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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

HELLSPAWN ORIGIN Somewhere in your bloodline, one of your ancestors made a pact with a powerful spirit of flame and predation. This creature may be an elemental, fiend, fey, or something else primal and otherworldly honored with ritualistic immolation and sacrifices of meat and metal. With smoke and cinders pouring from your hands with each spell you cast and a layer of ash gradually creeping over your body, you are the incarnation of a smoldering ember thrown upon a dry forest. HELLSPAWN ORIGIN SPELLS Sorcerer Level Spells 1st hellish rebuke 3rd heat metal 5th �reball 7th dominate beast 9th infernal calling BORN OF EMBER At 1st level, you can speak, read, and write Infernal, and you learn the produce flame cantrip, which counts as a sorcerer cantrip for you. Whenever you are below half your hit point maximum, a thin layer of ash and char engulfs your skin and embers erupt from your hands. While you have this layer, you can cast the produce flame cantrip as a bonus action. BURNING FURY Starting at 6th level, when you reduce a creature to 0 hit points with the produce flame cantrip, the burning fury empowering your attack surges through the creature, turning its vital organs to ash and granting you temporary hit points equal to twice your Charisma modifier. Additionally, you can spend 1 sorcery point during your turn when you are below half your hit point maximum to cause the ash upon your skin to harden. Until the start of your next turn, you have resistance to fire and necrotic damage and your AC is 17 if it was lower. At 14th level, you gain immunity instead of resistance. WRAITH OF CINDERS At 14th level, your spark has grown to a flame, burning black with dark power. Any time you would inflict fire damage, you can choose to inflict necrotic damage instead, and vice versa. Additionally, your ashen form allows you to move with unnatural ease, disintegrating and reforming with each step you take. You ignore difficult terrain, and you can move through any space at least 6 inches wide without squeezing. THE DEVIL’S BARGAIN At 18th level, your power over the ancient and primal magics of flame and darkness is without peer. As an action, you can spend 5 sorcery points to launch yourself skyward in a pillar of fire and smoke before crashing down at a location that you can see within 60 feet of your point of origin, unleashing a hellish blast of fire and cursed power at a creature within 5 feet of you. The target must make a Wisdom saving throw against your sorcerer spell save DC, taking 6d10 fire damage on a failed save or half as much damage on a successful one. If the target is slain by this attack, it is consumed instantly by flame, and the ashes coalesce into a hell hound (Monster Manual p182). The hell hound obeys your orders without question and acts during your turn. You can't have more than two hell hounds at a time from this feature. Creation of a third hell hound destroys the oldest one still alive. Each hell hound remains in your service until slain or until the third dawn after it was summoned, at which point it disintegrates into ash. Once you use this feature, you canʼt do so again until you finish a long rest. 101


IMPERIAL BLOODLINE ORIGIN There is power in kingʼs blood. Your innate magic comes from your royal ancestry. Whether you are a far flung cousin of a great house, the child of a deposed prince, a secret bastard denied legitimacy, or the rightful heir to a kingdom, your bloodline is that of kings and emperors. You might be unaware of your lineage and of the source of your power, or perhaps you have always known yourself to be the true inheritor of a throne now held by usurpers. IMPERIAL BLOODLINE ORIGIN SPELLS Sorcerer Level Spells 1st command 3rd spiritual weapon 5th conjure barrage 7th mordenkainen's private sanctum 9th geas ANCESTRAL HOMELAND Starting at 1st level, you gain proficiency in your choice of Intimidation, Performance, or Persuasion. You also learn a language of your choice and gain proficiency with a tool of your choice. You have advantage on Intelligence (History) checks to recall information about culture, people, and politics. COMMANDING VOICE Also at 1st level, your bloodline has granted you a voice fit for a ruler, one that makes your enemies tremble and puts fire into the hearts of your allies. Whenever you cast a spell of 1st level or higher that has verbal components, you can grant temporary hit points equal to your Charisma modifier to a friendly creature other than yourself within 30 feet of you, which last for 1 minute. MAJESTIC PRESENCE Starting 6th level, you gain an aura of majesty that steels the hearts and minds of those who follow you. When you or a friendly creature within 30 feet of you makes a Charisma or Wisdom saving throw, you can use your reaction to grant them advantage on the saving throw. You can use this feature a number of times equal to your Charisma modifier, regaining all expended uses when you finish a long rest. ROYAL DECREE Also at 6th level, when you cast a spell with verbal components, you can spend 1 sorcery point to imbue your voice with magic. You can perform the verbal components regardless of any obstruction to your ability to speak, such physical restraints or the silence spell. If the spell involves speaking to a creature, that creature being deafened or not sharing a language with you does not prevent the creature from hearing and understanding you. BEND THE KNEE Beginning at 14th level, when one or more creatures fails the initial saving throw imposed by one of your spells, you can choose for them to also become frightened of you until the end of your next turn. ANCESTRAL TITLE At 18th level, you adopt a title befit a legendary monarch, and gain permanent benefits associated with that title. Choose one of the following benefits: The Great. Increase one ability score of your choice by 2. Your maximum for that score is now 22. The Kind. You learn the spells sanctuary and protection from evil and good, which count as sorcerer spells for you. You can cast them at will, without expending a spell slot. The Terrible. You are immune to being frightened and you have advantage on attack rolls against creatures that are frightened of you. The Wise. Choose four of your skill or tool proficiencies. You gain expertise with them, which means your proficiency bonus is doubled for any ability check you make with them. 102


PHOENIX SPARK ORIGIN Your power draws from the immortal flame that fuels the legendary phoenix. You or your ancestors perhaps rendered a phoenix a great service, or you were born in its presence. Whatever the cause, a shard of the phoenix's power dwells within you. That power is a mixed blessing. Like the mythical creature, you can invoke fiery energy and gain the ability to cheat death itself. This power comes at a cost. The fire within you seethes, demanding to be unleashed. You sometimes find yourself absentmindedly feeding fires. You can't bear to allow a fire to sputter out. You feel most comfortable while holding a lit torch or sitting in front of a campfire. PHOENIX SPARK ORIGIN SPELLS Sorcerer Level Spells 1st burning hands 3rd �laming sphere 5th �reball 7th �re shield 9th immolation THE SPARK When you choose this Origin at 1st level, you have a spark within that burns more brightly when you use your magic. When you cast a spell of 1st level or higher that deals fire or radiant damage, the spark ignites and begins to blaze. Upon casting the spell, you regain hit points equal to the level of the spell slot you expended. At the start of subsequent turns, you regain that amount minus 1 hit point per turn elapsed until it would restore 0 hit points, at which point the spark becomes dormant. If you are reduced to 0 hit points, the spark immediately goes dormant. If you cast a spell that sets the spark ablaze while it is already ablaze, you regain hit points equal to the level of the spell you just cast and you can reset the amount of hit points the spark restores to the level of that spell if it is higher than what the spark would otherwise restore at the start of your next turn. FLAMES ABLAZE Starting at 6th level, the spark within you strengthens, and you draw more deeply from its power. While the spark within you is ablaze, you gain the following benefits: • You can add your Charisma modifier to one damage roll of spells that deal fire or radiant damage. • As a reaction to taking fire or radiant damage, you can gain resistance to that instance of damage, and increase the level of your spark by 1. IN FLAMES REBORN Starting at 14th level, when you ignite the spark within or while it is ablaze you can use a bonus action and expend 2 sorcery points to make the fire surge forth from you. Flames consumes your physical body leaving you as a winged shape of fire until the start of your next turn. You can extend the duration of this form for by expending an additional 2 sorcery points each round. In this form, you gain the effect of investiture of flame with following additional benefits: • You have a flying speed of 30 feet and can hover. • You become immune to the poisoned condition and to disease. • The amount of hit points you regain from your Spark feature is doubled, however it still lasts for the same number of rounds. • Your Spark does not go dormant if you reach 0 hit points. When you return to your normal form, you gain one level of exhaustion. PHOENIX UNLEASHED Starting at 18th level, as an action, you can take the form of a phoenix (MTF p199) for a number of rounds equal to your Charisma modifier. Your game statistics are replaced by the statistics of the phoenix, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You do not gain its Legendary Actions or Legendary Resistances. You can't cast spells, speak, nor take any action that requires hands. The equipment you wear merges into your new form and has no effect until you leave the form. When the duration ends or you are reduced to zero hit points, the phoenix's Fiery Death and Rebirth feature is triggered, leaving behind your normal form instead of an egg. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. Once you use this feature, you cannot use it again until you complete a long rest. 103


STONEHEART ORIGIN Your blood comes from a steadfast lineage, touched by the elemental forces of the earth itself. Be it the blood of ancient dwarves first formed from stone or from a dao lineage, your heart beats more steadily than others. Blessed with natural resilience and command over the ground you stand on, most Stoneheart sorcerers are solid and deliberate in both action and thought, slow to anger and often given to taking a long term point of view. However, if stirred to action, they are as stout and unwavering as rock. STONEHEART ORIGIN SPELLS Sorcerer Level Spells 1st earth tremor 3rd earthbind 5th erupting earth 7th stoneskin 9th wall of stone BONUS PROFICIENCIES At 1st level, you gain proficiency with simple and martial weapons. HEART OF STONE When you choose this origin at 1st level, you can draw upon the earthen magic within you harden your physical form for a limited time. Starting at 1st level, you can use a bonus action to take on an elemental form, your physical form becomes covered in rock and stone, and you gain the following benefits: • If you are not wearing armor, you armor class is equal to 13 + your Constitution modifier. • When you cast a spell, you can use your Strength modifier in place of your Charisma modifier. • When you make a weapon attack, you can use your Charisma modifier in place of your Strength modifier. This transformation lasts for one minute, or until you end it as a bonus action or fall unconscious. You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. STONE AEGIS Starting at 6th level, as a bonus action, you can expend 2 sorcery points to create a visible aura of protection on yourself or another allied creature you can see within 60 feet on you. The shield lasts for 1 minute, until you use it again, or until you are incapacitated. Once per turn, when the creature takes bludgeoning, piercing or slashing damage, the aegis absorbs some of the damage from the attack and empowers you with it. The damage the protected creature takes is reduced by 1d6, and you store that power in yourself. Your next damage roll that deals bludgeoning, piercing or slashing damage is bolstered by the power you stored, and you add your stored number of d6s to the roll. You can store a maximum of two hits (2d6 total), and once the maximum is reached you must expend the stored power before the aegis can absorb more damage. The maximum number of hits you can reduce the damage of and store energy from before expending it increases to three (3d6) at 11th level, and to four at 17th level (4d6). EXTRA ATTACK Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action. STONEWALK Starting at 14th level, you gain a burrowing speed of 15 feet, allowing you to travel through the earth. You can pass through nonmagical, unworked 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. UNITY OF STONE Starting at 18th level, whenever you transform with your Heart of Stone feature, you gain temporary hit points equal to your sorcerer level. The temporary hit points disappear when your transformation ends. Additionally, your Stone's Aegis no longer requires sorcery points to use, and when you use it to protect someone other than yourself, you can create another aegis on yourself as part of the same bonus action. The maximum number of hits these shields can store are counted together as part of the same total. 104


TIDEBORN ORIGIN A lineage tethered to the deepest of depths, you trace your powers back to the heartbeat of the ocean. Perhaps your ancestor was born below the waves and ascended in search of the world above, or perhaps they were the survivor of a shipwreck, having struck a bargain with one of the great gods below the disappearing light. Perhaps even you, yourself, were born amidst the aftermath of a devastating tsunami, your feet treading water long before they touched the ground. Tideborn feel the push and pull of the ocean much akin to their own heartbeat. They understand the incessant, relentless rhythm of their ancestry unlike any other. They may venture inland in search of fame, glory, or an escape from their coastal calling, but conscious or not, they will eventually respond to the pull of a homebound tide. TIDEBORN ORIGIN SPELLS Sorcerer Level Spells 1st create or destroy water 3rd misty step 5th wall of water 7th control water 9th maelstrom BORN OF WATER When you choose this origin at 1st level, your natural affinity for the sea grants you several gifts. You gain the ability to breathe underwater, and you have a swim speed of 30 feet. If you already have a swimming speed, your swimming speed is increased by 10 feet. EBB AND FLOW Starting at 1st level, your body moves in time with the rhythm of the tides, allowing you to imbue your magic with powerful momentum. Whenever you cast a spell of 1st level or higher that successfully affected a creature other than yourself, you gain advantage on your next attack roll made against a different creature. This advantage lasts until the end of your next turn, and if you hit with this attack against a Large or smaller creature, you can choose to knock it up to 10 feet away from you. This distance increases by 5 feet at your 6th and 11th level in this class. CASCADING TORRENT Starting at 6th level, your attunement with the tide improves and your command over its unrelenting force increases. Whenever you forcibly move a creature, that creature takes 1d8 cold damage for every 10 feet it is moved (up to a maximum of 3d8), as a torrent of water bombards it along its trajectory. A creature can take this damage once on a turn. Additionally, whenever you forcibly move a creature, you can spend 1 sorcery point to instead move them in any horizontal direction of your choosing. RIPTIDE CORE Starting at 14th level, the tides will answer your call no matter where you may be. As as action, you create a swirling mass of water that violently circles around you in a 30 foot radius for 1 minute. This area is considered difficult terrain. Any creature that starts it's turn in the area must succeed on a Strength saving throw. On a failed save you can force the tides to carry them up to 30 feet in any direction within the area of effect. Once you use this feature, you cannot do so again until you finish a long rest or you expend 5 sorcery points to use it again. KING OF THE TIDE At 18th level, you exist in pure harmony with your aquatic heritage; you move as the sea does, fluid and unstoppable. You can use your bonus action to take on a watery form until the end of your turn, or spend 2 sorcery points to use this form as a reaction to taking damage. While in this watery form, you have resistance to bludgeoning, piercing, and slashing from non-magical attacks. Additionally, you ignore difficult terrain and can move through any enemy's space but can't willingly end your move there. You can move through any space that is at least 3 inches in diameter and do so without squeezing. If you move in this form while your Riptide Core feature is active, creatures within the area of effect must make a Strength saving throw against your Sorcerer spell save DC or fall prone and be dragged along with your movement. 105


PART 13: WARLOCK THE GRAVELORD The Gravelord patron is quietly waiting in dark corners of the world, pulling others to their doom slowly, working to bring all life to its inevitable end. Gravelords rarely have a greater motivation than to spread death, but their visions on how and when to do so varies drastically. Some Gravelords wish only to usher in natural deaths, despising those that would end life pointlessly. Others are chaotic and seek only to slay as many as possible, although even these do not order their Warlocks to end any creature's life- they know that killing particularly important individuals will further their agenda than any single Warlock ever could. Possible patrons include Nito, first of the dead; Aldritch, devourer of gods; Kelemvor; Anubis; or particularly powerful Inevitables or Demiliches. EXPANDED SPELL LIST The Gravelord lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. Gravelord Expanded Spells Spell Level Spells 1st Compelled Duel, Ray of Sickness 2nd Protection from Poison, Maximillian's Earthen Grasp 3rd Spirit Guardians, Stinking Cloud 4th Confusion, Death Ward 5th Cloudkill , Antilife Shell EYE OF DEATH At level 1, you can lure enemies to fight you instead of your allies. Whenever you hit a creature with a Warlock spell, you may use a bonus action on that turn to force it to fight you. That creature must succeed on a Charisma saving throw or be cursed until the end of your next turn. While cursed in this way, they have disadvantage on any attack roll against a creature that is not you, and they cannot willingly move further away from you. You may use this ability a number of times equal to your Charisma modifier. You regain all expended uses after completing a long rest. REAPER SWIFTNESS Beginning at level 6, you can tell if a creature within 120 feet of you that you can see has less then half of their maximum hit points, as our patron begins to anticipate their end. You may use a bonus action on your turn to take the Dash action, so long as you end your movement closer than you started to a creature that has half or less of their maximum hit points. When you Dash in this way, you become pale and ethereal, and you have resistance to all damage until you stop moving. FEAR OF THE GRAVE At level 10, you become immune to the frightened condition. Additionally, you can instill the fear of death into a creature who damages you. When you take damage from a source you can see within 60 feet of you, you may use your reaction to cause it to make a Wisdom Saving throw or become frightened of you for 1 minute. Once you use this ability, you cannot use it again until you complete a long rest. GRAVELORD SWORD DANCE At leve 14, your patron has granted you the ability to summon their blades from the earth. As an Action, you can place your hand on the ground and cause stone blades to erupt from the earth beneath a number of creatures within 30 feet of you up to your Charisma modifier. Each target must succeed on a Dexterity saving throw or take 4d10 slashing damage. Once you use this ability, you must wait until you complete a short or long rest before you can use it again. 106


THE LEVIATHAN The dark oceans hold many alien and unnamable creatures who hold sway over much of the world through their gripping, writhing might. These creatures, terrible as they may be, are all considered to be Leviathan, and their motivations are rarely benevolent, although a Leviathan may consider allowing a mortal its strength if it were to spread the call of the tides to the rest of the world. Beings of this sort include Sekolah; Davy Jones; Scylla, the transformed monster; Ran, the Drowner; particularly powerful Krakens, Sea Dragons, Dagons, and other such entities, and many other creatures who have no name as they have never been seen by mortal eyes. Expanded Spell List Spell Level Spells 1st Create or Destroy Water, Command 2nd Alter Self, Pass without Trace 3rd Water Breathing, Lightning Bolt 4th Evard’s Black Tentacles, Control Water 5th Seeming, Planar Binding PRESENCE OF THE DEEP Your patron has given you the power to make yourself into a terrifying visage of the deep, with your body dripping salt water and your eyes turning to an inky black. As a bonus action, you can activate this ability, providing advantage on all Intimidation checks made against a creature who can see you for 1 minute. Additionally, one creature of your choice within 60 feet of you who can see you must succeed on a Wisdom saving throw or become frightened of you for 1 minute. If they end their turn after breaking line of sight with you, they can attempt to remake this saving throw, ending the effect on them on a success. If you reduce the creature who is afraid of you to 0 hit points, you can use your reaction to select a new target who can see you within 60 feet of you. The new target must make a Wisdom saving throw or become frightened of you for 1 minute, or until they are reduced to 0 hit points, in which case you can designate yet another target. Once you use this ability, you cannot use it again until you complete a short or long rest. BLOOD SHIELD At 6th level, you have learned to use your own blood as a viscous extension of the Deep. When you are hit by an attack, you can use your reaction to cause your blood to turn black and coagulate, reducing the damage dealt by 1d8 + your Charisma modifier. If you reduce the damage to 0, the blood becomes as solid as steel around you, providing a bonus to AC equal to your Charisma modifier until the beginning of your next turn. You may use this ability a number of times equal to your Charisma modifier, regaining all expended uses after completing a short or long rest. SLIPPERY EVASION At 10th level, you become more imbued with the Deep. You are constantly covered with salt water that fades soon after it drips off of you. Due to this, you cannot be grappled or effected by physically restraining spells such as Entangle or Grasping Vine while you are conscious. You can choose to end or start using this ability as a Free Action on your turn. GRASP OF THE DEEP By 14th level, as an Action, you can designate one creature within 60 feet of you that you can see and who is frightened of you. Watery, squid-like tentacles appear out of a portal you conjure within 5 feet of them and drag them down into the darkest part of the Elemental Plane of Water, directly into the lair of your patron. While there, the creature is suspended in infinite water and cannot breathe unless they can breathe salt water. They are restrained and they take 2d8 bludgeoning damage from the constricting tentacles every time they start their turn there. When they break free of their frightened state, they appear back in the spot where the portal to the plane originated from, prone and drenched in water. You must concentrate on this ability as if you were concentrating on a spell, although you can simultaneously concentrate on this and the ability that keeps the target afraid if you have to. Once you use this feature, you cannot use it again until you have completed a long rest. 107


THE GREATWYRM You've made a pact with an extremely ancient and powerful dragon. These dragons likely have hordes equal to kingdoms, and vast amounts of influence, via followers, cults, or lesser dragons. The reason a dragon of this caliber would make a pact with a mortal varies greatly: a metallic dragon may wish to have an extension of themselves who can spread good in the world in their name, while a chromatic dragon may simply wish for more servants to spread their will or to grow their horde. EXPANDED SPELL LIST At 1st level, the Greatwyrm lets you choose from an expanded list of spells when you learn a warlock spell. The Greatwyrm Expanded Spells table shows the draconic spells that are added to the warlock spell list for you, along with the spells associated in the table with your Patron's type: Greatwyrm Expanded Spells Warlock Level Draconic Spells Red Spells Blue Spells Green Spells 1st Command Burning Hands Earth Tremor Ray of Sickness 2nd Locate Object Aganazzar's Scorcher Dust Devil Crown of Madness 3rd Protection from Energy Fireball Lightning Bolt Stinking Cloud Breathing 4th Mordenkainen's Private Sanctum Wall of Fire Storm Sphere Compulsion 5th Dominate Person Immolation Wall of Stone Cloudkill Warlock Level Brass Spells Amethyst Spells Sapphire Spells Emerald Spells Topaz Spells 1st Sleep Magic Missile Thunderwave Dissonant Whispers Bane 2nd Calm Emotions Levitate Maximillian's Earthen Grasp Tasha's Mind Whip Wither & Bloom 3rd Wind Wall Sending Meld Into Stone Haste Life Transference 4th Locate Creature Control Water Stone Shape Greater Invisibility Control Water 5th Rary's Telepathic Bond Bigby's Hand Telekinesis Seeming Antilife Shell 108


DRACONIC TYPE At 1st level, you determine which type of dragon your patron is. This choice affects multiple abilities, including the spells you get access to from the Greatwyrm Expanded Spells list. Draconic Type Damage Type Breath Save and Area Red Fire Dex Save, 15-foot cone Blue Lightning Dex Save, 5 x 30-foot line Green Poison Con Save, 15-foot cone Black Acid Dex Save, 5 x 30-foot line White Cold Con Save, 15-foot Cone Gold Fire Dex Save, 15-foot cone Silver Cold Con Save, 5 x 30-foot line Bronze Lightning Dex Save, 5 x 30-foot line Copper Acid Dex Save, 5 x 30-foot line Brass Fire Dex Save, 5 x 30-foot line Amethyst Force Str Save, 15-foot cone Sapphire Thunder Con Save, 15-foot cone Emerald Psychic Int Save, 15-coot cone Topaz Necrotic Con Save, 15-foot cone Crystal Radiant Con Save, 5 x 30-foot line DRACONIC EXHALATION Also at 1st level, you gain the ability to exhale magical energy like a dragon. When you take the Attack action on your turn, you can replace one of your attacks with a Draconic Exhalation. Each creature in that area must make a saving throw against you warlock spell save DC. On a failed save, the creature takes damage equal to 1d8 + your Charisma modifier (minimum of 1). On a successful save, it takes half as much damage. This damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). You can use your Draconic Exhalation a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest. Your Draconic Exhalation deals damage of the type associated with your patron's Draconic Type, and uses the associated Breath Save and Area when determening the saving throw and who is affected. DRACONIC INFUSION At 6th level, you have been imbued with draconic resilience. You gain resistance to the damage type associated with your patron's Draconic Type. In addition, as a bonus action, you can give yourself immunity to that damage type for 1 minute. Once you've used this feature, you cannot do so again until you finish a long rest. GRAND EXHALATION At 10th level, your Draconic Exhalation has been greatly empowered. The radius increases to a 30-foot cone or a 5 x 60-foot line. Additionally, when you use your Draconic Exhalation, you can choose to double the damage dice rolled. Once you've increased the damage in this way, you cannot do so again until you finish a short or long rest. DRACONIC FORM At 14th level, you can take on a dragon-esque form. As a bonus action, you may transform, gaining the following benefits: • Your size becomes Large, if it isn't already. • You gain darkvision of 90 feet, and blindsight of 15 feet. • You gain a flying speed of 60 feet. • You gain a +2 bonus to AC, and you gain 4 temporary hit points for every warlock level you have, as well as immunity to the damage type of your patron's associated Draconic Type. • Your Strength score becomes equal to your Charisma score. • You grow claws, teeth, and a tail, each of which is a magical natural weapon with which you are proficient, and uses your Strength for its attack and damage rolls. Your bite deals 2d10 piercing damage plus 2d6 damage of your patron's Draconic Type, your claws deal 2d6 slashing damage, and your tail deals 2d8 bludgeoning damage and has a reach of 15 feet. When you take the Attack action on your turn, you may make 1 bite attack and either 2 claw attacks or 1 tail attack. • You can only use your Draconic Exhalation as an action and you cannot empower it with Grand Exhalation, however its radius is either a 90-foot cone or a 5 x 120- foot line, and it deals 10d8 + your Charisma modifier (minimum of 1) damage, using the same saving throw and damage type as your Draconic Exhalation normally does. While transformed, you cannot cast or concentrate on spells, and any gear you are wearing or carrying melds into your form, though your AC doesn't change because of this. The transformation lasts for 1 minute, but ends early if you die or end it as a bonus action. Once you've transformed using this feature, you cannot do so again until you finish 1d4 long rests. 109


THE ARCHMAGE Your pact is with an extremely powerful spellcaster, a legendary master of the arcane. Perhaps you have come into possession of a relic of theirs that holds a connection to their essence, or perhaps you have fallen under the tutelage of a demilich. Regardless of how you contact them, such spellcasters are immensely powerful, and are directly connected to the Weave. For your service, they can teach you the deepest secrets of arcana. ARCHMAGE EXPANDED SPELL LIST Spell Level Spells 1st magic missile, tenser's �loating disk 2nd melf's acid arrow, nystul's magic aura 3rd �reball, leomund's tiny hut 4th mordenkainen's faithful hound, otiluke's resilient sphere 5th bigby's hand, rary's telepathic bond ARCANE STORAGE Starting at 1st level, your pact allows you to prepare a spell for later usage. When you finish a long rest, you can choose one warlock spell you know, to a maximum of 5th level. You can cast that spell once without using a warlock spell slot, but cannot cast it otherwise, until you finish a long rest. UNBREAKABLE SPELL When you reach 6th level, if a spell you cast is dispelled, or if you would lose your concentration on a spell before its duration ends, you can use your reaction to maintain concentration on the spell or prevent its dispelling. Once you use this ability, you can't use it again until you finish a short or long rest. SPELL RESISTANCE Starting at 10th level, your dealings with the arcane give you a measure of protection from spells. You have resistance to damage from spells. INDUCE WEAKNESS At 14th level, as an action, you can weaken a creature you can see within 30 feet and make it more easily influenced and damaged by magic. The creature must make a Charisma saving throw against your warlock spell save DC. On a failure, the creature becomes vulnerable to damage from spells until the end of your next turn, and has disadvantage on saving throws against spells for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a successful save. Once you use this feature, you can't use it again until you finish a long rest. 110


THE BLOOD LORD Your patron is an elusive, mysterious creature who thirsts for blood. Perhaps it is a fiendish creature from the nine hells, or a bloodthirsty abomination from the outer planes, or an elder vampire from Shadowfell. BLOOD LORD EXPANDED SPELL LIST Spell Level Spells 1st cure wounds, in�lict wounds 2nd lesser restoration, warding bond 3rd aura of vitality, feign death 4th death ward, dominate beast 5th contagion, dominate person VILLAGE RITES At 1st level, your connection to your patron saint has granted you additional knowledge and abilities. You gain proficiency in the Medicine skill and you can use a dagger as the spellcasting focus for your warlock spells. In addition, you learn the spare the dying and thaumaturgy cantrips. They are warlock cantrips for you, and do not count against your number of cantrips known. GRIM GIFTS Beginning at 1st level, as a bonus action, you can call upon the power of your dread patron. For 1 minute, or until you become incapacitated or die, you gain the following benefits: • You have advantage on saving throws against the frightened condition and against curses and effects that affect your soul or possess your body. • Whenever you deal damage with a warlock cantrip or a weapon attack, you can choose to deal necrotic damage instead of the normal damage. • Whenever you regain hit points, you gain additional hit points equal to your Charisma modifier. You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest. BLOOD CURSE Starting at 6th level, you can punish those who would harm you with an unholy curse. When a creature makes an attack roll against you or an ally within 30 feet of you, you can use your reaction to force the creature to make a Constitution saving throw against your warlock spell save DC. On a failed save, the creature takes necrotic damage equal to your warlock level and is blinded. On a successful save, the creature takes half as much damage and is not blinded. A blinded creature can repeat its saving throw at the beginning of each of its turns, ending the effect on a successful save. Once you use this feature, you can't use it again until you finish a short or long rest. TAINTED BLOOD At 10th level, your body becomes altered by the power within your blood. You become immune to disease and the poisoned condition, and you gain resistance to necrotic and poison damage. BLOOD SACRIFICE Starting at 14th level, you can use your action to sacrifice your own life force to have the power of your patron explode from your form. When you do so, you immediately drop to 0 hit points, though you are considered stable, and you gain a level of exhaustion. Choose from one of the following effects: Renewal. Your blood reinvigorates other creatures. You can restore a number of hit points equal to five times your warlock level. Choose any number of creatures within 30 feet of you, not including yourself, and divide those hit points among them. Additionally, any curse, disease, or poison currently affecting the target creatures immediately ends. Defilement. Your blood bursts outwards. All hostile creatures within 30 feet of you must make a Constitution saving throw against your warlock spell save DC. On a failed save, a creature takes 6d10 necrotic damage and is cursed for 1 minute. While cursed, a creature suffers from the effects of the bane spell. On a successful save, the creature takes half as much damage and isn't cursed. Once you use an effect granted by this feature, you can't use either effect again until you finish a long rest. 111


THE GREAT OOZE You have met with the fate of many an adventurer or dungeon delver; enveloped by a wandering cube of sentient ooze. You might have escaped death, but became forever altered by the hunger that dwells in the darkness. You might have even sought this entity out, seeking the patrons of elder oozes like Ghaunadaur and Juiblex, who have consumed great knowledge and powers beyond your ken over the centuries from their living prey, and from them too, gained desires beyond mere hunger. Or perhaps you were merely an Oblex spawn; a construct with old memories that remained behind after being separated from your tether. GREAT OOZE EXPANDED SPELL LIST Spell Level Spells 1st grease, tasha's caustic brew 2nd enlarge/reduce, melf's acid arrow 3rd meld into stone, water walk 4th stone shape, vitriolic sphere 5th cloudkill, contagion* FAMILY OF OOZE At 1st level, you gain the ability to speak with oozes and communicate simple concepts, even if they can't speak a language. You do not take acid damage that would be caused by a non-hostile ooze touching you. CONSUMED MEMORIES At 1st level, you learn to absorb the bodies of the dead and learn from their lives. As an action while standing adjacent to a corpse, you can produce an iridescent acid that consumes the corpse over the course of 1 minute. Once the process has finished, you can reabsorb the acid to gain the memories from the creature's last 48 hours alive. Once you use this feature, you can't use it again until you finish a long rest. CELLULAR DIVISION At 6th level, your body becomes more flexible and fluid. Whenever you suffer damage, you can use your reaction to divide into a Medium swarm of Tiny oozes. Your hit points remain the same, and you function as a single unified swarm that occupies the same space as a Medium creature. While in this state, you can't take actions other than the Dash action, your movement speed is halved, you gain resistance to bludgeoning, piercing, and slashing damage, immunity to acid and poison damage, you don't provoke opportunity attacks, and you can move through any space as narrow as 1 inch without squeezing. You can return to your normal form at will without using an action, provided there is room to do so. Once you use this feature, you canʼt use it again until you finish a long rest. Starting at 10th level, you can use this feature at will as an action. Using this feature as a reaction is still limited to once per long rest. ACIDIC BODY At 10th level, your form is infused with caustic power and you gain resistance to acid damage. Whenever a creature starts its turn in a grapple with you, you can choose to have it take 2d8 acid damage. OOZE ASSIMILATION Starting at 14th level, your otherworldly nature grants you advantage on all saving throws against being charmed. You also gain the ability to cast the polymorph spell, but the target can only be turned into an ooze. You can cast this spell using a warlock spell slot or without expending a spell slot. When you cast it without expending a spell slot, the spell is cast at its lowest level and you canʼt do so again until you finish a long rest. 112


THE SEER You have made pact with a being of ancient knowledge and foresight that sees through time and, perhaps, into different realms. Your patron may be a being of fate itself, said to be nigh omniscient and all-powerful. The actual nature of this being can vary greatly, it can be a Pact with an inscrutable sphinx, an ancient spirit, or perhaps even a sentient tome. You can leverage this pact to forge your own fate, delve the secrets that others do not even know exist, and perhaps even understand the philosophical mechanics of existence. SEER EXPANDED SPELL LIST Spell Level Spells 1st identify, tasha's hideous laughter 2nd detect thoughts, locate object 3rd clairvoyance, speak with dead 4th divination, leomund's secret chest 5th legend lore, skill empowerment ANCIENT SECRETS When you select this Patron at 1st level, you can access the ancient secrets your patron has granted you. By expending a pact magic spell slot of at least one level higher than the spell you want to cast (or a first level spell slot for a cantrip), you can cast a Divination, Transmutation or Abjuration spell from any classes' spell list. It counts as a Warlock spell for you when you cast it this way. You can do this a number of times equal to your Charisma modifier, and regain all uses of this feature at the end of a long rest. ARCHITECT OF REALITY Starting at 6th level, your understand of the cosmic forces are developed enough that if you see a creature casting a spell, you can use your reaction to know what the spell is. If a spell you identify with this check would force you to make a saving throw, you can make that saving throw with advantage. Additionally, your comprehension of magic allows you to access magic beyond your own power. You can cast from a Spell Scroll even if the spell isn't on your spell list, and you can add your proficiency bonus to the ability check to successfully cast from a Spell Scroll. SEER'S MIND Starting at 10th level, when you make a concentration saving throw, if you are concentrating on a Divination school spell, you automatically succeed on the saving throw. If you are concentrating on a spell from another school, you can add your spell casting modifier to the result. GIFTED SIGHT Additionally at 10th level, you gain the eldritch invocation Eyes of the Rune Keeper and it does not count against your Invocations Known. If you already have this invocation, you can select either Beast Speech or Eldritch Sight instead. FLEETING OMNISCIENCE Starting at 14th level, you can bind the knowledge of all magic past and future together into a single cohesive concept. As a bonus action, you can replace your spellcasting ability modifier with the sum of your Intelligence, Wisdom, and Charisma modifiers until the end of your turn. Once you use this feature, you cannot use it again until you finish a long rest. 113


THE SOUL BROKER Hushed whispers fill your mind, informing you that your life is not entirely your own. You are a cog in the machine, with a contract, rules, and powers given and taken. You have bargained away life and soul to some dark dealer to gain some measure of power from the broker with whom you've made your pact. Sin is debt, and absolution is paid in tithes of gold and blood. SOUL BROKER EXPANDED SPELL LIST Spell Level Spells 1st command, identify 2nd arcane lock, knock 3rd glyph of warding, tiny servant 4th compulsion, fabricate 5th dominate person, teleportation circle INTERPLANAR TRADER When you choose this patron at 1st level, you can conceal currency you possess in a pocket dimension, which you can access using a bonus action. If you die, the currency reappears on your corpse. As an action, you can open a small portal to purchase items directly from your patron. You may purchase items listed in the Player's Hand Book Weapons, Armor, Shields, Mounts, Vehicles, Adventuring Gear, and Tools section at their listed price. You may also purchase any material components with a gold cost for your warlock spells. Once you open a portal this way, you cannot do so again until you finish a long rest. MAGIC AT A PRICE Also at 1st level, you can capture souls with gold and with blood. When a humanoid you can see within 60 feet of you dies, you may use your reaction to capture that creature's soul and create a soul coin. Once a soul is captured, the dead creature it came from can't be revived. As an action, you can sacrifice a soul coin to your patron to purchase magical protection. For 8 hours, if you are wearing no armor and wielding no shield, your base AC becomes 10 + your Charisma modifier + your Dexterity modifier. You can have a maximum number of soul coins equal to your Charisma modifier at any one time. When you finish a long rest and have no soul coins, you gain one soul coin. QUESTION THE SOUL At 6th level, your mastery over souls allows you to read your servants and adversaries alike. As an action, you can touch a creature and force them to make a Wisdom saving throw against your warlock spell save DC. On a failed saving throw, the target is paralyzed until the start of your next turn as you demand answers of their soul. While the target is paralyzed, you can ask them up to five questions (no action required) and receive brief telepathic answers, which you can understand regardless of the language used. The soul is limited by its knowledge, but must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic. Once you use this feature, you cannot use it again until you finish a short or long rest. PAID IN BLOOD At 10th level, your captured souls buy even greater magic. While you are protected by your Magic at a Price feature, you may use an action on your turn to partially shift onto the ethereal plane. Until the start of your next turn, you have resistance to all damage and become invisible to creatures more than 10 feet away from you. Additionally, if you would be reduced to 0 hit points and you are protected by your Magic at a Price feature, you may immediately sacrifice the remnants of the soul (no action required), ending the effects of Magic at a Price to instead drop to 1 hit point. Once you use this ability, you cannot do so again until you finish a long rest. SOUL PUPPETEER At 14th level, as an action, you can attempt to magically ensnare a creature you can see within 60 feet of you. The target must make a Wisdom saving throw against your warlock spell save DC. If they fail, you ensnare the creature. You can see and hear through an ensnared creature's senses, gaining the benefits of any special senses that the target has. As part of the action when you use this feature, and as a bonus action on subsequent turns, you can command it to take the Attack, Dash or Help action. When you do, the creature immediately uses its reaction to take the commanded action targeting a creature or creatures of your choice if applicable. You must concentrate on this ability as though concentrating on a spell. A creature repeats this saving throw at the end of each of its turns and whenever it takes damage, ending the effect on a success. Once you attempt to magically ensnare a creature, you can't do so again until you finish a long rest. 114


THE SOVEREIGN Your patron is a king maker, an emperor-creator, and is the architect behind some of the greatest rulers existence ever has known. Perhaps they were a king of a forgotten line, only appearing before beings considered 'worthy'. Perhaps they were an indescribably ancient sage who has watched over and guided monarchs into the brightest of golden ages and through the blackest of dark ages. Whoever the Sovereign is, this being beckons and yearns for a worthy successor who embodies the chivalric values of their lands. SOVEREIGN EXPANDED SPELL LIST Spell Level Spells 1st command, heroism 2nd calm emotions, zone of truth 3rd crusader's mantle, tiny servant 4th aura of purity, leomund's secret chest 5th dispel evil and good, dominate person CHOSEN HEIR Beginning at 1st level, you can delve into reserves of might bestowed by your patron to overcome your enemies. As a bonus action or as a reaction when you would become frightened, you become immune to the frightened condition, gain temporary hit points equal to your warlock level, and benefit from the bless spell for 1 minute without requiring your concentration. Once you use this feature, you cannot do so again until you finish a short or long rest. KNIGHTLY STEED At 6th level, you gain proficiency in the Animal Handling skill if you do not have it already. Additionally, you can use your action to expend a warlock spell slot to cast the spell find steed, and you can summon the creature beneath you, automatically riding it. At 13th level, you can cast the spell find greater steed through this feature. THE LORD'S WILL At 10th level, you can activate Chosen Heir whenever you fail a saving throw that causes you to be charmed, grappled, poisoned, prone, restrained or stunned. When you do so, you automatically succeed on the saving throw. You can activate Chosen Heir this way once, and regain the ability to do so after a long rest. This does not stop you from activating Chosen Heir normally. LONG LIVE THE KING At 14th level, your natural lifespan is doubled. Additionally, while under the effects of Chosen Heir, you gain the benefits of the shield of faith spell without requiring concentration and have advantage on Wisdom saving throws. 115


THE STORMBRINGER You have made pact with a tempestuous being; born of wind, shrouded in rain, and heralded by thunder. An ancient elemental, powerful storm giant, or perhaps a demigod of disagreeable weather. Most of these patrons are obscure and volatile. What they sought through you may vary, but the magic they grant will prove to be a powerful asset in times of tribulation. Such powers tend to be far better at calling the chaotic power at their disposal than calming it, and many who ride the tempest will find the same is true for them, leaving destruction in their wake. STORMBRINGER EXPANDED SPELL LIST Spell Level Spells 1st feather fall, thunderwave 2nd gust of wind, levitate 3rd lightning bolt, sleet storm 4th ice storm, storm sphere 5th control winds, maelstrom BUILDING STORM Starting at 1st level, when you cast a spell of first level or higher on your turn, a storm begins to brew around you. The storm gains Storm Levels equal to the level of the spell slot used. If you cast a spell while the storm is active, the storm level is increased by the level of the spell slot used. While a storm is active, you gain the effect of the storm's current level as well as all lower levels. Your Storm Level can never exceed your maximum Storm Level, which is equal to 5 or half your warlock level (minimum of 1), whichever is lower. Storm Level E�fect 1 You can cast gust as a bonus action. 2 You can use your reaction to impose disadvantage on a ranged weapon attack made against a target within 15 feet of you. 3 You are under the e�fect of levitate. 4 If a creature ends their turn within 10 feet of you or strikes you with a melee attack, you can use your reaction to deal 1d8 lightning damage to them. 5 You gain �lying speed equal to your movement speed. The storm loses 1 level each time you end your turn without casting a 1st level or higher spell. You can prevent the decay of storm by concentrating on maintaining the storm as if it were a spell for a duration of up to 1 minute, provided you aren't concentrating on any other spells. If you lose concentration on your Building Storm, you cannot start concentrating again until you cast another spell or take an action that increases Storm Levels. ROLLING THUNDER Starting at 6th level, you learn the spell call lightning. If you cast call lightning by expending a spell slot, your storm level does not decrease while you are concentrating on it. If your Storm Level is 3 or higher, you are considered under "stormy conditions" as per the spell, even if you are indoors. HEART OF THUNDER Also at 6th level, whenever you deal damage with the eldritch blast cantrip or a weapon attack, you can choose to replace the damage type with lightning or thunder damage. WHISPERING WINDS Starting at 10th level, you can hear a whisper on the winds that tells you where they go what they do. You can predict the weather accurately up to 8 hours away, and know if any weather effect is natural or magical in nature. Additionally, you may hear other things on the winds by way of what they hear; you can cast scrying without expending a spell slot or requiring any verbal or material components, but when cast in this way, your sensor can only hear and not see. A target gets a -5 to the save if they are in a place open to the wind (such as outdoors), and a +5 to a place that the wind could not reach (such as the Underdark). Once you cast scrying in this way, you cannot cast it again until you complete a long rest. EVERSTORM Starting at 14th level, you can spend an action to start building a storm around you, or increase the storm level by one if you already have a storm. Additionally, while you have a Storm Level of 1 or higher, you can use your action to conjure bolts of lightning as per a 3rd level call lightning spell, treating your Building Storm as the storm cloud. 116


THE WORLD TREE Your patron is an ancient and powerful tree, its fathomless consciousness dwarfing the minds of most other creatures. Its needs might be simple, or so complex as to be unable to see the forest for the trees. Oftentimes they seek out warlocks as agents to guard them and their home from would be ne'er-do-wells. Beings of this kind include unimaginably old trees in the feywild, particularly powerful treants or dryads, or even beings like Yggdrasil, the world tree. WORLD TREE EXPANDED SPELL LIST Spell Level Spells 1st entangle, longstrider 2nd barkskin, spike growth 3rd plant growth, speak with plants 4th grasping vine, guardian of nature 5th tree stride, wrath of nature LEECHING VINE At 1st level, you may use your action to have a life-stealing vine burst from your chest. Make a melee spell attack against an enemy within 15 feet of you. On a hit, the vine stabs into the creature and drains them of vitality. The creature takes magical piercing damage equal to your warlock level, and you regain hit points equal to the damage dealt. Additionally, whenever you fail a death saving throw, the vine automatically lashes out and makes this attack against the nearest hostile creature within range. After you recover hit points using this feature, you cannot make this attack again until you finish a short or long rest. MIND OF THORNS At 6th level, your mind takes on the unyielding nature of your patron. When you make an Intelligence, Wisdom, or Charisma saving throw, you can use your reaction to gain advantage on the saving throw. The creature that provoked the saving throw must succeed on a Constitution saving throw against your warlock spell save DC or become poisoned until the end of their next turn. While they are poisoned, they are also blinded. You may use this feature a number of times equal to your Charisma modifier, regaining expended uses after a long rest. PATH TO THE WORLD TREE Starting at 10th level, you can create a seed of your patron over the course of a 10 minute ritual. You can place this seed upon a dead creature as an action, consuming the seed. The creature rises as a zombie with 1 hit point. The zombie will seek a path towards a destination you name when you plant the seed, as if under the effects of the find the path spell. It will ignore any creatures it encounters and will not stop unless it is destroyed. Once the zombie reaches its destination, it will fall to the ground and a sapling will sprout from the corpse. If you create a new seed the previous one ceases to function, and the zombie crumbles to the ground, a lifeless corpse once more. FORCE OF NATURE At 14th level, as an action, or whenever you are reduced to 0 hit points, you can choose to sprout a growth of thorns around you. The area within a 30-foot radius of you becomes difficult terrain as vines spread from you. Creatures of your choice within the area at the start of its turn must make a Constitution saving throw against your warlock spell save DC. A creature takes 4d6 magical slashing damage on a failed save, or half as much damage on a successful one. If created as an action, it lasts until the start of your next turn. If created when you are at 0 hit points, it lasts until you recover 1 hit point, or becomes permanent if you die. This feature can be used once as an action, and once when you are at 0 hit points, and you recover these uses whenever you finish a long rest. 117


INVOCATIONS Some invocations listed here are meant to give more viability for damaging Warlock cantrips, and to heighten your Warlock's specializations. JAGGED GHOST BLADE Prerequisite: 5th level, the Chill Touch cantrip. Whenever cast Chill Touch, you do not have disadvantage if you are within melee range of an enemy creature. Additionally, you may conjure a ethereal blade and make a melee spell attack against a creature within 5 feet of you as part of the casting of the cantrip. This attack deals 1d4 + your spellcasting ability necrotic damage. If you hit a creature with the Jagged Ghost Blade, they cannot restore hit points until the beginning of your next turn. WORD OF NYX Prerequisite: The Chill Touch cantrip. When you hit an Undead with your Chill Touch or Jagged Ghost Blade, you may use a bonus action on that turn to cast Command without using a spell slot on the creature. A creature who succeeds against this way casting of Command cannot be effected by it again for 1 hour. POISON MIST Prerequisite: The Poison Spray cantrip. When you cast Poison Spray, it lingers in the area for 1 round. When a creature starts its turn or moves into the space occupied by the target of the first casting, they must succeed on a Constitution Saving Throw or become poisoned until the end of your next turn. ACID SURGE Prerequisite: 5th level, the Poison Spray cantrip. When you deal damage with your Poison Spray cantrip, you can choose for it to deal acid damage instead of poison. When you do, if you have the Poison Mist Invocation, they are not poisoned when they enter the mist and fault their saving throw. Instead their metal armor begins to degrade, granting a -1 penalty to AC until they can repair it. This penalty is cumulative, breaking the armor if the AC base reaches 10. You can choose for a metal shield to instead be effected, breaking when its bonus is +0. LATHOS' GNAWING Prerequisite: The Infestation cantrip. When you deal damage to a creature with your Infestation cantrip, you may use a bonus action on that turn to expend a Warlock Spell Slot and have the Infestation begin to continuously eat away at beneath their skin. The creature takes 2d6 piercing damage at the beginning of their turn for a number of rounds equal to the level of Spell Slot expended. This ends early if you are reduced to 0 hit points. A creature who cannot bleed cannot be effected by this ability. WRATH OF THE GODS Prerequisite: 5th level, the Sacred Flame cantrip. When you cast Sacred Flame, you can choose to target every creature within 10 feet of you instead of a single target. CHILL OF SOLOMON Prerequisite: 5th level, the Frostbite cantrip. When you cast Frostbite, you still deal half damage on a successful save, but the target suffers no other effect. SWORD MASTER’S ESCAPE Prerequisite: The Sword Burst cantrip or a spell that conjure blades, such as Shadow Blade or Cloud of Daggers. When you deal damage with a spell that conjures blades, you may use a bonus action to disengage in that turn. PROFANED FLAME Prerequisite: The Create Bonfire cantrip. While you have a Create Bonfire flame in existence, you cast spells as if you were in the bonfireʼs space. You still must be able to see the target of your spell. ENCHANTED SWORDSMAN Prerequisite: Any spell that makes a melee weapon attack as part of the spell, such as the Booming Blade cantrip or the Shadow Blade spell. When you attack with a melee weapon attack as part of a spell or cantrip, you may use your Charisma modifier to hit and damage instead of your Strength or Dexterity. DEAFENING THUNDER Prerequisite: The Thunderclap cantrip. Any creature that takes damage from your Thunderclap cantrip is also Deafened until the end of your next turn. BELL OF AWAKENING Prerequisite: 5th level, the Toll the Dead cantrip. Whenever you kill a creature with your Toll the Dead, you may use a surge of necromantic energy to cause the dying creature to make a single melee attack against a creature within range. ELDRITCH COMBATANT Prerequisite: 11th level, the Thirsting Blade Invocation, and either the Booming Blade or Green-Flame Blade cantrip, or any cantrip that requires a melee weapon attack. Whenever you cast a cantrip that requires a melee weapon attack to cast, you may make two melee weapon attacks as part of casting the spell. However, the magical effect only occurs on the first attack that hits. 118


PART 14: WIZARD SCHOOL OF CRYSTAL When the Stone Dragons warred against the lords of Flame, they would have succeeded except for the betrayal of Seath the Scaleless. Jealous of the dragon's stone scales, Seath took to studying in his Archives to create crystal scales for himself. Subsequently, the study of Crystal magic has flourished in academies such as Vinheim, a school that creates special forms of magic that pierce through enemies and augment their spells. CRYSTALLIZATION Beginning when you select this school at 2nd level, you can change the nature of some spells you know. When you finish a short or long rest, you may choose 3 spells you have prepared to gain the "Crystal" subtype. They retain this subtype until you complete another short or long rest. Spells with the Crystal subtype are superficially changed in appearance. When you cast a spell with the Crystal subtype that deals damage, you may choose for it to deal either its original damage type or to deal piercing damage. PIERCING CRYSTALS At level 2, whenever you deal damage to a creature with a spell that has the Crystal tag, you may use a bonus action to cause it to fracture outwards and blast towards another enemy. Choose another target within 20 feet of the creature you just damaged. That target must succeed on a Dexterity saving throw or take half of the damage the previous creature took. You may use this ability a number of times equal to 1 + your Intelligence modifier. You regain all expended uses on a long rest. ARMOR OF THE SCALELESS Beginning at 6th level, whenever you are concentrating on a spell, protective crystals begin to grow over your body, granting you a bonus to AC equal to your Proficiency bonus. If you cast any non-Concentration spell of 1st-level or higher, you lose this AC bonus until the beginning of your next turn. LINGERING CRYSTALS At level 10, whenever you cast a Wizard spell with an area of effect, you may use a bonus action to expend one spell slot of 5th level or lower to create lingering crystals in the area until the end of your next turn. The area of the lingering crystals is considered difficult terrain. Additionally, when a creature ends a turn during which they have moved through at least 5 feet of the lingering crystals, they must make a Dexterity saving throw or take 1d4 piercing damage per 5 feet traveled, to a maximum number of damage dice equal to twice the level of the spell cast to produce the area of effect. The damage dice of this ability increases per spell slot used past 1st- to d6s at 2nd level, d8s at 3rd level, d10s at 4th level, and d12s at 5th level. If the area of effect spell that created the lingering crystals was a Crystal spell, they still take half damage on a successful save. When this effect would end at the end of your turn, you may choose to spend the same spell slot you used to create the crystals to maintain it until the end of your next turn. You may create lingering crystals twice, regaining all expended uses on a long rest. EMPOWERED CRYSTALS At level 14, you may choose to empower your Piercing Crystals. Whenever you deal damage to a creature using your Piercing Crystals feature, you can choose to deal full damage to the second target if they fail their saving throw, or half if they succeed. Once you use your Piercing Crystals in this way, you cannot use it again until the end of your next turn. 119


SCHOOL OF THE ELEMENTS The Wizards who live along the coasts realize a simple truth as they study- the elements of this world live and breathe. Water, fire, and air are inexplicably linked, and it is through that link that great power can be achieved. Elementalists learn to specialize in these powerful elements, using one to empower the other, and synergizing their own elemental magics with those of other casters around them. ELEMENTAL SAVANT The gold and time that you must spend to copy a spell that deals fire, lightning, or cold damage into your spellbook is halved. ELEMENTAL IMBALANCE After learning the strengths that the elements have within them, you can tap into a special pool of magic called Elemental Imbalance. When you hit with a spell attack that deals fire, lightning, or cold damage, you can choose to add 1d4 extra fire, lightning, or cold damage (your choice) to that attackʼs damage, plus an additional 1d4 for each Imbalance point you have accrued at that point. The extra damage added on cannot be the same as the damage originally dealt with the attack. When you do so, you gain a point of Imbalance. From then on, until your next long rest, immediately after you cast a spell of 1st-level or higher that deals fire, lightning, or cold damage, roll a d20. If the roll is equal to or less than your number of Imbalance points, you suffer an overcharge of elemental energy, and take 1d4 points of damage for every Imbalance point you have (of the damage type potentially dealt from the failed spell) after your spell is cast. Your number of Imbalance points is then dropped to 1. If you roll a natural 20 on your Imbalance check, you have advantage on the triggering spell attack, if there is any. You can add additional damage to a spell using this ability a number of times equal to 1 + your Int modifier, regaining all uses after a short or long rest. You cannot have more Imbalance points than double your level or 20, whichever is lower. When you complete a long rest, you can choose to drop your Imbalance points to 0. SHROUD OF POWER At 6th level, your harnessing the strength of certain elements allows you to gain some defenses against them. When you cast a spell of 1st-level or higher that deals fire, lightning, or cold damage, you can siphon a little bit of that power to stay as a wispy shroud around you. While you have the shroud up, you have resistance to the type of damage you had cast to create the shroud, and when you are hit by an attack where your attacker is within 60 feet of you, you can use your reaction to force the attacker to make a Dexterity saving throw or take 1d8 elemental damage of the type your shroud is made of. The shroud fades after 1 minute or until after you take damage from Elemental Imbalance. Once you use this ability, you must wait until you complete a long rest to use it again. ELEMENTAL BREAK At 10th level, you have learned how to manipulate the innerworkings of a creatureʼs body to create perfect openings for your elemental spells. When you use your Imbalance feature on a creature, they lose any resistance they might have to fire, lightning, or cold damage for the duration of that attack. If they are immune, they still take half damage, as if they were only resistant. ELEMENTAL RECHARGE At 14th level, you can steal the elemental strength from other creatureʼs attacks through your shroud. When you are hit by an attack that deals fire, lightning, or cold damage while you have your Shroud of Power around you, you can use your reaction to reduce the damage by 2d8 + your spellcasting modifier. Additionally, if the ability was a spell, make a spellcasting ability check equal to 10 + the spell's level. If you succeed, you regain an expended spell slot equal to the spellʼs level, to a maximum of 5th level. Otherwise, you regain a spell slot of first level. You cannot regain spell slots in this way from from cantrips. When you use this ability, you can choose to change your shroud to the type of Element that you reduced damage from. Spells with Multiple Elements Some spells, such as Chromatic Orb or Prismatic Spray, can deal a different form of damage type depending on how the spell was cast. If any those damage types include fire, lightning, or cold damage, it is considered an Elemental Spell for the purposes of Elemental Savant. However, once cast, it is only considered an Elemental spell if the effect would deal fire, lightning, or cold damage. For example, a Chromatic Orb that deals acid damage cannot be effected by Elemental Imbalance, while a Chromatic Orb that deals lightning damage would. 120


GENERALIST While many wizards focus on mastering a particular school of magic, there are a handful of wizards who want to master as much of the arcane arts as they can. These wizards, often called ʻgeneralistsʼ, focus on acquiring spells and learning as much as they can regarding the arcane. These wizards learn how to eventually change their prepared spells, cast more spells, and increase their focus with spellcasting. ARCANE REPERTOIRE Beginning when you select this tradition at 2nd level, your knowledge of magic has increased, as well as your skills at acquiring magic. You gain proficiency in the Arcana skill, and whenever you gain a wizard level, you can increase the number of spells that you add to your spellbook by 1. RECYCLE MAGIC Also at 2nd level, you have learned how to replenish your magical reservoir. When you cast a wizard spell of 1st level or higher, you can use your bonus action to regain an expended spell slot up to that spell's level (minimum of 1). Once you use this feature, you cannot use it again until you finish a short or long rest. ADAPTIVE SPELLBOOK At 6th level, you have learned how to prepare at a moment's notice. As an action, you can swap out any number of your prepared spells for spells you do not have prepared. Once you have used this feature, you cannot do so again until you finish a long rest. DOUBLE SPELL By 10th level, you have learned enough about the mechanics behind spells to know how to push your limit with casting them. Whenever you cast a wizard spell of 1st level or higher, as part of the same action, you can cast another wizard spell with a casting time of 1 action provided that both spells do not require concentration and you have the appropriate spell slot necessary for both spells. Once you have used this feature, you cannot do so again until you finish a short or long rest. SPELL EXPERT By 14th level, whenever you lose concentration on a spell, you can use your reaction to instead maintain your concentration by expending a spell slot of the same level, or a number of lower level spell slots with a total number of levels equal to or greater than the level of the spell you are concentrating on. 121


PATHOLOGIST Curious minds delve in the mysteries of the world, and few hold more morbid fascination than the inner workings of diseases and plagues. Those that understand the nature of disease and pathogens are precious to any society, but are at the same time, they are feared by many for what they might deal in—for some of those that delve into the mysteries of disease do so for their own dark purposes. Appearing during plagues, whether of their own making or not, the reputation of the wizards of this tradition often leaves them as scapegoats for the superstitious. STUDY OF MEDICINE Beginning when you select this school at 2nd level, you gain proficiency with the Medicine skill and the Herbalism kit. You have advantage on Wisdom (Medicine) checks to identify the nature or effects of disease. MALIGNANT MAGIC Starting at 2nd level, your magic can leave a lingering touch behind. When you cast a spell of 1st level or higher that causes one or more creatures to make a saving throw, you can choose to transmit a minor disease to one or more creature that failed their saving throw. Each creature you choose counts as one use of this feature. Roll a d4 at start of each of the affected creature's turns to determine the symptom for that turn. An affected creature can make a Constitution saving throw at the end of each of their turns, ending the disease on a success. Creatures immune to disease are immune to this feature. d4 Symptom (E�fect) 1 The target immediately spends their reaction sneezing and coughing. 2 The target feels fatigued, and their movement speed is reduced by 10 �t. until the start of their next turn. 3 The target feels dizzy and lightheaded. They have disadvantage on ability checks and saving throws until the start of their next turn. 4 The target su�fers the e�fects of being poisoned until the start of their next turn. You can use this feature a number of times equal to your Intelligence modifier, and you regain all expended uses when you finish a long rest. INOCULATION Starting at 6th level, you add the spell lesser restoration to your spellbook, and it counts as a wizard spell for you. Additionally, your frequent exposure and intricate knowledge about the subject you study grants you advantage on all Constitution saving throws against being poisoned or affected by diseases, and you are immune to any disease you have contracted or successfully saved from in the past. TRANSMISSION Beginning at 10th level, you add the contagion spell to your spellbook if it is not there already. You know this spell by heart and it is always prepared, but does not count against your number of prepared spells. Once per long rest, you may cast contagion once at its lowest level without expending a spell slot. PANDEMIC Starting at 14th level, your extensive experience with the nature and spread of disease allows you manipulate it. When a target within 30 feet is under the effect of a disease or the spell contagion, you can expend a spell slot as an action. All creatures within a range determined by the level of the spell slot expended of the target must make a Constitution saving throw or become affected by the disease or the contagion spell as if it were cast on it. Once a creature passes this Constitution saving throw or recovers from the disease, they are immune to a Pandemic originating from the same disease or casting of the contagion spell. Spell Level Radius 1st or 2nd 5 �t. 3rd or 4th 10 �t. 5th or 6th 20 �t. 7th or 8th 40 �t. 9th 1 mile. 122


SPIRITUALIST Spiritualists have gained a spiritual connection with animals, ancestor spirits, supernatural creatures, and all elements of nature. They are in constantly linked with the spirits of the Spirit World. They call upon the spirits of the lost and ancient to grant them knowledge and power, seeking to gain from them. Spiritualists are obliged and required to offer prayers and services to the spirits in order to receive favors in the form of spells and aid to the natural world. SPIRIT GUIDE When you choose this tradition at 2nd level, you can call upon the knowledge of spirits to gain insight on a variety of subjects. You add the find familiar spell to your spellbook if you don't already know it. When you finish a long rest, you choose one skill of your choice from any of the following: Arcana, History, Religion, or Nature. You gain proficiency with that skill, or if you already have proficiency in the skill, your proficiency bonus is doubled for any ability check you make with that skill, until the end of your next long rest. SPIRIT MAGIC Also, at 2nd level, you can conjure forth spirits to cast spells. These spirits can be in the form of animals, spiritual ancestors, or spectral balls of light. When you cast a spell of 1st level or higher, you choose an unoccupied space within range of the spell, and a spirit appears at the point. The spirit remains there for up to 1 minute and provides bright light in a 10-foot radius and dim light for an additional 10 feet. You can have a number of spirits at once equal to half your wizard level. If a spirit you conjure would make you exceed your maximum, an existing spirit of your choice disappears. Whenever you cast a spell, you may choose a spirit to deliver that spell instead of you. You treat the spell as if it originated from the spirit's space. Additionally, you can use your bonus action to cause any number of spirits within 60 feet of yourself dissipate in a burst of magic. Each creature within 5 feet of a spirit must succeed on a Dexterity saving throw against your wizard spell save DC or take 2d6 force damage. A creature in the area of more than one spirit burst is affected only once. GHOST TOUCH At 6th level, as a bonus action on your turn, you can command a spirit within 60 feet of you to move up to 30 feet in any direction. You can have the spirit move into another creature. If you do, the spirit disappears and that creature must make a Dexterity saving throw against your wizard spell save DC. On a failed save, the creature takes 2d6 force damage. SPIRITUAL CONNECTION Starting at 10th level, you can channel magic between your spirits and have them echo your spells. When you cast a spell with an area of effect, you can choose an existing spirit within 60 feet of you to also carry the effect. Each creature within 10 feet of the chosen spirit is also affected by your spell. Once a spirit channels a spell this way, it disappears. SPIRIT SUMMONER At 14th level, you can channel your arcane energy to conjure spirits in an instant. As an action, you can expend a spell slot of 1st level or higher to create a number of spirits equal to the slot level, calling each into an unoccupied space you can see within 60 feet of you. 123


PART 15: WEAPONS DRAGONBANE WEAPONS Ancient humanoids did not have the assistance of arcane or miraculous magic to fight against the threat of dragons. As such, an order of talented knights known only as Dragon Slayers were founded to wield oversized and incredibly specialized weapons called Dragonbanes, to hunt down and slay these dragons. Most Dragonbane weapons are too outlandish or unwieldy to fight with without specialized training. The descriptions of the last trait in all these weapons' Weapon Properties are in the Dragon Slayer Fighter Subclass. Only those proficient in these weapons can use these properties, although the Turret and Whiff properties are always in effect. Dragon Tooth This massive greatclub is traditionally forged from the tooth of an ancient dragon, easily double the size of the wielder. Its incredible damage is balanced by its incredibly slow unwieldy attack speed. Weighted Spear The weighted spear is a long spear with a stone block of granite or some other substance that weighs it down just before the tip, allowing some fighters to use the weight of it to pierce the scales of ancient dragons. Wolf Greatsword This strange greatsword has a groove down the center and is surprisingly light. It promotes a fighting style that involves leaping attacks and fighting alongside allies, like a pack of wolves. Tracer These innocuous glowing scimitars are often found in pairs, and have hollow barbs that can store poison and can tear through the flesh of their victims. Greatbow This giant bow uses a hollow branch or highly specialized metal alloy and a chain bowstring, and launches specialized javelins instead of arrows. Dragonbane Weapons Weapon Name Cost Damage Weight Properties Melee Weapons Dragon Tooth 100 gp 2d12 bludgeoning 40 lbs Heavy, Twohanded, Whi�f Weighted Spear 80 g 1d8 piercing 12 lbs Versatile (1d10), Thrown (20/60), Breaker Wolf Greatsword 80 gp 2d6 slashing 15 lbs Two-Handed, Leap Tracer 40 gp 1d6 slashing 1 lbs Light, Finesse, Assassin Ranged Weapons Greatbow 100 gp 2d8 piercing 20 lbs Heavy, Twohanded, Ranged (300/1200), Ammunition, Turret 124


TRICK WEAPONS Trick weapons are unique weapons forged by the Workshop hunters. Strange and unwieldy to the uninitiated, Trick weapons are a reflection of the hunter's path. There are 3 kinds of Trick Weapons. Trick Weapons are generally melee weapons held in your dominant hand, which are the most common form of combat for a Workshop Hunter. Bloodtinge weapons are sidearms which utilize Quicksilver Bullets to grant range and utility to the hunter. Lore weapons are rare and dangerous Trick Weapons, often created from the bodies of very powerful monsters. These weapons are powerful but often come with significant drawbacks. TRAITS Each Trick weapon are unique, specially crafted instruments designed for each individual Workshop Hunter. Interestingly, very few enchantments have ever been known to work on Trick Weapons, making even the most basic enchantment difficult to obtain. For any given enchantment, such as a basic +1 enchantment, the rarity for an Uncanny or Bloodtinge weapon is increased by 1 (for example, uncommon to rare), and the rarity for a Lore weapon is increased by 2 (for example, uncommon to very rare). Additionally, making modifications, such as silvering, a trick weapon costs 4 times the regular cost. However, to tip the balance back in the weapon's favor, many trick weapons have special traits to distinguish them from other weapons. Trick. This trait can be applied to several kinds of weapons, not just Trick Weapons. A weapon with this tag can be transformed as a bonus action into its Transformed state, which is detailed below in its description. You must be proficient with the trick weapon to do this, otherwise it takes an Action to transform the weapon. Serrated. Serrated weapons are specially crafted to hunt beasts, monstrosities, and beast-like humanoids, such as Gnolls or Driders. When you make an attack against such a creature with a Serrated weapon, you ignore any damage resistances it might have to the weapon's damage, and it still takes half damage if it is immune. Dual-Wield. When a Trick Weapon is in a state that has this tag, it can only be effectively wielded in two hands. When you fight this way, you gain any benefits from Two Weapon Fighting, and you can make an attack as a bonus action. You do not add your ability modifier to this second attack unless you have the "Two-Weapon Fighting" Fighting Style. When you transform a Dual-Wield weapon, you can stow/draw your Bloodtinge weapon just like any other Trick weapon. Church. An ancient sect of the Old Hunters split off to fight the threat of lycanthropy with fervor. A weapon with the Church tag is considered silvered. Two-Handed. Two-handed trick weapons function as regular two-handed weapons. However, when a two-handed weapon has the Transform property, you can draw./stow your Bloodtinge weapon as part of that transformation. If you are wielding a shield, you must stow the shield first before Transforming your weapon, or you cannot use the transform bonus action. Fade. Fade is a tag that is applied to Transformed states of weapons. When you use the Transform action on this weapon, the Fade weapon reverts to its regular form at the end of your turn. Bloodtinge. This tag is used to apply to any weapon that uses Quicksilver Bullets. The number in the parentheses is the amount of Quicksilver Bullets required to attack with the weapon once. If you do not have the prerequisite bullets, you cannot use the Bloodtinge weapon. Any weapon with the Bloodtinge tag can be used for the reaction attack in the Trick Weapon Fighting feature. Parry. When you hit a creature with a reaction attack using this Bloodtinge weapon, you can choose to forgo damage to instead reduce the damage of the triggering attack. If the triggering attack hits you, you can roll the weapon's damage die + your Dexterity modifier, and reduce that attacks damage by that amount. If you reduce the amount to 0, the enemy is thrown off balance, and the next attack made against it until the end of your next turn has advantage. Spread. When you make an attack with this Bloodtinge weapon, your bullets fire out in a cone equal to the Range increments of the weapon. You make an attack roll for each creature in the cone's area of effect. Attacks made against targets inside your second range increment are still made at disadvantage. Artillery. When you make this attack, you fire the attack upwards in an arc equal to half the distance aimed. If you are blocked by a roof or similar obstacle, the attack is made at disadvantage to make up for the strange angle you must fire the weapon at. If the attack hits, any creature within 5 feet of the target must make a Dexterity saving throw or take half the damage dealt to the target. Pierce. Ranged attacks made with this weapon are surprisingly powerful. If you make an attack against a creature and there is a creature in a direct line behind it, you may make another attack against that creature with the same shot. Grapple. When you hit a creature with this weapon, you can choose to instead grapple them with the weapon. If the creature is more than 5 feet from you, you also pull them 5 feet closer to you as part of this grapple, or the grapple attempt fails. In order to escape from this grapple, the creature must use an action to make a Strength (Athletics) check against a DC of 8 + your proficiency bonus + your Strength or Dexterity bonus, whichever is higher. You must be proficient in the weapon to grapple them in this manner, and you release the grapple if you drop the weapon. 125


Trick Weapons Name Cost Damage Weight Properties Hunter's Saif 30 gp 1d6 slashing 4 lbs Trick, Light, Finesse Transformed –– 1d8 slashing 4 lbs Trick, Finesse Jagged Cutter 45 gp 1d8 slashing 8 lbs Trick, Heavy, Serrated Transformed –– 1d4 slashing 8 lbs Trick, Heavy, Reach, Serrated Blades of Mercy 40 gp 1d4 slashing 2 lbs Trick, Finesse Transformed –– 1d4 slashing 4 lbs Trick, Finesse, Dual-Wield Holy Pick 40 gp 1d8 piercing 5 lbs Trick, Church Transformed –– 1d10 piercing 5 lbs Trick, Two-Handed, Church Hunter's Axe 30 gp 1d8 slashing 12 lbs Trick, Heavy Transformed –– 1d10 slashing 12 lbs Trick, Heavy, Two-Handed, Reach Kirkhammer 80 gp 1d6 slashing 20 lbs Trick, Finesse, Church Transformed –– 2d6 bludgeoning 20 lbs Trick, Heavy, Two-Handed Stone Blade 80 gp 1d8 slashing 15 lbs Trick, Church Transformed –– 2d6 slashing 15 lbs Trick, Heavy, Two-Handed Cannon Saber 100 gp 1d8 slashing 12 lbs Trick Transformed –– 2d4 piercing 12 lbs Trick, Ranged (30/90), Bloodtinge (2) Ri�le Spear 50 gp 1d6 piercing 10 lbs Trick Transformed –– 1d8 piercing 10 lbs Trick, Two-Handed, Ranged (60/ 150), Bloodtinge (2) Saw Cleaver 40 gp 1d6 slashing 4 lbs Trick, Serrated Transformed –– 1d10 slashing 4 lbs Trick Bowblade 80 gp 1d6 slashing 6 lbs Trick, Finesse Transformed –– 1d8 piercing 6 lbs Trick, Ranged (150/600), Two-Handed, Ammunition Thunder Mace 45 gp 1d6 bludgeoning 8 lbs Trick Transformed –– 1d10 lightning 8 lbs Trick, Fade Threaded Cane 30 gp 1d6 bludgeoning 2 lbs Trick, Finesse Transformed –– 1d4 slashing 2 lbs Trick, Finesse, Reach, Serrated 126


BLOODTINGE WEAPONS Bloodtinge Weapons Name Cost Damage Weight Properties Hunter's Pistol 25 gp 1d6 piercing 3 lbs Bloodtinge (1), Ranged (20/60), Parry Hunter's Blunderbuss 25 gp 1d4 piercing 4 lbs Bloodtinge (1), Ranged (10/30), Spread Repeating Pistol 100 gp 2d4 piercing 4 lbs Bloodtinge (2), Ranged (15/45), Parry Cannon 75 gp 1d12 �re 20 lbs Bloodtinge (3), Ranged (20/90) Mortar 150 gp 1d8 piercing 28 lbs Bloodtinge (3), Ranged (60/150), Artillery Gatling Gun 300 gp 2d4 piercing 40 lbs Bloodtinge (3), Ranged (20/60), Spread Piercing Ri�le 75 gp 1d8 piercing 8 lbs Bloodtinge (2), Ranged (30/90), Pierce Heavy Ri�le 150 gp 1d12 piercing 12 lbs Bloodtinge (2), Ranged (20/60) 127


PART 15: FEATS GENERAL FEATS Tenacity Prerequisite: Level 6 You're very tenacious in combat, allowing you to fight on despite severe wounds. If you are reduced to 0 hit points in combat, you can choose make a Constitution saving throw with disadvantage. The Save DC is equal to half of the damage you took rounded down. On a success, you drop to 1 hit point instead. This Feat can only be used once per short or long rest. BLOOD HUNTER FEATS Blood Curse Mastery Prerequisite: Blood Hunter, Level 11 You've mastered the use of your blood curses, which gives the following benefits: • You gain another use of your Blood Maledict feature. • If using a Blood Curse would use an Action, it instead uses a Bonus Action. • Choose one Blood Curse to learn that you meet the prerequisites for. Shackling Strike Prerequisite: Order of Chains You can use your Hemochains to bind your targets. When you hit a creature with a melee weapon attack or with your Hemochains feature, you can use your Blood Maledict to Restrain that creature until the end of your next turn. Moving causes this effect to end. Once you use this feature, you can only use it again after a short or long rest. Void Walker Prerequisite: Order of the Void, Level 7 You can envelop your body in Void energy, allowing you to move freely. As a bonus action, you can cover yourself in void energy. This allows you to move through walls or other creatures as difficult terrain. The duration of this is 1 round. If you end inside of a creature or other obstacle, you are sent to the nearest empty space and take 1d10 force damage. Ocean's Call Prerequisite: Order of the Deep You can call upon the wrath of the oceans to sweep away your enemies. As an action, you can call forth a surge of ocean water. All creatures in a 15 foot cone in front of you must make a Dexterity saving throw. On a fail, the creature is pushed back 15 feet, and takes 2d6 Cold damage. Once you use this feature, you cannot use it again until you complete a short or long rest. Celestial Vessel Prerequisite: Order of the Celestial You become a vessel for the deities, and can gain aspects of them. As a bonus action, you can choose one of the following effects: • Celestial Wings: You sprout wings from your back, granting you a flying speed of 30 feet for 1 minute. • Celestial Claws: Your fingers grow into claws, making your unarmed strikes deal 1d6 damage for 1 minute. Attacks with your unarmed strikes benefit from your rite feature. • Celestial Fins: Your arms form into fins, granting you a 30 foot swimming speed for 1 minute. Once you have used this Feat twice, you cannot use it again until you complete a short of long rest. 128


RREVENANT evenants are a unique breed of undead that have returned from the brink, driven by a powerful desire to seek revenge against those who wronged them in life, or to protect those who have done right by them. They are often individuals who were betrayed, murdered, or cursed, and have since been granted a second chance at life - albeit, a one that comes at a steep cost. Through sheer force of will, a Revenant is able to resist the call of the afterlife, returning to the world as a being of dark energy and unrelenting purpose. Their physical forms are marked by their deathly origins - their eyes glow with an otherworldly light, their skin is ashen and cold to the touch, and their veins pulse with a dark, arcane energy. HIT POINTS Hit Dice: 1d8 per Revenant level Hit Points at 1st level: 8 + your Constitution modifier Hit points at higher levels: 1d8 (or 5) + your constitution modifier per level after 1st PROFICIENCIES Revenants have the following proficiencies at 1st level. Armor: Light armor Weapons: Simple weapons and martial weapons without the heavy property Tools: Disguise kit Saving Throws: Constitution, Charisma Skills: Choose two from Arcana, History, Insight, Stealth, Perception, Religion STARTING EQUIPMENT You start with the following equipment, in addition to the equipment granted by your background. • A quarterstaff or a handaxe • A disguise kit • A simple weapon or martial weapon you are proficient with • Leather armor • A scholar's pack or an explorer's pack Quick Build You can make a Revenant quickly by following these instructions. First, Constitution should be your highest ability score, followed by Charisma, then Wisdom based on what Mark you choose. Second, choose a background of your choice, preferably one that ties in with your desire. Revenant Level Pro�ciency Bonus Features Death Die Pool Death Die 1st +2 Hallowed Mark, Mark Feature, Death Die 2 1d4 2nd +2 Undeath's Embrace 2 1d4 3rd +2 Undying Resilience 2 1d4 4th +2 Ability Score Improvement 2 1d4 5th +3 Mark Feature, Extra Attack 2 1d4 6th +3 Unholy Sight 3 1d4 7th +3 - 3 1d4 8th +3 Ability Score Improvement 3 1d6 9th +4 Mark Feature 3 1d6 10th +4 Deathly Presence 4 1d6 11th +4 Undying Resilience Improvement 4 1d6 12th +4 Ability Score Improvement 4 1d6 13th +5 Mark Feature 4 1d8 14th +5 Deathly Presence Improvement 5 1d8 15th +5 Rigor Mortis 5 1d8 16th +5 Ability Score Improvement 5 1d8 17th +6 Mark Feature 6 1d8 18th +6 Revenant's Curse 6 1d10 19th +6 Ability Score Improvement 6 1d10 20th +6 Soul Harvest 6 1d10 Multiclassing Revenant When using the optional rule for multiclassing with a Revenant, the character must have a Constitution and Charisma score of 13 or higher. 129


CLASS FEATURES HALLOWED MARK At 1st level, you gain a unique mark that sets you apart as a creature of undeath. The mark appears as a faint glow on your forehead, symbolizing that you are undead to those with keen sight or other undead. The mark you choose is based on what your desire is. Choose one Hallowed Mark, detailed at the end of the class. Your choice grants you features at 1st, 5th, 9th, 13th, and 17th level. DEATH DIE At 1st level, you gain a pool of Death Die, which you can use to augment your attacks or abilities. You start with 2 death die, which are 1d4, and the number of Death Die increases and 6th, 10th, 14th, and 17th level. Additionally, the size of the Death Die increases to 1d6 at 8th, 1d8 at 13th, and 1d10 at 18th level. As a bonus action on your turn, you can roll one or more Death Die from your pool and add the result to an ability check or saving throw you make. Additionally, when you hit a creature with a weapon attack, you can choose to roll one or more Death Die and add half the result to the damage of your attack. You can also spend one or more Death Die as a reaction when you take damage to reduce the damage by the amount rolled plus your constitution modifier for each die rolled. Your Death Die pool is restored by half, rounded up, after a short rest, and completely restored on a long rest. UNDEATH'S EMBRACE Revenants are infused with the power of death, granting them several benefits. At 2nd level, you are immune to disease and Poision damage, as well as the Charmed and Poisoned conditions. You also do not need to eat, drink, or breathe, and no longer can be killed by old age. Additionally, you only require half the amount of time for short or long rests. UNDYING RESILIENCE Revenants have the ability to recover from injuries that would kill a mortal creature. At 3rd level, you can use a bonus action to regain hit points equal to your proficiency bonus. This feature can only be used four times per long rest. Additionally, the first time you would be killed by an attack dealing twice your max health, you instead fall unconcious. At 11th level, your resilience increases to an unmatched level. You gain proficiency in Wisdom saving throws, and have advantage on Constitution and Dexterity saving throws ABILITY SCORE IMPROVEMENT At 4th level (and again at 8th, 12th, 16th, and 19th) you can choose to increase one ability score by two or two ability scores by one. (Up to a maximum of 20) Alternatively, feats can be chosen if allowed by your DM. EXTRA ATTACK Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. UNHOLY SIGHT Revenants often see the world for more than it is due to their nature. At 6th level, you gain Darkvision out to a range of 40 feet, and you can see through magical darkness and fog as if it wasn't there. Additionally, you can use your action to see through solid objects and barriers within 30 feet of you for 1 minute. This ability doesn't work on lead or magically enchanted barriers. You can only use this feature once per short or long rest. DEATHLY PRESENCE Revenants gain the ability to project their presence in an area when they become powerful enough. At 10th level, you can use an action and expend a use of your Death Die to create an aura of deathly energy in a 10 foot radius centered on you. Creatures within the aura must make a Wisdom savig throw (DC equal to 8 + proficiency bonus + Constitution modifier) or become frightened of you for 4 rounds. Creatures that succeed on the saving throw are immune to Deathly Presence for 24 hours. At 14th level, your presence becomes even more potent. The radius of the aura increases to 15 feet, and creatures that fail their Wisdom saving throw fall prone in addition to being frightened. Creatures that succeed are still immune to Deathly Presence for 24 hours. You can use this feature once per short or long rest. RIGOR MORTIS Dead bodies start to stiffen after death, in your case this benefits you. When you reach 15th level, you can add your Constitution modifier to your AC. Additionally, you gain resistance to nonmagical Bludgeoning damage. 130


F REVENANT'S CURSE When Revenants gain enough power, they're able to curse their enemies, causing them to die slowly. As an action, you can expend two Death Die to curse a target creature you can see within 60 feet of you. The target must make a Constitution saving throw (DC equal to 8 + proficiency bonus + Constitution modifier) or become cursed. Cursed creatures take damage equal to your Constitution modifier + your Charisma modifier at the start of each of their turns for 1 minute. The spell Remove Curse can remove the effects of this feature. This feature can only be used twice per short or long rest. SOUL HARVEST At 20th level, you gain the power to reap the souls of your fallen enemies. Whenever you reduce a creature to 0 hit points, you can choose to harvest their soul as a bonus action. When you do so, you gain a number of hit points equal to the Challenge Rating of the creature killed. Additionally, if you kill a creature of CR 20 or higher, you replenish all of your Death Die.This feature can only be used three times per long rest. HALLOWED MARKS MARK OF THE DOOMSWORN rom the depths of darkness and the embrace of foreboding omens, the Doomsworn Revenant lingers as a harbinger of imminent catastrophe. Bound by a somber pact with the forces of fate and propelled by a relentless drive to deliver inevitable doom upon their enemies, they traverse the realms with an aura of grim determination. They often emit a foreboding air, their presence is permeated by an unshakable aura of fate and the unchangeable future. Doomsworn Revenants walk a path shrouded in darkness, embracing the auguries of destiny and the relentless pursuit of their desire. They are the bearers of supreme hatred and nearly prophetic insight, deciphering the omens that weave the tapestry of existence to bring down hellfire upon those who wronged them in life. With each step, they move with unwavering resolve, knowing every action is guided by the inevitable. SIPHONING STRIKE When you take this mark at 1st level, you gain the ability to siphon life force from your enemies with each strike. When you hit a creature with a melee attack, you can choose to expend one or more death die to deal additional Necrotic damage equal to the amount rolled. If the target is a living creature, you also gain temporary hit points equal to the Necrotic damage dealt. VOW OF RUIN Revenants often spite those that get in their way. At 5th level, you can expend a Death Die to make a Vow of Ruin against a creature you can see within 30 feet of you as a bonus action. Until the end of your next turn, you deal an extra 2d6 Necrotic damage to the target whenever you hit it with an attack or a spell. Additionally, the target has disadvantage on saving throws against your spells and abilities that deal Necrotic damage. NECROTIC MASTERY Doomsworn Revenants are exceedingly adept at Necrotic magic. At 9th level, you gain resistance to Necrotic damage, and you can choose to deal Necrotic damage with any spell or weapon attack you make. Additionally, when you cast a necromancy spell, you can add your proficiency bonus to the damage it deals. REVENANT'S GRASP Revenants hate when their prey attempts to elude them. At 13th level, you can use a bonus action to target a point within 30 feet of you. Each creature in a 5 foot radius of that point must make a Srength saving throw (DC equal to 8 + proficiency bonus + Constitution modifier) or be pulled up to 20 feet closer to you. If this movement would bring a creature within 5 feet of you, you can make a weapon attack against it as part of this bonus action. This feature can only be used twice per short or long rest. DOOM'S WAKE Revenants can harness the true power of Doom at this point. At 17th level, you can use an action to expend a Death Die and create a wave of necrotic energy that emanants from you in a 40-foot radius. Each creature in the area must make a Dexterity saving throw against your spell save DC or take 6d10 Necrotic damage and be knocked prone. On a successful save, the creature takes half as much damage and is not knocked prone. This feature can only be used once per long rest. 131


AMARK OF THE SOULKEEPER midst the ethereal mists that bridge the realms of the living and the departed, where the essence of souls intertwines, the Soulkeeper Revenant reigns supreme. Touched by the energies of life and the whispers of the beyond, these ethereal guardians embrace a solemn duty to safeguard the delicate equilibrium that binds mortal souls and death. With compassion as their guiding light and spiritual prowess as their arsenal, they navigate the intricate tapestry of existence with unwavering resolve. The Soulkeeper Revenant bears the weight of countless souls upon their shoulders, their very presence suffused with a gentle luminescence that emanates from them. They walk the delicate path between the material and the ethereal, embracing the sacred bonds that make up existence. With every step, they have a connection to the souls of the departed, which shape their purpose and grant them a profound empathy for the struggles and joys of life. SOUL WARD Soulkeeper Revanants are able to call upon unholy forces to protect their allies. At 1st level, you can use your bonus action to choose one creature you can see within 30 feet of you. If you do, expend a Death Die and grant that creature hit points equal to the amount rolled. At 13th level, you may add your constitution and charisma modifiers to the hit points granted. This feature can only be used three times per short or long rest. GUARDIAN'S STEP Soulkeeper Revenants hate when their allies are attacked. At 5th levle, you can use your reaction when a friendly creature is attacked, you can choose that creature. The targeted creature can immediately use its reaction to move up to half its speed without provoking opportunity attacks. Additionally, the targeted creature gains 3 armor class against the attack that you're reacting to. You can only use this feature twice per short or long rest. KEEPER'S BEACON Soulkeepers like to protect their allies with all their might. At 11th level, you can use your action to mark a willing creature that you can see within 60 feet of you with a beacon of light for 1 minute. While the beacon is active, the marked creature gains resistance to necrotic damage and can't be Frightened or Charmed. Additionally, whenever the marked creature takes damage, you can use your reaction to instantly teleport to their location and take the damage instead. This feature can only be used twice per long rest. SOUL ANCHOR Revenants with the Soulkeeper Mark can manipulate souls to a certain level. At 13th level, an as an action on your turn, you can expend a Death Die to choose one creature within 30 feet of you that you can see. If you do, the target creature either has its speed reduced to 0, or cannot be moved against its will. This lasts until the start of your next turn. This feature can only be used once per short or long rest. SOUL REJUVENATION Supremely strong Soulkeeper Revenants can rejuvenate the souls of those around them. At 17th level, and as an action on your turn, you can expend two Death Die and target a number of creatures equal to your proficiency bonus. Each creature chosen regains hit points equal to the amount rolled on the Death Die, gains resistance to two damage types of your choosing, and gains advantage on the next saving throw they would make. 132


I MARK OF THE DEATHLORD n the depths where the line between life and death grows thin, where the forbidden arts of necromancy whisper their secrets, the Deathlord Revenant dwells. Bound to the forces of decay and the dark allure of undeath, these enigmatic sorcerers wield the powers of necromancy with paralleled mastery, weaving the threads of life and death to reshape the very fabric of existence. Deathlord Revenants stand as an embodiment of the morbid beauty found in the dance between mortality and eternity. They're often seen in a range of attire, whether it be draped in regal robes of ebony, adorned with ancient sigils of power, or black metal armor that is freezing to the touch, they emanate an aura of lingering death. UNDEAD ARMY Deathlord Revenants can heed the call of other undead. At 1st level, you can use your necromantic powers to call upon an undead army to fight by your side. After you finish a rest, you can summon up to 2 undead creatures whose total challenge rating is equal to your level divided by 2 (rounded down, maximum of 7). Summoned creatures have their Armor Class reduced by 2, and they lose 1 point to each ability score. The creatures remain under your control for 24 hours, until they are destroyed, or on your next rest. Summoned undead creatures go directly after you in combat, and you control everything they would do, including: Actions, Bonus Actions, and Movement. At 13th level, you can summon up to 3 creatures, and at 17th level you can summon up to 4 creatures. GRIM HARVEST Your summons can harvest enemies' corpses for sustenance. At 5th level, after you or your summons reduce a creature to 0 hit points, your summons can use their action to eat the creature's corpse. If they do so, they gain hit points equal to half of the creature's challenge rating (minimum 2). This feature can only be used twice per summon. NECROTIC DETONATION Deathlord Revenants prefer for their summons to be useful, even in death. At 9th level, when one of your summoned creatures fall to 0 hit points, they can use their reaction to release an explosion of necromantic magic. Creatures in a 5- foot radius circle must make a Constitution saving throw. On a fail, they take Necrotic damage equal to a roll of your Death Die. DEATHLY POSSESSION Deathlord Revenants can exert their will over some undead creatures. At 13th level, as an action, you can expend a Death Die to target an undead creature that you can see within 60 feet of you. Targeted creatures must have a challenge rating less than half of your Revenant level rounded down. The targeted creature must make a Charisma saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be possessed by you for 1d4 rounds. While a creature is possessed, you make all decisions for it and can end the possession at any time. This feature can only be used once per short or long rest. UNDEAD SCOURGE You can unleash a deadly wave of necrotic energy to cause your summons to detonate. At 17th level, as an action on your turn, you can tell your summons to explode. Each creature within 5 feet of one of your summons at the time makes a Constitution saving throw. On a fail, they take damage equal to half the summon's current health, rounded down (maximum 20). This feature can only be used once per long rest. 133


I MARK OF THE LIFELESS n the hallowed realms of death and decay, where shadows cling to the echoes of lost souls, the Lifeless Revenant emerges. Bound to the essence of mortality, these grim warriors harness the power of the grave to stand as an unyielding guardian. Driven by unquenchable determination, Lifeless Revenants are stoic figures, their steps resound with echoes of eternities that once embraced them. Their presence is chilling, instilling unease in both enemies and allies alike. Within the cold confines of their stoic facade lies an unwavering dedication to protect and preserve. With each step and motion, they shroud themselves in the ever-present embrace of the grave, drawing upon death to shield their comrades from harm and endure the onslaught of their foes. ETERNAL TENACITY The Mark of the Lifeless grants Revenants unparalleled defense. At 1st level, you gain proficiency in a saving throw of your choice, and you gain resistance to a damage type of your choice except Radiant. Additionally, your hit point maximum benefits from your Charisma modifier as well. DEATH'S STAND Lifeless Revenants fear no being, for they have no life to lose. At 5th level, you gain advantage on saving throws against being frightened, and you gain proficiency in the Intimidation skill. Additionally, you can use your reaction to prevent yourself falling prone. EPHEMERAL DOMINANCE Lifeless Revenants radiate an aura that unsettles those around them. At 9th level, when a creature starts its turn within 10 feet of you, it must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier). On a failed save, the creature cannot attack you until the start of its next turn. Additionally, you have advantage on saving throws against being charmed or possessed. DEATHFORGED VIGOR Lifeless Revenants' undying nature grants them exceptional resilience. At 13th level, you gain resistance to two damage types of your choice, except for Radiant. Additionally, you can use your action on your turn to enter an undying state for 1 minute. While in this state, you gain temporary hit points equal to your Revenant level at the start of each of your turns. This feature can only be used once per short or long rest. LAST LAUGH Revenants' connection to the realm of death grants them extraordinary endurance. At 17th level, when you would be reduced to 0 hit points, you can take the attack action as your reaction. If both attacks hit a creature, you fall to 1 hit point instead. You gain resistance to the damage type that would've knocked you unconscious for 1 minute. This feature can only be used once per long rest. Additionally, your maximum hit points increase by an amount equal to your Revenant level. 134


I MARK OF THE GRIMWALKER n the shrouded depths where darkness weaves its intricate dance, where whispers echo through the hollow chambers of forgotten tombs, the Grimwalker Revenant lays. Bound to the shadows and the eternal veil of death, this elusive and enigmatic warrior prowls the realms with a macabre grace. Grimwalker Revenants embrace the ethereal ties that bind them to the realms of shadows and death. Cloaked in flowing black garments that seem to shift with each step, they move silently, their feet barely making a sound against the ground. Their eyes burn with an eerie luminescence, reflecting the dim glow of moonlight on a desolate night. They are masters of stealth and subterfuge, navigating the boundaries of life and death with uncanny mastery. GRIM STEP Grimwalker Revenants seem to have nearly no weight to their bodies, making them excellent scouts. At 1st level, you gain proficiency in the Stealth skill and Dexterity saving throws. Additionally, as an action, you can magically step into the shadows, becoming invisible until the start of your next turn or until you make an attack or cast a spell. This feature can only be used twice per short or long rest. SPECTRAL BLADES Their connection to the realm of shadows allows them to conjure ethereal blades. At 5th level, you can use your bonus action to create a pair of spectral daggers that last for 1 minute or until you dismiss them as a bonus action. These daggers count as magical for the purpose of overcoming resistance and immunity to non-magical attacks. You can make melee attacks with these daggers, using your choice of Dexterity or Charisma modifier for the attack rolls. On a hit, the target takes 1d6 + your Dexterity or Charisma modifier Slashing damage. At 13th level, the blades become empowered and deal Necrotic damage instead. SHADOWMELD Grimwalkers are nearly invisible in the dark, allowing them to blend seamlessly into the shadows. At 9th level, while you are in dim light or darkness, you have advantage on Dexterity (Stealth) checks and Dexterity saving throws. Additionally, you can use your reaction to impose disadvantage on an attack roll made against you by a creature you can see. This feature can only be used twice per long rest. SOUL SEVERANCE Grimwalker Revenants strike with the essence of death, severing the connection between body and soul. At 13th level, whenever you hit a creature with a melee attack using your Spectral Blades feature, the target must make a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or have disadvantage on saving throws until the start of its next turn. SHADOW VEIL The shadows fully embrace Grimwalker Revenants, allowing them to become one with darkness. As an action on your turn, you can magically transform into an incorporeal shadow for 1 minute. While in this form, you gain resistance to all damage except force damage, creatures make melee attacks against you with disadvantage, you can move through other creatures and objects as if they were difficult terrain, and you automatically succeed all Dexterity Saving throws. Also during this time, you can only make melee attacks with your Spectral Blades, and they deal 1 + your Dexterity or Charisma modifier instead. This feature can only be used once per long rest. 135


DMARK OF THE SOULSHAPER eep within the realms of darkness and the ethereal plane, where the boundary between the living and the dead is thick, exists a unique breed of Revenants, Soulshapers. These beings have mastered the intricate art of manipulating souls, tapping into the very essence of life and death itself. Through their mastery, they wield the power to shape and mold the spiritual energy that lingers in the wake of mortality. Soulshaper Revenants are deeply attuned to the ebb and flow of the soul's journey, their eyes bearing a haunting glow that hints at the depth of their connection to the beyond. Their touch resonates with an almost otherworldy chill, a testament to their ability to interact with the intangible forces that bind the realms and souls. SOUL INFUSION Soulshaper Revenants have mastered the manipulation of souls during their afterlife. At 1st level, you gain the ability to infuse objects with departed souls. During a rest, you can select a number of weapons or armor equal to your proficiency bonus and infuse them with souls. Infused weapons do additional damage equal to your proficiency bonus, and Armor gains a bonus of 1 to their AC. This feature lasts until your next rest, or 24 hours. SPIRITUAL ALLIES Soulshapers learn the draw upon fragmented spirits to aid them in battle. At 5th level, you can use your action to call forth a number of spirit allies equal to your Charisma modifier (minimum of one). These beings have a number of hit points equal to half your Revenant level + your Charisma and Constitution modifiers and remain for up to one hour. They use the statistics of a creature of your choice with a challenge rating of 1/2 or lower. You can command them using a bonus action on your turn, and they go directly after you in combat. This feature can only be used four times per long rest. SOULFORGE Your connection to the ethereal plane deepens, allowing you to create powerful weapons infused with souls. At 9th level, during a long rest, you can choose a weapon that you are proficient with and lacks the two-handed property. The weapon becomes a magical weapon with a +1 bonus to attack and damage rolls. Additionally, the weapon deals an extra 1d6 Necrotic damage. You can only create one Soulforged weapon at a time, and if you create another one, the previous one loses its magical properties. SOULWEAVER'S EMBRACE Your connection to the realm of souls deepens, allowing you to manipulate the threads of life with greater finesse. At 13th level, as an action, you can target a creature you can see within 30 feet of you and attempt to bind their soul to your will. The target must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier). On a failed save, the creature soul is temporarily tethered to your control. While tethered, the target's movement speed is reduced by half, and they have disadvantage on all saving throws. Additionally, whenever the target takes damage, you regain hit points equal to half the damage dealt. The creature's soul is tethered to you for up to 1 minute, or until the target succeeds on a saving throw at the end of each of its turns, ending the effect. The saving throws the creature makes to end this effect cannot have disadvantage imposed on it. This feature can only be used twice per long rest. ETHEREAL MASTERY You mastery over souls and the ethereal plane reaches its pinnacle. At 17th level, you can cast the Etherealness spell twice a day without expending a spell slot. Additionally, while under the effects of the Etherealness spell, you can make attacks against creatures with disadvantage. 136


I ESCORT n the tapestry of adventurers who traverse the realms, there exists a diverse group of individuals known as Escorts. These captivating souls are masters of charisma, wielding their enchanting presence, wit, and versatile talents to influence the world around them. Whether through words, music, or seductive charm, Escorts have honed their skills to captivate audiences, sway hearts, and navigate the complex web of social interactions. Escorts are not defined by a singular path or purpose but rather by their ability to adapt to any situation. They possess a natural gift for charming others and possess the knack for knowing what buttons to press to elicit specific responses. They are the ultimate diplomats, negotiators, performers, and companions, their skills sought after in the halls of power, the stages of grand theaters, and the darkest corners of society. Multiclassing Escort When using the optional rule for multiclassing with an Escort, the character must have a Charisma score of 13 or higher. Quick Build You can make an Escort quickly by following these instructions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose a background of your choice, preferably one that goes with how your character became an Escort. Escort      Spell Slots per Spell Level Pro�ciency Allure Cantrips Spells 137


Hit Points Hit Dice: 1d8 per Escort level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 4) + your Constitution modifier per Escort level after 1st Proficiencies Armor: Light Armor Weapons: Simple weapons, martial weapons Tools: None Saving Throws: Charisma, Wisdom Skills: Choose two from Acrobatics, Intimidation, Insight, Persuasion, and Perception Equipment You start with the following equipment, in addition to the equipment granted by your background: • (a) a martial weapon or (b) two simple weapons • (a) a light crossbow and 20 arrows or (b) any simple weapon • (a) dungeoneer's pack or (b) an explorer's pack CLASS FEATURES ALLURE POINTS As an Escort, you harness your captivating allure to fuel certain class features. At 1st level, you have a pool of Allure Points, which you can spend to activate various abilities. The number of Allure Points you have is equal to your Escort level. Using Allure Points: You can spend Allure Points to fuel the following features: Alluring Flourish: When you hit a creature with a weapon attack, you can choose to expend an Allure Point to deal additional damage. The additional damage is equal to 1d4 at 1st level, 1d6 at 5th level, 1d8 at 10th level, and 1d10 at 15th level. You can decide to use this feature after making the attack roll but before determining whether it hits or misses. Enthralling Presence: When you make a Charisma check to charm or enthrall a creature, you can expend an Allure Point to gain advantage on the check. Captivating Strike: When you use your Beguiling Strike feature, you can spend an Allure Point to enhance the effect. If the target fails the saving throw, it automatically fails the next saving throw it makes to resist the effects. Recovering Allure Points: You regain all expended Allure Points when you finish a long rest. You regain half of your expended Allure Points on a short rest (Rounded up). Whenever you use your class features to charm or enthrall a creature, you regain one expended Allure Point. This feature only allows you to regain one point per creature, regardless of how many times you successfully charm or enthrall them. At 11th level, you gain the ability to store excess Allure Points beyond your maximum. When you finish a long rest, you can choose to store any number of unspent Allure Points from your pool. These stored points persist until you finish a long rest, at which point any remaining stored points are lost. SPELLCASTING Cantrips You know two cantrips of your choice from the Escort spell list. You learn additional Escort cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Escort table. Spell Slots The Escort table shows how many spell slots you have to cast your Escort spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Cure Wounds and have a 1st-level and a 2ndlevel spell slot available, you can cast Cure Wounds using either slot. Spells Known of 1st Level and Higher You know four 1st-level spells of your choice from the Escort spell list. The Spells Known column of the Escort table shows when you learn more Escort spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the Escort spells you know and replace it with another spell from the Escort spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Charisma is your spellcasting ability for your Escort spells. Your magic comes from the desire and allure you generate around you. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for an Escort spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier 138


ESCORT SPECIALTY At 2nd level, you specialize in a Choose one Escort Specialty, detailed below. Your choice grants you features at 1st, 5th, 9th, 13th, and 17th level. ALLURING PRESENCE At 3rd level, your mere presence exudes an aura of enchantment. You gain proficiency in the Charisma (Persuasion) skill, and if you are already proficient, you double your proficiency bonus for any ability checks you make with it. Additionally, when you make a Charisma (Persuasion) check, you can choose to expend an Allure Point. If you do, the target of your check has disadvantage on its saving throw or contested roll against your Intimidation attempt. ABILITY SCORE IMPROVEMENT At 4th level (and again at 8th, 12th, 16th, and 19th) you can choose to increase one ability score by two or two ability scores by one. (Up to a maximum of 20) Alternatively, feats can be chosen if allowed by your DM. ENCHANTING WHISPERS: At 5th level, you gain the ability to cast the spell "Charm Person" once without using a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Additionally, when you cast "Charm Person," you can choose to expend an Allure Point to target one additional creature within range. BEGUILING STRIKE At 7th level, you gain the ability to channel your seductive energy into your weapon strikes. Whenever you hit a creature with a weapon attack, you can choose to spend a bonus action to attempt to charm or seduce the target. The target must make a Wisdom saving throw against a DC equal to 8 + your proficiency bonus + your Charisma modifier. On a failed save, the target is charmed and enthralled by you for 1 minute or until they take damage. Enthralled creatures make all attacks against other creatures with disadvantage. The target repeats the saving throw at the end of each of their turns, ending the effect on a successful save. CAPTIVATING DANCE At 9th level, you learn a captivating dance that mesmerizes those who witness it. As an action, you can use this feature, choosing a number of creatures equal to your Charisma modifier within 20 feet of you. Each chosen creature must succeed on a Wisdom saving throw against your spell save DC or be charmed by you for 1 minute. The charmed creature's speed is halved, and it takes 1d6 psychic damage at the start of each of its turns while charmed by this feature. The effect ends if the charmed creature takes any damage or if someone else uses an action to shake the creature out of its stupor. Additionally, you can only use this feature twice per long rest. BEWITCHING COUNTER At 11th level, your seductive charm allows you to skillfully deflect attacks. When a creature misses you with a melee attack, you can use your reaction to expend an Allure Point and make a Charisma (Performance) check contested by the attacker's Strength or Dexterity (whichever is higher). If you succeed, the attacker becomes charmed by you until the end of its next turn. SEDUCTIVE RESILIENCE At 13th level, your seductive prowess aids you in defending against attacks. You have advantage on saving throws against being charmed or frightened, and you have resistance to damage dealt by charmed or frightened creatures. MASTERFUL ENCHANTMENT At 15th level, your enchanting abilities reach a new height. Whenever you cast a spell that forces a creature to make a saving throw against being charmed or enchanted, the target has disadvantage on the saving throw. Additionally, if a creature fails its saving throw against your charm or enchantment effect, you gain advantage on your next attack roll against it. IRRESISTIBLE CHARM At 17th level, your charm is unmatched. You gain the following benefits: • Your Charisma score increases by 2, to a maximum of 22. • You gain immunity to being charmed by others, and if a creature makes a Intimidation (Charisma) or Persuasion (Charisma) check against you, they automatically fail. MESMERIZING TRANCE At 20th level, you gain the ability to enter a mesmerizing trance. As an action, you can spend 5 Allure Points to enter a Mesmerizing Trance for 1 minute. While in the trance, you have advantage on all Charisma checks, Charisma saving throws, and attack rolls. Additionally, any creature that starts its turn within 30 feet of you must make a Wisdom saving throw against your spell save DC or be charmed by you until the end of its next turn. 139


W ESCORT SPECIALTIES ENCHANTRESS/ENCHANTER ithin the realms of enchantment and beguiling allure, the Enchantress/Enchanter weaves a tapestry of mesmerizing illusions and irresistible charm. Cloaked in an aura of mystique, they captivate all who lay eyes upon them with an enchanting grace that transcends mortal beauty. Their every movement is a seductive dance, luring both friend and foe into their intricate web of illusions. The Enchantress/Enchanter possesses a deep understanding of the arcane arts, harnessing the power of illusions to manipulate perceptions and control the minds of others. With a flick of the wrist and a whisper of incantations, they can conjure ethereal images that bewilder and deceive, leaving their adversaries vulnerable and entranced by their spellbinding allure. ARCANE MANIPULATION When you choose this Specialty at 2nd level, you gain proficiency in the Arcana skill. If you are already proficient, you add double your proficiency bonus to ability checks made with Arcana. Additionally, you learn the "Friends" cantrip if you don't already, which doesn't count against your number of cantrips known. If you already know the "Friends" cantrip, you may choose an additional cantrip to learn. BEGUILING ILLUSIONS At 6th level, you gain the ability to create powerful illusions that bewilder and mesmerize your foes. You learn the spell "Major Image," which doesn't count against your number of spells known. When you cast "Major Image," you can choose to expend an Allure Point to make the illusion appear even more alluring and persuasive, granting disadvantage on saving throws against the illusion to creatures that are attracted to your character's gender or species. ENCHANTED CHARM At 10th level, your enchantments become even more potent. When you successfully charm a creature, it has disadvantage on saving throws against your subsequent charm or enchantment effects for the next minute. MESMERIC ENCHANTMENT At 14th level, your enchanting abilities reach their pinnacle. When you cast a spell that charms or enchants a creature with a duration, the duration of the effect is extended by 1 minute. Additionally, if a creature charmed by you makes a saving throw, you can impose a penalty against the saving throw equal to 1d4 once. You can choose to do so after the number is rolled, but before it is determined if it succeeds or not. This feature can only be used once per charmed creature per long rest. ALLURING SOVEREIGNTY At 18th level, you ascend to the pinnacle of enchanting power, becoming the sovereign of charm and manipulation. You gain advantage on all Charisma (Persuasion) and Charisma (Deception) checks. Additionally, whenever a creature makes a saving throw against your charm or enchantment effect and succeeds, it suffers psychic damage equal to your Charisma modifier. 140


B COURTESAN orn from the realms of elegance and seduction, the Courtesan emerges as a master of alluring charm and manipulative grace. They possess a captivating presence that draws attention like moths to a flame, effortlessly commanding the hearts and minds of those around them. With each step they take, they leave an indelible mark on the tapestry of social interactions, weaving a web of influence that few can resist. Courtesans are masters of forming connections and bonding, oftentimes rising to powerful positions due to their sheer skill at manipulation. COURTLY ETIQUETTE When you take this Specialty at 2nd level, you become wellversed in the art of courtly etiquette and social graces. You gain proficiency in the Persuasion and Insight skills if you are not already proficient with them. If you are already proficient with those skills, you may add an additional modifier to them equal to half of your proficiency bonus to them. Additionally, when interacting with humanoid creatures of your character's preferred gender, you have advantage on Charisma (Persuasion) checks. ENTICING PERFORMANCE At 6th level, your captivating performances leave a lasting impression on those who witness them. Whenever you perform for a group of creatures, you can choose a number of creatures equal to your Charisma modifier (minimum of one creature) to become charmed by your performance for 1 hour. Charmed creatures are friendly towards you and are more willing to provide you with information, favors, or assistance. BEGUILING AURA At 10th level, your presence exudes an irresistible aura of charm and allure. Whenever you make a Charisma (Persuasion) check, you can choose to emit a beguiling aura. Creatures within 10 feet of you have disadvantage on saving throws against your charm or enchantment effects until the end of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest. SEDUCTIVE WHISPERS At 14th level, your words possess a mesmerizing power that can sway the thoughts and actions of others. When you make a Charisma (Deception) or Charisma (Intimidation) check against a creature, you can choose to expend an Allure Point. If you do, the target has disadvantage on the saving throw or ability check against your check. Additionally, if the target fails the saving throw or ability check, it is charmed by you until the end of its next turn. SOCIAL BUTTERFLY At 18th level, your presence in social situations becomes truly mesmerizing. Whenever you make a Charisma (Persuasion) or Charisma (Deception) check, you can choose to treat any roll of 9 or lower on the d20 as a 10. Additionally, when you successfully charm a creature, the charm lasts for an additional minute. If the charm does not have a duration, the creature automatically fails the first check to overcome the charm. 141


I MUSE n the realm of artistic expression and inspiration, there exists a special breed of Escorts known as Muses. These enchanting individuals possess a natural charisma and an otherworldly connection to the creative forces that shape the world. Muses are the embodiment of beauty, grace, and inspiration, using their captivating presence and melodic harmonies to uplift and empower those around them. Muses understand the transformative power of art and music, and they channel their talents to support and inspire their allies. Through their words, melodies, and movements, they weave a tapestry of emotions, guiding their companions to reach their true potential. Muses are the radiant beacons of hope and encouragement, breathing life into the hearts of the weary and infusing the world with their artistic magic. INSPIRING PRESENCE When you take this Specialty at 2nd level, you possess an innate ability to inspire and uplift others. Whenever you use the Help action to aid an ally, they gain temporary hit points equal to your Charisma modifier + your Escort level (minimum of 1 temporary hit point). Additionally, your presence grants advantage on all ability checks made by your allies within 10 feet of you. MELODIC HARMONIES Your soothing and captivating melodies have a profound effect on those who hear them. As an action, you can use your Melodic Harmonies to restore hit points to yourself and your allies. Each creature of your choice within 30 feet of you, including yourself, regains hit points equal to 1d8 + your Charisma modifier. The healing increases to 2d8 at 10th level, 3d8 at 14th level, and 4d8 at 18th level. Once you use this feature, you can't use it again until you finish a short or long rest. AURA OF INSPIRATION Your presence alone is enough to inspire greatness in those around you. Whenever you or an ally within 30 feet of you rolls a d20 to make an ability check, attack roll, or saving throw and the roll is less than your Charisma modifier, they can add your Charisma modifier to the roll. This feature can be used a number of times equal to your Charisma modifier (minimum of 1), and all expended uses are regained after a long rest. EMPOWERING PERFORMANCE Your performances reach new heights of inspiration and empowerment. As an action, you can choose a number of creatures equal to your Charisma modifier within 60 feet of you. Each chosen creature gains advantage on attack rolls and saving throws for 1 minute. Additionally, whenever a chosen creature deals damage, they regain hit points equal to your Charisma modifier. EUPHORIC ENCORE At 18th level, your performances become a transcendent experience, filling your allies with unparalleled power and resilience. Whenever you use your Melodic Harmonies feature, the affected creatures gain temporary hit points equal to twice the number rolled for healing. Additionally, your Aura of Inspiration feature extends its range to 60 feet, and you can use it a number of times equal to twice your Charisma modifier (minimum of 2) before requiring a long rest 142


WSUCCUBUS/INCUBUS ithin the realm of forbidden desires and irresistible allure, there exists a unique breed of Escorts known as Succubi/Incubi. These enigmatic beings possess a captivating presence and a seductive charm that transcends gender and strikes at the very core of desire. Succubi/Incubi are the embodiment of temptation, using their enthralling nature and life-draining abilities to ensnare the hearts and souls of their chosen prey. Succubi/Incubi understand the power of allure and the secrets hidden within the shadows. They draw upon the depths of their mysterious nature to manipulate and seduce those around them, weaving a web of tantalizing enchantment. With their every glance, touch, and whisper, they awaken the deepest passions, feeding off the life force of their victims to sustain their own existence. LIFE LEECH When you take this specialty at 2nd level, you gain the ability to drain the life force of your enemies. Whenever you hit a creature with a weapon attack, it takes additional necrotic damage equal to 1d6. Additionally, you regain hit points equal to the necrotic damage dealt by this feature. You can only use this feature three times per short or long rest. SEDUCTIVE VAMPIRISM At 6th level, your seductive nature and draining abilities become even more potent. Whenever you reduce a creature to 0 hit points or score a critical hit against a creature, you regain hit points equal to your Charisma modifier (minimum of 1) plus half of your Escort level (maximum of 12). EPHEMERAL SHIFT At 10th level, your connection to demonic powers allows you to briefly phase through reality. As a bonus action, you can use Ephemeral Shift to become incorporeal until the start of your next turn. While incorporeal, you have resistance to all damage except for force damage, and you can move through other creatures and objects as if they were difficult terrain. DEMONIC EMPOWERMENT At 14th level, you can tap into your demonic power to empower your attacks. Once per turn when you take the attack action, you may impose a penalty against your attack roll equal to your Charisma modifier. If you do so, you can add 2d8 necrotic damage to the attack. Additionally, if the target is reduced to 0 hit points by this attack, you gain temporary hit points equal to your Escort level. This feature cannot be used with Seductive Vampirism, and can only be used twice per long rest. SOUL DEVOURER At 18th level, your ability to consume souls becomes truly fearsome. Whenever a creature dies within 30 feet of you, you can use your reaction to devour its departing soul. This grants you a surge of power, granting you advantage on your next attack roll or saving throw within the next minute. You can use this feature a number of times equal to half your Charisma modifier (minimum of 1), and you regain all expended uses after finishing a long rest. 143


ESCORT SPELLS Cantrips (0 Level) • Blade Ward • Dancing Lights • Friends • Light • Mage Hand • Minor Illusion • Prestidigitation • Thunderclap (XGtE) • True Strike • Vicious Mockery 1st Level • Animal Friendship • Bane • Charm Person • Comprehend Languages • Cure Wounds • Detect Magic • Disguise Self • Dissonant Whispers • Earth Tremor (XGtE) • Faerie Fire • Feather Fall • Healing Word • Heroism • Identify • Illusory Script • Longstrider • Silent Image • Sleep • Speak with Animals • Tasha's Hideous Laughter • Thunderwave • Unearthly Chorus (UA) • Unseen Servant 2nd Level • Animal Messenger • Blindness/Deafness • Calm Emotions • Cloud of Daggers • Crown of Madness • Detect Thoughts • Enhance Ability • Enthrall • Heat Metal • Hold Person • Invisibility • Knock • Levitate • Lesser Restoration • Locate Animals or Plants • Locate Object • Magic Mouth • Phantasmal Force • Pyrotechnics (XGtE) • See Invisibility • Shatter • Silence • Skywrite (XGtE) • Suggestion • Warding Wind (XGtE) • Zone of Truth 3rd Level • Bestow Curse • Catnap (XGtE) • Clairvoyance • Dispel Magic • Enemies Abound (XGtE) • Fear • Feign Death • Glyph of Warding • Hypnotic Pattern • Leomund's Tiny Hut • Major Image • Nondetection • Plant Growth • Sending • Speak with Dead • Speak with Plants • Stinking Cloud • Tongues 4th Level • Charm Monster (XGtE) • Compulsion • Confusion • Dimension Door • Freedom of Movement • Greater Invisibility • Hallucinatory Terrain • Locate Creature • Polymorph 144


5th Level • Animate Objects • Awaken • Dominate Person • Dream • Geas • Greater Restoration • Hold Monster • Legend Lore • Mass Cure Wounds • Mislead • Modify Memory • Planar Binding • Raise Dead • Scrying • Seeming • Skill Empowerment (XGtE) • Synaptic Static (XGtE) • Teleportation Circle 6th Level • Eyebite • Find the Path • Guards and Wards • Mass Suggestion • Otto's Irresistible Dance • Programmed Illusion • True Seeing 7th Level • Etherealness • Forcecage • Mirage Arcane • Mordenkainen's Magnificent Mansion • Mordenkainen's Sword • Project Image • Regenerate • Resurrection • Symbol • Teleport 8th Level • Dominate Monster • Feeblemind • Glibness • Mind Blank • Power Word Stun 9th Level • Foresight • Mass Polymorph (XGtE) • Power Word Heal • Power Word Kill • Psychic Scream (XGtE) • True Polymorph 145


WBASTION ithin the chaos of battle, where blades clash and spells explode, there exists a stalwart guardian known as the Bastion. Clad in resilient armor and armed with unwavering determination, the Bastion stands as a formidable shield between their allies and the relentless forces that seek to harm them. Whether through sheer physical might, strategic positioning, or unyielding resolve, Bastions are the embodiment of resilience and protection. The path of the Bastion is one that embraces the art of defense and the ability to absorb and endure punishing blows. Through rigorous training and a deep understanding of the battlefield, they have honed their bodies and minds into impenetrable fortresses. Bastions are not mere tanks; they are the unbreakable walls upon which the hopes and dreams of their allies are secured. HIT POINTS Hit Dice: 1d12 per Bastion level Hit Points at 1st Level: 12 + your Constitution modifier Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per Bastion level after 1st PROFICIENCIES Armor: All armor, shields Weapons: Simple weapons, martial weapons Tools: None Saving Throws: Constitution, Charisma Skills: Choose two from Athletics, Intimidation, Insight, Investigation, Perception, and Medicine EQUIPMENT You start with the following equipment, in addition to the equipment granted by your background: • (a) a martial weapon and a shield or (b) two martial weapons • (a) a light crossbow and 20 arrows or (b) any simple weapon • (a) dungeoneer's pack or (b) an explorers pack Fortitude Save DC = 6 + your proficiency bonus + the result of one Fortitude die Fortitude Modifier = your constitution modifier + 2 Multiclassing Bastion When using the optional rule for multiclassing with a Bastion, the character must have a Constitution score of 13 or higher. Quick Build You can make a Bastion quickly by following these instructions. First, Constitution should be your highest ability score, followed by Strength. Second, choose a background of your choice, preferably one that ties in with your Defensive Focus. Bastion Level Pro�ciency Bonus Class Features Fortitude Die 1st +2 Guardian, Immovable, Protector 1d6 2nd +2 Enraging Taunt, Encourage 1d6 3rd +2 Defensive Focus, Disrupt, Calculated Strike 1d6 4th +2 Ability Score Improvement 1d6 5th +3 Extra Reaction 1d8 6th +3 Defensive Focus Feature, Defensive Positioning 1d8 7th +3 Mobile Bastion 1d8 8th +3 Ability Score Improvement 1d8 9th +4 Defensive Focus Feature 1d10 10th +4 Ability Score Improvement 1d10 11th +4 Unbreakable 1d10 12th +4 Ability Score Improvement 1d10 13th +5 Defensive Focus Feature 1d12 14th +5 Daring Warden 1d12 15th +5 Defensive Mastery 1d12 16th +5 Ability Score Improvement 1d12 17th +6 Extra Reaction (2) 1d12 18th +6 Defensive Focus Feature 1d12 19th +6 Ability Score Improvement 1d12 20th +6 Unyielding Bastion 1d12 146


CLASS FEATURES GUARDIAN At 1st level, you become adept in the defensive arts. While you are wearing medium or heavy armor and you take slashing, piercing, or bludgeoning damage as the result of an attack, you may use your reaction to reduce that damage by your Fortitude die. IMMOVABLE OBJECT Also at 1st level, you know how to plant your feet, becoming as durable as a mountain. As a bonus action, You gain hit points equal to your number of levels in Bastion. Additionally, all allies within 5ft behind you benefit from 3/4 cover, and allies within 10ft behind you benefit from 1/4 cover. Once you use this feature you cannot use it again until you finish a short or long rest. PROTECTOR At 1st level, you take a more reactive approach to combat than most, favoring blocks and parries over more aggressive maneuvers. You gain access to the Reposition and Retribution reactions: Reposition. When a creature you see attacks a target other than you that is within 5ft, you can use your reaction to swap positions with the target creature. You become the new target of the attack. Retribution. When a creature you can see within 10 feet of you damages you or a friendly creature that you can see, you can use your reaction to move up to 5 feet directly towards it then make a melee weapon attack against it. The damage of this attack is halved. ENCOURAGE Starting at 2nd level, you can encourage an ally as an action, allowing them to move up to half their movement and make a single attack against a creature. You may use this feature a number of times equal to your proficiency bonus and regain all expended uses on a long rest. ENRAGING TAUNT At 2nd level, you make tactical use of taunting words and actions. As an action, you force all creatures of your choice within 15 feet to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). On a failed save, the creatures have disadvantage on attacks made against targets other than you and suffers the following effects until the end of its next turn: • It has advantage on attack rolls against you and disadvantage on attack rolls against targets other than you • When it uses a damaging spell or effect that doesn't require it to make an attack roll, it must make a Wisdom saving throw. On a failure, the effect must include you as a target or include you in its area of effect Once you use this feature you cannot use it again until you finish a short or long rest. CALCULATED STRIKE At 3rd level, you know how to wait for the right moment. When you take the dodge action you have advantage on your next melee weapon attack before the end of your next turn. DISRUPTION Also at 3rd level, whenever you make a melee weapon attack, you may choose to attempt to disrupt your target by choosing one of the following benefits: • The target must succeed on a Dexterity Saving Throw against your Fortitude DC. On a failed save, the targets speed is reduced by half until the start of its next turn. On a success, there is no effect. • The target must succeed on a Strength Saving Throw against your Fortitude DC. On a failed save, the target suffers disadvantage on its next attack. On a success, there is no effect. • The target must succeed on a Wisdom Saving Throw against your Fortitude DC. On a failed save, the target loses its reaction and take bonus damage equal to the result of your Fortitude die. On a success, there is no effect. You can use this feature a number of times equal to half your proficiency bonus rounded up and regain all expended uses on a short or long rest. DEFENSIVE FOCUS At 3rd level, you choose an archetype which determines how you will protect your allies from the list of available archetypes. Your archetype choice grants you features at 3rd level and then again at 6th, 13th, and 18th level. ABILITY SCORE IMPROVEMENT When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you canʼt increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. 147


EXTRA REACTION Starting at 5th level, Starting at 5th level, when you end your turn without using your action to cast a spell or use a magic item, you can take an additional reaction before the start of your next turn. You can only use one reaction per triggering effect. When you cast a non-cantrip spell as a reaction, you can't do so again until the start of your next turn. The number of additional reactions granted by this feature increases to two when you reach 17th level in this class. DEFENSIVE POSITIONING Also at 5th level, you've learned where to place yourself in the heat of battle. You are immune to non-magical difficult terrain. Additionally, you may roll an additional die whenever you use your Fortitude dice. MOBILE BASTION At 7th level, you can use your bonus action to move up to half your movement speed. If you end your movement within 5 feet of an ally, they gain temporary hit points equal to your Fortitude dice + their Constitution modifier. You may use this feature a number of times equal to your Constitution modifier. Regain all expended uses once you finish a long rest. UNBREAKABLE At 11th level, when you take damage, you can use your reaction to make a Constitution saving throw where the DC is equal to 10 or half the damage you take, whichever is greater. On a success, you take no damage. On a failure, you halve the damage taken instead. Once you use this feature, you must finish a long rest before you can use it again. DARING WARDEN When you reach the 14th level, you can use your Enraging Taunt feature when you take the Attack action, without using any action. DEFENSIVE MASTERY Starting at 15th level, you no longer fear being surrounded by enemies, and have actually come to enjoy it. As a bonus action, you may gain a number of temporary hit points equal to one Fortitude die per enemy within 5 ft up to a maximum of 3 enemies + your Constitution modifier (This feature ignores rolling an additional die for Defensive Positioning). Once you use this feature you cannot use it again until you finish a long rest. UNYIELDING BASTION At 20th level, you become indomitable even in the face of impossible odds continuing to serve as a aegis against the darkness for those in need. When you roll initiative you can choose to roll your Fortitude die three times and gain that many temporary hit points. Additionally, choose any number of allies you can see to gain half that amount (rounded up). 148


T DEFENSIVE FOCUSES BULWARK he Bulwark stands tall amidst the chaos of battle, an immovable bastion of defense. Clad in imposing armor, their presence commands respect and instills confidence in allies. Their unwavering resolve and unyielding determination make them the epitome of resilience and fortitude. Born from a deep sense of duty and a desire to protect, the Bulwark takes on the role of the indomitable guardian, shielding their comrades from harm. They are the shield that absorbs the onslaught of attacks, the unbreakable barrier that stands firm against the tide of enemies. Through discipline and training, they have honed their bodies and minds to endure the harshest trials. In the heart of battle, the Bulwark becomes an immovable object, weathering blows that would fell lesser warriors. Their defensive techniques are honed to perfection, allowing them to parry, block, and deflect even the most devastating attacks. Their resolute presence inspires confidence in their allies, turning the tide of battle in their favor. IRON WILL When you take this Focus at 3rd level, your unyielding resolve and unwavering determination make you resistant to mental manipulation. You gain proficiency in Wisdom saving throws. If you already have proficiency in Wisdom saving throws, you gain advantage on them. FORTIFIED DEFENSE At 6th level, your defenses become even more formidable, allowing you to endure tremendous punishment. While you are wearing medium or heavy armor, you have resistance to all damage from non-magical attacks. Additionally, when you take the Dodge action, you gain temporary hit points equal to your Constitution modifier + your Bastion level. UNMATCHED ENDURANCE At 9th level, your endurance and resilience reach new heights, allowing you to withstand the most punishing attacks. You gain resistance to two damage types of your choice, excluding magical slashing, piercing, or blunt. IMPENETRABLE BULWARK At 13th level, your defensive capabilities become nearly impregnable, rendering you an unyielding bastion on the battlefield. While you are wearing medium or heavy armor, you have resistance to an additional damage type, and you have advantage on saving throws against being stunned, paralyzed, or knocked prone. INDOMITABLE RESILIENCE At 18th level, your resilience becomes unmatched, allowing you to endure even the most devastating attacks. When you take damage, you can use your reaction to reduce that damage by an amount equal to your Constitution modifier + twice your Bastion level. Additionally, you have advantage on saving throws against spells and other magical effects. 149


W WARLORD arlords are born leaders on the battlefield, their presence commanding respect and inspiring their allies to greatness. With a charismatic and authoritative demeanor, they exude confidence and rally their comrades to fight with unwavering determination. Whether leading from the front lines or orchestrating strategic maneuvers from the rear, Warlords are master tacticians who understand that victory is not just achieved through brute force, but also through careful planning and coordination. These stalwart commanders have honed their skills in the art of warfare, mastering the tactics of the battlefield and instilling unwavering loyalty in their troops. Their words are as powerful as their weapons, capable of rallying their allies to push through the direst of circumstances and strike fear into the hearts of their enemies. Warlords lead by example, inspiring bravery and tenacity in those who fight alongside them. COMMANDING PRESENCE When you take this Focus at 3rd level, your presence on the battlefield is commanding and inspiring. You gain proficiency in the Persuasion skill if you don't already have it. Additionally, when you make a Persuasion (Charisma) or Intimidation (Charisma) check, you can add your INSPIRING AURA At 6th level, your sheer force of personality inspires and emboldens your allies. As an action, you can emit a powerful aura of inspiration that extends 10 feet from you. While within this aura, your allies gain a bonus to their saving throws equal to your Fortitude modifier. The aura lasts for 1 minute or until you dismiss it as a bonus action. TACTICAL ADVANTAGE At 9th level, you have honed your strategic mind and gained a keen understanding of the battlefield. As a bonus action, you can choose a friendly creature within 30 feet of you. That creature gains advantage on its next attack roll against a target within range. Additionally, if the attack hits, the target takes extra damage equal to your Fortitude die. CRIPPLING STRIKE At 13th level your strikes become precise and devastating, capable of crippling your foes. Whenever you hit a creature with a melee weapon attack, you can choose to expend one use of your Disruption feature. The target must make a Constitution saving throw against your Fortitude DC. On a failed save, the target's movement speed is reduced to 0 until the end of its next turn. MASTER TACTICIAN At 18th level, your tactical acumen reaches its pinnacle, allowing you to plan and execute devastating maneuvers. As an action, you can choose a number of creatures equal to your Charisma modifier within 30 feet of you. Each chosen creature gains advantage on all attack rolls and saving throws until the start of your next turn. Additionally, they can move up to half their speed as a reaction without provoking opportunity attacks. 150


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