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Cover Art by JeeHyung Lee

Heresy Domain desire to be unseen has also led you to gain proficiency in  
Every religion has its sects and disagreements, and this is Stealth, Deception, and Sleight of Hand. However, your
very much true of the religions of the various deities need for subtlety has left you unfamiliar with the symbols of
worshipped by wider society. However, sometimes a cleric your faith and a need for caution. You can’t use spellcasting
goes so far that their interpretation of their faith can’t be foci for your spells, and you take 10 minutes longer to cast
described as anything except absolute heresy against the rituals.
Zealotry. You firmly believe that the best method to spread
faith. These clerics represent a fundamental threat to the the word of your deity is through overwhelming force.
established order of their faith, be it by encouraging more Whenever you deal damage to a creature, you may add your
intellectual and philosophical debate to sermons, or proficiency bonus to the damage. However, your zeal has left
sometimes believing in the need to force others to convert to you unable to care for the wounds of others, and even your
the faith. own wounds are stubborn to most healing. Whenever you
In whatever case, you have ended up as a heretic of your would cast a spell that would restore hit points to a creature,
own particular faith, branded as such either by developing you instead restore none. Whenever you would recover hit
your own ideas or walking the path of another heretic before points by any means except rolling hit dice, you recover half
you. that amount instead, rounded down.
Heresy’s Foundation Channel Divinity: Heretical Channel
At 1st level, choose any other domain. You gain the features At 2nd level, choose one of the following options. You gain
that domain would grant at level 1, and the Domain Spells of that option to use with your Channel Divinity feature.
this domain are the same as the domain you chose. Divine Assurance. Whenever you or another creature you
can see make an ability check and get a result on the die of 9
Divergent Doctrine
Also at 1st level, you have chosen to reject the popular or less, you may use your Channel Divinity as a reaction to
dogma of your domain, instead choosing to express it treat the d20 roll as if it had rolled 10.
Enraging Litany. As an action, you use your Channel
differently and giving up something in return. Choose from Divinity to enrage a creature that you’ve charmed. That
among the following features. creature rolls a Charisma saving throw. On a failure, you
Textual Obsession. Your obsession with the text and
knowledge of your deity has led you to drawing power from choose another creature you can see. For 1 minute, on each
your own interpretations of the text, and this has made you of the target’s turns, it moves as close as it can to the target
few friends. Your spellcasting ability is Intelligence instead and attacks the target with whatever method it can. If it has
of Wisdom and you use Intelligence whenever a Cleric multiple methods it could use, you choose which one. It
feature calls for Wisdom. In addition, you may prepare a gains a bonus to its damage rolls equal to your Charisma
single Wizard spell for each level of spell slot you have. This modifier. It may repeat the saving throw at the end of each of
is added to what you would usually prepare each day. its turns. It automatically succeeds if you or any of your allies
However, your study has made you less inclined towards damage it.
Subtlety. Whenever you cast a spell, you may expend your
your less scholarly pursuits, and you lose any proficiencies Channel Divinity to cast the spell without needing to perform
you possess in weapons except daggers, darts, slings, any verbal or somatic components.
quarterstaffs, and light crossbows, and you lose proficiency Violent Outburst. As an action, you use your Channel
in all armors and shields. If you gain any of these Divinity to empower you with a zealous frenzy. When you
proficiencies from a source besides your class, you still have next take the attack action, you gain an extra attackg. If you
those proficiencies. hit with all of your attacks on a single target, the target takes
Demagoguery. You obsess with evangelizing and
spreading the creeds of your deity by pulling on heartstrings additional Radiant damage equal to two times your level.
and stoking the flames of rage, and using your spells to help
with this as much as possible, which gives you no friends
within your faith. Your spellcasting ability is Charisma and
you use Charisma whenever a Cleric feature calls for
Wisdom. Whenever you use a spell to grant a beneficial
effect to a creature, the duration of that effect is tripled if it
doesn’t have a duration of instantaneous. That creature is
also charmed by you for the duration of the effect and for a
number of days after the effect ends equal to the level of the
spell so long as you or any of your allies have never attacked
it. However, your ways have left you with little patience for
methodical, standard procedures, and a more delegative
attitude. You lose the ability to use ritual casting for your
spells granted by your spellcasting feature, and all damage
your spells deal is reduced by an amount equal to 5 times
either the spell’s level or 1, whichever is greater.
Secret Worshiper. Your religion is unpopular or even
forbidden in the environment you grew up in, and you
outright may have lacked official text or guidance. Your

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Fundemental Heresy your faith, and you’re immune to any attempts to scry on you  
Your doctrine has diverged so heavily that you now walk unless you allow it. These protections extend to creatures of
your own path. Beginning at 6th level, you gain one of the your choice without 10 miles of you. In addition, you may
following features. expend your Channel Divinity to teleport yourself and up to
Ascendent Knowledge. Choose four skills you’re 10 other willing creatures to a location you know.
proficient in. Your proficiency bonus is doubled for any Neverending Zeal. Creatures can’t recover hit points that
ability check you make that uses any of the chosen they lost due to damage you dealt unless and until they are
proficiencies. healed by Greater Restoration. In addition, whenever you
Guerilla Preacher. Your spells can’t be identified as divine, take damage, you can use your reaction to gain resistance to
and you may cast the Disguise Self spell without expending the damage type dealt until the start of your next turn.
a spell slot. In addition, your proficiency bonus is doubled for
any ability check you make that uses Stealth, Deception, or
Sleight of Hand.
Inspired Comrades. If a creature charmed by you starts its
turn adjacent to you, it gains temporary hit points equal to
your proficiency bonus plus your Charisma modifier. While
it has these hit points, it may expend all of them and gain a
bonus to a single attack roll, damage roll, saving throw, or
ability check. The bonus equals the number of temporary hit
points it expended.
Violent Dogma. You can attack twice, instead of once,
whenever you take the Attack action on your turn.
Clerical Expression
At 8th level, you choose the expression of your divine
powers. Choose one of the following features.
Potent Spellcasting. At 8th level, you add your
spellcasting ability modifier to the damage you deal with any
cleric cantrip.
Divine Strike. At 8th level, you gain the ability to infuse
your weapon strikes with divine 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 damage of the
same type dealt by the weapon to the target. When you reach
14th level, the extra damage increases to 2d8.
Divine Aid. At 8th level, you may empower others with
divine might. As a bonus action on your turn, you may
choose an ally you can see. Until the start of your next turn,
that ally gains a bonus to their damage rolls equal to your
spellcasting ability modifier.
Final Heresy
At 17th level, you have arrived at the apex of your heretical Art by MorkarDFC

ideas, a final capstone to your beliefs.


Divine Spell. Choose a spell of 3rd level or lower on either
the Cleric or Wizard spell lists. You may cast that spell at
will without expending a spell slot.
Cult of Personality. Once per day, you may choose a
creature charmed by you that isn’t another player’s
character. That creature rolls a Charisma saving throw
against you spell save DC. On a failure, that creature is
permanently charmed by you. Any creature charmed like
this is willing to risk its life for you, and will attempt to fulfill
any request you make of it that does not infringe on their
dignity. If they are adjacent to you when you become the
target of an attack or spell, they become the target of that
attack or spell instead. A creature charmed this way only
ceases to be charmed when targeted by a Greater
Restoration spell.
Beacon of the Faith. You are a pillar for your religion
within your community, and must be able to keep it alive.
You are immune to the Zone of Truth spell and any other
spell which could compell you to expose yourself or others of

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Fighter Archetype: Sword Sage Sword Sage’s Arcana  
In the far reaches of the world, there exist places where the At 7th level, your continuous training of your mind has
art of fighting isn’t taught through the power of the body or allowed you to replicate the effects of certain spells that
the speed of one’s hand. Instead, it’s taught to utlize your benefit your unique way of fighting. You gain the
Prestidigitation and Mending cantrips. Intelligence is your
mind in the most powerful of ways, to disconnect the hand spellcasting ability for these spells.
from the self and wield more weapons than any fighter ever In addition, you may use your bonus action on your turn to
could. These are the sword sages, fighters who through the ward your mind against attack. Choose Intelligence,
power and discipline of their mind wield a plethora of Wisdom, or Charisma. For 1 minute, you gain proficiency in
weapons at once in a halo of steel. Very few have ever found saving throws made with the chosen ability. If you already
the skill necessary to utilize this discipline, and even fewer have proficiency in saving throws for that ability, you instead
have mastered it. However, the tales of those few masters make those saving throws with advantage. You also gain
tell the story of warriors who could dominate an entire resistance to psychic damage for the same duration. You
battlefield without ever lifting their hands. may use this feature three times before needing to take a
Now, you have embraced this discipline, and have short or long rest.
embarked on your path to the mental mastery of the blade.
Halo of Swords Phalanx of Swords
Beginning when you choose this archetype at 3rd level, you At 10th level, you learn to use your Halo of Swords for a
unlock the special ability to mentally manipulate and control wider variety of uses. You may use your action on your turn
multiple weapons using just your mind. As a bonus action, to make a single large sweeping attack in the area around
you may target a number of melee weapons you’re proficient you. Each enemy within 15 feet of you must succeed on a
with equal to 1 plus your Intelligence modifier within 10 feet Dexterity saving throw or take damage equal to the total dice
of you that are not held by another creature. They must lack of the weapons in your Halo of Swords and fall prone. Once
the two-handed, heavy, and special properties. If they have you use this feature in this way, you must finish a short or
the versatile trait, they do not benefit from it while in your long rest before using it again.
Halo of Swords. These weapons float around and follow you In addition, as an action while your Halo of Swords has 4
like a halo, and are considered held by you even though or more weapons in it, you may form your Halo of Swords
you’re making no contact with them. While you maintain a around you as a barrier, giving you resistance to slashing,
Halo of Swords, you are considered to be concentrating on a piercing, and bludgeoning damage until the start of your
spell, but taking damage doesn’t cause you to roll to next turn. If you do, you may make one attack as part of the
maintain concentration on it. same action.
Attacking. When you would make a weapon attack, you
Razor Intellect
may choose to make that attack with your Halo of Swords. Beginning at 15th level, your mind has sharpened to a point
The have the following traits. that you’re a constant threat on the battlefield. You gain a
They have a reach of 10 feet. number of additional reactions each round equal to the
You must not be wielding a shield. number of weapons in your Halo of Swords that may only be
You make the attack and damage rolls with your used for opportunity attacks. For each opportunity attack
Intelligence modifier. you make in a round past the first, when you hit with that
You gain to bonus to damage rolls equal to half the attack, it deals only the damage you roll on its weapon die.
number of weapons in your Halo, rounded down. Do not add any additional modifiers or dice. You may only
When you hit with an attack using your Halo of Swords, make one opportunity attack per trigger.
you choose the damage die and type of one weapon in In addition, you gain a set of special attunement slots
your Halo of Swords. which you may only use to attune to weapons. The number
If weapons in your Halo of Swords have enhancement of these attuenment slots is equal to your Intelligence
bonuses, you only benefit from the highest enhancement modifier.
bonus.
If a weapon in your Halo of Swords has an effect when it Reign of Steel
Beginning at 18th level, as a bonus action on your turn while
deals damage, it occurs whenever you deal damage using you’re maintaining a Halo of Swords with 4 or more swords
your Halo of Swords. in it, you may empower your Halo of Swords with
Save DCs. Certain effects will require enemies to roll frightening mental might to dominate the battlefield like no
saving throws against your effects. This is calculared as one else can. For 1 minute, your reach increases to 20 feet,
follows: enemies within your reach that move more than five feet,
cast a spell, or make an attack that doesn’t include you
Save DC = 8 + your proficiency bonus + your Intelligence provoke opportunity attacks from you, and when you hit a
modifier creature with an attack using your Halo of Swords, your
Sagely Pursuits bonus damage from your Halo of Swords is doubled.
Also at 3rd level, choose one skill from the following list: Once you use this feature, you can’t use it again until you
Arcana, History, Investigation, Nature, and Religion. You have finished a short or long rest.
gain proficiency in that skill. Your proficiency bonus is  
doubled for any ability check you make that uses the chosen
skill.

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Monastic Tradition: Way of the  6 ki points. Whenever an enemy attacks you, you may  
expend your reaction to make an attack against them. On a
Dragon hit, the enemy is stunned until the end of your next turn,
The dragon is pure power, distilled into a body capable of interrupting their attack.
reducing a village to ash. Such a creature is no model for a 9 ki points. You may use your flurry of blows, patient
normal monastary, but sometimes in the streets of the defense, and step of the wind features without expending ki
roughest cities something resembling the nature of a points.
monstary emerges. From this comes those who practice the 12 ki points. You have advantage on all d20 rolls you
way of the dragon, becoming more brutal and savage than make.
any other tradition would ever dare to be. Most followers of 15 ki points. Whenever you deal damage with an unarmed
the other ways even refuse to call them monks due to this, attack, you roll double the amount of dice.
but their dedication and unflinching nature makes it 18 ki points. When you target a single creature with four
incredibly clear where these individuals lay. Either on the attacks on the same turn and hit with all four, that creature
streets for their particular gang or on their own after being is knocked prone and is paralyzed until the end of your next
expelled, there is none more fearsome than a dragon in turn.
humanoid form. This power visibly flows out from you, growing in intensity
with the amount of points you spent.
Essence of the Dragon
When you choose this tradition at 3rd level, your rough Power of the Dragon
training in the most dangeorus environment of the streets Starting at 11th level, your command over the dragon within
manifests fully. You gain the following features: has grown incredibly. You gain the following features.
Fists of the Dragon. While using nothing but your bare Roar of the Dragon. As an action, you may expend 2 ki
fists, your Martial Arts die increases by one step. Your fists points and let out a fearsome roar,. Each enemy who can
may be targeted by spells as if they were weapons when you hear you within 30 feet of you must make a Wisdom saving
allow them to be. You also gain proficiency with improvised throw. On a failure, they become frightened until the end of
weapons, and may use them as if they were monk weapons. your next turn. If they were already frightened, they become
Iron Gut. When you benefit from your Unarmored stunned until the end of your next turn instead.
Defense feature, you may calculate your AC as 10 + your Dragon’s Heat. Whenever you get a critical hit on an
Strength modifier + your Wisdom modifier. enemy, you recover 3 ki points.
Demand Respect. You gain proficiency in Intimidation if Beastly Grapple. If a creature you’re grappling is your size
you didn’t have it already. Whenever you roll an ability check or smaller, you may use them to bludgeon another creature
using Intimidation, your proficiency bonus is doubled. In within reach. Treat this as if you’re making an unarmed
addition, you may use Strength instead of Charisma for any attack, and whenever you hit with a grappled creature, both
Intimidation check. Whenever you hit an enemy with an the creature you hit and the creature you’re grappling take
attack from your flurry of blows, they must make a Wisdom the damage.
saving throw. On a failure, they are frightened of you for 1
minute. Dragon’s Finisher
At 17th level, you have ceased to give your enemies quarter,
Awaken the Dragon and decided an example must be made of those who stand in
Starting at 6th level, you may enter a heightened state of your way. Whenever you roll a critical hit against a
power. You may spend any number of ki points. You gain the frightened enemy, treat the damage as if you rolled the
following benefits depending on the number of ki points highest possible result. If the creature was stunned, you
spent, and each last for 10 minutes. instead reduce that creature to 0 hit points, and each enemy
3 ki points. Increase your martial arts die’s size by 1 step. within 30 feet of you becomes frightened until the end of
A d12 becomes 2d6. your next turn.
 

Art by ttalgi_null

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Oath of Freedom Oath Spells  
Against the ever-present growth of evil and corruption within 3rd-level Oath of Freedom feature
You gain oath spells at the paladin levels list in the Oath of
the cities scattered across the world, the governments Freedom Spells table. See the Sacred Oath class feature for
becoming mere pawns or worse, and the criminal how oath spells work.
underworld filling the gaps between, it becomes ever
apparent that one’s freedom is diminishing. Standing
against this tide will be those that take this oath, perhaps Oath of Freedom Spells
fruitlessly. Blending in amongst everyday people, they fight Paladin Level Spells
an endless war against tyranny, slavery of all kinds, and all 3rd Disguise Self, Heroism
who would seek to bend others to their will. Variously called 5th Knock, Pass Without Trace
freedom fighters, rebels, and (at their loftiest, greatest 9th Crusader’s Mantle, Nondetection
heights) dragonslayers, paladins of the oath of freedom will 13th Freedom of Movement, Death Ward
never back down while someone seeks to impose tyranny 17th Mislead, Passwall
over the people, and they’ll die for it if they have to. And at
the apex of their power, even the most powerful tyrants Channel Divinity
aren’t safe from them. 3rd-level Oath of Freedom feature
Oath Features When you take this oath at 3rd level, you gain the
following Channel Divinity options. See the Sacred Oath
class feature for how Channel Divinity works.
Tenets of Freedom Declaration of Freedom. As a bonus action, you channel
The tenets of the Oath of Freedom push a paladin to fight your defiance and free yourself or an ally, using your channel
against unjust rule, tyrannical law, and hopes to one day divinity. If you or that ally are charmed, restrained, grappled,
push them to ending the lives of tyrants once and for all. petrified, or paralyzed, that condition immediately ends. If
Freedom from Tyranny. Never attempt to force an that condition is being caused by a creature being in contact
innocent to act in a certain way, or threaten them if they with the target, that creature is immediately moved 5 feet
refuse. Tyrants and their ilk will always be the way they are, away from the target, and the target can’t be subjected to
and attempting to redeem them is meaningless. those conditions until the end of your next turn. In addition,
Freedom of Choice. Always fight to allow others to live that creature gains advantage on any roll they make to
their own lives as they wish to, so long as they do not seek to escape any bond or restraint until the end of your next turn.
harm or tyrannize innocents along the way. Strike as Lightning. As a bonus action, you may expend
Fight for Freedom. Never allow tyrants to remain in your channel divinity to quickly reposition your allies. Each
power, slavers to remain in business, corrupt guards to ally that can hear you within 30 feet of you may move up to
abuse power, or anyone else tyranizing others to continue. their speed. This movement does not provoke opportunity
Always Fight the Big One. Your enemies are, by nature, attacks. Then, they may expend their reaction to make a
powerful and will never want to give up that power. Fight single attack or cast a spell with a casting time of 1 action.
them anyway, and keep fighting until you can’t fight
anymore. Fight however you have to to take them down, Art by Jesper Ejsing

break whatever laws you have to. Your only restrictions are
these tenets.
Your Word is Your Bond. Once you make an honest
promise, you are bound to complete it. If two promises you
make contradict or a promise you make is truly impossible,
you must immediately seek the one you made the promise
you broke to and make amends. A promise to a tyrant or
their servants is never binding. You may not break a promise
for any other reason.

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Aura of Evasion  
Beginning at 7th level, you gain an aura that grants you and
your nearby allies the necessary abilities to slip away from
authority. You and creatures of your choice that start their
turn within 10 feet of you may ignore up to 15 feet of difficult
terrain once per turn, and may use the Disengage action or
Dash action once per turn as a bonus action. At 18th level,
this extends to creatures of your choice within 30 feet of you.
Fade Away
Starting at 15th level, you add Nystul’s Magic Aura to your
spell list, and may cast it without consuming a spell slot.
Whenever you cast it, you don’t need to touch the target, and
may target a number of creatures and objects within 30 feet
of you equal to 1 + your Charisma modifier + your
proficiency bonus (minimum of 1). In addition, any creatures
you designate with the spell have advantage on Dexterity
(Stealth) and Charisma (Deception) checks, and those
creatures can’t be affected by Detect Thoughts, Scrying, or
spells that perform similar effects unless they choose to be.
Wings of Rebellion
You have become the bane of tyrants, a true beacon of
freedom and a slayer of tyrants far and wide. You build up to
your perfect time to strike, and then strike them down in a
furious burst of speed and ferocity…then vanish without a
trace. Beginning at 20th level, as a bonus action on your
turn, you may invoke the divine to give you the power to slay
a tyrant. You gain the following benefits for 1 minute:
Your movement speed doubles, and you gain a flying
speed equal to your new walking speed.
Once per round, whenever you fail a saving throw, you
may choose to succeed instead. If it’s a spell and would
deal half damage on a success, you take no damage from
the spell.
Any damage you deal ignores immunities and
resistances, and damage you deal can’t be reduced by any
means. Damage you deal bypasses temporary hit points
and instead immediately damages the actual hit points of
your target. Damage you deal can’t be healed by any
means until 1 hour has passed since the damage was
dealt.
Whenever you reduce a creature to 0 hit points while
using this feature, you may choose to banish that
creature’s soul, shattering them entirely. If you do, that
creature’s soul does not arrive to any afterlife and its
essence is scattered across the planes. That creature
can’t be restored to life by any means, not even Wish or
the will of a deity.
When these benefits end, you and up to 5 other creatures
of your choice may teleport up to 1 mile to a place you know.
This teleport can’t be prevented by any means. Whether or
not you do, you gain a level of exhaustion. You can’t use this
feature while you have any levels of exhaustion.
 

Art by JSchift

6
Roguish Archetype: Mad Dog Essence of the Mad Dog  
In the depths of the underworld, there are all variety of Beginning at 9th level, you gain an additional special bonus
criminal and unsavory elements. But here and there, you action that you may only use with your Cunning Action and
find one individual so utterly crazed that even the most only while you’re unarmored. Actions you take when you use
hardened criminal is unnerved by their presence. For their this feature gain additional effects.
brutality, unpredictability, eccentricity, or some combination In addition, when you use your Dog’s Grace feature to
of the three, these mad dogs of the underworld are masters gain a bonus to your armor class, the first attack made
of the art of keeping their foes on their toes, and then against you before the start of your next turn has
demonstrating that being on their toes doesn’t matter if their disadvantage.
Dash. If you end your movement adjacent to an enemy,
leg’s been cut open when they weren’t looking, or taken a you have advantage on your next attack roll against them in
club to the head when they fall to the ground. the same turn.
Disengage. If an enemy you disengaged from moves into a
Dog’s Grace
Beginning at 3rd level when you take this archetype, you square adjacent to you on its turn, you may use your reaction
gain proficiency in improvised weapons, and you may use to make an attack against them. On a hit, you may apply your
your sneak attack with any simple weapon or improvised sneak attack damage, even if you already used it this turn.
Hide. If you successfully hide from a creature, the next
weapon, even if it’s not a finesse weapon. You may also time you would deal sneak attack damage to a creature
perform your sneak attack when you make an unarmed you’re hidden from, you may reroll any 1s you roll for
strike, which deals a d4 in damage. You may use Charisma damage until they’re not a 1.
for the attack and damage rolls of attacks you make with
simple weapons, improvised weapons, and unarmed strikes.
In addition, while you’re unarmored and not using a Fear the Mad Dog
At 13th level, whenever you reduce a creature to 0 hit points,
shield, you may use your bonus action to gain a bonus to you may make an Intimidation check against an enemy you
your AC equal to your Charisma modifier. can see. They must make a Wisdom saving throw against
Lord of the Night your result. On a failure, they become frightened.
Your time in the night has given you some form of In addition, you have advantage against any enemy with
understanding of how a given city’s nightlife works, and how the frightened condition.
best to defend yourself from it. Beginning at level 3, you gain Mad Dog’s Execution
proficiency in Intimidation. If you already had proficiency in At 17th level, you have reached the apex of the night.
Intimidation, you may gain proficiency in Persuasion or Whenever you roll the maximum result on any of your sneak
Deception instead. attack dice, you may roll it again and add it to the final result.
In addition, whenever you use Intimidation to threaten In addition, whenever you would deal your Sneak Attack
someone, if you have previously attacked and damaged them damage to an enemy granting advantage to you, your Sneak
or someone else in their sight, you have advantage on the Attack damage dice become d8s rather than d6s.
roll.  
Art by Inquissien

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Sorcererous Origin: Blood Blood Spells  
The power of blood is paramount, to some. It is long held by Class
certain traditions that the potency of magical symbols and Level Spells
glyphs written in blood is stronger, as containing fractions of 1st Create or Destroy Water, Ice Knife, Inflict
the latent energy of life can suffuse a spell. But the macabre Wounds
nature of doing so and the ethical concerns of where the 3rd Cloud of Daggers, Wither and Bloom
blood is sourced, along with potentially the physical 5th Life Transference, Vampiric Touch
demands on the user, limits its applicability, as well as 7th Blight, Evard’s Black Tentacles
certain arguments that it’s no any more powerful than what
is traditionally used. 9th Enervation, Maelstrom
Through happenstance, your blood is now suffused with In the Blood
magic, giving each drop the supposed power all blood is Starting when you choose this origin at 1st level, the
purported to have. Perhaps there’s a particularly powerful demands of this origin are a demand on your body, not your
mage in your bloodline, or perhaps it’s just the result of one strength of will. As such, your spellcasting ability for your
too many brushes with the magical. Either way, its effect on Sorcerer spells is Constitution. Replace Charisma in all
you is clear. Sorcerer features you gain that reference Charisma with
Constitution.
In addition, you may use a dagger as a spellcasting focus
for your spells. If a spell you cast has a material component
it consumes with no gold cost, you may replace that
component with a drop of your blood.
Blood Magic
Also at 1st level, you have attuned yourself to one of the
most feared methods of magic: True blood magic. Whenever
you cast a spell of first level or higher, you may expend a hit
die, rolling it and inflicting damage to yourself equal to the
amount rolled. You must have a sharp implement in hand
when you use this feature to gain its benefits. Then, choose
one of the following effects.
If the spell has a material component with a gold cost
that’s consumed, you reduce the cost by an amount equal
to 10 times the damage dealt. At level 7, this becomes an
amount equal to 100 times the damage dealt. At level 14,
this becomes 1000 times the damage dealt. Any amount
over what you need is lost.
If the spell has a duration, multiply the duration by the
damage dealt. If it’s a concentration spell, the additional
time does not need to be concentrated on, but the spell
ends if you would lose concentration on another spell and
you can’t use this option again until the spell ends.
If the spell rolls dice, you may increase or reduce the
result for any roll in its duration by the amount of hit
points you lost.
If the spell has a casting time of 1 round or more, reduce
the casting time by a number of rounds equal to twice the
damage dealt. If this would reduce it below 1 round, it
reduces it to 1 action instead.
You my only use one hit die per spell cast. If you can’t use
any of the listed effects, you instead inflict necrotic damage
Blood Spells equal to twice the damage dealt to yourself to creatures of
You learn additional spells when you reach certain levels in your choice within 15 feet of you.
this class, as shown on the Blood Spells table. Each of these  
spells counts as a sorcerer spell for you, but it doesn’t count
against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one
spell you gained from this feature with another spell of the
same level. The new spell must be a conjuration or an
necromancy spell from the cleric, sorcerer, or warlock spell
list.

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Sorcerous Blood Endless Reserves  
Starting at 6th level, you can use your sorcerous nature to Beginning at 18th level, you’ve found that you have veritable
fuel your magic. As an action, you may expend any number wellspring of arcane might within your blood. Whenever you
of Sorcery Points. For each point you spend, you gain a use your Blood Magic feature, you may choose from the
blood die, which are d8s. Whenever you would use your following options.
Blood Magic feature, you may choose to expend a blood die
instead of a hit die. Your blood dice remain until you would Two options from the list of effects, using the damage
next regain sorcery points, at which point you lose all dealt for both effects.
unspent blood dice. At level 12, they become d10s. At level Inflict necrotic damage equal to four times the damage
18, they become d12s. you dealt to yourself to creatures of your choice within 30
In addition, whenever you would regain hit dice, you feet of you.
regain an additional number of hit dice equal to your Use any Metamagic option, even one you don’t have
Constitution modifier. Any hit dice that go over this amount access to otherwise, without using the damage dealt
become blood dice. instead of sorcery points.
Blood Infusion In addition, whenever you roll initiative, you gain a
Beginning at 14th level, you’ve learned to utilize the loss of number of blood dice equal to your Constitution modifier.
vitality of another for your own benefit, and to use a loss of  
yours to help an ally. Whenever a spell you cast of 1st level
or higher would inflict necrotic damage to a creature, you
recover hit points equal to the damage dealt. If the damage
is 30 or greater, you regain a hit die. If you already have your
maximum number of dit dice, you gain a blood die.
In addition, whenever you would lose hit points from a
spell you cast, you may heal an ally you can see by an
amount equal to the number of hitpoints you lost.

Art by Anndr Pazyniuk

9
Wizard Tradition: Myomancy 1 action. If a spell has an area of effect, it becomes centered  
The study of magic is thought to be a purely mental exercise, on that creature if it’s a sphere, and must use its space as the
one which would not require the body to be in any first space for cones and lines. In addition, if the spell you
particularly good shape. Those who follow the tradition of cast has a saving throw, the target of your unarmed attack
myomancy reject this claim, asserting the body’s importance reduces the result of any saving throw made against the
in the act of magic through various factors, such as somatic spell by an amount equal to half of the damage you dealt to
components or even the potency of blood for certain spells. it, rounded down. You are immune to any damage your own
Regardless of the truth of this, this tradition has produced a spells would deal to you, and you may choose whether an
very strange variety of wizard, wholly unrecognizable to the effect applies to you.
layman who imagines a bearded man in a robe and pointed True Power
hat. Indeed, a myomancer is characterized by bulging At 14th level, whenever you roll a critical hit using the
muscle and deliberate, powerful movements, willing to unarmed attack granted by your Muscular Attack feature,
wander into the thick of things to practice their magic, you may choose up to two of the following, when applicable:
casting spells with powerful punches and kicks from which
their spells explode forth, sometimes with catastrophic Double the damage of the spell
power. So now have you taken this strange tradition. Double the duration of the spell
Double the size of any area of effect within the spell’s
Muscular Magic description
Starting at 2nd level when you take this tradition, the Allow the spell to be maintained for its full duration
fundamental ways you cast magic change entirely. Your without concentration
spellcasting ability for your Wizard spells becomes Strength,
replacing Intelligence totally in the casting of your spells. If a In addition, when making unarmed attacks, you may get a
Wizard feature specifies Intelligence for anything, you use critical hit on a roll of a 19 or 20.
Strength instead. You also gain 2 additional hit points, and
whenever you gain a level in Wizard, you gain 1 additional
hit point.
In addition, whenever you would cast a spell that has
somatic components, a casting time of 1 action, and targets
a single creature, you may choose to perform those somatic
components as an unarmed attack against the target. If you
do, you have no disadvantage for making a spell attack roll
within 5 feet of a hostile creature, but if the attack misses,
the spell fails and the slot is wasted. You must have both
hands completely free to do this, even if another feature
would allow you to perform the somatic components of
spells with your hands full. Your spell must target the target  
of the unarmed attack. If a spell already includes a melee Art by gongsang81
attack, you only make one attack. If a spell requires you to
spend your action to sustain its effects, you may repeat this
unarmed attack each time you sustain the effect.
Weight Advantage
Also at 2nd level, your method of magic has suffused your
muscles down to the last fiber. While you are wearing no
armor, your Armor Class equals 14 + your Dexterity
modifier and are constantly under the effects of the Jump
spell, and you gain proficiency in the Athletics skill.
Casting Might
Starting at 6th level, you may treat your body as a
spellcasting foci for the purposes of casting Wizard spells,
and as a weapon when targeted by your own spells. In
addition, you have advantage on saving throws to maintain
concentration.
In addition, you gain proficiency in either
Strength or Constitution saving throws.
At 14th level, you gain proficiency in the type of saving
throw you didn’t choose.
The Power of the Body
Starting at 10th level, you may cast all spells with somatic
components using your Muscular Magic feature, not just
spells with a single target. It must still have a casting time of

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Optional features  
You gain class features in the Player’s Handbook when you
reach certain levels in your class. This section offers
additional features that you can gain, with the classes that
benefit from them noted below. Unlike the features in the
Player’s Handbook, you don’t gain the features here
automatically. Consulting with your DM, you decide whether
to gain a feature in this section if you meet the level
requirement noted in the feature’s description.
Spellcasting Dissident
Changes spellcasting or pact magic

You may change your spellcasting ability listed in your


spellcasting feature to any other ability. This also changes
how your spell DCs are calculated. This does not replace any
mentions of the original ability in other class features.
Spellcasting Expertise
1st-level Artificer, Cleric, Druid, and Wizard feature

The core skill of your spellcasting discipline is integral, and


it is rare for you to be the one who doesn’t know the most
about it in a room. You gain proficiency in a skill associated
with your spellcasting class: Arcana for artificers and
wizards, Religion for clerics, and Nature for druids. Your
proficiency is doubled for any check you make that uses that
skill, and you can treat any roll using that skill of 11 or lower
as 12.
Fighting Style Options
When you choose a fighting style, the following styles are
added to your list of options.
Mental Combatant
1st-level fighter feature, 2nd-level paladin and Ranger
feature

Your razor-sharp mind allows you to supernaturally guide


your weapon in ways your body may not otherwise be able
to. You may use your Intelligence modifier instead of
Strength or Dexterity for the attack and damage rolls of any
weapons that lack the two-handed, heavy, and special
properties. In addition, you gain proficiency in any tool or a
skill from the following list: Arcana, History, Investigation,
Nature, or Religion.
Guerrilla Leader
2nd-level paladin feature

You are used to fighting in situations where being on a


traditional frontline isn’t possible, and you need to strike and
get out as soon as possible. While you’re unarmored or
wearing light armor and not wielding a shield, you may add
your Charisma modifier to your armor class. In addition, you
gain proficiency in the Stealth skill.
 

Art by BryanSyme

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