THEELEMENTSANDBEYOND A D&D UNLEASHED COMPENDIUM ART CREDITS (PAGES 245-246) The credits for artwork on the cover and each page can be found at the end of the compendium, on pages 245-246. This compendium was made with the help of the Homebrewery, Paint.NET, and the guides found on /r/homebrewery. THEELEMENTSANDBEYOND BY BENEVOLENT EVIL FANMADE HOMEBREW D&D UNLEASHED (vl.O) 1
TABLE OF CONTENTS Introduction .................................................................... 3 Feats Using This Compendium ....................................... 3 Spellcasting Feats ................................................. 62 CH. 1: CHARACTER OPTIONS ............................. 4 New Racial Feats ................................................... 65 Races ................................................................................ 5 Corvian ....................................................................... 6 Crystalkin ................................................................... 9 Deepling ................................................................... 13 Optional Rule: Duplicate Speeds ................. 16 Fairy .......................................................................... 17 CH. 2: SPELLS .......................................................... 67 Spell Lists ............................................................... 68 Spell Descriptions ................................................. 71 Optional Spell Revisions ................................... 108 Spell Variants ....................................................... 109 Specialization Spell Lists .................................. 126 Optional Rule for Rogues .............................. 18 CH. 3: DUNGEON MASTER'S CHEST .......... 129 Optional Rules for Tiny Characters ............ 19 Dwarf Subraces ..................................................... 21 Elf Subraces ........................................................... 23 Halfling Subraces .................................................. 25 Genasi Subraces .................................................... 26 Optional Genasi Revisions ............................ 27 Monsters Stat Blocks by Type ............................................ 130 Awakened Plants ................................................. 131 Celestials ............................................................... 134 Elemental Spirits ................................................ 138 Giants ..................................................................... 148 Backgrounds ................................................................ 28 Golem Armors ..................................................... 154 Subclasses .................................................................... 30 Barbarian Path of the Quake Bringer ............................. 31 Path of the Sky Caller ..................................... 32 Path of the Verdant Warden .......................... 33 Hags ....................................................................... 157 Hybrid Elementals .............................................. 161 Primal Spirit Avatars .......................................... 183 Spiders .................................................................. 205 Treants ................................................................... 210 Bard Monster Customization Options College ofJourneys .......................................... 34 Weakness .............................................................. 214 Cleric Environmental Adaptations .............................. 214 Mountain Domain ........................................... 35 Special Flaw Traits ............................................. 215 Sea Domain ...................................................... 36 Alternate Monster Spells ................................... 216 Travel Domain .................................................. 37 Winter Domain ................................................ 38 Magic ltems ............................................................... 218 Druid Circle of Seeds ................................................. 39 Circle of Storms .............................................. 40 Appendix A - New Rules & Conditions Multiple Creature Types .................................... 226 New Conditions ................................................... 226 New Circle of the Land Options .................. .41 Fighter Flame Dancer ................................................... 42 Wind Knight ..................................................... 43 Poison Vulnerability ............................................ 227 Spell Prowess ...................................................... 227 Spell Specialization Lists .................................. 227 Weakness .............................................................. 227 Monk Way of the Flying Fist .................................... .44 Appendix B - Spell Lists by Class Paladin Aeromancy Spell Lists ....................................... 228 Oath of Dynamism ......................................... .45 Geomancy Spell Lists ........................................ 230 Oath of Purification ....................................... .46 Hydromancy Spell Lists ..................................... 232 Ranger Pyromancy Spell Lists ....................................... 234 Fire Keeper ....................................................... 48 Elemancy Spell Lists .......................................... 236 Mariner .............................................................. 49 Rogue Aerialist ............................................................. 50 Sorcerer Appendix C - Bonus Spell Lists Sorcerer Origin Spells ....................................... 238 Spell List Replacements .................................... 239 Cosmic Affinity ................................................. 51 Appendix D - Creatures By Environment Green Thumb ................................................... 53 New Creatures by Environment ...................... 240 Elementalism ................................................... 55 New Environment Lists ..................................... 242 Warlock The Dragon ....................................................... 57 Appendix E - Creatures By Challenge .............. 244 New Eldritch Invocations .............................. 59 Art Credits ................................................................. 245 TABLE OF CONTENTS 2 D&D UNLEASHED (vl.O) FANMADE HOMEBREW THE ELEMENTS AND BEYOND
INTRODUCTION cross the multiverse, the primordial forces of creation call out to be wielded by heroes and villains. These energies take shape as the many planes that adventurers journey through, from the Material Plane and its neighbor the Feywild, to the Elemental Planes, the Outer Planes, and beyond that. Such variety of magic forms the basis of this collection. As the first compendium for D&D Unleashed, a fanmade homebrew expansion for D&D, The Elements & Beyond provides a variety of new options for the game. The four elements of water, earth, fire, and air, in combination with acid, thunder, lightning, frost, flora, fauna, light, life, and even the power of transportation itself: all these things can be found inside this collection. USING THIS COMPENDIUM Written for both players and Dungeon Masters, this book offers options to enhance campaigns in any world, whether you're playing in an official setting or a world of your own design. The options here are fanmade and homebrewed, but they still build on the official rules contained within the Player's Handbook, the Monster Manual, the Dungeon Master's Guide, and Xanathar's Guide to Everything (aka "XGE"} Chapter 1 presents character options that expand on those offered in the Player's Handbook and the other official sources. Chapter 2 provides new spells for both player characters and spellcasting monsters to utilize. Chapter 3 is a toolkit for the DM that provides new resources for running the game and designing adventures, all of it building on the official Monster Manual and the Dungeon Master's Guide. Appendix A presents the rules for any new mechanics introduced in this compendium, including two new conditions. Appendix B gives spell specialization lists for the new feats, divided by class. Appendix C provides a set of spell lists that can be used for monsters, as origin spells for sorcerers, and as replacements for spells that this document references from Xanathar's Guide to Everything and Tasha's Cauldron of Everything, for the groups that don't have access to those books. Finally, Appendices D and E list all the new monsters. We hope you enjoy The Elements & Beyond! REFERENCING THIS COMPENDIUM If you wish to reference the material in this compendium in another document or compendium that you are constructing, go ahead! Just make sure you clearly direct those who are curious to the original source. You can even reuse the material for your own purposes as long as you provide a reference to the original compendium and D&D Unleashed. DISCLAIMER: PLEASE READ THIS NOTICE This content does not in any way represent Wizards of the Coast. This content is completely free and fan-made, and is intended to follow the official Fan Content Policy. Both Dungeons and Dragons and D&D are copyright of Wizards of the Coast. Remember to support them too! If you paid money for this, someone scammed you. You can find the original for free, along with previews of more homebrew content at www.dndunleashed.com. INTRODUCTION THEELEMENTSANDBEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O) 3
CHAPTER ONE - CHARACTER OPTIONS uesting over the horizon and across the planes, most adventurers learn quickly that the world is truly full of all kinds of heroes, villains, and of course, adventurers like them. The characters that players bring to a D&D campaign are no exception. Players' ideas and concepts for characters, just like the worlds of D&D, are nearly infinitely varied To help build those characters in a way that feels appropriate, there are a variety of new options presented in this chapter for D&D characters. This chapter has the following sections. They're listed in the same order as they appear in the chapter. Races. This section provides new character races that represent the farthest primordial reaches of the D&D multiverse. They supplement the options in the Player's Handbook and are more rare in the worlds of D&D than the races and subraces in that book are. Backgrounds. This section has new backgrounds for campaigns that use them. Backgrounds are detailed in chapter 4 of the Player's Handbook. These backgrounds are intended to pair well with many of the new races and subraces found in this chapter. Subclasses. This section contains new subclasses for many of the classes in the Player's Handbook. Every class offers a character-defining choice at 1st, 2nd, or 3rd level that unlocks a series of special features, not available to the class as a whole. That choice is called a subclass. Each class has a collective term that describes its subclasses; in the fighter, for instance, the subclasses are called martial archetypes, and in the paladin, they're called sacred oaths. New subclasses offer novel ways to build a character while using a familiar class. Feats. This section has a variety of new feats: magic specialization feats, which allow spellcasters to focus on a specific style of magic to gain thematic bonuses, such as hydromancy or shield magic, and racial feats for the new races from this chapter, which offer ways to delve deeper into a character's racial identity.
RACES ,,..._.liiiii~ he worlds of fantasy are often known for their exotic variety of magicaL primaL and elemental races, from the simple flame dwarf to the more elaborate subraces of mystical elves, and even to the animal-like races, such as towering bird-people and tiny rodent-people. There are boneless people that live beneath the ocean waves, crystal people from beyond the stars, and even tiny fairies flying about their hidden forest and jungle homes. To help fill out these concepts, this section presents new character races and subraces that represent the farthest primordial reaches of the D&D multiverse. They supplement the options in the Player's Handbook and are more rare in the worlds of D&D than the races and subraces in that book are. Not every setting, world, or timeline will contain all the races and subraces detailed in this section. Some worlds will have none at alL and yet others may be relatively full of these racial options. If you're a player, consult with your DM before using any of the races or subraces here. Many DMs like to consider the implications for their world before adding a new race. Your DM may say yes or no to you using a race or may modify it in some way. The following races and subraces are detailed in this section: Corvians are a race of raven-like avians with decrepit bodies and perfect memories. Keeping lore, secrets, and grudges, they listen to an eerie, silent wind Crystalkin are living shards of the Mother CrystaL an alien entity floating in the Astral Plane. Ageless and inquisitive, they are either shardminds or glasshearts. Deeplings are an octopus-like aquatic people with skin that can camouflage. All deeplings are born orphans, learning of the lonely world with their keen intellect. Fairies are tiny fey that fly, like pixies and sprites. They live in secret wilderness communities and are imbued with an innate magic that makes them sought after. Ember Dwarves, often mistaken for half-azer, are a race of nimble dwarves infused from birth with fire. Stone Dwarves are one of the oldest forms of dwarf, with bodies made of living stone instead of normal flesh. They have been regarded largely as a myth. Tundra Dwarves are hardy dwarven inhabitants of the icy wastes, living in strongholds or nomadic tribes. Bright Elves are an ancient form of elf infused with divine light. Their societies value law and order and view bright elves as the epitome of elvenkind Green Elves can be found among the hidden groves of the world, living off sunlight as peaceful wilderness communes in near-harmony with nature. Thimble Elves are an elusive form of tiny elves. They have traits common to tiny beasts, like rodents or bugs, and live in hidden villages or dusty cupboards. Jungle Halflings live in isolated tribes deep in distant jungles, living and hunting in the branches. River Halflings travel their ancestral waterways on communal rafts and barges. Ash, Ice, Slime, and Storm Genasi are dual-element genasi born to a very rare mixed elemental lineage. If you're the DM, including any of these races in your campaign is an opportunity to shape your world as you see fit. You can decide the roles taken by the races that you include, and choose which races fit your vision or not. You can decide that a peace-loving race is actually warfaring, or that a particular race was created by a magical experiment and has only existed for a short few decades, or anything else you choose. Remember that you can include a race in your world without allowing it for player characters, and you can allow a player character to use a set of racial statistics without including the race as a population in your world, as an anomalous individual with special circumstances. CHAPTER ONE I CHARACTER OPTIONS THEELEMENTSANDBEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O) 5
6 CORVIAN "THE SKEKSIS, WITH THEIR HARD AND TWISTED BODIES, their harsh and twisted wills. For a thousand years they have ruled, yet now there are only ten. A dying race, ruled by a dying emperor, imprisoned within themselves in a dying land" - The Dark Crystal, 1982 Lurking in the shadows and listening to the enigmatic "Dread Wind" that only they can hear, the corvians are a race of avian humanoids with nearly perfect memories and a penchant for paranoia and grudge-keeping. Trust is not seen as a virtue to corvians, but a weakness. Corvians prefer to keep secrets, especially their true names, and their society itself values the keeping of history and historical secrets, whether they be artifacts of power or long-lost arcane rituals. Though most of them appear fraiL brittle, and elderly, they are surprisingly durable, and they are rarely actually as elderly as they appear to be to outsiders. Although most corvians are wary of other races and cultures, finding the idea of setting out in an unfamiliar world to be panic-inducing, a variety of reasons can still drive some to adventure. Some are compelled to seek out the target of a potent grudge and avenge the offense once and for alL and start forming new grudges as they adventure that must also be avenged Others are pushed from their safe hiding places by debt, danger, or sheer curiosity out into the world ORIGINS: BETRAYALS AND CURSES In some worlds, the race of corvians were once a faction of kenku who were against the betrayal of their master. Fearful of their master's wrath, they sought protection by betraying their fellow kenku and warning their master of the plot, helping to seal the fate of the kenku race. Their vengeful master was partially mollified by their loyalty, but in wrath still saw them as kenku and cursed them with a lesser curse. The corvians kept their voice and their wings, but both their minds and bodies became twisted and warped They too were cast out by the master not long after the kenku, and they have never forgotten how little "trust" is worth. In other worlds, each corvian was born an aarakocra, and through fate or circumstance became corrupted by dark magic, twisting their wings and arms together, among other bodily changes. These corvians band together in dark spires of their own construction that lurk in the shadows beneath the cloud-cities of their former cousins, growing bitter and paranoid, plotting among themselves ways to retake what they believe they are rightfully owed - what was taken from them by those who still fly in the sunlight. And there are also worlds where corvians were a race of divine servants for the Raven Queen long ago, flying from her domain to the planes beyond on the Dread CHAPTER ONE I CHARACTER OPTIONS Wind to deliver the messages of death herself. But the Raven Queen's enemies arranged to frame her loyal messengers as traitors. When the ruse was successfuL the goddess of death, in her rage, banished the corvians to the Material Plane, twisting their bodies and casting them down from the sky to walk upon the ground These corvians have never forgotten their betrayaL and believe that the Lady Death is ready to finish her judgment and strike them dead at any moment. DECREPIT AVIANS At first glance, a corvian appears to be a warped combination of a kenku and an aarakocra. The ta!L lanky birdpeople most closely resemble crows and ravens, but they often have crooked spines, cracked beaks, missing feathers, and other signs of age. Adult corvians have only a few years before these signs of apparent age take hold, meaning that even corvians in the prime of their life often look ancient and elderly to other races. Corvians can usually distinguish true elders of their own race from the younger members with ease, but other races often struggle to do so. Corvians do not have separate wings like aarakocra do. Instead, their wings have fused with their long arms, hanging off the upper limbs like a short cloak. Their hands and feet are tipped with razor-sharp talons, and their beaks are long and hooked slightly downward like a vulture's beak. Corvians have black feathers with a blue or purple sheen, and their eyes are blue, yellow, red, or sometimes entirely black. Their skin, which can often be seen under the patches of missing feathers, is usually a pale pink or purple. D&D UNLEASHED (vl.O) FANMADE HOMEBREW THE ELEMENTS AND BEYOND
THE DREAD WIND If you see a corvian crane their head to one side and listen at nothing in particular, then bristle with a new emotion such as fear or confidence, that corvian was likely listening to a force they call the Dread Wind It is a spectral wind that blows not through air, but through the dreams and fears of living things - that is at least according to the corvian philosophers, who are divided upon its true origin or purpose in the world None can actually do any more than speculate, however. The corvians claim that - for whatever reason - only corvians (and their ancient enemies) can hear the Dread Wind, and that it carries not dust, clouds, or seeds, but intangible things, such as fears, memories, whispers, names, secrets, and other knowledge. Many corvians even believe the Wind can carry dark curses, arcane mysteries, or visions of the future to those who listen carefully and closely. Corvians listen to the Dread Wind largely to stay aware of possible threats to themselves and the things they care about, hoping to hear whispers within the Wind of their adversaries' movements before they are undone. Corvians also fear their own secrets being released upon the Wind for others to hear, and will take great pains to prevent careless exposure. The Wind does not blow within the home of a living creature, so corvians have some safe places to whisper their secrets to only the most trusted of friends. While other races may speculate as to whether the Dread Wind actually exists, and whether these sounds are hallucinations or not, the corvians are certain of the Dread Wind's existence and terrifying importance, and most will stop to listen to it if they can before making any weighty decisions. KEEPERS OF HISTORIES AND GRUDGES Corvians have an impeccable memory. They easily remember details even from decades prior, and they remember images and sounds in perfect clarity, enabling them to quickly memorize entire pages of information with only a few glances. Because of this, corvian society highly values the retention of knowledge, especially of history. Wide areas are dedicated to libraries and museums, and scribes, scholars, and archaeologists are revered as the noblest of vocations. Corvians are fascinated by histories of all kinds, not just of their own race, and so their scholars often seek out knowledge from the great libraries and academies of other societies - yet their paranoia and general wariness of outsiders usually compel them to keep these pilgrimages clandestine. But the keen corvian memory has a darker side. Most corvians are quick to form grudges against those they believe to have slighted them, and commonly take pride in never forgetting these grudges. Even the smallest of offenses can be cataloged in a corvian's memory for decades, ready and waiting for the proper moment to take recompense. Corvians attempt to pay each grudge back in equal measure to the weight of the offense, but corvian morality doesn't always align with that of the other races, especially in regard to the keeping of secrets. Breaking a corvian's trust and sharing even the smallest of a corvian's secrets is one of the worst things you can do to most corvians - even worse than attacking them. Most will never forget or forgive it. Their culture teaches that there is no worse crime.
CORVIAN NAMES Corvian names are usually based on the Aarakocra language, with variations emerging from the corvian histories, and they go by nicknames around other races much like aarakocra do. Unlike aarakocra, however, corvians have a powerful cultural superstition about their true names, fearing that the Dread Wind listens for their names whenever they are not safely within a home, carrying the true names of hapless or reckless corvians to the ears of their ancient enemies to be used against them in foul curses. Because the corvians are so concerned with keeping their true names a secret, they usually go by a nickname that is unrelated to their true name. Of course their true name is often so riddled with bird sounds like shrieks, trills, and clicking that it is unpronounceable by most of the other races anyways. For a corvian, the act of sharing their true name with another person is not only intended as an act of honor and respect, but also an expression of intense trust and friendship. Corvians generally prefer if this act of name disclosure is mutuaL but it is considered extremely uncouth (not to mention unwise) to give one's true name with the expectation of reciprocation. In corvian society, giving away your true name is a gift, not a transaction, and must be done humbly. Corvian Nicknames: Aeraka, AiaL Anzu, Ayuk, Brenn, Errk, Heehk, Hikka, Ikkiri, Ikis, Kirrik, Krorbin, Makli, Nabaza, Oorieak, Quaf, Quierk, Raban, Salleek, Shod, Tek, Terok, Vasko, Zeed, Zok D&D UNLEASHED (vl.O) ,, CORVIAN TRAITS As a corvian, you have the following racial traits: Ability Score Increase. Your Intelligence score increases by 2, and your Charisma score or Dexterity score increases by 1 (your choice} Age. Corvians reach adulthood by age 6 or 7 but have lifespans slightly longer than the average human. Alignment. Corvians favor chaotic alignments, as their culture determines morality by one's goals and outcomes rather than by the methods taken. Corvian culture typically sees trust as a weakness and so they prefer to rely only on themselves, with a few carefully made exceptions for friends. Most are chaotic neutral Size. Corvians are usually 6 to 7 feet tall and between only 100 and 140 lbs. They have spindly and emaciated proportions that often cause them to hunch their back, reducing their apparent height. Your size is Medium. Speed Your base walking speed is 25 feet. Clumsy Flight. You have a flying speed of 15 feet, but at the end of your turn you fall if you are still aloft, unless you can stop the fall To use this speed, you can't be wearing medium or heavy armor. Dark.vision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Memory for Lore. You have proficiency in the History skill Never Forget, Never Forgive. You have a photographic memory, and have no chance of forgetting anything for at least 1 year. You are always able to recognize a face that you have seen before or a voice that you have heard in the past year unless it is disguised, and you have advantage on any saving throws or ability checks made to uncover such disguises. If you saw or heard a creature deal you damage, the memory of their face or their voice lasts forever and can't be erased by magic. Paranoia. You can't be surprised while you are conscious. One Eye Open. You are still entirely aware of your surroundings while you are unconscious and asleep, even when you are put to sleep by magic, and you have advantage on saving throws to resist magical sleep. Talons. You are proficient with your unarmed strikes, which deal ld4 slashing damage on a hit. Languages. You can speak, read, and write Common, Aarakocra, and Auran. As ON6 or:=-r-tt6 Wt-zA'(Zl)S ntA-r-HAs '1?66N -rASKeD Wt-r-H COU,.£C:rtNl=r-r-H6 WO'(2.L.V'S MA~<; l -HAV6 ltJe\/t-rA'l?t...l.{ -HAV -ro ''v6At...11 Wt-r-H -r-H6 C,ofZJ/tNJ A12C-ttMA~~ ALA~ -r-He'-l 12-GM6Ml?612- Al-l- -r-He-t12-SP6L-U:,, 'l?u-r Wtt...t... NO"r s-HA12-G Wt-r-H Ou-rt;tV6ml THE ELEMENTS AND BEYOND
CRYSTALKIN "CRYSTALS ARE LMNG BEINGS AT THE BEGINNING OF CREation. In a crystal we have clear evidence of the existence of a formative life principle, and though we cannot understand the life of a crystaZ it is nonetheless a living being." - Nikola Tesla The people known as crystalkin are humanoids made out of living crystal instead of flesh, originating from the Astral Plane, but closely related to the void of the Far Realm. They are creatures of mind and souL with an innate affinity for psychic or divine energies. Crystalkin do not reproduce; a crystalkin is born when it splits off from the Mother CrystaL a living crystal supermind made of impossible geometries that inhabits the Astral Plane. The Mother Crystal is always splitting off small fragments and regenerating. These fragments are alive - they are the crystalkin. Some crystalkin are fragmented from the Mother Crystal by injury or accident, but most are split from the Mother Crystal intentionally, to fulfill an unknown purpose known only to the Mother Crystal itself. Most crystalkin exist in the Astral Plane, where they split from the Mother Crystal Some crystalkin, however, were flung far to one of the planes, such as the Material Plane, and others intentionally seek these places in their first millennia of life. Crystalkin may adventure to discover the mysterious purpose set out for them by the Mother CrystaL or to eschew such predetermination and search for their own kind of purpose. ORIGINS: THE MOTHER CRYSTAL The true nature of the crystalkin depends on the origins of the Mother Crystal itself, which represents different concepts in different worlds. In some worlds, the Mother Crystal was once an interdimensional bulwark at the border between the Far Realm and the Astral Plane, stopping the intrusion of aberrant invaders like mind flayers, star spawn, and the Elder Evils. This crystal barrier, which was created by the gods and known by such names as the Deep Night's Curtain, the Living Gate, and the Warden of Infinity, was partially destroyed during an ancient, cosmic war. What remained of the bulwark was the Mother CrystaL and it still yearns to regain its former power, retake its former place at the edge of the void, and once again seal off the Far Realm from the universe entirely. In other worlds, an eldritch star deep within the Far Realm died and transformed in death, becoming a void It sank deep into itself and was reborn as a new entity made out of a crystalline substance from beyond reality: the Mother Crystal Its intentions in coming to the Astral Plane are unknown, and even the crystalkin themselves wonder at their true purpose and place in the world And there are worlds where ancient cosmic entities - perhaps old gods or mages of titanic power - combined their magic to create a transcendent archspelL a magic that sought to recreate the universe itself as whatever the casters intended But the magic was imperfect, and the spell instead condensed into a crystalline entity from the Far Realm with its own mind: the Mother Crystal Some say it fled from its creators into the Astral Plane. Others say it was exiled there by those same creators. Whatever the truth, the ones who created it are long forgotten to history. BODIES OF LIVING CRYSTAL A crystalkin appears to be a tall statue of crystal carved roughly into a vaguely humanoid shape - until they move. Their body is made of crystal all the way through, but it has joints and moves as flexibly as if it were made of muscle, bone, and sinew. Crystalkin do not grow or age. If their body is damaged, it will slowly regenerate back to its original form, and almost never with any significant scarring. The crystal of their body is softer than glass, so even though they lack organs or blood, they can be injured and broken more easily than an elemental or construct can be. If a piece of a crystalkin breaks off its body, the piece turns to stone after ld4 days unless it is somehow reconnected to the body by magic. Crystalkin have heads and faces, often with a noselike shape, but they do not have nostrils or mouths, as they do not eat, drink, or breathe. They have eyes made of faintly glowing crystal set into their faces, with dots of focused light that dart around like pupils as they focus on things. This strange light is hidden when they are in darkness, and does not illuminate the crystalkin's surroundings. They do not have ears, but they can hear just as well as the other races. CHAPTER ONE I CHARACTER OPTIONS THEELEMENTSANDBEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O) 9
10 Crystalkin can be small and thin like slivers, with no outgrowths of crystal anywhere upon them altering their smooth humanoid form. Others can be larger, be more jagged, or have outgrowths of especially rough crystals, particularly around the outsides of their joints, such as elbows, knees, hips, or shoulders. Some have larger growths of crystal sprouting out of the tops of their heads, where a human might have hair, but they still do not grow as real hair does. Crystalkin are almost never quite symmetrical across any part of their body, and most find the extreme bodily symmetry among the other races to be at least a bit strange, if not downright creepy. CONNECTED TO THE GREAT BEYOND Though once part of a greater mind, each crystalkin is still nonetheless an individual with a souL mind, and personality of its own. At first, crystalkin still retain a tenuous mental connection, like an invisible thread, with the distant Mother Crystal The majority of these crystalkin, which are called shardminds, stay within the Astral Plane their entire lives. Some eventually find their way to the other planes and live there for a time, seeking a purpose. While they can't speak with the Mother Crystal directly, they can still feel its soothing psychic presence, which helps them center their mind and focus on the world around them. Many of those journey to the Upper Planes, where other ageless crystalkin have built small cities. They spend extended time in the celestial planes, where they are transformed by positive energy into translucent crystalkin called glasshearts, losing their connection to the Mother Crystal but gaining an affinity for celestials and divine magic. Glasshearts are no longer soothed by the Mother CrystaL but the celestial light that they have been infused with soothes them in its place. Some crystalkin become lost in other planes such as the elemental planes, Mechanus, or even the Nine Hells. These crystalkin can, like the glasshearts, lose their connection to the Mother CrystaL but unlike the glasshearts they are not filled with a new astral energy. Legends describe some of the lost crystalkin becoming void creatures, like star spawn. Other tales speak of crystalkin that became little more than mindless elementals, or of crystalkin that, in their emptiness, bargained with fiends for purpose and power, and in the process became fiends themselves. Whether the Mother Crystal intends so many of its spawn to become disconnected and transformed by the magic of the planes in this way is a matter of some debate among not only crystalkin, but those who study them as well Some suspect the Mother Crystal has great plans for all these crystalkin scattered across the planes ... but what could the purpose possibly be? CRYSTALKIN NAMES Since crystalkin don't reproduce or have gender (unless they choose to have one), they aren't given names, and CHAPTER ONE I CHARACTER OPTIONS D&D UNLEASHED (vl.O) they don't categorize names based on gender. Crystalkin typically adopt a name some time after separation from the Mother Crystal Shardminds choose a name based on the ancient name of the Mother CrystaL which is so long and complex that speaking it in full - even at a rushed pace - takes many hours. Shardmind names are fragments of the Mother Crystal's full name, chosen based on that crystalkin's original position in the Mother Crystal's eternal lattice structure. Glasshearts often choose a new name some time after they have been fully purified Glassheart names usually represent a concept or ideal that is personally meaningful to them. Shardmind Names: Amata, Arshaka, Arwia, Balashi, Bashanu, Belessunu, Cyrila, Dipana, Erishti, Eshunu, Gelem, Hunzu, Iltani, Ishmea, Jinali, Kuaya, Kubaba, Kuri, Manishtu, Naram, Nuraya, Seluku, Tebu, Tabni, Ubashu, Utua, Zakiti Glassheart Names: Ambition, Anathema, Absolution, Bravery, Chosen, Creation, Faith, Fury, Grace, Justice, Logic, Mercy, Mourning, Paragon, Passion, Patience, Peace, Prayer, RebeL Sacrifice, Unity, Vengeance, Wisdom, Wish, Wrath CRYSTALKIN 'TRAITS As a crystalkin, you have the following racial traits: Ability Score Increase. Your Wisdom score increases by 1. Age. Crystalkin do not experience childhood or aging,
and they are born fully mature. The vast majority of crystalkin adventurers are less than a thousand years old, but they can live eternally. You are immune to magical aging effects. Alignment. Perhaps because of their nature as beings made of a well-ordered crystal structure, the crystalkin highly favor lawful alignments. Shardminds tend to be lawful neutraL viewing the order of the Mother Crystal to be the ideaL and glasshearts are most often lawful good, like many of the gods and angels that they share the celestial planes with. Size. Crystalkin vary in height from 5 feet to over 6 feet, being generally taller than humans but with similar proportions. Your size is Medium. Speed Your base walking speed is 30 feet. Crystal Metabolism. Your body is made of living crystal rather than flesh, granting you certain benefits: • You have advantage on saving throws against being poisoned, and you have resistance to poison damage. • You are immune to disease and you don't have blood • You don't need to eat, drink, or breathe. • When you aren't wearing armor, your AC is 12 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. Subrace. The crystalkin have split into two main subraces over their millennia of divergent existences: the shardminds, who retain their psychic link to the Mother CrystaL and the glasshearts, who have been purified and cleansed over time by celestial light. Choose one of these subraces. SHARDMIND Most shardminds are logical and emotionally distant, viewing the world from the alien perspective of an interdimensional traveler. Even mundane things such as clouds in the sky, the flight of birds, or creatures growing old are usually fascinating to a shardmind when first encountered Because they do not age and come from a nearly timeless realm, shardminds also tend to adopt a longterm perspective on things. The day-to-day concerns of creatures that must eat and worry of aging are often mysterious to shardminds, even after spending much time with the other races. Some are eager to learn more of the strange world they find themselves in, yet others are more aloof, never forgetting the alien realm they call home or their quest for purpose. The coloration of a shardmind's crystal body comes from their position as part of the Mother Crystal Because most of the Mother Crystal is a reddish-pink color resembling ruby or rose quartz, most shardminds are made of similar crystal But the Mother Crystal is made of all colors of opaque crystaL and thus so is the population of shardminds. When a shardmind dies, their mind and soul are pulled back to the Mother CrystaL once again becoming one with the whole from which they separated Most shardminds view this as a process that should not be rushed, since they were likely split off for a reason. But there are exceptions who seek to return their fellow shardminds to the Mother Crystal (by deadly force if necessary) in order to empower it with their life force. Those shardminds typically have an evil alignment. Ability Score Increase. Your Intelligence score increases by 2. Aberrant Hybrid You have two creature types: humanoid and aberration. You can be affected by a game effect if it works on either of your creature types. Astral Repose. You don't need to sleep, and magic can't put you to sleep. Instead of sleeping, you must spend at least four hours in a meditative state. Your consciousness becomes divided between your body and the distant Mother Crystal that you split from, which some part of your mind never truly left. Though you are distracted, you remain aware of your surroundings. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. Crystalline Mind You have resistance to psychic damage. Languages. You can speak, read, and write Common, Deep Speech, and one other language of your choice. GLASSHEART Glasshearts have had the alien inclinations of their original form exposed to celestial light, cleansing their crystal of impurities and aligning their mind and body with celestial grace and spirit. They have lost their connection to the Mother CrystaL but they have gained in its place an open heart and a sense of duty to the free CHAPTER ONE I CHARACTER OPTIONS D&D UNLEASHED (vl.O) 11
souls of the world, becoming more like the celestials they live with. With time, they even forget the language of the Far Realm they once belonged to, Deep Speech, in favor of the Celestial language. Surprisingly, most crystalkin without the connection to the Mother CrystaL such as glasshearts, find that they must rest their mind entirely on their own. In other words, glasshearts discover that - as a creature of mind without the connection to the Mother Crystal - they can sleep. In fact, they must sleep as regularly as any other creature, or mental fatigue will bring them difficulty moving their crystalline bodies. Most glasshearts, unlike shardminds, are not very emotionally distant or especially logicaL and instead tend to be passionate and sociable. Their tendency to adopt a long-term perspective manifests as a fascination with the culture, law, philosophy, religion, and history of the other free-willed races (who are commonly regarded with xenophilic wonder by the glasshearts} Many of them journey to the Material Plane simply to meet the varied people who live there and, if they're lucky, find a way to improve the world Regardless of the color crystal a glassheart was once made of, they have been rendered translucent (nearly transparent) and their crystal color has faded to a faint whisper. Their crystal body resembles glass or diamond It is clear enough that light can pass through it, but images viewed through their bodies are made distorted and unrecognizable by a kaleidoscopic effect. Some glasshearts even produce a prismatic rainbow effect when light shines through their body. When a glassheart dies, because they are no longer connected to the Mother CrystaL their mind and soul undergo the same processes that any other humanoid faces upon death, potentially being judged by the same celestials and divinities who they once lived around Ability Score Increase. Your Charisma score increases by 2. Celestial Hybrid You have two creature types: humanoid and celestial You can be affected by a game effect if it works on either of your creature types. Empathetic. You have proficiency in the Insight skill Translucent. You have resistance to radiant damage. Languages. You can speak, read, and write Common, CelestiaL and one other language of your choice. SHARDMIND & GLASSHEART CLASSES Most crystalkin are wizards, clerics, sorcerers, and warlocks. Wizardry comes easily to shardminds, as the esoteric workings of arcane magic are not too different from the enigmas of the Mother Crystal. And as shards of a magic being, crystal kin sorcerers can draw on that magic power. Shardminds usually have an Aberrant or Wild Magic origin, while glasshearts are born to be Divine sorcerers, and both subraces make excellent Cosmic sorcerers. Shard minds often draw clerical power from the Astral Plane and the Mother Crystal as either the Arcana, Knowledge, Light, or Madness (from The lmpermissicon) domains, but they rarely adopt the ideals required to become paladins. Glasshearts can be commonly found as clerics following almost any good deity, owing to their celestial affinity, and take easily to the tenets of paladin oaths. Shardmind warlocks almost always use the Great Old One patron for the Mother Crystal, and rarely make pacts with any other entity. Glasshearts often make pacts with Celestials or Archfey. Crystalkin druids and rangers are incredibly rare. The vast majority of crystalkin see the natural world as something strange and foreign, although some glasshearts in places like Arcadia, Elysium, Arborea, and other outer planes touched by nature may have learned from the celestials of nature gods. Artificers aren't uncommon among shardminds, but the practicality of being an artificer instead of a wizard only appeals to those shardminds who have spent much time in the Material Plane. Crystalkin almost never become classes that lack magic, like barbarian, rogue, or fighter. Crystal kin monks are also rare, but some pursue that path out of a love for meditation and inner peace.
DEEPLING "TONIGHT, AT DINNER, THE CREATURE ACTUALLY CLIMBED into a chair and - before anyone could say anythinggrabbed a fork and started trying to use it. It's been barely a day and a half since we first fished this thing up, but it watches. It's learning from us. Of course it doesn't know everything yet. It was trying to use the fork like a spoon to eat soup! I've been real unsure about the decision to Jet the thing stay loose, but I don't want to kill it, and it's not like we can keep it locked up! Some of the crew got upset tonight about it eating our food, asking me if I really thought we could trust it. Before I could say much of anything, the creature actually spoke! In a bird-like voice it said 'We are friends.' I think this weird octopus-thing might actually be the smartest person on this ship." - From the log of Sorlan Renault, Captain of the Dagger Maiden There are dark parts of the ocean: the deep chasms and reefs where even tritons and merfolk hesitate to go. The octopus-like deeplings are the mysterious inhabitants of these places, but you will be hard-pressed to find one if they don't wish to be found With a talent for disguise and camouflage, the deeplings live strange lives without culture or organized society, acting more like wild animals than humanoids. Despite this, they have a uniquely clever intellect, and they carry a streak of incurable curiosity that drives them to explore further and further, learning more and more about the world as they study and experiment with anything and everything they can get their tentacles on. Most deeplings never leave the dark depths they were born in, living their entire existence as a wild person. But sometimes curiosity leads a deepling into the light or even onto land, where they might encounter other humanoid races. When they first emerge from the watery depths and make contact with another race, many deeplings are excited to learn that the world is wider than they ever imagined, full of wonders and mysteries to be understood, and eagerly devour the new information all around them. ORIGINS: MYSTERY AND MONSTERS In some worlds, when gods were still using the krakens for war, they created the race of deeplings and gave them to the krakens as servitors to worship and tend to the aquatic monstrosities. When the krakens broke free of the gods after their wars ended, the krakens cast the deeplings - who they saw as spies for the gods - out to live on their own in the dark seas. In other worlds, deeplings are most closely related to aboleths. The two races lived in the same primordial waters before the coming of the gods who cast down the aboleth empire. Deeplings were among the first slaves dominated by the aboleths' psychic abilities and were favored for their versatility as aquatic workers. When the aboleths lost their empire, the deeplings escaped to live as free individuals. And there are worlds where fey of the deep, dark waters created the deeplings to act as their faithful guardians by ensorcelling octopuses into humanoid form and granting them extreme intelligence - which the deeplings used to escape their fey masters and emigrate to the Material Plane. ENIGMATIC AND ALIEN The true appearance of a deepling is a rare sight even for its companions. The deepling body resembles a large octopus with a more humanoid head Just like an octopus, a deepling has no bones - its small beak is the only hardened part of its body. They each have eight tentacles, two of which are extra dexterous and are used as main hands. They don't have a brain, and their ability to think is distributed across their entire body. Because of this, their tentacles sometimes move on their own, and most deeplings that travel on land keep them bound together under clothing to conceal them and prevent them from wandering where they shouldn't. Deeplings have skin that actually appears as a spotted blue, grey, green, or pink, but they have the ability to change their skin's color at-wilL even choosing different colors and patterns for different body parts. They can even use this ability to make their smooth skin into a different texture, such as a texture like that of rocks, CHAPTER ONE I CHARACTER OPTIONS THEELEMENTSANDBEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O) 13
D&D UNLEASHED (vl.O) coraL scales, or short fur. Their strange octopus-like eyes, which are usually yellow, green, or blue, however, can't be disguised in this way. Most adult deeplings that live with other races spend their time imitating that race or another race that has gained their fancy. By twisting their many tentacles into shapes across their malleable body, they can closely imitate the body shape, skin, and even some of the facial features of other humanoids. They coil four or more tentacles into the shape of legs and walk awkwardly upon them, using their remaining tentacles to form the upper body. Deeplings often wear bulky clothing and other elements of nonmagical disguise to complete the facade for day-to-day ease. Despite taking these efforts to hide their true nature, deeplings rarely manage to avoid standing out in a crowd, either because of the strange dress they use to disguise themselves, the odd face that can never be perfectly disguised, or the alien behavior resulting from their lonely upbringing. It is common for a deepling to be unable to truly pass as the race they are disguised as, but such a disguise does still hide the deepling's true appearance from the world ORPHANS BY NATURE Deeplings have a unique form of reproduction that generally prevents them from forming a stable culture or society. When two deeplings choose to reproduce, the choice is final Their bodies fuse and transform into a massive egg which, when carried on an ocean current, bursts into hundreds of smaller eggs that scatter across the ocean. After six months, the eggs release hundreds of baby deeplings, each no larger than a man's fist. The deeplings swim away into the dark seas without any parents or kin - all alone. This is how a deepling's life almost always begins. They swim about in the darkness with no guide or knowledge, unaware of where they came from or what they are. They are small at first, and live as animals, hunting and foraging for food on instinct, and using the same instincts to flee from the many aquatic predators that would devour them. Despite growing at a rapid rate and maturing within only two years, most deeplings never make it to adulthood The ones that survive rely on their keen intellect and ravenous curiosity to learn about the world in absence of a parent or community to teach them - what is safe to eat, where to find shelter, how to escape or fight off a hungry shark, etc. Young deeplings are most threatened by sahuagin, who consider the rubbery meat of any deepling to be a delicacy. Sometimes a young deepling will be taken in and raised by a group of triton, merfolk, or sailors. As they reach adulthood quickly, the deepling rapidly finds that it is not the same as its peers. As they learn that the world is much wider than the family they've come to know, most eventually leave their adopted families to seek out the mysteries on the horizon. THE ELEMENTS AND BEYOND
SCHOLARS OF CURIOSITY An unsolved problem is often irresistible to a deepling. They delight in learning new things - they would even rather learn new things than remember what they already know. The varied humanoid cultures of the world can be particularly fascinating for deeplings, who love to mix and match cultural affectations from those societies they find interesting or curious, such as habits of speech, patterns of body language, and rules for manners. Etiquette especially both mystifies and fascinates deeplings. Deeplings are commonly regarded as aloof and clinical They often take an interest in the problems of others, but almost always from a position of curiosity, rather than empathy. They don't have much of an innate sense of family, and rarely form sentimental bonds with others. When they do, however, deeplings cling to these new bonds more tenaciously than anything they've ever held in their short lives. Having grown up in a lonely existence of instinct and predation, most deeplings don't conceive of a purpose beyond survival until they first meet other humanoids. Once they do, deeplings almost always pursue a calling that satisfies their natural curiosity, such as the exploration of unknown lands, the investigation of mysteries, or the excavation of ancient ruins and secrets. Because of these desires, deeplings become adventurers at a higher rate than almost any other humanoid race, although their general rarity still makes deepling adventurers very hard to find DEEPLI NG CLASSES Most deeplings are wizards, rogues, artificers, or fighters. Deeplings come upon these classes by their own curiosity, but this curiosity sometimes earns them the attention or favor of a teacher that can appreciate their talent for learning. Deepling druids and rangers are usually taught their ways by keepers and watchers of the sea and coast, such as sea elves or tritons. Some discover places of primal power in the deep seas, and bond on their own with the spirits of nature. Many lesscivilized deeplings are barbarians who learned their savage ways from the wild itself. Having never experienced parental authority, most deeplings struggle to understand the relationships involved between a cleric or paladin and their divinity, or between a warlock and their patron. They rarely embrace such dynamics, but those that do usually become studious experts of the lore surrounding their new god or patron. Deepling sorcerers are rare, but most are storm, shadow, or water sorcerers. Deepling monks and bards are almost entirely unheard of, but a deepling can learn any vocation. THE ELEMENTS AND BEYOND DEEPLING PERSONALITY You can use the Deepling Quirks table to determine a personality quirk for a deepling character or to inspire a unique mannerism. DEEPLING QUIRKS d8 Quirk 2 3 4 5 6 7 8 You yearn to explore anywhere you've never been before, and you love to search a room. You don't understand the concept of personal space. At all. You are fascinated by the concept of money, but you do not fully understand what is and isn't a currency, especially if it's shiny. Surface food is not only amazingly delicious, but endlessly astounding to you in its variety. You have been enamored with mathematics since it was taught to you, and you constantly attempt to estimate any chances of success. You enjoy impersonating your friends when around them, especially to make them happy. You refer to yourself as a plural such as "we" and "us" because it feels more accurate to you. You never trust anything for sure unless you can investigate or experiment on it yourself.
DEEPLING NAMES Because deeplings never meet their parents and rarely form societies, they are almost never given names by fellow deeplings. Deeplings know the animals and plants of the sea without formal names, identifying things in their environment by their effect upon the individual deepling. When a deepling enters into the society of another race, it is common for the deepling to be named by that race. Thus, many deepling adventurers carry a name from the first race or society that encountered them as a friend DEEPLING TRAITS As a deepling, you have the following racial traits: Ability Score Increase. Your Intelligence score increases by 2, and your Strength score or your Wisdom score increases by 1 (your choice). Age. Deeplings reach adulthood by age 2, but they can usually live to be as old as 30 or 40 years. Alignment. Most deeplings are neutral They are generally not aware of broader moral or societal concepts, and most are concerned with understanding the world as what it is, rather than what they think it should be. Size. Deeplings can reshape their body to alter their height and proportions at-wilL but not their weight, and they are a little bulkier than humans on average. Your size is Medium. Speed Your base walking speed is 25 feet. Darkvi.sion. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Amphibious. You have a base swimming speed of 30 feet, and you can breathe air and water. Distributed Mind You have resistance to psychic damage, and being stunned doesn't prevent you from moving. Dynamic Form. Your body is a mass of tentacles that can be easily reshaped, and your skin can change colors to form complex camouflage or disguises. As an action, you can alter your height to anywhere between 3 and 9 feet tall When you do so, you can choose to adopt the disguised form of a Small or Medium creature or object or to blend into the environment. If you adopt a disguise, you have advantage on ability checks made to impersonate the thing you're disguised as when your appearance is relevant. If you blend into the environment and you aren't wearing any armor, you can attempt to hide in that environment even if you are visible, but if you are visible, you make the ability check to hide with disadvantage. Not all disguises are feasible, and you can't disguise anything you're wearing. Squishy Body. Your body is boneless and made of entirely soft tissue except for your beak, allowing you to compress your body (but not your equipment) down to fit through small spaces. You can move through a space as narrow as 3 inches wide while squeezing, although your speed is reduced to 1 foot when you squeeze between a gap with a width of less than 1 foot. In addition, you ignore any of the drawbacks caused by a deep, underwater environment. Languages. You can speak, read, and write Common, PrimordiaL and one other language of your choice. OPTIONAL RULE: DUPLICATE SPEEDS It can be very appealing to combine subclasses and abilities that focus on the sea or sky with a race that does so as well, such as a triton or deepling mariner ranger, or an aarakocra tempest cleric. However, it often happens that these subclasses grant movement options that are already granted by the race, such as a swimming or flying speed, creating frustration for some players concerned with abilities that aren't useful. To help alleviate these frustrations without significantly changing game balance, your DM can choose to use the following optional rule. When an effect would grant a creature a climbing, flying, or swimming speed, if that creature already has that kind of speed granted by a racial trait, it can choose to have its natural speed increased by an amount equal to two-thirds of the granted speed for the same duration. You can only have one of these effects active at a time. For example, if a creature with a racial swimming speed of 40 feet is granted a swimming speed of 60 feet by a spell, class feature, magic item, etc., that creature can choose to instead increase its racial swimming speed by 40 feet for the duration of the effect, giving it a total speed of 80 feet. THE ELEMENTS AND BEYOND
"THERE WAS ANOTHER LIGHT IN THE ROOM NOW, A THOUsand times brighter than the night-lights, and in the time we have taken to say this, it had been in all the drawers in the nursery, looking for Peter's shadow, rummaged the wardrobe and turned every pocket inside out. It was not really a light; it made this light by flashing about so quickly, but when it came to rest for a second you saw it was a fairy, no longer than your hand, but still growing. It was a girl called Tinker Bell exquisitely gowned in a skeleton leaf..." - J.M. Barrie, Peter Pan In the secluded glades and shrouded hollows of the wild world, if you search hard enough, you can find the races of tiny flying fey collectively known as fairies. The term fairy refers to a few races of tiny fey with wings, such as pixies and sprites. Often ranked among the weakest of fey and rarely involved in great conflicts of history, these tiny people live their exceptionally long lives in the quiet of forest groves and other wild places. They are all imbued with an innate magic that is sought after by monsters and mortal mages alike, but most use this magic for little more than tricks and games when it isn't needed to keep them hidden. Fairies generally do what they can to avoid being discovered, so it is quite rare for them to want to adventure in the dangerous outside world Some of them inevitably have wanderlust stronger than their caution, and find a reason to leave their community. Others are cast out or even exiled, perhaps for a crime, or perhaps simply for their unusual and unfairy-like similarity to humanoids. Whatever their reason for traveling, the fairy adventurer is an incredibly rare sight. Adventurers of all races swap hopeful tales of what questing with such strange and fantastic companions might be like. WEE WINGED FEY Fairies resemble very small elves, ranging from 5 to 10 inches tali with wings on their backs like the wings of butterflies, moths, or dragonflies. Like elves, they are slender and lithe, and they even have the same pointed ears. With their slight frame and tiny size, they usually weigh no more than 2 or 3 pounds. Fairies have skin colors mostly similar to elves, encompassing the range of human tones along with more amber, bronze, green, or blue shades. Their hair sometimes passes for human colorations, but can often be bright blue, green, or any other color. Some clans of pixies and scamps have even stranger colorations more befitting a fey. STAYING HIDDEN FROM HUNTERS The life of a fairy normally involves staying hidden from the outside world While most of the more powerful fey usually ignore fairies and their villages except to enlist the occasional messenger or servant, the mortal world is eager to discover any pixies, sprites, or scamps that they can. Unfortunately, their eagerness usually goes too far. Fairies are commonly not only sought, but hunted by the outside races; they are prized for their innate magic, such as their wings or a pixie's dust. Some twisted few even seek and capture fairies simply to keep them in a deranged collection. These dark tales are what fairies tell their children to keep them from wandering too far from the safety of the hidden village, but that doesn't mean they aren't dangerously real To stay safely hidden, fairies build their settlements in locations that are difficult for others to find Commonly chosen spots include the insides of logs, the boughs of trees or willing treants, within rings of toadstools, and other natural hiding spots found in verdant glades and untouched wilderness. While most of them live within the Feywild, there are plenty of fairy communities on the Material Plane as weli but they are so well hidden that you might never know it! In some worlds, the wee folk have to fend off not only those that seek to harvest their innate magic, but even the natural predators who will hunt anything fairy-sized One common example is the long-time nemesis of all wee folk and little animals - the cat. In other worlds, the magic of the fairies wards off such mundane threats, but fairies still face predation at the paws of the cunning magical cats that lurk in the Feywild FAIRY NAMES Fairies are usually given names by their parents, but they lack family or clan names. They sometimes choose to rely entirely on nicknames that they have picked out for themselves. Fairies also might choose a name taken from the other races instead of a traditional fairy name, sometimes even naming themselves or others after a simple noun that the fairy finds intriguing instead of a proper name. Traditional fairy names, by contrast, often CHAPTER ONE I CHARACTER OPTIONS THEELEMENTSANDBEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O) 17
18 involve aspects of nature, especially ones as small as the fairies themselves, such as bugs or flowers. Some clans of sprites eschew this pattern entirely, naming themselves exclusively with elven names. Some pixies and scamps on the other hand are enamored with the outsider concept of family names, and, lacking a full understanding of the purpose of such a name, adopt a family name that they've heard from another race, such as "Goodfellow." Such names are usually taken only for amusement and are only used when the fairy is among non-fairies; they are rarely passed on to children. Male Names: Beetle, Blade, CymbaL Cinnamon, Cobweb, Darter, Elvinn, Fiddle, Finn, Garlic, Gelsey, Homet,Jay, King, Lark, Locust, Marin, Oberon, Orin, Pan, Puck, Regin, Robin, Timpani, WeeviL Wren, Zephyr Female Names: Amber, Aurora, ArieL BelL Dove, Dawn, Faye, Ginger, Harp, Holly, Isla,Jasmine, KestreL Lily, Lorelei, MabeL Marigold, Maven, Melody, Nutmeg, Odette, Rosalia, Shea, Tiana, Titannia, Viola, Wanda Gender-Neutral Names: BasiL Cilantro, Coriander, Dancer, Gossamer, Lute, Mantis, Moth, Mustardseed, Peaseblossom, Pepper, Rivergleam, Thom, Tootie FAIRY 'TRAITS Being size Tiny and being able to fly starting at 1st level is exceptionally effective in certain circumstances and greatly dangerous in others. As a result, playing a fairy requires special consideration by your DM. As a fairy adventurer, you are exceptional even for a fairy. You're a fairy that, for one reason or another, isn't as capable with the innate fairy magic as most of your peers, struggling with many abilities others have easily mastered But when compared to the average fairy, you have a much better understanding of the outside world than those peers. You're also considerably tougher. As a fairy, you have the following racial traits: Ability Score Increase. Your Dexterity score increases by 2 Age. Fairies usually live to be over 300, but they reach adulthood as quickly as a human does. Alignment. Given their friendliness and benevolence, pixies are typically neutral good or even chaotic good As custodians of nature, sprites are almost always neutral good Some are lawful or chaotic good, but evil sprites are quickly discovered by their peers using the Heart Sight and aggressively rehabilitated or exiled Scamps are often drawn to chaotic alignments, and sometimes even to evil Most scamps are chaotic neutral Size. Fairies have great diversity in their size despite their short stature, standing anywhere from 5 to 10 inches tall Your size is Tiny. Speed Your base walking speed is 10 feet. Fairy Flight. You have a flying speed of 30 feet. To use this speed, you can't be wearing medium or heavy armor. While you are flying using this speed, you have disadvantage on Strength and Constitution saving throws made to resist being pushed, pulled, or knocked prone. Fey Hybrid You have two creature types: humanoid CHAPTER ONE I CHARACTER OPTIONS and fey. You can be affected by a game effect if it works on either of your creature types. Puny Body. As a tiny fairy, you cannot wield weapons that have the heavy property, you have disadvantage on Strength checks, and if you hit with a weapon attack, you halve any bludgeoning damage, piercing damage, and slashing damage dealt by the attack. Languages. You can speak, read, and write Common and Sylvan. Subrace. Fairies come in three varieties, which have different cultural values in addition to their differences in innate fey magic: pixies, sprites, and scamps. Choose one of these subraces. PIXIE Pixies are the archetypal fairy - they are shy, yet curious and often vain, usually appearing only to the strangers who they believe to be good-hearted and worthy enough. They seek praise from outsiders for their appearance and for the tiny costumes they fashion from whatever they can find, but they also want to learn more of the other races. Pixie adventurers are often much less shy than their fellows, which pushes them to pursue their curiosity and seek out new friends to play with. Once they're out in the wide world, they often make excellent adventurers, even if their ever-shifting curiosity makes them easily distracted and their distaste for weapons and violence make many roles off-putting. Pixies have appealing features and are often thought to be quite attractive if imagined at human size. They commonly have fantastical skin and hair colors, such as bright green, ocean blue, and even stranger shades. Most pixies pride themselves on taking care of their appearance, always ensuring that their hair and clothing is well-styled and fashionable. They adopt the dress and mannerisms of other races and cultures that they find fancy, accepting each custom with equal dignity. Pixies are incurably playful and whimsicaL even in dangerous situations. Most pixies play their pranks so that both the pixie and their target can have a laugh at the end If the prank leaves the target feeling worse than they did before, the prank is probably too cruel for most pixies to enjoy - unless the target is a particularly mean OPTIONAL RULE FOR ROGUES This optional rule for rogues, from Legends of Prestige and Prowess (a D&D Unleashed compendium), can be very useful for enabling fairy rogue characters, a common trope that is often desired by players. Your DM decides if you can use this optional rule. Poisonous Sneak Attack As a rogue, when you hit with an attack using ammunition or a weapon that is poisoned or was poisoned within the past l minute and you use your Sneak Attack feature, you can choose to deal the extra damage as poison damage instead of the damage type dealt by the weapon. D&D UNLEASHED (vl.O) FANMADE HOMEBREW THE ELEMENTS AND BEYOND
individual After alL despite their friendly nature, most pixies just can't stand bullies! In some worlds, pixies are the only kind of fairy, but in most worlds they coexist with sprites and at times even with scamps. In worlds where fey are divided between the seelie and unseelie, the tiny pixies are almost always counted among the seelie fey. Ability Score Increase. Your Wisdom score or your Charisma score increases by 1 (your choice). Innate Spellcasting. You know the droidcraft and dancing lights cantrips. Once you reach 3rd leveL you can cast the sleep spell once, and it recharges after a long rest. Once you reach 5th leveL you can also cast invisibility once, and it recharges after a long rest. Charisma is your spellcasting ability for these spells. Pixie Dust. You can use a free hand as a spellcasting focus for any spells that you cast. Pixie Glow. As a bonus action on your turn, you can choose to start or stop glowing. While glowing, you shed bright light in a 10-foot radius and dim light for an additional IO feet. The light can be colored as you like. SPRITE As self-appointed guardians of the wilderness, sprites aren't known for being playful or friendly like pixies. These fairies are known as much for their bravery in facing larger threats as they are for the sternness and stoicism that their culture teaches. They rarely play pranks or engage in whimsy, generally preferring to stay ready for future conflicts. Sprites don't usually have skin colors much different than humans do, and unlike the wings of pixies or scamps, sprite wings always resemble the austere wings of a dragonfly. Sprite society is organized around their duty to guard They establish their settlements in places of unspoiled nature or primal magic, and sometimes even in sacred groves or abandoned fey ruins. They form squads and patrol the area around their village, guarding the place from those who would despoil nature and fending off intruders so their presence is not discovered The rest of the village lives their humble lives to aid and support the squads, keeping the hidden village running. Most sprites are driven by a reliable sense of moral duty, encouraged from a young age by their communal culture. When possible, sprites prefer to lure interlopers away from the locations they guard using deception instead of warding them off with the overt threat of violence. They keep weapons coated with rare sprite-crafted toxins to put their foes to sleep, enabling a sprite squad to carry them somewhere else, where the interloper will wake to believe that the encounter was but a dream. Sprites who become adventurers usually carry these guerrilla tactics with them, applying them wherever fitting. In worlds where fey are divided between the seelie and unseelie, sprites are usually found among both the sides, pitted against each other in an endless faerie war. Ability Score Increase. Your Intelligence score or your Wisdom score increases by 1 (your choice). OPTIONAL RULES FOR TINY CREATURES In addition to the rules for Tiny creatures given in the Player's Handbook, your DM can choose to use these optional rules. They can use some, all, or none of them. These rules are intended to increase realism, but they may make the game more complicated to play and can affect game balance in some cases. Tiny-sized weapons and armor cost half as much and weigh only one-fifth as much as normal, but they are very difficult for larger creatures to create. Specialized magic can be used to shrink weapons or armor down to use for Tiny-sized creatures, and an artificer or blacksmith NPC might be able to do such magic for a fee, but this kind of magic is very rare in many worlds. Of course, tiny creatures have a wealth of alternatives for armor and weapons. A fairy might use a large sewing needle as a rapier, use a sheriff's badge as a shield, or use a torn leather glove as armor. Others may consider such equipment a bit silly, but one has no concern for silliness when guarding oneself from the steely claws of a dragon or the wicked dagger of a cultist. Armor Sizing. Tiny creatures can't wear armor that isn't specifically made to be worn by Tiny-sized creatures. Instant Death. A Tiny creature with the Puny Body trait uses half of its maximum hit points for the purposes of Instant Death and Damage at O Hit Points, instead of using its maximum hit points. Moving Target A Tiny creature with the Puny Body trait has advantage on Dexterity checks made to avoid being grappled by a creature of size Medium or larger as long as the Tiny creature can move, it has a speed greater than 5 feet, and it moved at least l 5 feet on its last turn. Weapon Damage. Puny Body also limits the damage of weapon attacks. Affected attacks can't deal more damage (after being halved) than the creature's Strength modifier (minimum limit of l damage). Weapon Sizing. Tiny creatures can't wield weapons that aren't specifically made for use by Tiny-sized creatures. Heart Sight. You can use your action to touch a creature and magically learn its current emotional state. The target must also make a Charisma saving throw, with the saving throw DC equal to 8 + your proficiency bonus. On a failed save, you also know the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw. Once you use this trait, you can't use it again until you finish a short or long rest. Invisibility. You can cast the invisibility spell once with this trait targeting yourself, requiring no material components, and you regain the ability to cast it this CHAPTER ONE I CHARACTER OPTIONS THEELEMENTSANDBEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O) 19
way when you finish a long rest. Wisdom is your spellcasting ability for this spell Sprite War Training. You have proficiency with the longsword, shortsword, shortbow, and poisoner's kit. Languages. You can speak, read, and write Elvish. SCAMP More playful than sprites and more vicious than pixies, scamps are tiny fairies with a penchant for trickery and a talent for impersonation. They appear as misshapen and emaciated pixies, often with a pale or ashen cast to their skin. Some have wings like moths, but others have feathered wings like those of a small hummingbird or crow. They are highly competitive and often envious of others, though their emotions and desires are mercurial and ever-changing, even when kept hidden. The cunning scamps delight in playing tricks that are always at least a bit more than harmless, and they often gleefully revel in the misfortune of others. Most scamps plays pranks to make their target feel worse - and the worse they feel at the end, the more fun a typical scamp has. Most scamps are selective with their trickery, only targeting those they feel deserve to be taught a lesson or "taken down a peg or two." Some weaker scamps have been on the wrong end of their peers' torment too many times, and this pushes them toward kindness and good alignments. But sometimes their torment can fester into bitterness and hatred, pushing a scamp to evil There are communities where pixies and scamps live together without much issue, but many pixie villages do not get along well with most scamps. Scamps often live in their own small communities, but sometimes live in secret among the other races, such as humans or elves. Some families of scamps live as nomads, roaming from place to place and hiding wherever they can find In some worlds, scamps are known by other names, such as boggarts or gremlins. In worlds where fey are divided between the seelie and unseelie, scamps are the unseelie counterpart to the seelie pixies. Ability Score Increase. Your Intelligence score or your Charisma score increases by 1 (your choice} Innate Spellcasting. You know the minor illusion cantrip. Once you reach 3rd leveL you can cast the silent image spell once, and it recharges after a long rest. Once you reach 5th leveL you can also cast invisibility once, and it recharges after a long rest. Charisma is your spellcasting ability for these spells, and you don't require material components to cast them. Trickster. You have proficiency in the Deception skill and one gaming set of your choice. Extra Language. You can speak, read, and write one language of your choice. DESCRIBING DAMAGE TO TINY CREATURES When describing damage dealt to Tiny creatures with many hit points, such as Tiny PCs, it helps to remember that hit points are an abstraction. Most of the time that an attack hits a Tiny character, unless it deals a massive amount of damage (such as a critical hit), you can describe the strike as a glancing blow for the following reasons. A Tiny creature is small enough that striking it directly with a full-sized weapon can be difficult, and most contact would be glancing or slight. On the other hand, a direct blow from a large weapon should cause massive injury, and even a glancing blow should be dangerous, because the weapon is so much larger than the target. Of course, these are only suggestions. If you'd prefer, you can even ignore size-realism altogether and describe them in the same way as others, or even do exactly the opposite, describing Tiny PCs as taking as many or more direct hits than their Small and Medium-sized companions! Note that these suggestions are to help create narrative descriptions of the game, not alterations to any game mechanics or game balance.
DWARF SUBRACES "LISTEN. THEY WEREN'T LIKE ANY DWARVES I'VE EVER seen, and I've been around tha underdark. I've seen plenty of duergar and even my fair share of azer. I've seen tha half-breeds: half-azers and half-duergar hiding in tha alleys of this very city. I've been to all tha great mountain cities; I've been up and down all tha old hills; I spent three years in tha fortresses of tha frozen wastes, fighting off ores with tha dwarves who eke out their existence in tha snow and ice. And I'm telling ye. I have never seen any dwarves like those ... stone dwarves who dug into tha tunnels last night. If they even be real dwarves at all" - Depths-Captain Murrik Dustcap Dwarves are a common and favored choice for tough player characters in most D&D worlds, owing partially to their natural affinity for the element of earth. Despite this, some worlds have dwarves that are also attuned to another element. Some dwarves have become accustomed to whatever icy landscape they have been forced to inhabit. Others have adapted to volcanic conditions or are related to the fiery azer, if they're not actually some strange variant of azer themselves! And in some worlds, dwarven variants exist that are fully connected to their stony heritage, with bodies of living stone instead of flesh. To represent these more elemental variants of dwarves, you can use the following new subraces. When you choose the subrace of your dwarf character, you can choose one of the following options, in addition to those in the Player's Handbook. EMBER DWARF The ember dwarves fill varying roles in different worlds. In most worlds, they are a race of dwarves that were taken from their homes by efreeti after the azer and efreeti stopped their cooperation, in an effort to recreate the azer as loyal servants. In other worlds, ember dwarves are born to normal dwarf parents when latent elemental or fiendish bloodlines activate in the child There are even worlds where some dwarven clans have grown accustomed to a volcanic home by ancient elemental magic, thus turning themselves into ember dwarves over time. As an ember dwarf, your connection to the elements of fire and earth shines through in your very body. Ember dwarves are often erroneously called half-azer because of their appearance. They have dark, ashen skin, with fiery red or orange hair. When they access the fiery power latent within them, their hair transforms into bright vibrant flames that don't burn them or their equipment. They usually have orange, yellow, or red eyes dotted with ashen flecks of black. Ability Score Increase. Your Dexterity score or your Charisma score increases by 1 (your choice} Elemental Hybrid You have two creature types: humanoid (dwarf) and elemental (fire} You can be affected by a game effect if it works on either of your creature types. Fire Resistance. You have resistance to fire damage. Heated Body. When a creature starts its turn while it is grappling you or you are grappling it, you may choose to deal it fire damage equal to your proficiency bonus. Once you have used this feature, you can't do so again until you finish a short or long rest. Hot-Footed Your base walking speed increases to 30 feet. STONE DWARF While all dwarves have an innate connection to the stone and rock of the earth, there are some varieties that are more than just connected to it - they are made of it. The stone dwarves are made of living stone instead CHAPTER ONE I CHARACTER OPTIONS THE ELEMENTS AND BEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O)
of flesh. They still eat, drink, and breathe the way a dwarf of flesh does, and they grow and age the same as other dwarves, but their organs are stone, and they have no blood at all to poison. A stone dwarf's brain is made of electrified copper, and this enables some of them to think more quickly than a brain of flesh. In some of the worlds they inhabit, stone dwarves are the most ancient and purest form of dwarf to have ever existed - the first dwarves, crafted by the gods of yore, from whom the other subraces of dwarf have all descended In other worlds, the stone dwarves were born to an ancient clan that was cursed by powerful magic to live as earth elementals. Yet in other worlds, the stone dwarves are not a hereditary lineage, but are instead born to dwarven parents at random, considered by some dwarves to be a blessing from the gods, and by others to be a curse from the dao. As a stone dwarf, you exist between the realm of dwarf and elemental Despite their hardened biology and immunity to poisons, stone dwarves are made of brittle and crumbly rock, and aren't much physically tougher than a regular dwarf. They also weigh more than the average dwarf, since their stony flesh is heavier than regular flesh. They often have moss, lichen, or vines growing where a normal dwarf would grow hair, but otherwise look like living, moving statues carved to resemble normal dwarves. Ability Score Increase. Your Strength score or your Intelligence score increases by 1 (your choice} Elemental Hybrid You have two creature types: humanoid (dwarf) and elemental (earth} You can be affected by a game effect if it works on either of your creature types. Stone Body. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. In addition, your earthen metabolism grants you the following benefits: • You are immune to poison and the poisoned condition. • You have no blood and you cannot be petrified • You have advantage on saving throws made against disease. TuNDRA DWARF In the farthest icy reaches of the world, where hordes of humanoid barbarians rove in bands hunting massive blubbery beasts and battling the environment itself, the sturdy tundra dwarves can be found eking out a stable life together. Many clans of tundra dwarves live in strongholds of stone or ice, often underground, but some clans make their way as nomads across the tundra, keeping warm with fur tents and animal blubber. In some worlds they live near other dwarves, especially mountain dwarves, but in other worlds tundra dwarves survive on their own. As a tundra dwarf, you owe your heartiness and endurance in the cold to your dwarven ancestors who first settled in the frozen tundras. Tundra dwarves usually have white or blond hair, but some have orange hair, and brown hair is uncommon but not especially rare. They are slightly tall for dwarves, with mostly pale skin and blue eyes. Some clans of tundra dwarves are exceptions, with mostly tan skin, black or white hair, and brown eyes. Ability Score Increase. Your Strength score or your Wisdom score increases by 1 (your choice} Cold Resistance. You have resistance to cold damage. Icecunning. Your dwarf Stonecunning trait also applies to checks about the origin of ice carvings. Snow Treader. You can move across icy or snowy difficult terrain without expending extra movement, and you have advantage on saving throws to avoid hazards caused by frozen ground, such as falling prone. ~E HOMEBREW THE ELEMENTS AND BEYOND
• ELF SUBRACES "IN PLACE OF THE DARK LORD YOU WILL SET UP A QUEEN. And I shall not be dark, but beautiful and terrible as the Morning and the Night! Fair as the Sea and the Sun and the Snow upon the Mountain! Dreadful as the Storm and the Lightning! Stronger than the foundations of the earth. All shall love me and despair!" - ].R.R. Tolkien, "The Mirror of Galadriel", The Fellowship of the Ring Elves as a fantasy race are known for a great diversity of subraces and variants. Besides wood elves, high elves, and draw (which each often have their own subdivisions in a setting} elves in many worlds also take more magical forms, and some worlds have variants of elves that seem to number by the dozens. Some worlds feature elves connected to the blazing sun, the shadowy moon, or the cosmic song of creation. Others include elven races that have gained bestial or plantlike features from their connection to those primal forces. While the existing options for elves fill many of these archetypes, these new subraces help to fill out the remaining elven concepts common to fantasy. When you choose the subrace of your elf character, you can choose one of the following options, in addition to those in the Player's Handbook and other sources, such as Mordenkainen's Tome of Foes or Unearthed Arcana: Elf Subraces. BRIGHT ELF Bright elves are one of the oldest and rarest subraces of elves. They have an innate connection to the celestial light and song of creation. They are more lawful than other elven societies, and they value obedience as well as conformity. Most bright elves believe themselves to be the purest and most original form of elf, and see other elven subraces as little better than non-elves, but there are some exceptions among their ranks that are more accepting. Some societies of bright elves are so certain of their purity and superiority that they become mostly lawful evil In some worlds, bright elves split off long ago from the ancestries of other elves, settling in the Upper Planes where they formed kingdoms in subservience to angels of law. In other worlds, they are simply a rare variant of high elf with particularly potent light magic. And there are worlds where bright elves were the first elves, crafted by gods and angels to live according to the song of creation, resembling the story of elves within J. R. R. Tolkien's The Silmarillion. As a bright elf, your body and soul are infused with light. A bright elf's skin is bronze, silvery, pearly, or pale white, and their hair is golden blond, platinum blond, or silvery white. Their eyes are usually golden or silvery gray, though some are a deep indigo void, with streaks of white radiating from their pupils like a starburst. Ability Score Increase. One ability score of your choice other than Dexterity increases by 1. Ancient Magic. Choose one of the following can trips: dancing lights, light, or thaumaturgy. You know that cantrip, and Charisma is your spellcasting ability for it. Brigbtfolk. You have resistance to radiant damage, and you have advantage on saving throws made to resist being blinded by any effect that deals radiant damage or creates light, such as the sunburst spell Celestial Hybrid You have two creature types: celestial and humanoid (elf). You can be affected by a game effect if it works on either of your creature types. GREEN ELF In the hidden forest glades and secluded mossy grottos of the world, a lucky traveler might chance upon a small village of green elves living in near-total harmony with nature. These elves are as much plant as they are elf, and they can live without eating, as plants do. They do not build structures, farm, hunt, or make war. They live like plants in a pacifistic commune, rarely finding the need to venture outside. Yet some are still born with that incurable streak of elven wanderlust, and once they finally leave their village, they very rarely return. Some worlds include green elves as a branch of elvenkind that split from wood elves long ago, under the magical guidance of a powerful fey, such as a fey queen of spring. In other worlds, green elves are half-dryads, born from a union of elf and dryad, and they might have CHAPTER ONE I CHARACTER OPTIONS THEELEMENTSANDBEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O) 23
to find their way to a village of green elves like them - if such a thing exists in that world And there are worlds where green elves are the purest form of wood elf, forming an ancestral chain from ancient dryads, through green elves, down to the common wood elf. As a green elf, you have more than a simple connection to the natural world - you are a conscious part of it, like a dryad or treant is, and you feel an innate kinship with the plants and fungus all around you. Green elves have deep green skin that ranges to shades of yellow-green, blue-green, or brown-green. Their hair, which often grows with actual leaves, vines, moss, flowers, or toadstools threaded through it, is usually a vibrant green or blue-green, or sometimes a pale white, but shades like those of autumn leaves are not uncommon. Their eyes are commonly bright orange, yellow, blue, or purple, but some have a sparkly amber color. Ability Score Increase. Your Wisdom score or your Charisma score increases by 1 (your choice} Arboreal Emissary. You have the ability to communicate in a limited manner with plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them. Cultivator. You know the new tend plants cantrip, and Charisma is your spellcasting ability for it. In addition, you can move across difficult terrain made of plants, flora, or fungus without expending extra movement. Photosynthesis. You can feed yourself for the day without eating anything by staying in sunlight and clean water for at least 1 hour. Plant Hybrid You have two creature types: humanoid ( elf) and plant. You can be affected by a game effect if it works on either of your creature types. THIMBLE ELF Most people regard the legends of thimble elves - so named for their tiny size - as little more than fable, but if you pull open the right tree trunk, uncover the right boulder-hollow, or check in the right cobbler's cupboard, you might find these elusive tiny elves. Members of this very rare subrace of elves are incredibly small - around the same size as a pixie or sprite, but lacking the wings of a proper fairy. These miniature elves usually form powerful alliances with sprites, dryads, and other fey that can keep their wilderness homes safe and hidden from predators both bestial and humanoid Some clans stay hidden in the homes of other races, living off the food in the house in exchange for doing work such as cobbling, cleaning, or sewing in the dead of night. Though the home's owners almost never find the thimble elves, they may be aware of the "little folk" doing their chores in secret. Thimble elves resemble wood elves except for their diminutive size. They are surprisingly strong and swift for their size, with scurrying and jumping abilities like those of an insect. Some clans of thimble elves even have traits resembling those of tiny beasts, such as bug's antenna, a squirrel's taiL or lizard skin. In most of the worlds in which they appear, thimble elves are similar to other tiny fey such as pixies, sprites, and quicklings, having been influenced long ago by the energies of the Feywild they inhabited Once the Feywild had shaped them into much smaller forms, many of these elves fled to the relative safety of the Material Plane, where they still live in secluded villages. Other worlds feature thimble elves that were once elves of a more common variety before being warped and altered by a powerful curse or fey magic. As a thimble elf, you have been raised in a community that stands ready to defend itself from relatively massive predators at any moment, or more commonly, to flee in an organized and quiet fashion. Buglike Agility. You have a climbing speed of 20 feet, and your jumping distance is doubled Hidden Craftsman. You have proficiency in the Stealth skill and with one artisan's tools of your choice. Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns. Reduced Size & Speed You are the size of a squirrel 1 or rat, standing anywhere from 6 to 10 inches talL and weighing 3 to 5 lbs. Your size is Tiny, and your base walking speed is reduced to 25 feet. Puny Body. As a tiny elf, you cannot wield weapons that have the heavy property, you have disadvantage on Strength checks, and if you hit with a weapon attack, you halve any bludgeoning damage, piercing damage, and slashing damage dealt by the attack. • Underfoot. The spaces of creatures that are larger than you are not difficult terrain for you, but you still can't move through a creature's space unless it is at least two sizes larger or smaller than you. THE ELEMENTS AND BEYOND
liALFLING SUBRACES "THERE WE WERE, IN THE DEEPEST PART OF THE SHAGRAnami]ungle, and right as we escaped the giant wasps, we found ourselves surrounded by natives that I knew instantly were halflings like you or L and yet nothing like you or I. They didn't grow up on the waters like my family did, and they certainly weren't raised in a little hill village like this one. They were brandishing spears and blowguns, and they were covered in mysterious tattoos. If there had been a river nearby, I'd have had a chance at escape - by leaving my companions behind But there wasn't water anywhere in sight, and these jungle halflings were not just surrounding us on the ground, but hanging from the branches all about." - Vani Goodbarrei Halfling Adventurer Halflings are the archetypal small race, and have made beloved thieves and trackers in fantasy ever since D&D began. There aren't any particularly magical variants of halflings in most worlds, but that doesn't mean there aren't interesting halfling subraces hidden in the most primordial far corners of D&D worlds. When you choose the subrace of your halfling character, you can choose one of the following options, in addition to those in the Player's Handbook. JUNGLE lIALFLING ------------ The halflings of the deep forest and jungle are the most isolated of the halfling populations. In most worlds, they live a lifestyle that focuses on obtaining the most elusive and delicious foods of the forest, foraging and hunting in tight-knit groups. In other worlds, these halflings are less isolated, and focus more on acting as jungle and forest guides for the other races, especially when other halflings happen to travel through. And there are even worlds like that of Dark Sun, where these halflings are mostly lawful evii mercilessly hunting and devouring outsiders that wander into their jungle territory - even other humanoids. As a jungle halfling, you have keen senses, you have spent much of your life climbing the branches and trees of your homeland, and you've been trained in the ways of foraging and hunting with your tribal weaponry. Ability Score Increase. Your Wisdom score increases by 1. Bracbiator. You have a climbing speed of 30 feet. Hunter's Weapon Training. You have proficiency with the blowgun, net, spear, and whip. Tropical Resilience. You're naturally adapted to hot climates, as described in the Dungeon Master's Guide. RIVER HALFLING Traveling by raft, barge, or even large aquatic beast, the halflings of the bays, rivers, and lakes are by far the most nomadic families of halflings. These halflings are known for their swimming ability, and for their skill upon any manner of aquatic vessei performing rigging, navigating, or fishing tasks with ease. The riverfolk in many worlds are guides, traders, and hunters that move up and down their ancestral waterways, enjoying a slow-flowing life. In other worlds, they are known for their sharp distrust of outsiders and lack of wanderlust, features that are truly exceptional among most halflings, and they live as an insular community. And there are worlds where they are known as ocean halflings, carrying out long voyages from island to island on communal boats across a vast and seemingly endless ocean. As a river halfling, you were born on the waters, and you grew up surrounded by the working knowledge of the boat and river you lived on. You've also practiced both swimming and holding your breath so long that they've become second nature to you. Ability Score Increase. Your Constitution score increases by 1. Fisher's Weapon Training. You have proficiency with the lance, net, spear, and trident. River Traveler. You have proficiency with water vehicles, and you have advantage on ability checks made to forage or navigate near a natural body of water. Waterborne. You have a swimming speed of 30 feet and you can hold your breath for twice as long as normal CHAPTER ONE I CHARACTER OPTIONS THE ELEMENTS AND BEYOND FA,'llMADE HOMEBREW D&D UNLEASHED (vl.0) 25
26 {;,eNA~t Aq A~ 12Aq A1JD UN6XP6C.TEV A~ A POtz:rALtN-rO -r=H61?e"{Ot.JV. -@>@M<-tV GENASI SuBRACES "WELL, SIR, TO BE HONEST, WE KNEW THE THIEF WAS AN odd fellow as soon as we grabbed 'im. Skin was green and kinda slimy. Loris thought e was some kinda elf, but I figured e was just real sick. Maybe someone 'ad poisoned 'im, you know? Never thought a man could just slide between prison bars like an ooze!" - Lawrence Dirk, City Guard Reporting on an Escaped Thief Genasi are the inheritors of rare elemental power, either passed down through a bloodline or granted by circumstance. But just as the elements can be combined to form new dual-elements, a genasi can also be linked to more than one element. When a genasi has two elements in its ancestry instead of one, one element is often dominant, and the combination produces a genasi of only one element or the other. But sometimes, the two elements work in harmony and the genasi manifests a dual element instead When you choose the subrace of your genasi character, you can choose one of the following options, in addition to those found in the Elemental Evil Player's Companion. AsH GENASI As an ash genasi, you have manifested both earth and fire, connecting you with the deathly dual-element of ash, the dead flames. Your mood gravitates toward dourness, and you tend to take on a more pessimistic perspective than others. Ash genasi have gray skin tones that range from nearly charcoal black to a pale, almost bone-white color, which is almost constantly flaky and ashy. Their hair is usually a dark red or orange, and baldness is common among them. Some rare ash genasi have smoldering flames which never grow very long or very intense instead of hair. Many ash genasi also smell of smoke and burnt hair at all times. Ability Score Increase. Your Wisdom score increases by 1. Ashen Resistance. You have resistance to fire damage and necrotic damage. Awaken the Ashes. You know the control flames cantrip from Xanathar's Guide to Everything, but you can only use it to extinguish flames and create simple shapes. You can also cast the fog cloud spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells. CHAPTER ONE I CHARACTER OPTIONS ICE GENASI As an ice genasi, you have manifested both air and water, connecting you with the enduring dual-element of ice, water that has been robbed of its heat. You are nearly emotionless, except when pushed to anger or grief, which you feel very rarely and only in the worst of situations. Ice genasi have pale skin made out of a fragile, flexible crystaL usually a cloudy white or bluish-white, but sometimes a vibrant blue-black color instead They are a bit larger than humans on average and cold to the touch, often developing condensation water upon their skin just by existing. Many ice genasi have blue, black, or white hair, usually of a very soft and fine texture, but others have rigid crystals sprouting from their head instead of hair, with no hair anywhere upon their body. Ice genasi have blue eyes, but they vary in shades from nearly white to deep indigo. Ability Score Increase. Your Strength score increases by 1. Always Cool You're naturally adapted to hot climates, as described in the Dungeon Master's Guide. Icy Resilience. You have resistance to cold damage, and your speed can't be reduced by effects that deal cold damage except through conditions that reduce your speed to 0, such as being restrained or grappled Invocation of Ice. You can cast armor of Agathys with this trait. Starting at 3rd leveL you can cast the new ice sculpture spell with it, and starting at 5th leveL you can also cast sleet storm with it. Once you cast a spell with this trait, you can't cast that spell with it again until you finish a long rest. Constitution is your spellcasting ability for these spells. SLIME GENASI As a slime genasi, you have manifested both earth and water, connecting you with the mysterious dual-element of slime, the fusion of water's fluidity and earth's alcheD&D UNLEASHED (vl.O) FANMADE HOMEBREW THE ELEMENTS AND BEYOND
mical variety. You live by concealing your true feelings behind a graceful mask, appearing to feel whatever emotion is most convenient for a situation, but those who know you well have seen your true emotions slip out, which are often acrid, bitter, and caustic. Slime genasi have bright green or greenish-yellow skin, often seeming sickly or jaundiced to those who don't know of their existence as a subrace. Except for a short period after washing, their skin is always covered in a thin layer of transparent slime. Slime genasi often have green, dark green, or black hair, but sometimes have white, blond, or even purple hair, with similar variations in eye color. Ability Score Increase. Your Dexterity score increases by 1. Alchemical Resistance. You have resistance to acid damage and poison damage. Caustic Touch. You know the primal savagerycantrip, from Xanathar's Guide to Everything. Alternatively, you can choose to know the acid splash cantrip instead Constitution is your spellcasting ability for this spell Slimy. You have advantage on ability checks made to escape from being grappled or restrained or to squeeze through a tight space. In addition, you don't have to spend extra speed to move while squeezing. STORM GENAS! As a storm genasi, you have manifested both air and fire, connecting you with the intense dual-element of lightning, the sky's fire. You are passionate and boisterous, moving swiftly from friendly eagerness to raging anger or bitter sorrow and back to calm optimism or certain determination more quickly than others might think possible. Unlike an air genasi, your emotional storms can last for days on end Storm genasi have skin of deep blue or sometimes shades of bluish purple or grey. Their hair, which is usually a dark color but can sometimes be stark white, is always standing up because of the static charge that suffuses their body at all times. Storm genasi have loud, resonating voices that boom like thunder when they are upset or excited Ability Score Increase. Your Charisma score increases by 1. Tempest Resistance. You have resistance to lightning damage and thunder damage. Beckon the Storm. You know the shocki.ng grasp cantrip. Once you reach 3rd leveL you can cast the new spell Radic's sudden spark once, and it recharges after a long rest. Once you reach 5th leveL you can also cast gust of wind once, and it recharges after a long rest. Constitution is your spellcasting ability for these spells. OPTIONAL GENAS! REVISIONS The genasi are an enticing race for many players, but some players and DMs find the genasi racial statistics to be lacking compared with other races and sub races. If you feel this way, your DM can try using these optional extra racial traits for genasi that grant them abilities like their genie progenitors: Elemental Hardiness. You can go twice as long without eating food or drinking water before you begin to suffer exhaustion, and you only need six hours to finish a long rest instead of eight. You also have advantage on saving throws made to resist disease or the effects of extreme heat or cold. Elemental Hybrid You have two creature types: humanoid and elemental (subtype, such as fire or air/water, is determined by subrace). You can be affected by a game effect if it works on either of your creature types. Elemental Sense. You can cast detect magic with this trait. Once you do, you can't do so again until you finish a long rest. Constitution is your spellcasting ability for this spell. Also, your DM can apply the following optional revisions to the air and earth genasi subraces help to bring them up to par with the other genasi subraces if desired: AIR GENAS! You also gain the following racial traits: Thunder Resistance. You have resistance to thunder damage. Wind Caller. You know the gust cantrip, from Xanathar's Guide to Everything. Constitution is your spellcasting ability for this spell. EARTH GENAS! You also gain the following racial trait: Earthen Resilience. You have advantage on saving throws against poison, you have resistance to poison damage, and you can't be petrified. Also, while you are buried or burrowing in earth, you don't need to breathe. CHAPTER ONE I CHARACTER OPTIONS D&D UNLEASHED (vl.O) 27
28 BACKGROUNDS If your DM allows you to choose a background for your character, you can choose one of the following options, in addition to those found in the Player's Handbook and in other sources. As in the Player's Handbook, each of the backgrounds presented here provides proficiencies, languages, and equipment, as well as a background feature. For personality traits, ideals, bonds, and flaws, the backgrounds in this section use a thematically similar background in the Player's Handbook as their foundation. Alternatively, you can use the far traveler background in the Sword Coast Adventurer's Guide as the foundation for these backgrounds, if it is available to you. HIDDEN VILLAGER You grew up within a community that took special effort to keep itself isolated and hidden from the outside world, so that even the most accurate of maps don't mark its location, and the most learned of scholars have never heard of it. You learned from a young age that you must keep your home a secret, which involves not only camouflaging the village itself, but also watching for intruders nearby and concealing your movements when you travel outside your home. This background is common among fairies, green elves, thimble elves, stone dwarves, and jungle halflings, along with other races such as firbolgs and tritons. Skill Proficiencies: Perception, Stealth Tool Proficiencies: One gaming set known only to those from your village, and your choice of navigator's tools or herbalism kit. Equipment: A waterskin, a tinderbox, a gaming set (one of your choice), a lamp, a bedroli a set of traveler's clothes, a trinket that reminds you of home, and a gemstone worth 10 gp LOCATION The location of your hidden community and the nature of its camouflage help to define your upbringing. You can roll on the following table to determine the location of your hidden village, or choose one that best fits your character. dl O Location d 10 Location l Inside an ancient tree 6 In an endless storm 2 Underground burrow 7 Uncharted island 3 Behind a waterfall 8 Old druid's grove 4 Beneath a volcano 9 Beneath the ocean 5 Above the clouds 10 Inside a demiplane FEATURE: UNKNOWN TO THE WORLD Your culture and the social customs that come with it are completely unknown to the broader world outside your village or your people. CHAPTER ONE I CHARACTER OPTIONS Outsiders might know your language, but they will not recognize your natural accent, nor will they be familiar with your manners of celebration, introduction, eating, mourning, and so on. Your ideas about art, philosophy, religion, and politics may be completely foreign to them. Outsiders won't recognize your village's gestures, secret phrases, heraldry, or other identifiers. They are unaware of any cultural traits from your village that could be used against you (such as difficulty with lying or a sense of duty to the community} Finally, you and your village are unknown to local governments and aren't listed in any charters, ledgers, or official documents. Only those with knowledge of much secret lore might know something of your village and your society. SUGGESTED CHARACTERISTICS Life within a secluded community has a unique impact on your characteristics. You have been taught to live as an isolationist. Your mannerisms, ideas, equipment, and even the way you speak may stand out from the crowd to others in the outside world Use the tables for the folk hero or outlander background in the Player 's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a person from a shrouded isolationist community. For example, if you are using the folk hero tables, you might change references to your homeland to fit with the nature of your secluded lifestyle and location. D&D UNLEASHED (vl.O) FANMADE HOMEBREW THE ELEMENTS AND BEYOND
PLANAR TRAVELER You have traveled across the planes to come to your current location, encountering wonders and perils along the way. You might have grown up in another plane, or perhaps you spent a long time away from home in another plane. You could have fallen into a strange portal and searched constantly for a way home, or you might have gone exploring intentionally. Regardless of the reasons for your planar travels, they have shaped you into the adventurer that you are today. This background is common among crystalkin, bright elves, ember dwarves, and stone dwarves, along with other races such as genasi, aarakocra, and tieflings. Skill Proficiencies: Arcana, Survival Languages: Two of your choice out of AbyssaL CelestiaL Deep Speech, InfernaL PrimordiaL or Sylvan Equipment: A bedrolL a waterskin, a 10-foot pole, 50 feet of silk rope, a steel mirror, a piece of a broken metal tuning fork used for the plane shift spell that used to be attuned to the Material Plane, a trinket from another plane, a set of traveler's clothes, and a belt pouch containing two gemstones each worth 10 gp MAIN PLANE Though you have traveled far, you once spent a great deal of time in a particular plane or realm, growing familiar with it. You can roll on the following table to determine the plane or realm that you spent so much time in, or choose one that best fits your character. d8 Plane or Realm d8 Plane or Realm l The Feywild 5 A Lower Plane 2 The Shadowfell 6 A Plane of Chaos 3 An Elemental Plane 7 A Plane of Law 4 An Upper Plane 8 The Far Realm FEATURE: PLANAR FAMILIARITY You are as familiar with your main plane as someone who had lived there for hundreds of years, in addition to the basic familiarity with the Material Plane that most player characters have. You know your main plane's general inhabitants, geographies, cultures, and so on. Also, you always recognize a magical portal that leads to your main plane. SUGGESTED CHARACTERISTICS Your journey across the planes has informed much of your current personality because of its difficulty. Your personality traits are also likely responsible for some of your journey - only certain kinds of people seek to make this perilous trek across the planes as you have. Use the tables for the sage or hermit background in the Player s Handbook as the basis for your traits and motivations, modifying the entries when appropriate to• suit your identity as someone who has ventured across the planes to reach where you are. For example, if you are using the hermit tables, you could swap mentions of your seclusion to be your reason for planar travel THE ELEMENTS AND BEYOND
SUBCLASSES cross the fantastical worlds reached in a D&D campaign, heroes and villains focus their power around the same primordial forces of creation that inhabit the planes, or vie for ways to travel through them and stake a claim to the mysteries across the horizon. Whether they wield the four elements of water, earth, fire, and air, the powers of nature such as the forest, sea, sky, and mountain, the magic of the sun, moon, and the mighty storm, or the powers of travel used to reach these mystical places and planes of power, the characters created to play in your campaign are the core of what makes the game fun! SUBCLASSES Class Subclass Level Available Barbarian Path of the Quake Bringer 3rd Barbarian Path of the Sky Caller 3rd Barbarian Path of the Verdant Warden 3rd Bard College of Journeys 3rd Cleric Mountain Domain l st Cleric Sea Domain l st Cleric Travel Domain l st Cleric Winter Domain l st Druid Circle of Seeds 2nd Druid Circle of Storms 2nd Druid New Land Options for 2nd the Circle of the Land Fighter Flame Dancer 3rd Fighter Wind Knight 3rd Monk Way of the Flying Fist 3rd Paladin Oath of Dynamism 3rd Paladin Oath of Purification 3rd Ranger Fire Keeper 3rd Ranger Mariner 3rd Rogue Aerialist 3rd Sorcerer Cosmic Affinity l st Sorcerer Elemental Magic l st Sorcerer Green Thumb l st Warlock The Dragon l st This section contains new subclasses for many of the classes in the Player's Handbook. Each class offers a character-defining choice at 1st, 2nd, or 3rd level that unlocks a series of special features, not available to the class as a whole. That choice is called a subclass. Each class has a collective term that describes its subclasses; in the fighter, for instance, the subclasses are called martial archetypes, and in the paladin, they're called sacred oaths. The table below identifies the subclasses in this compendium. In addition, the druid gains new options for the land chosen by the Circle of the Land subclass, and the warlock receives new choices for the class's Eldritch Invocations feature. Description Crushes stone and shakes the earth in a protective rage Shouts with the voice of the sky to stagger enemies Transforms into a treant-like guardian of the forest Versed in movement magic, adores and inspires travel Mighty as the mountain, endures injury and topples foes Commands the sea and blesses allies with sacred water Wanders the roads, granting freedom and alacrity to friends Invokes the power of ice from behind thick armor Conjures plant spirits and traps to harry foes and heal allies Channels the storm, floating and blasting lightning Instead of a new subclass, these are new elemental options for an existing subclass from the Player's Handbook. Fire-breathing and reckless, lights self and weapons ablaze Uses weapons to attack with deadly wind-strikes from afar Flies through the air on ki-powered leaping strikes Converts divine electricity into magnetic movement effects Wields holy flame to eradicate the unclean and purify allies Harnesses controlled flames to fight fires and fire-starters Hunts aquatic prey with water magic, echolocation, and the ability to speak to marine life Incredible acrobatic leaps and deadly strikes from above Radiant astral power shifts through phases of sun and moon Water, earth, fire, & air - either mastering a single element or gaining elements over time Naturally gifted with plant magic, sows spell-seeds in foes Serves an ancient spellcasting dragon, borrowing its power
At 3rd leveL barbarians choose a Primal Path. Here are new options for the Primal Path: the Path of the Quake Bringer, the Path of the Sky Caller, and the Path of the Verdant Warden. PATH OF THE UAKE BRINGER To match the grand fury and power of an earthquake or avalanche, barbarians of the Path of the Quake Bringer channel primal power, drawing on the element of earth when they rage to tum their body to stone. These warriors test their strength by smashing boulders and leaping chasms. In battle, they embody the earthquake itself, leaving craters, rubble, and terror in their rumbling wake. Quake bringers often come from cultures connected to the earth ( especially if they value strength) such as those of dwarves, goliath, or firbolgs. Earth genasi can manifest these abilities using latent elemental power. Some quake bringers communed with earth spirits or spent years in isolation on a mountain to gain power. STONE RAGE At 3rd leveL your rage armors you with rumbling stone. You gain the following benefits while you are raging. • At the start of each of your turns and when you start raging, you gain temporary hit points equal to 2 + half your barbarian leveL lasting until your rage ends. • Your stony skin grants you a + 1 bonus to AC while you aren't wearing any armor. You can use a shield and still gain this benefit. • You can use a bonus action to shake the ground within 5 feet of you. It becomes difficult terrain for other creatures until the start of your next turn. • You cannot be petrified, and when you are pushed or pulled, you can reduce the distance you are moved by up to 5 feet. Your weight is multiplied by five. DEMOLISHER At 6th leveL your elemental power focuses into mighty blows that smash even stone. You deal double damage with melee weapon attacks to objects and structures. When you hit a target composed of earth (dirt, crystaL stone, metaL etc.) with a melee weapon attack, your weapon is treated as if it were magical for the purpose of overcoming resistance, and if the target is an object or structure, you also gain a bonus to the damage roll equal to half your barbarian level Also, you have advantage on Strength checks made to dig, demolish, or excavate using a tool or object. CLIFF RUNNING Starting at 10th leveL you have a climbing speed equal to your walking speed You don't need free hands to use this speed unless you are climbing a surface that isn't made of some kind of earth. In addition, when you jump off of a surface made of earth, you draw power from the earth to boost your leap, increasing your high jump distance by a number of feet equal to your Constitution modifier (minimum + 1) and your long jump distance by twice that amount. Finally, you have tremorsense that extends out to a radius of 60 feet while you are raging, allowing you to sense through the earth (see page 7 4 for more details} SEISMIC SMASH When you reach 14th leveL you gain the ability to smash the ground itself and create a great seismic shockwave. As an action while you are raging and wielding a melee weapon, you can strike the ground with this power. Each other creature on the ground within 30 feet of you must make a Dexterity saving throw (DC 8 + your proficiency bonus+ your Strength modifier} You can choose to use a smaller radius, if desired On a failed saving throw, a target takes bludgeoning damage equal to your barbarian level + your Strength modifier and is knocked prone. On a successful saving throw, a target takes half as much damage and isn't knocked prone. If the ground in the area is loose earth or stone, it becomes difficult terrain until cleared Each 5-foot radius portion requires at least 1 minute to clear by hand When you use this ability, you can choose to damage the ground in the area, structures in contact with the ground in the area, both, or neither. This ability deals twice as much damage to those objects. Once you use this feature, you can't use it again until you finish a short or long rest. CHAPTER ONE I CHARACTER OPTIONS THEELEMENTSANDBEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O) 31
32 PATH OF THE SKY CALLER The vast sky may seem silent at times, but it has a voice and power of its own, rarely heard by mortals upon the ground Some barbarians learn through ancient rites to speak or sing to the sky, the clouds and wind, forming a primal connection that enables them to call upon the sky's power in times of need When they rage, the sky's mighty voice fills their body, allowing them to roar with its thunderous power. The first step to becoming a sky caller is hearing the voice of the sky, first as a faint whisper barely distinct from the sound of wind Many sky callers discover their path high upon a mountain peak, amid a storm, or while practicing tribal singing or shouting rituals. CLOUD SPEAKER At 3rd level when you adopt this path, you learn the language of the sky, a necessary step for any sky caller. You can speak and understand Auran. This feature does not grant you the ability to read or write Auran. Also, you can speak to the clouds, which relay your messages for you. You can cast the skywrite spelL from Xanathar's Guide to Everything, but only as a ritual SKY SHOUT Starting at 3rd leveL when you enter your rage, or as a bonus action on your turn while you are raging, if you can speak, you can shout with the thunderous force of the sky at a creature within 30 feet of you. CHAPTER ONE I CHARACTER OPTIONS The target must make a Constitution saving throw. On a failure, the target takes thunder damage equal to ld4 + half your barbarian leveL and you choose to either knock the target prone or push the target 10 feet away from you. On a success, the target takes half as much damage and isn't pushed or knocked prone. The saving throw DC for this feature equals 8 + your Constitution modifier + your proficiency bonus. When you reach 6th leveL the range for this feature increases from 30 feet to 60 feet. VESSEL OF RESONANCE At 6th leveL your connection to the great voice of the sky fills your body with a latent magical voice and transforms it into a vessel for this mighty sound You have resistance to thunder damage, you cannot be deafened, and magic cannot prevent you from speaking. In addition, when you speak, you can choose to amplify your voice. Each creature you can see within a radius that you choose can easily hear your voice as clearly and crisply as if they were within 10 feet of you. The chosen radius cannot exceed 1 mile. SKYBREAKER'S ROAR Starting at 10th leveL when you target a flying creature with your Sky Shout feature, the range is 150 feet and the target has disadvantage on the saving throw. In addition, you can use an action on your turn to roar into the sky above, altering the weather with the power of your voice. You change the weather using the same rules as the control weather spelL except you can only do so once, and you can't affect the temperature. You can alter the precipitation and wind by up to two stages up or down, but you can't increase precipitation above stage 4 or increase wind above stage 3. These changes only last for 1 hour. Once you have altered the weather in this way, you can't do so again until you finish a long rest. BREATH OF THE SKY When you reach 14th leveL you become able to harness the full power of the sky's true voice. As an action on your turn while you are raging, you can release a mighty booming shout in a 60-foot cone. Each creature in the area must make a Constitution saving throw. On a failed saving throw, a creature takes thunder damage equal to your barbarian level + your Constitution modifier, is knocked prone, is pushed 20 feet away from you, and is deafened until the end of your next turn. On a successful saving throw, a creature takes half as much damage and isn't pushed, knocked prone, or deafened In addition, unsecured objects that are completely within the area of effect are automatically pushed 20 feet away from you by the effect, and the sound of your roar is audible out to 1000 feet. The DC for this saving throw is the same as for your Sky Shout feature. Once you use this feature, you can't use it again until you finish a short or long rest. D&D UNLEASHED (vl.O) FANMADE HOMEBREW THE ELEMENTS AND BEYOND
PATH OFTHEVERDANTWARDEN When the forests and jungles of the world are in danger, they must sometimes rely on mortals to defend them. A barbarian of this path has a connection to these verdant places, and calls upon primal spirits to transform them into a treant-like warrior when they rage. Some tribes have produced verdant wardens every generation as part of ancient traditions dating back to the time of ancestors. Other wardens learn their ways not from their tribe, but from the forest itself. SYLVAN AVATAR. Starting at 3rd leveL your rage transforms you into an avatar of the forest. Your skin hardens into thick bark, your hair turns to leaves or grass, and your footsteps stir the natural plant life around you. While raging, you gain a + 1 bonus to AC, you have resistance to radiant damage, and you count as a plant in addition to your other types. In addition, each time you enter your rage, you choose one of the following options to augment your form until your rage ends. Branches. Your limbs become like the long swaying branches of an elderly oak tree. In this form, your reach with melee attacks and touch effects is increased by 5 feet, and your walking speed is increased by 10 feet. Roots. Your legs grow roots through the ground to impede your enemies. In this form, you can't be knocked prone, enemies treat the ground within 15 feet of you as difficult terrain, and when you are pushed or pulled, you can reduce the distance you are moved by up to 10 feet. Vines. Your skin all across your body sprouts strong vines to help you cling to things. In this form, creatures have disadvantage on any ability checks made to escape from your grapples, you can't be disarmed, and you have a climbing speed equal to your walking speed that you do not need free hands to use. SPEAK FOR THE 'TREES At 6th leveL you gain the respect of the forest's flora, and they gain respect for you. The magic of this primal bond grants you some benefits: • As the forest fears the flame, you become a symbol of extinguishing those flames. You and objects you carry can't be on fire (except for magical fire such as the immolation spell1 and both you and the objects you carry have resistance to fire damage. • As the forest needs the sun, you grow to bask in its energy. If you spend the entire duration of a short rest in direct sunlight, you can choose to regain hit points equal to your barbarian level at the end of the rest. Once you have done this, you cannot do so again until you finish a long rest. • As the forest is a community, you must learn how to communicate to it. You can speak to plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You also have advantage on all Charisma checks you make to influence or interact with them. THE ELEMENTS AND BEYOND FAN CANOPY 'TRAVELER At 10th leveL you become attuned to the forests and jungles of the land, and the oldest roads, their branches. You ignore difficult terrain caused by foliage such as plants or fungus, and you have a climb speed equal to your walking speed when climbing trees or other flora, including plants and fungus. You can also use a bonus action or an action on your turn to create a length of vine. You choose to create the vine from either your hand or from a point that you can see within 30 feet on a flat and stable surface. If you create from your hand, you produce a 60-foot length of untethered vine that acts as tough rope. If you create from a point, you produce a 30-foot length of vine which stretches toward you while staying firmly planted in the surface. The vine can hold up to 1000 lbs, it has 16 AC and hit points equal to 10 + twice your barbarian leveL and it is vulnerable to slashing damage. The vine disintegrates into mush after 10 minutes, when you create another vine, or when you use another bonus action to destroy it. WILD REGROWTH At 14th leveL you draw the energy of nature into you in times of peril When you begin your turn while raging, if you have no more than half of your hit points left, you regain hit points equal to 2 + your Constitution modifier (minimum 1 hit point1 plus 3 additional hit points if you are in direct sunlight.
34 BARD At 3rd leveL bards are able to choose a Bard College. Here is a new option for it: the College of]ourneys. COLLEGE OF j OURNEYS Many bards learn of the arcane arts and the skills of the world from books or teachers, but some learn their way about the world by making their way about the world, embarking on journeys like the heroes they tell tales of. BONUS PROFICIENCIES At 3rd leveL you gain proficiency with one tool out of either navigators' tools, land vehicles, or water vehicles. If you're already proficient with all of these tools, you gain a tool proficiency of your choice instead Also, your speed increases by 5 feet. When you reach 14th leveL this bonus increases to 10 feet. 'TRAVELER'S LORE At 3rd leveL you have broadened your horizons and hastened your pace. You never have to reduce your own pace due to encumbrance or terrain while traveling, and if you spend your time while traveling playing an instrument instead of watching for danger, you grant other creatures traveling with you advantage on ability checks made to forage, navigate, or track others. Also, when your Spellcasting feature lets you learn a bard spell of 1st level or higher, you can select the spell from the following list, in addition to the bard spell list. You must otherwise obey all the restrictions for selecting the spelL and it becomes a bard spell for you. COLLEGE OF JOURNEYS SPELLS Spell Level Spells l st jump, swoop (new) 2nd misty step 3rd blink, fly 4th Mordenkainen's private sanctum 5th far step (XGE), passwall 6th arcane gate, word of recall 7th plane shift INSPIRE URGENCY Also at 3rd leveL you learn how to inspire your allies to feats of great speed, agility, and drive. A creature that has a Bardic Inspiration die from you can use a bonus action on their turn to roll that die, Dash, and Disengage. The next time that creature hits with an attack before the end of that turn, the attack deals extra damage equal to the number rolled on the Bardic Inspiration die. FROM THITHER To YONDER Starting at 6th leveL you can use a bonus action on your turn to transport yourself or one willing creature within 30 feet of you that you can see. You teleport the target CHAPTER ONE I CHARACTER OPTIONS WORD OF RECALL FOR ARCANE CASTERS Some bards can learn the word of recall spell which is normally only available to clerics. The spell describes "a location, such as a temple, dedicated to or strongly linked to your deity." If you are not using divine magic, you must instead use a location that is a home to you, one of comfort and shelter. up to 30 feet to an unoccupied space that you can see, and the target can use its reaction to make an opportunity attack against a creature within its reach. Also, when a willing creature you can see within 30 feet of you is hit with a melee weapon attack, you can use your reaction to teleport it up to 30 feet to an unoccupied space that you can see, forcing the attacker to reroll the attack and use the new result instead You can only use this feature up to a number of times equal to your Charisma modifier (minimum once} You regain all expended usages when you finish a long rest. THE PLANAR SHUFFLE When you reach 14th leveL you learn how to dance to a magical tune that teleports you around You can use a bonus action on your turn to activate this ability. For 1 minute, at the beginning and end of each of your turns, you may choose to instantly teleport up to 10 feet to an unoccupied space you can see. You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you teleport, and must also teleport to an unoccupied space within 5 feet of your destination. You can only use this feature up to three times. You regain all expended uses when you finish a long rest. D&D UNLEASHED (vl.O) FANMADE HOMEBREW THE ELEMENTS AND BEYOND
CLERIC At 1st leveL clerics choose a Divine Domain. Here are new options for that feature: the Mountain Domain, Sea Domain, Travel Domain, and Winter Domain. MOUNTAIN DOMAIN The imposing figure of mountains towering on the horizon and the frightful rumbling of the quaking earth are reminders of the great power shared by mountain and earth gods, and they drive many clerics of these deities to pursue the faith in the first place. Many of these gods (such as Ulaa, Purphoros, and Dumathoin) are diggers and craftsmen that fashion earthen wares out of the mountain's treasures and secrets. Others (such as Skadi and Dunatis) represent the solitude and wisdom of the mountain, whispering truths to their hermit-like clerics upon the peaks. Some are deities of the earth and sand (such as Gaia and Geb), while a few (such as Kurtulmak and Moradin) are the patron gods of earth-dwelling folk like dwarves, goliaths, or kobolds. Clerics of the mountain are as varied as their gods, but all see the resolute, unbending, and stubborn strength of the earth and the mountains as the ideal model to live by. MOUNTAIN DOMAIN SPELLS Cleric Level Spells l st earth tremor (XGE), shield of faith 3rd earthbind (XGE), spider climb 5th meld into stone, quake walk (new) 7th stone shape, stoneskin 9th passwall, wall of stone AEGIS OF THE EARTH When you choose this domain at 1st leveL you gain proficiency with heavy armor. In addition, when you take bludgeoning, piercing, slashing, force, or poison damage, you can use your reaction to reduce the damage you take by an amount equal to 3 + half your cleric level You can use your reaction in this way a number of times equal to your Wisdom modifier (a minimum of once), You regain all expended uses when you finish a long rest. MOUNTAIN CLIMBER Also at 1st leveL you have advantage on saving throws and ability checks made to climb or keep your footing while on earth or stone, such as when you are climbing a canyon walL jumping across wobbly stones, or walking along a narrow cliff ledge. CHANNEL DIVINITY: VOICE OF THE MOUNTAIN Starting at 2nd-leveL you can use your Channel Divinity to shake the ground with the voice of the mountain, injuring those who cannot keep their balance. As an action, you present your holy symbol and the ground in a 30-foot cube within 60 feet of you rumbles with divine power. Each creature on the ground in the area must make a Dexterity saving throw. On a failed saving throw, a creature takes thunder damage equal to 2d6 + your cleric level and it is knocked prone. On a success, a creature takes half as much damage and isn't knocked prone. Until the end of your next tum, ground in the area is difficult terrain as it continues to quake. MIGHT OF THE OLD STONE At 6th leveL you become as hearty and stubborn as the earth and mountains themselves, gaining proficiency in Constitution saving throws. If you already have this proficiency, you instead gain proficiency in Strength or Charisma saving throws (your choice), DIVINE STRIKE At 8th leveL you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. When you reach 14th leveL the extra damage increases to 2d8. THE MOUNTAIN LOOMS Starting at 17th leveL the earth and those upon it quake and tremble within your towering presence. The ground within 10 feet of you is always difficult terrain, and if it was already difficult terrain, it costs a creature 1 extra foot of movement for every 1 foot the creature moves. In addition, creatures that are prone on the ground within 10 feet of you cannot stand up. This effect only occurs while you are touching the ground You can choose to exclude any number of creatures from this effect at any time. CHAPTER ONE I CHARACTER OPTIONS THEELEMENTSANDBEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O)
SEA DOMAIN Gods of the sea - and those of other water sources like rivers or springs - are frequently worshipped in order to make aquatic journeys easier and less dangerous. Many gods of this domain, such as Poseidon, Manannan mac Lir, Thassa, and Njord, are sailors or fishermen rescuing supplicants from shipwrecks and blessing their vessels for travel upon the ocean waves. There are evil gods like Zeboim, Aegir, and Umberlee, who whip the seas into deadly storms, sink ships, and crush coastal settlements with giant waves. Some water gods are avatars of purity, fertility, life, and cleanliness, with temples built at pure springs or sacred rivers, like Sobek or Brigantia. A few like Eadro or Sekolah are patrons of a particular aquatic race such as merfolk or sahuagin. SEA DOMAIN SPELLS Cleric Level Spells l st create or destroy water, fog cloud 3rd dive (new), drown (new) 5th tidal wave (XGE), water breathing 7th control water, watery sphere (XGE) 9th maelstrom (XGE), water to acid (new) CHOSEN OF THE SEA When you choose this domain at 1st leveL you gain proficiency with the trident, and you can breathe underwater. You also have advantage on any ability checks relating to bodies of water or water vehicles. In addition, you learn the shape water cantrip, from Xanathar's Guide to Everything, and the new water spout cantrip. They are cleric cantrips for you, and don't count against the number of cantrips you can learn as a cleric. BLESSED WATER Also at 1st leveL you can spend 1 minute praying over at least llb of water to create pure blessed water that lasts for up to 8 hours or until you finish a long rest. You can use this feature up to a number of times equal to your Wisdom modifier (a minimum of once} You regain all expended uses when you finish a long rest. You choose one of the following options for the water each time you use this feature. Aquatic Elixir. If a creature consumes the water, it gains the ability to breathe underwater for a number of hours equal to half your cleric level (minimum of one hour} After you reach 6th leveL a creature can drench itself in the water instead of consuming it, granting the creature a swimming speed equal to its speed for a number of minutes equal to 10 x your cleric level Holy Water. The water functions the same as holy water for the duration, except that it deals bonus radiant damage equal to half your cleric level You can expend 25 gp worth of powdered silver when the blessed water is created to transform it into a flask's worth of real holy water with the same effects and no duration. Water of Life. A creature can use its action to touch an injured creature and spread the water upon the injured creature's body. The injured creature regains hit points equal to 3 + half your cleric level CHANNEL DIVINITY: TIDAL SURGE Starting at 2nd leveL you can use your Channel Divinity to create a wave of temporary water around you. As an action, you present your holy symboL and each creature of your choice within 15 feet of you must make a Strength saving throw. On a failed save, a creature takes bludgeoning damage equal to 2d6 + your cleric leveL and it is pushed 10 feet away from you or pulled up to 10 feet toward you (you choose which it is each time you use this ability} On a success, it takes half as much damage and isn't pushed or pulled CRASHING WAVES Starting at 6th leveL whenever one of your cleric spells pushes or pulls a creature, you can push or pull it 5 feet further. Also, whenever one of your cleric spells or class features restrains a creature, pushes or pulls a creature into a solid object that's at least one size larger than it (such as a walL tree, or boulder1 or knocks a creature prone, you can choose one of the following effects to apply to that creature: • It can't take reactions until the end of its next tum. • Its speed is halved until the end of its next tum. • It must make a Constitution saving throw against your cleric spell save DC. On a failed saving throw, it drops whatever it is holding, and if it is concentrating on anything, it loses concentration. POTENT SPELLCASTING Starting at 8th leveL you add your Wisdom modifier to the damage you deal with any cleric cantrip. THE ELEMENTS AND BEYOND
CYCLE OF THE TIDES Starting at 17th leveL when you use your Tidal Surge Channel Divinity feature, it deals 2d6 bonus damage, and the range and distance pushed or pulled are both doubled At the end of your next turn, another wave of water washes around you and you repeat the effect without expending another usage of Channel Divinity. You can choose new targets and whether to push or pull 'TRAVEL DOMAIN The world is wide and the roads are dangerous. To help guide and guard the mortals who traveL the deities of travel - including Lugh, Sehanine, Marthammor Duin, Hermes, Kruphix, Fharlanghn, and Athreos - teach the proper ways of journeying across the world They are mostly benevolent and often chaotic. Many serve their fellow gods as messengers or guides. Most wish mortals to travel so as to discover, learn, and live a full life, but some are more ambivalent, representing the mysteries, dangers, and secrets waiting on the horizon. When they aren't exploring new places or acting as messengers for important matters between the churches of other gods, clerics of this domain usually wander. TRAVEL DOMAIN SPELLS Cleric Level Spells l st comprehend languages, longstrider 3rd locate object, misty step 5th fly, haste 7th freedom of movement, locate creature 9th far step (XCE), soar (new) BONUS PROFICIENCY When you choose this domain at 1st leveL you learn the message cantrip, which is a cleric cantrip for you and doesn't count against the number of cantrips you can know as a cleric. You also gain proficiency with one of the following tools of your choice: navigator's tools, land vehicles, or water vehicles. BLESSED STEPS Also at 1st leveL your journey is blessed by holy purpose. You can use a bonus action on your turn to disengage, dash, or attempt to escape from a grapple. You can also use a bonus action to touch another willing creature and lend it your blessing. At the start of its next turn, it can either dash, disengage, or attempt to escape from a grapple without using an action. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once} You regain all expended uses when you finish a long rest. CHANNEL DIVINITY: SAFE PASSAGE Starting at 2nd leveL you can use your Channel Divinity to secure magical safe passage. As an action, you present your holy symboL and you teleport one willing creature that you can see within 30 feet of you up to 60 feet to an unoccupied space that you can see. Until the end of your next turn, attack rolls are made against it with disadvantage, and it has resistance to bludgeoning, piercing, and slashing damage dealt by nonmagical weapons. If the target makes an attack, casts a spell that affects an enemy, or deals damage to another creature, the effect ends immediately. MESSENGER OF THE GoDS At 6th leveL the spirit of travel fills you and carries you further. You are always under the effects of a Jongstrider spelL and you have advantage on all ability checks and saving throws made to escape from a grapple. In addition, at the end of each of your turns, if you are at least 30 feet away from where you were at the start of the turn, you gain a + 1 bonus to AC and Dexterity saving throws until the end of your next turn. POTENT SPELLCASTING Starting at 8th leveL you add your Wisdom modifier to the damage you deal with any cleric cantrip. RADICAL FREEDOM Beginning at 17th leveL you have advantage on saving throws against being charmed, and your speed increases by 10 feet. Also, you are always under the effects of a freedom of movement spell You can temporarily suppress this effect to cast freedom of movement without expending a spell slot or requiring components, unless the effect is already suppressed You can use a bonus action to end the spell early. The effect remains suppressed until the spell ends. . - THE ELEMENTS AND BEYOND FANMADE HOMEBRE\
38 WINTER DOMAIN Clerics who worship a god of ice or winter channel both their god's freezing wrath and tranquil beauty. There are many varieties of winter deities. Some are spiteful and bitter as a winter fey, such as Auril Yet others, like the Norse deities Uller or Skadi, or the Elven god Rellavar Danuvien, guide their followers through harsh winters and icy terrain with care. Some are better known for their other domains, like nature, trickery, war, or death, such as the Raven Queen, or represent all the seasons including winter, such as Demeter. Most winter gods are cold and distant, but a few are warm and friendly. WINTER DOMAIN SPELLS Cleric Level Spells l st armor of Agathys, ice knife (XGE) 3rd 5th 7th 9th hold person, ice sculpture (new) cold snap (new), sleet storm frost armor (new}, ice storm cone of cold, hold monster HERALD OF WINTER When you choose this domain at 1st leveL you gain proficiency with heavy armor, and you learn your choice of either the frostbite cantrip, from Xanathar's Guide to Everything, or the ray of frost can trip. That can trip is a cleric spell for you, and it doesn't count against the number of cantrips you can know as a cleric. In addition, you don't suffer the effects of extreme cold, as described in the Dungeon Master's Guide. CHAPTER ONE I CHARACTER OPTIONS DIVINE BLIZZARD Also at 1st leveL you learn how to surround yourself in a momentary blizzard As a bonus action, you swirl with icy wind and freezing magic. Until the end of your next turn, the area within 10 feet of you is lightly obscured by snow and mist, and when a creature ends its turn within 10 feet of you, you can choose to deal it cold damage equal to your proficiency bonus. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once} You regain all expended uses when you finish a long rest. CHANNEL DIVINITY: ICY EMBRACE Starting at 2nd leveL when you deal cold damage to a creature with a cleric spell or class feature, you can use your Channel Divinity to freeze it with divine will The creature must make a Constitution saving throw. On a failed save, the creature is restrained for 1 minute. It repeats the saving throw at the end of each of its turns, ending the effect on a success. COLD NUMBNESS At 6th leveL you gain resistance to cold damage, and you have advantage on saving throws made to maintain concentration when you take damage or to resist the effects of magical pain (such as the power word: pain spell} POTENT SPELLCASTING Starting at 8th leveL you add your Wisdom modifier to the damage you deal with any cleric cantrip. RELENTLESS WINTER When you reach 17th leveL you gain immunity to cold damage, and you ignore all the effects of exhaustion other than death. In addition, you are always coated with protective rime. Whenever you are hit with a melee attack by an attacker within 5 feet of you, if the attacker doesn't have resistance or immunity to cold damage, its speed is reduced by 15 feet and it has disadvantage on weapon attack rolls until the end of its next turn. D&D UNLEASHED (vl.O) FANMADE HOMEBREW THE ELEMENTS AND BEYOND
DRUID At level 2, druids choose a Druid Circle. Here are new options a druid can choose for their Circle: the Circle of Seeds and the Circle of Storms. There is also a set of new elemental land options for the Circle of the Land from the Player's Handbook. CIRCLE OF SEEDS ----------------- The druids who belong to the Circle of Seeds venerate plants and the beginning of life itself. They see plants as the purest expression of life, growth, and the natural world, whether they are vast grasslands, mighty forests, steamy jungles, or lone cacti. They take patient interest in long-term problems and solutions facing the natural world, viewing the world from the timescale of ancient forests and jungles. They view all life as equaL but know that without plants, all life will eventually perish. These druids regularly seek the wisdom of dryads and treants and strive to protect the oldest trees and most vulnerable flora in the world from harm. As they journey the world, they often plant seeds where they are needed, revitalizing damaged wilderness and giving life to barren wastelands. In battle, these druids embody the tactics of plants, slowly taking control of the battlefield and establishing traps and hazards using plant magic. CIRCLE SPELLS Your connection to the plants of the world enables you to easily cast botanical magic. At 2nd leveL you learn the thorn whip cantrip, and it can't be replaced when you gain a level in this class. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Seeds Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you. Cl RCLE OF SEEDS SPELLS Druid Level 3rd 5th 7th 9th PLANT LORE Spells barkskin, spike growth plant growth, revivify aura of life, stockade sprouts (new) sun flower (new), tree stride At 2nd leveL you gain an innate connection to the spirits of the plants of the world, and they have tutored you in their ways. You can understand the speech of plants regardless of language, and any plant that knows at least one language can understand your speech. You also have advantage on ability checks made for knowledge about plants or made to socially influence plants. In addition, your druid spells that normally can only target beasts can also target plants. RAMPANT GROWTH Starting at 2nd leveL you can summon primal spirits associated with plants to aid you and your allies. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point and counts as neither a creature nor an object. As a bonus action, you can move the spirit up to 15 feet to a point you can see. It persists for 1 minute or until you're incapacitated Once you use this feature to summon a plant spirit, you can't do so again until you finish a short or long rest. The effect of the spirit and its aura, which uses your spell save DC for saving throws, depends on the type of spirit you summon from the options below. Flowers. The plant spirit is in the form of a flowering plant, releasing pollen and sprouting healing fruit. You and your allies can pluck and eat a fruit as a bonus action while within 5 feet of the plant spirit, or use an action to pluck a fruit and feed it to another creature. Any creature in the aura that consumes one of these fruits regains hit points equal to your proficiency bonus+ half your druid level A spirit can only heal each creature up to one time. Once a creature has been healed by two spirits, it can't be healed by a spirit again until it finishes a long rest. When an enemy creature ends its tum in the aura, it is irritated by the pollen; if it is concentrating and it can be poisoned, it must succeed on a Constitution saving throw or lose concentration. Leaves. The plant spirit is in the form of a plant that flings sharpened, toxic leaves and thorns at your foes. Choose piercing or slashing damage. An enemy creature that ends its tum in the aura takes damage of the chosen type equal to 2 + half your druid level and must succeed on a Constitution saving throw or be poisoned until the end of its next turn. Once a creature succeeds on this saving throw, the spirit can't poison it again. CHAPTER ONE J CHARACTER OPTIONS TFEELEMENTSANDBEYOND f.A 'llMADF HOMEBREW D&D UNLEASHED (vl.0) 39
40 Roots. The plant spirit is in the form of a plant with strong roots or vines that writhe out of the ground to grab foes. Each enemy creature that ends its tum in the aura must succeed on a Dexterity saving throw or be grappled by the spirit while it remains in the aura, using your spell save DC as the escape DC. In addition, ground in the aura is difficult terrain, but you and your allies can ignore the difficult terrain. SOWING MAGIC At 6th leveL you grow to deeply understand what a plant needs to thrive, and you learn to sow your magical seeds with greater skill When you use your Rampant Growth feature to summon a plant spirit, you can place the spirit onto any surface, including walls and ceilings, and you can place it in water (requiring no surface~ In addition, you can spend 1 minute planting a magical seed in the ground using a druidic ritual You can use a bonus action on your turn to cause a seed you've planted within 30 feet of you to transform and sprout into a plant spirit of your choice, as if you had summoned one with your Rampant Growth feature at that location. You can't move a spirit summoned using this feature, and you can't have more than one of the same type of plant spirit. A seed that hasn't been sprouted disappears after 1 hour. You have a number of seeds equal to your Wisdom modifier (minimum of one} and you regain any expended seeds when you finish a long rest. Once you have used this feature to sprout a seed, you can't do so again until you finish a long rest. PLANT FORM At 10th leveL you gain the ability to shapeshift into a form similar to a dryad - a living, humanoid-like magical plant. As an action, you can expend a use of your Wild Shape feature to transform your body into a plant, rather than transforming into a beast form, and you gain temporary hit points equal to your druid level While this feature is active, you gain the following benefits: • You are a plant instead of your normal types, and you have advantage on saving throws against poison. • You are covered with thorns. At the start of each of your turns, you deal ld6 piercing damage to any creature grappling you. • You have resistance to radiant damage. These benefits and temporary hit points last for 1 0 minutes or until you use your Wild Shape again. VERDANT MASTER At 14th leveL you can understand and command plants as easily as a powerful dryad or treant. You can cast speak with plants at-wilL without expending a spell slot. The spell lasts for the duration or until you cast speak with plants again using this feature. In addition, when you cast the awaken spell targeting a plant, the material components only have to be worth at least S0gp. CHAPTER ONE I CHARACTER OPTIONS D&D UNLEASHED (vl.O) CIRCLE OF STORMS Druids of the Circle of Storms have communed, through ancient rituals, with the four winds (North, East, South, and West) and with the ancient progenitor of all storms, a magical tempest known as the primal storm. These druids teach that, just like the primal storm, nature is in constant flux, and that this change is a good thing. They anticipate the sudden arrival of a storm or danger at all times, and believe that wisdom involves knowing when to run with the wind and when to run against it. Storm druids can often be found in tribal societies that live on open plains, on mountains, or along coasts. Some venerate a particular wind, such as the icy North Wind, or a particular storm, such as the monsoon or the tornado. In battle, they buffet and manipulate their foes with wind and lightning. They invoke the power of the primal storm, rising off the earth to blast their enemies with all of the shocking fury of a thunderstorm. CIRCLE SPELLS Your bond with the four winds and the primal storm grants you access to certain spells. At 2nd leveL you learn the shocki.ng grasp cantrip. It is a druid cantrip for you, and can't be replaced when you gain a level in this class. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Storms Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you. CIRCLE OF STORMS SPELLS Druid Level Spells 3rd gust of wind, jolt of pain (new) 5th fly, lightning bolt 7th cyclone (new), storm sphere (XCE) 9th fingers of lightning (new), soar (new)
CALL THE WIND Starting at 2nd leveL you can use a bonus action on your turn to buffet a target you can see within 60 feet of you with wind It must succeed on a Strength saving throw against your druid spell save DC or be pushed 5 feet in a direction of your choice. If the target is an unsecured object of size Medium or smaller, it is automatically pushed If you are not underground or indoors, you push the target twice as far. STORM AsCENSION At 2nd leveL you gain the ability to embrace the power of the primal storm. As an action, you can expend a use of your Wild Shape feature to imbue your body with storm magic, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits: • When a target fails its saving throw against your Call the Wind feature, it takes 1d6 thunder damage. This damage increases to 1d8 at 6th leveL 1d10 at 10th leveL and 1d12 at 14th level • Your melee attacks deal 1d6 bonus lightning damage to any target they hit. • You have a flying speed equal to your walking speed and you can hover, but you can't fly more than 1 foot above the ground using this speed Water beneath you counts as ground for this limitation. These benefits last for up to 10 minutes, until you lose these temporary hit points, or until you use your Wild Shape again. INNER TEMPEST Starting at 6th leveL whenever you cast a spell of 1stlevel or higher that deals lightning damage or thunder damage while your Storm Ascension feature is active, you roll a d6, and you gain a bonus to one damage roll of the spell equal to the number rolled In addition, you have resistance to lightning damage while your Storm Ascension feature is active. HERALD THE FOUR WINDS At 10th leveL your bond with the four winds enables you to call upon them at a moment's notice. While your Storm Ascension feature is active, you can cast the gust of wind spell without expending a spell slot. You can do so as part of the action used to activate the feature. The spell ends immediately if the feature ends. UPDRAFT Starting at 14th leveL while your Storm Ascension feature is active, you can fly up to 20 feet above the ground, instead of only 1 foot. At 18th leveL this increases to 60 feet, and your flying speed granted by the feature is also doubled THEELEMENTSANDBFYOND NEW CIRCLE OF THE LAND OPTIONS Circle of the Land druids choose a type of land that they hail from, which determines their Circle of the Land spells. In addition to the land options detailed in the Player's Handbook, there are also druids that hail from deep beneath the ocean, from fiery lands surrounding active volcanoes, from dense and dangerous jungles, or even from the clouds in the open sky above. If you are a druid of the Circle of the Land, you also have access to these land options: JUNGLE SPELLS Druid Level Spells 3rd lesser restoration, web 5th nondetection, stinking cloud 7th envenomed weapon (new), giant insect 9th contagion, insect plague SKY SPELLS Druid Level 3rd 5th 7th 9th Spells gust of wind, levitate fly, wind wall cyclone (new), wind funnel (new) control winds (XCE), soar (new) UNDERWATER SPELLS Druid Level Spells 3rd darkness, drown (new) 5th tidal wave (XCE), water breathing 7th control water, Evard's black tentacles 9th hold monster, maelstrom (XCE) VOLCANIC SPELLS Druid Level Spells 3rd heat metal, pyrotechnics (XCE) 5th erupting earth (XCE), stinking cloud 7th fire shield, wall of fire 9th immolation (XCE), molten upheaval (new)
/ At 3rd leveL a fighter gains the Martial Archetype feature. Here are two new options for that feature: the Flame Dancer and the Wind Knight. FLAME DANCER The archetypal flame dancer, by means often unknown, has the ability to cover themselves and their weapons in flame. For some, this is through an esoteric breathing technique. For others, this is a strange magical gift. The performance art of fire-eating can lead some to develop these abilities in mundane ways. Many fire genasi and ember dwarves often embrace this archetype, honing their innate flame magic in battle. FLAME STANCE Starting at 3rd leveL you can wreathe your body, armor, and weapons in magical flames. You can use a bonus action on your tum to enter the flame stance and burst into flames for 1 minute. The flames do not harm you or anything you are holding or carrying, and they can't be extinguished While in this stance, you shed bright light in a 15-foot radius and dim light for an additional 15 feet, you have resistance to cold damage and fire damage, and when you hit a target with a ranged weapon attack using a thrown weapon or with a melee weapon attack, the attack deals 1d6 bonus fire damage. If you're wielding the weapon in two hands, roll the fire damage twice and use the higher result. You can't deal this bonus damage to each creature more than once per tum. Also, while you are in this stance, you deal 1d6 fire damage at the start of each of your turns to any creature whose space you are fully within, to any creature that you are grappling, and to any creature that is grappling you. If you're fully within a creature's space and one of you is grappling the other one, you deal the creature maximum fire damage instead of rolling. You can use this ability up to three times, and you regain all expended uses when you finish a long rest. When you reach 10th leveL the number of times you can use it increases to four, and it increases again to five when you reach 18th level The damage dice increase to d8s when you reach 7th leveL and they increase again to dlOs at 15th level ALIGHT IN FLAME At 7th leveL you learn a trick to sparkle with the glow of flame, helping you hold the attention of others. You can use your action to make yourself glow with flame for 1 minute. You shed bright light in a 10-foot radius and dim light for an additional 10 feet, and you have advantage on Charisma (Intimidation1 Charisma (Performance1 and Dexterity (Sleight of Hand) checks when influencing those that can see you. However, you also have disadvantage on Dexterity (Stealth) checks. You can only use this ability up to a number of times equal to your Constitution modifier (minimum of once1 and you regain all expended usages when you finish a long rest. FIRE-BREATHING At 10th leveL you learn how to tum your breath into fire as you exhale. You can cast the produce flame cantrip at-wilL requiring only verbal components. You can also cast burning hands at a spell slot level equal to your fighter level divided by 3, expending no spell slots and requiring only verbal components. Once you have done so, you cannot do so again until you finish a short or long rest. Your attack bonus with these spells equals your Constitution modifier + your proficiency bonus, and your spellcasting DC for these spells equals 8 + your Constitution modifier + your proficiency bonus. IGNITION STRIKE Starting at 15th leveL when you hit a creature with a melee weapon attack or deal a creature fire damage, you can choose to light it ablaze. Until a creature takes an action to douse the fire, the target takes 1d10 fire damage at the start of each of its turns. You can use this ability twice, and you regain both uses when you finish a short or long rest. IGNITION MA.STER Starting at 18th leveL if you roll initiative and you have no uses of your Ignition Strike feature remaining, you regain one usage. Also, your fighter class features that deal fire damage ignore resistance to fire damage. THE ELEMENTS AND BEYOND
GREAT COMBUSTION At 18th leveL you gain the ability to ignite living air and transmute the power within into heat. When you would roll fire damage, if one of the targets of that damage is an elemental of the air subtype, you can choose before you roll to maximize up to a number of those damage dice equal to your Constitution modifier (minimum of 1} WIND KNIGHT The archetypal wind knight can strike with the swirling wind created by their weapons. They use air pressure to transform melee strikes into projectiles, and spin their ranged volleys so that they hit with cyclone force. Wind knight abilities are not magical They follow an ancient fighting tradition focused on the flow of air, sound, and pressure, handed down through generations of masters and devoted pupils. These warriors constantly seek to improve and refine their skilL searching for worthy opponents to both test and hone their abilities against. WIND STRIKE TECHNIQUE When you choose this archetype at 3rd leveL you gain the ability to strike using a weapon with such precision and skill that you can harness the air to your advantage. You have four wind strike dice, which are d8s. You can decide to use a wind strike die that isn't expended before you make a weapon attack on your turn if you aren't in a liquid or vacuum. This augments the attack, giving it certain benefits depending on whether it is a melee or ranged attack: For a melee attack, the reach of the attack is increased by 10 feet, and if the attack is made outside the weapon's normal reach, it counts as both a melee weapon attack and a ranged spell attack and it treats liquids and vacuums as if they were total cover. For a ranged attack, the attack ignores disadvantage caused by long-range or the effects of wind, and the weapon returns to one of your free hands at the end of your turn if it has the thrown property. If the attack hits or deals any damage, you roll the wind strike die and add the result to the damage for the attack, and the wind strike die is expended You regain all of your expended wind strike dice when you finish a short or long rest. You gain another wind strike die at 7th level and one more at 15th level The bonus to the attack's reach is increased by 5 feet at 7th, 10th, and 15th level BONUS PROFICIENCY At 3rd leveL your study of air, wind, and sound grants you new insights and draws out your talents. You gain proficiency with one musical instrument of your choice. Alternatively, you learn one language of your choice. ADEPT HEARING At 7th leveL your awareness of the air currents flowing around you sharpens your hearing to exceptional levels, allowing you to hear things as quiet as the rustle of wind through an illusion or the heightened pulse of a liar. You THE ELEMENTS AND BEYOND have advantage on Wisdom (Perception) checks and Intelligence (Investigation) checks that rely on hearing, and on Wisdom (Insight) checks to detect lies if the speaker is within 30 feet of you and you aren't deafened WAVE BENDER Starting at 7th leveL your Wind Strike feature no longer treats liquids as total cover and isn't limited by liquids, and when you augment an attack using a wind strike die, it doesn't suffer disadvantage for being underwater. Also, you gain the ability to bend the arcs of your projectile attacks. When you augment a ranged attack using a wind strike die, the attack ignores up to 1 of the bonus to AC provided to the target by cover. When you reach 10th leveL this number increases to 2, and it increases again to 3 at 15th level IMPROVED WIND STRIKE At 10th leveL your wind strike dice turn into d10s. At 18th leveL they turn into d12s. CYCLONE STYLE Starting at 15th leveL when you roll initiative and have no wind strike dice remaining, you regain 1 wind strike die. WIND STRIKE MASTER At 18th leveL your mastery over wind-based attacks becomes absolute. When you make a melee weapon attack on your turn and don't augment it using a wind strike die, the reach is still increased by 10 feet. When you make a ranged weapon attack on your turn, you always ignore disadvantage caused by long-range, being underwater, or the effects of wind, and the weapon returns to one of your free hands at the end of your turn if it has the thrown property. Finally, your skill becomes so legendary that your Wind Strike feature ignores vacuums.
44 MONK At 3rd leveL a monk gains the Monastic Tradition feature. Here is a new air-themed option for that feature: the Way of the Flying Fist. WAY OF THE FLYING FIST The Way of the Flying Fist teaches that true martial power is found in the air, when one escapes from the pull of gravity. These monks train their bodies to leap great heights, channel that power into their strikes, and even pursue the ancient techniques that enable them to fly through the air. LEAPING STRIKE Starting at 3rd leveL you can channel the force of your mighty leaps into your attacks. When you spend a ki point to use the Step of the Wind feature, your jump distance is tripled instead of doubled When you use the Step of the Wind feature and jump or fly at least 10 feet toward a target, you can change the first attack you make against it at the end of the movement into a leaping strike. On a hit, the attack deals bonus damage equal to two of your Martial Arts dice + twice your Dexterity modifier, and you can choose • • to spend 1 extra ki point. If you do, the target must make a Strength saving throw, falling prone on a failure. You only can use this feature with a monk weapon or an unarmed strike, and you can only do so once per turn. CARRYING THE TEAM Also at 3rd leveL you can grapple a willing creature without making an attack, an ability check, or using an action, and when you spend a ki point to use the Step of the Wind feature, you can carry a creature you are grappling your full speed instead of half your speed INTERCEPTION Starting at 6th leveL you can intercept a foe when they move. When a creature moves within 15 feet of you, you • can spend 1 ki point and use your reaction to jump ( or fly if you have a flying speed) up to 15 feet to a space adjacent to them. If you do, you make an unarmed attack against the creature immediately at the end o( the movement. If you hit, the creature's speed becomes 0 for the rest of the turn. FLEET OF FOOT Starting at 11th leveL you have advantage on saving throws and ability checks to avoid or escape a grapple or to avoid becoming restrained, and you never require more than 5 feet of movement to stand up when prone. Difficult terrain never costs you more than 2 feet of speed for every 1 feet of movement, and when you spend a ki point to use the Step of the Wind feature, you ignore difficult terrain until the end of your turn. Finally, you can move through enemy spaces on any • turn you have dashed, dodged, or disengaged, but you can't end your turn there. CHAPTER ONE I CHARACTER OPTIONS D&D UNLEASHED (vl.O) l'u.., AVf',,tt-r; -r-t-te- Ft~-r T1Me" l +te-Atw 0~ MON~ Ft,"{ltJ~-r-t-t120~ -r-t-te- At12- [ 1?'(2.L6Ft,"{ 1ZGCON9Ve'IZGV M"l 1?61N~ A Wt"ZAtw. 1tteN l cA~-r Ft,"{. -t.=;et,.wAV EMPI'Y AND BECOME WIND Starting at 17th leveL you have mastered the Flying Fist's ultimate art: becoming weightless and walking on air itself. You have a base flying speed of 60 feet and you can hover. The bonus damage of your Leaping Strike also increases to four of your Martial Arts dice + twice your Dexterity modifier. ·
At 3rd leveL a paladin gains the Sacred Oath feature. The following options are available to a paladin, in addition to those offered in the Player's Handbook the Oath of Dynamism and the Oath of Purification. OATH OF DYNAMISM The Oath of Dynamism is an ideology of rapid, constant change. Those who swear to the Oath of Dynamism find their divine magic manifesting as light, lightning, and magnetism. Some are warriors of the storm, channeling the raw electric power of a god of lightning into their weapons and armor. Others are pragmatic, modern sentinels of a coming future, ensuring that the march of progress isn't interrupted by those ignorantly afraid of a changing world Most paladins who swear to this oath are chaotic in alignment, with a strong tendency toward neutrality and self-determination. TENETS OF DYNAMISM Because they eschew organized traditions, those who swear to the Oath of Dynamism rarely agree on the words that constitute their ideals. StilL they find themselves alike in following these tenets. Take Swift Action. Like lightning itself, you must never hesitate to take needed action. Deliberation and planning are nothing more than excuses for tardiness. Never Stay Idle. Like neglected metal leads to rust and decay, you know idleness only leads to weakness and spiritual immobility. Doing nothing is only for those who can't do anything. Embrace the Changing Future. You must be ready - and perhaps even eager - to discard old traditions as the world changes around you. The world will always change, just as all energy changes forms. Be Decisive, But Flexible. You must be confident in your choices once you have made them. But should you learn that you are definitely going the wrong direction, always be quick to shift to a new unwavering path, just as lightning does when it arcs and dances. OATH OF DYNAMISM SPELLS Paladin Level Spells 3rd Radic's sudden spark (new), thunderwave 5th branding smite, jolt of pain (new) 9th lightning arrow, lightning bolt l 3th holy glare (new), sickening radiance (XGE) 17th destructive wave, fingers oflightning (new) DIVINE CONDUIT Starting at 3rd leveL your Divine Smite deals lightning damage instead of radiant damage, and any paladin spells you cast deal lightning damage instead of radiant or necrotic damage. When your Divine Smite or a paladin spell you cast deals lightning damage to a fiend or undead, it ignores resistance to lightning damage. Also, when you throw a metal weapon as part of an attack, you can magnetically pull the weapon back to you after it hits or misses, causing the weapon to fly instantly back to the hand you used to throw it. CHANNEL DIVINITY When you take this oath at 3rd leveL you also gain the following two Channel Divinity options. Convert Energy. When a creature or object within 60 feet of you takes lightning, radiant, or thunder damage, you can absorb the energy as a reaction, using your Channel Divinity. You reduce the damage taken by the target by an amount equal to 5 times your paladin level (to a minimum of O damage) and the target gains resistance to lightning, radiant, or thunder damage (your choice) until the end of your next turn. The first time you hit with a melee weapon attack or roll thunder or lightning damage for a spell before the end of your next turn, you deal extra lightning damage to one target equal to your paladin level Magnetic Momentum. As a bonus action on your turn, you blast one creature you can see within 30 feet of you with a magnetized wave of thunder, using your Channel Divinity. The target must make a Constitution saving throw. On a failed save, the target takes thunder damage equal to ld4 + your paladin level and is pushed up to 20 feet away from you. On a success, the target takes half damage and isn't pushed Earth elementals, metal constructs, and other creatures wearing metal armor have disadvantage on the saving throw, and they're pushed 10 additional feet away on a failure. If you are wearing metal armor and target yourself, you automatically fail the saving throw, but you do not take damage, you can choose to push yourself twice as far, and you can push yourself in any direction. CHAPTER ONE I CHARACTER OPTIONS THEELEMENTSANDBEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O) 45
AURA OF INDUCTION At 7th leveL you gain an aura like a static field around you and your allies. While you are conscious, you and friendly creatures within 10 feet of you have resistance to lightning damage. In addition, whenever an affected creature hits with a weapon attack, you can cause the attack to deal bonus lightning damage equal to your paladin level divided by 3, rounded down. Once you have done this, you can't do so again until the start of your next turn. At 18th leveL the range of this aura increases to 30 feet. STATIC CHARGE Starting at 15th leveL when you cast a spell that deals lightning damage or thunder damage, you can add your Charisma modifier to one damage roll of that spell In addition, whenever you expend a spell slot to use your Divine Smite, you are charged with electricity and deal 2d8 lightning damage to each creature grappling you. The next time you hit with a weapon attack before the end of your next turn, the attack deals bonus lightning damage equal to your Charisma modifier (minimum+ 1). MAGNETIC FIELD When you reach 20th leveL you can magically surround yourself in a barrier of magnetic force as an action. For 1 minute, you have a magnetic field that extends 30 feet out from you, granting you the following benefits: • Weapon attacks made using metal weapons or ammunition have disadvantage if they pass through the area or if their target is within the area. • Earth elementals, metal constructs, and enemy creatures wearing metal armor must spend 3 feet of speed for every 1 foot of movement in the area. • You have a 30 foot flying speed as long as you are wearing metal armor. • As a bonus action on your turn, you can buffet one creature of your choice in the area that you can see with magnetic energy, forcing it to make a Strength saving throw. If the target is wearing metal armor or it is an earth elemental or metal construct, it also has disadvantage on the saving throw. On a failed save, the target is knocked prone and you can choose to push it up to 10 feet in any direction. You can do this as part of the same bonus action that you use for your Magnetic Momentum Channel Divinity. Once you have used this ability, you cannot use it again until you finish a long rest. OATH OF PURIFICATION In a world teeming with evil and darkness, some crusaders find that revealing evil by the light of day is not enough to stop it - evil must be purged to ashes itself. Growing respect for the cleansing power of divine fire leads these warriors to the Oath of Purification. Known for leading torch-wielding mobs, organizing ruthless inquisitions, and putting evil to the pyre, these paladins are devoted to purity by flame. TENETS OF PuRIFICATION With their rigid adherence to the concept of purity, those who follow the Oath of Purification rarely deviate from swearing to the purest conceptions of the oath's tenets. The oath emphasizes purity, but its followers run the gamut of alignments based on what they personally believe to be pure and what they see as corruption. The tenets of purification are:
Banish the Darkness. With darkness comes terror, but with the light of fire comes courage. The purity of my purpose must drive out the uncertainty, fear, and doubt that I encounter. Cleanse Ali Even Oneself. Evil and corruption must be cleansed at every turn, no matter the cost. If evil is given time to fester, it will spread like rot or a cancer. And if corruption takes hold within my heart, it must be cleansed before anything else. Leave No Trace of the Evil If those who come after me can glean the truth of my enemies' evil from the ashes that I leave, it means the ashes were not burned enough. Justice, sagacity, honesty, and all other such concerns are secondary to cleansing evil so thoroughly that it is completely forgotten. Purity Only Through Pain. There is no painless method for cleansing corruption, even within myself. Those who seek to purify without causing pain will ultimately fail to purify anything. Share the Flame. As one torch can light another, my righteous flame of purity can inspire others who are not yet corrupted to take up my cause. I will lead those with smaller flames until they grow to a blazing beacon. OATH OF PURIFICATION SPELLS Paladin Level Spells 3rd burning hands, searing smite 5th continual flame, heat metal 9th daylight, Melfs minute meteors (XCE) l 3th fire shield, wall of fire 17th flame strike, greater restoration CHANNEL DIVINITY When you take this oath at 3rd leveL you gain the following two Channel Divinity options. Cloaked in Fire. You can use your Channel Divinity to wreathe yourself in magical golden flames. As an action, you become surrounded with fire that scorches your foes without harming you or your equipment. Each enemy creature within 10 feet of you must make a Dexterity saving throw. A target takes fire damage equal to 2d6 + half your paladin level on a failed save, or half as much on a success. Until the start of your next turn, the flames continue to burn, shedding bright light in a 20-foot radius and dim light for an additional 20 feet, and each enemy creature that ends its turn within 10 feet of you takes fire damage equal to 2d6 + half your paladin level Purifying Flames. You can use your Channel Divinity to imbue a target with purifying flame that does not burn them. As an action, you fill one creature that you can see within 60 feet of you with divine fire. Creatures that are inside the target's body or possessing the target take fire damage equal to twice your paladin level You can cure one disease on the target or end up to one effect causing it to be blinded, charmed, deafened, paralyzed, or poisoned The target also has advantage on Constitution saving throws until the end of your next turn, and the next time it hits with a weapon attack during that time, the attack deals bonus fire damage equal to your paladin level + your Charisma modifier (minimum +l} AURAOFWARMTH At 7th leveL you gain an aura of warmth that tempers flame, banishes cold, and purifies toxins. While you are conscious, you and friendly creatures within 10 feet of you have resistance to cold damage, fire damage, and poison damage. At 18th leveL the range of this aura increases to 30 feet. PURGE BYF'IRE Starting at 15th leveL when you deal fire damage with a spell or paladin class feature to a creature you can see within 120 feet of you, you can cast dispel magic on that creature without using an action, expending a spell slot, or requiring components. You can do this even if you do not have dispel magic prepared Once you have used this feature, you cannot use it again until you finish a short or long rest. ERADICATING FLAME When you reach 20th leveL you can use your action to ignite one weapon you are holding with divine flame. For the next 10 minutes, while you are holding the weapon, it is magical and engulfed in roaring golden fire. The fire sheds bright light in a 20-foot radius and dim light for an additional 20 feet. It doesn't harm you or your equipment and cannot be extinguished by normal means. Melee attacks you make using the flaming weapon have advantage. When you hit with such an attack, it deals an extra ldlO fire damage and ldl0 radiant damage, and if the target is flammable or is a creature, it is lit ablaze. Until a creature takes an action to douse the fire, it takes ldlO fire damage at the start of each of its turns. If damage from the attack or the fire kills a target, that target is burned to ash. Once you have used this feature, you cannot use it again until you finish a long rest. CHAPTER ONE I CHARACTER OPTIONS THEELEMENTSANDBEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O) 47
RANGER At 1st leveL a ranger gains the Ranger Archetype feature. Here are new options for that feature: the Fire Keeper and the Mariner. FIRE KEEPER Fire keepers are wardens tasked with protecting towns, cities, and the wilderness from uncontrolled fires and blazes. They harness the power of fire to extinguish or curtail large conflagrations, but they also use controlled flames to clear away dangerous tinder and punish any arsonists they are able to catch. Unlike druids of flame, fire keepers hold no reverence for fire elementals, regarding them only as wildfires; they must be controlled or put down if released into the Material Plane. FIRE KEEPER MAGIC Starting at 3rd leveL you learn an additional spell when you reach certain levels in this class, as shown in the Fire Keeper Spells table. If the table lists multiple spells for a leveL you choose only one of them to learn. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. These spells can't be replaced when you gain a level in this class, but instead you can change your decision for one level on the table. FIRE KEEPER SPELLS Ranger Level Spell 3rd burning hands, conflagration (new), create or destroy water 5th pyrotechnics (XCE) 9th 13th 17th flame arrows (XCE), stinking cloud fire shield blazing thunderbolt strike (new), ' immolation (XCE) CULLING FLAME Beginning at 3rd leveL you can augment your weapons with flame that not only burns, but destroys other flames, absorbing their heat. As a bonus action, you imbue one or two weapons you are holding with flame, lasting for 1 minute or until you stop holding the weapon. The first time each turn that you hit a target with a weapon attack using any imbued weapon, the attack deals 1d6 extra fire damage. If the target is immune to fire damage and has a body or aura that deals fire damage when hit (such as fire elementals, balors, or azer~ the attack deals 1d8 extra cold damage instead CONTROLLED BURN Starting at 3rd leveL you and objects you are wearing or carrying can't be on fire (except for magical fire such as the immolation spell) unless you allow it or you are incapacitated, and you can breathe ashes, smoke, and the stinking cloud spell without any negative effects. In addition, when you cast a spell that lights flammable objects on fire, you can prevent the spell from doing so. THROUGH FIRE AND SMOKE At 7th leveL you become inured to the effects of the flames you fight to contain, along with the toxic smoke and ash they bring. You gain resistance to fire damage, you have advantage on saving throws against poison, and you don't suffer disadvantage on attack rolls caused by your target being heavily obscured Also, you can use an action or bonus action on your turn to extinguish any nonmagical flames in a 10-foot cube that you can see within 30 feet. SCAITER THE BLAZE Starting at 11th leveL when you deal fire damage to a target using a spell or class feature, you can also deal 1d6 fire damage to each other creature of your choice within 10 feet of the target. Also, when you deal cold damage to a target using your Culling Flame feature, you can deal 1d8 additional cold damage to that target. Once you have used this feature, you can't do so again until the start of your next turn. FLAME WARDEN At 15th leveL you learn how to use flames to defend yourself. When a creature that you can see within 5 feet of you hits you with a melee attack, you can use your reaction to fling sparks at the attacker. It must succeed on a Constitution saving throw against your ranger spell save DC or it is lit ablaze. Until a creature takes an action to douse the fire, it takes 1d10 fire damage at the start of each of its turns. In addition, you defend well against creatures that are ablaze and creatures that have a body or aura that deals fire damage when they're hit with a melee attack. Those creatures have disadvantage on melee attacks against you while you aren't incapacitated THE ELEMENTS AND BEYOND
MARINER The rangers of the seas and other waters, commonly known as Mariners, swim with the agility and grace of the aquatic wildlife that they share a connection with. They patrol not only the far reaches and icy depths of • the ocean, but also the coasts, rivers, and lakes. They hunt those who would corrupt or befoul the waters and track down the aquatic monsters that threaten coastal and underwater settlements. MARINER MAGIC Starting at 3rd leveL you learn an additional spell when you reach certain levels in this class, as shown in the Mariner Spells table. If the table lists multiple spells for a leveL you choose only one of them to learn. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. These spells can't be replaced when you gain a level in this class, but instead you can change your decision for one level on the table. MARINER SPELLS Ranger Level Spell 3rd create or destroy water, fog cloud 5th drown (new) 9th tidal wave (XGE), wall of water (XGE) l 3th control water 17th maelstrom (XGE), water to acid (new) TIDAL STRIKE At 3rd leveL you learn how to conjure a ribbon-like wave of crashing water to envelop your weapon strikes. Once on each of your turns when you hit with a weapon attack, you can choose to blast the target of the attack with a wave of water. The attack deals ld6 extra bludgeoning damage and if you choose so, the target must also make a Strength saving throw. On a failed save, the target is pushed 15 feet away from you. The water conjured by this feature is transparent and spiritual in nature, vanishing as quickly as it appears. At 11th leveL the extra damage increases to ldlO. You can only push targets using this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a short or long rest. AQUATIC HUNTER Also at 3rd leveL you develop a primal connection to the water and its fauna, granting you benefits. You have a swimming speed of 60 feet, you can breathe water, and being underwater doesn't impose disadvantage on your ranged weapon attacks. When you make a melee attack with a trident, the damage die is increased to a d8, or a dl0 if wielded in two hands. In addition, you have advantage on any weapon attack made against a creature that's swimming in water, does not have a swimming speed, and can't breathe water. Once you reach 7th leveL you can also jump out of the surface of water while swimming in it. When you do so, your jumping distance is increased by a number of feet equal to twice your Wisdom modifier (minimum 2 feet). SEA TAMER Starting at 7th leveL you gain resistance to cold damage, and you have the ability to echolocate like a dolphin or whale. You gain blindsight out to a range of 30 feet, but you can't use it while you're deafened The range of this blindsight is doubled in water. In addition, you can speak with aquatic life. You can comprehend and verbally communicate with beasts, elementals, fey, and monstrosities that can naturally breathe water or have a natural swimming speed, to the same effect as the speak with animals spell CALL OF THE OCEAN LORD At 11th leveL your talent for speaking with marine life grows. You can communicate telepathically with any creature that you can speak with using your Sea Tamer feature, so long as you can see the creature or it is within 60 feet of you. In addition, you can telepathically call out across the planes for aid from this marine life. You can cast the new conjure critters spell as a 3rd-level spelL without expending spell slots, requiring components, or using concentration. When you do so, the beasts that are summoned must have a swimming speed or the ability to breathe water, and they can't have a flying speed or a burrowing speed You can choose to summon one CR 1/2 beast instead of two CR 1/4 beasts. No matter your choice, the beasts do not appear until the end of your next turn, and they are not considered fey. Once you cast conjure critters in this way, you can't do so again until you finish a long rest. CLOAK OF THE SEA Starting at 15th leveL you can conjure a thin cloak of ocean mist, squid ink, or some other kind of aquatic cloud to protect you. Whenever a creature makes an attack roll against you, you can use your reaction to cloak yourself. You are heavily obscured for that attack, potentially imposing disadvantage on the attack roll You must choose to use this ability before the attack roll is made. CHAPTER ONE I CHARACTER OPTIONS THEELEMENTSANDBEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O) 49