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CREDITS

Designer: Zachary G. Paiva


Template: Simple Microsoft Word Template by Laura
Hirsbrunner
Cover Illustrator: (Credit here)
Interior Illustrators: (Credit here)
Special Thanks: (Credit here)
Playtesters: Team Determination

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of th e Coast product
names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under t he Community Content Agreement for
Dungeon Masters Guild.

All other original material in this work is copyright 2020 by Zachary G. Paiva and published under the Community Content Agreement for Dungeon Masters Guild.

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TABLE OF CONTENTS
Contents
Credits .................................................................................... 1
Table of Contents.................................................................. 2
Contents ................................................................................ 2
Bard Colleges ..................................................................................3
College of Metal........................................................................3
College of War Dance ..............................................................3
Barbarian Primal Path ..................................................................3
Path of the Clenched Fist .......................................................3
Druid Circle .................................................................................... 4
Circle of Symbiosis ................................................................. 4
Fighter Archetype ......................................................................... 4
Duelist ....................................................................................... 4
Monk Monastic Tradition ........................................................... 5
Way of the Hurler .................................................................... 5
Paladin Sacred Oath ..................................................................... 5
Oath of Hope ............................................................................ 5
Ranger ............................................................................................. 6
Leviathan Hunter .................................................................... 6
Rogue............................................................................................... 6
Arcane Sniper........................................................................... 6
Spellcasting .............................................................................. 6
Sorcerer .......................................................................................... 7
Elemental Earth ...................................................................... 7
Warlock ........................................................................................... 8
The Great Tree ......................................................................... 8
Wizard ............................................................................................. 9
Augmented Familiar .............................................................. 9
Cleric ..............................................................................................10
Prophecy Domain ..................................................................10

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BARD COLLEGES Creatures taking part in your War Dance must be able to
see you to benefit from a dance phrase.
At 3rd level, a bard gains the Bard College feature. The
Dance Phrases:
following options are available to a bard, in addition to
Places People! Creatures taking part in your War Dance
those offered in the PHB: College of Metal and College of
may immediately use their reactions to move up to half
War Dance.
their speed without provoking opportunity attacks.

COLLEGE OF METAL Slide. Roll your bardic inspiration die. A creature you
choose that is joined in your war dance gains a bonus to
They say those who follow the College of Metal follow a their AC equal to the roll on the Bardic Inspiration die until
dark and fiendish path. They are mistaken. For the College the start of your next turn.
of Metal is one that channels the power of one’s loudest Light Feet. Creatures joined in your war dance can take
emotions to their ends. With their high tempo and the dash action as a bonus action until the start of your
thunderous music they fire up their allies and devastate next turn.
enemies. Through their techniques these musical warriors
turn sound into their weapon. RHYTHM RAMP-UP
Starting at 6th level, you can select a creature you can see
PERCUSSIVE ATTACKER within 60 feet of you. Creatures taking part in your War
At 3rd level, you learn the booming blade cantrip. This Dance that attack your selected creature gain a bonus to
cantrip is a bard spell for you. the damage rolls for their next attack until the start of your
When creatures add your Bardic Inspiration die to an next turn. The damage bonus starts at +1 and increases by 1
attack roll, the attack deals bonus thunder damage equal to for each other creature joined in your War Dance that hits
the roll on the Bardic Inspiration die. with an attack. Once you have used this feature you can not
use it again until you finish a long rest.
BONUS PROFICIENCIES
At 3rd level, you gain proficiency with medium armor, DANCER’S CHALLENGE
shields, and martial weapons if you do not already have it. Starting at 14th level, a creature you can see within 60 feet
must make a Charisma saving throw or be charmed by you.
AMPLIFIED SHOUT While charmed this way the creature is compelled to
Starting at 6th level, when you deal thunder damage you dance, using all its movement dancing in its space on its
can use your bonus action to sing out a phrase from a song turn. A flying creature without the ability to hover circles
or belt out a series of notes on your instrument. Creatures as few spaces as possible. You must use a bonus action on
you choose within 10 feet of you must make a Constitution your turn to dance to maintain the charm. The creature
save. Targets take 6d6 thunder damage on a failed save, or may use an action on its turn to make a Charisma
half as much damage on a successful one. You can also (Performance) check contested by your Charisma
choose a number of creatures other than yourself in the (Performance) check to escape the compelled dance before
area up to your Charisma modifier (minimum 1) to give it uses all of its movement that turn.
Bardic Inspiration die to, expending a use of Bardic
Inspiration per creature. Once you use this feature you
can’t use it again until you finish a long rest.
BARBARIAN PRIMAL PATH
At 3rd level, a barbarian gains the Primal Path feature. The
BATTLE MAGIC following option is available to a barbarian, in addition to
At 14th level, when you use your action to a cast a bard those offered in the PHB: Path of the Clenched Fist

PATH OF THE CLENCHED FIST


spell, you can make one weapon attack as a bonus action.

COLLEGE OF WAR DANCE Those that follow the Path of the Closed Fist have chosen
The College of War Dance topples formations and castles to bring about their will with their own two hands. They
to the drum beat of an army’s boots. They weave a magical are the ultimate masters of close quarters combat, armed
rhythm that both coordinates and empowers allies. or unarmed. Their specialties include wrestling and bare-
Soldiers become part of a focused whole, experiencing a knuckle brawling. They impose their will upon the
sense of being part of something like a perfectly conducted battlefield, grabbing their foes and placing them where
orchestra. Each person knows what they should be doing they wish. Many that follow this path believe that you only
and where they should be going. The group becomes one. have a right to what you can keep from your enemies. A foe
During the Last War groups of bards would lead entire that fails to escape their grip does not deserve to escape. In
units in a War Dance. They would outmaneuver other units overcoming an obstacle these barbarians prove to
with ease, marching inexorably to the enemy’s defeat. themselves they are just and right.

WAR DANCE MARTIAL ARTS DIE


At 3rd level, you can begin a War Dance on your turn as a At 3rd level you can roll a d4 in place of your unarmed
bonus action. When you do so, choose a number of allied strike or natural weapon damage. This is your Martial Arts
creatures that you can see and that can see you, up to a Die. When you make an attack with an unarmed strike or
number equal to your Charisma modifier (minimum of natural weapon you can make another attack with an
one) to join your War Dance. The War Dance lasts for 1 unarmed strike or natural weapon as a bonus action. Your
minute and allows you to expend an inspiration die to use Martial Arts Die increases as you level. See the “Martial
one of the following dance phrases as a bonus action. Arts” column in Table: Path of the Clenched Fist.

3
PATH OF THE C LENCHED F IST your body symbiotically transform you instead of taking on
a beast form. When you do so you gain 3 temporary hit
Barbarian points per druid level. The transformation lasts for a
Level Martial Arts Die number of hours equal to half your druid level (rounded
3 1d4 down) or until you expend a use of Wild Shape again.

4 1d6
SYMBIOTIC BONUS DICE
11 1d8 You have a symbiotic bonus die which is 1d6. While you are
17 1d10 symbiotically transformed your melee weapon attacks deal
an extra 1d6 radiant or necrotic damage (you choose
whenever you use Symbiotic Transformation). The number
ATHLETIC EXPERT of dice increases at certain levels in this class shown in the
Starting at 6th level, you become proficient in Athletics if
Table: Symbiotic Bonus Dice.
you are not already. Your proficiency bonus is doubled for
Druid Level Symbiotic Bonus Dice
any ability check you make that uses the Athletics skill.
This bonus does not stack with another feature that allows 2 1d6
you to add double your proficiency bonus. 5 2d6

IRRESISTIBLE FIST 10 3d6


Starting at 6th level, your unarmed strikes and natural 14 4d6
weapons count as magical for the purpose of overcoming
resistance and immunity to non-magical attacks and
GROW ARMOR
damage. At 6th level, when you symbiotically transform, thick

LIVING FLAIL
layers of chitin form on your skin for the duration of the
transformation. Your armor class equals 15 + your
At 10th level, you swing around your grappled targets and
Constitution modifier (max 2). You can carry a shield and
smash them against walls, the ground, and other foes.
still gain this benefit.
When you have grappled a creature you may swing them
like a flail. You may use any creatures you have grappled as
SYMBIOTIC PROTECTION
a two-handed melee bludgeoning weapon that you are At 10th level, when you gain temporary hit points from
proficient in as long as you maintain the grapple. The your Symbiotic Transformation you can send a colony of
weapon uses your Martial Arts die for damage rolls. When the symbiotic life you host to grant a creature within 5 feet
you hit with this weapon the grappled creature also takes of you the same number of temporary hit points for the
damage as if the attack hit them as well. Use the same duration of Symbiotic Transformation.
damage roll when calculating this damage.
SYMBIOTIC ADAPTATION
REVERSAL At 14th level, you become immune to poison damage, the
At 14th level, when a creature within 5 feet of you attacks poisoned condition, and disease. You are immune to being
you and misses you can use your reaction to attempt to blinded or deafened. The symbiotic life you host allow you
grapple or shove that creature. When a creature attempts to become self-sustaining. You can replace your need for
to grapple you and you win the contest you can use your food by exposing yourself to bright light for 4 hours in a
reaction to cause that creature to become grappled by you. day. The exposure need not be consecutive. You still need
When a creature attempts to shove you and you win the water as normal.
contest you may use your reaction to shove that creature.

DRUID CIRCLE FIGHTER ARCHETYPE


At 3rd level, a fighter gains Fighter Archetype feature. The
At 2nd level, a druid gains the Druid Circle feature. The following option is available to a fighter, in addition to
following option is available to a druid, in addition to those those offered in the PHB: Duelist
offered in the PHB: Circle of Symbiosis

CIRCLE OF SYMBIOSIS DUELIST


An old question. Is it better to be quick or is it better to be
The druids of the Circle of Symbiosis looked inward and heavily armored? Duelists say the former. Fighting on the
found that each of us is an ecosystem full of life. By edge of a knife, barely ducking under an axe, then swiftly
connecting with and strengthening their relationship with but narrowly laying their foe open. Then on to the next
the many small living things inside them they strengthen fight. Duelists are commonly former light infantry soldiers
their bodies to make themselves iron hearted protectors of in the Last War. Aundair is known for producing quite a
nature. This is a relatively new study in druidic magic. number of duelists. Now warriors without a cause, many
Across Eberron individuals from druidic sects are wander the Five Nations, some are vagabonds, others are
independently discovering the life inside them. A sign of knight-errants. Others still only want to advance martial
the times changing towards investigation and arts. All of them, for one reason or another, engage in
advancement as the new millennium approaches. duels.

SYMBIOTIC TRANSFORMATION
At 2nd level, you can expend a use of Wild Shape as a bonus
action to have the microflora and microfauna you host in

4
CRITICAL CONTENDER your ki save DC or have its speed reduced to 0. The
At 3rd level, your melee weapon attacks with weapons creature can use an action on its turn to free itself.
without the heavy property score a critical hit on a roll of Another creature within 5 feet can use their action
19-20. to free them as well.
• If you hit with the first bonus action attack
CRITICAL CONTENDER granted by flurry of blades, you twirl your
At 3rd level, while you are not wearing heavy armor, when weapons to distract the creature you just hit . The
a creature is about to make a melee attack against you can next ranged weapon attack with a weapon with
use your reaction to make a melee weapon attack against the thrown property you make against that
that creature before determining if their attack hits or creature before the end of your next turn has
misses. advantage.
• Your projectile bounces off its original target to
AVOIDANCE strike another within 10 feet of your original
At 7th level, you can take the Dodge action as a bonus target and takes damage equal to your Strength or
action while you are not wearing heavy armor. Choose Dexterity modifier.
Strength or Dextierity, you can use this feature a number
of times equal to the chosen ability’s modifier. You regain RETURNING STRIKE
expended uses after finishing a short rest. At 6th level, you can use your action spend 1 ki point to
throw a thrown weapon in a 30 foot line, up to its range.
IMPROVED CRITICAL CONTENDER Each creature in the line must make a Dexterity saving
At 10th level, your melee weapon attacks with weapons throw against your Ki save DC or take damage equal to
without the heavy property score a critical hit on a roll of your martial arts die + your Dexterity or Strength modifier.
18-20. You then mentally command the weapon to magically fly
back to your hand, forcing creatures in the line to repeat
DEVASTATING CRITICAL the saving throw or take the same damage again.
Starting at 15th level, when you score a critical hit with a
weapon attack, you gain a bonus to that weapon's damage THROWN VOLLEY
roll equal to your level in this class. At 11th level, you can use your action to make a thrown
weapon attack against any number of creatures within 10
DEVASTATING CRITICAL feet of a point you can see within your weapon’s range. You
At 18th level, when your current hit points are equal to or must have a weapon for each target, as normal, and you
less than half your maximum hit points can make a melee make a separate attack roll for each target. When you hit
weapon attack with a weapon without the heavy property with these attacks you may spend 1 ki point to per attack to
with advantage once per turn. Also, you can use the apply one of your techniques from the Thrower Technique
Preemptive Attack feature once a turn without expending feature.
your reaction.
HAIL OF BLADES
MONK MONASTIC TRADITION At 17th level, you can spend 5 ki points to cast conjure
volley with a thrown weapon instead of ammunition as the
At 3rd level, a monk gains the Monastic Tradition feature.
The following option is available to a monk, in addition to material component.

PALADIN SACRED OATH


those offered in the PHB: Way of the Hurler

WAY OF THE HURLER At 3rd level, a paladin gains the Sacred Oath feature. The
Hurlers practice a style of combat using thrown weapons. following option is available to a paladin, in addition to
While other styles apply ki through a direct pathway of those offered in the PHB: Oath of Hope

OATH OF HOPE
body to limb to weapon to target, hurlers let their ki
empower their weapons and make them an extension of
themselves. In doing so, they are able to perform To take the Oath of Hope is to be a pillar of strength for
seemingly impossible throwing maneuvers appearing as a others to draw on. As a divine servant of good you replace
storm of blades flying out at targets. despair with home.

FLURRY OF BLADES TENETS OF HOPE


At 3rd level, immediately after you take the Attack action Be an Example. If you expect others to do the right thing
on your turn, you can spend 1 ki point to make two ranged then you should show them.
weapon attacks with weapons that have the thrown Boundless Enthusiasm. Despite it all approach the world
property as a bonus action. with optimism and overcome despair.
Uplift your Fellows. Bring hope to others and leave no
THROWER TECHNIQUE room for gloom.
Whenever you hit a creature with one of the attacks Aim High. Believe in your strength and rise above
granted by Flurry of Blades, you can use one of the expectations.
following techniques on the target:
• You can pin it to a vertical solid surface within 5 OATH SPELLS
feet of the target. When you doso the creature You gain spells at the paladin levels listed.
must succeed on a Dexterity saving throw against

5
O ATH OF H OPE S PELLS They have refined the use of nets to capture prey before
executing them.
Paladin Level Spells
3rd guiding bolt, bless SEAWORTHY
At 3rd level, you gain a swim speed equal to your walking
5th warding bond, aid
speed. You gain proficiency in weaver’s tools. You can
9th beacon of hope, mass healing word make a net by spending 5 silver pieces on materials and
13th death ward, freedom of movement weaving for an hour using weaver’s tools. This can be done
as part of a short rest. The DM might allow you to
17th telepathic bond, circle of power
improvise the tools and material needed to create a net.

LEVIATHAN CATCHER
CHANNEL DIVINITY At 3rd level, you become a skilled user of nets, gaining the
Follow Example. As a bonus action creatures you choose following benefits:
within 30 feet of you that can see or hear you are urged by • When attacking with a net you do not have
your actions to act with alacrity for 1 minute. When you disadvantage at long range, and you do not have
make a weapon attack, one of the creatures you chose can disadvantage from using a ranged weapon within
use their reaction to make a ranged or melee weapon 5 feet of a target.
attack. • Nets have the finesse property for you.
Guided Strike. When you make an attack roll, you can • Making an attack with a net does not restrict your
use your Channel Divinity to gain a +10 bonus to the roll. ability to make other attacks.
You make this choice after you see the roll, but before the • You can attack with a net as a bonus action.
DM says whether the attack hits or misses. • Your weapon attacks against a restrained creature
deal an extra 1d6 of the weapon’s damage.
AURA OF EXCELLENCE
Starting at 7th level, creatures you choose within 10 feet of STEEL WILL
you (including yourself) gain the following benefit: When a At 7th level, you have advantage on saving throws against
creature within the area misses with an attack roll or fails a being frightened or charmed.
saving throw you can use your reaction to grant that
creature advantage on the roll, possibly changing the IMPROVED LEVIATHAN CATCHER
result. The range of this aura increases to 30 feet at 18th At 11th level, your skill at weaving nets improves:
level. • Nets you make have a Strength DC of 8 + your
proficiency bonus + your Wisdom modifier to
RISE AGAIN break out of.
Starting at 15th level, when a creature within your Aura of • Nets you make have an AC of 8 + your proficiency
Excellence is reduced to 0 hit points and not killed bonus + your Wisdom modifier.
outright, you can choose to have them drop to 1 hit point • Nets you make have temporary hit points equal to
instead. Once you use this ability on a creature, you can't your ranger level.
use it again on that creature until you finish a long rest. • Nets you make an be used to retrain huge
creatures.
THE SYMBOL OF HOPE
Starting at 20th level you can use your action to undergo a BRING ‘EM DOWN!
transformation that lasts for 1 minute and grants the At 15th level, when creature within your reach misses you
following benefits: with an attack you trip them over as you duck under the
• Creatures you choose within 30 feet of you are strike. You can use your reaction to attempt to shove the
immune to being frightened or charmed. creature. This feature can be used to shove a creature up to
• When you hit a creature with an attack your allies two size categories larger than you.
follow your example. The next attack one of your
allies makes against that creature before the start
of your next turn has advantage.
ROGUE
At 3rd level, a rogue gains the Roguish Archetype feature.
Once you use this feature, you can’t use it again until
The following option is available to a rogue, in addition to
you finish a long rest.
those offered in the PHB: Arcane Sniper.

RANGER ARCANE SNIPER


At 3rd level, a ranger gains the Ranger Archetype feature.
The Arcane Sniper strikes down their targets from stealth
The following option is available to a ranger, in addition to
with bolts of energy rather than arrows or blades. Whether
those offered in the PHB: Leviathan Hunter.
sniping from afar or spying on foes the Arcane Sniper’s

LEVIATHAN HUNTER skills will get the job done. The practice of arcane sniping
evolved during the Last War as wandslinger soldiers
It takes a special breed of individual to stand on unstable explored ambush tactics.
ships and throw spears at many limbed sea beasts, to try
and net the ancient aboleth, or dive after the mighty SPELLCASTING
dragon turtle. Leviathan Hunters are that breed of person.
At 3rd level, you gain the ability to cast spells.

6
CANTRIPS COVER FIRE
You learn three cantrips from the wizard spell list. You At 13th level, if you hit a creature with a ranged spell attack
learn one cantrip with a ranged spell attack roll and two you can choose an ally within 60 feet of the creature. That
other cantrips of your choice. At 10th level you learn creature has disadvantage on attack rolls against that ally
another cantrip from the wizard spell list. until the end of the ally’s next turn.

SPELL SLOTS ARCANE SNIPING MASTER


The Arcane Sniper Spellcasting table shows how many At 17th level, you can choose to use Sneak Attack with a
spell slots you have to cast your spells of 1st level and spell of 1st level or higher that has a spell attack roll. Once
higher. To cast one of these spells, you must expend a slot you use this feature you can’t use it again until you finish a
of the spell's level or higher. You regain all expended spell short rest.
slots when you finish a long rest.
You start with two 1st-level spell slots at Rogue level 3
and gain more as you gain more Rogue levels.

SPELLS KNOWN
You know three 1st-level wizard spells of your choice, two
of which must be evocation or illusion spells.
The Spells Known column in Table: Arcane Sniper
Spellcasting shows when you learn more wizard spells of
1st level or higher. Each of these spells must be an
evocation or illusion spell of your choice, and must be of a
level for which you have spell slots. For instance, when you
reach 7th level in this class, you can learn one new spell of
1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can
come from any school of magic.
Whenever you gain a level in this class, you can replace
one of the wizard spells you know with another spell of
your choice from the wizard spell list. The new spell must
be of a level for which you have spell slots, and it must be
an evocation or illusion spell, unless you're replacing the
spell you gained at 8th, 14th, or 20th level.

SPELLCASTING ABILITY
Intelligence is your spellcasting ability for your wizard
spells. You use your Intelligence whenever a spell refers to
your spellcasting ability. In addition, you use your
Intelligence modifier when setting the saving throw DC for
a wizard spell you cast and when making an attack roll
with one.

Spell save DC = 8 + your proficiency bonus + your


Intelligence modifier SORCERER
Spell attack modifier = your proficiency bonus + your At 1st level, a sorcerer gains the Sorcerer Origin feature.
The following option is available to a sorcerer, in addition
Intelligence modifier
to those offered in the PHB: Elemental Earth Bloodline.
ARCANE SNIPING
At 3rd level, you gain the ability to use Sneak Attack with ELEMENTAL EARTH
cantrips with ranged spell attack rolls that deal damage. You claim ancestry with a dao or other powerful being of
The sneak attack dice deal the same damage as the spell. If Elemental Earth. Your birth might have been marked by
the spell deals more than one type of damage, then you tremors or even an earthquake. You are in touch with the
choose one of them for the sneak attack dice. When you ground beneath your feet and can all it to your aid.
sneak attack this way the cantrip deals damage as if cast by
a 1st level character. EARTH MAGIC
The following spells may be learned by you when you learn
STEALTHY SPELLCASTING new sorcerer spells starting at the indicated sorcerer level.
At 9th level, you gain the ability cast a spell and ignore its These spells count as sorcerer spells for you.
verbal and somatic components a number of times equal to
your intelligence modifier. You regain all expended uses
after finishing a long rest.

7
E ARTH M AGIC T HE G REAT T REE E XPANDED S PELLS
Sorcerer Level Spells Spell Level Spells
1st catapults, earth tremor 1st entangle, goodberry
3rd earthbind, earthen grasp 2nd spike growth, locate animals or plants
5th meld into stone, wall of sand 3rd plant growth, speak with plants
7th stone shape, stoneskin 4th guardian of nature, grasping vine
9th transmute rock, wall of stone 5th tree stride, wrath of nature
11th bones of the earth, flesh to stone
BONUS LANGUAGE
STONE SPEECH At 1st level, you learn to speak, read, and write Sylvan.
At 1st level, you learn to speak, read, and write Terran.
LIVEWOOD BRANCH
WAIT AND LISTEN At 1st level, your patron bestows upon you a quarterstaff
Starting at 6th level, you gain tremorsense out to 60 feet. made of livewood which you can use as a focus for your
When a creature you can detect with tremorsense misses Warlock spells. The wood remains eternally green and
you with an attack or you succeed a save against a spell you alive. While you wield this staff, you can cast a druid
can use your reaction to send a shockwave through the cantrip chosen when you get this feature. You can’t be
earth at the attacker or caster. A magical bludgeon of earth disarmed of the quarterstaff unless you are incapacitated.
emerges from the ground and strikes the target. The target If it is on the same plane of existence, you can summon the
takes bludgeoning damage equal to half your sorcerer level quarterstaff as a bonus action on your turn, causing it to
+ your Charisma modifier. teleport instantly to your hand. Should you lose your
livewood quarterstaff be destroyed you can perform a 1
BURROWER hour ritual to be granted another by your patron. Doing so
Starting at 14th level you can move through earth like a destroys the original.
fish swims through water. You gain a burrow speed equal
to your walking speed. You can burrow through solid rock BRAMBLE BARRIER
at half your burrow speed. The tunnel you leave behind is At 6th level, while you are wielding your livewood
as wide as the space you occupy. quarterstaff you can cause it to sprout a protective barrier.
When you are the target of an attack roll you can use your
EARTHKIN reaction to cause the livewood staff to sprout a magical
At 18th level you unlock the traits of your elemental thicket of thorns around you to protect you. The thicket
bloodline: forms a sphere of total cover around you. If the attacker
• You no longer need to eat or breathe. made a melee attack within 5 feet of you they take 2d10
• When you are not burrowing through solid rock piercing damage. The thicket has hit points equal to your
you can choose to not disturb the material you Warlock level + your Charisma modifier. Any creature that
move through. hits the thicket with a melee attack takes 2d10 piercing
• You are immune to the petrified condition. damage. At the start of your next turn the thicket recedes
• You are immune to the poisoned condition and back into the staff. You can’t use this feature again until
poison damage. you finish a short or long rest.

TREE TRAITS
WARLOCK At 10th level, you gain resistance to non-magical
At 1st level, a warlock gains the Otherworldly Patron bludgeoning and piercing damage. In addition, you age at a
feature. The following option is available to a warlock, in slower rate. For every 10 years that pass, your body ages
addition to those offered in the PHB: The Great Tree. only 1 year, and you are immune to being magically aged.

THE GREAT TREE ARBOREAL ALLY


At 14th level your livewood quarterstaff can act as a vessel
You have made a pact with an exceptionally old treant,
for a forest guardian’s spirit. As an action you can set down
dryad or other arboreal being. Your patron might be
your livewood staff within 5 feet of you and have it either
Oalian, the awakened pine tree in the Eldeen Reaches or
transform into a dryad or an awakened tree for 1 hour. The
dryad whose bonded tree is a quaking aspen that has
creature is friendly to you and will obey commands you
spread out its runners until it is a forest unto itself.
give it. The dryad or awakened tree has temporary hit
Perhaps your patron is among the oldest treants of
points equal to your warlock level when summoned. The
Lamannia.
dryad or awakened tree use your warlock spell save DC in
EXPANDED SPELL LIST place of their own for spells and abilities. The dryad or
Th following spells are added to the warlock spell list for awakened tree transforms back into your livewood
you. quarterstaff if reduced to 0 hit points or after 1 hour. Once
you use this feature you can’t use this feature again until
you finish a long rest.

8
WIZARD DELEGATE CONCENTRATION
Starting at 14th level, when you cast a spell that requires
At 2nd level, a wizard gains the Arcane Tradition feature.
concentration you can choose to have your
The following option is available to a wizard, in addition to
familiar concentrate for you if they are within 100 feet of
those offered in the PHB: Augmented Familiar
you. If you cast another spell that requires concentration

AUGMENTED FAMILIAR your familiar will lose concentration. Your familiar


otherwise follows the normal rules for concentration.
Pairings of martials and mages are well known in the
stories of Eberron. The Tradition of the Augmented
Familiar is chosen by those who wish to bring their own
muscle into battle. By using magic to enhance their
familiar’s abilities they are never without a loyal ally and
friend.

CREATURE SAVANT
At 2nd level, the gold and time you must spend to copy a
spell that creates or summons a creature into your
spellbook is halved.

COMBAT FAMILIAR
Starting at 2nd level, add the find familiar spell to your
spellbook if you don’t already have it. Your familiar
summoned by find familiar gains the following benefits:
• Your familiar’s natural weapons deal 1d6 damage.
• Your familiar can use their Dexterity modifier or
Strength modifier for their attack and damage
rolls with the attacks listed in their statistics.
• Your familiar can attack in combat and gains a
bonus on damage rolls equal to your proficiency
bonus, unless they have taken on a form not listed
in the find familiar spell, such as being affected
by the polymorph spell.
• Your familiar’s proficiency bonus is now equal to
your proficiency bonus.
• While within 30 feet of your familiar, when you
cast a spell that can only target one creature on
yourself you can choose to have the spell also
affect your familiar.
• Your familiar’s hit dice are now d6s. Your familiar
has a number of hit dice equal to your wizard
level. Your familiar’s first hit die grants them 6+
their Constitution modifier hit points. All hit dice
after the first grants 1d6 (or 4) + their
Constitution modifier hit points.
• Your familiar’s challenge rating equals your
wizard level for the purposes of spell effects.
• Your familiar is proficient in Dexterity,
Constitution, and Wisdom saving throws.

MAGIC-EMPOWERED STRIKES
At 6th level, your familiar’s natural weapons count as
magical for the purpose of overcoming resistance or
immunity to non-magical weapons.

MORPHABLE FAMILIAR
At 6th level, your familiar can use a bonus action to
transform into a different animal form listed in find
familiar.

CANTRIP ECHO
At 10th level when you cast a wizard cantrip your familiar
can cast that cantrip on their next turn. The familiar’s spell
attack bonus and spell save DC is equal to your own wizard.
Your familiar casts the cantrip as if a level 1 creature.

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NOTE to Dungeon Masters: The requirements
for Foreseen Fortune are meant to be evocative
and spark your imagination as to how fulfilling
the requirement results in advantage. Perhaps
some unusual domino effect results in the
advantage being granted, or maybe fulfilling
the requirement invisibly alters the threads of
fate. One thing the requirements should not
be, is difficult to accomplish. If you find the
requirements are too often unfulfillable in your
campaign, then you can construct your own
table of item interactions.

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