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Professor Gilroy's

Handbook
of Heroes
Artificer Specialist: Battle Chair

O
nce there was an artificer whose little brother
was a legendary adventurer. The artificer Improved Battle Chair
protected his brother with the best magical At the 5th level, you have learned to improve your Battle
armor and items, but it was not enough Wheelchair and optimize it for combat. Your wheelchair gains
against a great shadow dragon. Even though the following benefits:
the little brother and his party defeated the
great beast, the spirit had been sucked out of Ingrained Weapons. As a bonus action, you can make a
the brother's legs, preventing him from walking ever again. melee spell attack against a creature within 5 feet of you.
The young adventurer was devastated that his adventuring The attack deals 1d6 + your intelligence modifier slashing
days were over, but the great artificer refused to let his damage. The die increases as you gain levels in this class,
brother despair. He labored for months to create a device that 1d8 at the 9th level and 1d10 at the 13th level. The exact
would allow his brother to keep saving the world. Now, the appearance of the weapons is up to you.
artificer's technology has spread throughout the land,
allowing you to wield the power of the battle chair. Speed Boost. You can use a bonus action to increase your
hover speed by 10 feet for one minute. Once you use this
Battle Wheelchair Spells ability, you cannot use it again until you finish a short or
Starting at 3rd level, you always have certain spells prepared long rest.
after you reach particular levels in this class, as shown in the
Battle Wheelchair Spells table. These spells count as artificer All Terrain Battle Chair
spells for you, but they don’t count against the number of
artificer spells you prepare. At the 9th level, you have optimized your wheelchair for all
terrain.
Artificer level Spells
3rd Feather Fall, Magnify Gravity
You gain a swimming speed equal to your hover speed and
through a breathing apparatus can breathe underwater.
5th Levitate, Earthbind You are unaffected by extreme cold or extreme heat while
9th Haste, Fly
in your Battle Wheelchair.
13th Banishment, Freedom of Movement Free as a Bird
17th Telekinesis, Wall of Force At 15th level, you have permanently learned to defy gravity.
While in your Battle Wheelchair you gain a 40 foot flying
Battle Chair (hover) speed. You no longer have to remain less than 5 feet
off the ground.
At 3rd level, you learn to create and repair a specially crafted
Battle Chair. The exact appearance of the wheelchair is up to
you.
While in the Battle Chair you have a hovering speed of 30
feet, but cannot fly more than 5 feet off the ground without
the aid of additional magic.
The Battle Wheelchair counts as a piece of armor for the
purposes of your infusions and while you are sitting in it,
gives you a +1 bonus to your armor class.
You cannot be removed from your battle wheelchair
unless you choose to leave it. You can still be grappled and
restrained as normal, but creatures have disadvantage on
checks made to do so and you have advantage on checks
made to escape.
Your battle wheelchair acts as an arcane focus for you.

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Artificer Specialist: Bombardier
Poison Gas Grenade. Each creature within a 5ft radius
Explosive Solutions must make a constitution saving throw, taing 1d8 poison
A Grenadier has two mottoes; "Always be prepared for damage and becoming poisoned for one minute on a
anything." and "When in doubt, blow it the hell up." Artificers failed save. A poisoned creature can make a constitution
who become Grenadiers specialize in creating a wide variety saving throw at the end of each of turns, ending the effect
of magical explosives, tailoring them to fit their team’s needs. on a success.
At 7th level, you can choose one of the following greater
Bombardier Spells grenade options to learn. You can only have one greater
Starting at 3rd level, you always have certain spells prepared grenade at a time.
after you reach particular levels in this class, as shown in the
Bombardier Spells table. These spells count as artificer Stun Grenade. Each creature within a 10ft radius must
spells for you, but they don’t count against the number of make a constitution saving throw or be stunned until the
artificer spells you prepare. end of their next turn.
Gravity Grenade. Each creature within a 10ft radius
Artificer level Spells must make a strength saving throw or be restrained for
3rd Catapult, Magic Missile one minute. A creature can use its action to make a
Strength (Athletics) check against your spell save DC to
5th Silence, Warding Wind break free.
9th Conjure Barrage, Minute Meteors
13th Banishment, Resilient Sphere
17th Conjure Volley, Wall of Force

Explosives
At the 3rd level, you learn to make Shrapnel Grenades and
two other types of magical explosives. Grenades are tiny
objects. You learn to make an additional type of explosive at
5th and 15th level.
You can carry a number of magical
grenades equal to one plus half your artificer level, rounded
down. During a short or long rest, you can replenish your
grenades if you have your tinkerer's tools.
As an action, a creature can throw one grenade at a point
they can see within 30ft. Any grenades that require a saving
throw do so using your artificer spell save DC.
Shrapnel Grenade. Each creature within a 5ft radius
must make a dexterity saving throw or take 2d8 magical
piercing damage on a failed save and half as much on a
success.
Flashbang Grenade. Each creature within a 5ft radius
must make a constitution saving throw or be blinded or
deafened (your choice) until the end of your next turn.
Smoke Grenade. A 15ft-radius-cloud of fog appears. The
cloud spreads around all corners and is heavily obscured.
It lasts for 10 minutes or until a wind of moderate or
greater speed (At least 10 miles per hour) disperses it.
Glitter Grenade. Each creature within a 5ft radius must
make a dexterity saving throw. Any creature in the area
when the grenade is thrown is outlined in light if it fails a
Dexterity saving throw. For one minute, objects and
affected creatures shed dim light in a 10-foot radius.
Any
attack roll against an affected creature or object has
advantage if the attacker can see it, and the affected
creature or object can’t benefit from being invisible.
At 11th level, you can choose one of the following superior
grenade options to learn. You can only have one superior
grenade at a time.
Sun Blast. Each creature within a 10ft radius must make
a constitution saving throw, taking 5d8 radiant damage on
a failed save or half as much on a success. Creatures with
sunlight sensitivity automatically fail their saving throw.
Withering Blast. Each creature within a 10ft radius must
make a constitution saving throw, taking 5d8 necrotic
damage on failed save, or half as much on a successful
one. A creature who fails this save also has its hit point
maximum reduced by an amount equal to the necrotic
damage dealt until the end of their next long rest.
Grenade Launcher
At the 5th level, you have learned to create a grenade
launcher, the exact form of which is up to you. You can use
the grenade launcher as an arcane focus. You can use your
grenade launcher to throw grenades as an action, increasing
their thrown range to 60 feet.
Whenever you use your action to throw a grenade using
your grenade launcher, you can immediately use your bonus
action to cast a cantrip.
Improved Explosives
At 9th level, your practice and experience with explosives has
helped you to make your grenades more effective. The
damage of your normal and greater grenades increases by
1d8 and the radius of the explosion increases by 5ft.
You can now create a number of grenades equal to 2 + your
half your artificer level, rounded down.
Double-Barreled
Launcher
At 15th level, you have learned to improve your launcher. You
can now launch two grenades with the same action.
In
addition, your practice and experience with explosives allows
you to create new grenades even in the midst of combat. You
can use your bonus action to create a normal grenade or an
action to create a greater or superior grenade, but you cannot
have more grenades than your grenade maximum.
You can use this feature a number of times equal to your
proficiency bonus and regain all expended uses when you
finish a long rest.

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Path of the Wild Form

T
he Path of the Wild Form is ancient beyond
measure. The spirits of nature's strongest Primal Form
hunters bind themselves to the souls of When you reach the 14th level, you have discovered how to
warriors who can harness their abilities and tap into the primal form of your animal shape. When you
assume their forms. Take this path and walk as transform, you gain 2d8 + your Constitution modifier
a great hunter. temporary hit points.
Shape of the Beast Bear: While transformed, when you hit a creature with
your Bite attack you can choose to grapple that creature
At 3rd Level, you unlock the ability to shift into a powerful (DC 10 + your Athletics skill). While a creature is grappled
beast as an action. When you gain this feature choose Black this way, you cannot use your bite on another target.
Bear, Wolf, or Panther. Wolf: While transformed, you gain truesight with a radius
As an action, you can transform yourself into your chosen of 60 feet.
shape. You can stay in this form for a number of hours equal Cat: While transformed, you can use an action to turn
to half your barbarian level and while transformed follow all yourself invisible for 1 minute, until you end it as a bonus
the rules of Wild Shape as described in the Druid class action or are incapacitated. Once you use this feature, you
feature. cannot use it again until you finish a short or long rest.
Once you use this feature, you cannot use it again until you
finish a short or long rest. When you reach the 7th level you
can transform two times between rests and at the 11th level
you can transform three times.
When you level up, or at the DMs discretion, you can
change your chosen shape. Perhaps you must commune with
a fae spirit or offer a small sacrifice to your god.
Greater Transformation
At 6th level, you are able to morph into more powerful beasts.
You can transform into a Brown Bear, Direwolf, or Saber-
Toothed Tiger instead of their lesser forms.
In addition, you can transform into your wild form as a
bonus action or an action.
Blended Nature
Beginning at the 10th level, your connection to your wild form
has become stronger, giving you its blessing even when you
are not transformed.
Bear: You gain proficiency in the Athletics skill and your
proficiency bonus is doubled for any check you make with
it.
Wolf: You gain proficiency in the Perception skill and your
proficiency bonus is doubled for any check you make with
it.
Cat: You gain proficiency in the Stealth skill and your
proficiency bonus is doubled for any check you make with
it.

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College of Lights

B
ards of the College of Lights use a combination
of magic, pyrotechnics, and illusion to enhance Firework Master
their stories and songs. Masters of color, these Beginning at 14th level, you learn the prismatic spray spell. If
bards know how to make a dramatic entrance you already know it you may learn another spell of 7th level
or a clever escape. Simple stories and songs are or lower from the Bard spell list. You can cast the prismatic
not enough to satiate this College's desire for spray spell without expending a spell slot.
grand storytelling. Once you use this feature, you cannot use it again until you
Bards of this College are highly sought after performers. finish a long rest.
Kings, noblemen, and governors often hire bards of this                           
college to perform at cultural festivals and holidays. Children
love to see their crackling displays of animals, heroes, and
lights. Created by: NevernotDM
When groups of these bards gather together they can Art by: Dimitry Burmak
create shows that echo in their viewers’ memories for a
lifetime.
Fireworks
When you join this college at 3rd level, you gain the ability to
create magical light displays to enhance your performances
and confuse your enemies.
You learn the light cantrip, which doesn't count against the
number of bard cantrips you know. For you it has a range of
30 feet and you can have up to three creatures or objects
alight at the same time.
You also learn the pyrotechnics spell,
which doesn't count against the number of bard spells you
know. You can cast it once per long rest without expending a
spell slot.
Dazzling Display
Starting at 3rd level, you can use your magical lights to
harass and blind your enemies.
As a bonus action, you can expend a use of your Bardic
Inspiration to create an explosion of magical fireworks.
When you do so, choose a point you can see within 60 feet.
Each creature within a 5-foot-radius of that point must
succeed on a Constitution saving throw or be blinded or
deafened (your choice) until the end of your next turn.
At 5th level, the creatures take fire damage equal to a           
roll of your Bardic Inspiration die.
Radiant Aura
When you reach 6th level, you can cause your body to       
glow with a radiant aura to distract your enemies.                
As an action, you can emanate bright light in a                     
15-foot-radius and dim light for another 15 feet. The aura
lasts for one minute, until you are unconscious, or you end it
as an action. While in the aura, hostile creatures have
disadvantage on wisdom saving throws.
You can use this feature once and regain all expended uses
when you finish a long rest.

  

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Ash Domain

C
lerics of ash are paragons of destruction. When
they are unleashed, their goal is not to destroy
their enemies, but devastate them. They will turn
museums, libraries, and great works of art to
cinders: leaving nothing behind.
Inquisitorial orders and corrupt religions will
often train and recruit ash domain clerics as
living weapons. Clerics who escape from these orders have
become some of the fiercest freedom fighters or strong
adventurers in living memory.
Ash Domain Spells
Cleric Level Spells
1st Burning Hands, Hellish Rebuke
3rd Flame Blade, Pyrotechnics
5th Fireball, Melf's Minute Meteors
7th Fire Shield, Wall of Fire
9th Antilife Shell, Immolation

Bonus Cantrips
When you choose this domain at 1st level, you learn the
control flames and firebolt cantrips. They count as cleric
cantrips for you and do not count against the number of cleric
cantrips you know.
Fire and Blood
Beginning at 1st level, your blood blazes with magical power.
Once each turn, when a creature hits you with a melee attack
while within 5 feet, you can choose to deal 1d6 fire damage
to that creature. The damage increases as you gain levels in
this class, 1d8 at 5th level, 1d10 at 9th level, and 1d12 at the
13th level.
In addition, whenever a creature scores a critical hit
against you with a melee attack while within 5 feet, the fire
damage they take is doubled.
Channel Divinity: Ashes to Ashes
As an action, choose one creature you can see within 30 feet.
The creature must succeed on a Charisma saving throw or
become engulfed in magical wildfire. At the beginning of each
of the creature's turns, it takes a number of d6 fire damage
equal to your proficiency bonus.
The wildfire lasts for one minute or until you lose
concentration (as if concentrating on a spell).
The creature can use its action to make an Intelligence
(Arcana) check against your spell save DC to put out the
flames. The flames burn even underwater, and if a creature is
reduced to 0 hit points this way, the creature and any non-
magical items it is wearing turn to ash.

Dust to Dust

Beginning at the 6th level, your fire has become so powerful it

can overcome even the strongest defenses. Spells you cast

that deal fire damage ignore resistances and deal double

damage to objects and structures.

Potent Spellcasting

Starting at the 8th level, you can add your Wisdom modifier

to the damage you deal with any cleric cantrips.

And to Dust You Shall

Return

At 17th level, you can create a storm of ash and flames that

can reduce armies to cinders. As an action, choose a point

you can see within 300 feet. A magical ashfall begins around

that point and expands to a cylinder with a radius of 100 feet

and a height of 300 feet. The ashfall lasts for one minute or

until you lose concentration (as if concentrating on a spell).

You are immune to the effects and damage of the sphere. The

sphere is considered a 9th level spell for the purposes of

dispel magic.

While the ashfall is active:

The area is considered heavily obscured.

Whenever a creature starts it's turn within the ashfall, it

must succeed on a Constitution saving throw or take 5d6

fire damage. On a successful save the creature takes half

damage. A creature reduced to 0 hit points this way is

disintegrated.

Creatures begin suffocating and cannot cast spells that

require verbal components.

Once you use this ability, you cannot use it again until you

finish a long rest.

Cindarin: Spear of Justice

Weapon (Spear), legendary (requires

attunement by creature who has

experienced profound loss)

You gain a +2 bonus to attack rolls made with this magic

weapon.

You cannot be disarmed of this weapon while you are

attuned to it.

A True Believer is Never Unarmed. At the end of your

turn, you can use a free action to have the spear return to

your hand if it is within 120 feet of you. You do not have to be

able to see the spear to use this ability.


Flames of the Just. Attacks made with this magic weapon
Ash Domain is unofficial Fan Content permitted deal an additional 1d6 fire damage.
under the Fan Content Policy. Not Righteous Fury. While wielding this weapon, you may
approved/endorsed by Wizards. Portions of the recite a stanza of Invictus and then Rage (as described in the
materials used are property of Wizards of the barbarian class feature). Attacks made with this weapon
Coast. ©Wizards of the Coast LLC. while raging add rage damage regardless of whether you
Brew by: NeverNotDm used strength for the attack roll. Once you use this ability, you
Art by: Todd Lockwood, Chris Rahn cannot do so again until you finish a long rest.
Edited by: Connor Macennis
Darkness Domain Cleric

H
umanoids have an innate fear of the dark. It is Bonus Proficiencies
driven by something primal, something
visceral that screams at them to hold the When you choose this domain at 1st level, you gain
darkness at bay. And this fear has kept people proficiency with martial weapons and in the Stealth skill.
alive. It has saved them from the monsters
that prowl the night, the dead that walk, and Midnight Eyes
even worse, the shadows that take shape. At 1st level, your eyes become blessed, allowing you to see
But some are born without that instinctual fear. Some are through even the deepest gloom. You can see normally in
born for whom the darkness is not an enemy, but a friend. darkness, both magical and non-magical, to a distance of 120
These are the shadows chosen. They don't serve gods of feet.
death, but gods of the night such as Nyx, Apep, the Nine
Lords of Night, or Ratri. Channel Divinity: Shadow Step
Darkness Domain Spells At 2nd level, for a brief second, you are able to flit between
Cleric Level Spells shadows.
1st Arms of Hadar, Cause Fear
As an action, you can clutch your holy symbol and teleport
up to 30 feet into a creature's shadow, dim light, or darkness.
3rd Darkness, Invisibility Immediately after teleporting this way, you can make a
5th Hunger of Hadar, Nondetection
weapon attack with advantage as a bonus action.
7th Black Tentacles, Shadow of Moil Whip of Shadows
9th Far Step, Negative Energy Flood Beginning at 6th level, your shadow can extend your reach
and grapple your foes. As a bonus action, your melee weapon
attacks gain 30 foot reach until the end of your turn.
Whenever you hit a creature with an attack enhanced by this
feature, the target must succeed on a Strength or Dexterity
saving throw (its choice) against your spell save DC or be
restrained until the beginning of your next turn.
You can use this feature a number of times equal to your
proficiency bonus and regain all expended uses when you
finish a long rest.
Shadow Strike
When you reach 8th level, you gain the ability to infuse your
weapon strikes with dark energy. Once on each of your turns
when you hit a creature with a weapon attack, you can cause
the attack to deal an extra 1d8 necrotic damage to the target.
When you reach 14th level, the extra damage increases to
2d8.
Reaper's Shadow
When you reach 17th level, you can briefly turn into an avatar
of darkness and death. You can cast the greater invisibility
spell targeting yourself.The spell does not require
concentration for you and creatures with truesight cannot see
through the illusion (creatures with blindsight can still sense
you).
Once you use this ability, you cannot use it again until
you finish a long rest.

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Circle of the Hurricane

T
here is a deep and powerful magic within the
eye of a hurricane. It is a single piece of Zephyr
tranquility inside a whirlwind of destruction. When you reach 6th level, the winds protect and shelter you
Druids of this circle tap into the primal power from harm. As a bonus action, you can fly up to 30 feet
of storm. Some become consumed by wild without provoking attacks of opportunity. You fall as normal if
winds and end up living avatars of destruction. you do not have another way to stay aloft at the end of your
But others work in harmony with the storm turn.
and protect coastal communities. You can use this feature a number of times equal to your
Wisdom modifier and regain all expend uses when you finish
Circle Spells a long rest.
Your link to the primal magic of the storm grants you access
to additional magic. At 2nd level, you learn the electric sting
and thaumaturgy cantrips. They count as druid cantrips for
you and do not count against the number of cantrips known.
At the 3rd, 5th, 7th, and 9th levels you gain access to the
spells listed for that level in the Circle of Storms Spells table.
Once you gain access to one of these spells, you always
have it prepared, and it doesn’t count against the number of
spells you can prepare each day. If you gain access to a spell
that doesn’t appear on the druid spell list, the spell is
nonetheless a druid spell for you.
Circle of Storms Spells
Druid level Spells
2nd Electric Sting*, Thaumaturgy
3rd Gust of Wind, Shatter
5th Call Lightning, Fly
7th Control Water, Storm Sphere
9th Control Winds, Destructive Wave

Hurricane’s Rebuke
Your connection to the storm protects you. When you take
this circle at 2nd level, whenever a creature no more than one
size larger than you hits you with a melee attack, you can use
your reaction to emit a targeted boom of thunder against your
attacker.
The creature must make a Strength saving throw against
your spell save DC or be pushed back 10 feet and knocked
prone.

Storm's Chosen
Beginning at 2nd level, you can understand the ancient

voice of the storm. You can speak, read, and write Primordial.
Knowing this language allows you to understand and be
understood by those who speak its dialects: Aquan, Auran,
Ignan, and Terran.
Wrath of the Hurricane
Starting at 10th level, you can become a paragon of
destruction. Whenever you cast a druid spell that deals
lightning or thunder damage, choose one creature you can
see within the spells range. The creature automatically fails
its saving throw against the spell (Legendary Resistances still
allow the creature to succeed).
Once you use this feature, you cannot do so again until you
finish a short or long rest.
Living Hurricane
Beginning at 14th level, you can summon a living piece of the
hurricane. As an action, you can expend two uses of your wild
shape or a druid spell slot of the 6th level or higher to
summon an air elemental or water elemental.
The elemental remains for one minute or until it is reduced
to 0 hit points. The elemental will obey your commands and
is friendly to you and your companions. It can move and use
its reaction on its own, but the only action it takes on its turn
is the Dodge action, unless you take a bonus action on your
turn to command it to take another action. That action can be
one in its stat block or some other action. If you are
incapacitated, the elemental can take any action of its choice,
not just Dodge.

Electric Sting
Evocation Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a vial of rainwater or bit of fleece)
Duration: Instantaneous
You summon a small bolt of crackling electricity and hurl it at
a creature within range. Make a ranged spell attack roll
against the target. On a hit, the target takes 1d6 lightning
damage and the next time the target makes an attack roll or
saving throw before the end of its next turn, it must roll 1d6
and subtract the result from the attack roll or saving throw.

The spells damage increases by 1d6 when you reach the 5th
level (2d6), 11th level (3d6), and 17th level (4d6).

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Martial Archetype:

Dawn Knight

D
awn Knights are the earthly representatives of

angels. Imbued with a spark of holy magic,

these warriors can summon sunlight as a sword.

In the darkest of times, the knights of dawn

serve as a beacon of hope and a force for justice.

But the path to becoming a dawn knight is

different for every warrior. Consult the table

below or come up with your own holy origin:

d6 Holy Origin

1 You were trained by an angel or other celestial being

2
You were exposed to a wellspring

of powerful radiant energy.

3 A god has blessed you in exchange for your devotion.

4
You trained to earn this power since you

could first hold a sword.

You have had an angelic spark since birth, possibly

5
because you are an aasimar or sorcerer.

6
You took up this mantle to face

a particular demon or devil.


DawnBlade

Starting when you choose this archetype at 3rd level, you can

summon a blade of sunlight. You learn the shadowblade spell,

except for you it deals radiant damage instead of psychic

damage and shines bright light in a 10 foot radius and dim

light for an additional 10 feet instead of granting advantage

on attacks in dim light. Charisma is your spellcasting ability

for this spell.

You can cast the spell once with this trait and must

complete a long rest before you can cast it again. Beginning

at 6th level you can cast it twice between rests, and at 9th

level you can cast it three times.

Radiant Spark

Beginning at 3rd level, you learn the light cantrip. You can

cast it as a bonus action and can have up to three creatures

or objects illuminated at the same time. Charisma is your

spellcasting ability for this spell.

In addition, your inner spark empowers your personality.

You gain proficiency in the Persuasion and Intimidation

skills. If you already have proficiency in either of these skills,

you can gain proficiency in another skill from the Fighter skill

list instead.

Angelic Aura
When you reach 7th level, your inner light has grown even For More Subclasses
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Sunblast
At 10th level, you have learned to harness your spark into a
Martial Archetype:

blinding light. As a bonus action, you can choose one creature


you can see within 30 feet of you. That creature must
succeed on a Constitution saving throw (DC 8 + your
The Reaper
proficiency bonus + your charisma modifier) or take 2d8 Most people fear the dark, but Reapers embrace it. These
radiant damage and be blinded until the beginning of your grim warriors wield the darkness as a sword and shield. In
next turn. On a successful save, the creature takes half public, most people curse these dark knights. But when
damage and suffers no other effects. something, or someone, needs to be put down, villagers know
You can use this feature a number of times equal to your there is no one more qualified than a Reaper.
proficiency bonus and regain all expended uses when you The path of the Reaper is a dark and lonely one. Consult
finish a short or long rest. the table below or come with your own reason why your
character has been touched by shadows:
Defense of the Dawn d6 Reaper Origin
When you reach 15th level, your radiant spirit will shield you 1 You were cursed by an unseelie fey.
from harm. When you are hit with an attack roll or fail a A dark wizard used you for experiments, but your
saving throw, you use your reaction to add your Charisma 2 newfound powers allowed you to escape their
modifier to your AC or the saving throw, potentially causing clutches.
the attack to miss or the saving throw to succeed.
You made a deal with an archdevil in exchange for
3
Avatar of Light power
Your parents say you have always been cursed because
At the 18th level, as an action, you can unleash your radiant 4 you were born on a night with no moon when the
spark and assume a celestial form for one minute or until you spirits of the dead walked among the living.
are incapacitated. While the transformation is active you gain
the following benefits: 5
You were training to become a Dawn Knight, but were
kicked out of the order.
You are considered a celestial rather than a humanoid You died and your soul has been permanently altered
creature. 6
by your return.
You gain a 50 feet flying (hover) speed.
Hostile creatures that start their turn within 60 feet of you
take 2d6 radiant damage. Reaper’s Blade
You cannot lose concentration on your Dawnblade.
Beginning when you choose this archetype at 3rd level, you
Once you use this feature, you cannot use it again until you can summon a blade of night to slice through even the
finish a long rest. strongest armor. You learn the shadow blade spell.
Constitution is your spellcasting ability for this spell.
You can cast it once with this trait and must complete a
long rest before you can cast it again. Beginning at 6th level
you can cast it twice between rests and at 9th level you can
cast it three times.
Nimble Escape
Starting at 3rd level, you have learned to use the shadows to
shroud yourself. You can take the Hide and Disengage actions
as bonus actions.
In addition, you gain proficiency in the Stealth skill. If you
already have this proficiency you can gain proficiency in one
other skill on the Fighter skill list.
Shadow Sight
When you reach 7th level, your eyes have become used to the
darkness and can pierce through even the most powerful
shadows. You gain darkvision with a radius of 120 feet and
magical darkness does not impede this vision.
Living Shadow
At 10th level, you have learned to turn your own shadow into
an ally. As a bonus action, you can unleash your shadow on a
creature you can see within 10 feet that is no more than one
size larger than you.
The creature must make a Strength or Dexterity saving
throw (its choice, DC 8 + your proficiency bonus + your
Constitution modifier) or be grappled for one minute or until
you move more than 10 feet away from it. A creature can
repeat the saving throw at the end of each of its turns, ending
the effect on a success. You cannot have more than one
creature grappled this way.
You can use this feature a number of times equal to your
proficiency bonus and regain all expended uses when you
finish a short or long rest.
Death's Chosen
At 15th level, shadows will leap to your aid during combat.
When you are hit by an attack, you can use your reaction to
create an area of magical darkness with a 20 foot radius
centered on yourself. The darkness lasts for one round.
You can use this feature a number of times equal to your
proficiency bonus and regain all expended uses when you
finish a long rest.
Avatar of Midnight
When you reach 18th level, as an action, you can emanate an
aura of magical darkness and shadow with a 10 foot radius.
The aura lasts for 1 minute or until you are incapacitated.
While the aura is active you gain the following benefits:
When a hostile creature starts its turn in the aura, it takes
2d6 cold damage.
You cannot lose concentration on the shadow blade spell.
Creatures have disadvantage on saving throws against
your Living Shadow.
Creatures grappled by your Living Shadow take 3d6
necrotic damage at the start of their turns.
Once you use this ability you cannot use it again until you
finish a long rest.

Dawn Knight and The Reaper are unofficial Fan


Content permitted under the Fan Content Policy.
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Coast. ©Wizards of the Coast LLC.
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Art by: Chris Ralis, Igor Kieryluk, Todd Lockwood
Way of the Serpent

T
he Way of Serpent teaches its students to
move like a water snake: carefully flowing from Venomous Strikes
moment to moment, always watching for the At the 6th level, you have learned to turn your ki into a deadly
perfect opportunity to strike. Followers of this toxin. Whenever you use your Flurry of Blows feature, your
tradition have a reputation for being ambitious, unarmed strikes deal an additional monk die of poison
cunning, and ruthless. The Serpent’s path does damage. If both of the attacks hit a single target, that creature
not just teach its students the art of battle, but must make a Constitution saving throw, or be poisoned for
also philosophy, politics, and diplomacy. one minute. The creature can repeat the saving throw on the
True masters of this way are just as dangerous in a political end of each of its turns, ending the effect on a success.
negotiation as they are on the battlefield.
Serpent's Tongue The Serpent's Strike
When you choose this tradition at 3rd level, you have Beginning at 11th level, you have learned to mimic the
mastered the serpent's art of twisting the truth to suit your retaliatory strikes of the serpent. Whenever a creature hits
ambitions. You gain proficiency in the Deception and you with a melee attack while in your range, you can use your
Persuasion skills. If you already have proficiency in either of reaction to make an unarmed strike against that creature.
these skills, you can gain proficiency in another skill from the The strike deals an additional monk die of poison damage.
Monk skill list instead.
Fangs of the Great
Dance of the Snake Serpent
Starting at 3rd level, you have learned to move like a serpent: When you reach 17th level, your movements have become so
coiling back and striking from a favorable position. You can fluid that you can avoid strikes despite moving right past your
spend a ki point to give your unarmed strikes reach until the enemies. Your movement no longer provokes attacks of
beginning of your next turn (no action necessary). opportunity.
In addition, you can move as gracefully through water as At 17th level, you learned to strike at an opponent's most
you do on land. You gain a swimming speed equal to your vulnerable points, preventing their body from protecting
walking speed. itself. Whenever you hit a creature with an unarmed strike,
  that creature has disadvantage on Constitution saving throws
until the beginning of your next turn.
Created by: NevernotDM
Arty by: Anastasia Ovchinnikova

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Oath of Dreams

W
hen a paladin takes the Oath of Dreams, they

promise to fulfill a dream. Some swear to

bring peace to an empire, end the reign of a

tyrannical king, or honor the dying words of a

friend. Paladins of this oath can alter others’

perceptions of reality, using powerful illusion

magic in service of their sacred dreams.

Tenets of Dreams

  Change Reality. Nothing, not kingdoms, laws, or gods,


will stand in the way of my dreams.

A Dream Deferred Dies. Nothing is more important than

my dream. I will always be working towards it.

Never Stop Believing. Nothing will make me lose hope or

faith in the dream I serve. Every setback is a lesson.

Oath Spells

You gain oath spells at the paladin level listed.

Oath of Dreams Spells

Paladin level spells

3rd Disguise Self, Sleep

5th Phantasmal Force, Mirror Image

9th Hypnotic Pattern, Major Image

13th Confusion, Hallucinatory Terrain

17th Dream, Seeming


True Seeing
Starting at 15th level, you have opened your third eye,
Channel Divinity allowing you to see through the false dreams of others. You
When you take this oath at 3rd level, you gain the following gain truesight with a radius of 30 feet.
two Channel Divinity options:

Illusion of Grandeur. As an action, choose a creature you Phantasmal Nightmare


can see within 30 feet. The creature must make a Wisdom At 20th level, you can become a living nightmare.
Using your
saving throw or be charmed for one minute or until they take action, you undergo a transformation. For 1 minute you gain
any damage. While charmed this way, the creature is the following benefits:
incapacitated and its speed is 0. The creature can repeat the
saving throw at the end of each of its turns, ending the effect Your weapon attacks and divine smites deal psychic
on a success. damage instead of its usual type.
Illusionary Aura. When you make a charisma check, you Each hostile creature of your choice that starts its turn
can use your channel divinity to gain a +10 bonus to the roll. within 10 feet of you must make a Wisdom saving throw.
You can use this ability after you see the roll, but before the On a failed save, the creature takes 4d10 psychic damage
DM decides the outcome. and is frightened of you for one minute. The creature can
repeat the saving throw at the end of each of its turns,
Dream Ward ending the effect on a success.
Beginning at 7th level, you are able to emanate an aura of You can cast the alter self spell at will as a bonus action,
mental protection around you. Creatures of your choice and you do not need to concentrate on this spell.
within 10 feet of you: Once you use this feature, you can't use it again until you
Cannot be put to sleep by magic. finish a long rest.
Have advantage on saving throws against being charmed.  
Gain resistance to psychic damage.
Have advantage on checks made to discern illusions. Created by: NevernotDM
This aura extends even if you are asleep, but not if you are Art by: iomona_art
knocked unconscious. At the 18th level, the aura extends to
30 feet.

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..

Oath of Summer

P
aladins who take the Oath of Summer are
usually magnanimous, grand adventurers who Channel Divinity
have no loyalty to anything but their own When you take this oath at 3rd level, you gain the following
desires. They do what they believe is right, no two Channel Divinity options.
matter what kings or queens might try to tell
them. Many revolutions have started when a Kissed by Fire. As a bonus action, you can cause flames to
paladin of summer decried the injustice of the dance across your skin and your hair to ignite. Whenever a
ruling class. But after leading the fight, the paladins of creature hits you with a melee attack, that creature takes 1d4
summer leave for the next grand adventure. fire damage. The flames last for one minute, until your are
incapacitated, or are submerged in water. This die increases
Tenets to a d6 at the 7th level and a d8 at the 14th level.
Fiery Confluence. As an action, you can cause a wave of
Nothing Should Last Forever. Summer is the season of fire to burst from you in a 10 foot radius. Creatures in the
change, wildfires reshape the landscape and the beating sun radius must succeed on a Dexterity saving throw or take a
creates explosive growth. Without change, there is only number of d8 fire damage equal to your proficiency bonus.
stagnation. On a successful save a creature takes half damage. For
Live Passionately. Live in the moment, wear your heart on example, if you are a 5th level character, the creatures would
your sleeve, and never be afraid to do something daring. take 3d8 fire damage. You gain temporary hit points equal to
Be Free. Never be tied down to one place or one person the number of creatures hit with the attack.
for longer than a season. Go wherever the wind takes you.
Oath Spells Aura of Summer
You gain oath spells at the paladin level listed. At 7th level, you emanate an aura of heat and sun. You and
friendly creatures within 10 feet of you have resistance to fire
Oath of Summer Spells damage. Whenever you or an ally hits a creature with a
Paladin level spells weapon attack while in your aura, you can use your reaction
3rd Burning Hands, Faerie Fire to have that attack deal an additional 1d8 fire damage.
5th Continual Flame, Heat Metal
Fiery Justice
9th Blinding Smite, Fireball
Beginning at 15th level, your melee weapon attacks deal an
13th Fire Shield, Wall of Fire additional 1d8 fire damage and you gain immunity to fire
17th Banishing Smite, Immolation damage.
Avatar of Wildfire
When you reach 20th level, you can assume a form of living
wildfire. Using your action, you undergo a transformation.
For 1 minute, you gain the following benefits:
You shine bright light in a 100 foot radius.
When you hit a creature with a melee attack, that attack
deals an additional 2d8 fire damage.
Your attacks and spells ignore resistance to fire damage.
When you use your divine smite feature, the target
becomes engulfed in magical flames. The creature takes
2d8 fire damage at the start of each of its turns unless it
uses its action to staunch the flames with a DC 15 Arcana
check or is completely submerged in water.
Once you use this ability, you cannot use it again until you
finish a long rest.

Created by: NevernotDM


Art by: Magali Villeneuve
Oath of Winter
Tenets of Winter Oath Spells
You gain oath spells at the paladin level listed.
Adherents to this oath protect the cold tundras from the
darkness that lays buried beneath the ice. Oath of Winter Spells
Winter Comes. Even in the middle of the longest Paladin level spells
summers, one cannot forget that winter lurks around the
corner. Vigilance is imperative to survival. 3rd Hunter's Mark, Ice Knife
The Pack Survives. When the white winds blow, the lone 5th Binding Ice, Warding Wind
wolf dies, but the pack survives. Stay loyal and true to your 9th Sleet Storm, Wind Wall
friends; remember they depend upon you.
Create Your Own Warmth. In the middle of a blizzard, do 13th Fire Shield, Ice Storm
not pray for summer, sun, or sparks, for you will not receive 17th Cone of Cold, Control Winds
them. You must be your pack's strength, especially during the
darkest nights.

Channel Divinity

When you take this oath at 3rd level, you gain the following two

Channel Divinity options.

   Pack Tactics.
As a bonus action, you channel the power of the

pack into your strikes. Until the beginning of your next turn, you and

allies within 5 feet of you have advantage on attack rolls against

creatures if at least one ally is within 5 feet of the creature and isn't

incapacitated.  

Ice Prison
As an action, you can summon the winds of winter

and imprison your enemies. Choose a creature you can see within

60 feet of you. The target must succeed on a Strength saving throw

or be restrained for 1 minute or until you lose concentration (as if

you were concentrating on a spell). A creature can use its action to

make a Strength (Athletics) check against your spell save DC to

break free.

Aura of Winter

Starting at 7th level, you emanate an aura of winter. You and

creatures of your choice within 10 feet of you have resistance to

cold damage. Whenever an ally within your aura is hit with a melee

attack, you can use your reaction to deal 2d6 cold damage to the

attacker.

At 13th level, the damage increases to 3d6, and at 18th level, the

aura expands to 30 feet.

Cold Howl

Starting at 15th level, when you cast the Find Greater Steed spell,

you can summon a Winter Wolf (MM. pg. 340).

In addition, you gain immunity to cold damage.

Avatar of the Blizzard

At 20th level, you can become a living blizzard.


Using your action,

you undergo a transformation. For 1 minute you gain the following

benefits:
Oath of Winter is unofficial Fan Content permitted
You and any creatures summoned by you gain 50 foot flying
under the Fan Content Policy. Not speeds.
approved/endorsed by Wizards. Portions of the Once per turn, when you use your Divine Smite feature, you can
materials used are property of Wizards of the force the target to make a Constitution saving throw. If they fail,
Coast. ©Wizards of the Coast LLC. they are petrified for 1 minute or until they take any damage.
Brew by: NeverNotDm Petrified creatures are not resistant to damage dealt by you.
Art by: Jay Annelli
Edited by: Connor Macennis
Once you use this feature, you can't use it again until you finish a
long rest.
Dawn Walker Ranger
Favored of the Day Dawnbringer
Starting at 3rd level, you have been blessed by a celestial At 7th level, your inner light has been invested with the full
being, spirit, or god and have been invested with a spark of its power of the dawn. Whenever you create light using a ranger
holy magic. You gain resistance to radiant and necrotic spell or class ability, that light is sunlight.
damage.
Corona
Spark of the Sun
When you reach 11th level, your divine spark has fused fully
Beginning at 3rd level, as a bonus action you can invoke the with your personality and body. You gain proficiency in either
power of your holy spark to assume a glowing radiant form. Constitution or Charisma saving throws (your choice).
You shine bright light in a 20 foot radius and dim light for
another 20 feet. While in this form, your weapons attacks Solar Warrior
deal an additional 1d4 radiant damage. At the 7th level this
damage increases to 1d6 and at the 13th level it increases to Beginning at 15th level, you are a light even in the darkest of
1d8. places. You can use an action to radiate sunlight in a 15 foot
The form lasts for one minute or until you end it as an radius. Any magical darkness that comes into contact with
action. Once you use this ability, you cannot do so again until this aura is dispelled.
the next dawn. You and all allied creatures within the aura have enhanced
vitality, as if you were under the effects of the beacon of hope
Dawn Walker Magic spell. The aura lasts for one minute, until you end it as a
Starting at 3rd level, you learn an additional spell when you bonus action, or you are incapacitated.
reach certain levels in this class, as shown in the Dawn Once you use this feature you cannot use it again until you
Walker Spells table. The spell counts as a ranger spell for finish a long rest.
you, but it doesn't count against the number of ranger spells

you know.

Dawn Walker Spells


Ranger Level spells
Dawn Walker is unofficial Fan Content permitted
3rd Healing Word under the Fan Content Policy. Not
approved/endorsed by Wizards. Portions of the
5th Branding Smite
materials used are property of Wizards of the
9th Spirit Guardians Coast. ©Wizards of the Coast LLC.
Brew by: NeverNotDm
13th Guardian of Faith Art by: Magali Villenueve
17th Flame Strike

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Sorcerer: Chronomancer

Y
our essence has been infused with powerful Chronomancy Spells
temporal magic, giving you the ability to Sorcerer Level Spells
manipulate time itself. While many waste their
lives desperately searching for more time, you 1st Ponder,* Rewind*
can have it at the snap of your fingers. But what 3rd Augury, Blur
you do with it is up to you. Will you attempt to
unravel the mysteries of temporal mechanics? 5th Haste, Slow
Change the past? Or perhaps seize the future? 7th Dimension Door, Divination
As a Chronomancer, decide how you acquired your powers.
Roll on the table below or come up with your own Temporal 9th Gravity Well,* Wall of Force
Origin.
d6 Temporal Origin Gifts of Kronos
1 You are the descendant of time travelers. Beginning at 1st level, your exposure to temporal energy has
transferred knowledge of the past into your memories. You
2
You fell through a temporal rift. The anomaly sent you gain proficiency in the History skill and add double your
to the future and altered your essence. proficiency bonus whenever you make a check with it.
You were a researcher experimenting with temporal In addition, starting at 1st level, you can give yourself more
3 mechanics and during a laboratory accident were time to weave your magic, allowing you to chain spells
exposed to an incredible amount of magic. together. Whenever you use your action to cast a leveled spell,
You had an encounter with a powerful aberration who you can cast a cantrip as part of the same action.
4
granted you these powers for an unknown reason. You can use this ability a number of times equal to half
your proficiency bonus, rounded up, and regain all expend
5
You were born in an area with unstable temporal fields,
such as the Far Realms, Sea of Stars, or Dream Plane.
uses when you finish a long rest.

6
You died, but returned to life years

in the past, with no memory of the future.

Temporal Jaunt
You constantly experience deja vu. When you reach 6th level, you can subconsciously increase
the momentum of your personal temporal field. Your speed
Chronomancy Spells increases by 10 feet, you have advantage on saving throws to
avoid being grappled or restrained, and on ability checks to
Starting at 1st level, you learn additional spells when you escape the grappled or restrained conditions.
reach certain levels in this class, as shown on the
Chronomancy Spells table. Each of these spells counts as a

sorcerer spell for you, but it doesn't count against the number Created by: NevernotDM

of sorcerer spells you know. Art by: Youngjae Choi, Heonhwa Choae, susannp4

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Eon’s Chosen

Starting at 14th level, you have learned to manipulate


not just the speed of time, but fate itself. If you would

fail a saving throw, you can expend two sorcery points


to roll an additional d20. You choose which roll to use.


You can only use this ability once each turn.

All Things I Devour

When you reach 18th level, you learn to wield the crushing

power of time as a sword against your enemies.

As an action, you can summon a blade of pure time in


your hand for one minute or until you are incapacitated.


As a bonus action, you can make a melee spell attack


with the blade against one target within 5 feet of you. On a

hit, the target takes 12d12 force damage. A target reduced


to 0 hit points this way is disintegrated.

Once you use this ability you cannot use it again until you

finish a long rest, unless you expend twelve sorcery points


to do so.

Rewind

1st level conjuration

Casting Time: 1 reaction, which you take when


you end your turn

Range: self

Components: V, S, M (a wristwatch)

Duration: Instantaneous

In a blur, you return to the same space where you began your

turn. You cannot return to the same space if it is occupied.

Ponder Gravity Well


1st level divination 5th level evocation
Casting Time: 1 reaction, which you take when you make an Casting Time: 1 action
Intelligence check Range: 300 feet
Range: self Components: V, S, M (a piece of meteorite)
Components: V, S, M (a small, clear glass orb) Duration: Concentration, up to 1 minute
Duration: Instantaneous A small tear in reality appears around at a point you can see
You alter the flow of time within your mind, allowing you to within range, creating a powerful gravitational aura in a 20-
recall information more effectively. Roll 1d8 and add it to the foot-radius.
result of your Intelligence check. You can do this after you see Creatures have disadvantage on ranged attack rolls
the result, but before the DM determines whether it succeeds against creatures in the radius and creatures in the radius
or fails. have disadvantage on attack rolls.
At Higher Levels: When you cast this spell using a spell The area is considered difficult terrain.
slot of the 2nd level the die increases to 1d10. When you cast
this spell using a spell slot of the 3rd level or higher, the die Whenever a creature starts its turn within the radius or
increases to 1d12. enters the radius for the first time on its turn it must succeed
on a Strength saving throw or be caught in the gravity well. If
the creature fails the saving throw:
The creature’s speed is reduced to 0 until the beginning of
its next turn.
The creature is pulled 10 feet towards the center of the
gravitational aura.
The creature takes 4d8 force damage.
At Higher Levels: When you cast this spell using a spell
slot of 5th level or higher, the radius of the gravity well
increases by 5 feet for each level above the 4th.

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Mist Walker Ranger
Mist-Touched You have also learned to turn mists and darkness from a          
shield into a deadly sword. Whenever you take the attack
When you choose this conclave at 3rd level, your training in action while hidden from a creature, all your attacks against
darkness and obscured terrain has given you heightened that creature this turn deal an additional 1d8 damage of your
senses. You have blindsight, the ability to perceive your weapons type.
surroundings without the use of vision, up to 15 feet.

In addition, you gain proficiency in the Stealth skill. If you

already have this proficiency, you may instead gain

proficiency in one skill on the ranger skill list.

Mist Walker Magic

Starting at 3rd level, you learn an additional spell when you

reach certain levels in this class, as shown in the Mist Walker

Spells table. The spell counts as a ranger spell for you, but it

doesn't count against the number of ranger spells you know.

Mist Walker Spells

Ranger Level spells

3rd Fog Cloud


5th Misty Step

9th Gaseous Form


13th Shadow of Moil

17th Steel Wind Strike

Cloak of Mists

At 7th level you have learned to turn mists and darkness into

a cloak to shield yourself from the eyes of your enemies. You

can add double your proficiency bonus whenever you make a

Dexterity (Stealth) check.

You have also learned to summon the mists more quickly.

You can cast the fog cloud spell as a bonus action without

expending a spell slot. Once you cast the spell this way, you

cannot do so again until you finish a short or long rest.

Blessings of the Sightless

At 11th level your heightened senses have grown even more

powerful. Your blindsight radius increases to 30 feet.

In addition, your heightened senses give you the ability to

anticipate your enemies’ movements, giving you a split

second advantage to avoid their attacks. Whenever a creature

would hit you with an attack while in your blindsight radius

you can use your reaction to gain a bonus to your armor class

equal to your Wisdom modifier for that attack, potentially

causing it to miss.

Death Walker

Beginning at 15th level, you have mastered the art of using

the mists to remain unseen. Creatures have disadvantage on

Wisdom (Perception) to locate you, and you cannot be

located by magical means, as if you were under the effect of


the nondetection spell. Created by: NevernotDM                 Art by: Daarkan

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Blood Dancer Rogue


A Blood Dancer is a fearsome killer, using hemocraft magic
to hunt down their targets and eliminate them. Unlike Blood Maledicts
bloodhunters, their purpose isn't to strike down undead or At 3rd level, you gain the ability to channel, and sometimes
monstrosities. Rather, they are trained to kill the monsters sacrifice, a part of your vital essence to manipulate creatures
among men. through hemocraft magic. You learn two blood curses of your
choice, detailed in the “Blood Curses” section for the Blood
Blood for Blood Hunter Class or from the additional blood curses described
Beginning at the 3rd level, you can sacrifice a portion of your at the end of this subclass. Intelligence is your ability for
vitality to gain an advantage against your opponents. As a these curses.
bonus action you can take damage equal to one roll of your You learn one additional blood curse of your choice, and
hemocraft die to gain one of the following effects. The size of you can choose one of the blood curses you know and replace
your hemocraft die is shown in the table below. it with another blood curse, at 6th and 14th levels.
When you use your Blood Maledict, you choose which
Life for Life. You gain advantage on the next attack roll curse to invoke. While invoking a blood curse, but before it
you make this turn. affects the target, you can choose to amplify the curse by
Bloodshot Eyes. You can add one roll of your hemocraft losing a number of hit points equal to one roll of your
dice to the next Wisdom (Perception or Insight) or hemocraft die. An amplified curse gains an additional effect,
Intelligence (Investigation) check you make this turn. noted in the curse’s description. Creatures that do not have
Tendon Flare. Your walking speed increases by 10 feet blood in their bodies are immune to blood curses, unless you
for 1 minute. This ability does not stack. amplify the curse.
Bloody Retribution Until the beginning of your next turn, You can use this feature once. Beginning at 6th level, you
the next time a creature makes a melee attack against you, can use your Blood Maledict feature twice and at 14th level
the creature has disadvantage. If that attack misses, the you can use it three times between rests. You regain all
creature falls prone if they are large or smaller and you expended uses when you finish a short or long rest.
can use your reaction to move up to half your speed away
from the creature.

Level Hemocraft Die Size


Blood Dancer is unofficial Fan Content permitted
3-5 1d6
under the Fan Content Policy. Not
6-9 1d8 approved/endorsed by Wizards. Portions of the
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15-20 1d12 Brew by: NevernotDM
Art by: Marie Magny, Anna Steinbauer
Sanguine Divination Blood Curse of the Thrill
Beginning at the 9th level, you have gained the ability to use As an action, you can target one creature you can see within
blood magic to track your targets. You can take damage equal 30 feet. That creature must succeed on a Wisdom saving
one roll of your hemocraft die to cast the locate person spell throw against your hemocraft DC or be filled with lust for
using your blood as the material component. Beginning at the battle until the end of its next turn. While cursed, the creature
13th level, you can take damage equal to twice the roll of your cannot willing move away from hostile creatures, must use its
hemocraft die to cast the scrying spell, using your blood as movement to get as close to nearest hostile creature possible,
the material components. and must take the Attack action.
Once you cast either spell, you cannot cast that spell again Amplify The creature has disadvantage on attack rolls
this way until you finish a short or long rest. Intelligence is while afflicted by this blood curse.
your spellcasting ability for these spells.

Mortal Wound Special thanks to Matthew Mercer for the creation


When you reach the 13th level, you have learned to leave of the Blood Hunter class. It's a fantastic addition
lasting wounds. Whenever you hit a creature that is missing to DnD. I truly appreciate the work you have put
any of its hit points with a Sneak Attack, you can can force into updating and revising the class and still
the creature to make a Constitution saving throw (DC 8 + offering it for free.
your proficiency bonus + your Intelligence modifier). If the Sincerely,
creature fails, at beginning of each of the creatures turns, it NevernotDM
takes damage equal twice the roll of your Hemocraft die. A
creature can end this effect if it uses an action to staunch the
wound or receives any magical healing. This effect can stack.
You can this feature a number of times equal to your
proficiency bonus and regain all expended uses when you
finish a long rest.
Fountain of Youth
When you reach the 17th level, you have learned to use the
blood of enemies to restore yourself. Whenever you deal
damage to creature with your Sneak Attack, you may gain
1d12 temporary hit points. A creature must have blood for
you use this feature.

Additional Blood Curses


Blood Curse of Wicked Thirst
Whenever you hit a creature with a melee weapon attack, you
can invoke this blood curse to gain hit points equal to twice
the roll of your hemocraft die.
Amplify. You can use this curse when you hit a creature
with ranged weapon attack.
Blood Curse of the Breathless
As a bonus action, you can target one creature you can see
within 30 feet. That creature must succeed on a Constitution
saving throw against your hemocraft DC or be unable to
speak for one minute. The creature can repeat the saving
throw at the end of each of its turns, ending the effect on a
success.
Amplify. The range of the curse increases by 30 feet.

Otherworldly Patron
The Ghost Council Ghostly Flicker
Your patron is the great and immortal Ghost Council of At 6th level, your patron gives you the ability to briefly blink
Orzohva. The Council is the head of infamous Orzhov into the ethereal plane. At the end of each of your turns, you
Church: a massive conglomerate of priests, money lenders, can roll a d20. On an 11 or higher, you vanish, appearing in
and necromancers. Their empire is built of the souls of those the Ethereal plane as if under the effect of the blink spell.
who failed to keep up their end of their bargains. If you need At the start of your next turn, if you are on the Ethereal
power, the Orzhohva can provide it, for a price. All you need Plane, you return to an unoccupied space of your choice that
to do is sign on the dotted line. you can see within 10 feet of the space you vanished from. If
But be warned, for the Ozhova do not tolerate missed no unoccupied space is available within that range, you
payments and don't care for your excuses. And if you fall appear in the nearest unoccupied space (chosen at random if
behind... well best not to think about it. more than one space is equally near).
You can use this feature a number of times equal to half
Expanded Spell List your proficiency bonus, rounded up, and regain all expended
The Ghost Council lets you choose from an expanded list of uses when you finish a short or long rest.
spells when you learn a warlock spell. The following spells
are added to the warlock spell list for you. Poor Unfortunate Souls
Starting at 10th level, the Ghost Council gifts you a small
Ghost Council Expanded Spells silver cage that can be used as the material component of the
Spell Level Spells soul cage spell. You can hold a number of souls equal to half
1st Dissonant Whispers, Distort Value your proficiency bonus in the cage. If you lose the cage or it is
destroyed, the ghost council can replace it at the end of a long
2nd Detect Thoughts, Spiritual Weapon rest if you spend 1 hour in humble supplication, but you gain
3rd Revivify, Spirit Guardians 1d3 levels of exhaustion.
You learn the soul cage spell which doesn't count against
4th Death Ward, Phantasmal Killer the number of warlock spells you know. You can cast it as a
5th Antilife Shell, Raise Dead 6th level spell once per long rest without expending a spell
slot.
Debtor's Prayer What is Dead May Never Die
At 1st level, your deal with the Ghost Council allows you Beginning at 14th level, the Ghost Council will lend you their
access their well of magical energy: for a price. As a bonus legendary resistances in exchange for your life force.
action, you can regain an expended warlock spell slot. When If you fail a saving throw, you can choose to succeed
you do, roll a number of d6 equal to the warlock spell slot's instead. When you use this ability you gain 1d3 levels of
level. You take damage equal to the amount rolled and this exhaustion.
damage cannot be reduced in any way. For example, if you   
are a 5th level warlock you would take 3d6 damage to recover
one third level warlock spell slot.
You can use this feature a number of times equal to your Brew by: NeverNotDM
proficiency bonus and regain all expended uses when you Art by: Greg Staples
finish a long rest.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Otherworldly Patron

The Spirit Dragon Dragon's Hide


Sometimes a gold dragon's force of will is so strong, the When you choose this patron at 1st level you gain proficiency
dragon’s spirit can survive - even conquer - death. These with medium armor, heavy armor, and shields.
dragons transcend their mortal bodies and take on spiritual
forms. Their fire becomes invisible, spectral, and ghostly.
These dragons often make contracts with mortals who Draconic Aura
seek to restore order and justice to the world. Because even Starting at 1st level, you gain the ability to channel a brief
though a spirit dragon has left its mortal body behind, they amount of the Spirit Dragon's force of will. When you make a
still care deeply about the Mortal Realm. Charisma check or an attack roll, you can choose to gain
Expanded Spell List advantage on the roll.
The Spirit Dragon lets you choose from an expanded list of You can use this feature a number of times equal to your
spells when you learn a warlock spell. The following spells proficiency bonus, and regain all expended uses when you
are added to the warlock spell list for you. finish a long rest.
Spirit Dragon Expanded Spells Wrath of the Dragon
Spell Level Spells At 6th level, your patron allows you to cast ghostly flames that
1st Absorb Elements, Faerie Fire burn those that do you harm. You learn the hellish rebuke
2nd Dragon's Breath, Heat Metal
spell and it does not count against the number of warlock
spells you know. For you, damage dealt by this spell ignores
3rd Fly, Protection from Energy resistances and immunities.
4th Death Ward, Storm Sphere
You can cast it as a 1st level spell a number of times equal
to your Charisma modifier without expending spell slots. You
5th Destructive Wave, Legend Lore regain all expended uses when you finish a long rest.
Spectral Wings
Starting at 10th level, you can create a set of ghostly wings
that allow you to soar over the battlefield. As a bonus action,
you can gain a flying speed of 50 feet for one minute.
Once you use this ability, you cannot use it again until you
finish a short or long rest or expend a warlock spell slot.
Defy Destiny
Starting at the 14th level, you can channel the fortitude of the
great Spirit Dragon. If you would fail a saving throw you can
choose to succeed instead.
Once you use this ability, you cannot use it again until you
finish a long rest.

Otherworldly Patron: Spirit Dragon is unofficial Fan


Content permitted under the Fan Content Policy.
Not approved/endorsed by Wizards. Portions of
the materials used are property of Wizards of the
Coast. ©Wizards of the Coast LLC.
Brew by: NeverNotDm
Art by: Daniel Ljunggren
School of Heavens

W
izards who study the heavens learn of the

great power that rests between the suns,

moons, and stars. Through study and

dedication, these wizards can create tiny

manifestations of the heavens to protect and

guide them along their journeys.

Mantle of Sun, Moon, and Stars

When you select this school at 2nd level, you learn to harvest

the power of the heavens. As a bonus action, you can

summon a small moon, sun, and a cluster of tiny stars to

swirl around you. The mantle lasts for one minute, until you

go unconscious, or you end it as action. While your mantle is

active you gain the following benefits:

You shine bright light in a 15-foot-radius and dim light for

another 15 feet.

You have advantage on Wisdom (Perception) checks made

to spot hidden creatures and advantage on Intelligence

(Investigation) checks made to detect illusions.

You gain a bonus to your spell attack rolls equal to your

half your proficiency bonus, rounded up.

You can use this feature a number of times equal to your

proficiency bonus and regain all expended uses when you

finish a long rest.

Shelter of the Stars

At 6th level, your mantle helps protect you from hostile

forces.

When you assume your Mantle of the sun, moon, and stars,

you gain a +2 bonus to your armor class until your mantle

ends.

Mantle of the Universe

Beginning at the 10th level, your study of the heavens and

celestial bodies has allowed you to uncover further mysteries

of the heavens. While your mantle is active you gain the

following benefits:

The light shed by your mantle is sunlight.

You have advantage on all Wisdom (Perception) and

Intelligence (Investigation) checks.

Your spells deal additional damage equal to your half your

proficiency bonus, rounded up. This bonus applies to each

individual damage roll from any given spell.

Wish Upon A Star


Beginning at the 14th level, you can use your action to cast
any spell of the 6th level or lower on the wizard spell list at School of Heavens is unofficial Fan Content
the 6th level. If material components of the spell have a listed permitted under the Fan Content Policy. Not
approved/endorsed by Wizards. Portions of the
cost, you must have those components. materials used are property of Wizards of the
Once you use this feature, you cannot use it again until you Coast. ©Wizards of the Coast LLC.
finish a long rest. Brew by: NeverNotDm
Art by: Steve Argyle

Patreon: NevernotDM

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