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Culture Documents
T
he various races of Amberos are strange and Adult Female Names. Amani, Bellisa, Cadasa, Demara,
exotic. Though humanity dominates the Emandri, Fendri, Ginzala, Hemani, Jasmina, Karolina, Leena,
continent, there are a wide variety of sentient Maurize, Nikolia, Oliviz, Perza, Quezena, Rejina, Stezna,
beings to be found across the lands. Tinja, Vinzja, Winjalya, Zarenda
Nicknames. Applebloom, Buttonnose, Catfoot,
Dimplecheeks, Gloweyes, Keepsake, Longpaw, Moonglow,
Nightshade, Rubears, Starlight, Tigerstripes, Widemouth
Animalfolk Animalfolk Traits
THE CITY WAS AS STRANGE AS IT WAS SPRAWLING. An animalfolk has the following abilities.
Chanting, Lion-headed robed figures bowed slightly to Age. Animalfolk grow quickly, being able to walk within
passing zebra-headed maidens who ferried baskets of fruit days of birth and growing to adulthood in a mere four years.
past the domed temple. Wolfish guards patrolled the nearby It is not until they are in their eighties that they begin to show
streets, their chain shirts and sharp curved polearms signs of age, and live a decade or two into their hundredth
glittering in the sunny rays that penetrated the oak-lined year.
cobbled streets. Everywhere there was strange, animalistic Alignment. Though animalfolk can be of any alignment,
calls that echoed through the broad streets, but they came they generally shun evil outlooks. As a highly social and
from its very citizens, not the wild animals of the untamed diverse race, selfishness is seen with almost the same disgust
wilderness beyond the city's vine-choked walls. as outright evil.
Size. Animalfolk are generally human-sized, though some
Animalfolk are actually a fey species of humanoids with "breeds" tip towards gigantism, while others may be
animalistic features and ties to the fauna of the world. dwarfish. Regardless, your size is Medium.
Darkvision. An animalfolk treat dim light as bright
Nature Made Sentient illumination and darkness as dim illumination.
Speed. Animalfolk walking Speed is 30 ft.
Animalfolk don’t just look like their bestial counterparts, they Animal Affinity. An animalfolk treat non-hostile beasts of
incorporate the mythical aspects of the animals they the same subtype as having a friendly disposition towards
resemble. Foxfolk are cunning, Lionfolk are brave, Wolffolk them, and gain advantage when making Animal Handling
congregate in packs and an Elephantfolk never forgets. checks with a similar subtype.
However, just as many societies have different tales regarding Languages. You can speak, read, and write Common and
animals and their attributes, animalfolk have many different Elvish. Animalfolk do not have a language of their own, but
ways of behaving – even among individuals of the same clan prefer to preserve their traditions and history in elvish script,
or village. and learn Common to interact among their own kind and
with most other races.
Animalfolk Names Subrace. There are many varieties of animalfolk. You must
Animalfolk names are chosen by the child's parents shortly choose one of the subraces listed below.
after birth, based on traits or emotions sparked by the child's
presence or actions. Most animalfolk use family or clan
surnames, but some groups deliberately disregard this
naming convention.
When an animalfolk approaches adulthood, they perform a
ritual and enter a trance to discern their "true" name. Upon
emerging from the trance, the animalfolk will inform its
associates of its new name and can expect to be addressed by
that name. In rare cases, an animalfolk may reject or disguise
the name learned in the trance, either from embarressment,
dislike or visions witnessed in the trance.
It is also possible that after a great deed or misdeed an
animalfolk might decide to choose another name to go by, at
least publicly - often a nickname or assumed name with great
meaning according to the associated deed.
Child Names. Azani, Boem, Cidrea, Dama, Emyl, Fago,
Gaz, Hapii, Illis, Jaka, Kar, Leez, Maau, Nik, Oya, Paz, Qen,
Rad, Sanz, Toma, Vid, Whan, Zark
Adult Male Names. Anjani, Berstol, Cadar, D'jan, Ezila,
Fharo, Ganji, Hzin'la, Izmon, Jakala, Khorouse, Lhaman,
Mhanin, Naameth, Ozmuyani, Peloz, Rhamon, Szanjina,
Tumoz, Vhaeron, Wazandi, Xipoze
Aquatic Subtype Insect Subtype
Animalfolk derived from underwater stock gain the following Animalfolk derived from insect stock gain the following
additional abilities. Includes subtypes such as Fishfolk, additional abilities. Includes subtypes such as Antfolk,
Sharkfolk, Octopifolk, Whalefolk, Toadfolk and Dolphinfolk. Beetlefolk, Mantisfolk
Ability Increase. You increase two ability scores chosen Ability Increase. You increase two ability scores chosen
from Strength, Dexterity or Constitution by 1 each. You from Strength, Dexterity or Constitution by 1 each. You
may choose the same ability score twice. may choose the same ability score twice.
Water breathing OR Hold breath. You can breath Natural Armor. When unarmored, your base AC is 14 +
underwater as if it were normal air, or you gain the ability your Dexterity modifier.
to hold your breath for 10 minutes + your Consititution Natural Attack. You can make a unarmed attack with
modifer in minutes. mandibles, claws, pinchers or a natural stinger, depending
Swim. You have a swim speed of 30 ft. on your shape. Regardless, this is a melee attack that
deals 1d6 + Strength modifier slashing damage that you
Arachnid Subtype make as a bonus action. This is a finesse weapon.
Animalfolk derived from this stock gain the following
additional abilities. Includes subtypes such as Crabfolk, Primate Subtype
Scorpionfolk and Spiderfolk. Animalfolk derived from apes, monkeys or other primates
gain the following additional abilities. Includes subtypes such
Ability Increase. You increase your Constitution and as Baboonfolk, Gorillafolk, Lemurfolk, Monkeyfolk and
Dexterity score by 1. Orangutanfolk.
Speed. Your base speed is 30 feet. When climbing, you
move at full speed. Ability Increase. You increase two scores of Strength,
Dexterity or Intelligence by 1 each.
Choose one of the following: Natural Climber. You gain proficiency in Athletics and
Poison Attack. As a bonus action, you gain a melee attack move at full speed when climbing.
that deals 1d4 piercing damage. The target also must Predator Subtype
make a Constitution saving throw, versus a DC of 8 + your Animalfolk derived from carnivore or omnivore stock gain the
proficiency modifier + your Constistution modifier. On a following additional abilities. Includes subtypes such as
failure, the target takes an additional 2d6 poison damage. Badgerfolk, Catfolk, Cheetahfolk, Lionfolk, Pantherfolk,
After a target takes poison damage, you cannot poison Tigerfolk, Caninefolk, Wolffolk, Crocodilefolk, Foxfolk,
another target until you take a short or long rest. Lizardfolk, Mousefolk, Ratfolk, Viperfolk, and Weaselfolk.
Water breathing. You can breath underwater as if it were
normal air. Ability Increase. You increase one score of Strength,
Web. You make a ranged attack against a target in 30 feet. Dexterity or Constitution by 2.
On a hit, the target is restrained. As an action, the target Claw Attack. You can make up to two melee claw attacks
can attempt to break free with a Strength (Athletics) check as a single attack action. Each claw deals 1d4 slashing
versus a DC of 8 + your proficiency modifier + your damage. This is a finesse weapon.
Constitution modifier. Once you use this ability, you Choose one of the following.
cannot use it again until you take a short or long rest.
Bite. As a bonus action, you can make a melee Bite attack
Avian Subtype that deals 1d6 piercing damage.
Animalfolk derived from avian stock gain the following Poison Attack. As a bonus action, you gain a melee attack
additional abilities. Includes subtypes such as Batfolk, that deals 1d4 piercing damage. The target also must
Chickenfolk, Duckfolk, Eaglefolk, Hawkfolk, Owlfolk, make a Constitution saving throw, versus a DC of 8 + your
Pigeonfolk, Ravenfolk and Robinfolk. proficiency modifier + your Constistution modifier. On a
Ability Increase. You increase your Dexterity score by 2. failure, the target takes an additional 2d6 poison damage.
Speed. You have a Fly speed of 30 ft, and a walking speed After a target takes poison damage, you cannot poison
of 30 ft. another target until you take a short or long rest.
Natural Armor. When unarmored, you have an AC of 13 +
Herd Subtype your Dexterity modifier.
Animalfolk derived from herbivore stock gain the following
additional abilities. Includes subtypes such as Camelfolk,
Elephantfolk, Bovinefolk, Bisonfolk, Deerfolk, Elkfolk,
Giraffefolk, Hippofolk, Horsefolk, Moosefolk, Pigfolk,
Boarfolk, Rhinofolk, and Sheepfolk.
Ability Increase. You increase two ability scores of your
choice by 1.
Natural Survivor. You gain proficiency in the Athletics,
Acrobatics, Nature or Survival skill.
Gallop. When you take the Dash action, you treat your
base speed as 40 ft.
Male Al'galue Human Names. Allen, Bartholomew,
Dragonfolk Collin, Dillan, Edmund, Franklin, George, Harold, Isaac, Jake,
THE KNIGHT DOFFED HIS HELM, As his face contorted Kale, Mathew, Nathan, Oliver ,Paul, Quincy, Richard, Stephan,
and became a reptilian snout. Timothy, Uther, Victor, Walter, Xavier, Zachary
"You are the one they call the Gladiator?" the elf Auderial Male Al'galue Dragon Names. Aed, Brennus, Cathasach,
asked suspicously, her weapon now drawn. Dubhthach, Eogan, Foalan, Gwyrthern, Hwadeth, Ieudacael,
The dragon-knight bowed slightly as the invisible, bat-like Judoc, Kael, Maedoc, Nuallan, Oengus, Perthach, Raabach,
wings on his back flickered into view. "I am." Slaughaden, Toirdebach, Vercintorex
Sevinson adjusted the grip on his two-handed sword. Female Allgalue Human Names. Amy, Barbara , Cathy,
"Don't listen to him, Auderial - he is Al'Galue - a traitor and Diana, Elise, Fran, Gina, Henrietta, Isabelle, Jasmine, Kathy,
shapeshifter!" Melissa, Nancy, Olivia, Patricia, Rosaline, Stacy, Theresa,
In response, the Gladiator simply rolled his eyes. Ursula, Victoria, Wendy, Xena, Yolonda, Zale
"Shapeshifter after a fashion. But a freedom fighter, not a Male Dragonborn Names: Arjhan, Balasar, Bharash,
traitor." Donaar, Ghesh, Heskan, Kriv, Medrash, Mehen, Nadarr,
Pandjed, Pat rin, Rhogar, Shamash, Shedinn, Tarhun, Torinn
Female Dragonborn Names: Akra, Biri, Daar, Farideh,
Dragons have facinated the other races for years, and many Harann, Havilar, jheri, Kava, Korinn, Mishann, Nala, Perra,
have sought to emulate their majesty and power. Over the Raiann, Sora, Surina, Thava, Uadji
years, whether by alchemical or magical means, humanoid Male Tyres Haul Names. Anwen, Bellicos, Chardia,
races with draconic appearances and powers have risen to Endem, Fharis, Ghaeron, Handil, Illisuze, Jhandia, Kherodos,
take their place among the various races. Lannest, Maeroon, Osvuld, Preban, Rholf, Tahren, Ungulf
Female Tyres Haul Names. Adeira, Birget, Ditte, Elin, Freja,
Uncertain Origins Gerd, Hella, Kharina, Lovise, Maiken, Runa, Siri, Thyra, Ulla,
Vita
The Al'galue came to Amberos from another realm, fleeing
some ancient disaster to their old world. They brought Dragonfolk Traits
strange machines with them and were persecuted by
humanity for these devilish devices. Those that survived Dragonfolk share the following abilities.
these ancient purges isolated themselves in remote regions Ability Score Increase. Your Charisma score increases by
and developed clannish tendencies. 2, and your Dexterity or Strength score increases by 1.
Dragonborn are the result of alchemical infusions that Age. Algalue grow slowly, at about half the rate of a human.
eventually led to the appearance of a new race that bred true. They reach adulthood at about age 40, but can live up to 400
Others claim them to be the children of dragons, manipulated years. Tyres Haul, on the other hand, grow quickly. They walk
into human form for reasons now long lost and forgotten. hours after hatching, attain the size and development of a 10-
The Tyres Haul claim they are the direct offspring of elvin year-old human child by the age of 3, and reach adulthood by
and dragon unions, or in some tales spawned from 15. They live to be around 80.
alchemical attempts by elves to emulate the dragon form. Alignment. Dragonfolk do not tend toward any specific
Their is inconclusive evidence for either origin, though it is alignment, though their societies generally have strong
clear that the Tyres Haul have existed as a distinct race for streaks of indvidiualism and beneficient practices. However,
many millineum. that does not prevent individuals from spanning the
alignment wheel.
Proud Heritage Size. Dragonfolk are taller and heavier than humans,
standing well over 6 feet tall and averaging almost 250
Dragonfolk are generally a proud people and celebrate their pounds or more. Your size is Medium.
draconic appearance and abilities. Their art and architechure Speed. Your base walking speed is 30 feet.
has a strong gothic style and prominently features draconic Draconic Ancestry. You have draconic ancestry. Choose
aspects. one type of dragon from the Draconic Ancestry table. Your
breath weapon and damage resistance are determined by the
Dragonfolk Names dragon type, as shown in the table.
The Al'galue tend to borrow human or draconic names, and a Breath Weapon. You can use a bonus action to exhale
name given by parents at birth is carried for life, as is the destructive energy.
clan's name. It is common for adult Allgalue to add their Algalue always use Gold ancestry (i.e., Fire). Dragonborn
profession as an appelation to their name upon completing and Tyres Haul can come from a variety of dragonkind, and
an apprenticeship, indicating mastery of their life skill. their draconic ancestry determines the size, shape, and
Conversely, the Tyres Haul are fond of descritive names, damage type of the exhalation.
given by the family to a child at birth. After completing their When you use your breath weapon, each creature in the
trials of adulthood, a Tyres Haul picks its own name that it area of the exhalation must make a saving throw, the type of
will be know for the rest of its life. Tyres Haul are fond of which is determined by your draconic ancestry. The DC for
adding titles to their name as they accomplish deeds or learn this saving throw equals 8 + your Constitution modifier +
esoteric knowledge. They absolutely disdain nicknames, and your proficiency bonus. A creature takes 2d6 damage on a
are known to refuse to acknowledge such labels, even if given failed save, and half as much damage on a successful one.
as an honorific. The damage increases to 3d6 at 6th level, 4d6 at 11th level,
and 5d6 at 16th level.
You can use your breath weapon a number of times equal to Dragonborn have the rough features of a humanoid
your proficiency modifier, but no more than once per minute, dragon, but lack the wings of true dragons and only have
before you must take a long rest to recharge all uses. stubby tails. They otherwise strongly resemble either their
chromatic, metallic or gemstone forebearers, with draconic
Draconic Ancestry maws, taloned hands and a body covered in tough scales.
Dragon Damage Type Breath Weapon Damage Resistance. You have resistance to the damage
Black Acid 5 by 30 ft. line (Dex. Save) type associated with your draconic ancestry.
Blue Lightning 5 by 30 ft. line (Dex. Save)
Natural Armor. If you wear no armor, your base AC is 14.
Brass Fire 5 by 30 ft. line (Dex. Save) Tyres Haul
Bronze Lightning 5 by 30 ft. line (Dex. Save) In the ancient days of the Elvin Golden Age, polymorphed
dragons and magical elvin spirits cavorted and interacted,
Copper Acid 5 by 30 ft. line (Dex. Save) mixing their magic to form a fae race that was half dragon
Gold Fire 15 ft. cone(Dex. Save) and half elf. This race bore its own children, and even with
the end of that mythical time, the race still exists to the
Green Poison 15 ft. cone(Con. Save) present day.
Red Fire 15 ft. cone(Dex. Save) Tyres Haul have a short neck, arms that double as wings
Silver Cold 15 ft. cone(Con. Save) and human-like legs. A Tyres Haul lacks a tail of any sort and
its scale are extremely fine and supple like fish scales.
White Cold 15 ft. cone(Con. Save) Flight. Tyres Haul can fly starting at first level, but doing so
precludes the use of their hands, and their feet are not
Claws and Bite. You gain a claw attack that deals 1d3 prehensile enough to wield weapons or use shields, though
slashing damage, and a bite attack that deals 1d6 piercing they can use their feet to carry objects from place to place.
damage. Your claws and bite have the light weapon property. Damage Resistance. You have resistance to the damage
You may make a claw and/or bite attack as an off-hand attack. type associated with your draconic ancestry.
Languages. You can speak, read, and write Common and
Draconic. Draconic is thought to be one of the oldest
languages and is often used in the study of magic. The
language sounds harsh to most other creatures and includes
numerous hard consonants and sibilants
Subrace. There are three distinct branches of dragonfolk.
You must choose one of the three below, which provide
additional abilities.
Al'Galue
The Al'Galue are a mysterious race who claim to have come
from a distant world, fleeing some forgotten disaster.
Al'galue look like bipedal dragons, with a long neck, arms,
separate wings, reptilian digigrade legs and a short tail. They
are covered in hard scales of various colors, usually in shades
of green, brown or blue.
Flight. At 5th level, Algalue wings are strong enough that
you can fly. You can fly up to one hour per point of
Constitution bonus (minimum 1 hour) before you must take a
long rest. If you fly less than an hour, a short rest will reset
your flight time.
Innate Magic. You gain the use of two Sorcerer cantrips
and one 1st level spell of your choice. Charisma is your
spellcasting ability for these spells.
Natural Armor. If you wear no armor, your base AC is 14.
Dragonborn
During the raging war years of the First Dragon War, dragons
employed mercenary human forces to fight for them early in
the war. As part of the mercenary's payment, these soldiers
were gifted with magical concoctions of dragons blood that
both bound their loyalty and gave them draconic abilities. By
the end of the war, some of the mercenaries had been
permanently transformed by their infusions, and began to
breed as a true race of their own.
A hellchilde's "revealed" form takes on aspects of its
Hellchilde supernatural parents. One with with an infernal heritage
THE ROOM FLARED WITH LIGHT, Illuminating might sprout ram's horns and cloven feet, while that with an
Hazbrimme's angular features. A twisted smile was plastered angelic heritage might grow in height and take on a radiant,
on his ashen cheeks and his stringy goatee was now a long, unearthly beauty. The transformation is cosmetic only, and
lush black tail upon his chin. only manifests itself when the hellchilde utilizes its
As the tavern crowd recoiled at the demonic supernatural abilities.
transformation that unfolded before them, Hazbrimme
brought up his hands, and - in them appeared a lute. Hellchilde Names
With a bassoon, yet angelic voice, Hazbrimme broke into Hellchilde are commonly named by their human parents and
song, strumming the lute as he did. publicly go by the name given to them. However, each
Moments later, the entire tavern was clapping as hellchilde also has a secret name given to them by their
Hazbrimme the Hellchilde kept time with the rhythm by extraplanar parent. As this secret name is key to the
stamping his hooved foot upon the wooden stage's floor. hellchilde's ability to transform, they rarely, if ever openly
divulge it to others. Hellchilde are also known to adopt
Hellchilde are all albino near–humans of supernatural origin, epitaphs based on their abilities - whether real or perceived.
with pasty white skin and pink eyes that are somewhat Secret Names. Aazenbel, Bauretz, Chandiel, Dazamel,
sensitive to bright light. Their frail outward appears hides a Ezekinde, Faringtel, Gharzone, Hazture, Izus-rel, Jakkindale,
more powerful form borne of the otherworldly parentage they Khouruse, Lendetodde, Mauretz, Nothinzal, Oodima, Parazel,
possess. Quazeme, Rastinbone, Stazingur, Telimar, Uulangeze,
Vermiinare, Wazong, Xiphus, Zamigar
Epitaphts. The Nameless One, The Lord of White Flame,
Children of a Lesser God The Gardener of Mercuria, The Mouth of Dis, The Baron of
Hellchilde are unique in that they share a parentage with a the Black Depths, The Storm Eternal, The Whisperer of
sentient being of the outer (or inner) planes. The odd Dreams.
chemistry of such a birth hides great power (and sometimes
darkness) within the otherwise frail human frame. Hellechilde Traits
In extremely rare cases, hellchilde might even congregate Hellchilde have the following abilities.
to produce more of their own kind, establishing lineages or Ability Score Increase. You increase your Charisma by 1
dynasties composed of a long line of hellchilde parentage and and may choose either the same or another ability score to
breeding. increase by 1.
Age. Hellchilde mature much more rapidly than humans,
Stigma reaching adulthood in a mere five years, but then appearing
to age normally thereafter. Unfortunately, the strange stresses
Despite the fact that the otherworldly parent of the Hellchilde their otherwordly parentage presses on their frames cause
may be a benevolent being as likely as it is to be hellspawn, most to burn their bodies out before they reach the age of
there is great social stigma attached to such a being. Careless forty.
observers may use such words as monster, hellspawn, or Alignment. If one were to believe the tales, all hellchilde
even worse despite the hellchilde’s true ancestry.
This can are drawn to some sort of evil. In truth, hellchilde can be of
have a deep and profound effect on the hellchilde themselves, any alignment, though they are greatly influenced by whom
as they are forced into isolation and to look at themselves as actually raised them.
monstrosities. There are those who can rise above the Size. Hellchilde tend towards the extreme of human height
seeming shame of their own birth, while there are others who and build – either exceptionally large or unusually
embrace the unwholesomeness of their non-human half and diminuitive. They are almost always slight of frame. Your size
act like the monsters they are charged to be. is Medium.
Speed. Hellchilde base walking speed is 30 feet.
Secretly Powerful Innate magic. A Hellchilde can use the following cantrips.
One of the hellchildes greatest advantages is their ability to Arcane Mark, Dancing Lights and Thaumaturgy. Your
blend in among others who are not aware of their spellcasting ability is Charisma.
otherworldly parentage. Though not in the know for the signs Human Blood. For all effects related to race, a Hellchilde
of a hellchilde may never be aware of a hellchilde’s is considered a human.
manifested nature allowing the hellchilde to pass in society Influential. You gain proficiency with one Charisma-based
unseen and unfettered. Often, until one loses one’s cool in the skill of your choice.
presence of another – and then it quickly becomes time to
move on to continue the charade of normalcy somewhere
distant, or in the cases of the less scrupulous, to do away
those who have witnessed the transformation.
Transformation. Once per short rest, when a Hellchilde
casts a spell or as a bonus action, their appearance changes
to a terrifying or awe-inspiring form. This transformation
lasts for up to 1 minute per level of the spell cast (For
example, a phantasmal killer spell, a 4th level spell, would
transform the Hellchilde for 4 rounds), with a minimum
duration of 1 minute. While transformed, the Hellchilde gains
several benefits.
Willful. A transformed hellchilde gain advantage with
Wisdom saves.
Darkvision. A transformed hellchilde can see in dim
conditions twice as far as humans, and can see in utter
darkness out to 60 feet. Darkvision is black-and-white
only.
Natural Attack. A transformed hellchilde gains two
natural claw attacks that deal 1d4 + Str modifier slashing
damage. These are finesse weapons.
Natural Armor. At 5th level, when transformed, the
Hellchilde gains a +1 natural armor bonus for the
duration. This natural armor bonus increases by +1 for
every 4 levels thereafter. Thus a Hellchilde has a natural
armor bonus of +1 at 5th–8th level, +2 at 9th–12th level,
+3 at 13th–16th level, +4 at 17th+ level.
Light Sensitivity. When you are exposed suddenly to light,
or are in an area of direct, bright light (such as a Sunlight
spell), you suffer disadvantage to skill checks and attack rolls.
Languages. You can speak, read, and write Common and
one other extraplanar language from Aquan (Water), Auran
(Air), Draconic, Ignan (Fire), Terran (Earth), Infernal, or
Celestial.
Mageborn Traits
Mageborn Mageborn have the following abilities.
ISNSUL TURNED SLOWLY, THE UNNATURAL WIND Ability Score Increase. Your Intelligence and Charisma
continuing to whip at her clothes. An unfettered cold swept scores both increase by 1.
from her stare to those around her. Age. Mageborn age like humans, if not slightly quicker and
"I am Isnsul, daughter of Magius, child of Ynifal and live slightly longer. They reach adulthood in their late teens
Dorethain. My parents have ruled from the Frozen tower for and live about a century.
three generations and we have seen to it that your carcasses Size. Mageborn follow the human range of height and
were not found frozen to their beds. How dare you approach build, though they tend to be slightly lighter in frame. They
me in anger?" she dared. generally range from 5 feet to well over 6 feet tall. Regardless
Uncertainy swept through the mob before her, and one by of position in the range, your size is Medium.
one, they laid down their tools and bowed before her. Speed. Mageborn base walking speed is 30 feet.
After a moment, her fury seemed to expend itself and the Innate Caster. Starting at 1st level, you can choose one
bitter wind that surrounded her fell away. "That's better," she spell of 1st level off the Wizard spell list. Your spellcasting
spoke in a warm voice, turning to the obesienct headsman. ability is Charisma, you do not need material components for
"Now, what seems to be the issue?" the spell and you can cast the spell once per long rest. If you
are a spellcaster, you add the spell to your spells known list.
As you gain levels, you can trade the spell out for another of
Born of human parentage, mageborn are a relatively new higher level, or retain the spell and cast it at a higher level - if
“race” to Amberos. They are the rare offspring of one or more the spell allows. The table below shows what spell level your
powerful human spellcasters. innate spell can be cast at.
Children of Magic Character Level Spell Level
Born of human parentage, mageborn carry an unusual and 1st - 3rd 1st
innate spark of magic about them. Odd, magical effects not 4th - 6th 2nd
only are under their control but sometimes manifest 7th - 9th 3rd
strangely and inexplicably in their presence. Creatures of
magic – or that wish to exploit magic are often drawn to these 10th - 12th 4th
individuals, for good or ill. 13+ 5th
A
mberos is blessed with a great many Mounted
professions - many of them adventurous and When you are mounted and your mount moves at least 20
strange. Herein are those found among the feet and you hit with your first weapon attack, it is treated as
heroes and villians of the realm, many tweaked a critical hit.
or expanded to fit this varied realm. You maintain a trained mount with a CR of ¼ your level or
lower (min ¼ CR). While aback a trained mount, you treat it
as an independent mount, allowing it to move and as you
desire. However, unlike a normal independent mount, it acts
on your initiative.
Barbarian If the mount is slain, you may retrieve a replacement after a
long rest when in friendly territory.
Reckless Attack
When you make your first attack on your turn, you can decide
to attack recklessly. Doing so gives you advantage on melee
Fighting Style (Replaces Reckless weapon attack rolls using Strength during this turn, but
Attack) attack rolls against you have advantage until your next turn.
Starting at 2nd level, you begin to hone a fighting style of your Thrown Weapon Fighting
own. Choose one of the following fighting styles from the list You can draw a weapon that has the thrown property as part
below. If you have fighting styles from other sources, you of the attack you make with the weapon. You also double the
cannot choose one you already possess. range you can throw a weapon.
Archer (Replaces PHB) Two-Weapon Fighting (Replaces PHB)
You do not suffer disadvantage for attacking with bows or When wielding two weapons, you can make an extra attack
crossbow when within 5 feet of an opponent, and do not with your off-hand weapon as part of the attack action instead
suffer disadvantage when firing into a melee combat. of as a bonus action. Furthermore, when you attack with two
Brawler
weapons, you add your strength modifier (or dexterity
Your unarmed attacks deal 1d4 bludgeoning damage and are modifier for finesse weapons) to damage to both weapons
considered light and finesse weapons. This increases to 1d6 instead of only one.
bludgeoning damage at 6th level, 1d8 bludgeoning damage at Weapon and Shield
11th level and 1d10 bludgeoning damage at 16th level. When you have a shield equipped, as a bonus action you can
Defense (Replaces PHB)
perform a shield bash attack. A shield bash attack is a martial
You add half your proficiency bonus (rounded down) to your weapon attack using Strength that deals 1d4 + Strength
AC. modifier bludgeoning damage.
Grappler
When you start a grapple, you deal 1d4 bludgeoning damage
to the target. Each round you maintain the grapple, you
automatically deal damage equal to your proficiency modifier
on the start of your turn.
Great Weapon Fighting (Replaces PHB)
When using a two-handed or versatile weapon with two
hands, you add your proficiency bonus to damage.
Mobility
When not using Medium or Heavy armor and not employing
a shield, you add your proficiency modifier to your AC and
increase your speed by 5 feet.
Path of the Beast Stalker One Mind, One Blow
The beast stalker has an uncanny connection to animals, At 10th level, when you and your companion attack the same
tending to be more comfortable about beasts than other target your attacks deal an additional 1d6 damage. At 15th
humanoids. In some cases, this might be due to being raised level, this increases to 2d6 damage and at 20th level this
by beasts, while in others it may simply be preference or increases to 3d6 damage.
quirk of the individual's profession. Retaliation
Most beast stalkers are uncomfortable in civilized areas, At 14th level, when you or your beast companion take
though there are rare individuals who have bonded with the damage from a creature within 5 feet of you, both or either of
vermin creatures of urban areas or feral animals abandoned you can use your reaction to make a single melee weapon
by the rest of the civilized world. attack against the opponent.
Beastial Companion
At 3rd level, you gain a beast companion that accompanies
you on your adventures and is trained to fight alongside you.
If it is large enough, it might even be usable as a mount.
Choose a beast that is no larger than Large and that has a
challenge rating of 1/4 or lower (appendix D presents
statistics for the hawk, mastiff, and panther as examples).
Add your proficiency bonus to the beast's AC, attack rolls, and
damage rolls, as well as to any saving throws and skills it is
proficient in. Its hit point maximum equals its normal
maximum or five times your ranger level, whichever is higher.
As you advance in level, you can choose to replace your
companion with another single beast, or may add as second
beast of the listed CR as shown on the table below.
Level Size CR Size 2 Beasts
3rd – 4th Medium ¼ Small 1/8
5th – 6th Medium ½ Small ¼
7th – 8th Large 1 Medium ½
9th – 10th Large 2 Medium 1
11th - 12th Large 3 Medium 1
13th – 15th Large 4 Large 2
16th – 17th Huge 5 Large 2
18th-19th Huge 6 Large 3
20th Huge 7 Huge 4
Beyond Understanding
At 1st level, you gain proficiency in two of the three skills
Deception, Insight or Persuasion.
Chaotic Influence
At 1st level, you can tap into the raw energy of Chaos. As an
action, you can expend a spell slot to cast one spell from
another spell list that is one level lower than the expended
slot. You can expend a 1st level slot to utilize another class's
cantrips. For example, if you expend a 2nd level spell slot, you
can cast a 1st level Wizard spell. Once you use this ability, you
must take a short or long rest to use it again.
Channel Divinity: Call Chaos
At 2nd level, you can use your Channel Divinity to invoke the
power of chaos. As an action, you can roll on the Wild Magic
surge table (p 104). Treat a roll of 99-00 as regaining all uses
of the Channel Divinity ability use.
Reassign Harm
At 6th level, when you or a creature within 30 feet of you
takes acid, cold, fire, lightning, or thunder damage, you can
use your reaction to move the damage to another creature or
object within 30 feet. Once you use this ability, you cannot
use it again until you take a short or long rest.
Chaotic Strike
At 8th level, you can imbue your weapon with chaotic energy.
Once on each of your turns when you hit a creature with a
weapon attack, you can cause the attack to deal an extra 1d8
cold, fire, or lightning damage (your choice) to the target.
When you reach 14th level, the extra damage increases to
2d8.
Chaos Incarnate
At 17th level, your form becomes fluid and mallible. As an
action, you can cast shape change on yourself without need of
a material component. Once you use this ability, you cannot
use it again until you take a long rest.
Darkness Domain Consuming Darkness
Gods of darkness are usually creatures of hate, fear and At 17th level, you summon forth a sphere of hungering
deception. Where light brings warmth, illuminates all things darkness that lasts for 1 minute or until you dismiss it with
and brings lifte, darkness is its opposite in that it is cold, another action. The sphere of darkness blocks all line of sight
cloaks creatures and objects in mystery and steals life from within or through it. It furthermore slows and impedes those
those around it. Dieties of darkness include Hecate, Nerull within it, halving movement within its bounds. Finally, any
and Gwieze and Ziga of the Amberos pantheon. creature that starts its turn in the darkness suffers necrotic
damage equal to twice your spellcasting modifier (min 2).
Domain Spells Once you use this ability, you cannot reuse it until you take a
Cleric Level Spells short or long rest.
1st Arms of Hadar, Fog Cloud
3rd Creeping Shadow, Darkness
5th Fear, Hunger of Hadar
7th Evard's Black Tentacles, Blight
9th Dream, Mislead
Dark Skills
At 1st level, you gain proficiency in two of the three skills
Deception, Intimidate or Stealth.
Touch of Darkness
Also at lst level, you can obscure yourself from an attacking
enemy. When you are attacked by a creature within 30 feet of
you that you can see, you can use your reaction to impose
disadvantage on the attack roll, causing roiling darkness to
interpose before the attacker before it hits or misses. An
attacker that can't be blinded is immune to this feature.
You
can use this feature a number of times equal to your Wisdom
modifier (a minimum of once). You regain all expended uses
when you finish a long rest.
Channel Divinity: Summon Shadow
At 2nd level, as an action, you can use your Channel Divinity
to summon a shadow to perform your bidding. The shadow
remains for 1 hour or until it reduced to 0 hit points or less.
As you increase in level, you can summon additional shadows
- at 6th level you summon two shadows, at 10th level you can
summon three shadows, at 14th level you can summon four
shadows and at 18th level you can summon five shadows.
Seething Darkness
Starting at 6th level, you can also use your Touch of Darkness
feature when a creature that you can see within 30 feet of you
attacks a creature other than you.
Shadow Strike
At 8th level, you can imbue your weapon with negative energy.
Once on each of your turns when you hit a creature with a
weapon attack, you cause the attack to deal an extra 1d6
necrotic damage, and you heal half the amount you inflict.
When you reach 14th level, the extra damage increases to
2d6.
Death Domain Disease Domain
Death is the final fate of all mortal beings. While some gods There are few who willingingly worship the dread gods of
delight in bringing an end to lesser beings, some are disease and decay. Those who do are often madmen or seek
protectors or guardians of the deceased, ensuring mortals to inflict foul vengence on those who wronged them, while
place in the afterlife is monitored and attended to. Deities of seeking to escape such fates themselves. Deities of disease
death include Hades, Hel, Nerull and Jhalah and Silamus of include Apollo, Nergal, and Lepornunse of the Amberos
the Amberos pantheon. pantheon.
Domain Spells Domain Spells
Cleric Level Spells Cleric Level Spells
1st Inflict Wounds, False Life 1st Bane, Inflict Wounds
3rd Gentle Repose, Ray of Enfeeblement 3rd Blindness/Deafness, Ray of Enfeeblement
5th Feign Death, Speak With Dead 5th Bestow Curse, Stinking Cloud
7th Blight, Death Ward 7th Blight, Confusion
9th Cloudkill, Raise Dead 9th Contagion, Insect Plague
Tools of Amour
At 1st level, you gain proficiency in one set of Artisan's tools
and one of the three skills Deception, Insight or Persuasion.
Harmless
At 1st level, when an enemy targets you with an attack and
you have not yet performed a hostile action, you can use your
reaction to force the enemy to instead target another
individual (of their choice). If there are no other targets, the
enemy makes no attack. You can use this ability a number of
times equal to your Wisdom modifier. After a long rest, you
regain all uses of this ability.
Channelling: Love's Bloom
At 2nd level, as an action you can expend a use of your
channel divinity ability to create a burst of emotion that
makes you favorable in the eyes of those around you. All
creatures that can see you within 30 feet must make a
Wisdom saving throw or become friendly towards you and
immediately cease hostilities. If a creature was actively
hostile to you, it gains advantage on the saving throw. This
lasts for 10 minutes or until your or an ally attacks an
affected target.
Infactuation
At 6th level, when you cast an enchantment spell, the target
has disadvantage on the saving throw.
Rebuke
At 8th level, when a target within 30 feet hits you with an
attack, you can use your reaction to deal 1d8 radiant damage
to the target. When you reach 14th level, the damage
increases to 2d8.
Ecstasy
At 17th level, as an action you can cause all creatures within
60 feet of you to make a Wisdom saving throw against your
spellcasting DC. On a failure, the target is enraptured with
your presense and becomes Incapacitated. At the end of each
of its subsequent turns it may make an additional saving
throw to end the effect. This state otherwise lasts for one
minute or until you choose to dismiss it.
Once you use this ability, you cannot use it until you take a
long rest.
Magic Domain Disjunction
There are many dieties who profess that magic is a gift they At 17th level, you can sever spells and magical items from
(begrudgingly) bestowed on mortals, while some powers their source. As an action, you touch a magical item or a
claim to be the source and overseer of all magic itself. Dieties creature that has an active spell upon it.
of magic include Odin, Hermes, Thoth, Kerundinius and If the touched item is a common or uncommon magical
Magius of the Amberos pantheon. item, it is rendered permanently non-magical. If the item is a
rare or very rare item, it is rendered non-magical for a
Domain Spells number of rounds equal to your proficiency modifier.
Cleric Level Spells Legendary items recieve a Charisma saving throw against
this effect. Artifacts and Relics recieve a saving throw with
1st Identify, Magic Missile advantage to avoid this effect.
3rd Magic Weapon, Mirror Image If a creature is touched, you automatically dispel any active
spell of 3rd level or lower. Against higher level effects, your
5th Fireball, Magic Circle roll 1d20 + your spellcasting modifier versus a DC of 10 + the
7th Arcane Eye, Otiluke's Resilient Sphere spell's level. On a success, the spell is dispelled.
9th Bigby's Hand, Legend Lore
Arcane Tools
At 1st level you gain proficiency in Alchemist's supplies and
the Arcana skill.
Divine Familiar
Starting at 1st level, you can cast find familiar as a ritual. In
addition to the normal familiars that can be summoned you
can choose to instead summon an imp, quasit, psuedodragon
or homuculus.
Channel Divinity: Enchant Item
Starting at 2nd level, you can temporarily enchant magical
items. As an action, you touch a non-magical item and can
expend a use of your channel divinity and an unused spell slot
to do the following:
Grant a weapon a bonus to hit equal to half your
proficiency modifier (rounded down).
Grant an armor or shield a bonus to AC equal to half your
proficiency modifier (rounded down).
Imbue the item with a spell you know as if cast at a level
equal to the spell slot expended. The spell can be activated
by any creature holding or equipping the item and
speaking a command word that is set at the item's
imbuement. The imbued spell can be used only once.
The item remains enchanted for one hour, it leaves the
current plane or until you choose to dismiss the magic. The
item can be given to another being for use.
At 12th level, you can imbue a willing creature or item with
a spell, as per the 3rd ability.
Spell Reflection
At 6th level, when you make a successful save against a
hostile spell, as a reaction you can reflect the spell back to
target the initial attacker, as if you had cast the spell yourself.
Once you use this ability, you cannot use it again until you
take a long rest.
Arcane Blast
At 8th level, you gain the ability to unleash blasts of arcane
energy. As a bonus action, you can make a ranged spell attack
with a range of 120 feet. On a hit, the attack to deals 1d10
force damage to the target. When you reach 14th level, the
extra damage increases to 2d10.
Messenger Domain Once you use this ability, you cannot use it again until you
finish a long rest.
The messenger is a domain ruled over by those who have an
interest in constant communication between the deities and
mortals. Though some promote two-way communication, all
too often the messenger is left delivering the edicts of higher
powers to mortals followers. Messenger deities include
Hermes, Thoth, Hermod and Gosend of the Amberos
pantheon.
Domain Spells
Cleric Level Spells
1st Comprehend Languages, Sanctuary
3rd Detect Thoughts, Zone of Truth
5th Phantom Steed, Sending
7th Dimension Door, Locate Creature
9th Commune, Dream
Linguist
At 1st level, you may choose two additional languages that
you can speak. You also gain proficiency into either the
Insight, Intimidate or Persuasion skill.
Move Like the Wind
Also at 1st level, as a bonus action you can take the Dash or
Withdraw action.
Channel Divinity: Instant Message
At 2nd level, you can use your channel divinity ability to send
or recieve distant messages. As an action, you activate a
mental link with yourself and any one creature you are
familiar with, regardless of distance between the two of you -
as long as you are both on the same plane. The link uses your
concentration. While linked, you can use your action to
communicate with with the individual you were linked to,
mentally speaking with the individual (in any language either
of you know) or passing a mental image to the target and vice
versa (one image per action). The link can be maintained for
up to one minute.
Instant Transport
At 6th level, you can quickly transport individuals a short
distance with a thought. As a bonus action, you can teleport
yourself or one ally you touch up to your speed to another
location you can see. Once you use this ability, you cannot use
it again until you take a short or long rest.
At 12th level and above, you can teleport yourself up to
twice your movement rate to a location you can see as a
bonus action.
Whirlwind of Blows
At 8th level, when you make a successful weapon attack you
may make an immediate additional weapon attack. This
additional attack cannot generate more attacks.
Message Delivered
At 17th level, as an action, you can teleport to any location of
which you are aware exists, as long as it is on the same plane
as you. Upon arrival, you instantly gain the benefits of a
tongues spell, as if cast on you. After one minute, if you so
choose, as an action you can return to your original location.
Peace Domain Peace Reigns
Followers of the peace domain seek non-violent ways to At 17th level, you can use your channel divinity to gain the
overcome problems and obstacles. It is not that they fear ability to cease all hostility and banish offenders. Your Truce
combat or adversity, but instead seek to show others less channel divinity has a range of 60 feet. Furthermore, as an
violent ways to overcome hardship. Dieties of peace include action on subsequent turns you can target a creature within
Frey and Logres of the Amberos pantheon. 60 feet and cast banishment on them, without requiring
concentration.
Domain Spells Once you use this ability you cannot use it again until you
Cleric take a long rest.
Level Spells
1st Sanctuary, Sleep
3rd Calm Emotions, Enthrall
5th Magic Circle, Nondetection
7th Mordenkainen's Private Sanctum, Otiluke's
Resilient Sphere
9th Commune, Hold Monster
Peacemaker
At 1st level, you gain proficiency in the Insight and
Persuasion skill.
Parley
Also at 1st level, when you take no hostile action in a turn,
you may take a bonus action to perform another non-hostile
action. The bonus action can include casting a spell of 1st -
3rd level.
Channel Divinity: Truce
Starting at 2nd level, you can use your channel divinity to
prevent others from harming each other. As an action, you
utter words of peace and all individuals within 30 feet of you
must make a Wisdom saving throw against your spellcasting
DC. On a failure, the target cannot cast a hostile spell or take
the attack action for one minute. If the target is subsequently
attacked by you or one of your allies, the effect is negated.
Matryr
At 6th level, you can protect another being from harm. As a
reaction, when a creature within 60 feet of you that you can
see would take damage you can instead cause them to take
no damage. Once you use this ability, you cannot use it again
until you take a short or long rest.
Shackle
At 8th level, as an action you can target a enemy within 60
feet you can see, requiring them to make a Wisdom saving
throw against your spellcasting modifier. On a failure, the
target is bound with mystical chains and shackles, restraining
and incapacitating them. At the end of each of the target's
turn it may attempt to repeat the saving throw to negate the
effect.
Once you use this ability you cannot use it again until you
take a long rest.
Prophecy Domain
Though a great many dieties profess to have knowledge of
future events, some are more far-seeing than others. Those
with the gift of prophesy are both blessed and cursed with the
knowledge of what is to come, though many are powerless to
change what is to come. Deities of prophesy include Odin,
Thoth, Apollo and Zzadasa of the Amberos campaign.
Domain Spells
Cleric Level Spells
1st Bless, Guiding Bolt
3rd Augury, Locate Object
5th Clairvoyance, Remove Curse
7th Divination, Locate Creature
9th Commune, Legend Lore
Tools of Divination
At 1st level, you gain proficiency with one divination tool and
the History skill.
Divine the Future
Also at 1st level, using your chosen divination tool, you can
gain insight into the future. As an action, you choose a target
creature you can see and perform an act of divination making
a History skill check. At any point in the future, up to 8 hours
hence, you can replace one d20 die roll made by the target
creature or against the target creature with the result of your
roll.
Once you use this ability, you cannot use it again until you
take a long rest.
Channel Divinity: Author of Your Own
Fate
At 2nd level, you can use your channel divinity ability to give
others the insight to overcome obstacles. As an action, you
expend your channel divinity to affect all allies within 30 feet.
For the next minute, the target adds +1d4 to skill checks,
saving throws or attack rolls until the effect ends.
Improved Divination
At 6th level, you can use your Divine the Future ability on
yourself and/or a number of allies equal to your proficiency
modifier.
Insightful Invocation
At 8th level, when you cast a spell, one target of the spell
suffers disadvantage on saving throws against the effects.
Fate Foretold
At 17th level, all targets of your spells cannot take reactions
and suffer disadvantage on their saving throws.
Protection Domain Shroud of Protection
Dieties of the guardian domain protect persons or the At 17th level, you can erect an immobile protective field
property of others. They seek to preserve life, knowledge and around yourself and nearby allies. As an action you create a
goods from those who damage, abuse or destroy their 15 foot diameter sphere of translucent glowing energy that
charges. Dieties of the guardian domain include Athena, gives you and allies within the area immunity to acid, fire, ice,
Heimdall, Horus and Harp of the Amberos pantheon. lightning, thunder, radiant, necrotic and bludgeoning, piercing
and slashing damage from non-magical weapons. The sphere
Domain Spells requires your concentration and lasts for 1 minute or until
Cleric Level Spells dispelled or dismissed by you.
Once you use this ability, you cannot use it again until you
1st Mage Armor, Protection from Good and Evil take a long rest.
3rd Calm Emotions, Invisibility
5th Glyph of Warding, Leomund's Tiny Hut
7th Freedom of Movement, Guardian of Faith
9th Geas, Hallow
Guardian
At 1st level, you gain proficiency in Martial weapons and
Heavy Armor.
Protective Ward
Starting at 1st level, when an ally within 30 feet of you that
you can see is attacked, you can use your reaction to give the
ally a +2 bonus to AC against the attack.
Channel Divinity: Protected Soul
Starting at 2nd level, you can invoke your diety to protect your
allies. As an action, you expend one of your channeling
usages and can present your holy symbol to invoke your
diety's name to provide vigor and protection to your allies. A
number of allies equal to your Charisma modifier you can see
and within 30 feet of you gain 5 temporary hit points. This
increases to 10 temporary hit points at 8th level and 15
temporary hit points at 17th level.
Martyr
At 6th level, when an ally within 60 feet of you is hit by an
attack, you can use your reaction to take the damage instead.
Furthermore, you can cast the Cure Wounds spell as a
bonus action instead of as an action.
Reflective Aura
At 8th level, when you take damage from an attack from an
attacker within 60 feet of you that you can see, you can use
your reaction to reflect the damage back at your attacker. You
take no damage from the attack and the attacker instead
takes the damage that would have been inflicted. Once you
use this ability, you cannot use it again until you take a long
rest.
At 12th level, you can use this ability in combination with
the Martyr ability as a single reaction.
Prosperity Domain Strength Domain
Gods of prosperity are generally well-liked, for the bring good Physical power and the will to use it comprise the Strength
fortune and wealth to those around them. Most gods of domain. Problems are tackled head on without deliberation
prosperity are known for their giving demeanor, though some and foes are pummeled senseless. Deities of Strength
can be miserly in doling out their boons. Gods of properity include Ares, Thor, Sobek and Competius of the Amberos
include Hades and Tageus of the Amberos pantheon. campaign.
Domain Spells Domain Spells
Cleric Level Spells Cleric Level Spells
1st Tenser's Floating Disc, Unseen Servant 1st Divine Favor, Shield of Faith
3rd Alter Self, Enhance Ability 3rd Enhance Ability, Protection from Poison
5th Conjure Animals, Create Food & Water 5th Haste, Protection from Energy
7th Fabricate, Leomund's Secret Chest 7th Dominate Beast, Stoneskin
9th Animate Objects, Teleportation Circle 9th Destructive Wave, Insect Plague
5th Haste, Revivify 3rd Create Food and Water, Misty Step
9th Greater Restoration, Mass Cure Wounds 7th Dimension Door, Freedom of Movement
9th Animate Objects, Teleportation Circle
Timekeeper
At 1st level, you gain proficiency in the History skill and Bonus Ability
Jeweler's Tools. At 1st level you gain proficiency in two of the three skills
Insight, Perception and Persuasion.
Alter time
At 1st level, you can take an action as a bonus action. Once Safe Travels
you use this ability, you cannot use it again until you take a Also at 1st level, when traveling, you can perform one
long rest. additional activity and still make Perception (Wisdom)
At 9th level, you can use the ability again after a short or checks to notice hidden threats.
long rest. Furthermore, when you take a long rest, you and your allies
resting with you do not attract wandering encounters.
Channel Divinity: Time Warp
At 2nd level, you can use your Channel Divinity ability to alter Channel Divinity: Rest and Refresh
the flow of time around you and your companions. As an At 2nd level, you can use your channel divinity to recharge
action, you affect all targets within 30 feet of you. Allies gain and refresh yourself and allies. As an action, you present your
advantage on any attack, skill check or saving throw made. holy symbol and invoke your deity. You and your allies that
This effect last until the start of your next turn. you can see and are within 30 feet can remove one level of
exhaustion and can heal your Wisdom modifier x 5 hit points.
Time Skip
At 6th level, when you and/or your allies wish to take a short Quick Rest
rest and are within 30 feet of you, you can do so as a standard At 6th level, when you take a long rest, you can do so in 4
action. Once you use this ability, you cannot use it again until hours. At 9th level, you can also likewise affect an additional
you take a long rest. number of allies you can see equal to your Wisdom modifier
(minimum 1).
Improved Time Warp Furthermore, when you and your allies travel overland, you
At 8th level, when you use your Time Warp ability, in addition can increase the number of miles you travel by 50%.
to boosting your allies, enemies suffer disadvantage on any
attack, skill check or saving throw they make. Exhaust
At 8th level, as an action you can target an enemy within 60
Time Stop feet that you can see. The target must make a Constitution
At 17th level, you can use Time Stop once per long rest. saving throw or suffer one level of exhaustion. Once you use
this ability, you cannot use it again until you take a short or
long rest. This has no effect on constructs or undead.
Instant Travel
At 17th level, as an action you can transport yourself and up
to four allies any distance to a location well-known to you.
Once you use this ability, you cannot use it again until you
take a long rest.
Tyranny Domain Undead Domain
The tyranny domain centers on those who exude control and Those of this domain are obsessed with the corporeal form
power over individuals. They expect their orders to be or spirit after death. They seek to enslave, upsurp or
followed without question or regard for one's own reanimate the flesh after death or entrap spirits to keep them
preservation of self. Dieties of this domain include Ares, from final rest or for more nefarious reasons. Deities of the
Hextor, and Titanicus of the Amberos pantheon. Undead domain include Hades, Anubis, Hel and Teeth of the
Amberos pantheon.
Domain Spells
Cleric Level Spells Domain Spells
1st Command, Hellish Rebuke Cleric Level Spells
7th Banishment, Mordenkainen's Faithful Hound 5th Animate Dead, Vampiric Touch
9th Dispel Evil and Good, Hold Monster 7th Death Ward, Phantasmal Killer
9th Antilife Shell, Raise Dead
Armor of Command
At 1st level, you gain proficiency in Heavy armor and one of Tools of Death
the two skills Deception or Intimidate. At 1st level, you gain proficiency with Martial weapons and
one of two tools - either Undertaker's tools or poisoner's kit.
Voice of Authority
Starting at 1st level, when you interact with others to order Dead inside
them into a specific course of action, you gain advantage on At 1st level, your type changes to undead. You no longer need
any Charisma-based skill checks to do so. to sleep, eat or breathe.
Channel Divinity: Dominating Aura Channel Divinity: Befriend Undead
At 2nd level, you can expend your channel divinity to At 2nd level, you can use your Channel Divinity to temporarily
temporarily take control of enemies. As an action, you recruit undead creatures. As an action, you expend a use of
present your holy symbol and speak a word power. All your channel divinity and all undead within 60 feet of you
creatures within 30 feet of you must make a Wisdom saving must make a Wisdom saving throw. On a failure, they fall
throw. On a failure, on their next turn you control the target's under your control for one minute.
action.
Channel Divinity: Bolster Undead
Mastery of Self At 6th level, you can use your Channel Divinity to bolster
At 6th level, you gain immunity to charm effects and gain undead creatures. As an action, you expend a use of you
advantage on saving throws against enchantment spells. channel divinity and all undead within 90 feet of you gain
temporary hit points equal to twice your cleric level and gain
Summisive Strike advantage on Wisdom saving throws. This effect lasts for one
At 8th level, when you make a successful melee weapon minute.
attack against a target they are restrained until the end of
their next turn. If the target is already restrained, they must Friend of Death
make a Wisdom saving throw or they are incapacitated until At 6th level, when you cast Animate Dead, your control over
the end of their next turn. You can only use this ability on a the created undead lasts for one week instead of 24 hours.
single successful hit in a turn, regardless of the number of
attacks you make. Necrotic Strike
At 8th level, when you make a weapon attack, you add 1d6
Lasting Domination necrotic damage on a hit. At 14th level, you also heal 3 hit
At 17th level, when you use your dominating aura, the control points when you make a successful hit.
lasts for one minute. At the end of each target's turn, they can
make a Wisdom saving throw to end the controlling effect on Strength of Undeath
them. At 17th level, any undead you create or control, as well as
yourself, are immune to the Channel Divinity: Turn Undead
ability.
Water Domain Water Walking
Deities of water are often fickle and jealous powers, not At 6th level, once per long rest you can walk across water as
easily tied down or understood. Land-dwelling mortals who if it were a solid surface at your base land walking speed.
take up this domain generally have one foot in the sea, as When triggered, this ability lasts for 10 minutes or until
pirates, river raiders, fishermen or sailors. Deities of the dismissed or dispelled.
Water domain include Posidon, Njord, Nephthys and Triton of Divine Strike
the Amberos pantheon. At 8th level, you gain the ability to infuse your weapon strikes
Domain Spells with divine energy. Once on each of your turns
when you hit a
Cleric creature with a weapon attack. you can cause the attack to
Level Spells deal an extra 1d8 radiant damage to the target. When you
reach 14th level, the extra damage increases to 2d8.
1st Create or Destroy Water, Speak With Animals
(Aquatic only)
Conjure Water Elemental
3rd Animal Messenger, Calm Emotions At 17th level, once per long rest you can summon an elder
5th Create Food and Water, Water Walk water elemental to do your bidding. The water elemental
appears within 60 feet and obeys your mental commands,
7th Control Water, Freedom of Movement acting on its own initiative. Use the stats for a Water
9th Conjure Elemental (Water only), Scrying Elemental, but it has 168 hit points and deals additional
damage with it attacks equal to your spellcasting modifier.
Natural Swimmer The Water Elemental remains for 1 hour, or until dispelled or
At 1st level, you gain proficiency in Athletics and a swim reduced to 0 hit points or less.
speed equal to your walking land speed.
Water Breathing
At 1st level, as an action you can imbue a number of
individuals up to your spellcasting modifier with the ability to
breath water as if it were air. This ability lasts for 1 hour.
Once you use this ability, you cannot use it again until you
take a long rest.
Channelling: Summon Aquatic Creatures
At 2nd level, you can use your Channelling ability to summon
sea creatures. As an action, if you are in waist deep water or
deeper, you can summon one or more sea creatures to a
watery area within 60 feet of you. The summoned sea
creatures must be a beast or monstrosity and have a
combined challenge rating less or equal to the total CR value
on the table below (treat 0 CR creatures as 1/8). The
summoned creature must be an aquatic creature with a swim
speed. The summoned creature can understand you and
follows your mental command to the best of its ability.
The summoned creatures remain for 1 hour or until
dismissed or reduced to 0 hp or less.
Aquatic Summons
Level Challenge Rating Total
1-2 1/8
3-4 1/2
5-6 1
7-8 2
9-10 3
11-12 4
13-14 5
15-16 6
17-18 7
19-20 8
Exceptional training
Druid Beginning at 10th level, you no longer need to use a bonus
action to command your beast(s) or fey companion.
Circle of the Beast Fey Companion
Also at 10th level, you may change one of your beast
Druids of this circle tend to be sociable, at least towards pets companions to a fey creature of the same CR or lower.
and other animals. They have an uncanny knack with beasts,
developing quick and lasting friendships with a myriad of Bestial fury
creatures. Starting at 10th level, if you have one beast, monstrosity or
fey companion it can make two attacks when you command it
Druid's companion to use the Attack action.
At 2nd level, you gain a beast companion that accompanies If you have two beast companions (or a beast and a fey or
you on your adventures and is trained to fight alongside you. monstrosity companion) and they attack the same target, they
Choose a beast that is no larger than Medium and that has a gain advantage on their attack rolls.
challenge rating of 1/4 or lower (appendix D of the PHB
presents statistics for the hawk, mastiff, and panther as One With the Beast
examples). Add your proficiency bonus to the beast's AC, At 14th level, when you Wild Shape, you can continue to cast
attack rolls, and damage rolls, as well as to any saving throws spells as normal.
and skills it is proficient in. Its hit point maximum equals its
normal maximum or five times your ranger level, whichever is Hierophant
higher.
As you advance in level, you can choose to replace your A hierophant is a druid who offers their advice and wisdom to
companion with another single beast, or may add as second others of import. While most use this power wisely to subtly
beast of the listed CR as shown on the table below. influence those around them, there are those who seek to
manipulate or control their way into positions of power. As a
Level Size CR Size 2 Beasts hierophant grows more powerful, resisting their influence
2nd – 4th Medium ¼ Small 1/8 becomes more and more difficult.
5th – 6th Medium ½ Small ¼
Nature's Sense
7th – 8th Large 1 Medium ½ At 2nd level, you gain proficiency in two of the three skills
9th – 10th Large 2 Medium 1 Insight, Persuasion or Deception.
11th - 12th Large 3 Medium 1 Patron
13th – 15th Large 4 Large 2 At 2nd level, you gain a mortal patron through whom you
16th – 17th Huge 5 Large 2
interact. Work with your DM to develop who this patron is
and what sort of benefits they can provide you - as well as any
18th-19th Huge 6 Large 3 demands they may place on you. If somehow you lose access
20th Huge 7 Huge 4 to this patron, you can approach another patron to attach
yourself to after a long rest.
The beast(s) obeys your commands as best as it can. It Note that Tasha's Cauldron of Everything contains
takes its turn on your initiative, though it doesn't take an information that can be used for creating and using patrons -
action unless you command it to. On your turn, you can if these guidelines are used, the patron is specific to you and
verbally command up to both beasts where to move (no provides no benefit to other members of your party.
action required by you). You can use your bonus action to
verbally command it to take the Attack, Dash, Disengage, Mystic Guidance
Dodge, or Help action. At 6th level, you can cast any Divination spell you know as a
While traveling through your favored terrain with only the ritual.
beast, you can move stealthily at a normal pace.
If the beast
dies, you can obtain another one by spending 8 hours Nature's Command
magically bonding with another beast that isn't hostile to you, At 10th level, you can cast Geas as a 5th level spell as an
either the same type of beast as before or a different one. action. Once you use this ability, you cannot use it again for 7
days.
Share spells
Beginning at 6th level, when you cast a spell targeting Charming Influence
yourself, you can also affect your beast companion with the At 14th level, you ability to influence others is unmatched. You
spell if the beast is within 30 feet of you. can cast Charm Person at will as a 2nd level spell.
Furthermore, when a charmed individual is freed of the spell,
Monstrous Companion it does not remember that it was charmed by you.
Also at 6th level, you may change one of your beast
companions to a monstrosity of the same CR or lower.
Dueling
Fighter When you are wielding a melee weapon in one hand and no
Masters of the martial arts, fighters hone their physical skills other weapons, at the start of your turn you may split your
to deal with a variety of opponents on the battlefield. While proficiency bonus between attack rolls and AC as you see fit
not adverse to using the aid magic can bring, fighters prefer (this replaces the normal rule that you apply your proficiency
to put their faith in their strong arms, quick reflexes and stout bonus to hit only). Once you have set your bonus, you cannot
armor. change it until your next turn. For example, at 1st level, you
could split your proficiency bonus to give you +1 to hit and +1
Light Fighter (Optional 1st level to AC, +2 to hit and no bonus to AC or no bonus to hit and +2
ability) to AC.
You are skilled at using mobility to avoid your foes, instead of Grappler
depending on armor to aborb enemy hits. When you start a grapple, you deal 1d4 bludgeoning damage
You may trade one, several or all your armor and shield to the target. Each round you maintain the grapple, you
proficiencies for a skill or tool proficiency apiece. The armor automatically deal damage equal to your proficiency modifier
proficiencies are traded in the following order: Heavy, on the start of your turn.
Medium, Shield, Light.
If you trade in your Light armor proficiency, you recieve the Great Weapon Fighting
Defense fighting style for free - it does not count against the When using a two-handed or versatile weapon with two
Fighting style you learn at 2nd level. hands, you add your proficiency bonus to damage.
Fighting Styles Interceptor
When a creature you can see hits a target that is within 5 feet
Armored of you with an attack, you can use your reaction to reduce the
When wearing medium or heavy armor, as a reaction you damage the target takes by 1d10 + your proficiency bonus (to
gain damage resistance to bludgeoning, piercing or slashing a minimum of 0 damage). You must be wielding a shield or a
weapons against an attack that hit you. You can use this simple or martial weapon to use this reaction.
ability a number of times equal to your proficiency modifier.
You regain all uses after a short or long rest. Mobility
When not using Medium or Heavy armor and not employing
Archer a shield, you add your proficiency modifier to your AC and
You do not suffer disadvantage for attacking with bows or increase your speed by 5 feet.
crossbow when within 5 feet of an opponent, and do not
suffer disadvantage when firing into a melee combat. Mounted
When you are mounted and your mount moves at least 20
Brawler feet and you hit with your first weapon attack, it is treated as
Your unarmed attacks deal 1d4 bludgeoning damage and are a critical hit.
considered light and finesse weapons. This increases to 1d6 You maintain a trained mount with a CR of ¼ your level or
bludgeoning damage at 6th level, 1d8 bludgeoning damage at lower (min ¼ CR). While aback a trained mount, you treat it
11th level and 1d10 bludgeoning damage at 16th level. as an independent mount, allowing it to move and as you
desire. However, unlike a normal independent mount, it acts
Exotic on your initiative.
You specialize with an unusual form of a common weapon. If the mount is slain, you may retrieve a replacement after a
Choose one weapon and give it a special name, and one long rest when in friendly territory.
Battle Master maneuver. When you have advantage with the
chosen weapon, you may use the Battle Master maneuver you Protection
chose without needing to expend combat superiority dice. When a creature you can see attacks a target other than you
Treat the combat superiority die as a d8 if required for the that is within 5 feet of you. you can use your reaction to
effects. impose disadvantage on the attack roll. This protection lasts
For example, you might choose the Long Sword as your against a number of attacks equal to your proficiency bonus.
base weapon. Renaming it to a Katana, you choose to add the You must be wielding a shield.
Precision Attack maneuver. Now, whenever you use the
Katana and have advantage, you may also add 1d8 to the Thrown Weapon Fighting
attack roll. You can draw a weapon that has the thrown property as part
of the attack you make with the weapon. You also double the
Defense range you can throw a weapon.
You add half your proficiency bonus (rounded down) to your
AC. If you have taken the Light Fighter optional ability and
have traded in your Light armor proficiency, you gain your
proficiency bonus to AC instead.
Two-Weapon Fighting (Replaces PHB)
When wielding two weapons, you can make an extra attack
with your off-hand weapon as part of the attack action instead
of as a bonus action. Furthermore, when you attack with two
weapons, you add your strength modifier (or dexterity
modifier for finesse weapons) to damage to both weapons
instead of only one.
Unarmored Defense
When wearing no armor and not using a shield, you add your
Intelligence modifier to your AC (minimum 1).
Weapon and Shield
When you have a shield equipped, as a bonus action you can
perform a shield bash attack. A shield bash attack is a martial
weapon attack using Strength that deals 1d4 + Strength
modifier bludgeoning damage.
Weapon Master
Choose one weapon. When attacking with the weapon, you
gain an additional bonus to hit equal to half your proficiency
bonus (rounded down) and deal extra damage equal to half
your Proficiency bonus (rounded down).
Battle Master Critical Strike. Requirement: 10th level When you hit with
an attack, you can expend a superiority die to turn the hit into
Practiced a critical hit. Regardless of the number of attacks you make
Alternate Feature; Replaces Know Your Enemy in a round, you can only use this ability once a round.
At 7th level, when you make your first attack of each round, Crushing Blow. When you hit with a weapon attack, that
you do not need to expend a Combat Superiority die to deals bludgeoning damage you may expend a superiority die
activate a combat manuever. and add double the result to the damage you inflict.
Dodge Roll. When a creature makes an attack against you
Combat Manuevers and you are in light or no armor, as a reaction you may
Additional maneuvers are listed below. Commanders can also expend a superiority die to impose disadvantage on the attack
choose these maneuvers. roll. After the attack is resolved, you may move up to half your
Ambush. When you make a Dexterity (Stealth) check or an speed without imposing an attack of opportunity from the
initiative roll, you can expend one superiority die and add the attacker.
die to the roll. Hammer and Anvil. When you hit a creature with a
Acrobatic Defense. When you are in light or no armor, as weapon attack, you can expend a superiority die to allow an
a bonus action you may expend a superiority die to improve ally adjacent to the enemy to make a single attack as their
your AC. You AC becomes equal to 10 + your Acrobatics skill reaction, adding the superiority die to the ally’s attack roll.
bonus for up to 10 minutes. Hardy. When you make a Constitution saving throw, you
Armor Soak. When you are hit by an attack and wearing can expend a superiority die as a reaction to add the result to
medium or heavy armor, as a reaction you may expend a your saving throw.
superiority die and subtract the value of the die from the Impaling Strike. When you hit a creature with a weapon
damage you take. Add 2 to the total if you are wearing attack that deals piercing damage, you can expend a
medimum armor and 4 to the total if you are wearing heavy superiority dice to impale the target. You add the superiority
armor. die to the damage and target is restrained until it makes a
Avoidance. When wearing light or no armor and making a successful Strength check as an action to free itself. While
Dexterity saving throw, you can expend a superiority die and the target is impaled, you cannot use the weapon that
add the result to your saving throw. You may use this ability impaled it, though the target takes automatic damage at the
before or after the save is rolled, but before the results are end of its turn equal to your proficiency modifier while it
applied. remains impaled.
Baiting Manuever. When you’re within 5 feet of an ally on Intercede. When you are within 5 feet of an ally that was
your turn, you can expend one superiority die and switch just hit, as a reaction you can expend your superiority dice to
places with that ally, provided you spend at least 5 feet of suffer the attack instead. Subtract the value of the superiority
movement. This movement doesn’t provoke opportunity dice from the opponent’s attack when determining damage
attacks.
Roll the superiority die. Until the start of your next (to a minimum of 0).
turn, the ally gains a bonus to AC equal to the number rolled. Meandering Blow. Requirement: 5th level You must have
Bear's Endurance. As a bonus action, you can expend a 15 feet or more of unused movement. As an action, you
superiority die to gain 2d6 temporary hit points. Also, when expend a superiority die and you make a single attack against
making a Constitution check, you can expend a superiority all opponents within 15 feet of you. If you make a ranged
die to add the die roll to the result. attack, you must have enough ammunition or thrown
Bleeding Strike. When you hit a creature with a weapon weapons for each attack you make.
attack that deals slashing damage, you can expend a Near Miss. When you miss a creature with a weapon
superiority dice to make the target bleed. For a number of attack, you can expend a superiority die and still deal the
rounds equal to the roll on the superiority die, the target target damage equal to the number rolled on the superiority
takes automatic bleed damage equal to your proficiency die. You can only use this manuever once per turn, regardless
modifier at the end of its action. The target or an adjacent ally of the number of attacks you make.
of the target can prematurely end the additional damage by Overwhelm. When you hit a creature with a weapon
taking an action to staunch the wound and making a attack, you can expend a superiority die to temporarily
successful Medicine check against your manuever DC. reduce the target’s AC by ½ the value of the superiority die
Bounding Leap. As an action, you expend a superiority die (rounded up). This effect remains in place until your next
and multiply your jumping distance by your proficiency turn.
modifier for one minute. Power Strike. Requirements: 5th level As an action, you
Bull's Strength. Requirement: 5th level Your carrying make a single strike, adding your superiority die to the attack
capacity is permanently doubled. Furthermore, you can roll. On a hit, you deal 2x your weapon + Strength modifier
expend a superiority die and add the result to any Strength damage. At 11th level, you deal 3x damage and at 16th level,
check you make. At 11th level, your carrying capacity is you deal 4x damage.
permanently tripled. At 16th level, your carrying capacity is
permanently quadrupled.
Cat's Grace. Requirement: 5th level As a bonus action, you
can expend a superiority die to take the dodge or parry
action. Also, when making a Dexterity check, you can expend
a superiority die to add the die roll to the result.
Recovery Strike. When you hit a creature with a weapon
attack that deals 1d6 or more damage and deal maximum
damage on the weapon die, you may recover a superiority die.
You do not need to expend a superiority die to perform this
feat. You may only recover one superiority die in a turn,
regardless of the number of attacks you make (including
reactions).
Restraining Strike. Immediately after you hit a creature
with a melee weapon attack on your turn, you can expend one
superiority die and use a bonus action to grapple the target.
Add the superiority die to your Strength (Athletics) check.
The target is also restrained while grappled in this way.
Run Like the Wind. As an action, you can expend a
superiority die to increase your movement speed by 5 times
your proficiency modifier. This lasts for 1 minute.
Rush. When an ally within 15 feet makes an attack, as a
reaction you expend a superiority die to move up to half your
speed towards the same opponent and make a melee weapon
attack.
Safe Fall. As a reaction, you can expend a superiority die
and reduce the effect of a fall. You reduce the effective fall
height by 10x the result of the superiority die.
Shield Interception. When you have a shield equipped, as
a reaction to being attacked you expend a superiority die to
increase your AC against the attack by the value rolled on the
superiority die.
Stunning Strike. When you hit a creature with a weapon
attack that deals bludgeoning damage, you can expend a
superiority dice to attempt to stun the target. You add the
superiority die to the damage and the target must make a
Constitution saving throw. On a failed save, it is stunned until
the start of your next action.
Supernatural Strike. Requirement: 5th level As an action,
you expend your superiority die a imbue a weapon in your
possession (or up to 10 pieces of ammunition) with magic.
The weapon grants a +1 bonus to hit and damage and is
treated as magical for 10 minutes. At 11th level, the hit and
damage bonus increases to +2. At 16th level, the hit and
damage bonus increases to +3.
Thunderous Blow. When you hit a creature with a weapon
attack, you can expend one or more superiority dice. You add
the value of the superiority dice to the damage you deal.
Whirlwind Blow. As an action, you can expend a
superiority die and make a single melee attack against all
opponents in your reach.
Willful. When you make a Wisdom saving throw, as a
reaction you can expend a superiority die to add the result to
your save. You may use this ability before or after you make
the roll, but before you apply the result.
Champion (Revised)
The archetypal Champion focuses on the development of raw
physical power honed to deadly perfection. Those who model
themselves on this archetype combine rigorous training with
physical excellence to deal devastating blows.
Improved Critical
Beginning when you choose this archetype at 3rd level, your
weapon attacks score a critical hit on a roll of 19 or 20.
Improved Second Wind
When you take the second wind action, you roll 1d10 equal to
your proficiency modifier and add your fighter level to the
total. You heal damage equal to the indicated value of the roll.
Thus you roll 2d10 at 3rd-4th level, 3d10 at 5th-8th level,
4d10 at 9th-12th level, 5d10 at 13th-16th level and 6d10 at
17th+ level, adding your fighter level to the total.
Starting at 7th level, when you take your second wind, you
also gain the benefits of the dodge action.
Starting at 10th level, when your HP are reduced to 0, you
can expend a reaction to take your second wind. Your HP are
instead reduced to the amount the second wind heals.
Remarkable Athlete
Starting at 7th level, you can add half your proficiency bonus
(round up) to any Strength. Dexterity, or Constitution check.
In addition, when you make a jump, you double the
distance you can cover. At 12th level and above, you triple the
distance you can jump.
Additional Fighting Style
At 10th level, you can choose a second option from the
Fighting Style class feature.
Superior Critical
Starting at 15th level your weapon attacks score a critical hit
on a roll of 18-20. Also, when you miss with a weapon attack,
you can reroll the attack, so long as you do not have
disadvantage.
Survivor
At 18th level, you attain the pinnacle of resilience in battle. At
the start of each of your turns, you regain hit points equal to 5
+ your Constitution modifier if you have no more than half of
your hit points left. You don't gain this benefit if you have 0 hit
points.
Additionally, when you use your Second Wind feature, you
have advantage on Strength, Constitution and Dexterity
Saving Throws until the end of your next turn.
Commander Strategic Co-ordination
The commander is a tactical and strategic fighter who uses At 10th level, when you use superiority dice, you may choose
their ability to analyze the ever-changing roil of combat to an additional ally to affect. This increases to three allies at
ensure victory for themselves and their allies. 14th level and four allies at 17th level.
Grand Strategy
Voice of Authority At 15th level, as an action a number of allies within 30 feet of
Beginning when you choose this archetype at 3rd level, as a that can see and hear you, equal to your Intelligence modifier,
bonus action, you may choose an ally within 30 feet who is may immediately take a single action apiece. Once you use
visible to you. The selected ally gains advantage on their next this ability, you cannot use it again until you take a short or
ability check or you grant the ally advantage with their first long rest.
attack roll on their next action.
Battle Tactics
Starting at 7th level, you gain access to maneuvers that are
fueled by special dice called superiority dice.
Maneuvers. You learn three maneuvers of your choice,
which are detailed under the Battle Master archetype. Many
maneuvers enhance an attack in some way. To use a
maneuver, as a bonus action you choose yourself or one ally
within 15 feet that you can see and expend a superiority die.
When the target makes its next attack, you apply the effects
of the maneuver to the attack as if they ally were performing
the maneuver.
You learn one additional maneuver of your choice at 10th
and 15th level. Each time you learn new maneuvers, you can
also replace one maneuver you know with a different one.
Superiority Dice. You have two superiority dice, which are
d8s. A superiority die is expended when you use it. You
regain all your expended superiority dice when you finish a
short or long rest.
You gain another superiority die at 15th level.
Saving Throws. Some of your maneuvers require your
target to make a saving throw to resist the maneuver’s effects.
The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your
Intelligence modifier.
Additional Maneuvers for Commander
only
Form Up. When initiative is rolled and you are not surprised,
on initiative count 20 you can spend your reaction to shout a
signal to an ally within 60 feet. The ally can immediately take
the dash, disengage or dodge action.
Inspiring Presence. If you succeed on your next skill
check or attack roll, you can spend a superiority die to gain
temporary hit points equal to the roll on the superiority dice +
your Charisma modifier. At 12th level, all allies within 15 feet
of you gain temporary hit points as indicated above.
Redouble. You expend a superiority die and heal hit points
equal to the value rolled on the die + your Intelligence
modifier.
Rousing Command. When you make a Persuasion or
Intimidate skill check, you can expend one superiority die
and add it to the roll.
Shake It Off. You may expend a superiority die to reroll a
failed saving throw, with a bonus to the roll equal to ½ the
value of the superiority die. You cannot use this maneuver for
a save you have used Indomitable on.
Swashbuckler
Flamboyant, lightly armed and armored, the swashbuckler
survives on speed and skill to take down enemy combatants.
Pananche
At 3rd level, you gain proficiency in the Acrobatics,
Performance or Persuasions skill. You also gain proficiency
in Dexterity saving throws.
Unarmored Defense
Also at 3rd level, when you are wearing no armor or light
armor, you add your Charisma modifier to your AC (minimum
1).
Brazen Attack
Starting at 3rd level, once per turn, you can deal an extra 1d6
damage to one creature you hit with an attack if you have
advantage on the attack roll. The attack must use a finesse or
a ranged weapon. You don't need advantage on the attack roll
if you are the sole melee attacker against the creature, that
enemy isn't incapacitated, and you don't have disadvantage on
the attack roll.
The amount of the extra damage increases as you gain
levels in this class, as shown in the Brazen Attack table
below.
Swashbuckler Level Brazen Attack
3rd - 4th 1d6
5th - 6th 2d6
7th - 8th 3d6
9th - 10th 4d6
11th - 12th 5d6
13th - 14th 6d6
15th - 16th 7d6
17th - 18th 8d6
19th - 20th 9d6
Cunning Action
Starting at 7th level, your quick thinking and agility allow you
to move and act quickly. You can take a bonus action on each
of your turns in combat. This action can be used only to take
the Dash, Disengage, or Hide action.
Uncanny Dodge
Starting at 10th level, when an attacker that you can see hits
you with an attack, you can use your reaction to
halve the
attack's damage against you.
Slippery Mind
By 15th level, you have acquired greater mental strength. You
gain proficiency in Wisdom saving throws.
Superior Critical
Starting at 18th level, your weapon attacks score a critical hit
on a roll of 18-20.
Warlord
The warlord is a teacher and master to a horde of followers, Lieutenant
utilizing his control over them to exert his will upon the Medium humanoid (any), unaligned
battlefield.
Armor Class 16 (chain shirt, shield)
Minions Hit Points equal to the lieutenant’s Constitution
Beginning when you choose this archetype at 3rd level, you modifier + four times your level in this class
gain a number of low-level intelligent minions to aid and Speed 30 ft.
assist you as shown on the table below. You also gain one
lieutenant to help organize and order your minions. STR DEX CON INT WIS CHA
Level Minion # 15 (+2) 12 (+1) 14 (+2) 10 (+0) 8 (-1) 11 (+0)
3rd 2
Saving Throws Str +4, Con +3
4th 3 Skills Athletics +4, Persuasion +2
5th 4 Senses passive Perception 9
Languages understands the languages you speak
6th 5
7th 6 Spark of Greatness. The following numbers increase
8th 7 by 1 when your proficiency bonus increases by 1:
the lieutenant’s skill and saving throw bonuses, the
9th 8 bonuses to hit and damage of its weapon attack.
10th + 9
The Monk
Level Proficiency Bonus Ki Points Ki Abilities Features
1st +2 ─ ─ Unarmored Defense, Martial Arts
2nd +2 2 2 Ki, Ki abilities
3rd +2 3 2 Deflect Blows, Monastic Tradition
4th +2 4 2 Ability Score Improvement
5th +3 5 3 Extra attack, Ki ability
6th +3 6 3 Ki-Empowered strikes, Monastic Tradition ability
7th +3 7 4 Evasion, Ki ability
8th +3 8 4 Ability Score Improvement
9th +4 9 5 Ki ability
10th +4 10 5 Martial Arts Improvement
11th +4 11 6 Ki ability, Monastic Tradition ability
12th +4 12 6 Ability Score Improvement
13th +5 13 7 Ki ability
14th +5 14 7 Diamond Body
15th +5 15 8 Ki ability, Timeless body
16th +5 16 8 Ability Score Improvement
17th +6 17 9 Ki ability, Monastic Tradition ability
18th +6 18 9 Empty Body
19th +6 19 10 Ability Score Improvement
20th +6 20 10 Perfect Self
Mind over Matter You can make a psion quickly by following these suggestions.
First make your Intelligence your highest ability score,
Psions are those whose mental abilities are far superior than followed by Constitution or Dexterity. Then choose the Sage
the average person, allowing them to change reality with but background. Third, choose Contact, Empty Mind, and Mind
a thought. As a psion grows more powerful their Thrust as your Cantrips. Choose Ego Whip and Mental
strengthening mind finds it easier to bend reality even further Barrier as your 1st level powers.
and farther. A psion's power comes through a mix of powerful
intelligence and the force of personality to exert their will on CLASS FEATURES
the world and its surrounding inhabitants. They are known As a psion, you gain the following class features.
for great mental acuity, self-control and introspection.
Hit Points
Creating a Psion Hit Dice: 1d6 per psion level
Hit Points at 1st Level: 6 +
your Constitution modifier
Hit Points at Higher Levels: 1d6
As you create a psion, think of how your character taps into (or 4) your Constitution modifier per psion level after 1st
the internal forces that allow you to bend the world to your
will and how this knowledge came to you. Was it learned Proficiencies
through years of rigorous training and insight? Did some Armor: Light armor
emotional trauma or mental epiphinany bring your powers to Weapons: Daggers, darts, slings, quarterstaffs, light
the fore? Are there more like you or are you somehow crossbows
unique? Tools: None
Quick Build
Saving Throws: Intelligence, Wisdom
Skills: Choose two from History, lnsight, lnvestigation,
Medicine, Mentalism and Religion
Manifesting Powers Discipline
Cantrips At 2nd level, you begin to hone your knowledge and abilities,
At 1st level, you know two cantrips of your choice from the favoring a path of psychic development. You choose a
psion power list. You learn additional psion cantrips of your subclass based on your area of focus.
choice at higher levels, as shown in the Cantrips Known Your choice grants you features at 2nd level, and again at
column of the Psion table 6th, 10th and 14th level.
Known and Manifesting Discipline Ability Score Improvement
Powers When you reach 4th level, and again at 8th, 12th, 16th, and
The Psion table shows how many discipline power slots you 19th level, you can increase one ability score of your
choice
have to manifest powers of 1st level and higher. To manifest by 2. or you can increase two ability scores of your choice by
one of these powers, you must expend psi points of the 1. As normal, you can't increase an ability
score above 20
power's level or higher. The cost to manifest a power based using this feature.
on its level is shown on the table below. You regain all
expended psi points when you finish a long rest. Major Science
Psionic Power Cost Starting at 9th level, you gain access to powerful, singlar
Discipline Level Point Cost psionic powers. At 9th level, you gain a single power of 5th
1st 2 level, known as a Science.
At 9th level, you can use your known science once per day,
2nd 3 without expending psi points. Every two levels thereafter (at
3rd 4 11th, 13th, 15th, 17th and 19th), you gain one additional use
4th 5
of this ability. You may use your additional uses to manifest
the same or different powers, but may only use this ability
You know a limited number of powers from which you with the powers you learned as sciences and may not use it
manifest. You choose a number of psion powers from your with disciplines.
class list as shown on your class table. The powers must be Psionic Mastery
of a level equal to or less than the maximum discipline level.
Once you reach 9th level, you can also learn sciences, up to a At 18th level, you have achieved such mastery over certain
Science level you can manifest. powers that you can cast them without expending psi points.
For example. if you're a 3rd-level psion, you have 4 known Choose a 1st-level psion power and a 2nd-level psion power
disciplines of up to 2nd level. At 9th level, you would have 10 that you know. You can cast those spells at their lowest level
known disciplines, including possibly some 5th level without expending psi points. Ifyou want to manifest either
sciences. power at a higher level, you must expend a spell slot as
When you gain a level, you can change one discipline normal.
power you know, in addition to any that you might gain for When you gain a level, you can choose to change one of the
increasing your level. powers that you have mastered.
Manifesting Ability Empowered Manifestation
Intelligence is your manfesting ability for your psionic When you reach 20th level, you gain mastery over psionic
powers. Since you learn your powers through dedicated disciplines. When a power can manifested at a higher level,
study and memorization. You use your Intelligence whenever you can do so at any power level, up to 9th level. The cost to
a power refers to your spellcasting or manifesting ability. increase a power's level to 5th and beyond is shown on the
In addition, you use your Intelligence modifier when setting table below. Likewise, you can manifest psionic disciplines
the saving throw DC for a psionic power you manifest and using your Major Science ability uses.
when making an attack roll with one.
Power save DC a 8 + your proficiency bonus + your Psionic Power Cost
Intelligence modifier Discipline Level Point Cost
Power attack modifier = your proficiency bonus + your
Intelligence modifier 5th 6
6th 7
Meditation 7th 8
With a short rest, you are able to rejuvinate and regain a 8th 9
small amount of psychic power. Once per day, when you take
a short rest, you regain Psi points equal to half your psion 9th 10
level (rounded up).
Egoist Kineticist
A psion who specializes in psychometabolism is known as an Psions who specialize in psychokinesis are known as
egoist. This discipline consists of powers that alter the psion’s kineticists. They are the masters of powers that manipulate
psychobiology, or that of creatures near him. An egoist can and transform matter and energy. Kineticists can attack with
both heal and transform himself into a fearsome fighter. devastating blasts of energy.
Bonus Powers Bonus Powers
Level Power Level Power
2nd Body Armor, Body Weaponry 2nd Absorb Elements, Force Burst
3rd Alter Self, Enhance Ability 3rd Gust of Wind, Shatter
5th Fly, Haste 5th Mind Blast, Protection from Energy
7th Polymorph, Stoneskin 7th Otiluke's Resilient Sphere, Thunderbolt
The Ranger
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th
1st +2 Favored Enemy, Natural Explorer — — — — — — —
2nd +2 Fighting Style, Spellcasting 3 2 2 — — — —
3rd +2 Primeval Awareness, Ranger Conclave 3 3 3 — — — —
4th +2 Ability Score Improvement, Fleet of Foot 3 3 3 — — — —
5th +3 Ranger Conclave Feature 3 4 4 2 — — —
6th +3 Greater Favored Enemy 3 4 4 2 — — —
7th +3 Ranger Conclave Feature 4 5 4 3 — — —
8th +3 Ability Score Improvement, Fleet of Foot 4 5 4 3 — — —
9th +4 - 4 6 4 3 2 — —
10th +4 Hide in Plain Sight 5 6 4 3 2 — —
11th +4 Ranger Conclave Feature 5 7 4 3 3 — —
12th +4 Ability Score Improvement 5 7 4 3 3 — —
13th +5 - 6 8 4 3 3 1 —
14th +5 Vanish 7 8 4 3 3 1 —
15th +5 Ranger Conclave Feature 8 9 4 3 3 2 —
16th +5 Ability Score Improvement 9 9 4 3 3 2 —
17th +6 ─ 10 10 4 3 3 3 1
18th +6 Feral Senses 11 10 4 3 3 3 1
19th +6 Ability Score Improvement 12 11 4 3 3 3 2
20th +6 Foe Slyer 12 11 4 3 3 3 2
Favored Enemy
Hit Points
Hit Dice: 1d10 per ranger level Beginning at 1st level, you have significant experience
Hit Points at 1st Level: 10+ your Constitution modifier studying, tracking, hunting, and even talking to a certain type
Hit Points at Higher Levels: 1d10 (or 6) + your of enemy commonly encountered in the wilds.
Constitution modifier per ranger level after 1st Choose a type of favored enemy: Abberations, beasts,
constructs, dragons, fey, giants, humanoids, monstrosities, or
Proficiencies undead.
Armor: Light armor,medium armor, shields You gain a bonus to damage rolls equal to your proficiency
Weapons: Simple weapons, martial weapons modifier with weapon attacks against creatures of the chosen
Tools: None type. Additionally, you have advantage on Wisdom (Survival)
Saving Throws: Strength, Dexterity checks to track your favored enemies, as well as on
Skills: Choose three from Animal Handling, Athletics, Intelligence checks to recall information about them.
Insight, Investigation, Nature, Perception, Stealth, and When you gain this feature, you also learn one language of
Survival your choice, typically one spoken by your favored enemy or
creatures associated with it. However, you are free to pick any
Equipment language you wish to learn.
You start with the following equipment, in addition to the
equipment granted by your background:•
(a) scale mail or (b) leather armor
(a) two shortswords or (b) two simple melee weapons
(a) a dungeoneer’s pack or (b) an explorer’s pack
A longbow and a quiver of 20 arrows
Natural Explorer Grappler
You are a master of navigating the natural world, and you When you start a grapple, you deal 1d4 bludgeoning damage
react with swift and decisive action when attacked. This to the target. Each round you maintain the grapple, you
grants you the following benefits: automatically deal damage equal to your proficiency modifier
on the start of your turn.
You ignore difficult terrain.
You have advantage on initiative rolls. Great Weapon Fighting (Replaces PHB)
On your first turn during combat, you have advantage on When using a two-handed or versatile weapon with two
attack rolls against creatures that have not yet acted. hands, you add your proficiency bonus to damage.
You gain the following benefits when traveling for an hour Mobility
or more: When not using Medium or Heavy armor and not employing
Difficult terrain doesn’t slow your group’s travel. a shield, you add half your proficiency modifier to your AC
You add a bonus to Survival (Wisdom) checks equal to and can take the Dodge or Dash action as a bonus action.
your proficiency modifier to navigate across terrain. Mounted
Even when you are engaged in another activity while When you are mounted and your mount moves at least 20
traveling (such as foraging, navigating, or tracking), you feet and you hit with your first weapon attack, it is treated as
remain alert to danger. a critical hit.
If you are traveling alone, you can increase your pace by You maintain a trained mount with a CR of ¼ your level or
one level and abide by the effect of the lower level. lower. This mount does not count as a Ranger’s companion.
When you forage, you find twice as much food as you While aback a trained mount, you treat it as an independent
normally would. mount, allowing it to move and as you desire. However, unlike
While tracking other creatures, you also learn their exact a normal independent mount, it acts on your initiative.
number, their sizes, and how long ago they passed If the mount is slain, you may retrieve a replacement after a
through the area. long rest when in friendly territory.
Fighting Style
Pack Hunter
The following are additional fighting styles a ranger can When an ally attacks and hits an opponent within 5 feet of
choose from at 2nd level. you, as a reaction, you can make a melee weapon attack
against the same opponent.
Archer (Replaces PHB)
You do not suffer disadvantage for attacking with bows or Thrown Weapon Fighting
crossbow when within 5 feet of an opponent, and do not You can draw a weapon that has the thrown property as part
suffer disadvantage when firing into a melee combat. of the attack you make with the weapon. You also double the
range you can throw a weapon.
Brawler
Your unarmed attacks deal 1d4 bludgeoning damage and are Two-Weapon Fighting (Replaces PHB)
considered light weapons. This increases to 1d6 bludgeoning When wielding two weapons, you can make an extra attack
damage at 6th level, 1d8 bludgeoning damage at 11th level with your off-hand weapon as part of the attack action instead
and 1d10 bludgeoning damage at 15th level. of as a bonus action. Furthermore, when you attack with two
weapons, you add your strength modifier (or dexterity
Druidic Adept modifier for finesse weapons) to damage to both weapons
You gain access to cantrips as if you were a Druid of ½ level. instead of only one.
You gain your first cantrips at 2nd level.
Weapon Master
Defense (Replaces PHB) Choose one weapon. When attacking with the weapon, you
You add half your proficiency bonus (rounded down) to your gain an additional bonus to hit equal to half your proficiency
AC. bonus (rounded down) and deal extra damage equal to your
Proficiency bonus.
Dueling (Replaces PHB)
When you are wielding a melee weapon in one hand and no Weapon and Shield
other weapons, at the start of your turn you may split your When you have a shield equipped, as a bonus action you can
proficiency bonus between attack rolls and AC as you see fit perform a shield bash attack. A shield bash attack is a martial
(this replaces the normal rule that you apply your proficiency weapon attack using Strength that deals 1d4 + Strength
bonus to hit only). Once you have set your bonus, you cannot modifier bludgeoning damage.
change it until your next turn. For example, at 1st level, you
could split your proficiency bonus to give you +1 to hit and +1
to AC, +2 to hit and no bonus to AC or no bonus to hit and +2
to AC.
Spellcasting This feature reveals which of your favored enemies are
present, their numbers, and the creatures’ general direction
By the time you reach 2nd level, you have learned to use the and distance (in miles) from you. If there are multiple groups
magical essence of nature to cast spells, much as a druid of your favored enemies within range, you learn this
does. See chapter 10 for the general rules of spellcasting and information for each group.
chapter 11 for the ranger spell list.
Ranger Conclave
Spell Slots At 3rd level, you choose to emulate the ideals and training of
The Ranger table shows how many spell slots you have to a ranger conclave: the Beast Conclave, the Hunter Conclave,
cast your spells of 1st level and higher. To cast one of these or the Stalker Conclave, all detailed at the end of the class
spells, you must expend a slot of the spell’s level or higher. description.
You regain all expended spell slots when you finish a long Your choice grants you features at 3rd level and again at
rest. 5th, 7th, 11th, and 15th level.
For example, if you know the 1st-level spell animal
friendshipand have a 1st-level and a 2nd-level spell slot
available, you can cast animal friendship using either slot. Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and
Spells Known of 1st Level and Higher 19th level, you can increase one ability score of your choice
You know two 1st-level spells of your choice from the ranger by 2, or you can increase two ability scores of your choice by
spell list.The Spells Known column of the Ranger table 1. As normal, you can’t increase an ability score above 20
shows when you learn more ranger spells of your choice. using this feature.
Each of these spells must be of a level for which you have
spell slots. For instance, when you reach 5th level in this Greater Favored Enemy
class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class,you can At 6th level, you are ready to hunt even deadlier game.
choose one of the ranger spells you know and replace it with Choose a type of greater favored enemy: aberrations,
another spell from the ranger spell list, which also must be of celestials, constructs, dragons, elementals, fiends, or giants.
a level for which you have spell slots. You gain all the benefits against this chosen enemy that you
normally gain against your favored enemy, including an
Spellcasting Ability additional language.
Wisdom is your spellcasting ability for your ranger spells, Additionally, you have advantage on saving throws against
since your magic draws on your attunement to nature. You the spells and abilities used by a greater favored enemy.
use your Wisdom whenever a spell refers to your spellcasting
ability. In addition, you use your Wisdom modifier when Fleet of Foot
setting the saving throw DC for a ranger spell you cast and Beginning at 8th level, you can use the Dash action as a
when making an attack roll with one. bonus action on your turn.
Spell save DC = 8 + your proficiency bonus + your
Wisdom modifier Hide in Plain Sight
Spell attack modifier = your proficiency bonus + your
Wisdom modifier Starting at 10th level, you can remain perfectly still for long
periods of time to set up ambushes.When you attempt to hide
Primeval Awareness on your turn, you can opt to not move on that turn. If you
Beginning at 3rd level, your mastery of ranger lore allows you avoid moving, creatures that attempt to detect you take a −10
to establish a powerful link to beasts and to the land around penalty to their Wisdom (Perception) checks until the start of
you. your next turn. You lose this benefit if you moveor fall prone,
You have an innate ability to communicate with beasts, and either voluntarily or because of some external effect.You are
they recognize you as a kindred spirit. Through sounds and still automatically detected if any effect or action causes you
gestures, you can communicate simple ideas to a beast as an to no longer be hidden.
action, and can read its basic mood and intent. If you are still hidden on your next turn, you can continue
You learn its emotional state, whether it is affected by to remain motionless and gain this benefit until you are
magic of any sort, its short-term needs (such as food or detected.
safety), and actions you can take (if any) to persuade it to not Vanish
attack.
You cannot use this ability against a creature that you have Starting at 14th level, you can use the Hide action as a bonus
attacked within the past 10 minutes. action on your turn. Also, you can’t be tracked by nonmagical
Additionally, you can attune your senses to determine if any means, unless you choose to leave a trail.
of your favored enemies lurk nearby. By spending 1
uninterrupted minute in concentration (as if you were
concentrating on a spell), you can sense whether any of your
favored enemies are present within 5 miles of you.
Feral Senses
At 18th level, you gain preternatural senses that help you fight
creatures you can’t see. When you attack a creature you can’t
see, your inability to see it doesn’t impose disadvantage on
your attack rolls against it. You are also aware of the location
of any invisible creature within 30 feet of you, provided that
the creature isn’t hidden from you and you aren’t blinded or
deafened.
Foe Slayer
At 20th level, you become an unparalleled hunter. Once on
each of your turns, you can add your Wisdom modifier to the
attack roll and add 2d6 to the subsequent damage roll of an
attack you make. You can choose to use this feature before or
after the roll, but before any effects of the roll are applied.
Beast Conclave (Revised) Monstrous Companion
The Beast Master archetype embodies a friendship between Beginning at 7th level, you may change one of your beast
the civilized races and the beasts of the world.
United in companions to a monstrosity of the same CR or lower.
focus, beast and ranger work as one to fight the monstrous Exceptional training
foes that threaten civilization and the wilderness alike. Beginning at 10th level, it does not take an action to
Emulating the Beast Master archetype means committing command your beast(s) or fey companion.
yourself to this ideal, working in partnership with an animal
as its companion and friend. Fey Companion
Beginning at 10th level, you may change one of your beast
Ranger's companion companions to a fey creature of the same CR or lower.
At 3rd level, you gain a beast companion that accompanies
you on your adventures and is trained to fight alongside you. Bestial fury
Choose a beast that is no larger than Medium and that has a Starting at 11th level, if you have one beast, monstrosity or
challenge rating of 1/4 or lower (appendix D of the PHB fey companion it can make two attacks when you command it
presents statistics for the hawk, mastiff, and panther as to use the Attack action.
examples). Add your proficiency bonus to the beast's AC, If you have two beast companions (or a beast and a fey or
attack rolls, and damage rolls, as well as to any saving throws monstrosity companion) and they attack the same target, they
and skills it is proficient in. Its hit point maximum equals its gain advantage on their attack rolls.
normal maximum or five times your ranger level, whichever is
higher.
As you advance in level, you can choose to replace your
companion with another single beast, or may add as second
beast of the listed CR as shown on the table below.
Level Size CR Size 2 Beasts
3rd – 4th Medium ¼ Small 1/8
5th – 6th Medium ½ Small ¼
7th – 8th Large 1 Medium ½
9th – 10th Large 2 Medium 1
11th - 12th Large 3 Medium 1
13th – 15th Large 4 Large 2
16th – 17th Huge 5 Large 2
18th-19th Huge 6 Large 3
20th Huge 7 Huge 4
Stone Companion
Medium elemental (earth), unaligned
Armor Class 18
Hit Points 9 times your Ranger level
Speed 25 ft., burrow 40 ft.
Resistances Poison
Condition Immunities poisoned, prone
Senses Blindsight 30 ft., passive Perception 10
Languages Terran, understands the languages you
speak
Challenge - Proficiency Bonus (PB) equals your
bonus
Actions
Slam. Melee Weapon Attack: your melee attack
modifier to hit, reach 5 ft., one target. Hit 1d10 + 2
bludgeoning damage
Warden Conclave
Wardens are stern defenders of a person, place or thing. They Warded Manifestation
are bold and forthwrite, staunch and bold in their protection. Medium construct, unaligned
They are implacable foes to those who would seek to do
harm to that which they defend, but are equally trustworthy Armor Class 14 + PB (natural armor)
allies and guardians of those they protect. Hit Points 5 + 5 times your ranger level (the
manifestation has hit dice [d8s] equal to your
ranger level
Understanding Speed 30 ft.
At 3rd level, you choose a race, organization, place or
mystical object as the object of your defense. When you make
skill checks regarding recalling information about or STR DEX CON INT WIS CHA
interacting with the source of your protection, you gain 15 (+2) 12 (+1) 14 (+2) 10 (+0) 8 (-1) 11 (+0)
advantage. Furthermore, if there is a language associated
with the object of your protection, you gain proficiency in it.
Saving Throws Str 2 + PB, Con 1 + PB
Resistances bludgeoning, piercing and slashing non-
Defensive Stance magical weapons
Also at 3rd level, you gain the protection fighting style, Senses passive Perception 9
without needing a shield to use the style. Furthermore, if the Languages understands the languages you speak
target your protect is the object of your defense, even on a hit
you can reduce the damage the target takes by 1d10 + your
proficiency modifier. You can use this latter ability only once Actions
per turn, regardless of the number of times the target is hit. Slam. Melee Weapon Attack: +2 plus PB to hit, reach
5 ft., one target. Hit: 1d10 + 2 slashing damage.
Warding Spirit
At 5th level, you can draw on a mystical bond between you Searing Gaze. Ranged Weapon Attack: +1 plus PB to
and the object of your protection. This bond manifests as a hit, range 120, one target. Hit: 1d8 +1 radiant
damage.
phantasmal manifestation on your protected object, which
can provide aid and assistance. The manifestation takes on a
ghostly appearance of your choice, with the following stats.
The manifestion appears in a 5-foot-square within 60 feet of Warden Strike
you and acts on your initiative, according to your telepathic At 11 level, As an action, you can exhale a 30-foot cone of
commands. The manifestation lasts for up to 1 minute. Once thunderous denial or cause your warded manifestation to
you use this ability, you cannot use it again until you take a exhale it. Choose acid, cold, fire, lightning, or poison damage.
short or long rest. Each creature in the cone must make a Dexterity saving
throw against your spell save DC, taking 6d6 damage on a
Protective Ward failed save, or half as much damage on a successful one.
At 7th level, you can manifest a protective ward to absorb This damage increases to 8d6 when you reach 15th level in
damage. As a bonus action, you weave a magical ward that this class.
engulfs your square in a shimmering field that provides you Once you use this feature, you can’t do so again until you
and your allies cover against any enemy attack that draws finish a long rest, unless you expend a spell slot of 3rd level
line of sight through your space. Furthermore, the ward or higher to use it again.
provides resistance to all damage against any attack that
draws line of sight to or through your square. This protection Ultimate Bond
lasts for 1 minute. Once you use this ability, you cannot use it Your bond to your warded manifestation reaches the pinnacle
again until you take a short or long rest. of its power. While your warded manifestation is summoned,
you and the warded manifestation gain the following benefits:
The warded manifestation grows to Large size.
The warded manifestation’s slam attack deals an extra
1d10 damage, for a total of 2d10 + 2 slashing damage.
When either you or the warded manifestation takes
damage while you’re within 30 feet of each other, you can
use your reaction to give yourself or the warded
manifestation resistance to that instance of damage.
Dilettante
The dilettante is a dabble in wide variety of talents and skills.
Rogue Rarely does a dilettante allow a single profession or hobby
Rogues are a tricky bunch who live in discomfort with hold their interest long before they dash on to conquer some
expected mores of the society around them. They are new problem or learn a new skill. As their repitoire of skills,
criminals, rebels and free-thinkers willing to thumb the hobbies and knowledge grows, so does their ability to
expectations of others to do as they feel or think. conquer aspects of themselves that few people even knew
Listed below are new subclasses for these exceptional could exist.
beings.
Dabbler
Sneak Attack At 3rd level, you gain proficiency in the Deception, Intimidate
At 3rd level, when you acquire you archtype, you also gain or Persuasion skill. If you already have proficiency in the skill
insight to customize your sneak attack. When you make a you choose, you gain expertise in the skill, effectively using
sneak attack, you may choose to reduce your damage by one double your proficiency bonus when using the skill. You also
or more dice (up to your proficiency modifier) to apply gain proficiency in one tool of your choice.
additional effects to your sneak attack. These additional
effects are described in the Combat Options of this Skilled
document. Also at 3rd level, whenever you make a skill check in a skill
You may spend one dice apiece to add one of each of the you are proficient in, as a bonus action you can grant yourself
following effect(s), without the cost of an action: advantage. You may choose instead as a reaction to use the
Help action to aid an ally within 30 feet, if the ally can see or
Blind hear you.
Deafen
Hound Reknown
Grapple At 9th level, your reputation precedes you. As an action you
Pin can force a humanoid within 30 feet of you to make a
Push Wisdom saving throw versus a DC of 8 + your proficiency
Stun modifier + your Charisma modifier. On a failure, the target is
Trip charmed or frightened for one minute. If the target failed the
initial save, it may make an additional save at the end of each
of its turns.
Retaliate
At 13th level, when you use your uncanny dodge you can also
make a single weapon attack against the creature that
attacked you.
Just as Planned
At 17th level, You can substitute a skill check for a saving
throw. The skill check must be keyed off the same ability
score as the saving throw. Once you use this ability, you must
take a short rest to use it again.
Slayer
The slayer is a vigilante who has devoted themselves to the
destruction of an individual, organization or even a creature.
Gifted with a knack for finding and dispatching foes, they are
feared for their reputed abilities to get past any defense or
barrier to locate and dispatch their target.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain
proficiency with the disguise kit and the poisoner’s kit.
Find And Dispatch
Starting at 3rd level, you gain access to a small group of
spells. You can use one of the two spells of each spell level
once per long rest. Your spellcasting ability for these spells is
Intelligence and the DC is 8 + your Proficiency Modifier +
your Intelligence modifier.
Level Spell
3rd Disguise Self, Expedious Retreat (self only)
5th Invisibility (self only), Silence
7th Gaseous Form (self only), Nondetection (self only)
9th Arcane Eye, Locate Creature
11th Mislead, Passwall
13th Eyebite, True Seeing (self only)
15th Project Image, Teleport (self only)
Slayer's Strike
At 3rd level, you can use your bonus action to give yourself
advantage on your next attack.
You also have advantage on attack rolls against any
creature that hasn’t taken a turn in the combat yet. In
addition, any hit you score against a creature that is surprised
is a critical hit.
Lingering Strike
At 9th level, when you hit an opponent with an attack, at the
start of their turn they must make a Constitution saving
throw (DC of 8 + your proficiency modifier + Dexterity
modifier). On a failure, they take damage equal to your
proficiency modifier. On a success, this effect ends. A
creature may only be affected by one lingering strike at a
time, regardless of the number of times it has been hit.
Death Strike
Starting at 13th level, you become a master of instant death.
When you attack and hit a creature that is surprised, it must
make a Constitution saving throw (DC 8 + your Dexterity
modifier + your proficiency bonus). On a failed save, double
the damage of your attack against the creature.
Nothing is Invincible
At 17th level, as a bonus action, when you attack you can
negate a target's damage resistances and treat the target's
damage immunities as damage resistances. You can do this a
number of times equal to your proficiency modifier. You
regain all uses of this ability after a long rest.
Abberant Taint (Ancestry)
As you gain levels, you add the following spells to your list
Sorcerer of spells known. These spells do not count against your
The following information is an alternate approach to the normal limit of known spells.
sorcerer from that found in the PHB. A Sorcerer can be built Level Spell
using the existing subclasses or be built using the Ancestry
and subclasses found below. Ancestries and the subclasses 1st Arms of Hadar, Dissonant Whispers
here cannot be combined with those in the PHB, Xanathar's 3rd Calm Emotions, Detect Thoughts
or Tasha's tomes, and in many ways meant to replace those
subclasses found there. 5th Hunger of Hadar, Sending
7th Evard's Black Tentacles, Polymorph
Ancestry 9th Contact Other Plane, Modify Memory
Ancestry for sorcerer defines the source of a sorcerer's
magic. You choose an ancestry at 1st level, which adds to the Telepathy
list of spells that you know without taking up a spell known At 1st level, you can form a telepathic bond with another
slot. Following are a list of ancestries available to sorcerers. individual. As a bonus action, choose a creature within 30
feet of you. You and the chosen creature can speak
Subclass telepathically to one another while you remain within 1 mile
At 3rd level, you choose a subclass. You gain its abilities at the of the target. This connection lasts for a number of minutes
levels listed under the subclass. equal to your sorcerer level. It ends early if you are
incapacitated, choose to end the connection or create a new
Metamagic connection to another creature.
The following additional metamagic abilties are available to Faceless
sorcerers. Additionally, at 1st level as an action, you can use 2 sorcery
points to cast alter self without verbal or somatic
Augment Spell components.
When you cast a spell that has an improved effect at higher
levels, you can spend sorcery points to increase the spell
level, up to the maximum spell level you can normally cast.
For example, if you were 17th level level and cast a 2nd level
spell, you could use up to 7 sorcery points to cast the spell as
if it were a 9th level spell.
Sculpt Spell
When you cast a spell that creates takes the shape of a cone,
sphere or line, you can change its shape.
If a spell is a cone, you can change it to instead be a
sphere of 1/2 the cone's original length.
If a spell is a sphere, you can change it to instead be a
cone twice as long as the sphere's radius and as wide as
the sphere's diameter.
If a spell is a line, you can bend the spell at any one point
up to 90 degrees.
Celestial Bloodline (Ancestry) Clockwork (Ancestry)
Your innate magic comes from divine magic from the upper One of your ancestors was a powerful being of law or was
planes. Most often, sorcerers with this origin trace their strongly aligned to the cause of law and order. In some rare
ancestry back to saints or other individuals that had contact cases, you or your ancestors had a strong affinity to sentient
(if perhaps brief) with divine or semi-divine ancestors. mechanical beings and you have derived supernatural powers
As you gain levels, you add the following spells to your list from this association.
of spells known. These spells do not count against your As you gain levels, you add the following spells to your list
normal limit of known spells. of spells known. These spells do not count against your
Level Spell
normal limit of known spells.
1st Bless, Cure Wounds Level Spell
3rd Aid, Prayer of Healing 1st Alarm, Protection from Evil and Good
5th Beacon of Hope, Mass Healing Word 3rd Aid, Cloud of Daggers
7th Divination, Guardian of Faith 5th Dispel Magic, Protection from Energy
Draconic Resilience
At 1st level, choose a dragon subtype. As magic flows through
your body, it causes physical traits of your dragon ancestors
to emerge. At 1st level, your hit point maximum increases by
2 and increases by 2 again whenever you gain a level in this
class. You also gain resistance to your dragon's damage type
as listed above.
Dragon Breath
Additionally, starting at 1st level, as a bonus action you can
spend one or more sorcery points, up to your proficiency
modifier, to unleash a breath weapon that affects an area as
listed above. Targets in the area of effect must make a
Dexterity saving throw against your spellcasting DC. On a
failure the target takes 1d8 points of damage of your dragon's
damage type per point of sorcery expended. On a successful
save, the target takes half damage.
Genie Bloodline (Ancestry) Giant Bloodline (Ancestry)
While powerful spirits of elemental power and magic, genies There are many who hold ancient ties to the primordial
often interact with other races and their powers can be magic of giants, either by close association and friendship or
acquired as gifts, through relations, bestowed by pact or actual blood relations to these near-human beings. Frost and
contract or even in some cases, stolen and possibly passed stone giants are the most common source of these abilities,
down to descendants. but gaint powers from other types do exist.
As you gain levels, you add the following spells to your list As you gain levels, you add the following spells to your list
of spells known. These spells do not count against your of spells known. These spells do not count against your
normal limit of known spells. normal limit of known spells.
Level Spell Level Spell
1st Bless, Detect Magic 1st False Life, Longstrider
3rd Augury, Enhance Ability 3rd Enhance Ability, Enlarge
5th Bestow Curse, Magic Circle 5th Protection from Energy, Slow
7th Banishment, Divination 7th Confusion, Stoneskin
9th Planar Binding, Scrying 9th Antilife Shell, Conjure Elemental
Animal Affinity
You gain twice your Charisma bonus (minimum 2) when
using the Animal Handling skill to interact with beasts or
monstrosities with an Intelligence no greater than 6 that are
related to your lycanthrope affinity.
Likewise, through sounds and gestures, you can conduct
rudimentary conversations with animals related to your
lycanthropic affinity.
Wild Claws
Starting at 1st level, as a bonus action, you can spend one or
more sorcery points (up to your proficiency modifier) to
transform your hands into deadly claws. They deal 1d4
slashing damage per sorcery point and are considered light
and finesse weapons. The claws remain for one hour or until
you choose to dispel them or you are rendered unconscious.
Mutant (Ancestry) Undead Bloodline (Ancestry)
Due to a quick in you or an ancestor's makeup, you can You are the descendant of a powerful undead being or whose
naturally and easily tap into supernatural powers that others ancestor survived a close brush with one of the fell creatures
can only dream of. While this is often simply an accident of of the night.
birth, sometimes mutation can be sparked or triggered by a Level Spell
terrifying accident or meddling with raw magic sources or
powers. 1st False Life, Sleep
Level Spell 3rd Suggestion, Hold Person
1st False Life, Witch Bolt 5th Animate Dead, Gaseous Form
3rd Hold Person, Invisibility 7th Blight, Death Ward
5th Fly, Haste 9th Cloudkill, Dominate Person
7th Fabricate, Polymorph
Strength of the Dead
9th Animate Objects, Scrying Starting at 1st level, when you make a saving throw, you can
choose to make it a Charisma saving throw instead. Once you
Unnatural Ability do this, you cannot use this ability again until you take a short
At 1st level, you add 1 to two ability scores of your choice. rest.
Additionally, when casting spells using sorcery points, you
ignore verbal, somatic and material components (worth less Life Leech
than 1 gp). Additionally, starting at 1st level, if you cast a spell and it hits
or at least one target fails the save against the spell, you can
Heart of Magic expend a sorcery point to heal hit points equal to half the
Also at 1st level, you can add spells to your list of known level of the spell (rounded down).
spells from any spell list, as long as they are of a level that you
can cast. You can also cast these spells using sorcery points,
using the normal rules for casting spells via sorcery points.
Spelleater (Ancestry and Subclass) Undeniable Spell
The spelleater is a parasite - lacking their own ability to At 14th level, when you use one or more sorcery points on a
manifest magic they instead steal their power from other spell you cast you can add your proficiency modifier to the
existing sources to power their unending desire for magical damage dealt to all targets of the spell or choose one target to
ability. make the spell save with disadvantage.
Level Spell Unbridled Feeding
1st two spells from any spell list of 1st level
At 18th level, you can feed off the power of permanent
magical areas or items. As an action, you can tap into a
3rd two spells from any spell list of 2nd level permanently enchanted area or powerful magic item such as
5th two spells from any spell list of 3rd level a legendary magic item, artifact or relic. If you feed from an
area, the magic in that area ceases working in a 15 foot
7th two spells from any spell list of 4th level radius for five hours. If the magic comes from an item, it
9th two spells from any spell list of 5th level ceases working for five hours. In return, you gain 5 sorcery
points. If you do not use the sorcery points within 5 hours,
Stolen Spells they are lost.
Starting at 1st level, the spells that you know are stolen. You
start with your regular allotment of known spells and add
new spells normally as you gain levels, but you cannot swap
out spells you know between levels.
Devoid of Magic
At 1st level, as an action you can consume a friendly spell cast
on you or subsume an enemy spell you successfully made a
save against.
When you consume a spell, you may either replace a known
spell of the same level with the consumed spell or regain a
number of sorcery points equal to half the spell's level. After
you do either, you cannot perform this feat again until you
take a short or long rest.
Spell Eating
Additionally at 1st level, you can consume and destroy any
magic item in your possession as an action. Doing so grants
you one sorcery point if it is a common magic item, 2 sorcery
points if it is an uncommon magic item, 3 sorcery points if it
is a rare magic item and 5 sorcery points if it is a very rare
magic item. You cannot consume legendary magic items,
artifacts or relics. These sorcery points are not limited by the
maximum number of sorcery points for your level, however if
they are not used in one hour per level of rarity, the sorcery
points are lost.
Lack of Magic
At 3rd level, you do not gain a sorcerer subclass.
Spell Shaping
At 6th level, when a creature within 60 feet of you makes an
attack roll, saving throw or ability check as a reaction you can
spend a sorcery point to add or subtract 1d4 from the roll
(your choice). You can modify the roll before or after the roll is
made, but it must be done before any effects of the roll occur.
Incarnate (Subclass) Soul Magic Mastery
At 18th level, others can use Soul magic items that you
Incarnates are sorcerers who use the untapped potential life create. Furthermore, you can imbue your items with spells of
force of creatures yet to be born. This soul power grants 6th level or lower.
them the powers of creatures yet unformed and some control
over living souls. Mentalist (Subclass)
Soul Tap A mentalist is a sorcerer that taps into the powers of the
At 3rd level, you can tap into the well of unborn souls to fuel mind to manifest supernatural abilities.
your magic. As an action, you can transform a number of your
unused hit dice into sorcery points, up to a number of hit dice With A Thought
equal to your proficiency modifier. At 3rd level, when you cast a spell using sorcery points it does
Once you use this ability, you cannot do so again until you not require verbal, somatic or material components (of less
take a long rest. than 1 gp value).
Soul Magic Psychic Defense
At 6th level, you can perform a ritual that transforms a single At 6th level, you gain resistance to psychic damage, and you
spell you know with a range of self or touch into a bonded have advantage on saving throws against being charmed or
magical item. The ritual takes 10 minutes and the spell frightened.
affected must be 2nd level or lower. While worn or carried,
the spell is constantly active upon you if it has a duration of Psychic Force
one minute or more, and counts as an attuned item that you At 14th level, when you cast a spell you can spend a sorcery
are attuned to. point to choose to change the damage it causes to psychic
If the spell has a duration of instantaneous, it has a number and change the saving throw to use Wisdom instead of the
of uses per long rest equal to your proficiency modifier. normal ability score associated with the spell.
While the spell is an item, you lose the spell from your
known spell list and uses your concentration (though your Mind Blast
concentration on the item cannot be broken). The item At 18th level, as an action you can unleash a powerful psychic
remains active until you doff the item or take a long rest, force in a 30 foot cone. Any enemy creature within the cone
upon which the spell returns to your list of known spells. must make a Wisdom saving throw. On a failure, the target
takes 14d6 psychic damage and is incapacitated. A successful
Improved Soul Magic save halves the damage and the target is not incapacitated. At
At 14th level, the use of your Soul Magic ability no longer the end of its turn, an incapacitated target can make another
consumes concentration, allowing you to create multiple saving throw to end the condition. Once you use this ability,
magical items from your spells. Also, the maximum spell level you cannot use it again until you take a long rest.
you can imbue an item with increases to 4th level or lower.
Furthermore, you can use sorcery points to create Soul
Magic items for yourself. The DM has final say on what Soul
items can be created through the use of this ability. Items
created from sorcery points do not remove spells from your
spells known and cannot be consumable items. You cannot
recover the sorcery points imbued into an item by any means
until the item is doffed or otherwise destroyed. If an item
created with sorcery points is doffed, it vanishes. Otherwise,
the item exists, and follows the normal rules for the item until
you take a long rest.
Sorcery Points Magic Item Type
2 Common - Armor, Weapons, Clothing
3 Common - Jewelry, Wands
4 Uncommon - Armor, Weapons, Clothing
5 Uncommon - Jewelry, Wands
6 Uncommon - Miscellaneous Objects
6 Rare - Armor, Weapons, Clothing
7 Rare - Jewelry, Wands
8 Rare - Miscellaneous Objects
8 Very Rare - Armor, Weapons, Clothing
9 Very Rare - Jewelry, Wands
10 Very Rare - Miscellaneous Objects
Necroincarate (Subclass) Skindancer (Subclass)
A necroincarnate is a sorcerer that taps into the ebbing life of A skindancer's body is not their own. They are a patchwork of
creatures and the dead. They steal the abilities of their foes other beings bound into one flesh and can easily flit between
and impose wasting sickness into those they contact. the captured components of their body.
Life Leech Minor Essence
At 3rd level, as an action you can make a melee spell attack At 3rd level, select a 1st level abjuration, divination,
using your spellcasting modifier. On a hit, you deal 1d8 transmutation or enchantment spell with a range of self or
necrotic damage and if the target is reduced to 0 hit points, a touch from the Wizard spell list. You can use that spell, cast
portion of its life essence coalesces in your palm into a single as a 1st level spell, a number of times equal to your Charisma
blackish-red crystal known as a necrocyte. You can only modifier without need for somatic or material components.
create necrocytes from living creatures, and no more than Furthermore, you add Disguise Self to your list of known
one per target. spells and can cast Disguise Self on yourself using 1 Sorcery
You can thereafter use an action to turn one or more point.
necrocytes into a spell you know, as if you had spent an equal
number of sorcery points. You cannot use necrocytes for Moderate Essence
metamagic effects. At 6th level, select a 1st or 2nd level abjuration, divination,
You can only retain a number of necrocytes equal to half transmutation or enchantment spell with a range of self or
your level (rounded up) at any one time. Otherwise, a touch from the Wizard spell list. You can use that spell, cast
necrocyte exists until used or one hour passes. as a 2nd level spell, a number of times equal to your
Charisma modifier without need for somatic or material
Leeching Ray components.
At 6th level, your life leech ability can be used as ranged spell Furthermore, you add Alter Self to your list of known spells
attack with a range of 60 feet. Likewise, damage is increased and can cast Alter Self on yourself using 2 Sorcery points.
to 2d8 necrotic damage.
Major Essense
Drain Essense At 14th level, select a 1st, 2nd or 3rd level abjuration,
At 14th level, you can drain and copy the target's abilities. As divination, transmutation or enchantment spell with a range
a bonus action, when you hit a living target with your Life of self or touch from the Wizard spell list. You can use that
Leech or Leeching Ray ability and the target is below half hit spell, cast as a 3rd level spell, a number of times equal to your
points, you can copy one damage resistance, damage Charisma modifier without need for somatic or material
immunity, special ability, reaction or non-weapon attack from components.
the target creature. Furthermore, you add Polymorph to your list of known
Furthermore, the target must make a Constitution saving spells and can cast Polymorph on yourself using 5 Sorcery
throw against your spellcasting DC or lose access to the points.
copied ability for one minute.
You can mantain one ability at 14th level, two at 16th level Legion's Essense
and three at 18th level and above. If you copy another ability At 18th level, choose a number of non-unique creatures with
while at maximum, you lose the oldest ability copied. Copied a CR of 9 or less equal to your Charisma modifier. Once per
abilities are retained for one minute or until dismissed. long rest, you can use True Polymorph on yourself to
transform into any one of the chosen shapes. You can use an
Absorb Essence action to shift shape between the forms you have chosen, but
At 18th level, if you slay an opponent with your Life Leech any damage you have suffered carries between forms when
ability, you can thereafter within the hour summon a shade of this is done. The shapechange cannot become permanent.
the victim to do as you command. As an action, you summon
a copy of the slain creature with full hit points (minimum 1),
to a point within 60 feet of you. The copied victim uses
nonmagical versions of the gear it had in life, acting on its
own initiative, but obeying your orders without question. If
the copy is slain or an hour passes, it disappears.
Once you use this ability, you cannot use it again until you
take a long rest.
Soulbinder (Subclass) Soul Guardian
At 14th level, if you are reduced below half your maximum hit
Where most sorcerers gain their power from the blood points, as a reaction you can consume your bound soul
flowing through their veins, the soulbinder is a theif who has manifestation to heal 4 hit points per sorcerer level you
captured or otherwise imprisoned supernatural beings within possess. If you have already manifested your bound soul, you
themselves to power their own magical abilities. heal only 2 points per sorcerer level you possess. Once you
use this ability, you cannot use it again until you take a long
Soul Pact rest.
At 3rd level, you can tap into the trapped soul within you. You
may choose one Eldritch evocation from the Warlock class Soul Replenishment
whose qualifications you meet. When you gain a sorcerer At 18th level, you can spend 1 minute meditating to replenish
level, you can switch out the chosen evocation to another one your magical abilties. At the end of the meditation, you regain
whose prequisites you meet. a number of sorcery points equal to twice your proficiency
modifier. Once you use this ability, you cannot use it again
Unleash Inner Soul until you take a long rest.
At 6th level, you can manifest the bound soul within you. As
an action, a translucent, incorporeal projection of the trapped
soul appears within 30 feet of you. While manifested, the
bound soul acts on your initiative, but has its own actions.
However, as an action if the bound soul is within 120 feet you
can automatically dominate the bound soul, allowing you to
see through its eyes and cast spells using the bound soul as
the point of origin. This ability lasts for 1 minute, and you
must take a long rest before using it again.
Bound Soul
Medium , unaligned
Armor Class 12
Hit Points 4 hit points per Sorcerer level
Speed Fly 30 ft.
Actions
Soul Drain. Uses your spellcasting modifier to hit,
Range 60 ft., one target. Hit: 1d8 + your Charisma
modifier necrotic damage.
Wild Mage (Subclass)
Your magic is as creative as it is wild. Strange, incoherant
effects manifest when you cast your magic and sometimes
the results of your spells are not what you intend.
Wild Magic Surge
Starting when you choose this subclass at 3rd level, your
spellcasting can unleash surges of untamed magic.
Immediately after you cast a sorcerer spell of 1st level or
higher, the DM can have you roll a d20. If you roll a 1, roll on
the Wild Magic Surge table to create a random magical
effect. You can also choose to purposely inflict a Wild Surge
upon casting a spell of 1st level or higher. You can do the
latter a number of times equal to your proficiency modifier.
Once you take long rest, you regain all uses of your ability to
provoke wild surges.
Tides Of Chaos
Starting at 3rd level, you can manipulate the forces of chance
and chaos to gain advantage on one attack roll, ability check,
or saving throw. Once you do so. you must finish a long rest
before you can use this feature again. Any time before you
regain the use of this feature, the DM can have you roll on the
Wild Magic Surge table immediately after you cast a sorcerer
spell of 1st level or higher. You then regain the use of this
feature.
Bend Luck
Starting at 6th level, you have the ability to twist fate using
your wild magic. When another creature you can see makes
an attack roll, an ability check, or a saving throw. you can use
your reaction and spend 2 sorcery points to roll 1d4 and
apply the number rolled as a bonus or penalty (your choice)
to the creature's roll. You can do so after the creature rolls but
before any effects of the roll occur.
Controlled Chaos
At 14th level, you gain a modicum of control over the surges
of your wild magic. Whenever you roll on the Wild Magic
Surge table, you can roll twice and use either number.
Spell Bombardment
Beginning at 18th level, the harmful energy of your spells
intensifies. When you roll damage for a spell and roll the
lowest number possible on any of the dice, roll it again and
add that roll to the damage. You do not get to roll another
time if minimum damage is rolled on the subsequent roll. You
can use the feature only once per turn.
Warlock
This section introduces new Pacts, Pact of the Cage, Pact of
the Key and Acolyte of the skin. These may be selected as
your Pact Boon at 3rd level.
Pact of the Cage
You learn the unseen servant spell and can cast it as a ritual.
The spell doesn't count against your number of spells known.
When you activate the servant, you can choose to make it
visible, with an appearance of your choosing. As a bonus
action, the unseen servant can switch between being visible
or invisible.
As part of your action, you can use your unseen servant as
the origin point for your warlock abilities and spells. Also,
when you cast a spell or use a warlock invocation you can
choose to have it affect the unseen servant as well.
Pact of the Key
You gain a feat of your choice, ignoring any non-level
requirements. The feat is granted to you by the mystical key
that you possess and you can use the feat as long as it is in
your possession. This mystical key also acts as your spell
focus. At 6th level, you can lend the key to others, passing the
feat's non-ability score increase abilities to the individual
bearing the key for as long as they hold it. If the key is lost,
stolen, or out of your possession for an hour or more, you can
recall it to your hand as an action.
Acolyte of the Skin
You can use your action to transform your teeth or fingernails
into a deadly weapon for up to 5 minutes.
Thusly, you gain a natural weapon attack that deals 1d6
slashing damage. You are proficient with the attack and use
your spellcasting modifier to hit. This attack counts as
magical for the purpose of overcoming resistance and
immunity to nonmagical attacks and damage.
At 6th level, you can attack twice instead of once, when you
use your natural attacks. At 11th level, you can attack thrice
instead of once, when you use your natural attacks.
When you transform, you assume the beast’s hit points
Patrons and Hit Dice. When you revert to your normal form, you
The following patrons are additional patrons that are return to the number of hit points you had before you
available in addition to those found in other sourcebooks. transformed. However, if you revert as a result of dropping
to 0 hit points, any excess damage carries over to your
Animal Lord normal form. For example, if you take 10 damage in
animal form and have only 1 hit point left, you revert and
The animal lords are primordial exemplars of wild beasts. take 9 damage. As long as the excess damage doesn’t
They encompass such beings as The Cat Lord, Ursus the reduce your normal form to 0 hit points, you aren’t
Great Bear, and Coyote. knocked unconscious.
Expanded Spell List You can’t cast spells, and your ability to speak or take any
Level Spell action that requires hands is limited to the capabilities of
your beast form. Transforming doesn’t break your
1st Animal Friendship,Speak With Animals concentration on a spell you’ve already cast, however, or
2nd Animal Messenger,Beast Sense prevent you from taking actions that are part of a spell,
3rd Conjure Animals, Protection from Energy (Fire)
such as call lightning, that you’ve already cast.
4th Dominate Beast, Polymorph You retain the benefit of any features from your class,
race, or other source and can use them if the new form is
5th Awaken (Beasts), Commune With Nature physically capable of doing so. However, you can’t use any
of your special senses, such as darkvision, unless your
Wildshape new form also has that sense.
At 1st level, you can use your action to magically assume the
shape of a beast that you have seen before. You can use this You choose whether your equipment falls to the ground in
feature twice. You regain expended uses when you finish a your space, merges into your new form, or is worn by it.
short or long rest. Worn equipment functions as normal, but the DM decides
Your warlock level determines the beasts you can whether it is practical for the new form to wear a piece of
transform into, as shown in the Beast Shapes table. At 2nd equipment, based on the creature’s shape and size. Your
level, for example, you can transform into any beast that has a equipment doesn’t change size or shape to match the new
challenge rating of 1/4 or lower that doesn’t have a flying or form, and any equipment that the new form can’t wear
swimming speed. must either fall to the ground or merge with it. Equipment
that merges with the form has no effect until you leave the
Beast Shapes form.
Max
Level CR Limitations Example
Wereshape
1st 1/8 No flying or swimming speed, Rat At 6th level, you can assume a hybrid shape when you use
small size your wildshape ability. The hybrid is humanoid, though of the
2nd 1/4 No flying or swimming speed Wolf same size as the original beast. You can fool others into
4th 1/2 No flying speed Crocodile
believing you are actually a beast with a successful Deception
(Cha) skill check against the target's Insight (Wis) skill check.
8th 1 — Giant However, while in hybrid form you can cast away the disguise
eagle to cast spells, speak, use your hands or unmerge and use
equipment.
You can stay in a beast shape for a number of hours equal
to half your warlock level (rounded down). You then revert to Beast Protector
your normal form unless you expend another use of this At 10th level, as a reaction to a hit, you summon a spectral
feature. You can revert to your normal form earlier by using a beast that intercepts the attack. You reduce the damage you
bonus action on your turn. You automatically revert if you fall take from the attack by 1d10 + your Warlock level.
unconscious, drop to 0 hit points, or die. Furthermore, the spectral beast then harrasses the attacker,
While you are transformed, the following rules apply: rendering them flanked until the end of your next action.
Your game statistics are replaced by the statistics of the Once you use this ability, you cannot reuse it until you take
beast, but you retain your alignment, personality, and a short or long rest.
Intelligence, Wisdom, and Charisma scores. You also
retain all of your skill and saving throw proficiencies, in
addition to gaining those of the creature. If the creature
has the same proficiency as you and the bonus in its stat
block is higher than yours, use the creature’s bonus
instead of yours. If the creature has any legendary or lair
actions, you can’t use them.
Packlord The Burning One
At 14th level, you can summon a pack of wild beasts to tear This is an ancient being that brought the gift of controlling
apart your foes. As an action, you affect an area 30 feet fire to the mortal world. This gifting grants secret knowledge
around you, which moves with you. Each opponent in the and affinity for fire. Patrons include the Titan Prometheus,
area of effect is considered flanked. You make a melee spell Loki and Ko Kassa of Amberos.
attack against each opponent in range. On a hit, you deal 4d6
piercing or slashing damage to the target, and they must
make a Strength saving throw against your spellcasting DC Expanded Spell List
Level Spell
or be knocked prone or restrained (your choice). A restrained
target can make a subsequent Strength or Dexterity saving 1st Faerie Fire,Burning Hands
throw to end the condition. The pack remains for up to one 2nd Continual Flame,Flaming Sphere
minute.
Once you use this ability, you cannot use it again until you 3rd Fireball, Protection from Energy (Fire)
take a long rest. 4th Fire Shield, Wall of Fire
5th Conjure Elemental (Fire), Creation
Flameheal
At 1st level, allies in the area of effect of your fire spells do not
take damage and instead heal half the damage they would
have sustained. Once you use this ability, you cannot use it
again until you take a long rest.
Flamepurge
At 6th level, you can remove conditions on allies in the area of
effect of your fire spells. You can affect a number of
conditions in total equal to your proficiency modifier, and can
specify which ones are negated. Once you use this ability, you
cannot use it again until you take a long rest.
Flamescry
At 10th level, you can gaze into a campfire or larger source of
flame and see what is occuring elsewhere. When you use
your action to scry into a fire, you can see and hear through
another fire as if you were there. You can scry for up to 10
minutes this way, or until either fire is extinguished. While
you are scrying, your eyes can been seen in the remote fire by
those who are observant with a successful Perception check
against your spellcasting DC.
Once you use this ability, you cannot reuse it until you take
a long rest.
Alight the World
At 14th level, as an action you can target every creature
within 60 feet. Willing creatures are affected automatically
and opponents must make a Dexterity saving throw to avoid
the effect. Affected targets have a torch-like flame appear over
their head that shines light to a distance of 10 feet.
Opponents suffer 2d8 fire damage each round at the start of
their turn, while allies gain 2d8 temporary hit points at the
start of their turn. This effect lasts for 1 minute. Once you use
this ability, you cannot reuse it until you take a long rest.
The Creator Once you use this ability, you cannot use it again until you
take a long rest. With subsequent uses of this ability, you can
A creator patron is generally an extraplanar being with an choose to revisit a demiplane you have created in the past, or
interest in creation and the well-being of creatures, such as create a new one.
Primus, Talasid and Dis. These beings often take on
apprentices who have a creative bent or similar pursuits.
Expanded Spell List
Level Spell
1st Bless, Sanctuary
2nd Aid, Calm Emotions
3rd Beacon of Hope, Mass Healing Word
4th Fabricate, Polymorph
5th Creation, Mass Cure Wound
Cureall
At 1st level, you have the ability to heal the wounds of yourself
or others. You have a pool of healing power that replenishes
when you take a long rest. With that pool, you can restore a
total number of hit points equal to your warlock level x 5. As
an action, you can touch a creature and draw power from the
pool to restore a number of hit points to that creature, up to
the maximum amount remaining in your pool.
This ability has no effect on undead or constructs.
Rectify
At 6th level, you have the ability to remove harmful effects
from yourself or others. As an action, you affect yourself or
one creature you touch and immediately end a negative
condition of your choice. Once you use this ability, you cannot
use it again until you take a long rest.
Deconstruct
At 10th level, you can disassemble creatures and objects with
a word. As an action, you target a creature or unattended
object (up to 10 ft. X 10 ft.) within 60 feet that you can see. If
you target a creature, it makes a Wisdom saving throw;
objects are considered to automatically fail the saving throw.
On a failure, the target take 6d10 damage. On a success, the
target takes half damage. If the target is reduced to 0 hit
points it is destroyed and reduced to ash.
Once you use this ability, you cannot reuse it until you take
a short or long rest.
Demiplane
At 14th level, you can summon into an existance a mystical
realm of your own design. After spending 10 minutes
concentrating, you create a magical portal within 15 feet of
you that leads to an extra-planar realm of your own design.
The demiplane is 50 feet in diameter and can be decorated
as you desire, and can be populated with up to 10 harmless
creatures of CR 1/2 or less of your choice.
The demiplane can only be accessed by its single
connection to the material plane and lasts for up to four
hours.
Anything removed from the demiplane ceases to exist upon
exiting the demiplane. Objects or creatures brought to this
demiplane are expelled harmlessly when the demiplane
ceases to exist.
Dragon King Dead God
Only the mightiest of dragons ascend to such power that they Drifting amid the Astral plane or buried in inaccessable areas
become like gods, fewer even bend to notice the mortal of forgotten realms dream the dead gods. Stiffened as a
beings who plead to share their power, such as Ashadarlon corpse, their names forgotten and robbed of worshippers,
the Red and Borys of Ur Draxa. they are still storehouses of powerful magic to those who
know how to unlock the secrets of their ancient powers.
Expanded Spell List
Level Spell Expanded Spell List
1st Command, Thunderwave Level Spell
Eternal Hunger
At 1st level, you can siphon part of the damage you cause to
heal yourself. As a bonus action when you hit with an attack,
you heal a number of hit points equal to your proficiency
modifier.
Churn the Waters
At 6th level, you can call on the maelstrom to create a
mystical, churning whirlpool in the air that disrupts an
enemy's attack. As a reaction, you can impose disadvantage
on an opponent's attack rolls. If the attacker misses, you can
immediately make a melee spell attack against the target. On
a hit, you deal 3d10 + your spellcasting modifier necrotic
damage. Once you use this ability, you cannot use it again
until you take a short or long rest.
Storm Resistance
At 10th level, you gain damage resistance to lightning.
Furthermore, when you are struck by lightning, you can use
your reaction to charge yourself with lightning. On your next
turn, you can unleash the lightning charge in a 30 foot line, 5
feet wide. Creatures in the path of the lightning must make a
Dexterity saving throw. On a failure, they take 4d10 lightning
damage, half that on a successful save. Once you use this
latter ability, you cannot use it again until you take a short or
long rest.
Stormbringer
Starting at 14th level, you can summon powerful, devouring
tempests. As an action, you can cause a 30 foot diameter area
to flood with churning, ankle-deep water, making it difficult
terrain. After a round, the churning water develops into a
whirlpool.
Any creature starting or entering the whirlpool's area must
make a Strength saving throw. On a failure, the target is
drawn into the devouring maw at the center and consumed.
While consumed, the target is removed to an
extradimensional pocket and restrained. At the start of each
turn, they are battered for 4d6 magical bludgeoning damage.
The Primordial Unleash the Titan
Your patron is an ancient promordial being, often referred to At 14th level, as an action you can summon an Empyrean to
as a titan. Through this pact, you gain its primal and chaotic an empty space within 30 feet of you. The Empyrean follows
elemental powers. Well-known primordial patrons include your mental orders, acting on its own initiative count. The
beings such as Ogremoch, Sunnis, Yan-C-Bin, Chan, Imix Empyrean cannot use its innate spellcasting, legendary
Zaaman Rul and Cryonax. resistances or legendary actions while summoned this way,
and its bolt attack must use the same damage type selected
as your Primordial protection (or force). The Empyrean
Expanded Spell List remains for a number of rounds equal to your Charisma
Level Spell
modifier (minimum 1) or until destroyed.
1st Color Spray, Thunderwave Once you use this ability, you cannot use it again until you
2nd Alter Self, Blur take a long rest.
3rd Fireball, Lightning Bolt
4th Fire Shield, Ice Storm
5th Cone of Cold, Wall of Stone
Elemental Attunement
At 1st level, you select an attunement from the table above.
When you cast a spell that causes acid, fire, ice, lightning or
thunder damage, you can change it to one of the damage
types based on your attunement.
Primordial Protection
At 6th level, choose a damage type of acid, fire, ice, lightning,
poison, or thunder. You gain damage resistance to the
selected damage type. At 11th level, you can select a second
damage type for which you also gain damage resistance.
Elemental Strength
At 10th level, when you successfully save against a damage
type from your primordial protection, as a reaction you can
absorb the damage to redirect or heal youself. You take no
damage, and instead heal for half the amount of damage you
would have taken or gain a number of d6's equal to your
proficiency modifier. Thereafter, when you hit with an attack,
you may expend one or more of the d6's to damage, with the
same damage type as you absorbed.
Once you use this ability, you can't use it again until you
take a short or long rest.
Eldritch Armor
Warlock Subclasses At 10th level, your hex grows more powerful. If the target
The following is a list of additional warlock subclasses. cursed by your Eldritch Curse hits you with an
attack roll, you
can use your reaction to roll a d6. On a 4 or higher, the attack
instead misses you, regardless
of its roll.
Witch Blade Master Of Curses
Starting at 14th level, you can spread your Eldritch Curse
Expanded Spell List from a slain creature to another creature. When the creature
Level Spell cursed by your Eldritch Curse dies, you can apply the curse
1st Shield, Wrathful Smite to a different creature you can see within 30 feet of you,
provided you aren’t incapacitated. When you apply the curse
2nd Blur, Branding Smite in this way, you don’t regain hit points from the death of the
3rd Blink, Elemental Weapon previously cursed creature.
4th Phantasmal Killer, Staggering Smite
5th Banishing Smite, Cone of Cold
Eldritch Curse
Starting at lst level, you gain the ability to place a baleful
curse on someone. As a bonus action, choose one creature
you can see within 30 feet of you. The target is cursed for 1
minute. The curse ends early if the target dies, you die, or you
are incapacitated. Until the curse ends, you gain the following
benefits:
You gain a bonus to damage rolls against the cursed
target. The bonus equals your proficiency bonus.
Any attack roll you make against the cursed target is a
critical hit on a roll of 19 or 20 on the d20.
If the cursed target dies, you regain hit points equal to
your warlock level + your Charisma modifier (minimum of
1 hit point).
You can’t use this feature again until you finish a short or
long rest.
Eldritch Warrior
At lst level, you acquire the training necessary to effectively
arm yourself for battle. You gain proficiency with medium
armor, shields, and martial weapons.
The influence of your patron also allows you to mystically
channel your will through a particular weapon.
Whenever you
finish a long rest, you can touch one weapon that you are
proficient with. When you attack with that
weapon, you can
use your Charisma modifier, instead of Strength or Dexterity,
for the attack and damage rolls.
This benefit lasts until you
finish a long rest. If you later gain the Pact of the Blade
feature, this benefit extends
to every pact weapon you conjure
with that feature, no matter the weapon’s type.
Fighting Style
At 3rd level, you adopt a particular style of fighting as your
specialty. Choose one of the fighting style options available to
Fighters. You can't take a Fighting Style option more than
once, even if you later get to choose again.
Extra Attack
Beginning at 6th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach
12th level in this class.
Eldritch Invocations Grasping Chains
Prerequisite: 7th level, Pact of the Chain
Agility of Andromalius You can cast Evard's black tentacles once using a warlock
You can cast expedious retreat at will targeting yourself, spell slot. You can't do so again until you finish a long rest.
without expending a spell slot.
Hellmote
Binding Manacles Prerequisite: 3rd level
Prerequisite: Pact of the the Chain You can cast flaming sphere once using a warlock spell
You can cast entangle at will affecting a single 5 foot slot. You can't do so again until you finish a long rest.
square without using a warlock spell slot. If you invoke this
ability again while another binding manacles is active, the Hellscape
first area vanishes and the new area takes effect. Prerequisite: 7th level
You can cast hallucinatory terrain once using a warlock
Chariot of Zhandmara spell slot. Creatures who enter the area of effect gain the
You can cast Tenser's floating disk at will, without expending distracted condition due to the unsettling visages within.
a spell slot. Once you use this ability, you can't do so again until you finish
a long rest.
Craft of the Fair Folk
Prerequisite: 7th level, Archfey patron Hungry Blade
You can cast fabricate once, using a warlock spell slot. You Prerequisite: 12th level, Pact of the Blade
can't cast it again until you take a long rest. You can attack with your pact weapon thrice, instead of
once, whenever you take the Attack action on your turn.
Dark Descent
You can cast feather fall at will on yourself, without Iron Skin
expending a spell slot. Prerequisite: Acolyte of the Skin
While unarmored, your Armor Class is 14 + your
Dreamspeaker Constitution modifier. Furthermore, as a reaction you can
Prerequisite: 12th level reduce the amount of damage you take from an attack by
You can cast Dream once using a warlock spell slot. twice your Charisma modifier (minimum 2). Once you use
Furthermore, if you are the messenger for the spell, when the this latter ability, you must take a short rest to use it again.
target awakens you can choose to teleport to an unoccupied
spot within 15 feet of the dreaming target. Once you use this Life Anew
ability, you cannot use it again until you take a long rest. Prerequisite: 9th level, Archfey patron
You can cast reincarate once using a warlock spell slot
Eldritch Seeking without expensive components. The reincarnated being owes
Prerequisite: Eldritch Blast you a debt or service for one day, which it is compelled to
You can make all your Eldritch blasts automatically hit honor. Once you use this ability you cannot reuse it until you
their target. Once you use this ability, you can't use it again finish a long rest.
until you take a short rest.
Nether Twin
Eternal Flame of Phlegethos Prerequisite: 13th level, Frozen One patron
Prerequisite: 5th level You can cast simulacrum as your 7th level Mytic Arcanum
You can cast continual flame once without the need for without expensive components. You cannot cast it again until
components. Once you use this ability, you can't use it again the simulacrum's destruction and no more than once per long
until you take a long rest. rest.
Eye of Ghuadrin Prison of Kalibos
Prerequisite: 5th level Prerequisite: 9th level, Pact of the Cage
You can cast meld into stone once using a warlock spell You add banishment to your list of known spells, and it
slot. You can't do so again until you finish a long rest. does not count against the number of spells you know nor do
you need to use material components. While a celestial,
Fiendish Insight elemental or fiendish target is banished by this ability, as an
You gain proficiency in Deception, Insight and Persuasion. action you may use one of the trapped creature's immunities,
Once per long rest when you use this skill you can treat the resistances or one special ability it possesses. The activated
result of a skill check with one of these skills as if you rolled a ability lasts until you switch to another ability with a bonus
natural 20. action or the creature is no longer banished.
Glare of the Pit Poltergeist
Prerequisite: 5th level, Acolyte of the Skin Prerequisite: 3rd level
You can cast scorching ray once using a warlock spell slot. You can cast phantasmal force once using a warlock spell
You can't do so again until you finish a long rest. slot. You can't do so again until you finish a long rest.
Possession
Prerequisite: 11th level, Fiend Patron or Acolyte of the Skin
You can cast magic jar once as your 6th level Mystic
Arcanum. You can't do so again until you finish a long rest.
Shadowforge
Prerequisite: 9th level
You can cast creation once using a warlock spell slot. You
can't do so again until you take a long rest.
Skin Adaption
Prerequisite: 10th level, Acolyte of the Skin
You can cast Protection from Energy on yourself at will
without using a spell slot or requiring concentation. If you
invoke this ability on yourself while a previous casting is still
active, the previous version ends and the new casting
becomes active.
Skuttling Steps
Prerequisite: 9th level
You can cast spider climb on yourself at will, without
expending a spell slot.
Spectres of Hades
Prerequisite: 9th level
You can cast phantasmal killer once using a warlock spell
slot. You can't do so again until you finish a long rest.
Spire of Cania
Prerequisite: 11th level, Frozen One or Fiend patron
You can cast wall of ice once using a warlock spell slot. As
an option when casting this spell, you can form the wall into
an icicle-like three-story tower 10 feet in diameter at the base,
with a pointed, closed roof (and windows, if you so desire).
Once you use this ability, you can't do so again until you finish
a long rest.
Tear of Ghaudrin
Prerequisite: 17th level
You can cast time stop once using your 9th level Mystic
Arcanum slot. You can't do so again until you finish a long
rest.
Teclis's Forbidden Knowledge
You gain proficiency in Arcana, Nature and Religion. Once
per long rest when you use this skill you can treat the result
of a skill check with one of these skills as if you rolled a
natural 20.
Uncaged Strength
Prerequisite: Pact of the Cage
Your unseen servant uses your strength score and can take
the attack action.
Whim of Lhotar
Prerequisite: 9th level
You can cast suggestion at will without using a warlock
spell slot.
Spellbook Casting
You can attempt to cast spells directly from spellbooks.
Wizard If the spellbook was written by you, there is no check
Potions, Scrolls and Wands required to cast the spell. You can cast any spell from your
own spellbook directly as if it had the ritual tag. However,
Three new subclasses specialize in the creation of scrolls, there is a 50% chance (or 10 in 20 chance) + 5% chance (or 1
potions and wands. This does not prevent others from in 20 chance) x the spell's level that casting the spell in this
creating these items, but gives these subclasses advantages manner wipes the spell from the spellbook.
to create these items. In both cases, the items created by You can attempt to cast spells from spellbooks you have not
these subclasses do not count against such items that are written yourself. However, you must make an Arcana
purchased from other sources, gifts or acquired through (Intelligence) check against a DC of 15 + the spell's level. The
adventuring. spell must be cast as if it had the ritual tag. When cast in this
The table below lists the cost and time for a spellcaster to manner, there is a 50% chance (or 10 in 20 chance) + 10%
create various potions, scroll or wands, based on the level of chance (or 2 in 20 chance) x the spell's level that casting the
the spell contained in the item. spell in this manner wipes the spell from the spellbook. If the
Potion/Scroll/Wand Level Time Cost spell is of a level higher than you can normally cast, double
the chance the spell is wiped from the spellbook.
Cantrip 1 day 15 gp In either case, each time the same spell is cast from the
1st 1 day 25 gp spellbook before you take a long rest, the chance that the
spell is wiped from the spellbook increases by 15% (or 3 in
2nd 3 days 250 gp 20).
3rd 1 workweek 500 gp For Example: Casting a 5th level spell from your own
4th 2 workweeks 2,500 gp spellbook takes 10 minutes, but there is no check required.
Once cast, there is a 75% chance (50% + 25% for the spell's
5th 4 workweeks 5,000 gp level) the spell vanishes from the spellbook. If the same spell
6th 8 workweeks 15,000 gp were cast from a captured spellcaster's spellbook, you would
need to make a Arcana (Intelligence) check with a DC of 20
7th 16 workweeks 25,000 gp to successfully do so, and 10 minutes to complete the spell.
8th 32 workweeks 50,000 gp Upon casting, there is a 100% chance the spell will be wiped
9th 48 workweeks 250,000 gp from the spellbook.
Aeromancer
Aeromancers are the masters of elemental air and wind
magic. Spells of aeromancy deal with wind, flight, creatures
of the plane of elemental air and sound-based effects.
Bonus Spells
Starting at 2nd level, you gain bonus spells that are
automatically scribed to your spellbook. At the levels
indicated below, you gain the following known spells.
Wizard Level Bonus Spells
2nd Feather Fall, Thunderwave
3rd Cloud of Daggers, Gust of Wind
5th Fly,Gaseous Form
7th Dimension Door, Polymorph
9th Control Winds, Telekinesis
Aeromancy Savant
Beginning when you take this school at 2nd level, the gold
and time you must spend to copy a wind, thunder-based or
alteration spell into your spellbook is halved.
Also, when you cast a thunder-based cantrip, you add your
Intelligence modifier to the total damage. When you cast any
thunder-based spell of 1st level or higher and the target fails
its save, you deafen the target for 1 minute.
Aerobatics
At 6th level, when you cast an air or sonic based spell,
opponents have disadvantage on their saving throws, and if
they fail their saving throw are pushed 5 x your proficiency
modifier in feet away from you, in addition to any movement
caused by the spell.
Biting Wind
At 10th level, you have gained a certain mastery of air spells.
As an action, you can target up to a 20 foot area within 120
feet of you. That area is filled with howling wind, becoming
difficult terrain and obscured. Any object or creature that
starts its turn or passes into the area must make a Dexterity
saving throw. On a failure, it takes 2d8 sonic damage. The
area remains for up to one minute. Once you use this ability,
you must take a long rest to use it again.
Windborn
at 14th level, you gain mastery over air. As a reaction, you
gain a bonus equal to your Intelligence modifier to your AC
and can fly up to 40 feet until the end of your next turn. You
can use this ability a number of times per day equal to your
proficiency modifier.
Alchemist Philosopher’s Stone
Alchemists are wizards specialing in the creation and At 10th level, you can fashion a magical stone from a
transformation of elements. They have a special talent for the concentrated elixir known as a philosopher’s stone. Once per
creation of magical elixirs and potions, culminating in the long rest, when you touch this stone to an object, you can
creation of a transformative object known as a philosopher's transform the material it is made of to another non-magical
stone. material of your choice. This change lasts for one hour per
Wizard level you possess, then the object returns to normal.
The elixir affects up to 1 cubic foot of material at 10th level,
Brew Potion 2 cubic feet at 14th level, and up to 3 cubic feet at 18th level
Beginning when you select this school at 2nd level, you can and above. At 20th level, the change of material is permanent.
brew potions from certain spells that you know. You may only have one philosopher’s stone in existence at a
Brewing a potion takes time and gold to infuse. The time, and it exists until you dismiss it or destroy it.
associated time and gold piece cost (not including expensive
spell components) is shown on the table below, which is 75% Elixir of Life
of normal cost. Creating a potion expends a spell slot of the At 14th level, you have uncovered the secret of creating a
same level, as if you had cast the spell. You cannot combine magical elixir that greatly extends life and makes you hale
spell effects into a single potion. and hearty.
Generally, you can brew a potion that replicates any spell When creating a personal elixir, you can have it duplicate
that has a range of self or touch. The target of the potion is the effects of a Greater Restoration spell.
generally the imbiber. The DM has final adjucation on what Furthermore, allies of your choice can benefit from the use
spells can be brewed into a potion. of your personal elixir.
Potions that you create remain in existence until they are
consumed or otherwise destroyed. You cannot brew a potion
as a ritual and cannot have in existence more created potions
than you have Wizard levels.
You also gain proficiency with Alchemist’s supplies.
Potion Level Time Cost
Cantrip 8 hours 10 gp
1st 1 day 18 gp
2nd 3 days 187 gp
3rd 1 workweek 375 gp
4th 2 workweeks 1,875 gp
5th 4 workweeks 3,750 gp
6th 8 workweeks 11,250 gp
7th 16 workweeks 18,750 gp
8th 32 workweeks 37,500 gp
9th 48 workweeks 187,500 gp
Personal Elixir
At 2nd level, you can use one of your spells to brew a magical
concoction that works only as use. If you take 10 minutes to
brew this concoction (which requires access to Alchemist’s
supplies), you enchant the brew with a 1st level spell that you
know. Upon imbibing the brew as a bonus action, you can
unleash its effects, as if you had cast the spell the brew
contains.
You may only have one personal elixir in existence at a
time. Once you create your personal elixir, you cannot create
another until you take a long rest.
Improved Elixir
At 6th level, when creating your personal elixir, you may
imbue it with a 1st or 2nd level spell, and can imbibe the
elixir as a free action.
Cryomancer Geomancer
Cryomancers are masters of cold spells and summoned Geomancers are wizards of the earth, drawing their power
spirits or creatures of ice. from natural formations or by inscribing lines and whorls of
power into the earth.
Bonus Spells
Starting at 2nd level, you gain bonus spells that are Bonus Spells
automatically scribed to your spellbook. At the levels Starting at 2nd level, you gain bonus spells that are
indicated below, you gain the following known spells. automatically scribed to your spellbook. At the levels
Wizard Level Bonus Spells
indicated below, you gain the following known spells.
2nd Ice knife(X), Silent Image Wizard Level Bonus Spells
Runestone
At 2nd level, you can forge one of your known spells into a
special palm-sized stone. Creation of this stone has the same
cost and time constraints as creating a scroll. However, once
this spell is fashioned into a runestone, you can cast it as a
ritual spell.
You can only have one runestone in your possesion at a
time. When you gain a level, you can choose to unbind your
current runestone and replace it with a new runestone from
any spell you currently know, heeding the time and cost
requirements as above.
Spelltheif Truenamer
A spellthief is a very unusual sort of wizard. Rather than Every object has a secret and "true" name. These special
maintaining and poring over ancient tomes they have the names envelope the unique and complete nature of the object
unusual ability to acquire magic by observing others, and in or creature, derived and divining the essence of its existance.
some cases stealing magical power from other casters or By learning and manipulating these true names, you gain
beings to use for themselves. insight and power over that object, allowing you to change its
essence or gain control over its thoughts and actions.
Spell Focus
At 1st level, you acquire an object in which you store your Truename Savant
spell power. Traditionally, this is usually a special dagger Beginning when you select this school at 2nd level, the gold
known as an atheme, but it can be any object that you have a and time you must spend to copy an abjuration or
strong attachment to. If the object is lost or destroyed, you enchantment spell into your spellbook is halved.
can reforge this item by performing an hour long ritual after a Additionally, when you concentrate on an individual or
long rest. It otherwise acts as a spellbook. object you can see and is within 30 feet of you for 1 minute,
you can discern their real name and identity, even if
Spell Resistance disguised, polymorphed, shapechanged or using a false name
At 2nd level, when you make a saving throw against a spell, or identity.
you are treated as proficient, regardless what ability you use.
Truename Ward
Spell Theft At 2nd level, as an action, you can create a magical ward
At 6th level, you gain the ability to consume and cast other against a creature that you can see that you name. For up to 1
spells. As an action, you can add a spell to your list of spells minute, if the creature wishes to do you harm, it must make a
know if it is of a level you can cast by touching a willing successful Wisdom save against your spellcasting DC to
target. The spell does not need to be on the list of spells you target you. Even if it is able to target you, it suffers
can normally prepare or cast, as long as it is a of a level you disadvantage on attack rolls and you gain advantage on
can cast. For example, at 6th level, you could consume a spell saving throws against the creature. Once you use this ability,
of 1st - 3rd level, but not a 4th level or higher spell. you cannot use it again until you take a short or long rest.
Also, when an enemy spellcaster that you can see casts a
spell within 60 feet of you, as a reaction you can attempt to Lesser Truename
consume the spell. The spell must be a spell of a level you can At 6th level, you ability to discern the true name of creatures
cast. You make an Arcana (Intelligence) skill check against you encounter gives you some measure of control over them.
the enemy spellcaster's DC. On a success, the enemy's spell Whenever you cast an enchantment or illusion spell that
has no effect and you can add the spell to the list of spells you affects a target, they suffer a penalty on their saving throw
have prepared until you take a long rest or consume another equal to your proficiency modifier.
spell. Once you use this ability, you cannot use it again until
you take a short or long rest. Truename Magic
At 10th level, your knowledge of your own true name grants
Spell Turning you great power. Any attempts to counter or dispel a spell you
At 10th level, when you consume an enemy spell as part of have cast has disadvantage. Also, when enemies cast
your reaction you can immediately cast the same spell back Counterspell against you, the counter is not automatic
at the original caster, as if you had cast the spell yourself. against your 1st-3rd level spells and the counterer must make
Once you use this ability, you cannot use it again until you an ability check to counter the spell (with disadvantage).
take a long rest.
Truename Mastery
Spell Consumption At 14th level, you have mastered your true name and are
At 14th level, as an action you can target a spellcaster within fluent with the true names of many magical effects. When you
120 feet. If they fail a Constitution saving throw you can cast a spell it automatically hits or the target automatically
perform one of two actions. You may either consume one of fails the saving throw against it. If the spell can affect
their unused spell slots, adding it to your unused spell slots multiple targets, you can only affect one target this way. If you
or you may remove a known spell from their repitoire and use this on a spell of 4th level or lower, once you use this
add it to your own. In either case, you retain the stolen magic ability you cannot use this ability until you take a short rest. If
until you take a long rest. Once you use this ability, you you use this on a spell of 5th level or higher, you cannot use
cannot use it again until you take a long rest. this ability again until you take a long rest.
Wand Caster Dual Wand
At 10th level, when you cast a spell from a wand and are
Create Wand holding a wand in both hands, as a bonus action you can
Beginning when you select this school at 2nd level, you can activate the wand in your off hand.
create wands from certain spells that you know.
Fashioning a wand takes time and gold to infuse. The Wand Mastery
associated time and gold piece cost (not including expensive At 14th level, when you use a wand to cast a spell that
spell components) is shown on the table below, which is 75% requires concentration, it does not prevent you from casting a
of normal cost. Creating a wand expends a spell slot of the spell from your available spell slots that requires
same level, as if you had cast the spell. A wand can contain concentration. This allows you to have up to two
only one spell at a time and has a number of charges equal to concentration spells active at once. If you are required to
2 + your proficiency modifier. Wands are activated with a make a concentration check for any reason, you make each
command word (verbal component) and take an action, but concentration check independantly.
do not require somatic or material components. A wand
regains 1d6+1 charges daily at dawn. If you expend the Staff Maker
wand's last charge, roll a d20. On a 1, the wand crumbles into Also at 14th level, you can fashion magical staves. A magical
dust and is destroyed. staff is treated as a quarterstaff with a +1 bonus to hit and
If you create a wand that utilizes an expensive spell damage. You can fashion up to three spells into a magic staff,
component, you must include the cost of the expensive obeying the time and cost requirements given above for
component for each charge the wand possesses. For wands for each spell infused into the staff. The staff has a
example, a wand of chromatic orb with 5 charges would number of charges equal to 2 + your proficiency modifier, and
require 250 gp in diamonds in addition to the normal each use of one of the stored spells in the staff uses up a
creation cost). single charge. The staff requires attunement to use, and can
The DM has final adjucation on what spells can be only be utilized by wizards.
fashioned into a wand. The staff regains 1d6 charges per day at dawn. The DM
Wands that you create remain in existence until destroyed. has final say about which spells can be imbued into a magical
You cannot fashion a wand as a ritual and cannot have in staff. Any staff you create counts as a created wand for the
existence more created wands than half your Wizard level, limit of created items you may have in existance at one time.
rounded up.
You also gain proficiency with Woodcarver's tools. Rod Maker
Wand Level Time Cost At 16th level, you can fashion magical rods. A rod is treated
as a magical mace with a +1 bonus to hit and damage. You
Cantrip 8 hours 10 gp are treated as proficient with any rod you create. You can
1st 1 day 18 gp fashion up to five spells into a magic rod, obeying the time
2nd 3 days 187 gp
and cost requirements given above for wands for each spell
infused into the rod. The rod has a number of charges equal
3rd 1 workweek 375 gp to 2 + your proficiency modifier, and each use of one of the
4th 2 workweeks 1,875 gp stored spells in the rod uses up a singe charge. The rod
requires attunement to use, and at creation you must
5th 4 workweeks 3,750 gp designate up to two spell-using classes that can utilize the
6th 8 workweeks 11,250 gp rod.
7th 16 workweeks 18,750 gp
The rod regains 1d6 charges per day at dawn. The DM has
final say about which spells can imbued into a magical rod.
8th 32 workweeks 37,500 gp Any rod you create counts as a created wand for the limit of
9th 48 workweeks 187,500 gp created items you may have in existance at one time.
Wand Caster
At 2nd level, you can use any wand in your possession as your
spellcasting focus, replacing the need for material
components that cost 1 gp or less.
Wand Savant
At 6th level, you can recharge a wand by sacrificing your spell
slots. As an action, you can replenish a wand's charges by
sacrificing an unused spell slot. The wand regains a number
of charges equal to the spell slot you sacrifice, up to it's
normal maximum. Once you use this ability, you cannot use it
again until you take a long rest.
Backgrounds
d6 Bond
Apprentice
1 I am on a quest to retrieve a powerful item for my
Skill Proficiencies: and one tool proficiency of your choice. master
Languages:
Equipment: A spellbook or other arcane tome, 12 candles, 2 I will avenge the insult perpetruated against my master
by their greatest enemy
a signet ring with your master's symbol, a set of ritual robes
and a belt pouch with 15 gp. 3 I owe my life to my master and intend to prove I am
worthy of the effort in me
Feature: Master 4 Everything I do is for the common people
You have spent your life in service to an arcane spellcaster of
some note. You have at this point recieved enough training 5 I will do anything to protect my master from harm
that your master has decided that practical experience in the 6 I seek to locate and return a powerful item to those it
wider world would be beneficial to you. was stolen from
Choose an arcane spellcaster - an eldritch warrior,
sorcerer, warlock, wizard or being with natural spellcasting d6 Flaw
abilties as your master. Work with your DM to develop this 1 I judge others harshly, and myself even more
patron. Your patron can provide advise and a place for you to
stay between adventures, and in most cases can provide 2 I put too much trust in my master's reputation
minor gear or perform tasks for your efforts so long as they 3 My arcane power sometimes is beyond my ability to
do not strain or inconviencance your patron. control
4 I am suspicious of my master's past and doubt their
Suggested Characteristics true intentions
d8 Personality Trait
5 I am still haunted by the death of a close relative or
1 I idolize my master and talk about them whenever the friend
opportunity presents
6 I will allow nothing to deter me from achieving my
2 I am curious about everything and everyone and seek goal
to understand the world around and my place in it
3 The dark secrets I have learned make me nervous and
uncomfortable - there are shadows everywhere and
only I can see them
4 I am ready to go forth and show my skills, and nothing
will shake my faith in myself
5 My understanding of the arcane is flawed, and attribute
magic to even mundane events
6 I am tolerant (or intolerant) of those lacking magical
skill and see them as needing protection (or enslaved)
7 I have enjoyed the commodities afforded to me by my
master and dislike rough living away from such
luxuries
8 I've lived a sheltered life with my master and have little
understanding of the harsh realities away from my
master's edifice
d6 Ideal
1 Tradition. The ancient traditions and arcane rights must
be observed and continued (Lawful)
2 Benevolence. I must use my abilities for the good of
myself and others (Good)
3 Freedom. I have to power to bend reality to my will,
and the will to do (Chaotic)
4 Power. I hope to one day rule over all I see (Lawful)
5 Curiosity. I have abilities other can only dream of and I
will push the boundries of those abilities (Chaotic)
6 Respect. I have abilities of great power, and I must use
them sparingly and wisely (Good)
d6 Ideal
Bandit
1 Honest I never target those who have less than I
You make - or made - your life robbing other people - the (Lawful)
wealthier, the better. You know the roadways and back
country like the back of your hand and you can size up an 2 Charity I distribute what I take to those who need it
more (Good)
individual with but a glance.
This isn't the sort of work you generally do alone, and while 3 Independance No one gets to tell me what to do
you'd never trust your comrades enough to turn your back on (Chaotic)
them, they're as close to a family as you'll likely ever come. 4 Aspiration I'll make something of myself one day
Skill Proficiencies: Deception, Insight
Tool Proficiencies: One type of gaming set. 5 Revenge I'll take from others what was taken from me
Equipment: A set of common clothes, a cloak, a small 6 Friendship Goods come and go, but brotherhood lasts
chest and a belt pouch with 15 gp. forever
Suggested Characteristics
d8 Personality Trait
1 I am embittered by the harsh life I've led
2 It's just a job to make a living, no hard feelings
3 I'm owed the good life, and I intend to take it
4 I am slow to trust, everyone's got something to hide
5 I blow up at the slightest insult
6 Not a word, just a glare
7 I'd rather make a friend than an enemy
8 It's all a rush to see how much you get away with
Burner Suggested Characteristics
d8 Personality Trait
Burners are an ancient order of mystical police from
Amberos past. You are an inheritor of that legacy, granting 1 I didn't ask for this responsibility, but I'm stuck with it.
you access to one of the famed weapons of that ancient order. 2 I prefer to resolve most problems peacefully, but I can
Though your fate is your own, there exists within you a call to back my words up with action.
action to oppose and face the agents of evil and injustice. 3 I have no time for fools and their arrogance.
Prequisite: Human, Elf or Half-elf only.
Note: All Burners have gemstone in their name - either as 4 My weapon speaks to me and urges me into action.
a first, middle or last name. 5 If a job is worth doing, its worth doing right.
Skill Proficiencies: Arcana, Insight
Languages: 6 With a little more training, my weapon and I will be
unstoppable.
Equipment: A set of fine clothes and a mystic weapon.
7 I envy an ancient forebearer of my weapon and wish to
Feature: Mystic Weapon emulate their actions.
A mystic weapon is a major legacy magical item, with at least 8
one offensive mode of attack. Work with your DM to devise
the exact nature and abilities of the item. d6 Ideal
If you lose or are otherwise seperated from your mystic
weapon, you can perform a ritual that takes 10 minutes of 1 Resposibility. I was fated to this duty and must uphold
its ancient traditions (Lawful)
concentration. At the end of the ritual, the mystic weapon
returns to within your reach, unharmed and unblemished. 2 Sacrifice. I can use my abiltities to help others,
regardless of personal cost (Good)
3 Power. I have the power to make things right and I
intend to do so, by whatever means necessary
(Chaotic)
4 Change. With this weapon, I can make the world a
better place (Chaotic)
5 Tradition. Those who made this weapon knew what
they were doing, and I must respect that (Lawful)
6 Secrecy. No one must know the true nature of the
weapon I wield.
d6 Bond
1 An ancient evil stirs that I must hunt down and destroy
2 I will seek the individual who slew the former
possessor of my weapon
3 I owe my life to the former bearer who passed this
weapon on to me
4 I do this to protect a goup of others dear to me
5 I seek out others like me, so I can combine my power
with theirs
6 I will protect this weapon from others who intend to
use it for evil
d6 Flaw
1 Once, my weapon unleashed a power beyond my
control. I'll never let that happen again
2 I secretly wonder if I'm up to the greater task put
before me
3 I am suspicious of strangers and think the worst of
them
4 I am sometimes too trusting and expect the best in
everyone
5 I put too much trust in the ancient traditions and tales
of prior weapon bearers
6 I don't quite know how this weapon really works or
what it is truly capable of
Commoner Suggested Characteristics
d8 Personality Trait
You are salt of the earth, and though you may aspire to better
things one day, you will never forget where you came from. 1 I like loud noises, boisterous parties and strong drink
Skill Proficiencies: Animal Handling, Nature 2 I know a lot about everything, and I'm not afraid to
Tool Proficiencies: Farm tools, Vehicle (choose one) share that knowledge
Equipment: A set of common clothes, a knife and 15 gp in 3 I'm clueless how things are done away from my small
a belt pouch. world at home
Feature: Ordinary Life 4 I'm down-to-earth and eager to help wherever I'm
needed
When you are not adventuring, you have a rather oridinary
life you can return to, providing you with a place to stay and a 5 I'm easily impressed by things I've never seen before
meal to eat. Work with your DM to establish the homestead and eager to learn more about them
(and community) from where you come, possibly including 6 I love and miss the comforts of home, and can't stop
any family members or notable neighbors you might know. thinking about them
7 I've had a hard life and know complaining won't help
anything
8 I want to do everything. Now!
d6 Ideal
1 Responsible. Those who work hard will reap the
benefits of that hard work (Lawful)
2 Guardian. I have to stand up and protect those who
can't defend themselves** (Good)
3 Free Spirit. Anything is better than tilling fields and
dealing with neighbors (Chaotic)
4 Adventurous. I want to see what lies beyond the green
fields and hills
5 Protector. I have to keep the monsters of the world
away from my home
6 Veteran. I've seen a lot in my lifetime, and thought I'd
finally gotten away from it
d6 Bond
1 I fight to proect my family and friends
2 A terrible evil lies just beyond our lands
3 I owe my life to others who protected me and my
family
4 A dear friend vanished abroad and I must discover
their fate
5 I seek to make allies to defend against the outside
world
6 I want to see what's over the next hill
d6 Flaw
1 I fear those who are not like me
2 I don't think I'm skilled enough for the task ahead
3 I make friends too easily and trust too much
4 I'm secretly afraid of the outside world
5 I tend to make fun of strange customs and people
6 I seek praise for each and every action I take
Fated Suggested Characteristics
d8 Personality Trait
Has a prophesy or destiny to fulfill
Feature: Destiny 1
Skill Proficiencies: 2
Languages: 3
Equipment:
4
Feature: Destiny 5
After a long rest you can cache a d20 die result of 20 or 1, at
your choice. At any point in the future, you can replace one 6
d20 roll with this result. This changed result represents a 7
fated move towards your ultimate destiny, and should be 8
incorporated into the narrative thusly. After a short or long
rest, you can again cache another d20 die result. d6 Ideal
1 (Lawful)
2 (Good)
3 (Chaotic)
4
5
6
d6 Bond
1
2
3
4
5
6
d6 Flaw
1
2
3
4
5
6
Fence Suggested Characteristics
d8 Personality Trait
Feature: Black market
Skill Proficiencies: 1
Languages: 2
Equipment: 3
Feature: Black Market 4
You can sell items of dubious or illegal quality for a small 5
profit. Whenever you sell items you have acquired through
adventuring, you can recieve an extra 25% of the normal 6
value. Likewise, you can covertly sell items that normally 7
would be unsellable due to stigma or illegal to do so for their 8
full value.
Also, when in an appropriate area, you can make contact
with criminals or other seedy organizations in an area to d6 Ideal
trade for goods, services or information. Such negotiations 1 (Lawful)
are tricky, but as long as your reputation is untarnished, you 2 (Good)
can generally expect others of your kind to begrudgingly deal
with you in a fair manner, as befits their kind. 3 (Chaotic)
4
5
6
d6 Bond
1
2
3
4
5
6
d6 Flaw
1
2
3
4
5
6
Former Slave Suggested Characteristics
d8 Personality Trait
Feature: From Nothing
Skill Proficiencies: Athletics, Insight 1
Equipment: A set of common clothes, a trinket from your 2
time as a slave (a broken manacle, a key, a letter from your 3
liberators, etc.) and 15 gp.
4
Feature: From Nothing 5
You have a knack for making do with inferior materials or a
lack of proper equipment, and a determination to get things 6
done at any cost. Once per short rest, when making a skill 7
check in which you are not proficient or lack the proper tools, 8
you add your proficiency bonus to the total. You may do this
before or after the roll, but before the result is applied. d6 Ideal
1 (Lawful)
2 (Good)
3 (Chaotic)
4
5
6
d6 Bond
1
2
3
4
5
6
d6 Flaw
1
2
3
4
5
6
Harrowed Suggested Characteristics
d8 Personality Trait
Skill Proficiencies: Religion
Equipment: A set of common clothes, a trinket tied to your 1
brush with death and a belt pouch with 15 gp. 2
3
Feature: Back From the Dead
Your brush with death has given you some of the qualities of 4
the dead. Choose one of the following: 5
You do not need to breathe 6
You do not need to sleep 7
You do not need to eat or drink
You can can ignore one level of exhaustion 8
As an action, you can sense the presence of undead within
120 feet of you d6 Ideal
1 (Lawful)
2 (Good)
3 (Chaotic)
4
5
6
d6 Bond
1
2
3
4
5
6
d6 Flaw
1
2
3
4
5
6
Law Officer Suggested Characteristics
d8 Personality Trait
Town guard, sheriff, deputy
Feature: Uphold the Law 1
Skill Proficiencies: 2
Languages: 3
Equipment:
4
Feature: Uphold the Law 5
You have been given the authority to act as an officer of the
law. This allows you to conduct searches of non-noble 6
households, question witnesses or suspects to a crime and to 7
make legal arrests. Work with the DM to define the extent of 8
your ability to perform these functions, whether it be at a
ward, community, county, country or national level or possibly
even planar level. d6 Ideal
If you abuse your authority, it can be reduced, suspended 1 The law is the law, and it must be obeyed no matter
temporarily or permantly stripped from you and you may what (Lawful)
suffer other, more serious repercussions. 2 Laws are in place to protect and aid its citizens (Good)
3 Justice may be blind, but I am not (Chaotic)
4
5
6
d6 Bond
1 This world is messed up, and I intend to straighten it
out
2 Those who break the law must be hunted down and
brought to justice
3 I do my job to protect the innocent
4
5
6 Once, I let someone get away with crime, only for
them to hurt someone else - never again!
d6 Flaw
1 Sometimes I get a little too carried away with trivial
offences
2 Others don't understand the pressure I'm under to
make a good impression
3 Sometimes I use the law to get what I want
4 I feel no empathy towards those who break the law
5 Some people just can't obey the law - I can tell who
they are by looking at them
6 I'm not sure I'm worthy judging someone else's
behavior
Mercenary Suggested Characteristics
d8 Personality Trait
Feature: Sword for Hire
Skill Proficiencies: Athletics, Insight 1 I may be just a kid, but I'm really a killer
Equipment: A set of good clothes, a spare dagger hidden 2 It's just business, nothing personal
on your person and a belt pouch with 15 gp. 3 Never trust someone whose too squemish to do a job
themselves
Feature: Sword for Hire
When you are in a civilized area that is not hostile towards 4 I don't do anything without payment first
you, you have no problem finding odd jobs for a bit of coin. 5 Time to find some skulls to crack!
During your downtime, you can spend 1d4 hours working as
hired muscle to pay for your day's food and lodging. 6 Talking is for those too timid to act
Furthermore, when dealing with others to gain 7 I take even the slightest insult personally
employment, learn more about a job or haggle prices, you 8 I'm a killer at heart, but why not get paid for doing it?
gain advantage on any Persuasion (Cha) skill checks.
d6 Ideal
1 A contract is a contract (Lawful)
2 I use my skills to protect the good and innocent
(Good)
3 (Chaotic)
4
5
6
d6 Bond
1
2
3
4
5
6
d6 Flaw
1 I can't believe anyone is more skill than I am at what I
do
2 I'm not really who I claim to be - I'm just riding their
name
3
4
5
6
Merchant Suggested Characteristics
d8 Personality Trait
Skill Proficiencies: Deception, Insight
Tool Proficiencies:
A set of Artisan's tools or Vehicle of your choice
Languages: 1
One of your choice 2
Equipment: a set of merchant's clothes, a merchant's 3
scale, a letter of trade and 15 gp in a belt pouch.
4
Feature: Trader 5
You are very knowledgable about the general worth of an
object and can judge the inherit value of an object at a glance. 6
You can haggle prices with others effectively, generally 7
discounting the price of an object you purchase by 25% or 8
selling it for 25% more than its normal value. However, when
dealing with exceptional individuals over price, the DM may
require you to make a check (generally opposed Insight) to d6 Ideal
get a better deal 1 (Lawful)
2 (Good)
3 (Chaotic)
4
5
6
d6 Bond
1
2
3
4
5
6
d6 Flaw
1
2
3
4
5
6
Patriot Suggested Characteristics
d8 Personality Trait
Loyalty to a country
Skill Proficiencies: Performance, Persuasion 1
Languages: 2
Equipment: a set of common clothes, a small badge or 3
heraldry wore prominantly showing your loyalty, a belt pouch
with 15 gp. 4
5
Feature: For Country!
6
7
8
d6 Ideal
1 (Lawful)
2 (Good)
3 (Chaotic)
4
5
6
d6 Bond
1
2
3
4
5
6
d6 Flaw
1
2
3
4
5
6
Prophet Suggested Characteristics
d8 Personality Trait
Feature: Divination
Skill Proficiencies: 1
Languages: 2
Equipment: 3
Feature: Divination 4
5
6
7
8
d6 Ideal
1 (Lawful)
2 (Good)
3 (Chaotic)
4
5
6
d6 Bond
1
2
3
4
5
6
d6 Flaw
1
2
3
4
5
6
Touched Suggested Characteristics
d8 Personality Trait
blessed/cursed by divine/infernal power
Skill Proficiencies: 1
Languages: 2
Equipment: 3
Feature: Supernatural Influence 4
5
6
7
8
d6 Ideal
1 (Lawful)
2 (Good)
3 (Chaotic)
4
5
6
d6 Bond
1
2
3
4
5
6
d6 Flaw
1
2
3
4
5
6
Wanderer Suggested Characteristics
d8 Personality Trait
Skill Proficiencies:
Languages: 1
Equipment: 2
3
Feature: Travails of the Trails
4
5
6
7
8
d6 Ideal
1 (Lawful)
2 (Good)
3 (Chaotic)
4
5
6
d6 Bond
1
2
3
4
5
6
d6 Flaw
1
2
3
4
5
6
Equipment
Advanced Armor
Advanced Armor
Armor Cost Armor Class (AC) Strength Stealth Weight Properties
Light Armor
- Padded 5 gp 11 + Dex modifier – Disadvantage 8 lb. –
- Leather 10 gp 11 + Dex modifier – – 10 lbs. –
- Studded 25 gp 12 + Dex modifier – – 13 lbs. –
- Brigandine 65 gp 13 + Dex modifier Str 10 – 15 lbs. –
Medium Armor
- Hide 10 gp 12 + Dex modifier (max 2) – – 12 lb. –
- Banded Mail 45 gp 13 + Dex modifier (max 2) Str 10 Disadvantage 15 lbs. –
- Chain Shirt 50 gp 13 + Dex modifier (max 2) Str 10 20 lbs. –
- Scale Mail 50 gp 14 + Dex modifier (max 2) Str 12 Disadvantage 45 lbs. –
- Breastplate 400 gp 14 + Dex modifier (max 2) Str 10 20 lbs. –
- Plate & Mail 750 gp 15 + Dex modifier (max 2) Str 12 Disadvantage 40 lbs. –
Heavy Armor
- Ring Mail 60 gp 14 + 1/2 Dex modifier (max 2) Str 12 Disadvantage 40 lbs. –
- Chain Mail 75 gp 16 + 1/2 Dex modifier (max 2) Str 13 Disadvantage 60 lbs. –
- Splint 200 gp 17 + 1/2 Dex modifier (max 2) Str 14 Disadvantage 60 lbs. –
- Plate 1,500 gp 18 + 1/2 Dex modifier (max 2) Str 14 Disadvantage 65 lbs. –
- Full Plate 4,000 gp 19 + 1/2 Dex modifier (max 2) Str 15 Disadvantage 80 lbs. –
Shield
- Buckler 5gp +1 – 2 lbs.
- Small 10 gp +2 Str 10 6 lbs.
- Large 20 gp +3 Str 11 9 lbs.
- Body 35 gp +4 Str 12 Disadvantage 15 lbs.
Advanced Weapons
Advanced Weapons
Name Cost Damage Weight Properties
Simple Melee Weapons
Brass Knuckles 7 sp 1d3 bludgeoning 1 lbs. Light, guard
Club 2 sp 1d6 bludgeoning 4 lbs.
Greatclub 7 sp 1d12 bludgeoning 10 lbs. Heavy, Two-handed
Heavy Club 4 sp 1d8 bludgeoning 6 lbs Versatile (1d10)
Knife 1 sp 1d3 slashing 1/2 lb. Finesse, light
Light Club 1 sp 1d4 bludgeoning 2 lbs. Light, Thrown (range 10/30)
Mace 5 gp 1d6+1 bludgeoning 4 lbs. Finesse
Machete 15 gp 1d6+1 slashing 2 lbs. Light
Pitchfork 5 sp 2d3 piercing 2 lbs. Versatile (2d4)
Sap 1 gp 1 bludgeoning 1 lb. Stun
Spear 1 gp 1d6 piercing 3 lbs. Versatile (1d8), 1Hand: Thrown (Range 30/120), 2Hand:Reach
Simple Ranged Weapons
Blowpipe 2 sp 1 piercing 1/2 lb. Light, loading, poison, ranged (10/30)
Martial Melee Weapons
Bastard Sword 35 gp 2d4 slashing 5 lb. Versatile (1d10+1)
Chain Whip 10 gp 1d6 bludgeoning 5 lbs. Reach
Chakram 5 gp 1d4 slashing 1 lb. Light, Thrown (30/120)
Cutlass 15 gp 1d8 slashing 3 lbs. Finesse, guard
Foil 10 gp 1d4+1 piercing 2 lbs. Finesse
Garrot 5 gp 1d3 slashing - Strangle, Two-handed
Gauntlet 1 gp 1d3 bludgeoning 1 lb. Guard, light
Great Scimitar 65 gp 2d6 slashing 5 lbs. Finesse, heavy, two-handed
Harpoon 5 gp 1d8 piercing 3 lb. Grapple, return, thrown (range 30/90), versatile (1d10)
Iron Claws 3 gp 1d3 slashing 1 lb. Light, finesse, guard
Khopesh 10 gp 2d4 slashing 3 lbs. Finesse, versatile (1d10)
Kukri 5 gp 1d4+1 slashing 2 lbs. Light
Longspear 3 gp 1d8 piercing 5 lbs. Reach, Versatile (1d10)
Partisan 5 gp 1d10 piercing 8 lbs. Heavy, reach, two-handed
Pike 10 gp 1d8 piercing 18 lbs. Heavy, reach 15 ft., two-handed
Punch Dagger 15 gp 1d6 slashing 2 lbs. Light, finesse, guard
Scythe 50 gp 3d4 slashing 6 lbs. Heavy, two-handed
Spetum 25 gp 1d12 piercing 12 lbs. Heavy, reach, two-handed
Tonfa 5 sp 1d4 bludgeoning 1 lb. Block, finesse, light
Trident 5 gp 3d3 piercing 4 lbs. Grapple, Thrown (range 20/60), versatile (3d4)
Tulwar 40 gp 1d10 slashing 4 lbs. Finesse, versatile (1d12)
Martial Ranged Weapons
Blowgun 1 gp 1 piercing 2 lbs. Loading, poison, two-handed, ammunition (30/90)
Bola 1 gp 1d4 bludgeoning 2 lbs. Entangle, thrown (range 20/60)
Boomerang 5 sp 1d4 bludgeoning 1 lb. Return, thrown (range 60/180)
Net 1 gp – 3 lbs. Entangle, thrown (range 5/15)
Block Strangle
When you are targeted by a melee weapon attack, you can If the attacker scores a critical hit on a target that is the same
use your reaction to gain a bonus to AC equal to your size or smaller and that is unaware of the attacker's presence,
proficiency modifier against the attack. it is grappled and cannot breath. At the start of each of the
attacker's following turns, they may deal automatic critical
Entangle damage if they are still grappling the opponent with the
When a target is hit by this weapon, it must make a Dexterity weapon. Each round, as an action, the target can make an
saving throw. The DC of the saving throw is 8 + attacker's Athletics (Strength) or Acrobatics (Dexterity) skill check to
Dexterity modifier + attacker's proficiency bonus. On a end both conditions. The DC of the saving throw is 8 +
failure, the target is restrained. On subsequent rounds, as an attacker's Strength modifier + attacker's proficiency bonus.
action, the target can attempt an Athletics (Strength) or Stun
Acrobatics (Dexterity) skill check against the DC to escape.
If the attacker scores a critical hit on a target that is the same
Grapple size or smaller, the target must make a Constitution saving
If you score a hit on the target, you may choose to grapple the throw or be incapacitated for a round. The DC of the saving
target as a free action. As an action, the target can use its throw is 8 + attacker's Strength modifier + attacker's
action to make an opposed Athletics (Strength) check against proficiency bonus. If the target is also unaware of the attack,
you. On a success, the grapple ends. You can choose to end on a failed saving throw it is knocked unconsious if its hit
the grapple as a free action. You may end the grapple as a point total is 5x the attacker's level or less.
free action at any time.
Guard
An opponent suffers disadvantage when attempting to disarm
you. The guard ability can be added to any non-thrown
weapon that does not already have the quality by doubling its
cost.
Poison
The weapon is normally treated with a poison substance.
Typical poisons are noted below; stronger poisons are
available at the DM's discresion. Note: characters with
proficiency in poisoner's tools can purchase poisons for other
weapons.
Lethal. The target takes poison damage as indicated on
the poison table below
Sleep. The target must make a Constitution save, based
on the Poison's DC. On a failure, the target gains one level
of Exhaustion and must save again on its next turn. If the
target fails an additional two saving throws, it is rendered
unconsious for 10 minutes. After unconsiousness or a
successful save, the level of exhaustion fades away after
the target's next turn. Sleep poison costs x10 normal.
Sickness. The target must make a Constituion save,
based on the Poison's DC. On a failure, the target gains
the Poisoned condition for 1 minute.
Advanced Poisons
Damage DC Cost
1d4 11 10 gp/10 uses
1d8 12 25 gp/10 uses
2d8 13 75 gp/10 uses
3d8 14 150 gp/10 uses
4d8 15 350 gp/10 uses
Feats
Beast Form Blood Drain
Whether by curse, magical charm or innate talent, you can Prerequisite: Returned only, 4th level or higher
assume the shape of a beast. When you take this feat, select
one beast shape of CR 1/2 or less. You can take this feat You drain the life of others to sustain your own unlife.
multiple times and choose the same or different shape each Increase your Strength score by 1, to a maximum of 20.
time. As bonus action, you can make a melee bite attack that
You can remain in the beast form for 1 hour. You can deals 1d6 piercing + Strength modifier damage, plus 1d6
revert to your normal form earlier by using a bonus action necrotic damage. You gain temporary hit points equal to
on your turn. You automatically revert if you fall half the damage you deal. At 10th level, you deal an
unconscious, drop to 0 hit points, or die. additional 1d6 necrotic damage on a hit.
Your game statistics are replaced by the statistics of the Crafter
beast, but you retain your alignment, personality, and
Intelligence, Wisdom, and Charisma scores. You also You have skill in crafting mundane items from raw materials.
retain all of your skill and saving throw proficiencies, in Increase your Strength, Dexterity or Intelligence by 1, to a
addition to gaining those of the creature. If the creature maximum of 20.
has the same proficiency as you and the bonus in its stat You gain proficiency in a set of Artisan's tools of your
block is higher than yours, use the creature's bonus choice.
instead of yours. You can craft mundane items. Under normal
When you transform, you assume the beast's hit points circumstances, you do not need to make a check to
and Hit Dice. When you revert to your normal form, you succeed at this endeavor. In extraordinary cases, the DM
return to the number of hit points you had before you may require you to make one or more ability checks to
transformed. However, if you revert as a result of dropping complete items under duress or to fashion complex or
to 0 hit points, any excess damage carries over to your unusual items. It takes approximately 1 hour per gold
normal form. For example, if you take 10 damage in piece value of an object to craft an item. Your work to
animal form and have only 1 hit point left, you revert and create the item consumes raw materials equal to half the
take 9 damage. As long as the excess damage doesn't gold piece value of the final object.
reduce your normal form to 0 hit points, you aren't You can sell objects you create for the full value.
knocked unconscious.
You can't cast spells, and your ability to speak or take any Celestial Heritage
action that requires hands is limited to the capabilities of
your beast form. Transforming doesn't break your Prerequisite: Hellchilde only, Celestial language proficiency
concentration on a spell you've already cast, however, or You manifest elements of your celestial ancestry.
prevent you from taking actions that are part of a spell, Increase your Wisdom by 1, to a maximum of 20.
such as call lightning, that you've already cast. You do not suffer Light Sesitivity when you use your
You retain the benefit of any features from your class, transformation ability.
race, or other source and can use them if the new form is When you cast a spell, you gain a flight speed of 40 feet for
physically capable of doing so. However, you can't use any a number of rounds equal to the level of the spell you cast.
of your special senses, such as darkvision, unless your Once you use this ability, you cannot use it again until you
new form also has that sense. take a short or long rest.
You choose whether your equipment falls to the ground in At 10th level, the duration of your flight increases to 1
your space, merges into your new form, or is worn by it. minute per level of the spell cast.
Worn equipment functions as normal, but the DM decides
whether it is practical for the new form to wear a piece of Charming Gaze
equipment, based on the creature's shape and size. Your
equipment doesn't change size or shape to match the new Prerequisite: Returned only
form, and any equipment that the new form can't wear You can enrapture others with a simple look.
must either fall to the ground or merge with it. Equipment Increase your Charisma score by 1, to a maximum of 20.
that merges with the form has no
effect until you leave the As an action, you can target one non-hostile humanoid you
form. can see within 30 feet. If the target can see you, it must
succeed on a Wisdom save equal to DC 8 + your
proficiency modifier + Charisma modifier. On a failure, the
target is charmed and will treat you as a trusted friend to
be heeded and protected. If you or an ally harm the target,
it is allowed a new saving throw to negate the effects.
Otherwise, the effects last for 1 hour.
Dragon Damage Type Breath Weapon
Chillborn
Black Acid 5 by 30 ft. line (Dex. Save)
Prerequisite: Titanborn only
The cold never bothers you. Blue Lightning 5 by 30 ft. line (Dex. Save)
You gain resistance to cold damage. Brass Fire 5 by 30 ft. line (Dex. Save)
You are unaffected by hypothermia or frostbite related Bronze Lightning 5 by 30 ft. line (Dex. Save)
effects. Copper Acid 5 by 30 ft. line (Dex. Save)
Your movement rate is not slowed by heavy snow or ice.
Gold Fire 15 ft. cone(Dex. Save)
Combat Drill Green Poison 15 ft. cone(Con. Save)
You have practiced and drilled at combat until you can strike Red Fire 15 ft. cone(Dex. Save)
and block without thought.
Silver Cold 15 ft. cone(Con. Save)
Increase your Constitution by 1, up to a maximum of 20. White Cold 15 ft. cone(Con. Save)
You may replace both your proficiency and attribute bonus
to hit on the roll with twice your proficiency bonus. You can consume a spell slot to expel a breath weapon.
If you have advantage and your attack hits, if both dice Using this ability takes an action, and affects an area as
rolled the same value, your attack becomes a critical hit. indicated in the table above. Creatures in the area of effect
Whenever you roll a natural 1 on any attack roll, you can must make a saving throw (DC 8 + your proficiency
reroll it, but must keep the result of the reroll. modifier + your Charisma modifier). On a failure, each
Deathless target suffers 2d6 damage, plus 1d6 damage per level of
the expended spell slot, of the damage type indicated
Prerequisite: Returned only above. A sucessful saving throw halves the damage. Once
You are extremely difficult to kill. you use this ability, you cannot use it again until you take a
Increase your Constitution score by 1, to a maximum of short or long rest.
20. You gain resistance to the damage type indicated above.
You gain proficiency in Constitution saving throws. At 5th level or higher, when you use your Transformation
If you are reduced to 0 hit points, make a Constitution ability, you grow a pair of bat-like wings from your back
save (DC 8 + ½ the damage taken). On a success, you and gain a fly speed of 30 feet. This ability lasts for as long
instead remain at 1 hit point. Once you use this ability, it as you remain transformed.
cannot be reused until you take a long rest. Eyes of Fire
Dirty Fighting Prerequisite: Titanborn only
You fight to win, not to be honorable. Your eyes glow with flickering, magical flame but they give
you incredible insight into the world around you.
You gain proficiency in the Deception skill, if you do not You gain proficiency in Wisdom saving throws and gain
already have it. advantage when making any Wisdom ability check.
As a bonus action, you can force one opponent within 5 You can use detect magic a number of times equal to your
feet of you to make a Wisdom save. The DC is 8 + your Wisdom modifier (minimum 1) per long rest.
Deception skill bonus. On a failure, the next attack against You can use identify without the need for material
the target gains advantage. components once per long rest.
Once per turn, when you have advantage on an attack and
score a hit against an enemy, you deal an additional 1d6 Extra Arms
damage, or may perform a combat option (see combat
chapter) that takes a bonus action for free. Prerequisite: Animalfolk (Arachnid or Insect), or Titanborn
Only
Draconic Heritage You were born with extra arms.
Prerequisite: Hellchilde only, Draconic language proficiency. You gain two extra arms, which you can use normally to
You manifest elements of your draconic ancestry. perform tasks with. If you use them to fight with multiple
When you take this feat, select a dragon heritage. weapons in combat, you can make up to four attacks (two-
Draconic Heritage
handed weapons still take up two arms). Two of your arms
are considered “off-hand”, which can only be used with
light or finesse weapons. You only add your Strength
modifier to one attack. When you gain the Extra Attack
ability, you do not gain extra attacks with these limbs.
You cannot mix wielding ranged and melee weapons with
the same attack action when attacking with your extra
arms.
Wielding extra shields beyond the first only grants you a
+1 bonus to your AC beyond the first shield you use.
Fast Hands Great Weapon Master (Replaces
You have unusual dexterity in your hands. PHB)
Increase your Dexterity by 1, up to a maximum of 20. You’ve learned to put the weight of a weapon to your
You gain proficiency in the Sleight of Hand Skill. advantage, letting its momentum empower your strikes.
You
You treat any one-handed weapon as if it had the Finesse gain the following benefits:
property. On your turn, when you score a critical hit with a melee
weapon or reduce a creature to 0 hit points with one, you
Fireborn can make one melee weapon attack as a bonus action.
Prerequisite: Titanborn only Before you make a melee attack with a heavy weapon that
You thrive in hot situations you are proficient with, you can choose to lose your
proficiency bonus for the attack roll to add double your
You gain resistance to fire damage. proficiency to the damage roll. (-2/+4, -3/+6, -4/+8, -5/+10,
You are immune to heatstroke and overheating effects. -6/+12)
You add your proficiency modifier to fire spell damage or
other fire damage effects you use. Healer (Replaces PHB)
Flourishing Fighter You are an able physician, allowing you to mend wounds
quickly and get your allies back in the fight. You gain the
You strike at an opponent's weak spots with pananche. following benefits:
Increase your Charisma by 1, up to a maximum of 20. When you use a healer’s kit to stabilize a dying creature,
You can use Charisma instead of Dexterity with Finesse that creature also regains hit points equal to your
weapons. proficiency bonus.
If you have the Unarmored Defense ability, you add your As an action, you can spend one use of a healer’s kit to
Charisma modifier and Dexterity to your AC instead of tend to a creature and restore 1d6 + 4 hit points to it, plus
any other ability score. additional hit points equal to your level + proficiency
bonus. The creature can’t regain hit points from this feat
Grave Touch again until it finishes a short or long rest
Prerequisite: Returned only
You touch carries the chill of the grave. Heavy Armor Master
Increase your Charisma score by 1, to a maximum of 20. Prerequisite: Proficiency with heavy armor
You can use your
As a bonus action, you can make a single melee attack. On armor to deflect strikes that would kill others. You gain the
a hit, the target must make a Constitution saving throw of following benefits:
DC 8 + your proficiency modifier + your Charisma Increase your Strength or Constitution score by 1, to a
modifier. On a failure, the target takes 1d4 cold damage maximum of 20.
and their Speed is halved until the end of their next turn. While you are wearing heavy armor, bludgeoning, piercing,
and slashing damage that you take from nonmagical
Genie Heritage weapons is reduced by an amount equal to your
Prerequisite: Hellchilde or Titanborn only, Aurun, Terran, proficiency bonus.
Ignan or Aquan language proficiency
You manifest a small portion of your genie heritage. Intelligent Fighter
Select a heritage when you choose this feat. You observe your opponent and strike where they are
Genie Heritage
weakest.
Genie Affinity Element Increase your Intelligence by 1, up to a maximum of 20.
Djinn Air Thunder You can use Intelligence instead of Dexterity with Finesse
weapons.
Dao Earth Bludgeoning If you have the Unarmored Defense ability, you add your
Efreet Fire Fire Intelligence modifier and Dexterity to your AC instead of
Marid Water Cold
any other ability score.
Jann Smoke Poison