The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.
Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by necrosando, 2022-09-07 16:36:05

Galder's Gazetteer

Galder-s-Gazetteer

Keywords: 5e,galder's,gazetteer,dnd,dungeons and dragons

inspiring performanCe College of Spoons

By 14th level, your oratory skills and rhetoric are From the Tallahassee Do It, Nerd! Club
the pinnacle of inspiration. If you read one of the Bards of the College of Spoons are able to use their
speeches created with your Inspiring Speech feature, own bodies to channel magic through rhythmic and
you can choose to expend any number of your fluid movements. Aided only by the jangling of tassels
remaining uses of Bardic Inspiration. The creature on their clothing or the clacking of castanets (both
you inspire with the speech gains an additional Bardic shaped like spoons), these dancing bards evoke
Inspiration die for each additional use you expend powerful emotions by embodying the passion of
beyond the first. music.

As a College of Spoons bard, you decide how you
learned and honed your craft. Did you have a teacher?
If so, what were their methods? Did you start learning
your methods on a dirty street corner, or were your
undulations perfected in grand palace halls? Consult
the Spoony Beginnings table for a potential origin.

d6 Spoony Beginnings
The people in your village saw your

1 potential, and found an accomplished
dancer to teach you more.
You’re self taught, you try to keep
your magical influence subtle. You try

2 and make it look more like you just
happen to be extremely attractive while
dancing.
You received a formal education as a

3 prestigious school for performance.
You were talented, but unmotivated.
An elderly stranger at a tavern was
willing to give you private lessons.

4 Dancing at the tavern brought
you great fame, and made you feel
powerful.
You use your dancing as a way to

5 express overwhelming emotion. You
learned the art out of necessity.
Your family has several accomplished

6 dancers. They consider your abilities to
be mediocre at best.

51

Galder's Gazeteer: Bard

enChanted danCes

When you join the College of Spoons, you learn three
dances to enthrall others and empower yourself. You
can begin a dance as a bonus action on your turn and
must concentrate on it as though concentrating on a
spell. The effects last as long as you remain dancing,
up to one minute. The dance lasts until you stop (no
action required), you lose concentration, or if you are
unable to move.

Alluring. Choose a humanoid, beast, or fey within
30 feet. The target must make a Wisdom saving throw
against your spell save DC or be charmed by you.
Hostile creatures have advantage on the save. While
charmed by you, the creature can’t look away. If
anything harms the charmed creature, the effect
ends.

Emboldening. Friendly allies within 30 feet
that can see you gain temporary hit points equal
to half you bard level. These hit points only last
as long as you are dancing and your allies remain
within 30 feet and can see you.

Feverish. You dance yourself into a wild frenzy
of unbridled passion. If an ally expends one of
your Bardic Inspiration dice and adds it to an
attack or damage roll, you can also add half the
result to your own roll of the same kind before
the end of your next turn.

Once you use any of these dances, you cannot do so
again until you finish a long rest. Starting at 14th level,
you can use this feature twice between long rests.

hypnotiC sWay

Also at 6rd level, you can expend one use of your
Bardic Inspiration to magically lure the susceptible
to you. Roll your Bardic Inspiration die, then choose
up to that number of creatures that aren’t constructs
or undead within 30 feet that can see you. They must
make a Wisdom saving throw. On a failure, a creature
is charmed by you and must use its movement to
move closer to you on each of its turns. A creature
can repeat the saving throw at the end of each of its
turns, ending the effect on a success.

Burning temptation

At 14th level, your grace is irresistible and
your spoony mastery complete. While you
are using your Enchanted Dance feature,
any damage you deal to hostile creatures
that can see you can choose to be psychic
damage instead of its normal type.

Additionally, while using your Alluring
dance, if you harm the creature the effect
doesn’t end unless the target makes
another saving throw against the same
DC.

Cleric

Emissaries of the divine, two new ways for a cleric to
manifest their gods’ will are presented here. The Arts
Domain celebrates the spark of creative genius, and
the Harmony domain spreads peace.

Divine Domains

Arts Domain

From Johannah “J.C.” Mehling
Art has long been used to spread ideas, inspire
minds, and share beauty with the world. The arts
can bring joy to the downtrodden and beautify the
unsightly. Clerics of the Arts Domain bring joy and
beauty to the world, being a beacon of hope in a
world dulled by war and strife. They bring peace
and understanding between nations, and inspire
their allies to fight when all other options have
been exhausted. Whether it be through painting,
sculpting, song, dance, or poetry, they spread the
word of their religion to the masses.

Bonus Proficiencies

When you choose this domain at 1st level, you gain
proficiency with any combination of two musical
instruments or artisan tool sets of your choice. The
tool sets or musical instruments you gain proficiency
with can be used as a holy symbol for you.

Domain sPells

At each indicated cleric level, add the listed spells to
your spells prepared. They do not count towards your
limit.

Cleric art Domain sPells
Level
Spells
1st Charm Person, Color Spray
3rd Calm Emotions, Enthrall
5th Beacon of Hope, Hypnotic Pattern
Freedom of Movement,
7th Hallucinatory Terrain
Dominate Person, Creation
9th

insPiring oPus

You can create music to stir passion, paintings that
enrage the soul, sculptures that soothe the mind, and
poems that put the body to rest.

53

Galder's Gazeteer: Cleric

You create a special piece of magical art that For every minute you spend creating this work of
changes emotions of a particular creature. Choose art, up to 10 cubic feet of new material is created, up
a creature that you know that isn’t a construct or to 600 cubic feet.
undead. You can spend an hour creating a piece of art
that speaks to that creature’s soul. After creating the When you complete the work of art, the object or
piece, if the intended target is within 60 feet, as an terrain feature depicted becomes a real, nonmagical
action you can present the piece and the art’s magic object and the terrain becomes another sort
to come into effect. After being used in this way or if including sound and smell. For example, painting
you create a new one, the art piece loses its magic. a door creates an actual door on a wall that can be
opened, a dance of the jungle produces trees and
The artwork takes one of the following forms: swamps, or a song about a pit on a floor creates a real
Heart of War. This is a battle hymn, a heroic poem, pit (its depth counts against the total area of objects
or artwork praising glory in war. The affected creature you create). Everything you bring into existence in
gains temporary hit points equal to your Wisdom this way must be within 100 feet of you.
modifier plus your cleric level.
Emotive Release. This piece taps into deep and Your new creations are real in nearly every way
vulnerable feelings. The affected creature must make including providing cover, producing difficult
a Wisdom saving throw against your spell save DC. terrain, and obscuring vision, however there are
On a failure, the creature becomes either friendly some exceptions. Nothing created from this feature
and receptive or aggravated and hostile toward the can have a value greater than 25 gp. If you create an
subject of the artwork (your choice). The subject can object of greater value (such as a gold statue), the
be a creature, a faction such as a guild or noble house, object looks authentic, but close inspection reveals
or some abstract idea, such as war or love. This effect it is made of some worthless material. If you create
lasts for 1 hour. some form of energy such as hot coals or bolts of
Inspiring Influence. Your piece acts to spark the lightning, the energy appears but is harmless.
creative drive of the target. The affected creature
gains advantage on the next ability check using a set After using this feature, you cannot do so again
of artisan tools or a musical instrument. until you finish a long rest.

channel Divinity: Burst of insPiration Harmony Domain

Your deity makes their creative will known to those From Moosh
around you, and you are the muse. This raw creative Clerics of the Harmony domain focus on the
energy can help your allies find solutions and maintenance of peace and the prevention of violence.
opportunities they otherwise would have overlooked. These clerics promote reconciliation, calm and
As a reaction to a friendly creature within 60 feet tranquility through convincing those on a violent path
making an attack roll or an ability check, you can that there is another way. Domination remains a last
roll a d6 and add the number rolled to the ally’s roll. resort for those who refuse to sway from the harmful
You can wait until after the ally rolls the d20 before path of violence. Any deity that doesn’t actively seek
deciding to use this feature, but must decide before or promote combat over a more diplomatic solution
the GM says whether the roll succeeds or fails. can claim some sway over this domain.

suPerior oPus Domain sPells

Starting at 6th level, the number of creatures you can At each indicated cleric level, add the listed spells to
affect with a piece of art using your Inspiring Opus your spells prepared. They do not count towards your
feature increases to equal your Wisdom modifier limit.
(minimum 2).
Cleric harmony Domain sPells
Potent sPellcasting Level
Spells
Starting at 8th level, you add your Wisdom modifier 1st Command, Sleep
to the damage you deal with any cleric cantrip. 3rd Calm Emotions, Hold Person
5th Dispel magic, Magic Circle
vessel of the muse 7th Banishment, Compulsion
9th Dominate Person, Geas
Starting at 17th level, when the spirit of creation
springs forth from you, it can manifest itself in the
world. You can sing about, paint, or otherwise create
a work of art representing inanimate objects, terrain,
or weather features-such as a boulder, a crevasse, a
rainstorm, trees, rooms, or weapons.

Ia ei h hd
e o f lo e ln u
i s, m s pe v
en a o r . A eu
e t a h! A g
v s, t o ao
a . Y u’ i ou
o i en .

Boon of Peace

Starting when you choose this domain at 1st level,
whenever you reduce a creature to 0 hit points and
use non-lethal damage, you gain temporary hit points
equal to 3 + your cleric level.

channel Divinity: torrent of Peace

Starting at 2nd level, you can use your Channel
Divinity to tap into the divine well of peace that flows
through you. As a bonus action you can project these
feelings, giving all hostile creatures within 60 feet
of you disadvantage on their saving throws against
spells you cast to charm them. This projection lasts
for 10 minutes, or until you dismiss it using another
bonus action.

channel Divinity: censure violence

At 6th level, you can use your Channel Divinity to
admonish those who use wanton violence against
innocent parties. Immediately after a creature
within 60 feet of you makes an attack roll, you can
use your reaction to force the attacker to make a
Wisdom saving throw. On a failed save, the attacker
becomes stunned until the end of its next turn,
and also causes the attack to miss if it would have
hit. While the creature is stunned in this way, it
automatically fails saving throws to become charmed
by you. On a successful save, the creature resists your
admonishment and cannot be targeted in this way for
24 hours.

Potent sPellcasting

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

aegis of reconciliation

Starting at 17th level, as a reaction when you or an
ally you can see within 30 feet of you would normally
take damage from an attack, a spell, or another
intentionally harmful effect, instead all damage dice
automatically roll 1. Once you use this feature, you
must finish a short or long rest before you can do so
again.

55

Galder's Gazeteer: Cleric

Druid

Wh u a s u , t’ f de
et s b k. I d e
et
he nr
e ua r o e.

Druid Circles

Two new circles are available for druids upon reaching
2nd level. The Circle of Tides is a druid of the coasts
and reefs who harnesses the tremendous power of
the ocean. More attached to civilization than other
druids, members of the Circle of the Harvest work to
cultivate the land to feed the masses in balance with
nature.

Circle of the Harvest

Druids of the Circle of the Harvest amplify the bounty
of the land to benefit all. Unlike other druids who
tend to be removed from civilization, members of
this circle live alongside rural communities and often
serve as leaders and guardians of the farmlands.
Usually responsible and diligent, these druids seek to
see others reap the just rewards of their work, and
then go on to share the plenty.

Mystic AgronoMy

When you choose this circle at 2nd level, you learn
to magically enlarge grains and vegetables as an
action. You touch a fruit or vegetable, and cause it to
grow one size category and weigh 10 times more. A
single fruit or vegetable can only be affected twice
by this magic. Alternatively, a 10 foot radius area of
grassy plants around you can grow up to 10 feet high,
making the area heavily obscured.

You can use this feature a number of times equal to
your Wisdom modifier, and regain all expended uses
when you finish a long rest.

Blight Exorcist

Additionally at 2nd level, you learn how to remove
harmful toxins from plants, and how to release them
back out.

You can cast protection from poison targeting a
plant type creature at-will, without expending a spell
slot. You also learn the poison spray cantrip, and
when you cast it you add additional necrotic damage
equal to your proficiency bonus to the damage roll.

Bountiful hArvEst

Starting at 6th level, you always have plant growth
prepared and it doesn’t count against the number of
spells you can prepare.

This spell also has special properties when you cast The plants can exert fine control on objects with
it. When you cast the spell using an action, you can their delicate vines. You can use them for simple tasks
selectively choose which spaces within the area are such as turning a key, opening a chest, retrieving an
affected by the growth, or cause plants to appear item from a bag, or knocking over a lantern.
anywhere in the area there aren’t any. When you cast
the spell using either casting time, the affected area is Once you use this feature, you must finish a long
doubled. rest before you can use it again.

sow goodnEss Circle of Tides

Beginning at 10th level you can sow magic seeds Druids of the Circle of Tides commune with the
which rapidly mature and bloom. Choose three spirits of the ocean to learn its mystic nature, and
points within 20 feet. Plants magically spring forth harness the crushing power of the sea. The vastness
from the points and bear fruit at the end of your turn. of the open waters call these druids to spend much
of their lives at sea, voyaging across the world on a
Eating the fruit restores 1d4 hit points. As long great adventure. Occasionally, a druid of this circle
as the fruit remains on the plant, the amount of will notice a rocky alto, sea cave or reef in need of
healing increases by 1d4 at the end of each of your particular protection due to its delicate ecology or
subsequent turns, up to a maximum of 4d4. spectacular wildlife. In such a case, these druids
often seek ways to ward off threats to these regions.
Any time after the end of your turn, a creature
next to that space can pluck a fruit from the magical circlE spElls
sapling and eat it as a bonus action.
Your link to the ocean grants you access to certain
Each plant lasts until a fruit is picked from it, or for spells starting at 3rd level, then again at 5th, 7th , and
one minute, after which they wither and die. The fruit 9th level. When you gain access to your circle spells,
rots one minute after being picked if not eaten. you always have them prepared, and they don’t count
against the number of spells you can prepare each day.
sEntiEnt syMBiosis
circlE of tidEs spElls
Starting at 14th level, you can awaken a connection
to the life force present in plants, and can convince Level Spell
them to act on your behalf. As an action each round 3rd fog cloud
for up to 1 minute, you gain a limited ability to control 5th call lighting
plants within 30 feet of you with your thoughts. 7th control water
9th conjure elemental
The plants can affect one target in the area each
turn. The target can be a creature or an object, and be flow
either the same each turn, or you can choose a new
target on your turn. If you switch targets, the prior You gain the ability to harness your connection to the
target is no longer affected. ocean in the following ways:

Creature. You can try to move or restrain a Large • As an action, you can create a whip of water to
or smaller creature. The target must make a Strength lash out and strike. Make a ranged spell attack roll
saving throw against your spell save DC. on a failure, against one creature that you can see within 30
you move the creature up to 30 feet in any direction, feet. On a hit, the target takes 1d10 bludgeoning
including upward but not beyond the area of this damage. Instead of dealing damage, you can knock
effect. Until the end of your next turn, the creature the creature prone if it is Medium or smaller. At
is restrained by writhing vines and roots. A creature 10th level, the damage increases to 2d10 or you can
lifted upward is suspended in mid-air by the plants. knock a Large or smaller creature prone.
• As long as you have speak with animals or animal
A creature can repeat the saving throw at the end of friendship prepared, when you cast one of the
each of its turns to stop being restrained. spells targeting a fish or other sea-dwelling
creature, you can cast the other spell targeting the
Object. With grasping roots, branches, and vines, same creature using the same spell slot.
the plants try to move an object that weighs up • You have advantage on Intelligence (Nature) checks
to 500 pounds. If the object isn’t being worn or relating to the predicting the weather at sea.
carried, the plants smoothly move it up to 30 feet in
any direction, including straight up. If you move the
object outside the area affected by this feature, it is
flung by the plants and cannot rest midair.

If the object is worn or carried by a creature,
you must make Wisdom check contested by that
creature’s Strength check. You add your proficiency
bonus to the contested roll. If you succeed, the
plants pull the object away from that creature and
can move it on subsequent turns.

57

Galder's Gazeteer: Druid

givEr of lifE

Starting at 6th level you can channel the mystic
properties of the water flowing through living things.
Whenever you cast a spell that restores hit points to
a creature that isn’t a construct or undead, if you can
touch that creature it regains 1d10 + your Wisdom
modifier additional hit points. Starting at 10th level,
you roll another 1d10, adding it to the total additional
hit points resorted.

wAtEr wiEldEr

Beginning at 10th level you can cast control water
once without expending a spell slot, and regain the
ability to do when you finish a short or long rest.

tidAl crush

When you reach 14th level you can summon forth the
terrible wrath of the sea. You unleash a crushing wave
of water in a 100 foot cone from a point you choose
within 60 feet. All Huge or smaller creatures in the
wave must make a Strength saving throw against your
spell save DC. On a failure, the creature takes 5d10
bludgeoning damage and is pushed 20 feet away from
the wave’s origin and knocked prone. A creature that
succeeds takes half damage, is pushed only 10 feet,
and not knocked prone.

The wave extinguishes all flames in the area and
leaves behind shallow pools of water. The wave also
carries with it some sea life, which the GM chooses
or rolls for on the table below. The creatures appear
in any part of the area affected by the wave, and act
according to their nature.

Once you use this feature, you must finish a long
rest before you can do so again.

d8 Sea Creatures
1-3 Small fish, crabs, and jellyfish
4 2d10 quippers
5 1d4 octopuses + 1d4 giant seahorses
6 1d6 giant crabs
7 1d4 giant octopuses
8 1 giant shark

Fighter Iron Will

Presented in this section are a variety of new options Your fighting spirit is as tough and durable as your
for the fighter. There is a variant fighter class that is body. At 9th level, you add half your proficiency
more reliant on long rests and Constitution. There are bonus, rounded up, to any Intelligence, Wisdom, or
also several new fighter archetypes. Charisma saving throw that doesn’t already add your
proficiency bonus.
Variant Fighter
Superior Fighting Style
When you choose this variant class, you no longer
gain the following features in the Fighter Table: Starting at 13th level, your mastery of your fighting
style deepens. You can choose an additional option
• Second Wind from the Fighting Style feature you gain at 2nd level,
• Action Surge or you can choose an improved version of a fighting
• Indomitable style you already know as detailed below.

You instead gain the following features at the levels Superior Archery
indicated in the Variant Fighter table.
You gain a +3 bonus to attack rolls you make with
Level VAriAnt fighter ranged weapons.
2nd Features
7th Combat Valor Superior DefenSe
Improved Reflexes
9th Iron Will, Combat Valor While you are wearing armor, you gain a +1 bonus to
improvement AC. You also gain a +1 bonus to all saving throws.
13th Superior Fighting Style
Legendary Resistance, Combat Superior Dueling
17th Valor improvement
When you are wielding a melee weapon in one hand
Combat Valor and no other weapons, you gain a +4 bonus to
damage rolls with that weapon.
Starting at 2nd level, you can leap into action with
extreme vigor. As a bonus action you can make a Superior greAt WeApon fighting
single weapon attack and gain temporary hit points
equal to your Constitution modifier plus your fighter When you roll a 1 or a 2 on a damage die for an attack
level (minimum 1). You can also move up to half your you make with a melee weapon that you are wielding
speed without provoking opportunity attacks as part with two hands, you can reroll the die and must use
of the same bonus action. the new roll, but can treat any roll of 2 or lower as a
3. The weapon must have the two-handed or versatile
Starting at 9th level, you can make two weapon property for you to gain this benefit.
attacks using this feature. At 17th level the distance
you can move increases to your entire speed, and Superior protection
you can make up to three weapon attacks. If using
two-weapon fighting, you make one additional attack When a creature you can see attacks a target other
when using this feature. than you that is within 5 feet of you, you can use your
reaction to impose disadvantage on the attack roll
You can use this feature a number of times equal to and make an opportunity attack against the attacker.
1 plus your Constitution modifier (minimum 1), and You must be wielding a shield.
regain any expended uses at the when you finish a
long rest. Superior tWo-WeApon fighting

By 7th level, you’ve mastered how to duck and dodge When you engage in two-weapon fighting, you can
out of harms way. You gain proficiency in Dexterity add your ability modifier to the damage of the second
saving throws. attack. You gain a +1 bonus to AC while you are
wielding a separate melee weapon in each hand.

Starting at 17th level, if you fail a saving throw, you
can choose to succeed instead. You use this feature
once, and must finish a long rest before doing so
again.

59

Galder's Gazeteer: Fighter

Brawler addition, if you take the Attack action and make an
attack with an unarmed strike, you can make another
From W. Gage Berry attack with an unarmed strike as a bonus action.
Rather than putting their trust in breakable weapons
or fallible armor, brawlers rely on might of their own Sucker punch
body and physical resilience to defeat their enemies.
Warriors in the purest form, some brawlers combine Starting at 7th level, your unarmed strikes count as
brawny strength and incredible speed with steely magical for the purpose of overcoming resistance and
discipline and cunning. Others, however, just know immunity to nonmagical attacks and damage.
how to hit hardest and fastest.
eVASion
AggreSSiVe
At 7th level, your sharpened reflexes allow you to
Starting at 3rd level, as a bonus action, you can move dodge out of the way of magical area effects that
up to your speed toward a hostile creature that you cause damage, such as a blue dragon’s Lightning
can see. Breath or a fireball spell. When you are subjected to
an effect that allows you to make a Dexterity saving
BrutiSh StrikeS throw to take only half damage, you instead take no
damage if you succeed on the saving throw, and only
At 3rd level, your unarmed strike damage increases half damage if you fail.
to a d4. Your unarmed strikes deal one extra die
of damage the first time you hit on your turn. In floAting Sting

At 10th level, when you take the Dodge action, you
can make a melee attack as part of the same action.
You make this attack with advantage.

choke holD

At 15th level, when you succeed on an unarmed
strike against a target you are grappling, the attack
automatically scores a critical hit.

Superior choke holD

At 18th level, you may grapple creatures that are up to
two sizes larger or smaller than you.

Additionally, if you make a melee attack against a
target you are grappling and score a critical hit, you
cause the creature to become frightened of you until
the end of your next turn. A creature frightened this
way takes an extra 1d12 psychic damage whenever
they are hit by an attack.

Defender

From David Cook
From bodyguards for underworld kingpins to
knighted shieldbearers for noble lords, fighters
who are trained themselves to protect claim the
title Defender. Fortifying their position by way of
defensive stances and techniques, these fighters are
master guardians and protectors.

DefenSiVe StAnce

Beginning when you choose this archetype at
3rd level, you can enter into an uncompromising
protective technique fortified with determination. On
your turn you can enter a defensive stance as a bonus
action, and gain temporary hit points equal to half
your fighter level (minimum 1) . While in a defensive
stance the following rules apply:

• You can take a bonus action on each
of your subsequent turns to use
either the Dodge or Guard action.
• You have advantage on ability checks
and saving throws to avoid being
moved against your will or knocked
prone. This includes teleportation and
interplanar travel.
• Your walking speed is reduced to 15 feet
if it isn’t already lower, and you can’t
take the Dash action.

You can hold your defensive stance for
1 minute. It ends early if you are knocked
unconscious or if you are unwillingly
moved or knocked prone.

You can enter your defensive stance three
times, and regain all expended uses when
you finish a long rest. If you finish a short
rest and have no remaining uses, you regain
one.

unmAtcheD BrAVery

Beginning at 7th level, if you fail a saving throw
against being frightened, you can choose to
succeed instead. Once you use this feature you
must finish a short or long rest before you can
do so again.

Armor mAVen

Starting at 10th level, your techniques allow you to
deflect the power of blows made against your allies.
When you are wearing armor and in your defensive
stance, all allies within 5 feet gain a +1 bonus to their
AC. This bonus increases to +2 at 18th level.

teStuDo tActicS

Starting at 15th level, you can allow bursts of
movement without compromising the defenses
of you and your allies. Opportunity attacks made
against you or allies within 5 feet of you are made
with disadvantage.

lASt WorD WeAponS of the DrAgoon

At 18th level, if an effect or attack would knock you When you choose this archetype at 3rd level,
unconscious or kill you, you can make a melee attack your training has focused on a mastery of
against the creature that made the attack or caused hafted weapons. Spears, javelins, glaives,
the effect if that creature is within your reach. You halberds, lances, pikes, and tridents are
have advantage on the attack and if it hits, the attack considered dragoon weapons, and can be
does the maximum possible damage. used with certain dragoon features.

Dragoon Fighter In addition, spears and tridents you wield use a d8
for damage if used one handed and a d10 if wielded
From Garett Zanca two handed. The short and long thrown ranges of
The dragoon is a fighter trained to control the battle these weapons are also increased by 10 feet.
space through mobility, and by using spears and pole
arms to devastating effect. They can go anywhere, but
their opponents can’t.

61

Galder's Gazeteer: Fighter

Superior mAneuVerABility intruSiVe WeApon

Starting at 3rd level, you can bound toward a foe and Beginning at 7th level you can take the Disengage
strike with a deft charge. While wielding a dragoon or Harry action as a bonus action while wielding a
weapon, you gain the following benefits: dragoon weapon. If you Harry as a bonus action, you
can choose a target within reach of your dragoon
• When you move at least 20 feet in a straight line weapon instead of within 5 feet.
towards a creature, your next attack against that
creature is made with advantage. AreA Strike
• As a bonus action, you can move up to your
speed toward a hostile creature that you can Starting at 10th level, your threat in battle extends
see. Opportunity attacks made against you have beyond your immediate foe. On your turn, if you
disadvantage during this movement. make an attack using a dragoon weapon and hit,
every other enemy within reach of your weapon
In addition, your walking speed increases by 5 feet. must make a Dexterity saving throw equal to 8 +
your proficiency bonus + your Strength of Dexterity
modifier (whichever was used for the attack). On a
failure, each enemy takes damage equal to half the
amount dealt in by the original attack.

Once you use this feature, you can’t do so again
until you finish a short or long rest.

lAncet

Starting at 15th level with a stunning charge, you can
choose to drain your enemy’s vitality to envigor your
own. If you move at least 10 feet on your turn before
making a melee attack using a dragoon weapon, on a
hit you can choose to gain temporary hit points equal
to the damage dealt. If you do so, you also regain a
use of your Area Strike feature, but can’t use this
feature again until you finish a short or long rest.

controller

At 18th level, you have mastered the subtle art of
positioning on the battlefield. When you Dash, or
take the bonus action granted by your Superior
Maneuverability feature, your speed is doubled.
Additionally, for the purpose of making opportunity
attacks, your reach with dragoon weapons is
increased by 5 feet.

Dragon Bound

From David Cook
You belong to a martial tradition born out of service
to great dragons, and your training reflects their
magic and knowledge. Most often, dragon bound
fighters trace their origin to an army in the service
of a powerful, militaristic dragon. Others belong to
orders that have long forsaken service to a tyrant but
kept the traditions and practices alive within their
ranks. Some of these corps are well regarded, but
most are either obscure or feared.

However, any given dragon bound could be
the first of a new tradition. A dragon bound could
seek out a dragon to serve, and as a reward receive
mentoring and opportunity. Other exceptional
dragon bound might learn the ways of dragons from
diligent research, practice, and observation.

DrAconic trADition tABle

Dragon Damage Type Cantrip Lesser Magic Greater Magic
fog cloud fear
Black Poison acid splash silent image lightning bolt
absorb elements blink
Blue Lightning shocking grasp speak with animals call lightning
Tasha’s hideous laughter hypnotic pattern
Brass Fire produce flame bless daylight
charm person stinking cloud
Bronze Lightning shocking grasp cause fear fireball
detect evil and good wind wall
Copper Acid minor illusion fog cloud sleet storm

Gold Fire fire bolt

Green Poison poison spray

Red Fire fire bolt

Silver Cold sacred flame

White Cold ray of frost

DrAconic trADition You can use this feature to cast these spells in
any combination a total of two times. You regain
At 3rd level, when you select this archetype, you expended uses of your Lesser Magics when you finish
choose one type of dragon from which your tradition a long rest.
stems. The type of draconic tradition you pick will
determine which damage type is used by features you Spellcasting Ability. Charisma is your spellcasting
gain later, and greatly affects which spells you learn ability for these spells; you channel draconic magic
as seen in the Draconic Tradition table. to manifest your will. You use your Charisma score
whenever a spell refers to your spellcasting ability.
You are well-versed in draconic lore of your In addition, you use your Charisma modifier when
tradition. Whenever you make an Intelligence setting the saving throw DC for a sorcerer spell you
(History) or Intelligence (Nature) check relating to cast and when making an attack roll with one.
dragons, you double your proficiency bonus to the
check. Additionally, you can speak, read, and write Spell save DC = 8 + your proficiency bonus + your
Draconic. Charisma modifier

DrAconic mAgic Spell attack modifier = your proficiency bonus +
your Charisma modifier
Your tradition has enabled you to cast a limited
number of spells. This could be a result from an clAW AnD tAil
arcane rite performed by an ancient dragon, long
exposure to a dragon’s lair, secret glyphs of your Starting at 3rd level, you can use combat tactics that
tradition carved into your body with a dragon’s claw, mimic those of a dragon.
or some other infusion of the dragon’s innate magic
into your being. If you take the Attack action and hit a creature
with a melee weapon attack, you can follow up with
Cantrips. You learn two cantrips, one another fast swipe. As a bonus action, you can make
corresponding to your draconic tradition as per the a melee weapon attack against the same creature. On
Draconic Tradition table, and one from the sorcerer a successful hit, you deal damage equal to the ability
spell list. You learn an additional sorcerer cantrip of modifier the melee weapon attack used for damage.
your choice at 10th level.
Additionally, if you move at least 5 feet before
Lesser Magics. You’ve mastered the ability to attempting a shove, you have advantage on the
spontaneously cast a small number of spells. You contested roll. You plough into your foes with the
know two spells: one from your draconic tradition force of a mighty tail sweep.
listed on the Draconic Tradition table, and one 1st
level spell of your choice from the sorcerer spell Once you use a benefit granted by this feature, you
list. Whenever you gain a level in this c1ass, you can cannot do so again until you finish a short or long rest.
replace the sorcerer spell you chose with another
spell from the sorcerer spell list. tooth AnD Wing

By 7th level, you’ve mastered additional fighting
techniques inspired by dragons in battle. As an

63

Galder's Gazeteer: Fighter

action, you can move up to your speed in the process turn, every creature within 5 feet of you must make
of making and landing a running jump. Your jump a Dexterity saving throw. If your draconic tradition’s
distance is doubled and you can make a melee damage type is poison or cold, a creature makes a
weapon attack with advantage against any creature Constitution saving throw instead. On a failed save,
within your reach when you land. On a hit, roll an the creature takes 1d6 damage corresponding to
extra die for your weapon damage. your draconic tradition, or half as much damage on a
successful one.
Once you use this leaping strike, you cannot do so
again until you finish a short or long rest. improVeD DrAconic mAgic

elementAl AurA At 10th level, your magical ability increases. You learn
one additional 1st level spell and two 2nd level spells
Starting at 10th level, elemental energy begins to from the sorcerer’s spell list. These spells typically
flow in and around you. As a bonus action, you reflect the characteristics of the type of dragon
can create an aura corresponding to your draconic revered in your tradition, but they may be any spells
tradition. This aura lasts for 1 minute, or until you you choose.
dismiss it as a bonus action. At the beginning of your
You can now cast spells more often. You can cast
M f o i tp e’ the spells gained from this class a number of times
r !W equal to 1 plus your Charisma modifier (at a minimum
er o ? of 3) and regain any expended uses when you finish a
long rest.

DrAgon BreAth

At 15th level, you’ve mastered the secret of a dragon’s
breath weapon. As an action, you can exhale magical
energy in a fearsome display of power. Each creature
in a 15-foot cone or 5 x 30-foot line (your choice)
must make a saving throw against your spell save
DC. If your tradition’s damage type is poison or cold,
the saving throw uses Constitution, otherwise it
uses Dexterity. On a failed save, a creature takes 3d6
damage of the type corresponding to your tradition
and is burned, and half as much damage on a
successful save and is not burned.

greAter DrAconic mAgic

When you reach 18th level, you can fly. As a bonus
action, dragonlike wings made of magical force
spring forth from your back, granting you a flying
speed of 30 feet. If you already have wings, those are
augmented with magical energy to resemble those of
a dragon. These wings last for 1 minute, or until you
dismiss them as a bonus action.

You also master a single 3rd level spell, as seen
in the Draconic Tradition table. Unlike your other
draconic magic spells, you can only cast this spell a
single time before you must finish a long rest to do so
again.

Fell Knight

From Frank DePaolo
Fell Knights are warriors who embrace an
otherworldly darkness in order to gain strength. The
typical Fell Knight conducts some dark ritual, binding
their weapon and armor to a minor fiend or another
shadowy entity. This fell rite represents a willingness
to sacrifice their own vitality, and possibly their very
souls, to defeat their foes.

riteS of mAleficiA

When you choose this archetype at 3rd level, you
learn an eldritch ritual that bonds your weapon and
armor to a dark power. This ritual takes one hour, and
expends 10 gp worth of rare minerals, sulfur, and salt
to magically link your equipment with the essence of
an evil or mysterious otherworldly entity. The armor
bonded in this ritual must be medium or heavy, and
the weapon must have either the heavy, two-handed,
or versatile property. You can only have one set of
bound equipment at a time; if you start a new ritual,
the magic from the previous one fades away.

This shadowy rite allows you certain abilities, each
called a maleficium, that are fueled by your life pool.
You must be wearing your bonded armor and wielding
your bonded weapon in order to use your maleficia.

You learn three maleficia of your choice, which
are detailed under “Maleficia” below. Many of these
enhance an attack in some way. You can use only one
maleficium per attack.

You learn an additional maleficia of your choice at
7th, 10th, 15th, and 18th level. Each time you learn a
new maleficium, or conduct your ritual again, you can
also replace one you know with a different one.

Life Pool. You have four life points in your life
pool, which represent the contribution of your
spiritual energy to the fell ritual. You regain all of your
expended life points when you finish a short or long
rest. Depleting this pool usually leaves you with some
adverse effect; you’ve weakened your life force and
the dark power is pulling your soul.

You gain another life point at 7th level, and a sixth at
15th level.

from the grAVe

Starting at 3rd level, the prospect of your demise
throws the bound dark power into terrible
excitement. If you’re wearing your bonded armor,
after you roll a death saving throw, roll a d8. Hostile
creatures within 30 feet take necrotic damage equal
to the roll if you fail the save, and half as much if you
pass it. Do not roll the damage if the death saving
throw stabilizes you.

The damage dice you roll increases to 2d8 at 10th
level, and 3d8 at 18th level.

DArk Armor one With DeAth

When you reach 7th level, your affinity with the entity Starting at 10th level, as a bonus action, you can have
bonded by your fell ritual manifests in the form of all your weapons deal necrotic damage instead of
ominous wisps of shadow emitting from your armor. their normal type until the end of your turn.
You add your proficiency bonus to any ability check
using the Intimidation skill while wearing your bonded Additionally, you gain resistance to necrotic
armor. If you are already proficient in Intimidation, damage.
you add double your proficiency bonus instead.

In addition, if you are lightly obscured by shadows,
you can instead choose to be heavily obscured as the
darkness clings to you tightly.

65

Galder's Gazeteer: Fighter

DeADly Vehemence infernAl Strike

At 15th level, you can infuse your attacks with wicked When you make an opportunity attack using your
fervor from the bound entity, but the focus on bonded weapon, you can choose to spend any
destruction leaves you compromised. As a bonus number of life points. On a successful hit, add 1d4
action, you can allow the dark entity’s essence of necrotic damage to the damage done per life point
viciousness to overwhelm you. Until the start of your spent, and reduce the enemy’s speed by 5 feet per life
next turn, you gain a bonus to your attack and damage point to a minimum of 0.
rolls equal to twice your current number of life points,
but all attack rolls against you have advantage. SAnguine Strike

Once you use this feature, you cannot do so again As an action you can choose to channel the power of
until you finish a short or long rest. the dark entity in you into one brutal attack. Spend
2 life points to make a melee weapon attack with
grim BArgAin advantage using your bonded weapon against a
creature in range. A creature hit with this attack also
At 18th level at the end of your turn, if you have no life has disadvantage on its next attack. If this attack
points left, you can barter for more power by rolling causes a creature to become bloodied, you deal
a d20. On a roll of 10 or higher, you can choose to additional necrotic damage equal to your fighter level.
regain 1 life point. If you do so, you are doomed until
the next dawn, as the dark entity claims you. SouleAter

If a maleficium has prerequisites, you must meet Bloodletting your enemies allows you to steal some
them to learn it. You can learn the maleficium at the of their vitality. After you hit an enemy with a melee
same time that you meet its prerequisites. weapon attack using your bonded weapon, you can
expend 1 life point and gain temporary hit points
The maleficia are presented in alphabetical order. equal to the roll of the weapon’s damage dice.

ABSorB If using this maleficium expends your last life point,
absorbing some of your enemy’s life force taints your
Prerequisite: 15th level weakened soul. You have disadvantage on saving
By spending 2 life points, you can use your reaction to throws to avoid being charmed or frightened until
absorb all incoming magical damage into your armor, you regain life points.
feeding the entity’s power.
Surge of WickeDneSS
If using this maleficum leaves you with 0 life points,
your speed is halved until you regain life points. The Prerequisite: 10th level
growing weight of negativity slows you down. Wearing your bonded armor gives you unnatural vigor
and a searing hatred that can manifest in the world
ABySSAl WAVe around you. When you are subject to an effect that
forces you to make a saving throw to avoid taking
As an action, you can spend 2 life points and unleash damage, as a reaction you can spend 1 life point to
some of the dark entity’s terrible power. All hostile gain advantage on that saving throw.
creatures within a 15-foot radius sphere centered on
you take 1d8 necrotic damage. This damage increases Alternatively, if an enemy you can see within 30 feet
to 2d8 at 10th level, and to 3d8 at 18th level. is forced to make any saving throw, you can impose
disadvantage on that creature’s saving throw by
If you do not have any remaining life points after spending 1 life point as a reaction.
you make this attack, you also take the damage rolled,
and it overcomes your resistance to necrotic damage. If you spend your last life point to use this
maleficium, your will is exhausted. Starting at the
fell BlADe end of the current turn, you are despondent until you
have at least 1 life point.
Once per turn, when you hit a creature with a melee
weapon attack using your bonded weapon, you can unholy SAcrifice
spend 1 or more life points to deal necrotic damage
to the target, in addition to the weapon’s damage. Prerequisite: 10th level
The extra damage is 1d6 for 1 point spent, plus ld6 for After you hit a creature that isn’t a construct or
each additional life point spent more than the 1st, to undead with your bonded weapon, but before you
a maximum of 3d6. roll for damage, you can spend 1 life point and infuse
your weapon with the dark entity’s appetite for death.
Starting at 10th level you roll d8s for the extra Choose one ally you can see. If your attack reduces
damage, and at 18th level you roll d10s. the hit creature to 0 hit points, the ally regains hit
points equal to the damage dealt by your killing blow.
If using this maleficium expends your last life point,
you are doomed until you have at least 1 life point.

Wrecking BloW VenAtor

When you hit with a bound weapon attack, you can You wear down your quarry with inexorable skill.
expend 1 life point and roll a d4. The enemy’s AC is Starting at 15th level, when you hit a creature that is
reduced by the number rolled. This effect lasts until below its hit point maximum with a weapon attack,
the start of your next turn. you deal an additional d6 damage of the same type as
the weapon. You can deal this extra damage only once
If using this maleficium reduces your life pool to per turn.
0, your bonded armor’s AC is reduced by the amount
rolled until you have at least 1 life point. The bonded guArDiAn of the mArcheS
entity corrupts your armor’s material.
Your resolve is unyielding, and your skill unmatched.
Wildlander At 18th level, you have advantage on saving throws
against suffering exhaustion, becoming poisoned,
From Garrett Zanca and being knocked prone. In addition, you gain a
Fighters who live on the wild frontier, wildlanders second type of known enemy and can change either
rely on martial prowess to defeat the monstrous whenever you finish a long rest instead of whenever
foes prowling on the fringes of civilization. Unlike you gain a level.
rangers who draw magic from a sacred connection to
nature, a wildlander’s heart remains with the society
they protect, even when patrolling deep into the
wilderness. Their knowledge of weapons, enemies,
and the terrain they roam is paralleled by few, and
should never be underestimated.

knoWn enemy

Beginning when you choose this archetype at 3rd
level, your experience stalking and slaying a certain
type of monster gives you an edge. Choose a type
of known enemy: beasts, dragons, elementals,
fey, fiends, giants, monstrosities, oozes, or plants.
Alternatively, you can select two races of humanoid
(such as gnolls and orcs) as your known enemies.

You have advantage on ability checks made to track
your known enemies or recall information about
them. Additionally, you gain a bonus to damage rolls
with weapon attacks against creatures of the chosen
type on your first turn after you roll initiate. This
bonus is equal to your proficiency bonus.

Whenever you gain a level in this class, you can
replace your selection with another reflecting new
foes you’ve grown accustomed to hunting.

Self-reliAnt

At 7th level you gain proficiency in another skill to
help sustain yourself while ranging the frontier.
Choose one from Animal Handling, Nature,
Perception, Stealth, or Survival.

lAnD'S StriDe

Starting at 10th level, moving through non-magical
difficult terrain costs you no extra movement. You can
also pass through non-magical plants without being
slowed by them and without taking damage from
them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving
throws against plants that are magically created
or manipulated to impede movement, such those
created by the entangle spell.

67

Galder's Gazeteer: Fighter

Monk Path of Power

This section contains new options for the monk, both Breath of Building heat
new Monastic Traditions and a variant base class. The
variant monk class is built around pursuing a balance You’ve mastered a meditation technique that fills
between mental and physical perfection. The Way of your lungs with steam and your blood with fire. As a
Crushing Snow is a tradition with practices inspired bonus action, you can begin to concentrate on this
by the power of icy avalanches. Also presented is the meditation as though concentrating on a spell. As
Way of the Open Mind, a tradition that focuses on long as you do so, you have resistance to cold and fire
mastering psychic power. damage.

Variant Monk

When you choose this variant class, you gain the
Extraordinary Techniques feature at 4th level instead
of the following features presented in the Monk Table:

••• Deflect missiles
• Slow fall
• Stillness of Mind
• Purity of Body
Tongue of the Moon and Sun
Extraordinary Techniques

In your pursuit of mystic truths and bodily
perfection, you have mastered extraordinary
techniques. These are ways you’ve learned to
harness your ki that grant you exceptional abilities
and supernatural power. At 4th level you gain one
extraordinary technique of your choice from both the
Path of Power and the Path of Serenity.

As your ability grows, you must strive to keep these
paths in balance. When you gain certain monk levels,
you gain additional techniques, as shown in the
Techniques Known column of the Variant Monk table.
You cannot know more than one more technique of
one path than the other.

Additionally, when you gain a level in this class,
you can choose one of the techniques you know and
replace it with another technique that you could learn
at that level, as long as you know no more than one
more technique of one path than the other.

Variant Monk taBle

Level Techniques Known
4 2
7 3
9 4
10 5
13 6
14 7
18 8

Wh a pe ie ce ca supreMe forM
ia ve l.
t n s, s i aao Prerequisite: 18th level
oar o u tgi As a bonus action, you can spend 8 ki points to
w . N c . T es n v h e t i focus your energy and transform into an avatar of
t t d l p l. supreme excellence and spiritual perfection. For the
next minute, you gain resistance to all damage and
deflect Missiles every hit you make using your unarmed strikes or
monk weapons in a critical hit. You also gain a flying
You can use your reaction to deflect or catch the speed equal to your walking speed. Once you use this
missile when you are hit by a ranged weapon attack. technique, you must finish a long rest before you can
When you do so, the damage you take from the attack do so again.
is reduced by 1d10 + your Dexterity modifier + your
monk level. whirlwind attack

If you reduce the damage to 0, you can catch the Prerequisite: 6th level
missile if it is small enough for you to hold in one You can use your action to strike in a massive spiral
hand and you have at least one hand free. If you motion and make a melee attack against any number
catch a missile in this way, you can spend 1 ki point of creatures within 5 feet of you, with a separate
to make a ranged attack with the weapon or piece attack roll for each target.
of ammunition you just caught, as part of the same
reaction. You make this attack with proficiency, Path of Serenity
regardless of your weapon proficiencies, and the
missile counts as a monk weapon for the attack, diaMond soul
which has a normal range of 20 feet and a long range
of 60 feet. Prerequisite: 14th level
Your mastery of ki grants you proficiency in all saving
flowing counter throws.

When an enemy strikes, you can use the momentum of Additionally, whenever you make a saving throw
their attack against them. The first time each turn an and fail, you can spend 1 ki point to reroll it and take
enemy misses you with a melee attack, you can force the second result.
that enemy to move to a space within 5 feet of you.
MeditatiVe insight
grip of stillness
Prerequisite: 9th level
Prerequisite: 9th level You can spend an hour in careful mediation
As an action, you can attempt to grab an enemy at a contemplating an intelligent creature you are familiar
special point on their body to interrupt the flow of with. The next time you interact with that creature,
their ki. Spend 2 ki points and make a melee attack you can tell whether it is lying. You can only use this
roll using your unarmed strike against a humanoid feature for one creature at a time, and if you use it on
you can see. On a hit, instead of taking damage the second your mystic intuition about the first leaves
creature is grappled by you. While it is grappled it is your mind.
also paralyzed. The grapple lasts until the creature
takes any damage or if you move. stillness of Mind

Once a creature has been affected by this technique, By focussing inward, you can use your action to
it is immune to the effect for the next 24 hours. end one effect on yourself that is causing you to be
charmed or frightened.
iron shirt
slow fall
Prerequisite: 6th level
You harden your body to withstand incoming blows. You can use your reaction when you fall to reduce any
In response to being targeted with a melee attack, falling damage you take by an amount equal to five
you can use your reaction and spend 1 ki point to give times your monk level.
yourself resistance to any bludgeoning, piercing, and
slashing damage that might be dealt by that attack. tongue of the Moon and sun

purity of Body Prerequisite: 9th level
You learn to touch the ki of other minds so that
Your mastery of the ki flowing through you makes you you understand all spoken languages. Moreover,
immune to disease and poison. any creature that can understand a language can
understand what you say.

69

Galder's Gazeteer: Monk

tranquil archery frost strike

Prerequisite: 14th level Starting at 3rd level, you become one with the
Once on your turn if you take the Attack action and shifting snow and can spend 1 ki point to infuse your
make a ranged attack with a monk weapon, you can blows with icy cold. When you do so, your unarmed
spend 3 ki points to add your Wisdom modifier to the strike and monk weapons deal cold damage instead
attack roll. of their normal type for the next minute. While this
effect is ongoing, once per turn after you hit using an
read forM unarmed strike or a monk weapon, you can spend 1
additional ki point to do an extra 1d4 cold damage.
Prerequisite: 6th level
With a moment’s study, you can learn to predict your threatening presence
foes moves. As an action, you can observe a hostile
creature that is engaged in combat. For the next When you choose this tradition at 3rd level, you gain
minute your attack rolls using unarmed strikes or proficiency in the Intimidate skill, and you may add
monk weapons have advantage against the creature double your proficiency bonus when attempting to
and it has disadvantage on attack rolls against you. intimidate someone into moving out of your way.
This benefit also ends if, in any combination of three
times, you miss with an attack or the enemy hits you. natural exposure

hyperBolic Meditation Starting at 6th level, you gain resistance to cold and
bludgeoning damage.
You put yourself into a deep trance that causes
you to appear dead. Any physical inspection fails MoMentuM transfer
to distinguish between your meditation and death,
though magic will reveal you’re alive. Starting at 11th level, you harness the unstoppable
movement of the avalanche. If on your turn you move
For up to 1 year, or until you choose to emerge from at least 20 feet towards a creature and then attempt
this state, you are blinded and incapacitated, and its to shove it away using your Attack action, you may
speed drops to 0. You gain resistance to all damage spend up to 3 ki points, moving that target an
except psychic damage, and you no longer need to additional 10 feet per ki point spent.
eat, drink or breath. If you are diseased or poisoned
when you enter your meditative state, or becomes unstoppaBle force
diseased or poisoned while in this state, the disease
and poison have no effect until your trance ends. Starting at 17th level, whenever your first attack on
your turn hits, you may spend 3 ki points. If you do,
eMpty Body you gain advantage on all attack rolls until the end of
your turn.
Prerequisite: 18th level
You can use your action to spend 4 ki points to Way of the Seeing Mind
become invisible for 1 minute. During that time, you
also have resistance to all damage but force damage. From Christopher T. Cooper
Your tradition focuses on opening the mind. You’ve
Additionally, you can spend 8 ki points to cast the trained yourself to perceive reality from a vantage
astral projection spell, without needing material beyond your own senses. These mystic insights allow
components. When you do so, you can’t take any you to shape the world around you into what it may be,
other creatures with you. and is, based on your deeper understanding of reality.

Monastic Traditions paradigM strike

These are two new options for subclasses available to At 3rd level, you can channel ki into your strikes
monks when they reach 3rd level. to bend reality. Whenever you use your Flurry of
Blows, in place of one of the attacks, you can target a
Way of the Crushing Snow creature with one of the following effects.

From Benjamin Petitt Astral Shift. You teleport the target up to 10 feet to
Your monastic tradition draws power from the a destination you can see.
pulverizing momentum of an avalanche. You learn to
harness the power of the rolling snow and sheets of Psychic Terror. The target gains vulnerability
ice to assault your foes. Monks that choose this path to psychic damage until the end of your next turn.
push forward relentlessly, regardless of the situation In addition, until the end of your next turn your
or the obstacles in front of them. unarmed strikes deal psychic damage to it instead of
the normal type.

Warp Time. The target either has its walking speed
halved or doubled until the end of its next turn.

Mental oVerload infinite sight

Starting at 6th level, when you hit a foe with an At 17th level, you can transcend your physical body
unarmed strike, your touch can impart a portion and exist in a state of psychic potential.
of your mystic understanding on an untrained
mind, fracturing the creature’s grip on this world. As an action, you transform into a translucent,
Immediately after you hit a creature that isn’t a shimmering form and three duplicates of yourself
construct or undead and has an Intelligence of at appear in your space. When you do so, you gain
least 4, you can spend 2 ki points to force the target resistance to all types of damage, a fly speed of 30
to make a Wisdom saving throw. On a failure, it acts feet, and the ability to pass through solid objects but
as though under the effect of the confusion spell. An not end your movement within them. The duplicates
affected creature can repeat the saving throw at the use your game statistics, including these benefits.
end of its subsequent turns, ending the effect on a
success. This transformation and the duplicates last for 1
minute or until you dismiss the effect as a bonus
extended possiBilities action.

Beginning at 11th level, your ability to see beyond the While the duplicates last you can talk, see, and hear
present world lets you harness possibilities unknown as though you were in any of the duplicate’s spaces.
to others. After you make an attack roll or ability You can use a bonus action to have the duplicate
check, but before the GM tells you the result of the move 30 feet or make a single attack.
roll, you can gain an additional bonus to the roll equal
to your monk level. As soon as a duplicate hits with an attack, loses hit
points, or fails a saving throw, it disappears. If all the
Once you use this feature, you must finish a short duplicates disappear, your transformation also ends
or long rest in order to do so again. early.

Once you use this feature, you cannot use it again
until you complete a long rest.

71

Galder's Gazeteer: Monk

Paladin

Th e r u o r- e t
a eo vc eh
s. Ho e h e e t e a
e f r o!

Sacred Oaths

Upon reaching 3rd level, paladins select their subclass
by taking a solemn vow. Four new options for Sacred
Oaths are presented in this section. The Oath of
Obedience swears fealty to a single deity, and dutifully
fulfills their demands. The Oath of Remembrance
carries on the memory of fallen comrades. Those
who take the Oath of Transcendence join an order
dedicated to protecting mortals from the dangers of
the far realms. Finally, the Oath of the Triune are the
sworn servants of three noble virtues who are called
into service by divine will.

Oath of Obedience

From Garrett Zanca
Most paladins swear an oath to justice and
righteousness. Many serve the gods who share their
love in these principles. But some are destined by
their deity to be a conduit of their divine power.
These paladins accept the calling and understand
that their deity will always have the better grasp of
these divine concepts. They believe that by totally
and perfectly serving their deity, they might be able
to see the world through divine eyes destined for
greatness

TenanTs of obedience

Though the Oath of Obedience varies from different
faiths, paladins of this oath share these tenets of
divine devotion.

Faith. The gift that brings all the others to you. Use
it in abundance and without reservation.

Determination. Never flinch in your staunch
pursuit to do what the deity needs.

Service. You are a champion blessed and bestowed
with many talents. Use them to accomplish the
mission.

Piety. Respect and honor is due to the deity, the
teachings, and those that follow.

Zeal. You follow your deity’s cause with
outstanding passion.

divine domain

Choose one divine domain related to your deity from
those available to the cleric class. If you have taken,
or later take, levels in cleric, you must select the same
divine domain.

oaTh spells deific paragon

Your choice of Divine Domain grants you oath spells At 20th level, as an action you can charge yourself
when you choose it at 3rd level. You use that domain’s with a mantle of divine power. For 1 minute, if a
spell table to determine your oath spells, using half Channel Divinity option normally requires your
your paladin level instead of a cleric level. action to use, you can instead use it as bonus action.
In addition, you can use your Channel Divinity any
channel diviniTy number of times without resting.

When you take this oath at 3rd level, you gain the The Oath of Remembrance
following ways to use your Channel Divinity:
From Thomas St. Clair
Domain Channel. Your chosen domain determines The Oath of Remembrance is a solemn vow to
the way you can Channel Divinity. Using your remember and act in accordance with the ideals of
Channel Divinity, you are able to produce the effect those who have died. The relationship to the deceased
of the option a cleric of your chosen domain gains at can differ greatly between paladins of this oath - they
2nd level. If that option uses a value of a cleric level, could be a loved one, a fallen comrade, a cherished
use half your paladin level instead. friend, or even a hero of legend who perished long
ago. Regardless of who was lost, paladins who swear
Rebuke the Heathen. As an action, you present this oath dedicate themselves to preserving life in
your holy symbol and speak a prayer condemning remembrance of the departed.
the faithless. Choose a single hostile creature that
can see or hear you within 30 feet of you. It must
make a Wisdom saving throw. If that creature fails
its saving throw, it cowers or stands in awe (your
choice) for up to I minute. If the creature takes any
damage, is targeted by a harmful spell, or you become
incapacitated, the effect ends at the start of your
subsequent turn.

An affected creature can’t willingly move, and
attack rolls against it have advantage. It also has
disadvantages on Dexterity or Wisdom saving throws
while it is dumbstruck by your deity’s power.

aura of obedience

Starting at 7th level, your devoted obedience to your
deity manifests as the power to compel the will of
others. You always have command prepared and it
does not count against the number of spells you can
prepare per day.

When you cast command targeting a creature
within 10 feet of you, you may target one additional
creature within 10 feet of you for each one affected
by the spell. Additionally, all creatures within 10 feet
of you have disadvantage on their saving throws
against the spell.

At 18th level, the distance at which these additional
effects take place increases to 30 feet.

WiThering sermon

Starting at 15th level, the divine authority you wield
to condemn the unfaithful grows. When you use
your Rebuke the Heathen option for your Channel
Divinity, all unfriendly creatures within 30 feet that
can hear you must make a Wisdom saving throw or
take necrotic or radiant damage (your choice) equal
to your level.

73

Galder's Gazeteer: Monk

TeneTs of remembrance within 30 feet of you takes damage that would reduce
their hit points to 0, you can use your Channel
Though the Oath of Remembrance represents an Divinity to take a special reaction that prevents any
intensely personal journey, paladins of this oath tend damage from being dealt to that creature. Instead,
to share these tenets. you drop to 0 hit points. You are automatically
stabilized and do not make death saving throws as a
Remember the Fallen. Let the memories of those result of this effect.
we’ve lost guide our actions.
aura of The fallen
Preserve Life. Life is precious, and I will do all I can
to safeguard it. Starting at 7th level, the spirits of the fallen imbue
you with an aura that defends your allies from
Sacrifice. If someone is to join the fallen, let it be death itself. While you aren’t incapacitated, friendly
me in the stead of others. creatures within 10 feet of you have advantage on
death saving throws and weapon attacks can’t score
oaTh spells critical hits against them.

You gain oath spells at the paladin levels listed in the At 18th level, the aura’s range increases to 30 feet.
Oath of Remembrance Spells table. See the Sacred
Oath class feature for how oath spells work.

oaTh of remembrance spells ode To remembrance
Paladin
Starting at 15th level, you can seek guidance from
Level Spells those whose spirits have traveled to the outer planes.
3rd healing word, silent image You can cast commune once and regain the ability to
5th enthrall, gentle repose do so again when you finish a long rest. You receive
9th beacon of hope, speak with dead the answers to your questions from the spirit of
13th death ward, divination someone you honor, acting as a divine messenger.
17th hallow, legend lore
Additionally, when you cast the spell this way, the
spirits you commune with supernaturally rejuvenate
you and your allies. You and up to six friendly
creatures within 30 feet regain hit points equal to
your paladin level and are cured of any diseases.

channel diviniTy requiem aeTernam

When you take this oath at 3rd level, you gain the At 20th level, as an action, you may call the spirits
following two Channel Divinity options: of the fallen to manifest around you. For 1 minute,
enemy creatures who attack a friendly creature within
To the End, They Remain. As an action, you a 30-foot radius of you have disadvantage on attack
present your holy symbol and speak a prayer for the rolls. Additionally, for the duration, friendly creatures
fallen, warding a friendly creature of your choice within the radius, including you, automatically
against a similar fate. For the next minute, any succeed on death saving throws.
creature who makes an attack against the warded
creature must first make a Wisdom saving throw. On Once you use this feature, you can’t use it again
a failed save, the creature must choose a new target until you finish a long rest.
or lose the attack or spell. The warded creature is not
protected from area effects, such as the explosion The Oath of Transcendence
from fireball.
Those that take up the Oath of Transcendence often
Funeral Bell. You, and only you, hear the deafening swear themselves to an order of knights who have
clang of a spectral bell, warning you of death’s seen those that reside beyond the Material Plane.
approach. Immediately after a friendly creature Empowered by an ancient tradition of runic wards,
those who take this path swear to fight demons of
Another Way of Remembrance the abyss, the devils of the hells, creatures that feed
on negative energy, and the abhorrent alien intellects
Instead of the oath spells listed, you might that stare upon the material world with greedy
instead learn spells that honor other adventurers. eyes. These cosmic threats seek to topple what the
You may replace an oath spell with a spell of the transcendent call the Unseen Throne, the very order
same level named after someone you are sworn of creation, and return all that is to utter nothingness.
to protect the memory of. For example, at 3rd
level instead of silent image you might choose Whether one swears this oath is a member of an
Galder’s fabulous fizzbangers instead. order, been shown the truth by a master, or has had
divine providence set them upon the path, all are
united in their purpose to defend creation itself.

TeneTs of Transcendence your Charisma modifier to the damage. This additional
damage is radiant. Fiends, undead, and aberrations
I am the custodian of the Throne. I shall protect the take an additional 1d4 radiant damage from this effect.
song of creation, and those who sow discord in its
notes I shall hunt. I act to shield the mortal realm. You may use this ability a number of times a day
equal to your Charisma modifier.
I am the sword that stands ready. I shall tend to
my mind as I do my body. I shall embolden the spirits quicksilver
of others as I do my own and encourage those about
me to move toward destiny. Starting at 15th level, the authority with which you
speak your canticles of abolishment gives you greater
I am one against the legion. Though my enemies power over your foe. When a creature under the
are without number, and my war is without end. effect of your Demonhunter feature makes an attack,
you can use your reaction to make a melee weapon
oaTh spells attack against that creature if it is within range. You
make the attack roll with advantage.
You gain oath spells at the paladin levels listed in the
Oath of Transcendence Spells table. Transcendence

oaTh of Transcendence spells At 20th level, you have come to master the esoteric
Paladin nature of your oath. Your appearance has changed
permanently, such as glowing symbols tattoos across
Level Spells your body, or a nimbus of golden light. Decide with
3rd shield, hunter’s mark your DM how you these changes manifest. This
5th silence, zone of truth transformation grants you advantage on Wisdom
9th haste, counterspell (Persuasion) checks made to get good creatures
13th banishment, dimension door to act in your interest, and advantage on Charisma
17th commune, scrying (Intimidation) checks made against evil creatures.

channel diviniTy In addition, you can become a font of the divine
energy of the high heavens. As a bonus action, you
When you take this oath at 3rd level, you gain the can gain the following effects:
following two Channel Divinity options.
• You can use both your Demonhunter and
Demonhunter. As an action, you utter canticles
of abolishment, using your Channel Divinity. For 1 Geometric Warding Channel Divinity options.
minute, any fiend, undead, and aberration within
60 feet of you that can see or hear you must make a • For the next minute, your attacks do an additional
Wisdom saving throw. Fiends have disadvantage on
this saving throw. 4d8 radiant damage. Fiends, undead, and
aberrations hit by your attack must succeed on
On a failed save, the creature is frightened for 1 a Wisdom saving throw or become blinded for 1
minute and its speed is reduced to 0. On a successful minute.
save, the creature’s maximum speed is halved for 1
minute. A creature that fails this save can repeat it at You regain the ability to manifest this power when
the beginning of each of its turns. you finish a short or long rest.

Geometric Warding. As a bonus action, you charge The Oath of Triune
geometric patterns woven into your clothes, tattooed
across your body, or etched into your armor. For 1 From Cameron Melka
minute, these patterns serve to ward you from the Paladins who swear the Oath of the Triune are bound
outsider’s baleful abilities. You gain a bonus equal to to teaching three great virtues: honesty, justice, and
half your paladin level on saving throws against spells vigilance. These three virtues form the basics of a high
and effects from fiends, undead, and aberrations. code of chivalry and bravery that all who devote their
lives to this path must follow. Often these paladins
ardenT blade are members of a religious order, but some set on this
path after feeling the call of gods from beyond their
By 7th level, you have learned to charge runic script, own world.
geometric patterns, or the prayers that adorn your
weapons with divine energy. When you hit a creature Tenets of the Triune
with a magical or silvered weapon, you can add 1d4 +
These tenets form the core of the Triune belief system.
They are upheld as enacting the will of the divine.

Honesty. Lies and deceit are the antithesis of the
Threefold. Deeper though is the quest for truths.

75

Galder's Gazeteer: Monk

Justice. Deal justice evenly. Illuminate the truth vigilanT WaTcher
behind corruption, and punish the guilty.
Starting at 15th level, you have truesight out to a
Vigilance. Be vigilant. Stand, wait, and watch range of 30 feet.
carefully. Protect the weak, poor, injured, and young.
Anticipate attacks and be ready. Know your foes. Care loyal fury
for your weapons so they may perform their duties
when called upon. Careful planning always defeats At 20th level, you can channel the appearance of the
rushed actions in the end. Threefold Deity. Your eyes go invisible, showing only
maimed, empty sockets and spectral gauntlets appear
oaTh spells over your hands. Using your action, you undergo
a transformation. For 10 minutes, you gain the
You gain oath spells at the paladin levels listed. following benefits:

oaTh of Triune spells • You gain a fly speed of 60 feet.
Paladin • When an ally within 30 feet of you is hit with an

Level Spells attack, you can use your reaction to swap places
3rd identify, sanctuary with that ally and take the damage from the attack
5th see invisibility, detect thoughts instead. You magically teleport into each others
9th beacon of hope, tongues spaces, and the attack roll made against your ally
13th arcane eye, guardian of faith automatically hits you.
17th legend lore, scrying
• You know when a creature within 30 feet of you is

lying.

Once you use this feature, you can’t use it again
until you finish a long rest.

channel diviniTy

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

Blind Faith. As an action, you touch a creature,
turning their eyes solid white. The creature gains
blindsight of 30 feet for 10 minutes.

The Great Guard. As an action, choose a number
of targets equal to your Charisma modifier (minimum
of 1). The selected targets gain +1 AC for 1 minute.

aura of acumen

Starting at 7th level, your faith rattles liars and
deceivers. Any creature within 10 feet of you has
disadvantage on Charisma (Deception) checks made
to lie. At 18th level, the range of this aura increases to
30 feet.

The Triune in Other Worlds

In a faraway world, paladins of this oath are
devout followers of the good gods: Helm the god
of truth, Tyr the god of justice, and Torm the
great guardian. Often discounted as a heretical
belief, members of this order know the truth
- Helm and Tyr were both killed, and their
essences merged into Torm’s. Though amounts
of devotion to specific aspects of the Tripartite
deity differs between paladins, those who swear
the Oath of the Triune dedicate their lives to
furthering the goals of Torm, and by extension,
Helm and Tyr.

Sa - u 77

Galder's Gazeteer: Monk

Ranger Arctic. You have resistance to cold damage, and can
tolerate sub-freezing temperatures without penalty.
Variant Class From Michael Margolin
Coast. You can hold your breath twice as long as
Iv e o t s g r a in . normal, and your swimming speed increases by 10.
oi n di ie
Th a f r Desert. You have resistance to fire damage.
e s. Ma h e in Forest. You have resistance to poison damage.
rg h h’ ep Grassland. You have resistance to lightning
i a t .N e ai m damage, and your walking speed increases by 5.
al e ! ht Mountains. Your climbing speed increases by 10,
n and any damage you take from falling is halved.
Swamp. You have resistance to acid damage, and
Variant Ranger advantage on saving throws to resist disease.
Subterranean. You have tremorsense out to 10 feet.
When you choose this variant class, you no longer You also gain darkvision out to 30 feet, or increase the
gain the following features in the Ranger Table: range of your darkvision by 30 feet if you already have
it.
• Favored Enemy Each time you gain a level, you may replace your
• Natural Explorer chosen environment with another from the same list,
• Primeval Awareness reflecting the new experience you’ve gained on your
• Hide in Plain Sight travels.
• Vanish
• Feral Senses Expert Tracker
• Foe Slayer
You are skilled at finding and following traces of
You instead gain the following features at the levels creatures as they pass through an area. Beginning
indicated in the Variant Ranger table. at 1st level, you add double your proficiency bonus
to Intelligence and Wisdom checks made to track
Variant ranger table creatures or notice signs of their passage.

Level Features Known Vigilance
1st Boundless, Expert Tracker
3rd Vigilance It’s near impossible to catch you off your guard.
6th Gift of the Wild Starting at 3rd level, you have advantage on initiative
9th Legendary Endurance rolls.
10th Stalker
14th Matchless Slayer Gift of the Wild
18th Master Guide
20th Preternatural Senses At 6th level, your mystic connection to nature
grants you a wondrous boon. Choose from one of
Boundless the following gifts detailed below. Once you use the
benefit granted by your gift, you must finish a short
You are an expert explorer and adept at navigating or long rest before doing so again.
the wilderness. Starting at 1st level, you have a
climbing and swimming speed equal to your walking Animal Empathy. Through body language,
speed. vocalizations, and a spiritual link to your wild kin, you
can influence the behavior and attitudes of animals
Additionally, you have dedicated yourself to as an action. Choose one beast that can see and hear
patrolling a particular environment and enduring you with an Intelligence of 3 or lower, and that you
against the threats found there. Choose one type of haven’t harmed in the last 10 minutes. It must make
terrain from the list below, which determines how a Wisdom saving throw against your spell save DC
you’ve trained yourself to survive. or be charmed by you for 1 hour or until it takes any
damage.

While charmed by you, you and the beast are able
to communicate simple thoughts through sounds
and gestures. The beast is limed in its awareness
and intelligence, but can generally recall information
about the local area or what it has witnessed in the
past day. It can also follow simple instructions at the
GM’s discretion such as “fly to that tree and chirp if
you see a troll” or “carry this scroll in your mouth.”

You can only have one beast charmed in this way at Preternatural Senses
a time, and attempts to charm additional beasts fail.
You have an unparalleled awareness, heighted by
Mark Quarry. When you choose this gift, you learn your primal connection to nature. At 20th level you
the hunter’s mark spell, and it doesn’t count against know the location of creatures that are invisible or
the number of spells you know (if you already know attempting to hide within 30 feet of you. Additionally,
this spell, choose another ranger spell to learn for you cannot be surprised.
free). You can use this gift to cast hunter’s mark once
without expending a spell slot.

Protector’s Awareness. You can attune your
consciousness to the region around you to sense
lurking threats. As an action, choose a type of
creature from: dragons, fey, fiends, elementals,
monstrosities, plants, oozes, or undead. Alternatively,
you can choose a type of monstrous humanoid
such as gnoll or goblinoid. Within a 5 mile radius,
you know the approximate number of creatures of
the chosen type (such as few or scores), and their
general direction (such as 2 miles north-east and
underground).

Legendary Endurance

At 9th level, if you fail a saving throw to resist
becoming exhausted or adversely affected by extreme
weather, you can choose to succeed instead. You can
use this feature once, and must finish a long rest
before you can do so again.

Stalker

Starting at 10th level, you can take the
Hide action as a bonus action. Once you
are hidden, if you are in natural terrain
you can expertly camouflage yourself and become
invisible. You remain invisible as long as you move
no more than 5 feet on your turn. The invisibility
also ends if you make or are hit with an attack, cast a
harmful spell, make noticeable noise, or enter an area
that offers no cover or obscurement.

Matchless Slayer

At 14th level, you are unrivaled at finding weaknesses
and exploiting your prey’s vulnerabilities. If you
spend 1 minute observing a creature, once each turn
you can add a bonus equal to your Wisdom modifier
to a damage roll against any creatures of the same
type (or sub type, such as goblinoid for humanoids).
This benefit lasts for 1 hour or until you focus your
study on another type of foe.

Master Guide

Beginning at 18th level, as part of a long rest, you may
spend 1 hour instructing up to 8 willing creatures
how to employ the same survival techniques you’ve
mastered. Those creatures gain the benefits of your
Boundless features based on your chosen terrain.
These benefits last until the creatures you instructed
finish their next long rest.

Rogue Dirty Trick

I r e Eu r ry At 5th level you can upend a fight with some dastardly
n i Jm Ro e. M i J m maneuvers. You learn two of the following tricks. You
U e s !H l sw a e gain another at 9th level and a fourth at 18th level.
h re le Whenever you gain a level in this class you can choose
i e m s. H e r ef one of the tricks you know and replace it.
inr u p vt i sl
i Jm . Backstab. Once a turn when you make a melee
attack, you can give yourself advantage on that attack
Variant Rogue roll if there is at least one creature hostile to your
target within 5 feet of it. Once you use this trick on a
When you choose this variant class, you no longer target, that creature cannot be affected by this trick
gain the following features presented in the Rogue for 8 hours.
Table:
Eye Gouge. If you hit a creature with a melee
•• Thieves Cant weapon attack and met the requirements for your
• Uncanny Dodge Sneak Attack feature you can forgo dealing the
• Evasion additional damage and instead go for the eyes. The
•• Blindsight creature you hit is blinded until the end of its next
Slippery Mind turn. Once you use this trick on a target, that creature
Elusive cannot be affected by it again for 8 hours.

You instead gain features at the levels indicated in the Hamstring. If you hit a creature with a melee
Variant Rogue table. weapon attack and met the requirements for your
Sneak Attack feature, you can choose to reduce that
Level Variant rogue table creature’s speed to 0 until the end of its next turn
1st instead of dealing the extra damage. A creature can
5th Feature only be affected by this trick once every 8 hours.
7th Hide in Shadows
9th Dirty Trick Harassing Fire. When an enemy you can see
14th Lighting Reflexes attacks an ally that is at least 10 feet away from you,
15th Dirty Trick improvement you can attempt to distract them with incoming
Roguish Scheme missiles. As a reaction, make a ranged weapon attack
18th Wiley Cunning with weapon you are holding. On a hit, you deal no
Lighting Reflexes improvement, damage, but that creature makes the triggering attack
Dirty Trick improvement with disadvantage.

Hide in Shadows Joint Lock. If you hit a creature with a melee attack
and met the requirements of your Sneak Attack
You know how to make yourself unseen if given the feature, you can grab your foe at a weak point and
slightest advantage. You can attempt to hide even if severely hamper them. Instead of dealing additional
you are only lightly obscured by dim light as long as damage you can choose to grapple the target of your
you meet the other conditions for hiding. attack. That creature has disadvantage on melee
attacks while you are grappling it.

Juke Move. If an enemy forces you to make a
Dexterity saving throw to avoid taking damage, you
can reduce any potential damage you take from
that enemy’s effect by an amount equal to your
proficiency bonus.

Skirmisher’s Stealth. If you are hidden when you
roll initiative, your first attack in combat doesn’t
reveal your location if you otherwise meet the
conditions to hide.

By 7th level your reflexes allow you to avoid harm.
When you are hit with an attack from an attacker you
can see or if you are subject to an effect that allows
you to make a Dexterity saving throw to avoid taking
damage, you can choose to use one of the following
benefits as a reaction.

• If you are not wearing heavy armor, you can add This NPC is determined by your GM and can provide
your Dexterity modifier twice instead of once to you with a favor in the form of the benefit from
your Armor Class, potentially turning a hit into a any feature of your choosing granted by character
miss. backgrounds that could reasonably be fulfilled in
• You can add double your proficiency bonus to a the area. If you leave the area, harm the character
Dexterity saving throw, possibly turning a failure providing you with the favor, or use this feature again,
into a success. you lose the benefit that NPC provided.

At 18th level you can use your Lighting Reflexes Once you use this feature, you must wait 10 days
even if you have already expended your reaction in the before using it again as you build a new scheme.
current round, but not more than once per turn.
Wiley Cunning
Roguish Scheme
By 15th level you’ve seen every trick in the book and
At 14th level your knowledge of the underworld and can avoid being bamboozled. You have advantage on
network of seedy contacts allows you to exert wide ability checks to recognize illusions and advantage on
influence and reap the rewards. After spending 8 saving throws to avoid being charmed or frightened.
hours in an area populated by civilized humanoids
such as a town or a fort, you can find someone to do
you a favor.

81

Galder's Gazeteer: Rogue

Sorcerer Innate Magic

This section presents several new options for the Your sorcerous bloodline grants you a pool of sorcery
sorcerer class. This variant sorcerer relies only on points that reflect your inborn magical power. You
spell points for their primary magic. There are also expend sorcery points to create a spell slot of a
new origins for your sorcerous bloodline. given level, and then use that slot to cast a spell. The
number of points you must expend to create spell
Variant Sorcerer slots is shown in the Sorcery Point Cost table. You
can’t have less than 0 sorcery points, and you regain
When you choose this variant class, you no longer all spent sorcery points when you finish a long rest.
gain the following features as listed in the Sorcerer
Table: The number of sorcery points you have to spend,
and the maximum level of spell slot you can create
• Spellcasting is shown in the Sorcery Points and Maximum Spell
• Sorcerous Restoration Level columns of the Variant Sorcerer Table.

You instead gain the following features at the level sorCery point Cost
indicated in the Variant Sorcerer Table:
Spell Level Sorcery Point Cost
1 2
2 3
3 5
4 6
5 7

Flexible Cantrips

You know 2 cantrips of your choice from the sorcerer
spell list. You learn additional sorcerer cantrips of
your choice at higher levels, as shown in the Cantrips
Known column of the Sorcerer table. Whenever you
finish a long rest, you can replace one of your cantrips
known with another from the sorcerer spell list.

spells known oF 1st level and HigHer

At 1st level you know two 1st-level spells of your
choice from the sorcerer spell list. You learn a new
sorcerer spells level as you gain levels in this class as
shown in the Spells Known column of the sorcerer
table. A spell you choose must be of a level no higher
than what’s shown in the table’s Highest Spell Level
column for your level. When you reach 6th level, for
example, you learn a new sorcerer spell, which can be
1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you
can choose one of the sorcerer spells you know and
replace it with another spell from the sorcerer spell
list, which also must be of a level which you can cast.

Wellspring of Magic

Starting at 3rd level, when you finish a short rest,
you can regain up to half of your expended sorcery
points.

variant sorCerer table

Level Features Cantrips Spells Sorcery Highest Spell
1st Innate Magic Known Known Points Level
2nd - 1st
3rd Wellspring of Magic 2 3 4 1st
4th - 2 4 6 2nd
5th - 2 5 8 2nd
6th - 3 6 10 3rd
7th - 3 7 14 3rd
8th - 3 8 18 4th
9th - 3 9 22 4th
10th Spontaneous Casting 3 10 26 5th
11th Sorcerous Arcanum 3 11 30 5th
12th - 4 12 32 5th
13th - 4 12 32 5th
14th - 4 12 34 5th
15th - 4 12 34 5th
16th - 4 12 36 5th
17th - 4 12 36 5th
18th - 4 12 38 5th
19th - 4 12 38 5th
20th Arcane Conduit 4 12 40 5th
4 12 40 5th
4 12 45

Spontaneous Casting Sorcerous Arcanum

Starting at 10th level, you can cast any spell from At 11th level, you can manifest your gift into magical
the sorcerer spell list if you can cast spells of that power called an arcanum. Choose one 6th-level spell
level. If you don’t know the spell, it costs you from the sorcerer spell list as this arcanum.
additional sorcery points to cast it. You can’t use your
metamagic feature on a spell cast in this way. You can cast your arcanum spell once without
expending a spell slot. You must finish a long rest
spontaneous Casting Cost before you can do so again.

Spell Level Total Sorcery Point Cost At higher levels, you gain more sorcerer spells of
1st 3 your choice that can be cast in this way: one 7th-level
2nd 4 spell at 13th level, one 8th-level spell at 15th level, and
3rd 7 one 9th-level spell at 17th level. You regain all uses of
4th 9 your Sorcerous Arcanum when you finish a long rest.
5th 12
You can replace one of your arcanum with another
of the same level through dedicated effort to bring
forth your innate magic. It takes 1 hour of work to
replace your 6th-level spell, 4 hours to replace your
7th-level spell, 8 hours to replace your 8th-level spell,
and 12 hours of continuous practice to replace your
9th-level spell.

83

Galder's Gazeteer: Sorcerer

Arcane Conduit You may have been a scholar who discovered a
discrepancy in the natural laws of the world only
At 20th level you are an unmatched font of raw magic. for it to correct itself moments later, or witnessed
You can spend 10 sorcery points to cast any spell of the world shift suddenly - the previous existence
6th level or lower from the sorcerer spell list. enduring within only your own memory. Perhaps you
were the follower of a mystic and finally attained this
Sorcerous Origins enlightenment after years of disciplined meditation.
Or maybe you ate a rare flower or fungus that
Here are five new options for you to choose from triggered your spiritual journey. Whatever the case,
to explain how you became a sorcerer: Existential your eyes have been permanently opened, and your
Resonance, Gnostic Soul, Haunted Soul, Primal Soul, touch of understanding the beyond awaked great
and the innate Pyromancer. potential.

Existential Resonance alteration versatility

From Guthrie Muschlewski Starting at 1st level, your viewpoint allows you to alter
Your innate magic was born of an revelatory the world for others more easily. You can learn two
insight into the nature of existence. Beyond mortal spells from the enchantment, evocation or illusion
comprehension, those who have experienced schools that are on the sorcerer, cleric, or warlock
what they termed resonance, describe it as more spell list. They must be of a spell level that you can
real than real. After this deeply mystic experience, cast.
their perception of reality has been forever altered.
Afterwards, some see the world as an out-of-tune They count as sorcerer spells for you, but don’t
string in need of correction, others understand the count against the number of spells you know.
world around them is but a window into a plane of Whenever you gain a level, you can replace one of
unparalleled potential. these spells with another spell that meets the same
criteria.

Mind ManiFestation Gnostic Soul

At 1st level, your perception of otherworldly From The Tallahassee Do It, Nerd! Club
metaphysics allows you to manifest the essence of You are a supernatural vessel of arcane knowledge.
another plane in your current position. As a bonus Unbridled and unmanaged, your powers are caused
action, choose one planar type from the table by the collision of your bloodline with a concentrated
below. You create a 10 foot radius sphere centered source of information about the nature of magic.
on yourself that lasts for 1 minute. Damage of the
corresponding type dealt to creatures within the area Some gnostic souls had an ancestor that was
is increased or decreased by 1d4. possessed by the spirit of a powerful archmage,
whose magical learnings left an generational imprint.
You can use this feature a number of times equal to Others were exposed to an animated spell book that
your Charisma modifier, and regain all expended uses transferred some of its sapience on to their being.
when you finish a long rest.
Whatever the case, now these extraordinary powers
planar ManiFestation reside within you, constantly trying to escape and be
learned. Inexperienced gnostic souls find very quickly
Plane Type Boosted Reduced that their fledgling talents are highly volatile when
Fire Damage Damage not contained and bound in the correct way.
Law
Fire Cold
Dreams Radiant Necrotic
Air Psychic
Lightning Force
Death Necrotic Thunder
Ice Radiant
Cold
Fire

resonant MetaMagiC

At 6th level, your ability to change your spells are even
greater when within reflecting on your resonance.
When your Mind Manifestation is active, you can use
any metamagic option, instead of only the ones you
selected.

saCred unity

At 14th level, you more fully fall into the shared
connection between all living things. Choose a
number of creatures up to your sorcerer level within
60 feet. The creatures must be Tiny or larger, have a
Charisma score of at least 3, and can’t be constructs
or undead. You gain 2 temporary hit points for each
chosen creature. Additionally, each chosen creature
must make a Charisma saving throw against your
spell save DC or be charmed by you until the end of
your next turn.

psyCHonaut

At 18th level, your understanding of the
extradimensional alignment of consciousness is
intuitive, though that enlightenment is fleeting. You
can cast either the gate or astral projection spell
using this feature without the need for material
components. Once you cast either spell this way, you
can’t use this feature again until after you finish 2d4
long rests.

85

Galder's Gazeteer: Sorcerer

bonus understanding Frenzied Fixation

Your gnostic source’s learning echoes in you. Starting At 14th level, the arcane knowledge buried deep in
at 1st level, you can pick a spell from or roll on the the vestiges of your existence erupts forth in a frenzy.
table to set your sorcerer on their specialty path. Over the course of a minute you can scribe one 3rd
You learn the spell and it doesn’t count against level spell scroll from the bard, sorcerer, warlock, or
the number of spell you can know. You also gain wizard spell list. You can cast the spell from the spell
proficiency in the corelated skill. scroll without issue. If any other creature tries to use
the scroll, it must make a DC 13 Intelligence saving
gnostiC understanding throw. On a failure, it takes 3d10 physic damage and
the spell fades from the scroll without effect.
d6 Spell Proficiency
If you scribe another spell before using the previous
1 Comprehend Languages History scroll, the first loses its powers.

2 Illusory Script Deception Once this arcane impulse is unleashed and you
scribe a scroll, it takes 1d4 days to build up again.
3 Identify Perception
arCane MeMory
4 Heroism Performance
Starting at 18th level, as a bonus action you can use
5 Mage Armor Survival your gnostic soul to recall any spell from the bard,
sorcerer, warlock, or wizard spell list that is 6th level
6 Fog Cloud Stealth or lower. This spell counts as a spell you know and as
a sorcerer spell for you when you cast it. The memory
polyglottal of the spell fades at the end of your next turn, and
you can’t recall another for 2d4 hours.
Your gnostic soul is drawn to words you might not
fully comprehend, and reading them stabilizes its Haunted Soul
temperamentality. Starting at 1st level you roll with
advantage when trying to decipher spoken and A mysterious event in your family’s past has led to a
written languages, even those you have you haven’t connection with the dead. Strange occurrences and
learned. whispers follow your bloodline wherever it goes. You
have learned to tap into this ethereal connection and
Additionally, as part of a short or long rest you harness ghostly energies as your own.
can study books or texts in languages you don’t
know. Roll a d6 when you do so. On a roll of 6, you There are many ways that your connection to the
have advantage on saving throws against becoming spirits could have happened. In the past, perhaps
frightened or despondent until you finish your next one of your ancestors interrupted a powerful ritual,
long rest. binding the spirits of those responsible to your own.
Or maybe your family feels a strong sense of purpose
sHade suMMoner that allows them to continue to manifest long after
their corporeal bodies have crumbled to dust.
At 6th level you begin to have visions of creatures and
aberrations you’ve yet to come across – memories A haunted soul is often a drifter or outsider, feared
and records from your gnostic soul. You can sketch or and respected by villages for their ability to commune
scribe the likeness of an aberration, beast, elemental, with the dead. They are considered soothsayers,
fey, fiend, or ooze down on paper. witches, or seers -- a Haunted Soul commands a
healthy respect for the unknown.
You can bring connections from your magical past
into the world through the image. The image appears Some parts of the world might see great benefit
as a wispy, intangible figment of the creature at a spot to having a haunted soul in their midst. Traditions
that you can see within 60 feet and lasts for a minute. of ancestor worship and respect for the dead would
elevate a haunted soul to a position of power as
The image uses the stat block of a creature up to CR others seek them out for the wisdom of the dead.
3 of the same type as the drawing. The creature’s stat
block has the following changes: it’s hit points are gHost touCHed
equal to half your hit point maximum, it is resistant
to bludgeoning, piercing, and slashing damage from At 1st level, you learn the chill touch cantrip and
non magical weapons, any speed it has is reduced to it doesn’t count against your number of cantrips
5 feet. The figment acts like the creature would when known.
your gnostic soul encountered it in the past, at the
GMs discretion. When you reach 3rd level in this class, you learn
the augury spell. It counts as a sorcerer spell for you
You can only evoke one image once per long rest. and it doesn’t count against your number of sorcerer
spells known.

Friends on tHe otHer side sorcerous origin’s description. The spirit appears in
an unoccupied space of your choice within 10 feet
Your close connection with the dead has affected of you. You determine the spirit’s appearance. In
you in several ways. You gain resistance to necrotic combat, the spirit shares your initiative count, but
damage. In addition, your proficiency bonus is it takes its turn immediately after yours. On each of
doubled when making an ability check using the your turns, you can use a bonus action to mentally
Deception, Intimidation, or Persuasion skills to issue simple commands to any number of spirits you
influence an incorporeal undead. control. If no command is issued, the spirit takes the
Dodge action. The spirit disappears if it is reduced
Call tHe beyond to 0 hit points, if you are reduced to 0 hit points,
or when you finish a long rest. You can dismiss any
At 6th level, you gain the ability to speak with and call number of spirits as a bonus action on your turn.
forth the spirits of the dead. You learn the speak with
dead spell; it counts as sorcerer spell for you and it You start being able to have a single spirit
doesn’t count against your number of sorcerer spells summoned this way at a time. At 14th level, the
known. number of spirits you can summon and control
increases to 2.
In addition, as an action you can spend 3 sorcery
points to conjure a haunting spirit to assist you, the Haunting spirit
stat block for which is provided at the end of this
Medium undead, any alignment

Armor Class 11
Hit Points (2 times your sorcerer level + your
Charisma modifier)
Speed 0 ft., fly 40 ft.

STR DEX CON INT WIS CHA
6 (-3) 13 (+1) 10 (+0) 10 (+0) 12 (+1) 12 (+1)
Saving Throws DEX +3
Damage Resistances Bludgeoning, piercing,
and slashing from nonmagical weapons Damage
Immunities Necrotic, Poison
Condition Immunities charmed, exhaustion,
frightened, grappled, paralyzed, petrified, poisoned,
prone, restrained
Senses passive Perception 11
Languages understands all languages its summoners
know but can’t speak

Incorporeal Movement. The spirit can move
through other creatures and objects as if they were
difficult terrain. It takes 5 (1d10) force damage if it
ends its turn inside an object.
Spiritual Servitude. Any spirit that starts its turn
more than 60 ft away from its summoner takes 5
(1d10) force damage.
Might of the Master. The following numbers
increase by 1 when your proficiency bonus
increases by 1: the spirit’s saving throw bonuses
(above) and the bonuses to hit and damage of its
attack (below).

Actions

Vitality Siphon. Ranged Weapon Attack: +3 to
hit, range 30 ft., one target you can see. Hit: 1d6
+ 2 necrotic damage. Until the end of the spirits
next turn, the next time a creature hit by this
attack takes necrotic damage it suffers extra
necrotic damage equal to its summoner’s charisma
modifier.

87

Galder's Gazeteer: Sorcerer

etHereal Jaunt

At 14th level, you gain incorporeal movement. You can
move through other creatures and objects as if they
were difficult terrain. If you occupy the same spot
as a solid object or creature when your movement
ends, you are immediately shunted to the nearest
unoccupied space that you can occupy and take force
damage equal to twice the number of feet you are
moved.

In addition, you may spend 1 sorcery point to take
the Disengage action as a bonus action.

astral asCendanCe

At 18th level, your connection to the astral realm
waxes. You gain a magical flying speed of 60 feet and
immunity to necrotic damage.

In addition, when you are reduced to 0 hit points,
all of your spirits sacrifice themselves if you had any
summoned. You regain a number of hit points equal
to the total amount of hit points that your spirits had
when you were reduced to 0.

Once you use this feature, you can’t do so again
until you finish a long rest.

Primal Soul

From Jackson Jelenic
The raw, furious power of nature and the wilderness
rages in your blood. You might be invested by the
spirits of powerful beasts, or the unstoppable force
of a mighty storm. Perhaps you are the descendant of
an archfey where their raw passion and innate affinity
for nature manifests in you. However it came to be,
your soul is bound with the primal magic of nature
itself.

priMal MagiC

At first level, you gain access to new spells as your
primal connection to nature grows. Choose two
spells of a level you can cast from the druid spell list
to learn. These spells count as sorcerer spells for you,
and they don’t count against your number of spells
known. You can choose two more spells at 6th and
another two at 14th level.

Additionally, when your spellcasting feature lets you
learn or replace a sorcerer cantrip or a sorcerer spell
of 1st level or higher, you can choose the new spell
from the druid spell list or the sorcerer spell list.

bolstered by nature

Also starting at 1st level, whenever you finish a long
rest in a wilderness environment, such as a forest or
swamp, you are well-rested.

spell FeroCity Pyromancer

At 6th level, you can unleash your spells with a From Nikolai Smith
reckless and wild fury. You have a magical connection to the essence of fire
that lets you control and manipulate flames. It could
When you cast a spell using a spell slot that deals be that your bloodline was touched by a being of fire,
acid, cold, fire, lightning, or poison damage, you can such as a devil of Hell or an Efreeti prince from the
choose to spend 2 sorcery points in order to charge Plane of Fire. Perhaps you were burned by a magical
your spells with extra ferocity. If you choose to do fire and it left a permanent scar on you, deeper than
so, you no longer add your proficiency bonus to the your skin and into your being. Whatever the origin
spell’s attack roll or saving throw DC. If the spell hits of your powers, sorcerers bestowed with this gift
or deals damage to a creature as a result of failing wield wider magics through their connection to this
a saving throw, the spell also causes the target to essential element of the multiverse.
become burned.
The power that comes with being a pyromancer
Once you use this feature, you must finish a short affects sorcerers differently. It’s common for
rest or long rest before you can do so again. pyromancers to let their connection to fire manifest
in other areas of their personality; being quick to
priMordial ManiFestation anger or showing outstanding passion. Some love
fire with a mania, never wanting to let a flame and
When you reach 14th level, the power of nature die reflexively feeding fire whenever they encounter
coursing through you takes new form. You gain one it. Others feel terrified of the awesome destructive
of the following benefits detailed below. potential they wield, and fear losing control.

Beast's Toughness. You have an extraordinarily pyrokinesis
thick hide. While you are not wearing armor,
bludgeoning. piercing, and slashing damage that you Starting at 1st level, you can light fires just by touching
take from non-magical sources is reduced by 2. flammable materials.

Living Greenery. When you reach 14th level, You learn the produce flames cantrip and it doesn’t
your mastery of spells that create plants becomes count against the number of cantrips you know.
unmatched. When you cast a spell that has a duration
of 1 minute or longer that creates plants, such as You also gain a new way to attack with the flame
entangle or grasping vine, it no longer requires your created by the spell. When you cast this spell, or as
concentration, and you can use a bonus action on an action on a later turn, you can focus on an object
your turn to move plants created by the spell up to that you are touching and it will ignite if flammable. If
30 feet along the ground in a direction of your choice. the object is being worn or carried, you must first hit
Additionally, you can cast spells as though you were the creature wearing or carrying it with a melee spell
in the space of any of those plants. attack.

Storm's Wrath. Once per turn, you can spend The item will continue to burn until a creature takes
4 sorcery points to add half your sorcerer level to an action to extinguish it, dealing 1d8 fire damage to
damage rolls from spells you cast. the targeted object at the end of each of your turns.
This damage increases by 1d8 when you reach 5th
priMal guardian level (2d8), 11th level (3d8), and 17th level (4d8).

At 18th level, you can become a powerful protector ignite
of the wilds. As an action, you can become a Primal
Guardian manifesting as a massive behemoth such as Starting at 1st level, you’ve learned to channel the fire
a moss covered ancient treant, a large mass of sticks that flows through your veins, unleashing its burning
and sediment, or some other form of your choosing. power in a fearsome display. As a bonus action,
you can expend a 1st level spell slot, and gain the
This magical transformation lasts for one minute. following benefits for 1 minute:
While a guardian, your size increases up to Huge,
your hit point maximum is doubled, and you gain hit • You shed bright light for 30 feet and dim light for an
points equal to the amount your hit point maximum additional 30 feet.
increased. Your Strength and Constitution scores also • The first time a creature hits you with a melee attack
increase to 24. or touches you each turn, that creature takes fire
damage equal to your Charisma modifier.
Finally, while transformed, you can use your Spell • Damage dealt by your attacks and spells ignores
Ferocity feature without expending sorcery points.

Once you use this ability, you cannot use it again
until you finish a long rest.

• resistance to fire damage. damage.
You have resistance to fire

89

Galder's Gazeteer: Sorcerer

The appearance of this manifestation is up to you. can’t speak. After one minute or if your spirit is
Your body could become wreathed in flames, or your reduced to 0 hit points, it disappears and you begin
eyes could glow like coals, or maybe your hair turns dying. Likewise, if you recover any hit points, your
bright orange and you leave trails of fire behind you fiery spirit disappears.
when you move your body.
Once you use this feature, you must finish a long
roaring FlaMe rest before doing so again.

At 6th level, when you use your Ignite feature and inFerno
cast a spell using a spell slot that deals fire damage,
targets who take that fire damage are also burned. Starting at 18th level, as an action you can create a
hellfire landscape in the area around you. The ground
You can use this feature once and must finish a in a 60 foot radius centered on you turns molten
short or long rest before you can do so again. At 14th and burst in flames. Each creature in the affected
level, you can use this feature twice between rests. area must make a Constitution saving the first time
it enters the area or starts its turn there or take 4d10
spirit oF tHe pHoenix fire damage, or half as much on a successful save.

At 14th level, when you are reduced to 0 hit points You also can carve out niches of safety in the
or would be killed outright, your body erupts in a inferno. When you use this feature you can choose
glorious blaze and your essence is reformed from to begin to concentrate as though concentrating
the Plane of Fire for a time. For the next minute, on a spell. If you do so, you can choose a number
your body is unconscious but stable, but your of creatures equal to your Charisma modifier to
spirit remains and manifests itself in the nearest automatically succeed on their saving throws against
unoccupied space. Your fiery spirit is under your the effect, and they take no damage instead taking
control and uses the fire elemental game statistics, half damage for the successful save. This protection
except it understands the language you know but lasts as long as you keep concentration, and
permanently ends if your concentration is broken as
fire spreads throughout the affected area.

Once you use this feature, you must finish a long
rest before you can do so again.

Warlock

So pa w rt z
to t M e’ G i
enc o ts
ear g . Th kp t t
o r e gt tr l
l i .I i a o t?
Ma e, b , u in r i :
h er t i !A
b, a a u . A t l,
o nt a a r t e g i
ioa i h ne
w e!

Otherworldly Patrons

When you choose the warlock class, you gain an
otherworldly patron. This section has two new
options for a warlock’s supernatural benefactor. The
Parasite warlock serves as a host to their patron,
who feeds off some form of the warlock’s being.
Summoning an embodiment of the essence of the
Outer Planes, the Eidolon warlock’s extraordinary
conviction won them a chance at a pact.

The Eidolon

From David Cook
Arcane energy that forms the essence of the Outer
Planes can coalesce into phantoms of planar power.
These spirits are called eidolons. When not used
by deities as their emissaries, Eidolons are called
to exceptional individuals with strong desires that
matches with the alignment of the plane that created
them. When summoned this way, these phantoms act
to further the manifestation of that plane’s alignment
in that person.

They act as companions, mentors, or guardian
figures for their warlock, and many warlocks form
deep personal bonds with their Eidolon after
spending so much time in their unique partnership.
It’s been said that occasionally Eidolons take on
the traits of people that are no longer a part of the
warlock’s life.

OppOsed eidOlOns

On rare occasions, an eidolon is pulled toward an
individual of opposing alignment. These eidolons
form shadowy reflections of the ones they choose
to patronize, and attempt to distort them. For those
individuals of such exceptional conviction who
manage to attract the attention of an opposing
eidolon, their patron represents a constant
temptation. Joined with what amounts to an anti-
conscience, having an opposed eidolon is a constant
challenge to one’s outlook and behavior.

91

Galder's Gazeteer: Rogue

expanded spell list Once you summon the eidolon, you can’t again
until you finish a long rest, unless you choose to
The Eidolon lets you choose from an expanded list of expend a Pact Magic spell slot to do so additional
Spells when you learn a warlock spell. times. The eidolon remains for a number of minutes
equal to 5 times your warlock level, until it is reduced
eidOlOn expanded spells to 0 hit points, until you use this feature to summon
a new eidolon, or until you die.
Spell Level Spells
1st bless, command If you later gain the Pact of the Chain feature,
2nd augury, enhance ability you can choose to make your eidolon into your
3rd clairvoyance, spirit guardians familiar. Doing so gives your eidolon additional hit
4th arcane eye, compulsion points equal to 3 + your warlock level, its hit die size
5th commune, raise dead increases to a d8, and it gains an additional 10 feet to
its movement speed.
Materialize eidOlOn
eidOlOn
At 1st level, you gain the ability to summon a
phantasm known as an Eidolon. The Eidolon is Medium Celestial or Fiend (chosen when summoned)
friendly to you and your companions, and it obeys Armor Class 11+PB
your commands. See its game statistics in the Eidolon Hit Points 1 + your Charisma modifier + 3 times your
stat block, which uses your proficiency bonus (PB) in warlock level (the eidolon has a number of Hit Dice
several places. You choose if it is a fiend or celestial, [d6s] equal to your warlock level)
then determine its appearance by choosing or rolling Speed 20 ft. (hover)
on the Eidolon Form table.
STR DEX CON INT WIS CHA
eidOlOn FOrM table 8 (-1) 8 (-1) 14 (+2) 12 (0) 16 (+3) 16 (+3)
Saving Throws Wis +3 plus PB, Cha +3 plus PB
d6 Eidolon Form Skills Arcana +1 plus PB, Perception +3 plus PB
Condition Immunities charmed, despondent,
1 A ghostly visage of a former loved one. doomed, exhaustion, frightened, grappled, paralysed,
petrified, poisoned, prone, restrained
2 The dark, floating silhouette in the Senses darkvision 60 ft., passive Perception 13 + PB
shape of your childhood pet. Languages understands the languages you speak
Challenge —
3 An angel that appeared to you in your Proficiency Bonus (PB) equals your bonus
darkest hour. Banish Immunity. The eidolon is immune to the
effects that would force it off its current plane
4 The spirits of your ancestors. against its will.

5 A ghostly figure with features that Actions
invoke the imagery of your favorite song.
Exhibition of Will (1/summon). One creature that
6 A floating pair of arms surrounded by an can see the eidolon must make a Charisma saving
iridescent mist. throw against your spell save DC. On a failure
the creature is either charmed (if the eidolon is a
In combat, the eidolon shares your initiative count, celestial) or frightened (if the eidolon is a fiend)
but it takes its turn immediately after yours. It can of the eidolon until the end of its next turn. The
move and use its reaction on its own, but the only eidolon can only use this action once each time it
action it takes on its turn is the Dodge action, unless is summoned.
you take a bonus action on your turn to command Phantasmal Swipe. Melee Spell Attack your spell
it to take another action. That action can be one attack modifier to hit, reach 5 ft., one target you
in its stat block or some other action. If you are can see. Hit 1d4+PB force damage.
incapacitated, the defender can take any action of its Phantasmal Blast. Ranged Spell Attack your spell
choice, not just Dodge. attack modifier to hit, range 20/60 ft., one target
you can see. Hit 1d3+PB force damage.

ReActions

Phantasmal Phase. If the eidolon takes
bludgeoning, piercing, or slashing damage, it can
use its reaction to give itself resistance to all of
that attack’s damage on this turn.

planar bOnd

Starting at 6th level, your eidolon boosts your
resolve to act in concordance with its essence. When
you make a saving throw against being charmed,
frightened, or despondent, you can make that save
with advantage. You can do so once, and can do so
again after you finish a short or long rest.

ethereal deFense

Starting at 10th level, your eidolon takes a more active
role in defending you and your allies. If a creature
you can see within 60 feet of you is targeted by an
attack roll, you can use your reaction to teleport
your eidolon to a space within 5 feet of the affected
creature. The attack roll that triggered the reaction
is instead made against your eidolon. If you don’t
currently have an eidolon summoned, you can
expend a Pact Magic spell slot to summon one as part
of this reaction.

eidOlOn Unleashed

Starting at 14th level, your
Eidolon true power is
revealed, allowing it to
attack twice when you
command it to attack with
your bonus action.

Additionally as an action, you can force a creature
that has been damaged by your eidolon within the
past 24 hours to make a Charisma saving throw
against your spell save DC. On a failure, the target
takes 5d12 radiant or necrotic damage (your choice).
If the target is a fiend and the eidolon that damaged it
is a celestial or vice versa, the target takes maximum
damage. A target that successfully saves is immune to
this effect for the next 24 hours. Once you deal this
damage, you cannot use this feature again until you
finish a long rest.

The Parasite

From Nicholas Barker
As a warlock, your pact with your patron is always a
powerful and personal agreement. However, you have
created a bond so binding, it physically dwells inside
of you. You serve in part as your patron’s host.

As your new patron grows accustomed to its new
home, you, too, grow in power. Gradually, you are
able to tap into more of its parasitic nature. As you do
so, you begin to take on features of your Patron - a
physical manifestation of your symbiosis.

Your patron may feed on various aspects of yourself
and the people you face in combat. Consult the
Parasite’s Food table for the nature of your patron
sustenance.

93

Galder's Gazeteer: Rogue

parasite's FOOd You can use this feature a number of times equal to
your Charisma modifier, and you regain all expended
d6 Parasite’s Food uses when you finish a long rest.

1 Emotions. syMbiOtic alteratiOn

2 Arcane magic. Starting at 6th level, your parasite has changed the
way your body is shaped or how it works. Choose one
3 The remnants of your digested food. of the following alterations:

4 Blood. Bulging Flesh. Bulbous masses cover your body.
The first time each turn you are hit with a weapon
5 Your spiritual essence. attack that only deals bludgeoning damage, you can
add +5 to your AC, potentially turning a hit into a
6 Electrical impulses from your heart and miss.
brain.
Infected Brain. The parasite has burrowed into
expanded spell list your brain and has altered some of your mental
functions. You have advantage on saving throws
The Parasite lets you choose from an expanded list of against being despondent or dulled.
spells when you learn a warlock spell. The following
spells are added to the warlock spell list for you. Metabolic Mutation. You have to consume twice as
much food as you normally would, but you can now
parasite expanded spells eat any time of organic material such as wool or grass.
You also have resistance to poison damage.
Spell Level Spells
1st bane, inflict wounds inFested FOrtitUde
2nd alter self, web
3rd stinking cloud, slow At 10th level, living with a monster inside you have
4th giant insect, dominate beast given you a high pain tolerance. You gain proficiency
5th insect plague, contagion in Constitution saving throws.

leech liFe sangUine spawn

Starting at 1st level, you gain the ability to steal life At 14th level, your parasite has reached maturity and
from someone by having your parasite momentarily wishes to spread to other hosts. As an action, you
scrounge nourishment from another’s wounds. can force a creature that is not a construct or undead
within 60 ft to become infected with a parasite
When a bloodied creature other than yourself spawn. The target must make a Constitution saving
within 30 feet of you takes damage, as a reaction, you throw against your spell save DC. On a failure, the
can regain a number of hit points equal to 1d4 + your creature takes 4d8 necrotic damage and is poisoned
proficiency bonus. until the parasite spawn is removed. Removing the
parasite requires three successful DC 15 Wisdom
(Medicine) checks, each taking an action to perform
the parts of the surgery. The parasite spawn can also
be removed by greater restoration or similar magic.

Once you use this feature you can’t do so again
until you finish a short or long rest.

Wizard Ac s t r eea y
sf c er e
This section contains an assortment of new options c t n s!
for the wizard. There is a variant wizard class that
continually imprints spells in their mind, offering 1 minute after you use a spell slot to cast a spell
less versatility but more reliability. There are also a you have memorized, you can cast the same spell
variety of new arcane traditions: the Arcane Assassin, again without expending a spell slot. When you cast a
Chronomany, Dark Arts, Defensive Magic, Spell memorized spell this way, it is always cast at its lowest
Striking and the Wandering Mage. possible level. For example, a 12th level wizard might
memorize fireball then cast fireball using a 5th level
Variant Wizard spell slot. In 1 minute, that wizard would be able to
cast fireball as a 3rd level spell without expending a
When you choose this variant wizard, you no longer spell slot.
gain the following features presented in your class:
Once you cast a spell this way it escapes your
••• Arcane Recovery memory, and you can’t do so again unless you
Spell Mastery rememorize that spell when preparing your spells at
Signature Spells end of a long rest.

You instead gain the following features at the levels Studious Metamagic
indicated in the Variant Wizard table.
By 17th level your academic understanding of the
Level Variant Wizard arcane allows you to tweak spells beyond what most
1st Feature can do. Choose two spells that are no higher than 5th
17th Spell Memorization level and are in your spellbook. Whenever you prepare
20th Studious Metamagic these spells you can choose to imbue them with any
Perfect Recall one metamagic option found in the sorcerer class.
Casting the metamagic version of the spell expends
Spell Memorization a spell slot one level higher than normal (this first
extra level doesn’t count as casting at a higher level
You specially prepare a spell by imprinting it deep for the enhanced effects of some spells). Preparing a
into your mind. When you cast it, it leaves an arcane metamagic version of a spell counts separately from
echo and you retain some of its power. When you its ordinary version in the number of spells you can
prepare spells, you can choose a number of spells prepare daily.
that you have prepared to memorize. You cannot
have the same spell memorized more than once. The A metamagic spell you have prepared cannot be
number of spells and the highest level of spell you can memorized using your Spell Memorization feature.
memorize is determined by your wizard level as shown
on the Spell Memorization Table. Perfect Recall

At 20th level the time until you can re-cast a
memorized spell is reduced from 1 minute to the start
of your next turn.

Spell MeMorization Arcane Traditions

Highest Spells Starting at 2nd level, wizards choose to join an arcane
Wizard Level Spell Level Memorized tradition reflecting a particular focus for their study
of magic. Six new traditions are presented here. The
1st 1st 2 Arcane Assassin uses magic to swiftly and silently
kill. Chronomancy wizards learn to walk out of step
5th 2nd 2 with time. Wizards of the Dark Arts tradition pursue
foul magical secrets forbidden to most scholars. The
8th 2nd 3 Defensive Magic tradition focus on evading bodily
harm though spells, whereas the Striking Spell
11th 3rd 3 tradition uses their body to deliver more powerful
attacks. Lastly, the Wandering Mage is a tradition
17th 3rd 4 born of hedge wizards who learn magic of all sorts
during their travels.

95

Galder's Gazeteer: Wizard

Arcane Assassin iMproVed diSguiSe

From Bob Willoughby At 6th level, you can cast disguise self at will without
You focus your study on magic that allows you to expending a spell slot. When you cast this spell, your
eliminate your foes with great stealth and precision. voice and speech patterns are also magically altered
Your magical effects are especially subtle and you’ve as you choose to aid in your disguise.
learned how to strike when a foe is at their most
vulnerable. Some eldritch assassins find employment Stealth caSting
with seedy nobles, serving as a way to eliminate
enemies. Others use their arcane power to give Beginning at 10th level you can weave subtlety
justice to the weak, while some seek their own into your magic to prevent exposing your hidden
fortunes as killers for hire. position. While hidden, your somatic and verbal spell
components are imperceptible and do not reveal your
arcane aSSaSSination location. However, other spell effects emanating from
you, like bursts of light or peels of thunder, may still
Starting at 2nd level, you can pinpoint the most cause you to be noticed, as does casting a spell that
opportune moment to strike your foes. Once per turn, requires making an attack roll.
if you cast a spell of 1st level or higher that requires an
attack roll and can target only one creature, you can lay WaSte
choose to deal an extra 1d6 damage to one creature
you hit if you have advantage on the attack roll. You Starting at 14th level, you have learned to apply
don’t need advantage on the attack roll if another Arcane Assassination damage to a spell that uses a
enemy of the target is within 5 feet of the target, saving throw rather than an attack roll. If one or more
that enemy isn’t incapacitated, and you don’t have creatures are forced to make a saving throw to avoid
disadvantage on the spell attack roll. taking damage from a spell you cast, you can attempt
to amplify the power of your magic by spending a use
The amount of extra damage increases when you of your Arcane Assassination.
reach certain levels in this class: 2d6 at 6th level, 3d6
at 10th level, and 4d6 at 14th level.

You may use this feature a number of times equal
to your Intelligence modifier. You regain all expended
uses when you finish a long rest. If you have 0 uses,
you regain 1 use after a short rest.

Skeleton key

Starting at 2nd level, you can spend 1 hour and 50 gp
worth of material to create a special magic item called
a skeleton key. When your skeleton key is touched to
a door, a chest, a set of manacles, or another object
that is held shut by a mundane lock or that is stuck or
barred, it becomes unlocked, unstuck, or unbarred.
If the object has multiple locks, only one of them is
unlocked.

If the object you touch is held shut with arcane
lock, that spell is suppressed for 10 minutes, and the
object can be opened and closed normally.

You can use your skeleton key a number of times
equal to your Intelligence modifier before it loses
its magic and you must construct another. As
soon as you begin work on a new skeleton key,
your old one crumbles into a pile of dust.

obfuScation

At 6th level, you’ve mastered using magic
to aid your concealment. As long as
you can cast spells, you can Hide as a
bonus action.

If you choose to do so, after an affected creature chronoMaticS
succeeds or fails its saving throw, but before damage
is rolled, you must succeed on an Intelligence saving When you select this tradition at 2nd level, you learn
throw with a DC equal to 10 + 1 per creature that was to manipulate the flow of magic and time. You gain
affected by your amplified spell. If you succeed on the following chronomatic abilities:
this check, apply your Arcane Assassination damage
to the damage roll. When you cast a spell with a casting time of 1 action,
you can instead change its casting time to a bonus
Chronomancy action. You can’t make an attack or cast another spell
on the same turn you use this chronomatic.
From Garrett Zanca
All creatures of the Material Plane must walk one step If you cast a spell with a casting time of at most 11
at a time. But not the chronomancers -- they look for minutes, you can change the casting time to 1 minute.
shortcuts. Whether contacting their future selves,
bending time to suit their needs, or letting themselves If you cast a wizard spell as a ritual, and it would
relive the same moments, chronomancers master the normally take no more than two hours to cast, you
magic of time. can instead complete the ritual in 10 minutes.

You can use your chronomatic abilities in any
combination a number of times equal to one third
your level in this class (rounded up) and regain any
expended uses when you finish a long rest.

alternatiVe Self

Starting at 2nd level, you gain the ability to contact a
past or future version of yourself. These alternative
selves come from a vast array of possibilities across
the multiverse. Contacting this alternative self requires
you to use an action and expend one spell slot.

Your alternative self appears as an ethereal form,
visible only to you, and it can give advice, though its
powers are limited. You ask your alternative self one
question about a specific course of action you want
to take in the next hour. The DM replies truthfully
telling you if the outcome, generally, would be good
or bad. This doesn’t take into account any other
actions you might take as a result of this information.

Though the alternative self can only speak those
two words, which version of your alternative self
appears might offer further clues. For example, if
there is a fire breathing dragon on the other side of
a door you are questioning whether or not to open,
your alternative self might appear burned and injured
and say “bad.”

Starting at 10th level, your link to alternate
timelines grows. You can use this feature and expend
a spell slot of 5th level or higher to instead ask your
alternate self three yes-or-no questions about events
that will transpire over the next three days. The DM
gives truthful replies.

Once you use this feature, you must finish a short
or long rest before you can do so again.

MaSterful adjuStMentS

Also at 6th level, you add the haste and slow spells to
your spellbook if they are not there already.

If you cast haste using a spell slot, part of the
spell’s magic quickens your mental reflexes. You can
cast a cantrip as part of the same action used to cast
the spell.

If you cast slow using a spell slot, you can make the
target have disadvantage on its next attack roll.

97

Galder's Gazeteer: Wizard

intertWined echoeS Dark Arts

Starting at 10th level, you can create an echo of From Thorne
yourself. The echo is a mindless, blurry, translucent Wizards who pursue the dark arts set off on a twisted
duplicate of yourself made of magical force that path to that many would find unsettling. They relish
repeats your actions. in unlocking the unnatural, and blurring the line
between the living and the departed, the arcane and
At the beginning of your turn, you can use a bonus the divine. Those who progress in this tradition are
action to create an echo of yourself that lasts until often seen as vile and dangerous for pursuing such
the start of your next turn, or until it takes damage aberrant knowledge and skills.
or fails a saving throw. The echo uses your game
statistics. forbidden necroMancy

At initiative 0, the echo performs the same actions At 2nd level you’ve begun to unravel some of the
and movements you did on your turn. The echo secrets of death. You can add one spell that can deal
can move, attack, cast cantrips, and use your class necrotic damage and is of a spell level you can cast
features. If the echo uses a class feature which has a to your spell book for free. This spell can be from any
limited number of uses, it expends one of your uses. class’s spell list, but it counts as a wizard spell for you.
If you have no uses left, or you try to cast a leveled As you increase in level, you can add additional spells
spell, it has no effect as the echo performs only a to your spellbook in this way. You gain another at 6th
mimicry and its action is wasted. level and a third at 14th level.

If something occurs that would prevent the echo bonded to the graVe
from repeating your actions, such as the creature you
attacked died, the echo is ruptured. Roll a d20. On Beginning at 6th level, when you destroy life, you
a roll or 9 or lower, the echo fades away as it fails to can also destroy the will of those bonded to the
replicate your actions. On a 10 or higher, it performs fallen. When you reduce a creature to 0 hit points,
a friendly action at the DM’s discretion, representing you can choose an ally of that creature within 60
the course of another timeline. feet. The chosen creature must make a Wisdom
saving throw against your spell save DC or become
Once you use this feature, you can’t use it again despondent for the next minute. An affected creature
until you finish a long rest. can make another saving throw at the end of each
of its subsequent turns, ending the effect early on a
perpetual celerity success.

Starting at 14th level, when you use your chronomatic befouled nature
ability to cast a spell as a bonus action, you can cast
another spell on the same turn as long as that spell is Beginning at 10th level you no longer need to eat,
a cantrip with a casting time of 1 action. sleep, drink or breath. You also gain immunity to
poison damage.

create thrall

At 14th level you add the dominate person spell to
your spellbook if it isn’t there already. Whenever you
cast this spell, if the target fails its saving throw you
can choose to do it additional harm. If you choose,
the target takes 3d10 psychic damage at the end
of each of its turns while under your control. The
target feels no pain, and is only vaguely aware that it
is losing its vitality. If you reduce a creature to 0 hit
points in this way, you can instead have it remain at 1
hit point and become a mindless thrall. The creature’s
Intelligence and Charisma score is reduced to 3 if it’s
not lower already, and it acts as your servant. The
creature remains under your control in this state
unless greater restoration or similar magic restores it.

You can only have one such thrall at a time. Any
attempt to use this additional effect of dominate
person automatically fails while your current thrall
still lives in your service.

Defensive Magic You can use this feature to target a total number
of creatures equal to your Intelligence modifier and
From Garrett Zanca regain any expended uses when you finish a long rest.
Wizards can deploy a myriad of incredible effects, but You can choose to target more than one creature at a
they are not generally warriors. Unable to fend off time when you choose a bewitchment.
physical attacks or avoid harm, many adventuring
wizards find themselves prone to injury and untimely near-future ViSion
death. However, wizards from this tradition use their
magic to avoid deadly blows and toothy maws. Beginning at 14th level, your studies into divination
have enabled you to look mere seconds into
iMperViouS Shield the future. As a bonus action, you can begin to
concentrate on these premonitions as though
When you choose this school at 2nd level, you add concentrating on a spell. While doing so for up to 1
the shield spell to your spellbook. You always have minute, attack rolls against you have disadvantage
this spell prepared, and it doesn’t count against the and you have advantage on Dexterity saving throws.
number of spells you can prepare each day.
Once you use this feature, you cannot do so again
When you cast shield, you also gain resistance until you finish a long rest.
against bludgeoning, piercing, and slashing damage
from non-magical sources until the spell ends. Spell Striking

Magnified Mage arMor From Garrett Zanca
When a wizard takes on the arcane tradition of spell
At 2nd level, you add the mage armor spell to your striker, they strive for all harm they cause to be by
spellbook if it is not there already. When you cast their own hand - quite literally. Students of arcane and
mage armor on yourself, you can cast a special version martial arts, these wizards can deliver touch spells
of it that allows you to suppress the spell as an action. by way of unarmed blows. Wizards that take on this
While suppressed, you no longer gain the benefit of tradition are taught there is value in using their body
the spell, but the time the spell is suppressed doesn’t as a channel for magic. Strike masters are taught the
count against the spell’s duration. If you wish to recall stronger their body, the closer their connection to
it, you can do so as an action. their magic will be. That to hone one’s martial skills is
to sharpen the strength of one’s spells.
coMbined Magic defenSe
They can be specialists living in a monastery
At 6th level, when you are under the effects of mage devoted to other practices, or someone who learned
armor, you can cast shield as a reaction which you martial arts before pursuing arcane study, or maybe
take when a spell or effect forces you to make a the spell striker took up underground boxing as a way
Dexterity saving throw to avoid taking damage. You of paying tuition at a magic academy. Whatever the
can add a +5 bonus to your Dexterity saving throws case, rather than blasting foes from the sidelines, in
until the start of your next turn. the fray is where these wizards feel at home.

coMpel diStance

Beginning at 10th level, as a bonus action, you bewitch
creatures and compel them to keep a within certain
distance with you. Choose one of the following:

Bind. A creature that can see or hear you within 30
feet of you must make a Wisdom saving throw against
your spell save DC. On a failed save, a targeted creature
can’t willingly move to a space more than 30 feet away
from you until the end of its next turn. This effect ends
on the creature if you are incapacitated or die, or if the
creature is more than 30 feet away from you.

Ban. A creature of your choice that can see or hear
you within 30 feet of you must make a Wisdom saving
throw against your spell save DC. If the creature
fails its saving throw, it must spend its movement on
subsequent turns trying to move at least 30 feet away
from you. Once a creature is at least 30 feet away
from you, it cannot willingly move closer until the end
of its next turn. If there is nowhere to move that is
not obviously dangerous or the creature is restrained,
it can use its action to try and escape or take the
Dodge action.

99

Galder's Gazeteer: Wizard

unarMored defenSe If the damage is reduced to 0 you suffer no
additional effects from the spell, and may also try and
Your ability to anticipate and predict where danger rebound the ranged spell attack to the original caster
will come from aids in your defense. Beginning at as part of the same reaction. You make this attack
2nd level, while you are wearing no armor and not with your spellcasting ability and proficiency bonus,
wielding a shield, your AC equals 10 + your Dexterity and the spell uses your spell save DC.
modifier + your Intelligence modifier.
flurry attack
Spell Striker
Starting at 10th level, when you use your action to
At 2nd level, you can harmonize your arcane cast a cantrip, you can make two unarmed strikes as a
knowledge and martial skill into a single blow. When bonus action.
you hit a creature with a melee spell attack it also
counts as hitting with an unarmed strike. Additionally, Synaptic bloW
your unarmed strikes can use your Intelligence
modifier for attack and damage rolls instead of your At 14th level, you have studied where points
Strength modifier. vulnerable to magic on a myriad of creatures lay.
Striking these points, you can channel tremendous
catch SpellS amounts of harmful energy. When you hit a creature
with an unarmed strike, you can attempt to overload
At 6th level, experience and discipline has made your the creature’s nervous system. The creature must
magic instincts in tune with your reflexes. make an Intelligence saving throw against your spell
save DC or be stunned until the end of its next turn.
Once per long rest, you can use your reaction to
redirect a spell when you are hit with a ranged spell A creature can only be affected once by this feature
attack that deals damage. When you do so, you every 24 hours. Once you attempt to stun any
expend a 1st level spell slot to reduce the damage you creature this way, you must finish a short or long rest
take from the attack by 1d10 + wizard level. before you can do so again.

Wandering Mage

From Ragnvald Iarainn
In pursuit of knowledge, some wizards dedicate
themselves wholly to traveling. As such, they do not
have the luxuries other wizards take for granted in
their vaunted magic schools and lofty towers. While
these wizards rarely have formal training from a
wizarding school or similar institution, they often
have learned their knowledge of magic from a variety
of mentors they have met along their journey. Though
these wizards can be regarded as lesser by formally
trained arcanists, there are many secret that can be
unlocked through observation in traveling that would
otherwise be hidden to those lost in studious doctrine.

These wizards that do not carry the title of their
profession are often known as itinerant arcanists or
wanders. These wanderers drink in the mysteries of
the world and learn a diverse range of magics to allow
them to survive.

Wanderer'S VerSatility

Starting when you choose this archetype at 2nd level,
your travels have opened your eyes to the secrets of
many facets of magic. You learn one cantrip and add
a spell of 1st level to your spellbook for free from any
classes’ spell list. These count as wizard spells for you.

At 6th level, you may learn an additional spell of 1st
or 2nd level, and at 14th level you may learn a further
spell of 1st, 2nd, or 3rd level.


Click to View FlipBook Version