideal that is personally
CONNECTED TO THE GREAT BEYOND meaningful to them.
Though once part of a greater mind, each crystalkin is Shardmind Names: Amata, Arshaka, Arwia, Balashi,
still nonetheless an individual with a souL mind, and Bashanu, Belessunu, Cyrila, Dipana, Erishti, Eshunu,
personality of its own. At first, crystalkin still retain a Gelem, Hunzu, Iltani, Ishmea, Jinali, Kuaya, Kubaba,
tenuous mental connection, like an invisible thread, with Kuri, Manishtu, Naram, Nuraya, Seluku, Tebu, Tabni,
the distant Mother Crystal The majority of these Ubashu, Utua, Zakiti
crystalkin, which are called shardminds, stay within the
Astral Plane their entire lives. Some eventually find Glassheart Names: Ambition, Anathema, Absolution,
their way to the other planes and live there for a time, Bravery, Chosen, Creation, Faith, Fury, Grace, Justice,
seeking a purpose. While they can't speak with the Logic, Mercy, Mourning, Paragon, Passion, Patience,
Mother Crystal directly, they can still feel its soothing Peace, Prayer, RebeL Sacrifice, Unity, Vengeance,
psychic presence, which helps them center their mind Wisdom, Wish, Wrath
and focus on the world around them.
CRYSTALKIN 'TRAITS
Many of those journey to the Upper Planes, where
other ageless crystalkin have built small cities. They As a crystalkin, you have the following racial traits:
spend extended time in the celestial planes, where they Ability Score Increase. Your Wisdom score in-
are transformed by positive energy into translucent
crystalkin called glasshearts, losing their connection to creases by 1.
the Mother Crystal but gaining an affinity for celestials Age. Crystalkin do not experience childhood or aging,
and divine magic. Glasshearts are no longer soothed by
the Mother CrystaL but the celestial light that they have
been infused with soothes them in its place.
Some crystalkin become lost in other planes such as
the elemental planes, Mechanus, or even the Nine Hells.
These crystalkin can, like the glasshearts, lose their
connection to the Mother CrystaL but unlike the
glasshearts they are not filled with a new astral energy.
Legends describe some of the lost crystalkin becoming
void creatures, like star spawn. Other tales speak of
crystalkin that became little more than mindless
elementals, or of crystalkin that, in their emptiness,
bargained with fiends for purpose and power, and in the
process became fiends themselves.
Whether the Mother Crystal intends so many of its
spawn to become disconnected and transformed by the
magic of the planes in this way is a matter of some
debate among not only crystalkin, but those who study
them as well Some suspect the Mother Crystal has
great plans for all these crystalkin scattered across the
planes... but what could the purpose possibly be?
CRYSTALKIN NAMES
Since crystalkin don't reproduce or have gender (unless
they choose to have one), they aren't given names, and
CHAPTER ONE I CHARACTER OPTIONS
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and they are born fully mature. The vast majority of SHARDMIND
crystalkin adventurers are less than a thousand years
old, but they can live eternally. You are immune to Most shardminds are logical and emotionally distant,
magical aging effects. viewing the world from the alien perspective of an
interdimensional traveler. Even mundane things such as
Alignment. Perhaps because of their nature as clouds in the sky, the flight of birds, or creatures
beings made of a well-ordered crystal structure, the growing old are usually fascinating to a shardmind
crystalkin highly favor lawful alignments. Shardminds when first encountered
tend to be lawful neutraL viewing the order of the
Mother Crystal to be the ideaL and glasshearts are most Because they do not age and come from a nearly
often lawful good, like many of the gods and angels that timeless realm, shardminds also tend to adopt a long-
they share the celestial planes with. term perspective on things. The day-to-day concerns of
creatures that must eat and worry of aging are often
Size. Crystalkin vary in height from 5 feet to over 6 mysterious to shardminds, even after spending much
feet, being generally taller than humans but with similar time with the other races. Some are eager to learn more
proportions. Your size is Medium. of the strange world they find themselves in, yet others
are more aloof, never forgetting the alien realm they call
Speed Your base walking speed is 30 feet. home or their quest for purpose.
Crystal Metabolism. Your body is made of living
crystal rather than flesh, granting you certain benefits: The coloration of a shardmind's crystal body comes
from their position as part of the Mother Crystal
• You have advantage on saving throws against being Because most of the Mother Crystal is a reddish-pink
poisoned, and you have resistance to poison damage. color resembling ruby or rose quartz, most shardminds
are made of similar crystal But the Mother Crystal is
• You are immune to disease and you don't have blood made of all colors of opaque crystaL and thus so is the
• You don't need to eat, drink, or breathe. population of shardminds.
• When you aren't wearing armor, your AC is 12 + your
When a shardmind dies, their mind and soul are
Dexterity modifier. You can use your natural armor pulled back to the Mother CrystaL once again becoming
to determine your AC if the armor you wear would one with the whole from which they separated Most
leave you with a lower AC. A shield's benefits apply shardminds view this as a process that should not be
as normal while you use your natural armor. rushed, since they were likely split off for a reason. But
there are exceptions who seek to return their fellow
Subrace. The crystalkin have split into two main shardminds to the Mother Crystal (by deadly force if
subraces over their millennia of divergent existences: necessary) in order to empower it with their life force.
the shardminds, who retain their psychic link to the Those shardminds typically have an evil alignment.
Mother CrystaL and the glasshearts, who have been
purified and cleansed over time by celestial light. Ability Score Increase. Your Intelligence score in-
Choose one of these subraces. creases by 2.
Aberrant Hybrid You have two creature types: 11
humanoid and aberration. You can be affected by a
game effect if it works on either of your creature types.
Astral Repose. You don't need to sleep, and magic
can't put you to sleep. Instead of sleeping, you must
spend at least four hours in a meditative state. Your
consciousness becomes divided between your body and
the distant Mother Crystal that you split from, which
some part of your mind never truly left. Though you are
distracted, you remain aware of your surroundings.
After resting in this way, you gain the same benefit that
a human does from 8 hours of sleep.
Crystalline Mind You have resistance to psychic
damage.
Languages. You can speak, read, and write Common,
Deep Speech, and one other language of your choice.
GLASSHEART
Glasshearts have had the alien inclinations of their
original form exposed to celestial light, cleansing their
crystal of impurities and aligning their mind and body
with celestial grace and spirit. They have lost their
connection to the Mother CrystaL but they have gained
in its place an open heart and a sense of duty to the free
CHAPTER ONE I CHARACTER OPTIONS
D&D UNLEASHED (vl.O)
souls of the world, becoming more like the celestials When a glassheart dies, because they are no longer
they live with. With time, they even forget the language connected to the Mother CrystaL their mind and soul
of the Far Realm they once belonged to, Deep Speech, undergo the same processes that any other humanoid
in favor of the Celestial language. faces upon death, potentially being judged by the same
celestials and divinities who they once lived around
Surprisingly, most crystalkin without the connection
to the Mother CrystaL such as glasshearts, find that they Ability Score Increase. Your Charisma score in-
must rest their mind entirely on their own. In other creases by 2.
words, glasshearts discover that - as a creature of mind
without the connection to the Mother Crystal - they can Celestial Hybrid You have two creature types:
sleep. In fact, they must sleep as regularly as any other humanoid and celestial You can be affected by a game
creature, or mental fatigue will bring them difficulty effect if it works on either of your creature types.
moving their crystalline bodies.
Empathetic. You have proficiency in the Insight skill
Most glasshearts, unlike shardminds, are not very Translucent. You have resistance to radiant damage.
emotionally distant or especially logicaL and instead Languages. You can speak, read, and write Common,
tend to be passionate and sociable. Their tendency to CelestiaL and one other language of your choice.
adopt a long-term perspective manifests as a fascination
with the culture, law, philosophy, religion, and history of SHARDMIND & GLASSHEART CLASSES
the other free-willed races (who are commonly regarded
with xenophilic wonder by the glasshearts} Many of Most crystalkin are wizards, clerics, sorcerers, and
them journey to the Material Plane simply to meet the warlocks. Wizardry comes easily to shardminds, as
varied people who live there and, if they're lucky, find a the esoteric workings of arcane magic are not too
way to improve the world different from the enigmas of the Mother Crystal.
And as shards of a magic being, crystal kin sorcerers
Regardless of the color crystal a glassheart was once can draw on that magic power. Shardminds usually
made of, they have been rendered translucent (nearly have an Aberrant or Wild Magic origin, while glass-
transparent) and their crystal color has faded to a faint hearts are born to be Divine sorcerers, and both
whisper. Their crystal body resembles glass or diamond subraces make excellent Cosmic sorcerers.
It is clear enough that light can pass through it, but
images viewed through their bodies are made distorted Shard minds often draw clerical power from the
and unrecognizable by a kaleidoscopic effect. Some Astral Plane and the Mother Crystal as either the
glasshearts even produce a prismatic rainbow effect Arcana, Knowledge, Light, or Madness (from The
when light shines through their body. lmpermissicon) domains, but they rarely adopt the
ideals required to become paladins. Glasshearts
can be commonly found as clerics following almost
any good deity, owing to their celestial affinity, and
take easily to the tenets of paladin oaths.
Shardmind warlocks almost always use the Great
Old One patron for the Mother Crystal, and rarely
make pacts with any other entity. Glasshearts often
make pacts with Celestials or Archfey.
Crystalkin druids and rangers are incredibly rare.
The vast majority of crystalkin see the natural world
as something strange and foreign, although some
glasshearts in places like Arcadia, Elysium, Arborea,
and other outer planes touched by nature may have
learned from the celestials of nature gods.
Artificers aren't uncommon among shardminds,
but the practicality of being an artificer instead of a
wizard only appeals to those shardminds who have
spent much time in the Material Plane.
Crystalkin almost never become classes that lack
magic, like barbarian, rogue, or fighter. Crystal kin
monks are also rare, but some pursue that path out
of a love for meditation and inner peace.
DEEPLING In other worlds, deeplings are most closely related to
aboleths. The two races lived in the same primordial
"TONIGHT, AT DINNER, THE CREATURE ACTUALLY CLIMBED waters before the coming of the gods who cast down the
aboleth empire. Deeplings were among the first slaves
into a chair and - before anyone could say anything- dominated by the aboleths' psychic abilities and were
grabbed a fork and started trying to use it. It's been favored for their versatility as aquatic workers. When
barely a day and a halfsince we first fished this thing the aboleths lost their empire, the deeplings escaped to
up, but it watches. It's learning from us. Of course it live as free individuals.
doesn't know everything yet. It was trying to use the
fork like a spoon to eat soup! And there are worlds where fey of the deep, dark
waters created the deeplings to act as their faithful
I've been real unsure about the decision to Jet the guardians by ensorcelling octopuses into humanoid
thing stay loose, but I don't want to kill it, and it's not form and granting them extreme intelligence - which
the deeplings used to escape their fey masters and
like we can keep it locked up! Some of the crew got emigrate to the Material Plane.
upset tonight about it eating our food, asking me ifI
really thought we could trust it. Before I could say much ENIGMATIC AND ALIEN
ofanything, the creature actually spoke! In a bird-like
voice it said 'We are friends.' The true appearance of a deepling is a rare sight even
for its companions. The deepling body resembles a
I think this weird octopus-thing might actually be the large octopus with a more humanoid head Just like an
smartest person on this ship." octopus, a deepling has no bones - its small beak is
the only hardened part of its body. They each have eight
- From the log of Sorlan Renault, tentacles, two of which are extra dexterous and are used
Captain of the Dagger Maiden as main hands. They don't have a brain, and their ability
to think is distributed across their entire body. Because
There are dark parts of the ocean: the deep chasms and of this, their tentacles sometimes move on their own,
reefs where even tritons and merfolk hesitate to go. The and most deeplings that travel on land keep them bound
octopus-like deeplings are the mysterious inhabitants of together under clothing to conceal them and prevent
these places, but you will be hard-pressed to find one if them from wandering where they shouldn't.
they don't wish to be found With a talent for disguise
and camouflage, the deeplings live strange lives without Deeplings have skin that actually appears as a spotted
culture or organized society, acting more like wild ani- blue, grey, green, or pink, but they have the ability to
mals than humanoids. Despite this, they have a uniquely change their skin's color at-wilL even choosing different
clever intellect, and they carry a streak of incurable colors and patterns for different body parts. They can
curiosity that drives them to explore further and further, even use this ability to make their smooth skin into a
learning more and more about the world as they study different texture, such as a texture like that of rocks,
and experiment with anything and everything they can
get their tentacles on.
Most deeplings never leave the dark depths they were
born in, living their entire existence as a wild person.
But sometimes curiosity leads a deepling into the light
or even onto land, where they might encounter other
humanoid races. When they first emerge from the
watery depths and make contact with another race,
many deeplings are excited to learn that the world is
wider than they ever imagined, full of wonders and
mysteries to be understood, and eagerly devour the new
information all around them.
ORIGINS: MYSTERY AND MONSTERS
In some worlds, when gods were still using the krakens
for war, they created the race of deeplings and gave
them to the krakens as servitors to worship and tend to
the aquatic monstrosities. When the krakens broke free
of the gods after their wars ended, the krakens cast the
deeplings - who they saw as spies for the gods - out to
live on their own in the dark seas.
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D&D UNLEASHED (vl.O) coraL scales, or short fur. Their strange octopus-like
eyes, which are usually yellow, green, or blue, however,
can't be disguised in this way.
Most adult deeplings that live with other races spend
their time imitating that race or another race that has
gained their fancy. By twisting their many tentacles into
shapes across their malleable body, they can closely
imitate the body shape, skin, and even some of the facial
features of other humanoids. They coil four or more
tentacles into the shape of legs and walk awkwardly
upon them, using their remaining tentacles to form the
upper body. Deeplings often wear bulky clothing and
other elements of nonmagical disguise to complete the
facade for day-to-day ease.
Despite taking these efforts to hide their true nature,
deeplings rarely manage to avoid standing out in a
crowd, either because of the strange dress they use to
disguise themselves, the odd face that can never be
perfectly disguised, or the alien behavior resulting from
their lonely upbringing. It is common for a deepling to
be unable to truly pass as the race they are disguised as,
but such a disguise does still hide the deepling's true
appearance from the world
ORPHANS BY NATURE
Deeplings have a unique form of reproduction that
generally prevents them from forming a stable culture
or society. When two deeplings choose to reproduce,
the choice is final Their bodies fuse and transform into
a massive egg which, when carried on an ocean current,
bursts into hundreds of smaller eggs that scatter across
the ocean. After six months, the eggs release hundreds
of baby deeplings, each no larger than a man's fist. The
deeplings swim away into the dark seas without any
parents or kin - all alone.
This is how a deepling's life almost always begins.
They swim about in the darkness with no guide or
knowledge, unaware of where they came from or what
they are. They are small at first, and live as animals,
hunting and foraging for food on instinct, and using the
same instincts to flee from the many aquatic predators
that would devour them.
Despite growing at a rapid rate and maturing within
only two years, most deeplings never make it to adulth-
ood The ones that survive rely on their keen intellect
and ravenous curiosity to learn about the world in
absence of a parent or community to teach them -
what is safe to eat, where to find shelter, how to escape
or fight off a hungry shark, etc. Young deeplings are
most threatened by sahuagin, who consider the rubbery
meat of any deepling to be a delicacy.
Sometimes a young deepling will be taken in and
raised by a group of triton, merfolk, or sailors. As they
reach adulthood quickly, the deepling rapidly finds that
it is not the same as its peers. As they learn that the
world is much wider than the family they've come to
know, most eventually leave their adopted families to
seek out the mysteries on the horizon.
THE ELEMENTS AND BEYOND
SCHOLARS OF CURIOSITY DEEPLING PERSONALITY
An unsolved problem is often irresistible to a deepling. You can use the Deepling Quirks table to determine a
They delight in learning new things - they would even personality quirk for a deepling character or to inspire a
rather learn new things than remember what they unique mannerism.
already know. The varied humanoid cultures of the
world can be particularly fascinating for deeplings, who DEEPLING QUIRKS
love to mix and match cultural affectations from those d8 Quirk
societies they find interesting or curious, such as habits
of speech, patterns of body language, and rules for You yearn to explore anywhere you've never
manners. Etiquette especially both mystifies and been before, and you love to search a room.
fascinates deeplings.
2 You don't understand the concept of personal
Deeplings are commonly regarded as aloof and space. At all.
clinical They often take an interest in the problems of
others, but almost always from a position of curiosity, 3 You are fascinated by the concept of money,
rather than empathy. They don't have much of an innate but you do not fully understand what is and
sense of family, and rarely form sentimental bonds with isn't a currency, especially if it's shiny.
others. When they do, however, deeplings cling to these
new bonds more tenaciously than anything they've ever 4 Surface food is not only amazingly delicious,
held in their short lives. but endlessly astounding to you in its variety.
Having grown up in a lonely existence of instinct and 5 You have been enamored with mathematics
predation, most deeplings don't conceive of a purpose
beyond survival until they first meet other humanoids. since it was taught to you, and you constantly
Once they do, deeplings almost always pursue a calling attempt to estimate any chances of success.
that satisfies their natural curiosity, such as the explora-
tion of unknown lands, the investigation of mysteries, or 6 You enjoy impersonating your friends when
the excavation of ancient ruins and secrets. Because of around them, especially to make them happy.
these desires, deeplings become adventurers at a higher
rate than almost any other humanoid race, although 7 You refer to yourself as a plural such as "we"
their general rarity still makes deepling adventurers and "us" because it feels more accurate to you.
very hard to find
8 You never trust anything for sure unless you
can investigate or experiment on it yourself.
DEEPLI NG CLASSES
Most deeplings are wizards, rogues, artificers, or
fighters. Deeplings come upon these classes by
their own curiosity, but this curiosity sometimes
earns them the attention or favor of a teacher that
can appreciate their talent for learning.
Deepling druids and rangers are usually taught
their ways by keepers and watchers of the sea and
coast, such as sea elves or tritons. Some discover
places of primal power in the deep seas, and bond
on their own with the spirits of nature. Many less-
civilized deeplings are barbarians who learned their
savage ways from the wild itself.
Having never experienced parental authority,
most deeplings struggle to understand the relation-
ships involved between a cleric or paladin and their
divinity, or between a warlock and their patron.
They rarely embrace such dynamics, but those that
do usually become studious experts of the lore
surrounding their new god or patron.
Deepling sorcerers are rare, but most are storm,
shadow, or water sorcerers.
Deepling monks and bards are almost entirely
unheard of, but a deepling can learn any vocation.
THE ELEMENTS AND BEYOND
DEEPLING NAMES Distributed Mind You have resistance to psychic
damage, and being stunned doesn't prevent you from
Because deeplings never meet their parents and rarely moving.
form societies, they are almost never given names by
fellow deeplings. Deeplings know the animals and Dynamic Form. Your body is a mass of tentacles that
plants of the sea without formal names, identifying can be easily reshaped, and your skin can change colors
things in their environment by their effect upon the to form complex camouflage or disguises. As an action,
individual deepling. you can alter your height to anywhere between 3 and 9
feet tall When you do so, you can choose to adopt the
When a deepling enters into the society of another disguised form of a Small or Medium creature or object
race, it is common for the deepling to be named by that or to blend into the environment.
race. Thus, many deepling adventurers carry a name
from the first race or society that encountered them as a If you adopt a disguise, you have advantage on ability
friend checks made to impersonate the thing you're disguised
as when your appearance is relevant. If you blend into
DEEPLING TRAITS the environment and you aren't wearing any armor, you
can attempt to hide in that environment even if you are
As a deepling, you have the following racial traits: visible, but if you are visible, you make the ability check
Ability Score Increase. Your Intelligence score to hide with disadvantage. Not all disguises are feasible,
and you can't disguise anything you're wearing.
increases by 2, and your Strength score or your Wisdom
score increases by 1 (your choice). Squishy Body. Your body is boneless and made of
entirely soft tissue except for your beak, allowing you to
Age. Deeplings reach adulthood by age 2, but they compress your body (but not your equipment) down to
can usually live to be as old as 30 or 40 years. fit through small spaces. You can move through a space
as narrow as 3 inches wide while squeezing, although
Alignment. Most deeplings are neutral They are your speed is reduced to 1 foot when you squeeze
generally not aware of broader moral or societal between a gap with a width of less than 1 foot. In
concepts, and most are concerned with understanding addition, you ignore any of the drawbacks caused by a
the world as what it is, rather than what they think it deep, underwater environment.
should be.
Languages. You can speak, read, and write Common,
Size. Deeplings can reshape their body to alter their PrimordiaL and one other language of your choice.
height and proportions at-wilL but not their weight, and
they are a little bulkier than humans on average. Your OPTIONAL RULE: DUPLICATE SPEEDS
size is Medium.
It can be very appealing to combine subclasses and abilities
Speed Your base walking speed is 25 feet. that focus on the sea or sky with a race that does so as well,
Darkvi.sion. You can see in dim light within 120 feet such as a triton or deepling mariner ranger, or an aarakocra
of you as if it were bright light, and in darkness as if it tempest cleric. However, it often happens that these
were dim light. You can't discern color in darkness, only subclasses grant movement options that are already granted
shades of gray. by the race, such as a swimming or flying speed, creating
Amphibious. You have a base swimming speed of 30 frustration for some players concerned with abilities that
feet, and you can breathe air and water. aren't useful. To help alleviate these frustrations without
significantly changing game balance, your DM can choose to
use the following optional rule.
When an effect would grant a creature a climbing, flying,
or swimming speed, if that creature already has that kind of
speed granted by a racial trait, it can choose to have its
natural speed increased by an amount equal to two-thirds of
the granted speed for the same duration. You can only have
one of these effects active at a time.
For example, if a creature with a racial swimming speed of
40 feet is granted a swimming speed of 60 feet by a spell,
class feature, magic item, etc., that creature can choose to
instead increase its racial swimming speed by 40 feet for the
duration of the effect, giving it a total speed of 80 feet.
THE ELEMENTS AND BEYOND
WEE WINGED FEY
Fairies resemble very small elves, ranging from 5 to 10
inches tali with wings on their backs like the wings of
butterflies, moths, or dragonflies. Like elves, they are
slender and lithe, and they even have the same pointed
ears. With their slight frame and tiny size, they usually
weigh no more than 2 or 3 pounds. Fairies have skin
colors mostly similar to elves, encompassing the range
of human tones along with more amber, bronze, green,
or blue shades. Their hair sometimes passes for human
colorations, but can often be bright blue, green, or any
other color. Some clans of pixies and scamps have even
stranger colorations more befitting a fey.
"THERE WAS ANOTHER LIGHT IN THE ROOM NOW, A THOU- STAYING HIDDEN FROM HUNTERS
sand times brighter than the night-lights, and in the The life of a fairy normally involves staying hidden from
the outside world While most of the more powerful fey
time we have taken to say this, it had been in all the usually ignore fairies and their villages except to enlist
the occasional messenger or servant, the mortal world
drawers in the nursery, looking for Peter's shadow, is eager to discover any pixies, sprites, or scamps that
they can. Unfortunately, their eagerness usually goes too
rummaged the wardrobe and turned every pocket far. Fairies are commonly not only sought, but hunted by
the outside races; they are prized for their innate magic,
inside out. It was not really a light; it made this light by such as their wings or a pixie's dust. Some twisted few
even seek and capture fairies simply to keep them in a
flashing about so quickly, but when it came to rest for a deranged collection. These dark tales are what fairies
tell their children to keep them from wandering too far
second you saw it was a fairy, no longer than your hand, from the safety of the hidden village, but that doesn't
mean they aren't dangerously real
but still growing. It was a girl called Tinker Bell
To stay safely hidden, fairies build their settlements in
exquisitely gowned in a skeleton leaf..." locations that are difficult for others to find Commonly
- J.M. Barrie, Peter Pan chosen spots include the insides of logs, the boughs of
trees or willing treants, within rings of toadstools, and
In the secluded glades and shrouded hollows of the wild other natural hiding spots found in verdant glades and
world, if you search hard enough, you can find the races untouched wilderness. While most of them live within
of tiny flying fey collectively known as fairies. the Feywild, there are plenty of fairy communities on the
Material Plane as weli but they are so well hidden that
The term fairy refers to a few races of tiny fey with you might never know it!
wings, such as pixies and sprites. Often ranked among
the weakest of fey and rarely involved in great conflicts In some worlds, the wee folk have to fend off not only
of history, these tiny people live their exceptionally long those that seek to harvest their innate magic, but even
lives in the quiet of forest groves and other wild places. the natural predators who will hunt anything fairy-sized
They are all imbued with an innate magic that is sought One common example is the long-time nemesis of all
after by monsters and mortal mages alike, but most use wee folk and little animals - the cat. In other worlds, the
this magic for little more than tricks and games when it magic of the fairies wards off such mundane threats, but
isn't needed to keep them hidden. fairies still face predation at the paws of the cunning
magical cats that lurk in the Feywild
Fairies generally do what they can to avoid being disc-
overed, so it is quite rare for them to want to adventure FAIRY NAMES
in the dangerous outside world Some of them inevitably
have wanderlust stronger than their caution, and find a Fairies are usually given names by their parents, but
reason to leave their community. Others are cast out or they lack family or clan names. They sometimes choose
even exiled, perhaps for a crime, or perhaps simply for to rely entirely on nicknames that they have picked out
their unusual and unfairy-like similarity to humanoids. for themselves. Fairies also might choose a name taken
Whatever their reason for traveling, the fairy adventurer from the other races instead of a traditional fairy name,
is an incredibly rare sight. Adventurers of all races swap sometimes even naming themselves or others after a
hopeful tales of what questing with such strange and simple noun that the fairy finds intriguing instead of a
fantastic companions might be like. proper name. Traditional fairy names, by contrast, often
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involve aspects of nature, especially ones as small as the and fey. You can be affected by a game effect if it works
fairies themselves, such as bugs or flowers. on either of your creature types.
Some clans of sprites eschew this pattern entirely, Puny Body. As a tiny fairy, you cannot wield weapons
naming themselves exclusively with elven names. Some that have the heavy property, you have disadvantage on
pixies and scamps on the other hand are enamored with Strength checks, and if you hit with a weapon attack,
the outsider concept of family names, and, lacking a full you halve any bludgeoning damage, piercing damage,
understanding of the purpose of such a name, adopt a and slashing damage dealt by the attack.
family name that they've heard from another race, such
as "Goodfellow." Such names are usually taken only for Languages. You can speak, read, and write Common
amusement and are only used when the fairy is among and Sylvan.
non-fairies; they are rarely passed on to children.
Subrace. Fairies come in three varieties, which have
Male Names: Beetle, Blade, CymbaL Cinnamon, different cultural values in addition to their differences
Cobweb, Darter, Elvinn, Fiddle, Finn, Garlic, Gelsey, in innate fey magic: pixies, sprites, and scamps. Choose
Homet,Jay, King, Lark, Locust, Marin, Oberon, Orin, one of these subraces.
Pan, Puck, Regin, Robin, Timpani, WeeviL Wren, Zephyr
PIXIE
Female Names: Amber, Aurora, ArieL BelL Dove,
Dawn, Faye, Ginger, Harp, Holly, Isla,Jasmine, KestreL Pixies are the archetypal fairy - they are shy, yet curious
Lily, Lorelei, MabeL Marigold, Maven, Melody, Nutmeg, and often vain, usually appearing only to the strangers
Odette, Rosalia, Shea, Tiana, Titannia, Viola, Wanda who they believe to be good-hearted and worthy enough.
They seek praise from outsiders for their appearance
Gender-Neutral Names: BasiL Cilantro, Coriander, and for the tiny costumes they fashion from whatever
Dancer, Gossamer, Lute, Mantis, Moth, Mustardseed, they can find, but they also want to learn more of the
Peaseblossom, Pepper, Rivergleam, Thom, Tootie other races. Pixie adventurers are often much less shy
than their fellows, which pushes them to pursue their
FAIRY 'TRAITS curiosity and seek out new friends to play with. Once
they're out in the wide world, they often make excellent
Being size Tiny and being able to fly starting at 1st level adventurers, even if their ever-shifting curiosity makes
is exceptionally effective in certain circumstances and them easily distracted and their distaste for weapons
greatly dangerous in others. As a result, playing a fairy and violence make many roles off-putting.
requires special consideration by your DM.
Pixies have appealing features and are often thought
As a fairy adventurer, you are exceptional even for a to be quite attractive if imagined at human size. They
fairy. You're a fairy that, for one reason or another, isn't commonly have fantastical skin and hair colors, such as
as capable with the innate fairy magic as most of your bright green, ocean blue, and even stranger shades.
peers, struggling with many abilities others have easily Most pixies pride themselves on taking care of their
mastered But when compared to the average fairy, you appearance, always ensuring that their hair and clothing
have a much better understanding of the outside world is well-styled and fashionable. They adopt the dress and
than those peers. You're also considerably tougher. mannerisms of other races and cultures that they find
fancy, accepting each custom with equal dignity.
As a fairy, you have the following racial traits:
Ability Score Increase. Your Dexterity score in- Pixies are incurably playful and whimsicaL even in
creases by 2 dangerous situations. Most pixies play their pranks so
Age. Fairies usually live to be over 300, but they reach that both the pixie and their target can have a laugh at
adulthood as quickly as a human does. the end If the prank leaves the target feeling worse than
Alignment. Given their friendliness and benevolence, they did before, the prank is probably too cruel for most
pixies are typically neutral good or even chaotic good As pixies to enjoy - unless the target is a particularly mean
custodians of nature, sprites are almost always neutral
good Some are lawful or chaotic good, but evil sprites OPTIONAL RULE FOR ROGUES
are quickly discovered by their peers using the Heart
Sight and aggressively rehabilitated or exiled Scamps This optional rule for rogues, from Legends ofPrestige
are often drawn to chaotic alignments, and sometimes
even to evil Most scamps are chaotic neutral and Prowess (a D&D Unleashed compendium), can be
Size. Fairies have great diversity in their size despite
their short stature, standing anywhere from 5 to 10 very useful for enabling fairy rogue characters, a common
inches tall Your size is Tiny.
Speed Your base walking speed is 10 feet. trope that is often desired by players. Your DM decides if
Fairy Flight. You have a flying speed of 30 feet. To use
this speed, you can't be wearing medium or heavy armor. you can use this optional rule.
While you are flying using this speed, you have disadvan- Poisonous SneakAttack As a rogue, when you hit with
tage on Strength and Constitution saving throws made to
resist being pushed, pulled, or knocked prone. an attack using ammunition or a weapon that is poisoned
Fey Hybrid You have two creature types: humanoid
or was poisoned within the past l minute and you use
your Sneak Attack feature, you can choose to deal the
extra damage as poison damage instead of the damage
type dealt by the weapon.
CHAPTER ONE I CHARACTER OPTIONS FANMADE HOMEBREW THE ELEMENTS AND BEYOND
18
D&D UNLEASHED (vl.O)
individual After alL despite their friendly nature, most OPTIONAL RULES FOR TINY CREATURES
pixies just can't stand bullies! In addition to the rules for Tiny creatures given in the
In some worlds, pixies are the only kind of fairy, but in Player's Handbook, your DM can choose to use these
most worlds they coexist with sprites and at times even optional rules. They can use some, all, or none of them.
with scamps. In worlds where fey are divided between These rules are intended to increase realism, but they
the seelie and unseelie, the tiny pixies are almost always may make the game more complicated to play and can
counted among the seelie fey. affect game balance in some cases.
Ability Score Increase. Your Wisdom score or your Tiny-sized weapons and armor cost half as much and
Charisma score increases by 1 (your choice). weigh only one-fifth as much as normal, but they are very
difficult for larger creatures to create. Specialized magic
Innate Spellcasting. You know the droidcraft and can be used to shrink weapons or armor down to use for
dancing lights cantrips. Once you reach 3rd leveL you Tiny-sized creatures, and an artificer or blacksmith NPC
can cast the sleep spell once, and it recharges after a might be able to do such magic for a fee, but this kind of
long rest. Once you reach 5th leveL you can also cast magic is very rare in many worlds.
invisibility once, and it recharges after a long rest.
Charisma is your spellcasting ability for these spells. Of course, tiny creatures have a wealth of alternatives
for armor and weapons. A fairy might use a large sewing
Pixie Dust. You can use a free hand as a spellcasting needle as a rapier, use a sheriff's badge as a shield, or use
focus for any spells that you cast. a torn leather glove as armor. Others may consider such
equipment a bit silly, but one has no concern for silliness
Pixie Glow. As a bonus action on your turn, you can when guarding oneself from the steely claws of a dragon
choose to start or stop glowing. While glowing, you shed or the wicked dagger of a cultist.
bright light in a 10-foot radius and dim light for an addi-
tional IO feet. The light can be colored as you like. ArmorSizing. Tiny creatures can't wear armor that isn't
specifically made to be worn by Tiny-sized creatures.
SPRITE
Instant Death. A Tiny creature with the Puny Body trait
As self-appointed guardians of the wilderness, sprites uses half of its maximum hit points for the purposes of
aren't known for being playful or friendly like pixies. Instant Death and Damage at O Hit Points, instead of
These fairies are known as much for their bravery in using its maximum hit points.
facing larger threats as they are for the sternness and
stoicism that their culture teaches. They rarely play Moving Target A Tiny creature with the Puny Body trait
pranks or engage in whimsy, generally preferring to stay has advantage on Dexterity checks made to avoid being
ready for future conflicts. Sprites don't usually have skin grappled by a creature of size Medium or larger as long
colors much different than humans do, and unlike the as the Tiny creature can move, it has a speed greater than
wings of pixies or scamps, sprite wings always resemble 5 feet, and it moved at least l 5 feet on its last turn.
the austere wings of a dragonfly.
Weapon Damage. Puny Body also limits the damage of
Sprite society is organized around their duty to guard weapon attacks. Affected attacks can't deal more damage
They establish their settlements in places of unspoiled (after being halved) than the creature's Strength modifier
nature or primal magic, and sometimes even in sacred (minimum limit of l damage).
groves or abandoned fey ruins. They form squads and
patrol the area around their village, guarding the place Weapon Sizing. Tiny creatures can't wield weapons that
from those who would despoil nature and fending off aren't specifically made for use by Tiny-sized creatures.
intruders so their presence is not discovered The rest of
the village lives their humble lives to aid and support the Heart Sight. You can use your action to touch a
squads, keeping the hidden village running. Most sprites creature and magically learn its current emotional state.
are driven by a reliable sense of moral duty, encouraged The target must also make a Charisma saving throw,
from a young age by their communal culture. with the saving throw DC equal to 8 +your proficiency
bonus. On a failed save, you also know the creature's
When possible, sprites prefer to lure interlopers away alignment. Celestials, fiends, and undead automatically
from the locations they guard using deception instead of fail the saving throw. Once you use this trait, you can't
warding them off with the overt threat of violence. They use it again until you finish a short or long rest.
keep weapons coated with rare sprite-crafted toxins to
put their foes to sleep, enabling a sprite squad to carry Invisibility. You can cast the invisibility spell once
them somewhere else, where the interloper will wake to with this trait targeting yourself, requiring no material
believe that the encounter was but a dream. Sprites who components, and you regain the ability to cast it this
become adventurers usually carry these guerrilla tactics
with them, applying them wherever fitting.
In worlds where fey are divided between the seelie
and unseelie, sprites are usually found among both the
sides, pitted against each other in an endless faerie war.
Ability Score Increase. Your Intelligence score or
your Wisdom score increases by 1 (your choice).
CHAPTER ONE I CHARACTER OPTIONS 19
THEELEMENTSANDBEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O)
way when you finish a long rest. Wisdom is your Ability Score Increase. Your Intelligence score or
spellcasting ability for this spell your Charisma score increases by 1 (your choice}
Sprite War Training. You have proficiency with the Innate Spellcasting. You know the minor illusion
longsword, shortsword, shortbow, and poisoner's kit. cantrip. Once you reach 3rd leveL you can cast the silent
image spell once, and it recharges after a long rest.
Languages. You can speak, read, and write Elvish. Once you reach 5th leveL you can also cast invisibility
once, and it recharges after a long rest. Charisma is
SCAMP your spellcasting ability for these spells, and you don't
require material components to cast them.
More playful than sprites and more vicious than pixies,
scamps are tiny fairies with a penchant for trickery and Trickster. You have proficiency in the Deception skill
a talent for impersonation. They appear as misshapen and one gaming set of your choice.
and emaciated pixies, often with a pale or ashen cast to
their skin. Some have wings like moths, but others have Extra Language. You can speak, read, and write one
feathered wings like those of a small hummingbird or language of your choice.
crow. They are highly competitive and often envious of
others, though their emotions and desires are mercurial DESCRIBING DAMAGE TO TINY CREATURES
and ever-changing, even when kept hidden.
When describing damage dealt to Tiny creatures
The cunning scamps delight in playing tricks that are with many hit points, such as Tiny PCs, it helps to
always at least a bit more than harmless, and they often remember that hit points are an abstraction. Most
gleefully revel in the misfortune of others. Most scamps of the time that an attack hits a Tiny character,
plays pranks to make their target feel worse - and the unless it deals a massive amount of damage (such
worse they feel at the end, the more fun a typical scamp as a critical hit), you can describe the strike as a
has. Most scamps are selective with their trickery, only glancing blow for the following reasons.
targeting those they feel deserve to be taught a lesson or
"taken down a peg or two." Some weaker scamps have A Tiny creature is small enough that striking it
been on the wrong end of their peers' torment too many directly with a full-sized weapon can be difficult,
times, and this pushes them toward kindness and good and most contact would be glancing or slight. On
alignments. But sometimes their torment can fester into the other hand, a direct blow from a large weapon
bitterness and hatred, pushing a scamp to evil should cause massive injury, and even a glancing
blow should be dangerous, because the weapon is
There are communities where pixies and scamps live so much larger than the target.
together without much issue, but many pixie villages do
not get along well with most scamps. Scamps often live Of course, these are only suggestions. If you'd
in their own small communities, but sometimes live in prefer, you can even ignore size-realism altogether
secret among the other races, such as humans or elves. and describe them in the same way as others, or
Some families of scamps live as nomads, roaming from even do exactly the opposite, describing Tiny PCs
place to place and hiding wherever they can find as taking as many or more direct hits than their
Small and Medium-sized companions!
In some worlds, scamps are known by other names,
such as boggarts or gremlins. In worlds where fey are Note that these suggestions are to help create
divided between the seelie and unseelie, scamps are the narrative descriptions of the game, not alterations
unseelie counterpart to the seelie pixies. to any game mechanics or game balance.
DWARF SUBRACES EMBER DWARF
"LISTEN. THEY WEREN'T LIKE ANY DWARVES I'VE EVER The ember dwarves fill varying roles in different worlds.
In most worlds, they are a race of dwarves that were
seen, and I've been around tha underdark. I've seen taken from their homes by efreeti after the azer and
plenty ofduergar and even my fair share ofazer. I've efreeti stopped their cooperation, in an effort to recreate
the azer as loyal servants. In other worlds, ember
seen tha half-breeds: half-azers and half-duergar hiding dwarves are born to normal dwarf parents when latent
elemental or fiendish bloodlines activate in the child
in tha alleys of this very city. I've been to all tha great There are even worlds where some dwarven clans have
grown accustomed to a volcanic home by ancient elem-
mountain cities; I've been up and down all tha old hills; ental magic, thus turning themselves into ember
I spent three years in tha fortresses of tha frozen dwarves over time.
wastes, fighting offores with tha dwarves who eke out As an ember dwarf, your connection to the elements
their existence in tha snow and ice. And I'm telling ye. I of fire and earth shines through in your very body.
Ember dwarves are often erroneously called half-azer
have never seen any dwarves like those... stone dwarves because of their appearance. They have dark, ashen
who dug into tha tunnels last night. If they even be real skin, with fiery red or orange hair. When they access the
fiery power latent within them, their hair transforms
dwarves at all" into bright vibrant flames that don't burn them or their
equipment. They usually have orange, yellow, or red
- Depths-Captain Murrik Dustcap eyes dotted with ashen flecks of black.
Dwarves are a common and favored choice for tough Ability Score Increase. Your Dexterity score or your
player characters in most D&D worlds, owing partially Charisma score increases by 1 (your choice}
to their natural affinity for the element of earth. Despite
this, some worlds have dwarves that are also attuned to Elemental Hybrid You have two creature types:
another element. humanoid (dwarf) and elemental (fire} You can be
affected by a game effect if it works on either of your
Some dwarves have become accustomed to whatever creature types.
icy landscape they have been forced to inhabit. Others
have adapted to volcanic conditions or are related to the Fire Resistance. You have resistance to fire damage.
fiery azer, if they're not actually some strange variant of Heated Body. When a creature starts its turn while it
azer themselves! And in some worlds, dwarven variants is grappling you or you are grappling it, you may choose
exist that are fully connected to their stony heritage, to deal it fire damage equal to your proficiency bonus.
with bodies of living stone instead of flesh. To represent Once you have used this feature, you can't do so again
these more elemental variants of dwarves, you can use until you finish a short or long rest.
the following new subraces. Hot-Footed Your base walking speed increases to 30
feet.
When you choose the subrace of your dwarf
character, you can choose one of the following options, STONE DWARF
in addition to those in the Player's Handbook.
While all dwarves have an innate connection to the
stone and rock of the earth, there are some varieties
that are more than just connected to it - they are made
of it. The stone dwarves are made of living stone instead
CHAPTER ONE I CHARACTER OPTIONS
THE ELEMENTS AND BEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O)
of flesh. They still eat, drink, and breathe the way a In addition, your earthen metabolism grants you the
dwarf of flesh does, and they grow and age the same as following benefits:
other dwarves, but their organs are stone, and they have
no blood at all to poison. A stone dwarf's brain is made • You are immune to poison and the poisoned
of electrified copper, and this enables some of them to condition.
think more quickly than a brain of flesh.
• You have no blood and you cannot be petrified
In some of the worlds they inhabit, stone dwarves are • You have advantage on saving throws made against
the most ancient and purest form of dwarf to have ever
existed - the first dwarves, crafted by the gods of yore, disease.
from whom the other subraces of dwarf have all desc-
ended In other worlds, the stone dwarves were born to TuNDRA DWARF
an ancient clan that was cursed by powerful magic to
live as earth elementals. Yet in other worlds, the stone In the farthest icy reaches of the world, where hordes of
dwarves are not a hereditary lineage, but are instead humanoid barbarians rove in bands hunting massive
born to dwarven parents at random, considered by blubbery beasts and battling the environment itself, the
some dwarves to be a blessing from the gods, and by sturdy tundra dwarves can be found eking out a stable
others to be a curse from the dao. life together. Many clans of tundra dwarves live in stron-
gholds of stone or ice, often underground, but some
As a stone dwarf, you exist between the realm of clans make their way as nomads across the tundra,
dwarf and elemental Despite their hardened biology keeping warm with fur tents and animal blubber. In
and immunity to poisons, stone dwarves are made of some worlds they live near other dwarves, especially
brittle and crumbly rock, and aren't much physically mountain dwarves, but in other worlds tundra dwarves
tougher than a regular dwarf. They also weigh more survive on their own.
than the average dwarf, since their stony flesh is heavier
than regular flesh. They often have moss, lichen, or As a tundra dwarf, you owe your heartiness and
vines growing where a normal dwarf would grow hair, endurance in the cold to your dwarven ancestors who
but otherwise look like living, moving statues carved to first settled in the frozen tundras. Tundra dwarves
resemble normal dwarves. usually have white or blond hair, but some have orange
hair, and brown hair is uncommon but not especially
Ability Score Increase. Your Strength score or your rare. They are slightly tall for dwarves, with mostly pale
Intelligence score increases by 1 (your choice} skin and blue eyes. Some clans of tundra dwarves are
exceptions, with mostly tan skin, black or white hair,
Elemental Hybrid You have two creature types: and brown eyes.
humanoid (dwarf) and elemental (earth} You can be
affected by a game effect if it works on either of your Ability Score Increase. Your Strength score or your
creature types. Wisdom score increases by 1 (your choice}
Stone Body. When you aren't wearing armor, your AC Cold Resistance. You have resistance to cold
is 13 + your Dexterity modifier. You can use your natural damage.
armor to determine your AC if the armor you wear
would leave you with a lower AC. A shield's benefits Icecunning. Your dwarf Stonecunning trait also
apply as normal while you use your natural armor. applies to checks about the origin of ice carvings.
Snow Treader. You can move across icy or snowy
difficult terrain without expending extra movement, and
you have advantage on saving throws to avoid hazards
caused by frozen ground, such as falling prone.
~ E HOMEBREW THE ELEMENTS AND BEYOND
•
ELF SUBRACES
"IN PLACE OF THE DARK LORD YOU WILL SET UP A QUEEN.
And I shall not be dark, but beautiful and terrible as the
Morning and the Night! Fair as the Sea and the Sun and
the Snow upon the Mountain! Dreadful as the Storm
and the Lightning! Stronger than the foundations of the
earth. All shall love me and despair!"
- ].R.R. Tolkien, "The Mirror of Galadriel",
The Fellowship of the Ring
Elves as a fantasy race are known for a great diversity of As a bright elf, your body and soul are infused with
subraces and variants. Besides wood elves, high elves, light. A bright elf's skin is bronze, silvery, pearly, or pale
and draw (which each often have their own subdivisions white, and their hair is golden blond, platinum blond, or
in a setting} elves in many worlds also take more silvery white. Their eyes are usually golden or silvery
magical forms, and some worlds have variants of elves gray, though some are a deep indigo void, with streaks of
that seem to number by the dozens. white radiating from their pupils like a starburst.
Some worlds feature elves connected to the blazing Ability Score Increase. One ability score of your
sun, the shadowy moon, or the cosmic song of creation. choice other than Dexterity increases by 1.
Others include elven races that have gained bestial or
plantlike features from their connection to those primal Ancient Magic. Choose one of the following cantrips:
forces. While the existing options for elves fill many of dancing lights, light, or thaumaturgy. You know that
these archetypes, these new subraces help to fill out the cantrip, and Charisma is your spellcasting ability for it.
remaining elven concepts common to fantasy.
Brigbtfolk. You have resistance to radiant damage,
When you choose the subrace of your elf character, and you have advantage on saving throws made to resist
you can choose one of the following options, in addition being blinded by any effect that deals radiant damage or
to those in the Player's Handbook and other sources, creates light, such as the sunburst spell
such as Mordenkainen's Tome ofFoes or Unearthed
Arcana: Elf Subraces. Celestial Hybrid You have two creature types:
celestial and humanoid (elf). You can be affected by a
BRIGHT ELF game effect if it works on either of your creature types.
Bright elves are one of the oldest and rarest subraces of GREEN ELF
elves. They have an innate connection to the celestial
light and song of creation. They are more lawful than In the hidden forest glades and secluded mossy grottos
other elven societies, and they value obedience as well of the world, a lucky traveler might chance upon a small
as conformity. Most bright elves believe themselves to village of green elves living in near-total harmony with
be the purest and most original form of elf, and see nature. These elves are as much plant as they are elf,
other elven subraces as little better than non-elves, but and they can live without eating, as plants do. They do
there are some exceptions among their ranks that are not build structures, farm, hunt, or make war. They live
more accepting. Some societies of bright elves are so like plants in a pacifistic commune, rarely finding the
certain of their purity and superiority that they become need to venture outside. Yet some are still born with
mostly lawful evil that incurable streak of elven wanderlust, and once they
finally leave their village, they very rarely return.
In some worlds, bright elves split off long ago from
the ancestries of other elves, settling in the Upper Some worlds include green elves as a branch of
Planes where they formed kingdoms in subservience to elvenkind that split from wood elves long ago, under the
angels of law. In other worlds, they are simply a rare magical guidance of a powerful fey, such as a fey queen
variant of high elf with particularly potent light magic. of spring. In other worlds, green elves are half-dryads,
And there are worlds where bright elves were the first born from a union of elf and dryad, and they might have
elves, crafted by gods and angels to live according to the
song of creation, resembling the story of elves within CHAPTER ONE I CHARACTER OPTIONS
J. R. R. Tolkien's The Silmarillion.
23
THEELEMENTSANDBEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O)
to find their way to a village of green elves like them - THIMBLE ELF
if such a thing exists in that world And there are worlds
where green elves are the purest form of wood elf, Most people regard the legends of thimble elves - so
forming an ancestral chain from ancient dryads, named for their tiny size - as little more than fable, but
through green elves, down to the common wood elf. if you pull open the right tree trunk, uncover the right
boulder-hollow, or check in the right cobbler's cupboard,
As a green elf, you have more than a simple you might find these elusive tiny elves. Members of this
connection to the natural world - you are a conscious very rare subrace of elves are incredibly small -
part of it, like a dryad or treant is, and you feel an innate around the same size as a pixie or sprite, but lacking the
kinship with the plants and fungus all around you. wings of a proper fairy.
Green elves have deep green skin that ranges to shades
of yellow-green, blue-green, or brown-green. Their hair, These miniature elves usually form powerful alliances
which often grows with actual leaves, vines, moss, with sprites, dryads, and other fey that can keep their
flowers, or toadstools threaded through it, is usually a wilderness homes safe and hidden from predators both
vibrant green or blue-green, or sometimes a pale white, bestial and humanoid Some clans stay hidden in the
homes of other races, living off the food in the house in
but shades like those of autumn leaves are not exchange for doing work such as cobbling, cleaning, or
uncommon. Their eyes are commonly bright orange, sewing in the dead of night. Though the home's owners
yellow, blue, or purple, but some have a sparkly amber almost never find the thimble elves, they may be aware
color. of the "little folk" doing their chores in secret.
Ability Score Increase. Your Wisdom score or your Thimble elves resemble wood elves except for their
Charisma score increases by 1 (your choice} diminutive size. They are surprisingly strong and swift
for their size, with scurrying and jumping abilities like
Arboreal Emissary. You have the ability to commu- those of an insect. Some clans of thimble elves even
nicate in a limited manner with plants. They can under- have traits resembling those of tiny beasts, such as bug's
stand the meaning of your words, though you have no antenna, a squirrel's taiL or lizard skin.
special ability to understand them in return. You have
advantage on all Charisma checks you make to In most of the worlds in which they appear, thimble
influence them. elves are similar to other tiny fey such as pixies, sprites,
and quicklings, having been influenced long ago by the
Cultivator. You know the new tend plants cantrip, and energies of the Feywild they inhabited Once the Feywild
Charisma is your spellcasting ability for it. In addition, had shaped them into much smaller forms, many of
you can move across difficult terrain made of plants, these elves fled to the relative safety of the Material
flora, or fungus without expending extra movement. Plane, where they still live in secluded villages. Other
worlds feature thimble elves that were once elves of a
Photosynthesis. You can feed yourself for the day more common variety before being warped and altered
without eating anything by staying in sunlight and clean by a powerful curse or fey magic.
water for at least 1 hour.
As a thimble elf, you have been raised in a community
Plant Hybrid You have two creature types: humanoid that stands ready to defend itself from relatively massive
(elf) and plant. You can be affected by a game effect if it predators at any moment, or more commonly, to flee in
works on either of your creature types. an organized and quiet fashion.
Buglike Agility. You have a climbing speed of 20 feet,
and your jumping distance is doubled
Hidden Craftsman. You have proficiency in the
Stealth skill and with one artisan's tools of your choice.
Nimble Escape. You can take the Disengage or Hide
action as a bonus action on each of your turns.
Reduced Size & Speed You are the size of a squirrel
1 or rat, standing anywhere from 6 to 10 inches talL and
weighing 3 to 5 lbs. Your size is Tiny, and your base
walking speed is reduced to 25 feet.
Puny Body. As a tiny elf, you cannot wield weapons
that have the heavy property, you have disadvantage on
Strength checks, and if you hit with a weapon attack,
you halve any bludgeoning damage, piercing damage,
and slashing damage dealt by the attack.
• Underfoot. The spaces of creatures that are larger
than you are not difficult terrain for you, but you still
can't move through a creature's space unless it is at
least two sizes larger or smaller than you.
THE ELEMENTS AND BEYOND
liALFLING SUBRACES
"THERE WE WERE, IN THE DEEPEST PART OF THE SHAGRA-
nami]ungle, and right as we escaped the giant wasps,
we found ourselves surrounded by natives that I knew
instantly were halflings like you or L and yet nothing
like you or I. They didn't grow up on the waters like my
family did, and they certainly weren't raised in a little
hill village like this one. They were brandishing spears
and blowguns, and they were covered in mysterious
tattoos. If there had been a river nearby, I'd have had a
chance at escape - byleaving my companions behind
But there wasn't water anywhere in sight, and these
jungle halflings were notjust surrounding us on the
ground, but hanging from the branches all about."
- Vani Goodbarrei
Halfling Adventurer
Halflings are the archetypal small race, and have made RIVER HALFLING
beloved thieves and trackers in fantasy ever since D&D
began. There aren't any particularly magical variants of Traveling by raft, barge, or even large aquatic beast, the
halflings in most worlds, but that doesn't mean there halflings of the bays, rivers, and lakes are by far the most
aren't interesting halfling subraces hidden in the most nomadic families of halflings. These halflings are known
primordial far corners of D&D worlds. for their swimming ability, and for their skill upon any
manner of aquatic vessei performing rigging, navigating,
When you choose the subrace of your halfling or fishing tasks with ease. The riverfolk in many worlds
character, you can choose one of the following options, are guides, traders, and hunters that move up and down
in addition to those in the Player's Handbook. their ancestral waterways, enjoying a slow-flowing life. In
other worlds, they are known for their sharp distrust of
------------JUNGLE lIALFLING outsiders and lack of wanderlust, features that are truly
exceptional among most halflings, and they live as an
The halflings of the deep forest and jungle are the most insular community. And there are worlds where they are
isolated of the halfling populations. In most worlds, they known as ocean halflings, carrying out long voyages from
live a lifestyle that focuses on obtaining the most elusive island to island on communal boats across a vast and
and delicious foods of the forest, foraging and hunting seemingly endless ocean.
in tight-knit groups. In other worlds, these halflings are
less isolated, and focus more on acting as jungle and As a river halfling, you were born on the waters, and
forest guides for the other races, especially when other you grew up surrounded by the working knowledge of
halflings happen to travel through. And there are even the boat and river you lived on. You've also practiced both
worlds like that of Dark Sun, where these halflings are swimming and holding your breath so long that they've
mostly lawful evii mercilessly hunting and devouring become second nature to you.
outsiders that wander into their jungle territory - even
other humanoids. Ability Score Increase. Your Constitution score in-
creases by 1.
As a jungle halfling, you have keen senses, you have
spent much of your life climbing the branches and trees Fisher's Weapon Training. You have proficiency with
of your homeland, and you've been trained in the ways of the lance, net, spear, and trident.
foraging and hunting with your tribal weaponry.
River Traveler. You have proficiency with water
Ability Score Increase. Your Wisdom score in- vehicles, and you have advantage on ability checks made
creases by 1. to forage or navigate near a natural body of water.
Bracbiator. You have a climbing speed of 30 feet. Waterborne. You have a swimming speed of 30 feet
Hunter's Weapon Training. You have proficiency and you can hold your breath for twice as long as normal
with the blowgun, net, spear, and whip.
Tropical Resilience. You're naturally adapted to hot CHAPTER ONE I CHARACTER OPTIONS
climates, as described in the Dungeon Master's Guide.
25
THE ELEMENTS AND BEYOND FA,'llMADE HOMEBREW D&D UNLEASHED (vl.0)
{;,eNA~t Aq A~ 12Aq A1JD
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GENASI SuBRACES
"WELL, SIR, TO BE HONEST, WE KNEW THE THIEF WAS AN
odd fellow as soon as we grabbed 'im. Skin was green
and kinda slimy. Loris thought e was some kinda elf,
but I figured ewas just real sick. Maybe someone 'ad
poisoned 'im, you know? Never thought a man could
just slide between prison bars like an ooze!"
- Lawrence Dirk, City Guard
Reporting on an Escaped Thief
Genasi are the inheritors of rare elemental power, either ICE GENASI
passed down through a bloodline or granted by circum-
stance. But just as the elements can be combined to As an ice genasi, you have manifested both air and
form new dual-elements, a genasi can also be linked to water, connecting you with the enduring dual-element of
more than one element. When a genasi has two elem- ice, water that has been robbed of its heat. You are
ents in its ancestry instead of one, one element is often nearly emotionless, except when pushed to anger or
dominant, and the combination produces a genasi of grief, which you feel very rarely and only in the worst of
only one element or the other. But sometimes, the two situations.
elements work in harmony and the genasi manifests a
dual element instead Ice genasi have pale skin made out of a fragile,
flexible crystaL usually a cloudy white or bluish-white,
When you choose the subrace of your genasi but sometimes a vibrant blue-black color instead They
character, you can choose one of the following options, are a bit larger than humans on average and cold to the
in addition to those found in the Elemental Evil Player's touch, often developing condensation water upon their
Companion. skin just by existing. Many ice genasi have blue, black,
or white hair, usually of a very soft and fine texture, but
AsH GENASI others have rigid crystals sprouting from their head
instead of hair, with no hair anywhere upon their body.
As an ash genasi, you have manifested both earth and Ice genasi have blue eyes, but they vary in shades from
fire, connecting you with the deathly dual-element of nearly white to deep indigo.
ash, the dead flames. Your mood gravitates toward
dourness, and you tend to take on a more pessimistic Ability Score Increase. Your Strength score in-
perspective than others. creases by 1.
Ash genasi have gray skin tones that range from Always Cool You're naturally adapted to hot
nearly charcoal black to a pale, almost bone-white color, climates, as described in the Dungeon Master's Guide.
which is almost constantly flaky and ashy. Their hair is
usually a dark red or orange, and baldness is common Icy Resilience. You have resistance to cold damage,
among them. Some rare ash genasi have smoldering and your speed can't be reduced by effects that deal cold
flames which never grow very long or very intense damage except through conditions that reduce your
instead of hair. Many ash genasi also smell of smoke speed to 0, such as being restrained or grappled
and burnt hair at all times.
Invocation ofIce. You can cast armor ofAgathys
Ability Score Increase. Your Wisdom score in- with this trait. Starting at 3rd leveL you can cast the new
creases by 1. ice sculpture spell with it, and starting at 5th leveL you
can also cast sleet storm with it. Once you cast a spell
Ashen Resistance. You have resistance to fire with this trait, you can't cast that spell with it again until
damage and necrotic damage. you finish a long rest. Constitution is your spellcasting
ability for these spells.
Awaken the Ashes. You know the control flames
cantrip from Xanathar's Guide to Everything, but you SLIME GENASI
can only use it to extinguish flames and create simple
shapes. You can also cast the fog cloud spell once with As a slime genasi, you have manifested both earth and
this trait, and you regain the ability to cast it this way water, connecting you with the mysterious dual-element
when you finish a long rest. Constitution is your of slime, the fusion of water's fluidity and earth's alche-
spellcasting ability for these spells.
CHAPTER ONE I CHARACTER OPTIONS FANMADE HOMEBREW THE ELEMENTS AND BEYOND
26
D&D UNLEASHED (vl.O)
mical variety. You live by concealing your true feelings Storm genasi have skin of deep blue or sometimes
behind a graceful mask, appearing to feel whatever shades of bluish purple or grey. Their hair, which is
emotion is most convenient for a situation, but those usually a dark color but can sometimes be stark white,
who know you well have seen your true emotions slip is always standing up because of the static charge that
out, which are often acrid, bitter, and caustic. suffuses their body at all times. Storm genasi have loud,
resonating voices that boom like thunder when they are
Slime genasi have bright green or greenish-yellow upset or excited
skin, often seeming sickly or jaundiced to those who
don't know of their existence as a subrace. Except for a Ability Score Increase. Your Charisma score in-
short period after washing, their skin is always covered creases by 1.
in a thin layer of transparent slime. Slime genasi often
have green, dark green, or black hair, but sometimes Tempest Resistance. You have resistance to
have white, blond, or even purple hair, with similar lightning damage and thunder damage.
variations in eye color.
Beckon the Storm. You know the shocki.ng grasp
Ability Score Increase. Your Dexterity score in- cantrip. Once you reach 3rd leveL you can cast the new
creases by 1. spell Radic's sudden spark once, and it recharges after a
long rest. Once you reach 5th leveL you can also cast
Alchemical Resistance. You have resistance to acid gust ofwind once, and it recharges after a long rest.
damage and poison damage. Constitution is your spellcasting ability for these spells.
Caustic Touch. You know the primal savagerycantrip, OPTIONAL GENAS! REVISIONS
from Xanathar's Guide to Everything. Alternatively, you
can choose to know the acid splash cantrip instead The genasi are an enticing race for many players, but some
Constitution is your spellcasting ability for this spell players and DMs find the genasi racial statistics to be lacking
compared with other races and sub races. If you feel this way,
Slimy. You have advantage on ability checks made to your DM can try using these optional extra racial traits for
escape from being grappled or restrained or to squeeze genasi that grant them abilities like their genie progenitors:
through a tight space. In addition, you don't have to
spend extra speed to move while squeezing. Elemental Hardiness. You can go twice as long without
STORM GENAS! eating food or drinking water before you begin to suffer
exhaustion, and you only need six hours to finish a long rest
As a storm genasi, you have manifested both air and instead of eight. You also have advantage on saving throws
fire, connecting you with the intense dual-element of made to resist disease or the effects of extreme heat or cold.
lightning, the sky's fire. You are passionate and boiste-
rous, moving swiftly from friendly eagerness to raging Elemental Hybrid You have two creature types: humanoid
anger or bitter sorrow and back to calm optimism or
certain determination more quickly than others might and elemental (subtype, such as fire or air/water, is
think possible. Unlike an air genasi, your emotional determined by subrace). You can be affected by a game
storms can last for days on end effect if it works on either of your creature types.
Elemental Sense. You can cast detect magic with this trait. 27
Once you do, you can't do so again until you finish a long
rest. Constitution is your spellcasting ability for this spell.
Also, your DM can apply the following optional revisions to
the air and earth genasi subraces help to bring them up to
par with the other genasi subraces if desired:
AIR GENAS!
You also gain the following racial traits:
Thunder Resistance. You have resistance to thunder
damage.
Wind Caller. You know the gust cantrip, from Xanathar's
Guide to Everything. Constitution is your spellcasting ability
for this spell.
EARTH GENAS!
You also gain the following racial trait:
Earthen Resilience. You have advantage on saving throws
against poison, you have resistance to poison damage, and
you can't be petrified. Also, while you are buried or burrow-
ing in earth, you don't need to breathe.
CHAPTER ONE I CHARACTER OPTIONS
D&D UNLEASHED (vl.O)
BACKGROUNDS
If your DM allows you to choose a background for your
character, you can choose one of the following options,
in addition to those found in the Player's Handbook and
in other sources.
As in the Player's Handbook, each of the backgrounds
presented here provides proficiencies, languages, and
equipment, as well as a background feature. For person-
ality traits, ideals, bonds, and flaws, the backgrounds in
this section use a thematically similar background in the
Player's Handbook as their foundation.
Alternatively, you can use the far traveler background
in the Sword Coast Adventurer's Guide as the foundation
for these backgrounds, if it is available to you.
HIDDEN VILLAGER Outsiders might know your language, but they will not
recognize your natural accent, nor will they be familiar
You grew up within a community that took special effort with your manners of celebration, introduction, eating,
to keep itself isolated and hidden from the outside mourning, and so on. Your ideas about art, philosophy,
world, so that even the most accurate of maps don't religion, and politics may be completely foreign to them.
mark its location, and the most learned of scholars have Outsiders won't recognize your village's gestures, secret
never heard of it. You learned from a young age that you phrases, heraldry, or other identifiers. They are unaware
must keep your home a secret, which involves not only of any cultural traits from your village that could be used
camouflaging the village itself, but also watching for against you (such as difficulty with lying or a sense of
intruders nearby and concealing your movements when duty to the community} Finally, you and your village are
you travel outside your home. unknown to local governments and aren't listed in any
charters, ledgers, or official documents.
This background is common among fairies, green
elves, thimble elves, stone dwarves, and jungle halflings, Only those with knowledge of much secret lore might
along with other races such as firbolgs and tritons. know something of your village and your society.
Skill Proficiencies: Perception, Stealth SUGGESTED CHARACTERISTICS
Tool Proficiencies: One gaming set known only to Life within a secluded community has a unique impact
those from your village, and your choice of navigator's on your characteristics. You have been taught to live as
tools or herbalism kit. an isolationist. Your mannerisms, ideas, equipment, and
Equipment: A waterskin, a tinderbox, a gaming set even the way you speak may stand out from the crowd
(one of your choice), a lamp, a bedroli a set of traveler's to others in the outside world
clothes, a trinket that reminds you of home, and a
gemstone worth 10 gp Use the tables for the folk hero or outlander backg-
round in the Player 's Handbook as the basis for your
LOCATION traits and motivations, modifying the entries when
The location of your hidden community and the nature appropriate to suit your identity as a person from a
of its camouflage help to define your upbringing. You shrouded isolationist community. For example, if you
can roll on the following table to determine the location are using the folk hero tables, you might change
of your hidden village, or choose one that best fits your references to your homeland to fit with the nature of
character. your secluded lifestyle and location.
dl O Location d10 Location
l Inside an ancient tree 6 In an endless storm
7 Uncharted island
2 Underground burrow 8 Old druid's grove
9 Beneath the ocean
3 Behind a waterfall 10 Inside a demiplane
4 Beneath a volcano
5 Above the clouds
FEATURE: UNKNOWN TO THE WORLD
Your culture and the social customs that come with it
are completely unknown to the broader world outside
your village or your people.
CHAPTER ONE I CHARACTER OPTIONS FANMADE HOMEBREW THE ELEMENTS AND BEYOND
28
D&D UNLEASHED (vl.O)
PLANAR TRAVELER
You have traveled across the planes to come to your
current location, encountering wonders and perils along
the way. You might have grown up in another plane, or
perhaps you spent a long time away from home in
another plane. You could have fallen into a strange
portal and searched constantly for a way home, or you
might have gone exploring intentionally. Regardless of
the reasons for your planar travels, they have shaped
you into the adventurer that you are today.
This background is common among crystalkin, bright
elves, ember dwarves, and stone dwarves, along with
other races such as genasi, aarakocra, and tieflings.
Skill Proficiencies: Arcana, Survival
Languages: Two of your choice out of AbyssaL
CelestiaL Deep Speech, InfernaL PrimordiaL or Sylvan
Equipment: A bedrolL a waterskin, a 10-foot pole, 50
feet of silk rope, a steel mirror, a piece of a broken metal
tuning fork used for the plane shift spell that used to be
attuned to the Material Plane, a trinket from another
plane, a set of traveler's clothes, and a belt pouch
containing two gemstones each worth 10 gp
MAIN PLANE
Though you have traveled far, you once spent a great
deal of time in a particular plane or realm, growing
familiar with it. You can roll on the following table to
determine the plane or realm that you spent so much
time in, or choose one that best fits your character.
d8 Plane or Realm d8 Plane or Realm
l The Feywild 5 A Lower Plane
2 The Shadowfell 6 A Plane of Chaos
3 An Elemental Plane 7 A Plane of Law
4 An Upper Plane 8 The Far Realm
FEATURE: PLANAR FAMILIARITY
You are as familiar with your main plane as someone
who had lived there for hundreds of years, in addition to
the basic familiarity with the Material Plane that most
player characters have. You know your main plane's
general inhabitants, geographies, cultures, and so on.
Also, you always recognize a magical portal that leads to
your main plane.
SUGGESTED CHARACTERISTICS
Your journey across the planes has informed much of
your current personality because of its difficulty. Your
personality traits are also likely responsible for some of
your journey - only certain kinds of people seek to
make this perilous trek across the planes as you have.
Use the tables for the sage or hermit background in
sthe Player Handbook as the basis for your traits and
motivations, modifying the entries when appropriate to•
suit your identity as someone who has ventured across
the planes to reach where you are. For example, if you
are using the hermit tables, you could swap mentions of
your seclusion to be your reason for planar travel
THE ELEMENTS AND BEYOND
SUBCLASSES
cross the fantastical worlds reached in a This section contains new subclasses for many of the
D&D campaign, heroes and villains focus classes in the Player's Handbook. Each class offers a
their power around the same primordial character-defining choice at 1st, 2nd, or 3rd level that
forces of creation that inhabit the planes, unlocks a series of special features, not available to the
or vie for ways to travel through them and class as a whole. That choice is called a subclass. Each
stake a claim to the mysteries across the class has a collective term that describes its subclasses;
horizon. Whether they wield the four elem- in the fighter, for instance, the subclasses are called
ents of water, earth, fire, and air, the powers of nature martial archetypes, and in the paladin, they're called
such as the forest, sea, sky, and mountain, the magic of sacred oaths. The table below identifies the subclasses
the sun, moon, and the mighty storm, or the powers of in this compendium. In addition, the druid gains new
travel used to reach these mystical places and planes of options for the land chosen by the Circle of the Land
power, the characters created to play in your campaign subclass, and the warlock receives new choices for the
are the core of what makes the game fun! class's Eldritch Invocations feature.
SUBCLASSES
Class Subclass Level Available Description
3rd Crushes stone and shakes the earth in a protective rage
Barbarian Path of the Quake Bringer 3rd Shouts with the voice of the sky to stagger enemies
3rd Transforms into a treant-like guardian of the forest
Barbarian Path of the Sky Caller 3rd Versed in movement magic, adores and inspires travel
l st Mighty as the mountain, endures injury and topples foes
Barbarian Path of the Verdant Warden l st Commands the sea and blesses allies with sacred water
l st Wanders the roads, granting freedom and alacrity to friends
Bard College of Journeys l st Invokes the power of ice from behind thick armor
2nd Conjures plant spirits and traps to harry foes and heal allies
Cleric Mountain Domain 2nd Channels the storm, floating and blasting lightning
2nd Instead of a new subclass, these are new elemental options
Cleric Sea Domain for an existing subclass from the Player's Handbook.
3rd Fire-breathing and reckless, lights self and weapons ablaze
Cleric Travel Domain 3rd Uses weapons to attack with deadly wind-strikes from afar
3rd Flies through the air on ki-powered leaping strikes
Cleric Winter Domain 3rd Converts divine electricity into magnetic movement effects
3rd Wields holy flame to eradicate the unclean and purify allies
Druid Circle of Seeds 3rd Harnesses controlled flames to fight fires and fire-starters
3rd Hunts aquatic prey with water magic, echolocation, and the
Druid Circle of Storms ability to speak to marine life
3rd Incredible acrobatic leaps and deadly strikes from above
Druid New Land Options for l st Radiant astral power shifts through phases of sun and moon
the Circle of the Land l st
Water, earth, fire, & air - either mastering a single element
Fighter Flame Dancer l st or gaining elements over time
l st Naturally gifted with plant magic, sows spell-seeds in foes
Fighter Wind Knight Serves an ancient spellcasting dragon, borrowing its power
Monk Way of the Flying Fist
Paladin Oath of Dynamism
Paladin Oath of Purification
Ranger Fire Keeper
Ranger Mariner
Rogue Aerialist
Sorcerer Cosmic Affinity
Sorcerer Elemental Magic
Sorcerer Green Thumb
Warlock The Dragon
At 3rd leveL barbarians choose a Primal Path. Here are
new options for the Primal Path: the Path of the Quake
Bringer, the Path of the Sky Caller, and the Path of the
Verdant Warden.
PATH OF THE UAKE BRINGER
To match the grand fury and power of an earthquake or
avalanche, barbarians of the Path of the Quake Bringer
channel primal power, drawing on the element of earth
when they rage to tum their body to stone. These warr-
iors test their strength by smashing boulders and leap-
ing chasms. In battle, they embody the earthquake itself,
leaving craters, rubble, and terror in their rumbling wake.
Quake bringers often come from cultures connected
to the earth (especially if they value strength) such as
those of dwarves, goliath, or firbolgs. Earth genasi can
manifest these abilities using latent elemental power.
Some quake bringers communed with earth spirits or
spent years in isolation on a mountain to gain power.
STONE RAGE increasing your high jump distance by a number of feet
At 3rd leveL your rage armors you with rumbling stone. equal to your Constitution modifier (minimum +1) and
You gain the following benefits while you are raging. your long jump distance by twice that amount.
• At the start of each of your turns and when you start Finally, you have tremorsense that extends out to a
raging, you gain temporary hit points equal to 2 + radius of 60 feet while you are raging, allowing you to
half your barbarian leveL lasting until your rage ends. sense through the earth (see page 74 for more details}
• Your stony skin grants you a +1 bonus to AC while SEISMIC SMASH
you aren't wearing any armor. You can use a shield When you reach 14th leveL you gain the ability to smash
and still gain this benefit. the ground itself and create a great seismic shockwave.
As an action while you are raging and wielding a melee
• You can use a bonus action to shake the ground weapon, you can strike the ground with this power. Each
within 5 feet of you. It becomes difficult terrain for other creature on the ground within 30 feet of you must
other creatures until the start of your next turn. make a Dexterity saving throw (DC 8 + your proficiency
bonus+ your Strength modifier} You can choose to use a
• You cannot be petrified, and when you are pushed or smaller radius, if desired On a failed saving throw, a
pulled, you can reduce the distance you are moved by target takes bludgeoning damage equal to your barbarian
up to 5 feet. Your weight is multiplied by five. level + your Strength modifier and is knocked prone. On
a successful saving throw, a target takes half as much
DEMOLISHER damage and isn't knocked prone.
At 6th leveL your elemental power focuses into mighty
blows that smash even stone. You deal double damage If the ground in the area is loose earth or stone, it
with melee weapon attacks to objects and structures. becomes difficult terrain until cleared Each 5-foot radius
When you hit a target composed of earth (dirt, crystaL portion requires at least 1 minute to clear by hand When
stone, metaL etc.) with a melee weapon attack, your you use this ability, you can choose to damage the ground
weapon is treated as if it were magical for the purpose in the area, structures in contact with the ground in the
of overcoming resistance, and if the target is an object area, both, or neither. This ability deals twice as much
or structure, you also gain a bonus to the damage roll damage to those objects.
equal to half your barbarian level
Once you use this feature, you can't use it again until
Also, you have advantage on Strength checks made to you finish a short or long rest.
dig, demolish, or excavate using a tool or object.
CLIFF RUNNING
Starting at 10th leveL you have a climbing speed equal
to your walking speed You don't need free hands to use
this speed unless you are climbing a surface that isn't
made of some kind of earth.
In addition, when you jump off of a surface made of
earth, you draw power from the earth to boost your leap,
CHAPTER ONE I CHARACTER OPTIONS
31
THEELEMENTSANDBEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O)
PATH OF THE SKY CALLER The target must make a Constitution saving throw.
On a failure, the target takes thunder damage equal to
The vast sky may seem silent at times, but it has a voice ld4 + half your barbarian leveL and you choose to either
and power of its own, rarely heard by mortals upon the knock the target prone or push the target 10 feet away
ground Some barbarians learn through ancient rites to from you. On a success, the target takes half as much
speak or sing to the sky, the clouds and wind, forming a damage and isn't pushed or knocked prone.
primal connection that enables them to call upon the
sky's power in times of need When they rage, the sky's The saving throw DC for this feature equals 8 + your
mighty voice fills their body, allowing them to roar with Constitution modifier + your proficiency bonus. When
its thunderous power. you reach 6th leveL the range for this feature increases
from 30 feet to 60 feet.
The first step to becoming a sky caller is hearing the
voice of the sky, first as a faint whisper barely distinct VESSEL OF RESONANCE
from the sound of wind Many sky callers discover their At 6th leveL your connection to the great voice of the sky
path high upon a mountain peak, amid a storm, or while fills your body with a latent magical voice and transforms
practicing tribal singing or shouting rituals. it into a vessel for this mighty sound You have resistance
to thunder damage, you cannot be deafened, and magic
CLOUD SPEAKER cannot prevent you from speaking.
At 3rd level when you adopt this path, you learn the lan-
guage of the sky, a necessary step for any sky caller. You In addition, when you speak, you can choose to amplify
can speak and understand Auran. This feature does not your voice. Each creature you can see within a radius
grant you the ability to read or write Auran. that you choose can easily hear your voice as clearly and
crisply as if they were within 10 feet of you. The chosen
Also, you can speak to the clouds, which relay your radius cannot exceed 1 mile.
messages for you. You can cast the skywrite spelL from
Xanathar's Guide to Everything, but only as a ritual SKYBREAKER'S ROAR
Starting at 10th leveL when you target a flying creature
SKY SHOUT with your Sky Shout feature, the range is 150 feet and
Starting at 3rd leveL when you enter your rage, or as a the target has disadvantage on the saving throw.
bonus action on your turn while you are raging, if you
can speak, you can shout with the thunderous force of In addition, you can use an action on your turn to roar
the sky at a creature within 30 feet of you. into the sky above, altering the weather with the power
of your voice. You change the weather using the same
rules as the control weather spelL except you can only
do so once, and you can't affect the temperature. You
can alter the precipitation and wind by up to two stages
up or down, but you can't increase precipitation above
stage 4 or increase wind above stage 3. These changes
only last for 1 hour.
Once you have altered the weather in this way, you
can't do so again until you finish a long rest.
BREATH OF THE SKY
When you reach 14th leveL you become able to harness
the full power of the sky's true voice. As an action on
your turn while you are raging, you can release a mighty
booming shout in a 60-foot cone.
Each creature in the area must make a Constitution
saving throw. On a failed saving throw, a creature takes
thunder damage equal to your barbarian level + your
Constitution modifier, is knocked prone, is pushed 20
feet away from you, and is deafened until the end of
your next turn. On a successful saving throw, a creature
takes half as much damage and isn't pushed, knocked
prone, or deafened
In addition, unsecured objects that are completely
within the area of effect are automatically pushed 20
feet away from you by the effect, and the sound of your
roar is audible out to 1000 feet.
The DC for this saving throw is the same as for your
Sky Shout feature. Once you use this feature, you can't
use it again until you finish a short or long rest.
CHAPTER ONE I CHARACTER OPTIONS FANMADE HOMEBREW THE ELEMENTS AND BEYOND
32
D&D UNLEASHED (vl.O)
PATH OFTHEVERDANTWARDEN CANOPY 'TRAVELER
At 10th leveL you become attuned to the forests and
When the forests and jungles of the world are in danger, jungles of the land, and the oldest roads, their branches.
they must sometimes rely on mortals to defend them. A You ignore difficult terrain caused by foliage such as
barbarian of this path has a connection to these verdant plants or fungus, and you have a climb speed equal to
places, and calls upon primal spirits to transform them your walking speed when climbing trees or other flora,
into a treant-like warrior when they rage. including plants and fungus.
Some tribes have produced verdant wardens every You can also use a bonus action or an action on your
generation as part of ancient traditions dating back to turn to create a length of vine. You choose to create the
the time of ancestors. Other wardens learn their ways vine from either your hand or from a point that you can
not from their tribe, but from the forest itself. see within 30 feet on a flat and stable surface.
SYLVAN AVATAR. If you create from your hand, you produce a 60-foot
length of untethered vine that acts as tough rope. If you
Starting at 3rd leveL your rage transforms you into an create from a point, you produce a 30-foot length of vine
avatar of the forest. Your skin hardens into thick bark, which stretches toward you while staying firmly planted
your hair turns to leaves or grass, and your footsteps stir in the surface. The vine can hold up to 1000 lbs, it has
the natural plant life around you.
16 AC and hit points equal to 10 + twice your barbarian
While raging, you gain a +1 bonus to AC, you have
resistance to radiant damage, and you count as a plant in leveL and it is vulnerable to slashing damage.
addition to your other types. In addition, each time you The vine disintegrates into mush after 10 minutes,
enter your rage, you choose one of the following options
to augment your form until your rage ends. when you create another vine, or when you use another
bonus action to destroy it.
Branches. Your limbs become like the long swaying
branches of an elderly oak tree. In this form, your reach WILD REGROWTH
with melee attacks and touch effects is increased by 5
feet, and your walking speed is increased by 10 feet. At 14th leveL you draw the energy of nature into you in
times of peril When you begin your turn while raging, if
Roots. Your legs grow roots through the ground to you have no more than half of your hit points left, you
impede your enemies. In this form, you can't be knocked regain hit points equal to 2 +your Constitution modifier
prone, enemies treat the ground within 15 feet of you as (minimum 1 hit point1 plus 3 additional hit points
difficult terrain, and when you are pushed or pulled, you if you are in direct sunlight.
can reduce the distance you are moved by up to 10 feet.
Vines. Your skin all across your body sprouts strong
vines to help you cling to things. In this form, creatures
have disadvantage on any ability checks made to escape
from your grapples, you can't be disarmed, and you have
a climbing speed equal to your walking speed that you
do not need free hands to use.
SPEAK FOR THE 'TREES
At 6th leveL you gain the respect of the forest's flora, and
they gain respect for you. The magic of this primal bond
grants you some benefits:
• As the forest fears the flame, you become a symbol
of extinguishing those flames. You and objects you
carry can't be on fire (except for magical fire such as
the immolation spell1 and both you and the objects
you carry have resistance to fire damage.
• As the forest needs the sun, you grow to bask in its
energy. Ifyou spend the entire duration of a short
rest in direct sunlight, you can choose to regain hit
points equal to your barbarian level at the end of the
rest. Once you have done this, you cannot do so
again until you finish a long rest.
• As the forest is a community, you must learn how to
communicate to it. You can speak to plants. They can
understand the meaning of your words, though you
have no special ability to understand them in return.
You also have advantage on all Charisma checks you
make to influence or interact with them.
THE ELEMENTS AND BEYOND FAN
BARD
At 3rd leveL bards are able to choose a Bard College.
Here is a new option for it: the College of]ourneys.
COLLEGE OF j OURNEYS
Many bards learn of the arcane arts and the skills of the
world from books or teachers, but some learn their way
about the world by making their way about the world,
embarking on journeys like the heroes they tell tales of.
BONUS PROFICIENCIES
At 3rd leveL you gain proficiency with one tool out of
either navigators' tools, land vehicles, or water vehicles.
If you're already proficient with all of these tools, you
gain a tool proficiency of your choice instead
Also, your speed increases by 5 feet. When you reach
14th leveL this bonus increases to 10 feet.
'TRAVELER'S LORE WORD OF RECALL FOR ARCANE CASTERS
At 3rd leveL you have broadened your horizons and hast-
ened your pace. You never have to reduce your own pace Some bards can learn the word ofrecall spell which
due to encumbrance or terrain while traveling, and if you is normally only available to clerics. The spell
spend your time while traveling playing an instrument describes "a location, such as a temple, dedicated
instead of watching for danger, you grant other creatures to or strongly linked to your deity." If you are not
traveling with you advantage on ability checks made to using divine magic, you must instead use a location
forage, navigate, or track others. that is a home to you, one of comfort and shelter.
Also, when your Spellcasting feature lets you learn a up to 30 feet to an unoccupied space that you can see,
and the target can use its reaction to make an oppor-
bard spell of 1st level or higher, you can select the spell tunity attack against a creature within its reach.
from the following list, in addition to the bard spell list.
You must otherwise obey all the restrictions for selecting Also, when a willing creature you can see within 30
the spelL and it becomes a bard spell for you. feet of you is hit with a melee weapon attack, you can
use your reaction to teleport it up to 30 feet to an un-
COLLEGE OF JOURNEYS SPELLS occupied space that you can see, forcing the attacker to
reroll the attack and use the new result instead
Spell Level Spells
You can only use this feature up to a number of times
l st jump, swoop (new) equal to your Charisma modifier (minimum once} You
regain all expended usages when you finish a long rest.
2nd misty step
THE PLANAR SHUFFLE
3rd blink, fly When you reach 14th leveL you learn how to dance to a
magical tune that teleports you around You can use a
4th Mordenkainen's private sanctum bonus action on your turn to activate this ability.
5th far step (XGE), passwall For 1 minute, at the beginning and end of each of
your turns, you may choose to instantly teleport up to 10
6th arcane gate, word ofrecall feet to an unoccupied space you can see. You can bring
along objects as long as their weight doesn't exceed
7th plane shift what you can carry.
INSPIRE URGENCY You can also bring one willing creature of your size or
Also at 3rd leveL you learn how to inspire your allies to smaller who is carrying gear up to its carrying capacity.
feats of great speed, agility, and drive. The creature must be within 5 feet of you when you
teleport, and must also teleport to an unoccupied space
A creature that has a Bardic Inspiration die from you within 5 feet of your destination.
can use a bonus action on their turn to roll that die,
Dash, and Disengage. The next time that creature hits You can only use this feature up to three times. You
with an attack before the end of that turn, the attack regain all expended uses when you finish a long rest.
deals extra damage equal to the number rolled on the
Bardic Inspiration die.
FROM THITHER To YONDER
Starting at 6th leveL you can use a bonus action on your
turn to transport yourself or one willing creature within
30 feet of you that you can see. You teleport the target
CHAPTER ONE I CHARACTER OPTIONS FANMADE HOMEBREW THE ELEMENTS AND BEYOND
34
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CLERIC
At 1st leveL clerics choose a Divine Domain. Here are
new options for that feature: the Mountain Domain, Sea
Domain, Travel Domain, and Winter Domain.
MOUNTAIN DOMAIN ground in a 30-foot cube within 60 feet of you rumbles
with divine power. Each creature on the ground in the
The imposing figure of mountains towering on the hori- area must make a Dexterity saving throw. On a failed
zon and the frightful rumbling of the quaking earth are saving throw, a creature takes thunder damage equal to
reminders of the great power shared by mountain and 2d6 + your cleric level and it is knocked prone. On a
earth gods, and they drive many clerics of these deities success, a creature takes half as much damage and isn't
to pursue the faith in the first place. Many of these gods knocked prone. Until the end of your next tum, ground
(such as Ulaa, Purphoros, and Dumathoin) are diggers in the area is difficult terrain as it continues to quake.
and craftsmen that fashion earthen wares out of the
mountain's treasures and secrets. Others (such as Skadi MIGHT OF THE OLD STONE
and Dunatis) represent the solitude and wisdom of the At 6th leveL you become as hearty and stubborn as the
mountain, whispering truths to their hermit-like clerics earth and mountains themselves, gaining proficiency in
upon the peaks. Some are deities of the earth and sand Constitution saving throws. If you already have this
(such as Gaia and Geb), while a few (such as Kurtulmak proficiency, you instead gain proficiency in Strength or
and Moradin) are the patron gods of earth-dwelling folk Charisma saving throws (your choice),
like dwarves, goliaths, or kobolds. Clerics of the mount-
ain are as varied as their gods, but all see the resolute, DIVINE STRIKE
unbending, and stubborn strength of the earth and the At 8th leveL you gain the ability to infuse your weapon
mountains as the ideal model to live by. strikes with divine energy. Once on each of your turns
when you hit a creature with a weapon attack, you can
MOUNTAIN DOMAIN SPELLS cause the attack to deal an extra 1d8 thunder damage to
the target. When you reach 14th leveL the extra damage
Cleric Level Spells increases to 2d8.
l st earth tremor (XGE), shield of faith THE MOUNTAIN LOOMS
Starting at 17th leveL the earth and those upon it quake
3rd earthbind (XGE), spider climb and tremble within your towering presence. The ground
within 10 feet of you is always difficult terrain, and if it
5th meld into stone, quake walk (new) was already difficult terrain, it costs a creature 1 extra
foot of movement for every 1 foot the creature moves. In
7th stone shape, stoneskin addition, creatures that are prone on the ground within
10 feet of you cannot stand up.
9th passwall, wall ofstone
This effect only occurs while you are touching the
AEGIS OF THE EARTH ground You can choose to exclude any number of
When you choose this domain at 1st leveL you gain creatures from this effect at any time.
proficiency with heavy armor.
In addition, when you take bludgeoning, piercing,
slashing, force, or poison damage, you can use your
reaction to reduce the damage you take by an amount
equal to 3 + half your cleric level
You can use your reaction in this way a number of
times equal to your Wisdom modifier (a minimum of
once), You regain all expended uses when you finish a
long rest.
MOUNTAIN CLIMBER
Also at 1st leveL you have advantage on saving throws
and ability checks made to climb or keep your footing
while on earth or stone, such as when you are climbing
a canyon walL jumping across wobbly stones, or walking
along a narrow cliff ledge.
CHANNEL DIVINITY: VOICE OF THE MOUNTAIN
Starting at 2nd-leveL you can use your Channel Divinity
to shake the ground with the voice of the mountain,
injuring those who cannot keep their balance.
As an action, you present your holy symbol and the
CHAPTER ONE I CHARACTER OPTIONS
THEELEMENTSANDBEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O)
SEA DOMAIN BLESSED WATER
Also at 1st leveL you can spend 1 minute praying over at
Gods of the sea - and those of other water sources like least llb of water to create pure blessed water that lasts
rivers or springs - are frequently worshipped in order to for up to 8 hours or until you finish a long rest. You can
make aquatic journeys easier and less dangerous. Many use this feature up to a number of times equal to your
gods of this domain, such as Poseidon, Manannan mac Wisdom modifier (a minimum of once} You regain all
Lir, Thassa, and Njord, are sailors or fishermen rescuing expended uses when you finish a long rest.
supplicants from shipwrecks and blessing their vessels
for travel upon the ocean waves. There are evil gods like You choose one of the following options for the water
Zeboim, Aegir, and Umberlee, who whip the seas into each time you use this feature.
deadly storms, sink ships, and crush coastal settlements
with giant waves. Some water gods are avatars of purity, Aquatic Elixir. If a creature consumes the water, it
fertility, life, and cleanliness, with temples built at pure gains the ability to breathe underwater for a number of
springs or sacred rivers, like Sobek or Brigantia. A few hours equal to half your cleric level (minimum of one
like Eadro or Sekolah are patrons of a particular aquatic hour} After you reach 6th leveL a creature can drench
race such as merfolk or sahuagin. itself in the water instead of consuming it, granting the
creature a swimming speed equal to its speed for a
SEA DOMAIN SPELLS number of minutes equal to 10 x your cleric level
Cleric Level Spells
Holy Water. The water functions the same as holy
l st create or destroy water, fog cloud water for the duration, except that it deals bonus radiant
damage equal to half your cleric level You can expend
3rd dive (new), drown (new) 25 gp worth of powdered silver when the blessed water
is created to transform it into a flask's worth of real holy
5th tidal wave (XGE), water breathing water with the same effects and no duration.
7th control water, watery sphere (XGE) Water of Life. A creature can use its action to touch
an injured creature and spread the water upon the inj-
9th maelstrom (XGE), water to acid (new) ured creature's body. The injured creature regains hit
points equal to 3 + half your cleric level
CHOSEN OF THE SEA
When you choose this domain at 1st leveL you gain profi- CHANNEL DIVINITY: TIDAL SURGE
ciency with the trident, and you can breathe underwater. Starting at 2nd leveL you can use your Channel Divinity
You also have advantage on any ability checks relating to to create a wave of temporary water around you.
bodies of water or water vehicles.
As an action, you present your holy symboL and each
In addition, you learn the shape water cantrip, from creature of your choice within 15 feet of you must make
Xanathar's Guide to Everything, and the new water spout a Strength saving throw. On a failed save, a creature
cantrip. They are cleric cantrips for you, and don't count
against the number of cantrips you can learn as a cleric. takes bludgeoning damage equal to 2d6 + your cleric
leveL and it is pushed 10 feet away from you or pulled
up to 10 feet toward you (you choose which it is each
time you use this ability} On a success, it takes half as
much damage and isn't pushed or pulled
CRASHING WAVES
Starting at 6th leveL whenever one of your cleric spells
pushes or pulls a creature, you can push or pull it 5 feet
further. Also, whenever one of your cleric spells or class
features restrains a creature, pushes or pulls a creature
into a solid object that's at least one size larger than it
(such as a walL tree, or boulder1 or knocks a creature
prone, you can choose one of the following effects to
apply to that creature:
• It can't take reactions until the end of its next tum.
• Its speed is halved until the end of its next tum.
• It must make a Constitution saving throw against
your cleric spell save DC. On a failed saving throw, it
drops whatever it is holding, and if it is concentrating
on anything, it loses concentration.
POTENT SPELLCASTING
Starting at 8th leveL you add your Wisdom modifier to
the damage you deal with any cleric cantrip.
THE ELEMENTS AND BEYOND
CYCLE OF THE TIDES feet of you up to 60 feet to an unoccupied space that you
can see. Until the end of your next turn, attack rolls are
Starting at 17th leveL when you use your Tidal Surge made against it with disadvantage, and it has resistance
Channel Divinity feature, it deals 2d6 bonus damage, to bludgeoning, piercing, and slashing damage dealt by
and the range and distance pushed or pulled are both nonmagical weapons. If the target makes an attack,
doubled At the end of your next turn, another wave of casts a spell that affects an enemy, or deals damage to
water washes around you and you repeat the effect another creature, the effect ends immediately.
without expending another usage of Channel Divinity.
You can choose new targets and whether to push or pull MESSENGER OF THE GoDS
At 6th leveL the spirit of travel fills you and carries you
'TRAVEL DOMAIN further. You are always under the effects of a Jongstrider
spelL and you have advantage on all ability checks and
The world is wide and the roads are dangerous. To help saving throws made to escape from a grapple.
guide and guard the mortals who traveL the deities of
travel - including Lugh, Sehanine, Marthammor Duin, In addition, at the end of each of your turns, if you are
Hermes, Kruphix, Fharlanghn, and Athreos - teach the at least 30 feet away from where you were at the start of
proper ways ofjourneying across the world They are
mostly benevolent and often chaotic. Many serve their the turn, you gain a +1 bonus to AC and Dexterity saving
fellow gods as messengers or guides. Most wish mortals
to travel so as to discover, learn, and live a full life, but throws until the end of your next turn.
some are more ambivalent, representing the mysteries,
dangers, and secrets waiting on the horizon. When they POTENT SPELLCASTING
aren't exploring new places or acting as messengers for Starting at 8th leveL you add your Wisdom modifier to
important matters between the churches of other gods, the damage you deal with any cleric cantrip.
clerics of this domain usually wander.
RADICAL FREEDOM
TRAVEL DOMAIN SPELLS Beginning at 17th leveL you have advantage on saving
Cleric Level Spells throws against being charmed, and your speed increases
by 10 feet.
l st comprehend languages, longstrider
Also, you are always under the effects of a freedom of
3rd locate object, misty step movement spell You can temporarily suppress this effect
to cast freedom ofmovement without expending a spell
5th fly, haste slot or requiring components, unless the effect is already
suppressed You can use a bonus action to end the spell
7th freedom ofmovement, locate creature
-early. The effect remains suppressed until the spell ends.
9th far step (XCE), soar (new) .
BONUS PROFICIENCY
When you choose this domain at 1st leveL you learn the
message cantrip, which is a cleric cantrip for you and
doesn't count against the number of cantrips you can
know as a cleric. You also gain proficiency with one of
the following tools of your choice: navigator's tools, land
vehicles, or water vehicles.
BLESSED STEPS
Also at 1st leveL your journey is blessed by holy purpose.
You can use a bonus action on your turn to disengage,
dash, or attempt to escape from a grapple.
You can also use a bonus action to touch another
willing creature and lend it your blessing. At the start of
its next turn, it can either dash, disengage, or attempt to
escape from a grapple without using an action.
You can use this feature a number of times equal to
your Wisdom modifier (a minimum of once} You regain
all expended uses when you finish a long rest.
CHANNEL DIVINITY: SAFE PASSAGE
Starting at 2nd leveL you can use your Channel Divinity
to secure magical safe passage.
As an action, you present your holy symboL and you
teleport one willing creature that you can see within 30
THE ELEMENTS AND BEYOND FANMADE HOMEBRE\
WINTER DOMAIN DIVINE BLIZZARD
Also at 1st leveL you learn how to surround yourself in a
Clerics who worship a god of ice or winter channel both momentary blizzard As a bonus action, you swirl with
their god's freezing wrath and tranquil beauty. There are icy wind and freezing magic. Until the end of your next
many varieties of winter deities. Some are spiteful and turn, the area within 10 feet of you is lightly obscured by
bitter as a winter fey, such as Auril Yet others, like the snow and mist, and when a creature ends its turn within
Norse deities Uller or Skadi, or the Elven god Rellavar 10 feet of you, you can choose to deal it cold damage
Danuvien, guide their followers through harsh winters equal to your proficiency bonus.
and icy terrain with care. Some are better known for
their other domains, like nature, trickery, war, or death, You can use this feature a number of times equal to
such as the Raven Queen, or represent all the seasons your Wisdom modifier (a minimum of once} You regain
including winter, such as Demeter. Most winter gods are all expended uses when you finish a long rest.
cold and distant, but a few are warm and friendly.
CHANNEL DIVINITY: ICY EMBRACE
WINTER DOMAIN SPELLS Starting at 2nd leveL when you deal cold damage to a
Cleric Level Spells creature with a cleric spell or class feature, you can use
your Channel Divinity to freeze it with divine will The
l st armor ofAgathys, ice knife (XGE) creature must make a Constitution saving throw. On a
failed save, the creature is restrained for 1 minute. It
3rd hold person, ice sculpture (new) repeats the saving throw at the end of each of its turns,
ending the effect on a success.
5th cold snap (new), sleet storm
COLD NUMBNESS
7th frost armor (new}, ice storm At 6th leveL you gain resistance to cold damage, and you
have advantage on saving throws made to maintain con-
9th cone ofcold, hold monster centration when you take damage or to resist the effects
of magical pain (such as the power word: pain spell}
HERALD OF WINTER
When you choose this domain at 1st leveL you gain prof- POTENT SPELLCASTING
iciency with heavy armor, and you learn your choice of Starting at 8th leveL you add your Wisdom modifier to
either the frostbite cantrip, from Xanathar's Guide to the damage you deal with any cleric cantrip.
Everything, or the ray of frost cantrip. That cantrip is a
cleric spell for you, and it doesn't count against the RELENTLESS WINTER
number of cantrips you can know as a cleric. When you reach 17th leveL you gain immunity to cold
damage, and you ignore all the effects of exhaustion
In addition, you don't suffer the effects of extreme other than death.
cold, as described in the Dungeon Master's Guide.
In addition, you are always coated with protective
rime. Whenever you are hit with a melee attack by an
attacker within 5 feet of you, if the attacker doesn't have
resistance or immunity to cold damage, its speed is
reduced by 15 feet and it has disadvantage on weapon
attack rolls until the end of its next turn.
CHAPTER ONE I CHARACTER OPTIONS FANMADE HOMEBREW THE ELEMENTS AND BEYOND
38
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DRUID RAMPANT GROWTH
Starting at 2nd leveL you can summon primal spirits
At level 2, druids choose a Druid Circle. Here are new associated with plants to aid you and your allies. As a
options a druid can choose for their Circle: the Circle of bonus action, you can magically summon an incorporeal
Seeds and the Circle of Storms. There is also a set of spirit to a point you can see within 60 feet of you. The
new elemental land options for the Circle of the Land spirit creates an aura in a 30-foot radius around that
from the Player's Handbook. point and counts as neither a creature nor an object.
CIRCLE ----OF SEEDS ------------- As a bonus action, you can move the spirit up to 15
feet to a point you can see. It persists for 1 minute or
The druids who belong to the Circle of Seeds venerate until you're incapacitated
plants and the beginning of life itself. They see plants as
the purest expression of life, growth, and the natural Once you use this feature to summon a plant spirit,
world, whether they are vast grasslands, mighty forests, you can't do so again until you finish a short or long rest.
steamy jungles, or lone cacti. They take patient interest
in long-term problems and solutions facing the natural The effect of the spirit and its aura, which uses your
world, viewing the world from the timescale of ancient spell save DC for saving throws, depends on the type of
forests and jungles. They view all life as equaL but know spirit you summon from the options below.
that without plants, all life will eventually perish.
Flowers. The plant spirit is in the form of a flowering
These druids regularly seek the wisdom of dryads plant, releasing pollen and sprouting healing fruit. You
and treants and strive to protect the oldest trees and and your allies can pluck and eat a fruit as a bonus action
most vulnerable flora in the world from harm. As they while within 5 feet of the plant spirit, or use an action to
journey the world, they often plant seeds where they are pluck a fruit and feed it to another creature. Any creature
needed, revitalizing damaged wilderness and giving life in the aura that consumes one of these fruits regains hit
to barren wastelands. In battle, these druids embody the points equal to your proficiency bonus+ half your druid
tactics of plants, slowly taking control of the battlefield level A spirit can only heal each creature up to one time.
and establishing traps and hazards using plant magic. Once a creature has been healed by two spirits, it can't
be healed by a spirit again until it finishes a long rest.
CIRCLE SPELLS
Your connection to the plants of the world enables you When an enemy creature ends its tum in the aura, it
to easily cast botanical magic. At 2nd leveL you learn the is irritated by the pollen; if it is concentrating and it can
thorn whip cantrip, and it can't be replaced when you be poisoned, it must succeed on a Constitution saving
gain a level in this class. At 3rd, 5th, 7th, and 9th level throw or lose concentration.
you gain access to the spells listed for that level in the
Circle of Seeds Spells table. Leaves. The plant spirit is in the form of a plant that
flings sharpened, toxic leaves and thorns at your foes.
Once you gain access to one of these spells, you Choose piercing or slashing damage. An enemy creature
always have it prepared, and it doesn't count against the that ends its tum in the aura takes damage of the chosen
number of spells you can prepare each day. If you gain type equal to 2 + half your druid level and must succeed
access to a spell that doesn't appear on the druid spell on a Constitution saving throw or be poisoned until the
list, the spell is nonetheless a druid spell for you. end of its next turn. Once a creature succeeds on this
saving throw, the spirit can't poison it again.
Cl RCLE OF SEEDS SPELLS
Druid Level Spells
3rd barkskin, spike growth
5th plant growth, revivify
7th aura oflife, stockade sprouts (new)
9th sun flower (new), tree stride
PLANT LORE
At 2nd leveL you gain an innate connection to the spirits
of the plants of the world, and they have tutored you in
their ways. You can understand the speech of plants
regardless of language, and any plant that knows at least
one language can understand your speech. You also have
advantage on ability checks made for knowledge about
plants or made to socially influence plants.
In addition, your druid spells that normally can only
target beasts can also target plants.
CHAPTER ONE J CHARACTER OPTIONS 39
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TFEELEMENTSANDBEYOND f.A'llMADF HOMEBREW
Roots. The plant spirit is in the form of a plant with CIRCLE OF STORMS
strong roots or vines that writhe out of the ground to
grab foes. Each enemy creature that ends its tum in the Druids of the Circle of Storms have communed, through
aura must succeed on a Dexterity saving throw or be ancient rituals, with the four winds (North, East, South,
grappled by the spirit while it remains in the aura, using and West) and with the ancient progenitor of all storms,
your spell save DC as the escape DC. In addition, ground a magical tempest known as the primal storm. These
in the aura is difficult terrain, but you and your allies can druids teach that, just like the primal storm, nature is in
ignore the difficult terrain. constant flux, and that this change is a good thing. They
anticipate the sudden arrival of a storm or danger at all
SOWING MAGIC times, and believe that wisdom involves knowing when
to run with the wind and when to run against it.
At 6th leveL you grow to deeply understand what a plant
needs to thrive, and you learn to sow your magical seeds Storm druids can often be found in tribal societies
with greater skill When you use your Rampant Growth that live on open plains, on mountains, or along coasts.
feature to summon a plant spirit, you can place the spirit Some venerate a particular wind, such as the icy North
onto any surface, including walls and ceilings, and you Wind, or a particular storm, such as the monsoon or the
can place it in water (requiring no surface~ tornado. In battle, they buffet and manipulate their foes
with wind and lightning. They invoke the power of the
In addition, you can spend 1 minute planting a magical primal storm, rising off the earth to blast their enemies
seed in the ground using a druidic ritual You can use a with all of the shocking fury of a thunderstorm.
bonus action on your turn to cause a seed you've planted
within 30 feet of you to transform and sprout into a plant CIRCLE SPELLS
spirit of your choice, as if you had summoned one with Your bond with the four winds and the primal storm
your Rampant Growth feature at that location. You can't grants you access to certain spells. At 2nd leveL you
move a spirit summoned using this feature, and you can't learn the shocki.ng grasp cantrip. It is a druid cantrip for
have more than one of the same type of plant spirit. you, and can't be replaced when you gain a level in this
class. At 3rd, 5th, 7th, and 9th level you gain access to
A seed that hasn't been sprouted disappears after 1 the spells listed for that level in the Circle of Storms
hour. You have a number of seeds equal to your Wisdom Spells table.
modifier (minimum of one} and you regain any expended
seeds when you finish a long rest. Once you have used Once you gain access to one of these spells, you
this feature to sprout a seed, you can't do so again until always have it prepared, and it doesn't count against the
you finish a long rest. number of spells you can prepare each day. If you gain
access to a spell that doesn't appear on the druid spell
PLANT FORM list, the spell is nonetheless a druid spell for you.
At 10th leveL you gain the ability to shapeshift into a form CIRCLE OF STORMS SPELLS
similar to a dryad - a living, humanoid-like magical plant. Druid Level Spells
As an action, you can expend a use of your Wild Shape
feature to transform your body into a plant, rather than 3rd gust of wind, jolt ofpain (new)
transforming into a beast form, and you gain temporary
hit points equal to your druid level While this feature is 5th fly, lightning bolt
active, you gain the following benefits:
7th cyclone (new), storm sphere (XCE)
• You are a plant instead of your normal types, and you
have advantage on saving throws against poison. 9th fingers oflightning (new), soar (new)
• You are covered with thorns. At the start of each of
your turns, you deal ld6 piercing damage to any
creature grappling you.
• You have resistance to radiant damage.
These benefits and temporary hit points last for 10
minutes or until you use your Wild Shape again.
VERDANT MASTER
At 14th leveL you can understand and command plants
as easily as a powerful dryad or treant. You can cast
speak with plants at-wilL without expending a spell slot.
The spell lasts for the duration or until you cast speak
with plants again using this feature.
In addition, when you cast the awaken spell targeting
a plant, the material components only have to be worth
at least S0gp.
CHAPTER ONE I CHARACTER OPTIONS
40
D&D UNLEASHED (vl.O)
CALL THE WIND NEW CIRCLE OF THE LAND OPTIONS
Starting at 2nd leveL you can use a bonus action on your
turn to buffet a target you can see within 60 feet of you Circle of the Land druids choose a type of land that they
with wind It must succeed on a Strength saving throw hail from, which determines their Circle of the Land
against your druid spell save DC or be pushed 5 feet in a spells. In addition to the land options detailed in the
direction of your choice. If the target is an unsecured Player's Handbook, there are also druids that hail from
object of size Medium or smaller, it is automatically deep beneath the ocean, from fiery lands surrounding
pushed If you are not underground or indoors, you push active volcanoes, from dense and dangerous jungles, or
the target twice as far. even from the clouds in the open sky above.
STORM AsCENSION If you are a druid of the Circle of the Land, you also
At 2nd leveL you gain the ability to embrace the power have access to these land options:
of the primal storm. As an action, you can expend a use
JUNGLE SPELLS
of your Wild Shape feature to imbue your body with Druid Level Spells
storm magic, rather than transforming into a beast
form, and you gain 4 temporary hit points for each level 3rd lesser restoration, web
you have in this class. While this feature is active, you 5th nondetection, stinking cloud
gain the following benefits: 7th envenomed weapon (new), giant insect
9th contagion, insect plague
• When a target fails its saving throw against your Call
the Wind feature, it takes 1d6 thunder damage. This SKY SPELLS Spells
Druid Level gust ofwind, levitate
damage increases to 1d8 at 6th leveL 1d10 at 10th fly, wind wall
leveL and 1d12 at 14th level 3rd cyclone (new), wind funnel (new)
• Your melee attacks deal 1d6 bonus lightning damage 5th control winds (XCE), soar (new)
to any target they hit. 7th
• You have a flying speed equal to your walking speed 9th
and you can hover, but you can't fly more than 1 foot
above the ground using this speed Water beneath UNDERWATER SPELLS
you counts as ground for this limitation. Druid Level Spells
These benefits last for up to 10 minutes, until you 3rd darkness, drown (new)
lose these temporary hit points, or until you use your 5th tidal wave (XCE), water breathing
Wild Shape again. 7th control water, Evard's black tentacles
9th hold monster, maelstrom (XCE)
INNER TEMPEST
Starting at 6th leveL whenever you cast a spell of 1st- VOLCANIC SPELLS
level or higher that deals lightning damage or thunder Druid Level Spells
damage while your Storm Ascension feature is active, 3rd heat metal, pyrotechnics (XCE)
you roll a d6, and you gain a bonus to one damage roll of
the spell equal to the number rolled 5th erupting earth (XCE), stinking cloud
In addition, you have resistance to lightning damage 7th fire shield, wall of fire
while your Storm Ascension feature is active.
9th immolation (XCE),
HERALD THE FOUR WINDS molten upheaval (new)
At 10th leveL your bond with the four winds enables you
to call upon them at a moment's notice. While your
Storm Ascension feature is active, you can cast the
gust of wind spell without expending a spell slot. You
can do so as part of the action used to activate the
feature. The spell ends immediately if the feature ends.
UPDRAFT
Starting at 14th leveL while your Storm Ascension
feature is active, you can fly up to 20 feet above the
ground, instead of only 1 foot. At 18th leveL this in-
creases to 60 feet, and your flying speed granted by
the feature is also doubled
THEELEMENTSANDBFYOND
/ Also, while you are in this stance, you deal 1d6 fire
At 3rd leveL a fighter gains the Martial Archetype damage at the start of each of your turns to any creature
feature. Here are two new options for that feature: the whose space you are fully within, to any creature that
Flame Dancer and the Wind Knight. you are grappling, and to any creature that is grappling
you. If you're fully within a creature's space and one of
FLAME DANCER you is grappling the other one, you deal the creature
The archetypal flame dancer, by means often unknown, maximum fire damage instead of rolling.
has the ability to cover themselves and their weapons in You can use this ability up to three times, and you
flame. For some, this is through an esoteric breathing
technique. For others, this is a strange magical gift. The regain all expended uses when you finish a long rest.
performance art of fire-eating can lead some to develop When you reach 10th leveL the number of times you can
these abilities in mundane ways. Many fire genasi and use it increases to four, and it increases again to five
ember dwarves often embrace this archetype, honing when you reach 18th level The damage dice increase to
their innate flame magic in battle. d8s when you reach 7th leveL and they increase again to
dlOs at 15th level
FLAME STANCE ALIGHT IN FLAME
Starting at 3rd leveL you can wreathe your body, armor, At 7th leveL you learn a trick to sparkle with the glow of
and weapons in magical flames. You can use a bonus flame, helping you hold the attention of others.
action on your tum to enter the flame stance and burst
into flames for 1 minute. The flames do not harm you or You can use your action to make yourself glow with
anything you are holding or carrying, and they can't be flame for 1 minute. You shed bright light in a 10-foot
extinguished radius and dim light for an additional 10 feet, and you
have advantage on Charisma (Intimidation1 Charisma
While in this stance, you shed bright light in a 15-foot (Performance1 and Dexterity (Sleight of Hand) checks
radius and dim light for an additional 15 feet, you have when influencing those that can see you. However, you
resistance to cold damage and fire damage, and when also have disadvantage on Dexterity (Stealth) checks.
you hit a target with a ranged weapon attack using a
thrown weapon or with a melee weapon attack, the You can only use this ability up to a number of times
attack deals 1d6 bonus fire damage. If you're wielding equal to your Constitution modifier (minimum of once1
the weapon in two hands, roll the fire damage twice and and you regain all expended usages when you finish a
use the higher result. You can't deal this bonus damage long rest.
to each creature more than once per tum.
FIRE-BREATHING
At 10th leveL you learn how to tum your breath into fire
as you exhale. You can cast the produce flame cantrip
at-wilL requiring only verbal components.
You can also cast burning hands at a spell slot level
equal to your fighter level divided by 3, expending no
spell slots and requiring only verbal components. Once
you have done so, you cannot do so again until you
finish a short or long rest.
Your attack bonus with these spells equals your
Constitution modifier + your proficiency bonus, and
your spellcasting DC for these spells equals 8 + your
Constitution modifier + your proficiency bonus.
IGNITION STRIKE
Starting at 15th leveL when you hit a creature with a
melee weapon attack or deal a creature fire damage,
you can choose to light it ablaze. Until a creature takes
an action to douse the fire, the target takes 1d10 fire
damage at the start of each of its turns.
You can use this ability twice, and you regain both
uses when you finish a short or long rest.
IGNITION MA.STER
Starting at 18th leveL if you roll initiative and you have
no uses of your Ignition Strike feature remaining, you
regain one usage. Also, your fighter class features that
deal fire damage ignore resistance to fire damage.
THE ELEMENTS AND BEYOND
GREAT COMBUSTION have advantage on Wisdom (Perception) checks and
At 18th leveL you gain the ability to ignite living air and Intelligence (Investigation) checks that rely on hearing,
transmute the power within into heat. When you would and on Wisdom (Insight) checks to detect lies if the
roll fire damage, if one of the targets of that damage is speaker is within 30 feet of you and you aren't deafened
an elemental of the air subtype, you can choose before
you roll to maximize up to a number of those damage WAVE BENDER
dice equal to your Constitution modifier (minimum of 1} Starting at 7th leveL your Wind Strike feature no longer
treats liquids as total cover and isn't limited by liquids,
WIND KNIGHT and when you augment an attack using a wind strike die,
it doesn't suffer disadvantage for being underwater.
The archetypal wind knight can strike with the swirling
wind created by their weapons. They use air pressure to Also, you gain the ability to bend the arcs of your
transform melee strikes into projectiles, and spin their projectile attacks. When you augment a ranged attack
ranged volleys so that they hit with cyclone force. Wind using a wind strike die, the attack ignores up to 1 of the
knight abilities are not magical They follow an ancient bonus to AC provided to the target by cover.
fighting tradition focused on the flow of air, sound, and
pressure, handed down through generations of masters When you reach 10th leveL this number increases to 2,
and devoted pupils. These warriors constantly seek to and it increases again to 3 at 15th level
improve and refine their skilL searching for worthy
opponents to both test and hone their abilities against. IMPROVED WIND STRIKE
At 10th leveL your wind strike dice turn into d10s. At
WIND STRIKE TECHNIQUE 18th leveL they turn into d12s.
When you choose this archetype at 3rd leveL you gain
the ability to strike using a weapon with such precision CYCLONE STYLE
and skill that you can harness the air to your advantage. Starting at 15th leveL when you roll initiative and have no
wind strike dice remaining, you regain 1 wind strike die.
You have four wind strike dice, which are d8s. You
can decide to use a wind strike die that isn't expended WIND STRIKE MASTER
before you make a weapon attack on your turn if you At 18th leveL your mastery over wind-based attacks
aren't in a liquid or vacuum. This augments the attack, becomes absolute. When you make a melee weapon
giving it certain benefits depending on whether it is a attack on your turn and don't augment it using a wind
melee or ranged attack: strike die, the reach is still increased by 10 feet. When
you make a ranged weapon attack on your turn, you
For a melee attack, the reach of the attack is always ignore disadvantage caused by long-range, being
increased by 10 feet, and if the attack is made outside underwater, or the effects of wind, and the weapon
the weapon's normal reach, it counts as both a melee returns to one of your free hands at the end of your turn
weapon attack and a ranged spell attack and it treats if it has the thrown property.
liquids and vacuums as if they were total cover. For a
ranged attack, the attack ignores disadvantage caused Finally, your skill becomes so legendary that your
by long-range or the effects of wind, and the weapon Wind Strike feature ignores vacuums.
returns to one of your free hands at the end ofyour turn
if it has the thrown property.
If the attack hits or deals any damage, you roll the
wind strike die and add the result to the damage for the
attack, and the wind strike die is expended You regain
all of your expended wind strike dice when you finish a
short or long rest. You gain another wind strike die at
7th level and one more at 15th level
The bonus to the attack's reach is increased by 5 feet
at 7th, 10th, and 15th level
BONUS PROFICIENCY
At 3rd leveL your study of air, wind, and sound grants
you new insights and draws out your talents. You gain
proficiency with one musical instrument of your choice.
Alternatively, you learn one language of your choice.
ADEPT HEARING
At 7th leveL your awareness of the air currents flowing
around you sharpens your hearing to exceptional levels,
allowing you to hear things as quiet as the rustle of wind
through an illusion or the heightened pulse of a liar. You
THE ELEMENTS AND BEYOND
MONK l'u.., AVf',,tt-r; -r-t-te- Ft~-r T1Me" l +te-Atw
At 3rd leveL a monk gains the Monastic Tradition 0~ MON~ Ft,"{ltJ~-r-t-t120~ -r-t-te- At12-
feature. Here is a new air-themed option for that [ 1?'(2.L6Ft,"{ 1ZGCON9Ve'IZGV M"l 1?61N~
feature: the Way of the Flying Fist.
A Wt"ZAtw. 1tteN l cA~-r Ft,"{.
WAY OF THE FLYING FIST -t.=;et,.wAV
The Way of the Flying Fist teaches that true martial EMPI'Y AND BECOME WIND
power is found in the air, when one escapes from the
pull of gravity. These monks train their bodies to leap Starting at 17th leveL you have mastered the Flying
great heights, channel that power into their strikes, and
even pursue the ancient techniques that enable them to Fist's ultimate art: becoming weightless and walking on
fly through the air.
air itself. You have a base flying speed of 60 feet and you
LEAPING STRIKE
Starting at 3rd leveL you can channel the force of your can hover. The bonus damage of your Leaping Strike
mighty leaps into your attacks. When you spend a ki
also increases to four of your Martial Arts dice + twice
point to use the Step of the Wind feature, your jump
distance is tripled instead of doubled your Dexterity modifier. ·
When you use the Step of the Wind feature and
jump or fly at least 10 feet toward a target, you can
change the first attack you make against it at the end of
the movement into a leaping strike. On a hit, the attack
deals bonus damage equal to two of your Martial Arts
dice + twice your Dexterity modifier, and you can choose ••
to spend 1 extra ki point. If you do, the target must
make a Strength saving throw, falling prone on a failure.
You only can use this feature with a monk weapon or an
unarmed strike, and you can only do so once per turn.
CARRYING THE TEAM
Also at 3rd leveL you can grapple a willing creature
without making an attack, an ability check, or using an
action, and when you spend a ki point to use the Step of
the Wind feature, you can carry a creature you are
grappling your full speed instead of half your speed
INTERCEPTION
Starting at 6th leveL you can intercept a foe when they
move. When a creature moves within 15 feet of you, you •
can spend 1 ki point and use your reaction to jump (or
fly if you have a flying speed) up to 15 feet to a space
adjacent to them. If you do, you make an unarmed
attack against the creature immediately at the end o(
the movement. If you hit, the creature's speed becomes
0 for the rest of the turn.
FLEET OF FOOT
Starting at 11th leveL you have advantage on saving
throws and ability checks to avoid or escape a grapple
or to avoid becoming restrained, and you never require
more than 5 feet of movement to stand up when prone.
Difficult terrain never costs you more than 2 feet of
speed for every 1 feet of movement, and when you
spend a ki point to use the Step of the Wind feature,
you ignore difficult terrain until the end of your turn.
Finally, you can move through enemy spaces on any •
turn you have dashed, dodged, or disengaged, but you
can't end your turn there.
CHAPTER ONE I CHARACTER OPTIONS
44
D&D UNLEASHED (vl.O)
At 3rd leveL a paladin gains the Sacred Oath feature.
The following options are available to a paladin, in
addition to those offered in the Player's Handbook the
Oath of Dynamism and the Oath of Purification.
OATH OF DYNAMISM
The Oath of Dynamism is an ideology of rapid, constant
change. Those who swear to the Oath of Dynamism find
their divine magic manifesting as light, lightning, and
magnetism. Some are warriors of the storm, channeling
the raw electric power of a god of lightning into their
weapons and armor. Others are pragmatic, modern
sentinels of a coming future, ensuring that the march of
progress isn't interrupted by those ignorantly afraid of a
changing world Most paladins who swear to this oath
are chaotic in alignment, with a strong tendency toward
neutrality and self-determination.
TENETS OF DYNAMISM resistance to lightning damage.
Because they eschew organized traditions, those who Also, when you throw a metal weapon as part of an
swear to the Oath of Dynamism rarely agree on the
words that constitute their ideals. StilL they find attack, you can magnetically pull the weapon back to
themselves alike in following these tenets. you after it hits or misses, causing the weapon to fly
instantly back to the hand you used to throw it.
Take Swift Action. Like lightning itself, you must
never hesitate to take needed action. Deliberation and CHANNEL DIVINITY
planning are nothing more than excuses for tardiness. When you take this oath at 3rd leveL you also gain the
following two Channel Divinity options.
Never Stay Idle. Like neglected metal leads to rust
and decay, you know idleness only leads to weakness Convert Energy. When a creature or object within 60
and spiritual immobility. Doing nothing is only for those feet of you takes lightning, radiant, or thunder damage,
who can't do anything. you can absorb the energy as a reaction, using your
Channel Divinity. You reduce the damage taken by the
Embrace the Changing Future. You must be ready target by an amount equal to 5 times your paladin level
- and perhaps even eager - to discard old traditions (to a minimum of Odamage) and the target gains res-
as the world changes around you. The world will always istance to lightning, radiant, or thunder damage (your
change, just as all energy changes forms. choice) until the end of your next turn.
Be Decisive, But Flexible. You must be confident in The first time you hit with a melee weapon attack or
your choices once you have made them. But should you roll thunder or lightning damage for a spell before the
learn that you are definitely going the wrong direction, end of your next turn, you deal extra lightning damage
always be quick to shift to a new unwavering path, just to one target equal to your paladin level
as lightning does when it arcs and dances.
Magnetic Momentum. As a bonus action on your
OATH OF DYNAMISM SPELLS turn, you blast one creature you can see within 30 feet
Paladin Level Spells of you with a magnetized wave of thunder, using your
Channel Divinity. The target must make a Constitution
3rd Radic's sudden spark (new), thunderwave saving throw. On a failed save, the target takes thunder
damage equal to ld4 + your paladin level and is pushed
5th branding smite, jolt ofpain (new) up to 20 feet away from you. On a success, the target
takes half damage and isn't pushed Earth elementals,
9th lightning arrow, lightning bolt metal constructs, and other creatures wearing metal
armor have disadvantage on the saving throw, and
l 3th holy glare (new), sickening radiance (XGE) they're pushed 10 additional feet away on a failure.
17th destructive wave, fingers oflightning (new) If you are wearing metal armor and target yourself,
you automatically fail the saving throw, but you do not
DIVINE CONDUIT take damage, you can choose to push yourself twice as
far, and you can push yourself in any direction.
Starting at 3rd leveL your Divine Smite deals lightning
damage instead of radiant damage, and any paladin
spells you cast deal lightning damage instead of radiant
or necrotic damage.
When your Divine Smite or a paladin spell you cast
deals lightning damage to a fiend or undead, it ignores
CHAPTER ONE I CHARACTER OPTIONS
45
THEELEMENTSANDBEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O)
AURA OF INDUCTION • You have a 30 foot flying speed as long as you are
At 7th leveL you gain an aura like a static field around wearing metal armor.
you and your allies. While you are conscious, you and
friendly creatures within 10 feet of you have resistance • As a bonus action on your turn, you can buffet one
to lightning damage. creature ofyour choice in the area that you can see
with magnetic energy, forcing it to make a Strength
In addition, whenever an affected creature hits with a saving throw. If the target is wearing metal armor or
weapon attack, you can cause the attack to deal bonus it is an earth elemental or metal construct, it also has
lightning damage equal to your paladin level divided by disadvantage on the saving throw. On a failed save,
3, rounded down. Once you have done this, you can't do the target is knocked prone and you can choose to
so again until the start of your next turn. push it up to 10 feet in any direction. You can do this
as part of the same bonus action that you use for
At 18th leveL the range of this aura increases to 30 feet. your Magnetic Momentum Channel Divinity.
STATIC CHARGE Once you have used this ability, you cannot use it
Starting at 15th leveL when you cast a spell that deals again until you finish a long rest.
lightning damage or thunder damage, you can add your
Charisma modifier to one damage roll of that spell OATH OF PURIFICATION
In addition, whenever you expend a spell slot to use In a world teeming with evil and darkness, some
your Divine Smite, you are charged with electricity and crusaders find that revealing evil by the light of day is
deal 2d8 lightning damage to each creature grappling you. not enough to stop it - evil must be purged to ashes
The next time you hit with a weapon attack before the end itself. Growing respect for the cleansing power of divine
ofyour next turn, the attack deals bonus lightning damage fire leads these warriors to the Oath of Purification.
equal to your Charisma modifier (minimum+1). Known for leading torch-wielding mobs, organizing
ruthless inquisitions, and putting evil to the pyre, these
MAGNETIC FIELD paladins are devoted to purity by flame.
When you reach 20th leveL you can magically surround
yourself in a barrier of magnetic force as an action. For TENETS OF PuRIFICATION
1 minute, you have a magnetic field that extends 30 feet With their rigid adherence to the concept of purity,
out from you, granting you the following benefits: those who follow the Oath of Purification rarely deviate
from swearing to the purest conceptions of the oath's
• Weapon attacks made using metal weapons or tenets. The oath emphasizes purity, but its followers run
ammunition have disadvantage if they pass through the gamut of alignments based on what they personally
the area or if their target is within the area. believe to be pure and what they see as corruption. The
tenets of purification are:
• Earth elementals, metal constructs, and enemy
creatures wearing metal armor must spend 3 feet of
speed for every 1 foot of movement in the area.
Banish the Darkness. With darkness comes terror, on Constitution saving throws until the end of your next
but with the light of fire comes courage. The purity of turn, and the next time it hits with a weapon attack
my purpose must drive out the uncertainty, fear, and during that time, the attack deals bonus fire damage
doubt that I encounter. equal to your paladin level + your Charisma modifier
(minimum +l}
Cleanse Ali Even Oneself. Evil and corruption must
AURAOFWARMTH
be cleansed at every turn, no matter the cost. If evil is At 7th leveL you gain an aura of warmth that tempers
given time to fester, it will spread like rot or a cancer. flame, banishes cold, and purifies toxins. While you are
And if corruption takes hold within my heart, it must be conscious, you and friendly creatures within 10 feet of
cleansed before anything else. you have resistance to cold damage, fire damage, and
poison damage.
Leave No Trace of the Evil If those who come after
me can glean the truth of my enemies' evil from the At 18th leveL the range of this aura increases to 30 feet.
ashes that I leave, it means the ashes were not burned
enough. Justice, sagacity, honesty, and all other such PURGE BYF'IRE
concerns are secondary to cleansing evil so thoroughly Starting at 15th leveL when you deal fire damage with a
that it is completely forgotten. spell or paladin class feature to a creature you can see
within 120 feet of you, you can cast dispel magic on that
Purity Only Through Pain. There is no painless creature without using an action, expending a spell slot,
method for cleansing corruption, even within myself. or requiring components. You can do this even if you do
Those who seek to purify without causing pain will not have dispel magic prepared
ultimately fail to purify anything.
Once you have used this feature, you cannot use it
Share the Flame. As one torch can light another, my again until you finish a short or long rest.
righteous flame of purity can inspire others who are not
yet corrupted to take up my cause. I will lead those with ERADICATING FLAME
smaller flames until they grow to a blazing beacon. When you reach 20th leveL you can use your action to
ignite one weapon you are holding with divine flame.
OATH OF PURIFICATION SPELLS For the next 10 minutes, while you are holding the
Paladin Level Spells weapon, it is magical and engulfed in roaring golden
fire. The fire sheds bright light in a 20-foot radius and
3rd burning hands, searing smite dim light for an additional 20 feet. It doesn't harm you
or your equipment and cannot be extinguished by
5th continual flame, heat metal normal means.
9th daylight, Melfs minute meteors (XCE) Melee attacks you make using the flaming weapon
have advantage. When you hit with such an attack, it
l 3th fire shield, wall of fire deals an extra ldlO fire damage and ldl0 radiant
damage, and if the target is flammable or is a creature,
17th flame strike, greater restoration it is lit ablaze. Until a creature takes an action to douse
the fire, it takes ldlO fire damage at the start of each of
CHANNEL DIVINITY its turns. If damage from the attack or the fire kills a
When you take this oath at 3rd leveL you gain the target, that target is burned to ash.
following two Channel Divinity options.
Once you have used this feature, you cannot use it
Cloaked in Fire. You can use your Channel Divinity again until you finish a long rest.
to wreathe yourself in magical golden flames. As an
action, you become surrounded with fire that scorches CHAPTER ONE I CHARACTER OPTIONS
your foes without harming you or your equipment. Each
enemy creature within 10 feet of you must make a
Dexterity saving throw. A target takes fire damage equal
to 2d6 + half your paladin level on a failed save, or half
as much on a success.
Until the start of your next turn, the flames continue
to burn, shedding bright light in a 20-foot radius and
dim light for an additional 20 feet, and each enemy
creature that ends its turn within 10 feet of you takes
fire damage equal to 2d6 + half your paladin level
Purifying Flames. You can use your Channel Divinity
to imbue a target with purifying flame that does not
burn them. As an action, you fill one creature that you
can see within 60 feet of you with divine fire. Creatures
that are inside the target's body or possessing the target
take fire damage equal to twice your paladin level
You can cure one disease on the target or end up to
one effect causing it to be blinded, charmed, deafened,
paralyzed, or poisoned The target also has advantage
47
THEELEMENTSANDBEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O)
RANGER CULLING FLAME
Beginning at 3rd leveL you can augment your weapons
At 1st leveL a ranger gains the Ranger Archetype with flame that not only burns, but destroys other flames,
feature. Here are new options for that feature: the Fire absorbing their heat. As a bonus action, you imbue one
Keeper and the Mariner. or two weapons you are holding with flame, lasting for 1
minute or until you stop holding the weapon.
FIRE KEEPER
The first time each turn that you hit a target with a
Fire keepers are wardens tasked with protecting towns, weapon attack using any imbued weapon, the attack
cities, and the wilderness from uncontrolled fires and deals 1d6 extra fire damage. If the target is immune to
blazes. They harness the power of fire to extinguish or fire damage and has a body or aura that deals fire
curtail large conflagrations, but they also use controlled damage when hit (such as fire elementals, balors, or
flames to clear away dangerous tinder and punish any azer~ the attack deals 1d8 extra cold damage instead
arsonists they are able to catch. Unlike druids of flame,
fire keepers hold no reverence for fire elementals, regar- CONTROLLED BURN
ding them only as wildfires; they must be controlled or Starting at 3rd leveL you and objects you are wearing or
put down if released into the Material Plane. carrying can't be on fire (except for magical fire such as
FIRE KEEPER MAGIC the immolation spell) unless you allow it or you are in-
Starting at 3rd leveL you learn an additional spell when capacitated, and you can breathe ashes, smoke, and the
you reach certain levels in this class, as shown in the stinking cloud spell without any negative effects.
Fire Keeper Spells table. If the table lists multiple spells
for a leveL you choose only one of them to learn. The In addition, when you cast a spell that lights flammable
spell counts as a ranger spell for you, but it doesn't objects on fire, you can prevent the spell from doing so.
count against the number of ranger spells you know.
These spells can't be replaced when you gain a level in THROUGH FIRE AND SMOKE
this class, but instead you can change your decision for At 7th leveL you become inured to the effects of the
one level on the table. flames you fight to contain, along with the toxic smoke
and ash they bring. You gain resistance to fire damage,
FIRE KEEPER SPELLS you have advantage on saving throws against poison,
Ranger Level Spell and you don't suffer disadvantage on attack rolls caused
by your target being heavily obscured
3rd burning hands, conflagration (new),
create or destroy water Also, you can use an action or bonus action on your
turn to extinguish any nonmagical flames in a 10-foot
5th pyrotechnics (XCE) cube that you can see within 30 feet.
9th flame arrows (XCE), stinking cloud SCAITER THE BLAZE
Starting at 11th leveL when you deal fire damage to a
13th fire shield target using a spell or class feature, you can also deal
17th 1d6 fire damage to each other creature of your choice
'blazing thunderbolt strike (new), within 10 feet of the target. Also, when you deal cold
immolation (XCE) damage to a target using your Culling Flame feature,
you can deal 1d8 additional cold damage to that target.
Once you have used this feature, you can't do so again
until the start of your next turn.
FLAME WARDEN
At 15th leveL you learn how to use flames to defend
yourself. When a creature that you can see within 5 feet
of you hits you with a melee attack, you can use your
reaction to fling sparks at the attacker. It must succeed
on a Constitution saving throw against your ranger spell
save DC or it is lit ablaze. Until a creature takes an
action to douse the fire, it takes 1d10 fire damage at the
start of each of its turns.
In addition, you defend well against creatures that are
ablaze and creatures that have a body or aura that deals
fire damage when they're hit with a melee attack. Those
creatures have disadvantage on melee attacks against
you while you aren't incapacitated
THE ELEMENTS AND BEYOND
MARINER
The rangers of the seas and other waters, commonly
known as Mariners, swim with the agility and grace of
the aquatic wildlife that they share a connection with.
They patrol not only the far reaches and icy depths of •
the ocean, but also the coasts, rivers, and lakes. They
hunt those who would corrupt or befoul the waters and
track down the aquatic monsters that threaten coastal
and underwater settlements.
MARINER MAGIC Once you reach 7th leveL you can also jump out of the
Starting at 3rd leveL you learn an additional spell when surface of water while swimming in it. When you do so,
you reach certain levels in this class, as shown in the your jumping distance is increased by a number of feet
equal to twice your Wisdom modifier (minimum 2 feet).
Mariner Spells table. If the table lists multiple spells for
a leveL you choose only one of them to learn. The spell SEA TAMER
counts as a ranger spell for you, but it doesn't count Starting at 7th leveL you gain resistance to cold damage,
against the number of ranger spells you know. These and you have the ability to echolocate like a dolphin or
spells can't be replaced when you gain a level in this whale. You gain blindsight out to a range of 30 feet, but
class, but instead you can change your decision for one you can't use it while you're deafened The range of this
level on the table. blindsight is doubled in water.
MARINER SPELLS In addition, you can speak with aquatic life. You can
Ranger Level Spell comprehend and verbally communicate with beasts,
elementals, fey, and monstrosities that can naturally
3rd create or destroy water, fog cloud breathe water or have a natural swimming speed, to the
same effect as the speak with animals spell
5th drown (new)
CALL OF THE OCEAN LORD
9th tidal wave (XGE), wall of water (XGE) At 11th leveL your talent for speaking with marine life
grows. You can communicate telepathically with any
l 3th control water creature that you can speak with using your Sea Tamer
feature, so long as you can see the creature or it is
17th maelstrom (XGE), water to acid (new) within 60 feet of you.
TIDAL STRIKE In addition, you can telepathically call out across the
At 3rd leveL you learn how to conjure a ribbon-like wave planes for aid from this marine life. You can cast the
of crashing water to envelop your weapon strikes. Once new conjure critters spell as a 3rd-level spelL without
on each of your turns when you hit with a weapon attack, expending spell slots, requiring components, or using
you can choose to blast the target of the attack with a concentration. When you do so, the beasts that are
wave of water. The attack deals ld6 extra bludgeoning summoned must have a swimming speed or the ability
damage and if you choose so, the target must also make to breathe water, and they can't have a flying speed or a
a Strength saving throw. On a failed save, the target is burrowing speed You can choose to summon one CR
pushed 15 feet away from you. 1/2 beast instead of two CR 1/4 beasts. No matter your
choice, the beasts do not appear until the end of your
The water conjured by this feature is transparent and next turn, and they are not considered fey.
spiritual in nature, vanishing as quickly as it appears. At
11th leveL the extra damage increases to ldlO. Once you cast conjure critters in this way, you can't do
so again until you finish a long rest.
You can only push targets using this feature a number
of times equal to your Wisdom modifier (a minimum of CLOAK OF THE SEA
once). You regain all expended uses when you finish a Starting at 15th leveL you can conjure a thin cloak of
short or long rest. ocean mist, squid ink, or some other kind of aquatic
cloud to protect you.
AQUATIC HUNTER
Also at 3rd leveL you develop a primal connection to the Whenever a creature makes an attack roll against
water and its fauna, granting you benefits. You have a you, you can use your reaction to cloak yourself. You are
swimming speed of 60 feet, you can breathe water, and heavily obscured for that attack, potentially imposing
being underwater doesn't impose disadvantage on your disadvantage on the attack roll You must choose to use
ranged weapon attacks. When you make a melee attack this ability before the attack roll is made.
with a trident, the damage die is increased to a d8, or a
dl0 if wielded in two hands. CHAPTER ONE I CHARACTER OPTIONS
In addition, you have advantage on any weapon attack
made against a creature that's swimming in water, does
not have a swimming speed, and can't breathe water.
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THEELEMENTSANDBEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O)