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Enrique Velazquez (order #27096885)

Writer: Kyle Carty

Artists: Michael Sanchez, Jack Badashski, Courtney Hilbig, Aaron Lee, Martin King

Graphic Design: Kyle Carty

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Enrique Velazquez (order #27096885)


Catfolk
Catfolk are natural explorers who seek to expand
Catfolk Traits
Your catfolk character has a number of traits in
their horizons by exploring the new frontiers common with all other catfolk.
of the world. Lithe and quick, catfolk are social Ability Score Increase. Your Charisma score
creatures that are equally at home in cities increases by 2, and your Dexterity score increases
and the wilderness. Catfolk have no interest by 1.
in accepting the world as it is and endeavor to Age. Catfolk are rather long lived, with the
question the established rules of the world and average catfolk living to almost 90 years.
the philosophies that the rules find their root in. Alignment. Catfolk favor no particular alignment
over any other.
Feline Friends Size. Catfolk are a long and lithe race. Most
Catfolk appear as humanoid creatures with feline reach heights of 6 feet and weigh 150 pounds.
faces, pointed ears, and a mouth of sharp teeth Your size is Medium.
behind a snub nose. Their patterns vary widely, as Speed. Your base walking speed is 30 feet.
do those of mundane cats, as do their colorations. Claws. You have a set of claws that count as
Some appear as calico, others similar to tigers, melee weapons. Your claws deal 1d4 damage and
and others still might be like the majestic snow have the finesse weapon property.
leopard. Cat’s Luck. When you roll a 1 on an attack roll,
Their large, slender frame rests upon two ability check, or saving throw, you can reroll the die
padded paws tipped with claws in much the same and must use the new roll.
way as their hands. As a catfolk ages their hair Sprinter. When you take the Dash or Disengage
dulls and loses its luster while their claws break action you gain a 10 foot bonus to your speed for
and flake much easier than they once did. the duration of the action.
Stalker. You are proficient with the Stealth skill.
Scattered Clowders Languages. You can speak, read, and write
Common and Catfolk. Catfolk is a mewling
While catfolk get along with almost any race language with harsh accentuation.
that isn’t outright hostile to them, they tend to
fraternize in small, isolated groups known as
clowders that exist alongside whatever race is
dominate in the region they call home.
Elven communities typically have a population
of feral catfolk hidden away somewhere nearby.
Gnomish settlements often exist around catfolk
settlements with their even knowing, a surprising
twist on how things usually are. Humans tend
to be one of the few races that exists alongside
catfolk with a population within their own
settlements rather than at its periphery.
Self-expression is a major part of catfolk culture
and attempts to silence a creature are a major
taboo to such a degree that a catfolk would be
aghast at an ally that simply tells an adversary
to “shut up.” Catfolk believe that you succeed as
a group or you fail as a group and that mentality
extends to the non-catfolk companions that they
travel with. Catfolk have high expectations not
only for themselves but for their allies, even if they
aren’t upfront about this fact.

Enrique Velazquez (order #27096885)


Coiled
The coiled evolved from a pervasive species
An Unappealing Diet
The diet of the coiled is highly unsavory
of semi-intelligent vine that, thanks to magical to almost all other races, but it is ideal for
interference, gained sentience and eventually adventuring parties that find their rations
evolved into the species we now know today. spoiling with some frequency. The coiled can
Coiled are born from hard pit-like seeds that only consume rotten and decaying organic
grow in organic matter to form tightly wound matter. They do not have conventional digestive
appendages that intersect at their layered torso. systems and cannot simply “plant their feet in
Coiled range from various shades of green to the dirt” like so many rude cibuforms would
shades of brown. Some are smooth and damp insist. They uncoil their hands or feet to take in
while others are thorned and brittle. Many the food before ushering it through their body
coiled are bipedal but an equal amount walk to their core where it can be broken down to
on three legs and no coiled has a neck. Their further feed their bodies and aid their growth.
‘faces,’ indents with bioluminescent eyes, form
in their upper chest, near their ‘shoulders.’
The coiled exist in many of the forested
Coiled Racial Traits
areas that hilendera inhabit. The hilendera Your coiled character has a number of traits in
are happy to have the coiled in their secluded common with all other coiled.
forests as they can aid in the production of Ability Score Increase. Your Strength score
quality sinew for fabrics and the coiled are increases by 2, and your Constitution score
grateful to the webs the hilendera spin to increases by 1.
keep aggressive insect life from infecting and Age. The coiled live for many years. Sometimes
consuming them while they still live. they “die” for a decade only to return when
their “summer” has come again. A coiled can
Cibu, Herba, Funga live for almost 300 years.
Alignment. The coiled are often neutral in
While even the most uneducated student alignment and favor law.
could identify the latter term, the coiled places Size. The coiled vary in size, but most favor
great emphasis on the difference between large, thick forms. A coiled stands at almost
cibuforms and herbaforms. Almost all other 6 ½ feet and weighs 300 pounds. Your size is
living creatures, except the warforged, Medium.
are classified as cibuforms by a coiled. An Speed. Your base walking speed is 35 feet.
herbaform consists of sentient plantlife such Vinesight. While you are touching the ground,
as coiled, shambling mounds, and twig blights. you have blindsight out to 5ft.
Fungaforms are creatures such as myconids Uncoil. You can do one of the following once
and violet shriekers, and phantom fungus. per day, and regain the ability to do so after a
Relations between coiled and myconids vary short rest:
from settlement to settlement, but damper • Stretch. Any melee weapon you have
environs typically lead to friction between the increases its reach by 5 feet. You lose this
plantlife and the fungal life in the area. additional reach at the start of your next
Finally, cibuforms are creatures made of turn.
meat. Coiled identify cibuforms are a vital part • Twirl. When you are hit by an attack, you
of their life cycle. Meat creatures are often the can use your reaction to gain +2 Armor
foundation for growth, after all. A coiled also Class against the triggering attack.
knows that cibuforms are among the most Sunlight Strength. When you would regain
ignorant to their lifestyle. They are prone to hit points while you are in direct sunlight, such
making assumptions and deigning that the as by resting or the use of healing magic, you
coiled lifecycle is “odd” or “weird” whereas a regain 2 additional hit points.
coiled recognizes that all life cycles play a vital Languages. You can speak, read, and write
role in the balance of the world. Common and Sylvan.

Enrique Velazquez (order #27096885)


Grippli
Grippli are a race of small frog-like creatures
A Matter of Heart
Grippli do not accept the world as it is. Many
that are highly energetic, easily excitable, and of them see the flawed kings of the world.
exceedingly rare. Their views of the world are Whether they’re guard captains, high priests,
radically different than those expressed by or actual kings matters not to a grippli. They
many other races. demand excellence from their leaders and
They are an alien sight in most settlements cannot understand why some races settle for
and their villages are often incredibly isolated. the imperfect.
They clash with swamp-dwelling lizardfolk and This absolutist behavior is alien to the
bullywug with great frequency. They detest warmblooded races of the world but makes
being referred to as frogs and are absolutely perfect sense to the grippli.
enraged by being compared to toads.

Nameless at Birth Grippli Names


Grippli names are usually two words made into
Grippli are born in spawning pools and do not one.
receive a name for the first several years of Names: Gorecroak, Lilylore, Thistlebane,
their lives. Instead, a list of names is assigned Seamoss, Mythicmight, Broadsword,
to each spawning pool. The vast majority of Resonantwhisper, Highestleap, Viralthorn,
these tadpoles are expected to die. Those that Pickytongue, Seaglass, Sluggishthoughts
survive are given a name from their spawn
pool’s assigned list that they most closely
resemble.
In the event that two grippli both resemble
the same name they compete for the right to
obtain it. The loser is instead given another
name from the list. If no names remain the
current king of their tribe will create a new
name altogether.

King for a Day


The leader of a group of grippli is known as a
king. Gripplis do not possess any other words
for “someone who makes decisions.” Males
and females are both known by this title as it is
genderless within their culture.
Many scholars believe that this word did
not exist until a grippli adventurer returned
from the lands of a human king and shared
this interesting information. From that point
forward grippli leaders became kings.
A king might reign from three hours to as
long as three days. The reason for this is
that gripplis fiercely believe that a true king
is incapable of making even the smallest of
mistakes. The moment a king shows that they
are not perfect all of their vassals demand they
step down, which they willingly do. Depending
on the severity of the mistake the king may be
exiled or even executed.

Enrique Velazquez (order #27096885)


Grippli Traits Poison Dart
These vibrant but very small grippli possess
Your grippli character has a number of traits in a potent toxin that they can use to defend
common with all other grippli. themselves when pressed. Unlike other grippli
Ability Score Increase. Your Dexterity score they have a very strict culture where they do
increases by 2. not like other grippli or races to touch them.
Age. The grippli are a short lived race, with Even races that are hardy enough to shake
the average grippli living to about 50 years. off poisons are not welcome to do so. Even a
Alignment. The grippli are typically good simple handshake or high five is a massive sign
natured. Most grippli are chaotic good. of respect from a poison dart grippli to another
Size. Grippli are short and thin, usually race.
reaching 2 feet tall and weighing only 40 Ability Score Increase. Your Constitution
pounds. Your size is Small. score increases by 1.
Speed. Your base walking speed is 30 feet. Toxic. You have advantage on saving throws
Darkvision. You can see in dim light within against poison, and you have resistance against
60 feet of you as if it were bright light, and poison damage (explained in Chapter 9 of the
in darkness as if it were dim light. You can’t Player’s Handbook).
discern color in darkness, only shades of gray. Secrete Venom. You can coat a weapon
Climber. You have a climb speed of 20 feet. in your hand with your venom. As a bonus
Additionally, you have advantage on Strength action, you can coat a drawn weapon with your
(Athletics) checks you make while climbing. venomous secretions. The next time you deal
Swamp Stride. You can move normally damage with this weapon within 1 minute after
through difficult terrain associated with mud, envenoming it, the attack deals 1d6 bonus
shallow water, and swamp-like terrain. You are poison damage.
still effected by magically altered terrain. After you use your venom, you can’t use it
Languages. You can speak, read, and again until you complete a short or long rest.
write Common and Grippli. Grippli is a loud,
croaking language where meaning is conveyed
through length and depth of rasp. Non-grippli Leaping
have a difficult time learning the language. These grippli are typically taller and more
Subrace. The grippli are not one slender than their counterparts. Their
homogenous race of frog people. Rather, they coloration ranges from a muddy brown to
draw on the forms of various types of frogs and darker greens. They value feats of physical
have their own unique cultures amongst their prowess and are highly competitive. They are
subraces. Choose one of these subraces. highly valued as mercenaries thanks to their
ability to immediately sieze the high grounds
during a conflict.
Tree Ability Score Increase. Your Strength score
The most common grippli, the tree frog increases by 1.
variants have large red eyes and rich green, Jumper. You can make a running long jump
blue and tan flesh. They are widely known or running high jump without needing to move,
as the friendliest of the grippli and many rather than having to move 10 feet.
adventuring parties with one often find that Additionally, the distance you can cover while
they become their unofficial “mascot” of sorts. jumping increases by a number of feet equal to
Ability Score Increase. Your Charisma score your Strength modifier.
increases by 2. Glider. You can use your reaction when you
Observant. You have proficiency in the fall to reduce any falling damage you take by an
Perception skill. amount equal to three times your level.
Grippli Weapon Training. You have
proficiency with nets and blowguns.

Enrique Velazquez (order #27096885)


Hilendera
Isolated and feared for their appearance,
Size. Hilendera are tall and typically thin
race that usually reaches 6 feet tall and while
hilendera keep to the fringes of the known weighing 190 pounds. Your size is Medium.
world. Most assume that their spider-like Speed. Your base walking speed is 30 feet.
appearance means they are related to the Darkvision. You can see in dim light within
insidious drow, but in truth there is no love 60 feet of you as if it were bright light, and
between these two races. The hilendera in darkness as if it were dim light. You can’t
despise drow culture, their brutal practices, discern color in darkness, only shades of gray.
and their corrupt goddess, Lolth. Their bodies Climber. You have a climb speed of 20 feet.
are not unlike ideal human or elven forms, but Additionally, you have advantage on Strength
they possess additional pupils in their eyes and (Athletics) checks you make while climbing.
have four spindly spider legs the grow from Webwalker. You can move normally through
their shoulders and lower backs. difficult terrain associated with webs and other
In ancient times, many humans lived adhesives. You are still effected by magically
alongside hilendera and believed their altered terrain, except for the web spell.
presence was good luck and brought fortune. Spinneret. You can cast the web spell. After
Their webs aided in keeping insectoid pests you use this feature, you can’t use it again until
away from farms and, unbeknownst to the you complete a long rest.
population, kept those same bugs from Languages. You can speak, read, and write
spreading certain diseases. It is unknown why Common and either Undercommon or Sylvan.
these creatures retreated into the isolated
places of the world but it is where they have
lived for several hundred years.

Fashion and Fabric


Hilendera possess a culture that highly prizes
fashion and displays of design. Their art is
clothing and their medium if their own silk.
Hilendera that produce particularly high quality
silk are often the de facto leaders of their small
settlements.
They place very little emphasis on physical or
arcane might and have no guards or warriors
in their settlements. All hilendera are naturally
combat capable but most prefer to simply hide
when threatened.

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.

Enrique Velazquez (order #27096885)


Shells
The dead don’t always stay dead. Some
human does from a long rest. You cannot see or
hear while your mind and body are separated
become the nightmarish undead, but others and are considered unconscious for the
might have a more benevolent spirit find their duration.
body. There is a race of extraplanar thought Disconnect. Your body is not truly yours. You
entities that have the ability to possess the cannot be poisoned or become diseased and
unanimated corpses of the recently deceased. have resistance to poison damage, but you are
When the corpse and the entity combine they vulnerable to force and psychic damage.
become what is known as a Shell. Muscle Memory. You have proficiency with a
The shell are a completely alien thoughtform weapon or tool of your choice.
and might have very different views on issues Languages. You can speak, read, and write
that creatures from the Material Plane feel to Common and two other languages of your
be an absolute truth. Some scholars theorize choice.
that the shell may be benevolent creatures from Subrace. The only recorded shell all exhibit
the Far Realm or some other plane of existence one dominant emotion that far outweighs other
that has yet to be discovered. behaviors that they might exhibit. Fearless,
There have never been enough shells stoic, and restless are the three most common
congregating in one area to get an accurate subraces for shells. Choose one of these
gauge of their culture. They are universally subraces.
respectful of all deceased sentient life, even to
creatures such as beholders and illithids. Fearless One
They appear identical to the body they You live up to your name. You are unflappable
inhabit. It is perfectly acceptable for one shell and brimming with courage. You will not go
to appear human, another to appear as a back to your world quietly.
halfing, and a third to appear as a dragonborn. Ability Score Increase. Your Wisdom score
While they reside in these bodies they cannot increases by 1.
tap into the natural abilities they had in life. Fearless Consciousness. You are immune
Rather, the animating energy of the thought to being frightened. Additionally, you have
form overrides all previous physical and mental advantage on Wisdom saving throws against
limitations the body may have had. magic.

Shell Racial Traits Stoic One


You do not speak of what your kind endured.
Your shell character has a number of traits in There is no need. You are here now.
common with all other shells. Ability Score Increase. Your Intelligence
Ability Score Increase. Your Constitution score increases by 1.
score increases by 2. Stoic Consciousness. You are immune to
Age. A shell can theoretically live forever. being charmed. Additionally, you have advantage
However, if the host body dies while the entity on Intelligence saving throws against magic.
possess it, they both perish.
Alignment. The shells favor good alignments. Restless One
Size. Shells can be of any “race.” You choose Calm does not come easy. What if you get
if your size is Small or Medium. dragged back? What if this world is worse?
Speed. Your base walking speed is 25 feet. What if?
Sleep Like the Dead. Shells don’t sleep. Ability Score Increase. Your Charisma score
Instead, the mind leaves the corpse and it increases by 1.
returns to its “dead” state. The corpse does not Restless Consciousness. You are immune
rot and cannot be raised or become undead. to being paralyzed. Additionally, you have
Once the mind and body have been separated advantage on Charisma saving throws against
for 4 hours, you gain the same benefit that a magic.

Enrique Velazquez (order #27096885)


Civilized Brute
Civilized brutes smash the misconception that
Additionally, you have advantage on saving
throws against effects that force or impede
all barbarians are primitive savages capable movement, such as the plants created by the
of only grunts and groans. These barbarians entangle spell or the wind created by the gust
channel their rage into cutting words that of wind spell.
enrage others into a difficult to control frenzy.
Why should only barbarians get enraged? It’s Effortless Goading
much easier to get an opponent so angry that At 14th, you become so skilled at taunting that
they can’t fight properly. That’s exactly what a it’s almost reflexive. Hostile creatures that can
civilized brute sets out to do. see and hear you that start their turn or enter
within 30 feet of you on their turn while you
Calculated Taunt are raging cannot take reactions until the end
When you choose this path at 3rd level, you of their next turn.
become skilled in goading your foes into Additionally, when an enemy makes a melee
attacking you at the exclusion of others. You attack against you, you can use your reaction
gain proficiency in the Persuasion skill. If you to grant a willing ally that is within 30 feet of
are already proficient in it, you gain proficiency the creature a melee or ranged weapon attack
in one of the following skills of your choice: against the triggering creature.
Deception, Insight, or Intimidation.
As an action, you may make a Charisma
(Persuasion) check against a creature that
can see and hear you. The DC for the check
is equal to 10 + the target’s Wisdom (Insight).
You and the target must share at least one
language.
If you succeed on your roll, the target gains
disadvantage on any attack roll it makes
against a creature that is not you for a number
of rounds equal to your Charisma modifier
(minimum 1). Additionally, using this feature
counts as attacking a hostile creature for the
purposes of remaining in a barbarian rage.

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.

Enrique Velazquez (order #27096885)


Tonedeaf
Tonedeaf bards are incredibly rare, unlike
Discordant “Song”
At 14th level, you can amplify the power of
tonedeaf fighters or paladins. However, unlike certain types of energy. When you deal psychic
most tonedeaf people, these bards have turned or thunder damage with a spell, you can roll
this potential weakness into their greatest all damage dice twice and use either roll to
strength. By singing and shouting discordant determine how much damage the spell deals.
notes, they can easily startle enemies and For example, when you use vicious mockery
agitate foes into making foolish mistakes. at 14th level and activate this power you roll
Though they can’t play instruments well they 6d4 and select 3d4 to deal damage with. The
can still technically play them, something that remaining 3d4 go unused and do not contribute
brings minimal solace to even their closest to the damage result.
allies. Spellcasters cannot concentrate in their Once you use this feature, you cannot use it
presence, archers find their fingers slipping on again until you complete a short or long rest.
their strings, and warriors feel their awful voices
reverberate within their helmets.
Their songs of rest are not songs. Instead they
might simply be lively conversation that soothes
the soul and their countercharms are terror and
romance killing notes.

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.

Enrique Velazquez (order #27096885)


Harvest Domain restrained by the vines, the creature repeats
the saving throw at the end of each of its turns.
The gods of the harvest – such as Chauntea,
Mara, and Gaia – are more similar to the gods On a success, it frees itself and the grass
of death than most would believe. The harvest vanishes.
is the natural end of plant and animal life.
However, there is no joy taken in their demise. Nature’s Warden
Gratitude for the labor required to grow food Starting at 6th level, your mastery of the
is of paramount importance to a worshipers of harvest grants you a number of special abilities:
harvest gods. • You gain resistance to poison damage.
Clerics of the harvest gods are often from • When you hit an aberrant or fiend with an
smaller settlements and plantations and are attack, you deal additional force damage to
knowledgeable of the intricacies of rural life it equal to your cleric level.
and development. It may not be the flashiest
or most glamorous life, gods of the sun and
weather will more often than not receive the
Potent Spellcasting
credit for the work you and your god toiled Starting at 8th level, you add your Wisdom
with, but when a village survives through a modifier to the damage you deal with any cleric
harsh winter thanks to your silent work it’s cantrip.
hard not to feel a sense of accomplishment.
HARVEST DOMAIN SPELLS
Blessing of Harvest
Cleric Level Spells Starting at 17th level, when you would
1st animal friendship, goodberry normally roll one or more dice to restore hit
3rd barkskin, pass without trace points with a spell, you instead use the highest
5th plant growth, speak with plants number possible for each die. For example,
7th conjure woodland beings, grasping vine instead of restoring 2d6 hit points to a
9th commune with nature, tree stride creature, you restore 12.

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

Enrique Velazquez (order #27096885)


Circle of Nettle one spell slot to deal piercing damage to the
target, in addition to the weapon’s damage. The
The Circle of Nettle is, much like its namesake
plant, the druidic order best suited to thriving extra damage is 1d8 for a 1st-level spell slot,
in the harshest conditions. Where the humble plus 1d8 for each spell level higher than 1st, to
nettle can grow even between the closest a maximum of 5d8. The damage increases by
cobblestones, druids of the Circle of Nettle can 1d8 if the target is an aberrant or construct.
stand up in the face of any adversity. Most live
within cities and ensure the balance of nature Through Cobblestone
within civilization, a task most druids tend to Upon reaching 14th level, you have learned
neglect. Druids of the Circle of Nettle outside how to assume the shape of the nettle. Using
cities stand at the forefront of the battle against your action, you undergo a transformation. For
forces that would seek to defile nature. 10 minutes, you gain the following benefits.
You must finish a long rest before you can use
Shaped Weapon this feature again:
When you join this circle at 2nd level, you gain
the ability to generate nettle weapons from • You can squeeze through any crack, crevice,
your body. As a part of an Attack action, you or hole that a thin stem could fit through.
generate and draw a weapon made of fortified You move at your current speed while
nettle instead of using a persistent weapon. squeezing.
The nettle weapon dissolves after the attack is • You regain 10 hit points at the start of your
resolved. turn. If you take acid or fire damage, you do
At 8th level, your nettle weapons count as not regain hit points at the start of your next
magic weapons for the purpose of overcoming turn. You die only if you start your turn with
resistance and immunity to nonmagical attacks 0 hit points and don’t regenerate.
and damage.

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

Enrique Velazquez (order #27096885)


Phalanx Fighter magical attacks. When you are subjected to
an effect that allows you to make a Dexterity
Phalanx fighters excel in coordinated group
strikes that halt the enemy’s advance. You saving throw to take only half damage, you
thrust your spear like a cracking whip and fatal instead take no damage if you succeed on the
blows harmlessly glance off of your shield. saving throw, and only half damage if you fail.
Whether through military training or having
enough common sense to understand that Focused Thrusts
a sturdy shield and a long reach than your Beginning at 18th level, you can strike out at
opponent means you’re more likely to survive, enemies far more than an ordinary warrior.
you have become adept at this incredibly You gain a second Reaction each round. This
mighty fighting style. Reaction can only be used to make attacks of
Phalanx fighters, unlike many other warriors, opportunity.
place a high level of importance on the party
as a unit. They value their allies and know that
they are all the weaker when their companions
are weakened. They are usually the first to
tell stories around the fire, cook meat on their
shield to share, and support their allies when
they are at their most vulnerable.

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

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Stalwart Champion Natural Fortitude
Stalwart Champions are steadfast in the face Starting at 15th level, your body becomes able
of danger and ensure their allies come to no to withstand the deadliest of blows. Twice per
harm. Going so far as to put themselves in day, when you are critically hit you can turn
harm’s way, stalwart champions would sooner the critical hit into a normal hit. You regain any
die that see their friends slain. It is truly rare expended uses of this feature when you finish a
for a warrior to be so devoted to their allies that long rest.
they risk their own lives in exchange for the
lives of their allies.
Stalwart champions come from all walks
Gapless Defense
of life. A loyal mercenary that cannot be At 18th level, your fighting style becomes nearly
swayed by the offer of more gold and a young flawless. You gain a +1 bonus to Armor Class.
adventurer that is fiercely devoted to their
comrades both evoke completely different
personalities and attitudes but both are
stalwart champions. Their reasons may differ
from one another but their end goals are still
the same: Ensure that those around them
survive.

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.

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Mordhau Stunning Stroke
A rare but effective school of sword fighting, Upon reaching 10th level, creatures hit by
mordhau refers to the technique used by these your mordschlag become disoriented for a
fights that allow them to bludgeon enemies that short time. When you hit a creature with your
they cannot pierce or slash. The school teaches mordschlag, you can use a bonus action to give
its students how to grasp the blade of their that creature disadvantage on the next attack
sword and strike with the pommel and cross roll they make before the end of your next turn.
guard with such strength that they can dent
helmets and armor with surprising ease. Many
enemies unfamiliar with the style are taken
Superior Critical
aback by its appearance. Those that survive Starting at 15h level, your weapon attacks
facing an opponent of this school do not laugh score a critical hit on a roll of 18-20.
at its form as they once had.
Mordhau is popular amongst humans, Bone Shatter
dragonborn, dwarves, and goliath. Each At 18th level, you decimate creatures struck
race has slightly different variants on the by your mordschlag. When you critically hit
style. Goliaths first discovered it in a fit of a creature while using your mordschlag, the
desperation and found it highly effective. creature must make a Constitution saving
Dwarves began to incorporate larger pommels throw against a DC equal to 8 + your Strength
onto their swords to better smash sturdy rock modifier + your proficiency bonus. On a failed
elementals or armored creatures. Dragonborn saving throw, the creature is stunned for 1
never felt the same fear from the edge of their minute.
blades that soft skinned races felt and have a
long tradition of using this style. Humans found
a middle ground between the three styles that
eventually developed into their own, unique
form that values balance and strength in equal
measure.

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.

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Way of the Ballast ranged attack with the weapon as part of the
same reaction without spending a ki point to
Monks of the Way of the Ballast take their
lives into their own hands with each combat. do so.
More so than the monks of other paths, these However, if you spend a ki point you can
monks wish to be targeted by distant enemies instead make the same attack but with a
who will soon learnt he folly of attempting to normal range of 150 feet and a long range of
harm them with ranged weaponry. 600 feet. If you hit with this attack, it deals an
These monks can catch arrows, bolts, and additional amount of force damage equal to
knives with seemingly no difficulty before your Wisdom modifier.
launching it back with deadly accuracy at an
inhuman range. As they grow in power their Unerring Accuracy
ability to empower their bolts and arrows At 11th level, you learn to empower your
grows. Foes are thrown when struck and projectile attacks. When you make a ranged
those that draw too near learn to fear the weapon attack, you may spend 1 ki point to
reflexes of these monks. ignore half cover and three-quarters cover on
the attack. If the attack hits, the target is also
Long Range Flurry pushed up to 10 feet and falls prone. You must
Starting when you choose this tradition spend this ki point before rolling to hit.
at 3rd level, when you spend a ki point to
make a flurry of blows, instead of making Snap Shot
two unarmed strikes as a bonus action you At 17th level, you become a master of the
may make two ranged weapon attacks with distant strike. Whenever a creature moves
a monk weapon, such as the shortbow or within 20 feet of you, you can use your
daggers, as a bonus action. reaction to make a ranged weapon attack
against the creature.
Improved Deflect
At 6th level, your deflect missiles becomes
superior to that of any other monk. When you
reduce the damage of a ranged weapon attack
to 0 with deflect missiles, you can make the

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Way of Lucha Libre points. On a fail, you lose 1 ki point. You must
have at least 1 ki point to use this feature.
The roar of the crowds urge luchadors onward
to greater and greater feats of death defying Once you use this feature, you can’t use it
action. From the turnbuckle a rudo drops on again until you finish a short or long rest.
a dazed técnico as the crowd boos, giving
him the cheap heat he needs to push onto the Against the Odds
next move. A face rallies a crowd behind their Upon reaching 11th level, you gain the ability to
cause, drawing on the hot pops that follow grapple creatures far larger than yourself. You
from their feverish cheering. can grapple creatures up to twice your size, but
Luchadors and wrestlers are brothers on the you have disadvantage on the roll. Additionally,
battlefield. Enemies who make a mistake soon when grappling a creature your size or smaller
regret it as a savage beating rains down upon you can spend 1 ki point to gain advantage on
them. These colorful warriors bring prestige grappling rolls until the end of your next turn.
and honor to their name (or stage name) with
each victory the claim. Exploit Botch
For the Crowd At 17th level, you learn how to turn an
opponent’s flub into your own advantage. When
At 3rd level, you learn how to grin through a hostile creature within 30 feet of you rolls a
the pain. While you are wearing no armor natural 1 on a d20 roll you gain advantage on
and not wielding a shield, your AC equals 10 all attack rolls and deal an extra 2d10 damage
+ your Dexterity modifier + your Charisma on all attacks against the creature until the end
modifier. Additionally, you calculate your ki of your next turn.
save DC as 8 + your proficiency bonus + your
Charisma modifier. This modifies and replaces
the monk’s Unarmored Defense and Ki class
features.
With your Dungeon Master’s permission,
you can use these modifications from 1st level
forward as long as you intend to follow the Way
of the Luchador at 3rd level. Once you decide
to use Wisdom or Charisma the choice cannot
be changed.

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.

Hots Pops/Cheap Heat


At 6th level, you learn how to work up your
allies, your enemies, and even potential
audiences alike to empower yourself. As a
bonus action, you may make a Charisma
(Performance) check against a DC equal to
your Ki Save. On a success, you gain 3 ki

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Oath of Romance bolster creatures with your Channel Divinity.
Each creature of your choice that can hear
The Oath of Romance is a rosy promise to
ensure that love can flourish and those who you within 30 feet of you regains hit points
would prey on the unwillingly are rebuked. To equal to 1d6 + your Charisma modifier
stand in the way of love is a capital offense to (minimum of 1).
paladins of this oath. When a wizard or fey Purge Poison. As a bonus action, you
creature charms the unaware it is the duty of can remove toxins from creatures with your
a paladin of the Oath of Romance to put an Channel Divinity. Each poisoned creature of
end to such twisted deeds. These paladins are your choice that can hear you within 30 feet
often gentle, kind, and slow to anger. They are of you is no longer poisoned and is becomes
fiercely loyal to their comrades and strangers resistant to poison damage for a number
alike. They cannot bear to see injustice done of rounds equal to your Charisma modifier
and paramours torn from one another. (minimum 1).

Tenets of Romance Aura of Clarity


The tenets of the Oath of Romance are fairly
broad. Rarely will a paladin be forced into Beginning at 7th level, those who would
action to maintain their oath. This means abuse the free will of others hold no sway in
that there is a great deal of diversity amongst your presence. You and friendly creatures
followers of this oath. What they all have in within 10 feet of you can’t be charmed while
common is an appreciation for love. you are conscious.
Allow Love to Flourish. Mediate with those At 18th level, the range of this aura
who would stand in the way of love. If they increases to 30 feet.
cannot be reasoned with find a way to allow
love to flourish. Love Eternal
Do Not Tolerate Mind Control. None may Starting at 15th level, when you are reduced
remove a creature’s free will. Those that do to 0 hit points and are not killed outright,
are my foes. you can choose to drop to 1 hit point instead.
Aid Love’s Growth. Delivering humble love Once you use this ability, you can’t use it again
letters or flowers is not below my station. until you finish a long rest.
Avenge Lust. If ones perceived ‘love’ goes Additionally, you suffer none of the drawbacks
too far I will ensure they will never ‘love’ of old age, and you can’t be aged magically.
again.

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

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Fiend Hunter Sin Strike
Fiend hunters are a highly specialized rangers At 15th level, you can imbue a weapon with a
that hunt creatures from the Lower Planes. special sin-purging magic that is anathema to
Demons, devils, and yugoloths may be the stuff most wicked creatures but especially fiends.
of nightmares for the common folk but fiend When you hit a creature with a weapon attack
hunters are their guardian angels. They absorb you can have the attack deal an additional
the taint these creatures leave behind, strike 3d10 force damage. The damage increases by
with unmatched force, and fight with a reflex 1d10 if the target is a fiend.
only one so specialized could hope to obtain. Once you use this feature it cannot be used
Fiend hunters do not have any again until you complete a short rest.
organizations or orders that they adhere to.
Some say they were called to this path by one
of the powers on high while others simply
found themselves clashing with fiends one after
the other until they began to learn their ways.
Whatever the case may be, fiend hunters are
rare but incredibly potent warriors.

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.

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Bailaora 5 feet of you. Your next attack before the end
of your current turn has advantage against
Lovers of dance, the rogues that consider
themselves bailarines (the plural of bailaora) the target. Creatures that are immune to the
are fierce opponents and colorful allies. They deafened condition are immune to this feature.
have developed a fighting style that borders After using this feature, it cannot be used
on martial arts mixed with dance. They often again until you finish a short or long rest.
wear flashy clothing and possess specific
instruments or tools that aid them in their Maestro de la Danza
performance. Upon reaching 17th level, attacks against you
are nothing more than a chance to improvise
Baile your dancing. When a creature targets you with
At 3rd level, you gain the ability to dance while a spell attack that targets your Armor Class
you fight. Provided that you aren’t wearing or a weapon attack, you can give the creature
medium or heavy armor, using a shield, or disadvantage on their roll. You can choose to
wielding a non-finesse weapon, you can enter use this feature before or after the result of the
this dance at any time (no action required) and attack roll is revealed.
gain the following bonuses: After using this feature, it cannot be used
• You gain a bonus to your Armor Class equal again until you finish a short or long rest.
to your Charisma modifier (minimum of
+1).
• Your walking speed increases by 10 feet.
• When you take damage from a weapon
or spell attack, you can use your reaction
to move 10 feet. This movement does not
provoke attacks of opportunity.
• You can use your sneak attack against any
creature you are within 5 feet of, regardless
of if an ally is adjacent to them as well.
This dance lasts for 1 minute. You can use
this feature twice. You regain all expended uses
of it when you finish a short or long rest

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

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Guttersnipe proficiency bonus. Creatures that fail this
saving throw are blinded until the end of your
Guttersnipes are rogues that grew up on the
streets of a major city and learned how best next turn.
to survive in urban environments. They are
masters of escape, deciding who to steal from, King of the Gutters
and the age old tradition of fighting dirty. When you reach 17th level, you become a
master of gang-up tactics. When an enemy has
One of the Crowd at least two of your allies adjacent to it, your
At 3rd level, you become a master of mixing in sneak attack deals an additional 2d6 damage
with groups. You have advantage on Dexterity against the creature.
(Stealth) checks made to hide by blending
in with a group of people. A group of people
must be more than five individuals that seem
inconspicuous. This does not include an
adventuring party as they stick out like a sore
thumb.

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

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Decay Bloodline Wither
Atrophy ruins in your blood. With a simple At 14th level, you can clad yourself in an aura
touch you can wither most things you wish of decomposing energy. On your turn, you can
to. At first this power may have seemed like spend 2 Sorcery Points as an action to create
a curse. Beloved objects would rot in your an aura. Creatures that start their turn or move
hands, your family and friends were too afraid within 30 feet of you take 2d8 necrotic damage.
to reach out to comfort you. Those days may The aura lasts until the end of your next turn or
be behind you now. You have full control over until you stop maintaining. On each successive
what you choose to decay, though you still use turn the aura costs only 1 Sorcery Point to
the lessons about fear you learned to your maintain.
advantage.
Some scholars believe members of the
decay bloodline have fiends to blame, though
End
others believe forces far more primordial and Upon reaching 18th level, you become immune
incomprehensible are to blame. Rot and bile to necrotic and poison damage. Additionally,
are your weapons, and you can harvest the last you are immune to the poisoned condition and
breaths of the dead who expire by your hand. all diseases.
At your most powerful you become impervious
to that which plagues mortals most, pestilence
and poison.
Creatures tremble before you. Your very
presence causes pain in those you wish it
to. What you do with this destructive power,
however, is ultimately up to you to decide.

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.

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Dreamer Bloodline Dreaming Dark
There are some scholars that believe that At 14th level, your ability to torment those you
our dreams are windows into another world, put to rest becomes unparalleled. After you cast
an invisible layer of existence outside of our a spell that charms, stuns, frightens, or puts
own or any other that we know of. You are a creature to sleep you can spend 2 Sorcery
living proof of that fact. You or your ancestors Points to implant painful visions into their
tapped into this reality and it forever altered mind. Each creature that is affected by the spell
your lineage and your mind. You can glimpse you cast takes psychic damage equal to your
the world of dreams and interpret what you Charisma modifier at the beginning of each
see to steer your reality into any of the infinite of their turns until they are no longer affected
realities that your dreams show you. by your spell. This damage does not free a
When your powers emerged your sleep creature from a spell that would normally end
was restless but as your power grows sleep once the creature takes damage.
envelopes you like a comfortable friend. You
learn to show them the worst possible realities
in their dreams. Before long, the waking world
Aetherwalker
becomes one with the ethereal world, bringing Upon reaching 18th level, you gain the ability
you one step closer to the world you see while to see the land of the dreaming even while you
your eyes are shut. are awake. You can see invisible creatures and
the Ethereal Plane at all times.
In a Dream
You see what is and what may be in your
dreams. At 1st level, when you finish a long
rest, roll two d20s and record the numbers
rolled. You can replace any attack roll, saving
throw, or ability check made by you or a
creature that you can see with one of these
prophetic rolls. You must choose to do so
before the roll, and you can replace a roll in
this way only once per turn.
Each foretelling roll can be used only once.
When you finish a long rest, you lose any
unused foretelling rolls.

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.

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The Swarm Venomous Lifeform
Your patron is unlike any other. You work as an At 10th level, you become a toxic lifeform. You
independent agent for a hivemind-like collective become immune to poison damage and the
of psionic creatures. Through their collected poisoned condition.
intelligence and experiences, they are more than
capable of instilling within you unparalleled
arcane might and knowledge. The swarm
Swarm Form
makes no attempt to hide its intent, whatever it When you reach 14th level, you learn to turn
may be. Each swarm is unique and many come your body into a swarming mass of insects.
into conflict with one another. Beings of this As an action you can assume this form. While
sort include formians, elder brains, and ivico in your swarm form you gain resistance to
colonies. bludgeoning, piercing, and slashing damage
and can fit into any space that a small beetle
Expanded Spell List could fit into.
The Swarm lets you choose from an expanded Additionally, when you are subjected to an
list of spells when you learn a warlock spell. The effect that allows you to make a Dexterity
following spells are added to the warlock spell saving throw to take only half damage while
list for you. in this form, you instead take no damage if
SWARM EXPANDED SPELLS you succeed on the saving throw, and only half
Spell Level Spells damage if you fail.
1st fog cloud, hail of thorns You remain in your swarm form for two
2nd web, protection from poison minutes. Once you have used this feature it
3rd bestow curse, stinking cloud cannot be used again until you complete a
4th freedom of movement, giant insect long rest.
5th commune with nature, insect plague

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.

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Diabolist damage is of the same type that the attack
normally deals.
They say you shouldn’t play with fire, though
these wizards might have never heard that • A +1 bonus to attack rolls
advice as they play with hellfire. Diabolists • Proficiency in Constitution saving throws
are similar to True Namers in that they bend
forces beyond mortal comprehension to their Diabolic Bulwark
will, but rather than performing rigid research Upon reaching 10th level, you become
and agonizing over red herrings a diabolist completely in tune with the dangerous energies
dominates fiends through sheer force of will of the Lower Planes. Whenever you or a
and magical prowess. friendly creature within 15 feet of you must
As your power grows you gain the ability to make a saving throw against an effect from a
manipulate greater and greater fiends all while fiend, the creature gains a bonus to the saving
ensuring the very forces you seek to control throw equal to your Intelligence modifier
cannot in turn control your allies. (with a minimum bonus of +1). You must be
conscious to grant this bonus.
Conjuration Savant
Beginning when you select this school at 2nd Conjure Fiends
level, the gold and time you must spend to copy At 14th level, you add conjure celestial to your
an evocation spell into your spellbook is halved. list of spells known. Rather than being a fey
creature it is a fiendish form of the normal
Devil’s Grin animal. Additionally, you can force the creature
At 2nd level, you learn to channel the physical to take actions that violate its alignment (such
quirks of fiends to make yourself more as forcing a demon to protect a group of
intimidating. You gain proficiency in the children). The creature is friendly but may not
Intimidation skill. Additionally, you can choose be respectful to you and your companions.
a creature that can see you to fill with dread. As
an action, choose one creature that you can see
within 30 feet of you. The target must succeed
on an Intelligence saving throws against your
wizard spell save DC or be frightened by you
until the end of your next turn. The frightened
creature’s speed drops to 0 and it can do
nothing but cower in fear. Creatures that are
immune to the frightened condition are not
immune to this feature, unless they are fiends.
Once used, you can’t use this feature again
until you finish a long rest.

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

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Strobomancer Dance Hall
Strobomancers are wizards that specialize in At 10th level, you can create a pattern of
fantastic productions of light and color. Highly flashing lights that compels creatures to dance.
treasured for wandering shows and troupes, As an action, you can create a 30 foot radius,
strobomancers are quite literally the life of the 30 foot high cylinder centered on yourself that
party. They use their magical gifts to aid people flashes with multicolored lights until the start of
in a greater way than simply fighting goblins. your next turn. Creatures standing in the burst
They bring joy and tantalize the imagination. that attack you or your allies have disadvantage
Their robes are not the technicolor patterns on their attack rolls. The dance hall cylinder
one would expect. Typically, a strobomancer’s remains centered on you if you move.
robes are embroidered with fabrics dipped in a At the beginning of each of your turns you
special paint. This paint reacts to the different can choose to sustain this effect by using your
types of lights these wizards create or glow in Action to maintain the dance hall. You can
the dark. A strobomancer can end this effect maintain the dance hall for a maximum of 1
when the situation calls for it, such as when they minute. Once you use this feature it cannot be
are attempting to hide. used again until you complete a long rest.
Strobomancers come from many walks of life.
Some are very jubilant and revel in their actions
while others are classical wizards who excelled
Compel Party
in the magic of light and fell into strobomancy as When you reach 14th level, you learn how to
simply another job. maximize the strength of certain prismatic
spells. The DCs for irresistible dance, prismatic
Strobe spray, prismatic wall, calm emotions, and
geas (though only a geas related to dancing or
Beginning at 2nd level, you gain the light and partying) increase by 2.
sacred flame cantrips if you don’t already know
them. When you cast the light cantrip you have a
superior degree of control over its radius. It can
extend from as far as 5 feet to 40 feet of bright
light with an equal distance of dim light.

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).

Enrique Velazquez (order #27096885)

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