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Preface

Lambo’s Curated Class Collection is a compendium of


13 subclasses (one for each class) created by
LamboCryBaby. None of these have been play tested
yet but that is hopefully the next step. If you decide you
want to play one of these classes please feel free to let
me know and send me a message at u/LamboCryBaby I
would love to hear how it goes.
The content of this compendium are intended to be
balanced for play in a regular Dungeons and Dragons
Fifth Edition group.
Table of Contents
3 Artificer: Galvanist ................................................................
5 Barbarian: Path of Decay ....................................................
6 Bard: College of Slapstick ..................................................
7 Cleric: Performance Domain ..............................................
9 Druid: Circle of Radiation ...................................................
11 Fighter: Mimic Knight .........................................................
12 Monk: Way of the Mortality ...............................................
13 Paladin: Oath of Penance ..................................................
15 Ranger: Storm Chaser .......................................................
16 Rogue: Eldritch Scoundrel ................................................
18 Sorcerer: Echo Heart ..........................................................
19 Warlock: Bountiful Beast ..................................................
21 Wizard: Malediction ............................................................

Special Thanks
I want to thank everyone who has commented and
critiqued these subclasses. Hopefully I have done them
justice. I also want to give a special shout out to
u/BedrocksTheLimit for always being willing to help
me Homebrew and balance all things 5e!
Other Formats
This book can be found in PDF format.
Discussion and feedback about the book can be
found on Reddit.

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Galvan Battery
Artificer: Galvanist Starting at 3rd level, you have discovered the way to
Some artificers don’t know when to stop. They tinker
create a Galvan Battery. A Galvan Battery is a small
and they fiddle and they make a mess. But sometimes it
contraption of your design that gives off a dim light
is these less refined artificers who end up changing the
within a 5 ft radius and is either worn or embedded in
course of history. You must fail and fail gloriously if you
armor and can be used as your spellcasting focus. Its
want to make a real difference and that is what the
function is to try to contain extreme amounts of raw
Galvanist knows.
arcane power so that you can attempt to borrow and
Conduit Caster channel this energy to aid you in battle.
Using jewelers tools, you can take a bonus action to
When you choose this archetype at 3rd level, you gain begin charging your Galvan Battery. The charge lasts
proficiency in jewelers tools and you learn the lightning for 1 minute unless it is removed from your contact or
lure or shocking grasp cantrip. If you already know one until the energy explodes. The Galvan Battery starts
of these cantrips, you learn a different artificer cantrip with 0 charges and it gains 1 charge at the beginning of
of your choice. The cantrip doesn’t count against your each of your turns while charging. You can only have up
number of cantrips known. to a number of charges in your battery equal to your
artificer level.
Galvanist Spells
Artificer Level Spells
3rd Thunderous Smite, Witch Bolt
5th Hold Person, Mirror Image
9th Call Lightning, Thunder Step
13th Dimension Door, Storm Sphere
17th Destructive Wave, Synaptic Static

3
Once on your turn, after you hit with an attack or a Arcane Accumulator
creature fails a saving throw against a spell you cast
this turn, you can deal an additional 1d8 lightning At 9th level, your Galvan Battery can store and expend
damage for each charge the Galvan Battery has to the incredible amounts of arcane energy at a moments
target or to a different creature within 15 ft of the target. notice allowing you to adapt to many situations:
This damage happens simultaneously with the trigger. When you trigger your Galvan Battery feature, you
In addition, if you roll the same number on any of the can choose to target two creatures within 15 ft of the
d8s, the Galvan Battery also becomes unstable and the original target instead of one. This can include the
stored energy explodes. Each creature within 10 feet of original target. You can use this feature a number of
you must make a Dexterity saving throw, taking times equal to your proficiency bonus, and regain all
lightning damage equal to the lightning damage rolled uses after finishing a long rest
on a failure, or half on a success. You have disadvantage
on the save. Voltaic Surge
As a bonus action, you can safely expel the energy,
removing all built up charges. Alternatively, as an Once you have reached 15th level, you have learned
action, you can choose to have your Galvan Battery how to make your Galvan Batteries greatest failure into
explode. If you do, you do not have disadvantage on the your biggest success:
saving throw.
Once you start charging your Galvan Battery, you The additional damage dealt from your Galvan
can’t do so again until you finish a short or long rest or Battery increases to 1d10 for each charge.
until you expend a spell slot. If you expend a spell slot Once per long rest if you fall unconscious while your
of 2nd level or higher, it starts with a number of charges Galvan Battery is active, you can expend all your
equal to the level of the expended slot. charges to shock yourself back to life and regain
Lightning Insulation
consciousness with 1 hit point and an additional
1d10 temporary hit points for each charge of the
Also at 3rd level, you’ve found a way to protect yourself Galvan Battery expended.
from the constant electricity you work with. You gain
resistance to lightning damage.
Alternating Current
Starting at 5th level, when you are hit by an attack you
can use your reaction to reduce the damage taken by
your Intelligence modifier and then you can choose to
have a branch of electricity shoot back to the attacker if
they are within 5 ft of you and they take lightning
damage equal to your Intelligence Modifier.
You can use this feature a number of times equal to
your Intelligence modifier and you regain all uses after
a long rest.
Barbarian: Path of
Decay
A barbarians rage can manifest itself in many ways.
Some shine with radiant energy and have the Gods on
their sides while others find bestial strength. A Path of
Decay barbarian has instead decided to manifest their
body and play with the line between life and death.

Undead Rage
At 3rd level, when you choose this path, you have Rotting Flesh
connected your brutality and rage with powerful At 10th level, when you successfully grapple a creature,
necrotic energies. When you are raging you gain the you can make a melee weapon attack against the
following effects: grappled creature as part of the same action.
The first time your hit points are reduced to 0 while Also, when a creature fails to escape your grapple,
raging, you drop to 1 hit point instead. you can use your reaction to make a melee weapon
As a bonus action, you can attempt to grapple a attack against them.
creature. A creature grappled by you is considered Defying Death
poisoned and when on the start of its turn, it takes At 14th level, you have given yourself up to the ways of
poison damage equal to your barbarian level. the undead in order to allow necromantic energies
Necrotic Protection surge through your decaying body and rotting brain.
If you are raging at the start of your turn you may
At 6th level, while you are raging, at the start of your choose to become immune to all damage besides
turn you gain 1d4 temporary hit points. radiant until the start of your next turn.
This increases to 1d6 temporary hit points at 11th Once you use this feature, you can’t do so again until
level, and 1d8 at 17th. you finish a short or long rest.

5
Klutzy Combat
Bard: College of
Slapstick At 6th level, you have combined your slapstick comedy
with your combat, creating openings in the mistakes of
A student of the College of Slapstick has dedicated their you and your enemy.
lives to finding the humor in all things. Tragedy and When you miss with any weapon attack against a
Comedy are a thin line and a true student of this college creature within 5 ft of you or a creature within 5 ft
knows how to tip toe around that knives edge to find the misses an attack against you, the creature takes
truth. bludgeoning damage equal to your Charisma Modifier.
Expert Heckler Pratt Falls
When you join this college at 3rd level, you learn the Also at 6th level, you have fallen and picked yourself
vicious mockery cantrip, which doesn’t count against the back up so many times it’s considered unnatural by
number of bard cantrips you know. some. Now you have studied and you know how to
Also you may cast Vicious Mockery as a bonus action physically recover and roll with the punches where
three times and regain all uses after a long rest. others could not.
Miraculous Mistake After you move on your turn, you may move an
additional number of feet equal to your movement
Also at 3rd level, you are not afraid of making a fool of speed, then fall prone.
yourself and you know how to turn a bad situation into Failing Up
at least an entertaining one.
When you roll an ability check, attack roll, or saving Once you reach 14th level, you have learned that in
throw and the roll is 5 or below, you can expend one of order to succeed you must fail miserably. You have
your bardic inspiration to roll a bardic inspiration die + found the joke and joy in everything and this profound
your Charisma modifier and add that to the result. discovery has led to you creating incredible
You can use this feature a number of times equal to opportunities out of devastating losses. When you roll a
your proficiency bonus and you regain all uses after a 1 on the die for a ability check it is instead treated as if
long rest. you have rolled a 20.
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rest.

Contagious Joy
Starting at 1st level, when a creature fails a saving
Cleric: Performance throw against being charmed by spell you cast, you may
use your reaction in order to choose another creature
Domain within 10 ft of the target and force them to succeed the
Clerics of the Laughter Domain have been blessed by same saving throw or be subject to the effects of the
gods who want to bring magic and wonderment to the spell as well.
world. They radiate a natural magnetism that is You may use this feature three times and regain all
impossibly alluring. Using their connection with their uses after you finish a long rest.
God, these clerics entrance and dance within the
hypnotic realm.
Channel Divinity: Dazzling
Performance
Divine Entertainment
Starting at 2nd level, you can use your Channel Divinity
When you choose this domain at 1st level, you learn the to mystify and beguile creatures that witness you.
friends cantrip. This cantrip doesn’t count against the You present your holy symbol and cast an
number of cleric cantrips you know. enchantment spell from any spell list that is of a level
You also gain proficiency in the Persuasion and that you can cast, expending a spell slot as normal.
Performance skill and you may use your Wisdom Flourishing Spell
modifier instead of Charisma when you roll for skill
checks. At 6th level, when you cast an enchantment spell which
requires a creature to make a saving throw, you can
Temptation Domain Spells attempt to bewilder it.
Cleric Level Spells Make a Charisma (Performance) check contested by
1st Charm Person, Tasha’s Hideous Laughter the creature’s Wisdom (Insight) check. If you succeed
3rd Enthrall, Phantasmal Force on the check then the creature has disadvantage on the
5th Enemies Abound, Hypnotic Pattern saving throw forced by the spell.
7th Charm Monster, Confusion You can use this feature a number of times equal to
9th Creation, Modify Memory your Wisdom modifier and regain all uses after a long

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Creative Casting On subsequent turns, when you start your turn you can
use your reaction to maintain the charm effect,
Starting at 8th level, a creature takes additional psychic extending its duration until the end of your next turn.
damage equal to your Wisdom modifier when you deal Once the effect ends, or if the creature succeeds on its
damage with any cleric cantrip. initial saving throw against this effect, you can’t use this
Unnatural Charisma feature on that creature again until you finish a long
rest.
At 17th level your control over a creature’s perception of Once you use this feature you can’t do so again until
reality and how they interact with the world is you finish a short or long rest.
masterful.
If a creature within 60 ft of you would have their
charmed condition ended you can use your reaction to
attempt to continue the charm. The charmed creature
must make a Charisma saving throw against your spell
save DC. On a failure the creature continues to be
charmed

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Druid: Circle of
Radiation
Radiance does not always bring healing and good tidings. Irradiated Spellcasting
Everything has a half life, and the Circle of Radiation druid tries
to find that number of years left for every creature, place, and At 2nd level, once per turn, when you damage a creature with a
thing. After all It is said that a point of light is the last thing you spell, you can choose to have the creature become Radioactive.
see before you die. A Radioactive creature emits a dim, greenish light in a 5-foot
radius around them. This light makes it impossible for the
Circle Spells creature to benefit from being invisible. A Radioactive creature
must succeed on a Constitution saving throw at the end of each
Your body, mind, and spirit has been exposed to the profound of their turns or take 1d6 radiant damage. On a success ending
feeling of becoming radioactive. This has seeped into your magic the effect is ended.
and has become part of your very being. When a Radioactive creature within 30 ft of you makes a
At 3rd, 5th, 7th, and 9th level you gain access to the spells Constitution, Dexterity, or Strength saving throw, besides the
listed for that level in the Circle of Radiation Spells table. Once saving throw to end the radiated condition, you may use your
you gain access to one of these spells, you always have it reaction to weaken them further. Roll a d4 and subtract the
prepared, and it doesn’t count against the number of spells you number rolled from the creature’s roll.
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 Wild Shape Mutations
spell for you.
Also at 2nd level, your radiation has mutated and infected your
Circle of Radiation Spells Wild Shape transformations, when you use Wild Shape, roll a d4
and reference the Mutation Table to see what mutation your
Druid Level Spells
new form develops.
2nd Bane, Ray of Sickness
Once you reach 10th level you may roll a d6 on the Mutation
3rd Melfs Acid Arrow, Ray of Enfeeblement table instead.
5th Bestow Curse, Stinking Cloud Alternatively, instead of rolling on the table, you may expend
7th Sickening Radiance, Vitriolic Sphere an extra use of your Wild Shape in order to choose any of the
9th Contagion, Negative Energy Flood first four mutations on the Mutation Table to develop.

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Mutation Table
Mutation Effect
Additional Body Your animal form sprouts a additional mutated
Part (1) head, limb, or other natural weapon in order to aid
them in battle. As a bonus action, you can make a
single attack with a natural weapon. This increases
to two attacks at 10th level.
Enlarged Swelling The transformed creature grows to a size larger
(2) than its natural state and you gain temporary HP
equal to your Druid level. This increases to two
sizes larger and you gain temporary HP equal to
double your Druid level at 10th level.
Altered Limbs (3) A transformed creature’s body morphs and
stretches in order to make them sleek and able to
move more freely. You gain your choice of 30 ft of
movement, climb, or swim speed. You can gain a fly
speed at 10th level
Hardened Hide A transformed creature develops heavy, protective
(4) scales around their body that give them a natural
defense. You gain +2 to AC. This increases to +4
AC at 10th level.
Contaminated Your animal form emits radiation due to your
Creature (5) excessive exposure, dealing damage to nearby
creatures. As a bonus action, you may deal radiant
damage equal to your Wisdom modifier to all
creatures within 5 ft of you.
Maladaptive Roll 2d6’s on the Mutation table and you develop
Transformation both mutations. Reroll all duplicates and if you
(6) roll a 6 again you may choose which mutation to
develop.

Nuclear Nullification
At 6th level, you gain resistance to radiant damage.
Lethal Radiation
Also at 6th level, your control over the emission of radiation
has led to you being able to inflict great pain and sickness on
your enemies. The radiant damage dealt by the Radioactive
effect is increased to 2d6 at 6th level and 3d6 at 14th level.
Additionally when a creature fails their Constitution saving
throw to remove the Radioactive effect all creatures of your
choice within 5 ft of them take radiant damage equal to your
Wisdom modifier.
Radiation Sickness
At 10th level, creatures have disadvantage on saving throws
to remove the Radioactive effect. Also, any creature who is
radioactive suffers the effects of the poisoned condition.
Arcane Half Life
Starting at 14th level, as a bonus action, you can start to emit
radioactive waves from your body. Once activated, you glow
with dim greenish light in a 5-foot radius. This light makes it
impossible for you to benefit from being invisible.
When a creature ends their turn within 10 feet of you,
they become Radioactive and must immediately make the
saving throw to end the effect or take damage as normal.
Once you use this feature you cannot do so again until you
have completed a short or long rest.

10
Fighter: Mimic Knight
A Mimic Knight would appear as if they are a master of each
and every unique fighting style, when in reality they are just Copycat
expert mimics. They study and analyze what they see in a way
that should be considered impossible. All weapons and combat At 7th level, If you attack a creature who hit you with an
styles can be subject to their gaze. They only have to see attack since your last turn, you can use your reaction to use
something once to be considered deadly. the same attack roll that was used against you instead of
rolling.
Copied Proficiencies You can use this feature a number of times equal to your
At 3rd level, when you see a creature make a ability check, Intelligence modifier and regain all uses after a long rest.
you can use your reaction to be proficient in the ability used in Lightning Reflexes
the ability check for the next hour.
You can only copy a single ability at one time. If the feature At 10th level the first two opportunity attacks you make each
is used while you still have a ability copied, you replace the last round do not use your reaction.
ability learned.
You can use this feature a number of times equal to your Mirror Image
Intelligence modifier and regain all uses after a long rest. At 15th level, you can study and mirror your opponent with
Tactical Mimicry extreme precision.
After a creature within 30 ft of you moves and/or takes the
Also at 3rd level, as a bonus action, you can choose a creature Attack action, you can use your reaction to take up to the
within 60 ft of you to be the target of your focus. You can same amount of movement as the creature without provoking
choose to mimic either their offensive strategy or their an attack of opportunity, and if they took the attack action, you
defensive strategy. You can only focus on one creature at a can make a weapon attack or unarmed strike.
time and you can switch the target as a bonus action on You can use this feature three times and regain all
subsequent turns. expended uses of it when you finish a long rest.
At the end of every subsequent turn the target takes, if you
chose to mimic their offensive strategy, you gain a +1 to your Fighters Foresight
attack and damage rolls when you attack the targeted When you reach 18th level, you now can predict and prevent
creature. If you chose their defensive stance, you gain a +1 to the actions of a creature before they even know what they are
your AC when you are attacked by the mimicked creature. going to do themselves.
This feature stacks on itself a max of three times. If you When a creature within 60 ft of you starts their turn, you
change your focus you lose all bonuses you have gained from may use your reaction to act before them. You can use an
this feature. action, bonus action, and move up to your speed. When you do
this, you cannot take movement, actions or reactions on your
next turn.
Once you use this feature you can not do so again until you
finish a short or long rest.

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Monk: Way of Mortality
There are monks who have studied for years on how to
Somatic Strength
At 6th level, when a Way of Mortality monk, is healthy
open their mind and access their Ki and are able to do and invigorated, they are dangerous and extremely
incredible things. And then there are the Monks who adept in fighting.
have opted to instead become deeply in touch with their
If your hit points are above 1/2 their maximum, then
life, vitality, and corporeal existence. These Monks are
once per turn, when you hit a creature with an
naturally heartier and know how to manipulate their
unarmed strike, you can spend 1 ki point to roll your
very life force in battle.
hit die (this does not expend it) and add force
Corporeal Connection damage equal to the damage dealt.
At 3rd level, when you choose to commit yourself to the If you are at half your hit points or below, you gain +2
Way of Mortality monastic tradition, you gain these two AC.
effects; Unbreakable Fortitude
You can use your Constitution instead of Dexterity At 11th level, you can tap into your deep well of stamina
for the attack and damage rolls of your unarmed and health to have your body attempt to overpower
strikes and for the Unarmored Defense feature. incoming damage.
Your hit dice increase to a d10 at 6th level and a d12 As a bonus action, you can spend a number of Ki
at 11th level and you regain all your hit dice after a points up to your proficiency bonus. Roll a hit die (this
long rest. does not expend it) for each Ki point spent and regain
hit points equal to the total result. All points that heal
above your hit point maximum become temporary hit
points.
Once you use this feature, you can not do so again
until you finish a long rest.
Impossible Vitality
At 17th level,your life force exceeds that of any natural
creature. Your vitality and health has risen to
supernatural levels.
When you are reduced to 0 hit points but not killed
outright, you can make a DC 10 Constitution saving
throw. If you succeed, you drop to 1 hit point instead.
Each time you use this feature after the first, the DC
increases by 5. When you finish a long Rest, the DC
resets to 10.

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Paladin: Oath of
Penance Oath of Penance Spells
You gain oath spells at the paladin levels listed in the
There are those who have done wrong and their moral
compass is shattered. When one finally hits rock bottom Oath of Penance Spells table.
and the severity of their sins are too much to bear, you Spell Level Spells
might find yourself praying for the first time, asking any
1st Hellish Rebuke, Sleep
god to help with this unbearable weight of guilt.
2nd Silence, Tasha’s Mind Whip
There are gods who are willing to help, but they
3rd Life Transference , Slow
demand that you should that you are worthy of
4th Confusion, Raulothim’s Psychic Lance
redemption. True forgiveness can only come from one
5th Hallow, Synaptic Static
who is willing and penance is the way you have learned
to show the world that you might just be a symbol of
Channel Divinity
justice and peace one day.
When you take this oath at 3rd level, you gain the
Tenets of Penance
following two Channel Divinity options.
Honesty. The road of redemption must first start with Forced Penance. As an action, you can present your
admitting your sins and owning your actions. holy symbol and force a creature within 30 ft to succeed
Amends. If you are capable of righting a wrong that on a Strength saving throw or be forced to their knees,
you have once committed then you must. they are considered prone, and their movement is
Forgiveness. You must seek forgiveness from others, reduced to 0. The creature must repeat this saving
but you must also learn to forgive yourself. throw at the end of each of its turns, regaining their
movement on a success. You must concentrate on this
effect (as if you were concentrating on a spell).
Repentant Sight. You can use your Channel Divinity
to see the true intent of the creatures you interact with.
As a bonus action, you grant yourself a +10 bonus to
Wisdom (Insight) checks for 1 hour.

13
Crushing Guilt
Starting at 7th level, you radiate an aura with a 10 ft
radius that holds the weight of your guilt. When you or a
friendly creature hit a creature within your aura with an
attack of opportunity, you can choose to reduce the
creature’s speed to 0.
At 18th level, the range of this aura increases to 30
feet.
Divine Martyr
At 15th level, as a reaction to taking damage, you can
give yourself vulnerability to the damage. If you do so
the creature who dealt the damage takes an equal
amount of the total damage dealt to you as psychic
damage.
Once you use this feature you can’t do so again until
you finish a short or long rest.
True Redemption
At 20th level, you have been redeemed and you are no
have been blessed to show others the way. As a bonus
action, you gain the following benefits for 10 minute:
Creature’s within 30 ft of you can not lie.
When a creature of your choice within 30 ft of you
takes a hostile action, they must make a Charisma
saving throw against your spell save DC or lose the
action without any effect.

14
Ranger: Storm Chaser
The Storm Chaser Ranger harnesses the primal power
of storms to become master trackers and skilled
combatants. These rangers are adept at navigating Nimbus Nebula
through turbulent weather and excel at hunting down
At 7th level, while you are within your storm you can
their prey amidst the tempest,
start to manipulate and control your storm in order to
Nature Calls give yourself an advantage in battle;
Beginning at 3rd level, you gain expertise in either Winds - If you are the target of a ranged attack while
Nature or Survival as well as proficiency in you are within your storm you can use your reaction
Cartographer tools. to impose disadvantage on the attack roll.
Additionally, during the course of a long rest you can Rain - As a reaction, when a creature within your
commune with your spellcasting focus to accurately storm makes a Constitution saving throw to maintain
predict the natural weather patterns within 3 miles of concentration, you can call down a heavy downpour
you for the next 24 hours. attempting to break the creatures concentration
giving it disadvantage on the saving throw.
Hail - When a creature starts their turn within your
Explorer Spells
Ranger Spells Spells storm you can use your reaction to have frozen hail
3rd Fog Cloud strike and pummel them, dealing 1d8 bludgeoning
5th Gust of Wind damage.
9th Thunder Step
13th Storm Sphere Storm Strike
17th Cone of Cold
At 11th level, when you take the Attack action, you can
Climate Control also call down a bolt of lightning as part of the action.
You choose a creature that you can see under your
At 3rd level, your knowledge of weather starts to weave storm cloud, and a bolt of lightning flashes down from
with the arcane. As a bonus action, you can choose any the cloud to that creature.
point within 60 ft of you where you create a thunderous The target must make make a Dexterity saving throw
storm with a 30 ft radius. The storm hovers above the against your spellcasting save DC. On a failed save the
space and lasts for 1 minute. You can use your bonus creature takes 1d12 lightning damage, and the target
action to move the storm 20 feet in any direction. The and all creatures within 5 ft of the target can’t take
center of the storm must stay within 60 feet of you. or it reactions until the start of its next turn
dissipates. Dancing Winds
Once per turn when you hit a creature that is within At 15th level, you and your Storm have become part of
your storm you can imbue the strike with the storms each other. While you are within your storm if a hostile
rage dealing your choice of 1d6 cold, lightning, or creature attempts to come within 10 ft of you, your
thunder damage. Storm protects you and the winds attempt to make it
You can use your bonus action to stir the storm impossible to get closer.
causing the ground beneath it to be difficult terrain The creature must succeed on a Strength saving
for creatures of your choice until the start of your throw against your spell save DC or they are unable to
next turn. get through the winds and can not come within 10 ft of
You can form an amount of storms equal to your you. This feature does not trigger if a creature starts
Wisdom modifier and regain all uses after a long rest or their turn within 10 ft of you.
if you expend a spell slot to use this feature.

15
Once
finish a

Rogue: Eldritch
Stolen Secrets
Scoundrel Also 3rd level, you have gained some minor abilities thanks to
Some spell casters have approached (or perhaps been preyed
the well of power you’ve obtained.
upon) by a patron of great power. These patrons radiate
Choose three Eldritch Invocations from the Warlocks
arcane energy and they are able to bestow their gifts to
Eldritch Invocation list to learn. You must meet all
creatures of their choosing. An Eldritch Scoundrel, however,
prerequisites and cannot choose an Invocation requiring you
makes no pact, instead subtly stealing this power from these
to be higher than 9th level. You can only benefit from one
demi-gods.
invocation at a time. You can replace this invocation with
Marked Patron another of your selections after finishing a long rest.
Additionally, when you gain a feature from this subclass, you
At 3rd level, you have a specific entity you’ve marked, subtly can choose one of the invocations you know and replace it
siphoning power off of them. with another invocation that you could learn at that level.
Choose a warlock patron available at the end of the subclass
description. You learn the Eldritch Blast cantrip and each Eldritch Strategy
patron has a list of spells that you gain at the rogue levels Once you reach 9th level, your subtle methods are able to
noted in the table. combine your battle prowess with your patrons stolen power.
Once you gain a spell, you can cast it at its lowest level Once per turn, if you meet the sneak attack requirements,
without expending a spell slot. Once you cast a spell in this you may add your sneak attack damage to an attack made with
way, you can’t cast that spell in this way again until you finish the Eldritch Blast cantrip as if it were made from a finesse or
a long rest. ranged weapon.
Spellcasting Ability
You can use either Intelligence or Charisma as your Generous Bounties
spellcasting ability for your spells (chosen when you get this At 13th level, you have learned to not only steal arcane
feature). You use your choice whenever a spell refers to your abilities for yourself, but for your friends and allies as well. You
spellcasting ability. In addition, you use your chosen modifier learn another Eldritch Invocation.
when setting the saving throw DC for a spell you cast from Also, over a long rest you can touch a creature and perform
this archetype and when making an attack roll with one. a ritual in order to transfer your forbidden knowledge. Choose
Spell save DC = 8 + your proficiency bonus + your spellcasting
one of your known Eldirtch Invocations, the creature you are
modifier touching gains the benifits of that Eldritch Invocation until
Spell attack modifier = your proficiency bonus + your
they take a long rest.
spellcasting modifier

16
Final Heist
At 17th level, you have drained a patron to the point where
you have obtained a portion of their essence that you can
shape as you wish.
You can learn a 6th level or lower spell from the Warlock The Genie
Spell list. Rogue Level Spell
You can cast this spell, or any spell you know at 6th level or 3rd Unseen Servant
lower once and must finish a short or long rest before you can 5th Phantasmal Force
do so again. 9th Fly
13th Phantasmal Killer
Patron Spells 17th Creation

The Archfey The Great Old One


Rogue Level Spell Rogue Level Spell
3rd Faerie Fire 3rd Dissonant Whispers
5th Misty Step 5th Detect Thoughts
9th Summon Fey 9th Clairvoyance
13th Charm Monster 13th Summon Aberration
17th Dominate Person 17th Telekinesis

The Celestial The Hexblade


Rogue Level Spell Rogue Level Spell
3rd Cure Wounds 3rd Hex
5th Borrowed Knowledge* 5th Shadow Blade
9th Dispel 9th Blink
13th Guardian of Faith 13th Shadow of Moil
17th Flame Strike 17th Banishing Smite

The Fathomless The Undead


Rogue Level Spell Rogue Level Spell
3rd Thunderwave 3rd False Life
5th Silence 5th Spider Climb
9th Lightning Bolt 9th Summon Undead
13th Evard’s Black Tentacles 13th Sickening Radiance
17th Cone of Cold 17th Enervation

The Fiend The Undying


Rogue Level Spell Rogue Level Spell
3rd Command 3rd Protection from Evil and Good
5th Darkness 5th Blindness/Deafness
9th Fireball 9th Speak with Dead
13th Wall of Fire 13th Death Ward
17th Contact Other Planes 17th Contagion

Creating a Custom Patron Getting Found Out


If y our DM allows it, y ou may have y our M arked Patron be As an Eldritch Scoundrel, y ou are messing with some very
an entity not on this list, such as from another homebrew. p owerful entities. Discuss with y our DM how y ou might
Your DM should choose one sp ell from 1st to 5th level, avoid detection from these p owerful beings. Are y ou simp ly
p referably from the p atron’s extended sp ell list or the warlock beneath their notice? Do y ou p erform sp ecial rituals to avoid
sp ell list. Then, either choose an existing Sip honed Blast from detection? Then again, some say the most subtle of p lans
an existing p atron or create an original Sip honed Blast include unknowing p awns…

17
.page h2

Sorcerer: Echo Heart


Some sorcerers bear within them the echoes of past lives, Arcane Reflection
granting them a unique mastery over the flow of time. These
Echo Heart Sorcerers draw upon the wisdom and Also at 6th level, you are able to cause an echo in time which
experiences of their previous incarnations to manipulate time causes a moment to be redone. As an action you may imbue
itself, weaving its threads to perform incredible acts of magic someone with the ability to create an echo. On their next turn
the imbued creature may take two actions.
Chronomancy Adept You can use this a number of times equal to your proficiency
You learn additional spells when you reach certain levels in bonus and regain all uses after a long rest.
this class, as shown on the Echo Heart Spells table. Each Parallel Lives
spell counts as a sorcerer spell for you, but they do not count
against the number of sorcerer spells you know. These spells At 14th level you, can feel the passage of time pass you by and
can’t be replaced when you gain a level in this class. you are able to actually alter a series of events that unfold
before you. You may dig deep into your connection with the
Sorcerer Level Spells great temporal tides and reverse time.
1st Bane,Shield After any roll is made and you learn the result, as a reaction
3rd Arcane Lock, Hold Person you can use your ephemeral magic to go back a moment in
5th Haste, Slow time.
Any attack rolls, ability checks, or saving throws rolled on
7th Banishment, Freedom of Movement
the turn you used this feature are rerolled, potentially causing
9th Hold Monster, Far Step
different outcomes. Others are unaware and unchanged from
Temporal Teleportation the event, and only you are aware of what happened in the
other timeline.
Starting at 1st level, you can manipulate the flow of time as Once you use this feature you can not do so again until you
you weave your spells, allowing you to blink back to have completed a long rest or if you spend 5 sorcery points.
somewhere you’ve recently been. Whenever you cast a spell
you can teleport to an unoccupied space that you have Chrono Conduit
occupied since the start of your turn. At 18th level, when you roll initiative you can cast the Mirror
You may use this feature three times and you regain all uses Image spell (no action required) with yourself as the target.
after a short or long rest. Your duplicates AC is 12 + your Charisma modifier.
Also, as a bonus action you may spend 1 sorcery points to
create another duplicate but can have no more than three at
a time.

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Fortunes Fountain
Warlock: Bountiful At 1st level, you gain ability to tap into a wondrous Fountain
Beast of Fortune that flows through you and fills your very being.
Your Fountain can hold a number of Fortune Points equal to
Legends says there are certain creatures of myth scattered
your proficiency bonus and you regain all points after a short
through the planes that if found, caught, or bartered with
or long rest. These points can be used to tip the scales in your
can bring you luck and good fortune for the rest of your life.
favor and help good things happen around you.
They are notoriously hard to find and even harder to engage
Whenever you roll for an ability check, attack roll, or saving
with. But through some miracle one of these such creatures
throw you can use your reaction in order to expend Fortune
has chosen to become your patron and now the world seems
Points to boost your luck and possibly change your fate.
to bend and twist in your favor.
You choose this after you roll the die but before you know
Proficiencies the result of the roll and you can expend as many points as
you wish per reaction. Each point expended adds 1d4 to the
You gain proficiency in every Game Set. Additionally when roll. When you take the Help action, you may also expend
you roll a check with a Game Set your proficiency is doubled. Fortune Points to add to the result of the roll.
Expanded Spell List Turn the Tides
The Bountiful Beast lets you choose from an expanded list of At 6th level, if you roll an attack roll, saving throw, or skill
spells when you learn a warlock spell. The following spells are check with disadvantage against your will, and fail the roll
added to the warlock spell list for you. you gain temporary hit points equal to your Warlock level +
Charisma modifier. If you succeed on the roll the amount of
Bountiful Beast Expanded Spells temporary hit points you gain is twice your Warlock level +
Spell Level Spells Charisma modifier.
1st Heroism, Silvery Barbs
2nd Aid, Enhance Ability
3rd Fast Friends, Beacon of Hope
4th Aura of Purity, Freedom of Movement
5th Dawn, Skill Empowerment

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Favored Fighter
At 10th level, you can ask for help from your patron in
battle. Their help makes you more difficult to hit as you
find that things just work out for you on the battlefield
and you seem to just barely avoid oncoming attacks.
As a reaction when you are attacked you can spend
Fortune Points to increase your AC. Roll 1d4 for each
fortune point spent and your armor increases by the
result until the end of your next turn, including against
the triggering attack, until the end of your next turn.
If a creature misses an attack roll as a result of this
feature the next attack roll you make against the
attacking creature has advantage until the end of your
next turn.
Pay it Forward
Once you reach 14th level, when you roll with
advantage and succeed on the roll you can choose a
creature within 60 ft of you. The next roll the chosen
creature makes has advantage. If the chosen creature
succeeds on that roll then you may choose another
creature within 60 ft of them and they gain advantage on
their next roll and so on and so forth. A creature can
only benefit from this feature once per use and this
feature can continue until there is a failed roll or there
are no viable creatures to be chosen.
Once you use this feature you can not do so again
until you finish a short or long rest.

20
Wizard: Malediction
Some wizards are drawn to the forbidden and the dark,
seeking to control the threads of fate through curses and
maledictions. These Maleficent mages are masters of
hexcraft, weaving misfortune and despair into their
spells to afflict their enemies and reshape destiny itself.

Studious Hexing
Beginning when you select this school at 2nd level, you
can copy Warlock spells from Warlock spell scrolls into
your spell books. Dreadful Infection
Unbearable Odds
At 10th level, you have studied ways from ancient tomes
Also at 2nd level, when a creature within 30 ft of you that allow your spells to hex creature’s minds and twist
makes an attack roll, skill check, or saving throw, after their reality with your arcane spells.
you know the result you can use your reaction to reduce When you cast a spell that forces a single creature to
the number that is rolled by your Intelligence modifier. make a saving throw you may replace the ability score
You can use this a number of times equal to your used for the saving throw and make it a Charisma
proficiency bonus and regain all uses after a long rest. saving throw instead.
Continued Malice You can use this feature three times and regain all
uses after a long rest.
At 6th level, you have uncovered ways to hinder and Adaptive Misfortune
afflict your foes in terrible ways.
As an action you may choose a number of creatures At 14th level, as an action, you can create an aura of
equal to your proficiency bonus within 30 ft of you and debilitating magic with a 60 ft radius that remains
force them to make an Charisma saving throw against centered on you. Any creature of your choice within that
your spell save DC. On a failure, The creatures are aura has disadvantage on their first attack roll or ability
either be blinded, deafened, frightened, or poisoned. check on each of their turns. The effect lasts for 1
You must select one afflicted condition that applies to minute or until you dispel it as a free action.
all who failed their save until the end of your next turn. Once you use this feature can not do so again until
You can use this feature two times and regain all uses you finish a long rest.
after a long rest.

21
Art Credits
Cover D4DnDRPG - Adam Schumpert
2 Spilled Dice - Vgerezon
2 DND Character book (Cover Art)- Alisha
3 Electric Artificer (A.I Generated) - Midjourney
3 Circuit Vector- Sunar.Ko
4 Electric Artificer (A.I Generated) - Midjourney
5 Indestructible Barrier - Bobrbor
5 Penitent Knight - Russell Dongjun Lu
5 Cemetery Silhouette - Rockatansky
6 Circus D’arc tent illustration - Nate Tabs
6 Ring Master - RC Prakash
6 Silhouette of Circus or Carnival Tent - Alfmaler
7 Legend of the Cryptids - Annefarine
8 Through the Veil - Gwen Bassett
8 Butterfly (China paper-cut patterns) - CaoChunhai
9 Let’s go to play :3 - Jadeitor
10 Radioactive Owl (A.I Generated) - Midjourney
11 Greater Swordsman- Jdtmart
11 Viking Shield - Erin Gray
12 Dungeons - Rukkits
12 Bare Knuckle Brawler Daniel Valaisis
13 Neva praying - Marko Djurdjevic
13 Whip Icon Aayam 4D
14 Ansel of Briarcliff - Simon Goinard
14 Praying hands - Sergeypy Khonin
15 Cirrus, the Cloudcloak Thief - Jake Murray
14 Dark Storm Clouds (A.I Generated) - Midjourney
16 Jace, Unraveler of Secrets - Tyler Jacobson
18 Chronos- Ryosuke Aiba
18 Clock face Roman Numerals - DMCA
19 New Beginnings Gerald Patinky
19 Rabbit’s Foot Charm CSA Images
20 Hamsa - Elane Lane
20 Wise Dragon - Skleung
21Witch Under Cresent Moon - VezoniaArtz
21Witch’s Cauldron stock illustration - Melazerg
22 Cosmic DM (A.I Generated) - Midjourney

The End
Thank you so much for reading! This was a large
passion project so I am glad to share it with you all. I
hope you enjoyed it as much as I enjoyed making it.

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