Professional Documents
Culture Documents
Artists: Michael Sanchez, Jack Badashski, Courtney Hilbig, Aaron Lee, Martin King
Tumblr
Twitch
Patreon
Hilendera Traits
Your hilendera character has a number of traits
in common with all other hilendera.
Ability Score Increase. Your Dexterity
score increases by 2 and your Charisma score
increases by 1.
Age. The hilendera have above average
lifespans with the majority living for almost 70
years.
Alignment. The hilendera are very diverse
and do not favor one alignment more than
another.
Deliberate Feint
Starting at 6th level, you gain the ability to
appear as though you’ve lost control only to
follow up with a devastating strike. When you
hit an enemy while using Reckless Attack, you
can use a Bonus Action to make another attack
against the target.
You have advantage on the attack. If the
attack hits it deals damage equal to your
proficiency bonus and knocks the target prone.
Measured Advance
Beginning at 10th level, moving through
nonmagical difficult terrain costs you no extra
movement.
Concentration Killer
At 3rd level, you become a master of ruining the
concentration of your enemies. Hostile creatures
within 60 feet of you that can hear you have
disadvantage on concentration checks.
Bonus Proficiencies
When you reach 3rd level, you gain proficiency
with two skills and two tools of your choice.
Bardic Impediment
At 6th level, you can suddenly utter or play a
startling, high-pitched note that shakes up your
foes. Whenever you use Bardic Inspiration on
an ally, you also give a Bardic Impediment die of
the same size as your Bardic Inspiration die to
another creature of your choice within 30 feet of
you that can hear you.
Once within the next 10 minutes, you can
force the creature to roll the die and subtract the
number rolled from one ability check, attack roll,
or saving throw it makes. You can wait until after
it rolls the d20 before deciding to use the Bardic
Impediment die, but must decide before the DM
says whether the roll succeeds or fails. Once
the Bardic Impediment die is rolled, it is lost. A
creature can only have one Bardic Impediment
die at a time.
Bonus Cantrip
When you choose this domain at 1st level, you
gain the druidcraft cantrip.
Farmer’s Life
At 1st level, you become proficient with the
Herbalism Kit and the Nature skill. Your
proficiency bonus is doubled for any ability
check you make that uses Herbalism Kits or
the Nature skill.
Channel Divinity:
Spectral Field
At 2nd level, you can use your Channel Divinity
to invoke the spirit of growth to ensnare a foe.
As an action, you can cause spectral grass to
spring up and reach for a creature within 10
feet of you that you can see. The creature must
succeed on a Strength or Dexterity saving
throw (its choice) or be restrained. While
Thorny Grasp
At 2nd level, you add thorn whip to your list of
cantrips known. Additionally, you can cast it as
a bonus action.
Spined Body
Beginning at 2nd level, whenever you use Wild
Shape your new form is covered with thistle.
Creatures that hit you with melee or touch
attacks take piercing damage equal to your
Wisdom modifier.
Extra Attack
Beginning at 6th level, you can attack twice,
instead of once, whenever you take the Attack
action on your turn.
Gaia’s Touch
When you reach 10th level, you learn to infuse
your attacks with nature’s rage. When you hit a
creature with a weapon attack, you can expend
Spear Master
When you choose this archetype at 3rd level,
you become a master with the spear. Attacks
you make with a spear deal 1d8 damage and
have the Reach property.
Tower Shield
At 7th level, you learn to use the tower shield.
You are assumed to have obtained this shield
over the course of your adventure. This shield
grants you a +3 bonus to Armor Class instead
of the usual +2 bonus.
You can transfer enchantments from
other magic shields to your tower shield by
performing a martial ritual that takes 1 hour.
Additionally, allies within 5 feet of you gain a
+1 bonus to Armor Class.
Snap Strike
Upon reaching 10th level, you can make an
attack of opportunity against creatures that
move through your threatened area, rather than
only creatures that leave your threatened area.
You may still only take one reaction per round.
Spell Cover
When you reach 15th level, you become adept
at using your tower shield to evade certain
Guardian Stance
When you choose this archetype at 3rd level,
you learn how to assume the guardian stance
as a bonus action. This stance lasts for 1
minute and you can end the stance at any time
you choose (no action required).
While you are in the guardian stance you gain
the following bonuses:
• You gain a +1 bonus to your Armor Class.
• Your walking speed decreases by 5 feet.
• Hostile creatures that are within 5 feet of
you cannot use reactions to make attacks of
opportunity.
Behind Me
At 7th level, when you and an ally within 15
feet of you must make a saving throw against a
damaging, area of effect spell, you can use your
reaction to give yourself disadvantage on the
saving throw. If you do, one ally within 15 feet
of you gains advantage on their save.
Truly Indomitable
At 10th level, you become a bulwark of vigor.
You gain an extra use of your Indomitable class
feature each day.
Mordschlag
Beginning when you choose these archetype
at 3rd level, you learn how to safely hold your
sword by the blade. When you attack with a
sword that has the two-handed or versatile
property, you can grasp it in both hands by the
blade. The attack deals bludgeoning damage
equal to the weapon’s damage die. If the
weapon is versatile, it deals damage equal to its
versatile weapon die. Attacks made in this way
have the same enchantments and effects as a
normal attack with the weapon would and deal
an additional 1 point of damage.
Improved Critical
Starting at 7th level, your weapon attacks score
a critical hit on a roll of 19 or 20.
Flurry of Grapples
Beginning at 3rd level, you can attempt to
initiate a grapple in place of an attack granted
by Martial Arts or Flurry of Blows. Additionally,
you double your proficiency bonus on all
Strength (Athletics) and Dexterity (Acrobatics)
checks made while grappling or shoving.
Oath Spells
Do No Harm
You gain oath spells at the paladin levels Upon reaching 20th level, you become a
listed. symbol for calm hearts and sheathed blades.
OATH OF ROMANCE SPELLS As a bonus action, you or one creature
Paladin Level Spells within 5 feet of you become enshrouded in a
1st disguise self, healing word shroud of loving peace. Creatures that try to
2nd calm emotions, darkvision attack the target or include them in the area
of an attack must make a Charisma saving
3rd sending, tongues
throw or they cannot make the attack. They
4th death ward, locate creature
can however, choose a new target or a new
5th commune, legend lore placement for the attack. The shroud of loving
peace lasts for 1 minute. Additionally, the
Channel Divinity target regains 10 hit points at the start of each
of its turns.
When you take this oath at 3rd level, you gain
Once you use this feature, you can’t use it
the following Channel Divinity options.
again until you finish a long rest.
Fortify Hearts. As a bonus action, you can
Vital Hunt
Beginning at 3rd level, you have researched
fiends enough that you instinctively know their
strengths and weaknesses just by guessing at
their form, even if you’ve never encountered
the specific species you are fighting. You gain
advantage on your next attack against a fiend
or the next fiend to attack you has disadvantage
on its attack roll.
You can use this feature a number of times
equal to your Wisdom modifier. You regain all
uses of this feature after a long rest.
Extra Attack
Beginning at 5th level, you can attack twice,
instead of once, whenever you take the Attack
action on your turn.
Fiendish Vigor
At 7th level, you become infused with the might
of your prey. When you reduce a creature to
zero hit points or fewer, you regain a number of
hit points equal to the creature’s CR (minimum
1 hit point).
Hamstringer
At 11th level, you learn to limit your enemy’s
actions with your attacks. Creatures that you
hit with weapon attacks cannot take reactions
until the end of their next turn.
Jaleo
Also at 3rd level, you gain proficiency with
the Perform skill and one instrument of your
choice.
Palmas
Beginning at 9th level, when you deal sneak
attack damage to a creature you clap your
hands loudly and deafen the creature until the
end of its next turn.
Pitos
Upon reaching 13th level, you learn to feint by
distracting enemies with powerful finger snaps
and misdirection. As a bonus action, you can
snap your fingers to distract an enemy within
Backalley Squeeze
Additionally at 3rd level, you can fit through
even the tightest of spaces. Squeezing no
longer costs you extra movement and attacks
against you while you are squeezing are no
longer made with advantage.
Appraise Mark
Upon reaching 9th level, you become an expert
at sizing up a potential target. If you spend
at least 1 minute observing or interacting
with another creature outside combat, you
learn information about its upbringing and
possessions. You learn all of the following:
• If the creature grew up wealthy, of average
means, or poor.
• What items in its current possession are
magical.
• How many coins they have on their person.
• If the creature is proficient in Wisdom
(Perception) checks.
• Their total class levels (if any) or their CR.
Pocket Sand
At 13th level, you take your dirty fighting to
a new level. You are considered to always be
carrying some manner of sand or grit in your
pockets. As a bonus action, you can throw
this grit in a 15 foot cone. Creatures in the
cone must make a Constitution saving throw
equal to 8 + your Dexterity modifier + your
Fitna
At 1st level, you gain Abyssal as a bonus
language. Additionally, you can gain
advantage on a Charisma (Intimidation) roll
by surrounding yourself with a sensation of
decay. Once you gain advantage in this way you
cannot gain it again until you complete a short
or long rest.
Wane
You have a natural affinity for the destructive
arts. At 1st level, you add your Charisma
modifier to any sorcerer spell you cast that
deals necrotic or poison damage.
Cull
Beginning at 6th level, you learn how to
harvest the lives of those you end. Whenever
you reduce a creature you 0 hit points or less
with a melee weapon attack or a sorcerer spell
that deals necrotic or poison damage, you gain
1 Sorcery Point.
Power Nap
Your ability to revitalize yourself while resting
is unnatural. At 1st level, you suffer not penalty
to Wisdom (Perception) while sleeping.
Additionally, after a short or long rest you
gain a number of temporary hit points equal to
your sorcerer level + your Charisma modifier.
Long Sleep
Beginning at 6th level, few things can resist
when you compel them to sleep. When you cast
the sleep spell you may spend 2 Sorcery Points
to allow yourself to treat all d8’s that roll less
than 5 as if you had rolled a 5 instead.
Stinger Implant
Starting at 1st level, your patron bestows upon
you the ability to extend a venomous stinger
from the underside of your wrist. As an action,
you can thrust this stinger into a creature within
5 feet of you and inject it with a venom that
temporarily links its mind to that of the Swarm.
The creature must make an Intelligence saving
throw against your warlock spell save DC. If the
creature fails its saving throw it is paralyzed
until the end of your next turn.
Once you use this feature, you can’t use it
again until you finish a short or long rest.
Nesting Bug
Upon reaching 6th level, you become the home
to a quasi-real insect. This insect can be used as
the focus of an animal messenger spell which
you can cast at will. If the insect is used in this
way it will deliver the message so long as it
is physically possible for it to do so. It is not
limited by a length of time in the same way as
normal creatures affected by this spell.
Fiendish Summons
Beginning at 6th level, you add conjure animals
to your list of spells known. Rather than being
a fey creature it is a fiendish form of the normal
animal. Additionally, each time you cast the
spell you choose to give all the summoned
creatures one of the following bonuses:
• Resistance to fire, lightning, or poison
damage
• A +2 bonus to damage rolls. This bonus
Blinding Flash
Also at 2nd level, you can interpose arcane
light between yourself and an attacking enemy.
When you are attacked by a creature within 30
feet of you that you can see, you can use your
reaction to impose disadvantage on the attack
roll, causing light to flash before the attacker
before it hits or misses. An attacker that can’t be
blinded is immune to this feature.
You can use this feature a number of times
equal to your Intelligence modifier (a minimum
of once). You regain all expended uses when you
finish a long rest.
Spotlight Spell
At 6th level, spells you cast that deal radiant
damage deal an additional amount of damage
equal to your Intelligence modifier (minimum 1).