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Tennix's Tome A Compendium of D&D Homebrew GM Binder

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Published by PDF runner, 2024-02-25 13:00:54

Tennix's Tome A Compendium of D&D Homebrew GM Binder

Tennix's Tome A Compendium of D&D Homebrew GM Binder

Tennix's Tome


INTRODUCTION Hello to everyone reading this! My name is Tennix and this here is my tome of 5th edition character options. I've always loved games and D&D was a perfect way to combine both gaming and hanging out with my friends, which is why I'm so passionate about it. Shortly after the Covid lockdowns ended where I live, I found a group of friends to play D&D with, and I've loved the game ever since. After a few years of making dozens of characters that I'd never play, I decided to try my hand at a few subclasses. I started writing my first few Blood Hunter subclasses, since I figured there weren't enough for a class as cool as it was. After I finished all of my Blood Hunter subclasses, I moved on to making a few classes: Revenant, Escort, and Bastion. I went back and made 2 subclasses for every official class (apart from Artificer, but we don't talk about that). This process took me a few months, and when I finished I was completely run dry of ideas. I stopped working on it until I gathered enough ideas to start writing the rest of the subclasses for each official class, then I made the Brawler and Chrononaut. I went into yet another hiatus on writing homebrew until I came up with the idea for the Cartomancer, which I made in about a week and a half. About 4 months later, I scraped together a few new class ideas from some online and inperson friends that I'd been playing D&D with, and started making the Imprinter, Godbinder, Purifier, Mechanist, Exorcist, and more to come! Thank you for checking out my homebrew, I hope you enjoy! -Tennix If you'd like to give me feedback or comment on the book, you can message me on discord: Tennix0 HOW TO USE THIS BOOK? This book gathers many options for players. As you create your character or when you level up, you can unlock the powers and skills that are featured in this book. As this content is homebrew, it's a good idea to always check with your dungeon master if it's okay for you to use the options shown here before adding them to your character sheet. the following paragraphs describe some important notes about the different parts of this book and how to use them: Subclasses The subclasses are each linked to a class. When you level up, when your class board tells you that you should gain a subclass, you can choose one of the subclasses presented in this book that matches your class. If you want to use one of these subclasses, make sure to talk it over with your DM. Don't forget about the Blood Hunter's Revised Hemocraft Die system, it is required to use any of my homebrew Blood Hunter subclasses. Weapons This section is the home of some weapons that are used in various subclasses such as the Dragon Slayer fighter. You'll need to look at these to learn what weapons you can use and what their stats are. Feats This section offers alternate versions of some existing feats. When you gain a feat, you can choose to use the official version or the alternate version of this feat. Once again, talk about it with your DM. Classes I have over 10 homebrew classes for you to level up. You can choose to use any of these and level them as you see fit as if they were a normal class. Some of the classes are not fit to every campaign, such as the Chrononaut, so check with your DM to see if the class fits with your setting. Also, check with your DM if they will allow you to play the class. 2


6 7 6 7 6 7 12 14 15 16 17 18 20 21 22 23 24 25 26 27 28 29 31 32 33 34 35 37 38 40 41 42 43 44 45 46 47 48 49 51 52 53 54 55 57 59 60 62 63 65 66 67 68 69 69 70 71 72 73 74 75 76 77 78 79 80 81 82 84 85 86 87 89 91 92 93 94 95 PART 1: TABLE OF CONTENTS PART 2: BARBARIAN Path of the Bleeding Earth ................................................................................. Path of the Darkwraith ................................................................................. Path of the Bladestorm ................................................................................. Path of Blood ................................................................................. Path of Dread ................................................................................. Path of the Primordials ................................................................................. PART 3: BARD College of Sirens ................................................................................. College of Dusk ................................................................................. College of Color ................................................................................. College of Diplomacy ................................................................................. College of Marionettes ................................................................................. College of Rhyme ................................................................................. PART 4: BLOOD HUNTER Order of Chains ................................................................................. Order of the Void ................................................................................. Order of the Deep ................................................................................. Order of the Celestial ................................................................................. Order of Plagues ................................................................................. Order of Souls ................................................................................. Order of Iron ................................................................................. Order of Crystal ................................................................................. Order of Storms ................................................................................. Order of the Infernal ................................................................................. Order of the Phoenix ................................................................................. Order of Ruin ................................................................................. Order of Silver ................................................................................. Order of Redemption ................................................................................. Order of the Workshop ................................................................................. PART 5: CLERIC Dragon Domain ................................................................................. Ocean Domain ................................................................................. Beauty Domain ................................................................................. Fate Domain ................................................................................. Judgement Domain ................................................................................. Madness Domain ................................................................................. Pain Domain ................................................................................. Shadow Domain ................................................................................. Sky Domain ................................................................................. Winter Domain ................................................................................. PART 6: DRUID Circle of Chaos ................................................................................. Circle of Tides ................................................................................. Circle of the Hybrid ................................................................................. Circle of Souls ................................................................................. Circle of the Sun ................................................................................. Circle of the Thickets ................................................................................. PART 7: FIGHTER Corsair .......................................................................................................................... Dragon Slayer ................................................................................. Onslaught ................................................................................. Fencer .......................................................................................................................... Templar ........................................................................................................................ PART 8: MONK Way of the Fisherman ................................................................................. Way of the Painted World ................................................................................. Way of the Force ................................................................................. Way of the Iron Fist ................................................................................. Way of the Moon Soul ................................................................................. Way of the Mountain ................................................................................. Way of the Outcast ................................................................................. Way of the Sphinx ................................................................................. Way of the Void ................................................................................. PART 9: PALADIN Oath of the Darkmoon ................................................................................. Oath of the Deep ................................................................................. Oath of Battle ................................................................................. Oath of Enlightenment ................................................................................. Oath of Freedom ................................................................................. Oath of Friendship ................................................................................. Oath of Justice ................................................................................. Oath of Prosperity ................................................................................. Oath of Shadows ................................................................................. PART 10: RANGER Abyss Watcher Conclave ................................................................................. Diver Conclave ................................................................................. Hellwalker Conclave ................................................................................. Lightcaller Conclave ................................................................................. Spellbreaker Conclave ................................................................................. PART 11: ROGUE Ruins Explorer ................................................................................. Trapmaster ................................................................................. Acrobat ......................................................................................................................... Cut-Throat ................................................................................. Divine Agent ................................................................................. Medic .......................................................................................................................... Ninja .......................................................................................................................... 3


96 97 98 99 100 101 102 103 104 105 106 107 108 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 128 129 130 131 131 132 133 134 135 136 137 138 140 140 141 142 143 144 146 147 149 149 150 151 152 153 154 156 156 156 157 158 160 161 163 163 164 165 167 169 170 172 172 173 174 175 176 PART 12: SORCERER Hexborn Origin ................................................................................. Saltborn Origin ................................................................................. Arcane Soul Origin ................................................................................. Fey Lineage Origin ................................................................................. Haunted Origin ................................................................................. Hellspawn Origin ................................................................................. Imperial Bloodline Origin ................................................................................. Phoenix Spark Origin ................................................................................. Stoneheart Origin ................................................................................. Tideborn Origin ................................................................................. PART 13: WARLOCK The Gravelord ................................................................................. The Leviathan ................................................................................. The Greatwyrm ................................................................................. The Archmage ................................................................................. The Blood Lord ................................................................................. The Great Ooze ................................................................................. The Seer ................................................................................. The Soul Broker ................................................................................. The Sovereign ................................................................................. The Stormbringer ................................................................................. The World Tree ................................................................................. Invocations ................................................................................. PART 14: WIZARD School of Crystal ................................................................................. School of the Elements ................................................................................. Generalist ................................................................................. Pathologist ................................................................................. Spiritualist ................................................................................. PART 15: WEAPONS Dragonbane Weapons ................................................................................. Trick Weapons ................................................................................. Trick Weapons ................................................................................. Bloodtinge Weapons ................................................................................. PART 16: FEATS General Feats ................................................................................. Blood Hunter Feats ................................................................................. HOMEBREW CLASS: REVENANT Introduction ................................................................................. Class Features ................................................................................. Hallowed Marks ................................................................................. Mark of the Doomsworn ................................................................................. Mark of the Soulkeeper ................................................................................. Mark of the Deathlord ................................................................................. Mark of the Lifeless ................................................................................. Mark of the Grimwalker ................................................................................. Mark of the Soulshaper ................................................................................. HOMEBREW CLASS: ESCORT Introduction ................................................................................. Class Features ................................................................................. Escort Specialties ................................................................................. Enchantress/Enchanter ................................................................................. Courtesan ................................................................................. Muse .......................................................................................................................... Succubus/Incubus ................................................................................. Escort Spell List ................................................................................. HOMEBREW CLASS: BASTION Introduction ................................................................................. Class Features ................................................................................. Defensive Focuses ................................................................................. Bulwark ................................................................................. Warlord ................................................................................. Juggernaut ................................................................................. Vanguard ................................................................................. HOMEBREW CLASS: BRAWLER Introduction ................................................................................. Class Features ................................................................................. Walks of Life ................................................................................. Savage ................................................................................. Sleuth ......................................................................................................................... Arcane Reject ................................................................................. Martial Prowess Tables ................................................................................. HOMEBREW CLASS: CHRONONAUT Introduction ................................................................................. Class Features ................................................................................. Prime Directives ................................................................................. Survival ................................................................................. Research ................................................................................. Arcanum ................................................................................. Temporal Transistors ................................................................................. HOMEBREW CLASS: CARTOMANCER Introduction ................................................................................. Class Features ................................................................................. Deck Styles ................................................................................. Death Dealer Deck ................................................................................. Fortune Deck ................................................................................. Strategist Deck ................................................................................. Gambler Deck ................................................................................. Cartomancer Spell List ................................................................................. 4


177 178 180 180 180 181 181 182 184 184 185 186 188 190 191 194 194 194 194 195 195 195 195 196 196 196 197 199 200 201 201 201 202 203 204 204 206 207 207 208 209 211 212 214 214 216 217 218 219 220 221 221 222 222 223 223 224 HOMEBREW CLASS: IMPRINTER Introduction ................................................................................. Class Features ................................................................................. Signatures ................................................................................. Enhancing Signature ................................................................................. Intrinsic Signature ................................................................................. Invasive Signature ................................................................................. Profane Signature ................................................................................. Extra Imprints ................................................................................. Imprinter Spell List ................................................................................. Enhancing Signature Spells ................................................................................. Intrinsic Signature Spells ................................................................................. Invasive Signature Spells ................................................................................. Profane Signature Spells ................................................................................. HOMEBREW CLASS: GODBINDER Introduction ................................................................................. Class Features ................................................................................. Divine Aspects ................................................................................. Aspect of Death ................................................................................. Aspect of the Depths ................................................................................. Aspect of Fate ................................................................................. Aspect of Life ................................................................................. Aspect of Nature ................................................................................. Aspect of Peace ................................................................................. Aspect of Madness ................................................................................. Aspect of Tempest ................................................................................. Aspect of Trickery ................................................................................. Aspect of War ................................................................................. Miracles ................................................................................. HOMEBREW CLASS: PURIFIER Introduction ................................................................................. Class Features ................................................................................. Purification Styles ................................................................................. Marauder ................................................................................. Warder ................................................................................. Exploiter ................................................................................. Channeler ................................................................................. HOMEBREW CLASS: MECHANIST Introduction ................................................................................. Opus Information ................................................................................. Class Features ................................................................................. Opus Archetypes ................................................................................. Strider ........................................................................................................................ Catalyst ................................................................................. Barracks ................................................................................. HOMEBREW CLASS: EXORCIST Introduction ................................................................................. Class Features ................................................................................. Exorcist Traditions ................................................................................. Tradition of Casting ................................................................................. Tradition of Consuming ................................................................................. Tradition of Summoning ................................................................................. Spiritual Armaments ................................................................................. HOMEBREW CLASS: BLADEMAGE Introduction ................................................................................. Class Features ................................................................................. Esoteric Orders ................................................................................. Order of the Pawn ................................................................................. Order of the Queen ................................................................................. Order of the Rook ................................................................................. Order of the Knight ................................................................................. Order of the Bishop ................................................................................. Spiritual Armaments ................................................................................. 5


PART 2: BARBARIAN PATH OF THE BLEEDING EARTH Deep beneath the surface of the water, where the weakwilled fear to tread, the great magma vents bleed heat and life into the otherwise cold depths. Most who reside there are creatures of stealth and cunning ingenuity, such as the Steam Gnomes and their domed cities, but that is not the life for all. For some, they believe these vents are a place to be protected, and revered, for they bleed life back into the ocean, and those who protect them long enough eventually become changed to reflect the primal strength of the magma. The Fetekyerm were the first to master the Path of the Bleeding Earth, but they soon spread the rare power to others throughout the world, causing those who live in tepid waters to tremble at their blazing fury. In battle, a barbarian of the Bleeding Earth can summon the power of pure heat and and smog to assist them in combat. Even being near a Barbarian of the Bleeding Earth will harm an enemy, as their rage manifests in boiling, blistering heat. AURA OF FIRE Due to your association with the primal magic of magma, your blood boils and glows red when you enter a rage. While raging, you have resistance to fire and cold damage, and any creature who starts their turn within 10 feet of you (apart from you) must make a Constitution saving throw or take fire damage equal to your Rage damage. Your saving throw DC for this ability is equal to 8 + your proficiency + your Constitution modifier. ERUPTION At 6th level, you learn to manipulate the primal forces of the earth. You can use an action to cause magma to explode from a single, 5 foot square of stone, earth, dirt, silt, or sand, creating a geyser of magma in a cylinder 20 feet high and 5 feet in radius. Any creature within the area must make a Dexterity saving throw or take 3d12 fire damage and be set on fire (taking an additional 1d6 fire damage at the beginning of every turn on fire, requiring an action to put out), or taking half damage and not being ignited on a successful save. The DC equals 8 + your Constitution + your proficiency bonus. The magma damage increases at certain levels- 4d12 at 10th level, 5d12 at 14th level, and 6d12 at 18th level. Once you use this ability, you must wait until you complete a short or long rest to use it again. When you use this ability, it counts as dealing damage with an attack for the purposes of maintaining your rage. SYNTHESIS At 10th level, you learn to use heat and smoke to magically fuel your body. You no longer need to eat or sleep, so long as you are nearby a hot fire or another, similar heat source for at least 10 minutes a day. If you do not get this heat, you must sleep and eat as normal. BLAZING FURY At 14th level, you embody the flames of the earth. While raging, you are immune to fire and cold damage. Additionally, when you hit with a weapon attack, you choose to make the attack deal fire damage instead of the weaponʼs damage type. If you do this, you can choose to instantly end your rage and augment the attack with a powerful fiery explosion. The target takes an additional 3d12 fire damage and must make a Strength saving throw or be knocked back 15 feet away from you. Your saving throw DC for this ability is equal to 8 + your proficiency bonus + your Constitution modifier. If you end a rage this way, you cannot move, rage again, or use Eruption until the end of your next turn. 6


PATH OF THE DARKWRAITH Some barbarians see their rage not as a means of destruction, but as tool to bring about absolute Darkness. These invaders of shadow, known as Darkwraiths, fight with a deliberate yet brutal precision, and can siphon the very life force from foes using a forbidden technique known as Lifedrain. BONUS PROFICIENCIES When you choose this Subclass at level 3, you gain proficiency with a Dark Hand, a unique, magical shield from the Darkness that allows you to siphon life from your enemies. If you lose your Dark Hand, you can perform a 10 minute ritual in complete darkness to create a new one. The Dark Hand's statistics are detailed below. INVADER Beginning at 3rd level, whenever you enter your Rage, you can use a bonus action to choose select a single creature within 60 feet of you that you can see as your prey. For as long as your prey is within 60 feet of you, you are engaged in combat with it, and it is alive, you remain in your Rage even if you would end your rage for any reason except falling unconscious. Additionally, when you make a melee weapon attack against your prey, you may also use a Bonus Action on that same turn to make a Lifedrain attack with your equipped Dark Hand. CLOAK OF SHADOWS Beginning at 6th level, whenever you enter a rage, you have resistance to necrotic and radiant damage, and you can see in non-magical and magical darkness for 60 feet. DARKSPEAKER At 10th level, you may cast the Contact Other Plane and Scrying spells as a ritual, using only your Dark Hand as a material component that is not consumed. You may only do so if you are in complete darkness, and your Scrying spell fails if your target is not in darkness. Wisdom is your spellcasting ability modifier for these spells. You may use each spell once in this way, regaining all uses after completing a long rest. CONFOUNDING SHADOWS At 14th level, whenever you are targeted by an attack you can see while you are in a rage, you may use your reaction to create a 30 foot sphere of darkness centered on yourself. That attack then targets any creature of your choice that you can see within the sphere of darkness, using the original attack roll against you. Your rage then ends. This magical darkness remains for 1 minute or until dispelled. If you create another sphere of darkness with this ability, the previous sphere is immediately dispelled. Dark Hand This small globe of weightless, red-black energy can be held in your hand, cold yet comforting. Special. It can be held forwards to cause the energy to expand, acting as a shield. However, the Dark Hand can also be used to make a special Attack action, called Lifedrain. Lifedrain. As an Action, you may make a melee weapon attack against a target within 5 feet of you, using your Strength modifier. If this attack hits, it deals 1d4 + your Strength modifier necrotic damage, and you recover hit points equal to the damage dealt. You cannot make more than one Lifedrain attack a turn. 7


PATH OF THE BLADESTORM Barbarians are notorious for being engines of destruction on the battlefield, and for none is this more apt a description than those that have chosen the Path of the Bladestorm. They are barbarians whose rage is such a transcendent force that their very weapons are restless embodiments of their destructive wrath. When a Path of the Bladestorm Barbarian walks onto a battlefield, those unprepared to withstand the rain of sharp steel ought to hide until the storm passes. The ones who stay will have to face the winds of destruction as the barbarian at the center of the maelstrom smashes, hacks and slashes with the strength the of primal winds. WALKING ARMORY Starting when you choose this path at 3rd level, all melee weapons with the light property also gain the thrown (20/60) property for you. Additionally, when you make an attack to throw a weapon, you can draw a weapon, either drawing a weapon before throwing it, or drawing a new weapon immediately after throwing the weapon if you have another weapon available. FURIOUS HURL Additionally at 3rd level, you can add your Rage bonus damage to thrown weapons, as well as use your Reckless Attack feature when you make a ranged weapon attack with a light melee weapon. Additionally, being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls. WHIRLING DEATH Starting at 6th level, when you throw a weapon while raging it becomes animated with your fury. A whirling weapon stays spinning where it was thrown until the end of your next turn, and automatically attacks the first hostile creature that ends its turn within 5 feet of it. A creature can only take damage from this feature once per turn. You can use your reaction to make an attack of opportunity with any weapon animated by this feature if a target moves out of its reach. ENDLESS BLADES Additionally at 6th level, while raging your rage suffuses any weapon within 20 feet of you that is not being worn or carried. As a bonus action, you can call one or more such weapons to your open hands. Any blade you throw counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. WINDS OF RAGE Beginning at 10th level, the winds around you are tied to your anger. You learn the spell gust. Strength is your spellcasting stat for this spell. While you are raging, you can cast gust as a bonus action, and the range you can pick up weapons with Endless Blades increases to 60 feet. BLADESTORM Starting at 14th level, as an action when you are raging, you can start a Bladestorm. You can fling out up two light melee weapons you are carrying and whip any weapons animated by Whirling Death into it. All creatures of your choosing within 20 feet of you must make a Dexterity saving throw with a DC of 8 + your proficiency modifier + your strength modifier. On failure, they take 1d6 damage for each blade that is part of the bladestorm (up to 4d6) + your Strength modifier + your rage bonus damage. On subsequent turns while raging, you can use your action to keep the Bladestorm going, forcing all creatures of your choice within 20 feet to make the save again. You can keep a Bladestorm going for a number of turns equal to your Strength modifier. You can use this feature once per rage. When a bladestorm ends, all included weapons fall to the ground around you. 8


PATH OF BLOOD The Path of Blood is a path taken by only the most ruthless and battle-hungry barbarians. Perhaps it is the evil influence of a demon, devil, or a haunting ghost that drives them to delight in bloodshed. Perhaps they are attuned to the joyful brutality of the mad gods of war. These barbarians do not care when they shed their own blood—in fact, they use that energy to empower their rage even farther, using their suffering and sacrifice to inflict wounds upon their foes. BLOODRAGE Starting when you select this path at 3rd level, you learn to channel blood magic through your rage, allowing you to imbue dark power into your weaponry and drain the life of those that dare to strike you. While you rage, your speed is increased by 10 feet, and when a creature within 10 feet of you deals damage to you of a damage type that you have resistance to, you can choose to take that damage as if you had no resistance to it (no action required). If you choose to do so, the creature that damaged you takes necrotic or poison damage (your choice) equal to half the damage you took. BLOOD RUSH At 3rd level, on your turn while raging, you may use a bonus action to spend a Hit Dice to heal yourself. If you choose to do so, roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1). DEATHLY RESISTANCE At 6th level, choose poison or necrotic. While you rage, you gain resistance to the chosen damage type, and starting at 10th level you also gain resistance to the other damage type while you rage. SCENT OF DEATH At 6th level, you gain the ability to smell the scent of the injured from up to a mile away. You know scent's direction and the injured creature's type. Once you get within 1000 feet of the source, you can make a Wisdom (Perception) check against the creature's Dexterity (Stealth) check to pinpoint its location and identity. On a success, while you remain within 1000 feet, you know the exact distance and direction to the injured creature, the severity of its injury, and you determine its identity if you have encountered the creature before. On a failure, you cannot attempt this check again on the same scent for 1 hour. RED IN TOOTH AND CLAW At 10th level your body takes on a demonic change as your affinity for blood grows stronger. You can survive on meals of rotting meat, blood or bones and suffer no ill effects. Additionally, your magic also allows you to regenerate more quickly. At the end of each long rest, you regain additional expended Hit Dice equal to your Constitution modifier (minimum of 1). BLOOD DRINKER Beginning at 14th level, spilled blood bolsters your strength. Whenever a creature within 15 feet of you is struck by a critical hit or reduced to 0 hit points while youʼre raging, you can use your reaction to move up to half your speed without provoking opportunity attacks, and make a single melee weapon attack. 9


PATH OF DREAD There are places beyond time, filled with malignant intelligence and ruinous intent. The Far Realm is one such reality beyond the Material Plane, beyond the Elemental Chaos, even beyond the Upper Planes of the gods and the Outer Planes such as the Outlands. The Far Realm is entirely separate from the known multiverse, and it is believed that aberrations such as mind flayers and beholders either originated from this plane or were shaped by its strange influence. You stepped through the door to nowhere that led to the Far Realms at some point in your past, yet your mind cracked under the horrible vistas of forgotten power that stood just within your feeble mortal grasp. Now you have finally realized that the true source of your furious rage is both defiance and acceptance of the madness that lies in the darkness between the stars. THE LURKING FEAR At 3rd level, in your bouts of rage you ramble about twisted things. You gain resistance to all damage inflicted by frightened creatures while you are raging. Whenever you are raging, each creature that starts its turn within 10 feet of you must succeed on a Wisdom saving throw with DC equal to 8 + your proficiency bonus + your Charisma modifier or be frightened of you until the end of your next turn. Once a creature fails this saving throw, it canʼt be frightened by this feature again for 1 minute. Additionally, you can use your Charisma modifier in place of your Intelligence modifier when making skill checks and saving throws. FROM BEYOND Starting at 6th level, your words seem to cut at the minds of those who listen even more horribly than before. As an action, you whisper into the mind of a creature within 60 feet of you that can see and hear you. Until the end of your next turn, you have advantage on all ability checks, attack rolls, and saving throws involving your target or actions it has taken. During this time, the target has disadvantage on all ability checks and attack rolls involving you or actions you have taken. Targets that are immune to being frightened are immune to this effect. You can use this ability once, and you recover your use of this ability whenever you enter a rage. THE THING ON THE DOORSTEP At 10th level, your hallucinations slowly enter reality. Whenever you enter a rage, you can choose to unleash the horrors that dwell within your mind upon the world. Choose a number of creatures up to your Charisma modifier within 30 feet of you. Each one that is Large or smaller is pulled to the nearest open space within 5 feet of you, or the nearest available space by massive tendrils that spawn from the air around you. Until the end of your turn, when the tendrils disappear, you cannot suffer disadvantage from any source on any check made to grapple one of these creatures. WHAT THE MOON BRINGS At 14th level, the tendrils of the Old Ones constantly lurk at the corners of your vision. Whenever you reduce a creature to 0 hit points, you can choose to allow an Old One to lash out from within your skin. Choose a creature within 30 feet of you. The target must make a Strength (Athletics) or Dexterity (Acrobatics) check contested by your own Strength (Athletics) check. If the target fails, the tendril snares them and drags them into the closest open space near you, and the creature gains one level of exhaustion. A creature cannot be affected by this feature more than once per turn. 10


PATH OF THE PRIMORDIALS Barbarians tap into primal powers, and a Barbarian of this path taps into one of the most ancient and primeval of them all. Those that walk the path of the primordials have learned to draw upon the fury of the elemental planes in the heat of battle, becoming one with the elemental chaos. Whether granted a boon of power by a primordial, suffused by the might of the elemental planes, or born with a fiery rage; whatever their origins, these barbarians can bend the very elements themselves to their will. ANCIENT TONGUES When choosing this path at 3rd level, you learn to read and write Primordial, and you have advantage on Charisma checks when interacting with elemental creatures. ELEMENTAL AFFINITY At 3rd level, you gain magical benefits based on your preferred element. Choose one of the following elemental heritages. If you spend at least 30 minutes meditating during the course of a long rest, you can change your elemental affinity to a different element on the list. Element Heritage Element Type Cantrip Air Lightning gust Earth Acid mold earth Fire Fire control �lames Water Cold shape water You learn a cantrip associated with your chosen heritage, which you can cast even while raging. In addition, your elemental affinity manifests when you enter a rage. While raging, your melee attacks gain the reach property, you gain resistance to your chosen element type, and your rage damage changes to that type. ELEMENTS UNLEASHED Starting at 6th level, once during a rage, you can unleash your rage into pure elemental energy and exhale a blast of elemental power as an action. Creatures within a 15-foot cone must make a Dexterity saving throw with DC of 8 + your proficiency modifier + your Strength modifier. A creature takes 6d6 damage of the Element Type of your Elemental Affinity on a failed save. This damage increases by 2d6 at 9th level (8d6), 12th level (10d6), 15th level (12d6), and 18th level (14d6). PRIMORDIAL RESILIENCE Starting at 10th level, your primordial might grant you resistance to your Element Type and to bludgeoning, piercing, and slashing damage from nonmagical sources even when you are not raging. ONE WITH THE ELEMENTS At 14th level, you have learned to unleash even more power from one of the elemental forces you wield. You gain additional benefits depending on your Elemental Affinity. Air. Breathtaking wind whirls around you in a vortex. You have a flying speed of 30 feet, but you fall at the end of a turn if you are airborne and the only thing holding you aloft is your flying speed. For the duration of your rage, the area within a 10-foot radius of you is difficult terrain for hostile creatures, and ranged weapon attacks against you have disadvantage. Earth. Your body becomes encased with a thick crust of elemental earth. You gain a burrowing speed of 30 feet, allowing you to pass through nonmagical earth and stone, leaving no hole behind you. If you would end your turn inside of earth or stone, you are pushed back to where you entered the earth or stone's surface. For the duration of your rage, your AC increases by 2 if you aren't wearing armor, and you have advantage on saving throws against being poisoned, stunned, forcefully moved, or knocked prone. Fire. You can wreathe your body in a swirl of flame, burning any that would dare get close. Your movement speed is increased by 10 feet. For the duration of your rage, your rage damage becomes equal to your proficiency bonus. Water. You embody the unstoppable power of a crushing wave. You have a swimming speed of 30 feet, and you can breath in both air and water. For the duration of your rage, you can take the Dash and Disengage actions as bonus actions, and you have advantage on Dexterity (Acrobatics) checks and on saving throws against becoming grappled or restrained. In addition, you can spend 5 feet on your turn when you are grappled or restrained to end that effect. 11


PART 3: BARD COLLEGE OF SIRENS Those who look onto the College of Sirens from a superficial glance might see what they are presumed to be- harmless musicians playing dainty tunes in hidden estuaries and lost alcoves. Yet, veteran seafarers and knowledgeable scholars know the college for what it truly is- a cutthroat assassin organization who lures and slays targets by preying on their truest dreams and ideals. Enchanting and deceptive, the College of Sirens is equally skilled in the art of poison and songwriting, which are both required to silence and slay a target they wish. However, not all Sirens are villains- some use their enchanting skills as spies and investigators, looking into a personʼs true desires and intentions with naught but a glance. BONUS PROFICIENCIES As a Siren Bard, you gain proficiency in the Poisonerʼs kit. ENTRANCING WORDS Additionally at level 3, learning to sing subtly and to entrance others, whenever an enemy within 60 feet that can hear you is forced to make a saving throw against being charmed or poisoned, you can use your reaction and a bardic inspiration die to reduce their result by the amount rolled on the inspiration die. You do not need to use a reaction if they are being charmed or poisoned by your spell or ability. LOTUS CRAFTING Additionally at level 3, your training as an expert poisoner has allowed you to craft special poisons using a magically conjured lotus from the Feywild. You learn one Lotus Poison from the list below, and can choose to craft one Lotus Poison when you complete a long rest. You can craft more doses of Lotus Poison as you gain Bard levels- 2 at level 9, 3 at level 14, and 4 at level 19. When you create one of the potions below, you decide whether it is an injury, contact, inhaled, or ingested. You learn one more Lotus Poison Formula at level 5, 11, 16, and 20. The saving throw for all of these poisons is always your Bard Spellcasting DC. Unused poisons lose potency after you complete a long rest or make a new batch of Lotus Poisons. Dark Love. This dark purple poison has a red stripe around its side and smells like juniper berries. This poison requires a Charisma Saving Throw. On a failure, the victim is poisoned, and while poisoned they believe they are madly in love and are charmed by the first creature it sees before taking a long rest. At the end of each minute, the creature may make the Charisma Saving Throw again, ending the poison and knowing they were magically charmed on a success. If they fail three times, the poison lasts until they complete a long rest. Mute Rose. This light pink poison has a floral scent that seems to numb the nose and throat when inhaled. This poison requires a Constitution Saving throw. On a failure, the target is poisoned for 1 minute, and while poisoned in this way, they cannot speak or perform verbal components for spells. They may attempt this saving throw again at the end of each of their turns, ending the poison on a success. Feywild Flux. This clear poison smells occasionally like morning dew and at other times like rotting vegetation. This requires a Wisdom Saving Throw. On a failed save, the target is poisoned for 1 minute, and while poisoned in this way, appears to be blinking in and out of time. At the beginning of each turn the creature is poisoned, they magically age 1d10 years. At the end of each of their turns, they may remake the Wisdom Saving Throw, ending the poisoned effect on a success. After the poison is gone, the age of the creature returns to normal at a rate of 1 year per minute. Fey creatures or with the fey ancestry feature are immune to this poison. Hemlock Ooze. This poison is thick, scent less, and an opaque, black color. This poison requires a Constitution Saving throw. On a failure, the target takes 2d8 + your Charisma Modifier poison damage, or half as much on a failed save. This damage increases as you gain Bard levels, to 3d8 at 6th level, 4d8 at 8th level, 5d8 at 10th level, 6d8 at 12th level, 7d8 at 14th level, and 8d8 at 16th level. Lost Time. This brown poison has a small black vine floating in it. This requires an Intelligence Saving Throw. On a failure, the target forgets the last minute and is charmed by you until the end of your next turn. While the creature is charmed in this way, you or any ally can use an Action before the end of your next turn to give a succinct explanation that will fill in the gap of their memory. The target makes a Wisdom (Insight) check against the creature who wishes to modify the targetʼs memoryʼs Charisma (Deception) check. If the explanation is not logically possible, the target automatically succeeds. If the target fails, they believe the false explanation as real and do everything they can to rationalize it. Elemental Hunter. This poison is multicolored with a spiced scent. When you create this poison, choose one damage type that is not slashing, bludgeoning, or piercing. This poison requires a Constitution Saving throw. On failure, the target becomes poisoned until the end of the poisonerʼs next turn. While poisoned in this way, they lose immunity and any Absorption features and instead gain resistance to the given elemental damage type. If they did not have immunity but rather resistance, they lose that instead. Witchʼs Brew. This purple poison has a black eye floating in it. This requires a Charisma Saving throw. On a failed save, the target is poisoned for 1 minute, and while poisoned in this way, has disadvantage on any saving throws made against curses or effects that would frighten them. 12


Eye Cloud. This poison has a black top and white bottom, and smells like ocean air. When you create this poison, choose either sunlight or darkness. This requires a Constitution Saving Throw. On a failure, the target is poisoned for 1 minute, and while poisoned in this way, either gains the Sunlight Sensitivity trait if you chose Sunlight or has their dark vision reduced by 120 feet. The target can attempt the saving throw at the end of each of their turns, ending the effect on a successful save. POISONED LYRICS At 6th level, you can use an action to weave a magical song that is imbued with the effects of a single poison you have in your possession, forcing targets to hallucinate the effects of the toxin in their system. Using this ability consumes the poison. When you sing, the target must make a Charisma Saving Throw equal to the Saving Throw of the poison or your Bard spell DC, whichever is higher. On a failure, they suffer the effects of the poison, with several small alterations- firstly, any damage dealt is considered psychic damage, instead of poison damage. Secondly, the creature is considered charmed instead of poisoned, although they still show the symptoms of the poisoned condition while charmed in this way. Thirdly, a creature who is immune to poison normally is not immune to this ability. A creature who knows you are trying to charm them automatically saves from this ability, and a creature who is immune to charm is immune to this ability. You cannot have multiple Poisoned Lyrics affecting a single creature at the same time, and you must drop the effects of one poison to attempt to apply the other. INTO THE DEPTHS At 14th level, your song allows complete dominion over others, you may use your reaction to cause a creature within 60 feet of you who can hear you to fail a saving throw made to end a charmed condition. Additionally, creatures who are charmed by you with spells or abilities that break as soon as you or your allies do anything harmful to it, as with the Charm Person spell, instead make their saving throw again if they are harmed by you or your allies, only ending the condition on a success, instead of breaking the spell entirely 13


COLLEGE OF DUSK The ancient city of Oolacile holds many secrets, not the least of which is the secret to Chromatic magic- bardic magics that manipulate a spectrum of light and magical color. These Dusk bards are tricksters and illusionists, and many of their magics are used to confound and reflect the magic of other spellcasters. BRILLIANT INSPIRATION Beginning at 3rd level, whenever an ally uses your Bardic Inspiration, they become a beacon of light. Any creature within 60 feet of that ally that used your Inspiration that can see your ally must succeed on a Dexterity saving throw or be blinded until the end of that ally's turn. Your ally can choose to suppress this effect. A creature who does not rely on sight to see cannot be blinded in this way. A creature with the Sunlight Sensitivity trait has disadvantage on this Dexterity saving throw. The ally that uses this ability then emits bright light for 60 feet and dim light for another 60 feet until the beginning of their next turn. COORDINATED CHAMELEON Additionally at 3rd level, whenever a creature you can see within 120 feet of you uses your Bardic Inspiration, you may use your reaction to cause yourself to blend into the environment, the light bending around you and allowing yourself to mimic the form of a single object. You may also use this ability immediately after casting any Bard spell of 1st level or higher. Choose an object that you have seen within 300 feet of your location that is roughly your size. You take the illusory form of that object, allowing you to gain a bonus to all Stealth checks equal to your Charisma modifier. This Chameleon lasts for 1 minute or you take any actions or bonus actions other than Hide, though you can still move stealthily while in your Chameleon form. This can be used in tandem with your Brilliant Inspiration- if a creature is blinded by that ability, you may make a Dexterity (Stealth) check as you transform into your Chameleon form. If you succeed against their Wisdom (Perception) check, then they do not realize that you have transformed unless you have transformed into a very obviously out of place object. You may use this ability twice, regaining all uses after completing a long rest. HIDDEN WEAPON Beginning at level 6, you may use a bonus action to cause your weapons to become slightly transparent and ethereal. Until the beginning of your next turn, your weapon attacks have a bonus to attack and deal additional Force damage equal to your Charisma modifier, as you have a hidden blade that extends from your weapons into your attacks. TWISTED WALL OF LIGHT Beginning at level 14, you have learned to bend reality alongside light in order to deflect magic. As an Action, you can bring up a wall of shimmering distortions around you, twisting reality. While you have your Twisted Wall of Light up, and you are targeted by a magical attack or spell that targets only you, roll a d6. On a 6, the spell fails, and any involved spell slots are lost. If you attempt to cast a spell while inside your wall of light, you must also roll a d6 after casting. On a 6, your spell fails. This ability lasts until you are incapacitated or until you dismiss it as an Action. 14


COLLEGE OF COLOR Where other bards channel their creativity through an instrument, some choose to express themselves through painting. They attune to the colors of the world, becoming able to shape reality in ways few would think possible. Bards of the College of color also gain different abilities depending on which colors they favor, and as varied as a painter's palette. BONUS PROFICIENCIES When you join the College of color at 3rd level, you gain proficiency with Painter's supplies. You can use these supplies as your spellcasting focus, and your proficiency bonus is doubled for any ability check you make with it. PALETTE Also at 3rd level, you learn to temporarily attune to a set of colors. Select a number of colors equal to your proficiency bonus. You can expend one use of Bardic Inspiration as an action to target a creature you can see within 10 feet of you, including yourself. An unwilling target must succeed on a Wisdom saving throw against your spell save DC or be affected by one of the colors you selected. You can change your selection after a short or long rest. • Black. The target is overwhelmed by horror and dread. For 1 minute, the target becomes frightened of you or one creature or object you designate within range that it can see. The target may repeat the saving throw at the end of each of its turns, ending the condition on a success. • Red: The target is struck by sudden anger. For 10 minutes, they add a roll of your Bardic Inspiration die to all Strength ability checks and saving throws. • Orange: The target is consumed by a surge of willpower. The target may immediately reroll a saving throw to end an effect causing them to be frightened, adding a roll of your Bardic Inspiration die to the roll and to all saving throws against being frightened for the next 10 minutes. • Yellow: The target experiences spontaneous feelings of joy. For 10 minutes, the target adds a roll your Bardic Inspiration die to all its Charisma ability checks and saving throws. • Green: The target is painted with a mixture of greens. For 10 minutes, the target adds a roll of your Bardic Inspiration die to all their Dexterity (Stealth) checks. • Blue. The target experiences a moment of elucidating clarity. The target may immediately reroll a saving throw to end an effect causing them to be charmed, adding a roll of your Bardic Inspiration die to the roll and to all saving throws against being charmed for the next 10 minutes. • Purple: The target is consumed by feelings of pride and superiority. They gain temporary hit points equal to your Bard level plus the number you roll on the Bardic Inspiration die until the end of your next turn. • White: The target is enveloped by feelings of pleasant serenity. For 1 minute, the target cannot be hostile to other creatures. If the target was hostile before you used this feature, they become indifferent for the duration. This effect ends early if the target is attacked or harmed by a spell or if it witnesses its friends being harmed. LIFE IMITATES ART At 6th level, your paintings become almost perfect copies of reality. You can cast alter self without expending a spell slot or providing material components. You can use this feature a number of times equal to your Charisma modifier (minimum of once), regaining expended uses on a long rest. Furthermore, as part of your action when you cast a spell of the Illusion school, you can expend one use of your Bardic Inspiration. The DC of the check to detect it as an illusion is increased by the number you roll on the Bardic Inspiration die. CHROMATIC EXPLOSION Starting at 14th level, as an action you can paint an evershifting cascade of color in the air. All creatures of your choice within 30 feet that can see the shifting colored shapes must make a Wisdom saving throw against your spell save DC. On a failure, a creature becomes stunned for 1 minute. At the end of each of their turns, creatures stunned by this feature can attempt to make the save again, ending the effect on a success. Once you have used this feature you cannot use it again until you have finished a short or long rest. 15


COLLEGE OF DIPLOMACY Bards of the College of Diplomacy understand that statecraft, like music or drama, is a complicated artform. Formally trained as couriers, aides, stewards, geishas, and ambassadors, these performers use civility and social protocol to open doors where others cannot. In mastering their craft, these individuals also learn to see the connections between magical and social networks, and recognize how each can influence the other. FOREIGN RELATIONS When you join the College of Diplomacy at 3rd level, you learn the proper etiquette for handling those from other cultures. You learn three languages of your choice. In addition, whenever you interact socially with a creature in a language other than Common. you have advantage on your Charisma (Deception), Charisma (Persuasion), and Wisdom (Insight) checks against it, but only if the creature can understand that language. TACTICAL ALLIANCE Also at 3rd level, you can utilize your web of personal connections to extend your reach through the Weave. By expending a use of your Bardic Inspiration when you cast a bard spell, you can choose to cast the spell as if you were located in the space of a willing creature within 60 feet of you that can see or hear you. If the spell requires you to see a creature, you must be able to see them when you cast a spell in this way. When you cast a spell in this way, the willing creature also gains an amount of temporary hit points equal to the number rolled on the Bardic Inspiration die + your Charisma modifier (minimum of 1). SECRET COMMUNIQUE From 6th level, your mastery of statecraft allows you to use a bonus action to communicate with but a meaningful look. Until the end of your next turn, you and any friendly creatures within 60 feet of you have advantage on their Charisma, Intelligence, and Wisdom saving throws, and can also communicate telepathically with any other affected targets they can see, regardless of their language. After you use this feature, you cant do so again until you finish a short or long rest. In addition, the ranges of both your Countercharm and Bardic Inspiration features are doubled, and if an ally can see you, it doesn't need to hear you to be affected by either of those features. MAGICAL NETWORKING Starting at 14th level, you can magically compel even your enemies to act cordially towards you. As an action, you can force up to 5 creatures of your choice within 60 feet of you that can see and hear you to make a Wisdom saving throw against your spell save DC. A target automatically succeeds if it can't understand your language, but if it shares more than one language with you, it makes this save with disadvantage. If a target fails its save, it becomes charmed by you and all of your allies it can see within 60 feet of you. This effect lasts until the end of your next turn if you are fighting the target or if you begin to fight it, or for 1 hour otherwise. This effect ends on a target if it notices you or your allies harm it or a creature it is friendly towards. While charmed in this way, each affected target is convinced you are representing an individual, group, or power offering them fealty, an alliance, or a trade deal in its best interests. They will treat you hospitably, rationalize any of your hostile behaviors as unusual quirks, and try to persuade their allies to welcome you and your 'entourage.' Once you use this feature, you can't do so again until you finish a long rest. 16


COLLEGE OF MARIONETTES The College of Marionettes are a guild of puppeteers that turn the movement of wooden dolls into a masterpiece of animation. Using their nimble fingers and magic string, they can even control the bodies of the living and animate the dead to follow their precise instructions. BONUS PROFICIENCIES When you join the College of Marionettes at 3rd level, you gain proficiency in weaver's tools and Sleight of Hand. PUPPET FAMILIAR At 3rd level, you learn find familiar if you didn't already know it. This spell does not count against your number of spells known. The spirit of your familiar summoned with this spell can occupy a puppet or marionette doll, which in turn can move of its own volition as your familiar, using the Living Puppet stats found below. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own. When your familiar makes an attack, it uses your spell attack bonus instead of its own attack bonus on attack rolls, and you may add your proficiency bonus to its damage rolls. When you communicate with your familiar telepathically, you can also take precise control of its actions, allowing your puppet to use your ability or skill modifier for an ability check. SOUL STRINGS By 6th level, as an action expending a Bardic Inspiration die, you can project from your fingertips barely noticeable strands of energy which can attach to creatures. Choose a living creature you can see within 30 feet to make a Wisdom saving throw against your spell save DC. On a failed save, your strings attach to the creature, bringing it under your complete control for up to 1 minute. You can use your action each turn to maintain precise control of the target. It takes only the actions you choose, and doesn't do anything that you don't allow it to do. You cannot command an activity that is directly harmful to it. At the end of each of its turns, an affected creature can make another Wisdom saving throw against this effect, ending it on a success. While your strings are attached, you can take no other actions or move further than 30 feet from your target without you breaking the strings and ending the effect. A creature that successfully saves against the effect, or if the effect on it ends, is immune to the effects of this feature for the next 24 hours. MASTER OF PUPPETS Beginning at 14th level, as an action, you can cast the irresistible dance or animate objects spell at its lowest level without expending a spell slot. Once you use this feature, you can't use it again until you finish a long rest. 17 LIVING PUPPET Tiny construct, neutral Armor Class 13 (natural armor) Hit Points 10 (4d4) Speed 20 ft. STR DEX CON INT WIS CHA 4 (-3) 15 (+2) 11 (+0) 10 (+0) 10 (+0) 7 (-2) Damage Immunities poison Condition Immunities charmed, poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages of its creator but can't speak False Appearance. While the puppet remains motionless, it is indistinguishable from a mundane puppet or doll. Telepathic Bond. While the puppet is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically. Ventriloquism. While the puppet is on the same plane of existence as its master, the master can telepathically command the puppet to speak, imitating his master's voice. ACTIONS Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing damage. Scare (1/day). One creature of the living puppet's choice within 20 feet of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the living puppet is within line of sight, ending the effect on itself on a success.


COLLEGE OF RHYME Bards of the College of Rhyme are experts in the spoken word, able to compose verse and prose almost effortlessly. Some bards of this college compose epic ballads and sonnets, creating masterpieces of epic poetry. Others perform by improvising rhythmic poetry accompanied by music in taverns and mead halls, competing in contests of wit and verbal mastery. Whether practicing language to capture the splendor of great deeds or to spit out 'sick burns', the bards of this college are prepared for a life of excitement and epic verses. STUDENT OF DICTION When you join the College of Rhyme at 3rd level, you gain proficiency with Deception and Persuasion. You learn the vicious mockery cantrip if you don't already know it, or another bard cantrip of your choice if you do. EPIC VERSES Starting at 3rd level, when you cast vicious mockery, if the target fails their saving throw you can expend a Bardic Inspiration to compose a verse of... Hubris: You gain temporary hit points equal the number rolled on the Bardic Inspiration die + the damage dealt by vicious mockery. Tragedy: The target takes additional damage equal to amount rolled on the inspiration die, and has disadvantage for an additional attack from vicious mockery. Comedy: If the target attempts to attack anyone other than you before the start of their next turn, you can roll a die equal to your inspiration die and subtract it from their attack roll. BATTLE POETRY Starting at 6th level, when you cast a spell that deals Psychic damage, you can add your Charisma modifier to one damage roll of that spell. Additionally, as a reaction to the end of an incapacitation effect another creature suffered form one of your spells, or to them missing an attack that had disadvantage caused by your vicious mockery, you can deal a verbal follow up dealing Psychic damage equal to your Charisma modifier. MASTER LINGUIST Additionally at 6th level, your ability to communicate transcends barriers of language. You can communicate basic concepts to creatures that don't share a language with you as long that creature speaks at least one language through intonation, body language, gestures, and attitude. Using this method you can get information such as how much something should cost, where a notable locations are, what might be edible, and which paths or alleyways should be avoided, as well other things your DM might find appropriate for you to be able to learn from them. You also gain the ability to read these basic concepts from written thieves' cant. RAP GOD Starting at 14th level, your can deliver verbal components to spells with blinding speed and precision. You can expend a use of Bardic Inspiration to cast a spell with the cast time of one action as a bonus action as long as it only has verbal components. 18


PART 4: BLOOD HUNTER NEW BLOOD HUNTER FEATURES: Hemocraft Die (Revised): This is simply an expansion of the current Hemocraft die, giving you charges. Some of the subclasses will have you expend a Hemocraft die to active certain features. The charges you have will scale as the following: Hemocraft Die Level Charges 1st-6th 3 7th-10th 4 11th-14th 5 15th-17th 6 18th-20th 7 Expending a Hemocraft die means you take damage equal to a roll of the Hemocraft die. The damage from the Hemocraft die still scales with the normal Blood Hunter table. Additionally, rolling a Hemocraft die as part of the Crimson Rite feature does not expend a charge. This is required to use the following Blood Hunter subclasses 19


TORDER OF CHAINS he Order of Chains is notorious among blood hunters. They've mastered the use of their own blood as weapons, manifesting as chains. They excel at binding their enemies to gain an upper hand in combat. They sacrifice their own blood to fuel their abilities, granting them unmatched versatility. Members of the Order of Chains are known for their unbreakable wills and their willingness to endure pain and suffering to achieve their goals. They believe that the chains they create are a symbol of their dedication towards their cause. HEMOCHAINS At 3rd level, your skill in hemocraft allows you to summon chains made of blood. As an action, you expend a Hemocraft die to create a number of chains equal to the amount rolled minus two. Each chain can target a creature within 30 feet of you, and the target must succeed on a Strength saving throw against your Hemocraft save DC. On a failed save, the creature takes 1d6 damage from each chain and becomes grappled if hit by 2 or more chains. On a success the creature takes half of the damage and is not grappled.While the chains are grappling a creature, you cannot move without them breaking. If you have a crimson rite active, it deals damage of that type, otherwise it deals piercing damage. At 7th level, the chains are considered magical when overcoming resistances. This feature can only be used three times per short or long rest. HEMOCHAIN SHIELD At 7th level, you gain the ability to shield yourself with your blood. As a reaction to being attacked, you can roll one or more Hemocraft die to create a shield of Hemochains. The shield reduces the damage from attacks equal to the amount rolled. This feature can only be used twice per short or long rest. LEECHING CHAINS At 11th level, you can use an enemy's blood to heal yourself. When dealing damage to an enemy with your Hemochains, you can use your bonus action to gain hit points equal to half of the damage dealt rounded down. This feature cannot make you go over your maximum hit points, and can only be used twice per long rest. CHAIN REACTION At 15th level, you've learned to control your chains to a new level. When you attack a creature with your Hemochains, you can choose another target within 30 feet. The creature targeted by this attack must make a Strength saving throw against your Hemocraft save DC. On a fail, the creature becomes grappled by the chains. If both creatures targeted are grappled, they are pulled 10 feet towards you. This feature can be used three times per short or long rest. CHAIN SACRIFICE At 18th level, you've realized that your blood chains can be used for greater effects. As a reaction when dropping to zero hit points, you can attack yourself with your own chains, causing an explosion of your blood. When using this feature, you can expend one Hemocraft die to attack yourself with a number of chains equal to the number rolled. Each creature within 10 feet of you takes 1d10 damage from each chain instead of 1d6. You gain one failure on your death saving throws when you use this feature. This feature can only be used once per long rest. 20


T ORDER OF THE VOID he Order of the Void is one of the most feared and most mysterious orders within the Blood Hunters. They are experts in using their powers to harness and manipulate the void. Despite their fearsome reputation, most members of the Order of the Void see themselves as guardians of balance within the world. They are not motivated by a desire for power and conquest, and simply seek out the strange and unnerving sights within the world. RITE OF THE VOID When you join this order at 3rd level, you learn the Rite of the Void as part of your Crimson Rite feature. When you activate the Rite of the Void, the extra damage dealt by your rite is necrotic damage. Additionally, while that rite is active on your weapon, you gain the following benefits: • Your weapon sheds a black smoke-like substance. • You have resistance to radiant damage. • While in dark or dim light, your speed is increased by 10 feet. VOID PROJECTION At 3rd level, your blood becomes gaseous when it leaves your body. As an action, you can create a cloud of magical smoke centered on yourself that creates a heavily obscured area. The cloud is 15 feet by 15 feet. If your crimson rite is active, the size is increased to 25 feet by 25 feet. You are not affected by your own projection, and at 15th level you can choose up to 5 creatures that aren't affected by it. SHADOW STEP At 7th level, you harness the void to move around. While you're in your Void Projection, you may use your bonus action to teleport to any space within it. This feature does not trigger attacks of opportunity. This feature can only be used twice per short or long rest. VOID GRASP At 11th level, you've managed to manipulate the void. As an action, you can target a creature within 10 feet of you. The target must make a Constitution saving throw against your Hemocraft save DC. On a failed save, the creature is paralyzed. At the end of each of the creature's turn, they make another Constitution saving throw. On a successful save, the creature breaks free from Void Grasp. This feature can only be used once per short or long rest. VOID'S EMBRACE At 15th level, you become vaguely smoke-like. You gain resistance to all non-magical slashing, piercing, and bludgeoning damage. You also gain immunity to poison damage and the Poisoned condition. ENTROPIC STRIKE At 18th level, your blood begins to decay your enemy's equipment. When you hit a creature with an attack while your crimson rite is active, you can use your bonus action to impose a penalty to their armor class and attack rolls. To determine the amount both are reduced by, roll 1d4 and add 1. This feature can only be used once per long rest. 21


FORDER OF THE DEEP or centuries, the oceans have been a source of mystery and terror for those who dwell on the land. The vast depths of the sea hide untold secrets and unspeakable horrors, but there are those who have chosen to brave the waves and explore the unknown. Among these intrepid souls are the Blood Hunters of the Order of the Deep. The Order of the Deep is steeped in ancient traditions, passed down from generation to generation through whispered tales and hidden tomes. They believe that the sea is a living entity, with its own will and consciousness, and that by tapping into its power, they can unlock abilities that are beyond the reach of mortal men. They are fierce defenders of the oceans and its creatures, and will stop at nothing to protect them from harm. RITE OF THE TIDES At 3rd level, you learn the Rite of the Tides as part of your Crimson Rite feature. When you activate the Rite of the Tides, the extra damage dealt by your rite is cold damage. Additionally, while that rite is active on your weapon, you gain the following benefits: • You have resistance to fire damage. • You gain a swimming speed equal to your running speed. PREDATOR OF THE DEEP At 3rd level, you gain characteristics similar to a marine predator. You gain proficiency in Athletics and Intimidation, and you can breathe underwater. Additionally, you gain proficiency in Survival (Wisdom) checks to track creatures that live in water. CURSE OF THE KRAKEN At 7th level, you summon a tentacle to bind your enemies. As an action, you summon a tentacle to hold a target creature within 30 feet of you. The targeted creature must succeed on a Strength Saving throw against your Hemocraft save DC or be restrained and pulled 10 feet towards you. OCEANIC DEFENSE At 11th level, you've gained the reflexes of a deep sea monster. When a creatures makes a ranged attack against you, you can use your reaction to deflect the attack with a jet of water. Make a Dexterity saving throw against the Attack roll halved. On a success the attack misses. Additionally, you gain resistance to acid damage. This feature can only be used twice per long rest. OCEANIC MASTERY At 15th level, you've gained complete control over water. As an action, you can cast the Control Water spell without expending a spell slot. You can only use this feature three times per long rest. Additionally, you can use an action to unleash a tidal wave that moves any creature in a 30 foot cone away from you. You can only use this feature twice per short or long rest. FURY OF THE DEEP At 18th level, the fury of the oceans is channeled through you. As an action, you summon up to 6 tentacles within 30 feet of yourself. Each tentacle will attack a creature within 5 feet of itself, chosen randomly. Make a melee spell attack for each tentacle, with +8 to hit. Each tentacle deals 1d12+4 bludgeoning damage. This damage is considered magical for overcoming resistances. 22


TORDER OF THE CELESTIAL he Order of the Celestial is an order unlike any other. While many of their brethren seek to harness the power of blood magic for personal gain or to hunt their enemies, the members of this order have a higher purpose. They see their abilities as a gift from the gods, and the use them to aid those in need. Members of the Order of the Celestial draw their power from good-aligned Gods, and their blood carries a healing touch that can mend the most grievous of wounds. They are akin to clerics in their ability to channel divine power, but their methods are more primal, drawing on the raw power of blood to fuel their abilities. Though they may be feared and mistrusted by some, the members of the Order of the Celestial are guided by a steadfast commitment to justice and compassion. They are a beacon of hope in dark times, and those who are fortunate enough to be touched by their healing magic are forever grateful for their aid. RITE OF HEALING When you join this order at 3rd level, you learn the Rite of Healing as part of your Crimson Rite feature. When you activate the Rite of Healing, your Crimson Rite does not deal additional damage. Instead, it heals allies hit by your weapon attack while it is active. Any damage that would be dealt normally is instead turned into hit points for your allies, including your Hemocraft damage. Additionally you gain resistance to Radiant and Necrotic damage. FIELD MEDIC At 3rd level, you're experienced enough to heal people while in the middle of a battle. You gain expertise in Medicine, and can diagnose any injury or illness at a glance. Additionally, you gain immunity to the Frightened condition. DIVINE RESISTANCE At 7th level, the gods look favorably upon you, granting you strength. You are unable to suffer the effects of curses up to a maximum of 5th level. Additionally, you gain resistance to Poison damage, and are immune to disease and the Poisoned condition. ATONEMENT At 11th level, you're affinity with healing has become unmatched. As a bonus action, you can choose to lose hit points equal to your Blood Hunter level plus five to remove one curse, condition, or disease from a creature. You can only use this feature twice per long rest. BEACON OF HOPE At 15th level, you become a symbol of hope to anyone who sees you. While a non-hostile creature is within 60 feet of you, they gain resistance to Necrotic damage and gain immunity to the Frightened and Charmed conditions. Additionally, you can use your action to send out a wave of divine energy to give each ally within 10 feet 3d10 temporary hit points. This feature can only be used twice per short or long rest. MIRACLE WORKER At 18th level, the power granted to you by the gods passively helps your allies. Upon an ally falling unconscious, if they are within 30 feet of you and you can see them, they will instead drop to one hit point. This feature can only apply to each creature once per long rest. Additionally, allies that you can see within 10 feet of you gain advantage on Death saving throws. 23


TORDER OF PLAGUES he Order of Plagues is not for the faint of heart. These blood hunters are masters of biological warfare, wielding the power of deadly diseases and poisonous toxins to bring their foes to their knees. They are the ones who walk though the plague-ridden alleys of cities without fear, as they know how to harness the power of illness for their advantage. Members of the Order of Plagues are not afraid to get their hands dirty, and they are not squeamish about the grotesque nature of their craft. They see the world as a battlefield, and diseases and poisons are their weapons of choise. They are experts at creating custom concoctions to suit any situation, and they know how to administer their deadly mixtures without putting themselves at risk. Some may view the Order of Plagues as cruel and merciless, but they see themselves as scientists and engineers. They believe that their devices are simply an experiment for the extent of their abilities. RITE OF TOXINS At 3rd level, you learn the Rite of Toxins as part of your Crimson Rite feature. When you activate the Rite of Toxins, the extra damage dealt by your rite is Poison damage. Additionally, while that rite is active on your weapon, you have resistance to Acid damage. PLAGUE DOCTOR At 3rd level, you've gained an excellent understanding of poisons and disease. You gain resistance to Poison damage, and are immune to disease and the Poisoned Condition. Additionally, when you reach 7th level you gain immunity to Poison damage and resistance to Acid damage. PLAGUE WARD At 7th level, you can create a barrier of acid around yourself. As an Action, you can create a barrier of acid around yourself. This barrier will follow you and last for up to 1 minute. While the barrier is active, any attack that hits you is reduced by a roll of your Hemocraft die plus four. This feature can only be used twice per short or long rest. NOXIOUS BLOOD At 11th level, you've successfully turned your blood into a deadly substance. Whenever an enemy hits you with an attack, they take Poison damage equal to a roll of your Hemocraft die. This feature does not trigger when an enemy deals Bludgeoning damage. VIRAL INFUSION At 15th level, you can weaken your enemy's equipment with your toxins. As a bonus action while hitting a creature, you can infuse their armor with a toxin that will weaken it. This feature will impose a 2 point penalty to a creature's armor class, if they're wearing armor. This feature can only be used on a creature once, and only twice per long rest. EPIDEMIC At 18th level, you can unleash biological havoc upon around you. As an action, you can cause a deadly disease to spread rapidly among creatures within 10 feet of you. Each creature hit by this ability must make a Constitution saving throw against your Hemocraft save DC. If a creature fails the save, they become Poisoned for 1 minute and gain one of the following diseases. To determine the disease spread, roll a d6. Blinding Sickness. Pain grips the creatureʼs mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded. Filth Fever. A raging fever sweeps through the creatureʼs body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength. Flesh Rot. The creatureʼs flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage. Mindfire. The creatureʼs mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat. Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity. Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn. At the end of each of its turns, a creature affected by this feature makes another Constitution saving throw. On a success, they are no longer affected by the disease. This feature can only be used once per long rest. 24


TORDER OF SOULS he Order of Souls is a secretive organization of Blood Hunters who have dedicated themselves to mastering the power of the soul. They believe that the soul is the key to unlocking the secrets of life and death, and they seek to harness its power for their own purposes. Members of the order are often quiet and introspective, spending long hours in deep contemplation of the mysteries of the soul. They are skilled at tracking down and harvesting the souls of their enemies. Despite their reputation, the members of the Order of Souls are not without compassion. They understand the pain of loss and the desperation of those who seek to cheat death, and they are often willing to help those in need - for a price, of course. SOUL POINTS When you join this order at 3rd level, you can use souls to invoke certain abilities. The maximum number of soul points you have is equal to your Blood Hunter level. At the end of a long rest, you gain soul points to get to your maximum number of soul points. At the end of a short rest, you gain soul points equal to a roll of your Hemocraft die. SOUL HARVEST Starting at 3rd level, when a creature that you have damaged with a weapon attack in the last minute is reduced to 0 hit points, you can choose to harvest their soul as a bonus action. This allows you to gain a number of soul points equal to 1d4 minus 1 (minimum 1). SOUL MANIPULATION At 3rd level, you gain the ability to manipulate souls you collect. You can spend soul points as an action to inflict the following conditions on a target. The target must make a Wisdom saving throw against your Hemocraft save DC. On a fail, they gain a condition that you choose. Soul Point Cost Condition 1 Deafened 2 Charmed 3 Incapacitated 3 Frightened SOUL FORTIFICATION At 7th level, you can use souls to protect yourself. As a reaction, you can spend 2 soul points to give yourself advantage on a saving throw. Additionally, you can use a bonus action to give yourself resistance to a damage type that you choose. RITE OF SOULS At 11th level, you learn the Rite of Souls as part of your Crimson Rite feature. When you activate the Rite of Souls, the extra damage dealt by your rite is Psychic damage. Additionally, while that rite is active on your weapon, you gain the following benefits: You have resistance to Necrotic damage. After you take the attack action, you can use a bonus action to activate the Soul Manipulation feature. SOUL CONSUMPTION At 15th level, you can consume souls to gain additional power. You can spend soul points as a bonus action to do the following: Soul Point Cost 2 You gain temporary hit points equal to your blood hunter level. 3 You add your pro�ciency bonus to all damage rolls you make for one minute. 5 You gain advantage on all attack rolls and saving throws for three rounds. You can only have one ability active at a time, and cannot gain more temporary hit points from the first ability. SOUL MASTERY At 18th level, your mastery over souls has grown to a new level. As an action, choose a creature within 60 feet of you that you have damaged with your Rite of Souls and spend soul points equal to the creature's challenge rating halved. The creature must make a Wisdom saving throw against your Hemocraft save DC. If they fail, roll a d4 and gain control of the creature for that many rounds. At the end of the duration, the creature will be hostile with you and focus their attacks at you. 25


TORDER OF IRON he Order of Iron is a group of Blood Hunters who have dedicated themselves to becoming the ultimate protectors. They've learned to imbue themselves and their allies with the strength and resilience of iron. They are the first to charge into battle and the last to leave, their unwavering determination and unbreakable wills serving as an inspiration to those around them. Members of the Order of Iron are often seen clad in heavy armor and wielding massive weapons, their imposing figures striking fear into the hearts of their enemies. Despite their fearsome appearance, they are fiercely loyal to their allies and will do whatever it takes to keep them safe. Many members of the Order of Iron have a strong sense of honor and duty, and they often see themselves as the guardians of their community. They take their role as protectors very seriously, and some even learn medicine to protect their community. This sense of duty can sometimes put them at odds with authority figures, as they are willing to defy orders if they believe it is in the best interests of their allies. IRON WILL When you join this Blood Hunter Order at 3rd level, your Hemocraft modifier is equal to your Constitution modifier. Additionally, you can choose one damage type to gain resistance to. At 7th level, you gain another damage resistance of your choice. At 11th and 15th level, you gain hit points as if you leveled up in Blood Hunter, but do not gain any other benefits. SHIELD OF IRON At 3rd level, you can manipulate the iron in your blood to form a shield. As a bonus action, you can conjure a shield of your blood. While this feature is active, you can use a reaction to protect an ally within 5 feet, granting them half cover against incoming attack. When you activate this feature, you take Necrotic damage equal to a roll of your Hemocraft die. This damage cannot be reduced in any way. BLOOD PACT At 7th level, you can make a pact with your allies to protect them. During a long rest, you can choose one ally to make a Blood Pact with. Until the next long rest, or until you or the ally fall unconscious, you can choose to take half the damage instead. This reduces the amount of damage the ally would receive. This feature can only apply to one ally per long rest. At 11th level, you can choose to make a blood pact with one additional ally. At 18th level, if you have a resistance to a damage type, allies affected by Blood Pact gain that resistance as well. AURA OF PROTECTION At 11th level, you can emit an aura around you to protect your allies. As an action on your turn, you can sacrifice hit points equal to a roll of your Hemocraft die. Upon activating this feature, you radiate an aura of protection with a radius of 10 feet for 1 minute. Allies within this aura cannot be knocked prone, and gain advantage on a saving throw of your choice. You cannot change the chosen saving throw unless you use the ability again. This feature can only be used twice per short or long rest. BRAND OF RESISTANCE Starting at 15th level, your Brand of Castigation causes your enemies' attacks to be weaker. Whenever a creature targeted by your brand makes an attack against you or an ally, reduce the damage by a roll of your Hemocraft Die plus your Hemocraft modifier and proficiency bonus. IRON VENGEANCE At 18th level, you gain a fervor to protect your teammates. When you fall below 40 hit points, you can use your reaction to activate this feature. While this feature is active, you have resistance to all damage types and gain temporary hit points equal to your Blood Hunter level. Additionally, all allies within 5 feet of you gain the benefits from the Blood Pact feature. Upon activating this feature, roll 1d4. Iron Vengeance will last for that number of rounds. When Iron Vengeance ends, you drop to 0 hit points and gain one failed death saving throw. 26


WORDER OF CRYSTAL ithin the dark corners of the world, amidst forgotten caves and ancient ruins, there exists a secretive order of Blood Hunter known as the Order of Crystal. These hunters have formed a unique bond with crystals, harnessing their power to enhance their abilities and protect the world from supernatural threats. Members of the Order of Crystal are marked by the radiant glow of the crystalline shards that adorn their bodies. These crystals, which gradually grow and change as the blood hunters rise in power, are believed to gifts from the gods. The crystals also seem to provide them and uncanny intuition in most situations, allowing them to navigate the intricate web of the worlds with ease. The Blood Hunters of the Order of Crystal are known to be solitary, often preferring to live underground instead of on the surface. They are constantly seeking out knowledge about the crystals' true nature, delving into the depths of ancient tomes and forgotten scrolls in pursuit of hidden truths. Some theorize that the crystals themselves whisper back, guiding the Blood Hunters on their path. RITE OF CRYSTALS When you join this order at 3rd level, you learn the Rite of Crystals as part of your Crimson Rite feature. When you activate the Rite of Crystals, the extra damage dealt by your rite is magical Slashing damage. Additionally, while that rite is active on your weapon, you gain the following benefits: • Your weapon grows jagged crystals on the blade. • You have resistance to Necrotic damage. • While in bright light, you gain 10 feet to your movement speed. CRYSTAL CARAPACE At 7th level, your skin starts to grow crystalline. You gain 2 to your armor class and resistance to nonmagical slashing and piercing damage. Additionally, when an opponent misses you with an attack, they take 1d6 Slashing damage. This damage is considered magical for overcoming resistances. MINERAL RECOVERY At 11th level, you gain the ability to absorb minerals to heal yourself. If you're out of combat, you can spend 10 minutes absorbing minerals around you. If you do, you gain hit points equal to 1d10 + your Hemocraft modifier. This feature can be used twice per short or long rest. CRYSTAL ERUPTION At 15th level, you can shoot crystals from your body. As an action, you can choose to lose hit points equal to your Blood Hunter level. If you do, each creature within 10 feet of you makes a Constitution saving throw or takes 8d8 Slashing damage. This damage is considered magical for overcoming resistances. If a creature fails, it falls prone. On a success the creature takes half the damage and does not fall prone. You can use this feature once per short or long rest. GEM ASCENSION At 18th level, your connection with crystals reaches its pinnacle. You gain the ability to transform your body into pure crystalline form, granting you resistance to all damage, and immunity to all conditions and magical effects under 6th level. You can maintain this form for up to 3 rounds. After this feature ends, you fall unconscious and make death saving throws with disadvantage. This feature can only be used once per long rest. 27


AORDER OF STORMS s the tempest looms on the horizon, the Blood Hunters of the Order of Storms stand ready, their eyes ablaze with crackling lightning. They are masters of the electric current that dance through the skies, wielding the power of storms to smite their enemies. Members of the Order of Storms are marked by the crackling energy that surrounds them, with sparks dancing along their skin and eyes that shine with the intensity of a thunderbolt. They are skilled warriors, blending their mastery of martial combat with their master of lightning to unleash devastating attacks. Harnessing the power of storms comes at a cost. The Blood Hunters of the Order of Storms must constantly battle with the lure of the tempest, which threatens to consume them with its raw power. Those who master the storm and maintain their resolve are fearsome opponents, able to strike with the wrath of the sky. RITE OF THE STORM When you join this order at 3rd level, you learn the Rite of the Storm as part of your Crimson Rite feature. When you activate the Rite of the Storm, the extra damage dealt by your rite is Lightning damage. Additionally, while that rite is active on your weapon, you gain the following benefits: • Your weapon crackles with electric energy. • If you get a critical hit on an enemy, they become Stunned for one round. EYE OF THE TEMPEST At 3rd level, your connection to storms has sharpened your senses. You gain advantage on Perception checks that require vision. Additionally, you gain Darkvision with a range of 15 feet. THUNDEROUS RESILIENCE At 7th level, the storms have strengthened your body, allowing you to harness the force of lightning. You gain resistance to lightning damage, and when you take lightning damage, you can use your reaction to absorb the damage. On your next turn, you can use your bonus action to release the energy at a target. The target makes a Constitution saving throw against your Hemocraft save DC. On a fail, the target takes damage equal to the amount of damage absorbed. On a success, the creature does not take any damage. This feature can only be used three times per short or long rest. STORM LURE At 11th level, you can call upon storms to strike your enemies. You can cast the Call Lightning spell without spending a spell slot. Additionally, if there is a storm already present, the damage increases by 2d10. The spell save DC is equal to your Hemocraft save DC for the purpose of this feature. This feature can only be used twice per short or long rest. LIGHTNING STEP At 15th level, your connection to the storm allows you to move with electrifying speed. You gain a bonus of 10 feet to your movement speed, and you gain proficiency in athletics. If you already have proficiency in Athletics, you gain expertise. Additionally, you can use the Dash or Disengage action as a bonus action twice per short or long rest. TEMPEST'S WRATH At 18th level, you have learned to harness the raw power of lightning. As an action while your crimson rite is active, you can activate this feature and gain the following benefits: • Lightning Focus: Your senses become heightened, allowing you to accurately perceive the flow of energy around you. You gain advantage on attack rolls, and your critical hit range is increased to 19 and 20. • Storm's Acceleration: Your movements become graceful and fluid, allowing you to easily evade attacks. You gain a bonus of 2 to your AC and Dexterity saving throws. While using this feature, you take 2d10 lightning damage at the start of your turn as a result of the strength of the storm. This damage cannot be reduced in any way. This feature can only be used once per long rest. 28


BORDER OF THE INFERNAL ound by dark pacts with infernal entities, the Blood Hunters of the Order of the Infernal wield flames as both weapon and curse. Embracing the inferno within, they harness the power of fire to scourge their enemies and leave a trail of smoldering destruction in their wake. Their contracts with demons grant them unmatched prowess in combat, but at a perilous cost, as the flames of the abyss threaten to consume their souls. In the face of evil, they are both hunter and hunted, wielding demonic fire and infernal might in a desperate struggle to maintain control over the hellish powers they wield. Members of the Order of the Infernal are driven by a deep-seated desire for power, fueled by their inner demons and the infernal pacts they have made. They may have sought out these pacts as a means of gaining strength to protect their loved ones, seeking revenge against those who wronged them, or succumbing to dark temptations in moments of weakness. Regardless of their motivations, blood hunters of this order have learned to wield demonic powers with deadly precision, using them to hunt down and eliminate their enemies with ruthless efficiency. INFERNAL PACT At 3rd level, you forge a pact with a powerful demon, gaining access to their knowledge and abilities. You can choose one of the following Demonic Pacts: • Pact of Flames: This pact focuses on harnessing the raw power of flames. Blood Hunters who choose this pact gain Fire damage as part of their Crimson Rite feature. They also gain resistance to fire damage. Additionally, you can cast the Control Flame cantrip with no action. • Pact of Ashes: This pact revolves around manipulating the aftermath of fire, wielding the remnants of burned foes to their advantage. When you choose this pact, you can use an action to target a creature. The targeted creature makes a Wisdom saving throw against your Hemocraft save DC. On a fail, the creature is covered in a magical fire for 5 rounds, and at the start of its turns, it takes Fire damage equal to a roll of your Hemocraft die. • Pact of Brimstone: This pact delves into the darker aspects of demonic fire, tapping into the destructive and corrupting properties of Brimstone. When you choose this pact, you can use your action to unleash a burst of brimstone flames. Each creature within 10 feet of you makes a Wisdom saving throw against your Hemocraft save DC. On a failed save, the creature takes 1d10 Fire damage plus your Hemocraft modifier. RITE OF DEMONS When you join this order at 3rd level, you learn the Rite of Demons as part of your Crimson Rite feature. When you activate the Rite of Demons, the extra damage dealt by your rite is Fire damage. Additionally, while that rite is active on your weapon, you gain the following benefits: • Your weapon becomes shrouded in flames. • You have resistance to Necrotic damage. • When you take Fire damage, reflect half of the damage to the source. HELLISH RESILIENCE At 7th level, your Infernal Pact grants you resilience against evil forces. You gain immunity to being frightened or charmed. Furthermore, you can use your reaction to resist the effects of a spell or ability 4th level or lower, giving you advantage on any saving throws. At 11th level, you can resist spells of 5th level or lower, at 15th it improves to 6th level, and at 18th it improves to 7th level. This feature can only be used three times per short or long rest. BLOOD CURSE OF THE INFERNO At 11th level, you gain the ability to curse your enemies with infernal power. You gain the Blood Curse of the Inferno as part of your Blood Maledict Feature. As a bonus action, you choose one creature within 20 feet of yourself. The target creature is covered in magical fire that eats away at their equipment, and increases damage they take. They receive a penalty of 2 to their Armor Class and when the creature is attacked, they take an additional 1d6 damage. Amplify The penalty to their Armor Class increases to 3 and the additional damage is increased to 1d10. This doesn't count for your number of Blood Curses known. 29


FIENDISH RESURGENCE At 15th level, your Infernal Pact grants you the ability to tap into the demonic essence within you to fuel your resurgence in battle. When you are reduced to 0 hit points, you can use your reaction to trigger Fiendish Resurgence. While Fiendish Resurgence is active, you gain the following benefits: • Fiery Rebirth: You regain a number of hit points equal to your Blood Hunter level + your Constitution modifier. Additionally, each creature within 10 feet of you must make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to your Blood Hunter level + your Hemocraft modifier, or half as much damage on a successful save. • Empowered Rite: The damage from your crimson rite increases to 1d12. Fiendish Resurgence lasts for 3 rounds or until you are incapacitated or killed. This feature can only be used once per long rest. INFERNAL CONFLAGRATION At 18th level, your mastery over demonic flames has reached its zenith. As an action, you can summon a massive demonic eruption at a point you can see within 60 feet of you. The eruption covers a 20-foot radius sphere and deals fire damage to all creatures in the area. The damage is equal to 8d10 + your Blood Hunter level. Creatures caught in the area must make a Dexterity saving throw against your Hemocraft save DC, taking full damage on a failed save, or half as much damage on a successful one. After using this feature, you must complete a long rest before you can use it again. 30


T ORDER OF THE PHOENIX he Order of the Phoenix is an order of Blood Hunters whose blood has been blessed by a Phoenix. Renowned throughout the world, it's a legendary Blood Hunter order that has long been revered for their bravery. They believe themselves to be the protectors of the world, either in the dark or the light, and protect anyone they see against evil. Members of the Order of Phoenix are marked by a unique brand that blazes like a Phoenix in flame on their skin. This mark is usually somewhere visible, such as on their hand or face. Regardless of where the mark is, anyone who sees a Blood Hunter from the Order of the Phoenix either respects them or fears them. RITE OF THE PHOENIX When you join this order at 3rd level, you learn the Rite of the Phoenix as part of your Crimson Rite feature. When you activate the Rite of the Phoenix, the extra damage dealt by your rite is fire damage. Additionally, while that rite is active on your weapon, you gain the following benefits: • Your weapon emits dim light in a 10 foot radius. • You have resistance to fire damage. • When you take damage from fire, you can use your reaction to reduce the damage by 1d10. PHOENIX'S VIGILANCE When you join this order at 3rd level, you gain the vigilance of a Phoenix. You gain advantage on initiative rolls, and you cannot be surprised. Additionally, you have proficiency in Perception if you did not have it before. WINGS OF THE PHOENIX At 7th level, you can call upon a Phoenix to grant you flight. As a bonus action, you can spend a Hemocraft die to gain a flying speed equal to your walking speed for 1d8 rounds. This feature can only be used twice per short or long rest. PHOENIX RESURRECTION At 11th level, you gain the resilience of a Phoenix. When you would drop to 0 hit points, you can expend a Hit Dice to regain that many hit points. Additionally, you gain temporary hit points equal to your Blood Hunter level. This feature can only be used once per long rest. TERRIFYING SCREAM At 15th level, you can scream with the power of a Phoenix. As an action on your turn, you can spend a Hemocraft die to let out a blood-curdling scream. This can be heard up to 100 feet, and any creature that hears it must make a Wisdom saving throw against your Hemocraft save DC. If a creature fails, it becomes frightened for 1d6 rounds. This feature can only be used once per short or long rest. PHOENIX'S IMMOLATION At 18th level, you can call upon the full power of your Phoenix-blessed blood. As an action on your turn, you can lose hit points equal to your Blood Hunter level. If you do so, you become immune to fire damage for one minute, and any creature that starts its turn within 15 feet of you takes 2d8 fire damage. Additionally, you have advantage on attack rolls against creatures that end their turn in this area. 31


T ORDER OF RUIN he Order of RUin is a feared and notorious group of Blood Hunters, known for their ruthless tactics and their willingness to do whatever it takes to achieve their goals. THey believe that the world is a corrupt and broken place, and that it is their duty to tear it down and rebuild it in their own image. Members of the Order of Ruin are often feared and reviled by those around them, but they see themselves as necessary agents of change in a world that has become stagnant and corrupt. They are fiercely loyal to their comrades and will sotp at nothing to achieve their goals, even if it means sacrificing their own lives in the process. RUINOUS AURA When you join this Order at 3rd level, you begin to emanate a dark, deathly aura. You gain advantage on Intimidation checks, and make saves against being frightened with advantage. Additionally, if a creature would make a save to resist being frightened by you, they make it with disadvantage. RITE OF DEATH At 7th level, you can empower your equipment with death. You learn the Rite of Death as part of your Crimson Rite feature. When you activate the Rite of Death, the extra damage dealt by your rite is Necrotic damage. Additionally, while that rite is active on your weapon, you gain the following benefits: • You gain a +2 bonus to your Armor Class. • You have advantage on attacks against enemies Frightened by you. CURSEBREAKER At 11th level, you become impervious to all curses. Once per day as an action, you can cast the spell Remove Curse. Additionally, you become immune to all curses and have advantage on saving throws against being charmed. CALAMITY At 15 level, your presence is terrifying to all. As an action, you can choose a target creature within 20 feet of you to make a Wisdom saving throw. On a fail, the creature becomes Frightened of you for 1 minute and falls prone. You can use this feature twice per short or long rest. HARBINGER At 18th level, you become exceedingly spiteful against your enemies. As an action on your turn, you can choose to take damage equal to half your current hit points. If you do, two target creatures within 20 feet of you makes a Wisdom saving throw. On a fail, they take damage equal to the amount of hit points you sacrificed, half as much on a success. This feature can only be used once per long rest. 32


T ORDER OF SILVER he Order of Silver is a noble and storied organization of blood hunters who have pledged their lives to the eradication of Lycanthropy. They are known for their unrelenting pursuit of justice, often deluding themselves that someone has Lycanthropy. They're experts in the use of silverwork, and their weapons and armor are often completely made of silver. They see themselves as guardians of the races, and protect the people from the "scourge" that is Lycanthropy. They're often cunning and deceptive, yet they don't use those qualities for harm. RITE OF SILVER When you join this order at 3rd level, you learn the Rite of Silver as part of your Crimson Rite feature. When you activate the Rite of Silver, the extra damage dealt by your rite is your choice of slashing or piercing damage. This damage counts as magical for overcoming resistances. Additionally, while that rite is active on your weapon, you gain the following benefits: • You gain advantage on attacks against Lycanthropes. • You have resistance to slashing damage. HUNTER'S NOSE At 7th level, you can tell if a Lycanthrope is near. You have advantage on Investigation checks to see if a creature is a Lycanthrope. Additionally, you can sense when a Lycanthrope is within 30 feet of you. LUNAR BEACON At 11th level, you can create a beacon of light to distract Lycanthropes. As a bonus action, you can spend a Hemocraft die to create a beacon of light centered on you. Lycanthropes and other shapeshifters have disadvantage on attack rolls against you, and cannot benefit from invisibility or other forms of concealment. This feature can only be used once per short or long rest. BRAND OF SILVER At 15 level, your Brand of Castigation prevents shapeshifters from changing forms. While a creature is marked by your Brand of Silver, they cannot transform into any other forms. A creature affected by this is not returned to their original form. MOONBANE SMITE At 18th level, you become exceedingly spiteful against your enemies. As an action on your turn, you can choose to take damage equal to half your current hit points. If you do, a target creature within 20 feet of you makes a Wisdom saving throw. On a fail, the creature takes damage equal to the number of hit points you sacrificed, half as much on a success. This feature can only be used once per long rest. 33


TORDER OF REDEMPTION he Order of Redemption is a group of Blood HUnters who seek to balance their own life with the forces of darkness they face. They believe that sacrifice is necessary for true redemption, and they willingly give of themselves to protect others. As they fight, they draw on their own life force, risking their own health to empower their attacks and abilities. They believe that through sacrifice and selflessness, they can bring light to the darkest corners of the world, and redeem even the most wicked of souls. They also believe that with each battle, members of the Order of Redemption become stronger and more attuned to the forces of life and death, and their sacrifices bring them ever closer to true Redemption. SACRIFICIAL STRIKE When you join this Order at 3rd level, you can sacrifice your blood to empower your attacks. When you take the attack action on your turn, you can sacrifice hit points equal to your Blood Hunter level. If you do, the first two attacks you make this turn deal additional damage equal to half the amount sacrificed (Minimum 2). This feature can only be used three times per short or long rest. BLOOD TRANSFUSION At 7th level, you can transfuse your blood to heal others. As a bonus action, you can touch a creature and sacrifice up to 20 hit points. If you do, that creature gains hit points equal to the amount sacrificed. Additionally, you gain advantage on your next saving throw. This feature can only be used twice per long rest. BLOOD FRENZY At 11th level, you become enraged when you're close to death. When your hit points below your Blood Hunter level, you may make an extra attack when you take the attack action. Additionally, this third attack will benefit from Sacrificial Strike. MARTYRDOM At 15 level, your sacrifices benefit your allies. When you fall to 0 hit points, you can use your reaction and give any number of target creatures. Targeted creatures gain resistance to all damage types, and gain temporary hit points equal to your Blood Hunter level for 2 rounds. If you choose to use this feature, you automatically fail one death saving throw. This feature can only be used once per long rest. ASCENDANCE At 18th level, you can ascend to a new level. As an action on your turn, you can sacrifice hit points equal to twice your Blood Hunter level. If you do, you become immune to all physical attacks, and your features improve. • Sacrificial Strike: The additional damage is your Blood Hunter level minus 5 instead. • Blood Transfusion: You gain advantage on your next 3 saving throws. • Blood Frenzy: You can activate this when you drop below half of your hit points instead. • Martyrdom: Targeted creatures gain those benefits for 4 rounds. 34


ORDER OF THE WORKSHOP Long before the oldest blood hunter orders were founded, there was a small sect of hunters who met together in dusty workshops filled with the iron scent of monstrous blood. Inspired by ancient Gnomes and Dwarven technology, these hunters forged alchemically-bound weapons of bone and sinew to fight against a great threat. This great threat has never been revealed, since the Old Hunters dissapeared into the harvest moon not long after setting out to fight it, and any who get too close to finding the answer find themselves lost in the mind-sundering expanse of the far realm, and they must abandon their search for the Workshop's history- or become lost in a terrible Nightmare. However, some creatures have come to the Material Plane from the terrible Nightmare. These are the founders of the Order of the Workshop, who aim to recover the ancient knowledge of the Old Hunters and make their weapons anew. BONUS PROFICIENCIES Beginning at 3rd level, you gain proficiency with Trick Weapons and Tinker's Tools, and you may use your Tinker's Tools to craft and repair your Trick weapons. You may also use your Alchemy Kit and Tinker's Tools in tandem to craft Quicksilver bullets for Bloodtinge weapons. At the end of a long rest, you may craft 10 Quicksilver bullets by combining rare metals and your own blood. Due to their volatile and mutable nature, you can only carry a maximum 10 Quicksilver bullets safely on your body. WORKSHOP CRAFTING You have learned some functions of the ancient hunters' weapons, and you have gained the insight into how they can be forged. Beginning at 3rd level, choose one Trick Weapon, choosing from the Hunter's Saif, Saw Cleaver, Hunter's Axe, and Threaded Cane, and one Bloodtinge Weapon, choosing from the Hunter's Pistol or Hunter's Blunderbuss. You must fulfill any prerequisites of a weapon before you can learn a new one. You learn how to craft one additional Uncanny or Bloodtinge Weapon at level 7 and 15. You may learn how to craft one Lost weapon at level 11, and you may learn how to craft any three Trick or Bloodtinge Weapons or any one Lost weapon at level 18. It is assumed that you have been working on these designs for a long time, and you have just finished your first prototype. You may craft a Trick weapon by spending the amount of gold, time, and materials described in the weapon's description. The list of Trick weapons in the Trick weapons section of this document. TRICK WEAPON FIGHTING Beginning at 3rd level, you have learned how to fight like the Old Hunters. You can wield an Uncanny or Lost Weapon in one hand and a Bloodtinge weapon in the other. While you are fighting in this way, you may use your reaction to make one ranged weapon attack with your Bloodtinge weapon when a creature targets you with an attack. You can only attack enemies in this way if they are within your first range increment. Apart from this reaction, you may only make an attack with your Bloodtinge weapon as an Attack action, unless both your weapons are light or you have the Dual Wielder feat. As a bonus action, you may transform one of your weapons or to revert one of your weapons back to its original form. When you do so, the weapon changes into its Transformed form, which is techincally a different weapon altogether. If a Weapon does not have the Transformed property, it cannot be transformed. A weapon retains its Rite when you Transform it and when you revert it back to its original form. NIGHTMARE RUNE Eventually, the mad insight of the Nightmare seeped into the workshop hunters, and a mad genius arose. This hunter, whose name is lost to time, crafted runes which emblazon themselves onto the minds of the wearers. At 7th level, you inscribe one Nightmare Rune into your mind, choosing from the list below. You can change your Nightmare Rune for another one whenever you gain a level in this class. Oedon An ancient rune that is the name of a Great Old One, Oedon was an original patron to the Old Hunters and taught them to craft Quicksilver bullets. While you have this rune inscribed, you may use a Bonus Action and expend 1 Hit Dice to recover your stock of Quicksilver bullets. Alternatively, you can choose to take damage equal to your Rite damage to gain this effect. Beast The mad creatures the Old Hunters fought were terrible abominations, but much can be learned from imbibing their blood. So came about the forbidden rune of the Beast, an evil neccessity to destroy their quarry. Wile you have this rune inscribed, you know the Primal Savagery cantrip. When you deal damage with this cantrip, you can choose to add either your Strength or Wisdom score to the resulting damage. Your spellcasting ability is your Wisdom. 35


Lake The endless expanse of the Nightmare permeates the mind of its hunters, and nothing exemplifies this more than the lake. It is said that one of the Great Old Ones lives at the bottom of the Nightmare lake, an ancient creature of might and madness. While you have this rune inscribed, you have 1 additional maximum hit point for every Blood Hunter level you have. These maximum hit points are lost if you change this rune. Hunter The symbol of the swift hunter, it is said the first of the Blood Hunters bore this rune to their death. The Hunter Rune only manifests in those with great courage and skill, and beasts fear the swift bladesmen who wield it. While you have inscribed this rune, you become swift and can dodge with a uncanny grace. Whenever you make an attack with your Bloodtinge weapon as a reaction, you may also move up to half your movement in any direction you choose as part of that same reaction. You do not incur attacks of opportunity from creatures you attack in this manner. Clawmark An ancient and primal rune, and the first Nightmare rune forged, the Clawmark grants you a boon of savagery to your attacks. When you deal damage to an enemy on a critical hit, you may reroll any damage die you choose and you must use the second roll. FLUID COMBAT At 11th level, you have learned to fight with your weapons in a swift and fluid manner. Whenever you take the Attack action, you may use your Bonus Action to immediately transform/revert your Trick weapon and make one melee attack with it. You may use this ability a number of times equal to your Wisdom modifier, to a minimum of 1. You regain all expended uses after a long rest. BLOOD RALLY At 15th level, you can imbibe yourself with the blood of your enemies in order to heal your immediate wounds. If you have taken damage since your last turn in combat, you may attempt to steal some health from others. Whenever you deal damage with a weapon attack, you may choose to recover a number of hit points equal to half the damage you dealt. These drained hit points cannot exceed the amount of damage you took since your last turn. You cannot recover hit points beyond your maximum hit points with this ability. You may only make a Blood Rally once per turn. OLD HUNTER At 18th level, you have become the epitome of the ancient Blood Hunters. You may use your Fluid Combat ability an unlimited number of times. Insight: Learning to Craft new Trick Weapons Workshop hunters have a keen sense for those who have knowledge of crafting new Trick weapons. They are unlikely to find any new Trick weapons in the world unless they go to the Nightmare, but a Workshop Hunter can tap into a special item called Madman's Knowledge to learn new blueprints for Trick Weapons. If a Workshop Hunter can find the skull of a sentient creature touched by the Nightmare, there is a chance that it will be infested with an alien force simply called Insight. By imbibing that force into their veins, a Workshop Hunter can learn secrets of the Nightmare, including a chance to learn a new Weapon blueprint. The DM determines what Insight you obtain from the madman. You generally cannot learn a Lore blueprint from these creatures unless the skull belonged to a creature of CR 20 or higher. When you imbibe yourself with Insight, you must make a DC 15 Wisdom saving throw or be afflicted with a Short-Term Madness. If you fail the saving throw by 5 or more, you are afflicted with a LongTerm Madness. If you roll a natural 1 on your saving throw, you are afflicted with a Permanent Madness. 36


PART 5: CLERIC DRAGON DOMAIN Dragons are amongst the oldest inhabitants of this world, and some clerics find themselves drawn to their worship. Some worship Bahamut, the Platinum Dragon, or Tiamat, the Scaled Tyrant, or any of the colorless, stone dragons of ages past. Clerics of the Dragon domain vary widely on the type of god they embody, but are similar in many ways. They prefer to horde things, albeit knowledge, allies, or gold, and they often find glory in battle fighting against their ancient foes, the Dragon Slayers or Giants. Dragon clerics are rare and often isolated to Dragonborn clans, and their motives can seem strange or cold to outsiders. Dragon Domain Spells Cleric Level Spells 1st Absorb Elements, Cause Fear 3rd Dragon's Breath, Alter Self 5th Elemental Weapon, Fear 7th Elemental Bane, Stoneskin 9th Holy Weapon, Transmute Rock BONUS PROFICIENCIES Beginning at 1st level, you gain proficiency with Martial Weapons. Additionally, you can speak, read, and write Draconic. UNARMORED DEFENSE Beginning at 1st level, you have become more Draconic, your skin layered with scales or hardening into stone-like hide. These blessings are proportional to your faith, making your Armor Class while wearing no armor 10 + your Dexterity modifier + your Wisdom modifier. You may still wield a shield and gain this benefit. DRAGON'S ROAR Beginning at 1st level, you can roar like a dragon to push enemies away and grant yourself a surge of power. As an Bonus Action, you may let out a bellowing roar audible for 300 feet. Any creature within 5 feet of you must succeed on a Strength saving throw or be shoved 5 feet away from you. Until the beginning of your next turn, whenever you deal damage, you may choose to deal an additional 1d4 thunder damage as well. This thunder damage increases as you gain Cleric levels, increasing to 1d6 at level 5, 1d8 at level 11, and 1d10 at level 17. You may use this ability a number of times equal to your Wisdom modifier, regaining all uses after completing a long rest. CHANNEL DIVINITY: DRACONIC POWER Beginning at level 2, you can use your Channel Divinity to channel the resilience of the dragons. As an Action, you may use your Channel Divinity to choose a single damage type. You have resistance to that damage type until the end of your next turn. DRAGON'S FRENZY Beginning at level 6, your roar grants you a burst of frenzied speed. Whenever you use your Dragon's Roar, you may take two weapon attacks if you take the Attack action on the same turn. DIVINE STRIKES Beginning at level 8, you gain the ability to infuse your weapon strikes with the booming energy of your roar. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8. TRUE DRAGON Beginning at level 17, you can use an Action to become more dragon-like, gaining a draconic head and horns. While in this state, you gain resistance to slashing, bludgeoning, fire, cold, and thunder damage. However, you also gain weakness to piercing and lightning damage. This form remains unti you choose to revert to your normal form as an Action. 37


OCEAN DOMAIN The gods of the Oceans are many and varied, but they often value the importance of trade and respect amongst civilizations. Many Ocean clerics find themselves as ambassadors and tradesmen, respected people who spend much time on the sea traveling from country to country, coast to coast, bringing peace and goodwill to all before setting back out. The clerics and gods of the Ocean are generally good and lawful creatures, and oppose the savage gods of the seas, such as Sekolah or Scylla. Almost any Lawful or Good deity worshiped by those in the ocean (such as Eadro or Makara) can serve for the Ocean domain, as well as gods of storms and the seas such as Poseidon and Thor. Some Ocean clerics derive their magic from no god, but simply the massive power of the ocean itself, and its ability to sustain life so purely. Ocean Domain Spells Cleric Level Spells 1st Create or Destroy Water, Armor of Agathys 3rd Misty Step, Shatter 5th Water Breathing, Water Walk 7th Ice Storm, Control Water 9th Cone of Cold, Commune with Nature BONUS PROFICIENCIES You become proficient with Vehicles (Water) if you weren't already. You also gain proficiency in your choice of two of the following skills: Acrobatics, Athletics, Medicine, Nature, Performance, and Persuasion. OCEAN'S COMMAND Due to your connection with the Ocean, you can use an action to cause one of three Ocean Commands. The saving throw for these is your spell saving throw. You can use this ability a number of times equal to your Wisdom modifier, regaining all uses after completing a long rest. Ocean Command: Calm Waters You extend your holy symbol and cause a small burst of energy to come forth, calming rough waters in your sight. A number of 10 foot cubes of water equal to your Wisdom modifier + your level are effected. The squares must be connected by at least one side. The waters stay calm for 1 hour or until you lose concentration (as if concentrating on a spell). Ocean Command: Anger Waters You extend your holy symbol and cause a small burst of energy to come forth, roughing calm waters in your sight. A number of 10 foot cubes of water equal to your Wisdom modifier + your level are effected. The squares must be connected by at least one side. The waters stay rough for 1 hour or until you lose concentration (as if concentrating on a spell). Rough water is considered difficult terrain. Any creature in angered waters at the beggining of their turn who does not have a swimming speed must make a Strength saving throw or have its swimming speed reduced to 0 for the duration. They can attempt to remake this saving throw at the end of each of their turns, ending the effect on them for their turn on a success. Ocean Command: Freeze/Melt Waters You extend your holy symbol and let out a wave of energy, causing the surface of any water or wet surface to become frozen, or vice versa. You can freeze/melt a number unoccupied of 5 foot squares of surface water equal to your Wisdom modifier + your level. The squares must be connected by at least one side. The waters freeze or melt to a depth of 1 foot, or they affect all the water if it is shallower. A creature who attempts to move on the icy surface Dexterity saving throw or fall prone. A creature who is prone automatically succeeds on this throw. The ice can support up to 200 lbs of weight. This ability melts magical ice created by a spells who's level is lower or equal to half your cleric level (rounded down). You cannot melt magically created ice at level 1. CHANNEL DIVINITY: HEALING WATER At level 2, when a character is severely injured, you can invoke the blessings of water to heal them. While using this channel divinity, you can using a bonus action and one vial of holy water (which you must be able to touch when using this ability), you can heal a creature within 30 feet of you a number of hit points equal to your cleric level + your wisdom modifier. BLESS WATER Additionally at level 2, you gain proficiency with an alchemistʼs kit, if you did not already have it. During a short rest, you can spend time crafting a single vial of holy water, which costs 10 GP and at least 1 hour to make. You must have fresh water and your holy symbol during the crafting process to make a vial of holy water. 38


CHANNEL DIVINITY: CURSE OF DROWNING At 6th level, you can channel the Ocean's fury into a creature within 60 feet of you that you see. Raising your holy symbol towards a single enemy, you can use your action to invoke a terrible Curse of Drowning. The curse fills the enemyʼs lungs with watery brine, causing them to begin to drown if they need to breathe. A creature who is targeted by this ability immediately begin suffocating. While they are suffocating this way, they cannot cast spells with Verbal components, they are restrained, their speed is 0, and they lifted 1 foot off into the air, as if suspended in water. A conscious target can attempt to weaken the Curse by succeeding on a Constitution saving throw at the end of each their turns, ending its effect once succeeding 3 times. If they fail 3 saving throws, they cannot attempt to save again for a number of minutes equal to your Wisdom modifier. The Curse ends if you move, take any actions, or cast any spells. This ability requires concentration like a spell, and can be broken by taking damage or by unstable conditions. This ability can suffocate a creature even if it can normally breathe underwater. POTENT SPELLCASTING At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. FLOOD At 17th level, you have become almost elemental in your kinship with the ocean. You gain a swimming speed equal to twice your movement speed. You have also become able to call the ocean to your aid. As an action, you can magically expand any amount of water you see within 300 feet of you up to 6 times its original volume. This water cannot break past strong walls such as stone or iron, but if it is compressed enough it can explode through glass windows, weak wooden walls, or other weak structures. Water expanded this way is always saltwater, as you pull from the Elemental Plane of Water to create the excess water. After 1 hour, the flood water magically fades away. Once you use this ability, you cannot use it again until you complete a long rest. 39


BEAUTY DOMAIN Beauty can both bend minds and inspire hearts. It is the force that compels others to lose control and give in to their impulses, but it can also awaken strength and determination to steel a forlorn heart. Aphrodite, Sune, Myhriss, Sheela Peryroyl, Eilistraee, Freya, Hanali Celanil and Branchala all include beauty, love and romance in their portfolios. These gods are patrons of bards, musicians, artists and all who dedicate themselves to instill beauty in the hearts of others. The Gods of Beauty and their clerics officiate weddings, arrange dates, and counsel those who have lost sight of what made them fall in love in the first place, all in the hopes that more people will be able to experience the wonder of true love and championing the pursuit of beauty itself. BEAUTY DOMAIN SPELLS Cleric Level Spells 1st charm person, disguise self 3rd enthrall, lesser restoration 5th beacon of hope, hypnotic pattern 7th aura of purity, compulsion 9th greater restoration, seeming BONUS PROFICIENCIES When you choose this domain at 1st level, you gain proficiency in the Persuasion skill. Additionally, you gain proficiency with the Disguise kit and two musical instruments of your choice. GRACEFUL Beginning at 1st level, your inner and outer beauty makes you harder to hit. While you are wearing no armor and not wielding a shield, your AC equals 10 + your Wisdom modifier + your Charisma modifier. CHANNEL DIVINITY: INNER BEAUTY Starting at 2nd level, you can use your action to change the physical appearance and self-image of a creature you see within 30 feet of you, revealing its true grace or exposing its ugliness for 10 minutes. Choose one of the following effects: • The creature must succeed on a Charisma saving throw or become insecure and have its body and visage slightly twisted and deformed, gaining disadvantage on Dexterity and Charisma ability checks for the duration. • The creature is filled with confidence and it becomes lovelier and more elegant, gaining advantage on Dexterity and Charisma ability checks for the duration. CHANNEL DIVINITY: BLINDING BEAUTY Starting at 6th level, you can use your Channel Divinity to take on a form so beautiful that mortal eyes cannot stand. As an action, you present your holy symbol. Choose a number of creatures up to your Wisdom modifier within 30 feet of you that can see you. Each creature must succeed on a Wisdom saving throw or be blinded until the end of your next turn. POTENT SPELLCASTING Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. UNEARTHLY BEAUTY Starting at 17th level, creatures failing their saving throw against your Channel Divinity options take 5d10 psychic damage and have their speed reduced to 0 until the end of their next turn. Additionally, you can use your action to transform yourself into a vision of perfect beauty for 1 minute or until you dismiss the effect. During that time, creatures that can see you have disadvantage on attack rolls against you. Creatures immune to being charmed are immune to these effects. 40


FATE DOMAIN Clerics of the fate domain peer through the corridors of time and manipulate the threads of destiny that bind the lives of mortals. Tyche, Saturn, Chronos, Kali, Urd, and other deities of death, time, luck and prophecy call upon their clerics to act as oracles and seers of the future — and to intervene when the time is right. Oracles of benevolent pantheons often guide heroes to their destinies, while others may lead them astray or foretell prophecies of ruin, destruction, and endless chaos. FATE DOMAIN SPELLS Cleric Level Spells 1st bane, bless 3rd augury, gentle repose 5th bestow curse, remove curse 7th death ward, divination 9th legend lore, reincarnate BONUS PROFICIENCIES At 1st level, you gain proficiency with heavy armor and the History skill. GLIMPSE THE FUTURE From 1st level, you can protect yourself and others by seeing misfortune before it happens. If you or an allied creature you can see within 30 feet is hit by an attack from an attacker you can see, you can use your reaction to add 1d4 to the creature's AC until the end of turn, potentially causing the attack to miss. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a short or long rest. CHANNEL DIVINITY: TIP THE SCALES Starting at 2nd level, you can use your Channel Divinity to tug on the strings of fate. As an action, you can present your holy symbol and select a creature you can see within 60 feet. Until the end of your next turn, the target makes all attack rolls and saving throws with advantage. FORTUNE'S FAVOR Starting at 6th level, when an attack roll is made against you and misses you, you can choose to gain temporary hit points equal to twice your cleric level. These temporary hit points last until the beginning of your next turn. Once you use this feature, you cannot do so again until you finish a short or long rest. DIVINE STRIKE At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8. FATE FORETOLD Starting at 17th level, when you or an ally you can see within 30 feet of you fails a saving throw, you can replace the roll with a 20, potentially changing the outcome. Once you use this feature, you canʼt use it again until you finish a short or long rest. 41


JUDGMENT DOMAIN A Judgment Domain cleric is a cleric who oversees the distribution of law and order. They may do so in the name Justice itself, at the behest of an institution of justice in the land, or in service to a particular face of justice. Gods of the Judgement Domain exemplify order and lawfulness, and the pursuit of reparations and retributions. This includes Tyr, Forseti, Helm, Torm, or even Asmodeus and Bane for those that dispense the Iron Fist of Tyranny upon the world. Some Judgement clerics are ruthless in their pursuit of the higher ideal of justice, while others are more forgiving. Clerics of this domain often act as judges, lawyers, and investigators. JUDGMENT DOMAIN SPELLS Cleric Level Spells 1st sanctuary, hellish rebuke 3rd detect thoughts, zone of truth 5th counterspell, fear 7th banishment, locate creature 9th dispel good and evil, geas BONUS CANTRIP When you choose this domain at 1st level, you gain the sacred flame cantrip if you don't already know it. DIVINE RETRIBUTION Starting at 1st level, when you deal damage to a creature with a cleric spell, you can apply additional damage to a creature equal to your Wisdom modifier if that target has dealt damage to another creature since the end of your last turn. You use this feature a number of times equal to your Wisdom modifier, regaining all expended uses on a long rest. If a spell effects multiple creatures, you can apply Divine Retribution to multiple targets, but each application counts as a separate use of the ability. CHANNEL DIVINITY: CHAINS OF RECKONING Starting at 2nd level, you can use your Channel Divinity to invoke judgement upon your enemies. As an action, you present your holy symbol, invoking sacred judgement on a creature you can see within 60 feet of you. For 1 minute, you can apply the bonus damage of Divine Retribution to that creature when dealing damage with a cleric spell. The chosen creature must also make a Wisdom saving throw. On a failed save, the creature is knocked prone and their movement speed becomes 0 for 1 minute as they are restrained by divine chains. The creature can repeat their saving throw at the end of each of their turns. If the creature has dealt damage since the start of their turn, they make this save at disadvantage. VENGEFUL RETALIATION Starting at 6th level, when an allied creature within 60 feet of you takes damage from another creature while under the effect of a sanctuary spell you cast, or if they are reduced to 0 hit points, you can cast hellish rebuke against the attacker at its lowest level without expending a spell slot. You can do this a number of times equal to your Wisdom modifier, and regain all uses on a long rest. POTENT CANTRIP Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. ETERNAL JUDGEMENT Starting at 17th level, your Divine Retribution can be used an unlimited number of times. 42


MADNESS DOMAIN Clerics who follow the Madness Domain pursue the deities and god-like beings of foreign realms governed by utterly alien and incomprehensible laws of magic and physics that would send most mortal minds spiraling into delusion and hysteria. MADNESS DOMAIN SPELLS Cleric Level Spells 1st arms of Hadar, cause fear 3rd crown of madness, phantasmal force 5th enemies abound, hunger of Hadar 7th confusion, Evard's black tentacles 9th enervation, legend lore ABERRANT GIFT At 1st level, you learn to speak and understand Deep Speech, and you learn the minor illusion cantrip. For you, this cantrip counts as a cleric cantrip. PHASE STEP Also at 1st level, you gain the ability to move through other creatures as if they were difficult terrain. If you end your turn in another creature's space, you take 1d10 force damage and are pushed to the nearest unoccupied space. When you move through a hostile creature's space in this way, you can use your bonus action to pierce the creature's mind with imagery of terrifying eyes and inky, black tentacles. If the target is not an aberration, it must make a Wisdom saving throw or take 2d8 psychic damage. Whether your target succeeds or fails on this saving throw, it can't make opportunity attacks against you for the rest of your turn. You can use this bonus action a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. CHANNEL DIVINITY: FAR RIFT Starting at 2nd level, you can use your Channel Divinity as an action to present your holy symbol and open up a rift in space. Choose a point centered on an unoccupied 10-foot cube within 60 feet of you. The rift appears as a 5-foot radius sphere of blackness with long, lashing tendrils. Choose a number of creatures you can see up to your Wisdom modifier within 30 feet of the sphere. Each target must succeed on a Dexterity saving throw or be pulled 20 feet toward the sphere. A creature that is pulled into the sphere's space takes psychic damage equal to 2d8 + your cleric level. The rift then closes. CHANNEL DIVINITY: BEND SPACE When you reach 6th level, you can use your Channel Divinity to manipulate the fabric of space itself. Whenever you or a friendly creature within 30 feet of you would be hit by an attack, you can use your reaction to warp the space between the target of the attack and another willing creature you can see within 30 feet of you. If both chosen creatures are Large or smaller, you teleport the two creatures, exchanging their positions and forcing the attack to target the other creature. The new target of the attack gains a +2 bonus to AC against the attack, as the sudden swap confounds the attacker. POTENT SPELLCASTING Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. IMPART MADNESS Starting at 17th level, whenever a creature takes damage from your Phase Step or Far Rift, you can bestow an effect of madness on that creature which lasts for 1 minute or until you lose your concentration (as if you were concentrating on a spell). At the end of each of its turns, and each time it takes damage, it can make an Intelligence saving throw against your cleric spell save DC, ending the effect on a success. Roll on the table below to determine the effect the madness has on the creature. Madness Effects d10 E�fect 1 The creature retreats into its mind and becomes paralyzed. 2 The creature becomes incapacitated, and uses its movement on each of its turns to move in a random direction. 3 The creature becomes frightened of you and, as long as it has line of sight to you, must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. 4 The creature begins babbling, can't understand what other creatures say, and is incapable of coherent speech or casting spells with a verbal component. 5 The creature must use its action each round to attack the nearest creature, using its movement if necessary to do so. If it is incapable of attacking the nearest creature, it wastes its action doing nothing. 6 The creature experiences vivid hallucinations and has disadvantage on all ability checks. 7 The creature is charmed by you and, if it can hear and understand you, does whatever you tell it to do that isn't obviously harmful to it. 8 The creature becomes incapacitated and begins uncontrollably screaming, laughing, or weeping. 9 The creature falls prone and is stunned. 10 The creature falls unconscious. 43


PAIN DOMAIN The world is filled with pain and torment, and the best that one can do is to endure and deal as much pain back to those who offend. The gods of suffering teach that suffering is a real, inescapable part of life. Pain tests all, but gives strength of spirit to the hardy and the true. The gods of suffering are patrons of those who undergo great hardship, torment, or persecution. Clerics of these deities can use their magic to take the burdens from others and return agony to the guilty. Deities of this domain include gods of pain such as Iuz the Old, Ilmater the Crying God and Loviatar the Maiden of Pain, as well as gods of vengeance like Nemesis. PAIN DOMAIN SPELLS Cleric Level Spells 1st cause fear, compelled duel 3rd branding smite, warding bond 5th life transference, vampiric touch 7th blight, death ward 9th enervation, modify memory BONUS PROFICIENCIES Starting at 1st level you gain proficiency with martial weapons. SHARED SUFFERING Beginning when you choose this domain at 1st level, you gain the ability to take upon yourself the suffering of others. You gain the blade ward cantrip if you don't already know it. Whenever a friendly creature you can see within 30 feet would take damage, you may use your reaction to redirect half the damage to yourself, before any resistances. Only the original target suffers any additional effects of the damage. You may use this feature a number of times equal to your Wisdom modifier (minimum of once), and regain all uses when you finish a long rest. CHANNEL DIVINITY: TENDRILS OF AGONY Starting at 2nd level, as an action, you can present your holy symbol and expend a use of your Channel Divinity to unleash a wave of agony that ripples outward from you. Choose a number of creatures up to your Wisdom modifier within 30 feet of you. These creatures must succeed on a Wisdom saving throw against your cleric spell save DC. On a failed save, a creature takes psychic damage equal to 2d6 + your cleric level and the creature is incapacitated for 1 minute. On a successful save, a creature takes half as much damage and suffers no other effects. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. HARDENED BY PAIN Starting at 6th level your experiences with pain has hardened you against life's misery and stress, granting you the following benefits: • You gain resistance to psychic damage. • You have advantage on saving throws against being charmed or frightened as well as against short-term or long-term madness effects. DIVINE STRIKE Starting at 8th level you gain the ability to infuse your weapon strikes. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level the extra damage increases to 2d8. DECREE OF PAIN Beginning at 17th level, you may use your Shared Suffering feature an unlimited number of times, including as a reaction when you would take damage. When you use your Shared Suffering feature to redirect damage, you can redirect the damage to another creature you can see within 30 feet of you instead of yourself. An unwilling creature can resist the effect by making a Wisdom saving throw against your spell save DC, preventing the damage redirection on a successful save. 44


SHADOW DOMAIN Followers of Shadow worship many gods. Some are gods of twilight and dusk that work in tandem with the forces of the natural world. Others are sinister gods worshiped by those that live deep underground, who fear and despise the light of day above all else. Whether good or evil, clerics of Shadow wield the darkness as an extension of themselves, using its power to sow fear and confusion. They blot out the light and instill terror in any who work against the will of their gods. SHADOW DOMAIN SPELLS Cleric Level Spells 1st sleep, cause fear 3rd darkness, moonbeam 5th fear, feign death 7th greater invisibility, shadow of moil 9th dream, mislead BONUS PROFICIENCIES At 1st level, you gain proficiency with martial weapons and the Stealth skill. CREEPING DEATH Also at 1st level, once per turn when you hit a creature with a melee weapon attack, you can call on death to edge ever closer. The next attack roll made against this target before the end of your next turn has advantage, and deals an additional 1d6 necrotic damage on a hit. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. CHANNEL DIVINITY: CLOYING DARKNESS Starting at 2nd level, you can use your Channel Divinity to conjure a cloud of darkness to billow around you, banishing light and draining the life of your foes. As an action, you present your holy symbol and all light sources within 30 feet are extinguished, and magical lights produced by a spell of a level equal to half your cleric level or lower are dispelled. In addition, creatures of your choice within 30 feet must make a Constitution saving throw. A creature takes necrotic damage equal to 2d6 + your cleric level on a failed saving throw, and loses any darkvision they have for 1 minute. On a successful save, they take half as much damage and suffer no other effects. A creature can repeat this saving throw at the start of each of its turns, regaining their darkvision on a success. SHADOW'S SCORN Starting at 6th level, when you deal damage to a creature you may choose to dispel any shadows that conceal it. The affected creature canʼt benefit from being invisible, has its speed reduced by 10 feet, and if the creature is a shapeshifter it immediately shifts to its original form and canʼt assume a different form for 1 minute. DIVINE STRIKE At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8. NIGHTSTALKER Beginning at 17th level, when you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light. 45


SKY DOMAIN The gods that govern the sky are held in high regard by many religions. Deities of the sky include Zeus and Tyr, among various others. Followers of these deities often travel far to sate their wanderlust and feel the beauty of the open sky SKY DOMAIN SPELLS Cleric Level Spells 1st faerie �re, feather fall 3rd moonbeam, skywrite 5th �ly, wind wall 7th freedom of movement, storm sphere 9th control winds , maelstrom FORCEFUL GALE At 1st level, you gain the ability to manipulate the winds. You learn the gust cantrip, which doesn't count against the number of cleric cantrips you know. For you, it gains the following changes: • One Large or smaller creature that you choose must succeed on a Strength saving throw or be flung up 20 feet directly away from you and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 1d6 bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a Dexterity saving throw or take the same damage and be knocked prone. • You create a blast of air capable of moving one object that weighs no more than 100 pounds. If the object is being held or carried, the holder must make a Strength saving throw or lose hold of it. The object is pushed up to 60 feet away from you. TAILWIND Also at 1st level, the blessing of your god grants you unmatched grace and mobility. Your movement speed increases by 10 feet if you are not wearing medium or heavy armor. CHANNEL DIVINITY: UPDRAFT Starting at 2nd level, you can use your Channel Divinity to create a powerful blast of wind. As an action, you present your holy symbol and invoke the name of your deity. Choose a Large or smaller creature within 60 feet of you. The target must succeed on a Strength saving throw or be blown upwards up to 30 feet. A target can choose to automatically fail this saving throw. If the target doesn't have a hover or fly speed, it immediately falls afterwards, taking fall damage and landing prone. CHANNEL DIVINITY: PROTECTION OF WIND At 6th level, the gusts and breezes protect you from harm. As a reaction when you are hit by a ranged weapon attack you can see, you can use your Channel Divinity to create a gust of wind around you, causing the attack to miss. POTENT SPELLCASTING Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. BLESSED WINGS At 17th level, your god places upon you the blessing of true flight. You grow a pair of wings, which grant you a flying speed of 60 feet. If you already have a flying speed, it increases to 90 feet, unless it is already higher. You can't use these wings while wearing medium or heavy armor. XGE XGE XGE XGE 46


WINTER DOMAIN The gods of winter are powerful forces of nature. Some of these deities, such as Auril and Thrym, use their power to spread icy death and famine across the land and freezing all life in their path. Yet others, like Ulutiu and Rellavar Danuvien, seek champions to protect the cycle of nature and to guide their followers through harsh winters and icy terrain. Whether to bring destruction or guard the defenseless, clerics of this domain channel the power of the unyielding winter. Where many fear the bite of winter, they embrace the blessings of ice and cold to slow their enemies and protect their allies from harm. WINTER DOMAIN SPELLS Cleric Level Spells 1st armor of agathys, frost �ngers 3rd snilloc’s snowball swarm, warding bond 5th sleet storm, leomond's tiny hut 7th ice storm, death ward 9th circle of power, cone of cold BONUS PROFICIENCY When you choose this domain at 1st level, you gain proficiency with heavy armor. WINTER'S PROTECTION Beginning at 1st level, when you cast the armor of agathys spell, it has a range of touch instead of self. Additionally, the temporary hit points granted by the spell increases by a number equal to your Wisdom modifier. CHANNEL DIVINITY: ICE PRISON Starting at 2nd level, you can use your Channel Divinity to encase a creature in ice. As an action, you brandish your holy symbol, and force a creature you can see within 30 feet of you to make a Strength saving throw. A willing creature can choose to fail their saving throws against this feature. On a failed saving throw, the creature is encased in ice for 1 minute, or until you dispel it with an action. While encased in this way, the creature is immune to all damage, is incapacitated, and its speed becomes 0. At the end of each of its turn it can repeat the Strength saving throw, breaking free of the ice on a success. GLACIAL SOUL At 6th level, the divine ice shines through you. You gain resistance to cold damage. Additionally, whenever you deal cold damage to a creature, you can also reduce its movement speed by 10 feet until the start of your next turn. DIVINE STRIKE At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold damage to the target. When you reach 14th level, the extra damage increases to 2d8. WRATH OF WINTER Upon reaching 17th level, you can momentarily summon a blinding blizzard that obscures you from others. As an action, you summon an icy aura that emanates from you in a 30-foot radius. You become heavily obscured to other creatures, and creatures of your choice within the aura have disadvantage on saving throws against spells that deal cold damage. This aura of cold lasts for 1 minute, or until you are incapacitated or choose to end it as an action on your turn. 47


PART 6: DRUID CIRCLE OF CHAOS When the Witches of Izalith attempted to recreate the First Flame, it cause a terrible meltdown of intense life that consumed the ancient city of Izalith, turning it into a molten wasteland and its inhabitants into terribly mutated beasts known as Chaos Demons. However, some druids find these Chaos Demons to be the true evolution of things, and strive to bring about similar catastrophes as the catastrophe at Lost Izalith, so that they may recreate the its life-forging flames. These druids use the powers of magma and terrible, Chaos Wild Shapes to instill panic and awe in their foes. PYROMANCY FLAME When you choose this Circle at level 2, you gain access to a unique flame called a Pyromancy Flame. You can use a bonus action to summon this small seed of flame in your hand, and you may use a free action to dismiss it. While holding it, it emits dim light for 10 feet, and you may use it as a Druidic Focus for any Druid spell that has the Pyromancy subtype. Choose 1 cantrip from any class that has the Pyromancy subtype. While you have this flame equipped, you know that cantrip as a Druid cantrip. This does not count against the amount of Druid cantrips you know. MOLTEN CHAOS Additionally at level 2, you have a pool of d6s equal to 1 + your Druid level that represent your attunement to the magma of the Bed of Chaos. Whenever you deal damage with a Druid spell that has the Pyromancy subtype while you have your Pyromancy Flame equipped, you may use a Bonus Action to cause a surge of magma to well up under the feet of the creature who was harmed. Choose a creature who was harmed by that spell and set aside a number of available d6s that is no more than half your druid level. At the beginning of that creature's turn, magma wells up from under their feet or around them. They must succeed on a Dexterity saving throw or take fire damage equal to the amount of d6s set aside earlier. They take no damage on a success. You recover all expended d6s after completing a short rest. ADVANCED PYROMANCY At 6th level, you have learned new techniques for your Pyromancy Flame. Choose two spells that have the Pyromancy subtype that are of a level that you have spell slots for. While you have your Pyromancy Flame equipped, you may cast them as Druid spells. They do not count against your number of Druid spells Prepared. Additionally, you can use your Molten Chaos die to simulate spell slots when casting a spell of 1st level or higher that has the Pyromancy subtype. To do so, spend a Molten Chaos die per level of the slot that is simulated- for example, if you wanted to cast Flaming Sphere at 2nd level, you would need to spend 2 Molten Chaos die. You cannot simulate spell slots of 6th level or higher, nor can you simulate a spell slot of a higher level than you can cast. Once you simulate any spell slot in this way, you cannot do so again until you complete a long rest. CHAOS WILD SHAPE At 10th level, whenever you enter into a Wild Shape into a creature that is your size or larger, you can choose to instead to take the form of a Chaos Demon. You become a horrible mutation that is spewing superheated lava and blood, with a body of the beast you transformed into and the torso of your humanoid form. While in this form, you have all the regular benefits of a Wild Shape, as well as: • Your size is always at least Large. • When you enter into this form, you may expend any number of Molten Chaos die to gain temporary hit points equal to the amount rolled. • You have resistance to fire, poison, and acid damage. • Your natural weapons are considered magical, and deal either fire, poison, or acid damage, your choice when you enter your Wild Shape, instead of their usual damage type, and deal an additional 1d8 of your chosen damage type on a hit. • You may gesture, speak, wield weapons, and otherwise use your upper torso as you normally would with this form. You may only cast spells using you Pyromancy Flame, however, and therefore can only cast spells with the Pyromancy subtype. FUEL THE FIRE At 14th level, whenever you kill a creature with a Druid spell with that has the Pyromancy subtype and you have your Pyromancy Flame equipped, you may use your reaction to siphon its life essence to power your Chaos Form. When you do so, you regain 4 Molten Chaos die. Once you use this ability, you cannot use it again until you complete a short rest. 48


CIRCLE OF TIDES The Circle of Tides is considered more lax than other druid circles, but many do not see beneath the surface of their laid back attitude. Great wardens of the oceans and tellers of secrets, these druids meet in organized events along the coasts and discuss the natural balance of the world, sending remote members messages through migration patterns and tidal omens, and revealing hidden messages of the world through interpreting the worldʼs omens to them. Their network of Druidic messages is intricate and well organized, and they can send messages over long distance using the magic of the tides at their disposal. Connecting the druidic world, the Tide Circle druids work along closely with those of the Circle of the Moon to ensure no monster, marine or land, ever attains full control of an ecosystem, and have adapted a unique, watery mimicry of the Moon Druid's Combat Wild Shapes. TIDAL OMENS So long as you are nearby to a large body of water, you can sit down and magically meditate on a single event. After 1 hour of meditation, you can pass your soul through the leylines of the water, connecting you to a wealth of knowledge other druids or animals have discovered. While connected this way, you can send a magical Omen to any other creature who is connected to a large body of water, so long as they are on the same plane of existence, or you can summon the omen for yourself. Omens manipulate nature in strange ways to help or hinder others on your behalf. Some omens are have certain prerequisites, or larger areas than a single target. You know one omen, learning one more at levels 5 and 13. You can only use one omen every 24 hours. A creature is not immune to Omens even if it is immune to divination magic. When you gain a level in any class, you can choose to switch one omen out for another. All Omens are listed at the end of the Subclass description. WATERY DUPLICATE When you use your Wild Shape, you can use your bonus action to animate a single liter of water within 5 feet of you. The water magically jumps up and forms into the watery duplicate of the same creature you transformed into with your Wild Shape. This creature is considered a Water Elemental for the purposes of spells and abilities. It cannot speak, but has the same statistics as the creature it is based off of. The creature is slightly visible underwater, but due to its blending nature has advantage on stealth checks while underwater. When you attack or cast a Druid cantrip with a casting time of 1 action, you can immediately command your duplicate to make a single attack as a bonus action. Your duplicate can move whenever you move, and immediately dissipates into mist if it moves more than 120 feet from you. If you drop your Wild Shape for any reason, your duplicate immediately dissipates into mist. If targeted by a Dispel Magic spell, the caster must meet its AC in the spellcasting ability check to dispel it. PRIMAL DUPLICATE At 6th level, your Duplicate becomes more powerful. Your attacks with your Duplicate count as magical for the purposes of overcoming damage resistance and immunities. Additionally, you can cast cantrips and activate any spell you are concentrating on through your duplicate, even if you are still in beast form. Your range for your duplicate extends to 240 feet. EMPOWERED DUPLICATE At 10th level, you can summon your duplicate as a bonus action without going into Wild Shape. You can summon your Duplicate this way a number of times equal to your Wisdom modifier. Additionally, your duplicate can use its Multiattack feature when you command it to attack if it has one. DIVINATION MASTER At 14th level, you have become naturally adept at very powerful divination magic through your Circle. Choose one level 5 or lower divination spell from any class. You can cast that spell once without requiring material components, apart than one liter of water, which is consumed in the process. The spell is considered a Druid spell when you cast it using this feature. Once you use this feature, you cannot use it again until you finish a long rest. 49


OMENS LIST Unmask Foe. You attempt to discover a clue about the identity of a creature you have heard about. You learn a single clue about the creature through the forest, usually by cryptic messages determined by the DM (for instance, the identity of a drow enemy might be discovered by a sparrow dropping a live spider at your feet, a clue about Lolth, the patron goddess of the drow). The creature makes a Charisma saving throw, versus your spell save. If they succeed, the water in front of you turns blood-red with a sudden algal bloom that fades away swiftly, and you can no longer glean any more information about that creature with this omen until a year has passed. Reveal Danger. You attempt to reveal the most immediate danger to you or a creature you know who is the target of your Omen. If the danger is very immediate or very close, such as an assassin hidden in the group or a meteor hurtling towards them as they speak, the water swiftly turns blood-red with an algal bloom. If the danger is more distant, you gain a hint as to when or what might befall you through a cryptic image shimmering in the water. This hint is usually not directly of the danger, but of something pertaining to it (for instance, a character who is being hunted by an archer might be shown an arrow or a bow, but not the archer themselves). If you use this more than once on the same target before the prophesied danger or 2 weeks have passed, there is a cumulative 25% chance that the clue will be false or misleading. The DM makes this percentile roll and you do not see the result. Foretell Bounty. You look to a single range of coastal area or water no longer than 5 miles, and wish for the fish and other animals to become bountiful in that area for a number of weeks equal to half your Druid level. If the animals are being driven out by some force, such as an evil creatureʼs lair, you are given a direct vision of the lair or a direct clue to what the reason might be, but not shown directly the reason. Otherwise, fish and plants thrive along that area. The omen fails if attempted on the same swathe of coast within the same year. Astral Alignment. You create a map of constellations atop the waves, designating yourself or your target to gain a modicum of protection from the stars. The target of the omen gains advantage on the next saving throw they make of a randomly determined type (d6: 1- Strength; 2- Dexterity; 3- Constitution; 4- Intelligence; 5- Wisdom; 6- Charisma). Once the character makes that kind of saving throw, or once 3 days have passed, the effect fades. You cannot use this omen again until the effect fades. Send Omen. Instead of trying to invoke an omen from nature, you attempt to send one to another creature in the form of a natural image, such as having a swarm of ravens appear nearby or having the moon turn red for only that creature. If the creature is within 5 miles of a large body of water, they immediately get the omen. Otherwise, there is a 25% chance the omen will not come through. The DM makes this percentile check in secret. Sent omens can only last for a minute at most, and can only target a single creature or a single group of creatures who are within 1 mile of each other. The number of creatures who can be affected in a group is equal to your Wisdom modifier + your Druid level. These omens can be sent to creatures in other planes of existence. You do not need to know which plane of existance the target is on to send an omen to them. 50


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