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Des options de personnage à la pelle (races, origines, archétypes, historiques, dons...)

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Published by Nox, 2022-06-07 17:54:02

Multiversatility Players Options Pack

Des options de personnage à la pelle (races, origines, archétypes, historiques, dons...)

cosmic battles. You can use your action to gain Sometimes a life has to be sacrificed for the
the following benefits for 1 minute: freedom of many.

• You have resistance to all damage. Atone for Your Mistakes. Yours is a
• Your can take the Help action as a path of leniency, but sometimes those you spare
bonus action. will prove themselves unworthy of your mercy;
• Whenever a creature hits you with an in those cases you must be swift in making
attack, it takes force damage equal to you amend, lest a noble act of yours has dire
Charisma modifier. consequences.
Once you use this feature, you can't use
it again until you finish a long rest. OATH SPELLS
You gain oath spells at the paladin levels listed.
OATH OF LIBERTY
OATH OF LIBERTY SPELLS
The greatest among the gifts that the gods Paladin Level Spells
bestowed upon mortals was, is, and will always
be, their freedom. Freedom to choose their own 3rd alarm, protection from evil and good
path, freedom to be sinful or virtuous, even the
freedom to ultimately defile the gods 5th calm emotions, pass without trace
themselves and suffer the rightful punishment.
The only liberty that no one should possess is 9th nondetection, spirit guardians
the license to deprive others of their own
freedom. As a paladin of the Oath of Liberty you 13th death ward, freedom of movement
swore to uphold these principles: you are an
agent of freedom among the oppressed, the 17th dispel evil and good, greater
merciful hand of those benevolent gods that restoration
seek new followers not through fear or
coercion, but through the noble deeds of their CHANNEL DIVINITY
devotees. When you take this oath at 3rd level, you gain
the following Channel Divinity options.
TENETS OF LIBERTY
Despite the precise wording may vary, all the Break the Chains. You can use your
paladins of the Oath of Liberty are swore to Channel Divinity to release an ally from the
respect those tenets. clutches of any effects that restricts its freedom.
As a bonus action, you speak a quick prayer and
Respect Freedom. Every being should choose an allied creature within 30 feet of you
be free to make their own choice; always offer that can hear you and that is suffering from the
your counsel, if asked, but never dictate your charmed, frightened, paralyzed, or restrained
orders. condition. The target is set free from that effect,
and for 1 minute gains advantage to saving
Respect Life. To kill a mortal is to throws against being charmed, frightened,
utterly deprive them of any freedom; stay your paralyzed, or restrained.
sword hand, for some mistakes cannot be
undone. Resort to violence only when there are Move Out. Thanks to the blessing
no other means to prevent a greater evil. bestowed by your god, you can help your allies
escape any dire combat situation. As an action,
The Freedom of Many. When in doubt, you can use your Channel Divinity, while rising
always choose the greater goods: the more your holy symbol and uttering an encouraging
persons will have their freedom protected by prayer, in order to bestow great mobilities to all
your action, the better your deed will be. the friendly creatures of your choice within 30
feet that can see or hear you. Each creature can
use its reaction to move up to half its speed
without provoking opportunity attacks.

101

AURA OF FREEDOM around the bonds of kinship that all the mortals
Starting at 7th level, you and friendly creatures share between them, the very ties that set them
within 10 feet of you can't be charmed while apart from the immortal gods and their
you are conscious. unearthly, chosen servants. From the point of
view of those paladins, it is their true duty, as
At 18th level, the range of this aura mortals, to embrace the cause of all mortal kind
increases to 30 feet. and use their powers to protect the weak, to
avenge the fallen, and to grant a better life to
UNBOUND those that still breath and live. And, somehow,
Starting at 15th level, you and friendly creatures those who follow the Oath of Mortals are still
within 10 feet of you have advantage on saving capable of harvesting their former divine
throws against being paralyzed or restrained. power; perhaps a greater, unspoken deity
secretly favors them above the servants of
At 18th level, the range of this aura lesser gods, lost in their petty squabbles, or
increases to 30 feet. perhaps it is their faith in mortals that makes
them a receptacle for the same power that is
UNCHAINED WE STAND granted to the gods by the worshiping of
At 20th level, you roam the battlefield as the mortals. Either the case, those paladins remain
champion of literal and metaphoric liberty, an true and stalwart heroes, trusted protectors of
inspirational herald of freedom clad in mortal kind and uncompromising upholders of
quicksilver-like steel. the same tenets they used to follow... however,
You can use your action to gain the following they act no more in the name of the gods, but of
benefits for 1 hour: the whole mortal races.

• When you are subject to an effect that TENETS OF MORTALS
allows you to make a Dexterity saving throw to Whatever your previous tenets were, you now
take only half damage, you instead take no embrace those new ones.
damage if you succeed on the saving throw, and
only half damage if you fail. Kinship. Despite the differences, all
mortal races share a common bond, for they all
• You can take the Disengage action as a inhabit the same world and will ultimately meet
bonus action. the same fate. Be conscious of this kinship, but
don't let your compassion became leniency.
• You have advantage on Wisdom saving
throws, as do your allies within 30 feet of you. Independence. Mortals should rely only
This effect ends if you are incapacitated or die. on each other, the grace and blessings of deities
Once you use this feature, you can't use it again should not be sought nor accepted. You have
until you finish a long rest. not to be blasphemous, but the gods should play
no part in your life.
OATH OF MORTALS
Self-Determination. All mortals should
According to many of their former comrades, be free to walk their own path, with no
those paladins who choose the Oath of Mortals interferences from above – or below. The
are no better than the vile Oathbreakers, for Mortal Plane is the place of mortals, not the
they rejected whatever allegiances to the playground nor the chessboard for the
greater powers they possessed, and now openly immortals' squabbles.
defile the gods. However, while an Oathbreaker
follows no rule rather than their own whims OATH SPELLS
and desires, a follower of the Oath of Mortals You gain oath spells at the paladin levels listed.
gave up the former, god-spoken tenets in order
to embrace a new life philosophy, centered

102

OATH OF MORTALS SPELLS your Channel Divinity. Each creature of your
Paladin Level Spells choice that can hear you within 30 feed of you
regains hit points equal to 1d6 + your Charisma
3rd healing word, protection from evil and modifier (minimum of 1) if it has no more than
good half of its hit points.
SELFLESS PROTECTOR
5th gentle repose, warding bond Starting at 7th level, when a creature within 5
feet of you takes damage, you can use your
9th create food and water, magic circle reaction to magically substitute your own
health for that of the target creature, causing
13th banishment, death ward that creature not to take the damage. Instead,
you take the damage. This damage to you can't
17th greater restoration, raise dead be reduced or prevented in any way.

CHANNEL DIVINITY 103

When you take this oath at 3rd level, you gain

the following Channel Divinity options.

Begone, Immortals. As an action, you

utter words of

banishment that are

painful for immortal

creatures to hear. Each

celestial, fey, and fiend

that can see or hear you

within 30 feed of you

must make a Wisdom

saving throw. If the

creature fails its saving

throw, it is turned for 1

minute or until it takes

damage. A turned

creature must spend its

turns trying to move as

far away from you as it

can, and it can't

willingly move to a

space within 30 feed of

you. It also can't take

reactions. For its action,

it can only use the Dash

action or try to escape

from an effect that

prevents it from

moving. If there's

nowhere to move, the

creature can use the

Dodge action.

Carry On. As a

bonus action, you can

ease the suffering of

injured creatures with

UNTOUCHABLE Honor-bound and devoted, paladins of the Oath
Beginning at 15th level, you are always under of Tyranny are granted – nearly – unlimited
the effects of a protection from evil and good powers when it comes to impose their will over
spell. their enemies or to punish the defilers of what
they stand for.
BEACON OF MORTAL KIND
At 20th level, you can extend your power into TENETS OF TYRANNY
an invisible and yet effective magical shield that The tenets of the Oath of Tyranny are brutal,
protects you and your fellow mortals from any simple and meaningful: a coherent code to be
nearby outsider. followed blindly.

You can use your action to gain the Be Strong. The weak perishes, the
following benefits for 1 minute: strong prevails; this is the natural order of
things. Hone yourself to be stronger than the
• Your allies within 30 feet of you are fodder, unless you'll perish. Your duty is to
under the effects of a protection from evil and prevail, no matter what.
good spell.
Be Merciless. Mercy is a pointless lie
• Your have advantage on saving throws that lets the weak live on. Have no mercy, give
against spells cast by aberrations, celestials, no quarter, ask no quarter if defeated. To grant
feys, or fiends, as do your allies within 30 feet of freedom to the weak is to invite disaster upon
you. them and yourself alike.

• You can use a bonus action to harm the Obey and Dictate. The strong rules, the
immortals and boost the mortals within a range weak obeys: this is order, this is the
of 30 feet of you. Every ally of your choice fundamental law. Your duty is to lead those
regains 10 hit points, if it has no more than half below your stature, and to obey those above
of its hit points, and every aberration, celestial, you; no deceit, no trickery should be suffered to
fey, or fiend within range takes 10 force let the weak rule. Improve your stature by
damage. strengthening yourself.
This effect ends if you are incapacitated or die.
Once you use this feature, you can't use it again OATH SPELLS
until you finish a long rest. You gain oath spells at the paladin levels listed.

OATH OF TYRANNY OATH OF TYRANNY SPELLS
Paladin Level Spells
The natural order is a constant struggle that
ensures the survival of the strongest; rights, 3rd bane, command
laws and civilization are not meant to change
this fundamental, universal mandate, but are 5th hold person, zone of truth
mere tools to establish a stronger authority and
make it last until it outlives its strength. A true 9th animate dead, fear
leader must be powerful, feared, and respected
– or not be at all. Those are the fundamental 13th compulsion, locate creature
teachings of the gods that first inspired the Oath
of Tyranny, the protectors of mortal and 17th geas, hold monster
immortal dictators alike; consequently, their
champions are not protectors nor saviors, but CHANNEL DIVINITY
rather enforcers, cruel executors of a higher will When you take this oath at 3rd level, you gain
that leaves no room to leniency nor piety. the following Channel Divinity options.

104 Cower in Fear. As an action, you
channel the strength of your violent devotion
into a wave of pure terror that annihilates the

will of the weak. Each creature of your choice UNCHALLENGED TYRANT
within 30 feet of you must make a Wisdom
saving throw if ti can hear or see you. On a At 20th level you stand as the epitome of
failed save, the target is frightened of you for 1 despotic power, the ultimate dictator whose
minute. If a creature frightened by this effect power knows no rival. You can use your action
ends its turn more than 30 feed away from you, to gain the following benefits for 1 minute:
it can attempt another Wisdom saving throw to
end the effect on it. • Attack rolls against you are made with
disadvantage, and you can't be charmed.
Keep Enemies Closer. You utter an
order that prevents your enemies to escape. • When a creature within 30 feet of you
Each creature of your choice that you can see misses you with an attack roll, you can use your
within 30 feet of you must make a Wisdom reaction to force it to make a Wisdom saving
saving throw. On a failed save, a creature can't throw. On a failure, the target is charmed by you
willingly move more than 30 feet away from until the end of its next turn or until you use the
you. This effect ends on the creature if you are following feature.
incapacitated or die or if the creature is moved
more than 30 feed away from you. • During your turn, you can use a bonus
action to inflict 2d10 necrotic damage to a
TORMENTOR charmed target; this damage ends the charmed
By 7th level, there is no escape from your condition, but you regain hit points equal to half
clutches. When you hit a creature with an the damage inflicted.
opportunity attack, you can move up to half This effect ends if you are incapacitated or die.
your speed immediately after the Once you use this feature, you can't use it again
attack and as part of the same reaction. until you finish a long rest.
This movement doesn't provoke
opportunity attacks.

BEAT INTO SUBMISSION
Starting at 15th level, you gain the
ability to subjugate a humanoid's mind
with the sheer power of your violent
might. When you incapacitate a
humanoid with an attack, you can use a
bonus action in order to submit its
consciousness to your imperious will.
That creature must make a Charisma
saving throw against your spell save
DC; if it succeeds, the target is
frightened by you; if it fails, it is
charmed by you.

Both effect last until a calm
emotions spell is cast on the target, if
the charmed or frightened condition is
removed from it, or if you use this
feature again.

105

OATH OF WARDING Swore to Protect. Your ultimate duty is
to protect your ward, be it a relic, a sanctuary or
To take the Oath of Warding is to commit your a person. You'll suffer no harm to your ward.
life to protect one of the holiest vestiges of your
deity in the Material World. Be it a relic, a Life on the Line. You stand ready to
sanctuary, or even the god's reincarnated struggle, to suffer, even to sacrifice your own
avatar, the object of the Oath of Warding is life in order to protect your ward.
served by an order of devoted paladins, swore
to forfeit their lives in order to ensure the safety The Greater Good. No purpose is higher
of their ward. As they share a more intimate than to serve and protect your ward. Every
bond with their deity than most paladins, those other task, mission and objective is trivial when
who took the Oath of Warding are used to your ward is endangered.
answer only to their god, without the mediation
of priest, clerics or prophets. Should their Never Give Up. Should your ward be
prized ward get lost, the paladin would embark damaged, harmed, or lost, your duty is to
in an endless quest in order to retrieve it, and retrieve and secure it. Your life is not to be
they'll never give up till they have reattained it. wasted in a pointless sacrifice of atonement, but
must be spent to uphold your duty and your
TENETS OF WARDING oath.
As you swore the Oath of Warding, you
embraced the following tenets. OATH SPELLS
You gain oath spells at the paladin levels listed.

OATH OF WARDING SPELLS
Paladin Level Spells

3rd alarm, sanctuary

5th augury, warding bond

9th magic circle, spirit guardians

13th divination, guardian of faith

17th commune, hallow

CHANNEL DIVINITY

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

Armor of the Hallowed. As an action,
you surround yourself with the sacred aura of
your god, using your Channel Divinity. For 1
minute, at the start of each of your turns you
gain temporary hit points equal to your
Charisma modifier + half your paladin level.
While clad in divine majesty, you also shed a
holy radiance, and emit bright light in a 20-foot
radius and dim light 20 feet beyond that.

You can end this effect on your turn as a
part of any other action. If you fall unconscious,
this effect ends.

Drive Them Out. As an action, you
manifest the virtue of your deity as a majestic

106

aura that strikes your enemies with awe and use this ability, you can't use it again until you
fear. Each creature of your choice within 30 feet finish a long rest.
of you must make a Wisdom saving throw if ti
can hear or see you. On a failed save, the target Additionally, you suffer none of the
is frightened of you for 1 minute. If a creature drawbacks of old age, and if you are resurrected
frightened by this effect ends its turn more than through magic you suffer none of the penalties
30 feed away from you, it can attempt another associated with raise dead, resurrection and
Wisdom saving throw to end the effect on it. similar spells.

I AM YOUR SHIELD THE MAJESTY WITHIN
Starting at 7th level, when a creature within 5 By 20th level you have developed a bond so
feet of you takes damage, you can use your close with your ward and the divine power that
reaction to magically substitute your own emanates from it that you can briefly manifest a
health for that of the target creature, causing fraction of this might from within your soul. You
that creature not to take the damage. Instead, can use your action to unleash this aura, that for
you take the damage. This damage to you can't 1 minute shines bright light in a 30-foot radius
be reduced or prevented in any way. from you, and dim light 30 feet beyond that.

TILL MY LAST BREATH AND BEYOND While the light shines, you and your
Starting at 15th level, when you are reduced to allies within bright light regain 10 hit points at
0 hit points and are not killed outright, you can the start of each of your turns. Furthermore, any
choose to drop to 1 hit point instead. Once you enemy creature that starts its turn in the bright
light takes 10 radiant damage.

This effect ends if you die. Once you use
this feature, you can't use it again until you
finish a long rest.

107

RANGER

The ranger class certainly has some issues, at the hot water the ranger skillfully surfs over,
least in the common perception, and yet it the new introduced options include just a few
remains a solid choice for many players. Given optional tweaks to the base class.

FIGHTING STYLE OPTIONS

When you choose a fighting style, the following vengeful strikes
style is added to the list of options.
When you are wielding a melee weapon, and a
free hand fighting creature you can see within 5 feet hits you with
When you are fighting with a free hand that a melee weapon attack, you can use your
doesn’t wield a weapon nor a shield, you can reaction to inflict damage equal to your
use a bonus action to take the Use an Object proficiency bonus to the attacking creature. The
action. damage is of the type inflicted by the weapon
you are wielding.

VARIANT CLASS: A RANGER WITHOUT SPELLS

Some rangers are hunters rather than natural also replace one maneuver you know with a
wardens, or perhaps they lack the specific different one.
mystical disposition needed to commune with
the powers of nature and harness their blessing Superiority Dice. You have three
as spells. They are nevertheless incredible superiority dice, which are d8s. A superiority
warriors, capable of holding their own in battle die is expended when you use it. You regain all
and especially deadly in their favored terrain, of your expended superiority dice when you
against their favored enemies. finish a short or long rest.

If you choose this variant, you ignore all You gain another superiority die at 5th
the Spellcasting features of the ranger, as well level and one more at 9th and 17th level.
as the class features that refer to your spells.
Instead you gain the following features. Saving Throws. Some of your
maneuvers require your target to make a saving
COMBAT SUPERIORITY throw to resist the maneuver’s effects. The
At 2nd level, you learn maneuvers that are saving throw DC is calculated as follows:
fueled by special dice called superiority dice.
Maneuver save DC = 8 + your proficiency bonus +
Maneuvers. You learn two maneuvers your Strength or Dexterity modifier (your choice)
of your choice, which are chosen from the list of
maneuvers available to fighters with the Battle HERBALIST
Master archetype. Many maneuvers enhance an At 2nd level, you also gains proficiency in the
attack in some way. You can use only one Herbalist Tools, and your proficiency bonus is
maneuver per attack. doubled for the checks you make to use the
Herbalist Tools with the plants of your favored
You learn one additional maneuver of terrains.
your choice at 5th, 9th, 13th, and 17th levels.
Each time you learn a new maneuver, you can Furthermore, you can use infusions and
poultices, made from fresh or dried plants, to
ease the pain of yours and your wounded allies

108

during a short rest. If you or any friendly
creatures who you treat regain hit points at the
end of the short rest, each of those creatures
regains extra hit points equal to the number you
roll on your superiority die. If you are in one of
your favored terrains, and you can employ the
fresh plants that you know so well, you and
your allies regain the maximum hit points
possible.

RIGOROUS HUNTER
By the time you reach 2nd level, your mastery at
exploring and hunting at your own conditions.
You can add your proficiency bonus to the
damage roll of an attack you make against one
of your favored enemies.

Furthermore, whenever you are in your
favored terrain, you add your proficiency bonus
to your initiative checks, as well as to the DC
and damage rolls of the traps you personally
set.

PRIMEVAL AWARENESS
Beginning at 3rd level, you can use your action
and expend one superiority die to focus your
awareness on the region around you. For 1
minute, you can sense whether the following
types of creatures are present within 300 feet of
you (or within up to 1 mile if you are in your
favored terrain): aberrations, celestials,
dragons, elementals, fey, fiends, and undead.
This feature doesn’t reveal the creature’s
location or number.

EXPERT HERBALIST
Starting at 9th level, you have advantage on
saving throws against poison and have
resistance to poison damage. Additionally, your
herbalist treatments now remove the poisoned
condition from you and your allies.

IMPROVED SUPERIORITY DICE
When you reach 13th level, your superiority
dice turn d10s. At 20th level, they turn into
d12s.

109

RELENTLESS BEAST MASTER: COMMON RESPITE
Starting at 17th level, when you roll initiative Beginning at 15th level, whenever you regain
and have no superiority dice remaining, you hit points your beast companion regains the
regain 1 superiority die. same amount of hit points if the beast is within
30 feet of you. This feature replaces Share
Spells.

RANGER ARCHETYPES SPELLS

The Xanathar’s Guide to Everything HUNTER SPELLS
introduced a new archetype spells feature for Ranger Level Spells
the ranger. The following features are meant to
be added to the Hunter and to the Beast Master. 3rd guiding bolt
5th hold person
HUNTER MAGIC 9th elemental weapon
Starting at 3rd level, you learn an additional 13th blight
spell when you reach certain levels in this class, 17th hold monster
as shown in the Hunter Spell table. The spell
counts as a ranger spell for you, but it doesn’t BEAST MASTER MAGIC
count against the number of ranger spells you Starting at 3rd level, you learn an additional
know. spell when you reach certain levels in this class,
as shown in the Beast Master Spell table. The
spell counts as a ranger spell for you, but it
doesn’t count against the number of ranger
spells you know.

BEAST MASTER SPELLS
Ranger Level Spells

3rd healing word
5th enlarge/reduce
9th revivify
13th dominate beast
17th awaken

110

NEW RANGER ARCHETYPE

LIMINAL WARDEN LIMINAL SHAPE
Also at 3rd level, you gain the ability to briefly
“He who fights with monsters should look to it shapeshift yourself into a feral form that
that he himself does not become a monster. And if combines your humanoid traits with the feature
you gaze long into an abyss, the abyss also gazes of a savage beast. On your turn, you can use a
into you.” bonus action to assume your Liminal Shape and
gain the following benefits:
Every ranger is a protector of the civilized lands
that dwells in the wilderness in order to divert • Your speed increases by 10 feet.
the threats that come from there. To do so often • You gain temporary hit points equal to
means to embrace the very habits of the twice your ranger level.
monstrous beasts the ranger fights against. But, • Your teeth and nails protrude as sharp
as far as bestial means to civilized ends go, it is fangs and claws; your unarmed strike deals 1d6
only the archetypal Liminal Warden that goes piercing or slashing damage (your choice), and
beyond the breaking point, accepting the very you can use Dexterity instead of Strength for the
form of a shapeshifting monster in order to attack and damage rolls of your unarmed
defend what they hold dear. strikes.
• When you use the Attack action, or
LIMINAL WARDEN MAGIC when you use your action to cast a spell, you
Starting at 3rd level, you learn an additional can make an unarmed attack as a bonus action.
spell when you reach certain levels in this class, • You have advantage on Wisdom
as shown in the Liminal Warden Spell table. The (Perception) checks that rely on hearing or
spell counts as a ranger spell for you, but it smell.
doesn’t count against the number of ranger • You have disadvantage on Intelligence
spells you know. and Charisma ability checks, except Intelligence
(Nature) and Charisma (Intimidation) checks.
LIMINAL WARDEN SPELLS Your Liminal Shape lasts for 10 minutes.
Ranger Level Spells It ends early if you are knocked unconscious,
and you can’t otherwise revert back before it
3rd healing word expires.
Once you use this feature, you must
5th spider climb finish a short or long rest before you can use it
again.
9th vampiric touch
UNARMORED DEFENSE
13th polymorph Starting at 3rd level, while you are not wearing
any armor, your Armor Class equals 10 + your
17th antilife shell Dexterity modifier + your Wisdom modifier.
You can use a shield and still gain this benefit.
FERAL SENSES
When you choose this archetype at 3rd level, FERAL SENSES
your gain proficiency with one of the following By 7th level, you have developed a sixth sense
skills: Insight, Perception, or Survival. Choose for ambushes and a subtly pervasive bloodlust,
one of these three skills you have proficiency so that you have advantage on initiative rolls.
with; your proficiency bonus is doubled for any
ability check you make that uses the chosen
proficiency.

111

Additionally, if you are surprised at the drop to 0 hit points while you’ve assumed your
beginning of combat and aren’t incapacitated, Liminal Shape and don’t die outright, you can
you can act normally on your first turn, but only make a DC 10 Dexterity saving throw. If you
if you acquire your Liminal Shape before doing succeed, you drop to 1 hit point instead.
anything else on that turn.
Each time you use this feature after the
INFUSED FLESH first, the DC increases by 5. When you finish a
At 7th level, your unarmed strikes count as short or long rest, the DC resets to 10.
magical for the purpose of overcoming
resistance and immunity to nonmagical attacks UNSTOPPABLE BEAST
and damage At 15th level your seem to literally regain your
strength the more you are wounded and
RELENTLESS BEAST desperate. You regain hit points equal to 1d6 +
Starting at 11th level, your Liminal Shape gives half your ranger level if you end your turn in
you the sturdiness of a fearsome beast. If you combat with fewer than half of your hit points
remaining and you aren’t incapacitated.

“The horde of Trakhazk the Cruel always avoids she-that-is-not-woman guards the forest, and
Springoak Forest and the few hamlets scattered that he is the one who bit off Trakhazak’s hand. I
around the woods. According to their legends, think it’s safe to assume that we know where our
Springoak is ansolwos, unsafe: they say that a friend retired to.”

112

ROGUE

The rogue is another class whose archetypes following, minor tweak is only a simple variant
are especially broad, and could offer solid rules archetype.
to many different character concepts. The

VARIANT ROGUISH ARCHETYPE: ARCANE RASCAL

This simple variant of the arcane trickster is Spell Slots. Your spells slot work exactly
good to represent a rogue that discovers (or as those of an arcane trickster.
finally decides to accept) that magic flows in
their bloodline. Rather than study it as a wizard, Spells Known of 1st-level and Higher.
they awaken it from their own blood and soul as You know three 1st-level sorcerer spells of your
a sorcerer does. choice, two of which you must choose from the
Thus they uses all the arcane trickster class enchantment and illusion spells on the sorcerer
features with the following exceptions. spell list. The Spell Known column of the Arcane
Trickster Spellcasting table shows when you
SPELLCASTING learn more sorcerer spells of 1st level of higher.
When you reach 3rd level, you gain the ability to Each of these spells must be an enchantment or
cast spells. See chapter 10 for the general rules illusion spell of your choice, and must be of a
of spellcasting and chapter 11 for the sorcerer level for which you have spell slots.
spell list.
The spells you learn at 8th, 14th, and
Cantrips. You learn three cantrips: 20th level can come from any school of magic.
mage hand and two other cantrips of your
choice from the sorcerer spell list. You learn an Whenever you gain a level in this class,
additional sorcerer cantrip of your choice at you can replace one of the sorcerer spells you
10th level. know with another spell of your choice from the
sorcerer spell list. The new spell must be of a
level for which you have spell slots, and it must
be an enchantment or illusion spell, unless
you’re replacing the spell you gained at 3rd, 8th,
14th, or 20th level from any school of magic.

Spellcasting Ability. Charisma is your
spellcasting ability for your sorcerer spells,
since you draw from your own soul the power
to cast them. You use your Charisma whenever
a spell refers to your spellcasting ability. In
addition, you use your Charisma modifier when
setting the saving throw DC for a sorcerer spell
you cast and when making an attack roll with
one.

Spell save DC = 8 + your proficiency bonus + your
Charisma modifier

Spell attack modifier = your proficiency bonus +
your Charisma modifier

113

NEW ROGUISH ARCHETYPE

BLASPHEMER The Spell Known column of the
Blasphemer Spellcasting table shows when you
The archetypal Blasphemer is an insufferable learn more cleric spells of 1st level of higher. A
mockery of pious devotion made flesh, for this spell you choose must be of a level no higher
rogue possess undeniable magic powers, divine than what’s shown in the table’s Slot Level
magic powers, without any special bond with column for your level. When you reach 13th
the gods. In fact, the Blasphemers’ name comes level, for example, you learn a new cleric spell,
from the harsh contempt they often display which can be 1st, 2nd, or 3rd level.
towards clerics and other divine spellcasters,
but most Blasphemers are usually not so prone The spells you learn at 9th, 15th, and
to theological question, such as the true nature 20th level come from the warlock spell list.
of the font of power they tap on. They have
magic powers, they use them how they see fit Whenever you gain a level in this class,
without strings attached nor repercussion, and you can replace one of the spells you know with
that’s enough. another spell of your choice. The new spell must
be of a level for which you have spell slots, and
SPELLCASTING it must be from the cleric spell list, or from the
When you reach 3rd level, you gain the ability to warlock spell list if you’re replacing the spell
cast divine spells. See chapter 10 for the general you gained at 3rd, 9th, 15th, or 20th level.
rules of spellcasting and chapter 11 for the
sorcerer spell list. BLASPHEMER SPELLCASTING

Cantrips. You learn three cantrips: Rogue Cantrips Spells Spell Slot
thaumaturgy, one cantrip of your choice from Level Known Known Slots Level
the cleric spell list, and one other cantrip of 3rd 1st
your choice from the warlock spell list. You 3 2 1 1st
learn an additional cleric or warlock cantrip of 1st
your choice at 10th level. 4th 3 21 1st
2nd
Spell Slots. The Blasphemer Spellcasting 5th 3 31 2nd
table shows how many spell slots you have. The 2nd
table also shows what the level of those slots is; 6th 3 32 2nd
all of your spell slots are the same level. To cast 2nd
one of your Blasphemer spells of 1st level or 7th 3 42 2nd
highter, you must expend a spell slot. You regain 3rd
all expended spell slots when you finish a short 8th 3 42 3rd
or long rest. 3rd
9th 3 52 3rd
For example, when you are 7th level, 3rd
you have two 2nd-level spell slot. To cast the 10th 4 52 3rd
1st-level spell healing word, you must spend one 4th
of those slots, and you cast it as a 3rd-level spell. 11th 4 62
4th
Spells Known of 1st-level and Higher. 12th 4 62
You know two 1st-level spells of your choice,
one from the cleric spell list and one from the 13th 4 72
warlock spell list.
14th 4 72

15th 4 82

16th 4 82

17th 4 92

18th 4 92
19th 4 10 2

20th 4 11 2

114

Spellcasting Ability. Charisma is your powerful artifacts. You ignore all class, race, and
spellcasting ability for your cleric and warlock level requirements on the use of magic items.
spells, since your magic comes from your ability
to forcibly draw power from an unwilling – or SIPHON SPELL
uncaring – source. You use your Charisma At 17th level, you gain the ability to impromptu
whenever a spell refers to your spellcasting siphon magic power from another spellcaster.
ability. In addition, you use your Charisma
modifier when setting the saving throw DC for a Immediately after a creature casts a
sorcerer spell you cast and when making an spell that targets you or includes you in its area
attack roll with one. of effect, you can use your reaction to force the
creature to make a saving throw with its
Spell save DC = 8 + your proficiency bonus + your spellcasting ability modifier. The DC equals your
Charisma modifier spell save DC. On a failed save, you negate the
spell’s effect against you, and you steal the
Spell attack modifier = your proficiency bonus + knowledge of the spell if it is at least 1st level
your Charisma modifier and of a level you can cast (it doesn’t need to be
a cleric or warlock spell). For the next 8 hours,
HURT THE SMITTEN you know the spell and can cast it using your
Starting at 3rd level, you can use the bonus spell slots. The creature can’t cast that spell
action granted by your Cunning Action to cast until the 8 hours have passed.
your thaumaturgy cantrip and force one
creature within 30 feet to make a Charisma Once you use this feature, you can’t use
saving throw against your spell save DC. If it it again until you finish a long rest.
fails, you can use your Sneak Attack against that
target even if you don’t have advantage on the
attack roll, but not if you have disadvantage on
it.

This benefit, but not the usual effect of
thaumaturgy, lasts for a number of rounds equal
to your Charisma modifier (minimum 1 round)
minute or until you use this feature against a
different target.

DEBILITATING STRIKE
Starting at 9th level, the excruciating pain from
your attacks distracts the enemy from the
threat of your spells. If you dealt Sneak Attack
damage against a creature, that creature has
disadvantage on any saving throw it makes
against your spells until the end of your next
turn.

ELDRITCH CHARLATAN
By 13th level, your mastery of poached magic is
so great that you can trick even the most

115

SHIFTY ONE DEADLY DECEIT
At 3rd level, you gain the ability to feint and
“Nobody is my name. My mother and my father trick your enemies with grievous consequences.
call me Nobody, and all my companions as well.” As a bonus action, you make a Charisma
(Deception) check against a creature you can
Those who follow the archetype of the Shifty see that isn’t incapacitated, contested by the
One are notorious, even among rogues, because target’s Wisdom (Insight) check. If you succeed,
no trick nor scheme is above them. They are you can use your Sneak Attack against that
capable of anything and versed in everything, target even if you don’t have advantage on the
no skill is too trivial for them, no detail so attack roll, but not if you have disadvantage on
insignificant that it could not be pivotal in it.
potential ruse. Legends flourish around this or
that Shifty One, legends about how they tricked This benefit lasts for 1 minute or until
a titan or escaped a dragon’s cave with the you successfully use this feature against a
wyrm’s most prized treasure. And yet, despite different target.
their knack for deception and their calling for
greatness, most Shifty Ones ultimately long for IT TAKES ONE TO KNOW ONE
the most simple of pleasures: the love of their Starting at 9th level, you have advantage on any
significant ones, the soil of their homeland Charisma (Deception) and Wisdom (Insight)
below their feet, and that peaceful life they
would spare no ruse to
maintain.

WELL-VERSED
When you choose this
archetype at 3rd level, you
can add half your
proficiency bonus,
rounded down, to any
ability check you make
that doesn’t already
include your proficiency
bonus. You also learn one
language of your choice.

Additionally, you
can unerringly mimic the
speech patterns and
accent of a creature that
you hear speak for at least
1 minute, enabling you to
pass yourself off as a
native speaker of a
particular land, provided
that you know the
language.

116

check if you move no more than half your speed rogues, and certainly not the most charming
on the same turn. one, but is tenacious, resourceful, and deadly.

SHARP MIND This cat survived their own curiosity,
By 13th level, you are so accustomed to and learned to do it again.
cheating and lying that even magic trickery
can’t foil you. As an action, you sense the ALL PATCHED UP
presence of illusions, shapechangers not in their When you choose this archetype at 3rd level,
original form, and other magic designed to you gain proficiency in the Intimidation and
deceive the senses within 30 feet of you, Medicine skills if you don’t already have it. Your
provided you aren’t blinded or deafened. You proficiency bonus is doubled for any ability
sense that an effect is attempting to trick you, check you make that uses either of those
but you gain no insight into what is hidden or proficiency.
into its true nature.
CROOKED AND LETHAL
You can use this feature a number of Starting at 3rd level, when you deal Sneak
times equal to your Intelligence modifier Attack damage to a creature, that also suffers
(minimum of once), and you regain all necrotic damage equal to half your rogue level.
expended uses of it when you finish a long rest. When you reach 9th level, your sneak attack
damage becomes magical for the purpose of
MASTER OF DECEPTION overcoming resistance and immunity to
Starting at 17th level, your thoughts can’t be nonmagical attacks and damage.
read by telepathy or other means, unless you
allow it. You can present false thoughts by NINE LIVES
succeeding on a Charisma (Deception) check Starting at 9rd level, you can reroll a saving
contested by the mind reader’s Wisdom throw that you fail. If you do so, you must use
(Insight) check. the new roll, and you can’t use this feature again
until you finish a long rest.
Additionally, no matter what you say,
magic that would determine if you are telling You can use this feature twice between
the truth indicates you are being truthful if you long rests starting at 13th level and three times
so choose, and you can’t be compelled to tell the between long rests starting at 17th level.
truth by magic.
FOOL ME TWICE
WRETCH Starting at 13th level, you can use a bonus
action on your turn to gain advantage on the
They say that curiosity killed the cat, but this cat next Wisdom (Insight) check you make during
burglar made it out alive – barely, and certainly the same turn.
not unscratched. The memory of that haunting,
fateful heist will linger forever: whether a single TENACIOUS UNDERDOG
jewel, a whole treasure, or a few grave goods, Starting at 17th level, when you have fewer than
the cursed loot left a scar on the wretched one’s half of your hit points remaining, if a creature
very soul, but it was worth it. For the rogue hits you with a melee attack, you can use your
survived the doom that should have felled them, reaction to deal necrotic damage to the
and they soon learned to tap into the creature. The necrotic damage equals your
experience. A wretch is not the most daring or Dexterity modifier (minimum 1).

117

SORCERER

Sorcerer origins are interesting class features, following origins you will find both the generic,
as they could completely change the flavor of a as in “I am a sorcerer but no one of my
class with only a few minor features. Among the ancestors was so special”, and the specific.

NEW SORCEROUS ORIGINS

FAIRY BLOODLINE power as a sorcerer, as well as the reason of
your exuberant, irrepressible, and sometimes
One of your ancestors came from the Feywild, utterly crazy personality.
or perhaps struck a deal with a powerful fairy
creature, you are certain of that. Or perhaps it At your option, you can pick from or roll
was a simple matter of conjunction of the on the Fairy Bloodline Quirks table to create a
spheres, and when you were born – or quirk for your character.
conceived – the borders between the Material
Plane and the land of fey were particularly thin. FAIRY BLOODLINE QUIRKS
Were you taken by the fae and then given back d6 Flaw
to your parents after a spark of magic was 1 You laugh. Often. Too often. But your
instilled within you? Whether the case, the happiness and your laughter are
essence of the Feywild is the source of your infectious.

2 You love to sleep under the stars,
especially when there is a full moon, or a
new moon, or a crescent moon.

3 You speak with plants and animals as if
they were people.

4 When angered you became wicked, and
you are quick to take offense.

5 You have a predilection for jokes and
cruel pranks. It’s not your fault if they fall
for it.

6 You partake of every pleasure of life
without giving a damn about the future.

NATURAL TRICKSTER
At 1st level, you learn the druidcraft and minor
illusion cantrips, and they don’t count against
your number of cantrips known.

In addition, 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. You must
otherwise obey all the restrictions for selecting
the spell, and it becomes a sorcerer spell for
you.

118

A FAIRY GRIN 30 feet for 1 hour. Once you reduce your flying
Starting at 1st level, you manifest the beguiling speed in this way, you can’t do so again until
and fearsome presence of the fey. As a bonus you finish a short or long rest.
action, you can cause a single creature within 30
feet of you to make a Wisdom saving throw FATED BLOODLINE
against your sorcerer spell save DC. If the
creature fails the saving throw it is charmed or “Born on the first day of the year, the firstborn of
frightened by you (your choice) until the end of a twin and a triplet shall wield the magic of
your next turn. blood, and the Five Dragon Lords shall finally be
vanquished.”
Once you use this feature, you can’t use
it again until you finish a short or long rest. Among your ancestors there were no dragons
nor outsiders, and no special event marked your
GONE WITH THE WIND birth of your early years, as your destiny as a
Starting at 6th level, you can vanish as a dream sorcerer was already written before you were
in response to harm. When you take damage, born. Whether prophecies foretold of your
you can use your reaction and spend 2 sorcery arcane prowess or a simple, trivial matter such
points to turn invisible and teleport up to 60 as your birth order doomed you to magic,
feet to an unoccupied space you can see. You eldritch power flows within your veins and
remain invisible until the end of your next turn always will. Some sorcerers of fated bloodline
or until you attack or cast a spell. came from families that, conscious of their
arcane birthright, encouraged their magical
DREAMS OF THE FEYWILD career; others were not so lucky and only after
Beginning at 14th level, you can harness power years of struggle and odd accidents finally
from the dreamscape intertwined with the embraced their destiny. Some were destined to
Feywild, even using it to perceive the real greatness, others were doomed to bring great
world. ruin. But foretelling is a fickle art, and
prophecies could always lie… or be rewritten by
When you finish a short rest, you can bold adventurers!
cast one of the following spells, without
expending a spell slot or requiring material At your option, you can pick from or roll
components: dream (with you as the messenger, on the Fated Bloodline Omens table to create an
albeit in a fairy shape), scrying, or seeming. omen regarding character.

FAIRY SELF FATED BLOODLINE OMENS
At 18th level, you truly embrace your nature as d6 Flaw
one of the great among the fey-touched. You 1 Mages across the world look at you as a
gain resistance to poison and psychic damage, once future master.
and you can’t be charmed, frightened, or
poisoned. 2 Animals and children are scared by you.

You can also use a bonus action to 3 You always win at every game of chance.
manifest magical, fairy wings and gain a flying
speed of 60 feet. As an action, you can reduce 4 Every extraplanar entity you meet seems
your flying speed to 30 feet for 1 hour and to know your name.
choose a number of creatures within 30 feet of
you equal to 3 + your Charisma modifier. The 5 There is a star that only you can see.
chosen creatures gain a magical flying speed of
6 A local noble fears your very existence,
and you have to fend off their hired
assassins.

119

BONUS PROFICIENCIES IMPLANTED ONE
At 1st level, you learn a bonus language of
your choice. You also gain proficiency with You weren’t born with magic, but it was grafted
two skills among the Arcana, Intimidation, into you, quite literally, as an ancient artifact or
History, and Religion skills. some other power source fused with your very
flesh and bone. Was it a willing process, the last
MANIFEST DESTINY resort of a desperate aspiring mage to finally
Starting at 1st level, when you make an master arcane power, or the fortuitous result of
attack roll, an ability check, or a saving a horrible accident? Either way, magic is now
throw and you roll a 20, you gain part of your nature, and the same source that
temporary hit points equal to your fuels your spells grants you a preternatural
Charisma modifier + your sorcerer level resistance, as if it didn’t want to be parted from
(minimum of 1). you. As sorcerers go, you aren’t the most
conventional one, but your powers are not to be
AGAINST ALL ODDS trifled with.
Starting at 6th level, you have the ability
to claim your birthright and strive for At your option, you can pick from or roll
success against all the odds. When you on the Implanted One Oddities table to create
make an attack roll, an ability check, or a an oddity for your character.
saving throw, you can spend 2 sorcery
points to roll 1d4 and apply the number
rolled as a bonus to your roll. You can do
so after you roll but before any effects of
the roll occur.

A SEALED FATE
Beginning at 14th level, you have the ability to
carry on towards your destiny regardless of
tampering from mortal magic. You have
advantage on saving throws against spells;
furthermore, you have resistance against the
damage of spells.

AVOIDING DOOM
At 18th level, you gain the ability to overcame
every obstacle and instantly recover from
impending doom, as fate promises more twists
before your destiny unfolds completely. As a
bonus action when you have fewer than half of
your hit points remaining, you can regain a
number of hit points equal to half your hit point
maximum.

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

120

IMPLANTED ONE ODDITIES of your turn, you can instead spring back to
d6 Flaw your feet with a burst of radiant energy. You
1 You refer to yourself with the plural. regain hit points equal to half your hit point
maximum, and then you stand up if you so
2 Arcanists and scholars tried to dissect choose. Each creature of your choice that is
you. More than once. within 30 feet of you takes force damage equal
to 2d6 + your Charisma modifier, and it is
3 You eat your share of food, and your frightened by you until the end of the current
power source’s too. Were not its needs turn.
so peculiar...
UNFETTERED SOURCE
4 When you cough you spark, glitter, or Beginning at 18th level, you can make the magic
otherwise emit raw magical waste. within you flow through your spells as a
potentially endless flow of power. When you
5 You have your magic source’s agenda to roll damage for a spell and roll the highest
uphold. number possible on any of the dice, choose one
of those dice, roll it again ad add that roll to the
6 You spend your free time in museums damage. You can use the feature only once per
and academies. As a living exhibition. turn.

ARCANE FLESH
As the implanted artifact accepts you, its
eldritch power strengths your body and infuses
your very flesh with magical protections. At 1st
level, your hit points increase by 1 and increase
by 1 again whenever you gain a level in this
class. Furthermore, when you aren’t wearing
armor, your AC equals 13 + your Dexterity
modifier.

BONUS PROFICIENCIES
Starting at 1st level, you gain proficiency with a
set of artisan tools of your choice. The magical
source grafted within you still needs to be taken
care of, after all.

POTENT CANTRIP
Starting at 6th level, the source of your power
corroborates your cantrips beyond your highest
expectations. When a creature succeeds on a
saving throw against your cantrip, the creature
takes half the cantrip’s damage (if any) but
suffers no additional effect from the cantrip.

ELDRITCH HEALING
Beginning at 14th level, your eldritch power is
so attuned to your body that it could potentially
save you from the brink of death. When you
have to make a death saving throw at the start

121

WARLOCK

Pacts & Patrons is, by far, my most successful along with a few bonus familiars. All these
5th edition work. It includes new pact boons, options all have been included in the following
new patrons, and new eldritch invocations, pages.

VARIANT CLASS: FAUSTIAN

The faustians took their name from a legendary disposable pawns. A faustian applies to the
ancient warrior, one so notorious that many signing and clauses of their pact the same
ballads, novels and plays were inspired by his rigorous method that wizards apply to the study
life and demise. For this is a cautionary tale, the of arcane magic; for, as the faustians believe, it
story of a warlock that struck a pact with is ultimately possible for a warlock to outsmart
Mephistopheles and was ultimately outsmarted its own patron. And, as mortal warlocks study
by the archdevil, his soul dragged to the Nine their schemes, all their patrons laugh.
Hells for all the eternity.
A faustian has all the usual class features
Faustians don’t seek a trust pact with a of the warlock, with the following exceptions.
patron intrigued by their personality, for they
know that ultimately every patron, even the PROFICIENCIES
most benevolent ones, have their own interests Saving Throws: Intelligence, Wisdom
at core and treat their mortal servants as mere,
SPELLCASTING ABILITY
Intelligence is your spellcasting ability for
your warlock spells. You use your
Intelligence whenever a spell refers to your
spellcasting ability. In addition, you use
your Intelligence modifier when setting the
saving throw DC for a warlock spell you
cast and when making an attack roll with
one.

Spell save DC = 8 + your proficiency bonus +
your Intelligence modifier

Spell attack modifier = your proficiency
bonus + your Intelligence modifier

FURTHER FEATURES
Whenever a warlock spell, a Patron or Pact
feature, or a similar class feature refers to
your Charisma modifier or Charisma score,
use instead your Intelligence modifier or
your Intelligence score.

122

NEW PACT BOONS

PACT OF THE AEGIS at your feet if it is in the extradimensional space
when the bond breaks.
You can use your action to create an eldritch
armor that surrounds and protects you. While PACT OF THE CONCOCTIONS
you are protected by the aegis, your AC equals
10 + your Dexterity modifier + your Charisma Your patron grants you proficiency with one of
modifier. You can't activate your pact of the your choice among the Alchemist's Supplies, the
aegis if you are already wearing an armor. Herbalism Kit, and the Poisoner's Kit, as well as
the ability to conjure a magical pact cauldron, in
The eldritch armor granted by the pact which you are proficient, that you can use as
of the aegis can't be removed, but it disappears either of those tools.
if you dismiss it (no action required), or if you
die. You can perform a 1-hour ritual to
create a pact cauldron within 10 feet of you.
You can transform one magic armor into Your cauldron disappears if it is more than 10
your pact aegis by performing a special ritual feet away from you for 1 minute or more. It also
while you wear the armor. You must be disappears if you dismiss it (no action
proficient with the chosen armor, and you required), or if you die.
perform the ritual over the course of 1 hour,
which can be done during a short rest. You can Furthermore, when you are crafting
then dismiss the armor, shunting it into an something using your cauldron, you make
extradimensional space, and it appears progress every hour in 25-gp increments. You
whenever you create your pact aegis thereafter. must still spend the proper raw material in
You can't affect an artifact or a sentient item in order to craft the item. If you dismiss the
this way. The armor ceases being your pact cauldron while still working on a concoction, it
aegis if you die, if you perform the 1-hour ritual remains safely stored into the cauldron until
to a different armor, or if you use a 1-hour ritual you create it again.
to break your bond with it. The armor appears
PACT OF THE CONTRACTS

Your patron grants you the ability to act as a
proxy pact dealer for minor contracts of power.
You can use a bonus action to magically propose
a verbal covenant to a target creature within 30
feet of you.

Until the start of your next turn, the
target can then agree on the contract and gain
advantage on a single attack roll, saving throw,
or ability check. Should the target accept your
favor, you can use a reaction to inflict necrotic
damage to the target equal to your Charisma
modifier (minimum 1 necrotic damage);
furthermore, you regain hit points equal to the
damage inflicted to the target.

You can have only one of such contracts
active at a time.

123

PACT OF THE VISIONS saving throw, or ability check made by you or a
creature that you can see with your foretelling
You patron grants you the ability to behold brief roll. You must choose to do so before the roll.
glimpses of the near future. Whenever you
finish a short rest, roll one d20 and record the When you finish a short rest, you lose
number rolled. You can replace any attack roll, the unused foretelling roll.

NEW PATRONS

THE ANCIENT SCALED ONE Drakones, as mythologist call them, are
supposed to have been the forefathers of
The sage scholars that devoted their lives to the modern-day dragons, wyverns, and drakes, as
ancient tongues have since long established that well as hydras and nagas; perhaps the ancient
the very name of “dragons” wasn’t initially snakes that the Yuan-ti culture sought to
referred to the majestic, death-breathing emulate were in fact those Drakones, or their
winged lizards everybody knows about and more reclusive progeny that still lives in the
fears, but was a generic word for “serpents”. world. While today most of the reptile creatures
Furthermore, the very name of “dragons” and have lost any kinship, the atavistic memory of
“drakes” hinted at their fearsome, unblinking their ancestors lives on… as do a very few
and hypnotic eyes, whose very gaze was as Ancient Scaled Ones, dreaded beings gifted with
deadly as their poison and breath. The original pristine power whose alien mentality is not

124

above forging pacts with the lesser, mammal SCALE-KIN
races in order to advance their own Starting at 1st level, you learn the poison spray
unfathomable agendas. Many of the “sleeping” cantrip, and it doesn't count against your
entities revered by the yuan-ti qualify as number of cantrips known.
Ancient Scaled Ones, as do monstrous figures
such as Apopis, Jö rmungandr, Typhon, Vrtra, Additionally, entire portions of your
Nidhogg, Python, and Lotan the Leviathan. skin convert into the cold and resilient scales of
a reptile. When you aren’t wearing armor, your
As an optional way to add more flavor to AC equals 13 + your Dexterity modifier.
your character, you can pick from or roll on the
following table of flaws associated with SHED THE SKIN
warlocks of the Ancient Scaled One. Starting at 6th level, you can shed your old skin
and spring back on your feet, ready to fight
ANCIENT SCALED ONE FLAWS back, even when everything seemed lost. When
d6 Flaw you succeed on a death saving throw you can
1 While speaking, you can’t avoid hissing spend a hit dice to regain hit points, and you can
whenever you utter an S. then use a bonus action to cast poison spray,
spitting your caustic blood against the enemy.
2 You are used to “taste the air” of every
place by letting your tongue out, as Once you use this feature, you can't use
snakes do. it again until you finish a short rest.

3 You prefer to eat your meals whole and SERPENT’S RESISTANCE
with a single morsel, eventually spitting Starting at 10th level, you gain resistance
out non edible parts. And you prefer to against poison damage. Additionally, you gain
eat them still living. advantage on saving throws against being
charmed, paralyzed, or poisoned.
4 You are prone to long sleeps and
catnaps, preferably immediately after Furthermore, you age at a slower rate.
having your meals. For every 10 years that pass, your body ages
only 1 year, and when you use your Shed the
5 You either stand still or move with quick, Skin feature you reverse any magical aging
jerky gestures. effect you suffered.

6 Every chat with you becomes a staring WHEREVER SCALED ONES CAN GO
contest against your cold, unblinking Beginning at 14th level, more and more
eyes. serpentine scales cover your skin and your very
physiology realigns itself to the one of your
EXPANDED SPELL LIST patron, and your bond of kinship encompasses
The Ancient Scaled One lets you choose from an every reptilian creature. You can hold your
expanded list of spells when you learn a breath for 15 minutes, you gain a swim speed
warlock spell. The following spells are added to equal to your current speed, and a climb speed
the warlock spell list for you. equal to half your current speed.

ANCIENT SCALED ONE EXPANDED SPELLS In addition, you gain the ability to
Spell Level Spells sprout a pair of bird or dragon-like wings from
your back, gaining a flying speed equal to your
1st command, sleep current speed. You can create these wings as a
bonus action on your turn. They last until you
2nd protection from poison, see invisibility dismiss them as a bonus action on your turn.

3rd haste, nondetection 125

4th freedom of movement, polymorph

5th cloudkill, dominate person

You can’t manifest your wings while EXPANDED SPELL LIST
wearing armor unless the armor is made to The Archmage lets you choose from an
accommodate them, and clothing not made to expanded list of spells when you learn a
accommodate wings might be destroyed when warlock spell. The following spells are added to
you manifest them. the warlock spell list for you.

THE ARCHMAGE ARCHMAGE EXPANDED SPELLS
Spell Level Spells
You tried to study magic as a wizard, but you
simply had not the required knack, the right 1st detect magic, shield
inclination to succeed in your studies. Instead,
you turned to a higher power, a legendary 2nd Nystul's magic aura, rope trick
wizard that somehow exists even centuries
after its great deeds in the past. The Archmage 3rd Leomund's tiny hut, phantom steed
accepted your devotion, and proposed you a
pact that you promptly accepted. Now, in 4th arcane eye, Mordenkainen's private
exchange of powerful arcane magic offered by sanctum
your patron, you act to fulfill its agenda in
recovering powerful artifact, thwarting the 5th Bigby's hand, teleportation circle
schemes of ancient enemies, and ultimately
granting even more power to your master. SECRETS OF THE SKILLFUL MAGICIAN
Potential Archmages include Merlin, Morgan Le At 1st level, you learn the prestidigitation
Fay, and the Trismegistus; Elminster and cantrip, and it doesn't count against your
Khelben Blackstaff; and even the notorious number of cantrips known.
Master of Past and Present.
Furthermore, when you cast a spell that
As an optional way to add more flavor to requires a saving throw to be resisted, you can
your character, you can pick from or roll on the impose disadvantage to the first saving throw
following table of flaws associated with made by the spell's target (or targets) to resist
warlocks of the Archmage.

ARCHMAGE FLAWS
d6 Flaw
1 You are very secretive about any
knowledge you posses.

2 You openly disregard any mage other
than your patron.

3 Sometimes you display your powers only
for the pleasure of showing the gifts
granted by your pact.

4 You value the Archmage wisdom, as well
as your own, far above those of the gods
and their servants.

5 You tend to become irrational and
violent if someone despises your patron.

6 You have a compulsion to use your magic
even for the most mundane of tasks.

126

its effect. Once you use this feature, you can't THE ASCENDANT
use it again until you finish a short or long rest.
Many warlocks serve those who are in fact
MINOR MISLEAD demigods, either fallen divinities or
Starting at 6th level, you can instantly vanish in enterprising fiends. Your patron is a demigod
response to harm. When you take damage, you too, and their only true objective is to finally
can use your reaction to turn invisible and ascend a became a proper deity. In order to
teleport up to 60 feet to an unoccupied space achieve this ambition, the Ascendant needs
you can see, You remain invisible until the start more and more followers, legions of devoted
of your next turn or until you attack or cast a mortals and revering worshipers that profess
spell. their faith. As the Ascendant is not yet a full-
fledged god, and can't provide spells to their
Once you use this feature, you can't use devotees, you were chosen to be Their voice and
it again until you finish a short or long rest. Their sword. Potential Ascendant entities to
enter a pact with include enterprising half-gods,
ARCANE WARD such as an empyrean, powerful mortal warlords
Starting at 10th level, you can choose one
damage type when you finish a short or long
rest. You gain resistance to that
damage type until you choose a
different one with this feature.
Damage from magical weapons,
silvered weapons, or
adamantine weapons ignores
this resistance.

SECRETS OF SPELL

RESISTANCE
Starting at 14th level, you have
advantage on saving throws
against spells.

Furthermore, when a
creature damages you with a
spell you can use your reaction
to grant yourself resistance
against that spell damage, and
that creature takes the same
amount of damage that you do.

127

lately revered as deities, such as an emperor, or AGENT OF THE ASCENDANT
even entire mortal races, such as mankind. Starting at 1st level, you learn the thaumaturgy
cantrip, which counts as a warlock cantrip for
As an optional way to add more flavor to you.
your character, you can pick from or roll on the
following table of flaws associated with Your patron grants you the ability to
warlocks of the Ascendant. scare its foes and to subjugate the weak to its
will. As a bonus action when you cast the
ASCENDANT FLAWS thaumaturgy cantrip, you can cause each
d6 Flaw creature in a 10-foot cube originating from you
1 You are blasphemous towards the gods: to make a Wisdom saving throw against your
after its ascension, your patron will warlock spell save DC. The creatures that fail
submit them all. their saving throws are all charmed or
frightened by you (your choice) until the end of
2 Whenever something goes well, you fell your next turn.
the urge to pray and thank your patron,
whose mighty hand surely made the Once you use this feature, you can't use
deed possible. it again until you finish a short or long rest.

3 You are an unbearable preacher, always BLESSINGS OF THE LORD
speaking about the ways of your patron. Starting at 6th level, you can call on your patron
to alter fate in your favor. When you make an
4 You have a compulsion to always ability check or a saving throw, you can use this
perform the sacred rites of your patron, feature to add a d10 to your roll. You can do so
even when urgency would dictate after seeing the initial roll but before any of the
otherwise. roll's effect occur.

5 You engage in endless theological Once you use this feature, you can't use
disputations with every priest you meet, it again until you finish a short or long rest.
party members included.
BY THY GRACE WE ENDURE
6 You often threat not to help your allies Starting at 10th level, whenever you finish a
unless they pray to your patron for help. long or short rest you and up to five creatures
you can see at the end of your rest, gain
EXPANDED SPELL LIST temporary hit points. These temporary hit
The Ascendant lets you choose from an points equal your Charisma modifier + half your
expanded list of spells when you learn a warlock level.
warlock spell. The following spells are added to
the warlock spell list for you. FORCED RAPTURE
Starting at 14th level, when you hit a creature
ASCENDANT EXPANDED SPELLS with an attack, you can use this feature to
Spell Level Spells instantly transport the target to the presence of
your patron. The creatures briefly disappears
1st command, sanctuary and is delivered to bear the mighty gaze of the
Ascendant.
2nd warding bond, zone of truth
At the end of your next turn, the target
3rd beacon of hope, create food and water returns to the space it previously occupied, or
the nearest unoccupied space. The target takes
4th compulsion, guardian of faith

5th hallow, raise dead

128

10d10 radiant damage from the experience of following table of flaws associated with
its forced rapture. warlocks of Fate Itself.

Once you use this feature, you can't use FATE ITSELF FLAWS
it again until you finish a long rest. d6 Flaw
1 You offer to divine the ultimate fate of all
THE FATE ITSELF your new acquaintances.

Rather than a specific entity, your patron is Fate 2 You act rashly and don't give a damn
Itself. Destiny choose you to act as an agent of about the consequences of your actions.
doom, or perhaps the harbinger of fortune and
good luck. You can read and discern the threads 3 Even when your life is at risk, you are
of Fate, and your patron granted you the ability reluctant to struggle against the
to subtly alter them, choosing which one will inevitable: perhaps your death was
became real among the endless possible futures. preordained.
Or perhaps every action of yours, as well as
every mortal and immortal deed alike, was 4 You don't want them to tell you the
preordained by Fate Itself long before you were odds, never.
born, and what you perceive as your free
choices are in fact your destined actions. 5 You feel the urge to always struggle
against the inevitable, even when it
As an optional way to add more flavor to seems pointless: you, and you alone, are
your character, you can pick from or roll on the the chosen instrument of Fate.

6 You compulsively engage in every game
of chance you know, no matter how big a
loser you are.

EXPANDED SPELL LIST
The Fate Itself lets you choose from an
expanded list of spells when you learn a
warlock spell. The following spells are added to
the warlock spell list for you.

FATE ITSELF EXPANDED SPELLS
Spell Level Spells

1st bane, bless

2nd augury, gentle repose

3rd bestow curse, feign death

4th divination, death ward

5th geas, reincarnate

FORTUNE AND DOOM
Starting at 1st level, when you reduce a hostile
creature to 0 hit points, you gain temporary hit
points equal to your Charisma modifier + your
warlock level, and you gain advantage on your
next ability check. However, whenever you
reach 0 hit points you have disadvantage on
your first death saving throw.

129

Furthermore, you gain proficiency in a BEHOLD YOUR OWN DEATH
set of gaming tools of your choice, typically a Starting at 14th level, when you hit a creature
game of chance like dice or cards. with an attack, you can use this feature to
THE HAND OF FATE briefly force the target to experience the
Starting at 6th level, your patron entrusts you circumstances of its own death. This ordeal
with the power to alter destiny in your favor. reels the target and, even if it instantly forgets
When you make an ability check or a saving about the precise details of its passing,
throw, you can use this feature to add a d10 to fragmented memories still linger into its mind;
your roll. You can do so after seeing the initial the target takes 10d10 psychic damage,
roll but before any of the roll's effect occur. potentially dieing from the shock caused by the
very experience of its incoming death.
Once you use this feature, you can't use
it again until you finish a short or long rest. Once you use this feature, you can't use
ABOVE AN UNTIMELY END it again until you finish a long rest.
As a chosen agent of Fate Itself, you cannot die
before the proper time. Starting at 10th level, THE LORD OF CHAOS
you have resistance to necrotic damage, and
your hit point maximum can't be reduced. In Your master is one of the Lords of Chaos, the
addition, you are immune to being magically Black Dukes of Entropy feared by many and
aged. called idiotic almighty fools by a few brave ones,
whose entrails are typically found scattered
130
around the floor. For the Lords
of Chaos are not evil, and their
very existence is in fact
necessary for the Cosmic
Balance and the constant
rebirth of life from death and
decay, but they follow a
pattern of thoughts impossible
for the mortal mind to grasp.
Demons are agents of Chaos, as
many celestials are, for
different tasks require
different emissaries. And, for
the Lords of Chaos, the voluble,
fleeting mortals are among the
most beloved of servants. Of
course the affection of a Duke
of Chaos is at best a mixed
blessing, but a blessing
nevertheless for the
enterprising warlock.

As an optional way to
add more flavor to your
character, you can pick from or
roll on the following table of

flaws associated with warlocks of the Lords of warlock spell. You then regain the use of this
Chaos. feature.
FLICKERING MAGIC
LORDS OF CHAOS FLAWS Starting at 1st level, whenever you cast a spell
d6 Flaw that inflicts damage, you may invoke the powers
1 When you speak you alternate between of Chaos to alter the very essence of the spell.
all the languages you know, creating an Furthermore, when you suffer damage from a
impossible pidgin. spell, you can use your reaction to let you
chaotic powers surge and alter that spell.
2 You make a point of mocking the law, Whether the case, roll a d12 and change the
even when you have no reason to not type of the damage caused by the spell
abide by it. according to the number rolled.

3 You feel the physical to indulge all your 131
fascinations, however flickering.

4 You change everyday the way you dress,
your hairstyle, and your make-up.

5 You openly despise the gods of Law,
even when it would be wise to be
discreet.

6 You display your emotions in the most
blatantly conspicuous way, and you have
very frequent mood swings.

EXPANDED SPELL LIST
The Lords of Chaos lets you choose from an
expanded list of spells when you learn a
warlock spell. The following spells are added to
the warlock spell list for you.

LORDS OF CHAOS EXPANDED SPELLS
Spell Level Spells

1st color spray, Tasha’s hideous laughter

2nd alter self, enlarge/reduce

3rd nondetection, water walk

4th confusion, polymorph

5th creation, seeming

TIDES OF CHAOS
Starting at 1st level, you can invoke the forces of
Chaos to gain advantage on one attack roll,
ability check, or saving throw. Once you do so,
you must finish a long rest before you can use
this feature again. Any time before you regain
the use of this feature, the DM can have you roll
on the Wild Magic Surge table (on page 104 of
the Player’s Handbook) after you cast a

FLICKERING MAGIC Imploring your patron’s aid requires
d12 Flaw you to use your action. Describe the assistance
1 Bludgeoning, piercing or slashing (your you seek, and roll percentile dice. If you roll a
choice) magical damage number equal to or lower than your warlock
level, your patron intervenes. The DM chooses
2 acid damage the nature of the intervention; the effect of any
warlock spell or patron spell would be
3 cold damage appropriate. If your patron intervenes, you can’t
use this feature again for 7 days. Otherwise, you
4 fire damage can use it again after you finish a long rest.

5 force damage FLESH OF CHAOS
At 14th level, you are so familiar with the
6 lightning damage energy of Chaos catalyzed by your patron that
they somehow infuse with your body: you can’t
7 necrotic damage be blinded, deafened, frightened, or poisoned,
and any critical hit against you counts as a
8 poison damage normal hit instead, unless you’re incapacitated.

9 psychic damage

10 radiant damage

11 thunder damage

12 instead of dealing damage, the spell
restores lost hit points to its target up to
a maximum equal to the damage it would
have caused

BLESSINGS OF CHAOS
At 6th level, the absent blessings of your
patron help you ward against enemy
attack. When a creature makes an attack
roll against you, you can use your
reaction to impose disadvantage on that
roll. If the attack misses you, your next
attack roll against the creature has
advantage if you make it before the end
of your next turn.

Once you use this feature, you
can't use it again until you finish a short
or long rest. Any time before you regain
the use of this feature, the DM can have
you roll on the Wild Magic Surge table
(on page 104 of the Player’s Handbook)
after you cast a warlock spell. You then
regain the use of this feature.

DIRECT INTERVENTION
Starting at 10th level, you can call on
your patron to take an active role and
intervene on your behalf when your
need is great.

132

THE LORD OF ORDER EXPANDED SPELL LIST
The Lords of Order lets you choose from an
You have sworn yourself to one of the distant, expanded list of spells when you learn a
enigmatic Lords of Law, sometimes called the warlock spell. The following spells are added to
White Dukes of Order, an enigmatic force that the warlock spell list for you.
operate in the Multiverse to uphold the cause of
uncontested law. The Lords of Order are LORDS OF ORDER EXPANDED SPELLS
somehow above the lords of Mechanus, and Spell Level Spells
both angels and devils heed their call. You have
no special link with your Patron: whether you 1st command, identify
like it or not, you are merely a cog in the perfect
machine that will reduce the Million Sphere to a 2nd locate object, zone of truth
harmonious singularity. Some would call the
Lords of Order evil, other would revere them as 3rd clairvoyance, glyph of warding
the greatest among the gods; from your point of
view, it’s enough for them to be and grant you 4th locate creature, guardian of faith
power: you owe them obedience, as dictated by
your pact, but you are not compelled to revere 5th geas, planar binding
them.
SUBSUME TO SINGULARITY
As an optional way to add more flavor to Starting at 1st level, when you reduce a hostile
your character, you can pick from or roll on the creature to 0 hit points, you gain temporary hit
following table of flaws associated with points equal to your Charisma modifier + half
warlocks of the Lords of Order. your warlock level (minimum of 1).

LORDS OF ORDER FLAWS ORDERLY INFLUENCES
d6 Flaw Starting at 1st level, whenever you cast a spell
1 You maintain a perfect, rigid diction, that inflicts damage, you may choose to not roll
preferring not to speak rather than have for damage but instead inflict the medium
your words distorted by emotions. damage that the spell’s dice would cause.
Furthermore, whenever you would make an
2 Wherever you go, you uphold the local attack roll, an ability check, or a saving throw
law – even if it is the worst possible law! with advantage, you could forego the advantage
in order to gain a +5 bonus to the roll. Likewise,
3 You openly despise the differences whenever you would make an attack roll, an
between living creatures; it’s not that ability check, or a saving throw with
you are a racist, but everything would be disadvantage, you could roll a single die and
better if everyone was identical. suffer a -5 penalty to the roll.

4 You always dress in the same way, and DIRECTING THE MINIONS
always eat the same foods at the same At 6th level, when a creature within 30 feet of
time. you makes an attack roll, you can use your
reaction to grant that creature a +10 bonus to
5 You openly despise the gods of Chaos, the roll. You make this choice after you see the
even when it would be wise to be roll, but before the DM says whether the attack
discreet. hits or misses.

6 You do your best to hide your emotions: Once you use this feature, you can't use
you would not shed tears over a fallen it again until you finish a short or long rest.
friend, nor be moved to compassion or
hatred.

133

STEADFAST SERVANT MOTHER NATURE FLAWS
When you reach 10th level, you became as d6 Flaw
steadfast and immovable as your patron wishes. 1 You don't simply speak with plants, you
You can’t be charmed or frightened, and your enter into a discussion with them, even if
hit points maximum can’t be reduced. they don't reply. And you do so in public.

JUST ANOTHER COG 2 You value the life of an animal above a
At 14th level, you gain the ability to subjugate a humanoid's one, for they are closer to
vanquished foe, turning it into another servant nature.
of your master. You can use your action to touch
an incapacitated humanoid. That creature is 3 You avoid eating plants and vegetables,
then charmed by you until a remove curse spell preferring instead to feed on other living
is cast on it, the charmed condition is removed creatures – humanoids included.
from it, or you use this feature again.
4 When you meet someone, you smell
You can communicate telepathically your new acquaintance, especially their
with the charmed creature as long as the two of rear end, just as an animal would do.
you are on the same plane of existence.
5 You avoid any food or tool that required
THE MOTHER NATURE what you perceive as animal
exploitation.
Your patron is not an otherworldly entity, nor
an alien being, for you forced a pact with the 6 The law of the survival is the only law
essence of the natural world, an undeniable you follow, for it is the law of nature.
force of life and renewal usually referred to as
Mother Nature. Whether you picture your EXPANDED SPELL LIST
patron as a proper feminine figure, the great The Mother Nature lets you choose from an
caring – or savage – mother of all that exists in expanded list of spells when you learn a
nature, or you use her name as a metaphor for warlock spell. The following spells are added to
the impersonal forces that animate the world, the warlock spell list for you.
you manifest great powers, and some of the
spells you cast are very unusual for a warlock. MOTHER NATURE EXPANDED SPELLS
Perhaps, the entity you revere as Mother Nature Spell Level Spells
is in fact a former goddess of a long-forgotten
pantheon, or a powerful nymph that intends to 1st entangle, goodberry
use your actions to further increase her power
and influence over the world. Not surprisingly, 2nd animal messenger, beast sense
warlocks of Mother Nature don’t go along too
well with druids: according to most circles, their 3rd meld into stone, speak with plants
personal bond with the supposed All-Mother,
and the strange power they channel trough it, 4th dominate beast, grasping vine
makes even the most well-meaning warlock
appear as an overzealous, idolatrous fool. 5th commune with nature, tree stride

As an optional way to add more flavor to EMBRACING NATURE'S GIFTS
your character, you can pick from or roll on the Starting at 1st level, your learn the druidcraft
following table of flaws associated with and shillelagh cantrips, and they count as druid
warlocks of Mother Nature. cantrips for you.

134 Additionally, plants and animals have
difficulty harming you. If a beast or a plant
targets you directly with an attack or a harmful
spell, that creature must make a Wisdom saving
throw against your spell save DC (a creature
needn't make the save when it includes you in

an area effect, such as a breath weapon). On a created or manipulated to impede movement,
failed save, the creature must choose a new such as those created by the entangle spell.
target or forfeit targeting someone instead of
you, potentially wasting the attack or spell. On a MOTHER NATURE'S PROTECTION
successful save, the creature is immune to this When you reach 10th level, you are immune to
effect for 24 hours. A beast or plant is also poison and disease. Furthermore, you gain
immune to this effect for 24 hours if you target resistance to poison damage.
it with an attack or a harmful spell.
SPONTANEOUS REJUVENATION
ONE WITH THE WILDS When you reach 14th level, the blessings of
Starting at 6th level, your pact with Mother Mother Nature enable you to quickly regenerate
Nature grants you an inborn ability to survive your health. On your turn, you can use a bonus
into the wild, as your bond extends to the whole action to regain hit points equal to 1d8 + your
natural world. You gain proficiency in one of the warlock level. Additionally, if you put a severed
following skills of your choice: Animal Handling, body part of yours back in place when you use
Nature, or Survival. this feature, the part reattaches.

Furthermore, moving through Once you use this feature, you can't use
nonmagical difficult terrain costs you no extra it again until you finish a short or long rest.
movement. You can also pass through
nonmagical plants without being slowed by
them and without taking damage from them if
they have thorns, spines, or a similar hazard.
You leave no tracks or other traces of your
passage, unless you wish so, and you can't be
tracked except by magical means.

In addition, you have advantage on
saving throws against plants that are magically

135

THE PHOENIX PHOENIX FLAWS
d6 Flaw
The mythical bird of fire, the Phoenix, 1 You are afraid of the dark, and must
incarnates the promise of a flame that does no always have a light source at hand.
harm but instead restores, the true essence of
rejuvenation. The true nature of the Phoenix, 2 You are reckless, and you often put your
however, is a matter of debate among the life and the lives of your friends in
scholars, for someone intend it to be a mere jeopardy; after all, death is not the end.
metaphor, while others believe that there is a Not for you. Or at least you firmly believe
whole race of phoenix birds, peculiar beasts but so.
nevertheless no more astonishing than the
average phase spider. However, you laugh at the 3 When someone dies you have a
idiocy of those scholars, for the Phoenix is your compulsion to set afire the corpse, so
patron, and a powerful supernatural creature. that the deceased may be born anew.
Of course, your master is not a dull elemental or
a red-feathered bird that simply resurrects 4 You refer to the sun as your “Big Bro”,
itself, but the very essence behind every single and you are very sad when it doesn't
phoenix, a being of great power that channels show up its face.
fire, light, and restoration. In exchange of your
devotion, the Phoenix granted you a spark of its 5 You are fond of literally playing with fire,
own power, a spark that sustains your life and too fond for your own good.
your pact magic.
6 You don't want to use your fire and
As an optional way to add more flavor to radiant powers against particularly
your character, you can pick from or roll on the wicked enemies, as you believe that
following table of flaws associated with doing so will restore their health.
warlocks of the Phoenix.
EXPANDED SPELL LIST
The Phoenix lets you choose from an expanded
list of spells when you learn a warlock spell. The
following spells are added to the warlock spell
list for you.

PHOENIX EXPANDED SPELLS
Spell Level Spells

1st burning hands, guiding bolt

2nd continual flame, flame blade

3rd daylight, revivify

4th fire shield, death ward

5th flame strike, raise dead

MARK OF THE PHOENIX
Starting at 1st level, you gain the first benefit of
the Phoenix force that branded you as its
warlock. You have resistance to radiant damage,
and when you cast a spell that deals radiant
damage or fire damage, you add your charisma
modifier to the damage dealt. Additionally, you
know the dancing lights and light cantrips; they
count as warlock cantrips for you.

136

Once you use this feature, you can't use Furthermore, you age at a slower rate.
it again until you finish a short or long rest. For every 10 years that pass, your body ages
only 1 year, and you are immune to being
RISEN FROM THE ASHES magically aged.
Starting at 6th level, your link with the Phoenix
allows you to rise anew after the most grievous FLAMES OF THE PHOENIX
injuries. When you would make a death saving Starting at 14th level, you can channel the
throw, you can instead spring back to your feet flames of your patron, the Phoenix, into a fiery
within a burst of flames. You immediately stand explosion that burns your enemies while
up (if you choose so), and you regain hit points reinvigorating you and your friends.
equal to half your hit point maximum. All hostile
creatures within 30 feet of you take 10 + your As an action, you engulf every creature
Charisma modifier fire damage and are blinded within 30 feet of you into your Phoenix area.
until the end of your next turn.Once you use this You and every ally of your choice within the
feature, you can't use it again until you finish a range can spend (no action required) up to your
short or long rest. Charisma modifier (minimum 1) of your
remaining hit dice to regain lost hit points. All
UNYIELDING FLAME the enemies within range must make a
When you reach 10th level, you are so attuned Dexterity saving throw; they take 3d10 fire
with you patron that you gain resistance to fire damage and 3d10 radiant damage on a failed
damage. save, or half as much damage on a successful
one.

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

NEW ELDRITCH INVOCATIONS

These new invocations can be learned by your BLOODED THE SHIELD
warlock character; while some of them are Prerequisite: Pact of the Aegis feature
generics, other are based on the new pact As a bonus action, you can spill your own blood
boons. If an eldritch invocation has and sacrifice your own health to increase the
prerequisites, you must meet them to learn it. protection granted by your Pact of the Aegis; if
You can learn the invocation at the same time you do so, your hit points maximum is reduced
that you meet its prerequisites. A level by 1 per level until you dismiss your eldritch
prerequisite refers to the level in this class. armor, but your AC becomes 11 + your
Dexterity modifier + your Charisma modifier.
BEAST CHARMER
You can cast animal friendship once using a BLOODTHIRST
warlock spell slot. You can't do so again until Prerequisite: Pact of the Blade feature
you finish a long rest. As a bonus action, you can spill your own blood
and sacrifice your own health to increase the
BREWED BLESSINGS power of your pact weapon; if you do so, your
Prerequisite: 3rd level, Pact of Concoctions hit points maximum is reduced by 1 per level
feature until you dismiss your pact weapon, but you
While adjacent to your pact cauldron, you can automatically cast the magic weapon spell on it
cast the enhance ability spell using a warlock
spell slot.

137

(no action required) at a level equal to your You can cast the fireball spell once using a
warlock spell slot level. warlock spell slot. You can't do so again until
you finish a long rest.
CALL OF THE WOODLANDS
Prerequisite: 7th level INELUCTABLE CLAUSE
You can cast the conjure woodland beings spell Prerequisite: 7th level, Pact of the Contracts
once using a warlock spell slot. You can't do so feature
again until you finish a long rest. The damage inflicted by your Pact of the
Contracts feature ignores resistance to necrotic
CURSE OF THE WRATHFUL SKIES damage, and deals half damage even to targets
Prerequisite: 5th level immune to necrotic damage.
You can cast the call lightning spell once using a
warlock spell slot. You can't do so again until REVENGE OF THE BITING AEGIS
you finish a long rest. Prerequisite: 7th level, Pact of the Aegis feature
When you finish a short or long rest you can
DANSE MACABRE choose one damage type; while your eldritch
Prerequisite: 5th level armor is active and an enemy hits you with a
You can cast the animate dead spell once using a melee attack, you can use your reaction to inflict
warlock spell slot. You can't do so again until damage of the chosen type equal to your
you finish a long rest. Charisma modifier to the attacker.

DARK HEALING SECRET RECIPE
You can cast cure wounds once using a warlock Prerequisite: Pact of Concoctions feature
spell slot, but after receiving your healing touch All the potions of healing you create with your
the target is automatically poisoned until the pact cauldron restore extra hit points equal to
start of your next turn. You can't do so again your Charisma modifier.
until you finish a long rest.
WHISPERS OF THE PROVOCATEUR
DIVERT THE STREAM OF DESTINY Prerequisite: 15th level
Prerequisite: 12th level, Pact of the Visions You can cast suggestion at will as a 2nd-level
feature spell, without expending a spell slot.
You can alter your foretelling roll by an amount
equal to your Charisma modifier (minimum 1), WILD COMPANION
either adding or subtracting it from the dice Prerequisite: 5th level, Pact of the Chain feature
result. The modified foretelling roll can’t exceed When you cast the find familiar spell, your
20, nor be lower than 1, and it never counts as a familiar can take the form of any Medium or
natural 20 or as a natural 1. smaller beast or plant with a CR of 1 or lower.

HORRORS TO BEHOLD WINDS OF WINTER
Prerequisite: 15th level Prerequisite: 7th level
You can cast fear at will, without expending a You can cast the ice storm spell once using a
spell slot or material components. warlock spell slot. You can't do so again until
you finish a long rest.
IN A FIERY EXPLOSION
Prerequisite: 5th level

138

WIZARD

When it comes to the wizard, the arcane necessarily being war wizards. Hence comes the
tradition whose need is most deeply felt is arcane tradition of the erudite; the white and
perhaps one for generalist wizards that equally dark mage just followed.
focus on all eight schools of magic without

NEW ARCANE TRADITIONS

ERUDITE skills. You also learn two extra languages of
your choice.
More than other wizards, an erudite is a scholar
at core. Rather than focus their studies on a ECLECTIC SAVANT
single school of magic, the erudite aims at Beginning when you select this tradition at 2nd
obtaining a better understanding of the whole level, the time you spend copying a new spell
picture: they may certainly lag behind a into your spellbook is halved. Each time you
specialist in a single field, but they are equally gain a wizard level, you can add one extra
adept at using and defending against every wizard spell of your choice to your spellbook for
known magic spell. Not surprisingly, most free, up to a total of three extra spells per level.
archmages come from the tradition of erudites.
Furthermore, the number of spells you
BONUS PROFICIENCIES can memorize and prepare now equals twice
When you select this tradition at 2nd level, you your Intelligence modifier + your wizard level
gain proficiency with two skills of your choice and, when you use your Arcane Recovery class
among the Arcana, History, Insight, feature, you can recover one extra spell level
Investigation, Medicine, Nature, and Religion worth of spell slots. This amount increases to
two extra spell levels at 6th level, 3 extra spell
levels at 10th level, and 4 extra spell levels at
14th level. None of the spell slots recovered can
be 6th-level or higher.

EXPERTISE

At 2nd level, choose one of your Intelligence
related skill proficiencies. Your proficiency
bonus is doubled for any ability check you make
that uses the chosen proficiency.

At 6th, 10th, and 14th level, you can
choose another skill proficiency to gain this
benefit.

UNRAVEL THE ARCANE VEIL
At 6th level, you add the counterspell and dispel
magic spells to your spellbook if they aren’t
here already. When you cast dispel magic, you
can target one additional creature, object of
magical effect.

139

Furthermore, whenever you HOWLS OF THE DEAD
successfully counter or dispel the effects of Starting at 2nd level, you are enshrouded by an
magic using the aforementioned spells, you echo of every last creature you defeated, a howl
regain hit points equal to 2 + the level of the of their departed soul that you can unleash on
countered or dispelled spells. your enemies. When a creature you can see
moves into a space within 10 feet of you or
ASTONISHING MEMORY starts its turn there, you can use your reaction
Starting at 10th level, your memory and to deal 1d6 necrotic damage to that creature
recollection for spells is so amazing that it unless it succeeds on a Constitution saving
apparently defies the most basic rules of magic. throw against you spell save DC. The necrotic
When you are concentrating on a spell, and you damage increases to 1d8 at 6th level, 1d10 at
cast another spell that requires concentration, 10th level, and 1d12 at 14th level.
you don’t automatically lose concentration on
the first spell. You can still maintain the effects You also gain darkvision with a range of
of a single spell at a time but, if the Duration of 60 feet.
the first spell is not expired, you can use a bonus
action to end your concentration on the second FEED ON THE VANQUISHED
one and recall the first spell you were Beginning at 2nd level, whenever you reduce a
maintaining concentration on. hostile creature to 0 hit points with a spell or
your Howls of the Deceased class feature, you
You can’t keep memory of more than gain temporary hit points equal to your
two concentration spells at a time: should you
cast a third one, the durations of the first one
will automatically expire.

SPELL RESISTANCE
Starting at 14th level, you have advantage on
saving throws against spells. Furthermore, you
have resistance against the damage of spells.

SCHOOL OF DARK MAGIC

What is dark magic? Most people would say that
it is any magic that dabbles with demons and
death, notably necromancy and conjuration. But
even the spells used to resurrect the fallen are,
strictly speaking, necromantic, and the same
spell could be used to contact a fiend as well as
a celestial. For dark magic is not a single school
of spells, but a predisposition to employ every
form of magic with grim means, testing its
power with a morbid curiosity that the common
rabble would certainly despise. Not all “dark
mages” are evil, but they means certainly tend
to be at least arguable, if not utterly vile, even
when employed towards a greater good.

140

Intelligence modifier + half your wizard level them. And, in doing so, they discover amazing
(minimum of 1). powers.

INESCAPABLE GANGRENE MERCIFUL HEALER
Starting at 6th level, your ability to channel Starting at 2nd level, you learn additional spells
negative energy becomes more potent. Necrotic whenever you gain an additional Arcane
damage dealt by your wizard spells and howls Tradition feature, as shown in the Merciful
of the defeated class feature ignores resistance Healer Spell table. You add these spells to your
to necrotic damage. spellbook, and for you they are wizard spells.
You also learn the spare the dying cantrip, and it
SHROUD OF THE DECEASED is a wizard cantrip for you.
Starting at 10th level, the lingering memories of
your victims floating around you became an Furthermore, you gain proficiency with
intangible veil that protects and empowers you. one skill of your choice among Diplomacy and
You have resistance to necrotic damage, and Medicine.
your hit point maximum can’t be reduced.
MERCIFUL HEALER SPELL
Furthermore, you can see normally in Wizard Level Spells
darkness, both magical and nonmagical, to a
distance of 60 feet. 2nd sanctuary

THROUGH THE NETHERWORLD 6th revivify
At 14th level, you gain the ability to cross the
border between the dark corners of the world 10th greater restoration
and, in so doing, drag along the breaths of your
enemies. When you are in dim light or darkness, 14th regenerate
as a bonus action, you can force every creature
of your choice within to be targeted by your
Howls of the Deceased class feature; you then
magically teleport up to 60 feet to an
unoccupied space you can see that is also in dim
light or darkness.

SCHOOL OF WHITE MAGIC

More than a clear list of spells, white magic is a
calling, a calling to use magic to help those in
need and to protect those who can’t protect
themselves. More than anything, white magic is
the voluntary acceptance of many self restraints
and the unselfish use of arcane power for the
good of others. The School of White Magic
ultimately leads to a path of renunciation. White
mages are of course still capable of wielding the
most notorious signature wizard spells, of
course, but more often than not they avoid

141

HEALING CHARM SPELLPLATE
At 2nd level, you gain the option to renounce to
your arcane power in order to sustain your Wizards traditionally avoid to wear armor of
companions in their suffering. As an action, you any kind: it’s heavy, cumbersome, and requires
sacrifice a spell slot to heal one creature you can an arduous training in order to be worn while
see within 60 feet of you. The target casting spells. After all, proper magic could do
immediately regains 1d6 hit points per level of almost everything, including protecting the
the spell you used for your Healing Charm. spellcaster. In some worlds across the
Multiverse it is even taboo for wizards to train
BANEBREAKER in armor or weapon usage! And yet what is the
Starting at 6th level, when you restore hit points quintessence of wizardry if not creative
to an ally with your Healing Charm feature, you ingenuity, the firm conviction that through
can also end one spell of your choice on that rigorous study the impossible will be made
creature. The level of the spell you end must be possible? Spellplates are the rare but not
equal or lower than the level of the spell slot unheard of wizards that train with books and
you use to activate Healing Charm. steel alike, and constitute a loose tradition of
armored mages.
GRACIOUS RESPITE
At 10th level you can cast greater restoration BONUS PROFICIENCIES
without expending a spell slot and without When you adopt this tradition at 2nd level, you
consuming its material component. gain proficiency with light and medium armor.
Furthermore, when you reach 6th level, you
Once you cast greater restoration in this gain proficiency with heavy armor.
way, you can’t do so again until you finish a
short or long rest, though you can still cast it ARMORED SYNERGY
normally using an available spell slot. At 2nd level you learn to treat your armor as
something more than a mundane protection
INHERENT SANCTITY from physical attacks. You can use the armor
When you reach 14th level, you literally radiate you are wearing as your arcane focus, and while
peace, so that even the most vicious of enemies wearing armor you add your Intelligence
hesitates before rising the hand against you. modifier (minimum of +1) to any Constitution
When a creature you haven’t attacked nor cast a saving throw you make to maintain your
spell against attacks you, that creature must concentration on a spell.
make a Wisdom saving throw against your
wizard spell save DC. On a failed save, the Furthermore, when you are wearing an
creature must choose a different target, or the armor you can use your Intelligence score,
attack automatically misses. On a successful rather than you Strength score, to determine
save, the creature is immune to this effect for 24 the amount of weight you can bear and as the
hours. required score to wear heavy armor without
being slowed down.
The creature is aware of this effect
before it makes its attack against you. LINGERING IN METAL
Starting at 6th level, the magic of your spells
142 channeled through your armor lingers for a few,
precious moments, strongly enhancing the
cuirass’ resistance. When you use your action to
cast a spell while wearing armor, until the start

of your next turn you reduce any damage you concentration on a spell, you have a +2 bonus to
receive by an amount equal to the level of the AC and all saving throws.
cast spell.
RELEASE THE FLUX
For example, if during your turn you Starting at 14th level, when you are hit by a
cast fireball and are then attacked for 14 melee attack, you can use your reaction to deal
damage, you instead suffer only 11 damage. force damage to the attacker. The damage
equals your wizard level. The attacker must also
STURDY SPELLS make a Strength saving throw against your
Beginning at 10th level, the magic you channel wizard spell save DC. On a failed save, the
resonates with your plate and mail. While you attacker is pushed in a straight line up to 10 feet
are wearing armor and you maintain away from you.

143

BACKGROUNDS

My first custom content for the DM Guild was, new bundle with new and revised background
back in 2016, a new background, the inquisitor. options. You fill find them all in the following
One more followed soon after, and then a whole pages.

NEW BACKGROUNDS

INQUISITOR the crown. Perhaps your enemies are not
sinners or rebels, but something far more dark
Your job is to detect, apprehend, and condemn and evil that your order swore to eradicate from
the wicked; as a full-fledged agent of the the world.
Inquisition, you are part of a larger group, a
notorious and feared organization. Typically, Whether the case, as an inquisitor you
inquisitors hunt down heretics and enemies of are sanctioned to act as detective, judge and
the faith, but not all inquisitorial orders are jury. Feared and hated, you are nevertheless
religious in nature: many political authorities respected by those you stand to protect.
maintain their own private police of inquisitors,
sworn to detect and punish conspirators against Skill Proficiencies: Choose two from Insight,
Intimidation, Investigation, and Religion

Tool Proficiencies: Thieves’ Tools
Languages: One of your choice
Equipment: A badge of service (a
holy symbol or a symbol of the
authority you represent), a prayer
book or a law book, a scroll of
authorization (to act as a
sanctioned inquisitor), manacles, a
set of office clothes, a set of
common clothes, a belt pouch
containing 10 gp

FEATURE: SANCTIONED

INQUISITOR
Your position and your office are
known to those who serve or obey
the same authority as you do. That
same authority gave you the right
to investigate with any mean and
to rightfully condemn those you
find guilty.

In some cases you will have to
cooperate with other inquisitors
or similar agents, especially when
dealing with an influential suspect,

144

but even when not judge and jury you are a SUGGESTED CHARACTERISTICS
trusted and respected detective, one that Feared, hated and nevertheless respected,
nobody would dare to cross as long as he falls inquisitors are key figures in grim and dark
under his jurisdiction. Nobody short of your times. They bear a great power, but must be
direct superiors can defy your judgment. careful not to misuse such influence.

INQUISITORIAL ORDER PERSONALITY TRAIT
What was the specific nature and purpose of the d8 Personality Trait
order you swore into? You and your DM can 1 I prefer to maintain my affiliation a secret
decide it based on your campaign setting, or you as long as I can. Nobody expects the
can choose or roll on the table below to Inquisition.
determine what is your order like.
2 I tend to pose too many questions, even
INQUISITORIAL ORDER when I am not on duty.
d8 Inquisitorial order
1 Religious order hunting down heretics 3 There is no such thing as innocence, only
among the faithful. degrees of guilt.

2 Religious order dedicated to detect the 4 My instinct never betrayed me, first
enemies of the faith. impression is the best impression.

3 Secret religious order directed by the High 5 Everyone has his secrets, I must uncover
Priest himself. them.

4 Fiend-hunting order. 6 I can't tolerate those that assume no
responsibilities for their own actions.
5 Aberration-hunting order.
7 I need to know all the available information
6 Secret police of the crown. before emitting a verdict.

7 Order of inquisitors swore to a dark entity. 8 I tend to annotate every detail, even the
most insignificant ones.
8 Evil order dedicated to the eradication of
one or more races.

IDEAL Ideal
d6 Cruelty. When in doubt, I condemn them
1 all: God will know Their own. (Evil)

2 Leniency. Every sinner must be granted a
chance to redeem themselves. (Good)
3
Strictness. It is not my will that judges, I am
4 the executor of a higher will. (Neutral)

5 Pliability. Every subject is a different case, I
must bear no prejudice. (Chaotic)
6
Protection. My duty is to drive out the
wolves that prey upon the herd. (Any)

Authority. Should I have doubts, I will
always know who to turn to have in order
to unravel them. (Lawful).

145

BOND Bond practiced before entering the career of an
d6 My master, the one who taught me when I adventurer.
1 was still a novice, has lost their way.
2 Part academic, part folk healer, part
I personally granted for a redeemed medicine man, you roamed the land to offer you
3 convict, and I am now responsible for their assistance during plague outbreaks, seeing
actions. quite your share of death and suffering even
4 before your adventurer days. And, during your
I delivered a harsh condemnation, and now service as a plague doctor, you acquired many
5 the family of the victim wants to make me skills that will be very useful in your new
6 pay for it. career. For clerics and priests run out of spells,
but your science will not be stopped by any
Even if we haven't seen each other for hindrance, and many a companion will soon be
years, my fellow inquisitors can always thanking you for your well-timed aid.
count on me.
Skill Proficiencies: Medicine, plus one from
A young novice of the Inquisition looks at Investigation and Perception
me as an example. Tool Proficiencies: Herbalism kit, poisoner's
kit
The members of a different faction within Equipment: A healer's kit, a herbalist kit, a set
the Inquisition are always breathing down of protective clothes (designed to avoid
my back. contagion, they are waxed or made of leather
and often associated with a pair of gloves and a
FLAW Flaw very peculiar mask), a sample associated with a
d6 I have a secret in the closet that could turn
1 me from inquisitor to accused.
I find lack of faith disturbing.
2 I'm not new to use my authority in order to
3 pursue personal goals.

4 I can't suffer those who profess ideas
different from mine.
5 I'm sure that there is a secret conspiracy
against the Inquisition.
6 Those who are not with me are against me.

PLAGUE DOCTOR

Miracles happen, but not for everyone: the gods
grant their healing magic to few, precious
individuals, and so in times of need their divine
blessings are not enough to halt the spread of
plagues and infections. Plague doctors
originated in times of dire need, when the
spreading of a vicious pox proved too sudden
and wide to be halted by spells: there were
simply too few magic healers to heal everyone.
So, from practice and theory alike, a new
profession was born, a profession that you

146

rare illness you intend to study, and a belt IDEAL Ideal
pouch containing 10 gp d6 Greed. I don't give a damn about them and
1 their suffering: all that matters is the
FEATURE: RESPECTED HEALER money they pay me with, and the power I
In every hamlet, town or city there is always 2 hold over their life. (Evil)
someone that needs a good doctor. You can
make a living by offering your services to the 3 Selflessness. If a doctor is needed, I offer
afflicted, be it by the soup offered by the farmer 4 my help with no regard for my own health:
whose daughter had chicken pox, or the I swore to do what is best for my patients,
banquet offered in your honor by the rich 5 not for me. (Good)
merchant you helped with a “personal matter”. 6
Delusion. Death is the true enemy of every
While you know every major pox, doctor, and I will be the one to finally
illness, and disease, some supernatural or long defeat it. (Any)
forgotten plagues will require every inch of
your time in order to be kept at bay. Were you Cruelty. The progress of medicine requires
to discover a nonmagical cure against the most some sacrifices: what is the excruciating
vicious plagues, your name will became truly pain and suffering of a few patient in front
immortal. of a huge breakthrough? (Evil)

SUGGESTED CHARACTERISTICS Fraternity. When facing a plague, all
Plague doctors lead their life in strict contact mortals are alike; we should remember this
with death itself; they must come to term with fact even when our lives are safe. (Good)
the demise of those they couldn't save. How this
shaped the characteristics of the single plague Resignation. Every mortal must die; I can
doctor largely depends on their own ideals and only delay the inevitable. (Any)
personality.
BOND Bond
PERSONALITY TRAIT d6 I'm haunted by the memory of a young
d8 Personality Trait 1 patient that I could not save.
1 My profession taught me to be very 2
detached, from patients and companions Sometime ago I was “invited” me to assist
alike. 3 an infamous criminal. I fear I have not
4 heard the last of them.
2 Life is a fickle light, we must enjoy it while it
lasts. 5 I have a sort of rivalry with a colleague,
dating back to our apprentice days.
3 People think of me as a jinx, and perhaps 6
they are right: with no plague, there would Some years ago I saved a hamlet from a
be no doctor. quite vicious infection; the inhabitants
consider me a hero.
4 I take note of the physical health of
everybody; they'll thank me later for this. I fell in love with a patient. Even if this is
not very professional, I long for the chance
5 I prefer not to attract too much attention, to see my beloved again.
unless my work is needed.
I fear I have discovered a new plague, a
6 I'm always eager to help. very insidious and dangerous one, and
sadly I have yet to find an effective
7 Nothing is more satisfying than the treatment against it.
gratitude of my patients.

8 I simply love black humor, even if nobody
gets nor likes my jokes.

147

FLAW Flaw Skill Proficiencies: Arcana, plus one from
d6 I fear contagion, any contagion, like death Deception, Persuasion, Stealth, and Survival
1 itself. Languages: Two of your choice
2 Equipment: A keepsake from your home plane,
3 First I get paid, then I offer my help. a trinket you collected from a distant Plane of
Existence, a bedroll, a set of traveler’s cloths,
4 I cannot suffer uncleanness, when I have to and a belt pouch containing 10 gp
touch something dirty I feel the urge to
5 wash my hands, even in a dungeon.
6
Clerics, gods and their miracles have just to
shut up: where was healing magic when my
patients got ill?

I can't refuse a call for help, no matter the
situation.

I tend to speak quite too often about the
most disgusting details of my profession.

PLANAR REFUGEE FEATURE: PLANAR SIXTH SENSE

Most people know nothing of the Million Your roaming across the Million Sphere taught
Spheres that extend over the Multiverse; even you a thing or two about portals and extra-
among those few scholars who know, typically planar journeys. By the subtlest changes in the
only the mightiest adventurers have ventured air, by the thinnest glares and reverberations,
upon a journey towards a different plane of you are able to detect the presence of a portal of
existence. Common folk, to put it simply, don’t any kind within your perception range.
travel the Million Sphere, and spend their whole
lives in the usual, dull Material Plane they were By examining the thus detected portal,
born on. you are able to speculate brief glimpses of its
probable destination: you recognize any plane
You, however, are not “most people”, that you have already visited, and you have a
and your background is the most uncommon, sixth sense for discerning a safe destination
for you left your home world behind and from one that will probably spell trouble for you
roamed across the Multiverse before setting and your party.
down in the plane you currently inhabit.
Perhaps curiosity drove you to explore a
strange portal with no turning back, or you
were trapped in a conjunction of the spheres
that cast you elsewhere. Or, as it too often
happens, war and cataclysms forced you to
abandon your home plane and seek shelter in a
distant world.

Whether the case, you are a stranger in
the strange land that your companion call
home; before reaching this plane you had your
good share of ordeal and tribulation, in order to
survive among the powerful denizens of the
Million Spheres, the outsiders of legend that
play the Game of Fate with the lives and souls of
mortals.

148

Anyway, after you planar ordeal, you are IDEAL Ideal
inured to the most strange features and d6 Nostalgia. One day I will be back to my
denizens of the Multiverse. Usually… 1 home plane, no matter the obstacles. (Any)
2
SUGGESTED CHARACTERISTICS Compassion. Suffering from constant
Planar refugees are survivors of an unusual 3 homesickness, I fell compelled to comfort
kind, for it was not their might that ensured those who suffer from a loss. (Good)
their safety, but the knack they developed at 4
navigating among the strange places of the Freedom. I’m not from this Plane of
Million Spheres, dealing unscathed with alien 5 Existence. I’m not bound to its rules.
and extra-planar beings whose power could 6 (Chaotic)
annihilate whole mortal cities. As most
wayfarers do, planar refugees often long for Cosmic Balance. There are strict laws that
their lost home, and yet the inborn curiosity of rule the Million Spheres, and for good
mortals drives them to explore the farthest reason. (Lawful)
planes, an overwhelming zeal to explore the
Multiverse pursuing the most obscure Pillage. This strange, new plane is mine to
knowledge. plunder and loot. (Evil)

Curiosity. I’m always eager for new
experiences. (Any)

PERSONALITY TRAIT BOND Bond
d8 Personality Trait d6 A fiend once offered me its help. I couldn't
1 I’m curious about the most mundane of 1 refuse its proposal, and I’m supposed to
habits and costumes – they are so different repay this debt sooner or later.
from the ones I once knew. 2
3 Strange as it may sound, I’m in love with
2 I’m very reserved: during my peregrination 4 an outsider.
I had many acquaintances, but few true 5
friends. I left my significant others in my home
6 plane; I long to see them again.
3 I’m too much exuberant, and I like to have
a friend in every town. During my journeys I joined a league of
planar adventurers.
4 Sometimes I am really verbose about my
long-lost home plane and the days I spent In an Outer Plane I met a departed soul
there. that asked me to watch over their living
relatives.
5 My old habits are hard to break, even when
they prove to be socially awkward. Somewhere out there there is someone
that can send me back to my home plane. I
6 I formally introduce myself by all the names know it.
I earned during my planar journeys.

7 I often made jokes and references about
bits of obscure planar lore.

8 I compare every new experience and
acquaintance to the ones I had back at
home.

149

FLAW Flaw still keep living. This is not, you are certain, the
d6 Compared to my home plane, this place first time your soul was covered in flesh and
1 makes me sick, and I have no qualms to walked in the Mortal World.; most disturbing of
manifest this feeling. all, you keep the memory of your death, and of
2 what happened after your own demise.
3 I have seen much; compared to me,
4 everybody else is an ignorant simpleton. The Great Beyond is a mystery to every
mortal, but not for you; as you grew up,
5 Only I know true suffering and loss, memories of your previous life emerged upon
everybody else is just a crybaby. your mind, and this peculiar knowledge shaped
6 you into the person you are now much more
I suffer of nightmares about the things I had than your family and the environment you lived
to do in order to survive in the Outer in. You were surely a strange child, as you
Planes. happened to know things that you shouldn’t
even fathom. Being reborn made you an outcast
Every mention of my home plane catches among your fellow, fresh-new souls with no
my attention, even the most obvious of memory of a previous existence. Or did holy
scams. men and priests crowd you with questions and
assertions, using your existence to prove the
I often pretend not to speak the language truth of their cult’s dogmas?
of this Material Plane, and express myself
with my mother tongue. Whether the case, you want answers,
answers about what you are and why you, and
REBORN you alone, had such unsettling memories. In
order to find the truth about yourself, you
You harbour the memories of a whole life, a life
you lived before the one you were born into and

150


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