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Published by PDF runner, 2024-02-26 18:16:54

Class Collective-compressed

Class Collective-compressed

Warden


W Warden hile the study of the flow of energy within the body has been mainly led by the monks, there was one subgroup that saw its potential in a more militaristic way. These people came to be known as Wardens, as they often guarded the shrines of the land. Most fight with honour to protect the weak, but a few over the years use their skills for selfish reasons. Inner Energy- Locus Within each warden are eight loci. These are centralised stores of energy that can be used to improve the warden's physical abilities. These are Green (life) Blue (Water), Cyan (Cold), Brown (Earth), Red (Fire), Purple (Air), Yellow (Thunder) and Grey (Metal). Junior Warden can shift slowly between which loci they can harness, while veterans can shift in a fraction of a second. Wardens do not normally harness their Loci constantly, as they can run out and it takes time for them to refresh. Most harness loci in short bursts as needed. While they are distinct from Ki, they are closely linked in that one may affect the other. Loci often originate from Alumentum, though these take different forms depending on the world. In Aralaemia, Alumentum take the form of Blessed Sugars that are ingested, though in other worlds, they are herbs. The Art of the Blade- Combat Stances In addition to using their Loci, Wardens also train in how to use their Ki in combat. These take the form of combat stances, which are movements empowered by Ki to cause more damage. As a side effect of using their Ki this way, Wardens become attuned to certain Loci, which allows them to use them more effectively. The core stances are the most common practiced by wardens, and focus on weapon work. The esoteric stances, on the other hand, are more akin to magic. The improvised stances were developed for those wardens who deviated from normal weapons. Creating a Warden When you create a warden, contemplate why did you train to become a warrior? Do you fight for others, or yourself? Why did you train in a particular Combat Stance? Quick Build To quickly make a Warden make Strength or Dexterity your highest ability score depending on how you wish to fight. Next make Wisdom your second highest ability score. Lastly take the Nomad background. Class Features As a Warden, you gain the following class features. Hit Points Hit Dice: 1d8 per Warden level Hit Points at 1st Level: 8 + Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your constitution modifier per Warden level after 1st Level Prof. Bonus Ki Points Features 1 +2 Loci, Fighting Style 2 +2 2 Combat Stances, Ki 3 +2 3 Attuned Loci 4 +2 4 Ability Score Improvement 5 +3 5 Extra Attack, Quickened Harnessing 6 +3 6 Ki Steal 7 +3 7 Combat Stances Feature 8 +3 8 Ability Score Improvement, Improved Loci 9 +4 9 Combined Forms 10 +4 10 Instant Harnessing 11 +4 11 Combat Stances Feature 12 +4 12 Ability Score Improvement, Improved Loci 13 +5 13 Reactionary Shift 14 +5 14 Ki Surge 15 +5 15 Burn/Reform Locus, Improved Attuned Loci 16 +5 16 Ability Score Improvement, Improved Loci 17 +6 17 Combat Stances Feature 18 +6 18 Maximised Loci 19 +6 19 Ability Score Improvement 20 +6 20 Warden Mastery Proficiencies Armour: Light Armour, Medium Armour, Shields Weapons: Martial Melee Weapons Tools: Alchemist's Supplies, Herbalist Tools Saving Throws: Strength, Wisdom Skills: Choose two from Acrobatics, Athletics, Arcana, Insight, Perception, Persuasion, Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) Studded leather armour or (b) scale mail (a) A martial melee weapon and a shield (b) two martial melee weapons (a) Alchemist’s supplies or (b) Herbalist tools (a) A dungeoneer’s pack or (b) an explorers pack 10 darts The Warden


Multiclass Requirements To multiclass, you must have at least 13 in either Strength or Dexterity, and at least 13 in Wisdom. Profiencies gained: Armour: Light Armour, Medium Armour, Shields Weapons: Martial Melee Weapons Tools: Alchemist's Supplies or Herbalist Tools Loci 1st Level Warden Feature You have a number of Locus Dice equal to your proficiency bonus + wisdom modifier. Each Locus Dice is half a d6, rounding up. A Locus Dice is expended when you use it. You regain all Locus Dice at the end of a long rest. At the end of a long rest, you may choose one Locus to be able to harness. As a bonus action, to harness that Locus, roll 1 Locus Dice and check the effect. Each Locus lasts for 30 mins. Green (Life): Add your Locus Dice to wisdom checks (and passive perception) and wisdom saving throws. Blue (Water): Add your Locus Dice to charisma checks and charisma saving throws. Cyan (Cold): Add your Locus Dice to intelligence checks and intelligence saving throws. Brown (Earth): Add your Locus Dice to constitution saving throws Red (Fire): For all melee attacks, add your Locus Dice to damage. You can also add your Locus Dice to strength checks and strength saving throws Purple (Air): Add your Locus Dice to dexterity checks and dexterity saving throws Yellow (Thunder): Add 5x your Locus Dice to movement Grey (Metal): Subtract your Locus Dice from all damage you take. This may not be harnessed until Level 3. Magic users within 10ft may detect the Locus being used with a DC 20 Arcana check or DC 15 if they also use Loci. If passed, the colour of Locus used is known. Fighting Style 1st Level Warden Feature You adopt a particular style of fighting as your speciality. Choose one of the following options. You can’t take a Fighting Style more than once, even if you later get to choose again. Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. Defense. While you are wearing armor, you gain a +1 bonus to AC. Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the twohanded or versatile property for you to gain this benefit. Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction. Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. Two-Weapon Fighting. When you engage in twoweapon fighting, you can add your ability modifier to the damage of the second attack. Combat Stances 2nd Level Warden Feature You choose what stance you will train in, improving your combat technique via arcane means. Choose Thunder Stance, Flame Stance, Earth Stance or Water Stance. The Stance you choose grants you features at 2nd, 7th, 11th and 17th level. Some of your Stance features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows: Stance Ability Modifier = your strength or dexterity modifier Stance Save DC = 8 + your proficiency bonus + your strength or dexterity modifier + other attack roll bonus Stance Attack Modifier = your proficiency bonus + your strength or dexterity modifier + other attack roll bonus


Ki 2nd Level Warden Feature Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your Warden level determines the number of points you have, as shown in the Ki Points column of the Warden table. You share your ki points with the monk class. You can spend these points to fuel various ki features. You start by knowing 1 such feature: Boost Loci. You learn more ki features as you gain levels in this class, though most are spent on Combat Stances. When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. Optional for Warden/Monk: You may add your proficiency bonus to the maximum number of Ki points you have Boost Loci: Instead of losing a Locus dice, you can spend 1 Ki point to harness a Locus. Attuned Loci 3rd Level Warden Feature For two Loci, add 1 to the Locus Dice score, and they can be harnessed for 1 hour. These are determined by your Combat Stance. Thunder Stance: Yellow, Purple Flame Stance: Red, Green Earth Stance: Brown, Grey Water Stance: Blue, Cyan Arcane Stance: Red, Brown Dawn Stance: Green, Grey Aether Stance: Any 2, but cannot change Spirit Stance: Purple, Cyan Freedom Stance: Yellow, Blue Judgement: Red, Grey In addition, you get resistances determined by your Combat Stance: Thunder Stance: Thunder and Lightning Flame Stance: Fire Earth Stance: Bludgeoning Water Stance: Cold Arcane Stance: Necrotic Dawn Stance: Radient Aether Stance: Force Spirit Stance: Psychic Freedom Stance: Piercing Judgement: Natural Weapons or Unarmed Attacks Ability Score Improvement 4th Level Warden Feature When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to Wardens. Extra Attack 5th Level Warden Feature Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Ki Steal 6th Level Warden Feature If you kill an enemy with a Challenge Rating above ½ with an attack from a martial melee weapon, gain Ki equal to half their Challenge Rating (Rounded up). If you kill them with a Combat Stance feature, you gain 1 extra Ki. Improved Loci 8th Level Warden Feature At 8th level, your Locus dice becomes half a d8, rather than half a d6. This improves to half a d10 at 12th level, half a d12 at 16th level Combined Forms 9th Level Warden Feature You gain one of the following: You may use more than one Form per round, including from other Stances (see Feats) If using an Esoteric Stance, you gain the 3rd level features of a different Core or Improvised Stance (or the 7th Level feature if you already have it.). If using a Core or Improvised Stance, you gain the 3rd level features of a different Core, Esoteric or Improvised Stance (or 7th Level feature if you already have it). Quickened Harnessing 10th Level Warden Feature You can harness any Locus, rather than one chosen at a long rest. Also, you can change your Locus with a bonus action, and you must roll a Locus Dice every time. The 30 minute time limit resets when you change Locus. Reactionary Shift 13th Level Warden Feature When you are hit by an attack, fail a saving throw skill check, you may use your reaction to spend 1 Ki to change the harnessed Locus to one associated with the attack/check/saving throw, and must still roll the Locus Dice.


Burn/Reform Locus 15th Level Warden Feature As a bonus action, you may burn a locus to gain Ki energy. Choose one of the Loci that you would be able to harness. This cannot be used again until you complete a long rest. You regain 5 Ki points but cannot increase above the maximum. As a bonus action, you may reform a locus from Ki energy. You can spend 5 Ki points to choose a Loci that cannot be used. This can be used again. Improve Attuned Loci 15th Level Warden Feature For two Loci, add 2 to the Locus Dice score, and they can be harnessed for 2 hours. I addition, you get immunities determined by your Combat Stance. These are the same ones as for Attuned Loci. Maximised Loci 18th Level Warde Feature Any roll on a Locus Dice counts as the maximum (6) Warden Mastery 20th Level Warden Feature You can switch at will between different Loci, and the Locus dice are never used up. Combat Stances Flame Stance By using the Flame Stance, the user harnesses their inner fury, allowing them to unleash it in the form of a fiery sword. Core Stance: Flame 2nd Level Flame Stance Feature Gain the Green Flame Blade cantrip. The somatic component must be done with a marital weapon. Use the Stance Ability Modifier instead of Spellcasting Ability Modifier. Using this counts as using a Flame Stance Form. If you use any Flame Stance Forms, you may replace all weapon damage dealt as fire damage this turn, and all damage is magic. You can only use one stance and one form per attack action. First Form: Inferno Strike 2nd Level Flame Stance Feature When you do damage using a martial melee weapon, you may spend at least 1 Ki point to adopt Flame Stance: First Form. If you do so, the attack does an extra d6 fire damage for each Ki point spent. You can spend a maximum number of Ki equal to your proficiency bonus. Second Form: Enraged Blade 7th Level Flame Stance Feature When you make an attack action using a martial melee weapon, you may spend 3 Ki points and adopt Flame Stance: Second Form. You can cast Green Flame Blade as a bonus action. Third Form: Final Embers 11th Level Flame Stance Feature If you miss an attack using a martial melee weapon, you may spend 3 Ki points to adopt Flame Stance: Third Form. If you do so, you may make an extra attack, with advantage. Fourth Form: Blade of the Flame Dragon 17th Level Flame Stance Feature When you attack using a martial melee weapon, you may spend 4 Ki points to adopt Flame Stance: Fourth Form. If you do so, you attack at advantage, and each attack does d6 extra flame damage, and anyone hit must pass a successful wisdom save or become frightened until the end of your next turn. Thunder Stance Adopting the legendary Thunder Stance allows the fighter to shunt forward and slash at their target with an electrified blade. Some of these forms allow the fighter to move so fast, it looks like they have teleported. Core Stance: Thunder 2nd Level Thunder Stance Feature Gain the Booming Blade cantrip. The somatic component must be done with a marital weapon. Using this counts as using a Thunder Stance Form. If you use any Thunder Stance Forms, you may replace all weapon damage dealt as lightning damage this turn, and all damage is magic. You can only use form from one stance per round. First Form: Thunderclap 2nd Level Thunder Stance Feature When you make an attack action using a martial melee weapon, you may spend 2 Ki points and adopt Thunder Stance: First Form. If you do so, you may replace one of your attacks with Booming Blade and move an extra 10ft without evoking opportunity attack.


Second Form: Chaining Lightning 7th Level Thunder Stance Feature As an action, you may spend 2 Ki and adopt Thunder Stance: Second Form. If you do, every enemy within a 15ft cone must take a dexterity saving throw. On a fail, they take lightning damage equal to your weapon damage, and half damage on a success. You must then teleport 15ft to the edge of the arc to an unoccupied space. If you cannot, move the maximum distance staying within the arc. Third Form: Blink Strike 11th Level Thunder Stance Feature When you make an attack action using a martial melee weapon, you may spend 3 Ki points and adopt Thunder Stance: Third Form. If you do, you may Teleport up to 30ft away to an unoccupied space, and gain advantage on your attack. Fourth Form: Avatar of Thunder 17th Level Thunder Stance Feature As an bonus action, you may spend 6 Ki and adopt Thunder Stance: Fourth Form. If you do, every enemy within a 15ft radius must take a dexterity saving throw. On a fail, they take lightning damage equal to your 1d4 multiplied by your PB, and take half damage on a success. Until your next turn, any enemy that ends its turn within 15ft must roll the dexterity saving throw again. In addition, you gain a flying speed equal to your walking speed +10ft if you don’t already have it this turn. Earth Stance Users of the Earth Stance are able to become as hard to kill as a mountain, their blade becoming a wall of steel. Core Stance: Earth 2nd Level Earth Stance Feature Gain the Bladeward cantrip. The somatic component must be done with a martial melee weapon. If you use any Earth Stance Forms, you may replace all weapon damage dealt as bludgeoning damage this turn, and all damage is magic. You can only use form from one stance per round. First Form: Stoneguard 2nd Level Earth Stance Feature When you make an attack action using a martial melee weapon, you may spend 1 Ki point and adopt the First Form. If you do so, you may cast Bladeward as a bonus action. Second Form: Unyielding Iron 7th Level Earth Stance Feature As an action, you can spend at least 1 Ki and adopt Earth Stance: Second Form. If you do, increase your AC by 1 for each Ki point spent until your next turn. Third Form: Patient Strike 11th Level Earth Stance Feature When a creature misses you with a melee attack, you can use your reaction to spend 3 Ki and adopt Earth Stance: Third Form. If you do, make a martial melee weapon attack against the creature with advantage. Fourth Form: Impregnable Shield 17th Level Earth Stance Feature If you are hit by an attack, you may use your reaction to spend 6 Ki points and adopt Earth Stance: Fourth Form. If you do, you cannot take any damage this turn, and are immune to all conditions or forced movement. Water Stance Many say the Water Stance is both the most balanced of the core stances, as it does not specialise in pure damage, speed or defence, but alternative methods of disrupting the enemy. Core Stance: Water 2nd Level Earth Stance Feature Gain the Sword Burst cantrip. The user must be holding a martial melee weapon to use this spell. Use the Stance Save DC. Using this counts as using a Water Stance Form. If you use any Water Stance Forms, you may replace all weapon damage dealt as cold damage this turn, and all damage is magic. You can only use form from one stance per round. First Form: Healing Whirlpool 2nd Level Water Stance Feature When you make an attack action using a martial melee weapon, you may spend 2 Ki points and adopt Water Stance: First Form. If you do so, you may replace one of your attacks with Sword Burst and gain temporary hit points equal to double your level. Second Form: Shimmering Strike 7th Level Water Stance Feature When you do damage using a martial melee weapon, you may spend 1 Ki point to adopt Water Stance: Second Form. Your target must pass a constitution save or be blinded until the end of your next turn. Third Form: Precision Flow 11th Level Water Stance Feature When you make a weapon attack roll against a creature, you can spend at least 1 Ki point to adopt Water Stance: Third Form. Add 1d4 for each Ki point spent to the hit roll. You can use this Form before or after making the attack roll, but before any effects of the attack are applied.


Fourth Form: Torrential Fury 17th Level Water Stance Feature When you attack using a martial melee weapon, you may spend 6 Ki points to adopt Water Stance: Fourth Form. If you do so, you attack at advantage, you may make an extra attack as a bonus action, and anyone hit must pass a successful constitution save or become stunned until the start of your next turn. Arcane Stance Esoteric Stance: Arcane 2nd Level Arcane Stance Feature You learn Firebolt and two non damaging cantrips of your choice from the wizard spell list. You use your Stance Ability modifier, Stance Attack modifier and Stance Save DC instead of their spell casting equivalent. Your arcane focus is a martial melee weapon, and the somatic component must be done with the weapon. Any abilities that require damage by a melee martial weapon, excluding other Stances (see Feats) can be done with a spell instead. This includes Fire Loci and Ki Steal. Instead of spell slots, you spend 1 Ki point per every level of spell cast. Any Warden spell known can only be cast using this ability, and only Warden spells can be cast using it. First Form: Minor Magic 2nd Level Arcane Stance Feature You know 3 1st level spells from the Wizard spell list. You can cast up to 1st level Second Form: Enriched Channeling 7th Level Arcane Stance Feature You know 3 2nd level and 2 3rd level spells from the Wizard spell list. If you spend 1 Ki point, you may use a cantrip in the place of an attack when you make an attack action. You can cast up to 3rd level Third Form: Empowered Magic 11th Level Arcane Stance Feature You know 2 4th level spells from the Wizard spell list. You learn 1 extra wizard cantrip You can cast up to 4th level Fourth Form: Arcane Enlightenment 17th Level Arcane Stance Feature You know 2 5th level spells from the Wizard spell list. You can cast up to 5th level. Dawn Stance Esoteric Stance: Dawn 2nd Level Dawn Stance Feature As an action, you may spend at least 1 Ki to heal a target that you can touch d8 health per Ki spent If you use any Dawn Stance Forms, you may replace all weapon damage dealt as Radiant damage this turn, and all damage is magic. You can only use one stance and one form per turn. First Form: Cleansing Attack 2nd Level Dawn Stance Feature When you do damage using a martial melee weapon, you may spend at least 1 Ki point to adopt Dawn Stance: First Form. If you do so, the attack does an extra d4 Radiant damage for each Ki point spent (to a maximum of 5d4), and you heal the same amount. Second Form: Restoring Touch 7th Level Dawn Stance Feature As a bonus action, you may spend 2 Ki and adopt Dawn Stance: Second Form. If you do, touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, frightened or poisoned. The target gains temporary hit points equal to twice your Warden Level. Third Form: Greater Restoring Touch 11th Level Dawn Stance Feature As an action, you may spend 4 Ki and adopt Dawn Stance: Third Form. If you do, touch a creature. You can reduce the target's exhaustion level by one, or end one of the following effects on the target: One effect that charmed or petrified the target One curse, including the target's attunement to a cursed magic item Any reduction to one of the target's ability scores One effect reducing the target's hit point maximum If you touch a creature that has died within the last minute, you can instead spend 6 Ki. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts. Fourth Form: Radiant Judgement 17th Level Dawn Stance Feature When you make an attack action using a martial melee weapon, you may spend 8 Ki points and adopt the Dawn Stance: Fourth Form. If you do so, your each hit does an extra 1d12 radiant damage times by your proficiency bonus.


Aether Stance Esoteric Stance: Aether 2nd Level Aether Stance Feature You gain access to two additional Loci. These are called Aether Loci and can only be harnessed by spending 2 Ki. Black (Moon): As an action, you can telekinetically control objects within a distance equal to your Loci Dice x 5ft. This can allow you to do anything that your hands could do. It can lift any weight up to your weight, and if that is a creature, they can resist with a strength saving throw against your Stance Save DC. If you use this to attack, it counts as a martial melee weapon attack, uses your Stance Attack Modifier and does d8 + Stance Ability Modifier force damage, as you pummell your target with debris, etc. If you use this to move, you move a distance equal to Loci Dice x 5ft in any direction. White (Sun): You can sense all magic within a radius equal to your Loci Dice x 5ft. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. This can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. If you touch a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. You learn what spells, if any, are currently affecting creatures within the radius. First Form: Dual Loci 2nd Level Aether Stance Feature When you choose your Harnessable Loci at the end of your Long Rest, you may choose two Loci. Only one Loci can be harnessed at a time normally. As a bonus action, you can spend 1 Ki to harness an additional different normal harnessable Loci in addition to one you are harnessing, but it only lasts one round (6 second). If you spend 2 Ki points, you can harness an Aether loci instead. Second Form: Flare Loci 7th Level Aether Stance Feature As a bonus action, you may spend 2 Ki and adopt Aether Stance: Second Form. If you do, you may increase a Loci Dice by d4. Third Form: Improved Loci Control 11th Level Aether Stance Feature When you harness a loci normally, you may harness two different loci. This can stack with First Form. These can be stopped individually, and both require separate Loci Dice. Fourth Form: Eternal Loci 17th Level Aether Stance Feature You can choose an additional attuned loci All Loci last indefinitely, unless you choose to stop them. At 20th Level, using Aether Loci still costs Ki Spirit Stance Esoteric Stance: Spirit 2nd Level Spirit Stance Feature As a bonus action, you can spend 1 Ki and summon a Ki Spirit. It's friendly to you and your companions, and it obeys your commands. See its game statistics in the Ki stat block, which uses your proficiency bonus (PB) in several places. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics. In combat, the Ki Spirit shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you use a Stance. It cannot be further than 30ft from you, or else it disappears. If you are incapacitated or run out of Ki points, the Ki Spirit disappears. If the Ki Spirit disappears, it can resummoned by spending 1 Ki. The Ki Spirit heals all health at a short rest. If slain, the Ki spirit cannot be resummoned again until you complete a long rest. The Ki Spirit also perishes if you die.


Ki Spirit Medium Fey Armour Class: 10 + PB Hit Points: 2 + your Wisdom modifier + 3 times your Warden level Speed: 30 ft flying STR DEX CON INT WIS CHA 7 (-2) 13 (+1) 10 (+0) 10 (+0) 10 (+0) 6 (-2) Skills: Perception PB, Stealth 1 + PB Damage Resistance: Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Damage Immunities: Cold, Necrotic, Poison Condition Immunities: Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained Senses: Darkvision 60 Ft., passive Perception 10 + PB Languages: Any Languages the Warden Known PB: Same as Wardens Actions Multiattack: Make a number of attacks equal to half PB rounded down. Spectral Strike: Melee Weapon Attack: your Stance attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d10 + PB psychic damage. Counts as a Warden Martial Melee Weapon Attack First Form: Order Ki Spirit 2nd Level Spirit Stance Feature As a bonus action, you can spend 1 ki point to order the Ki Spirit to do an action. That action can be one in its stat block or some other action. Second Form: Spiritual Shield 7th Level Spirit Stance Feature When a creature within 5ft of you or the Ki Spirit is hit, you may spend 3 Ki points to adopt Spirit Stance: Second Form. If you do so as a reaction, you or the Ki Spirit can either make an attack against the attacking creature if it is in range, or make you or the Ki Spirit be hit instead. Third Form: Shadow Switch 11th Level Spirit Stance Feature As a bonus action, you may spend 2 ki points to adopt Spirit Stance: Third Form. If you do so, switch the location of the Ki Spirit with you. Any enemies within 5ft of either you or your Ki Spirit must make a Constitution saving throw. They take 2d6 Psychic damage on a failed save, and half on a success. Fourth Form: Sacrificial Geist 17th Level Spirit Stance Feature If you drop to 0 health and your Ki Spirit is not slain, you may spend 6 Ki points to adopt Spirit Stance: Fourth Form. If you do so, as a reaction, you regain half your health and immediately rise to your feet, and your Ki Spirit is counted as slain. Freedom Stance Improvised Stance: Freedom 2nd Level Freedom Stance Feature Gain Proficiency with Ranged Weapons, Firearms, and weapons with the Thrown Property. This counts as a martial melee weapon for Ki Steal and Red (Fire) Locus. You may switch your fighting style to: Archery (You gain a +2 bonus to attack rolls you make with ranged weapons) If you use any Freedom Stance Forms, you may replace all weapon damage dealt as piercing damage this turn, and all damage is magic. You can only use form from one stance per round. First Form: Deadeye Shot 2nd Level Freedom Stance Feature When you make a weapon attack roll with a Ranged Weapon against a creature, you can spend 2 Ki points to adopt Freedom Stance: First Form. Add 1d6 to the hit roll. You can use this Form before or after making the attack roll, but before any effects of the attack are applied. Second Form: Piercing Shot 7th Level Freedom Stance Feature When you make a weapon attack roll with a Ranged Weapon against a creature, you can spend 2 Ki points to adopt Freedom Stance: Second Form. If you do, make an additional attack roll against any creature in a line directly behind the target up to its maximum range, or a terrain feature. Third Form: Fast Shot 11th Level Freedom Stance Feature As a reaction to an enemy either appearing, or moving within 5ft, you can spend 3 Ki points to adopt Freedom Stance: Third Form. If you do, you can make a free attack action with a Ranged Weapon. Being within 5ft doesnt cause disadvantage. Fourth Form: Execution Shot 17th Level Freedom Stance Feature When you do damage using a Ranged Weapon, you may spend 5 Ki point to adopt Freedom Stance: Fourth Form. If you do so, the attack does an extra 4d8 piercing damage, and the target must pass a constitution saving throw or be knocked prone.


Judgement Stance Improvised Stance: Judgement 2nd Level Judgement Stance Feature Your unarmed attacks count as a martial melee weapon for Ki Steal and Red (Fire) Locus. You may switch your fighting style to: Unarmed Fighting (Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.) If you use any Judgement Stance Forms, you may replace all weapon damage dealt as bludgeoning damage this turn, and all damage is magic. You can only use form from one stance per round. First Form: Straight Jab 2nd Level Judgement Stance Feature When you make a weapon attack roll with an Unarmed Strike against a creature, you can spend 1 Ki points to adopt Judgement Stance: First Form. If you do so, your next hit this turn does d8 extra damage. Second Form: High Guard 7th Level Judgement Stance Feature You take damage, you can spend at least 1 Ki to adopt Judgement Stance: Second Form. If you do, you can use your reaction to reduce the damage by d6 x the number of Ki spent. Third Form: Bob and Weave 11th Level Judgement Stance Feature If you are hit by a melee attack, you may use your reaction to spend 3 Ki points and adopt Judgement Stance: Third Form. If you do, you can force the enemy to reroll the hit roll, but must keep the second result, and you may make a single attack. Fourth Form: Knockout Punch 17th Level Judgement Stance Feature When you do damage using an Unarmed Attack, you may spend 6 Ki point to adopt Judgement Stance: Fourth Form. If you do so, the attack does an extra 3d8 bludgeoning damage, and the target must pass a constitution saving throw or be knocked unconscious. Feats Combat Stance Initiate Prerequisite: Proficiency with a martial melee weapon You gain the 2nd level features of any of the Warden Combat Stances. If you already have access to that feature, you gain the next Form. You cannot have any Form of a higher level than you are currently. You gain 2 Ki. This is regained at the end of a short or long rest.


Ki Loci Death The Warden is an entirely new class based on resource management and player agency. The core of the class is highly customisable, as the Loci can be used in whatever situation you get in. The subclasses, on the other hand, are specialied to suit each players playstyle. While it is still in playtesting and development stage, I have found it to be reasonably balanced thus far, and will update it as necessary with more playtesting. Art by MidJourney AI and Microsoft Designer Also, thank you to FellstarDM for the front page and back page. WWW.GMBINDER.COM


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The Star Champion


Star Champion An stoic dwarf stands tall amongst a flaming inferno as he stares down a red dragon many times his size, he takes a steadying breath and raises his shining fists, preparing himself for yet another onslaught of whirling claws and gnashing teeth. From the back of a rowdy tavern a smug looking human in a worn down attire hurls insults back an forth with a group of grizzled miners, eventually finding himself battered, bruised, and banned from yet another local tavern. Swarmed by a writhing hoard of undead, a shining Elf coats her blade with the same glow that surounds her, cutting off one approaching monstrosity after another, all while keeping the frightened young tiefling wrapped around her ankle safe and secure. When the situation is at its most dire, the Star Champions will give their all. These stalwart warriors use their cosmic energy to bring down their target or become the last line of defense between their allies and certain doom. Cosmic Fighters Whether born with a spark of innate Astral potential within them, or gifted their Stellar abilities by a powerful entity, Star Champions at their core are walking incarnations of Cosmic potential. Star Champions are a rare occurrence amongst mortals, and their innate power often leads to them being the center of attention. However, this power does have its downsides, and when not used, it finds ways to spill out into the world. Often, the astral spark within a Star Champion is what motivates them to adventure. Some are seeking out others who also wield these powers, and others look to master their innate ability. Force of Astral Prowess The Cosmos is an integral part of the life of any Star Champion, suffusing their body, mind, and soul. For some, this power is inherited from a bloodline that carries the cosmic spark of a powerful being. Others manifest their power randomly, having it burst forth in unexpected ways. The appearance of power is unpredictable, some bloodlines producing a Star Champion once a generation, and in others, each descendant has cosmic potential. Whatever their origins, Star Champions have to learn how to control their abilities and have to hone their bodies to withstand the energies that they deal with. They draw the power from entities far beyond the stars, and they can harness their power to produce overwhelming feats. Creating a Star Champion When you are creating your Star Champion, consider these two specific elements: the origin of the spark that has given them their powers and how it has manifested, and how they intend to use this Cosmic brilliance. Have you accepted this power, or do you resent it for the expectations it has laid upon you? Star Champion are known for their martial prowess, but that doesn't always come naturally. You might've enjoyed years of formal training in an army or militia, or perhaps you studied under the tutelage of a mentor keen on sharpening the skills you had at a young age. After adventuring for some time, all Star Champion receive the blessings of a Star. Is the spark within you a festering curse that will only make you more ruthless as time passes, or is it a blessing that allows them to execute those aligned with forces that would watch the world burn? You may possibly divine it as an instrument that has allowed you to do as you see fit. Multiclassing and the Star Champion If your group uses the optional multiclassing rule, here's what you need to know if you choose to take a level in the Star Champion class. Ability Score Minimum. As a multiclass character, you must have at least a 13 in Strength or Dexterity and a 13 on Charisma to take a level in this class, or to take a level in another class if you are already a Star Champion. Proficiencies. If Star Champion isn't your initial class, here are the proficiencies you gain when you take your first level as a Star Champion: simple weapons. 2 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Star Champion Level Proficiency Bonus Features 1st +2 Fighting Style, Star Ring, Unarmored Defense 2nd +2 Constellation 3rd +2 Stars, Asterism 4th +2 Ability Score Improvement 5th +3 Extra Attack 6th +3 Constellation Feature 7th +3 Star Ring (stage 2) 8th +3 Ability Score Improvement 9th +4 ─ 10th +4 Constellation Feature 11th +4 Star Ring (stage 3) 12th +4 Ability Score Improvement 13th +5 ─ 14th +5 Constellation Feature 15th +5 Star Ring (stage 4) 16th +5 Ability Score Improvement 17th +6 ─ 18th +6 Constellation Feature 19th +6 Ability Score Improvement 20th +6 The Ninth Star Class Features As a Star Champion, you gain the following class features Hit Points Hit Dice: 1d10 per Star Champion level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Star Champion level after 1st Proficiencies Armor: Light Armor, Medium Armor. Weapons: Simple weapons Tools: None Saving Throws: Dexterity, Charisma Skills: Choose two from Acrobatics, Deception, Insight, Intimidation, Sleight of Hand, Performance, and Persuasion. Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a shortsword or (b) any simple weapon (a) a shortbow and 20 arrows or (b) two Javelins (a) a dungeoneer's pack or (b) an explorer's pack Leather Armor Alternatively, you may start with 5d4 × 10 gp to buy your own equipment. Quick Build You can make a Star Champion quickly by using these suggestions. First, make Charisma, Dexterity or Strength your highest ability score (depending on the constellation), followed by Constitution. Second, choose the Astral Drifter(AAG) or Wildspacer(AAG) background. 3 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Fighting Style At 1st level, choose the Fighting Style from the options below that best reflect your martial training and control over your energy. You cannot select a Fighting Style more than once, even if a feature allows you to select an additional Fighting Style. Whenever you gain a level in this class, you can switch your Fighting Style for another Fighting Style of your choice. Wrestler When you hit a creature with a melee attack, you can attempt to grapple that creature as a bonus action on that turn, so long as you have a free hand to do so. Also, you can drag grappled creatures up to your full speed. Dual Wielding When two-weapon fighting, you can make your additional offhand weapon attack as part of your Attack action, instead of your bonus action. Moreover, you add your ability modifier to the damage of this additional attack. Heavyweight Fighting You use the weight of your weapon, to land devastating blows. While you are wielding a heavy weapon, you gain a +2 bonus to damage rolls and you have advantage on Strength (Athletics) checks made to Shove. Featherweight Fighting While you are wielding only light weapons and nothing else, your speed increases by 10 feet and you gain a +1 bonus to damage rolls with your light weapons, so long as you are not wearing medium or heavy armor, or wielding a shield. Versatile Fighting While wielding a single versatile weapon and no shield, you can choose to wield your weapon one or two-handed until the start of your next turn. When wielding it one-handed you gain a +1 bonus to attack rolls and to your Armor Class. Wielding it two-handed you gain a +2 bonus to your damage rolls. Cosmic Defense While you are not wearing armor or a shield, you gain a +2 bonus to AC. Bear Savagery You fight with reckless abandon in battle. Once per turn, you can grant yourself advantage on a single melee weapon attack roll. Once you take this advantaged attack, your Armor Class is reduced by 2 until the beginning of your next turn. Thrown Weapon Fighting You can draw a weapon that has the thrown property as part of the attack you make with the weapon. Moreover, whenever you hit with a ranged weapon attack using a thrown weapon, you gain a +2 bonus to the damage roll of that attack. Unarmored Defense You harness the cosmic energy within your body to defend yourself from deadly blows. Beginning at 1st level, so long as you aren't wearing armor and not wielding a shield, your Armor Class equals 10 + your Strength or Dexterity modifier + your Charisma modifier. Star Ring (Stage 1) Starting at 1st level, You manifest the power hidden within your Body known as the Star Ring. It appears as a shimmering ring of cosmic power either around a weapon you are holding or behind your back. The Star Ring gives you supernatural resistance and power that grows as you get more stars. You can use a bonus action to activate the Star Ring, which lasts for 1 minute. It ends early if you are incapacitated. You can also dismiss the ring at any time you choose (no action required). While your Star Ring is active, you gain the following benefits: Once per turn, you can deal an extra 1d6 radiant damage to one creature you hit with an attack. This damage increases by 1d6 for every star you have. (Detonated stars do not count for this feature) You can use your action to launch a Star Bolt (Ranged Spell attack, 1d6 radiant damage on hit, 60 ft range, Your Proficiency bonus + Your Charisma modifier to hit). This damage increases by 1d6 for every stage of your Star Ring above the 1. You can use this feature twice, and you regain all expended uses of it when you finish a short or long rest. 4 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Constellation You are infused with an innate spark of Astral power. At 2nd level, choose one of the following Constellations to awaken to: Orion, Ursa Major or Canis Major, each of which is detailed at the end of this class description. Your Constellation grants you features at 2nd level, and again when you reach 6th, 10th, 14th, and 18th level in this class. Stars As a Star Champion your power comes from the stars in the starry sky, or more specifically those who are beyond them. Beginning at 3rd level, you learn to harness those stars to your benefit. You have a total number of stars available to you equal to half your Star Champion level + your Proficiency Bonus. You can detonate your stars to use some Powerful Techniques named Asterism. You learn each Asterism at Certain Star Champion levels according to the constellation you awakened to as noted in the list at the end of this class. Your detonated stars come back when you finish a long rest. Saving Throws If one of your Asterism requires a creature to make a saving throw, your Asterism saving throw DC is calculated as follows:     Asterism save DC = 8 + your proficiency bonus + your Charisma modifier Ability Score Improvement When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Extra Attack You can attack twice, instead of once, whenever you take the Attack action on your turn. Star Ring (stage 2) At 7th level. In addition to the normal effects of your Star Ring, you gain the following: You are able to use your cosmic energy to defy gravity. While you have at least 1 Star, your jump distances are doubled, and you may walk on unstable surfaces like water as if they were completely solid. You can also detonate 1 star at the start of your turn (without using an action) to gain a flying speed equal to your movement speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft. Star Ring (stage 3) At 11th level. In addition to the normal effects of your Star Ring, you gain the following: When you take damage, you may use a reaction to reduce the amount by an amount equal to your Charisma modifier (minimum of 1). Gravity doesn't affect you as it does to other creatures. Any falling damage you would take is reduced by an amount equal to five times your level, so long as you are conscious. Star Ring (stage 4) At 15th level. In addition to the normal effects of your Star Ring, you gain the following: Whenever you make a saving throw you gain a bonus to your roll equal to your Charisma modifier (minimum of +1). The Ninth Star When you reach 20th level your star body itself becomes a Star. You count as always having the maximum number of stars for the features that use the amount of stars you have to calculate things. Also your detonated stars now come back when you take a Short rest. Constellations At 2nd level, a Star Champion chooses one of the following Constellation that best represents their training and Aspirations: Orion, Ursa Major or Canis Major. 5 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Orion Mighty Hunters that channel their energy through arrows to either aid their allies or annihilate their enemies. Orion's Singularity 2nd-level Orion's Constellation feature You gain proficiency in the Survival skill, and your proficiency bonus is doubled for any check you make with this skill as long as you can see the stars or an Astral Hunter Mark. If you are already proficient in this skill, you gain proficiency in another skill from the Star Champion skill list. You also gain proficiency with all ranged weapons, When you attack with a ranged weapon you can produce your own ammunition, called star arrows. These arrows let you use your charisma modifier for the attack and damage rolls of your ranged weapon attacks. You don't need to have ammunition for these attacks, and they do Either Radiant or Piercing damage (your choice). Mark of the Astral Hunter 6th-level Orion's Constellation feature You may mark a creature within 60 feet of you for 1 hour as a bonus action. The creature glows with a glowing symbol depicting Orion's constellation, the symbol is even visible in dim light. You and your allies have advantage on any Wisdom (Survival) or Wisdom (Perception) checks you make against the target. Additionally, the target loses 2 AC and must subtract 1d6 from any roll they make. If the creature dies, you may use a bonus action on your next turn to mark another creature you can see. Once you use this feature, you can not use it again until you finish a short or long rest. Shining Fracture 10th-level Orion's Constellation feature Starting at 10th level, when you hit an enemy with a Star Arrow, you can cause a brief, glowing, spatial fissure that serves as an exposed weak spot. The next attack made against that creature until the start of your next turn is made with advantage. You can only use this feature once each turn. Astral Hunter Stance 14th-level Orion's Constellation feature Through your conection with the hunter's constellation, You have learned a special stance that makes you much more accurate. As a bonus action, you can go into the Astral Hunter Stance. While in this stance, you gain the following benefits: You gain a bonus to attack rolls with ranged weapons equal to your Charisma modifier. Your ranged weapon's short range and long range both double. When an enemy takes the Dash action and they are within the normal range of your ranged weapon, you can use your reaction to make an attack with that weapon against them. Cosmic Blend 18th-level Orion's Constellation feature You have learned how to mold the fabric of space around you. You can use your Bonus Action to become invisible. Choose any number of creatures you can see, those creatures can see you as a starry silhouette. You can remove or restore this effect as a Bonus Action. Additionally, whenever you are invisible and your Mark of the Astral Hunter is active, the target cannot detect you by any means. 6 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Ursa Major Those who awaken to the Ursa Major constellation usually roam around due to their laid back nature, If not roaming, they are in a town resting, or relaxing out in the wilderness, possibly with someone they love. Most People are in awe in what they do. They call them idiots for sacrificing defense for Power and Speed. These Star Champions don't worry about tactics, or skill. They just use everything they have to destroy whoever stands in their way. Ursa Major's Singularity 2nd-level Ursa Major's Constellation feature You gain the Dual Wielding fighting style and your unarmed strikes count as light weapons for the purpose of using them for two-weapon fighting. Also, Your unarmed strike uses a d6 for damage and you can use your Dexterity, in place of Strength, for the attack and damage rolls for them. Astral Bear Claws 6th-level Ursa Major's Constellation feature The cosmic energy on your inside empowers your strikes. Starting at 6th level, your unarmed strikes count as magical for the purposes of overcoming resistances and immunities to non-magical attacks and damage. Spatial Flicker 10th-level Ursa Major's Constellation feature Once per turn, you can rapidly close the distance between you and your foes. Whenever you make an unarmed strike on your turn against a creature you can see, you can lunge up to 30 feet toward your target before making the attack. This movement causes you to teleport through creatures and objects, blinking to the target in an instant. You can’t end your movement in an occupied space. Piercing bear paw 15th-level Ursa Major's Constellation feature You can sacrifice damage for precision, delivering consistent and accurate blows that pierce trough your enemy defense. When you make an unarmed strike, you can choose to have a +5 to the Attack roll. If you do so, you reduce the damage in -5 on a hit (to a minimum of 1 damage). You can't use this feature if you have a penalty or disadvantage on your attack. Starburst Stream 18th-level Ursa Major's Constellation feature At 18th level, you can unleash an overwhelming barrage of strikes against your enemies. You can take one additional turn, right after you have taken your turn. This additional turn can only be used to take the Attack action. Once you use this feature, make a Constitution saving throw against a DC of 10. On a failure, you suffer 1 level of exhaustion. On a success, you don't suffer exhaustion, but the DC increases by 5, plus 5 for each subsequent success. The DC resets to 10 after a long rest. 7 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Canis Major Those who awaken to the Canis Major constellation are heavily influenced by the Heavenly wolf's obsession and hatred of the Heavens, becoming erratic in nature, often using violence as their means to solve any problem that may be on their way, as well as holding their grudges to the very end. Canis Major's Singularity 2nd-level Canis Major's Constellation feature You gain the ability to summon a vestige of the Heavenly Wolf and its sword, the Heavenly Wolf Sword. Starting at this level, you can use your bonus action to summon the Heavenly Wolf, which has the appearance of a spectral wolf with dark smoky fur filled with stars, It's friendly to you and your companions, and it obeys your commands. See its game statistics in the Heavenly Wolf stat block, which uses your proficiency bonus (PB) in several places. In combat, the Heavenly Wolf shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Heavenly Wolf can take any action of its choice, not just dodge. If the Heavenly Wolf dies you can't summon it again until you finish a short or long rest. When you Summon the Heavenly Wolf, it comes with its sword in the mouth, You are proficient with it while you wield it, on a hit it deals 1d8 of either Slashing, Bludgeoning or Radiant damage (your choice) and has the Versatile, and Heavy (Only when Two-Handed) properties. When you attack with this weapon its damage die changes depending on the stage of your Star Ring and if you are wielding this weapon one or two-handed. If you drop the weapon, it dissipates at the end of the turn, unless the Heavenly Wolf picks it up in its mouth. You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest. You can choose to summon only the sword or only the wolf, but it will still count as a full use. Heavenly Wolf Sword Damage die Star Ring stage One-Handed Two-Handed 0 1d8 1d10 1 1d10 1d12 2 1d12 2d6 3 2d6 2d8 4 2d10 2d12 Immortal Slaying Sword 6th-level Canis Major's Constellation feature The Heavenly Wolf Sacred Sword can break apart even the most resilient of the foes. Attacks that you make with the Heavenly Wolf Sacred Sword count as magical for the purposes of overcoming resistances and immunities to nonmagical attacks and damage. Even gods must fear me 10th-level Canis Major's Constellation feature You have advantage on saving throws against being Frightened, and when you attempt to frighten a creature, you ignore any immunities it has to the Frightened condition. Additionally, Whenever you hit a creature that's Frightened by you or The Heavenly Wolf with the Heavenly Wolf Sword, you can add your proficiency bonus to the damage of the attack. Bloodmoon 14th-level Canis Major's Constellation feature The Heavenly Wolf Sword gets tainted red by the Wolf's Savagery and Hatred. When you make an attack roll with the Heavenly Wolf Sword, you score a critical hit on a roll of 18 or 20. You can roll one additional weapon damage die when determining the extra damage for a critical hit with the Heavenly Wolf Sword. 8 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Heavenly Wolf Hell God 18th-level Canis Major's Constellation feature Your Sinchronization with the Canis Major constellation and the Heavenly Wolf itself reaches its peak, you know how to become one with the Heavenly Wolf Hatred and make it yours. When you activate the Canis Major's Singularity feature, instead of summoning the Heavenly wolf as normal, you can choose to fuse yourself with it. Your merged form continues to be affected by any ongoing spells or magical effects that were affecting either of you, including those from worn magical equipment. The merged form takes on Humanoid appearence, but is still an amalgam of both creatures, so your creature type count as Celestial and as Fiend instead of Humanoid. When merged you gain the following benefits: You receive a bonus to your scores equal to the wolf's modifiers (even if negatives) and can surpass the 20 limit in this way, but can't go beyond 25. You can use Your bonus action to perform one of the wolf's actions or abilities. Your size grows by one category. You gain Temporary Hit points equal to the hit points the wolf had before merging. You have advantage on saving throws against spells and other magical effects. When you hit a creature with a natural weapon attack it takes an additional 1d8 magical slashing damage. You can only use this feature once per long rest. This Form lasts for 1 hour, and you can split at any time (no action required) 9 Heavenly Wolf Medium Celestial Fiend, Chaotic Evil Armor Class 14 + PB (natural armor) Hit Points 6 + 5 times your Star Champion level (the Heavenly Wolf has a number of hit dice [d8s] equal to your Star Champion level) Speed 40 ft. STR DEX CON INT WIS CHA Str 14 (+2) Dex 14 (+2) Con 14 (+2) Int 4 (-3) Wis 10 (+0) Cha 14 (+2) Saving Throws Dex (+2) plus PB, Con (+2) plus PB Skills Athletics (+2) plus PB, Perception (+0) plus PB x 2 Condition Immunities charmed, frightened. Senses darkvision 60 ft., passive perception 10 + (PB x 2) Languages understands celestial, abyssal and the languages you speak. Proficiency Bonus (PB) equals your bonus Fear Claws. When The Heavenly Wolf hits a creature that's Frightened, it deals an extra 1d8 Psychic damage on hit. Fear Conduit. The Heavenly Wolf ignores any immunities a creature may have to the Frightened condition. Actions Natural Weapon. Melee Weapon Attack: Your Proficiency bonus + Your Charisma modifier to hit, reach 5 ft, one target you can see. Hit: 1d8 + PB Force damage. Abilities. The Heavenly Wolf can use the abilities mentioned in the "Heavenly Wolf abilities" Section.


Heavenly Wolf abilities Ability score improvement You may increase any ability score of Heavenly Wolf in the same way as you do whenever you gain the ability score improvement class feature from the Star Champion class. You cannot grant feats to the Heavenly Wolf in this way. Fear Glare Level 6 Star Champion The Heavenly Wolf uses its divine might to exude a terrifying presence. As an action, The Heavenly Wolf forces each creature of its choice that it can see within 30 feet of it to make a Wisdom saving throw. On a failed save, a creature becomes frightened of it for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. You must then finish a short or long rest before The Heavenly Wolf can use this ability again. Hatred Howl: Level 10 Star Champion The Heavenly Wolf howls loudly, spewing a stroke of cosmic radiance forming a line 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw against your Asterism DC. A creature takes 8d6 Radiant damage on a failed save and must make a Wisdom Saving Throw or be Frightened for 1 minute. A creature that succeeds the Dexterity saving Throw only takes half the damage and doesn't have to make the Wisdom Saving Throw afterwards. The Heavenly Wolf can make use of this ability a number of times equal to its proficiency bonus. 10 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Asterism List The Hunter's Asterism When you awaken Orion's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite. Orion's Belt 3rd level Orion's Constellation As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a protective ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to their AC and Saving Throws, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required) Orion's Sword 5th level Orion's Constellation As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a protective ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to attack and damage rolls, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required) Sunblast Star Arrow 9th level Orion's Constellation As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to launch an arrow of focused sunlight at one creature that you can see within your ranged weapon's range. Make a ranged weapon attack against the target. On a hit, it takes 4d4 radiant damage for every 2 stars detonated to activate this Asterism. A 60-footradius sphere of light spreads out from that point. Every creature caught in the area of the sphere must succeed on a Constitution saving throw or become blinded for 1 minute. The sphere is bright light and sheds dim light for an additional 60 feet. This light is sunlight. Star Gate 13th level Orion's Constellation As an action you can detonate half of your stars to breach open the fabrics of space and teleport yourself from your current location to any other spot within 500 feet. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet." You can bring along objects as long as their weight doesn't exceed by more than twice 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 use this Technique. If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the Asterism fails to teleport you. When you use this Asterism, You and everyone who teleported with you gains the effects of the invisibility spell for 1 minute. If a target is under the effects of your Mark of The astral hunter, you can see the place from above before teleporting, and you can choose a place up to 120 feet away from the target as the destination. When teleporting this way, you can ignore the original range of this technique as long as the marked creature is in the same plane as you, otherwise the Asterism Fails. Unless Seen, this action is undetectable. Black Hole 17th level Orion's Constellation As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to shoot a miniature sized black hole at a target you can see within the normal range of your weapon, and force the target to make a Charisma saving throw. On a failure the target takes 3d10 force damage for every 2 stars detonated to activate this Asterism, and half as much on a success. If this attack reduces the target to 50 hit points of fewer, it shunted to a harmless demiplane where it is incapacitated. The creature reappears in the unoccupied space nearest to the last space it occupied after a number of rounds have passed equal to the amount of stars detonated to perform this Asterism. The Bear's Asterism When you awaken Ursa Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite. Nebula Dreadclaws 3rd level Ursa Major's Constellation As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to coat your hand in Cosmic energy in the form of a bear claw and then swing it through the air, producing five long blade like claw projections that slash through space in a straight line before dissipating. Each creature in an adjacent 20-foot cone must make a Dexterity saving throw. A target takes 2d8 force damage on a failed save, or half as much damage on a successful one. This damage increases by 2d8 for every 2 stars detonated to activate this Asterism. 11 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Star Shattering Slam 5th level Ursa Major's Constellation As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) and strike the ground at your feet with that energy, forcing creatures within 20 feet of you to make a Dexterity saving throw. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. This damage increases by 1d8 for every 2 stars detonated to activate this Asterism. If the area you strike is loose earth or stone, it becomes difficult terrain. Unbreakable Star 9th level Ursa Major's Constellation When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can use your reaction to detonate half of your Stars and fall to 1 hit point instead. Each creature within 5ft of you is pushed 10 feet away from you. Shooting Star 13th level Ursa Major's Constellation As a bonus action, you can detonate half of your Stars to enter a heightened state of movement which you must concentrate on as if you were concentrating on a spell. For 1 minute, or until you lose concentration, you gain the following benefits: Your movement is unaffected by difficult terrain. You can use a bonus action on your turn to gain the benefits of both the Dash and Disengage action. Spells and other magical effects can neither reduce the your speed nor cause you to be paralyzed or restrained. You can spend 5 feet of movement to instantly escape from nonmagical restraints like manacles or a grapple. Ursus Nova 17th level Ursa Major's Constellation As a bonus action, you can detonate half of your Stars to enter a legendary state which you must concentrate on as if you were concentrating on a spell. For 1 minute, or until you lose concentration, you gain the following benefits: You have advantage on the first Unarmed Strike you make each turn. You can add your Charisma modifier to any Strength or Dexterity ability check you make. When you take the Attack action on your turn, you can make an additional Unarmed Strike as part of that action. When the effect ends, you can’t move or take actions until after your next turn, as a wave of lethargy sweeps over you. This Asterism doesn't stack with tenser's transformation or similar effects. The Wolf's Asterism When you awaken Canis Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite. Azure Wolf Hatred 3rd level Canis Major's Constellation As a bonus action, you can detonate a number of your Stars up to your Proficiency Bonus to stimulate the Heavenly Wolf's Hatred. The Heavenly Wolf marks a creature and uses the attack action on its own against that target without you needing to tell him to do it, but can only do that until the mark fades. The mark lasts for a number of rounds equal to the amount of stars detonated to activate this Asterism. Heavenly Wolf Slash 5th level Canis Major's Constellation When You use this Asterism, the silhouette of a starry wolf with a tyrannical aura is projected onto the user. It then can be fired from the Heavenly Wolf itself or used in conjunction with the Heavenly Wolf sword. In place of an attack, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to Make the Heavenly Wolf perform a Ranged Natural Weapon attack or You can instead do a melee attack with the Heavenly Wolf Sword. On Hit, the target must succeed on a Wisdom saving throw or take 1d8 psychic damage for every 2 stars detonated to activate this Asterism. and be Frightened until the effect ends. A creature that succeeds on the saving throw only takes half the damage and is not frightened. A creature affected by this asterism can repeat the saving throw at the end of their turn, ending the effect on a success. Heavenly Star Lamentation 9th level Canis Major's Constellation As a Bonus action you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf reminiscence about the past, making it lament everything that had happened to it. The Heavenly Wolf Howls to the heavens, making a number of creatures of your choice equal to the amount of stars detonated to activate this Asterism suffer from the lamentation of the Heavenly Wolf. These creature must succeed on a Wisdom Saving Throw or become incapacitated and gain a 1d6 penalty to any roll they make until the end of your next turn. A creature must be able to hear the Howl to be affected by it. 12 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Instantaneous Hell Calamity 13th level Canis Major's Constellation As an action, you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf tap into the Psyche of a number of creatures you can see equal to the amount of stars detonated to activate this Asterism and create an illusory manifestation of their deepest Hatred and fears, visible only to themselves, and make it seem as if everyone else looks like that manifestation. A creature targeted by this technique must make a Wisdom saving throw. On a failed save, the creature must use its action on each of its turns to attack a creature other than itself that you mentally choose. At the end of each of the creature's turns before the effect ends, it must succeed on a Wisdom saving throw or take 2d8 psychic damage and be frightened of you until the effect ends. On a successful save, the effect ends. Heaven Wounding Heartless Sword 17th level Canis Major's Constellation 'Earth grieves heavens wounded, solely hatred without heart' You detonate all your remaining stars but one to designate a target to become the subject of all of yours and the Heavenly Wolf's hatred. The area within a 30-foot radius around you turns blood red and fills with astral chains, Creatures Hostile to you cannot leave this radius by any means unless they end out of the area as a result of your movement, as this Zone travels with you. You also ignore the resistances and immunities of the target of your hatred, and When you attack it with the Heavenly Wolf Sword you have a bonus to hit equal to your charisma modifier. You can only attack that target and must use your action to attack it no matter what. At initiative count 20, you must succeed at a Wisdom saving throw against your own Asterism DC or make a single attack to the nearest creature to you without holding anything back. This state ends after your hatred's target dies or you forcefully stop it using an action. After the effect ends you are afflicted with short-term madness, and you roll in the table a number of times equal to half the amount of rounds spent in this state. You need to be in your Heavenly Wolf Hell God state in order to activate this asterism. If you choose to use this technique while not in your Heavenly Wolf Hell God state, you will need to concentrate on it as if you were concentrating on a spell. If you use it this way, the state only lasts for 1 minute, or until you lose concentration. Additionally, at the end of your turn, you lose 1/10th of your hit points. 13 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


The Star Champion Become the Herald of a Star and crush your foes with this new class for Dungeons and Dragons 5th edition. Version Info This is Version 1.1 Alpha of the The Star Champion class, created by SxRain Art Credits to Their Respective Creators More of my homebrew can be found on my GMBinder profile. This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


This document was lovingly created using GM Binder. If you would like to support the GM Binder developers, WWW.GMBINDER.COM consider joining our Patreon community.


The Demonologist


An imp, invisible to mortal eyes, spies on the band of heroic adventurers as they make their way through the hellfirescorched ruins of a town. When it appears to the imp that one of them, a tiefling clad in a red cloak, casts a spell, the group suddenly stops. Without a moment's hesitation, the tiefling turns and sends crimson flame hurtling towards the imp's position, incinerating it instantly. An elf stops to rest by a rocky outcropping----the exact same outcropping that a group of bandits uses to ambush travelers. When three such bandits walk up to her and demand all her money, she wastes no time. With a glare and a fiery red glint in her eyes, a burning sigil sears into the leader's forehead, causing him to yell out in pain. The elf then draws two swords and charges at him. The townsfolk cower from the charging demon when suddenly, an unknown figure appears from around a corner and reaches out towards the demon. The human man growls and the villagers watch as horns sprout from his forehead, his fingers sharpen into claws, and two leathery wings rip the back of his tunic. The transformed man then grabs the demon by the neck and slams it into the ground. Demonologists are masters of using demonic magic against demons themselves. When Hell Encroaches In times where the demonic legions of Hell invade the mortal realm, there are always some who take up an ancient, longlost art. An art that is dangerous, even to the wielder, and that many lose themselves trying to master. Demonology. The practice of using demonic magic to hunt down and destroy demons. Though the practice is, in one form or another, forbidden by the current society, many risk their life and sanity to revive it in dire straits. And the people will accept them----or at least tolerate them----for a time, because when Hell itself wishes to destroy your town, who else stands a chance at defending it? A Necessary Evil Many view the use of demonic magic, even when used to fight demons, as inherently evil. Indeed, once whatever conflict or calamity that necessitated their existence ends, many of the remaining demonologists will go into hiding to avoid being persecuted for their knowledge and powers. It is impossible to deny demonology's efficacy, though. A single well-trained demonologist can stand their ground against entire swarms of demons. They can apply the same techniques to other creatures as well, proving effective combatants and worthy allies in a variety of situations. Optional Rule: Multiclassing If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose demonologist as one of your classes. Ability Score Minimum. As a multiclass character, you must have at least an Intelligence score of 13 to take a level in this class, or to take a level in another class if you are already a demonologist. Proficiencies Gained. If demonologist isn't your initial class, here are the proficiencies you gain when you take your first level as a demonologist: Light armor, medium armor, and shields. Spell Slots. Add half your levels (rounded up) in the demonologist class to the appropriate levels from other classes to determine available spell slots. Class Features As a demonologist, you gain the following class features. Hit Points Hit Dice: 1d8 per demonologist level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per demonologist level after 1st Proficiencies Armor: Light armor, medium armor, shields Weapons: Simple weapons Tools: None Saving Throws: Constitution, Intelligence Skills: Choose two from Arcana, Religion, Investigation, Perception, Survival, Insight, Deception, or Intimidation Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a light crossbow and 20 bolts or (b) any simple weapon (a) a scholar's pack or (b) a dungeoneer's pack (a) An arcane focus or (b) a component pouch Leather armor, any simple weapon, and two daggers


The Demonologist Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 1st +2 Spellcasting, Demonology, Hellfire 3 2 2 — — — — 2nd +2 Demonic Brand 3 2 2 — — — — 3rd +2 Infernal Sect 3 3 3 — — — — 4th +2 Ability Score Improvement 3 3 3 — — — — 5th +3 Sect feature 3 4 4 2 — — — 6th +3 Reveal Deceit (30 feet) 4 4 4 2 — — — 7th +3 Eradicate Demon (CR 1) 4 5 4 3 — — — 8th +3 Ability Score Improvement 4 5 4 3 — — — 9th +4 Sect feature 4 6 4 3 2 — — 10th +4 Eradicate Demon (CR 2) 4 6 4 3 2 — — 11th +4 Impunity 4 7 4 3 3 — — 12th +4 Ability Score Improvement 4 7 4 3 3 — — 13th +5 Sect feature, Eradicate Demon (CR 3) 4 8 4 3 3 1 — 14th +5 Reveal Deceit (60 feet) 5 8 4 3 3 1 — 15th +5 Demonic Wrath 5 9 4 3 3 2 — 16th +5 Ability Score Improvement 5 9 4 3 3 2 — 17th +6 Sect feature 5 10 4 3 3 3 1 18th +6 Eradicate Demon (CR 4) 5 10 4 3 3 3 1 19th +6 Ability Score Improvement 5 11 4 3 3 3 2 20th +6 Fire and Brimstone 5 11 4 3 3 3 2 Spellcasting You have extensively studied the magic of demons and how to wield it against them. Cantrips Known At 1st level, you know three cantrips of your choice from the demonologist spell list. You learn additional demonologist cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Demonologist table. Spell Slots The Demonologist table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot. Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the demonologist spell list. The Spells Known column of the Demonologist table shows when you learn more demonologist spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the demonologist spells you know and replace it with another spell from the demonologist spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Intelligence is your spellcasting ability for your demonologist spells, as your spells are drawn from your research on demons and their magic. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a demonologist spell you cast and when making an attack roll with one. Spell Save DC = 8 + your proficiency bonus + your Intelligence modifier Spell Attack Modifier = Your proficiency bonus + your Intelligence modifier


Spellcasting Focus You can use an arcane focus as a spellcasting focus for your demonologist spells. Demonology You have extensively studied demons----their behaviors, their nature, and their magic. You gain the following benefits. You have advantage on checks to track fiends, recall knowledge about fiends, identify fiends, or investigate fiendish activity. You learn how to speak, read, and write Infernal. Hellfire The fire you wield is drawn directly from Hell, and burns impossibly hot. When you deal fire damage either by using a demonologist feature or casting a demonologist spell, you ignore resistance to fire damage. Demonic Brand At 2nd level, you can sear a brand of demonic power into your enemy's flesh, increasing your power against them. As a bonus action, you can expend a demonologist spell slot and choose a creature within 30 feet of you that you can see. For the next minute, that target is branded by you. When you create the brand, and once per round when you hit a branded creature with an attack, the branded creature takes 1d4 fire damage for each level of the spell slot expended to create the brand. For example, if you expend a 3rd level spell slot to create the brand, the branded creature takes 3d4 fire damage. This damage is referred to as your brand damage. You can have any number of active brands, but a creature cannot carry more than one brand at a time. A creature branded by you can use their action to make a Charisma saving throw against your demonologist spell save DC, removing the brand on a success. A brand can also be dispelled by Dispel Magic or countered by Counterspell as if it were a spell of the level of the spell slot expended to create it. Infernal Sect At 3rd level, you develop a specialized methodology for taking down demons. Choose from the Sect of Binding, the Sect of Devastation, the Sect of Hatred, the Sect of Inquisition, the Sect of Metamorphosis, or the Sect of Purification, each detailed at the end of the class description. Your choice grants you features at 3rd level and again at 5th, 9th, 13th, and 17th level. Reveal Deceit At 6th level, you have learned how to detect demons and the forms of trickery they employ. As an action, you can open your awareness to demonic trickery within a 30-foot radius of you. Until the end of your next turn, you gain the following benefits. You know the location of any fiend within the radius, as well as any portals that lead to the Lower Planes. You can see through any illusion within the radius, and you can see the true form of any creature or object concealed by illusion or transmutation magic, including invisible creatures and objects. You are aware of any illusory or shapechanging effects you see through. You know if a creature knowingly tells a lie within the radius. When you reach 14th level in this class, the radius of this feature increases to 60 feet. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). When you finish a long rest, you regain all expended uses. Eradicate Demon At 7th level, you can instantly destroy lesser demons. As an action, you can force one fiend of your choice within 30 feet of you to make a Charisma saving throw against your demonologist spell save DC. If its Challenge Rating is 1 or lower and it fails the saving throw, it instantly dies and its body is reduced to ash. The soul is also destroyed, preventing the fiend from ever returning. As you gain levels in this class, the maximum CR of the fiend increases; CR 2 at 10th level, CR 3 at 13th level, and CR 4 at 18th level. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). When you finish a long rest, you regain all expended uses.


Impunity At 11th level, your experience with fighting demons makes you especially resilient to their magic. You gain resistance to fire damage, and you have advantage on saving throws against the charmed, frightened, and poisoned conditions. Demonic Wrath Starting at 15th level, a creature can now take your brand damage twice per round, instead of once. Fire and Brimstone At 20th level, you have fully mastered the art of fighting demons. You gain the following benefits. You become immune to fire damage. Your demonologist features and spells ignore immunity to fire damage, as well as resistance. You regain all expended uses of your Reveal Deceit and Eradicate Demon features when you finish a short rest. Infernal Sects In times of great need, demonologists will organize into groups called Sects. Each Sect has their own methodology for defeating demons, and will teach this methodology to any fledgling demonologist who wishes to learn. Your Sect might be one such organized group, or perhaps the remnants of an old one long since disbanded, destroyed, or banished. Demonologists, Demons, and Hell Throughout this class, there are multiple mentions of demons and the plane of Hell. However, in most official D&D cosmologies, demons and devils are separate, unrelated entities—nor do demons reside in the Nine Hells, but instead, the Abyss. The demonologist class was created for a custom setting where demons and devils are one and the same, with "devil" being the name given to only the most powerful demons, and both reside in a version of the Nine Hells and speak the shared language of Infernal. If you wish to make this class more accurate to a setting where demons and devils are still separate, here are some renamed features to bring the focus onto demons specifically. Hellfire is renamed to Chaosfire. Infernal Sect is renamed to Abyssal Sect. Hell's Chains is renamed to Abyssal Chains. Infernal Inquiry is renamed to Wicked Inquiry. Scholar of Hell is renamed to Scholar of the Abyss. Devil's Defiance is renamed to Demon Lord's Defiance. Your DM might also decide that any feature that refers to the fiend creature type, such as the Demonology and Eradicate Demon features, specifically refers to the demon subtype instead.


Sect of Binding Followers of the Sect of Binding use their knowledge of demons to not just imprison them, but to subjugate them. They turn demons over to their will, commanding them to fight against their very own. In their eyes, no matter which one dies, the world has the benefit of one less demon to contend with. Sect of Binding Features Demonologist Level Feature 3rd Hell's Chains, Bound Demon 5th Bind Evil 9th Dark Evolution 13th Fight Fire with Fire 17th Dark Evolution, Bind Evil Hell's Chains When you choose this sect at 3rd level, your Demonic Brand feature improves. Any creature branded by you has their movement speed halved for the duration of the brand. Bound Demon Also at 3rd level, you have bound a lesser demon to your will. You can summon it as a bonus action, causing it to appear in an unoccupied space of your choice within 30 feet of you. The demon is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying demon Companion stat block, which uses your proficiency bonus (PB) in several places. In combat, the demon shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the demon can take any action of its choice, not just Dodge. You can command your bound demon with the same bonus action to take to use your Demonic Brand feature. The demon remains until it is reduced to 0 hit points, until you use this feature to summon the demon again, or until you die. Anything the demon was wearing or carrying is left behind when the demon vanishes. Once you summon the demon, you can’t do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it. Bind Evil At 5th level, you can bind your most wicked foes. You learn the Hold Person spell, which does not count against the number of spells you know. When you cast this spell, you can choose either a humanoid or a fiend as the target. When you reach 17th level, you also learn the Hold Monster spell, which likewise does not count against the number of spells you know. Dark Evolution At 9th level, your demon grows in power. Your bound demon gains one of the following benefits of your choice. Flight. Your bound demon grows wings, granting it a fly speed of 30 feet. Shapechange. Your bound demon can take the Shapechange action, allowing it to assume the form of any Medium humanoid or to revert back to its original form. At 17th level, you can choose to grant your demon one of the above benefits or one of the following benefits. Resilient. Your bound demon becomes immune to fire damage, and becomes resistant to bludgeoning, piercing, and slashing damage. Vehement. Your bound demon's Fiery Claw and Hell's Flame attacks have their damage die increased by two sizes (such as a d6 to a d10 or a d8 to a d12). Fight Fire with Fire At 13th level, your demon serves your ends, even against its own kind. Your bound demon benefits from your Hellfire feature, and when it hits a creature branded by you with an attack, that creature takes the brand's damage. A creature can still only take your brand damage once per round. Bound Demon Medium fiend Armor Class 14 + PB (natural armor) Hit Points 5 + five times your demonologist level (the demon has a number of hit dice [d10s] equal to your demonologist level) Speed 30ft. STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 14 (+2) 10 (0) 6 (-2) 14 (+2) Saving Throws Str +3 plus PB, Cha +2 plus PB Skills Athletics +3 plus PB, Intimidation +2 plus PB Damage Resistances fire Condition Immunities charmed, frightened Senses darkvision 60 ft., passive Perception 8 Languages any languages you speak Proficiency Bonus (PB) equals your bonus Depths of Hell. Magical darkness doesn't impede the demon's darkvision. Actions Fiery Claw. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB fire damage. Hell's Flame. Ranged Spell Attack: your spell attack modifier to hit, range 30 ft., one target you can see. Hit: 1d6 + PB fire damage. Reactions Consume (3/day). When a living creature dies within 30 feet of the demon, it consumes part of its soul, regaining 2d8 + PB hit points.


Sect of Devastation Followers of the Sect of Devastation believe that the only way to end the demonic threat is to eradicate it entirely. No other solution exists; the inhabitants of Hell must be wiped out for the mortal races to be completely safe. To this end, they use the destructiveness of demons against them, unleashing the power of Hell upon its denizens. Sect of Devastation Features Demonologist Level Feature 3rd Flames of Fury, Wreak Havoc 5th Chaotic Blaze 9th Ruinous 13th Rampant Destruction 17th Apocalypse Flames of Fury When you choose this sect at 3rd level, your Demonic Brand feature improves. You roll d6's for your brand damage, instead of d4's. Wreak Havoc Also at 3rd level, you can invoke your brand with spells of great destruction. When a branded creature fails a saving throw against a demonologist spell you cast that deals damage, they take the brand's damage. A creature can still only take your brand damage once per round. Chaotic Blaze At 5th level, you can summon flames around yourself or your foes. Whenever you cast a demonologist spell of 1st-level or higher that deals damage, you can choose yourself or one of the targets of the spell. Every creature within 5 feet of the chosen creature then takes fire damage equal to twice the level of the spell, not including the chosen creature. You can only use this feature once per round, even if you cast multiple spells in a round. Ruinous At 9th level, your spells are particularly destructive. When you cast a demonologist spell that deals damage, you can add your Intelligence modifier to one of the damage rolls. Rampant Destruction At 13th level, you can create multiple brands at once. When you use your Demonic Brand feature, you can create any number of brands instead of one. You must expend a spell slot for each brand you create, and each creature can still only carry one of your brands at a time. Apocalypse At 17th level, your destruction knows no bounds. When you roll dice to deal damage with a demonologist spell or demonologist feature, you can choose to instead choose the maximum value for each die (for example, 5d6 becomes 30). You can use this feature a number of times equal to your Intelligence modifier, and you regain all expended uses when you finish a long rest.


Sect of Hatred Followers of the Sect of Hatred do not rely solely on magic to defeat demons----they resort to the use of weaponry to do it. They personally hunt demons down and fight them head-on, empowered by demonic magic. It is said that only a deep, personal resentment of Hell's denizens would motivate a demonologist to employ the methods of this sect. Sect of Hatred Features Demonologist Level Feature 3rd Animosity, Hunter's Hatred 5th Extra Attack 9th Demon Blades 13th Unending Pursuit 17th Slayer of Legions Animosity When you choose this sect at 3rd level, your Demonic Brand feature improves. When you use your Demonic Brand feature, you can make a weapon attack as part of that bonus action. Alternatively, when you take the Attack action, you can use your Demonc Brand feature as part of that action. Hunter's Hatred Also at 3rd level, you have picked up the techniques to fight demons head on. You gain the following benefits. You gain proficiency in martial weapons. Your movement speed increases by 10 feet. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier. Extra Attack At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Demon Blades At 9th level, you can infuse your weapons with demonic power. When you finish a long rest, you can touch one or two weapons with which you are proficient and infuse them with demonic energy. The chosen weapons become magical for the purposes of overcoming resistance to nonmagical attacks and damage, and when you hit a creature with them, they deal an additional 1d6 fire damage. This persists until you use this feature again to choose new weapons to gain this benefit. Unending Pursuit At 13th level, you are so determined to hunt your prey that you would pursue them to the ends of the planes. As a bonus action, you can teleport to an unoccupied space adjacent to a creature branded by you, so long as that creature is within a number of feet equal to 10 + 10 x the level of spell slot expended to create that brand. Slayer of Legions At 17th level, you are capable of destroying entire demonic legions in the blink of an eye. You learn the Steel Wind Strike spell, which does not count against the number of spells you know. For you, this spell deals fire damage instead of force damage, and you can use a ranged weapon as the material component. You can cast this spell once without expending a spell slot. Once you do so, you cannot do so again until you finish a long rest; however, you can still cast the spell using spell slots as normal.


Sect of Inquisition Followers of the Sect of Inquisition are aware of the simple truth that knowledge is power----therefore, more knowledge equates more power. They seek to learn everything there is to know about demons, so that they might turn those secrets against them. Sect of Inquisition Features Demonologist Level Feature 3rd Infernal Inquiry, Scholar of Hell 5th Fiery Interdiction 9th Reveal Power 13th Interrogate 17th Judge and Jury Infernal Inquiry When you choose this sect at 3rd level, your Demonic Brand feature improves. When a creature within 30 feet of you makes an attack against a creature branded by you, you can use your reaction to grant the attacker advantage on the triggering attack roll. Scholar of Hell Also at 3rd level, you have spent more time studying demons than most. When you make a check that could benefit from your Demonology feature, instead of making the check with advantage, you can choose to automatically succeed. You can do this a number of times equal to your Intelligence modifier, and regain all expended uses when you finish a long rest. You also learn the Detect Magic spell, which does not count against the number of spells you know, and can cast it at will, without expending a spell slot. Fiery Interdiction At 5th level, you can punish your foes for daring to attack your allies. When a creature that you can see within 30 feet of you makes an attack roll, you can force that creature to make a Constitution saving throw against your demonologist spell save DC. On a failed save, you impose disadvantage on the triggering attack roll, and the target takes fire damage equal to your demonologist level. You have a number of uses of this feature equal to your Intelligence modifier, and regain all expended uses when you finish a long rest. Reveal Power At 9th level, you are an expert at revealing deception. You can now use your Reveal Deceit feature as a bonus action. Additionally, you can also reveal the power of your foes. When you use Reveal Deceit, choose one creature within the effect's radius. You learn one of the following characteristics of that creature (you choose which). The creature's current and maximum hit points The creature Armor Class All of the creature's saving throw proficiencies All of the creature's skill proficiencies All of the creature's damage resistances and immunities All of the creature's condition immunities Alternatively, instead of learning one of the above characteristics, you can choose to grant a creature within the effect's radius advantage on their next attack roll against the chosen creature. Interrogate At 13th level, the strikes of your allies can invoke your brand. When you use your Infernal Inquiry feature to grant advantage on an attack roll against a branded target and the attack hits, the branded creature takes the brand's damage. A creature can still only take your brand damage once per round. Judge and Jury At 17th level, nothing goes unnoticed by you. Once per round, you can use the reaction granted by your Infernal Inquiry feature or your Fiery Interdiction feature without using your reaction. You cannot take more than one reaction during a single turn using this feature.


Sect of Metamorphosis Followers of the Sect of Metamorphosis undergo the risky, but powerful process of transforming into demons. They believe that the best way to combat monsters is to become one yourself. Though many lose themselves doing this, turning into the enemy they swore to destroy, those that succeed are unstoppable enemies of Hell. Sect of Metamorphosis Features Demonologist Level Feature 3rd Revel in Pain, Demonic Transformation 5th Extra Attack 9th Wicked Wings 13th Demon Blood 17th Devil's Defiance Revel in Pain When you choose this sect at 3rd level, your Demonic Brand feature improves. Once per turn when you deal your brand damage, you gain temporary hit points equal to the damage dealt. Demonic Transformation Also at 3rd level, you can partially transform into a demon. If you have at least one brand active, you take on a more demonic appearance, gaining the following benefits. Your skin hardens, granting you an AC of 13 + your Intelligence modifier. You only gain this benefit if you are not wearing armor or wielding a shield. You gain an unarmed strike that deals 1d8 bludgeoning, piercing, or slashing damage (you choose which). It uses your Intelligence modifier for the attack and damage rolls. You decide what form it takes: sharp claws, large horns, a barbed tail, or another demonic feature of your choice. Extra Attack At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Wicked Wings At 9th level, you can sprout demonic wings. While under the effects of your Demonic Transformation feature, you have a flight speed of 30 feet. Demon Blood At 13th level, demonic blood flows through you, protecting you from your foes. When a branded creature hits you with an attack, you can use your reaction to gain a bonus to your AC against the triggering attack, potentially causing it to miss. The bonus to your AC is equal to the level of spell slot expended to create that creature's brand. If you use this reaction and the attack misses, the attacker takes the brand's damage. A creature can still only take your brand damage once per round. Devil's Defiance At 17th level, your refusal to die rivals that of the devils of Hell. When you are reduced to 0 hit points, you can choose to expend a demonologist spell slot. You immediately regain 10 hit points per level of the spell slot, and every creature of your choice within 30 feet of you takes 5 fire damage per level of the spell slot. Once you use this feature, you can't use it again until you roll initiative or until you finish a long rest.


Sect of Purification Followers of the Sect of Purification blend the methodology of demonologists with that of priests. They wield divine and demonic magic in tandem, both to devastating effect. To them, destroying demons is about more than eradicating Hell's denizens; it also means healing the harm they've dealt to the world. Sect of Purification Features Demonologist Level Feature 3rd Brand of Sanctity, Sacred Magic 5th Aura of Restoration 9th Purge Deceit 13th Divine Decree 17th Heaven's Assent Brand of Sanctity When you choose this sect at 3rd level, your Demonic Brand feature improves. Your brand damage is radiant, instead of fire. Additionally, when you place a brand on a creature, you can choose to purify it. When you place a purified brand on a creature, that creature regains hit points equal to the brand's damage. When a creature with a purified brand takes damage, you can use your reaction to invoke the brand, restoring hit points to that creature equal to the brand's damage. Sacred Magic Also at 3rd level, you learn to wield the magic of the gods. When your Spellcasting feature lets you learn a demonologist cantrip or a demonologist spell of 1st level or higher, you can choose the new spell from the cleric spell list or the demonologist spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a demonologist spell for you. Additionally, whenever you cast a demonologist spell that deals fire damage, you can choose for that casting of the spell to deal radiant damage instead. Radiant damage benefits from your Hellfire feature as if it were fire damage. Aura of Restoration At 5th level, you can exude an aura of cleansing magic. You learn the Lesser Restoration spell, which does not count against the number of spells you know. When you reach 17th level, you also learn the Greater Restoration spell, which likewise does not count against the number of spells you know. When you cast either of the spells granted by this feature, you can choose to turn it into an aura, allowing it to affect each creature of your choice within 10 feet of you. Once you do this, you can't do so again until you finish a long rest. Purge Deceit At 9th level, you can eradicate deceptive magic. When you use your Reveal Deceit feature, you can choose to expend 2 uses to purge deceit. Instead of the normal effects of Reveal Deceit, you gain the following benefits. You immediately dispel every illusion within the effect's radius. You reveal every invisible creature within the effect's radius, making them visible. You close any portal to the Lower Planes within the effect's radius. You force every creature within the effect's radius to revert to its normal form if it was shapeshifted. When you purge deceit, you can also expend 2 uses of your Eradicate Demon feature. When you do, every fiend within the effect's radius must make a Charisma saving throw or be destroyed as per that feature. Once you purge deceit, you cannot do so again until you finish a long rest. Divine Decree At 13th level, you can invoke your brands through sheer will. As a bonus action, you can choose one creature within 30 feet of you branded by you. Roll the brand's damage; the creature takes radiant damage equal to the result, or regains hit points equal to the result if the brand was purified. Heaven's Assent At 17th level, you are backed by the righteous will of the heavens. When you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 5d4 hit points to a creature, you restore 20. Your purified brands benefit from this feature, but only when you use a reaction to invoke them, not when you use your bonus action to do so as per your Divine Decree feature.


Demonologist Spell List Cantrips (0 Level) Blade Ward Control Flames Create Bonfire Fire Bolt Friends Green-Flame Blade Light Mage Hand Message Minor Illusion Produce Flame Thaumaturgy 1st Level Absorb Elements Bane Burning Hands Cause Fear Charm Person Command Detect Evil and Good Detect Magic Detect Poison and Disease Disguise Self Distort Value False Life Hellish Rebuke Hex Identify Illusory Script Protection from Evil and Good Sanctuary Searing Smite 2nd Level Aganazzar's Scorcher Alter Self Blur Darkness Enthrall Flame Blade Flaming Sphere Heat Metal Hold Person Invisibility Lesser Restoration Locate Object Magic Weapon Mirror Image Misty Step Protection from Poison Pyrotechnics Scorching Ray See Invisibility Shadow Blade Suggestion 3rd Level Ashardalon's Stride Bestow Curse Counterspell Daylight Dispel Magic Fast Friends Fear Fireball Melf's Minute Meteors Nondetection Protection from Energy Remove Curse Sending Summon Lesser Demons 4th Level Banishment Charm Monster Dimension Door Elemental Bane Fire Shield Greater Invisibility Locate Creature Summon Greater Demon Wall of Fire 5th Level Banishing Smite Circle of Power Contact Other Plane Dispel Evil and Good Hold Monster Immolation Infernal Calling Mislead Planar Binding Teleportation Circle


The Demonologist


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The Shieldmage


Shieldmage Centuries ago, a group of priests and wizards who worshiped gods of protection sought a way to teach the arcanists to cast the spells needed to support their allies and innocents, while not needing protection themselves. After decades of practice and study, the Righteous Order of the Arcane Shield found methods not just of anchoring the wizard's spellbook to a properly-enchanted shield, but to leverage the lesser spells of protection and abjuration so that they could protect many at once unless disrupted, allowing the 'shieldmages' to draw the attacks of their foes onto themselves. Role: A shieldmage is a support caster and a tank, with some capacity for battlefield control. They enhance their allies with protections and buffs, and draw focus from enemies with their Shieldmage's Challenge. Alignment: Any. Since their discipline is structured around protecting others, most are either Good altruists or Lawful military; Lawful Good is the most common alignment and many shieldmage schools are associated with an order of paladins. Chaotic Neutral and Lawful Evil are rare but not unheard-of; Neutral Evil and Chaotic Evil are essentially unknown. Ability scores: Shieldmage spellcasting, including bonus spells per day and save DCs, depends on Intelligence, so this is the highest priority for a shieldmage. The role of the shieldmage means that they will take more damage and enemy attention than most spellcasters, so high Constitution and Wisdom scores, for hit points, Fortitude and Will saves, and some other class features, are also desirable. Skills The shieldmage’s class skills are Craft (Int), Heal (Wis), Diplomacy (Cha), Knowledge (arcana) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha). Skill Ranks per Level: 2 + Int modifier. Hit Die: d8 Starting Wealth: 2d6 × 10 gp (average 70gp.) Weapon and Armor Proficiency Shieldmages are proficient with all simple weapons, with light and medium armor, and with shields, except tower shields. Table: Shieldmage Level BAB Fort Ref Will Class Features 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +0 +2 +2 +2 Bonded shield, cantrips, defensive specialty, shieldcasting 3 — — — — — — — — 2nd +1 +3 +3 +3 Shieldmage's challenge 4 — — — — — — — — 3rd +1 +4 +4 +4 Martial training 5 3 — — — — — — — 4th +2 +4 +4 +4 Esoteric wards 6 4 — — — — — — — 5th +2 +5 +5 +5 Counterspell training 6 5 3 — — — — — — 6th +3 +5 +5 +5 Aid recovery, martial training 6 6 4 — — — — — — 7th +3 +6 +6 +6 Specialty ability 6 6 5 3 — — — — — 8th +4 +6 +6 +6 Esoteric wards 6 6 6 4 — — — — — 9th +4 +7 +7 +7 Martial training 6 6 6 5 3 — — — — 10th +5 +7 +7 +7 Aid recovery(30 ft.) 6 6 6 6 4 — — — — 11th +5 +8 +8 +8 Counterspell training(abjuration) 6 6 6 6 5 3 — — — 12th +6/+1 +8 +8 +8 Esoteric wards, Martial training 6 6 6 6 6 4 — — — 13th +6/+1 +9 +9 +9 Specialty ability 6 6 6 6 6 5 3 — — 14th +7/+2 +9 +9 +9 Aid recovery(burst) 6 6 6 6 6 6 4 — — 15th +7/+2 +10 +10 +10 Martial training 6 6 6 6 6 6 5 3 — 16th +8/+3 +10 +10 +10 Esoteric wards 6 6 6 6 6 6 6 4 — 17th +8/+3 +11 +11 +11 Counterspell training(arcane) 6 6 6 6 6 6 6 5 3 18th +9/+4 +11 +11 +11 Aid recovery(move action), Martial training 6 6 6 6 6 6 6 6 4 19th +9/+4 +11 +11 +11 Protector's aegis 6 6 6 6 6 6 6 6 5 20th +10/+5 +12 +12 +12 Master's challenge, esoteric wards 6 6 6 6 6 6 6 6 6 2


Class Features The following are the class features of the shieldmage Spells A shieldmage casts arcane spells drawn from the shieldmage spell list. They can cast any spell they know without preparing it ahead of time. To cast a spell, a shieldmage must have an Intelligence score equal to at least 10 + the spell circle. The Difficulty Class for a saving throw against a shieldmage’s spell is 10 + the spell circle + the shieldmage’s Intelligence modifier. The number of spells of each circle that the shieldmage can cast each day is given in Table: Shieldmage; they can additionally cast 0th-level cantrips (see Cantrips below). In addition to this number, they receive bonus spells per day as given in Table: Ability Modifiers and Bonus Spells if they have a high Intelligence score. Like a wizard, these spells per day are refreshed after eight hours of uninterrupted sleep. Unlike a wizard, a shieldmage knows all spells on their spell list, except those which are too high a circle for them to cast. Unlike a wizard or cleric, a shieldmage does not prepare spells in advance; they can cast any spell they know at any time, assuming their spells per day of that spell circle are not yet exhausted. Note: This class and document uses the 'spell circle' terminology for disambiguity. Spells range from 1st circle to 9th circle, in increasing order of difficulty to cast; 0th-circle spells also exist, and are called cantrips. A 1st-level wizard or shieldmage can cast only 1st-circle spells; at 11th level, a shieldmage learns to cast 6th-circle shieldmage spells. Using this terminology, we hope to avoid certain classic problems. Bonded Shield (Su) A shieldmage bonds to their shield like other wizards bond to an amulet, weapon, or other bonded object, and uses it while preparing spells. This is usually a heavy metal shield but can be any shield the shieldmage is proficient with. Like a bondedobject wizard, a shieldmage can enchant their bonded shield as if they had Craft Magic Arms and Armor if they meet the prerequisites (caster level 5th) and meet any enchantment-specific prerequisites. Cantrips Shieldmages know a number of cantrips, or 0-level spells, and can cast all cantrips they know at will. These spells are cast like any other spell, but they are not expended when cast and may be used again. At 1st level, they know 4 cantrips; at each even level they learn another, to a maximum of 9 known cantrips at level 10. Shieldcasting (Su) A shieldmage does not suffer arcane spell failure chance from armor or shields they are proficient in, and they can complete somatic spell components with the hand wielding their bonded shield (though not other shields of the same type). If wearing armor or wielding a shield they are nonproficient in, then they suffer ASF chance, but reduce the total chance by 20% from the normal chance. 3


Defensive specialty (Ex) Each shieldmage picks one of three specialties, which affects their proficiencies and spells known. They gain additional abilities based on this specialties at higher levels. Mobile Defense Specialty A mobile defense specialist does not gain any additional armor or shield proficiencies, but they no longer take penalties to their movement speed for wearing medium armor or carrying a medium load. Additionally, they gain proficiency in the hand crossbow, rapier, sap, shortbow, and short sword. Many mobile defense specialists have a buckler as their bonded shield. The following spells are added to their spell list and become part of their spells known at the appropriate level: 1st - ??, 2nd - ??, 3rd - ??, 4th - <etc.> Intercede At 7th level, the mobile shieldmage learns to intercede. A few times per day, they may, when an ally nearby is hit by an attack (but before damage is rolled), move into that ally's space and take the attack themselves. This always hits the shieldmage regardless of their actual AC, but is never a critical hit. The shieldmage may only move up to their speed when using this ability and cannot use it if the ally is beyond that range; the ally being protected takes a free 5-foot step as part of this ability. The weapon's damage is then resolved against the shieldmage as if they were hit normally. This ability may be used (1 + half the shieldmage's Wisdom modifier, minimum 0). They may not make an intercession while actively spellcasting. At 13th level, the ability may be used (3 + Wisdom modifier, minimum 0) times. Additionally, any precision damage (such as sneak attack) is halved when taking damage from an intercession. Tower Shield Specialty A tower shield specialist gains proficiency with tower shields (and therefore does not suffer ASF chance if their bonded shield is a tower shield). The following spells are added to their spell list and become part of their spells known at the appropriate level: 1st - obscuring mist, 2nd - groundswell, 3rd - wind wall, 4th - ???, 5th - wall of force, 6th - ???, 7th - ???, 8th - ???, 9th - ??? Living Wall At 7th level, a tower shieldmage may bash with a tower shield, and takes only a move action to plant it as cover. (If another effect would allow them to do so as a move action, it becomes a swift action.) They may also arrange themselves to provide cover to their allies; whenever they plant their shield, plus as a free action during their turn a number of times per day equal to their Wisdom bonus, they may declare that they are taking a covering stance for the round. Until their next turn, they provide soft cover to all adjacent allies other than themself, against all attacks, even ones from the wrong side of the shieldmage or ones the mage is unaware of. They must be conscious and able to take actions, and may not enter or maintain a covering stance while actively spellcasting. At 13th level, the tower shieldmage may plant their shield as a swift action, and when using a covering stance, adjacent allies gain improved cover which is no longer considered soft cover. Heavy Armor Specialty A heavy armor specialist gains proficiency with heavy armor (and therefore does not suffer ASF chance if wearing it with their bonded shield). The following spells are added to their spell list and become part of their spells known at the appropriate level: 1st - cure minor wounds*, 2nd - cure light wounds, 3rd - cure moderate wounds, 4th - <etc.> Island of Iron At 7th level, the heavy shieldmage gains Stand Still as a bonus feat. They are considered armed and threatens adjacent squares as long as they are wielding a shield proficiently. For the purpose of Stand Still, though not for ordinary attacks of opportunity, they increase their maximum number of attacks of opportunity per round by their Wisdom modifier (minimum +1). Also, they may add their Wisdom modifier to their Combat Maneuver Bonus for the purpose of Stand Still attacks. They may not make these attacks while actively spellcasting. At 13th level, as long as they are wielding a staff or a reach weapon, they threaten all squares out to 10 ft. from themselves for the purposes of Stand Still maneuvers. 4


Shieldmage's Challenge (Sp) At 2nd level, a shieldmage learns the signature skill of their profession - casting a spell as a challenge. A challenge spell must be one which normally targets a single creature and does not have a target of 'self' or 'personal', and it may not have a casting time greater than 1 round. When cast as a challenge, you target both yourself and nearby allies, who must be within the spell's normal range unless it is normally touch range - up to two allies (which may not include yourself) by default, but this limit may increase with level. Rather than take effect immediately on completing the casting, any enemies nearby have a round to react: If you are attacked, targeted with a spell from a hostile source, subject to a combat maneuver, affected by a hostile areaeffect spell, or otherwise affected by a hostile action, the spell takes effect targeting only you before the hostile effect is applied, as if you had cast it on yourself normally at that time. If, after one round, that hasn't occurred, the challenge ends and the spell takes effect on your selected allies. Treat this as though you had cast it on each of them individually, albeit simultaneously. They need not be in normal range for the spell, see table. All enemies within 50 ft. are immediately intuitively aware of this ability from when you begin casting until the challenge ends, though they will need to make Spellcraft and/or Sense Motive checks to determine which spell you have cast and which allies you are targeting. The maximum number of targets to cover with a challenge is a function of the spell's circle and the shieldmage's highest spell circle. If the spell is of the highest circle they can cast, the challenge covers only two targets. For each circle lower it is, add one more target. For example, an 8th-level shieldmage can cast spells up to 4th circle. Their 4th-circle spells can be challenge-cast on two allies; their 3rd-circle spells can affect three allies, 2nd-circle four, 1st-circle five, and cantrips six. At 9th level, they will learn to cast 5th-circle spells; each of those ally numbers will increase by one, and the new 5th-circle spells will be able to affect two targets when challenge-cast. Table: Challenge Casting Time Base casting time Challenge casting time Swift action or less Standard action Move or standard action Full-round action Full-round action 1 round 1 round Two full-round actions Table: Challenge Casting Range Base range Challenge casting range Touch 5 ft. + 5 ft./3 caster levels 5 ft. - 20 ft. Triple base 25 ft. - 50 ft. Double base Short, medium, long As base Other Base or 50 ft. if longer Martial Training (Ex) At 3rd level and every level divisible by three, a shieldmage gains a bonus combat feat from the following list. They must meet the normal prerequisites for this feat. From 6th level onward, for the purposes of learning feats on this list, they count as having a fighter level equal to their shieldmage level -5. (This applies even if they are gaining one of these feats by another means.) With the DM's approval, other combat feats which require Improved Shield Bash, Saving Shield, Shield Focus, or Weapon Focus(shield bash) may be added to this list. Covering Defense, Covering Shield, Defended Movement, Feint Defender, Greater Ray Shield, Greater Shield Focus, Greater Shield Specialization, Guarded Charge, Improved Shield Bash, Improved Shield Focus, Missile Shield, Mobile Bulwark Style, Mobile Fortress, Mobile Stronghold, Ray Shield, Saving Shield, Shield Brace, Shielded Mage, Shielded Stand, Shield Focus, Shield Master, Shield Slam, Shield Snag, Shield Specialization, Shield Wall, Stumbling Bash, Toppling Bash, Unhindering Shield, Upsetting Shield Style, Upsetting Strike, Upsetting Vengeance, Wall's Stance, Weapon Focus(shield bash), Weapon Trick(weapon and shield) Esoteric Wards (Ex) At 4th level and every 4 levels thereafter, a shieldmage learns a new protective spell they can add to their arsenal, after study and experimentation made it compatible with their bonded shield. This must be a wizard or witch spell of a circle they can already cast, and must be of the abjuration school without express DM permission. (Many transmutation or divination spells have a protective nature and may be suitable spells to permit.) From this point forward, that spell is considered to be on the shieldmage spell list at the same spell circle for this shieldmage's purposes. This does not transfer to other shieldmages without significant further study and experimentation. Once chosen, this spell cannot be changed. 5


Counterspell Training (Su) At 5th level, the shieldmage has practiced counterspelling and can freely switch between countering with dispel magic and with the appropriate spell. When readying an action to counterspell, the shieldmage receives a +4 bonus on the Spellcraft check to identify the spell, if that spell is on the shieldmage spell list. If they fail to identify the spell, or it is a spell they cannot cast, the shieldmage may cast dispel magic (or greater dispel magic if they can cast sixth-circle spells) to attempt a counterspell anyway. At 11th level, the +4 Spellcraft bonus extends to any abjuration spell, and for any identified abjuration spell, the shieldmage may expend a spell slot of the same circle to counterspell it as though they could cast the spell being countered. They may still choose to use a dispel magic rather than make use of this ability. At 17th level, the +4 Spellcraft bonus extends to all arcane spells. The shieldmage may expend a spell slot of the correct circle to counterspell any identified arcane spell, provided the spell being countered is eighth circle or lower. Aid Recovery (Su) At 6th level, the shieldmage learns to help protect even those who have already fallen victim to enemy action. As a standard action, a touched creature (other than the shieldmage) may make an additional save for each ongoing hostile effect currently affecting them that allows a save. A success means that most or all of the effect ends, as if they had made their initial save. (Portions of the effect that persist even on a successful save are unaffected, and instantaneous consequences that have already occurred such as ability damage are not removed.) This ability may be used once per day per point of the shieldmage's Wisdom modifier, minimum once, and an additional use per day for every three levels beyond 6th. At 10th level, this may affect a target within 30 ft. rather than touch range, and may affect the shieldmage themself. From 14th level, the shieldmage may expend two uses to affect all creatures within 30 ft. At 18th level, this may be used as a move action. Protector's Aegis (Su) At 19th level, the shieldmage has surpassed the need to use spells to protect those nearby. From 19th level, all allies within 30 ft. of the shieldmage may use their save bonuses, if they are better than the ally's, whenever they need to make a save. Master's Challenge (Su) At 20th level, the shieldmage <...> Shieldmage's challenge may now affect up to six allies for 7th-9th circles and twelve for all lower circles, and whenever the shieldmage casts a spell normally on an ally (not via shieldmage's challenge), they may also give that ally the benefit of aid recovery without expending a daily use of that ability or an additional action. 6


Spell List Cantrips detect magic, detect poison, light, mage hand, mending, message, read magic, resistance, stabilize, touch of fatigue 1st circle abjuring step, air bubble, alarm, anticipate peril, bed of iron, deathwatch, endure elements, feather fall, mage armor, liberating command, magic missile, peacebond, protection from chaos/evil/good/law, remove fear, shield, stunning barrier, swift girding, vanish 2nd circle arcane lock, barkskin, bear's endurance, blur, cat's grace, darkvision, death from below, delay poison, detect thoughts, detect magic (greater), glitterdust, invisibility, kinetic reverberation, life pact, nondetection (lesser), owl's wisdom, protection from arrows, resist energy, rope trick, see invisibility, shield of fortification, web. 3rd circle ablative barrier, aura sight, cloak of winds, countless eyes, dispel magic, displacement, draconic reservoir, fly, gaseous form, heroism, magic circle against chaos/evil/good/law, magic vestment, nondetection, protection from energy, remove curse, stone shape, tiny hut, wall of mist, ward of the season, wind wall 4th circle blessing of the salamander, death ward, detect scrying, dimensional anchor, fire trap, freedom of movement, king's castle, lesser globe of invulnerability, oath of peace, planar adaptation, resilient sphere, shield of fortification (greater), spellcrash (lesser), spell immunity, stoneskin, thaumaturgic circle, wall of bone, wall of ice, wall of fire, wall of sound. 5th circle break enchantment, dismissal, dispel chaos/evil/good/law, fickle winds, icy prison, interposing hand, life bubble, mage's faithful hound, mage's private sanctum, spell resistance, true seeing, wall of stone, wall of thorns, wreath of blades Spell List WIP 6th circle antimagic field, battlemind link, blade barrier, control water, forceful hand, dispel magic(greater), globe of invulnerability, guards and wards, heroism (greater), move earth, spellcrash, wall of iron 7th circle banishment, deflection, expend, forcecage, rampart, spell turning, teleport trap. 8th circle dimensional lock, discern location, prismatic wall, protection from spells, spellcrash (greater), telekinetic sphere, wall of lava. 9th circle excellent enclosure, mage's disjunction, prismatic sphere, wall of suppression, world wave 7


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