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Tecniche segrete delle Ali Fosche

Indice

Talenti
Pag. 2 - Adept of the Black Robes
Pag. 2 - Adept of the Red Robes
Pag. 2 - Adept of the White Robes
Pag. 3 - Divinely Favored
Pag. 3 - Initiate of the High Sorcery
Pag. 3 - Knight of the Crown
Pag. 3 - Knight of the Rose
Pag. 4 - Knight of the Sword
Pag. 4 - Squire of Solamnia

Classi
Pag. 5 - Barbarian
Pag. 6 - Monk
Pag. 7 - Rogue

Sottoclassi
Pag. 8 - Artificer Subclasses (Alchemist, Forge Adept, Maverick)
Pag. 14 - Barbarian Subclasses (Path of the Storm Herald)
Pag. 16 - Bard Subclasses (College of Whispers)
Pag. 18 - Druid Subclasses (Circle of the Land)
Pag. 20 - Fighter Subclasses (Champion)
Pag. 21 - Monk Subclasses (Way of the Four Elements, Way of the Sun Soul)
Pag. 24 - Ranger Subclasses (Beastmaster, Drakewarden, Hunter)
Pag. 29 - Rogue Subclasses (Mastermind)
Pag. 31 - Sorcerer Subclasses (Divine, Draconic, Phoenix, Shadow, Storm, Wild Magic)
Nyx’s Special Feats
(Feats)

Adept of the Black Robes: When you take this feat you gain the following benefits.
- Ambitious Magic. You learn one 2nd-level spell of your choice. The 2nd-level spell
must be from the enchantment or necromancy school of magic. You can cast this
feat's 2nd-level spell without a spell slot, and you must finish a long rest before you
can cast it in this way again. You can also cast this spell using spell slots you have of
the appropriate level.
- Life Channel. You can channel your life force into the power of your magic. When a
creature you can see within 60 feet of you fails a saving throw against a spell that
deals damage that you cast, you can expend a number of Hit Dice equal to the level
of the spell. Roll the expended Hit Dice and add them together. The damage that the
creature takes increases by an amount equal to that total.
Your spellcasting ability for this feat's spells is Intelligence, Wisdom, or Charisma (choose
when you select this feat).

Adept of the Red Robes: When you take this feat you gain the following benefits.
- Insightful Magic. You learn one 2nd-level spell of your choice. The 2nd-level spell
must be from the illusion or transmutation school of magic. You can cast this feat's
2nd-level spell without a spell slot, and you must finish a long rest before you can
cast it in this way again. You can also cast this spell using spell slots you have of the
appropriate level.
- Magical Balance. When you make an attack roll or an ability check and roll a 9 or
lower on the d20, you can balance fate and treat the roll as a 10. You can balance
fate in this way a number of times equal to your proficiency bonus, and you regain all
expended uses when you finish a long rest.
Your spellcasting ability for this feat's spells is Intelligence, Wisdom, or Charisma (choose
when you select this feat).

Adept of the White Robes: When you take this feat you gain the following benefits.
- Protective Magic. You learn one 2nd-level spell of your choice. The 2nd-level spell
must be from the abjuration or divination school of magic. You can cast this feat's
2nd-level spell without a spell slot, and you must finish a long rest before you can
cast it in this way again. You can also cast this spell using spell slots you have of the
appropriate level.
- Protective Ward. When you or a creature you can see within 30 feet of you takes
damage, you can use your reaction to expend a spell slot and weave protective
magic around the target. Roll a number of d6s equal to the level of the spell slot
expended and reduce the damage the target takes by the total rolled on those dice +
your spellcasting ability modifier.
Your spellcasting ability for this feat's spells is Intelligence, Wisdom, or Charisma (choose
when you select this feat).

Divinely Favored: A god chose you to carry a spark of their power.


You learn one cantrip of your choice from the cleric spell list and one 1st-level spell based on
the alignment of your character, you also learn the Augury spell.
- Evil. Choose one 1st-level warlock spell
- Good. Choose one 1st-level cleric spell
- Neutral. Choose one 1st-level druid spell
You can cast the chosen 1st-level spell and the augury spell without a spell slot, and you
must finish a long rest before you can cast either of these spells in this way again. You can
also cast these spells using spell slots you have of the appropriate level.
Your spellcasting ability for this feat's spells is Intelligence, Wisdom, or Charisma (choose
when you select this feat).

Initiate of the High Sorcery: Choose one of following Moon phases to influence your
magic: New Moon; Crescent Moon; or Full Moon. You learn one cantrip of your choice from
the wizard spell list and two 1st-level spells based on the moon you choose.
- New Moon. Choose two from dissonant whispers, false life, hex, and ray of sickness
- Crescent Moon. Choose two from color spray, disguise self, feather fall, and
longstrider
- Full Moon. Choose two from comprehend languages, detect evil and good, protection
from evil and good, and shield
You can cast each of the chosen 1st-level spells without a spell slot, and you must finish a
long rest before you can cast them in this way again. You can also cast the spells using any
spell slots you have.
Your spellcasting ability for this feat's spells is Intelligence, Wisdom, or Charisma (choose
when you select this feat).

Knight of the Crown: You’re a warrior that embodies cooperation, loyalty, and obedience.
You excel in group combat and gain these benefits:
- Ability Score Increase. Increase your Strength, Dexterity, or Constitution by 1, to a
maximum of 20.
- Commanding Rally. As a bonus action, you can command one ally within 30 feet of
yourself to attack. If that ally can see or hear you, they can immediately make one
weapon attack as a reaction. If the attack hits, the ally can roll a d8 and add the
number rolled as a bonus to the attack's damage roll. You can use this bonus action
a number of times equal to your proficiency bonus, and you regain all expended uses
when you finish a long rest.
Knight of the Rose: You’re a warrior that embodies leadership, justice, and wisdom. Your
resolve grants you these benefits:
- Ability Score Increase. Increase your Constitution, Wisdom, or Charisma by 1, to a
maximum of 20.
- Bolstering Rally. As a bonus action, you can encourage one creature you can see
within 30 feet of yourself (you can choose yourself). If the target can see or hear you,
the target gains temporary hit points equal to 1d8 + your proficiency bonus + the
ability modifier of the ability score increased by this feat. You can use this bonus
action a number of times equal to your proficiency bonus, and you regain all
expended uses when you finish a long rest.

Knight of the Sword: You’re a warrior devoted to heroism and courage. Bravery steels
your spirit, granting you these benefits:
- Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma by 1, to a
maximum of 20.
- Demoralizing Strike. Once per turn, when you hit a creature with a weapon attack
roll, you can attempt to frighten that target. The target must make a Wisdom saving
throw (DC equals 8 + your proficiency bonus + the ability modifier of the score
increased by this feat). On a failed save, the target is frightened of you until the end
of your next turn. On a successful save, the target has disadvantage on the next
attack roll it makes before the end of its next turn. You can use this benefit a number
of times equal to your proficiency bonus, and you regain all expended uses when you
finish a long rest.

Squire of Solamnia: Your training as a fine knight grants you these benefits:
- Mount Up. Mounting or dismounting costs you only 5 feet of movement.
- Precise Strike. Once per turn, when you make a weapon attack roll against a
creature, you can cause the attack roll to have advantage. If the attack hits, you roll a
d8 and add the number rolled as a bonus to the attack's damage roll. You can use
this benefit a number of times equal to your proficiency bonus, but a use is expended
only if the attack hits. You regain all expended uses when you finish a long rest.
Chaos’ Crazy Touch-Ups
(Classes)

Barbarian
The following features now replace the ones with the same name from the Barbarian
class or are added to it
Rage
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren't wearing heavy armor:
● You have advantage on Strength checks and Strength saving throws.
● When you make a weapon attack using Strength and a melee weapon, you gain a +2
bonus to the damage roll. This bonus increases as you level.
● You have resistance to bludgeoning, piercing, and slashing damage.
You can't cast spells or concentrate on them while raging. Your rage lasts for 1 minute. It
ends early if you are knocked unconcious or if your turn ends and you haven't attacked a
hostile creature since your last turn or taken damage since then. You can also end your rage
on your turn as a bonus action.
Once you have raged the maximum number of times for your barbarian level, you must finish
a long rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5
at 12th, and 6 at 17th.

Reckless attack
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce
desperation. When you make an attack, you can decide to attack recklessly. Doing so gives
you advantage on any attack using Strength as your roll and damage modifier made with a
melee weapon until the start of your next turn, but attack rolls against you have advantage
until your next turn.

Brutal Critical
Beginning at 9th level, you can roll one additional weapon damage die when determining the
extra damage for a critical hit with a melee attack.
This increases to two additional dice at 13th level and three additional dice at 17th level.
Furthermore, you can channel your rage into a single mighty blow: when you hit with an
attack with a melee weapon and the roll doesn’t result in a critical hit, you can treat the
damage dealt by the weapon only as if it was, rolling the appropriate numbers of dice for the
weapon. You can use this feature once and you regain its use when you roll initiative.

Inner Rage (new feature)


Beginning at 9th level, you can spend a minute to focus your primal powers.
At the cost of a Hit Die from your pool, you can restore all the uses of Rage.
Monk
The following features now replace the ones with the same name from the Monk
class or are added to it.
Hit Points
Hit Dice: 1d12
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per Monk level after 1st

Improved Martial Art Die


The following dice progression replaces the one from the original class:
1d6 at 1st level, 1d8 at 5th level, 2d6 at 11th level, 2d8 at 17th level

Ki
Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access
to this energy is represented by a number of ki points equal to your monk levels + your
Wisdom modifier.
Ki points are used to fuel a number of features, consuming them from your reserve. When
you finish a short or long rest, you recover all your ki points.
- Flurry of Blows. You can spend 1 ki point to make two unarmed attacks as a bonus
action.
- Patient defense. You can spend 1 ki point to take the Dodge action as a bonus
action.

Step of the Wind


From 2nd level, you can use a bonus action to Dash or Disengage and your jumping
distance is doubled for the turn.

Stillness of Mind
Starting at 7th level, you gain proficiency in Wisdom Saving Throws or Dexterity Saving
Throws if you were already proficient in Wisdom Saving Throws. Furthermore, if you’re
charmed or frightened, you can end the condition at the start of your turn; when you do so,
you must immediately use an action to recover from the stress on your psyche.

Unarmored Movement Improvement


At 9th level, you gain the ability to move along vertical surfaces and across liquids. If you
don’t move 30 ft or more in your turn, you fall at the end of it.

Perfect Self
At 20th level, your journey as a mortal martial artist is complete and you reach the pinnacle
of martial prowess. Your Dexterity and Wisdom scores increase by 4. Your maximum for
those scores is now 24.
Rogue
The following features now replace the ones with the same name from the Rogue
class or are added to it.
Sneak Strike (new feature)
Beginning at 2nd level, you learn how to double down on the enemy’s weak spot.
When you use your attack action, instead of adding the Sneak Attack damage on your turn,
you can add a number of d6 up to your Rogue level. If you do so, you can’t use Sneak
Attack until the start of your next turn.

Blindsense
Starting at 14th level, you gain blindsight with a range of 10 feet. Within that range, you can
effectively see anything that isn't behind total cover, even if you're blinded or in darkness.
Moreover, you can see an invisible creature within that range, and they don’t count as
hidden towards you.
If you already had blindsight from another source, you gain Truesight with a 10 feet range
instead.

Stroke of Luck
At 20th level, before rolling a d20, you can decide to treat it as a 20, instead. Once you use
this feature, you can't use it again, until you finish a short or long rest.
Akuum’s Trash of Genius
(Artificer)

Alchemist

Alchemist Spells

Class Level Spells

3rd Healing word, Ray of sickness

5th Flaming sphere, Melf’s acid arrow

9th Gaseous form, Mass healing word

13th Blight, Death ward

17th Cloudkill, Raise dead

Experimental Elixir
Beginning at 3rd level, whenever you finish a long rest, you can magically produce an
experimental elixir in an empty flask you touch. Choose one effect from those you can
create, which is triggered when someone uses a bonus action to drink the elixir or administer
it to a creature; someone can be under the prolonged effects of only one Elixir at a time. As
an action you can also create additional experimental elixirs by expending a spell slot of 1st
level or higher, the number of elixirs created is equal to the level of the slot spent.
Creating an experimental elixir requires you to have alchemist supplies on your person, and
any elixir you create with this feature lasts until it is drunk or until the end of your next long
rest.
When you reach certain levels in this class, you can make more elixirs at the end of a long
rest: two at 5th level and three at 15th level. Each elixir requires its own flask.

Alchemical Savant
At 5th level, you've developed masterful command of magical chemicals, enhancing the
healing and damage you create through them. You gain the following benefits:
- Whenever you cast a spell using your alchemist's supplies as the spellcasting focus,
you gain a bonus to one roll of the spell. That roll must restore hit points or be a
damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals
your Intelligence modifier (minimum of +1).
- When you take the use an object action to throw an acid vial or an object of similar
nature, you can do so with a bonus action. In either case, make a ranged spell attack
with a range of 30 ft, as if you were casting an artificer spell and add your intelligence
modifier to the damage.

Restorative Reagents
Starting at 9th level, you can incorporate restorative reagents into some of your works:
- Whenever a creature drinks an experimental elixir you created, the creature gains
temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1
temporary hit point).
- You can cast Lesser Restoration without expending a spell slot and without preparing
the spell, provided you use alchemist's supplies as the spellcasting focus. You can do
so a number of times equal to your Intelligence modifier (minimum of once), and you
regain all expended uses when you finish a long rest.

Chemical Mastery
By 15th level, you have been exposed to so many chemicals that they pose little risk to you,
and you can use them to quickly end certain ailments:
- You gain resistance to acid damage and poison damage, and you are now immune to
the poisoned condition.
- You can cast Greater Restoration and Heal without expending a spell slot, without
preparing the spell, and without providing the material component, provided you use
alchemist’s supplies as the spellcasting focus. Once you cast either spell with this
feature, you can't cast that spell with it again until you finish a long rest.

1st Level Elixirs:


- Healing. The drinker regains a number of d4 equal to your proficiency bonus + your
Intelligence Modifier, hit points.
- Swiftness. The drinker's walking speed increases by 10 feet for 1 hour.
- Resilience. The drinker gains a bonus to AC equal to half your proficiency bonus
(rounded down) for 10 minutes.
- Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and
saving throw they make a number of minutes equal 5 times your proficiency bonus.
- Flight. The drinker gains a flying speed of 5 times your proficiency bonus feet for 10
minutes.
- Transformation. The drinker's body is transformed as if by the Alter Self spell. The
drinker determines the transformation caused by the spell, the effects of which lasts a
number of minutes equal 5 times your proficiency bonus.

2nd Level Elixirs (prerequisite 5th level):


- Alchemic Bomb. You create a number of Acid vials equal to your proficiency bonus,
also you can choose to make them deal fire or necrotic damage instead of acid.
- Celerity. The drinker's dexterity score increases by 2, up to a maximum of 22. This
effect lasts for a number of minutes equal 5 times your proficiency bonus.
(prerequisite: lv.5 and a slot of second level).
- Potency. The drinker's strength score increases by 2, up to a maximum of 22. This
effect lasts for a number of minutes equal 5 times your proficiency bonus.
(prerequisite: lv.5 and a slot of second level).

3rd Level Elixirs (prerequisite 9th level):


- Unstable Concussion. (prerequisite lv.9 and a slot of third level) You can throw this
viall of unstable reagents in a point you can see in a range of 60 feet. On an impact,
the vial shatters and a violent reaction takes place: each creature in a 20 foot radius
sphere centered on that point must make a dexterity saving throw. A target takes 2d6
times your proficiency bonus fire damage or half as much on a successful save.
- Untested Compound. (prerequisite lv.9 and a slot of third level) As a bonus action
you can throw this vial of unstable reagents in a point you can see in a range of 60
feet. On an impact, the vial shatters and a mysterious reaction takes place: each
creature in a 20 foot radius sphere must make a constitution saving throw. Those
who fail the saving throw takes a random effect (roll a d4)
1. The creature is blinded.
2. The creature is under the effect of the slow spell.
3. The creature falls prone and has their speed reduced to 0.
4. The creature attacks a target randomly.
They can repeat their saving throw at the end of their turn.

Forge Adept

Forge Adept Spells

Artificer Level Forge Adept Spells

3rd Armor of Agathys, Shield of Faith

5th Warding Bond, Spiritual Weapon

9th Beacon of Hope, Remove Curse

13th Death Ward, Fire Shield

17th Banishing Smite, Wall of Force


Tool Proficiency
At 3rd level, you gain proficiency with smith’s tools. If you already have this proficiency, you
gain proficiency with one other type of artisan’s tools of your choice.

Battle Ready
Beginning at 3rd level, you’re skilled in fighting side-by-side with your companions on the
field of battle. You gain proficiency with martial weapons. Additionally, when you attack with a
magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for
the attack and damage rolls.

Ghaal'Shaarat
At 3rd level, you learn to imbue a weapon with a fraction of your spirit. Imbuing your
ghaal’shaarat works like infusing an item, but does not count toward your maximum number
of infused items. When you finish a long rest, you can touch a magic or nonmagical simple
or martial melee weapon, which becomes your ghaal’shaarat.
Once imbued, your ghaal’shaarat is a magic weapon that grants a +1 bonus to attack and
damage rolls, unless the base weapon you imbued already grants a higher bonus. This
bonus increases when you reach certain levels in this class, increasing to +2 at 8th level and
+3 at 13th level. If the weapon you imbued has the thrown property, it returns to your hand
immediately after it is used to make a ranged attack.
Your ghaal’shaarat’s benefits remain until the weapon is destroyed or until you use this
ability to imbue a new item with this power. Other creatures can’t benefit from your
ghaal’shaarat’s powers, and to them, it functions as the unimbued weapon did.

Extra Attack
Starting at 5th level,if you take the attack action using your Ghaal’shaarat, you can attack
twice instead of once. Moreover, you can cast one of your cantrips in place of one of those
attacks.

Runes of War
At 9th level, you gain the ability to enhance the weapons of your squad, targeting the
damage to the weakness of your enemies. As an action, you can activate an aura that
extends from you in a 30 ft radius. The aura moves with you, and lasts for 10 minutes.
When you activate this aura, choose one of the following damage types: acid, cold, fire,
lightning, or thunder. Each creature of your choice in the aura deals an extra 1d4 damage of
the chosen type when it hits with a weapon attack.
You can use this feature a number of times equal to your Intelligence modifier (minimum of
once), and you regain all expended uses after a long rest.

Perfect Weapon
At 15th level, you learn how to imbue your ghaal’shaarat with additional power, and how to
draw on it in time of need. The first time you attack with your ghaal’shaarat on your turn, you
can transfer some or all of its bonus to your armor class, instead of using the bonus on any
attacks that turn. For every 1 you reduce your attack and damage rolls by, you gain +1 to
your AC. The AC bonus remains in effect until the start of your next turn.
Additionally, when you finish a long rest, you can select one of the following benefits. Until
you finish your next long rest, you gain the selected benefit whenever you’re holding your
ghaal’shaarat.
- You have resistance to psychic damage, and you can’t be charmed or frightened.
- You use your ghaal’shaarat to channel the elements. When you select this ability,
select one of the following damage types: acid, cold, fire, lightning, or thunder. When
you hit with your ghaal’shaarat, the target takes an extra 1d6 damage of the chosen
type.

Maverick

Arcane Breakthroughs
Starting at 3rd level, you gain amazing insights into spell effects beyond the reach of most
artificers. Choose one of the following classes: bard, cleric, druid, paladin, ranger, sorcerer,
warlock, or wizard. This class’s spells become part of your Breakthrough spell list. You can
choose an additional class and add its spells to your Breakthrough spell list at 5th, 9th, 13th,
and 17th levels.
When you change your list of prepared artificer spells after a long rest, you can prepare an
additional 1st-level spell. This spell must be from your Breakthrough spell list. When you
reach certain levels in this class, you increase the number of Breakthrough spells that you
can prepare. You can prepare an additional 2nd-level spell at 5th level, an additional
3rd-level spell at 9th level, an additional 4th-level spell at 13th level, and an additional
5th-level spell at 17th level. These prepared spells don’t count against the number of artificer
spells you prepare.
When you cast a spell you’ve prepared using this feature, it’s considered to be an artificer
spell for you, and Intelligence is your spellcasting ability for it. When you swap a prepared
Breakthrough spell for a new spell, you lose any ongoing benefits from having cast it.

Cantrip Specialist
You excel at producing minor magical effects—and at abandoning your current projects to
pursue new ideas. Starting at 3rd level you gain the following benefits:
You know one additional cantrip beyond what’s normally allowed for an artificer of your level.
When you finish a short rest (instead of when you gain a level in this class), you can replace
one of the artificer cantrips you know with another cantrip from the artificer spell list or your
Breakthrough spell list. This cantrip is considered an artificer cantrip for you.

Cantrip Savant
Starting at 5th level, you continue to develop your talent for the simplest spells. You gain the
following benefits:
- When casting an artificer cantrip, you gain a +1 bonus to attack rolls and to your
artificer spell save DC unless your spellcasting focus grants a higher bonus. This
bonus increases when you reach certain levels in this class, increasing to +2 at 9th
level and +3 at 15th level.
- When you use a cantrip that requires an attack roll, you score a critical hit on a 19 as
well as a 20.
- As an action, you can replace an artificer cantrip you know with a different cantrip
from the artificer spell list or your Breakthrough spell list, you can also cast it as part
of the same action. Once you use this feature, you can’t use it again until you finish a
long rest.

Superior Breakthroughs
Starting at 9th level, when you cast one of the spells you prepared with Arcane
Breakthroughs, you can do so as if the spell was cast using a spell slot two levels higher
than the spell slot you expend.
You can use this feature a number of times equal to your Intelligence modifier (minimum of
1). You regain all expended uses after you finish a long rest.

Work in Progress
Starting at 9th level, you can ready half-formed projects for easy completion when needed.
As an action, you can replace any spell from one of your breakthrough lists with any other
spell from the same spell list, which then counts as a prepared spell for you.
Once you use this feature, you can’t use it again until you finish a short or a long rest.

Final Breakthrough
At 15th level, you gain one additional spell slot of each spell level you can prepare. These
spell slots can only be used to cast the bonus spells granted by your Arcane Breakthroughs.
As you gain levels in this class and are able to prepare 5th-level artificer spells, you gain an
additional spell slot of that level.
Ulfrick’s Manual of Struggle
(Barbarian)

Path of the Storm Herald

Storm Aura
When you select this path at 3rd level, you emanate a stormy, magical aura while you rage.
The aura extends 15 ft from you in every direction, but not through total cover.
Your aura has an effect that activates when you enter your rage, and you can activate the
effect again on each of your turns as a bonus action. When you enter rage choose desert,
sea, or tundra. Your aura's effect depends on that chosen environment, as detailed below.
You can change your environment choice while raging using a bonus action, if you do so you
also activate the effect of the new environment. If your aura's effects require a saving throw,
the DC equals 8 + your proficiency bonus + your Constitution modifier.
- Desert. When this effect is activated, each creature of your choice in your aura takes
fire damage equal to your barbarian level, as a blast of flame erupts from you.
- Sea. When this effect is activated, you can choose one other creature you can see in
your aura. The target must make a Dexterity saving throw. The target takes 1d6 +
your Constitution modifier lightning damage on a failed save, or half as much
damage on a successful one. The damage increases when you reach certain levels
in this class, increasing to 2d6 at 5th level, 3d6 at 11th level, 4d6 at 17th level, and
5d6 at 20th level.
- Tundra. When this effect is activated, each creature of your choice in your aura gains
temporary hit points equal to your barbarian level, as icy spirits inure it to suffering.

Storm soul
At 6th level, the storm grants you benefits even when your aura isn't active. The benefits are
based on the environment for your Storm Aura active during your last turn of rage.
- Desert. You gain resistance to fire damage, and you don’t suffer the effects of
extreme heat. Moreover, you’re accustomed to the harsh and difficult ambient of a
desert, you gain advantage on any Wisdom (Survival) check you make.
- Sea. You gain resistance to lightning damage, and you can breathe underwater. You
also gain a swimming speed equal to your normal speed.
- Tundra. You gain resistance to cold damage, and you don’t suffer the effects of
extreme cold. Moreover, you have advantage on any dexterity (stealth) check.

Shielding Storm
At 10th level, you learn to use your mastery of the storm to protect others. Each creature of
your choice has the damage resistance you gained from the Storm Soul feature while the
creature is in your Storm Aura. Also every creature in the area has half cover if in the area.

Raging Storm
At 14th level, the power of the storm you channel grows mightier, lashing out at your foes.
The effect is based on the environment you chose for your Storm Aura.
- Desert. Immediately after a creature in your aura hits you with an attack, you can use
your reaction to force that creature to make a Dexterity saving throw. On a failed
save, the creature takes fire damage equal to your Barbarian level.
- Sea. Once per turn when you hit a creature in your aura with an attack, you can force
that creature to make a Strength saving throw. On a failed save, the creature is
knocked prone or pushed 10 ft from you, as if struck by a wave.
- Tundra. Whenever the effect of your Storm Aura is activated, you can choose one
creature you can see in the aura. That creature must succeed on a Strength saving
throw, or its speed is reduced to 0 until the start of your next turn, as magical frost
covers it.
Ortensia's Enchanted Songs
(Bard)

College of Whispers

Psychic Blades
When you join the College of Whispers at 3rd level, you gain the ability to make your attacks
magically toxic to a creature's mind.
When you hit a creature with a weapon attack, you can expend one use of your Bardic
Inspiration to deal an extra 2d6 psychic damage to that target.
Alternatively, you can deal that damage to creatures that failed their saving throw against a
spell that deals psychic damage or causes the frightened condition. You can do so only once
per round on your turn.
The psychic damage increases when you reach certain levels in this class, increasing to 3d6
at 5th level, 5d6 at 10th level, and 8d6 at 15th level.

Words of Terror
At 3rd level, you learn to infuse innocent-seeming words with an insidious magic that can
inspire terror.
If you speak to a creature with an intelligence score of at least 6, that shares a language with
you for at least 1 minute, you can attempt to seed paranoia and fear into its mind. At the end
of the conversation, the target must succeed on a Wisdom saving throw against your spell
save DC or be frightened of you or another creature of your choice. The target is frightened
in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being
attacked or damaged. If the target succeeds on its saving throw, the target has no hint that
you tried to frighten it.
Once you use this feature, you can’t use it again until you finish a short rest or long rest.

Mantle of Whispers
At 6th level, when a humanoid dies within 30 ft of you, you can magically capture its shadow
as a reaction. You retain this shadow until you use it or you finish a long rest. You can use
the shadow as an action. When you do so, it vanishes, magically transforming into a
disguise that appears on you. You now look like the dead person, but healthy and alive. This
disguise lasts for 1 hour or until you end it as a bonus action. While you're in the disguise,
you gain access to all information that the humanoid would freely share with a casual
acquaintance. Such information includes general details on its background and personal life,
but doesn't include secrets. The information is enough that you can pass yourself off as the
person by drawing on its memories.
Another creature can see through this disguise by succeeding on a Wisdom (Insight) check
contested by your Charisma (Deception) check. You gain a +5 bonus to your check.
Once you capture a shadow with this feature, you can't capture another one with it until you
finish a short or long rest.
Whispered Secrets
From 6th level, you learn two spells of your choice from any spell list. Those spells must deal
psychic damage or cause the frightened condition.

Foul Diversion
At 14th level, you’re able to cloak yourself in disguisive magic to make you look like a loved
one of your enemy at the right moment. When you're the target of an attack, you can use a
reaction to force disadvantage on the attack roll. Also the creature who made the attack
must make a wisdom saving throw against your spell DC or become frightened until the end
of its next turn.

Shadow Lore
At 14th level, you gain the ability to weave dark magic into your words and tap into a
creature’s deepest fears.
As an action, you magically whisper a phrase that only one creature of your choice within 30
feet of you can hear. The target must make a Wisdom saving throw against your spell save
DC. It automatically succeeds if it doesn’t share a language with you or if it can’t hear you.
On a successful saving throw, your whisper sounds like unintelligible mumbling and has no
effect. If the target fails its saving throw, it is charmed by you for the next 8 hours or until you
or your allies attack or damage it. It interprets the whispers as a description of its most
mortifying secret. While you gain no knowledge of this secret, the target is convinced you
know it. While charmed in this way, the creature obeys your commands for fear that you will
reveal its secret. It won’t risk its life for you or fight for you, unless it was already inclined to
do so. It grants you favors and gifts it would offer to a close friend.
When the effect ends, the creature has no understanding of why it held you in such fear.
Once you use this feature, you can’t use it again until you finish a long rest.
Shanir’s Herborist Recipes
(Druid)

Circle of the Land

Circle’s Spells
Your connection to nature infuses you with new powers. You gain access to circle spells
connected to the land where you became a druid. Choose that land—Arid, Polar, Temperate,
Tropical, Urban—and consult the associated list of spells.
Once you gain access to a circle spell, you always have it prepared, and it doesn't count
against the number of spells you can prepare each day. If you gain access to a spell that
doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

Lands’ Spells

Spell Level Spells: Arid / Polar / Temperate / Tropical / Urban

Cantrip Sapping Sting / Ray of Frost / Shocking Grasp / Thorn Whip /


Mind Sliver

1st Burning Hands / Armor of Agathys / Sleep / Inflict Wounds /


Identify

2nd Scorching Ray / Rime’s Binding Ice / Misty Step / Web / Detect
Thoughts

3rd Fireball / Slow / Lightning Bolt / Stinking Cloud / Hypnotic


Pattern

4th Sickening Radiance / Ice Storm / Freedom of Movement /


Polymorph / Fabricate

5th Wall of Stone / Cone of Cold / Tree Stride / Commune with


Nature / Animate Objects
Land’s Aid
From 3rd level, you can channel the power of the land itself to bolster friends and harm foes.
As an action, you can expend a use of your Wild Shape and choose a point within 60 ft of
yourself. Vitality-giving flowers and life-draining thorns appear for a moment in a 15-foot
radius sphere centered on that point. each creature of your choice in that area regains 1d6 +
your wisdom modifier Hit Points. In addition, each creature of your choice in that area must
make a Constitution saving throw, taking 1d6 + your wisdom modifier Necrotic damage on a
failed save, or half as much damage on a successful one.
When you reach certain druid levels, the healing and damage increase: 5th level (2d6 +
Wis), 11th level (3d6 + Wis) and 17th level (4d6 + Wis).

Land Stride
Beginning at 6th level, you bring with you the blessing of the Land. You and each creature of
your choice within 30 ft of you ignore reduction of movement from plants that are magically
created or manipulated (such as the Plant Growth spell).

Attuned to Nature
When you reach 10th level, after a long rest you can choose to change the Land of your
Circle Spells as you learn to channel the new magic of the lands you've traveled in. Also, you
become immune to poison and diseases and have resistance to a damage type associated
with your current land choice in the Circle Spells feature:
- Arid. Fire
- Polar. Cold
- Temperate. Lightning
- Tropical. Acid
- Urban. Psychic

Nature’s Sanctuary
From 14th level, as an action, you cause spectral trees and vines to appear in a sphere
around you. The sphere is centered on you, has a 30-foot radius, and is filled with difficult
terrain. It moves with you, and it lasts for 1 minute or until you are incapacitated. You and
your allies have Half Cover while in that area, and your allies gain the current damage
resistance of your Nature’s Ward.
Tattier’s Jousting Tactics
(Fighter)

Champion

Improved Critical
Beginning at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

Remarkable Athlete
At 3rd level you gain proficiency in the Athletics skill, your proficiency bonus is doubled for
any check you make with this skill.

Perfect Physique
Starting at 7th level, your speed increases by 10 ft and your jumping distance increases by
an amount equal to your strength or dexterity modifier.

Struggler
Starting at 7th level, you’re able to strike with your weapons with especially brutal force.
Once per attack action, when you make a weapon attack roll you can roll it without the
proficiency bonus. If you do so you add to the damage roll a number of d6s equal to your
proficiency bonus.
Furthermore, if this attack hits and it's not a critical hit, you can add the same amount of d6s
to the damage roll of a critical hit made as part of the same action (without doubling them).

Additional fighting style


At 10th level, you can choose a second option from the Fighting Style class feature.

Critical Focus
From 10th level, when you score a critical hit against a creature you can apply one of the
following effects:
- Brutal Focus. It takes extra damage equal to half your level (rounded down).
- Cruel Focus. It is knocked prone, provided it is up to two sizes larger than you.
- Precise Focus. It is blinded until the end of their next turn.

Superior critical
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.

Survivor
At 18th level, you attain the pinnacle of resilience in battle, giving you these benefits:
- Defy Death. You have Advantage on death saving throws. Moreover, when you roll
18-20 on a death save, you gain the benefit of rolling a 20 on a death save.
- Heroic Rally. At the start of each of your turns, you regain hit points equal to 5 + your
Constitution modifier if you have no more than half of your hit points left. You don't
gain this benefit if you have 0 hit points.
Baron's Monastic Teachings
(Monk)

Way of the Four Elements

Elemental attunement
At 3rd level you learn two cantrips of your choice between: control flames, shape water, mold
earth and gust. You also can cast the absorb elements spell without spending a spell slot a
number of times equal to your proficiency bonus. You regain alla expended uses of this
feature when you finish a long rest.

Disciple of the Elements


When you choose this tradition at 3rd level, you learn magical disciplines that harness the
power of the four elements. A discipline requires you to spend ki points each time you use it.
You know three elemental disciplines of your choice. You learn two additional elemental
disciplines of your choice at 7th, 13th, and 19th level.
Whenever you gain a level in this class, you can also replace one elemental discipline that
you already know with a different discipline.

Casting Elemental Spells


Some elemental disciplines allow you to cast spells, you use its casting time, but you don't
need to provide material or verbal components for it.
Once you reach 5th level in this class, you can spend additional ki points to increase the
level of an elemental discipline spell that you cast, provided that the spell has an enhanced
effect at a higher level, as Burning Hands does. The spell's level increases by 1 for each
additional ki point you spend. For example, if you are a 5th-level monk and use Sweeping
Cinder Strike to cast Burning Hands, you can spend 3 ki points to cast it as a 2nd-level spell
(the discipline's base cost of 2 ki point plus 1).
The maximum number of ki points you can spend to cast a spell in this way is equal to your
proficiency bonus.

Elemental control
From 6th level you gain the following benefits:
- You can cast the protection from energy and elemental weapon spells; you can cast
each spell a number of times equal to your proficiency bonus, you regain the ability to
cast them in this way when you finish a long rest. While you have no uses available,
you can spend 3 ki points to cast one of the spells again.
- If you cast elemental weapon in this way, your unarmed strikes can be targeted as a
weapon for the spell's effects.

Elemental mastery
At 11th level you learn other two cantrips from control flames, shape water, mold earth and
gust. Also as a bonus action you can spend 1 ki point to enter a special form that lasts for 1
minute. While in this form you can use a bonus action on each of your turns to generate one
of these effects:
- Air: a creature you can see within 30 ft of you must make a strength saving throw, on
a failure it takes 2d10 thunder damage, is pushed 15 ft from you and knocked prone.
On a success it takes half damage.
- Earth: a creature you can see within 30 ft of you must make a strength saving throw,
on a failure it takes 2d10 bludgeoning damage and it’s restrained until the end of your
next turn.
- Fire: Each creature in a 30-foot cone must make a Dexterity saving throw. A creature
takes 4d10 fire damage on a failed save, or half as much damage on a successful
one.
- Water: a creature you can see within 30 ft of you must make a dexterity saving throw,
on a failure it takes 2d10 slashing damage and is pushed or pulled 20 ft in a direction
of your choice. On a success it takes half damage.

Elements Avatar
At 17th level, when you activate the form from Elemental Mastery, you can also enter a state
of maximum attunement with the elements, for 1 minute you gain the following benefits:
- You can fly with a fly speed equal to your walking speed
- Your unarmed strikes deal extra damage equal to one roll of your martial arts dice,
you choose this damage type from: fire, cold, lightning, bludgeoning.
You can use this feature once and then you have to finish a short or long rest before you can
use it again. While you have no uses available, you can spend 5 ki points to use this feature
again.

List of Disciplines

- Fangs of the Fire Snake. When you use the Attack action on your turn, you can
spend 1 ki point to cause tendrils of flame to stretch out from your body. Your reach
with your unarmed strikes increases by 10 ft for the rest of the turn. Also, your first
unarmed strike to hit deals extra fire damage equal to one roll of your martial arts die.
- Fist of Unbroken Air. You can create a blast of compressed air that strikes like a
mighty fist. As a bonus action, you can spend 1 ki point and choose a creature within
30 ft of you. That creature must make a Strength saving throw. On a failed save, the
creature takes thunder damage equal to two rolls of your Martial arts die, plus an
extra roll for each additional ki point you spend, also the creature is pushed 10 feet
away from you and knocked prone. On a successful save, the creature takes half as
much damage, and is not pushed or knocked prone.
- Water Whip. You can spend 1 ki points as a bonus action to create a whip of water
that shoves and pulls a creature to unbalance it. A creature that you can see that is
within 30 ft of you must make a Dexterity saving throw. On a failed save, the creature
takes slashing damage equal to two rolls of your martial arts die plus an extra roll for
each additional ki point you spend, also the creature is pulled 10 ft closer to you and
knocked prone. On a successful save, the creature takes half as much damage, and
is not pulled or knocked prone.
- Shell of the Lion Turtle. When you use your Patient Defense you also gain
resistance to bludgeoning, piercing, slashing damage and become immune to the
prone condition until the start of your next turn.
1st Discipline Spells (2 ki point)
- Burning hands
- Earth tremor
- Fog cloud
- Frost fingers
- Ice knife
- Thunderwave
- Zephyr's strike

2nd Discipline Spells (prerequisite lv.7) (3 ki points)


- Aganazzar scorcher
- Blur
- Gust of wind
- Hold person
- Maximilian’s earthen grasp
- Pyrotechnics
- Rime’s binding ice
- Shatter
- Snilloc’s snowball swarm
- Spike Growth

3rd Discipline Spells (prerequisite lv.13) (4 ki points)


- Ashardalon stride
- Erupting earth
- Fireball
- Fly
- Gaseous form
- Meld into stone
- Sleet storm
- Tidal wave
- Wall of sand
- Wall of water
- Water walking
- Wind Wall

4th Discipline Spells (prerequisite lv.19) (5 ki points)


- Control water
- Fire shield
- Ice storm
- Stone shape
- Storm sphere
- Wall of fire
- Watery sphere
Way of the Sun Soul

Radiant Awakening
From 3rd level, when you take the attack action, you can spend 1 ki point to wreathe yourself
in radiant energy for 10 minutes. Once a turn, while this feature is active and you hit with an
unarmed strike, you can deal extra radiant damage equal to one roll of your martial arts die.
Alternatively, you can unleash a ray of radiant power. You forgo one of your attacks to make
a ranged weapon attack using dexterity with a range of 60 ft. If the attack hits, the target
suffers radiant damage equal to two rolls of your martial arts die + your dexterity. If you make
this attack, however, you can’t deal the extra damage of this feature for the rest of the turn.

Searing Arc Strike


At 6th level, you gain the ability to channel your ki into searing waves of energy. When you
take the attack action, you can forgo one attack to emanate a 15-ft cone of blinding light from
your hands. Each creature in the area must make a Constitution saving throw. On a failed
save it takes radiant damage equal to two rolls of your martial arts die and it’s blinded until
the end of its next turn. On a successful save it takes half damage and is not blinded.
You can use this feature a number of times equal to your proficiency bonus. You regain all
expended uses when you finish a long rest. While you have no available uses of this feature,
you can spend 2 ki points to use it again.

Searing Sunburst
At 11th level, as an action you create an orb and hurl it at a point you choose within 60 ft,
where it erupts into a sphere of radiant light for a brief but deadly instant. Each creature in
that 20-foot radius sphere must succeed on a Dexterity saving throw. On a failed save, they
take radiant damage equal to two rolls of your martial arts die, half as much on a successful
one. A creature doesn't need to make the save if it is behind total cover that is opaque.
You can increase the sphere's damage by spending ki points. Each point you spend, up to a
maximum of 3 points, increases the damage by one roll of your martial arts die.

Second Sun
From 17th level, your ki allows you to channel the very essence of the Sun and shed its light
both on the physical and spiritual world, thus you gain the following benefits:
- You shed bright daylight in a 30-foot radius and dim daylight for an additional 30-foot.
As an action, you can extinguish or restore said light. This light counts as daylight.
- You are immune to radiant damage.

Sun Avatar
At 17th level, when you activate your Radiant Awakening, you can spend 3 ki points to
channel the full power of the sun in your body. In addition to the normal effects, you gain the
following benefits:
- Lightspeed Strikes. When you use your flurry of blows, you can make three attacks
instead of two.
- Burning Sun. Each time you make an unnamed strike attack, you can spend 1 ki
point to power it with the effects of Radiant Awakening, thus ignoring the once a turn
restriction.
Xyla’s Feline Techniques
(Ranger)

Beastmaster

Beastmaster Spells

Class Level Spells

3rd Beast bond

5th Warding Bond

9th Haste

13th Guardian of Nature

17th Insect Plague

Primal Companion
From 3rd level, you can magically summon a primal beast, which draws strength from your
bond with nature. The beast is friendly to you and your companions and obeys your
commands. Choose its stat block-Beast of the Land, Beast of the Sea, or Beast of the
Sky-which uses your proficiency bonus (PB) in several places. You also determine the kind
of animal the beast is, choosing a kind appropriate for the stat block. Whatever kind you
choose, the beast bears primal markings, indicating its mystical origin.
In combat, the beast acts during your turn. It can move and use its reaction on its own, but
the only action it takes is the Dodge action, unless you take a bonus action on your turn to
command it to take another action. That action can be one in its stat block or some other
action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.
If the beast has died within the last hour, you can use your action to touch it and expend a
spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points
restored. When you finish a long rest, you can summon a different primal beast. The new
beast appears in an unoccupied space within 5 feet of you, and you choose its stat block
and appearance. If you already have a beast from this feature, it vanishes when the new
beast appears. The beast also vanishes if you die.
Exceptional Training
Beginning at 7th level, the beast’s attacks now count as magical for the purpose of
overcoming resistance and immunity to nonmagical attacks and damage. Moreover, as long
as it can see you, your beast gains the following benefits:
- It has advantage on all saving throws.
- Once every turn it deals 1d6 extra damage on its attack.

Bestial Fury
Starting at 11th level, when you command your beast companion to take the Attack action,
the beast can make two attacks.

Share Spells
Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your
beast companion with the spell if the beast is within 30 ft of you.

Drakewarden

(Added to the subclass)


Drakewarden Spells

Class Level Spells

3rd Feather Fall

5th Alter Self

9th Fear

13th Hallucinatory Terrain

17th Summon Draconic Spirit


Hunter

Hunter Spells

Class Level Spells

3rd Alarm

5th Web

9th Slow

13th Locate Creature

17th Hold Monster

Hunter's Prey
At 3rd level, you gain one of the following features of your choice:
- Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a
creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below
its hit point maximum. You can deal this extra damage only once per turn.
- Giant Killer. When a Large or larger creature within 5 feet of you hits or misses you
with an attack, you can use your reaction to attack that creature immediately after its
attack, provided that you can see the creature.
- Horde Breaker. Once on each of your turns when you make a weapon attack, you
can make another attack with the same weapon against a different creature that is
within 5 feet of the original target and within range of your weapon.

Hunter's Defence
At 7th level, you gain one of the following features of your choice:
- Hunter's Leap. If you attack a creature, that creature can't make opportunity attacks
against you until the end of your turn.
- Evasion. When you are subjected to an effect, such as a red dragon’s fiery breath or
a lightning bolt spell, that allows you to make a Dexterity saving throw to take only
half damage, you instead take no damage if you succeed on a saving throw, and only
half damage if you fail.
- Uncanny Dodge. When an attacker that you can see hits you with an attack, you can
use your reaction to halve the attack's damage against you.
Superior Hunter's Prey
At 11th level, you gain another option of your choice from the Hunter's Prey feature.

Superior Hunter's Defense


At 15th level, you gain another option of your choice from the Hunter's Defence feature.
Carmelita’s Hidden e Secrets
(Rogue)

Mastermind

Master of Intrigue
When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the
forgery kit, and one gaming set of your choice. You also learn two languages of your choice
and you can unerringly mimic the speech patterns and accent of a creature that you hear
speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a
particular land, provided that you know the language. Alternatively, you can reproduce the
creature’s voice close to perfection, which a listener is able to determine as fake making a
Wisdom (Insight) check contested by your Charisma (Deception).

Master of Tactics
Starting at 3rd level, you learn how to exploit distractions and give insightful suggestions to
your allies to get the edge in combat. You get access to the following Tactics:
- Pawn’s Opening. You can use the Help action as a bonus action. Additionally, when
you use the Help action to aid an ally in attack, the target of that attack can be within
30 ft of you, rather than within 5 ft of you, if the target can see or hear you.
- Knight’s Defense. Immediately after you hit an enemy with a sneak attack (or a sneak
strike), an ally within its reach can use their reaction to move 15 ft in any direction
without causing opportunity attacks.
If you activate a tactic, you can’t do so again until the start of your next turn.

Superior Tactics
At 9th level, you learn new tactics you add to the Master of Tactics feature.
- Rook’s Castling. When you successfully land a sneak attack on an enemy, before
rolling for damage, you can forgo rolling 2d6 (3d6 for a sneak strike) in order to
instead push the creature up to 10 ft away from you in a straight line, provided that it
is up to one size larger than you.
- Bishop’s Check. If you ready an action to attack a creature and choose an allied
creature forcing that creature to make a saving throw as the triggering condition, you
can trigger that attack right before the Saving Throw; on a hit, the target has
disadvantage on said Saving Throw.

Misdirection
Beginning at 13th level, when you use uncanny dodge, you can choose a creature within 5 ft
of you and force it to take the same halved damage you take.

Soul of Deceit
Starting at 17th level, your thoughts can't be read by telepathy or other means, unless you.
You can present false thoughts by succeeding on a Charisma (Deception) check contested
by the mind reader's Wisdom (Insight) check.
Additionally, no matter what you say, magic that would determine if you are telling the truth
indicates you are being truthful and you can't be compelled to tell the truth by magic.
Final Tactics
At 17th level, your tactics are supreme and you get access to your last moves:
- Queen’s Discovery. When both you and an ally are within 5 ft of a creature and your
ally moves away from it, you can use your reaction to make an attack against the
creature.
- King’s Gambit. As an action, you can target an enemy you can see within 5 ft from
you. The enemy becomes vulnerable to the next instance of damage they take and
so do you.
Céline’s Diary of Sorcery
(Sorcerer)

Divine Soul

Divine Magic (Added to the subclass)


You learn additional spells when you reach certain levels in this class, as shown on the
Divine Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't
count against the number of sorcerer spells you know.

Divine Spells

Class Level Spells

1st Bless, Detect Evil and Good

3rd Lesser Restoration, Prayer of Healing

5th Clairvoyance, Revivify

7th Aura of Life, Divination

9th Greater Restoration, Mass Cure Wounds

Draconic Bloodline

Draconic Magic (Added to the subclass)


You learn additional spells when you reach certain levels in this class, as shown on the
Draconic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't
count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature
with another spell of the same level. The new spell must be an abjuration or an evocation
spell from the sorcerer, warlock, or wizard spell list.
Draconic Spells

Class Level Spells

1st Absorb Elements, Charm person

3rd Dragon breath, Levitate

5th Fear, Protection from energy

7th Elemental bane, Leomund’s secret chest

9th Legend lore, Summon draconic spirit

Phoenix Soul

Phoenix Magic
You learn additional spells when you reach certain levels in this class, as shown on the
Psionic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't
count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature
with another spell of the same level. The new spell must be an abjuration or a transmutation
spell from the sorcerer, warlock, or wizard spell list.

Phoenix Spells table

Sorcerer Level Spells

1rd Burning Hands, Healing Word


3th Lesser Restoration, Pyrotechnics

5th Fly, Revivify

7th Death Ward, Fire Shield

9th Immolation, Greater Restoration

Ignite
At 1st level, you gain the Control Flames cantrip, it does not count against the number of
sorcerer cantrips you know.

Mantle of Flame
Starting at 1st level, you can unleash the phoenix fire that blazes within you. As a bonus
action, you magically wreathe yourself in swirling fire, as your eyes glow like hot coals. For 1
minute, you gain the following benefits:
- You shed bright light in a 30-foot radius and dim light for an additional 30 feet.
- Any creature takes fire damage equal to your Charisma modifier if it hits you with a
melee attack from within 5 feet of you or if it touches you.
You can use this feature a number of times equal to your proficiency bonus, then you can’t
use it again until you finish a long rest.

Phoenix Spark
Starting at 6th level, the fiery energy within you grows restless and vengeful. In the face of
defeat, it surges outward to preserve you in a fiery roar.
If you are reduced to 0 hit points the spark of the phoenix grants you new strength; you are
instead reduced to 1 hit point, and each creature within 10 feet of you takes fire damage
equal to half your sorcerer level + your Charisma modifier.
If you use this feature while under the effects of your Mantle of Flame, this feature instead
deals fire damage equal to your sorcerer level + your Charisma modifier, and your Mantle of
Flame immediately ends.
Once you use this feature, you can’t use it again until you finish a long rest.

Empowered Mantle
Starting at 6th level, when you're under the effects of Mantle of Flames and you cast a spell
that deals fire damage, that damage ignores resistances to fire damage and gains a bonus
equals your charisma (minimum of +1).

Nourishing Fire
Starting at 14th level, your fire spells soothe and restore you. When you expend a spell slot
to cast a spell that includes a fire damage roll, you regain hit points equal to the slot’s level +
your Charisma modifier.

Form of the Phoenix


At 18th level, you finally master the spark of fire that dances within you. When you active
your Mantle of Flame feature, you can also activate Form of the Phoenix, while this feature is
active you gain the following benefits:
- You have a flying speed equal to your normal speed and can hover.
- You have resistance to all damage.
- If you use your Phoenix Spark, that feature deals an extra 20 fire damage to each
creature.
You must finish a long rest before you can use Form of the Phoenix again. While you have
no available uses of this feature, and activate Mantle of Flames, you can spend 5 sorcery
points and use again Form of the Phoenix.

Shadow Soul

Shadow Magic (Added to the subclass)


You learn additional spells when you reach certain levels in this class, as shown on the
Shadow Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't
count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature
with another spell of the same level. The new spell must be an illusion or necromancy spell
from the sorcerer, warlock, or wizard spell list.

Shadow Spells

Class Level Spells

1st Armor of Agathys, Disguise self

3rd Darkness, Invisibility

5th Hunger of Hadar, Summon shadowspawn

7th Greater invisibility, Shadow of Moil


9th Antilife shell, Mislead

Storm Sorcery

Storm Magic (Added to the subclass)


You learn additional spells when you reach certain levels in this class, as shown on the
Storm Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't
count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature
with another spell of the same level. The new spell must be an evocation or a transmutation
spell from the sorcerer, warlock, or wizard spell list.

Storm Spells table

Class Level Spells

1st Featherfall, Thunderwave

3rd Gust of wind, Shatter

5th Call of lightning, Thunderstep

7th Control Water, Storm sphere

9th Conjure elemental (air only), Maelstrom

Primordial
Knowing this language allows you to understand and be understood by those who speak its
dialects: Aquan, Auran, Ignan, and Terran.

Tempestuous Magic
Starting at 1st level, you can cause a whirling gusts of elemental air to briefly surround you,
immediately before or after you cast a spell of 1st level or higher that deals lightning or
thunder damage. Doing so allows you to fly up to 10 ft without provoking opportunity attacks.
When you do so you unleash a flash of lightning magic that strikes your foes, you force a
creature you can see within 30 ft of you to do a dexterity saving throw with DC equal to your
sorcerer spells DC, on a failed save the creature takes 1d6 lightning damage, on a success
it doesn’t take damage.
This damage increases with your sorcerer level, it becomes 2d6 at 5th level, 3d6 11th level,
4d6 at 17th level.

Heart of the Storm


At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you
start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy
magic erupts from you. This eruption causes creatures of your choice that you can see
within 10 ft of you to take lightning or thunder damage (choose each time this ability
activates) equal to half your sorcerer level.

Storm Guide
At 6th level, you gain the ability to subtly control the weather around you.
If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius
sphere centered on you. You can end this effect as a bonus action.
If it is windy, you can use a bonus action each round to choose the direction that the wind
blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the
end of your next turn. This feature doesn't alter the speed of the wind.

Storm's Fury
Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal
lightning damage to the attacker. The damage equals your sorcerer level. The attacker must
also make a Strength saving throw against your sorcerer spell save DC. On a failed save,
the attacker is pushed in a straight line up to 20 ft away from you.

Wind Soul
At 18th level, you gain immunity to lightning and thunder damage.
You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying
speed to 30 ft for 1 hour and choose a number of creatures within 30 feet of you equal to 3 +
your Charisma modifier. The chosen creatures gain a magical flying speed of 30 ft for 1 hour.
Once you reduce your flying speed in this way, you can't do so again until you finish a short
or long rest.

Wild Magic

Wild Magic (Added to the subclass)


You learn additional spells when you reach certain levels in this class, as shown on the Wild
Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count
against the number of sorcerer spells you know.
Wild Spells

Class Level Spells

1st Bane, Chaos bolt

3rd Enlarge/Reduce, Nathair’s Mischief

5th Blink, Slow

7th Confusion, Polymorph

9th Dispel Evil and Good, Mislead

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