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Class Collection

Middle Finger of Vecna


Edited By

Roguish Archetypes
Rogues have many features in common, including their
emphasis on perfecting their skills, their precise and deadly
approach to combat, and their increasingly quick reflexes.
But different rogues steer those talents in varying
directions, embodied by the rogue archetypes. Your choice
of archetype is a reflection of your focusnot necessarily
an indication of your chosen profession, but a description
of your preferred techniques.

Scavenger
You are a wanderer of the junkyards and a forager of scrap.
Your skill and flexibility allows you to improvise almost
anything, and your propensity to horde useful items means
you will never run out of handy materials. You are a
student of the art of making things go boom. Your
knowledge stretches from the mechanical (timers and
detonators) to the alchemical (volatile compounds and
chemical chain reactions). This knowledge allows you to
craft and use small but powerful explosive devices which
you can lob at your enemies on the battlefield.

Bonus proficiency
t rd level you gain proficiency with alchemist s
supplies and medium armor if you do not already have
such proficiency. You also treat improvised weapons as
simple weapons for purpose of proficiency.

Bomb Maker

tarting at rd level your superior skill with explosive


compounds allows you to create alchemical bombs
known as tickers.
ticker is a small mechanical orb
filled with volatile chemicals.
hen you attack with a
ticker it explodes dealing damage to any creature
around the detonation point.
ecause the chemicals used to create tickers are
unstable you can carry only a limited number of them
with you. You can carry a number of assembled ticker
bombs with you e ual to your exterity modifier plus half
of your rogue level. uring a long rest you can create a
number of tickers up to the maximum number you are
able to carry. You must have access to your
alchemist s tools in order to create tickers. You must
also have one vial of alchemical catalysts for each
ticker that you wish to create.

Tickers are treated as improvised ranged weapons


for purposes of proficiency. They have the thrown
trait and a range of
. You can add either your
trength or exterity modifier to the attack roll when
attacking with a ticker. ach ticker weighs pound.
f a ticker attack misses the ticker will land l d x
feet away from its intended target exploding
where it lands. oll d to determine the direction of
the miss

icker Miss

irec ion

Tickers are normally inert but are activated by using an


ob ect interaction in combination with your attack
action when you throw the ticker. nce activated the
ticker will explode on impact when it lands.



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Alchemical Catalysts
ial
ost
gp
eight
lbs. The raw materials used by cavengers
to create explosive ticker bombs
catalysts are
chemicals that while individually stable
produce
violent chemical reactions when mixed together in the
right proportions. ach ticker bomb that is created
by a cavenger re uires the e uivalent of
vial of
catalyst chemicals.









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The amount of damage done by a ticker you


create depends on your
ogue level as shown in
the table below. Tickers deal their full damage
dice to any creature within 5 feet of the device
when it explodes if they fail on a saving throw or
half as much damage if they succeed. Targets 5-10
feet away from
the
explosion
take
residual
splash damage which is reduced by one damage
die. The splash damage is further reduced by half
again if the affected creature succeeds on a
saving throw. The type of saving throw rolled
against ticker damage is determined by the damage
type of the ticker. The DC of a saving throw against
your ticker damage is equal to (
your exterity
odifier
roficiency bonus)
For example, a ticker rated for 3d4 damage deals
3d4 (8) damage to any target within 5 feet of its
detonation. The explosion also deals 2d4 (5)
splash damage to targets 6-10 feet away from the
blast. This damage is halved if the affected
targets succeed on their saving throw.

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You chose the type of damage that the ticker will deal
when you create it. t rd level you know how to create
both gas (poison damage) and incendiary (fire) tickers.
t th level you also gain the ability to create frag
(piercing) and frost (cold) tickers. hen you reach th
level you learn how to create concussion
(thunder) tickers. t th level you gain the ability to
build corrosive (acid) tickers. inally at th level you
gain the ability to create thermal tickers (which deal
radiant damage).

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t rd level and higher you gain the ability to rig a ticker


so that it explodes on a timer instead of on impact. s
an action you can activate the timer of a ticker in your
possession choosing a number of rounds between and
.
nce programmed the ticker will detonate at the end of
your tum after the chosen of rounds has elapsed.
ticker on a timer can be disarmed by a successful disarm
traps check with a
e ual to (
your exterity odifier
roficiency bonus)

Fas

c i a ion

tarting at th level a ticker does not use a bonus action to


activate. t can be activated and thrown as only an attack
action on each of your turns.

oo Comman

hen you reach


th level you have become so skilled at
placing your ticker attacks that you gain some control over
where a missed attack will land. f you miss on an attack with a
ticker roll to determine the direction and distance of the miss
as normal. You can choose to reroll one of these results. f you
do so you must use the result of the second roll.

o a i e O er oa

hen you reach th level you gain the capability to overload your
ticker bombs. n overloaded ticker has its damage and splash
damage both reduced by one die but has an additional effect which
is based on the type of damage that the ticker deals. You chose
whether a ticker will function normally or with an overload
capability before you make an attack with or activate a countdown
timer for that ticker. nce you have overloaded a ticker you cannot
overload another until you complete either a short or a long rest.
as ny target damaged by the ticker that fails their saving throw
is poisoned. t the end of each of its turns a creature poisoned by
the ticker can make another saving throw. The condition ends if the
saving throw succeeds.
ce ia y Thick black smoke fills a
foot sphere around the
point where the ticker detonates. The smoke blocks line of sight
and anything inside of this area is heavily obscured. This smoke
lasts for ld rounds unless dispersed by a moderate or greater speed
wind.
a
ny target damaged by the ticker that fails their saving throw
is deafened. t the end of each of its turns a creature deafened by
the ticker can make another saving throw. The condition ends if the
saving throw succeeds.
st ny target damaged by the ticker that fails their saving
throw has their movement speed reduced by half until the beginning
of your next turn. oncussion. ny target damaged by the ticker
that fails their saving throw is stunned until the start of your next
turn.
C
si e ny target damaged by the ticker that fails their saving
throw takes additional ld acid damage at the start of each of its
turns. creature can end this damage by using its action to wash
the acid off of themselves using a vial water or another suitable
li uid.
he mal ny target damaged by the ticker that fails their saving
throw is blinded until the start of your next turn.

Martial Archetypes
Different fighters choose different approaches to perfecting
their fighting prowess. The martial archetype you choose to
emulate reflects your approach.

Magitech Templar

The archetypical Magitech Templar is a warrior who


possesses a sophisticated suit of magical armor which can
be upgraded and modified, making them extremely
versatile and dangerous combatants. Some upgrades make
the Templar a towering machine of war, others a craven
shadow on the wall, and others still a flying mechanical
wonder, capable of firing beams of energy from his eyes
and palms. No matter the configuration, Magitech
Templars are a formidable force.

Magitech Armor
When you choose this archetype at 3rd level, you can
upgrade your armor into a suit of magic armor from your
church (or family, clan, king, or other organization as
appropriate for your character). arts of t e armor are
grafted to your ody and only you may wear it. You may
choose any type of armor that you are proficient with and
currently own. It is of masterwork quality, and w ile
you re wearing it, any critical it against you ecomes a
normal it. therwise it is typical of armor of that type. At
any time you may return to any church of your order, and
they will provide you with the facilities needed for you to
repair, improve,upgrade, or enchant it, though you must
still pay for materials and other associated costs if
necessary.
Magitech Armor is more powerful than a regular magic
item. n antimagic field or dispel magic suppress its
abilities, rendering it mundane masterwork armor until the
magic suppression ends.
en dispel magic is cast upon
t e armor, you also lose any a ilities gained from
agitec pgrades for minute. When suppressed by an
Anti-Magic Field or similar effect, you lose any abilities
gained from Magitech Upgrades until t e effect disspears.

Magitech Upgrade
At 3rd level, you may select any two Magitech
Upgrades for which you meet the prerequisites.
You may not use one of the Upgrades selected as a
prerequisite for the other. You may select two additional
upgrade at 7th, 10th, 15th, and 18th level.
Magitech Upgrades apply only while you wear your
Magitech Armor. Upgrades that cast a spell require no
verbal or somatic components. ou are proficiency wit all
magitec upgrades if applica le. If an Upgrade calls
for a saving throw, the DC is equal to 8 + your
proficiency bonus + your Intelligence modifier.

Magitech Upgrades

If a magitech upgrade has prerequisites, you must meet


them to learn it.

bsorp ion S ie
ee

isi e

e ded

ields

amage ed c i

ou may cast gl e i l e a ili . ou must complete


a long rest efore using t is feature again.

Armored Mind
our magical elmet protects your mind from intrusion.
ou have advantage on saving throws against being
charmed or frightened and your t oug ts cannot e read.

Armor Sentience
Prerequisite: Armored Sense
Your armor gains a more complete sentience and gains the
ability to transfer some if its magical power into spells.
Your armor has charges. You can use an action and
expend 1 or more charges to cast one of the following
spells from it: lightning bolt ( charges), magic missile
(1 charge), protection from energy ( charges), or
thunderwave (1 charge). ou can increase t e spell slot
le el y one for eac additional c arge you e pend if
possi le. If you expend the armor's last charge, you may
take no actions for 1d4 rounds, after which the armor
regains 1 charge. Your armor regains 1d + expended
charges daily at dawn.

Armored Sense
Prerequisite: m ed i d
Your elmet ecomes fortified w ile gaining a limited
sentience, and may alert you early to threats. You gain
darkvision and the effects of see invisibility with a range of
30 feet. You gain proficiency in t e Investigation and
Perception s ills if you did not a e it and you cannot e
surprised.

Armored Stability
While you wear your armor, you have advantage on ability
checks and saving throws against being moved or knocked
prone, such as from a Shove action or Trip Attack
maneuver.

Barrier enera or
e e isi e
s pi
ield
our armor is e uipped wit a de ice t at increases your
defensi e capa ilities. ou no longer need to rest to re cast
p ec i
m e e g . llies under t e enefit of your
tend ields gain t e effects of your p ec i
m
e e g . dditionally you can cast s ield a num er of times
e ual to your ntelligence modifier a minimum of once .
ou regain all e pended uses w en you finis a s ort or
long rest.

Burrow

While you wear your armor, you gain a burrow speed


equal to half your base movement speed.

ama e Re uc ion
e e isi e
e g
ield
ou may cast protection from energy. ou must complete
a s ort or long rest efore using t is feature again.

aun ess
e e isi e
m ed i d
ile you wear your armor, you longer need to eat or
sleep and are immune to magical sleep effects. ou are
also immune to eing poisoned.

i e

ack

e e isi e peed
p lsi
f you mo e at least
feet downward efore ma ing a
melee attac against a creature, you a e ad antage on
your first attack against that creature and may add your
proficiency bonus to that attack's damage.

Ener y Reac or Core


ee

isi e

p lsi

m ed e ie ce

our armor gains a magical energy source pro iding


additional power to your ot er systems. ou may use
your flying speed for an unlimited period of time and
w en you roll initiati e you regain armor c arge.

Energy Shield

You can cast shield. You can use this ability again after
taking a short or long rest.

Evasion
Prerequisite: Speed and Stealth
You gain the Rogue Evasion and Uncanny Dodge features.

Explosive Energy
Prerequisite: Repulsor Rays
As an action, you can channel all of the energy of your
Magitech Armor into an explosive electrical attack. Each
creature within a 30 feet of you must make a Dexterity save.
On a failed save a creature takes 3d6 points of lightning
damage for each point of your proficiency bonus, or half as
much on a successful one. After you use this ability you
can take no actions for 1d4 rounds. You must complete a
short or long rest before using this feature again.

E en S ie s
e e isi e

eg

ield

en you cast s ield, you may e tend your s ield to all


allies wit in feet of you, pro iding eac of t em wit t e
same enefits until t e start of your ne t turn. f you mo e
from your current location, t e tend ields a ility ends.
f an ally mo es eyond t e feet of your space, t en t at
ally ceases to enefit from it.

Flame Thrower
You can fire a stream of flame at your foes as an action.
Each creature in a 15-foot cone from you must make
Dexterity saving throw. A creature takes 4d6 fire damage on
a failed save, and half as much damage on a successful one.
You must complete a short or long rest before using this
feature again.

Fros Missi e

Mec a ransforma ion

s an action, you may fire a rost issile. e missile as a


range of feet times your fig ter le el. a e a ranged
attac . f it its, t e missile deals d points of old
damage plus your ntelligence modifier, and t e target can
mo e only alf its ma imum speed until t e eginning of
your ne t turn. fter you use t is a ility, you must wait

e e isite
e ist
ns t ti n
Your armor can become a towering machine of war. As an
action, for minute, your si e triples in all dimensions,
and your weight is multiplied by . This growth increases
your si e by two categories from Medium to uge, for
example. You also ha e advantage on trength checks and
trength saving throws. Your weapons do not grow to
match your new si e, but your Power ist does. hile the
Power ist is enlarged, your attacks with it deal double
damage. n addition, your armor is ortified as per the
Transmutation feature while you are enlarged. You must

round efore you can use it again.

rea S ren
our armor assists you in p ysical e ertion.
ile you are
wearing your armor, increase your trengt score y , to a
ma imum of . n addition, your lifting and carrying
capacity is dou led.

In erpose
our armor is so imposing t at enemies cannot ignore your
presence. ny space t at you occupy loc s t e line of sig t
and line of effect of any enemy attac on t e same or lower
le el of ele ation as you. us t is gi es o ects and
creatures total co er from effects t at re uire a straig t line
of effect t roug your s uare. riendly creatures t at are
familiar wit your presence may target ot ers t roug your
s uare normally. nemies on ig er ele ation t en you
ignore t is effect, as do enemies t at are larger t en you.

Light Beams
As a bonus action, you may fire beams of light from your
eyes. The light beams have a range of 5 times your fighter
level (max 60 feet). Make a ranged attack. If it hits, it deals
2d4 points of Fire damage plus your ntelligence modifier.
After you use this ability you may not use it again for 1d4
rounds.

nin Cannon

e e isi e isi
a ceme
pl si e e e g
s an action, you create a eam of lig tning t at arcs
toward a target of your c oice t at you can see wit in
foot range. at creature must ma e a e terity sa e. n
a failed sa e t at creature ta es d
points of
lig tning damage or alf as muc on a successful one.
fter you use t is a ility you can ta e no actions for d
rounds. ou must complete a long rest efore using t is
feature again.

complete a long rest before using this feature again.

P anar

ap ion

Choose a plane of existence other than the Material Plane.


You may move and act on that plane as if you were a
native, and do not take penalties associated with being a
non-native to this plane. This upgrade requires DM
approval, as the cosmology of various game worlds vary
dramatically.

Po er Fis

our armor as a ower ist uilt into one of its arms,


w ic is a one anded melee weapon t at deals d
damage, and cannot e disarmed. ou are proficient wit
t e ower ist. ou may old or ot erwise manipulate a
weapon, s ield, or ot er o ect on t e same arm as your
ower ist, t oug you may not attac wit your ower
ist and use an o ect or weapon eld in t at and on t e
same turn.

Propu sion
e e isi e peed
ile you wear your armor, you gain a fly speed e ual to
your ase mo ement speed. ou may not ta e t e as or
isengage actions w ile flying. lying for more t an
minute at a time drains your suit of power, causing you to
fall, after w ic you can ta e no actions for d rounds.

Repair
e e isi e
eg
ield amage ed c i
t t e eginning of your turn, you eal a num er of ealt
points e ual to your proficiency onus if you a e no more
t an alf of your it points left. ou don t gain t is enefit
if you a e

it points.

Repeating Crossbow
Your armor has a special repeating hand crossbow built
into one of its arms, which is a ranged weapon that deals
1d6 piercing damage, has range 30/120 feet, cannot be
disarmed, and possesses the Light weapon property. You
proficient with this weapon. You may hold or otherwise
manipulate a weapon, shield, or other object on the same
arm as your Repeating Crossbow (including a Power Fist).
Your armor contains an extradimensional space which can
store up to 100 bolts, and the repeating crossbow
automatically loads any stored bolt of your choice
automatically requiring no action.

Repu sor Rays

ision En ancemen

e e isite
e ist
As an action, you can fire a number of rays equal to
your proficiency bonus. Make a ranged attack for
each ray. These rays each have a range equal to
feet times you fighter level. f hit, a creature takes
d plus your ntelligence modifier force damage.
n addition, creatures hit by rays must make a
trength saving throw with a DC equal to times
the number of rays that hit them. ach creature hit
makes only saving throw. n a failed save, a
creature is pushed back

feet.

Spee
Your base speed increases by

feet.

Spi er C imb
hile you are in your armor, you gain the effects
of s i e li b

S ea
e e isite
ee
hile you wear your armor, suffer no disadvantage
on stealth checks due to it and you may add double
your proficiency bonus to Dexterity tealth
checks. You may also cast invisibility. After using
this, you cannot cast invisibility again until you
complete a long rest.

ransmu a ion
e e isi e
e is
s an action, you can c ange t e s ape and form of
your armor to assume t e appearance of a normal
set of clot ing. ou can also ta e an action to
ortify your armor for minute. uring t is
duration, you mo e at alf speed in your armor,
and a e resistance to ludgeoning, iercing, and
las ing damage. fter using t is, you cannot
ortify your armor again until you complete a long
rest.

Un er a er

ap a ion

our armor is adapted to underwater tra el. ou no


longer need to reat , and are not effected y t e
negati e effects of spells and en ironments ased
on reat ing. ou gain a wim speed e ual to
twice your ase mo ement speed. ny attac s you
ma e are not penali ed for eing underwater.

e e isite i t e s
e ense
You are considered to always be under the effects of ete t
i . n addition, as an action you can focus upon an
ob ect or creature that you can see. You learn what
material s any structure or ob ect is made of. hen used
on a creature you learn all of the creature s esistances,
and eaknesses if any.

a er Cannon
e e isite n e
te
t ti n
As a bonus action you may make a ranged attack. The
ater Cannon has a range of feet per fighter level. f it
hits, it deals d points of cold damage for each point of
proficiency bonus against your target plus your ntelligence
modifier. The creature hit must make a trength saving
throw. n a failed save, the creature is knocked prone.
After you use this ability, you must wait round before
you can use it again. You may also use your ater Cannon
to produce gallon of water per round.

ebbin
You can cast eb. You cannot use this feature again until
you take a short or long rest.

Otherworldly Patrons
The beings that serve as patrons for warlocks are mighty
inhabitants of other planes of existencenot gods, but
almost godlike in their power. Various patrons give their
warlocks access to different powers and invocations, and
expect significant favors in return. Some patrons collect
warlocks, doling out mystic knowledge relatively freely or
boasting of their ability to bind mortals to their will. Other
patrons bestow their power only grudgingly, and might
make a pact with only one warlock. Warlocks who serve
the same patron might view each other as allies, siblings, or
rivals.

The Machine

You have surgically implanted into your chest the Heart of


the Machine, a device of immense power that constantly
bombards your body and mind with arcane energy and
forbidden knowledge. This influx of energy can be
manipulated into spells or used to power magitech
enhancements similarly installed into your body.
The Heart of the Machine's mechanics are not entirely
well understood. While some claim a rational, scientific
understanding of its inner workings, others claim a
transcendent connection to The Machine that it is a
powerful being, a construct of immense design that
embodies itself through those who carry the Heart.

Embedded Component
At 6th level, you gain the ability to embed or attach
magitech components to yourself. You may select one
Embedded Component. You gain an additional component
at 10th level and another at 14th level.

Eldritch Fist
At 10th level, you have mastered using your battlefist to
crush your foes. When you use an action to attack a
creature with your battlefist, you may use the same attack
roll to cast an evocation cantrip targeting that creature.

Total Augmentation
By 14th level, you are more machine than man. You gain
immunity to being blinded, deafened, exhausted, or
poisoned. In addition, you now have the Construct type
instead of umanoid.

THE MACHINE EXPANDED SPELLS


Spell Level
1st
2nd
3rd
4th
5th

Spells
detect magic, thunderwave
darkvision, heat metal
lightning bolt, nondetection
fabricate, locate creature
animate object, c ea i

Battlefist
When you select this patron at 1st level, you permanently
replace one of your hands (your choice) with a mechanical
battlefist. The battlefist is a one handed light melee
weapon that deals 1d8 ludgeoning damage, and cannot be
disarmed. You are proficient with the battlefist. You may
hold or otherwise manipulate a weapon, shield, or other
object on the same arm as your battlefist, though you may
not attack with your battlefist and use an object or weapon
held in that hand on the same turn.

Embedded Components
Arm Servos
Your arms have been infused with magitech components,
allowing you a burst of strength. Your Strength score
increases by 1, to a maximum of 20. As a bonus action, you
may increase your Strength score by 2 for one minute and
gain ad antage on trengt c ec s and sa es. Once you
use this component, you must finish a short or long rest
before you can use it again.

Armored Body
You have incorporated enough reinforcing materials into
your body to become somewhat resistant to physical
damage. Your armor class increases by 2, to a maximum of
20.

Cyber Brain
You have grafted a machine directly onto your nervous
system. You are immune to being charmed or frightened.

Fortify Skin
You have alchemically infused your skin with adamantine
fibers that toughen on command. You may use a onus
action to Fortify your skin for 1 minute. During this
duration, you move at half speed and gain resistance to
Bludgeoning, Piercing, and Slashing damage. After using
this, you must finish a short or long rest before you can use
it again.

Improved Battlefist
You have upgraded your battlefist to deal more damage.
Your battlefist is now deals 1d10 damage, is magic, and
you gain a +1 bonus to attack and damage rolls you make
using it.

Leg Servos
Your legs have been infused with magitech components,
allowing you to run longer and faster. Your movement
speed increases by 10 feet and your ump distance is tripled.

Overload Metabolism
As a bonus action, you can excite your artificial metabolism
to heal a number of hit points equal to 5 + your total level.
Doing this incurs disad antage to Strength and Dexterity
c ec s and sa es for 10 minutes. After using this ability,
you may not use it again until you complete a short or long
rest.

rcane ra i ions
The study of wi ardry is ancient, stretching back to the
earliest mortal discoveries of magic. t is firmly established
in the worlds of D D, with various traditions dedicated to
its complex study. The most common arcane traditions in
the multiverse revolve around the schools of magic.
i ards through the ages have cataloged thousands of
spells, grouping them into categories called schools. n
some places, these traditions are literally schools a wi ard
might study at the chool of llusion while another studies
across town at the chool of nchantment. n other
institutions, the schools are more like academic
departments, with rival faculties competing for students and
funding. ven wi ards who train apprentices in the solitude
of their own towers use the division of magic into schools
as a learning device, since the spells of each school require
mastery of different techniques.

Sc oo of Mec amancy

Mechamancers depart from the traditional realm of the


scholarly book-smart mages, in favor of a hands-on
mechanical approach to their magic. xperts in tinker s
tools and engineering, practitioners of the chool of
Mechamancy use their magic to imbue mundane parts with
animation, creating totally obedient constructs that can be
repaired and disassembled. ith these constructs under
their control, Mechamancers can reside some distance away
from the dangers of adventuring, while their creations
handle the mess.

En ineerin Sa an
eginning at nd level, you can create constructs that you
can command. You can have a total number of Construct
points equal to your proficiency bonus ntelligence
modifier . Creating a construct requires using your
Tinker s tools and a supply of mundane parts kept with
your tools to build the mechanical body of the construct,
investing the required number of construct points in it, and
expending a spell slot to transform it from mundane parts
into an obedient construct. nce you have expended a spell
slot to make a construct, you may not regain that slot until
the construct is disassembled or destroyed. ou gain
proficiency in using in er ools. You can fully repair all
your constructs to full hit points using your Tinker Tools
during a short rest.
Your constructs act on your turn, though they don t take
actions unless you command them to. You may expend
your move or action to mentally command one or all of
your constructs to move or act in a way in which they are
capable. You may expend your reaction to allow one of
your constructs to make a reaction if is capable.

The connection to your constructs is taxing, and you


may not magically summon nor command any creatures
while any of your constructs are active.

Mec anica Spi ers


At nd level, you can create mechanical spiders, requiring
expending a spell slot. You can create any number of
mechanical spiders in a short rest. ach mechanical spider
requires Construct Point.
hen you cast a spell with a range of touch, any one of
your spiders can deliver the spell as if it had cast the spell.
Your spider must be within
feet of you, and it must use
its reaction to deliver the spell when you cast it. f the spell
requires an attack roll, you use your spell attack modifier
for the roll.
Mechanical piders are spindly and frail, and never
sustain more than one hit before requiring repair.

u oma ons
At th level, you can create weaponi ed automatons,
requiring hour of work and expending a spell slot. hen
you expend a spell slot of nd level or higher to create your
automaton, its maximum hit points increase by , its
armor class increases by , and it gains a
bonus to
damage on its attacks, for each slot level above st. You
must supply a simple, mundane, light weapon or a light
crossbow to construct this construct. ach automaton
requires Construct Points.
Automatons are short and walk on two stubby legs.
They do not have arms capable of manipulating ob ects,
and have instead a single weapon which takes up the bulk
of their form.

Cons ruc Empa

eginning at th level, your connection to machines is


second-nature. You gain advantage on ntelligence checks
and spells cast against and related to machines and
constructs.

C ock ork ni
At th level, you may create a humanoid clockwork
knight, which can walk and wield weapons as humans do,
requiring hours of work and expending a spell slot. hen
you expend a spell slot of nd level or higher to create
your clockwork knight, its maximum hit points increase by
, its armor class increases by , and it gains a
bonus to
damage on its attacks, for each slot level above st. ach
clockwork knight requires Construct Points.
Clockwork knights are tall and powerful masterpieces
of machinery, capable of taking damage and crushing your
foes.

Mec anica Spi er


Small Construct, unaligned
Armor Class 10
Hit Points 1
Speed 20ft., climb 20ft.
STR
6 (-2)

DEX
10 (+0)

CON
12 (+1)

INT
2 (-4)

WIS
0 (+0)

CHA
4 (-3)

Damage Immunities poison, psychic


Condition Immunities blinded, charmed, deafened,
frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 7
Languages
Spider Climb. The mechanical spider can climb difficult
surfaces, including upside down on ceilings, without
needing to make an ability check.

ACTIONS
Carry. The spider can pick up and carry or drop a single
object weighing no more than 5 pounds.
Electric Shock. Ranged Spell Attack: Its creator's spell
attack bonus to hit, reach 10 ft., one creature. Hit:
1
li htnin a a e.

u oma on
C ock ork ni

Small Construct, unaligned


Armor Class 12
Hit Points 10
Speed 20ft.
STR
14 (+2)

DEX
10 (+0)

CON
12 (+1)

INT
2 (-4)

WIS
10 (+0)

CHA
4 (-3)

Damage Immunities poison, psychic


Condition Immunities blinded, charmed, deafened,
frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 7
Languages

ACTIONS
Weapon attack. Melee Weapon Attack: Its creator's
spell attack bonus to hit, reach 5 ft., one creature. Hit:
damage dice and type as appropriate to the weapon
with which the automaton was built + 2.

Medium Construct, unaligned


Armor Class 12
Hit Points 20
Speed 30ft.
STR
18 (+4)

DEX
14 (+2)

CON
12 (+1)

INT
10 (+0)

WIS
10 (+0)

CHA
10 (+0)

Damage Immunities poison, psychic


Condition Immunities blinded, charmed, deafened,
frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 14
Languages
Spell Immunity. The clockwork knight is immune to
three spells chosen by its creator. Typical immunities
include fireball, heat metal, and lightning bolt.

ACTIONS
Multiattack. The clockwork knight makes two
longsword attacks.
Longsword. Melee Weapon Attack: Its creator's spell
attack bonus to hit, reach 5 ft., one target. Hit: 16 (2d10
+ 4) slashing damage.
Thunderwave. The clockwork knight can cast
thunderwave as a 4th level spell centered on itself using
its creator's spell save DC.

Druid Circles
Though their organization is invisible to most outsiders,
druids are part of a society that spans the land, ignoring
political borders. All druids are nominally members of this
druidic society, though some individuals are so isolated that
they have never seen any high-ranking members of the
society or participated in druidic gatherings. Druids
recognize each other as brothers and sisters. Like creatures
of the wilderness, however, druids sometimes compete with
or even prey on each other. At a local scale, druids are
organized into circles that share certain perspectives on
nature, balance, and the way of the druid.

At 2nd level, you learn to speak like a long time urbanite.


You gain advantage on Intelligence (Investigation) checks
to learn about a person or location in a city. In addition, you
have advantage on Charisma (Persuasion) checks made to
haggle the price of goods and Charisma (Deception) checks
made to lie to authorities.

Circle of Concrete

Streetwalk

Druids who join the Circle of Concrete don't make their


home in pristine forests or majestic mountains, but in the
Cities. Scrounging for scraps and sleeping in alleys have
made them experts in surviving in the heart of a metropolis
without a silver to their names. These druids are defenders
of the downtrodden and avengers of the weak, living
among the poor and stepping up when they need a
champion most.

Bonus Proficiencies
Beginning when you select this archetype at 2nd level, you
are now capable of using and are proficient in wearing
armor and using shields made of metal.

Streettalk

At 2nd level, moving through nonmagical difficult terrain


costs you no extra movement. You can also pass through
crowds without being slowed by them, and have advantage
on Dexterity (Hide) checks in cities. Finally, you can scale
buildings as few can; climbing no longer costs you extra
movement and you gain advantage on Strength
(Athletics) checks made to scale walls.

Urban Shape
At 6th level, you can emulate the forms of some
constructs. You can use your ild hape to transform into
a construct. You can transform into a construct with a
challenge rating as high as your druid level divided by
rounded down even if you have never seen such a
creature. Additionally, you have become adept at blending
into crowds and can cast disguise self at will without
expending a spell slot.

Streetwise
By 10th level, you are immune to the blights and dangers
of the city. You are immune to disease and to being
poisoned and have resistance on poison damage. rban
druids are masters at fighting in cramped uarters such as
city alleyways or narrow dungeon corridors. s long as you
are fighting in an area no wider than your space ( feet for
a mall or edium humanoid) you gain a
to hit on all
attack rolls. dditionally if you makes a melee attack
against a target around a corner the target does not gain the
benefit of cover (unless the foe has total cover).

Informa ion Ne

ork

pon reaching th level an urban druid establishes an


information network across any of the cities they visit.
hile in any of these cities the urban druid only takes half
the amount of time to gather the information they need and
has advantage on checks to find that information. n
addition if any event occurs in a city that would interest the
urban druid she may make an nvestigation check to learn
of any events that occurred. nowledge of such an event
reaches the urban druid s ears in d hours unless the urban
druid is in an area that cannot be reached by her contacts.

Primal Paths
Rage burns in every barbarians heart, a furnace that drives him or
her toward greatness. Different barbarians attribute their rage to
different sources, however. For some, it is an internal reservoir
where pain, grief, and anger are forged into a fury hard as steel.
Others see it as a spiritual blessing, a gift of a totem animal.

War Hulk
The War Hulk is a creature of the front-lines, swinging massive
weapons and sweeping away smaller combatants in their fury. To
a War Hulk, strength is the only attribute that matters: Cunning is
for the weak. Faith is for the weak. Speed is for the weak. Victory
and conquest is for the strong alone. This Path is a favorite of
Goliaths and Giants, who step easily into crushing smaller
opponents.

No Time to Think
When you select this path at 3rd level, strength comes above all
else. At 3rd, 6th, 10th, and 14th level, your Strength score
increases by 2. Your maximum strength score increases by .
our carrying capacity including ma imum load and ma imum
lift is dou led and when you make a running long ump the
distance you can cover increases by a number of feet
e ual to your trength modifier. However, your great physical
might comes at the expense of mental fortitude. As such you
suffer disadvantage on Intelligence, Wisdom, and Charisma ability
checks and saving throws.

Great Swing
At 6th level, while raging you may melee attack as many
creatures as are ad acent to you with a single attack action.
ake a single attack roll and compare that roll against
each creature s armor class. f t e war ul rolls a critical
it, only t e first creature suffers t e critical it. You
cannot use xtra ttack if you make a great swing.

Rock Throwing
At 10th level, you ecome proficient at t rowing large
oulders. s an action you can hurl large boulders at your
foes. This attack roll targets one creature, uses your
Strength modifier, instead of Dexterity, and deals 2d8 +
your Strength Modifier damage, with a range of 30/60
feet. This rock must be around 30 pounds.

Massive S ren
By 14th level, you can use your strength to try to tear a
creature apart. To do so you must already be grappling the
target creature. You can use the ttack action to make a
special melee attack and the creature must pass a
onstitution saving throw (
e ual to
trength
modifier
roficiency bonus). n a failed save the
creature takes damage e ual to (your trength score
roficiency bonus) and receives an in ury on the lingering
in uries table.

Size
While the Path of the War Hulk can
be taken by members of any race,
the DM should limit access to this
path to races of appropriate size.
Gnomes and halflings, for example,
are poorly suited to throwing
boulders, but Goliaths and
Minotaurs are well suited to the
task.

To determine the nature of the in ury roll on


the ingering n uries table. This table assumes a
typical humanoid physiology but you can adapt
the results for creatures with different body types.

in erin In uries
N-

y
e s i e You are paraly ed. The in ury heals
if you receive magical healing.
se a a m You can no longer hold anything with
(
that arm and you can hold only a single ob ect at a
time. agic such as the regenerate spell can restore
the lost appendage.
*
se a le . Your speed on foot is halved and you
must use a cane or crutch to move unless you have a
peg leg or other prosthesis. You fall prone after using
the ash action. You have disadvantage on
exterity checks made to balance. agic such as the
regenerate spell can restore the lost appendage.
e le Your speed on foot is reduced by feet.
+
You must make a
exterity saving throw after
using the ash action. f you fail the save you fall
prone. agical healing removes the condition.
,
e i s henever you attempt an action
in combat you must make a
onstitution
saving throw. n a failed save you lose your action
and can t use reactions until the start of your next
turn. The in ury heals if you receive magical healing
or if you spend ten days doing nothing but resting.
#

te al lee i Your hit point maximum is


reduced by d at the end of your turn.
f your hit point maximum drops to you die.
The wound heals if you receive magical healing.
lternatively someone can tend to the wound and
make a
isdom ( edicine) check. n a
success the wound heals.

Bard Colleges
The way of a bard is gregarious. Bards seek each other out
to swap songs and stories, boast of their accomplishments,
and share their knowledge. Bards form loose associations,
which they call colleges, to facilitate their gatherings and
preserve their traditions.

College of the Mad God

In the middle of the night, you hear the music. Every time,
it begins the same way, rising from a low drone into a
deafening cacophony. The noise is maddening. In your
waking hours, your fingers learn to imitate this melody and
bring others to your level of psychosis.
Some attribute the dreadful nightmares to a curse or
stress, but you know better. You and others like you are
called nightly by the beating of vile drums and the thin
monotonous whine of accursed flutes, the sounds of a Mad
God who echoes the pandemonium of the universe, and
summons you to do something. You know not what.

Bonus Proficiencies
When you join the College of the Mad God at 3rd level,
you gain proficiency in one skill, which is selected for you
by the DM. Each night when you take a long rest, your DM
can change this selection.

Frenzied Strings
At 3rd level, you can play an insane tune that anguishes
creatures that hear it. As an action, choose a creature within
feet of you that you can see. That creature must make a
Wisdom saving throw, taking 2d6 psychic damage on a
failed save. You can expend a Bardic Inspiration dice to
cause t at creature to ecome frig tened of you until t e
end of your ne t turn. A deafened creature is immune to
this effect.
The number of creatures affected by this ability and it s
effects increases to two at 5th level, three at 11th level, and
four at 17th level.

Mad Melody
At 6th level, you can expend a bardic inspiration die as an
action to c oose a creature wit in
feet of you t at can
ear you. at creature must ma e a isdom sa ing t row.
n a failed sa e roll a d
and t e t e target is afflicted
wit a s ort-term madness for minute.

Cacophony
Starting at 14th level, as an action, you can create a
droning, deafening noise with your instrument. All
creatures within 1 feet of you that can hear you must
make a isdom saving throw. n a failed save they take
d psyc ic damage then roll a d
for each creature and
they gain a short-term madness for minute. ach time you
use t is feature, you gain a long-term madness.

T-T

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Primal Paths

Spell Fury

Rage burns in every barbarians heart, a furnace that drives


him or her toward greatness. Different barbarians attribute
their rage to different sources, however. For some, it is an
internal reservoir where pain, grief, and anger are forged
into a fury hard as steel. Others see it as a spiritual blessing,
a gift of a totem animal.

Beginning at 6th level, weapons and magic are equally an


extension of your rage. When you attack recklessly, you
can choose not to take advantage on your attack and attack
only once with your attack action to cast a spell as a bonus
action.

Path of the Rage Mage

t t le el as your rage boils in your blood, it disrupts


the flow of magical energy around you. hile raging, you
have advantage on all saving throws against spells.

Few things are more terrifying than being in the path of a


rage mage. Those who follow this path unlock something
deep within them, a well of arcane power fueled from the
depths of their fury. When a rage mage unleashes his rage,
he channels his brute strength into primal eldritch might
and uses it to devastate his foes in a hail of fire, blades, and
blood.

Spell Rage
Beginning at third level, you can cast spells while in a rage,
as long as the spells casting time is no more than 1 action,
the spell does not require concentration, and you are
wearing no armor. Your rage damage applies only to
damage from spells cast in a rage from now on. In addition,
casting spells during rage counts as attacking for the
purposes of ending rage. See chapter 10 for the general
rules of spellcasting and chapter 11 for the wizard spell list.

Arcane Resistance

Eldritch Storm
tarting at t le el you can expel the might of your rage
all at once to unleash a devastating storm of eldritch
magic. ou can end your rage early as an action, all
creatures within
feet of you must make a Dexterity
saving throw. On a failed save, a creature takes 1d force
damage for each round you've spent in rage, or half as
much on a successful one. After you use this ability, you
cannot use it again until you complete a short or long rest.

Cantrips. ou learn two cantrips of your c oice from


t e wi ard spell list. ou learn an additional wi ard cantrip
of your c oice at t le el.
Spell Slots. The Eldritch Knight Spellcasting table
shows how many spell slots you have to cast your spells of
1st level and higher. To cast one of these spells, you must
be in a rage and expend a slot of the spells level or higher.
You regain all expended spell slots when you finish a long
rest.
Spells Known of 1st-Level and Higher. You know
three 1st-level wizard spells of your choice, two of which
you must choose from the evocation and necromancy
spells on the wizard spell list. The Spells Known column
of the Eldritch Knight Spellcasting table shows when you
learn more wizard spells of 1st level or higher. Each of
these spells must be an evocation or necromancy spell of
your choice, and must be of a level for which you have
spell slots.
Spellcasting Ability. Strength is your spellcasting
ability for your wizard spells. You use your Strength
whenever a spell refers to your spellcasting ability. In
addition, you use your Strength modifier when setting the
saving throw DC for a wizard spell you cast and when
making an attack roll with one.

Persona Masks
Angel

Bard Colleges
The way of a bard is gregarious. Bards seek each other out
to swap songs and stories, boast of their accomplishments,
and share their knowledge. Bards form loose associations,
which they call colleges, to facilitate their gatherings and
preserve their traditions.

College of Masks

Bards in the College of Masks (or Masters of Masks, as


they have come to be called) are virtuoso performers who
practice becoming the figure they portray, rather than
merely imitating them. Bards who practice in this college
come to believe that all life is performed, rather than lived,
and that to become an actor in this Great Play requires that
one merely put on the metaphorical mask of another.
Because each person wears a mask every day, a Master
of Masks carries with him a number of masks, each a
potent magical artifact of a specific archetypical character
or creature to allow them to better enter those roles.

Bonus Proficiencies
When you join the College of Masks at 3rd level, you gain
proficiency in Deception and Performance. If you are
already proficient in one of these skills you may instead
gain skill proficiency in another 1st level bard skill.

Persona Masks
Also at 3rd level, you learn to craft potent magical masks,
each of which allows you to take on a different persona and
gain some aspect of that archetypical character.
At 3rd level, you gain the ability to create two masks of
your choice. Creating a mask requires 8 hours of work and
100 gp. You may only use masks created by yourself. No
one else (even another Master of Masks) can benefit from a
persona mask you create. You may switch masks as an
action.

Hidden Mask
At 6th level, you can craft 1 additional mask of your
choice. You wear a mask, even when others cannot see it.
You may make a mask you wear become invisible, or
return an invisible mask to visibility, as a bonus action.

Master of Many Masks


At 14th level, you can craft 1 additional mask of your
choice. You have become a master of assuming the
archetypes contained within the masks, and may wear two
masks simultaneously, gaining the benefits of each.
If your masks disagree for how your alignment appears,
for each alignment axis (good/evil or lawful/chaotic), your
alignment appears neutral.

The image of an androgynous face with eyes serenely


upturned to the heavens forms this mask, carved from
flawless alabaster. When you hit a creature with a melee
weapon attack, you can expend one spell slot to deal
radiant damage to the target, in addition to the weapons
damage. The extra damage is 1d8 for a 1st-level spell slot,
plus 1d8 for each spell level higher than 1st, to a
maximum of 4d8. Beginning at 6th level, you may expend
a Bardic Inspiration die as an action to heal a creature you
touch by the amount rolled plus your Charisma modifier.
Your alignment appears to be lawful neutral while you are
wearing an Angel mask.

Archmage
This mask of deep purple fluorite is sculpted in the image
of a heavily wrinkled old man. While wearing the mask of
the Archmage, you have the spells
i g a ds s ield
g ease, and magic missile prepared in addition to the spells
you have prepared. Beginning at 6th level, add s l s
magic a a and sc c i g a o your spell prepared. In
addition at 6th level, you can expend a Bardic Inspiration
die as a bonus action to increase the save DC of a spell cast
by you by the amount rolled. You must finish a long rest
before using this ability again. Your alignment appears to
be chaotic good while you wear the Archmage mask.

Assassin
Hardened black leather and metal clasps create the
disturbing aspect of the assassin. While wearing this mask,
you gain the Rogue Sneak Attack class feature with damage
as a rogue of half your level. Beginning at 6th level, when
you make a melee attack against a creature who hasn't taken
a turn in combat yet, you can expend a Bardic Inspiration
die as a bonus action to increase your damage against that
creature by the amount rolled. Your alignment appears to
be lawful evil while you wear an Assassin mask.

Beast
Bright, flaking warpaint streaks this battered wooden
image of a snarling, fang-toothed wild man. While wearing
this mask, you gain the Barbarian Reckless Attack class
feature. In addition, beginning at 6th level, when you score
a critical hit with a melee weapon attack, you can expend a
Bardic Inspiration as a bonus action increase your damage
by the amount rolled. Your alignment appears to be true
neutral while wearing a Beast mask.

Be o er
great central ulging eye sits a o e a wide, toot y maw,
w ile small eyestal s crowning t e top of t is dar lue
metallic mas .
ile you ear t is mas you a e
ad antage on sa es against spells. eginning at t le el,
w en a creature wit in feet of you casts a spell, you can
use your reaction to spend a ardic nspiration die to ma e
a melee weapon attac against t at creature.

rounds after using it. Beginning at 6th level, you may


expend a Bardic Inspiration die as a bonus action to gain
resistance to an energy type of your choice for a number of
rounds equal to the amount rolled. Your alignment appears
to be neutral evil while you wear a Dragon mask.

Faceless
Only a pair of empty eyeholes break this otherwise
featureless oval, porcelain mask. While you wear this
mask, you can cast al e sel at will, wit out e pending
a spell slot. Beginning at 6th level, you can spend a Bardic
Inspiration die as a bonus action to gain advantage on
Stealth checks for a number of minutes equal to the result
rolled. Your alignment appears to be neutral while you are
wearing a Faceless mask.

Gladiator
This wyvern-hide mask is shaped like the face of a grim
warrior. Scars cover its surface, and silver chainmail rings
surround its outer edge. While you wear this mask, you
have proficiency with martial weapons. Beginning at 6th
level, when you make a melee weapon attack, you can
expend a Bardic Inspiration die as a bonus action to
increase your attack roll by the amount rolled. Your
alignment appears to be chaotic neutral while you wear a
Gladiator mask.

High Priest

Demon
This obsidian mask bears the visage of a darkly handsome
fiend. Small, black horns adorn the demon's forehead, and
its black ears rise to points. ou can see normally in
dar ness, ot magical and nonmagical, to a distance o f
feet while you are wearing this mask. At 6th level,
w en you roll damage for a spell attac you can e pend a
ardic nspiration die as a onus action to increase your
damage dealt y t e amount rolled. Your alignment
appears to be chaotic evil while wearing a Demon mask.

Dragon
This multihued mask of precious metals and scintillating
gemstones forms the terrible visage of a snarling wyrm.
While you wear this mask, you can use your action to
exhale destructive energy. Each creature in a 15-foot cone
must make Dexterity saving throw. A creature takes 4d6
fire damage on a failed save, and half as much damage on a
successful one. You cannot use this ability again for 1d4

This mask of rose porphyry has a wide mouth open in


song, but instead of eyes it has slits twisted into runes,
which somehow do not restrict your vision. While wearing
the mask of the high Priest, you have the spells less de ec
e il a d g d eali g
d and s ield
ai prepared
in addition to the spells you have prepared. Beginning at
6th level, add aid and
e
to your spells prepared.
In addition at 6th level, you can expend a Bardic
Inspiration die as a bonus action to increase the save DC of
a spell cast by you by the amount rolled. You must finish a
long rest before using this ability again. Your alignment
appears to be neutral good while you wear a High Priest
mask.

Monk
This smoothly sanded wooden mask depicts the stern face
of a bald man. While wearing this mask you gain the Monk
Martial Arts class feature using Unarmed Strike damage of
your level. Beginning at 6th level, you can use your
reaction to deflect or catc t e missile w en you are it y
a ranged weapon attac . oll a ardic nspiration die,
w en you do so, t e damage you ta e from t e attac is
reduced y d
your e terity modifier
d . f you
reduce t e damage to , you can catc t e missile if it is
small enoug for you to old in one and and you a e at
least one and free. f you catc a missile in t is way, you
can ma e a ranged attac wit t e weapon or piece of
ammunition you ust caug t, as part of t e same reaction.
ou ma e t is attac wit proficiency, regardless of your
weapon proficiencies. Your alignment appears to be lawful
neutral while you wear a Monk mask.

Divine Domains
In a pantheon, every deity has influence over different
aspects of mortal life and civilization, called a deitys
domain. All the domains over which a deity has influence
are called the deitys portfolio. For example, the portfolio
of the Greek god Apollo includes the domains of
Knowledge, Life, and Light. As a cleric, you choose one
aspect of your deitys portfolio to emphasize, and you are
granted powers related to that domain. Your choice might
correspond to a particular sect dedicated to your deity.
Apollo, for example, could be worshiped in one region as
Phoebus (radiant) Apollo, emphasizing his influence over
the Light domain, and in a different place as Apollo
Acesius (healing), emphasizing his association with the
Life domain. Alternatively, your choice of domain could
simply be a matter of personal preference, the aspect of the
deity that appeals to you most.
Each domains description gives examples of deities
who have influence over that domain. Gods are included
from the worlds of the Forgotten Realms, Greyhawk,
Dragonlance, and Eberron campaign settings, as well as
from the Celtic, Greek, Norse, and Egyptian pantheons of
antiquity.

Luck Domain

The gods of Luck - Fharlanghn, Olladra, Mask, Tymora,


and Oghma, as well as others - revel in randomness, risktaking, and chance. Often, they pay close attention to their
devotees, and intervene only slightly, turning the tide when
a bought of ill-fate has overtaken them, or when a slim but
fantastic chance presents itself. These gods promote taking
on incredible odds and impossible challenges, and reward
those who keep the faith in the midst of great peril. As
such, the domain of Luck is often a favorite amongst
adventurers.

You can use this feature a number of times equal to your


Wisdom modifier (a minimum of once). You regain all
expended uses when you finish a long rest.

Channel Divinity: Lucky Hit


At 2nd level by saying a quick prayer, you sometimes land
miraculous blows in a fight. As a bonus action whenever
you make an attack roll or an ability check, you can roll an
additional d20 and choose which of the d20s is used. If you
attack and successfully hit, reroll any damage dice that
rolled a 1 and use the new results instead.

Channel Divinity: Lucky Dodge


At 6th level, in a crunch, you are sometimes difficult to
land a hit on. As a reaction when an attack roll is made
against you or when you make a saving throw, you can roll
an additional d20 and choose which of the d20s is used. If
the attack lands or you fail your saving throw and take
damage, reroll any dice that rolled their highest possible
number and use the new results instead.

Divine Strike
At 8th level, you gain the ability to infuse your weapon
strikes with divine energy. Once on each of your turns
when you hit a creature with a weapon attack, you can
cause the attack to deal an extra 1d8 damage of the same
type dealt by the weapon to the target. When you reach
14th level, the extra damage increases to 2d8.

Flow State
At 17th level, you can enter a Flow State requiring
concentration as an action for up to 1 minute. During this
time, you are in harmony with the universe, and gain
advantage on all ability checks, attack rolls, and saving
throws. The Flow State ends early if you lose concentration
or if you choose to dismiss it. You cannot enter a Flow
State again until you take a long rest.

LUCK DOMAIN SPELLS


Spell Level
1st
3rd
5th
7th
9th

Spells
bless, divine favor
aid, enhance ability
bestow curse, protection from energy
death ward, guardian of faith
antilife shell, legend lore

Fortunes Friend
Beginning at 1st level, you are unnaturally good at things in
which you are not skilled. Once per turn when you roll an
ability check for a skill you are not proficient in after
seeing the roll you can choose to reroll but must use the
new roll.

Druid Circles
Though their organization is invisible to most outsiders,
druids are part o f a society that spans the land, ignoring
political borders. All druids are nominally members of this
druidic society, though some individuals are so isolated that
they have never seen any high-ranking members of the
society or participated in druidic gatherings. Druids
recognize each other as brothers and sisters. Like creatures
of the wilderness, however, druids sometimes compete with
or even prey on each other. At a local scale, druids are
organized into circles that share certain perspectives on
nature, balance, and the way of the druid.

Circle of the Beast


Growling, snarling, and howling at the moon, druids of the
Circle of the Beast most often convene for their terrifying
blood hunts. Druids of this circle embrace their animalistic
side, forsaking civilization of man and often any foods that
are not red meat. The most powerful of their Circle are
more beast than man, and fight like savage monsters,
howling through the carnage in a flurry of teeth, claws, and
fur.

Beast Form
When you choose this circle at 2nd level, you gain some
of the physical aspects of a beast. Your features become
more bestial and you grow your choice of claws, fangs,
spines, or horns. Your unarmed strikes deal 1d6
bludgeoning, piercing, or slashing damage, as appropriate
to the natural weapon you choose, and are considered
Light Finesse weapons and may be used for Two Weapon
Fighting. You are proficient with your unarmed strikes.
Your unarmed strikes damage increases to 1d8 at 6th
level, and to 1d10 at 10th level. As an action, you may
conceal your bestial traits and revert to your original
appearance. This change lasts as long as you maintain
concentration on it, or until you choose to end it.

Bestial Senses
When you choose this circle at 2nd level, you gain the
ability to see in dim light within 30 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. If you
already have Darkvision, your range increases by 30 feet.
You also gain advantage on Wisdom (Perception) checks
that rely on earing or smell.

Able Hunter
tarting at t le el, you a e ad antage on e terity
cro atics and trengt
t letics c ec s made to
clim , ump, swim, or ot erwise na igate natural terrain.
n addition, if you only attac creatures ad acent to you on
your turn, you can attac twice, instead of once, w ene er
you ta e t e ttac action on your turn.

p a Beas
t t le el you can always spea to animals as if under
pea wit nimals. t also allows t e communication of
simple concepts and commands to easts. easts wit a
c allenge rating as ig as your druid le el di ided y
rounded down, are friendly and will not attac you unless
pro o ed. ou can gi es commands suc as friend,
foe, follow , flee, and attac to suc easts.

Morphic Healing
At 14th level, you gain the ability to close wounds on your
body as they appear. When another creature damages you
with an attack, you may use your reaction to reduce the
damage by 1d8 + your druid level. If this reduces the
attacks damage to 0, you regain the difference in hit
points, up to your hit point maximum. You may use this
feature a number of times equal to your Wisdom modifier.
You regain all expended uses when you finish a long rest.

Martial Archetypes
Different fighters choose different approaches to perfecting
their fighting prowess. The martial archetype you choose to
emulate reflects your approach.

Kensai
The archetypical Kensai is an honorable swordsman,
possessing great power and mastery over her single chosen
weapon. An expert in controlling her life energies, a Kensai
imbues her chosen weapon with her own Ki and bonds to it,
allowing her to wield it with greater finesse than a normal
warrior.

Extension of Body
Beginning when you choose this archetype at 3rd level, you
may attune to a weapon that you are proficient with by
meditating for 24 hours. By imbuing a weapon with your
own Ki, the weapon forms a special link with you and
becomes your signature weapon. You may only have a
single signature weapon at a time. It is now considered a
magical weapon and grants an additional +1 bonus to attack
rolls. Additionally, if you can see your weapon and it is
within 30 feet, you may have your signature weapon fly to
your hand as a bonus action. If you try to make an attack
with any weapon other than your signature weapon, you
may not apply your proficiency bonus to attacks.

Extension of Soul
t t le el, you can impart a s ard of your eing into
your signature weapon as a
minute ritual re uiring
concentration and granting it sentience for
ours.
ile
your signature weapon as sentience, y closing your eyes
and concentrating on your weapon as a onus action, you
can enter a en tate for minute. ntil you lose
concentration or c oose to end t e en tate as a onus
action, you a e lindsig t wit a range of
feet and
cannot use your normal sig t.
ile in a en state you
cannot e surprised and gain ad antage on all melee
weapon attac rolls using your signature weapon. fter
you enter a en state, you may not enter it again until you
complete a s ort or long rest.

Extension of Blade

t t le el as a onus action, you can c annel your i to


guide your lade.
ile wielding your signature weapon,
you may dou le your proficiency onus to attac rolls and
add your proficiency onus to damage rolls wit your
signature weapon until t e end of your ne t turn. fter
using t is a ility, you cannot use it again until you
complete a s ort or long rest.

Extension of Mind
t t le el you learn to fortify your inner i and
consciousness. ou gain ad antage on idsom c ec s
and sa es w ile you are wit in ft of your signature
weapon.

Monastic Traditions
Three traditions of monastic pursuit are common in the
monasteries scattered across the multiverse. Most
monasteries practice one tradition exclusively, but a few
honor the many traditions and instruct each monk
according to his or her aptitude and interest. All traditions
rely on the same basic techniques, diverging as the student
grows more adept. Thus, a monk need choose a tradition
only upon reaching 3rd level.

Way of the Drunken Fist


Monks who follow the Way of the Drunken Fist swear off
any notion of sobriety when beginning on their path. By
wobbling, tripping, and blundering about with expert
intention, as if completely inebriated, you can surprise
even the most trained enemy and strike them when it's
most unexpected. Moreover, when you do imbibe alcohol,
you can perform astounding feats of strength and bravery.

Drink like a Demon


Starting when you choose this tradition at 3rd level, you
have learned to catch your enemies off-guard with a
drunken, staggering school of martial arts. You are
proficient with improvised weapons and improvised
weapons are now considered as monk weapons. In
addition, creatures have disadvantage on Opportunity
Attacks against you.

At 10th level, through countless battles and days of


maintenance, you have gained the ability to wield your
weapon with precise control. You may now apply an
additional half your proficiency bonus (rounded up) to
attack rolls using your signature weapon.

For Medicinal Purposes


t 6th level, you can metabolize alcohol differently. You
may take a drink of alcohol and spend 1 Ki as a bonus
action to regain hit points equal to 1d4 + your proficiency
onus.

Staggering Strike
By 11th level, you have learned how to better take
advantage of openings in your opponent's defenses and
strike when they least suspect it. When an attack with
Advantage or Disadvantage made by a creature within 5
feet of you misses, you may use your reaction to make an
attack on that creature with a monk weapon or improvised
weapon.

Belch of Flame
At 17th level, you can ignite the alcohol in your mouth
and release it in a spray of flame. As an action, you can
take a drink of alcohol and spend 3 ki points to ignite it.
You can hold this in your mouth for a number of rounds
equal to your Constitution modifier, after which the effect
is lost. As a bonus action while the alcohol is held in your
mouth, you can spray it in a 20 foot cone. All creatures in
this area must make a Dexterity save. Creatures take 6d10
fire damage on a failed save, or half as much on a
successful one.

new threats and chasing down old enemies, using deceit


and violence when piety and righteousness is not enough.

Tenants of Inquisition

While the tenants of the Oath of Inquisition may vary to


suit the nature of the threat encroaching upon the church,
paladins who take this oath hold highly the following as a
matter of necessity, rather than ideals.
Root Out Heresy. Seek out those who might do harm
to the Church or others, even if they hide themselves from
sight.
Justice Over Mercy. Above all else, it is the charge of
the Inquisitor to bring justice to the wicked, be that by the
sword or in a court of law.
Trickery and Guile. In order to learn the truth, it is
sometimes necessary to use deception.
Ends Justify the Means. Your methods need not be
righteous if the cause is so.

Sacred Oaths
Becoming a paladin involves taking vows that commit the
paladin to the cause of righteousness, an active path of
fighting wickedness. The final oath, taken when he or she
reaches 3rd level, is the culmination of all the paladins
training. Some characters with this class dont consider
themselves true paladins until they have reached 3rd level
and made this oath. For others, the actual swearing of the
oath is a formality, an official stamp on what has always
been true in the paladins heart.

Inquisitor
Paladins who take an Oath of Inquisition make a solemn
promise to uphold the law and defend the Church from its
enemies. As Inquisitors, they root out heretics and those
who blaspheme against their god, wherever they might
hide, and do so by any means necessary. Unlike other
paladins, they are above many of the tenants of their
Church, answering to their god first, themselves second,
and all others, including other clerics and paladins, third.
Inquisitors often keep their ear to the ground, searching for

Oath Spells

You gain oath spells at the paladin levels listed.


Paladin Level
3rd
5th
9th
13th
17th

Spells
detect evil and good, disguise self
detect thoughts, zone of truth
major image, speak with dead
greater invisibility, locate creature
mislead, scrying

Channel Divinity

When you take this oath at 3rd level, you gain the
following two Channel Divinity options.
Judgement. You can cast judgement upon a creature.
As an action using your Channel Divinity, select one
creature you can see within 30 feet of you. If the creature
has a different alignment than you, it suffers a disadvantage
on all saving throws until the end of your next turn. If its
alignment differs from yours in each alignment axis
(good/evil and lawful/chaotic), it also may move only 10
feet during the next round and may take either an action or
bonus action (not both) on its next turn..
Bane. You can use your Channel Divinity as a bonus
action to imbue your weapon with the power to lay low
your foes. Select a creature type (aberrations, beasts,
celestials, constructs, dragons, elementals, fey, fiends,
giants, monstrosities, oozes, plants, or undead.) For 1
minute, the weapon you are holding deals 1d8 additional
radiant or necrotic damage once per turn against creature s
of that type.

Stalwart
Beginning at 7th level, your unfaltering determination
spurs those around you. dd your proficiency onus to
yourself and creatures wit in
feet of you, t at ma e
ntelligence, isdom, and arisma sa ing t rows. t
t le el, t e range of t is aura increases to
feet.

Exploit Weakness
At 15t level, you can exploit a creature's weakness. As a
bonus action, choose one creature you can see within 30
feet. at creature must ma e a isdom sa ing t row. n
a fail until the end of your turn, the creature is considered
to have ulnera ility to your weapon damage. You must
complete a short or long rest before using this ability again.

True Judgement
Beginning at 20th level, as an action you become a visage
of true law to cast judgement upon your foes. To lawful
creatures, you appear as an unshakable Justicar in shining
armor. To chaotic creatures, you appear as a darkly cloaked
creature of menace. To all others you appear as yourself,
surrounded with an intimidating aura of might. ou must
complete a long re efore using t is a ility again. For the
next 1 minute, you gain the following effects:

You may use Judgement once per round as a bonus


action requiring no use of Channel Divinity. When you
do so, you also have advantage on attack rolls against
that creature targeted by Judgement until the beginning
of your next turn.
Creatures with an alignment different than your own
within 20 feet of you may not use the Disengage Action
during this duration, and may move at most 10 feet
away from you when they move.

Ranger Archetypes
The ideal of the ranger can have many expressions.

Master Thrower

Master throwers, as is often joked, rely on a fighting style


that clearly involves disarming themselves. In truth,
someone who can bury a dagger or a handaxe in your
skull from across the room is never a force to be
underestimated. True Master Throwers depend on quick
reflexes, good planning, and, of course, deadly aim to
survive in a world that values brute force over clever
tactics.

Deadeye
Beginning when you select this archetype at 3rd level,
you can make attacks with thrown weapons at double the
normal range. Additionally, you can draw or stow any
number of thrown weapons when you would normally be
able to draw or stow only one. Finally, when you make a
ranged attack action with a thrown weapon you may add
alf your proficiency rounded down to t e damage dealt.

Defensive Throw
By 7th level, you have learned to throw weapons to
interrupt an enemy's attack. As a reaction when an attacker
you can see makes a ranged weapon attack against you,
you can make a ranged attack roll with one of your thrown
weapons. If the result of your roll is greater than the result
of your opponent's, you can reduce the total of the roll by
5, to a minimum of 1.

Weak Spot
At 11th level, as an action efore you ma e a ranged
attac wit a t rowing weapon t at you are proficient
wit , you can c oose to ma e t e attac a critical it
wit out rolling to it. f you use a finesse t rown weapon,
as a onus action you may ma e an addition attac wit
anot er finesse t rown weapon t at is also a critical it.
ou must complete a s ort or long rest efore using t is
a ility again.

Throw Anything
By 15th level, your mastery of thrown weapons has grown
extensive. Any thrown weapon becomes a finesse weapon
and any one-handed or versatile weapon becomes a thrown
weapon with a range of 10/ feet.

Roguish Archetypes
Rogues have many features in common, including their
emphasis on perfecting their skills, their precise and deadly
approach to combat, and their increasingly quick reflexes.
But different rogues steer those talents in varying
directions, embodied by the rogue archetypes. Your choice
of archetype is a reflection of your focusnot necessarily
an indication of your chosen profession, but a description
of your preferred techniques.

Ghost-Faced Killer

The Ghost-Faced, depending on who you ask, are either an


order of assassins or specters of death itself. The members
of this guild preserve ancient techniques, passed down
through generations, by which a man becomes a spirit, and
how that spirit can kill. Inducted members are given a
porcelain demon masks of ghostly white to hide their
identities and their first mission: to slay a man in
broad daylight, and escape invisibly into the air.

shunted to the nearest unoccupied space that you can


occupy and take force damage equal to twice the number of
feet you are moved. After you use this ability, you must
complete a short or long rest before using it again.

Dread Strike

Beginning at 17th level, you can make a devastating attack


that frightens your target to death. When you make an
attack against a creature that can't perceive you, you can
designate this attack a Dread Strike. If the attack hits, the
creature is frightened and must make a Wisdom saving
throw with a DC equal to 10 + your proficiency bonus +
your Charisma modifier. On a failed save, the creature
takes 6d6 psychic damage. Creatures immune to fear
automatically succeed this saving throw and are not
frightened.

Ghost Step
Beginning at 3rd level, as a bonus action, you can become
invisible until the end of your next turn. You can use this
feature a number of times equal to your Charisma modifier
(a minimum of once). You regain all expended uses when
you finish a long rest.

Ghost Sight

At 9th level, you gain the effects of see invisibility at all


times.

True Ghost Step


Starting at 13th level, as a bonus action, you can step
into the Border Ethereal until the beginning of your
next turn. During this time, you can move in any
direction. If you move up or down, every foot of
movement costs an extra foot. You can see and hear the
plane you originated from, but everything there looks gray,
and you cant see anything more than 60 feet away.
While on the Ethereal Plane, you can only affect and be
affected by other creatures on that plane. Creatures that
aren't on the Ethereal Plane cant perceive you and cant
interact with you, unless a special ability or magic has
given them the ability to do so. You ignore all objects and
effects that arent on the Ethereal Plane, allowing you to
move through objects you perceive on the plane you
originated from.
When the duration ends, you return to the plane you
originated from having moved the same distance as you did
in the Border Ethereal. If this would return you to the same
spot as a solid object or creature, you are immediately

Sorcerous Origins
Different sorcerers claim different origins for their innate
magic. Although many variations exist, most of these
origins fall into two categories: an eldritch bloodline and
the influence of wild magic.

Blue Mage

Those who contain the spark of Blue Magic may live their
entire lives without realizing it. Until they are struck by the
force of a spell and feel the spell imprinting upon them,
they live as mundane, ordinary lives as others. From that
moment on, the Blue Mage absorbs the energy of any spell
cast upon them, learning the spell and fueling their power.

Blue Magic
Beginning at 1st level, the only way you can learn new
spells is to experience them. Unlike other sorcerers, you do
not learn new spells as you grow in level (though your 1st
level spells and cantrips are learned from the sorcerer spell
list, as a normal sorcerer). When a non party mem er
ostile creature casts a spell, spell-like ability, or cantrip on
you may learn that spell as a reaction. You still learn a
spell if you are required to make a saving throw, you
succeed, and the spell has no effect on you.
The Cantrips Known and the Spells Known columns of
the Sorcerer table shows how the maximum number of
cantrips and spells you may learn through Blue Magic.
The spells learned need not be from the Sorcerer spell list.
You may forget a spell or cantrip by concentrating on it
for 1 round as a onus action.

Indigo Infusion
At 1st level you have the ability to change any equipment
in your possession to match your color affinity. This takes
1 minute of undisturbed concentration to complete. This
change is not permanent; when the item in question leaves
your person or when you choose to dismiss the infusion, it
returns to its normal color in 1d4 ours. This has no other
effect than altering the item's appearance.
The title "Blue Mage" only refers to the most common
spellcaster of this type; casters with other color affinities
exist and, though uncommon, are not rare. You select
your color affinity at 1st level, which may not be changed
thereafter.

Azure Awareness
Beginning at 6th level, you are more perceptive to the
ambient magic energy around you. As a bonus action, you
may cast de ec magic without using a spell slot. In
addition, you can spend 2 sorcery points to focus this
de ec magic on a non party mem er ostile creature as an
action, to detect if it has any magical properties. When you
do this you learn all of the creature's Spell-Like abilities,
Immunities, Resistances, and Weaknesses and you may
learn all of t at creatures cantrips and spells as a reaction.

10

Turquoise Efficiency

By 14th level, you have learned to be frugal with the


magical energy you absorb from spells. When a spell that
you know that requires a saving throw is cast on you, you
have advantage on that save. In addition, if you save
against that spell, you gain a number of sorcery points
equal to the level of the spell.

Cerulean Reflection

Beginning at 18 level, you may use your body as a conduit


to transmit magic back at other casters. When you are
subjected to a spell that allows you to make a saving throw
to take only half damage, you instead take no damage if
you succeed on the saving throw, and only half damage if
you fail. Additionally, you can spend a number of sorcery
points equal to the level of the spell as a reaction to reflect
the spell back at the caster as though it originated from you,
turning the caster into the target.

Otherworldly Patrons
The beings that serve as patrons for warlocks are mighty
inhabitants of other planes of existencenot gods, but
almost godlike in their power. Various patrons give their
warlocks access to different powers and invocations, and
expect significant favors in return. Some patrons collect
warlocks, doling out mystic knowledge relatively freely or
boasting of their ability to bind mortals to their will. Other
patrons bestow their power only grudgingly, and might
make a pact with only one warlock. Warlocks who serve
the same patron might view each other as allies, siblings, or
rivals.

The Skin

You have made a pact with a Fiend from the depths of hell,
whose skin you have bonded to your own, affording you a
hideous appearance and wicked arcane power. To do this
you performed and survived the blasphemous Ritual of
Bonding, a foul rite that agonizingly kills most that
undertake it. You now wear the essence of a fiend as a
second skin, bonded inseparably in body and soul to a beast
of hell.

THE SKIN EXPANDED SPELLS


Spell Level
1st
2nd
3rd
4th
5th

Spells
false life, inflict wounds
barkskin, enlarge/reduce
gaseous form, protection from energy
dea
a d, s es i
a i li e s ell, hallow

Wear Fiend
eginning w en you ma e t is pact at first le el, you
wear t e s in of a fiend as your own. is fiendis s in is
for all intents and purposes your own. e s in is
unnaturally toug , and your armor class ecomes
e terity modifier. oose two s ills from eit er
ersuasion, eception or ntimidation. our terrifying
isage grants you disad antage on one s ill and ad antage
on t e ot er w ile wearing t e s in.

Fiendish Hide
At 6th level, when you are struck with a blow, your fiend
skin can toughen and become like armor. When a creature
attacks you, you can, as a reaction temporarily increase
your armor class by and gain resistance against
bludgeoning, piercing, and slashing damage until the
beginning of your next turn. You must finish a short or
long rest before using this feature again.

Skin Adaptation

At 10th level, your fiend skin has become thicker. You


gain resistance to fire damage and cold damage.

Fell Blooded
By 14th level, you fiend skin has begun to intertwine with
your blood, closing your wounds as soon as they open. At
the beginning of your turn, if you have taken damage since
the end of your last turn, you regain hit points equal to
your proficiency bonus, to a maximum of the damage you
took.

Expanded Spell List

The Skin lets you choose from an expanded list of spells


when you learn a warlock spell. The following spells are
added to the warlock spell list for you.

11

Arcane Traditions

The study of wizardry is ancient, stretching back to the


earliest mortal discoveries of magic. It is firmly established
in the worlds of D&D, with various traditions dedicated to
its complex study. The most common arcane traditions in
the multiverse revolve around the schools of magic.
Wizards through the ages have cataloged thousands of
spells, grouping them into categories called schools. In
some places, these traditions are literally schools; a wizard
might study at the School of Illusion while another studies
across town at the School of Enchantment. In other
institutions, the schools are more like academic
departments, with rival faculties competing for students and
funding. Even wizards who train apprentices in the solitude
of their own towers use the division of magic into schools
as a learning device, since the spells of each school require
mastery of different techniques.

School of Chronomancy

The focus of the School of Chronomancy is harnessing the


energies of flowing time, and manipulating them to suit
your gain. It is a most dangerous tradition, as the practice
of slowing, reversing, or diverting the flow of time can
accidently tear novices to pieces, spreading them thinly
across millennia, or sometimes even drop them wholesale
into a new or old era, with no way of returning home.
Masters, however, walk the generations as planeswalkers
walk the cosmos. Experienced chronomancers can reliably
(and literally) end most conflicts before they even begin.

Temporal Savant
Beginning when you select this school at 2nd level, the
time you must spend to copy a spell into your spellbook is
halved.

Chronoshift
At 2nd level, when you cast a spell that has a casting time
of 1 action, you can change the casting time to 1 bonus
action for this casting. After you use this ability, you must
finish a short or long rest before using it again.

Alter Causality
At 6th level, you add the spells Slow and Haste to your
spellbook, if it they are not there already. You can cast
ot of these spells without expending a spell slot. Once
you cast one of these spells in this way, you cant do so
again until you finish a long rest, though you can still cast
it normally.

Quantum Lag
At 10th level, when you cast a spell, you can delay its
effect one to three rounds. Before the spell is cast, you
select the duration, the target, and roll any relevant attack
rolls. Any effects on the spell's targets, including saving
throws, are resolved when the spell triggers. If any
conditions change between casting and effect of the spell
that would make the spell impossible such as the target
leaving the spells maximum range before the spell goes off
the spell fails. After you use this ability, you must finish
a short or long rest before using it again.

Timewalker
Beginning at 14th level, you can borrow time from the
present as an action, and use it in the future. Select a
duration, either one round or two rounds. Time stops for
you for this duration and you take no actions. When this
duration ends, no time passes for other creatures and you
may move and act normally for the chosen duration. Time
restores to normal if one of the actions you use during this
period, or any effects that you create during this period,
affects a creature other than you or an object being worn or
carried by someone other than you. In addition, the effect
ends if you move to a place more than 100 feet from the
location where you cast it. After you use this ability, you
must finish a long rest before using it again.

12

Sorcerous Origins
Different sorcerers claim different origins for their innate
magic. Although many variations exist, most of these
origins fall into two categories: an eldritch bloodline and
the influence of wild magic.

Aberrant Bloodline

You are descendant from a foul creature, and its blood


wreaks havoc in your family tree. Those in your House are
rarely and seemingly at random born hideous, and with
terrifying powers, and as such, generation after generation
has committed infanticide on the abominations. You are
one such monster, cursed at birth yet spared the knife by
your mother, free to live out your miserable span of
existence a freak divorced from society. Yet your power
grows, as fearsome as your aspect and as dreadful as your
glare.

Aberration Blood

Beginning when you select this origin at 1st level, your


terrifying appearance confers advantage on Intimidation
checks, but disadvantage on Persuasion checks. Unless you
wear a large cloak to conceal these deformities, you are
disturbing to behold.
In addition, your skin is thicker, scalier, or furrier than
normal. Your armor class increases by 1, to a maximum of
20. At 6th level, this bonus to armor class increases to 2.
Finally, you gain darkvision, the ability to see in dim
light within 30 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. If you already have
darkvision, your range increases by 30 feet.

Indiscernible Anatomy

At 1st level, your placement and composition of your


internal organs is bizarre. You take no additional damage
from critical hits.

Inhuman Reach

At 6th level, your arms elongate, allowing you to touch the


floor with your hands. In addition, you can bend them in
strange and unnatural ways. Your reach increases by 5 feet.
Your elongated arms also gives you advantage on Strength
(Athletics) checks made to climb.

Warped Mind

At 14th level, your tainted form has altered the nature of


your brain, making you resistant to psychic attacks, and
more capable of inflicting them upon others. You gain
resistance to psychic damage and have advantage on save
against being charmed. Additionally, when you deal

psychic damage, you deal additional psychic damage equal


to the number of damage dice rolled.

Monstrous Transformation

At 18th level, as a bonus action expending 3 sorcery points,


you can unleash your monstrous heritage from within your
body and transform into a terrible creature. Until you
choose to end this effect or lose concentration on it, you
have resistance to piercing, slashing, and bludgeoning
damage from nonmagical weapons. Each round you begin
in this form you expend 3 additional sorcery points.
In addition, creatures who look upon this form become
frozen in horror. Each creature within 30 feet, except for
allies which know not to look at you, must make a Wisdom
saving throw. On a failed save, the creature is paralyzed
while you are transformed. At the end of each of its turns,
affected creatures can make another Wisdom saving throw.
On a success, the effect ends for that creature. The only
spells you may cast in this form are cantrips. After your use
this ability, you must complete a long rest before using it
again.

Ranger Archetypes
The ideal of the ranger can have many expressions.

Arcane Archer

The Arcane Archers are a spectacle to behold, as skilled


with a bow and arrow as they are with magic. Called bow
arcanists and mage marksmen, such warriors are renowned
throughout the realms for their supernatural accuracy and
the devastating effects of their arcane arrows. Masters of
this technique are bowmen of legend, unleashing arrows
tipped with eldritch might to lay waste to entire legions of
enemies in mere seconds.

Arcane Initiate

Beginning at 3rd level you gain the ability to learn and


cast a number of arcane spells. Choose two
evocation spells from the Sorcerer spell list of a
level for which you have spell slot available.
These spells may not be changed when you
gain a level in this class and do not count
against the number of Ranger spells
known. At 7th, 11th, and 15th
levels, you learn an additional spell
two spells from the Sorcerer spell list. Spells
learned at 15th level may be from any school.
You may only cast Sorcerer spells with the
Imbue Arrow feature.

Imbue Arrows

At 3rd level, you can imbue your arrows with


magical energies. As a bonus action you may
imbue an arrow, bolt, or other type of ammunition with
a spell you know of first level or higher, expending a spell
slot as though you cast the spell normally. You also may
imbue an arrow with pure arcane energy, expending no
spell slot, but allowing this arrow to deal an additional 1d8
force damage on a hit. You may only imbue spells with a
duration of instantaneous. This ammunition remains
imbued so long as you maintain concentration on it.
When making an attack with one of these projectiles,
treat it as a normal attack. If the attack successfully hits a
creature, the spell is cast centered on your target or
targeting only the creature hit by the arrow, as appropriate.
Line and cone spells are cast in the direction the arrow flew
to strike the target.

Able Hunter

When you reach 7th level, you have become adept at


navigating wilderness. You have advantage on Dexterity
(Acrobatics) and Strength (Athletics) checks made to
climb, jump, swim, or otherwise navigate natural terrain.

Seeking Arrows

At 11th level, your imbued arrows gain a limited ability to


seek their target. You may now apply your Wisdom
modifier as a bonus to hit with your imbued arrows.

Greater Imbue Arrows

At 15th level, you may now imbue two arrows instead of


one as a bonus action, and concentrate on two imbued
arrows at once.

Entropic Touch

Divine Domains
In a pantheon, every deity has influence over different
aspects of mortal life and civilization, called a deitys
domain. All the domains over which a deity has influence
are called the deitys portfolio. For example, the portfolio
of the Greek god Apollo includes the domains of
Knowledge, Life, and Light. As a cleric, you choose one
aspect of your deitys portfolio to emphasize, and you are
granted powers related to that domain. Your choice might
correspond to a particular sect dedicated to your deity.
Apollo, for example, could be worshiped in one region as
Phoebus (radiant) Apollo, emphasizing his influence over
the Light domain, and in a different place as Apollo
Acesius (healing), emphasizing his association with the
Life domain. Alternatively, your choice of domain could
simply be a matter of personal preference, the aspect of the
deity that appeals to you most.
Each domains description gives examples of deities
who have influence over that domain. Gods are included
from the worlds of the Forgotten Realms, Greyhawk,
Dragonlance, and Eberron campaign settings, as well as
from the Celtic, Greek, Norse, and Egyptian pantheons of
antiquity.

Entropy Domain

Entropy, the end of all things, the return to chaos. Those


who follow deities of this domain - such as Tharizdun,
Chaos, and The Shadow - are rarely anything other than
evil and want all things to return to the chaos in which all
things originated.

ENTROPY DOMAIN SPELLS


Cleric Level
1st
3rd
5th
7th
9th

Spells
bane, witch bolt
blur, gentle repose
bestow curse, haste
fabricate, Otilukes resilient sphere
cloudkill, wall of force

Bonus Proficiencies

When you choose this domain at 2nd level, you gain


proficiency in martial weapons.

At 2nd level, your touch can increase entropy and wither


the life from living things. Make a melee spell attack
against a creature within your reach. On a hit, that creature
takes 1d6 force damage. If one of these dice rolls a 6, roll
an additional d6, rolling again if this die rolls a 6, and so
on, to a maximum of 4d6 damage for the entire attack. This
attack's damage increases by 1d6 and its maximum damage
increases 2d6 when you reach 5th level (2d6 / 6d6), 11th
level (3d6 / 8d6), and 17th level (4d6 / 10d6).

Channel Divinity: Distortion Field

At 2nd level, you can use your Channel Divinity to increase


or accelerate or decelerate entropy in a region of space. As
an action, choose a 10-foot sphere that you can see within
30 feet and choose whether this area will harm or heal
creatures. For 1d6 rounds, or until you lose concentration
on this effect, each creature in this region will either gain or
lose 2d6 hit points at the beginning of its turn.

Channel Divinity: Return to Entropy

At 6th level, you learn to use your Channel Divinity to


repair or destroy objects. As an action, you may repair or
damage one unattended non-magical object which has an
area in cubic feet less than five times your Cleric level.
Objects heal or take 8d8 force damage from this effect.

Divine Strike

By 8th level, you gain the ability to infuse your strikes with
divine energy. Once on each of your turns when you hit a
creature with a weapon attack, you can cause the attack to
deal an additional 1d8 force damage. At 14th level this
increases to 2d8.

Sphere of Annihilation

By 17th level, you can create a pocket of pure entropy so


energetic that it forms a hole in the multiverse, a sphere of
annihilation. This sphere is less stable than a normal sphere
of annihilation and as such behaves differently. Your
sphere is a 2-foot diameter black sphere that appears in
your square and vanishes after one minute. Non-magical
items that are wholly engulfed by the sphere are obliterated.
Anything over than a magic item that touches the sphere
but isn't wholly engulfed by it takes 4d10 force damage.
You may move the sphere 15 feet in any direction as a
bonus action. If the sphere enters a space a creature
occupies, the creature must make a Dexterity saving throw
or be touched by it, taking 4d10 force damage. If a creature
is killed by this damage, its body is disintegrated, its soul is
consumed, and may only be restored to life with a wish
spell. After you create a sphere of annihilation, you may
not create another one until you complete a long rest.

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