61- Your form straightens and realigns itself. You feel as if 85- Your spinal cord thickens and straightens, allowing
62 an unseen force massages away your impurities as 86 you to carry more than ever before. Your carrying
you start to resemble your original form less and less. capacity doubles.
Your limbs stretch and shrink until they are perfectly 87- Glands begin to form around your spine, storing
proportionate. Your spine straightens giving you 88 adrenaline. You become immune to one of the
perfect posture. Your skin smooths and any blemishes
dissipate, taking on an almost porcelain texture. Your following conditions: stunned, paralysed, or
features become perfectly symmetrical, almost unconcious.
uncannily so. You gain a +5 bonus to Charisma checks 89- A little known part of the brain, the medulla fortuna,
made with other creatures besides aberrations. 90 swells with genetic superiority, increasing your
63- The iron in your blood aligns itself on an atomic level subconscious link to the universe and fate itself. This
64 to create a grounding conduit. You become immune grants you 1 luck point per long rest.
to lightning damage if your bare skin touches the 91- Your olfactory organs swell with mutant power. Your
ground, and any lightning damage within 20ft of you 92 appearance does not change, but your ability to
redirects towards you instead. perceive smells is greatly enhanced. You gain
65- Your cellular replication becomes more efficient. Your advantage on Widom (Perception) checks that rely on
66 lifespan doubles, but your current age category does smell.
not change. The ranges of your age categories adjust 93- Your body stores adrenaline for later use. As a bonus
to your new longer life. 94 action, you give yourself a shot of adrenaline, causing
67- ou grow a cluster of cells in your brain that allow you your walking speed to be doubled and your melee
68 to perceive magnetic fields. You can “see” the attacks to deal an additional 1d6 damage for 1
magnetic field of the material plane, and as such minute.
always know where north is. You gain a +5 bonus to 95- Your cardiovascular and organ systems all become
Wisdom (Survival) checks made to avoid getting lost. 96 more efficient. Your hit points increase by an amount
69- Your ability scores each increases by +1. equal to your level in this class.
70 97- Your toes elongate and grow an additional joint,
71- Your stomach acids become so strong that you can 98 becoming more like fingers. Your big toe similarly
72 eat any organic material without ill effects. This becomes more akin to an opposable thumb, making
includes things such as spoiled meat, contaminated your feet functionally hands. While laying prone you
water, and the waste products of other creatures. The may utilize all four hands, or utilize three hands while
taste of these “foods” does not change, but you will standing on one with a DC 10 Dexterity check (that
not become physically ill from eating them and they increases by +1 with every round). Walking on them
provide you sustenance. does not impede you in any way. You may wear either
73- u grow 1d4 extra fingers and toes. Your extra digits boots or gloves on your hand-feet.
74 grant you a +2 bonus on Strength (Athletics) checks 99- You find your body regenerates faster than most. At
made to climb and Intelligence (Ivnvestigation) 00 the start of each of your turns, you heal 10 hit points,
checks using your hands. Additionally, you gain the but you cannot heal fire or acid damage naturally.
same bonus to saving throws against being knocked
prone. Genetic Surpluses
75- You grow an auxiliary set of eyes, located beneath
76 your existing eyes. In the event of blindness, you may If a surplus requires a saving throw, then you should use the
pop out your blinded eyes and replace them with the following DC.
fresh new redundant eyes. You may do this a number
of time per day equal to your Constitution bonus Surplus DC = 8 + your proficiency bonus + Constitution
(minimum 1). modifier
77- Your senses all become more acute, giving you a
78 subtle understanding of the world around you. You Acid Spurt
can no longer be flanked, you roll initative with You can use your action to squirt acidic saliva from your
advantage, and can detect any traps within 10 feet of mouth. When you do so, each creature in a 5 by 30 ft. line
you. originating from you must make a Dexterity saving throw. A
79- Your brain swells in your skull, as you grow new creature takes 2d6 acid damage on a failed save, and half as
80 regions. Your skull stretches to adapt, giving you a much damage on a successful save. The damage increases to
slightly egg shaped head. You gain the Telepathy 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
ability out to 50ft. If your Intelligence score is at least
15, this range extends to 100 ft. After you use your acid spurt, you can’t use it again until
81- Sharp teeth now adorn your flesh, vaguely resembling you complete a short or long rest.
82 jagged scales. Anyone unfortunate enough to be in a
grapple with you will take 1d6 slashing and piercing Amorphous
damage each round they are in a grapple with you, as You can fit through an area of 1--inch or bigger without
well as for each grapple check made by or against you. squeezing.
83- Your lungs expand significantly, allowing you to hold
84 your breath and run for twice as long as you would be
able to otherwise.
Atavistic Tail Jump Start
You sprout a tail. This tail can be used to do anything that one Prerequisite: level 12
of your arms can do. Whenever initiative order is decided, you can choose to enter
Blood Frenzy your Vital Pulse without expending a use.
As long as you are under the effects of your Vital Pulse, you Knight of the Arcane
gain a advantage against creatures who are below half of Prerequisite: Sorcerous Warrior fighting style
their maximum hit points.. You gain two metamagic options of your choice. Whenever
Chameleon Skin you use a metamagic option, you must complete a short or
Your skin can change color to match your surroundings. long rest before you can use it again.
While you are Hidden, as long as you remain motionless, Mating Season
other creatures have disadvantage on Perception checks to After spending at least one minute preparing yourself, you
see you, even if you are in plain sight. give yourself on all Charisma checks made against a
Death Ray humanoid of the opposite gender.
Prerequisite: level 9 Monstrous Nature
As an action, you target a creature that you can see within 30 Prerequisite: level 10
feet of it. The target must make a Constitution saving throw, You are now considered a monstrosity, as well whatever your
taking 8d8 necrotic damage on a failed save, or half as much base race is considered. Additionally, you deal double damage
damage on a successful one. If the saving throw fails by 5 or to objects and structures.
more, the target instead takes max damage. The target dies if Muscle Mass Enhancement
reduced to 0 hit points by this ray. You can use this feature Prerequisite: level 8
once before you must complete a long rest to do so again. As a bonus action, you increase your muscle mass, allowing
Elastic Form you to effectively double the damage of your Unarmed Strikes
Prerequisite: level 6 for 1 minute. You can use this feature once before you must
You do not take damage from falling from a height of 40 feet complete a long rest to do so again.
or less. Nerve Trigger
Energy Control As an action you touch a creature, forcing it to make a
Whenever you use your Vital Pulse feature, you can choose to Constitution saving throw. On a failure, the creature is put
forgo gaining temporary hit points and instead gain resitance under the effects of the ray of enfeeblement spell. You can use
to to bludgeoning, piercing, and slashing damage. this feature once before you must complete a long rest to do
Exploit Attraction so again.
Prerequisite: level 5 Opposing Force
You can manipulate the gravity of your surroundings as an Prerequisite: level 5
action. By increasing the attraction between two objects, you When a creature hits you with a melee attack roll, you can
can cause them to move towards each other at a rate of 20 use your reaction to redirect their force back at them by. Roll
feet per round. When two objects collide, they take force damage for the weapon you are currently wielding. The
damage equal to your level + your Constitution modifier. damage is reduced by an amount equal to the damage rolled.
Fortune's Favour If you reduce the damage to 0, then you shove the target back
Prerequisite: level 12 a number of feet equal to 5 times your Strength modifier.
Once per long rest, you can choose to instead succeed on a Parasitic Grasp
saving throw that you have failed. Whenever you grapple a creature, you have advantage on the
Gigaton Punch check. Additionally, if the creature scores a critical failure
Prerequisite: Dueling fighting style, level 15 against it, the creature is instead restrained.
Each of your punches are followed up by an overwhelming Photosynthetic
amount of vital energy. By expending a use of your Rob Rather than eating, you can sustain yourself on sunlight. By
Vitality feature, you grant yourself the ability to siphon an spending at least 2 hours in direct sunlight, you are treated as
incredibly small amount of vital energy from everyone around having eaten enough food for that day.
you. Until the end of your next turn, your unarmed strikes Powerful Stride
deal an extra 3d8 force damage. You regain the ability to do While you are under the effects of your Vital Pulse, you can
so when you finish a short or long rest. use your bonus action to double your walking speed.
Inexhaustable
Prerequisite: level 9
While under the effects of your Vital Pulse, you can ignore
the first level of exhaustion that you receive.
Quadrupedal Relocate
You are able to move swiftly on all fours. While you are prone By expending 15 feet of movement, you can appear within 5
you can run on all fours if your hands are free. While doing feet of a creature you can see.
so, your walking speed increases by 10 feet. Additionally, you Seraphim Wings
do not have disadvantage on melee attack rolls while you are Prerequisite: level 5
prone. You sprout two pairs of angelic wings. You now have a flying
Radiant Blast speed of 35 feet.
Radiant energy erupts from your eyes in a 15-foot cone. Each Stinking Cloak
creature in that area must succeed on a Constitution saving Prerequisite: level 9
throw or take 2d6 radiant damage and be blinded until the Any creature that starts its turn within 10 feet of you must
end of your next turn. Creatures with the Sunlight Sensitivity succeed on a Constitution saving throw or be poisoned until
trait have disadvantage on this saving throw. The damage the start of the creature’s next turn. On a successful saving
increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at throw, the creature is immune to your stench for 1 hour.
16th level. Thermal Clarity
You gain darkvision out to a range of 120 feet. Due to how
After you use your radiant blast, you can’t use it again until your surplus works, you see things based on the heat that
you complete a short or long rest. they give off: hotter objects/creatures appear in shades of red
Reflective Carapace and orange, while colder objects/creatures appear in shades
Prerequisite: Defense fighting style, level 15 of blue and purple.
The armour you are wearing when you choose this surplus is Vigilant
integrated into your skin and cannot be removed. Whenever You can no longer be surprised by a creature within 50 feet of
you are targeted by a magic missile, a line spell, or a spell that you.
requires a ranged attack roll, roll a d12. On a 1 to 11, you are
resistant to the incoming damage type. On an 12, you are
resistant to the incoming damage type, and the effect is
reflected back at the caster as though it originated from you.
Class: Traditionalist
Traditionalists are those that have deeply studied the old
ways of magic and have intertwined themselves with the
Weave.
Threads of the Universe
When researchers were initially looking into the arcane
fabric that had been strung together, traditionalists interacted
with the Weave and created first cantrips as well as
discovered the threads which connected the multiverse.
These magi studied the threads and eventually learned to not
only interact with them, but to also intertwine themselves
with them and even bend them to their will.
Just as wizards study for years to master their craft, most
weavers spend a large portion of their childhood to perfectly
sync their souls with the Weave.
Traditional & Cautious
The knowledge that traditionalists utilise is no different than
the knowledge that the original founders of the casting style
discovered. Unlike other scholars, the traditionalists refuse to
change their ways and instead opt to stick to the old ways
that all spellcasting was founded on before being bastardised
by all modern casters.
Weavers will rarely shake anything up when it comes to
magic. They make sure to only pull on certain threads a small
number of times as to not disrupt the balance. The one
exception to this is when a weaver learns to finally channel
the epic magic of bygone eras.
Mulnara Info
Many traditionalists are tied to the Great Reserve, a facility
used to store information on the multiverse, and will remain
in contact with them. Although, those who followed the path
of the weaver without training under the reserve will tend to
distance themselves from others on their way to true
knowledge of the planes. Many of these "oracles" -- as the
reserve calls them -- try not to associate with divine beings or
idols, most only worship the Mother of Magic or the God of
Gods.
Creating a Traditionalist
When making a traditionalist, think about why your character
has chosen this style over divine, arcane, or pact casting. Was
your character raised by members of the great reserve? Are
they a descendant of Tismos? Is it possible that they
themselves are from a different reality?
Quick Build
By their very nature, traditionalists have no set rule for how
they work. Following this, you will want to have Constitution
be your highest score, followed by Intelligence. Then choose
the Cloistered Scholar or Sage background.
The Traditionalist Cantrips Spells Threads Maximum Spell
Known Known 1 Level
Proficiency 1 1st
Level Bonus Features 2 2 2 1st
1st +2 Restless Repair, Spellhreading 2 3 2 2nd
2nd +2 Hidden Magic 2 4 3 2nd
3rd +2 Untamed Arcanum 2 5 3 3rd
4th +2 Ability Score Improvement 3 6 4 3rd
5th +3 3 7 4 4th
6th +3 Hidden Magic Feature 3 8 5 4th
7th +3 ─ 3 9 5 5th
8th +3 Ability Score Improvement 3 10 6 5th
9th +4 ─ 3 11 6 6th
10th +4 Hidden Magic Feature, Down to a Science 3 12 7 6th
11th +4 ─ 4 12 7 7th
12th +4 Ability Score Improvement 4 13 8 7th
13th +5 Sage Rift 4 13 8 8th
14th +5 Hidden Magic Feature 4 14 9 8th
15th +5 ─ 4 14 9 9th
16th +5 Ability Score Improvement 5 15 9 9th
17th +6 Increased Magic Capacity 5 15 9th
18th +6 Everlasting Being 5 15
19th +6 Ability Score Improvement, Grandmaster
5 15 9 9th
Rift
20th +6 Apotheosis of the Arcane
Class Features Equipment
As a traditionalist, you gain the following class features You start with the following equipment, in addition to the
equipment granted by your background:
Hit Points
(a) a spear or (b) a mace
Hit Dice: 1d4 (a) any simple weapon or (b) a hand crossbow with 5 bolts
Hit Points at 1st Level: 4 + your Constitution modifier (a) a scholar's pack or (b) a mess kit
Hit Points at Higher Levels: 1d4 (or 3) + your Constitution weaver's tools
Alternatively, you can ignore the equipment here and in your
modifier per traditionalist level after 1st background, and buy 5d4 x 10 gp worth of equipment.
Proficiencies Restless Repair
Due to the nature of your magic, your body has become
Armor: None accustomed to long, sleepless nights of piecing together
Weapons: daggers, shortswords unstable threads. When you take a long rest, you enter a
Tools: Weaver's Tools meditative state where you are still fully aware of your
Saving Throws: Constitution, Intelligence surroundings.
Skills: Choose two from Insight, History, Investigation,
Nature, Stealth, Sleight of Hand, or Arcana
Spellthreading Hidden Magic
Your soul is tied directly into the inner workings of the When you reach 2nd level, you discover one of the long
multiverse and the magic that flows through. As such, you are forgotten styles of magic from the list of available magics.
able to pull on the strings that hold it together, but still This enhances the already strange form of spellcasting that
making sure to never unravel it. See chapter 10 of the you use and gives you a true identity. Your choice grants you
Player's Handbook for the genral rules of spellcasting. features at 2nd level and again at 6th, 10th, and 14th level.
Each subclass grants you the following:
Cantrips AAnncainecnitenTthtrheraedad is a part of the Weave that has laid
untouched for quite some time. When you choose a hidden
At 1st level, you know three cantrips of your choice from the magic to follow, you intertwine yourself with it. When you do
traditionalist spell list. You learn additional traditionalist so, you gain proficiency in a saving throw. You also gain a new
cantrips of your choice at higher levels, as shown in the Threading Ability. This ability is the check you roll when
Cantrips Known column of the Weaver table. casting a hidden magic spell.
HThidedseanreMrealgicics oFfotchuosse that founded your chosen magical
Spell Threads studay, and as such are the only things capable of channeling
an ancient thread.
The Spell Level column of the Weaver table shows the SYopuelglasin spells that are original to your subclass at 2nd level,
maximum level thread that you are able to control and how 4th level, 6th level, 8th level, and 10th level.
many stable threads you have per long rest. These threads
can be used to produce magical effects in a slightly different Complex Components
way to spell slots/points. Starting at 3rd level, you unearth a technique used by the
ancient spellthreaders to vary their spell effects. You learn
Whenever you cast a spell that is not a cantrip, you must one complex component of your choice.
make an Intelligence (Arcana) check as apart of the casting.
The check is rolled against your spell save DC. On a failure, When you cast a spell that requires material components,
that thread is destabilised. When a thread is unstable, you you can add this component as apart of the spells threading.
cannot cast spells of that level until you piece it back together You can incorporate these components a number of times
over the course of a long rest. On a success, the spell is equal to your Intelligence modifier (minimum of once) before
casted normally, and the thread stays intact. you must complete a short or long rest to do so again.
Due to spellthreading's raw nature, spells must be cast at You learn how to use an additional complex component at
their base level. When you cast a 1st-level spell, it must 9th and 18th level. You can use any number of additional
remain a 1st-level spell when using spellthreading. components for a spell, but each requires you to expend a
use.
Spells Known of 1st Level and Higher
You know four 1st-level spells of your choice from the weaver
spell list.
The Spells Known Column of the Traditionalist table
shows when you learn more traditionalist spells. Each of
these spells must be a level of which you know how to
manipulate. For instance, when you reach 3rd level in this
class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can
choose one of the traditionalist spells you know and replace it
with another spell from the traditionalist spell list, which also
must be of an appropriate level.
Spellthreading Ability
Constitution is your spellcasting modifier as your magic is
one of enacting your will upon the Weave so that it might do
as you wish. You use your Constitution whenever a spell
refers to your spellcasting ability. In addition, you use your
Constitution modifier when setting the saving throw DC for a
weaver spell you cast and when making an attack roll with
one.
Spell save DC =y8ou+ryCoounrsptritouftiicoiennmcyobdoifnieurs +
Spell attack modifyioeurr=Cyoonusrtiptruotifoicniemncoydibfioenrus +
Spellthreading Focus
You can use a set of weaver's tools as a threading focus for
your traditionalist spells.
Cricket Ability Score Increase
When you reach 4th level, you can increase one ability score
By adding the leg of a cricket to a spell, you cause the effects of your choice by 2, or you can increase two ability scores of
of a spell to be applied to a second creature within range. your choice by 1. As normal, you can't increase an ability
above 20 using this feature. If your DM allows feats, you may
Diamond instead take a feat.
By adding a crushed diamond to a spell that deals damage, you Hidden Magic Feature
change to damage type to acid, cold, fire, lighting, poison, or At 6th level, you gain a feature granted by your Hidden Magic.
thunder damage.
Magus Rift
Dirt Starting at 7th level as an action, you can tear a thread of any
level, causing an eruption of magical energy. Choose one
By adding dirt from a graveyard to a spell that summons creature you can see with 40 feet of you. That creature is
creatures, you are able to create one additional creature. forced to make an Intelligence saving throw against your
spell save DC. On a failure, the creature the ability to cast
Eyelash spells as long as you maintain your concentration (as if you
were concentrating on a spell). On success the creature
By adding an eyelash to a spell that requires an attack roll, you instead takes force damage equal to the spell's level.
grant yourself a +1 bonus to the roll. No matter the outcome, using this ability counts as a failure
for the chosen spell level.
Feldspar
Ability Score Increase
By adding powdered feldspar to a spell, you cause the spell to When you reach 8th level, you can increase one ability score
be incapable of being countered or dispelled. of your choice by 2, or you can increase two ability scores of
your choice by 1. As normal, you can't increase an ability
Magnetite above 20 using this feature. If your DM allows feats, you may
instead take a feat.
By adding a chunk of magnetite to a spell with a range greater
than touch or elf, you force the range to double. Hidden Magic Feature
At 10th level, you gain a feature granted by your Hidden
Mercury Magic.
By adding a drop of mercury to a spell with any area of effect, Down to a Science
you extend the spell's area by 10 feet. At 10th level, you fall into a perfected rhythm when threading
you spells. You now have advantage on the Intelligence
Mistletoe (Arcana) check made as a part of the spell’s casting.
By adding the ashes of a sprig of mistletoe to a spell that deals Ability Score Increase
damage, you increase the damage of the spell by an additional When you reach 12th level, you can increase one ability score
damage die. of your choice by 2, or you can increase two ability scores of
your choice by 1. As normal, you can't increase an ability
Pot above 20 using this feature. If your DM allows feats, you may
instead take a feat.
By adding a broken clay pot to a spell that targets a single
creature, you cause it to instead effect 10-foot radius within Sage Rift
range. At 13th level, the power of your rifts become even more
devastating. The range increases to 60 feet and you can to
Rhubarb choose a second creature within range.
By adding a rhubarb lead to a spell that requires a saving Hidden Magic Feature
throw, you make it so that save is made with disadvantage. At 14th level, you gain a feature granted by your Hidden
Magic.
Sumac
By adding a crushed sumac bulb to spell that gives a
condition, you add the poisoned condition on top of the
original.
Vinegar
By adding a cup of vinegar to a spell with a duration longer
than instantaneous, you double the duration.