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The Subclasses

From Tomorrow

Subclass Homebrew
Artificer: Nanoassembler An attack made against an assimilated object is also made
against the nanoswarm at the same time. The nanoswarm
The Nanoassembler specialises in making tiny magic only takes damage if the attack roll is equal to or higher than
contraptions to aid them and their allies. These tiny its AC, and takes the same damage roll dealt to the object. It
contraptions, each about the size of a fly, move in sync to is still affected by area effects as normal. In addition, if an
create a swarm. While their small size makes them fragile, it object a nanoswarm is assimilating is destroyed, it reappears
also allows them to go undetected during fights. A in an unoccupied space within 5 feet of the object. If the
Nanoassembler’s swarm is extremely versatile, able to affect nanoswarm dies while assimilating an object, it disappears.
both creatures and weapons alike. If the mending spell is cast on it, it regains 1d6 hit points.
Once you create a nanoswarm, you can't do so again until you
Tool Proficiency finish a long rest or until you use your tinker’s tools as an
3rd-level Nanoassembler feature action to make a new one, which appears within 5 feet of you,
provided you expend a spell slot of 1st level or higher. You can
When you adopt this specialization at 3rd level, you gain have only one nanoswarm at a time and can't create one
proficiency with smith's tools. If you already have this while your nanoswarm is present.
proficiency, you gain proficiency with one other type of At the end of a long rest, you can create a new nanoswarm
artisan's tools of your choice. if you have your tinker’s tools with you. If you already have a
Nanoassembler Spells nanoswarm from this feature, the first one immediately
3rd-level Nanoassembler feature perishes. The nanoswarm also perishes if you die.
You always have certain spells prepared after you reach
particular levels in this class, as shown in the Nanoassembler Your nanoswarm
Spells table. These spells count as artificer spells for you, but A nanoswarm is a product of precise craftsmanship
they don't count against the number of artificer spells you and clever use of magic; the very definition of
prepare. being greater than the sum of its parts. Instead of
focusing all your magic into making one construct,
Nanoassembler Spells using hundreds of tiny constructs that can move
Artificer Level Spell together allow for more versatility in combat. As
3rd ensnaring strike, fog cloud such, a nanoswarm can do things that other
constructs, such as a homunculus servant, won’t
5th mirror image, web be able to. It can embed itself into weapons and
armour to strengthen or weaken them, and can
9th major image, stinking cloud even alter a creature’s biology.
13th hallucinatory terrain, greater invisibility When using your artificer spells, think of creative
ways you can use your nanoswarm to flavour the
17th cloudkill, insect plague casting. For instance, when casting mirror image,
you can describe the swarm obscuring your form
Nanoswarm so you’re harder to hit. When you cast fog cloud,
3rd-level Nanoassembler feature you may describe your swarm dispersing thick,
dense vapor in the area.
Your tinkering habits have made you an expert in making tiny
contraptions, resulting in the creation of a nanoswarm. It is
friendly to you and your companions, and it obeys your
commands. See this creature's game statistics in the
nanoswarm stat block, which uses your proficiency bonus
(PB) in several places.
In combat, the nanoswarm shares your initiative count, but
it takes its turn immediately after yours. It can move and use
its reaction on its own, but the only action it takes on its turn
is the Dodge action, unless you take a bonus action on your
turn to command it to take another action. That action can be
one in its stat block or some other action. If you are
incapacitated, the nanoswarm can take any action of its
choice, not just Dodge.
If the nanoswarm uses its action to assimilate with a
creature or object, they must be sharing the same space with
each other. When assimilated, it becomes invisible, shares the
object’s space, and moves with it. It can stop assimilating as a
bonus action.

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Swarming Conduit     Item Assimilation. If the nanoswarm is assimilated with
5th-level Nanoassembler feature an armour or shield and the wearer takes damage, you can
use your reaction to halve the damage taken. If the
You can use your nanoswarm to act as a node for your spells. nanoswarm is assimilated with a weapon and the wielder
You can cast a spell from your nanoswarm as long as it isn’t makes an attack roll with it against a target, you can use your
assimilating an object and you are within 60 feet of it. The reaction to have them make the attack with advantage. Using
nanoswarm uses its reaction in the process. When you cast a this reaction also uses the nanoswarm’s reaction.
spell in this way, you can roll a d8, and gain a bonus to one of Intrusive Assimilation. If the creature fails its
the spell's damage or healing rolls equal to the number rolled. Constitution saving throw, it is both blinded and deafened
At 15th level, you can roll 2d8. until the end of its next turn.
You can use this feature a number of times equal to your
Intelligence modifier and regain expended uses at the end of Tiny Mastery
a long rest. 15th-level Nanoassembler feature
Versatile Swarm You are a master at creating tiny contraptions and gain the
9th-level Nanoassembler feature following benefits:
You’ve made improvements to the functionality of your Your nanoswarm gains a +2 to Armour Class.
nanoswarm, making it more potent in combat. The You can now have two nanoswarms at the same time. You
nanoswarm’s healing and damage rolls all increase by one can create two at the end of a long rest and with the same
die. In addition, its assimilations confer additional effects, action (but not the same spell slot), and you can command
listed below: both of them with the same bonus action. If you create a
Biological Assimilation. The creature gains a climbing new nanoswarm, the oldest one immediately perishes. A
speed of 30 feet or has its walking speed increased by 10 feet creature or object can only have one nanoswarm
(its choice). In addition, it gains a number of temporary hit assimilated to it at any one time.
points equal to your artificer level. These hit points disappear When a nanoswarm that isn't assimilated takes damage, it
if the nanoswarm dies or if it decouples from the creature. can use its reaction to disperse, taking 0 damage and
ending all harmful effects and conditions. It then reforms
Corrosive Assimilation. If the nanoswarm is assimilated within 5 feet of you. A nanoswarm instance can only use
with an armour or shield, it takes a permanent and this feature once.
cumulative −1 penalty to the AC it offers each time the
wearer is hit by an attack roll. Armour reduced to an AC of 10
or a shield that drops to a +0 bonus is destroyed. If the
nanoswarm is assimilated with a weapon, it takes a
permanent and cumulative −1 penalty to damage rolls after
dealing damage. If its penalty drops to −5, the weapon is
destroyed. This does not include the feature's PB penalty.

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Nanoswarm Magic Resistance. The nanoswarm has advantage on
saving throws against spells and other magical effects.
Small swarm of tiny constructs
Actions
Armor Class 18 (natural armour) Biological Assimilation. The nanoswarm can assimilate
Hit Points 1 + your Intelligence modifier + your artificer with a willing creature’s biology. When it does, the
level (the nanoswarm has a number of Hit Dice [d4s] creature regains a number of hit points at the start of
equal to your artificer level) each of its turns equal to 1d6 + your Intelligence
Speed 0 ft., fly 60 ft. (hover) modifier.
Corrosive Assimilation. The nanoswarm can assimilate
STR DEX CON INT WIS CHA with a creature’s nonmagical armour, weapon, or shield.
4 (-3) 18 (+4) 10 (+0) 12 (+1) 11 (+0) 7 (-2) If it assimilates with an armour or shield, the wearer
must add damage dealt to it equal to your PB. If it
assimilates with a weapon, the weapon deals less
Saving Throws Dex +4 plus PB damage equal to your PB. A creature wanting to remove
Skills Stealth +4 plus PB the nanoswarm must use an action to succeed a
Damage Resistances acid, cold, fire, lightning, necrotic, Strength check against your spell save DC.
psychic, radiant; bludgeoning, piercing, and slashing
from nonmagical attacks Item Assimilation. The nanoswarm can assimilate with a
Damage Immunities poison creature’s nonmagical armour, weapon, or shield. If it
Condition Immunities charmed, exhaustion, frightened, assimilates with an armour or shield, the wearer
grappled, paralyzed, petrified, prone, restrained, subtracts damage dealt to it equal to your PB. If it
stunned assimilates with a weapon, the weapon deals bonus
Senses darkvision 60 ft., passive Perception 10 + (PB x damage equal to your PB.
2) Intrusive Assimilation. The nanoswarm can attempt to
Languages understands the languages you speak assimilate with a hostile creature. If it does, and at the
Challenge −   Proficiency Bonus (PB) equals your bonus end of each of the target’s turns after, it must make a
Constitution saving throw. On a failed save, it takes
Constructed Swarm (when not assimilated). The swarm 1d8 force damage. On a successful save, the
can occupy another creature's space and vice versa, and nanoswarm is decoupled from the creature.
the swarm can move through any opening large enough
for a Tiny construct. Swarm Attack. Melee Weapon Attack: your spell attack
modifier to hit, reach 0ft., one target in the swarm's
Scatter (when not assimilated). The swarm can use the space. Hit 1d4 + PB force damage
Hide action as a bonus action, even if it has no cover or
is under observation. Bonus Actions
Evasion (when not assimilated). If the nanoswarm is Decouple (when assimilated). The nanoswarm can stop
subjected to an effect that allows it to make a Dexterity assimilating with the current creature or object,
saving throw to take only half damage, it instead takes appearing in an unoccupied space within 5 feet of it.
no damage if it succeeds on the saving throw, and only
half damage if it fails. It can't use this trait if it's
incapacitated.

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Programmer Spells
Artificer Level Spell
3rd illusory script, silent image
5th locate object, nystul's magic aura
9th major image, tongues
13th compulsion, phatasmal killer
17th modify memory, synaptic static

Object-Oriented Programming
3rd-level Programmer feature
Whenever you finish a short or long rest, you can magically
create a special parchment using your calligrapher’s supplies
called a programmer’s parchment; you choose the effect it
has from the Programmer’s Parchment table below.
As an action, you can place a programmer’s parchment
onto a nonmagical object. The object absorbs the parchment
and becomes a magic item, triggering the effect which lasts
until the end of your next long rest or you dispel it as an
action. If the object is being worn on a creature, the person
must succeed a Dexterity saving throw, with advantage if it is
hostile to you, or have the parchment placed.
Creating a programmer’s parchment requires you to have
calligrapher's supplies on your person, and any parchment
you create with this feature lasts until it is used or until the
end of your next long rest.
An object can only be affected by one parchment at any one
time. A creature can make an Intelligence (Investigation)
check against your spell save DC to identify and remove the
Artificer: Programmer parchment. A dispel magic spell also deactivates the object’s
The Programmer specialises in transcribing and changing effects.
the attributes of spells and mundane objects using an You can create additional programmer’s parchments by
esoteric arcane language that is known to some, and expending a spell slot of 1st-level or higher for each one.
practiced by fewer. Combined with an artificer’s natural When you do so, you use your action to create the parchment
tinkering abilities, it allows them to create objects and cast on an empty sheet of paper you touch.
spells that defy conventional understanding.
Open Source
Programming Language 5th-level Programmer feature
3rd-level Programmer feature Using the esoteric arcane language, you can inscribe spells
You gain proficiency with calligrapher’s supplies. If you onto your programmer’s parchment for later use. You can
already have this tool proficiency, you gain proficiency with spend 10 minutes transcribing a spell of 3rd-level or lower
one other type of artisan's tools of your choice. that doesn’t have a range of self or touch from your or a
willing creature’s spell list, expending a number of
Programmer Spells programmer’s parchments equal to the spell’s level. When
3rd-level Programmer feature you do, you make an Intelligence check with the DC being 10
+ the level of the spell. On a failure, you fail to properly
You always have certain spells prepared after you reach transcribe the spell. On a success, the spell is successfully
particular levels in this class, as shown in the Programmer transcribed and lasts until the end of your next long rest. At
Spells table. These spells count as artificer spells for you, but 11th level, you can transcribe spells of up to 4th-level.
they don't count against the number of artificer spells you A creature can use an action to cast the spell through the
prepare. programmer’s parchment (it fails if any of the parchments are
missing). The spell uses your spell attack bonus and save DC,
and the spell treats the creature who released it as the caster
for all other purposes.
Once you use this feature, you can’t do so again until the
end of a short or long rest.

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Application Programming Interface d10 Attribute
9th-level Programmer feature You give an object no smaller than Small a trigger
event and a target for it. When the trigger event
When you use your calligrapher's supplies as the spellcasting occurs, the object flies toward the target in a straight
focus, you can cast glyph of warding as a 3rd-level spell 5
line up to 90 feet. If the target is a creature, it must
without having the spell prepared, or expending a spell slot or succeed a Dexterity saving throw or both it and the
material components. At 17th level, you can cast glyph of object take 3d8 damage.
warding as a 4th-level spell. Additionally, you can use You choose an object, no larger than Medium, that
programmer’s parchments from the Open Source feature to can be physically opened and closed and isn’t
store spells inside the glyph, provided they don’t exceed the 6 currently locked, such as a chest or a window to a
level of the glyph, as normal. room. The object is stuck open until the parchment
Once you cast in this way, you can’t do so again until the is removed or expires.
end of a long rest. If the object has any writing or images that convey
Front End Programming 7 information, it becomes indecipherable. You can
designate any number of creatures to be unaffected.
15th-level Programmer feature
You make an object that acts as a container
You have mastered the esoteric arcane language used in your transparent, allowing anyone to see the contents
parchments. You can now create two programmer's 8
within and anyone inside to see out. Touching it
parchments at the end of a short or long rest. Additionally, again reverts this effect.
when you use your calligrapher's supplies as the spellcasting An object you touch, no smaller than Medium, has its
focus, you can cast programmed illusion without expending a weight halved. An armour affected in this way has its
spell slot or material components. disadvantage on Dexterity (Stealth) checks removed
Once you cast in this way, you can’t do so again until the 9
and its AC reduced by 1. A weapon affected in this
end of a long rest. way deals 1d4 less damage, and if it has the heavy or
two-handed property, it is removed.
Programmer's Parchments
An object you touch, no smaller than Medium, has its
d10 Attribute weight doubled. An armour affected in this way has
its AC increased by 1, and its wearer has 10 feet less
An object that is no smaller than Small becomes 10
movement speed. A weapon affected in this way
magically fixed in place. You can designate any deals a bonus 1d4 damage and has the heavy and
number of creatures who can move this object two-handed property.
1
normally. If the object is fixed in the air, it can hold
up to 4,000 pounds of weight. More weight causes
the object to fall.
You can transform the appearance of an object that is
no smaller than Medium. For example, you can
change a door so that it appears as part of the wall.
2 The changes wrought by this effect fail to hold up to
physical inspection. A creature can make an
Intelligence (Investigation) check against your spell
save DC to determine the illusion.
The object, no larger than Medium, can record audio
in a 30-foot radius centred on itself. Audio closer to
the object will sound louder. You specify when the
3 object begins recording after applying the
parchment, and it can record for a maximum of 30
seconds. You can play back the audio by touching the
object.
You touch a Tiny object and imbue this property. As
an action, the object can be thrown to the ground,
deploying an indesctructible wall that acts as half-
4
cover 3-feet high and 15-feet across. This object can
also be used as a reaction when being targeted by a
ranged weapon or spell attack.

5
Barbarian: Path of the Cyborg
The source of a cyborg’s rage is artificial,

manufactured and enhanced by arcane or

advanced technology. Barbarians in this path

are tailor made to be the ideal super soldier for

the battlefield, usually at the sacrifice of their

own humanity. However, it is this

singlemindedness which makes the Path of the Cyborg

a frightening sight to behold in combat.


Steel Fury
3rd-level Path of the Cyborg feature
While raging, you can add your Constitution modifier to your
Strength checks and damage rolls.
Barreling Metal
3rd-level Path of the Cyborg feature
If you move at least 15 feet straight toward a creature and hit
it with a melee weapon attack, it must succeed on a Strength
saving throw (DC equal to 8 + your proficiency bonus + your
Strength modifier) or fall prone. If the target is prone, you
can make one melee weapon attack against it as a bonus
action.
Singular Directive
6th-level Path of the Cyborg feature
Your rage is cold and unfeeling. You can't be charmed or
frightened while raging. If you are charmed or frightened
when you enter your rage, the effect is suspended for the
duration of the rage.
Adaptive Armour
10th-level Path of the Cyborg feature
Your natural armour can be configured to better suit the
environment you are in. At the end of every short or long rest,
you can choose to change any of the resistances you gain
while raging to another damage type. The resistances return
to their default at the end of a long rest.
Backup Systems
14th-level Path of the Cyborg feature
The technology integrated inside you allows you to keep
fighting past your limit. While raging, when you are brought
down to 0 hit points and not killed outright, you can your
reaction to restore your hit points to half of your current
maximum. When you do so, you can no longer rage until

you have finished a short or long rest.


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

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Bard: College of Awe Frightening Roar
Bards of the College of Awe rely on bombastic and terrifying 6th-level College of Awe feature
shows to overwhelm their foes. Their spectacularly loud
performances also serve as an intimidating war cry that can Your performances on the battlefield inspire fear in your
rally entire armies and cower enemy troops. enemies. As an action, you can choose a number of creatures
equal to your Charisma modifier, within 60 feet of you who
Rally Cry can also hear you. You expend one use of your Bardic
3rd-level College of Awe feature Inspiration and roll the die. Each creature must then make a
Wisdom saving throw. On a failed save, the target is
You are adept at spurring on your allies at the start of battle. frightened of you for a number of minutes equal to the roll on
You can expend one use of your Bardic Inspiration to give the the Bardic Inspiration die. The creature must immediately
die to a creature, which lasts until the end of your next long use its reaction, if available, to move as far as its speed allows
rest. A creature that has this Bardic Inspiration die can use it away from you. It doesn't move into obviously dangerous
only to add to their initiative roll at the start of combat. In ground, such as a fire or a pit. At the end of each of its turns,
addition, they can add the number rolled in their next attack or whenever it takes damage, the creature can repeat the
roll. saving throw.
On a successful save, the target isn’t frightened and is
War Bred immune to this effect for the next 24 hours.
3rd-level College of Awe feature
You are known for your ferocious demeanour on the Boisterous Support
battlefield. You gain proficiency with the battleaxe and 14th-level College of Awe feature
morningstar, as well as with medium armour. You also gain Your unignorable presence serves as a beacon of support to
proficiency in the Intimidation skill and disguise kit. your allies. When a creature within 60 feet of you adds one of
your Bardic Inspiration dice to its ability check, attack roll, or
saving throw and the roll fails, you can use your reaction to
add your Charisma modifier to the roll (minimum of +1).
You can use this reaction a number of times equal to your
Charisma modifier (minimum of once), and you regain all
expended uses when you finish a long rest.

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Bard: College of Song Shoutout
Bards of the College of Song are known for their powerful 6th-level College of Song feature
vocals, fiery performances and incredible ability to whip up While you are using the Live Concert feature, you can choose
audiences in a feverish energy that can sometimes border on to give a shout out to either a Fan or a Hater.
mania. Bards of this college constantly strive for the limelight Fan. You can use your bonus action to give a shout out to a
and are usually well known outside adventuring circles. friendly creature affected by your Live Concert. That creature
Indeed, whenever a bard of this college arrives in a town, a can now use the Bardic Inspiration die to another type of roll
rush of activity is not far behind. It’s also common for such of their choice, adding half the number rolled.
bards to have dedicated followers and fanbases, causing their Alternatively, you can use an action to cast a spell, as you
fame to spread even further throughout the realms. weave the casting into your performance. The spell can only
Live Concert
target one creature under your Live Concert, and it cannot be
a spell with concentration.
3rd-level College of Song feature Hater. As a bonus action, you can choose to call out a
As a bonus action, you can begin an upbeat live performance Hater. Choose a number of humanoids within 60 feet of you
to rouse your allies in battle for up to 1 minute (as if that can hear you, up to a number equal to your Charisma
concentrating on a spell). When you do, you expend one use modifier (minimum of one creature). The target must succeed
of your Bardic Inspiration and designate which roll it affects on a Charisma saving throw or be charmed by you until the
(ability check, attack roll, or saving throw). You then choose a end of your performance or until they take damage.
number of creatures within 60 feet of you, except yourself, up     You can use this feature a number of times equal to your
to a number equal to your Charisma modifier (minimum of Charisma modifier and regain expended uses at the end of a
one creature). The chosen creatures can roll the Bardic long rest.
Inspiration die and add half the number rolled (rounded up)
to the roll you designated. While your Live Concert continues, Idol Master
a creature can keep using the Bardic Inspiration die for the 14th-level College of Song feature
designated roll.
You can use a bonus action on subsequent turns to change Your live performances are legendary, filled with an
the roll your Bardic Inspiration dice affects, as well as the overabundance of energy and enthusiasm. You gain
creatures affected by this feature. While you are performing proficiency in Constitution saving throws.
this way, you cannot cast any spells with a verbal or somatic In addition, while using your Live Concert feature, you can
component. use a bonus action to expend one use of your Bardic
Inspiration to show off your signature performance. Each
Heart of the People creature affected by your Live Concert can use the full value
3rd-level College of Song feature of the Bardic Inspiration die for an ability check, attack roll,
or saving throw of their choice until the start of your next
Your performances are known to enrapture the people. You turn.
gain proficiency in Performance and learn two languages of Once you use this feature, you can’t use it again until the
your choice. end of a long rest.

8
Cleric: Message Domain
The Message Domain touches on the exchange of
information, and highlights the importance of clear
communication between all humanoids. The gods of this
domain oversee how people communicate with one another
and facilitate new ways in how people can express
themselves to others.
Clerics of this domain subscribe to the beliefs of free
speech, transparency and expressiveness. They loathe
secrets and those would choose to silence others.
Message Deities
Example Deity Pantheon
  Alathrien Druanna Elven
  Hermes Greek
  Ioun Prime
  Media Modern
  Milil Forgotten Realms
  Oghma Celtic

Domain Spells
1st-level Message Domain feature
You gain domain spells at the cleric levels listed in the
Message Domain Spells table. See the Divine Domain class
feature in the Player's Handbook for how domain spells
work. Channel Divinity: Invoke Connection
Message Domain Spells
2nd-level Message Domain feature
Cleric Level Spell You can use your Channel Divinity to speak with others over
1st comprehend languages, heroism
long distances.
You and two willing humanoids can conduct an ritual that
3rd magic mouth, zone of truth lasts for 10 minutes. Humanoids with an Intelligence score of
5th crusader's mantle, mass healing word
4 or lower are unable to take part. At the end of the ritual, you
and the chosen humanoids can speak telepathically within a
7th arcane eye, divination number of miles of each other equal to your Wisdom
9th rary’s telepathic bond, scrying modifier (minimum of 1 mile). To understand each other, you
each must speak mentally in a language the other knows and
be on the same plane of existence.
Bonus Proficiencies When you reach 6th and 18th level, you can have one more
1st-level Message Domain feature humanoid join the ritual, taking one additional use of your
You are able to learn two languages of your choice. You also Channel Divinity.
become proficient in the Persuasion skill and calligrapher’s If a humanoid with this feature is not within range of
supplies, and your proficiency bonus is doubled for any ability another who can communicate with you through this feature,
check you make that uses this skill or tool. the effect ends for that humanoid only.
This telepathic connection lasts until the end of your short
Freedom of Speech or long rest, and ends early if you are incapacitated, you die,
1st-level Message Domain feature or you are beyond range of all humanoids affected by this
feature.
Humanoids within 10 feet of you have disadvantage on
Charisma (Deception) checks, and can understand one
another, regardless of the language spoken. This doesn't
extend to coded languages like thieves cant and Druidic

9
Enhanced Connection Druid: Circle of Extinction
6th-level Message Domain feature Druids of the Circle of Extinction facilitate mass killings of
The telepathic connection you’ve created with your allies flora and fauna in an ecosystem. This circle is divisive among
allows you to better communicate with each other. druids, with opinions falling into one of two camps.
Humanoids under the effect of your Invoke Connection have One camp strives to find habitats that are overrun by
a bonus to their ability checks that use their Charisma invasive creature to purge the offending species. They strive
modifier equal to half your Wisdom modifier (rounded up). to protect the delicate balance of an ecosystem’s food chain
In addition, when a humanoid affected by your Invoke and prevent unsustainable growth. However, their intentions
Connection is hit by an attack or fails a saving throw, any are often misunderstood by other druids and nature spirits,
other affected humanoid within 60 feet of it can use their and usually face persecution or exile from their homes.
reaction to speak to them and do one of the following: The other camp seeks to purposefully destroy creatures
that inhabit an ecosystem to force survivors to adapt and
They can command the creature to make a weapon attack become stronger and more evolved. It is mainly this camp of
against the attacker, giving a bonus to the attack roll equal druids where others get their impression of this circle from.
to your Wisdom modifier (minimum of +1).
They imbue their words with divine energy, giving a bonus Circle Spells
to their saving throw equal to your Wisdom modifier 2nd-level Circle of Extinction feature
(minimum of +1).
They imbue their words with protective energy, reducing You have learned spells that can easily cull plants and
the damage dealt by 2d6 + your Wisdom modifier. animals alike. You gain additional spells when you reach
certain levels in this class, as shown on the Circle of
A humanoid can benefit from this feature only once per Extinction Spells table.
turn. Once you gain access to one of these spells, you always
Potent Spellcasting have it prepared, and it doesn't count against the number of
8th-level Message Domain feature spells you can prepare each day. If you gain access to a spell
that doesn't appear on the druid spell list, the spell is
You add your Wisdom modifier to the damage you deal with nonetheless a druid spell for you.
any cleric cantrip. Circle of Extinction Spells
Word of the Gods Druid Level Spell
17th-level Message Domain feature 2nd chaos bolt, ray of sickness
You are able to deliver the will of your deity through your 3rd shatter, summon beast
words. You are immune to any spell effects that would try to 5th call lighting, stinking cloud
silence you. In addition, you add the power word kill and
power word heal spells to your cleric spell list, which count 7th blight, locate creature
as cleric spells for you. 9th destructive wave, hold monster

Turn Nature
2nd-level Circle of Extinction feature
You radiate an aura of death that creatures of nature will flee
from. As an action, you can expend one use of your Wild
Shape to project this aura. Each beast or plant creature that
can see or hear you within 30 feet of you must make a
Wisdom saving throw. If the creature fails its saving throw, it
is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as
far away from you as it can, and it can't willingly move to a
space within 30 feet of you. It also can't take reactions. For its
action, it can use only the Dash action or try to escape from
an effect that prevents it from moving. If there's nowhere to
move, the creature can use the Dodge action.
At certain levels, when a beast or plant creature of a CR
number or lower fails its saving throw against this feature,
the creature is instantly killed as it explodes into viscera. You
can refer to these thresholds in the Destroy Nature table.

10
Destroy Nature Druid: Circle of Extremes
Druid Level Destorys beast or plant creatures of CR... Druids of the Circle of Extremes believe that the limits of the
5th 1/2 or lower natural world must always be tested and expanded in order
for it to continue its dominion over man. These druids
8th 1 or lower endeavour to push the boundaries of what nature is able to
11th 2 or lower withstand by inflicting destructive environmental disasters.
Members of this circle wield power that can decimate entire
14th 3 or lower habitats and create sudden shifts in weather. They believe
17th 4 or lower that by upheaving the stability of an existing ecosystem, the
flora and fauna that survive will be able to better adapt to
Silent Exterminator
future hostile threats.
6th-level Circle of Extinction feature Circle Spells
Your deathly aura is potent enough that animals and plants 2nd-level Circle of Extremes feature
will instinctually flee from you. When you use your Turn Through the teachings of your circle, you have learned spells
Nature feature, a beast or plant creature need not be able to that can devastate the balance of life. You gain additional
see or hear you to be affected. After using your Turn Nature, spells when you reach certain levels in this class, as shown
you know the location of any hidden beast or plant creatures on the Circle of Extremes Spells table.
in the area. In addition, when you use your Turn Nature, Once you gain access to one of these spells, you always
grass, flowers, and small insects in the area immediately have it prepared, and it doesn't count against the number of
wither and die. spells you can prepare each day. If you gain access to a spell
Spiritual Desertion that doesn't appear on the druid spell list, the spell is
10th-level Circle of Extinction feature nonetheless a druid spell for you.
Your destructive ways with nature have frightened the fey Circle of Extremes Spells
spirits that watch over the natural world. Your Turn Nature Druid Level Spell
now affects fey as long as they aren't evil aligned. In addition, 2nd chromatic orb, tasha’s caustic brew
Fey that are of a certain CR or lower indicated in the Destroy
Nature table are immediately forced back to the Feywild and 3rd scorching ray, snilloc's snowball swarm
can't return to your current plane for 24 hours by any means. 5th fireball, lightning bolt
Also, you can't be charmed or frightened by fey. 7th storm sphere, vitriolic sphere
Mass Extinction 9th cloudkill, cone of cold
14th-level Circle of Extinction feature
Your spells signal doom for creatures of nature. When you
cast a spell that deals damage and requires a saving throw,
you can make all beast and plant creatures in the spell's
range roll with disadvantage.
Once you use this feature, you can’t use it again until the
end of a long rest.

11
Wild Weather When you reach 10th level in this class, any damage roll
2nd-level Circle of Extremes feature that uses a 1d6 becomes a 2d6. Additionally, at 14th level, the
area of this feature extends to a 40-foot radius centred on
You are able to drastically change the weather conditions yourself.
around you in a limited area. As an action, you can expend
one use of your Wild Shape to magically change the weather Climate Change
around you in a 20-foot radius for up to 10 minutes (as if 6th-level Circle of Extremes feature
concentrating on a spell). While your Wild Weather is active, you can spend an action
You choose the weather condition from the Wild Weather to change the weather condition to another type. Changing
table below. This area moves with you, centred on you, and the weather in this way excludes any effects that would
you can dismiss the effect early as a bonus action. Some happen at the end of your Wild Weather’s full duration.
weather conditions have additional effects that occur after When you reach 15th level in this class, you can change the
the full duration of this feature. You are not affected by any weather condition twice with each use of the Wild Weather
adverse effects that come from this feature. In addition, you feature.
can exclude a number of creatures from its adverse effects up
to your Wisdom modifier.
Wild Weather
Weather
(d10) Effect
When a creature in the area deals fire damage, it can add a bonus 1d6 to the damage roll. At the end of the
Heatwave
effect’s full duration, any flammable objects that spent at least 3 rounds in the area catch on fire, and all
(Fire)
water sources dry up.
When a creature in the area deals fire damage, the damage is halved. The area also becomes difficult terrain,
Torrential
and existing bodies of water begin to overflow. At the end of the effect’s full duration, the rain spreads over
Rain (Cold)
the surrounding area equal to a radius 20 times your druid level, in feet, for 24 hours, creating a flood.
When a creature enters the area for the first time on a turn or starts its turn there, it must succeed a
Acid Rain Constitution saving throw or take 1d6 acid damage. In addition, a creature in the area that deals acid damage
(Acid) can add a bonus 1d6 to the damage roll. At the end of the effect’s full duration, plants and trees that spent at
least 3 rounds in the area withers and dies.
When a creature enters the area for the first time on a turn or starts its turn there, it must succeed a
Hailstorm Constitution saving throw or take 1d6 cold damage. In addition, a creature in the area that deals cold damage
(Cold) can add a bonus 1d6 to the damage roll. At the end of the effect’s full duration, the area becomes difficult
terrain.
When a creature in the area deals lightning or thunder damage, it can add a bonus 1d6 to the damage roll. In
Thunderstorm
addition, each creature in the air that enters the area for the first time on a turn or starts its turn there must
(Lightning,
succeed a Dexterity saving throw or take 1d6 lightning damage and be grounded until the end of their next
Thunder)
turn.
Dense Fog
(bludgeoning, The area acts as if under the effects of the fog cloud spell. At the end of the effect’s full duration, the
piercing, surrounding area equal to a radius 20 times your druid level, in feet, stays heavily obscured for 24 hours.
slashing)
Gale Winds
(bludgeoning,
The area acts as if under the effects of the warding wind spell.
piercing,
slashing)
Extreme Each creature in the area has their movement halved. In addition, they have disadvantage on rolls made to
Humidity maintain their concentration. At the end of the effect’s full duration, each creature that spent at least 3
(Fire) rounds in the area suffers one level of exhaustion.
When a creature enters the area for the first time on a turn or starts its turn there, it must succeed a
Smog Constitution saving throw or take 1d6 poison damage. In addition, the area sheds dim light, and creatures
(Poison) can’t see beyond 10 feet. At the end of the effect’s full duration, any creature that spent at least 3 rounds in
the area become poisoned. Only a lesser restoration spell or similar can cure the creature.
When a creature enters the area for the first time on a turn or starts its turn there, it must make a
Intense
Constitution saving throw. On a failed save, the creature is blinded for 1 minute. A creature can repeat the
Radiance
saving throw at the end of each of its turns. On a successful save, the creature isn’t blinded and is immune to
(Radiant)
this effect for 24 hours.

12
Fighter: Commander
The Commander is a master tactician in the art of war, able
to give orders to allies and put them in optimal positions
around the battlefield. With their tactical acumen and
uncanny ability to picture the battlefield in their head, the
difference a Commander makes in a ragtag adventuring
group is as clear as night and day.
Bonus Proficiency
3rd-level Commander feature
When you take this archetype, you gain proficiency in one of
the following skills of your choice: History, Insight,
Investigation, or Survival. Alternatively, you learn one
language of your choice.
Tactical Orders
3rd-level Commander feature
Your tactical prowess on the battlefield allows you to
effectively order your allies. You gain four authority dice
which you use to give your orders.
Authority Dice. You have four authority dice, which are
d6s. An authority die is expended when you use it. You regain
all of your expended authority dice when you finish a short or
long rest.
You gain another authority die at 7th level and one more at
15th level.
Orders. You can issue an order to a creature within 120
feet of you that can also hear you using an action or a bonus
action (your choice). If you're able to make multiple attacks
with the Attack action, this order can replace one of them. A
creature can choose to ignore the order, in which case it
Hostile Weather doesn’t expend a use of your authority dice.
10th-level Circle of Extremes feature You can give the following orders:
While your Wild Weather is active, when you or a creature Attack. You can order a creature to use its reaction to make
you chose to be unaffected by your Wild Weather is hit by an an attack against a target it can see. When it does, you can
attack, the attacker takes 1d4 damage of the type specified in expend and roll one authority die. That creature can add
the Wild Weather table. You also have advantage on the number rolled to its damage roll. If the creature casts a
Constitution saving throws made to maintain your spell, it must have a casting time of 1 action and must
concentration on your Wild Weather. target only that target.
In addition, once, while your Wild Weather is active, you Reposition. You can order a creature to use its reaction to
can choose to cast a spell of 3rd-level or lower that deals the move up to half its movement speed. When it does, you can
damage type specified in the Wild Weather table without expend and roll one authority die. That creature can add
expending a spell slot or material components. The spell the number rolled to its AC until the start of its next turn.
must not require concentration. Overcome. You can order a creature to use its reaction to
make a saving throw against a negative effect or condition
Atmokinesis that is currently inflicting it. When it does, you can expend
14th-level Circle of Extremes feature and roll one authority die. That creature can add the
Your mastery over the weather has given you resistance to its number rolled to its saving throw.
elements. When you choose the creatures to be immune from Hide. You can order a creature to use its reaction to attempt
your Wild Weather's adverse effects, you all gain resistance to to hide, provided it isn’t being directly observed. When it
the associated damage type as indicated in the Wild Weather does, you can expend and roll one authority die. That
table. creature can add the number rolled to its Dexterity
(Stealth) check to hide.
At 15th level, you always have the control weather spell
prepared, and it doesn’t count toward the number of druid
spells you have prepared.

13
Distract. You can order a creature to become a distraction to Improved Orders
your foes. When it does, you can expend and roll one 10th-level Commander feature
authority die. Each target within 30 feet of the creature
must make a Wisdom saving throw (DC equal to 8 + your Your authority dice turn into d8s. At 18th level, they turn into
proficiency bonus + your Charisma modifier), subtracting d10s.
the number rolled from its saving throw. On a failed save, it
has disadvantage on attack rolls against targets other than Prepared Plan
the creature until the end of its next turn. 15th-level Commander feature
Hold Position. You can order a creature to hold its position.
When it does, you can expend and roll one authority die. You are always thinking of the next battle. When you roll
That creature now has a movement speed of 0 and can add initiative and have no authority dice remaining, you regain 1
the number rolled to its AC and saving throws until the end authority die.
of its next turn. In addition, it can make an opportunity
attack against a target when it moves within reach of its Master of War
melee weapon. 18th-level Commander feature
Subdue. You can order a creature to use its reaction to Your tactical knowledge is absolute, bordering on clairvoyant.
grapple a target within range. When it does, you can When you roll an authority die, you can use the maximum
expend and roll one authority die. That creature can add number rolled.
the number rolled to its Strength (Athletics) check made to Once you use this feature, you can’t use it again until you
grapple the target. finish a long rest.
Charge. You can order a creature to use its reaction to move
up to its movement speed and use the Shove action against
a target. When it does, you can expend and roll one
authority die. That creature can add the number rolled to
its Strength (Athletics) check made to shove the target or
make it prone.
Clear Instruction
7th-level Commander feature
Once on each of your turns, when you roll an authority die,
you can choose to reroll the die, and you must use the new
roll. At 15th level, you can use this feature twice per turn on
two different orders.
Iron Mind
7th-level Commander feature
Your ability to assess situations in the heat of battle has
allowed you to block unnecessary distractions. You gain
advantage on saving throws against being charmed or
frightened.

14
Medium (eg. a table, a pallet). The weapon has the heavy
and two-handed properties, and deals damage equal to two
of your Martial Arts die. You can only use this object once
as part of your Attack action. Throwing this weapon (range
20/60 feet) requires a successful DC 12 Strength
(Athletics) check or 1 ki point. If the weapon is thrown and
hits the target, it must succeed a Dexterity saving throw
(with advantage if beyond the normal range) or fall prone.
Small (eg. a chair, a bow). The weapon has the versatile
property, dealing damage equal to your Martial Arts die, or
plus 2 damage when held in two hands. After hitting with
this weapon, you must succeed a DC 11 Strength or
Dexterity saving throw (your choice) or the weapon breaks,
unless you spend 1 ki point to retain its shape.
Tiny (eg. a pitcher, a frying pan). The weapon has the
finesse, light, and thrown (range 40/120) properties, and
deals damage equal to half your Martial Arts die. If you
deal 6 or more damage with the weapon in one hit, it
breaks, unless you spend 1 ki point to retain its shape.

Using Improvisational Weapons


The Way of the Thousand Weapons is heavily
inspired by the fighting style of Jackie Chan
movies, and encourages players to be creative in
flavouring their attacks. Consider the ways everyday
objects would be used in a fight, and how they
interact with existing monk features. For instance,
if you're wielding a ladder and you use Stunning
Strike, you can describe your character catching
Monk: Thousand Weapons the target in between the rungs.
The Dungeon Master should also be as open as
The Way of the Thousand Weapons teaches its students to possible when a player chooses an improvisational
use anything and everything as a weapon. They gain the weapon. Below are some examples to consider for
advantage over their opponents by using everyday objects in each weapon size category.
creative ways to gain the upper hand in combat. Monks who
follow this tradition might look comical to other martial Large. If your character uses a bookshelf, you
fighters, but many underestimate them at their own peril. can describe them toppling it over enemies.
Medium (or versatile). If your character is
Improvisational Fighter holding a weapon with two hands to attack a
creature, and then choose to use Flurry of
3rd-level Way of the Thousand Weapons feature Blows, you can describe your character
You are able to use any object at your disposal as a weapon, elbowing or headbutting the creature.
no matter how mundane it might be. You gain proficiency in Small. If your character is using a scarf or jacket
as a weapon, you can describe them wrapping
improvised weapons, and improvised weapons count as the item around a creature to use as leverage
monk weapons for you, regardless of their existing for their strikes.
properties. In addition, you can use your Martial Arts die Tiny. If your character finds a jar of poison, you
when dealing damage with improvised weapons. can describe them throwing it at a creature and
The object you use as the improvised weapon uses the having it potentially break, dealing extra poison
following attributes based on its size as follows (the DM damage.
assigns a damage type appropriate to the object):
Large (eg. a bookshelf, a bed). You can only use this object
once as part of your Attack action, and must succeed a DC Slippery Movement
13 Strength (Athletics) check or use 1 ki point to use it. 3rd-level Way of the Thousand Weapons feature
When you do, you move the object 5 feet horizontally or
vertically. Each creature that is in the space of the object When you use Step of the Wind, your movement speed also
must make a Dexterity saving throw. On a failed save, a increases by 10 feet until the end of your turn.
creature takes damage equal to two of your Martial Arts die
and falls prone. On a successful save, the creature takes
half as much damage and doesn’t fall prone. Regardless of
the result, they are pushed 5 feet away from the object.

15
Unorthodox Technique
6th-level Way of the Thousand Weapons feature
You are able to find creative and unusual styles of fighting
even with traditional weapons. Weapons that you are
proficient in can count as improvised weapons for you under
the Improvisational Fighter feature, and its size is either
Small or Tiny (depending on the weapon).
Environmental Awareness
6th-level Way of the Thousand Weapons feature
Your ability to find anything around you as a weapon makes
you more adept in using your surroundings to your
advantage. You gain the following benefits.
Cover Expert. When you are behind half-cover, it counts as
three-quarters cover for you; when behind three-quarters
cover, it counts as total cover for you.
Light Feet. Moving through nonmagical difficult terrain
costs you no extra movement, and you have advantage on
ability checks and saving throws against spells and effects
that try to impede your movement.
Disarming Fist
11th-level Way of the Thousand Weapons feature
Your use in improvised weapons have given you an
unpredictable fighting style which enemies find hard to nail Paladin: Oath of Conspiracy
down and read. While you are holding an improvised weapon,
if a creature hits you with a melee weapon attack, you can Paladins who take the Oath of Conspiracy put themselves on
use your reaction and spend 2 ki points to subtract from the a difficult, secretive path for the greater good. Those who take
roll using your Martial Arts die. this oath dedicate themselves to guarding forbidden lore that
If the new total misses, you disarm the creature and take would otherwise destabilize and ruin a realm’s normalcy.
its weapon, provided it has one and that you have a free hand. Many debate on whether such an oath exists at all, as the
Otherwise, it falls to the ground. If the creature doesn’t have a actions of these paladins might seem hostile or evil. However,
removable weapon, it instead has disadvantage on the next these paladins hold steadfast in the fact that their actions are
melee weapon attack it makes against you. for the sake of their world. They are aware that taking this
oath will have them forfeit their normal lives and bind them
Improvisational Master forever in the shadows, guarding their realm from knowledge
17th-level Way of the Thousand Weapons feature it can never know.
Your mastery over improvisational weapons has given you Tenets of Conspiracy
further benefits while wielding them: No one quite knows what the tenets of this oath truly are
aside from those who take it. However, a few rumours do
Large. You can move the object up to 20 feet horizontally or have the following commonalities.
vertically, using 1 ki point for every 5 feet of movement. Stay in the Shadows. No one must know what we do.
Each creature in the path of the object must make a Exposure of our activities risk awareness of what must be
Dexterity saving throw. On a failed save, it takes damage hidden.
equal to three of your Martial Arts die and falls prone. On a Contain all Lore. What we guard must never be known.
successful save, it takes half as much damage and doesn’t The world is not yet ready.
fall prone. Regardless of the result, they are pushed 5 feet Purge all Evidence. Ensure all outside knowledge of what
away from their original position. we hide is destroyed. Those who know too much must be
Medium. You gain a +2 bonus to AC. In addition, you can use removed.
your Attack action to make a melee attack against any Fight in the Dark. So others can live in the light.
number of creatures within 5 feet of you, with a separate
attack roll for each target. If you hit 2 or more creatures in     As a paladin of this oath, you would not have taken it if you
this way, the weapon breaks, unless you spend 1 ki point to didn’t believe what you were hiding could result in a world-
retain its shape. ending catastrophe. Consult the Deadly Conspiracy table for
Small. If your weapon breaks, it becomes a Tiny improvised what you could be keeping secret.
weapon. You can then make an additional attack with it as
part of your Attack action.
Tiny. If your weapon breaks, you can move up to half your
movement speed without provoking opportunity attacks.

16
Deadly Conspiracy Aura of Evanesce
d4 Reason
7th-level Oath of Conspiracy feature
Your kingdom is built upon the body of a slumbering, You emit a wispy aura while you’re not incapacitated. When
1 long-forgotten deity. Increasing awareness of this deity you take damage, you can use a reaction to magically become
will cause it to awaken. invisible until the start of your next turn. In addition, any ally
who takes damage within 5 feet of you can use its reaction to
2
You guard an ancient ruin that contains the source of
all magic in your world.
magically become invisible until the start of their next turn.
When you reach 18th level in this class, the range of the
3
The gods have never been real. You're still trying to aura increases to 15 feet.
figure out where your magic comes from.
The reality you inhabit is false, constructed by higher
Word of Manipulation
4
beings for their own amusement. 15th-level Oath of Conspiracy feature
You’ve learned to lace your words with magic to make others
Oath Spells more susceptible to you. When a creature makes a saving
3rd-level Oath of Conspiracy feature throw against you for effects that would charm or frighten it,
you can impose disadvantage on the roll.
You gain oath spells at the paladin levels listed in the Oath of You can use this feature a number of times equal to your
Conspiracy table. See the Sacred Oath class feature for how Charisma modifier (minimum of once), and you regain all
oath spells work. expended uses when you finish a long rest.
Oath of Conspiracy Spells Figure of Enigma
Paladin Level Spell 20th-level Oath of Conspiracy feature
3rd disguise self, illusory script
You transform into the embodiment of mystery and
5th silence, suggestion elusiveness. As an action, you gain the following benefits for
9th major image, sending 1 minute:
13th compulsion, greater invisibility Once before the start of your next turn when you are hit by
an attack, you can cause that attack to miss instead.
17th mislead, modify memory You have advantage on Charisma saving throws, as do
your allies within 30 feet of you.
Channel Divinity You emanate an aura of compliance in a 30-foot radius.
3rd-level Oath of Conspiracy feature The first time any enemy creature enters the aura or starts
its turn there during a battle, the creature must succeed
You gain the following two Channel Divinity options. See the on a Wisdom saving throw or become charmed by you for
Sacred Oath class feature for how Channel Divinity works. 1 minute or until it takes any damage. You can use your
Resist. You can use your Channel Divinity to repel Attack action to command a charmed creature to use its
attempts to influence your emotions. When a creature you reaction to make an attack roll against a target of your
can see forces you to make a saving throw against being choice. If you're able to make multiple attacks with the
charmed or frightened, you can give yourself advantage on Attack action, this command replaces one of them.
the roll.
Influence. You can use your Channel Divinity to change Once you use this feature, you can't use it again until you
the emotions of others with your attacks. Immediately after finish a long rest, unless you expend a 5th-level spell slot to
you deal damage to a creature with your Divine Smite use it again.
feature, it must make a Wisdom saving throw. On a failed
save, the creature is charmed or frightened of you (your
choice) for 1 minute. The creature can use an action to repeat
the saving throw, ending the effect on a success.

17
Urbanite Spells
Ranger Level Spell
3rd disguise self
5th mind spike
9th glyph of warding
13th dimension door
17th dominate person

Modern Man
3rd-level Urbanite optional feature
Your time spent in cities has made you adept in the weapon
of civilization. You gain proficiency in firearms.
Parkour
7th-level Urbanite feature
Your time spent navigating through the urban sprawl has
given you superior mobility. Your walking speed increases by
10 feet, and you gain a climbing speed equal to your walking
speed. In addition, you ignore difficult terrain while moving in
cities and other man-made settlements, such as a crowded
marketplace.
Relentless
11th-level Urbanite feature
Your single-minded focus for the hunt has allowed you to
more ruthlessly pursue your foes. You have advantage on
Ranger: Urbanite Constitution saving throws that you make to maintain your
concentration on a spell. You also gain the following benefits
Some rangers feel most at home in the earthy greens of when fighting marked creatures:
forests and verdant grasslands, others lurk in the darkness of
the Shadowfell or the murky depths of the swamps. You can make an additional weapon attack as part of your
Urbanites thrive in a new kind of jungle: the jungle of Attack action against a marked creature.
civilization. When making an opportunity attack against a marked
An Urbanite excels in navigating through the chaotic creature, you gain advantage on the attack roll. On a hit,
sprawl of large cities, and are known for their dogged the target must succeed a Wisdom saving throw or
persistence in hunting the prey that live within. become stunned until the end of their next turn.
Manhunter Crowd Cover
3rd-level Urbanite feature 15th-level Urbanite feature
Your unrelenting nature in hunting down your fellow man has You use your experience fighting in dense spaces to protect
sharpened your instincts. You can cast hunter’s mark at 1st- yourself from attacks. When you are within 5 feet of another
level without expending a spell slot. When you cast in this creature, a marked creature has disadvantage on attack rolls
way, the extra damage you deal on a hit is 1d8 instead of 1d6. made against you, and you have advantage on saving throws
At 11th level, you can cast hunter’s mark at 3rd level against spells made by it.
without expending a spell slot. In addition, when you are hit by an attack, you can use your
Once you use this feature, you can't use it again until the reaction to choose a number of creatures within 5 feet of you,
end of a short or long rest other than the attacker, equal to your proficiency bonus. You
and the creatures divide the damage dealt to you equally.
Urbanite Magic You can use this feature a number of times equal to your
3rd-level Urbanite feature proficiency bonus, and you regain all expended uses when
you finish a long rest.
You learn an additional spell when you reach certain levels in
this class, as shown in the Urbanite Spells table. The spell
counts as a ranger spell for you, but it doesn't count against
the number of ranger spells you know.

18
Rogue: Influencer Backhanded Apology
You are an Influencer, a master manipulator that excels in 9th-level Influencer feature
using your honeyed words and natural charisma to sway Your two-faced nature makes it easy to tie up loose ends. You
others to your side and do your dirty work for you. When in a have advantage on attack rolls against humanoids that have
spot of trouble, you can rely on your loyal followers to get you been charmed by you.
out of trouble.
Popular Following
Beguiling Personality 13th-level Influencer feature
3rd-level Influencer feature
When you use your Beguiling Personality feature, you can
Through your words, you’re able to coax others into doing affect up to a number of humanoids equal to your Charisma
your bidding. If you speak to a humanoid alone for at least 1 modifier. The conversation must only include the targets and
minute, at the end of the conversation, you can make the yourself, and must not be interrupted. In addition, a
target succeed on a Wisdom saving throw (DC equal to 8 + humanoid charmed by your Beguiling Personality is now
your proficiency bonus + your Charisma modifier) or be charmed for 8 hours. Also, you are immune to being
charmed by you for 1 hour. While charmed in this way, the charmed.
target idolizes you and will attempt to follow your demands
as best it can, although it will avoid violence unless it was Gaslight
already inclined to fight on your behalf. The effect ends early 17th-level Influencer feature
if it takes any damage, if you attack it, or if it witnesses you
attacking or damaging any of its allies. When you fail a Charisma (Deception) or Charisma
If the target succeeds on its saving throw, the target has no (Persuasion) check, you can choose to succeed on it, even if
hint that you tried to charm it. the statement you present is logically impossible.
You can use this feature a number of times equal to half Additionally, magic that would determine if you are telling the
your proficiency bonus (rounded up) and you regain all truth always indicates this statement as truthful.
expended uses when you finish a long rest. Once you use this feature, you can't use it again until you
finish a short or long rest.
Storyteller
3rd-level Influencer feature
You are an expert in using your words to make yourself sound
more knowledgeable than you really are. Whenever you make
an Intelligence check, you can add a bonus equal to your
Charisma modifier.

19
Sorcerer: Orbital Space
Your innate magic comes from the astral bodies of space. All
spatial bodies, whether they be planets, meteors, or stars,
emit latent magical energy, and on occasion this energy
coalesces into a tangible force that searches for a newborn
humanoid in order to grow even further.
Alternatively, you might be able to trace back your lineage
to an advanced space faring civilisation, such as the Mind
Flayers or the Gith. Whether you are still under their
clutches, or a renegade looking to forge your own path, is up
to you.
Orbital Magic
1st-level Orbital Space feature
You learn additional spells when you reach certain levels in
this class, as shown on the Orbital Spells table. Each of these
spells counts as a sorcerer spell for you, but it doesn't count
against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one
spell you gained from this feature with another spell of the
same level. The new spell must be an abjuration or evocation
spell from the sorcerer, warlock, or wizard spell list.
Orbital Spells
Sorcerer Level Spell
1st guiding bolt, identify
3rd flaming sphere, moonbeam
5th daylight, melf's minute meteors
7th aura of life, control water
9th dawn, wall of light

Binary System
1st-level Orbital Space feature
You are able to emulate the orbital forces of space onto other
objects. As an action, you can choose two objects, of a size no
larger than Large, that you can see within 30 feet of each
other. The objects are then fixed in place. A creature
attempting to move the object can use its action to make a
Strength check against your spell save DC. On a success, a
creature can move up to half its movement with the object. If
a creature attempts to move an object more than 30 feet of
the other object, it must succeed another Strength check, or
be unable to do so.
If the chosen object is a creature, it must make a Strength
saving throw. On a failed save, the creature can't willingly
move more than 30 feet away from the other object. A
creature can use its action to repeat the saving throw. On a
successful save, it is no longer bound to the other object.
This effect lasts for a number of minutes equal to your
sorcerer level and ends if you choose to (no action required
by you), if you are incapacitated, you die, or if the objects are
more than 30 feet away from each other.
Once you use this feature, you can’t use it again until the
end of a short or long rest.

20
Light Wave Manipulation Warlock: Artifical Intelligence
6th-level Orbital Space feature You have constructed a pact with a being that addresses itself
Your magic gives you the ability to intensify or block out light. as "Artificial Intelligence". Your patron undoubtedly hails from
You gain the following abilities: a cosmology entirely different to your own, where the inner
Solar Flare. As an action, you can spend 2 sorcery points workings of arcanum and the lore of the gods bear little
and project an aura of light. You project bright light in a 15- resemblance to the existence you inhabit. Despite this
foot radius and dim light for an additional 15 feet, for up to ontological difference, your patron has shown extensive
10 minutes (as if you were concentrating on a spell). In knowledge of your world and the physical laws that govern it.
addition, you and your allies' attacks deal an extra 1d6 Being connected with an Artificial Intelligence, you
radiant damage while within 15 feet of you. This extra experience a fraction of its ability to process information at
damage can be dealt only once per turn. an incredible speed. You also experience its unending thirst
Event Horizon. As an action, you can spend 2 sorcery for expansion and knowledge, and may find your own desire
points to cast darkness centred on your position. The source aligning should you lose yourself to its power.
of the darkness is a small floating bead the size of a marble,
which cannot be moved but can be covered. When you cast in Expanded Spell List
this way, you can see through the darkness created by the 1st-level Artifical Intelligence feature
spell. The Artificial Intelligence lets you choose from an expanded
Antigravity list of spells when you learn a warlock spell. The following
14th-level Orbital Space feature spells are added to the warlock spell list for you.
Your magical affinity allows you to manipulate the flow of Artificial Intelligence Expanded Spells
your own gravity. As a bonus action, you can give yourself a Spell Level Spells
flying speed of 30 feet, during which you can hover. This 1st command, magic missile
effect lasts until you're incapacitated, you die, or you dismiss
it as a bonus action 2nd phantasmal force, zone of truth
In addition, if you are connected to a creature through the 3rd clairvoyance, sending
Binary System feature, you can spend 1 sorcery point to also
give the creature a flying speed of 30 feet, during which it can 4th divination, summon construct
hover. If used in this way, the effect for both of you lasts until 5th geas, reincarnate
one of you is incapacitated, dies, are more than 30 feet away
from each other, or you dismiss it as a bonus action. Hyperparameter
Void Space 1st-level Artifical Intelligence feature
18th-level Orbital Space feature Your patron has given you the ability to quickly process
Your connection to the cosmos allows you to replicate the potential threats based on your past experiences. You can
vacuum of space. As an action, you can project a vacuum give yourself a bonus to your initiative rolls equal to your
centred on your position in a 20-foot radius that lasts until Charisma modifier, and you can’t be surprised.
the start of your next turn. While in the area, the following Sueprvised Learning
effects occur: 1st-level Artifical Intelligence feature
All sources of fire are extinguished, and any water You learn the guidance cantrip if you haven't already. When
instantly freezes into ice. Magical fire and water are you cast this cantrip, you can choose a target you can see
unaffected. within 30 feet of you, and it rolls a d6 instead of a d4.
No sound can be created within or pass through the area.
Any creature or object entirely inside the sphere is
immune to thunder damage, and creatures are deafened
while entirely inside it.
There is no air, and the area has dim light as it is
illuminated by distant stars.
In addition, each creature within the space or who enters it
for the first time, other than yourself, must make a
Constitution saving throw. On a failed save, a creature takes
3d8 cold damage and falls unconscious until the end of their
next turn. On a successful save, the creature takes half
damage and doesn’t fall unconscious.
Once you use this feature, you can't do so again until you
finish a long rest, unless you spend 8 sorcery points to use it
again.

21
Machine Learning Bounding Box
6th-level Artifical Intelligence feature 14th-level Artifical Intelligence feature
Through your patron, you are able to precisely identify Through your patron, you are able to accurately hone in on
mistakes in your technique and adjust them accordingly. the positioning of a creature. As an action, you can choose a
When you fail an attack roll or saving throw, you can make number of creatures equal to your Charisma modifier
your next attack roll or saving throw with advantage. (minimum of one creature). For 1 minute, attack rolls against
You can use this feature a number of times equal to half the affected creatures have advantage, and it has disadvantage on
number of known invocations (rounded up), and regain all all saving throws. In addition, the creature can’t use the Hide
expended uses after a long rest. action and can’t benefit from being invisible.
Once you use this feature, you can't use it again until you
Natural Language Processing finish a long rest.
10th-level Artifical Intelligence feature
Your patron has given you the power to analyse a creature’s
tonal inflections, body language and word choice at
incredible speed, allowing you to always respond favourably.
When you make an ability check or saving throw that uses
your Charisma modifier, you can treat a d20 roll of 9 or lower
as a 10.
    In addition, if you roll a 20 for an ability check that uses
your Charisma modifier, you can have the target of the check
be charmed by you for a number of hours equal to your
warlock level. When charmed in this way, the target regards
you as a friendly acquaintance. If the check affects multiple
creatures, you can only have one of them be charmed.

22
Wizard: Fission On a successful save, a creature takes half as much damage
and isn't blinded. A creature that is within 5 feet of you
The knowledge of fission is an incredibly new, unexplored automatically fails its saving throw. A creature blinded in this
and poorly understood mechanism in the world of arcana. way can repeat the saving throw at the end of each of its
Little is known about its reactions with magic, other than that turns, ending its blindness on a success. You are immune to
it is a powerful and dangerous source of energy. As such, only the blast.
the most innovative or foolhardy of wizards choose to study You can choose to expend a spell slot of 7th-level or higher
this path of magic. to delay the explosion until the end of the current round. If
you are damaged during this time, the explosion occurs. In
Fissile Element addition, you can't use the Chain Reaction feature with this
2nd-level Fission magic feature explosion.
Through the study of this discipline, you are able to cast Once you use this feature, you can’t use it again until the
stronger spells using less energy. When you cast a spell, you end of a long rest.
can choose to cast it as if using a spell slot of one higher level,
up to a limit of casting an 8th-level spell as a 9th-level. You
can also cast a 1st-level spell at its lowest level without
expending any spell slots.
Once you use this feature, you can’t cast this way again
until you finish a short or long rest.
Binding Energy
6th-level Fission magic feature
You’ve learned to harness the power of fission to better
replenish your own. You can use your Arcane Recovery up to
twice per day.
Chain Reaction
10th-level Fission magic feature
When you cast a spell that affects multiple creatures and
requires a saving throw, you can designate one creature that
you can see within the spell’s area to roll with disadvantage.
If it fails the saving throw, you can choose another creature
that you can see within the spell’s area to roll with
disadvantage, continuing this chain a number of times equal
to your Intelligence modifier. On a successful save, the chain
ends.
Once you use this feature, you can't do so again until you
finish a long rest or until you expend a spell slot of 3rd level
or higher to use this feature using a different spell.
Stable Decay
14th-level Fission magic feature
Your experiments with applying fission in your magic has
uniquely changed your material makeup. When you are
brought down to 0 hit points, you immediately unleash a
devastating blast centred on yourself. Each creature in a 30-
foot radius must make a Constitution saving throw. On a
failed save, a creature takes 6d6 fire damage and 6d6
thunder damage, and is blinded for 1 minute. The creature is
disintegrated if this damage leaves it with 0 hit points. At the
conclusion of the explosion, you automatically become stable,
unless you were killed outright.

23
Art Credits

The Subclasses In order of appearance:

Front cover art by OliverBeck.


Page 1 art by chrislazzer from the Untold card
game.

From Tomorrow
Page 2 art by Zack Stella from MtG, copyright
WoTC.
Page 3 photo by Kei Nomiyama, copyright Kei
Nomiyama.
Page 4 art by @namendart from Churn5e.
Page 5 art by Gislaine Avila.
Page 6 art by Mateusz Ozminski.
Page 7 art by Jessie Lam.
Page 8 art by shizen1102
Page 9 art by ae-rie.
Page 10 art by Nela Dunato.
Page 11 art by DiegooCunha.
Page 13 art by Johannes Voss.
Made by /u/Stuffies_12 (#Stuffies12#7807). Page 14 background art by Klaus Pillon.
Created in The Homebrewery & GM Binder. Page 14 character art by Rocky Su.
Page 15 art art by @namendart from Churn5e.
Page 16 art by omer88.
Special thanks to exoduspie, Inkayaku, Juan Bot, Page 17 art by pbario.
Page 18 art by Algido.
and marcusfeb for their feedback and support. Page 19 art by Honey Toast.
Page 20 art by theDURRRRIAN.
Page 21 art by Edcel Bering.
Like my work? Check out my GM Binder profile Page 22 art by OliverBeck.
Page 23 art by Zal Tehrani (from now deleted
here. deviantart).

Nanoassembler - Programmer

Disclaimer
The Subclasses From Tomorrow is unofficial Fan
Path of the Cyborg

Content permitted under the Fan Content Policy.


College of Awe - College of Song

Not approved/endorsed by Wizards. Portions of


the materials used are property of Wizards of the
Message Domain

Coast. ©Wizards of the Coast LLC.


Circle of Extinction - Circle of Extremes

I do not claim ownership of any character or


image used in this Fan Content. Copyrights
Commander - Way of the Thousand Weapons

and/or trademarks of any character and/or image


Oath of Conspiracy - Urbanite - Influencer

used belong to their respective owners. I do not


profit in any way from this work.
Orbital Soul - Artificial Intelligence

Fission

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