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

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

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

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

CIRCLE OF THE HYBRID Druids of the Circle of the Hybrid are natural innovators. They mark the thin line between humanoid and beast, daring to combine the finest qualities of each and striving to push that boundary as far as possible. HYBRID SHAPE Beginning at 2nd level, you learn to measure the influence of the natural world on your body. When you use your Wild Shape, you can partially transform into a beast instead of magically assuming its shape. While partially transformed, you gain the benefit of the beast's senses, speeds, and special traits, except for any flying speed the beast has. If the beast is larger than you, you grow to its size. Anything you are wearing or carrying grows with you. None of your other statistics change, and you retain the ability to speak, cast spells, and use any features from your class, race, or other source. For the duration, you can use your action to take one of the actions in the beast's stat block. You are proficient with the beast's natural weapons. You can use your Wisdom, instead of the beast's attack modifier, for the attack and damage rolls of attacks you make with them, and can use your druid spell save DC instead of any of the beast's DCs. In addition, whenever you make an ability check or a saving throw, you can use the beast's statistics or your own (your choice). FORCED ADAPTATION At 6th level, you gain the ability to force your body to adapt to new environments. When you finish a short or long rest, you can choose one type of terrain from the Forced Evolution table, adapting to that terrain until you choose a different one with this feature. You have advantage on Wisdom (Survival) checks you make within the terrain you chose, and you're naturally adapted to the environment associated with it, as described in chapter 5 of the Dungeon Master's Guide. Forced Evolution Terrain Environment Arctic Extreme Cold Coast Frigid Water Desert Extreme Heat Forest — Forced Evolution Terrain Environment Grassland — Mountain High Altitude Swamp — Underdark — PRIMAL STRIKE Starting at 6th level, your attacks with a beast's natural weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. LUSUS NATURAE Starting at 10th level, you can expend two uses of your Wild Shape at the same time to partially transform into two beasts using your Hybrid Shape. You gain the benefit of both beast's senses, speeds, and special traits. If both beasts have the same type of speed, use whichever is higher. If both beasts have flying speed, you also gain the faster of the two flying speeds. If either beast is larger than you, you become the size of the largest beast. You can take the actions in either beast's stat block, and you can make ability checks and saving throws using either beast's statistics. MASTER OF TWO WORLDS Beginning at 14th level, you master the balance between humanoid and beast. When you use your action to cast a druid spell while partially transformed by your Hybrid Shape, you can use your bonus action to take one of the actions in the beast's stat block. 51


CIRCLE OF SOULS Druids of the Circle of the Souls, also known as shamans, are mystics who summon forth the spirits of dead mortals to converse with the living. These shamans serve as a link between the living and the dead, and unlike other mystics, commune with forces that are not strictly benevolent. These druids will gather at sacred sites, often in caves or high on mountain slopes where the walls between the planes wear thin to maintain their traditional ceremonies and channel the power of their elders. Their rituals call on the spirits of ages past to inhabit their bodies, allowing heroes and villains alike thought long dead to exert their influence anew in the waking world. By invoking their magic to part the ethereal veil, these druids draw power from ancient kings, regretful commoners, or even mystical monstrosities. CIRCLE SPELLS At 2nd level, you learn the primal savagery cantrip, and at 3rd 5th, 7th, and 9th level you gain access to spells listed in the following table, which counts as druid spells for you. Once you gain to a certain spell, you always have it prepared and it doesn't count the number of you can prepare each day. Druid Level Circle Spells 3rd mirror image, shadow blade 5th speak with dead, spirit guardians 7th guardian of faith, shadow of moil 9th contact other plane, steel wind strike SOUL SHAPE When you choose this circle at 2nd level, you gain an alternate use for Wild Shape. As a bonus action, you can expend a use of Wild Shape to harness the will and strength of the spirits to provide you with guidance. While your body remains unchanged, the magical essence fills you, granting potent abilities for 10 minutes. When you use Soul Shape, chose one of the following Aspects: • Aspect of the Warrior: You gain supernatural strength and your magic impacts with staggering force. Your Strength ability score becomes equal to your Wisdom ability score (if it was lower), and you can add your Strength modifier to the damage of your melee spell attacks. You gain proficiency in Strength saving throws while manifesting this aspect. • Aspect of the Trickster: You gain a supernatural agility and cunning weaving your magic and attacks together. When you make a melee spell attack or cast a spell as part of your action, you can make one melee weapon attack as a bonus action. You gain proficiency in Dexterity saving throws while in this manifesting this aspect. • Aspect of the Pilgrim: You gain supernatural endurance and perseverance. At the start of each of your turns, you gain temporary hit points equal to your Wisdom modifier. You gain proficiency in Constitution saving throws while manifesting this aspect. CHIMERIC SOUL Starting at 6th level, you have developed a rapport with denizens of various planes, allowing you to more easily call on them for aid. When you use your Soul shape, you can assume two Aspects at the same time. SPIRITUAL CONDUIT Starting at 10th level, your frequent contacts with the spirit world have gifted you with uncommon fortitude, causing the power of the spirits to rejuvenate you. Whenever you cast a spell while Soul Shaped, you recover hit points equal to twice the spell level of the spell cast. SPIRITUAL WINGS Starting at 14th level, you can weave wings of the heavenly realms that keep you aloft. When you use your Soul Shape, you can assume three different aspects at the same time and you gain a flying speed of 30 feet. 52


CIRCLE OF THE SUN Druids revere aspects aspects of nature, and none is more central the cycle of life than the sun, origin of light and life. Druids of this circle are not clerics of the god of the sun, but represent it's aspect in the cycle of life, the light and heat and it brings, the fiery radiance with which it reigns over the world. They draw directly from the Elemental Plane of Fire and from the upper planes. Druids of the Circle often stand in opposition that with crawls through the dark, that which corrupts in the absence of light, and while still inclined to the neutrality many Druids uphold, they tend to swing further the extremes of passion and action. They aren't afraid to leave the wilderness they call home and go on vast journeys to achieve their goals. CIRCLE SPELLS At 2nd level, you learn the light and create bonfire cantrips. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Sun Spells table. Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. Druid Level Circle Spells 3rd �lame blade, �laming sphere 5th daylight, �reball 7th �re shield, wall of �re 9th dawn, �lame strike UNLEASH RADIANCE When you choose this circle at 2nd level, you gain an alternate use for Wild Shape. You absorb sunlight and as a bonus action, you can unleash the radiance within. When you transform with this ability, creatures within 15 feet of you must make a Constitution saving throw or be blinded until the start of your next turn. You gain the following effects for 1 minute: • You shed bright light in a radius of 15 feet, and dim light for another 15 feet. The bright light is sunlight. • You gain resistance to fire and radiant damage. • Once per turn, when you deal fire or radiant damage on your turn, you can deal an addition 1d4 fire or radiant damage to that enemy. As an action while you are transformed, you can end the effect early, releasing your energy in a beam of light a 60 feet long and 5 wide. Each creature in the line must make a Dexterity saving throw, or take 1d12 radiant damage. You can enhance this damage further by expending a 1st level spell slot (to 2d12), and by an additional 1d12 per level of spell slot spent up to 6d12 for a 5th level spell slot. BURNING LIGHT Starting at 6th level, once per turn on your turn, when you roll fire or radiant damage against a creature that is in bright light, you can add your Wisdom modifier to one roll of that damage. Additionally some of your fire spells are enhanced in the following ways: • When make a spell attack with flame blade, you can make a second spell attack as part of the same action. • You can concentrate on multiple create bonfire spells at the same time, up to your Wisdom modifier spells. CLEANSING LIGHT Beginning at 10th level, you can cast remove curse or lesser restoration without expending a spell slot. You can do this a number of times equal to your Wisdom modifier, regaining all uses when you complete a long rest. EMISSARY OF THE SUN Starting at 14th level, when you use Unleash Radiance, you can expend two uses of wildshape to partially become fire itself. You are under the effect of investiture of flame in addition to the rest of the effects. 53


CIRCLE OF THE THICKETS While many druids have a kinshape with the deep woods of nature, a Circle of the Thickets Druid has a connection that goes much deeper. Legends say that the first of these druids were trees who took human form, rather than humans that took tree form, but such things are lost to legend. Frequently, regardless of the nature of their connection, these druids will feel most comfortable deep in nature, and place great value in its unspoiled form, sharing a world view more in common with dyrads and treants than other mortals. CIRCLE SPELLS At 2nd level, you learn the shillelagh cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Wood Spells table. Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. Druid Level Circle Spells 3rd barkskin, locate animal or plants 5th erupting earth, plant growth 7th grasping vine, guardian of nature 9th tree stride, wrath of nature TREE FORM When you choose this circle at 2nd level, you gain an alternate use for Wild Shape. As a bonus action, you assume a treelike form, covered in leaves and bark, which lasts up to one hour, or until you end it as a bonus action or until you are incapacitated. You gain the following properties when you transform: • You can make yourself Large and gain reach of 10 feet. • You gain a natural weapon that is a club under the effect of shillelagh. While in this form, you can cast shillelagh on any weapon you are carrying. • You can make a Wisdom (Athletics) check to initiate, maintain, or contest a grapple, and have a number of grappling appendages equal to your Wisdom modifier. • Your AC is 10 + your Constitution modifier + your Wisdom modifier. You cannot benefit from the AC of armor or shields while in this form. • You gain temporary hit points equal to your Wisdom modifier + twice your Druid level when you transform into tree form. When the form ends, you lose any temporary hit points you have from it. • Any speed you have becomes 15 feet, unless the speed was lower. If you don't move during your turn, you have advantage on Ability Checks and Saving Throws against effects that would move you or knock you prone. You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. The DM decides whether it is practical for the new form to wear a piece of equipment. Any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form. EXTRA ATTACK Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. ANCIENT FORTITUDE Beginning at 10th level, you gain the endurance of the of the ancient forests. While in Tree Form, if you have no temporary hit points at the start of your turn, you gain temporary hit points equal to your Wisdom modifier. Additionally, if you have any temporary hit points when you take damage that forces you to make a Constitution saving throw to maintain Concentration on a spell, you can make the check with advantage. GUARDIAN'S GRASP Starting at 14th level, any creature grappled or restrained by you (by a grapple or a spell such as entangle) takes 2d6 bludgeoning damage at the start of their turn as your grasp crushes it. 54


PART 7: FIGHTER CORSAIR From across the seas, men and women live on their ships, taking to the high seas and learning to fight with what they can. Lightly armored and swift on their feet, Corsairs have adapted to fighting aboard ship and beneath the waves, if need be. They master the use of ships and other seafaring vessels, as well as the uncommon maneuvers to move from ship to ship. Both pirates and privateers, Corsairs are masters on the seas. ARENA FIGHTER Your experience fighting in less than suitable environments has allowed you to learn how to use the environment around you to your advantage. You learn two arena abilities, choosing from the list below. These abilities reflect your ability to fight in certain climes, environments, and situations, granting you boons as described in the ability. When an ability calls for you causing an enemy to make a saving throw, the DC is equal to 8 + your proficiency + your Intelligence modifier. All Arena Abilities are detailed at the end of the subclass description. You gain one more arena ability at level 7, level 10, and at level 15. ALL HANDS ON DECK Beginning at level 7, you gain proficiency with smithʼs tools, and double your proficiency bonus when using them to repair a vehicle. Additionally, provided you are not in heavy armor or holding something in both hands, you have a climbing speed equal to your walking speed, as you can climb masts and rocky ledges with ease. ARENA INSTRUCTION At level 10, you can instruct your allies to fight similarly to you in rough environments. While you meet the conditions of one of your arena abilities, your allies within 30 feet of you who can see or hear you also gain one of those benefits (you choose which if you are benefitting from more than one at a time). RECKLESS DRIVER At 15th level, your rash use of vehicles allows you to fight swiftly with them. You gain proficiency with all vehicles. You can take the Dash action with your Vehicle as a bonus action on your turns. After taking the Dash action with a Vehicle, you may use an Action to make an Improvised attack against a creature or other vehicle by ramming into them. You use your Vehicle proficiency + your Intelligence Modifier to hit. On a hit, both the vehicle you are driving and the creature or other vehicle take 2d8 + your Intelligence modifier bludgeoning damage, plus an additional 2d8 bludgeoning damage for each size category of your vehicle above Medium. You may choose to jump onto the nearest part of the targeted vehicle or next to the targeted creature as part of the ramming action, even if your vehicle would be destroyed as part of the attack. SMUGGLER'S CUNNING At 18th level, you have become an unpredictable enemy on the battlefield, using your environment to impede, hide, and attack. While you are fighting and you are not incapacitated or surprised, you gain the following traits: • If you have cover against an attack, you take half damage on a hit. Additionally, if you have cover against an attack that would force you to make a Dexterity saving throw to halve damage, such as the spell Fireball or a Red Dragonʼs Fire Breath, you take no damage on a success and only half damage on a failure. • While you are fighting against an enemy and you have one of your Arena Abilities active, you may choose to gain advantage on a single weapon attack. You may only use this ability once per turn, and only if you didnʼt have disadvantage on the attack. • While you are maneuvering a vehicle, you may use the Hide action with your vehicle so long as you are behind something at least one size larger than your vehicle or you are obscured by mist or shadow. ARENA ABILITIES High Ground. While you are at least 10 feet higher than your target, you have learned how to strategically place ranged attacks. You can add your Intelligence modifier to any ranged attack rolls you make against the target. 55


Low Ground. You have learned how to defend yourself and others from attacks from above. When you or an ally within 5 feet of you is attacked with a ranged attack where the attacker has high ground (at least 10 feet higher than your location), you can use your reaction to impose a penalty to the attack equal to your Intelligence modifier. If you have the Protector fighting style, you can use that as part of the same reaction. Underwater Combat. While you are fighting underwater, you can use any weapon or armor without penalty. You can hold your breath for twice as long as you normally could, and you can Dash as a bonus action underwater. Mast Combat. You have learned to use ropes and vines to increase your mobility during combat. As a bonus action, you can use a climberʼs kit or rope and a grappling hook to throw and fasten an anchor in a single point within 20 feet of you, and you can use another bonus action or your action to swing along the rope in an arc, either ending on the ground or on an adjacent, elevated platform that is of equal or lower altitude than the initial platform. If you pass any creature during this swing, they cannot take attacks of opportunity against you, and you may make one melee weapon attack against each of creature you pass, granted you have a one handed weapon equipped. You may make this attack a number of times equal to the number of attacks you can take in the Attack action. You or another creature who is within 5 feet of the rope can use an action to attempt a DC 10 Strength check pull your grappling hook out of a wall. Don't Tell Me the Odds. When you and your immediate allies are outnumbered by known hostile creatures, or more than half your party is unconscious or dead, you emit an aura of resolve to bolster yourself and your allies to get out of a tough spot. You and a number of creatures within 30 feet of you equal to your Intelligence modifier gain a bonus to damage equal to your Intelligence modifier for as long as the situation remains out of your favor. Every character loses this bonus if you are knocked unconscious. If a creature is benefiting from this ability from two sources, you only gain the bonus from the creature with the highest Intelligence modifier. Strength in Numbers. When you and your immediate allies outnumber all known hostile creatures by 2 or more, or when more than half of the enemies are unconscious or dead, you can use a Bonus Action to bolster yourself and your allies to finish the job. Until the beginning of your next turn, whenever you and a number of creatures within 30 feet of you equal to your Intelligence modifier make an attack of opportunity, the enemy must succeed on a Strength saving throw or either be knocked prone or have their speed reduced to 0 (attackerʼs choice). You maintain this ability for so long as the situation is in your favor. Every character loses this bonus if you are knocked unconscious. Ghost in the Storm. While you are in an area that is naturally lightly or heavily obscured, such as by a sandstorm, mist, or a spell such as a Fog Cloud, you can take the Hide action as a bonus action on your turn, gaining a bonus to your stealth check equal to your Intelligence modifier. Additionally, you also can see and make Wisdom (Perception) and Intelligence (Investigation) checks normally in these environments. Ooze Hunter. While you are grappled or restrained, you never have disadvantage on escape checks, and you gain a bonus to those escape checks equal to your Intelligence modifier. Additionally, whenever you take acid damage from a source you can see, you can use your reaction to reduce the damage by 1d12 + your Intelligence modifier. Furious Stimulants. While you are poisoned, you can choose to instead gain advantage to an attack or ability check instead of the disadvantage normally granted by the poisoned condition. You may gain advantage on an attack in this manner a number of times equal to your Intelligence modifier, regaining expended uses after a short or long rest. Alternatively, you can expend a use of this ability as a bonus action to attempt the saving throw against the poison with a bonus equal to your Intelligence modifier. On a successful save, the poisoned condition ends. When you grant this feature to others using Instructional Fighting, they gain a pool of uses of this ability equal to their Intelligence modifier, not yours, and they recover their own uses after their own short or long rest. Out of Body Traveler. You become adept at fighting in the Transitive planes, specifically the Ethereal and Astral planes. You have advantage on the saves against Ethereal Cyclones and the Silver Wind of the Astral Sea. Additionally, while on the Border Ethereal plane, such as with the Etherealness spell, you can attack or manipulate objects in the Material Plane at disadvantage. While in the Astral Plane through an Astral Projection or similar spell, you can use your reaction to ignore one effect that would cut the PCʼs silver cord and kill them instantly. Planar Adventurer. You are adept at fighting and traveling in other planes of existence. While within a plane other than the Material, you can choose to ignore adverse planar rules while conscious, such as the extreme heat of the Elemental plane of Fire, the Memory Loss of the Feywild, or the Pervasive Evil of the Nine Hella of Baator. This does not apply to Transitive Planes such as the Ethereal or Astral nor does it apply to the Far Realms. Witch Hunter. You refine your attacks to hunt down spellcasters. If you have seen a creature cast a spell before, you have advantage on any saving throw that spell may require and the spell attacks against you that spell may require are made at disadvantage. This does not apply to Innate Spellcasting or Spellcasting that does not use any components. Additionally, when your weapon damage forces a creature to make a Concentration check, the DC is increased by an amount equal to your Intelligence modifier. 56


DRAGON SLAYER From the Silver Knights of Anor Londo to the legendary 4 knights of Gwyn, the archetypal Dragon Slayer was brought about from necessity. Wielding massive weapons designed to knock even the biggest drakes from the air, Dragon Slayers each must find themselves a unique weapon and fighting style, known as their Dragonbane, to destroy them. 5 major Dragonbanes have been discovered so far, but many Dragon Slayers dedicate their lives to searching for others... DRAGONBANE TRAINING Beginning at level 3, your intense training to fight massive foes has allowed you to become proficient in 1 Dragonbane weapon, choosing from the Dragonbane weapons section section of this document. When you gain proficiency with a Dragonbane, you are assumed to have forged your own over your own time, finishing it just now. SPECIAL TRAITS Dragonbane weapons each have special properties, based on their use in battle. Turret. The Greatbow does not use arrows to fire- it uses modified javelins. As such, it requires more than a steady hand to launch the weapon, it requires the massive bow to be steadied in the ground first. A fighter must use an Action to set the Greatbow into steady ground before using it to attack. A greatbow can rotate 360° and fire up to 45° upwards from where it is anchored. Additionally, the Greatbow uses your Strength modifier for its attack and damage rolls, not Dexterity. Whiff. The Dragon Tooth, the massive stone tooth of a fossilized dragon, is incredibly powerful, yet it requires incredible strength just to lift. If you miss with the Dragon Tooth, you cannot make any more attacks until the beginning of your next turn, as you must attempt to lift it back up onto your back and you are thrown off balance. Breaker. The Weighted Spear, a stone spear with a large block of granite or similar stone weighted just before the spearpoint, is used to drive a stake through tough draconic scales. When you deal damage with this weapon against a creature, you can use a bonus action on the same turn to force that creature to make a Dexterity saving throw. The DC is 8 + your proficiency bonus + your Strength modifier. If they fail, their AC is lowered by half your proficiency bonus, rounded down, for 1 minute. This ability can effect Natural AC and AC derived from high Dexterity modifiers, but does not stack with itself. Leap. A unique, tapered greatsword with a grooved face, the fighting style associated with the Wolf Greatsword is reminiscent of a hero of old. You may forgo your movement on your turn and use your bonus action to make a special long jump up to half your movement speed to a point you can see. When you land there, you may make an attack with this weapon from the place where you landed. Moving in this manner does not provoke attacks of opportunity. Assassin. These innocuously glowing scimitars are lined with hollow barbs and serrated edges to assist in delivering poisons. Any creature who makes a save against a poison inflicted by this weapon makes the save at disadvantage. MAGIC BARRIER Beginning at level 7, your training against draconic breaths has granted you some resistance to physical spells. You have advantage on all Strength, Dexterity, and Constitution saving throws from magical sources. ADDITIONAL DRAGONBANE At 10th level, you learn another Dragonbane to train in, and you finish creating a Dragonbane of that type as soon as you gain this ability. ADVANCED DRAGONBANE TRAIT Additionally at 10th level, you learn how to use the Dragonbane weapons that you are proficient in more effeciently, mimicking the fighting styles of the knights of old. All Dragonbane weapons you wield that you are proficient with gain the following traits on top of their usual Special Trait. Massive Shot. When you attack with a Greatbow, you may use two attacks granted in your Extra Attack to make a special Massive Shot attack. When you do so, do not roll an attack roll, but instead choose a line 300 feet long and 5 feet wide. Any creature within that line must succeed on a Dexterity saving throw or take 4d6 + your Strength Modifier piercing damage and be knocked away from you 10 feet and knocked prone. Creatures who succeed take as much damage and are not knocked prone or pushed away. The DC for this ability equals 8 + your Proficiency Bonus + your Strength modifier. Perseverance. When you are hit by a critical hit while conscious and wielding a Dragon Tooth, you may use your reaction to activate the perseverance of the dragonʼs stone scales, changing the critical hit into a normal hit. If the attack was from a creature within 5 feet of you that you can see, that creature must make a Wisdom Saving Throw of a DC equal to 8 + your proficiency bonus + your Strength modifier. On a failure, the creature is staggered by your force and stunned until the end of your next turn. 57


Swift Breaker. As part of the bonus action made to use your Breaker ability with a Weighted Spear, you may also move up to your movement speed in straight line in any direction without provoking attacks of opportunity. Pack Tactics. You gain advantage on any attack roll against an enemy with a Wolf Greatsword if you have an ally within 5 feet of your target. Bleed. When you hit a creature at least twice with a Tracer before the end of your turn, they begin to bleed. At the beginning of their next turn, they must succeed on a Constitution Saving Throw against a DC of 8 + your proficiency bonus + your Dexterity modifier. On a failure, they take 1d4 slashing damage plus an additional 1d4 slashing damage equal to the number of times you hit the creature on your turn. A creature who does not bleed is immune to this ability. VERSATILE COMBAT Beginning at 15th level, you can switch from wielding one Dragonbane weapon to another in the same free action. Additionally, if you have already dealt damage to a creature with one Dragonbane weapon you are wielding, you have advantage on the first attack on this turn with another Dragonbane weapon. You must be proficient with both weapons to gain this benefit. VIOLENT SURGE At level 18, you can mark a creature for death when you use your Action Surge. When you use your Action Surge, you may choose a single creature within 30 feet of you that you can see. Any attacks you make against that creature with a Dragonbane weapon you have ignore resistances and immunity. The creature is considered weak to the damage if they weren't already resistant or immune. 58


F ONSLAUGHT ighters that use this archetype are known for their ferocious fighting style, charging into battle with reckless abandon and swinging their weapons in a wild frenzy. They are impulsive and fearless, never backing down from a fight no matter the odds. While they may not be the most cunning or strategic fighters, they make up for their lack of brains with brawn. They have an instinctive understanding of the battlefield and an uncanny ability to sense the movements of their enemies, allowing them to strike quickly and decisively. Some might mistake them for being simpleminded, but that would be a mistake. Though they may not be scholars or philosophers, they possess a deep wisdom born from years of experience on the battlefield. AURA OF ONSLAUGHT At 3rd level, you can cause your enemies to falter. As an action, you can spend hit points equal to your Fighter level to emit an aura 10 feet around you. Enemies within that aura that attempt to make an attack must make a Wisdom saving throw with DC 10 + your Wisdom modifier or have disadvantage on the attack roll. This feature does not affect creatures that are immune to being frightened, and it can only be used twice per short or long rest. WHIRLWIND At 7th level, you have an idea on how to deal with multiple enemies. When you take the Attack acton, you may make a Whirlwind Attack. Using this attack allows you to make an attack roll on all creatures within 5 feet of you, up to a maximum of your proficiency bonus. A creature targeted by this attack gains advantage on their next attack against you, and it can only be used when there are at least two enemies in range. RICOCHETING ATTACKS At 11th level, your attacks ricochet between enemies. When you take the attack action, you can make one attack against two creatures. On a hit, that creature takes damage as normal, and then additional damage equal to half of the damage dealt to the other. This feature can only be used twice per long rest, and can only target two creatures. UNRELENTING ASSAULT At 15 level, you can make an additional attack as a bonus action whenever you use your action to attack. However, if you only attack one creature during your turn, you make the attack with disadvantage and it does not deal bonus damage from your Ability Score. RAMPAGE At 18th level, you can enter a rampage against your enemies. As an action, you can spend hit points equal to your Fighter level to fly into a frenzy for 1d4 rounds, gaining the ability to make one attack against each enemy within 5 feet of you. While under the effects of this feature, you cannot use Unrelenting Assault, and you do not gain your Proficiency bonus to your Attack rolls. Additionally, you cannot make Attacks of Opportunity. This feature can only be used once per long rest. 59


FENCER Fencers are highly skilled duelists and swordmasters with a flair for style and panache. For a Fencer, fighting is an art form. Renown comes from fame, and it is a desire for that recognition that drives them to be inventive and resourceful on the battlefield. Though they deal in combat, a true Fencer is a performer at heart. The battlefield is their stage and their enemy is an audience to be beguiled. Some Fencers are rumored to be unsavory scoundrels, while others are featured in songs and chronicles as heroes. BONUS PROFICIENCY When you choose this archetype at 3rd level, you gain proficiency in either the Acrobatics or the Performance skill. If you are already proficient in both skills, you instead gain proficiency with one of the following tools: calligrapher's supplies, painter's supplies, disguise kit, or any musical instrument. FLOURISHES At 3rd level, you learn to use a variety of techniques to dance upon the battlefield. You gain the benefits of these flourishes as long as you are not wearing armor and not wielding a shield. You learn two flourishes of your choice, which are detailed under "Flourishes" below. You learn one additional flourish of your choice at 7th, 10th, and 15th level. Each time you gain a level in this class, you can also replace one flourish you know with a different one. UNFETTERED DEFENSE You can avoid incoming attacks with speed and cunning. Beginning at 3rd level, while you are wearing no armor and not wielding a shield, your AC equals 11 + your Dexterity modifier + your Charisma modifier. DRAMATIC FINALE Starting at 7th level, you can end your turn with a dazzling display. You can make an additional attack using any weapon you are holding (no action required). This attack uses your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. After you make this attack, your turn immediately ends. You can use this feature a number of times equal to your Charisma modifier (minimum of once) and you regain all expended uses of it when you finish a long rest. EXPERTISE At 10th level, choose either Acrobatics or Performance. Alternatively, choose one of the tools specified in the Bonus Proficiency feature. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency. FAST MOVEMENT Starting at 10th level, your movement speed increases by 10 feet while you aren't wearing armor. PRECISE PARRY Starting at 15th level, when a creature makes an attack against you, you can briefly distract them. Before the attack roll is made, you can use your reaction to impose disadvantage on the attack roll. If the attack still hits, you can reduce the damage by an amount equal to twice your Charisma modifier. You can use this feature a number of times equal to your Charisma modifier (minimum of once) and you regain all expended uses of it when you finish a long rest. AUDACIOUS At 18th level, even when you miss your mark, you can quickly shift into a new position and try again. Once on each of your turns when you miss a creature with a weapon attack, you can immediately move up to 10 feet without provoking opportunity attacks from the creature and choose to make another weapon attack against a different creature as part of the same action. FLOURISHES The flourishes are presented in alphabetical order. Artful Avoidance. When you use your Second Wind, you can immediately move up to half your speed without provoking opportunity attacks. Circle Step. When you take the Attack action and hit a creature with a melee weapon attack, you can immediately move up to 5 feet, as long as the creature remains within your reach. You can make this movement for each attack you make using the Attack action. Crafty Escape. You can use a bonus action to attempt to escape a grapple where it would normally require an action. Dance of Blades. When you take the Attack action and you have the Extra Attack feature, you can forgo one of your attacks to move up to 10 feet. This can be done for multiple attacks, but not all of them. Expert Throw. Once on each of your turns, when you make a ranged weapon attack using a weapon with the thrown property, you can immediately move up to 10 feet in a straight line toward or away from the target of the attack. In addition, your range with such weapons is increased by 20 feet. Flowing Performance. When you use your Action Surge, you can take one additional bonus action. Fluid Motion. When you are prone, standing up uses only 5 feet of your movement. In addition, mounting or dismounting a creature costs you only 5 feet of movement. Flying Pirouette. Your jump distance is doubled. In addition, you have resistance to damage from falling and you do not land prone after falling. 60


FLOURISHES (CONT.) Heroic Charge. You can give yourself a bonus to initiative rolls equal to your proficiency bonus. At the start of your first turn of each combat, your walking speed increases by 5 feet, which lasts until the end of that turn. Interposing Strike. When a creature provokes an opportunity attack from you, you can immediately move up to 10 feet before making the attack, as long as the creature remains within your reach. Masterful Bladework. You can use Dexterity instead of Strength for the attack and damage rolls of the following weapons when you wield them: glaive, handaxe, javelin, longsword, pike, quarterstaff, and spear. Perfect Balance. You ignore nonmagical difficult terrain. Quick Defense. When a creature misses you with an attack, you can immediately use your reaction to move up to 10 feet without provoking opportunity attacks. Sustained Momentum. You can use a bonus action on your turn to move up to 10 feet. Leaping Strike. When you use your Action Surge, and you are wielding a melee weapon with both hands, you can increase your reach with that weapon by 5 feet until the end of your next turn. Thousand Cuts. When you make an opportunity attack and you are using Two-Weapon Fighting, you can make one additional attack with the weapon in the other hand, as per the rules of Two-Weapon Fighting. Uncanny Accuracy. Being within 5 feet of a hostile creature doesnʼt impose disadvantage on your ranged weapon attack rolls. 61


TEMPLAR An archetypical Knight Templar bears a distinct resemblance to paladins and clerics, particularly in the way they present themselves. While they lack the divine magic offered by these classes, their divine fervor and unshakeable devotion to their gods are far from lacking. A Templar fights for their deity, commonly acting as crusaders or, less commonly, inquisitors of the faith. These fighters come from all walks of life, united by their zealotry and unbreakable faith. In their training, they become capable combatants, devoted friends, and learned scholars of their faith. A Templarʼs way of life is arduous—they are always fighting for something, whether for their god, their companions, or a moral cause. BONUS PROFICIENCY At 3rd level, you gain proficiency in the Religion skill. If you already have this proficiency, you instead gain proficiency in another skill of your choice. ZEALOT’S DEVOTION Also at 3rd level, you can devote yourself to a cause. This uses your zealotry die, which starts as a d6 and increases in size as you level. It becomes a d8 at 7th level, d10 at 10th level, and a d12 at 15th level. Starting at 18th level, you roll your zealotry die twice and take the higher of the two rolls. As a bonus action, you can devote yourself towards either defender of kin or slayer of foes. Both choices use your zealotry die as part of their effects, and your choice lasts until you choose a different one or are incapacitated. Defender of Kin. You devote yourself towards defending your allies. While this feature lasts, you can use your bonus action to rally a creature other than you that is within 5 feet of you. You roll your zealotry die, and the targeted creature gains temporary hit points equal to the number rolled. These temporary hit points last until the start of your next turn. Slayer of Foes. You devote yourself towards slaying your enemies. If you hit a creature with an attack while this feature lasts, you can use your bonus action to empower that attack. You roll your zealotry die, and add it to the attackʼs damage roll. SCHOLAR OF EVIL AND GOOD By 7th level, you have learned much about the creatures of evil and good—aberrations, celestials, elementals, fey, fiends, and undead—granting you advantage on any Charisma checks you make while interacting with them, and allowing you to add your proficiency bonus to any Wisdom, Charisma, or Intelligence save imposed by one of these creatures if you don't add your proficiency to that save already. SURGE OF FAITH Starting at 10th level, using your Action Surge also allows you to take an additional bonus action on your turn, and increases your speed by 15 feet until the end of turn. ENDLESS FERVOR Beginning at 15th level, your Zealot's Devotion feature is improved. You gain a +1 bonus to your AC while defender of kin is active, and a +1 bonus to your weapon attack rolls while slayer of foes is active. DEUS EX MACHINA By 18th level, the gods have noticed your ceaseless devotion, and have taken interest in your fate. You have advantage on death saving throws. You may cast the augury spell at will, without requiring any material components. 62


PART 8: MONK WAY OF THE FISHERMAN Monks of the Way of the Fisherman never strike first, but are determined to strike last. Basing their technique off of the humble fisherman, these monks learn to take a hit and return it with twice the force, along with abilities to ensnare and trap enemies if they can. REINFORCEMENT When you choose this tradition at 3rd level, you can use your ki to protect yourself against anotherʼs blow. When you are hit with an attack, you can use your reaction and spend a Ki point to halve the damage of the attack. When you reduce damage this way, you gain resistance to the triggering damage type until the end of your next turn. If you land an attack while you have a Reinforced resistance type, you can spend 1-3 Ki points to deal an additional 1d10 damage of the same type you were resistant to, plus an additional 1d10 damage for each Ki point over 1 spent, to a maximum of 3d10 total damage. You then lose your resistance once you use this Reinforced Strike. At the end of your turn, when you would lose Reinforced resistance, you can choose to use 1 Ki point to retain your Reinforced resistance for one more round. OBSERVANT At 6th level, your patient combat style has granted you insight into your less patient foes. You can spend an action to enter a trance and trace the Ki of a single creature you can see within 120 feet of you until the beginning of your next turn. Making an attack breaks this trance. If the creature makes an attack or casts a spell while you are observing it, you can attempt to learn the action. You must succeed on an Insight check versus the creatureʼs Deception check. If you succeed, the creature has disadvantage to hit you with that attack, and you have advantage on any saving throws it entails, for the next minute, or until you memorize another action. Attack actions with separate weapons or separate natural weapons (such as a claw and a bite attack) are considered separate attacks for the purposes of this ability. A creature who is unaware of your presence has disadvantage on their Deception check. REINFORCED MANEUVERS At 11th level, you embody your reinforced element. While you are Reinforced with a damage resistance type, you gain a specific trait, as determined below. Acid. While you are reinforced with Acid, you can use 1 Ki point and a bonus action to attempt to dissolve up to a 5 foot cube of metal you can see within 30 feet. A construct made of metal must make a Dexterity saving throw or take 4d6 acid damage, taking half as much on a failed save. You can also target a creatureʼs non-magical, metal armor or weapon, instantly lowering its AC by 1 or damage rolls by 1. If an armorʼs AC is reduced to 10 or a shieldʼs AC bonus is reduced to +0, it is destroyed and dissolves away. A weapon which accrues a -5 penalty to damage is destroyed and dissolves away. Bludgeoning. While you are reinforced with Bludgeoning, your melee weapon attacks deal double damage to objects and structures. Cold. While you are reinforced with Cold, you can use a bonus action to levitate your movement speed directly upwards or down, riding a cloud of cold mist. If you lose resistance to Cold damage while in the air, you fall as if affected by the Feather Fall spell. Fire. While you are reinforced with Fire, you can use an action and 3 Ki points to summon a Fire Elemental, as with the Conjure Elementals spell. The elemental stays even if you are not reinforced by Fire, and does turn hostile if your concentration is broken, as per the spell description. You then lose resistance to Fire damage granted by Reinforcement. Force. While you are reinforced with Force, you can a bonus action and 1 Ki point to create a small arcane shield around you, granting you a +2 bonus to AC until the beginning of your next turn. Lightning. While you are reinforced with Lightning, you can use a bonus action and 1 Ki point to move extremely fast in a line to a single point within 120 feet. Attacks of opportunity made against you as a result of this movement are made at disadvantage. There does not need to be solid ground beneath you during the entire length of the movement, but you need to start and end on solid ground or the ability fails. Necrotic. If you kill a creature while reinforced with Necrotic damage, you may spend 2 Ki Points to animate the creature as a Shadow under your control. Your Shadow rolls its own Initiative in combat, but you choose its actions and movements on its turn. This shadow fades after 1 hour has passed, until it moves 120 feet away from you, until you create a new Shadow using this ability, or until you use a bonus action to dismiss it. 63


The shadow you summon in this manner is slightly more powerful due to its reinforced nature. It has temporary hit points equal to 1d8, plus an additional 1d8 for each of your monk levels; its bonus to hit and damage with its Strength Drain ability equals your bonus to hit and damage with your Unarmed Strikes, and its AC equals yours. Piercing. While you are resistant to piercing damage, any creature who deals damage to you from an attack instantly takes 1d4 + 1 piercing damage, provided you are not knocked unconscious from that attack. Poison. While you are resistant to poison damage, you can use an action and a Ki point to create a cloud of black, toxic smog centered on yourself, expanding to cover a 20- foot radius. Any creature inside the cloud apart from you cannot breathe, and the area is considered heavily obscured. A heavy wind can disperse the cloud, while light gusts can move it at 15 feet a round. After creating a cloud with this ability, you lose resistance to Poison damage granted by Reinforcement. Psychic. While you are resistant to psychic damage, you can use an action and 2 Ki point to cast Detect Thoughts, with your Save DC equaling your Ki Save DC. You then lose resistance to Psychic damage granted by Reinforcement. Your spellcasting modifier for this spell is Wisdom. Radiant. While you are resistant to radiant damage, you can use your action and 1-3 Ki points to heal yourself or a creature within 30 feet of you a number of hit points equal to 1d6 + your Wisdom modifier, plus an additional 1d6 per Ki point spent. You then lose resistance to Radiant damage granted by Reinforcement. Slashing. While you are resistant to slashing damage, can spend a bonus action and 2 Ki points to cast Spiritual Weapon as a 2nd level spell, with your Save DC equaling Ki Save DC. You then lose resistance to Slashing damage granted by Reinforcement. Your spellcasting modifier for this spell is Wisdom. Thunder. While resistant to Thunder damage, you can chose for a creature who takes damage from your unarmed strike to attempt to succeed on a Strength saving throw or be knocked 5 feet away from you. The targeted creature automatically fails this saving throw if you choose to deal Thunder damage on your unarmed strike and therefore end your Reinforcement. PERFECT REINFORCEMENT At 17th level, you have perfected the ability to absorb enemyʼs blows. When you use your Reinforcement feature, you gain immunity rather than resistance to the type of damage Reinforced, although you still take half damage to the initial blow. Additionally, when you use your Reinforced strikes feature, you ignore any resistances the target might have, and they still take half damage if they are immune. 64


WAY OF THE PAINTED WORLD When a crossbreed monstrosity that held no place in this world was born to the gods, the lord of Sunlight commissioned his master painter to create a magical prison for the creature, so that word of its existence would not escape into his realms. In doing so, the painter created the Painted World of Ariamis, the first of many Aria paintings, and the crossbreed ruled over it for many decades. Ever since then, Arias have been painted, burnt, and repainted again, transforming from prisons to safe havens for the lost and forlorn. However, these forlorn souls needed protection, for invaders would find their ways into the Arias to torment the lost souls. As such, the Way of the Painted World were born, soldiers who use scythes and frost magic in tandem to peacefully drive away invaders. BONUS PROFICIENCIES When you choose this tradition at level 3, your training in the Arias has granted you a unique form of combat, allowing you to gain proficiency in the Scythe, which counts as a Monk weapon for you. You also gain proficiency in Painter's Tools. FROZEN FIST Additionally at level 3, when you hit a creature with one of the attacks granted by your Flurry of Blows, you may spend 2 Ki to begin to freeze its body. That creature must succeed on a Constitution saving throw or have its body begin to be covered in magical frost. While it is covered in this frost, its movement speed is halved, it cannot take reactions, and it may only make either one Action or Bonus Action per turn. This effect lasts for 1 minute, until the creature takes any fire damage, or until you lose concentration (as if you were concentrating on a spell). A creature who is immune to cold damage is immune to this ability. If a creature who is effected by your Frozen Fist takes any damage, they may attempt the Constitution saving throw again, ending the effect on a success. Additionally, you gain the Frostbite cantrip if you did not already know it. Wisdom is your spellcasting ability for it. HIDDEN BLIZZARD At level 6, you may use an Action and 2 Ki to have frost and snow swirl around you for 30 feet, attempting to hide you from your enemies. Any creature within the blizzard must succeed on a Wisdom (Perception) check against your either your Dexterity (Stealth) check, your choice. If you succeed, you are invisible to that creature for as long as it remains inside the blizzard and you are inside the blizzard. The creature can attempt this Perception vs. Stealth check as an action on its turn. This blizzard lasts for 1 minute or until you take damage. It ends early if you create another hidden blizzard with this ability. LIFEHUNT At level 11, you have mastered a special attack created by the first inhabitant of the Painted Worlds. When you take the Attack action with a Monk Weapon you are proficient in, you may forgo one of your attacks granted by Extra Attack to turn a remaining attack into special Lifehunt attack. On a hit, you drain the creature's health, and you gain temporary hit points equal to the damage dealt, rounded down. PAINTED MASTER At level 17, you can create your own painted world to protect yourself in. Using your Painter's Kit, you may spend time and gold painting your own Painted World, which is a demiplane of variable size that is always cold but safe. The Painting costs 1000 gp in rare paints and inks for every 1 square foot for the painting. The size of the demiplane is directly linked to the size of the painting itself, being 100 cubic feet per 1 square foot of painting, in any form you choose. The Painted World always is not populated once created, but has any structures that were painted in the original painting. Once complete, you may step through the painting into a place in the demiplane that would logically have the view the painting provides. A creature who tries to enter or exit this demiplane through the demiplane or plane shift spells must succeed on an Intelligence Saving Throw against your Ki Save DC or their spells fail, they take 3d12 cold damage, and they cannot cast any other conjuration spells for 1 minute. Casting dispel magic on the Painting ceases its function as a portal for 1 minute. Whenever you deal damage to a creature with an attack or spell, you may use a bonus action and spend 4 Ki points on the same turn to attempt to banish it into a painting that has a portal intact. The creature must succeed on a Charisma saving throw. On a failure, they are instantly teleported to a place in your Painting that is on solid ground. If they find the portal out of the painted world, they reappear in the space they were banished. If you create another magical painting, the previous painted world's portal is instantly destroyed and any creatures or objects that were inside are scattered across the Astral Sea. 65


WAY OF THE FORCE Monks of the Way of the Force harness the very power of gravity. They have meditated on this natural force to be able to tap their ki into it and alter gravitation around them. They often see gravity not only as a force of nature, but as an extension of their arts. GRAVITATIONAL PUNCHES Starting when you choose this tradition at 3rd level, your blows are so heavy that they reform gravity around them. You gain the following benefits to your Flurry of Blows. • Whenever hit two different creatures with the unarmed strikes granted by your Flurry of Blows, you can create a gravitational pull between the two creatures. Until the end of your next turn, the creatures can't willingly move while more than 20 feet away from each other. • Whenever you hit the same creature with both of the unarmed strikes granted by your Flurry of Blows, you can create a vortex of high gravity within it, halving its speed until the end of your next turn. LIGHT AS A FEATHER Also at 3rd level, you gain the ability to reduce your own gravity. When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed. FLUCTUATE At 6th level you gain the following abilities: Catch. You can spend 1 ki point to cast feather fall without providing material components. Heavy Stance. As a reaction to being forcibly moved, you can increase your gravity and not be moved instead. LOW GRAVITY Beginning at 11th level, when you use your Step of the Wind feature, you gain a flying speed equal to your walking speed until the end of your turn. In addition, when you affect a creature with your Gravitational Punches feature, it takes force damage equal to your Martial Arts die. PLUMMET Beginning at 17th level, once per turn, when you hit a creature with an unarmed strike, you can spend 3 ki points to attempt to change the creature's gravitational pull. If the creature is somehow anchored to the ground or other surface, this ability has no effect on it. Otherwise, the creature's gravity is changed and it begins to fall in any direction of your choice. The creature must make a Strength saving throw against your Ki save DC. On a failed save, the creature falls up to 60 feet in the chosen direction. On a successful save, it falls up to 30 feet in the chosen direction. In either case, if a solid object is encountered in this fall, the creature strikes it just as it would during a normal downward fall. The creature's gravity returns to normal after the fall or after it collides with anything. 66


WAY OF THE IRON FIST One of the oldest monastic traditions, monks of the Way of the Iron Fist focus on the deep and unyielding truths that the ages have carved into stone. Monks of the Way of the Iron Fist are taught the techniques of the unyielding mountain, harnessing it's resilience. They often train in unrelenting conditions to push their bodies beyond their normal limits. This training allows them to use their ki as a raw weapon in their punches and parries. In battle, these monks launch waves of ki energy at their foes while simultaneously bolstering their own defenses. MOUNTAINOUS RESILIENCE Starting at 3rd level, you become resistant to the harsh conditions of the mountain. You are naturally adapted to cold climates and high altitudes as described in Chapter 5 of the Dungeon Master's Guide. FIST OF IRON Also at 3rd level, you may expend 1 ki point as a bonus action to surround your fists with a glowing aura of raw energy that sheds bright light in a 5-foot radius and dim light for an additional 5 feet. This energy lasts until you dismiss it as a bonus action, use this feature again, unleash the energy as described below, or until 1 minute has passed. While you have the aura, your unarmed attacks are considered magical and you can choose to deal force damage with them instead of their normal damage. When you hit a creature with an unarmed strike you can choose to unleash the energy. If you do so, the creature must succeed on a Strength saving throw with DC equal to 8 + your proficiency modifier + your Wisdom modifier. On a failed save, the target takes 1d10 force damage and you may shove it up to 5 feet away from you. After this attack the energy dissipates and your Fist of Iron effects end. You can spend 1 Ki Point to add any of the following modifiers to this unleashed attack. The points must be spent when unleashing the energy, before the Strength saving throw is made. The number of Ki you may spend to modify the unleashed attack increase as you gain levels in this class. You may spend up to 2 ki points at level 5, 3 ki points at level 9, 4 ki points at level 14, and 5 ki points at level 17. Hammering (1+ ki points) The target takes an additional 1d10 force damage for each point spent. Crushing (1 ki point) The target is also knocked prone. Hurling (1-3 ki points) The target is pushed an additional 10 feet for each ki point spent. Sweeping (2 ki points) You target all creatures in a 5 foot radius of the original target with your unleashed attack. FURIOUS STRIKES Starting at 6th level, when you hit and damage a creature with both of your attacks granted by Flurry of Blows, it must make a Constitution saving throw or stagger under the heavy blows. Creatures that are immune to being stunned automatically succeed on this saving throw. A staggering creature's speed is halved, it can't take reactions, and has disadvantage on Dexterity saving throws until the end of your next turn. KI WAVE Starting at 11th level, you can punch the ground as an action and release a burst of energy that ripples outwards from you. Each creature on the ground in a 25-foot cube originating from you must make a Dexterity saving throw. On a failed saving throw, a creature takes 2d6 force damage and is knocked prone. Additionally, the ground in the area becomes difficult terrain to all other creatures except you until the start of your next turn. You can increase the damage of this feature by spending up to 3 ki points as part of the action, increasing the force damage dealt by 2d6 per ki point spent. When you spend ki points in this way, the burst of ki energizes you and you gain temporary hit points equal to your Wisdom modifier plus an extra 1d4 per ki point spent. PERFECT FISTS Starting at 17th level, when you use your Fist of Iron feature you may spend 2 extra ki points. If you do, your fists are enveloped in a powerful, crackling energy for 10 minutes that sheds bright light in a 20-foot radius and dim light for an additional 20 feet. While this feature is active, you gain all the benefits of your Fist of Iron as well as the following additional effects: • At the start of your turn, if you have at least 1 hit point remaining, you may choose to gain temporary hit points equal to your Wisdom modifier. • Your unleashed attack automatically gains the Sweeping modifier, you can apply other modifiers to it as normal. • Reactions that parry or block to add Armor Class against an attack are ineffective against your unarmed strikes. 67


WAY OF THE MOON SOUL Monks of the Way of the Moon Soul follow an ancient tradition, one in which adherents study the cycles of the moon. These monks often adorn themselves with tattoos of lunar symbols and moons, and believe that just as the moon changes form, so must they. Sometimes these monks are religious leaders or guardians of the night and all creatures that thrive within it. Other monasteries might focus on understanding the moon's effects on the world such as with madness, lycanthropy, or the shaping of the tides. Some of these monks might even be mad hermits, obsessed with the moon and basking in its glory. Regardless of what their primary focus is, monks of this tradition learn how to best operate in the dark, develop unique abilities inspired by the phases of the moon, and can see through darkness and illusions. MOON SOUL When you choose this tradition at 3rd level you gain proficiency in the Nature skill if you don't already have it. You also gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet. LUNAR ARTS Beginning at 3rd level you have unlocked special ki techniques that are influenced by the moon. As an action, you can spend a number of ki points to perform one of the following abilities. If the ability allows you to cast a spell, you cast it without requiring material components. Full Moon. You can spend 2 ki points to cast the moonbeam spell. This spell ends if you use any other option granted by this feature. You can spend additional ki points to cast moonbeam at a higher level. Each additional ki point you spend increases the spell's level by 1. The maximum number of ki points that you can spend equals half your monk level. Half Moon. You can spend 1 ki point to make one unarmed strike each against any number of creatures within 5 feet of you. When you hit a creature with one of these unarmed strikes, the attack deals radiant damage instead of the bludgeoning damage. New Moon. You can spend 2 ki points to cast the invisibility spell. When you do so, the spell has a range of self. CELESTIAL RESILIENCE At 6th level the magic of the moon flows through you. You gain resistance to radiant damage. You can cause others to fall under your lunar spell. As an action, you can force creatures of your choice within 30 feet of you that can see you to succeed on a Wisdom saving throw or be charmed by you until the end of your next turn. Once you use this ability you can't use it again until you finish a short or long rest. BRILLIANT SERENITY At 11th level your connection to the moon has made you become a calming presence to allies. When you use your Stillness of Mind feature, you can also choose to end one short- or long-term madness you are suffering from in place of the charmed or frightened conditions. Additionally, you can choose a creature within 5 feet of you that is charmed, frightened or suffering from a madness effect, ending one of those conditions on it instead of yourself. LUNAR BEAM At 17th level you can channel ki into a blast of lunar power. As an action, you can spend 4 ki points to project a beam of light at one creature you can see within 60 feet of you. The target must make a Constitution saving throw. On a failed save, the target takes 6d8 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and is not blinded. A blinded target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Shapechangers have disadvantage on this saving throw. You can increase this effect's damage by 1d8 per each additional ki point spent on it. 68


WAY OF THE MOUNTAIN Although many paths of monastic traditions focus on the agility, flexibility and adaptability of the body and spirit, the Way of the Mountain learns to use unconquerable strength to take control of every situation. Through this tradition, monks come to embody the unmovable strength of the mountain, and the unstoppable might of the landslide. STOUT DEFENSE Starting when you choose this tradition at 3rd level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Strength modifier + your Wisdom modifier. IMPLACABLE STANCE At 3rd level, you are considered one size larger for the purposes of grappling and have advantage on all your Strength checks. Additionally, if you move 5 feet or less on your turn, you can anchor your heels into the ground. Until the beginning of your next turn, you can't be moved against your will, and, for the duration, you can spend a ki point whenever you take damage to reduce the damage taken by 1d8. HUGE PRESENCE By 6th level, your enormous silhouette causes even hardened warriors to take pause. You gain proficiency in the Intimidation skill. If you already had proficiency in this skill, you can add twice your proficiency modifier to ability checks made using it. Additionally, attacks made against you before you have taken a turn in combat have disadvantage. LANDSLIDE Beginning at 11th level, you can drop your full weight on a foe like a falling meteorite. Once on each of your turns when you make a unarmed strike, you can deal twice the number of damage dice on a hit, but also knock yourself prone after the attack. COLOSSAL MAJESTY By 17th level, you are an unmovable titan. Whenever you take damage, you can expend any number of ki points to reduce the damage by 1d8 per ki point expended. WAY OF THE OUTCAST An Outcast is a monk that has lost their Way. Trained in the basics of the style, they have abandoned the rigorous discipline and philosophy of their tradition, and is usually now enrolled only in the school of hard knocks. Having been trained in the fundamentals of the art of ki, these monks choose as often as not to apply that art to tavern brawls. Much to the horror many more formal monks, their rough and tumble lifestyle tends to be solid source of further training. BONUS PROFICIENCIES At 3rd level, you gain proficiency in the Athletics skill if you don't already have it. PRAGMATISM At 3rd level, you embrace a more pragmatic view, gaining the following benefits: • You have proficiency in improvised weapons. Improvised melee weapons now count as Monk weapons for you. • Once per turn, when you deal damage to a prone creature, you can add 1d6 + half your Monk level (rounded down) to the damage. • You gain proficiency in Light armor. If your Strength is equal to or higher than your Dexterity, you can gain the benefits of Martial Arts, Unarmored Movement and Unarmored Defense (AC = Armor's AC + Dexterity modifier + Wisdom modifier) while wearing light armor. IRON JAW At 6th level, your extensive training in the art of getting hit grants you increased endurance. When you dodge with Patient Defense, you gain temporary hit points equal to your Proficiency bonus. WHERE IT HURTS At 11th level, when you use Stunning Strike on a critical hit or on an attack made against an enemy that was unaware of you, the target has disadvantage on their saving throw against being stunned. HAYMAKER At 17th level, you have thrown your fair share of walloping hits, and know how to make them reliably. You can forgo adding your Proficiency bonus to an attack to add twice your Proficiency bonus to the damage it deals. 69


WAY OF THE SPHINX Even now, millennia after their construction, the dusty tombs and forgotten crypts of the god-kings are still sacred locations. The monasteries of the sun have endured, safeguarding the tombs from harmful interlopers, with generation after generation of stalwart guardians, ensuring the pharaohsʼ rest is not disturbed. These monks are trained in the Way of the Sphinx, a fluid but aggressive style of martial arts, focused squarely on the use of scimitars, and take a sacred oath to guard the tombs until their deaths. These monks leave the bounds of the desert only if one of their number has failed in their duties, and a sacred artifact from the tombs must be recovered. CLAWS OF THE SPHINX When you choose this monastic tradition at 3rd level, you gain proficiency with scimitars, which count as monk weapons for you. In addition, when you engage in two-weapon fighting, you add your ability modifier to the damage of the second attack. INSCRUTABLE Also at 3rd level, you are immune to any magical effect that would sense your emotions or read your thoughts. Wisdom (Insight) checks made to ascertain your intentions or sincerity have disadvantage. DIVINE GUARDIAN Starting at 6th level, your monastery teaches divine magic. Some of the spells they practice hamper their enemies, others help the caster survive in their harsh surroundings. You can spend ki points to cast the spells create or destroy water, dust devil, or shield of faith. When you cast a spell in this way, you must expend a number of ki points equal to the spell's level. If the spell can be cast at higher levels, you can spend additional ki points to cast the spell at a higher level, at a cost of one additional ki point per spell level. You can expend ki points equal to no more than one third of your monk level (rounded down) on any spell granted by this feature. FLURRY OF BLADES Also at 6th level, when you use your Flurry of Blows feature while wielding a light monk weapon in each hand, you can use your light weapons for the additional attacks. WHIRLING BLADES Starting at 11th level, as an action while you hold a light monk weapon in both hands, you can spend movement equal to your Unarmored Movement bonus to whirl around in a lethal flourish. When you do so, each creature within 10 feet of you must make a Dexterity saving throw. On a failed save, a creature takes damage equal to your Martial Arts die + your Dexterity modifier, and is pushed 5 feet away from you in a straight line. On a successful save, a creature takes half as much damage and isn't pushed away from you. PHARAOH'S JUDGEMENT Starting at 17th level, your voice booms with divine authority, causing hostile creatures to freeze when you pass judgement upon them. As an action, you can spend a number of ki points up to your Wisdom modifier. You cast the spell hold person, targeting a number of creatures equal to the number of ki points spent. Once you use this ability, you can't use it again until you finish a short or long rest. 70


WAY OF THE VOID Monks that follow the traditions of the Way of the Void look to the spaces between the stars for inspiration in their techniques. Their training emphasizes emptiness of mind and body, and monks of this tradition spend long hours in fasting and meditation. VOID TECHNIQUES At 3rd level, you learn the techniques of the void. You gain the following abilities: Vacuum Pull. When you hit a creature with a melee weapon attack, you can expend one ki point to create a vacuum centered on the target. Each creature other than you within 10 feet of the target must make a Strength saving throw or be pulled 5 feet toward the target and take bludgeoning damage equal to your Martial Arts die. Deflect Spell. When you take damage from a spell, you can expend one ki point and use your reaction to reduce or nullify the magic. When you do so, the damage you take from the attack is reduced by 1d10 + your Wisdom modifier + your monk level. EMPTY SOUL At 6th level, you learn to fight without being weighed down by your own life energy. When you have no ki remaining, your movement speed increases by 10 feet and you gain temporary hit points equal to your Wisdom modifier (minimum of 1) at the start of each of your turns. EMPTY MIND At 11th level, you learn to remove your presence. You are always under the effects of a nondetection spell. Additionally, you are immune to psychic damage. NOTHING At 17th level, you can become so empty that not even magic can exist around you. You can use your action to spend 6 ki points to cast antimagic field, without material components. 71


PART 9: PALADIN OATH OF THE DARKMOON The dark sun, Gwyndolin, was captain to a loyal company of knights that fought to preserve the age of light. They would travel the world, even to other planes of existence, to destroy places where the Dark would take hold and to hunt down those whose sin bring on the dark. When forces of shadow would take hold in the world, the Blades of the Darkmoon are there to break that hold, and protect those who might be harmed by it. Tenets of the Darkmoon The tenets of the Darkmoon are ancient accords revolving around keeping people from straying on the path of light, so that the Dark will not gain hold over them. They care little for law or chaos, only that the people they protect stay kind, and they therefore turn towards Neutral Good more often than not. Push back the Dark. Through vigilance and steel, I must always prevent the Dark from taking hold in this world. Protect the Light. I must protect those whose souls are bright and innocent, for they are the true wards against darkness. Hunt down Sinners. Once given a quarry, I must find the sinner and bring his soul to justice. Leaving a single dark soul will infect this world, and bring about evil. Kindness. I must always be compassionate, even towards those infected by the Dark. They were once bright souls, too. OATH OF THE DARKMOON SPELLS You gain oath spells at the Paladin levels listed. Paladin Level Spells 3rd Hex, Compelled Duel 5th Moonbeam, Warding Bond 9th Life Transference, Remove Curse 13th Death Ward, Shadow of Moil 17th Wall of Light, Banishing Smite CHANNEL DIVINITY When you take this Oath at 3rd level, you gain the following two Channel Divinity options. Darkmoon Blade. As an action, you can imbue your weapon with the mystical power of the moon. For 1 minute, you add your Charisma modifier to damage rolls made with that weapon (with a minimum bonus of +1). The weapon also emits dim light in a 20 foot radius. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends. Vow of Protection. As a bonus action, you may designate a single willing creature within 30 feet of you as your Ward. For the next minute, whenever your Ward is within 5 feet of you, they gain a bonus to AC equal to your Charisma modifier. If you are not within 5 feet of you, you may use a bonus action on your turn to teleport up to 60 feet directly towards your Ward, ending this teleportation within 5 feet of it. If you would teleport into an occupied space, you are knocked prone back into the nearest unoccupied space and the Vow of Protection ends early. SHARED SMITE Beginning at 7th level, you can transmit some of your latent power to your allies. Whenever you deal damage with your Divine Smite, you may choose a single ally within 10 feet of you. Their weapons begin to glow with moonlight energy, and their next weapon attack before the beginning of your next turn deals an additional 1d8 radiant damage if it hits. Regardless of whether the attack hits or misses, the effect then fades. If you smite using a spell slot of 3rd level or higher, your ally deals 2d8 instead of 1d8 radiant damage. DEFENDER Beginning at level 15, enemies cannot easily harm your allies near you. Whenever an enemy attempts to attack an ally within 5 feet of you while you are aware of it, it has disadvantage on the attack, as your protective aura confounds its attack. This effect does not take place if you are incapacitated or if you were not aware of the source of the attack. BLUE SENTINEL At 20th level, you can use an Action to become a beacon of hope and light, a creature to protect the meek- a Blue Sentinel. For 1 minute, your body is covered in a blue, shining aura that emits dim light for 10 feet. While you are emanating this light, whenever you make an attack against a creature, any number of allies within 30 feet of you who can see you may use their reaction to make an attack as well. Additionally, your attack rolls gain a bonus to hit equal to the number of allies you can see within 30 feet of you. Once you use this feature, you cannot use it again until you complete a long rest. 72


OATH OF THE DEEP The Oath of the Deep is most likely the oldest oath a paladin can swear, predating the days of dragons and giants. These paladins, known as Deepbringers, are bent on protecting their ancient rites- to protect the ocean, to shun the sun, and to bring peace between the land-striders and the deepdwellers. Pale lanterns in the inky darkness, the Deepbringer will protect the world with a cold vigilance, serving his term until his life expires. Tenets of the Deep The tenents of the Deep are ancient words that are only heard in the deepest Triton and Mer communities. Martyrs and knowledge seekers at heart, the tenants of the deep are a selfless sacrifice to protect the sun-lit world. Knowledge. Knowledge of the enemy is the only way to completely destroy them. Seek knowledge where you can, use it to ensure the terrors of the Deep remain sealed away from both the eyes and memories of the innocent. Shun the Sun. The Sun is not for you to live in, despite where your travels may take you- that is the price of those who ensure the worldʼs safety. Always return to the deep sea. Stomp out Evil. Protect others from evil creatures, regardless of who the evil creature is. Be their Light. Become a beacon of knowledge and goodness for others to follow. It is only through great acts may others lead great lives. OATH OF THE DEEP SPELLS You gain Oath Spells at the Paladin levels listed. Paladin Level Spells 3rd Identify, Psychic Null° 5th Enhance Ability, Mana Leech° 9th Psyche Drain°, Water Breathing 13th Control Water, Arcane Eye 17th Modify Memory, Legend Lore CHANNEL DIVINITY You gain the following two Channel Divinity options. Drain Mind. You use your channel divinity to attempt to steal the mental fortitude of a single creature within 5 feet of you. The creature must make an Intelligence saving throw. If the creature fails its saving throw, its intelligence is reduced by 2d6 + your Charisma modifier for 1 hour. If its intelligence is reduced to 0, it falls into a catatonic state for the duration. Your intelligence score temporarily increases by half the drained fortitude, until an hour has passed. This temporary increase can go past the normal limit 20 points. Turn the Unthinkable. You use your holy symbol to create a pale light that emanates dim light for 30 feet around you, the ancient bane of the Deep Horrors. Any Aberration or Fiend within 30 feet of you must make a Wisdom saving throw. On a failure, the creature is turned for 1 minute. A turned creature must spend its turns trying to move as far away from you as it can, and it canʼt willingly move to a space within 30 feet of you. It also canʼt take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If thereʼs nowhere to move, the creature can use the Dodge action. If the creatureʼs true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned. AURA OF CLARITY At 7th level, you and friendly creatures within 10 feet of you are immune to confusing effects, such as by the Confusion spell, are immune to all short term madness, and gain advantage on all saves against other forms of madness. At 18th level, the range of this aura increases to 30 feet. SENSE THOUGHTS At 15th level, you can sense the basic intentions of a creature you have drained. When you attack a creature who is affected by your Drain Mind ability, you have advantage on the attack, since you know their strategies and have some of their knowledge. Additionally, you gain any saving throw and language proficiencies of the creature you have drained for as long as you have its temporary Intelligence points. PALE LANTERN Using your Action, you can assume the form of the truest deep sentinel- the Pale Lantern. Your flesh turns a dull grey or blue, a cloak of shadow billows around your feet and arms, and your weapons and armor emanates dim light for 60 feet in any direction. For one minute you gain the following properties: • You gain a swim speed of 60 feet. • You know the alignment, true identity, thoughts, and emotions of any creature touched by the pale light. It also reveals the true forms of any creatures or objects it touches. The light dispels any magical illusions, invisibility, or darkness it touches. • If a creature tries to target you with an attack or spell, they must succeed on an Intelligence saving throw or become dazed for the remainder of their turn. Spells that are prevented from being cast in this way to not use a spell slot. A creature inside the pale light makes this saving throw at disadvantage. Once you use this feature, you can't use it again until you finish a long rest. 73


OATH OF BATTLE While all paladins are, in one respect or another, the faith militant of their respective traditions, those who swear the Oath of Battle place themselves at the forefront of armed conflict. Crusaders of their faith, paladins that swear this Oath are often born leaders—chieftains, warlords, jarls, and khans—who stand resolute against all aggressors. More than just good in a fight, paladins who swear the Oath of Battle are champions of their people, and their presence inspires their allies to go that extra mile when weapons clash. Tenets of Battle • Honor. Seek opponents, not victims. Your weapons should only spill the blood of the strong in honorable battle. • Courage. Never show cowardice in the face of adversity. There is no honor in waiting behind a barricade. • Loyalty. Stay loyal to your allies, never let them down, and never let them stand alone. When an ally falls, it is your duty to pick them up and carry them to safety if need be. • Discipline. Do not let anger, revenge, or despair come between you and your goal. Every battle is fought for a reason—always be prepared and remember your objective. OATH OF BATTLE SPELLS Paladin Level Spells 3rd heroism, longstrider 5th earthbind, magic weapon 9th beacon of hope, enemies abound 13th �nd greater steed, freedom of movement 17th destructive wave, mass cure wounds CHANNEL DIVINITY When you take this oath at 3rd level, you gain the following two Channel Divinity options. Channel Strength. As an action, you can imbue yourself with strength in the ways of the knight using your Channel Divinity. For 1 minute, or until you fall unconscious, you add your Charisma modifier to all your Strength ability checks and to the damage rolls of weapon attacks you make using Strength (minimum of 1). Channel Agility. As an action, you can imbue yourself with agility in the ways of the skirmisher using your Channel Divinity. For 1 minute, or until you fall unconscious, your movement speed increases by a number of feet equal to 5 x your Charisma modifier (minimum of 5 feet), your reach increases by 5 feet, and opportunity attacks targeting you are made at disadvantage. AURA OF ACTION Beginning at 7th level, your invigorating presence propels your cause forward. While you are conscious, you and friendly creatures within 10 feet of you add your Charisma modifier to initiative checks (minimum of 1). At 18th level, the range of this aura increases to 30 feet. LEAD THE RANKS Starting at 15th level, you go gallantly and willingly to the front lines, placing yourself in danger to stir the hearts and minds of your companions and make your foes falter. When you succeed on a saving throw while under the effects of a Channel Divinity, you and friendly creatures within 30 feet of you gain temporary hit points equal to your Charisma modifier, and hostile creatures within 30 feet take radiant damage equal to your Charisma modifier (minimum 1). EXALTED WARRIOR Starting at 20th level, as an action, you transform for 1 minute into the perfect avatar of battle told of in stories. For 1 minute, you gain the effects of both your Channel Divinity options, along with the following benefits: • Your size becomes Large, unless you were larger. • You shed bright light in a 30-foot radius and dim light 30 feet beyond that. • Each of your ability scores becomes 22, unless it was already higher. After taking this action, you must finish a long rest before you can do so again. 74


OATH OF ENLIGHTENMENT Where most paladins swear Oaths to a divine cause or ideal, some swear an Oath to themselves, vowing to seek learning and growth. These paladins spend years in secluded places bettering themselves and trying to build up others. These warriors constantly seek to learn new things and ponder new discoveries. Some students eventually become teachers, and venture out into the world looking to bring enlightenment to all they meet. Tenets of Enlightenment • Prudence. Disaster awaits those who don't look before they leap. Be rational and logical in all your conduct. • Learning. Knowledge is power. The unknown danger goes unstopped. Enlightenment can only be achieved by a humble willingness to learn. • Teaching. Knowledge should not be kept to yourself. They ought to be shared with the world so that others might learn as you have. • Understanding. Understanding others is more important than winning. Once you understand them, then you can teach them. OATH OF ENLIGHTENMENT SPELLS Paladin Level Spells 3rd comprehend languages, detect magic 5th detect thoughts, see invisibility 9th clairvoyance, dispel magic 13th divination, phantasmal killer 17th awaken, contact other plane CHANNEL DIVINITY When you take this oath at 3rd level, you gain the following two Channel Divinity options. Psionic Smite. When you use your Divine Smite, you can invoke this Channel Divinity. The additional damage of Divine Smite becomes psychic damage, and the creature must make an Intelligence saving throw. On a failure, its unable to cast spells or use psionic abilities until the end of it's next turn. Focus Mind. As a reaction to becoming Frightened, Charmed, or afflicted by negative mental status from failing an Intelligence, Wisdom, or Charisma saving throw, you may expend your Channel Divinity to immediately end the effect. MYSTIC ENLIGHTENMENT Beginning at 7th level, you make your saves against effects that allow you to save at the end of end of your turn at the start of your turn instead. Starting at 18th level, you can use your reaction to extend this benefit to another creature you can see that starts their turn within 30 feet of you and are under an effect they can attempt to make a save against at the end of their turn. ACTIVE MIND Starting at 15th level, you can no longer be surprised, and you can see and hear while unconscious as long as your have at least 1 hit point remaining. Additionally, when you roll for Initiative, if the total result of your roll is less than your passive Perception, you can replace the result with the value of your passive Perception. AWOKEN At 20th level, as an action, you can fully perceive the world around you for what it is, piecing the veils that hide. You gain the following benefits for 1 minute: • You gain truesight with a range of 120 feet. • You are immune to psychic damage. • You have advantage on saving throws against magical or psionic effects. • When you strike an enemy with a Divine Smite you can choose to cast dispel magic on the target as a bonus action without expending a spell slot. If the level of the spell slot spent on Divine Smite was higher than 3rd level, you cast dispel magic at the level of spell slot spent. Once you use this feature, you can't use it again until you finish a long rest. 75


OATH OF FREEDOM Most paladins place great emphasis on duty, honesty, order and justice, believing that an orderly approach to life is the best way to keep their tenets and accomplish their objectives. The Paladins of Freedom, however, reject this approach. Instead, they stress that personal liberty is the most important thing an individual can have. The Oath of Freedom ties paladins to the ideals of liberty and personal agency above all else. Paladins of this oath resemble skirmishers more than they do knights in shining armor. They use their skills to free the oppressed and defend them from oppressors. For this reason, kings, queens, and other rulers are often suspicious of Freedom paladins—for where these paladins go, revolution may soon follow. Tenets of Freedom • Liberty. Tyranny must be opposed. Chains imposed by unjust authority are meant to be broken. • Revolution. Change is only brought through sudden transformational struggle. • Independence. There shall be no lords over others. Power is best left in the hands of the people. • Equity. Respect the autonomy and desires of others. Hierarchy only leads to injustice. Oath of Freedom Spells Paladin Level Spells 3rd jump, zephyr strike 5th blur, spider climb 9th �ly, sending 13th dimension door, freedom of movement 17th awaken, passwall CHANNEL DIVINITY When you take this oath at 3rd level, you gain the following two Channel Divinity options. Freedom from Chains. You can use your Channel Divinity as a bonus action to inspire others to rise against their oppressors. All friendly creatures other than yourself within 30 feet of you can use their reaction to stand if they are prone or to make an ability check or saving throw to attempt to escape from being grappled or restrained. Chaotic Strike. You can use your Channel Divinity when you hit with a weapon attack to strike with the powers of chaos. The attack inflicts extra damage equal to 1d6 + half your paladin level. The number on the d6 determines the type of the extra damage. A target that takes the damage must make a Constitution saving throw or also experience an additional effect based on the damage type. Damage Type of Chaotic Strike d6 Damage Type Extra E�fect 1 Acid The target takes acid damage equal to half your paladin level at the end of its next turn. 2 Cold The target's speed is reduced to 0 until the end of its next turn. 3 Fire The target is blinded until the end of its next turn. 4 Lightning The target is incapacitated until the end of its next turn. 5 Poison The target is poisoned until the end of its next turn. 6 Thunder The target is knocked prone and 15 feet directly away from you. AURA OF MOBILITY Starting at 7th level, you and friendly creatures within 10 feet of you are unaffected by magical and nonmagical difficult terrain while you are conscious. At 18th level, the range of this aura increases to 30 feet. FREE SPIRITED At 15th level, when you use your action to Dash or Disengage, you can make a single weapon attack as a bonus action. LIMITLESS At 20th level, you break free of all bonds and restrictions. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits: • You gain a flying speed of 90 feet. • You are under the effects of a freedom of movement spell. • You are immune to enchantment spells you do not choose to be affected by. • You can move through creatures and objects. You take 1d10 force damage if you end your turn inside an object. • When you inflict damage on a creature, you ignore its damage resistances. Once you use this feature, you canʼt use it again until you finish a long rest. 76


OATH OF FRIENDSHIP Paladins take on many types of oaths, and not always towards a king or higher power. Some choose to be loyal to the people around them instead, swearing to uphold the force that binds people together in friendship. Those sworn to the Oath of Friendship dedicate themselves to their relationships, friendships, and even lifelong rivalries. These knights understand that sometimes the strongest thing one can do is ask for help. Transcending race and creed, the Oath of Friendship can be upheld as long as people are willing to stand by each other's side. Tenets of Friendship • Stand With Your People. Never betray your friends. Stand with them no matter what. • Defend Your People. Nothing is more important than keeping the ones you swore to protect safe. • Help Your People. Lend a helping hand when in need to keep your friends feeling strong and ready for battle. • Die For Your People. If it comes down to it, you must lay your life on the line to keeping your friends safe. OATH OF FRIENDSHIP SPELLS Paladin Level Spells 3rd charm person, sanctuary 5th calm emotions, �nd traps 9th catnap, remove curse 13th aura of purity, charm monster 17th dawn, holy weapon CHANNEL DIVINITY When you take this oath at 3rd level, you gain the following two Channel Divinity options. Help From Friends. As an action, you speak a message of unity in a loud voice. A hostile creature of your choice within 5 feet of you is considered to be distracted by the Help action from an unseen source at the start of each of your turns for a number of rounds equal to your Charisma modifier (minimum 1). Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. SUPPORTIVE PRESENCE At 7th level, when you use your Lay on Hands feature, you can target a creature up to 10 feet away from you. You can cure the charmed and frightened conditions in addition to diseases and poisons by spending 5 hit points from your pool. The range of this ability increases to 30 feet when you reach 18th level in this class. UNWAVERING LOYALTY Starting at 15th level, if you would drop to zero hit points while at least one allied creature is within 60 feet, you can make a Charisma saving throw with a DC equal to the amount of damage taken over your current hit points. On success, you instead drop to 1 hit point. Each time you use this feature after the first, the DC increases by 5. The DC resets when you finish a long rest. BEST OF FRIENDS At 20th level, whenever an allied creature makes an attack against a creature, you can use your reaction to take the Help action, granting them advantage on the attack. If an allied creature is reduced to 0 hit points by another creature, you can use your reaction to move up to your movement speed towards them and make an attack against that creature. On this attack, you can use your Divine Smite feature at its lowest level without expending a spell slot. 77


OATH OF JUSTICE The Oath of Justice is a commitment not the tenets of good or evil but a holy vow sworn to uphold the law. When lawlessness threatens the peace, those who swear the Oath of Justice intervene to maintain order and ensure that criminals are suitably punished. Sometimes called adjudicators, some of these paladins are patriots to a state, while others are sheriffs or vigilantes enforcing law in the absence of any civil authority—or even defying the authorities so as to pay obeisance to some greater governing principle. Tenets of Justice • Uphold the Law. Be true to the ideals of law, and yield to legitimate authority. Strike down chaos where it stands. Act with consistency, and be disciplined in your conduct. • Justice is Fair. Provide all accused with a fair trial. The severity of justice should be in accordance with the severity of a wrongdoerʼs transgressions. • Justice is Impartial. Never let personal prejudices and opinions interfere with the administration of justice. • Justice is Universal. The lowest begger is as deserving of justice as the greatest king. OATH OF JUSTICE SPELLS Paladin Level Spells 3rd alarm, ensnaring strike 5th hold person, see invisibility 9th dispel magic, tongues 13th locate creature, mordenkainen's faithful hound 17th bigby's hand, planar binding CHANNEL DIVINITY When you take this oath at 3rd level, you gain the following two Channel Divinity options. Turn the Lawless. As an action, you can utter a prayer that is painful to creatures of chaos. You display your holy symbol and speak your condemnatory prayer, using your Channel Divinity. Each aberration, demon, or fey that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it canʼt willingly move to a space within 30 feet of you. It also canʼt take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If thereʼs nowhere to move, the creature can use the Dodge action. Shackles of Justice. As an action, you can use your Channel Divinity to bind a creature with your divine power. Choose a creature within 60 feet of you. They must succeed on a Wisdom saving throw or have their flying and burrowing speeds reduced to 0, and their movement speed halved for 1 minute. A creature can repeat the saving throw at the end of each of their turns, ending the effect on a success. THIEF CATCHER At 7th level, when an enemy moves within 10 feet of you, you may use a reaction to stop them during the move with an invisible hand. The enemy makes a Charisma saving throw against your spell save DC. On a fail, all of their movement speeds are reduced to 0 until the beginning of their next turn. You may also choose to pull a creature that fails this save up to 10 feet towards you. On a successful save, the creature is immune to this effect for 24 hours. At 18th level, the range of this ability increases to 30 feet. PUNISH THE GUILTY Once you reach 15th level, when you are hit by an attack and receive damage, you may use a reaction to take half the triggering damage and cause the attacking creature to take the same amount of damage. Once you use this ability, you can't use it again until you finish a short or long rest. BRINGER OF JUSTICE At 20th level you can, as an action, become the very embodiment of law and justice itself. Your eyes begin to glow slightly with a dim light, and you are empowered to mete out justice against all criminals who would seek to escape the hands of the law. For 1 minute, you gain the following benefits: • You have truesight out to 120 feet. • Attacks against you are made with disadvantage. • When you take the Attack action, you make all the attacks with advantage. Once you use this feature, you can't use it again until you finish a long rest. 78


OATH OF PROSPERITY A wealthy benefactor can save a civilization, while a wealthy tyrant can turn the world on its head. The Oath of Prosperity merges the spiritual with the materialistic, benevolence with self-interest, and temperance with a hunger for power. No matter their background, those who swear the oath of Prosperity value gold above all else, and view their economic success as a sign of divine favor. Tenets of Prosperity • Ownership. The more you have, the more you can do. Belongings are sacred, and should never be given away without greater gain. • Security. Every individual has the right to secure and protect themselves and their property. • Investment. All the money in the world does nothing if you cannot spend it. Join with others and invest in their efforts, so that you may reap the rewards. • Expansion. There is no such thing as having enough, do not become complacent with success. Constantly strive to build yourself, your investments, and your influence. OATH OF PROSPERITY SPELLS Paladin Level Spells 3rd identify, unseen servant 5th knock, suggestion 9th glyph of warding, tiny servant 13th fabricate, leomund's secret chest 17th infernal calling, geas CHANNEL DIVINITY When you take this oath at 3rd level, you gain the following two Channel Divinity options. Golden Suit. As an action, you can use your Channel Divinity to coat yourself in shining gold for 1 hour. You gain temporary hit points equal to twice your paladin level for the duration. Whenever a creature hits you with a melee attack while you have these hit points, gold sprays off your armor, causing the creature to suffer disadvantage on their first attack before the end of their next turn. Hired Help. As an action, you can use your Channel Divinity to summon a simple magical construct for 1 hour. This construct has the statistics of a commoner, though it is a construct instead of its normal type. It cannot attack, cast spells, or activate magic items. If it dies or the duration expires, it fades into mist. AURA OF INVESTMENT Starting at 7th level, you are surrounded by a 10-foot aura of mutual benefit. You and all friendly creatures within 10 feet of you gain temporary hit points equal to your Charisma modifier (minimum of 1) at the start of each of your turns. At 18th level, the range of this aura increases to 30 feet. HAND OF GREED Starting at 15th level, once per turn when you hit a creature with an unarmed strike, you can attempt to steal an object or weapon from the target. The target must succeed on a Strength saving throw against your paladin spell save DC or lose the chosen item. If you lack a free hand to steal the item, the attempt automatically fails. GILDED GUARDIAN At 20th level, you call upon the debts that you are owed and empower yourself. For 1 minute, the rustling of your armor sounds strangely like the clinking of coins. You gain the following benefits. • You gain 20 temporary hit points at the start of each of your turns that last for the duration of this feature. • Whenever you steal a weapon using your Hand of Greed feature, you can immediately make a weapon attack using it. This does not require an action. • When you hit a creature with a melee weapon attack, you can choose to unleash a blast of golden light. The target must make a Wisdom saving throw against your paladin spell save DC. If they fail, they are blinded until the end of your next turn. Once you use this feature, you canʼt do so again until you finish a long rest. 79


OATH OF SHADOWS The Oath of Shadows is a pledge to serve as the weapon of a dark patron that eschews the light of day. It is said the first paladins to swear this Oath swore it to the night itself, to defend night travelers from those that would prey on them. Paladins of Shadows universally wear shades of brown, grey, and black, and are equally at home in leathers as they are in plate. Always a foreboding sight, paladins of this Oath sometimes find themselves the target of fear, suspicion, and prejudice from those afraid of who, or what they represent. Tenets of Shadows • Obfuscation. Whether your deeds are noble or nefarious, little good comes from drawing undue attention to oneself. Do not let your name or face be known; those that remain unrecognized live to fight another day. • Calculation. Stumbling into situations is an easy way to die. Plan thoroughly for all contingencies, but do not be afraid to modify your plans should the situation change. • Silence. Words carry power, and the wrong ones can end a life. Take great care in what you say and, when in doubt, say nothing at all. • Loyalty. Whether those at your side are allies or assets, their utility and aid cannot be ignored. Look after them, assist them in their struggles, and make sure they profit from your presence just as much as you profit from theirs. OATH OF SHADOWS SPELLS Paladin Level Spells 3rd disguise self, dissonant whispers 5th darkness, silence 9th blink, fear 13th arcane eye, evard's black tentacles 17th mislead, modify memory CHANNEL DIVINITY When you take this oath at 3rd level, you gain the following two Channel Divinity options. Ghostly Blade. When you hit a creature with an attack, you may also use your Channel Divinity, empowering your weapon with dreadful shadow. If you do, the target and each other creature of your choice within 5 feet of it must succeed on a Wisdom saving throw or be blinded until the end of their next turn, and all damage that you deal in this attack becomes either psychic or necrotic damage (your choice). Night Cloak. As an action you present a holy symbol, begin concentrating and use your Channel Divinity, weaving your power around you to hide yourself from view. For up to 1 hour or until you break concentration, attack, or cast a spell, you are invisible, inaudible, and your armor does not give you disadvantage on Dexterity (Stealth) checks. You are also silent and incapable of speaking for the duration. MIDNIGHT BLESSING Beginning at 7th level, the darkness grants you a boon, which you may pass on to those around you. For you and creatures you choose within 10 feet of you, armor does not impose disadvantage on Dexterity (Stealth) checks, and creatures within this radius gain darkvision out to 60 feet. If they already have darkvision, they increase their current darkvision by 60 feet. Further, any affected creature within the radius may telepathically send a message that can be heard only by other affected creatures within the radius. At 18th level, the radius of this ability increases to 30 feet. UMBRAL JAUNT Starting at 15th level, you can slide through darkness to strike in retribution at those who threaten your allies. When a creature within 30 feet of you makes an attack against you or a creature friendly to you, you may use your reaction to teleport yourself through your shadow to a point within 5 feet of the attacking creature. You may then make one attack against the creature, resolving it after the creature resolves its attacks. You can teleport up to 60 feet if the attacking creature is standing in an area of dim light or darkness. Once you use this ability, you require a short or long rest to use it again. LIVING NIGHTMARE At 20th level, you grow ever closer to becoming one with the night. As an action on your turn, you can allow the shadow energy within you to overtake your physical form, turning you into a shifting, pitch dark humanoid horror. For 1 minute, you gain the following benefits: • Your attacks deal an additional 1d8 psychic damage, and a creature hit by one or more of your attacks on your turn must succeed on a Wisdom saving throw against your spell save DC or become frightened of you until the end of your next turn. • You are invisible to all creatures except the creature you have most recently attacked. This invisibility persists even after you attack or cast a spell. • You can move through a space as narrow as one inch in diameter without squeezing. • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that are not silver. Once you use this feature, you cannot use it again until you finish a long rest. 80


PART 10: RANGER ABYSS WATCHER CONCLAVE When the legendary Wolf Knight entered into the Abyss to fight the Dark, but only his loyal wolf made it out, many saw the dangers the realms of chaos pose. As such, the Wolf Knight's most loyal followers began to train to fight against the horrors of the Abyss, learning in time to fight with swift and coordinated movements, adopting a swift combat style that resembles a pack of predators surrounding their prey. In more recent years, some Abyss Watchers have begun specializing in fighting creatures that do not hail from the Dark, as the organization has slowly deteriorated. LEGION COMBAT When you choose this archetype at 3rd level, you have learned to fight in the ways of the Abyss Watchers. You learn 2 Legion Flourishes, choosing from the list below. You can only use a Legion Flourish as a reaction whenever a creature within the Flourish range is either reduced to 1/2 their maximum hit points or whenever they take damage while they are at half hit points. You learn one more Flourish of your choice when you reach levels 7, 11, and 15. You may only use your Flourishes a number of times equal to your Wisdom modifier, regaining all expended uses after completing a short or long rest. For the purposes of these Flourishes, the Bloodied condition is when a creature is at 1/2 or lower hit points. If your DM did not previously tell you when you lower an enemy to 1/2 hit points, you gain the ability to discern whether a creature is bloodied or not due to your training. Follow-Up Strike. Whenever a creature within 15 feet of you becomes bloodied or takes damage while bloodied, you may use your reaction to move up to 15 feet towards the creature and make a single melee weapon attack against it. Farron Flashsword. Whenever a creature within 5 feet of you becomes bloodied or takes damage while bloodied, you may use your reaction to swiftly slash outwards with a flurry of ethereal blades. That creature must succeed on a Dexterity saving throw or take 2d6 force damage, taking half as much on a success. This force damage increases at certain Ranger levels, to 3d6 at level 6, 4d6 at level 11, and 5d6 at level 16 Retreating Strike. Whenever a creature within 5 feet of you becomes bloodied or takes damage while bloodied, you may use your reaction to make a single melee weapon attack against it, and then immediately move 15 feet in a direction you choose. This movement does not provoke attacks of opportunity. Farron Dart. Whenever a creature within 30 feet of you becomes bloodied or takes damage while bloodied, you may use your reaction to cause a single, spectral dart to swiftly slam into it. Make a ranged spell attack, using Wisdom as your spellcasting ability. This dart deals 1d4 force damage. This force damage increases at higher levels, to 2d4 at level 6, 3d4 at level 11, and 4d4 at level 16. Ranged Strike. Whenever a creature within the first range increment of a ranged weapon you are holding becomes bloodied or takes damage while bloodied, you may make a single ranged weapon attack against it using your weapon. Maneuver. Whenever a creature within 60 feet of you becomes bloodied or takes damage while bloodied, you may move up to your movement speed as a reaction. You ignore difficult terrain while moving in this way. Reactive Dodge. Whenever a creature within 60 feet of you becomes bloodied or takes damage while bloodied, you may use your reaction to enter a defensive stance, granting all attacks you can see disadvantage against you until the beginning of your next turn. Tactical Rally. Whenever a creature within 120 feet of you becomes bloodied or takes damage while bloodied, you may use your reaction to cause an ally within 5 feet of the bloodied creature to gain temporary hit points equal to your Wisdom modifier. Spellbreaker. Whenever a creature within 30 feet of you becomes bloodied or takes damage while bloodied, you may use your reaction to magically interrupt their spellcasting. That creature must succeed on a Wisdom saving throw or immediately lose concentration and be unable to cast spells or use abilities that require concentration until the end of their next turn. Mental Resolve. Whenever a creature within 30 feet of you becomes bloodied or takes damage while bloodied, you may use your reaction to end any frightened or charmed condition you had upon yourself. EXTRA ATTACK (This applies to the UA Ranger only- all PHB ranger gain Extra Attack at this level.) Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. DEFENSIVE REACTIONS Beginning at 7th level, whenever you use a reaction, you gain a bonus to AC equal to your Wisdom modifier until the beginning of your next turn. INHUMAN REFLEXES Beginning at level 11, you may react more swiftly to any attacks. As a bonus action on your turn, you may choose to prepare yourself for others to attack. When you do so, you may take two reactions instead of one before the beginning of your next turn. LEGION'S FURY At level 15, you harness the fury of of the Abyss Watchers. Whenever you reduce a creature to 0 hit points or knock a creature unconscious, you can choose to regain all expended uses of your Legion's Flourish. Once you use this ability, you may not use it again until you have completed a long rest. 81


DIVER CONCLAVE The Diver archetype is given to the Rangers who dare to explore the unexplored, to plunge into the cloudy depths with sharp wit and sharper blade. They stand at the great precipice of the world, facing the drop-off of the grand continental shelves, and they stare to the bottomless pit of the deep ocean without fear. Stalwart in their defense, Divers learn to navigate careful cave systems and fell lairs to track down lurking monsters, and to charm nearby animals into fighting alongside them. Diver Spells Starting at 3rd level, you learn additional spells when you reach certain levels in this class, as shown on the Diver Spells table. The spell counts as a Ranger spell for you, but it doesn't count against the number of Ranger spells you know. Ranger Level Spells 3rd Find Familiar 5th Animal Messenger 9th Water Breathing 13th Dominate Beast 17th Hold Monster DIVING FOCUS At 3rd level, you learn the secret of other Divers. You can invoke a magical ritual for one hour, imbuing a single, nonmagical gem, pearl, crystal, or other valuable with a unique enchantment. This object, while within 30 feet of you, allows you to breathe and cast verbal components for spells underwater. You can use this object as your Druidic Focus. If object is destroyed, you can spend 1 hour and 10 GP crafting a new Diving Focus. NATURE'S CALL Additionally at 3rd level, you have learned to implore nature to assist you in both combat and in searching for help. You can spend a minute to call forth the surrounding wildlife to assist you, magically summoning some from the Feywild or Feytides if there are none within 5 miles of you. You can only create wildlife that would be native to your environment (e.g, you could summon a swarm of rats in an urban sewers, or a reef shark while underwater). When you summon a creature in this way, you may give them one command, choosing from the list below, which they follow until completion, until they move more than 300 feet away from you, or until this charm effect ends for them. You have a pool of CR that you can designate the beast or swarm to be, starting at 1 CR, and you can always summon CR 0 creatures. You restore all points of challenge rating after a long rest. For example, you can summon a creature that is Challenge rating ½, then you can summon two challenge rating ¼ creatures, along with any number of CR 0 creatures. CR 0 creatures summoned cannot be used in combat. Animals immune to charm effects or who have an Intelligence of 4 or higher are immune to this ability. You maintain this charm over the creature(s) for a number of hours equal to your Ranger level. The charm fades if you or one of your allies attacks the creature or until 4 hours have passed since you summoned it, in which case it would act in a manner appropriate for its species. You can maintain simultaneous charm over a number of creatures equal to your Wisdom modifier. Your CR pool for summoning beasts increases to 1½ at level 6, 2 at level 10, and 3 at level 14. COMMANDS Seek Object or Creature. The summoned creature stays in the periphery, searching within the 300 foot radius for a single object or creature who you must describe to it. It gains advantage on this search if you have a piece of the creature or object, such as a lock of hair, or if you can somehow speak and describe the object to it, perhaps with the Speak with Animals and Plants spell. The animal sends you a telepathic location of the object once it finds it, then is freed of the charm and acts as it would naturally. Protect. The summoned creature stays nearby you, determined to protect you and your party. In combat, it has its own initiative count and attacks any creature who has shown itself to be aggressive towards one of the creatures it is designated to protect. It protects until it dies, the charm ends, or it becomes separated from the caster by more than 300 feet. A CR 0 creature will not obey this command. Besiege. The summoned creature attacks a sealed structure or container within 300 feet of you that you can see and that you designate to them. They do so until they have busted open a sizable opening large enough for the largest one of your companions or until they bust open a part of the structure you designate that is no larger than a 5 foot radius circle. They then are freed of their charm and act as they would normally. 82


EXTRA ATTACK (This applies to the UA Ranger only- all PHB ranger gain Extra Attack at this level.) Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. DUCK AND WEAVE At 7th level, you have adapted your fighting tactics to allow you to use your Ally to full defensive advantage. When you are within 5 feet of one of your Natureʼs Allies, you can use Dodge, Help, or Disengage as a bonus action. NO ESCAPE At 11th level, when you or one of your Natureʼs Allies hits with an attack of opportunity, the target must make a Strength saving throw versus your spell save DC or have their movement speed immediately reduced to 0 until the beginning of your next turn. SWIFT TELEPORTATION At 15th level, when an enemy would hit you with an attack or spell that targets a single creature, you can use your reaction to magically switch places with one of your Natureʼs Allies if it is within 30 feet of you. The enemyʼs attack automatically hits your ally, regardless of your allyʼs AC. The ally makes their spell save at disadvantage. You can also use this ability to switch yourself if one of your Natureʼs Allies is targeted with an attack, with the same conditions applicable to you. Summoned Creatures There are many tables that list the amount of creatures in an area, but I would suggest using the list of Known Wild Shapes in Xanathar's Guide to Everything (p. 24), since it isolates common beasts by CR and environment. 83


HELLWALKER CONCLAVE You are a Hellwalker, a ranger that is cloaked in the magic of the Lower Planes. A Hellwalker specializes in living in harsh, dry conditions of the world. These rangers are accustomed to the extreme temperatures of such environments. HELLWALKER CONCLAVE MAGIC Ranger Level Spells 3rd hellish rebuke 5th scorching ray 9th stinking cloud 13th wall of �re 17th dominate person DAMNING STRIKE Starting at 3rd level, you imbue your strikes with the neverending flames of the Lower Planes. When you hit a creature with a weapon attack, you can force it to make a Constitution saving throw against your spell save DC. On a failed save, the target is marked for 1 minute and takes 1d6 fire damage at the start of each of its turns. At the end of each of its turns, it can repeat this saving throw, ending the effect on a success. A creature can only be affected by one instance of this feature at a time. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. CURSED TONGUE Also at 3rd level, your fiendish affinity allows you to speak, read and write Abyssal and Infernal. BURNING CONSTITUTION At 7th level, you gain the resistance to the environment of the lower planes. You gain resistance to fire damage. If you already have resistance to fire damage, you can instead choose one from the following: cold, necrotic, poison, or psychic. MARK OF THE DAMNED Starting at 11th level, you are able to use your hellish power to brand a creature. As a bonus action, you can choose a creature that has been marked by your Damning Strike feature. While marked, the chosen creature suffers from the following effects: • It takes 1d8 fire damage at the start of its turns instead of 1d6 • It becomes frightened of you. • It loses resistance against your attacks and abilities that deal fire damage. • You have advantage on saving throws against spells and other magical effects made by it. You can only have one creature affected by this feature at a time. FIENDISH SPAWN When you reach 15th level, your hellish magic has granted you limited command over the damned creatures that inhabit the Lower Planes. You can cast summon fiend as a 6th-level spell without expending a spell slot or material components. When you cast in this way, the spell's duration becomes 1 minute. Once you use this feature, you can't do so again until the end of a long rest. 84


LIGHTCALLER CONCLAVE Since the dawn of time, mankind has feared the darkness. Ranger belonging to the Lightcaller Conclave draw their power from the positive plane to defend civilization against creatures that lurk in the gloaming. Each nurse a bright ember that burns against the night. What terror lays in the darkest corners of the night are the Lightcaller's quarry, for the night should provide solace and calmness, not fear. These rangers often ally with celestials, and wield their light like extensions of their body. LIGHTCALLER CONCLAVE MAGIC Ranger Level Spells 3rd guiding bolt 5th skywrite 9th blinding smite 13th locate creature 17th �lame strike LIGHT MOTES Starting at 3rd level, you learn to conjure motes of light. As a bonus action, you can expend a spell slot to conjure motes of light that encircle you. You conjure two motes with a 1stlevel spell slot, creating one additional mote for each spell level higher than 1st. You can have a number of motes equal to half your ranger level. Any additional motes you create disappear. These motes last until they are used or until you finish a long rest. If you have three or more motes remaining, they shed bright light in a 20-foot radius and dim light for an additional 20 feet. If you have one or two motes remaining, they shed dim light in a 20-foot radius. You can expend a mote to make a ranged spell attack that you can use with the Attack action. The attack has a range of 120 feet, and on a hit the target takes 2d6 radiant damage and is pushed 10 feet away from you. RADIANT ARMAMENTS At 3rd level, your strikes become imbued with the power of the dawn. You learn the three Radiant techniques. Guiding Shot. As a bonus action, you can expend a mote to imbue a piece of ammunition with light. The ammunition sheds dim light in a 5-foot radius until the end of your next turn. When you hit a creature with this piece of ammunition, it takes an additional 1d6 radiant damage, sheds dim light in a 5-foot radius until the end of your next turn, and the next attack roll made against it before the end of your next turn has advantage. Scattered Sparks. As an action, you can expend a mote and launch it at a point within 120 feet of you. Each creature within 10 feet of that point must make a Dexterity saving throw against your ranger spell save DC. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. This damage increases to 3d6 at 7th level, 4d6 at 11th level, and 5d6 at 15th level. Luminous Redirection. When you miss a ranged weapon attack or ranged spell attack, you can expend a mote to use a bonus action to reroll the attack roll against a different target within 60 feet of the original target. On a hit, the attack deals an additional 1d6 radiant damage. LUMINOUS DEFENSE At 7th level, the power of the light comes to your aid in times of need. When a creature moves within 10 feet of you for the first time on a turn, you can use your reaction to make a mote attack at the creature. DAWNSTRIKER At 11th level, your attacks become infused with light. Whenever you hit a creature with a weapon attack, it takes an additional 1d6 radiant damage. CONJURE MOTE At 15th level, you learn to create light motes with your own powers. You can use an action while you have no motes to create one mote. 85


SPELLBREAKER CONCLAVE Magic tempts, magic corrupts. Where there is power, there are those who would abuse it. Spellbreakers are a small, but dedicated conclave of ranger who specialize in hunting down evil spellcasters. While others may ignore the dangers of magic or succumb to its siren call of power, these rangers devote their life to rooting out witches and those who would wield magic for sinister and selfish means. Trained in ways to both track and defend against mages, most spellbreakers operate in the shadows, only revealing themselves when success is a certainty. They know all too well the magical might that burns over the helpless or wrestles control from the mind. When one wrong move could end in disintegration, there is no room for error. SPELLBREAKER CONCLAVE MAGIC Ranger Level Spells 3rd detect magic 5th mind spike 9th counterspell 13th otiluke's resilient sphere 17th hold monster BONUS PROFICIENCIES At 3rd level, you become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion. MAGE HUNTER When you adopt this archetype at 3rd level you gain the skills necessary to hunt spellcasters of all kinds. You can use a bonus action to mark a creature you can see within 30 feet of you as your quarry, heightening your abilities against them. For 1 minute, or until the creature dies, you die, or you are incapacitated, the following conditions apply: • You learn the target's spellcasting ability (if it has one), and the level of the highest spell it can cast. • The first time each turn that you hit the target with a weapon attack, you can force the target to make a Wisdom saving throw. On a failed save, the target has disadvantage on the next spell attack that it makes. • You cannot be frightened or possessed by the target while you are conscious, and you have advantage on saving throws against being charmed by them. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest. ARCANE DEFENSE Starting at 7th level, your blood has developed an innate magical ward. When you are forced to make a saving throw for a spell or other magical effect, you gain a bonus to the roll equal to your Wisdom modifier (minimum of 1). SPELLBREAKER TECHNIQUE At 11th level, you have learned how to render magical effects useless. You gain the following abilities that you can use once per turn to augment your weapon attacks. Dispelling Strike. When you hit a creature that is under the effects of a spell or other magical effect with a weapon attack, the creature takes an extra 2d8 force damage and you can make a Wisdom check. The DC equals 10 + the spell or magical effectʼs level. On a successful check, the spell or magical effect affecting the creature ends. Disrupting Strike. When you hit a creature that is concentrating on a spell with a weapon attack, you deal an extra 2d8 force damage and force them to have disadvantage on the Constitution saving throw to maintain concentration. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest. INQUISITOR'S RESOLVE Upon reaching 15th level, your training as a Spellbreaker has reached its apex. While a creature is marked with your Mage Hunter feature, you get truesight against that creature and you are aware of their exact location as long they are within 300 feet of you. Additionally, When a spell or other magical effect reduces you to 0 hit points but does not kill you outright, you can instead drop to a number of hit points equal to your ranger level. Until the end of your next turn, you have advantage on saving throws against spells and other magical effects. Once you use this feature, you cannot do so again until you finish a long rest. 86


PART 11: ROGUE RUINS EXPLORER You have learned the skills to seek out treasure deep beneath the sea. You are at home searching through the reef-encrusted bellies of long-lost galleons, or sneaking through the decks of a barnacle-ridden ghost ship. Using a combination of natural magic and strong swimming, you find yourself easily able to find these longlost wrecks- and to survive the dangers within. SPELLCASTING When you reach 3rd level, you gain the ability to cast spells. See chapter 10 of the player's handbook for the general rules of spellcasting and chapter 11 for the druid and ranger spell list. Cantrips. You learn 3 cantrips of your choice from the Druid spell list. You learn another Druid cantrip of your choice at 10th level. Spell Slots. The Ruins Explorer table shows how many spell slots you have to cast your spells of first level or higher. To cast one of these spells, you must expend a spell 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 Detect Magic, and have a 1st-level and a 2nd-level spell slot available, you can cast Detect Magic with either slot. Spells Known of 1st-Level or Higher. You know three 1st-level druid or ranger spells of your choice, two of which must be from the Divination or Transmutation spells on the druid spell list. The Spells Known Column of the Ruins Explorer Spellcasting table shows when you learn more druid or ranger spells of 1st level or higher. Each of these spells must be a divination or transmutation spell of your choice, 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 of 1st or second 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 your druid or ranger spells with another spell of your choice from the druid spell list. The new spell must be of a level for which you have spell slots, and it must be a divination or transmutation spell, unless you are replacing a spell gained at 8th, 14th, or 20th level. Spellcasting Ability. Wisdom is your spellcasting ability for your druid or ranger spells, since you gain these spells through a connection with the wilds around you. You use your Wisdom modifier whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid or ranger 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 Ruins Explorer Spellcasting Level Cantrips Spells Known 1st 2nd 3rd 4th 3rd 3 3 2 – – – 4th 3 4 3 – – – 5th 3 4 3 – – – 6th 3 4 3 – – – 7th 3 5 4 2 – – 8th 3 6 4 2 – – 9th 3 6 4 2 – – 10th 4 7 4 3 – – 11th 4 8 4 3 – – 12th 4 8 4 3 – – 13th 4 9 4 3 2 – 14th 4 10 4 3 2 – 15th 4 10 4 3 2 – 16th 4 11 4 3 3 – 17th 4 11 4 3 3 – 18th 4 11 4 3 3 – 19th 4 12 4 3 3 1 20th 4 13 4 3 3 1 PILFERED MAGICAL SECRETS Due to your crafty mind and ability to manipulate basic magic, you can use Spell Scrolls and magic items from any class, although you still must meet the spellcasting level of a spell scroll or have to make a spellcasting ability check, using your Wisdom modifier as your spellcasting ability. Additionally, you can use your bonus action granted by your Cunning Action to use a spell scroll or activate a magical item with an activation time of 1 action. CAMOUFLAGED ALTERATIONS At 9th level, due to your manipulation of natural magic, you have learned to change yourself to fit your environment. You know the Alter Self spell, and it does not count against the Ruins Explorer spells you know. Additionally, when you cast alter self, you become camouflaged, gaining the effect described below. Camouflage. You blend into the environment around you. While you are not moving, you gain a bonus to your stealth checks equal to your spellcasting ability modifier, and you can attempt hide so long as no creature is actively looking for you, blending into the environment around you. This does not affect creatures who are not depending on sight to sense you. 87


INSTRUCTION At 13th level, after training heavily in the magics of foresight, you have learned when a creature will be vulnerable, and how to telepathically communicate that weak spot to an ally. When an ally within 30 feet of you attacks a creature you can see within 120 feet of you, you can use your reaction to grant the attack, if it hits, your sneak attack damage as if they were a rogue of your rogue level. They must have the regular prerequisites to add sneak attack damage (such as being hidden from that enemy or having another hostile creature adjacent to it). You can use this feature a number of times equal to your Wisdom modifier. You regain all uses of Instruction after a long rest. ARTIFACT SWIPER At 17th level, due to your extensive experience with finding and stealing magical artifacts, You have advantage on Sleight of Hand checks made to steal or pickpocket a magical item, spell scroll, potion, or other magical object, and can do so as a bonus action granted by your Cunning Action. Additionally, whenever you successfully steal a magical item, you can use your reaction to instantly end the ownerʼs attunement to the object (if any) and instantly attune yourself to the object (if required). When you attune to an object in this way, you instantly know how to use the object or artifact, although if it is an object that requires Awakening, it is attuned Dormant to you. If you already have three objects attuned to you, you can designate one to un-attune to once succeeding with this ability. You do not reveal curses in objects by attuning in this way. 88


TRAPMASTER Sen's Fortress is a maze of dart traps and swinging axes that has confounded travelers for centuries. Although most find the place distasteful, some rogues found themselves fascinated with its design and construction. These are the Trapmasters, rogues who use both magical transmutation and ingenious invention to create traps for thier foes on the battlefield. Oftentimes these rogues travel with adventuring parties not just to disarm the traps they might come across, but to study them as well, so that they might advance their craft through them. BONUS PROFICIENCIES When you choose this archetype at level 3, you gain proficiency with tinker's tools and alchemist's tools. TRAP TRANSMUTATION You have learned to craft magical traps, and store them in small objects for later use. Whenever you finish a long rest, you may choose to infuse any Trap into an object no larger than a 5 foot cube that is within 5 feet of you at the end of your rest. When it is activated, the object is destroyed and turned into the trap you infused into it. Any unused infused traps fade after completing a Long Rest, making the storage object mundane once again. You may select any of the Traps described below to infuse. You are able to infuse more objects with traps at higher Rogue levels, gaining one more at levels 6, 11, 15, and 18. Trap Save DC = 8 + your proficiency bonus + your Intelligence modifier Trap attack modifier = your proficiency bonus + your Intelligence modifier Arcing Blades. You infuse the essence of Senʼs famous pendulum blades. As an Action, you may speak a command word and throw the infused object up to a wall, ceiling, or floor within 20 feet of you. Then, arcing blades swing from that point in a 10 foot, 180° arc. Any creature who is in that arc when it is created, whenever they begin their turn there, or whenever they attempt to pass through it, they must succeed on a Dexterity saving throw or take your sneak attack value in slashing damage. The arcing blades last for 1 hour or until you dismiss them as a bonus action. A creature adjacent to the point of impact may use an action to attempt to disarm the trap with a Thieves' Tools (Dexterity) check against this Trap DC. Avaricious Beast. You learn an ancient art of creating artificial Mimics to protect your possessions. You infuse a small item with the potential for magically creating a mimic. You may only create one Avaricious Beast trap at a time. As an Action, you may place the item inside of a container or on an object no larger than a 5 foot cube. The trap is expended and, after six seconds have passed, it turns the container into a mimic for the duration. The mimic does not move or attack until opened or until a creature tries to pick its lock. You may only create one mimic per long rest. If you create a new mimic, any previous ones are dispelled and the container that they were disappear and itʼs contents drop to the ground. This mimic has several alterations to its statblock, as follows: • Its Hit Points equal 6 times your Rogue level. • Its AC is 10 + your Proficiency bonus. • Its escape DC equals your Trap Save DC. • Its damage die for all its attacks is 1d4. This increases to 1d6 at level 6, 1d8 at level 11, 1d10 at level 15, and finally 1d12 at level 18. Its attacks are all considered Trap Attacks, and can use your Trap Attack modifier to hit. The Mimic immediately folds back into its inanimate form once it cannot sense any living creature nearby. If the Mimic is slain, if 24 hours pass since enchanting the object, or if you dispel the mimic/object as an Action, the object disappears and any contents it may contain are left in its spot. You may only create one Avaricious Beast trap. Chill Claws. Hidden in the Grand Archives are many secrets the Scholars of Lothric wish hidden away, and they created this enchantment to ensure they do so. As an Action, may speak a command work and throw your stored object at a point within 20 feet of you, which has an indiscernible blue light emanating from the ground at that point. The trap remains for 24 hours there until a creature activates it, which it then remains for 1 minute longer. Any creature who enters within 10 feet of the point or who starts their turn there must succeed on a Wisdom saving throw as spectral hands shoot through them. On a failure, they take necrotic damage equal to 1/2 your sneak attack die (rounded down) and are cursed. While cursed in this manner, they have disadvantage on any ability checks until the end of their next turn. Sealed Frostbite. Irithyll of the Boreal Valley was home to a cryomancer of the Painted Worlds who coveted his secrets, creating these traps to freeze those who may attempt to steal from him. As an Action, you can speak a command word on the stored object and throw it at a creature within 20 feet of you. It bursts into a vortex of freezing air around that creature. It must succeed on a Constitution saving throw or take cold damage equal to your sneak attack die and be frostbitten for 1 minute. While frostbitten in this way, the creature cannot use reactions. A creature can attempt this saving throw at the end of each of their turns, ending the effect on a success. The effect ends if they take any fire damage. Loaded Arrows. Sen created many arrow traps in his fortress, and they were copied by other trapmakers later. As an Action, while you are within 60 feet of your stored trap, you may speak a command word to activate the trap. The trap launches arrows at creatures within 120 feet of it that you can see. 89


It fires up to 3 arrows, targeting them at either the same creature or to different creatures in any combination. Make a Ranged Trap Attack or each of them, dealing 1d6 + your Intelligence modifier piercing damage on each arrow hit. If yourself or an ally is within 5 feet of the target or it otherwise fulfills a sneak attack requirement, you can deal sneak attack with this attack. CREATOR'S FAMILIARITY Beginning at 9th level, you have mastered your own traps and can assist your allies avoid them. Whenever you or any allies within 30 feet of you are subjected to a saving throw by your own trap, you have advantage on the saving throw. Additionally, your own Trap Attack Rolls made against you or any allies within 30 feet of you are also made at disadvantage. MECHANICAL MARK Beginning at level 13, if you or any ally within 10 feet of you would take damage from a saving throw caused by a trap, they instead take half damage on a failure and no damage on a success. Additionally, you can learn certain creator's traps. Whenever you disarm a trap created by someone other than yourself, you learn that creator's mark. Whenever you search for traps, you automatically succeed if the trap is created by that same creator. TRAPMASTER'S AMBUSH At level 17, your traps can instantly destroy some enemies. Whenever a creature who is surprised hit by your Trap Attack roll, that attack roll is a critical hit. Additionally, whenever a creature who is surprised succeeds against your Trap Attack DC, it still takes half damage. 90


ACROBAT Trained by circuses, certain temples, and the odd organization of criminals (or vigilantes), the archetypical Acrobat is light on their feet and incredibly agile, able to tumble, somersault, and walk across tightropes with ease. The skills of a gymnast find a myriad of applications in the adventuring world, so whether it be for dungeon diving, catburgling, or brawling in a busy tavern, acrobats are always great to have on your side. NATURAL ACROBAT Starting at 3rd level, you have proficiency in the Dexterity (Acrobatics) skill if you did not already have it, and you have advantage on ability checks made using this skill on your turn. Additionally, when you are prone, standing up uses only 5 feet of your movement. ADVANCED TUMBLING At 3rd level, you can move through the space of any creature without it costing extra movement. Once you have moved through a creature's space, that creature has disadvantage on opportunity attacks against you until the end of your turn. DEATH FROM ABOVE At 9th level, you have resistance to damage from falls. If you land on a creature's space at the end of a fall and take the Attack action, you have advantage on your attack roll and you deal an additional 1d6 damage for every 10 feet you fell, up to a maximum of 6d6. Only melee weapon attacks can benefit from this feature. FREERUNNING Starting at 13th level, you ignore difficult terrain and climbing no longer halves your movement. You can spend up to half your movement speed on your turn climbing even difficult surfaces (such as vertical walls) without making an ability check. PEERLESS DODGE By 17th level, you are so nimble you can use your reaction to take no falling damage from falling any distance shorter than 100 feet. Additionally, you can dodge almost anything. When a creature you can see damages you with a spell, you can use your Uncanny Dodge to halve the spell's damage against you. 91


CUT-THROAT You've learned to fight dirty whenever you can, and that villainy—for better or worse—can open more doors than it closes. Yours is a walk of life shared by Thievesʼ Guild enforcers, untrained brawlers, highwaymen, and crooked mercenaries. Quick thinking, versatility in action, and utter ruthlessness help you to shine in a skirmish, as well as corral strangers in the social world. QUICK WITTED Starting when you select this archetype at 3rd level, you are always prepared for trouble. You canʼt be surprised while conscious, and gain proficiency with improvised weapons. In addition, clubs, light hammers, maces, sickles, and improvised weapons become finesse weapons for you. DIRTY TACTICS Also at 3rd level, whenever you land a Sneak Attack on a creature within 5 feet of you, you can activate a Tactic (listed below) before rolling for damage. To do so, you must forgo rolling a certain number of your Sneak Attack dice (based on the Tactic chosen), after which any remaining d6s are rolled for damage. When you activate a Tactic, you must execute it on the target of your Sneak Attack and you cannot use more than 1 Tactic per attack. You can only use Tactics with costs that donʼt exceed the number of d6s youʼd normally roll for a Sneak Attack. For example, at 3rd and 4th level, you can only use Tactics which cost 2d6 or less. If you wish to use a Tactic when you score a critical hit, double the amount of Sneak Attack dice to be rolled for damage first. Then, subtract the Tacticʼs d6 cost from this total. Your Tactics may force a creature to make a saving throw. If so, the DC is 8 + your proficiency bonus + your Strength modifier or your Dexterity modifier (whichever is higher). BULLY At 9th level, you develop a flair for exploiting the panicked. Using your Cunning Action, you can make a Charisma (Intimidation) check contested by the Wisdom (Insight) check of a creature within 30 feet of you. On a success, that creature becomes frightened of you until the end of your next turn or until you and the target are more than 30 feet apart. You can use your Sneak Attack against frightened creatures without having advantage on your attack rolls. You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain any expended uses each time you finish a long rest. ADAPTIVE DEFENSE From 13th level, you more quickly adapt to strategies. After failing a saving throw caused by a creature, you have advantage on the next saving throw caused by that creature that uses the same ability score. You cannot benefit from this feature against the same creature more than once per short or long rest. EXPERT MISCREANT By 17th level, you have mastered every dirty trick in the book. If a creature succeeds on its saving throw against one of your Tactics, you can recover the d6s you spent to activate it. When you do so, you can use another Tactic as part of the same action or reaction, or roll the d6s for Sneak Attack damage. You have two uses of this feature, and you regain any expended uses when you roll for initiative. Tactics The tactics are presented in order of sneak attack dice cost. Throat Chop (costs 1d6). You attempt to crush a creatureʼs windpipe, forcing it to make a Constitution saving throw. On a failed save, until the start of your next turn, the targetʼs next saving throw to maintain concentration is made with disadvantage, and it can only speak falteringly. Wound (costs 1d6). You try to cause a creature greater long-term harm, leaving it bleeding for 1 minute or until it is healed magically. At the start of each of its turns while bleeding, the targetʼs maximum and current hit points decrease by 1 due to blood loss. By succeeding on a Medicine check against your Tactic DC as an action, the target or one of its allies can stem this bleeding. You can spend additional d6s on this Dirty Tactic beyond its normal cost, increasing the hit point decrease by 1 per d6 spent. Hobble (costs 2d6). You attempt to hit a creature with a hobbling blow, forcing it to succeed on a Constitution saving throw or have its movement speed reduced by 10 feet until the start of your next turn. During this time, the target cannot use the Dash, Dodge, Help, Search, Ready or Use an Object actions, nor can it take reactions. Goad (costs 3d6). You attempt to draw a creatureʼs ire by infuriating it, forcing it to make a Wisdom saving throw. On a failed save, it has disadvantage on its attack rolls against creatures other than you until the start of your next turn. Trip (costs 4d6). You attempt to trip a creature that is Large or smaller, forcing it to succeed on a Strength saving throw or fall prone. Maim (costs 5d6). You attempt to cripple a creature, forcing it to succeed on a Constitution saving throw or drop whatever it's holding in an appendage of your choice. The target cannot use that appendage in any way until the end of its next turn. Eye Gouge (costs 6d6). You attempt to curtail a creatureʼs vision by any means necessary, forcing it to succeed on a Dexterity saving throw or be blinded until the start of your next turn. 92


DIVINE AGENT Not all priests are clerics. Not all problems can be solved by prayer and preaching. Sometimes a more subtle touch is needed to steer the world as the faith dictates, and that is the roll of a Divine Agent. A blade in the night that commits the lesser evil for the greater good, or a quick end to someone that sniffed too close a cult's business, both could be the work of these divinely guided rogues. SPELLCASTING When you reach 3rd level, you gain the ability to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 11 for the cleric spell list. Cantrips. You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level. Spell Slots. The Divine Agent 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 spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st level spell command and have a 1st level and a 2nd level spell slot available, you can cast command using either slot. Spells Known of 1st-Level and Higher. You know three 1st-level cleric spells of your choice. The Spells Known column of the Divine Agent Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be an abjuration or divination spell of your choice, 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 of 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 cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or divination spell, unless youʼre replacing the spell you gained at 8th, 14th, or 20th level from any school of magic. Spellcasting Ability. Wisdom is your spellcasting ability for your cleric spells. 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 Divine Agent Spells Rogue Level Cantrips Known Spells Known 1st Level 2nd Level 3rd Level 4th Level 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 CONSECRATION Beginning at 3rd level, at the end of a long rest, you can turn flasks of water into Holy Water through a special ritual. You can create a number of flasks of holy water this way equal to your proficiency bonus. Any flasks created this lose their divine power when you complete your next long rest. You can throw Holy Water using the bonus action granted by your Cunning Action, and it counts as a ranged weapon you have proficiency with. Alternatively, you can use your Cunning Action to apply Holy Water to a weapon you are carrying. When you do so, your Sneak Attack damage becomes radiant damage for 1 minute. BENEDICTION Starting at 9th, if you have no holy water from your Consecration feature when taking a short rest, you can use your Consecration feature to create a flask of Holy Water. PURIFICATION At 13th level, you can pierce the veil of treachery around your foes. If a creature within 60 feet is shrouded from your sight by a spell or magical effect (such as illusion, magical darkness, or invisibility), as a bonus action, you can make a Wisdom (Perception) check against the caster's spell save DC to see through the effect until the end of your turn. CONVICTION Starting at 17th level, 1st-level cleric spells you cast do not require concentration to maintain. 93


MEDIC A different cut entirely, few things phase a rogue that has spent time seeing the worst that the battle field has to offer - roper bites, dragon burns, acid sprays and worse - and their in depth knowledge of anatomy can cut both ways on the battlefield. It would be unwise to underestimates the deadly precision of a medic, for cutting things open was never the hard part of their job. Medics tend to be fastidious and educated, but where their moral compass points can vary widely on what brought them to their calling. PARAMEDIC PROCEDURES When you choose this archetype at 3rd level, you gain proficiency in the Medicine skill. If you already have proficiency with Medicine, you can choose to gain proficiency in one of History, Nature, or tool proficiency with the Herbalism Kit. Additionally, you can use the bonus action granted by your Cunning Action to use a make a Wisdom (Medicine) check, administer or consume a Healing Potion, or use a Healer's Kit. When you use a Healer's Kit, the target regains additional hit points equal to your Wisdom modifier. ANATOMICAL ASSESSMENT Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Wisdom (Medicine) check targeting a creature to access its weaknesses. The DC is equal to the target's AC. You have advantage on this roll against humanoid creatures, and disadvantage against constructs and elementals. If you succeed, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll. This benefit lasts for 1 minute or until you successfully use this feature against a different target. FIELD CARE Starting at 9th level, during a short rest, you can clean and bind the wounds of up to six willing beasts and humanoids. If a creature you choose spends a Hit Dice during this rest, the first Hit Dice it expends is replaced by the maximum value of that die. MEDICAL PRODIGY Beginning at 13th level, you've incorporated a wider range of solutions to cures, to the point where your ability to cure patients borders on supernatural. You can make a Wisdom (Medicine) check on a creature within 5 feet to cure it of blinded, deafened, paralyzed, or poisoned conditions. If the condition was the result of failing a saving throw, the DC of the check is equal to the DC of the saving throw. Otherwise the DC is 10. ANATOMICAL EXPERTISE When you reach 17th level, when you attack a target that you have succeeded on an Anatomical Assessment of, you can use that knowledge of their weakness to identify where stabbing them would do the most damage. When you hit with a melee weapon attack against the target, you can inflict one of the following conditions: • Legs. You cripple the creature's locomotion, reducing its movement speed by half. • Neck. You open a critical artery, causing it to take 4d4 piercing damage at the start of its turns. • Eyes. You strike the creature's eyes. The target is blinded. At the end of a crippled creatures turns, it makes a Constitution saving throw (DC 8 + your Wisdom modifier + your proficiency bonus), ending the condition on a success. Once a creature has saved against a wound type, they are immune to that wound type for 24 hours. You can do this a number of times equal to your Wisdom modifier and you regain expended all uses when you complete a long rest. 94


NINJA Lurking in high mountaintop temples, darting amongst forest foliage, or haunting abandoned streets, a ninja is an elite rogue who has undergone intense training focused on stealth, infiltration, and survival. Some ninjas hire out their skills as mercenaries, but most owe fealty to a clan, and wander the world under specific directives from their leaders. KI When you adopt this archetype at 3rd level, you learn to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. You have a number of ki points equal to half your rogue level, rounded down, which you can use to fuel special techniques. This pool of ki points is cumulative and adds together with any other ki points from other classes or features. When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. NINJUTSU Also at 3rd level, you learn the arts of the ninja. You can use your Cunning Action to make an unarmed strike. Your unarmed strikes deal 1d4 damage and you can use Dexterity instead of Strength for the attack and damage rolls. Furthermore, you can make Sneak Attacks using unarmed strikes in addition to finesse and ranged weapons as long as you meet the other requirements of that feature. You also gain the following Ki abilities: • Distract. Once on each of your turns, you can spend 1 ki point to distract a creature you can see within 5 feet of you. You have advantage on your next attack roll you make against this creature before the end of your turn. • Smoke Bomb. As an action, you can expend 1 ki point to cast the spell fog cloud. IMMACULATE FOOTWORK At 9th level, you are supernaturally fast and precise in your movements. When you use the Dash action on your turn, you may expend 1 ki point to increase the movement it provides by 15 feet. For the duration of the turn you may move up, down, and across vertical surfaces without requiring an ability check, and also treat the surface of any fluid as if it were solid for the purposes of movement. Choppy water or similar may be treated as difficult terrain, and fluids that would cause damage (such as acid or lava) will still cause damage on contact. If you end your movement while standing on a vertical surface or fluid you cannot normally stand on, you begin falling or sinking at the start of your next turn unless you immediately take the Dash action and expend ki on this ability again at the start of that turn, and move at least 10 feet during the turn. ROOFTOP PERCH At 13th level, you travel the heights of the world without fear. You have advantage on Dexterity (Acrobatics) checks to balance on any footing, and you can attempt to Hide from creatures more than 10 feet below you even if you are not otherwise in cover. You have advantage on your Dexterity (Stealth) checks when you attempt to Hide in this way. Additionally, you can use an action and spend 2 ki points to magically become invisible for up to 1 minute. The condition ends early if you attack or cast a spell. SHADOW WARRIOR When you reach 17th level, you are almost impossible to detect, even in the middle of combat. If you take an action that would normally cause you to stop being invisible or be revealed from hiding, you can spend 1 ki point to maintain your invisibility or remain hidden. 95


PART 12: SORCERER HEXBORN ORIGIN Sorcerers are magically sensitive people, attuned to the flow of magic around them. Unfortunately, when the Dark begins to take hold in an area, it often comes out in these Sorcerers, known as Hexborn or simply Children of the Abyss, fuel their Sorceries with necromantic, shadowy power. Something about these souls attracts small black sprites known as Humanities, which the Dark Sorcerer can command to curse their foes. DARK BRINGER When you choose this origin at 1st level, you have become more attuned to the forces of the Dark. You can read, speak, and write Abyssal. Additionally, you may use a Bonus Action to darken a Sorcerer spell you know, granting it the Dark sub-category until the end of your next turn if it did not already have it. This changes the superficial appearance of any Sorcery spell cast, and changes any damage dealt by the spell to necrotic damage. HUMANITY COMMAND At 1st level, you have control over small, black humanity sprites that nestle into your chest. You have control over humanities equal to 1 + your Charisma modifier. As a bonus action or as part of a bonus action that uses Sorcery Points, you may expend a single humanities to create a certain effect, choosing from the list below. If you expend another humanity, any lingering effects from the previous humanity ends. You regain all expended humanities after completing a long rest. Empowered Dark. For the next minute, whenever you deal necrotic damage with a Sorcery spell, you can choose to treat any 1s rolled on the damage die as 2s. The effect then ends. Shield of Shadow. For the next minute, whenever you are targeted by an attack, you can use your reaction to grant it disadvantage. The effect then ends. Dark Edge. As part of the bonus action that expends this Humanity, you may strike you with a sword of shadow. Make a melee spell attack, dealing 1d6 + your Charisma Modifier necrotic damage. GNAWING HUMANITY Beginning at level 6, whenever you expend a humanity to activate one of your Humanity Command, you may choose a single creature within 30 feet of you. The expended humanity darts out towards the creature and begins to gnaw at its soul. The target must succeed on a Constitution saving throw. On a failure, they have disadvantage on the next saving throw they make before the end of your next turn. LASTING HUMANITIES At 14th level, your humanities linger for longer, allowing yourself to use them more often. You can use any single use of Empowered Dark or Shield of Shadow twice before the effect ends yourself. Whenever you use Dark Edge, you may make an extra Dark Edge attack as a bonus action on your next turn. CONSUME SOUL At 18th level, you can cause humanities to totally consume a the soul they are gnawing on. When a creature fails on the Constitution Saving Throw from your Gnawing Humanity feature, you can expend up to 5 Sorcery points to deal 1d8 necrotic damage per Sorcery point expended. You then gain temporary hit points equal to the amount of damage dealt. 96


SALTBORN ORIGIN An organic power runs through your veins, one inexplicably linked with the grand oceans. Your innate magic is directly related to the oceanʼs soul in your veins, connecting you with a large network of organisms that can be overwhelming to some. Your body acts as a closed ecosystem, magically inhabited by thousands of coexisting algae and microorganisms who grant unprecedented magical recovery, as well as the ability to manipulate the internal functions of other organic creatures around you. MAGICAL ECOSYSTEM Your body is flowing with small, magical microorganisms that constantly keep you in top health, making you immune to disease and resistant to poison damage. You gain one or more physical aspects of your body which betray this fact, such as your skin being a slightly green color, your eyes changing color constantly, or instead of hair, you grow as a plant-like algae on your head. Additionally, your body regenerates your lifeforce at a surprising rate while resting. When you roll Hit Dice to regain health while taking a short rest, you can reroll any number of die once and you must use the second number. INFECT LIFE Your kinship with the smallest form of life allows you to infect and manipulate the bodies of others. When you hit with a spell that requires a melee spell attack, you can use a bonus action to begin to manipulate their internal functions. For the next minute, the designated creature has disadvantage on all Constitution saving throws and any saving throw forced by a spell you cast. You can only have one creature infected by this ability at a time. This ability has no effect on constructs or undead, and it does not affect creatures who are immune to disease. BEACON OF LIFE At 6th level, your body begins to stitch itself back together at an incredible rate. Whenever you end your turn after casting a spell of 1st level or higher on your turn, and you do not have all your hit points, you regain a number of hit points equal to half your Sorcerer level, rounded down. This ability does not occur if you are poisoned or if you unconscious. When you regain hit points due to this ability, you can spend 2 Sorcery points to have a number of creatures no greater than your Charisma modifier that you choose within 30 feet of you gain temporary hit points equal to the hit points you just recovered. AURA OF INFECTION At 14th level, your reach extends to the microorganisms in the air or water around you. If you hit a creature with a ranged spell attack, you can designate them as infected as with your Infect life feature. If a creature would be immune to infection due to immunity to disease, you can spend 2 Sorcery points to infect them anyway. Additionally, any creature you designate who enters within 10 feet of you or begins their turn within 10 feet of you must make a Constitution saving throw or become poisoned for 1 minute. They can remake this saving throw at the end of each of their turns, the effect ending for them on a successful save. Once they succeed on their saving throw, they are immune to this ability for the next 24 hours. This ability has no effect on constructs or undead, and it does not affect creatures who are immune to disease. You must be conscious for this ability to take effect. UNSTOPPABLE PANDEMIC At 18th level, you have learned to manipulate the microorganisms in the air to craft an unstoppable pathogen. You can now designate any creature as a target for your Infection, even if it is immune to disease, or even if they are constructs or undead. When your spell deals damage to a creature who is infected, you can spend 3 Sorcery points to force the creature to make a Constitution Saving throw or take maximum damage on any damage dice rolled against them from the spell. You may only spend sorcery points in this fashion once per turn. 97


ARCANE SOUL ORIGIN Some people are born inherently magical, recognized from childhood for their unusual nature. With such a potent source of magic imbued within them, strange, unpredictable events occur in their wake. Many paths can lead to such a fate. An alchemical attempt to raise the dead could leave the subject forever changed, implanted with a magical heart overflowing with power. Or, a creature could be born with an elemental spark within them, suffusing them with ceaseless energy. However it got there, within every arcane soul sorcerer is a pulsing source of neigh boundless power that they struggle to control. ARCANE SOUL ORIGIN SPELLS Sorcerer Level Spells 1st magic missile 3rd nystul's magic aura 5th dispel magic 7th dimension door 9th wall of force RAW MAGIC When you choose this origin at 1st level, you learn the prestidigitation cantrip and you can cast the detect magic spell at will, without expending a spell slot. Additionally, your soul can serve as your Arcane Focus. You can ignore any material components of your sorcerer spells that lack a cost and aren't consumed by the spell. OVERCHARGED MAGIC Starting at 6th level, you gain resistance to force damage. You also gain the Empowered Spell metamagic option, or another metamagic if you already have it. When you modify a spell that deals damage with your Metamagic options, you can add your Charisma modifier to one damage roll of that spell. ARCANE FUEL At 14th level, when you cast dispel magic and remove a magical effect, you regain up to two expended sorcery points as you draw in the remnants of the broken magic. Additionally, you can use a reaction when you would take force damage to absorb the magical energy of the attack. Instead of taking damage, you regain a number of hit points equal to half the damage of the attack, before resistances. Once you regain hit points with this ability a number of times equal to your Charisma modifier, a long rest is needed before you can do so again. STRENGTH BENEATH THE SKIN At 18th level, you can tap the power that surges through your blood to replenish your magic. As a bonus action, you can expend a Hit Dice and regain Sorcery Points equal to the number rolled + your Charisma modifier. Once you do this, you cannot do so again until you complete a long rest. 98


FEY LINEAGE ORIGIN Your magic is influenced by the changeable nature of the feywild, and your powers shift with the seasons themselves. ONE WITH NATURE Starting at 1st level, you gain proficiency in the Nature skill and you learn the druidcraft cantrip. SEASONAL SPELLS At 1st level, choose a season to attune yourself to. You gain the cantrip from the attuned season. You prepare a number of spells from the associated spell list equal to your proficiency bonus of a level for which you have spell slots. They count as sorcerer spells for you. You can change your prepared spells, and the season you are attuned to when you finish a long rest. Autumn Spell Level Spells Cantrip gust 1st feather fall, zephyr strike 2nd gust of wind, warding wind 3rd create food and water, wind wall 4th blight, death ward 5th control winds, creation Winter Spell Level Spells Cantrip frostbite 1st armor of agathys, ice knife 2nd moonbeam, snilloc's snowball swarm 3rd sleet storm, slow 4th control water, ice storm 5th cone of cold, hold monster Spring Spell Level Spells Cantrip thorn whip 1st entangle, goodberry 2nd lesser restoration, spike growth 3rd speak with plants, plant growth 4th aura of life, grasping vine 5th commune with nature, wrath of nature Summer Spell Level Spells Cantrip produce �lame 1st burning hands, searing smite 2nd scorching ray, heat metal 3rd blinding smite, daylight 4th �re shield, wall of �re 5th dawn, immolation ECOLOGICAL EMBODIMENT At 6th level, your chosen season grants the following benefits: Autumn. When you cast gust, you can push a creature that is Huge or smaller, and the distance you can push them increases up to 5 x your proficiency bonus feet. A target knocked prone or pushed by your sorcerer spells takes an extra 1d6 magical bludgeoning damage. This increases by 1d6 when you reach 9th level (2d6) and 17th level (3d6). Winter. When a creature within 30 feet of you moves at least 10 feet, you can use a reaction to force it to make a Dexterity saving throw against your spell DC or fall prone. Spring. When you cast a seasonal spell of 1st-level or higher, you regain hit points equal to your Charisma modifier. You can spend 1 sorcery point to also grant this same benefit to one other creature within 30 feet of you. Summer. When you cast produce flame, you can hurl it up to 60 feet, rather than 30, and produce flame deals extra fire damage equal to your Charisma modifier when you hit. SEASON'S ZENITH At 14th level your seasonal magic flares with the intensity of the peak of your season. Blessing of the Equinox (Autumn/Spring). Whenever you finish a short or long rest, you can either grant twice your sorcerer level + your Charisma modifier amount of temporary hit points (Autumn) or restore that number of hit points (Spring), divided as you choose among creatures that you can see within 30 feet of you. Blessing of the Solstice (Winter/Summer). Whenever you or a creature within 30 feet of you would take cold or fire damage, you can use your reaction grant resistance to that creature against the damage until the end of your next turn. In addition, once on each of your turns when you make an attack or cast a spell that deals cold damage (Winter) or fire damage (Summer), you can add your Charisma modifier to one damage roll of that attack or spell. AVATAR OF THE SEASONS Starting at 18th level, when you finish a long rest, you can prepare your seasonal spells from any season's spell list. You can spend 6 sorcery points as a bonus action to magically transform. For 1 minute, you gain the benefits of each season's Ecological Embodiment feature, and you can cast 1st or 2nd-level spells from any season's spell list at its lowest level without expending a spell slot. 99


HAUNTED ORIGIN Your innate magic comes from a past encounter with death. Most often, this origin is traced back to surviving an attack from an undead, such as a vampireʼs bite, a ghostʼs possession, or a specterʼs life drain. Or, it could have originated from an imperfect revival or near-death experience. Regardless of the way you attained this dark magic, it now dictates your life and greatly augments your power. HAUNTED ORIGIN SPELLS Sorcerer Level Spells 1st dissonant whispers 3rd pass without trace 5th vampiric touch 7th death ward 9th antilife shell NECROTIC AFFINITY Starting when you choose this origin at 1st level, your body becomes imbued with dark power. Your hit point maximum is increased by 1, and increases by 1 again whenever you gain a level in this class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can instead choose a necromancy spell from any classes' spell list, provided the spell is of a level you can cast. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. MEMORIES OF THE FALLEN Also at 1st level, you gain the ability to access the memories of the deceased. By performing a 1 minute ritual on a corpse, you can gain insight into how that creature died. If you already witnessed that creatureʼs death, you instead gain another random memory from that creature, as determined by your DM. This feature can only be used once per corpse. GHOSTLY BODY At 6th level, your body can slowly fade into invisibility. If you remain still for 1 minute while in dim light or darkness, you become invisible until you move, enter bright light, or use an action, bonus action, or reaction. Alternatively, you can use your bonus action and spend 1 sorcery point to activate this feature without waiting a minute, causing you to immediately become invisible. INCORPOREAL FIGURE Starting at 14th level, you have the ability to become temporarily incorporeal. As a bonus action on your turn, you can spend 2 sorcery points to become incorporeal, gaining the ability to move through objects as if the objects were difficult terrain, and you become immune to the grappled and restrained conditions. For the duration, your movement doesn't provoke opportunity attacks, and your speed is increased by 15 feet. The incorporeal effect ends at the end of your next turn. If you are inside an object when the effect ends, you are ejected to the nearest empty space and take 1d10 force damage. POSSESSION At 18th level, you gain the ability to take control of another creatureʼs body. As an action, you can spend 5 sorcery points to attempt to possess a creature of size Large or smaller within 5 feet of you. That creature must succeed on a Charisma saving throw against your sorcerer spell save DC or be possessed for up to 1 hour. On a success, you then disappear, and the target is incapacitated and loses control of its body, but not its awareness. While you are possessing a creature, you can't be targeted by any attack, spell, or other effect, and you retain your alignment, Intelligence, Wisdom, and Charisma scores. You otherwise use the possessed target's statistics, but you doesn't gain access to the target's knowledge, class features such as spellcasting and extra attack, or proficiencies such as skills and armor. The possessed creature can repeat the saving throw whenever it takes damage, ending the effect on a success. You may also end the effect using your bonus action. A target is immune to this feature for 24 hours after succeeding on the saving throw or after the possession ends. 100


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