DND World Homebrew Compendium
DND World Homebrew Compendium
DND World Homebrew Compendium
0
On the continent of Icris, large groups of adventurers set out on journeys to discover
new beginnings and make new friends!
Table of Contents
N
avigating this compendium is easy. You
can click on a name of what you need to
reach and it'll bring you straight to the Special Thanks!
first page of you are looking for. And at I'd like to give a special thanks to all of the
the bottom of every page there is also a players who have submitted their homebrew to
link that will bring you back to this table. DnD World! Without you, this server wouldn't
have this homebrew content.
I would also like to
Races and Subraces give a special thanks to Wizards of the Coast for
providing an awesome game that has allowed us
Topic Page Number to create such a variety of homebrewed content.
Awakened Animals 3 And lastly, I'd like to thank Homebrewery for
giving me this fantastic website to create this
Charcadin 5 compendium on.
To find the sources for each of
Faun 6 our homebrew content, please refer to the last
page!
Gnoll 7
Half-Dragon 8
Half-Oni 11
Kitsune 12
Lythari 14
Mousefolk 15
Northlander 17
Paraelemental Genasi 18
Thri-Kreen 19
Waelen 20
Warped Ones 21
Young Treant 22
Miscellaneous
Topic Page Number
Spells 67
Feats 73
Deitymarks 77
Invocations 78
Backgrounds 80
Additional Thanks 88
2
Soulstone. As an awakened cat, you were created and
Awakened Animals are sustained in part by a magic gem called a soulstone,
Gifted (though others would claim cursed) with which is embedded somewhere in your body, and grants
consciousness via magic in the form of an intelligence you your intelligence and some magical capability. While
equal to that of an average human, an awakened animal your ability to perform activities that would normally
walks a narrow path between two worlds. They are forever require hands is limited by your paws, the magic of your
removed from their animalistic life but are still driven by soulstone helps you make up for this: you know the mage
many of their old instincts and experiences. They have little hand spell, and can cast it without components.
need or want for most possessions, though most tend to Intelligence, Wisdom, or Charisma is your spellcasting
have a few special items they guard fiercely. They have a ability for this spell (choose when you select this race). For
tendency toward solitude but will happily join in with a you, it has the following special properties:
party for warmth, shelter, and easy meals. The promise of a You can cast the spell as a bonus action.
warm lap and generous scratching behind the ears is a The spell lasts until dispelled, unless you fall
good incentive as well. unconscious, use your action to end the spell, or cast the
spell again.
Magic of Awakening While the hand remains within 5 feet of you, you can
There are various ways for an animal to acquire humanoid- control it without using your action.
like intelligence, the most well-known among them being While the hand is in your space, you can use it to wield
the awaken spell. While such methods usually only raise a one-handed weapon and to activate magic items.
the animal's mental capacity to the level that it can speak Darkvision. Accustomed to back alleys and small
and think like a humanoid, a rarer form of awakening exists crevices, you have superior vision in dark and dim
that can imbue an animal with greater potential, up to the conditions. You can see in dim light within 60 feet of you as
point that it can live a fully autonomous life, potentially if it were bright light, and in darkness as if it were dim light.
adopting a profession or becoming an adventurer, and You can’t discern color in darkness, only shades of gray.
sometimes even learning magic. The key to the complex Cat's Talents. You have proficiency in the Perception
ritual that creates such an awakened animal is a gem called and Stealth skills.
a soulstone, which inseparably fuses with the animal's body Feline Grace. When you take damage from a fall, you
and forever alters it physically and mentally. can use your reaction to reduce that damage to 0. Once you
have used this trait, you can't do so again until you finish a
Awakened Animal Names long rest.
If an awakened animal was a pet before being awakened, it Kitty Claws. Your claws are natural weapons, which you
will often keep using the name its former owner gave it. can use to make unarmed strikes. You add your Dexterity
Otherwise, an awakened cat might choose a name based modifier, instead of your Strength modifier, to the attack
on the conventions of whatever society it lives in if it means and damage rolls when you attack with them. They deal
to integrate into that society more closely, or a descriptive 1d4 slashing damage on a hit, instead of the bludgeoning
name based on its own appearance or capabilities if it damage normal for unarmed strikes.
intends to lead a more feral life. Languages. You can speak, read, and write Common.
You also have the ability to comprehend and verbally
Awakened Cat Traits communicate with other felines.
As an awakened cat, you have the following racial traits. Awakened Dog Traits
Ability Score Increase. Your Dexterity and Wisdom As an awakened dog, you have the following racial traits.
scores each increase by 2.
Age. Awakened cats have no longer lifespans than any Ability Score Increase. Your Constitution score
normal cat, unless their lives are magically extended, and increases by 2, and your Wisdom score increases by 2.
can live up to twenty years. Age. Awakened dogs live slightly longer lifespans than
Alignment. Awakened cats tend to be neutral in their normal dogs, due to the magic flowing through them. An
outlook on life, although life experiences and their awakened dog reaches adulthood at around 1 year old, and
heightened intellect might cause them to have a different can live to 30 years.
opinion on matters. Alignment. Awakened dogs are, like normal dogs,
Creature Type. You are a Beast. extremely loyal. They tend towards lawful neutral, but their
Size. You are Small. alignment is mostly determined by their master's
Speed. Your base walking speed is 35 feet. You also have upbringing.
a climbing speed of 20 feet. Creature Type. You are a Beast.
Quadruped Frame. While not wearing armor, your Size. You are Medium or Small. You choose the size
Armor Class is equal to 11 + your Dexterity modifier. Due when you select this race.
to your unusual body shape, armor costs twice as much as Speed. Awakened dogs are swifter than most bipedal
normal to be made for you. races. Your walking speed is 35 feet. Additionally, due to
your doggie paddling experiences, you have a swimming
speed of 20 feet.
Blood Hunter
Level Proficiency Bonus Hemocraft Die Features Blood Curses Known
1st +2 1d4 Hunter's Bane, Blood Maledict 1
2nd +2 1d4 Fighting Style, Crimson Rite 1
3rd +2 1d4 Blood Hunter Order 1
4th +2 1d4 Ability Score Improvement, Sanguine Versatility 1
5th +3 1d6 Extra Attack 1
6th +3 1d6 Brand of Castigation, Blood Maledict (2/rest) 2
7th +3 1d6 Order Feature, Primal Rite 2
8th +3 1d6 Ability Score Improvement 2
9th +4 1d6 Grim Psychometry 2
10th +4 1d6 Dark Augmentation 3
11th +4 1d8 Order Feature 3
12th +4 1d8 Ability Score Improvement 3
13th +5 1d8 Brand of Tethering, Blood Maledict (3/rest) 3
14th +5 1d8 Hardened Soul, Esoteric Rite 4
15th +5 1d8 Order Feature 4
16th +5 1d8 Ability Score Improvement 4
17th +6 1d10 Blood Maledict (4/rest) 4
18th +6 1d10 Order Feature 5
19th +6 1d10 Ability Score Improvement 5
20th +6 1d10 Sanguine Mastery 5
When you reach 14th level, you have advantage on saving As a bonus action, you can choose one creature you can
throws against being charmed and frightened. see within 30 feet of you that is charmed, frightened, or
possessed. The target creature is no longer charmed,
frightened, or possessed.
Sanguine Mastery Amplify. The creature that charmed, frightened, or
Upon becoming 20th level, you hone your control over possessed the target of your curse suffers 3d6 psychic
blood magic, mitigating your sacrifice and empowering damage and must make a Wisdom saving throw or be
your capability. Once per turn, whenever a blood hunter stunned until the end of your next turn.
feature requires you to roll a hemocraft die, you can choose
to reroll the die and choose which result to use. Blood Curse of Exposure
In addition, whenever you score a critical hit with a When a creature you can see within 30 feet is hit by an
weapon attack empowered by your Crimson Rite, you attack or spell, you can use your reaction to temporarily
regain one expended use of your Blood Maledict feature. weaken their resilience against it. Until the end of the turn,
the target loses resistance to the damage types of the
triggering attack or spell.
Blood Curses Amplify. The target instead loses invulnerability to the
The blood curses are presented in alphabetical order. damage types of the triggering attack or spell, having
resistance to them until the end of the turn.
Blood Curse of the Anxious
As a bonus action, you magnify the adrenaline in the body Blood Curse of the Eyeless
of a creature within 30 feet of you, making them When a creature you can see within 30 feet of you makes
susceptible to forceful influence. Until the end of your next an attack roll, you can use your reaction to roll one
turn, all creatures have advantage on Charisma hemocraft die and subtract the number rolled from the
(Intimidation) checks directed at the target creature. creature’s attack roll. You can choose to use this feature
Amplify. The next Wisdom saving throw the target after the creature’s roll, but before the DM determines
makes before this curse ends has disadvantage. Once whether the attack roll succeeds. The creature is immune if
you’ve amplified this blood curse, you must finish a long it is immune to blindness.
rest before you can amplify it again. Amplify. You apply this curse to all of the creature’s
attack rolls until the end of the turn. You roll a new
Blood Curse of Binding hemocraft die for each affected attack.
As a bonus action, you can attempt to bind a creature you
can see within 30 feet of you that is no more than one size Blood Curse of the Fallen Puppet
larger than you. The target must succeed on a Strength When a creature you can see within 30 feet of you drops to
saving throw or have their speed be reduced to 0 and they 0 hit points, you can use your reaction to give that creature
can’t use reactions until the end of your next turn. a final act of aggression. That creature immediately makes
Amplify. This curse lasts for 1 minute and can affect a a single weapon attack against a target of your choice
creature regardless of their size. At the end of each of its within its attack range.
turns, the cursed creature can make another Strength Amplify. You can first move the cursed creature up to
saving throw. On a success, this curse ends. half their speed, and you grant a bonus to the cursed
creature’s attack roll equal to your Intelligence modifier
Blood Curse of Bloated Agony (minimum of +1).
As a bonus action, you curse a creature that you can see
within 30 feet of you to painfully swell until the end of your
next turn. For the duration of this curse, the creature has
disadvantage on Strength and Dexterity ability checks, and
suffers 1d8 necrotic damage if it makes more than one
melee or ranged attack during its turn.
Amplify. This curse lasts for 1 minute. At the end of each
of its turns, the cursed creature can make a Constitution
saving throw. On a success, this curse ends.
Blood Curse of Corrosion
Prerequisite: 15th level, Order of the Mutant
the veil between the planes. Those inducted into the Order of the Lycan
You can move through other creatures and objects as if choose this path with conviction, understanding
they were difficult terrain, as well as see and affect the terrible burden it is and the challenges it
creatures and objects on the Ethereal Plane. You take 1d10 brings. Where most who embrace this curse
force damage if you end your turn inside an object. If you grow wicked, mad, even murderous, these blood
are inside an object when this feature ends, you are hunters accept the gifts of the beast while
immediately shunted to the nearest unoccupied space that maintaining control through intense training and
you can occupy and take force damage equal to twice the blood magic. These factors enable a member of
number of feet you moved. This feature lasts for a number the Order of the Lycan to prevent the spread of
of rounds equal to your Intelligence modifier (minimum of their curse through blood, should they wish to.
1 round). One of the most sacred oaths of this order is to
never infect another without the order’s
You can use this feature once. Beginning at 15th level, sanction.
Should a member of the Order of the Lycan be Bloodlust. If you begin your turn with no more than half of
cured of the lycanthropic curse, it is a terrible your maximum hit points, you must succeed on a DC 8
shame on their name, the order, and those who Wisdom saving throw or move directly towards the nearest
carry the curse still. There have been passages creature to you and use the Attack action against that
written about members being cleansed against creature. You can choose whether or not to use your Extra
their will, but those brothers and sisters readily Attack feature for this frenzied attack. If there is more than
return to the order to undergo a renewed one possible target, roll to randomly determine the target.
initiation of The Taming, reintroducing the curse You then regain control for the remainder of your turn.
to their bodies and restoring their honor.
unconscious, drop to 0 hit points, or die. This feature Lycan Regeneration. At the start of each of your turns,
replaces the rules for Lycanthropy within the Monster’s before you roll for bloodlust, you regain hit points equal to
Manual. 1 + your Constitution modifier (minimum of one) if you
Once you use this feature, you must finish a short or long have at least 1 hit point and no more than half of your hit
rest before you can use it again. points left.
Hybrid Transformation Features Brand of the Voracious
While you are transformed, you gain the following features: At 15th level, you have advantage on your Wisdom saving
throws to maintain control of your bloodlust in hybrid form.
Feral Might. You gain a +1 to melee damage rolls. This In addition, your Brand of Castigation now binds your foe
bonus increases by 1 at 11th and 18th level. You also have to your hunter’s thirst for savagery. While in your hybrid
advantage on Strength checks and Strength saving throws. form, your attacks have advantage against a creature
branded by you.
Resilient Hide. You have resistance to bludgeoning,
piercing, and slashing damage from nonmagical attacks not Hybrid Transformation Mastery
made with silver weapons. While you are not wearing At 18th level, you have wrestled your inner predator and
heavy armor, you gain a +1 bonus to your AC. mastered it. You can use your Hybrid Transformation
feature an unlimited number of times, and your hybrid form
Predatory Strikes. You can apply your Crimson Rite can now last indefinitely.
feature to your unarmed strikes as a single weapon. You You also gain the Blood Curse of the Howl for your Blood
can use Dexterity instead of Strength for the attack and Maledict feature. This does not count against your number
damage rolIs of your unarmed strikes. When you use the of blood curses known.
Attack action with an unarmed strike, you can make one
unarmed strike as a bonus action.
Your unarmed strikes deal 1d6 slashing damage. The
damage increases to 1d8 at 11th level.
and flush the toxins from your system, ending the effects Side effect. You have disadvantage on Strength and
and side effects of all mutagens. Dexterity ability checks for 1 hour.
Mutagens are designed for your biology and have no
effect on other creatures. They are also unstable by nature, Alluring
losing their potency over time and becoming inert if not Your skin and voice become malleable, allowing you to
used before you finish your next short or long rest. slightly enhance your appearance and presence. You have
advantage on Charisma ability checks.
Side effect. You have disadvantage on Wisdom ability Side effect. You gain vulnerability to piercing damage.
checks.
Vermillion
Embers You gain an additional use of your Blood Maledict feature.
pursue beings of such power, creatures able to vanish Spells Known of 1st Level and Higher. At 3rd level, you
amongst the nobles without a trace, or bend the mind of know two 1st-level spells of your choice from the warlock
the most stalwart warrior with but a glance, this order spell list.
trusted in their resilience and delved into this same well of The Spells Known column of the Profane Soul table
corrupting arcane knowledge, making pacts with lesser shows when you learn more warlock spells of your choice
evils to better combat the greater. While they may have of 1st level and higher. A spell you choose must be of a level
traded a part of themselves, members of this order believe no higher than what’s shown in the table’s Slot Level
the power gained far outweighs the price, for even devils column for your level. When you reach 11th level, for
now quake when they know they’ve drawn the attention of example, you learn a new warlock spell, which can be 1st,
the Order of the Profane Soul. 2nd, or 3rd level.
Additionally, when you gain a level in this class and order,
Otherworldly Patron you can choose one of the warlock spells you know and
When you reach 3rd level, you strike a bargain with an replace it with another spell from the warlock spell list,
otherworldly being of your choice: the Archfey, the Fiend, or which also must be of a level for which you have spell slots.
the Undying within the Sword Coast Adventurer’s Guide, Spellcasting Ability. Intelligence is your spellcasting
and the Celestial or Hexblade in Xanathar’s Guide to ability for your warlock spells, so you use your Intelligence
Everything. Your choice augments some of your order whenever a spell refers to your spellcasting ability. In
features. addition, you use your Intelligence modifier when setting
the saving throw DC for a warlock spell you cast and when
The Archfey
making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your
The Celestial
Intelligence modifier
You have chosen the Celestial as your otherworldly patron. Spell attack modifier = your proficiency bonus + your
Intelligence modifier
The Fiend
You have chosen the Hexblade as your otherworldly patron. 4th 2 2 1 1st
5th 2 3 1 1st
The Undying
You have chosen the Undying as your otherworldly patron. 6th 2 3 2 1st
7th 2 4 2 2nd
Pact Magic 8th 2 4 2 2nd
When you reach 3rd level, you can augment your combat
techniques with the ability to cast spells. See chapter 10 of 9th 2 5 2 2nd
the PHB for the general rules of spellcasting and chapter 10th 3 5 2 2nd
11 of the Player’s Handbook for the Warlock spell list.
11th 3 6 2 2nd
Cantrips. You learn two cantrips of your choice from the 12th 3 6 2 2nd
warlock spell list. You learn an additional warlock cantrip 13th 3 7 2 3rd
of your choice at 10th level.
14th 3 7 2 3rd
Spell Slots. The Profane Soul Spellcasting table shows 15th 3 8 2 3rd
how many spell slots you have. The table also shows what 16th 3 8 2 3rd
the level of those slots is; all of your spell slots are the same
level. To cast one of your warlock spells of 1st level or 17th 3 9 2 3rd
higher, you must expend a spell slot. You regain all 18th 3 9 2 3rd
expended spell slots when you finish a short or long rest. 19th 3 10 2 4th
20th 3 11 2 4th
Beginning at 3rd level, your weapon becomes a core to your The Hexblade
pact with your chosen dark patron. While you have an You can cast branding smite once using a pact magic spell
active Crimson Rite, you can use your weapon as a slot. You can’t do so again until you finish a long rest.
spellcasting focus (found in chapter 5 of the Player’s
Handbook) for your warlock spells, and you gain a specific The Undying
benefit based on your chosen pact (outlined below). You can cast blindness/deafness once using a pact magic
spell slot. You can’t do so again until you finish a long rest.
The Archfey
When you deal rite damage to a creature, it glows with faint Brand of the Sapping Scar
light until the end of your next turn. For the duration, the Upon reaching 11th level, your Brand of Castigation feature
creature can’t benefit from half cover, three-quarters cover, now digs dark, arcane scars into your target, leaving them
or being invisible. vulnerable to your magic. A creature branded by you has
disadvantage on their saving throws against your warlock
The Celestial
spells.
You can expend a use of your Blood Maledict feature as a
bonus action to heal one creature that you can see within Unsealed Arcana
60 feet of you. They regain a number of hit points hit points At 15th level, your patron grants you the rare use of an
equal to one roll of your hemocraft die + your Intelligence additional arcane spell based on your pact.
modifier (minimum of +1).
The Archfey
The Fiend
You can cast slow once without expending a spell slot. You
While using the Rite of the Flame, if you roll a 1 or 2 on can’t do so again until you finish a long rest.
your rite damage die, you can reroll the die and choose
You can cast revivify once without expending a spell slot.
The Great Old One
You can’t do so again until you finish a long rest.
When you score a critical hit against a creature while using
the weapon, that creature is frightened of you until the end The Fiend
of your next turn. You can cast fireball once without expending a spell slot.
You can’t do so again until you finish a long rest.
The Hexblade
Whenever you target a creature with a blood curse, your The Great Old One
next attack against the cursed creature deals additional You can cast haste once without expending a spell slot. You
damage equal to your proficiency modifier. can’t do so again until you finish a long rest.
The Undying
The Hexblade
Whenever you reduce a hostile creature to 0 hit points You can cast blink once without expending a spell slot. You
using a weapon attack, you regain a number of hit points can’t do so again until you finish a long rest.
equal to one roll of your hemocraft die.
The Undying
Mystic Frenzy You can cast bestow curse once without expending a spell
Starting at 7th level, when you use your action to cast a slot. You can’t do so again until you finish a long rest.
cantrip, you can immediately make one weapon attack as a
bonus action. Blood Curse of the Souleater
Starting at 18th level, you’ve learned to siphon the soul
Revealed Arcana from your fallen prey. You gain the Blood Curse of the
At 7th level, your dark patron grants you the rare use of a Souleater for your Blood Maledict feature. This does not
dangerous arcane spell based on your pact. count against your number of blood curses known.
The Archfey
You can cast blur once using a pact magic spell slot. You
can’t do so again until you finish a long rest.
The Celestial
The Fiend
You can cast scorching ray once using a pact magic spell
slot. You can’t do so again until you finish a long rest.
You can cast detect thoughts once using a pact magic spell
slot. You can’t do so again until you finish a long rest.
The Cardmaster
Proficiency
Wild
Cantrips
Hand
Level Bonus Cards Features Known Size 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 — Spellcasting, Deadly Dealer 2 5 2 — — — — — — — —
2nd +2 2 Playstyle, Card Magic 2 5 3 — — — — — — — —
3rd +2 3 Cantrip Shuffling 2 5 4 2 — — — — — — —
4th +2 4 Ability Score Improvement 3 5 4 3 — — — — — — —
5th +3 5 — 3 5 4 3 2 — — — — — —
6th +3 6 Playstyle Feature 3 6 4 3 3 — — — — — —
7th +3 7 — 3 6 4 3 3 1 — — — — —
8th +3 8 Ability Score Improvement 3 6 4 3 3 2 — — — — —
9th +4 9 — 3 6 4 3 3 3 1 — — — —
10th +4 10 Playstyle Feature 4 7 4 3 3 3 2 — — — —
11th +4 11 — 4 7 4 3 3 3 2 1 — — —
12th +4 12 Ability Score Improvement 4 7 4 3 3 3 2 1 — — —
13th +5 13 — 4 7 4 3 3 3 2 1 1 — —
14th +5 14 Playstyle Feature 4 8 4 3 3 3 2 1 1 — —
15th +5 15 — 4 8 4 3 3 3 2 1 1 1 —
16th +5 16 Ability Score Improvement 4 8 4 3 3 3 2 1 1 1 —
17th +6 17 ─ 4 8 4 3 3 3 2 1 1 1 1
18th +6 18 Ace Up Your Sleeve 4 8 4 3 3 3 3 1 1 1 1
19th +6 19 Ability Score Improvement 4 8 4 3 3 3 3 2 1 1 1
20th +6 20 Always Another Trick 4 8 4 3 3 3 3 2 2 1 1
requires time spent going through your card case and Spell save DC = 8 + your proficiency bonus + your
memorizing the incantations and gestures you must make Charisma modifier
to cast the spell: at least 1 minute per spell level for each Spell attack modifier = your proficiency bonus + your
spell on your list. Charisma modifier
Mystic Cards Gaining Spells of 1st level and Higher
Mystic cards represent raw magic, with each school of Each time you gain a cardmaster level, you can add two
magic having a corresponding card. The spells you can cast cardmaster spell cards of your choice to your card case.
at any given time are determined by the mystic cards in Each of these must be of a level that you can cast, as shown
your hand that are drawn from your Mystic Deck. in the Cardmaster table. On your adventures, you might
Your maximum hand size is 5, and your hand size grows find other spell cards that you can add to your card case.
as you reach higher levels, as shown in the Hand Size
column of the Cardmaster table. At the start of each of your
turns, you may draw a card. At the end of each of your
turns, if your hand size is larger than your maximum hand
size, you must discard mystic cards until you reach your
maximum hand size. When you roll for initiative, you draw
cards until you reach your maximum hand size.
In order to draw a mystic card, you must first construct a
table of mystic cards that you will draw from. The table
should contain 12 rows and 2 columns, with the first
column being numbers from 1 to 12, and the second
column being schools of magic. There is no limit to how
many cards of a single school type you can have in your
table.
Once the table is set up, you draw a card by rolling a d12.
You then add to your hand whatever mystic card
corresponds to the number you rolled. Once you construct
a table, you can’t reconstruct the table until you finish a
long rest. Once you reach 11th level, you can reconstruct
the table upon finishing a short rest.
An example Mystic Card Table is as follows:
Cardmaster Spells
Card Throw
Conjuration cantrip(Cardmaster)
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Instantaneous
You conjure and then throw a magical card with a
random effect. Make a ranged spell attack against the
target. On a hit, a target is hit by a card of one of the
following colors, which each have a unique effect and
purpose. For each target, roll a d8 to determine which color
card effects it.
1 Red: The target takes 1d8 fire damage.
2 Orange: The target takes 1d8 acid damage.
3 Yellow: The target takes 1d8 lightning damage.
4 Green: The target takes 1d8 poison damage.
5 Blue: The target takes 1d8 cold damage.
6 Violet: The target takes 1d8 psychic damage.
7 Black: The target takes 1d8 necrotic damage.
8 White: The target takes 1d8 thunder damage.
The spell creates more than one card when you reach
higher levels: two cards at 5th level, three cards at 11th
level, and four cards at 17th level. You can direct the cards
at the same target or at different ones. Make a separate
attack roll for each card.
Channel Divinity
When you take this oath at 3rd level, you gain the following
Channel Divinity options.
Protect the Weak. As a bonus action, you bolster your
comrades with an aura that grants them a +3 bonus to their
armor class as long as they are within 10ft of you. This
bonus lasts until the end of your next turn. At 18th level the
distance of the aura is 30ft.
Weight of the Realm. When a friendly within 30ft of
your would take damage, you can use your reaction to take
the damage yourself reducing the damage dealt to the
friendly creature to 0.
Divine Bulwark
Starting at 7th level, when a friendly creature is within 5
feet of you, you help that ally by using your shield to protect
them. You give the creature the benefit of half cover which
grants a +2 bonus to their armor class.
Healing Surge
Starting at 15th level, you can expend hit dice, as an action,
as if you were taking a short rest.
Bulwark of the Realm
At 20th level, you take the weight of the realm on your back.
You can use your action to gain the following benefits for 1
hour:
You have resistance to bludgeoning, piercing, and
slashing damage from nonmagical weapons.
Your allies have advantage on strength, dexterity and
constitution saving throws while within 30 feet of you.
Your Divine Bulwark ability extends up to 30 feet of you.
This effect ends early if you are incapacitated or die.
Once you use this feature, you can’t use it again until you
finish a long rest.
Channel Divinity
When you take this oath at 3rd level, you gain the following
two Channel Divinity options.
Icy Repose. As an action, you present your holy symbol
and speak a prayer against undeath, using your Channel
Divinity. Each undead that can see or hear you within 30
feet of you must make a Wisdom saving throw. if the
creature fails its saving throw, it is frozen for 1 minute or
until it takes damage.
A frozen creature is affected by the petrified condition
until the frozen effect ends, at which point the creature is
freed and able to act normally.
Vow of Death. As a bonus action, you can utter a vow of
death against a creature you can see within 10 feet of you,
using your Channel Divinity. You deal an extra 1d6 necrotic
damage to the creature whenever you hit it with an attack
for 1 minute or until it drops to 0 hit points or falls
unconscious.
If a creature under this effect dies, it can't become
undead.
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
A spellbook
Enchanter
Enchanters prefer to utilize all of their magic into their
bond with their weapons. These spellswords spend
countless hours with their weapon obtaining new abilities
in the process.
Arcane Study
When you choose this casting archetype at 3rd level, you
gain proficiency in one of the following skills: Arcana,
Medicine, Nature, or Perception.
Improved Arcane Bond
When you choose this casting archetype at 3rd level, your
ability as an Enchanter has improved your Arcane Bonding
abilities. You can now make an Arcane Bond with up to two
different weapons. Additionally, whenever you make
attacks with your bonded weapons, you may use your
Intelligence modifier for its attack and damage rolls. You
can summon one of your bonded weapons as a bonus
action on your turn, causing it to teleport instantly into your
hand, so long as the weapon is on the same plane of
existence.
Arcane Protection
At 7th level, you can weave your residual magic around
yourself to shield you from harm. Whenever you expend a
spell slot, you gain an amount of temporary hit points equal
to five times the spell slot's level.
Spell List
Aquabolt
Ice Knife
Magic Mouth
Slow
Blade Ward
Identify
Magic Weapon
Tidal Wave
Booming Blade
Illusory Script
Mirror Image
Tongues
Charging Bolt
Jim's Magic Missile
Misty Step
Thunder Step
Corroding Blade
Jump
Pyrotechnics
Water Breathing
Fire Bolt
Longstrider
Scorching Ray
Water Walk
Frostbite
Mage Armor
See Invisible
Green-Flame Blade
Magic Missile
Shadow Blade
4th Level
Lightning Lure
Protection from Evil and Shatter
Arcane Eye
Mage Hand
Good
Silence
Conjure Minor Elemental
Magic Ink
Searing Smite
Skywrite
Elemental Bane
Mending
Shield
Spider Climb
Fabricate
Mind Sliver
Spellsword’s Incantation
Umbral Crescent
Flame Surge
Minor Illusion
Swim
Vortex Warp
Fire Shield
Prestidigitation
Thunderous Smite
Warding Bond
Freedom of Movement
Rimeshard Blade
Thunderwave
Warding Wind
Greater Invisibility
Shocking Grasp
Unseen Servant
Ice Storm
Sparking Blade
Witch Bolt
3rd Level Icy Surge
Sword Burst
Wrathful Smite
Blink
Lightning Spear
Thunderclap
Blinding Smite
Raulothim's Psychic Lance
True Strike
2nd Level Call Lightning
Staggering Smite
Venom Blade
Aganazzar's Scorcher
Clairvoyance
Stone Skin
Arcane Lock
Conjure Barrage
Storm Surge
Absorb Elements
Branding Smite
Dispel Magic
Alarm
Cloud of Daggers
Elemental Weapon
5th Level
Burning Hands
Darkvision
Erupting Earth
Animate Objects
Catapult
Dragon’s Breath
Fireball
Banishing Smite
Chromatic Orb
Discharge
Flame Arrows
Cone of Cold
Color Spray
Dust Devil
Fly
Conjure Elemental
Comprehend Languages
Earthbind
Gaseous Form
Contact Other Plane
Detect Magic
Enhance Ability
Haste
Dance of the Spellsword
Disguise Self
Enlarge/Reduce
Ice Hammer
Far Step
Earth Tremor
Flame Blade
Intellect Fortress
Steel Wind Strike
Expeditious Retreat
Gust of Wind
Lightning Bolt
Synaptic Static
Feather Fall
Hold Person
Meld into Stone
Telekinesis
Floating Disk
Invisibility
Motivational Speech
Telepathic Bond
Fog Cloud
Kinetic Jaunt
Nondetection
Thunder Bow
Frost Fingers
Levitate
Projection Strike
you deal an extra 1d4 damage of the chosen type to any Your speed increases by 10 feet and you can move
target you hit with the weapon. through a hostile creature's space as if it were difficult
terrain.
Discharge The first time you enter a creature's space on a turn, you
2nd-Level Evocation (Spellsword, Wizard) can force that creature to make a Dexterity saving
Casting Time: 1 action throw. On a failed save, a creature takes 2d8 lighting
Range: Self(10 feet radius) damage. On a successful save, it takes half as much
Components: V, S damage.
Duration: Instantaneous
When the spell ends, you must make a Constitution
Lightning blast outwards from you in all directions. saving throw with a DC 15 or you suffer from one stack of
Creatures within 10 feet of you must make a Dexterity exhaustion.
saving throw. On a failed save, a creature takes 2d10
lightning damage and cannot use their reaction until the
start of their next turn. On a successful save, a creature
takes half as much damage and can still use their reaction.
At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, the damage increases by 1d10
for each slot level above 2nd.
Level Bonus Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Known
1st +2 Spellcasting, Channel Spirits 2 3 2 — — — — — — — — —
(1/rest)
2nd +2 Mask of Power 2 4 3 — — — — — — — — —
3rd +2 Spiritual Gifts 2 5 4 2 — — — — — — — 1
4th +2 Ability Score Improvement 3 6 4 3 — — — — — — — 1
5th +3 — 3 7 4 3 2 — — — — — — 1
6th +3 Mask of Power Feature 3 8 4 3 3 — — — — — — 2
7th +3 Channel Spirits (2/rest) 3 9 4 3 3 1 — — — — — 2
8th +3 Ability Score Improvement 3 10 4 3 3 2 — — — — — 2
9th +4 — 3 11 4 3 3 3 1 — — — — 2
10th +4 — 4 11 4 3 3 3 2 — — — — 3
11th +4 Mask of Power Feature 4 12 4 3 3 3 2 1 — — — 3
12th +4 Ability Score Improvement 4 12 4 3 3 3 2 1 — — — 3
13th +5 — 4 13 4 3 3 3 2 1 1 — — 3
14th +5 — 4 13 4 3 3 3 2 1 1 — — 4
15th +5 — 4 14 4 3 3 3 2 1 1 1 — 4
16th +5 Ability Score Improvement 4 14 4 3 3 3 2 1 1 1 — 4
17th +6 Channel Spirits (3/rest) 4 15 4 3 3 3 2 1 1 1 1 4
18th +6 Mask of Power Feature 4 15 4 3 3 3 3 1 1 1 1 4
19th +6 Ability Score Improvement 4 15 4 3 3 3 3 2 1 1 1 4
20th +6 Elder Witch Doctor 4 15 4 3 3 3 3 2 2 1 1 4
You may only have one Spirit Guide active at a time. Mask of Medicine
A witch doctor that wears a Mask of Medicine can be
Mask of Power counted on to bring healing to the wounded and respite to
the weary. Though they are unconventional compared to
At 2nd level, you strengthen your connection to the spirit other healers, the allies of these witch doctors have a
world and set yourself on one of three mystical paths. Your reliable ally in times of need.
choice transforms your ritual mask into a Mask of
Medicine, Mask of Death, or Mask of Voodoo, all detailed Shepherd of Spirits
later in this class description. Your new ritual mask grants
you features at 2nd level, and then again at 6th, 11th, and When you take this archetype at 2nd level, you begin to
18th level. If you lose the mask, you can perform a 1-hour attract and collect tiny spirits of healing from other realms
ceremony to craft a replacement. This ceremony can be called motes. They typically appear as golden or pale white
performed during a short or long rest, and it destroys the orbs of light, but are only visible if you want them to be. On
previous mask. rare occasions, they have been known to take on different
forms when visiting certain witch doctors.
Spiritual Gift You have a number of motes equal to half your witch
doctor level. As a bonus action, you may send a number of
The power of the otherworldly spirits grants you abilities these mote up to 60 feet away to an ally you can see. That
beyond those of a normal person. creature regains a number of hit points equal to 1d6 for
Beginning at 3rd level, you gain a Spiritual Gift of your each mote spent this way before the mote disappears to the
choice. Your gift options are detailed at the end of this class realm it came from. You can spend a number of motes at a
description. When you gain certain witch doctor levels, you single time equal to your proficiency bonus. You regain all
gain additional Spiritual Gifts of your choice, as shown in expended motes after a long rest.
the class features column of the Witch Doctor table. Many
Spiritual Gifts require you to reach a certain level before Mask of Medicine Spells
they become available, as the spirits that grant them are
especially dangerous. Starting at 2nd level, you learn the Spare The Dying cantrip
Additionally, when you gain a level in this class, you can if you don't already know it.
choose one of your Spiritual Gifts and replace it with Also at 2nd level, you learn additional spells when you
another eligible choice. reach certain levels in this class, as shown on the Mask of
Medicine Spells table. These spells count as witch doctor
Ability Score Improvement spells for you, but don't count against the number of witch
doctor spells you know.
When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice Mask of Medicine Spells
by 2, or you can increase two ability scores of your choice Witch Doctor
by 1. As normal, you can’t increase an ability score above 20 Level Spells
using this feature. 2nd cure wounds, detect poison and
disease
Cantrip Versatility 3rd healing spirit, lesser restoration
Whenever you reach a level in this class that grants the 5th aura of vitality, remove curse
Ability Score Improvement feature, you can replace one
cantrip you learned from this class’s Spellcasting feature 7th aura of purity, guardian of faith
with another cantrip from the witch doctor spell list. 9th greater restoration, mass cure
wounds
yourself with spirit energy. While you are infused with spirit
energy, when you use your Shepherd of Spirits feature or a
spell of 1st level or higher to restore hit points to a Eidolon Vessel
creature, you can also restore half that many hit points to a
different creature of your choice within 60 feet of you. You Small or Medium undead
can restore hit points in this way only once per turn. You Armor Class 13 (natural armor)
remain infused with spirit energy for one minute or until Hit Points 2 + your Wisdom modifier + 5 times
you are incapacitated or dead. your witch doctor level (the vessel has a
number of hit dice [d8s] equal to your witch
Guardian of Spirits doctor level)
At 11th level, you attract more powerful motes when you Speed 30 feet
rest. Creatures you target with Shepherd of Spirits now STR DEX CON INT WIS CHA
also gain temporary hit points equal to your Wisdom 16 (+3) 10 (+0) 16 (+3) 6 (-2) 12 (+1) 4 (-3)
modifier. In addition, when you use Shepherd of Spirits on
a creature, you can also end one disease or one of the
following conditions affecting the creature: blinded, Saving Throws Con +3 plus PB, Str +3 plus PB
deafened, paralyzed, poisoned, or stunned. Skills Athletics +3 plus PB
Damage Resistances Necrotic
Ancient Healing Damage Immunities Poison
Condition Immunities Exhaustion, Poisoned
Starting at 18th level, when you would normally roll one or Senses Darkvision 60 ft., passive Perception 11
more dice to restore hit points with a spell, you instead use Languages understands the languages you speak,
the highest possible number for each dice. For example, but can't speak
instead of restoring 2d6 hit points to a creature, you Proficiency Bonus: equals your bonus
restore 12.
Actions
Mask of Death Necrotic Grasp: melee weapon attack: your spell
attack modifier to hit, reach 5 ft., one target you
Those who wear the Mask of Death are the most feared of can see. Hit: 1d8 + PB necrotic damage.
all witch doctors. They hold sway over the darkest and
most malicious spirits and wield the powers of the grave.
Those that follow this path are outcasts of society,
If a Spiritual Gift has prerequisites, you must meet them to As an action, you can expend a 1st level spell slot to
gain it. You can gain the Spiritual Gift at the same time that summon a crocodile at a point you can see within 60 feet of
you meet its prerequisites. you. In combat, the crocodile shares your initiative count,
but it takes its turn immediately after yours. If the crocodile
Ancient Spirit Guide is summoned in a suitably-sized body of water, it appears
Prerequisite: 14th level, Improved Spirit Guide
submerged and hidden from creatures outside of the water.
When you use your Channel Spirits: Spirit Guide, you may It can move and use its reaction on its own, but the only
target up to two creatures to gain its benefits. You may action it takes is the Dodge action, unless you take a bonus
choose a different spirit type for each target. In addition, action on your turn to command it to take another action.
each type of spirit you can summon grants an additional You can have one crocodile summoned at a time. The
benefit: crocodile disappears after 10 minutes or when it drops to 0
hit points.
Swiftness: The spirit's target has advantage on
Dexterity saving throws. Additionally, the spirit's target Master of Toxins
doesn't provoke opportunity attacks. Prerequisite: 14th level, Toximonger
Vitality: The spirit's target has advantage on You gain resistance to poison damage. In addition, when
Constitution saving throws. Additionally, the spirit's you use the Toximonger dark boon, you may now target
target has resistance to one damage type of your choice: another creature within 30 feet of you to gain the benefit of
acid, cold, fire, lightning, poison, or thunder. that boon instead of yourself, and the 2d6 of your
Knowledge: The spirit's target has advantage on Toximonger boon becomes 4d6.
Intelligence and Wisdom saving throws.
Channeling Mask Murk and Mire
Whenever you use your Channel Spirits feature, roll a Prerequisite: 14th level
number of d4s equal to half your proficiency bonus and add As an action, you may transform the ground around you
your Wisdom modifier to the total. You gain a number of into a murky, muddy swamp for one minute. This boon
temporary hit points equal to the total. ends early if you die or are incapacitated. For the duration
of this boon, the ground within 15 feet of you is difficult
Deathly Presence terrain for your enemies. In addition, as a bonus action, you
Prerequisite: 10th level, Mask of Death
can force one creature within the swamp to succeed on a
You have resistance to necrotic damage. Your Eidolon Strength saving throw against your witch doctor spell save
Vessel is immune to being frightened or charmed. DC or be restrained by thick mud and snaking vines until
this boon ends or it is no longer within the swamp. A
Gentle Presence creature restrained this way can use its action to make a
Prerequisite: 10th level, Mask of Medicine, Find Familiar
Strength (Athletics) check against your spell save DC. On a
Your deep connection to the spirit world and ability to heal success, it frees itself.
grants you a unique companion. When you cast find Once you use this boon, you can't use it again until you
familiar, you can choose to summon a Chwinga as your finish a long rest.
familiar. A Chwinga that becomes a familiar loses the Path of Wellness
Magical Gift action. (The Chwinga's stats can be found on Prerequisite: Mask of Medicine
page 216 of Tomb of Annihilation.) You gain the ability to use your movement to teleport up to
Gris-Gris 30 feet towards an injured ally. You can teleport in this
Prerequisite: 10th level, Mask of Voodoo
fashion even if your speed has been reduced to zero, unless
Your connection to spirits allows you to channel their you are incapacitated. You may use this trait a number of
energy into a protective talisman: a gris-gris. While a times equal to half your proficiency bonus (rounded up),
creature holds or wears your gris-gris, they make saving and you regain all expended uses when you finish a long
throws against being blinded, charmed, frightened, stunned, rest.
possessed, or put to sleep with advantage. Pestilence
Improved Spirit Guide
As a bonus action, you may create your choice of a Swarm
Prerequisite: 6th level of Beetles, Swarm of Centipedes, Swarm of Spiders, or
When you use your Channel Spirits: Spirit Guide, each Swarm of Wasps in a space up to 30 feet of you that you
type of spirit you can summon grants an additional benefit: can see. The swarm is friendly to you and your allies but
doesn't obey commands. Roll initiative for the Swarm,
Swiftness: The spirit's target can use the dash action as which has its own turns. The swarm lasts for one minute or
a bonus action on their turn. until it drops to 0 hit points, at which point it disperses.
Vitality: The spirit's target gains a +1 bonus to AC. The swarm will try to attack the last enemy that dealt
Knowledge: The spirit's target is immune to being damage to you, otherwise it attacks the closest enemy.
frightened, charmed, or possessed. Once you use this boon, you can't use it again until you
finish a short or long rest.
Shrouded by the Spirits When you bleed, your blood morphs into deadly vipers as it
Prerequisite: 6th level leaves your body. When an enemy hits you with a melee
You can cast invisibility on yourself without expending a attack, a blood viper strikes at them, dealing poison
spell slot. Wisdom is your spellcasting ability for this spell. damage equal to 1d6 + your Wisdom modifier before
Once you cast this spell in this way, you can't cast it in this slithering away and evaporating. Vipers created this way
way again until you finish a short or long rest. are friendly towards you.
Spirit Fire Voice From Beyond
You learn the fire bolt and sacred flame cantrips. Wisdom You gain proficiency in the Persuasion and Intimidation
is your spellcasting ability for these spells. These spells skills.
don't count against the amount of cantrips you know from
your class table. Tough Vessel
Prerequisite: Mask of Death
Spirited Away Your Eidolon Vessel gains a bonus to its Armor Class equal
Prerequisite: 14th level
to half your proficiency bonus (rounded up).
As a reaction when you take damage, you can step into the
ethereal plane as if you cast the etherealness spell. If you Wrathful Spirits
successfully enter the ethereal plane, you gain immunity to Prerequisite: 6th level
the triggering damage. You can return at any time during As a bonus action, you can surround yourself with an aura
your turn (no action required), and automatically return if comprised of the angry spirits of those you channel. The
you are in the ethereal plane at the end of your next turn. aura extends 5 feet from you in every direction, but not
When you return, you return to an unoccupied space of through total cover. It lasts for one minute, and ends early if
your choice that you can see within 10 feet of the space you you're incapacitated, if you die, or you dismiss it as a bonus
vanished from. action.
Once you use this boon, you can't use it again until you Any other creature that starts its turn in the aura must
finish a long rest. make a Wisdom saving throw against your witch doctor
spell save DC or take necrotic damage equal to twice your
Spiritual Knowledge Wisdom modifier (minimum of 2 damage) and be
You gain proficiency in the History and Religion skills. frightened of you until the end of their next turn.
Once you use this invocation, you can't use it again until
Spiritual Form you finish a short or long rest.
Prerequisite: 10th level
You can use your action to cast polymorph on yourself Yopo Powder
without expending a spell slot, transforming into your Prerequisite: Mask of Voodoo
choice between a cave bear, dire wolf, giant constrictor With 10 minutes of work and expending 20 gp worth of
snake, giant eagle, giant elk, giant toad, or saber-toothed materials, you can create a small satchel containing a
tiger. While you are transformed this way, you retain your number of doses of yopo powder equal to your proficiency
Intelligence, Wisdom, and Charisma scores. bonus. When you create a batch of powder, you choose
Once you use this boon, you can’t use it again until you what effect it has, listed below. As an action, you may blow
finish a short or long rest. a handful of yopo powder into the face of a creature within
5 feet. A creature must succeed on a Constitution saving
Spiritual Mind throw against your witch doctor spell save DC or suffer the
You have advantage on Constitution saving throws that you chosen effect. You may only have one satchel of yopo
make to maintain your concentration on a spell. powder at a time.
The creature is blinded until the start of your next turn.
Toximonger The creature has disadvantage on Wisdom saving
Prerequisite: 6th level throws until the start of your next turn.
As a bonus action, you may infuse your weapons with the The creature takes poison damage equal to 1d10 + your
toxic essence of the poison arrow frog. Once infused, the Wisdom Modifier.
poison retains its potency for 1 minute or until you hit with
a weapon attack. While your weapons are infused, you deal
an extra 2d6 poison damage whenever you hit with a
weapon attack, and a creature hit by the attack must
succeed on a Wisdom saving throw against your witch
doctor spell save DC or become poisoned until the end of
its next turn. While poisoned in this way, the creature has a
movement of 0 and makes an attack in a random direction
on its turn.
Spell List
If you drop the weapon, it dissipates at the end of the Your speed increases by 10 feet and you can move
turn. Thereafter, while the spell persists, you can use a through a hostile creature's space as if it were difficult
bonus action to form another scythe in your hands. terrain.
At Higher Levels. When you cast this spell using a 5th- The first time you enter a creature's space on a turn, you
or 6th-level spell slot, the damage increases to 4d10. When can force that creature to make a Dexterity saving
you cast it using a spell slot of 7th level or higher, the throw. On a failed save, a creature takes 2d8 lighting
damage increases to 5d10. damage. On a successful save, it takes half as much
damage.
Flame Surge
4th-level Transmutation (Spellsword) When the spell ends, you must make a Constitution
Casting Time: 1 bonus action saving throw with a DC 15 or you suffer from one stack of
Range: Self exhaustion.
Components: V, S, M (a drop of your own blood) Lightning Spear
Duration: Concentration, up to 1 minute 4th-level evocation (Cardmaster, Druid, Sorcerer,
When you cast this spell you transform your magic into fire Spellsword)
to cause the area around you to burn with intensity. Until Casting Time: 1 bonus action
the spell ends, you gain the following effects: Range: Self
You deal an additional 1d8 fire damage whenever you Components: V, S, M (a bit of fur and a rod of amber,
hit a creature with an attack.
crystal, or glass)
The area up to 15 feet around you is ignited by the heat Duration: Concentration, up to 10 minutes
of your magic for the duration. When you cast this spell, You evoke a sparking spear in your free hand. The spear
you can designate any number of creatures you can see is similar in size and shape to a spear, and it lasts for the
to be unaffected by it. When an affected creature enters duration. If you let go of the spear, it disappears, but you
the area for the first time on a turn or starts its turn can evoke the spear again as a bonus action.
there, it must make a Constitution saving throw. On a You can use your action to make a melee spell attack
failed save, the creature takes 4d6 fire damage. On a with the sparking spear. Alternatively, you can also use your
successful save, the creature takes half as much action to make a ranged spell attack, by evoking an
damage.
elemental blast from the sparking spear, against one
When the spell ends, you must make a Constitution creature or object within 60 feet of you. You have advantage
saving throw with a DC 15 or you suffer from one stack of on the attack roll if the target is wearing armor made of
exhaustion. metal. On a hit, the target takes 4d10 lighting damage and
it can't take reactions until the start of its next turn.
Icy Surge
At Higher Levels. When you cast this spell using a spell
4th-level Transmutation (Spellsword) slot of 6th level or higher, the damage increases by 1d10 for
every two slot levels above 4th.
Casting Time: 1 bonus action
Range: Self
Components: V, S, M (a drop of your own blood)
Duration: Concentration, up to 1 minute
When you cast this spell you transform your magic into ice
chilling the area around you. Until the spell ends, you gain
the following effects:
You deal an additional 1d8 cold damage whenever you
hit a creature with an attack.
Magical Studies, Heaven's Blessing, or Trickster Magic Your inner magic as a Triton has improved. You gain the
features. When you transform into a fox, any equipment following traits:
you're wearing merge into that form until you assume a
different form. While transformed in this fashion, your Increase your Strength, Constitution, or Charisma
Disguise Appearance feature may be used to hide your score by 1, to a maximum of 20.
extra tails and other distinct traits of your heritage while You master the elemental magic of air and water. You
active, making you appear to be a normal fox. You revert learn the create or destroy water spell and can cast it as
to your true form when you die. a 1st level spell at will, without expending a spell slot.
You can communicate with foxes in their own language, You also learn warding wind and water breathing, each
as if under the effect of a continuous speak with animals of which you can cast once without expending a spell
spell. slot. You regain the ability to cast those two spells in this
way when you finish a long rest. Charisma is your
Improved Breath Weapon spellcasting ability for these spells.
Prerequisite: Half Dragon or Dragonborn
Heavy Hitter
Extensive training has granted you greater control over You are practiced in the art of crushing your enemies with
your breath weapon, allowing you to use it more quickly bludgeoning weapons, granting you the following benefits:
and more frequently. You gain the following traits: Increase your Strength or Constitution score by 1, to a
Increase your Constitution score by 1, to a maximum of maximum of 20.
20. When you hit an attack with a weapon that deals
You may use your breath weapon as a bonus action. bludgeoning damage, you can force that creature to
If you choose to use your action for your breath weapon make a Dexterity or Strength(target's choice) saving
instead of your bonus action, then it's damage is throw DC (8 + your proficiency bonus + your Strength
increased by 1d6 and it's range is doubled. modifier) to push that creature if it is Large or smaller
to an unoccupied adjacent space.
Minuscular Manhandler When you score a critical hit with an attack with a
Prerequisite: Small Race, 15 str
weapon that deals bludgeoning damage to a creature,
your reach. If the original attack roll can hit it, you can You master the arts of diplomacy, gaining the following
deal slashing damage to that creature equal to the benefits:
ability modifier you use for attack and damage rolls. Increase your Charisma score by 1, up to a maximum of
Immunity, resistance, and vulnerability is applied to this 20.
damage as if it were dealt by the weapon used to make Your proficiency bonus is doubled for any ability check
the original attack. you make that uses the Persuasion skill.
When you score a critical hit with an attack with a Other creatures have disadvantage on attack rolls
weapon that deals slashing damage to a creature, the against you, provided you haven't taken a turn in the
target has disadvantage on the next attack roll it makes combat yet.
before the end of its next turn.
Acrobat Empathic
Prerequisites: Proficiency in the Acrobatics Skill
Prerequisites: Proficiency in the Insight Skill
You possess keen insight into how other people think and
You become more nimble, gaining the following benefits: feel. You gain the following benefits:
Increase your Dexterity score by 1, up to a maximum of Increase your Wisdom score by 1, up to a maximum of
20. 20.
Your proficiency bonus is doubled for any ability check Your proficiency bonus is doubled for any ability check
you make that uses the Acrobatics skill. you make that uses the Insight skill.
When you make a jump, you can use your Dexterity You can determine if a creature is charmed, frightened,
score in place of your Strength score. or possessed.
Animal Handler Historian
Prerequisites: Proficiency in the Animal Handling skill
Prerequisites: Proficiency in History Skill
You master the techniques needed to train and handle Your study of history rewards you with the following
animals. You gain the following benefits: benefits:
Increase your Wisdom score by 1, to a maximum of 20. Increase your Intelligence score by 1, up to a maximum
Your proficiency bonus is doubled for any ability check of 20.
you make that uses the Animal Handling skill. Your proficiency bonus is doubled for any ability check
You can use a bonus action on your turn to command you make that uses the History skill.
one willing beast within 60 feet of you that can hear you When you take the Help action to aid another creature's
and that isn't currently following the command of ability check, that creature's check gains a bonus equal
someone else. You decide now what action the beast to your proficiency bonus, as you share pertinent advice
will take and where it will move during its next turn, or and historical examples. To receive this bonus, the
you issue a general command that lasts for 1 minute, creature must be able to understand what you're saying.
such as to guard a particular area.
Investigator
Arcanist
Prerequisites: Proficiency in the Investigation Skill
You have an eye for detail and can pick out the smallest
You study the arcane arts, gaining the following benefits: clues. You gain the following benefits:
Increase your Intelligence score by 1, up to a maximum Increase your Intelligence score by 1, to a maximum of
of 20. 20.
Your proficiency bonus is doubled for any ability check Your proficiency bonus is doubled for any ability check
you make that uses the Arcana skill. you make that uses the Investigation skill.
When a creature you can see casts a spell, you know the You can take the Search action as a bonus action.
school of the spell being cast.
Brawny
Prerequisites: Proficiency in the Athletics Skill
creature takes a long rest within this period, they Your nimble fingers and agility let you perform sleight of
recover from the disease. hand. You gain the following benefits:
Menacing Increase your Dexterity score by 1, up to a maximum of
20.
Prerequisites: Proficiency in the Intimidation Skill
Your proficiency bonus is doubled for any ability check
20.
Your extensive study of nature rewards you with the Your proficiency bonus is doubled for any ability check
following benefits: you make that uses the Deception skill.
Increase your Intelligence score by 1, up to a maximum When you take the Help action, you can choose to
of 20. instead grant the creature you aid disadvantage on the
Your proficiency bonus is doubled for any ability check next ability check it makes to perform the task you are
you make that uses the Nature skill. helping with, provided that it makes the check before
You can inspect food and water and determine whether the start of your next turn. A successful Wisdom
it is fit for consumption, provided that you can see and (Insight) check contested by your Charisma (Deception)
smell it. You also determine whether it is poisoned and check allows a recipient to determine the effects true
as well as the kind of poison. nature. If your check fails, the target can't be deceived
by you in this way for 1 hour.
Perceptive
Prerequisites: Proficiency in the Perception Skill
Stealthy
You hone your senses until they become razor sharp. You Prerequisites: Proficiency in the Stealth Skill
You know how best to hide. You gain the following benefits:
Increase your Wisdom score by 1, to a maximum of 20.
Your proficiency bonus is doubled for any ability check Increase your Dexterity score by 1, to a maximum of 20.
you make that uses the Perception skill. Your proficiency bonus is doubled for any ability check
Being in a lightly obscured area doesn't impose you make that uses the Stealth skill.
disadvantage on your Wisdom (Perception) checks if If you move no more than half your speed while hidden
you can both see and hear. on the same turn, moving into the open doesn't reveal
your position. You are revealed if you end your
Performer movement in a space where you are visible.
Prerequisites: Proficiency in the Performance Skill
A
deitymark is a permanent, physical brand that Your deitymark confers the following benefits:
You might have been a very loyal follower, • When you first take this feat, you gain the least deitymark.
performed exceptional work for their You learn the spells listed under the
Least column.
domains, followed their principles strongly, or • At 5th level and higher, your mark becomes more potent,
otherwise emulated the gods' themes so improving to a lesser deitymark. You also learn the spell
much that they have marked and decided to listed under the Lesser column.
keep an eye on you. These feats are not race locked. Each • At 9th level and higher, your mark’s power increases
character can have only one mark maximum.
You can cast web once using a warlock spell slot. You can’t When you use your action to cast a warlock spell, you can
do so again until you finish a long rest. make one weapon attack with your pact weapon as a bonus
action.
Book of False Memories
Prerequisite: Pact of the Tome feature Ethereal Sight
Prerequisite: 15th level
While your Book of Shadows is on your person, you can
use a warlock spell slot to cast a spell which you don't You can cast see invisibility at will, without expending a
know. The spell must be on the warlock spell list, and it spell slot or material components.
can't be of a level higher than that of your Warlock spell
slots. False Mastery
Once you use this invocation, you can't do so again until Prerequisite: 9th level, Pact of the Tome feature
you finish a long rest.
When you cast find familiar, you infuse them with your own Gift of Gaia
vigor granting them the following benefits: Prerequisite: 15th level, Pact of the Talisman feature
The familiar gains additional hit dice equal to your
warlock level. You can cast enhance ability on the wearer of your talisman
While your familiar is within your reach, you can force at will, without expending a spell slot or material
an attack targeted at your familiar to target you instead. components. The spell ends if the talisman is removed
While your familiar is within your reach, if it is from the wearer.
subjected to an effect that allows it to make a Dexterity
saving throw to take only half damage, it instead takes Gift of the Hopeful Ones
no damage if it succeeds on the saving throw, and only Prerequisite: 5th level, Pact of the Chain feature
half damage if it fails.
Cleansing Winds You can cast beacon of hope once using a warlock spell
slot. You can’t do so again until you finish a long rest.
Prerequisite: 7th level, Pact of the Chain feature
Unchained Breath
You can cast aura of purity once using a warlock spell slot.
You can’t do so again until you finish a long rest. Prerequisite: Pact of the Chain feature
Elder Lore You can cast dragon’s breath on your familiar once using a
warlock spell slot. You regain the ability to do so when you
Prerequisite: Pact of the Tome feature finish a long rest.
While your Book of Shadows is on your person, you gain
a bonus to Intelligence (Arcana), Intelligence (History), and Unearthly Athleticism
Intelligence (Religion) checks equal to your Charisma
modifier. You gain proficiency in the Acrobatics and Athletics skills.
Eldritch Warrior Void of Aura
Prerequisite: Pact of the Blade feature Prerequisite: Pact of the Tome feature
You have learned to channel your patron's power through You can cast magic aura once without expending a spell
your pact weapon. When you make an attack with your pact slot. You regain the ability to do so when you finish a long
weapon, you can use your Charisma modifier, instead of rest.
Strength or Dexterity, for the attack and damage rolls.
Void of Self
Prerequisite: 5th level, Pact of the Tome feature
haunts me.
Tool Proficiencies: Disguise kit
d6 Flaw
Feature: City Urchin Contact
1 I have a self-destructive vice that I indulge in secret.
With years of experience, You know the reliability of street
urchins' knowledge and connections within the city 2 I lack empathy for my prey.
compared to city watches. You have a reliable and 3 I underestimate or look down upon the common
trustworthy group of city street urchin contacts who act as folk.
your liaisons to help you gather information. With enough 4 All my relationships end in ruin.
coins, They will assist you in seeking specific people, items,
or locations that are familiar to them. 5 I’m cripplingly obsessive.
6 I don’t know how to handle failure.
Suggested Characteristics
Detectives typically have above-normal intelligence, and Original Document
can seem distant or aloof in the presence of lesser minds. https://homebrewery.naturalcrit.com/share/Sz7thtiPi
They’re often marginalized to the extent of becoming
loners, or have crippling flaws they strive to keep hidden.
Criminal Doctor
d8 Personality Trait
Sometimes you aren't always a good aligned doctor
because you know that criminals need help too.
1 Before I leave a room, I often turn to ask one last
4 I like to reveal my findings to a captive audience. Equipment: Herbalism kit, common clothes, surgeon’s
5 I’m witheringly sarcastic. gloves, medical mask, leather apron, and 10 gp
6 I rarely reveal my true feelings.
Feature: Criminal Contact
7 I solve crimes because life bores me.
You have a reliable and trustworthy contact who acts as
8 I’m oddly superstitious. your liaison to a network of other criminals. You know how
to get messages to and from your contact, even over great
d6 Ideal distances; specifically, you know the local messengers,
1 Justice. I’m sworn to bring criminals to justice corrupt caravan masters, and seedy sailors who can deliver
(Lawful). messages for you.
2 Intellect. The mind is a muscle that must be Original Document
exercised to achieve brilliance (Any).
https://docs.google.com/document/d/1IrxHqSw68ME9NH0B-
3 Geed. I need coin to dig me out of this pit (Neutral) z7gQpu8xcbBzKgMgnhpOcHnrj4/edit
4 Redemption. I’m trying to undo all the bad things I’ve
done in my life (Any).
5 Recklessness. If they break the rules, so can I
(Chaotic)
6 Curiosity. We don’t learn anything unless we
experiment (Any).
d4 Flaw
Feature: Green Thumb
1 If a plant could be useful, I will always take it with
Mother Nature provides a great many gifts to her children if me, no matter how foul it smells.
only they know where to look. When you see a plant, you
may spend 1 minute examining it, determining if it has 2 I grow angry if people step on strange or useful
plants.
potentially beneficial properties, potentially harmful
properties, or if the plant is benign and otherwise 3 I am addicted to my own wares.
mundane. 4 I will never be satisfied until I can make a certain
potion.
Suggested Characteristics
d8 Personality Trait Original Document
1 I just want to be gardening. https://www.dandwiki.com/wiki/Town_Apothecary_(5e_Background)
2 I am enamored by all of the unique sights, sounds,
scents, and sensations of the world around me!
3 Plants don't talk much, and neither do I.
4 Speaking regularly to houseplants improves their
health and growth. Maybe the same works with
people?
5 Like tea with honey, I am sweet and earthy and like
to make you feel at home.
6 Like a cure for a fever, I am bitter, I sting, and I am
likely to leave a bad taste in your mouth.
7 Like a nightshade plant, I am deceptively innocent
seeming and sweet, but take from me and you will
suffer.
8 I'm sort of like a potato. Kind of bland, not the
prettiest, but I am robust, adaptable, and even if you
don't admit it, you love me.
Return to Table of Contents
81
d8 Personality Trait
Messenger 1 I love meeting new people and exchanging gossip.
When kings negotiate alliances or merchants order goods 2 I enjoy telling stories of my past errands.
from far away, communication over very long distances is
necessary, and that is where you come in. As a messenger, 3 I come and go like the wind—my feet get itchy if I
stay in one place too long.
you are responsible for safely and discreetly delivering the
letters or items you are entrusted with. You might work for 4 I always make the impression of being in a hurry.
a commercial firm, or be employed by a government. 5 I like having a souvenir from every place I visit.
Independent messengers are rare as they lack credibility.
6 Finding excuses and making up reasons is
something I've become quite good at by now.
Skill Proficiencies: Persuasion, Survival
Original Document
https://www.gmbinder.com/share/-M0xlGqji18TCJEH8SyB
Return to Table of Contents
82
d6 Ideal
Gravekeeper 1 Respect. I believe that all men are equal in death, and
Mortician, embalmer, keeper of the dead - you are generally deserve respect. (Good)
the last person to enter someone's life, and the last person 2 Tradition. Ritual and tradition bind the generations
someone wants to be around anyway. Although your together, and should be preserved. (Lawful)
services to your village are important and surprisingly 3 Nature. Everything and everyone returns to the dirt in
specialized, people are far happier when they can just the end; defying nature leads to our own downfall.
pretend that you and your cart don't exist. (Neutral)
Subject of Worship
Think about what your cult worships, or roll on the
Subjects of Devotion table.
d10 Subject
1 A demon lord
2 An archdevil
3 A lich or other powerful undead creature
4 A Great Old One
5 A colony of mind flayers
6 An archfey
7 A herald of Elemental Evil
8 Yuan-ti
9 A chromatic dragon
10 A deity despised by your society
inspiration from to create this lovely compendium. As you Fox Form - Submitted by user named Ekiath.
will notice, some were heavily altered to fit the balance of Shadow Play - Submitted by a user named MyrddinEmrys.
Blade Cantrips and Spellsword Surges - Created by a user
named skyhokuten on Discord.
skyhokuten on Discord.
Awakened Dog
cannot be found.
Half-Dragon
Half-Oni
Kitsune
Swift - Created by a user named Tree45 on Discord.
Lythari
Northlander
on Discord.
Cardmaster
MyrddinEmrys on Discord.
Discord.
Spellsword
BasiliskFang on Discord
Witch Doctor