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DUNGEONS & DRAGONS

SUBCLASSES
BASED ON KINK
A GAY 5E SUPPLEMENT BY ALEXANDER R. BAGULEY
PAGE | 01 CONTENTS |

Page 2 Barbarian Path Of The Daddy Paladin Oath Of Chastity Page 26

Page 4 Barbarian Path of Deprivation Oath of Ooze and Ichor Paladin Page 28

Page 6 Bard College Of R.A.D.A. Mukbanger Ranger Page 30

Page 8 Bard College Of Burlesque Treasure Hunter Ranger Page 32

Page 10 Cleric Stimulation Domain Shibari Artist Rouge Page 34

Page 12 Cleric Joviality Domain Balloonist Rouge Page 36

Page 14 Druid Circle of the Primals Sorcerer The Submissive Soul Page 38

Page 16 Druid Circle of Tantra Sorcerer Son Of An Incubus Page 40

Page 18 Fighter Flame Heart Warlock The Three Deamon Kings Page 42

Page 20 Fighter Leather Master Warlock The Hive Queen Page 44

Page 22 Monk Way Of The Hound Wizard School Of Ursidae Page 46

Page 24 Monk Way Of The Overzealuse Educator Wizard School Of Cum Cura Page 48

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

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

The fetishes I have included here are the ones that I found ways to interpret into D&D in a fun way, I will list
them all below. Obviously, some are not fetishes but I hope you will enjoy them.

Daddy and Boy Heat Play Rope Play


Sensory Deprivation Leather Balloonism
Roleplay Puppy Play Submission
Burlesque Sex Educator Biting/Scaring
E-Stim Chastity Master/Sub
Tickling Gunge Wax Play
Primal/Furries Mukbang Bears
Tantra Whips/Flogging Aftercare
| BARBARIAN PATH PAGE | 02

Barbarian

PATH
OF THE
DADDY

The path of the Daddy is one walked willingly by


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

"We are the protectors of the little and the


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

Things to keep in mind when


playing these characters:

You refer to everyone as Boy,


Son or Kid, even women.

Three distinct paths to walk

Daddy knows how to take


control

May play as any allinment


PAGE | 03 BARBARIAN PATH |

Masterful Presence Good Boys Get Toys


Beginning when you pick this path at 3rd level you At 10th level, you connect with a state of
must pick the essence of whom you are striving to enlightenment gained through your knowledge
become. Your presence can be felt by all those and the essences that you have taken on. You
within 10ft of you in every direction, but not may now take on a PC to be your "boy" who will
through total cover. Your presence activates gain benefits based on your essences. For each
whenever you enter rage and you can activate the essence taken your "boy" gains 1 additional use of
effect again on each of your turns as a bonus these abilities.
action. If your presence's effect requires a saving
throw it is 8 + Proficiency Bonus + CON modifier. Dom Daddy: Once per day you may go into a
fighting trance, gain one additional action per turn
Dom Daddy: Your presence is overwhelming and for 3 turns.
cannot be ignored, all creatures in your presence Soft Daddy: Once per short or long rest a failure
must make a CHA saving throw, on a fail they are on a death save may be turned into a success.
Charmed until your rage ends or they make a Sugar Daddy: Once per day you may haggle the
successful save. Creatures may reroll the saving way daddy likes and there is a 1D10 chance you
throw each turn. On a success, there is no effect. will get the item for free.
Soft Daddy: Any friendly creature within your
presence, including yourself, gains 2hp of healing. Angry Daddy
This increases by +2 at 6th, 10th, 14th and 18th Beginning at 14th level you may grasp your true
level to a max of 10hp per use. essence of Daddiedom and manifest your true
Sugar Daddy: All gold in your presence literally power. The benefits are based on the essence that
dazzles those nearby, all creatures must make a you choose below.
CON saving throw, on a fail they are Blinded for 1
turn and take 1D4 radiant damage. On a success, Dom Daddy: Your disappointment is palpable,
there is no effect and they take half damage. This when a creature hits you with an attack you may
damage increases by 1D4 at 6th, 10th, 14th and force them to make a CHA check, on a failure the
18th level to a max of 5D4. creature is Frightened for 1D4 + your CHA
modifier turns.
Paternal instinct Soft Daddy: You have a unique understanding of
At 6th level, you learn to manifest your essence how to care for and damage a person's body. If
without using your presence. The benefits are you are using a bladed weapon then you may use
based on the essence that you choose below. your bonus action combined with your attack
action to do arterial damage, the target is then
Dom Daddy: You can no longer be Charmed. considered Bleeding. The target loses 1D4 hp per
Additionally, you gain advantage on any CHA check turn X successful arterial attacks until they are
when interacting socially. unconscious or a healing spell is used upon them.
Soft Daddy: You gain the Aid and Prayer Of Sugar Daddy: You understand that sometimes
Healing spells but only as rituals. You may also money is power, you may now weaponise your
learn and cast as a ritual any cleric spell that has gold. As a bonus action you may throw a gold
the ritual tag. Your spellcasting ability is CON. piece up to 30ft at a target, if the target is hit the
Sugar Daddy: All items that you make result in 1 gold piece will explode doing 4D6 radiant damage
higher quality than the effort/time you put in. to the target and blinding anyone looking at them
Additionally, any item you attempt to gift or sell is within 10ft.
considered more valuable they ordinary.
| BARARIAN PATH PAGE | 04

Barbarian

PATH
OF
DEPRIVATION

Those on the path of Deprivation know that in


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

“Can't even shout.


Can't even cry.
The Gentlemen are coming by.
Can't call to mom.
Can't say a word.
You're gonna die screaming
but you won't be heard.”
-The Gentlemen, Buffy

Things to keep in mind when


playing these characters:

You make a mage killer

nothing hides from your lack


of eyes

CON is very important latter


on

May play as any allinment


PAGE | 05 BARBARIAN PATH |

Deprived of Sight Deprived of Speach


Beginning when you pick this path at 3rd level, Beginning at 14th level while you are raging you
when you go into rage you lose your normal ability may choose to take in a breath, all those within
to see, this is replaced with blindsight to a 30ft of you must make a death saving throw. On a
distance of 30ft. fail, you pull the voice from your victims and hold it
in your lungs, as long as you are holding your
At 6th level this is changed to 60ft and at 14th breath these creatures are under the effect of
level this is changed again to truesight. Silence and Suffocation.

Deprived of Sound As soon as you speak or breathe out the voices of


At 6th level, while raging you have immunity to your victims fly back to them and they are able to
any effect that requires you to hear. breathe once more.

Additionally, when you succeed on a grapple


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

For every hour that you are attached to a creature


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

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

Additionally, you gain resistance to poison and


disease that can be administered through
inhalation or digestion.
| BARD COLLEGE PAGE | 06

Bard

COLLEGE
OF
R.A.D.A.

Versatile and dedicated to your craft these Bards


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

To have some real-world fun with this you could


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

Things to keep in mind when


playing these characters:

Inspired by the way pornstars


are when they are asked to act

When thinking of the outfits


think stripper quality tat

Good for almost any situation

Can play any allinment


PAGE | 07 BARD COLLEGE |

Bonus Proficiencies Rising Star


Beginning when you pick this college at 3rd level At 6th level you Gain the Role of Wrester and
you gain proficiency in one additional saving throw Robber, when changing Roles you now change
(STR, CON, INT or WIS). instantly on a 19-20.

Budding Tallent Wrester: You become proficient with Acrobatics


Starting at 3rd level you may take a day to take on and unarmed attacks use a D4 damage dice. You
a Role, roll a D20 and add your performance, take may expend one of your BI to make a reaction and
the total in hours off the day. On a natural 20, you Deflect Missiles, letting you deflect or catch a
change instantly. missile when you are hit with a ranged attack
reducing the damage by 1D8 + DEX modifier +
Soldier: You become proficient with all weapons bard level.
and armour. You may expend one of your bardic
inspiration (BI) and make an Action Surge, letting At 14th level, you Gain Evasion when you are
you make one additional action that turn. subject to an effect that has you make a DEX
saving throw to take half damage, if you succeed
At 6th level you gain Extra Attack, you may attack then you take no damage instead.
twice rather than once when you take the attack
action on your turn. The number of attacks Robber: You become proficient with Theives'
increases to three when you reach 14th level. Tools, Sleight of Hand and Stealth. You may
expend one of your BI to distract a creature letting
Cowboy: You become proficient with whips and you make a Sleight of Hand action with advantage
gain advantage when making a Grapple. You may or make a Sneak Attack of 3D6.
expend one of your BI to use Primal Awareness,
letting you for one minute become aware of every At 14th level, your Sneak Attack is 6D6.
creature present within one mile of you and
decern its type. I'm An Actooooor!
Beginning at 14th level you gain the Role of
At 6th level you gain Stoic Rangler, when you Royalty, when changing Roles you now change
make an attack with a whip (to 10ft) or rope (to instantly on a 17-20.
30ft) you may also make a Grapple on the
creature if it is no larger then medium. Royalty: You become expert with Deception,
Performance and Persuasion. You may expend
Magician: You become proficient with arcana and one of your BI to have a humanoid make a CHA
investigation. On a short rest you may expend one saving throw, on a fail they are Charmed for the
of your BI to make an Arcane Recovery, letting next hour or until they take damage. You may also
you recover spell slots with a combined level equal use any of the other role's BI abilities when in this
to or less than half your bard level. role.

At 6th level you gain a variation of Minor You gain Aura Of Majesty, all humanoids within
Conjuration, you may use an action to conjure an 30ft of you have disadvantage on Investigation and
inanimate object from your top hat, cloak or wrist Perception against you and as if under the effects
cuff that is no larger than 3ft. The object of the Friend spell but those affected by this are
disappears after one hour, or if it takes or does not aware that they have been under this effect.
damage. This does not affect anyone who is actually royalty.
| BARD COLLEGE PAGE | 08

Bard

COLLEGE
OF
BURLESQUE

Masters of being seen these bards know how to


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

Things to keep in mind when


playing these characters:

You should flesh out your


character by finding designs
that they would wear

You are extreamly tallented


with most forms of dance,
comedy and singing

Good croud controle

Must play a any allinment


PAGE | 09 BARD COLLEGE |

Bonus Proficiencies Rose Tinted Glasses


Beginning when you pick this college at 3rd level At 6th level, you may cast Disguise Self without
you gain proficiency with improvised weapons, using a spell slot. If you do so you may glimpse
Acrobatics and performance. If you are already into the mind of one humanoid within 60ft and
proficient in these then gain expertise. take the form of the person (or ideal) that they
most desire.
Burlesque Thrall
Starting at 3rd level as an action you may make If you do this that humanoid gets disadvantage on
one of three performances: seeing through your disguise and you get
advantage on any attempt to charm them.
Fan-tasmal Dance: You start dancing hypnotically
with your fans, gracefully revealing and hiding your Stripped Down For Parts
body, until your body stops reappearing from Beginning at 14th level you may begin to strip
behind the fans. You may expend one of your items of clothing off your body while giving one
bardic inspiration (BI) and appear behind one creature your full attention and eye contact, the
creature within 30ft and make an attack or touch creature must make a CHA saving throw, on a fail
spell on the creature adding the dice roll to your it is Charmed in place. With every item of clothing
hit dice. You maintain Fan-tasmal Dance till your removed you do 1D10 + CHA modifier psychic
next turn adding the BI roll to your AC. damage to the creature with which you are
Slapstick: A silent comedy sketch hiding a psychic transfixed (max of 2 items per turn). For each
attack as all creature's eyes follow the stupefying additional item of clothing add 1D10 to the
movements of your body. You may expend one of damage dice. On a success, the creature is not
your BI to make all creatures that can see you Charmed in place but must make the save for
make a CHA saving throw against an AC of 8 + your every turn you commit to the skill.
BI dice roll. On a fail they are made Prone and put
in a state of hysterical laughter, they may repeat The max items of clothing you may commit to this
the saving throw each turn but if they fail 3 turns skill is 10 (max damage of 10D10 +CHA modifier
in a row they become Unconscious for one turn. psychic damage).
On a success, they don't find it funny.
Cabaret: You start to sing in mesmeric tones
joyous and epic to glad ears. You may expend one
of your BI to have all creatures that can hear you
make a CON saving throw against an AC of 8 +
your BI dice roll. On a fail they are Deafened and
can only hear the song repeating, they may repeat
the saving throw each turn and on a success, they
may hear normally. On a success, they are not
Deafened.
| CLERIC DOMAIN PAGE | 10

Cleric

STIMULATION
DOMAIN

"We open the way for the heavens to strike done


within us, we are the vesils of the gods might and
through our actions you will feel their rath and
their love."

Clerics of this domain find their faith in their


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

Things to keep in mind when


playing these characters:

You may play any alignment

Dable in most things, a bit of


crowd control, a bit of healing
bit of damage.

Good survivability

All about the lightning, if that


wasn't obvious
PAGE | 11 CLERIC DOMAIN |

Stimulation Domain Spell List: Feedback Loop


You gain Domain spells at the Cleric levels listed. At 8th level, if there is a creature within 5ft of you
maintaining a spell, as a bonus action, you may
Lvl Learnt Spells cause them to experience feedback, the creature
1st Witch Bolt, Longstride then takes damage equal to the level of the spell
3rd Dragons Breath, Enlarge/Reduce they are maintaining and must make a
5th Lightning Bolt, Haste concentration check.
7th Storm Sphere, Stoneskin
9th Telekinesis, Skill Empowerment Clear!
Beginning at 17th, If you should drop to 0 hit
Grounded points then you automatically give out a burst of
When you choose this Domain at 1st level, you electrical energy hitting everyone in 30ft of you
gain Resistance to Lightning damage and the and jolting your heart back into action restoring
cantrip Shocking Grasp, this does not count you to your cleric level plus your WIS modifier in
toward your known cantrips. Hit points.

Shocking Results All creatures with 30ft must make a CON saving
At 2nd level, when you use Shocking Grasp you throw, on a foil, they take 6d10 lightning damage.
may make an INT check against a DC of the rarity On a success, they take half as much.
of the creature you are targeting, on a success you
know where to target this creature to cause the This feature may be used once every day and
best results and stun it till the end of its next turn. recharges at daybreak.
On a fail, you gain no benefit to the roll.

For every time you succeed in this action against a


creature type the DC reduces by 2 until it is 10. If
the target is the same race as you, you
automatically succeed.

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

Additionally, as an action, you may use this


knowledge to painlessly rouse a sleeping or
unconscious creature.
| CLERIC DOMAIN PAGE | 12

Cleric

JOVIALITY
DOMAIN

Often called the Jolly Gents these misleading


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

Never underestimate these jolly folk, and if you


find yourself laughing just hope that you still have
the ability to stop.

Things to keep in mind when


playing these characters:

You may play any alignment

powerful controller

Could be played very creepy as


you must always be smiling
even in grim moments

Moves from control to deadly


caster
PAGE | 13 CLERIC DOMAIN |

Joviality Domain Spell List: Deadly Joker


You gain Domain spells at the Cleric levels listed. At 8th level, If you are under the effects of Jolly
Caster then you may also add the number rolled
Lvl Learnt Spells on your Jolly dice to your damage rolls in spell
1st Hideous Laughter, Charm Person attacks.
3rd Crown of Madness, Enthrall
5th Catnap, Motivational Speech The Gods Frown With Me
7th Compulsion, Charm Monster Beginning at 17th, you force your smile into a
9th Synaptic Static, Modify Memory frown and the world goes quiet, everything within
60ft stops moving. All creatures within 60ft must
Comedian make a CON save against your spell DC, on a fail,
When you choose this Domain at 1st level, you they are Petrified in necrotic ice and take 8d8
gain proficiency in Performance and have necrotic damage. On a success, they take half
advantage on any action for the purpose of damage and their movement is reduced by half.
comedy, pranking or tickling.
A creature may make the save again on each of its
Jolly Caster turns, however, for each subsequent failure the
At 2nd level, you may choose to cast Hideous creature incurs a level of Exhaustion.
Laughter upon yourself, instead of the spells
normal effects, for the next minute you find relief This feature may only be used once each day and
in the compulsion of the spell. Whenever you cast recharges each dawn.
a spell or make a concentration save in that
minute, you gain a Jolly Dice and may roll a d4
adding the result to your roll to succeed.

At 8th level, the Dice for this becomes a d6 and at


17th level, the dice becomes a d8.

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

As a bonus action on your turn, you may have your


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

You may do this up to your WIS modifier times per


day (minimum of 1), this feature resets at dawn.
You may not use this feature upon yourself.
| DRUID CIRCLE PAGE | 14

Druid

CIRCLE
OF THE
PRIMALS

The Primals are powerful and proud, they have the


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

A party member of this circle may hide their true


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

Things to keep in mind when


playing these characters:

You may play any alignment

Great versatility and damage

Very Druid meets barbarian

Just let out your inner furry


and enjoy
PAGE | 15 DRUID CIRCLE |

Wereshape Persona
Starting when you choose this Circle at 2nd level, At 10th level, you may choose a favourite
you may use your Wild Shape to take a half form Wereshape, while in your normal form you gain all
between beast and person, this is your of the sensory and instinctual attributes of this
Wereshape. You may take the Wereshape of any creature.
creature you can Wild Shape to and if the creature
is smaller than your current size then your size is On levelling you may change this favourite form, it
reduced by one and if it is larger then it is must be of a creature you can turn into.
increased by one.
Primal Focus
In a Wereshape you gain all of the abilities, senses At 14th level, in any form, if you have a piece of a
and stats of the beast you take on as well as the creature or its belongings then you can track it if it
development of claws/talons and jaw/beak is within 20 miles, if the creature is immune to
respectively, if the creature had attacks with this divination then this is reduced to 5 miles.
feature then you are able to perform them as
normal. Additionally, because of your half state, You may also step into a deep consciousness
you are still able to use weapons as normal. In between man and beast gaining Primal Focus, in
your Wereshape, you do not have a separate this state you may look through the eyes of any
health pool instead you gain 10 temporary hit creature within 5 miles and gleam their intentions.
points for every full CR rating. if the creature is immune to divination it is
immune to this feature.
Starting at 6th level, you can transform into a
beast with a CR as high as your druid level divided
by 3, rounded down.

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

You can maintain a Frenzy for 1 minute and use


this feature up to your WIS modifier per day, this
resets at daybreak.

Primal Power
At 6th level, your focus in Wereshape allows you
to cast as normal. Additionally, instead of healing
on a kill during Frenzy you may shoot off an
offensive cantrip if there is a creature in range.
| DRUID CIRCLE PAGE | 16

Druid

CIRCLE
OF
TANTRA

Invested in the exploration of passion and the


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

These versatile spellcasters will help your party


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

Things to keep in mind when


playing these characters:

You may play any alignment

Good for party buffs

Many versatile uses and


terrain is very important

Trust in your spirit and feel its


guiding hand
PAGE | 17 DRUID CIRCLE |

A Friend in Thee Soft Embrace


Starting when you choose this Circle at 2nd level, At 10th level, you feel the caress of your spirit and
you tap into the animist aspects of nature and know its affection and will, as it protects you you
form a relationship with a spirit of the land. As you may not be caught by surprise and cannot be
interact with the spirit and form a physical bond subject to sneak attacks unless you are flanked.
you gain certain abilities.
My Body, Your Body
Depending on what you are stood upon you may At 14th level, you may unite with your Spirit in
draw different energy through the bond you have ecstasy and becoming an animistic psion for one
built. minute. In this form, you may cast the cantrips
Mold earth, Shape Water, Produce Flame and
Stone - Gain +1 AC Gust as a bonus action even if you do not have
Dirt/Grass - Gain +1 to hit with any spell them in your known cantrips list.
Sand - Gain +10 to movement
Ash - Gain +1 to the damage of any spell Additionally, you may choose one spell from your
Ice/Snow - Gain +1 to saving throws spell list of 5th level or lower and can cast it each
turn as an action without expending a spell slot or
Tantric Ritual material components.
At 2nd level, when performing a long rest you and
as many party members that wish to join in may This feature may only be used once every day
perform one joint tantric ritual of any spell, if the resetting at dawn.
spell is a buff spell then you must roll a d6 and the
spell will last for a number of hours equal to the
result of the dice plus your WIS modifier.

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

Legs -Double your movement speed for one


minute.
Arms - Gain an extra attack when you take the
attack action for one minute.
Lips - Clears you of any status effect and protects
you from them for one minute.
Chest - Heals you for your Druid level plus your
WIS modifier in hit points.
| FIGHTER ARCHETYPE PAGE | 18

Fighter

FLAME
HEART

"All that I am, all that I could be I give to the flame,


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

With all of their potential devoted to one spell,


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

A great damage dealer and offensive based


subclass that gives you a new way to explore but
some very simple limitations, you may never cast
Things to keep in mind when any other spell than Produce flames. if you try to
playing these characters:
cast anything else you will simply fail at the task,
You may play any alignment even if the spell is from an item or wand. However,
you may still attune to magical items as normal.
Works great with feets

Very specific focus

My interpretation of a fighter
mixed with a warlock
PAGE | 19 FIGHTER ARCHETYPE |

Devotion to the Flame Produce Flaming Aura


Starting when you choose this archetype at 3rd At 15th level, you may hold your flames as an aura,
level, you devote all your magical talent to the any creature within 5ft when you produce this
flame that burns within gaining access to the aura must make a CON save or take half the
Produce Flames cantrip CON is your casting damage of your Produce Flame cantrip, if they roll
modifier and DC for all spellcasting. Due to your a 1 they take the full damage. Any creature ending
pure focus on this one spell your flame burns its turn within 5ft of you must make this save also.
stronger than normal, when you use this cantrip to If they succeed on the save they take no damage.
attack you may roll one additional damage dice
(2d8). One of the dice rolled is fire damage as The aura ends if you cast Produce flames, become
normal but the additional dice does radiant unconscious or if you end it as a bonus action.
damage instead.
Burning with Desire
This spell's damage increases by 1d8 fire damage At 18th level, you push yourself past your limit and
and 1d8 radiant damage when you reach 5th level give yourself over to the will of the flame. For the
(4d8), 11th level (6d8), and 17th level (8d8). next minute you take 1d8 fire damage every turn
which cannot be reduced in any way.
Playing with Fire
At 3rd level, when you are hit with fire or radiant While in this state you may cast your Produce
damage you may use a free action to absorb a Flames every turn as a free action as well as
portion of the damage equal to your character maintain either a Blessed Tool or your Flaming
level reducing the damage taken by this amount. Aura.
Record the amount of damage absorbed through
this feature between long rests. This skill ends only if you are rendered
unconscious or incapacitated.
Burnt into Flesh
At 7th level, you may release all the damage you
have absorbed through the Playing with Fire
feature, using it up. You produce a nova of flame
or radiant damage your choice and all creatures
within 30ft must make a CON saving throw. On a
fail, they take the full damage and are Blinded till
the end of your next turn. On a success, they take
half damage.

Blessed Tools
At 10th level, you may bless your flames into a
weapon giving it either fire or radiant damage
equal to the number of fire or radiant dice you
have in your Produce Flame spell. You cannot
bless more than one weapon at a time and they
can only benefit from one damage type. Casting
the Produce Flame cantrip again ends the effect.
| FIGHTER ARCHETYPE PAGE | 20

Fighter

LEATHER
MASTER

What started as an obsession and hobby has


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

Your skills are all about surviving and taking the


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

Things to keep in mind when


playing these characters:

You may play any alignment

Has great tanking potential

Works well with grappling


feets

Great resistances and can


make a good artisan
PAGE | 21 FIGHTER ARCHETYPE |

Hardened Leather Fill My Special Pocket


Starting when you choose this archetype at 3rd At 15th level, you learn how to make Pockets of
level, you gain proficiency with leatherworker's Holding on your armour. The pockets can hold
tools and when wearing leather armour gain +1 items up to a 3ft cube in size but they must fit
AC. When you acquire any leather armour you may through the opening of the pocket. Each pocket
spend a long rest to make prothetic alterations takes you 12 hours of crafting time to make each.
without damaging any effect the armour may have.
A Devil In Flesh
Public Awareness At 18th level, you learn to enchant your armour to
At 3rd level, when you are in full leather gear you be more than merely hardened leather. This is
are treated differently and gain proficiency as well your chosen flesh, it is living as long as you are
as advantage in intimidation. and heals just as you do.

Boning and Lining While you are wearing your personal armour you
At 7th level, you learn how to reinforce your have additional temporary hp equal to your
leather armour giving you resistance to fighter level + your AC.
Bludgeoning, Slashing damage and Cold or Fire
damage depending on the lining used. If your armour is taken from you for longer then
48 hours then it will start to die losing 1hp per
Cooling and Inflammable Silks. You gain hour. While you are wearing your armour, even
resistance to fire damage, and you don’t suffer the after it hits 0hp, it will heal 2hp for every hour it is
effects of extreme heat, as described in the worn or it recovering fully on a long rest. It takes
Dungeon Master's Guide. 48 hours for you to form this link with a new set of
Warming Wools. You gain resistance to cold armour.
damage, and you don’t suffer the effects of
extreme cold, as described in the Dungeon
Master's Guide.

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

Leather Cuffs. As an action, you may attempt to


grapple a creature if successful then you place
these cuffs on the creature and they must make a
strength save each turn in an attempt to remove
them or they remain grappled.
Choker. As an action, you may attempt to grapple
a creature if successful then you place them in a
choker they may attempt to remove the choker
with a CON check against your DC, however, from
when the choker is fitted they are considered
choking and has 1 + its CON modifier turns before
it becomes unconscious.
| MONK WAYS PAGE | 22

Monk

WAY OF
THE
HOUND

People afflicted with Lycanthropy are usually


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

The monks of the hound spend every full moon in


a cloister to control the effects of the moon
through the great ritual of OWO. The great ritual
of the OWO is spent in a circle chanting “owo” and
Things to keep in mind when embracing, for it is through our connection to
playing these characters:
others that we control ourselves. (in your party
You must play as a "good" or you must on every full moon perform the Great
"lawful neutral" allinement ritual of the OWO or there is a 1d10 chance you
will massacre the party in their sleep)
You speak with a lisp when in
Hooded Form and cannot
speak in Furry Form The aim of these monks is to give refuge to those
affected by the disease and to punish those who
On choosing this way you willingly give in to its darkness. For this reason,
must create a pup hood out of they often join with adventuring groups and travel
whatever you wish.
the world. Due to their control of the curse they
You must perform the Great cannot infect others unintentionally.
ritual of the OWO each full
moon
PAGE | 23 MONK WAYS |

Domesticated Shift Squeaky Toy


Starting when you choose this tradition at 3rd At 11th level as an action, you may mark an enemy
level, you can control your were-shift to take the till the end of your next turn for the cost of 3 ki
Hooded Form for 2 ki, you can maintain it for up giving advantage on hit dice for the party.
to 4 hrs a day.
Blessing of the moon
In this form, you gain claws and fangs along with a At 17th level, you have purified the cures of the
muscle mass increase (STR +1) and body/facial werewolf within you and become a Faoladh, a
hair. You may shift back to human at will. You blessed guardian of the wilds. You can now use
cannot use Hooded Form on the full moon. your Furry Form for 2 hrs a day and Hooded Form
indefinitely and are not restricted by the full
Bestest Boy moon.
At 3rd level, you gain the ability Keen Hearing and
Smell (You have advantage on Wisdom (Perception) If you are reduced to 0 HP while in Furry Form you
checks that rely on hearing or smell) and you can can return to your human self at half your full HP,
identify and understand an ally whispering from you cannot use your Furry Form, Hooded Forms
60ft away. or any of the Way of the hound abilities until you
have had a long rest.
At 11th level, you also gain the abilities of Pack
Tactics (advantage on attack rolls against a creature
if at least one of the wolf's allies is within 5 feet of the
creature and the ally isn't incapacitated). Hooded Form:
Multi-attack: You can make two attacks one with
Find the Bone your bite and one with your claws
At 6th level, as a free action, you can spend 1 ki to Bite: Melee Weapon Attack: +4 to hit, reach of 5 ft on
use your enhanced senses to find a week spot on one target, 1d8 +STR piercing damage.
a creature. On your next attack on that creature Claws: Melee Weapon Attack: +4 to hit, reach of 5
add your WIS modifier to the damage. ft on one creature, 2d4 +DEX slashing damage.
Counts as an unarmed attack for monk modifiers.
True Puppy
At 11th level for 4 ki, you gain access to your full Furry Form:
Furry Form. In this form, you increase in size by 1, Damage Resistance: Bludgeoning, Piercing, and
gain claws, fangs and increase muscle mass and Slashing from None-magical Attacks that aren't
agility (STR +2, DEX +2) along with full-body hair, a Silvered
tail and ear development. You can only maintain Multi-attack: You can make two attacks one with
your Furry Form for 30min a day apart from a full your bite and one with your claws
moon when you cannot use it. You may shift back Bite: Melee Weapon Attack: +4 to hit, reach of 5 ft
to human at will. on one target, 2d6 +STR piercing damage.
Claws: Melee Weapon Attack: +4 to hit, reach of 5
ft on one creature, 2d6 +DEX slashing damage.
Counts as an unarmed attack for monk modifiers..
| MONK WAYS PAGE | 24

Monk

WAY OF
OVERZEALOUS
EDUCATION

Monks of this ilk are some of the most enthusiastic


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

The way of overzealous education was inspired by


a monk who observed the actions of a bard and
how they would enthral a crowd, again and again,
the monk attempted to do the same and birthed a
new and “interesting” way of doing things. One of
Things to keep in mind when the main features of these monks is that they
playing these characters: channel their ki through their voice however this
also means that if you are gagged or for some
You must choose a safe word
other reason cannot speak then none of these
when you start
abilities can be used.
Don't take this class to
seriously

Good magic resistance and


ways of dealing with spells

Must play a "good" allinment


PAGE | 25 MONK WAYS |

Fables and lies Comfortable Positioning


Starting when you choose this tradition at 3rd Beginning at 11th level instead of using your
level, you gain the ability to identify illusions within movement you can spend 4 ki to immediately
20 ft and for 2 ki may dispel them by proclaiming switch places with any creature within 50 ft of you.
your safe word. Communication is key when your
cutting through the shit. If the creature is not willing it must make a WIS
saving throw. On a success, you do not switch
At the 11th level you may use this skill as a bonus places with the creature.
action to remove the blinded, deafened and
stunned conditions from yourself if they were Power of the Safe Word
caused by magic. At 17th level as an action, you can funnel your ki
into your voice to produce a vocal attack that does
Concealed Dong 1d6 + WIS modifier thunder damage for every ki
At 3rd level, once per short or long rest you get invested and gives the deafened condition. You
three dongs to make a finesse throwing attack on must shout your safe word to make this attack.
any creatures within 30ft, up to the number of
dongs available. If the attack hits then each dong The attack emanates from you as a 30ft 30'degree
does 1d4 + Dex modifier bludgeoning damage. cone. All creatures caught in the attack must make
a CON saving throw vs your WIS. On a success,
For every additional level in monk that you take they take half damage and are not deafened.
add one more dong to your barrage to a maximum
of 20.

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

Retract Consent
At 6th level once per short or long rest as a
reaction you can spend 4 ki to dispel any magical
attack focused on you or automatically succeed on
a saving throw. you must shout “I DO NOT
CONSENT” for this skill to work and when the
attack touches your skin it will disperse.

This skill cannot be used to defend anyone other


than yourself as no one other then one's self can
give or retract consent.
| PALADIN OATH PAGE | 26

Paladin

OATH
OF
CHASTITY

The Oath of Chastity is a devotion to the gods, not


through shame or prudish doctrine but in seeking
the ecstasy of the divine. Paladins of this ilk are
often called Scarlet Immure due to the deep red
undergarments that they wear.

Tenets Of Chastity
Truth. I cannot lie to myself or my gods, I must be
an example to all those who hear me.
Trust. I believe in my divine and know they will
guide me in my actions, I must treat my comrades
with divine expectations.
Tantra. With ecstasy in every action and intention,
I will make the world as the divine.
Tolerance. No matter how different from me there
is always a path that can be tread together but if
you should act against the divine then Tolerance
Things to keep in mind when will become your Doom.
playing these characters: Doom. Our actions are earned and our outcomes
are deserved, let the Truth of all things be seen in
You are a keeper of power and
our rewards.
divinity

You are very trusting of your


companions beware their
intentions

Good at holding people in


place/crowd control

Best played any "Good"


alignment
PAGE | 27 PALADIN OATH |

Oath Of Chastity Spell List: Weapon Of The Devoted


You gain Oath spells at the paladin levels listed. At 15th level, you are constantly under the effects
of Ensnaring Strike.
Lvl Learnt Spells
3rd Ensnaring Strike, Shield Earned Release
5th Web, Arcane Lock Beginning at 20th you may shed your chastity for 1
9th Call Lightning, Magic Circle minute and release your full connection to the
13th Faithful Hound, Private Sanctum divine. You move at 2x your normal speed and
17th Steel Wind Strike, Planar Binding may make 3 attacks when using the attack action,
you may also choose to cast a spell with any one
Channel Divinity of the attacks in the attack action.
When you choose this oath at 3rd level you gain
the following Channel Divinity options. When in this state any conjuration or Abjuration
Pillars of the Chast. As you channel divinity spell you do is upcast by 1 to a maximum of 9th
you resite your oaths of chastity, any creature level and saves against them are made with
that can hear you must make a CHA saving disadvantage.
through, on a fail, they are fixed in place and
repeat your words spreading the effect in the
same way, they also take your CHA modifier as
psychic damage at the beginning of each turn.
Creatures may repeat the saving throw on
their turn. On a success, they do not become
fixed in place and take no damage.
Devout Colours. As a bonus action, you may
reach into any red item or surface (including
your own clothes) that is within 5ft of you and
have your limb and anything it is holding
emerge from any other red item or surface
within 120ft. If the item or surface is large
enough then you may walk through it and
emerge from the destination as you wish.

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

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


30ft.
| PALADIN OATH PAGE | 28

Last February

OATH
OF OOZE AND
ICHOR

The Oath of Ooze and Ichor takes a specific kind of


person, you need drive and belief that many lack.
You aim to become something akin to divine
yourself and you are willing to put yourself
through most anything to get there.

Your power comes more from yourself than any


god, it is in the legendary origins of the Oozes in
the world that feed you and give you the strength
to act.

Tenets Of Ooze and Ichor


Myth. Myth can be made real with enough power
and belief.
Drive. To become anything we must first relieve
ourselves of the shame of wanting it.
Belief. Beleive in our actions above all else and we
Things to keep in mind when will walk a path towards divinity.
playing these characters: Fearlessness. No man nor beast may shake us
from our path, we walk and no obstacle shall hold
You have your own rode to
us back or block our way.
walk with or without the gods
Ichor. Ichor is the blood of the gods and it is the
You are rare and thus an path to godhood of our own.
unexpected combatant
When you choose this subclass you become able
Good at debuffs and mental
attacks to communicate with all manner of slimes
regardless of their intelligence.
Intended as lawful neutral but
may play any lawful alinment
PAGE | 29 PALADIN OATH |

Oath Of Ooze and Ichor Spell List: Kin of my Kin


You gain Oath spells at the paladin levels listed. At 15th level, you are immune to the acid or
poison of any ooze, slime, jelly or amorphous
Lvl Learnt Spells creature.
3rd Tasha's Caustic Brew, Sleep
5th Acid Arrow, Enthrall Additionally, if you should attempt to Charm or
9th Bestow Curse, Enemies abound Befriend any of these creature types you have
13th Vitriolic Sphere, Compulsion advantage on mundane attempts and will always
17th Cloudkill, Modify Memory succeed with magical ones.

Channel Divinity A Step Towards Godliness


When you choose this oath at 3rd level you gain Beginning at 20th you may shed your current form
the following Channel Divinity options. and take the form of an Elder Oblex as if using
Slime Whispers. As you channel divinity you wildshape, you can do this a number of times
start to recite a melody of squelches, sploshes equal to your CHA modifier per day regaining the 1
and sloshes that reverberate around you. Any charge at every daybreak. Any knowledge that you
creatures you wish within 30ft of you must gain in this form is retained in your original form
make a WIS saving through against your spell and your spellcasting ability is based on your CHA
DC, on a fail, they are haunted by the ever- in both forms.
presence of slimes about to digest them and
becomes Paralysed in fear. They may repeat When in this form you may retain it for your CHA
this save every turn and on a success, the modifier in hours.
effect ends.
Blood of the Gods. As a bonus action, if you
have taken damage this combat, you may
channel your divinity into your blood and have
it become an Ichor with the same qualities of
an Ooze of your choice. As a free action on
your turn for the next minute, you may make a
pseudopod attack on any creature within 5ft,
the pseudopod has the same qualities as that
of the Ooze you have chosen for your blood.

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

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


30ft.
| RANGER ARCHETYPE PAGE | 30

Ranger

MUKBANGER

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

Things to keep in mind when


playing these characters:

An around utility class

You have a treat for every


situation

Your party will never go


hungry again

May play any alignment


PAGE | 31 RANGER ARCHETYPE |

Tasty Treat Conjure Feast


Starting when you choose this archetype at 3rd At 15th level, once every long rest as an action you
level, you learn the skill Conjure Snack, when you may use your conjuring powers to manifest a
use this as a bonus action you conjure one food massive feast.
that may be eaten to give you a special buff.
If used in the midst of a fight then all creatures
Strawberry Cream Cake - Gives refreshing taste, within 30ft of the feast become confused for one
gain advantage against charm effects for 1 hour. round. if they choose to eat any of the feast then
Smoked Sausage - Gives hearty meal, gain they must make a CON save or be charmed by you
resistance to poison damage for 1 hour. for 24 hours or until you do harm to them.
Chocolate Mud Cake - Give sugar rush, gain an
extra bonus action this turn and next. If used to feed you and your party then they can
gain any one of the effects from Conjure Snack for
This skill may be used a number of times equal to the next 12 hours, excluding sugar rush and Elven
your WIS modifier per short or long rest. Food Bread.
items may be given to party members if they are
within 5ft, this takes none of their actions to
consume.

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

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

Refreshing taste - you cannot be put to sleep.


Hearty meal - adds +2 to CON saves.
Sugar rush - becomes extra actions.

Additionally, gain these new conjure options:

Elven Bread - Gain 2d6 healing.


Dwarven Draft - Gain +1 AC for the next 2 rounds.
| RANGER ARCHETYPE PAGE | 32

Ranger

TREASURE
HUNTER

"No treasure too difficult to get your hands on, if


you have the right tools for the job And I know just
how to use my tools."

not every problem can be solved with magic and


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

Things to keep in mind when


playing these characters:

You have good movement

You have massive damage


potential with the ability to
keep some distance.

kinky but crafty

May play any alignment


PAGE | 33 RANGER ARCHETYPE |

Tools and Tricks Group Flogging


Starting when you choose this archetype at 3rd At 11th level, when you take the attack action with
level, you gain Proficiency with whips, crops and a whip, crop or flail you may hit all creatures within
flails. Additionally, all of these weapons gain the range of that weapon, you must make a separate
Finesse feature and you gain the following abilities to-hit roll for each creature.
with these weapons:
You Said Harder, Right?
Rangler - your whip attacks have double the range At 15th level, if you are using a whip, crop or flail
and when you make an attack action with a whip then you may as an action coat the tip of your
you may choose to increase the difficulty to hit by weapon with a powder of your choice as shown
+2 to make an Axsfixiation attack, on a hit you below and perform a flurry of attacks equal to
do critical damage and the creature is prone till your DEX modifier on up to the same number of
the start of its next turn. targets. The target(s) must resolve the effect of the
City Swinger - when you have a whip or a flail powder applied for each time they are hit with this
equipt and take the climb action there is no feature.
negative effect placed on your movement speed.
Additionally, if make a jump action it is based on Possible Powders List
DEX and if done anywhere where there is housing
or a canopy with a whip your distance is tripled Blinding Powder
and with a flail, it is doubled as you swing your way Blasting Powder
along. Dust of Sneezing and Choking
Mounted Swing - when riding a creature with a Dust of Dryness
crop and you land an attack action you
automatically do critical damage.

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

Barbed Shaft - +2 slashing damage


Piercing Tip - 1d4 piercing damage
Silver Threading - silvered
Personalised Handle - +1 to hit

At 11th level, you may choose a second one of


these features but you may not choose the same
one twice.

Evasive Reaction
At 7th level, when making a DEX save and using a
whip or flail you may move yourself up to twice the
reach of the weapon as a reaction, if you fail the
save then you take only half damage and on a
successful save, if you would take half damage you
instead take none
| ROUGE ARCHETYPE PAGE | 34

Rouge

SHIBARI
ARTIST

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

These talented rouges will treat you like rag dolls if


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

Things to keep in mind when


playing these characters:

You have control and defence

You give others and yourself


openings for your full damage
output

good options for traps

May play any alignment


PAGE | 35 ROUGE ARCHETYPE |

Intended Target Suspension Expert


Starting when you choose this archetype at 3rd At 13th level, you are skilful enough to perform
level, when you would make a grapple and have larger acts. If you have 100ft of rope and have not
30ft of rope available you may instead perform moved this turn you may as an action weave
Shibari on the target creature. Make a melee between up to 3 targets within 30ft of you,
attack roll, on a hit, you render the creature incurring no attacks of opportunity, and perform
grappled and you are not needed to maintain the Shibari making a melee attack roll for each, on a
grapple. hit, you render the creature grappled and
attached to the other creatures.
The grappled creature may make a STR save on
each of its turns against the DC of the rope used. The grappled creature may make a STR save on
See rope list for rope DC. each of its turns against the DC of the rope used.
See rope list for rope DC.
Snared Repost
At 3rd level, as a reaction, you may roll a DEX As a bonus action with sufficient structure around
(sleight of hand) check against your attackers DEX you, you may render the grappled creatures
score. On a success, you may use a portion of suspended and add +2 to the DC difficulty of
rope to block the incoming melee attack and bind escape.
one of your attacker's limbs with the following
results: Artist
At 17th level, you are a master of the Shibari arts
Hand/Arm - they have disadvantage on their next and may weald rope as a melee weapon, the
attack. After this, the rope is removed. features of the rope as a weapon are:
Foot/Leg - they have half movement speed and
disadvantage on DEX check till the start of their Finesse, Reach 20ft - 2d4 Slashing Damage
next turn. After this, the rope is removed.
If you are using a rope as your weapon and have
Rope Bunny nothing in your freehand then you may make a
At 9th level, you may rig yourself in Shibari rope second attack as part of your normal attack action.
giving yourself the defensive effect of that ropes
typing without losing any of your mobility or Any special properties of the rope you are using
stealth. are carried over to it when using it as a weapon.

Rope List per 50ft


Name Cost STR DC Features
Hemp 1gp 10 +0, rope burn 1 damage per use as a weapon
Silk 10gp 12 +0
Woven silk 50gp 15 +1
Silvered Threads 150gp 13 +1, Silvered
Mithril 500gp 17 +2, Double strength
Adamantine 1500gp 19 +3, Magical
| ROUGE ARCHETYPE PAGE | 36

Rouge

BALLOONIST

You see them everywhere at parks at events at


carnivals but you will never know which ones are
run of the mill entertainers and which are lethal
magical balloon assassins.

"Oh you want a puppy one, sure but beware, its


bark is far worse than its bite kid."

Things to keep in mind when


playing these characters:

You are a versatile change to


the party

You have many more options


other than sneak attack if you
want them

good options for traps

May play any alignment


PAGE | 37 ROUGE ARCHETYPE |

Balloon Expert Floaty Like


Starting when you choose this archetype at 3rd At 13th level, you may make your balloons lighter
level, as an action you may produce magical than air as if they were under the effects of the
balloons that can be as large as a 5ft cube and of levitate spell. This may be done on creation or
any colour you wish. The consistency of these you may change the property of an existing
balloons can be one of 2 types: balloon that you can touch.

Popping - these balloons are set to pop as soon as Bubble Man


a creature comes into contact with them doing At 17th level, you may produce an illusory copy of
1d4 thunder damage and can be heard from yourself with your character level + your INT
100ft away. These may also be triggered remotely. modifier hit points. this copy is made of balloons,
Tough - these balloons are made to withstand can move 20ft per turn and can make a melee
being hit and have 1d4 + your INT modifier hit attack on creatures within 5ft doing 2d4 + INT
points. modifier thunder damage.

Premature Blowup Alternatively, the copy may grapple a creature and


At 3rd level, you may produce a balloon around self destruct doing its health x2 thunder damage
yourself as a reaction, this balloon is considered to the grappled creature and half as much to any
Tough and takes the full force of any physical creatures within 10ft.
attack. However, if the attack has a freezing
element to it then the balloon becomes solid and You may use this feature once every short or long
you must make a melee attack on your turn to rest.
break it.

Its Tooooooo Sticky


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

Sticky - these balloons stick to any creature that


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

If a creature loses all its movement to this feature


then it is considered Incapacitated.
| SORCERER ORIGIN PAGE | 38

sorcerer

THE
SUBMISIVE
SOUL

People say that all the power goes to those who


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

"Willing submission is a powerful act and whose


who do it can often take more then you can ever
give out"

Things to keep in mind when


playing these characters:

You are a sub, not a simp


unless you want to be

You are very sorcerer point


hungry, make sure you have
them for when you need them

Good damage resistance

May play any alignment


PAGE | 39 SORCERER ORIGIN |

Unworthy Pursuit The Soul Remembers


Starting at 1st level if an enemy roles a 1 or 2 Beginning at 18th level when you expend a PD you
when attacking you with a melee weapon then you may record the damage blocked as a PD pool for
may as a reaction make a weapon or touch spell that day, the pool returns to 0 at sunrise.
attack with advantage.
Once per day, recharging at sunrise, when you are
Accepted punishment casting a levelled spell you may add the total of
Starting at 1st level gain 1 punishment dice (PD) the PD pool to the damage of that spell.
when an attack or spell does damage to you, you
may expend your PD and remove the result from If you rolled a nat20 for your spell to hit then the
the damage taken. Your PD is a D6 and is damage from the PD pool may also be doubled.
recovered on a long rest.

At 2nd level, you may recover a PD by expending


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

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

At 14th level for 1 additional sorcerer point, you


may reflect it back at the caster.

Lost In The Moment


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

You become revitalised with power gaining


sorcerer points equal to half your sorcerer level
and the next levelled spell cast is upcast by 2
levels at no extra cost, to a maximum of 9th level.
| SORCERER ORIGIN PAGE | 40

Sorcerer

SON
OF AN
INCUBUS

Your father was an Incubus and you took after him


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

Things to keep in mind when


playing these characters:

You are the master of your


own actions but desire does
things to you you cant
describe

You have sharp pointed teeth


and a foot long retractable
tongue

Good croud controle

May play any allinment but a


"Nutral" or "Evil" one works
best
PAGE | 41 SORCERER ORIGIN |

Irresistible Charm Tooth And Nail


Starting at 1st level you are hard to resist at the At 14th level, if you are Grappled then instead of
best of times but when you cast a spell that making a STR or DEX roll you may lash out in a
charms even more so. When a creature is trying to flurry of attacks using finness with your hand's feet
make a save against being Charmed by you, you and teeth. Make five attack rolls each one doing
may spend 1 sorcerer point to add your CHA 1D4 + DEX modifier slashing damage. If at least
modifier to your DC. three of the attacks hit then you are released from
the Grapple.
At 6th level, you become immune to being
Charmed. If the bite attack hits then you may apply the Love
Bite skill.
Good Touch, Bad Touch
Starting at 1st level once a day, recharging at I Put A Spell On You
nightfall, you may make one of two actions. Beginning at 18th level, once per day recharging at
sunset, as an action for 4 sorcerer points every
You lay your hands on one creature that has been creature within a 50ft sphere focused on you must
made Paralised, Stunned or Unconscious and make a WIS saving throw, on a fail they are
remove the condition. Charmed for the next hour and will start to dance
uncontrollably.
Or you may make the creature Paralised, Stunned
or Unconscious. The creature must make a CON Any creature that succeeds is not Charmed but
saving throw, on a success they resist. will not know that magic was used on them.

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

You may add the skill of Irresistible Charm to this


feature at the normal cost.

On the turn, you bite the creature you may move


away from them without triggering an attack of
opportunity.
| WARLOCK PATRON PAGE | 42

Warlock

THE THREE
DEAMON
KINGS

The pact of the Deamon Kings is one of service


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

Beleth, Purson and Zagan will be the names that


you will utter in thanks for everything they have
given you, they are both cruel and kind, loving and
punishing, sweet and tortuous.

Things to keep in mind when The monster cards for the three Deamon Kings'
playing these characters: avatars are in the resources section after all the
subclasses for any information you may need that
You are a willing devotee of
is not provided below.
your Patrons

Don't be a brat or your DM


may punish you through your
masters

Good damage output

May play any allinment but a


"Nutral" one works best
PAGE | 43 WARLOCK PATRON |

Three Deamon Kings Extended Spell List: Daific Reward


The three Deamon Kings let you choose from an Beginning at 14th you may be rewarded by your
expanded list of spells when you learn a warlock masters with a Daific gift, to show you off as one of
spell. The following spells are added to the warlock their chosen servants. You may choose one gift to
spell list for you. take from your masters.

Spell Level Spells Beleth


1st Snare, Magic Missile Daific Providence: You will score a critical hit on a
2nd Web, Dragons Breath melee or ranged attack roll of 19-20.
3rd Fast Friends, Fireball Daific Stature: You are given the strength to wield
4th Black Tentacles, Storm Sphire Heavy weapons in one hand and duel wield them
5th Dominate Person, Arcane Hand with proficiency (STR +3).

Battle Rage Of Acheron Purson


Starting at 1st level when you make the killing blow Daific Caster: Once per long rest when you cast a
of a hostile creature reducing it to 0HP, you may spell that requires a spell slot you may cast it 2
add your charisma modifier + warlock level to the additional times in the same action and not need
damage of your next spell of 1st level or higher. to use verbal, somatic or material components.
Daific Surge: Once per long rest you may upcast
Merciful Master one spell in your spell list to 9th level.
At 6th level as an action, you may call on the
Deamon King Beleth to take pity on you, roll a D20. Zagan
On an even number, you succeed and regenerate Daific Mind: You are given the direction of Zagan
up to 50% (rounding up) of your total HP. If you the master strategist and have advantage on any
are on 1HP you automatically succeed. This skill concentration, intelligence or wisdom check during
may only be used once every short or long rest. combat.
Daific Space: You have access to Zagans personal
On an odd number, you fail and you do not dimension where he holds his daific weapons. As a
expend this skill, Beleth feels his toy can still take bonus action once per long rest you may pull one
more punishment. weapon from his dimension and use it for 1
minute.
My Masters Fury
At 10th level, if a creature attempts to dominate You are proficient with all of Zagans weapons
you (charm or frighten), then you can proclaim while you are using them. Please look in the
them no master of yours and automatically resources section for Zagans weapons and all the
succeed on any saving throw against them. As a Avatars for Beleth, Purson and Zagan.
reaction you may draw on your true master's
power and twist the attempt back on them, they
must make a DC saving throw, on a fail they take
2D10 psychic damage and are frightened. On a
success, they take half damage.
| WARLOCK PATRON PAGE | 44

Warlock

THE
HIVE
QUEEN

Ruler of the city of wax the Hive Queen is a cruel


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

Entering into a contract with this patron means


your soul is to be his for one of two purposes, to
be his tireless plaything or to be the core of one of
his monstrosities in his aim for more power and
more land.

He will treat you sweet in life but only when he


comes to collect will you know the true end to
come to your soul.

Things to keep in mind when


playing these characters:

You love the feel of wax on


your body shamelessly

Don't be the drone your queen


wants you to be

Good field controle

May play any allinment


PAGE | 45 WARLOCK PATRON |

Hive Queen Extended Spell List: City Of Wax


The Hive Queen lets you choose from an Beginning at 14th level, once per long rest, you
expanded list of spells when you learn a warlock may bring an aspect of the city of wax into the
spell. The following spells are added to the warlock world making the environment 100ft around you
spell list for you. covered in wax and candles.

Spell Level Spells For 10 minutes you are able to sence any creature
1st Absorb Elements, Ice Knife touching the wax. As an action you can attempt to
2nd Flame Blade, Snowball Swarm envelop up to two creature no larger than Huge,
3rd Fireball, Glyph of Warding the creature must make a STR saving throw, on a
4th Wall of Fire, Ice Storm fail they take 4D10 crushing damage, it is
5th Immolation, Cone of Cold restained and it starts to drown. The creature may
make a STR saving throw on each of its turns to
Liquid Wax break out of the wax and begin to breathe. On a
Starting at 1st level when you cast a spell that success, the creature takes half damage and is not
would do water or cold damage you can choose to encased.
replace it with molten wax, it now does fire
damage and the creature must make a STR saving
throw. On a fail, they are restrained.

You are immune to damage from wax attacks.

Moulded Flesh
At 6th level, once every short or long rest you may
mould a hardened wax layer over your skin giving
you +1 AC and resistance to fire damage.

As a reaction, you may shed this wax layer and


move 10ft avoiding the attack, you do not trigger
an attack of opportunity. You leave behind a wax
copy of yourself.

Candle Mass
At 10th level, you gain the ability to cast rituals. As
a ritual you may bond with one other person, if
you/they would drop to 0HP and the other is still
alive then you/they drop to 1HP instead. Only
works once per person per day.
| WIZARD SCHOOLS PAGE | 46

Wizard

SCHOOL
OF
URSIDAE

By studying the magic shared between Okku and


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

These are a proud order of practitioners and can


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

Things to keep in mind when


playing these characters:

You are of a very social order


and very protective of your
companions

Your hairy chest makes the


best pillow, or so you say

Good field controle

May play "good" or "nutral"


allinment
PAGE | 47 WIZARD SHOOLS |

Spirit Savant Ursa Major


Beginning when you pick this school at 2nd level Beginning at 14th once per long rest you surge
the cost and time of putting any Force or with power and manifest a Large aura of a Bear
Summoning spell into your spellbook are halved. that mimics your body and movement. Any
creature within 10ft of you when the aura appears
Violent Response is pushed back 10ft and takes 4D8 force damage,
Starting at 2nd level you gain the cantrip Sword if a creature cannot be pushed out of the aura
Burst, this does not count towards your cantrips then they are restrained and must make STR
known. As a reaction to a melee attack, you may checks against your spell DC in order to escape.
cast Sword Burst.
The Aura gives you your wizard level + your WIS
You may not have claws but that doesn't mean you modifier as temp HP and lasts for 10 minutes. On
should not be feared. your turn, while the aura is active you may make
an attack on any creature within 5ft of the aura as
Ursa Minor a bonus action doing 2D12 + WIS modifier force
At 6th level, once per short rest in an unoccupied damage.
space within 60ft you may have a spiritual bear
manifests and attacks a creature within 5ft, the The aura ends when the time runs out, if the temp
creature must make a DEX saving throw. On a fail, HP hits 0 or if you dismiss it as a bonus action. If
the creature takes 2D8 + WIS modifier force you choose to dismiss it then any temp HP is
damage and is restrained. On a success, the received as healing.
creature takes half damage.
At 18th level, the aura's attack gains 2D12
At 10th and 14th level, the bear does an additional damage.
D8 of damage.

Men In Arms
At 10th level you may embrace a comrade within
5ft, any spell that is cast with the limitation of Self
will be shared with the comrade without using any
additional spell slots. When you break your
embrace the spell acts as normal as if you both
had cast it on yourselves.
| WIZARD SCHOOLS PAGE | 48

Wizard

SCHOOL
OF
CUM CURA

You study what comes after the battles and the


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

The school of Cum Cura started as an ambulance


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

Things to keep in mind when


playing these characters:

You gain proficiancy in


"Medicine"

You are the masters of


aftercare for any instance

Good field controle

May play any allinment


PAGE | 49 WIZARD SCHOOLS |

Empathic Savant Alex's Tiny Lifeboat


Beginning when you pick this school at 2nd level Beginning at 14th level once a day (resetting at
the cost and time of putting any Buff or Healing sunrise) you may manifest an astral yacht that can
spell into your spellbook are halved. hold up to 10 medium-sized creatures
comfortably. Only those whom you permit may
Skilled Physician enter the Yacht and no weapon or spell effects
Starting at 2nd level you gain access to all bard may penetrate its bow or living space.
Healing spells. When you cast a Healing spell you
may add your INT modifier on top of the result. The yacht may flote up to 20ft in the air and move
forward at your will up to 120ft per turn. The yacht
At 10th level, you may double the benefit of your lasts up to 9 hours and can be dismissed at any
INT modifier for this skill. time as a free action. You may tell the ship to take
you to a specific destination if you have already
Care For Many visited it.
At 6th level when you cast a Buff spell on a
companion you may cast it on one additional If you are in the astral plane then the yacht may
companion as part of the same action and without move in any direction freely and at double the
using another spell slot. speed. If the yacht is in use during sunrise then
the skill does not reset till the next day.
At 14th level, you may have an additional target
per cast.

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

If the companion is grappled or restrained then


you are removed from what is causing the effect.
| RESORSES PAGE | 50
PAGE | 51 RESORSES |

} The weapons of Zagan

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