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Published by sergeantshawnzombieexecutioner, 2023-08-26 15:26:31

Mortality

Mortality

Mortality tusks, dealing an additional 1d6 piercing damage on a hit. Longtooth Shifter Ability Score Increase. Your Dexterity and Constitution increase by 1 to a maximum of 16. Fierce. You gain one rank in the Intimidation skill up to your rank maximum. Shifting Feature. Razorwing Shifter Ability Score Increase. Your Dexterity score increases by 2 to a maximum of 16. Keen Senses. You gain one rank in the Perception skill up to your rank maximum. Shifting Feature. While shifted, you gain a flying speed equal to your walking speed. If you end your turn in the air and there is nothing else holding you aloft, you fall. Swiftstride Shifter Ability Score Increase. Your Dexterity score increases by 2 to a maximum of 16. Graceful. You gain proficiency in the Acrobatics skill. Shifting Feature. While shifted, your walking speed increases by 10 feet. Additionally, you can move up to 10 feet as a reaction when a creature ends its turn within 5 feet of you. This reactive movement doesn't provoke opportunity attacks. Truedive Shifter Ability Score Increase. Your Dexterity and Constitution score increases by 1 to a maximum of 16. Amphibious. You have a swimming speed equal to your walking speed and you can breathe air and water. Shifting Feature. While shifted, your swimming speed is doubled and you gain half cover whilst underwater. Wildhunt Shifter Ability Score Increase. Your Constitution and Wisdom score increase by 1 to a maximum of 16. Natural Tracker. You have proficiency in the Survival skill. Shifting Feature. While shifted, you have advantage on Wisdom checks, and no creature within 30 feet of you can make an attack roll with advantage against you, unless you're incapacitated. Simic Hybrid Simic Hybrid Names Simic Hybrid Traits Ability Score Increase. Your Constitution score increases by 2 and your Wisdom score increases by 1 to a maximum of 16. Ability Score Decrease. Your Charisma score decreases by 1. Age. Alignment. Size. Your size is Medium, within the normal range of your humanoid base race. Pg 51 Part 3: Races


Mortality Speed. You have a base walking speed of 30 feet. Low-light Vision. You have low-light vision out to a range of 60 feet. You can see in dim light within 60 feet of you as if it were bright light. You are Partially Blinded when you are in brightest light. Languages. Animal Enhancement. Your body has been altered to incorporate certain animal characteristics. You choose one animal enhancement now and a second enhancement at 5th level. At 1st level, choose one of the following options: Bioluminescence. As an action, you may begin to shed light around you. You can emit light out to a range of up to 20 feet, raising the light level by 1. To stop emitting light takes no action and each time you choose to emit light, you may choose the colour of it. Manta Glide. You have ray-like fins that you can use as wings to slow your fall or allow you to glide. When you fall and aren't incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend. Nimble Climber. You have a climbing speed equal to your walking speed. Underwater Adaptation. You can breathe air and water, and you have a swimming speed equal to your walking speed. At 5th level, your body evolves further, developing new characteristics. Choose one of the options you didn't take at 1st level, or one of the following options: Acid Spit. As an action, you can spray acid from glands in your mouth, targeting one creature or object you can see within 30 feet of you. The target takes 2d10 acid damage unless it succeeds on a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. This damage increases by 1d10 when you reach 11th level (3d10) and 17th level (4d10). You can use this trait a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. Carapace. Your skin in places is covered by a thick shell. You gain a +1 bonus to AC when you're not wearing heavy armour. Grappling Appendage. You have two special appendages growing alongside your arms. Choose whether they're both claws or tentacles. As an action, you can use one of them to try to grapple a creature. Each one is also a natural weapon, which you can use to make an unarmed strike. If you hit with it, the target takes bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Immediately after hitting, you can try to grapple the target as a bonus action. These appendages can't precisely manipulate anything and can't wield weapons, magic items, or other specialised equipment. Wings. Wings sprout from your back granting you flight. You may choose the appearance of the wings. You gain a flying speed equal to your walking Pg 52 Part 3: Races


Mortality speed whilst you aren’t wearing medium or heavy armour. Tabaxi Tabaxi Names Tabaxi Traits Ability Score Increase. Your Dexterity score increases by 2 and your Charisma score increases by 1 to a maximum of 16. Ability Score Decrease. Your Wisdom score decreases by 1. Age. Tabaxi mature at the same rate as humans and have lifespans of similar length to humans as well. Alignment. Size. Tabaxi are taller on average than humans and relatively slender. Your size is Medium. Speed. You have a base walking speed of 35 feet. Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns. Low-light Vision. You have low-light vision out to a range of 60 feet. You can see in dim light within 60 feet of you as if it were bright light. You are Partially Blinded when you are in brightest light. Cat's Claws. You can use your claws to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike. Cat's Talent. You gain 1 rank in the Move Silently, and Spot skills up to your rank maximum. Languages. You can speak, read, and write Common and one other language of your choice. Terron Terron Names Terron Traits Ability Score Increase. Your Dexterity score increases by 2 and your Wisdom score increases by 1 to a maximum of 16. Ability Score Decrease. Your Charisma score decreases by 1. Age. Terron have a short life compared to other races reaching adulthood at 5 years old and living to about 40. Alignment. Terron know the value of community but are slow to trust. They tend towards lawful neutral. Size. Terron stand between 4 and 5 feet tall and rarely weigh more than 120 pounds. Your size is Medium Speed. You have a base walking speed of 30 feet. Claws. You can use your claws to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike. Darkvision. You have darkvision out to a range of 60 feet. You can see in dark light as if it were dim light and in Pg 53 Part 3: Races


Mortality dim light as if it were bright light. You are blinded in brightest light. Keen Senses. You have proficiency in the Perception skill. Screech. You can communicate simple ideas and concepts with bats. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks made to influence them. Skilled Climber. You have a climbing speed equal to your walking speed. Languages. Tiefling Tiefling Names Tiefling Traits Ability Score Increase. Your Charisma score increases by 2 to a maximum of 16. Age. Alignment. Size. Speed. You have a base walking speed of 30 feet. Hellish Resistance. You have resistance to fire damage. Low-light Vision. You have low-light vision out to a range of 60 feet. You can see in dim light within 60 feet of you as if it were bright light. You are Partially Blinded when you are in brightest light. Racial Trait. Languages. Subrace. Bloodline of Asmodeus Ability Score Increase. Your Intelligence score increases by 1 to a maximum of 16. Infernal Legacy Bloodline of Baalzebul Ability Score Increase. Your Intelligence score increases by 1 to a maximum of 16. Legacy of Maladomini. Bloodline of Dispater Ability Score Increase. Your Intelligence score increases by 1 to a maximum of 16. Legacy of Dis. Bloodline of Fierna Ability Score Increase. Your Wisdom score increases by 1 to a maximum of 16. Legacy of Phlegethos. Strong Willed. You have advantage on saving throws against being charmed or frightened. Bloodline of Glasya Ability Score Increase. Your Dexterity score increases by 1 to a maximum of 16. Legacy of Malbolge. Natural Infiltrator. You gain 2 CP to spend on skill ranks from: Bluff, Disguise, Intimidate, Persuasion Bloodline of Levistus Ability Score Increase. Your Constitution score increases by 1 to a maximum of 16. Pg 54 Part 3: Races


Mortality Cloak of Levistus. You have resistance 5 to cold damage. Legacy of Stygia. Bloodline of Mammon Ability Score Increase. Your Dexterity score increases by 1 to a maximum of 16. Legacy of Minauros. You know the mage hand cantrip. When you reach 3rd level, you can cast the floating disk spell once with this trait and regain the ability to do so when you finish a short or long rest. When you reach 5th level, you can cast the arcane lock spell once with this trait, requiring no material component, and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. Tools of Larceny. You gain 2 character points to spend on skill ranks from: Disable Device, Hide, Move Silently, Sleight of Hand Bloodline of Mephistopheles Ability Score Increase. Your Intelligence score increases by 1 to a maximum of 16. Arcane Affinity. You have advantage on Intelligence, Wisdom, and Charisma saving throws against spells and magical effects. Legacy of Cania. Bloodline of Zariel Ability Score Increase. Your Strength score increases by 1 to a maximum of 16. Martial Prowess. You gain 2 character points to spend on weapon or armour ranks of your choice. Legacy of Avernus. Triton Triton Names Triton Traits Ability Score Increase. Your Strength, Constitution, and Wisdom score increases by 1 to a maximum of 16. Age. Alignment. Size. Speed. You have a base walking speed of 30 feet. Child of the Depths. You have a swimming speed equal to your walking speed and you can breathe air and water. Additionally, you suffer no ill effects when swimming below depths of 100 feet. Control Air and Water. A child of the sea, you can call on the magic of elemental air and water. You can cast fog cloud with this trait. Starting at 3rd level, you can cast gust of wind with it, and starting at 5th level, you can also cast wall of water with it. Once you cast a spell with this trait, you can't cast that spell with it again until you finish a long rest. Charisma is your spellcasting ability for these spells. Emissary of the Sea. Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return. Pg 55 Part 3: Races


Mortality Low-light Vision. You have low-light vision out to a range of 60 feet. You can see in dim light within 60 feet of you as if it were bright light. You are Partially Blinded when you are in brightest light. Ocean Guardian. Adapted to even the most extreme ocean depths, you have resistance 5 to cold damage. Languages. You can speak, read, and write common and primordial. Viashino Viashino Names Viashino Traits Ability Score Increase. Your Dexterity score increases by 2 and your Strength score increases by 2 to a maximum of 16. Ability Score Decrease. Your Charisma score decreases by 2. Age. Viashino mature quickly, reaching adulthood in their early teens. They live violent lives and rarely die of old age, but they would rarely live past 60 anyway. Alignment. Viashino strongly tend toward chaotic alignments. They have no particular inclination toward good or evil. Size. Speed. You have a base walking speed of 30 feet. Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Lashing Tail. Your semi-prehensile tail is tipped with a bony blade. Immediately after a creature within 5 feet of you deals damage to you with a melee attack, you can use your reaction to make an unarmed strike against that creature with your tail. If you hit, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Wiry Frame. You gain proficiency in the Acrobatics and Stealth skills. Languages. You can speak, read, and write common and draconic. Warforged Warforged Names Warforged Traits Ability Score Increase. Your Constitution score increases by 2 and one other ability score of your choice increases by 2 to a maximum of 16. Ability Score Decrease. Your Charisma score decreases by 2. Age. Alignment. Size. Speed. You have a base walking speed of 30 feet. Constructed Resilience. You have resistance 5 to poison damage and advantage on saving throws against disease and poison. Additionally, you do not need to eat, drink, or breathe. Integrated Protection. Pg 56 Part 3: Races


Mortality Sentinel’s Rest. Racial Trait. Languages. Subrace. Yuan-Ti Pureblood Yuan-Ti Pureblood Names Yuan-Ti Pureblood Traits Ability Score Increase. Your Charisma score increases by 2 and your Intelligence score increases by 1 to a maximum of 16. Age. Alignment. Size. Speed. You have a base walking speed of 30 feet. Low-light Vision. You have low-light vision out to a range of 60 feet. You can see in dim light within 60 feet of you as if it were bright light. You are Partially Blinded when you are in brightest light. Magic Resistance. You have advantage on Intelligence, Wisdom and Charisma saving throws against spells and other magical effects. Poison Resilience. You have resistance 5 to poison damage and advantage on saving throws against poison. Snakecharmer. You may cast animal friendship at will but only targeting snakes. Charisma is your spellcasting ability for this spell. Languages. Pg 57 Part 3: Races


Mortality [0/13] Part 4: Classes Artificer The Artificer Level Proficiency Dice Features 1st 1d4 2nd 1d4 3rd 1d4 4th 1d4 5th 1d4+1 6th 1d4+1 7th 1d4+1 8th 1d4+1 9th 2d4 10th 2d4 11th 2d4 12th 2d4 13th 2d4+1 14th 2d4+1 15th 2d4+1 16th 2d4+1 17th 3d4 18th 3d4 19th 3d4 20th 3d4 Pg 58 Part 4: Classes


Mortality Hit Points and Proficiencies Hit Points Hit Dice: 1d8 per artificer level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per artificer level after 1st Proficiencies Armour: Light armour, medium armour, shields Weapons: Tools: Saving Throws: 1 Rank in Constitution and Intelligence saving throws Skills: Starting Equipment You start with 5d4 x 10 gp to buy your equipment. Magical Tinkering Infuse Item The Right Tool for the Job Tool Expertise Flash of Genius Magic Item Adept Spell Storing Item Magic Item Savant Magic Item Master Soul of Artifice Artificer Specialists Alchemist Armourer Artillerist Battlesmith Pg 59 Part 4: Classes


Mortality Barbarian The Barbarian Level Proficiency Dice Features Rages Rage Damage 1st 1d4 Brutish Durability, Rage 2 +2 2nd 1d4 Danger Sense, Reckless Attack 2 +2 3rd 1d4 Primal Path 2 +2 4th 1d4 Feat 2 +2 5th 1d4+1 Extra Attack, Fast Movement 3 +2 6th 1d4+1 Adrenal Surge 3 +2 7th 1d4+1 Feral Instinct, Instinctive Pounce 3 +2 8th 1d4+1 Feat 3 +2 9th 2d4 4 +3 10th 2d4 4 +3 11th 2d4 4 +3 12th 2d4 Feat 4 +3 13th 2d4+1 5 +3 14th 2d4+1 5 +3 15th 2d4+1 5 +3 16th 2d4+1 Feat 5 +4 17th 3d4 6 +4 18th 3d4 6 +4 19th 3d4 Feat 6 +4 20th 3d4 Primal Champion Unlimited +4 Hit Points and Proficiencies Hit Points Hit Dice: 1d12 per barbarian level Hit Points at 1st Level: 12 + your Constitution modifier Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st Pg 60 Part 4: Classes


Mortality Proficiencies Armour: 4 CP to spend on Armour ranks excluding Heavy Armour Weapons: 1 Rank in simple weapons, 4 CP to spend on Weapon Ranks Tools: None Saving Throws: 1 Rank in Strength and Constitution saving throws Skills: 6 CP to spend on Animal Handling, Animal Lore, Butchery, Climb, Direction Sense, Fire Building, Force, Grip, Intimidate, Jump, Listen, Lumberjacking, Mining, Mountaineering, Nature, Landborne Riding, Running, Smell, Spot, Stamina, Survival, Swim Starting Equipment Brutish Durability Beginning at 1st level, while you are wearing light or medium armour, you can use your Constitution modifier instead of your Dexterity modifier for the purposes of determining your AC. Rage Danger Sense Reckless Attack Primal Path Primal Instincts Beginning at 3rd level, your instincts are honed Feat Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Fast Movement Also beginning at 5th level, your movement speed increases by 10 feet while you aren’t wearing heavy armour. Adrenal Surge Beginning at 6th level, when you begin raging, you gain a number of adrenaline points equal to your rage damage bonus. Feral Instinct By 7th level, your instincts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn. Instinctive Pounce Beginning at 7th level, as part of the bonus action you take to enter your rage, you can move up to half your speed. Pg 61 Part 4: Classes


Mortality Brutal Critical Relentless Rage Improved Brutal Critical Persistent Rage Improved Brutal Critical Indomitable Might Primal Champion Primal Paths Path of Blood 3rd Level 6th Level 10th Level 14th Level Path of the Ancestral Guardian 3rd Level 6th Level 10th Level 14th Level Path of the Beast 3rd Level 6th Level 10th Level 14th Level Path of the Berserker 3rd Level 6th Level 10th Level 14th Level Path of the Elemental Chaos Chaotic Shielding Beginning at 3rd level when you adopt this path, the elements empower you in a strong albeit chaotic way. When you enter your rage, and at the start of each of your turns whilst you are raging, roll a d20. You gain resistance to a damage type according to the table below in addition to resistance to bludgeoning, piercing and slashing damage you gain from your rage. Chaotic Shielding D20 Resistance 1-4 Acid 5-8 Cold 9-12 Fire 13-16 Lightning 17-20 Thunder Stabilised Entropy Beginning at 6th level, you have become adept at releasing excess energy allowing you to expel it in Pg 62 Part 4: Classes


Mortality controlled bursts. Whilst you are raging, as an action, you can force each creature within 5ft of you to make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or take 1d6 damage. The damage type is the same as the resistance you are granted from your Chaotic Shielding feature. This damage increases by 1d6 when you reach 10th level (2d6), 15th level (3d6) and 20th level (4d6) Equilibrium Beginning at 10th level, your control over chaos grows stronger, granting you some dominion over the innate elemental energies flowing through your veins. You can now roll twice on the Chaotic Shield table. If both rolls would result in the same damage resistance, you instead become immune to that damage type. Otherwise, you gain resistance to both resulting damage types. If you gain two resistances as a result of this feature, you may choose which damage type that your Stabilised Entropy feature deals. Entropic Shift Beginning at 14th level, you have learnt to adapt and shift as easily as the elemental chaos. When you are hit by an attack that deals acid, cold, fire, lightning or thunder damage which you do not have resistance to from your Chaotic Shield feature. You can use your reaction to change the resistance granted from Chaotic Shield to the triggering damage and its type. Path of the Primordial Juggernaut Primordial Protection Beginning at 3rd level when you adopt this path, the elements bolden your resolve, strengthening you against their effects. You gain resistance to a damage type from: acid, cold, fire, lightning, thunder. You gain an additional resistance of your choice when you reach 6th level and again at 10th and 14th level. Elemental Spirit Also beginning at 3rd level when you adopt this path, you choose an elemental aspect and gain its feature. You must make or acquire a talisman - a bracelet, amulet or other similar object of your choice - that incorporates aspects of the element you choose such as feathers, a vial of water, or a small pouch of dirt. At your option, you also gain minor effects that surround you appropriate to the element you chose. For instance, if you have an air elemental spirit, you may be accompanied by a constant breeze that tousles your hair, or if you choose fire, you may be unusually hot and accompanied by the smell of brimstone. Air. Elemental air empowers you hastening your feet. Whilst you are raging, your walking speed increases by 15ft. Earth. Elemental earth melds you with the stone allowing you to travel without hassle. You can ignore difficult terrain made from earth or stone and when you are travelling for an hour or Pg 63 Part 4: Classes


Mortality more, your companions gain this benefit as well. Fire. Elemental fire dances around and empowers you and your allies. Whilst you are raging you and each friendly creature of your choice deals an extra 1d4 fire damage to any creature they hit with a melee attack that is within 5ft of you. Water. Elemental water bends the oceans to your will allowing you freedom to move within them. You gain a swimming speed equal to your walking speed. Primal Aspect Beginning at 6th level, you gain a magical benefit based on an element of your choice. You can choose the same element you selected previously or a different one. Air. The winds flurry around you preventing anybody from nearing you. Whilst you are raging, when a creature ends its turn within 5ft of you, you can use your reaction to move up to half your speed. This movement does not provoke opportunity attacks. Earth. The earth clings to you, preventing you from moving unless you want to. As a reaction, when you are hit by an attack or an effect that would cause you to be moved against your will, you can reduce the distance you are moved by 15ft. Fire. Fire dances around you to your whims, causing attackers to be seared when they near you. Whilst you are raging, when you are targeted by a melee attack, you can use your reaction to cause the attack to have disadvantage. If this causes the attack to miss, the attacker takes 1d6 fire damage. Water. The seas grant you their boon, allowing you to uncover their secrets. You gain the ability to breathe underwater. Additionally, you suffer no penalties from cold water and can see normally whilst submerged in water. As an action, you can impart these benefits to a number of creatures equal to your Constitution modifier as if you were concentrating on a spell. Primordial Protection Beginning at 10th level, you have become adept at protecting others from the elements as you protect yourself. You can cast the protection from energy spell a number of times equal to your Constitution modifier, regaining expended uses when you finish a long rest. Primordial Bulwark Beginning at 14th level, you gain a magical benefit based on an element of your choice. You can choose the same element you selected previously or a different one. Air. The rushing winds of the elemental plane of air spring from your feet allowing you to fly in short bursts. Whilst you are raging, you gain a flying speed equal to your walking speed. This benefit only works in short bursts; you fall if you end your turn in the air and there is nothing else holding you aloft. Earth. Your movements cause the earth to quake and tremble. Whilst you are raging, the area within 15ft. of you is difficult terrain. Additionally, a Pg 64 Part 4: Classes


Mortality creature that starts its turn within 15ft. of you must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus) or be knocked prone. Fire. The searing flames of the elemental plane of fire flows through your veins scorching the earth where you walk. Whilst you are raging, any creature that moves within 5ft. of you or starts its turn there takes fire damage equal to your Constitution modifier. Additionally, the ground that you walk on becomes unbearably painful for others to touch, any creature that enters a space that you had previously occupied on your last turn takes fire damage equal to your Constitution modifier. Water. Water swirls and surges around you threatening to overwhelm your foes. Whilst you are raging, as an action, you can unleash a wave of water to wash away your foes. Each creature in a 30ft. cone must make a Strength saving throw (DC = 8 + your Constitution modifier + your proficiency bonus) or take 3d6 bludgeoning damage and be pushed back 15ft. on a failed save or take half damage on a success. Path of the Skald Voice of the Skald Beginning at 3rd level when you adopt this path you gain proficiency in the Performance skill if you did not have it before. Additionally, you may add twice your proficiency bonus to Charisma (Performance) checks you make. Opening Line Also beginning at 3rd level, when you rage you can utter an opening verse that affects the battlefield. When you rage, you can choose one of the following effects to occur: “With a shout they charged”. You and each creature of your choice within 30 feet of you has their speed increased by 10 feet until the start of your next turn. “They stood side by side”. You and each creature of your choice within 30 feet of you gains a +1 bonus to their AC provided they are within 5 feet of another creature under this effect. This effect lasts for a number of rounds equal to your Charisma modifier (minimum 1). “They let loose a volley”. You and each creature of your choice within 30 feet of you deal additional damage equal to your Rage Damage with all ranged or thrown weapon attacks they make before the start of your next turn. A Hero of Tales Beginning at 6th level, you learn to invoke the legends of heroes who stood alone. While you are raging, you can create one of the following effects on your turns. When you invoke one of these features, the effects of the previous one end immediately. “A forest of spears arose”. As a bonus action, you may cause ghostly spears to burst forth in a 5 foot radius around you causing it to be difficult terrain. Creatures that start their turn in this area or enter it for the first time on a turn take force damage equal to your Charisma modifier (minimum 1). The Pg 65 Part 4: Classes


Mortality spears disappear at the start of your next turn. “They smote the enemies’ shields asunder”. As a bonus action, you can target a creature you can see within 30 feet of you. The creature must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or have its AC reduced by an amount equal to your Rage Damage as shown in the Rage Damage column of the Barbarian table on a failed save. This reduction lasts until the start of your next turn. “None could challenge them”. As a bonus action you utter a taunt to a creature within 30 feet of you that can hear you, forcing it to make a Charisma saving throw (DC of 8 + your proficiency bonus + your Charisma modifier). On a failed save, the creature must choose: either your attacks against it this turn have advantage, or its attacks against creatures other than you this turn are made with disadvantage. Line Edits Beginning at 10th level, your opening lines become more potent. Your Opening lines gain the following benefits: “With a shout they charged”. You and your allies’ speed increases by 20 feet instead of 10 feet. “They stood side by side”. You and your allies now gain a +2 bonus to their AC. “They let loose a volley”. You and your allies may add your Rage Damage bonus as shown in the Rage Damage column of the Barbarian table to any attack roll you make with a ranged or thrown weapon. Final Verse Beginning at 14th level, when you are raging and hit a creature with an attack, you can utter a final line designed to bring the creature’s story to an end, rendering it vulnerable to that attack’s damage ending the rage immediately. If the attack deals more than one kind of damage, you choose one damage type. Once you use this feature, you must finish a long rest before you can use it again. Path of the Siege Weapon Living Weapon Beginning at 3rd level when you choose to walk this path, you learn to deal more damage to structures and objects. When you are raging, you deal twice as much damage to objects and structures. Battering Ram Beginning at 6th level, your strides knock all those who oppose you out of your path. When you are raging, if you move at least 15 feet in a straight line towards a creature, you may move through that creature’s space, choosing whether to shove the creature 5 feet to the nearest unoccupied space or to deal bludgeoning damage equal to your rage damage bonus to the creature. Pg 66 Part 4: Classes


Mortality 10th Level 14th Level Path of the Storm Herald 3rd Level 6th Level 10th Level 14th Level Path of the Totem Warrior Spirit Seeker Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals, as described in part 15, "The Rules of Magic." Totemic Spirit At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object-an amulet or similar adornment-that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick skinned, or if your totem is the eagle, your eyes turn bright yellow. Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle. Bear. While raging, you have resistance to all damage except force, necrotic, psychic and radiant damage. The spirit of the bear makes you tough enough to stand up to almost any punishment. Eagle. While you're raging and aren't wearing heavy armour, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease. Elk. While you're raging and aren't wearing heavy armour, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift. Mole. You can hold your breath for up to 15 minutes at a time. In addition, your successful attacks against non-magical objects are considered critical hits. Shark. You gain a swimming speed equal to your walking speed. Additionally, whilst you are raging, you have resistance to cold damage. Tiger. While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. The spirit of the tiger empowers your leaps. Wolf. While you're raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters. Pg 67 Part 4: Classes


Mortality Aspect of the Beast At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one. Bear. You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects. Eagle. You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks. Elk. Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they're within 60 feet of you and you're not incapacitated. The elk spirit helps you roam far and fast. Mole. You gain a burrowing speed equal to half your walking speed. Shark. You can breathe both air and water and suffer no ill effects from being deep underwater. Tiger. You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. The cat spirit hones your survival instincts. Wolf. You gain the hunting sensibilities of a wolf. You can track other creatures while travelling at a fast pace, and you can move stealthily while travelling at a normal pace. Spirit Walker At 10th level, you can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek. Totemic Attunement At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one. Bear. While you're raging, any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened. Eagle. While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft. Elk. While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier. Mole. You gain tremorsense to a range of 30 feet. Shark. Whilst raging, you have advantage on attack rolls against a Pg 68 Part 4: Classes


Mortality target if they are missing any hit points. Tiger. While you're raging, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it. Wolf. While you're raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with a melee weapon attack. Path of the Vengeful Pained Rage Beginning at 3rd level when you adopt this path, whilst you are raging, your attacks deal an additional 1d4 damage to a target that has damaged you since the end of your last turn. This extra damage increases to 1d6 when you reach 6th level and increases to 1d8 at 10th level and 1d10 at 14th level. Complete Recklessness Starting at 6th level, you can leave yourself more open to attack than normal to fuel a future strike. When you use your Reckless Attack feature while raging, you can choose to lose the damage resistances granted by your rage until the start of your next turn. Your bonus Rage Damage is doubled for attacks made during this time. Injured Fervour Beginning at 10th level, while you are raging and you are below your hit point maximum, your speed increases by 5 feet. If you are bloodied (as explained in appendix A) your speed increases by 10 feet instead and if you are broken (as explained in appendix A) your speed increases by 15 feet. Bloodied Champion At 14th level, your wounds fully heighten your focus in combat. When you make a saving throw and aren’t already affected by this feature, you can add your Rage Damage as shown in the Rage Damage column of the Barbarian table to the saving throw result, or double this amount if you are bloodied or broken. You can do so after the saving throw is made but before you know if it succeeds or fails. When you use this feature, you do not add your Rage Damage to your attacks until after the end of your next turn. Path of the Zealot 3rd Level 6th Level 10th Level 14th Level Bard The Bard Pg 69 Part 4: Classes


Mortality Level Proficiency Dice Features Cantrips Known Spells Known Spell Slots per Spell Level 1 s t 2 n d 3 r d 4 t h 5 h t 6 t h 7 t h 8 t h 9 t h 1st 1d4 Bardic Inspiration, Spellcasting 2 — — — — — — — — 2nd 1d4 Jack of All Trades, Song of Rest (d6) 3 — — — — — — — 3rd 1d4 Bardic College 4 2 — — — — — — — 4th 1d4 Feat 4 3 — — — — — — — 5th 1d4+1 4 3 2 — — — — — — 6th 1d4+1 4 3 3 — — — — — — 7th 1d4+1 4 3 3 1 — — — — — 8th 1d4+1 Feat 4 3 3 2 — — — — — 9th 2d4 4 3 3 3 1 — — — — 10th 2d4 4 3 3 3 2 — — — — 11th 2d4 4 3 3 3 2 1 — — — 12th 2d4 4 3 3 3 2 1 — — — 13th 2d4+1 4 3 3 3 2 1 1 — — 14th 2d4+1 4 3 3 3 2 1 1 — — 15th 2d4+1 4 3 3 3 2 1 1 1 — 16th 2d4+1 4 3 3 3 2 1 1 1 — 17th 3d4 4 3 3 3 2 1 1 1 1 18th 3d4 4 3 3 3 3 1 1 1 1 19th 3d4 Feat 4 3 3 3 3 2 1 1 1 20th 3d4 4 3 3 3 3 2 2 1 1 Hit Points and Proficiencies Hit Points Hit Dice: 1d8 per bard level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bard level after 1st Pg 70 Part 4: Classes


Mortality Proficiencies Armour: 1 Rank in an armour category of your choice excluding heavy armour and heavy shields. Weapons: 2 CP to spend on weapon ranks Tools: 3 CP to spend on instrument ranks Saving Throws: 1 Rank in Dexterity and Charisma saving throws Skills: Choose any three Starting Equipment Bardic Inspiration Spellcasting Jack of All Trades Beginning at 2nd level, you gain an additional 4 CP to spend on ranks. The CP gained from this feature can not be used to upgrade existing ranks and may not bring a rank above Rank 1. Song of Rest Bardic Colleges College of Beasts Beast Knowledge Beginning at 3rd level when you select this bardic college, you gain proficiency in Animal Handling if you didn’t have it already and you have advantage on Intelligence checks made to recall lore about beasts as well as Wisdom (survival) checks made to track them. Trained Beast Also beginning at 3rd level, gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your bard level, whichever is higher. Like any creature, the beast can spend Hit Dice during a short rest. The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action. If you are incapacitated or absent, your beast companion acts on its own, focusing on protecting you and itself. It never requires your command to use its reaction, such as when making an opportunity attack. If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn't hostile to you, either the same type of beast as before or a different one. Pg 71 Part 4: Classes


Mortality 6th Level 14th Level College of Bones Mortal Instruments 3rd Level 6th Level 14th Level College of Creation 3rd Level 3rd Level 6th Level 14th Level College of Eloquence 3rd Level 3rd Level 6th Level 14th Level College of Glamour 3rd Level 3rd Level 6th Level 14th Level College of Lore Bonus Proficiencies Cutting Words Additional Magical Secrets Peerless Skill College of Spirits 3rd Level 3rd Level 6th Level 14th Level College of Swords Bonus Proficiencies Beginning at 3rd level, you gain proficiency in medium armour and swords. Pg 72 Part 4: Classes


Mortality 3rd Level 6th Level 14th Level College of Valour 3rd Level 3rd Level 6th Level 14th Level College of Whispers 3rd Level 3rd Level 6th Level 14th Level Cleric The Cleric Level Max Rank Features Cantrips Known Spells Known Spell Slots per Spell Level 1 s t 2 n d 3 r d 4 t h 5 h t 6 t h 7 t h 8 t h 9 t h 1st ✦✦ Divine Domain, Spellcasting 2 — — — — — — — — 2nd ✦✦ Channel Divinity, Divine Domain Feature 3 — — — — — — — 3rd ✦✦ 4 2 — — — — — — — 4th ✦✦ Feat 4 3 — — — — — — — 5th ✦✦✦ 4 3 2 — — — — — — 6th ✦✦✦ Divine Domain Feature 4 3 3 — — — — — — Pg 73 Part 4: Classes


Mortality 7th ✦✦✦ 4 3 3 1 — — — — — 8th ✦✦✦ Divine Domain Feature, Feat 4 3 3 2 — — — — — 9th ✦✦✦ 4 3 3 3 1 — — — — 10th ✦✦✦✦ 4 3 3 3 2 — — — — 11th ✦✦✦✦ 4 3 3 3 2 1 — — — 12th ✦✦✦✦ Feat 4 3 3 3 2 1 — — — 13th ✦✦✦✦ 4 3 3 3 2 1 1 — — 14th ✦✦✦✦ 4 3 3 3 2 1 1 — — 15th ✦✦✦✦ ✪ 4 3 3 3 2 1 1 1 — 16th ✦✦✦✦ ✪ Feat 4 3 3 3 2 1 1 1 — 17th ✦✦✦✦ ✪ Divine Domain Feature 4 3 3 3 2 1 1 1 1 18th ✦✦✦✦ ✪ 4 3 3 3 3 1 1 1 1 19th ✦✦✦✦ ✪ Feat 4 3 3 3 3 2 1 1 1 20th ✦✦✦✦ ✪ Divine Intervention Improvement 4 3 3 3 3 2 2 1 1 Hit Points and Proficiencies Hit Points Hit Dice: 1d8 per cleric level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cleric level after 1st Proficiencies Armour: 3 CP to spend on armour ranks excluding heavy armour and heavy shields Weapons: 2 CP to spend on weapon ranks. Tools: None Saving Throws: 1 Rank in Wisdom and Charisma saving throws Skills: 6 CP to spend on skill ranks from: administration, arcana, bookbinding, bureaucracy, concentration, diplomacy, etiquette, folklore, heraldry, history (ancient), history (local), insight, knowledge (planar), languages (ancient), languages (modern), literacy, medicine, omen reading, papermaking, persuasion, religion, undead lore. Pg 74 Part 4: Classes


Mortality Starting Equipment Clerics start with 5d4 x 10 gold pieces to buy their equipment with in addition to the equipment and gold gained from their background. Divine Domains Arcana Domain Domain Spells Domain Spells Cleric Level Spells 1st detect magic, magic missile 3rd magic weapon, nystul’s magic aura 5th dispel magic, magic circle 7th arcane eye, leomund’s secret chest 9th planar binding, teleportation circle Arcane Initiate Beginning at 1st level when you choose this domain, you gain one rank in the Arcana skill up to your rank maximum, and you gain two cantrips of your choice from the wizard spell list. These cantrips count as cleric cantrips for you and do not count towards the number of cantrips you can learn. Channel Divinity: Restore Arcana Beginning at 2nd level, you can use your channel divinity to restore a modicum of magic to yourself. As an action, you present your holy symbol and invoke the name of your deity. You can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your cleric level (rounded up), and none of the slots can be 3rd level or higher. Beast Domain Domain Spells Domain Spells Cleric Level Spells 1st animal friendship, speak with animals 3rd beast sense 5th 7th 9th Beast Tamer Beginning at 1st level when you choose this domain, you gain one rank in the Animal Handling, and Animal Lore skills. Channel Divinity: Call Fauna 6th Level 8th Level 17th Level Chaos Domain Domain Spells Domain Spells Pg 75 Part 4: Classes


Mortality Cleric Level Spells 1st bane, chaos bolt 3rd 5th 7th 9th Controlled Entropy Channel Divinity: Corruption Domain Domain Spells Domain Spells Cleric Level Spells 1st charm person, hideous laughter 3rd crown of madness, suggestion 5th 7th 9th Dominate person 1st Level Channel Divinity: 6th Level 8th Level 17th Level Darkness Domain Domain Spells Domain Spells Cleric Level Spells 1st Cause fear, 3rd blindness/deafness, darkness 5th 7th 9th 1st Level Channel Divinity: Eyes of Shadow Beginning at 6th level, you can see in darkest light, dark light, and dim light out to a radius of 120 feet as if it were bright light. Additionally, magical darkness does not impede your vision in this range. Pg 76 Part 4: Classes


Mortality 8th Level 17th Level Death Domain Domain Spells Domain Spells Cleric Level Spells 1st false life, ray of sickness 3rd blindness/deafness, ray of enfeeblement 5th animate dead, vampiric touch 7th blight, death ward 9th antilife shell, cloudkill Bonus Proficiencies Beginning at 1st level when you choose this domain, you gain proficiency in 4 weapon categories of your choice. Reaper Also when you choose this domain at 1st level, you learn 1 necromancy cantrip. It counts as a cleric cantrip for you but does not count towards the number of cantrips you can learn. When you cast a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. Destruction Domain Domain Spells Domain Spells Cleric Level Spells 1st 3rd 5th 7th 9th destructive wave 1st Level Channel Divinity: 6th Level 8th Level 17th Level Endurance Domain Domain Spells Domain Spells Cleric Level Spells 1st heroism 3rd aid 5th 7th 9th Pg 77 Part 4: Classes


Mortality 1st Level Channel Divinity: 6th Level 8th Level 17th Level Forge Domain Domain Spells Domain Spells Cleric Level Spells 1st identify, searing smite 3rd heat metal, magic weapon 5th elemental weapon, protection from energy 7th fabricate, wall of fire 9th animate objects, creation Bonus Proficiencies Beginning at 1st level when you choose this domain, you gain proficiency with heavy armour and smith’s tools Blessing of the Forge Channel Divinity: Grave Domain Domain Spells Domain Spells Cleric Level Spells 1st bane, false life 3rd gentle repose, ray of enfeeblement 5th revivify, vampiric touch 7th blight, death ward 9th antilife shell, raise dead Circle of Mortality Eyes of the Grave Channel Divinity: Greed Domain Domain Spells Domain Spells Cleric Level Spells 1st 3rd 5th 7th 9th 1st Level Channel Divinity: 6th Level 8th Level 17th Level Harmony Domain Domain Spells Domain Spells Cleric Level Spells Pg 78 Part 4: Classes


Mortality 1st bless 3rd lesser restoration 5th 7th 9th Channel Divinity: Hunt Domain Domain Spells Domain Spells Cleric Level Spells 1st alarm, snare 3rd beast sense, pass without trace 5th conjure animals, phantom steed 7th dominate beast, locate creature 9th scrying, swift quiver Blessing of the Hunt Channel Divinity: Beast of the Hunt 6th Level 8th Level 17th Level Knowledge Domain Domain Spells Domain Spells Cleric Level Spells 1st detect magic, identify 3rd augury, borrowed knowledge 5th intellect fortress, speak with dead 7th arcane eye, divination 9th legend lore, scrying Blessing of Knowledge Channel Divinity: 6th Level 8th Level 17th Level Life Domain Domain Spells Domain Spells Cleric Level Spells 1st bless, cure wounds 3rd lesser restoration, prayer of healing 5th beacon of hope, revivify 7th death ward, guardian of faith 9th mass cure wounds, raise dead Bonus Proficiencies Beginning at 1st level when you choose this domain, you gain an additional 2 CP to spend on armour ranks (including heavy armour and heavy shields). Pg 79 Part 4: Classes


Mortality Disciple of Life Channel Divinity: Blessed Healer Divine Strike Supreme Healing Light Domain Domain Spells Domain Spells Cleric Level Spells 1st burning hands, faerie fire 3rd flaming sphere, scorching ray 5th daylight, fireball 7th guardian of faith, wall of fire 9th dawn, flame strike Lightbearer Beginning at 1st level when you choose this domain, you learn the light cantrip. This cantrip does not count towards the number of cantrips you can learn. Warding Flare Channel Divinity: 6th Level 8th Level 17th Level Luck Domain Domain Spells Domain Spells Cleric Level Spells 1st bane, bless 3rd 5th 7th 9th 1st Level Channel Divinity: Bend Luck 6th Level 8th Level 17th Level Mind Domain Domain Spells Domain Spells Cleric Level Spells 1st charm person, hideous laughter 3rd detect thoughts, suggestion Pg 80 Part 4: Classes


Mortality 5th Intellect fortress 7th compulsion, confusion 9th dominate person, modify memory 1st Level Channel Divinity: 6th Level 8th Level 17th Level Nature Domain Domain Spells Domain Spells Cleric Level Spells 1st animal friendship, entangle 3rd barkskin, spike growth 5th plant growth, speak with plants 7th conjure woodland beings, guardian of nature 9th insect plague, tree stride Bonus Proficiencies Beginning at 1st level when you choose this domain, you gain proficiency with heavy armour and the herbalism kit Channel Divinity: 6th Level 8th Level 17th Level Order Domain Domain Spells Domain Spells Cleric Level Spells 1st command, heroism 3rd hold person, zone of truth 5th mass healing word, slow 7th compulsion, locate creature 9th commune, dominate person Tools of Order Beginning at 1st level when you choose this domain, you gain proficiency with heavy armour and your choice of the Intimidation or Persuasion skill. Channel Divinity: 6th Level 8th Level 17th Level Peace Domain Domain Spells Domain Spells Cleric Level Spells Pg 81 Part 4: Classes


Mortality 1st heroism, sanctuary 3rd calm emotions, warding bond 5th beacon of hope, sending 7th aura of purity, otiluke’s resilient sphere 9th greater restoration, rary’s telepathic bond Implements of Peace Beginning at 1st level when you choose this domain, you gain proficiency in your choice of the Insight, Performance or Persuasion skill Channel Divinity: Expansive Bond Pestilence Domain Domain Spells Pestilence Domain Spells Cleric Level Spells 1st detect poison and disease, ray of sickness 3rd blindness/deafness, protection from poison 5th bestow curse, stinking cloud 7th giant insect, sickening radiance 9th contagion, insect plague Bonus Proficiencies Beginning at 1st level when you choose this domain, you gain proficiency with heavy armour and the poisoner’s kit Channel Divinity: 6th Level 8th Level 17th Level Sea Domain Domain Spells Domain Spells Cleric Level Spells 1st water whip 3rd 5th water breathing, water walk 7th control water, watery sphere 9th maelstrom Tempest Domain Domain Spells Domain Spells Cleric Level Spells 1st fog cloud, thunderwave 3rd gust of wind, shatter 5th call lightning, sleet storm 7th ice storm, storm sphere 9th control winds, destructive wave Bonus Proficiencies Beginning at 1st level when you choose this domain, you gain proficiency with heavy armour and 4 weapon categories of your choice. Pg 82 Part 4: Classes


Mortality Wrath of the Storm Channel Divinity: Stormborn Time Domain Domain Spells Domain Spells Cleric Level Spells 1st alarm, gift of alacrity 3rd augury 5th 7th divination 9th Legend lore Steward of Time Channel Divinity: Rewind Temporal Guardian Channel Divinity: Stop the Clock Travel Domain Domain Spells Domain Spells Cleric Level Spells 1st expeditious retreat, longstrider 3rd find steed, pass without trace 5th haste, fly 7th find greater steed, freedom of movement 9th far step, teleportation circle 1st Level Channel Divinity: 6th Level 8th Level 17th Level Trickery Domain Domain Spells Domain Spells Cleric Level Spells 1st charm person, disguise self 3rd mirror image, pass without trace 5th blink, dispel magic 7th dimension door, polymorph 9th dominate person, modify memory Tools of Trickery Beginning at 1st level when you choose this domain, you gain proficiency with two of the following skills: Deception, Sleight of Hand, Stealth Pg 83 Part 4: Classes


Mortality Blessing of the Trickster Channel Divinity: Invoke Duplicity Improved Duplicity Twilight Domain Domain Spells Domain Spells Cleric Level Spells 1st faerie fire, sleep 3rd moonbeam, see invisibility 5th aura of vitality, beacon of hope 7th aura of life, greater invisibility 9th circle of power, mislead Bonus Proficiencies When you choose this domain at level 1, you gain proficiency with heavy armour and 4 weapon categories of your choice. Vigilant Blessing Channel Divinity: Twilight Sanctuary Twilight Shroud War Domain Domain Spells Domain Spells Cleric Level Spells 1st divine favour, shield of faith 3rd 5th 7th 9th Bonus Proficiencies Beginning at 1st level when you choose this domain, you gain proficiency with heavy armour and 4 weapon categories of your choice. War Priest Channel Divinity: Avatar of Battle Winter Domain Domain Spells Domain Spells Cleric Level Spells 1st frost fingers, ice knife 3rd 5th 7th 9th 1st Level Channel Divinity: 6th Level 8th Level 17th Level Pg 84 Part 4: Classes


Mortality Pg 85 Part 4: Classes


Mortality Druid The Druid Level Proficiency Dice Features Cantrips Known Spells Known Spell Slots per Spell Level 1 s t 2 n d 3 r d 4 t h 5 h t 6 t h 7 t h 8 t h 9 t h 1st 1d4 Druidic, Spellcasting 2 — — — — — — — — 2nd 1d4 Druid Circle 3 — — — — — — — 3rd 1d4 4 2 — — — — — — — 4th 1d4 Feat 4 3 — — — — — — — 5th 1d4+1 4 3 2 — — — — — — 6th 1d4+1 4 3 3 — — — — — — 7th 1d4+1 4 3 3 1 — — — — — 8th 1d4+1 Feat 4 3 3 2 — — — — — 9th 2d4 4 3 3 3 1 — — — — 10th 2d4 4 3 3 3 2 — — — — 11th 2d4 4 3 3 3 2 1 — — — 12th 2d4 Feat 4 3 3 3 2 1 — — — 13th 2d4+1 4 3 3 3 2 1 1 — — 14th 2d4+1 4 3 3 3 2 1 1 — — 15th 2d4+1 4 3 3 3 2 1 1 1 — 16th 2d4+1 Feat 4 3 3 3 2 1 1 1 — 17th 3d4 4 3 3 3 2 1 1 1 1 18th 3d4 4 3 3 3 3 1 1 1 1 19th 3d4 Feat 4 3 3 3 3 2 1 1 1 20th 3d4 Archdruid 4 3 3 3 3 2 2 1 1 Pg 86 Part 4: Classes


Mortality Hit Points and Proficiencies Hit Points Hit Dice: 1d8 per druid level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per druid level after 1st Proficiencies Armour: Light armour, medium armour, shields (druids will not wear armour or use shields made of metal) Weapons: Tools: Herbalism Kit Saving Throws: 1 Rank in Intelligence and Wisdom saving throws Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival Starting Equipment Druid Circles Circle of Dreams Circle Spells Circle of Dreams Spells Druid Level Circle Spells 2nd sleep 3rd 5th 7th 9th 2nd Level Feature 6th Level Feature 10th Level Feature 14th Level Feature Circle of Ooze Circle Spells Circle of Ooze Spells Druid Level Circle Spells 2nd caustic brew, grease 3rd 5th 7th vitriolic sphere 9th 2nd Level Feature 6th Level Feature 10th Level Feature 14th Level Feature Circle of Spores Circle Spells Circle of Spores Spells Druid Level Circle Spells 2nd 3rd 5th animate dead Pg 87 Part 4: Classes


Mortality 7th 9th 2nd Level Feature 6th Level Feature 10th Level Feature 14th Level Feature Circle of Stars Circle Spells Circle of Stars Spells Druid Level Circle Spells 2nd faerie fire, guiding bolt 3rd moonbeam 5th 7th 9th 2nd Level Feature 6th Level Feature 10th Level Feature 14th Level Feature Circle of the Blizzard Circle Spells Circle of the Blizzard Spells Druid Level Circle Spells 2nd fog cloud, ice knife 3rd rime’s binding ice, snowball swarm 5th 7th 9th cone of cold, control winds 2nd Level Feature 6th Level Feature 10th Level Feature 14th Level Feature Circle of the Depths Circle Spells Circle of the Depths Spells Druid Level Circle Spells 2nd water whip 3rd 5th tidal wave, water breathing 7th control water, watery sphere 9th cone of cold, maelstrom 2nd Level Feature 6th Level Feature 10th Level Feature 14th Level Feature Circle of the Elements Circle Spells Circle of the Elements Spells Druid Level Circle Spells 2nd absorb elements Pg 88 Part 4: Classes


Mortality 3rd 5th 7th 9th 2nd Level Feature 6th Level Feature 10th Level Feature 14th Level Feature Circle of the Land Circle Spells Circle of the Land Spells Druid Level Circle Spells 2nd 3rd 5th 7th 9th 2nd Level Feature 6th Level Feature 10th Level Feature 14th Level Feature Circle of the Moon Circle Spells Circle of the Moon Spells Druid Level Circle Spells 2nd jump, longstrider 3rd alter self, barkskin 5th conjure animals, haste 7th dominate beast, polymorph 9th awaken, wrath of nature 2nd Level Feature 6th Level Feature 10th Level Feature 14th Level Feature Circle of the Shepherd Circle Spells Circle of the Shepherd Spells Druid Level Circle Spells 2nd animal friendship, beast bond 3rd 5th 7th 9th 2nd Level Feature 6th Level Feature 10th Level Feature 14th Level Feature Circle of the Storm Circle Spells Circle of the Storm Spells Pg 89 Part 4: Classes


Mortality Druid Level Circle Spells 2nd thunderwave, witch bolt 3rd gust of wind, shatter 5th lightning bolt, sleet storm 7th ice storm, storm sphere 9th control winds, far step 2nd Level Feature 6th Level Feature 10th Level Feature 14th Level Feature Circle of Vengeance Circle Spells Circle of Vengeance Spells Druid Level Circle Spells 2nd ensnaring strike, thunderous smite 3rd branding smite, cloud of daggers 5th erupting earth, spirit guardians 7th guardian of nature, staggering smite 9th wrath of nature 2nd Level Feature 6th Level Feature 10th Level Feature 14th Level Feature Circle of Wildfire Circle Spells Circle of Wildfire Spells Druid Level Circle Spells 2nd burning hands, cure wounds 3rd flaming sphere, scorching ray 5th fireball, revivify 7th aura of life, fire shield 9th flame strike, mass cure wounds 2nd Level Feature 6th Level Feature 10th Level Feature 14th Level Feature Fighter The Fighter Level Max Rank Features Manoeuvres 1st ✦✦ Fighting Style, Second Wind, Combat Superiority 1 2nd ✦✦ Action Surge, Improved Combat Superiority 3 Pg 90 Part 4: Classes


Mortality 3rd ✦✦ Martial Archetype 3 4th ✦✦ Feat 3 5th ✦✦✦ Extra Attack 3 6th ✦✦✦ Jack of all Blades, Martial Training, Feat 3 7th ✦✦✦ Martial Archetype Feature 5 8th ✦✦✦ Feat 5 9th ✦✦✦ Indomitable 5 10th ✦✦✦✦ Improved Martial Training, Martial Archetype Feature 7 11th ✦✦✦✦ Extra Attack (3) 7 12th ✦✦✦✦ Feat 7 13th ✦✦✦✦ Indomitable(2) 7 14th ✦✦✦✦ Feat, Improved Martial Training 7 15th ✦✦✦✦ ✪ Martial Archetype Feature 9 16th ✦✦✦✦ ✪ Feat 9 17th ✦✦✦✦ ✪ Action Surge(2), Indomitable(3), Relentless 9 18th ✦✦✦✦ ✪ Improved Martial Training, Martial Archetype Feature 9 19th ✦✦✦✦ ✪ Feat 11 20th ✦✦✦✦ ✪ Extra Attack (4) Man at Arms 12 Hit Points and Proficiencies Hit Points Hit Dice: 1d10 per fighter level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st Proficiencies Armour: All armour, shields Weapons: Simple weapons, 4 weapon categories of your choice Tools: None Saving Throws: 1 Rank in Strength and Constitution saving throws Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, Pg 91 Part 4: Classes


Mortality History, Insight, Intimidation, Perception, and Survival Starting Equipment You gain 5d4 x 10 gp to buy your equipment in addition to the equipment granted to you by your background. Fighting Style Starting from 1st level, you adopt a particular style of fighting as your specialty. Choose one of the options below. You can’t take a fighting style more than once even if you get to choose again. Archery You gain a +2 bonus to attack rolls made with Bows. Bullseye You gain a +2 bonus to attack rolls made with Firearms. Defence Whilst you are wearing armour, you gain a +1 to your AC. Duelling Whilst you are wielding a weapon with one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-hand or two-handed property for you to gain this benefit. Interception When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction. Mariner While you are not wearing heavy armour, you have a swim speed equal to your walking speed and do not suffer disadvantage on attack rolls for being in water or underwater. Protection When a creature you can see targets another creature within 5ft of you with an attack, you may use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. Superior Technique You learn one manoeuvre of your choice from among those available to you from the Combat Superiority feature. If a manoeuvre you use requires your target to make a saving throw to resist the manoeuvre's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). You gain one superiority die, which is a d6 (this die is added to any Pg 92 Part 4: Classes


Mortality superiority dice you have from another source). This die is used to fuel your manoeuvres. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest. Thrown Weapon Fighting You may draw a weapon with the thrown property as part of the attack you make with the weapon. In addition, when you hit a creature with a ranged attack using a thrown weapon, you gain a +2 to the damage roll. Tunnel Fighter Provided you haven’t moved on your turn, you can use a bonus action to enter a defensive stance until the start of your next turn. While in your defensive stance you may make opportunity attacks without spending your reaction a number of times equal to your proficiency bonus. You must be wielding a spear or polearm to be able to do this. Two-Weapon Fighting When you engage in two-weapon fighting you may add your ability modifier to the damage roll of your off-hand attack. Unarmed Fighting Your unarmed strikes deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you are not wielding any weapons or a shield, your unarmed strikes deal a d8 instead of a d6. At the start of each of your turns you may deal bludgeoning damage equal to 1d4 + your Strength modifier to one creature grappled by you. Second Wind Starting from 1st level, you have learned to tap into a reserve of stamina to protect yourself from harm. As a bonus action on your turn you can regain hit points equal to 1d10 + your fighter level. You may do this a number of times equal to your proficiency bonus and regain expended uses when you finish a long rest. Beginning at 11th level, when you use this ability, you may also add your proficiency rank bonus to the hit points you regain. Combat Superiority Beginning at 1st level, you learn manoeuvres that are fueled by special dice called superiority dice. Manoeuvres. You learn one manoeuvre of your choice, which is detailed under "Manoeuvres" below. Many manoeuvres enhance an attack in some way. You can use only one manoeuvre per attack. You learn two additional manoeuvres of your choice at 2nd, 7th, 10th, 15th, and 19th level. Each time you learn new manoeuvres, you can also replace one manoeuvre you know with a different one. Superiority Dice. You have two superiority dice, which are d6s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short Pg 93 Part 4: Classes


Mortality or long rest. You gain another superiority die at 3rd level, another at 5th level and two more at 7th level and 15th level. Saving Throws. Some of your manoeuvres require your target to make a saving throw to resist the manoeuvre's effects. The saving throw DC is calculated as follows: Manoeuvre save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). Manoeuvres The manoeuvres are presented in alphabetical order. Ambush. Bait and Switch. Brace. Charging Attack. Disarming Attack. Distracting Strike. Evasive Footwork. Feinting Attack. Goading Attack. Grappling Strike. Lunging Attack. Menacing Attack. Parry. Precision Attack. Pushing Attack. Quick Toss. Riposte. Sweeping Attack. Trip Attack. Action Surge Beginning at 2nd level, you are able to push your body beyond its normal limits. On your turn, you can take one additional action. Once you use this feature, you cannot do so again until you finish a short rest or long rest, or unless you suffer a level of exhaustion to do so. Starting at 17th level, you may use this feature twice before a rest but only once on a turn. Martial Versatility Martial Archetype Feat Extra Attack Beginning at 5th level, when you take the attack action you may make an additional attack as part of the same action. Jack of All Blades Beginning at 6th level, you have learnt a little bit about every weapon. You gain a +1 bonus to any attack roll using a weapon that you do not apply a proficiency rank bonus to. This bonus increases to +2 when you reach 11th level, and increases to +3 when you reach 16th level. Martial Training Also beginning at 6th level, your knowledge of weapons improves. You gain one rank with 2 Weapon Categories or an Exotic Weapon of your choice up to your rank maximum. You gain an additional rank with 2 Weapon Categories or Exotic Weapon of your choice up to your rank maximum when you reach 10th level and again at 14th level and 18th level. Pg 94 Part 4: Classes


Mortality Indomitable Beginning at 9th level, when you fail a saving throw, you can choose to succeed instead. Once you use this feature, you cannot do so again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level. Relentless Beginning at 17th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die. Man At Arms Beginning at 20th level, you have mastered the use of one weapon. Choose a weapon with which you apply your proficiency rank bonus, you may add your proficiency rank bonus to damage rolls made with that weapon. Martial Archetypes Arcane Archer Arcane Archer Lore Arcane Shot Magic Arrow Curving Shot Additional Arcane Shot Option Additional Arcane Shot Option Ever-Ready Shot Additional Arcane Shot Option Banneret Rallying Cry Beginning at 3rd level when you choose this archetype, when you use your Second Wind ability, you may choose 3 creatures that you can see within 60 feet of you. Those creatures gain temporary hit points equal to your fighter level + your proficiency rank bonus in the Second Wind ability (minimum 1). Stand Beside Thee Also beginning at 3rd level, when you are within 15 feet of a friendly creature that can see or hear you, both you and that creature gain a bonus equal to your Charisma modifier (minimum 1) to any defensive action roll you make. Pg 95 Part 4: Classes


Mortality Royal Envoy Inspiring Surge Dominant Personality Beginning at 10th level, you are set in your personality and can resist possession effects easily. You gain proficiency in Charisma saving throws. Additionally, you have advantage on any saving throws against being Charmed or Frightened Bulwark Inspiring Surge Brawler 3rd Level Brutal Brawling Beginning at 7th level, your unarmed strike and improvised weapon attack are considered magical for the purposes of overcoming resistances. 10th Level 15th Level 18th Level Cavalier Bonus Proficiency Born to the Saddle Unwavering Mark Warding Manoeuvre Hold the Line Ferocious Charger Vigilant Defender Champion Improved Critical Unrelenting Force Also beginning at 3rd level, you are able to strike with your weapon using especially brutal force. Once per turn when you hit a creature with a weapon attack, you may deal an additional 1d4 damage. This damage increases to 1d6 when you reach 10th level, and increases to 1d8 at 15th level and 1d10 at 18th level. Pg 96 Part 4: Classes


Mortality Remarkable Athlete Additional Fighting Style Superior Critical Survivor Commander Natural Tactician Starting at 3rd level, your knowledge of strategy is impeccable. You may add your Intelligence modifier to your Initiative rolls. Additionally, when you roll Initiative, you may choose to swap your initiative with an allied creature who rolled lower than you. Strategic Superiority Stratagems. You learn three stratagems of your choice, which is detailed under "Stratagems" below. [Flavour text of what stratagems do] . You can use only one manoeuvre per attack. You learn two additional stratagems of your choice at 7th, 10th, and 15th level. Each time you learn new stratagems, you can also replace one stratagem you know with a different one. Strategy Dice. You have four strategy dice, which are d6s. A strategy die is expended when you use it. You regain all of your expended strategy dice when you finish a short or long rest. You gain another strategy die at 7th level and one more at 15th level. Saving Throws. Some of your stratagems require your target to make a saving throw to resist the manoeuvre's effects. The saving throw DC is calculated as follows: Manoeuvre save DC = 8 + your proficiency bonus + your Intelligence modifier. Stratagems Charge. Commander’s Strike. Commanding Presence. Manoeuvring Strike. Rally. Silver Tongue. Tactical Assessment. Know Thy Enemy Beginning at 7th level, you are able to analyse your foes with a critical eye. As an action you may look at a creature and make an Intelligence (Search) check contested by the creature’s Charisma (Deception) check. On a success, you learn one of the creature’s resistances, immunities, or vulnerabilities if it has any. You may do this a number of times equal to your Intelligence modifier (minimum once) and regain expended uses when you finish a long rest. Strategic Mind Beginning at 10th level, your mind is sharp. You gain one rank in Intelligence saving throws up to your rank maximum. Pg 97 Part 4: Classes


Mortality 15th Level Feature 18th Level Feature Dervish Bonus Proficiencies Beginning at 3rd level when you choose this archetype, you gain proficiency in the Acrobatics and Performance skills if you did not have proficiency with these skills before. Dervish Dance Also beginning at 3rd level, you gain the ability to begin a deadly Dervish Dance provided you are not wearing medium or heavy armour and are wielding a melee weapon that deals slashing damage. You can use a bonus action to start the Dervish Dance, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armour or a shield, or if you use two hands to make an attack with a weapon. You can also choose to dismiss your Dervish Dance at any time you choose (no action required) ● You may add your Charisma modifier to your AC (minimum of +1) ● Your walking speed increases by 10ft. ● Once per turn when you hit a creature with a melee weapon that deals slashing damage, you can choose to deal an additional 1d8 slashing damage to that creature. ● You have advantage on Dexterity (Acrobatics) checks. Fast Movement Beginning at 7th level, your dance fills you with a supernatural speed. Whilst you are under the effects of your Dervish Dance, you may take the dash action as a bonus action. Unrestrained Performance Also beginning at 7th level, you have advantage on Dexterity checks and saving throws made to resist being grappled, restrained, or against any effect that would reduce your speed. Dashing Steel Beginning at 10th level, your deadly dance evolves incorporating dashes and quick strikes. When you take the dash action you may make an attack with a melee weapon that deals slashing damage as part of the movement. On a hit, the attack deals an extra 1d8 slashing damage. Nimble Also beginning at 10th level, your nimble movements can keep you safe. You gain proficiency in Dexterity saving throws. Blade Vortex Beginning at 15th level, you may swing your blades around in a deadly vortex as an action. Each creature of your choice within your reach must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or take damage as if you had hit it with an attack on a failed save or half as much on a successful one. Pg 98 Part 4: Classes


Mortality Whirlwind of Death Beginning at 18th level, when you are wielding a weapon that deals slashing damage, you may use an action to make an attack against each target within your reach with a separate attack for each creature. You may move 5ft after each attack (up to your movement speed) without provoking opportunity attacks. You may only attack a creature once using this action but if your movement would bring you into reach of an enemy you have not yet struck, you may continue until there are no more creatures within your reach that you have not yet struck. Eldritch Knight Spellcasting Weapon Bond War Magic Eldritch Strike Arcane Charge Improved War Magic Guardian 3rd Level Guardian’s Resilience Also beginning at 3rd level, your natural hardiness grows. Your hitpoint maximum increases by an amount equal to your level and it increases by 1 each time you gain a level in this class. Protector’s Ward Beginning at 7th level, you are adept at interposing your body between your ward and that which would do them harm. When you finish a short rest, you can choose a creature that you can see to be your ward. When your ward is targeted by an attack or an effect that targets only them and you are within 10 feet of your ward, you may use your reaction to swap places with your ward becoming the target of the attack or effect yourself. 10th Level 15th Level 18th Level Guerilla Makeshift Craftsman Dirty Tactics Fear Tactics Beginning at 7th level you have learnt to instil fear into your enemies. Once per turn when you hit a creature with a weapon attack, you may force that creature to make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma bonus) or be frightened of you for the next minute. The creature can repeat the saving throw at the start of each of its turns, ending the effect on a success. You may use this feature a number of times equal to your Charisma modifier (minimum 1) and regain expended uses when you finish a long rest. Pg 99 Part 4: Classes


Mortality Rising Spirit Unwavering Intensity Beginning at 15th level, you have a burning drive to keep going no matter the cost. Whilst you are below half your maximum hit points. You have advantage on Strength, Dexterity and Constitution saving throws. Hit and Run Beginning at 18th level, you have learnt to master hit and run tactics. Your movement no longer provokes opportunity attacks. Additionally, your walking speed increases by 10ft. Juggernaut Brutish Durability Beginning at 3rd level when you choose this archetype, you are difficult to put down. When you are reduced to 0 hit points but are not killed outright, you can choose to drop to 1 hit point instead. Once you use this feature, you cannot do so again until you finish a long rest. Unyielding Also beginning at 3rd level, you have learnt to stand your ground. When you are subjected to an effect that would move you against your will or knock you prone, you may use your reaction to ignore such a movement or remain standing. Continue Forward Beginning at 7th level, your brutish form is too strong for enemies to keep you in place. When a creature grapples you, your speed is halved instead of being reduced to 0, if you move while a creature is grappling you, that creature is dragged along with you as you move. Shrug It Off Beginning at 10th level, you learn to push past pain. When a creature you can see hits you with an attack, you may use your reaction to take half damage from the attack. Indestructible Beginning at 15th level, you can withstand even the most debilitating effects. When you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. True Resistance Beginning at 18th level, you are able to shrug off the worst of effects. You may use your Indomitable feature one additional time before you need to rest. Marksman Eagle Eye Beginning at 3rd level when you choose this archetype, you gain one rank in the Spot skill up to your rank maximum. Pg 100 Part 4: Classes


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