A JUGGERNAUT s a Juggernaut, you are a relentless force on the battlefield, a powerhouse of strength and destruction. Your towering presence and heavy armor command respect and strike fear into the hearts of your enemies. With each thunderous step, the ground trembles beneath you, foretelling the devastation that awaits those who dare stand in your way. You are the embodiment of sheer might and unwavering determination. Your muscles ripple with power, enabling you to deliver bone-crushing blows that shatter the defenses of your foes. Your heavy armor becomes an extension of your body, providing impenetrable protection as you charge into the heart of battle without fear. UNSTOPPABLE FORCE When you take this Focus at 3rd level, the Juggernaut taps into their raw strength, becoming an unstoppable force on the battlefield. When you make a melee weapon attack, you can choose to make it a devastating strike. If the attack hits, you add an additional Fortitude die to the damage roll. You can only use this feature twice per short or long rest. Additionally, while you are wearing heavy armor, your movement speed increases by 10 feet. UNYIELDING MIGHT At 6th level, your sheer might becomes even more fearsome. Whenever you roll your Fortitude die, you can choose to roll an additional die and use the higher result. Furthermore, you gain proficiency in Strength saving throws. If you already have proficiency, you can add double your proficiency bonus to the saving throw instead. DESTRUCTIVE ONSLAUGHT At 9th level, your relentless onslaught gains even more destructive power. When you hit a creature with a melee weapon attack, you can expend one use of your Disruption feature to impose the following effects on the target until the start of your next turn: • The target has disadvantage on its next saving throw. • The target's speed is reduced to 0 until the start of your next turn. • The target takes additional damage equal to your Fortitude die at the start of its next turn. Once you use this feature, you cannot use it again until you finish a short or long rest. UNSTOPPABLE MOMENTUM At 13th level, your momentum in combat becomes truly unstoppable. When you take the Dash action, your movement speed increases by an additional 10 feet, and you can move through the space of creatures that are at least two sizes smaller than you without provoking opportunity attacks. RELENTLESS ASSAULT At 18th level, you become an unstoppable force of destruction. When you take the Attack action, you can make one additional melee weapon attack. This attack deals additional damage equal to your Fortitude die. 151
A VANGUARD blur of motion amidst the chaos of battle, the Vanguard surges forward with unwavering bravery. Their feet pound against the earth, driving them closer to the heart of the conflict. With sword in hand and determination in their eyes, they inspire their allies with their indomitable spirit and lead the charge against the encroaching darkness. The Vanguard's presence on the battlefield is a beacon of hope, an embodiment of courage and valor that pushes their comrades to new heights. Swift and agile, the Vanguard weaves through the fray, always at the forefront of the action. Their movements are a testament to their honed instincts and impeccable timing. They strike swiftly and decisively, exploiting every opening with relentless precision. Their enemies stand little chance against the onslaught of their rapid assaults. RAPID ASSAULT At 3rd level, your combat prowess and swift movements allow you to make lightning-fast strikes against your foes. When you use the Attack action on your turn, you can make one additional melee weapon attack as a bonus action. TACTICAL MANEUVER At 6th level, your battlefield experience and strategic instincts grant you enhanced mobility and positioning. You gain a climbing speed and a swimming speed equal to your normal movement speed. Additionally, when you take the Dash action, you can move through the space of any enemy creature that is of a size larger than yours. WARRIOR'S RESILIENCE At 9th level, you have honed your body and mind to withstand the rigors of combat. You gain the following benefits: • Your maximum hit points increase by an amount equal to your Bastion level, and you regain hit points equal to your Constitution modifier at the start of each of your turns. • Whenever you are subjected to an effect that allows you to make a saving throw for half damage, you can use your reaction to take no damage on a successful save, and only half damage on a failed save. BATTLEFIELD AWARENESS At 13th level, your senses are honed to perfection, granting you unparalleled awareness of your surroundings. You have advantage on initiative rolls. Additionally, you can't be surprised while you are conscious, and if you are surprised at the beginning of combat, you can act normally on your first turn. HEROIC CHARGE At 18th level, your battlefield presence becomes aweinspiring, striking fear into the hearts of your enemies. When you move at least 20 feet in a straight line toward a hostile creature and hit it with a melee weapon attack on the same turn, you can force the target to make a Strength saving throw (DC 8 + your proficiency bonus + your Strength or Dexterity modifier, your choice). On a failed save, the target is knocked prone and pushed 10 feet away from you. On a successful save, the target is pushed 5 feet away from you. 152
BRAWLER VERSATILE COMBATANTS Brawlers are all about versatility. Not as hearty as a barbarian, strong as a fighter, or devout as a monk, Brawlers get by by grit, wit, and moxy. Brawlers will shove, grapple, and fight with their mastery of many and any combat styles to get by and escape danger. CREATING A BRAWLER When creating your Brawler, think about how they learned their craft. Are they far travelers who studied under many masters, or braggards who drank with monks to learn their secrets? Are they curious and willing to learn, constantly seeking self improvement, or just ornery and good at fighting? Quick Build You can make a Brawler Quickly by making Strength your highest ability score, followed by Intelligence. Second, choose the Urchin background Brawler Level Pro�ciency Bonus Features Brawling 153
CLASS FEATURES As a Brawler, you gain the following class features Hit Points Hit Dice: 1d10 per Brawler level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Brawler level after 1st Proficiencies Armor: Light armor Weapons: Simple Melee Weapons, Scimitar, Hand Crossbows, Improvised Weapons Tools: None Saving Throws: Constitution, Strength Skills: Choose two from Athletics, Acrobatics, Survival, Insight, Animal Handling, Perception Equipment You start with the following equipment, in addition to the equipment granted by your background: • (a) a scimitar or (b) any simple weapon • (a) dungeoneer's pack or (b) burglar's pack • two daggers BRAWLING At 1st level, your practice of brawling gives you mastery of combat styles that use unarmed strikes and Brawler weapons, which are simple weapons, scimitars, and improvised weapons. While you arenʼt wearing medium or heavy armor or wielding a shield, Your unarmed strikes and Brawler Weapons can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. This die changes as you gain Brawler levels, as shown in the Brawling column of the Brawler table. Additionally, you may calculate your AC as 10 + your Strength modifier + your Intelligence modifier MARTIAL FLEXIBILITY At 1st level, your mastery of versatility and combat allows you to adapt to any situation on the fly. You may use a bonus action to activate martial flexibility. Each flexibility is active for 1 minute after activation unless otherwise stated. At 1st level, only one flexibility may be active at once. This number increases according to the Flex Max column in the table below. You have a number of uses for this ability equal to 1/2 your Brawler level rounded down + your Intelligence modifier (Minimum 1). These uses recover after a long rest. Additionally, you may recover a number of uses equal to your intelligence modifier after a short rest once per long rest. As your level increases, the amount of flexibilities you may have active grows, as does the speed of your activation. Each ability consumes one use. Your degree of flexibility is shown in the Degree column in the table below. This indicates the highest degree flexibility you can use. Flexibilities cost an amount of uses equal to their degree. For example, a 6th level Brawler can activate two 1st degree flexibilities or one 2nd degree flexibility. You may activate a new flexibility before an active flexibility expires. If this newly activated flexibility brings you over the maximum simultaneous flexibilities, the previous flexibility or flexibilities immediately end. Activating this ability using a reaction must take place on your turn. Martial Flexibilities Planned You plan a number of Martial Flexibilities from the Martial Prowess table equal to half your Brawler level (minimum 1). You can change your flexibilities planned when you finish a long rest. Additionally, you may swap out a number of flexibilities planned equal to 1/2 your Intelligence modifier rounded up (Minimum 1) when you finish a short rest. Your level indicates what degree of Martial Flexibility you have. When planning a Martial Flexibility from the Martial Prowess Table, it must be of a degree you can plan as shown in the Degree column of the table below. For example, an 8th level Brawler must plan Martial Flexibilities of 1st or 2nd degree. Saving Throws Some of your flexibilities require your target to make a saving throw to resist their effects. The saving throw DC is calculated as follows: Brawler Save DC = 8 + your proficiency bonus + your strength modifier Brawler Level Flex Max Degree 1st 1 1 5th 2 2 11th 3 3 15th 4 4 20th 5 4 WALK OF LIFE When you reach 2nd level, you commit yourself to a Brawler's walk of life. Your walk grants you features at 2nd level and again at 9th, 13th, and 17th level. Additional Flexibilities Each walk of like has additional flexibilities noted in the description. You always have these planned and they do not count against your flexibilities planned 154
BRAWLER'S CUNNING At 3rd level, you gain advantage on any ability checks made to find, craft, or prepare an improvised weapon. BRAWLER'S FLURRY At 3rd level, When you use the Attack action with an unarmed strike or a Brawler weapon on your turn, you can use your bonus action to grapple, shove, or make an unarmed strike. ABILITY SCORE IMPROVEMENT When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you 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. EXTRA ATTACK Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. BRAWLER'S STRIKE Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, when you land an attack with an unarmed strike or Brawler weapon, you may make a Strength (Athletics) check contested by the targetʼs Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you win, you push the opponent 10 feet away from you. If you succeed by over 5, the opponent is pushed 15 feet. if they hit an object or creature before the end of their movement, both take 1d4 bludgeoning damage per 5 feet left of movement. KNOCKOUT At 6th level, when you hit a creature with an unarmed strike, you may spend 1 Flexibility to attempt a Knockout blow. The target must succeed a Constitution saving throw or be incapacitated and knocked prone for 1d4 rounds ending on your turn. At the end of each of their turns they may use their action to repeat the saving throw. This ability may only be used once per long rest. Beginning at 11th level, this ability recovers on short rest. IMPROVISED DEFENSE Starting at 7th level, when wielding an improvised weapon that can reasonably be used as a shield, such as a chair, body, wok, etc., Your AC is increased by 2 when you do not attack with the weapon, instead using it as a shield. If an incoming attack would hit you without the shield, roll a DC 10 Strength check, on failure, the improvised weapon breaks or is otherwise rendered unusable, causing you to lose the benefit of the shield. On subsequent checks with the same item, increase the DC by 5. AWESOME BLOW Starting at 10th level, you may use your action to attempt an Awesome Blow. The target must succeed a Strength saving throw or take 4d10 bludgeoning damage and be launched 1d6 * 5ft. If it collides with an object, it and the object take 1d4 bludgeoning damage for every 5ft left to travel. On success the target takes half damage and is pushed 5ft. This ability can be used a number of times equal to your Intelligence modifier per long rest. At 14th level, this ability improves. Add 1d10 to the damage and increase the distance die to 1d8. At 18th level, the damage increases another 1d10 and the distance die becomes d10. MARTIAL MASTERY At 20th level, your mastery of combat and adaptability know no bounds. When you roll for initiative and have no martial flexibilities remaining, you regain 4 uses. Additionally, all flexibilities in the Martial Prowess table are planned for you. 155
EWALKS OF LIFE very Brawler follows their own path, focusing their mastery on various rough pursuits. Each walk gives you new abilities at 3rd, 7th, 13th, and 17th level as well as new flexibilities to use. SAVAGE Savage Brawlers seek thrills and new experiences. They specialize in combat, grappling, and surviving in nature. Additional Flexibilities Degree Prowess E�fect 1st Brute Forgo adding the strength bonus to your attacks with Brawler weapons to instead add your strength modi�er twice to your damage rolls 1st Heavyhanded Increase the damage die of your unarmed strikes and Brawler weapons by 1 (e.g. 1d6 to 1d8) 2nd Wrestler Your unarmed strikes deal an additional 1d6 damage against creatures you are grappling 3rd Spunky You count as one size larger for the purposes of grappling 4th Daring You ignore di��cult terrain and gain expertise in Strength (Athletics) and Dexterity (Acrobatics) checks Bonus Proficiencies You gain proficiency in the Nature skill. Primal Hunting At 2nd level, you gain advantage on Wisdom (Survival) checks to track creatures you have spend more than a minute observing within the past hour or that you have dealt damage to in the past minute. Hog Tie At 9th level, when grappling a creature, You may attempt a special grapple check to Hog Tie the grappled creature. Hog Tied creatures are restrained and have disadvantage on strength checks against being used as an improvised weapon. Combat Reflexes At 13th level, when you make an attack of opportunity, you may instead make a grapple attempt. Supreme Grappling At 17th level, your ability to grapple is legendary. The size limit on creatures you may grapple is increased by 1 category SLEUTH Sleuths can be found in the darkest corners of society investigating mysteries and seeking the truth. Additional Flexibilities Degree Prowess E�fect 1st Savvy As a bonus action, make a Wisdom (Insight) check contested by a target's Charisma (Deception) check. If you succeed, either your next attack against the creature has advantage or its next attack against you has disadvantage 1st Suprise! You may deal an extra 1d6 damage when attacking a creature with the suprised condition or with advantage when using an unarmed strike or Brawler weapon one per turn. This damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level 2nd Sneaky You gain expertise Dexterity (Stealth) ability checks. 3rd Sleuth Talents You may impose 2 e�fects from your Sleuth Tactics when using the feature 4th Handy You add 1d8 to ability checks that you are pro�cient in Bonus Proficiencies You gain proficiency in the Investigation skill Investigator's Instincts at 2nd level, you may use your Intelligence modifier to instead of your Wisdom modifier to make Insight and Perception checks. In addition, you may Hide as a bonus action 156
Sleuth tactics At 9th level, you may make an Investigation check against a target creature's Deception check as a bonus action. On success, when you land an unarmed strike or melee attack with a Brawler weapon, you may impose one effect from the table below until the start of your next turn. Only one effect may be active on a creature. The target remains marked for 10 minutes. You may use this feature a number of times equal to your Intelligence modifier (minimum one). These uses refresh on a short rest. E�fect Slow 10 feet -1d4 to next attack roll -1d4 to next damage roll Automatically miss next attack of opportunity Disadvantage on next Dexterity or Constitution saving throw Disadvantage on next Wisdom check You may also use talents to move up to 10 feet undetected while hidden. Sweet Talker at 13th level, you may add your Intelligence modifier to charisma (persuasion) checks for the purpose of gaining information. Once you use this feature, it may not be used again until after you have finished a short or long rest. Improved Sleuth Tactics at 17th level, your sleuth talents improve as shown in the table below. E�fect Slow 15 �t -1d6 to next attack roll -1d6 to next damage roll Automatically miss attacks of opportunity until the start of your next turn Disadvantage on Dexterity or Constitution saving throws until the start of your next turn Disadvantage on wisdom checks until the start of your next turn You may also use talents to move up to 15 feet undetected while hidden. ARCANE REJECT Additional Flexibilities Degree Prowess E�fect 1st Surging when you take the attack action on your turn, you may make a ranged spell attack with a range of 60 feet that deals force damage equal to your brawling die. You are pro�cient and use your Intelligence modi�er for attack rolls 1st Overchannel You may add your intelligence modi�er to spell attack damage rolls 2nd Arcane Brawling You may add 1d4 �re, cold, poison, lightning or thunder damage to your unarmed strikes 3rd Arcane Blow When using your Awesome Blow, you may change the damage type to �re, cold, poison, lightning, force, or thunder damage 4th Overcharge You may add your intelligence modi�er to the damage done by imbued items Bonus Proficiencies You gain proficiency in the Arcana skill Amateur Casting Casting The Arcane Reject table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your arcane reject spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 13th level, you have two 3rdlevel spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell. Spells Known of 1st Level and Higher At 2nd level, you know two 1st level spells of your choice from the warlock spell list. The Spells Known column of the Arcane Reject table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than whatʼs shown in the tableʼs Slot Level column for your level. Additionally, when you gain a level in this class, you can +choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots 157
Spellcasting Ability Intelligence is your spellcasting ability for your arcane reject spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an arcane reject spell you cast and when making an attack roll with one. SPELL SAVE DC 8 + your proficiency bonus + your Intelligence modifier SPELL ATTACK MODIFIER your proficiency bonus + your Intelligence modifier Spellcasting Focus You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your arcane reject spells. Arcane Reject Table Class Level Spells known Spell slots Slot Level 2 2 1 1st 3 3 1 1st 5 4 1 2nd 7 5 2 2nd 9 6 2 3nd 11 7 2 3nd 13 8 2 4th 15 9 3 4th 17 10 3 5th 19 11 3 5th Arcane Infusion At 2nd level, while you lack finer control over the arcane, you can focus your arcane powers into items. As a bonus action, you may imbue an item, up to 1 cubic foot of material, or weapon with arcane energy for 1 minute a number of times equal to your Intelligence modifier (minimum one) per short rest. Items imbued with energy deal 1d4 of your choice of fire, cold, poison, lightning, or thunder damage when it touches another creature or an additional 1d4 of the chosen type when used as a weapon. This damage increases by 1d4 at 5th level (2d4), 11th level (3d4), and 17th level (4d4). Arcane Grit At 9th level, as an action, you may use uses of your Martial Flexibility to recover a spell slot. The number of flexibility uses is equal to the level of the spell, for example, you may expend one use for a 1st level spell, or 3 for a 3rd level spell. The level you recover may not exceed your current slot level as shown in the Arcane Reject table. Once this ability is used you must finish a long rest before using it again. Arcane Exertion At 13th level, you gain the ability to draw excess power from the weave at a cost. You may cast a spell at a level higher than you are able. When you do so, make DC 15 arcana check. On failure, your spell surges with Wild Magic - the spell fails and instead you roll for an effect from the Wild Magic table As well, you lose the ability to cast spells until you finish a long rest. Each successive use of this ability adds 3 to the save DC. the DC resets after a long rest. Mastered Imbuement At 17th level, when using your Arcane Imbuement feature, the effects last for 8 hours. MARTIAL PROWESS 1st Degree Prowess E�fect Defensive +1 bonus to AC when unarmored O�fensive +2 to damage rolls with melee attacks Ranged +2 to damage rolls with ranged weapon attacks Eagle Eye increase the range of ranged attacks by 10 �t Vicious You may add an extra damage die to critical hits Protective When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll Fierce Your melee attacks score a critical on a roll of 19 or 20 Quick You gain +10 �t to your movement speed. Nimble Your swim and climb speed equals your movement speed Determined You have advantage on saving throws against being frightened or charmed Agile When you hit a creature with a melee attack, you do not provoke attacks of opportunity from it for the rest of of the turn Versatile Choose three martial weapons. These become Brawler weapons that you are pro�cient in Forceful Your shove distance is increased by 5 feet Point Blank Ranged attacks made within 5 �t do not incur disadvantage Quickshooter You may ignore the loading property on light weapons 158
2nd Degree Prowess E�fect Kraken You gain expertise Strength(Athletics) checks when making a grapple attempt. As well, creatures grappled by you take bludgeoning damage equal to your Strength modi�er when they start their turn grappled by you and upon being grappled by you Crane You �ght defensively, remove your ability modi�er from all attack rolls and gain +2 AC Boar you may deal slashing or peircing with your unarmed strikes. As well, when you hit a creature two or more times in one round, deal 2d6 extra points of damage with your attack. This may be triggered once per turn Panther When triggering an attack of opportunity, you may use your reaction to attempt an unarmed strike a�ter the attack of opportunity is resolved Jabbing when you hit a creature with an unarmed strike and have hit that creature with an unarmed strike the previous round, deal an extra 1d6 damage with your attack Mountain When you take the Dodge Action, you may use your Brawler's Flurry bonus action Braced You may use your reaction to de�lect or catch a melee or thrown weapon attack. When you do so, the damage you take from the attack is reduced by 1d8 + your Strength modi�er + your Brawler level. When you reduce the damage to 0, you may attempt to shove, steal the creature's weapon, or grapple the creature on melee attacks as a part of the same reaction. On thrown attacks, you may catch the weapon and throw it back as a part of the same reaction. Counter puncher When a creature misses you with a melee weapon attack, you may use your reaction to make an unarmed strike or attempt to disarm the opponent by initiating a contested Strength (Athletics) check Firm You gain +1 to Strength saving throws Rolling When you are knocked prone, you may use your reaction to move 5 feet without provoking an attack of opportunity. You remain prone Tough Add temporary HP equal to 1d10 + your Intelligence modi�er 3rd Degree Prowess E�fect Re�lexive You may make one attack of opportunity per round without using your reaction Dervish Once per turn when you land a melee weapon attack, you may use the same attack roll to strike any number of creatures within 5 feet of you. Damage is dealt without any modi�ers Imposing Upon activation, choose a creature within 20 feet of you. That creature must make a Wisdom saving throw or be frightened of you until the beginning of your next turn. Awesome Burst When performing your Awesome Blow, instead of a single target, every creature within 5 feet of you must save against your Awesome Blow Awesome Throw When you land a hit with a thrown weapon, you may expend a use of your Awesome Blow to force the target to make a Strength saving throw or take 4d10 damage of the weapons type, be knocked 10 �t, and fall prone. On a successful save, the opponent takes half damage. If an obstacle prevents the creature from moving, both take 1d6 damage and the target is knocked prone adjacent to the obstacle Grit All bludgeoning, piercing, and slashing damage is reduced by your Strength modi�er Hearty You gain +1 to Constitution saving throws Meteor When an enemy creature falls prone next to you, you may use your reaction to make an unarmed strike Lightfoot You gain +1 to Dexterity saving throws Hawk Eye You may add your Intelligence modi�er to the attack and damage rolls of ranged weapons that you are pro�cient in 4th Degree Prowess E�fect Horde Defense When using the Defensive Prowess, you may add +1 AC for every hostile creature within 10 feet of you to a max bonus equal to your Strength modi�er. This bonus lasts until the start of your next turn Fortress While this ability is active, you may take the Dodge Action as a Bonus Action a number of times equal to your Intelligence Modi�er (Minimum 1) Ursine You gain resistance to all damage except Psychic Un�linching You may reroll a Strength, Dexterity, or Constitution saving throw. When you use this feature, you cannot use it again until you �nish a long rest 159
CHRONONAUT A halfling staggers out of an opaque portal, wearing strange clothes and clutching a bizarre dagger. He looks about the tavern frantically as the rift shuts behind him, scrambling up to the tavernkeeper, asking- "What year is it?" A human adventurer never made clear the origins of his glowing sword, insisiting that his magic created the beam of energy from the "wand's" hilt. His allies don't complain- it cuts as well as the next blade, despite its strange origin. An elf catalogues new plant life in this region. Having only seen them in fossil records, her excitement is evident. She turns to the small, hovering drone by her side, dictating her notes to it. Each of these adventurers are chrononauts, scientists from a time, and possibly another plane, far in the future from your own. Having crossed time and space to get to where they are, chrononauts are singularly focused scientists and researchers who follow strict sets of academic codes when tampering with the past- after all, who knows what their presence here might entail for the future. VOYAGERS OF TIME AND SPACE Chrononauts have come far to get to where they are, traveling through scientific portals that bend reality and time. Oftentimes, a chrononaut's trip is one way, as they are not in their own past, but rather an alternate time line of their own past. Often, they will use powerful magic found in the world to send information back to their allies or other scientists, or perhaps they will leave files of information buried in what they know will become ruins, so that their research may benefit those in the future. To solidify themselves in time line that they enter into, chrononauts forge a special scientific weapon called a Time Anchor. This object allows the chrononaut to dip in and out of time without causing potentially devastating paradoxes, and is the focus of a chrononaut's martial prowess. SCIENTIFIC AGENTS The vast majority of Chrononauts come from far in the future, and their arrival often portends doom or despair, as most come to research important, and often catastrophic events. While some come to prevent ruin of a dystopian future at the source, at least for this time line, others are simply trying to research and observe the world in its state before. Some are refugees and fugitives who are fleeing the future for some purpose. Regardless of origin, all chrononauts are, at their core, scientists. Holdable to a specific code of academia and ethics called their Prime Directive, each chrononaut draws strength from their resolve in their code and knowledge. Some of their abilities, though technological, may seem like magic, and many people throughout the world where magic is still prominent will assume that their science is nothing but wizardly tricks and charlatan behavior. Some chrononauts don't ever bother to correct those assumptions. CREATING A CHRONONAUT Chrononauts are defined by their studies and code. As most of their background will be left in the future, they are all but alien to the new world that they have entered. Do you try to pass yourself off as a traveler from a land you know is far away? Or do you attempt to explain your situation, despite knowing most will not believe it? Some chrononauts might even have been launched through time by magical means, as opposed to scientific ones. Quick Build You can make a chrononaut quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by either Dexterity or Constitution. Second, choose the sage or far traveler background. The Chrononaut Level Pro�ciency Bonus Features Temporal Transistors 1st +2 Prime Directive, Unarmored Defense, Time Anchor — 2nd +2 Temporal Transistors 2 3rd +2 Directive Feature 2 4th +2 Ability Score Improvement 2 5rd +3 Extra Attack 3 6th +3 Directive Feature 3 7th +3 Evasion 3 8th +3 Ability Score Improvement 3 9th +4 Recall Vitals 3 10th +4 Ability Score Improvement 3 11th +4 Temporal Transistors Improvement 4 12th +4 Ability Score Improvement 4 13th +5 Quickened Re�lexes 4 14th +5 Directive Feature 4 15th +5 Scanner 4 16th +5 Ability Score Improvement 5 17th +6 Projected Surge 5 18th +6 Time Travel 5 19th +6 Ability Score Improvement 5 20th +6 Startled Halt 5 160
CLASS FEATURES As a Chrononaut, you gain the following class features. Hit Points Hit Dice: 1d8 per chrononaut level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per chrononaut level after 1st Proficiencies Armors: None Weapons: Simple weapons, all one-handed firearms Tools: Tinker's Tools Saving Throws: Dexterity, Intelligence Skills: Choose two from Athletics, Acrobatics, History, Medicine, Investigation, Insight or Perception. Equipment You start with the following equipment, in addition to the equipment granted by your background: • (a) 3 daggers or (b) a pistol and 20 bullets • (a) an explorer's pack or (b) a scholar's pack. • Your Time Anchor, Tinker's Tools, and a simple weapon. PRIME DIRECTIVE Based on your original intention in traveling back or forwards in time and space, you must have a directive that fuels your exploits. Whether you follow your directive or not, the training that you receive before beginning your journey shapes your path from then on. Choose a Prime Directive from Survival, Research, or Arcanum. Your choice determines the form of your Time Anchor and grants you additional features at levels 3, 6, 14. All choices are listed at the end of the class features. UNARMORED DEFENSE While not wearing armor or wielding a shield, your armor class equals 10 + your Intelligence modifier + your Dexterity modifier. TIME ANCHOR You remain in this time line due to a special item called a Time Anchor. The Time Anchor is a weapon that allows you to apply Transistors and use Resolve abilities at higher levels. You are proficient with your Time Anchor. Whenever your Time Anchor ability calls for a saving throw, the DC equals 8 + your Intelligence modifier + your Proficiency bonus. If you lose or break your Time Anchor, you may use 10 minute ritual and 10 gp per chrononaut level worth of materials to recreate it. TEMPORAL TRANSISTORS Beginning at 2nd level, you can modify your Time Anchor in a certain way. You can create two transistors for your Anchor when you learn this feature. You may use an Action to change one transistor to another. You may only have one transistor attached at a time. Beginning at level 11, you may apply one additional transistor at a time. All transistors are listed at the end of the class document. You learn to create one additional Transistor at levels 5, 11, and 16. During the course of your adventures, you may find other transistors very rarely from other Chrononauts. In a 4 hour period of experimentation that costs 100 gp per your Chrononaut level, you can modify it into a Transistor that you can use. You may not know a number of Transistors greater than half your Chrononaut level, and must forget another if you wish to learn a new one after this limit. 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. EXTRA ATTACK Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. EVASION Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragonʼs fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. RECALL VITALS At 9th level, you can recall how you physically were seconds before in combat, jumping your body back in time to its previous state. As a reaction at the end of another creatureʼs turn, granted you are not unconscious, you can choose to skip back in time to your state before that turn began. Remove any damage, status conditions, and beneficial effects gained during that turn. This reaction is taken before any Legendary Actions. Once you use this feature, you must finish a long rest before you can use it again. 161
QUICKENED REFLEXES At 13th level, time slows around you while you are in danger. Whenever you end your turn with less than half your maximum hit points, you can use up to two reactions before the start of your next turn. You can only use one reaction per trigger. SCANNER At 15th level, you create a special device as part of your Time Anchor which you can use to identify aspects of a creature within 120 feet of you. This scanner emits a dim light out to 120 feet while scanning. As an Action, you select a creature within range. That creature must succeed on a Dexterity Saving throw against your Time Anchor DC or become scanned for 1 minute. While scanned, you can use a bonus action on your turn to determine certain aspects about all scanned creatures, choosing from the list below: • You learn a chosen ability score. • Any damage vulnerabilities or special weaknesses (such as a fire elemental's weakness to water) • Their highest level of spell slot, if any, and their caster level. If they do not have a caster level, it appears as an inherent ability. • Their highest saving throw. • Any strange chemical or physical structures, such as acid glands in an ankheg. • Any condition immunities. • Their creature type and subtype. This scanner is considered divination magic for the purposes of prevention and magical obscuring. Once you determine aspects using this ability 3 times, all creatures lose the scanned effect from this scanner, and you must complete a short or long rest before you can use it again. You regain all uses of the scannerʼs determine aspect ability once you complete a short or long rest. PROJECTED SURGE Beginning at 17th level, you can use your action to bolster an ally within 30 feet of you with a surge of swiftness. When you do so, the ally may take two actions on their next turn, granted you are still conscious when they take the second action. When you use this ability, make an Intelligence Saving Throw against a DC of 15 at the end of your turn. If you fail, you are paralyzed until the end of your next turn and cannot use this ability again until you complete a short or long rest. Each time you use this ability past the first time between short rests, increase the DC by 4. TIME TRAVEL Beginning at level 18, you can step back in time. By spending a 1 hour ritual trying to jury rig a time traveling device, you can create a medium sized portal using your Tinker's Tools. At the end of the hour, make an Intelligence (Tinkerʼs Tools) check. The DC equals 12, and increases by 1 per every 100 years you wish to travel into the past, to a maximum of increased amount of years equal to 100 times your chrononaut level. If you succeed, you create an identical portal in the same space in the past, and it opens a portal to the past. If there is no space to place the portal, the feature fails and is treated as if you failed your Tinker's Tools check. While in the past, you are in an alternate timeline. Anything you do or change in this timeline will not effect the timeline you return to, and you cannot bring creatures back to this timeline. However, when you return from this timeline, you may bring any number of items with you, so long as they do not exceed your carrying capacity. When the portal closes on either side, any creatures on the alternate timeline are immediately teleported back to their original time, back where they first entered the portal. If you exceed your carrying capacity when the portal closes, you become stuck in the alternate timeline, with no means of returning to your original time. If you create another portal after one week has passed in the alternate past, it instantly links back to the spot and time when you cast the first created the portal that sent you to that past, which immediately pulls you through and then ends. If you are exceeding your carrying capacity, you may choose to drop any number of items before being pulled through, or you are stuck in the alternate timeline. If a creature in the alternate timeline is targeted by a dispel magic spell (8th level or DC of 18), they are instantly brought back to their own timeline in the time and space from which they were teleported away. You lose all items acquired in the alternate timeline when sent back in this manner. The portal remains for 1 minute in your timeline, but remains for 1 week on your destination. When a portal is created, traveling each way can only be used once per person. Every time you create a new portal, you enter into a new alternate timeline. Once you have attempted this ability, you must wait until you complete a long rest before you can attempt it again. If you successfully use this ability, you must wait for 7 days before you can use it again. STARTLED HALT Beginning at 20th level, whenever you roll initiative, you may choose to use your reaction before the round starts to cast Time Stop without using a spell slot. Once you cast Time Stop in this way, you may not do so again until you complete a long rest. 162
PRIME DIRECTIVES Reflecting the training and focus of the chrononaut before they left their time, and their pursued objectives once they enter into their new time, Prime Directives are scientific paths that each chrononaut travels down. Each Directive has a strict code for how they interact with the past. Failing to follow your code restricts you from using any Resolve Abilities or Resolve Powers (features gained at 1st and 6th levels) until 24 hours have passed from the offending case. Particularly severe cases may prevent your resolve for longer, depending on the DM's discretion. SURVIVAL Your code is that of survival. Perhaps you are a fugitive, or you were tossed through time in an accidental vortex, but the fact remains that you were not fully prepared for what will happen next. Survivalists must focus all of their resources on staying hidden amongst the populace, and can even erase themselves from past memories. Code • You must never actively place yourself in history, either in infamy or fame. • You must not allow others to take or dissect your scientific equipment. BONUS PROFICIENCIES When you select this Directive at level 1, you become proficient in two of the following skills- stealth, sleight of hand, survival, or deception. When you use one of this skills and you have your Blink Knife in existence within 5 feet of you, you may use your Intelligence modifier instead of the regular modifier for the chosen skills. TIME ANCHOR: BLINK KNIFE At 1st level, you craft a crude dagger that serves as your Time Anchor, coded with chaotic technology that you donʼt fully understand. The Blink Knife is a finesse, light weapon with a thrown range of 20/60. It deals 1d6 force, fire, or radiant damage. You choose the damage type when you gain your Blink Knife. When your thrown Blink Knife hits an enemy, you can choose for it to return to your open hand or blink out of existence. As a bonus action, you can cause your Blink Knife to either blink out of existence or blink back into existence. RESOLVE ABILITY: DISPLACEMENT At 1st level, before you take your move action on your turn, you may focus on your Time Anchor to cause a sudden displacement of space and time around you. As an Action, choose either yourself or a creature within 10 feet of you. You may teleport that creature using your movement speed, moving 5 feet per every 10 feet of movement speed. When you move a creature this way, you cannot take a move action this turn. The creature must land on solid ground and can only move horizontally. To target an unwilling creature, they may make a Charisma Saving throw against your Time Anchor DC, ignoring the effect on a success. You may only use this ability once per round, and a creature that resists the effect may choose to resist the effect at will for the next 24 hours. EXPERTISE At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. RESOLVE POWER: SECOND CHANCE Beginning at level 6, as a reaction whenever you fail a skill challenge against another creature or fail a skill check, you may surge temporal energy to cast yourself back slightly and attempt to succeed. You may make the check again, and you must use the second roll. Once you use this ability, you cannot use it again until you complete a short or long rest. COMPLETE ERASURE Beginning at 14th level, whenever you are moving stealthily or attempting to hide, you leave no trace of your presence as you slightly change space where you sneak by. Even people who see you in passing have no memory of you when you are trying to stay hidden, though people who are familiar enough to know your name or are familiar enough to be considered acquaintances or friends are unaffected. You and allies within 15 feet of you cannot be tracked except by magical means while you are alive. When you die, traces of you return, as tracks, memories, and other indicators of your presence are returned to your rightful time line. 163
RESEARCH Your code is that of scholarly interest. Perhaps you are a scientist sent to catalogue history as it happened, or perhaps you are searching to change the future and bend it to your will, for good or ill. Researchers are well-equipped to handle any danger, and can create small robotic drones to assist them in their endeavors. Code • You must record and seek out knowledge of your chosen subject. • You must not let your emotions effect your research, and must record things with the utmost objectivity. BONUS PROFICIENCIES When you select this directive at 1st level, you become proficient in two of the following skills- history, religion, medicine, or nature. When you use one of this skills and you have your Blaster in existence within 5 feet of you, you may use your Intelligence modifier instead of the regular modifier for the chosen skills. TIME ANCHOR: BLASTER At 1st level, you craft a Time Anchor in the form of a laserfiring sidearm called a Blaster. It is a ranged weapon with a short range of 60 feet and a long range of 150 feet. It does not consume ammunition, and deals 1d6 force, fire, or radiant damage, your choice when you gain this Time Anchor. RESOLVE ABILITY: SCARAB DRONE At 1st level, by focusing on your Blaster, you may shoot a special projectile towards a creature or object within 60 feet of it as an Action. Make a ranged attack against the object, dealing no damage on a hit. However, once it hits, the projectile becomes a tiny, near-undetectable drone that vaguely resembles a scarab beetle latched onto its surface. A creature hit by the object who suspects it may be on their person may use a Wisdom (Perception) check every minute against your Time Anchor DC. Creatures do not feel when they have been hit by a Scarab Drone. By using a small panel that opens up on the side of your Blaster, you can see through itʼs eye, which can rotate to perceive anything in a 180 degree, 60 foot cone from where it is latched on. The drone resolution is too grainy to make any details out beyond 60 feet. The Scarab Drone has darkvision out to 60 feet. You can access your Scarab Drone so long as you are on the same plane of existence. The Scarab Drone can be destroyed as an action, and deactivates after 3 days, when itʼs battery ends. It is destroyed if you shoot a new Scarab Drone. UPGRADED ANCHOR Beginning at 3rd level, you can apply one extra transistor to your Time Anchor at a time. RESOLVE POWER: REMOTE DETONATION At 6th level, as a bonus action while you have a Scarab Drone attached to a creature or object within 30 feet of you, you may activate a self-destruct sequence within the Scarab Drone, causing it to explode in a 10 foot radius sphere around where it was attached. Any creature within that area must succeed on a Dexterity saving throw or take 2d12 fire damage, or half as much on a successful save. If the Scarab was attached to a creature, that creature had disadvantage on its saving throw. This damage increases as you gain chrononaut levels, to 3d12 at level 11, and 4d12 at level 17. Once you use this ability, you cannot create another Scarab Drone until you complete a short or long rest. RESEARCH DRONE At 14th level, you create a mechanical ally to assist with combat and research. Choose a beast with a CR of 1/4 or lower to serve as the basis for the Droneʼs statistics. Additionally, it gains a number of ability score increases equal to yours, although it cannot learn feats or adjust its Intelligence score. Itʼs Hit Dice and therefore hit points equal your level, and it uses your proficiency bonus for all skills and attacks. The Drone has the construct type. The construct has an intelligence score equal to yours. It can only recover Hit Dice or use Hit Dice if you are resting alongside it to help repair it. If your Research Drone dies, you may spend 1 workweek and 1000 gp worth of materials to create a new one, identical to the one that was lost. Your drone can assist you with research and record information for you. When you use any Intelligence check to recall information or synthesis information you have gathered, your drone can always assist you, granting you advantage on the roll. Your drone can record and play back up to 2 hours of audio or visual feedback. In combat, your drone rolls itʼs own initiative, and you decide what the drone does on its turn. Your drone cannot use any multiattack trait it may have. Your drone can make a single Blaster attack on its turn, mimicking all functions of your own Blaster to do so. 164
ARCANUM Your code is that of future magicians or magic-seekers. Most Arcanists come from timelines in which magic is all but gone, but perhaps they need to rediscover magic and save their time, or they seek to learn magic lost to time. Arcanists seek ancient magic and begin to learn it on their own, alongside their own scientific advancements. Code • You must seek out strange and new magic to record or study. • You must not destroy or ruin arcane texts or scrolls. BONUS PROFICIENCIES When you select this Directive at level 1, you become proficient in two of the following skills- arcana, religion, persuasion, or investigation. When you use one of this skills and you have your Light Blade in existence within 5 feet of you, you may use your Intelligence modifier instead of the regular modifier for the chosen skills. TIME ANCHOR: LIGHT BLADE At 1st level, you forge your Time Anchor to modeled after magical blades of old. The light blade is a technological sword-hilt that extends into a glowing blade of energy when activated. It is a finesse, one-handed melee weapon that deals 1d8 force, fire, or radiant damage, you choose which type when you create your blade. You can use a bonus action to retract or summon the blade. While summoned, the light blade emits dim light for 20 feet. RESOLVE ABILITY: ARCANE SWORDSMAN At 1st level, choose any cantrip that requires either a melee weapon attack or a melee spell attack. While you have your Light Blade summoned and on hand, you may cast this cantrip, with Intelligence as your spellcasting modifier. If you have a spell book or a scroll of an appropriate cantrip at the end of a long rest, you may choose to switch your cantrip to the one in the scroll. You can always change it back to your original chosen cantrip after a long rest, even without a spell book or scroll of the appropriate type. SPECIALIZED SCHOOL At 3rd level, select 1 school of magic to be your specialized school. You can cast detect magic and identify at will without requiring material components, but you can only sense or identify magical objects of the same type as your specialized school. SPELLCASTING When you reach 3rd level, you augment your scientific prowess with the arcane ability to cast spells. In the Player's Handbook, see chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list. Cantrips. You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level. Spell Slots. The Arcanum Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spellʼs level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot. Arcanum Spellcasting Chrononaut Level Cantrips Known Spells Known 1st 2nd 3rd 4th 3rd 2 3 2 – – – 4th 2 4 3 – – – 5th 2 4 3 – – – 6th 2 4 3 – – – 7th 2 5 4 2 – – 8th 2 6 4 2 – – 9th 2 6 4 2 – – 10th 3 7 4 3 – – 11th 3 8 4 3 – – 12th 3 8 4 3 – – 13th 3 9 4 3 2 – 14th 3 10 4 3 2 – 15th 3 10 4 3 2 – 16th 3 11 4 3 3 – 17th 3 11 4 3 3 – 18th 3 11 4 3 3 – 19th 3 12 4 3 3 1 20th 3 13 4 3 3 1 Spells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from your chosen specialty school of magic on the wizard spell list. The Spells Known column of the Arcanum Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be from your a spell of your choice from your specialty school of magic, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell o f 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be a spell from your specialty school, unless youʼre replacing the spell you gained at 8th, 14th, or 20th level. 165
Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. Spell Save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier RESOLVE POWER: MARTIAL MAGIC Beginning at 6th level, whenever you use your action to cast a cantrip, you may use a bonus action to make an attack with your Light Blade. MAGICAL SUNDER At 14th level, whenever you hit a creature with your Light Blade, they have disadvantage on the next saving throw you force them to make with a spell of yours before the end of your next turn. 166
TEMPORAL TRANSISTORS Each Transistor listed here can be crafted at certain levels. You must fulfill the prerequisites of the Transistor before you can learn it, either by finding one or by leveling up. You gain 2 transistors at levels 2, and 1 Transistor at levels 6, 11, and 16. You may apply one extra Transistor at level 11. Overcharge You overcharge the power of your Time Anchor. Any damage die it may have increases by one size, for example, from 1d8 to 1d10, to a maximum of 1d12. At 11th level, the die increases by two sizes while using this Transistor. Taser Prerequisite: Research Directive, 5th level When you hit a creature with your Blaster twice on your turn, you can use a bonus action to force that creature to make a Constitution Saving throw against your Time Anchor DC. On a failure, they are stunned until the end of your next turn. Once a creature succeeds against this Saving throw, they are immune to it for the next 24 hours. Beginning at level 11, the target is paralyzed instead of stunned. Anchor Copy Your Time Anchor becomes a light weapon, if not one already, its damage die decreases by 1 size, for example, from 1d8 to 1d6, to a minimum of 1d4. As a free action, you can conjure a direct copy of your Time Anchor in your offhand. This Anchor copy cannot be outfitted with any different Transistors, but retains the transistors applied to your original Time Anchor. If you let go of the Anchor Copy, except while throwing it as an attack, it disappears. If you throw it as an attack, it disappears as soon as it hits or misses. Beginning at level 11, you may add your ability modifier to the damage of the off-hand attack with your Anchor Copy. Element Shift When you use your action to apply this transistor, choose any damage type. Your Time Anchorʼs damage type becomes that type for as long as this Transistor is applied. Beginning at 11th level, you may choose two elements once you apply this Transistor. Whenever you deal damage, you choose which element to use for the damage calculation. Missile Deflection Prerequisite: Survival or Arcanum Directive, 5th level When targeted by a ranged attack from a target you can see, you may use your reaction to attempt to parry one weapon from the air, adding your proficiency bonus to your armor class against all ranged weapon attacks from that target until the end of its turn. You must be holding your Time Anchor to use this reaction. Shield While in combat, a small shield of force appears around you. You gain a +1 bonus to armor class and cannot be targeted by magic missile. Beginning at 11th level, you gain resistance to force damage. Targeting System You may use your Intelligence modifier to attack and damage with attacks made using your Time Anchor. Supernatural Your attacks with your Time Anchor are considered silvered for the purposes of damage reduction and immunity. At level 6, your attacks are considered magical for the purposes of damage reduction and immunity. At level 11, your attacks ignore all resistance the creature may have to them, and still deal half damage of the creature would be immune. Dopplegänger Prerequisite: Survival Directive, 5th level While you have your Time Anchor out, you may use a bonus action directly after using your Displacement to create a clone of the displaced creature. This clone cannot speak or attack, and has none of the informational memories or traits of the target, but is corporeal and will obey orders to the best of its abilities. This dopplegänger is a construct with an AC equal to yours, 1 hit point, and the construct type, but it has all the same ability scores, skills, proficiencies, and saving throws as the displaced creature otherwise had. A doppelgänger can only be summoned once every 10 minutes, and disappears once a new doppelgänger is created or when you un-equip this Transistor. At level 11, you can use your reaction to cause the doppelgänger to ignore one instance of damage, granted you can see both the doppelgänger and the source of the damage. Throw Blade Prerequisite: Arcanum Directive, 5th level When you attack with your blade, you may throw it towards a creature within 30 feet of you, make both melee weapon attacks, and retrieve it back to your free hand. This is not considered a thrown attack. Additionally, your cantrip that you know from your Arcane Swordsman Resolve Ability has a range out to 30 feet while you have this Transistor active. At level 11, both ranges increase to 60 feet. Rifle Prerequisite: Research Directive, 5th level Your Time Anchor becomes a long rifle, doubling its ranged attack ranges and all damage die. The weapon also gains the heavy, two-handed, and loading properties. This does not increase damage from Bayonet. 167
Bayonet Prerequisite: Research Directive You affix a blade at the end of your Blaster. This blade is a light, finesse weapon that you may use to make a melee attack that deals 1d4 damage of whatever your Time Anchorʼs damage type is. Blend Prerequisite: Survival Directive You can use an Action to cause yourself to become invisible. You remain invisible for as long as you do not move, take damage, or take any actions other than the Hide action. You must have your Blink Knife on hand to do so. Anatomical Precision Prerequisite: 15th level Whenever you successfully scan a creature with your scanner, that creature takes an additional weapon damage die from attacks with this Time Anchor for 1 minute while this Transistor is equipped. Multiple Possible Futures Prerequisite: 5th level You can activate your Time Anchor to search through potential future time lines. As a ritual, you can cast augury without using a spell slot or providing material components. When casting the spell in this way, it is not considered magic, cannot be dispelled or counterspelled, and can be used in places where magic is restricted. Beginning at level 11, you can cast it as an action. Once cast this spell as an action, you cannot do so again until you complete a long rest. 168
CARTOMANCER The Cartomancer Level Pro�ciency Bonus Features Cantrips Known Deck Size 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Spellcasting, Magical Hand 3 2 2 — — — — — — — — 2nd +2 Card Casting, Deck Style 3 3 3 — — — — — — — — 3rd +2 In�lux Power (2nd level) 3 6 4 2 — — — — — — — 4th +2 Ability Score Improvement 4 7 4 3 — — — — — — — 5th +3 - 4 9 4 3 2 — — — — — — 6th +3 Deck Style Feature 4 10 4 3 3 — — — — — — 7th +3 In�lux Power (3rd level) 4 11 4 3 3 1 — — — — — 8th +3 Ability Score Improvement 4 12 4 3 3 2 — — — — — 9th +4 - 4 14 4 3 3 3 1 — — — — 10th +4 Deck Style Feature 5 15 4 3 3 3 2 — — — — 11th +4 In�lux Power (4th level) 5 16 4 3 3 3 2 1 — — — 12th +4 Ability Score Improvement 5 16 4 3 3 3 2 1 — — — 13th +5 - 5 17 4 3 3 3 2 1 1 — — 14th +5 Deck Style Feature 5 17 4 3 3 3 2 1 1 — — 15th +5 In�lux Power (5th level) 5 18 4 3 3 3 2 1 1 1 — 16th +5 Ability Score Improvement 5 18 4 3 3 3 2 1 1 1 — 17th +6 - 5 19 4 3 3 3 2 1 1 1 1 18th +6 Niche Play 5 20 4 3 3 3 3 1 1 1 1 19th +6 Ability Score Improvement 5 21 4 3 3 3 3 2 1 1 1 20th +6 God Card 5 22 4 3 3 3 3 2 2 1 1 HIT POINTS Hit Dice: 1d6 per Cartomancer level Hit Points at First Level: 6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Cartomancer level after 1st PROFICIENCIES Armor: Light Armor Weapons: Simple Weapons Saving Throws: Intelligence, Wisdom Tools: Playing card set, Dice set Skills: Choose three from the following: Arcana, Deception, History, Insight, Investigation, Perception, Performance, Persuasion, Sleight of Hand STARTING EQUIPMENT You start with the following equipment, in addition to the equipment granted to you by your background • a tarot deck, a simple weapon, and leather armor • (a) an Explorer's pack or (b) a Dungeoneer's Pack • a dice set and playing card set Quick Build You can make a Cartomancer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by either Charisma or Dexterity. 169
MAGICAL HAND Starting at 1st level, through esoteric knowledge and guile, you gain the ability to cast your spells through a tarot deck. Your deck starts out with only two cards, 0 - The Fool, and I - The Magician. As you gain levels in this class your deck size increases, adding the next number card to your deck, as per the Cards Added Per Level table. After finishing a long rest, you may discard any amount of cards you wish from your hand, then shuffle the deck and discarded cards together and draw an amount of cards equal to your proficiency bonus. If you have an amount of cards in your hand less than your proficiency bonus, you may draw a card as a bonus action. After playing a card, it must be discarded, where it can't be used again until after a long rest, where it returns to your deck. You cannot look at your discarded cards. Your cards are your channel for your spells. They serve as your spell slots, running out of cards effectively depletes your spell slots. Each number a card has determines what level of spell you may cast from it, shown by the table Card Number to Spell Level table. Cards Added Per Level Cartomancer Level Cards Added 2nd II - The High Priestess 3rd III - The Empress, IV - The Emperor, V - The Hierophant 4th VI - The Lovers 5th VII - The Chariot, VIII - Strength 6th IX - The Hermit 7th X - Wheel of Fortune 8th XI - Justice 9th XII - The Hanged Man, XIII - Death 10th XIV - Temperance 11th XV - The Devil 13th XVI - The Tower 15th XVII - The Star 17th XVIII - The Moon 18th XIX - The Sun 19th XX - Judgement 20th XXI - The World Card Number to Spell Level Spell Level Card Number 1st 0, I, II, III 2nd IV, V, VI 3rd VII, VIII, IX 4th X, XI, XII 5th XIII, XIV, XV 6th XVI, XVII 7th XVIII, XIX 8th XX 9th XXI SPELLCASTING As a harborer of esoteric knowledge gathered through your study of the constellations and divine, you cast your spells through your tarot cards. Cantrips At 1st level, you know three cantrips of your choice from the cartomancer spell list. You learn additional cartomancer cantrips of your choice at higher levels, as shown in the cantrips known column of the wizard table. Tarot Deck At 1st level, you have a tarot deck containing two cards, which may cast your 1st-level spells. Your tarot deck is the repository of the cartomancer spells you know. Preparing and Casting Spells The cartomancer table shows how many cards you get in your deck, and cards you have total. To cast one of these spells, you must play a card from your hand that has a number that correlates with the correct spell level. You discard a card once played. You regain all discarded cards when you finish a long rest. Whenever you add new cards to your deck, you gain a known spell of the level associated with the card's number. After finishing a long rest, you may discard any amount of cards you wish from your hand, then shuffle the deck and discarded cards together and draw an amount of cards equal to your proficiency bonus. A card you play must cast a spell of its corresponding spell level, as per the card number to spell level table. A card you play may cast any spell of the level associated with its number, and only a spell of that level. Additionally, when you gain a level in this class, you can choose one of the cartomancer spells you know and replace it with another spell from the cartomancer spell list, which also must be of a level for which your cards allow. 170
Spellcasting Ability Intelligence is your spellcasting ability for your cartomancer spells, since you learn your spells through esoteric knowledge of lore and cosmic forces. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a cartomancer spell you cast and when making an attack roll with one. Spell Save DC = 8 + your proficiency bonus + your Intelligence modifier Spell Attack Modifier = your proficiency bonus + your Intelligence modifier Spellcasting Focus Your tarot deck is your spellcasting focus for your cartomancer spells. Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the cartomancer spell list. You learn additional cartomancer spells each time your deck size increases. You can never have an amount of cartomancer spells known higher or lower than your deck size. Each cartomancer spell you learn must correlate in level to each one of the cards added to your deck. For instance, when you reach 3rd level in this class, you learn one new spell of 1st level, and two new spells of 2nd level. Additionally, when you gain a level in this class, you can choose one of the cartomancer spells you know and replace it with another spell from the cartomancer spell list, which must be the same level of the spell you are replacing. CARD CASTING Starting at 2nd level, you've gained a knack for your sleight of hand with cards and casting. When you cast a spell with a range of touch, you can empower your card through magic and sleight of hand, making the range of the spell 30 feet, as the card is thrown to its target. A card thrown in this way returns to you after being thrown. DECK STYLE When you reach 2nd level, you adopt a particular style of card playing, taking the form of your deck style and empowering your card magic. Your deck style takes the form of the Death Dealer Deck, Fortune Deck, Strategist Deck, or Gambler Deck. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. INFLUX POWER Beginning at 3rd level, you've studied the way of the cards and uncovered hidden power that laid within them. Whenever you cast a 1st level spell with your card, you may cast it at 2nd level instead. When you reach later levels in this class, your lower level spells are able to be cast at a higher level as well. At 7th level, your 1st and 2nd level spells may be cast at 3rd level. At 11th level, your 1st, 2nd, and 3rd level spells may be cast at 4th level. At 15th level, your 1st, 2nd, 3rd, and 4th level spells may be cast at 5th level. You can only use this feature twice per short or long rest. ABILITY SCORE IMPROVEMENT When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you canʼt increase an ability score above 20 using this feature. NICHE PLAY When you reach 18th level, you can make an incredible play after taking a decisive blow to turn the tide of battle with a single stroke of the cards. If you take damage when you are below half your hit point maximum, you can immediately draw a card from your deck. If you have no cards in your deck, draw a random card from those discarded. You may play that card and cast it at 9th level. Once you use this ability, you must finish a long rest before you can use it again. GOD CARD At 20th level, you've reached the pinnacle of card magic, bending the will of the cards to the magic of your draw. When you draw cards for your hand after a long rest, you may draw XXI - The World from your deck, in replacement of a card you would draw. This choice can be made after drawing a card and seeing it. 171
ADECK STYLE cartomancer is nothing without the style of one's deck. It must be carefully chosen, and strategically built to both fit the card caster's personality, and provide cunning strategy able to topple one's enemies. A cartomancer's deck fits the tenets and ideals that he or she upholds in life, projecting one's knowledge of the cards onto the enemies on the chessboard. However many decks have been constructed, four main types stand out above all: Death Dealer Deck, Fortune Deck, Strategist Deck, and Duelist Deck. DEATH DEALER DECK For many the art of cartomancy opens a third eye, allowing one to peer into the future, setting the final goal of one's destiny. For the cartomancer who wields the death dealer deck, this destiny is the death of his enemies, dealing the final hand for the weary foe who stumbles upon its draw. PAPER CUT Starting at 2nd level, you can project a creeping death into the enemies by magically sharpening your cards to a razor's edge. You become proficient with playing cards, and they now count as ranged spell attacks that deal 1d10 + your Intelligence modifier in slashing damage. Whenever you deal damage with a touch spell, you can choose to add 1d10 slashing damage to the damage done. They have a normal range of 30 feet and a maximum range of 120 feet. Your cards thrown magically return to you after being thrown. Additionally, you may channel a bloodletting curse into one of your deck cards. As an action, draw a card from the top of your deck, keep note of its number, and target a creature within 60 feet of you. If the card you draw is 0 - The Fool, place it at the bottom of your deck, and draw again. That target must make a Constitution saving throw with a DC equal to your spell save DC, or be cursed by you for 1 minute. While cursed in this way, you may spend a bonus action to have your cursed target lose an amount of hit points equal to the card's number. If the card you draw is the death card, the cursed target takes an additional amount of damage equal to your cartomancer level. A card cast in this way is discarded after being played. This effect cannot end before the duration is up, except by a remove curse spell being cast on the target. CUNNING DEALER At 2nd level, you gain proficiency in sleight of hand and deception. If you are already proficient in either skill, you instead gain double proficiency in that skill. GRAVEYARD DRAW Beginning at 6th level, you've gained the ability to revive the life within your cards, even when discarded. Whenever you have the ability to draw a card on your turn, you may substitute drawing a card from your deck by drawing a card randomly from your discarded cards instead. Once you use this ability, you cannot use it again until after completing a long rest. RICOCHET At 6th level, you can ricochet your thrown cards at enemies, causing them to bounce and hit unknowing foes. Whenever you successfully hit a creature with your thrown cards, you may make another attack against a creature with 30 feet of it. BLOOD STORM Starting at 10th level, you can erupt a harrowing display of razor sharp cards from an enemy effected by your bloodletting curse. As an action, you can choose to end the effect of your bloodletting curse. Immediately after the curse is lifted, a whirlwind of sharp cards erupt from the flesh of your previously cursed target. All creatures within 30 feet of the target, and the target, must succeed on a Dexterity saving throw, with a DC equal to your spell save DC. On a failure, a creature takes 10d4 slashing damage, as whipping razor like cards whirl through the air. For the next 1 minute, the target maintains a 30 foot blood storm aura of razor sharp cards. The area within the aura counts as rough terrain, as blood falls and drizzles from the flying cards. Creatures you designate that start their turns in the aura take 2d4 points of slashing damage. DEATH CARD At 14th level, whenever you draw XIII - death, you can choose to set the card aside, and draw another card. At any point in time, you can use your action to show the death card to a creature within 5 feet of you. The target creature must make a Wisdom saving throw. On a failure, the creature takes an amount of necrotic damage equal to the combined card numbers of cards you have discarded. On a success, a creature takes half damage. When you use the death card in this way, you take an amount of necrotic damage equal to half the damage done to your target. Damage done to you in this way is unaffected by resistance or immunities. 172
FORTUNE DECK The art of reading tarots has been a long lived tradition of fortune telling and truth seeing. The cartomancer who wields the fortune deck becomes incredibly well versed in this art, honing it into the fabric of their hand. The fortune deck reveals acute insight into the world. TAROT READING At 2nd level, you've gained a knack for telling the future with your cards. You may cast the spell Augury at will, except that the course of action you choose to take may be within 24 hours of the casting and each time you cast the spell after the first, the chance that you get a random reading increases by 50 percent. FORTUNE MARK Starting at 2nd level, you use the powers of fate to bestow either good or bad luck upon a creature. As a bonus action, a creature within 30 feet of you becomes either marked with good fortune, or bad luck. A creature affected by good fortune adds a d4 to its attack rolls, saving throws, and ability checks. A creature affected by bad luck subtracts a d4 from its attack rolls and saving throws. No matter which mark you choose, the duration of the mark lasts for 1 minute, or until you end it as a bonus action. FOOL'S LUCK Beginning at 6th level, whenever you cast a spell that requires you to make an attack roll, or causes a target to make a saving throw through your 0 - The Fool card, if you successfully hit that creature, or the creature fails its saving throw, you can choose to shuffle 0 - The Fool back into your deck, instead of replacing it. OMINOUS FORETELLING Starting at 10th level, foretelling your next draw brings forth boons in your favor. Whenever you draw a card, you can attempt to guess the number or name of the card. If you guess the card number or name correctly, your next tarot reading is 100 percent accurate. Additionally, a target marked by your fortune mark is affected on a successful guess. A target marked with good fortune heals an amount of d8s equal to the spell level associated with the guessed card. A target marked with bad luck takes an amount of d8s in necrotic damage equal to the spell level associated with the guessed card. THIRD EYE OPEN At 14th level, you can open your third eye, revealing to you the future of the draw. As a bonus action, you can look at the top 5 cards of your deck and arrange them in any order you want. Once you use this ability, you must finish a long rest before you can use it again. 173
STRATEGIST DECK To some cartomancers, their deck is perfected for anything and everything. These strategist serve as leaders both in combat and outside of it, standing stalwart amongst a crowd, analyzing every instance of it. To a strategist, the world is a chess board, and thus forth, simply a game. Their role in it is a player, and the wielder of the strategist deck will be a winner in that game. BONUS PROFICIENCIES At 2nd level, your training as a commander has taught you how to wield a weapon and don stronger armor. You become proficient with a martial weapon of your choice. You also gain proficiency with medium armor, and shields. STALWART At 2nd level, you've grown tougher than most of your kind, standing stronger and taking more punches. Your hit point maximum increases by 2. Every time you gain a level in this class, your hit point maximum increases by 1. CAREFUL EYE Starting at 2nd level, You gain proficiency in insight and investigation. If you are already proficient in either skill, you instead gain double proficiency in that skill. OPENING PLAY Beginning at 6th level, your prowess and steeled mind allows you to strategize before conflict ensues. When you are asked to roll for Initiative, you get a single action before initiative starts. EN PASSANT At 6th level, you can give insight into an enemy whenever an ally would pass them. Choose an ally within 30 feet of you that is within 5 feet of a hostile creature. If the ally of your choice moves 5 feet while still being within 5 feet of the hostile creature, you can use your reaction to have the ally make a single weapon attack against the hostile creature. If the attack hits, the hostile creature's speed becomes 0 until the end of your next turn, as magical pawns appear from the air, locking the target creature in place. You can use this ability three times. You regain all expended uses upon completing a short or long rest. CASTLE Starting at 10th level, your brilliant strategy can aid you in escape, substituting yourself for one of your allies in a pinch. As an action, choose an ally within 20 feet of you. You and that target move towards each other, 5 feet at a time, until you and the target are within 5 feet of each other. You and the target then switch spaces. Creatures you choose that come within 5 feet of you and your ally when both of you move must succeed on a Dexterity saving throw with a DC equal to your spell save DC, or be knocked prone. While moving, an arcane crown appears above your head, and large rooks circle around your target ally. Once you use this feature, you must finish a short or long rest before you can use it again. CHECK MATE Starting at 14th level, You can end match in a single stroke. Choose a target within 60 feet of you that has two of your allies within 5 feet of it. If both of those allies hit at least one melee weapon attack against the target within the last round, you may use your action to check mate that opponent. An incredibly tall queen piece arises above the head of the target and follows it wherever it moves. At the end of your next turn, the queen finally falls, dealing 10d10 force damage to the target. Once you use this feature, you must finish a short or long rest before you can use it again. 174
GAMBLER DECK For some, a life of risk drives ambition. Whether it be from the thrill of a bet or a roll of the dice, the gambler deck aims to let the dice fall and decide fate themselves. Mostly seen from sheer luck, gamblers seem to be able to bend fate to their own ways. GAMBLER'S HAND Starting at 2nd level, your technique of rolling dice and shuffling cards is unparalleled when supplemented by a magical hand. You learn the mage hand cantrip. You can cast mage hand as a bonus action and the hand lasts until you dismiss it as a bonus action. Additionally, you can put on quite a display with your mage hand. While using your mage hand to shuffle cards, roll the dice, or attempt any other appealing flourish, you have advantage on Charisma (Performance) checks to do so. WHERE THE CARDS FALL At 2nd level, a lucky draw can gift you with great reward. If you draw cards after completing a long rest, and draw a straight, you gain the following benefits for the next 24 hours. • Whenever you make an ability check, saving throw, or attack roll, roll a d4 and it to the roll. • You have advantage on saving throws against being frightened or charmed. • You have advantage on any dice roll when gambling or partaking in a game of chance. BET YOUR LIFE ON IT At 2nd level, you can wager with your own fate to gain the upper hand. You gain a chip pool equal to half your cartomancer level. On your turn as a bonus action, you can spend chips to do any of the following. • By spending 1 chip you can look at the top card of your deck. You then choose to place this card either on top or at the bottom of your deck. • When you cast a spell with a range of touch this turn, you can spend 2 chips to make the range of the spell 60 feet. • By spending 3 chips, you can draw up to 3 cards from your deck. You then must return 3 cards to your deck and shuffle it. Additionally, you can choose to fold as a bonus action on your turn. Discard a card from your hand, you regain 2 chips. AGAINST THE ODDS Beginning at 6th level, you can dismiss your hand for that of a hopefully better one. Whenever you have the ability to draw, you can instead add your hand to your deck, shuffle it, and draw the same amount of cards that you placed into it. Once you use this ability, you must complete a long rest before you using it again. DOUBLE DOWN Starting at 6th level, you can make a bet on turning defeat into failure. Whenever you miss with a spell attack roll or a creature succeeds on a saving throw against a spell you cast, you can double down. Discard a card from your hand. This card must be associated with a spell that could be cast at the previous spell's level. You immediately make the attack again or any affected creature that succeeded its saving throw must make it again. CARD COUNTER At 10th level, the combined power of your discarded cards can strike good luck amongst your allies. As an action, you can make a bet with the cards. Check your discard pile. If the combined card numbers in your discard pile equal 21, you and up to three creatures of your choice within 30 feet of you gain 21 temporary hit points. You can then return one of the cards in your discard pile to the bottom of your deck. If the cards in your discard pile do not add up to 21, you discard your entire hand. Once you use this ability, you must complete a long rest before using it again. DESTINY GAMBLER Starting at 14th level, your relation with your cards has reached a deep bond, which transfers to you an uncanny ability to draw just the right card at just the right time. Whenever you have the ability to draw a card, you can instead draw a card of your choice from the deck in place of drawing a card. Once you use this feature, you must finish a long rest before you can use it again. 175
CARTOMANCER SPELL LIST Cantrips Acid Splash Chill Touch Dancing Lights Friends Guidance Gust Light Mage Hand Mending Message Minor Illusion Poison Spray Prestidigitation Shocking Grasp Magic Stone Lightning Lure 1st Level Alarm Bane Burning Hands Charm Person Chromatic Orb Color Spray Command Compelled Duel Comprehend Languages Cure Wounds Disguise Self Faerie Fire Fog Cloud Hex Inflict Wounds Magic Missile Ray of Sickness Silent Image Sleep Thunderwave Unseen Servant Witch Bolt Cause Fear 2nd Level Aganazzar's Scorcher Aid Alter Self Augury Blindness/Deafness Cloud of Daggers Darkness Darkvision Detect Thoughts Enhance Ability Enthrall Gust of Wind Hold Person Invisibility Lesser Restoration Locate Object Mirror Image Misty Step Moonbeam Nystul's Magic Aura Ray of Enfeeblement Scorching Ray See Invisibility Shadow Blade Shatter Silence Snilloc's Snowball Swarm Suggestion Zone of Truth Pyrotechnics Warding Wind 3rd Level Animate Dead Bestow Curse Clairvoyance Counterspell Daylight Dispel Magic Fear Fireball Fly Haste Hypnotic Pattern Life Transference Lightning Bolt Major Image Nondetection Remove Curse Sending Sleet Storm Slow Speak with Dead Tongues Vampiric Touch 4th Level DominateBeastIce Storm Locate Creature Polymorph Shadow of Moil Sickening Radiance Wall of Fire Watery Sphere Vitriolic Sphere 5th Level Animate Objects Cone of Cold Contact Other Plane Contagion Danse Macabre Dream Enervation Greater Restoration Hold Monster Legend Lore Mass Cure Wounds Mislead Modify Memory Negative Energy Flood Scrying Teleportation Circle Immolation 6th Level Arcane Gate Chain Lightning Circle of Death Create Undead Disintegrate Eyebite Flesh to Stone Globe of Invulnerability Guards and Wards Mass Suggestion Otto's Irresistible Dance Sunbeam True Seeing Mental Prison Scatter Soul Cage 7th Level Finger of Death Fire Storm Mirage Arcane Plane Shift Prismatic Spray Project Image Reverse Gravity Teleport Crown of Stars 8th Level Antimagic Field Ehk176
I IMPRINTER mprinters dedicate a lot of time to their work, they usually use their Journal as a diary where they write everything that comes to mind. For an Imprinter every detail is important, from a straight line to a serif, as a single mistake can mean their Imprint is no longer going to work. In order to know when and how to place their Imprints on other people, they usually spend some time observing others, understanding what makes them tick, how they think and act. Imprinters watch for patterns and motifs to then reproduce on their journals.\ Their power comes from their memory and precise writing. Imprinters learn to weave and use magic through calligraphy, they develop a personal system of written symbols and markings different from any language, something only known to themselves. They write these markings on their journal and use magic to manifest it on other creatures. CREATING AN IMPRINTER When creating an imprinter think about what made them become so worried about their own work. Was it because no one believed them and now they want to prove something? Was it because they enjoy the slow and steady work of a long project? What would be the reason for them to be so focused on others, are they jealous of what they have? Are they trying to do everything they can to help others? Quick Build You can make an Imprinter quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity or Constitution. Second, choose the Sage background. HIT POINTS Hit Dice: 1d6 per Imprinter level Hit Points at First Level: 6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Imprinter level after 1st PROFICIENCIES Armor: Light Armor Weapons: Simple Weapons Saving Throws: Dexterity, Intelligence Tools: Calligrapher's supplies, forgery kit Skills: Choose three from the following: Acrobatics, Arcana, History, Nature, Persuasion, Perception, Religion, and Sleight of Hand STARTING EQUIPMENT You start with the following equipment, in addition to the equipment granted to you by your background • Leather armor • Any simple weapon • (a) a priest's pack or (b) an explorer's pack • Calligrapher's supplies and a book Imprinter Level Pro�ciency Bonus Features Imprint Power Extra Imprints 1st +2 Attentive Reading, Imprint 1d4 - 2nd +2 Ciphers, Manifest Thought 1d4 - 3rd +2 Signatures 1d4 - 4th +2 Ability Score Improvement 1d4 - 5rd +3 Additional Imprints 1d6 2 6th +3 Expressive Marking 1d6 2 7th +3 Signature Improvement 1d6 2 8th +3 Ability Score Improvement 1d6 3 9th +4 - 1d6 3 10th +4 Layers of Imprinting 1d6 3 11th +4 Vivid Marking 1d8 4 12th +4 Ability Score Improvement 1d8 4 13th +5 - 1d8 4 14th +5 Deeper Understanding 1d8 5 15th +5 Signature Improvement 1d8 5 16th +5 Ability Score Improvement 1d8 5 17th +6 - 1d10 6 18th +6 1d10 6 19th +6 Ability Score Improvement 1d10 6 20th +6 1d10 6 177
CLASS FEATURES As an Imprinter, you gain the following class features. ATTENTIVE READING our experience in different types of handwriting has allowed you to understand and recognize small details and mannerisms. You have advantage on Intelligence checks to decipher codes or similar scripts, compare handwritings, and identify if a written document has been forged. IMPRINT You gain the ability to impose your own writings as marks on other creatures and magically affect them. As an action, you can imprint a creature that you can see within 30 ft. of you (yourself included) that isn't already imprinted. The imprint is then active while it lasts. An Imprint lasts for 1 minute, until it is triggered a number of times equal to your Intelligence modifier (minimum of once), or until you choose to end it (no action required). If an imprinted creature drops to 0 hit points, until the end of your next turn you can use a bonus action to move that Imprint to a new creature within 30 ft. of you. You can use this feature a number of times equal to your Imprinter level. You regain all expended uses when you finish a long rest. Later on this class, you will be able to empower your Imprints and utilize the effects under "Expressed". Some of your Imprints refer to your Imprint Power which is shown in the Imprint Power column of the Imprinter table, some require your target to make a saving throw to resist its effects. The saving throw DC is calculated as follows: Imprint save DC = 8 + your proficiency bonus + your Intelligence modifier When you imprint a creature you choose one type of Imprint from the list below. Destruction Imprint Each time the imprinted creature is hit by an attack this Imprint is triggered and the creature takes additional damage equal to a roll of your Imprint Power + your proficiency bonus. The damage type is the same as the attack that triggered this Imprint. Expressed: The damage increases to two rolls of your Imprint Power + your Proficiency Bonus. Recall Imprint You can only use Recall Imprint on yourself. As a bonus action, you can trigger this Imprint and you teleport to the location you were when you imprinted yourself. If you would arrive in a place already occupied, you teleport to the nearest unoccupied space instead. Expressed: As a bonus action, instead of yourself, a Large or smaller creature that you can see within 30 ft. of you must make a Constitution saving throw (the target can choose to fail) or be teleported to the location you were when you imprinted yourself. If it would arrive in a place already occupied, the creature is teleported to the nearest unoccupied space instead. Lethargy Imprint Each time the imprinted creature is hit by an attack this Imprint is triggered and its speed is reduced by 15 ft. until the start of its next turn. If the creature's movement speed would be reduced below 0 ft., it must make a Strength saving throw, on a failure its movement speed is reduced to 0 and it falls prone. Expressed: The speed is reduced by 30 ft. instead. Focus Imprint While this Imprint is on a creature, at the start of their turn, the target must make a Dexterity Saving Throw or the Imprint is triggered and the next number of attack rolls equal to a roll of your Imprint Power before the end of its next turn made against this target have advantage. Expressed: The number of affected attack rolls increases to two rolls of your Imprint Power. Imprint Process In order to Imprint a creature you must have free use of at least one hand to perform gestures on a book or your Imprinter's Journal as if you were performing the somatic components of a spell. The Imprint is something that can be seen on and by the imprinted creature but can't be interacted with and creatures don't immediately know its effects, it is considered a magical effect and thus can be dispelled by the use of the spell "Dispel Magic" or similar effects. The DC to dispel an Imprint equals your Imprint save DC. A creature can be aware it is being imprinted if it knows at least one language. Imprinter's Journal Similar to a Holy Symbol or an Arcane Focus, an Imprinter's Journal is a magical focus, but one that functions for the Imprinter. It is usually a small notebook that weights about 1 lb. that the Imprinter uses to write symbols as part of the imprinting process. You can use an imprinter's journal as a spellcasting focus for your Imprinter spells. Because they are personal objects, usually Imprinter's Journals are not for sale, as Imprinters can make their own. If the Imprinter loses their journal, they can perform a ritual that lasts for 1 hour requiring a book by imbuing magic into it and turning it into an Imprinter's Journal. CIPHERS At 2nd level, you become knowledgeable in secret texts and writings. You can cast Illusory Script at will, without requiring or spending material components. 178
MANIFEST THOUGHT At 2nd level, your learn how to scheme and manifest your thoughts into reality. You release power from an active Imprint in a shape of your choice. As an action, you draw a shape that represents a damage type (a flame for fire, a snowflake for cold, a bolt for lightning, etc), choose a creature that you can see within 120 ft. of you and within 60 ft. of an imprinted creature and make a ranged attack against the target. The modifier for this attack is equal to your Intelligence modifier + your proficiency bonus and it deals damage equal to two rolls of your Imprint Power dice. The damage type can be acid, cold, fire, lightning, or thunder (your choice when you use this feature). When you reach 11th level, the damage increases to three rolls of your Imprint Power dice and you can choose force, necrotic, poison, psychic, and radiant as a damage type. SIGNATURES At 3rd level, you develop your own signature of your imprints. Choose a signature available to you from the following: Enhancing, Intrinsic, Invasive, Profane. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. ABILITY SCORE IMPROVEMENT At 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you 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. ADDITIONAL IMPRINTS At 5th level, you gain two additional Imprints selecting from the list at the end of the class description. Your imprinter level determines the number of additional imprints you have, as shown in the Extra Imprints column of the Imprinter table. Additionally, when you gain a level in the class, you can choose one of the imprints you know and replace it with another imprint that you could learn. EXPRESSIVE MARKING At 6th level, you begin to immerse yourself in your markings and express in different ways than just the symbols you use to Imprint on other creatures. The effects you cause on others are stronger this way. You can improve the effects of your next Imprint, as a bonus action you begin to vigorously express yourself on your Imprinter's Journal. The next Imprint you activate within 1 minute also includes its "Expressed" effect detailed at the end of each Imprint. You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest. LAYERS OF IMPRINTING At 10th level, you become an experienced Imprinter, you begin to be able to combine effects of different kinds of Imprints creating a vast number of new and unexplored effects. You can imprint an already imprinted creature with a different kind of Imprint but you can't have more than two imprints simultaneously active on the same creature. VIVID MARKING At 11th level, when you use your Expressive Marking feature, you can immediately imprint a creature as part of the same bonus action. DEEPER UNDERSTANDING At 14th level, when you touch another creature you can learn all its Damage Resistances, Damage Immunities, and Condition Immunities. Additionally, taking notes and paying attention has become part of your own existence, you can accurately recall anything you have seen or heard within the past month. INSTANT TRIGGERING At 18th level, as a bonus action or reaction (your choice), you can immediately trigger the effect of an active Imprint. You can spend an use of your Expressive Marking feature and include the "Expressed" effects of the triggered Imprint. You can use this feature twice. When you finish a long rest, you regain all expended uses. 179
ENHANCING SIGNATURE Often seen as trustworthy and caring, these Imprinters tend to mark their allies and support them in battle. IMPRINT REMAINS At 3rd level, whenever you imprint a creature, a creature of your choice (including the imprinted) within 30 ft. of the imprinted creature that you can see gains temporary hit points equal to your Intelligence modifier (minimum of one). INNATE MAGIC Additionally when you select this signature at 3rd level, you gain access to several innate magical abilities. You gain the following spells at the listed levels, and can cast each spell once without material components or spell slots. Intelligence is your spellcasting modifier for these spells. Once you cast a spell, you cannot cast that spell again until you complete a long rest. Imprinter Level Innate Spells (1/long rest each) 3 Bless 5 Enlarge/Reduce 9 Aura of Vitality 13 Magic Circle 17 Resilient Sphere TRUSTWORTHY ALLY At 7th level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally imprinted by you in attacking a creature, the target of that attack can be within 60 ft. of you, rather than within 5 ft. of you. NEAR DEATH INSPIRATION At 15th level, whenever a creature imprinted by you is reduced to 0 hit points but not killed outright, you can use your reaction to bring it back to its maximum hit points. At the end of that creature's following turns it takes damage equal to a fourth of its maximum hit points (this damage can't be reduced by any means). When the creature is reduced to 0 hit points it becomes stable. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. MULTIPLE ENHANCING At 20th level, whenever you imprint a creature with an Imprint exclusive to the Enhancing Signature, you can target up to two creatures instead. INTRINSIC SIGNATURE Usually covered in runes and tattoos, these Imprinters learned to mark themselves to enhance their physical abilities, often rivaling trained soldiers in combat. IMPROVED WARRIOR At 3rd level, your base walking speed increases by 5 feet and you gain resistance to bludgeoning damage you take from falling. Additionally, you gain proficiency with medium armor, shields, and martial weapons. INNATE MAGIC Additionally when you select this signature at 3rd level, you gain access to several innate magical abilities. You gain the following spells at the listed levels, and can cast each spell once without material components or spell slots. Intelligence is your spellcasting modifier for these spells. Once you cast a spell, you cannot cast that spell again until you complete a long rest. Imprinter Level Innate Spells (1/long rest each) 3 Absorb Elements 5 Shadow Blade 9 Spirit Shroud 13 Ashardalon’s Stride 17 Freedom of Movement EXTRA ATTACK At 7th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. HARD PATTERNS At 15th level, while you are imprinted, you have resistance to bludgeoning, piercing, and slashing damage. SOUL MARKINGS At 20th level, if you have at least one active Imprint, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead and you must end an active Imprint of your choice immediately. 180
INVASIVE SIGNATURE Invading the minds of their enemies, these Imprinters understand their reasoning and motivation easily making them work in their favor. BETTER UNDERSTANDING At 3rd level, you gain proficiency in Wisdom (Insight) ability checks and you can use your Intelligence modifier, instead of your Wisdom, to make Intelligence (Insight) checks. INNATE MAGIC Additionally when you select this signature at 3rd level, you gain access to several innate magical abilities. You gain the following spells at the listed levels, and can cast each spell once without material components or spell slots. Intelligence is your spellcasting modifier for these spells. Once you cast a spell, you cannot cast that spell again until you complete a long rest. Imprinter Level Innate Spells (1/long rest each) 3 Command 5 Suggestion 9 Enemies Abound 13 Fast Friends 17 Charm Monster RUNIC DECOY At 7th level, as a bonus action you can choose a point within 60 ft. of you that you can see and manifest a decoy there that lasts for 1 minute or until it is destroyed. When a creature of your choice starts its turn within 10 ft. of the decoy it must make a Wisdom saving throw against your Imprint save DC or regard the decoy as its enemy and spend their turn trying to destroy it. The decoy has a maximum hit points equal to five times your Imprinter level and an AC equal to your Imprinter level. When it reaches 0 hit points it is destroyed. You can Imprint your decoy as if it was a creature. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. ADEPT OF EMOTION At 15th level, you gain proficiency in Persuasion or Deception (your choice when you get this feature). If you already had proficiency in the skill of your choice, you gain Expertise instead. Additionally when you reach this level, you and friendly creatures within 15 ft. of you can't be charmed while you are conscious. MEANING OF TREASON At 20th level, whenever you cause a hostile creature to attack one of its allies, the attack is made with advantage. PROFANE SIGNATURE Masters of illusion and decaying, these Imprinters can make others question reality and stop functioning in a proper way. UNHOLY IMPRINTS At 3rd level, whenever you imprint a creature, another creature of your choice within 30 ft of the imprinted creature that you can see takes necrotic damage equal to your Intelligence modifier (minimum of one). INNATE MAGIC Additionally when you select this signature at 3rd level, you gain access to several innate magical abilities. You gain the following spells at the listed levels, and can cast each spell once without material components or spell slots. Intelligence is your spellcasting modifier for these spells. Once you cast a spell, you cannot cast that spell again until you complete a long rest. Imprinter Level Innate Spells (1/long rest each) 3 Hideous Laughter 5 Nathair’s Mischief 9 Bestow Curse 13 Major Image 17 Hallucinatory Terrain ESSENCE IMPRINTING At 7th level, if you are holding a body part from a creature, such as a lock of hair or a drop of blood, there is no longer a distance requirement for you to Imprint that creature. REVEALING MARKINGS At 15th level, you can see everything within 30 ft. of a creature imprinted by you, as if you had truesight. COLLECTIVE MADNESS At 20th level, as an action, you create up to two perfect illusions of yourself that last for 1 minute, or until you dismiss them (no action required). The illusions appear in an unoccupied space that you can see within 30 ft. of you and they must stay within 120 ft. of you at all times. For the duration, as a bonus action, you can move any number of them up to 30 ft. in any direction (including upwards). You can Imprint creatures, trigger Imprints, and cast spells as though you were in the illusion's space, but you must still see the target. Additionally, as a bonus action, you can switch places with one of your illusions. You can use this feature a number of times equal to your proficiency bonus. When you finish a long rest, you regain all expended uses. 181
EXTRA IMPRINTS The following can be selected as Imprints. If it lists a subclass requirement, you must have chosen that subclass in order to learn that Imprint. AERIAL IMPRINT At the start of the imprinted creature's turn, this Imprint is triggered. While the creature is imprinted by this, it has a flying speed of 30 ft.. Expressed: The flying speed is 60 ft. instead. DISTRACTION IMPRINT At the start of the imprinted creature's turn, it must make a Intelligence saving throw or this Imprint is triggered and the target can't use it's reaction until the start of it's next turn. Expressed: The target can't also use it's bonus action until the start of it's next turn. EXPOSURE IMPRINT When the imprinted creature is hit by an attack you can use your reaction to trigger this Imprint and, immediately before the attack deals damage, the target loses resistance to all the damage types dealt by the triggering attack until the start of it's next turn. Expressed: The target loses Invulnerability, but has resistance to those damage types. EROSION IMPRINT If the imprinted creature has willingly moved since the start of its last turn, this Imprint is triggered and the Armor Class of the targeted creature is reduced by 2 until the start of its next turn. Expressed: The Armor Class is reduced by 3 instead. GRAVITATIONAL IMPRINT This imprint can only be used in large or smaller creatures. At the start of the imprinted creature's turn if it is in contact with the ground, the target creature must make a Constitution saving throw (the target can choose to fail) or this Imprint is triggered and the target can be moved up to 10 ft. in any direction of your choice (including upwards) and remains suspended there until the start of its next turn, and then it floats gently to the ground if it is still aloft (taking no falling damage). Expressed: The target doesn't need to be in contact with the ground for it to make the saving throw and you can move it up to 20 ft. instead. HINDERING IMPRINT This Imprint is invisible until it is triggered for the first time and it can last up to 10 minutes. At the start of your turn, you can trigger this Imprint and each creature within 15 ft. of the imprinted creature must make a Strength saving throw or take piercing damage equal to a roll of your Imprint Power dice and become restrained until the start of their next turn. Expressed: If a creature fails the saving throw its movement is reduced by 15 ft. until the end of its next turn. LESSENING IMPRINT Choose one ability score when you imprint a creature, if that creature makes an ability check using that ability score this Imprint is triggered, roll and Imprint Power dice and the target must subtract the number rolled from that ability check. Expressed: The Imprint is also triggered if the creature makes a saving throw using the chosen ability score. The number rolled on your Imprint Power die is subtracted from that saving throw. BONDING IMPRINT (PREREQUISITE: ENHANCING SIGNATURE) You can only use Bonding Imprint on a willing creature. At the end of your turn, if the imprinted creature is within 30 ft. of you, this Imprint is triggered and you and that creature gain the following benefits until the end of your next turn: Whenever you make an ability check, you can roll a d4 and add the number rolled to the ability check You have advantage on saving throws against being frightened Your movement speed is increased by 5 ft. Whenever you take damage, the Imprinter can use its reaction and distribute that damage evenly by themselves and all the creatures imprinted by a Bonding Imprint Expressed: At the end of your turn, you can choose to trigger this Imprint if the imprinted creature is within 90 ft. of you if it wasn't already triggered this turn. RESISTANCE IMPRINT (PREREQUISITE: ENHANCING SIGNATURE) Choose a damage type when you imprint a creature, if that creature is damaged by that damage type and doesn't already have resistance to it, this Imprint is triggered and the creature has resistance to the triggering damage type for that instance. Expressed: The creature has resistance to the triggering damage type until the start of its next turn. SIPHONING IMPRINT (PREREQUISITE: ENHANCING SIGNATURE) When the imprinted creature dies this Imprint is triggered and the creature that killed it regains hit points equal to a roll of your Imprint Power + twice your Proficiency Bonus. If the creature's hit points would exceed it's maximum hit points, the value rolled is added as temporary hit points instead. Expressed: The hit points gained increase to two rolls of your Imprint Power + twice your Proficiency Bonus. 182
CUMULATIVE IMPRINT (PREREQUISITE: INTRINSIC SIGNATURE) You can only use Cumulative Imprint on yourself. You have a special pool of charged power that starts with a value of a roll of your Imprint Power dice. At the start of your turn this Imprint is triggered and you roll two Imprint Power dice and store the rolled value in the pool. At any point during your turn, you can choose to release this power ending this Imprint immediately and each creature other than you within 20 ft. of you must make a Dexterity saving throw. On a failed save they take force damage equal to the value of your charged power. On a successful save, they take half as much damage. If this Imprint ends without you releasing its power, you take force damage equal to a roll of your Imprint Power dice. Expressed: When releasing the charged power, you can choose a number of creatures within range equal to your Intelligence modifier and they don't need to make the save and take no damage from the release. REGENERATION IMPRINT (PREREQUISITE: INTRINSIC SIGNATURE) You can only use Regeneration Imprint on yourself. At the start of your turn, you can use your bonus action to trigger this Imprint and you regain hit points equal to your Imprinter level. Expressed: You regain hit points equal to twice your Imprinter level instead. SHIELDING IMPRINT (PREREQUISITE: INTRINSIC SIGNATURE) You can only use Shielding Imprint on yourself. You immediately roll an Imprint Power dice as buffer, if you are hit by an attack and the attack roll value is equal or greater than your AC, but less than your AC + your Imprint Power roll, you can use your reaction to trigger this Imprint and the attack misses. While you are imprinted by this, at the end of your turns you roll an Imprint Power dice as buffer for the next round. Expressed: Whenever you roll an Imprint Power dice, you roll two instead. CONTROLLING IMPRINT (PREREQUISITE: INVASIVE SIGNATURE) This Imprint is invisible until it is triggered for the first time and it can last up to 10 minutes. Whenever the target is about to cast a spell of 4th level or lower that requires at least a target creature, you become aware of it and you can use your reaction to trigger this Imprint, the imprinted creature must make a Charisma saving throw or target a creature of your choice that you can see with the spell. Expressed: This Imprint can also be triggered for spells of 5th level. PUPPET IMPRINT (PREREQUISITE: INVASIVE SIGNATURE) You can only use this Imprint on a creature that is hostile to you or your companions. At the start of the imprinted creature's turn, it must make a Charisma saving throw or this Imprint is triggered and the creature immediately makes a single melee weapon attack (with a weapon of your choice it's currently holding, and without spending an action) to another creature of your choice that you can see within range unless you choose no creature or if none are within its reach. Expressed: The creature can also make a ranged weapon attack instead. URGENCY IMPRINT (PREREQUISITE: INVASIVE SIGNATURE) At the start of the imprinted creature's turn, it must make a Charisma saving throw or this Imprint is triggered and the creature must use all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. Expressed: Immediately after using its movement, the creature falls prone. FUMBLE IMPRINT (PREREQUISITE: PROFANE SIGNATURE) Each time the imprinted creature makes an attack, it must subtract half your Intelligence modifier (rounded down and minimum of one) from the attack roll, if the attack misses this Imprint is triggered and the creature takes necrotic damage equal to a roll of your Imprint Power dice. Expressed: The creature can't use reactions until the start of its next turn. IMPAIRING IMPRINT (PREREQUISITE: PROFANE SIGNATURE) At the start of the imprinted creature's turn, it must make a Constitution saving throw or this Imprint is triggered and the creature becomes blinded until the end of its turn. Expressed: The creature also becomes deafened if it fails the saving throw. SORROW IMPRINT (PREREQUISITE: PROFANE SIGNATURE) At the start of the imprinted creature's turn, it must make a Constitution saving throw. On a failure, this Imprint is triggered and the creature suffers one level of exhaustion (to a maximum of level 3). On a success, the creature's exhaustion level is reduced by 1. When this Imprint ends, the creature's exhaustion level is changed back to the level it was before the creature was imprinted. Expressed: The Constitution saving throw is made with disadvantage. 183
IMPRINTER SPELL LIST Illusory Script 1st-level illusion Casting Time: 1 minute Range: Touch Components: S, M (a lead-based ink worth at least 10 gp, which the spell consumes) Duration: 10 Days You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know. Should the spell be dispelled, the original script and the illusion both disappear. A creature with truesight can read the hidden message. ENHANCING SIGNATURE Bless 1st-level enchantment Casting Time: 1 action Range: 30 ft Components: V, S, M (a sprinkling of holy water) Duration: Concentration, up to 1 minute You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Enlarge/Reduce 2nd-level transmutation Casting Time: 1 action Range: 30 feet Components: V, S, M (a pinch of powdered iron) Duration: Concentration, up to 1 minute You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect. If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once. Enlarge. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category-- from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage. Reduce. The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1). Aura of Vitality 3rd-level evocation Casting Time: 1 action Range: Self (30 feet sphere) Components: V Duration: Concentration, up to 1 minute Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points. 184
Magic Circle 3rd-level abjuration Casting Time: 1 minute Range: 10 ft (10 feet cylinder) Components: V, S, M (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes) Duration: 1 hour You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface. Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways: The creature canʼt willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw. The creature has disadvantage on attack rolls against targets within the cylinder. Targets within the cylinder canʼt be charmed, frightened, or possessed by the creature. When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd. Resilient Sphere 4th-level evocation Casting Time: 1 action Range: 30 ft sphere Components: V, S, M (a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic) Duration: Concentration, up to 1 minute A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration. Nothing not physical objects, energy, or other spell effects can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it. The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere's walls and thus roll the sphere at up to half the creature's speed. Similarly, the globe can be picked up and moved by other creatures. A disintegrate spell targeting the globe destroys it without harming anything inside it. INTRINSIC SIGNATURE Absorb Elements 1st-level abjuration Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage Range: Self Components: S Duration: 1 Round The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. Shadow Blade 2nd-level illusion Casting Time: 1 bonus action Range: Self Components: V, S Duration: Concentration, up to 1 minute You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage. If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand. At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8. 185
Spirit Shroud 3rd-level necromancy Casting Time: 1 bonus action Range: Self Components: V, S Duration: Concentration, up to 1 minute You call forth spirits of the dead, which flit around you for the spellʼs duration. The spirits are intangible and invulnerable. Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage canʼt regain hit points until the start of your next turn. In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd. Ashardalon's Stride 3rd-level transmutation Casting Time: 1 bonus action Range: Self Components: V, S Duration: Concentration, up to 1 minute The billowing flames of a dragon blast from your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesnʼt provoke opportunity attacks. When you move within 5 feet of a creature or an object that isnʼt being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, increase your speed by 5 feet for each spell slot level above 3rd. The spell deals an additional 1d6 fire damage for each slot level above 3rd. Freedom of Movement 4th-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (a leather strap, bound around the arm or a similar appendage) Duration: 1 hour You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained. The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks. INVASIVE SIGNATURE Command 1st-level enchantment Casting Time: 1 action Range: 60 ft Components: V Duration: 1 Round You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends. Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target falls prone and then ends its turn. Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. 186
Suggestion 2nd-level enchantment Casting Time: 1 action Range: 30 ft Components: V, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil) Duration: Concentration, up to 8 hours You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed. If you or any of your companions damage the target, the spell ends. Enemies Abound 3rd-level enchantment Casting Time: 1 action Range: 120 ft Components: V, S Duration: Concentration, up to 1 minute You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability itʼs using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to. Fast Friends 3rd-level enchantment Casting Time: 1 action Range: 30 ft Components: V Duration: Concentration, up to 1 hour When you need to make sure something gets done, you canʼt rely on vague promises, sworn oaths, or binding contracts of employment. When you cast this spell, choose one humanoid within range that can see and hear you, and that can understand you. The creature must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed in this way, it undertakes to perform any services or activities you ask of it in a friendly manner, to the best of its ability. You can set the creature new tasks when a previous task is completed, or if you decide to end its current task. If the service or activity might cause harm to the creature, or if it conflicts with the creatureʼs normal activities and desires, the creature can make another Wisdom saving throw to try to end the effect. This save is made with advantage if you or your companions are fighting the creature. If the activity would result in certain death for the creature, the spell ends. When the spell ends, the creature knows it was charmed by you. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Charm Monster 4th-level enchantment Casting Time: 1 action Range: 30 ft Components: V, S Duration: 1 hour You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them. 187
PROFANE SIGNATURE Hideous Laughter 1st-level enchantment Casting Time: 1 action Range: 30 ft Components: V, S, M (tiny tarts and a feather that is waved in the air) Duration: Concentration, up to 1 minute A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends. Nathair's Mischief 2nd-level illusion Casting Time: 1 action Range: 60 ft (20 ft cube) Components: S, M (a piece of crust from an apple pie) Duration: Concentration, up to 1 minute You fill a 20-foot cube you can see within range with fey and draconic magic. Roll on the Mischievous Surge table to determine the magical effect produced, and roll again at the start of each of your turns until the spell ends. You can move the cube up to 10 feet before you roll. Mischievous Surge d4 E�fect 1 The smell of apple pie �lls the air, and each creature in the cube must succeed on a Wisdom saving throw or become charmed by you until the start of your next turn. 2 Bouquets of �lowers appear all around, and each creature in the cube must succeed on a Dexterity saving throw or be blinded until the start of your next turn as the �lowers spray water in their faces. 3 Each creature in the cube must succeed on a Wisdom saving throw or begin giggling until the start of your next turn. A giggling creature is incapacitated and uses all its movement to move in a random direction. 4 Drops of molasses hover in the cube, making it di��cult terrain until the start of your next turn. Bestow Curse 3rd-level necromancy Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options: Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score. While cursed, the target has disadvantage on attack rolls against you. While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing. While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target. A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration. 188
Major Image 3rd-level illusion Casting Time: 1 action Range: 120 ft (20 ft cube) Components: V, S, M (a bit of fleece) Duration: Concentration, up to 10 minutes You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench). As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration. Hallucinatory Terrain 4th-level illusion Casting Time: 10 minutes Range: 300 ft (150 ft cube) Components: V, S, M (a stone, a twig, and a bit of green plant) Duration: 24 hours You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance. The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain. 189
D GODBINDER The Godbinder Level Pro�ciency Bonus Features Cantrips Known Spells Known Spell Slots Slot Level Miracles Known 1st +2 Divine Binding, Bound Magic 1 1 1 1st — 2nd +2 Miracles 1 1 1 1st 1 3rd +2 Divine Conduit 1 2 2 1st 1 4th +2 Ability Score Improvement 2 2 2 2nd 1 5th +3 - 2 3 2 2nd 2 6th +3 Divine Binding 2 3 2 2nd 2 7th +3 - 2 4 3 3rd 2 8th +3 Ability Score Improvement 2 4 3 3rd 2 9th +4 - 2 4 3 3rd 3 10th +4 Divine Binding 3 5 3 4th 3 11th +4 Miracle Worker 3 6 3 4th 3 12th +4 Ability Score Improvement 3 6 3 4th 3 13th +5 Godly Aura 3 7 4 5th 3 14th +5 Divine Binding 3 7 4 5th 4 15th +5 Book of Hallowed Rites 3 8 4 5th 4 16th +5 Ability Score Improvement 3 8 4 5th 4 17th +6 - 3 8 4 6th 4 18th +6 Favored Aspect 3 9 4 6th 4 19th +6 Ability Score Improvement 3 10 4 6th 4 20th +6 Master of Gods 3 10 4 6th 4 ivine magic, as the name suggests, is the power of the gods, flowing from them into the world. Godbinders, while they may not be like Clerics in their devotion, carry an unwavering will to parley with the gods. Clerics of these gods might find what Godbinders do to be blasphemous, others might consider it holy - interpreting it as will of their god, choosing to work through them. To some Godbinders, they are making themselves vessels for divine power. To others, the gods are like demons - if one can summon demons and control them, what is so different of a god? Godbinders are often driven by a purpose greater than themselves, whether that be knowledge, power, or faith in their divine powers. Godbinders, as indicated by their name, are known for binding the aspects of gods. Aspects are like the sparks of divinity that radiates from the divine domain of a god, and Godbinders channel those sparks to commune with gods. However, this is not all - they place a part of that divine spark within themselves to be able to call upon that god whenever they so wish. The relationship in a sense is like taking advantage of the belongings someone left behind, since these sparks are only the residual energy left behind in the material plane. Although, they really are communing with a shard of a gods consciousness. This is their power, to call forth divine power and ask for Miracles to sway the tides of battle or cure the dying. They will not beg or pray to the gods, they demand answers. 190
CREATING A GODBINDER As you are creating your Godbinder character, ask yourself why your character has chosen to capture the essence of these deities? What caused your character to seek them out? Did you seek to prove your power, or perhaps you felt helpless and after tireless work have dedicated yourself to never feeling that again - choosing to capture the sparks of divinity? Or perhaps you are host for your gods to influence the world, working through your body? How did you bind your first aspect of a god? How do your aspects communicate with you? You might see a ghostly visage at the corner of your eyes speaking with you. Some Godbinders find messages from their aspects etched on trees, mingled among tea leaves, or adrift in the clouds; messages that only they can see. Others converse with their aspects in dreams or waking visions Work with your DM to determine how big a part your divine bindings will play in your characterʼs adventuring career. Your demands of your aspects might drive you into Adventures, or they might consist entirely of small favors they grant you in between adventures. QUICK BUILD You can make a Godbinder quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Strength or Constitution. Second, choose the Noble or Sage background. HIT POINTS Hit Dice: 1d8 per Godbinder level Hit Points at 1st Level: 8 + Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Godbinder level after 1st PROFICIENCIES Armor: Medium armor, shields Weapons: Simple and martial melee weapons. Tools: None Saving Throws: Wisdom, Charisma Skills: Choose two from Arcana, History, Insight, Intimidation, Perception, Persuasion and Religion EQUIPMENT You start with the following equipment, in addition to the equipment granted by your background: • (a) a Warhammer or (b) a Maul or (c) two simple weapons • (a) Scale mail or (b) Padded armor • (a) a priest's pack or (b) a scholar's pack • A shield, a holy symbol, and vial of holy water CLASS FEATURES As a Godbinder, you gain the following class features. DIVINE BINDING At 1st level, choose a divine aspect of a god you have bound: Aspect of Death, Aspect of Fate, Aspect of Life, Aspect of Nature, Aspect of Peace, Aspect of Tempest, Aspect of Trickery, or the Aspect of War. Each aspect is detailed at the end of the class description, and each one provides examples of gods associated with it. Your choice grants you Aspect Spells and other features when you choose it at 1st level. You bind another aspect at 6th, 10th, and 14th level; each aspect grants one feature. It also grants you additional options with Miracles when you gain that feature at 2nd level. Aspect Spells Each aspect has two spells — its aspect spells — that you gain at the Godbinder levels noted in the Divine Binding description. Once you gain an aspect spell, you always have it prepared, and it doesnʼt count against the number of Spells Known. If you have an aspect spell that doesnʼt appear on the Cleric spell list, the spell is nonetheless a Cleric spell for you. BOUND MAGIC Your research into the divine and the magic bound to you by your aspect have given you facility with spells. See the general rules of Spellcasting and the Cleric spell list. Cantrips You know one cantrip of your choice from the Cleric spell list. You learn additional Cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Godbinder table Spell Slots The Godbinder table shows how many spell slots you have to cast your spells of 1st through 7th level. The table also shows what the level of those slots is; all of your Spell Slots are the same level. To cast one of your spells of 1st level or higher, you must expend a spell slot. You regain all expended Spell Slots when you finish a short or long rest. For example, when you are 5th level, you have three 2ndlevel Spell Slots. To cast the 1st-level spell Inflict Wounds, you must spend one of those slots, and you cast it as a 2ndlevel spell. 191
Spells Known of 1st Level and Higher At 1st level, you know one 1st-level spell of your choice from the Cleric spell list. The Spells Known column of the Godbinder table shows when you learn more Cleric spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than whatʼs shown in the tableʼs Slot Level column for your level. When you reach 7th level, for example, you learn a new Cleric spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the Cleric Spells you know and replace it with another spell from the Cleric spell list, which also must be of a level for which you have Spell Slots. Spellcasting Ability Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from the divine power bonded by you. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one. Spell Save DC = 8 + your proficiency bonus + your Wisdom modifier Spell Attack Modifier = your proficiency bonus + your Wisdom modifier Ritual Casting You can cast a Cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared. Spellcasting Focus You can use a holy symbol as a Spellcasting focus for your Cleric Spells. MIRACLES In your study and binding of deities, you can call forth Miracles, you gain the ability to channel divine energy directly from your aspects, using that energy to fuel magical effects. At 2nd level, you gain one Miracle. Your Miracle options are detailed at the end of the class description. When you gain certain Godbinder levels, you gain additional miracles of your choice, as shown in the Miracles Known column of the Godbinder table. You can use any Miracle a number of times equal to Miracles Known (ex. At 5th level, you know two Miracles and can use Miracle two times), then you need to finish a long rest before you can use your full number of Miracles again. Using a Miracle is a full action, unless specified otherwise. For each Miracle you use before a long rest, mark a debt, for each debt you must sacrifice 10 lbs. of any trade good to the gods. If you fail to do so over a long period of time, roll a d20. If you roll a number equal to or higher than your Godbinder level, your Miracles will not work until sacrifice is given. If you wish to sacrifice something other than trade goods, work with your DM to determine the details of your sacrifice. Additionally, when you gain a level in this class or take a long rest, you can choose one of the miracles you know and replace it with another miracle that you could learn at that level. DIVINE CONDUIT At 3rd level, your command and control the divine forces intervening in the world has grown. You imbue an object to channel the deities you've bound to your will. You gain one of the following features of your choice. Conduit of Chains. Choose a holy symbol in your possession. Chains of divine fire fall from it, with a suitable length to where it can be wrapped and bound to a part of your body. You can create 50 feet of divine, unbreakable chains at will. These chains dissipate twenty-four hours after they are created. As an action you can break off two chain links, you can choose to keep them or hand them out. You can use this feature twice. You regain expended uses when you finish a short or long rest. As an action, you can consume a link to cast the hold person or augury spells. The hold person spell is always cast as though it were 2nd-level spell. If you lose possession of this holy symbol, the power fades from it until it returns to your hands. The symbol ceases being your conduit symbol if you die or if you perform the 1- hour ritual on a different holy symbol. Conduit of Power. Choose a weapon in your possession. Divine power flows through it and now deals radiant damage in addition to its other damage types. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Portents of doom, danger, and victory echo through your veins when you carry this weapon. As long as you wield this weapon you can use it to perform a reaction when you are targeted by a melee attack to cause the attack to miss. You can use this feature twice. You regain expended uses when you finish a short or long rest. If you lose possession of this weapon, the power fades from it until it returns to your hands. The weapon ceases being your conduit weapon if you die or if you perform the 1-hour ritual on a different weapon. 192
Conduit of Protection. Choose armor in your possession. It becomes wreathed in divine energy. If you so choose it can provide a bright light in a 10-foot radius and dim light for an additional 5 feet. As long as you wear this armor you can use it to take a bonus action to gain resistance to one damage type of your choice, then gain 1d12 temporary hit points; the damage resistance lasts until you take a short rest. You can use this feature twice. You regain expended uses when you finish a short or long rest. If you lose possession of this armor, the power fades from it until it returns to you and wear it. The armor ceases being your conduit armor if you die or if you perform the 1-hour ritual on different armor. ABILITY SCORE IMPROVEMENT At 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you 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. MIRACLE WORKER At 11th level, your routine parleying with capricious divinities has become ingrained in your muscles, you now only need to take a short rest to restore your Miracles. GODLY AURA At 13th level, while you are awake you appear to have a subtle aura of celestial vim and vigor, as long as you have your divine conduit you gain expertise with Charisma (Persausion) and Charisma (Intimidation); when you make a check using the aforementioned skills towards a celestial, you roll with advantage. BOOK OF HALLOWED RITES At 15th level, you procure a Book of Hallowed Rites from the many divine aspects you have bonded with, and you roll with advantage when you ever make a Intelligence (Arcana) or Intelligence (Religion) check concerning the divine. You can write five aspect spells you know in this book, when you cast these spells they will not expended a spell slot. If you wish to change these spells, the process takes 2 hours and cost 10 gp per spell, which is the cost of the components to write them. If you lose your Book of Hallowed Rites, you can perform a 1-hour ceremony to receive a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die. The Good Book Your Divine Binding choices reflect on the its appearance. If you bind the Aspects of Death, Fate, Life and Nature - your tome would appear to be alive with foliage and fungi, held by bones, and pages made of webs glowing with runes. Or perhaps you bound Fate, Peace, Trickery, and War - it would appear to be the weighty ledger of a diplomat with iron hinges scarred by war, the parchment brimming with an irresistible glow. FAVORED ASPECT When you reach 18th level, choose one of your Divine Binding Aspects. You gain a spectral avatar representing the aspect of the deity, it does not have any statistics and cannot take any actions or reactions. Only those you choose or those with true sight can see the avatar. You can speak to it and ask it for advice; it is up to the DM and you to decide the avatar's demeanor and personality. Once a day, you can absorb its divine essence and gouts of divine fire pour from your body after you make a successful attack roll. You add 2d6 fire damage, 2d6 lightning damage, and 2d6 radiant damage to the damage roll. Presence of Divinity The domain of the Divine Aspect reflects your avatar's appearance. For example - If you choose the Aspect of Nature, a Nature God would take the shape of a great bear or wolf. Alternatively, an Aspect of Fate might personify as their preferred mortal form, a clockwork automaton, or perhaps as a ghostly lynx. MASTER OF GODS At 20th level, you can push your mastery over the divine to the brink. The number of times you can use your Miracles is now equal to a number of times double your Miracles Known (ex. At 20th level, you know four Miracles and can now use a Miracle up to eight times). 193
ADIVINE ASPECTS spects are how the divine influence the material plane. Every nature god resides in their ancient, weathered glade or overgrown forest as every war god is at home on the fresh battlefields and campaigns of yore. You have learned to bind the essence of these divine beings and bend them to your will, with varying effect. ASPECT OF DEATH These deities watch over the dying. To these deities, death and the afterlife are a foundational part of the multiverse. To desecrate the peace of the dead is an abomination. Deities of Death include the Morrigan, Kelemvor, Wee Jas, the ancestral spirits of the Undying Court, Hades, Anubis, and Osiris. Those who bound the essence of these kind of gods peer deeper into the afterlife to unlock its secrets and know the burden that weighs upon these gods. When you gain control of this aspect, you gain the following: TOUCH OF THE PSYCHOPOMP When you gain this Aspect, you become a minor arbiter of death. You can force the undead to truly recognize the abominations they are. As an action, you can touch an undead creature and restore part of it to life, it must make a Wisdom saving throw. If the creature rolls less than or equal to its CR (CR 1/2 counts as equal to 1) it is destroyed and passes on; if its CR is 10 or above, the DC is 10. If it succeeds it is paralyzed until the start of its next turn. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. You also learn the Spare the Dying cantrip, which doesnʼt count against the number of Cleric cantrips you know. ASPECT OF DEATH SPELLS When you gain this Aspect, you also gain access to the False Life and Ray of Sickness spells. These spells are cast as they normally would. ASPECT OF THE DEPTHS Gods whose portfolios include the Depths aspect — including Poseidon, Umberlee, and Rán — govern the restless sea and all that dwells in it. They include gods of the depths are often merciless, cold and cruel in their actions towards. Containing their aspect allows you to feel that in your heart as well. When you gain control of this aspect, you gain the following: DROWN When you gain this Aspect you can cause your enemies to gasp for air as they sink into the depths of your aspect's domain. As an action, roll a spell attack against a number of creatures equal to half your Godbinder level (minimum of one). Make a separate attack roll for each creature. On a successful attack, their lungs begin to fill with water and begins to suffocate (see pg. 183 of the Player's Handbook). A creature can end this effect by making a Constitution saving throw against your spell save DC at the end of its turn. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. ASPECT OF DEPTHS SPELLS When you gain this Aspect, you also gain access to the Armor of Agathys and Create or Destroy Water spells. These spells are cast as they normally would. ASPECT OF FATE Divine Lords, Ladies, and Caretakers of Fate. They are independent, at the helm of necessity, directed fate, and watch that the fate assigned to every being by eternal laws might take its course. Both gods and men had to submit to them. Whether it is a well, a web, or a river - these gods watch and craft the fates of everyone, including themselves. Deities of Fate include the Moirai, the Norns, Thoth, Janus, Jergal, and Istus. Binding fate is like staring into an abyss who knew this would come and it always would. When you gain control of this aspect, you gain: MERCURIAL FOREWARNINGS When you gain this aspect, the whispers of fate readily enter your ear, but be warned fate is fickle. At the start of each day, consult with your bound Aspect of Fate and roll 1d12. The outcome of the die determines how many warnings they give you about the upcoming day. The DM offers these warnings, and they are always truthful. The warning might be a short phrase, a cryptic rhyme, or an omen. These warnings are often vague and unspecified, but contain perhaps an important clue. The Aspect can choose to withhold warnings, but must say them before the end of the day. You can demand any untold warnings at any point in the day. The Aspect doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. ASPECT OF FATE SPELLS When you gain this Aspect, you also gain access to the Unseen Servant and Identify spells. These spells are cast as they normally would. 194
ASPECT OF LIFE The Aspect of Life focuses on the vibrant positive energy— one of the fundamental forces of the universe—that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of Healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei). Godbinders who contain any aspect of these gods recognize the power they hold over this fragile world. When you gain control of this aspect, you gain: CELESTIAL VITALITY When you gain this aspect, you become filled with vitality and vigor. Your maximum hit points are increased by your Godbinder level + your Wisdom modifier; this adjusts as you gains levels or increase your Wisdom. Whenever you are reduced to 0 hit points, and have to roll Death Saving Throws, you now only need two successful saves to become stable and four unsuccessful saves to succumb to death. ASPECT OF LIFE SPELLS When you gain this Aspect, you also gain the Cure Wounds and Purify Food and Drink spells. These spells are cast as they normally would. ASPECT OF NATURE Gods of Nature are as varied as the natural world itself, from inscrutable gods of the deep forests (such as Silvanus and Pan), or insurmountable gods of mountains and the earth (Skadi and Dunatis) to friendly deities associated with particular springs and groves (such as Eldath). Many Godbinders seek the power of the world and to feel it flow in their veins, they might have many reasons to infuse themselves with these deities. When you gain control of this aspect, you gain: CALL OF THE WILD When you are in a natural area (open desert, deep forest, unsettled mountains), you can summon one beast to be your mount: a Bear (Cave Bear, Monster Manual pg. 334), a giant snake (Giant Constrictor Snake, Monster Manual pg. 324), or a moose (equivalent to a Giant Elk, Monster Manual pg. 325). The beast doesnʼt fight for you, unless you have magic or another ability that can control a beast. The creature returns to its natural habit when you dismount it. Aspect of Nature Spells When you gain this Aspect, you also gain the Entangle and Speak with Animals spells. These spells are cast as they normally would. ASPECT OF PEACE Gods of justice, protection, and peace (such as Tyr, Rao, Kol Korran, Boldrei). They seek to protect the balance that protects the weak. Whomever binds these aspects seek to protect the fine balance that protects the world. Sometimes, these gods and as well their servants and binders value peace more than the methods to bring it. When you gain control of this aspect, you gain: DIVINE DIPLOMACY When you gain this aspect your words can sow peace and bind oaths. When you communicate with a creature who can understand you, and vice versa, you can ask them to make an oath on your divine power. If they agree, work out the terms of the oath and both sides must cease physical conflict upon agreement of the terms. If either oath-taker breaks it, divine power smites them down. The DM determines the consequence of breaking the oath. You also gain proficiency in one of the following sszxgbfkills of your choice: Deception, Perception, or Insight. ASPECT OF NATURE SPELLS When you gain this Aspect, you also gain the Sanctuary and Protection from Evil and Good spells. These spells are cast as they normally would. ASPECT OF MADNESS The essence of these divinities are oft too terrible, too eldritch to be known or captured. Gods like Ghaunadaur, Tharizdun, and the Shadow - are all unknowable and depart their "gifts" unto the world. Many Godbinders make dark choices in their efforts to bind these beings incomprehensible to mortal minds. When you gain control of this aspect, you gain the following: HORRIFIC GAZE Your eyes become pools of eldritch knowledge. As an action, you can make eye contact with a creature you can see and force them to make a Wisdom saving throw against your spell save DC. On a failure, they roll a short term madness. At the end of the creature's turn they may repeat the saving throw to remove the madness. On a success, nothing happens. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. ASPECT OF MADNESS SPELLS When you gain this Aspect, you also gain the Bane and Tasha's Hideous Laughter spells. These spells are cast as they normally would. 195
ASPECT OF TEMPEST Gods whose portfolios include the Tempest domain— including Talos, Umberlee, Kord, Zeboim, the Devourer, Zeus, and Thor—govern storms, sea, and sky. They include gods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical Strength, and courage. Godbinders would wield the tempest hold the heat of a divine storm in their hands. When you gain control of this aspect, you gain the following: LIGHTNING STRIKE When you gain this aspect you can strike your foes down with a swift rod of lightning. As an action, you can create a burst of lightning forming a line 20 feet long and 5 feet wide that blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 2d6 lightning damage on a failed save, or half as much damage on a successful one. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. ASPECT OF TEMPEST SPELLS When you gain this Aspect, you also gain the Thunderous Smite and Fog Cloud spells. These spells are cast as they normally would. ASPECT OF TRICKERY Gods of trickery—such as Tymora, Beshaba, Olidammara, the Traveler, Garl Glittergold, and Loki—are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. Theyʼre patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their essence is often harder to be bound, only those of cunning and wit can truly grasp these divine beings. When you gain control of this aspect, you gain: DOMINION OF DECEIT When you gain this aspect, you gains tools of trickery, subterfuge, and duplicity. As an action, you can enter a 5 by 5 foot extradimensional space that only you can enter. Attacks and spells canʼt cross into or out of the extra-dimensional space, but you can see the material plane outside of it. You cannot store any items in this space. You exit on the same space you entered the extra-dimensional space, anything not on your person inside the extra-dimensional space drops out when you exit. You also learn the prestidigitation and thaumaturgy cantrips, which doesnʼt count against the number of Cleric cantrips you know, and the prestidigitation cantrip is nonetheless a Cleric cantrip for you. ASPECT OF TRICKERY SPELLS When you gain this Aspect, you also gain the Dissonant Whispers and Disguise Self spells. These spells are cast as they normally would. ASPECT OF WAR War is the roar of courage, the red mist hovering over a battlefield, and crucible of heroes. Gods of war include champions of honor and chivalry (such as Torm, Heimdall, and Hercules) as well as gods of destruction and pillage (such as Bast, Thrym, Gruumsh, and Ares) and gods of conquest and domination (such as Bane, Athena, and Odin). Other war gods (such as Tempus, Nike, and Nuada) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance. Godbinders who seek the essence of war become infused with raw power of battle and become avatars of battle. When you gain control of this aspect, you gain: WAR TRANCE You enter a battle trance and begin to chant in the tongue of the gods. Your face contorts into one worn by battle, war, and rage. The trance can be a frothing, bestial rage, a focus, honed fury, or a quiet, simmering wrath. While in this trance, your damage rolls have +2 and deal double damage to objects and structures. Your trance ends once the current conflict ends, you retreat, or take a short or long rest. You must take a short or long rest before you can enter this battle trance again. At 6th level, you can enter this trance twice before a rest. At 10th level, you can enter a third trance before you rest, but after you finish you fall unconscious and cannot be roused until you complete a short or long rest. ASPECT OF WAR SPELLS When you gain this Aspect, you also gain the Compelled Duel and Command spells. These spells are cast as they normally would. 196
AMIRACLES t 2nd level, you gain access to variety of Miracles. You can choose one, and gradually acquire more as you gain levels. You can call upon a Miracle and it grants you a temporary blessing. Miracle I: Gift from the Gods A magic item from one of your deities appears in your hands; or in your belongings if your hands are full. Roll a magic item from Magic Item Table A in the Dungeon Master's Guide; or alternatively, have the DM choose an appropriate common magic item. Depending on the DM's discretion, the magic item may not work as you expect and may or may not lose its magical properties after an indeterminate amount of time. Miracle II: Celestial Imprisonment Prerequisites. Conduit of Chains You command ethereal chains of divine power to wrap around a creature you can see within feet. The creature must roll a Strength save throwing against your spell save DC or become restrained. The restrained creature may repeat the saving throw at the end of their turn. These chains last until you take a short rest. Miracle III: Wield Divinity Prerequisites. Conduit of Power You run your hands over your weapon lighting it ablaze. Choose whether your weapon crackles with divine lightning, holy fire, or a radiant light and your weapon replaces its damage type with lightning, fire, or radiant damage. You gain +1 to damage rolls. This effect last until you take a short rest. Miracle IV: Shield of Light Prerequisites. Conduit of Protection You stomp on the ground and raise a wall of divine light within 30 feet of you which faces a direction of your choice, this counts as three-quarters cover. This wall stays until it is destroyed by damage or until you take a short rest. Miracle V: Restore the Dying Prerequisites. Death Aspect The next time you cast the spare the dying cantrip it has a more potent effect. You touch a creature that has 0 hit points. They become stable. The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump and you end all effects on them described in the lesser restoration spell. Miracle VI: Demand Destiny Prerequisites. Fate Aspect When you demand an answer from your Mercurial Forewarnings feature, you can choose to declare "Speak my destiny..." to your Aspect of Fate. Whether this warning is related to an event about to happen (an ambush, a surprise siege, etc.), a return of an old rival, or information concerning your personal motivation - you can roll with +1d6 when you roll checks or saves that you think directly interact with details of that warning. Discuss with your DM what that may entail. You also gain some celestial glow such as a halo, strange eyes, or glowing skin that gives +1d6 to ability checks involving Charisma. These bonuses are not additive. These effects last until your next Mercurial Forewarning. Miracle VII: Summon Tree of Life Prerequisites. Life Aspect You summon a large sized tree of life within 30 feet from the earth, and it restores 2d8 hit points any creatures within 10 feet of the tree. The healing effect ceases at the end of your turn. The healing is increased by 1d8 for each Godbinder level you have. Miracle VIII: Earthshake Prerequisites. Nature Aspect You command the earth to cause a tremor in the ground in a 20-foot radius centered on you. Each creature other than you in that area must make a Dexterity saving throw with a DC of 10. On a failed save, a creature takes 2d6 bludgeoning damage and is knocked prone. On a successful save, they are still knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared. The DC increases to 12, 14, and 16 at 6th, 9th, and 14th level respectively. Miracle IX: Peaceful Presence Prerequisites. Peace Aspect You briefly gain one use of the calm emotions spell. It now has the added bonus of effecting non-humanoid creatures. Casting this spell does not expend a spell slot. 197
Miracle X: Lightning Prowess Prerequisites. 3rd level and Tempest Aspect Temporarily increase the damage of your next Lightning Strike by 1d6 for each Godbinder level you have. Miracle XI: Tale of the Copycat Prerequisites. Trickery Aspect When you cast Disguise Self, you can choose up to four creatures you can see to also assume the disguise you've taken. They cannot dismiss the disguise until you do. Miracle XII: Spear of War Prerequisites. War Aspect A spear of divine energy appears and hovers by your side. Whenever you land a successful attack, as a bonus action you can attack again with the spear dealing 1d8 radiant damage on a successful attack. It disappears after a successful attack. At 6th, 10th, and 14th levels this creates an extra 1, 2, 3 spears respectively. Miracle XIII: Healing Aura Prerequisites. 5th level and Life Aspect Up to five creatures that you can see to regain 1d12 hit points, and you end all effects on them described in the greater restoration spell. Miracle XIV: Godly Vessel Prerequisites. 5th level Your body becomes temporarily subsumed by one of your aspects. You have advantage on your next roll and can reroll it with advantage. If the roll fails, you suffer no ill consequences. This miracle can be used as a bonus action or as reaction to effect that causes you to make a saving throw. Afterwards, you have level 2 exhaustion due to the aftereffects of being a minor divine avatar. Miracle XV: Awesome Roar Prerequisites. 9th level and War, Nature or Trickery Aspect Shout a rallying cry imbued with power of one of your aspects. Each enemy within 30 feet must roll a Wisdom saving throw with a DC equal to your spell save DC. On a failure, the DM flips a coin and that enemy becomes either frightened or charmed. Each ally who hears the cry has +2 on their next roll. Miracle XVI: Fate Unwavered Prerequisites. 14th level and Fate, Life, or Death Aspect You briefly gain one use of the resurrection spell. If you die with this spell having not been used, it is automatically cast upon yourself. You need to finish a long rest before you can use this miracle again. Casting this spell does not expend a spell slot. Miracle XVII: Power of the Depths Prerequisites. 6th level and Depths, Nature or Tempest You can breathe underwater, and you gain a swimming speed equal to your walking speed. You can also cast Wall of Water once without expending a spell slot. You regain the ability to do so when you finish a long rest. Miracle XVII: Divine Tongue When you speak all creatures with Intelligence scores of at least 1 understand you. If you wish, you can ensure only creatures of your choosing can comprehend you when you speak. If you do so, you sound incomprehensible and ancient to other creatures. 198
IPURIFIER n the country of Averlock, magic is viewed with distaste. The creations and users of such energy are hunted down like game and their heads are treated as trophies. But sadly, not all individuals are able to execute such tasks. The Purifiers are feared but respected individuals among the civilian populations. The ideal hunter achieved through rigorous exercise and physical manipulation by magical means, it is debatable if they can be considered non-magical creatures. At one point, every kingdom had hundreds of Purifiers working either for the government or in the shadows, but due to the internal instability, feuds and outright wars between Purifier schools, their numbers have dwindled over the centuries. The Purifiers carry a strong disgust with magic, making their lives difficult among magical civilizations, who may also view them with disgust in return. The Purifiers believe in a world without magic. They have been indoctrinated into this belief. Those who find themselves outside Averlock alienate and radicalize easily, making them commit horrendous crimes to achieve this goal. But some of them have seen that this fight would be useless and have decided to make their talents useful as a mercenary to the local baron or the duke. CREATING A PURIFIER When you are creating a Purifier, look at your party's build. Purifiers do not work well with wizards, sorcerers and druids. But if you pick a Purifier regardless, try not to ruin the fun by directly insulting their characters every moment. No one likes an asshole. As a Purifier, your backstory is a gold mine! Try to think why your character became a Purifier, why he chose to go through the torturous process. Did your family die during a goblin raid? Did a corrupt cleric extort money to heal your broken arm? This amount forcing your family to move to a ghetto? For a Purifier, their quest is personal. QUICK BUILD You can make a Purifier quickly by following these suggestions. First, your highest ability score should be Strength, followed by Wisdom. As a background, consider the Outlander or Soldier backgrounds, and choose a fighting style in correlation with the starting weapon you chose. Hit Points Hit Dice: 1d8 per Purifier level Hit Points at 1st: 8 + your constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your constitution modifier per Purifier level after 1st Proficiencies Armor: Light armor, Medium armor and Shields Weapons: Simple Weapons and Martial Weapons Tools: None Saving Throws: Constitution, Wisdom Skills: Choose three from Arcana, Athletics, Acrobatics, Animal Handling, Insight, Intimidation, Investigation Nature, Survival and Perception. Equipment You start with the following equipment, in addition to the equipment granted by your background: • (a) Scale mail or (b) leather armor • (a) a martial weapon and a shield or (b) two martial weapons • (a) a light crossbow and 20 bolts or (b) two handaxes • (a) a dungeoneer's pack or (b) an explorer's pack Purifier Level Pro�ciency Bonus Features 1st +2 Fighting style, An Eye For Magic 2nd +2 Tracker, Purity Trait 3rd +2 Puri�cation Style 4th +2 Ability Score Improvement 5th +3 Extra Attack 6th +3 Purity Trait Improvement 7th +3 Puri�cation Style Feature 8th +3 Ability Score Improvement 9th +4 Purity Trait Improvement, Purging Aura 10th +4 Puri�cation Style Feature 11th +4 Extra Attack (2) 12th +4 Ability Score Improvement 13th +5 Spellbane 14th +5 Puri�cation Style Feature 15th +5 Purity Trait Improvement 16th +5 Ability Score Improvement 17th +6 Purifying Presence 18th +6 Puri�cation Style Feature 19th +6 ─ 20th +6 Ability Score Improvement 199
CLASS FEATURES As a Purifier, you gain the following features. FIGHTING STYLE You adopt a particular style of fighting as your specialty. Choose a fighting style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again. Archery You gain a +2 bonus to Attack rolls you make with Ranged Weapons. Defense While you are wearing armor, you gain a +1 bonus to AC. Dueling When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon. Great Weapon Fighting When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack. EYE FOR MAGIC At 1st level, you have an eye for detecting magic. Once per long rest, you can use your action to gain the benefit of the Detect Magic spell as if you had cast it. The effects of this ability last for 1 minute. PURITY TRAIT At 2nd level, your talent in hunting magical beasts is evident, giving rise to one of your talents. You can choose only one, and this ability is improved at higher levels. Repugnant Alchemy. If you choose this Purity Trait, you gain proficiency in alchemist's tools. You also gain the ability to create concoctions to enhance the abilities of a creature who uses them. To create concoctions, you must have a set of alchemist's tools, and must make a check using your Wisdom modifier + your Dexterity modifier. The DC for this check is 14 at 2nd level, 15 at 6th level, 16 at 9th level, and 18 at 15th level. • Concoction of savagery. This concoction gives you a +1 bonus to your attack and damage rolls for 1 minute. This is increased to a +2 bonus at 6th level, a +3 bonus at 9th level, and a +4 bonus at 15th level. • Concoction of constitution. This concoction gives you resistance against being poisoned for one minute, and restores 1d4+1 hit points at 2nd level, 1d6+2 hit points at 6th level, 1d8+3 hit points at 9th level, and 1d12+4 hit points at 15th level. • Concoction of the viper. This concoction can be applied to a melee weapon or ranged weapon. When applied to a melee weapon, this concoction increases the damage by 1d6 at 2nd level, 1d8 at 6th level, 1d10 at 9th level, and 1d12 at 15th level. If this concoction was applied to a ranged weapon, it increases the damage by 1d8 at 2nd level, 1d10 at 6th level, 1d12 at 9th level, and 2d12 at 15th level. Additionally, if a target is hit by a weapon with this concoction, they must make a DC 16 Constitution saving throw or become poisoned for 5 rounds. The concoction is a one-time use on a ranged weapon, and lasts for 4 attacks on a melee weapon. Bear’s constitution. This Purity Trait gives you an additional bonus to your Constitution modifier, up to a maximum of 20 at 2nd level, 22 at 9th level, and 24 at 15th level. It gives you a +1 bonus to Constitution at 2nd level, a +2 bonus at 6th level, a +3 bonus at 9th level, and a +5 bonus at 15th level. Nimble This Purity Trait gives you bonuses to your movement. You gain +10 feet to your walking speed at 2nd level, +15 feet at 6th level, +20 feet at 9th level, and +25 feet at 15th level. At 6th level, all attack of opportunity made against you have disadvantage. At 9th level, your movement doesn't trigger attacks of opportunity. At 15th level, you ignore difficult terrain, and your climbing speed is half of your walking speed. Predatory Senses This Purity Trait makes you even more perceptive. When you take this Purity Trait at 2nd level, you gain advantage on Perception (Wisdom) checks that rely on sound and smell. You gain 15 feet of Darkvision at 6th level, increased to 30 feet of Darkvision at 9th level. At 15th level, you gain 10 feet of Tremorsense. PURIFICATION STYLE At 3rd level, you gain benefits stemming from your beliefs on how to purify the world. Choose a Purification Style from among the following: Marauder, Warder, Exploiter, and Channeler. Your choice grants you benefits at 3rd level, 7th level, 10th level, 14th level, and 18th level. ABILITY SCORE IMPROVEMENT At 4th level, and again at 8th, 12th, 16th, and 20th 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. 200