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MARVELLOUS

ARCHETYPES

B Y D ARREN K ENNY
ARTIFICER - ALTERNATOR
ALTERNATOR ARMOUR ALTERING ARMOUR
With some arcane engineering you’ve Starting from 3rd level you construct a
managed to create a suit of armour set of magical armour that allows you to
allowing you to grow to massive sizes, or shrink your size rapidly until the end of
shrink down to the size of an insect. With your turn.
these powers you find new allies in the • While wearing this armour you gain an
insects that can aid you in battle, wield AC of 10 + Dexterity modifier +
size changing magical equipment and have Intelligence modifier.
the versatility to sneak past or devastate • You can use a bonus action to reduce
you foes. your size category to tiny. When you do
this you’re Dexterity score increases by 4,
ALTERNATOR SPELLS and Dexterity score maximum increases
by 4.
You gain the spells listed when you reach • You gain advantage on Stealth rolls that
the Artificer level detailed in the rely on sight or sound.
Alternator Spell List. • While shrunk all melee attacks deal an
additional 1d6 damage.
• Your unarmed attacks deal 1d4
Alternator Spel List bludgeoning damage.
Artificier • Your movement speed increases by 20 feet.
Spells Gained
Level At 5th level you can make 2 melee
3rd Animal Friendship, Beast Bond attacks when you use your attack action
5th Beast Sense, Find Traps while shrunk.
At 10th level this increases to 3 attacks
9th Conjure Animals, NonDetection
and your unarmed damage increases to 1d6.
13th Dominate Beast, Greater Invisibility At 15th level this increases to 4 attacks
17th Insect Plague,Mislead and your unarmed damage die increases to
1d8

GIANT FORM
Starting from 6th level you gain the
ability to grow to an enormous size for 1
minute. You can use a bonus action to
grow to be 3 size categories larger than
your standard form. Your strength
increases by 4, and strength maximum
increases by. Your dexterity score decreases
by 4. At the end of this minute you take 1
point of exhaustion.

QUICK REFLEXES
Starting from 14th level whenever you are
attacked you can use your reaction to
shrink, granting you enemy disadvantage
on all attacks against you until the start
of your next turn. While shrunk you are
immune to attacks of opportunity.
ARTIFICER - ARMOURER
SUPREME ARMOUR ENERGY WEAPONS
With your unparalleled genius you’ve Starting from 6th level you gain the
managed to make a suit of armour with ability to harness magical power and
incredible technological powers. Capable unleash it upon foes in the form of raw
of protecting you from harm and dealing energy. You can use an action to make a
massive amounts of damage with the special Energy Volley attack. You can
energy based weapons you build into your make 2 ranged attacks at a creature or
suit, your new power will astound and creatures up to 30 feet away from you
terrify your foes. using your intelligence modifier +
proficiency bonus for the attack roll. You
can make attacks at creatures up to 90
ARMOURER SPELLS feet away with disadvantage. On a hit the
energy deals 1d8 + your Intelligence
You gain the spells listed when you reach modifier as force damage. You can make 3
the Artificer level detailed in the attacks with your energy Volley at 12th
Alternator Spell List. level. This increases to 4 at 18th level.
Armourer Spell List
Artificier Spells Gained
Level
3rd Armor of Agathys, Burning Hands
THE PINNACLE
Aganazzar’s Scorcher, Melf’s Acid Starting from 14th level you can alter
5th your suit to fit inside a magical piece of
Arrow
9th Fireball, Lightning Bolt jewelry, summoning it onto your body
when needed. Choose either a necklace,
13th Fire Shield, Locate Creature
ring, crown or bracelet. As an action the
17th Immolation, Telekenisis suit can be called forth, instantly
appearing on your body. In addition,
ARCANE ARMOUR whenever you take a long rest you can
swap one of your old upgrades for a new
Starting from 3rd level you construct a upgrade.
suit of armour that harnesses energy to
allow it to fly, fire blasts of energy and is
capable of incredible upgrades. This
armour takes 1 hour to put on, cannot be
slept in and cannot be used by anyone but
you. You gain the following abilities
while wearing the armour.
• While wearing this armour you have an
AC of 18.
• You gain a flight speed of 30 feet.

UPGRADE
Starting from 3rd level you can select 2
upgrades from the upgrade list an apply
them to your Arcane Armour. You gain an
additional upgrade at 6th, 9th, 12th,15th
and 18th level.
UPGRADES • Ice Cannon. You send a blast of cold
energy in a 20 foot cone. All creatures
• Far Shot. The range of you Energy in that line must make a Constitution
Volley increases to 60 feet. You can saving throw or take Xd8 cold
make attacks with disadvantage at damage, half as much on a successful
creatures up to 200 feet away. save. The DC for this attack is 8 +
• Potent Energy. You gain a +2 to Intelligence modifier + proficiency
attack and damage rolls with your bonus.
energy volley. • Energy Beam. You send a line of energy
• Advanced Propulsion. You can use a surging forward in a 60 foot line. All
bonus action to dash while flying or creatures in that line must make a
triple your jump distance. Dexterity saving throw or take Xd10
• Reinforced Plate. Your Arcane Armour Force damage, half as much on a
has it’s AC increased to 20. successful save. The DC for this attack
• Flamethrower. You can use an action is 8 + Intelligence modifier +
to fire a blast of flames in a 20 foot proficiency bonus.
cone from your Arcane Armour. All • Close Quarters Capabilities. You
creatures in the area must make a implant melee weaponry that can be
Dexterity saving throw or suffer Xd8 hidden inside your suit of armour. You
damage where X is your proficiency can choose a one handed weapon to be
bonus, half as much damage on a implanted into each arm or a two
successful save. The DC for this attack handed weapon to be implanted into the
is 8 + Intelligence modifier + back of the armour. These weapons are
proficiency bonus. hidden within the suit and can only be
detected by a Perception check of 25
or greater. At 14th level you can store
four one handed weapons and two two-
handed weapons inside the suit.
• Artificial Assistant. You implant into
the suit an artificial ally to aid you
in your adventures. The voice and
personality of this assistant is chosen
by you. You gain a permanent bonus to
all Intelligence checks and tool kit
rolls equal to half of your
proficiency bonus.
• Radar. You gain a blindsight of 30
feet.
BARBARIAN - PATH OF THE HULKING
BEHEMOTH
CURSED BY WRATH THE BEAST WITHIN
Your anger causes you to swell and Starting from 10th level whenever you
mutate with a burning rage you can’t take damage you can use your reaction
control. Whether cursed by fiends, infected to go into a rage. If the damage you
by a virus or some form of mutation in took would be halved by your rage, you
your bloodline - whenever can choose to halve the damage.
your get angry, you become a raging
monster.

MUTATING ANGER ALWAYS ANGRY


Starting from 3rd level whenever you go Starting from 15th level you have adapted
into a rage your body mutates, swelling to a bestial state, no longer succumbing
massively in size. Your skin changes colour to the brutal nature of the beast. You no
- twisting into unusual green, red, blue or longer take a -4 to your intelligence
purple colours of your choosing. Your when you go into a rage. In addition
muscles enlarge to terrifying size when you have exhausted all of your uses
granting you immense strength. When you of your Rage feature you can choose to
rage you gain the following benefits. go into a rage and take a point of
exhaustion at the end of that rage.
• Your size increases by 1 category.
• Your strength score increases by 2.
• Your maximum strength scores increases
by 2.
• Your intelligence score decreases by 4.
At 12th level your strength score and
maximum strength score both increase by
4. At 18th level your strength score and
maximum strength score both increase by
6.

TERRIFYING RAGE
Starting from 6th level when you go into
a rage you can choose 3 creatures within
30 feet of you to make Wisdom saving
throws (DC = 8 + Strength modifier +
proficiency). On a failed save
the creature is frightened of you for a
minute. The creature can repeat the save at
the end of each of it’s turns.
FIGHTER - DASHER

IN A FLASH YOU DIDN’T SEE THAT COMING?


Like a gust of wind or a lightning bolt Starting at 10th level if you move at least
tearing across the battlefield, you move 30 feet before making an attack you gain
with such incredible speed that your advantage on the attack. For every 20 feet
enemies never see you coming. In a you have moved before making the attack,
whirlwind of speed and force, you you deal an additional 1d4 damage. At 16th
devastate and overwhelm your foes! level the damage die increases to a d6.

SPEEDSTER UNPARALLELED
Starting at 3rd level you can use a bonus Starting at 18th level your base movement
action to dash. When you do this you add speed increases to 50 feet. It cannot be
10 feet your base movement speed until the reduced by any spell or magical effect.
end of your turn. This bonus increases by You are immune to the effects of difficult
an additional 10 feet at levels 6, 9, 12, 15, terrain and gain the benefits of the Spider
18 and 20. Climb spell when you use the Dash action.

BLUR QUICK SAVE


Starting at 7th level whenever you Dash Starting from 15th level you can use your
action on your turn you gain the effects reaction to move up to 90 feet. If you
of the Blur spell until the end of your move to an ally, you can move them with
turn. you. When you do this you move at half
speed.
FIGHTER - PRIMAL WARRIOR
WARRIOR OF THE WILD BESTIAL AGILITY
You fight with the ferocity of a beast, Starting at 7th level you gain a climb
tearing apart foes with your bare hands. speed equal to your movement speed. In
Your skin becomes as tough as any metal, addition you can cast the jump spell as a
gaining the ability to absorb the kinetic bonus action without expending a spell
energy. slot.

PANTHER CLAWS KINETIC FORCE


Starting at 3rd level your unarmed Starting at 10th level whenever you take
attacks are empowered by the primal at least 10 points of damage from an
instincts buried deep inside you. All attack you gain 1 Kinetic Point. The
unarmed attacks deal 1d4 + Strength or maximum number of Kinetic Points you
Dexterity modifier as bludgeoning, can store is equal to your proficiency
piercing or slashing damage. This bonus. The next time you hit a creature
increases to a d6 at 8th level, to a d8 at you can expend a Kinetic point to deal
13th level and to a d10 at 17th level. 1d8 extra damage. At 15th level you can
expend 2 Kinetic Points at once. This
increases to 3 at 20th level.

KINETIC EXPLOSION
Starting from 15th level you can use an
action to strike the ground causing a
wave of Kinetic energy to fire out 10
feet in every direction. When you do this
you choose a number of Kinetic
Points to spend. All creatures in the area
suffer 1d10 magical bludgeoning damage
for each Kinetic Point spent. A creature
that takes at least 20 points of damage
is knocked 10 feet away. A creature
suffering at least 40 points of damage is
knocked 10 feet away and falls prone.

I NEVER FREEZE
Starting at 18th level you become
immune to fear. In addition you have
advantage on saving throws and checks
against spells and magical effects that
would reduce you movement speed.
FIGHTER - SHIELD MASTER
DEFENDER OF THE WEAK COVER
You use your shield to protect the Starting from 15th level you can use
innocent and vanquish your foes. Always your reaction to grant yourself and an
putting others before yourself and ally within 5 feet of you advantage on a
looking out for your allies has always dexterity saving throw. On a successful
been your number one goal. save you and your ally take no damage.

SHIELD MANEUVERS
Starting at 3rd level whenever you are I CAN DO THIS ALL DAY
wielding a shield you can perform any of Starting at 18th level you do not need to
the following maneuvers. use a reaction to activate your Bounce
Throw Shield. You can throw your shield Back feature. In addition whenever you
at a creature within 20 feet of you. On a are reduced to 0 hit points you can make
hit the creature takes 2d10 + Strength a DC 10 Constitution saving
modifier as bludgeoning damage. throw. If you succeed, you drop to 1 hit
Shield Strike. You can use your shield as point instead. Each time you attempt this
a melee weapon, dealing 1d8 bludgeoning saving throw after the first, before
damage on a hit. completing a short rest or long rest, the
Shield Push. In place of a melee attack DC increases by 5.
you can make a push attempt against a
creature within 5 feet of you.

BOUNCE BACK
Starting at 7th level you can use your
reaction after hitting a creature or
object with your throw shield ability,
to have your shield return to you as
long as it is within 30 feet of you.

PERFECT DEFENSE
Starting at 10th level you gain an
additional +1 benefit to your AC and +1
to all saving throws when wielding a
shield. At 18th level this increases to a
+2 benefit to your AC and all saving
throws.
MONK - WAY OF THE SPIDER
ART OF THE SPIDER WEB WALKER
Your order mimics the art of the spider - Starting from 6th level you gain the
able to lure their prey into deadly traps, ability to cling to walls and ceilings
restrain them and subdue them without with ease. You are permanently under the
issue. effects of the Spider Climb spell.

THE SPIDER’S WEB


Starting from 3rd level you can fire
webbing from your hands to pull foes
closer, restrain them or even reach YOU DROPPED THIS
greater heights. You can expend Ki Points Starting from 11th level you can shoot
to perform any of the following Web webs at nearby projectiles, changing the
Manoeuvres. path or target of the attack. your
Deflect Missiles can be used on any
• Pull - 1 Ki Point. In place of an projectile targeting a creature within
attack, you can Make a ranged attack 20 feet of you.
using your Strength or Dexterity
modifier + Proficiency Bonus against
a creature within 20 feet of you. On a
hit the creature must make a Strength
saving throw DC 20 or be pulled up to
20 feet towards you. If the creatures
ARACHNID SENSE
comes within 5 feet of you, you can Starting from 17th level you gain a sixth
expend a Ki Point to make an sense for danger, gaining the ability to
additional attack against the dodge even the most deadly of dangers.
creature. You can use your reaction to add +5 to
• Binding Webs - 2 Ki Points. In place any saving throw. If you succeed on the
of an attack, Make a ranged attack saving throw, you regain the use of your
against a creature within 20 feet of Reaction.
you using your Strength or Dexterity
modifier + proficiency bonus. On a hit
the creature has it’s movement speed
reduced by 10 feet. This reduction in
movement speed lasts until the creature
uses an action to remove the webbing.
When a creature does this, all webbing
is removed and it’s speed returns to
normal.
• Web Sling - 1 Ki Point. As a bonus
action, You can use your webs to
target a point within 30 feet of you.
You can fire a web and pull yourself
30 feet towards that point.
• Web Shots - 2 Ki Points. As a bonus
action, You can spend 2 Ki Points to
grant your unarmed attacks a range
of 20 feet this round.
PALADIN - OATH OF THE STORM
SWORN TO THE STORM CALL OF THE STORM
Worshipers of the Storm Lord, zealots of Starting from 15th level you can cast
the thunderous roar - your swear your Call Lightning at 3rd level without
allegiance to the power of the raging expending a spell slot.
storm and he who commands it.

TENETS OF THE OATH OF THUNDER GOD OF THUNDER


Roar of Battle. You love the thrill of Starting from 20th level you can use an
battle, the feeling of smiting a foe with action to imbue yourself with lightning
your overwhelming power. Prowess in energy. Any creature that comes within
battle if the most important thing. 30 feet of you or start their turn within
Revelry with Victory. Great battles 30 feet of you they take 4d6 lightning
should be celebrated with revelry and damage. In addition you gain a flight
celebration. For every foe felled a speed of 60 feet.
tankard must be drank!

OATH OF THUNDER SPELLS


You gain Oath spells at the Paladin level
listed.
Oath of Thunder Spells List
Paladin Spells Gained
Level
3rd Thunder Wave, Witch Bolt
5th Surge, Thunder Whip
9th Fly, Lightning Bolt
13th Storm Sphere, Wall of Storms
17th Zealous Rebuke, Zealous Smite

CHANNEL DIVINITY.
Starting from 3rd level you
All attacks from this weapon deal an
additional 1d8
lightning damage. You can throw this
weapon in a 30 foot line, making an
attack roll against each creature, and
use your reaction to have it return to
your hand.

AURA OF STORMS
Starting from 7th level any ally within
20 feet of you deals an additional 1d8
lightning damage with every melee
attack.
OATH OF THUNDER NEW SPELLS
SURGE WALL OF STORMS
2nd Level Enchantment 4th level Evocation
Casting Time. 1 Action Casting Time. 1 Action
Range. Self Range. 30 feet
Components. Verbal, Somatic. Components. Verbal, Somatic.
Duration. Instantaneous. Duration. 1 Minute.
Classes. Druid Classes. Druid, Sorcerer.
You convert your body to pure lightning You create a wall of lightning energy
for an brief moment, dashing at starting from a point within 30 feet of
impossible speed to a location within 30 you. The wall is 10 feet tall, 5 feet thick
feet. You are immune to attacks of and 30 feet long. Any creature in the same
opportunity while moving. You can space as the wall suffers 4d8 lightning
choose to pass through a creature with damage at the start of their turn. Any
this ability, dealing 1d10 lightning creature that passes through the wall
damage when you do this. For each suffers the same damage.
creature you pass through you reduce the
distance you can travel by 10 feet.
At Higher Levels: The distance
increases by 10 feet for each slot level
ZEALOUS REBUKE
above 2nd. 5th level Evocation
Casting Time. 1 Action
Range. 30 feet
THUNDER WHIP Components. Verbal, Somatic..
Duration. 1 Minute.
2nd level Evocation Classes. Druid, Sorcerer.
Casting Time. 1 Action Whenever you take damage from a ranged
Range. Self attack you can return the attack with
Components. Verbal, Somatic,. zealous fury. After being hit, make a
Duration. Up to 1 minute. ranged spell attack. On a hit you deal the
Classes. Druid same damage that had just been dealt to
You evoke a whip made of thunderous you, to the creature who dealt it to you
energy in your free hand. If you let go of as lightning damage.
the whip it disappears, it can be
resummoned using a bonus action. You
can use an action to make a melee spell
attack with the thunder whip towards a
ZEALOUS SMITE
creature within 20 feet of you. On a hit 5th level Evocation
the target takes 2d8 thunder damage. You Casting Time. 1 Action
can make an attack against a point Range. 30 feet
within 20 feet of you, destroying the whip Components. Verbal, Somatic.
and causing an explosion of thunderous Duration. 1 Minute.
force. Every creature within 10 feet of Classes. Druid, Sorcerer.
that point suffers 2d8 thunder damage. You imbue your weapon with the power
of storms. The next time you hit a
creature you deal an additional 4d8
lightning damage to the creature you
hit. All creatures of your choosing
within 30 feet of the creature you hit
take 2d8 lightning damage.
RANGER - ENGINEER CONCLAVE
TECHNICAL SUPPORT QUICK TINKER
With a good eye and a keen mind there is Starting from 7th level you regain 1d10
little that can stand in your way. Tech Points when you take a short rest.
Combining your skills with a bow and You can use these points to immediately
your desire to tinker and create - you’ve craft and Engineered Arrows.
made a collection of deadly arrows

KILL BOX
ENGINEER Starting from 11th level you keep a
Starting from 3rd level you gain the watchful eye on the battlefield, ready to
following benefits. fire at any moment. You can use you
• You gain proficiency with Tinker’s reaction to make one ranged attack
tools. against a creature with 30 feet of you
• You can replace any spell casting when they move at least 5 feet.
requirement for your class with your At 18th level you can fire two arrows
Intelligence modifier. at the same creature when it moves.
• After taking a long rest you can craft
a number of Engineered Arrows using
Tech Points. Your maximum number of
Tech Points are equal to your
intelligence modifier + ranger level. At
the end of a long rest you can spend
EAGLE EYED
these Tech Point to craft these arrows. Starting from 15th level your attacks
suffer no penalty while you are blinded. If
you would suffer disadvantage on a ranged
attack due to distance, you no longer
suffer that disadvantage. In addition You
BOW BLADE can add your intelligence modifier to all
Starting from 5th level you gain a special attack rolls with your Bow Blade in it’s
weapon known as a Bow Blade. Using a Bow form.
bonus action you can have your bow
switch between various forms.
While Using this bow you can swap it’s
form to any of the following; Bow,
Rapier, Longsword, Spear.
This Bow Blade gains +1 to attack and
damage rolls at 10th level, +2 to attack
and damage rolls at 15th level and finally
+3 to attack and damage rolls at 20th
level.
At 18th level you can add your
Intelligence modifier to any attack roll
when the Bow Blade is in Rapier,
Longsword or Spear form.
ENGINEERED ARROWS • Grappling Hook. This arrow can
attach itself to a ledge. If there is a
• Bolo Arrow. When you hit a hard surface you must make an attack
creature with this arrow they must roll against the surface. Depending on
make a Strength saving throw the surface the roll required may
against your spell save DC or be vary. This rope can support up to 300
grappled by the arrow. The creature pounds. Any more than this and the
can use an action to attempt the rope will snap.
saving throw again. • Net Arrow. When you fire this arrow
• Cable Trap Arrow. You can fire this a creature must make a Dexterity
arrow at a point and target another saving throw or be restrained by a net.
surface within 15 feet of that point. The creature can use an action to make
When you do this a metallic wire a Strength saving throw against your
connects the two points. A creature spell save DC to break free of the net.
passing through the wire must make • Smoke Arrow. You can fire this arrow
a Perception check. If the check is at a point of your choosing. A cloud
higher than your spell save DC the of smoke explodes 15 feet in every
creature is knocked prone by the direction from that point. This cloud
cable, taking 1d6 slashing damage. last for 1d4 rounds.
• Drill Arrow. This arrow can pierce • Shocking Arrow. When you hit a
through 3 foot of wood, 1 foot of creature with this arrow they take an
stone or 1 inch of metal that is not additional 1d8 lightning damage. On a
armour or weaponry. critical hit the creature is stunned
• Explosive Arrow. When you hit a until the end of your turn. At 15th
creature with this arrow the level the damage increases to 2d8.
creature and all creatures within 10 • Shrapnel Arrow. After hitting a
feet of it take 1d10 bludgeoning creature with this arrow all
damage and 1d10 fire damage. This creatures within 5 feet of that
increases to 20 feet and the damage creature must make Dexterity saving
to 2d10 bludgeoning damage and throws or take 1d8 piercing damage.
2d10 fire damage at 15th level. This increases to 10 feet and 2d8
• Flare Arrow. You fire an arrow damage at 15th level.
that explodes with a vibrant colour • Sonic Arrow. When you hit a creature
and a small amount of smoke. This with this arrow they take an
arrow emits bright light 10 feet in additional 1d8 psychic damage and
every direction and an additional 10 must make an Intelligence saving
feet of dim light. A creature hit throw or be deafened and blinded until
directly by this arrow takes 1d8 fire the end of their next turn. At 15th level
damage. On a critical hit the the damage increases to 2d8.
creature is set aflame taking 1d8 fire • Toxic Arrow. When you hit a creature
damage at the start of each of its with this arrow it must make a
turns. It can use an action to Constitution saving throw or be
extinguish the flames. poisoned for 1d4 rounds. This increases
to 1d6 rounds at 10th Level.
ROGUE - INFILTRATOR
STRENGTH AND SMILES SHOCK GAUNTLET
Using charm, martial prowess and your Starting from 9th level you construct a
arsenal of gadgets, you’ve become the pair of gauntlet capable of delivering
perfect spy. Whether by using a subtle short range shocks to your foes. You can
touch or a devastating blow - all your make a ranged attack against a foe within
foes will bow at your feet. 15 feet, dealing 1d6 lightning
damage on a hit. This attack is capable of
dealing sneak attack damage. If a creature
SILVER TONGUE is reduced to 0 hit points by this weapon
Starting from 3rd level you gain it falls unconscious and cannot regain
proficiency in Deception checks. Insight consciousness for an hour without the aid
checks to determine if you are lying suffer of a spell. A healing spell however will
a negative penalty equal to your not cause the creature to regain
proficiency bonus. consciousness.

CLOSE QUARTER COMBAT UP CLOSE AND PERSONAL


Starting from 3rd level you gain a set of Starting from 13th level you have
hand to hand combat skills to neutralize advantage on all Persuasion and Deception
your opponents. You can use an action to checks against a creature who could be
perform any of the following. attracted to you based on your characters
• Stunning Blow. You can make an traits.
unarmed attack. On a hit the creature
must make a constitution saving throw
or be stunned until the start of it’s next
WIDOW’S BITE
turn. At 12th level the creature is Starting from 17th level a creature that
stunned until the end of it’s next turn. regards you as a friend or ally takes
• Takedown. Using your enemies own maximum damage from your Sneak Attack
strength against them you knock on feature.
their ass. You roll an Acrobatics
(Dexterity) check and the creature
must make an Acrobatics (Dexterity)
check. If you roll higher than the
creature it is knocked prone.
• Flurry (5th Level Required). You make
a series of unarmed attacks against a
creature. You make 2 melee attacks
against the creature dealing 1d4 +
Dexterity modifier on a hit. At 12th
level this number of attacks increases
to 3. At 18th Level this number of
attacks increases to 4.
SORCERER - ENERGY BLOODLINE
RAW POWER OVER POWER
Long ago your ancestors were blessed with Starting from 6th level when you cast a
the raw magical power beyond that of spell you can expend a number of Sorcery
mortal understanding. This raw energy Points equal to the level of the spell you
manifests as a vibrant coloured aura that are casting. When you do this the damage
surrounds you when casting spells, a of the spell is maximised.
symbol of your ascension above your peers.

EVOKED ARCANA NO ESCAPE


Starting from 14th level when you cast a
Starting from 1st level you can use your spell that would force a creature to make
reaction when you hit a creature with a a Strength or Dexterity saving throw, you
spell or cantrip to empower it’s potency. can expend Sorcery Points equal to the
When you do this you can re-roll any 1’s level of the spell being cast. When you do
or 2’s on the damage die, taking the new this the creature takes a negative penalty
result even if it is a 1 or a 2. to the saving throw equal to your
Charisma modifier.
NIGHTMARE INVOCATION
Starting from 1st level you gain the HORRIFYING MIRACLE
ability to influence the minds of others Starting from 18th level you can invoke
using the raw power of your magical the true power of your Bloodline. Your
energy. Twice a day you can touch a Aura becomes more prominent, the skin
creature, invoking terrible nightmares or around your body cracks as veins of energy
violent hallucinations. You can make a pulse through your
melee spell attack against a creature in bloodstream. For the next minute you gain
range. On a hit you choose on of the the following powers.
following to effect the creature for one • You gain a flight speed equal to your
minute. movement speed.
• Delusions. You invoke delusional visions • At the start of your turn you can choose
into the mind of a creature, showing a creature within 30 feet of you to make a
them their greatest desires coming Strength saving throw. On a failed save,
true. At the start of the creatures turn the creature is thrown 30 feet in a
it must make a Charisma saving throw. direction of your choosing.
On a failed save the creature takes no • Once per round when you cast a spell you
actions this round. can send three bolts of energy at any
• Terror. You invoke terrible visions of number of creatures within 30 feet of you.
pain and suffering that scar the mind of You make an attack roll for each attack,
your enemy, this terror is so visceral it dealing 1d8 force damage on a hit.
can cause the creature to harm • At the end of your turn you choose a
themselves in a panic. The creature must creature within 30 feet of you to become
make an Intelligence saving throw or enveloped with raw energy. The creature
suffer 1d8 Psychic damage at the start suffers 4d6 force damage. You can use this
of its turn. This damage increases to ability once a day, regaining the uses after
2d8 at 12th level and again to 2d10 at a long rest.
20th level.
• Violence. You invoke visions of enemies
and danger all around the affected
creature. If the creature can make a
ranged or melee attack against one of
its allies, it must do it this to the best
of it’s ability.
WARLOCK - THE STONE OF POWER
EMBEDDED PATRONAGE GIFTS OF POWER
Your patron is not made of flesh and Starting from 1st level you gain a flight
bone, nor is he an entity from a distant speed equal to your movement speed.
realm. The Stone of Power chose a vessel
when it bonded with you, granting you
its power. The gem has fused with your
body. With limited sentience it’s hard to
TORRENT OF POWER
know what the Stone wants, but with an Starting from 6th level you can use an
eternal bond you have plenty of time to action to send a 30 foot beam of energy
discover it’s power. erupting from the Stone of Power. All
creatures in the line must make Dexterity
saving throw or suffer Xd6 force damage
where X is your proficiency bonus. You
can use this ability 5 times a day,
regaining the uses after a long rest.

PHASE REGENERATION
Starting from 14th level whenever you
take Slashing, Piercing or Bludgeoning
damage you can use your reaction to
reduce that damage by half.

MATTER SHIFT
Starting at 10th level you can partially
shift into the ethereal realm. When you
AURA OF POWER do this you can move through objects
until the end of your turn. If you end
Starting at 1st level, while you are your turn inside an object you suffer 1d10
wearing no armour and are not wielding necrotic damage.
a shield, your AC equals 8 + proficiency
bonus + Charisma modifier.

STONE OF POWER SPELLS


The following spells are added to the
warlock spell list for you.
Stone of Power Expanded Spells
Walock Spells Gained
Level
1st Magic Missile, Searing Smite
2nd Aganazzar’s Scorcher, Blur
3rd Blink, Gaseous Form
Greater Invisibility, Otiluke’s
4th Resilient Sphere
5th Bigby’s Hand, Passwall
NEW PACT BOONS NEW INVOCATIONS
PACT OF THE FIST
You are granted incredible power by your ACCURSED ASSAULT
patron, empowering your physical form Requirement: Undying Patron, 5th Level
to deal terrifying amounts of damage Your unarmed attacks deal an additional
with every blow. Your arms change based 1d4 necrotic damage and reduce the first
on your Patron. The Fiend may transform unarmed attack reduces the creatures
your arms into demonic or devilish maximum hit points by that much damage.
talons, the Stone of Power may cause them
to radiate with raw magical power,
while the Great Old One could cover
your skin with lost runes of power.
CURSE OF THE OLD GOD
Whenever you cast Eldritch Blast you can Requirement: Great Old One Patron, 5th
choose to replace any of the beams with Level
an unarmed attack. Your unarmed attack Your unarmed attacks reduce a creatures
damage increases as shown in the table AC by 1 until the start of it’s next turn. A
below. All your unarmed attacks are creature can only have it’s AC reduced by
considered magical. 1 using this ability.

Pact of the Fist Unarmed Damage


Walock
Level Unarmed Damage DEEP KING’S REACH
1st 1d4 Requirement: Kraken Patron, 5th Level
Your unarmed attacks have a range of 10
5th 1d6 feet.
10th 1d8
14th 1d10
18th 1d12
DIVINE STRIKE
Requirement: Celestial Patron, 5th Level
Your unarmed attacks deal an additional
1d4 radiant damage.

ELDRITCH BLOW
Requirement: 12th Level
When you hit a creature with an unarmed
attack you can expend a spell slot to stun
that creature until the end of your next
turn.
ELDRITCH SMASH INFERNAL BLOW
Requirement: 12th Level Requirement: Fiend Patron, 5th Level
You can use an action to smash the Your unarmed attacks deal an additional
ground sending a shockwave of energy 1d6 fire damage.
exploding outward. All creatures within
10 feet of you take Xd4 magical
bludgeoning damage where X is your
proficiency bonus. If this attack targets
MIND FIRE
a wall or roof, the damage to that Requirement: Seeker Patron, 5th Level
surface is maximized. Your unarmed attacks deal an additional
1d4 psychic damage.

ENERGY BLOWS VIOLENT STRIKES


Requirement: Stone of Power Patron, 5th
Level Requirement: 12th Level
Your unarmed attacks deal an additional If you roll a 19 or 20 when making an
1d4 force damage. unarmed attack, it is considered a
critical hit. When you do this you can
choose to make an additional unarmed
attack using your reaction.
FAE DANCE
Requirement: Archfey Patron, 5th Level
You can teleport 5 feet before making an
unarmed attack. When you do this you
gain +1 to hit if you teleport within 5
feet of a creature.

GRAVE EMBRACE
Requirement: Raven Queen Patron, 5th
Level
Your unarmed attacks deal an additional
1d6 cold damage.

HEX BLADE’S FURY


Requirement: Hexblade Patron, 5th Level
You can summon forth your Hexblade to
make a series of attacks. In place of an
unarmed attack you can make an attack
with your Hexblade.
WIZARD - SCHOOL OF THE MYSTIC ARTS
ANCIENT MAGIC GUARDIAN OF REALITY
You’ve studied the Mystic Arts, the most Starting from 2nd level you gain
ancient form of magic. Bringing back advantage on checks to detect the presence
spells that were thought to be lost to of gateways to other planes of existence or
time, curses to prevent thieves taking your the presence of entities not from the
arcane armaments from you, and even material plane.
bending the laws of reality to aid you.
Your knowledge and power charges you
with a new duty - the defense of this world MYSTIC ARSENAL
from threats from another dimension. Starting from 6th level you can attune to
two additional magic items.
MYSTIC ARTS
Starting from 2nd level you gain a WIZARD’S CURSE
collection of Mystic Arts that you can Starting from 10th level you can mark
use to assist you in battle. You can cast your attuned magical items with a
these Mystic Arts a number of times equal Wizard’s Curse. Any creature attempting
to your proficiency bonus, to remove them from your body suffers 1d8
regaining the uses after a long rest. fire damage. You can curse a number of
• Tether. You can make a ranged spell items equal to half your proficiency bonus
attack against a creature within 10 feet rounded up.
of you. If you hit the creature must
make a Strength saving throw or be
grappled by you. You can use a bonus SUPREME ARTS
action on subsequent turn to maintain Starting from 14th level you gain a
this grapple. The creature can use an collection of Supreme Arts. You can cast
action to repeat the saving throw. these Supreme Arts a number of times equal
• Shield. You can use a bonus action to to your Intelligence Modifier.
create a shield in your off-hand, • Clone Self. You use an action to create
increasing your AC by 1. While this a duplicate of yourself to assist you.
shield is active you can use your The next time you make a spell attack
reaction to add +2 to your AC against roll you gain +5 to the roll, or if
a single melee attack. You must use force a creature to make Strength,
your bonus action at the start of Dexterity or Constitution saving throw
subsequent turns to maintain the shield. they suffer a -3 penalty to their roll.
• Platform. You can use an action to • Major Gateway. You create two 15
create a series of arcane sigils that foot wide gateways within 300 feet of
float in the air. You create 5 of these each other. When a creature passes
sigils, each with a 5 foot wide through one gateway, they emerge on
circular radius. These sigils that last the other side. Upon casting you choose
until the end of your next turn. which side of each gateway links the
• Minor Gateway. You create two 5 foot two. The remaining sides appear as
wide gateways within 30 feet of each black voids and cannot be entered.
other until the end of your next turn. • Mirror World. You can use an action
When a creature passes through one to create a temporary extra planar
gateway, they emerge on the other side. space. This extra planar space exists in a
Upon casting you choose which side of 30 foot radius around you and
each gateway links the two. The resembles the material plane. Creatures
remaining sides appear as black voids inside this radius cannot effect
and cannot be entered. creatures or objects outside the extra
planar space.

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