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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...)

ORC, FREE FOLK quickly escalating into love. The ultimate
freedom, however, will not be theirs, but for
“Yes, I’m an orc, and no, I’m not going to split their children to experience: only those who
your skull and carve it into an offering for my never heard the call of Gruumsh, that were not
lord Gruumsh. Not all the orcs are murderous risen to be his servants and warriors, will live
zealots, you know?” beyond his clutches.

As the Sage of Shadowdale once pointed out, an Compared to common orcs, the “free
orc life is a god-ridden life – and the orc gods folk” has a quieter disposition: their temper is
are a bunch of evil, cruel deities. Influenced by still what even a dwarf would call short, and to
their creed of violence and ruthless oppression, insult them would still be to dare one’s fate, but
orc society is often nothing more than a gang of in their souls there is no trace of the savage
ravagers and murderous slavers. The call of eagerness to fight and plunder, the aggressive
Gruumsh and the orders of his equals are a goad that drives the charges of their pious
constant snarl that rages in the dreams of every brethren. Instead, the physical prowess of the
orc, and of many half-orcs too, eroding their free orcish folk gets exercised through a more
sanity and replacing any glint of empathy with a careful military training. Gone the proverbial
furious urge to conquer and despoil. rage that the gods instilled into their ancestors,
the mental capabilities of free orcs suffer no
The orcs who gave up the ways of their impairment, despite the bias of other races into
kind had to learn how to quench their inner accepting the “savage humanoids” as their peer.
fury, and to do this under the pressure of a
“civilized” society that sees them as glorified As long as the followers of Gruumsh are
bipedal beasts, thus further increasing their prevalent among the orcs, the free folk will have
angst in trying to resist the urge to resume their to face prejudice from both sides, as an
previous ways. For an orc to really blend into a iconoclastic blasphemer among the orcs and as
different society, many pointed out, the voice of a blood thirsting beast among “civilized” races.
Gruumsh must first be suppressed.
But, if no one struggles to change the
And this was a chance that, in the way of things, they will not change by
boundless Multiverse, found a way to happen themselves.
more than once. Some orc tribes were enslaved
and their priest executed, depriving orc gods FREE ORC TRAITS
from their spokesman – and of the urge to
waste time with such spineless servants to let Ability Score Increase. Your Strength
others capture them. Other clans fortuitously score increases by 2, and your Constitution
found their way to a different plane of existence, score increases by 1. Gone is the unending rage
one where their gods had no power at all, and that dulled the mind of your ancestors.
were thus set free from their presumptuous
voices, lost in the vastness of the Million Age. Orcs reach adulthood at age 12 and
Spheres. live up to 50 years.

Only seldom do orc communities choose Alignment. The orcs of the free folk are
to leave all their rites and practices behind, no more the slaves of Gruumsh, and His dark
discovering empathy between themselves and dictates are harbored no more within their
an affection that goes beyond comradeship and souls. As such, free orcs tend towards neutrality
eventually blossoms into true feelings and rather than evil, with an equal predisposition
emotions; this, however, is the path of freedom for both chaos and law.
more often walked by very small groups of orcs,
such as a couple that discovers a fondness Size. Orcs are usually over 6 feet tall and
weigh between 230 and 280 pounds. Your size
is Medium.

51

Speed. Your base walking speed is 30 Languages. You can speak, read, and
feet. write Common and Orc.

Darkvision. You can see in dim light Include free orcs in your campaign if...
within 60 feet as if it were bright light, and in … you had enough with the whole “orcs are
darkness as if it were dim light. You can’t inherently evil” mantra, and want you campaign
discern color in darkness, only shades of gray. setting to comprehend at least an orc culture
that lives on par with dwarves, elves, halflings
Impetuous. As a reaction, after you are and humans.
targeted by an enemy attack, you can move up … you find it lame, and perhaps even a bit racist,
to your speed towards the enemy that triggered that the orcs are ruled to be dumber than every
your reaction. You must end this move closer to other race.
the enemy than you started.
Play a free orc if...
Orc Weapon Training. You have … you want to play a strong, proud orc, but you
proficiency with the handaxe, battleaxe, and find that having the “greenskin” labeled as a
greataxe. dumber race is not so encouraging.
… you are too hardcore to settle down with
Powerful Build. You count as one size playing a half-orc.
larger when determining your carrying capacity
and the weight you can push, drag, or lift.

Strong and Menacing. You are trained
in the Athletics and Intimidation skills.

52

CLASS OPTIONS

The following class options are certainly evenly distributed among the different classes,
unbalanced toward certain classes, especially as the original idea was to grant some more
the warlock, but I took care in providing new versatility where I found it was lacking: some
balanced and interesting choices for every classes already possess very broad archetypes
character. In this new draft I took care in that could cover different character concepts,
correcting some balance issues that plagued my while others are so specific that they don’t offer
previous works. enough margin – or, to be honest, I find that
some classes tantalize my imagination more
You will find more than 30 new than others.
subclasses, along with new fighting styles and
some other class variants. These options are no

53

BARBARIAN

When you first take a level as a barbarian, you As for the following Primal Paths, the
may instead choose to became a whirlwind, a former Paths of Legend, they are available to
variant class that uses most of the main features every barbarian character, whirlwind or not.
as detailed on the Player’s Handbook.

VARIANT CLASS: WHIRLWIND

Barbarians are clearly Strength-weapon based, • You have resistance to bludgeoning,
as both their signature feature and their piercing, and slashing damage.
capstone focus on this ability. And what about a
Dexterity-based barbarian, a nimble savage that OVERWHELMING CRITICAL
unleashes a flurry of strikes upon the enemy? Beginning at 9th level, you can roll one
Well, here comes the whirlwind. Their “rage” is additional weapon damage die when
a relentless flurry, a dervish’s dance of strikes determining the extra damage for a critical hit
so fast the mortal eye could not follow them. with a melee attack made with a light or finesse
Yes, a whirlwind remains a brute at core, a weapon.
warrior without finesse as someone would put
it; but it’s a damn fine warrior nevertheless. This increases to two additional dice at
13th level and three additional dice at 17th
A whirlwind has all the usual class level.
features of the barbarian, with the following
exceptions. ROLL WITH IT
Starting at 11th level, your enhanced reflexes
proficiencies help you roll with a potentially deadly attack. If
Armor: Light armor, shields you drop to 0 hit points while you’re raging and
Weapons: Simple weapons, martial weapons don’t die outright, you can make a DC 10
Tools: None Dexterity saving throw. If you succeed, you drop
to 1 hit point instead.
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Animal Each time you use this feature after the
handling, Intimidation, Nature, Perception, and first, the DC increases by 5. When you finish a
Survival. short or long rest, the DC resets to 10.

RAGE INVALUABLE GRACE
While raging, instead of the usual ones, you gain Beginning at 18th level, if your total for a
the following benefits if you aren’t wearing Dexterity check is less than your Dexterity
medium or heavy armor: score, you can use that score in place of the
total.
• You have advantage on Dexterity
checks and Dexterity saving throws. PRIMAL CHAMPION
At 20th level, you embody the deadly grace of
• When you make a melee weapon the wilds. Your Dexterity and Constitution
attack using Dexterity, you gain a bonus to the scores increase by 4. Your maximum for those
damage roll that increases as you gain levels as scores is now 24.
a barbarian, as shown in the Rage Damage
column of the Barbarian table.

54

NEW PRIMAL PATHS

PATH OF THE BRUTAL BRAWLER with weapons, they are deadly even with their
bare hands.
“Yeah, he started all those fancy movements with
his hands and that ridiculous dance of kicks and As you enter and progress along this
chops. I took one or two hits, then replied with a path, you became an accomplished brawler, one
single cross, right on the jaw. He's still drooling whose impressive martial skills come not from
the floor. discipline and self attuning, but from the primal
Damned spineless monks... bring me another rage and savagery that burn within your spirit.
beer.” You learn how to hit, and hit hard, with your
unarmed strikes, and during a rage you are
Those who follow the Path of the Brutal capable of beating every enemy into
Brawler are perhaps the most savage of the submission.
barbarians: while other warriors prefer to fight
A brutal brawler is perhaps the ultimate
tavern brawler... but your skills will be equally
useful – and deadly – into the dungeons.

BRAWLING RAGER

Starting when you
choose this path at 3rd
level, your unarmed
strike uses a d6 for
damage. Furthermore,
during a rage, you can
make a single unarmed
strike or grapple attack
as a bonus action on each
of your turns.

HULKING FIST-

FIGHTER
Beginning at 6th level,
your unarmed strike uses
a d8 for damage, and
your unarmed strikes
count as magical for the
purpose of overcoming
resistance and immunity
to nonmagical attacks
and damage.
You also gain proficiency
in the Athletics skill; if
you are already
proficient in Athletics,

55

you gain proficiency in one of the two following behind your cruel past was to implant your
skills: Acrobatics and being with such powers.
Intimidation. Furthermore, your proficiency
bonus is doubled for any Athletics check you Your capabilities may be great, but you
make during a rage. still count yourself among the cursed… and you
long for the day when you will be able to finally
RECKLESS CHARGE exact revenge for the past.
Beginning at 10th level, your unarmed strike
uses a d10 for damage, and you can take the ALL THAT FLOWS WITHIN THE BLOOD
Dash action as a bonus action while you are As you embrace the legacy of your own cursed
raging. past, a strange energy pervades you whenever
you enter a rage. Starting when you choose this
BEAT INTO SUBMISSION path at 3rd level, while raging you gain
Starting at 14th level, your unarmed strike uses resistance to necrotic, poison, and psychic
a d12 for damage, and while you are raging, you damage.
can use a bonus action on your turn to knock a
Large or smaller creature prone when you hit it Furthermore, a drop of your blood, or
with an unarmed strike attack. the froth from your foaming mouth, or even
your mere presence, is enough to harm those
PATH OF THE CURSED around you. At the end of each of your turns you
spend in a rage, each creature within 5 feet of
“It was the mind flayer. I was only seven years you takes damage equal to half your barbarian
old, I don’t remember the details. All I know is level. This damage is necrotic, poison, or
that they did… something… to me. Thankfully I psychic; you choose the type of damage when
was rescued by an adventuring party, and I really you gain this feature.
have no memory of what happened… at least, not
until my rage kicks on.” PRETERNATURAL STAMINA
Something inside your body grants you a hidden
Your past harbors a dark secret, a toughness whenever your fury would normally
wretched experience you don’t like to speak put you in harm’s way. Starting at 6th level,
about, for this tragedy left a grim mark on your when you use Reckless Attack while raging, you
life. Perhaps you were kidnapped and also gain temporary hit points equal to your
experimented upon by aberrations or dark Constitution modifier (minimum of 1). They
mages, or you were once possessed by a demon vanish if any of them are left when your rage
or another vile fiend. Perhaps you were a ends.
willing test subject, or you were simply too
young to remember exactly what happened I’VE SUFFERED WORSE
during such a traumatic experience. Starting at 10th level, the combined effect of
your past ordeal and your present training
Anyhow, your body and soul were makes you immune to disease and poison.
scarred and somehow twisted by your ordeal,
and now that you tap into primeval wrath to NEVER GOING DOWN AGAIN
fuel your battle prowess you have started Beginning at 14th level, the inner strength that
showing unusual powers and capabilities. made you survive your ordeal becomes an asset
Perhaps you developed such inner strength to you can rely on – or, perhaps, you discover the
endure the suffering, perhaps the whole reason final side effect of the experiments you were
subjected to.

56

While raging, having 0 hit points doesn’t order to learn the constrained ways from off-
knock you unconscious. You still must make land fighters, fearful of what the sagas convey
death saving throws, and you suffer the normal about many a proud warrior that lost their
effects of taking damage while at 0 hit points. temper during a banquet.
However, if you would die due to failing death
saving throws, you don’t die until your rage Someone would look down at you as a
ends. spineless coward that fears their own shadow…
but they will soon discover that your battle
PATH OF DISCIPLINE skills are as honed as theirs, if not better. For,
when you choose to fight, you unleash the
“When I enter a rage, I set aside my humanity in blood-frenzied soul of a true barbarian.
order to became a monster, a slaughtering beast
that revels in the smell of blood. Only my stern FIGHTING STYLE
discipline sets me aside from the bloodthirsty Upon entering this path at 3rd level, you temper
creatures we hunt down.” your wrath with the dedicated exercise
associated to a Fighting Style. Choose one of the
When the battle rages on, you rage with following options. You can’t take a Fighting
it, your blade arm a crazed coryphee in the Style more than once, even if you later get to
dance of blood and death. But, when the clash is choose again.
over and the survivors lick their wounds, you
become an utterly different person. For the defense
greatest struggle you fight is against yourself, While you are wearing armor, you gain a +1
against the inner wrath that makes you a raging bonus to AC.
warrior, fearful in the battlefield but prone to
the violent rampages that have cost much to dueling
many a legendary barbarian. When you are wielding a melee weapon in one
hand and no other weapons, you gain a +2
Fearful of what you become during a bonus to damage rolls with that weapon.
fight, you devoted yourself to vigorous exercises
and a severe discipline aimed at putting in a great weapon fighting
cage the beast within you until its dire character When you roll a 1 or 2 on a damage die for an
is needed. Perhaps you hail from a civilized attack you make with a melee weapon that you
land, and those compromises are what keeps are wielding with two hands, you can reroll the
you a productive member of the community die and must use the new roll, even if the new
even when no bloodshed is needed, or perhaps roll is a 1 or a 2. The weapon must have the
you abandoned your ancestral homeland in two-handed or versatile property for you to
gain this benefit.

two-weapon fighting
When you engage in two-weapon fighting, you
can add your ability modifier to the damage of
the second attack.

vengeful strikes
When you are wielding a melee weapon, and a
creature you can see within 5 feet hits you with
a melee weapon attack, you can use your

57

reaction to inflict damage equal to your may be our ally, but he is surely a dangerous ally
proficiency bonus to the attacking creature. The with such an unstable mind.”
damage is of the type inflicted by the weapon There is a thin border between battle frenzy,
you are wielding. the bloodletting rage of the battlefield that
every barbarian learns to harness, and true
A PLACATING PRACTICE madness. A thin border that every warrior puts
Upon entering this path at 3rd level, you learn a great effort not to cross, for beyond that even
new language of your choice, or you gain the steadiest of the champions will lose himself,
proficiency with one type of artisan’s tool or overwhelmed by an insanity not of this world,
musical instrument of your choice. A new habit an insanity not of his own, a primeval force of
to focus on helps you placate your fury. madness whose subtle and unsettling call we
can still hear.
DISCIPLINED LEARNER
By 6th level, as a way to distract yourself from Those among the barbarians who follow
the wrath of battle, you have trained to master the Path of Madness decided to answer the call,
new noncombat skills. You gain proficiency in and they crossed the border, so that insanity
two skills from the following list: Acrobatics, may embrace and engulf them into its abyss.
History, Perception, and Persuasion. Whether they are willing subjects of madness,
or they mind slipped away descending into it,
EVASIVE RAGER barbarians who follow this path gain incredible
Beginning at 10th level, you can take the capacities in battle... at the price of their own
Disengage action as a bonus action while you sanity. But, as they say, sanity is for the weak.
are raging. Despite your state of mind, you have
the lucidity to move out of harm’s way, and the WRATH OF THE MADMAN
potential to become even more deadly as you Starting when you choose this path at 3rd level,
evade enemy ambushes to engage new targets. during a rage you gain resistance to psychic
damage: your mind slippers away, lost into the
COUNTERATTACK depths of your insanity, and you are thus less
Starting at 14th level, when you take damage susceptible to effects that damage your psyche.
from a creature that is within 5 feet of you, you
can use your reaction to make a melee weapon Furthermore, during a rage you can
attack against that creature. A split second is literally descend into madness, acting like a
enough for you to act, as you can think with frenzied killing machine whose very presence
clarity even while raging in the midst of battle. acts as a catalyst for fear and insanity, your
attacks too unsettling to suffer. If you do so, for
PATH OF MADNESS the duration of your rage when you hit a target
with a melee weapon attack you can use a
“I saw many a barbarian during my days as an bonus action to impose disadvantage to all its
adventurer, but someone like him? This drooling attack rolls till the start of your next turn.
idiot that swings a hammer while laughing,
making faces and sticking his tongue out? Not a However, when you rage ends you are
chance. He's speaking of tea parties with confused (as for the spell confusion) for 1
pumpkin octopuses fried in dragon milk, did you minute: the whispers and visions and
hear him? How could an orc possibly know about hallucinations summoned by your madness
tea parties? We must be extremely cautions: he wouldn't simply go away for a while.

RESILIENCE OF THE SHATTERED MIND
Beginning at 6th level, you can't be charmed or
frightened while raging, and during a rage you

58

are immune to the confusion spell. If you are to an effect that inflicts psychic damage or reads
charmed or confused or frightened when you your thoughts, you can use your reaction to
enter your rage, the effect is suspended for the automatically confuse the attacker (as by the
duration of the rage. confusion spell) till the end of its next turn. For
when they gaze into the abyss of your madness,
HEAR THE VOICES your madness also gazes into them.
At 10th level, you can cast the contact other
plane spell, but only as a ritual; you gain Friendly Reminder: Effects of Confusion
advantage to the Intelligence saving throw A confused creature can't take reactions and must
imposed by the spell. When you enter a rage, roll a d10 at the start of each of its turns to
however, you can automatically cast the contact determine its behavior for that turn.
other plane spell, with no action required; in Result of 1. The creature uses all its movement to
this case, you can freely ask one question per move in a random direction. To determine the
round of rage, up to a maximum of five direction, roll a d8 and assign a direction to each die
questions; if you do so, you have to make the face. The creature doesn't take an action this turn.
saving throw imposed by the spell when your Result of 2-6. The creature doesn't move or take
rage ends, after you asked all your questions. actions this turn.
Result of 7-8. The creature uses its action to make a
BEHOLD MADNESS INCARNATED melee attack against a randomly determined
Starting at 14th level, when you are raging and creature within its reach. If there is no creature
you are hit by a melee attack, or you are subject within its reach, the creature does nothing this turn.
Result of 9-10. The creature can act and move
normally.

59

BARD

As every bard knows, words and music are the College of Lore and the College of Valor, are
much more than pleasant vibrations of air; collective names for different congregations
there is a magic in every sentence and note, a that share the same disposition, others
magic that a precious few can harness. The represent in fact proper branches of bardic
Multiverse is an echoing chant, a reverberation teaching, their songs and secrets handed down
of the first word ever uttered. The typical bard from master to pupil through history. Such is,
learns how to insert their own songs into this for example, the College of Swords.
chant, repeating minor patterns of musical
power that are granted magical properties by Among the following colleges you will
the strong character of the singing magician. find both the common and the rare, ranging
from the merry to the ominous. Each of them
Some bards, however, were granted the offers interesting new features or combinations
power access such an ancient magic not by their of features, tailored to convey an interesting
own musical talent, but by the vision of this type of bard while still maintaining power
ever-echoing melody granted by a greater balance.
power, a deity that blessed them with an
unusual and amazing gift. Other individual
followed their own way into discovering the
ultimate chant, and learned to channel the
power of bardic magic through words alone,
without the help of any music but the patterns
of their own memories. Just like not every
minstrel is a bard, not every bard carries a lute.

Anyway, what really defines and
characterizes different bards, giving rise to
schools, academies, and loose brotherhoods, are
the different bard colleges. While some, such as

VARIANT CLASS: LORESEEKER

A loreseeker is an archaeologist, a scholar of accordance with the melody of words and silent
ancient and forgotten knowledge, an adventurer notes reverberating through the worlds. Plus,
more interested in the story behind a treasure loreseekers make excellent archaeologists.
than in its value in gold pieces. Loreseekers
know a bit about everything, but they display A loreseeker has all the usual class
peerless skills in their own fields. They learned features of the bard, with the following
to harness magic from ancient texts and exceptions.
forgotten rhymes, or thanks to a brilliant and
often impromptu understanding of the Music of PROFICIENCIES
Creation. Scholars at core, they can offer the Tools: None
right advice for nearly every situation. Wizards Languages: Three of your choice
spend their time studying and developing spells Saving Throws: Dexterity, Intelligence
that alter the natural order, the names of their
creator renowned across the Multiverse. A SPELLCASTING
loreseeker, on the contrary, casts their spell in It is your knowledge of ancient magic that
shapes your spells, not the music of the

60

universe but your own understanding of the Spell attack modifier = your proficiency bonus +
words of power behind the fabric of existence your Intelligence modifier
itself.
ADVICE FROM THE SAGE
SPELLCASTING ABILITY This class feature works exactly as the Bardic
Intelligence is your spellcasting ability for your Inspiration feature, but you can use this feature
bard spells. Your magic comes from your a number of times equal to your Intelligence
understanding of the ancient lore and from your modifier (a minimum of once), rather than a
ability to draw from it. You use your Intelligence number of times equal to your Charisma
whenever a spell refers to your spellcasting modifier.
ability. In addition, you use your Intelligence
modifier when setting the saving throw DC for a FURTHER FEATURES
bard spell you cast and when making an attack Whenever a bardic spell, a College feature, or a
roll with one. similar class feature refers to your Charisma
modifier or Charisma score, use instead your
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier or your Intelligence score.
Intelligence modifier When a similar feature refers to your bardic
inspiration feature, use instead your advice
from the sage feature.

VARIANT CLASS: WORDSEER

A wordseer is a prophet, a chosen scholar of the Saving Throws: Wisdom, Charisma
divine who saw the very fabric of existence and
can proudly say: “I saw, hence I know.” SPELLCASTING
It is your understanding of the visions granted
Wordseers can be true prophets, to you, your own ability to recall the sacred
secluded oracles, or even holy minstrels whose hymns and the inspired music you composed
poems and compositions are granted by the that empowers your spells.
gods. Whether the case, their magic is strong
and their advice convey wisdom, their spells SPELLCASTING ABILITY
coming from a progressively expanding Wisdom is your spellcasting ability for your
understanding of the visions granted by the bard spells. Your magic comes from your visions
deities. While a cleric is the speaker of a specific and from the sacred words you learned.
god or pantheon, a divine agent chosen by a
certain party to uphold Their will, the mystical You use your Wisdom whenever a spell
visions of a wordseer come with no strings refers to your spellcasting ability. In addition,
attached. When a mortal gains the power to you use your Wisdom modifier when setting the
hear the Music of the Spheres not even the gods saving throw DC for a bard spell you cast and
could hinder such a vision. when making an attack roll with one.

A wordseer has all the usual class Spell save DC = 8 + your proficiency bonus + your
features of the bard, with the following Wisdom modifier
exceptions.

PROFICIENCIES Spell attack modifier = your proficiency bonus +
Tools: One musical instrument of your choice your Wisdom modifier
Languages: Two of your choice

61

THUS SPOKE THE SEER FURTHER FEATURES

This class feature works exactly as the Bardic Whenever a bardic spell, a College feature, or a
Inspiration feature, but you can use this feature similar class feature refers to your Charisma
a number of times equal to your Wisdom modifier or Charisma score, use instead your
modifier (a minimum of once), rather than a Wisdom modifier or your Wisdom score. When
number of times equal to your Charisma a similar feature refers to your bardic
modifier. inspiration feature, use instead your thus spoke
the seer feature.

NEW BARDIC COLLEGES

COLLEGE OF DANCE UNARMORED DEFENSE

The basic teachings of every bard start with Beginning when you choose this college at 3rd
music and songs, relying on the arcane power level, your unhindered movements posses an
that properly tuned melodies could unleash. So, inborn grace that makes you literally dance
for most bards, dancing is just a physical among enemy blows. While you are wearing no
accompaniment to their ethereal words, a armor and not wielding a shield, your AC equals
minor manifestation of art that holds no real 10 + your Dexterity modifier + your Charisma
power. modifier.

A few of them, however, display a
stronger inclination for dance, and they soon
wonder if the same magic channeled by songs
and ballads could be harnessed by an artful
melody of steps. Those who persist in this fancy
soon discover that, like the silent characters of a
scroll can channel spells, so could their finely
tuned promenades and choreography. Quick,
nimble, charismatic and athletic, nevertheless
no two students of the College of Dance are
alike, for they all infuse in their own movement
a personal touch.

But, whether a virtuoso of the finest
waltz, a jolly barn dancer, or a fiercer
practitioner of tribal dances, every one of them
shares the same knacks and features.

ACROBAT EXTRAORDINARY
When you join this college at 3rd level, you gain
proficiency with the Acrobatics skill, if you
didn’t already have it. Furthermore, your
proficiency bonus is doubled for any check you
make that uses your Acrobatics skill.

62

MELODY OF STEPS COLLEGE OF DEMAGOGY
Also at 3rd level, you learn to substitute an
intricate choreography of steps and turns for Gregarious, easygoing, skillful, persuasive, and
the subtle words of bardic magic. As long as you often flamboyant and with too much self-
can move and are not restrained, you can esteem: bards make ideal politicians and
substitute verbal (V) components with somatic spokesmen. Especially in those community
(S) components for any bard spell you cast. If where real power is held in accordance to the
the spell already has both verbal and somatic people’s whims, and a nobody could aspire to
components, however, you can’t change them become mayor or bailiff, an enterprising bard
and you are still forced to chant its mystic has the best chances to become the real power
words. behind the people’s shared throne.

INSPIRING DANCE Many centuries ago, in the first
Also at 3rd level, your moves and steps are democracies even established, schools of
enough to inspire others. When you use a bonus rhetoric were founded in order to teach the
action to grant your Bardic Inspiration, as long skills required for demagogy, the art of leading
as they see you target creatures don’t need to be the people – no matter what the ends, as long as
able to hear you. Furthermore, when you grant the pupils payed their fee. Even with the ups
Bardic Inspiration you can also move up to half and downs of democratic regimes through
your speed; this movement doesn’t provoke history, the orators’ teachings were not lost. The
opportunity attacks. occasional bards that study speech and
harangues not just as fine works of prose, and
When you reach 6th level, your speed that share a strong drive towards a more
also increases by 10 feet as long as you have any resourceful approach to public life, are
use of Bardic Inspiration left. Finally, when you collectively referred to as the College of
reach 14th level, you can move up to your full Demagogy. Even when the course of action is
speed when you use your Bardic Inspiration. uncertain, they make excellent leaders, capable
of leading an adventuring party as well as a
UNCANNY DODGE merchant guild or a city council.
Starting at 6th level, when an attacker that you
can see hits you with an attack, you can use And this, should their ends be anything
your reaction to halve the attack’s damage but righteous, makes them extremely dangerous
against you. – for adversaries and allies alike.

EVASION RHETORIC PROWESS
At 14th level, you can nimbly dance out of the When you join this college at 3rd level, you gain
way of certain area effects, such as a white proficiency with the Deception and Persuasion
dragon’s icy breath or a fireball spell. When you skills, if you didn’t already have it. Furthermore,
are subject to an effect that allows you to make your proficiency bonus is doubled for any check
a Dexterity saving throw to take only half you make that uses either of these skills.
damage, you instead take no damage if you
succeed on the saving throw, and only half SHARED INSPIRATION
damage if you fail. Also at 3rd level, you learn to touch the
heartstrings of many individuals at once, with
crafty words that inspire each one as if they
were tailored for them.

When you use a bonus action to grant
Bardic Inspiration, you can grant the Bardic

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Inspiration die to a number of creatures up to target is briefly shaken by your sentence, and is
your Charisma modifier (minimum 2) within 30 incapacitated until the end of your next turn.
feet. The Bardic Inspiration die that you grant,
however, becomes a d4. On a failed saving throw, the target is
charmed by you for the next 8 hours or until
Once you use this feature, you can’t use you or your allies attack it, damage it, or force it
again until you finish a short or long rest. Note to make a saving throw. Thanks to your skills in
that, as long as you have any remaining use of both rhetoric and magic, what others perceived
your Bardic Inspiration, you can use it normally as a brief statement was enough to completely
without Shared Inspiration. change, albeit briefly, the way the target of your
Argumentum Ad Hominem sees you.
Your Shared Inspiration die changes
when you reach certain levels in this class. The The charmed creature sees you as a
die becomes a d6 at 5th level, a d8 at 10th level, reliable ally and a trustworthy friend that has
and a d10 at 15th level. its best interest at heart, and it will act
accordingly. The target will follow your
COMPELLING SPEECH commands at its best, but it won’t risk its life for
At 6th level, you gain the ability to deliver an you or fight for you, unless it was already
oration so touching that even your enemies, inclined to do so. It grants you favors and gifts it
upon hearing your remarks, have a hard time would offer to a close friend.
resisting your suggestion.
Once you use this feature, you can’t use
As a bonus action, you cast command, it again until you finish a long rest.
without expending a spell slot, and you start a
brief but intense harangue that takes up to 1 COLLEGE OF THE EXEMPLAR
minute; your Compelling Speech ends abruptly
if your concentration is broken (as if you were According to their fiercest critics – and
concentrating on a spell), or if for any reason sometimes to their friends and companions, too
you can’t speak. During this time, you can cast – all bards are grandstanding attention-seekers.
command as a bonus action on each of your After all, who needs a showman without an
turns, without expending a spell slot. audience? More often than not, a bard’s
grandeur is legitimate only as long as it
Furthermore, all your Bardic Inspiration concerns their artistic performance: the tales
dice spent during your Compelling Speech can about daring duels, courageous victories, and
be rerolled it they rolled a 1 or a 2. otherworldly travels are at best poetic license,
at worst lies and plain boasting. Many a bard’s
Once you use this feature, you can’t use chronicles were belied by their own
it again until you finish a long rest. companions, and as artists themselves tell,
every time a poet speaks it’s a swindle.
ARGUMENTUM AD HOMINEM
By 14th level, a few words are all you need to A few bards’ boasting, however, is not
make an ally out of an enemy, utterly crushing vain babble. Rather than lie about themselves,
the self-esteem of those who have the audacity or compose pieces and ballads about the lives of
of opposing you. others, these bards decided to turn their own
lives into a piece of art. The College of the
As an action, you utter a brief weighty Exemplar teaches to its member to always the
sentence focused towards a single creature of best at what they do, if not better; their own
your choice within 30 feet of you. The target actions must speak louder than any singing
must make a Wisdom saving throw against you voice, and such achievements should be the real
spell save DC. It automatically succeeds if it inspiration for their companions’ exploits.
doesn’t share a language with you or if it can’t Enemies will soon cower in fear of an exemplar
hear you. On a successful saving throw, the

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and, as their fame increases, their deeds will be COLLEGE OF THE FARSHOOTING
praised all over the lands, as “exempla” that will
incite the younger generations of adventurers. BRIGHTNESS

PEERLESS SKILLS In some worlds of the Multiverse there was
When you join this college at 3rd level, you gain once a human civilization that revered a
proficiency with a new skill of your choice. peculiar sun deity: this god was the patron of
Furthermore, your proficiency bonus is doubled arts, especially of music and songs, as well as
for any check you make that uses this skill the great divine archer, dispenser of death and
pestilence as well as of His healing rays. Some of
LEAD BY EXAMPLE the attributes of this human god reverberate
Also at 3rd level, you learn how to make the with the patron and creator of the elven race,
best out of your most astonishing acts and Corellon Larethian, and so the practices
victories. Every time you score a critical hit, or associated with their cults have spread in
whenever you roll a natural 20 on an ability countless realities thanks to the pious efforts of
check or a saving throw, you can immediately humans and elves alike.
use one Bardic Inspiration die from your
reserve and grant it to one creature without The most rigorous devotees of this
spending any action. When used, this Bardic shared tradition, however, are not priests nor
Inspiration die grants the maximum bonus clerics, but bards, the members of the College of
possible without need to be rolled. the Farshooting Brightness, the name most
often associated with this divine paradigm. As
Furthermore, whenever a creature the Farshooting Brightness favors chord
spends one of your Bardic Inspiration dice to instruments, in order to the musician to be free
grant itself ts bonus, it also gains temporary hit
points equal to said die’s roll + your Charisma
modifier.

EXTRA ATTACK
Starting at 6th level, you can attack twice,
instead of once, whenever you take the Attack
action on your turn.

SPIRITS-SHATTERING SCOWL
When you reach 14th level, for an enemy to rise
arms against you means to be forced to
withstand your greatness and cope with their
petty vileness in striking you.

When you are hit by a melee attack, you
can use your reaction to deal psychic damage to
the attacker. The damage equals your bard
level. The attacker must also make a Charisma
saving throw against your bard spell DC. On a
failed save, the attacker is frightened by you
until the end of your next turn.

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to sing, so do them; as their divine patron fights cause the weapon to deal extra radiant damage
with bows, so do them; as Apollon-Larethian is to the target you hit. The damage equals the
caring in His protection and deadly in His wrath, number you roll on the Bardic Inspiration die.
so are they. The target must also make a Constitution saving
throw against your spell save DC or be blinded
BONUS PROFICIENCIES until the end of your next turn.
When you join this college at 3rd level, you gain
proficiency with two chord musical instruments EXTRA ATTACK
of your choice. Furthermore, you gain Starting at 6th level, you can attack twice,
proficiency with the heavy crossbow and the instead of once, whenever you take the Attack
longbow. action on your turn.

RHAPSODY EXPERTISE VOLLEY OF BRIGHTNESS
At 3rd level, whenever you make a Charisma Starting at 14th level, whenever yo use a Notes
(Performance) check, and you accompany your of Light option, you can roll a d6 and use it
voice with a chord instrument, your proficiency instead of expending a Bardic Inspiration die.
bonus is doubled for the check. Furthermore, whenever you grant Bardic
Inspiration to a creature, it immediately regains
NOTES OF LIGHT lost hit points. The damage healed equals to the
Also at 3rd level, you learn to emulate your number you roll on the Bardic Inspiration die.
patron with astonishing performances of art
and magic. COLLEGE OF THE HARLEQUIN

Whenever you are maintaining All bards are performers, but they are
concentration on a spell, attacking at long range distinguished by the outlook they have, and by
doesn’t impose disadvantage on your ranged the tone of their performances. Many bards
weapon attack rolls. favor a jolly aptitude towards life, and the
occasional slapstick comedy, but few of them
Furthermore, you can use the following linger extensively in the trivial humor of
Notes of Light options. You can use only one carnivals and clowns. To become a jester you
Notes of Light option per turn. don’t need to be a bard, and a bard is so much
more than a common buffoon!
Arrows of Pestilence. When you hit a
creature with a ranged weapon attack, you can And yet some bards are known to adopt
expend one use of your Bardic Inspiration to the corny gags of a fool as their favored, if not
cause the weapon to deal extra poison damage unique, genre. Worse, they always wear the
to the target you hit. The damage equals the mask and dress of a folk masquerade’s
number you roll on the Bardic Inspiration die. character, the tatterdemalion club-wielding
The target must also make a Constitution saving trickster servant Harlequin! Truly, a dumb
throw against your spell save DC or be poisoned charade unworthy of a proper bard: every
until the end of your next turn. twisting fool could be a Harlequin, the role
doesn’t require any poetic skill at all. To such
Radiant Healing. When you cast a spell critics, a member of the College of the Harlequin
that restores the target’s hit points, you can answers with a sly smile, saying that they don’t
expend one use of your Bardic Inspiration to “dress like a Harlequin”, they “act like The
restore extra hit points equal to the number you Harlequin”.
roll on the Bardic Inspiration die.

Searing Brightness. When you hit a
creature with a ranged weapon attack, you can
expend one use of your Bardic Inspiration to

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The dark truth behind this enigmatic half your speed. This movement doesn’t
statement requires a closer look at the provoke opportunity attacks.
Harlequin’s domino mask, whose dark brow
protrudes over the eyes like a small set of horns Alternatively, you can use this reaction
would do. In fact, the denomination of this to make a melee weapon attack against a target
unsuspicious character was once Hellaquin, an within your reach.
ominous name that immediately recalls the
Nine Hells. The legends about the infernal Herla TUMBLE AWAY
King and his host, the Wild Hunt of damned Starting at 6th level, you can disappear in a
souls, are still told around campfires; and the thick, netherworldly fog to evade enemy
sages across the Planes speak in awe of attacks. When you take damage, you can use
Alichino, apparently a lesser devil noble of your reaction to teleport up to 60 feet to an
Malbolge, that nevertheless retains his place unoccupied space you can see. You leave behind
from unaccountable centuries despite Baator’s – a 20-foot-radius sphere of fog centered on your
literally – infernal politics. previous position; this sphere spreads around
corners, and its area is heavily obscured for
Bards from the College of the Harlequin everybody but you. This fog dissipates at the
are in fact the last remnant of a secretive cult, end of your next turn.
aiming to propitiate – or perhaps mock and
avert with apotropaic laughter – the feared Once you use this feature, you can’t use
archdevil. Of this secret, out of the college, only it again until you finish a short or long rest.
a chosen few are part; potential candidates are
chosen by expert Harlequins among those bards HOST OF THE HERLA KING
who favor slapstick comedy and jet show Starting at 14th level, when a creature within 30
promising qualities towards a better feet of you falls to 0 hit points, or fails a death
understanding of their important role. saving throw, you can use your reaction to

To act like the Harlequin is to become
the Harlequin, to channel his powers on the
Material World is to employ them towards the
ends of mortals. To be a harlequin is the only
way to avert Alichino’s eyes from Earth. And to
risk one’s soul is a small price to pay in order to
save one’s own world.

TWIRLING FOOL
When you join this college at 3rd level, your
training as a stage acrobat makes you an ever
moving target, and you are nearly impossible to
pin down. While you are wearing no armor and
not wielding a shield, your AC equals 10 + your
Dexterity modifier + your Charisma modifier.

SLAPSTICK INSPIRATION
Also at 3rd level, whenever a creatures uses one
of your Bardic Inspiration dice within 60 feet of
you, you can use your reaction to move up to

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summon from the netherworld the hellish host COLLEGE OF LAUGHTER
of the dead presided by Alichino. For an intense
moment, a thick haze covers the area within 30 ETERNAL
feet of you, ominous shapes of riding devils and
wailing corpses gallopping through the fog. The “He was born with a gift of laughter and a sense
fallen creature immediately dies, its soul that the world was mad.”
dragged away by the host. Every creature of Rafael Sabatini
your choice within the area must make a
Charisma saving throw; on a failure, it takes 8d8 The objective of every self-respecting bard is to
necrotic damage, and is frightened by you until raise the spirits and strike the chords of the
the end of your next turn; on a success, the audience with every exhibition. Fear, joy, love,
target takes only half damage and is not and hate are only a few of the colours in a good
frightened. performer’s palette.

Furthermore, while the Host of the Every bard will eventually choose a
Herla King rides its ghastly promenade, you specific emotion as the focus of their favorite
gain all the benefits of a short rest, and you can works, but few entertainers devote themselves
spend hit dice to heal yourself. to a single sentiment. But, as every specialist
could tell, focusing on a restricted scope often
Once you use this feature, you can’t use paves the way to the achievement of uncanny
it again until you finish a long rest. capabilities in the chosen field.

“Ha!” Should a bard choose to focus on the
“Ha!” most direct of emotions, joy, and on joy’s most
“Ha!” obvious expression, laughter, the capabilities
would be the ones associated with the so called
College of Laughter Eternal. To be able to

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inspire a deadly cackle with a single word, to saving throw against that spell. You must
face death as a big joke and avert it with a single expend your Bardic Inspiration use before the
laugh… these are the tricks that a proper target rolls its saving throw. Whether the target
trained bard could pull off. Let the others call succeeds or fails the saving throw against your
the performer a fool or a vulgar jester; they will spells, before the spell’s activation it
soon pay the price of their arrogance, one immediately suffers psychic damage equal to
painful laugh at a time. the number you rolled with the Bardic
Inspiration Die.
BONUS SPELLS
When you join this college at 3rd level, you GRINNING FOOL
learn the vicious mockery cantrip and the At 6th level, have advantage on saving throws
Tasha’s Hideous Laughter spell. They don’t against being charmed or frightened, as well as
count against your number of cantrips or spells on saving throws against having your thoughts
known. detected. Furthermore, you gain resistance to
psychic damage, and the psychic damage caused
DEATH’S GRIN by you ignores resistance and does half damage
Also at 3rd level, you learn how to imbue a even against targets that are immune to psychic
deadly compulsion into your Tasha’s Hideous damage.
Laughter spell. At the start of each of its turn, a
creature affected by your laughter spell takes THE LAST LAUGH
psychic damage equal to your Charisma Whether by careful planning, literal fool luck, or
modifier; this damage doesn’t trigger a saving even the blessing of the – dubious – forgotten
throw. god Lhul’z, starting at 14th level, you can avert
impending death with sheer laughter.
KILLING JOKES
At 3rd level, you learn how to empower your When you are reduced to 0 hit points,
own jokes with Bardic Inspiration, changing before falling unconscious, you can use your
even the most trivial quip into a deadly gag. You reaction to erupt in mad, contagious cackle and
can expend one of your uses of Bardic deliver the greatest joke of all. You immediately
Inspiration to use one of the following actions; regain hit points equal to half your hit point
regardless of the chosen action, your Killing maximum, and then you stand up if you so
Jokes work only if the target creature is able to choose. Each creature of your choice that is
hear you. within 30 feet of you and that can hear you
takes psychic damage equal to 2d8 + your
You can use deliver only one Killing Joke Charisma modifier, and is knocked prone by
per turn. overwhelming laughter.

Distracting Pun. When an attack roll is Once you use this feature, you can’t use
made against you, but before knowing whether it again until you finish a long rest.
it hits or misses, you can use your reaction to
roll a Bardic Inspiration die and subtract the COLLEGE OF PRISTINE
number rolled from the attack roll. If you do so,
the attacker suffers psychic damage equal to the UTTERANCE
number rolled with the Bardic Inspiration die.
Every learned bard knows that their powers
Deadly Punchline. When you cast a come from the echo of the pristine, Original
spell that targets a single creature, you can use a Words that put the existence of the Multiverse
bonus action to roll a Bardic Inspiration die and into being, an act of such a magnitude that even
subtract the number rolled from the creature’s

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after countless eons its power lingers in the UTTERANCE OF POWER
worlds, its magic forever reverberating. At 3rd level, you learn to improve your own
spells with a subtle echoing of the First Words.
Most bards are content with this
knowledge and a very little understanding of Whenever you cast a spell on your turn,
how, metaphysically speaking, their magic you can use one of the following Utterance of
works: as long as they can harness such power, Power options of your choice. You can use only
they really don’t need to understand everything one Utterance of Power per turn.
about it. A precious few bards, however, are not
satisfied by this shallow consciousness: they are Utterance of Awe. If the spell targets an
not content to merely be able to practice magic enemy creature, you can expend one of your
with their songs, they must know why in some Bardic Inspiration to deal extra psychic damage
circumstances an otherwise mundane tune to that creature. The damage equals the number
becomes a magical spell. As more often than not you roll on the Bardic Inspiration die. The target
is true for many arcane and mystical pursues, to also subtracts the number rolled from any
investigate the nature of the Pristine Utterance attack roll it makes until the start of your next
is not an easy task, but it is one that certainly turn.
grants its own reward.
Utterance of Might. If the spell targets
To seek out the correct articulation and an enemy creature, you can expend one of your
the proper meaning of the Pristine Utterance is Bardic Inspiration to deal extra psychic damage
an unending quest, one that no seeker has ever to that creature. The damage equals the number
completed. But even the scrambled fragments of you roll on the Bardic Inspiration die. As the
truth achievable by a mortal are enough to power of your magic forces it to its knees, he
empower their spells: as a bard’s magic comes target must also make a Strength saving throw.
from the eternal memory of the Original Words, On a failed save, you knock the target prone.
to better understand them is to better manifest
their own power. A song, sometimes, could be Utterance of Confidence. If the spell
the real key to unlock ultimate arcane power. targets an ally, you can expend one of your
Bardic Inspiration to restore that ally’s hit
POLYGLOT SAVANT points. The damage healed equals the number
When you join this college at 3rd level, you you roll on the Bardic Inspiration die plus your
learn three more languages of your choice. Charisma modifier. The ally also adds the
There is a spark of the Pristine Utterance in number you rolled to their next ability check,
every speech, and every mastered tongue will attack roll, or saving throw made until the start
help your research. of your next turn.

ARTICULATE MAGIC When you reach 14th level, the damage
Also at 3rd level, you learn to substitute simple caused by your Utterance of Power changes
words of power for the required movements of from psychic damage to force damage.
any spell you cast. As long as you can speak, you
can substitute somatic (S) components with Furthermore, spells influenced by an
verbal (V) components for any spell you cast. If Utterance of Power are immune to silence and
the spell already has both verbal and somatic similar effects: their verbal component pierces
components, however, you can’t change them trough every magical stillness.
and you are still forced to execute any gesture
and movement it requires. WORDS TO BE HEEDED
At 6th level, you gain the ability to harm your
enemies with simple whispers.

As a reaction, when you are attacked by
a creature within 60 feet of you who can hear
you, you force the attacker to make a Wisdom

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saving throw. It takes 2d8 psychic damage on a expending a spell slot nor using an action.
failed save, or half as much damage on a Should you die, the curse can’t be lifted until
successful one. For 1 minute, as long as the you are resurrected, unless by a wish or equally
targets keeps attacking you or your allies, and powerful magic effect.
remains within range, you can use your reaction
to force it back again to make a Wisdom saving Once you use this feature, you can’t use
throw against the same damage. it again until you finish a long rest.

When you reach 14th level, the damage COLLEGE OF SHANTIES
caused by your Words to Be Heeded changes
from psychic damage to force damage. A seaman, a singer, a trusty mate with quick
reflexes and a big heart: this is the ideal bard
Once you use this feature, you can’t use from the College of Shanties, a hero whose
it again until you finish a long rest. words lead and inspire their companions to
always act at their best.
A DEADLY LAST WORD Before being studied and applied by bards of
Starting at 14th level, your last words are every calling across the worlds, shanties were
infused by the power of a powerful, nearly simple sea song with a mechanism of call and
unbreakable curse. response: the main singer, the shantyman,
would direct their companions both in the
If you are reduced to 0 hit points or are chorus and in the chores required to sail a ship.
incapacitated against your will, you can The voice and wits of a proper shantyman
immediately cast a 9th level bestow curse spell would support sailors during their exhausting
against a target within 60 feet, without manual labor, and many a seaman found that a
good shanty could inspire them to complete
nearly impossible tasks.
As soon as bardic colleges started to study and
catalog sea shanties, it became clear that the
same principles could be used to lead
adventurer parties. And so many a bard spent
at least a few months aboard a ship, learning
from the sailors and taking the role of
shantyman, in order to learn the basis of an art
that would lead their companions against
impossible odds – for what is a seaman life, if
not a constant struggle with the impossible
odds posed of the ocean?

SEAMAN
Starting when you join this college at 3rd level,
you add twice your proficiency bonus to
Strength (Athletics) you made to swim or to
climb the cordage of a ship, and to Dexterity
(Acrobatics) checks you make to balance on
the rigging or to stay upright on the rocking
deck of a ship. Furthermore, you gain
proficiency with vehicles (water).

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To be a shantyman means to know your (minimum of once). You regain all expended
way around the deck, first and foremost. uses when you finish a long rest.

CALL AND RESPONSE STRONG LUNGS
At 3rd level, you infuse the call and response Starting at 6th level, when you run out of breath
rhythm of shanties with your bardic inspiration. or are chocking, you can survive for a number of
rounds equal to twice your Constitution
When you use a bonus action to grant modifier (minimum of 2 rounds). Accidents
Bardic Inspiration to a creature, that creature happen at sea, after all.
can use its reaction to move up to its speed, or
to take the Attack or Use an Object action. If the BALLAD OF SHAME UNENDING
creature decides to use the Attack action, the When you 14th level, the very act of striking you
granted Bardic Inspiration die can be added to down is enough to invoke a supernatural curse
the damage roll for that attack, and must be on whoever dared attack the shantyman.
used before the start of your next turn.
If you are reduced to 0 hit points or are
LOOK OUT MATE incapacitated against your will, you can
At 6th level, you gain the ability to utter a immediately cast a 9th level bestow curse spell
mystical warning that saves your companions against a target within 60 feet, without
from certain death. As a reaction when a expending a spell slot nor using an action.
creature you can see within 30 feet of you that Should you die, the curse can’t be lifted until
can hear you suffers a critical hit, you can turn you are resurrected, unless by a wish or equally
the hit into a normal hit. Any effects triggered powerful magic effect.
by a critical hit are canceled.
Once you use this feature, you can’t use
You can use this feature a number of it again until you finish a long rest.
times equal to your Charisma modifier

“Me, a devilish scoundrel? What is a devil, When a powerful angel makes a mistake and an
preacher? A devil is nothing more than a fallen Archdevil is born Hell breaks loose – quite
angel, and this is the issue: the very existence of literally! Hell, a place were mortals are
devils teaches us that angels can fall, that there is methodically chained and tortured for the sake of
no such thing as pure and absolute Good. If even punishment.
the paradigm of goodness can fall, Good is not You see, preacher, I don’t believe in chains and
perfect. No: angels are living creatures, as we punishment. No one among us does. Pirates? Yes,
are, and make mistakes as we do. we are. Marauders? Quite so, sometimes.
The only difference is that when angels do a Scoundrels? Of course. But devils? Not even close,
mistake a devil is born, and mortals have to priest. We believe in freedom, and in freedom for
suffer because of it. everybody. Not just in our own freedom, not in
Think about your theology: the oh so wretched our freedom to the detriment of others. We are
evil of primordial Chaos what could produce? not “devils”, nor “demons”.
The Abyss, a place of madness and unfettered So, you see, you are free to go. We won’t kill you.
violence, the very land fighting against itself. And The cargo is ours, of course, but you and the crew
what did fallen angels create? Literally Hell. are safe, albeit a bit bruised.
There would be no Hell were not for fallen angels. Go, and spread the tale!”

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“I saw, hence I know, hence I speak. With my word I can render true what is not not
My word is truth, what I deny is falsehood. true.”

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CLERIC

The cleric is, among the classes in the Player's tend to be sometimes inadequate to the
Handook, one of the most versatile ones. Still, as endeavor.
D&D worlds span for decades of stories and
chronicles, and as the rules of the games try to This works aims to provide seven new
catch the legends and myths of countless real domains, along with some quick variants, to
world religions, the domains provided so far expand the possibility of the cleric's class.

VARIANT CLASS: CONTEMPLATIVE

The humble friar that, when not adventuring, holy texts so that everybody may access the
returns to his monastery where hard work is its word of god.
own pay. The secluded scholar that translates
Not all the chosen of the gods are
militant champions, holy warriors clad in steel
that deal swift death to the enemies of the Faith.
Sometimes, deities bless a man of peace, a
scholar or even a humble artisan, with the
power to work miracles in their name.

A contemplative has all the usual class
features of the cleric, with the following
exceptions.

PROFICIENCIES
Armor: Light Armor
Weapons: All simple weapons
Languages and Tools: A single language or tool

Saving Throws: Wisdom, Charisma
Skills: Choose three from History, Insight,
Medicine, Persuasion, and Religion

UNARMORED DEFENSE

Beginning at 1st level, while you are wearing no
armor and not wielding a shield, your AC equals
10 + your Dexterity modifier + your Wisdom
modifier. Your god protects you with divine
majesty, and whispers to your soul the right
path to avoid incoming attacks.

BONUS PROFICIENCY
If the selected domain would grant you
proficiency with heavy armors, you instead gain
proficiency with shields and you can use them
without losing the benefits of your Unarmored
Defense class feature.

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QUICK VARIANT: DIVINE STRIKE

The Death and Trickery Domains grant a Divine cause the attack to deal an extra 1d8 psychic
Strike feature that in some instances seems very damage to the target. When you reach 14th
odd while compared to some of the deities level, the extra damage increases to 2d8.
associated with those domains.
For gods of death associated with
The following quick variants are meant plagues, pestilences and diseases rather than
to be used as simple tools to make those undeath and necromancy, such as Morgion,
domains more consistent with the associated replace the Divine Strike domain feature with
gods. the following.

For gods of trickery associated more DIVINE STRIKE
with pranks and frauds rather than murder and At 8th level, you gain the ability to infuse your
poisoning, such as Loki or Hermes, replace the weapon strikes with the essence of poison and
Divine Strike domain feature with the following. disease. Once on each of your turns when you
hit a creature with a weapon attack, you can
DIVINE STRIKE cause the attack to deal an extra 1d8 poison
At 8th level, you gain the ability to infuse your damage to the target. When you reach 14th
weapon strikes with the unsettling energies of level, the extra damage increases to 2d8.
trickery itself. Once on each of your turns when
you hit a creature with a weapon attack, you can

NEW DIVINE DOMAINS

CREATION DOMAIN CREATION DOMAIN SPELLS
Cleric Level Spells
Every race and culture has its own creation
myths, and reveres its own patron deities as the 1st create or destroy water, find familiar
creators of more or less everything that exists. 3rd find steed, spiritual weapon
Often those myths are nothing more than 5th create food and water, revivify
glorified, parochial legends, but a few powerful 7th fabricate, stone shape
gods are in fact the rightful creators of one or 9th animate objects, creation
more worlds: other divinities created lesser
beings, but the existence of the Material Plane is WHISPERS OF THE CREATION
the work and gift of those almighty, secluded When you choose this domain at 1st level, you
deities. Creator gods, such as Brahma, aren't learn the druidcraft and prestidigitation
usually revered by masses of faithful, nor they cantrips. You also gain proficiency in two sets of
possess organized churches or cult. tools of your choice.
Nevertheless, they lend their blessing and
powers to a selected few mortal agents, the CHANNEL DIVINITY: CHARM
chosen prophets and heralds of Creation itself. ANIMALS AND PLANTS
Starting at 2nd level, you can use your Channel
Divinity to charm animals and plants: the lesser
creatures are easily influenced by your stature
as a chosen agents of the Creator.

75

As an action, you present your holy hands of those forces that in darkness live and
symbol and invoke the name of your deity. Each revel, for Darkness is in the Multiverse a power
beast or plant creature that can see you within equal to Light. Many gods are associated with
30 feet must make a Wisdom saving throw. If darkness, and many of them are cruel, vicious
the creature fails its saving throw, it is charmed deities with no regard of mortal life. However,
by you for 1 minute or until It takes damage. despite common association, darkness isn't a
While it is charmed by you, it is friendly to you mere attribute of evil: its substance transcends
and other creatures you designate. the concepts of good and evil, and represents
the primal, arcane force that pervaded
CREATION UNENDING everything before the birth of light.
Beginning at 6th level, you gain a greater
proficiency in channeling healing magic. When Deities of darkness, such as Hecate and
you cast a spell of 1st level or higher that Set, confer great magical powers to their chosen
restores hit points to a creature other than you, agents, humans gifted with a shard of darkness
you regain hit points equal to 2 + the spell's that makes them one with the night.
level.
DARKNESS DOMAIN SPELLS
POTENT SPELLCASTING Cleric Level Spells
Starting at 8th level, you add your Wisdom
modifier to the damage you deal with any cleric 1st hex, unseen servant
cantrip.
3rd darkness, darkvision
SECRETS OF CREATION
At 17th level, you are enlightened with a basic 5th fear, hunger of Hadar
understanding of powerful magic strictly
related to the creation of the Multiverse, a magic 7th black tentacles, phantasmal killer
that normally no cleric could wield. You add the
four new spells noted below, one for each level 9th dream, modify memory
from 6th to 9th, to your list of domain spells.
BLESSINGS OF DARKNESS
Like your other domain spells, they are At 1st level, you gain darkvision within 60 feet,
always prepared and count as cleric spells for and your eyes can see even through magical
you. darkness. You also gain proficiency in one of the
following skills of your choice: Deception or
SECRETS OF CREATION SPELLS Stealth.
Spell Level Spell
CHANNEL DIVINITY: EMBRACE OF
6th move earth
7th magnificent mansion DARKNESS
8th demiplane Starting at 2nd level, you can use your Channel
9th wish Divinity to suppress light and damage your
enemies with the freezing embrace of darkness.
DARKNESS DOMAIN
As an action, you present your holy
Darkness, say the fools, is not an entity by itself, symbol, and any magical light within 30 feet of
but a mere absence of light. Those fools will you is dispelled. Additionally, each hostile
typically meet an excruciating death by the creature within 30 feed of you must make a
Constitution saving throw. A creature takes cold
damage equal to 2d10 + your cleric level on a
failed saving throw, and half as much damage
on a successful one. A creature that has total
cover from you is not affected.

76

CHANNEL DIVINITY: CLOAK OF fate. When the right time comes, and a new
DARKNESS cosmic cycle must start anew, entire planes
Starting at 6th level, you can use your Channel must meet their ultimate doom, bathed in blood
Divinity to vanish within invisible darkness. and utterly destroyed by the chosen agents of
apocalypse, the gods of destruction and their
As an action, you become invisible until mortal heralds.
the end of your next turn. You become visible if
you attack or cast a spell. Gods like Shiva and Apep are not
necessarily evil, but nevertheless their mission
POTENT SPELLCASTING is to shatter entire worlds so that new ones can
Starting at 8th level, you add your Wisdom start anew. Clerics of the destruction domain
modifier to the damage you deal with any cleric tend to be menacing individuals, great warriors
cantrip. gifted with powers that herald the incoming
doom.
ON DARK WINGS
At 17th level, you have a flying speed equal to DESTRUCTION DOMAIN SPELLS
your current walking speed whenever you are Cleric Level Spells
underground or in darkness.
1st burning hands, inflict wounds
DESTRUCTION DOMAIN
3rd cloud of daggers, shatter
Everything in the Multiverse obeys to a single,
enormous cosmic law: all that is born must die. 5th call lightning, fear
Humans meet death in a few decades, elves last
some centuries, and dragons outlast 7th blight, ice storm
civilizations, but even the gods are cast down by
9th cloudkill, flame strike

BONUS PROFICIENCIES
At 1st level, you gain proficiency with martial
weapons and heavy armor.

77

TREMENDOUS GAZE ultimate destroyer of the current world and the
Also at 1st level, you can channel divine power instrument of eternal renewal. You add the four
to destroy those who try to halt your mission. new spells noted below, one of each for 6th and
When a creature within 5 feet of you that you 9th level and two of 8th level, to your list of
can see hits you with an attack, you can use domain spells. Like your other domain spells,
your reaction to cause the creature to make a they are always prepared and count as cleric
Constitution saving throw against your spell spells for you.
save DC. The creature takes 2d8 fire, necrotic or
thunder damage (your choice) on a failed saving CATALYST OF DOOM SPELLS
throw, and half as such damage on a successful Spell Level Spell
one.
6th disintegrate
You can use this feature a number of
times equal to your Wisdom modifier (a 8th earthquake, tsunami
minimum of once). You regain all expended
uses when you finish a long rest. 9th meteor swarm

CHANNEL DIVINITY: HAND OF DOOM PASSION DOMAIN
Starting at 2nd level, you can use your Channel
Divinity to utterly destroy your unfortunate Love, lust, fear, rage... the mortal soul echoes the
targets. superhuman passions of the gods. Some deities
are imperturbable and detached, but there are
When you hit a creature with a melee among the gods those that trifle with the
attack, you can use Channel Divinity to deal feelings of mortals and divinities alike, proud of
extra fire, necrotic or thunder damage (your their influence over minds and bodies.
choice) to the target. The damage equals 5 +
twice your cleric level. The clerics of gods like Aphrodite, Freya,
and Dionysus are blessed by their patrons with
CHANNEL DIVINITY: AGENTS OF RUIN the power to shape the passions and feelings of
At 6th level, when a creature within 30 feet of mortals like molten wax, spreading the words of
you hits an enemy with a melee attack, you can their deities with a more gentle approach than
use Channel Divinity to deal extra fire, necrotic militant proselytism. And yet they remain
or thunder damage (your choice) to the target. capable warriors of the faith, for they can strike
The damage equals 5 + twice your cleric level. the soul of their enemies as well as their body.

DIVINE STRIKE PASSION DOMAIN SPELLS
At 8th level, you gain the ability to infuse your Cleric Level Spells
weapon strikes with the divine energy of ruin.
Once on each of your turns when you hit a 1st animal friendship, charm person
creature with a weapon attack, you can cause
the attack to deal an extra 1d8 fire, necrotic, or 3rd crown of madness, suggestion
thunder damage (your choice) to the target.
When you reach 14th level, the extra damage 5th fear, tongues
increases to 2d8.
7th compulsion, confusion
CATALYST OF DOOM
At 17th level, your god grants you the power to 9th dream, Rary’s telepathic bond
act as the chosen agent of destruction, the
PASSIONATE BLESSINGS
78 At 1st level, you learn one additional language
and gain proficiency in one musical instrument
of your choice. You also become proficient in
your choice of two of the following skills:

Deception, Intimidation, Performance, and saving throw, you can't use this feature on it
Persuasion. again until you finish a long rest.

Your proficiency bonus is doubled for If the creature fails its save, you can read
any ability check you make that uses either of its surface thoughts (those foremost in its mind,
those skills. reflecting its current emotions and what it is
actively thinking about) when it is within 60
CHANNEL DIVINITY: EVERYTHING feet of you. This effect lasts for 1 minute.

YOU WANT During this time, you can use your
Starting at 2nd level, you can use your Channel action to end this effect and cast the suggestion
Divinity to align yourself with the passions and spell on the creature without expending a spell
inner desires of a selected creature. slot. The target automatically fails its saving
throw against the spell.
As an action, you choose one creature
that you can see within 60 feet of you. For 10 DIVINE STRIKE
minutes, you have advantage on Charisma skill At 8th level, you gain the ability to infuse your
checks that target that creature. weapon strikes with divine energies that
unsettle the soul as they harm the body. Once
CHANNEL DIVINITY: READ THEIR on each of your turns when you hit a creature
with a weapon attack, you can cause the attack
FEELINGS to deal an extra 1d8 psychic damage to the
At 6th level, you can use your Channel Divinity target. When you reach 14th level, the extra
to read a creature's thoughts. You can then use damage increases to 2d8.
your access to the creature's psyche to
command it. MASTER OF PASSIONS
Starting at 17th level, when you cast an
As an action, choose one creature that enchantment spell of 1st to 5th level that
you can see within 60 feet of you. That creature targets only one creature, the spell can instead
must make a Wisdom saving throw against your target two creatures within range and within 5
spell save DC. If the creature succeeds on the feet of each other. If the spells consumes its
material components, you must provide them
for each target.

PRESERVATION DOMAIN

A cosmic cycle starts with the creation and ends
with the destruction of entire planes of
existence. However, while the worlds last,
during the age long aeons of thriving life, the
worlds must be protected and kept safe. Gods
are often regarded as the protectors of mortals,
but few among them are in fact the protectors of
whole planes of existence, often the preservers
of Multiverse itself.

Gods like Vishnu sometimes assume
mortal shape in order to intervene personally in
the mortal world, but they usually act through

79

their chosen miracle-workers, the preservation can also end one spell of your choice on that
clerics. Through magic, weapons and often mere creature. The level of the spell you end must be
words of wisdom, the heralds of preservation equal to or lower than the level of the spell slot
gods keep their home world safe until it is ripe you use to cast the healing spell.
for destruction, the necessary and inescapable
doom of every plane of existence. When a new POTENT SPELLCASTING
cycle will be set in motion, the preservation Starting at 8th level, you add your Wisdom
gods will once again guard and protect the new modifier to the damage you deal with any cleric
Multiverse, as they did before and will always cantrip.
do.
UNYIELDING CHAMPION
PRESERVATION DOMAIN SPELLS At 17th level, you gain resistance to
Cleric Level Spells bludgeoning, piercing, and slashing damage
from nonmagical weapons.
1st bless, protection from evil and good
3rd lesser restoration, warding bond REST DOMAIN
5th beacon of hope, remove curse
7th guardian of faith, polymorph Many among the mortals see death as a curse,
9th greater restoration, reincarnate an impending doom that that condemns them
all. Many deities, however, teach that death is
BONUS PROFICIENCY not the source of suffering, but its end; not a fate
When you choose this domain at 1st level, you of torments, but a promise of rest. Whoever is
gain proficiency with heavy armor.

COUNSELOR AND DEFENDER
Also at 1st level, you gain the resistance cantrip.
You also gain proficiency in one of the following
skills of your choice: Insight, Medicine, or
Persuasion.

CHANNEL DIVINITY: PRESERVE LIFE
Starting at 2nd level, you can use your Channel
Divinity to heal the badly injured.

As an action, you present your holy
symbol and evoke healing energy that can
restore a number of hit points equal to five
times your cleric level. Choose any creatures
within 30 feet of you, and divide those hit points
among them. This feature can restore a creature
to no more than half of its hit point maximum.
You can't use this feature on an undead or a
construct.

BREAKER OF CURSES
Starting at 6th level, when you restore hit points
to an ally with a spell of 1st level or higher, you

80

born will soon or later die, even the gods will feed of you must make a Constitution saving
fall someday, at the turning of aeons. throw against your spell save DC. A creature
takes necrotic damage equal to 2d10 + your
Deities like Osiris act as judges of the cleric level on a failed saving throw, and half as
dead, offering eternal peace to the deceased; much damage on a successful one. A creature
other gods, like Hermes and Odin, are that has total cover from you is not affected.
psychopomps themselves, guiding the mortals
during their last journey towards the lands of UNDENIABLE CALL
death. Clerics of the deities of rest often act as Starting at 6th level, whenever you channel
undertakers, but they are equally renowned as negative energy your magic is capable of laying
the healers that assist those on the deathbed: to rest even those creatures that are normally
the rest domain teaches to ease the suffering of beyond the grasp of death. Necrotic damage
those who are passing away, to fight death till dealt by your cleric spells and class features
there is even a tiny hope, but to exhale in peace ignores resistance to necrotic damage.
the final breath with the knowledge that, like
life, death is a necessary part of the natural DIVINE STRIKE
order. At 8th level, you gain the ability to infuse your
weapon strikes with the divine energy of death.
REST DOMAIN SPELLS Once on each of your turns when you hit a
Cleric Level Spells creature with a weapon attack, you can cause
the attack to deal an extra 1d8 necrotic damage
1st detect poison and disease, false life to the target. When you reach 14th level, the
extra damage increases to 2d8.
3rd gentle repose, hold person
SECRETS OF THE DECEASED
5th feign death, speak with dead Starting at 17th level, you can call up visions of
the past that relate to a corpse you touch. You
7th death ward, staggering smite spend at least 1 minute in meditation and
prayer, then receive dreamlike, shadowy
9th hold monster, reincarnate glimpses of the events regarding the deceased.
You can meditate in this way for a number of
BONUS PROFICIENCY minutes equal to your Wisdom score and must
At 1st level, you gain proficiency with heavy maintain concentration during that time, as if
armor. you were casting a spell.

FUNERAL RITES Once you use this feature, you can't use
Also at 1st level, you learn the spare the dying it again until you finish a short or long rest.
cantrip. You also gain proficiency in the
Medicine skill. For there is no justice in death if Last Breaths. Touching the corpse, you
the deceased was killed before the proper end can see visions of its death. After meditating for
of their days. 1 minute, you learn its cause of death, as well as
its eventual killer and the identity of the
CHANNEL DIVINITY: FINAL SHROUD deceased. If the corpse was reanimated through
Starting at 2nd level, you can use your Channel necromancy, you can spend 1 additional minute
Divinity to evoke a shroud of divine energy that to learn who was that animated it as an undead.
damages your enemies and gives peace to your
allies. Everlasting Memories. As you meditate,
you see visions of the most important events in
As an action, you present your holy the life of the deceased whose corpse you are
symbol, and any ally of yours with 0 hit points
within 30 feet of you is automatically stabilized. 81
Additionally, each hostile creature within 30

touching. For each minute you meditate, you Wisdom saving throw against your spell save
learn about one significant memory, beginning DC. The creature takes 2d8 radiant damage on a
with the most recent. Significant memories failed saving throw, and half as such damage on
typically involve powerful emotions, such as a successful one.
battles, betrayals, marriages, and other
important rites; however, they might also You can use this feature a number of
include mundane events that were nevertheless times equal to your Wisdom modifier (a
important for the deceased. Anyway, your minimum of once). You regain all expended
visions can't go back more than a number of uses when you finish a long rest.
months equal to your Wisdom score.
CHANNEL DIVINITY: EDICT OF THE
SOLEMNITY DOMAIN
LORD
Every pantheon has its sovereign, the greatest Starting at 2nd level, you can use your Channel
and most powerful among the gods the one Divinity to rebuke otherwordly creatures in the
whose majesty is revered by entire nations, name of your deity.
often identified with the sky itself.
As an action, you present your holy
Zeus, Jupiter, Dyeus, Ra-Horakhty... symbol, and one celestial, elemental, fey, or
often different populations use different names fiend of your choice that is within 30 feet of you
for a deity that they recognize as the same, for – must make a Wisdom saving throw against your
according to mortals – who could be greater spell save DC, provided that the creature can see
than the greatest among the gods? Clerics of or hear you. If the creature fails its saving
gods of solemnity wield tremendous powers throw, it is turned for 1 minute or until it takes
themselves, acting as unyielding sentinels any damage.
against every monstrosity and blasphemy that
challenges their divine patron. A turned creature must spend its turns
trying to move as far away from you as it can,
SOLEMNITY DOMAIN SPELLS and it can't willingly end its move in a space
Cleric Level Spells within 30 feet of you. It also can't take reactions.
For its action, it can only use the Dash action or
1st Command, feather fall try to escape from an effect thtat prevents it
3rd enlarge/reduce, see invisibility from moving. If there's nowheere to move, the
5th fly, spirit guardians creature can use the Dodge action.
7th dominate beast, guardian of faith
9th circle of power, geas After you reach 5th level, when a
creature fails its saving throw against your Edict
BONUS PROFICIENCIES of the Lord feature, the creature is also banished
At 1st level, you gain proficiency with martial (as in the banishment spell, no concentration
weapons and heavy armor. required) if it isn't on its plane of origin and its
challenge rating is at or below a certain
WRATHFUL MAJESTY threshold, equal to that of your Destry Undead
Also at 1st level, you can channel divine power class feature.
to punish those who dare attack you. When a
creature within 5 feet of you that you can see GENEROUS BLESSINGS
hits you with an attack, you can use your As befitting your stature as an agent of the king
reaction to cause the creature to make a among gods, divine forces sustain and protect
you even when you selflessly ease the suffering
82 of others. Beginning at 6th level, when you cast
a spell of 1st level or higher that restores hit

points to a creature other than you, you regain It was a full moon night, and we were just
hit points equal to 2 + the spell's level. returning from a banquet. Our carriage suddenly
stopped, and we heard a thud. The coachmen
POTENT SPELLCASTING didn’t answer, and so we came out of the
Starting at 8th level, you add your Wisdom carriage, and we saw them.
modifier to the damage you deal with any cleric Two assassins; the coachmen had been their first
cantrip. victim but, no doubt, I was the target. As they
were beating me up, I shout at them to be quick
ON EAGLE'S WINGS and spare my family, but they just laughed.
At 17th level, you have a flying speed equal to Our daughter, our smart, beautiful daughter was
your current walking speed whenever you are the first to fall. They said that I had to pay, that I
not underground or indoors. had to watch them both die before me. And then
they went for my wife.
“Why did I start adventuring only in my middle I was there, beaten and helpless as I clung to her,
years? Because I had no talent at all before my as I heard her gasping for air, blood all over her
forties, before… that day. I was married, you gown. She died in my arms. I knew I was next,
know, with the most beautiful and wisest woman and I rejoiced, for I could not imagine a life
of all the shire. And we had a daughter; she was without her.
my pride, such a clever and joyful young lady. But then I heard a voice, a voice the like of which
Alas, it was not to last. I had never heard before. And then… then there
Back then I was a minor constable, and a very was the power, a surge of power such as I
scrupulous one; sadly, I was too scrupulous for couldn’t even imagine.
some of my superiors. When they found out that I I easily vanquished the assassins, but my family…
couldn't be bought, they decided to remove me they were both gone.
from office. Permanently. So, you understand, there is nothing for me out
there, no one awaits me at home. There are only
these powers, and the lives I can save with them.

83

DRUID

Most druid circles focus on what represents the decay, and the inner energies hidden beneath
proper, usual natural world, from dreams to everything sometimes harbor truly unnatural
animals to different environments. But life is forces.
part of the circle of nature as much as death and

NEW DRUID CIRCLES

CIRCLE OF APOSTASY consider pure blasphemy, hence their
reputation of apostates.
The Circle of Apostasy is the dark and corrupted
face of the Circle of the Land, a congregation of This circle offers a path to power, one
druids whose heretical views made them the that could easily seduce a young druid into
very scourge they once swore to fight. accepting its ways. Apostates, of course,
Inspecting and contemplating the most maintain no formal organization, nor they have
controversial aspect of nature, they ended up common (un)holy places to revere. But they are
enmeshed with what an orthodox druid would anyway divided into four main sects, as if four
dark voices were clearly speaking among the
whispers only them can heard. Those sects are
the Circle of Beyond, the Circle of Death, the
Circle of Decay and the Circle of the
Netherworld.

For the Circle of Death the real meaning
of life is its end, for there will be no life without
death. And so these druids encourage, revere
and spread the work of the Grim Reaper, for
this, they believe, is the cruel but necessary way
of nature. Great is their power over death, and
they are perhaps the only druids that view
undeads as tools rather than abominations.

The Circle of Decay reveres the
inevitable decay and putrescence as the only
means towards a new, promising life, for new
blossoms always sprouts from decay, and
nothing is capable of arousing renewal as a
corrupted drop of pus, the putrescence that
strengthens the worthy and thins the herd of
the weak.

The Circle of the Netherworld was born
from an excessive and insane interest on the
fate of the souls and spirits, an interest that
drove many druids to linger with the most vile
of the outsiders in order to extort their utmost
secrets. A member of this circle gains great
power over the weak-minded, and knows how

84

to bind powerful outsiders to his or her will, but access to circle spells connected to your own
the very soul of this druid is condemned to an apostasy.
eternity of suffering in the Lower Planes.
Once you gain access to a circle spell,
However, the most vile of all the you always have it prepared, and it doesn't
apostates are perhaps those of the Circle of count against the number of spells you can
Beyond, for their madness transcended the prepare each day. If you gain access to a spell
nature of this world to embrace the not-so- that doesn't appear on the druid spell list, the
natural order of the Far Realm, the very bane of spell is nonetheless a druid spell for you.
mortal worlds. And yet, if it is the natural order
that imposes the survival of the fittest and the CIRCLE OF BEYOND
strongest, the denizens of the Great Beyond will Druid Level Circle Spells
be the true inheritors of the earth.
3rd crown of madness, misty step
As a member of this circle, your magic is 5th hunger of Hadar, lightning bolt
influenced by the dark power whose influences 7th confusion, Evard's black tentacles
on the natural world you choose to revere. 9th contact other plane, scrying

BONUS CANTRIP CIRCLE OF DEATH
When you choose this circle at 2nd level, you Druid Level Circle Spells
learn one additional cantrip based on your
specific circle, as noted below. 3rd Blindness/deafness, hold person
5th animate dead, speak with dead
BONUS CANTRIP Bonus cantrip 7th blight, death ward
Circle dancing lights 9th antilife shell, cloudkill
chill touch
Circle of Beyond poison spray CIRCLE OF DECAY
thaumaturgy Druid Level Circle Spells
Circle of Death
3rd Melf's acid arrow, ray of enfeeblement
Circle of Decay 5th Stinking cloud, vampire's touch
7th blight, vitriolic sphere
Circle of the Netherworld 9th cloudkill, contagion

FORBIDDEN SHAPES CIRCLE OF THE NETHERWORLD
The blasphemous rites of your circle grant you Druid Level Circle Spells
the ability to transform into forbidden forms,
that no druid would ordinarily assume. You can 3rd darkness, suggestion
convert your flesh into living wood, or divide 5th fear, magic circle
your consciousness between innumerable 7th banishment, phantasmal killer
lesser animal forms. 9th contact other plane, planar binding

Starting at 2nd level, you can use your SHAPE OF CORRUPTION
Wild Shape to transform into a single plant As your power grows, so does your ability to
creature, or into a swarm of beasts. The shapes integrate druidic rites with forbidden formulas
you can assume are still subject to the and blasphemous powers, in order to assume
limitations of challenge rating and special unnatural and corrupted forms with your Wild
movement based on your level. Shape feature. Starting at 6th level, when you

CIRCLE SPELLS 85
Your specific circle grants you vile powers
linked to the apostasy that made you a heretical
druid. At 3rd, 5th, 7th, and 9th level you gain

use your Wild Shape, you can choose to alter the CIRCLE OF DECAY
type of the creature you transform into to better
reflect the vile nature of your own circle. If you New Type ooze
do so, you gain resistance to a damage type
determined by your circle. Resistance to acid damage

Furthermore, your corrupted shape is Possible Features purulent swellings, fluid flesh
such an abomination against the natural order
than the plants themselves try to avoid you. CIRCLE OF BEYOND
When you are in Wild Shape, moving through New Type fiend
nonmagical difficult terrain costs you no extra
movement; you can also pass through Resistance to poison damage
nonmagical plants without being slowed by
them and without taking damage from them if Possible Features distorted, humanoid features
they have thorns, spines, or a similar hazard.
NATURE'S BANE
CIRCLE OF BEYOND When you reach 10th level, you are immune to
poison and disease. Furthermore, you can't be
New Type aberration charmed or frightened by elementals or fey, nor
by the creatures associated with your specific
Resistance to psychic damage circle.

Possible Features distorted facial features, tentacles CREATURES
Circle
CIRCLE OF DEATH Creature Type
New Type undead Circle of Beyond aberrations

Resistance to necrotic damage Circle of Death undeads

Possible Features rotting flesh, exposed bones Circle of Decay oozes

Circle of the Netherworld fiends

LIVING APOSTASY

When you reach 14th level, the border
between your own shape and the ones
you assume with your powers
becomes labile. You continuously gain
resistance to the damage associated
with your circle and, while you
assume your Shape of Corruption, you
gain immunity to that damage.

Furthermore, you can cast the
alter self spell at will, but the forms
you assume are always influenced by
your Shape of Corruption feature.

86

CIRCLE OF THE ENERGY WITHIN of radiance is manifest, when a creature you can
see moves into a space within 10 feet of you or
According to the legends, the founder of the starts its turn there, you can use your reaction
Circle of the Energy Within was a gith foundling to deal 1d4 radiant damage to that creature
raised by a community of druids. During their unless it succeeds on a Constitution saving
training, the foundling’s inborn psionic abilities throw against your druid spell save DC. The
unsealed the path to an enlightening new radiant damage increases to 1d6 at 6th level,
understanding of the natural world. The gith 1d8 at 10th level, and 1d10 at 14th level.
druid could psionically interact with the matter
around them, both living and inanimate, and Furthermore, when you cast a druid
soon heard the echo of an overwhelming energy spell or a druid cantrip that deals fire damage,
hidden within everything. Some rocks and lands you can change its damage type to radiant.
were stronger, literally rife with it, but this new
radiance of power could be found everywhere. IF FLOWS FROM WITHIN
In learning to channel their newfound power, At 2nd level, you gain the ability to enhance
the gith druid established the Circle of the your radiant aura with druidic magic. As an
Energy Within. action, you can expend a use of your Wild Shape
feature to empower your radiance, rather than
Some tales say that the once foundling transform into a beast form, and you gain 4
raised to became the arch-druid of their group, temporary hit points for each level you have in
the first Circle of the Energy Within, while this class. While this feature is active, you gain
others assert that they were shunned and the following benefits:
banished from their old community, and that - When you deal your Savant of Hidden
they founded a proper circle only after a long Radiance damage, roll the damage die a second
pilgrimage. Some scholars utterly refuse this time and add it to the total.
legend, or at least suppose that the new druidic - Your melee weapon attacks deal an extra 1d6
tradition wasn’t founded, but rather discovered radiant damage to any target they hit.
many times by those druids who could sense
the hidden flow of the inner force. These benefits last for 10 minutes, until
As of today, there isn’t a unique circle, and you lose all these temporary hit points, or until
perhaps the followers of the energy within you use your Wild Shape again.
wield a power far greater than their mythical
master did. According to some, they could even PSIONIC SPELLS
bring forth the end of the world! Your latent psychic abilities manifest as
powerful spells. At 3rd, 5th, 7th, and 9th level
BONUS CANTRIP you gain access to new spells, as shown in the
When you choose this circle at 2nd level, you Psionic Spells table.
learn the mage hand (the hand is invisible)
cantrip, and this is a druid cantrip for you. Once you gain access to a psionic spell,
you always have it prepared, and it doesn't
SAVANT OF HIDDEN RADIANCE count against the number of spells you can
Starting at 2nd level, you learn to harness the prepare each day. If you gain access to a spell
energy hidden within the natural world as a that doesn't
deadly radiance. appear on the
druid spell list,
As a bonus action, you can surround the spell is
yourself with an aura of radiance that sheds nonetheless a
bright light in a 10-feet radius. While this aura druid spell for
you.

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PSIONIC SPELLS Wisdom modifier to the damage dealt by that
Druid Level Psionic Spells spell.

3rd levitate, see invisibility MASTERY OF THE ENERGY WITHIN
5th haste, slow Starting at 14th level, you can unleash a deadly
7th guardian of faith, fire shield radiance from your body. When you are hit by a
9th hold monster, telekinesis melee attack, you can use your reaction to deal
radiant damage to the attacker. The damage
PRETERNATURAL RADIANCE equals your druid level, and ignores resistance
At 6th level, you gain resistance to radiant and immunity to radiant damage. The attacker
damage. In addition, when you cast a spell that must also make a Constitution saving throw
deals radiant damage, or use your Savant of against your druid spell save DC. On a failed
Hidden Radiance feature, you ignore the target’s save, the attacker is poisoned until the end of
resistance to radiant damage, and deal half your next turn.
damage event to targets immune to radiant
damage. “This hidden power, this energy within me… it’s
too much, too much to bear. This accursed light!
SECRETS OF THE INNER RADIANCE My companion, that good-for-nothing ranger,
When you reach 10th level, you are immune to said it was my fault he was bald, that his pet
poison and disease, and when you cast a spell could tolerate space radiation but he could not.
that deals radiant damage, you can add your Bah. Blathering nonsense.
And yet now that I am alone I miss him, I miss

them all.
They say they couldn’t, and wouldn’t, follow
me through the Cursed Cave of Unseen Light.
I called them cowards, they called me a
delusional fool, and we parted with so much
hate and contempt...
… how I miss their company now! Now that
I’m here, now that I have reached my
destination, now that I am alone with my
long-sought treasure. The Disk of Power, I
feel it buzzing with my neck hair, I could
almost see it shine with the Unseen Light
that fills the whole cave.
It’s heavy, heavier than it looks, and bright,
brighter than the finest steel. A simple
carving digs through its face, the carving of
a small circle surrounded by three small
crowns.
The Disk of Power, the Source of Unseen
Light is mine now! Now I am the Arch-
Druid…
… if only I could get out of this blasted cave!”

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FIGHTER

The fighter is one of those classes whose fighting styles. This new update, however, also
existing archetypes are already broad enough to includes a few brand new martial archetypes
cover different character ideas. Hence I initially designed to offer new interesting combat
offered only a minor variant and some extra experience, as well as a new fighting style.

VARIANT MARTIAL ARCHETYPE: ELDRITCH DRAGOON

This simple variant of the eldritch knight is choice, two of which you must choose from the
good to represent a fighter that discovers (or abjuration and evocation spells on the sorcerer
finally decides to accept) that magic flows in spell list. The Spell Known column of the
their bloodline. Rather than study it as a wizard, Eldritch Knight Spellcasting table shows when
they awaken it from their own blood and soul as you learn more sorcerer spells of 1st level of
a sorcerer does. higher. Each of these spells must be an
Thus they uses all the eldritch knight class abjuration or evocation spell of your choice, and
features, with the following exceptions. must be of a level for which you have spell slots.

SPELLCASTING The spells you learn at 8th, 14th, and
When you reach 3rd level, you augment your 20th level can come from any school of magic.
martial prowess with the ability to cast spells.
See chapter 10 for the general rules of Whenever you gain a level in this class,
spellcasting and chapter 11 for the sorcerer you can replace one of the sorcerer spells you
spell list. know with another spell of your choice from the
sorcerer spell list. The new spell must be of a
Cantrips. You learn two cantrips of your level for which you have spell slots, and it must
choice from the sorcerer spell list. You learn an be an abjuration or evocation spell, unless
additional sorcerer cantrip of your choice at you’re replacing the spell you gained at 3rd, 8th,
10th level. 14th, or 20th level from any school of magic.

Spell Slots. Your spells slot work exactly Spellcasting Ability. Charisma is your
as those of a normal eldritch knight. spellcasting ability for your sorcerer spells,
since you draw from your own soul the power
Spells Known of 1st-level and Higher. to cast them. You use your Charisma whenever
You know three 1st-level sorcerer spells of your a spell refers to your spellcasting ability. In

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addition, you use your Charisma modifier when Spell save DC = 8 + your proficiency bonus + your
setting the saving throw DC for a sorcerer spell Charisma modifier
you cast and when making an attack roll with
one. Spell attack modifier = your proficiency bonus +
your Charisma modifier

FIGHTING STYLE OPTIONS

When you choose a fighting style, the following shield-wielding
styles are added to the list of available options. When you are wielding a shield, you can wield a
You can’t take a Fighting Style option more than weapon with the other hand ignoring the two-
once, even if you later get to choose again, but handed property.
you can take and combine different Fighting
Styles. vengeful strikes
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.

NEW MARTIAL ARCHETYPES

JUGGERNAUT as one size larger when determining your
carrying capacity and the weight you can push,
A Juggernaut is an unstoppable, overwhelming drag, or lift. Juggernauts are notorious for the
force whose advance cannot be halted nor ease they move with even while wearing
resisted, and this is the better word to describe cumbersome looking armor.
some fighters. Juggernauts relentlessly charge
into melee, shaking off enemy attacks before FEROCIOUS TACKLE
showing their martial superiority in a deadly At 7th level, you always maintain a momentum
display of force. And, as many veterans would that burst into a reckless charge whenever you
say, few things are more fearsome than a enter combat. You have advantage on initiative
charging bulwark about to cleave you in two. rolls. Additionally, if you are surprised at the
beginning of combat and aren’t incapacitated,
LIVING BULWARK you can act normally on your first turn, but only
Beginning when you choose this archetype at if you move at least 10 feet in a straight line
3rd level, when you use your Second Wind before doing anything else on that turn.
feature you also gain resistance to all damage
until the start of your next turn. RELENTLESS BULK
By 10th level, even to stop your advance
UNBURDENED becomes a difficult task. At the start of your first
Starting at 3rd level, your speed is never turn of each combat, or when you reduce a
reduced by wearing heavy armor, and you count creature to 0 hit points, you can take the Dash

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action as a bonus action. If you take this action, the unarmed warrior’s demise. The archetypal
opportunity attacks provoked by you are made pugilist is a fighter that constantly trains in
with disadvantage until the end of your turn. order to reach the peak of physical condition,
You simply can’t be stopped. learning how to deliver ferocious unarmed
blows as strong as a maul: armor and shield
RECKLESS CHARGE become complementary to their strikes and
Starting at 15th level, you can trample your pins, and the resulting fighting style is, if not too
enemies like a living engine of destruction. elegant, quite efficient.
If you move at least 10 feet in a straight line
before attacking a creature in melee and you hit BONUS PROFICIENCY
it with the attack, the target must succeed on a When you choose this archetype at 3rd level,
Strength saving throw or be knocked prone. The your gain proficiency with the Athletic skill. If
DC for this saving throw is equal to 8 + your you are already proficient in Athletic, you gain
proficiency bonus + your Strength modifier, and proficiency in one of the two following skills:
you can use this feature only once on each of Acrobatics and Insight.
your turns.
EXPERT BRAWLER
MIGHTIER THAN DEATH Starting at 3rd level, your unarmed strike uses a
When you reach 18th level, even death isn’t d4 for damage, or a d6 if you are wearing an
strong enough to hold you. If you take
damage that reduces you to 0 hit points
and doesn’t kill you outright, you can use
your reaction to delay falling unconscious,
and you can immediately take an extra
turn, interrupting the current turn. While
you have 0 hit points during that extra
turn, taking damage causes death saving
throw failures as normal, and three death
saving throw failures can still kill you.
When the extra turn ends, you fall
unconscious if you still have 0 hit points.

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

PUGILIST

Every proper fighter learns the basics of
unarmed combat, but combatants across
the worlds of course prefer to focus on
armed training, as weapons are far more
efficient and deadlier than fists and kicks.
Only through rigorous training a warrior
could become so adept at unarmed
fighting that their jabs could compete
with sword and pikes without resulting in

91

armor. This damage increases to 1d6, or 1d8 if UNCANNY DODGE
you are wearing armor, at 10th level, and to At 15th level, when an attacker that you can see
1d10, or 1d12 if you are wearing armor, at 18th hits you with an attack, you can use your
level. You can also treat your unarmed strikes reaction to halve the attack’s damage against
as a melee weapon with the finesse or heavy you.
property.
A THOUSAND JABS
UNARMED RIPOSTE Starting at 18th level, you can strike with
Also starting at 3rd level, when a creature virtually every part of your body, and you are
within 5 feet of you hits or misses you with an trained to do so as a split second response. In
attack, you can use your reaction to combat, you get a special reaction that you can
immediately make an unarmed attack or a take once on every creature’s turn, except your
grapple against that creature immediately after turn. You can use this special reaction only to
its attack, provided that you can see the target. make an unarmed strike as an opportunity
attack, and you can’t use it on the same turn
PRETERNATURAL ATHLETE that you take your normal reaction.
By 7th level, your whole body is a
formidable, flexible weapon. Your
unarmed strikes count as magical for
the purpose of overcoming resistance
and immunity to nonmagical attacks
and damage, and you gain proficiency
in Dexterity saving throws.

PINCHING PAIN
At 10th level you learn to strike
where it really hurts. When you hit a
creature with an unarmed attack, that
creature has disadvantage on the next
attack it makes against you before the
end of your next turn.

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MONK

The monk is a very peculiar class, characterized possible to devise new monastic traditions that
mainly by an unarmed fighting style and by an focus on one single aspect of this broad
Orientalist(ish) flavor. Given these premises, it’s inspiration.

NEW MONASTIC TRADITIONS

WAY OF MERCY Once you reach 5th level in the monk
class, you can spend additional ki points to
The Way of Mercy originated from the Way of increase the level of your spells. The spell's level
the Open Hand when a powerful master decided increases by 1 for each additional ki point you
to devote his great and quite deadly skills to a spend. The maximum of ki points you can spend
higher purpose, foregoing all the violence in in the same spell is 3 at 5th level, and raises to 4
order to shape a new art, a monastic tradition at 9th level, to 5 at 13th level, and to 6 at 17th
focused on healing the sick and cease the level.
suffering.

Monks of the Way of Mercy have great
knowledge of the pressure points in the
humanoid body, and could adapt their art even
to different creatures, but they don't use this
skill as a tool of violence; even when they fight
an enemy, they prefer to avoid any bloodletting,
unless it is strictly necessary. For this reason
they are reverend and beloved by the common
folk, as true beacons of light in a cruel world.

PRESSURE POINTS SECRET PRESSURE POINTS
As you reach 6th level, your mastery of pressure
Starting when you choose this tradition at 3rd points increases and you master the ability to
level, you master the basics of the healing touch the secret points to disable and submit
techniques based on pressure points, and you your enemies without having to harm them. As
know exactly which body parts you have to an action, you can spend 4 ki points to cast hold
touch in order to channel the ki into powerful person or bestow curse as a spell that requires
spell-like effects.
If you don't already know it you gain the spare 93
the dying cantrip. Furthermore, as an action you
can spend 2 ki points to cast cure wounds (cast
as a 2th level spell), enhance ability, lesser
restoration, or protection from poison as a spell
that requires no material nor verbal
components but works only at touch against a
single target.

Wisdom is your spellcasting ability for
these spells, and the saving throw DC for them
equals 8 + your Wisdom modifier + your
proficiency bonus.

no material nor verbal components but works saints and masters of the past, they become
only at touch against a single target. Enlightened themselves.
As noted before, Wisdom is your spellcasting
ability for these spells, the saving throw DC for TRUE REVELATION
them equals 8 + your Wisdom modifier + your Starting when you choose this tradition at 3rd
proficiency bonus, and you can increase their level, you attain the first glimpses of a
level by spending additional ki points. revelation that encompasses every other,
granting you the capability to channel your ki in
TRANQUILITY order to understand for a short time single
Beginning at 11th level, you can enter a special fragments of lore that you normally don't
meditation that surrounds you with an aura of possess. As a bonus action, you can spend 1 ki
peace. At the end of a long rest, you gain the point and choose a language or tool, or 2 ki
effect of a sanctuary spell that lasts until the points and choose a skill; for 10 minutes, you
start of your next long rest (the spell can end have proficiency with the chosen skill or tool, or
early as normal). The saving throw DC for the you are able to speak, read and understand the
spell equals 8 + your Wisdom modifier + your chosen language.
proficiency bonus.
SHARED ENLIGHTENMENT
MASTERY OF PRESSURE POINTS As you reach 6th level, you have learned how to
By 17 level, you have mastered the fine art of share with others fragments of the revelation
pressure points, and you can heal every that enlightens your spirit, uttering words of
wound, ease any suffering, or halt every wisdom that grant a single, unparalleled
enemy in its tracks with a mere touch of the moment of clarity. To do so, you must spend 3 ki
secret spots of the body. As an action, you can points and use a bonus action to choose one
spend 6 ki points to cast greater restoration or
hold monster as a spell that requires no material
nor verbal components but works only at touch
against a single target.
As noted before, Wisdom is your spellcasting
ability for these spells, and the saving throw DC
for them equals 8 + your Wisdom modifier +
your proficiency bonus.

WAY OF ENLIGHTENMENT

Every monk gains power through meditation
and self perfection, but many traditions see
asceticism as an instrument towards an end,
this end being often the achievement of a
greater martial prowess. The Way of
Enlightenment, however, teaches to consider
meditation its own end, self perfection the only
objective of the true ascetic.

Through stern practices, the followers of
this monastic tradition are capable of achieving
the uttermost secret of existence and, like the

94

creature other than yourself within 60 feet of confront too soon with mysteries too great to
you that can hear you. That creature gains one comprehend. Cosmic Balance requires for Chaos
Enlightenment die, a d6. to countervail Law, for Darkness to countervail
Light, for Oppression to countervail Freedom,
Once within the next 10 minutes, the and to Madness to countervail Discipline. Thus,
creature can roll the die and add the number those monks who deviate from the right path
rolled to one ability check, attack roll, or saving end up as followers of the Way of Madness, a
throw it makes. The creature can wait until after non-tradition properly referred to by many a
it rolls the d20 before deciding to use the master as the Wrong Way.
Enlightenment die, but must decide before the
DM says whether the roll succeeds or fails. Once The Way of Madness, grants access to
the Enlightenment die is rolled, it is lost. A visions of beyond, glimpses of the Far Realm
creature can have only one Enlightenment or whose ever-changing lies, for the follower of
Bardic Inspiration die at a time. this monastic tradition, take the place of the
universal truths once sought. And, where
Your Enlightenment die changes as you madness crawls, twisted powers will soon
gain levels, matching the Martial Arts column of follow.
the Monk table.
FEED ON THEIR LAST BREATH
AURA OF SANCTITY Starting when you choose this tradition at 3rd
Beginning at 11th level, you can enter a special level, you create a bond with dark, insane forces
meditation that surrounds you with an aura of that feed on the suffering of your enemies.
peace. At the end of a long rest, you gain the When you reduce a creature within 5 feet of you
effect of a sanctuary spell that lasts until the to 0 hit points, you can spend 1 ki point (no
start of your next long rest (the spell can end action required) to steal part of its last breath
early as normal). The saving throw DC for the and gain temporary hit points equal to your
spell equals 8 + your Wisdom modifier + your Wisdom modifier + your monk level (minimum
proficiency bonus. of 1 temporary hit point). Furthermore, while
those temporary hit points last, if a creature hits
BRIGHT NIMBUS OF THE you with a melee attack, you can use your
reaction to deal cold damage equal to your
ENLIGHTENED Wisdom modifier to the creature.
At 17th level, you are capable of manifesting
externally your inner enlightenment as a BEACON OF MADNESS
radiant nimbus, the true sign of your superior At 6th level, you gain the ability to act, for a
stature. You shed bright light in a 30-foot radius brief moment, as a conduit for the absolute
and dim light for an additional 30 feet. You can insanity of the Far Realm to manifest. As an
extinguish or restore the light as a bonus action. action, you can spend 2 ki points to force each
creature within 30 feet of you that can see you
If a creature hits you with a melee attack to succeed on a Wisdom saving throw against
while this light shines, you can use your DC equals 8 + your Wisdom modifier + your
reaction to deal radiant damage to the creature. proficiency bonus or be confused, as by the
The radiant damage equals your Wisdom confusion spell, until the end of your next turn.
modifier + half your monk level.
DEATH IS A LIE
WAY OF MADNESS Beginning at 11th level, when you are reduced
to 0 hit points, you can expend 1 ki point (no
Among the monks, there are those who lost
their way, entrapped within the turmoil of a 95
mind whose discipline crumbled when trying to

action required) to have 1 hit point instead. The Friendly Reminder: Effects of Confusion
claws of death can no longer touch you, as your A confused creature can't take reactions and must
true essence is linked to something that goes roll a d10 at the start of each of its turns to
beyond the mortal plane. determine its behavior for that turn.
Result of 1. The creature uses all its movement to
SUMMON THE CRAWLING DARKNESS move in a random direction. To determine the
At 17th level, you are capable of opening a direction, roll a d8 and assign a direction to each die
direct pathway with the contorting, tentacular face. The creature doesn't take an action this turn.
madness of the Far Realm. As an action, you can Result of 2-6. The creature doesn't move or take
spend 6 ki points to cast Evard’s black tentacles actions this turn.
as a spell that requires no material components. Result of 7-8. The creature uses its action to make a
The saving throw DC for the spell equals 8 + melee attack against a randomly determined
your Wisdom modifier + your proficiency creature within its reach. If there is no creature
bonus. within its reach, the creature does nothing this turn.
Result of 9-10. The creature can act and move
normally.

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PALADIN

In 5th edition, we finally have the paladin as a Oathbreaker, a blasphemer that set aside any
full-fledged class, free from any alignment former devotion to any gods: evil deities grant
attachment: if a paladin is the champion of a to their champions the same power as the good
god, and every god can bestow its power upon a one do. And this is inconsistent at best.
mortal, then even the non-lawful, non-good
deities should be able to do so. However, when Hence come the following oaths, aimed
it comes to player options, we have for now only at granting new interesting options that explore
a few “not so pure but still good” oaths, and the different paladin concepts, be it a humanist
only clearly evil paladin option makes it an champion, a ruthless reaver or the protector of
a certain temple.

FIGHTING STYLE OPTION

When you choose a fighting style, the following a melee weapon attack, you can use your
style is added to the list of options. reaction to inflict damage equal to your
proficiency bonus to the attacking creature. The
vengeful strikes damage is of the type inflicted by the weapon
When you are wielding a melee weapon, and a you are wielding.
creature you can see within 5 feet hits you with

NEW SACRED OATHS

OATH OF APOCALYPSE TENETS OF APOCALYPSE

Paladins of the Oath of Apocalypse are not the Although the vows, as well as the precise
usual champions in a shiny armor, and their objective of the Oath of Apocalypse may vary,
coming is not echoed by cries of joy. For these paladins of this oath usually share these tenets.
paladins swore an oath to be the warriors of the Some orders and some deities, of course, put
ultimate battle, the champions of Doomsday, more or less emphasis in one or more tenet.
and to act in the meantime as the harbingers of
the incoming Apocalypse. Often called black – Crush, Kill, Destroy. You are not a
and bleak – knights, doom knights, or even grim protector nor a defender, you are an agent of
reavers, they bring death and destruction in incoming doom, and doom comes for us all. You
their wake, but are nevertheless powerful allies don't create, you don't protect, you deal in
when a hard battle must be fought; however, destruction.
their allies must be wary, for the bleak knights
will not hesitate to raise their sword against Burn to the Ground. Even the gods are
their former comrades, according to the whims slayed by the Fate, so why should you spare the
of their gods, the – often evil – immortal lords of mortals? Every institution, every civilization,
Apocalypse that always fight the Eternal every creatures is doomed. You execute the
Struggle to hasten the end of the Mortal World. sentence of Fate.
And yet Apocalypse and utter destruction are
necessary for rebirth and renewal to sprout. Feel No Hate. You are not an avenger.
You are an agent of doom not because you enjoy
pointless destruction, but because this is your
duty. Harbor no harsh feelings for those you kill.

Nihilism. Everything will wither,
everyone will die. Don't feel attachment, don't

97

develop any bonds, for you, as well as those you with the power of entropy, using your Channel
hold dear, will sooner than later die. Divinity. For 1 minute, you add your Charisma
modifier to attack rolls made with that weapon
Retribution. You reap what you sow. (with a minimum of +1). The weapon also sheds
The ultimate doom will be merciless to those a quivering red radiance, and emits bright light
who showed no mercy. in a 20-foot radius and dim light 20 feet beyond
that. If the weapons is not already magical, it
OATH SPELLS becomes magical for the duration.
You gain oath spells at the paladin levels listed.
You can end this effect on your turn as a
OATH OF APOCALYPSE SPELLS part of any other action. If you are no longer
Paladin Level Spells holding or carrying this weapon, or if you fall
unconscious, this effect ends.
3rd bane, inflict wounds
5th cloud of daggers, spiritual weapon I Spell Doom. As an action, you channel
9th animate dead, call lightning the essence of doom, death and destruction to
13th blight, phantasmal killer compel your enemies to fight on. Each creature
17th flame strike, destructive smite of your choice that you can see within 30 feet of
you must make a Wisdom saving throw. On a
CHANNEL DIVINITY failed save, the target can't willingly move more
When you take this oath at 3rd level, you gain than 30 feet away from you. This effect ends on
the following Channel Divinity options. the creature if you are incapacitated or die or if
the creature is moved more than 30 feet away
Instrument of Death. As an action, you from you.
can imbue one weapon that you are holding

98

AURA OF DESTRUCTION dreams of equilibrium away. For the Cosmic
Starting at 7th level, you and every creature Balance to triumph Evil and Ruin must be kept
within 10 feet of you, friend or foe, gain a bonus on check, but the same is true for Good and Life.
to melee weapon damage rolls equal to your Chaos and Law are two faces of the same medal,
Charisma modifier (minimum of +1). A creature but every cosmic force tries to unsettle the
can benefit from this feature from only one precarious arms of the Cosmic Balance to its
paladin at a time. favor. To be a champion of balance is a perilous
call, but to swore the oath of Balance, to
At 18th level, the range of this aura proclaim oneself a full-fledged Knight of the
increases to 30 feet. Balance and serve Its cause along with a
compass of moral decency, is to embrace
UNYIELDING WARRIOR perhaps the hardest of lives. The mission of a
Starting at 15th level, when you are reduced to Knight of the Balance is never over, for the
0 hit points and are not killed outright, you can Multiverse is endless and eternal, and the
choose to drop to 1 hit point instead. Once you schemes of opposing cosmic forces never stop.
use this ability, you can't use it again until you
finish a long rest. TENETS OF BALANCE
Very few deity officially encourage the birth of
Additionally, you suffer none of the an order of paladins sworn to the oath of
drawbacks of old age, and if you are resurrected Balance, as the gods themselves are among the
through magic you suffer none of the penalties cosmic forces that struggle to win the Eternal
associated with raise dead, resurrection and Game of the Multiverse. Hence there isn’t any
similar spells. formal order for a Knight of the Balance to join,
and this constitutes a personal call, one
THE ULTIMATE BATTLE answered by every singular champion in their
At 20th level, you gain the ability to act as a true own ways and with their own precepts.
beacon of Apocalypse, the catalyst of the Nevertheless, most paladins swore to this oath
ultimate battle that will consume the world, an usually honor the following tenets.
unstoppable machine of destruction that leads
the harbingers of doom. You can use your action Protect the Mortals. Act in such a way
to gain the following benefits for 1 hour: that you treat mortals, whether in your own
person or in the person of any other, never
• You have resistance to bludgeoning, merely as a means to an end, but always at the
piercing, and slashing damage from nonmagical same time as an end.
weapons.
Restore the Balance. Whenever the
• Your allies have advantage on death Balance is throw off, fight without malice nor
saving throws while within 30 feet of you. hate against the forces that keep it unbalanced,
whoever may they be. Unchecked God is
• You have advantage on Constitution dangerous as much as unchecked Evil.
saving throws, as do your allies within 30 feet of
you. Maintain the Balance. Whenever the
This effect ends if you are incapacitated or die. Balance is still, keep it that way. Know that
Once you use this feature, you can't use it again Balance is the dynamic effort of opposing forces
until you finish a long rest. kept in check, and treasure every moment of
stillness, albeit brief.
OATH OF BALANCE
Destroy the Balance. Should the cause
Balance is, to put it simple, a flickering thing, an of Balance became an excuse, a mere pretext to
ephemeral ideal that could only be momentarily pretext to force one’s will above the others, or
achieved before the next swing of fate tosses all even one of the Cosmic Forces themselves, with

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no regard of the living beings that inhabit the VETERAN OF A THOUSAND MAGIC
Multiverse, destroy the corrupted Balance so WARS
that a new, better one could be established. Beginning at 7th level, you and friendly
creatures within 10 feet of you have resistance
OATH SPELLS to damage from spells.
You gain oath spells at the paladin levels listed.
At 18th level, the range of this aura
OATH OF BALANCE SPELLS increases to 30 feet.
Paladin Level Spells
PURITY OF BALANCE
3rd comprehend languages, detect evil and Starting at 15th level, you are always under the
good effects of a protection from evil and good spell.

5th moonbeam, zone of truth WARRIOR AT THE EDGE OF TIME
At 20th level, you can albeit briefly embrace
9th magic circle, nondetection your true nature as a Knight of the Balance, an
Eternal Champion that awaits for the ultimate
13th banishment, freedom of movement

17th dispel evil and god, teleportation circle

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

A Thousand Memories. You can use
your Channel Divinity to invoke the wisdom
of the previous Knight of Balance and tap
into their knowledge. As an action, you
choose one skill or toll. For 10 minutes, you
have proficiency with the chosen skill or
tool. You could instead choose a language
whom you will be able to speak, read, and
write for the next 10 minutes.

Suffer the Tilt. You can use your
Channel Divinity to make those that would
tilt the Balance suffer the consequences of
their actions. Immediately after an attacker
within 30 feet of you deals damage with an
attack against a creature other than you
within the same range, you can use your
reaction to force the attacker to make a
Wisdom saving throw. On a failed save, the
attacked creature regains hit points equal to
half the damage received, and the attacker
takes force damage equal to half the damage
it just dealt. On a successful save, the
attacked creature regains hit points equal to
half the damage received, but the attacker
suffers no ill effects.

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