You are on page 1of 18

5 E

th

ADVENTURERS’ APPENDICES

New Character options and more for Dungeons & Dragons Fifth Edition!
Greetings to my most wonderful D&D community!

My name is Jedidiah. I am a lifelong player of D&D and roleplaying type games and recently a DM again, this time for 5th
Edition. RPGs are near and dear to my heart as someone who loves to tell and be told a good story. Perhaps what I love most
about Dungeons and Dragons in particular is this: no matter what play mechanic you get excited for, which play style you
enjoy, or whatever play personality you wish to live out, you have a place at the table. Our hunger for adventure is fed, our
curiosity for the unknown is piqued, and the desire to succeed is matched by the pure and simple joy of a shared experience as
we dive into worlds of imagination. Like many of you, I am constantly dreaming up new characters or quests to one day play, or
inventing NPCs for my players to meet along their own adventures.
Here in my Adventurers’ Appendices I wanted to continue exploring my love for creating, not only for myself, but now for
all of you DMs and players alike. I want to present new ways to play the game, primarily in the form of new character options. I
had found myself where we all do at times: at the drawing board for a new character. It was there that I kept thinking to myself,
“Yeah there are class options close to what I have in mind, but not PRECISELY what I have in mind…” You know what I
mean? I first toyed with the idea of altering an existing subclass, but the more time I spent with it, the more it became clear that
I was in the middle of simply writing a new subclass. I polished it and polished it until I was happy. I wanted it to be something
new, but most of all I wanted it to be realistically playable for anyone in any campaign. So I naturally changed it some more.
When I finally sat back to admire my work, I joked with a couple friends about doing one for every available class.

From the beginning I knew I wanted to give this content away for free. I simply love playing D&D, and I want others to
share in my joy! After all, I and many creators like myself are building on the shoulders of giants, without whom none of it
would be possible. (Thank you to Wizards for your ever generous Fan Content Policy, disclaimer attached.) Please, please,
please, if you see anyone anywhere trying to sell what is included in here, report it to Wizards of the Coast, and then point
others to a free PDF copy. My hope is to give this out as a first edition for playtesting and to eventually re-publish a future
edition(s) containing revisions along with possible new content. That is of course, if I am able. If not, I at least wanted to share
with you what I already have. Use it, test it, tweak it, share it, perhaps build on it. Last but not least, have fun playing everyone!

Love and comradery,


Jedidiah

1
Adventurers’ Appendices 1.0 Jedidiah Beck
Table of Contents

p. 3 Barbarian: Path of the Fiend

p. 4 Bard: College of Chance

p. 5 Cleric: Betrayal Domain

p. 6 Druid: Circle of Ruin

p. 7 Fighter: Haunted Conscript

p. 8 Monk: Way of the Planar Flow

p. 9 Paladin: Oath of Penitence

p. 10 Ranger: Tactician

p. 11 Rogue: Specter

p. 12 Sorcerer: Fey Touched

p. 14 Warlock: The Primordial

p. 15 Wizard: School of Aberration

p. 16 Appendix

p. 17 Credits

2
Adventurers’ Appendices 1.0 Jedidiah Beck
Barbarian - Path of the Fiend
Barbarians travel far and wide taking up quests for great
weapons of power or perilous contracts to fill in order to
earn their fame. Some barbarians look only to themselves,
their companions, or their clans for strength. Others still are
inspired not by the men they face in life, but the monsters.
Barbarians who follow the Path of the Fiend are those who
revere the strength of otherworldly demons, so much so that
they are willing to become like one. They may worship
one of the demon lords, they may worship themselves, or
they may only share that undeniable thirst for
domination.

Fiendish Nature
At 3rd level when you adopt this path your admiration for
the Abyss begins to draw you in and transform your nature.
You become resistant to poison damage, are now proficient
with the intimidation skill, and are faintly recognized as
fiendish by the spell detect good and evil.

Variant rule: If your DM allows it, you may select one


demonic boon from the Demonic Boons section beginning
on pg.30 of Mordenkainen’s Tome of Foes.

Demonic Form
Starting when you choose this path at 3rd level, your body
begins to transform into one of the demons you so admire.
You start to develop any combination of either cloven feet, Hunger of the Devourer
elongated claws, or horns. You gain the following benefits
while you are either unarmed or are wielding only a single At 10th level you learn how to hunt living souls as a demon.
one-handed weapon: A number of times per day equal to your Constitution
You can roll a d6 in place of the normal damage of your modifier, you can release a wave of necrotic thirst as a
unarmed strike. This die changes as you gain barbarian bonus action. All living creatures within 60 feet of you have
levels. Your unarmed attacks grow to a d8 at level 7, a d10 their location revealed to you. If a creature is currently
at level 11, and a d12 at level 15. grappled by you when you use this ability it takes 2d12
When you use the Attack action with an unarmed strike necrotic damage, and you are healed for half that amount.
or a one-handed weapon on your turn, you can make one This ability has no effect on constructs or undead.
unarmed strike as a bonus action, assuming you haven't
already taken a bonus action this turn. Grip of the Balor
Starting at 14th level, your command of demonic energy
Charge of the Armanite grows highly concentrated. When entering rage you choose
Beginning at 6th level, you can harness your rage into either lightning or fire damage. For the duration of that rage
discharges of violent energy. Once per short rest you can you are resistant to the damage type you chose, and your
take a special dash action while raging, and any creature you melee attacks deal an extra d8 of that same damage type.
choose within 10 feet of your path becomes the target of a While under this effect, your unarmed strikes are considered
discharge and must make a DC 15 Dexterity saving throw. magical for the purpose of overcoming physical resistances.
Each creature takes a number of d8 lightning damage equal
to your Strength modifier, or half as much on a success.

3
Adventurers’ Appendices 1.0 Jedidiah Beck
Bard - College of Chance
Bards of the College of Chance view the world in a different
light than most others. Heroes of the College will embark on
grand quests, not because they know the outcome, but
because of the chance they will succeed. Those with
adventure and wanderlust in their hearts will travel to new
lands, not because they know what they will find there, but
because discovering the unknown is half of the pleasure.
The daring and the intrepid will challenge mighty foes, not
because they know they can win, but because they might. To
a bard belonging to the College of Chance, life is little more
predictable than a game of dice for the gods.
Extra Attack
Bonus Proficiencies Starting at 6th level, you can attack twice, instead of once,
When you join the College of Chance at 3rd level, you gain whenever you take the Attack action on your turn.
the Lucky feat if you do not already have it.
Luck of the Draw
Chance of Survival At 14th level your bardic inspiration is sometimes capable of
Beginning at 3rd level, you have learned to trust the hand of renewing a creature’s magical ability. As an action you
fate rather than your own strength to guide your aim in choose one willing creature you can see within 60 feet and
battle. As long as you have at least one remaining bardic spend one of your bardic inspirations to roll a d10. The
inspiration you can choose to roll a d2 or flip a coin, before affected creature replenishes spell slots of up to 5th level
you take the Attack action, and try to predict the outcome. If and totaling the number that was rolled. Rolling a “0” or
your prediction was correct you may add advantage to any “00” is considered equal to a cantrip and does nothing.
attack made as a part of your action. However
if your prediction was incorrect you make the
attacks at disadvantage.

What’s in Store
Starting at 3rd level, you embrace the
concept of the self-fulfilling prophecy.
Once after a long rest you may use this
ability to roll a d20 to determine an
effect. When the resulting number is
below your bard level you impose
disadvantage on your next saving
throw, when you roll above your
bard level you gain advantage on
your next saving throw, and if
you roll the number equal to your
bard level you gain a number of
temporary hit points equal to the
roll and also get advantage on
your next saving throw.

4
Adventurers’ Appendices 1.0 Jedidiah Beck
Cleric - Betrayal Domain Betrayer’s Mark
Starting at 1st level, you gain the ability to temporarily
Gods of many sorts – from the free spirited or the stoic to
tether your life force to that of another creature. When you
the mischievous and the vile – are often willing to harbor the
suffer an attack or are the target of a healing effect, you can
varying natures of betrayal. Some value their servants who
choose any one creature within 30 feet of you and share half
embrace chaos as the natural order or those that choose
of the damage or healing you received rounded down. You
independence over submission. Other deities seek out any
can use this feature a number of times equal to your Wisdom
followers with the tenacity to act as a hand in the shadows.
modifier (minimum of one). You regain all expended uses
Still, many gods are jealous and perhaps eager to receive
when you finish a long rest.
new worshipers who have left the fold of another god. The
betrayal domain can include clerics who wish to see their
foes undone before them, those who might manipulate the Channel Divinity: Twisted Fate
faith for personal gain, clerics who would reject all others At 2nd level you can use your Channel Divinity to meddle
but their own kind, any hero seeking vengeance or control, with the fates of up to two creatures. As a reaction you can
and even the insane. choose any two creatures or objects within 30 feet of you
and cause them to teleport trading locations. The creatures
Betrayal Domain Spells or objects must be within one size of each other for the spell
Cleric Level Spells to work properly.

1st disguise self, unseen servant Neurotoxins


3rd ray of sickness, mirror image Beginning at 6th level you have learned the secret to
combining deadly poisons and your divine magic. You gain
5th fear, major image
resistance to poison damage and are immune to being
7th blight, vitriolic sphere poisoned. Whenever one of your spells or Cleric abilities
deals poison damage to a creature of large or smaller size it
9th destructive wave, hold monster must make a Constitution saving throw or become
poisoned. A creature poisoned in this way also has its
Bonus Proficiencies movement speed halved until the end of its next turn.
At 1st level you gain proficiency with martial weapons and
you learn one cantrip of your choice from the wizard spell list. Divine Strike
At 8th level you gain the ability to infuse your weapon
strikes with poison. Once on each of your turns when you hit
a creature with a weapon attack, you can cause the attack to
deal an extra 1d8 poison damage to the target. When you
reach 14th level, the extra damage increases to 2d8.

Disciple of Pain
At 17th level your deity has hallowed you allowing lethal
toxins to flow freely through your veins. You gain immunity
to poison damage and gain resistance to necrotic damage.

5
Adventurers’ Appendices 1.0 Jedidiah Beck
Bonus Proficiencies
You gain proficiency in the history skill, and you learn either
the Mending cantrip or the Mold Earth cantrip.

Dust of Ruin
Beginning at 2nd level, you can release a wave of atrophy to
hinder your enemies. As an action you cause all hostile
creatures within 30 feet of you take a number of d4s of
necrotic damage equal to your druid level. Each target must
also make a Constitution save or their movement speed
becomes halved for 1 minute. Constructs caught inside this
effect must make the save at disadvantage, and the effect of
reduced movement can only be removed by a restoration
spell or by waiting the full minute. You regain this ability
after a short or long rest.

Corrode Metal
Starting at 6th, level you are able to wither simple metals.
You can spend 10 minutes to magically wear down any
nonmagical metal object inside of a 5 foot cube into an
unusable or easily broken state. You can do this up to a
number of times per day equal to your Wisdom modifier.

Children of the Earth


At 10th level you have learned to take on a hardened form
that honors the ground and the soil that serve as the world’s
foundation. Once a day you can expend both uses of your
Wild Shape ability to alter your body and gain the following
benefits:
You gain a number of temporary hit points equal to half
of your maximum hit points. These temporary hit points are
lost after reverting to your normal form.
Druid - Circle of Ruin You gain a burrow speed equal to your movement speed.
The Circle of Ruin exists to serve as a reminder that while You may add your proficiency when making Constitution
the constructs of civilization may fall and succumb to dust, saving throws.
nature is unending. Foolish kings build their castle walls to You have resistance to poison and lightning damage and
last forever, yet every one of them crumbles beneath the are immune to slashing, piercing, and bludgeoning damage
wind and the rain and is forgotten. An emperor may tame an from nonmagical attacks.
elegant garden for his palace, but long after he is gone, the
While in this form you are still able to cast spells, but you
roots of the garden will turn over and claim his entire city.
make any Dexterity saving throws at disadvantage. The form
lasts for 1 hour or until you are knocked unconscious or
Circle of Ruin Spells
dismiss it as a bonus action.
Druid Level Spells

3rd maximilian's earthen grasp, shatter


Cut from the Bedrock
Beginning at 14th level, your body has grown more and
5th erupting earth, speak with dead
more concrete to mirror your resolution. You are now
7th blight, storm sphere immune to being petrified, and you have advantage on
ability checks and saving throws against becoming prone.
9th banishing smite, commune with nature

6
Adventurers’ Appendices 1.0 Jedidiah Beck
Fighter - Haunted Conscript
The archetypal Haunted Conscript is a fighter with some
kind of connection to death and the Ethereal Plane. They
may be a retired soldier who has witnessed more than one
blood-stained battlefield, or a medic who shares in the final
moments of the lives of many, or perhaps they themselves
have died once before. No matter the reason, the souls of the
dead follow the conscript closely wherever they go.

Bonus Proficiencies
You gain proficiency with the medicine skill.

Risen Spirit
Starting at 3rd level, spirits of the dead tend to cling to you
and flock toward you in moments of despiration. You gain
the thaumaturgy cantrip, and now whenever you use your
Action Surge ability ghostly forms appear around you and
your target granting advantage to any attacks made as a part
of that action.

Rest in Peace
At 3rd level you are able to calm your body in order to take
in your immediate surroundings using a heightened sense.
Whenever you take a short or long rest you have 30 feet of Acceptance
tremorsense and 10 feet of blindsight and cannot be
surprised by a melee attack. Even if you are not taking a At 10th level you feel kindred to the spirits that surround
rest, you can enter this same meditative state by remaining you and an increasing affinity to the Ethereal Plane. You are
still for 10 minutes with your eyes closed. now immune to fear, and the first time after any rest that you
would gain a point of exhaustion you instead suffer no
Spectral Strikes negative effects. You must complete a long rest before
preventing exhaustion again in this way.
Beginning at 7th level, the spirits have grown to shadow
your attacks in the form of ghostly trails. Once on each of Scent of Death
your turns if you miss with any attack you reroll once to hit
instead with your weapon's ghostly trail. The trail takes on Beginning at 15th level, death is no longer a deterrent to
the same form as the weapon you are using and uses the you, but a reassurance. If any creature within 60 feet of you
same damage dice. If the trail hits, the damage is dealt as or in your line of sight becomes unconscious, dies, or is of
force damage and uses your Constitution modifier instead of the undead type you gain 10 feet of movement speed and a
Strength. Note that Spectral Strikes cannot land critical hits. +1 bonus to your attack and damage rolls.
At 10th level you may reroll for your Spectral Strikes up to
twice on a turn, and at 15th level you may reroll once to hit Silent as the Grave
after any missed attack made on your turn.
At 18th level, you have become practiced in assisting
haggard creatures into moving on to the next life. The first
time on one of your turns that you land an attack on a
creature that is prone the attack automatically becomes a
critical hit and also receives double the modifier damage
bonus. Once you use this ability it cannot be used again until
after a short or a long rest.

7
Adventurers’ Appendices 1.0 Jedidiah Beck
Monk - Way of
the Planar Flow
Monks of the Way of the Planar Flow are
those that have meditated at great length on
the living essence of the world encompassing
them. These monks do not simply feel ki and utilize it.
They have come to understand it, move with it, breathe it…
even see it.

Chosen Current Ambient Wellspring


Starting at 3rd level, you gain the ability to feel the flow of Beginning at 11th level, you can draw on nearby ki to
ki outside your own body and have learned to connect to that temporarily energize and strengthen your body. You can
movement. As an action you can spend 1 or more ki points spend 1 ki point to add your Wisdom modifier to any
up to half your monk level to surround yourself in Strength, Dexterity, or Constitution ability check. You must
concentrated ki and hurl yourself in any direction. You spend your reaction to use this ability for a Strength,
travel your full movement speed unless your path is blocked Dexterity, or Constitution saving throw. You may use this
by a creature or an object. Colliding with a creature or object ability after rolling for the ability check or save but before
deals 1d10 force damage per ki point spent as the raw ki the outcome is determined.
dissipates, and a creature hit by this effect must make a
Strength saving throw or be knocked prone.
Planar Sight
Ripple of Disruption At 17th level you are able to gaze into the flow of ki in and
throughout all things. When you use this ability you gain
At 6th level you can reverse the natural flow of ki through truesight for 10 minutes, and for the duration you may cast
nearby creatures distorting their forms. As a bonus action the spells locate object and locate creature at will. You must
you can spend 2 ki points to touch the ki around you and complete a long rest before using this ability again.
create a dissonant wave reaching up to 30 feet to another
creature. The target creature must make a Constitution save
or its resistances are negated, and its damage immunities are
each reduced to a resistance until the end of your next turn.

8
Adventurers’ Appendices 1.0 Jedidiah Beck
Paladin - Oath of Penitence Aura of Conviction
Beginning at 7th level, your own conviction spreads to those
The Oath of Penitence is sworn for one of two reasons: to
around you. You and any creature you choose within 10 feet
cleanse the guilty among the world, or to remove the guilt
of you gain advantage on Constitution saves and death saves.
carried by those that swear it. Paladins who swear this oath
At 18th level, the range of this aura increases to 30 feet.
do so with a somber heart. They may be led by age and
wisdom to swear it, or perhaps by a strong moral compass.
Yet the truer intent is that of a deserter, a criminal, or an Martyr’s Blood
Oathbreaker seeking absolution for their sins. Starting at 15th level, malicious attacks against you have a
chance of rebounding. The first time that an enemy would
Oath of Penitence Spells bring you to 0 hit points it must make a Wisdom saving
Paladin Level Spells throw. On a success you are still knocked unconscious, but
the attacking creature suffers psychic damage equal to your
3rd armor of agathys, hellish rebuke paladin level plus your Charisma modifier. If it fails the save
it takes no damage, and you instead drop to 1 hit point.
5th blindness deafness, silence Once this ability has been triggered, it cannot be used again
9th bestow curse, vampiric touch until after a long rest.

13th mordenkainen's faithful hound, Exacting Judge


phantasmal killer
At 20th level, you are able to attune your physical presence
17th immolation, modify memory to the divine presence of your deity. For 1 minute you gain
the following benefits:
Tenets of Penitence Your Channel Divinity: Moral Reflection now deals 1d10
The tenets of the Oath of Penitence are sworn as often in psychic damage to good aligned creatures. That damage is
altruism as they are in remorse. doubled for neutral aligned creatures, and evil aligned
creatures take triple the damage rolled.
Know. Know that good and evil exist, as well as At the beginning of each of your turns, roll a d6. Rolling
neutrality. Chaos is an effect, and rarely the cause. a 5 or a 6 recharges your Channel Divinity ability.
Measure. Measure everything around you, and act Any time a creature that you can see deals damage to you
accordingly. Only a fool lives without exercising judgment. or a friendly creature within 60 feet of you, a number of
Guide. Guide those who need it, pray always, and psychic damage equal to your Charisma modifier is reflected
meditate for clarity when time allows you. back onto the attacker.
Punish. Punish all that require it. First the self, second Once you use this feature, you can't use it again until you
the brother, lastly the neighbor. finish a long rest.

Channel Divinity
When you take this oath at 3rd
level, you gain the following
two Channel Divinity options.
Moral Reflection As a bonus
action, each creature you can
see within 30 feet must make a
Wisdom save. On a failure good
aligned creatures are charmed by
you, neutral targets are confused,
and evil creatures are poisoned, each
for 1 minute or until they save again.
Shared Lament As a bonus action you
can choose to take psychic damage equal
to your Charisma modifier and impose
disadvantage on all attacks made by hostile
creatures within 30 feet of you until the start
of your next turn.

9
Adventurers’ Appendices 1.0 Jedidiah Beck
Ranger - Tactician
The Tactician archetype champions a ranger’s aptitude for
ingenuity and preparation. A Tactician considers their mind
both their greatest tool and their greatest weapon.

Tactician Spells
Wrist Shot
Ranger Level Spells
At 3rd level, you are able to outfit a set of armor with a
1st Identify Wrist Shot. You can spend 8 hours to fashion this firing
mechanism onto the main-hand arm of any armor. Only you
3rd enhance ability are capable of correctly using this feature. Your Wrist Shot
5th dispel magic takes a bonus action to fire and does one of the following,
which can be switched over 1 hour of downtime:
7th fabricate A) Your Wrist Shot is loaded with a number of bolts
9th passwall equal to your Dexterity modifier that you can refill anytime
you take a rest. (Uses the same stats as a light crossbow.)
B) Your Wrist Shot is loaded with a grappling hook.
Architect’s Mind C) Your Wrist Shot is loaded with a vial of liquid or a
At 3rd level, you realize your potential to methodically read potion that can be applied to yourself or another target at a
the world and creatures around you, and you gain the distance of up to 10 feet.
following benefits:
You may choose to gain proficiency with either a set of Extra Attack
tinker's tools or smith's tools. Starting at 5th level, you can attack twice, instead of once,
You have advantage on all investigation checks relating to whenever you take the Attack action on your turn.
traps and constructs (both buildings and creatures.)
You gain the ability to spend 1 hour constructing a basic
field trap. (See Appendix for rules on player traps.) Traps you Shielded Arm
make have a disarm DC of 8 plus your ranger level. Note: At 7th level, you are able to outfit a set of armor with a layer
constructing traps can be done as part of a long rest. of Shielding and have learned to maneuver, accommodating
for the added weight without any penalty to your movement.
You can spend 8 hours to fashion additional shielding onto
the offhand arm of any armor. Only you are capable of
correctly using this feature. You gain +1 to your total AC
provided by that armor.

Latent Flare
Beginning at 11th level, you learn how to subconsciously
store a burst of energy in each of your hands. If you are the
target of a weapon or spell attack you can use your reaction
to release one arcane flare at the attacking creature imposing
disadvantage on the attack. Your stored flares are recharged
after a short or long rest, but they are both lost if you
become unconscious by any means.

Know Your Enemy


At 15th level, the number of foes you are prepared to face
continues to grow. You select one additional favored enemy
and gain the benefits that go along with the feat including 1
new language. Additionally you now have advantage on
stealth ability checks when pursuing or avoiding any of your
favored enemies. This benefit applies to any group stealth
ability check if you are guiding the party.

10
Adventurers’ Appendices 1.0 Jedidiah Beck
Sinister Attacks
Beginning at 9th level, you prey on any
creature you catch unaware. When you are
hidden from a creature before landing an
attack on it, or if the target creature is
otherwise considered surprised, it must
make a Wisdom save or become
frightened of you. The effect has a save
DC of 8 plus your Intelligence modifier
plus your proficiency. A creature affected
by this ability may attempt to save again at
the end of each of its turns and cannot be
affected in the same way for 24 hours.

Spirit Walk
Rogue - Specter At 13th level, you begin to move as a whisper spoken in the
dark. As a bonus action or cunning action you can partially
You are trained to be a ghost, to master the darkness, to fade
fade into the Border Ethereal. While faded:
in and out of sight, and to pursue your quarry relentlessly.
You can move through other objects and creatures as if
Outlanders, killers, and agents for various factions thrive in
they were difficult terrain, but you take 1d10 force damage
this archetype. This kind of rogue uses their opponents’
if you end your turn standing inside an object.
fears and limitations to gain the upper hand.
You do not gain a flying speed nor can you travel
through solid earth, instead your jump distance is doubled.
Seeing Ghosts Attacks against you are made at disadvantage.
Starting at 3rd level, you are at home in the dark. You gain This ability lasts for 1 minute or until you drop it as a
60 feet of darkvision if you do not have it and 30 extra feet bonus action and is regained after a long rest.
if you already do. You also gain advantage on stealth ability
checks in either dim light or darkness. Sever Senses
Starting at 17th level, the onslaught of your attacks has a
Ventriloquist chance to cripple an enemy. Whenever you land an attack
At 3rd level, you have learned to cling to another creature’s that lets you use your sneak dice the target must roll a
movement as it retreats. As a special reaction, when you Constitution saving throw or become blinded. The DC for
would normally make an attack of opportunity, you can the save equals 8 plus your Dexterity modifier plus your
follow the target creature any distance up to your own proficiency bonus, with a minimum DC of 10. The target
movement speed before making the attack. can roll at the end of each of its turns to end the effect, and
once a creature recovers it cannot be affected in the same
way again for 24 hours.

11
Adventurers’ Appendices 1.0 Jedidiah Beck
Sorcerer - Fey Touched
Your innate magic comes from the free and
untamed heart of the Feywild itself. You may be
the child of a fey creature, you may have been there
before and been blessed by an archfey, or you may
have suffered a wound from a fey creature that
unintentionally imprinted its magic onto you.

Fey Touched Nature


At 1st level, your soul has had a mark of the Feywild
engraved on it. You gain the benefits of the Fey Ancestry
feat, and you move your regular movement speed in wooded
areas or forests considered difficult terrain. Furthermore
when you take your first level as a Fey Touched sorcerer,
you choose the origin of your magic as one of the following:
Seelie Court: You become proficient with the persuasion
skill and gain the create bonfire cantrip.
Unseelie Court: You become proficient with the
deception skill and gain the chill touch cantrip.
Independent Spirit: You become proficient with the
intimidation skill and gain the poison spray cantrip.

Wild Growth
At 6th level, you can bring an element of the Feywild
into the spells you cast. You gain a unique
metamagic where when you hit a creature with a
spell you can spend 1 sorcery point to cause the
spell to produce arcane vines that wrap around the
target and halve their movement speed for 1 minute
or until broken. Creatures caught in your arcane
vines must spend an action to attempt a Strength save
to break free. The save is made against your spell DC.

Faerie Recoil
Starting at 14th level, you can react to harm in the same way Wrath of the Feywild
a dangerous sprite would to preserve itself. If you are hit by
a weapon attack or a spell, you can use your reaction to At 18th level, you can use a bonus action and 5 sorcery
teleport 10 feet in any direction without triggering an attack points to take on the form of a powerful being from the
of opportunity. When you teleport away you release caustic Feywild, sprouting several 30 foot, snakelike vines that you
fireflies that swarm up to 10 feet from where you last stood can use to move and attack with. For 1 minute you gain the
to a hostile creature, dealing a number of d4s of acid damage following benefits:
equal to your Charisma modifier (minimum of one). You You travel using multiple vines, giving you a 30 foot
can use this ability number of times equal to your Charisma walking/flying speed within reach of any hard surface.
modifier and regain those uses after finishing a long rest. As long as you are traveling with your vines you are
under the same effects as the freedom of movement spell.
On your turn you may make a vine multi-attack as your
action. You control a number of vines equal to your
Charisma modifier that can either whip for 2d6 bludgeoning
damage, causing the target creature to make a Strength save
against your spell DC to avoid becoming grappled, or
constrict a grappled creature for 2d8 bludgeoning damage.
You must complete a long rest to use this ability again.

12
Adventurers’ Appendices 1.0 Jedidiah Beck
Warlock - The Primordial World Shaper
At 1st level, you are gifted with your patron’s ability to bend
You have made a pact with one of the Primordials who
and sort the elements that make up the Prime Material plane.
helped shepherd and shape the Prime Material plane out of
You gain the one of the following cantrips now at 1st level
the Chaos. Your patron walked in a time of ancient titans
and subsequently choose another cantrip at 3rd, 5th, and 7th
and gods, preceding even the age of giants and dragons,
level: control flames, gust, mold earth, and shape water.
before it was pushed to dwell on the very edge or in the
deepest recesses of one of the Elemental Planes. It may have
the heart of a gardener, but it may want to see the world torn
apart and dispersed to the Chaos from which it was formed.

Primordial Spells
Spell Level Spells

1 chromatic orb, absorb elements


2 maximilian's earthen grasp, warding wind
3 thunder step, tidal wave
4 conjure minor elementals, ice storm
Siphon Rush
5 conjure elemental, immolation
Starting at 6th level, you can channel energy from the
elements, even as they harm you. Whenever you take
elemental damage of any kind you can choose to become
hasted for a number of rounds equal to your Charisma
modifier. Coming out of this hasted state does not result in
exhaustion, but you instead take an additional amount of
rebounding damage of the same element and equal to your
Charisma modifier. You cannot use this ability again until
you take a long rest.

Purest Elements
At 10th level, the fire you control burns brighter and hotter,
the wind flows and bites faster, the stone is weightier and
harder, and the water and ice are crystal-pure blue. Any time
you cast a spell that deals at least one type of elemental
damage you may add you Charisma modifier to the total
damage roll. Elemental creatures under your control also
gain a +1 bonus to their attack and damage rolls.

Unravel
At 14th level, you are able to temporarily draw one element
at a time entirely out above the rest into a chaotic vortex. As
an action, you alter your own form and the surrounding 10
foot radius into a fluctuating elemental state for 1 minute. At
the beginning of each of your turns you roll a d6 to
determine the element drawn forth: 1 acid, 2 cold, 3 fire, 4
lighting, 5 poison, or 6 thunder. Any creature entering the
radius or starting their turn inside it takes 2d8 damage of the
current element. Elemental creatures you control take half
damage if they are caught within the radius. You also add
1d8 of the current element to the damage roll for any
weapon or spell attack you make for the duration of this
ability. Once the vortex has faded, it cannot be drawn again
until after you complete a long rest.

13
Adventurers’ Appendices 1.0 Jedidiah Beck
Wizard - School of Aberration
Most wizards study the arcane knowledge within the eight
schools of magic. Some curious few draw inspiration from
the schools of Conjuration, Enchantment, and Illusion as a
platform for studying magic itself. They are obsessed with
exploring the Weave – how it interacts with and affects the
world at large, how creatures interact with it, and ways to
test its very structure and boundaries. This path of study was
apprehensively nicknamed the School of Aberration.

Weave Connection
At 2nd level, when you tap into a strong enough arcane
channel your mind becomes acutely attuned to the Weave.
After you cast any spell of 1st level or higher you gain
advantage on the next Intelligence, Wisdom, or Charisma
save you may have to make before the end of your next turn.

Conscious Tether
Beginning at 2nd level, you have learned how to tie some of
the “threads” of the Weave to one another. When a creature
hits you with a spell or you hit a creature with one of your
spells, you can create a tether as a reaction. Through the
tether you are able to cast any spell on the location of the
creature you are connected to without requiring line of sight
and up to a distance of 120 feet. While it does not require
your full concentration you must make a Constitution save
whenever you take damage to maintain this link. You
can only have one tether active at a time.

Spell Shade
Beginning at 6th level, you have grasped how to pull
arcane energy from the negative spaces between the
fabric of the Weave. Once per short rest, when you
cast a Conjuration, Enchantment, or Illusion spell of 1st
level or higher you can release a small arcane tear in the
space where the spell was cast. The tear hovers in place
dealing 1d8 psychic damage to the nearest hostile creature
within 30 feet of it, and does so at the beginning of each of
your turns. This damage increases to 2d8 at 14th level. The
tear fades after a number of rounds equal to your
Intelligence modifier, but it is also able to be dispelled or Mind Fracture
disrupted by a spell attack. A tear has an AC equal to your
At 14th level, you can create a nightmarish space that
spell DC and has only 1 hit point.
distorts creatures’ perception of reality. As an action, you
create sphere effect with a radius of 20 feet centered on a
Fluctuation point of your choosing within 120 feet. All creatures within
At 10th level, you can tap into the part of the Weave that the radius of that point must make an Intelligence save. On a
mingles with the Far Realm in order to possibly alter a failed roll, a target views all other creatures as hostile toward
moment in time and space. As a reaction when a creature it until the end of your next turn. Creatures that are
within 60 feet of you fails an Intelligence, Wisdom, or considered blinded, deafened, or frightened, as well as any
Charisma saving throw you can cause them to re-roll the creatures with an Intelligence score below 10 make this save
save once. You can use this ability a number of times equal at disadvantage. You must complete a short or long rest
to your Intelligence modifier before taking a long rest. before using this ability again.

14
Adventurers’ Appendices 1.0 Jedidiah Beck
Appendix:

Traps in the Hands of Players


Traps are commonly found already rigged in the wild or
installed in a building or dungeon. However, simple field
traps can also be made (see Ranger: Tactician) or purchased
in certain stores. For streamlined use of traps in the hands of
players, reference the following adapted guidelines:
Field Traps consist of three, maybe four, elements:
the difficulty, the trigger, the effect, and sometimes a
countermeasure. A purchased trap will already have its
difficulty to disarm set by the DM as a part of its design.
Field Traps come in one of three trigger types:
pressure-plate, tripwire, or a lever. Examples of these may
include a bear trap, a hunting snare, or a rigged box.
Field Traps are each designed to an intended effect:
to trigger conditions, to harm, or to deliver an item or effect.
A condition trap may be used to blind, grapple, or knock a
creature prone. A harming trap deals damage of one or more
types to any creature caught within the effect. A delivery
trap is used to remotely trigger the use of an item such as a
dust or a liquid. Note: some traps sold in stores have been
enchanted to trigger a spell effect or cause arcane damage.
Field Traps of the harming type deal a number of
d8s of damage based on their DC to disarm. Traps should
deal a minimum of 1d8 damage up to a DC of 10, adding an
additional d8 for every 2 DC above 10. So a harming trap
with a DC of 15 would deal 3d8 damage and a trap with a
DC of 20 would deal 6d8 damage.
Field Traps of the pressure-plate or lever type can
be placed using an action, while tripwire type traps require a
full minute to set.
Optionally, you can attempt to conceal Field Traps.
Hiding a trap requires 1 minute or 10 minutes (based on the
nature of the disguise) using the sleight of hand ability to
determine the difficulty for discovering the trap.

15
Adventurers’ Appendices 1.0 Jedidiah Beck
Credits:
Special Thanks
I would like to give a big, heartfelt thanks of course to
Wizards of the Coast for continuing to steward Dungeons
and Dragons well and for continuing to include fans like me.
Artists Featured
Fan Content Policy Disclaimer: “Adventurers’ Appendices is
So believe it or not, but I didn’t actually paint everything unofficial Fan Content permitted under the Fan Content
you see throughout the Appendices – a bunch of super Policy. Not approved/endorsed by Wizards. Portions of the
talented artists did! They or their affiliates of course retain materials used are property of Wizards of the Coast.
each of the copyrights to all of their artwork contained in ©Wizards of the Coast LLC.”
this document regardless of whether or not they have sold
the original image. You must contact them or their legal
advisors in order to use an image for commercial purposes,
whether or not you now own the original artwork. I have
sought the permission to use their art, and you should too. FAQ and Support
Or better yet, go check out their portfolios (I included as
many links as I could find) and be a patron of the arts! I would love for this document to evolve and adapt along-
side the ever growing D&D community! As such, I am
Cover art: Andreas Rocha including a twitter account where you can contact me, as
well as on DMs Guild. (I cannot promise I will be able to get
Barbarian art: Jan Sidoryk to answering every question or comment, and my responses
may have to be periodic.) I am also planning on turning your
Bard art: Concept 4
feedback into whatever editions are to follow. I highly
Cleric art: Fesbra encourage those who playtest this material to send me your
feedback and your questions. Which subclass did you play?
Druid art: Laszlo Kiss What rule did you dislike? What was worded too
confusingly? What ability broke the game? How did your
Fighter art: Koni
experience go? I would really love to hear it!
Monk art: Reide Perigo
Paladin art: Atilla Kaan
Twitter @adventuringjed
Ranger art: Google Images
Rogue art: Cloud Quinot
Sorcerer art: Tin Tanie
Warlock art: Peter Mohrbacher
Wizard art: Ichisip
Vector arts: Google Images

16
Adventurers’ Appendices 1.0 Jedidiah Beck
Dungeons and Dragons is a wonderful game
full of adventure, made for anyone to play, and
capable of taking you past your own imagination!
As a long time player and DM, I want to share
with others even more ways to play D&D in
my Adventurers' Appendices. I am starting with
new character options, and I hope to continue
adding upon it. Adventurers' Appendices1.0 comes
with 12 new subclasses and an appendix on
"Traps In the Hands of Players."

17
Adventurers’ Appendices 1.0 Jedidiah Beck

You might also like