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Published by goroiamanuci, 2023-03-08 12:03:52

Naughty D&D 5e Class Options

Naughty D&D 5e Class Options

Naughty D&D 5e Class Options Rev.: 1.4 Credits 4 Revisions 4 Preface 4 Barbarian Primal Path - Path of the Amazon / Herculean 5 Features 5 Tides of Battle 5 Heroic Build 5 Blessed Champion 5 Waves of Battle 5 Focus 6 Bard College - College of Muses 6 Features 6 Invigorating Inspiration 6 Science and Beauty 6 Guided Skill 6 Blessed Motivation 6 Cleric Divine Domain - Love Domain 7 Domain Spells 7 Features 7 Free Spirit 7 Words of Woo and Woe 7 Channel Divinity: No Hard Feelings 7 Channel Divinity: Shared Trouble is Halved Trouble 8 Potent Spellcasting 8 Love and Peace 8 Druid Circle - Circle of Fertility 8 Circle Spells 9 Features 9 Fertile Blessing 9 Uncovered Beauty 9 Return to Earth 9 Circle of Regrowth 10 Mother Nature’s Grace 10 Fighter Martial Archetype - Chosen 10 Features 10


Fraction of Power 10 Gifted Expertise 11 Boon of Loyalty 11 Unwavering Champion 11 Attuned Potential 12 Embodiment 12 Monk Monastic Tradition - Way of the Geisha / Oiran 12 Features 13 Tools of Seduction 13 Jewel of Beguilement 13 Flower in the Wind 13 Enchanted by a Smile 13 Paladin Sacred Oath - Oath of Beauty 13 Tenets of Devotion 14 Oath Spells 14 Features 14 Channel Divinity 14 Blessed Grace 14 Honor and Beauty 15 True Gentleman / True Lady 15 Ranger Conclave - Shaper Conclave 15 Expanded Spell List 15 Features 15 Become thy Enemy 16 Seeping Magic 16 Hybrid Essence 16 Shedded Escape 17 Bestow Gifts 17 Perfect Shift 17 Roguish Archetype - Courtesan / Chevalier 17 Features 17 Diplomacy and Intrigue 17 Less is more 17 Sweet words 18 Alluring Assault 18 Shot through the Heart 18 Sorcerer Origin - Siren Bloodline 18 Optional Expanded Spell List 18 Features 19 Inspiring Allure 19


B o o min g Voic e 1 9 B e wild e rin g B e a u t y 1 9 F r o m air a n d s e a 1 9 Sir e n’s S o n g 2 0 Wa r l o c k P a t r o n - T h e S e d u c t r e s s 2 0 E x p a n d e d S p ell Lis t 2 0 F e a t u r e s 2 1 B e g uilin g B e a u t y 2 1 G r a c e f ul D o d g e 2 1 S e d u c tiv e E m b o dim e n t 2 1 Ye a r nin g P r e s e n c e 2 1 Eld rit c h In v o c a tio n s 2 2 Silv e r To n g u e 2 2 U n d e r t h e H e el 2 2 Dia r y o f D a r k S e c r e t s 2 2 Lilit h’s W hip 2 2 A p h r o dit e’s G a z e 2 2 W i z a r d A r c a n e T r a d i t i o n - W i t c h c r a ft 2 3 F e a t u r e s 2 3 E x o tic S t u die s 2 3 Wit c h’s F a milia r 2 3 E m p o w e r e d C a n t rip s 2 3 Nin e Liv e s 2 4 K n o wle d g e f r o m B e y o n d 2 4 U A A r t i f i c e r S p e c i a l i t y ( o l d ) - F l e s h - f o r g i n g 2 5 E x p a n d e d S p ell Lis t 2 5 F e a t u r e s 2 5 A n a t o mic al S t u die s 2 5 P o w e r in y o u r P alm s 2 5 S t r u c t u r al Im p r o v e m e n t s 2 5 M e c h a nic al S e rv a n t Va ria n t 2 6 A u g m e n t a tio n 2 6 A r c a n e R e c o n s t r u c tio n 2 6 E m e r g e n c y P r o t o c ols 2 7 U A M y s t i c O r d e r 2 7


Credits ● N666 - https://twitter.com/n6six6 - Design and writing ● R4 - https://twitter.com/R4sdraws - Early review, general feedback, aid in spreading the word ● Various anonymous people - - Spell checking and grammar Revisions ● Rev. 1.0 - Initial release ● Rev. 1.1 - Initial spell checking and grammar corrections ● Rev. 1.2 - Optional expanded spell list for the sorcerer ● Rev. 1.3 - Title change from “Lewdly themed” to ”Naughty” ● Rev. 1.4 - Specified UA Artificer Version Preface The content of this module is aiming to provide a degree of sexual flavor to the existing class options, while not impeding regular play or forcing the addition of rules for combat or character interaction. The recurring theme is of course enchantment effects. The provided class options, features and expanded spell lists still require playtesting, feedback and adjustments.


Barbarian Primal Path - Path of the Amazon / Herculean Following the Path of the Amazon or Herculean is less often a choice but rather destiny. Barbarians who received a divine touch sometime in their life take this path as their rage becomes more of a calm focus, allowing them to strategize the waves of advance, retreat and defense during combat. Features Tides of Battle Starting at 3rd level you learn 3 maneuvers and gain 4 superiority dice as described in the Battle Master Fighter Archetype. You learn 2 additional maneuvers once you reach 6th, 10th and 14th level. You may replace maneuvers you know at these levels too. Successfully performing a maneuver counts as continuing your rage as if you hit an enemy or have taken damage. Some maneuvers require your target to make a saving throw to resist the effect. Your saving throw DC for this is 8 + Proficiency Bonus + Strength or Dexterity modifier. Your superiority dice are d6. You gain an additional superiority dice at 6th and 14th level. Heroic Build Within a week of choosing this path at 3rd level your body grows by 1/4 of its original size (e.g. growing from 4ft to 5ft). You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. You may use your Strength or Dexterity modifier instead of your Charisma modifier for ability skill checks, up to 3 times between short or long rests. Blessed Champion Upon reaching 6th level you learn the Guidance and Resistance cantrips. Wisdom would be your spellcasting ability. You can cast these two cantrips as bonus actions instead of their normal casting time, you do not need to provide the somatic components to cast these spells and you may cast them during your Rage. Should you already know one or both of these cantrips, chose 1 or 2 others from the cleric spell list. Other cantrips have their normal casting time and can’t be cast during a rage. Waves of Battle Once you reach 10th level your superiority dice increase to d8. They turn into d10 once you reach 18th level. Any simple or martial weapon counts as finesse weapons in your hands.


Focus Starting at 14th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die. Should you reach level 20 and gain the Primal Champion Class Feature, you can choose to increase your Dexterity instead of your Strength. Bard College - College of Muses Bards who join the College of Muses seek to uncover scientific mysteries and guide others to greater deeds of craftsmanship. These bards are often what stands behind the creators of epic tales, priceless art, masterfully crafted objects and inventions that might one day guide society into a new era. Features Invigorating Inspiration When you join this college at 3rd level you gain the ability to weave invigorating magic into your songs. Should a creature expend a use of a Bardic Inspiration die you granted them, they will also regain hit points equal the number rolled of the Bardic Inspiration die. Science and Beauty Also at 3rd level you learn the Guidance cantrip and you gain proficiency in one of the following skills or tools: Arcana, History, Medicine, Alchemist’s Supplies or Tinker’s Tools. Should you already have proficiency or knowledge in any of these options, pick another skill, artisan tool or cleric cantrips correspondingly instead. Guided Skill Starting at 6th level you can add radiant or psychic damage to your attacks and spells. The damage dice is of equal size to your bardic inspiration dice (1d8 now, 1d10 at level 10 and so on). You can use this feature a number of times equal to your proficiency bonus. Additionally you gain one additional skill or tool proficiency from your Science and Beauty feature. Blessed Motivation At 14th level you become a beacon of inspiration. Whenever a creature expends a bardic inspiration dice granted by you, they roll it with advantage. Crafting under this effect will result in more potent or mastercrafted items (at the DMs discretion). Additionally your Guidance cantrip grants the willing creature a 2d4 instead.


Cleric Divine Domain - Love Domain Clerics of the Love Domain often follow gods related to life, fertility or beauty. These people are often seen as healers, caretakers, bringers of peace and hedonists. Most commonly seen holding a ceremony to bind lovers together, they can even be seen to take up arms and rise against tyranny. Domain Spells Cleric Level Spell 1st Charm Person, Animal Friendship 3rd Enthrall, Suggestion 5th Beacon of Hope, Tongues 7th Compulsion, Mordenkaien’s Private Sanctum (alternative: Evard’s Black Tentacles) 9th Geas, Reincarnate Features Free Spirit When you choose this domain at 1st level you gain a form of unarmored defense, hard leather and cold steel aren’t suited for the warm embrace of love. Your AC equals 10 + your Charisma modifier + your Wisdom modifier. Additionally your base walking speed increases by 10ft if you aren’t wearing medium or heavy armor. Words of Woo and Woe Starting at 1st level, you learn the Vicious Mockery and Friends cantrips, choose other cantrips from the bard spell list if you know them already. These cantrips count as cleric cantrips for you. Channel Divinity: No Hard Feelings Starting at 2nd level you can use your Channel Divinity to tap into the soothing afterglow of your Gods favored Domain. As an action, you can disable the negative aftereffects of Spells like Friends or Charm Person, making your targets feel indifferent about having been enchanted by you or someone else. You may target a number of creatures equal to double your wisdom modifier.


Channel Divinity: Shared Trouble is Halved Trouble At 6th level, you can use your Channel Divinity to bond a number of creatures equal to your wisdom modifier together. The creatures may make a charisma saving throw against your spell save DC to resist being bonded or voluntarily fail. Should one creature take damage, divide the damage by the number of bonded creatures rounded down after resistances/vulnerabilities and apply the split damage to each bonded creature. Only the initial target of the attack may be forced to make a concentration check should they maintain a spell. The effect of this feature remains indefinitely while concentrating and being part of the bond, remains for 1 Minute without concentration or until canceled. Potent Spellcasting Starting at 8th level, you can add your Wisdom modifier to the damage you deal with any cleric cantrip. Love and Peace Once you reach level 17, you gain the ability to make two creatures fall in love with one another. As an action you force two creatures within 60ft of you that can see each other to make an Intelligence saving throw against your spell save DC. Should both fail, they are considered charmed by each other and will immediately seek out their partner and act according to their personality, protecting each other or fleeing combat. If only one fails the saving throw, they are considered charmed by the other, they will seek them out and aid them to the best of their abilities. The effect fails if both succeed on the saving throw. You need to concentrate on the effect or it will end early and the creatures will know they were affected by your magic. Should an hour (1 hour) pass while you maintain the effect, it will become permanent. Druid Circle - Circle of Fertility Druids of the Circle of Fertility are mainly healers who seek to let flora and fauna flourish in every possible way. Commonly seen in barren regions that were devastated by catastrophes or close by habitats of rare species, they aid nature to recover.


Circle Spells Druid Level Spell 3rd Alter Self, Suggestion 5th Aura of Vitality, Create Food and Water 7th Aura of Life, Fabricate 9th Awaken, Reincarnate Features Fertile Blessing When you choose this circle at 2nd level, you can use your action to cast a blessing of fertility and create one of the following effects: ● A creature you touch is healed for twice your druid level but not awoken from unconsciousness. ● You target a point within 30ft of you. Plant life originating at this point in a 10ft radius beings to rapidly grow, allowing any creature within to be at least lightly obscured. ● Fungi or plant life you touch immediately bears fruit or provides other forms of nourishment. The quantity depends on the plant, but it will always be enough to feed at least one medium sized creature. ● A creature you touch becomes more fertile, increasing the likelihood to sire or conceive children within the next 24h. You can use this feature a number of times equal to your wisdom modifier and you regain its uses after you finish a long rest. Uncovered Beauty Also starting at 2nd level, you gain proficiency in the persuasion and acrobatics skill. Additionally you gain a form of unarmored defense, while not wearing any armor your AC equals 10+your Charisma modifier+your Wisdom modifier. Return to Earth Starting at 6th level, you can use your action to completely decompose matter like dead plants or corpses. Things decomposed in this way can’t be raised as undead but returned to life. You can also force undead creatures within 30ft of you to make a wisdom saving throw. On a failed save they take your druid level divided by 3 rounded down times d6 acid damage and their movement speed is reduced to 0ft until the end of their next turn. On a successful save they only take half as much damage. You can only use this feature 3 times between long rests if used against undead creatures.


Circle of Regrowth Once you reach 10th level, nature won’t let you pass on so easily. Should you die by other means than a disintegrate spell or similar effect and your soul remain free and willing, a new body will form in the closest natural sanctuary within 1 mile of the place of your fall. This feature reproduces the effect of the Reincarnate spell without providing verbal, somatic or material components. Your new body is formed over a period of 24h and afterwards you won’t be able to use this feature until a month has passed. Additionally the DM rolls twice to determine your new race, giving you a choice. Mother Nature’s Grace At 14th level, natures parental warmth radiates through you. Whenever you cast a spell of 1st level or higher to heal a creature, you can add 3+ the spell’s level to the healing done. Additionally you can increase one of your physical (Strength, Dexterity or Constitution) and one mental (Wisdom, Intelligence or Charisma) ability score by +1 and you gain proficiency in charisma saving throws. Fighter Martial Archetype - Chosen The archetype of the Chosen combines their martial prowess with their unearthly blessings to become avatars of their gods. Fighters of these type are set upon a path by a god to further its goals but unlike Paladins or Clerics they can’t directly call upon their powers and bend them to their need as it happens more subconsciously. Features Fraction of Power Beginning when you choose this archetype at 3rd level, your patron, which may be a wizard, demigod, devil, celestial or other powerful being, grants you a fraction of his or her power according to the aspect it represents. Honor and Determination - You can recreate the effect of the spell Compelled Duel once between a short or long rest. You also ignore the Heavy property on any weapon and strength requirement on any armor. Hope and Change - You can recreate the effect of the spells Feather Fall and Disguise Self. You can do so once for each between a short or long rest. Armor does not impose disadvantage on stealth checks for you. Joy and Perfection - You can recreate the effect of the spell Charm Person once between a short or long rest. When the spell ends, the targeted creature will only seek revenge depending on the actions and situation you put it through. You gain +2 AC while wearing no or light armor.


Compassion and Tradition - You can recreate the effect of the spell Sanctuary once between a short or long rest. After you finish a short rest, you regain a quarter or at least one of your total hit dice rounded down. You do not need to maintain concentration for spells granted by this archetype. Your spell save DC for spells granted by this archetype is 8 + your Proficiency Bonus + your Charisma modifier. Gifted Expertise Also starting at 3rd level you gain bonus proficiencies according to the aspect of your patron. Honor and Determination - You gain proficiency in intimidation and survival. Hope and Change - You gain proficiency in arcana and medicine. Joy and Perfection - You gain proficiency in persuasion and performance. Compassion and Tradition - You gain proficiency in history and insight. Should you already be proficient in said skills, double your proficiency bonus for any ability check you make using these skills. Boon of Loyalty Once you reach level 7, the power your patron bestowed on you grows. Honor and Determination - You can recreate the effect of the spell Silence once between a short or long rest. You have advantage on saving throws against being frightened or charmed. Hope and Change - You can recreate the effect of the spells Detect Thoughts, Mirror Image and Misty Step. You can do so once for each between a short or long rest. Joy and Perfection - You can recreate the effect of the spell Alter Self and Suggestion. You can do so once for each between a short or long rest. Additionally any simple or martial weapon counts as finesse weapon in your hands. Compassion and Tradition - You can recreate the effect of the spell Ray of Enfeeblement once between a short or long rest. You gain temporary hit points equal to your fighter level after you finish a long rest or half your fighter level rounded down after you finish a short rest. Unwavering Champion Starting at 10th level, you patron’s powers allow you to bolster your defenses. Honor and Determination - Multiattack Defense - When a creature hits you with an attack, you gain a +4 bonus AC to all subsequent attacks made by the creature until the end of the turn. Hope and Change - Uncanny Dodge - When an attacker that you can see hist you with an attack, you can use your reaction to halve the attack's damage against you. Joy and Perfection - Evasion - You can nimbly dodge out of the way of certain area effects. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, or half damage if you fail.


Compassion and Tradition - Brace - When an attacker that you can see hist you with an attack, you can use your reaction to expend up to half your hit die to reduce the damage you take. Attuned Potential Beginning at 15th level, your attunement to your patrons aspects deepens, expanding your potential even further. Honor and Determination - You can recreate the effect of the spell Conjure Barrage once between a short or long rest. Additionally you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. Hope and Change - You can recreate the effect of the spells Glyph of Warding and Hypnotic Pattern. You can do so once for each between a short or long rest. Joy and Perfection - You can recreate the effect of the spell Haste once between a short or long rest. Additionally you can add your Charisma modifier to your weapon attacks. Compassion and Tradition - You can recreate the effect of the spell Hunger of Hadar once between a short or long rest. Additionally you become immune to poison and disease. Embodiment At 18th level, you become an avatar of the aspects your patron represents. Honor and Determination - You can reroll missed weapon attacks a number of times equal your charisma modifier, a minimum of once and regain uses of this feature once you finish a long rest. Additionally should you be reduced to 0 hit points but not outright killed, you can instead drop to 1 hit point. You can do so once between long rests. Hope and Change - You learn to recreate the spells granted by the previous features (Fraction of Power, Boon of Loyalty and Attuned Potential) more often. You can recreate each spell a number of times equal to your charisma modifier, a minimum of twice, between short or long rests. Additionally your spell save DC increases by 2. Joy and Perfection - You can add your ability modifier to the damage of bonus weapon attacks while fighting with two weapons. Additionally you do not provoke attacks of opportunity until the end of your turn if you damaged a creature during that turn. Compassion and Tradition - For 1 minute, you can use your reaction to impose disadvantage on any attack rolls a creature within 30ft makes until the end of its turn. Additionally you regain 10 hit point at the start of each of your turns. You regain the use of this feature once you finish a long rest. Monk Monastic Tradition - Way of the Geisha / Oiran Monks who follow the Way of the Geisha follow an old tradition that values beauty, interaction with others and manipulation. You can use your ki to appeal more to the desires of others while furthering your own goals. Most monks who follow this tradition use cosmetics and go through rigorous rituals to stay young and seduce any onlooker


Features Tools of Seduction Starting when you choose this tradition at 3rd level you gain proficiency in the Performance Skill, the Poisoner's Kit, the Disguise Kit and Improvised Weapons. Improvised Weapons are considered Monk Weapons for you. Additionally People have disadvantage on Investigation or Insight checks towards you while you are disguised. Determining your gender has become difficult as your body grows more androgynous. Jewel of Beguilement Once you reach 6th level you can use your ki to duplicate the effects of certain spells. As an action you can spend 2 KI points to cast Calm Emotions, Charm Person, Enthrall or Suggestion without providing material components. Your spell save DC for these spells is 8 + your Proficiency Bonus + your Charisma modifier. Flower in the Wind Beginning at 11th level, you can use your reaction to impose disadvantage on an attack against you. Creatures gain advantage on attack rolls against the affected creature until the beginning of its next turn should the attack against you miss. You can use this feature three times and regain all expended uses after a short or long rest. Enchanted by a Smile At 17th level, you have become a master in entertainment and seduction. You can perform a 1 minute ritual on a humanoid charmed by you (magical or otherwise). After that the humanoid is permanently charmed by you until a Remove Curse Spell is cast on it, it succeeds a DC 20 wisdom saving throw after you or your allies harm them, or you use this feature again. Additionally you can cast Mass Suggestion for 8 KI points as per your Jewel of Beguilement feature. Paladin Sacred Oath - Oath of Beauty The Oath of Beauty binds the paladin to the ideals of courtesy, protection and confidence and fighting deeds of spite and envy. These holy warriors are the perfect gentleman or lady while not clad for battle. While these men, women and other hold not only celestials but also beautiful fey and rarely even succubi or incubi as their ideals of visual beauty. They see every humble person as a mental ideal.


Tenets of Devotion Inner Beauty - See the world with open eyes, don’t be fooled by prejudices, and make others see that truth. Protection - Defend what’s dear to your heart, by any means necessary. Grow confidence - Help others step out of their shadow and aid them forge their own way. Courtesy - Treat others how you would want to be treated, hold up a high standard of conduct. Do not succumb to lowly acts. Oath Spells Paladin Level Spells 3rd Healing Word, Unseen Servant 5th Calm Emotions, Enhance Ability 9th Spirit Guardians, Tongues 13th Mordenkainen's Faithful Hound, Stone Shape 17th Greater Restoration, Legend Lore Features Channel Divinity When you take this oath at 3rd level you gain the following two Channel Divinity options. Divine Attraction - You can use your Channel Divinity as an action to awaken the spark of adoration in a creature. The creature you target must make a wisdom saving throw or be charmed by you for the next hour. On a successful save or after its duration passes the creature is immune to this channel divinity for the next 24h. In either case it won’t know that you used magic on them. Pardon me - As an action, you present your holy symbol and speak a prayer of apology using your Channel Divinity. For the next minute, you and a number of creatures equal your charisma modifier (a minumum of one) around you gain advantage on any kind of saving throw and are allowed to use the disengage action as bonus action. Blessed Grace Starting at 7th level your movement increases by 10ft and you gain proficiency in the acrobatics skill. At 18th level your movement increases again by 10ft and you gain proficiency in dexterity saving throws.


Honor and Beauty Once you reach 15th level, you can use your reaction to impose disadvantage on attack rolls against creatures other than you a number of times equal to your charisma modifier. You regain all uses after you finish a long rest. Additionally you deal half your paladin level as bonus radiant damage against the targeted creatures until the end of your next turn. True Gentleman / True Lady At 20th level, you can assume the form of personified beauty and dignity. Using your action you undergo a subtle transformation. For 1 hour you gain the following benefits. ● You know if you hear a lie. ● You gain advantage on persuasion ability checks and saving throws against being charmed. ● You and friendly creatures within 15ft of your are considered to be under the effect of the Sanctuary spell. ● You can use the aid action as bonus action. Once you use this feature, you can’t use it again until you finish a long rest. Ranger Conclave - Shaper Conclave Joining the Shaper Conclave means becoming one with your enemy. These rangers undermine their enemy and strike them with their own strengths and weaknesses. Following this archetype means studying your marks as druids study animals they can transform into. Expanded Spell List Ranger Level Spells 3rd Disguise Self 5th Alter Self 9th Gaseous Form 13th Polymorph (alt. Greater Invisibility) 17th Mislead Features (Should work with BHP ranger but is based on the Revised Ranger Unearthed Arcana)


Become thy Enemy Starting at 3nd level, you gain the ability to transform as an action into a hybrid form of your favored enemy. You can use this feature a number of times between short or long rests equal to your Wisdom modifier (a minimum of once). You can stay in this hybrid state for a number of hours equal to half your ranger level (rounded down) and you can revert to your normal form as a bonus action, losing all benefits. You automatically revert to your normal form once the gained temporary hit points are lost, you fall unconscious, or die. In this hybrid state you gain the chosen creatures hit points as temporary hit points, it’s movements Speed(s), Senses and physical ability scores (Strength, Dexterity, Constitution) if they are higher than yours or have additional ones. You also gain Resistances, Vulnerabilities, and Features such as Innate Spellcasting or a Bite Attack (with the exclusion of Abilities like the Intellect Devourers “Body Thief”). You can use your Become thy Enemy to transform into a favored enemy subclass with a challenge rating as high as your ranger level divided by 3 rounded down. Level Limitation Example 3rd No flying or swimming speed Quasit 6th No flying speed Merrow 12th -- Blue Dragon Wyrmling Should your favored enemy be a humanoid race, you gain a +1 to all physical ability scores and your maximum hit points as temporary hit points instead while in this hybrid state (Movement, Senses, Resistances, Vulnerabilities and Features still apply). Seeping Magic Upon reaching 3rd level, you learn the Wild Ferocity cantrip (Starter Spells UA, alternative Thorn Whip). You gain one additional cantrip from the Wizard Spell list once you reach 9th and 13th ranger level each. Your spellcasting ability for these cantrips is Wisdom. Hybrid Essence Starting at 5th level, you can use a bonus action to expend one spell slot to regain 1d8 temporary hit points of your “Become thy Enemy” form per level of the spell slot expended. Additionally any excess healing you gain from other sources than this features may also heal the temporary hit points of your “Become thy Enemy” form after healing your normal hit points.


Shedded Escape Starting at 7th level, should an attack reduce you to 0 or less hit points you can use your reaction to expend a use of your “Become thy Enemy” feature to teleport up to 120ft away to an unoccupied space, only leaving a identical double behind which dies in your place. This experience is highly taxing for your body, leaving you with one level of exhaustion after the reaction. Bestow Gifts At 11th level, you can expand your shaper powers onto others. You can cast Enhance Ability twice between short or long rests. You do not need to provide material components and don’t have to concentrate on the spell. You can bestow the effect on a number of beings equal to your Wisdom modifier including yourself. Perfect Shift Upon reaching level 15 you perfect your hybrid transformation. You now also gain the chosen creatures Immunities and can ignore its Vulnerabilities and negative Features such as Sunlight Sensitivity. Roguish Archetype - Courtesan / Chevalier You hone your skills among the high society of a town or kingdom. Intrigue becomes your second name as you manipulate those around you to do your bidding. Should that not be enough, you easily dispatch of those you seduced. Features Diplomacy and Intrigue When you choose this archetype at 3rd level you learn 3 additional languages and gain proficiency in the Insight skill and the Forgery Kit. Also you have advantage on your first attack rolls against creatures you deceived, persuaded or are charmed by you. Less is more Upon reaching 3rd level you gain a form of unarmored defense, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.


Sweet words Starting at 9th your word and allure gain some might over the minds of others. You can innately cast the Friends and Vicious Mockery cantrips, Charm Person as 1st level Spell and Suggestion as 2nd level Spell without providing Material Components. Your spell save DC is 8 + your Proficiency Bonus + your Charisma modifier. You can cast each of these spells a number of times equal to your Charisma modifier (a minimum of once each) between long rests. Alluring Assault Beginning at 13th level, your scheming mind and beguiling charisma extends to your attacks. You can add 1d6 psychic damage to all your attacks. You also gain advantage to saving throws against being charmed. Shot through the Heart Once you reach 17th level, you can use your reaction upon being hit to deflect the damage back to the attacker if their attack roll is higher than their AC and immediately make a weapon attack against that creature. You add your sneak attack damage on a successful hit. Once you use this feature, you can’t use it again until you finish a short or long rest. Sorcerer Origin - Siren Bloodline Your innate magic comes from some ancestors that mingled with sirens. But a bloodline like yours rarely manifests as strong as it has in you, leaving relatives more inclined to becoming bards. In the end your magic and voice aren’t the only things gifted to you. Optional Expanded Spell List Spell Level Spells 1st Dissonant Whispers, Tasha’s Hideous Laughter, Unearthly Chorus(Starter Spells UA) 2nd Calm Emotions, Enthrall, Zone of Truth 3rd Bestow Curse, Tidal Wave (Elemental Evil Companion) 4th Hallucinatory Terrain


Features Inspiring Allure Starting when you choose this origin at 1st level you gain a number of inspirational dice equal to your Charisma modifier (a minimum of one). You can use your bonus action to grant one creature within 60ft that can see you an inspirational dice. The inspirational die is a d6 and it is mutually exclusive with bardic inspiration. Once within the next 10min the creature can roll this dice and add its score to an ability check, a saving throw or an attack but before the DM states the success or failure of the roll. The user loses the inspirational dice. A creature can only have one of these dice. You regain any expanded uses of this feature once you finish a long rest. The dice become d8 on 6th level and d10 on 14th level. You also gain proficiency in the Performance Skill or any other sorcerer skill if you already have proficiency in this skill. Booming Voice Starting at 1st level your ancestry augments your voice. As an action or reaction upon taking damage you can scream and force allies and enemies adjacent to you (5ft radius) make a strength saving throw against your spell save DC. On a successful save the creature is pushed 10ft away to you. On a failed save the creature is also knocked prone. You can use this feature a number of times equal to your Constitution modifier (a minimum of once) between short or long rests. You may also make your voice three times louder as per the Thaumaturgy cantrip without expending uses of this feature. Bewildering Beauty Starting at 6th level you can spend 3 sorcery points as a reaction to cause a creature to have disadvantage on their attack roll for the rest of this round, if they can see or hear you. The first attack against the affected creature also has advantage. From air and sea Once you reach 14th level your ancestral lineage becomes more present. As an action you can either gain the ability to breath underwater and gain a swimming speed equal to your walking speed like the nereid. Or you gain a flying speed equal to your walking speed like the harpies. Your armor must accommodate for your wings and you can’t fly in medium or heavy armor. You can keep these features present for a number of hours equal your Charisma modifier between short or long rests. The time spent having this feature active doesn’t have to be consecutive.


Siren’s Song Upon reaching 18th level, you gain the ability to sing the alluring song of your heritage. As an action you begin to sing, sapient creatures, in a radius of up to 100ft or less (your choice), that can hear you, have to make a wisdom saving throw against your spell save DC. You can triple the range by spending a use of your Booming Voice Feature per song. On a failed save, affected creatures in a radius of 60ft or more must spend their full movement coming towards you. Creatures in a radius between 60ft and 15ft are charmed by you and continue to spend their movement coming towards you. Creatures within 15ft of you take 2d6 psychic damage and are stunned for one round. Creatures must repeat the save as long as you continue singing. On a successful save, the creatures are immune to your song for the next 24h. Deaf and charm immune creatures automatically succeed on the saving throw. To maintain your song you have to use your action to make a Performance ability check, its DC starts at 14 and increases by 2 for every continued round, but you can counter the increase by expending sorcery points (1 point per point of DC increase). At any time during the song you can designate a number of creatures equal to your Spell Attack modifier (Proficiency+Charisma modifier) to be unaffected by your song. Warlock Patron - The Seductress Your patron is a secretive hedonistic being and master of seduction, intrigue and beauty. What motivates them is unclear, perhaps they just enjoy the show or share some of the feeling of joy and power you gain while in its service. A god of love, an archfey, a being from beyond or the highest of succubi or incubi, all could claim the title of the the Seductress. Expanded Spell List Spell Level Spells 1st Healing Word, Sanctuary 2nd Detect Thoughts, Enhance Ability 3rd Aura of Vitality (alt. Mass Healing Word), Glyph of Warding 4th Evard’s Black Tentacles, Phantasmal Killer 5th Dispel Evil and Good, Mislead


Features Beguiling Beauty Starting at 1st level, you can use an action you focus the otherworldly charm gifted by your patron to influence a being within 60ft that you can see. The creature must succeed on a charisma saving throw against your warlock spell save DC or take (your warlock level divided by 3, minimum of 1) times d8 psychic damage. On a successful save it takes half damage and is immune to being charmed by you for 24 hours. On a failed save it is at your whim, it either takes full damage or is charmed by you for 1 hour. Once the charm effect ends, the creature will truly believe it had fallen in love with you for the limited time. The psychic damage of this feature is nonlethal and can’t reduce a creature to 0 hit points. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses once you finish a long rest. Graceful Dodge At 6th level you gain proficiency in Dexterity Saving Throws. Additionally when a creature within 5 feet of you, that you can see, hits you with an attack, you can use your reaction to cast the 3rd level spell Blink on yourself. You regain the use of this feature once you finish a short or long rest. Seductive Embodiment Upon reaching the 10th level, a tiny fragment of your patrons beauty rubs off onto you. Increase a Physical Ability Score (Strength, Dexterity or Constitution) and your Intelligence Score by 1, your maximum for the chosen scores are now 21. Also Increase your Charisma Score by 2, your maximum for this score is now 22. You do so again upon reaching warlock level 20th with the new maximums of 22 and 24. Yearning Presence Starting at 14th level, you can emit the yearning presence of your patron in a 30-foot radius. Creatures within the radius must make a charisma saving throw against your warlock spell save DC or take 5d10 magical damage depending on your alignment (Good causes Radiant, Neutral causes Psychic and Evil causes Necrotic damage) and be stunned for 1d3 rounds. On a successful save the creatures only take half damage and aren’t sunned. Creatures who can’t perceive you or with immunity to being charmed automatically succeed. And you can designate a number of creatures equal to your Charisma modifier (a minimum of one) to avoid the effect. You must finish a short or long rest until you can use this feature again.


Eldritch Invocations Silver Tongue Prerequisite: The Seductress patron Your patron allows you to reroll failed persuasion and deception attempts twice between short or long rests. You have to take the new result even if it’s worse. Under the Heel Prerequisite: Warlock level 7, The Seductress patron, Pact of the Chain Feature You learn the Dominate Beast, Dominate Person (at Warlock lv9) and Dominate Monster (at Warlock lv15) spells and cast them once between short or long rests or again in exchange for a use of the respective spell slot or Mystic Arcanum. Diary of Dark Secrets Prerequisite: The Seductress patron, Pact of the Tome Feature You can cast a 1 minute ritual requiring some small belongings of your target, such as a strand of hair, to gain knowledge of the target’s desires. The target must make a wisdom saving throw against your spell save DC. On a success you only gain vague information. On a failure you gain insight in the target’s darkest desires. The target gains no knowledge about this effect taking place. Lilith’s Whip Prerequisite: The Seductress patron, Pact of the Blade Feature You can create a black, leather whip using your Pact of the Blade feature. The whip is adorned with thorns and it’s handle resembles a blood red rose. Instead of the standard whip properties the damage die of this weapon is 2d4. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 fire damage to the target per spell level. While you hold this weapon, creatures have disadvantage on saving throws to break free of your illusion or enchantment spells. Aphrodite’s Gaze Prerequisite: The Seductress patron, Eldritch Blast cantrip Once during your turn when you hit creatures with your Eldritch Blast cantrip you gain knowledge of their positions and movements, preventing them from gaining any benefit from hiding or turning invisible against you. The effect lasts until the end of your next turn.


Wizard Arcane Tradition - Witchcraft The school of Witchcraft is as old as any druidic magic and can not be learned in a mere school or academy. Wizards, or in this case witches, commune and learn from otherworldly beings to unlock mysteries and gain power. You work to master a strange mixture of spells, how to change them in secrecy. Features Exotic Studies Starting when you choose this tradition at 2nd level, you also choose a group of otherworldly beings who grant you knowledge in exchange for favors: Celestial - You learn the Thaumaturgy cantrip and gain proficiency in the Insight skill. Whenever you would learn an additional wizard spell you can learn a cleric spell of the same level instead and you also can transcribe spells from the Cleric Spell List into your spellbook, these spells are Wizard spells for you. Fey - You learn the Druidcraft cantrip and gain proficiency in the Persuasion skill. Whenever you would learn an additional wizard spell you can learn a druid spell of the same level instead and you also can transcribe spells from the Druid Spell List into your spellbook, these spells are Wizard spells for you. Fiend - You learn the Prestidigitation cantrip and gain proficiency in the Deception skill. Whenever you would learn an additional wizard spell you can learn a warlock spell of the same level instead and you also can transcribe spells from the Warlock Spell List into your spellbook, these spells are Wizard spells for you. Should you already know the bonus cantrip, choose another from the respective class's spell list (with the exception of Eldritch Blast). Witch’s Familiar Upon reaching the 2nd level you learn the Find Familiar spell if you haven’t already. Add another wizard ritual to your spellbook if you already know this spell. Your familiar gains additional Hit Points equal to your wizard level and half your proficiency bonus as bonus AC. Additionally you can forgo your attack action to allow your familiar to attack on its own turn. You also learn the Augury Spell when you reach the 3rd level. Empowered Cantrips Starting at 6th level the beings you converse with grant you knowledge to augment your cantrips. Celestial - Causing damage with your harmful cantrips allows you to heal a creature within 30ft for an amount equal to your intelligence modifier if it is not at 0 HP or stabilized. Your non harmful cantrips can affect two creatures at once.


Fey - You can cause two effects to occur on cantrips like Druidcraft or Minor Illusion. And when you spend your action to cast a cantrip and no higher level spell, you can cast an additional cantrip on your familiar’s turn. Fiend - You can add your Intelligence modifier to the damage your cantrips cause and should you reduce a creature to 0 Hit Points with your harmful spells, you gain your wizard level as Temporary Hit Points. Nine Lives Once you reach 10th level, the otherworldly beings seem to have taken a liking to you, giving you knowledge to escape danger. Celestial - When you or your familiar are struck by an attack, you can use your reaction to deflect the attack back should the creature’s AC be lower than their attack roll, preventing you from taking damage either way. You can use this feature a number of times equal to your Intelligence modifier between long rests. Fey - When you are struck by an attack, you can use your reaction to teleport up to 60ft away in an unoccupied location. You can also use your action to trade places with your familiar. You can use this feature a number of times equal to your Intelligence modifier between long rests. Fiend - When you are struck by an attack, you can use your reaction to expend a spell slot and reduce the damage taken by 5 times its level. Should your familiar be reduced to 0 hit points or you use your action to sacrifice it, you regain ¼ of your maximum Hit Points. Additionally when you are reduced to 0 Hit Points and not killed outright, you can drop to 1 Hit Point instead. You can’t use this feature again until you finish a long rest. Knowledge from Beyond At 14th level, you’ve gained a grand insight in the teachings of your otherworldly mentors, you gain the following: Celestial - You can add your proficiency bonus to any healing or temporary hit points you cause. You gain Blindsight with a range of 30ft. You also learn 3 additional languages and when you perceive through your familiar you may also communicate through it. Fey - You can impose disadvantage on saving throws against your spells a number of times equal to your proficiency bonus. You can cast Alter Self at will without expending any spell slots and you also gain Truesight with a range of 15ft. Fiend - You can now also add your Intelligence modifier to your harmful spells. You gain Darkvision that cannot be impeded by magical darkness within 60ft. And should you be in an area of darkness or dim light you can use your action to turn invisible until you move, your familiar gains the same ability.


UA Artificer Speciality (old) - Flesh-forging Expanded Spell List Artificer Level Spells 3rd Absorb Elements, Burning Hands 7th Flame Blade, Web 13th Conjure Barrage, Lightning Bolt 18th Fire Shield, Greater Invisibility Features Anatomical Studies When you choose this specialisation at 1st level, you aim not to create useful items but to infuse your own body with magical potency. You gain proficiency in the Athletics and Medicine skill. Power in your Palms Starting at 1st level, you learn two of the following cantrips: Blade Ward, Booming Blade, Green-Flame Blade, (Hand of Radiance,) Magic Stone, Mending, Poison Spray, Primal Savagery, Produce Flame, Resistance, Shocking Grasp, Sword Burst and Thunderclap.You learn an additional cantrip at level 7, level 11 and level 18. Your spellcasting ability for these cantrips is Intelligence. Structural Improvements At 3rd level, you have begun reinforcing and improving your body. You must choose from what material you graft your frame: ● Lightweight Structure - Your movement speed increases by 15ft, you gain proficiency in the Acrobatics skill and your weight is halved. ● Reinforced Structure - You can’t be moved against your will unless you are incapacitated, you gain +2 AC and your weight is doubled. You can perform a week long ritual to change your choice later, providing materials worth your level * 100 in gold.


Mechanical Servant Variant At 6th level, you may create a humanoid instead of a large beast as your mechanical servant. In addition to the boons the normal feature Mechanical Servant provides, it gains the following: ● Generate its ability scores as for a player character and select a race it mimics. ● Only apply ability score increases, size and speed of the selected race. ● It can speak, read and understand any language you know at its creation. ● It has proficiency in simple weapons, shields and light armor. ● It gains two Feats and gains an additional one when you reach artificer level 8, 12, 16 and 18 each. ● Should it learn any spells, it can only cast cantrips and spell slots are converted into two cantrips of the associated class. ● Its rebuild costs are tripled. ● It can be targeted by an Awaken spell but skips the 30 days of charm and judges you based on the time since its creation. Augmentation Beginning at 9th level, when you use your action to cast a spell or make a weapon attack, you can immediately use a bonus action to cast a cantrip with the casting time of one action or less. Additionally you have added hidden compartments into your body and can stow your size category * your proficiency bonus pounds of items inside yourself, should their dimensions allow it (tiny = 1, small = 2, medium = 3 etc.). Creatures within 5ft of you can make a investigation or medicine check against a DC equal 10 + your constitution modifier + proficiency bonus to detect these compartments. Arcane Reconstruction Once you reach 14th level you have vastly refined your mortal flesh. You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day. You can choose to dream in this state or you are fully aware of your surroundings and notice approaching enemies and other events as normal. Additionally you can be affected by the Mending cantrip. It restores up to 1d4 hit points as long as you are not unconscious or dead.


Emergency Protocols At 17th level you can add your intelligence modifier to the damage you deal with your spells and cantrips. Additionally, on your next turn after being reduced to 0 hit points but not outright dying, you do not fall unconscious and gain temporary hit points equal to half of your maximum hit points. You continue to make death saving throws. The temporary hit points remain for 1 minute or until you are healed. If you would die by failing death saving throws, you don’t die until these temporary hit points have expired. You can use this feature again once you finish a long rest. UA Mystic Order Content will be added once WotC release more information on the Mystic Class past level 10 and in general.


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