The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.
Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by goroiamanuci, 2023-08-18 07:45:08

Spring Equinox Collection _ GM Binder

Spring Equinox Collection _ GM Binder

Spring Equinox Collection Spring Equinox Collection


Artificer: Horticulturist The Horticulturist grows and cultivates various plants. These artificers often find themselves in the company of druids and rangers as they study various flora from different environments. A Horticulturist can also be found in various settlements. A small village occasionally seeks out such an artificer to help strengthen their crops, while large forwardthinking cities seek this specialist when planning green architecture. Tools of the Trade 3rd-level Horticulturist feature You gain proficiency in the Nature skill. You also gain proficiency with the herbalism kit and can use it as a spellcasting focus for your spells. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice. Horticulturist Spells 3rd-level Horticulturist feature You always have certain spells prepared after you reach particular levels in this class, as shown in the Horticulturist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare. Horticulturist Spells Artificer Level Spell 3rd entangle, goodberry 5th healing spirit, spike growth 9th plant growth, speak with plants 13th control water, elemental bane 17th commune with nature, tree stride Magic Saplings 3rd-level Horticulturist feature You carry with you magically infused seeds that you can grow in a pinch. At the end of a long rest, you gain a number of these seeds equal to your proficiency bonus. As an action, you can throw one of these seeds in an unoccupied space within 10 feet of you to grow a Small sized plant. When you finish a long rest, you lose any unused seeds. The plant is considered magical. Each plant has an AC of 10 + your Intelligence modifier, a number of hit points equal to twice your artificer level, and is immune to all conditions. If a plant is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss the plant early as an action. When you grow a plant, you choose the type of plant it is from the list below. You can activate a plant’s effect as an action if you are within 60 feet of it. You can also activate its effect as a bonus action, but a plant can only use its effect once per turn. Additionally, you can direct a plant to walk or climb up to 20 feet to an unoccupied space (no action required). Carnivorous Mantrap. You grow an aggressive man-eating plant. You can choose a creature within 5 feet of the plant and make a melee spell attack against it. On a hit, the creature takes 1d8 piercing damage, and you can make it succeed on a Strength saving throw against your spell save DC (with advantage if the creature is at least one size category larger) or have it be grappled. While grappled, the creature is restrained and takes 1d8 piercing damage at the start of each of its turns. The plant is also unable to attack. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Soothing Vera. You grow a stout plant with healing properties. Each creature of your choice within 10 feet of the plant regains 1d4 hit points. Venomous Stalk. You grow a plant that can spray toxic droplets. Each creature of your choice within 15 feet of this plant must make a Dexterity saving throw. On a failed save, the creature takes 2d6 acid damage immediately and 1d6 acid damage at the end of its next turn. On a successful save, the creature takes half of the initial damage and no damage at the end of its next turn. Vibrant Flora. You grow a striking flower that exudes beauty. You can choose a creature within 30 feet of the plant. If it can see the plant, it must make a Wisdom saving throw against your spell save DC. On a failed save, the creature is charmed by you and the plant. While charmed in this way, the creature is incapacitated and must move toward the plant by the most direct route, but avoids dangerous obstacles; it doesn't avoid opportunity attacks. When the creature is within 5 feet of the plant, it has a speed of 0. A creature can repeat this saving throw at the end of each of its turns and whenever it takes damage, ending the effect on a success. 1


Green Thumb 5th-level Horticulturist feature The bond you have with your plants makes them more vigorous. You can use an action to activate two of your plants' effects if they are both within 60 feet of you. You can also replace using one of your plants' effects to grow a seed, if you have one. In addition, whenever you cast a spell using your herbalism kit that has a range of self or touch, you can have the target of the spell regain 1d4 hit points. Growth Spurt 9th-level Horticulturist feature You have become more adept in cultivating your plants, making them stronger and gaining the following benefits: Your plants can roll an additional die when dealing damage or restoring hit points; your Vibrant Flora can affect two creatures when you use its effect. While holding a herbalism kit, you can use a bonus action to touch one of your plants and make it undergo sudden growth. The plant's size increases by one size category, the range of its effect is doubled, and its hit point maximum and current hit points increase by an amount equal to your artificer level. It also adds an extra 1d4 when dealing damage or restoring hit points. You can only have one plant enlarged at a time. As an action, you can also draw from your plants’ vitality to bolster your own. You choose any number of your plants and reduce any number of hit points from them. You then regain the same amount of hit points. Botanical Garden 15th-level Horticulturist feature Your plants become sprawling and lush, gaining the following benefits: You can now have up to two plants enlarged at a time with your Growth Spurt feature. Your plants gain a +2 bonus to AC. You can cast wall of thorns without expending a spell slot, without preparing the spell, and without material components, provided you use a herbalism kit as the spellcasting focus. When you cast the spell in this way, you can make the plants from your Magical Saplings feature immune to the spell's effects. Once you cast the spell in this way, you can't do so again until you finish a long rest. 2


Barbarian: Path of the Moon The moon holds many a spot in tales of the supernatural and other fringe folklore. It often signifies the continuous march of time as its phases wax and wane, signalling the changing of seasons and the cycle of birth and death. Barbarians that follow this path often do so unwillingly. Some barbarians of this path may previously be hermits, living in total isolation with only the moon as company. Others are unlucky to be born under the ill omen of a full moon. Others still walk this path because of a curse inflicted by werecreatures. You can choose the origin of your moonrelated madness or determine it by rolling on the Moon Affliction table. Moon Affliction d6 Reason 1 My birth was the result of a ritualistic sacrifice that was conducted under a full moon. 2 I was accosted by werewolves during my travels. I managed to escape, but not before one of them inflicted me with its terrible curse. 3 I was alone during the occurrence of a blood moon and have never been the same since. 4 I fell in love with the moon. I can hear it whispering to me through its changing phases. 5 I was tricked by a fey of the Gloaming Court and was forced to wander the Feywild for years. 6 My entire village was wiped out by raiders under a full moon. Now, whenever the moon appears, my memories are triggered. Eyes of Night 3rd-level Path of the Moon feature Your senses are adapted to the dull shine of the moon. You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light. Cresent Glow 3rd-level Path of the Moon feature The moon’s eerie light fuels you with supernatural vitality. When you first enter your rage, you gain a number of temporary points equal to your Constitution modifier (minimum of 1 hit point). At the start of each of your subsequent turns while you are raging, you regain these temporary hit points. These temporary hit points disappear when you are no longer raging. Full Phase 6th-level Path of the Moon feature Your mind is one with the moon. You gain resistance to psychic damage and have advantage on saving throws against being frightened. While you’re raging, you instead gain immunity to psychic damage and are immune to being frightened. If you are frightened when you enter your rage, the effect is suspended for the duration of the rage. Lunar Madness 10th-level Path of the Moon feature You can inflict others with your insanity. As a bonus action, you can choose one creature you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or use its reaction to make one weapon attack against a random target it can see (excluding yourself). If the creature hits the target, the creature takes psychic damage equal to the damage dealt to the target. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Blood Moon 14th-level Path of the Moon feature You allow the moon to draw out your killer instinct. While you’re raging, your melee weapon attacks land a critical hit when you roll a 19 or 20. In addition, you can roll an additional damage dice when determining the extra damage for a critical hit with a melee weapon attack. You can deal this extra damage a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. 3


Bard: College of the Hearth Stories aren’t just used to spread grand messages or sway the popular masses. Stories are also intimately personal recollections of one’s memories and experiences. Telling them can offer respite after arduous days. To be able to sit around a warm fire and retell such tales and have comrades commiserate or laugh aloud can provide a hearty relief. Bards of the College of the Hearth understand the catharsis such acts can bring, as well as its importance in fostering bonds and making sure everyone feels included. Being able to relax and unwind watching their performances are what bards of this college place the most importance on. Campfire Keeper 3rd-level College of the Hearth feature A campfire is the perfect tool to set the mood for stories. You learn the create bonfire cantrip, which counts as a bard cantrip for you, but doesn’t count against the number of cantrips you know. When you cast this cantrip, you can modify it so that it lasts for 1 hour without requiring concentration. When you do so, each creature of your choice within 5 feet of the bonfire (including yourself) can use an action to spend one Hit Die to regain its hit points. When you cast create bonfire using this feature, the cantrip ends early if you cast it again. You regain the ability to cast in this way when you finish a long rest. Protection of Flames 3rd-level College of the Hearth feature A hearth is meant to invoke calm and comfort; their flames must never be used to harm. You gain resistance to fire damage. Additionally, when a creature holds one of your Bardic Inspiration dice, it also gains resistance to fire damage. Cozy Inspiration 6th-level College of the Hearth feature Your performances have a warm, lasting impression. When you use your Bardic Inspiration, you can have the inspiration last for 1 hour. When you do so, you regain that use of Bardic Inspiration when you finish a long rest. Tales of Camaraderie 14th-level College of the Hearth feature Your stories are able to bring people together and strengthen their bonds. When a creature rolls one of your Bardic Inspiration dice, it can use its reaction to choose any number of creatures within 10 feet of it. The chosen creature can add the number rolled on the Bardic Inspiration die to one ability check, attack roll, or saving throw it makes before the end of the chooser's next turn. 4


Cleric: Darkness Domain The darkness is usually seen by most as something to avoid, a formless entity that contains an unknowable amount of dangers. However, the darkness can also be a respite. Its emptiness protects those that must hide from hostile forces; its silence a tranquil reminder of the completion of a hard day’s work. Clerics of this domain understand the two sides of darkness, and use its powers accordingly to protect those under its void or to unleash the horrors it can bring. Examples of deities in this domain can be seen in the Darkness Deities table. Darkness Deities Example Deity Pantheon Nott Norse Nyx Greek Sehanine Moonbow Elven Shar Forgotten Realms Domain Spells 1st-level Darkness Domain feature You gain domain spells at the cleric levels listed in the Darkness Domain Spells table. See the Divine Domain class feature for how domain spells work. Darkness Domain Spells Cleric Level Spell 1st sleep, cause fear 3rd moonbeam, silence 5th fear, summon shadowspawn 7th phantasmal killer, shadow of moil 9th dream, mislead Night Veil 1st-level Darkness Domain feature You can drape the surrounding darkness around you. You gain proficiency in the Stealth skill. In addition, while you’re in dim light or darkness, you can use an action to turn invisible while you’re in that area of dim light or darkness (as if you were concentrating on a spell). Once you use this action, you can't use it again until you finish a long rest. Divine Night 1st-level Darkness Domain feature The powers of your deity allow you to navigate through the empty night. You gain darkvision out to a range of 120 feet. In addition, when you reach 3rd level in this class, you learn the darkness spell, which counts as a cleric spell for you, but doesn’t count against the number of spells you can prepare each day. You can cast this spell using spell slots, as normal, or by expending one use of your Channel Divinity. If you cast it using Channel Divinity, you can see through the darkness created by the spell. 5


C h a n n e l D i v i n i ty: Bla c k Bl o t 2n d-l e vel D a rkn e s s D o m a in fe a t u re Yo u c a n u s e y o u r C h a n n e l D i v i n i t y t o a l t e r o n e's p hy s i c a l a p p e a r a n c e s o t h a t t h ey a b s o r b a l l l i g h t. A s a n a c t i o n, y o u c a n c h o o s e a w i l l i n g c r e a t u r e w i t h i n 3 0 fe e t o f y o u. T h e c r e a t u r e’s p hy s i c a l fo r m, a s w e l l a s e v e r y t h i n g i t i s w e a r i n g a n d c a r r y i n g, b e c o m e s c o m p l e t e l y c o v e r e d i n d a r k n e s s. T h e c r e a t u r e’s o u t l i n e c a n s t i l l b e o b s e r v e d, a l t h o u g h t h e d a r k n e s s g i v e s n o i n d i c a t i o n a s t o w h a t t y p e o f c r e a t u r e i t c a n b e o u t s i d e o f a b a s i c s h a p e. W h e n t h e c r e a t u r e s p e a k s, i t s v o i c e c o m e s o u t s o ft a n d m u ffl e d t o a ny o n e l i s t e n i n g t o i t. When you use this feature, you and a number of c r e a t u r e s o f y o u r c h o i c e u p t o y o u r W i s d o m m o d i fi e r ( m i n i m u m o f o n e e x t r a c r e a t u r e ) c a n s e e a n d h e a r t h e t a r g e t p r o p e r l y. A c r e a t u r e t h a t c a n s e e i n m a g i c a l d a r k n e s s o r t h a t h a s t r u e s i g h t c a n o b s e r v e t h e d a r ke n e d c r e a t u r e n o r m a l l y. T h i s e ffe c t l a s t s fo r 1 h o u r o r u n t i l y o u o r t h e t a r g e t d i s m i s s i t a s a n a c t i o n. Frozen D r e a d 6 th -l e vel D a rkn e s s D o m a in fe a t u re Yo u a r e a b l e t o p r ey o n a c r e a t u r e’s p r i m a l fe a r o f t h e u n k n o w n. A s a n a c t i o n, y o u c a n c h o o s e a c r e a t u r e y o u c a n s e e w i t h i n 3 0 fe e t o f y o u t h a t i s fr i g h t e n e d o f y o u. Yo u c a n c h o o s e t o i n fl i c t o n e o f t h e fo l l o w i n g e ffe c t s o n i t. Attack rolls against the creature have advanta g e. The creature’s speed becomes 0. A creature can only have one additional effect from t h i s fe a t u r e a t a t i m e. T h e c h o s e n e ffe c t e n d s e a r l y i f t h e c r e a t u r e i s n o l o n g e r fr i g h t e n e d o f y o u. You can use this feature a n u m b e r o f t i m e s e q u a l t o y o u r W i s d o m m o d i fi e r ( m i n i m u m o f o n c e ), a n d y o u r e g a i n a l l e x p e n d e d u s e s w h e n y o u fi n i s h a l o n g r e s t. Potent Spellcasting 8th-level Darkness Domain feature You add your Wisdom modifier to the dama g e y o u d e a l w i t h a ny c l e r i c c a n t r i p. Void Being 17th-level Darkne s s D o m a in fe a t u re Yo u b e c o m e o n e w i t h t h e a b s e n c e o f l i g h t. Yo u g a i n i m m u n i t y t o r a d i a n t d a m a g e. Yo u c a n a l s o s e e i n m a g i c a l d a r k n e s s o u t t o a r a n g e o f 1 2 0 fe e t. A d d i t i o n a l l y, w h e n a c r e a t u r e i n d i m l i g h t o r d a r k n e s s m a ke s a s av i n g t h r o w a g a i n s t y o u r s p e l l s, i t d o e s s o w i t h d i s a d v a n t a g e. 6


Druid: Circle of Beauty Druids of the Circle of Beauty vow to protect all that is aesthetically pleasing in nature. These druids find delight in all things that are visually appealing; from the patterns of symmetry found in both plants and animals, to the seemingly endless colours in nature. Druids of this circle appreciate that all the visual quirks of nature, from the vivid patterns on flora and fauna used to aid in reproduction, to the matching shade of an animal's coat to blend in with its environment, are not simply a matter of form, but also function. Circle Spells 2nd-level Circle of Beauty feature Your eye for all things visually harmonious grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Beauty Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you. Circle of Beauty Spells Druid Level Spell 2nd disguise self, feather fall 3rd healing spirit, lesser restoration 5th daylight, hypnotic pattern 7th charm monster, compulsion 9th creation, dawn Natural Form 2nd-level Circle of Beauty feature As an action, you can expend one use of your Wild Shape feature to draw upon the powers of nature, rather than assuming a beast form. While in your natural form and wearing no armor, your Armour Class equals 10 + your Dexterity modifier + your Wisdom modifier. You can use a shield and still gain this benefit. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), if you die, or if you use this feature again. Whenever you assume your natural form, choose the manner of natural appearance your body transforms into; your choice gives you certain benefits while in the form: Attractive. A dazzling array of eye-catching patterns surround your body. When you activate this form, and as an action on your subsequent turns while it lasts, you can choose a creature you can see within 30 feet of you. That creature must succeed on a Wisdom saving throw against your spell save DC or be charmed by you until the start of your next turn. While charmed in this way, the creature is incapacitated and has a speed of 0. The effect ends early if the creature takes any damage or if someone else uses an action to shake the creature out of its stupor. Camouflage. You skin colour changes and your body covers itself with furs to match your surroundings. You can take the Hide action as a bonus action. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. Verdant. Branches grow from your body, sprouting flora that show the vibrancy of life. Once on each of your turns, you can use 10 feet of your movement to step magically into one living plant or tree within 5 feet of you and emerge from a second living plant or tree within 60 feet of the first, appearing in an unoccupied space within 5 feet of the second. Both plants must be of at least one size larger than you. This feature fails if you don’t have at least 10 feet of movement on your turn. 7


Blessing of Symmetry 6th-level Circle of Beauty feature You strive to emulate the symmetry that occurs in nature. When you cast a spell with a casting time of 1 action and that deals damage to at least one target, you can forgo rolling damage dice and take the average number. If the spell has an ongoing effect that can deal damage after you cast the spell, this feature only applies to the initial instance of damage. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest. Beautiful Plumage 10th-level Circle of Beauty feature The transformation into your natural form is now even more stunning. Your forms gain extra benefits as detailed below: Attractive. While a creature is charmed by this feature and you are damaged by an attack or harmful spell, you can use your reaction to command the charmed creature to move up to its speed and make one weapon attack against the attacker. After the creature completes this command, it is no longer charmed by you. Camouflage. When you use the Hide action and are obscured by natural foliage or phenomena, you can also turn invisible until the start of your next turn. Verdant. You can communicate with beasts and plants as if you shared a language. The concepts a beast or plant creature is able to communicate is still limited by its intelligence. Moreover, at the start of each of your turns while in your Natural Form, you can change the appearance of your form. Radiant Appearance 14th-level Circle of Beauty feature Your body's aesthetically pleasing patterns and colours makes others hesitate harming you. When a creature makes an attack roll against you while in your Natural Form, you can use your reaction and force it to make a Wisdom saving throw against your spell save DC. On a failed save, the creature can’t attack you with an attack or harmful spell until the end of its current turn, and must choose a new target or lose the attack or spell (this doesn't protect you from area effects, such as the explosion of a fireball). You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest. 8


Fighter: Outlander The Outlander is a fighter of the wilds, having spent the majority of their life living in rugged conditions. Sharing the space with other strong bestial predators, they fight brutishly, often bordering on feral. Outside of fights, an Outlander shows adept knowledge in the natural world and how to live off the land. Savage Power 3rd-level Outlander feature You display feats of savage strength from brawling with bestial predators. These feats are represented by your Savagery dice, which are each d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel your supernatural feats of strength, which are detailed below. Some of your powers expend the Savagery die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Savagery dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Savagery die, but you can't do so again until you finish a short or long rest. When you reach certain levels in this class, the size of your Savagery dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The techniques below use your Savagery dice. Calloused Body. Your body is accustomed to weathering attacks. When you are forced to make a saving throw against a spell or harmful effect that deals damage, you can use your reaction to expend and roll one Savagery die, adding the number rolled to your saving throw. Whether you succeed or fail, you also reduce the damage taken by an amount equal to the number rolled. Ground Slam. You’re able to violently disorient your opponent. As an action, you can expend one Savagery die and make a grapple check against a creature within your reach. If you succeed, you roll a Savagery die and the creature takes bludgeoning damage equal to the number rolled plus your Strength modifier. It also falls prone until the grapple ends. You must have two free hands to use this action. Darting Punch. You’re able to follow up attacks with your fists. When you miss with a weapon attack, you can immediately use a bonus action to expend one Savagery die and make an unarmed strike against a target within your reach. If you hit, you add the Savagery die to the attack’s damage roll. Wild Knowledge 3rd-level Outlander feature You possess innate knowledge of the wilderness. You gain proficiency in one of the following skills of your choice: Animal Handling, Medicine, Nature, Survival. When you reach 10th level in this class, you can choose to gain proficiency in another skill of your choice from the list above. 9


Bushwalker 7th-level Outlander feature You have picked up ways to survive out in the wilderness, gaining new ways to use your savage instincts. Natural Foraging. You are able to live off the land. When you are in a natural environment, you can use an action to cast goodberry. Once you take this action, you can't do so again until you finish a short or long rest, unless you expend a Savagery die to take it again. Call of the Pack. Your primal strength can rouse others. As an action, you can expend a Savagery die and choose a number of creatures within 60 feet of you that can hear you, including yourself, up to your Charisma modifier (minimum of one creature). You roll the die, and each creature gains a number of temporary hit points equal to the number rolled. These temporary hit points last until the creature finishes a short or long rest. Athlete's Arm 10th-level Outlander feature Your strength not only allows you to deal deadly blows, but also throw tremendous distances. You gain new powers that use your Savagery dice. Herculean Throw. Your sheer strength allows you to throw with monumental force. As an action, you can expend one Savagery die and force a creature that is grappled by you to succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier), with advantage if it is at least one size category larger than you, or be thrown a number of feet equal to your Strength score. For every 10 feet it travels, you roll a Savagery die, and the creature takes bludgeoning damage equal to the number rolled. If the thrown creature hits another creature or object, it also takes damage equal to one Savagery die. You must have two free hands to use this action. Forceful Toss. You can launch projectiles over very long distances. When you make a ranged attack with a melee weapon that has the thrown property, you can expend a Savagery die to quadruple the weapon’s normal and long range. If you hit, you add the Savagery die to the attack’s damage roll, and you can push the target 5 feet away from you. This attack ignores half and three-quarters cover. Apex Predator 15th-level Outlander feature In the wild, you are the predator above all others. You can cast the dominate beast spell, and your spellcasting ability for the spell is Charisma. Whenever the target has to make a saving throw against the spell, you can expend and roll one Savagery die, subtracting the rolled number from the target’s saving throw. Additionally, on each of your turns while you concentrate on the spell, including the turn when you cast it, you can make one attack with a weapon as a bonus action. Once you cast the spell with this feature, you can't do so again until you finish a short or long rest, unless you expend a Savagery die to cast it again. Honed Senses 18th-level Outlander feature Your time in the wilderness has sharpened your senses to a supernatural degree. You gain blindsight out to a range of 30 feet while you’re not deafened. Within this range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. 10


Monk: Way of the Flower Petal Monks that follow the Way of the Flower Petal seek to understand and draw inspiration from nature. Like a flower petal, they uphold themselves with eye-catching grace and beauty, and their techniques emulate the free flowing movements of a petal in the wind. Breakaway Movement 3rd-level Way of the Flower Petal feature You are able to shift your direction at a moment’s notice. You can use your Patient Defense and Step of the Wind without expending a ki point. Once you use either feature in this way, you can't do so again until you finish a long rest (you can still use these features using ki points, as normal). Graceful Deflection 3rd-level Way of the Flower Petal feature You use the winds to effortlessly divert attacks aimed at you. When you make a ranged attack with a caught projectile as part of your Deflect Missiles feature, the weapon or piece of ammunition has a range of 60/180 feet. Corolloa Attraction 6th-level Way of the Flower Petal feature As with how colourful displays of flowers can draw attention, you also look to carry yourself with the same poise. As an action, you can spend 2 ki points to cast charm person. The DC for this spell is your ki save DC. You can spend additional ki points to cast charm person as a higher-level spell. Each additional ki point you spend increases the spell's level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level. Winds Grace The Flower 11th-level Way of the Flower Petal feature You move like a flower petal in the wind, constantly in the air and almost impossible to ground. As an action, you can give yourself a flying speed equal to half your walking speed for 1 minute (as if you were concentrating on a spell), during which you can hover. Once you use this feature, you can't use it again until you finish a long rest, unless you expend 4 ki points to use it again. Untethered Motion 17th-level Way of the Flower Petal feature You always make sure to keep on your toes. You are always under the effects of the Dodge action; you lose these benefits if you are incapacitated or have a speed of 0, as normal. In addition, you are immune to being grappled, restrained, and paralyzed. You also can’t fall prone unless you choose to, and getting up from prone only takes 5 feet of movement, rather than half your speed. 11


Paladin: Oath of Light The paladins of the Oath of Light seek to remove deceptions and root out evil forces that work in the shadows. These paladins act as beacons to help guide the lost and disenfranchised who would otherwise have nowhere else to turnt to. Paladins who swear this oath ensure that nothing stays hidden so that everyone can be accountable for their own actions, and that justice can be dealt accordingly. Tenets of Light A paladin who assumes the Oath of Light seeks to illuminate darkness, wherever it may be. Illuminate the Dark. What is hidden cannot remain so, and what lurks in the shadows must be revealed. Guide the Lost. You must become a beacon that ensures others don’t stray from the path of good. Reveal Deceptions. The light reveals the true face of all things. Never let falsehoods win. Oath Spells 3rd-level Oath of Light feature You gain oath spells at the paladin levels listed in the Oath of Light table. See the Sacred Oath class feature for how oath spells work. Oath of Light Spells Paladin Level Spell 3rd faerie fire, searing smite 5th darkvision, flaming sphere 9th blinding smite, daylight 13th death ward, fire shield 17th dawn, wall of light Channel Divinity 3rd-level Oath of Light feature You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works. Bestow Smite. You can use a bonus action to touch a melee weapon and bless it with your holy light. Whenever a creature makes a melee attack and hits a target with the weapon, it can deal an extra 1d8 radiant damage to the target. The weapon is able to deal this extra damage a number of times equal to your Charisma modifier (minimum of once). When you finish a short or long rest, the weapon loses any unused smites. Marked Radiance. No one is able to escape from your divine light. As an action, you can present your holy symbol and force a creature you can see within 30 feet of you to make a Charisma saving throw against your spell save DC. Undead and fiends have disadvantage on this saving throw. On a failed save, the creature no longer has resistance or immunity to radiant damage, and is now vulnerable to radiant damage for 1 minute (as if you were concentrating on a spell). Aura of All Light 7th-level Oath of Light feature You can see even if there is no light to aid you. You gain blindsight out to a range of 10 feet. If you aren’t incapacitated, your allies within 5 feet of you also gain blindsight out to a range of 5 feet. When you reach 18th level in this class, creatures within 10 feet of you gain blindsight out to a range of 10 feet. Blinding Rebuke 15th-level Oath of Light feature Your light deters others from trying to strike you. Whenever a creature hits you with an attack, that creature takes radiant damage equal to your Charisma modifier (minimum of 1 damage) if you're not incapacitated. In addition, you can use your reaction to make the attacker succeed on a Constitution saving throw against your spell save DC or have it be blinded until the start of your next turn. You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest. Radiant Warrior 20th-level Oath of Light feature You bathe yourself in holy light. As a bonus action, you gain the following benefits for 1 minute: You gain truesight with a range of 120 feet, and any illusion within 60 feet of you is instantly dispelled. You and creatures of your choice within 30 feet of you deal an extra 1d4 radiant damage when hitting with a weapon attack. Creatures of your choice have disadvantage on saving throws against your spells that deal radiant damage. Once you use this feature, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again. 12


Ranger: Equinox The Equinox is a ranger that is in tune with the changing of the seasons. This innate sense for keeping track of these seasonal shifts allows them to be more adaptable and aware of their surroundings. Such rangers are extremely versatile in that they can shift their hunting techniques to suit the time of day or the current season. Seasonal Precipice 3rd-level Equinox feature As a ranger that keeps track of the seasons, you are able to change your skillsets accordingly. Whenever you finish a long rest, you choose whether you want the Vernal or Autumnal version of each feature in this subclass. Equinox Magic 3rd-level Equinox feature You learn an additional spell when you reach certain levels in this class, as shown in the Equinox Spells table. You can choose from the Vernal or Autumnal list, and can change this list at the end of a long rest. When you change your spell list, you learn the spells from the new list and forget the spells from the previous list. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. Equinox Spells Ranger Level Vernal Spell Autumnal Spell 3rd bless sleep 5th branding smite moonbeam 9th create food and water spirit guardians 13th find greater steed death ward 17th dawn control winds Rise and Set 3rd-level Equinox feature You observe whether the days hold more or less sunlight as part of your combat preparations. Vernal. The first time you hit a creature with a weapon attack, you regain a number of hit points equal to your Wisdom modifier (minimum of 1 hit point). You also ignore disadvantage when making an attack roll against creatures in bright light, unless they are hidden from you. Autumnal. When you attack a creature that is in dim light or darkness, you can use a bonus action to make the attack roll with advantage instead of disadvantage. If the attack hits, the target takes an extra 1d6 damage of the weapon’s type. At 11th level in this class, this becomes a 1d8. Equitorial Senses 7th-level Equinox feature You can instinctually trace and locate the sun’s path and positioning in the sky, giving you superior tracking abilities. Vernal. You have advantage on ability checks that use Wisdom, and you gain a +5 bonus to your passive Perception score. In addition, you can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you, and dim light doesn't impose disadvantage on your Wisdom (Perception) checks. Autumnal. You gain advantage on Wisdom saving throws, and opportunity attacks made against you are made with disadvantage. If you are hit by an opportunity attack, you gain a +2 bonus to AC until the end of your current turn. You also gain the ability to see in normal and magical darkness out to a range of 60 feet. 13


S h i f t i n g S e a s o n s 7 th -l e vel Eq u in ox fe a t u re Yo u c a n a d a p t t o t h e m i n u t e c h a n g e s e a c h d ay b r i n g s. A s a n a c t i o n, y o u c a n e x p e n d a s p e l l s l o t o f a ny l e v e l a n d s p e n d 1 m i n u t e i n s i l e n t m e d i t a t i o n ( a s i f y o u w e r e c o n c e n t r a t i n g o n a s p e l l ). At t h e e n d o f t h e d u r a t i o n, y o u c a n c h o o s e o n e o f y o u r fe a t u r e s fr o m t h i s s u b c l a s s a n d c h a n g e i t t o i t s o t h e r v e r s i o n. If you choose your Equinox Magic feature and have an ongoing effect from a spell in the Equinox Spells table, it lasts for the remainder of the duration (as normal) or until dispelled. Once you use this feature, you can't do so again until you finish a long rest. Mirrored Horizon 11th-level Equinox feature You adopt techniques that imitate the two equal halves of the equinox. Vernal. Once on your turn, when you take the Attack action and miss with a weapon attack, you can immediately use a bonus action to make another weapon attack with advantage. If you hit, you deal extra damage equal to your Wisdom modifier (minimum of 1 damage). You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Autumnal. When you cast a spell with a range of touch and which only affects one creature or object, you can choose another creature or object you can see within 30 feet of the original target to be affected by the spell. If the spell requires concentration, the spell ends on you and the target if you lose concentration. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest. Spring and Autumn 15th-level Equinox feature You draw further power from the changing of the seasons to protect yourself. Vernal. You regain a number of hit points equal to your Wisdom modifier (minimum of 1 hit point) at the start of each of your turns if you are touching a natural earthen surface (such as soil, grass, or rock). You don't gain this benefit if you have 0 hit points or if you have at least half of your hit points. Autumnal. When you take damage, you can use your reaction to teleport to an unoccupied space you can see within 30 feet of you. You also gain resistance to all damage, including the triggering instance of damage, until the end of your next turn. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest. 1 4


Rogue: Ides Rogues of the Ides archetype are known for one thing above all else: money. These rogues work as enforcers and collectors for anyone needing help in gathering dues from their subjects, whether legitimate or otherwise. The Ides rogue, of course, gets paid a sizable sum coming from the portion of collected levies, which only serves to make the Ides more enthusiastic in their pursuit. Needless to say, such rogues are extremely unpopular with the common folk, yet Ides are different between rogues. On one end are Ides hired by those that hold lofty titles. On the other are the Ides that act more as extorters who wish to pocket as much spare change as they could get away with in a city’s underbelly. You can decide where your character falls under this spectrum or determine it by rolling on the Ides Collector table. Ides Collector d6 Collector Type 1 I take up legitimate jobs from barons who don’t have the resources to collect taxes from their subjects. The pay is very enticing. 2 I’m a loan shark. As long as there are desperate people needing to get their fix or think their next “big win” is going to happen, I’ll happily give them that hope. 3 Protection money is part of life down here. I’m just here to make sure that nothing goes wrong. 4 My employer is a merchant and embezzler. I “steal” the money they make off less desirable businesses to get them off their books and pocket my pay. 5 I’m hired by very powerful people to collect debts from runaways. 6 I'm actually a mysterious hero to the common folk. I take gold needlessly stored away in the vaults of the obscenely rich and redistribute them to those in need. Foreboding Presence 3rd-level Ides feature Your demeanour makes it so no one dares run away from you. As a bonus action, you can choose any number of creatures you can see within 30 feet of you and make one Charisma (Intimidation) check contested by each target’s Wisdom (Insight) check. The target must be able to see you. If a creature fails the check, it can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or if the creature is more than 30 feet away from you. Once you use this feature, you can't use it again until you finish a short or long rest. Pinned Attack 3rd-level Ides feature You are able to immobilise your targets. When you hit a creature and trigger your Sneak Attack, the creature has a speed of 0 until the start of your next turn. Runaway's Punishment 9th-level Ides feature You never let a target get away from you. While you’re wielding a ranged weapon or a melee weapon with the thrown property, a creature can trigger an opportunity attack from you if it moves beyond the normal range of that weapon. Critical Eye 13th-level Ides feature Hiding from you is a futile effort. You gain proficiency in the Investigation or Perception skill (your choice) and your proficiency bonus is doubled for any ability check you make that uses the chosen skill. If you already have Expertise in both skills, you gain Expertise in another skill of your choice, which can also be thieves’ tools. Additionally, you can use the Search action as a bonus action. Debilitating Strike 17th-level Ides feature Your attacks can put creatures in a helpless daze. When an attack triggers your Sneak Attack, you can force the target to succeed on a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or have it be stunned until the start of your next turn. 15


Sorcerer: Brightburn The origin of your magic manifests itself in fiery heat and dazzling light. Through your magic, you can make yourself the embodiment the sun. The possession of such raw magical power usually lays dormant until a spark ignites the magic, and these moments are often eruptive and explosive in their own right. Such sorcerers evoke tremendous strength and power. A Brightburn may display strong bloodties to fire elementals, or may have been blessed with the boon of fire by a dragon. You may have also acquired your powers through a rare cosmic event, like a solar flare. Brightburn Spells 1st-level Brightburn feature You learn additional spells when you reach certain levels in this class, as shown on the Brightburn Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an evocation or illusion spell from the sorcerer, warlock, or wizard spell list. Brightburn Spells Sorcerer Level Spell 1st chromatic orb, guiding bolt 3rd scorching ray, flaming sphere 5th daylight, fireball 7th fire shield, sickening radiance 9th dawn, flame strike Sunrise Form 1st-level Brightburn feature You are able to emit resplendent light from yourself. As a bonus action, you can shed bright light in a 20-foot radius and dim light for an additional 20 feet; this light is sunlight. Any magical darkness within the light is dispelled, and hostile creatures within the bright light have disadvantage on attack rolls made against you and your allies. This effect lasts for 1 minute or until you dismiss it (no action required). Once you use this bonus action, you can't use it again until you finish a long rest. When you reach 2nd level in this class, you can spend 2 sorcery points to use this feature again. Aura of the Sun 6th-level Brightburn feature Your light can be a gentle warmth that soothes or a fiery blaze that harms. As part of the bonus action you take to enter your Sunrise Form, or as a bonus action on your subsequent turns, you can spend 2 sorcery points to intensify the light you emit. At the start of each of your turns, you can choose to deal fire damage or regain hit points equal to your proficiency bonus to any number of creatures you can see inside the bright light (your choice). Sun Child 6th-level Brightburn feature Your magic gives you a tolerance to blistering heat. While you are in your Sunrise Form, you gain resistance to fire and radiant damage. Booster Flare 14th-level Brightburn feature You spew out dangerous wisps of fire in order to take flight. As a bonus action, or as part of the bonus action you take to enter your Sunrise Form, you can spend 2 sorcery points to gain a flying speed equal to your walking speed. Using this flying speed doesn’t provoke opportunity attacks, and it lasts until the end of your next short or long rest. It ends early if you're incapacitated, you die, or you dismiss it as a bonus action. When you use your flying speed to move within 5 feet of a creature or an object that isn't being worn or carried, it takes fire damage equal to half your sorcerer level from your trail of heat. A creature or object can take this damage only once during a turn. Blazing Luminescence 18th-level Brightburn feature You body acts as a catalyst to unleash the full power of the sun. While in your Sunrise Form, your spells and effects that deal fire or radiant damage ignores resistance, and treats immunity to fire and radiant damage as resistance to that damage. In addition, when you cast a spell that deals fire or radiant damage, you can immediately use your bonus action to deal maximum damage instead of rolling (you needn’t be in your Sunrise Form to use this effect). Once you use this bonus action, you can't use it again until you finish a long rest, unless you spend 6 sorcery points to use it again. 16


Warlock: Wild Guardian You have formed a pact with an ancient protector of the forests. These guardians can live for millennia, turning their natural surroundings into a domain of lush wildlife and greenery. As a warlock of this patron, you are similarly tasked in protecting this wilderness from undue harm. Warlocks of the Wild Guardian often work alongside druids, fey knights, and other wild beasts in the defence of the wilderness. Your pact represents a commitment to this cause. Such patrons of these warlocks can include ancient treants that have lived for millenia, gods that oversee nature, and residents of the Feywild like dryads and eladrin who have a strong connection to nature. Expanded Spell List 1st-level Wild Guardian feature The Wild Guardian lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. Wild Guardian Expanded Spells Spell Level Spells 1st ensnaring strike, goodberry 2nd healing spirit, summon beast 3rd blinding smite, plant growth 4th control water, guardian of nature 5th commune with nature, wrath of nature Photosynthesis 1st-level Wild Guardian feature Your patron’s powers allow you to receive all your nutritional needs from the sun. At the end of a short or long rest, you no longer need to eat, drink, or breathe. If you spend 10 minutes in an area under dim light or darkness, you lose these benefits. Implements of Nature 1st-level Wild Guardian feature Your patron has given you the abilities needed to defend your ancestral home. You gain proficiency with medium armour, shields, and martial weapons. You can’t use armour or shields made of metal. In addition, you learn the thorn whip cantrip, which counts as a warlock cantrip for you, and doesn’t count against the number of cantrips you know. When a creature triggers an opportunity attack from you, you can cast thorn whip instead of making a melee attack against the target. Sap Excretion 6th-level Wild Guardian feature You can expunge sticky sap to deter enemies. When a creature hits you with a melee weapon attack, you can force it to succeed on a Dexterity saving throw against your spell save DC or have it be restrained until the start of its next turn. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest. Nature's Whisperer 10th-level Wild Guardian feature Your patron’s power allows you to be intimately close with nature. You can cast speak with animals and speak with plants at will, without expending a spell slot. In addition, you adopt the tough wooden hide of ancient trees. As a bonus action, you can give yourself resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. This effect lasts for up to 1 minute, and you must finish a short or long rest before you can use it again. Chlorophyll Boost 14th-level Wild Guardian feature You are able to draw power directly from the sun to bolster your abilities. As an action, while you are under the effects of Photosynthesis, you can choose to gain the following benefits for 1 minute: Your weapon attacks deal an extra 1d4 radiant damage on a hit. You gain resistance to fire and radiant damage, and you have advantage on Dexterity saving throws. You can take the Dash and Disengage action as a bonus action. On finish 17


W i z a r d: F e y M a g i c P r a c t i t i o n e r s o f Fey M a g i c a r e o n l y o p e n t o a s e l e c t fe w, limited not by its spread of knowledge but rather by bloodline. As this type of magic is drawn from the essen c e o f t h e Feyw i l d, o n l y Fey a n d c r e a t u r e s d e s c e n d e d fr o m t h e m a r e a b l e t o p r a c t i c e s u c h m a g i c. C h a r a c t e r i s t i c o f t h e s e p l ay fu l c r e a t u r e s a n d t h e r e a l m t h ey c o m e fr o m, Fey M a g i c s p e c i a l i s e s i n u s i n g m i s d i r e c t i o n a n d i l l u s i o n t o d e t e r o t h e r s fr o m a p l a c e o r p e r s o n. Restriction: Fey o r F e y A n c e s t ry O n ly O n l y r a c e s t h a t p o s s e s s t h e C r e a t u r e Ty p e o f Fey o r t h a t h av e t h e Fey A n c e s t r y t r a i t c a n c h o o s e t h i s s u b c l a s s, a s Fey M a g i c d r aw s d i r e c t l y fr o m t h e Feyw i l d. Yo u r D M c a n l i ft t h i s r e s t r i c t i o n t o b e t t e r s u i t y o u r c a m p a i g n. Fey Childer 2nd-level Fey Magic feature You have further studied your unique fey h e r i t a g e, g a i n i n g t h e fo l l o w i n g b e n e fi t s. You can speak, r e a d, a n d w r i t e S y l v a n. A l s o, i f a n o t h e r c r e a t u r e a t t e m p t s t o r e a d y o u r s p e l l b o o k, i t w i l l b e u n a b l e t o u n d e r s t a n d o r t r a n s c r i b e t h e s p e l l b o o k u n l e s s i t k n o w s S y l v a n o r y o u c h o o s e t o r e v e a l i t s c o n t e n t s. Whenever you make a Charisma check, you g a i n a b o n u s t o t h e c h e c k e q u a l t o y o u r I n t e l l i g e n c e m o d i fi e r ( m i n i m u m o f + 1 ). You ca n u s e a b o n u s a c t i o n t o m a g i c a l l y t e l e p o r t u p t o 3 0 fe e t t o a n u n o c c u p i e d s p a c e y o u c a n s e e. O n c e y o u u s e t h i s b o n u s a c t i o n, y o u c a n’t u s e i t a g a i n u n t i l y o u fi n i s h a l o n g r e s t. Fey Capt i v a t i o n 2n d-l e vel Fey Ma gi c fe a t u re Yo u r m a g i c i s a b l e t o b e g u i l e e v e n t h e m o s t h a r d e n e d o f c r e a t u r e s. A s a b o n u s a c t i o n, y o u c a n c h o o s e o n e c r e a t u r e y o u c a n s e e w i t h i n 6 0 fe e t o f y o u. I f i t c a n s e e y o u, i t m u s t m a ke a W i s d o m s av i n g t h r o w a g a i n s t y o u r s p e l l s av e D C. Unless the saving throw is a success, it has disadvantage o n a l l s av i n g t h r o w s a g a i n s t s p e l l s a n d e ffe c t s t h a t c a u s e i t t o b e c h a r m e d fo r 1 m i n u t e. T h e c r e a t u r e a l s o l o s e s a ny i m m u n i t y i t h a s a g a i n s t b e i n g c h a r m e d. T h i s e ffe c t e n d s e a r l y o n a c r e a t u r e i f i t s u c c e e d s o n a s av i n g t h r o w a g a i n s t b e i n g c h a r m e d. Once y o u u s e t h i s b o n u s a c t i o n, y o u c a n’t u s e i t a g a i n u n t i l y o u fi n i s h a l o n g r e s t, u n l e s s y o u e x p e n d a s p e l l s l o t o f a ny l e v e l t o u s e i t a g a i n. 1 8


Shimmering Shelter 6th-level Fey Magic feature You can use the temporal oddities of the Feywild to quickly recover your allies. At the start of a short or long rest, you can spend 1 minute touching your spellbook and reciting a Sylvan incantation. At the end of the duration, you project an otherworldly field in a 30-foot radius sphere centred on your spellbook. Any creature outside the sphere that looks into the sphere doesn’t perceive anything inside it, but the sphere does not hide visual effects that travel beyond the sphere’s area. For example, a creature that looks into a camp set up inside the sphere only sees an empty field. However, if the camp has a campfire, the creature can see smoke coming out from atop the sphere’s area. The sphere also blocks any sounds inside it from coming out, but a creature within 5 feet of the sphere can hear muted muffling. A short rest taken within the sphere takes only 10 minutes; a long rest taken within the sphere takes only 4 hours. At the end of the rest’s duration, the sphere vanishes. The sphere also vanishes if your spellbook is moved or destroyed, or if you leave the sphere. Once you use this feature, you can’t use it again until you finish a long rest. Mirthful Step 10th-level Fey Magic feature Your very presence pulls in magic from the Feywild. You can use your Fey Childer feature to teleport twice between long rests. When you teleport using Fey Childer, you can choose one of the following effects to occur: Captivate. Immediately before or after you teleport, you can also use your Fey Captivation as part of the same bonus action. If you choose a creature within 5 feet of you, it automatically fails its saving throw. Cherish. Immediately after you teleport, each creature of your choice that you can see within 5 feet of you regains a number of hit points equal to half your wizard level. Vanish. You can use your reaction to teleport using this feature when you are damaged by an attack or harmful spell. You also turn invisible until the start of your next turn. Wandering Wilds 14th-level Fey Magic feature You draw upon the disorienting nature of the Feywild to protect you and your allies. As an action, each creature in a 20-foot radius centred on a point that you can see within 60 feet of you must make an Charisma saving throw. On a failed save, the creature is charmed by you. While charmed in this way, the creature no longer perceives its immediate surroundings and instead perceives a lush and brightly lit vibrant forest or a darkened underbrush dotted by glowing flora (your choice). It seems completely real to the creature, including sounds, smells, and temperature appropriate to the surroundings depicted. A creature that perceives these surroundings must spend 4 feet of movement for every 1 foot it moves. While a creature is perceiving this world, you can use an action (which can be part of the same action you take to use this feature) to alter its perception of any number of creatures that you can see. For example, you can choose to alter the appearance of the target’s allies so they look like monsters or some other enemy. You can also make it so that the target is unable to see you or your allies. A creature affected in this way can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on a success. This effect also ends after 1 minute (as if you were concentrating on a spell). Once you use this feature, you can’t use it again until you finish a long rest. If you are in the Feywild, you don’t take up a use of this feature and it can be used even if a use of it is already taken. 19


Spring Equinox Collection Made by /u/Stuffies_12 (#Stuffies12#7807). Created in GM Binder. Nature calls with this spring themed subclass collection. Horticulturist - Path of the Moon College of the Hearth - Darkness Domain Circle of Beauty - Outlander Way of the Flower Petal - Oath of Light Equinox - Ides - Brightburn Wild Guardian - Fey Magic Art Credits Front cover art - Uncharted Haven by Lorenzo Lanfranconi. Artificer art - Natural Connection by Wesley Burt and The forest of Riesenbäume by Guillermo Martínez Barbarian art - Druid Moon Circle by ShinyBits Bard art - Tavern scene commision! by /u/DoodleHound93 Cleric art - Sunless Sea by Joshua Boden and Dark Cleric by brushseven Druid art - Peaceful place by Anastasia Shiyankova and kismet by aw anqi Fighter art - Garruk Relentless - Magic the Gathering by Greg Rutkowski and Highlands by Rui DIAS Monk art - Narset, Enlightened Master by Livia Prima Paladin art - Paladin of Light by Mioree . Ranger art - Drow Ranger by Nat Vitchayed and Nightbreeze by Astri Lohne Rogue art - MTG: Blood Operative by Livia Prima Sorcerer art - Phoenix by Ekaterina Ratnikova Warlock art - Primal Druid by Tomasz Jedruszek Wizard art - Arch Fey by Anna Doušová (Newt) and Feywild by Tim Shepherd. Background splotches by Jared Ondricek Notes and Disclaimer The Spring Equinox Collection is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Special thanks to x_grimsky, exoduspie, Inkayaku, and Juan Bot for their feedback and support. Like my work? Check out my links by clicking on the icon at the bottom of this page!


Click to View FlipBook Version