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Published by goroiamanuci, 2023-01-02 14:54:23

Meme-Dream All-Stars - The Homebrewery

Meme-Dream All-Stars - The Homebrewery

Meme-Dream All-Stars V1.0

Adventures in Nonsense Undreamed of. (The Homebrew of 'Notorious Lime' for Stranger
Worlds)

RACESountless Races Inhabit the Realms in which our These are the Waddle Dees who are best Identified by being
Adventurers Travel and Have their grand quests. the most common and well known, Don't confuse rarity for
Here are a few that Our Good Friend Escargoon value, though, They pack no less of a punch than the majority
of their less common cousins.
Chas Documented on his Planeswalking Travels.
Waddle Dees Waddle Dee War Knowledge: You are proficient with one
Simple or Martial Weapon, and deal an additional d4 of
The Waddle Dees are a native race of Dreamland that can damage with that weapon. This increases to a d6 at Level 3, a
grow to levels of power and prowess rivaling that of Star d8 at level 7, a d10 at level 11 and d12 at level 15.
Warriors. Bandana Dee Fought beside the Legendary figures:
Kirby, Meta Knight and King Dedede as an Equal. Honed Body: Your Strength Score increases by 2, and You
count as two sizes larger when determining your carrying
Many Waddle Dees are Docile in disposition, but when capacity and the weight you can push, drag, or lift.
railied to War are a force to be reckoned with. Many Waddle
Dees roam freely, unless someone gives them food and a Waddle Doo
place to sleep. Waddle Dees feel that it is their duty to stay
and repay their host. Cycloptic and Weilding a Natural Magical aptitude, these
Waddle Dees are dangerous from a greater range, and are
Waddle Dees seek worthy leadership, and can often be more often seen in a lieutenant position in Waddle Dee
found serving under local lords and generals. Any Aspiring Armies.
Conqueror could count themselves lucky if they had Soldiers
a tenth as loyal and half as tough as Waddle Dees. Forever Magical Mastery: Your Charisma, Intellegence or Wisdom
imitated, rarely replicated, but never Duplicated, The Fearless Score is increased by 2. You can understand other Waddle
March of the Waddle Dees is inexorable for all but the Dees without the need for spoken words.
mightiest of foes.
Eye of Triumph: You know the Fire Bolt and Ray of Frost
Waddle Dee Traits Cantrips, which for you deal Lightning Damage. at Level 3,
As a member of The Waddle Dees, you have the following you know the Flaming Sphere Spell, which when cast with
tratis: this Trait deals Lightning damage instead of Fire, and can
cast it once per short rest using this trait. At level 5 you Know
Ability Score Increase: Your Constitution score increases the Fireball spell, which when cast through this trait deals
by 1. Radiant Damage, and can cast it once per short rest using
this trait. Your Spellcasting modifier for these spells is the
Age: Waddle Dees mature at the same rate as most Score Increased by Magical Mastery.
Dreamlanders, and don't ever age beyond their prime.
You want something done right, get the Waddle
Alignment: Waddle Dees have respect for all paths of life, Dees. if there's anyone you want in your debt, it's
leaning towards neutrality. the Waddle Dees. No one's Quicker, Slicker or
more discreet. You want a problem to vanish into
Size: Waddle Dees are not a tall race, standing around the the night: Waddle Dees. You want the next town
height of an average Star Warrior. Your size is Medium. over to start seeing eye to eye, or Eye to Boot:
Waddle Dees. Want to get that annoying pink blob
Speed: Waddle Dees move at a decent speed, you have a out of His Majesty's Castle... it's not gonna happen,
movement speed of 30 feet. Waddle Dees are also capable but if anybody can, my money's on Waddle Dees.
swimmers, You have a swimming speed of 30ft.
-Escargoon
Languages: You speak Cosmic and two other languages of
your choice.

Incredible Sturdiness: You hit points increase by 2 and
increase by 1 everytime you gain a level.

Intense Loyalty and Impeccable recall: You never forget
who has Helped you, and on the other hand, you never forget
those who have done you wrong, It is the way of the Waddle
Dee to repay, Kindness for Respect... And Ruin for Pain. You
have advantage on, and proficiency with, History Checks, and
you cannot be Charmed.

Air as Novelty You can survive without air. You do not need
to breathe to survive and can hold your breath indefinitely.

Warrior Strains

There are many types of Waddle Dee, presented here are the
two most common forms of Waddle Dee that are seen on the
battlefields of Planet Popstar.

Common Waddle Dee

Yet another Type of Eternal Bonds: You have advantage on saves against
Demons spells or effects that would cause you to be charmed, be
frightened or take psychic damage while you have at least one
Demons from the Realm Connected to Purgatory, separate Ally within 15ft and that you can see, hear or feel.
from Abyssal Demons and even the Demons of the Demon
Realm. Confusing? Very. This variety seem well adapted to
hostile climates and have deep-seated hidden powers.

they might even have subraces, but more study is needed in
that area. For now, we'll say they don't.

Even more Demons? I miss when a Demon was a
Demon, these days you can't even get away with
saying that- And that's not even the worst of it-
these guys have a 'King'! That'll set his majesty off
to no end, and I don't fancy helping when that one
goes south like a bird in the winter. Let's hope he
doesn't curse the big guy with immortality or we're
all in trouble. -Escargoon

Purgatorian Demons Traits The Prince Offers you his hand, Would you accept?
As a member of one of the Clans of Purgatorian Demons, you
have the following tratis:

Ability Score Increase: Your Constitution score increases
by 2, and your Charisma score increases by 1.

Age: Purgatorian Demons mature at the same rate as
humans, but rarely show any outward signs of aging beyond
Adulthood

Alignment: Purgatorian Demons are surprisingly not
inherently evil in any way, though they lean toward chaotic
alignments

Size: Purgatorian Demons have a very broad size range,
Some try to correlate their Size with their power, though The
Demon King and His Sons are around equal in Strength
while he is enormous and they are relatively short and
childlike, but wherever you fall in this range, Your size is
Medium.

Speed: Purgatorian Demons have decent speed, you have a
movement speed of 30 feet, at Level 5 you gain a flying speed
of 30 feet as well.

Languages: You speak Common and one other language of
your choice.

Unbelievable Sturdiness: You hit points increase by 1 and
increase by 1 again everytime you gain a level.

Elemental Energy: Choose a Damage Type from Cold,
Lightning, Thunder, Fire or Acid. You have resistance to this
type of damage.

Inherent Magical Power: You know two cantrips from the
Warlock or Sorcerer spell lists, in addition to the Searing
Smite spell.

Once per long rest, you can cast Searing Smite with this
feature without expending a spell slot, at a level equal to half
of your proficiency bonus, rounded down. When you do, the
damage dealt by the spell and its after effect is instead the
damage type you chose for your Elemental Energy feature.

Your spellcasting ability for these spells is Charisma.

Aptenodymorphs

Titans of Birds, The Peak of Beaks, the Powerful Penguins
who carry themselves with well-deserved pride, Descended
from the Same Ancestry as the Insurmountable King Dedede
Of Dreamland, it's easy to see why Aptenodymorphs are some
of Dreamland's most prevalent adventurers.

Aptenodymorph Traits
As an Aptenodymorph, you have the following traits and
abilities:

Ability Score Increase: Your Strength score increases by
2 and your Constiitution score increases by 1.

Age: Aptenodymorphs are fully mature at 10 years old and
have no observed limit to their lifespan.

Alignment: Aptenodymorphs can be cruel and methodical,
however they can also be kind and respectful. They lean
towards neutral alignments.

Size: Aptenodymorphs stand above Most other Races.
Your size is Medium.

Speed: Aptenodymorphs are slow and hulking, you have a
walking speed of 25 feet.

Languages: You speak Common and one language of your
choice.

Powerful Build: You count as one size larger when
determining your carrying capacity and the weight you can
push, drag, or lift.

Strong Lungs: Aptenodymorphs have powerful lungs
capable of manipulating air into lifting them higher in the air.
You have a flying speed of 15 feet.

Beak: Aptenodymorphs have large Beaks which is a
natural weapon. This natural weapon deals 1d4 + your
strength modifier in piercing damage.

Natural-born Boss: Once per Long Rest, if you reach 0 hit
points and are not killed outright, you rise again with 1 hit
point and half your Maximum HP in temporary hit points. in
doing this however, you gain a level of exhaustion.

Sectonian Mirror Aversion: Your kind don't have the best of histories
with Mirrors, and You as such are made uncomfortable by
Native to Floralia but now not too uncomon a sight in any mirror which you do not know with certainty to be non-
Dreamland thanks to The Dreamstalk. Sectonians are a Race magical. You are considered Frightened of any such mirror,
of Insectile or Arachnine humanoids with a natural but as a result, while you are in the presence of a magical
inclination toward magic. reflective surface or any mirror you do not know to be non-
magical, you gain the benefits of the Alert Feat.
Sectonian Traits
As a Sectonian, you have the following traits:

Ability Score Increase: Your Intelligence score increases
by 2, and your Wisdom score increases by 1.

Age: Sectonians mature at the same rate as Dreamlanders,
but can live for over a thousand years.

Alignment: Sectonians are a race of people with great
respect to tradition and order, they lean toward Lawful
alignments. though can become evil if they develop
arrogance.

Size: Sectonians stand slightly taller than Star Warriors,
Your size is Medium

Speed: Sectonians have a walking speed of 30 feet.
Languages: You speak Common and two other languages
of your choice.
Inborn Magic Aptitude: You have advantage on
Intelligence (Arcana) checks.
Sectonian Magic: You know the Thaumatergy and the
Lightning Lure cantrips. At 3rd level, you may cast Shield or
Chaos Bolt once each with this trait. At 5th level, you may
cast Phantasmal Force with this trait once. You regain the
use of this trait on a long rest.
Minor Star Magic: As an action on your turn, you may
send out a wave of Radiant energy. Creatures of your choice
within 15 feet of you must make a Constitution Saving Throw
(DC: 8 + your proficency bonus + your Intelligence modifier)
or take a number of d8 Radiant damage equal to your
proficency bonus. You heal half the total damage taken. If a
creature succeeds, they take no damage.
You may use this feature once, regaining use of it on a long
rest.

Star Warrior Cosmic Attunement: As a Star Warrior, you are attuned to
Cosmic Energy, you have resistance to Radiant damage.
A race of Rotund Ball-like beings, their most notable thing is Additionally, You may summon this energy to Empower your
that the Nigh-Invincible Kirby and the Enigmatic Meta-Knight Body and Attacks.
are both among their members. You have an unarmoured AC of 14 + Your dexterity modifier,
your Unnarmed Strikes always deal Radiant Damage and in
Star Warriors Always have an almost insatiable lust and the absence of other features deal 1d4 + either your Strength
passion for Something. be it food, battle or simply Life. and or Dexterity Modifier.
have an innate attunement to cosmic energy. Insanely
durable and irrepressable in personality, they can be deeply Divergent Paths A Star Warrior has Either the Air of
wise and mature, or wield unfathomable strength while still Dreams or The Nightmare Mantle, Not both. as such you
led by a childlike wonder. must chose a subrace.

Star Warrior Traits Air of Dreams:
As a Star Warrior, you have the following traits:
Because of your innate Mastery of the air within your body,
Ability Score Increase: Your Constitution score increases you have a Flying speed of 20 feet. In addition, that Air is a
by 2. natural weapon, which you can use to make an attack at a
range of 20ft. If you hit with it, you deal bludgeoning damage
Age: Star Warriors have a curious relationship with aging, equal to 1d4 + your Strength modifier, instead of the damage
as Most are born seemingly from nothing when the Universe normal for an unarmed strike. Furthermore, you are immune
needs, or perhaps wants, them to be. They then never reach to all forms of poison and venom, You cannot be charmed.
any sort of limit, as they are somehow immune to the laws of You are as disarming as a pleasant dream, giving you an
entropy. A Star Warrior lives until they are Slain, and additional + 1 to your charisma score.
sometimes, even beyond that!

Alignment: Star Warriors tend toward chaotic alignments,
They are rarely evil, with most of them driven by curiosity or a
simple love of life.

Size: Star Warriors are slightly shorter than humans on
average, but are more spherical in shape. Your size is
Medium.

Nightmare Mantle:

You have a pair of nightmarish wings which are Draconic,
Bat-like, Angelic or Insectile in appearance, Giving you a
flying speed of 30ft. You Have 30ft of Darkvision, and are
immune to being frightened. You are as swift as the wind in
the night or a bat out of Hell, granting a +1 to your dexterity
score.

Speed: Star Warriors are fast and agile, as well as able to
float by inflating their round bodies. You have a walking
speed of 35 feet and a flying speed of 20 feet.

Languages: You speak Cosmic (A language understood
mainly by higher beings and other Star Warriors) and two
languages of your choice.

ESCARGOON

A Race of Sophisticated Snail People, One of which, referred
to as Doctor or Lord Escargoon, served as the right hand of
Dedede for a very long time, Even briefly ruling in his place
as part of a farcical scheme to impress his mother, before
vanishing without a trace.

We're Very, Very impressive, as you can tell. Can't
find anyone better on any plane, I'll tell ya' that for
free. -Escargoon

Escargoon Traits
As an Escargoon, you have the following abilities:

Age You are almost entirely ageless, reaching adulthood
around 20 and living to an undiscovered maximum.

Ability Score Increase: Your Constitution Score increases
by 2 and your Charisma Score increases by 1.

Size: Escargoons are a match for the averge dreamlander
in height, and certainly taller than a star warrior, Your size is
Medium.

Speed Escargoons are slow, You have a movement speed
of 20ft.

Snail Resilience: You are resistant to bludgeoning,
peircing and slashing damage from Nonmagical Sources, and
at Level 6, this becomes all bludgeoning, peircing and
slashing damage.

Snail Eloquence: Your body is slow, but your wit is fast,
You have proficiency in Performance or Persuasion, and
advantage on charisma checks relating to your choice.

Molusquian Slowness: You can't move with particular
haste to save your life, Literally. You have disadvantage on all
dexterity saving throws.

Shell Shield: When you take damage, you may use your
reaction to instead take no damage. When you do so, you
move a number of feet back equal to 5 x half the damage you
would've taken. You may use this reaction twice per long rest.

Scatterbrained Slug: Your hit point maximum increases
by 1, and it increases by 1 every time you gain a level.

Squeak

a Race of Humanoid Rodents of small size. Squeaks tend to
be overconfident in their abilities, which a smart foe may be
able to take advantage of. This overconfidence should not be
confused with apathy, as Squeaks are quite aware of the
feelings of others and are capable of sympathy. Many
Squeaks seek treasure, Some seek power, and some seek to
simply fit in. whatever they happen to be looking for, they
tend to find it.

Squeak Traits
As a Squeak, you have the following abilities:

Ability Score Increase: Your Dexterity Score increases by
2 and your Wisdom Score increases by 1.

Size: Squeaks are rather small in size, standing shorter on
average than a Star Warrior, though some can be tall. Your
size is Small.

Speed Squeaks are fast, Your Walking speed is 40ft.
Built to Theive: You count as one size larger when
determining your carrying capacity and the weight you can
push, drag, or lift.
Squeak Swiftness: The distance you can jump, both
vertically and horizontally, is doubled, You are proficient in
stealth checks, and have advantage on dexterity saving
throws
Captain's Charisma: You have advantage on Persuasion
checks to avoid consequence or apologise, and on
intimidation checks made while your appearance is not
known to the target.
Theif's Awareness: you have 20ft of blindsight and 30ft of
Darkvision, additionally, you can set a 'Targeted Treasure' for
yourself that you can always determine the location of with
minimal effort. This Targeted Treasure ceases to be targeted
when it enters your possession, allowing you to choose
another.
Sturdy: Your hit point maximum increases by 1, and it
increases by 1 every time you gain a level.

Subclassesor each of the Classes, there are many When you are falling, you may make a crushing stomp
subclasses. These are a few that Escargoon has attack as a reaction, on any hostile creature you can perceive
observed in the Realms that he has taken the that is any distance below you and within 30ft horizontally.
liberty of writing about. There may be more in
You are proficient with Crushing Stomps and can use
Ffuture, if Escargoon can be bothered. either strength or dexterity as the Modifier.
THE MONK
Crushing Stomp attacks deal bludegoning damage, unless
Way of the Pipes you spend a Ki point to change the damage type to your
Many a Martial Art Demands that a Practitioner 'Flow like Elemental Burst Damage. The damage of a Crushing stomp
water' But what better way to train at flowing like water then attack is calculated as 1d6 for every 5ft of Height you have
to force one's form to mimic the Fluid? when executing it, to a maximum of 40d6 and a minimum of
1d6, + Your Strength or Dexterity Modifier. Anything Hit by a
Monks of the Way of the Pipes use pipes and other crushing Stomp while Airbourne has its ability to fly or hover
absurdly narrow passages to hone their ability to flow to suppressed for a minute, and is brought to the ground.
unnatural levels, mastering mind, body and Ki to become
unorthadox but truly unmatched warriors. And when their Whirling Impact
mortal bodies are too limited to take on a foe, they can turn to At 6th level, you may as an action spin at high speed while
the Mystic substances they cultivate to bring them beyond taking off into a jump, Or use your Ki to launch yourself
these limits. higher from mid-air, to perform a Whirling Impact.

The Way of the Pipes teaches a Warrior to be Honest and A Whirling Impact causes you to rise into the air by your
Transparent, There is no Honour or Worth to be had in full jump height, and allows you to make Three Unarmed
hiding your Identity, Wear who you are upon your sleeve... or Strikes, followed by a Crushing Stomp which does not
perhaps your Cap: It's a-Me! require a Ki Point to be switched into your Elemental Burst
Damage type. Double the number of dice used in the
The Way of the Pipes tells you that when times of Struggle Crushing Stomp attack, for a maximum of 80d6.
arise, there is no time or place for delay. Preparation
Seperates Victory from defeat, and only cowards flee: Let's-a You may do this once per long rest. You may expend 4 Ki
Go! points to use this feature again if you already have used it.

Plumber's Might At 11th level, you may do this twice per long rest before
When Monks choose this archetype at third level, they may spending Ki Points.
choose Either Fire, Lightning, Cold or Thunder Damage.
This Damage is referred to as 'Elemental Burst Damage' At 18th level, you may do this three times per long rest
without spending Ki Points
You deal an additional 1d8 of this Elemental Burst Damage
on the the first Melee attack you land in a turn, (2d8 at level 6,
3d8 at level 11, and 5d8 at level 18) and your Unnarmed
Strike deals one roll of your martial arts die of this damage in
addition to it's usual damage so long as you have at least 1 ki
point.

Additionally, your body has honed and learned to emulate
the motion of water, You can pass through any opening larger
than 1ft by 1ft. You also learn to Speak, Read, and Write
Sylvan if you couldn't already.

Arial Combatant
Also at 3rd level, you have learned to take Mighty Leaps, and
use that momentum to deliver devastating strikes.

Your Jump height quintuples. Your Jump Distance doubles.
You can leap off of a wall or other vertical surface for 5ft of
movement, and can jump your Full Height from a standstill.
You never take damage from falling so long as you make a
Crushing Stomp attack before you land, and when you do
take falling damage, you only count from beyond your
maximum jump Height. (if your jump height is 20ft, and you
fall for 10ft, you will be unharmed, and if you fell 40ft, you
would only take 20ft's worth of damage.)

'Power Up' Cultivation Consuming this Enourmous fungus takes an Action, but is
Also at 6th level, you can begin producing elusive Plants and well worth it. For a Minute, your Size becomes Gigantic, or as
Fungus Imbued with Mystical Energies. You may Grow 1d4 + large as you have space to grow, Your Melee Attacks Deal
Your Wisdom Modifier per long rest, and must decide how their Maximum Damage, You have advantage and Expertise
many of each you grew at the end of the rest. You may also on all Strength Checks and Saving throws, you have
feed any cultivated Power-ups to a friendly creature within resistance to nonmagical damage and Temporary Hp Equal
15ft. to 11d8 + 55.

Power Ups do not stack with themselves. Master of The Pipes
Shroom of Size and Power: Consuming this bizarre At 18th level, your flowing and leaping have reached the
fungus as a bonus action, you grow one size larger, all Melee eptiome of mortal capability, your Jump Distance and Jump
attacks you make deal an additional die of damage, and you Height triple again, You can pass through any gap no matter
gain Temporary HP equal to half of your Current HP Total, how small, so long as there is at least 5ft by 5ft of space on
rounded down. This lasts for an Hour. If you expend this the other side. When you deal damage of the type associated
temporary HP the effects of the Mushroom end Early. to your Elemental Burst, it ignores resistance and treats
Blossom of Flame/Rose of Storms/Lily of Ice: immunity as resistance. You may also grow twice as many
Absorbing the Mystic Might of the Flower, as a Bonus Action: Powerups as your total would usually allow.
You become able to toss small blasts that Deal 3d8 of your
Elemental Burst Damage at a range of 30ft, They count as Additionally, you may enter Decisive Burst as a bonus
ranged Monk weapon attacks that you are proficient with, for action by expending three Ki points. When you do so, your
a minute. Martial Arts die and Elemental Burst damage die increase by
one stage. You now ignore both resistance and immunity to
Greater Power-Up Cultivation your Elemental Burst damage type. You gain temporary
At 11th level, you have learned to cultivate even greater hitpoints equal to twice the total of your Monk level + your
mystic power sources, such as those listed below. You may Wisdom modifier. This lasts for one minute. At the end of
now grow 2d4+ Your wisdom modifier of the 6th level Power which, you lose any remaining temporary hitpoints from this
Ups, and 1 + half your wisdom modifer rounded down feature. You can only do this once per short or long rest.
(minimum 1) of these, per long rest. As with the others, you
must choose the proportion of these grown as soon as the
rest is over. You may feed another creature these Power-Ups
using the same time it takes to use them yourself

Rebirth Mushroom This Mushroom, when eaten, provides
a mythical essence that can restart the flow of life energy
through a recently deceased soul, and increase it to the point
of fully reconstituting the body. If you die of any cause except
old age after eating the Mushroom, or the mushroom is fed to
a dead creature that died for any reason except old age, who's
soul is willing to return, You/they are Returned to life in a
new body identical to your/their original, with all wounds
healed, all diseases cured, and any fatal condition removed.
Your new Body appears within 10d100 Feet of where your
old one fell, and 1d10 rounds later. If you ate the mushroom
before death, your body disappears at the precise moment of
perishing, whereas if it was fed to your corpse, the corpse will
momentarily show signs of life before vanishing. For the
purposes of effects such as Disintegrate, this counts as a
ressurection by True Ressurection.

if an Undead Creature consumes a Rebirth Mushroom, it is
destroyed instantly, and its living form, if it had one, may be
restored.

Star of Invincibility
Absorbing the might of this sacred star as a bonus action,
you become truly invincible for One Round. You are immune
to all damage and any harmful condition or effect for as long
as this lasts. Any hostile creature takes 4d12 force damage if
it touches you while you are in this invincible state, including
if you touch it, or by means of attack.
Shroom of Titanic Strength

Way of The Ripple At 6th level, you gain the ability to strike your opponents with
Monks of the Way of The Ripple manifest their Ki as a a Greater amount of Ripple energy. Once per turn, when you
powerful Sun-Like Energy that they control through hit a target with a melee weapon or unarmed strike attack,
regulated breathing. this energy can suppress pain and heal you can spend 2 ki points to deal an extra 2d8 radiant
wounds, but also sear flesh and shatter stone. damage to the target. You can then force the target to make a
Charisma saving throw, causing it to be magically thrust into
First Breath the nearest solid surface that isn't the ground (Vertical or
Starting when you choose this tradition at 3rd level, Twice Horizontal) if it fails. If it fails, it takes 2d8 additional damage
per short rest, You can take a deep, controlled breath as a of a type appropriate to what it impacted. Undead have
bonus action, You regain Ki points equal to 1d4 + half your disadvantage on this saving throw, and on a Failed Save may
proficiency bonus, rounded down. you then have advantage instead be Impaled upon the limb or weapon you struck them
on the first melee attack you make before the end of the turn. with, until the end of your next turn, in this state they are
considered restrained for the purposes of incoming attacks
Additionally, You deal additional Radiant Damage with and saving throws, and recieve further radiant damage equal
Melee weapons and unarmed strikes equal to one roll of your to twice your proficiency bonus.
martial arts die + Your Strength or Constitution modifier.
When you reach 11th in this class, the Impact deals 3d10
Furthermore, your unarmed strikes gain the reach property damage instead, and 3d12 at 17th level.
and can strike at a range of 15 ft.
You can spend additional ki points to increase the extra
When you reach 11th in this class, the breath die increases damage of the weapon attack. Each additional ki point you
to 1d8 and at 17th level it becomes 1d12 and you instead use spend increases the extra Radiant damage by 1d8. The
your full proficiency bonus. maximum number of ki points (2 plus any additional points)
that you can spend equals half of your monk level (rounded
Bloody Counter down).
At 3rd level, you learn how to take oncoming assaults and
make devastating counterattacks. When you get hit with a Additionally, you can now stand on, or climb up, any liquid,
melee attack, you can use your reaction to Brace against your so long as you are able to breathe.
attacker, reducing the damage by two rolls of your Martial
Arts Die + Your Constitution or Strength Modifier. if you Enhanced Ripple
reduce the damage to 0 or less, you may make an attack on At 11th level, you’ve honed your skills of ripple manipulation.
your attacker with a melee weapon or unarmed strike. if not, Whenever you Breathe as a bonus action, you may also heal a
you deal half of the remaining damage, rounded down, back willing creature an Amount equal to one roll of your breath
to the attacker as unavoidable damage of the same type. The Die + your Strength Modifier or your Constitution Modifier
Minimum Damage returned in this manner is equal to the
higher of your Strength Modifier or your Constitution Additionally, whenever you hit the same creature with two
Modifier. melee weapon or unarmed strike attacks, you may make a
third attack on that target that deals additional Fire, Acid,
Regardless of the outcome, You can spend 1 ki point to Cold, Lightning, or Thunder,damage equal to one roll of your
make a single melee weapon or unarmed strike attack Breath Die + your Strength Modifier or your Constitution
against the attacker as a part of the same reaction. Once you Modifier
use this feature, you must finish a short or long rest before
you can use it again. if you miss your retaliatory attack, the
usage of this feature is not expended.

At 6th level, you may use this feature an additional time per
short or long rest. At 11th level, you may use it a number of
times equal to your Constitution or Strength Modifier.

True Overdrive

Final Ripple Thanks to 'Edipius', We can see here a Way of The Ripple
At 17th level, you may spend 7 Ki points to cast Disintegrate Monk Preparing to Strike
at 7th level, which for you deals Radiant damage instead of
Necrotic, or 8 Ki Points to cast Sunburst as a reaction,
centered on your fist after making an unarmed strike, or on
your weapon after using it to attack.

Additionally, if you reach 0 hit points and are not killed
outright, You roll death saving throws as normal but do not
fall unconscious or die until the end of your turn on a round
that is 1d4+2 rounds after the one in which you are reduced
to 0 hit points.

While in this state, your Bloody counter feature can always
be used, you cannot be subjected to Instant Death effects, and
cannot heal yourself with your Enhanced Ripple feature.

If you reach 2 failed death saving throws, you can choose
to automatically fail a third one to Unleash a Devastating
Final attack: Finale Counter.

Choose one hostile creature that you can see: If it is
Undead, a Fiend or Celestial, it Dies, is entirely destroyed,
and can never be restored by any means, even wish or true
ressurection would fail.

If it is not, First deal damage equal to landing two of your
unnarmed strikes or weapon attacks, then Deal D12s of
Radiant Damage equal to your Maximum Number of Ki
Points + 5 x the number of Ki Points you currently have.

Once this initial step is done, any Hostile creatures within
60ft, and you, are consumed by a tremendous explosion, as
the sudden expulsion of your Ripple manipulates 'destiny'
and 'probablility' to cause your desired end

This explosion kills you, and you may not be revived by any
spell below 8th level.

Creatures that are not you, that are exposed to this
explosion must make a DC 30 Constitution or Dexterity
Saving throw, taking 10d12 + Your Maximum Hit points in
Fire, Acid, Cold, Lightning, or Thunder damage, that ignores
both resistance and immunity on a failure, or half on a
success. regardless of success or failure, they then take
Radiant Damage equal to the damage they took.

Creatures reduced to 0 hit points by this explosion or the
radiant damage thereafter are completely destroyed and can
never be revived by any means other than a Wish spell.

Alternatively, you can choose to fail your third death saving
throw and pass on your Ripple to an Ally within 30ft, they
then gain the following benefits:

Your Hit Points are fully restored
Any harmful conditions or curses on you instantaneously
end.
Your Strength, Constitution and Wisdom scores are
permenantly increased by 2, and their maximum values
are permenantly increased by 2.
Your Attacks and Spells deal additional Radiant Damage
equal to two rolls of the caster's Martial Arts Die until
your next Long rest.

This kills you, and you may not be revived by any spell
below 8th level.

Way of The Woollen Warrior Needle's Grace
Monks of The Way of The Woolen Warrior are in absolute At 11th level, you've honed your Bodiliy mastery to the point
control of their physical form, able to use Their Mystical of being able to heal and Fortify other creatures with your
Energy to unravel their bodies without being harmed, Able to own living texile. You gain a pool of points equal to the total
use such techniques flawlessly even in the heat of battle. of your Ki points + your wisdom modifier. You may touch a
creature and use your action to expend a number from that
Strike of the Secret String pool and heal a creature that same amount. You may spend 2
When you choose this tradition at 3rd level, you learn the Ki points to heal a creature an amount equal to one roll of
Thorn Whip cantrip. Wisdom is your spellcasting ability for your Martial Arts die + your Wisdom modifier instead of
this spell. When you use your action to cast Thorn Whip, you expending from the pool.
may make an Unnarmed Strike as a bonus action or spend a
Ki point to make two Unnarmed Strikes as a bonus action. A Creature healed by this feature may add a roll of your
Matial Arts Die to an Ability Check, Attack roll or Saving
At 6th level, so long as you have at least 1 Ki point throw they make in the next minute, a number of times equal
remaining, the damage of the Thorn Whip adds your Wisdom to your Wisdom modifier.
modifier to the damage
You regain the expended amount from this pool on a long
At 11th level, the size of the damage die increases to d8 so rest.
long as you have at least 1 Ki point remaining.
Fatal Fabric Fission
At 17th level, the range and movement effect of Thorn At 17th level, you've learned the most Brutal and Lethal
Whip is doubled for you. Technique available to a Woollen Warrior, The Fatal Fabric
Fission. When you hit with an Unnarmed Strike, you may
Epic Transcendance of Yarn spend 5 Ki Points to deal additional damage equal to an
You may spend 2 Ki Points to adapt your Physical Self to additional roll of your Unnarmed Strike.
become like the mighty wool and string for up to an Hour.
While in this state, You can not suffocate or take damage The Target then Makes a Constitution Saving throw, if they
from falling, Your speed is doubled and your Unarmed Strike fail, they take 10d8 force damage, are restrained for a minute
deals an additional 1d8 of force damage and has a reach of (they may repeat the save to escape as an action on any of
15 feet. their following turns), Gain Vulnerability to Slashing, Force
You have resistance to bludegoning damage, and immunity to and Bludegoning damage, and Cannot Cast spells or
piercing damage from nonmagical weapons, but also a maintain concentration.
vulnerability to Slashing damage.
If they succeed, they take half as much damage and are
At 11th level, the additional damage increases to 2d8. othewise unaffected.
At 17th level, you do not need to use Ki Points on this
feature once per long rest. while a Creature is Restrained by this feature, you may use
a bonus action on your turn to Tug on their Vital Cords,
Astrakhan Spirit dealing an unavoidable 5d12 + (5 x your wisdom modifier)
At 6th level, you may use your bonus action to tear free a Necrotic Damage that can not be reduced by any means.
section of the world around you to use as either a decisive
weapon or a defencive tool. If the target is a Construct, Fiend, Celestial or Undead, they
make all saving throws related to this attack at disadvantage,
while you hold this fragment, your AC is increased by 2, and Die Instantly if they have fewer than 100 hit points
and you gain Temporary Hit Points equal to Three rolls of before rolling the constitution saving throw, or if a Tug on
your Martial Arts Die plus your Wisdom Modifier. If these their Vital Cords is initiated while they have fewer than 100
Temporary Hit points are expended, the fragment is hit points.
destroyed. You may, as part of your attack action, substitute a
weapon attack or unnarmed strike for Throwing the A Creature Slain by any part of the Fatal Fabric Fisson is
fragment, which is considered a ranged weapon attack with Metaphysically Obliterated, reduced to a meaningless pile of
which you are proficient, and deals 2d12 + either your threads, and can never be restored short of a Wish or True
Strength or Dexterity modifier in force damage. If this hits, Ressurection Spell.
the Fragment is destroyed, and the struck creature is
Restrained until the end of its next turn. This feature's restrained condition ends early if you're
knocked unconscious.
You may use this feature a number of times equal to half
your proficiency bonus, rounded down, regaining expended
uses on a long rest. You may instead use a Ki point to do so
again before completing a long rest.

The PALADIN Formless Counter. As a reaction upon Being hit with an
attack, you can roll a d8 + your proficiency bonus and
Oath of Mystique subtract it from the roll. If the attack would then miss, You
take no damage and you can make a single attack of your own
Tenets on the attacking creature. After using this reaction, all attacks
made against you are made with disadvantage until your next
The tenets of the Oath of Mystique tell the sworn Paladin to turn. You cannot use this reaction if your Mask is currently
be Mysterious, Loyal, and above all, Strive to better removed or broken.
themselves until they are unmatched. Their sworn tenets may
resemble something like this: Enigma's Mask
When you take this oath at 3rd level, you gain a Mask
Faceless Champion. Your Previous Identity is a feeble (Uncommon Wonderous Item, Magical), This Mask
lesser being that has perished in order to forge your new self, represents your Identity as a Matchless Warrior and
and therefore their stolen face beneath your Mask has Unknowable Entity. While you wear it, you recieve a +1 to
become your deepest secret. Your prior self does not exist. your AC, Advantage on Charisma(persuasion) and
because of that, you must never willingly remove your Mask (intimidation) checks. It cannot be removed from you by
or allow it to be destroyed, in the presence of any but the normal means while you are Alive. It is considered Broken if
most trusted and worthy of your peers. you take a Hostile Creature's Attack that deals more than
1/3rd of your total Hit Points, or if you are Unconscious
Outshine All Contenders. Facing a Weak, Unarmed or and/or separated from it and a Hostile Creature attacks it
Unready opponent is Beneath you. When there is peace, directly and reduces it to 0 Hit points. Your Mask has AC 19
Worthy Challengers must be sought out and tested by way of and 18 Hit Points, and is unaffected by anything other than
intricate, elaborate trials culmnating in honourable duel. In an Attack. It repairs itself at 3 hit points per day, unless it is
Times of Struggle, they must be brought to the swiftest and broken. It can be restored to 1 hit point from Broken by the
cleanest possible end, By your hand. Mending Spell, or a DC 12 check with any set of Tools: which
requires a full minute. It can be fully repaired from any state
Never Late, Never Early. You Arrive and depart precisely by A Professional Blacksmith or Tailor for 50 GP. You may
when you intend to. You must know exactly when your not use a Shield while wearing your Mask.
presence is needed and when it is not. While others celebrate
that the Day is won, You must prepare for the fall of the next You also Choose a Favoured Weapon, which can be any
night. Weapon you have proficiency with, and that Weapon gains a
+1 to attack rolls and is considered Magical for the purposes
Together Against the Dark. In the Extermination of Foes, of overcoming resistance while it is Wielded by You.
Alliance is perfectly acceptable. Though it might seem odd,
Nothing in your oath forbids Love, Companionship, at 7th level, You recieve a +2 to AC from the mask, and
brotherhood(Or Sisterhood), It says nothing against While it is not broken, if you are sbjected to a dexterity saving
Friendship either, In fact, it encourages you to take the throw, you have advantage on the roll. Also at 7th Level, your
worthy under your wing that you may all survive the coming mask and oath allow you to sprout wings that are Angelic,
storm. Fiendish, Draconic, Insectile or Bat-like in appearance,
granting you a Nonmagical Flying speed equal to your
Oath Spells walking speed (Increasing it by 10ft if you have one already).
You gain the following oath spells at the paladin levels listed. Your Favoured Weapon Adapts to your Maturity and deals an
additional 2d4 of its usual damage type while you are
Oath of Mystique Spells airbourne. Your Mask Repairs at 6 hit points per day and has
36 hit points, with a new AC of 20
Paladin Level Spells
3rd Zephyr Strike, Bane At 15th level, Your Mask and Favoured Weapon are an
5th Darkness, Misty Step Inseperable Pair, if you have one but not the other, you may
9th Wind Wall, Spirit Shroud use a bonus action to summon the one you do not have to
13th Freedom of Movement, Dimension Door anywhere within 10ft of the other. While using your Favoured
17th Steel Wind Strike, Legend Lore Weapon and Wearing your Mask, You deal an Additional 3d8
Necrotic or Radiant Damage.Your mask now repairs 9 hit
Channel Divinity points per day and has a total of 54. its AC is now 22. It
When you take this oath at 3rd level, you gain the following Grants you a +3 to your AC and resistance to Magical
two Channel Divinity options: Damage.

Shuttle Loop. As an action on your turn, you may expend Aura of Honour
your Channel Divinity to gain a flying speed equal to your Starting at 7th level, your body exudes the Power of your
walking speed (increasing your flying speed by 20ft if you Oath. You and friendly creatures within 10 feet of you are
have one already) for One Minute, and you can make two immune to the Paralysed and Surprised conditions.
Attacks with Your Favoured Weapon on a single creature.
At 18th level, the range of this aura increases to 30 feet.

Storm Knight
At 15th level, when you use your Shuttle Loop Channel
Divinity option, You can make Three attacks instead.

Additionally, Your Formless Counter now deals the
Maximum Damage.

True Knight
Also at 15th level, you have learned to discern the exact truth
from what your eyes would have you believe, and in
combination with your wings, determined the perfect time
and place to strike. You have 20ft of Truesight, and Critically
hit on a roll of 18 or above.

While you wear your Mask: You have 40ft of Truesight, and
advantage on strikes from above the target or in Darkness.

Miracle Knight
At 20th level, you have Proven Your Supremacy time and time
again. Now, you have come so far, you can become an avatar
for what you stand for. This avatar is referred to by Paladins
of this oath as Miracle Knight. As an action you may
transform and take Miracle Knight into yourself, gaining the
following benefits for one minute:

Your Mask becomes Indestructable, Is immune to all
Damage and is fully repaired
At the end of your Turn, a creature of your choice that was
Struck by your Favoured Weapon this turn is subjected to
one of the effects of the Reality Break Spell. (Roll a D10 as
if the spell was cast normally to decide which one.)
You have advantage on all attack rolls and saving throws
You no longer provoke opportunity attacks and your
movement speed is doubled.

The WARLOCK A Dark Vassal has a will of its own, but is entirely
subservient to you. if you do not give it orders, it will follow its
Void Incarnation own goals from life. A Dark Vassal is Unable to disobey its
Void Incarnations are Mighty beings of malevolent maker.
destruction. Their desires are purely to bring about their own
personal End of Days. but, while they are dormant, they are If you do not have the creature's body, it instead gains an
titanic power sources with little ability to say 'No'... Void Imitation of its former self formed from Dark Power and
Incarnations include the dark god Void Termina, The Shadow becomes a Vestigial Shadow under your command.
of Space Dark Matter, The Chaos Being ZERO and The
Light-Hating Death God, Necrodeus. Vestigial Shadows lose 1d4 from every stat and have their
Maximum HP Halved, but otherwise function as Dark
Expanded Spell List Vassals.
Accessing the power of a Void Incarnation enhances your list
of available learnable spells. The following spells are added You can sustain a number of Dark Vassals and/or Vestigial
to the Warlock spell list for you: Shadows up to half your Proficiency Bonus, rounded down.

Spell Level Spells When a Dark Vassal Dies, the creature it was created from
1st Dissonant Whispers, Inflict Wounds is Ressurected with 1 hit point, unconscious, in the place
2nd Phantasmal Force, Spike Growth where the Vassal was destroyed. When a Vestigial Shadow is
3rd Bestow Curse, Animate Dead killed, the soul moves on into the afterlife, unless its body is
4th Compulsion, Phantasmal Killer intact elsewhere, in which case the original creature returns
5th Dominate Person, Destructive Wave to life with 1 hit point.

Surge of Vile Darkness Additionally, you gain another use of your Surge of Vile
At 1st level, You bear the insignia of your patron somewhere Darkness feature. When you use it as a bonus action, you
on your body, and can never conceal it. Once per short rest, may instead grant the bonus to an ally within 30ft.
as a bonus action you may imbue yourself with some of your
Patron's dark power, raising your Spell Save DC and Spell
attack Modifier by a number equal to half of the total of your
Proficiency bonus + your charisma modifier, rounded down,
until the end of your next turn.

Direct Control
At 6th level, the influence of your patron has already had you
Corrupted and empowered, and so you are immune to being
Charmed. Additionally, you may add your Charisma modifier
to one damage roll of spells that aren't already adding your
Charisma modifier.

Dark Magic
At 10th level, the influence of the Dark Being has changed
yourself and your magic further. You are now resistant to
Necrotic damage. Over the course of a Minute, once per long
rest, you may call upon the soul of any creature that you have
defeated, currently control, or have slain in the past 24 hours.
if you have the Body of the creature, or whatever remains of
it, It rises as, or transforms into A Dark Vassal under your
command.

Dark Vassals retain the statistics and abilities they had in
life, with a few exceptions: Divine Magic is corrupted and
instead is drawn from your patron, which substitutes Radiant
damage for necrotic. One Stat of your Choosing is Raised by
2, or two stats may be raised by 1. Dark Vassals gain the
Undead Creature type.

Explosive Finale, Voidforce Purge When you would take damage from a melee attack and
At 14th level, You learn a great secret about your patron that have your Pact Weapon in your hand, you may use your
enables you to harness far more of their Almighty Power, reaction to reduce the damage by 4 times your Warlock level.
Thus is born your ultimate Spell, which you may cast Once When you do so, the next attack with your Pact Weapon deals
without expending spell slots, which is useful as you'd an additional 1d4 + your Charisma modifier Force damage.
otherwise be unable to cast it at all: Voidforce Purge.
Eldritch Invocation: Nightmare
Voidoforce Purge is a 9th level Necromancy Spell that Cannon
requires Verbal and Somatic components. Prerequisite: Void Incarnation Warlock, 5th level Warlock

By harnessing the energy of your Patron, you create a well You may cast Lightning Bolt once without expending a
of Warlock spell slot at it's lowest level. When you do so, the
power that surpasses the limits of any mortal spellcaster. The damage of the spell is instead Necrotic. You may only do this
damage dealt by this spell, as well as its area of effect, are once per long rest, or may expend a Warlock spell slot to do
determined by how much of that power you can absorb. so again at the level of the spell slot expended.

The spell's base damage is 10d6. Once when you cast this Eldritch Invocation: Evershrouded
spell Prerequisite: Void Incarnation Warlock, 5th level Warlock
and again on each of your turns before the spell ends, you can
use your action to gather energy from your Patron. Doing So long as you have this invocation, you are immune to
so increases the damage of the Voidforce Purge by 10d6, up divination magic and anything used to scry on you. you are
to a also considered to be in half-cover in dim light and Three-
maximum of 80d6. Alternatively, you can choose to throw the quaters-cover in darkness.
Voidforce Purge early as an action. The
Voidforce Purge forms in the space directly above you, and
reaches a
total diameter (in feet) equal to twice the number of d6s it
can
deal in damage at that time. As it expands, it pushes away any
terrain, objects, or creatures within its space. Once the
Voidforce Purge has reached its maximum power, you
can use your reaction to throw it to a point within 1 mile of
you
that you can see. Every creature within a sphere equal to
twice
the Voidforce Purge's size centred on that point must make a
Dexterity saving throw. They take an amount of force damage
equal to the spell's accumulated damage on a failed save, or
half
as much on a success. creatures of alignment opposing yours
have disadvantage
on this saving throw. You and Dark Vassals of yours are
unharmed, while your allies get advantage on the Saving
throw, take no damage on a successful save and half on a
failure. The spell ends
when you throw the Explosive Finale, if you don't use your
action to gather
energy or throw the Explosive Finale on your turn, or if you
move more
than 30 feet away from the Voidforce Purge. If the spell ends
before
the Voidforce Purge is thrown, the accumulated energy
harmlessly
fades back into the world, but you don't expend a use of your
Explosive Finale Feature.

You may only use this feature once per long rest and can
only have one Explosive Finale at a time.

Eldritch Invocation: Infinity
Cutter
Prerequisite: Void Incarnation Warlock, Pact of the Blade

The ROGUE Rainbow in the Dark
At 13th level, You have learned to alter your already absurd
Arch Vampire power to better match whatever it is you need done. it's hard
You have always been slippery, deadly, precise and dilligent, to hurt you now, and even harder to make it last.
But now, you've evolved beyond your 'natural' self and
discarded all traces of Mortal Weakness, Your newfound dark You may spend 10 Necro points to gain advantage on an
majesty propells you beyond the ordinary assassin or ability check, or 20 for advantage on a saving throw. You gain
common thief. Necro Points on a Short Rest equal to Your Rogue Level. Your
Evasion Feature now extends to charisma saves in addition
You are called a 'Vampire', but bear little resemblence to to dexterity.
the common creature of the night. All that you share with Invincible Tyrant
them is Undeath, A certain fondness for mortal blood, and At 17th level, As a bonus action, you may invoke your
disdain for the Sun and all things in its likeness. Necromantic power to Actively Regenerate, Spending Necro
Menacing Form Points to heal yourself equal to the points spent. after healing
When you choose this Archetype at 3rd level, You are in this manner your Sneak Attack damage is increased to a
considered Undead,. You gain a pool of Necro Points equal to d8, this lasts until the end of the current turn. You may only
your rogue level x your Charisma modifier. heal in this way a number of times equal to 1 + your dexterity
modifier. Your Sneak attacks now add Necro Points equal to
as a Reaction after taking damage of any type other than their whole damage + your Charisma modifier, rather than
Radiant, you can spend points from this pool to Heal yourself half. Your Blindsense feature is extended by 20ft.
for a value equal to the points spent.
Thanks to @Dtrunkyrusey, we can see here an Arch Vampire
Additionally, whenever you deal damage with your Sneak in what appears to be their lair. You can never tell when one
Attack, you may gain Necro Points equal to half of that is about to strike, so for all we know, she has murder on her
damage rounded down + your charisma modifier. mind at this exact moment.

Any points in this pool are lost when you complete a long Could've sworn these guys used to be stronger,
rest, as you gain a new pool. Guess they just don't make 'em how they used to...
-Escargoon
Futhermore, you can use your Dexterity in place of
Strength for the purposes of ability checks, and determining
Carrying capacity. You can treat any simple or martial
weapon you are proficient with as if it had the finesse
property.

If you lose a limb, or other body part, you can replace it
with the fresh parts of another creature that shares a type
with you, or reattach the original, as an action.

At 5th level, the reaction taken to heal can be part of the
one taken to Uncanny Dodge, if you spend an additional 5
necro points. At 13th level, you don't need to spend additional
points.

Shadow King
At 9th level, you have become very adept at Manipulating
People, even yourself, into seeing that all things will
eventually go your way. if a creature within 30 feet of you,
including yourself, would fail an ability check or saving throw,
or miss an attack, they may add your Charisma modifier to
the roll, possibly turning it into a success. this feature may be
used only once per round, You also gain darkvision if you
didn't already, and a climbing speed equal to your walking
speed.

You no longer need to breathe for any reason, even to
speak.

The ARTIFICER It is considered to be the same Total level as your Artificer
Level for the purposes of Hit Dice. its Hit Dice are d20. It has
Robobot Specialist a Strength score of 16, a Dexterity score of 10, and a
a Mechanical Armour with overwhelming advantages, Constitution score of 18. It has an AC of 18, and while worn
Robobot Armour is Adaptive: able to imitate and upscale the by you, a Walking Speed Equal to Your Own + 20ft. Its Jump
powers of beings it faces. Powerful: Able to shatter metal and Distance and Jump height are double yours. While you are
stone with blows from the fist. Durable: Able to withstand wearing the Robobot Armour, Its Hit Points become
countless strikes from Star Warriors and even Other Robobot Temporary Hit Points and are gained by you. You may use its
Armour. A robobot specialist is one with the knowledge and ability scores on ability checks, saving throws or attack rolls
skill to create and maintain made while you wear it and You take either Your AC or Its,
whichever is higher. If you lose all of these temporary hit
Tool Proficiency points, your Robobot Armour is forcibly removed, and can't be
When you adopt this specialization at 3rd level, you gain operated until repaired. It is able to expend hit dice during a
proficiency with smith's tools. If you already have this short rest to repair itself, and fully repairs itself after a Long
proficiency, you gain proficiency with one other type of Rest. If any effect or damage it suffers would cause a creature
artisan's tools of your choice. to immediately die, or any such effect is applied to you while
you wear it, it is instead Destroyed, and in order to rebuild it,
Robobot Specialist Spells you must spend Two Days and 20 GP, Creating a new set of
You always have certain spells prepared after you reach Robobot Armour with the same Statistics and Level as the
particular levels in this class, as shown in the Robobot Old one.
Specialist Spells table. These spells count as artificer spells
for you, but they don't count against the number of artificer While you wear the Armour, it can take one Action on your
spells you prepare. turn, and may also take a reaction. Its Movement becomes
yours.
Robobot Specialist Spells
As an Action, your Armour may attack with its Fists, which
Artificer Level Spells deal 1d12 + its Strength Modifier + your Intelligence
Modifier. This increases to 2d12 at level 5, and 4d12 at level
3rd Absorb Elements, Shield 15. They are considered Magical Adamantine Weapons that It
is proficient with. Your Armour uses the Proficiency Bonus of
5th Dragon's Breath, Levitate the Wearer.

9th Counterspell,Conjure Barrage Adaptive Augmentation
Beginning at 3rd level, your mastery over your Armour
13th Fire Shield, Gravity Sinkhole enables you to augment it to better suit your needs.
Whenever you finish a Long Rest you can choose 1 Augment
17th Conjure Volley, Wall of Force from the list at the end of this subclass to adapt to. You can
adapt to an additional Augment at 5th level (2 Augments) and
Robobot Suit at 9th level (3 Augments). When you adapt to the Augment at
Your Specific Suit of Robobot Armour is built to aid you in the end of the Long Rest your Armour immediately gains the
exploration and Combat, it is built for your use only, and will Passive abilities as well as any physical characteristics. The
not allow any creature that you have not authorised to pilot it. Active abilities of the Augment are locked in your Armour's
arcane code until you choose to activate them as per the Full
You may don or doff the Robobot Armour as a Bonus Transformation feature.
Action, and while you are not wearing it, it occupies its own
space and takes no actions. Full Transformation
The bits of your Armour that you have Augmented and
Your Robobot Armour has Stats of its own, Hit Points, altered have portions able to be activated. This can be done a
Constitution, Dexterity and Strength. number of times equal to your Intelligence modifier. To do so,
you must use your bonus action. After you do so, you may use
the Active abilities of the Augment. The activated Augment
lasts for 1 minute. You can only have one Augment active at a
time, once you activate a new Augment the effects of the last
one end.

MAX FORCE Active: Whenever you or a creature within 5 feet of you
At 5th level, Your Robobot Armour's Ability Scores increase, would take damage, you may lower it by an amount equal to
Its Dexterity score becomes 14, Its Strength score becomes your Intelligence modifier. Your Resistance to Necrotic and
18 and its Consitution becomes 20. its Ac becomes 19. Radiant damage becomes Immunity

At 15th level, Your Robobot Armour increases its ability Enhanced: Its AC instead increases by 4, and any effect
scores again, Its Strength score becomes 20, Its Dexterity that requires a saving throw to deal half damage instead
becomes 16, and its Constitution becomes 22. Its Ac becomes deals half damage on a Failure, and No Damage on a
21. Additionally, upon completing a long rest you may choose Success.
to be able to Attack twice with the attack action or to be able
to add your Intelligence modifier to spells that inflict damage Stone Smasher
or heal. When you gain this Augment, your Robobot Armour mimics
the appearance and ruggedness of stone. You are immune to
Access Denied difficult terrain and gain a bonus to Strength checks equal to
Starting at 9th level, your Robobot Armour has gained your Intelligence modifier. Its Fist attack deals twice the
countless layers of Technomagical Tamper-protection. it can normal amount of damage.
not be affected by any spell or effect that would unwillingly
alter its form. Additionally, you can cast the spell Arcane Lock Active: When you activate this Augment, or as a bonus
at will without requiring material components or expending a action while it's active, you may root yourself to the ground.
spell slot. When you do so, your movement speed becomes 0 and you
are resistant to Bludgeoning, Piercing, and Slashing damage
Battle Gear Integration as well as Force damage. The form lasts until the Full
By 15th level, you have fully cracked the Elaborate workings Transformation ends or you end it as a bonus action.
of your Robobot Armour, and how best to function alongside
it. You gain the following benefits: Enhanced: You have advantage on Strength checks and
the resistance from rooting yourself into the ground is now
Your Augments are now Enhanced all Damage.
Your Inteligence score increases by 2. Your maximum for
that score is now 22
At the end of a long rest you and your Armour now regain
all spent hit dice.

Augments
At 3rd level, you gain access to Augments. You gain one at 3rd
level, which you may change on a long rest. You gain another
at and 5th and 9th level. This section details the available
Augments (so far), and of course, they require your armour to
be piloted and operational:

Transport Alteration
When you gain this Augment, choose Swimming, Climbing,
or Flying speeds. Depending on which you choose, your
Armour gains characteristics of a related type such as Jets or
Wings for airal Propulsion, It gains that speed equal to half
its walking speed. You may cast Longstrider on yourself and
only yourself without expending a spell slot once per long
rest.

Active: When this Augment is activated, you may take the
Dash, Disengage, or Hide actions as bonus actions while
wearing the armour.

Enhanced: The movement granted is now equal to its full
movement speed and you may select two types of movement.

Dreadnaught Armour
When you gain this Augment, Your Robobot Armour gains an
unnatural shine and far, far thicker Plating of a more exotic
colouration such as Purple or Gold. Its AC increases by 2, it,
(and by extension, you) gains resistance to Necrotic and
Radiant Damage.

Elemental Arsenal
When you gain this Augment, choose Acid, Fire, Cold, or
Lightning. A massive weapon correlating to this element is
mounted to the Fists of your Robobot Armour, such as a
grand ice sword or a flamethower. It gains resistance to the
chosen element. You may also cast Hellish Rebuke once per
long rest without expending a spell slot, dealing damage of
the chosen element.

Active: As an action while this Augment is active, you may
force a creature within 60 feet of you to make a Constitution
Saving Throw against your Spell Save DC. On a failed save,
they take 2d12 damage of the chosen element and half as
much on a success. The damage increases to 3d12 at 5th
level, 5d12 at 11th, and 6d12 at 17th. Your weapon attacks
also deal an additional 1d12 damage of the chosen element.

Enhanced: Instead of a creature, you may instead choose a
20 foot radius within 60 feet of you and affect all creatures in
that radius. The damage with weapon attacks increases to
2d12 instead of 1d12.

Brilliant Scientist A Saiyan Power Ball releases Blutz waves and enables a
Brilliant Scientists are average fighters at best, but are able Saiyan to become a Great Ape as if it were a Moon.
to innovate battle and other fields with their control over
forces such as Blutz Waves, that others would struggle to Talk to your DM about the effects of a power shape for your
understand character's race, it may be as simple as causing a
transformation that releases some hidden power, or as
Tool Proficiency complex as subtly warping reality to favour creatures with a
When you adopt this specialization at 3rd level, you gain similar Biology to you.
proficiency with a Herbalist's kit. If you already have this
proficiency, you gain proficiency with one other type of if the Power Shape grants a numerical benefit, it should be
artisan's tools of your choice. increased for you, and if it grants a transformation, you
automatically gain Mastery of it.
Brilliant Scientist Spells
You always have certain spells prepared after you reach Hope Dealer
particular levels in this class, as shown in the Brilliant At 5th level, you are a dealer in hope. you have advantage on
Scientist Spells table. These spells count as artificer spells persuasion checks, and become proficient in them if you
for you, but they don't count against the number of artificer weren't already. Your Bloody Gifts now grant immunity to
spells you prepare. being charmed or frightened.

Brilliant Scientist Spells Your Power Shape now also heals 2d8 + Your Intelligence
modifier to all Creatures it can affect with its primary effect.
Artificer Level Spells
3rd Guiding Bolt, Shield Additionally, you may choose, at the end of a short or long
5th Moonbeam, Enhance Ability rest whether to be able to attack twice instead of once with
9th Feign Death, Life Transference your attack action, or to add your Intelligence Modifier + Your
13th Hellzone Grenade, Divination Proficiency Bonus to Your Spells' damage or healing.
17th Temporal Shunt, Kamehameha Wave
Change EVERYTHING!!!!!
Bloody Gifts Starting at 9th level, You've begun to see oncoming events
Beginning at 3rd level, your mastery of Biology allows you to ahead of time, and are actively warping the future with your
fully understand and compliment the physicallity of any actions.
creature you've spent Thirty seconds analyzing, Additionally,
you've learned to compliment your own strengths with little at the end of a Rest, You roll a D4.
inventions of yours. You gain temporary HP equal to Your On a 1, you see an event in the immediate future, within the
Artificer Level + Your Proficiency Modifier after finishing a next four hours. On a 2, you see an event in the near future, 1-
short ot long rest, and can grant bloody gifts to a number of 4 days from now. On a 3, you see your own death, should your
creatures who's race you understand, including yourself, course in life not change soon, this death may be up to a year
equal to your proficiency bonus. in the future. on a 4, you foresee some of a Potential Life's
acomplishments of one close friend or family member, or the
a Bloody Gift is a small, magical item of clothing or trinket Downfall of a Hated Enemy, Perhaps even some overlap of
that is infused with some of your Energy and Knowledge, It the two. this can be as far away as multiple decades. Your DM
grants a +1 to the creature's AC, and increases their will describe these premonitions to you.
proficiency bonus by 1. A Bloody Gift is designed for its Regardless, If it was a Long Rest, You roll 2d20 and record
recipient and will not work for anyone else. it becomes the numbers rolled. These are your EVERYTHING!!!!
nonmagical if the intended user dies, or if you don't choose to numbers. You can exchange one of these numbers with any
maintain it after a short or long rest, in place of giving a new one attack roll or saving throw that you, an ally or a hostile
one. creature you can percieve made. You must choose to do so
after the roll, and you can replace a roll in this way only once
Power Shape per turn. at the end of your next Long Rest, you lose any
At 3rd level, you have discovered a Power Shape that when remaining EVERYTHING!!!! Numbers and roll new ones.
formed from Ki in a certain way, projects an energy field
Beneficial to your own Kind. Symbol of Achievement
By 15th level, you are a shining symbol of achievement, a
A Power Shape can be any Three Dimensional shape, and Master of your own destiny, A Genius and True Leader. You
can be as large as 100ft by 100ft or as small as 5ft by 5ft. It gain the following benfits:
occupies no physical space when created, but sheds bright
light for 60ft and dim light for 120ft. Your Bloody gifts now grant +2 ac and +2 Proficiency
Bonus.
As an Action, you may create your Power Shape and cast it Your Intelligence score increase by 2. Your maximum for
into the air. You can do this a number of times per short rest that score is now 22
equal to your Proficiency Bonus + Your intelligence modifier. At the end of a long rest you now gain an Extra
EVERYTHING!!!! number that is either a 1 or a 20, your
choice.
Your Power Shape now heals 4d8 rather than 2d8, and
grants positively affected creatures the ability to roll a d6
and add it to one roll on their next turn.

The CLERIC At 8th level, you gain the ability to infuse your weapon strikes
with Mystical Seasoning that burns like flame. Once on each
Culinary domain of your turns when you hit a creature with a weapon Attack,
Nearly all clerics pray to a god, and their belief in them is you can cause the Attack to deal an extra 1d8 Fire damage to
what gives them their power. However, you are not like them. the target. When you reach 14th level, the extra damage
The only 'deity' you venerate is the Perfect Meal, a 'God' that increases to 2d8.
you believe that you alone may Incarnate. You gain domain
spells at the cleric levels listed in the Culinary Domain Spells Oneness with The Opening
table. See the Divine Domain class feature for how domain At 17th level, you have mastered the arts of cooking and have
spells work. a semblance of Divine Chefdom. You are well and truly on the
path to perfection. You Have 'The Opening'. You gain the
Culinary Domain Spells following benefits:

Class Level Spells Choose four spells from any spell list other than Cleric,
1st Goodberry, fog cloud one from each of the following levels: 6th, 7th, 8th, and
3rd continual flame, Dragon's breath 9th. You add them to your list of domain spells. Like your
5th create food and water, incite greed other domain spells, they are always prepared and count
7th Fire Shield, Blight as cleric spells for you.
9th Maelstrom, Bigby's hand You and up to Five friendly creatures gain temporary Hit
points equal to twice your cleric level at the end of a rest.
Cooking Initiate add 5 x your Wisdom modifier to your Maximum Hit
When you choose this domain at 1st level, you gain Points
proficiency in Cook's Utensils, and you gain two cantrips of Whenever you cast a cleric spell of 1st level or higher
your choice from any spell list. For you, these cantrips count which deals damage or heals, you can spend an additional
as cleric cantrips. spell slot to increase the damage or healing by two of its
usual die. The additional spell slot you spend must be of a
Your proficency bonus is doubled for Wisdom (Survival) level no lower than 1 level below the spell’s level, and in
skill checks the case of a 1st level spell, must be 1st level.

Holy Platter
At 1st level, your cookery becomes blessed, Whenever you
use your cooks utensils you add double your proficiency
bonus to the check. In addition you make enough food for 10
creatures if you spend 1 hour gathering ingredients and
cooking. In addition, you have advantage on checks and
saving throws related to food or drink, which includes
ingested poisons.

Channel Divinity: Resplendant
Gourmet
Starting at 2nd level, you can use your Channel Divinity to
bring out a tiny fraction of your Culinary potential.

you can create a magical meal which is large enough to be
eaten by up to 5 creatures before running out. This meal
grants temporary hit points equal to your Proficiency Bonus
+ Your wisdom modifier to any who eat it, and restores hit
points equal to two of the creature's hit dice.

Alternatively, once you are able to cast spells at 6th level,
you can cast Heroes' Feast without material components with
this Channel Divinity option.

Secret Ingredients
You are immune to Divination magic and other things used to
scry on you. You are also resistant to Necrotic damage and
immune to fire damage.

Godly Chefery

The SORCERER You also gain access to One action or spell, as well as one
class or racial feature, that the creature possessed. if it had a
Empty Within speed greater than yours, or a speed you did not have, you
For whatever reason, Inside of you, there is Nothing. There is gain that also.
Nothing at all. and there can never be anything. An abscence
which can never be filled. Contained within you is an infinite If you swallow a creature of a species you have swallowed
Void from which there is no escape. Because of this you are a before, you only gain Weapons and Spell slots, No actions,
living engine of apocalyptic destruction... You must be, Else spells or features.
you'd be unable to exist at all.
You may also consume any inanimate substance and recall
The Star Warrior Kirby's Legendary Power was born from it at will, so long as it fits within your Inhalation Size range.
a similar connection to extradimensional space, Perhaps you
could someday become as Great? Voidbourne
When you choose this Sorcerous Origin at 1st level, you gain
Voidbourne Magic resistance to Cold Damage and Necrotic damage, your hit
You learn additional spells when you reach certain levels in point maximum increases by 5 and then increases by 1
this class, as shown on the Voidbourne Spells table. spell whenever you gain a level in this class. Your unnarmed strike
counts as a sorcerer spell for you, but it doesn’t count against deals 1D4 + your charisma modifier in Force Damage.
the number of sorcerer spells you know. These spells can’t be
replaced when you gain a level in this class. Abyssal Vortex
At 6th level, your Inhale attack deals an extra 2d8 of damage,
Voidbourne Spells its Range becomes 30ft and You may also add your charisma
modifier to one damage roll of spells.
Sorcerer Level Spells
1st Hellish Rebuke, Zephyr Strike Your Unarmed Strike now deals 1d8 + your charisma
3rd Shatter, Scorching Ray modifier in force damage. Additionally, you can attack twice,
5th Fireball, Vampiric Touch instead of once, whenever you take the Attack action on your
7th Control Water, Fire Shield turn. Moreover, you can cast one of your cantrips in place of
9th Steel Wind Strike, Immolation one of those attacks.

Empty Hero Furthermore, The Damage type of your spells becomes
At 1st level, You gain the ability to inhale foes and imitate more flexible, You can use the effect of the Transmuted Spell
their unique abilities. Metamagic without Sorcery points, so long as you have
Inhaled something appropriate to the damage type. For
as a Bonus Action, you may make an Inhale attempt example, if you have inhaled Ice, you may change the damage
against a creature within 15ft. That creature must then make type of Lightning Bolt or Fireball to Cold Damage without
a Strength saving throw to resist being pulled into your spending sorcery points.
Internal Void. If it fails, it is drawn in closer and takes 2d8
Force damage. Any creature reduced to 0 hit points by this Insatiable Swallow
damage or at 0 hit points after failing the Saving throw is At 14th level, The Damage of your Inhale ability increases to
drawn into your mouth and down into the Void. A Creature 6d8, and Creatures that succeed on the save now take half
grappled by you gets no save and takes twice as much damage. Additionally your unnarmed strike now deals 1d12+
damage. Any Swallowed Creature is Dead, and can't be your charisma modifier, and creatures hit by your Unnarmed
restored to life by any means other than a Wish Spell. Its soul Strike have disadvantage on all Strength and Constitution
does not go to any afterlife and remains in the plane of Void Saving throws untill the end of their next turn.
that exists within you. You may attempt to Swallow any
creature up to one size larger than yourself. Devourer of Gods
At 18th level, Your Inhale deals 8d12 force damage on a
Any Magic Items that the creature was carrying, wielding failed save and half on a success. You may spend two
or wearing are ejected 5ft from your mouth. Sorcerery Points to make an Inhale Attack immediately after
casting a spell. You may also expend a Sorcerery Point to add
Upon Swallowing a creature, you recieve any Spell slots it your Charisma modifier to the damage your Inhale deals.
currently had, in temporary form to suppliment your own, as
well as a copy of any weapon it wielded. the copy weapon is You can attack Thrice, rather than twice, whenever you
nonmagical, even if their weapon was magical, as it is only a take the attack action on your turn, and can cast a cantrip
duplicate. instead of up to two of those attacks.

You are always proficient with Copy Weapons, You Use Additionally, Size is now Irrelevant to your Inhale attack,
Charisma as your Modifier for attacks made with them, and and creatures of Large Size or smaller have disadvantage on
they deal Force Damage rather than their original damage the saving throw against it. Creatures of Medium or smaller
type. recieve twice as much damage.

The FIGHTER Howling Wraiths is a 30ft cone spell that requires all
Fighter hostile creatures in the area to make a strength saving throw,
Taking 4d8 + your Constitution Modifier being thrown 30ft
At 3rd level, Fighters choose a martial archetype which they away on a failure, taking half damage and not being moved on
learn and emulate. This hopes to add an additional option to a success.
choose from.
Full Soul.
Focused Soul At 10th level, you have achieved a mastery of the Focused
Fighters are warriors, masters at the art of war and Soul. Upon completing a short or long rest, you gain
weaponry. Some augment this with tactics, honor, a mount, temporary hitpoints equal to 1/2 your Fighter level. You also
psionics, or even magic. Others enhance their capabilities by gain proficency in Constitution Saving Throws if you aren't
controlling the manifestation of their very being. These already. The temporary hitpoints from Shell repair increases
fighters learn the art of Focused Soul. to your Fighter level.

Shell Repair Additionally, uou may use your bonus action to recover a
When you choose this archetype at third level, you learn the use of Shell Repair an additional time per short or long rest.
art of concentrated Soul. You may use your bonus action to
focus and heal yourself. You heal a number of d8 equal to half Voidheart
your proficiency bonus + 1, rounded down + your At 15th level, your Soul Spells deal double damage, Your Soul
constitution modifier, You also gain temporary hitpoints equal Spell DC and Soul Spell Attack Bonus both increase by 2.
to 1/2 your Fighter level (rounded down). You may do this a
number of times equal to your proficency bonus. Pure Vessel
At 18th level, your Soul Focus has been perfected. Your Melee
You regain all expended uses upon completing a long rest. weapon attacks now deal Psychic damage equal to Two rolls
of your Nail Art Die in addition to their usual damage.
Nail Adept Additionally, when you use your bonus action to recover uses
Also at third level, you have learned one of the three different of Shell Repair you instead recover an amount equal to half
Nail Master's Paths. Choose from the following list: Spinning, your proficency bonus rounded down.
Dashing, and Great. You have been instructed by a master of
this form, or have discovered it within your natural fighting Lastly, when you are reduced to 0 hit points and have a use
style. of Shell Repair left, you may use your reaction and expend
one use to instead be reduced to 1 hit point and gain the
You gain a Nail art Die that is a d4 at this level, becoming a temporary hit points as per normal from Shell Repair. You
d6 at 7th level, a d8 at 10th and a d12 at 15th may only use your reaction in this way once per long rest,
regardless of how many uses of your Shell Repair you have
A Nail style and it's Art can only be used with melee left.
weapons.
Great Style.
Developed Soul You focus on striking with vast power and precise timing. You
At 7th level, you have learned three Soul Spells, Desolate stand like a mountain, and Crash like a wave.
Dive, Vengeful Spirit and Howling Wraiths.
if you haven't moved on your turn, You deal twice as much
Soul Spells take one action and cost one use of Shell damage with weapon attacks as you would otherwise. You
Repair to cast. may add two rolls of your Nail Art die to the damage of one
attack per turn.
Additionally, you may use a bonus action to regain one use
of Shell Repair. You can not do so again until you finish a Spinning Style
short or long rest. You focus on covering every angle of attack possible, and even
some that most would call impossible.
Some 'Soul spells' require a saving throw. Your Soul Save
DC equals 8 + your proficency bonus + your Wisdom or when you take the attack action, Rather than your usual
Constitution modifier (whichever is higher). Your Spellcasting number of attacks, you may make one melee weapon attack
Modifier for Soul Spells is Constitution. against every hostile creature within a 30ft sphere centred on
yourself, adding one roll of your Nail Art Die to each attack's
Vengeful Spirit is a 60ft Line Spell Attack that allows you damage.
to make a ranged spell attack against any creature in its Path,
and if you hit, deal force damage equal to 3d8 + your Dash Style
constitution modifier. You focus on Speed. you strike fast and hard, then blow by
like the wind.
Desolate Dive is a 30ft Dome Spell centred on yourself that
requires all hostile creatures in the area make a Dexterity Once per turn, When you Attack, you can move an
Saving throw, taking 4d8 + your Constitution Modifier in additional 15ft without provoking opportunity attacks and if
force damage, and a -2 to their ac for the following round on a you do, add two rolls of your Nail Arts die to the damage.
failure, and half damage with no ac reduction on a success.

The BARBARIAN Royal Orders:

Path of the King Get BUSY!: by spending one bonus action and one of your
Barbarians are chaotic and unchained by nature, fueled by Royal Orders Die, commanding your companions to acheive
their anger and primal emotions. In some, this Fury and a given goal, up to three allies gain the benefits of a Lesser
Power is a Symbol of their Right to Rule, A Righteous Rage Restoration spell cast upon them, and they are each able to
that enables them to 'Clobber' anyone who objects to their add one roll of your Royal Orders Die to any one roll on their
Glorious Reign. following turns for up to a minute. If you are raging, they also
gain temporary hit points equal to one roll of your Royal
Royal Coercion Orders die + your Constitution Modifier.
At 3rd level, your Royal Authority is plainly manifest. You can
cast the Command spell without using a spell slot or DO SOMETHING!: As a Reaction whenever a hostile
components. Constitution is your spellcasting ability for this creature attacks an ally or casts a spell that would cause an
spell. When cast in this manner, the command can be a single ally Damage, other than yourself, You can spend one Royal
word as usual or a sentence that must be followed by a harsh Orders Die to change the target of that attack or spell to You
insult. The Command can still only be a single action or task, and Only you. The original Target must be able to move
but you are enabled to be slightly more specific. behind you with one turn's worth of their movement, and
moves in this way immediately when the order is given. If this
"Nevermind them Scribble-Wibbles You Scatterbrained order is given while raging, any damage you would take as a
Slug!" result is reduced by one roll of your Royal Orders Die + your
constitution modifier.
You can use this feature a number of times equal to your
Constitution modifier (minimum of once). You regain all I AM THE GREAT (Title)(Name)!: As a bonus Action, you
expended uses when you finish a long rest. can spend one of your Royal Orders Die to assert your Royal
Status and Embolden Yourself, You may add one roll of your
Regal Force Royal Orders Die to your next Attack roll, and if that attack
Starting at 3rd level, while you rage your Jump Height and hits, it deals additional Radiant Damage equal to one roll of
Jump Distance are quadrupled, you can make a full jump Your Royal Orders Die + Your Constitution Modifier. If used
from a standstill, and any attacks you make that deal while raging, you also gain resistance to Psychic Damage
bludgeoning, Peircing or Slashing Damage cause Aditional until the end of your next turn, and can make a 'Menacing
d6s of Force damage equal to Half of your Proficiency bonus, Beat' attack in addition to the attacks you would otherwise
rounded down. make.

Imperial Wrath A Menacing Beat Attack is an Improvised Weapon attack
At 6th level, Your Weight doubles,and any attempt to move that you are considered proficient with, that deals Force
you against your will is made with disadvantage, while you damage equal to two rolls of your Royal Orders Die + your
recieve advantage on saves against anything that would move Strength or Constitution modifier.
you without your consent.

Additionally You gain a pool of D8s equal to double your
constitution modifier (for a minimum total of 2), that can be
spent on Royal Orders. you may make a single free Royal
Order per instance of rage, and while Raging, many orders
have an increased effect. You may only give one Royal Order
in a given round. You regain all spent Royal Orders Die after a
Long rest and One after a short rest.

Clobber That There Enemy DEDEDESTROY!
At 10th level, You are able to focus your Majestic Fury on a At 14th level, You grow in size when you enter a rage,
single Target, when you enter a rage, choose one hostile becoming two sizes larger ( For a maximum size of
creature you can detect with any sense: You learn its Name, Gargantuan), or if unable to do so, you instead grow to the
its class levels if any, its Alignment and any noticable features largest possible size in the Available space. You gain
that differentiate it from the majority of its kind. This Temporary Hit points equal to your current Hit Point total
Creature becomes the focus of your Rage, your Despised Foe, when you enter rage.
until it dies, is rendered unconsious, submits to you, or your
rage ends. You cannot lose track of your Despised Foe, even Your Weapons grow with you, now dealing two extra dice
by magical means, so long as it is on the same plane as you. of damage, Furthermore The Damage from your Regal Force
Feature become D8s.
Your Rage Cannot end as long as you can See or Hear your
Despised Foe. In Addition to your normal attacks, you can make One
Menacing Beat Attack per turn, and Your Royal orders Die
Your Attacks against your Despised Foe are made with become a D12.
advantage, while its attacks on you are made with
disadvantage

Your Royal Orders Die increases to a D10, and you gain the
following Royal Orders Options:

He Don't Scare me None! You can spend a bonus action
and spend a Royal Orders Die reassuring yourself and your
Comrades that your Despised Foe is no threat as long as you
still stand. Your Despised Foe now deals only half damage
with all attacks on allied creatures that are not You, and allies
within 20ft of you are unable to be frightened for a Minute.
Additionally, you may retaliate with a Menacing Beat attack
whenever they move within 40ft of you. As this Order
requires your Despised Foe as a target, it cannot be used
while not raging.

Clobber That There (Despised Foe)!: Spending a Bonus
Action and one of your Royal Orders Die, you command your
Allies to Aid you in defeating your Despised Foe. They gain
advantage on attacks made against your despised foe, and
their attacks deal additional force damage equal to one roll of
your Royal Orders Die. As this Order requires your Despised
Foe as a target, it cannot be used while not raging.

You' Downright Spiffy Yourself!: As a reaction, whenever
you recieve healing, you may spend one of your Royal Orders
Die in order to Heal the source of your healing in return, by
channeling the same healing energy into a compliment
infused with your own royal power. For spells, roll a number
of your Royal Orders Die equal to the level of the spell + your
constitution modifier, For non-spell healing such as Lay on
Hands, Roll a Royal Orders Die for every 10 Hit points
restored + your constitution modifier. If you are raging when
you give this order, Double the result of the roll, and apply any
excess healing as temporary hit points.

Right Back at Ya!: As a Reaction, when a Damaging Line
Spell, Spell Attack, Breath Weapon or Damaging Area of
Effect spell Target you, You may spend one Royal Orders Die
to Suck In the Magic, increasing your save or decreasing
their attack roll by One roll of your Royal Orders Die + Your
Constitution Modifier. If the attack would then Miss, or you
succeed the saving throw, you recieve no damage, and can
Cast the same spell with the new target being the Original
Caster, Ignoring resistance and treating Immunity as
Resistance. Your Spellcasting Modifier for spells returned in
this manner is Constitution.

If used while raging, Spells cast with this Order are Cast
one level higher than the original if possible, or in the case of
breath weapons, deal an additional two Royal Orders Die of
damage.

The BARD Its Hit dice are replaced by a number of your Bardic
Bard inspiration Die depending on its Size: (Tiny: 1, Small: 2,
Medium:3, Large: 6, Gargantuan: 10), And its Consitution
At 3rd level, Bards choose a college from which they studied Modifier for the purposes of Hit Points is equal to Your
or learned from. This hopes to add one that fits within Charisma Modifier instead.
dreamland.
You may only paint upon a surface large enough to fully
College of Paint encapsulate the form of the Entity you birth.
Those under the 'College' of Paint learn only one lesson.
Painting is the ultimate art form. Combining mind, the hand, You can only have one creation at a time, and creating
and the brush into the ultimate expression of the soul. Art another instantly destroys the first.
imitates Life, Life Imitates Art, if Life can become Art, So too Pigment Legion
can Art Become Life. Every piece must be an improvement Starting at 6th level, When you use your Instil Life feature,
on the last, otherwise you are doing yourself and everyone you may instead create two creatures with half as many Hit
else a great disservice. Points as they would otherwise have. your limit of creations
at once increases to Four.
Artistic Flourish Fortress of Paint
When you gain this college at 3rd level, you may expend a use Also at 6th level, you may use your bonus action to spend a
of your Bardic Inspiration when you cast a spell to make it no use of your bardic inspiration to illustrate a more defensible
longer have Verbal components and the Somatic components landscape. You and up to three allies within 30ft are
become a brushtroke as the spell is cast. When you do this, protected by these created fortifications and can reduce the
you may roll your Bardic Inspiration die you expended to add Roll of any incoming attacks by a Roll of your Bardic
it to the attack roll or damage roll of the spell. You may Inspiration Die, or add a Roll of your Bardic Inspiration to
instead subtract it from one creature's saving throw against their Saving throw against a harmful effect, once per turn, for
the spell. the next minute.
Master of The Canvas
Hearty Work At 14th level, You may spend a Minute to paint a far more
At 3rd level, you may use your bonus action to expend one powerful Creature by pouring your very soul into its creation:
use of your Bardic Inspiration. Choose one creature within A Bespoke Boss This creature can either be in Imitation of an
60 feet of you that can see you, including yourself. That existing powerful creature, or an 'upgrade' of a lesser one:
creature gains temporary hitpoints equal to a roll of your Discuss with your DM what you are hoping to create, and do
Bardic Inspiration dice + your charisma modifier. so before attempting to call upon it, as Woe betide an
Adventurer who begs for Statistics that are not there.
Instil Life
Also when you choose this college at 3rd level, you have You may only have one Bespoke Boss at at time. It
learned to give Life to your Creations, that they can express functions similarly to a normal Painted Creature, though It is
whatever meaning you ascribed to them in Physical Form, a of any CR Less than your total level, and has twice as many
Bird may fly, a Fish may swim, and a Soldier may fight and hit points as a normal painted creature of its size would.
die for whatever cause they are given.
If you are damaged while within 30ft of your bespoke boss,
You may spend an Action and a use of your Bardic it may take the damage in your place, and any creature that
inspiration to Paint, and instil a small amount of life into it: makes an Attack on you while your Bespoke Boss is able to
Creating a near-perfect copy of any Creature you have Seen percieve them is immediately attacked by your Bespoke Boss,
of a CR less than or equal to Half of your Total Level, rounded if it has a method of attack that can Reach.
down.
Ah, The Good old 'I'll ask when it comes up'
A creature created in this manner has no Will of its own Famous Last words, almost as famous as 'I'll be
and obeys you blindly, following your Intent to the best of its fine' or 'Nothing will go wrong'.Reminds me of
ability, regardless of the costs to itself... or to any others who watching His Majesty Demand an extremely
aren't specifically protected by your Command. It acts on its specific Monster to 'clobber that there Kirby!' and
own initiative in combat, and obeys whatever desires you have to be told they can't stock it in time. I wonder
have for it at that time. You do not need to speak to command if that's the same reason that all these painters
the creature, it fully understands you and is directed by your need to come up with their 'boss monsters' Early?
thoughts. Supply and Demand? Either way, Better get it with
the moneyback guarantee...
The Creature's statistics are identical to the real thing,
aside from Hit Points which are determined by the following -Escargoon
formula:
Additionally, whenever you use Instil Life or Fortress of Paint,
you can use a d6 for it instead of expending a Bardic
Inspiration die.

The WIZARD A Resurrection Giant has a will of its own, but is entirely
subservient to you. if you do not give it orders, it will follow its
Arcane Tradition: MagiKoopa own goals from life. A Resurrection Giant is Unable to
You focus your studies on a forbidden magic, that of Life disobey its maker. A creature resurrected in this manner
Transmutation. Known by Kamek as well as other lesser remains a Resurrection Giant for 1d4 hours, and then
magikoopas,it is a devasating weapon. returns to being its usual self prior to death and resurrection.
it has no memory of this incident, or of dying.
Soul Disjoint
Beginning at 2nd level, You have been able to partially When a resurrection Giant returns to normal form, they
transform beings with souls into blocks, Making a Ranged lose their temporary hit points, 2d4+1 Strength (which
spell attack which on a hit deals 2d6 + your intelligence returns at a rate of 1 per day), gain two levels of exhaustion
modifer in force damage and prevents them from taking and take 2 points of necrotic damage which cannot be
reactions or moving. You may do this as a bonus action a reduced.
number of times equal to your proficiency bonus per long
rest, This feature has no effect beyond damage on constructs If you do not have the creature's full body, it instead gains
or creatures that lack a soul. an Imitation of its former self formed from Dark Power and
whatever Remnants you do have to become a Dry Beast
the damage becomes 2d8 at 6th level, 2d10 at 11th and under your command.
2d12 at 14th
Dry Beasts do not gain increases to size or statistics, are
Arcane Avoidance Undead, and have their Maximum Hit Points Halved, but
Also at 2nd level, you've begun to strengthen your body for otherwise function as Resurrection Giants, lasting 1d4 Days
later features. You may use your Intelligence modifier for instead of hours. though when their duration ends they die
Dexterity saving throws. and cannot be revived as a dry beast again, instead of
returning to normal.
At 6th level, you may instead add your Intelligence modifier
to Dexterity saving throws. You may have a number of creatures revived in this manner
per long rest equal to half your Proficiency Bonus rounded
Arcane Redirection down.
At 6th level, you become adept at removing other's magic and
using it for your own ends. Transmuter of the living
At 14th level, you have mastered the study of life, and with
When you cast Counterspell or Dispel Magic, you that, how best to take it. You add the Disintegrate spell to
automatically counter or remove spells one level higher than your spellbook, if it is not there already. Whenever you cast
you would otherwise, and may cast a spell of the same level disintegrate, you can turn the target into a nonmagical
as one you dispeled or countered without the need for spell inanimate object of the same size as they once were, rather
slots or components on your next turn. than dust.

you can cast the spell a number of times per long rest
equal to your Intelligence modifier without expending spell
slots. You no longer need a verbal component for it, and it
deals additional damage equal to your wizard level.

In addition, your soul has become strengthened. You have
advantage on saving throws against spells that would remove
or imprison your soul.

Advanced Revival
at 11th level, You've learned to revive slain creatures who are
whole and cause them to exhibit greatly enhanced size and
strength, and for those less whole, create a temporarily stable
form that draws on the latent power of their degenerating life.

You may do this to a corpse or skeleton, Those raised from
whole corpses retain the statistics and abilities they had in
life, with a few exceptions:

They become Resurrection Giants: Growing up to two
sizes larger (For a maximum size of gargantuan), or to the
maximum size for the available space. Resurrection Giants'
equipment grows along with them, increasing in scale in
order to match their new size. resurrection giants have +2 to
their strength score and maximum strength score, and their
attacks deal two additional die of damage. A resurrection
giant is created with 1 hit point and an amount of Temporary
Hit points equal to its Maximum Hit Points - 1.

The DRUID Beginning at 6th level, whenever you deal bludgeoning,
piercing or slashing damage to a creature that is within 5 feet
Circle of The Blood Moon of you and touching the ground or surface of water, you can
Druids of the Circle of The Blood Moon reject the very notion create a 5 foot radius circle of difficult terrain directly under
of 'purity', Corruption is but change, and what is more natural it that lasts until the start of your next turn. If you are under
than change? Nothing. Change is nature, so to safeguard the effect of your Oneness of Calamity feature, you can
nature, one must also champion corruption. choose to have the radius be 10 feet instead. You ignore
difficult terrain created this way.
Circle Spells
As a Circle of The Blood Moon Druid, you gain the following Instead, you may have that creature make a Strength
spells at the levels listed. These spells are Druid Spells for saving throw against your spell save DC. On a failed save,
you and do not count against your Druid spells prepared. they are Devoured by the Malice, taking 2d8+your wisdom
modifier in Necrotic, Cold, Thunder or Acid damage every
Circle of The Blood Moon Spells turn, becoming restrained until they succeed a Strength
saving throw on their turn to escape.
Druid Level Spells
you may only use the second effect once per short or long
3rd Ensnaring Strike rest.

5th Enhance Ability At 10th level, you may use both effects at once, and gain a
second usage of the latter effect.
7th Animate Dead
Extra Attack
9th Phantasmal Killer At 6th level, when you make a melee weapon attack on your
turn, you may make an additional attack on your turn as part
Corruptor's Amorphousness of the same action. if you are in a wildshape with multiattack,
At 2nd level, You are beginning to awaken to the powers of you may not use it more than once on a turn.
Calamity.
Banishment of The Imprisoned
Whenever you finish a long rest, you gain temporary hit Starting at 10th level, after a creature hits you with a melee
points equal to your Druid level. At 6th level, you may add attack while you are in darkness or dim light, you can use
your Wisdom modifier to the temporary hitpoints. your reaction to teleport a number of feet up to half your
walking speed to an unoccupied space you can see that is
Additionally you have an Unarmored AC of 13 + your also in darkness or dim light, as you meld yourself into the
Wisdom modifier. shadow to travel there. You can make one melee weapon
attack against the attacking creature immediately before you
Oneness of Calamity teleport this way. If you are under the effects of your Oneness
Starting at 2nd level, You begin to tap into the powers of of Calamity feature, you may teleport up to your full
Change to become greater, to evolve beyond a simple beast movement. You are still hit by the original attack as normal.
and into a grander form.
Demise's Fortitude
when wildshaping, you may instead become a Monstrosity At 14th level, your disquieting durability grows. While you
or Abberation of a Challenge Rating less than or equal to 1, have temporary hit points from your Corruptor's
or 1/3 your Druid Level rounded down, whichever is higher. Amorphousness, you have resistance to all damage types
You still cannot transform into anything with a speed not other than Radiant from spells and nonmagical weapons.
allowed by your basic druid features, such as flying before
level 8 or swimming before level 4. if you reach 0 hit points, once per long rest, you can expend
a use of your Wildshape to transform into a Monstrosity or
Creeping Corruption Abberation with a CR of 8 or lower as if you wildshaped
normally. when you leave this form, you return to 1 hit point
rather than 0.

If you ever die of old age, magically induced or otherwise,
you reform 1d4+4 days later in a fully formed version of your
original Prime Physical Form.

While reforming, or simply dead, you may communicate
freely with one creature on the same plane as your point of
death.

Spells

Right now we don't have too many of these, but I'm sure we'll
be able to squeeze a few more out of our old pal Escargoon.

Art's Arcane Seal

3rd-level enchantment
Casting Time: 1 action

Range: 69 feet
Components: V S
Duration: Up to thirty seconds (concentration)
Classes: Wizard, Sorcerer, Warlock
You unleash a nightmarish snare of demonic power from
your eyes at a creature that you can see within range.
Alternatively, you can utter the creature’s name, If the named
target is within range. If the named target isn’t within range,
the snare dissipates, and the spell slot is not expended.
The target must succeed on an Intelligence saving throw or
take 2d8 necrotic damage and be unable to use any and all
BP features, (if they are transformed, that transformation is
suppressed) until the end of thirty seconds or you lose
concentration. if the Target attempts to cast spells while
under this effect, they must succeed an constitution saving
throw or fail to cast the spell and take an additional 2d6
necrotic damage.
At Higher Levels. When you cast this spell using a spell slot
of 5th level or higher, the damage for a failed Constitution
saving throw increases by 1d6 and the maximum duration
increases by six seconds for each slot level above 3rd.

Imperion Ray

3rd-level Evocation
Casting Time: 1 action

Range: 100 feet
Components: V S
Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard, Cleric
You fire a thin crimson beam of energy at a single target
within range. Make a ranged spell attack. On a hit, a creature
takes 3d8 Force damage. The target if hit, makes a
constitution saving throw, and takes 3d6 necrotic or radiant
damage. If a creature is reduced to 0 hit points by this spell,
the spell pierces their body and continues in a straight line up
to 100 feet long or until it hits a structure or another
creature. When you cast this spell using a spell slot of 4th
level or higher, the damage increases by 1d8, and 2d6 for
each slot level above 3rd.

Transformationsur Fine Friend and Fellow Escargoon has seen Transformation Mastery. It takes a minimum of 250 days
many of these on his travels, and has made of training to master the demonic surge transformation, and
notes on a few, There will certainly be more, requires access to the proper tools and environment. Take
these are just the ones he's been allowed to into account you can complete this training during multiple
periods of downtime. Until then, immediately after this
Otalk about. transformation ends, you must succeed on a DC 17 Wisdom
Demonic Surge saving throw or be unable to cast spells until after your next
turn, and take 3d4+ your intelligence modifier in unavoidable
Transformation (Any), rare (requires mastery) necrotic damage as the dark energy soothes within your body.
Transformation Time: 1 Action Once this transformation is mastered, you may transform and
immediately cast a spell as a part of the same action.
BP Cost: 10
Duration: Up to 1 Minute SUPER PEANUT HEAD
Prerequisite: None
By siphoning demonic energy from the dark realms, you’ve Ascention (Namekian), Super Class Up
achieved a dark transformation that draws out your full Transformation Time: 1 Bonus Action
dormant power and invigorates your fiendish magic. This BP Cost: 15
demonic energy naturally endures within the dark realms, Duration: Up to 10 Minutes
but can also be emitted by a passing makyo star. This power Prerequisite: Super Namekian, Atunement to the
may be awakened by...
Absorbing a surplus of demonic energy. Bonesaw or any variant thereof
Suffering a mortal injury at the hand of a demonic Branch: 'Peanut Head', Namekian
creature. As you Wield the Bonesaw, You are the Peanut Head, This
Residing within the demon realm for a period of time.
Being imbued with Demonic Energy by a Demon mage or is an obvious truth, and to deny it would be Cocksuckery.
dark diety But a select few Peanut Heads, Elite, and undeniably able
As an action while invoking this demonic energy, you can
spend 10 spirit points to awaken your power for 1 minute. to Put some soul into it, They ascend beyond the Legendary
For the duration, you gain the following benefits: Peanut Head, and unto a Mantle beyond any other, at least
Unhallowed Aura. You are shielded against any until the bonesaw decides there's another level-
divination magic that would be used to scry upon you or
your location. The instant you transform, other creatures The SUPER Peanut Head.
within 10 feet of you that can see you must each succeed In addition to the benefits of Super Namekian, you gain the
on a Charisma saving throw or become frightened of you following:
until the end of your next turn. Through the BOOOONE!: Your Strength Score Increases
Unnerving Brilliance. Once per turn, when you hit a by 2 while transformed, and your Maximum Strength score
creature with an attack, you can cause the attack to deal increases by 2 also. and you have advantage on Strength
an additional amount of damage equal to your Intelligence checks. Additionally, you gain Temporary Hitpoints equal to
modifier. twice your level + your proficency bonus.
Demonic Wizardry. The instant you transform, you learn WITH YOUR SOOOOUL!: once per turn a Successful
the crown of madness, darkness, and spiritual weapon Melee attack made with The Bonesaw deals additional
spells. You can cast each of these spells without damage equal to its damage die + your charisma modifier in
expending a spell slot. Once you cast any of these spells in Radiant damage
this way, you can’t cast that spell in this way again until Anti-Cocksuckery Barrier: you are resistent to damage
you transform again or finish a long rest. You can also cast from spells, and ranged weapon attacks against you are made
these spells using spell slots you have of the appropriate at Disadvantage. You shed bright light up to 30ft, and dim
level. Intelligence is your spellcasting ability for these light up to 60ft. The Barrier is Invisible until the moment it
spells. comes into use, and fades back into invisibility as soon as the
Disquieting Resilience Once you transform, you gain triggering attack/spell ends.
temporary hit points equal to three times your Intelligence Peanut Head: All spells and effects may only identify you
modifier, and +2 AC while not wearing armor as 'The Peanut Head'. Attempts to determine any further
information Fail, regardless of origin.
For the duration of your demonic surge transformation, One True Peanut Head: The Bonesaw is summoned to
you gain the following new z-soul option: "Myself, Times a you at the beginning of the form, and is physically and
Million!" Magically Unable to leave your Person until the end of the
Transformation, Any other creature holding or carrying the
bonesaw at the time of your transformation takes 2d8 of each
of Cold, Necrotic, Lightning, Thunder and Psychic damage.

Escar's Gift Transformation Mastery: It takes a minimum of 250 days
of
Transformation (Namekian), rare (requires mastery) training to master the Escar's gift transformation, and
Transformation Time: 1 Bonus Action requires
BP Cost: 10 access to the proper tools and environment. Take into
Duration: Up to 1 Minute account
Prerequisite: None you can complete this training during multiple periods of
You have been blessed with ancient and mighty knowledge downtime.
Until then, immediately after this transformation ends, you
long forgotten by the people of namek, Redescovering this must succeed on a Constitution saving throw against your
wisdom elevates your mind and spirit beyond what can be Spell Save DC or be unable to cast spells until after your next
considered ordinary. Escar The Orange, an Ancient Mage of turn.
the distant past is said to have first found this ascended state,
though you may follow him in this journey of discovery by:

Being personally chosen to inherit an Ancient mage's
secrets
Suffering a mortal injury, and surviving thanks to dormant
arcane wisdom.
Extensive mental training and study of Eternal Dragon
Magic.
Harnessing an Early Spark of divinity within yourself
Fusing with a powerful Mage

Progenitor's Emissary: Your body has changed to reflect
that of your mind and soul, Your eyes give off a powerful
magical aura, and upon your head sits an ethereal 'crown' of a
design meaningful to you. behind you drifts a phantasm of the
Eternal Dragon spirit that has become bonded to you from
the plane of dreams. it sheds dim light up to 40ft.

Eternal Memory: You have advantage on Intelligence
(Arcana) and Intelligence (History) checks.

Vast Vital Energies: The instant you transform, you can
regain one expended spell slot of 1st level. As part of your
action to transform, you may also cast a spell of 1st level or
higher, without expending a spell slot. (or whatever resource
you would usually cast with)

Sagely Presence: You are aware of all Divination magic
and other things used to scry on you. Additionally, you are
immune to being charmed or frightened. If you are under the
effect of one of these conditions when you transform, the
effect ends.

Telepathy: You can magically communicate telepathically
with any willing creature within 80 feet of you that can
understand a language.

Telekinesis: While transformed, you may telkinetically lift
things weighing up to half your carrying capacity so long as it
is within 45 feet of you.

Miracle of Healing (Dragon Clan Only). When you expend
a regeneration point as a part of your divine healing trait, the
creature also gains the effects of the bless spell, without
requiring your concentration, This healing additionally adds
your Intelligence, Wisdom, or Charisma modifier. This
healing also grants the benefits of the Lesser Restoration
spell.

Grand Techniques of the Ancient Mage: You learn (and
prepare) the Imperion Ray spell for the duration of the
transformation, and may cast it without cost Once. Any
casting of Imperion Ray during the transformation is treated
as if using a spell slot one level higher than the one expended.
All damaging Cantrips cast during the transformation deal an
additional 2d4 radiant damage, while all healing spells
restore an additional 2d6 Hit Points.

Calamity Super Saiyan Don't You 'Saiyans' have any manners!? All that
Screaming Gives me Headaches, Monkey men
Transformation (saiyan or half-saiyan), Super class up getting shiny haircuts is apparently worth rocking
Activation Time: 1 Action the whole darn planet! it's almost as bad as when
Spirit Cost: 15 His Majesty is in a Mood! Then again, If all it takes
Duration: 10 Minutes to get so Strong is a bit of wailing, maybe I'll
Prerequisite: Super Saiyan(mastered) become a Super Snail and Teach that Big Beaky
Branch: 'V-type' Saiyan Bully a thing or two... -Escargoon
Ascending Beyond Super Saiyan is difficult, but you've

done it. Lightning runs through your veins and fire engulfs
you, and when the smoke clears, you stand transformed:

The Lightning and Flame coalesce and unite to shroud you
in a grand aura befiting of your new power, Your body
increases slightly in size, gaining muscle where previously
there was none. Your Hair spikes up and glows in the colour
of your natural Ki, your irises become this same colour and
intense heat radiates from you freely.

Calamity Super Saiyan, a Form Befitting your legendary
status.

After gaining this tranformation, you can't get the C-type or
Wrathful forms.

In addition to the Benefits of Super Saiyan, you gain the
following:

Firestorm Fury: You gain a Breath Blast that deals a
number of d10s equal to 2 + half your proficiency bonus,
rounded down, force damage + your constitution modifier,
and it's range is a 30ft cone. It can be used as an attack in
your attack action. It counts as a Spell with regards to any
other effect or feature, and has a Save DC of 8 + your
proficiency bonus + your spellcasting modifier.

Lightning Strikes: Your Unnarmed Strikes count as
finesse weapons. You roll two additional damage dice if you
hit with an unarmed strike instead of one.

Burning Energy: your Unnarmed Strikes and Spells deal
an additional 1d4 Fire damage or 1d4 Lightning Damage

Storm's Wrath: Once per turn when a creature hits you
with a melee attack, they take Fire damage equal to your
proficiency bonus, and then Lightning damage equal to your
proficiency bonus.

Son Of Destiny: You may reroll a failed attack roll or force
a hostile creature to reroll a successful saving throw once per
turn, and Allies within 30ft are unable to be frightened.

Burning Out: when you revert from or deactivate this
Form, you gain two levels of exhaustion and take 2d8 necrotic
damage, which cannot be reduced by any means, Until the
Form is Mastered.

If the Form is Mastered, you instead gain this feature:
Successful Overload: You heal 1d8 + your constitution
Modifier, taking any excess as Temporary HP, and lose one
level of exhaustion when reverting or deactivating this form,
If you have no exhaustion to lose, you instead gain the
healing twice, taking any excess as Temporary HP.

Divine Transformationsodlike power is often sought and rarely gained.Ascendant Force Du
but adventurers represent those in Fortune's Optio
greatest favour and Doom's greatest target. So Transformation (Earthling), Divine Class-Up (x2000) ends,
if their adventures grow grand enough, the Activation Time: 1 Action levels
BP Cost: 25
Gpower of the Gods may well be in their reach. Duration: 1 minute
Prerequisite: Mortal Limit in sight
These aren't fully adapted to the Like Many Divine forms, this is A transformation only ever
latest version
heard in myth, long lost to time. The only being that recalls
Though if you know how to adapt them, it such a thing is Shenron with his wish granting powers. This
shouldn't be too hard. I haven't played with the transformation enshrouds the user in a Divine aura of the
Arts Die, so this isn't using those. They also 'add Z-
soul options' because I liked it and it doesn't same shade as their natual energy. Their body expands
change anything mechanically. if you're unaware, slightly and they're filled with godly power. This power may
transformations used to say they did that, and they be unlocked by...

don't anymore, to my knowledge. A ritual
Direct training with a Deity or other divine being
Chanelling nearby godly power in desperation As an
action upon meeting one of these requirements, you can
Mortal Limit call forth that divine energy to surround you for one

There is only so far one can be taken by their Mortal Body minute. During this minute, you gain the following
and Energies, and while a form with Divine Energy is not benefits:
automatically superior to one without, (Take for example the
Golden Form of Emperor Freiza, or the Full Power of Pride Divine Ki: You are immune to Divination magic and other
Trooper Jiren) There comes a point where improving under things used to scry on you. Additionally, you are immune to
the shackles of Mortal Energy becomes massively impeded. being charmed and frightened. If you are under the effect of
This is what we call the Mortal Limit. When an Adventurer one of these conditions when you transform, the effect ends.
reaches this Mortal Limit, they can begin trying to breach it. Attempts by Creatures without Divine Ki to detect your Battle
The Closer an Adventurer is to the Mortal Limit, the easier it Points automatically fail.
should be to gain a divine form.
Godly Agility: While transformed, your movement speed is
The Mortal Limit is difficult to express with explicit, hard doubled and you can use your bonus action to take the Dash
and fast rules, and is very much an individual and Personal or Disengage action. Additionally, when you use your action
limitation. A Dungeon Master should have plans for If and to cast a spell or make an unnarmed strike, you may make an
When a Party begin to reach their Mortal Limits, These Unnarmed Strike as a bonus action.
following Forms are for when Someone does. These forms
can not be used in tandem with any other Racial Divine Strength: Your Unnarmed Strikes deal 1d10
transformations: bludgeoning damage and count as magical for the purpose of
overcoming resistances and immunities.

Protective Technique: You may cast Shield of Faith up to
three times with this feature while transformed. You do not
need to concentrate on this spell, it instead lasts for it's full
duration.
Holy Thunder: When you are hit with a melee attack, you
may use your reaction to make an Unarmed Strike against
that creature or cause your aura to lash out and oppressively
crush them. When you do this, the creature must make a
Constitution saving throw (DC = 8 + your proficency bonus +
your Wisdom modifier). On a failed save, they take Thunder
damage equal to your Character Level + your Wisdom
modifier. If you instead choose to make an unarmed strike, it
deals additional damage equal to 1d6 + your Wisdom
modifier Thunder damage. This Thunder damage ignores
resistance and treats immunity as resistance.
Thunderous Aura: Your Unarmed Strikes you make on
your turn deal an additional 1d6 Thunder damage.
Godly Power: Spells you cast deal additional damage
equal to your Unarmed Strikes damage.

Transendant Force Absolute Form Du
Optio
Ascension (Earthling), God class-up (x10,000) Transformation (Frieza Clan), Divine Class-Up (x2000) trans
Activation Time: 1 Action Activation Time: 1 Action save
BP Cost: 35 BP Cost: 25
Duration: 1 minute Duration: 1 minute
Prerequisite: Mortal Limit Reached, Ascendant Force Prerequisite: Mortal Limit in sight
Like Many Divine forms, this is A transformation only ever
To Ascendant Force what Super Saiyan Blue is to Super
Saiyan God, Enlarging the body further and ripping free of it heard in myth, long lost to time. The only being that recalls
in the form of divine lightning, purple in colour, accompanied such a thing is Shenron with his wish granting powers.
by an enlarged, bubbling form of the Aura of Ascendant Force
This form brings insane power, unmatched by almost A Frieza Clansman who acheives this transformation is
anything else. Your Natural Luck and Toughness in wreathed in an aura of distortion, Their Shape is reduced to
combination with your Holy Power mean that any who intend the Truth of their being, Their body becomes Silver, their Bio-
to challenge you, Mortal or Divine, should Curb Their crystals become Golden, a Great Wing of Flame-like Ki
Impertinence. You may obtain this transformation by... ignites behind them, a protrusion juts out from their chest
containing a Golden Glowing Bio-crystal, sitting on their
Honing Ascendant force until it is fully mastered Heart, All the surrounding heat is drawn into their body in a
Pushing your Divine Ki until it breaks free of your body violent reaction and they're filled with godly power. This
Being forced beyond your Limits in a Brutal Fight power may be unlocked by...
When transforming into Ascendant Force, or already in it,
you may expend an additional 10 Spirit Points to awaken this Refusing both darkness and light to seek power that is
power, gaining the following additional benefits on top of the truly your own
benefits of Ascendant Force: Direct training with a Deity or other divine being
Divine Reclaimation: When you ascend, you regain a Shattering your Current form by attempting to go beyond,
number of spell slots with combined level equal to or less risking Death to become greater.
than half your total level. As an action upon meeting one of these requirements, you
Earthling Resiliance: You have advantage on Constitution can call forth that divine energy to surround you for one
Saving throws, You count as Two sizes larger when minute. During this minute, you gain the following benefits:
determining carrying capacity, how much you can push, drag Divine Ki: You are immune to Divination magic and other
or lift, And For the purposes of grappling. Upon transforming things used to scry on you. Additionally, you are immune to
you gain Temporary Hit Points Equal to 10 x Your being charmed and frightened. If you are under the effect of
Constitution Score, which you lose if you leave the form. one of these conditions when you transform, the effect ends.
Sanctified Storm: Once per turn, when you hit with an Attempts by Creatures without Divine Ki to detect your Battle
Unnarmed Strike or cast a spell, it deals an additional 1d8 Points automatically fail.
Lightning damage. This damage bypasses resistance and Godly Agility: While transformed, your movement speed is
treats immunity as resistance. All creatures within 5 feet of doubled and you can use your bonus action to take the Dash
you when you transform take this damage as well. The or Disengage action. Additionally, when you use your action
damage from Holy Thunder and Thunderous Aura changes to cast a spell or make an unnarmed strike, you may make an
to Lightning damage as well. Unnarmed Strike as a bonus action.
Titan's Resolve: A number of times up to your proficiency Divine Strength: Your Unarmed Strikes deal 1d10
bonus while transformed, you may Reroll an Attack or Saving bludgeoning damage and count as magical for the purpose of
Throw that failed by more than 2, Increasing your modifier on overcoming resistances and immunities.
the roll by 3. You can do this only once per round, and must Master's Might: You may cast Zephyr Strike up to three
take the Rerolled Number. times with this feature while transformed.
Holy Hammer: When you use your action to make an Iced Chaos: When you are hit with a melee attack, you
Unarmed Strike, you may make two unarmed strikes or one may use your reaction to make an Unnarmed Strike against
unarmed strike and cast a cantrip, as a bonus action. that creature or cause your aura to choke and freeze them.
During this transformation, you gain the following Z-Soul When you do this, the creature must make a Constitution
Option: "Humanity Beyond Godhood" saving throw (DC = 8 + your proficency bonus + your
When this transformation ends, you must make a DC 18 Charisma modifier). On a failed save, they take Cold damage
Constitution save or gain two levels of exhuastion. On a equal to your Character Level + your Charisma modifier. If
success, you only gain 1 level of exhaustion. you instead choose to make an unnarmed strike, it deals
additional damage equal to 1d6 + your Charisma modifier
Cold damage. This Cold damage ignores resistance and
treats immunity as resistance.
Frosty Force: Your Unarmed Strikes you make on your
turn deal an additional 1d6 Cold damage.
Imperial Power: Spells you cast deal additional damage
equal to your Unarmed Strikes damage.

Perfect Rage When this transformation ends, you must make a DC 18 Dr
Constitution save or gain two levels of exhuastion. On a may u
Ascension (Freiza Clan), God class-up (x10,000) success, you only gain 1 level of exhaustion. that c
Activation Time: 1 Action you d
BP Cost: 35 Divine Namekian throw
Duration: 1 minute modi
Prerequisite: Mortal Limit Reached, Ascendant Force Transformation (Namekian), Divine Class-Up (x2000) to you
To the Absolute Form what Super Saiyan Blue is to Super Activation Time: 1 Action instea
BP Cost: 25 dama
Saiyan God, Their Flaming Wing becomes white-hot and Duration: 1 minute dama
splits, becoming like a butterfly, a red mist disperses Prerequisite: Mortal Limit in sight treats
throughout a greatly strengthened aura of distortion,they Like Many Divine forms, this is A transformation only ever
grow up to four horns upon their head, and the tip of their tail Lo
sharpens into a lethal, Chaos Ki-edged Blade. The Heat heard in myth, long lost to time. The only being that recalls on yo
drawn in from the initial transformation is intensified and such a thing is Shenron with his wish granting powers. This
released in a searing blast as The Universe's Rightful Transformation causes Glowing red eyes and a purple aura, Go
Emperor is Born. This form brings insane power, unmatched and the user is filled with godly power. This power may be equal
by almost anything else. Let all things quake in fear, Let the unlocked by...
wind howl, the fires blaze, the waves crash down, For your Du
Will stands proud, taller than the mountains and shining Finding a Sacred truth by searching deep within yourself Optio
brighter than the brightest of Suns. You may obtain this Direct training with a Deity or other divine being you m
transformation by... Merging with another Namekian in the presence of strong of exh
divine energy
Pushing Beyond Absolute with Total Confidence.
Combining your Power of Chaos with Unprecedented As an action upon meeting one of these requirements,
Fury you can call forth that divine energy to surround you for
Focusing on what it is you fight for, while shrouded in one minute. During this minute, you gain the following
Chaotic Power and Divine Ki. benefits:
Divine Ki: You are immune to Divination magic and other
When transforming into Absolute Form, or already in it, things used to scry on you. Additionally, you are immune to
you may expend an additional 10 Spirit Points to awaken this being charmed and frightened. If you are under the effect of
power, gaining the following additional benefits on top of the one of these conditions when you transform, the effect ends.
benefits of Absolute: Attempts by Creatures without Divine Ki to detect your Battle
Points automatically fail.
Divine Reclaimation: When you ascend, you regain a Godly Agility: While transformed, your movement speed is
number of spell slots with combined level equal to or less doubled and you can use your bonus action to take the Dash
than half your total level. or Disengage action. Additionally, when you use your action
to cast a spell or make an unnarmed strike, you may make an
Tyrant's Speed: You have advantage on Dexterity checks Unnarmed Strike as a bonus action.
and saving throws, Your Speed is doubled, and you gain a +2 Divine Strength: Your Unnarmed Strikes deal 1d10
to your Ac. bludgeoning damage and count as magical for the purpose of
overcoming resistances and immunities.
Ignition of Chaos: Once per turn, when you hit with an Godly Wisdom: You may cast Guiding Bolt up to three
Unnarmed Strike or cast a spell, it deals an additional 1d8 times with this feature while transformed.
Fire damage. This damage bypasses resistance and treats
immunity as resistance. All creatures within 5 feet of you
when you transform take this damage as well. The damage
from Iced Chaos and Frosty Force changes to Fire damage as
well.

The Ruler Of Everything: Spells you cast count as two
levels higher for the purposes of clashing, Attacks made with
your Lashing Tail are made with advantage, are considered
magical and ignore resistance to slashing damage.
Additionally, attacks made with your Lashing Tail deal 1d12 +
your dexterity or charisma modifier. They deal an additional
6d8 slashing damage on a Critical Hit. You may attack with
your Lashing Tail an Additional number of times equal to
your proficiency bonus while transformed without expending
your normal usages.

Emperor's Wrath: When you use your action to make an
Unarmed Strike, you may make two unarmed strikes, or one
unarmed strike and cast a cantrip as a bonus action.

During this transformation, you gain the following Z-Soul
Option: "INSECT! You Shall NEVER Get Past ME!"

Divine Elder God of Dreams (Dragon Clan): You may cast the Wish
spell Thrice without expending a Spell Slot, and suffer no
Ascension (Namekian), God class-up (x10,000) Ill-effects regardless of what you were to use it for.
Activation Time: 1 Action Additionally, rather than only taking the letter of your
BP Cost: 35 wish, The Wish is granted according to your Intent, or as
Duration: 1 minute close to it as possible. If you make a Wish that cannot be
Prerequisite: Mortal Limit Reached, Divine Namekian granted the Spell is not cast until you reword your wish
To Divine Namekian what Super Saiyan Blue is to Super into a Grantable form.
Strength of Namek: When you use your action to make an
Saiyan God, Your Aura now a Deep Purple and Gold, Your Unarmed Strike, you may make two unarmed strikes or one
Eyes a Dark Blue, Both as Deep, Mystical and Formless as a unarmed strike and cast a cantrip, as a bonus action.
Great Ocean,You are a Divine Elder. This form brings insane During this transformation, you gain the following Z-Soul
power, unmatched by almost anything else. Your Namekian Option: "Elder God of Namek"
Potential refined to unforeseen heights, your mind breaching When this transformation ends, you must make a DC 18
into realms even some Gods Fear to tread. You may obtain Constitution save or gain two levels of exhuastion. On a
this transformation by... success, you only gain 1 level of exhaustion.

Honing Your Mind to Strike through your inner barriers
Becoming truly whole by accepting yourself to the
exclusion of all alternative selves.
Calling upon Divine Energy while in the Super Namekian
or Grand Elder states. When transforming into Divine
Namekian, or already in it, you may expend an additional
10 Spirit Points to awaken this power, gaining the
following additional benefits on top of the benefits of
Divine Namekian:

Divine Reclaimation: When you ascend, you regain a
number of spell slots with combined level equal to or less
than half your total level.

Namekian Truth: You have advantage on Wisdom checks
and Saving throws, Your Spell Save DC, Ki Save DC, Ki
Attack Bonus and Spell Attack bonus Increase by 2, You heal
Three hit dice + your constitution Modifier when using Rapid
Regeneration, and can always regenerate missing limbs
when doing so.

Booming Divinity: Once per turn, when you hit with an
Unnarmed Strike or cast a spell, it deals an additional 1d8
Thunder damage. This damage bypasses resistance and
treats immunity as resistance. All creatures within 5 feet of
you when you transform take this damage as well. The
damage from Dragon's Lash and Lodestone of Lightning
changes to Thunder damage as well.

Clan's Pride: Depending on your Clan, this feature has a
different Ability, if you have fused with other namekians in the
past, you gain their clan ability as well:

Siege Cannon of the Demon King (Dark Namekian): if
you make any number of unarmed strikes on your turn
and succeed with more than 1, You may Cast Galick Gun
at a spell level equal to 4 + the mumber of strikes you
landed this turn -1, without expending a spell slot.
Namek's Mightiest (Warrior Clan): When You cast
Enlarge/Reduce as part of your Great Namekian Trait, you
gain 120 temporary hit points, Your Concentration on the
spell ends, Your Size becomes Gargantuan, and Your
Melee attacks deal an additional 3d12 damage for the
duration of the spell.

Celestial Crystalisation Ragnarök Candy

Transformation (Majin), Divine Class-Up (x2000) Ascension (Majin), God class-up (x10,000)
Activation Time: 1 Action Activation Time: 1 Action
BP Cost: 25 BP Cost: 35
Duration: 1 minute Duration: 1 minute
Prerequisite: Mortal Limit in sight Like many divine Prerequisite: Mortal Limit Reached, Celestial

forms, this is a transformation only ever heard in myth, long Crystalisation.
lost to time, the only being that recalls such a thing is To Celestial Crystalisation what Super Saiyan Blue is to
Shenron with his wish granting powers. A State in which
Majins dramatically change in composition upon intaking Super Saiyan God, This changes the Berry Blue aura into a
Divine Energy, becoming hard and sharp, but paradoxically Deep Crimson, Sharpens the Crystaline structure, and gives
retaining their stretchy, bouncy nature. Radically changing in a Majin a more 'primal' Kid-Buu-like stature. This form
appearance and gaining a Flowing Berry-Blue Aura: they're brings insane power, unmatched by almost anything else.
filled with godly power. This power may be unlocked by... Majin Reformation, Power Limitless, A True Devourer of
Gods that Many Divine beings fear being Dined on by. You
Revival with Divine Energy instead of Mortal may obtain this transformation by...
Direct training with a Deity or other divine being
Eating a low-level God while intensely focused Spending long enough in Celestial Crystalisation to fully
abosrb the Divine Ki
As an action upon meeting one of these requirements, you Devouring a High-Ranking Diety while focused.
can call forth that divine energy to surround you for one Dominating your Primordial Majin Ancestor while Divine
minute. During this minute, you gain the following benefits: Ki is in your system

Divine Ki: You are immune to Divination magic and other When transforming into Celestial Crystalisation, or already
things used to scry on you. Additionally, you are immune to in it, you may expend an additional 10 Spirit Points to
being charmed and frightened. If you are under the effect of awaken this power, gaining the following additional benefits
one of these conditions when you transform, the effect ends. on top of the benefits of Celestial Crystalisation:
Attempts by Creatures without Divine Ki to detect your Battle
Points automatically fail. Divine Reclaimation: When you ascend, you regain a
number of spell slots with combined level equal to or less
Godly Agility: While transformed, your movement speed is than half your total level.
doubled and you can use your bonus action to take the Dash
or Disengage action. Additionally, when you use your action Ultimate Heated Mystic Body: You have Advantage on
to cast a spell or make an unnarmed strike, you may make an Charisma Checks and Saving throws, You Resist
Unnarmed Strike as a bonus action. Bludegoning Piercing and Slashing damage and When you
Regenerate with your Reform Trait, you roll 2d12 + your
Divine Strength: Your Unnarmed Strikes deal 1d10 constitution modifier instead of the usual dice. If you reduce
bludgeoning damage and count as magical for the purpose of the damage to 0 or below, you can heal yourself an amount
overcoming resistances and immunities. equal to the remainder of the roll.

Crystal Capture: You may cast Ensnaring Strike up to Powered Spear: Once per turn, when you hit with an
three times with this feature while transformed. Unnarmed Strike or cast a spell, it deals an additional 1d8
Force damage. This damage bypasses resistance and treats
Digestive Blast: When you are hit with a melee attack, you immunity as resistance. All creatures within 5 feet of you
may use your reaction to make an Unarmed Strike against when you transform take this damage as well. The damage
that creature or release God-empowered Acid to eat into from Digestive Blast and Acidic Composition changes to
them. When you do this, the creature must make a Force damage as well.
Constitution saving throw (DC = 8 + your proficency bonus +
your Wisdom modifier). On a failed save, they take Acid Devourer Almighty: A number of times up to your
damage equal to your Character Level + your Wisdom proficiency bonus while transformed, You may cast Sunburst
modifier. If you instead choose to make an unarmed strike, it without expending a Spell Slot. Creatures Slain by this Spell
deals additional damage equal to 1d6 + your Wisdom when cast by You Turn into a Treat of your Preference of a
modifier Acid damage. This Acid damage ignores resistance size proportional to their original dimensions. You may eat
and treats immunity as resistance. this treat as a Bonus action on any of your following turns,
restoring a number of d6 hit points equal to The Creature's
Acidic Composition: Your Unarmed Strikes you make on CR, and a Single spell slot of 7th level or lower.
your turn deal an additional 1d6 Acid damage.
Candy Crusher: When you use your action to make an
Godly Power: Spells you cast deal additional damage Unarmed Strike, you may make two unarmed strikes or one
equal to your Unarmed Strikes damage. unarmed strike and cast a cantrip, as a bonus action.

During this Transformation you gain the following Z Soul During this transformation, you gain the following Z-Soul
Option: "Sugar Rush Godslayer" When this transformation Option: "All-Consuming Diety"
ends, you must make a DC 14 Constitution save or gain two
levels of exhuastion. When this transformation ends, you must make a DC 18
Constitution save or gain two levels of exhuastion. On a
success, you only gain 1 level of exhaustion.

Deus Machinae Promethean Perfection

Transformation (Bio-Android), Divine Class-Up (x2000) Ascension (Bio-Android), God class-up (x10,000)
Activation Time: 1 Action Activation Time: 1 Action
BP Cost: 25 BP Cost: 35
Duration: 1 minute Duration: 1 minute
Prerequisite: Mortal Limit in sight Prerequisite: Mortal Limit Reached, Deus Machinae
Unlike Many Divine forms, this is Not A transformation
To Deus Machinae what Super Saiyan Blue is to Super
ever heard in myth, It is Not long lost to time. It simply has Saiyan God, Resembling now a perfect statuesque beauty, a
never been before. The only being that can conceive of such a form that radiates power, and shines like a Star. This form
thing is Shenron with his wish granting powers. This brings insane power, unmatched by almost anything else.
transformation causes rampant alterations in the Bio- Your Shining Eminence, Unmatched grace and Glorious
Android, causing them to rapidly metamorphose into a much Perfection are Uncontested, Your Supremacy simply Fact.
more Divine and Celestial Form, They look the part of a You may obtain this transformation by...
Mighty God, and they're filled with godly power. This power
may be unlocked by... Improving your Design beyond The Gods
Overcoming the Sum of Your Parts
Acheiving your design as an Android Built in the Gods' Competing Integration with God-Level Machinery
Image When transforming into Deus Machinae, or already in it,
Direct training with a Deity or other divine being you may expend an additional 10 Spirit Points to awaken this
Integrating Technology so advanced it's indistingushable power, gaining the following additional benefits on top of the
from the work of a God. As an action upon meeting one of benefits of Deus Machinae:
these requirements, you can call forth that divine energy Divine Reclaimation: When you ascend, you regain a
to surround you for one minute. During this minute, you number of spell slots with combined level equal to or less
gain the following benefits: than half your total level.
Primordial's Power: You have advantage on Constitution
Divine Ki: You are immune to Divination magic and other Saving throws, You count as Two sizes larger when
things used to scry on you. Additionally, you are immune to determining carrying capacity, how much you can push, drag
being charmed and frightened. If you are under the effect of or lift, And For the purposes of grappling. Upon transforming
one of these conditions when you transform, the effect ends. you gain Temporary Hit Points Equal to 10 x Your
Attempts by Creatures without Divine Ki to detect your Battle Constitution Score, which you lose if you leave the form.
Points automatically fail. Strength of the Supreme Deity: Once per turn, when you
hit with an Unnarmed Strike or cast a spell, it deals an
Godly Agility: While transformed, your movement speed is additional 1d8 Radiant damage. This damage bypasses
doubled and you can use your bonus action to take the Dash resistance and treats immunity as resistance. All creatures
or Disengage action. Additionally, when you use your action within 5 feet of you when you transform take this damage as
to cast a spell or make an unnarmed strike, you may make an well. The damage from Shining Brilliance and Impenetrable
Unnarmed Strike as a bonus action. Majesty changes to Necrotic damage as well.
Inexorable, Inevitable, Invincible: You can take up to
Divine Strength: Your Unnarmed Strikes deal 1d10 Four Features from other, Non-Divine Forms that Races
bludgeoning damage and count as magical for the purpose of within Your Genetic Code can acquire. You are resistant to
overcoming resistances and immunities. spell damage and Immune to effects that would unwillingly
Alter your Form
Infallible design: You may cast Bane or Bless up to three Wrath of The Titan: When you use your action to make an
times with this feature while transformed. Unarmed Strike, you may make two unarmed strikes or one
unarmed strike and cast a cantrip, as a bonus action.
Impenetrable Majesty: When you are hit with a melee During this transformation, you gain the following Z-Soul
attack, you may use your reaction to make an Unarmed Option: "Perfectly Ultimate Divine Titan."
Strike against that creature or cause your aura to sear them When this transformation ends, you must make a DC 18
with light. When you do this, the creature must make a Constitution save or gain two levels of exhuastion. On a
Constitution saving throw (DC = 8 + your proficency bonus + success, you only gain 1 level of exhaustion.
your Wisdom modifier). On a failed save, they take Necrotic
damage equal to your Character Level + your Wisdom
modifier. If you instead choose to make an unarmed strike, it
deals additional damage equal to 1d6 + your Wisdom
modifier Necrotic damage. This Necrotic damage ignores
resistance and treats immunity as resistance.

Shining Brilliance: Your Unarmed Strikes you make on
your turn deal an additional 1d6 Necrotic damage.

Godly Power: Spells you cast deal additional damage
equal to your Unarmed Strikes damage.

During this Transformation you gain the following Z Soul
Option: "Beat it Punk, and Take your Pantheon With you!"
When this transformation ends, you must make a DC 14
Constitution save or gain two levels of exhuastion.

Kai's Awakening

Transformation (Kaioshin), Divine Class-Up (x2000)
Activation Time: 1 Action
BP Cost: 25
Duration: 1 minute
Prerequisite: Mortal Limit in sight
unlike Many Divine forms, this is not A transformation only

ever heard in myth, long lost to time. Many Kaioshin are
aware of this form, though very few are able to achieve it.
This transformation enshrouds the user in a Calm, gently
flowing Divine aura of the same shade as their natual energy.
a small barrier of light appears at their back, and they're filled
with godly power. This power may be unlocked by...

A ritual, to unlock your latent Divine Potential
Direct training with a Deity or other divine being
a Burning Desire to see through a Near-Impossible goal.
As an action upon meeting one of these requirements, you
can call forth that divine energy to surround you for one
minute. During this minute, you gain the following
benefits:

Divine Ki: You are immune to Divination magic and other
things used to scry on you. Additionally, you are immune to
being charmed and frightened. If you are under the effect of
one of these conditions when you transform, the effect ends.
Attempts by Creatures without Divine Ki to detect your Battle
Points automatically fail.

Godly Agility: While transformed, your movement speed is
doubled and you can use your bonus action to take the Dash
or Disengage action. Additionally, when you use your action
to cast a spell or make an unnarmed strike, you may make an
Unnarmed Strike as a bonus action.

Divine Strength: Your Unnarmed Strikes deal 1d10
bludgeoning damage and count as magical for the purpose of
overcoming resistances and immunities.

Godly Shroud: You may cast Protection from Evil and
Good up to three times with this feature while transformed.
You do not need to concentrate, the spell instead lasts for its
Full Duration

Retributive Smite: When you are hit with a melee attack,
you may use your reaction to make an Unarmed Strike
against that creature or cause your aura to lash out and
oppressively crush them. When you do this, the creature
must make a Constitution saving throw (DC = 8 + your
proficency bonus + your Intelligence modifier). On a failed
save, they take Force damage equal to your Character Level +
your Intelligence modifier. If you instead choose to make an
unarmed strike, it deals additional damage equal to 1d6 +
your Intelligence modifier Force damage. This Force damage
ignores resistance and treats immunity as resistance.

Almighty Blows: Your Unarmed Strikes you make on your
turn deal an additional 1d6 Force damage.

Godly Power: Spells you cast deal additional damage
equal to your Unarmed Strikes damage.

During this Transformation you gain the following Z Soul
Option: "World King's Radiance" When this transformation
ends, you must make a DC 14 Constitution save or gain two
levels of exhuastion.

Divine Domain Shadow of Godhood
Embodiment
Transformation (Demon/Makaioshin), Divine Class-Up
Ascension (Kaioshin), God class-up (x10,000) (x2000)
Activation Time: 1 Action
BP Cost: 35 Activation Time: 1 Action
Duration: 1 minute BP Cost: 25
Prerequisite: Mortal Limit Reached, Kai's Awakening Duration: 1 minute
Prerequisite: Mortal Limit in sight
To Kai's Awakening what Super Saiyan Blue is to Super Like Many Divine forms, this is A transformation only ever
Saiyan God, With A Divine Aura now like a Stormy Sea, heard in myth, long lost to time. The only being that recalls
Their body taking the shape of its Physical Prime, and their such a thing is Shenron with his wish granting powers. A
Barrier Becoming a Symbol of the aspect of Existence they Pair of Shadowy wings sprout or cover any they already had,
rule over. This form brings insane power, unmatched by a Unique Mark appears on their body and a thick, flaming
almost anything else. Your Domain is yours, absolutely. Any aura of darkness erupts around them as they're filled with
seeking to claim or tamper with it, shall feel the wrath of a godly power. This power may be unlocked by...
God. You may obtain this transformation by...
A ritual involving Fragments of a Fallen God
Personalising Your Kai's Awakening Direct training with a Deity or other divine being
Resolutely Upholding Your Domain's Integrity Protecting those you care about from a truly sinister foe
Reaching out with your divine energy when Kai's As an action upon meeting one of these requirements, you
Awakening is not enough. can call forth that divine energy to surround you for one
When transforming into Kai's Awakening, or already in it, minute. During this minute, you gain the following
you may expend an additional 10 Spirit Points to awaken this benefits:
power, gaining the following additional benefits on top of the
benefits of Kai's Awakening: Divine Ki: You are immune to Divination magic and other
Divine Reclaimation: When you ascend, you regain a things used to scry on you. Additionally, you are immune to
number of spell slots with combined level equal to or less being charmed and frightened. If you are under the effect of
than half your total level. one of these conditions when you transform, the effect ends.
Manifest Destiny: You have advantage on intelligence Attempts by Creatures without Divine Ki to detect your Battle
checks and Saving throws, You are immune to Nonmagical Points automatically fail.
Damage and Resistant to Force and Radiant Damage.
Infinite and Divine: Once per turn, when you hit with an Godly Agility: While transformed, your movement speed is
Unnarmed Strike or cast a spell, it deals an additional 1d8 doubled and you can use your bonus action to take the Dash
Psychic damage. This damage bypasses resistance and treats or Disengage action. Additionally, when you use your action
immunity as resistance. All creatures within 5 feet of you to cast a spell or make an unnarmed strike, you may make an
when you transform take this damage as well. The damage Unnarmed Strike as a bonus action.
from Retributive Smite and Almighty Blows changes to
Psychic damage as well. Divine Strength: Your Unnarmed Strikes deal 1d10
Supreme God: A number of times up to your proficiency bludgeoning damage and count as magical for the purpose of
bonus while transformed, You may cast Blade of Disaster, overcoming resistances and immunities.
Prismatic Wall or Ravenous Void without the need for spell
slots or non-verbal components. Demon's Revenge: You may cast Hellish Rebuke up to
Eternal Smite: When you use your action to make an three times with this feature while transformed. It deals
Unarmed Strike, you may make two unarmed strikes or one Force Damage instead of Fire.
unarmed strike and cast a cantrip, as a bonus action.
During this transformation, you gain the following Z-Soul Demon Ascendant: When you are hit with a melee attack,
Option: "Truly Divine" you may use your reaction to make an Unarmed Strike
When this transformation ends, you must make a DC 18 against that creature or cause your aura to lash out and
Constitution save or gain two levels of exhuastion. On a oppressively crush them. When you do this, the creature
success, you only gain 1 level of exhaustion. must make a Constitution saving throw (DC = 8 + your
proficency bonus + your Wisdom modifier). On a failed save,
they take Force damage equal to your Character Level + your
Wisdom modifier. If you instead choose to make an unarmed
strike, it deals additional damage equal to 1d6 + your
Wisdom modifier Force damage. This Force damage ignores
resistance and treats immunity as resistance.

Ravaging Rampage: Your Unarmed Strikes you make on
your turn deal an additional 1d6 Force damage.

Godly Power: Spells you cast deal additional damage
equal to your Unarmed Strikes damage.

During this Transformation you gain the following Z Soul
Option: "Rising Demon" When this transformation ends, you
must make a DC 14 Constitution save or gain two levels of
exhuastion.

Demon King

Ascension (Demon/Makaioshin), God class-up (x10,000)
Activation Time: 1 Action
BP Cost: 35
Duration: 1 minute
Prerequisite: Mortal Limit Reached, Shadow of Godhood

To Shadow of Godhood what Super Saiyan Blue is to Super
Saiyan God, Transforming the user's body into it's physical
prime, giving them a Matured Appearance, Enlarging their
Personal Mark and cloaking them in darkness. This form
brings insane power, unmatched by almost anything else.
Many have appropriated the Mantle of Demon King, until it
became nothing more than a Prance-about Stage name. Not
you though, You Have Reached the Form itself, The Power of
the Demon King courses through your being. You may obtain
this transformation by...

Stealing the power of a Fallen God
Training Shadow of Godhood until it comes to you
naturally
Overcoming Despair in battle against an Evil God
When transforming into Shadow of Godhood, or already in
it, you may expend an additional 10 Spirit Points to awaken
this power, gaining the following additional benefits on top of
the benefits of Shadow of Godhood:
Divine Reclaimation: When you ascend, you regain a
number of spell slots with combined level equal to or less
than half your total level.
Demon King's Fortitude: You have advantage on
Constitution Saving throws, You count as Two sizes larger
when determining carrying capacity, how much you can push,
drag or lift, And For the purposes of grappling. Upon
transforming you gain Temporary Hit Points Equal to 10 x
Your Constitution Score, which you lose if you leave the form.
Swirling Darkness: Once per turn, when you hit with an
Unnarmed Strike or cast a spell, it deals an additional 1d8
Psychic damage. This damage bypasses resistance and treats
immunity as resistance. All creatures within 5 feet of you
when you transform take this damage as well. The damage
from Demon's Revenge and Ravaging Rampage changes to
Psychic damage as well.
GOD: A number of times up to your proficiency bonus
while transformed, when you are targeted by a spell that
causes damage, you may instead Absorb the Magical energy.
if you do, you take no damage and suffer no ill-effects of the
spell. You can then either Heal an amount equal to the spell's
damage or regain a Spell Slot of the same level as the spell or
lower, and heal half as much.
Ultimate Dark Ruler: When you use your action to make
an Unarmed Strike, you may make two unarmed strikes or
one unarmed strike and cast a cantrip, as a bonus action.
During this transformation, you gain the following Z-Soul
Option: "This Ends Here."
When this transformation ends, you must make a DC 18
Constitution save or gain two levels of exhuastion. On a
success, you only gain 1 level of exhaustion.


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