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THE TOME OF FORGOTTEN

HEROES

A D&D5E SUPPLEMENT CONTAINING OVER 20


HOMEBREWED ARCHETYPAL OPTIONS!
TABLE OF CONTENTS
Barbarian 1
Path of the Elder 1
Path of the Hellion 2
Bard 3
College of Fables 3
College of Feasts 5
Cleric 7
Aegis Domain 7
Ocean Domain 8
Druid 10
Circle of the Metamorph 10
Circle of Swarms 13
Circle of the Wild 14
Fighter 18
Martial Archetype: Bulwark 18
Martial Archetype: Warlord 18
Monk 20
Way of the Heavy Handed 20
Paladin 21
Oath of Incandescence 21
Oath of the Storm God 22
Oath of Truth 23
Ranger 25
Ranger Archetype: Mage Hunter 25
Ranger Archetype: Weald Warrior 26
Rogue 28
Roguish Archetype: Acrobat 28
Roguish Archetype: Sand Dancer 28
Sorcerer 29
Sorcerous Origin: Temporal Anomaly 29
Sorcerous Origin: Prismatic Core 30
Sorcerous Origin: Steelskin 31
Warlock 32
Otherworldly Patron: The Gambler 33
Otherworldly Patron: The Leviathan 35
Otherworldly Patron: The Puppeteer 37
Wizard 38
School of Kinetics 39
School of Lichdom 39

FOREWORD
This supplement has been a bit of a labour of love for the past two-and-a-half years, and I can’t really believe
that it’s finally done. I will be coming back to update things, and alter the way things work based on feedback,
so if any readers have ideas or constructive criticism please let me know, I’ll take it all into account when
revising how any of the features work in the book.
I’d like to take a moment to thank the huge group of friends I have that have read and commented on these
archetypes and helped me refine them to the point they are at today. Thank you so much for dealing with my
almost constant D&D talk.
Hopefully, this won’t be the only thing I ever release on DM’s Guild and into the future. I am a game designer,
and this entire supplement was a 1-man trek from start to finish, aside from the front-page art, which was
commissioned from my good friend Jemimah. The next time I create something, depending on how well this
goes down, I may be able to hire artists and layout designers to make the work look just that little bit more
presentable. Regardless, I hope you all enjoy the archetypes I have brewed up for you. It’s been a long time
coming.
Thanks, Ocean M.
BARBARIAN
Taking in a single breath of the battlefield, the their will. They may be spellcasters, but they are
wizened Orc woman knows it well. The smell of blood brutal warriors that combine sheer strength with
on the wind, the spirits waiting to be called upon. She mystical power; a power that only rises when the fire
raises her battle-axe with a roar, and as she does so, it in their gut blazes like a roaring bonfire.
is wrapped in primordial fire, ready to scorch the
flesh of her victims. MYSTIC FURY
When you reach 3rd level, you can go into a mystical
Grunting as she does so, a hulking human woman
fury when you rage. When you do so, you become able
with dirtied ginger hair stands up from her table in
to force the world around you to bend to your whim
the inn, glancing at two figures approaching her from
in the form of casting spells, using your weapon as a
across the bar. The split second one of them fondled
druidic focus for channelling your magic.
at their belt for a blade, she was upon them, barstool
in hand. The stool, quickly shattered across the firsts’ You gain a random number of spell slots when your
head, was quickly replaced by a table to her left, Mystic Fury begins, and you become able to cast
which then swiftly slammed into the second cantrips and spells gained through the Mystic Fury
assailant’s gut; knocking them both out with ease. feature during this special rage. Additionally,
whenever you make an attack roll using your Wisdom
The barbarian paths presented in this supplement are
during this special rage, you can add your rage
the Path of the Elder, which describes a shamanic
damage bonus to the roll, even if it is a spell attack.
barbarian whose adherence to the old rites of their
tribe has granted them mystical powers. The Hellion Once this rage ends, whether it be by your own
is an archetype for the bar-brawler; a barbarian who choice, or by falling to 0 hit points, any spell you are
specialises in unarmed combat and utilising concentrating on also ends, you lose all remaining
improvised weapons. spell slots, and you gain one level of exhaustion.
Cantrips: You learn two cantrips of your choice from
PATH OF THE ELDERS the path of the elders’ spell list, found at the end of
The path of the elders is a path that follows a form of this class description. You learn an additional path of
primordial spiritualism that barbarian soothsayers the elders cantrip of your choice at 10th and
and mystics use to fight in tribal combat to this day. 18th level. You can only use these cantrips during a
Mystic Fury.
They are venerated barbarians whose wisdom in
battle allows them to bend the forces of nature to

—Spell Slots per Spell Level—


Barbarian
Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 1d6-3 — — —
4th 2 4 1d6-3 — — —
5th 2 4 1d6-2 — — —
6th 2 4 1d6-2 — — —
7th 2 5 1d6-2 1d4-2 — —
8th 2 5 1d6-2 1d4-2 — —
9th 2 6 1d6-2 1d4-2 — —
10th 3 6 1d6-2 1d4-1 — —
11th 3 7 1d6-1 1d4-1 — —
12th 3 7 1d6-1 1d4-1 1d4-2 —
13th 3 8 1d6-1 1d4-1 1d4-2 —
14th 3 8 1d6-1 1d4-1 1d4-2 —
15th 3 9 1d6-1 1d4 1d4-2 —
16th 3 9 1d6 1d4 1d4-2 —
17th 3 10 1d6 1d4 1d4-1 —
18th 4 10 1d6 1d4 1d4-1 1d4-2
19th 4 11 1d6 1d4 1d4 1d4-2
20th 4 12 1d6+1 1d4+1 1d4 1d4-1
Spell Slots: The Path of the Elders Spellcasting table ELDER SIGHT
shows how many spell slots you gain when you begin
At 10th level, you become able see past the veils of the
your mystic fury, allowing you to cast your spells of
mortal coil to learn much deeper secrets. You gain the
1st level and higher. Roll the dice detailed in the table
ability to cast the spell scrying once per day, without
and apply its modifier to determine how many spell
the need for material components.
slots you have for this rage. Any result lower than
a 1 becomes a 1. Additionally, you can see into the Ethereal plane up to
60 feet in front of you, and if you don’t have it, you
To utilise one of these spells, you must still be in a
gain Darkvision out to 60 feet.
mystic fury, and then expend a slot of the level or
higher. For example, if you know the 1st-level MANTLE OF PRIMORDIAL FURY
spell fog cloud and have a 1st-level and a 2nd-level
spell slot available, you can cast fog cloud using either At 14th level, your Mystic Fury creates a mantle of
slot. energy that forces off and nullifies lesser magics,
whether it be good or bad for you. Whenever you are
Spells Known of 1st-Level and Higher: You know targeted by spell of 3rd-level or lower by any creature
three 1st-level elder spells of your choice. The Spells other than yourself during your Mystic Fury, it has no
Known column of the Path of the Elders Spellcasting effect on you.
table shows when you learn more elder spells of 1st
level or higher. Each of these spells must be of a level
for which you can gain spell slots.
PATH OF THE ELDERS SPELL LIST
For instance, when you reach 5th level in this class,
you can learn one new spell of 1st or 2nd level. Cantrips (Level Faerie Fire Elemental Weapon
Whenever you gain a level in this class, you can 0)
Fog Cloud Erupting Earth
replace one of the elder spells you know with another Guidance
spell of your choice from the elder spell list. Jump Fear
Gust
Longstrider Plant Growth
Spellcasting Ability: Wisdom is your spellcasting Frostbite
ability for your druid spells, since you gain your Thunderwave Sleet Storm
Infestation
ability to cast these spells by willing them to be. You Zephyr Strike Thunder Step
use your Wisdom whenever a spell refers to your Mold Earth
2nd-level Tidal Wave
spellcasting ability. In addition, you use your Wisdom Produce Flame
modifier when setting the saving throw DC for an Barkskin Vampiric Touch
Primal Savagery
elder spell you cast and when making an attack roll Dust Devil 4th-level
with one. Resistance
Earthbind Blight
Shape Water
Spell Save DC = 8 + Wisdom modifier + Proficiency Enhance Ability Conjure Minor
Bonus Shillelagh Elementals
Enlarge/Reduce
Spell Attack Bonus = Wisdom modifier + Proficiency Thorn Whip Conjure Woodland
Flame Blade Beings
Bonus Thunderclap
Gust of Wind Death Ward
1st-level
PRIMAL WARRIOR Heat Metal Elemental Bane
When you reach 6th-level, you can better utilise your Absorb Elements
Moonbeam Fire Shield
druidic magics while in melee combat. Beast Bond
Shatter Giant Insect
During your mystic fury, you can cast any cantrip you Cause Fear
Spike Growth Grasping Vine
know as a bonus action whenever you make the Cure Wounds
Attack action using a melee weapon. Additionally, if Web Guardian of Nature
Ensnaring Strike
you cast a cantrip or spell that deals acid, cold, fire, li- 3rd-level Ice Storm
ghtning or poison damage, the first time it deals Earth Tremor
Bestow Curse Storm Sphere
damage to each creature, the damage dealt is Entangle
increased by your Wisdom modifier. Call Lightning

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using a weapon in this way, it breaks and is rendered
PATH OF THE HELLION unusable (unless the weapon is heavy, in which case
Hellions fight a style with no rules; these brutes are it can be used twice in this way before becoming
devastating in hand-to-hand combat, often straying to unusable).
using unconventional weaponry from the
environment around them. Their sheer strength RUFFIAN’S GUARD
allows them to use any means necessary to get a leg At 6th level, you become an expert of deflecting
up on their opponents. attacks with even the most unsuitable tools. When
you are wielding a non-light improvised weapon, or
BRAWLER'S ARMOURY when there is an untethered Large or smaller object
When you reach 3rd level, you learn to use unarmed that weighs less than 15 times your strength score in
strikes and improvised weapons as a part of your pounds (the DM can estimate whether you could lift it
fighting style. Your unarmed strikes deal 1d6 + your quick enough or not!) within 5 feet of you, you can use
Strength modifier damage, and attacks with your reaction to attempt to deflect an incoming attack
improvised weaponry deal 1d8 + your Strength using it.
modifier bludgeoning damage (unless a different
damage type is more appropriate). You are proficient You gain a +5 bonus to your AC for that attack only,
with any improvised weapon you use. and if this bonus AC causes the attack to miss, the
object or improvised weapon is destroyed instead,
The DM can decide what specific attributes an becoming completely unusable as a weapon or as a
improvised weapon may have; for example, a broken defensive tool (unless the DM rules otherwise, as a jab
bottle may have the light attribute, while a large table with a knife may not destroy a table!).
may have the two-handed and heavy attributes. All
improvised weapons you use gain DOWN FOR THE COUNT
the thrown attribute (with range 10/30ft), When you reach 10th-level, you can use your action
provided they do not have the heavy attribute. If a to knock a creature unconscious with an incredibly
weapon has the light attribute, that weapon can heavy blow. Make a melee attack roll with an
instead be thrown 20/60ft. A heavy improvised unarmed strike or improvised weapon, and on a
weapon is usually cumbersome; you make all attacks hit, the target takes damage for the attack, and then
with them at disadvantage, but using one grants other must make a Constitution save against your Brawler
benefits as described later in the class description. save DC. The creature gains advantage on the save if
they have more than 50% of its maximum hit points
Some of the abilities you gain from this path require
remaining.
you to use an improvised weapon that has one of
those special attributes. If an ability requires an On a failure, the creature falls unconscious for 1d4
enemy to make a saving throw, the DC equals 8 + your hours, or until they take damage or are woken by
proficiency bonus + your Strength modifier. another creature using their action to shake them
awake. After using this ability, hit or miss, you gain 1
BRUTE STRENGTH level of exhaustion.
Also, at 3rd level, you can choose to put in incredible
power into a swing when you make a melee attack FURIOUS BARRAGE
using an improvised weapon. On a hit, you can choose At 14th level, you can use your reckless attack feature
between the following options: to allow you to make additional attacks, rather than to
make you more likely to hit. You throw all care for
 The target must succeed on a Strength saving
your defences aside, and instead of gaining advantage
throw or be knocked 10 feet back.
on all attacks this round, you can instead make an
 The target must succeed on a Dexterity saving
additional 2 attacks when you take the attack
throw or be knocked prone.
action. These attacks can only be made using either
 The target must succeed on a Constitution
unarmed strikes or improvised weaponry.
saving throw or suffer 1d8 additional
damage. You can only use either reckless attack or furious
barrage in one turn, and the same as reckless attack,
If you are using a heavy improvised weapon, a
until the start of your next turn, all attacks made
creature has disadvantage on the saving throw. After
against you are made at advantage.

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During, combat, you can connect these elements
BARD together in order to weave a story of the battle; at 3rd
level, you unlock “Plot Points”; these plot points
Pausing for effect, a doublet clad elf eyes the room,
leaving enough time for a killer punchline, reducing represent your weaving of a story; for example, to use
the room to tears. Stepping aside and out of the way the Sudden Betrayal plot point, you cast
of arrow-fire, a dainty halfling carefully picks her next an illusion spell followed by an enchantment spell,
words in order to best frighten her goblinoid and then can immediately use that plot point’s ability,
assailants. “But, of course!" cheers the playwright. The as described in the “List of Plot Points” section
puzzle was solved. He had, of course, read the solution below.
in a famous tragedy, once.
FABLED SECRETS
The scent of a feast floats across the noses of the At 6th level, you can choose to specialise in two of the
caravan; their mouths begin to water, and they follow storytelling elements from the table. You can learn
the source of the smell. Their cook, a Goliath woman two 1st-level spells from any spell list that conform to
with an appetite for game, just finished roasting a either of the element’s corresponding spell
whole hog for dinner. They dig in and feel schools. These spells count as Bard spells for you and
empowered; a hearty meal indeed. are not included in the number of spells known
column in the Bard table.
The two bard archetypes featured in this supplement
are the College of Fables, which is inspired by one of Additionally, when you make an Intelligence (History)
my favourite PCs of all time, a storyteller bard who check that relates to one of your chosen elements, you
told the story of a fight as it happened, and the College gain advantage on the roll. For example, if
of Feasts, a supportive bard that whips up delicious you specialise in Horror, you may make a History
food to buff the party with. check to remember horror stories about gruesome
murders or haunted areas, or if you specialise in
COLLEGE OF FABLES Romance, you might make a History check to
Whether playwright, poet, actor or author, a Bard of remember the stories of a certain King’s many lovers.
Fables intertwines their words with magic to give
them a little extra je-ne-sais-quoi. Their battles
PLOT TWIST
become great sonnets and epic adventures; fraught At 6th level, you also gain the ability to suddenly
with peril and intrigue. They use their magic to accent change the course of the story, initiating a plot twist.
the story, giving each spell a story and using the way When you initiate a plot twist, you can choose to
they shift between to show the way the plot changes change the storytelling element of a spell you cast to
directions. any other storytelling element of your choice. You
can do this once, and then you can’t do it again until
ARCANE STORYTELLING you finish a short or long rest.
At 3rd level when you join this college, you become
able to weave complex myth and legend as you cast
EPIC FABLE
arcane spells. Each of the base schools for spells At 14th level, you can string together an epic fable in
correspond to an “element” of storytelling, as battle. This fable, enchanted with your magic
explained in the table below. When you cast a spell, words, bolsters you with magical wards and defences,
your story adopts that spell’s storytelling element. but only so long as you can continue the story. When
you cast a spell, you can use your bonus action to
Spell School Storytelling Element begin writing an Epic Fable.
Abjuration Comedy
When you do so, you start to weave storytelling
Conjuration Tragedy
elements into the fable as you cast spells. You gain
Divination Suspense
temporary hit points based on the number of unique
Enchantment Romance
Evocation Action
storytelling elements you weave into the fable, as
Illusion Mystery described in the table below. You also gain bonuses to
Necromancy Horror your AC and saving throws when you reach certain
Transmutation Betrayal thresholds, as described in the table below.

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No. of Temporary AC Bonus Saving Throw USING PLOT POINTS FOR ROLEPLAY
Elements Hit Points Bonus A Bard from the College of Fables is not unlike a
1 1 0 0 conductor; they can describe how things unfold
2 2 1 0 and things generally follow. Using plot points, you
can give yourself, allies, or enemies a reason to act
3 3 1 1
as the story compels them to.
4 4 2 1
A good example is the “Tensions Rising” plot point.
5 6 2 1 It denotes a change from Tragedy to Suspense… a
6 8 3 2 slow-boiling build up point to sudden action! It
gives your ally the ability to move in reaction to
7 10 4 2
someone else moving; as if their hackles were up,
8 12 5 3 ready for something go down.
Try describing how the story lead to this moment;
These boons persist until the fable ends, which
perhaps, after you cast cloud of daggers, a bandit
happens when you don’t cast a spell on your turn, or
captain, last of his men, was torn asunder by the
one-minute passes.
blades. You then cast hunter’s mark upon him
Whenever you take damage, you must make a (from your Fabled Secrets feature!), as he prepares
Concentration check to maintain the fable. This to charge you.
concentration check is made in the same way as a
You may say: “Surrounded by the bodies of his
check made to maintain concentration on a spell; but
allies, the bandit captain despaired. He looked
if you are both maintaining the fable, and maintaining
forward and saw the one who killed them all. But
a spell, a failure loses concentration on both.
little did he know, the tensions had risen, and they
When you have incorporated at least 4 elements were ready for his last-ditch attempt for revenge.”
into the fable, your plot points improve. Whenever – and then give one of your allies the “Tensions
you roll a bardic inspiration dice for use in a plot Rising” plot point ability!
point, you double the value you rolled on the dice.
FOOL’S MISTAKE (COMEDY > ACTION)
After you use this ability, you can’t use it again until Immediately after activating this plot point, you can
you finish a short or long rest. use your bonus action and expend one use of bardic
inspiration to force a creature within 30ft to make a
LIST OF PLOT POINTS Dexterity saving throw. On a failed save, the creature
The list of plot points is listed in alphabetical order. falls prone, and takes damage equal to the value rolled
on the inspiration die. If the creature attempts to
CRACK A JOKE (SUSPENSE > COMEDY)
stand before the start of your next turn, it must make
Immediately after activating this plot point you can
a Dexterity saving throw against your spell save DC or
use your bonus action and expend one use of bardic
it falls over again.
inspiration to cure a creature of your choice within 30
feet of one of the following conditions: charmed, GALLANT RESCUE (ACTION > ROMANCE)
frightened or paralyzed. The creature is also healed Immediately after activating this plot point you can
for the amount you rolled on the inspiration die. use your bonus action and expend one use of bardic
inspiration to immediately teleport to a space
NO HOPE (HORROR > TRAGEDY)
adjacent to an ally within 30ft. The ally you teleported
Immediately after activating this plot point you can
to gains temporary hit points equal to the value you
use your bonus action and expend one use of bardic
rolled on the inspiration die.
inspiration to force a creature within 30ft to make a
Wisdom saving throw. On a failed save, the creature is JUMP SCARE (SUSPENSE > HORROR)
frightened of you for a number of turns equal to the Immediately after activating this plot point, you can
value rolled on the inspiration die. It can repeat the use your bonus action and expend one use of bardic
save at the end of each of its turns, ending the effect inspiration to force a creature within 30ft to make a
on itself on a success. Wisdom saving throw. On a failed save, the creature
takes psychic damage equal to the value rolled on the

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inspiration die, and it must use its reaction to run up bonus to their passive Perception equal to the value
to its movement directly away from you. This doesn’t you rolled on the die for the next minute. That
cause the creature to voluntarily run off cliffs or creature also gains blindsight out to 5 feet for the
otherwise put itself in danger. duration.

LOVER’S DECEIT (ROMANCE > BETRAYAL) SEEKING VENGEANCE (BETRAYAL >


Immediately after activating this plot point, you can ACTION)
use your bonus action and expend one use of bardic Immediately after activating this plot point, you can
inspiration to choose a creature within 30ft. The next use your bonus action and expend one use of bardic
time you make an attack roll against that creature, inspiration to select a creature within 30 feet of you.
you have advantage, and your attack deals additional Until the start of your next turn, that creature can use
damage equal to the value you rolled on the its reaction to make an opportunity attack against any
inspiration die. creature that deals damage to it while in range. If the
creature hits with attack, it deals extra damage equal
BETRAYER’S REVEAL (MYSTERY > to the result of the bardic inspiration dice.
BETRAYAL)
Immediately after activating this plot point, you can TENSIONS RISING (TRAGEDY > SUSPENSE)
use your bonus action and expend one use of bardic Immediately after activating this plot point, you can
inspiration to force a creature within 30 feet to make use your bonus action and expend one use of bardic
a Wisdom saving throw. On a failed save, they must inspiration to select a creature within 30 feet. Until
use their reaction (if they still have it) to attack a the start of your next turn, that creature can use its
creature of your choice within range. The creature reaction whenever another creature that they can see
gains a bonus to hit for this attack equal to the value moves or takes any action to move up to its speed in
rolled on the inspiration die. any direction and regain hit points equal to the result
of the bardic inspiration dice.
FLEXIBILITY AND CREATIVE LICENSE
Due to the nature of D&D combat, spells, spell COLLEGE OF FEASTS
schools, and the limited amount of plot points The college of feasts focuses on teaching bards how to
available, it’s not always going to be possible to charm through the medium of food. Food brings
craft that perfect masterpiece in the heat of battle. people together, as does music and theatre, so bards
As much as possible, this has been compensated and food are a perfect fit. These bards cook up mouth
for via the Fabled Secrets and Plot Twist abilities, watering recipes at rests, preparing their party for the
to let you use more than just the Bard class spells fights ahead.
and freely give any spell one of your favoured
storytelling elements. Á LA CARTE
Sometimes, however, it might just not line up At 3rd level, you gain proficiency in chef’s utensils. If
right. If that happens often, you might want to you already have proficiency in chefs’ utensils, you
speak to your DM, and see whether you could can choose a tool proficiency of your choice from the
categorise your spells in a different way other than following list: alchemist’s tools, herbalist’s kit, or
by spell school – this is completely subjective, poisoner’s kit.
hence why it hasn’t been done in this supplement. When you use your song of rest feature, you can cook
Maybe you can find a creative way to make sure all a meal for your allies instead, expending 50 gold
the spells work well for you, and how you want to pieces worth of fine spices, herbs, and good
weave your stories mid-combat. The “spell-school” foodstuffs. In addition to the healing your allies gain
way of doing things works, but you could find when they expend a hit dice, you can also grant them
something better for you! one of the three temporary benefits below. You don’t
have to give all of your allies the same meal. Once a
BEGIN INVESTIGATION (TRAGEDY > creature has received a benefit, it can’t gain it or any
MYSTERY) of the other benefits until they finish a long rest.
Immediately after you activate this plot point, you
can use your bonus action and expend a use of your Comfort Food. The next time the creature casts a
bardic inspiration to grant a creature within 30 feet a spell that requires concentration in the next 4 hours,

5
it gains advantage on all concentration checks made exhaustion from any creature that eats it. A creature
to maintain concentration on that spell. can only remove one level of exhaustion per day from
eating this food.
Elegant Dish. The first time the creature rolls a 16 or
higher on an attack roll using Dexterity in the next 4 In addition, whenever you roll lower than a 10 on any
hours, it critically hits. chef’s utensils checks made to check the quality of
food, you roll a 10 instead.
Hearty Meal. The first time the creature moves
within 5 feet of an enemy in the next 4 hours, it gains FEASTS FOR HEROES
advantage on a number of attacks equal to its
At 14th level, your heroes’ feast spell improves. You
proficiency bonus made within the next minute.
can choose to conjure a different type of feast instead
of a heroes’ feast by consuming an additional 250gp of
SPELLS OF A CHEF fine ingredients, placing them in the goblet. Each of
Your training in cookery, and magic use in the kitchen,
the feasts grants its consumers 2d10 increased hit
grants you additional spells as you level up. The
points and maximum hit points and immunity to
following spells are added to your known spells, when
frightened like the normal heroes’ feast, but
you reach certain levels, and they count as bard spells
depending on the selected feast, it grants a different
for you, regardless of whether they are on the bard
temporary benefit instead of immunity to poison and
spell list.
advantage on wisdom saving throws. Choose from
Bard Level Spell Learned one of the options below.

3rd locate animals or plants Champion’s Feast. You can’t be pushed or knocked
prone against your will, and you gain advantage on
5th create food and water
Strength saving throws.
11th heroes’ feast
Guardian’s Feast. You gain advantage on
SOUL FOOD Constitution saving throws, and you gain 4 temporary
At 6th level, your create food and water spell hit points at the start of each of your turns.
improves. Your food conjured by this spell is not
Martyr’s Feast. The first time you fall to 0 hit points
bland and takes on whatever form you wish it to, and
while the spell remains, you fall to 1 hit point instead.
you can conjure things other than water. If the food
you want to conjure requires expensive ingredients Saint’s Feast. You gain immunity to the blinded and
(worth more than 5gp per pound), a pound of each deafened conditions, and you become resistant to
must be present when you cast the spell. radiant damage.
Any creature that eats the food conjured by this Magician’s Feast. You gain immunity to the charmed
improved spell is cured of any diseases or poisons condition, and you gain advantage on Intelligence and
they are affected by (unless you don’t wish for them Charisma saving throws.
to be), and the food also removes one level of

6
HOLY AEGIS
CLERIC Also, at 1st level, your god grants you the clarity to
Raising his shield to the sky, the white-clad cleric deflect attacks from your nearby allies.
conjures a golden globe of protection as a torrent of Whenever you, or another creature within 5 feet of
dragonfire pours down on him and his comrades. you is attacked, you can use your reaction to grant a
They look up, and around with wonder, completely +5 bonus to AC against that attack. You must choose
unscathed. to do this when the target is chosen, but before the
attack is rolled.
Wielding a flowing current of water as a weapon, the
triton stood, vehement, at the doorway, refusing to let You can use this feature a number of times equal to
his enemies pass. As each enemy stood against the your Wisdom modifier (a minimum of once). You
waves, the triton let his passion run wild, becoming regain all expended uses when you finish a long rest.
an angry storm of divine fury.
The two cleric archetypes provided in this
CHANNEL DIVINITY: DIVINE
supplement are the Aegis Domain, a cleric that is fully CHALLENGE
focused on defending their allies from harm through At 2nd-level, you can use your Channel Divinity to
the use of powerful shielding magic, and the Emotion provoke hostile enemies nearby to attack you, instead
Domain, a cleric whose magic influences their mood of your allies. As an action on your turn, you can use
and in turn their mood influences the power of their your Channel Divinity to force all hostile creatures
magic. within 15 feet of you to make a Wisdom saving throw.
On a failed save, the creature cannot use their action
AEGIS DOMAIN to attack any creature other than you for the next
minute. A creature that is immune to the charmed
Clerics of the Aegis domain put protection of others
condition is not affected by this feature.
ahead of protection of themselves. They are self-
sacrificial and put a heavy emphasis on selflessness This does not force them to attack you; they can
and compassion. On the battlefield, an Aegis domain choose to move away or perform any action so long as
cleric wields powerful abjuration miracles that can it is not attacking your allies. If an affected creature
deflect devastating attacks and protect those that casts an area-of-effect spell or uses an area-of-effect
fight alongside them. They are faithful guardians and spell-like effect, it must have you as its focal point. A
loyal defenders of those who need it most. creature affected by this ability can repeat the save at
the end of each of its turns, ending the effect on itself
The gods of these clerics span a wide range, from the
on a success.
gods of healing and endurance (like Ilmater, Mishakal,
Apollo and Diancecht) to the champions of honour CHANNEL DIVINITY: GREAT BARRIER
and chivalry that some War domain clerics revere,
At 6th level, you can use your Channel Divinity to
like Torm, Heironeous, and Kiri-Jolith.
create a great aegis around you, protecting yourself
AEGIS DOMAIN SPELLS and nearby allies from harm, provided you are
wielding a shield. As a reaction when you are targeted
Cleric Level Spells by an area-of-effect spell or spell-like ability that deals
1st-level protection from evil and good, shield of damage, you can summon a
faith golden barrier that helps protect you and any
3rd-level aid, warding bond creature within 5 feet of you. Every creature within
5th-level protection from energy, wind wall the globe automatically succeeds on the saving throw
7th-level death ward, stoneskin against the effect.
9th-level antilife shell, wall of force
At 17th level, your ability to use this barrier improves,
and you can expend all three uses of your Channel
BONUS PROFICIENCIES Divinity to cause every creature within the barrier
At 1st level, you gain proficiency with heavy armour, to automatically save against, and then take no
and you gain an extra +1 bonus to AC when wielding a damage from the area-of-effect ability instead.
shield.

7
DIVINE SHIELD BONUS CANTRIP 
At 8th level, you gain the ability to infuse your shield At 1st level, you learn the friends cantrip. 
with divine energy. As a bonus action on your turn
while wielding a shield, you can choose to bless your EMOTIONAL FLOW
shield with holy energy, gaining 2d6 temporary hit Also at 1st level, your magic affects your emotional
points until the start of your next turn. When you state, either calming it or agitating it. This change in
reach 14th level, the temporary hit points gained your emotional state then affects your magic in turn,
increases to 3d6. strengthening or weakening it based on your current
mood and the type of magic you cast.
HEAVEN’S AEGIS
At 17th level, you become able to conjure Heaven’s These effects are described by a resource you gain
called Emotive Power, which causes different effects
Aegis, a legendary and ethereal shield of divine
depending on your Emotive State. The maximum
energy that can deflect any attack, provided you are
amount of Emotive Power you can have at one time
wielding a shield. As a reaction when you are hit by an
attack, you can summon this shield, causing the attack is equal to your proficiency bonus.
to deal no damage, and nullifies any additional effects Whenever you cast a spell of 1st-level or higher while
the attack may have. You can use this feature once, you are not currently in an Emotive State, you enter
after which you must complete a long rest to use it one, based on the type of spell you cast, as explained
again. below. After 1 minute, or when you fall to 0 hit points,
you exit any Emotive State you are currently in, and
EMOTION DOMAIN lose all Emotive Power. Once you have entered an
Emotive State, there is no way to leave it other than
Emotion Domain Clerics are pious folk that worship by the use of your Channel Divinity feature or via the
the cycle of emotional change. Their divine magics are spell calm emotions at later levels. If a spell you cast
tied directly to their mood, which makes them neither benefits nor hinders a creature, then you do
unpredictable and fearsome opponents on the not enter an Emotive State.
battlefield.
STATE OF CALM
Some of these clerics worship and emulate the flow of
When you cast a spell that directly benefits yourself
the ocean, the way its waves change from calm to wild
or another creature, whether that be through healing
in minutes, and the way that those changes never
or through some other kind of beneficial effect, you
permanently affect it.
are placed into the State of Calm, representing the
Others are evangelists that quickly anger when use of beneficial magic to calm oneself. When you
injustice is seen, or quiet mystics that roil into a enter this state, and after you cast another beneficial
battle-rage once presented with a challenge. spell while already in a State of Calm, you gain 1
Regardless, emotion clerics move in fluid motion Emotive Power, up to a maximum of your proficiency
between passion and calm. bonus.

The gods of these clerics can be gods that are of the While you are in this state, you gain a bonus to your
sea (like Melora, Poseidon or Neptune), or they can be healing spells of 1st-level or higher equal to your
gods that govern over emotions or any other medium current Emotive Power, and you reduce the damage
that emulates emotion, like storms or war. you deal with spells of 1st-level or higher by 2 x your
Emotive Power.
EMOTION DOMAIN SPELLS 
STATE OF ANGER
Cleric Level  Spells 
When you cast a spell that directly harms or
1st-level   dissonant whispers, heroism
otherwise hinders a creature, you are placed into the
3rd-level  calm emotions, suggestion
State of Anger, representing the use of beneficial
5th-level  enemies abound, fear
7th-level  aura of purity, charm monster
magic to calm oneself. When you enter this state, and
9th-level  dream, modify memory after you damage or hinder a creature using a harmful
spell while already in a State of Anger, you gain 1
Emotive Power, up to a maximum of your proficiency
bonus.

8
While you are in this state, you gain a bonus to your with the trigger being "when 1d4 + 1 other creatures
damaging magics equal to 2 times your Emotive have taken their turns". They do not have to use their
Power, and you reduce the healing you grant with reaction to take the action if they do not want to; they
spells of 1st-level or higher by your Emotive Power. can choose to forgo it in favour of other reactions.

CHANNEL DIVINITY OPTIONS Additionally, if you use this ability to interrupt an


action that comprises of multiple attacks, they can use
At 2nd level, you can use your Channel Divinity to
all their attacks when they use the action, instead of
instil divine emotion into your body,
just one, and they do not have to use the attacks to
reverting yourself to equilibrium. When you use this
target the original target and can instead target any
special Channel Divinity option, you must be in an
other creature in range.
Emotional State, and you use a different option
depending on which Emotional State you are in. You can use this ability a number of times equal to
your Wisdom modifier, and then you must finish a
If you are in a State of Calm, you can use Raging Wave,
short rest to use it again.
which involves breaking your calm mental state with
anger, to return to equilibrium. If you are in a State of
Anger, you use Moment of Tranquillity, which
PSYCHIC STRIKE
At 8th level, you can enchant your weapon with
involves taking a moment of absolute calm to still the
emotion, causing it to assault the mind when you hit
passion that rages within you.
an enemy. Once on each of your turns when you hit a
CHANNEL DIVINITY: RAGING melee attack, you can choose to deal 1d4 + your
Emotive Power psychic damage to the target of the
WAVE (CALM ONLY) attack. At 14th level, this increases to 2d4.
As an action, you can use your Channel Divinity to exit
the State of Calm. You let loose a violent wave of MANIPULATION OF EMOTION
spiritual energy from your body that radiates out 10 At 17th level, you can influence the emotional state of
feet. Every enemy within that area must make a creatures by calling upon your god’s will. As an action
Strength saving throw. on your turn, you can force one creature you can see
within 30 feet to make a Charisma saving throw
On a failure, they take 1d8 + twice your current
against your spell save DC (a creature can choose to
Emotive Power force damage, and then they fall
fail this save). On a failure, you can decide what mood
prone. On a success, a creature takes half as much
they are in; detailing what emotions they feel and to
damage. The dice rolled increases to 2d8 at 14th level.
what degree. A creature you are fighting makes this
CHANNEL DIVINITY: MOMENT OF save with advantage.

TRANQUILLITY (ANGER ONLY) A creature that is affected by this effect acts


As an action, you can use your Channel Divinity to exit completely accordingly to the emotion. For example, a
the State of Anger. You let loose a ripple of spiritual creature overcome with sadness may fall to the
energy from your body that radiates out to 30 feet. ground and wail uncontrollably; or if a raging
barbarian is forced to become calm, their rage may
Every ally within that area gains temporary hit points end. A creature influenced in this way remains so for
equal to 1d8 + your current Emotive Power. These up to 1 hour. It can repeat the saving throw whenever
temporary hit points vanish at the start of your next it takes damage from any source other than itself.
turn. The dice rolled increases to 2d8 at 14th level.
If you use this ability on yourself, you use it to place
DOUBTFUL PAUSE yourself in an Emotive State and instantly gain up to
At 6th level, you gain the ability to channel emotions 6 Emotive Power.
into your enemies, causing them to suddenly plunge Once you’ve used this ability, you can’t use it again
into a sea of doubt, hesitating to make the move they until you finish a short rest.
first thought to take.
As a reaction when a creature within 30 feet of
you takes an action, you can force them to make a
Wisdom saving throw. On a failed save, the creature
hesitates, causing them to ready the action instead,
9
The metamorph actions are described at the end of
DRUID the archetype description, and are divided into
3 categories: attack actions, which involve
The bandit stands, wide-eyed, as his opponent’s body
shifts; its arm becoming a cluster of octopus tentacles transforming a part of your body to use as a weapon
that wrap around his chest, and his head becoming against a creature, utility actions, which involve
that of a cobra, biting down on his neck. transforming your body in order to fulfil a specific
purpose, and then defensive actions, which involve
The half-elf slinks into the shadows, their body transforming your body to protect yourself against an
slipping into the body of a tiger – vanishing into the attack or spell.
brush, stalking their foe. What was once visible
becomes invisible, and the tiger reappears pouncing If a metamorph action requires you to make an attack
upon its helpless prey, pushed to the ground. roll, you use your Strength modifier, and can choose
to use your Dexterity if an action is noted to be
A cloud of buzzing wasps surrounds the figure, who finesse. For example, if Neisan, the 5th-
moves slowly toward his enemies in menacing level metamorph druid with 18 Strength uses ape's
fashion. With a wave of his finger, the cloud splits, fist, he gains a +7 to hit, and on a hit the attack deals
assailing the druid’s enemies with precision. an additional +4 damage. If an action requires an
enemy to make a saving throw, the DC equals 8 + your
There are 3 druid archetypes provided in this
proficiency bonus + your Strength modifier, unless
supplement. The Circle of the Metamorph is a tribute
otherwise noted.
to the Divinity games, where a character can
transform specific parts of their body into that of Some metamorph actions have after-effects. This is a
animals. The Circle of the Wild is an archetype that result of you transforming your body; the limb you
specialises a druid into one specific wild shape and transform remains that way for a short time, giving
allows them to use spell-like abilities during that you an extra benefit. These after-effects immediately
shape. The Circle of the Swarm is a druid that vanish if you use another metamorph action that
cultivates a swarm of insects that follow their orders. requires you to transform the same body part, or you
Inspired by the massive fleets of units available in the choose to end the effect on your turn.
StarCraft franchise, this archetype allows the druid to Each metamorph action has a tag which explains
micro-manage a massive swarm of insects to do their which part of your body is transformed for the
bidding. duration of the after effect.
In addition to after effects, all metamorph attack
CIRCLE OF THE METAMORPH actions have an attack type. Some aftereffects grant
The circle of the metamorph follows a certain druidic you the ability to use attacks of specific types
tradition that involves the transformation of only differently in the future, and this is told by the attack
parts of your body into the body parts of animals. type of each attack action. For example,
They use the varied forms of attack and movement the tiger pounce attack action grants an aftereffect
that beasts employ to defeat their foes. which allows a creature to use any bite type attack
action as a bonus action if the pounce attack knocked
METAMORPHOSIS its target prone. In this case, you could use the wolf's
When you choose this circle at 2nd-level, you become jaws action, but you could also use the viper's
able to enter a state of metamorphosis, where your bite action if you wished.
body becomes able to shift into different forms at
your will. You can expend a use of your wild shape to FLOWING TRANSFORMATIONS
enter a metamorphosis state for 1 minute. At 6th level, when you use your action to utilise
When you do so, you become able to a metamorph attack action your turn, you can choose
use metamorph actions, which can take an action, to take a second metamorph attack action as a part of
bonus action or reaction to use. You the same action.
learn 3 metamorph actions, and an additional one at In addition, any attacks you make using
6th, 10th, and 14th level. Whenever you learn an your metamorph actions count as magical for the
action from levelling up, you can change another that purposes of overcoming resistance and immunity.
you know if you wish.

10
LONG LASTING METAMORPHOSIS If the action cast in this way is an attack action, you
can of course repeat that attack action at any time the
At 10th level, you can cause metamorphosis to last a
lot longer. You can expend a spell slot of 3rd-level or metamorphosis remains.
higher to activate any metamorph action you know,
even when you are not in your metamorphosis state.
VICIOUS NATURAL WEAPONS
At 14th level, the metamorph actions you take
When you do this, the aftereffects for
become far more vicious. If a metamorph action deals
the metamorph action lasts for 1 hour at 3rd or
damage, it deals one additional damage die of damage,
4th level, 4 hours at 5th or 6th level, 8 hours at 7th or
and you can reroll one dice once, taking the new
8th level, and 24 hours at 9th level.
result.

METAMORPH ACTIONS
The metamorph actions below are listed in order of type, and then in alphabetical order. Where an action
includes a saving throw, it uses your spell save DC, and an action’s effect (or aftereffect) remains until either
you retransform that body part or your metamorphosis state ends.

ATTACK ACTIONS
Damage & Effect Body Part Aftereffect
Ape's Fist Fist. 1d8 bludgeoning damage. One Arm You gain a climbing speed
equal to your speed.
Bull's Horns Gore. 1d8 piercing damage, plus an Head No use other than to repeat
additional 1d8 if you moved 20 feet or the gore attack.
more in a straight line towards the target.
Hawk's Talons Talons (finesse). 2d6 slashing damage Both Legs Your walking speed is
reduced to 10 feet.
Horse Kick Hooves. 1d8 bludgeoning damage Both Legs You gain 10ft of running
speed and whenever you
move adjacent to a creature
that is prone, you can use
your bonus action to make a
Hooves attack on it.
Octopus Tentacles (reach 10ft). 1d8 bludgeoning One Arm The creature remains
Tentacle damage, and creature is restrained in the restrained until either it
tentacles. (escape DC is equal to your breaks out of your grip, your
spell save DC) metamorphosis state ends, or
you transform your arm
again.
Scorpion Sting Sting. 1d6 piercing damage, and a Back No use other than to repeat
Constitution saving throw, or the target the sting attack.
takes an additional 3d6 poison damage.
Tiger Pounce Claws. 1d10 slashing damage. If you Both Arms If the target falls prone from
moved more than 20 feet before making the attack, or was already
this attack on your turn, the creature prone, you can make any bite
must succeed on a Strength saving throw type metamorph attack action
or fall prone. you have as a bonus action
against that target.
Viper's Bite Bite. 1d6 piercing damage, and the Head You gain the ability to detect
creature must succeed on warm-blooded creatures or
a Constitution saving throw or become other sources of heat out to
poisoned for 1 round. 10 feet as if you have
blindsight.
Wolf's Jaws Bite. 2d6 + your strength modifier Head You gain advantage on
piercing damage Wisdom (Perception) checks
that rely on hearing or smell.
11
DEFENSIVE ACTIONS
Action Type Effect Body Part
Anti-Toxin Bonus You gain immunity to the poisoned condition, Blood
Blood and resistance to poison damage.
Cold-Blooded Bonus You gain resistance to fire damage. Blood
Snakeskin Bonus You shed your skin, escaping any effect that is Skin
grappling or restraining you.
Tortoise Shell Action Your AC becomes 18, if it wasn’t already Back
higher.
Winter Fur Bonus You gain resistance to cold damage. Skin

UTILITY ACTIONS
Action Type Effect Body Part
Badger Claws Bonus You gain a burrowing speed of 10 feet. Both Arms
Bat Ears Bonus You gain blindsight out to 30 feet provided Head
you are not deafened.
Bird Wings Action You gain a flying speed of 30 feet provided Back
you are not wearing medium or heavy
armour.
Chameleon Bonus You gain a +5 bonus to Stealth checks and you Skin
Skin can use your bonus action to Hide. (You may
take the Hide action when you use this ability,
too)
Eagle’s Eyes Action You gain a +5 bonus to passive Perception Both Eyes
and perception checks, and the range of your
ranged attacks is increased by 30 feet.
Fish Aquatics Action You become able to breathe underwater Head and Both Legs
instead of above water, and you gain a
swimming speed of 30 feet.
Frog Legs Bonus Your standing long jump distance becomes 20 Both Legs
feet, and your standing high jump distance
becomes 10 feet.
Owl’s Eyes Bonus You gain Darkvision out to 60 feet, or out to Both Eyes
120 feet if you already have Darkvision.
Spider Legs Action You gain a climb speed of 30 feet, and the Back
ability to climb difficult surfaces, including
upside down on ceilings, without needing to
make an ability check.

MAKING NEW METAMORPH ACTIONS


There's no reason to take the descriptions below as the only options. If you wish to use a bear's claw attack as a metamorph action,
use the damage dice of the black bear's claw attack on its' stat block in the Monster Manual (in general, avoid using the attacks of
beasts with challenge rating higher than 1, other than as potential rewards given by the DM!).

Then, work with the DM to figure out which limbs you'd have to transform (in this case, likely one arm), and if there is any sort of
extended benefit to having a bear's claw for an arm, and if you can come up with such a benefit, it can become the aftereffect for the
action (for a black bear's claw, perhaps, a climb speed would be appropriate, just like the ape's fist ability).

12
CIRCLE OF THE SWARM  Wasps gain a flight speed of 30 feet, and they
sting instead of bite; dealing an additional 1 point
A circle of the swarm druid is as much a commander
of damage per 10 hit points of the swarm.
as they are a spiritualist. They cultivate a swarm of
magical insects that feed off magical essence and Your swarm is made up of 5 times your druid level hit
control them in battle. These insects are hardy, quick points. You can as a free action separate the swarm
to replenish, and can be controlled so acutely that a into smaller swarms, with the minimum swarm size
swarm druid is the ideal ally when tackling a large possible being 10 hit points in size. A swarm is
group of foes. considered medium when it has
between 10 and 30 hit points, large when it has
SYMBIOTIC HOST between 30 and 65 hit points, and huge when it has
At 2nd level when you choose this circle, you develop between 65 and 105 hit points.
a symbiotic relationship between yourself and a
colony of insects that feed off natural magics. You A swarm's attacks also scale based on how many hit
provide the swarm with sustenance and a home, and points the swarm has remaining. The swarm deals
they respond by following your general commands 2d4 piercing damage on a hit for every 10 hit points it
and assisting you in combat. has (rounded up), so a swarm that has 13 hit points
worth of insects deals 4d4 piercing damage on a hit.
You have a swarm of insects living inside you, or in a As the swarm takes damage, this value will
home constructed by you on your person. You select decrease; so, if that same swarm, with a hit point total
what type of insects these may be, selecting from the of 13 takes 4 or more damage (putting it to 9 hit
following options: ants, beetles, centipedes, moths, points), it will deal 2d4 damage instead.
spiders, or wasps.
On a long rest, your swarm only regains hit points
This swarm regards you as an ally and will respond to equal to one quarter of its maximum hit points as the
your general commands. The swarm functions insects remaining in their hive replenish the ranks of
fundamentally the same as the monster manual's fallen bugs. You can feed the swarm some of your life
'swarm of insects' stat block. force to help replenish their ranks. After you have
healed to maximum hit points from a long rest, you
Your swarm is altered based on what insect you
can choose to take 1d8 necrotic damage a number of
chose:
times up to your druid level. For each time you take
 Ants have a Strength score of 5, and can carry up this damage, your swarm heals an equal amount.
to 30lbs of weight, increasing to 60lbs when
As a bonus action on your turn, you can decide what
Large, and 120lbs when Huge.
the swarm will do on its next turn (if you control
 Beetles gain a burrow speed of 15 feet, and their multiple swarms, you can command any or all of them
AC is increased by 1. at the same time, issuing the same command to each
 Centipedes gain the following effect on their bite one). If the swarm doesn’t receive an order on a turn,
attack: it will repeat the last received order until it receives a
"A creature reduced to 0 hit points by a new one; if that isn’t possible, it acts independently,
swarm of centipedes is stable but poisoned for only acting to defending itself.
1 hour, even after regaining hit points, and
paralyzed while poisoned in this way." MAGICAL SWARM
 Moths gain a flight speed of 30 feet and have a At 6th level, your swarm's attacks are considered
bonus to Stealth checks equal to your proficiency magical for the purposes of ignoring resistance and
bonus. immunity.
 Spiders gain the following three features:
o Spider Climb: The swarm can climb difficult
surfaces, including upside down on ceilings,
without needing to make an ability check.
o Web Sense: While in contact with a web, the
swarm knows the exact location of any other
creature in contact with the same web.
o Web Walker: The swarm ignores
movement restrictions caused by webbing.

13
SYMBIOTIC ENHANCEMENTS effect on you, setting you to 0 + the amount of hit
At 10th level, your link to your swarm grant them points you were healed by.
access to your magical ability. You become able to The swarm continues to fight within your body until
expend spell slots in the following three ways, either 1 minute has passed, no threats are
affecting your swarm: recognised, or you fall to 0 hit points, at which point it
allows your body to fall to the ground again, whether
 When a swarm you control hits a melee attack
it is dead or stable. If you fell to 0 hit points a second
against a creature, you can use your reaction
time, the swarm is also exterminated.
and spend a spell slot to cause the attack to
deal an additional 1d8 poison damage. This Once you have used this feature, you can’t use it again
damage increases by 1d8 for every spell slot until you complete a long rest.
level expended above 1st, up to a maximum of


5d8 additional damage.
When one or several swarms you control are
CIRCLE OF THE WILD
Some druidic tribes and clans devote themselves to
hit by an area-of-effect spell or spell like effect
one specific animal; transformation and imitation are
that deals damage, you can use your reaction
paramount to their daily ritual. Such clans are a part
and expend a spell slot to reduce the damage
of the Circle of the Wild, a circle of druids that focus
all of your swarms take by 1d6, increasing by
on their ability to transform into one specific holy
an additional 1d6 for every spell slot level
animal, and hone their senses, instinct, and capacity to
expended above 1st, up to a maximum of 5d6
channel their druidic magic through their animal
reduced damage.
form.
 You can expend a spell slot of 3rd-level or
higher to grant the effects of the protection The circle has six focal animals, the wolf, the bear, the
from energy spell to all currently active tiger, the eagle, the toad, and the spider. As a member
swarms for 1 hour. of this circle, you are able to shift into one of these six
holy animals, a set of teachings granted to you by your
UNSETTLING RETURN druidic tribe or a gift given to you by a venerable tribe
At 14th level, your swarm takes over your fallen body you discovered on your adventures.
when you fall to 0 hit points in combat and it still has
hit points remaining. When you fall to 0 hit points, WILD TRADITION
you can choose to have any active swarms use their At 2nd level when you choose this circle, you can
reaction to move as close to you as they can. If any choose one specific wild shape that you learn, and
swarm reaches you, you are reanimated by them, then start to exclusively use. You lose your ability to
being controlled by them thanks to the symbiotic link transform into any other wild shapes than this chosen
you share. Any other swarms that did not reach you wild shape, unless they are of CR 1/4 or lower. The
using this reaction use all of their turns attempting to chosen wild shape can be of one beast from the
reach you, and if no swarms reach you on the initial following list below.
reaction, the reanimation effect occurs once one of the
swarms successfully reaches your unconscious body. CHOOSING A DIFFERENT WILD SHAPE
You regain hit points equal to the amount of hit points If a beast you wish to choose is not represented in the list,
speak to your DM. Some beasts can fit each of
each swarm that reached you had remaining and gain the represented roles; i.e. a Panther may fit the Tiger's role.
more hit points in the same way each time another However, some of the abilities are designed to be quite
part of the swarm returns to you. You are still dying, specific to the animal they represent. If you wish to play a
and must make saving throws, but you do not suffer druid whose chosen shape is a Giant Boar, the DM may be
able to take the Guardian Bear abilities and replace Bear
them from damage sources, only through making
Hug with a more appropriate ability fitting for a boar.
death saves at the end of your turn. If you fall to 3
death failures, or you fall to 0 hit points once more, All of the wild shapes represented in the list below are beasts
you die. of CR 1. It is recommended that if you were to choose a beast
other than the ones below, to choose another beast of CR 1,
If you are stabilised while in this state, any damage or to ask your DM to adjust a creature's attributes and
abilities to fit a CR 1 creature.
you take destabilises you, causing you to begin taking
death saving throws again. Healing magic ends this

14
Dire Wolf. You choose the hunter, the Wolf. ZEPHYR TALONS (EAGLE)
Brown Bear. You choose the guardian, the Bear. You can expend a spell slot of 5th level or lower as an
action on your turn to make a ranged weapon attack
Tiger. You choose the stalker, the Tiger. against a creature within 60 feet. On a hit, the attack
deals 2d6 plus the eagle's Dexterity modifier slashing
Giant Eagle. You choose the valkyrie, the Eagle.
damage.
Giant Toad. You choose the mystic, the Toad.
For each spell slot level you expend above 1st, you can
Giant Spider. You choose the assassin, the Spider. attack one additional creature within 30 feet, dealing
the same amount of damage.
When you use your chosen wild shape, you can
activate it as a bonus action, rather than an action. MYSTIC TOXIN (TOAD)
When you do so, you gain a number of temporary hit You can expend a spell slot of 5th level or lower as an
points equal to twice your druid level, and you can action on your turn. You spit a cloud of poison at a
stay in this wild shape for 8 hours, instead of 1 hour. point within 30 feet, and any creature within 5 feet of
the point must make a Constitution saving throw
If any of the beast's attacks use a saving throw DC of
less than your Spell Save DC, it instead uses that save, against your spell save DC.
and you use your proficiency bonus when On a failure, the creature takes 2d8 poison damage
determining its bonuses to hit, rather than its and is poisoned for the next minute. The creature can
proficiency bonus. repeat the saving throw at the end of its turn, ending
the effect on itself on a success.
BESTIAL MAGIC
Also at 2nd level, you gain a spell-like ability you can For each spell slot level you expend above 1st, the
use while in your chosen wild shape by expending poison deals an additional 1d8 damage.
your spell slots. Each are specific to the chosen beast
and are listed below.
FAE VENOM (SPIDER)
You can choose to forgo the regular poison of your
LUNAR FANG (WOLF) bite when you hit a bite or ambush attack on your
You can expend a spell slot of 5th level or lower when turn and choose to expend a spell slot of 5th level or
you hit a melee attack to deal 1d10 additional lower instead. When you do so, the creature must
damage, plus an additional 1d10 for every spell slot succeed on a Constitution saving throw against your
level above 1st. Spell Save DC.
On a failure, the creature is stunned until the end of
WRATH OF THE ANCIENTS (BEAR)
your next turn. When you expend a spell slot of
You can expend a spell slot of 5th level or lower as an
2nd level or higher, this ability begins to deal damage,
action on your turn. When you do so, a storm of
dealing 1d8 poison damage for each spell slot level
nature's wrath whirls around you for the next minute.
above 1st. On a failed save, the creature takes full
You must make concentration checks to maintain this
damage from this, and on a failed save, it takes half as
effect. Whenever an enemy creature starts its turn
much damage.
within 5 feet of you, they must make a Dexterity
saving throw against your spell save DC. They take PRIMEVAL SPIRIT
1d6 slashing damage from the winds on a failed save,
At 6th level, you can choose to gain a +1d6 bonus to
and half as much on a successful one. For each spell
the next attack roll you make. You can use this feature
slot level, you expend above 1st, the storm deals an
a number of times equal to your Wisdom modifier,
additional 1d6 damage.
and then you can't use it again until you complete a
SHROUD OF THE NIGHT (TIGER) long rest.
You can expend a spell slot of 5th level or lower as a Additionally, each of the wild shapes gain a new
bonus action on your turn. When you do so, you turn attack action they can choose to take instead of their
invisible until the end of your turn. For each spell original attack options. In the case where a wild shape
slot level you expend above 1st, you gain an has the Multiattack feature, the new attack
additional +10 feet of speed until the end of your action cannot be used as a part of a Multiattack.
turn as well.

15
MUTILATE (WOLF) AMBUSH (SPIDER)
Make a melee attack against a creature within 5ft of You can make a melee weapon attack against a
you that is prone. On a hit, the creature takes 2d6 + creature within 5 feet that you are hidden from. On a
the wolf's Strength modifier slashing damage and hit, the creature suffers 3d10 + the spider's Dexterity
begins to bleed, if the creature is able to bleed. At the modifier piercing damage, and must make a DC 11
start of each of its turns, it takes 1d6 damage from Constitution saving throw, taking 9 (2d8) poison
blood loss and must make a Constitution saving throw damage on a failed save, or half as much damage on a
against your Spell Save DC. successful one.
On a success, the wound heals, and the creature stops If the poison damage reduces the target to 0 hit
bleeding. A creature can be bleeding from more than points, the target is stable but poisoned for 1 hour,
one wound, but it recovers from all of them on a even after regaining hit points, and is paralyzed while
successful Constitution save. poisoned in this way.

BEAR HUG (BEAR) PATRIARCH


Make a melee attack against a creature within 5ft of At 10th level, your affinity with the beast form
you. On a hit, the creature takes 2d6 + the bear's you transform into grants your insight into its biology,
Strength modifier damage on a hit and must make a allowing you to shift into forms that are in perfectly fit
Strength saving throw against your Spell Save DC. On condition. Your chosen wild
a failure, the creature becomes restrained in your shape's attributes change in the following ways:
arms. You can only restrain one creature in this way,
and once you are restraining one, you can only target  It gains 4 hit dice, and its hit points adjust
that creature with your claw attacks. accordingly to this (by an amount equal to the
average of the hit die + the creature's
As an action on its turn, the creature can make a Constitution modifier multiplied by 4).
Strength (Athletics) check contested against yours to  It gains AC equal to your Wisdom modifier.
attempt to escape. On a success, the creature escapes.  Its attacks deal additional damage equal to
your Wisdom modifier.
HAMSTRING (TIGER)
 It gains the reaction "Primal Resilience".
Make a melee attack against a creature within 5 feet
Whenever you must make a Strength,
of you. On a hit, the creature takes 1d8 + the tiger's
Dexterity or Constitution saving throw while
Strength modifier slashing damage, and its speed is
in your chosen wild shape, you can use your
reduced to 15 feet, if it wasn't less than 15 feet
reaction to gain a 1d6 bonus to the roll.
already. If you knock a creature prone using your
Claw attack, you can make this attack as a bonus
ANCESTRAL MAGICS
action.
At 14th level, you become able to use another spell-
GUST (EAGLE) like ability that is specific to the ancestry of your
You can create a heavy gust, blowing enemies away in chosen wild shape. Each of these abilities require you
an area. Every creature in a 15-foot-cone must make a to expend a 5th-level or higher spell slot, but they do
Strength saving throw or be pushed 30 feet away. A not scale with spell slot level like the bestial magic
creature holding onto a heavy object or object affixed spell-like abilities do.
to the floor makes this save with advantage.
LUPINE HOWL (WOLF)
TONGUE LASH (TOAD) As an action while in your chosen form, you can
You can make a ranged weapon attack against a expend a spell slot of 5th level or higher. When you do
creature within 30 feet using the toad's Strength so, you emit a blood-curdling howl. Every creature
modifier. On a hit, the creature takes 1d10 + the within 30 feet of you must make a Wisdom saving
toad's Strength modifier bludgeoning damage and throw against your spell save DC.
must succeed on a Strength save against your Spell On a failure, the creature takes 5d10 psychic damage
Save DC or it is also pulled 15 feet towards you. If this and becomes frightened of you for the next minute.
moves the creature within 5 feet of you, it becomes While frightened in this way, the creature is also
restrained in your mouth as if you used the bite attack blinded and loses 15 feet of its speed. A creature
action. frightened in this way can repeat the save at the end

16
of their turn, ending the effect on themselves on a to exude a billowing vapour from your pores.
success. Whenever a creature starts their turn within 10 feet
of you, they must succeed on a Wisdom saving throw
PRIMAL GUARDIAN (BEAR) against your spell save DC. On a failure, the creature's
As an action while in your chosen form, you can brain is wracked with pain, they take 2d10 poison
expend a spell slot of 5th level or higher. When you do damage and become incapacitated until the end of
so, you begin to channel primal energies through your their next turn. You must make Concentration checks
ursine form, becoming a guardian for your allies. to maintain this effect.
For the next minute, you regain 3d6 hit points at the CRAWLING DARKNESS (SPIDER)
start of each of your turns, and whenever an ally is
As an action while you are in your chosen form, you
attacked within 5 feet of you, you can use your
can expend a spell slot of 5th level or higher. When
reaction to force them to attack you instead. You must
you do so, you gain the following abilities for the next
make Concentration checks to maintain this feature.
hour.
You can maintain the effects of Primal Guardian and
Wrath of the Ancients at the same time, but when you  You have a +10 bonus to Dexterity (Stealth)
do so, the Concentration checks you make count for checks
both effects, so if you fail the check, both effects fade.  You can fire your webbing long ranges to
create traversable tightropes across gaps as
MARKED FOR DEATH (TIGER) wide as 120 feet.
As an action while in your chosen form, you can  Your Web action no longer needs to be
expend a spell slot of 5th level or higher. When you do recharged.
so, you mark an enemy you can see for death.  You can use your reaction to use your Web
For the next minute, you deal an additional 3d6 action whenever a creature moves more than
damage on every attack against the creature. 20 feet away from you.
Additionally, you know its location in relation to you Additionally, you gain the following action for the
during this effect's duration, regardless of whether duration, which can be used on your turns in combat.
you can see it or not, providing it is still on the same
plane of existence as you. If you kill the creature Web Spray (Recharge 5-6). You fire a large gout of
during this effect, it ends, and you regain 30 hit webbing at a point within 60 feet. Every creature
points. You must make Concentration checks to within 5 feet of the impact point must make a
maintain this effect. Dexterity saving throw or they become restrained by
the webbing.
AERIAL PREDATOR (EAGLE)
As an action, the restrained target can make a DC 12
As an action while you are in your chosen form, you
Strength check, bursting the webbing on a success.
can expend a spell slot of 5th level or higher. When
The webbing can also be attacked and destroyed (AC
you do so, you gain the following abilities for the next
10; hp 5; vulnerability to fire damage; immunity to
hour.
bludgeoning, poison, and psychic damage).
 You gain the Flyby feature, which means you
don't provoke an opportunity attack when you
fly out of an enemy's reach.
 You gain advantage on Acrobatics checks
made to avoid obstacles while flying.
 Your fly speed increases to 100ft.
 You can use your bonus action to impose
disadvantage on attack rolls against you while
you are in the air, provided that there are no
objects or creatures within 10 feet of you in all
directions.

NEUROTOXIC VAPOURS (TOAD)


As an action while you are in your chosen form, you
can expend a spell slot of 5th level or higher and start
17
KEEN DISARM
FIGHTER At 10th level, you can smack the weapon of a creature
The warrior stands, stalwart, raising his shield up that attempts to hit you out of its grip. When you are
high before an almighty giant; his wizard companion hit by an attack while your Shield Warrior temporary
taking shelter just behind him. No matter how hard hit points exist, you can use your reaction to attempt
the giant tries, it just can’t circumvent the warrior; his to disarm the creature that hit you, provided they
shield interposes with every attack. used a weapon to attack you with. You make a
contested Strength (Athletics) check against the
The general shouts to attention, waving his flag-tied
creature’s Strength (Athletics) or Dexterity
halberd about, yelling orders left and right. The
(Acrobatics) check, and on a success, you disarm the
enemy army, routed, begins to retreat, but the general
creature, knocking their weapon to the ground with
and his men are too organised to allow escape.
your shield.
The two fighter archetypes provided in this
supplement were definitely some of the most difficult DEFENSIVE MASTER
to design. The issue with the fighter class is that most At 15th level, your ability to deflect attacks with your
fighter options are already covered by the core. Two shield has become almost unparalleled. While your
areas for expansion were identified: a shield- Shield Warrior temporary hit points exist, you have a
specialised fighter, which became the Bulwark, and a bonus to your AC equal to your Proficiency bonus.
general or captain, which became the Field
Commander. PROTECTIVE INSTINCT
At 18th level, your reflexes when it comes to
MARTIAL ARCHETYPE: BULWARK protecting your allies allow you to save them from
danger if they are close enough. When a creature
The Bulwark is a warrior who has specialised in the
targets a creature other than you within 15-feet with
use of a shield. Their martial defence is unparalleled,
a weapon attack, you can use your reaction to move
and they are able to use their Close-Guard ability to
up to half your movement to enter that creature’s
impart their defences to another creature as the
space and Close-Guard them.
ultimate body guard.

SHIELD WARRIOR MARTIAL ARCHETYPE: FIELD


At 3rd level when you take this archetype, you train in
the art of wielding a shield, granting you temporary
COMMANDER
The Field Commander can control the flow of a battle
hit points equal to the shield's AC at the start of each
and keep the tide in the favour of their allies. They are
of your turns, provided you are wielding a shield.
able to dictate battle plans, which give their allies
Additionally, you become able to make a melee bonuses based on the plan in use, and they can grant
weapon attack using a shield which deals 1d6 their allies additional attacks outside of their turn, to
bludgeoning damage (+ your Strength modifier) on a further push their group’s martial dominance.
hit, and when you make a successful shove attack
against a creature while wielding a shield, you deal CLEAR ORDERS
damage as if you hit them with a melee weapon attack At 3rd level when you take this archetype, you train to
using the shield. guide the tide of battle with clear, concise orders and
well-thought-out battle plans. You learn three Tactics,
CLOSE-GUARD which are listed below, and learn a further Tactic
At 7th level, you become adept at protecting a close- when you reach 7th, 10th, 15th and 18th level. As a
by ally, while only slightly inhibiting your allies’ bonus action on your turn, you can announce a tactic
movements. You are able to enter the same space as to your party. While they are within 60 feet of you and
a willing creature. When you do so, any attack that can see you, they gain a benefit based on the Tactic
targets you or the creature automatically targets you, you chose to announce. The effect of a Tactic lasts
but the creature you are defending makes all attack until combat ends, or until you announce a new
rolls on all creatures as if those creatures have half- Tactic.
cover.

18
Hold Your Ground! You shout to hold your ground. Move 5 feet without provoking opportunity attacks,
This grants all allies advantage on attacks made using or Take the Dodge action.
the ready action, and advantage on all effects that
When you give an Order to Attack, you can choose to
attempt to frighten them while the Tactic persists.
grant the creature advantage on the attack roll. You
Phalanx! You shout to group into a phalanx. can do this a number of times equal to your Charisma
Whenever any ally is within 5 feet of another ally modifier, and then must complete a long rest to do it
while in range, they gain a +1 bonus to their AC while again.
the Tactic persists.
DON’T BACK DOWN!
Surround Them! You shout to charge and surround
At 10th level, you can shout to raise the morale of
your enemies. This grants all allies an additional +2
your group. As an action on your turn, you can make a
damage to attack rolls made against targets that are
decisive call to refuse to back down. Every ally within
flanked while the Tactic persists.
30 feet of you that can hear you gains temporary hit
Chase Them Down! You shout to the group to chase points equal to your fighter level. Once you use this
a creature within 60 feet. While an ally is within ability, it can’t be used again until you complete a long
range, they gain advantage on opportunity attacks rest. Creatures with temporary hit points gained from
made against the chosen creature. this feature deal additional damage when they
damage creatures equal to your Charisma modifier.
Push Them Back! You shout to the group to line up
and push enemy forces back. Whenever an ally hits COMMANDER
with a melee attack against a creature while adjacent At 15th level, whenever an ally makes an attack using
to another ally, they can use their bonus action to their reaction as a result of your Order action, you
shove the creature. gain 5 temporary hit points.
Make Them Fall! You call for the group to focus
down a creature within 60 feet. Once per turn when
EXPERT STRATEGIST
an ally attacks the chosen creature, you can give them At 18th level, you can have two Tactics active at once.
advantage if the creature was already damaged by If you announce a new Tactic while you have two
another ally this round. active, you can choose which of the two active Tactics
you wish to replace.
Perimeter Defence! You call for the group to cover
each other’s backs. Once per turn while at least four
members of your group fit within a 10-foot cube
surrounding each other, you can use your reaction to
impose disadvantage on a melee attack roll made
against any ally within the cube, or any ally adjacent
to it.

MARTIAL GUIDANCE
Also at 3rd level, you gain the ability to use the Help
action as a bonus action, and you can use it at a range
of 30 feet instead of the usual 5 feet. You can only use
this Help action to Help on an attack roll.

BATTLEFIELD DIRECTIONS
At 7th level, you can guide your allies around the
battlefield, helping them attack enemies, avoid
threats, and other things. You gain a new Attack
action option, called “Order”. You can use this action
to give an order to an ally within 60 feet of you. When
you give an order to an ally, they can use their
reaction to do one of the following actions as a
reaction: Make an attack, Move up to their speed,

19
these special attack actions deal bludgeoning
MONK damage equal to your Martial Arts damage dice + your
Strength modifier. These special attack actions are
The heavy-set dwarf stares his opponents down,
stance taken. His palms spread, he slams them into a listed below.
goblin hard and without mercy. He grapples another  Choke Hold. Spend 1 Ki point to make an
goblin, and throws it at the first, without giving up opposed Athletics check against a Large or
any ground to his aggressors. smaller creature you have grappled. On a success,
The only monk archetype in this supplement is the the creature takes martial arts damage, and is
Way of the Heavy Handed. This monk is inspired by restrained in your grasp. While you are
the martial arts of Sumo and Judo, a heavy-weight restraining a creature in this way, you can't make
Strength-user that grapples their enemies and takes attacks against any other creatures.
them down; by throwing them or putting them in  Takedown. Spend 1 Ki point to make an opposed
vicious choke holds. Athletics check against a Large or smaller creature
you have grappled. On a success, the creature
takes martial arts damage, and
WAY OF THE HEAVY-HANDED is knocked prone. A creature knocked prone by
The monastic tradition of the heavy handed is this attack is winded and cannot stand up on its
a fighting style designed to bolster one’s own next turn.
body and strengthen the monk’s bonds with the earth  Throw. Spend 2 Ki points to make an opposed
they walk on. Athletics check against a Medium or smaller
Standing flatfooted on the ground, an immovable creature you have grappled. On a success, the
mountain, these monks collide with threats head-on, creature is tossed up to 10 feet in any direction,
becoming the anchor about which, all enemies must falls prone, and then takes martial arts damage. If
act. the creature collides with another creature, that
creature must make a Dexterity saving throw or
A heavy-handed monk is a master of grappling take damage also.
and throwing enemies into unfavourable situations
and is such a formidable and immovable force on the GRASPING HANDS
battlefield that they cannot be ignored. When you reach 6th level, you become a force that
enemies can no longer ignore. If a creature within 5
GROUNDED STANCE feet of you makes an attack against any creature other
When you choose this tradition at 3rd level, you learn than you while you are in your grounded stance, you
to adopt a low, grounded stance when you are close to can use your reaction to attempt to grapple or shove
enemies. As a bonus action on your turn, that creature.
you can adjust your stance. You can use another
bonus action on a subsequent turn to end the AGAINST THE TIDE
stance. While in this stance, your speed is reduced to At 11th level, you become more formidable as the
10 feet, but you gain the following benefits: situation gets increasingly dire. For every creature
within 5 feet of you at the end of your turn, you gain
 Whenever you attempt to grapple or shove a
temporary hit points equal to your Wisdom modifier.
creature, they take damage equal to your martial
These hit points cannot surpass 2 x your monk level,
arts dice + your Strength modifier when you are
and fade at the start of your next turn.
successful.
 Whenever you make a Strength (Athletics) check
KI SHOCKWAVE
as a part of a grapple or shove, you can spend a Ki
At 17th level, you can let loose an intense shockwave
point to gain advantage on the roll.
of Ki from your body. As an action, you spend 3 Ki
 You gain advantage on Strength saving throws
points. Every creature within 10 feet of you must
made to avoid being forcibly moved or knocked
make a Constitution saving throw or
prone.
take 5d10 thunder damage and have their speed fall
GRAPPLE TECHNIQUES to 0 until the end of their next turn.
Also, at 3rd level, you can make various special attack
actions against a creature you have grappled. Each of
20
Kindle New Flames. Fire can be kindled in anyone
PALADIN full of passion and determination. Cultivate those
flames, facilitate their wishes and wants. Those with
The wood elf swings her scimitars, quicker and
quicker as it develops into a dance. The dance ignites, zeal will surely become great allies in time. Many
and her blades become fiery crescents that cut down flames make a wildfire.
upon her foes. Embrace Fate. You are a being drawn by destiny.
The bearded crusader takes to the skies, flying at his Brought along, like a raging forest fire. You surge
foe, in between clash of blade and claw, bolts of along a path and should avoid retreating or faltering.
lighting are loosed from his hand, and his enemy falls. Doing so will lead you to your destiny.

The hooded holy man stands in a dark room, watching OATH SPELLS 
his quarry. The cultist, never one to talk, feels the You gain oath spells at the paladin levels listed. 
paladin’s presence creep into his mind, and truths
begin to spill.
Paladin Level  Spells 
The three paladin oaths in this supplement touch on 3rd  burning hands, searing smite
areas of divinity that are particularly compelling to 5th  flame blade, heat metal
me. The Oath of Incandescence describes an order of 9th  daylight, elemental weapon 
paladins that worship flames, believing that they 13th  stoneskin, wall of fire
cleanse all evil; and that they should not be mis 17th  flamestrike, wall of stone
wielded. The Oath of the Storm God is for a warrior
that protects the material from other planar beings, CHANNEL DIVINITY
rather than from the evils of their own plane, using
When you take this oath at 3rd level, you gain the
the lightning of thunder gods to do so. Finally,
following two Channel Divinity options. 
followers of the Oath of Truth are divine inquisitors,
Roaring Flames. You can use your Channel Divinity
well equipped to find the truth in a sea of lies and
to wreathe your blades with holy fire. For the next
bring light on illusion and deception. minute, your melee attacks deal an additional 1d4 fire
damage.
OATH OF INCANDESCENCE. Volcanic Prison. You can use your Channel Divinity
The flames cleanse all. When a paladin takes this oath, to craft a volcanic prison around a creature you can
they intimately understand the two facets of the see within range. That creature must make a
flame: the powers to destroy and purify. Dexterity saving throw against your spell save DC.

Symbols of the flame include the mighty volcano, the On a failure, the creature becomes restrained within a
beautiful phoenix, and great fire-breathing dragons. vice of volcanic rock. At the start of each of its
The guidance of the flame is one of the self. They turns while imprisoned, it takes 1d6 + your Charisma
provide the power to incinerate sin, but also the fire damage.
tenderness to deeply purify wounds. It can use its action to attempt to escape the prison,
making an Athletics check against your Spell Save DC.
A paladin with flame in their heart is as unpredictable
as a wildfire, and their actions follow the same suit. INFERNO SMITE
At 7th level, you become able to empower your blade
TENETS with explosive flame. When you hit a creature with a
Stoke the Flame. Whenever the flame brews up melee weapon attack, you can expend a spell slot to
within you, it is your responsibility to keep it burning. create a plume of flame that explodes from your
If passion, hatred, anger, love, or any other fiery blade.
emotion brews within you, you must follow it to its
end. The target of your attack, and every creature in a 30-
foot line behind them, must make a Dexterity saving
Respect the Flame. Fire is an unpredictable power. If throw. On a failure, the creature takes 2d6 fire
you do not respect it, you will get burned. When using damage and on a success, the creature takes half as
flame, always pay respects to it and be aware of its much damage.
innate danger. Punish maniacal pyromancers who use
the flame recklessly.
21
The damage of this feature increases by 1d6 for each Be the Eye of the Storm. Only by being calm and
spell slot level expended above 1st level. collected will the storm gather around you; you must
be able to control its winds, rather than being swept
SMOULDERING AURA away by them.
At 15th level, you can choose to emanate an aura of
Plane before Kingdom. You are a force that protects
intense heat in an area 10-feet around you. This area
the plane from its invaders; not a force for wars
is distorted by heat, making it more difficult to hit
between kings. You are unlikely to become involved
you.
in such trivial conflicts, unless you are suspicious that
Any creature that makes a ranged attack against you more nefarious enemies are behind them.
from further than 10 feet away makes the attack as if
you have half cover.
Additionally, whenever a creature starts its turn OATH SPELLS 
within 10 feet of you, it takes fire damage equal to
You gain oath spells at the paladin levels listed. 
your Charisma modifier.

PRIMORDIAL AVATAR Paladin Level  Spells 


At 20th level, you can take on the form of a fiery 3rd  thunderwave, thunderous smite
champion of the purest flame, taking on an 5th  gust of wind, warding wind
appearance that you choose. For example, your skin
9th  fly, lightning bolt  
may turn the darkest black, with lines of magma
13th  elemental bane, storm sphere
running beneath, or you may spread phoenix wings
17th  maelstrom, steel wind strike
from your back and glow with the fire of a thousand
suns. Your body becomes swift and resilient
and burns those who strike you with volcanic fury. CHANNEL DIVINITY
When you take this oath at 3rd level, you gain the
Using your action, you undergo a transformation. For
following Channel Divinity option. 
1 minute, you gain the following benefits:
Primordial Seal. As an action you present your holy
 You become immune to fire damage, and
symbol and chant a prayer of sealing, using your
resistant to bludgeoning, piercing and
Channel Divinity. Choose one elemental, fey or fiend
slashing damage.
within 5 feet of you that you can see. That creature
 You gain an extra action on your turn, which
must make a Charisma saving throw. Elementals have
you can only use to take the Attack (one
disadvantage on this saving throw, and a willing
weapon attack only), Dash, Disengage, Hide, or
creature can choose to automatically fail this save.
Use Object actions.
 Whenever a creature hits you with a melee On a failed save, the creature becomes sealed for 1
weapon attack, they take 2d8 fire damage. minute, incapacitating it. While sealed in this way, the
creature is immune to all damage until the effect ends,
OATH OF THE STORM GOD. as it occupies a space on a slightly different plane to
The storm is chaotic, but within its eye there is calm. your own. A sealed creature can repeat the save at the
Paladins of the Storm God Oath are warriors of the end of each of its turns, ending the effect on itself on a
elements. They serve to protect the realm from success.
creatures from other realms, wielding the lightning of
their gods as the tool with which to strike down such
LIGHTNING STRIKES
threats. Also, at 3rd level, the way you channel your god's
wrath changes from radiance into the form of holy
TENETS lightning. When you use your Divine Smite feature, it
Protect the Realm. The realm is constantly at threat deals lightning damage instead of radiant damage,
from other planes; fiends, fey and elementals and when you do so, the smite does not deal extra
constantly threaten life in the material. It is your job damage to undead creatures, instead gaining the extra
to banish these creatures before they cause harm. 1d8 damage dice when used against an elemental, fey
or fiend.

22
Lightning damage dealt to elementals using this Truth is never foggy-eyed; the path is always clear to
feature ignore resistance to lightning damage take.
and treat immunity to lightning damage as if it were
resistance. TENETS
Seek the Truth. The truth is the holiest of all things.
AURA OF THE STORM GOD Nothing is purer than the absolute, and it is your
Beginning at 7th level, your connection to the tempest responsibility to attempt to extract this in all things
weathers the force of storms for you and those you do.
around you. You and friendly creatures within 10 feet
Honour the Truthful. Those that speak their truths
of you gain resistance to lightning and thunder
are to be honoured and helped. One with nothing to
damage. At 18th level, the range of this aura increases
hide is holy and deserves holy service. No matter their
to 30 feet.
working class or race, a truthful man is a friend.
COMMANDER OF LIGHTNING Punish the Liar. As those that speak truths are
At 15th level, you wield lightning bolts as if they are honourable, the act of lying is a grave sin. If anyone
mere javelins, weaving them into your normal fighting dare lie to your holy symbol, they deserve to be
style. Whenever you cast lightning bolt as an action, punished. The severity of the lie should discern the
you can make a melee weapon attack as a bonus severity of the punishment.
action.
Clear the Mist. Wizards and magic-users use their
WARRIOR OF THE STORM magic to draw fog over the eyes of many, and corrupt
At 20th level, you can invite the spirit of the storm god nobles lie to their people. To clear this fog is a great
into your body, becoming an unstoppable warrior service to the people, and a greater show of worship
clad in lightning armour, surrounded by a condensed to your god.
hurricane.
OATH SPELLS 
Using your action, you undergo the transformation. You gain oath spells at the paladin levels listed. 
For 1 minute, you gain the following benefits:
Paladin Level  Spells 
 You become immune to lightning and thunder 3rd  command, identify
damage. 5th  detect thoughts, zone of truth
 You can teleport up to 60 feet using your 9th  speak with dead, tongues
movement action. When you teleport within 5 13th  divination locate creature
feet of a creature, it must make a Constitution 17th  dominate person, scrying
saving throw or take 2d8 thunder damage.
 All attack rolls have disadvantage on you, CHANNEL DIVINITY
buffeted by the intense winds that emanate off When you take this oath at 3rd level, you gain the
your body. following Channel Divinity options. 
Once you use this feature, you can't use it again until Extort Truth. Over one minute, you present your holy
you finish a long rest. symbol and chant a prayer to extort the truth from a
creature within 10 feet of you that can see, hear and
OATH OF TRUTH. understand you. The creature must make a Wisdom
Paladins that follow the Oath of Truth are haters of saving throw against your spell save DC. On a failure,
lies and deception. They are crusaders against the you can ask it one question of 20 words or less and it
tides of secret keeping and conspiracy, a torch to must the question completely truthfully,
illuminate scrolls hidden in dark cloisters. They hunt supplying all the information you requested in the
those who hold dark secrets and spread knowledge to question asked. A creature interrogated in this way
the masses. They are the divine inquisitor. becomes immune to the effect of this Channel Divinity
feature for 24 hours after either succeeding on the
Their natural enemies are the followers of gods that saving throw, or after being subjected to the effect.
seek to misguide the masses; gods that hold dark
secrets to their chests, and those that indulge in Unmask the Lies. As an action, you raise your holy
trickery and illusion. A paladin sworn to the Oath of symbol and send out a pulse of divine energy in a 30-
foot radius around you. Any illusions in that area are
23
highlighted, their nature divulged, invisible creatures  You can discern the true form of any
are revealed, and shapechangers within the range shapechanging creatures you can see.
must make a Wisdom saving throw against your Spell  You deal an additional 1d8 psychic damage to
Save DC or be forced to return to their natural form. any creature afflicted by your Insightful
This effect lasts for 10 minutes. Warrior feature.
 Whenever you use magic or a Channel Divinity
INSIGHTFUL WARRIOR feature to attempt to extract information from
Also at 3rd level, you gain proficiency in the Insight a creature, they have disadvantage on the
skill, and if you have proficiency in Insight, you gain saving throw.
Expertise in the skill. Whenever you are fighting a
Once you use this ability, you can’t use it again until
creature, you can use your bonus action to attempt to
you finish a long rest.
read its intent. You make a contested Wisdom
(Insight) check against their Deception (Charisma)
check. On a success, you impose disadvantage on any
attack rolls they make against you until the start of
your next turn.

AURA OF TRUTH
Beginning at 7th level, you and allies nearby you see
clearly, even when illusions and deceptions threaten
to cloud your view. You and allies within 10 feet of
you gain advantage on saving throws or ability checks
made against illusion school spells, Darkvision that
penetrates magical darkness out to 60 feet, and
immunity to being blinded by magic. At 18th level, this
aura extends out to 30 feet.

HOLY INQUISITOR
At 15th level, you gain proficiency in Persuasion and
Intimidation checks. If you have proficiency in either
of these skills, you gain Expertise in them
instead. Additionally, humanoid creatures without
proficiency in the Deception skill have disadvantage
on all Deception checks they make against you whilst
outside of combat.
When you use your Insightful Warrior feature on a
creature, you gain advantage on attack rolls against
them until the start of your next turn, in addition to
imposing disadvantage on their attack rolls.

ALL-SEEING EYE
At 20th level, you can awaken the holy all-seeing
eye, opening a third, divine eye in your forehead,
lasting for 10 minutes. This eye grants you a range of
benefits, listed below:
 You gain truesight out to 60 feet.
 You have a passive Perception of 15 + your
Perception skill bonus.
 You can’t roll lower than a 15 on the dice
for any Wisdom (Insight) or Wisdom
(Perception) check you make. If you roll below
that value, the result is treated as a 15.
24
EIDETIC SPELL KNOWLEDGE
RANGER At 3rd level when you choose this archetype, you have
The grizzled grey man opens his eyes to a world of studied the intricacies of magic, and if you have seen a
black and white, traces of magic seeping into the spell, you are unlikely to fall for it again. You have
scene in bright colours of red green and blue. He’s analysed every spell you have witnessed up until you
caught the scent, and he follows it; that hag will not be gained this ability, and whenever you see a new spell,
alive much longer. you can make an Arcana check against a DC equal to
10 plus the spell’s level. On a success, that spell is
The firbolg stands tall with quarterstaff in hand, and
added to your list of analysed spells. Whenever a
places his palm on his chest. A raiment of hardened
spell you have analysed targets you and forces you to
bark sprouts from his skin, covered in a menagerie of
make a saving throw, you can use your reaction
useful plants. As his enemies charge forward, they are
to gain advantage on the saving throw.
caught in a garden of strangling grasses and assailed
with acidic bulbs.
INHIBIT MAGIC
The two ranger archetypes in this supplement are the At 7th level, you become able to shock a caster's
Mage Hunter, an archetype that could have gone to a magical nervous system, temporarily disabling an
few classes, but in the end could only really go to the enemy caster’s spell slots. When you hit a creature
Ranger, as they are in the end the master huntsman, that has the Spellcaster or Innate Spellcasting
and the Weald Warrior, a kind of Battle-Druid that feature with a melee attack, you can expend a spell
uses a range of plants as a toolkit to assist in their slot to force the creature to make a saving throw
combat. based on their Spellcasting Ability against your spell
save DC.
RANGER ARCHETYPE: MAGE On a failure, the creature's magical capabilities are
HUNTER temporarily congested, requiring additional power to
cause magic to manifest. When the caster tries to cast
Magic is one of the largest causes of chaos in society.
a spell, it must use a spell slot that is a number of
Arcane practitioners can lay waste to civilisation
levels higher than the base level equal to the spell slot
without a second thought, wielding powers that are
level you consumed to inhibit their magic. A spell cast
difficult to thwart for your typical defence force. For
at a higher level in this way resolves as if it was still
this cause, some rangers take up the mage hunter
cast at its base level; the additional magical power is
profession.
used purely to break the inhibition. Once 1 round has
These wanderers are prepared to fight against casters passed, or a creature casts a spell, this effect ends on
and creatures that make extensive use of magic. it.
Carrying the abilities to nullify the magic of enemy
For example, Deminar, a 9th-level ranger, inhibits the
casters, they hunt down those who use magic
magic of a 11th-level wizard using a 3rd-level slot. The
inappropriately, slaying those that threaten the weak
wizard wishes to cast burning hands at 2nd level, but
with their power.
must cast it at 5th-level, as he must add 3 (the spell
MAGE HUNTER SPELLS slot level Deminar expended) to the casted spell’s slot
level. Despite casting burning hands at 5th level, the
You learn one of the following spells at the levels
resulting spell is still only cast at 2nd-level.
detailed in the table below, in addition to spells you
learned from levelling up. If you have already learned WITCH HUNT
both spells, you can learn a different one instead.
When you reach 11th level, you become able to push
Ranger Level Spells your senses to the limit, heightening your awareness
3rd level detect magic, identify
of mages and magical presence, and
5th-level knock, see invisibility
augmenting your ability to create
9th-level counterspell, dispel magic countermeasures against those who use magic against
13th-level banishment, freedom of movement you.
17th-level banishing smite, dispel evil and
good As a bonus action, you can go into a special state
called a witch hunt. For the next hour, you are
constantly under the effect of the detect
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magic spell, and you gain a +1d4 bonus to saving through other features from this archetype vanish
throws against all spells. Additionally, you after 1 minute has passed.
deal 1d6 additional damage on every weapon attack
Choking Fungus. As a part of a weapon attack action,
you make against creatures that can cast spells.
you can expend 1 pouch of seeds, causing a fungus
After you use this feature, you can't use it again until that has choking spores to grow across the weapon or
you finish a long rest. ammunition. If you hit with the attack, the creature hit
must make a Constitution saving throw or they fall
ANTI-MAGIC prone from choking.
When you reach 15th level, your mastery in evading
Deathbulb. As a bonus action, you can
spells becomes infallible. When you make a save
expend 1 pouch of seeds to cause a bulb filled with
against a spell that deals damage, you take no damage
corrosive acid to grow on your weapon or
if you succeed the save and the spell is a
ammunition. If you hit with the attack, the creature
spell you have analysed with your eidetic
takes an additional 1d6 acid damage for each bulb
spell knowledge.
grown. You can expend more seeds on this ability to
cause an additional bulb to grow on the weapon or
RANGER ARCHETYPE: WEALD ammunition for every 1 seed pouch you expend after
WARRIOR the first set, up to an additional 4 seed pouches.
A weald warrior is somewhat of a battle-druid. They Tanglegrass. As a bonus action, you can empty any
are guardians of the wood that use the plants around number of seed pouches in spaces within 15 feet of
them to defeat their foes. In the midst of battle, they you. For each space covered, you must expend 1
cultivate a garden of useful plants to help pouch of seeds. Each space covered by seeds rapidly
them outmanoeuvre and dismantle their foes. Calling grows into difficult terrain called Tanglegrass,
forth powerful barkskin armour and firing arrows finishing its growth at the start of your next turn. If
that bulge with clusters of acidic bulbs, a weald creatures end their turn in the Tanglegrass, they must
warrior wages war against those that threaten to make a Strength saving throw or become grappled by
destroy the forests and thickets they hold dear. the grass. The grass lasts for 1 minute.

WEALD WARRIOR’S SPELLS Netvine. As a part of a weapon attack action, you can
You learn the following spells at the levels detailed in expend 1 pouch of seeds, causing the weapon or
the table below, in addition to spells you learn from ammunition to become writhed in thin, but hardy
levelling up. vines. Your weapon or ammunition gains
the following property for the attack:
Ranger Level  Spells 
3rd level  entangle A Large or smaller creature hit by a netvine is
5th-level  barkskin restrained until it is freed. A netvine has no effect on
9th-level  plant growth  creatures that are formless, or creatures that are
13th-level  guardian of nature 
17th-level  awaken
Huge or larger. A creature can use its action to make a
Strength check of your spell save DC, freeing itself or
AGROMANCY another creature within its reach on a success.
At 3rd level, you become able to rapidly cultivate Dealing 5 + ranger level slashing damage to the net
plant seeds using ranger magics to assist you in (AC 10) also frees the creature without harming it,
combat. Whenever you take a long rest, you scavenge ending the effect and destroying the netvine.
for useful seeds and bulbs as a part of that rest,
provided you are in a location that seeds can be Rafflesia. As a bonus action, you can expend 2
found. You gather 1d4 + your proficiency pouches of seeds, pouring them into a space adjacent
bonus pouches of magical seeds, with which you can to you, or tie them to a piece of ammunition.
use to fuel these features, as listed below. The amount A Rafflesia plant grows in the space you poured the
of seeds you gather increases to 2d4 + your seeds in or the space the arrow landed, at the start of
proficiency bonus once you reach 11th-level. your next turn. It has hit points equal to 10 + your
ranger level, AC 10, and immunity to psychic damage.
You can’t use more than one of the below features in a It gives off a terrible odour, causing all creatures that
single turn, and all plants conjured by this feature or have a sense of smell and that begin their turn within
5 feet of the plant to make a Constitution saving
26
throw. On a failed save, the creature is poisoned until choose plants that normally work by making attack
the start of its next turn, and on a successful save, the rolls, they instead trigger when a creature enters
creature becomes immune to the effects of the space they reside in. Death Bulbs triggered in this
the Rafflesia for 24 hours. way incur a Dexterity saving throw,
while Netvine incurs a Strength saving throw instead.
Brightflower. As a bonus action, you expend 1 pouch
of seeds, pouring them into a space adjacent to you, or In addition, you are unimpeded by the difficult terrain
tie them to a piece of ammunition. that plant growth creates when you cast it; you can
A Brightflower plant grows in the space you poured move through it like normal terrain.
the seeds in or the space the arrow landed, at the start
of your next turn. It has 5 hit points, AC 10, and GREAT TREE
immunity to psychic damage. When the flower dies, it At 15th-level, you can conjure forth the Great Tree,
emits a bright flash, causing any creatures with eyes a spiritual, fey tree under the boughs of which
that are within 15 feet to make a Constitution saving creatures are protected and nature flourishes. As an
throw. On a failed save, the creature becomes blinded action, you expend 1 pouch of seeds to call the great
for 1 minute. A creature blinded in this way can tree. It sprouts from a space you are adjacent to and
repeat the save at the end of their turn, ending the its canopy stretches in a 20-foot radius around that
effect on themselves on a success. space, and remains until 1 minute has passed, or it is
destroyed. It has 50 hit points, an AC of 12, immunity
Honeydew Pods. As a bonus action, you expend up to
to psychic damage and vulnerability to fire damage.
3 pouches of seeds, pouring them into an equal
Once you call the great tree, you can’t do it again until
number of spaces adjacent to you. After 1d4-1 rounds
you complete a long rest.
(minimum of 1) each pouch of seeds
grows into a stem with a pouch like pod on the end, While you and up to 5 other creatures of your choice
filled with liquid called honeydew. A creature can use are beneath the tree, you gain temporary hit points
a bonus action to drink from a pod to regain 1d4 + equal to your Wisdom modifier at the start of each of
your wisdom modifier hit points. your turns, and you have advantage on saving throws
against spells. At the beginning of each turn, many
WOODLAND ARMOUR seeds fall from the tree, littering the area beneath
At 7th-level, you learn how to craft effective and it. You can scavenge these seeds as a bonus
comfortable armour made of the bark of trees using action while under the tree, gaining 1d4-1
your magic, and even cause life to grow upon it. When pouches (minimum of 1) each time to fuel
you cast barkskin, instead of setting your AC to 16, your Agromancy features.
you instead don a set of magical medium armour
made of bark, that grants 16 AC plus your Dexterity
modifier, up to a maximum of +2.
Additionally, as a part of casting the spell, you can
expend up to 3 pouches of seeds to cause plants to
start growing on the armour. You can choose from
any of the options from the Agromancy feature
except Tanglegrass or Netvine. Choking Fungus
and Deathbulbs attached to woodland armour trigger
when a creature successfully hits you with a melee
weapon attack, incurring a Constitution or Dexterity
saving throw respectively.

GROVE OF WAR
At 11th-level, you can combine your magic botany
with your ranger magics. When you cast plant growth,
you can expend any number of pouches to cause
plants of your choice to grow within the spell’s area.
You choose which spaces within the spell’s area are
filled with which plant from the agromancy list. If you

27
stunts. When you make an attack on a creature, you
ROGUE can attempt to make a contested Dexterity
(Acrobatics) check against their Wisdom (Perception)
check. On a success, you gain sneak attack damage on
ROGUISH ARCHETYPE: a hit (even if the target is not engaged and you don't
THE ACROBAT have advantage), and if you do have advantage on the
The acrobat is a dancer on the battlefield; a master of roll, you deal an additional 3d6 damage in addition to
fluid movement, difficult jumps and dazzling aerial the sneak attack damage. If you fail the acrobatics
tricks. They use their agility to baffle foes; an acrobat check, you must instead make the attack roll with
is often seen leaping from atop an incoming blade, disadvantage.
into the air and up over their enemies' shoulders.
Their light step and quick wittedness allow them to
UNPARALLELED MOBILITY
always gain an upper-hand on their opponents, At 17th level, you are nimble beyond normal, mortal
repositioning via acrobatic stunts to land key blows in capability. Whenever you use your Cunning Action to
the heat of combat. Dash or Disengage, you can use the bonuses of all
three Acrobatic Deftness actions for at will until the
ACROBATIC DEFTNESS start of your next turn.
At 3rd level when you choose this archetype,
you become able to use your Acrobatics skill in ROGUISH ARCHETYPE:
combat. You can use your Cunning Action on your
turn to take the following special actions:
THE SAND DANCER
While many rogues use agility and deftness
 Precise Steps. You ignore difficult terrain to outmanoeuvre their foes, you corral flowing
caused by uneven ground, foliage obstruction, sands by way of an ancient dance known as the dance
or other non-magical effects and you have of the desert, passed down through tribes of desert
advantage on Dexterity saving nomads for generations. Rogues of this
throws until the start of your next turn. archetype use dancing sands to deflect
 Circumvent. You make a contested Dexterity blows, manoeuvre themselves and their allies across
(Acrobatics) check against an adjacent the battlefield, and scorch the skin of enemies that
enemies' Strength (Athletics) or Dexterity tread too close.
(Acrobatics) check, and on a success, you can
pass through their space freely until the start DANCE OF THE DESERT
of your next turn. At 3rd level when you choose this archetype, you
 Quick Ascent. You gain a climb speed equal to become able to perform the dance of the desert. As a
your speed and you can long jump and high bonus action, you whip up sands around yourself in a
jump without a run up until the start of your wild veil, burning the skin of those around you. This
next turn. dance lasts for 1 minute, and then it ends. You can
perform the dance twice, and then must complete a
AGILE DODGE long rest before you can perform it again. While
At 9th level, whenever an attack misses you, you can dancing, you can utilise a range of features gained
use it to your advantage, repositioning quickly for a through this class.
favourable strike. As a reaction when you are missed
by an attack, or when you completely avoid damage At the end of each of your turns while you are
by using your Evasion feature, you can move up to dancing, you can choose to deal fire damage equal to a
your speed in any direction. If you end this movement third of your rogue level (rounded down) to all
creatures within 5 feet of you.
within 5 feet of the creature that attacked you, you
have advantage on the first attack you make against TAILWIND
that creature on your next turn. Also at 3rd level, you can move in such a way that
grants allies alacrity. When you use your bonus action
NIMBLE FEINT to utilise your Cunning Action feature to Dash or
At 13th level, your ability to weave strikes in with Disengage during a Dance of the Desert, one creature
displays of acrobatic prowess allow you to completely of your choice that is within 5 feet of you at the start
disguise your weaponry in a flurry of gymnastic

28
of your movement may take the Dash or Disengage
action as a bonus action on their next turn. SORCERER
The high elf stands loftily, watching the battle unfold.
SCORCHING MIRAGE He notes the position of the sun and then runs off into
At 7th level, you become able to use the sands the fray, blasting his enemies with arcane fury. After
billowing around you to evoke mirages of yourself, about 15 seconds, a rift in time opens, and the high elf
allowing you to threaten with feints and then deliver reappears where he stood, all his wounds of battle
a fiery blow. You can use your Bonus Action to gain healed.
advantage on the next attack roll you make this
round. The dragonborn glimmers like a diamond, its scales
shining in the sunlight. As a firebolt flies towards it,
Any damage dealt by your Sneak Attack feature the scales flush a deep red, and it is absorbed by her;
while using this feature deals fire damage rather the magic bouncing through her and then out her
than damage of the weapon’s type. other hand.
DESERT SHIELD Cackling gleefully, the serial killer flicks his fingers,
Also at 7th-level, your uncanny dodge is improved and sharp blades sprout from his fingertips. He uses
during your Dance of the Desert, as you become able them to slash across the guards that chase him,
to deflect the damage of incoming attacks using a coat teleporting from place to place as he goes.
of sand. Whenever you use uncanny dodge, you take
There are three sorcerer archetypes in this
no damage from the attack if it deals 5 or less damage
supplement. The Temporal Anomaly sorcerer is a
after being halved.
chronomancer, a sorcerer that can influence time to a
small degree! A Prismatic Core sorcerer has the
SAND’S STEP
equivalent of fibre-optic veins for magic; they can
At 11th level, your sand fashions footholds for you as
refract all sorts of magic into a rainbow of colours. A
you dance, allowing you to walk through the sky. You
Steelskin sorcerer is a person with metal flesh; they
gain a flying (hover) speed equal to your
can sculpt their body into weapons to use against
speed, but this flight is unreliable. If you take damage
their enemies.
while you are in the air, you must make a
Concentration check. If you fail, the sand vanishes, I think each of these sorcerer archetypes are really
and you begin to plummet. fun and interesting, and I hope you enjoy them a lot.

GREAT DUET SORCEROUS ORIGIN:


At 17th level, your dance manipulates the scorching
hot sands, creating an illusory duplicate of you. The TEMPORAL ANOMALY
duplicate lasts until the dance ends, or until you A sorcerer wields magic due to a supernatural
choose to dismiss it. Despite being an illusion, the occurrence. It is sometimes given to them by their
whirling sands that make up its form takes up a space, ancestor’s blood, and sometimes as a gift given from a
and any creature within 5 feet of it are valid targets higher power. Some are awakened by a gruelling
for the fire damage dealt by your dance. You may event, and some are nurtured as purebloods of arcane
move the duplicate on your turn a distance equal to origin. Some sorcerers, however, come to being as a
your speed. result of a chronological disturbance.
While you continue to dance, you can use your bonus You are a sorcerer because you were born at an
action and spend 1 dancer point to swap places with unequivocal time where time and space intersected.
the duplicate. When you do so, you teleport to the As a result, your magical charge is a direct result of
space the duplicate occupied, and it reappears in your your four-dimensional being. While you may not be
old location. aware of it yourself, you are an anchor in time, an
occurrence that was preordained to happen, and
across many dimensions, while others may have
existed or not existed, you, without a doubt, do. Due to
this anchorage in time, you can manipulate it as if it is
natural to you.

29
CHRONOLOGICAL DIVERGENCE  The remaining duration on any spells or spell
like effects that currently are affecting you
At 1st level when you take this origin, you can alter
time in short bursts whenever you tap into your (including negative effects).
magical heritage, allowing you to act at the most At the end of your turn in 1d4 rounds, you instantly
opportune moment. After casting a spell of 1st-level return to the space you anchored yourself in,
or higher on your turn, you can choose to adjust your returning to the state you were in when you made the
initiative score by 5*, either increasing or decreasing anchor. Your hit points return to the hit point total
it. You can do this a number of times equal to your you noted down, you instantly teleport to the location
Charisma modifier, and then you must finish a long you noted, you regain spell slots until you have the
rest to do it again. same amount of spell slots as you noted down, and
the remaining duration on any spells or spell like
Whenever you do this, the timeline you jump into
effects that are affecting you are reset to the value you
must adjust for the anomalies in your position. At the
noted down.
start of your next turn, you can teleport up to 10 feet
in any direction. If you were put under the effect of any spells or spell-
like effects after you created the anchor, those effects
CHRONOMANCY instantly end when the anchor is triggered.
At 6th level, your ability to influence the passage of
time for yourself and other creatures allows you to Once you have used this ability, you gain 1 level of
heighten the effects of temporal spells. exhaustion and can’t use it again until you finish a
long rest.
You may learn either the haste or the slow spell. If you
already know both spells, you may learn a different GREATER TIME STOP
spell of your choice instead. You also learn the At 18th level, your time stop spell is improved due to
following metamagic options, which allow you your intimate affinity with time. If you do not
to improve those spells somewhat. know the spell time stop you learn it. During your time
stop spell, you can now perform actions that affect
Greater Haste. You can expend 3 sorcery points to
other creatures without ending the effect, provided
improve a haste spell you cast, granting the target of
that they are caused by spells you cast. These spells
the spell the ability to cast cantrips using their hasted
can only be cantrips or spells of 3rd-level or
action.
lower, and whenever you do affect any creature with
Greater Slow. You can expend 3 sorcery points to one of your spells in this way, you must expend a
improve a slow spell you cast, causing the spell to sorcery point and make a DC15 Concentration check.
reduce the AC and Dexterity saving throws of On a failure, the time stop effect immediately ends, as
affected creatures by 3 instead of 2, and also causes explained in the normal spell description.
the spell to reduce their speed to one-third of their
normal speed (rounded up to the nearest 5ft), instead SORCEROUS ORIGIN:
of one-half.
PRISMATIC CORE
TEMPORAL WARP The prismatic core sorcerer uses their unique body to
At 14th level, you are able to anchor an image of catch and release magic of the main elemental types.
yourself onto a specific point in time, preparing to They can redirect damage and trap it within
return to that state again in the near future. As an themselves to blast at their enemies later. They come
action on your turn, you can expend 5 sorcery points about in a number of ways; gemstone dragons often
to prepare the anchor. Note down the following create these sorcerers, as does proximity to a number
details when you create the anchor: of magical gemstones before birth.
 Your current hit points. PRISMATIC REFRACTION
 Your current location.
At 1st level when you select this origin, you can use
 The amount of spell slots you currently have.
your ability to refract energy through your prismatic
 Any spells or spell like effects that are core to absorb and redirect some of the damage you
affecting you. take from magical sources.
Choose a damage type from acid, cold, fire, poison,
lightning, radiant or thunder damage to be your
30
refractive index. Whenever you receive damage of higher that deals damage of a type that matches your
your refractive indexes' current type, you can use refractive index.
your reaction to refract the damage.
POLYCHROMATIC DISPERSION
When you do so, you must choose another creature
At 18th level, you learn the prismatic wall spell.
within 30 feet of you. Make a spell attack against them
and select any damage type other than your refractive Additionally, as a bonus action on your turn, you can
indexes' type from the list above. The damage you cause your prismatic core to go into overdrive for 1
take is reduced by 1d8 + your Charisma modifier, and minute, causing your refractive indexes’ damage type
on a hit, the creature you targeted takes an equal to become every damage type on the refractive index
amount of damage of the type you selected from the list, and you become resistant to all of those damage
list. types.
Immediately after using this ability, you can choose to Whenever you deal damage that matches any damage
change your refractive index to the type of damage type on the list during this effect, you deal additional
you just dealt. damage equal to your Charisma modifier (applies only
once per spell cast).
After using this ability, you cannot use it again until After you use this feature, you can’t use it again until
you cast a spell of 1st-level or higher that deals you complete a long rest, or you cast a 9th-level spell
damage of a type that matches your refractive index. that deals damage of more than one damage type
from the refractive index list.
CHROMATIC ALTERATION
At 6th level, you can use your refractive index to
influence the damage type of spells that you cast, and
SORCEROUS ORIGIN: STEELSKIN
A steelskin sorcerer can originate from a few different
spells you cast can now also influence your refractive
sources; the most common of which, a freak
index. Whenever you cast a spell that deals damage of
accident: a powerful caster used the spell true
any type on the refractive index list, you can choose to
polymorph on a weapon, and permanently
spend 1 sorcery point to cause that spell to instead
polymorphed it into a human. You could be
deal damage of your refractive indexes' current type.
descended from this weapon-human or be them
Alternatively, if you cast a spell that deals damage of a yourself. Other sources of a steelskin sorcerer
type other than your refractive indexes' type, you can include the close encounter with death at the hand of
change your refractive index to that spells' damage a magical weapon or being near to or trapped within
type as a part of casting the spell. This occurs after the a source of magically enchanted metal for an extended
spell is cast, rather than before. period of time.

TOTAL INTERNAL REFRACTION STEELSKIN HARDENING


At 14th level, you can cause damage of your refractive At 1st level when you choose this origin,
indexes' type to become trapped inside your body, you should consider the weapon that your steelskin
granting you its energy. Whenever you take damage likens itself to; it could be the weapon that your
of your refractive indexes' type, and use your reaction ancestor was polymorphed from, or just any weapon
to use prismatic refraction, you can spend 5 sorcery that you manifest your steelskin to look like; your
points to trap the energy inside of you, causing it to go arms could sharpen to cutting edges, your pointed
into total internal refraction. hands as sharp as needles, or your fists could just
become as hard and durable as steel. Your steelskin
You take no damage of your refractive indexes' type
can manifest in whatever guise you wish, but
from the attack or spell, and its damage instead
you must select what type of damage it
becomes stored inside your body. When you next deal
deals; bludgeoning, slashing or piercing damage.
damage that matches your refractive indexes' type,
you deal additional damage equal to half of the You can make a weapon attack with your steelskin
damage you would have taken if you had not used this that deals 1d8 damage of your chosen type. Weapon
feature. attacks you make in this way can use your Charisma
modifier to determine bonuses to attack and damage
After using this ability, you can't use it again until
rolls, instead of Strength. Additionally, while you
you complete a long rest or cast a spell of 5th level or

31
aren’t wearing armour, your AC equals 10 + your METALLURGIC BODY
Dexterity modifier + your Charisma modifier. At 18th level, your steelskin has evolved to a point
Your steelskin counts as a weapon for the purposes of where it coats your entire body and has gained the
fulfilling a material component to spells that require a ability to harden to incredible levels. Your AC equals
weapon, or as a target for spells that target 15 + your Dexterity modifier + your Charisma
nonmagical or magical weapons. modifier, and you can expend 1 sorcery point
whenever you are hit to gain resistance to
You can select one of the following descriptors for bludgeoning, piercing and slashing damage for that
your steelskin: light, thrown attack.
(20/60ft), reach or heavy. A steelskin that
is light deals 1d6 damage instead of 1d8 but can be When you make an attack with your steelskin, you can
used in two-weapon fighting, as if you are wielding an choose to sacrifice the additional AC and ability to
off-hand weapon. A steelskin that is thrown can be gain resistance granted by this feature until
used to make ranged weapon attacks against the start of your next turn. When you do, your attacks
creatures, as blades splinter from your skin to form deal one additional damage dice of damage until the
projectiles. A reach steelskin has a melee reach of 10 end of your turn.
feet, instead of 5 feet. A heavy steelskin deals 1d10
damage instead of 1d8 damage but reduces your
movement speed by 5 feet.
WARLOCK
The Tiefling clutches a pair of dice between his
EXPANDED SPELL LIST fingers, grinning to himself. He chuckles, and then
You have access to an expanded spell list of spells to fires an eldritch blast at the man threatening him. Just
choose from when you learn a sorcerer spell. Any before it hits, he rolls the dice, and rolls a double. In
spell you learn from the table below counts as a response, the eldritch blast flares with energy, tearing
sorcerer spell for you. through his enemy within seconds.
Barnacle covered and wretched, the man watches as
Spell Level Spells
the mob of villagers approach with torches and
1st searing smite, thunderous smite
pitchforks aplenty. He sips some tea from the cup held
2nd heat metal, magic weapon
in his tentacle limb, and then conjures a tidal wave,
3rd blinding smite, elemental weapon
4th freedom of movement, staggering smite
sweeping them all away.
5th banishing smite, steel wind strike That man at the bar always acts strange; he moves
almost like a puppet, jerky, and unpredictable. Little
EXTRA ATTACK do the other patrons know, he is actually controlled
At 6th level, you can attack twice, instead of once,
by invisible strings; an instrument for a more
whenever you take the attack action on your
powerful being behind the curtain.
turn. Additionally, weapon attacks you make with
your steelskin are counted as magical for the These three warlock archetypes are some of my
purposes of overcoming resistance and immunity. favourite in the entire book. The Gambler is the
ultimate fate-tester; equipped with a range of games
STEEL AND SORCERY of chance, they barter with their patron for power.
At 14th level, you can use your sorcery to harden your The Leviathan warlock is Davy Jones’ worst
steel. You can, over a period of 1 minute, nightmare. Choosing from a range of oceanic
expend sorcery points to bolster your steelskin. You mutations, they worship kraken and other deep-sea
spend up to three sorcery points and then gain a monstrosities. The Puppeteer is a pact that is
bonus to attack and damage rolls with your steelskin particularly unique. A warlock of this patron is
equal to the amount of sorcery points you spent. This completely controlled by their patron – the player
bonus lasts for 1 hour before fading. plays the patron, instead of the warlock: how cool is
that!
Additionally, when you make an attack action and use
your extra attack feature while you are empowered in
this way, you can choose to cast a cantrip in place of
one of the attacks you make.

32
an amount of fate points equal to your charisma
OTHERWORLDLY PATRON: THE modifier, and once you complete a long rest, your
GAMBLER amount of fate points returns to 0.
Gambler warlocks are a special breed; vagabonds
Whenever you roll a dice, you expend a fate point to
with extreme panache and a caddishness second to
reroll that dice, and when you do so, you can use
none, they daily put their lives to chance. A Gambler
either result.
gains their power from the pact they make with a
special extraplanar entity; a Patron of Chance. These Every game has different critical success criteria. The
patrons can be anything from a devil of greed to a criteria for each game are found at the end of the
playful dragon. The gambler plays games of chance game’s description.
with the patron, rolling dice, and whenever they win,
they are granted boons far beyond their wildest STROKE OF LUCK
dreams. However, when they lose, they At 10th level, you can challenge your extraplanar
are rebuked by the patron’s powers, injuring them… entity to a game of chance in return for a stroke of
or worse.   luck. Whenever you are forced to make a saving
throw, you may use your reaction to spend 50 gold,
A Gambler is a master of their craft; and will rarely initiating the bet. Flip a coin. On tails, you
lose to any normal person in a game of chance. They automatically fail the saving throw. On heads, you
are prideful and confident in their ability to cheat fate, automatically succeed. If you don’t have a coin to
and often dive into situations they are unlikely to hand, Roll 1d6. On a 1-3, you fail, and on a 4-6, you
escape from. Most Gamblers think of gold first, and succeed.
death second. Such lives are often short, but those
that live longer become extremely rich, powerful DESTINY’S GUIDE
and are sometimes even worshipped.  At 14th level, you become able to manipulate
trajectory, angular velocity, and other factors of a dice
DOUBLE OR NOTHING roll to increase the chances that you roll a specific
When you choose this patron at 1st level, your result.
patron offers you the opportunity to gamble for
power. Whenever you roll damage for an attack or As a reaction, you can expend a Fate point to force a
spell, you can roll 2d6. If you roll doubles, your attack dice to land on a specific number of your choice. You
deals double damage. If you roll any other value, your can use multiple Fate points to affect multiple dice at
attack deals half damage. once, if you are rolling them at the same time, but you
must make a Sleight of Hand check for each of them.
Lucky Streak. Rolling doubles in this game is
considered a critical success for the purposes of When you do so, you must succeed on a DC15
gaining a Fate point. Dexterity (Sleight of Hand) check to succeed. You
must use this ability before you roll the dice, not after
ELDRITCH DICE GAMES you see the result.
Also, at 1st level your patron teaches you the rules of
an eldritch dice game. You can choose one of these ELDRITCH DICE GAMES
games, and then one more at 6th and 14th level. The dice games are listed in alphabetical order below.
Listed at the end of the archetype description are the
three dice games available: Roll the Bones, The River ROLL THE BONES
Flows, and Stars Align. Roll the Bones is a game of symmetry; you roll dice
and attempt to get identical faces to create a range of
Sometimes a game of choice asks for a creature to magical effects. As an action, you can initiate the game
make a saving throw. In this case, the DC equals your process. 
spell save DC.
When the game begins, you start with three dice. You
LUCKY STREAK can wager additional gold to roll additional dice. For
At 6th level, you start to ride lucky streaks whenever every additional 25 gold you wager you gain an
you win big. Whenever you critically succeed an additional dice, up to a maximum of 2 additional dice. 
attack roll, ability check, or win in a game against your (50g total for 5 dice) 
extraplanar entity, you gain a fate point. You can store

33
As you level up, you become able to purchase extra When the game begins, you have no rerolls. You can
rerolls. At 6th and 14th level, you become able to spend gold to gain rerolls of the dice: For every
spend an additional 25 gold to gain one additional additional 25 gold you wager, you gain 1 reroll, up to
dice.  a maximum of 2 rerolls. (50g total for 2 rerolls). 
Once bets are made, you roll 3d6 plus any extra dice As you level up in this class, you become able to
you bought via larger bets.  purchase extra rerolls. At 6th and 14th level, you
become able to spend an additional 25 gold to gain
Compare the dice rolls. If you get a pair or more of the
one additional reroll. 
same number, your next weapon or spell attack is
imbued with an additional magical effect, determined Once bets are made, you roll 2d6. After rolling, you
in the result table. Replace the X in the damage field can expend any rerolls you purchased during your bet
with the amount of identical faces you rolled. to reroll one of the two dice.

You can produce more than one effect in this way. For After you finish expending rerolls, total the dice
example, if you get a pair of 2s and a pair of 3s, the and inspect the results table to see what occurs.
two effects are activated, and your next attack deals
Lucky Streak. Rolling a 7 or 11 is considered a critical
an additional 2d10 lightning and 2d10 thunder
success for the purposes of gaining a Fate point.
damage, and it forces them to make a Dexterity saving
throw or lose its reactions this round, and a  
Constitution saving throw or become deafened for a
minute. Result  Effect 
Lose. You must make a Constitution saving throw
Lucky Streak. Gaining 2 or more identical faces is with DC equal to 5 + one quarter of the gold you
(2) Snake’s
considered a critical success for the purposes of bet (rounded up). On a failed save, you turn to
Eyes 
stone, becoming subjected to the petrified status
gaining a Fate point.  effect. 
Lose. You have disadvantage on attack rolls until
Result  Damage  Additional Effect  (3) Child 
the end of your next turn. 
You take (4-6, 8-
Lose. Nothing happens. 
None  None   1d6 psychic damage for each 10) Void  
dice you rolled. Win. You are blessed, gaining a +1d6 bonus to
(7) Stars 
Xd10 fire attack rolls for 1 minute.  
1’s   No additional effect
damage   Win. You are blessed, gaining a +1d6 bonus to
(11) Align 
attack and damage rolls for 1 minute.
Xd10 lightning Dexterity saving throw or lose
2’s  Lose. You take fire damage equal to 5 + half
damage reactions this round. (12) Devil 
the amount of gold you bet. 
Constitution saving throw or
Xd10 thunder become deafened for 1 minute.
3’s 
damage  An affected creature can repeat
THE RIVER FLOWS
the save on each of its turns. The River Flows is a game of fate, and how far your
Constitution saving throw or be destiny can carry you forward. As an action, you can
4’s 
Xd10 poison poisoned for 1 minute. An initiate the game process.
damage  affected creature can repeat the
save on each of its turns. When the game begins, you have no additional
Constitution saving throw or chances. You can wager gold for chances. For every 25
become restrained by ice for the gold you wager, you gain an additional chance, up to a
Xd10 cold
5’s  next minute, requiring an
damage
Athletics check against your maximum of 2 additional chances (50g total for 2
spell save DC to escape. chances).
Wisdom saving throw or become As you level up, you become able to purchase extra
Xd10 psychic
6’s  stunned until the end of your
damage  chances. At 6th level, you can spend a total of 75g
next turn. 
for 3 chances, and at 14th level, you can spend a total
STARS ALIGN of 100g for 4 chances.
Stars Align is a dice game where the player is in
Once bets are made, you roll a d6, noting the result.
search of the stars (7) or alignment (11) to imbue
Then, you roll another d6 and repeat this process,
their next turns with arcane energy. As an action, you
totalling the results.
can initiate the game process. 

34
Whenever you roll a 1, you lose a chance. Once you Spell Level Spells
lose all your chances, you fail. You can end the game 1st create or destroy water, fog cloud
early at any time. Once the game ends, inspect the 2nd alter self, locate animals or plants
results table to determine the result of the game. 3rd tidal wave, wall of water
Lucky Streak. When you score a total of 20 or higher 4th control water, watery sphere
in this game, it is considered a critical success for the 5th cone of cold, maelstrom
purposes gaining a Fate point.
PELAGIC HORROR
Result  Effect  Starting at 1st level when you choose this patron, you
Lose all Lose. You take psychic damage equal to the undergo a considerable change in your physical form.
chances  score you gathered before you failed.  You choose one of the following features.
1-20  Choose a creature within 60 feet. That
creature must make a Charisma saving throw Camouflage Membrane. You become able to alter
against your spell save DC. The creature takes the cells in your skin to mimic the colours of your
psychic damage equal to your final score on a
failed save, and no damage on a successful surroundings. If you do not move or act for 1 round,
one.  you become invisible. Acting or moving ends this
20-50  Choose a creature within 60 feet. That effect.
creature must make a Charisma saving throw
against your spell save DC. The creature takes Crustacean Plates. You develop a shell of hard chitin
psychic damage equal to your final score on a
failed save, and half as much on a successful
that plates areas of your body. When you aren’t
one.  wearing armour, your AC equals 13 + your Dexterity
50+  Choose a creature within 60 feet. That modifier.
creature takes psychic damage equal to your
final score and must make a Charisma saving Escape Cloud. You become able to expel ink out of
throw against your spell save DC. On a failed your body, propelling yourself to safety. As a reaction
save, the creature becomes stunned until the
start of your next turn. On a successful to taking damage, you can fly 30 feet in any direction
save, the creature resists the stun effect, and without provoking opportunity attacks and leave a
takes half as much damage.  10-foot radius cloud of suspended ink that slowly falls
to the ground over the next minute. The area within
OTHERWORLDLY PATRON: the cloud is heavily obscured.
After you use this feature, you can’t use it again until
THE LEVIATHAN you complete a short rest.
Your patron is a shrouded entity that resides in the
darkest depths of the seas, a figment of sea shanties Stinging Tassels. You grow a set of long tassels that
and the origin of shipwreck myth. Such creatures are float from your body, not unlike that of a jellyfish.
wildly intelligent and are often intensely protective of When you are hit by a creature, you can use your
their deep thrones. reaction to deal 1d8 lightning damage to them and
cause them to lose their ability to take reactions until
They reside in the black of chasms in the seabed, the the start of their next turn.
craters of underwater volcanoes, and the sunken
relics of great ships now sundered. The beast may be Tentacles. You sprout a tentacle from your torso,
aware of your existence; perhaps it even saved you which you can manipulate and use as an arm. When
from a close call with a watery grave. Alternatively, it you make the attack action on your turn, you can
may be a point of your worship. Such creatures make an additional attack as a bonus action, so long as
include the Kraken, the Mizuchi, and you are wielding another weapon in one of your
the Aspidochelone. tentacles.
Unhinged Jaw. Your jaw dislocates, and your teeth
EXPANDED SPELL LIST become serrated and sharp. You can use your action
Being the warlock of a leviathan patron expands your
to make a melee attack against a creature within 5
selection of spells to choose from. The following spells
feet. On a hit, the creature takes 2d6 + your strength
are added to the warlock spell list for you.
modifier piercing damage and becomes grappled in
your jaws.

35
OCEAN’S BREATH After your terror uses this feature, it can’t use it again
At 6th level, your patron permanently alters your until it completes a short rest.
body, preparing it for a life in the depths. Light Lure. Your deep terror grows a long appendage
Your skin warps and changes, developing patches of that has a bioluminescent light on its tip. It can switch
scales and membranes. You gain resistance to cold this light on and off as a bonus action, and it gives off
damage, and you become able to breathe underwater, bright light in a 20-foot radius, and dim light in a 20-
and gain a swimming speed equal to your walking foot radius.
speed.
Stinging Tendrils. Your deep terror grows long
In addition, you can extend the water breathing effect stingers that drift out like a net from it. When a
onto up to 5 nearby creatures for up to 1 hour. Once creature moves within 5 feet of your familiar for the
you have used this feature, you can’t use it again until first time on the turn, they must make a Dexterity
you complete a long rest. saving throw against your spell save DC or they take
1d8 lightning damage.
DEEP OCCULTIST
At 10th level, your occult investigations into the ABYSSAL GRIMOIRE
depths and the relationship you have with your If you chose Pact of the Tome, you find a passage in
patron has granted you hidden knowledge, based on the tome that details various terrifying watery magics.
the type of pact you selected: You can select three spells from any spell list of a level
that you can cast that either deal cold damage or
SUNKEN BLADE manipulate water, and immediately put them into
If you chose Pact of the Blade, you can cause your pact your spell list.
weapon to deal cold damage on a hit if you wish, and
when you do so, it halves the speed of any creature PELAGIC NIGHTMARE
you hit with it. At 14th level, you undergo another considerable
change in your physical form. You have two choices;
BEAST OF THE DEEP either you can choose to gain another Pelagic Horror
If you chose Pact of the Chain, you become able to feature from the list above, different to the one you
conjure a Deep Terror in place of your normal chose at 1st level, or you can choose to heighten the
familiar. You choose its base shape, choosing from any effects of the feature you chose at 1st level instead.
underwater dwelling beast of CR 0, and then you
select what mutations it has, choosing two options If you choose to heighten the feature, it changes
from below, gaining the feature described. to become the one described below. If you choose to
Additionally, the familiar gains additional hit points take a secondary feature, you gain the version of the
equal to 2 + half your Warlock level. While your Deep feature detailed in the Pelagic Horror feature above.
Terror is within 60 feet of you, it can swim in the air
Invisibility Membrane. You become able to alter the
around you as if it were water.
cells in your skin to become completely invisible. If
Camouflage Membrane. Your deep terror becomes you do not move or act for 1 round, or as a bonus
able to alter the cells its skin to mimic the colours of action on your turn, you become invisible. Attacking
its surroundings. If it does not move or act for 1 an enemy or casting a spell ends this effect, but
round, it becomes invisible. Acting or moving ends the otherwise, you stay invisible until a whole minute has
effect on it. passed where you are acting and moving
consistently.
Crustacean Plates. Your terror develops a shell of
hard chitin that plates areas of your body. Its AC Crustacean Armour. You develop a shell of hard
equals 13 + your Dexterity modifier. chitin that plates areas of your body. When you aren’t
wearing armour, your AC equals 17 + your Dexterity
Escape Cloud. Your familiar becomes able to expel modifier.
ink out of its body, propelling itself to safety. As a
reaction to taking damage, it can fly 15 feet in any
direction without provoking opportunity attacks and
leaves a 5-foot radius cloud of suspended ink that
slowly falls to the ground over the next minute. The
area within the cloud is heavily obscured.
36
Quick Escape Cloud. You become able to expel ink Such patrons are often creatures of weaker ilk than
out of your body, propelling yourself to safety. As a those of their almighty cousins. Common options for
reaction to being targeted by an attack, or as a patrons of this type are horned devils looking to
reaction to being placed into an area-of-effect further their rank, fey creatures with a distinct and
ability, you can fly 30 feet in any direction without morbid curiosity for the mortal realm, or deva that
provoking opportunity attacks and leave a 10-foot have a specific goal to achieve on the mortal realm,
radius cloud of suspended ink that slowly falls to the whilst avoiding the scrutiny of evils that seek to
ground over the next minute. The area within the hinder it.
cloud is heavily obscured.
After you use this feature twice, you can’t use it again NOTES ON "THE PUPPETEER" AS A
until you complete a short rest. WARLOCK PATRON
The Puppeteer is a different take on the Warlock class. Instead
Second Tentacle. You sprout a second tentacle from of a warlock slowly gaining power given to them by their
your torso, which you can manipulate and use patron, it is the patron that slowly gains power. The patron
as an arm. When you make the attack action on your completely controls their warlock, and is essentially the
turn, you can make two attacks as a bonus action, so player character, slowly improving their control over the
puppet and in turn their influence over the world.
long as you are wielding a light weapon in both of
your tentacles. All the class features, class levels and spell slots are features
that the patron possesses. The patron, influencing the material
Paralyzing Tassels. Your whiskers now exude a plane from a distant interplanar location, needs time to
horrid poison which paralyzes those that touch improve and strengthen their bond with the vessel and their
them. When a creature takes damage from your ability to manipulate the material plane. They gain experience
just like a normal player character, but that experience is
tassels, they must succeed on a Constitution saving directly channelled into their Warlock level, which directly
throw against your spell save DC or they are reflects their "puppeteering" skill.
paralyzed until the end of their next turn.
However, the puppeteer also has a puppet. The puppet you
Powerful Unhinged Maw. Your jaw dislocates, and chose probably has a backstory and a family, and eventually
some sort of eldritch occurrence led them to becoming your
your teeth become serrated and sharp. You can use
puppet. All the racial features and ability scores of the
your action to make a melee attack against a creature character belong to the puppet, not the puppeteer. The
within 5 feet. On a hit, the creature takes 3d8 + your puppet's Intelligence, Wisdom and Charisma are guidelines for
strength modifier piercing damage and becomes how you should roleplay them to remain believable to other
grappled in your jaws. characters in the world, and their Charisma specifically
represents how effectively you can channel your power
through them (as it affects your spellcasting bonus and spell
OTHERWORLDLY PATRON: THE save DC).

PUPPETEER The only exception to this is when you use an ability score
improvement. When you do this, it is a magical improvement
Unlike most other patrons, the puppeteer takes a to the puppet's base abilities granted by your power. There is
much closer interest in the actions of its subjects, a chance your puppet will change over the course of play, and
controlling most of their movement and speech, and if this happens, your ability score improvement choices
remain the same, and are applied to your new puppet. All your
dominating completely over their minds. When you
racial traits and base ability scores however change
create a warlock whose patron is the puppeteer, be completely to reflect the new puppet's race and capabilities.
aware that the body of the character is merely a shell;
a vessel through which the patron shows itself in the EXPANDED SPELL LIST
mortal realm. Being a puppeteer lets you choose from an expanded
You as the player, roleplay the character as a puppet, list of spells when you learn a warlock spell. The
and can, if the DM permits it, roleplay as the patron following spells are added to the warlock spell list for
also, using the character as a conduit for furthering you.
its own cosmic plans. Other than the abilities granted
Spell Level Spells
by this patron, the patron has little influence over
1st bane, comprehend languages
the immediate world around the warlock, and as such,
2nd levitate, phantasmal force
can serve to be an enriching roleplay experience for
3rd nondetection, haste
the player.
4th compulsion, freedom of movement
5th dominate person, telekinesis

37
that threatens to charm a creature, or when you use
EMPTY VESSEL your Extend Grasp or Marionette in Chains feature,
At 1st level, due to your puppet being an instrument you can use your reaction to give the creature
rather than a conscious being, it has advantage disadvantage on the roll.
against effects that threaten it to be charmed or You can do this once, and then you can’t do it again
frightened, and against effects would put it to sleep. until you finish a long rest.
Additionally, if your puppet dies, you can use your
reaction to attempt to enslave another humanoid
MARIONETTE IN CHAINS
Once you reach 14th level, your ability to shackle
within 30 feet of the puppet, provided they are of a
beings to your will becomes infallible, and you
character level lower than yours. When you do so,
become able to apply chain-like threads to creatures
they must succeed on a Charisma saving throw
your puppet touches, controlling them completely.
against DC 10.
As an action, your puppet can touch a creature. That
On a failure, they become your new puppet. Your class
creature must make a Charisma saving throw. On a
level remains the same, and all your expended hit dice
failure, the creature completely surrenders itself to
and spell slots stay the same. However, your racial
you, allowing you to control its actions accurately and
abilities change in a similar way to the reincarnate
without restriction. Until the end of its next turn, you
spell.
control it. The chains linger on the target. As an
If they succeed against the saving throw, your action on each of your subsequent turns for the
connection to the material plane withers and breaks, next minute, you can attempt to enslave the creature
and the only way you can exert control again is if your again. When you do so, they can repeat the saving
original puppet is raised from the dead within 24 throw. On a failure, you are able to control their
hours of its death. actions entirely on their next turn. On a success
however, the chains are broken, and the effect ends
PULL THE STRINGS entirely.
Also, at 1st level, you become able to tug on the
strings of your puppet, pulling it out of harm’s Once you have used this feature, you can’t use it again
way. Twice per short rest, you can use your reaction until you finish a long rest.
to impose disadvantage on an attack roll that
targets your puppet. If the attack then misses, you can
move it 5 feet in any direction without imposing
WIZARD
The wizard stands there, arms crossed, as he
opportunity attacks.
manipulates a dagger with his mage hand; cutting
down enemy after enemy as they charge towards him.
EXTEND GRASP
As an ogre turns the corner, he changes tactic, and
At 6th level, you become able to extend your grasp
lifts the ogre high above the ground before dropping
beyond your puppet, forcing creatures to make moves
it to its death.
they wouldn’t ordinarily make. As a bonus action on
your turn, you can force a creature you can see within Orc after orc falls as they attempt to charge the
30 feet of the puppet make a Charisma saving throw wizened old man. His sallowed skin taught and his
against your spell save DC. A creature can choose to hair greying, he slowly siphons the life from each of
fail this save if it wishes. On a failure, you force it to them, and makes their attacks futile. Just a few more
move up to its speed in any direction, and then it loses souls, he thinks, before he can finally become
its movement action on its next turn. immortal.
You can use this feature a number of times equal to The two archetypes here are both quite fantastical.
half of your Charisma modifier (rounded up, The first is the School of Kinesis, a wizard archetype
minimum of 1), and then must complete a short rest that focuses on the manipulation of objects,
before being able to use it again. specifically, the relocation of them. Their mage hand
is massively changed, allowing it to use tools and
OCCULT MANIPULATOR wield weapons, and their ability to move creatures
At 10th level, your ability to charm and coerce and objects is second to none. The School of Lichdom
becomes increasingly reliable. When you cast a spell is special; every so often a player will want to become

38
a lich, but it can be difficult to make it feel like a and make an attack with a longsword, it deals 1d8 +
process for them. The School of Lichdom slowly Intelligence slashing damage, plus 1d6 force damage.
transforms the wizard into a lich, albeit a weaker
Alternatively, you can attempt to grapple a medium or
version of the monster, through the use of rituals and
smaller target using the hand, forgoing the attack roll
other requirements. This option allows players to
and instead making a spellcasting ability check
pursue that goal in a streamlined way if needed.
against their Strength (Athletics) or Dexterity
(Acrobatics) check. You can use your bonus action to
SCHOOL OF KINESIS move the mage hand, but you can't perform any other
Wizards who spend their time researching the action when you do so, and the mage hand is unable
kinetics of magic are known as members of the School to rise upward unless the creature it has grappled is
of Kinesis. These wizards are masters of object lighter than its maximum carrying capacity.
manipulation; they can move objects from afar and lift
great weights with a mere incantation. SWIFT RELOCATION
At 6th level, you can use the momentum of your own
Their ability to affect their surroundings, and their
magic to reposition yourself. Whenever you force
enemies is a result of careful calculation and intricate
another creature or object to move using a spell of
movements; their magic is as much mathematics as it
1st-level or higher, you can use your reaction to push
is arcane.
yourself a number of feet equal to 10ft for each spell
KINETIC ANCHOR slot level of the spell.
At 2nd level when you choose this school, you learn
the mage hand cantrip, or another cantrip of your
FOCUSED TELEKINESIS
At 10th level, you add the telekinesis spell to
choice if you already know mage hand. Your mage
your spell book if it isn't there already. While
hand can be used as more than just an extra
maintaining concentration on the telekinesis spell, you
limb, becoming an "anchor" for your kinetic
can also maintain concentration on another spell of
spellcasting.
3rd level or lower, but if you fail concentration on a
The hand can become invisible if check or lose concentration some other way, you lose
you wish and can carry a number of pounds equal to concentration on both spells. Whenever you lose
your Intelligence score multiplied by 5 (minimum of concentration in this way, you become unable to
10). When you manipulate your mage hand using act until the end of your next turn.
your action, you can order it to attack a creature
within 5 feet of it. When you do so, you can make a INCOMPARABLE FORCE
melee spell attack against the creature. At 14th level, you learn of a magical technique to
allow you to channel far more force into your kinetic
On a hit, the creature takes 1d6 + your Intelligence spellcasting. Whenever a creature has to make a
modifier force damage (plus an additional 1d6 at 5th, saving throw against one of your spells to avoid being
11th and 17th level). The hand can also attack using moved, they have disadvantage on the saving throw.
tools, and when it does so, it is considered both a
melee spell attack, and a melee weapon attack. The Additionally, if a spell notes that it can only force a
damage you deal is altered by the tool used; a sword creature or object of a certain size to move, it can now
would deal slashing damage, while hot coals may deal move a creature or object of one size class larger, and
fire damage. When the tool is a weapon, you can only whenever a spell notes it has a limit on how much
add your Intelligence modifier to the damage dealt if weight it can handle, it can now handle three-times as
you are proficient with the weapon type. much weight.

If the tool would deal more damage than the hand


itself (like in the case of a longsword), use the tool's SCHOOL OF LICHDOM
damage dice instead of the hand’s, still adding your The school of lichdom is the ultimate in evil; pursuing
Intelligence modifier as a bonus to the damage you immortality through the desecrated rituals of undeath
deal. The additional damage dealt by the hand when is horribly immoral, and often the end that most
you reach higher levels is added to the damage you wizards come to. Lichdom wizards are able to harden
deal with the tool. For example, if you are 5th-level their skin to mirror their abjuration magic, gain
resistance to a range of damage types due to their

39
almost-undead form, and drain the souls of their THE LICHES' PHYLACTERY
enemies to regain vitality. At 14th level, you can conduct the final ritual, which
begins your slow ascension into lichdom. You must
DESCENT TO UNDEATH find a fit receptacle to place your soul into. This can be
At 2nd level when you choose this school, you begin
a vial, a chest, a book, or any other vessel. The only
your descent into the darkness that is undeath. By
restriction is that the item must be worth at least
some development, you’ve discovered the secrets
1000 gold pieces. You must also prepare a selection of
behind lichdom. You imbibe your skin
reagents including embalming fluid, unguent, and
with embalming fluid and complete an unholy ritual,
incense that is worth at least another 1000 gold
setting you on the path to immortality.
pieces.
You have resistance to necrotic damage, and
You then must take the item to a
whenever you cast mage armour, you can sacrifice up
desecrated place or desecrate a place yourself
to your wizard level + your Intelligence modifier hit
wherein you can perform the ritual. You spend 1 week
points (minimum of 5) to enhance the spell, causing
channelling your soul into the receptacle, creating
the spell to increase your base AC to 13 + an
your phylactery. Once the ritual is complete, your
additional 1 AC for every 5 hit points you sacrifice.
normal form crumbles to dust, and over the next
week, you slowly reform in your lich form.
LIFE DRAIN
At 6th level, you complete the second unholy ritual, You change in the following ways when you ascend
which transforms the nature of your soul into that of a to lichdom:
parasite. You can use your action on your turn to
siphon the lifeforce from nearby creatures.  You gain immunity to poison damage and the
poisoned condition.
Up to 3 creatures of your choice within 10 feet of you  You are classed as undead, instead of humanoid.
must make a Constitution saving throw. On a failed This means you can no longer be healed by most
save, they take 3d6 necrotic damage, and on a healing spells.
successful save, they take half as much damage. You  You have advantage on saves against Turn
regain hit points equal to the total damage dealt. You Undead and other similar abilities.
can use this ability once, and then must finish a short  You gain proficiency in Constitution saving
rest or cast a spell of 3rd-level or higher use it again. throws.
The damage dealt by this ability increases to 6d6 once  You no longer need to sleep.
you reach 14th level.  You have advantage on saving throws against
spells that threaten to Charm, Frighten, or
UNDEATHLY CONSTITUTION Paralyze you.
Once you reach 10th level, the effects of the first and  If you die, you reform after 1d10 days, provided
second rites have allowed you to gain resistance to your phylactery is still intact. You regain all your
attacks. As a bonus action, you can expend a spell slot hit points and become active again. Your new
of 1st level or higher to gain resistance to either body reforms next to your phylactery. If your
bludgeoning, piercing and slashing damage or fire, phylactery is destroyed, you fail to reform, and die
cold and lightning damage until the start of your next forever. You cannot be resurrected by any sort
turn. of magic and die eternally.

40
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms,
Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the
Coast product names, and their respective logos are trademarks of Wizards of the
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This work contains material that is copyright Wizards of the Coast and/or other
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All other original material in this work is copyright 2019 by Ocean John Martinez and
published under the Community Content Agreement for Dungeon Masters Guild.

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