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dungeons & dragons

Subclasses
Based on kink
A Gay 5e supplement by Alexander r. Baguley

Barbarian Path Of The Daddy Paladin Oath Of Chastity

Barbarian Path of Deprivation Oath of Ooze and Ichor Paladin

Bard College Of R.A.D.A. Mukbanger Ranger

Bard College Of Burlesque Treasure Hunter Ranger

Cleric Stimulation Domain Shibari Artist Rouge

Cleric Joviality Domain Balloonist Rouge

Druid Circle of the Primals Sorcerer The Submissive Soul

Druid Circle of Tantra Sorcerer Son Of An Incubus

Fighter Flame Heart Warlock The Three Deamon Kings

Fighter Leather Master Warlock The Hive Queen

Monk Way Of The Hound Wizard School Of Ursidae

Monk Way Of The Overzealuse Educator Wizard School Of Cum Cura

DISCLAIMER

This supplement is based on fetishes aimed toward but not exclusive to "Achillien Men", it
is not meant to be representative. I apologise for not including Sapphic representation but
I do not feel that I have the right passions or experience to write such content.

If your DM has allowed you to use subclasses from this supplement please be considerate
to your other players, Fetish is not about making everyone else uncomfortable, it is about
how you find enjoyment in particular acts.
Barbarian

PATH OF THE DADDY

The path of the Daddy is one walked willingly by few but to actively embrace it and take the
power that it offers will change the way you can act in every way. The talents and wonders of
the great daddies of old can only be truly learnt through dedication and connection to the
enlightenment that we know through our rage.

"We are the protectors of the little and the subservient, we are the keepers of punishment and
care, we are the Daddies of the Path that all are made to tread"

Things to keep in mind when playing these characters:

 You refer to everyone as Boy, Son or Kid, even women.

 Three distinct paths to walk

 Daddy knows how to take control

 May play as any allinment

Masterful Presence

Beginning when you pick this path at 3rd level you must pick the essence of whom you are
striving to become. Your presence can be felt by all those within 10ft of you in every direction,
but not through total cover. Your presence activates whenever you enter rage and you can
activate the effect again on each of your turns as a bonus action. If your presence's effect
requires a saving throw it is 8 + Proficiency Bonus + CON modifier.

Dom Daddy: Your presence is overwhelming and cannot be ignored, all creatures in your
presence must make a CHA saving throw, on a fail they are Charmed until your rage ends or
they make a successful save. Creatures may reroll the saving throw each turn. On a success,
there is no effect.

Soft Daddy: Any friendly creature within your presence, including yourself, gains 2hp of
healing. This increases by +2 at 6th, 10th, 14th and 18th level to a max of 10hp per use.

Sugar Daddy: All gold in your presence literally dazzles those nearby, all creatures must make
a CON saving throw, on a fail they are Blinded for 1 turn and take 1D4 radiant damage. On a
success, there is no effect and they take half damage. This damage increases by 1D4 at 6th, 10th,
14th and 18th level to a max of 5D4.

Paternal instinct

At 6th level, you learn to manifest your essence without using your presence. The benefits are
based on the essence that you choose below.

Dom Daddy: You can no longer be Charmed. Additionally, you gain advantage on any CHA
check when interacting socially.

Soft Daddy: You gain the Aid and Prayer Of Healing spells but only as rituals. You may also
learn and cast as a ritual any cleric spell that has the ritual tag. Your spellcasting ability is CON.

Sugar Daddy: All items that you make result in 1 higher quality than the effort/time you put in.
Additionally, any item you attempt to gift or sell is considered more valuable they ordinary.
Good Boys Get Toys

At 10th level, you connect with a state of enlightenment gained through your knowledge and the
essences that you have taken on. You may now take on a PC to be your "boy" who will gain
benefits based on your essences. For each essence taken your "boy" gains 1 additional use of
these abilities.

Dom Daddy: Once per day you may go into a fighting trance, gain one additional action per turn
for 3 turns.

Soft Daddy: Once per short or long rest a failure on a death save may be turned into a success.

Sugar Daddy: Once per day you may haggle the way daddy likes and there is a 1D10 chance
you will get the item for free.

Angry Daddy

Beginning at 14th level you may grasp your true essence of Daddiedom and manifest your true
power. The benefits are based on the essence that you choose below.

Dom Daddy: Your disappointment is palpable, when a creature hits you with an attack you may
force them to make a CHA check, on a failure the creature is Frightened for 1D4 + your CHA
modifier turns.

Soft Daddy: You have a unique understanding of how to care for and damage a person's body. If
you are using a bladed weapon then you may use your bonus action combined with your attack
action to do arterial damage, the target is then considered Bleeding. The target loses 1D4 hp per
turn X successful arterial attacks until they are unconscious or a healing spell is used upon them.

Sugar Daddy: You understand that sometimes money is power, you may now weaponise your
gold. As a bonus action you may throw a gold piece up to 30ft at a target, if the target is hit the
gold piece will explode doing 4D6 radiant damage to the target and blinding anyone looking at
them within 10ft.
Barbarian

PATH OF DEPRIVATION

Those on the path of Deprivation know that in many cases being able to see less can allow you
to see far more than you could have ever expected. If one of our kind should take to let you hear
our true voice hope that it is one of virtue or may the madness take you quick.

“Can't even shout.

Can't even cry.

The Gentlemen are coming by.

Can't call to mom.

Can't say a word.

You're gonna die screaming

but you won't be heard.”

-The Gentlemen, Buffy

Things to keep in mind when playing these characters:

 You make a mage killer

 nothing hides from your lack of eyes

 CON is very important latter on

 May play as any allinment

Deprived of Sight

Beginning when you pick this path at 3rd level, when you go into rage you lose your normal
ability to see, this is replaced with blindsight to a distance of 30ft.

At 6th level this is changed to 60ft and at 14th level this is changed again to truesight.

Deprived of Sound

At 6th level, while raging you have immunity to any effect that requires you to hear.

Additionally, when you succeed on a grapple attack on any creature, you may make it so the
only sound they can hear is your voice and they can hear you as long as you are within 1 mile.
Roll a dice of the closest size to your level rounded down, the result of this dice is the number
of hours that this ability lasts.

For every hour that you are attached to a creature in this way you can choose to speak sweet
nothings or tortures slurs to them, the DM may roll a d20 and on a 1 the creature is charmed or
terrified of you for the number of hours rolled as days. If they are charmed then you may make
no effort to harm or put them in harms way or the charm will be broken.
Deprived of Scent

At 10th level, when you are raging you also lose the ability to smell, instead your blindsight
ability also allows you to see scents, as rivers of colour in the air.

Additionally, you gain resistance to poison and disease that can be administered through
inhalation or digestion.

Deprived of Speach

Beginning at 14th level while you are raging you may choose to take in a breath, all those
within 30ft of you must make a death saving throw. On a fail, you pull the voice from your
victims and hold it in your lungs, as long as you are holding your breath these creatures are
under the effect of Silence and Suffocation.

As soon as you speak or breathe out the voices of your victims fly back to them and they are
able to breathe once more.
Bard

COLL EGE OF R.A.D.A.

Versatile and dedicated to your craft these Bards are always in a character for some reason or
another. When you get more than one in a room you get a show and they love to perform.

To have some real-world fun with this you could have different costumes that you wear and
have to change while playing or even just hats for each role. this not only makes the college a
bit of a laugh but can help your DM know what role you are in at the time.

Things to keep in mind when playing these characters:

 Inspired by the way pornstars are when they are asked to act

 When thinking of the outfits think stripper quality tat

 Good for almost any situation

 Can play any allinment

Bonus Proficiencies

Beginning when you pick this college at 3rd level you gain proficiency in one additional saving
throw (STR, CON, INT or WIS).

Budding Tallent

Starting at 3rd level you may take a day to take on a Role, roll a D20 and add your performance,
take the total in hours off the day. On a natural 20, you change instantly.

Soldier: You become proficient with all weapons and armour. You may expend one of your
bardic inspiration (BI) and make an Action Surge, letting you make one additional action that
turn.

At 6th level you gain Extra Attack, you may attack twice rather than once when you take the
attack action on your turn. The number of attacks increases to three when you reach 14th level.

Cowboy: You become proficient with whips and gain advantage when making a Grapple. You
may expend one of your BI to use Primal Awareness, letting you for one minute become aware
of every creature present within one mile of you and decern its type.

At 6th level you gain Stoic Rangler, when you make an attack with a whip (to 10ft) or rope (to
30ft) you may also make a Grapple on the creature if it is no larger then medium.

Magician: You become proficient with arcana and investigation. On a short rest you may
expend one of your BI to make an Arcane Recovery, letting you recover spell slots with a
combined level equal to or less than half your bard level.

At 6th level you gain a variation of Minor Conjuration, you may use an action to conjure an
inanimate object from your top hat, cloak or wrist cuff that is no larger than 3ft. The object
disappears after one hour, or if it takes or does damage.

Rising Star
At 6th level you Gain the Role of Wrester and Robber, when changing Roles you now change
instantly on a 19-20.

Wrester: You become proficient with Acrobatics and unarmed attacks use a D4 damage dice.
You may expend one of your BI to make a reaction and Deflect Missiles, letting you deflect or
catch a missile when you are hit with a ranged attack reducing the damage by 1D8 + DEX
modifier + bard level.

At 14th level, you Gain Evasion when you are subject to an effect that has you make a DEX
saving throw to take half damage, if you succeed then you take no damage instead.

Robber: You become proficient with Theives' Tools, Sleight of Hand and Stealth. You may
expend one of your BI to distract a creature letting you make a Sleight of Hand action with
advantage or make a Sneak Attack of 3D6.

At 14th level, your Sneak Attack is 6D6.

I'm An Actooooor!

Beginning at 14th level you gain the Role of Royalty, when changing Roles you now change
instantly on a 17-20.

Royalty: You become expert with Deception, Performance and Persuasion. You may expend one
of your BI to have a humanoid make a CHA saving throw, on a fail they are Charmed for the
next hour or until they take damage. You may also use any of the other role's BI abilities when
in this role.

You gain Aura Of Majesty, all humanoids within 30ft of you have disadvantage on
Investigation and Perception against you and as if under the effects of the Friend spell but those
affected by this are not aware that they have been under this effect. This does not affect anyone
who is actually royalty.
Bard

COLL EGE OF BURLE SQUE

Masters of being seen these bards know how to put on a show and dazzle the crowds. nut maybe you
should keep an eye on what they are not doing and who in their outrage is missing. the college of
Burlesque equips you with many tools and you only need to fan your way into the room to catch all the
people in your net.

Things to keep in mind when playing these characters:

 You should flesh out your character by finding designs that they would wear

 You are extremely talented with most forms of dance, comedy and singing

 Good crowd control

 Must play a any allinment

Bonus Proficiencies

Beginning when you pick this college at 3rd level you gain proficiency with improvised
weapons, Acrobatics and performance. If you are already proficient in these then gain expertise.

Burlesque Thrall

Starting at 3rd level as an action you may make one of three performances:

Fan-tasmal Dance: You start dancing hypnotically with your fans, gracefully revealing and
hiding your body, until your body stops reappearing from behind the fans. You may expend one
of your bardic inspiration (BI) and appear behind one creature within 30ft and make an attack or
touch spell on the creature adding the dice roll to your hit dice. You maintain Fan-tasmal
Dance till your next turn adding the BI roll to your AC.

Slapstick: A silent comedy sketch hiding a psychic attack as all creature's eyes follow the
stupefying movements of your body. You may expend one of your BI to make all creatures that
can see you make a CHA saving throw against an AC of 8 + your BI dice roll. On a fail they are
made Prone and put in a state of hysterical laughter, they may repeat the saving throw each turn
but if they fail 3 turns in a row they become Unconscious for one turn. On a success, they don't
find it funny.

Cabaret: You start to sing in mesmeric tones joyous and epic to glad ears. You may expend one
of your BI to have all creatures that can hear you make a CON saving throw against an AC of 8
+ your BI dice roll. On a fail they are Deafened and can only hear the song repeating, they may
repeat the saving throw each turn and on a success, they may hear normally. On a success, they
are not Deafened.

Rose Tinted Glasses

At 6th level, you may cast Disguise Self without using a spell slot. If you do so you may
glimpse into the mind of one humanoid within 60ft and take the form of the person (or ideal)
that they most desire.

If you do this that humanoid gets disadvantage on seeing through your disguise and you get
advantage on any attempt to charm them.
Stripped Down For Parts

Beginning at 14th level you may begin to strip items of clothing off your body while giving one
creature your full attention and eye contact, the creature must make a CHA saving throw, on a
fail it is Charmed in place. With every item of clothing removed you do 1D10 + CHA modifier
psychic damage to the creature with which you are transfixed (max of 2 items per turn). For
each additional item of clothing add 1D10 to the damage dice. On a success, the creature is not
Charmed in place but must make the save for every turn you commit to the skill.

The max items of clothing you may commit to this skill is 10 (max damage of 10D10 +CHA
modifier psychic damage)
Cleric

STIMULATION DOMAIN

"We open the way for the heavens to strike done within us, we are the vesils of the gods might
and through our actions you will feel their rath and their love."

Clerics of this domain find their faith in their actions and work with vigor in every step. They
are a force to be reconed with and make no effort to hold back when in combat or any other
action for that matter. They are out spoken and more then willing to challenge others in
whatever way they wish.

Things to keep in mind when playing these characters:

 You may play any alignment

 Dable in most things, a bit of crowd control, a bit of healing bit of damage.

 Good survivability

 All about the lightning, if that wasn't obvious

Stimulation Domain Spell List:

You gain Domain spells at the Cleric levels listed.

Lvl Learnt Spells

1st Witch Bolt, Longstride

3rd Dragons Breath, Enlarge/Reduce

5th Lightning Bolt, Haste

7th Storm Sphere, Stoneskin

9th Telekinesis, Skill Empowerment

Grounded

When you choose this Domain at 1st level, you gain Resistance to Lightning damage and the
cantrip Shocking Grasp, this does not count toward your known cantrips.

Shocking Results

At 2nd level, when you use Shocking Grasp you may make an INT check against a DC of the
rarity of the creature you are targeting, on a success you know where to target this creature to
cause the best results and stun it till the end of its next turn. On a fail, you gain no benefit to the
roll.

For every time you succeed in this action against a creature type the DC reduces by 2 until it is
10. If the target is the same race as you, you automatically succeed.

Electro-Therapy
At 6th level, when your party takes a short rest if anyone uses dice to recover health then you
may use your electrical knowledge to aid the healing process. Any dice that rolls a 1 or 2 may
be rerolled and you must take the new result.

Additionally, as an action, you may use this knowledge to painlessly rouse a sleeping or
unconscious creature.

Feedback Loop

At 8th level, if there is a creature within 5ft of you maintaining a spell, as a bonus action, you
may cause them to experience feedback, the creature then takes damage equal to the level of the
spell they are maintaining and must make a concentration check.

Clear!

Beginning at 17th, If you should drop to 0 hit points then you automatically give out a burst of
electrical energy hitting everyone in 30ft of you and jolting your heart back into action restoring
you to your cleric level plus your WIS modifier in Hit points.

All creatures with 30ft must make a CON saving throw, on a foil, they take 6d10 lightning
damage. On a success, they take half as much.

This feature may be used once every day and recharges at daybreak.
Cleric

JOVIAL ITY DOMAIN

Often called the Jolly Gents these misleading clerics are never seen without a blistering smile.
In their doctrine, it says that for them to be deserving of the gifts that they receive from their
gods they should never show disgruntlement, to the point that you will never see one even
frown, or at least you should never want to.

Never underestimate these jolly folk, and if you find yourself laughing just hope that you still
have the ability to stop.

Things to keep in mind when playing these characters:

 You may play any alignment

 powerful controller

 Could be played very creepy as you must always be smiling even in grim moments

 Moves from control to deadly caster

Joviality Domain Spell List:

You gain Domain spells at the Cleric levels listed.

Lvl Learnt Spells

1st Hideous Laughter, Charm Person

3rd Crown of Madness, Enthrall

5th Catnap, Motivational Speech

7th Compulsion, Charm Monster

9th Synaptic Static, Modify Memory

Comedian

When you choose this Domain at 1st level, you gain proficiency in Performance and have
advantage on any action for the purpose of comedy, pranking or tickling.

Jolly Caster

At 2nd level, you may choose to cast Hideous Laughter upon yourself, instead of the spells
normal effects, for the next minute you find relief in the compulsion of the spell. Whenever you
cast a spell or make a concentration save in that minute, you gain a Jolly Dice and may roll a d4
adding the result to your roll to succeed.

At 8th level, the Dice for this becomes a d6 and at 17th level, the dice becomes a d8.

Faithful Feather
At 6th level, you receive a magical feather that floats in the air within 5ft of you at all times, the
feather may act as an Archain Focus or Holy Symbol if you so wish.

As a bonus action on your turn, you may have your feather shoot at a creature within 30ft of you
and automatically cast Hideous Laughter on the target without expending a spell slot or using
any components, after which it returns to your side.

You may do this up to your WIS modifier times per day (minimum of 1), this feature resets at
dawn. You may not use this feature upon yourself

Deadly Joker

At 8th level, If you are under the effects of Jolly Caster then you may also add the number
rolled on your Jolly dice to your damage rolls in spell attacks.

The Gods Frown With Me

Beginning at 17th, you force your smile into a frown and the world goes quiet, everything
within 60ft stops moving. All creatures within 60ft must make a CON save against your spell
DC, on a fail, they are Petrified in necrotic ice and take 8d8 necrotic damage. On a success,
they take half damage and their movement is reduced by half.

A creature may make the save again on each of its turns, however, for each subsequent failure
the creature incurs a level of Exhaustion.

This feature may only be used once each day and recharges each dawn.
Druid

CIRCLE OF THE PRIMAL S

The Primals are powerful and proud, they have the means and strength to overcome any obstacle.
though they keep many of their ways secret from the other peoples of the world they see the
benefit in intervening in worldly matters if they feel that there is no other choice.

A party member of this circle may hide their true power under the gise of the circle of the moon
and only reveal it if the times truly call for them too. However, they may also be proud of their
Wereshape and live as much of their time in the from as they can.

Things to keep in mind when playing these characters:

 You may play any alignment

 Great versatility and damage

 Very Druid meets barbarian

 Just let out your inner furry and enjoy

Wereshape

Starting when you choose this Circle at 2nd level, you may use your Wild Shape to take a half
form between beast and person, this is your Wereshape. You may take the Wereshape of any
creature you can Wild Shape to and if the creature is smaller than your current size then your
size is reduced by one and if it is larger then it is increased by one.

In a Wereshape you gain all of the abilities, senses and stats of the beast you take on as well as
the development of claws/talons and jaw/beak respectively, if the creature had attacks with this
feature then you are able to perform them as normal. Additionally, because of your half state,
you are still able to use weapons as normal. In your Wereshape, you do not have a separate
health pool instead you gain 10 temporary hit points for every full CR rating.

Starting at 6th level, you can transform into a beast with a CR as high as your druid level
divided by 3, rounded down.

Primal Frenzy

At 2nd level, when you are in your Wereshape you may tap into the primal nature of the beast
and enter a Frenzy. While Frenzied you may only use weapon or beast attacks but for every
attack action, you may make 3 attacks against a creature. If you reduce a creature to 0 hit points
while Frenzied then you may recover 1 hit dice in health.

You can maintain a Frenzy for 1 minute and use this feature up to your WIS modifier per day,
this resets at daybreak.

Primal Power

At 6th level, your focus in Wereshape allows you to cast as normal. Additionally, instead of
healing on a kill during Frenzy you may shoot off an offensive cantrip if there is a creature in
range.
Persona

At 10th level, you may choose a favourite Wereshape, while in your normal form you gain all
of the sensory and instinctual attributes of this creature.

On levelling you may change this favourite form, it must be of a creature you can turn into.

Primal Focus

At 14th level, in any form, if you have a piece of a creature or its belongings then you can track
it if it is within 20 miles, if the creature is immune to divination then this is reduced to 5 miles.

You may also step into a deep consciousness between man and beast gaining Primal Focus, in
this state you may look through the eyes of any creature within 5 miles and gleam their
intentions. if the creature is immune to divination it is immune to this feature.
Druid

CIRCLE OF TANTRA

Invested in the exploration of passion and the physical they also look to the spiritual to find
companionship and compaction. it is in these unique practitioners that we find ourselves
building relationships and physical bonds with our party for the betterment of us all and the
enjoyment of all.

These versatile spellcasters will help your party stay strong and get stronger, they will be able to
keep up with the most of you and have a few surprises up their sleeves.

Things to keep in mind when playing these characters:

 You may play any alignment

 Good for party buffs

 Many versatile uses and terrain is very important

 Trust in your spirit and feel its guiding hand

A Friend in Thee

Starting when you choose this Circle at 2nd level, you tap into the animist aspects of nature and
form a relationship with a spirit of the land. As you interact with the spirit and form a physical
bond you gain certain abilities.

Depending on what you are stood upon you may draw different energy through the bond you
have built.

Stone - Gain +1 AC

Dirt/Grass - Gain +1 to hit with any spell

Sand - Gain +10 to movement

Ash - Gain +1 to the damage of any spell

Ice/Snow - Gain +1 to saving throws

Tantric Ritual

At 2nd level, when performing a long rest you and as many party members that wish to join in
may perform one joint tantric ritual of any spell, if the spell is a buff spell then you must roll a
d6 and the spell will last for a number of hours equal to the result of the dice plus your WIS
modifier.

Animistic Lover

At 6th level, your bond with your spirit grows and what you may ask of them increases, as an
action you may ask them to kiss your body offering you a boon. This may be done once every
day resetting at dawn.

Legs -Double your movement speed for one minute.


Arms - Gain an extra attack when you take the attack action for one minute.

Lips - Clears you of any status effect and protects you from them for one minute.

Chest - Heals you for your Druid level plus your WIS modifier in hit points.

Soft Embrace

At 10th level, you feel the caress of your spirit and know its affection and will, as it protects
you you may not be caught by surprise and cannot be subject to sneak attacks unless you are
flanked.

My Body, Your Body

At 14th level, you may unite with your Spirit in ecstasy and becoming an animistic psion for
one minute. In this form, you may cast the cantrips Mold earth, Shape Water, Produce Flame
and Gust as a bonus action even if you do not have them in your known cantrips list.

Additionally, you may choose one spell from your spell list of 5th level or lower and can cast it
each turn as an action without expending a spell slot or material components.

This feature may only be used once every day resetting at dawn.
Fighter

FLA M E HEA RT

"All that I am, all that I could be I give to the flame, I give to the heart of my being freely and
fully. Let my soul seek no other and my power is set in line. The little that I was shall be great
and my flame shall roar brighter and hotter than all others."

With all of their potential devoted to one spell, even the weakest can shine bright. you are one
of the few that have learnt the secret ways of the flame and been able to benefit from its gifts
without burning up yourself. my your path be long and your heart be strong.

A great damage dealer and offensive based subclass that gives you a new way to explore but
some very simple limitations, you may never cast any other spell than Produce flames. if you try
to cast anything else you will simply fail at the task, even if the spell is from an item or wand.
However, you may still attune to magical items as normal.

Things to keep in mind when playing these characters:

 You may play any alignment

 Works great with feets

 Very specific focus

 My interpretation of a fighter mixed with a warlock

Devotion to the Flame

Starting when you choose this archetype at 3rd level, you devote all your magical talent to the
flame that burns within gaining access to the Produce Flames cantrip CON is your casting
modifier and DC for all spellcasting. Due to your pure focus on this one spell your flame burns
stronger than normal, when you use this cantrip to attack you may roll one additional damage
dice (2d8). One of the dice rolled is fire damage as normal but the additional dice does radiant
damage instead.

This spell's damage increases by 1d8 fire damage and 1d8 radiant damage when you reach 5th
level (4d8), 11th level (6d8), and 17th level (8d8).

Playing with Fire

At 3rd level, when you are hit with fire or radiant damage you may use a free action to absorb a
portion of the damage equal to your character level reducing the damage taken by this amount.
Record the amount of damage absorbed through this feature between long rests.

Burnt into Flesh

At 7th level, you may release all the damage you have absorbed through the Playing with Fire
feature, using it up. You produce a nova of flame or radiant damage your choice and all
creatures within 30ft must make a CON saving throw. On a fail, they take the full damage and
are Blinded till the end of your next turn. On a success, they take half damage.

Blessed Tools

At 10th level, you may bless your flames into a weapon giving it either fire or radiant damage
equal to the number of fire or radiant dice you have in your Produce Flame spell. You cannot
bless more than one weapon at a time and they can only benefit from one damage type. Casting
the Produce Flame cantrip again ends the effect.

Produce Flaming Aura

At 15th level, you may hold your flames as an aura, any creature within 5ft when you produce
this aura must make a CON save or take half the damage of your Produce Flame cantrip, if they
roll a 1 they take the full damage. Any creature ending its turn within 5ft of you must make this
save also. If they succeed on the save they take no damage.

The aura ends if you cast Produce flames, become unconscious or if you end it as a bonus action.

Burning with Desire

At 18th level, you push yourself past your limit and give yourself over to the will of the flame.
For the next minute you take 1d8 fire damage every turn which cannot be reduced in any way.

While in this state you may cast your Produce Flames every turn as a free action as well as
maintain either a Blessed Tool or your Flaming Aura.

This skill ends only if you are rendered unconscious or incapacitated.


Fighter

LEATHER MASTER

What started as an obsession and hobby has become your means of survival, if it wasn't for your
skill will leather then you wouldn't be alive today. so where do you go from here, I guess you
make it a legitimate method of fighting and adventuring. At least you'll look good doing it and
feel sexy as you take down the monsters plaguing the local towns.

Your skills are all about surviving and taking the damage that would otherwise kill your party.
You are the sexy master craftsman and know how to take everything you can give out. Have fun
and don't take it too seriously.

Things to keep in mind when playing these characters:

 You may play any alignment

 Has great tanking potential

 Works well with grappling feets

 Great resistances and can make a good artisan

Hardened Leather

Starting when you choose this archetype at 3rd level, you gain proficiency with leatherworker's
tools and when wearing leather armour gain +1 AC. When you acquire any leather armour you
may spend a long rest to make prothetic alterations without damaging any effect the armour may
have.

Public Awareness

At 3rd level, when you are in full leather gear you are treated differently and gain proficiency as
well as advantage in intimidation.

Boning and Lining

At 7th level, you learn how to reinforce your leather armour giving you resistance to
Bludgeoning, Slashing damage and Cold or Fire damage depending on the lining used.

Cooling and Inflammable Silks. You gain resistance to fire damage, and you don’t suffer the
effects of extreme heat, as described in the Dungeon Master's Guide.

Warming Wools. You gain resistance to cold damage, and you don’t suffer the effects of
extreme cold, as described in the Dungeon Master's Guide.

Harness Of Tools

At 10th level, you may make either leather items to use in combat. You may carry multiple of
each.

Leather Cuffs. As an action, you may attempt to grapple a creature if successful then you place
these cuffs on the creature and they must make a strength save each turn in an attempt to
remove them or they remain grappled.
Choker. As an action, you may attempt to grapple a creature if successful then you place them
in a choker they may attempt to remove the choker with a CON check against your DC, however,
from when the choker is fitted they are considered choking and has 1 + its CON modifier turns
before it becomes unconscious.

Fill My Special Pocket

At 15th level, you learn how to make Pockets of Holding on your armour. The pockets can hold
items up to a 3ft cube in size but they must fit through the opening of the pocket. Each pocket
takes you 12 hours of crafting time to make each.

A Devil In Flesh

At 18th level, you learn to enchant your armour to be more than merely hardened leather. This
is your chosen flesh, it is living as long as you are and heals just as you do.

While you are wearing your personal armour you have additional temporary hp equal to your
fighter level + your AC.

If your armour is taken from you for longer then 48 hours then it will start to die losing 1hp per
hour. While you are wearing your armour, even after it hits 0hp, it will heal 2hp for every hour
it is worn or it recovering fully on a long rest. It takes 48 hours for you to form this link with a
new set of armour.
Monk

WAY OF THE HOUND

People afflicted with Lycanthropy are usually thrown from society or consumed by the darkness
of the curse that they host. But not the monks of the hound, you have dedicated yourself to their
ways to control the power that longs to consume you and their handlers have helped you to take
what you need without giving up your soul. You have named the beast within you and own it
proudly, you know you are but a puppy among mighty hounds and have lots to learn from the
order.

The monks of the hound spend every full moon in a cloister to control the effects of the moon
through the great ritual of OWO. The great ritual of the OWO is spent in a circle chanting “owo”
and embracing, for it is through our connection to others that we control ourselves. (in your
party you must on every full moon perform the Great ritual of the OWO or there is a 1d10
chance you will massacre the party in their sleep)

The aim of these monks is to give refuge to those affected by the disease and to punish those
who willingly give in to its darkness. For this reason, they often join with adventuring groups
and travel the world. Due to their control of the curse they cannot infect others unintentionally.

Things to keep in mind when playing these characters:

 You must play as a "good" or "lawful neutral" allinement

 You speak with a lisp when in Hooded Form and cannot speak in Furry Form

 On choosing this way you must create a pup hood out of whatever you wish.

 You must perform the Great ritual of the OWO each full moon

Domesticated Shift

Starting when you choose this tradition at 3rd level, you can control your were-shift to take the
Hooded Form for 2 ki, you can maintain it for up to 4 hrs a day.

In this form, you gain claws and fangs along with a muscle mass increase (STR +1) and
body/facial hair. You may shift back to human at will. You cannot use Hooded Form on the full
moon.

Bestest Boy

At 3rd level, you gain the ability Keen Hearing and Smell (You have advantage on Wisdom
(Perception) checks that rely on hearing or smell) and you can identify and understand an ally
whispering from 60ft away.

At 11th level, you also gain the abilities of Pack Tactics (advantage on attack rolls against a
creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't
incapacitated).

Find the Bone

At 6th level, as a free action, you can spend 1 ki to use your enhanced senses to find a week
spot on a creature. On your next attack on that creature add your WIS modifier to the damage.

True Puppy
At 11th level for 4 ki, you gain access to your full Furry Form. In this form, you increase in
size by 1, gain claws, fangs and increase muscle mass and agility (STR +2, DEX +2) along with
full-body hair, a tail and ear development. You can only maintain your Furry Form for 30min a
day apart from a full moon when you cannot use it. You may shift back to human at will.

Squeaky Toy

At 11th level as an action, you may mark an enemy till the end of your next turn for the cost of
3 ki giving advantage on hit dice for the party.

Blessing of the moon

At 17th level, you have purified the cures of the werewolf within you and become a Faoladh, a
blessed guardian of the wilds. You can now use your Furry Form for 2 hrs a day and Hooded
Form indefinitely and are not restricted by the full moon.

If you are reduced to 0 HP while in Furry Form you can return to your human self at half your
full HP, you cannot use your Furry Form, Hooded Forms or any of the Way of the hound
abilities until you have had a long rest.

Hooded Form:

Multi-attack: You can make two attacks one with your bite and one with your claws

Bite: Melee Weapon Attack: +4 to hit, reach of 5 ft on one target, 1d8 +STR piercing damage.

Claws: Melee Weapon Attack: +4 to hit, reach of 5 ft on one creature, 2d4 +DEX slashing
damage. Counts as an unarmed attack for monk modifiers.

Furry Form:

Damage Resistance: Bludgeoning, Piercing, and Slashing from None-magical Attacks that aren't
Silvered

Multi-attack: You can make two attacks one with your bite and one with your claws

Bite: Melee Weapon Attack: +4 to hit, reach of 5 ft on one target, 2d6 +STR piercing damage.

Claws: Melee Weapon Attack: +4 to hit, reach of 5 ft on one creature, 2d6 +DEX slashing
damage. Counts as an unarmed attack for monk modifiers.
Monk

Way of overzealous education

Monks of this ilk are some of the most enthusiastic teachers in the worlds and pride themselves
on being informed, they act with aged wisdom and are never afraid to speak their minds.
Everyone else in the world tends to only be able to tolerate them for short lengths of time
though, they are appreciated but can be a bit …. much. Regardless of how others think of them,
these monks are always there to help people and travel the world doing good deeds and teaching
what they can to anyone that will listen.

The way of overzealous education was inspired by a monk who observed the actions of a bard
and how they would enthral a crowd, again and again, the monk attempted to do the same and
birthed a new and “interesting” way of doing things. One of the main features of these monks is
that they channel their ki through their voice however this also means that if you are gagged or
for some other reason cannot speak then none of these abilities can be used.

Things to keep in mind when playing these characters:

 You must choose a safe word when you start

 Don't take this class to seriously

 Good magic resistance and ways of dealing with spells

 Must play a "good" allinment

Fables and lies

Starting when you choose this tradition at 3rd level, you gain the ability to identify illusions
within 20 ft and for 2 ki may dispel them by proclaiming your safe word. Communication is key
when your cutting through the shit.

At the 11th level you may use this skill as a bonus action to remove the blinded, deafened and
stunned conditions from yourself if they were caused by magic.

Concealed Dong

At 3rd level, once per short or long rest you get three dongs to make a finesse throwing attack
on any creatures within 30ft, up to the number of dongs available. If the attack hits then each
dong does 1d4 + Dex modifier bludgeoning damage.

For every additional level in monk that you take add one more dong to your barrage to a
maximum of 20.

Check Yourself

At 3rd level, you may spend 2 ki to become a physical copy of any one humanoid insight, the
effect is maintained for up to 15 minutes or until you choose to dispel it. The humanoid can not
be larger than 1ft larger or smaller than you.

Retract Consent

At 6th level once per short or long rest as a reaction you can spend 4 ki to dispel any magical
attack focused on you or automatically succeed on a saving throw. you must shout “I DO NOT
CONSENT” for this skill to work and when the attack touches your skin it will disperse.
This skill cannot be used to defend anyone other than yourself as no one other then one's self
can give or retract consent.

Comfortable Positioning

Beginning at 11th level instead of using your movement you can spend 4 ki to immediately
switch places with any creature within 50 ft of you.

If the creature is not willing it must make a WIS saving throw. On a success, you do not switch
places with the creature.

Power of the Safe Word

At 17th level as an action, you can funnel your ki into your voice to produce a vocal attack that
does 1d6 + WIS modifier thunder damage for every ki invested and gives the deafened
condition. You must shout your safe word to make this attack.

The attack emanates from you as a 30ft 30'degree cone. All creatures caught in the attack must
make a CON saving throw vs your WIS. On a success, they take half damage and are not
deafened.
Paladin

OATH OF CHAST ITY

The Oath of Chastity is a devotion to the gods, not through shame or prudish doctrine but in
seeking the ecstasy of the divine. Paladins of this ilk are often called Scarlet Immure due to the
deep red undergarments that they wear.

Tenets Of Chastity

Truth. I cannot lie to myself or my gods, I must be an example to all those who hear me.

Trust. I believe in my divine and know they will guide me in my actions, I must treat my
comrades with divine expectations.

Tantra. With ecstasy in every action and intention, I will make the world as the divine.

Tolerance. No matter how different from me there is always a path that can be tread together
but if you should act against the divine then Tolerance will become your Doom.

Doom. Our actions are earned and our outcomes are deserved, let the Truth of all things be seen
in our rewards.

Things to keep in mind when playing these characters:

 You are a keeper of power and divinity

 You are very trusting of your companions beware their intentions

 Good at holding people in place/crowd control

 Best played any "Good" alignment

Oath Of Chastity Spell List:

You gain Oath spells at the paladin levels listed.

Lvl Learnt Spells

3rd Ensnaring Strike, Shield

5th Web, Arcane Lock

9th Call Lightning, Magic Circle

13th Faithful Hound, Private Sanctum

17th Steel Wind Strike, Planar Binding

Channel Divinity

When you choose this oath at 3rd level you gain the following Channel Divinity options.
Pillars of the Chast. As you channel divinity you resite your oaths of chastity, any creature that can
hear you must make a CHA saving through, on a fail, they are fixed in place and repeat your words
spreading the effect in the same way, they also take your CHA modifier as psychic damage at the
beginning of each turn. Creatures may repeat the saving throw on their turn. On a success, they do not
become fixed in place and take no damage.

Devout Colours. As a bonus action, you may reach into any red item or surface (including your own
clothes) that is within 5ft of you and have your limb and anything it is holding emerge from any other
red item or surface within 120ft. If the item or surface is large enough then you may walk through it
and emerge from the destination as you wish.

Aura Of Creation

At 7th level, you are overflowing with virility and the creative divine so intensely that you and
friendly creatures within 10ft of you have advantage on all spellcasting.

At 18th level, the range of this aura increases to 30ft.

Weapon Of The Devoted

At 15th level, you are constantly under the effects of Ensnaring Strike.

Earned Release

Beginning at 20th you may shed your chastity for 1 minute and release your full connection to
the divine. You move at 2x your normal speed and may make 3 attacks when using the attack
action, you may also choose to cast a spell with any one of the attacks in the attack action.

When in this state any conjuration or Abjuration spell you do is upcast by 1 to a maximum of
9th level and saves against them are made with disadvantage.
Paladin

OATH OF OOZE AND ICHOR

The Oath of Ooze and Ichor takes a specific kind of person, you need drive and belief that many
lack. You aim to become something akin to divine yourself and you are willing to put yourself
through most anything to get there.

Your power comes more from yourself than any god, it is in the legendary origins of the Oozes
in the world that feed you and give you the strength to act.

Tenets Of Ooze and Ichor

Myth. Myth can be made real with enough power and belief.

Drive. To become anything we must first relieve ourselves of the shame of wanting it.

Belief. Beleive in our actions above all else and we will walk a path towards divinity.

Fearlessness. No man nor beast may shake us from our path, we walk and no obstacle shall
hold us back or block our way.

Ichor. Ichor is the blood of the gods and it is the path to godhood of our own.

When you choose this subclass you become able to communicate with all manner of slimes
regardless of their intelligence.

Things to keep in mind when playing these characters:

 You have your own rode to walk with or without the gods

 You are rare and thus an unexpected combatant

 Good at debuffs and mental attacks

 Intended as lawful neutral but may play any lawful alinment

Oath Of Ooze and Ichor Spell List:

You gain Oath spells at the paladin levels listed.

Lvl Learnt Spells

3rd Tasha's Caustic Brew, Sleep

5th Acid Arrow, Enthrall

9th Bestow Curse, Enemies abound

13th Vitriolic Sphere, Compulsion

17th Cloudkill, Modify Memory

Channel Divinity
When you choose this oath at 3rd level you gain the following Channel Divinity options.

Slime Whispers. As you channel divinity you start to recite a melody of squelches, sploshes and
sloshes that reverberate around you. Any creatures you wish within 30ft of you must make a WIS
saving through against your spell DC, on a fail, they are haunted by the ever-presence of slimes about
to digest them and becomes Paralysed in fear. They may repeat this save every turn and on a success,
the effect ends.

Blood of the Gods. As a bonus action, if you have taken damage this combat, you may channel your
divinity into your blood and have it become an Ichor with the same qualities of an Ooze of your choice.
As a free action on your turn for the next minute, you may make a pseudopod attack on any creature
within 5ft, the pseudopod has the same qualities as that of the Ooze you have chosen for your blood.

Aura Of Godliness

At 7th level, you have become a vessel of the divine blood that exists in the material plain
providing you and friendly creatures within 10ft of you gain resistance to acid and poison
damage. You cannot suffer the ill effects on your armour, weapons or constitution from either of
these damage types.

At 18th level, the range of this aura increases to 30ft.

Kin of my Kin

At 15th level, you are immune to the acid or poison of any ooze, slime, jelly or amorphous
creature.

Additionally, if you should attempt to Charm or Befriend any of these creature types you have
advantage on mundane attempts and will always succeed with magical ones.

A Step Towards Godliness

Beginning at 20th you may shed your current form and take the form of an Elder Oblex as if
using wildshape, you can do this a number of times equal to your CHA modifier per day
regaining the 1 charge at every daybreak. Any knowledge that you gain in this form is retained
in your original form and your spellcasting ability is based on your CHA in both forms.

When in this form you may retain it for your CHA modifier in hours.
Ranger

Mukbanger

Your obsession with food has paid off and you can use it to benefit you and your party or hinder your
enemies. Who knows what trickery you'll get up to but I can't wait to be invited to one of your parties.

Things to keep in mind when playing these characters:

 An around utility class

 You have a treat for every situation

 Your party will never go hungry again

 May play any alignment

Tasty Treat

Starting when you choose this archetype at 3rd level, you learn the skill Conjure Snack, when
you use this as a bonus action you conjure one food that may be eaten to give you a special buff.

Strawberry Cream Cake - Gives refreshing taste, gain advantage against charm effects for 1
hour.

Smoked Sausage - Gives hearty meal, gain resistance to poison damage for 1 hour.

Chocolate Mud Cake - Give sugar rush, gain an extra bonus action this turn and next.

This skill may be used a number of times equal to your WIS modifier per short or long rest.
Food items may be given to party members if they are within 5ft, this takes none of their actions
to consume.

Tricky Treat

At 7th level, if you are familiar with a creature then you may use the Conjure Snack to conjure
its favourite food and you may add either a paralytic or a poison both with a DC equal to your
spell DC.

Glutton

At 11th level, you may spend two uses of Conjure snack to gain added bonuses.

Refreshing taste - you cannot be put to sleep.

Hearty meal - adds +2 to CON saves.

Sugar rush - becomes extra actions.

Additionally, gain these new conjure options:

Elven Bread - Gain 2d6 healing.

Dwarven Draft - Gain +1 AC for the next 2 rounds.


Conjure Feast

At 15th level, once every long rest as an action you may use your conjuring powers to manifest
a massive feast.

If used in the midst of a fight then all creatures within 30ft of the feast become confused for one
round. if they choose to eat any of the feast then they must make a CON save or be charmed by
you for 24 hours or until you do harm to them.

If used to feed you and your party then they can gain any one of the effects from Conjure Snack
for the next 12 hours, excluding sugar rush and Elven Bread.
Ranger

TREASURE HUNTER

"No treasure too difficult to get your hands on, if you have the right tools for the job And I
know just how to use my tools."

not every problem can be solved with magic and you know some nifty tricks that others don't,
like how to move out of the way of a giant boulder. these masters of the whip are mobile and
deadly with ways to overwhelm their opponents swiftly and permanently.

Things to keep in mind when playing these characters:

 You have good movement

 You have massive damage potential with the ability to keep some distance.

 kinky but crafty

 May play any alignment

Tools and Tricks

Starting when you choose this archetype at 3rd level, you gain Proficiency with whips, crops
and flails. Additionally, all of these weapons gain the Finesse feature and you gain the
following abilities with these weapons:

Rangler - your whip attacks have double the range and when you make an attack action with a
whip you may choose to increase the difficulty to hit by +2 to make an Axsfixiation attack, on a
hit you do critical damage and the creature is prone till the start of its next turn.

City Swinger - when you have a whip or a flail equipt and take the climb action there is no
negative effect placed on your movement speed. Additionally, if make a jump action it is based
on DEX and if done anywhere where there is housing or a canopy with a whip your distance is
tripled and with a flail, it is doubled as you swing your way along.

Mounted Swing - when riding a creature with a crop and you land an attack action you
automatically do critical damage.

Personal Touch

At 3th level, you may add one of the following features to a whip or crop:

Barbed Shaft - +2 slashing damage

Piercing Tip - 1d4 piercing damage

Silver Threading - silvered

Personalised Handle - +1 to hit

At 11th level, you may choose a second one of these features but you may not choose the same
one twice.

Evasive Reaction
At 7th level, when making a DEX save and using a whip or flail you may move yourself up to
twice the reach of the weapon as a reaction, if you fail the save then you take only half damage
and on a successful save, if you would take half damage you instead take none

Group Flogging

At 11th level, when you take the attack action with a whip, crop or flail you may hit all
creatures within range of that weapon, you must make a separate to-hit roll for each creature.

You Said Harder, Right?

At 15th level, if you are using a whip, crop or flail then you may as an action coat the tip of
your weapon with a powder of your choice as shown below and perform a flurry of attacks equal
to your DEX modifier on up to the same number of targets. The target(s) must resolve the effect
of the powder applied for each time they are hit with this feature.

Possible Powders List

 Blinding Powder
 Blasting Powder
 Dust of Sneezing and Choking
 Dust of Dryness
Rouge

SHIBARI ARTIST

“You are their canvas and they will make you the most beautiful thing in the room, you cant
move Oh well beauty is pain. "

These talented rouges will treat you like rag dolls if given the chance, grate for the thief with a
heart of gold that doesn't like to kill his targets. Or even for those that like to play with their
food. there are lots of things that you can get up to with the shibari artist and you'll enjoy every
one I'm sure.

Things to keep in mind when playing these characters:

 You have control and defence

 You give others and yourself openings for your full damage output

 good options for traps

 May play any alignment

Intended Target

Starting when you choose this archetype at 3rd level, when you would make a grapple and have
30ft of rope available you may instead perform Shibari on the target creature. Make a melee
attack roll, on a hit, you render the creature grappled and you are not needed to maintain the
grapple.

The grappled creature may make a STR save on each of its turns against the DC of the rope used.
See rope list for rope DC.

Snared Repost

At 3rd level, as a reaction, you may roll a DEX (sleight of hand) check against your attackers
DEX score. On a success, you may use a portion of rope to block the incoming melee attack and
bind one of your attacker's limbs with the following results:

Hand/Arm - they have disadvantage on their next attack. After this, the rope is removed.

Foot/Leg - they have half movement speed and disadvantage on DEX check till the start of their
next turn. After this, the rope is removed.

Rope Bunny

At 9th level, you may rig yourself in Shibari rope giving yourself the defensive effect of that
ropes typing without losing any of your mobility or stealth.

Suspension Expert

At 13th level, you are skilful enough to perform larger acts. If you have 100ft of rope and have
not moved this turn you may as an action weave between up to 3 targets within 30ft of you,
incurring no attacks of opportunity, and perform Shibari making a melee attack roll for each, on
a hit, you render the creature grappled and attached to the other creatures.
The grappled creature may make a STR save on each of its turns against the DC of the rope used.
See rope list for rope DC.

As a bonus action with sufficient structure around you, you may render the grappled creatures
suspended and add +2 to the DC difficulty of escape.

Artist

At 17th level, you are a master of the Shibari arts and may weald rope as a melee weapon, the
features of the rope as a weapon are:

Finesse, Reach 20ft - 2d4 Slashing Damage

If you are using a rope as your weapon and have nothing in your freehand then you may make a
second attack as part of your normal attack action.

Any special properties of the rope you are using are carried over to it when using it as a weapon.

Rope List per 50ft

Name Cost STR DC Features

Hemp 1gp 10 +0, rope burn 1 damage per use as a weapon

Silk 10gp 12 +0

Woven silk 50gp 15 +1

Silvered Threads 150gp 13 +1, Silvered

Mithril 500gp 17 +2, Double strength

Adamantine 1500gp 19 +3, Magical


Rouge

Balloonist

You see them everywhere at parks at events at carnivals but you will never know which ones are
run of the mill entertainers and which are lethal magical balloon assassins.

"Oh you want a puppy one, sure but beware, its bark is far worse than its bite kid."

Things to keep in mind when playing these characters:

 You are a versatile change to the party

 You have many more options other than sneak attack if you want them

 good options for traps

 May play any alignment

Balloon Expert

Starting when you choose this archetype at 3rd level, as an action you may produce magical
balloons that can be as large as a 5ft cube and of any colour you wish. The consistency of these
balloons can be one of 2 types:

Popping - these balloons are set to pop as soon as a creature comes into contact with them doing
1d4 thunder damage and can be heard from 100ft away. These may also be triggered remotely.

Tough - these balloons are made to withstand being hit and have 1d4 + your INT modifier hit
points.

Premature Blowup

At 3rd level, you may produce a balloon around yourself as a reaction, this balloon is
considered Tough and takes the full force of any physical attack. However, if the attack has a
freezing element to it then the balloon becomes solid and you must make a melee attack on your
turn to break it.

Its Tooooooo Sticky

At 9th level, the balloons that you create now take an action or a bonus action at your choice
and may be made to be sticky in addition to their original property.

Sticky - these balloons stick to any creature that touches them and for each one attached of a
size larger than 1ft the creature loses 5ft of movement, if the creature is at less than half their
movement then they have disadvantage on any STR or DEX checks.

If a creature loses all its movement to this feature then it is considered Incapacitated.

Floaty Like

At 13th level, you may make your balloons lighter than air as if they were under the effects of
the levitate spell. This may be done on creation or you may change the property of an existing
balloon that you can touch.
Bubble Man

At 17th level, you may produce an illusory copy of yourself with your character level + your
INT modifier hit points. this copy is made of balloons, can move 20ft per turn and can make a
melee attack on creatures within 5ft doing 2d4 + INT modifier thunder damage.

Alternatively, the copy may grapple a creature and self destruct doing its health x2 thunder
damage to the grappled creature and half as much to any creatures within 10ft.

You may use this feature once every short or long rest.
Sorcerer

THE SUBMISIVE SOUL

People say that all the power goes to those who take it, to thas who are willing to dominate.
They forget that some of those who submit do so willingly and that they should be prepared for
the consequences.

"Willing submission is a powerful act and whose who do it can often take more then you can
ever give out"

Things to keep in mind when playing these characters:

 You are a sub, not a simp unless you want to be

 You are very sorcerer point hungry, make sure you have them for when you need them

 Good damage resistance

 May play any alignment

Unworthy Pursuit

Starting at 1st level if an enemy roles a 1 or 2 when attacking you with a melee weapon then
you may as a reaction make a weapon or touch spell attack with advantage.

Accepted punishment

Starting at 1st level gain 1 punishment dice (PD) when an attack or spell does damage to you,
you may expend your PD and remove the result from the damage taken. Your PD is a D6 and is
recovered on a long rest.

At 2nd level, you may recover a PD by expending 1 sorcerer point per dice. At 6th, 14th and
18th level you gain 1 additional PD. At 6th level your PD becomes a D8, at 14th level it
becomes a D10 and at 18th level it becomes a D12.

Bratty Rejection

At 6st level as a reaction, you may expend sorcerer points equal to the level of an incoming
spell to disperse it.

At 14th level for 1 additional sorcerer point, you may reflect it back at the caster.

Lost In The Moment

At 14th level once per day, recharging at sunrise, if you have taken damage since your last short
or long rest then you may stir your soul with the remaining sensations on your body.

You become revitalised with power gaining sorcerer points equal to half your sorcerer level and
the next levelled spell cast is upcast by 2 levels at no extra cost, to a maximum of 9th level.

The Soul Remembers

Beginning at 18th level when you expend a PD you may record the damage blocked as a PD
pool for that day, the pool returns to 0 at sunrise.
Once per day, recharging at sunrise, when you are casting a levelled spell you may add the total
of the PD pool to the damage of that spell.

If you rolled a nat20 for your spell to hit then the damage from the PD pool may also be
doubled.
Sorcerer

SON OF AN INCUBUS

Your father was an Incubus and you took after him in many ways but it is up to you what you do with
the power you have been born with. Will you enthral the hearts of men to do your dark deeds or will
you bring them the ecstasy you could offer for just the pleasure of doing it. Your bite can unlock the
intentions of any mortal and your foot-long tongue can divert their attention.

Things to keep in mind when playing these characters:

 You are the master of your own actions but desire does things to you you cant describe

 You have sharp pointed teeth and a foot long retractable tongue

 Good croud controle

 May play any allinment but a "Nutral" or "Evil" one works best

Irresistible Charm

Starting at 1st level you are hard to resist at the best of times but when you cast a spell that
charms even more so. When a creature is trying to make a save against being Charmed by you,
you may spend 1 sorcerer point to add your CHA modifier to your DC.

At 6th level, you become immune to being Charmed.

Good Touch, Bad Touch

Starting at 1st level once a day, recharging at nightfall, you may make one of two actions.

You lay your hands on one creature that has been made Paralised, Stunned or Unconscious and
remove the condition.

Or you may make the creature Paralised, Stunned or Unconscious. The creature must make a
CON saving throw, on a success they resist.

Love Bite

At 6th level for 2 sorcerer point as an action, you may bite a creature within 5ft of you, the
creature must make a CON saving throw, on a fail they are Charmed by you and takes 1D6
piercing damage. On a success, the creature is not Charmed. The creature may repeat the saving
throw each turn, on a success, they brake the charm.

You may add the skill of Irresistible Charm to this feature at the normal cost.

On the turn, you bite the creature you may move away from them without triggering an attack of
opportunity.

Tooth And Nail

At 14th level, if you are Grappled then instead of making a STR or DEX roll you may lash out
in a flurry of attacks using finness with your hand's feet and teeth. Make five attack rolls each
one doing 1D4 + DEX modifier slashing damage. If at least three of the attacks hit then you are
released from the Grapple.
If the bite attack hits then you may apply the Love Bite skill.

I Put A Spell On You

Beginning at 18th level, once per day recharging at sunset, as an action for 4 sorcerer points
every creature within a 50ft sphere focused on you must make a WIS saving throw, on a fail
they are Charmed for the next hour and will start to dance uncontrollably.

Any creature that succeeds is not Charmed but will not know that magic was used on them.
Warlock

THE THREE DEAMON KINGS

The pact of the Deamon Kings is one of service and power, your masters will expect a lot from
you but they will also give a lot in return. They will all visit you when they deem you worthy of
their presence and give you their mark. Through pain, pleasure and power they will give you
everything you seak and everything you deserve and you will revel in every moment. You will
beg for their touch, their discipline and they will honour your commitment to them with a grin
that could chill the soul.

Beleth, Purson and Zagan will be the names that you will utter in thanks for everything they
have given you, they are both cruel and kind, loving and punishing, sweet and tortuous.

The monster cards for the three Deamon Kings' avatars are in the resources section after all the
subclasses for any information you may need that is not provided below.

Things to keep in mind when playing these characters:

 You are a willing devotee of your Patrons

 Don't be a brat or your DM may punish you through your masters

 Good damage output

 May play any allinment but a "Nutral" one works best

Three Deamon Kings Extended Spell List:

The three Deamon Kings let you choose from an expanded list of spells when you learn a
warlock spell. The following spells are added to the warlock spell list for you.

Spell Level Spells

1st Snare, Magic Missile

2nd Web, Dragons Breath

3rd Fast Friends, Fireball

4th Black Tentacles, Storm Sphire

5th Dominate Person, Arcane Hand

Battle Rage Of Acheron

Starting at 1st level when you make the killing blow of a hostile creature reducing it to 0HP,
you may add your charisma modifier + warlock level to the damage of your next spell of 1st
level or higher.

Merciful Master

At 6th level as an action, you may call on the Deamon King Beleth to take pity on you, roll a
D20. On an even number, you succeed and regenerate up to 50% (rounding up) of your total HP.
If you are on 1HP you automatically succeed. This skill may only be used once every short or
long rest.

On an odd number, you fail and you do not expend this skill, Beleth feels his toy can still take
more punishment.

My Masters Fury

At 10th level, if a creature attempts to dominate you (charm or frighten), then you can proclaim
them no master of yours and automatically succeed on any saving throw against them. As a
reaction you may draw on your true master's power and twist the attempt back on them, they
must make a DC saving throw, on a fail they take 2D10 psychic damage and are frightened. On
a success, they take half damage.

Daific Reward

Beginning at 14th you may be rewarded by your masters with a Daific gift, to show you off as
one of their chosen servants. You may choose one gift to take from your masters.

Beleth

Daific Providence: You will score a critical hit on a melee or ranged attack roll of 19-20.

Daific Stature: You are given the strength to wield Heavy weapons in one hand and duel wield
them with proficiency (STR +3).

Purson

Daific Caster: Once per long rest when you cast a spell that requires a spell slot you may cast it
2 additional times in the same action and not need to use verbal, somatic or material
components.

Daific Surge: Once per long rest you may upcast one spell in your spell list to 9th level.

Zagan

Daific Mind: You are given the direction of Zagan the master strategist and have advantage on
any concentration, intelligence or wisdom check during combat.

Daific Space: You have access to Zagans personal dimension where he holds his daific weapons.
As a bonus action once per long rest you may pull one weapon from his dimension and use it for
1 minute.

You are proficient with all of Zagans weapons while you are using them. Please look in the
resources section for Zagans weapons and all the Avatars for Beleth, Purson and Zagan.
Warlock

THE HIVE QUEEN

Ruler of the city of wax the Hive Queen is a cruel and aloof character who lives to be served by
his abundant drones. Having overthrown the true Queen of his realm the mindless people came
to refer to him with the same title. His realm is guarded by violent candle golems who roam
endlessly in their vigil.

Entering into a contract with this patron means your soul is to be his for one of two purposes, to
be his tireless plaything or to be the core of one of his monstrosities in his aim for more power
and more land.

He will treat you sweet in life but only when he comes to collect will you know the true end to
come to your soul.

Things to keep in mind when playing these characters:

 You love the feel of wax on your body shamelessly

 Don't be the drone your queen wants you to be

 Good field controle

 May play any allinment

Hive Queen Extended Spell List:

The Hive Queen lets you choose from an expanded list of spells when you learn a warlock spell.
The following spells are added to the warlock spell list for you.

Spell Level Spells

1st Absorb Elements, Ice Knife

2nd Flame Blade, Snowball Swarm

3rd Fireball, Glyph of Warding

4th Wall of Fire, Ice Storm

5th Immolation, Cone of Cold

Liquid Wax

Starting at 1st level when you cast a spell that would do water or cold damage you can choose to
replace it with molten wax, it now does fire damage and the creature must make a STR saving
throw. On a fail, they are restrained.

You are immune to damage from wax attacks.

Moulded Flesh

At 6th level, once every short or long rest you may mould a hardened wax layer over your skin
giving you +1 AC and resistance to fire damage.
As a reaction, you may shed this wax layer and move 10ft avoiding the attack, you do not
trigger an attack of opportunity. You leave behind a wax copy of yourself.

Candle Mass

At 10th level, you gain the ability to cast rituals. As a ritual you may bond with one other
person, if you/they would drop to 0HP and the other is still alive then you/they drop to 1HP
instead. Only works once per person per day.

City Of Wax

Beginning at 14th level, once per long rest, you may bring an aspect of the city of wax into the
world making the environment 100ft around you covered in wax and candles.

For 10 minutes you are able to sence any creature touching the wax. As an action you can
attempt to envelop up to two creature no larger than Huge, the creature must make a STR saving
throw, on a fail they take 4D10 crushing damage, it is restained and it starts to drown. The
creature may make a STR saving throw on each of its turns to break out of the wax and begin to
breathe. On a success, the creature takes half damage and is not encased.
Wizard

SCHOOL OF URSIDAE

By studying the magic shared between Okku and the Spirit Eater along with the old magic of the
Bhalla tribes the school of Ursidae was born. Wizards formed a burly bond and began their
exploration of magic and each other. The elders of the school take the honoured title of Bhalla
and the main body are known as Bears. When you join the school you will be referred to as a
Cub until you summon your first Ursa spirit.

These are a proud order of practitioners and can be a bit prickly to those who dare to challenge
their legitimacy. They are also an incredibly protective and caring group, if you should seek
them out and ask for help they will undoubtedly offer you their aid and possibly their bed.

Things to keep in mind when playing these characters:

 You are of a very social order and very protective of your companions

 Your hairy chest makes the best pillow, or so you say

 Good field controle

 May play "good" or "nutral" allinment

Spirit Savant

Beginning when you pick this school at 2nd level the cost and time of putting any Force or
Summoning spell into your spellbook are halved.

Violent Response

Starting at 2nd level you gain the cantrip Sword Burst, this does not count towards your cantrips
known. As a reaction to a melee attack, you may cast Sword Burst.

You may not have claws but that doesn't mean you should not be feared.

Ursa Minor

At 6th level, once per short rest in an unoccupied space within 60ft you may have a spiritual
bear manifests and attacks a creature within 5ft, the creature must make a DEX saving throw.
On a fail, the creature takes 2D8 + WIS modifier force damage and is restrained. On a success,
the creature takes half damage.

At 10th and 14th level, the bear does an additional D8 of damage.

Men In Arms

At 10th level you may embrace a comrade within 5ft, any spell that is cast with the limitation of
Self will be shared with the comrade without using any additional spell slots. When you break
your embrace the spell acts as normal as if you both had cast it on yourselves.

Ursa Major

Beginning at 14th once per long rest you surge with power and manifest a Large aura of a Bear
that mimics your body and movement. Any creature within 10ft of you when the aura appears is
pushed back 10ft and takes 4D8 force damage, if a creature cannot be pushed out of the aura
then they are restrained and must make STR checks against your spell DC in order to escape.

The Aura gives you your wizard level + your WIS modifier as temp HP and lasts for 10 minutes.
On your turn, while the aura is active you may make an attack on any creature within 5ft of the
aura as a bonus action doing 2D12 + WIS modifier force damage.

The aura ends when the time runs out, if the temp HP hits 0 or if you dismiss it as a bonus
action. If you choose to dismiss it then any temp HP is received as healing.

At 18th level, the aura's attack gains 2D12 damage.


Wizard

SCHOOL OF CUM CURA

You study what comes after the battles and the wars, the healing arts and ways to bolster those
that have taken the beating that they sort. you have a way of making those around you to feel
loved and valued. Many disregard the need for aftercare but when they overlook the needs of
their body and mind they inevitably end up in dire circumstances.

The school of Cum Cura started as an ambulance and medical institution working tirelessly to
help those in need but now more and more of them are moving to the front lines to stop the
harm before it is too late or too far away for them to handle.

Things to keep in mind when playing these characters:

 You gain proficiancy in "Medicine"

 You are the masters of aftercare for any instance

 Good field controle

 May play any allinment

Empathic Savant

Beginning when you pick this school at 2nd level the cost and time of putting any Buff or
Healing spell into your spellbook are halved.

Skilled Physician

Starting at 2nd level you gain access to all bard Healing spells. When you cast a Healing spell
you may add your INT modifier on top of the result.

At 10th level, you may double the benefit of your INT modifier for this skill.

Care For Many

At 6th level when you cast a Buff spell on a companion you may cast it on one additional
companion as part of the same action and without using another spell slot.

At 14th level, you may have an additional target per cast.

Coming Together

At 10th level when you cast a spell of 1st level or higher you may teleport yourself and a
companion within 120ft to the point halfway between each of you without triggering an attack
of opportunity for either of you.

If the companion is grappled or restrained then you are removed from what is causing the effect.

Alex's Tiny Lifeboat

Beginning at 14th level once a day (resetting at sunrise) you may manifest an astral yacht that
can hold up to 10 medium-sized creatures comfortably. Only those whom you permit may enter
the Yacht and no weapon or spell effects may penetrate its bow or living space.
The yacht may flote up to 20ft in the air and move forward at your will up to 120ft per turn. The
yacht lasts up to 9 hours and can be dismissed at any time as a free action. You may tell the ship
to take you to a specific destination if you have already visited it.

If you are in the astral plane then the yacht may move in any direction freely and at double the
speed. If the yacht is in use during sunrise then the skill does not reset till the next day.

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