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Published by uygufguuydadsdas, 2022-08-15 14:37:34

class collection v1.1

class collection v1.1

Class Collection

Middle Finger of Vecna

Edited By B

Roguish Archetypes

Rogues have many features in common, including their
emphasis on perfecting their skills, their precise and deadly
approach to combat, and their increasingly quick reflexes.
But different rogues steer those talents in varying
directions, embodied by the rogue archetypes. Your choice
of archetype is a reflection of your focus—not necessarily
an indication of your chosen profession, but a description
of your preferred techniques.

Scavenger

You are a wanderer of the junkyards and a forager of scrap.
Your skill and flexibility allows you to improvise almost
anything, and your propensity to horde useful items means
you will never run out of handy materials. You are a
student of the art of making things go boom. Your
knowledge stretches from the mechanical (timers and
detonators) to the alchemical (volatile compounds and
chemical chain reactions). This knowledge allows you to
craft and use small but powerful explosive devices which
you can lob at your enemies on the battlefield.

Bonus proficiency

t rd level you gain proficiency with alchemist s

supplies and medium armor if you do not already have

such proficiency. You also treat improvised weapons as

simple weapons for purpose of proficiency.

Bomb Maker Tickers are treated as improvised ranged weapons

tarting at rd level your superior skill with explosive
compounds allows you to create alchemical bombs
known as tickers. ticker is a small mechanical orb
filled with volatile chemicals. hen you attack with a
ticker it explodes dealing damage to any creature
around the detonation point.

ecause the chemicals used to create tickers are for purposes of proficiency. They have the thrown
unstable you can carry only a limited number of them trait and a range of . You can add either your
with you. You can carry a number of assembled ticker trength or exterity modifier to the attack roll when
bombs with you e ual to your exterity modifier plus half attacking with a ticker. ach ticker weighs pound.
of your rogue level. uring a long rest you can create a
number of tickers up to the maximum number you are f a ticker attack misses the ticker will land l d x
able to carry. You must have access to your feet away from its intended target exploding
alchemist s tools in order to create tickers. You must where it lands. oll d to determine the direction of
also have one vial of alchemical catalysts for each the miss
ticker that you wish to create.
icker Miss irec ion
Tickers are normally inert but are activated by using an
ob ect interaction in combination with your attack 3Qƒ;1’Qxm¸ xA¸ h¯¶¶¸
action when you throw the ticker. nce activated the ny„’K¸
ticker will explode on impact when it lands. ny„’K¸ :#Š’¸
:#Š’¸
Alchemical Catalysts ial ost gp ‹yž’L¸ :#Š“¸
‹yž’L¸
eight lbs. The raw materials used by cavengers ‹yž’L¸¤;Š’¸
¤;Š’¸
to create explosive ticker bombs catalysts are j ny„’K¸ ¤;Š’¸

chemicals that while individually stable produce

violent chemical reactions when mixed together in the

right proportions. ach ticker bomb that is created

by a cavenger re uires the e uivalent of vial of

catalyst chemicals.

The amount of damage done by a ticker you Coun o n imer

create depends on your ogue level as shown in t rd level and higher you gain the ability to rig a ticker
so that it explodes on a timer instead of on impact. s
the table below. Tickers deal their full damage an action you can activate the timer of a ticker in your
possession choosing a number of rounds between and .
dice to any creature within 5 feet of the device
nce programmed the ticker will detonate at the end of
when it explodes if they fail on a saving throw or your tum after the chosen of rounds has elapsed.
ticker on a timer can be disarmed by a successful disarm
half as much damage if they succeed. Targets 5-10 traps check with a e ual to ( your exterity odifier

feet away from the explosion take residual roficiency bonus)

splash damage which is reduced by one damage Fas c i a ion

die. The splash damage is further reduced by half tarting at th level a ticker does not use a bonus action to
activate. t can be activated and thrown as only an attack
again if the affected creature succeeds on a action on each of your turns.

saving throw. The type of saving throw rolled oo Comman

against ticker damage is determined by the damage hen you reach th level you have become so skilled at
placing your ticker attacks that you gain some control over
type of the ticker. The DC of a saving throw against where a missed attack will land. f you miss on an attack with a
ticker roll to determine the direction and distance of the miss
your ticker damage is equal to ( your exterity as normal. You can choose to reroll one of these results. f you
do so you must use the result of the second roll.
odifier roficiency bonus)
o a i e O er oa
For example, a ticker rated for 3d4 damage deals
3d4 (8) damage to any target within 5 feet of its hen you reach th level you gain the capability to overload your
detonation. The explosion also deals 2d4 (5) ticker bombs. n overloaded ticker has its damage and splash
splash damage to targets 6-10 feet away from the damage both reduced by one die but has an additional effect which
blast. This damage is halved if the affected is based on the type of damage that the ticker deals. You chose
targets succeed on their saving throw. whether a ticker will function normally or with an overload
capability before you make an attack with or activate a countdown
Sca en er icker ama e timer for that ticker. nce you have overloaded a ticker you cannot
overload another until you complete either a short or a long rest.
„OGU­ 3#i#F;¸
b;¡;c¸ as ny target damaged by the ticker that fails their saving throw
‹~d#ŠM¸ 3iF ¸ 3#i#F;¸š¨~; · ¸ `oy¥o¸ is poisoned. t the end of each of its turns a creature poisoned by
…4¸ the ticker can make another saving throw. The condition ends if the
œN¸ !" " A CA saving throw succeeds.
”N¸
”N¸
" ce ia y Thick black smoke fills a foot sphere around the
N¸ " " point where the ticker detonates. The smoke blocks line of sight
and anything inside of this area is heavily obscured. This smoke
N¸ " " lasts for ld rounds unless dispersed by a moderate or greater speed
!N¸ wind.
O¸ " " A C C
³´–O¸ " " CC a ny target damaged by the ticker that fails their saving throw
—O¸ is deafened. t the end of each of its turns a creature deafened by
’O¸ " " the ticker can make another saving throw. The condition ends if the
’O¸ " " saving throw succeeds.
²’O¸ " "
—O¸ " " st ny target damaged by the ticker that fails their saving
–O¸ " " throw has their movement speed reduced by half until the beginning
’O¸ of your next turn. oncussion. ny target damaged by the ticker
"O¸ " " C AC that fails their saving throw is stunned until the start of your next
O¸ " " turn.
" " C si e ny target damaged by the ticker that fails their saving
"
" throw takes additional ld acid damage at the start of each of its
turns. creature can end this damage by using its action to wash
" " A AA the acid off of themselves using a vial water or another suitable
" " li uid.


"
" he mal ny target damaged by the ticker that fails their saving
throw is blinded until the start of your next turn.
You chose the type of damage that the ticker will deal
when you create it. t rd level you know how to create
both gas (poison damage) and incendiary (fire) tickers.

t th level you also gain the ability to create frag
(piercing) and frost (cold) tickers. hen you reach th
level you learn how to create concussion
(thunder) tickers. t th level you gain the ability to
build corrosive (acid) tickers. inally at th level you
gain the ability to create thermal tickers (which deal

radiant damage).

icker Sa in ro ama e ype

𰬱­µ¸› _­¸ 3#l#I;¸š©€;¸ ‹#£QmI¸ šPƒx¦¸
J#Џ yRŠyo¸ 0yoŠ’W’ž’Qyo¸
Xu1;u9Q#„©¸ DQ„;¸ 3;§’;„Y’ª¸
E„#F¸ Q;„1QoF¸ 3;§’;„Y’ª¸
E„yŠ’¸ 0yd9¸ 0yvŠ’Z’ž’Qyv¸
0yv1 ŠŠQyo¸ šLžu9;„¸ 0yoŠ’W’ž’Qyo¸
0y„„yŠ[£;¸ (1Q9¸ 3;§’;„\’ª¸
šL;„i#g¸ ‡#9Q#u’¸ 0yoŠ’Q’ž’Qyo¸

Martial Archetypes

Different fighters choose different approaches to perfecting
their fighting prowess. The martial archetype you choose to
emulate reflects your approach.

Magitech Templar

The archetypical Magitech Templar is a warrior who
possesses a sophisticated suit of magical armor which can
be upgraded and modified, making them extremely
versatile and dangerous combatants. Some upgrades make
the Templar a towering machine of war, others a craven
shadow on the wall, and others still a flying mechanical
wonder, capable of firing beams of energy from his eyes
and palms. No matter the configuration, Magitech
Templars are a formidable force.

Magitech Armor

When you choose this archetype at 3rd level, you can
upgrade your armor into a suit of magic armor from your
church (or family, clan, king, or other organization as
appropriate for your character). arts of t e armor are
grafted to your ody and only you may wear it. You may
choose any type of armor that you are proficient with and
currently own. It is of masterwork quality, and w ile
you re wearing it, any critical it against you ecomes a
normal it. therwise it is typical of armor of that type. At
any time you may return to any church of your order, and
they will provide you with the facilities needed for you to
repair, improve,upgrade, or enchant it, though you must
still pay for materials and other associated costs if
necessary.

Magitech Armor is more powerful than a regular magic
item. n antimagic field or dispel magic suppress its
abilities, rendering it mundane masterwork armor until the
magic suppression ends. en dispel magic is cast upon
t e armor, you also lose any a ilities gained from

agitec pgrades for minute. When suppressed by an
Anti-Magic Field or similar effect, you lose any abilities
gained from Magitech Upgrades until t e effect disspears.

Magitech Upgrade

At 3rd level, you may select any two Magitech
Upgrades for which you meet the prerequisites.
You may not use one of the Upgrades selected as a
prerequisite for the other. You may select two additional
upgrade at 7th, 10th, 15th, and 18th level.

Magitech Upgrades apply only while you wear your
Magitech Armor. Upgrades that cast a spell require no
verbal or somatic components. ou are proficiency wit all
magitec upgrades if applica le. If an Upgrade calls

for a saving throw, the DC is equal to 8 + your
proficiency bonus + your Intelligence modifier.

Magitech Upgrades ama e Re uc ion

If a magitech upgrade has prerequisites, you must meet e e isi e e g ield
them to learn it. ou may cast protection from energy. ou must complete
a s ort or long rest efore using t is feature again.
bsorp ion S ie
aun ess
e e isi e e ded ields amage ed c i
e e isi e m ed i d
ou may cast gl e i l e a ili . ou must complete ile you wear your armor, you longer need to eat or
a long rest efore using t is feature again. sleep and are immune to magical sleep effects. ou are
also immune to eing poisoned.
Armored Mind
i e ack
our magical elmet protects your mind from intrusion.
ou have advantage on saving throws against being e e isi e peed p lsi
charmed or frightened and your t oug ts cannot e read. f you mo e at least feet downward efore ma ing a
melee attac against a creature, you a e ad antage on
Armor Sentience your first attack against that creature and may add your
proficiency bonus to that attack's damage.
Prerequisite: Armored Sense
Your armor gains a more complete sentience and gains the Ener y Reac or Core
ability to transfer some if its magical power into spells.
Your armor has charges. You can use an action and e e isi e p lsi m ed e ie ce
expend 1 or more charges to cast one of the following
spells from it: lightning bolt ( charges), magic missile our armor gains a magical energy source pro iding
(1 charge), protection from energy ( charges), or additional power to your ot er systems. ou may use
thunderwave (1 charge). ou can increase t e spell slot your flying speed for an unlimited period of time and
le el y one for eac additional c arge you e pend if w en you roll initiati e you regain armor c arge.
possi le. If you expend the armor's last charge, you may
take no actions for 1d4 rounds, after which the armor Energy Shield
regains 1 charge. Your armor regains 1d + expended
charges daily at dawn. You can cast shield. You can use this ability again after
taking a short or long rest.
Armored Sense
Evasion
Prerequisite: m ed i d
Your elmet ecomes fortified w ile gaining a limited Prerequisite: Speed and Stealth
sentience, and may alert you early to threats. You gain You gain the Rogue Evasion and Uncanny Dodge features.
darkvision and the effects of see invisibility with a range of
30 feet. You gain proficiency in t e Investigation and Explosive Energy
Perception s ills if you did not a e it and you cannot e
surprised. Prerequisite: Repulsor Rays
As an action, you can channel all of the energy of your
Armored Stability Magitech Armor into an explosive electrical attack. Each
creature within a 30 feet of you must make a Dexterity save.
While you wear your armor, you have advantage on ability On a failed save a creature takes 3d6 points of lightning
checks and saving throws against being moved or knocked damage for each point of your proficiency bonus, or half as
prone, such as from a Shove action or Trip Attack much on a successful one. After you use this ability you
maneuver. can take no actions for 1d4 rounds. You must complete a
short or long rest before using this feature again.
Barrier enera or
E en S ie s
e e isi e s p i ield
our armor is e uipped wit a de ice t at increases your e e isi e e g ield
defensi e capa ilities. ou no longer need to rest to re cast
p ec i m e e g . llies under t e enefit of your en you cast s ield, you may e tend your s ield to all
tend ields gain t e effects of your p ec i m allies wit in feet of you, pro iding eac of t em wit t e
e e g . dditionally you can cast s ield a num er of times same enefits until t e start of your ne t turn. f you mo e
e ual to your ntelligence modifier a minimum of once . from your current location, t e tend ields a ility ends.
ou regain all e pended uses w en you finis a s ort or f an ally mo es eyond t e feet of your space, t en t at
long rest. ally ceases to enefit from it.

Burrow Flame Thrower

While you wear your armor, you gain a burrow speed You can fire a stream of flame at your foes as an action.
equal to half your base movement speed. Each creature in a 15-foot cone from you must make
Dexterity saving throw. A creature takes 4d6 fire damage on
a failed save, and half as much damage on a successful one.
You must complete a short or long rest before using this
feature again.

Fros Missi e Mec a ransforma ion

s an action, you may fire a rost issile. e missile as a e e isite e ist ns t ti n
range of feet times your fig ter le el. a e a ranged Your armor can become a towering machine of war. As an
attac . f it its, t e missile deals d points of old action, for minute, your si e triples in all dimensions,
damage plus your ntelligence modifier, and t e target can and your weight is multiplied by . This growth increases
mo e only alf its ma imum speed until t e eginning of your si e by two categories from Medium to uge, for
your ne t turn. fter you use t is a ility, you must wait example. You also ha e advantage on trength checks and

round efore you can use it again. trength saving throws. Your weapons do not grow to
match your new si e, but your Power ist does. hile the
rea S ren Power ist is enlarged, your attacks with it deal double
damage. n addition, your armor is ortified as per the
our armor assists you in p ysical e ertion. ile you are Transmutation feature while you are enlarged. You must
wearing your armor, increase your trengt score y , to a
ma imum of . n addition, your lifting and carrying complete a long rest before using this feature again.
capacity is dou led.
P anar ap ion
In erpose
Choose a plane of existence other than the Material Plane.
our armor is so imposing t at enemies cannot ignore your You may move and act on that plane as if you were a
presence. ny space t at you occupy loc s t e line of sig t native, and do not take penalties associated with being a
and line of effect of any enemy attac on t e same or lower non-native to this plane. This upgrade requires DM
le el of ele ation as you. us t is gi es o ects and approval, as the cosmology of various game worlds vary
creatures total co er from effects t at re uire a straig t line
of effect t roug your s uare. riendly creatures t at are dramatically.
familiar wit your presence may target ot ers t roug your
s uare normally. nemies on ig er ele ation t en you Po er Fis
ignore t is effect, as do enemies t at are larger t en you.
our armor as a ower ist uilt into one of its arms,
Light Beams w ic is a one anded melee weapon t at deals d
damage, and cannot e disarmed. ou are proficient wit
As a bonus action, you may fire beams of light from your t e ower ist. ou may old or ot erwise manipulate a
eyes. The light beams have a range of 5 times your fighter weapon, s ield, or ot er o ect on t e same arm as your
level (max 60 feet). Make a ranged attack. If it hits, it deals
2d4 points of Fire damage plus your ntelligence modifier. ower ist, t oug you may not attac wit your ower
After you use this ability you may not use it again for 1d4 ist and use an o ect or weapon eld in t at and on t e
rounds. same turn.

i nin Cannon Propu sion

e e isi e isi a ceme pl si e e e g e e isi e peed
ile you wear your armor, you gain a fly speed e ual to
s an action, you create a eam of lig tning t at arcs your ase mo ement speed. ou may not ta e t e as or
isengage actions w ile flying. lying for more t an
toward a target of your c oice t at you can see wit in minute at a time drains your suit of power, causing you to

foot range. at creature must ma e a e terity sa e. n fall, after w ic you can ta e no actions for d rounds.

a failed sa e t at creature ta es d points of Repair

lig tning damage or alf as muc on a successful one. e e isi e e g ield amage ed c i
fter you use t is a ility you can ta e no actions for d t t e eginning of your turn, you eal a num er of ealt
points e ual to your proficiency onus if you a e no more
rounds. ou must complete a long rest efore using t is t an alf of your it points left. ou don t gain t is enefit

feature again. if you a e it points.

Repeating Crossbow

Your armor has a special repeating hand crossbow built
into one of its arms, which is a ranged weapon that deals
1d6 piercing damage, has range 30/120 feet, cannot be
disarmed, and possesses the Light weapon property. You
proficient with this weapon. You may hold or otherwise
manipulate a weapon, shield, or other object on the same
arm as your Repeating Crossbow (including a Power Fist).
Your armor contains an extradimensional space which can
store up to 100 bolts, and the repeating crossbow
automatically loads any stored bolt of your choice
automatically requiring no action.

Repu sor Rays ision En ancemen

e e isite e ist e e isite i t e s e ense
As an action, you can fire a number of rays equal to
your proficiency bonus. Make a ranged attack for You are considered to always be under the effects of ete t
each ray. These rays each have a range equal to
feet times you fighter level. f hit, a creature takes i . n addition, as an action you can focus upon an
d plus your ntelligence modifier force damage.
n addition, creatures hit by rays must make a ob ect or creature that you can see. You learn what

trength saving throw with a DC equal to times material s any structure or ob ect is made of. hen used
the number of rays that hit them. ach creature hit
makes only saving throw. n a failed save, a on a creature you learn all of the creature s esistances,

creature is pushed back feet. and eaknesses if any.

Spee a er Cannon

Your base speed increases by feet. e e isite n e te t ti n

Spi er C imb As a bonus action you may make a ranged attack. The

hile you are in your armor, you gain the effects ater Cannon has a range of feet per fighter level. f it
of s i e li b
hits, it deals d points of cold damage for each point of
S ea
proficiency bonus against your target plus your ntelligence
e e isite ee
hile you wear your armor, suffer no disadvantage modifier. The creature hit must make a trength saving
on stealth checks due to it and you may add double
your proficiency bonus to Dexterity tealth throw. n a failed save, the creature is knocked prone.
checks. You may also cast invisibility. After using
this, you cannot cast invisibility again until you After you use this ability, you must wait round before

complete a long rest. you can use it again. You may also use your ater Cannon

ransmu a ion to produce gallon of water per round.

e e isi e e is ebbin
s an action, you can c ange t e s ape and form of
your armor to assume t e appearance of a normal You can cast eb. You cannot use this feature again until
set of clot ing. ou can also ta e an action to you take a short or long rest.
ortify your armor for minute. uring t is
duration, you mo e at alf speed in your armor,
and a e resistance to ludgeoning, iercing, and
las ing damage. fter using t is, you cannot
ortify your armor again until you complete a long
rest.

Un er a er ap a ion

our armor is adapted to underwater tra el. ou no
longer need to reat , and are not effected y t e
negati e effects of spells and en ironments ased
on reat ing. ou gain a wim speed e ual to
twice your ase mo ement speed. ny attac s you
ma e are not penali ed for eing underwater.

Otherworldly Patrons Embedded Component

The beings that serve as patrons for warlocks are mighty At 6th level, you gain the ability to embed or attach
inhabitants of other planes of existence—not gods, but magitech components to yourself. You may select one
almost godlike in their power. Various patrons give their Embedded Component. You gain an additional component
warlocks access to different powers and invocations, and at 10th level and another at 14th level.
expect significant favors in return. Some patrons collect
warlocks, doling out mystic knowledge relatively freely or Eldritch Fist
boasting of their ability to bind mortals to their will. Other
patrons bestow their power only grudgingly, and might At 10th level, you have mastered using your battlefist to
make a pact with only one warlock. Warlocks who serve crush your foes. When you use an action to attack a
the same patron might view each other as allies, siblings, or creature with your battlefist, you may use the same attack
rivals. roll to cast an evocation cantrip targeting that creature.

The Machine Total Augmentation

You have surgically implanted into your chest the Heart of By 14th level, you are more machine than man. You gain
the Machine, a device of immense power that constantly immunity to being blinded, deafened, exhausted, or
bombards your body and mind with arcane energy and poisoned. In addition, you now have the Construct type
forbidden knowledge. This influx of energy can be instead of umanoid.
manipulated into spells or used to power magitech
enhancements similarly installed into your body.

The Heart of the Machine's mechanics are not entirely
well understood. While some claim a rational, scientific
understanding of its inner workings, others claim a
transcendent connection to The Machine – that it is a
powerful being, a construct of immense design that
embodies itself through those who carry the Heart.

THE MACHINE EXPANDED SPELLS

Spell Level Spells
1st detect magic, thunderwave
2nd darkvision, heat metal
3rd lightning bolt, nondetection
4th fabricate, locate creature
5th animate object, c ea i

Battlefist

When you select this patron at 1st level, you permanently
replace one of your hands (your choice) with a mechanical
battlefist. The battlefist is a one handed light melee
weapon that deals 1d8 ludgeoning damage, and cannot be
disarmed. You are proficient with the battlefist. You may
hold or otherwise manipulate a weapon, shield, or other
object on the same arm as your battlefist, though you may
not attack with your battlefist and use an object or weapon
held in that hand on the same turn.

\

Embedded Components

Arm Servos

Your arms have been infused with magitech components,
allowing you a burst of strength. Your Strength score
increases by 1, to a maximum of 20. As a bonus action, you
may increase your Strength score by 2 for one minute and
gain ad antage on trengt c ec s and sa es. Once you
use this component, you must finish a short or long rest
before you can use it again.

Armored Body

You have incorporated enough reinforcing materials into
your body to become somewhat resistant to physical
damage. Your armor class increases by 2, to a maximum of
20.

Cyber Brain

You have grafted a machine directly onto your nervous
system. You are immune to being charmed or frightened.

Fortify Skin

You have alchemically infused your skin with adamantine
fibers that toughen on command. You may use a onus
action to Fortify your skin for 1 minute. During this
duration, you move at half speed and gain resistance to
Bludgeoning, Piercing, and Slashing damage. After using
this, you must finish a short or long rest before you can use
it again.

Improved Battlefist

You have upgraded your battlefist to deal more damage.
Your battlefist is now deals 1d10 damage, is magic, and
you gain a +1 bonus to attack and damage rolls you make
using it.

Leg Servos

Your legs have been infused with magitech components,
allowing you to run longer and faster. Your movement
speed increases by 10 feet and your ump distance is tripled.

Overload Metabolism

As a bonus action, you can excite your artificial metabolism
to heal a number of hit points equal to 5 + your total level.
Doing this incurs disad antage to Strength and Dexterity
c ec s and sa es for 10 minutes. After using this ability,
you may not use it again until you complete a short or long
rest.

rcane ra i ions The connection to your constructs is taxing, and you
may not magically summon nor command any creatures
The study of wi ardry is ancient, stretching back to the while any of your constructs are active.
earliest mortal discoveries of magic. t is firmly established
in the worlds of D D, with various traditions dedicated to Mec anica Spi ers
its complex study. The most common arcane traditions in
the multiverse revolve around the schools of magic. At nd level, you can create mechanical spiders, requiring
expending a spell slot. You can create any number of
i ards through the ages have cataloged thousands of mechanical spiders in a short rest. ach mechanical spider
spells, grouping them into categories called schools. n requires Construct Point.
some places, these traditions are literally schools a wi ard
might study at the chool of llusion while another studies hen you cast a spell with a range of touch, any one of
across town at the chool of nchantment. n other your spiders can deliver the spell as if it had cast the spell.
institutions, the schools are more like academic Your spider must be within feet of you, and it must use
departments, with rival faculties competing for students and its reaction to deliver the spell when you cast it. f the spell
funding. ven wi ards who train apprentices in the solitude requires an attack roll, you use your spell attack modifier
of their own towers use the division of magic into schools for the roll.
as a learning device, since the spells of each school require
mastery of different techniques. Mechanical piders are spindly and frail, and never
sustain more than one hit before requiring repair.
Sc oo of Mec amancy
u oma ons
Mechamancers depart from the traditional realm of the
scholarly book-smart mages, in favor of a hands-on At th level, you can create weaponi ed automatons,
mechanical approach to their magic. xperts in tinker s requiring hour of work and expending a spell slot. hen
tools and engineering, practitioners of the chool of you expend a spell slot of nd level or higher to create your
Mechamancy use their magic to imbue mundane parts with automaton, its maximum hit points increase by , its
animation, creating totally obedient constructs that can be armor class increases by , and it gains a bonus to
repaired and disassembled. ith these constructs under damage on its attacks, for each slot level above st. You
their control, Mechamancers can reside some distance away must supply a simple, mundane, light weapon or a light
from the dangers of adventuring, while their creations crossbow to construct this construct. ach automaton
handle the mess. requires Construct Points.

En ineerin Sa an Automatons are short and walk on two stubby legs.
They do not have arms capable of manipulating ob ects,
eginning at nd level, you can create constructs that you and have instead a single weapon which takes up the bulk
can command. You can have a total number of Construct of their form.
points equal to your proficiency bonus ntelligence
modifier . Creating a construct requires using your Cons ruc Empa y
Tinker s tools and a supply of mundane parts kept with
your tools to build the mechanical body of the construct, eginning at th level, your connection to machines is
investing the required number of construct points in it, and second-nature. You gain advantage on ntelligence checks
expending a spell slot to transform it from mundane parts and spells cast against and related to machines and
into an obedient construct. nce you have expended a spell constructs.
slot to make a construct, you may not regain that slot until
the construct is disassembled or destroyed. ou gain C ock ork ni
proficiency in using in er ools. You can fully repair all
your constructs to full hit points using your Tinker Tools At th level, you may create a humanoid clockwork
during a short rest. knight, which can walk and wield weapons as humans do,
requiring hours of work and expending a spell slot. hen
Your constructs act on your turn, though they don t take you expend a spell slot of nd level or higher to create
actions unless you command them to. You may expend your clockwork knight, its maximum hit points increase by
your move or action to mentally command one or all of
your constructs to move or act in a way in which they are , its armor class increases by , and it gains a bonus to
capable. You may expend your reaction to allow one of damage on its attacks, for each slot level above st. ach
your constructs to make a reaction if is capable. clockwork knight requires Construct Points.

Clockwork knights are tall and powerful masterpieces
of machinery, capable of taking damage and crushing your
foes.

Mec anica Spi er

Small Construct, unaligned
Armor Class 10
Hit Points 1
Speed 20ft., climb 20ft.

STR DEX CON INT WIS CHA
6 (-2) 10 (+0) 12 (+1) 2 (-4) 0 (+0) 4 (-3)

Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened,
frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 7
Languages –

Spider Climb. The mechanical spider can climb difficult
surfaces, including upside down on ceilings, without
needing to make an ability check.

ACTIONS

Carry. The spider can pick up and carry or drop a single
object weighing no more than 5 pounds.
Electric Shock. Ranged Spell Attack: Its creator's spell
attack bonus to hit, reach 10 ft., one creature. Hit:
1 li htnin a a e.

u oma on C ock ork ni

Small Construct, unaligned Medium Construct, unaligned
Armor Class 12 Armor Class 12
Hit Points 10 Hit Points 20
Speed 20ft. Speed 30ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 12 (+1) 2 (-4) 10 (+0) 4 (-3) 18 (+4) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

Damage Immunities poison, psychic Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, Condition Immunities blinded, charmed, deafened,
frightened, paralyzed, petrified, poisoned frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft. (blind beyond this radius), Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 7 passive Perception 14
Languages – Languages –

ACTIONS Spell Immunity. The clockwork knight is immune to
three spells chosen by its creator. Typical immunities
Weapon attack. Melee Weapon Attack: Its creator's include fireball, heat metal, and lightning bolt.
spell attack bonus to hit, reach 5 ft., one creature. Hit:
damage dice and type as appropriate to the weapon ACTIONS
with which the automaton was built + 2.
Multiattack. The clockwork knight makes two
longsword attacks.
Longsword. Melee Weapon Attack: Its creator's spell
attack bonus to hit, reach 5 ft., one target. Hit: 16 (2d10
+ 4) slashing damage.
Thunderwave. The clockwork knight can cast
thunderwave as a 4th level spell centered on itself using
its creator's spell save DC.

Druid Circles Bonus Proficiencies

Though their organization is invisible to most outsiders, Beginning when you select this archetype at 2nd level, you
druids are part of a society that spans the land, ignoring are now capable of using and are proficient in wearing
political borders. All druids are nominally members of this armor and using shields made of metal.
druidic society, though some individuals are so isolated that
they have never seen any high-ranking members of the Streettalk
society or participated in druidic gatherings. Druids
recognize each other as brothers and sisters. Like creatures At 2nd level, you learn to speak like a long time urbanite.
of the wilderness, however, druids sometimes compete with You gain advantage on Intelligence (Investigation) checks
or even prey on each other. At a local scale, druids are to learn about a person or location in a city. In addition, you
organized into circles that share certain perspectives on have advantage on Charisma (Persuasion) checks made to
nature, balance, and the way of the druid. haggle the price of goods and Charisma (Deception) checks
made to lie to authorities.
Circle of Concrete
Streetwalk
Druids who join the Circle of Concrete don't make their
home in pristine forests or majestic mountains, but in the At 2nd level, moving through nonmagical difficult terrain
Cities. Scrounging for scraps and sleeping in alleys have costs you no extra movement. You can also pass through
made them experts in surviving in the heart of a metropolis crowds without being slowed by them, and have advantage
without a silver to their names. These druids are defenders on Dexterity (Hide) checks in cities. Finally, you can scale
of the downtrodden and avengers of the weak, living buildings as few can; climbing no longer costs you extra
among the poor and stepping up when they need a movement and you gain advantage on Strength
champion most. (Athletics) checks made to scale walls.

Urban Shape

At 6th level, you can emulate the forms of some
constructs. You can use your ild hape to transform into
a construct. You can transform into a construct with a
challenge rating as high as your druid level divided by
rounded down even if you have never seen such a
creature. Additionally, you have become adept at blending
into crowds and can cast disguise self at will without
expending a spell slot.

Streetwise

By 10th level, you are immune to the blights and dangers
of the city. You are immune to disease and to being
poisoned and have resistance on poison damage. rban
druids are masters at fighting in cramped uarters such as
city alleyways or narrow dungeon corridors. s long as you
are fighting in an area no wider than your space ( feet for
a mall or edium humanoid) you gain a to hit on all
attack rolls. dditionally if you makes a melee attack
against a target around a corner the target does not gain the
benefit of cover (unless the foe has total cover).

Informa ion Ne ork

pon reaching th level an urban druid establishes an
information network across any of the cities they visit.

hile in any of these cities the urban druid only takes half
the amount of time to gather the information they need and
has advantage on checks to find that information. n
addition if any event occurs in a city that would interest the
urban druid she may make an nvestigation check to learn
of any events that occurred. nowledge of such an event
reaches the urban druid s ears in d hours unless the urban
druid is in an area that cannot be reached by her contacts.

Primal Paths Great Swing

Rage burns in every barbarian’s heart, a furnace that drives him or At 6th level, while raging you may melee attack as many
her toward greatness. Different barbarians attribute their rage to creatures as are ad acent to you with a single attack action.
different sources, however. For some, it is an internal reservoir
where pain, grief, and anger are forged into a fury hard as steel. ake a single attack roll and compare that roll against
Others see it as a spiritual blessing, a gift of a totem animal. each creature s armor class. f t e war ul rolls a critical
it, only t e first creature suffers t e critical it. You
War Hulk cannot use xtra ttack if you make a great swing.

The War Hulk is a creature of the front-lines, swinging massive Rock Throwing
weapons and sweeping away smaller combatants in their fury. To
a War Hulk, strength is the only attribute that matters: Cunning is At 10th level, you ecome proficient at t rowing large
for the weak. Faith is for the weak. Speed is for the weak. Victory oulders. s an action you can hurl large boulders at your
and conquest is for the strong alone. This Path is a favorite of
Goliaths and Giants, who step easily into crushing smaller foes. This attack roll targets one creature, uses your
opponents. Strength modifier, instead of Dexterity, and deals 2d8 +
your Strength Modifier damage, with a range of 30/60
No Time to Think feet. This rock must be around 30 pounds.

When you select this path at 3rd level, strength comes above all Massive S ren
else. At 3rd, 6th, 10th, and 14th level, your Strength score
increases by 2. Your maximum strength score increases by . By 14th level, you can use your strength to try to tear a
creature apart. To do so you must already be grappling the
our carrying capacity including ma imum load and ma imum target creature. You can use the ttack action to make a
lift is dou led and when you make a running long ump the special melee attack and the creature must pass a
distance you can cover increases by a number of feet
e ual to your trength modifier. However, your great physical onstitution saving throw ( e ual to trength
might comes at the expense of mental fortitude. As such you modifier roficiency bonus). n a failed save the
suffer disadvantage on Intelligence, Wisdom, and Charisma ability creature takes damage e ual to (your trength score
checks and saving throws.
roficiency bonus) and receives an in ury on the lingering
in uries table.

Size
While the Path of the War Hulk can
be taken by members of any race,
the DM should limit access to this
path to races of appropriate size.
Gnomes and halflings, for example,
are poorly suited to throwing
boulders, but Goliaths and
Minotaurs are well suited to the
task.

To determine the nature of the in ury roll on
the ingering n uries table. This table assumes a
typical humanoid physiology but you can adapt
the results for creatures with different body types.

in erin In uries

N-ž y

# e s i e You are paraly ed. The in ury heals
if you receive magical healing.

(ž se a a m You can no longer hold anything with

that arm and you can hold only a single ob ect at a

time. agic such as the regenerate spell can restore

the lost appendage.
* se a le . Your speed on foot is halved and you

must use a cane or crutch to move unless you have a

peg leg or other prosthesis. You fall prone after using

the ash action. You have disadvantage on

exterity checks made to balance. agic such as the

regenerate spell can restore the lost appendage.

+ e le Your speed on foot is reduced by feet.

You must make a exterity saving throw after

using the ash action. f you fail the save you fall

prone. agical healing removes the condition.

, e i s henever you attempt an action

in combat you must make a onstitution

saving throw. n a failed save you lose your action

and can t use reactions until the start of your next

turn. The in ury heals if you receive magical healing

or if you spend ten days doing nothing but resting.

te al lee i Your hit point maximum is
reduced by d at the end of your turn.

f your hit point maximum drops to you die.

The wound heals if you receive magical healing.

lternatively someone can tend to the wound and

make a isdom ( edicine) check. n a

success the wound heals.

Bard Colleges

The way of a bard is gregarious. Bards seek each other out
to swap songs and stories, boast of their accomplishments,
and share their knowledge. Bards form loose associations,
which they call colleges, to facilitate their gatherings and
preserve their traditions.

College of the Mad God

In the middle of the night, you hear the music. Every time,
it begins the same way, rising from a low drone into a
deafening cacophony. The noise is maddening. In your
waking hours, your fingers learn to imitate this melody and
bring others to your level of psychosis.

Some attribute the dreadful nightmares to a curse or
stress, but you know better. You and others like you are
called nightly by the beating of vile drums and the thin
monotonous whine of accursed flutes, the sounds of a Mad
God who echoes the pandemonium of the universe, and
summons you to do something. You know not what.

Bonus Proficiencies

When you join the College of the Mad God at 3rd level,
you gain proficiency in one skill, which is selected for you
by the DM. Each night when you take a long rest, your DM
can change this selection.

Frenzied Strings

At 3rd level, you can play an insane tune that anguishes
creatures that hear it. As an action, choose a creature within

feet of you that you can see. That creature must make a
Wisdom saving throw, taking 2d6 psychic damage on a
failed save. You can expend a Bardic Inspiration dice to
cause t at creature to ecome frig tened of you until t e
end of your ne t turn. A deafened creature is immune to
this effect.

The number of creatures affected by this ability and it s
effects increases to two at 5th level, three at 11th level, and
four at 17th level.

Mad Melody

At 6th level, you can expend a bardic inspiration die as an
action to c oose a creature wit in feet of you t at can
ear you. at creature must ma e a isdom sa ing t row.

n a failed sa e roll a d and t e t e target is afflicted
wit a s ort-term madness for minute.

Cacophony

Starting at 14th level, as an action, you can create a
droning, deafening noise with your instrument. All
creatures within 1 feet of you that can hear you must
make a isdom saving throw. n a failed save they take

d psyc ic damage then roll a d for each creature and
they gain a short-term madness for minute. ach time you
use t is feature, you gain a long-term madness.

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Primal Paths Spell Fury

Rage burns in every barbarian’s heart, a furnace that drives Beginning at 6th level, weapons and magic are equally an
him or her toward greatness. Different barbarians attribute extension of your rage. When you attack recklessly, you
their rage to different sources, however. For some, it is an can choose not to take advantage on your attack and attack
internal reservoir where pain, grief, and anger are forged only once with your attack action to cast a spell as a bonus
into a fury hard as steel. Others see it as a spiritual blessing, action.
a gift of a totem animal.
Arcane Resistance
Path of the Rage Mage
t t le el as your rage boils in your blood, it disrupts
Few things are more terrifying than being in the path of a the flow of magical energy around you. hile raging, you
rage mage. Those who follow this path unlock something have advantage on all saving throws against spells.
deep within them, a well of arcane power fueled from the
depths of their fury. When a rage mage unleashes his rage, Eldritch Storm
he channels his brute strength into primal eldritch might
and uses it to devastate his foes in a hail of fire, blades, and tarting at t le el you can expel the might of your rage
blood. all at once to unleash a devastating storm of eldritch
magic. ou can end your rage early as an action, all
Spell Rage creatures within feet of you must make a Dexterity
saving throw. On a failed save, a creature takes 1d force
Beginning at third level, you can cast spells while in a rage, damage for each round you've spent in rage, or half as
as long as the spell’s casting time is no more than 1 action, much on a successful one. After you use this ability, you
the spell does not require concentration, and you are cannot use it again until you complete a short or long rest.
wearing no armor. Your rage damage applies only to
damage from spells cast in a rage from now on. In addition,
casting spells during rage counts as attacking for the
purposes of ending rage. See chapter 10 for the general
rules of spellcasting and chapter 11 for the wizard spell list.

Cantrips. ou learn two cantrips of your c oice from
t e wi ard spell list. ou learn an additional wi ard cantrip
of your c oice at t le el.

Spell Slots. The Eldritch Knight 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
be in a rage and expend a slot of the spell’s level or higher.
You regain all expended spell slots when you finish a long
rest.

Spells Known of 1st-Level and Higher. You know
three 1st-level wizard spells of your choice, two of which
you must choose from the evocation and necromancy
spells on the wizard spell list. The Spells Known column
of the Eldritch Knight Spellcasting table shows when you
learn more wizard spells of 1st level or higher. Each of
these spells must be an evocation or necromancy spell of
your choice, and must be of a level for which you have
spell slots.

Spellcasting Ability. Strength is your spellcasting
ability for your wizard spells. You use your Strength
whenever a spell refers to your spellcasting ability. In
addition, you use your Strength modifier when setting the
saving throw DC for a wizard spell you cast and when
making an attack roll with one.

1

Bard Colleges Persona Masks

The way of a bard is gregarious. Bards seek each other out Angel
to swap songs and stories, boast of their accomplishments,
and share their knowledge. Bards form loose associations, The image of an androgynous face with eyes serenely
which they call colleges, to facilitate their gatherings and upturned to the heavens forms this mask, carved from
preserve their traditions. flawless alabaster. When you hit a creature with a melee
weapon attack, you can expend one spell slot to deal
College of Masks radiant damage to the target, in addition to the weapon’s
damage. The extra damage is 1d8 for a 1st-level spell slot,
Bards in the College of Masks (or Masters of Masks, as plus 1d8 for each spell level higher than 1st, to a
they have come to be called) are virtuoso performers who maximum of 4d8. Beginning at 6th level, you may expend
practice becoming the figure they portray, rather than a Bardic Inspiration die as an action to heal a creature you
merely imitating them. Bards who practice in this college touch by the amount rolled plus your Charisma modifier.
come to believe that all life is performed, rather than lived, Your alignment appears to be lawful neutral while you are
and that to become an actor in this Great Play requires that wearing an Angel mask.
one merely put on the metaphorical mask of another.
Archmage
Because each person wears a mask every day, a Master
of Masks carries with him a number of masks, each a This mask of deep purple fluorite is sculpted in the image
potent magical artifact of a specific archetypical character of a heavily wrinkled old man. While wearing the mask of
or creature to allow them to better enter those roles. the Archmage, you have the spells i g a ds s ield
g ease, and magic missile prepared in addition to the spells
Bonus Proficiencies you have prepared. Beginning at 6th level, add s l s
magic a a and sc c i g a o your spell prepared. In
When you join the College of Masks at 3rd level, you gain addition at 6th level, you can expend a Bardic Inspiration
proficiency in Deception and Performance. If you are die as a bonus action to increase the save DC of a spell cast
already proficient in one of these skills you may instead by you by the amount rolled. You must finish a long rest
gain skill proficiency in another 1st level bard skill. before using this ability again. Your alignment appears to
be chaotic good while you wear the Archmage mask.
Persona Masks
Assassin
Also at 3rd level, you learn to craft potent magical masks,
each of which allows you to take on a different persona and Hardened black leather and metal clasps create the
gain some aspect of that archetypical character. disturbing aspect of the assassin. While wearing this mask,
you gain the Rogue Sneak Attack class feature with damage
At 3rd level, you gain the ability to create two masks of as a rogue of half your level. Beginning at 6th level, when
your choice. Creating a mask requires 8 hours of work and you make a melee attack against a creature who hasn't taken
100 gp. You may only use masks created by yourself. No a turn in combat yet, you can expend a Bardic Inspiration
one else (even another Master of Masks) can benefit from a die as a bonus action to increase your damage against that
persona mask you create. You may switch masks as an creature by the amount rolled. Your alignment appears to
action. be lawful evil while you wear an Assassin mask.

Hidden Mask Beast

At 6th level, you can craft 1 additional mask of your Bright, flaking warpaint streaks this battered wooden
choice. You wear a mask, even when others cannot see it. image of a snarling, fang-toothed wild man. While wearing
You may make a mask you wear become invisible, or this mask, you gain the Barbarian Reckless Attack class
return an invisible mask to visibility, as a bonus action. feature. In addition, beginning at 6th level, when you score
a critical hit with a melee weapon attack, you can expend a
Master of Many Masks Bardic Inspiration as a bonus action increase your damage
by the amount rolled. Your alignment appears to be true
At 14th level, you can craft 1 additional mask of your neutral while wearing a Beast mask.
choice. You have become a master of assuming the
archetypes contained within the masks, and may wear two Be o er
masks simultaneously, gaining the benefits of each.
great central ulging eye sits a o e a wide, toot y maw,
If your masks disagree for how your alignment appears, w ile small eyestal s crowning t e top of t is dar lue
for each alignment axis (good/evil or lawful/chaotic), your metallic mas . ile you ear t is mas you a e
alignment appears neutral. ad antage on sa es against spells. eginning at t le el,
w en a creature wit in feet of you casts a spell, you can
use your reaction to spend a ardic nspiration die to ma e
a melee weapon attac against t at creature.

2

rounds after using it. Beginning at 6th level, you may

expend a Bardic Inspiration die as a bonus action to gain

resistance to an energy type of your choice for a number of

rounds equal to the amount rolled. Your alignment appears

to be neutral evil while you wear a Dragon mask.

Faceless

Only a pair of empty eyeholes break this otherwise

featureless oval, porcelain mask. While you wear this

mask, you can cast al e sel at will, wit out e pending

a spell slot. Beginning at 6th level, you can spend a Bardic

Inspiration die as a bonus action to gain advantage on

Stealth checks for a number of minutes equal to the result

rolled. Your alignment appears to be neutral while you are
wearing a Faceless mask.

Gladiator

This wyvern-hide mask is shaped like the face of a grim

warrior. Scars cover its surface, and silver chainmail rings

surround its outer edge. While you wear this mask, you

have proficiency with martial weapons. Beginning at 6th

level, when you make a melee weapon attack, you can

expend a Bardic Inspiration die as a bonus action to
increase your attack roll by the amount rolled. Your

alignment appears to be chaotic neutral while you wear a

Gladiator mask.

High Priest

This mask of rose porphyry has a wide mouth open in

song, but instead of eyes it has slits twisted into runes,

which somehow do not restrict your vision. While wearing

the mask of the high Priest, you have the spells less de ec

e il a d g d eali g d and s ield ai prepared

in addition to the spells you have prepared. Beginning at

6th level, add aid and e to your spells prepared.

In addition at 6th level, you can expend a Bardic

Inspiration die as a bonus action to increase the save DC of

Demon a spell cast by you by the amount rolled. You must finish a

This obsidian mask bears the visage of a darkly handsome long rest before using this ability again. Your alignment
fiend. Small, black horns adorn the demon's forehead, and
its black ears rise to points. ou can see normally in appears to be neutral good while you wear a High Priest
dar ness, ot magical and nonmagical, to a distance o f
mask.
feet while you are wearing this mask. At 6th level,
w en you roll damage for a spell attac you can e pend a Monk

ardic nspiration die as a onus action to increase your This smoothly sanded wooden mask depicts the stern face
damage dealt y t e amount rolled. Your alignment
appears to be chaotic evil while wearing a Demon mask. of a bald man. While wearing this mask you gain the Monk
Martial Arts class feature using Unarmed Strike damage of
Dragon
your level. Beginning at 6th level, you can use your
This multihued mask of precious metals and scintillating
gemstones forms the terrible visage of a snarling wyrm. reaction to deflect or catc t e missile w en you are it y
While you wear this mask, you can use your action to
exhale destructive energy. Each creature in a 15-foot cone a ranged weapon attac . oll a ardic nspiration die,
must make Dexterity saving throw. A creature takes 4d6 w en you do so, t e damage you ta e from t e attac is
fire damage on a failed save, and half as much damage on a
successful one. You cannot use this ability again for 1d4 reduced y d your e terity modifier d . f you

reduce t e damage to , you can catc t e missile if it is

small enoug for you to old in one and and you a e at

least one and free. f you catc a missile in t is way, you

can ma e a ranged attac wit t e weapon or piece of

ammunition you ust caug t, as part of t e same reaction.

ou ma e t is attac wit proficiency, regardless of your

weapon proficiencies. Your alignment appears to be lawful

neutral while you wear a Monk mask.

3

Divine Domains You can use this feature a number of times equal to your
Wisdom modifier (a minimum of once). You regain all
In a pantheon, every deity has influence over different expended uses when you finish a long rest.
aspects of mortal life and civilization, called a deity’s
domain. All the domains over which a deity has influence Channel Divinity: Lucky Hit
are called the deity’s portfolio. For example, the portfolio
of the Greek god Apollo includes the domains of At 2nd level by saying a quick prayer, you sometimes land
Knowledge, Life, and Light. As a cleric, you choose one miraculous blows in a fight. As a bonus action whenever
aspect of your deity’s portfolio to emphasize, and you are you make an attack roll or an ability check, you can roll an
granted powers related to that domain. Your choice might additional d20 and choose which of the d20s is used. If you
correspond to a particular sect dedicated to your deity. attack and successfully hit, reroll any damage dice that
Apollo, for example, could be worshiped in one region as rolled a 1 and use the new results instead.
Phoebus (“radiant”) Apollo, emphasizing his influence over
the Light domain, and in a different place as Apollo Channel Divinity: Lucky Dodge
Acesius (“healing”), emphasizing his association with the
Life domain. Alternatively, your choice of domain could At 6th level, in a crunch, you are sometimes difficult to
simply be a matter of personal preference, the aspect of the land a hit on. As a reaction when an attack roll is made
deity that appeals to you most. against you or when you make a saving throw, you can roll
an additional d20 and choose which of the d20s is used. If
Each domain’s description gives examples of deities the attack lands or you fail your saving throw and take
who have influence over that domain. Gods are included damage, reroll any dice that rolled their highest possible
from the worlds of the Forgotten Realms, Greyhawk, number and use the new results instead.
Dragonlance, and Eberron campaign settings, as well as
from the Celtic, Greek, Norse, and Egyptian pantheons of Divine Strike
antiquity.
At 8th level, you gain the ability to infuse your weapon
Luck Domain strikes with divine energy. Once on each of your turns
when you hit a creature with a weapon attack, you can
The gods of Luck - Fharlanghn, Olladra, Mask, Tymora, cause the attack to deal an extra 1d8 damage of the same
and Oghma, as well as others - revel in randomness, risk- type dealt by the weapon to the target. When you reach
taking, and chance. Often, they pay close attention to their 14th level, the extra damage increases to 2d8.
devotees, and intervene only slightly, turning the tide when
a bought of ill-fate has overtaken them, or when a slim but Flow State
fantastic chance presents itself. These gods promote taking
on incredible odds and impossible challenges, and reward At 17th level, you can enter a Flow State requiring
those who keep the faith in the midst of great peril. As concentration as an action for up to 1 minute. During this
such, the domain of Luck is often a favorite amongst time, you are in harmony with the universe, and gain
adventurers. advantage on all ability checks, attack rolls, and saving
throws. The Flow State ends early if you lose concentration
LUCK DOMAIN SPELLS or if you choose to dismiss it. You cannot enter a Flow
State again until you take a long rest.
Spell Level Spells
1st bless, divine favor
3rd aid, enhance ability
5th bestow curse, protection from energy
7th death ward, guardian of faith
9th antilife shell, legend lore

Fortune’s Friend

Beginning at 1st level, you are unnaturally good at things in
which you are not skilled. Once per turn when you roll an
ability check for a skill you are not proficient in after
seeing the roll you can choose to reroll but must use the
new roll.

4

Druid Circles Beast Form

Though their organization is invisible to most outsiders, When you choose this circle at 2nd level, you gain some
druids are part o f a society that spans the land, ignoring of the physical aspects of a beast. Your features become
political borders. All druids are nominally members of this more bestial and you grow your choice of claws, fangs,
druidic society, though some individuals are so isolated that spines, or horns. Your unarmed strikes deal 1d6
they have never seen any high-ranking members of the bludgeoning, piercing, or slashing damage, as appropriate
society or participated in druidic gatherings. Druids to the natural weapon you choose, and are considered
recognize each other as brothers and sisters. Like creatures Light Finesse weapons and may be used for Two Weapon
of the wilderness, however, druids sometimes compete with Fighting. You are proficient with your unarmed strikes.
or even prey on each other. At a local scale, druids are Your unarmed strikes’ damage increases to 1d8 at 6th
organized into circles that share certain perspectives on level, and to 1d10 at 10th level. As an action, you may
nature, balance, and the way of the druid. conceal your bestial traits and revert to your original
appearance. This change lasts as long as you maintain
Circle of the Beast concentration on it, or until you choose to end it.

Growling, snarling, and howling at the moon, druids of the Bestial Senses
Circle of the Beast most often convene for their terrifying
blood hunts. Druids of this circle embrace their animalistic When you choose this circle at 2nd level, you gain the
side, forsaking civilization of man and often any foods that ability to see in dim light within 30 feet of you as if it were
are not red meat. The most powerful of their Circle are bright light, and in darkness as if it were dim light. You
more beast than man, and fight like savage monsters, can't discern color in darkness, only shades of gray. If you
howling through the carnage in a flurry of teeth, claws, and already have Darkvision, your range increases by 30 feet.
fur. You also gain advantage on Wisdom (Perception) checks
that rely on earing or smell.

Able Hunter

tarting at t le el, you a e ad antage on e terity
cro atics and trengt t letics c ec s made to
clim , ump, swim, or ot erwise na igate natural terrain.
n addition, if you only attac creatures ad acent to you on
your turn, you can attac twice, instead of once, w ene er
you ta e t e ttac action on your turn.

p a Beas

t t le el you can always spea to animals as if under
pea wit nimals. t also allows t e communication of
simple concepts and commands to easts. easts wit a
c allenge rating as ig as your druid le el di ided y
rounded down, are friendly and will not attac you unless
pro o ed. ou can gi es commands suc as friend,
foe, follow , flee, and attac to suc easts.

Morphic Healing

At 14th level, you gain the ability to close wounds on your
body as they appear. When another creature damages you
with an attack, you may use your reaction to reduce the
damage by 1d8 + your druid level. If this reduces the
attack’s damage to 0, you regain the difference in hit
points, up to your hit point maximum. You may use this
feature a number of times equal to your Wisdom modifier.
You regain all expended uses when you finish a long rest.

5

Martial Archetypes t t le el as a onus action, you can c annel your i to
guide your lade. ile wielding your signature weapon,
Different fighters choose different approaches to perfecting you may dou le your proficiency onus to attac rolls and
their fighting prowess. The martial archetype you choose to add your proficiency onus to damage rolls wit your
emulate reflects your approach. signature weapon until t e end of your ne t turn. fter
using t is a ility, you cannot use it again until you
Kensai complete a s ort or long rest.

The archetypical Kensai is an honorable swordsman, Extension of Mind
possessing great power and mastery over her single chosen
weapon. An expert in controlling her life energies, a Kensai t t le el you learn to fortify your inner i and
imbues her chosen weapon with her own Ki and bonds to it, consciousness. ou gain ad antage on idsom c ec s
allowing her to wield it with greater finesse than a normal and sa es w ile you are wit in ft of your signature
warrior. weapon.

Extension of Body Monastic Traditions

Beginning when you choose this archetype at 3rd level, you Three traditions of monastic pursuit are common in the
may attune to a weapon that you are proficient with by monasteries scattered across the multiverse. Most
meditating for 24 hours. By imbuing a weapon with your monasteries practice one tradition exclusively, but a few
own Ki, the weapon forms a special link with you and honor the many traditions and instruct each monk
becomes your signature weapon. You may only have a according to his or her aptitude and interest. All traditions
single signature weapon at a time. It is now considered a rely on the same basic techniques, diverging as the student
magical weapon and grants an additional +1 bonus to attack grows more adept. Thus, a monk need choose a tradition
rolls. Additionally, if you can see your weapon and it is only upon reaching 3rd level.
within 30 feet, you may have your signature weapon fly to
your hand as a bonus action. If you try to make an attack Way of the Drunken Fist
with any weapon other than your signature weapon, you
may not apply your proficiency bonus to attacks. Monks who follow the Way of the Drunken Fist swear off
any notion of sobriety when beginning on their path. By
Extension of Soul wobbling, tripping, and blundering about with expert
intention, as if completely inebriated, you can surprise
t t le el, you can impart a s ard of your eing into even the most trained enemy and strike them when it's
your signature weapon as a minute ritual re uiring most unexpected. Moreover, when you do imbibe alcohol,
concentration and granting it sentience for ours. ile you can perform astounding feats of strength and bravery.
your signature weapon as sentience, y closing your eyes
and concentrating on your weapon as a onus action, you Drink like a Demon
can enter a en tate for minute. ntil you lose
concentration or c oose to end t e en tate as a onus Starting when you choose this tradition at 3rd level, you
action, you a e lindsig t wit a range of feet and have learned to catch your enemies off-guard with a
cannot use your normal sig t. ile in a en state you drunken, staggering school of martial arts. You are
cannot e surprised and gain ad antage on all melee proficient with improvised weapons and improvised
weapon attac rolls using your signature weapon. fter weapons are now considered as monk weapons. In
you enter a en state, you may not enter it again until you addition, creatures have disadvantage on Opportunity
complete a s ort or long rest. Attacks against you.

Extension of Blade

At 10th level, through countless battles and days of
maintenance, you have gained the ability to wield your
weapon with precise control. You may now apply an
additional half your proficiency bonus (rounded up) to
attack rolls using your signature weapon.

6

For Medicinal Purposes new threats and chasing down old enemies, using deceit
and violence when piety and righteousness is not enough.
t 6th level, you can metabolize alcohol differently. You
may take a drink of alcohol and spend 1 Ki as a bonus Tenants of Inquisition
action to regain hit points equal to 1d4 + your proficiency
While the tenants of the Oath of Inquisition may vary to
onus. suit the nature of the threat encroaching upon the church,
paladins who take this oath hold highly the following as a
Staggering Strike matter of necessity, rather than ideals.

By 11th level, you have learned how to better take Root Out Heresy. Seek out those who might do harm
advantage of openings in your opponent's defenses and to the Church or others, even if they hide themselves from
strike when they least suspect it. When an attack with sight.
Advantage or Disadvantage made by a creature within 5
feet of you misses, you may use your reaction to make an Justice Over Mercy. Above all else, it is the charge of
attack on that creature with a monk weapon or improvised the Inquisitor to bring justice to the wicked, be that by the
weapon. sword or in a court of law.

Belch of Flame Trickery and Guile. In order to learn the truth, it is
sometimes necessary to use deception.
At 17th level, you can ignite the alcohol in your mouth
and release it in a spray of flame. As an action, you can Ends Justify the Means. Your methods need not be
take a drink of alcohol and spend 3 ki points to ignite it. righteous if the cause is so.
You can hold this in your mouth for a number of rounds
equal to your Constitution modifier, after which the effect
is lost. As a bonus action while the alcohol is held in your
mouth, you can spray it in a 20 foot cone. All creatures in
this area must make a Dexterity save. Creatures take 6d10
fire damage on a failed save, or half as much on a
successful one.

Sacred Oaths

Becoming a paladin involves taking vows that commit the
paladin to the cause of righteousness, an active path of
fighting wickedness. The final oath, taken when he or she
reaches 3rd level, is the culmination of all the paladin’s
training. Some characters with this class don’t consider
themselves true paladins until they have reached 3rd level
and made this oath. For others, the actual swearing of the
oath is a formality, an official stamp on what has always
been true in the paladin’s heart.

Inquisitor

Paladins who take an Oath of Inquisition make a solemn
promise to uphold the law and defend the Church from its
enemies. As Inquisitors, they root out heretics and those
who blaspheme against their god, wherever they might
hide, and do so by any means necessary. Unlike other
paladins, they are above many of the tenants of their
Church, answering to their god first, themselves second,
and all others, including other clerics and paladins, third.
Inquisitors often keep their ear to the ground, searching for

7

Oath Spells • You may use Judgement once per round as a bonus
action requiring no use of Channel Divinity. When you
You gain oath spells at the paladin levels listed. do so, you also have advantage on attack rolls against
that creature targeted by Judgement until the beginning
Paladin Level Spells of your next turn.
3rd detect evil and good, disguise self
5th detect thoughts, zone of truth • Creatures with an alignment different than your own
9th major image, speak with dead within 20 feet of you may not use the Disengage Action
13th greater invisibility, locate creature during this duration, and may move at most 10 feet
17th mislead, scrying away from you when they move.

Channel Divinity Ranger Archetypes

When you take this oath at 3rd level, you gain the The ideal of the ranger can have many expressions.
following two Channel Divinity options.
Master Thrower
Judgement. You can cast judgement upon a creature.
As an action using your Channel Divinity, select one Master throwers, as is often joked, rely on a fighting style
creature you can see within 30 feet of you. If the creature that clearly involves disarming themselves. In truth,
has a different alignment than you, it suffers a disadvantage someone who can bury a dagger or a handaxe in your
on all saving throws until the end of your next turn. If its skull from across the room is never a force to be
alignment differs from yours in each alignment axis underestimated. True Master Throwers depend on quick
(good/evil and lawful/chaotic), it also may move only 10 reflexes, good planning, and, of course, deadly aim to
feet during the next round and may take either an action or survive in a world that values brute force over clever
bonus action (not both) on its next turn.. tactics.

Bane. You can use your Channel Divinity as a bonus Deadeye
action to imbue your weapon with the power to lay low
your foes. Select a creature type (aberrations, beasts, Beginning when you select this archetype at 3rd level,
celestials, constructs, dragons, elementals, fey, fiends, you can make attacks with thrown weapons at double the
giants, monstrosities, oozes, plants, or undead.) For 1 normal range. Additionally, you can draw or stow any
minute, the weapon you are holding deals 1d8 additional number of thrown weapons when you would normally be
radiant or necrotic damage once per turn against creature s able to draw or stow only one. Finally, when you make a
of that type. ranged attack action with a thrown weapon you may add
alf your proficiency rounded down to t e damage dealt.
Stalwart
Defensive Throw
Beginning at 7th level, your unfaltering determination
spurs those around you. dd your proficiency onus to By 7th level, you have learned to throw weapons to
yourself and creatures wit in feet of you, t at ma e interrupt an enemy's attack. As a reaction when an attacker
ntelligence, isdom, and arisma sa ing t rows. t you can see makes a ranged weapon attack against you,
you can make a ranged attack roll with one of your thrown
t le el, t e range of t is aura increases to feet. weapons. If the result of your roll is greater than the result
of your opponent's, you can reduce the total of the roll by
Exploit Weakness 5, to a minimum of 1.

At 15t level, you can exploit a creature's weakness. As a Weak Spot
bonus action, choose one creature you can see within 30
feet. at creature must ma e a isdom sa ing t row. n At 11th level, as an action efore you ma e a ranged
a fail until the end of your turn, the creature is considered attac wit a t rowing weapon t at you are proficient
to have ulnera ility to your weapon damage. You must wit , you can c oose to ma e t e attac a critical it
complete a short or long rest before using this ability again. wit out rolling to it. f you use a finesse t rown weapon,
as a onus action you may ma e an addition attac wit
True Judgement anot er finesse t rown weapon t at is also a critical it.

Beginning at 20th level, as an action you become a visage ou must complete a s ort or long rest efore using t is
of true law to cast judgement upon your foes. To lawful a ility again.
creatures, you appear as an unshakable Justicar in shining
armor. To chaotic creatures, you appear as a darkly cloaked Throw Anything
creature of menace. To all others you appear as yourself,
surrounded with an intimidating aura of might. ou must By 15th level, your mastery of thrown weapons has grown
complete a long re efore using t is a ility again. For the extensive. Any thrown weapon becomes a finesse weapon
next 1 minute, you gain the following effects: and any one-handed or versatile weapon becomes a thrown
weapon with a range of 10/ feet.

8

Roguish Archetypes shunted to the nearest unoccupied space that you can
occupy and take force damage equal to twice the number of
Rogues have many features in common, including their feet you are moved. After you use this ability, you must
emphasis on perfecting their skills, their precise and deadly complete a short or long rest before using it again.
approach to combat, and their increasingly quick reflexes.
But different rogues steer those talents in varying Dread Strike
directions, embodied by the rogue archetypes. Your choice
of archetype is a reflection of your focus—not necessarily Beginning at 17th level, you can make a devastating attack
an indication of your chosen profession, but a description that frightens your target to death. When you make an
of your preferred techniques. attack against a creature that can't perceive you, you can
designate this attack a Dread Strike. If the attack hits, the
Ghost-Faced Killer creature is frightened and must make a Wisdom saving
throw with a DC equal to 10 + your proficiency bonus +
The Ghost-Faced, depending on who you ask, are either an your Charisma modifier. On a failed save, the creature
order of assassins or specters of death itself. The members takes 6d6 psychic damage. Creatures immune to fear
of this guild preserve ancient techniques, passed down automatically succeed this saving throw and are not
through generations, by which a man becomes a spirit, and frightened.
how that spirit can kill. Inducted members are given a
porcelain demon masks of ghostly white to hide their
identities and their first mission: to slay a man in
broad daylight, and escape invisibly into the air.

Ghost Step

Beginning at 3rd level, as a bonus action, you can become
invisible until the end of your next turn. You can use this
feature a number of times equal to your Charisma modifier
(a minimum of once). You regain all expended uses when
you finish a long rest.

Ghost Sight

At 9th level, you gain the effects of see invisibility at all
times.

True Ghost Step

Starting at 13th level, as a bonus action, you can step
into the Border Ethereal until the beginning of your
next turn. During this time, you can move in any
direction. If you move up or down, every foot of
movement costs an extra foot. You can see and hear the
plane you originated from, but everything there looks gray,
and you can’t see anything more than 60 feet away.

While on the Ethereal Plane, you can only affect and be
affected by other creatures on that plane. Creatures that
aren't on the Ethereal Plane can’t perceive you and can’t
interact with you, unless a special ability or magic has
given them the ability to do so. You ignore all objects and
effects that aren’t on the Ethereal Plane, allowing you to
move through objects you perceive on the plane you
originated from.

When the duration ends, you return to the plane you
originated from having moved the same distance as you did
in the Border Ethereal. If this would return you to the same
spot as a solid object or creature, you are immediately

9

Sorcerous Origins Blue Mage

Different sorcerers claim different origins for their innate Those who contain the spark of Blue Magic may live their
magic. Although many variations exist, most of these entire lives without realizing it. Until they are struck by the
origins fall into two categories: an eldritch bloodline and force of a spell and feel the spell imprinting upon them,
the influence of wild magic. they live as mundane, ordinary lives as others. From that
moment on, the Blue Mage absorbs the energy of any spell
cast upon them, learning the spell and fueling their power.

Blue Magic

Beginning at 1st level, the only way you can learn new
spells is to experience them. Unlike other sorcerers, you do
not learn new spells as you grow in level (though your 1st
level spells and cantrips are learned from the sorcerer spell
list, as a normal sorcerer). When a non party mem er
ostile creature casts a spell, spell-like ability, or cantrip on
you may learn that spell as a reaction. You still learn a
spell if you are required to make a saving throw, you
succeed, and the spell has no effect on you.

The Cantrips Known and the Spells Known columns of
the Sorcerer table shows how the maximum number of
cantrips and spells you may learn through Blue Magic.
The spells learned need not be from the Sorcerer spell list.
You may forget a spell or cantrip by concentrating on it
for 1 round as a onus action.

Indigo Infusion

At 1st level you have the ability to change any equipment
in your possession to match your color affinity. This takes
1 minute of undisturbed concentration to complete. This
change is not permanent; when the item in question leaves
your person or when you choose to dismiss the infusion, it
returns to its normal color in 1d4 ours. This has no other
effect than altering the item's appearance.

The title "Blue Mage" only refers to the most common
spellcaster of this type; casters with other color affinities
exist and, though uncommon, are not rare. You select
your color affinity at 1st level, which may not be changed
thereafter.

Azure Awareness

Beginning at 6th level, you are more perceptive to the
ambient magic energy around you. As a bonus action, you
may cast de ec magic without using a spell slot. In
addition, you can spend 2 sorcery points to focus this
de ec magic on a non party mem er ostile creature as an
action, to detect if it has any magical properties. When you
do this you learn all of the creature's Spell-Like abilities,
Immunities, Resistances, and Weaknesses and you may
learn all of t at creatures cantrips and spells as a reaction.

10

Turquoise Efficiency THE SKIN EXPANDED SPELLS

By 14th level, you have learned to be frugal with the Spell Level Spells
magical energy you absorb from spells. When a spell that 1st false life, inflict wounds
you know that requires a saving throw is cast on you, you 2nd barkskin, enlarge/reduce
have advantage on that save. In addition, if you save 3rd gaseous form, protection from energy
against that spell, you gain a number of sorcery points 4th dea a d, s es i
equal to the level of the spell. 5th a i li e s ell, hallow

Cerulean Reflection Wear Fiend

Beginning at 18 level, you may use your body as a conduit eginning w en you ma e t is pact at first le el, you
to transmit magic back at other casters. When you are wear t e s in of a fiend as your own. is fiendis s in is
subjected to a spell that allows you to make a saving throw for all intents and purposes your own. e s in is
to take only half damage, you instead take no damage if unnaturally toug , and your armor class ecomes
you succeed on the saving throw, and only half damage if
you fail. Additionally, you can spend a number of sorcery e terity modifier. oose two s ills from eit er
points equal to the level of the spell as a reaction to reflect ersuasion, eception or ntimidation. our terrifying
the spell back at the caster as though it originated from you, isage grants you disad antage on one s ill and ad antage
turning the caster into the target. on t e ot er w ile wearing t e s in.

Otherworldly Patrons Fiendish Hide

The beings that serve as patrons for warlocks are mighty At 6th level, when you are struck with a blow, your fiend
inhabitants of other planes of existence—not gods, but skin can toughen and become like armor. When a creature
almost godlike in their power. Various patrons give their attacks you, you can, as a reaction temporarily increase
warlocks access to different powers and invocations, and your armor class by and gain resistance against
expect significant favors in return. Some patrons collect bludgeoning, piercing, and slashing damage until the
warlocks, doling out mystic knowledge relatively freely or beginning of your next turn. You must finish a short or
boasting of their ability to bind mortals to their will. Other long rest before using this feature again.
patrons bestow their power only grudgingly, and might
make a pact with only one warlock. Warlocks who serve Skin Adaptation
the same patron might view each other as allies, siblings, or
rivals. At 10th level, your fiend skin has become thicker. You
gain resistance to fire damage and cold damage.
The Skin
Fell Blooded
You have made a pact with a Fiend from the depths of hell,
whose skin you have bonded to your own, affording you a By 14th level, you fiend skin has begun to intertwine with
hideous appearance and wicked arcane power. To do this your blood, closing your wounds as soon as they open. At
you performed and survived the blasphemous Ritual of the beginning of your turn, if you have taken damage since
Bonding, a foul rite that agonizingly kills most that the end of your last turn, you regain hit points equal to
undertake it. You now wear the essence of a fiend as a your proficiency bonus, to a maximum of the damage you
second skin, bonded inseparably in body and soul to a beast took.
of hell.

Expanded Spell List

The Skin lets you choose from an expanded list of spells
when you learn a warlock spell. The following spells are
added to the warlock spell list for you.

11

Arcane Traditions Quantum Lag

The study of wizardry is ancient, stretching back to the At 10th level, when you cast a spell, you can delay its
earliest mortal discoveries of magic. It is firmly established effect one to three rounds. Before the spell is cast, you
in the worlds of D&D, with various traditions dedicated to select the duration, the target, and roll any relevant attack
its complex study. The most common arcane traditions in rolls. Any effects on the spell's targets, including saving
the multiverse revolve around the schools of magic. throws, are resolved when the spell triggers. If any
Wizards through the ages have cataloged thousands of conditions change between casting and effect of the spell
spells, grouping them into categories called schools. In that would make the spell impossible – such as the target
some places, these traditions are literally schools; a wizard leaving the spell’s maximum range before the spell goes off
might study at the School of Illusion while another studies – the spell fails. After you use this ability, you must finish
across town at the School of Enchantment. In other a short or long rest before using it again.
institutions, the schools are more like academic
departments, with rival faculties competing for students and Timewalker
funding. Even wizards who train apprentices in the solitude
of their own towers use the division of magic into schools Beginning at 14th level, you can borrow time from the
as a learning device, since the spells of each school require present as an action, and use it in the future. Select a
mastery of different techniques. duration, either one round or two rounds. Time stops for
you for this duration and you take no actions. When this
School of Chronomancy duration ends, no time passes for other creatures and you
may move and act normally for the chosen duration. Time
The focus of the School of Chronomancy is harnessing the restores to normal if one of the actions you use during this
energies of flowing time, and manipulating them to suit period, or any effects that you create during this period,
your gain. It is a most dangerous tradition, as the practice affects a creature other than you or an object being worn or
of slowing, reversing, or diverting the flow of time can carried by someone other than you. In addition, the effect
accidently tear novices to pieces, spreading them thinly ends if you move to a place more than 100 feet from the
across millennia, or sometimes even drop them wholesale location where you cast it. After you use this ability, you
into a new or old era, with no way of returning home.
Masters, however, walk the generations as planeswalkers must finish a long rest before using it again.
walk the cosmos. Experienced chronomancers can reliably
(and literally) end most conflicts before they even begin.

Temporal Savant

Beginning when you select this school at 2nd level, the
time you must spend to copy a spell into your spellbook is
halved.

Chronoshift

At 2nd level, when you cast a spell that has a casting time
of 1 action, you can change the casting time to 1 bonus
action for this casting. After you use this ability, you must
finish a short or long rest before using it again.

Alter Causality

At 6th level, you add the spells Slow and Haste to your
spellbook, if it they are not there already. You can cast
ot of these spells without expending a spell slot. Once
you cast one of these spells in this way, you can’t do so
again until you finish a long rest, though you can still cast
it normally.

12

Sorcerous Origins psychic damage, you deal additional psychic damage equal
to the number of damage dice rolled.
Different sorcerers claim different origins for their innate
magic. Although many variations exist, most of these Monstrous Transformation
origins fall into two categories: an eldritch bloodline and
the influence of wild magic. At 18th level, as a bonus action expending 3 sorcery points,
you can unleash your monstrous heritage from within your
Aberrant Bloodline body and transform into a terrible creature. Until you
choose to end this effect or lose concentration on it, you
You are descendant from a foul creature, and its blood have resistance to piercing, slashing, and bludgeoning
wreaks havoc in your family tree. Those in your House are damage from nonmagical weapons. Each round you begin
rarely and seemingly at random born hideous, and with in this form you expend 3 additional sorcery points.
terrifying powers, and as such, generation after generation
has committed infanticide on the abominations. You are In addition, creatures who look upon this form become
one such monster, cursed at birth yet spared the knife by frozen in horror. Each creature within 30 feet, except for
your mother, free to live out your miserable span of allies which know not to look at you, must make a Wisdom
existence a freak divorced from society. Yet your power saving throw. On a failed save, the creature is paralyzed
grows, as fearsome as your aspect and as dreadful as your while you are transformed. At the end of each of its turns,
glare. affected creatures can make another Wisdom saving throw.
On a success, the effect ends for that creature. The only
Aberration Blood spells you may cast in this form are cantrips. After your use
this ability, you must complete a long rest before using it
Beginning when you select this origin at 1st level, your again.
terrifying appearance confers advantage on Intimidation
checks, but disadvantage on Persuasion checks. Unless you
wear a large cloak to conceal these deformities, you are
disturbing to behold.

In addition, your skin is thicker, scalier, or furrier than
normal. Your armor class increases by 1, to a maximum of
20. At 6th level, this bonus to armor class increases to 2.

Finally, you gain darkvision, the ability to see in dim
light within 30 feet of you as if it were bright light, and in
darkness as if it were dim light. You can't discern color in
darkness, only shades of gray. If you already have
darkvision, your range increases by 30 feet.

Indiscernible Anatomy

At 1st level, your placement and composition of your
internal organs is bizarre. You take no additional damage
from critical hits.

Inhuman Reach

At 6th level, your arms elongate, allowing you to touch the
floor with your hands. In addition, you can bend them in
strange and unnatural ways. Your reach increases by 5 feet.
Your elongated arms also gives you advantage on Strength
(Athletics) checks made to climb.

Warped Mind

At 14th level, your tainted form has altered the nature of
your brain, making you resistant to psychic attacks, and
more capable of inflicting them upon others. You gain
resistance to psychic damage and have advantage on save
against being charmed. Additionally, when you deal

Ranger Archetypes Seeking Arrows

The ideal of the ranger can have many expressions. At 11th level, your imbued arrows gain a limited ability to
seek their target. You may now apply your Wisdom
Arcane Archer modifier as a bonus to hit with your imbued arrows.

The Arcane Archers are a spectacle to behold, as skilled Greater Imbue Arrows
with a bow and arrow as they are with magic. Called bow
arcanists and mage marksmen, such warriors are renowned At 15th level, you may now imbue two arrows instead of
throughout the realms for their supernatural accuracy and one as a bonus action, and concentrate on two imbued
the devastating effects of their arcane arrows. Masters of arrows at once.
this technique are bowmen of legend, unleashing arrows
tipped with eldritch might to lay waste to entire legions of
enemies in mere seconds.

Arcane Initiate

Beginning at 3rd level you gain the ability to learn and
cast a number of arcane spells. Choose two
evocation spells from the Sorcerer spell list of a
level for which you have spell slot available.
These spells may not be changed when you
gain a level in this class and do not count
against the number of Ranger spells
known. At 7th, 11th, and 15th
levels, you learn an additional spell
two spells from the Sorcerer spell list. Spells
learned at 15th level may be from any school.
You may only cast Sorcerer spells with the
Imbue Arrow feature.

Imbue Arrows

At 3rd level, you can imbue your arrows with
magical energies. As a bonus action you may
imbue an arrow, bolt, or other type of ammunition with
a spell you know of first level or higher, expending a spell
slot as though you cast the spell normally. You also may
imbue an arrow with pure arcane energy, expending no
spell slot, but allowing this arrow to deal an additional 1d8
force damage on a hit. You may only imbue spells with a
duration of instantaneous. This ammunition remains
imbued so long as you maintain concentration on it.

When making an attack with one of these projectiles,
treat it as a normal attack. If the attack successfully hits a
creature, the spell is cast centered on your target or
targeting only the creature hit by the arrow, as appropriate.
Line and cone spells are cast in the direction the arrow flew
to strike the target.

Able Hunter

When you reach 7th level, you have become adept at
navigating wilderness. You have advantage on Dexterity
(Acrobatics) and Strength (Athletics) checks made to
climb, jump, swim, or otherwise navigate natural terrain.

Divine Domains Entropic Touch

In a pantheon, every deity has influence over different At 2nd level, your touch can increase entropy and wither
aspects of mortal life and civilization, called a deity’s the life from living things. Make a melee spell attack
domain. All the domains over which a deity has influence against a creature within your reach. On a hit, that creature
are called the deity’s portfolio. For example, the portfolio takes 1d6 force damage. If one of these dice rolls a 6, roll
of the Greek god Apollo includes the domains of an additional d6, rolling again if this die rolls a 6, and so
Knowledge, Life, and Light. As a cleric, you choose one on, to a maximum of 4d6 damage for the entire attack. This
aspect of your deity’s portfolio to emphasize, and you are attack's damage increases by 1d6 and its maximum damage
granted powers related to that domain. Your choice might increases 2d6 when you reach 5th level (2d6 / 6d6), 11th
correspond to a particular sect dedicated to your deity. level (3d6 / 8d6), and 17th level (4d6 / 10d6).
Apollo, for example, could be worshiped in one region as
Phoebus (“radiant”) Apollo, emphasizing his influence over Channel Divinity: Distortion Field
the Light domain, and in a different place as Apollo
Acesius (“healing”), emphasizing his association with the At 2nd level, you can use your Channel Divinity to increase
Life domain. Alternatively, your choice of domain could or accelerate or decelerate entropy in a region of space. As
simply be a matter of personal preference, the aspect of the an action, choose a 10-foot sphere that you can see within
deity that appeals to you most. 30 feet and choose whether this area will harm or heal
creatures. For 1d6 rounds, or until you lose concentration
Each domain’s description gives examples of deities on this effect, each creature in this region will either gain or
who have influence over that domain. Gods are included lose 2d6 hit points at the beginning of its turn.
from the worlds of the Forgotten Realms, Greyhawk,
Dragonlance, and Eberron campaign settings, as well as Channel Divinity: Return to Entropy
from the Celtic, Greek, Norse, and Egyptian pantheons of
antiquity. At 6th level, you learn to use your Channel Divinity to
repair or destroy objects. As an action, you may repair or
Entropy Domain damage one unattended non-magical object which has an
area in cubic feet less than five times your Cleric level.
Entropy, the end of all things, the return to chaos. Those Objects heal or take 8d8 force damage from this effect.
who follow deities of this domain - such as Tharizdun,
Chaos, and The Shadow - are rarely anything other than Divine Strike
evil and want all things to return to the chaos in which all
things originated. By 8th level, you gain the ability to infuse your strikes with
divine energy. Once on each of your turns when you hit a
ENTROPY DOMAIN SPELLS creature with a weapon attack, you can cause the attack to
deal an additional 1d8 force damage. At 14th level this
Cleric Level Spells increases to 2d8.
1st bane, witch bolt
3rd blur, gentle repose Sphere of Annihilation
5th bestow curse, haste
7th fabricate, Otiluke’s resilient sphere By 17th level, you can create a pocket of pure entropy so
9th cloudkill, wall of force energetic that it forms a hole in the multiverse, a sphere of
annihilation. This sphere is less stable than a normal sphere
Bonus Proficiencies of annihilation and as such behaves differently. Your
sphere is a 2-foot diameter black sphere that appears in
When you choose this domain at 2nd level, you gain your square and vanishes after one minute. Non-magical
proficiency in martial weapons. items that are wholly engulfed by the sphere are obliterated.
Anything over than a magic item that touches the sphere
but isn't wholly engulfed by it takes 4d10 force damage.

You may move the sphere 15 feet in any direction as a
bonus action. If the sphere enters a space a creature
occupies, the creature must make a Dexterity saving throw
or be touched by it, taking 4d10 force damage. If a creature
is killed by this damage, its body is disintegrated, its soul is
consumed, and may only be restored to life with a wish
spell. After you create a sphere of annihilation, you may
not create another one until you complete a long rest.


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