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Mage Hand Press - Valda's Spire of Secrets 0.9

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Published by robintkarlsson, 2021-12-16 11:05:39

Mage Hand Press - Valda's Spire of Secrets 0.9

Mage Hand Press - Valda's Spire of Secrets 0.9

Classes

• You gain all the benefits of Feral Trance. Grey Watchman
• You gain temporary HP equal to twice your level.
• When you hit a creature with a melee weapon Ever vigilant and unceasing in your duties, you are
a watcher of the realms of men, called to keep vigil
attack, you can give the target a bleeding wound. over a keep or wall. As a grey watchman, trained
Constructs, oozes, and undead can’t get bleeding in the arts of combat, you have honed your skills
wounds. A creature loses 1d8 hit points at the to a razor’s edge to repel any invaders that might
start of each of its turns for each of its bleeding challenge your land. You need not keep watch over
wounds unless it uses an action to staunch the the same keep your entire life, but, wherever you
bleeding. While a target is bleeding, it can't regain travel, you are dedicated to keeping your land safe
lost hit points. A creature can have a number of from invading armies, marauding monsters, and
bleeding wounds up to your proficiency bonus. other external threats.
Once you use this feature, you can’t use it again until
you finish a long rest. BATTLE TACTICS
When you hear this call at 3rd level, you learn
Who wards the wardens? maneuvers that are fueled by special dice called
disintegratiTonhegyoedsoraightetrtrhibrloeujgohb.; battle dice.
Battle Dice. You have two battle dice, which are
d8s. A battle die is expended when you use it. You
regain all of your battle dice when you take a short or
long rest, or when you roll initiative.
Your battle die changes and more battle dice
become available when you reach certain levels in
this class, as shown on the table below.

150

Warden Level Battle Dice • You have a +2 bonus to Armor Class. Warden
3rd 2d8 • Whenever you hit a creature you have marked,
7th 3d8
13th 3d10 you regain an expended battle die.
19th 4d10 • You can take an additional reaction during each

Using Battle Dice. Once per turn, you can round of combat. You can only take one reaction
expend a battle die to perform a maneuver of your during each turn.
choice. Your maneuver options are detailed at the Once you use this ability, you can’t use it again until
end of the subclass description. you finish a long rest.
Saving Throws. Some of your maneuvers
require your target to make a saving throw to resist MANEUVERS
the maneuver’s effects. The saving throw DC is The maneuvers are presented in alphabetical order.
calculated as follows: Bull Rush. When you move at least 10 feet in a
straight line and immediately make a melee weapon
Maneuver save DC = 8 + your proficiency attack against a creature, you can use a bonus action
bonus + your Strength or Dexterity and expend a battle die to shove the target after the
modifier (your choice) attack. Add the battle die to the Strength (Athletics)
check you make to shove the target. On a success,
HOLD THE LINE you can push the target 10 feet, instead of only 5.
At 3rd level, when you use your Warden’s Grasp, any Bulwark. When you hit a creature with a melee
creature you choose other than yourself within the attack, you can expend a battle die as a bonus action
effect’s area gains a +1 bonus to Armor Class and to brace yourself for its counterattack. The next time
saving throws until the beginning of your next turn the creature damages you before the start of your
while it remains in the effect’s area. next turn, you can roll the battle die and subtract the
result from the damage dealt.
FORTIFICATION EXPERT Cleave. When you reduce a hostile creature to 0
By 6th level, your experience manning battlements hit points or score a critical hit with a melee weapon
and blockades has given you insight in how to attack on your turn, you can spend a battle die to
raise and reinforce them. You have advantage move up to 15 feet and make an additional melee
on any ability check you make to erect defensive weapon attack. You add the battle die to the attack’s
fortifications, examine walls and other defenses for damage roll.
weak points and entryways, or climb constructed Heelcutter. When you make an opportunity
walls. Additionally, you can treat three-quarters attack against a creature, you can expend one battle
cover as full cover. die to knock the creature off balance, preventing it
from escaping. You add the battle die to the attack
METTLE roll, and the target must make a Strength saving
Also at 13th level, your determination allows you throw. On a failed save, its speed is reduced to 0 until
to shrug off effects that would otherwise harm you. the end of its turn.
When you are subjected to an effect that allows you Reckless Assault. When you make an attack
to make a Constitution saving throw to take only half against a creature, you can expend a battle die to
damage, you instead take no damage if you succeed make a wild, desperate strike, leaving you vulnerable.
on the saving throw, and only half damage if you fail. You have advantage on the attack roll. Until the
beginning of your next turn, however, attack rolls
UNBREAKABLE SENTINEL against you have advantage.
Starting at 20th level, you can use your action to Staggering Strike. As a bonus action when
transform into a paragon of battle, an unstoppable you make a weapon attack against a creature, you can
sentinel, channeling the strength of every man, expend a battle die to attempt to stun a humanoid
woman, and child beneath your charge. For the next target. On a hit, the target must make a Constitution
minute, you gain the following benefits: saving throw or be incapacitated until the beginning
of your next turn.

151

Classes Nightgaunt Starting at 13th level, you can see through
magical, as well as nonmagical, darkness.
Blood-drinkers, undead, and other creatures of the
night are often feared and hunted, and few stand in MARKED FOR DEATH
their defense; except, of course, the grim and terrible At 3rd level, your mark leaves a shadow of undeath
nightgaunt. Tales of the nightgaunt are whispered of on your target, beckoning it to die. If you deal
in fairy tales, casting them as a things to be feared: damage to a creature you have marked with a melee
hunters of clerics and goodly vampire slayers. Their weapon attack and its remaining hit points are lower
appearance always presages long nights and great than the damage you dealt to it with that attack, the
rises in hungry undead. marked creature instead drops to 0 hit points.
You felt the calling of the moon bringing you
to the graveside of living corpses. Though vampires, UNDEAD EMPATHY
zombies, and skeletons are mighty, they are always By 6th level, you are a friend even to mindless
outnumbered, hunted, and turned by clerics; never undead. Whenever an undead tries to attack you,
given a fair chance to live peacefully. They require an it must make a Wisdom saving throw (DC equals
ally among the living to continue their ceaseless lives, 8 + your proficiency bonus + your Constitution
and you have risen by moonlight to the task. modifier.) On a failed save, its attack misses
and, if its Intelligence is 4 or lower, it
DARKVISION becomes friendly to you and your allies.
Starting when you hear this call at 3rd level, you
can see in dim light within 60 feet of you as if it EVASION
Beginning at 13th level, you can nimbly dodge
were bright light, and in darkness as if it were out of the way of certain area effects, such as a red
dim light. You can’t discern color in darkness, dragon’s fiery breath or an ice storm spell. When you
only shades of gray. If you already possess are subjected to an effect that allows you to make a
Dexterity saving throw to take only half damage, you
darkvision, its range increases by 30 feet. instead take no damage if you succeed on the saving
throw, and only half damage if you fail.

GRAVELORD
At 20th level, you can use your action to invite the
necromantic energies of true undead into your body,
divorcing yourself from life for the next minute and
gaining the following benefits:

• You are immune to poison damage and being
poisoned.

• You can use your Undying feature up to three
times, even if you have already used it today.

• Once per turn, when you deal damage with a
melee weapon attack, you can deal an extra 4d6
necrotic damage and gain temporary hit points,
which last until the beginning of your next turn,
equal to the necrotic damage dealt.

Once you use this feature, you can’t use it again until
you finish a long rest.

152

Soulblood Shaman SOULDBLOOD SHAMAN SPELLCASTING

The ancestral spirits called you by starlight to enact WARDEN CANTRIPS SPELLS Warden
their will on the world, to protect their descendants, LEVEL KNOWN KNOWN 1ST 2ND 3RD 4TH
and to safeguard their resting places. You are a
Soulblood Shaman, a manipulator of soul and ascetic 3rd 2 3 2 — — —
of primal magic. Your community looks to you as
a leader as well as a vital connection to the afterlife, 4th 2 4 3 — — —
for if you play your role, they too will join their
ancestors in the great beyond. 5th 2 4 3 — — —

SPELLCASTING 6th 2 4 3 — — —
Starting when you hear this call at 3rd level, you can
channel your ancient insights into magic. 7th 2 5 4 2 — —
Cantrips. You learn two cantrips of your choice
from the druid spell list. You learn an additional 8th 2 6 4 2 — —
druid cantrip of your choice at 10th level.
Spell Slots. The Soulblood Shaman 9th 2 6 4 2 — —
Spellcasting table shows how many spell slots you
have to cast your druid spells of 1st level and higher. 10th 3 7 4 3 — —
To cast one of these spells, you must expend a slot
of the spell’s level or higher. You regain all expended 11th 3 8 4 3 — —
spell slots when you finish a long rest.
Spells Known of 1st-Level and Higher. 12th 3 8 4 3 — —
You know three 1st-level druid spells of your choice,
two of which you must choose from the evocation or 13th 3 9 4 3 3 —
transmutation spells on the druid spell list.
The Spells Known column of the Soulblood 14th 3 10 4 3 3 —
Shaman Spellcasting table shows when you learn
more druid spells of 1st level or higher. Each of these 15th 3 10 4 3 3 —
spells must be an evocation or transmutation spell
of your choice, and must be of a level for which you 16th 3 11 4 3 3 —
have spell slots.
The spells you learn at 8th, 14th, and 20th level 17th 3 11 4 3 3 —
can come from any school of magic.
Whenever you gain a level in this class, you 18th 3 11 4 3 3 —
can replace one of the druid spells you know with
another spell of your choice from the druid spell 19th 3 12 4 3 3 1
list. The new spell must be of a level for which you
have spell slots, and it must be an evocation or 20th 3 13 4 3 3 1
transmutation spell, unless you’re replacing the spell
you gained at 3rd, 8th, 14th, or 20th level from any Spell save DC = 8 + your proficiency bonus
school of magic. + your Wisdom modifier
Spellcasting Ability. Wisdom is your
spellcasting ability for your druid spells, since you Spell attack modifier = your proficiency
channel your magic through a connection to the bonus + your Wisdom modifier
great beyond. You use your Wisdom whenever a
spell refers to your spellcasting ability. In addition, SOULBLOOD
you use your Wisdom modifier when setting the Also at 3rd level, as a reaction when a creature within
saving throw DC for a druid spell you cast and when 5 feet of you deals damage to you, you can mark that
making an attack roll with one. creature.

WHISPERS OF BEYOND
At 6th level, you can hear the small voices of ancient
spirits when you need guidance. If you spend
one minute in contemplation when you make an
Intelligence or Wisdom check, you can consult the
spirits to gain advantage on the roll. However, the
GM can decline to give you advantage on this check
if the spirits would not possess appropriate guidance
of knowledge.

SPELL RESISTANCE
Beginning at 13th level, you have advantage on
saving throws you make against spells.

153

Classes ETHEREAL WATCHER EARTHSHATTER
At 20th level, as an action, you can shrug off your Starting at 6th level, you can choose to use Warden’s
mortal form for a short time to become something Grasp as an action, rather than a bonus action.
spiritual and material, an ethereal watcher. For the When you do so, each creature affected must
next minute, you gain the following benefits: make a Strength saving throw (DC equals 8 + your
proficiency bonus + your Strength modifier) or be
• As a bonus action on your turn, you can become knocked prone.
ethereal, as per the etherealness spell. You can use this ability a number of times equal
to your Strength modifier, and regain all uses when
• You can return from being ethereal as a bonus you finish a long rest.
action when you cast a spell, or when you use
your Warden’s Mark or your Warden’s Grasp METTLE
feature on your turn. When you return from At 13th level, your determination allows you to shrug
being ethereal, each creature you choose within off effects that would otherwise harm you. When you
10 feet of you takes 4d10 force damage, as they are subjected to an effect that allows you to make a
are pulled partially between the planes. Constitution saving throw to take only half damage,
you instead take no damage if you succeed on the
• You can cast 1st and 2nd-level druid spells you saving throw, and only half damage if you fail.
know without expending spell slots.
IMMORTAL MOUNTAIN
Once you use this ability, you can’t use it again until By 20th level, you can summon the power of
you finish a long rest. true earth as an action, protecting yourself in an
encasement of stone. For the next minute, you gain
Stoneheart Defender the following benefits:

You heard the steadfast, unyielding call from the • Bludgeoning, piercing, and slashing damage you
mountains, which dwarves and gnomes have felt take is reduced by 5.
for generations. The stones called to you, beckoning
for a protector to defend the mountains from those • You gain the effects of your Roots of Rock ability
that would despoil them, from both within and for the entire duration.
without. You might be a watchman of old dwarven
walls, or a sentinel, patrolling the lookouts of high • As you move, you can choose to upend the earth
mountain peaks; regardless of where you stand, you at your feet, leaving behind a 5-foot wide trail of
are unmovable: a mountain in the shape of a man. difficult terrain behind you wherever you move.
You draw your power from the earth beneath your
feet and can crush your enemies with the strength of Once you use this feature, you can’t use it again until
stone. you finish a long rest.

ROOTS OF ROCK Storm Sentinel
Starting when you hear this call at 3rd level, when
you use your Warden’s Grasp ability, rocky roots Your strength originates among furious storm clouds
sprout from your feet, anchoring you securely. Until and flashes of lightning. As a storm sentinel, you are
the beginning of your next turn, you have a +2 bonus called to protect wayward sailors and coastal villages
to your Armor Class. from the wrath of the tempests and the arrival of
Additionally, until you move, you can’t be great waves that threaten them. You despise pirates
shoved or pushed from wherever you are standing by and other enemies of coastal peoples, and will
hostile actions, spells, or effects, unless you choose oppose them wherever they strike.
to be. You have advantage on Strength saving throws From your fingertips, you can deliver the awe of
against being knocked down, cannot slip or fall from lightning and the roar of thunder to devastate your
ledges, and are immune to the spells fly, levitate, and foes. With practice and patience, you can harness the
telekinesis. power of the storm itself to fly and rain thunderbolts
from above.

154

FLASH FROM ABOVE Verdant Protector Warden
Starting when you hear this call at 3rd level,
whenever you are standing under the open sky, You draw your strength from the trees of the forest
you can use your action to conjure a harmless, but and the loamy earth beneath your feet. As a Verdant
impressive, bolt of lightning or peal of thunder. You Protector, you are the champion of the green things
can use this ability even when there are no clouds in nature, and defend them against those who would
above you. despoil the wilds. You easily find allies among druids,
THUNDERBLAST and others that understand the forest’s sacred trees
At 3rd level, whenever you hit a creature you have and ancient spirits.
marked with a melee weapon attack, each creature At your command, the plants of the earth sprout
you choose within 5 feet of the target takes 1d8 up to assist you in your duty. At the pinnacle of
lightning damage. your power, you can assume the form of an elder
STATIC BURST tree guardian, which looks much like a treant, with
Starting at 6th level, when you use Warden’s Grasp tough, bark skin, and long, branchlike arms.
as a bonus action, each creature affected can’t take
reactions until the beginning of your next turn. GREEN MARK
EVASION Starting when you hear this call at 3rd level, when
Beginning at 13th level, you can nimbly dodge you mark a creature, the plants of the earth come
out of the way of certain area effects, such as a red alive to hinder its progress. While this creature
dragon’s fiery breath or an ice storm spell. When you is within 30 feet of you, the ground it walks on is
are subjected to an effect that allows you to make a difficult terrain.
Dexterity saving throw to take only half damage, you
instead take no damage if you succeed on the saving VERDANT SKIN
throw, and only half damage if you fail. At 6th level, you gain proficiency in the Stealth skill,
STORMLORD if you did not have it before. Additionally, you can
Starting at 20th level, you have a flight speed equal to use your action to draw a thick mass of vines and
your movement speed. leaves to conceal you. Until you move, you have
Additionally, you can use your action to advantage on Dexterity (Stealth) checks you make to
summon a bolt of lightning to strike you, imbuing hide among vegetation.
your body with the storm’s fury. For 1 minute, you
gain the following benefits: METTLE
• Your flight speed is doubled. At 13th level, your determination allows you to shrug
• You can cast the spell call lightning as a bonus off effects that would otherwise harm you. When you
are subjected to an effect that allows you to make a
action (DC equals 8 + your proficiency bonus Constitution saving throw to take only half damage,
+ your Constitution modifier) without using you instead take no damage if you succeed on the
a spell slot. You can call a bolt of lightning on saving throw, and only half damage if you fail.
subsequent turns as a bonus action.
Once you use this feature, you can’t use it again until FORM OF THE OAK SENTINEL
you finish a long rest. Starting at 20th level, you can use your action to
transform into an oak sentinel, a bark-covered titan
bSutFtoblratlWmohshnaeSdiyintee',gnrhewtliaihnqgieauhrltitbstnwlemionaiwamgsiy,npIbgbrtueeaislnldsgkituiivnhnmeggetbmawobbiulnroosuoducktl.tee.?ass.,,t. of the forest. For 1 minute, you gain the following
features:

• Your AC becomes 20, if it was lower.
• Your attacks have Reach, if they did not have it

before.
• You can use Warden’s Grasp as an action, rather

than a bonus action. When you do so, you can
make an attack against each creature affected,
with a separate attack roll for each target.

Once you use this feature, you can’t use it again until
you finish a long rest.

155

156 Classes

WARMAGE own brands of tactics and styles of magical tricks. Warmage
The House of Knights, for example, emphasizes
An elf recites the motions again for the simplest spell armor and martial prowess, whereas the House of
she knows, repeating them until she knows they are Kings emphasizes battlefield strategy.
perfect. With a single, precise stroke, she unleashes By way of metaphor, Houses which value honor
a wave of arcane energy, focused into a searing blue and teamwork above all else brand themselves after
beam. games of strategy, whereas those who epitomize self-
A tiefling waves her hands to conjure floating reliance name themselves for games of chance. This
greatswords of humming blue energy, which dance division in the warmage Houses is representative
about in mesmerizing and deadly arcs. One blade of a schism that dates back to the earliest warmage
takes on an aspect of fire, and the other lightning, as masters. Legend has it that the first two masters
she begins to cleave through the goblinoid horde. separated when one decided to found a college. The
Waving a black and red checkered banner, a other, out of spite, built a casino outside its grounds.
dragonborn king charges into the fore. At his sides
are warmages of all houses, a chessboard of elite Creating a Warmage
arcanists, poised to turn the tide of battle.
The undisputed masters of cantrips, warmages Warmages come from all walks of life, so as you
turn the most fundamental types of magic into a build yours, consider where you first learned the
deadly and precise art. fundamentals of magic, which you would go on to
perfect. You might have picked up cantrips from a
Cantrip Masters fellow adventurer or in the early stages of wizarding
training. You could even be self-taught. Choose an
While other spellcasters aspire to grander and more Arcane Initiation which best fits your character’s
complex spells, warmages refine and master the history with magic.
most fundamental magic: cantrips. Warmages wield Moreover, consider how you feel about magic as
their magic in the same way that a warrior uses a whole. Are you envious of other spellcasters, or are
a sword, bow, or axe: as weapons to be perfected you confident you could best them regardless? Did
and mastered, not as an unknowable force to be you once pine to be a wizard, but found you could
feared. In contrast to sorcerers and wizards, their never muster enough true magic to form a spell slot?
magic is a trainable skill, one that can be mastered Did you choose warmagistry to hone your talents
by almost anyone with discipline and aptitude. to their absolute peak, or did you choose it to wield
Therefore, warmages stand among the most fearsome power no warrior can equal?
of spellcasters, with only the most rudimentary of Lastly, consider your prospective warmage
spells. house. Though you don’t choose one until reaching
third level, your aspirations might shape which
Strategic Geniuses house you favor the most. If you would like to dabble
with greater arcane magic, the House of Bishops is
Warmages have a long and storied history as grand the best fit. If the clashing of swords at the frontlines
strategists and tacticians, both in grand battles and piques your interest, consider the House of Knights.
personal skirmishes. If a warmage is outgunned or
outmanned, they’ll try to outthink their foes, which QUICK BUILD
works more often than not. They demonstrate an You can make a Warmage quickly by following
efficient kind of pragmatism, owing perhaps to their these suggestions. First, Intelligence should be your
ability to solve many problems with a few magical highest ability score, followed by Constitution. Make
tools. Strength your third highest if you plan to take the
House of Knights. Then choose the cantrips chill
Aligned Free Agents touch, force weapon, and phantom grapnel, and the
Adventurer Arcane Initiation. Pick any background.
While some warmages are fully self-taught, the
majority join a House, a loose confederation of
warmages which practice together and share secrets
of the trade. Houses teach invaluable battlefield
strategy, but each individual Houses also touts their

157

Classes THE WARMAGE CANTRIP
BONUS
PROFICIENCY FEATURES CANTRIPS DICE TRICKS
LEVEL BONUS KNOWN KNOWN
0
1st +2 Spellcasting, Arcane Initiation, Arcane Fighting Style 4 0 —
4 0 2
2nd +2 Warmage Edge, Warmage Tricks 5 0 3
5 1 3
3rd +2 Warmage House 6 1 4
6 1 4
4th +2 Ability Score Improvement 6 1 5
6 1 5
5th +3 Arcane Surge 7 1 6
7 2 6
6th +3 Tactical Insight 7 2 7
7 2 7
7th +3 Warmage House feature 8 2 8
8 2 8
8th +3 Ability Score Improvement 8 2 9
8 3 9
9th +4 — 9 3 10
9 3 10
10th +4 Warmage House feature 9 3 10
10 10
11th +4 Arcane Surge improvement

12th +4 Ability Score Improvement

13th +5 —

14th +5 Strategic Deflection

15th +5 Warmage House feature

16th +5 Ability Score Improvement

17th +6 —

18th +6 Warmage House feature

19th +6 Ability Score Improvement

20th +6 Master Warmage

CLASS FEATURES EQUIPMENT
You start with the following equipment, in addition
As a warmage, you have the following class features. to the equipment granted by your background:
HIT POINTS
Hit Dice: 1d8 per warmage level • Leather armor, a dagger, and any simple weapon
Hit Points at 1st Level: 8 + your Constitution • A spellcasting focus or material component

modifier pouch
Hit Points at Higher Levels: 1d8 (or 5) + your • An explorer’s pack and (a) a scholar’s pack or (b)

Constitution modifier per witch level after 1st one kit you’re proficient in
PROFICIENCIES
Armor: Light armor Spellcasting
Weapons: Simple weapons
Tools: One artisan’s kit, one musical instrument At 1st level, you begin to learn the simple, yet potent,
Saving Throws: Constitution, Intelligence brand of spellcasting for which warmages are known.
Skills: Choose two from: Acrobatics, Animal
CANTRIPS
Handling, Arcana, Athletics, History, You learn three cantrips of your choice from the
Investigation, Medicine, Perception, and Survival warmage spell list. You learn additional warmage
cantrips of your choice at higher levels, as shown in
"wIcaermmaaggice?"!SuI'rmelyhinlaotriforuosm...a the Cantrips Known column of the Warmage table.
Additionally, when you gain a level in this class, you
can choose one of the warmage cantrips you know
and replace it with another warmage cantrip.

158

SPELLCASTING ABILITY SELF-TAUGHT Warmage
Intelligence is your spellcasting ability for your You taught yourself all the fundamentals of magic
warmage spells, since you learn your spells from a dusty old tome or abandoned scroll. You
through practice and mental discipline. You use learn the fire bolt and light cantrips.
your Intelligence whenever a spell refers to your
spellcasting ability. In addition, you use your SURVIVAL
Intelligence modifier when setting the saving throw To survive in the wilderness, you taught yourself
DC for a warmage spell you cast and when making to cast simple spells. You learn the druidcraft and
an attack roll with one. shillelagh cantrips.

Spell save DC = 8 + your proficiency bonus Arcane Fighting Style
+ your Intelligence modifier
Warmages learn that magic is the purest of weapons,
Spell attack modifier = your proficiency and can be wielded just as easily as any other. At 1st
bonus + your Intelligence modifier level, select one of the following fighting styles:

SPELLCASTING FOCUS BLASTER
You can use an arcane focus as a spellcasting focus The spell save DC for your warmage cantrips
for your warmage spells. increases by 1.

Arcane Initiation

Warmages come from all backgrounds and walks
of life. At 1st level, choose where you first learned
the basics of magic. The cantrips offered by your
initiation don’t count against your total number of
warmage cantrips known.

ADVENTURER
You picked up your magic informally by travelling
with a dozen different mages over the years. You
learn the mage hand and ray of frost cantrips.

CIRCUS PERFORMER
You learned a few simple tricks to participate in a
sideshow or circus act. You learn the dancing lights
and minor illusion cantrips.

ELDRITCH EVENT
An influx of insidious magic left an imprint on you.
You learn the chill touch and message cantrips.

MERCENARY
You mastered the fundamentals of war magic to
engage in battle with similarly-armed arcanists. You
learn the arc blade and true strike cantrips.

TEMPLE
A monastery or temple educated you in the ways
of gentle healing magic. You learn the sacred
flame and spare the dying cantrips.

TOWER APPRENTICE
You apprenticed under a spellcaster for some time,
who taught you the fundamentals of arcana. You
learn the prestidigitation and shocking grasp cantrips.

159

Classes DEFLECTOR Ability Score Improvement
When you have one hand free and a creature hits you
with a spell attack or a ranged weapon attack, you When you reach 4th level, and again at 8th, 12th,
can use your reaction to add your proficiency bonus 16th, and 19th level, you can increase one ability
to your Armor Class, potentially causing the attack score of your choice by 2, or you can increase two
to miss. ability scores of your choice by 1. You can’t increase
an ability score above 20 using this feature.
RESISTIVE
While you are wearing light armor or are under the Arcane Surge
effects of the mage armor spell, you gain a +1 bonus
to your Armor Class. Starting at 5th level, you learn to, for a moment, tap
into a vast reservoir of magical power and unleash
SNIPER it upon your foes. On your turn, when you deal
When making a ranged spell attack, you gain a +1 damage with a warmage cantrip, you can deal twice
bonus to the attack roll. Additionally, your ranged the number of damage dice dealt by the spell. You
cantrips ignore half cover. can’t use this ability on a spell that has scored a
critical hit.
STRIKER Once you use this ability, you can’t use it again
When you hit with a cantrip requiring a melee attack until you finish a short or long rest. Starting at 11th
and exceed the target’s AC by 5 or more or score a level, you can use this ability twice between rests.
critical hit, you can add your proficiency modifier to
the damage roll. Tactical Insight

Warmage Edge At 6th level, you learn how to use ambient magical
power to defend yourself from your foes’ magical
Starting at 2nd level, once on each of your turns attacks. You can add your Intelligence modifier to
when you deal damage with a warmage cantrip, you saving throws you make against spells and magical
can improve one damage roll of the spell, adding effects that deal damage.
your Intelligence modifier to the roll. Starting at 5th
level, and as you gain levels in this class, you also Strategic Deflection
add additional dice of cantrip damage, as shown on
the Cantrip Bonus Dice column of the Warmage Starting at 14th level, as a reaction when a creature
table, to the damage roll. For example, when you are casts a spell that targets you or includes you in
at 5th level, you can enhance the damage of the fire its area of effect and forces you to make a saving
bolt cantrip to deal fire damage equal to 3d10 + your throw to avoid damage, you can use your reaction
Intelligence modifier on a hit. to attempt to redirect some of the spell’s energy to
a new target. If you succeed on your saving throw
Warmage Tricks against the spell, choose another creature you can see
within the spell’s range or 30 feet, whichever is closer,
Beginning at 2nd level, you learn a Warmage Trick, to make a saving throw against the spell, using your
a special technique that alters the way you fight, spell save DC. The new target can be the original
move, and cast your spells. You learn 2 tricks at 2nd spellcaster. On a failed save, the creature suffers the
level, and an additional trick as shown on the Tricks effects of the spell as if you had cast the spell and
Known column of the Warmage table. they had been the original target or been within the
Additionally, when you gain a level in this class, area of the spell.
you can replace a trick that you know with another Once you use this ability, you can’t use it again
trick for which you meet the prerequisites. until you finish a short or long rest.

Warmage House Master Warmage

The College of Warmages divides its students into At 20th level, you reach the pinnacle of your
distinct Houses, teaching different skills, abilities, warmage prowess. If you cast a cantrip which deals
and techniques. Upon reaching 3rd level, you can 4 dice of damage to a target, it instead deals 5 dice of
select a House, which offers you features at 3rd level, damage. If you cast a cantrip which makes 4 attacks,
and additional features at 7th, 10th, 15th, and 18th it instead makes 5 attacks.
level.

160

WARMAGE TRICKS Winabrmeianggebsa: dExaptemrtas gic. Warmage

The following tricks are presented in alphabetical COMMANDER'S STEED
order. If a warmage trick has prerequisites, you must Prerequisites: House of Kings
meet them to choose it. You can choose the trick at You learn the find steed spell and can cast it without
the same time that you meet its prerequisites. using a spell slot. Your steed is more resilient than
most, and has a number of additional hit points
BISHOP'S MANEUVER equal to your warmage level.
Prerequisites: 10th level, House of Bishops CORROSIVE CANTRIP
You can take the Disengage action as a bonus action, Once on each of your turns, when you deal acid
and when you do so, your movement speed increases damage to a creature with a warmage cantrip, you
by 10 feet until the end of your turn. can cause the acid to erode the target’s defenses. The
next time a creature makes an attack roll against the
BLASTING CANTRIP target before the beginning of your next turn, roll a
Once on each of your turns, when you deal force d4 and subtract it from the target’s Armor Class for
damage to a creature with a warmage cantrip, you this attack.
can push the creature up to 10 feet away from you in DIRECTED MOMENTUM
a straight line. Prerequisite: 10th level, House of Lancers
Once on each of your turns, when you score a critical
BLINDING LIGHT hit with a melee attack or reduce a creature to 0 hit
Prerequisite: light cantrip points with one, you can make an unarmed strike
When you use the light cantrip to target an against a second target. If the target is within range
object you are holding, you can direct a flare at a of your Shock Trooper feature, you can lunge toward
creature within 10 feet of you, which must make a it. On a hit, this attack deals an additional 1d8 force
Constitution saving throw against your spell save damage.
DC. On a failed save, the creature is blinded until DRAINING CANTRIP
the beginning of your next turn. After a creature Whenever you deal necrotic or poison damage to a
has failed a saving throw against this ability, it has hostile creature using a warmage cantrip, you can
advantage on all Constitution saving throws against siphon some of its life force. You gain temporary hit
it for 24 hours. points equal to half your warmage level, which last
for 1 minute.
CASTLE
Prerequisites: 10th level, House of Rooks
As an action, you can choose a willing Small or
Medium creature you can see within 100 feet of you.
You both teleport, switching places.
Once you use this trick, you can’t use it again
until you finish a short or long rest.

CHIVALROUS PRESENCE
Prerequisite: House of Knights
You gain proficiency in the Insight and Persuasion
skills. Additionally, you have advantage on ability
checks you make to interact with nobility, and other
creatures can always discern when you’re telling the
truth.

CLOAK OF FEATHERS
Prerequisite: House of Rooks
While not wearing armor, under the effects of mage
armor, or using a shield, your AC equals 10 + your
Dexterity modifier + your Intelligence modifier.

161

Classes ENCRYPTOGRAM FLEXIBLE RANGE
Prerequisite: cryptogram cantrip Being within 5 feet of a hostile creature doesn’t
Your knowledge of ciphers has improved your impose disadvantage on your ranged spell attack
magically clandestine communications. When you rolls. Additionally, the range of any cantrip you cast
cast the cryptogram cantrip, its limit is 20 characters, that requires a melee spell attack increases to 10 feet.
instead of 8, and only the specified recipient can read
the message. FOLD
Prerequisites: House of Cards, 10th level
EXPLOSIVE CANTRIP You have learned to graciously accept defeat using
Once on each of your turns, when you deal fire your Deck of Fate. As a reaction when you are hit by
damage to a creature with a warmage cantrip, each an attack, you can play your entire hand to cast the
creature within 5 feet of the target, except yourself shield spell without using a spell slot.
and the target, must succeed a Dexterity saving Once you use this ability, you can’t use it again
throw against your spell save DC or take half the fire until you finish a short or long rest.
damage dealt.
GAMBLE
EXTENDED RANGE Prerequisites: cheat cantrip, House of Cards or House
The range of your warmage cantrips is doubled.
of Dice
FIELD MEDIC You are always under the effects of the cheat cantrip.
Prerequisite: House of Bishops Additionally, you can reroll an attack roll, ability
You learn the cantrip spare the dying, which does not check, or saving throw. Once you use this ability, you
count against your maximum number of cantrips can’t use it again until you finish a short or long rest.
known. Additionally, when you cast spare the dying
on a creature which has 0 hit points, the target INFINITE VARIATION
regains 1 hit point and gains temporary hit points Prerequisite: prestidigitation cantrip
equal to your level, which last for 1 minute. Once a You have become exceptionally skilled at using
creature regains hit points due to this ability, it can’t the prestidigitation cantrip to mimic other spells.
do so again until it finishes a long rest. When you cast prestidigitation, you can use it to
emulate the effects of any other cantrip that does not
deal damage, even one that is not on the warmage
spell list. To do so, you must succeed on a DC 15
Intelligence (Arcana) check, otherwise the spell
fizzles and does nothing. A cantrip cast using this
trick counts as a warmage cantrip and uses your
Intelligence modifier as the spellcasting modifier.

ICY CANTRIP
Once on each of your turns, when you deal cold
damage to a creature with a warmage cantrip, you
can numb the target with a frigid blast. The first time
the target makes an attack roll before the end of its
next turn, it must roll a d4 and subtract it from the
roll.

KNIGHT'S AEGIS
Prerequisites: 10th level, House of Knights, force

buckler cantrip
When you cast the force buckler cantrip, you can
concentrate on it for up to 1 minute. The spell does
not end early if you are hit by an attack.

162

LEADING EDGE TACTICS the illusion is of an object that can deal damage, a Warmage
Prerequisites: House of Lancers creature that enters the object’s 5-foot cube or begins
You always have a plan when engaging the enemy. As its turn there must make an Intelligence saving throw
such, attacks during the first round of combat have against your spell save DC. On a failed save, the
disadvantage against you. creature takes 1d6 damage of a type appropriate to
the illusion. This damage increases by 1d6 when you
LIEUTENANT'S DEMAND reach 5th level (2d6), 11th level (3d6), and 17th level
Prerequisites: 10th level, House of Kings (4d6). This damage can’t trigger Warmage Edge or
You can cast the spell command at will without using any warmage tricks.
a spell slot.
MYSTICAL ARMOR
MAGE HAND KNACK You can cast the spell mage armor on yourself at will,
Prerequisite: mage hand cantrip without expending a spell slot.
Your skill with the mage hand cantrip allows you
to use it as an extension of yourself. When you cast MYSTICAL ATHLETE
the spell and as a bonus action on each of your Prerequisite: quickstep or springheel cantrip
subsequent turns, you can use one of the following When you cast the quickstep cantrip, your speed
effects with the hand: increases by 20 feet instead of 10 feet. When you
Press. The hand pushes against a Large cast the springheel cantrip, your jumping distance
or smaller creature within 5 feet of it. Choose a increases by 20 feet instead of 10 feet. If you know
direction away from that creature. Every foot of both of these cantrips, you can cast both of them as
movement in that direction while the hand is part of the same bonus action.
pressing against it costs the creature two feet of
movement. The hand continues to push the target MYSTICAL WEAPONMASTER
until the spell ends or you use your bonus action to Prerequisite: force weapon or magic daggers cantrip
use a different effect using the hand. Once on each of your turns when you roll a 1 on the
Punch. The hand strikes one creature or object d20 for an attack roll for the force weapon or magic
within 5 feet of it. Make a melee spell attack for the daggers cantrips, you can reroll the die and must use
hand using your spell attack bonus. On a hit, the the new roll.
target takes 1d6 force damage.
Seize. The hand grabs a creature of Tiny size MYSTICAL VISION
and attempts to grapple it. The creature must succeed You can cast the spell detect magic at will without
on a Strength (Athletics) or Dexterity (Acrobatics) expending a spell slot.
check against your spell save DC or be grappled by
the hand. The hand continues to grapple the target PHANTOM HOOKSHOT
until the target uses an action to escape on its turn, Prerequisite: phantom grapnel cantrip
the spell ends, or you use your bonus action to use a You can cast the phantom grapnel cantrip as a bonus
different effect using the hand. action. If you do so, its range is reduced to 15 feet.
Additionally, creatures pulled by phantom grapnel are
MINOR SHADOW ILLUSION pulled an additional 10 feet.
Prerequisite: minor illusion cantrip
When you create the image of an object in an RAPID FORTIFICATION
unoccupied space using the minor illusion cantrip, Prerequisite: mending cantrip
you can fill it with fibers of shadowstuff, causing it You can cast the mending cantrip as a bonus action,
to become partially real. No matter what form the or you can cast it as an action for one of the following
semi-real object takes, it still must be no larger than effects:
a 5-foot cube. It has AC 10 and 5 HP, and it weighs 5
pounds. You can only have one semi-real illusion at • You can restore a single object, such as a door,
a time. While this semi-real object exists, the cantrip cart, wall, or window to pristine condition, if at
requires your concentration. least half of its parts are present. This object can
The illusion can’t replicate a creature, but it can be no larger than 10 cubic feet, or 1 cubic foot if
deal damage to a creature within its 5-foot cube. If it is an exceptionally complex object (such as a
clock).

163

Classes Checkmate! King me. Go fish! • You can add your Intelligence modifier, instead
of your Strength or Dexterity modifier, to attack
• You can create simple fortifications, such as rolls using your signature focus.
sealing a door shut, adding wooden planks to a
window, or building a short stone wall (no larger • Your signature focus gains a number of charges
than 10 cubic feet). You must have the materials equal to your Intelligence modifier. When
present to use this ability. you damage a creature with it or a cantrip cast
through it, you can expend one charge to deal
SNAKE EYES an additional 1d8 force damage to that creature.
Prerequisites: House of Dice, 10th level Your focus regains all spent charges after you
If you roll a 1 or 2 on a Die of Fate, you keep the die finish a long rest.
instead of giving it to the GM.
SEVERE CANTRIP SILENT CANTRIP
When a creature rolls a 1 on a saving throw against Once on each of your turns when you deal thunder
one of your warmage cantrips, it automatically fails damage to a hostile creature with a warmage cantrip,
the save and takes twice the number of damage dice you can create a 15-foot diameter sphere of magical
dealt by the spell, as if you scored a critical hit. The silence, centered on yourself or the creature (your
additional damage only applies to the creature that choice), which lasts until the start of your next turn.
rolled a 1.
SIGNATURE FOCUS SPLIT FIRE
Prerequisite: 5th level Prerequisite: 5th level
When you finish a long rest, you can place a unique When you cast a warmage cantrip that requires
sigil on a simple weapon, which becomes your a single spell attack roll, you can select multiple
signature focus until you use this ability again. This creatures and make a spell attack roll against each.
weapon becomes magical, and can be used as an You can target a number of creatures equal to the
arcane focus. Your signature focus is bonded to you, number of damage dice the cantrip deals, and split
and gains a number of special abilities: your damage dice up amongst your targets, to a
• As a bonus action, you can call your signature minimum of 1 die of damage per target. Each attack
must target a different creature.
focus to your hand, as long as you are on the For example, fire bolt deals 3d10 damage. You
same plane as it. can choose to target three creatures and deal 1d10
damage to each creature, or you can target two
creatures, dealing 1d10 damage to one creature and
2d10 damage to the other creature, or you can target
one creature for 3d10 damage.

STATIC CANTRIP
Whenever you deal lightning damage to a hostile
creature using a warmage cantrip, you can sap part
of the energy into a charge which clings to your body
until the beginning of your next turn. While charged,
you can use your reaction when you take damage
from a creature you can see within 5 feet of you to
deal lightning damage equal to half your warmage
level to the creature.

UNERRING STRIKE
Prerequisites: 10th level, true strike cantrip
When you cast the true strike cantrip, you can
concentrate on it for a number of rounds equal to
your Intelligence modifier. You gain advantage on the
first attack roll you make against the target each round
while maintaining concentration on true strike.

164

WARMAGE HOUSES BISHOP SPELLCASTING Warmage

Each warmage is defined by their chosen House, WARMAGE CANTRIPS SPELLS
which teaches them valuable skills and offers a LEVEL KNOWN KNOWN 1ST 2ND 3RD 4TH
confederation of allies they will keep for their lives.
Named for games of strategy and games of chance, 3rd 2 3 2 — — —
each house emphasizes a unique approach to
spellcasting and combat. 4th 2 4 3 — — —

House of Bishops 5th 2 4 3 — — —

The House of Bishops adopts warmages with true 6th 2 4 3 — — —
arcane potential, expanding on essential magic
principles with true spellcasting. Such warmages 7th 2 5 4 2 — —
might be easily confused for wizards or sorcerers,
for they don the same garb and wield many of the 8th 2 6 4 2 — —
same spells, but the warmage focus on perfection
still holds precedence over garnering a vast array of 9th 2 6 4 2 — —
spells.
10th 3 7 4 3 ——
SPELLCASTING
When you choose this house at 3rd level, you gain 11th 3 8 4 3 ——
the ability to cast spells more potent than cantrips.
Spell Slots. The Bishop Spellcasting table 12th 3 8 4 3 ——
shows how many spell slots you have to cast your
spells of 1st level and higher. To cast one of these 13th 3 9 4 3 3—
spells, you must expend a slot of the spell’s level or
higher. You regain all expended spell slots when you 14th 3 10 4 3 3 —
finish a long rest.
Spells known of 1st-Level or Higher. You 15th 3 10 4 3 3 —
know three 1st-level wizard spells of your choice, two
of which you must choose from the conjuration and 16th 3 11 4 3 3 —
evocation spells on the wizard spell list.
The Spells Known column of the Bishop 17th 3 11 4 3 3 —
Spellcasting table shows when you learn more wizard
spells of 1st level or higher. Each of these spells must 18th 3 11 4 3 3 —
be a conjuration or evocation spell of your choice,
except for the spells learned at 8th, and 14th level, and 19th 3 12 4 3 3 1
must be of a level for which you have spell slots.
20th 3 13 4 3 3 1

Whenever you gain a level in this class, you
can replace one of the wizard spells you know with
another spell of your choice from the wizard spell
list. The new spell must be of a level for which you
have spell slots, and it must be a conjuration or
evocation spell, unless you’re replacing the spell you
gained at 8th or 14th level.
Warmage Edge. You can add additional
damage with your warmage spells of 1st level or
higher using your Warmage Edge feature, as if they
were cantrips. You can’t add Warmage Edge damage
to the spell magic missile.

WARMAGE HOUSES

NAME DESCRIPTION

House of Bishops Dabblers in true arcane magic, gaining spell slots to supplement their cantrips

House of Cards Plays a magical game of cards to enhance their combat prowess

House of Dice Gamblers with an innate power to control fate

House of Kings Leaders and commanders, with a wide array of maneuvers at their disposal

House of Knights Frontline combatants, fortified with magical armor

House of Lancers Monastic warmages which channel cantrips through their unarmed strikes

House of Pawns Versatile cantrip masters

House of Rooks Arcane assassins and spies

165

Classes ARCANE STUDY sets (playing cards), if you didn’t have it already.
At 3rd level, you become proficient in two of Additionally, you can use your Intelligence instead
the following skills: Arcana, History, Medicine, of Charisma for Charisma (Deception) checks you
Investigation, or Religion. make.

MYSTICAL COMPANION DECK OF FATE
At 7th level, you learn the find familiar spell and can Starting at 3rd level, you gain a deck of magical
cast it as a ritual. The spell doesn’t count against your playing or tarot cards, called a Deck of Fate, through
number of spells known. which you can enhance the power of your cantrips.
When you cast the spell, you can choose one Shuffle a standard 52-card playing card deck and
of the normal forms for your familiar or one of the draw a hand of 5 cards when you roll initiative.
following special forms: imp, pseudodragon, quasit, Whenever you target a hostile creature with a
or sprite. warmage spell that deals damage, you can use your
bonus action to play one or more cards from your
SIEGE CASTING hand to enhance the power of the spell. If the cards
At 10th level, damage you deal to objects with a exactly match one of the results on the Hands table
warmage spell is doubled. Additionally, when you below, it deals additional damage or one additional
cast a warmage spell which requires a spell attack effect according to the result to one of the spell’s
roll, you can cast it at up to double its normal range. targets of your choice. Playing cards which do not
If its target is beyond its normal range, the spell match a result has no effect. Aces count as ones for
attack has disadvantage. results. Once you play a card, place it on the bottom
of the deck and draw back to five cards.
ARCANE SCULPTING
Starting at 15th level, when you cast a warmage HIGH STAKES
spell that affects other creatures that you can At 7th level, you’ve mastered a very risky card trick
see, you can choose a number of them equal using your Deck of Fate. On your turn, you can
to your Intelligence modifier. The chosen choose to lose 2 hit points to play 1 card from your
creatures automatically succeed on their hand and draw back to 5 cards (no action required).
saving throws against the spell, and they take
no damage if they would normally take half DEALER'S CHOICE
damage on a successful save. At 10th level, you can use your bonus action to gain
one of the following three abilities, selected by the
ARCANE DOMINANCE GM:
At 18th level, you learn a powerful magical trick. As a
bonus action on your turn, you can expend a number • You gain resistance to all damage until the end of
of spell slots with a combined level of 6 or more to your next turn.
regain an expended use of your Arcane Surge.
• You teleport to a point you can see within 60 feet.
House of Cards • You vanish into a safe, endless demiplane until

Warmages who join the House of Cards approach the beginning of your next turn, at which time
combat the same way they do games of chance, you return at the same location from which you
with high stakes, calculated gambles. Each warmage vanished.
of this house wields a special deck of cards tied to
the very threads of fate, through which they can Once you use this feature, you can’t use it again until
empower their magic with deft flurries of hands. you finish a short or long rest.
However, while these warmages command incredible
power, their magical surges are at the whims of the CARD READING
cards, and so they must make strategic, ingenious Beginning at 15th level, once on each of your turns
plays to master them. when you draw a card from your deck as part of your
Deck of Fate feature, you can declare a suit (Club,
BLUFF Diamonds, Hearts, or Spades) and check the top
When you choose this house at 3rd level, your poker card of your deck. If you guessed the suit correctly,
face carries you through practically any lie. You gain you can take the Dash, Disengage, or Use an Object
proficiency in the Deception skill and with gaming action as part of the bonus action used for the
feature.

166

HANDS Warmage

NAME CARDS BENEFIT

Straight Any five sequential cards, You deal an additional 12 damage.
regardless of house.

Flush Any five cards of the same You deal an additional 10 damage.
suit, regardless of order.

Three of a Any three of the same You deal an additional 6 damage.
Kind card.

Pair Any two of the same card. You deal an additional 2 damage.

Hearts Any two hearts. You gain temporary hit points equal to your Intelligence modifier.

Spades Any two spades. Your movement speed increases by 10 feet until the start of your
next turn.

Diamonds Any two diamonds. You gain a +1 bonus to your AC until the start of your next turn.

Clubs Any two clubs. You gain a +1 bonus to saving throws until the start of your next.

ACE IN THE HOLE expended Dice of Fate, whether or not the GM has
Beginning at 18th level, you are a deckmaster. used them.
Whenever you would draw one or more cards from Beginning at 7th level, you have an additional
your deck, draw twice as many. Put half of the drawn 2 Dice of Fate, and you can add two Dice of Fate to
cards on the bottom of your deck and the other cards your damage rolls with warmage spells.
in your hand.
CHAOS ROLL
House of Dice Also at 3rd level, you can expend two of your Dice of
Fate as an action, rolling them on the table below to
The House of Dice throws out the warmage create a chaotic surge of energy.
convention of meticulous, deliberate spellcasting
in favor of wild, chaotic magic that presses the 2d6 Effect
odds. Everything, from their magical bursts to 2 You cast fireball, centered on yourself.
their enchanted sets of dice can fail horribly, so it’s 3 Your AC is reduced by 2 until the start of
auspicious that they often keep their fingers on the your next turn.
scales of fate. These warmages have mastered not 4 You fall prone.
only a repertoire of cantrips, but also techniques 5 Each creature other than yourself within
to manipulate fortune itself, allowing them to risk 60 feet of you can speak only in a
everything, and more than often come out on top. babbling nonsense language for the next
minute, and can’t perform the verbal
BONUS PROFICIENCIES components of spells.
Starting when you choose this house at 3rd level, 6 A 5-foot radius sphere of butterflies,
your light fingers and unscrupulous tactics help you insects, or doves fills a location you can
win the day. You gain proficiency in the Sleight of choose within range, heavily obscuring
Hand skill and with gaming sets (dice set), if you the area until the start of your next turn.
didn’t have it already. 7 You gain 7 temporary hit points, and
keep the Dice of Fate instead of giving
DICE OF FATE them to the GM.
At 3rd level, you gain four Dice of Fate, which are 8 You become invisible until the end of
d6s. Whenever you make an ability check, attack your next turn, as per the spell invisibility.
roll, saving throw, or damage roll, you can expend a 9 A random object explodes nearby,
Die of Fate and add it to the roll. Once you expend a dealing no damage to you or your allies,
Die of Fate, it goes to the GM, who can use it to add and dealing 3d6 fire damage to one
it to a roll made by an NPC or monster. Once the creature caught in the blast chosen by
GM has used a die, it passes back to you, and so on. the GM.
When you finish a long rest, you regain all of your

167

Classes 10 You teleport up to 60 feet to an STEAL LUCK
unoccupied location you can see. Each Starting at 18th level, when you roll initiative, roll a d6.
creature within 5 feet of the destination You steal that many Dice of Fate back from the GM.
must make a Dexterity saving throw
against your spell save DC or take 2d6 House of Kings
force damage.
Warmages who train in the House of Kings specialize
11 Choose a creature you can see within in tactics and strategy, learning age-old maneuvers
60 feet. That creature takes 4d6 necrotic to give them the edge in combat. Natural-born
damage, and you regain hit points equal leaders, Kings work best with a cadre of supporters
to the necrotic damage dealt. to perform their tactics and overwhelm the enemy.
Moreso than all other warmages, those in the House
12 You cast lightning bolt and can add the of Kings treat life and death as little more than a
Dice of Fate to the damage roll. game of strategy to be understood and conquered.

LOADED DICE BONUS PROFICIENCIES
By 7th level, you can subtly cheat your dice. Once When you choose this house at 3rd level, you
on each of your turns when you roll a d6, you can gain proficiency with medium armor, battleaxes,
flip the die upside down. Note that on a balanced d6, longswords, tridents, lances, and warhammers.
the top and bottom numbers add up to 7, so you can
determine the bottom number by subtracting the top BATTLE TACTICS
from 7. At 3rd level, you learn stratagems that are fueled by
special dice called Battle dice.
TWISTED FATE Battle Dice. You have two battle dice, which are
Starting at 10th level, the winds of chance follow d8s. A battle die is expended when you use it. You
your die rolls, rather than vice-versa. When regain all of your battle dice when you take a short or
you make an attack roll or ability check with long rest, or when you roll initiative.
disadvantage on your turn, you can attempt to invert Your battle die changes and more battle dice
fate as a bonus action. Expend a Die of Fate and roll become available when you reach certain levels in
it; on a 5, you ignore disadvantage on the roll, on a this class, as shown on the table below.
6, you instead have advantage on the attack roll or
ability check. Warmage Level Battle Dice
3rd 2d8
ROLL THE BONES 7th 3d8
Beginning at 15th level, you can channel the chaotic 13th 3d10
energy of your dice in an instant. As a reaction when 19th 4d10
you take damage from a creature you can see, you can
expend two Dice of Fate to make a Chaos Roll. Using Battle Dice. Once per turn, you can
expend a battle die to perform a stratagem of your
choice. Your stratagem options are detailed at the
end of the subclass description.
Saving Throws. When a stratagem calls for a
saving throw to resist its effects, use your spell save
DC.

LEAD FROM THE FRONT
Starting at 7th level, you and each friendly creature
within 100 feet that can see you ignores nonmagical
difficult terrain.

TACTICAL MASTER
Starting at 10th level, friendly creatures within 10 feet
of you add your Intelligence modifier to saving throws
against spells and magical effects that deal damage.

168

STRATAGEM:CHECKMATE Gambit. When you hit a creature with an attack, Warmage
At 15th level, you learn the following maneuver: you can expend one battle die to give your allies an
When you hit a creature with a weapon or spell opening. The next creature other than you to make
attack, you can use your bonus action and expend a an attack against the target adds the battle die to their
battle die to direct one of your companions to strike. attack roll.
When you do so, choose a friendly creature who can Mystic Counsel. You can use a bonus action
see or hear you that is within reach of the creature and expend one battle die to give counsel to a
you hit. That creature can immediately use its creature that can hear you within 30 feet. Once in the
reaction to make one weapon attack or cast a cantrip next minute when the creature makes a saving throw
requiring an attack roll, adding the battle die to the against a spell it can choose to roll the battle die and
attack’s damage roll. add its result to the saving throw.
Stalemate. When you hit a creature with an
GRANDMASTER attack, as a bonus action you can expend one battle
Beginning at 18th level, when you roll initiative, die to hold that creature in place. Until the end of
choose a number of friendly creatures equal to your its next turn, the target can’t willingly move unless it
Intelligence modifier that can hear or see you to first takes the Disengage action.
gain a battle die. Once within the next 10 minutes,
the creature can roll the die and add the number House of Knights
rolled to one ability check, attack roll, damage roll,
or saving throw it makes. The creature can wait until The House of Knights have a long and storied
after it makes the roll before deciding to add the tradition of melding melee combat and swordplay
battle die, but must decide before the GM declares with the warmage’s simple spellcasting. Unlike other
the roll’s outcome. Once the battle die is rolled, it is warriors, however, Knights carry neither swords or
lost. A creature can have only one battle die from this shields into combat, for they can forge both out of
feature at a time. magical force at a moment’s notice.

STRATAGEMS BONUS PROFICIENCIES
The stratagems are presented in alphabetical order. When you choose this house at 3rd level, you
Blitz. As a bonus action, when you hit a gain proficiency with medium armor and martial
creature with an attack, you can expend one battle weapons.
die to maneuver one of your comrades into a more
advantageous position. Choose a friendly creature FORCE BREASTPLATE
who can see or hear you. That creature can use At 3rd level, plates of magical force reinforce your
its reaction to move up to half its speed without armor. While you are wearing light or medium
provoking opportunity attacks from the target of armor or are under the effects of mage armor, you
your attack. can add your Intelligence, rather than your Dexterity,
Check. When you hit a creature with an attack, to your Armor Class.
as a bonus action you can spend one battle die to
force that creature to flee. The target must make a MYSTICAL WEAPON
Charisma saving throw. A creature that is immune Also at 3rd level, you learn the force weapon cantrip,
to being charmed automatically succeeds this saving which does not count against your total number of
throw. On a failed save, the target must immediately cantrips known. Additionally, on your turn when you
use its reaction, if available, to move up to half its would draw a weapon, you can summon a simple or
speed directly away from you. martial weapon, made entirely of magical force, to
Flash of Brilliance. When you make an your empty hand. This weapon counts as magical for
Intelligence or Wisdom ability check, you can the purposes of overcoming resistance and immunity
expend and roll one battle die to add its result to nonmagical attacks and damage. This weapon
to your ability check. You can choose to use this vanishes if it leaves your hand.
stratagem after the ability check is rolled but before
the GM declares whether the result was a success or FLURRY OF BLADES
failure. Beginning at 7th level, when you cast a cantrip which
allows you to make multiple spell attacks, such as
force weapon or magic daggers, you can use your
bonus action to make one additional spell attack.

169

Classes KNIGHT'S WARD • You can use Intelligence instead of Strength for
Starting 10th level, you learn to forge a hardened the attack and damage rolls of your unarmed
magical barrier between you and your foes. As a strikes.
bonus action on your turn, you can gain a number
of temporary hit points equal to twice your warmage • Your unarmed strikes count as melee weapons for
level, which last for 1 minute. the purposes of warmage spells.
Once you use this feature, you can’t use it again
until you finish a short or long rest. • Your unarmed strikes deal 1d6 bludgeoning
damage.
TACTICAL MANEUVER
At 15th level, you can spend your entire movement SHOCK TROOPER
to teleport up to half your movement speed to a Starting at 3rd level, can rapidly close the distance
location you can see. between you and your foes. Whenever you make a
melee attack on your turn against a creature you can
FIELD OF BLADES see, you can lunge up to 15 feet toward your target
Starting at 18th level, you can summon a whirlwind before making the attack. This movement doesn’t
of mystical weapons, striking at a legion of foes in provoke opportunity attacks. You can perform this
a single swipe. As an action on your turn, you can movement even if it causes you to travel through the
choose up to 5 creatures you can see within 30 feet. air, though you fall after making the attack if you do
Make a single melee spell attack against each target. not land on solid ground.
On a hit, a target takes 2d10 + your Intelligence
modifier force damage. MYSTICAL PHYSICALITY
Starting at 7th level, whenever you make a Strength,
House of Lancers Dexterity, or Constitution check, you can use your
Intelligence modifier instead of the normal modifier.
Warmages who join the House of Lancers are trained In addition, moving through rough terrain no
in fluid martial arts and meditative asceticism, longer costs you additional movement.
melding the stoic discipline of monks with potent
spellcasting. As such, they are unarmed elemental DEFLECT ENERGY
warriors, self-reliant and capable of feats no monk or By 10th level, you can deflect bolts of energy with
warmage could hope to match. However, Lancers are your bare hands. As a reaction when you are hit by a
notoriously neutral in almost all matters, and stand ranged spell attack or a ranged weapon attack which
apart from the politics of the other Houses. deals cold, fire, force, lightning, necrotic, or radiant
Lancers derive their name from an ancient damage, you can use your reaction to deflect the
precursor to the pawn, a piece remembered only in bolt. The damage you take from the attack is reduced
early variants of chess. Remote monasteries still play by 1d10 + your Intelligence modifier + half your
using this ancient set of rules: a smaller board, fewer warmage level (rounded down).
pieces, and lancers replacing the dutiful pawns. It is a
relic from a forgotten age, rife with symbolism. IMPROVED SHOCK TROOPER
Starting at 15th level, you can lunge up to 30 feet
INTERCEPT TECHNIQUE using your Shock Trooper ability. This movement
Starting when you choose this house at 3rd level, you causes you to teleport through creatures and objects,
adopt the monastic principle of offensive protection. blinking to the target in an instant. You can’t end
While you are unarmored or are under the effects of your movement in an occupied space.
mage armor, you can add your Intelligence, rather
than your Dexterity, to your Armor Class. FLURRY OF SPELLS
Starting at 18th level, you can cast spells with
HAND-TO-HAND ARCANA superhuman speed. As an action, you can expend
Also at 3rd level, you learn the Lancer’s secret a use of your Arcane Surge ability to cast three
unarmed combat technique, granting you the different cantrips which have a casting time of 1
following benefits: action or 1 bonus action. You can’t use your Arcane
Surge feature on any of these cantrips.
Once you use this ability, you can’t use it again
until you finish a long rest.

170

House of Pawns they might just as easily pick up jobs run by rogues Warmage
and brigands. In addition to their suite of cantrips,
By far the most prominent warmage House is that Rooks are light on their feet and know a few tricks to
of the Pawns. Warmages which join the House of magically open doors in utter silence.
Pawns learn to stretch their skill with cantrips to its
limits. Pawns can master any cantrip or trick known ROOK STRIKE
to the other warmage houses, for they embody the Starting you choose this house at 3rd level, as a
adaptability all warmages aspire to. bonus action, you can gain advantage on the next
spell attack roll you make on your turn. Alternatively,
PROMOTION you can impose disadvantage on a saving throw a
When you choose this house at 3rd level, you gain creature makes against a warmage spell you cast
the adaptability of the quintessential warmage. before the end of your turn.
You learn one warmage trick of your choice, which Once you use this ability, you can’t use it again
doesn’t count against your total number of warmage until you finish a short or long rest, or you use a
tricks known. Additionally, whenever you learn a cantrip to reduce a creature to 0 hit points.
warmage trick, you can learn tricks which have the
House of Bishops, House of Kings, House of Knights, RASP
or House of Rooks as a prerequisite, so long as you Starting at 3rd level, you can cast the knock spell at
meet all of the tricks other prerequisites. will without using a spell slot or spell components.
When you cast the spell using this ability, the
ADAPTIVE ARCANIST casting time is increased to 1 minute and the spell is
Also at 3rd level, you learn to emulate the spellcasting completely silent.
prowess of other warmages. When you finish a short
or long rest, choose one warmage cantrip. You learn ARCANE ACROBAT
this cantrip, which doesn’t count against the total Beginning at 7th level, you can add your Intelligence
number of warmage cantrips you can learn, until you modifier to all Dexterity checks you make.
choose a different one with this feature. Additionally, while you are conscious, you ignore
falling damage from falling any distance shorter
PAWN STORM than 60 feet. Subtract 60 feet from the distance fallen
Beginning at 7th level, when you cast a cantrip when calculating falling damage from further drops.
targeting a creature, you don’t provoke opportunity
attacks from that creature for the rest of the turn, FLEETING DECOY
whether you deal damage using the cantrip or not. At 10th level, as a reaction when you take damage
from a creature you can see, you raise a defensive
ADDITIONAL ARCANE FIGHTING STYLE illusion to protect you from further harm. Attacks
At 10th level, you can choose a second option from made against you have disadvantage until the
the Arcane Fighting Style class feature. beginning of your next turn.

OPENING MOVE ELUSIVE STEP
Starting at 15th level, you can add your Intelligence By 15th level, you’re extremely difficult to pin down.
modifier to your initiative rolls. Additionally, when If you move more than 15 feet on your turn, any
you roll initiative and you are not surprised, you can additional movement you make does not provoke
move up to your movement speed. opportunity attacks.

FUNDAMENTAL MASTERY FLASH OF FEATHERS
Starting at 18th level, your magic always finds its way Starting at 18th level, you can vanish without a trace,
to your foes most vulnerable spots. Once on each slip behind enemy lines, and dive in for the kill. You
turn when you roll damage for a warmage cantrip, can cast the invisibility spell once, targeting yourself
you can choose to replace one damage die roll with only, without using a spell slot or spell components.
the maximum possible result. While you are invisible, your movement speed is
doubled, and you can make one attack or cast one
House of Rooks warmage cantrip without ending the spell.
Once you use this feature, you can’t use it again
The clandestine members of the House of Rooks until you finish a short or long rest.
make adept spies, assassins, and scouts, though

171

172 Classes

WITCH In reality, very few choose to become witches, Witch
and many of them can hide adeptly in society, using
Three old crones stoop over a boiling cauldron their magic to fill a number of roles, from seer,
filled with all manner of bizarre filth, churning and to healer, to apothecary. Being accused as a witch
bubbling with a noxious fume. In the smoke and carries grave consequences, no matter the validity of
vapor above the pot, the trio can make out shapes the claim, so wise witches relocate frequently, never
and figures of great import, and one cackles loudly at residing in one place for too long.
what she sees.
A young girl sits underneath a tree, far from Familiar Masters
where the other children play. She glances about to
make sure noone is watching, and snaps her fingers It is rare to find a witch without his or her constant
once to the empty air. After a moment of silence, a companion, the familiar. Though familiars might
black cat appears around the tree’s bend and locks be conjured by other spellcasters as well, a witch’s
eyes with the girl, staring with a strange intelligence familiar is ubiquitous to common folk for good
for a long moment. She gestures at one of the playing reason. Witches command intuitive magic, and have
children, a heavy-set boy with a permanently affixed a deep link to their familiars. As a result, they can
scowl; the cat understands. It wanders close to the conjure more exotic familiars, and command them
boy, stretches its claws, and gets very low, ready to more swiftly than other spellcasters.
pounce for the boy’s eyes.
A young elf intently mutters something Creating a Witch
underneath his breath each time he exhales. Visible
only to him, a string of the foulest magic winds out Creating a witch necessarily involves a powerful,
from him and seizes a charging orc, which drops to malicious curse in your backstory. Who cast it? Did
its knees in agony. you take a curse upon yourself for power? Was your
Witches are stricken by magic so dark it entire lineage cursed generations ago, leading to a
imprints a lasting shadow upon their essence. bloodline of witches, or did another spellcaster use
Through force of personality alone, they can spin sinister, forbidden magic to curse you for life? Decide
this darkness outward, hexing creatures, casting on the nature of your witch’s curse and think about
manipulative spells, and even commanding a familiar how you relate to it. Do you feel like the curse was
with their thoughts. secretly a blessing, or does the desire for vengeance
burn in your heart?
Cursed What negative effects does the curse leverage
on your personality and mind? Are you haunted
While others are blessed with magic, witches are by spirits, or is your mind plagued by destructive
cursed by it. Afflicted by some hateful arcana, thoughts? How do you feel manipulating the power
whether accidentally or intentionally, witches are of this curse outwards into hexes and spells?
twisted inside and out by its daily tortures. With Work with your GM to determine how witches
gruesome effort, they can warp this power into spells are perceived in the world. Are they feared, burned,
to wrack others with the same torture which plagues and persecuted? Are you an openly-known witch?
them. Do the other characters in your party know of your
witchhood? Some witches keep the source of their
Pariahs and Outcasts magic a secret, or claim to be wizards or sorcerers to
conceal the true darkness of their magic.
Almost without exception, witches are feared
and hated. They are victim to a number of QUICK BUILD
misconceptions, usually relating them to hags and To build a witch quickly, make Charisma your
other evil creatures of the night. As a result, known highest ability score, followed by Constitution. Then,
witches are in great personal danger and can usually choose the chill touch and minor illusion cantrips,
be found dwelling on the outskirts of civilization and the spells hideous laughter and thunderwave.
where townsfolk seldom tread. This does little to Lastly, choose the Hideous witch’s curse, and the
stop witch hunting and burnings, but provides some hexes Evil Eye and Misfortune.
measure of safety from them.

173

Classes THE WITCH

PROF. HEXES CANTRIPS SPELLS
LEVEL BONUS FEATURES KNOWN KNOWN KNOWN 1ST 2ND 3RD 4TH 5TH 6TH 7TH 8TH 9TH

1st +2 Hexes, Spellcasting, 24 2 2 ————————
Witch’s Curse

2nd +2 Cackle, Familiar 34 3 3 ————————

3rd +2 Witch's Craft 34 4 4 2 ———————

4th +2 Ability Score Improvement 3 5 5 4 3 ———————

5th +3 Insidious Spell 45 6 4 3 2 ——————

6th +3 Craft feature 45 7 4 3 3 ——————

7th +3 Improved Familiar 45 8 4 3 3 1 —————

8th +3 Ability Score Improvement 4 5 9 4 3 3 2 —————

9th +4 Dying Curse 55 10 4 3 3 3 1 — — — —

10th +4 Craft feature 56 11 4 3 3 3 2 — — — —

11th +4 Grand Hex 56 12 4 3 3 3 2 1 — — —

12th +4 Ability Score Improvement 5 6 12 4 3 3 3 2 1 — — —

13th +5 Grand Hex 66 13 4 3 3 3 2 1 1 — —

14th +5 Craft feature 66 13 4 3 3 3 2 1 1 — —

15th +5 Grand Hex 66 14 4 3 3 3 2 1 1 1 —

16th +5 Ability Score Improvement 6 6 14 4 3 3 3 2 1 1 1 —

17th +6 — 76 15 4 3 3 3 2 1 1 1 1

18th +6 Grand Hex 76 15 4 3 3 3 3 1 1 1 1

19th +6 Ability Score Improvement 7 6 15 4 3 3 3 3 2 1 1 1

20th +6 Hexmaster 76 15 4 3 3 3 3 2 2 1 1

CLASS FEATURES EQUIPMENT
You start with the following equipment, in addition
As a witch, you have the following class features. to the equipment granted by your background:

HIT POINTS • (a) a whip and blowgun, (b) a light crossbow and
Hit Dice: 1d8 per witch level 20 bolts or, (c) any simple weapon
Hit Points at 1st Level: 8 + your Constitution
• (a) a component pouch or (b) an arcane focus
modifier • (a) a scholar’s pack or (b) a dungeoneer’s pack
Hit Points at Higher Levels: 1d8 (or 5) + your • Leather armor, any simple weapon, and a dagger

Constitution modifier per witch level after 1st Spellcasting

PROFICIENCIES You have learned to mold and reshape the magic that
Armor: Light armor curses you into spells.
Weapons: Simple weapons, blowguns, shortswords,
CANTRIPS
and whips You know four cantrips of your choice from the
Tools: Alchemist supplies, poisoner’s kit witch spell list. You learn additional witch cantrips of
Saving Throws: Wisdom, Charisma your choice at higher levels, as shown in the Cantrips
Skills: Choose two from Arcana, Deception, Insight, Known column of the Witch table.

Intimidation, Persuasion, Nature, and Religion

174

SPELL SLOTS Witches: drop a house on 'em. Works every time. Witch
The Witch table shows how many spell slots you
have to cast your spells of 1st level and higher. To MALE AND FEMALE WITCHES
cast one of these spells, you must expend a slot of
the spell’s level or higher. You regain all expended Witches are commonly considered to be only
spell slots when you finish a long rest. female, but in reality, male and female witches
For example, if you know the 1st-level spell exist in equal number. This misconception is
bane and have a 1st-level and a 2nd-level spell slot due to the fact that male witches are often
available, you can cast bane using either slot. called "hexers," or are incorrectly deemed
warlocks by common folk.
SPELLS KNOWN OF 1ST LEVEL OR HIGHER
You know two 1st-level spells of your choice from
the witch spell list. The Spells Known column of the
Witch table shows when you learn more witch spells
of your choice.
Each of these spells must be of a level for
which you have spell slots, as shown on the table.
For instance, when you reach 3rd level in this
class, you can learn one new spell of 1st or 2nd
level.
Additionally, when you gain a level
in this class, you can choose one of the
witch spells you know and replace it
with another spell from the witch spell
list, which also must be of a level for
which you have spell slots.

SPELLCASTING ABILITY
Charisma is your spellcasting ability for your witch
spells. Your magic originates deep within yourself,
where your insidious curse stirs restlessly. You use
your Charisma whenever a spell refers to your
spellcasting ability. In addition, you use your
Charisma modifier when setting the saving
throw DC for a witch spell you cast and when
making an attack roll with one.

Spell save DC = 8 + your proficiency
bonus + your Charisma modifier

Spell attack modifier = your
proficiency bonus + your Charisma

modifier

RITUAL CASTING
You can cast any witch spell you know as a ritual if
that spell has the ritual tag.

SPELLCASTING FOCUS
You can use an arcane focus as a spellcasting focus
for your witch spells.

175

Classes Witch’s Curse whispers magical secrets to you. You learn an
additional witch spell at a level for which you have
You are wracked by a terrible curse which infects spell slots at 1st level, and again at 4th level, 8th level,
your body and soul. At 1st level, choose the form that and 12th level. These spells do not count against your
this curse takes from the options below. total number of spells known.
Burned. Almost all of your body has been Starving. No matter how much you eat, food
scorched by arcane flames, leaving you with striking turns to ash in your mouth. Your curse nourishes
black scars and embers of magic that burn under the you, but only at the edge of starvation, and you are
skin. As a result, you have resistance to fire damage, constantly wracked by pangs of hunger. You don’t
and you know the cantrip produce flame, which does need to eat or drink, but can still imbibe and benefit
not count against your total number of cantrips from potions. Additionally, you are immune to being
known. poisoned.
Drowned. Water fills your lungs, and yet Visions. You are cursed to have terrible visions
you do not die. You can breathe air and water. of the future, presaging the death of your friends,
Additionally, you have a swimming speed equal to family, and yourself. However many of these visions
your walking speed. are cruel deceptions, they are sometimes grimly
Feral. Through your curse, you have forgotten accurate. You can add your Charisma modifier, in
the manners and customs of civilized men and addition to your Dexterity modifier, to your initiative
gone to live among beasts in the wild. Hunting and rolls.
fighting daily, you have become savage. You have Whispers. Unseen voices murmer in your ears
proficiency in the Survival skill. Additionally, while at all times. As such, you can telepathically speak to
you are wearing no armor and not wielding a shield, any creature you can see within 30 feet of you. You
your AC equals 12 + your Dexterity modifier. don’t need to share a language with the creature for it
Hideous. Your appearance is ghastly to behold. to understand your telepathy, but the creature must
You have proficiency in the Intimidation skill. When be able to understand at least one language.
you roll initiative, you can choose one humanoid
you can see to scare. That creature must make a Hexes
Wisdom saving throw against your spell save DC or
be frightened until the end of your next turn. You can learn a number of powerful incantations,
Hollow. Your soul has been divorced from known as hexes, derived from the same insidious
your body, trapping you in a limbo between life and magic which cursed you.
death. When you or your familiar reduces a hostile At 1st level, you gain two hexes of your choice.
creature to 0 hit points, you drain some of its life Your hex options are detailed at the end of the class
force, and gain temporary hit points equal to your description. When you gain certain witch levels,
witch level + Charisma modifier (minimum of 1). you gain additional hexes of your choice, as shown
Infested. You are constantly followed by in the Hexes Known column of the Witch table.
vermin, like insects and rats, which crawl on your Additionally, when you gain a level in this class, you
skin and swarm in your wake. As a result, you are can choose one of the hexes you know and replace it
immune to being diseased. with another hex.
Additionally, you can command these pests as Unless otherwise stated, if a hex calls for an
your own. Starting at 2nd level, you can choose the attack roll or saving throw, it uses your spell attack
form of a swarm of rats for your familiar. Starting at bonus or spell save DC. All hexes require verbal or
7th level, you can choose a swarm of insects. somatic components (caster’s choice at the time of
Loveless. You are cursed to never find true love. casting.)
Jaded and disaffected, not even magic can turn your Unless otherwise noted, if a hex lasts for a
heart; as a result, you are immune to being charmed. duration, you concentrate on it as you would a spell.
Possessed. Your soul is occupied by a foreign You can concentrate on a hex and a spell at the same
spirit that sometimes tries to wrest away your time, and you make only one Constitution saving
consciousness. However, while you sleep, the spirit throw to maintain your concentration on both.

176

Cackle WITCH FAMILIAR Witch

At 2nd level, you can use your bonus action to As a witch, familiars you summon are imbued
cackle. The duration of your hex extends by 1 round with your insidious magic, granting them the
for each creature affected within 60 feet of you. following benefits:
Not all witches laugh maniacally when they • Your familiar can use your spell attack bonus
cackle, but all cackles require a verbal component,
as a spell. These range from mundane curses and for its attack rolls.
insults, to the murmuring of dead languages and • Your familiar adds your proficiency bonus to
speaking backwards.
its Armor Class, saving throws, and damage
Familiar rolls.
• You add twice your witch level to your
At 2nd level, you learn the find familiar spell and familiar’s maximum hit points.
can cast it as a ritual without material components.
The spell doesn’t count against your number of spells Insidious Spell
known. The spell is improved in the following ways:
Starting at 5th level, when you cast a witch spell that
• Your familiar takes its turn immediately before or affects a creature that is under the effect of your hex,
after your turn each round (your choice). that creature has disadvantage on its first saving
throw against the spell. This feature only applies to a
• Once per turn as an action or a bonus action, you hostile creature which is the sole target of your hex.
can mentally command your familiar to use its
reaction to make one attack. Improved Familiar

• When you cast a spell, you can deliver it through At 7th level, your familiar’s attacks count as magical
your familiar as if it had cast the spell, even if the for the purposes of overcoming damage resistance
spell doesn’t have a range of touch. and immunity. Additionally, you can choose the
following forms for your familiar: brass dragon
• When you cast the spell, you can choose one wyrmling (without its breath weapon), fright*, grep*,
of the normal forms for your familiar or one imp, or quasit. The statistics for creatures marked
of the following special forms: death snail*, with an asterisk are in Appendix C.
flying book*, homunculus, mock*, moon jelly*,
pet rock*, pseudodragon, rag doll*, sprite, tin Dying Curse
soldier*, winter wolf pup*, and yarn golem*. The
statistics for creatures marked with an asterisk are Beginning at 9th level, when a creature reduces you
in Appendix C. to 0 hit points but does not kill you outright, you
can lay a nefarious curse upon them. The creature is
Witch’s Craft cursed for up to 24 hours. While cursed, the creature
has disadvantage on attack rolls, ability checks, and
Your knowledge of magic has culminated in learning saving throws. If you regain consciousness or the
a Craft, an innate variety of magic which exists apart creature is targeted by the remove curse spell, the
from the schools of magic. When you reach 3rd level, curse ends at the end of the creature’s next turn.
choose one Witch’s Craft. Your choice grants you Once you use this ability, you can’t use it again
features at 3rd level, and again at 6th, 10th, and 14th until you finish a long rest.
level.
If your craft grants you a hex at any level, it Grand Hex
doesn't count against your total number of hexes
known. By 11th level, you have perfected deeply malevolent
forms of magic. You learn one Grand Hex, and you
CRAFT SPELLS learn another at 13th, 15th, and 18th level. Grand
Each craft is associated with a branch of arcana, hexes are detailed at the end of the class description.
represented by a number of spells which you learn.
The levels of these spells are noted in the craft Hexmaster
description. These spells count as witch spells for you
and don’t count against your total number of spells By 20th level, you have mastered your foul magic.
known. Humanoid creatures have disadvantage on saving
throws against your hexes.

177

Classes

HEXES CHARM
As an action, choose one creature you can see within
The Hexes below are presented in alphabetical order. 60 feet to make a Wisdom saving throw. On a failed
save, the creature is charmed by you until the end
ABATE of your next turn. When the hex ends, the creature
As an action, choose one creature you can see within knows it was charmed by you.
60 feet of you to make a Charisma saving throw. On
a failed save, the creature can’t take reactions until DIRE FAMILIAR
the end of your next turn. As an action, you can bolster your summoned
familiar. For 1 minute, your familiar’s current and
APATHY maximum hit points is increased by twice your witch
As an action, choose one creature you can see level and it gains a bonus to its damage rolls equal to
within 60 feet of you to make a Charisma saving your Charisma modifier.
throw. On a failed save, until the end of your next You can cast other hexes while this hex is in
turn, the creature becomes indifferent toward one effect. Once you cast this hex, you can’t cast it again
creature of your choice that it is hostile towards. This until your familiar is dismissed, or until its duration
indifference ends if the target is attacked or harmed expires.
by a spell by the creature to which it is indifferent. You must have the Familiar feature to choose
When the hex ends, the creature becomes hostile this hex.
again, unless the GM rules otherwise.
DISORIENT
BECKON FAMILIAR As an action, choose one creature that you can see
You can cast the find familiar spell as an action within 60 feet to make a Constitution saving throw.
without expending a spell slot or spell components. On a failed save, whenever this target makes an
Once you cast this spell in this manner, you can’t do attack roll before the end of your next turn, it must
so again for 1 minute. roll a d6 and subtract the number rolled from the
You must have the Familiar feature to choose attack roll.
this hex.
DOOMWARD
BLEEDING As an action, choose one friendly creature other than
As an action, choose one creature you can see yourself you can see within 60 feet. If this creature
within 60 feet of you to make a Constitution saving drops to 0 hit points before the end of your next
throw. On a failed save, each time this creature takes turn and doesn’t die outright, it drops to 1 hit point
damage, it loses an additional 1d4 hit points. This instead. This hex then ends and can’t be used to
effect lasts until the end of your next turn.

178

target the same creature until you finish a short or HEXES AND MAGIC Witch
long rest.
A witch casts their terrible hexes as an extension
DUPLICITY of their curse. As their curses are magical in
As an action, you can create an illusory duplicate self, nature, their hexes are considered 0th-level
composed of shadowstuff, to confuse your enemies. spells for the purposes of feature and spells,
When a creature attacks you, roll any die. On an odd such as counterspell or dispel magic, which
number, the attack strikes the duplicate and misses, interact with magic. Furthermore, all hexes
regardless of its roll, and the hex ends. On an even cease while in the area of an antimagic field or
roll, the attack targets you as normal. This effect lasts similar effect.
until the end of your next turn.
MIRE
EVIL EYE As an action, you can transform the ground within
As an action, choose one creature you can see that 30 feet of where you cast this hex into murky swamp,
can see you within 60 feet to make a Wisdom saving which is difficult terrain. You can move without
throw. On a failed save, the creature is frightened of penalty in this area. This effect lasts until the end of
you until the end of your next turn. your next turn.

FORTUNE MISFORTUNE
As an action, choose one friendly creature other than As an action, choose one creature you can see within
yourself you can see within 60 feet. The creature has 60 feet. Until the end of your next turn, whenever
advantage on saving throws until the end of your this creature rolls a 20 on a d20 roll, the roll instead
next turn. becomes a 1.

GO UNSEEN OBFUSCATE
As an action, you and your familiar become invisible. As an action, you create a 20-foot radius sphere of
The effect ends at the end of your next turn, or if you fog centered on yourself. The sphere spreads around
or your familiar attack or cast a spell. corners, and its area is heavily obscured. This effect
Once you cast this hex, you can’t cast it again for lasts until the end of your next turn or until a wind
1 minute. of moderate or greater speed (at least 10 miles per
hour) disperses it.
HOBBLE
As an action, choose one creature you can see within PEACEBOND
60 feet of you to make a Strength saving throw. On a As an action, you can lock weapons to their owners.
failed save, the creature’s movement speed is reduced The weapons and ammunition of each creature
to 10 feet until the end of your next turn. If the within 30 feet become locked in their sheaths,
creature is flying, it falls. quivers, or holsters until the end of your next turn.
During this time, a creature can use its action to free
KNOWING its weapon with a Strength check, opposed by your
As an action, you open your third eye and become spell save DC.
intuitively aware of your surroundings. You have
advantage on Wisdom (Insight) rolls until the end of POX
your next turn. Additionally, choose of the following As an action, choose one creature you can see within
pieces of information: 5 feet to make a Constitution saving throw. On a
failed save, the creature is poisoned until the end of
• If a creature can speak a language your next turn.
• If a creature is at or below half its maximum hit
RUIN
points As an action, choose one creature you can see within
• What a creature’s lowest ability score is 60 feet to make a Constitution saving throw. On a
failed save, the creature’s Armor Class decreases by 3,
You learn that piece of information for each creature to a minimum of 10, until the end of your next turn.
within 30 feet. You can only learn one of these things
about a creature, even if you cast this hex more than
once.

179

Classes SCURRY GRAND HEXES
As an action, a nonmagical object you choose within
30 feet sprouts legs and runs away. You can’t target an The Grand Hexes below are presented in alphabetical
object that weighs more than 10 pounds, nor can you order. Unless otherwise stated, if a grand hex calls for
target one that is being worn as clothing or armor; an attack roll or saving throw, it uses your spell attack
however, you can target certain objects that are bonus or spell save DC. Grand hex features do not
being carried, as long as they are not affixed entirely count as hexes.
around a creature’s body and are not being held in
a hand. For example, you can’t target a creature’s CAULDRON
helmet or a sword it is wielding, but you can target You can brew potions in a bubbling cauldron using
a drawstring pouch it is wearing or a dagger that is raw components scavenged from nature. To this end,
sheathed at its side. you have a pool of alchemy points equal to half your
The object animates, wriggles free of its owner, witch level, rounded down. You regain all expended
if it has one, sprouts two legs, and moves 20 feet in a alchemy points when you finish a long rest.
direction you choose. At the beginning of your turn, You can spend 10 minutes and expend any
you can choose which direction the object moves. number of alchemy points to brew potions. These
The object has an AC of 10, if its AC was not already potions retain potency for 24 hours, after which they
higher, and remains animated until the end of your become inert. If a potion calls for a saving throw, it
next turn, or until it is picked up. uses your spell save DC.
The potions available for you to brew are given
SHRIEK on the Cauldron Potions table below.
As a bonus action, you can release a thunderous,
blood-curdling screech. Each Large or smaller Cauldron Potions Alchemy Points
creature you choose within 5 feet of you is pushed 5 1
feet away from you. Potion 1
Potion of Animal Friendship 1
SLUMBER Potion of Growth 1
As an action, choose one creature you can see Potion of Healing 2
within 60 feet to make a Wisdom saving throw. On a Potion of Water Breathing 2
failed save, the target falls unconscious until it takes Oil of Slipperiness 2
damage, or until the end of your next turn. Undead, Philter of Love 2
creatures which are immune to being charmed, and Potion of Greater Healing 2
creatures whose current hit points are greater than Potion of Heroism 3
five times your witch level are immune to this effect. Potion of Resistance 3
Potion of Clairvoyance 3
SLUR Potion of Diminution
As an action, choose one creature you can see within Potion of Gaseous Form
60 feet to make a Charisma saving throw. On a failed
save, the creature can’t speak coherently until the end COVEN
of your next turn. If the creature attempts to cast a You can induct others into your insidious coven.
spell that requires a verbal component, it must roll a By performing a special ritual over the course of 8
d20. On an odd roll, the casting fails. hours, which can be done during a long rest, you
can intermingle your cursed magic with a willing
TREMORS creature which has the Spellcasting or Pact Magic
As an action, you can create a small quake. Each feature. This creature enters into your coven. You can
creature on the ground within 10 feet of you must have up to two creatures other than yourself in your
succeed a Dexterity saving throw or be knocked coven at one time.
prone. While two or more members of your coven are
within 30 feet of one another, they gain the ability
WARD to cast additional spells, as shown on the Coven
As an action, choose 1 creature you can see other
than yourself within 60 feet. Each time the creature
takes damage before the end of your next turn, it
reduces the damage it takes by 3.

180

Spellcasting table. Additionally, members of your this benefit if you already have a feature, like Witch
coven gain access to a shared pool of 5 spell slots— Extra Attack, that gives you extra attacks.
one of each level, from 1st to 5th level—which they • You can use any action or movement your
can use to cast any spell known to them. Expended familiar possesses.
spell slots are regained when all members of the This transformation lasts one minute or until you
coven finish a long rest. dismiss it on your turn (no action required). When
Coven members use their own spellcasting it ends, your familiar is dismissed, and you can’t
ability to determine spell attack bonuses and spell summon it again until you finish a short or long rest.
save DCs. A coven member can’t cast spells of a level
for which they do not have personal spell slots, even POISON APPLE
if using a higher level shared spell slot. A shared spell As an action, you can produce a magical apple out of
slot can be used, for instance, to cast a lower level thin air. This apple can possess whatever appearance
spell at higher levels, but it can’t be used to cast a you wish, be that a ruby red coloration, a golden
spell normally too high-level for a spellcaster. skin, or the appearance of crystal. On your turn, you
can use your action to eat the apple, granting you the
Coven Spellcasting following benefits:
• You regain hit points equal to twice your witch
Spell Level Spells
1st bane, hideous laughter level, plus your Charisma modifier.
2nd invisibility, ray of enfeeblement • You regain an expended spell slot of 5th level or
3rd bestow curse, counterspell
4th banishment, polymorph lower.
5th contagion, scrying • You can end one of the following conditions

DUAL HEX affecting you: blinded, deafened, paralyzed, or
When you cast a hex which targets one creature, you poisoned.
can target two creatures instead. While both targets However, the apple is suffused with your insidious
are under the effect of your hex, you gain the benefits magic. If a creature other than yourself eats the
of your Insidious Spell feature against each of them. apple, it does not gain any benefits and instead must
make a Wisdom saving throw against your spell
FORCEFUL PERSONALITY save DC with disadvantage. On a failed save, the
Your Charisma score increases by 2, to a maximum creature becomes poisoned for up to 24 hours. For
of 22. each hour the creature is poisoned, it loses 4d8 hit
points. This loss can’t be reduced or avoided. If this
HYBRID reduction causes the creature to drop to 0 hit points,
As a bonus action, if your familiar is within 5 feet the creature instead drops to 1 hit point and falls
of you, you can meld with it, transforming into a into a catatonic sleep, remaining unconscious for up
magical hybrid. For the next minute, you gain the to 7 days. A remove curse spell or similar magic can
following benefits: awaken this creature early.
• You gain temporary hit points equal to your The apple shrivels and become nonmagical if it
isn’t eaten in 24 hours. Once you produce a magic
familiar’s hit points. apple, you can’t produce another one until you finish
• Your Armor Class equals 10 + your Dexterity a long rest.

modifier + your Charisma modifier, as long as POSSESSION
you are not holding a shield. As an action, your body becomes immaterial, and
• You gain two natural melee weapons, your spirit dives into a Large or smaller creature
corresponding to your familiar’s attacks. You have you can see within 10 feet of you in an attempt to
proficiency with these weapons, and use Charisma possess it. This target must make a Charisma saving
for the attack and damage rolls. On a hit, these throw. A creature with a challenge rating greater
natural weapons deal 1d10 bludgeoning, piercing, than your witch level automatically succeeds on this
or slashing damage (your choice). save. On a failed save, you disappear and the target
• You can attack twice, instead of once, when you becomes incapacitated and possessed; you gain
take the Attack action on your turn. You ignore control of its body but don’t deprive the target of its

181

Classes awareness. While possessing the creature, you can’t
be targeted by any attack, spell, or other effect. You
I store the Spire's chicken legs on the sublevels maintain your Intelligence, Wisdom, and Charisma
ability scores and your alignment, but otherwise use
182 the creature’s statistics. You don’t gain access to the
target’s knowledge, class features, or proficiencies.
For the purposes of spells and effects which
can end possession, such as the spell dispel evil and
good, you are treated as an undead spirit and can
be banished from the target, returning to your own
body, which rematerializes within 5 feet of the target.
This possession lasts for 1 hour, or until the
body drops to 0 hit points or you are forced out by a
spell or other magical effect that ends possession.
Once you use this ability, you can’t do so again
until you finish a long rest.

WAR HEX
When you cast a hex that targets a single creature,
you can use your bonus action to cast a cantrip
targeting the same creature.

WITCH'S BROOM
You can use your action to enchant a mundane
object—like a broom, cauldron, or rug—to fly for you.
You gain a flying speed of 60 feet while holding this
item with one hand, as long as you are not wearing
medium or heavy armor, or wielding a shield. You
can only enchant one object using this ability at a
time. If you target another object using this effect,
the enchantment on the previous object ends.

WITCH'S HUT
You can perform a 24-hour long ritual to enchant
a structure which can fit within a 15-foot cube,
animating it as a Huge object, as per the animate
objects spell. The structure rises up on a pair of
magical legs and follows your commands.
The entrance to the structure is linked to an
extradimensional abode, as per the magnificent
mansion spell. You can command the structure
from inside this abode. If the structure is destroyed,
the extradimensional abode is unharmed, but its
occupants are ejected to unoccupied spaces adjacent
to the structure.
As an action, you can teleport the structure to
an unoccupied space within 60 feet of you. Once you
teleport the structure, you can’t do it again until you
finish a long rest.
You can repeat the 24-hour ritual to end the
enchantment on your previous structure and enchant
a new one.

WITCH’S CRAFTS is reduced by the amount of necrotic damage taken. Witch
This reduction lasts until the hex ends. The target
A witch’s craft is distinct from a school of magic. dies if this effect reduces its hit point maximum to 0.
Whereas magical schools seek to categorize spells, This hex ends at the end of your next turn.
crafts are defined by the use of magic, and seek to
capture the essence of spells. There are dozens of UNDEATH COMMAND
varieties, from those practiced by covens in secret, to Starting at 6th level, you have intertwined the
those plied in marketplace potion shops. magic of your familiar with the magic you use to
Each craft has a number of Craft Spells. New animate the dead. When you use your bonus action
spells are marked with an asterisk. to command your familiar, you can use the same
bonus action to issue a command to any undead you
Black Magic control via the animate dead spell or similar magic.

Black magic is associated with hexes that cause LIFE TETHER
pain and suffering, and spells which give rise to At 10th level, as a reaction when you take damage
undeath. Harnessing such a craft can lend you great from a creature you can see, you can transfer some of
power, but inevitably carries a cost. Darkness cannot that damage to a creature which is the sole target of
be contained, after all; it merely seeps forth from your hex. You take half the damage (rounded down)
wherever it is kept. and the hexed creature takes the remaining damage.
Once you use this ability, you can’t use it again until
Black Magic Bonus Spells you finish a short or long rest.

Spell Level Spells BLACK SACRIFICE
1st exhume*, inflict wounds Beginning at 14th level, if your familiar is within 10
2nd gentle repose, magic weapon feet of you, you can use your action to command
3rd animate dead, vampiric touch it to dissolve its magical bond to this plane, which
4th blight, death ward unleashes a torrent of necromantic energy. Each
5th cloudkill, contagion creature you choose within 20 feet must make a
Dexterity saving throw against your spell save DC. A
HEX:DECAY creature takes 8d10 necrotic damage on a failed save,
When you adopt this craft at 3rd level, you learn to or half as much on a successful one, and its hit point
drain the vitality from a living being. As an action, maximum is reduced by the amount of necrotic
choose one creature you can see within 60 feet damage taken. A target dies if this effect reduces its
to make a Constitution saving throw. On a failed hit point maximum to 0. Once you use this ability,
save, the creature takes 1d4 necrotic damage at the you can’t summon your familiar again until you
beginning of its next turn and its hit point maximum finish a long rest.

WITCH'S CRAFTS

NAME DESCRIPTION

Black Magic Practices the necromantic arts uses dark spells of suffering

Blood Magic Lays terrible curses and draws power from blood sacrifices

Green Magic Practices magic associated with plants, animals, the living world

Purple Magic Wields illusions and enchantments in equal measure

Red Magic A destructive spellcaster wielding magic that ruins and burns

Steel Magic Melds swordsmanship with wicked hexes

Tea Magic A peaceful witch that practices tea ceremonies and divination

Technicolor Magic Makes friends with just about everyone they meet

White Magic A natural healer and practitioner of restorative magic

183

Classes Blood Magic you make to track a creature you or your familiar has
damaged.
Forbidden by most witch covens, blood magic
centers on the use of dark spells and mortal hexes HEMOMANTIC RECOVERY
that draw from the spellcaster’s very essence. It is Beginning at 10th level, you can perform a blood
fundamentally more perilous than other witch crafts, ritual to bolster your magic. Once per day when you
but its many risks come with copious rewards. finish a short rest, you can spend hit dice to recover
expended spell slots. The cost for each spell slot is
Blood Magic Bonus Spells given on the table below. You can’t use this ability to
recover spell slots of 6th level or higher.
Spell Level Spells
1st hellish rebuke, hollowing curse* Spell Level Hit Dice
2nd acid arrow, hold person 1st 2
3rd ruby-eye curse*, vampiric touch 2nd 3
4th blight, dominate beast 3rd 5
5th cloudkill, dominate person 4th 6
5th 7
HEX:BLOOD CURSE
Starting when you choose this craft at 3rd level, you SANGUINE
can mark a creature with a sinister blood curse. As By 14th level, you can wield your own blood like a
an action, choose one creature you can see within 60 vicious lash. Once per round, when you cast a spell
feet to make a Constitution saving throw. On a failed which deals damage to a creature that is under the
save, this creature is on the brink of death until the effect of your hex, you can choose to lose hit points
end of your next turn. If the creature at any point in to increase the amount of damage dealt. For every 5
this duration has less than its maximum hit points hit points you lose you can add 2d8 necrotic damage
and has fewer hit points than twice your witch level, to the damage roll, up to a maximum of 6d8 damage.
it immediately drops to 0 hit points. This feature only applies to a hostile creature which is
the sole target of your hex.
NOVICE HEMOMANCY
Also at 3rd level, when you cast a spell which Green Magic
requires material components that do not have
a specific cost, you can replace the material Plants, nature, and things that grow are the
components with a drop of blood. domain of green magic. Normally a type of arcana
championed by druids, some witches have a close tie
ARCANE BLOODLETTING to the powers of green magic, and can coax plants
Lastly at 3rd level, you can impel your magic with a and animals into their bidding.
measure of your own blood. When you cast a spell
that has a casting time of 1 action, you can choose Green Magic Bonus Spells
to lose 5 hit points to change the casting time to 1
bonus action for this casting. Spell Level Spells
You can use this feature a number of times equal 1st entangle, goodberry
to your Charisma modifier (a minimum of once). You 2nd barkskin, beast sense
regain all expended uses when you finish a long rest. 3rd conjure animals, plant growth
4th conjure woodland beings, stoneskin
DEATHSEEKER 5th awaken, tree stride
At 6th level, you can see those near death shrouded
in a crimson aura. Even in heavily obscured HEX:ELDER TONGUE
conditions, you can detect the location of creatures Starting when you choose this craft at 3rd level, you
within 60 feet that have less than their maximum hit know the speech of the forest. As a bonus action,
points. This sense can penetrate most barriers, but you can attune yourself to the forest, granting you
it is blocked by 1 foot of stone, 1 inch of common the ability to speak with beasts and plants in a
metal, a thin sheet of lead, or 3 feet of wood or dirt. limited manner until the end of your next turn. Most
Additionally, you have advantage on ability checks beasts and plants lack the intelligence to convey or

184

understand sophisticated concepts, but could relay Purple Magic Witch
what they have seen or heard in the recent past.
While you can speak with them, you have advantage Purple magic holds sway over the domains of
on all Charisma checks you make to influence beasts illusions and enchantments that take hold over
and plants. people’s minds, and anything that is not quite as it
seems. Practitioners of this form of magic are puppet
PRIMAL ALLY masters, shaping the apparent reality of those around
Also at 3rd level, whenever you summon your them to their advantage.
familiar, you conjure one that is hardier than normal.
Add three times your witch level, instead of twice Purple Magic Bonus Spells
your witch level, to your familiar’s maximum hit
points. Spell Level Spells
1st charm person, silent image
TWIN FAMILIAR 2nd enthrall, invisibility
By 6th level, when you summon your familiar, 3rd hypnotic pattern, major image
you can divide its spirit into two bodies. When 4th confusion, private sanctum
summoned this way, your familiar is two identical 5th modify memory, seeming
creatures which share a single pool of hit points.
Your twin familiars roll only once for initiative and HEX:HALLUCINATION
act on subsequent turns. You can use your bonus Starting at 3rd level, you can infect the minds of
action to command one twin to attack and your other creatures. As an action, choose one creature
action to command the other to attack. A spell or you can see within 60 feet to make a Wisdom saving
feature which targets or dismisses your familiar throw. A creature that is immune to being charmed
affects both twins. automatically succeeds on this saving throw. On

VITAL NOURISHMENT
By 10th level, you exude an aura of Green
Magic that restores and reinvigorates
life around you. When you finish a long
rest, plant life within 100 feet of where you
finished your long rest grows as if a month had
passed with abundant food, water, and other
necessities. If the plants would produce
fruits, berries, or vegetables, the plants
grow enough food to feed six creatures
for one day.
Additionally, choose up to six creatures
you can see at the end of the rest. Those creatures
each gain temporary hit points equal to half your
witch level + your Charisma modifier. You can
also end one disease affecting each creature, or
end one of the following conditions: blinded,
deafened, paralyzed, or poisoned.

SACRIFICIAL FAMILIAR
At 14th level, whenever you are targeted by a melee
attack while your familiar is within 5 feet of you,
you can use your reaction to command it to dive in
the way of the attack. This attack targets the familiar
instead.
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.

185

Classes a failed save, the target’s perspective of the world to distinguish friend from foe, regarding all creatures
distorts into a horrific and alien place. The creature it sees as enemies until the hex ends. Whenever the
has a −1 penalty on all attack rolls and ability checks hexed creature chooses a target for an attack, spell,
it makes. Whenever the creature begins its turn, the or other ability, it must choose the target at random
penalty on all attack rolls and ability checks increases from among the creatures it can see within range.
by 1, up to a maximum penalty of −5. This effect lasts The hexed creature must always use its reaction to
until the end of your next turn. make an opportunity attack, if a creature provokes
one.
FALSE AUTHORITY This effect ends after 1 minute. Once you use
By 6th level, as an action, you can wrap yourself in this ability, you can’t use it again until you finish a
an illusory air of expectation. Any creature which long rest.
sees you perceives you as a figure of authority. A
blacksmith might see you as a guild master, whereas Red Magic
a soldier might see you as a captain. The changes
perceived by a viewer fail to hold up to physical Arcane magic tied to channeling the elements is
inspection. This illusion lasts for 1 hour or until you deemed red magic, and is extremely hazardous when
end it on your turn (no action required). used. Witches that specialize in red magic are among
To discern that you are disguised, a creature can the deadliest spellcasters in existence, channeling
use its action to inspect your appearance and must their curse into unhindered arcane wrath.
succeed on an Intelligence (Investigation) check
against your spell save DC. Red Magic Bonus Spells
Once you use this ability, you can’t use it again
until you finish a short or long rest. Spell Level Spells
1st burning hands, magic missile
DECEITFUL TRANSPOSITION 2nd acid arrow, scorching ray
Starting at 10th level, you can use your bonus action 3rd fireball, protection from energy
to create an illusory disguise over two creatures 4th ice storm, wall of fire
within 60 feet of you, making it seem as if they have 5th cone of cold, telekinesis
teleported and switched places. The disguise makes
it seem that the creatures are in one another’s spaces, HEX:IMPERIL
moving all sounds, smells, and other effects caused Starting at 3rd level, you know how to strip away
by each creature to their correct points of origin. your foes’ magical defenses. As an action, choose
Creatures under the effect of the disguise do not one creature you can see within 60 feet to make
perceive any part of the illusion. a Constitution saving throw, and choose any one
A creature can use its action to examine damage type. On a failed save, the creature loses
a magically disguised creature and make an resistance to the given damage type until the end of
Intelligence (Investigation) check against your spell your next turn, or is treated as having only resistance,
save DC. On a success, the creature can see both if it is immune.
illusory creatures for what they are.
This illusion lasts for 1 minute, and ends early CONVOLUTE ENERGY
when one of the illusory creatures takes damage, At 6th level, whenever you cast a spell that deals acid,
or if one of the creatures performs any physical cold, fire, lightning, poison, or thunder damage, you
interaction which reveals itself to be an illusion. can gain resistance to that damage type until the end
Once you use this ability, you can’t use it again of your next turn.
until you finish a short or long rest.
INVULNERABILITY
WAKING NIGHTMARE Beginning at 10th level, when an attacker that
By 14th level, you can warp everything a creature you can see hits you with an attack, you can use
sees into a hellscape, full of terrible creatures that your reaction to briefly become invulnerable.
wish them harm. When a creature fails its saving Subtract 50 from the damage dealt, to a
throw against your Hallucination hex, you can minimum of 0.
further distort its mind, causing it to lose the ability Once you use this ability, you can’t use it
again until you finish a long rest.

186

ELEMENTAL ANNIHILATION Witch
Starting at 14th level, when you cast a witch spell
which deals acid, cold, fire, lightning, or thunder CACKLING KILLER
damage, you can expend another spell slot of At 6th level, when you use your Cackle feature, you
equal or higher level to maximize the damage can attack twice, instead of once, whenever you take
dealt. the Attack action on your turn.
Once you use this ability, you can’t use
it again until you finish a long rest. SOULSWORD FAMILIAR
Starting at 10th level, as a bonus action, you can
Steel Magic draw the essence of your familiar into your weapon,
manifesting in a cloak of green flame. Your familiar
Secret covens throughout the Material is dismissed, and can’t be resummoned until you
Plane practice their magic by drawing finish a short or long rest. Until your familiar is
spells into their blades. Maniacally resummoned, this weapon deals an additional 1d8
cackling and whirling their way across fire damage on a hit.
the battlefield, these witches weave their
curses into a bloody tapestry whenever SHRIEKING STRIKE
they bring their steel to bear. Starting at 14th level, your accursed magic has
seeped into your weapon. Once per turn, when you
Steel Magic Bonus Spells hit another creature with a melee weapon attack,
you can perform a shrieking strike. The target must
Spell Level Spells succeed a Wisdom saving throw against your spell
1st heroism, shield save DC or be frightened of you until the end of your
2nd heat metal, magic weapon next turn.
3rd blink, haste You can use this feature a number of times equal
4th death ward, freedom of movement to your Charisma modifier (a minimum of once).
5th flame strike, telekinesis You regain all expended uses when you finish a long
rest.
BONUS PROFICIENCIES
Beginning when you choose this craft at 3rd
level, you gain proficiency with battleaxes, flails,
longswords, morningstars, rapiers, scimitars,
tridents, and warhammers.

HEX:MALEVOLENCE
Also at 3rd level, you have learned a secret hex
associated with the profane rites of long-forgotten
covens. You can use your bonus action to shroud
yourself with an evil smog until the end of your next
turn. You don't need to make Constitution saving
throws to maintain concentration on this hex. You
gain the following benefits:
• Your Armor Class equals 12 + your Dexterity

modifier + your Charisma modifier, as long as
you are not holding a shield.
• When you make an attack with a melee weapon
that lacks the Heavy property, you can use
your Charisma modifier, instead of Strength or
Dexterity, for its attack and damage rolls.
• Whenever you take damage from a creature
which you can see that is within 5 feet of you, you
can use your reaction to make a melee weapon
attack against that creature.

187

Classes Tea Magic SHAPES AND OMENS
By 6th level, you can see deeper glimpses into the
Tea witches are among the calmest and friendliest of future through your tea leaves. When you finish a
witches, radiating warmth and contentment despite long rest, you can examine the shape of your tea
their hideous faces and hollow souls. At their very leaves. The GM tells you a shape which hints at
worst, they can be cranky (if forced to drink their tea future events. For example, if you see a tower in
in a hurry), or twitchy (after too much tea), but even your tea leaves, you might encounter a wizard on
then, they are likely to look for peaceful solutions to the following day. If you see a serpent, you might
their problems. encounter a liar or a monster.
Tea Magic Bonus Spells
Spell Level Spells HERBAL REMEDY
At 10th level, you can cast the spell greater
1st hideous laughter, sanctuary restoration without expending a spell slot or material
2nd augury, calm emotions components. Once you use this ability, you must
3rd clairvoyance, sending finish a short or long rest before using it again.
4th divination, private sanctum
5th legend lore, scrying INVIGORATE
By 14th level, as a bonus action, you can give yourself
HEX:TASSEOGRAPHY or a friendly creature you can see within 5 feet of
Starting when you choose this craft at 3rd level, you you a temporary rush of energy by drinking an
can see glimpses of the future in your tea leaves. As energizing cup of tea. On the target’s next turn, the
an action, choose a friendly creature you can see target can take one additional action on top of its
within 60 feet, roll a d20, and record the number regular action and a possible bonus action.
rolled. Until the end of your next turn, you can Once you use this ability, you must finish a long
replace any attack roll, saving throw, or ability check rest before using it again.
made by the creature with this foretelling roll. You
must choose to do so before the roll. Once you Technicolor Magic
replace a roll in this way, this hex ends.
TEA CEREMONY Technicolor Magic witches draw their power from
Also at 3rd level, you can magically conjure enough the friendships they find around them. They have
tea for you and your allies whenever you take a short a penchant for collecting adorable animals of all
or long rest. A creature who drinks this tea loses one shapes and sizes, which they will never endanger, no
additional level of exhaustion during that rest period. matter how dire the situation. Above all, Technicolor
witches are defined by their relentlessly positive
I'm more of a coffee lich. outlook, which empowers their arcana and spurs on
their allies.

Technicolor Magic Bonus
Spells

Spell Level Spells
1st color spray, speak with animals
2nd animal messenger, enhance ability
3rd fly, speak with plants
4th freedom of movement, locate
creature
5th animate objects, telepathic bond

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ANIMAL FRIENDS White Magic Witch
Starting when you choose this craft at 3rd level, you
have advantage on all Wisdom (Animal Handling) White magic is fundamentally good and benevolent
checks you make to befriend beasts. You can use for all living things. Witches that adopt this craft,
your Charisma, instead of Wisdom, on these checks in spite of the hateful curse that infects them, often
if the creature is Small or smaller. If you adopt a dedicate themselves to healing and caretaking, with
beast as a pet, you can temporarily dismiss it into an the intent of bettering the world.
extradimensional space, as you would a familiar.
White Magic Bonus Spells
HEX:MUSICAL INTERLUDE
At 3rd level, you gain a hex which inspires your allies Spell Level Spells
with an uplifting speech or an encouraging musical 1st bless, cure wounds
number. As an action, you can grant each willing 2nd lesser restoration, prayer of
creature you can see which can see you within 30 healing
feet a number of temporary hit points equal to your 3rd beacon of hope, revivify
Charisma modifier plus half your witch level. These 4th death ward, guardian of faith
temporary hit points last until the end of your next 5th mass cure wounds, raise dead
turn.
HEX:REMEDY
FRIENDSHIP BRACELET At 3rd level, you learn a hex which closes wounds
Beginning at 6th level, as an action, you can weave and eases pain. As an action, choose one creature
a small bracelet of string, beads, or some other you can see within 60 feet. This creature regains a
inexpensive material. You can always determine the number of hit points equal to 1d10 + your witch
location of a creature wearing one of these bracelets, level. A creature which regains hit points from this
as long as you and it are on the same plane of hex can’t be affected by it again until it finishes a
existence. You can target the creature with spells and short or long rest.
effects as if you could see it, even if an obstacle or
environmental effect obscures the target from your TALISMAN OF PROTECTION
view. At 6th level, you can craft a talisman which wards off
harm. Creating a talisman takes one hour of work,
POSITIVITY which can be performed over the course of a short
Starting at 10th level, you can leverage your bonds rest. You can only have one of these talismans at a
of friendship for protection. As an reaction, when a time; crafting a new talisman causes the previous
creature you can see attacks you, you gain a bonus talisman to become mundane. Any creature that
to your Armor Class equal to the number of friendly wears a talisman can add a d4 to all saving throws it
creatures within 5 feet of you. makes.
Once you use this ability, you can’t use it again
until you finish a short or long rest. BENEVOLENT SURGE
At 10th level, when you, your familiar, or one of your
REDEMPTIVE ARC allies you can see within 30 feet takes damage, you
Beginning at 14th level, you can redeem your foes, can use your reaction to cause that creature to regain
instead of slaying them. When a hostile creature you hit points equal to 1d10 + your Charisma modifier.
can see is reduced to 0 hit points, you can use your Once you use this ability, you must finish a short or
reaction to protect the creature from harm, causing long rest before using it again.
it to fall unconscious. When the creature awakens,
it is freed of any magical effect which would charm, WITCH'S GIFT
curse, frighten, or possess it. Furthermore, the Starting at 14th level, when you cast a spell or hex
creature loses one of its Bonds or Flaws which which restores a creature’s hit points, that creature
inspired it to be hostile towards you. gains a +3 bonus to its Armor Class until the end of
Once you use this ability, you can’t use it again your next turn.
until you finish a long rest.

189

CHAPTER 3 Reaching the Spire’s foot was no easy task, for
an ungodly number of manticores nested upon
PAGE 192. BARBARIANS the path. The journey took a fortnight, but we
PAGE 198. BARDS eventually stumbled upon a road of obelisks,
PAGE 204. CLERIC which led us into Valda’s domain.
PAGE 210. DRUID The Spire towered over a perpetual
PAGE 216. FIGHTER cataclysm: vortices of magic, levitating
PAGE 222. MONK boulders, and jagged crystal peaks. It scarcely
PAGE 228. PALADIN seemed real. Even as I tried to see the Spire’s
PAGE 236. RANGER peak, it stretched away from my vision until its
PAGE 242. ROGUE top touched the horizon behind me. The only
PAGE 247. SORCERER fixed point was a bright open door—Valda’s
PAGE 254. WARLOCK invitation.
PAGE 264. WIZARD

190

CHAPTER 3: SUBCLASSES

By third level, every class offers a character-defining This chapter offers six additional subclass
choice called a subclass, which unlocks a series of options for each of the twelve core classes in 5th
special features not available to the class as a whole. Edition, ranging in theme from the cunning and
Subclasses change how the class plays and further mystical rogue Master of Shadows to the silly and
differentiate each class into a spectrum of discrete absurd Muscle Wizard barbarian. Not all of these
archetypes. For example, all rogues are skillful and subclasses will be appropriate for all settings, so the
stealthy, but Thieves and Enforcers embrace wildly GM decides if they are in your campaign.
different skills and lean into their own unique skill
sets.

191

Subclasses BARBARIANS SIZE

Barbarians are defined by their rage, their While the Path of the Colossus can be taken
unrestrained ferocity that sets them apart from the by members of any race, the GM can limit
timid, the weak, and the wholly civilized. Of course, access to this path to races of appropriate size.
barbarians are not all forest folk and mountain Gnomes and halflings, for example, are poorly
people; they can be found in every nation under suited to throwing boulders, but goliaths and
every creed, adopting whatever customs come minotaurs are well suited to the task.
naturally to those who possess deep wells of anger.
The brutish tavern-goer with a hair-trigger temper, Path of the Colossus
the uncommonly savage town guard, and the retired
mercenary trying their best to live in peace are The colossus, sometimes known as a war-hulk, is a
all barbarians at heart. But ultimately, the path a barbarian of the front-lines, hefting massive weapons
barbarian must walk is a creed accepted by choice. and sweeping away smaller combatants in their
True barbarians must embrace their turmoil and fury. To a war-hulk, strength is the only attribute
control it, channeling it in those moments they fully that matters. Cunning is for the weak; faith is for the
unleash their rage. weak; speed is for the weak. Victory is for the strong
alone, and rage is the purest path to strength. This
Tsehc"nIeoansuiewnplr:dtoeelortrisdrsseatoone"nsrdpnbaweiaganchregntbo.,yatdioortnoieameelsnvan"ek'stoerssipgeianaklElylvmiseha."nt path is a favorite of goliaths and giants, who step
easily into crushing smaller opponents.
LARGER THAN LIFE
Starting when you choose this path at 3rd level, you
become a titan in your anger. When you begin a
rage, your size doubles in all dimensions, and your
weight is multiplied by eight. This growth increases
your size by one category—from Medium to Large,
for example. This size increase does not stack with
similar size increases, such as from the enlarge/reduce
spell. If there isn’t enough room for you to double
your size, you attain the maximum possible size in
the space available. Your weapons also grow to match
your new size. While these weapons are enlarged,
your attacks with them deal 1d4 extra damage.
While raging, you can use your action to make
a massive swing against all creatures in a 15-foot line
within your reach. Roll a separate attack roll for each
target in the line.

BARBARIAN SUBCLASSES

PRIMAL PATH DESCRIPTION

Path of the Colossus Grows to enormous size to crush their foes

Path of the Fin An adherent to oceanic totems, bearing gills and rows of razor sharp teeth

Path of Heavy Metal Tavern-smashing warriors known for rocking out and cracking skulls

Path of the Muscle Wizard Definitely a “wizard.” A buff, angry “wizard”

Path of the Rage Mage An arcanist who channels explosive surges of magic through brute ferocity

Path of Tranquility A serene, reactionary warrior who enters a zen-like state in conflict

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IMPOSING PRESENCE use to make unarmed strikes. If you hit with it, you Barbarians
At 6th level, your immense stature can block line of deal piercing damage equal to 1d8 + your Strength
sight. Ranged effects drawing line of sight through modifier instead of the bludgeoning damage normal
your position treat targets behind you as if they for an unarmed strike.
have three-quarters cover. When you are raging, this When you hit a creature within 5 feet of you
becomes total cover. with a melee attack, you can use a bonus action to
make a bite attack against that creature. This attack
BOULDER THROW has advantage if the creature has half its hit points
At 10th level, you can throw massive boulders or fewer. You can use this feature a number of times
or other suitably large objects as weapons. Such equal to your Constitution modifier (a minimum of
weapons are considered two-handed, heavy, thrown once) and regain all expended uses when you finish a
weapons with a range of 30/60 feet. You have long rest.
proficiency in such weapons. On a hit, a boulder
deals 2d8 bludgeoning damage. You can only throw BLOOD SENSE
one boulder per turn. A fully-grown shark can smell a single drop of blood
in the water almost a mile away. At 6th level, you
COLOSSAL STRENGTH gain an amazing sense of smell. You have advantage
At 14th level, your Strength score increases by 2 and on all Intelligence (Investigation) and Wisdom
your maximum for this score becomes 22. At 20th (Perception) checks dealing with smell, and you
level, your Strength maximum becomes 26, rather can automatically track a single living creature
than 24. whose scent you are familiar with as long as the
When you make a melee weapon attack while trail is less than a week old. By spending a minute
raging, the attack has reach if it did not have it concentrating, you can detect the scents of all living
before. creatures in a 100-foot radius, or up to a mile in the
water.
Path of the Fin
MAKO
Tribal communities exist all across the realms, in all Starting at 10th level, your bite attack damage
manner of locales and climes. While their customs increases to 1d10. Additionally, once per turn when
often change, one steadfast certainty, seen time and you hit a creature with your bite attack, it must make
time again, is the reverence for particular animals a Dexterity saving throw (DC 8 + your proficiency
local to that tribe. These are often wildly varied; bonus + your Strength modifier) or be knocked
northern tribes may revere the Wolf or the Bear, prone or grappled by you (your choice). The target
those of the deserts follow the Hawk or the Jackal, has disadvantage on this save if you are swimming.
and those of the jungle may aspire to the Ape or the
Tiger. It is in this tradition that the Path of the Fin, TSUNAMI
island warriors capturing the bloodthirsty essence of By 14th level, as a bonus action, you can conjure a
the great Shark, arose. magical wave of salt water that rises at your feet and
glides beneath you. The wave is up to 15 feet wide
AQUATIC and 15 feet tall, and moves with you as you swim. If a
Starting when you choose this path at 3rd level, you creature is caught up in the wave, it is forced to swim
are permanently adapted to life underwater. You can and hold its breath until it leaves the wave’s area or
breathe water as well as air and have a swim speed the wave moves away from it. The wave extinguishes
equal to your base movement speed. Additionally, if unprotected flames in its area. The wave lasts for 1
you are swimming, your rage can’t end early. minute, after which it spreads across the ground in
all directions and quickly evaporates.
FEEDING FRENZY Once you use this ability, you can’t use it again
Unlike their land-locked brothers, fin barbarians until you finish a short or long rest.
undergo drastic physical transformations when they
enter a rage. At 3rd level, while raging, you sprout
rows of razor-sharp shark teeth and gain a melee bite
attack. Your bite is a natural weapon, which you can

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Subclasses Path of Heavy Metal within 5 feet of you is pushed 5 feet away from you
and is deafened until the end of your next turn.
The barbarians of the Path of Heavy Metal do not do
things by halves. They fight the strongest foes, swing UP TO ELEVEN
the biggest axes, and play the loudest music. For this Starting at 10th level, you put total commitment into
reason, any battle they get involved in tends to be your music. Whenever you make a Charisma check
noisy, violent, and short. or any check that involves playing your instrument
Armored only in face paint and studded belts, weapon, you can treat a d20 roll of 10 or lower as an
these fearless hellions are known for screaming 11.
their enemies into submission and trashing taverns,
though they can also be thoughtful and erudite SMASH HIT
when not tapping into their primal fury. Away from By 14th level, you’ve learned that the best way to
the battlefield, the “thunderheads” form a tight end a fight (and a performance) is to smash one of
fraternity, bonded together by absolute commitment your instrument weapons entirely. When you hit a
to their path and the shared recognition that the life creature with your instrument weapon while you
of an adventurer—with its grueling travel, explosive are raging, you can smash the weapon on the target,
violence, and unfamiliar lodgings—is essentially a dealing an additional 4d12 damage. A nonmagical
never-ending tour. instrument weapon is completely destroyed, whereas
a magical instrument weapon loses its musical
BONUS PROFICIENCIES components and becomes a normal weapon.
When you choose this path at 3rd level, you gain Once you use this ability, you can’t use it again
proficiency with three musical instruments of your until you finish a short or long rest.
choice.
Path of the Muscle Wizard
HEAVY METAL AXE
At 3rd level, your dabbling with craftsmen and bards You're a wizard! Perhaps you went to wizarding
has taught you how to build the sickest instruments school on a football scholarship or just picked up
possible. You can spend 8 hours of work converting a a book at the gym and started reading. No matter
two-handed weapon into an instrument with which how you got here, you're a wizard, one that just
you are proficient. Only you can play an instrument coincidentally has massive, rippling muscles. You
weapon you have created, which retains all its have the big dumb hat and the book filled with
combat capabilities. You can maintain a total number gibberish and everything!
of instrument weapons equal to your proficiency You gently remind others, often by beating them
bonus. to a pulp and cracking their bones, that your magical
powers shouldn't be questioned. You're a good
SOLO SHREDDING wizard, the best one, even! And only a fool would say
Also at 3rd level, you play your instrument weapon otherwise.
even in combat, rocking out as you crack skulls.
When you enter a rage, you begin ferociously playing UNARGUABLE WIZARDRY
a solo on your instrument weapon. After you deal Starting at 3rd level, your unquestionable legitimacy
damage to a hostile creature during your rage with (and immense pectoral muscles) gives you advantage
your instrument weapon, you increase your Rage on Charisma (Intimidation) checks made to
bonus damage by 1. You can increase your Rage convince others that you are, in fact, a wizard.
damage bonus up to a maximum of twice your Additionally, if someone questions your
proficiency bonus. This increase lasts until you legitimate magical prowess, you can instantly fly into
are incapacitated, you are no longer holding your a rage for 1 round. This rage can't be extended and
instrument weapon, you miss an attack, or your rage does not count against your total number of Rages
ends. following a long rest. While in this rage, you can only
attack the creature that provoked your ire and the
KILLER VOCALS creature's allies.
By 6th level, as a bonus action, you can release a
thunderous battle cry, blood-curdling screech, or "CANTRIPS"
growl. Each Large or smaller creature you choose At 3rd level, you can call upon your "magic" to cast
"cantrips" in combat. You can use the following

194

"cantrips" a number of times equal to your Strength Barbarians
modifier. You regain all expended uses when you
take a short or long rest. While you are raging, you I CAST FIST
can cast your "cantrips" at will; using them does not Starting at 14th level, you can crush your enemies
count against your total number of uses. with your ultimate "spell," Fist. While you're raging,
Mage Hand. As a bonus action on your turn you can use your action and bonus action to punch
when you hit a creature with a melee weapon attack, your foe really, really hard. Make a melee attack roll,
you can use your hand (and you are a mage, after all) with advantage, against one creature within your
to attempt to shove the target over. The target must reach. On a hit, you deal bludgeoning damage equal
make an opposed Strength check against you. If your to 8d8 + your Strength modifier.
Strength check is higher, the target is knocked prone. Once you use this ability, you can't use it again
Shocking Grasp. As a bonus action when you until you stop raging and begin a new rage.
take the Attack action on your turn, you can hit your
target even harder than usual, a fact which they will How much magic do you bench, bro?
find quite shocking. On a hit, the target can't take a
reaction until the beginning of your next turn.
True Strike. As a bonus action when you take
the Attack action on your turn, you can really, truly
strike your target. On a hit, you deal an additional
1d8 damage.

"SPELLS"
By 6th level, your "magic" is powerful enough to cast
every "spell" that exists (and no one can or will prove
otherwise without broken ribs.) However, you only
prepared the following "spells" today.
You can cast each of these "spells" once and
recover all expended uses when you finish a long
rest.
Burning Hands. Your backhand slap is
legendary. As an action on your turn, you can
make an unarmed strike against each creature
within your reach. On a hit, this attack deals
bludgeoning damage equal to 1d8 + your
Strength modifier.
Magic Missile. When you take the Attack
action on your turn, you can use your bonus action
to make a ranged attack using a weapon you are
holding. Because magic missile never misses, you
have advantage on this attack roll.
Shield. As a reaction when you're targeted by
an attack, you can quickly produce a shield to defend
yourself. You gain the shield's bonus to AC against
this attack, even if you weren't holding it before. If
you are hit, you can reduce the amount of damage
taken by 1d12 + your Constitution modifier.

MAGIC RESISTANCE
By 10th level, you're such an amazing wizard that
other wizards can't even touch you. While you're
raging, you have resistance to damage from spells.

195

Subclasses Path of the Rage Mage ARCANE INTUITION
Starting when you adopt this path at 3rd level, you
Most barbarians who possess the spark of arcane gain proficiency in the Arcana skill, and can use your
talent never realize it, introspection not always Constitution, instead of Intelligence, for Intelligence
being a barbaric strength. Those who find this spark, (Arcana) checks.
however, might learn to channel their brute ferocity
through magic, and embark on the Path of the Rage SPELLCASTING
Mage. Through their rage-fueled arcane might, such Also at 3rd level, your rage manifests as a surge of
a barbarian possesses a uniquely calamitous fury, arcane power. While you are raging, you can cast and
merging physical prowess with spell slinging in a concentrate on spells. Additionally, casting a spell on
warpath of fire, blades, and blood. your turn counts as attacking a hostile creature for
the purpose of sustaining your rage.
Cantrips. You learn two cantrips of your choice
from the sorcerer spell list. You learn an additional
sorcerer cantrip of your choice at 10th level.
Spell Slots. The Rage Mage Spellcasting table
shows how many spell slots you have to cast your
spells of 1st level or higher. To cast one of these
spells, you must be raging 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 sorcerer spells of your choice,
two of which you must choose from the evocation or
transmutation spells on the sorcerer spell list.
The Spells Known column of the Rage Mage
Spellcasting table shows when you learn more
sorcerer spells of 1st level or higher. Each of these
spells must be an evocation or transmutation spell
of your choice, and must be of a level for which you
have spell slots.
The spells you learn at 8th, 14th, and 20th level
can come from any school of magic.
Whenever you gain a level in this class, you
can replace one of the sorcerer spells you know
with another spell of your choice from the sorcerer
spell list. The new spell must be of a level for which
you have spell slots, and it must be an evocation or
transmutation spell, unless you’re replacing the spell
you gained at 3rd, 8th, 14th, or 20th level from any
school of magic.
Spellcasting Ability. Charisma is your
spellcasting ability for your sorcerer spells. You
use your Charisma whenever a spell refers to
your spellcasting ability. In addition, you use your
Charisma modifier when setting the saving throw
DC for a sorcerer spell you cast and when making an
attack roll with one.

196

RAGE MAGE SPELLCASTING Each creature other than you within a 10-foot radius Barbarians
of that point must make a Dexterity saving throw
BARBARIAN CANTRIPS SPELLS against your spell save DC, taking 2d6 force damage
LEVEL KNOWN KNOWN 1ST 2ND 3RD 4TH for each level of the spell slot expended, or half as
much on a successful save.
3rd 2 3 2 — — —
Path of Tranquility
4th 2 4 3 — — —
Barbarians who follow the Path of Tranquility
5th 2 4 3 — — — embrace a zen philosophy of restraint and
moderation, much in contrast with their furious
6th 2 4 3 — — — brethren. Embraced by the fey and called “the
serene,” these barbarians are calm, tactical warriors
7th 2 5 4 2 — — who issue swift retaliation instead of violent assaults.
At their pinnacle, the serene are one with nature
8th 2 6 4 2 — — and with themselves, entering flow states at will to
dispatch their foes with dispassionate precision.
9th 2 6 4 2 — —
MANTRA
10th 3 7 4 3 — — Starting when you select this path at 3rd level, taking
the Dodge action on your turn counts as attacking a
11th 3 8 4 3 — — hostile creature for the purposes of sustaining your
rage.
12th 3 8 4 3 — —
ANTICIPATE
13th 3 9 4 3 3 — Also at 3rd level, whenever you do not make an
attack roll on your turn, you prepare yourself for
14th 3 10 4 3 3 — blows. Until the start of your next turn, whenever a
creature makes a melee attack against you, you can
15th 3 10 4 3 3 — use your reaction to make one melee weapon attack
against that creature.
16th 3 11 4 3 3 —
BATTLE TRANCE
17th 3 11 4 3 3 — At 6th level, whenever you use your reaction to make
an attack, you can make two attacks instead.
18th 3 11 4 3 3 —
TRANQUILITY
19th 3 12 4 3 3 1 At 10th level, you can chant calming verses to entice,
relieve, and protect those around you. You can cast
20th 3 13 4 3 3 1 the calm emotions, enthrall, and sanctuary spells once
each, without expending spell slots or components,
Spell save DC = 8 + your proficiency and regain the ability to do so when you finish a
bonus + your Charisma modifier long rest. You can cast these spells while you are
raging. Your spell save DC for these spells is 8 + your
Spell attack modifier = your proficiency proficiency bonus + your Constitution modifier.
bonus + your Charisma modifier.
ZEN STATE
ARCANE RAMPAGE At 14th level, whenever a creature misses you with
Starting at 6th level, if you take the Attack action a melee attack, you gain a +2 bonus to your Armor
while you are raging and attack recklessly, you can Class, up to a maximum of +6. This bonus resets to 0
use your bonus action to cast a spell in place of one if you take damage or at the start of your turn.
of your attacks. The spell must have a casting time of
1 action or 1 bonus action.

SUPERNATURAL EXPLOITS
By 10th level, you can channel your latent magic to
perform spectacular feats of daring. Even when you
are not raging, you can cast the following spells at
will, targeting yourself only, without using a spell
slot or material components: darkvision, feather fall,
jump, and see invisibility.

ELDRITCH EXPLOSIONS
Beginning at 14th level, you manifest surges of
arcane wrath with every strike. Once per turn, when
you hit a creature with a melee weapon attack, you
can expend one spell slot to create an explosion of
energy at a point you choose within 10 feet of you.

197

Subclasses BARDS HEALING HYMN
Also at 3rd level, when you cast a spell of 1st level
Bards paint the world in color and play its melody or higher which restores hit points to one or more
true. Ill-content to be easily defined, bards are those creatures, you can expend one use of your Bardic
who possess an artistic spirit, a drive to create and Inspiration to bolster that healing. Each creature
experience the world's most marvelous offerings. that regains hit points adds a roll of your Bardic
Most bards start on this path early, lured by the Inspiration die plus half your bard level to the
magnetic pull of novels, music, poetry, theater, number of hit points regained.
dance, and other artforms that tug at the soul. While ANGELIC CHORUS
the stereotypical bard is a lutist and a traveling Starting at 6th level, your heavenly music empowers
performer, the vast majority follow their own artistic those who join in its chorus. You can create
passions in their own directions, and only a rare few the following additional effects when using the
bards follow foolhardy adventurers into dungeons thaumaturgy cantrip:
and on quests to thwart evil. • As part of the action used to cast this spell, you
Ordinarily, bards will associate and collaborate
with those who share their artistic passions, can use the Help action to aid two allies. If you
whatever they may be. These loose confederations use the Help action to aid an ally in attacking a
are deemed "bardic colleges" for the knowledge and creature, the target of that attack can be within 30
expertise which hangs in their orbit, an atmosphere feet of you, rather than within 5 feet of you, if the
of creativity which spurs bards to specialize in an target can see or hear you.
artistic field and flourish in it. • You ward a willing creature you can see within
30 feet with a shimmering golden radiance for
College of Cantors up to 1 minute. Only one creature can be warded
using this ability at a time. When an attacker
The cantors are a group of bards who lead the faithful within 5 feet of the warded creature hits it with
through the praise and worship of the gods. Their an attack, the creature can use its reaction to deal
music is directed towards the heavens, with their radiant damage equal to half your bard level to
instruments usually relating in some way to the god the attacker.
that they worship. Cantors are well loved within
their respective communities, and it is hard to find a SONG OF THE DIVINES
talented cantor who will stay in one place for long, as Starting at 14th level, you can use your Healing
the demand for their soothing hymns is widespread. Hymn ability without expending uses of your Bardic
Inspiration.
HEAVENLY VOICE
When you choose this college at 3rd level, you gain Hisaasalsaifngeyotooidmneeaesoxflpitrleearsieanaaelr,cdracwhwnoiehrndyag-raatonsfg?-doogmdodassimntegirriinangcglvetoshiocere
the thaumaturgy cantrip, which counts as a bard spell
for you and does not count against the number of
cantrips you can learn.

BARD SUBCLASSES DESCRIPTION

BARDIC COLLEGE A divine lyricist who heals with their voice
Lays arcane marks on any surface as a canvas to inspire all
College of Cantors A performer known for daring acrobatics and biting wit
College of Graffiti Fiddles madly to channel the vile music of pandemonium
College of Jesters Dons special persona masks to gain new magic abilities each day
College of the Mad God A seducer that enchants even their sworn enemies into romance
College of Masks
College of Romance

198

College of Graffiti save DC or be blinded until the end of its next turn. Bards
Each creature in the area is marked by you, whether
To many, the College of Graffiti is a nuisance, a or not succeeds its saving throw.
band of hooligans that vandalize the city with no Once you use this ability, you can't use it again
regard for the law. But bards who learn to tag know until you finish a short or long rest.
that graffiti is the single greatest art form. Graffiti
artists use the entire city as their canvases, placing College of Jesters
murals of inspiration where everyone can see them
and personal tags where few will notice. Theirs is a Consummate humorists, acrobats, and orators,
bold, creative endeavor that, while illegal, breathes bards of the College of Jesters can often be found in
vibrancy into the city and emboldens those within it. royal courts and livening up the local tavern. These
bards specialize in truth through biting humor,
BONUS PROFICIENCIES rather than stories or sonnets, and compliment their
Starting when you choose this college at 3rd level, razor wits with acrobatic stunts and other feats of
you gain proficiency with painter's supplies and in showmanship. When among nobility, jesters offer
your choice of the Stealth or Sleight of Hand skill. off-kilter wisdom and fierce satire in equal measures.
Among their peers, jesters make fine companions, as
STREET ART long as you can take a joke.
Also at 3rd level, you learn the tag cantrip, which
counts as a bard cantrip for you, but doesn’t count
against your number of cantrips known.
When you cast the tag cantrip, you can expend
one use of your Bardic Inspiration to spray out a
mural. For the next minute, you and all friendly
creatures within 30 feet of the mural that can see it
gain a +1 bonus to ability checks, attack rolls, and
saving throws, up to a maximum of +3. You can use
this ability again and expend more uses of Bardic
Inspiration to expand this mural further, increasing
the bonus by 1 each time.

SIGNATURE MARK
Starting at 6th level, you can paint a target on a
creature’s back. As a bonus action, you can attempt
to magically spray a signature mark directly onto
a creature you can see within 5 feet of you. Make
a melee spell attack roll against that creature. On a
hit, the creature is marked. Once on each of your
turns, when you hit a creature you have marked with
a melee weapon attack, you can add 1d8 to the roll.
Additionally, when a friendly creature makes an
attack against a creature you have marked, you can
use your reaction to grant advantage on the attack
roll.
A creature can remove its armor or outermost
clothing or wash itself with soap as an action to
remove its tag.

KALEIDOSCOPIC SPRAY
Beginning at 14th level, as an action, you can let
loose a flurry of magical paint, coating every surface.
Each creature you choose in a 15-foot cone must
make a Dexterity saving throw against your spell

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