Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                

DND World Homebrew Compendium

Download as pdf or txt
Download as pdf or txt
You are on page 1of 88

DnD World Homebrew Compendium 2.

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

Classes and Subclasses


Topic Page Number
Blood Hunter 23
Cardmaster 35
College of Dance 43
Oath of the Bulwark 44
Oath of the Grave 45
Spellsword 46
Way of the Jasmine Dragon 55
Way of the Warped Fist 57
Witch Doctor 58

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.

Return to Table of Contents


3
    Quadruped Frame. While not wearing armor, your
Armor Class is equal to 12 + your Dexterity modifier. Due
to your unusual body shape, armor costs twice as much as
normal to be made for you.
Soulstone. As an awakened dog, you were created and
are sustained in part by a magic gem called a soulstone,
which is embedded somewhere in your body, and grants
you your intelligence and some magical capability. While
your ability to perform activities that would normally
require hands is limited by your paws, the magic of your
soulstone helps you make up for this: you know the mage
hand spell, and can cast it without components.
Intelligence, Wisdom, or Charisma is your spellcasting
ability for this spell (choose when you select this race). For
you, it has the following special properties:
You can cast the spell as a bonus action.
The spell lasts until dispelled, unless you fall
unconscious, use your action to end the spell, or cast the
spell again.
While the hand remains within 5 feet of you, you can
control it without using your action.
While the hand is in your space, you can use it to wield
a one-handed weapon and to activate magic items.
Bite. Your teeth are natural weapons, which you can use
to make unarmed strikes. If you hit with them, you deal
piercing damage equal to 1d4 + your Strength modifier,
instead of the bludgeoning damage normal for an unarmed
strike.
Calming Presence. You have proficiency in the Animal
Handling and Persuasion skills.
Canine Pounce. You can burst forth with a sudden rush
of strength. When you grapple a creature or hit it with your
bite, you can force it to make a Strength saving throw (DC
8 + your proficiency bonus + your Strength modifier). On a
failed save, you knock the creature prone.
Once you use this trait, you can’t use it again until you
finish a short or long rest.
Languages. You can speak, read, and write Common.
You also have the ability to comprehend and verbally
communicate with other canines.

Return to Table of Contents


4
Languages. You know Common and Aquan, the
Charcadin language of water elementals and those from the
“There’s no way that your commonplace water-dweller Elemental Plane of Water.
could put that much of a bite in a ship. Not big enough for a Subspecies. Charcadin hail from one of two subspecies:
dragon turtle, nor with the suckers of a giant squid. But the Deep-Dwellers and Tidesurfers.
rows of hundreds of chipped knife-like teeth pointed us in
the direction of the thing that had been pestering all of our Deep-Dweller
community. We found that his name was Equior and that The largest of the sub types, Deep-Dwellers swim in darker
he had a serious problem with teething. He paid us with waters than most and as such, do not see as many threats
enough gold pieces to make repairs, and we all found that besides their own kind and greater predators such as giant
he makes some very good ceviche in return. Got a couple of squid and kraken. These are the ones that are expert pearl
pictures of him, turns out he’s a pretty good kid…with lots of divers and oftentimes will go searching for sunken
teeth.” treasure: many adventurers employ them to dive for riches
Terrors of the seas and coastal regions, many a sailor to return to them…for a price.
and his livelihood has been terrorized by these monstrous Ability Score Increase. Your Strength score increases
beings. A hybrid of shark and man, Charcardins are toothy by 1.
creatures who are both quick to kill and are swift in their Scary Faces. You have proficiency in the Intimidation
watery home. skill.
Oftentimes, they are misunderstood as well. Dwellers Powerful Build. You count as one size larger when
along the ocean side paint them as blood thirsty things. In determining your carrying capacity and the weight you can
truth, quite like tieflings, they are misunderstood and have push, drag, or lift.
a vibrant and exotic culture that dwells beneath the waves. Blood Frenzy. Deep Dwellers live in areas where food
Making homes out of abandoned shipwrecks, inactive may be scarce, and are keenly attuned to the spilling of
volcanoes and coral reefs, it is rare that they have an blood. After you hit a creature with a melee weapon attack
established settlement upon the land. Charcardins, you can use your bonus action to frenzy and bite down on
depending on their sub type, lean in favor of either the same creature. That creature must make a Strength
lifestyles that look kindly upon feats of strength and those saving throw. The DC for this saving throw equals 8 + your
which require nimbleness. Living in a harsh environment Strength modifier + your Proficiency modifier. The
has conditioned them to be self-reliant on their natural creature takes piercing damage equal to 1d6 + your
traits, to which they utilize in much of their waking lives. Strength modifier on a failed save, and half as much on a
successful one. The damage increases by 2d6 at 6th level,
Charcadin Traits 3d6 at 11th level, and 4d6 at 16th level. Additionally, you
Charcadin's are descendants of sharks and therefore have gain temporary hit points equal to your Constitution
traits matching that of their own heritage. modifier (minimum of 1). You regain the use of this feature
Ability Score Increase. Charcadins are hearty creatures after completing a short or a long rest.
that have survived the destruction of many an empire and
species. Your Constitution score increases by 2. Tide Surfer
Age. Charcadin mature around the age of 15 where they As the name shows, Tide Surfers reside in the shallows of
go out on their own to hunt. They tend to live shorter reefs and shoreline shipwrecks. They are oftentimes more
lifespans due to their dangerous ways of life but some have sociable than Deep-Dwellers, frequently coming into
been known to live upwards of up to 120 years. contact with sailors and fishermen. Their patterns on their
Alignment. Being attuned to their sense Charcadin don't skin are much more varied but also scarred and chewed up
seem to line up with being mostly Good or Evil but tend to from being accidentally snared in nets.
sway with a rather Chaotic alignment. Ability Score Increase. Your Dexterity score increases
Size. Towering over most, you are still considered a by 1.
Medium humanoid creature. Granted, you push the Swift Swimmers. Raging waters do not impede your
envelope for that. Most Charcadins are between 6' 5" and movements. If fast currents would otherwise halve your
8'. The Tidesurfer Charcadins weigh between 150-210 movement (either walking or swimming), this does not
pounds due to their small stature and slimmer size while occur for you.
the Deep-dwellers can weigh from 260-320 pounds on Quickfin. You gain proficiency with the Stealth skill.
account of their larger size. Additionally, because of your slimmer size and smaller
Speed. You have a base walking speed of 30 feet. stature, you have learned to use this to your advantage to
Aquatic. You can breathe underwater and have a base evade predators in the wild and can hide behind creatures
swim speed of 30 feet. at least a size larger than yourself.
Darkvision. You can see up to 60 feet in the dark in Fleet of Fin and Foot. Your walk speed and swim speed
shades of grey, and normally in dim lighting. both increase by 5 feet
Natural Bite. As a beast-like race, you have a bite attack
that counts as a natural weapon. Your bite deals 1d6 + your
strength modifier in piercing damage.
"Fish" out of Water. Due to your ancestry with sharks,
you suffer from being knocked prone. After getting up from
being prone, you have disadvantage on attacks until the
start of your next turn. Additionally, it requires all of your
movement to stand.

Return to Table of Contents


5
Artisans. Fauns are naturally drawn to creating and
Fauns crafting. You have proficiency with one artisan tool or
A lighthearted and nimble race, Fauns make excellent instrument of your choice.
craftsmen and deadly hunters. Performers. Fauns love to perform. You have proficiency
in the Performance skill.
Languages. You speak Common and Sylvan.
Fey Descended Herdsmen Subraces. Fauns are a widespread race with many
Cow ears and tails, horns and legs like a goat separate subraces known, and some very rare or native to another
Fauns from humans; as well as their predisposition. These plane or remote part of the world.
Fey-ancestry humanoids are light-hearted and prone to
taking it easy. They range in height from the shortest at 3.5 Forest Faun
feet to the tallest at just over 6, with most at about 5.5 and As a Forest Faun, you have a deep understanding of the
run the gamut of hair colors and styles. They are native to great woods and their denizens both plant and animal. Your
everywhere from steep mountain ranges to deep forests to hind legs may appear more deer-like than goat-like, and
wide-open plains and have adapted to their surroundings your hair is likely to be a brownish, with or without white
over long periods of time. They breed often and stay fertile spots. Bows and slings feel right in your hands and hunting
most of their lives, having litters of 2-8 kids every decade or comes naturally.
so. A Faun would be most content working as a craftsman Ability Score Increase. Your Wisdom score increases
or researcher or farmer, though their innate nimbleness by 1.
makes them fantastic hunters and fighters. Half-Faun Mask of the Wild. You can attempt to hide even when
children can be born with any, or none, of their faun you are only lightly obscured by foliage, heavy rain, falling
parent's traits, but their aptitude for creativity generally snow, mist, and other natural phenomena.
shines through. Nature Dweller. Forest Fauns tend to spend more time
Fauns are generally curious folk, with a common with nature itself and learning to survive and hunt. You
fascination with magic and ruins. Adventurers are common have proficiency in the Survival skill.
enough though not any more than their human Strong Immune System. You have advantage on saving
companions, and find themselves naturally attracted to throws made to resist diseases.
being rangers, druids, and rogues.
Though they have a reputation for being wild partiers Mountain Faun
and free of inhibitions, Fauns are like most other races and More Mountain Goat than domesticated Goat, these Fauns
just enjoy having a good time. Their light-hearted are at home on uneven and extremely steep terrain. These
disposition can get them in trouble though and it's Fauns tend to be deeper thinkers and scholars, preferring
something they're cautioned against as children. botany over bushcraft and animal husbandry over hunting.
They still consider themselves close to nature, but they see
Faun Names it as an academic approach. Most of the Aristocracy will be
of this subrace, a remnant from the old kingdoms.
Faun names are generally nature-inspired, borrowed from Ability Score Increase. Your Intelligence score
other races, or go by nicknames or earned names. Name increases by 1.
changes are typical when a Faun comes of age, to better Natural Climbers. You have a climbing speed of 30 feet.
reflect them as a person. Choice of Study. Mountain Fauns spend a large amount
Male Names: Leaf-hair, John, Oak, Resting-Bear-Face, of time focused on a subject. You have proficiency in one of
ThunderFoot the Magnificent. the following skills: Arcana, History, or Nature.
Female Names: Ocean-eyes, Urania, Valis, Head-In-The- Language. You learn an additional language of your
Clouds, Maria-Who-Hates-Kids. choice.
Faun Traits Plains Faun
Faun’s have the following racial traits: These Fauns are more rural than their city dwelling
Ability Score Increase. Your Dexterity score increases counterparts, preferring an agrarian lifestyle in villages or
by 2. small towns farming and living off the land. These Fauns
Age. Fauns mature at about the same rate as humans, or are more antelope-like than the others, being able to jump
a little slower. They can expect to live to 150-200 years. great heights and run very fast to catch their prey and avoid
Alignment. generally good, generally neutral. becoming it.
Size. Fauns vary in build, some being stocky and wide, Ability Score Increase. Your Charisma score increases
others being willowy and thin. Generally, your height will by 1.
be around 5 and a half feet, your size is medium. Swift Feet. Your walking speed is increased by 5 feet.
Speed. Your base walking speed is 30 feet. Mirthful Leaps. Whenever you make a long or high
Darkvision. You can see in dim light within 60 feet of jump, you can roll a d8 and add the number rolled to the
you as if it were bright light, and in darkness as if it were number of feet you cover, even when making a standing
dim light. You can't discern color in darkness, only shades jump. This extra distance costs movement as normal.
of gray. Fast Talkers. Plain Fauns are used to living in villages
Fey Ancestry. You have advantage against saving throws with other folk. You have proficiency in the Persuasion skill.
against being charmed, and magic can't put you to sleep. Specialization. “Plain Fauns learn fairly quickly from
Ram. You can use your head and horns to make others on trades. You have proficiency in a tool or
unarmed strikes. If you hit with them, you deal bludgeoning instrument of your choice.
damage equal to 1d4 + your Strength modifier.

Return to Table of Contents


6
Gnoll
Whether firmly under their wild influences or making their
living in a less violent society, gnolls can be best described
as aggressive, furry powerhouses. They can range
anywhere from aggressively friendly, aggressively dogmatic,
aggressively unimpressed, and just about any state of being
you can stick ‘aggressive’ in front of.
Gnoll Traits
Gnolls share certain racial traits as a result of their abyssal
descent.
Ability Score Increase. Your Strength score increases
by 2 and your Dexterity score increases by 1.
Age. Gnolls reach adulthood at around 3 to 4 years and
live to 30 years.
Alignment. Gnolls tend to be chaotic or neutral evil,
while gnolls integrated into other communities have a
broader set of morals, usually erring on the chaotic side of
things.
Size. Gnolls tend to be over 7 feet tall. Your size is
Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of
you as if it were bright light, and in darkness as if it were
dim light. You can’t discern color in darkness, only shades
of gray.
Bite. You are proficient with your bite attack, which is a
melee weapon that deals 1d6 piercing damage plus your
strength modifier.
Rampage. When you reduce a creature to 0 hit points
with a melee attack on your turn, you may use your
reaction to move up to half your speed and make a bite
attack.
Savage Attacks. When you score a critical hit with a
melee weapon attack, you can roll one of the weapon's
damage dice one additional time and add it to the extra
damage of the critical hit.
Frightening Presence. You have proficiency in
Intimidation checks.
Languages. You speak, read, and write Common and
Gnoll, and can understand Abyssal though you can’t
communicate in it.

Return to Table of Contents


7
Eventually, all Half Dragons have a universal drive to
Half Dragon become stronger. By gaining strength in a multitude of
Many dragons are not only fearsome beasts, but renowned ways, they find that they become more in touch with their
masters of magic as well. As such, it is not uncommon for draconic heritage, which comes forward in the forms of
one to change shape and walk among the masses, or even mastering their elemental breath, or even transforming into
take a mortal lover. The children of such unions are known a dragon outright. This form is often not as strong as that
as Half Dragons. Not quite as monstrous looking as the of true dragons, except for those that are truly devoted and
Dragonborn, but still very much recognizable due to it's powerful. Such Half Dragons have "ascended to
draconic traits. dragonhood", and become true dragons with all their
terrifying might. This true dragon form however, is not easy
to attain, and requires great devotion and resolve. Those
Proud Dragon Heritage who succeed however, are viewed in very high regards by
Half Dragons look very similar to their mortal parent, Half Dragon society.
except for the horns and partial scales that cover their
bodies, as well as their draconic legs and long tails. A Growing People
However, Half Dragons are more known for their In the most recent years, Half Dragons have been forming
dangerous elemental breaths, as well as the gift of communities at an increasing rate. This has created many
transformation. While only a few Half Dragons can Half Dragon families, and in turn many adventurers as well
eventually ascend to true dragonhood, some have been due to their drive to ascent to dragonhood. Usually
gifted with a "lesser" form that allows them a burst of however, many Half Dragons will start a family and have
power as well as the gift of flight for a short period of time. children, with the mother being persuaded to take care of
Half Dragons color patterns are similar to their draconic the children, while the father goes out and provides for his
parent, and in the case of two Half Dragons having children family. Should the mother choose to become an adventurer,
the child will often be born in a color scheme of either then the grandparents or one of the extended family will
parent. Though occasionally they instead look like one of often take care of them. While they are few in number, they
the other draconic ancestors of the parents, as Half are rapidly increasing their numbers due to a high fertility
Dragons are strongly drawn to one another and known to rate and big families (contraception is taboo for them, as
quickly make families and communities. They are tall and they have an instinctive desire for survival and feel that
strongly built, with males often standing close to 6 and a every number counts). These communities are protected by
half feet tall and being taller and heavier than females. their elders, some of whom have already ascended to
They also gain an advantage based on which draconic dragonhood, and make for formidable opponents.
heritage is more dominant for them.
Challenging Upbringing Half Dragon Names
Half Dragons share much of their draconic parent's Half Dragon names are usually based on the language of
strength, but they are also vulnerable in the early stages of it's mortal parent, as Draconic names are often much
their long lives. The lucky ones are raised by two Half harder to pronounce. Some Half Dragons who are adopted
Dragon parents, who raise them into protected within Dragonborn clans will instead be given a
communities. Others are abandoned by the draconic parent Dragonborn name:
or both parents, forced to survive or hope they will get Male Names: Arjhan, Balasar, Bharash, Donaar, Ghesh,
adopted by other Half Dragons or by Dragonborn. Though Heskan, Kriv, Medrash, Mehen, Nadarr, Pandjed, Patrin,
those with a Metallic Dragon parent are more often than Rhogar, Shamash, Shedinn, Tarhun, Torinn
not properly raised and cared for. Female Names: Akra, Biri, Daar, Farideh, Harann,
Those adopted by Dragonborn are brought in as part of Havilar, Jheri, Kava, Korinn, Mishann, Nala, Perra, Raiann,
the clan, and are raised to show strong loyalty to their clan. Sora, Surina, Thava, Uadjit
A continual drive for self-improvement reflects the self- Childhood Names: Climber, Earbender, Leaper, Pious,
sufficiency of the Dragonborn race as a whole, which is Shieldbiter, Zealous
then reflected upon the Half Dragon. These Half Dragons Clan Names: Clethtinthiallor, Daardendrian, Delmirev,
value skill and excellence in all endeavors. They hate to fail, Drachedandion, Fenkenkabradon, Kepeshkmolik,
and they push themselves to extreme efforts before they Kerrhylon, Kimbatuul, Linxakasendalor, Myastan,
give up on something. These Dragonborn raised Half Nemmonis, Norixius, Ophinshtalajiir, Prexijandilin,
Dragons hold mastery of a particular skill as a lifetime goal, Shestendeliath, Turnuroth, Verthisathurgiesh, Yarjerit
alongside the desire to ascend to dragonhood. Members of
other races who share the same commitment find it easy to
earn their respect.

Return to Table of Contents


8
Half Dragon Traits Blue
Your draconic heritage manifests in a variety of traits you You have the ancestry of that of a blue dragon.
share with other Half Dragons. Ability Score Increase. Your Strength, Dexterity, and
Age. Half Dragons mature at the same rate as their Constitution scores each increase by 1.
mortal parent's race, but they can live for hundreds of Draconic Ancestry. Your breath weapon deals lightning
years, up to 1000 years old. A few of those who have damage in a line 30 feet long and 5 feet wide. Your breath
transcended into Dragonhood however, have been granted weapon imposes a Dexterity saving throw. You have
the gift of immortality. Making Dragonhood even more resistance to lightning damage.
sought out after, but no less difficult to achieve. Desert Predator. You know the mold earth cantrip.
Alignment. Most Half Dragons are similar to Charisma is your spellcasting ability for it.
Dragonborn and tend to extremes, making a conscious
choice for one side or the other in the cosmic war between Brass
good and evil. You have the ancestry of that of a brass dragon.
Size. Half Dragons are often taller and heavier than Ability Score Increase. Your Strength score increases
humans, standing well over 6 feet tall, with males being
noticeably bigger than females. Your size is Medium. by 2, and your Charisma score increases by 1.
Speed. Your base walking speed is 30 feet. Draconic Ancestry. Your breath weapon deals fire
Breath Weapon. You can use your action to exhale damage in a line 30 feet long and 5 feet wide. Your breath
destructive energy. Your draconic ancestry determines the weapon imposes a Dexterity saving throw. You have
size, shape, and damage type of the exhalation. When you resistance to fire damage.
use your breath weapon, each creature in the area of Boldly Talkative. You have proficiency in Persuasion,
exhalation must make a saving throw, the type of which is and magic can’t put you to sleep.
determined by your draconic ancestry. The DC for this
saving throw equals 8 + your Constitution modifier + your Bronze
proficiency bonus. A creature takes 2d6 damage on a failed You have the ancestry of that of a bronze dragon.
save, and half as much damage on a successful one. The Ability Score Increase. Your Strength, Constitution,
damage increases to 3d6 at 6th level, 4d6 at 11th level, and and Charisma scores each increase by 1.
5d6 at 16th level. Draconic Ancestry. Your breath weapon deals lightning
After you use your breath weapon, you can't use it again damage in a line 30 feet long and 5 feet wide. Your breath
until you've finished a short or long rest. weapon imposes a Dexterity saving throw. You have
Languages. You can speak, read, and write Common and resistance to lightning damage.
Draconic. Dragon of the Coast. You have a swim speed of 30 feet.
Draconic Ancestry. While most Half Dragons are mixed, You can breathe air and water.
they are always divided into a number of different colors
that reflect their draconic ancestry, which provides them Copper
with unique abilities. Just like True Dragons these colors
are not all equally powerful, and some colors have more You have the ancestry of that of a copper dragon.
niche abilities than others. However, no color is Ability Score Increase. Your Charisma score increases
exceptionally different in power from others. by 2, and your Strength score increases by 1.
These colors fall into two categories, the chromatics - Draconic Ancestry. Your breath weapon deals acid
Black, Blue, Green, Red, and white - and the metallics - damage in a line 30 feet long and 5 feet wide. Your breath
Brass, Bronze, Copper, Gold and Silver. Choose one of weapon imposes a Dexterity saving throw. You have
these subraces. Your breath weapon deals elemental resistance to acid damage.
damage of the type associated with your chosen subrace, Playful Host. You have proficiency in Performance, and
and you gain Resistance against this damage type as well. you know the vicious mockery cantrip. Charisma is your
In addition your Ability Score increases as described, and spell casting ability for this spell.
you gain an additional Draconic Trait.
Gold
Draconic Ancestry You have the ancestry of that of a gold dragon.
Ability Score Increase. Your Wisdom score increases
Black by 2, and your Strength score increases by 1.
You have the ancestry of that of a black dragon. Draconic Ancestry. Your breath weapon deals fire
Ability Score Increase. Your Constitution score damage in a 15-foot cone. Your breath weapon imposes a
increases by 2, and your Strength score increases by 1. Dexterity saving throw. You have resistance to fire damage.
Draconic Ancestry. Your breath weapon deals acid Reserved Companion. You have proficiency in Insight.
damage in a line 30 feet long and 5 feet wide. Your breath Your racial fire damage becomes radiant damage against
weapon imposes a Dexterity saving throw. You have Fiends and Undead instead.
resistance to acid damage.
Unrelenting Force. You add your Constitution modifier
to the damage of your breath weapon.

Return to Table of Contents


9
Green
You have the ancestry of that of a green dragon.
Ability Score Increase. Your Charisma score increases
by 2, and your Strength score increases by 1.
Draconic Ancestry. Your breath weapon deals poison
damage in a 15-foot cone. Your breath weapon imposes a
Constitution saving throw. You have resistance to poison
damage and are immune to the poisoned condition.
Gifted Trickster. You have proficiency in Deception. You
can cast the disguise self spell once with this trait, and
regain the ability to cast it this way when you finish a short
or long rest. Charisma is your spellcasting ability for this
trait.
Red
You have the ancestry of that of a red dragon.
Ability Score Increase. Your Strength score increases
by 2,
and your Constitution score increases by 1.
Draconic Ancestry. Your breath weapon deals fire
damage in
a 15-foot cone. Your breath weapon imposes a
Dexterity
saving throw. You have resistance to fire damage.
Indomitable. You have advantage on saving throws to
avoid
being charmed or frightened.
Silver
You have the ancestry of that of a silver dragon.
Ability Score Increase. Your Intelligence score
increases by 2, and your Strength score increases by 1.
Draconic Ancestry. Your breath weapon deals cold
damage in a 15-foot cone. Your breath weapon imposes a
Constitution saving throw. You have resistance to cold
damage.
Paralyzing Breath. When using your breath weapon,
you may instead choose to target a single creature within
15 feet with paralyzing gas. It doesn't suffer damage, but
must succeed at the DC save or be restrained until the end
of your next turn. Afterwards you may regain this trait after
finishing a long rest.
White
You have the ancestry of that of a white dragon.
Ability Score Increase. Your Constitution score
increases by 2, and your Strength score increases by 1.
Draconic Ancestry. Your breath weapon deals cold
damage in a 15-foot cone. Your breath weapon imposes a
Constitution saving throw. You have resistance to cold
damage.
Skilled Hunter. You have proficiency in Survival. As a
bonus action, you can move up to your speed toward an
enemy of your choice that you can see or hear. You must
end this move closer to the enemy than you started.

Return to Table of Contents


10
Yokai Tenacity. A Half-Oni carries the sense of “strong
Half-Oni beyond strong,” and a great dislike for defeat. When you are
It is said that a Half-Oni is born from an Oni and humanoid reduced to 0 hit points but not killed outright, you can drop
who fall in love . Half-Oni possess half the capabilities of a to 1 hit point instead. Once you use this trait, you can't use
full Oni, and yet that alone is enough to cause distress. A it again until you finish a long rest.
Half-Oni with no control over their powers invites all sorts Imposing Figure. Due to their large stature, horns and
of calamities, bad news, and eventually destroys those occasional tusk, Half- Onis often inspire fear. You have
around them without even meaning to. Half-Oni also bear proficiency in the Intimidation skill.
the instincts that an Oni would, and might not be able to Strength in Size Due to their large builds, Half-Oni are
stop or manage those impulses, such as being challenged quite athletic. You have proficiency in the Athletics skill.
or looked down upon. Powerful Build. You count as one size larger when
determining your carrying capacity and the weight you can
push, drag, or lift.
Personality Blood of a Monster
Oni’s are known for their imposing
Half-Oni generally have a great love of music and alcohol. size and mastery of deception through illusion. You know
They have been known to go out of their way just to find a the vicious mockery cantrip. Once you reach 3rd level, you
good drink, and heavens help the poor bastard that can cast disguise self at 1st-level once with this trait and
disrupts their music. The more wild Half-Oni tend to enjoy you regain the ability to do so again after you finish a long
fighting, while calmer ones are oft found smoking or rest. Once you reach 5th level, you can cast enlarge/reduce
writing poetry. at 2nd-level, targeting only yourself and being unable to
reduce your size, once with this trait. You regain the ability
Reluctantly Accepted to cast these spells again when you finish a long rest.
Charisma is your spellcasting ability for these spells.
Much like their Yokai parentage, Half-Oni are generally
feared and shunned by society unless they've proven
themselves worthy of trust.
Appearance
Since these half breeds have mixed blood, they retain the
appearance of both their humanoid and Oni parent. Some
are seen having a single horn or multiple horns; some have
been said to have fang-like tusks, sharp teeth, and/or
extremely wild hair. Their mixed heritage makes it so they
never truly look like a member of their non-Oni parent's
race. Their skin color tends to vary depending on what
subrace their Oni parentage was, though they are
occasionally found sharing the skintones of their non-Oni
parent.
Half Oni Names
A Half-Oni's name usually comes from their non-Oni
parent, as the Oni doesn't normally stay around. On the
rare occasion they are named by their Oni parent, the
name usually embodies a virtue or ideal the Oni believes to
be important.
Half-Oni Traits
The evil power of the Yokai courses through your veins
granting you dark power and enormous strength. Do you
succumb to your inherent darkness? Or do you rise above,
and become a hero and champion for all?
Ability Score Increase. Your Strength score increases
by 2 and your Constitution Score increases by 1.
Age. Half-Oni have life spans similar to elves but mature
at the same rate as humans and can live to be anywhere
from 700 to 800 years old.
Alignment. Due to their demonic origins, many Half-Oni
tend towards evil or chaotic but in rare cases they tend to
after the humanoid parent and can be lawful or good.
Size. Half-Oni are built like humans with the exception
that they are taller and weigh more. Your weight is 200-
350bs. Your height is anywhere from 6 feet to 8 feet tall,
with males tending to be taller. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You speak Common and Giant.
Return to Table of Contents
11
Kitsune Kitsune Traits
Kitsune are similar in size and weight to elves, though they Kitsunes are fox-like humanoids who inherit traits of their
appear more vulpine in nature. As a race they showcase an ancestors.
incredible variety of expressions of their heritage. Some Ability Score Increase. Your Dexterity score increases
kitsune are fully furred with fox-like faces, while others only by 2.
show the telltale ears and tail of their fox kin. Their fur Age. Kitsunes mature by their early twenties, when they
ranges from shades of red and brown to white to silver or cease to physically age, and typically live to a century and a
gold. Every kitsune has a unique color and pattern to their half.
fur. Their eyes are typically blue, green, or brown, though Alignment. As kitsune are natural tricksters, they tend
other colors can be observed rarely. Many kitsune have towards gentler forms of chaos.
hands not unlike humans, though some have been known Size. A kitsune is usually between 4'5" and 5'10". Your
to have claws. Born with just one tail, a kitsune gains size is Medium.
additional tails as they grow in power up to a maximum of Speed. Your base walking speed is 30 feet.
nine. Once a kitsune reaches maturity in their early Darkvision. You can see in dim light within 60 feet of
twenties they cease to show signs of physical aging. you as if it were bright light, and in darkness as if it were
Despite this, they have a maximum life expectancy of dim light. You can't discern color in darkness, only shades
roughly a century and a half. of gray.
Keen Senses. Much like the foxes they resemble,
kitsunes have heightened senses. You gain proficiency in
History the Perception skill.
Seemingly quite rare, kitsune have a tendency to hide their Fey Ancestry. Your fey lineage gives you advantage on
heritage from unfamiliar people. They are known to use saving throws against being charmed. Magic cannot put
their innate magic pose as humans to integrate into you to sleep.
broader society, though some kitsune choose to display Disguise Appearance.
You can hide your tails, ears, fur
themselves as they naturally are. Legends speak of nine and other distinct traits of your heritage in order to appear
tailed kitsune possessing unfathomable physical and as a human. The changes wrought by this ability fail to hold
magical powers. up to physical inspection. Anyone who touches it your
Supposedly, the only way to kill a Kitsune is to cut off all disguised features would feel would feel them as they truly
of its tails, where it's power is stored, but that is simply a are. To discern that you are disguised, a creature can use
tall tale to scare young children. These legends led to many its action to inspect your appearance and must succeed on
mis-informed poachers hunting kitsune in a fruitless an Intelligence (Investigation) check (DC 8 + your
attempt to take hold of their powers. proficiency bonus + your Charisma modifier). You may
The heritage of the race traces back to the goddess enable or disable this trait at any time as an action, and is
Amasuki, the first kitsune. The majority of kitsune disabled whenever you are unconscious.
originally came from Sorashima, though many bloodlines Fox Tails. You have one tail when you are born and gain
have since spread across the continent of Icris. an additional tail at 3rd, 5th, 7th, 9th, 13th, 15th, 17th, and
20th levels.
Society Languages. You can read, speak, and write fluently in
both Common and Sylvan.
Despite being secretive by nature, kitsune are very Subrace. Kitsune's individual powers come from their
passionate about upholding their beliefs and pursuing their upbringings.
ambitions. As such, they are known to be very open with
their feelings and emotions. Though they have a penchant Sento
for trickery, they enjoy the all manner of arts, artistry, and
all varieties of merriment. Many of the legends of the The Sento are a powerful type of kitsune who focuses
kitsune came from the kitsune themselves, spinning tall purely on their physical might.
tales of grand heroic mages and warriors. Ability Score Increase. Your Strength score increases
by 1.
Athletic Build. You gain proficiency in the Athletics skill.
Weapon Training. Spending most of your life training
with weaponry, you are now proficient in 2 Martial
Weapons of your choice.
Savage Attacks. When you score a critical hit with a
melee weapon attack, you can roll one of the weapon’s
damage dice one additional time and add it to the extra
damage of the critical hit.

Return to Table of Contents


12
Chikyu
The Chikyu are hardier types of kitsunes who, due to their
lone wolf natures, they tend to live out in the wild on their
own.
Ability Score Increase. Your Constitution score
increases by 1.
Survivalist. You gain proficiency in the Survival skill.
Natural Resistances. You have resistance to poison and
advantage on saves against being poisoned and diseased.
Nankaina
The Nankaina are a kitsune who focus on their arcane
prowess and by doing so, are smarter than other kitsunes.
Ability Score Increase. Your Intelligence score
increases by 1.
Arcane Knowledge. You gain proficiency in the Arcana
skill.
Magical Studies. You know the prestidigitation cantrip.
Once you reach 3rd level, you can cast detect magic at 1st-
level once with this trait and you regain the ability to do so
again after you finish a long rest. Once you reach 5th level,
you can cast misty step at 2nd-level once with this trait and
you regain the ability to do so again when you finish a long
rest. Intelligence is your spellcasting ability for these spells.
Tengoku
The Tengoku are kitsunes who are graced with the power
of the heavens.
Ability Score Increase. Your Wisdom score increases
by 1.
Heaven's Grace. You gain proficiency in the Religion
skill.
Heaven's Blessing. You know the light cantrip. Once you
reach 3rd level, you can cast cure wounds at 1st-level once
with this trait and regain the ability to do so again after you
finish a long rest. Once you reach 5th level, you can cast
enhance ability at 2nd-level once with this trait and regain
the ability to do so again after you finish a long rest.
Wisdom is your spellcasting ability for these spells.
Kokatsu
The Kokatsu are the trickiest of all the kitsunes. These
kitsunes enjoy pulling pranks on others and showing off
their charismatic nature.
Ability Score Increase. Your Charisma score increases
by 1.
Naturally Cunning. You gain proficiency in the
Deception skill.
Trickster Magic. You know the minor illusion cantrip.
Once you reach 3rd level, you can cast silent image at 1st-
level once with this trait and regain the ability to do so
again after you finish a long rest. Once you reach 5th level,
you can cast invisibility at 2nd-level once with this trait and
regain the ability to do so again after you finish a long rest.
Charisma is your spellcasting ability for these spells.

Return to Table of Contents


13
Wolf Form. Your body undergoes a transformation into a
Lythari wolf. Your body undergoes a transformation into a wolf. You
cannot cast spells while in this form, and your game
Combat statistics are replaced by the statistics of a wolf, but you
The Lythari dislike combat and prefer to flee rather than retain your alignment, personality, and Intelligence,
fight. If they aid in warfare at all, they serve as scouts and Wisdom, and Charisma scores. When you change forms,
messengers, for physical combat is abhorrent to them. If you assume the hit points of your new form. When you
cornered or defending their kin, they will fight with great revert to your normal form, you return to the number of hit
skill. In elven form, lythari fight with normal elven weapons. points you had before you transformed. If you revert to your
In wolf form, their preferred form for fighting, lythari attack normal form as a result of dropping to 0 hit points, any
by biting. excess damage carries over to your normal form. As long
as the excess damage doesn’t reduce your normal form to 0
Lythari Traits hit points, you aren't knocked unconscious.
Natural Weapons. While in your Hybrid form, your
Lythari, like other wolves and lycanthropes, are much claws and fangs become natural weapons. If you hit with
physically stronger than other elf races. your fangs, you deal piercing damage equal to 1d8 + your
Ability Score Increase. Your Strength is increased by 2. Strength modifier. If you hit with your claws, you deal
Age. Lythari are like that of elves when it comes to slashing damage equal to 2d4 + your Strength modifier.
maturity and aging. Lycanthropic Resistance. At the end of a long rest, you
Alignment. Lythari typically find themselves to be lawful may choose a single non-magical damage type between
if they are in that if a pack or chaotic if a lone wolf. bludgeoning, slashing, and piercing. While in your Hybrid
Size. A Lythari ranges from 4'6" to 6'6". Your size is Form you are resistant to damage of this type dealt by
medium. nonmagical attacks not made with silvered weapons.
Speed. Your walking speed is 35 feet. Languages. You know how to read, speak, and write in
Lythari Ritual. You are a born lycanthrope, under a wolf Common and Elvish.
pack. Your only transformation is the wolf, as this ritual
runs in your blood. In most cases you were born with this
curse, and it has become a part of your life and your
people's lives. This allows you control of your emotions
while in any state of shifting. You are also considered a
shapechanger for the purposes of any effects that may
target you.
Curse of Silver. Creatures who attack you with a
silvered weapon have advantage on their attack rolls and
you take 1d4 extra damage from silvered attacks.
Acute Senses. You have advantage on Wisdom
(Perception) checks that rely on hearing or smell.
Shapeshifting. You can use your action to magically
assume a Hybrid form or a Wolf form. You can use this
feature a number of times equal to half your Constitution
Modifier (minimum 1, rounded up). You regain all expended
uses of this feature when you finish a long rest.
At 1st level, you are able to assume either your Hybrid
form or your Wolf form for up to 10 minutes. At 3rd level,
your shifting has become more natural: you may shift into
your forms as a bonus action. At 5th level, your shifting now
grants you strength: when you make a weapon attack using
Strength, you gain a +1 bonus to the damage roll. At 7th
level, your Wolf form has gotten stronger: you now use the
stat block of a Dire Wolf when changing into this form,
instead of that of a wolf.
Hybrid Form. When you assume this form, your
appearance becomes that of an elven-werewolf like hybrid.
While in this form, you have the following traits:
Your muscles grow, causing you to gain advantage on
Strength checks and Strength saving throws.
You gain darkvision out to a range of 60 ft.
You have disadvantage on Charisma (Persuasion)
checks when interacting with any creature which isn't a
wolf or lycanthrope.
You can't cast spells that require vocal components.

Return to Table of Contents


14
Artisans and Adventurers
Mousefolk The Mousefolk have a deep love of art, literature, song, and
Obscured in the thick underbrush of the forest, every craft, and will often spend a lifetime perfecting their trade.
muscle in Moira’s body was screaming. She had been True masterworks are rarely seen by the outside world,
crouched, completely still, for half a day, waiting for her instead they are preserved and passed through the
quarry to emerge from its den. Thick mud clumped and generations. To be a keeper of lore and heritage is among
matted her dark fur, insulating her from the high sun. Her the highest honors and greatest responsibilities in
large round ears twitched, focusing on a faint scratching Mousefolk culture. The Mousefolk who do not end up
coming from the cave. Her prey was awake.Moira drew her learning a trade will often put their skills to use pursuing
bow and deftly nocked an arrow without a sound. She esoteric knowledge, training as defenders, spiritual leaders,
waited. Soon the mighty owlbear lumbered out of the cave. rangers, covert agents, or they might even travel the world
A dry summer had forced it closer to civilization, and it had as an adventurer-for-hire.
begun preying on trade caravans. Moira took aim, and let
fly her arrow. The Barbed Trail would be safe to travel once Virtuous and Headstrong
more.
The life of the Mousefolk is one spent close to the Despite their generally flighty appearance, mousefolk are a
ground. With no great empires or kingdoms to call home, very honorable people. They believe strongly in personal
the Mousefolk spend their lives carving a place for honor, less so in the idea that the actions of others can
themselves in the cities of the larger races or in the impugn that honor. When a mousefolk makes a mistake,
untamed wilds. They form tight-knit communities where especially one that causes harm to others, they will work
every member is expected to contribute to the success of hard and at long lengths to correct that mistake.
the whole. Some Mousefolk study a trade skill to support
their families, while others use their natural agility and Mousefolk Names
intellect for contract services. When a Mousefolk is old enough to read, they are taken by
an elder to the clan's archives to study the lore and
Furry and Nimble histories of their people. After several years, the individual
Reaching a little over 2 feet tall,the Mousefolk often go is allowed to pick their own name, either adopting the
unnoticed in their day to day activities. Their diminutive name of a past hero, or inventing a new name for
stature and quiet demeanor make the Mousefolk themselves.
inoffensive to most, granting a certain detachment from the Male Names: Aengus, Ashwin, Aynselle, Boris,
major conflicts and strife of the age. Their fast metabolisms Byrnstan, Celanawe, Colin, Demitri, Elric, Esegar, Finn,
and quick feet give the Mousefolk a slender build, usually Gregory, Joseph, Luke, Martin, Matthias, Mattimeo, Odric,
weighing between 20-30 pounds. Seyth, Thom, Wald win
Mousefolk fur color ranges from white to tan to brown or Female Names: Baeylie, Caley, Clove, Daewn, Dalla,
black, with various patterns passed through heredity. They Eda, Elis, Gale, Ingrid, Kearra, Mariel, Millicent, Moira,
take care to groom and clean their fur, as it represents their Nola, Rona, Rosalee, Sayble, Serra, Sylvia, Veira
family and community. A Mousefolk’s eye color is either red Historical Names: Abershaw, Bluebell, Dalgill, Faolan,
or black. Mousefolk like to wear comfortable dark colored Garrow, Gamilon, Grimwold, Hannidy, Larkin, Sloan,
clothes that allow for discretion and a wide range of Taryn, Tenny, Tinble, Toller, Vidar, Walmond
movement.
The concept of personal wealth or glory doesn’t pervade Mousefolk Traits
through Mousefolk culture, most actions taken are for the Your Mousefolk character has a number of traits in
good of the community rather than the self.Any wealth or common with all other Mousefolk.
resources gained are utilized for the betterment of the Ability Score Increase. Your Dexterity score increases
group. Some Mousefolk, however, use their natural abilities by 2.
for personal gain. These individuals tend to be outcasts or Age. A Mousefolk reaches adulthood at the age of 5 and
black sheep of the clans. lives to be about 40 years old.
Alignment. Most Mousefolk are neutral, and tend
Home and Hearth towards good. They try to keep the conflicts of the other
The Mousefolk are a resourceful and tenacious race. races at arm's length, but display remarkable ferocity when
Mousefolk settlements can be found in the most unlikely their friends, families, or communities are threatened. A
and inhospitable of places. They tend to build homes in the reverence for nature and life is close to the heart of
dark shadows and forgotten corners of the world, such as Mousefolk, and they are loath to take a life if it can be
city slums, deep forests, scorching deserts, arctic tundras, avoided. They prefer to live quiet and unassuming lives,
or port cities in exotic lands. The Mousefolk aren't typically giving honest work for honest pay.
farmers, instead preferring hunting, trade, and craft to Size. Mousefolk grow between 2 and 2 1/2 feet tall and
meet their needs. Mousefolk caravans are not an easy weigh about 25 pounds. Your size is Small.
target for bandits, guarded by skilled archers within and a Speed. Your base walking speed is 25 feet.
bristling wall of oak and steel without. Keen Senses. You have proficiency in the Perception
Mousefolk families extend beyond blood ties, an skill.
individual's entire community is treated as kin. Mousefolk
settlers will seek out other colonies, and new warrens will
arise within close proximity to each other. These
communities will eventually grow and merge, the members
of each becoming kin to the other.
Return to Table of Contents
15

Speak With Small Beasts. Through sounds and


gestures, you can communicate simple ideas with Small or
smaller beasts.
Nimble Escape. You can take the Disengage or Hide
action as a bonus action on each of your turns.
Languages. You can speak, read, and write Common and
one other language of your choice.
Subraces. The two main kinds of Mousefolk, Softpaw
and Meadowguard, are more like closely related families
than true subraces. Choose one of these subraces.
Softpaw
As a Softpaw Mousefolk, you avoid the dangers of the
untamed wilds for the security of civilization. Your bookish
nature gives you an edge in the arcane studies and a knack
for trade skills and craft. The mark of the Softpaw is a seal
of the utmost quality. A Softpaw's natural dexterity and
keen intellect make them desirable contract thieves and
infiltrators.
Ability Score Increase. Your Intelligence score
increases by 1.
Well Learned. You've had the time and resources to
devote yourself to your studies. You are proficient in one of
the following skills: Arcana, History, Nature, or Religion.
Additionally, you are proficient with one artisan tool or
musical instrument your choice.
Nimbleness. You can move through the space of any
creature that is of a size larger than yours.
Meadowguard
As a Meadowguard Mousefolk, you make your living in the
wilds. You have keen senses, deep intuition, and a
connection with nature that few other races can boast. The
Meadowguard stand staunchly at the edge of civilization,
knowing that their eyes are the first alarm and their body
and blade are the last bulwark of countless others. They
have an unwavering sense of duty and a lifetime of
experience which keeps them sharp against the dangers of
the world. With an Elder's blessing some Meadowguard
leave the service of their clans to travel the world and
record their journeys.
Ability Score Increase. Your Wisdom score increases
by 1.
Brave. You have advantage on saving throws against
being frightened.
Fury of the Small. When you damage a creature with an
attack or a spell and the creature’s size is larger than yours,
you can cause the attack or spell to deal extra damage to
the creature. The extra damage equals your level. Once you
use this trait, you can’t use it again until you finish a short
or long rest.

Return to Table of Contents


16
Northlanders
A Raider’s Life
Northlander society is rhythmed by the seasons, with
spring opening the raid season and winter ending it. A
successful raider returns home with wealth and fame, the
two most important qualities needed to climb the social
ladder.
Northlander Character
Northlanders are tall, fair-skinned folk with blue or steely
gray eyes. Most have blond or raven-black hair, but those
who inhabit the extreme northwest have red, or light brown
hair.
Northlanders Names: (Male) Agni, Brandr, Eric, Frath,
Halvar, Leif, Malcer, Ragnar, Snorri, Ulf; (female) Ama,
Eerika, Iona, Kethra, Mara, Saga, Sigrid, Tova, Westra,
Ylva; (surnames/clans) An Craite, Ard Rhena, Bjarkoy,
Dubhghaill, Nibelson, Tordarroch, Völsung, Waegmund
Northlander Traits
As with every other race, individuals have their own
strengths and weaknesses, but Northlanders all share a
few similarities.
Ability Score Increase. Your Constitution score
increases by 1, and one other ability score of your choice
increases by 1.
Age. As other humans, Northlanders reach adulthood in
their late teens and live less than a century.
Alignment. The violent culture of the Northlanders
favors chaotic alignment, as personal strength and the
freedom to roam the sea are core parts of their beliefs.
Most tend towards neutral alignment, while those that live
a life of raid, plunder and enslavement of others revel in
evil.
Size. Northlanders are tall and strong, most stand
between 6 and 7 foot tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Frostborn. You have resistance to cold damage. You’re
also naturally adapted to cold climates.
Mariner. You can hold your breath underwater for up to
15 minutes. And you have a swim speed of 30 feet.
Natural Athlete. You have proficiency in the Athletics
skill.
Natural Sailors. You gain proficiency with navigator’s
tools.
Northern Heart. Starting at 3rd level, you can use your
action to call upon the inner strength that lies within every
son and daughter of the north. Your strength lasts for 1
minute, until you end it as a bonus action, or if you fall
unconscious during. During it, you have advantage on all
Strength and Constitution saving throws, and you gain
temporary hit points at the start of each of your turns. The
temporary hit points equal to half your level (rounded up).
Once you use this trait, you must finish a short or long rest
before you can use it again.
Languages. You can speak, read, and write Common and
Dwarvish.

Return to Table of Contents


17
Paraelemental Genasi
Paraelemental Genasi are new subraces for the Genasi.
Ice Genasi
As an Ice Genasi, your traits reflect your connection to both
the Plane of Air and Water.
Ability Score Increase. Your Charisma score increases
by 1.
Cold to the Core. You have resistance to cold damage.
You’re also naturally adapted to cold climates.
Natural Armor. You have sturdy, icy skin. When you
aren't wearing armor, your AC is 13 + your Dexterity
modifier. A shield’s benefits still apply while using your
natural armor.
Ice Magic. You know the ray of frost cantrip.
Constitution is your spellcasting ability for this spell.
Magma Genasi
As a Magma Genasi, your traits reflect your connection to
both the Plane of Fire and Earth.
Ability Score Increase. Your Strength score increases
by 1.
Molten Skin. You have resistance to fire damage.
Magma Magic. You know the control flames cantrip.
Once you reach 3rd level, you can cast the earth tremor
spell once with this trait as a 2nd-level spell, and you regain
the ability to cast it this way when you finish a long rest.
Constitution is your spellcasting ability for these spells.
Mud Genasi
As a Mud Genasi, your traits reflect your connection to
both the Plane of Earth and Water.
Ability Score Increase. Your Wisdom score increases
by 1.
Muddy Exterior. You have resistance to acid damage.
Mud Fighting. You know the primal savagery cantrip.
Constitution is your spellcasting ability for this spell.
Mask of the Wild. You can attempt to hide even when
you are only lightly obscured by foliage, heavy rain, falling
snow, mist, and other natural phenomena.
Mud Camouflage. You have advantage on Dexterity
(Stealth) checks to hide in muddy terrain.
Smoke Genasi
As a Smoke Genasi, your traits reflect your connection to
both the Plane of Air and Fire.
Ability Score Increase. Your Dexterity score increases
by 1.
Produce Smoke. You can cast the fog cloud spell once
with this trait, requiring no material components, and you
regain the ability to cast it this way when you finish a long
rest. Constitution is your spellcasting ability for this spell.
Darkvision. You can see in dim light within 60 feet of you
as if it were bright light, and in darkness as if it were dim
light. You can't discern color in darkness, only shades of
gray.
Unending Breath. You can hold your breath indefinitely
while you’re not incapacitated.

Return to Table of Contents


18
Extra Arms. You have a shorter pair of arms in the
Thri-Kreen center of your chest. Your smaller arms have a reach of 5
Thri-kreen wander the deserts and savannas of the world, feet, and you can use them to lift a number of pounds equal
generally avoiding all other races. But to every rule, there to your Strength score. You can use them to do the
are exceptions; for some reason or another, a thri-kreen following simple tasks: lift, drop, hold, push, or pull an
might leave their tribe and willingly come in contact with object; open or close a door or a container; or make an
other races. Coming from a very unique and isolated unarmed strike. (Your DM might allow other simple tasks
culture, thri-kreen are not accustomed to the ways of other to be added to that list of options.)
humanoids. When a Thri-kreen speaks a language other Your extra arms are underdeveloped, and as such they
than their native one, their speech is coarse and grinding, can't wield weapons or shields or do anything that requires
almost painful to the ears and riddled with the clacking of manual precision, such as using tools or magic items or
their mandibles. performing the somatic components of a spell.
Insectoid Fighter. Your mandibles are sharp and
dangerous natural weapons, which can be used to make
Limited Emotions unarmed strikes, dealing 1d6 + your Strength modifier in
Thri-kreen experience the full range of emotions but aren't piercing damage.
as prone to emotional outbursts as humans. Thri-kreen Languages. You can speak, read, and write Common and
with magical ability often demonstrate a wider range of Thri-Kreen. Thri-Kreen is a language without words. To
emotions, particularly if they live near or interact with show emotion and reaction, a thri-kreen clacks its
humans or other highly emotional creatures.
mandibles and waves its antennae, giving other thri-kreen a
This is even more apparent in thri-kreen who have left their sense of what it is thinking and feeling. Other creatures
tribe, as they might even display emotions in the same way often find this manner of communication difficult to
that other humanoids around them might do. interpret and impossible to duplicate.
Isolationists and Wanderers
If a creature might be useful for something other than food,
a tribe of thri-kreen aren't likely to attack it on sight. Thri-
kreen tribes kill to survive, never for sport.

However, a thri-kreen that has left its tribe might have


different views on this subject. More often than not, one
such thri-kreen will instead see other humanoids as
potential allies or even friends.
Thri-Kreen Traits
Thri-kreen have the following racial traits:
Ability Score Increase. Your Dexterity score increases
by 1, and your Wisdom score increases by 2.
Age. Thri-kreen reach maturity by age 3, and have
relatively short lifespans, the average thri-kreen life
expectancy being only 30 years.
Alignment. Thri-kreen value their freedom to roam the
world, tending toward Chaotic alignments. They usually
don't have a strong predisposition toward good or evil.
Size. A thri-kreen stands between 5 and 7 feet tall, and
weighs 100-375 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Your insectoid eyes grant you superior
vision in dim and dark conditions. You can see in dim light
within 60 feet of you as if it were bright light, and in
darkness as if it were dim light. You can't discern color in
darkness, only shades of gray.
Chameleon Carapace. You are naturally able to hide
really well. You have proficiency in the Stealth skill.
Natural Psionics. You have minor innate psionic powers
allowing you to mesh with your surroundings. You can cast
invisibility, targeting only yourself, once with this trait. You
regain the ability to cast this spell again when you finish a
long rest. Wisdom is your spellcasting ability for this spell.
Natural Armor. Your tough exoskeleton can help protect
you. When you aren't wearing armor, your AC is 13 + your
Dexterity modifier. You can use your natural armor to
determine your AC if the armor you wear would leave you
with a lower AC. A shield's benefits apply as normal while
you use your natural armor.

Return to Table of Contents


19
Waelen
Waelen Character
Waelen tend to have fair skin and light hair colours,
ranging from pale blond to vibrant red. They very often
have dark blue tattoos made with woad dye. Most would
simply consider the waelen human, but there is more than
what meets the eye with them.

Waelen Names: (Male) Airic, Dalbeth, Duncan, Ewyn,


Liam, Lugh, Manan, Nuada, Tuirenn, Ulaidh; (female)
Alane, Danand, Elatha, Keelin, Lesley, Medb, Morrigan,
Nessa, Seo, Yseult; (surnames/clans) Domhaill, Eoghain,
Lochlann, Mac Bhriain, Mac Oitir, Muireadhaigh, Tyr Teath,
Ui Aine
Waelen Traits
At first glance nothing really sets apart a Waelen from
another human, however their legacy reveals itself through
their strange abilities.
Ability Score Increase. Your Charisma score increases
by 1, and one other ability score of your choice increases by
1.
Age. As other humans, Waelen reach adulthood in their
late teens and live less than a century.
Alignment. Waelen tend towards lawful alignments due
to their organized society. Those living in the woad-clans
are more often chaotic. They have no predilection for good
or evil, and most tend toward neutrality.
Size. Waelen tend to be tall and slender, with leaner
builds than most humans. They often reach 6 feet tall. Your
size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of
you as if it were bright light, and in darkness as if it were
dim light. You can’t discern color in darkness, only shades
of gray.
Beast Kinship. You gain proficiency in the Animal
Handling skill.
Fey Descent. Magic can't put you to sleep.
Speak with Small Beasts. Through sounds and
gestures, you can communicate simple ideas with Small or
smaller beasts. Waelen love animals and often keep
squirrels, badgers, rabbits, moles, woodpeckers, and other
creatures as beloved pets.
Weather Sense. You can accurately predict what the
weather will be at your location (no action required) for the
next 24 hours. If magic is used to alternate the weather at
your location, you immediately sense it.
Blood of the Earth. While on the ground in contact with
unworked earth or stone, you can spend one Hit Die to heal
yourself as a bonus action. Roll the die, add your
Constitution modifier, and regain a number of hit points
equal to the total (minimum of 1). Once you use this trait,
you must finish a short or long rest before you can use it
again.
Innate Spellcasting. You know the friends cantrip. Once
you reach 3rd level, you can cast detect magic at 1st-level
once with this trait and regain the ability to do so again
after you finish a long rest. Once you reach 5th level, you
can cast alter self at 2nd-level once with this trait and
regain the ability to do so again after you finish a long rest.
Charisma is your spellcasting ability for these spells.
Languages. You can speak, read, and write Common and
Sylvan.
Return to Table of Contents
20
Warped Ones Warped One Traits
Warped Ones are the offspring of humanoids cursed by an Your Warped One character may be unique in the ways the
unknown, otherworldly force. They bear superficial influence of the aberrant force manifests within them, but
resemblance to their parents, but their anatomy is strange all Warped Ones share the following traits.
and alien, and parts of their bodies are often covered in Ability Score Increase. Your Charisma score increases
splotches of dark, withered skin. Many of them may also by 2, and one other ability score of your choice increases by
manifest other aberrant characteristics, such as pitch-black 1.
eyes or tentacles sprouting from their bodies. Personality- Age. Warped Ones mature at the same rate as humans,
wise, they are generally manipulative, and their train of but their bodies do not die by natural means, even though
thought can be hard to follow at times, due to the unique their minds slowly start withering and eventually succumb
way their mind works. to madness after 200-250 years, and they may eventually
transform into strange, alien abominations.
Alignment. Warped Ones have an innate tendency
A Mysterious Curse toward evil, but their actual alignment depends a lot on
No one is sure of the exact nature of the Warped Ones and their upbringing. Evil or not, most Warped Ones are
their curse, not even the Warped Ones themselves. There inclined toward a chaotic alignment, usually not caring
is speculation of fiendish magic at play, though there is no much about rules set by others.
certainty. Perhaps the source of the curse is something far Size. Warped Ones are of lean, frail build, but are
worse than simple demons, devils, or yugoloths. generally taller than most humans. Your size is Medium.
No matter the source, the curse cannot be dispelled by Speed. Your base walking speed is 30 feet.
any known means; a Warped One cannot be reverted to the Darkvision. Thanks to your aberrant heritage, you have
race of their parents by a curse removal or dispel. Owing to superior vision in dark and dim conditions. You can see in
their unique anatomy, it might be as impossible as turning a dim light within 60 feet of you as if it were bright light, and
human into an elf. in darkness as if it were dim light. You can't discern color in
darkness, only shades of gray.
Unique in Body and Mind Aberrant Nature. Your creature type is Aberration, but
you can still be targeted by spells or other effects that
As far as external appearance goes, a Warped One may specify humanoids as their targets.
even appear completely normal. Many Warped Ones have Aberrant Resistance. You have resistance to psychic
noticeable differences from normal people of their area, damage, and advantage on saving throws against being
but that is not always the case. charmed or frightened.
Their internal anatomy, however, is always completely Warped Legacy. You can cast the mage hand cantrip at
different. It can be described as a confusing jumble of will, with the hand taking the form of a small crack in
dread flesh, with a variety of veins, blood sacs, and organs reality. As a bonus action while the rift is next to you, you
with no discernible rhyme or reason. can take it into yourself, infusing your body with a small
A Warped One's mind can be equally confusing. Many amount of power. Your unarmed strikes deal 1d4 damage
Warped Ones tend not to care for rules and regulations, while the rift is within you. You lose this benefit if you cast
and their thought process can be incomprehensible even if mage hand with this trait again. When you reach 3rd level,
it arrives to sound conclusions. Regardless, many Warped you can cast the arms of Hadar spell as a 2nd-level spell
Ones strive to lead normal lives - or at least as normal as once with this trait and regain the ability to do so when you
they can. finish a long rest. When you reach 5th level, you can cast
the crown of madness spell once with this trait and regain
Physical Abnormalities Table the ability to do so when you finish a long rest. Charisma is
Roll or pick from the options below, or invent your own. your spellcasting ability for these spells.
These give no mechanical benefits or penalties. Languages. You can speak, read, and write Common and
d8 Noticeable Physical Abnormality Deep Speech. Deep Speech doesn't have a set written
form; most Warped Ones simply write a phonetic
1 A few tiny tentacles sprout from your back. You
cannot control them; they move on their own.
representation of Deep Speech.

2 Your joints bend both ways.


3 The color of your eyes changes with your mood.
Warped One Variant: Madness
4 A very significant portion of your body is covered in If your DM allows it, your character may have
black skin with a burnt or rotting appearance. been more mentally unstable than most of their
5 Your blood has very unusual coloration. Your skin is kind, owing to a higher than normal degree of
marbled with veins of that color. influence from the aberrant force. In that case,
roll or pick from the Permanent Madness table
6 Your hair waves even when there's no wind. on page 260 of the Dungeon Master's Guide, or
7 You have multiple rows of very sharp, shark-like make up your own flaw or mental ailment. It
teeth. becomes a flaw of the character, as per the
madness rules. This madness is curable as
8 No matter how badly injured, you do not bleed.
Instead, smoke emanates from your wounds. normal.

Return to Table of Contents


21
Alignment. Treants are almost always some alignment
Young Treant of good, whether they be carefree and impulsive, or work
Treants, or Ents, are awakened trees that live in sylvan consistently with ranger conclaves and druid circles to
glades, hearts of nature, and forests of gods. Some trees protect their world. Neutral treants are somewhat irregular,
are born to be treants and awaken over their lifespan, but older or more isolated treants sometimes begin to see
slowly coming to sentience, but others are chosen through more balance than good. Evil treants are nearly never seen,
magic of nature. Trees can take decades to awaken, but if they ever are, they are a truly terrifying force: hunting
patiently growing and awaiting the arrival of the mind. and actively harming others who dare to trespass into a
pass of the woods, or even turning on their own kind.
Size. Treants can range around 8 feet tall. Your size is
Original Guardians Medium.
The treants were the first to walk and protect nature from Speed. Treants are big, slow, and heavy, but the width of
its enemies of darkness. Forests grew them in an act of self stride can cover that up. Your base walking speed is 30
preservation. It is likely that treants will also be the last feet.
guardians of nature, so rooted they are in their legend Wooden Make. Treants have a natural aversion to fire. If
status and will. It is often said that treants were the first to you take fire damage, you have disadvantage on attack rolls
teach druids how to learn and divine the will of nature, and and ability checks until the end of your next turn.
all treants command a more ancient magic. Powerful Build. You count as one size larger when
determining your carrying capacity and the weight you can
Children's Tell the Wildwatchers push, drag, or lift.
One with Nature. You have proficiency in the Animal
Most treants are nearly indistinguishable from normal Handling and Nature skills.
trees when not moving, and even more so before they have Photosynthesis. You do not need to sleep while in
reached full sentience. However, through either some sunlight. Instead, you can choose to sunbathe for 4 hours a
random chance or intentional design of the gods, any child day. While sunbathing, you can dream after a fashion; such
of any race can always tell if a tree is a treant or not, or if it dreams are the fleeting half memories of when you were
is growing to become one. There's something about the big, still a normal tree. After resting in this way, you gain the
gentle presence of a treant that is both calming and same benefit that a human does from 8 hours of sleep. If
energetically invigorating at the same time. Treants can you sunbathe during a long rest, you finish the rest after
represent the innocence of nature, even though treants only 4 hours. You otherwise obey all the rules for a long
have no standard age limit and can live for millenia, always rest; only the duration is changed.
growing, watching, and helping. Treants are all a little Nature's Protection. You have advantage on saving
different because of who they were exposed to while throws to resist diseases.
growing as a tree. You can select or roll a quirk from the Bastion Arms. You can slam your body into a creature.
table below. Your arms are natural weapons which deal bludgeoning
d6 Treant Quirk damage equal to 1d6 + your Strength modifier.
Force of Nature. You know the druidcraft cantrip. When
1 Photovore. You view any kind of eating other than
photosynthesis as strange, and maybe abhorrent.
you reach 3rd level, you can cast the entangle spell once
with this trait and regain the ability to do so when you
2 Rain Lover. You absolutely adore the rain, it fills you finish a long rest. When you reach 5th level, you can cast
with joy. Who doesn't love a water bath while the spike growth spell once with this trait and regain the
walking? ability to do so when you finish a long rest. Wisdom is your
3 Pet Keeper. You constantly have birds, squirrels, and spellcasting ability for these spells.
other animals nesting or chirping on you. Stand your Ground. As a bonus action, you can root
4 Pyrophobic. Fire is a deathly worrisome danger, and yourself into the ground, causing your speed to drop to 0.
thoughts of it fill your anxious mind. You cannot be knocked prone or otherwise moved against
your will while rooted. You can uproot yourself as a bonus
5 Head in the Clouds. You often forget and place little
importance on current issues, thoughts wandering
action.
back to the grove where you matured. Languages. You can speak, read, and write Common and
Sylvan.
6 Surface Strider. Caves and the general underground is
alien, and you would never venture there for more
than a few minutes.

Young Treant Traits


As a young treant, you are not as grandiose as some of the
older and more powerful treants, few of which are left, that
stalk the forests. You may be a new treant or one that has
recently been awakened recently for a treant.
Ability Score Increase. Your Constitution score
increases by 1, and your Wisdom score increases by 2.
Age. Age, to treants, is a trifle thing. Time passes with
the seasons, and treants can age decades and grow only a
few feet. As a young treant, you might be of any range from
newly awakened to half a millenium.

Return to Table of Contents


22
Blood Hunter A Monster to Fight Monsters
Marred but resolute, his grimacing face dripping with Whether driven by the wish to make a difference in a
sweat, a half-orc reddens a finger across his wounds to dangerous world, the need to take vengeance for a great
draw a glowing, ruby glyph in the air. He grips the wrong they have suffered, being inspired by witnessing the
weightless, completed sigil, twisting it to unleash dark strange and powerful techniques of another blood hunter in
magical energies that fire forward, cursing the stalking person, or just seeking a place to belong in an uncaring
behemoth from within its own veins to better even the world, the reasons one may take up the Hunter’s Bane and
odds. choose this life are many and varied. In joining an order of
A mysterious half-elf swathed in a worn cloak and rugged blood hunters, one is also joining a tight family bound by
leather armor carefully investigates a grizzly scene off the service to each other and the common cause. For many,
roadway, her eyes flashing with recognition as she this is the only family they have known or have left, so the
meditates on the remnants of the massacre. The survivor kinship felt between members of an order is a bond neigh
who warily hired her withdraws with a jump as the half-elf unbreakable.
suddenly shoots to her feet, sure in the knowledge of the Beyond the boundaries of the order, however, the life of a
culprit, where it calls home, and how little time there is to blood hunter is often not an easy one. The rituals of the
find it. Hunter’s Bane regularly leave one visibly changed and
Stepping into the lightless chambers of ancient dust and prone to unsettle common folk, and the witnessing of
lingering whispers, the halfling’s nose picks up the pungent hemocraft can invoke a superstitious fear from even the
smell of imminent danger as she hears the scraping of most learned scholar. While some societies have come to
bone and claw on nearby stone. She winces as she runs her accept the good deeds of the orders, many blood hunters
blade across her palm, the steel transmuting her blood into publicly hide their nature unless absolutely necessary,
glowing runes of powerful magic, her sword suddenly feeling more comfortable in the wilds and wastes of the
engulfed in arcane flames, eager to brand and burn the world where the Orders commonly train. Even so, the best
flesh of her enemies. work a blood hunter can do usually involves the poor and
Often feared or misunderstood, and driven by an defenseless on the outskirts of society, those prone to the
unending drive to destroy the wicked, blood hunters are corrupting touch of fiends and dark intentions. Braving the
clever, arcane warriors who have bound their essence to threat of vilification, these dark protectors wade through
the dark creatures they hunt to better stalk and survive civilization, earning coin as mercenaries or bounty hunters,
their prey. Armed with the rites of forbidden blood magic ever watching for the signs of something more nefarious
and a willingness to sacrifice their own vitality and beneath the surface.
humanity for the cause, they protect the realms from the In choosing this path, a blood hunter has irrevocably
shadows, ever vigilant to avoid becoming the same given a part of themselves to their cause, physically,
monsters they choose to hunt. emotionally, and sometimes morally. The orders of blood
hunters practice their own unique ideals and methods,
often employing techniques with dark origins that test the
Sacrifice to Preserve Life strength and will of these guardians. Many wrestle with the
While most of the classic schools of magical study are well fear of losing this struggle, so a life of discipline and
known and widely respected, the less refined and macabre vigilance drives their travels as they wander the
incantations of Hemocraft have long been forbidden and countryside in search of like-minded adventurers and
lost to most of the civilized world. Blood Hunters have whispers of dark deeds afoot.
reclaimed these techniques away from the judging eyes of
society, finding blood magic’s esoteric nature effective Creating a Blood Hunter
against the evils that often defy the divine powers that As you create a blood hunter, the most important aspects of
historically hold the line. your character are why you were driven to this lifestyle, and
Through careful study and practice, blood hunters have why do you seek to give up everything to wallow in the dark
honed the rites of hemocraft into their combat prowess, with the evils you hunt? Did you lose a loved one to a
forfeiting a facet of their health to infuse their weapons fiendish beast and now wish to prevent others from
with powerful blood magic and summoning the elements to suffering the same fate? Do you seek a sense of purpose
envelop their strikes. They can sear an arcane brand into and security, and find this among the order that has taken
the body of their quarry that hinders their foe’s abilities and you in? Have you always carried a seed of darkness within
punishes their aggression, or call blood curses upon their you, and seek kin to watch over you and prevent you
enemies, manipulating their bodies from the inside. Willing succumbing to it? Were you once a holy warrior who
to suffer whatever it takes to achieve victory, these adept strayed from his faith and was cast out, but still seek to give
warriors have forged themselves into a potent force against yourself to the cause of protecting the innocent? Or are you
the terrors that threaten the innocent. a criminal with a dark past seeking to make amends, taking
this life as a path of penance?

Return to Table of Contents


23

While most blood hunters follow a path of good or
What is your relationship with the powers of hemocraft neutrality in their pursuits, some have fallen to the dark,
and the abilities it promises to grant you as you step closer seductive side of hemocraft and use their abilities for
to its mastery? Do you respect and fear the ancient power selfish and evil purposes. These deviants are always
that surges through your veins, using them only when thrown from the order, and often hunted along with the
necessary? Do you relish in the strength it offers you, creatures they once trained to fell.
embracing your gifts and using them freely? Are you
worried the superstitions are right, and this power will Quick Build
eventually turn you into one of the monsters you hunt? Or
has your study instilled you with the confident control of You can make a blood hunter quickly by following these
mind over matter, certain you can bend these gifts to bring suggestions. First, make Strength or Dexterity your highest
a brighter dawn? ability score, depending on whether you want to focus on
Consider too that while a blood hunter belongs to an melee weapons, or archery (or finesse weapons). Make
order, many strike out on their own to do their best work. Intelligence your next highest if you plan to focus on the
What made you leave the comfort of your order? Do you potency of blood curses and mystical power. Choose a
intend to return, or have you decided you have more to higher Constitution next, as you want to have extra hit
learn in the world beyond? What do you seek in other points to burn on your crimson rite or amplifying blood
adventurers that can help you meet your goals? curses. Then, select the urchin or soldier background.

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

Return to Table of Contents


24
When you use your Blood Maledict, you choose which
Class Features curse to invoke. While invoking a blood curse, but before it
As a blood hunter, you gain the following class features. affects the target, you can choose to amplify the curse by
losing a number of hit points equal to one roll of your
Hit Points hemocraft die, as shown in the Hemocraft Die column of
Hit Dice: 1d10 per blood hunter level
the Blood Hunter table. An amplified curse gains an
Hit Points at 1st Level: 10 + your Constitution modifier
additional effect, noted in the curse’s description. Creatures
Hit Points at Higher Levels: 1d10 (or 6) + your that do not have blood in their bodies are immune to blood
Constitution modifier per blood hunter level after 1st
curses, unless you have amplified the curse.
You can use this feature once. Beginning at 6th level, you
Proficiencies can use your Blood Maledict feature twice, at 13th level you
Armor: Light armor, medium armor, shields
can use it three times between rests, and at 17th level, you
Weapons: Simple weapons, martial weapons
can use it four times between rests. You regain all
Tools: Alchemist’s supplies
expended uses when you finish a short or long rest.
Saving Throws: Dexterity, Intelligence

Skills: Choose three from Athletics, Acrobatics, Arcana, Fighting Style


History, Insight, Investigation, Religion, and Survival
At 2nd level, you adopt a style of fighting as your specialty.
Choose one of the following options. You can’t take a
Equipment Fighting Style option more than once, even if you later get
You start with the following equipment, in addition to the to choose again.
equipment granted by your background:
(a) a martial weapon or (b) two simple weapons
Archery
(a) a light crossbow and 20 bolts or hand crossbow and You gain a +2 bonus to attack rolls you make with ranged
20 bolts
weapons.
(a) studded leather armor or (b) scale mail armor
Blind Fighting
an explorer’s pack
You have blindsight with a range of 10 feet. Within that
Hunter's Bane range, you can effectively see anything that isn’t behind
total cover, even if you’re blinded or in darkness. Moreover,
Beginning at 1st level, you have survived the Hunter’s Bane, you can see an invisible creature within that range, unless
a dangerous, long-guarded ritual that alters your life’s the creature successfully hides from you.
blood, forever binding you to the darkness and honing your
senses against it. You have advantage on Wisdom Close Quarters Shooter
(Survival) checks to track fey, fiends, or undead, as well as You are trained in making ranged attacks at close quarters.
on Intelligence ability checks to recall information about When making a ranged attack while you are within 5 feet of
them. a hostile creature, you do not have disadvantage on the
The Hunter’s Bane also empowers your body to control attack roll. Your ranged attacks ignore half cover and three-
and shape hemocraft magic, using your own blood and life quarters cover against targets within 30 feet of you.
essence to fuel your abilities. Some of your features require Finally, you have a +1 bonus to attack rolls on ranged
your target to make a saving throw to resist the feature’s attacks. This bonus does not stack with Archery fighting
effects. The saving throw DC is calculated as follows: style.

Hemocraft save DC = 8 + your proficiency bonus + your Dueling


Intelligence modifier. When you are wielding a melee weapon in one hand and no
other weapons, you gain a +2 bonus to damage rolls with
Blood Maledict that weapon.
At 1st level, you gain the ability to channel, and sometimes
sacrifice, a part of your vital essence to curse and Great Weapon Fighting
manipulate creatures through hemocraft magic. You gain When you roll a 1 or 2 on a non-rite damage die for an
one blood curse of your choice, detailed in the “Blood attack you make with a melee weapon that you are wielding
Curses” section at the end of the class description. You with two hands, you can reroll the die and must use the
learn one additional blood curse of your choice, and you new roll. The weapon must have the two-handed or
can choose one of the blood curses you know and replace it versatile property for you to gain this benefit.
with another blood curse, at 6th, 10th, 14th, and 18th level.

Return to Table of Contents


25
Thrown Weapon Fighting Sanguine Versatility
You can draw a weapon that has the thrown property as Whenever you reach a level in this class that grants the
part of the attack you make with the weapon. Ability Score Improvement feature, you can do one of the
In addition, when you hit with a ranged attack using a following, representing a change of focus in your study of
thrown weapon, you gain a +2 bonus to the damage roll. hemocraft:
Two-Weapon Fighting Replace one blood curse you know from your Blood
When you engage in two-weapon fighting, you can add your Maledict feature with a different one.
ability modifier to the damage of the second attack. Replace one rite you know from your Crimson Rite
feature with a different rite of the same type (Primal
Crimson Rite Rite or Esoteric Rite).
At 2nd level, you learn to invoke a rite of hemocraft within Replace a fighting style you know with another fighting
your weapon at the cost of your own vitality. Choose one style available to blood hunters.
rite from the Primal Rites list below to learn. Extra Attack
As a bonus action, you can activate a crimson rite on a
single weapon with the elemental energy of a known rite of Beginning at 5th level, you can attack twice, instead of
your choice that lasts until you finish a short or long rest, or once, whenever you take the Attack action on your turn.
if you aren’t holding the weapon at the end of your turn.
When you activate a rite, you lose a number of hit points Brand of Castigation
equal to one roll of your hemocraft die, as shown in the At 6th level, whenever you damage a creature with your
Hemocraft Die column of the Blood Hunter table. Crimson Rite feature, you can choose to sear an arcane
For the duration, attacks from this weapon deal an brand of hemocraft magic into it (requires no action). You
additional 1d4 damage of the chosen rite’s type. This always know the direction to the branded creature, and
damage is magical, and increases as you gain levels as a each time the branded creature deals damage to you or a
blood hunter, as shown in the Hemocraft Die column of the creature you can see within 5 feet of you, the creature takes
Blood Hunter table. A weapon can only hold a single active psychic damage equal to your Intelligence modifier
rite at a time. (minimum of 1 damage).
You learn an additional Primal Rite at 7th level, and Your brand lasts until you dismiss it, or you apply a brand
access to an Esoteric Rite at 14th level. to another creature. Your brand counts as a spell for the
purposes of dispel magic, and the spell level is equal to half
Primal Rites of your blood hunter level (maximum of 9th level spell).
Choose from the following:
Once you use this feature, you can’t use it again until you
Rite of the Flame. Your rite damage is fire damage.
finish a short or long rest.
Rite of the Frozen. Your rite damage is cold damage.

Rite of the Storm. Your rite damage is lightning damage.


Grim Psychometry
When you reach 9th level, you have a supernatural talent
Esoteric Rites for discerning the history surrounding mysterious objects
Choose from the following:
or places touched by evil. When making an Intelligence
Rite of the Dead. Your rite damage is necrotic damage.
(History) check to recall information about a darker past
Rite of the Oracle. Your rite damage is psychic damage.
surrounding an object you are touching, or a location you
Rite of the Roar. Your rite damage is thunder damage.
are present in, you have advantage on the roll. The
information gleaned often leans towards the more sinister
Blood Hunter Order influences of the past, and sometimes conveys visions of
At 3rd level, you commit to an order of blood hunter martial things previously unknown to the character on higher rolls.
focus. Choose Order of the Ghostslayer, Order of the Dark Augmentation
Profane Soul, Order of the Mutant, or Order of the Lycan,
all detailed at the end of the class description. The order Upon reaching 10th level, arcane blood magic suffuses your
you choose grants you features at 3rd level, and again at body, permanently reinforcing your resilience. Your speed
7th, 11th, 15th, and 18th level. increases by 5 feet, and whenever you make a Strength,
Dexterity, or Constitution saving throw, you gain a bonus to
Ability Score Improvement the saving throw equal to your Intelligence modifier
When you reach 4th level, and again at 8th, 12th, 16th and (minimum of +1).
19th level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice
by 1. As normal, you can’t increase an ability score above 20
using this feature.
Using the optional feats rule, you can forgo taking this
feature to take a feat of your choice instead.

Return to Table of Contents


26
Brand of Tethering

As a bonus action, a creature within 30 feet of you becomes


Starting at 13th level, the psychic damage from your Brand poisoned. At the end of each of its turns, the target can
of Castigation increases to twice your Intelligence modifier make another Constitution saving throw. On a success, the
(minimum of 2 damage). curse ends.
In addition, a branded creature can’t take the Dash Amplify. The cursed creature suffers 4d6 necrotic
action, and if a creature branded by you attempts to damage, and suffers this damage again every time it fails its
teleport or leave their current plane via ability, spell, or Constitution saving throw to end this curse at the end of its
portal, they take 4d6 psychic damage and must make a turn.
Wisdom saving throw. On a failure, the teleport or plane
shift fails. Blood Curse of the Exorcist
Prerequisite: 15th level, Order of the Ghostslayer
Hardened Soul

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

Return to Table of Contents


27
Blood Curse of the Howl
Prerequisite: 18th level, Order of the Lycan

As an action, you unleash a blood-curdling howl. Each


creature within 30 feet of you that can hear you must
succeed on a Wisdom saving throw or become frightened
of you until the end of your next turn. If they fail their
saving throw by 5 or more, they are stunned while
frightened in this way. A creature that succeeds on this
saving throw is immune to this blood curse for the next 24
hours.
You can choose any number of creatures you can see to
be unaffected by the howl.
Amplify. The range of this curse increases to 60 feet.
Blood Curse of the Marked
As a bonus action, you can mark a creature that you can
see within 30 feet of you. Until the end of your turn,
whenever you deal rite damage to the target, you roll an
additional hemocraft die of rite damage.
Amplify. The next attack roll you make against the target
before the end of your turn has advantage.
Blood Curse of the Muddled Mind
As a bonus action, you curse a creature that you can see
within 30 feet of you that is concentrating on a spell. That
creature has disadvantage on the next Constitution saving
throw it must make to maintain concentration before the
end of your next turn.
Amplify. The cursed creature has disadvantage on all
Constitution saving throws made to maintain concentration
of spells until the end of your next turn.
Blood Curse of the Souleater
Prerequisite: 18th level, Order of the Profane Soul

When a creature that isn’t a construct or undead is reduced


to 0 hit points within 30 feet of you, you can use your
reaction to usher their soul to your patron in exchange for
power. Until the end of your next turn, your weapon attacks
have advantage.
Amplify. In addition, you regain an expended warlock
spell slot. Once you’ve amplified this blood curse, you must
finish a long rest before you can amplify it again.

Return to Table of Contents


28
Brand of Sundering
Blood Hunter Orders Beginning at 11th level, your Brand of Castigation now
There are a handful of secretive orders of blood hunters exposes a fragment of your foe’s essence, leaving them
that guard their cryptic techniques and rituals. One must vulnerable to your Crimson Rite. Whenever you damage a
adhere to one of these orders to even be granted access to branded creature with your Crimson Rite, your weapon
the Hunter’s Bane rite that starts their journey, and only deals one additional hemocraft die of rite damage. In
once they’ve proven their dedication and ability will the addition, the branded creature can’t move through
secrets of the order begin to be revealed. It’s within these creatures or objects.
small, enigmatic sects that the real power of a blood hunter
is learned. Blood Curse of the Exorcist
At 15th level, you’ve honed your hemocraft to tear wicked
Order of the Ghostslayer influence from your allies, punishing those who would
infiltrate their body and mind. You gain the Blood Curse of
The Order of the Ghostslayer is the oldest of the orders, the Exorcist for your Blood Maledict feature. This doesn’t
having originally rediscovered the secrets of blood magic count against your number of blood curses known.
and refined them for combat against the scourge of
undeath. Ghostslayers seek out and study the moment of Rite Revival
death, obsessing over the mysteries of the transition and Upon reaching 18th level, you learn to protect your fading
how it can become corrupted by unholy powers to rise once life by absorbing your blood rite. When you are reduced to
more. Tuning their abilities to annihilate such 0 hit points while you have an active Crimson Rite, but
abominations, these zealous blood hunters seek out the don’t die outright, the rite ends and you drop to 1 hit point
sources of such necromantic energies, intent to destroy instead. If you have rites active on multiple weapons, you
them wherever they arise. choose which one ends.
Rite of the Dawn Order of the Lycan
When you join this order at 3rd level, you learn the Rite of
the Dawn esoteric rite (detailed below). Of the many terrible curses that plague the realm, few are

as ancient or as feared as Lycanthropy. Passed through
Rite of the Dawn. Your rite damage is radiant damage. blood, this affliction seeds a host with the savage strength
While the rite is active, you gain the following benefits: and hunger for violence of a wicked beast. The Order of the
Lycan is a proud order of blood hunters who undergo “The
Your weapon sheds bright light out to a radius of 20 Taming,” a ceremonial inflicting of lycanthropy from a
feet. senior member. These hunters then use their abilities to
You have resistance to necrotic damage. harness the power of the monster they harbor without
Your weapon deals one additional hemocraft die of rite losing themselves to it. Through intense honing of one’s
damage when you hit an undead own willpower, combined with the secrets of the order’s
Curse Specialist
blood magic rituals, members learn to control and unleash
Beginning at 3rd level, your ancient order teaches advanced their hybrid form for short periods of time. Enhanced
mastery over blood curses. You gain an additional use of physical prowess, unnatural resilience, and razor sharp
your Blood Maledict feature. In addition, your blood curses claws make these warriors a terrible foe to any evil that
can target any creature, whether it has blood or not. crosses their path. Yet, no training is perfect, and without
care and complete focus, even the greatest of blood hunters
Ethereal Step can temporarily lose themselves to the bloodlust.
Upon reaching 7th level, at the start of your turn, if you
aren’t incapacitated, you can choose to magically step into The Onus of Lycanthropy

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.

you can use your Ethereal Step feature twice between


rests. You regain all expended uses when you finish a short
or long rest.

Return to Table of Contents


29

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.

If you are under an effect that prevents you from


Lycanthropy comes in many forms. Each version
concentrating (like the barbarian’s Rage feature), you
of the curse is bound to a specific beast: wolf,
automatically fail this saving throw.
bear, tiger, boar, and rat are a few of the more
well-known variations. The strain of the curse Stalker's Prowess
defines the beast a hybrid form will share, but At 7th level, your speed increases by 10 feet. You also can
the features the curse bestows remain relatively add 10 feet to your long jump distance and 3 feet to your
uniform across strains. high jump distance. In addition, your hybrid form gains the
Improved Predatory Strikes feature.

Improved Predatory Strikes. You gain a +1 bonus to


Heightened Senses attack rolls made with your unarmed strikes. This bonus
Starting when you choose this archetype at 3rd level, you increases by 1 at 11th level (+2) and 18th level (+3). In
begin to adopt the improved abilities of a natural predator. addition, when you have an active Crimson Rite while in
You gain advantage on Wisdom (Perception) checks that your hybrid form, your unarmed strikes are considered
rely on hearing or smell. magical for the purpose of overcoming resistance and
immunity to nonmagical attacks and damage.
Hybrid Transformation
Upon choosing this archetype at 3rd level, you begin to Advanced Transformation
learn to control the lycanthropic curse that now lives in Starting at 11th level, you learn to unleash and control
your blood. As a bonus action, you can transform into your more of the beast within. You can use your Hybrid
hybrid form for up to 1 hour. You can speak, use Transformation feature twice, regaining all expended uses
equipment, and wear armor in this form. You can revert to when you finish a short or long rest. In addition, your
your normal form earlier as a bonus action. You hybrid form gains the Lycan Regeneration feature.
automatically revert to your normal form if you fall

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.

Return to Table of Contents


30
Order of the Mutant Brand of Axiom
The process of the Hunter’s Bane is a painful, scarring, and At 11th level, your hemocraft has altered your Brand of
sometimes fatal experience. Those that survive find Castigation to enforce a foe’s true nature. Any illusions
themselves irrevocably changed, enhanced. Some found disguising or making a creature invisible when you brand
this experience exalting, embracing the ability to alter one’s them end, and they can’t benefit from such illusions while
branded. If a creature branded by you is polymorphed or
own physiology through a combination of hemocraft and has changed shape, they must succeed on a Wisdom saving
corrupted alchemy. Over generations of experimentation, a throw or revert to their true form and be stunned until the
splinter order of blood hunters began to emerge, one that end of your next turn. Whenever a branded creature
focused on brewing toxic elixirs to modify their capabilities attempts to polymorph or change shape, they must succeed
in battle, altering their blood and, over time, become on a Wisdom saving throw or the attempt fails, and they
something beyond what they once were. They called are stunned until the end of your next turn.
themselves the Order of the Mutant. Researching their
targets to know their strengths and weaknesses, these Blood Curse of Corrosion
blood hunters can alter their biology to be best prepared Starting at 15th level, your blood curse can wrack a
for the coming conflict. creature’s body with terrible toxins. You gain the Blood
Curse of Corrosion for your Blood Maledict feature. This
Formulas does not count against your number of blood curses
You begin to uncover forbidden alchemical formulas that known.
temporarily alter your mental and physical abilities.
Beginning at 3rd level, you choose to learn four mutagen Exalted Mutation
formulas. Your formula options are detailed at the end of At 18th level, your body has adapted to produce your toxins
this order description. You gain an additional formula at naturally in a moment of need. As a bonus action, you can
7th level, 11th level, 15th level, and 18th level. choose one mutagen currently affecting you to flush from
Additionally, when you gain a new mutagen formula, you your system and end, then immediately have a mutagen you
can choose one of the formulas you already know and know the formula for take effect in its place.
replace it with a new mutagen formula. You can use this feature a number of times equal to your
Intelligence modifier (minimum of 1). You regain all uses of
Mutagencraft this feature after you finish a long rest.
At 3rd level, you can concoct a single mutagen when you
finish a short or long rest. Starting at 7th level, the number Mutagens
of mutagens you can create when you finish a rest These mutagens are presented in alphabetical order. You
increases to two, and at 15th level, you can now create can learn a mutagen at the same time you meet its
three mutagens. prerequisites.
As a bonus action you can consume a single mutagen,
and the effects and side effects last until you finish a short Aether
or long rest, unless otherwise specified. While one or more Prerequisite: 11th level.
mutagens are affecting you, you can use an action to focus You gain a flying speed of 20 feet for 1 hour.

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.

Strange Metabolism Side effect. You have disadvantage on initiative rolls.


Beginning at 7th level, your body has begun to adapt to
toxins and venoms, ignoring their corroding effects. You Conversant
gain immunity to poison damage and the poisoned You gain advantage on Intelligence ability checks.

condition. Side effect. You have disadvantage on Wisdom ability


In addition, you can instill a burst of adrenaline to checks.
temporarily resist the negative effects of a mutagen. As a
bonus action, you can choose to ignore the side effect of a Cruelty
mutagen affecting you for 1 minute. Prerequisite: 11th level.
Once you use this feature to resist side effects, you can’t When you use the Attack action, you can make an
do so again until you finish a long rest. additional weapon attack as a bonus action.

Side effect. You have disadvantage on Intelligence,


Wisdom, and Charisma saving throws.

Return to Table of Contents


31
Deftness Unbreakable
You gain advantage on Dexterity ability checks.
You gain resistance to bludgeoning damage.

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.

You gain resistance to fire damage.


Side effect. You have disadvantage on death saving
Side effect. You gain vulnerability to cold damage. throws.
Gelid
You gain resistance to cold damage.

Side effect. You gain vulnerability to fire damage.


Impermeable
You gain resistance to piercing damage.

Side effect. You gain vulnerability to slashing damage.


Mobility
You gain immunity to the grappled and restrained
conditions. At 11th level, you also are immune to the
paralyzed condition.

Side effect. You have disadvantage on Strength ability


checks.
Nighteye
You gain darkvision for up to 60 feet. If you already have
darkvision, this increases its range by 60 additional feet.

Side effect. You gain sunlight sensitivity (detailed in the


Dark Elf section of the Player’s Handbook).
Percipient
You gain advantage on Wisdom ability checks.

Side effect. You have disadvantage on Charisma ability


checks.
Precision
Prerequisite: 11th level
Your weapon attacks score a critical hit on a roll of 19-20.

Side effect. You have disadvantage on Strength saving


throws.
Rapidity
Your speed increases by 10 feet. At 15th level, your speed
increases by 15 feet instead.

Side effect. You have disadvantage on Intelligence ability


checks.
Reconstruction
Prerequisite: 7th level
For 1 hour, at the start of each of your turns, you regain
hit points equal to your proficiency bonus if you have at
least 1 hit point, but no more than half of your hit points.

Side effect. Your speed decreases by 10 ft for 1 hour.


Shielded
You gain resistance to slashing damage.

Side effect. You gain vulnerability to bludgeoning


damage.

Return to Table of Contents


32
Order of the Profane Soul For example, when you are 8th level, you have two 2nd-
level spell slots. To cast the 1st-level spell witch bolt, you
Those who have taken to the Order of the Profane Soul must spend one of those slots, and you cast it as a 2nd-level
have seen the limits of hemocraft against some of the most spell.

ancient and cruel fiends and terrors of the world. Unable to

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 Great Old One, each detailed in the Player’s Handbook,

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.

You have chosen the Archfey as your otherworldly patron.


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 Fiend as your otherworldly patron.


The Great Old One


Profane Soul
You have chosen the Great Old One as your otherworldly Blood Hunter Cantrips Spells Spell Slot
patron. Level Known Known Slots Level

3rd 2 2 1 1st
The Hexblade

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

Return to Table of Contents


33
Rite Focus

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

which roll to use. The Celestial


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

You can cast lesser restoration once using a pact magic


spell slot. You can’t do so again until you finish a long rest.

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.

The Great Old One

You can cast detect thoughts once using a pact magic spell
slot. You can’t do so again until you finish a long rest.

Return to Table of Contents


34
Unearthed Magic
Cardmaster The magic of a cardmaster is neither innate, like a sorcerer,
His eyes fleeting across the surrounding forest, a short, nor the pure product of years of learning, like a wizard. A
dark-clothed human reaches towards the inner pocket of cardmaster begins their delve into the arcane arts through
his jacket and pulls out an intricately detailed card. With a their acquisition of a card case, which might be given to
flick of his wrist, the card burns away and a barely visible them by a master or simply found as treasure. The card
blanket of magical energy manifests around his body. case holds all of a cardmaster’s power—it is from this item
Taking the initiative against his would be ambushers, he that they gain all of their magical prowess, and they are
takes another card from his pocket and speaks a short nothing without it.
incantation. As his incantation completes, the card burns Learning how to utilize the magic held within a card case
away and a bolt of lightning streaks into the forest. is not a simple matter for most. A cardmaster often
Her long, silvery hair billowing behind her, an elf darts requires years of study before they reach the point where
behind a stone pillar. Hastily looking through her hand of they are able to cast even the simplest spells from their
cards, she selects a white card decorated with blue floral card case. Once a cardmaster reaches this point, however,
designs. She speaks a word and the card dissipates, as she their being has become permanently bonded with their
teleports to the balcony above. Now in a better position, she card case. Even if the case is lost or destroyed, they are
conjures two cards, both neatly tucked between her fingers. able to summon it back to themselves, though none of the
She throws them in the same motion, causing them to fly cards will be there.
towards her opponents below.
Cardmasters are powerful magic-users, defined by their
unique method of spellcasting. Utilizing the magic stored
within a repository of magical power, called a card case,
cardmasters create magical items that resemble playing
cards. These creations are called spell cards, and they hold
spells that only those that have taken the time to study this
ancient art can cast.

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

Return to Table of Contents


35
Creating a Cardmaster Spellcasting
When creating a cardmaster, the most important question As a cardmaster, you have acquired a magical card case
you must consider is that of how you acquired your card that contains the beginnings of your meager collection of
case. Perhaps you were tutored by another cardmaster that spell cards. See chapter 10 of the Player’s Handbook for
was skilled enough to create a card case for his or her the general rules of spellcasting, and the end of this
apprentice. Or perhaps you simply found a card case that document for the cardmaster spell list.
had been long abandoned by its previous user. Or maybe
you managed to take the card case from another Playing Cards
cardmaster after their death. You produce your cardmaster spell effects through your
Once you decide how you came across your card case, spell cards. You must have a spellcasting focus - specifically
you need to determine how your training went. Did card your spell cards or your card case - in hand when you cast
magic come naturally to you, or did it take years of any spell with this spellcasting feature (meaning the spell
concentrated study? Did you have the help of a teacher, or has an "M" component when you cast it).
were you self-taught? If you had a teacher, do you still learn
under them, or have you parted ways? Cantrips
Also consider the playstyle that you will choose at 2nd At 1st level, you know two cantrips of your choice from the
level. While this choice isn’t set in stone, many cardmasters cardmaster spell list. You learn additional cardmaster
know what playstyle they intend to master before they even cantrips of your choice at higher levels, as shown in the
learn the basics of this magical art. Cantrips Known column of the Cardmaster table.
Quick Build Card Case
You can make a cardmaster quickly by following these At 1st level, you have a card case containing six 1st-level
suggestions. First, Charisma should be your highest ability cardmaster spells of your choice.
score, followed by Constitution or Dexterity. If you plan to
use the Demon’s Inferno playstyle, make Dexterity or Your Card Case
Strength your next-best score. Second, choose the sage The card case that you acquired when you chose
background. Third, choose the mage hand and light this class is an extension of yourself, and the
cantrips, along with the following 1st-level spells for your source of your spellcasting abilities. When you
card case: absorb elements, burning hands, chromatic orb, add a spell to your card case, you do so by
expeditious retreat, mage armor, magic missile, shield, and inscribing the spell upon a card, utilizing special
sleep. inks and your own unique designs in the process.
Once you finish this step, you place the card in
your card case, and it becomes available to be
Class Features drawn. When you draw a spell card, you aren’t
As a cardmaster, you gain the following class features. drawing the original card that you inscribed—
you’re drawing a copy of that card, created by the
Hit Points card case with arcane magic.
Hit Dice: 1d6 per cardmaster level
Copying Spell Cards. When you find a
cardmaster spell of 1st level or higher, you can
Hit Points at 1st Level: 6 + your Constitution modifier
add it to your card case if it is of a level for which
Hit Points at Higher Levels: 1d6 (or 4) + your you have spell slots and if you can spare the time
Constitution modifier per cardmaster level after 1st and materials needed to inscribe it.
Inscribing a spell card that you find involves
Proficiencies reproducing the magical designs and words that
Armor: none
hold the spells magic, and rewriting them to
Weapons: Simple weapons
work with your card case. All card cases are
Tools: Playing cards
slightly different, so a card from another card
Saving Throws: Dexterity, Charisma
case won’t work without modification.
Skills: Choose two skills from Arcana, Deception, History, Adding a spell card you find requires 2 hours
Insight, Investigation, Performance, Persuasion, Stealth, of work and 50 gold pieces of material for every
and Sleight of Hand. level of the spell. Once you finish this process,
the spell is ready to be drawn.
Equipment Losing your Card Case. Due to your magical
You start with the following equipment, in addition to the bond with your card case, you can resummon it
equipment granted by your background:
after it is lost or destroyed by concentrating and
• (a) a quarterstaff or (b) a dagger
meditating during a long rest. Your spell cards are
• (a) a scholar’s pack or (b) an explorer’s pack

not preserved, however, and you need to copy


• A card case and a deck of playing cards

them again. Recopying a spell only requires 1


hour of work and 25 gp of material per level of
the spell.

Return to Table of Contents


36
d12 Spell Card
Your Card Case’s Appearance. All card cases are 1 transmutation
unique, though they all generally have the form
of a small box. As your card case isn’t something 2 evocation
you craft yourself, you're not the one that 3 evocation
chooses how it looks. You should consider its
appearance based on how and from whom you 4 illusion
acquired it. 5 conjuration
6 conjuration
7 enchantment
Preparing and Casting Spells
The Cardmaster table shows how many spell slots you 8 abjuration
have to cast your cardmaster spells of 1st level and higher. 9 abjuration
To cast one of these spells, you must expend a slot of the 10 necromancy
spell’s level or higher and discard a mystic card of its
school of magic. You regain all expended spell slots when 11 necromancy
you finish a long rest. 12 divination
You prepare the list of cardmaster spells that are
available for you to cast. To do so, choose a number of Discarding a Mystic Card
cardmaster spells from your card case equal to your You discard a mystic card after casting it, or when a feature
Charisma modifier + your cardmaster level (minimum of tells you to discard a mystic card. If a feature tells you to
one spell). The spells must be of a level for which you have discard a mystic card, you choose any one of the cards in
spell slots. your hand. A discarded card is no longer in your hand.
For example, if you’re a 3rd-level cardmaster, you have
four 1st-level and two 2nd-level spell slots. With a Spellcasting Ability
Charisma of 16, your list of prepared spells can include six Charisma is your spellcasting ability for your cardmaster
spells of 1st or 2nd level, in any combination, chosen from spells, since you endlessly rely on luck and a pure
your card case. If you prepare the 1st-level spell magic charismatic presence with your cards. You use your
missile, you can cast it using a 1st-level or a 2nd-level slot. Charisma whenever a spell refers to your spellcasting
Casting the spell doesn’t remove it from your list of ability. You use your Charisma modifier when setting the
prepared spells. saving throw DC for a cardmaster spell you cast and when
You can change your list of prepared spells when you making an attack roll with one.

finish a long rest. Preparing a new list of cardmaster spells

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:

Return to Table of Contents


37
Deadly Dealer Playstyle
At 1st level, you learn the card throw cantrip, described at When you reach 2nd level, you choose a playstyle that you
the end of this document. If you already know it, you gain begin to emulate. Each playstyle is a long-standing tradition
another cardmaster cantrip of your choice. This cantrip that has been passed down from various creatures:
doesn't count towards your number of cantrips known. common playstyles include Beholder’s Paranoia, Devil’s
When you cast card throw, you can choose to discard one Gambit, and Demon’s Inferno. Each of these playstyles
of your mystic cards. If you do so, choose one of the cards grant you features at 2nd level, and again at 6th, 10th, and
thrown that hit. That card gains a bonus effect based on the 14th levels.
discarded mystic card’s school. The different effects are
described below: Cantrip Shuffling
Abjuration. You gain temporary hit points equal to the Starting at 3rd level, you've developed a system for
damage dealt by the card. These temporary hit points last organizing the cards in your card case which allows you to
for up to 1 minute. formulate a cantrip in your mind. Whenever you finish a
Conjuration. The target's speed is reduced by 10 feet long rest, you can replace one cardmaster cantrip you
until the end of its next turn.
Divination. Your next spell attack against the target know with another cantrip from the cardmaster spell list.
before the end of your next turn is made at advantage.
Enchantment. The target has disadvantage on its next Ability Score Improvement
ability check it makes before the end of its next turn. When you reach 4th level, and again at 8th, 12th, 16th, and
Evocation. You can reroll the damage roll of the selected 19th level, you can increase one ability score of your choice
card, you can choose either roll. by 2, or you can increase two ability scores of your choice
Illusion. The target has disadvantage on its next attack by 1. As normal, you can't increase an ability score above 20
roll it makes before the end of its next turn. using this feature.
Necromancy. The target can’t regain hit points until the
end of your next turn. Ace Up Your Sleeve
Transmutation. The target loses any resistance to the
damage type dealt by the card until the end of your next At 18th level, you've learned how to draw magic straight
turn. from the heart of your card case. You can cast a spell of
5th-level or lower from your card case without discarding a
Card Magic mystic card. This spell doesn't need to be prepared. You
must still expend a spell slot of the appropriate level to cast
At 2nd level, you can shape excess magic from your card a spell in this way. You can't do so again until you finish a
case into power for later use. This excess magic is short or long rest.
represented by Wild Cards, which allow you to perform
various acts. Always Another Trick
Wild Cards At 20th level, you regain 4 expended wild cards whenever
You have 2 wild cards, and you gain more as you reach you finish a short rest.
higher levels, as shown in the Wild Cards column of the
Cardmaster table. You regain all spent wild cards when you
finish a long rest.
Proxy
When you cast a cardmaster spell through your
spellcasting feature, you can spend 2 wild cards to forgo
the need to discard a mystic card of that spell's school. You
do not need to already have a card of the spell's school in
hand.
Mulligan
As a bonus action, you can spend 1 wild card to discard all
of your mystic cards in your hand and draw a number of
cards equal to the amount you discarded.
Double Lift
When you draw a mystic card, you can spend 1 wild card to
draw an additional mystic card.

Return to Table of Contents


38
Arcane Vigilance
Playstyles At 14th level, you and creatures of your choice within 60
Card magic is a form of spellcasting that has been warped feet of you cannot be surprised while you are conscious.
and rearranged through the millennia, as hosts of different Additionally, you can use your quick-witted feature every
creatures and races have put their own spin on its time you roll initiative without needing to complete a long
traditions. Many playstyles exist, though only a few of them rest to use it again.
are widely popular, as less effective styles are thrown to the
wayside. Most cardmasters adopt the same playstyle as the Demon’s Inferno
master who taught them, though some try to find a “Demon’s Inferno” is one of the more widely used
playstyle that suits their own needs. playstyles, especially among tieflings and those that deal
The playstyles described here are all attributed to iconic with the inhabitants of the abyss. Specializing in melee
monsters, but not all playstyles need be attributed as such. combat, practitioners of this playstyle have unparalleled
While most playstles were created by non-humanoids, offensive capabilities, but sacrifice the safety of other
humanoid created playstyles do exist. playstyles. This playstyle is occasionally still practiced by
demons, though only the more intelligent among their race.
Beholder’s Paranoia
“Beholder’s Paranoia” is a playstyle based upon being Demonic Champion
constantly vigilant, always on the lookout for danger. Like When you choose this playstyle at 2nd level, you gain
their namesake, those that follow this playstyle often proficiency with light armor and martial weapons.
believe that they are in constant danger, and suspect that Additionally, you gain the following benefits:
others are plotting against them. It is believed that this Whenever you are wielding a weapon that you are
playstyle was originally developed by an ancient, powerful proficient with, your hand of mystic cards hover in your
beholder from a bygone age, who used its expertise in card space allowing you to discard and draw them as normal.
magic to protect itself from many experienced adventurers. You can use a simple or martial melee weapon you are
This style is one of the rarer playstyles, as those paranoid proficient with as a spellcasting focus in place of your
enough to practice it would often be reluctant to take on an cards or card case.
apprentice. Therefore, most that learn it do so through As an action, you can touch a suit of light or medium
books and self-study, though even basic manuscripts on the armor that isn’t being worn or carried by anyone and
subject are hard to come by. instantly don it, provided you aren’t wearing armor
Quick-witted already. You are proficient with this suit of armor until
Starting when you choose this playstyle at 2nd level, you it’s removed.
become more alert to danger and quicker to respond to it. Demon's Obsession
You add your Charisma modifier to your initiative rolls. When you choose this playstyle at 2nd level, you can mark
When you roll initiative, you can use your reaction to cast an enemy with a demon's mark. When you hit a creature
a cardmaster spell you have prepared with a casting time of with a melee attack, you can discard a mystic card to mark
1 action or 1 bonus action that only targets you. Once you them as your obsession for the next minute, or until you
do so, you can’t do so again until you complete a long rest. use this feature again. Until your obsession ends, you gain
the following effects:
Spellbreaker
At 6th level, you have learned the anti-magic techniques of a While within 120 feet of you, your obsession can't
beholder. Whenever a creature within 60 feet of you that benefit from being hidden from you.
you can see casts a spell, you automatically know what Your melee attacks deal an additional 1d4 fire damage
spell is being cast. against your obsession.
Whenever you identify a spell in this way, you can use You have advantage on saves against being charmed or
your reaction to discard a mystic card in your hand that is frightened by your obsession.
of the same school of magic as the triggering spell and When your obsession dies, you gain temporary hit
spend 2 wild cards. Make an ability check using your points equal to your cardmaster level + your Charisma
spellcasting ability. The DC equals 10 + the spell’s level. On modifier (minimum of 1 temporary hit point).
a success, the spell fails and has no effect. You can use this feature to mark an obsession a number
Preservation of times equal to your proficiency bonus, and you regain all
Beginning at 10th level, you can use your mystic cards to expended uses when you finish a long rest.
bolster yourself. As a bonus action on your turn, you can
discard a number of mystic cards from your hand up to Extra Attack
your Charisma modifier (minimum 1). You gain temporary Starting at 6th level, you can attack twice, instead of once,
hit points equal to half your Cardmaster level + 1d6 hit whenever you take the Attack action on your turn.
points for every card discarded.
Once you use this feature, you can’t use it again until you
complete a long rest.

Return to Table of Contents


39
Demonic Aspect Twist of Fate
At 10th level, you gain resistance to fire damage. At 10th level, you've learned to not just mitigate poor luck,
Additionally, when you cast a spell that deals fire but to turn it into a weapon all its own. When you are
damage, you can spend 1 wild card to cause that spell to reduced to 0 hit points and are not killed outright, you can
ignore resistance to fire damage. choose to drop to 1 hit point instead and discard any
number of your mystic cards in your hand. You regain 1d6
Abyssal Form hit points for every card discarded this way. Additionally,
Beginning at 14th level, you can take on a demonic form choose a number of creatures that you can see within 30
that wreaths you in flame and grants you fiery wings. As a feet up to the number of mystic cards discarded this way.
bonus action, you can enter this form. For 1 minute, you Make a ranged spell attack against each of them. You do
gain the following benefits: not have disadvantage when making this attack while you
You gain a flying speed equal to your walking speed. are within 5 feet of a hostile creature. On a hit, the attack
You gain resistance to bludgeoning, piercing, and deals force damage equal to 1d8 + your Charisma modifier.
slashing damage from non-magical weapons. Once you use this feature, you can’t use it again until you
finish a long rest.
Once per turn, whenever you deal fire damage to a
creature, you can cause flames to erupt around you. Raising the Stakes
Creatures of your choice within 10 feet of you take fire Beginning at 14th level, you can tap into the full power of
damage equal to your Charisma modifier (minimum 1). your devilish luck. At the start of your turn, you may expend
Once you use this feature, you can’t use it again until you a use of your Gift of The Nine Hells feature to gain the
finish a long rest. following benefits:
Spell attacks you make this turn are made with
Devil’s Gambit advantage.
“Devil’s Gambit,” is a playstle that, as its name implies, You can add your Charisma modifier to the damage
exemplifies the idea of risk and reward. Still widely used rolls of spell attacks you make this turn.
among some groups of devils, this playstyle is quite Spell attacks you make this turn score a critical hit on a
widespread, despite the danger involved in using it. Among roll of 19 or 20.
humanoid cardmasters, this playstyle can lead to the doom If you roll a 1 on the d20 for spell attack rolls you make
of an unwise or unlucky practitioner, as they don’t have this turn, you can reroll the die and must use the new
pseudo-immortality of a devil that can simply reform itself roll.
in the nine hells upon being defeated. Many apprentice If you miss a spell attack this turn, its energy backfires
cardmasters of this playstyle meet their demise in the early onto you. Make the spell attack again, exactly as before,
stages of their learning, but those that practice and master except this time targeting yourself. If the attack hits you and
its techniques can prove themselves powerful casters. deals damage, its damage cannot be reduced in any way.
After using this feature, you have disadvantage on
Gift of the Nine Hells Strength and Dexterity saving throws and attack rolls
When you choose this playstyle at 2nd level, you learn how against you have advantage until the end of your next turn.
to use a volatile energy harnessed from the nine hells. As a
bonus action on your turn, you fill yourself with this energy.
Your next spell attack before the end of your turn is made
at advantage. If you miss this attack, its energy backfires
onto you. Make the spell attack again, exactly as before,
except this time targeting yourself. If the attack hits you and
deals damage, its damage cannot be reduced in any way.
You can use this feature a number of times equal to your
Charisma modifier per long rest.
This feature affects more spell attacks on your turn as
you reach higher levels in this class: 2 spell attacks at 6th
level, and 3 spell attacks at 14th level.
Knowledge of the Nine Hells
You can speak, read, and write Infernal. Additionally, you
can add half your proficiency bonus, rounded down, to any
Intelligence check you make that doesn’t already use your
proficiency bonus.
Devil’s Luck
At 6th level, you can call upon the devil’s luck to aid you.
Once per turn when you fail an ability check or saving
throw, you can spend 1 wild card and discard a mystic card
to add a d4 to the roll, potentially changing the outcome.

Return to Table of Contents


40
Spell List
Cantrips (0 level) Guiding Hand Snilloc's Snowball Swarm Dimension Door
Aqua Bolt Ice Knife Suggestion Elemental Bane
Blade Ward Identify Umbral Crescent Evard's Black Tentacles
Booming Blade Illusory Script Vortex Warp Greater Invisibility
Card Throw Jump Web Fire Shield
Chill Touch Longstrider Wither and Bloom Hallucinatory Terrain
Corroding Blade Mage Armor Lightning Spear
Create Bonfire Magic Missile 3rd Level Phantasmal Killer
Dancing Lights Protection from Evil and Animate Dead Raulothim's Psychic Lance
Friends Good Bestow Curse Sickening Radiance
Frostbite Ray of Sickness Blink Summon Aberration
Green-Flame Blade Shield Clairvoyance Summon Elemental
Light Silent Image Conjure Lesser Demon Summon Greater Demon
Lightning Lure Sleep Counterspell Wall of Fire
Mage Hand Snare Dispel Magic
Magic Ink Tasha's Hideous Laughter Elemental Weapon 5th Level
Mending Thunderwave Enemies Abound Cone of Cold
Message Unseen Servant Fear Conjure Elemental
Mind Sliver Witch Bolt Fireball Contact Other Plane
Minor Illusion Fly Danse Macabre
Origami 2nd Level Gaseous Form Dream
Poison Spray Aganazzar's Scorcher Glyph of Warding Enervation
Prestidigitation Alter Self Haste Far Step
Ray of Frost Blindness/Deafness Hypnotic Pattern Hold Monster
Rimeshard Blade Blur Ice Hammer Infernal Calling
Ripple Borrowed Knowledge Intellect Fortress Legend Lore
Sparking Blade Cloud of Daggers Lightning Bolt Planar Binding
Sword Burst Crown of Madness Magic Circle Scrying
Thunderclap Darkness Major Image Skill Empowerment
Toll the Dead Darkvision Melf's Minute Meteors Steel Wind Strike
True Strike Detect Thoughts Protection from Energy Summon Draconic Spirit
Venom Blade Earthbind Remove Curse Thunder Bow
Enhance Ability Sending Wall of Light
1st Level Enlarge/Reduce Slow Wall of Stone
Absorb Elements Hold Person Summon Lesser Demons
Alarm Invisibility Summon Shadowspawn 6th Level
Burning Hands Kinetic Jaunt Summon Undead Arcane Gate
Catapult Levitate Thunder Step Chain Lightning
Cause Fear Locate Object Tongues Circle of Death
Charm Person Magic Mouth Vampiric Touch Contingency
Chromatic Orb Magic Weapon Wall of Water Eyebite
Color Spray Mind Spike Water Breathing Fizban's Platinum Shield
Comprehend Languages Mirror Image Water Walk Guards and Wards
Detect Magic Misty Step Mass Suggestion
Disguise Self Nathair's Mischief 4th Level Mental Prison
Expeditious Retreat Phantasmal Force Arcane Eye Programmed Illusion
False Life Pyrotechnics Banishment Scatter
Feather Fall Ray of Enfeeblement Blight Soul Cage
Fog Cloud Scorching Ray Charm Monster Summon Fiend
Frost Fingers See Invisibility Confusion True Seeing
Grease Shadow Blade Conjure Minor Elementals Wall of Ice
Shatter

Return to Table of Contents


41
7th Level Plane Shift Illusory Dragon Foresight
Crown of Stars Power Word Pain Maddening Darkness Gate
Delayed Blast Fireball Symbol Maze Imprisonment
Draconic Transformation Teleport Power Word Stun Meteor Storm
Etherealness Sunburst Power Word Kill
Finger of Death 8th Level Psychic Scream
Mirage Arcane Abi-Dalzim's Horrid Wilting 9th Level Weird
Mordenkainen's Sword Demiplane Astral Projection
Feeblemind Blade of Disaster

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.

Return to Table of Contents


42
College of Dance It Takes Two to Tango
Bards of the College of Dance feel the rhythm of the music At 14th level, your unique style of combat starts to get your
course through their being, and can't help but dance to the allies going. Each of the dances from your Rhythmic Steps
beat. Weaving expressive movements to the music they feature gains an additional effect.
hear, they try to bring joy and spectacle to even the fiercest Dance of Alacrity. Immediately after you take the Dash
situations. Usually found in travelling troupes or action with this dance, you can enable one creature within
surrounded by adoring crowds, they're always the life of 60 feet of you to use its reaction to move up to its speed.
any group they're part of, and their presence is uplifting to Dance of Elusion. Immediately after you take the
all who see them. Disengage action with this dance, you can enable one
creature within 60 feet of you to use its reaction to move up
to half its speed without provoking opportunity attacks.
Flow with the Rhythm Dance of Temerity. Immediately after you perform this
When you join the College of Dance at 3rd level, your dance, you can enable another creature within 60 feet of
flowing movements make it difficult for enemies to land a you to use its reaction to make one weapon attack.
hit on you. while you are wearing no armor and not
wielding a shield, your AC equals 10 + your Dexterity
modifier + your Charisma modifier.
Additionally, you can ignore the material components of
your bard spells, except for those components that have a
specific cost.
Rhythmic Steps
At 3rd level, you have learned to combine the art of combat
and dancing to create a unique combat style. You learn the
following dance styles.
Dance of Alacrity. As a bonus action, you can expend a
use of your Bardic Inspiration to take the Dash action.
When you do, roll the Bardic Inspiration die, and you or
one creature of your choice within 60 feet of you gains
temporary hit points equal to the number rolled.
Dance of Elusion. As a bonus action, you can expend a
use of your Bardic Inspiration to take the Disengage action.
When you do, once before the start of your next turn, when
you or an ally within 60 feet of you takes damage, you can
allow that creature to use its reaction to reduce that
damage by an amount equal to one roll of your Bardic
Inspiration die.
Dance of Temerity. As a bonus action, you can expend a
use of your Bardic Inspiration and choose one creature
within 60 feet of you that you can see (you can choose
yourself). Until the end of that creature's next turn, the first
time they hit with an attack, the target of that attack takes
additional damage equal to one roll of your Bardic
Inspiration die + your proficiency bonus.
Constant Motion
At 6th level, your movements grow more fluid and constant
throughout battle. Your movement speed increases by 10
feet while you are wearing no armor and not wielding a
shield.
Additionally, you can move up to 15 feet as a reaction
when an enemy ends its turn within 5 feet of you. This
movement doesn’t provoke opportunity attacks.

Return to Table of Contents


43
Oath of the Bulwark
Those who take the responsibility of being a bulwark of
society, have decided to take on the full responsibility of
defending said society. May they be called Vigilante or
Protectors, they always answer the call for protection. They
take upon themselves the damage done to others or heal
the wounds of those they couldn't guard. Such is the job of
those bulwark, defending the world they live in regardless
of where the danger comes from.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Bulwark Spells
Paladin Level Spells
3rd sanctuary, protection from evil and good
5th warding wind, warding bond
9th beacon of hope, spirit guardians
13th resilient Sphere, guardian of Faith
17th greater restoration, circle of power

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.

Return to Table of Contents


44
Oath of the Grave Aura of Preservation
The Oath of the Grave is a seldom practised tradition, most Starting at 7th level, you and friendly creatures within 10
commonly reserved for the followers of Juvia. Sometimes feet of you have resistance to necrotic damage and have
called winter knights, black knights, or grave knights, these advantage against being possessed by undead creatures.
paladins serve as protectors of the sacred passings into the At 18th level, the range of this aura increases to 30 feet.
afterlife. They constantly struggle against the forces of
undeath, as they see them as the most unholy Soul of Demise
abominations that blight this land. They adorn themselves By 15th level, your vow of death has become far more
with images of death and winter-skulls, ravens, or similar persistent. When a creature under the effect of your vow of
symbols of their patron gods. death dies, that creature cannot be raised from the dead for
the next 30 days, outside of using a wish spell. Additionally,
Tenets of the Grave you can use a bonus action on a subsequent turn of yours
The tenets of the Oath of the Grave have been passed down to mark a new creature.
for generations. This oath emphasizes the passing between
the warmth of life to the everlasting cold of death, and Reaper of Winter
punishes those that defile this passing with the unholy At 20th level, as an action you can surround yourself with a
raising of undead. deathly chill. For 1 minute, swirls of chilling wind surround
Annihilate the Unholy. The undead and those who you in a 30 foot radius.
foster them are unholy and wicked. Destroy them before Whenever an enemy creature starts its turn in the area,
they defile more than they have already. the creature takes 10 cold damage and their movement
Preserve the Righteous. Death should not come early speed is reduced by 10 feet.
to those who have led a blessed life. Preserve the In addition, whenever a creature dies within the area,
righteous, so they may live on without fear. you regain 20 hit points.
Let Souls Pass On. Every soul deserves its place in the Once you use this feature, you can't use it again until you
afterlife. When you see a creature forced into undeath, let finish a long rest.
its soul go free.
Accept Death. Death comes to all eventually. Accept it
and you will find a place in the afterlife.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Grave Spells
Paladin Level Spells
3rd inflict wounds, ice knife
5th gentle repose, snilloc's snowball swarm
9th sleet storm, speak with dead
13th blight, ice storm
17th cone of cold, destructive wave

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.

Return to Table of Contents


45
Spellsword Creating a Spellsword
A man approaches the battlefield, his sword cackling with As you build your spellsword, think about two related
lightning while his free hand holds an orb of arcane energy. elements of your character’s background: How did you
With a casual flick of his wrist, the orb of magic instantly obtain your magic, and what is it you plan to do with the
turns into multiple missiles that begin to streak towards skills that you obtained from this specialized form of
the unwary goblins down the path. All four missiles training? Were you blessed by a celestial? Did you have it
connect as the man quickly disappears and reappears from birth and was trained? What caused your training to
behind one of them thrusting his sword through them. This happen and what kind of training did you go through to
man… is known as a Spellsword. Spellswords focus on a cause the decisions you have made up to now?
balance between their martial prowess and arcane powers.
Learning to use both in combat allows them to excel at Quick Build
dealing high bursts of damage or being able to attack an You can make a spellsword quickly by following these
enemy and follow up with a support spell. suggestions. First, make Strength or Dexterity your highest
ability score, depending on whether you want to focus on
Blades and Books two handed melee weapons or one handed melee weapons.
Spellswords are intriguing individuals as not many know Your next-highest score should be Intelligence or
where they get their magic from. This may vary but Constitution. Lastly, choose Folk Hero, Hermit, Sage, or
nonetheless every spellsword will need to study magic to Soldier as your background.
harness what magic they have. Most are born with it but
are unable to tap into it until they learn how. To do that, one
must study for quite some time to ensure they can
manipulate the magic inside them.
Finding a Balance
As a spellsword you will want to find a balance between
your books and training. Many choose to focus one or the
other but very few learn to master both. Those who focus
their magic tend to fall short in the martial department
while the others who focus martial abilities begin to lack
magical prowess. Be careful of your point of balance as
each point has various strengths and weaknesses, even
those who try to find equality among the two. Take your
time in planning how you will focus your combat style.
Tireless Training
Spellswords spend day and night perfecting their way of
fighting. Whether it be meditating, practicing spells, or even
sparring with others, spellswords seem to be able to keep
themselves ready for any fight to come. Some have been
known to suffer from great deals of torture to be able to
deal with the pain of fighting on the frontline. Others will
spend countless hours studying books until exhausted.
Despite all this, spellswords still seem to the full
understanding of some of the strongest forms of magic.
However, don't let that fool you into thinking they are easy
prey. A well trained spellsword can handle almost any
situation with proper planning.

Return to Table of Contents


46
Class Features
The Spellsword
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th
1st +2 Battle Stance, Arcane Bond — — — — — —
2nd +2 Spellcasting, Fighting Style, Martial Casting 2 2 — — — —
3rd +2 Casting Archetype, Cantrip Formulas 2 3 — — — —
4th +2 Ability Score Improvement 2 3 — — — —
5th +3 Extra Attack 2 4 2 — — —
6th +3 ─ 3 4 2 — — —
7th +3 Casting Archetype Feature, Extra Battle Stance 3 4 3 — — —
8th +3 Ability Score Improvement 3 4 3 — — —
9th +4 ─ 3 4 3 2 — —
10th +4 Aura of Brilliance 3 4 3 2 — —
11th +4 Arcane Strikes 3 4 3 3 — —
12th +4 Ability Score Improvement 3 4 3 3 — —
13th +5 ─ 4 4 3 3 1 —
14th +5 Extra Battle Stance 4 4 3 3 1 —
15th +5 Casting Archetype Feature 4 4 3 3 2 —
16th +5 Ability Score Improvement 4 4 3 3 2 —
17th +6 ─ 4 4 3 3 3 1
18th +6 Efficient Cantrips 4 4 3 3 3 1
19th +6 Ability Score Improvement 4 4 3 3 3 2
20th +6 Casting Archetype Feature 4 4 3 3 3 2

Spellsword Features Arcane Bond


As a spellsword, you gain the following features: At 1st level, you learn a ritual that creates a magical bond
between yourself and one weapon. You perform the ritual
Hit Points

over the course of 1 hour, which can be done as part of a


Hit Dice: 1d8 per Spellsword level
short rest. The weapon must be within your reach
Hit Points at 1st Level: 8 + Constitution modifier
throughout the ritual, at the conclusion of which you touch
Hit Points at Higher Levels: 1d8 (or 5) + Constitution the weapon and forge the bond.
modifier per Spellsword level after 1st Once you have bonded a weapon to yourself, you can
channel your magic through it allowing you to use it as your
Proficiencies arcane focus for casting spellsword spells as well as it
Armor: Light, Medium, Shields
allows you to use other class features of the spellsword.
Weapons: Martial and Simple
These effects also apply to weapons created or enhanced
Tools: None
by your spells.
Saving Throws: Dexterity, Intelligence
You can have up to one bonded weapon. If you attempt to
Skills: Choose two from Acrobatics, Arcana, Athletics, bond with a second weapon, you must break the bond with
Investigation, Nature, Perception, or Religion
your current.

Equipment
You start with the following equipment, in addition to the
equipment granted by your background:

(a) scale mail or (b) leather armor and a shield

(a) one martial weapon or (b) two simple weapons

(a) five javelins or (b) a longbow and twenty arrows

(a) a scholar’s pack or (b) an explorer’s pack

A spellbook

Return to Table of Contents


47
Battle Stances Spellbook
At 1st level, you learn to use magic to enhance your fighting When you reach 2nd level in this class, you learn two 1st-
with your bonded weapon. When you roll for initiative or as level Spellsword Spells of your choice that can be placed
a bonus action and have your bonded weapon in hand, you into a spellbook. Your spellbook is the repository of the
may enter a Battle Stance. Whenever you enter a new Spellsword Spells you know, except your cantrips, which
are fixed in your mind. You do need to purchase a spellbook
Battle Stance, all benefits from the old Battle Stance are to place the spells that you have learned into.
lost. Choose two Battle Stances of your choice to learn. You
learn an additional Battle Stance of your choice at 7th and
14th level. Whenever you gain a spellsword level, you can YOUR SPELLBOOK
choose to replace one Battle Stance you know with a new The spells that you add to your spellbook as you
Battle Stance of your choice. gain levels reflect the arcane research you
conduct on your own, as well as intellectual
Assault Stance breakthroughs you have had about the nature of
Your movement speed is increased by 10 feet. the multiverse. You might find other spells
during your adventures. You could discover a
Shielding Stance spell recorded on a scroll in an evil Wizard’s
When changing into this stance, choose a number of chest, for example, or in a dusty tome in an
creatures equal to your Proficiency modifier within 30 feet ancient library.
of you that you can see. Each of the chosen creatures gain Copying a Spell into the Book. When you find a
temporary hit points equal to your Intelligence modifier. At Spellsword spell of 1st level or higher, you can
the start of each of your turns, you can use a bonus action add it to your spellbook if it is of a spell level you
to reactivate the effect. A creature will lose the temporary can prepare and if you can spare the time to
hit points if you leave this stance, reactivate the Stance's decipher and copy it.
effect, or if the creature leaves the range of the Stance's For each level of the spell, the process takes 2
range. hours and costs 50 gp. The cost represents
material components you expend as you
experiment with the spell to master it, as well as
Defensive Stance the fine inks you need to record it. Once you
When changing into this stance, choose between have spent this time and money, you can prepare
bludgeoning, piercing, or slashing and declare it to the DM. the spell just like your other spells.
You gain resistance to the chosen damage type. Replacing the Book. You can copy a spell from
your own spellbook into another book—for
Tactical Stance example, if you want to make a backup copy of
As a bonus action, you may make an your spellbook. This is just like copying a new
Intelligence(Investigation) check versus a target creature's spell into your spellbook, but faster and easier,
Charisma(Deception) check. Upon success, you spot their since you understand your own notation and
weakness, and the next attack made against this creature already know how to cast the spell. You need to
adds your Intelligence modifier to the attack roll, ending the spend only 1 hour and 10 gp for each level of the
effect. This benefit lasts for 1 minute or until you copied spell.
successfully use this feature against a different target. If you lose your spellbook, you can use the
same procedure to transcribe the spells that you
Arcane Stance have prepared into a new spellbook. Filling out
When changing into this stance, you must choose a saving the remainder of your spellbook requires you to
find new spells to do so, as normal. For this
throw type and declare it to your DM. You have advantage reason, many Spellswords keep backup
on saving throws of that type against spells and magical spellbooks in a safe place.
effects.
Counter Stance
Whenever a creature within reach of you deals damage to Preparing and Casting Spells
you, you may use your reaction to make a weapon attack The Spellsword table shows how many Spell Slots you
against them with your bonded weapon. have to cast your Spells of 1st level and higher. To cast one
of these Spells, you must expend a slot of the spell's level or
Spellcasting higher. You regain all expended spell slots when you finish
As a student of the Arcane, you have a Spellbook a Long Rest.
containing Spells that amplify your abilities for combat. You prepare the list of Spellsword Spells that are
available for you to cast. To do so, choose a number of
Cantrips Spellsword Spells from your spellbook equal to your
Starting at 2nd level, you know two Cantrips of your choice Intelligence modifier + half your Spellsword level rounded
from the Spellsword spell list. You learn additional down(minimum 1). The spells must be of a level for which
Spellsword Cantrips of your choice at higher levels, as you have spell slots.
shown in the Cantrips Known column of the Spellsword
table.

Return to Table of Contents


48
For example, if you're a 5th-level Spellsword, you have four Protection
1st-level and two 2nd-level spell slots. With an Intelligence When an attack is made against a friendly character within
of 16, your list of prepared spells can include five spells of 5 feet of you, you may use your reaction to impose
1st or 2nd level, in any combination, chosen from your disadvantage on the attack roll. You must be holding a
Spellbook. If you prepare the 1st-level spell Magic Missile, shield to use this feature.
you can cast it using a 1st-level or a 2nd-level slot. Casting
the spell doesn't remove it from your list of prepared Defense
Spells. While you are wearing armor, you gain a +1 bonus to AC.
You can change your list of prepared spells when you
finish a Long Rest. Preparing a new list of Spellsword Interception
Spells requires time spent studying your spellbook and When a creature you can see hits a target, other than you,
memorizing the incantations and gestures you must make within 5 feet of you with an attack, you can use your
to cast the spell: at least 1 minute per Spell Level for each reaction to reduce the damage the target takes by 1d10 +
spell on your list. your proficiency bonus (to a minimum of 0 damage). You
must be wielding a shield or a simple or martial weapon to
Learning Spells of 1st Level and Higher use this reaction.
Each time you gain a spellsword level, you can add one
spellsword spell of your choice to your spellbook for free. Blind Fighting
Each of these spells must be of a level for which you have You have blindsight with a range of 10 feet. Within that
spell slots, as shown on the Spellsword table. On your range, you can effectively see anything that isn’t behind
adventures, you might find other spells that you can add to total cover, even if you’re blinded or in darkness. Moreover,
your spellbook (see the “Your Spellbook” sidebar). you can see an invisible creature within that range, unless
the creature successfully hides from you.
Spellcasting Ability
Intelligence is your Spellcasting Ability for your Spellsword Martial Casting
Spells, since you learn your Spells through dedicated study
and memorization. You use your Intelligence whenever a At 2nd level, you also learn how to cast magic while
spell refers to your Spellcasting Ability. In addition, you use attacking. After you take the attack action, you can use your
your Intelligence modifier when Setting the saving throw bonus action to cast a cantrip that you know.
DC for a Spellsword spell you cast and when Making an You may use this feature a number of times equal to your
Attack roll with one. proficiency bonus, and you regain all expended uses when
Spell save DC = 8 + your proficiency bonus + your you finish a long rest.
Intelligence modifier
Spell attack modifier = your proficiency bonus + your Casting Archetype
Intelligence modifier At 3rd level, choose the casting archetype you wish to
Ritual Casting specialize in between: Tactician, Ravager, and Enchanter.
You can cast a spellsword spell as a ritual if that spell has
the ritual tag and you have the spell in your spellbook. You Cantrip Formulas
don't need to have the spell prepared. Starting at 3rd level, you have scribed a set of arcane
formulas in your spellbook that you can use to formulate a
Fighting Style cantrip in your mind. Whenever you finish a long rest and
At 2nd level, you adopt a particular style of fighting as your consult those formulas in your spellbook, you can replace
specialty. Choose a fighting style from the list of optional one spellsword cantrip you know with another cantrip from
features. You can't take the same Fighting Style option the spellsword spell list.
more than once, even if you get to choose again.
Ability Score Improvement
Archery When you reach 4th level, and again at 8th, 12th, 16th, and
Increase your ranged weapon attack rolls by +2.
19th level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice
Dueling by 1. As normal, you can't increase an ability score above 20
Whenever you land an attack with a one-handed melee using this feature.
weapon while holding no other weapons, deal +2 bonus
damage. Martial Versatility
Great Weapon Fighting Whenever you reach a level in this class that grants the
Whenever you roll a 1 or a 2 on a two-handed melee Ability Score Improvement feature, you can replace a
weapon, you may reroll it, but you must accept the new fighting style you know with another fighting style available
result. to spellswords. This replacement represents a shift of focus
in your martial practice.
Two-Weapon Fighting
-When you engage in two-weapon fighting, you can add Extra Attack
your ability modifier to the damage of the second attack. At 5th level, you may make two attacks as part of an attack
action.

Return to Table of Contents


49
Aura of Brilliance Tactical Command When
bludg
At 10th level, you have learned to weave magic near you to At 15th level, you gain the ability to issue rapid commands You g
protect yourself and others from spells from allied casters. on the battlefield. When you take the attack action or use use y
When a creature within 10 feet of you is forced to make a your action to cast a spell, you can allow a friendly creature, chose
saving throw due to a spell, and the caster allows it, you can other than you, that you can see and can hear you, to use
use your reaction to allow them to automatically succeed its reaction to move up to its movement speed, without
on the saving throw against the spell, and they take no provoking opportunity attacks. Additionally, that creature
damage if they would normally take half damage on a has advantage on its next attack until the end of its next
successful save. turn.
You may use this feature a number of times equal to your
Intelligence modifier(minimum 1) per long rest. Tactical Recovery
Arcane Strikes At 20th level, whenever you cast a spell of 2nd level or
higher using a spell slot, you regain one expended spell
At 11th level, your Arcane Bonded weapons are magical for slot. The slot you regain must be of a level lower than the
the purposes of overcoming resistances and immunities spell you cast.
and they deal an additional 1d8 force damage on a hit.
Efficient Cantrips Ravager
At 18th level, you learn to harness the residue magic of Ravagers prefer to utilize their magic to enhance their
cantrips you cast. Whenever you cast a cantrip on your combat performances. Their stances become much more
turn, your weapon becomes charged with magic until the powerful, garnering them as the more prominent in martial
end of your next turn. Choose a damage type: acid, cold, battle.
fire, lightning, or thunder. The next time you hit a creature
with a weapon attack, you deal an additional 2d8 damage Ravager's Might
of the chosen type to that creature. When you choose this casting archetype at 3rd level, you
gain proficiency in one of the following skills: Acrobatics,
Casting Archetypes Athletics, Intimidation, or Survival.
Your Casting Archetype is important to being a Spellsword. Additional Battle Stance
This archetype dictates the style of combat you prefer as When you choose this casting archetype at 3rd level, you
well as what type of magic you will focus. Wish to focus learn an additional Battle Stance of your choice.
your bond with your weapon? Focus on stances? Or focus
on your spell usage? Read below to see what you think fits
you best. Ravager's Momentum
When you choose this casting archetype at 3rd level, you
Tactician learn to swap stances in an additional way. When you take
the attack action but before you make an attack, you may
Tacticians prefer to utilize their magic to focus spells and enter a different Battle Stance.
battlefield control. Be wary of Tacticians as they always
seem to have a trick up their sleeves. Favored Battle Stance
Tactician's Intuition At 7th level, you can upgrade one Battle Stance you know.
Whenever you finish a long rest you can change the
When you choose this casting archetype at 3rd level, you selected Battle Stance.
gain proficiency in one of the following skills: Arcana,
Insight, Investigation, or Survival. Assault Stance
Your movement speed is increased by 10 feet. You may take
Commanding Presence the Dash action as a bonus action.
When you choose this casting archetype at 3rd level, you Shielding Stance
can use your wit to goad your opponents into facing you When changing into this stance, choose a number of
rather than your allies. The first creature you hit with an creatures equal to your Proficiency modifier within 30 feet
melee attack on your turn is locked in combat with you. of you that you can see. Each of the chosen creatures gain
Until the start of your next turn, that target has temporary hit points equal to your Intelligence modifier. At
disadvantage on any attack roll that isn't against you and the start of each of your turns, you can reactivate the effect.
you have advantage on opportunity attack against the A creature will lose the temporary hit points if you leave
target. this stance, reactivate the Stance's effect, or if the creature
leaves the range of the Stance's range.
Strategic Focus
At 7th level, your confidence on the battlefield bolsters your Defensive Stance
resolve. You gain proficiency in Wisdom saving throws. If
you already have this proficiency, you instead gain
proficiency in Charisma saving throws.

Return to Table of Contents


50
Tactical Stance Improved Arcane Strikes
As a bonus action, you may make an At 15th level, your strikes cause a lethal buildup of arcane
Intelligence(Investigation) check versus a target creature's energy within your targets. When you hit a creature twice
Charisma(Deception) check. Upon success, you spot their on a turn with your bonded weapons, you can deal extra
weakness, and the next attack made against this creature force damage equal to half your spellsword level to that
adds your Intelligence modifier to the attack and damage
rolls, ending the effect. This benefit lasts for 1 minute or target.
until you successfully use this feature against a different
target. Unapparelled Concentration
At 20th level, while you are concentrating on a spell, your
Arcane Stance concentration can't be broken as a result of taking damage.
When changing into this stance, you must choose a saving
throw type and an energy type(acid, cold, fire, lightning, or
thunder) then declare it to your DM. You have advantage on
saving throws of that type against spells and magical
effects and have resistance against the chosen energy type.
Counter Stance
Whenever a creature within reach of you attempts to
damage you, you may use your reaction to make a weapon
attack against them with your bonded weapon.
Dual Stances
At 15th level, you can stay in two Battle Stances at the
same time. While in two Battle Stances you can only swap
one Battle Stance on your turn. Additionally, you may
upgrade a second stance.
Ravager's Onslaught
At 20th level, you may make three attacks as part of an
attack action.

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.

Return to Table of Contents


51

Spell List

Cantrips (0 Level) Heroism


Locate Object
Protection from Energy

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

1st Level Blur


Counterspell
Summon Elemental

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

Return to Table of Contents


52
Projection Strike
Spellsword Spells 3rd-level Evocation (Spellsword)
Charging Bolt Casting Time: 1 action
Evocation cantrip (Sorcerer, Spellsword, Warlock, Wizard) Range: Self (30 ft. line)
Casting Time: 1 action Components: V, S, M(a melee weapon)
Range: 60 feet Duration: Instantaneous
Components: S, V You flourish the weapon used in the casting and then
Duration: 1 Round vanish in a radiant blur. A streak of light projects out from
You hurl a small bolt of lightning at a creature that you where you vanished in a line a minimum of 15ft to a
can see within range. Make a ranged spell attack against maximum of 30 ft long and 5 ft wide. Each creature in the
the target. On a hit, the target takes 1d8 lightning damage, line must make a Dexterity saving throw. A creature takes
and it becomes charged until the start of your next turn. If 4d10 radiant damage on a failed save, or half as much
the creature takes lightning damage while charged, the damage on a successful one. You then teleport to an
effect ends and they take additional lightning damage equal unoccupied space you can see within 5 feet of the end of
to your spellcasting modifier. the line.
The lightning damage increases by 1d8 when you reach
5th level (2d8), 11th level (3d8), and 17th level (4d8). Storm Surge
4th-level Transmutation (Spellsword)
Spellsword's Incantation Casting Time: 1 bonus action
1st-level Transmutation (Spellsword) Range: Self
Casting Time: 1 bonus action Components: V, S, M(a drop of your own blood)
Range: Self Duration: Concentration, up to 1 minute
Components: V When you cast this spell you transform your magic into
Duration: Concentration, up to 1 minute. lightning to enhance your reflexes. Until the spell ends, you
You channel arcane energy into one simple or martial gain the following effects:
weapon you're holding, and choose one damage type: acid, You deal an additional 1d8 lighting damage whenever
cold, fire, lightning, poison, or thunder. Until the spell ends, you hit a creature with an attack.

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.

Return to Table of Contents


53
Flame Surge As a bonus action, you can cause the weapons to attack
4th-level Transmutation (Spellsword) all those within 10 feet of you causing them to make a
Dexterity saving throw. A creature takes 2d10 force
Casting Time: 1 bonus action damage on a failed save or half as much on a success.
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 fire
to cause the area around you to burn with intensity. Until
the spell ends, you gain the following effects:
You deal an additional 1d8 fire damage whenever you
hit a creature with an attack.

The area up to 15 feet around you is ignited by the heat


of your magic for the duration. When you cast this spell,
you can designate any number of creatures you can see
to be unaffected by it. When an affected creature enters
the area for the first time on a turn or starts its turn
there, it must make a Constitution saving throw. On a
failed save, the creature takes 4d6 fire damage. On a
successful save, the creature takes half as much
damage.

When the spell ends, you must make a Constitution


saving throw with a DC 15 or you suffer from one stack of
exhaustion.
Icy Surge
4th-level Transmutation (Spellsword)
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.

The area within 30 feet of you is difficult terrain for your


enemies.

When the spell ends, you must make a Constitution


saving throw with a DC 15 or you suffer from one stack of
exhaustion.

Dance of the Spellsword


5th-level conjuration (Spellsword)
Casting time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
You conjure up 4 replications of a weapon you are
holding to dance around you. Until the spell ends, you gain
the following effects:
Whenever you hit a creature with a weapon attack, one
of the weapons join you in your assault, causing your
weapon attacks to deal an additional 1d10 force
damage.
Whenever a creature within 10 feet of you hits you with
an attack, the weapons retaliate dealing 1d10 force
damage.

Return to Table of Contents


54
Way of the Jasmine Inner Warmth
Beginning at 11th level, the warmth of your tea emboldens
Dragon those who drink it. Whenever a creature drinks an infused
Monks of the Way of the Jasmine Dragon are the ultimate cup of your ki tea, it gains temporary hit points equal to
masters of tea-making. They perfect their craft through your Wisdom modifier which last 1 hour, in addition to the
study and meditation, infusing their brews with ki energy to tea’s normal effects. While the creature has these
enhance their flavor, and to add potion-like beneficial temporary hit points, it also has resistance to fire damage.
effects.
For these monks, tea is not merely a drink, but rather a Iroh's Legacy
craft. Both the brewing and drinking of tea is an integral Starting at 17th level, the number of cups of ki tea you can
part of their personal meditations. The tea making process brew at a time is increased by your Monk level. Creatures
is a highly ritualized, carefully memorized and that drink an infused cup of your ki tea can’t be frightened
choreographed series of steps, taking great care with both or charmed for 8 hours.
the tea itself and the utensils used to make it.
Ki Tea Recipes
Teamaker You learn ki tea recipes from the following list:
When you choose this tradition at 3rd level, you become an Agave Quencher. Brewed with cactus juice, this tea is
expert at tea-making. You gain proficiency with brewer’s very quenching. Upon drinking this tea, you gain the ability
supplies and herbalism kits, and add double your to breath underwater for 1 hour. This tea also satiates your
proficiency bonus to checks you make with them. While thirst exceptionally well, and counts as if you had drank a
holding a drink, you can expend 1 Ki Point to keep it at the gallon of water for the day.
perfect temperature for the next 8 hours. Ancient Elderberry. Upon drinking this black tea, you
feel just a little bit wiser. You add the brewer’s wisdom
Infuse Tea modifier to your Charisma and Wisdom checks for 1
minute.
At 3rd level, you gain the ability to infuse ki energy into Cleansing Ginger. The spice in this tea is surprising, but
specially and carefully crafted tea, providing boon to those also quite refreshing. Upon drinking this tea, one poison or
who drink it. You learn three ki tea recipes of your choice, disease of your choice that is affecting you is neutralized.
as listed at the end of this subclass. During a short rest, you Dragon of the West. This tea feels hotter than normal,
can brew a number of cups of ki tea up to your Wisdom yet does not burn the tongue. Upon drinking this tea, you
modifier, as long as you have both brewer’s supplies and an immediately breath fire from your mouth, and cast burning
herbalism kit. hands at 1st level.
You can spend 1 Ki Point at the end of the short rest in Dune Blossom. This tea is the color of sand, and its
order to infuse a number of cups of tea equal to your warmth lingers in your stomach for hours. Upon drinking
Wisdom modifier with magical properties, based on the this tea, you gain resistance to fire damage for 1 minute,
recipe. The tea is delicious but mundane unless infused and you become acclimated to hot climates for 8 hours.
with ki in this way. The tea’s magical properties rely on it Glacial Infusion. This tea is oddly cold going down,
being the perfect temperature, and infusing a cup with ki though it has a refreshing taste. Upon drinking this tea, you
keeps it at just the right temperature for 8 hours, after gain resistance to cold damage for 1 minute, and you
which it loses its magical properties. Reheating the tea, or become acclimated to cold climates for 8 hours.
using other heating methods, just isn’t the same, and does Grey Earl’s Gift. This oily tea is traditionally served to
not effect how long the ki tea remains infused. When you visiting nobility. Upon drinking this tea, you gain advantage
complete a short or long rest with ki tea already infused, on the next saving throw you make within 1 minute.
those cups lose their magical properties. Leaping Lotus. Imbued with the essence of lotus petals,
A creature holding a cup of ki tea can use their action to this tea seems to leap into your mouth when drank. Upon
drink it, consuming the entire cup’s worth of tea and drinking this tea, you immediately cast jump targeting
gaining its effects as if it were a potion. If a cup of ki tea yourself.
requires a check or saving throw, the DC equals your Ki Peppermint Fragrance. This violet tea is especially
Save DC, regardless of who drank the cup. fragrant. Upon drinking this tea, you gain advantage on
You learn three additional ki tea recipes at 6th, 11th, and saving throws to avoid becoming charmed or frightened for
17th level. Additionally, when you gain a level in this class, 1 minute.
you can choose one of the ki tea recipes you know and Schisandra Five-Petals. This tea has a fruity taste that
replace it with another ki tea recipe. lingers for a while after drinking. Upon drinking this tea,
you gain resistance to poison damage for 1 minute.
Tea Sharing Sea Foam Lily. This pale green tea develops a natural
Beginning at 6th level, the happiness of tea flows through froth on its surface. Upon drinking this tea, you gain the
you and into your friends. When you drink a cup of your ki ability to walk across water as if it were solid for 1 minute.
tea, you can additionally grant its effect to another friendly
creature within 5 feet of you.

Return to Table of Contents


55

Sleeping Tiger. Used both as a sleeping aid and as a


poison, this indistinct tea is perfect for mixing with other
flavors. Upon drinking this tea, you must succeed on a
Constitution saving throw or fall unconscious for 1 minute,
or until you take damage or another creature uses its action
to awaken you.
Soothing Greenleaf. This green tea brings calm and
peaceful thoughts. Upon drinking this tea, you can
immediately spend a hit die to heal, adding the brewer’s
Wisdom modifier to the amount rolled.
Subtle Ghostleaf. This tea is almost entirely
transparent. One might mistake a cup of it for an empty
cup. Upon drinking this tea, you become invisible until the
end of your next turn, or you attack or cast a spell.
Swift Cocoa. This dark brown tea integrates elements of
chocolate into its flavor, and brings a surge of energy. Upon
drinking this tea, you immediately cast longstrider
targeting yourself at 1st level. For the duration of the spell,
you have advantage on saving throws against exhaustion.
White Dragon. This tea is easily mistaken for White
Jade tea, requiring an Intelligence (Nature) check to tell
them apart. Upon drinking this tea, you gain 2d8 temporary
hit points, which last for 1 minute.
White Jade. This tea is easily mistaken for White
Dragon tea, requiring an Intelligence (Nature) check to tell
them apart. Upon drinking this tea, you take 2d8 poison
damage.
White Lotus. This pale tea fills you with understanding.
Upon drinking this tea, you add the brewer’s Wisdom
modifier to your Intelligence and Wisdom checks for 1
minute.

Return to Table of Contents


56
Way of the Warped Fist
Monasteries are places of knowledge and wisdom, but not
all things are meant to be known. Monks who follow the
Warped Fist are truly enlightened -- they understand their
place in the vast and maddening universe, and have seen
glimpses of the horrible expanses that lurk behind our
normal perceptions. This wisdom is not benign; it has
changed them, inside and out.
Monks of the warped fist
meditate daily, and experience terrifying visions of the
cosmos. Slowly, their fighting style changes to match this
perspective, and their bodies align with their twisting
minds.
Visions of Infinity
Starting when you choose this tradition at 3rd level, you
can twist a creature's ki and share with it the visions you
experience. Once per turn, when you hit a creature with
one of the attacks granted by your Flurry of Blows, it
becomes absorbed in vision, and has disadvantage on the
next attack roll it makes before the end of its next turn.
Creatures that can’t be charmed are immune to this effect.
Twisted Limbs
By 6th level, your limbs appear to contain multitudinous
joints, and can lengthen and contort to a sickening extent.
Your walking speed increases by 5 feet and your reach
extends by 5ft. If you are grappled you have advantage on
checks to break out of it and during your turn may use a
bonus action in place of your action to break out.
Distorted Thoughts
At 11th level, your thoughts can’t be read by telepathy or
other means unless you allow it. You are immune to being
charmed, and when another creature attempts to charm
you, you can use your reaction to poison its thoughts,
dealing psychic damage equal to half your monk level,
rounded down.
Also, as an action, you can spend between 1 and 6 ki
points to produce a psionic blast. Each creature within 15
feet of you must make an Intelligence saving throw against
your ki save DC or take psychic damage equal to 1d8
damage for each ki point expended + your Wisdom
modifier.
Warped Strike
By 17th level, you can fight in unheard-of ways, which are
difficult to avoid. Once per turn, if you miss with an
unarmed strike, you can immediately make an additional
attack.

Return to Table of Contents


57
Toxic Nature
Witch Doctor This connection to the spirit world is not the only thing a
After a bloody battle, an old man covered in tribal piercings witch doctor draws upon. Their isolated lives and pursuit of
and tattoos begins an ancient ritual. His eyes turn a milky forgotten magic give them a unique connection to the
white and healing magic flows out from him, restoring the crawling things of the earth. Poisonous frogs, venomous
health of his injured brethren. In desperation, a woman snakes, flesh eating insects, and swamp dwelling predators
painted with skeletal patterns unleashes a stream of spirits heed the call of a dedicated witch doctor.
that animate slain warriors to once again protect their
loved ones. Under the night sky, a mystical incantation Creating a Witch Doctor
leaves the lips of a masked man as he weaves a terrible
curse for his enemies. Witch doctors are the conduits of When making a witch doctor, keep in mind what life events
spirits and magic to the mortal realm. Through the use of led to this life. Did a dark spirit choose you as a child to
ancient spirits and forbidden knowledge, they practice their manifest its influence upon the world? Are you a mystic
dark arts, for better or for worse. seeking forbidden power in hopes of saving your people?
Perhaps an omen, like a comet or plague, accompanied
Spirit Magic your birth -- forever marking your future. In addition,
consider what would cause your witch doctor to take up the
Unlike the arcane power used by many casters of the world, adventuring life. While scrying the future with sacred
the magic of the witch doctor comes not from books or bones, did you glimpse some dark prophecy no one else
bloodlines, but through the communion with and wielding can stop? Have you been exiled from your homeland out of
of otherworldly spirits. These entities originate from the fear? Was a sacred artifact stolen that must be retrieved to
land of the dead, ancient untouched wilderness, and many save your people?
other strange realms. A few powerful, but rare, spirits
choose to bestow a piece of themselves upon a witch
doctor of great potential in the form of a Dark Boon.

Witch Doctor Table


Spiritual
Proficiency Cantrips Spells
Gifts

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

Return to Table of Contents


58
Spells Known of 1st Level and Higher
Class Features You know three 1st level spells of your choice from the
As a Witch Doctor you gain the following features. witch doctor spell list. The Spells Known column of the
Witch Doctor table shows when you learn more witch
Hit points doctor spells of your choice. Each of these spells must be of
Hit Dice: 1d6 per witch doctor level a level for which you have spell slots, as shown on the table.
Hit Points at 1st Level: 6 + your Constitution modifier For instance, when you reach 3rd level in this class, you
Hit Points at Higher Levels: 1d6 (or 4) + your can learn one new spell of 1st or 2nd level. Additionally,
Constitution modifier per witch doctor level after 1st when you gain a level in this class, you can choose one of
the witch doctor spells you know and replace it with
Proficiencies another spell from the doctor spell list, which also must be
Armor: Tribal Bone Armor of a level for which you have spell slots.
Weapons: Blowguns, clubs, daggers, darts, quarterstaffs,
scimitars, sickles, slings Spellcasting Ability
Tools: Choose one between Poisoner's Kit or Herbalism Wisdom is your spellcasting modifier for your witch doctor
Kit spells, since your magic draws upon your connection to the
Saving Throws: Intelligence, Wisdom spirit world. In addition, you use your Wisdom modifier
Skills: Choose two between Arcana, Animal Handling, when setting the saving throw DC for a witch doctor spell
Insight, Intimidation, Medicine, and Nature you cast and when making an attack roll with one.
Equipment
You start with the following equipment, in addition to the Ritual Casting
equipment granted by your background: You can cast a witch doctor spell you know as a ritual if that
spell has the ritual tag.
(a) a blowgun and 20 needles or (b) 10 darts
(a) a simple weapon or (b) two daggers Spellcasting Focus
a wooden ritual mask and tribal bone armor You use a ritual mask or your Mask of Power as a Focus for
(a) a herbalism kit or (b) a poisoner's kit your spell casting and Channel Spirits.
Spell Versatility
Tribal Bone Armor Whenever you finish a long rest, you can replace one spell
Tribal Bone Armor has the same statistics as of 1st-level or higher you learned from this Spellcasting
Studded Leather Armor. feature with another spell from the witch doctor spell list.
The new spell must be the same level as the spell you
Armor Class: 12 + Dexterity modifier
Weight: 13 lbs
replace.
Cost: 45gp
Channel Spirits
At 1st level, you gain the ability to channel different spirits
to aid yourself and to facilitate different magical effects.
Spellcasting These spirits come from the land of the dead, from nature,
and from other magical places. You start with one such
As a witch doctor, you have a repertoire of spells that you effect: Spirit Guide. You gain new Channel Spirits effects
may prepare. See chapter 10 of the Player's Handbook for from your Mask of Power as you gain additional witch
the general rules of spellcasting. The witch doctor spell list doctor levels.
is detailed at the end of this document. When using this feature, you choose which effect to
create. Some Channel Spirits effects require saving
Cantrips throws. When you use such an effect from this class, the
At 1st level, you know two cantrips of your choice from the DC equals your witch doctor spell save DC. You must finish
witch doctor spell list. You learn additional cantrips of your a short or long rest to use your Channel Spirits again.
choice at higher levels, as shown in the Cantrips Known Beginning at 7th level, you can use your Channel Spirits
column of the Witch Doctor table. twice between rests. Beginning at 17th level, you can use it
three times. When you finish a short or long rest, you
Spell Slots regain your expended uses.
The Witch Doctor table shows how many spell slots you
have to cast your spells of 1st level and higher. To cast one
of these witch doctor spells, you must expend a slot of the
spells level or higher. You regain all expended spell slots
when you finish a long rest.

Return to Table of Contents


59
Channel Spirits: Spirit Guide Elder Witch Doctor
As a bonus action, you don your mask and choose yourself At 20th level, you've learned to infuse you and your allies
or a friendly creature within 30 feet. Choose one of the with a portion of your spirits' ethereal nature. When you
following spirit types: Swiftness, Protection, or Knowledge. finish a long rest, choose between bludgeoning, piercing,
The spirit guide envelops your target, protecting and aiding and slashing damage. Whenever a creature of your choice
them. For the next minute, the target gains the following within 30 feet of you would take damage of the chosen type
benefits tied to the spirit you chose: from a non-magical source, they have resistance to that
damage. You must be conscious to grant this resistance.
Swiftness: The spirit increases the target's current
movement speed by 10 feet. Additionally, attacks of
opportunity have disadvantage on the target. Mask Archetypes
Protection: The spirit grants the target temporary hit Not every witch doctor follows the same path to develop
points equal to your Witch Doctor level + your Wisdom their powers and abilities. The Mask Archetype you choose
modifier. reflects this path.
Knowledge: The spirit grants the target advantage on
Intelligence and Wisdom checks which use a skill.

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

Return to Table of Contents


60
Channel Spirits: Ancients' Aid At the end of a long rest, you can create a new vessel if
you have access to a suitably-sized corpse. If you already
Starting at 6th level, you can use your channel spirits to call have a vessel from this feature, the first one immediately
forth the spirits of past Medicine Men to aid the sick and perishes. The vessel also perishes if you die.
wounded. As an action, you don your mask and infuse

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,

preferring to work in solitude to increase their knowledge


and abilities. Mask of Death Spells
Eidolon Vessel Starting at 2nd level, you learn the Chill Touch cantrip if
you don't already know it.
By 2nd level, you've learned how to command spirits to Also at 2nd level, you learn additional spells when you
possess corpses, creating an Eidolon Vessel. It is friendly to reach certain levels in this class, as shown on the Mask of
you and your companions, and it obeys your commands. Death Spells table. These spells count as witch doctor
See its game statistics in the Eidolon Vessel stat block, spells for you, but don't count against the number of witch
which uses your proficiency bonus (PB) in several places. doctor spells you know.
The creature's appearance is determined by the corpse you
choose to have your spirits possess; your choice has no Mask of Death Spells
effect on its game statistics, except that possessing a Small Witch Doctor
corpse creates a Small vessel and possessing a Medium Level Spells
corpse creates a Medium vessel. 2nd inflict wounds, ray of sickness
In combat, the vessel shares your initiative count, but it
takes its turn immediately after yours. It can move and use 3rd gentle repose, ray of enfeeblement
its reaction on its own, but the only action it takes on its 5th animate dead, summon undead (no
turn is the Dodge action, unless you take a bonus action on material component)
your turn to command it to take another action. That action 7th blight, death ward
can be one in its stat block or some other action. If you are
incapacitated, the vessel can take any action of its choice, 9th antilife shell, negative energy flood
not just Dodge.
If it has died within the last hour, you can use an action
to revive it, provided you are within 5 feet of it and you
expend a spell slot of 1st level or higher. The vessel returns
to life after 1 minute with all its hit points restored.

Return to Table of Contents


61
Channel Spirits: Touch of Death Mask of Voodoo
Starting at 6th level, you can use your channel spirits to Those who wear the Mask of Voodoo are the most iconic of
infuse others with negative energy.
As an action, you can witch doctors. They cast curses, weave fate, and summon
don your mask and send tendrils of negative energy mysterious spirits to do their bidding.
streaking towards enemies and allies alike. Choose a
number of creatures up to your proficiency bonus within 30
feet of you. Unless a target is undead, it must make a Voodoo Curse
Constitution saving throw, taking 2d6 + your witch doctor At 2nd level when you take this archetype, you learn how to
level necrotic damage on a failed saving throw, or half as forge a link between a creature’s spirit and a physical effigy
much on a successful one. A creature which fails this in order to bring misfortune down upon them. As a bonus
saving throw cannot regain hit points until the end of your action, you can channel your spiritual magic to create an
next turn. If a target is undead, it doesn't make a saving effigy in your free hand and choose one creature within 60
throw. Instead the target gains temporary hit points equal feet of you. That target is cursed for one minute. The curse
to 2d6 + your witch doctor level. ends early if the target dies, you die, or you are
incapacitated. Until the curse ends, you gain the following
Eidolon Empowerment benefits while you are holding this effigy:
Starting at 11th level, you learn to fill your eidolon vessel If you can see the cursed target when it is about to make
with more and more spirits, imbuing the corpse with an attack roll, a saving throw, or an ability check, you
greater aspects of death and stretching the flesh to its can use your reaction to roll 1d4 and subtract the
limits. Your eidolon vessel gains the following benefits: number rolled from the total.
Its maximum hit points are increased by twice your The first time each turn you deal damage to the cursed
Witch Doctor level. target, you increase that damage by 1d4.
It can attack twice, instead of once, whenever it takes You cannot have more than one Voodoo Curse active at a
the attack action on its turn. time.
Its Necrotic Grasp deals an additional 1d4 necrotic You can use this feature a number of times equal to your
damage. proficiency bonus, and you regain all expended uses when
Its proficiency bonus is doubled for any Athletics you finish a long rest.
(Strength) checks it makes.
It gains a new action: Coagulate (3/Day). The undead Mask of Voodoo Spells
body of the vessel restores 2d8 + PB hit points to itself.
Starting at 2nd level, you learn the Mind Sliver cantrip if
Spirit Siphon you don't already know it.
Also at 2nd level, you learn additional spells when you
By 18th level, your control over death has grown to such a reach certain levels in this class, as shown on the Mask of
degree that you are able to harness the life force of dead or Voodoo Spells table. These spells count as witch doctor
dying creatures for your own use. Whenever you finish a spells for you, but don't count against the number of witch
long rest, you may create spectral remnants -- tiny motes of doctor spells you know.
dim grey light floating in the air around you -- until you
possess 3. In addition, as a reaction when a hostile creature Mask of Voodoo Spells
dies within 30 feet of you or your Eidolon Vessel, you may Witch Doctor Level Spells
create another spectral remnant. You can have a maximum 2nd bane, dissonant whispers
of 3 remnants, and you can't create one while at your
maximum. 3rd blindness/deafness, suggestion
You can use spectral remnants in the following ways: 5th bestow curse, enemies abound
Your Eidolon Vessel gains a bonus to attack and damage 7th compulsion, confusion
rolls equal to the number of spectral remnants you 9th dominate person, modify memory
possess.
Whenever you make a saving throw, you may consume
any number of spectral remnants and add that number
as a bonus to that saving throw.
Whenever your Eidolon Vessel makes a saving throw,
you may consume any number of spectral remnants and
add twice that number as a bonus to that saving throw.
On your turn, you may consume a spectral remnant (no
action required) to have your Eidolon Vessel regain 20
hit points. You may only consume a spectral remnant in
this fashion once per turn.

Return to Table of Contents


62
Channel Spirits: Haunting
At 6th level, you gain the ability to send a vengeful spirit to
torment an enemy.
As an action, you don your mask,
choose a creature you can see within 60 feet you can see,
and name one ability. That creature must make a Wisdom
saving throw against your witch doctor spell save DC. If it
fails, it takes 4d6 psychic damage and is cursed. A creature
cursed this way becomes haunted for one minute and
subject to the following effects:
A haunted creature has disadvantage on attack rolls.
A haunted creature has disadvantage on saving throws
made using the chosen ability against its haunter’s
spells.
At the end of each of its turns, a haunted creature can
make another Wisdom saving throw. On a success, it is no
longer haunted and becomes immune to being haunted by
you for the next 24 hours.
If a creature haunted by your channel spirits drops to 0
hit points before their haunting ends, you can use an action
on a subsequent turn of yours to force another creature
within 60 feet of you to make a Wisdom saving throw
against your witch doctor spell save DC. If it fails, it takes
4d6 psychic damage, is cursed, and becomes haunted for
the remainder of the duration.
Heightened Voodoo Curse
By 11th level, the potency of your curses has improved. The
1d4 of your voodoo curse feature becomes 1d6. Also, until
your voodoo curse ends, you gain an additional benefit
while you are holding the effigy:
Whenever the cursed target forces you to make a saving
throw, add 1d6 to your roll.
Convoke Spirits
When you reach 18th level, you learn how to perform a
ritual dance which allows you to summon a host of
otherworldly spirits under your command. As an action,
you may cause the area within 30 feet of you to be filled
with a swirling, tempestuous mass of friendly spirits,
specters, and ghosts which hound your foes and protect
your allies for 1 minute. It ends early if you dismiss it (no
action required) or die.
The area occupied by these spirits is subject to the
following effects while this feature is active:
When a hostile creature enters the area for the first
time on a turn or starts its turn there, it must succeed
on a Wisdom saving throw against your witch doctor
spell save DC or become frightened of you until the start
of its next turn. Creatures that are cursed by a witch
doctor feature of yours or a spell of yours have
disadvantage on this saving throw. If a creature's saving
throw is successful or the effect ends for it, the creature
cannot be frightened by this feature for the next 24
hours.
You and creatures of your choice within the area are
immune to being frightened, charmed, or possessed.
You and creatures of your choice within the area are
protected by half cover.
Once you take this action, you can't do so again until you
finish a long rest.

Return to Table of Contents


63
Lurking Crocodile
Spiritual Gifts Prerequisite: 6th level

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.

Return to Table of Contents


64
Ravenous Crocodile You can use this boon a number of times equal to your
Prerequisite: 14th level, Lurking Crocodile
Wisdom modifier (minimum of once). You regain all
When you use the Lurking Crocodile dark boon, you may expended uses after a long rest.
expend a 5th level or higher spell slot. If you do, it
summons a giant crocodile instead. Venomous Blood
Prerequisite: 10th level

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.

Return to Table of Contents


65

Spell List

Cantrips (0 Level) Alter Self Revivify Summon Draconic Spirit


Acid Splash Augury Sending Synaptic Static
Chill Touch Barkskin Slow Wrath of Nature
Create Bonfire Blindness/Deafness Speak with Dead
Dancing Lights Borrowed Knowledge Spirit Guardians 6th Level
Guidance Crown of Madness Stinking Cloud Bones of the Earth
Gust Darkness Summon Fey Circle of Death
Infestation Darkvison Summon Shadowspawn Create Undead
Mage Hand Enhance Ability Tiny Servant Eyebite
Magic Ink Enlarge/Reduce Tongues Fizban's Platinum Shield
Message Enthrall Vampiric Touch Flesh to Stone
Mind Sliver Flaming Sphere Forbiddance
Minor Illusion Flock of Familiars 4th Level Guards and Wards
Poison Spray Healing Spirit Arcane Eye Harm
Primal Savagery Hold Person Banishment Mass Suggestion
Spare the Dying Locate Animals or Plants Blight Mental Prison
Thaumaturgy Locate Object Charm Monster Otto's Irresistible Dance
Thorn Whip Melf's Acid Arrow Compulsion Soul Cage
Toll the Dead Misty Step Confusion True Seeing
Moonbeam Death Ward Wall of Thorns
1st Level Nathair's Mischief Death Scythe
Absorb Elements Pass Without a Trace Divination 7th Level
Alarm Psionova Fire Shield Crown of Stars
Bane Protection from Poison Giant Insect Draconic Transformation
Cause Fear Ray of Enfeeblement Grasping Vine Etherealness
Ceremony Silence Guardian of Nature Finger of Death
Charm Person Skywrite Locate Creature Plane Shift
Comprehend Languages Spider Climb Phantasmal Killer Power Word Pain
Detect Evil and Good Suggestion Polymorph Regenerate
Detect Magic Summon Beast Raulothim's Psychic Lance Resurrection
Detect Poison and Disease Phantasmal Force Summon Elemental Symbol
Disguise Self Web Vitriolic Sphere
Entangle Wither and Bloom 8th Level
Faerie Fire 5th Level Abi-Dalzim's Horrid Wilting
False Life 3rd Level Cloudkill Control Weather
Find Familiar Animate Dead Commune with Nature Dominate Monster
Fog Cloud Bestow Curse Contact Other Plane Feeblemind
Protection From Evil and Blink Contagion Maddening Darkness
Good Call Lightning Danse Macabre Mindblank
Ray of Sickness Clairvoyance Dominate Person Power Word Stun
Shield Dispel Magic Dream
Snare Enemies Abound Geas 9th Level
Tasha's Caustic Brew Fear Hold Monster Astral Projection
Tasha's Hideous Laughter Feign Death Insect Plague Foresight
Unseen Servant Hypnotic Pattern Legend Lore Imprisonment
Witch Bolt

Life Transference Modify Memory Psychic Scream



Lightning Bolt Negative Energy Flood True Polymorph
Magic Circle Raise Dead Power Word Kill
2nd Level Nondetection Scrying Weird
Remove Curse Skill Empowerment

Return to Table of Contents


66
Homebrew Spells
Aquabolt Corroding Blade
Evocation cantrip (Sorcerer, Spellsword, Warlock, Wizard) Evocation cantrip (Sorcerer, Spellsword, Warlock, Wizard)
Casting Time: 1 action Casting Time: 1 action
Range: 90 feet Range: Self (5-foot radius)
Components: S, V Components: V, M (a melee weapon worth at least 1 sp)
Duration: Instantaneous Duration: Instantaneous
You conjure a sphere of turbulent water and hurl it at You brandish the weapon used in the spell’s casting and
your foes. Make a ranged spell attack against a creature make a melee attack with it against one creature within 5
within range. On a hit, that creature takes 1d6 cold damage feet of you. On a hit, the target suffers the weapon attack’s
and, if it is size large or smaller, it is pushed back 5 feet. normal effects, and acid splashes from the target to a
This spell's damage increases when you reach higher different creature of your choice that you can see within 5
levels. feet of it. The second creature takes acid damage equal to
The spell's damage increases by 1d6 when you reach 5th your spellcasting ability modifier. This spell's damage
level (2d6), 11th level (3d6), and 17th level (4d6). increases when you reach higher levels.
At 5th level, the melee attack deals an extra 1d8 acid
Card Throw damage to the target on a hit, and the acid damage to the
Conjuration cantrip(Cardmaster) second creature increases to 1d8 + your spellcasting ability
Casting Time: 1 action modifier. Both damage rolls increase by 1d8 at 11th
Range: 90 feet level(2d8 and 2d8) and 17th level(3d8 and 3d8).
Components: V, S
Duration: Instantaneous Magic Ink
Conjuration cantrip (Artificer, Bard, Cleric, Druid, Sorcerer,
You conjure and then throw a magical card with a Spellsword, Warlock, Wizard)
random effect. Make a ranged spell attack against the Casting Time: 1 minute
target. On a hit, a target is hit by a card of one of the
following colors, which each have a unique effect and Range: Touch
purpose. For each target, roll a d8 to determine which color Components: S, M (any color of paint, and a drawing of the
card effects it. design)
Duration: Until dispelled, or if the spell is cast on the same
1 Red: The target takes 1d8 fire damage. target again
2 Orange: The target takes 1d8 acid damage. The caster takes a marking and can magically embed it
3 Yellow: The target takes 1d8 lightning damage. on an object or living being within range. If they are not
4 Green: The target takes 1d8 poison damage. willing, they may make a Dex Save to resist it.
The ink can
5 Blue: The target takes 1d8 cold damage. be made invisible by caster or wearer(if on a willing
6 Violet: The target takes 1d8 psychic damage. person), but still seeable using See Invisible, True Sight, or
7 Black: The target takes 1d8 necrotic damage. Detect Magic. If the target isn't a willing target, they cannot
8 White: The target takes 1d8 thunder damage. make it invisible, however, they can remove it after 1 hour
The spell creates more than one card when you reach with water or Dispel Magic. The marking has to fit in an
higher levels: two cards at 5th level, three cards at 11th area smaller than 1' x 1'.
level, and four cards at 17th level. You can direct the cards
at the same target or at different ones. Make a separate Rimeshard Blade
attack roll for each card. Evocation cantrip (Sorcerer, Spellsword, Warlock, Wizard)
Casting Time: 1 action
Charging Bolt Range: Self (5-foot radius)
Evocation cantrip (Sorcerer, Spellsword, Warlock, Wizard) Components: V, M (a melee weapon worth at least 1 sp)
Casting Time: 1 action Duration: 1 round
Range: 60 feet You brandish the weapon used in the spell’s casting and
Components: S, V make a melee attack with it against one creature within 5
Duration: 1 Round feet of you. On a hit, the target suffers the weapon attack's
You hurl a small bolt of lightning at a creature that you normal effects and ice begins to coat their legs until the
can see within range. Make a ranged spell attack against start of your next turn. If the target willingly moves 5 feet or
the target. On a hit, the target takes 1d8 lightning damage, more before then, it immediately takes 1d8 cold damage,
and it becomes charged until the start of your next turn. If and the spell ends. This spell's damage increases when you
the creature takes lightning damage while charged, the reach higher levels.
effect ends and they take additional lightning damage equal At 5th level, the melee attack deals an extra 1d8 cold
to your spellcasting modifier. damage to the target on a hit, and the damage the target
The lightning damage increases by 1d8 when you reach takes for moving increases to 2d8. Both damage rolls
5th level (2d8), 11th level (3d8), and 17th level (4d8). increase by 1d8 at 11th level(2d8 and 3d8) and again at
17th level(3d8 and 4d8).

Return to Table of Contents


67
Ripple Venom Blade
Conjuration cantrip (Bard, Cleric, Druid, Sorcerer, Wizard) Evocation cantrip (Sorcerer, Spellsword, Warlock, Wizard)
Casting Time: 1 action Casting Time: 1 action
Range: Self (5-foot radius) Range: Self (5-foot radius)
Components: V, S Components: V, M (a melee weapon worth at least 1 sp)
Duration: Instantaneous Duration: 1 round
You pull into an existence a circular ribbon of water You brandish the weapon used in the spell’s casting and
which wraps around you and rapidly expands outward. All make a
melee attack with it against one creature within 5
other creatures within 5 feet of you must succeed on a feet of you. On
a hit, the target suffers the weapon attack’s
Dexterity saving throw or take 1d6 cold damage. The normal effects and poison enters their wounds until the
spell's damage increases when you reach higher levels. start of your next turn. If the target willingly moves 5 feet or
This spell's damage increases by 1d6 when you reach more before then, it immediately takes 1d8 poison damage,
5th level (2d6), 11th level (3d6), and 17th level (4d6). and the spell ends. This spell's damage increases when you
reach higher levels.
Shadowplay At 5th level, the melee attack deals an extra 1d8 poison
Illusion cantrip (sorcerer, warlock, wizard) damage to the target on a hit, and the damage the target
Casting Time: 1 action takes for moving increases to 2d8. Both damage rolls
Range: 30 feet increase by 1d8 at 11th level(2d8 and 3d8) and again at
Components: S 17th level(3d8 and 4d8).

Duration: Instantaneous or 10 minutes (see below)

You manipulate non-magical shadows in an area within Origami


range that fits into a 5-foot cube, causing one of the Transmutation cantrip (Artificer, Bard, Cardmaster, Cleric,
following effects: Druid, Wizard)
You animate the shadows, allowing them to move Casting Time: 1 action
around freely on any surfaces within the area, or change Range: 5 feet
their shape. Components: V, S
You direct how the shadows behave (no action required). Duration: 1 hour
The shadows return to normal after 10 minutes. You magically fold and animate a Tiny piece of paper or
You instantaneously snuff out any Small or smaller similar material, such as a leaf, within range. You can fold it
nonmagical light sources in the area. into one of the following shapes:
If you cast this spell multiple times, you can have up to Boat. The boat floats on and is not destroyed by water.
three non-instantaneous effects created by it active at a When placed in water, you can mentally direct the boat to
time, and you can dismiss such an effect as an action. An move in any direction along the water's surface, at a speed
effect also ends if its area overlaps with an area of bright of 5 feet per round. The boat is able to carry a single Tiny
light created by a spell of 1st level or higher. object that weighs 1 pound or less.
Crane. The crane has a fly speed of 10 feet. You can
Sparking Blade mentally direct the crane to move, or name a location
Evocation cantrip (Sorcerer, Spellsword, Warlock, Wizard) within 1 mile that you know of. The crane will fly to the
location and land, becoming inert.
Casting Time: 1 action Dog. The dog has a movement speed of 10 feet. You can
Range: Self (5-foot radius) mentally direct the dog to move. If a creature hostile to you
Components: V, M (a melee weapon worth at least 1 sp) moves to within 10 feet of the dog, the dog moves up to its
Duration: Instantaneous speed towards it and gives off a loud barking noise.
You brandish the weapon used in the spell’s casting and Afterwards, the dog unfolds itself and becomes inert.
make a melee attack with it against one creature within 5 Flower. The flower is controlled by the time of day. It is
feet of you. On a hit, the target suffers the weapon attack’s open during the day and closed during the night. During
normal effects, and a quick bolt of lightning leaps from the sunrise and sunset, the flower slowly opens and closes
target to a different creature of your choice that you can see respectively.
within 5 feet of it. The second creature takes lightning Samurai. The samurai has a movement speed of 5 feet.
damage equal to your spellcasting ability modifier. This You can mentally direct the samurai to move. The samurai
spell's damage increases when you reach higher levels. always points his sword in the direction of the nearest
At 5th level, the melee attack deals an extra 1d8 lightning castle or fort.
damage to the target on a hit, and the lightning damage You can have up to 5 pieces of origami active at once.
dealt to the second creature increases to 1d8 + your
spellcasting ability modifier. Both damage rolls increase by
1d8 at 11th level(2d8 and 2d8) and 17th level(3d8 and
3d8).

Return to Table of Contents


68
Hail of Hyron Air Bubble
1st-level evocation (Warlock) 2nd-level conjuration (Artificer, Bard, Druid, Sorcerer,
Casting Time: 1 action Wizard)
Range: Self(10 feet radius) Casting Time: 1 action
Components: V, S Range: Self
Duration: Instantaneous Components: V, S, M (a soap bubble or bubble of sea
You invoke the power of Hyron, the Light Bringer. Beams foam)
of radiant energy erupt from you and batter all creatures Duration: Concentration, up to 1 hour
within 10 feet of you. Each creature in that area must make For the duration, you are encased in a bubble of air. The
a Constitution saving throw. On a failed save, a target takes bubble is a sphere that extends out in a 10 foot radius
2d6 radiant damage and can’t take reactions until its next around you, moves with you, and is fully permeable by
turn. On a successful save, the creature takes half damage, creatures, weapons, items, objects, spells, and terrain,
but suffers no other effect. none of which pop the bubble. Any creatures within the
At Higher Levels. When you cast this spell using a spell bubble are able to breathe fresh air, regardless of what is
slot of 2nd level or higher, the damage increases by 1d6 for outside the bubble.
each slot level above 1st. Should the bubble be submerged in liquid, creatures
within the bubble cannot swim. Rather, creatures other
Spellsword's Incantation than yourself may use their normal movement speed to exit
1st-level Transmutation (Spellsword) the bubble, and, while inside the bubble with you, friendly
Casting Time: 1 bonus action creatures move along with the bubble. The bubble floats
Range: Self halfway submerged at the surface of any liquid by default,
Components: V and you may use your normal movement speed to move the
Duration: Concentration, up to 1 minute. bubble in any direction horizontally.
You may cause the bubble to rise or sink by using a
You channel arcane energy into one simple or martial bonus action. A floating or sinking bubble rises or drops
weapon you're holding, and choose one damage type: acid, (respectively) 30 feet until you make contact with the
cold, fire, lightning, poison, or thunder. Until the spell ends, ground, another solid object, or the liquid's surface. Should
you deal an extra 1d4 damage of the chosen type to any you land on a solid surface of ground beneath a liquid, you
target you hit with the weapon. may walk along the ground using your normal movement
speed, the bubble and other friendly creatures travelling
Swim along with you as usual.
1st-level transmutation (Bard, Cleric, Druid, Ranger, The bubble may be used to safely submerge in acid or
Sorcerer, Spellsword, Wizard) any liquid with a caustic or poisonous nature, without
Casting Time: 1 action taking damage. Lava or any liquid that would deal damage
Range: Touch due to heat, cold, or magical properties still causes damage
Components: S, M (a single fin or scale from a fish) to those within, but this damage is reduced by half.
Duration: Concentration, up to 1 hour
You touch a living creature, granting it a swimming speed Discharge
of 60 feet for the spell's duration. If the creature already 2nd-level evocation (Spellsword, Wizard)
has a swimming speed greater than this, this spell has no Casting Time: 1 action
effect. A creature affected by this spell may experience it as Range: Self (10-foot radius)
a non-visible magical benefit, or the spell may temporarily Components: V, S
cause them to grow webbing between their fingers and toes Duration: Instantaneous
at the caster's discretion. This spell does not confer to Lightning blast outwards from you in all directions.
breathe water, and creatures that can only breathe air must Creatures within 10 feet of you must make a Dexterity
continue to do so. saving throw. On a failed save, a creature takes 2d10
At Higher Levels. When you cast this spell using a spell lightning damage and cannot use their reaction until the
slot of 2nd or higher, it can affect one additional creature start of their next turn. On a successful save, a creature
within range for each spell slot level above 1st. 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.

Return to Table of Contents


69
Galeblade Umbral Crescent
2nd-level evocation (Cardmaster, Ranger, Spellsword, 2nd-level illusion (Cardmaster, Spellsword, Sorcerer,
Wizard) Warlock, Wizard)
Casting Time: 1 action Casting Time: 1 action
Range: Self (15-foot radius) Range: 30 feet
Components: V, M (a melee weapon worth at least 1 sp) Components: V, S, M (a shard of obsidian)
Duration: Instantaneous Duration: 1 round
You flourish the weapon used in the casting and summon You channel energy from the shadowfell to fire a crescent
a gust of harsh winds, cutting your foes like a flurry of blade of shadows towards a creature that you can see
blades. Choose up to three creatures you can see within within range. Make a ranged spell attack against the target.
range. Make a melee spell attack against each target. On a On a hit, the target takes 3d8 psychic damage and makes a
hit, a target takes 3d6 slashing damage. Whether these Wisdom saving throw. On a failed save, the target is
attacks hit or miss, your movement speed is increased by frightened of you until the start of your next turn.
10 feet until the end of the current turn. At Higher Levels. When you cast this spell using a spell
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for
slot of 3rd level or higher, you can target an additional each slot level above 2nd.
creature for each slot level above 2nd.
Ice Hammer
Mincing Minuet 3rd-level evocation (Cardmaster, Druid, Sorcerer,
2nd level illusion(bard) Spellsword)
Casting Time: 1 action Casting Time: 1 bonus action
Range: 30 feet Range: Self
Duration: Concentration, up to 1 minute Components: V, S, M (a leaf of spearmint)
Components: S, V Duration: Concentration, up to 10 minutes
You conjure up a dance of swirling shadows around you. You evoke an icy hammer in your free hand. The hammer
When you cast this spell, and as a bonus action on each of is similar in size and shape to a warhammer, and it lasts for
your turns thereafter, you can attempt to assault a the duration. If you let go of the hammer, it disappears, but
creature's mind, creating blades of physic energy within you can evoke the hammer again as a bonus action.
their body. Choose a creature that you can see within range You can use your action to make a melee spell attack
to make a Wisdom saving throw. A creature takes 3d6 with the icy hammer. Alternatively, you can also use your
psychic damage on a failed save, or half as much damage action to make a ranged spell attack, by evoking an
on a successful one. elemental blast from the icy hammer, against one creature
At Higher Levels. When you cast this spell using a spell or object within 20 feet of you. On a hit, the target takes
slot of 3rd level or higher, the damage increases by 1d6 for 3d8 cold damage and it has disadvantage on the next
each slot level above 2nd. weapon attack roll it makes before the end of its next turn.
At Higher Levels. When you cast this spell using a spell
Psionova slot of 5th level or higher, the damage increases by 1d8 for
2nd-level evocation (Sorcerer, Warlock, Wizard) every two slot levels above 3rd.
Casting Time: 1 action
Range: 30 feet Projection Strike
Components: V, S 3rd-level Evocation (Spellsword)
Duration: Instantaneous Casting Time: 1 action
You create a psionic shockwave. It strikes a 10 foot Range: Self (30 ft. line)
radius sphere within range. All creatures in that area must Components: V, S, M (a melee weapon)
make a Wisdom saving throw. On a failed saving throw, a Duration: Instantaneous
creature takes 2d10 psychic damage, or half on a success. You flourish the weapon used in the casting and then
At Higher Levels. When you cast this spell using a spell vanish in a radiant blur. A streak of light projects out from
slot of 3rd level or higher, the damage increases by 1d10 where you vanished in a line a minimum of 15ft to a
for each slot level above 2nd. maximum of 30 ft long and 5 ft wide. Each creature in the
line must make a Dexterity saving throw. A creature takes
4d10 radiant damage on a failed save, or half as much
damage on a successful one. You then teleport to an
unoccupied space you can see within 5 feet of the end of
the line.

Return to Table of Contents


70
Death Scythe When the spell ends, you must make a Constitution
4th-level necromancy (Cleric, Warlock, Witch Doctor, saving throw with a DC 15 or you suffer from one stack of
Wizard) exhaustion.
Casting Time: 1 bonus action Storm Surge
Range: Self 4th-level Transmutation (Spellsword)
Components: V, S
Duration: Concentration, up to 1 minute Casting Time: 1 bonus action
Range: Self
You create a wicked scythe of necrotic energy, wreathed Components: V, S, M (a drop of your own blood)
in flame like shadows. This magic weapon lasts until the Duration: Concentration, up to 1 minute
spell ends. It counts as a simple melee weapon with which When you cast this spell you transform your magic into
you are proficient. It deals 3d10 necrotic damage on a hit
and has the finesse, two handed and reach properties. In lightning to enhance your reflexes. Until the spell ends, you
addition, when you hit a creature with the scythe, the gain the following effects:
creature can't regain hit points until the start of your next You deal an additional 1d8 lighting damage whenever
turn. you hit a creature with an attack.

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.

The area within 30 feet of you is difficult terrain for your


enemies.

Return to Table of Contents


71
Store Thoughts Dance of the Spellsword
4th-level enchantment (Bard, Wizard) 5th-level conjuration (Spellsword)
Casting time: 1 action Casting time: 1 bonus action
Range: Self Range: Self
Components: V, S Components: V, S
Duration: until dispelled Duration: Concentration, up to 10 minutes
You pull detailed recollections of memories or complex You conjure up 4 replications of a weapon you are
collections of thoughts from your mind and transform them holding to dance around you. Until the spell ends, you gain
into tangible strings of glowing energy called thought the following effects:
strands, weaving them together into a thicker thought braid Whenever you hit a creature with a weapon attack, one
which can be stored indefinitely. With subsequent castings,
a thought braid can be modified, rearranged, and added to. of the weapons join you in your assault, causing your
It is possible to create a carefully audited collection of weapon attacks to deal an additional 1d10 force
ideas or memories, or even chop and edit memories to damage.
create new, less truthful ones, not unlike editing a film or Whenever a creature within 10 feet of you hits you with
book. an attack, the weapons retaliate dealing 1d10 force
The braid appears in an unoccupied space within 5 feet damage.
of you as a small, weightless, semisolid object that can be As a bonus action, you can cause the weapons to attack
held and carried like a piece of rope that becomes thicker all those within 10 feet of you causing them to make a
and longer as more information is added to it. It is Dexterity saving throw. A creature takes 2d10 force
otherwise stationary. damage on a failed save or half as much on a success.
If you cast this spell while focusing on a spell or an Thunder Bow
ability that allows you to read or manipulate thoughts (such 5nd-level evocation (Cardmaster, Druid, Sorcerer,
as encode thoughts, detect thoughts or modify memory), Spellsword)
you can transform the thoughts or memories you read,
rather than your own, into a thought braid. Casting Time: 1 bonus action
Casting this spell while holding a thought braid or strand Range: Self
allows you to instantly receive whatever memories, ideas, Components: V, S, M (a chip of mica)
or messages it contains. You can navigate through braided Duration: Concentration, up to 10 minutes
thoughts freely, pausing, rewinding, or skipping to different You evoke a thunderous bow in your free hand. The bow
parts of the message as necessary. (Casting detect thoughts is similar in size and shape to a longbow, and it lasts for the
or encode thoughts on the braid has the same effect.) If you duration. If you let go of the bow, it disappears, but you can
read a pre-prepared thought braid in this way in evoke the bow again as a bonus action.
conjunction with a spell or ability that allows you to You can use your action to make a ranged spell attack
manipulate thoughts, the thought braid's stored memories with the thunderous bow against one creature or object
or ideas may be used to manipulate the thoughts with more within 120 feet of you. This action requires two hands. You
convincing detail. have advantage on the attack roll if the target is made of
While complex concepts can be stored or communicated inorganic material such as stone, crystal, or metal. On a hit,
with this spell, it is not a given that the recipient will be able the target takes 4d12 thunder damage.
to comprehend them. It is not possible to transfer the At Higher Levels. When you cast this spell using a spell
secrets of casting spells to bypass learning expenses, for slot of 7th level or higher, the damage increases by 1d12 for
example. every two slot levels above 5th.
Bless Vessel
5th-level transmutation (Bard, Cleric, Paladin)
Casting Time: 1 minute (ritual)
Range: Touch
Components: S, M (a bottle of wine or other spirits worth
at least 10gp, which the spell consumes)
Duration: 24 hours
As a part of this spell, you touch a waterborne or airborne
vehicle you are currently on or in. For the duration of this
spell, this vehicle's speed is multiplied by 1.5, and it ignores
movement reduction from areas of difficult terrain (or
similar). Once before the end of this spell, a character on or
within the vehicle may choose to gain advantage on any one
check or saving throw that would keep the vehicle from
harm. A vehicle may only benefit from one instance of this
spell at a time.

Return to Table of Contents


72
Homebrew Feats
Fox Form Swift
Prerequisite: Kitsune
Your movements are fast and allow you to keep moving.

You gain the following traits:


You learn the ancient magic of your people, allowing you to
connect more deeply with your vulpine nature. You gain the Your speed increases by 10 feet.
following benefits: When you make a melee attack against a creature, you
can move through the hostile creature's space once this
Increase one ability score of your choice by 1, to a turn, whether you hit or not.
maximum of 20. You learn the longstrider spell and can cast it once
You can use your action to transform into a fox with a without expending a spell slot. you regain the ability to
number of tails equal to your own, or back into your true cast it in this way when you finish a short or long rest.
form. Your statistics are the same in either form, except Wisdom is your spellcasting ability for this spell.
that your fox form is small and has a base walking
speed of 40 feet. If you are able to cast spells, you can't Triton Deep Magic
cast them or concentrate on them while in your fox Prerequisite: Triton

form, unless you learned those spells through the

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,

you can knock the target prone if it is Large or smaller.


Despite your smaller size, after devoted and extensive Precise Striker
training, you now have the skills required to handle bigger
and bulkier things much like the larger folks can. You have achieved a penetrating precision in combat,
granting you the following benefits:
Increase your Strength score by 1, to a maximum of 20.
Being small no longer imposes disadvantage on attack Increase your Strength or Dexterity score by 1, to a
rolls with heavy weapons. maximum of 20.
While your size is small, you count as medium sized for When you miss an attack with a weapon that deals
the purposes of grappling. piercing damage, you gain a bonus to hit equal to your
proficiency bonus on your next weapon attack roll
against the target, until the end of your next turn.
When you score a critical hit with an attack with a
weapon that deals piercing damage to a creature, you
can roll one additional damage die when determining
the extra piercing damage the target takes.

Return to Table of Contents


73
Sweeping Cleaver Your proficiency bonus is doubled for any ability check
you make that uses the Athletics skill.
You’ve learned where to cut to have the greatest results, You count as if you were one size larger for the purpose
granting you the following benefits: of determining your carrying capacity.
Increase your Strength or Dexterity score by 1, to a Diplomat
maximum of 20.
When you hit an attack with a weapon that deals Prerequisites: Proficiency in the Persuasion Skill

slashing damage, you can target another creature within

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

Prerequisites: Proficiency in the Arcana 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

You become stronger, gaining the following benefits:


Increase your Strength score by 1, to a maximum of 20.
Return to Table of Contents
74
Medic Increase your Charisma score by 1, up to a maximum of
20.
Prerequisites: Proficiency in the Medicine Skill
Your proficiency bonus is doubled for any ability check

you make that uses the Performance skill.


You master the physician's arts, gaining the following During a short rest, you can put on a performance to
benefits: reinvigorate your allies. If a friendly creature that can
Increase your Wisdom score by 1, up to a maximum of hear your performance spend one or more Hit Dice to
20. regain hit points at the end of the short rest, that
creature can forgo the roll and instead regain the
Your proficiency bonus is doubled for any ability check maximum number of hit points the die can restore. A
you make that uses the Medicine skill. creature can do so only once per rest, regardless of how
As an action, you can spend one use of a healer's kit to many Hit Dice it spends.
tend to a creature, neutralizing one poison that you
know is present. Quick-Fingered
During a short rest, you can spend one use of a healer's
kit to treat a creature suffering from a disease. The Prerequisites: Proficiency in the Sleight of Hand Skill

effects of disease are suppressed for 24 hours. If the

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

you make that uses the Sleight of Hand skill.


Your extensive experience in frightening others helps you As a bonus action, you can make a Dexterity (Sleight of
better gauge potential victims. You gain the following Hand) check to plant something on someone else,
benefits: conceal an object on a creature, lift a purse, or take
Increase your Charisma score by 1, up to a maximum of something from a pocket.
20. Silver-Tongued
Your proficiency bonus is doubled for any ability check
you make that uses the Intimidation skill. Prerequisites: Proficiency in the Deception Skill

You can determine if a creature can be frightened.

You develop your ability to deceive to better manipulate


Naturalist others. You gain the following benefits:
Prerequisites: Proficiency in the Nature Skill
Increase your Charisma score by 1, up to a maximum of

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

gain the following benefits:

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

Your mastery of the performing arts allows you to make the


most unlikeliest of places your stage. You gain the following
benefits:
Return to Table of Contents
75
Survivalist
Prerequisites: Proficiency in the Survival Skill

You master wilderness lore, gaining the following benefits:


Increase your Wisdom score by 1, up to a maximum of
20.
Your proficiency bonus is doubled for any ability check
you make that uses the Survival skill.
When you forage, it takes you half as much time as it
normally would.
Theologian
Prerequisites: Proficiency in the Religion Skill

Your extensive study of religion rewards you with the


following benefits:
Increase your Intelligence score by 1, up to a maximum
of 20.
Your proficiency bonus is doubled for any ability check
you make that uses the Religion skill.
You can determine if a place or object has been
magically consecrated or desecrated. You can also
determine if a creature is under the effects of a curse.

Return to Table of Contents


76
Deitymarks

A
deitymark is a permanent, physical brand that Your deitymark confers the following benefits:

shows a god or goddess sees potential in you.

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.

again, becoming a greater deitymark.


You also learn the

spell listed under the Greater column.


You learn a cantrip as listed in the Deitymark Benefits
table. You also learn up to three spells which are added to
your spell list and do not count towards your known or
prepared spells. You may cast the cantrips learned this way
at will and you can cast non cantrips once without
expending a spell slot. You may cast spells this way without
material components so long as it does not list a cost. You
regain the ability to cast these spells in this way when you
finish a long rest. Your spellcasting ability for all spells
gained from the deitymarks is their associated spellcasting
modifier.

Deitymark Benefits Table


Mark Ability Least Lesser Greater
Amasuki Wisdom ceremony, guidance silence remove curse
Amora Charisma charm person, primal savagery alter self bestow curse
Arcania Intelligence detect magic, prestidigitation see invisibility dispel magic
Bergmont Intelligence create bonfire, identify heat metal tiny servant
Cheong Intelligence comprehend languages, message detect thoughts counterspell
Cleo Wisdom chaos bolt, thunderclap gust of wind sleet storm
Degranil Charisma command, friends suggestion hypnotic pattern
Elgren Wisdom absorb elements, blade ward warding wind beacon of hope
Juvia Charisma cause fear, mage hand ray of enfeeblement speak with dead
Juvius Intelligence disguise self, minor illusion invisibility major image
Karamis Wisdom detect evil and good, word of radiance zone of truth clairvoyance
Koume Wisdom animal friendship, druidcraft beast sense erupting earth
Lerksa Charisma dancing lights, heroism jim's glowing coin phantom steed
Lootsriahc Wisdom encode thoughts, illusory script alarm glyph of warding
Marxus Wisdom chill touch, false life gentle repose vampiric touch
Omenos Wisdom detect poison and disease, spare the dying aid mass healing word
Red Charisma control flames, ice knife dragon's breath elemental weapon
Thron Charisma light, sanctuary calm emotions protection from energy

Return to Table of Contents


77
Invocations
Bindings of the Chain Master Essence Drinker
Prerequisite: Pact of the Chain feature Prerequisite: 15th level, Pact of the Blade feature

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.

You can cast skill empowerment once on yourself without


Chain Guardian expending a spell slot. You regain the ability to do so when
Prerequisite: Pact of the Chain 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

You can cast nondetection once on yourself without


expending a spell slot or material components. You regain
the ability to do so when you finish a long rest.

Return to Table of Contents


78
Void of Vision
Prerequisite: 7th level, Pact of the Tome feature

You can cast private sanctum once without expending a


spell slot or material components. You regain the ability to
do so when you finish a long rest.

Return to Table of Contents


79
Backgrounds

Private Detective d6 Bond


When local city watches and local investigators need help 1 The same nemesis is secretly behind many of my
handling challenging cases, they call you. Whether through greatest investigations.
years working the streets, intense personal study, or your
sheer brilliance, you've trained yourself to analyze clues 2 I wear a signature article of clothing, moustache
and make observations which are often missed by most style, or accessory.
people. 3 My assistant travels everywhere with me.

4 I’ve had a traumatic experience in my past that still
Skill Proficiencies: Insight, Investigation

haunts me.
Tool Proficiencies: Disguise kit

Languages: Any one of your choice

5 I’m immaculately dressed.



6 I’m attracted to people who live fast and
Equipment: A magnifying glass, a bottle of ink, a quill, a dangerously.
folded parchment notepad, a set of common clothes
including a greatcoat and hat, and a pouch containing 8 gp

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

question. Skill Proficiencies: Medicine, Investigation

2 I don’t play by the rules. Tool Proficiencies: Herbalism kit

3 I find ignorance amusing.


Languages: Undercommon

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).

Return to Table of Contents


80
d6 Ideal
Town Apothecary 1 Nature. We take from the world around us daily, it is
It's a simple life cutting herbs, grinding clippings into how we live. One day, we will have to return what we
salves, and mixing potions. At some point your service to have taken. (Neutral)
your town village came to an end, however, perhaps 2 Care. If simply grinding leaves and roots into a
because your life as an apothecary was too dull and you poultice can help others so much, how much could I
went off in search of adventure. Or maybe you were do for others if I tried? (Good)
seeking to expand your horizons and become the best 3 Decay. My herbs grow best when I mix carrion into
apothecary you could be. Whatever your reasons, you've the soil. Death fuels life, and I'm keen to perpetuate
taken up a life on the road, and your time spent in the field that cycle. (Chaotic)
collecting herbs, as well as the hours you spent in your lab, 4 Patience. To ensure a proper yield of herbs, one must
might just give you an edge in the world of exploration and resist the desire to harvest at first signs of growth.
adventuring. People are much the same. (Lawful)

5 Knowledge. In all things from herbalism to life itself,
Skill Proficiencies: Medicine, Nature

nothing grows without the knowledge to cultivate


Tool Proficiencies: Herbalism kit and choice of brewer's that growth. (Any)
supplies OR cook's utensils

6 Pruning. If you do not prune undesirable growth from


your herbs, they will wilt and die. It seems that
Equipment: An herbalism kit, field apron (equivalent of mankind needs a proper cleanse... (Evil)
traveller's clothes), a journal containing notes on curative
salves and medicinal potions, a pouch containing 10 gp d6 Bond
1 I was teaching a child in my hometown to take on
Specialization the role of apothecary.
Your services as an apothecary likely focused on a single 2 I met a Fey when I was lost and starving in the forest.
aspect of the career. That fey taught me all I know of natural remedies and
d6 Specialization living off of paltry herbs.
1 Sickness (Poultices) 3 I've never been able to relate to people, but my
gardens, I understand perfectly and love dearly.
2 Herbal Enhancement (Salves)
4 The forests of the world are very dear to me.
3 Spiritual Guidance (Teas)
5 I am forever in debt to the person who trained me to
4 Arcane Reagents (Potions) be an apothecary.
5 Midwife/Child Birthing (Salves) 6 Nature is beautiful, and I hope I can learn more about
6 Mental Anguish (Teas/Potions) it during my travels.

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

Tool Proficiencies: Vehicles (land)

7 I won't insist on my opinion if giving in means


Languages: One of your choice

getting what I want or getting away.



8 I have learned the value of the ability to hide your
Equipment: A set of traveler's clothes, a scroll case feelings effectively.
containing a letter you were tasked to deliver and your
document of identification, a hooded lantern and a flask of d6 Ideal
oil, and a pouch containing 10 gp 1 Professionalism. I always deliver, and I never peek at a
letter's contents. (Lawful)
Errand
2 Independence. I'm a messenger so I can travel
The letter in your equipment package implies that you anywhere I want. (Chaotic)
currently have an errand that has yet to be finished. Think
about who that letter is for, or roll on the table below. 3 Power. I exploit my credibility to steal valuable
secrets. (Evil)
Maybe you are currently on your way to delivering the
letter, or something prevents you from doing so—for 4 People. Every letter I deliver is important to
example, the recipient could have died or disappeared. someone, and I won't let them down. (Good)

d8 Recipient 5 Aloofness. The content of my deliveries is not my


concern as long as I get paid. (Neutral)
1 The lord of a secluded province
6 Aspiration. I want to build myself a reputation as a
2 A wealthy merchant in a big city reliable messenger. (Any)
3 A priest living in a far-flung monastery
d6 Bond
4 A scientist at a renowned university
1 There is a noble or merchant that regularly uses my
5 The commander of a military garrison services.
6 A high-ranking government official 2 I once assisted in negotiations between two warring
7 A king or queen, or one of their advisors countries or towns.
8 You've just got a name, and a location somewhere in 3 I once found out that one of my clients was a
the middle of nowhere criminal, but couldn't or wouldn't do anything.
4 Every so often, I go back to my home town or village
Feature: Diplomatic Neutrality between errands to visit my family.
When interacting with participants of a political conflict, 5 When I have saved enough money, I will buy some
you can invoke your neutrality as a messenger in order to land and finally settle down.
be granted passage or avoid being harmed or captured. 6 I once got involved in a conspiracy that's yet to be
This right is forfeit if you actively take part in the conflict unraveled.
beyond self-defense, and your claim is only credible as long
as you can provide proof of your mission. Exploiting this d6 Flaw
feature might also get you into trouble with your employer. 1 I quickly cast people aside once they begin to bore
me—and that is usually quite soon.
Suggested Characteristics 2 I always take care to be on my way again before
Messengers, are used to travel a lot, never staying in
one things get ugly, no matter whom I leave behind.
place long. This might result in being somewhat
detached, 3 What matters to me is only the result—if I have to
but it might also mean that they know
especially well what kill to get the job done, I will.
it means to have a place to call
home. 4 When I have for once time to spend in a settlement,
I enjoy its comforts a little too much.
5 While on an errand, I don't care about anything else,
however important it may be.
6 My reputation, real or imagined, has made me
terribly arrogant.

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)

Skill Proficiencies: Religion, Stealth

4 Preservation. The dead are a resource; I merely


preserve them for others to use. (Evil)
Tool Proficiency: One type of artisan's tools

Languages: One of your choice

5 Community. Someone must do the dirty work for the

betterment of all men. (Lawful)


Equipment: A set of artisan's tools of your choice, an 6 Knowledge. Death teaches us many lessons, and we
article of clothing that indicates you are a gravekeeper, a must learn them. (Any)
religious symbol, a set of common clothes, and a pouch
containing 10 gp d6 Bond
1 I steal any valuables from the dead before I bury
Feature: Grave Ghost them.
Due to your association with the dead, most people would 2 I visit and maintain a loved one's grave every day.
prefer to avoid and ignore you. Common people who see
you going about activities that could be believed to be part 3 I chose this solitary, lonely lifestyle after my true love
rejected me.
of your work, such as transporting dead bodies or entering
homes, will assume you have a right to be doing whatever 4 I used my position to fake someone's death. That
you are engaged in, so long as you are not endangering person and I must keep each other's secret.
them. In addition, your presence in a cemetery or 5 I secretly steal bodies to give to a medical school.
graveyard, or a church or temple attached to such, will not
be questioned, so long as your actions or behavior are 6 I took up this job to protect my village from a
necromancer. Someday, I will kill him.
respectful.
d6 Flaw
Suggested Characteristics
1 I steal any valuables from the dead before I bury
Gravediggers are changed by their association with the them.
dead. They see everyone reduced to their most mortal state, 2 I will use my position to cover up crimes.
and are aware of the final fate of every living being. They
understand the realities of life, but may become jaded 3 I constantly harbor dark, morbid thoughts that one
towards the living. day, I will no longer be able to control.
d8 Personality Trait 4 Death is inevitable; I will not go out of my way to
prevent someone else dying.
1 I have trouble interacting with the living; I prefer the
solitude of the crypt. 5 I delight in horrifying people with my presence and
stench.
2 I have seen how we all end. Death does not scare
me. 6 I use funerals as an excuse to learn other people's
secrets.
3 I have learned much about the commonality of all
races and faiths, and am eager to share my
knowledge. Original Document
https://docs.google.com/document/d/1OGy3i--
4 I place no stock in wealth or manners. Money and
status will not save you from death.
hNjZFbhMQQ3QK5VpAleIGINrCe57rtwJGUt8/edit#
5 I have a deep reverence for nature and the cycles of
life.
6 I keep a token or trophy from every body I bury.
7 I actually have a fantastic, if morbid, sense of humor.
8 I hold conversations with the dead, and sometimes
believe I hear them answering me.

Return to Table of Contents


83
Lackey
Growing up, the lackey learned the only way to survive was
to survive under the strong. Constantly looking for a leader
to shelter you, you sought out the strongest, most
intimidating individual and constantly curried favor with
them in return for protection. These types of individuals
more often than not leaned towards the darker side of the
law. During the course of these events, you picked up a few
skills along the way to ensure your survival whilst doing
questionable things. Flattery was served breakfast, lunch
and dinner.

Skill Proficiency: Deception, Insight

Tool Proficiencies: Thieves tools, one type of artisan’s


tools

Equipment: Set of dark common clothes, a crowbar, a set


of artisan’s tools (one that matches the artisan's tools you
chose), a handmade miniature figurine (memorabilia), and
a belt pouch containing 10 gp
Background Feature: Criminal's
Eye
Your experience in dealing with the law and lawbreakers
gives you a feel for local laws and criminals. You can easily
find the local outpost of the watch or a similar
organization, and just as easily pick out the dens of
criminal activity in a community, although you're more
likely to be welcome in the latter locations rather than the
former.
Suggested Characteristics
Lackeys are often easily intimidated, but have a singular
mind towards survival. They are willing to do anything to
escape harm, and are morally neutral. As long as they are
fine, nothing else matters. Lackeys dream of the day they
no longer need to be one, and are able to be free and safe
on their own without any overarching figure.
Original Document
https://pastebin.com/iW5SuBCr

Return to Table of Contents


84
Cultist
Acolytes worship deities. You worship darker things.
Whether devoted to a demon lord, a being from beyond the
scope of reality, or a powerful lich, a cult is usually
condemned by the society it operates in, and therefore tries
to remain covert. When you make a cultist, think about why
you joined the cult, and whether you're still part of it or
have since left. Most cults don't take kindly to deserters, so
if you abandon your cult, you might have to watch your
back for them trying to make you pay or bring you back into
the fold.

Skill Proficiencies: Deception, Religion

Tool Proficiencies: Poisoner's kit

Languages: Choose one exotic language (Abyssal,


Celestial, Deep Speech, Draconic, Infernal, Primordial,
Sylvan, or Undercommon)

Equipment: A set of common clothes, a sacrificial dagger,


robes, five sticks of incense, and a pouch containing 10 gp

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

Background Feature: Occult


Dealings
During your time as a cultist, you have learned a variety of
secret handshakes, passphrases, and occult symbols used
by your cult to identify fellow members or leave simple
messages. This knowledge might also help you when
investigating other cults, as you can identify their codes and
signals more easily—although this doesn't mean you can
also interpret them.
Suggested Characteristics
Use the tables for the acolyte background in the Player's
Handbook as the basis for your cultist's traits and
motivations, modifying the entries when appropriate to suit
your identity as a cultist.
Original Document
https://www.gmbinder.com/share/-
MHMr12LqsuEGg6Ahe6n

Return to Table of Contents


85
Battlefield Medic
You have spent your life devoted to a singular goal: to aid
others in wartime and treat the wounded to the best of your
abilities. To some, you're a soldier because you've trained to
defend yourself in the face of danger. To others, you're
simply a physician trained to focus while a fight rages
around you. Your understanding of herbs and humanoid
anatomy has made you an expert in concocting tonics and
salves to quicken recovery.
You may have a deity in the domain of war to whom you
pray for guidance, or venerate a renowned warrior as the
source of your motivation — a warrior whose prowess you
try to emulate through healing, if not through combat
yourself.
How did you become a nurse, medic, or doctor? Do you
possess any fighting skills? Do you belong to any faction or
do you serve in a temple? Consider these and other, similar
questions when making your character. Perhaps you were
grievously injured in battle, and the cleric who cured you
inspired you to take this path.

Tool Proficiency: Herbalism Kit

Skill Proficiency: Medicine, Perception

Language: One of your choice

Equipment: A holy symbol, a dagger, a healer's kit, a


sundial, 5 empty vials, a set of traveler's clothes, and a
pouch containing 5 gp.
Specialty
During your time as a medic, you've come to specialize in a
particular kind of medicine or treatment. Choose one from
or roll on the following table;
d8 Specialization
1 First aid
2 Bone setting
3 Amputation
4 Poison treatment
5 Pathology
6 Herbal medicine
7 Potion making
8 Surgery

Background Feature: Journeyman


Medic
Your services are widely appreciated, particularly among
those who have also served, and troops and guards
welcome you whenever you offer your assistance without
having to join their association first so long as your
presence doesn't endanger them. You can receive free food
and accommodation whenever you find such a group, in
exchange for offering medical aid, and your lifestyle is poor
while doing so.
Original Document
Changes have been made to fit it into the server.
https://docs.google.com/document/d/1Vv0gVnEmRTsMUf3aPhQExY803JItHxYAeWISXpOJjn8/edit?
usp=drivesdk

Return to Table of Contents


86
Stage Crew Suggested Characteristics
Entertainers may steal the spotlight once the curtains rise, The people who work in show business are a varied bunch,
but they can only do their jobs because of the hard work of with people of all kinds being drawn to the various aspects
numerous people in the wings and in the rafters. of show business. Choreographers tend to be flighty or
You are one of these people. focused with little room for compromise, stage crew
You spent most of your time working for the stage, rather members blend into the background and act with quiet
than on it, doing any manner of tasks necessary for shows efficiency; some costume designers are even more
to go off without a hitch -- whether that be making eccentric than the performers they clothe! Regardless of
costumes, decorating the stage, writing lyrics, training your exact profession, your work has likely played a large
actors, managing the production, or more. Your work could part in determining how you act in your day to day life.
have been public, earning you credit with the masses, or Original Document
anonymous, with your craftsmanship speaking for itself Changes have been made to fit it into the server.
under the bright lights of the stage. https://docs.google.com/document/d/1Uaq4R6tyciocpCfTA4JdnknMo42
However, you decided to leave the business and start BCgHhosds/edit?usp=sharing
your own one-man show on the road. Did you quit your job
in pursuit of something more exciting? Perhaps you are
just taking a break to find new ideas? Whatever the reason,
only one thing's important: making it a performance to
remember!

Tool Proficiency: One type of artisan tool OR disguise kit

Skill Proficiency: Choose two between persuasion,


perception, stealth and performance

Language: any one of your choice

Equipment: A set of common clothes, a disguise kit or one


artisan tool you are proficient with, flyers for an old show
or event you helped organize or worked for, a pouch
containing 10gp, and a token from a performer who was
under your care.
Specialty
Specialty: Over the course of your career, you've come to
specialize in a particular kind of job necessary for show
business to function. You can select your profession from
the Specialty table or roll randomly.
d8 Specialization
1 Costume Designer
2 Composer
3 Director
4 Choreographer
5 Artisan
6 Stage Manager
7 Publicist
8 Makeup Artist
9 Playwright
10 Stage Crew

Background Feature: Gossiper


Working behind the scenes and with various entertainers
has led to you meeting all kinds of people. Over time,
you've become an expert at gathering interesting tidbits
from them both up close and from afar. You know what
interesting topics are being talked about wherever you are,
know where to go to hear more about them, and people are
more willing to share the latest gossip with you if you ask.
However, be warned: not everything you may hear is true!

Return to Table of Contents


87
Miscellaneous
Additional Thanks! Miniscule Manhandler - Submitted by user named
These are the original posts or creators that we gained NoobieGaming.

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.

the server or to make the homebrew make more sense.


Water Themed Spells - Some have been modified.


Blade Cantrips and Spellsword Surges - Created by a user
named skyhokuten on Discord.

Races/Subraces Charging Bolt and Discharge - Created by a user named


Awakened Cat

skyhokuten on Discord.

Awakened Dog

Hail of Hyron Spell - Created by a user named Khajit on


Charcadin

Discord. Has since left the server. Link of submission


Gnoll

cannot be found.

Half-Dragon

Skill Expertise Feats - Inspired by the UA Feats for Skills.

Half-Oni

Improved Breath Weapon - Came with Half Dragon.

Kitsune
Swift - Created by a user named Tree45 on Discord.

Lythari

Triton Deep Magic - Created by a user named Arpeando.


Mousefolk

Has since left the server.

Northlander

Deitymarks - Inspired by the UA Dragonmark Feats.

Paraelemental Genasi - made by the homebrew team

Invocations - Bindings of the Chain Master, Chain


Thri-Kreen

Guardian, Cleansing Winds, Elder Lore, Essence Drinker,


Waelen

Ethereal Sight, False mastery, Gift of Gaia, Gift of the


Warped Ones

Hopeful Ones, Unchained Breath, Unearthly Athleticism,


Young Treant

Void of Aura, Void of Self, Void of Vision were all designed


by the Homebrew Team.

Classes/Subclasses Pact Warrior - Submitted by a user named SSalamander


Blood Hunter - Matt Mercer

on Discord.

Cardmaster

Book of False Memories - Created by a user named


College of Dance

MyrddinEmrys on Discord.

Oath of the Bulwark

Galeblade - Submitted by a user named Sainatarium on


Oath of the Grave

Discord.

Spellsword

Stagehand - Submitted by a user named Enoria on Discord.


Way of the Jasmine Dragon

Umbral Crescent - Submitted by a user named


Way of the Warped Fist

BasiliskFang on Discord
Witch Doctor

The content of this document is unofficial Fan


Content permitted under the Fan Content Policy.
Not approved/endorsed by Wizards. Portions of
the materials used are property of Wizards of the
Coast. ©Wizards of the Coast LLC.

Return to Table of Contents


88

You might also like