Subclasses
Artificer
Botanist
Culinarian
Rune Reader
Barbarian
Path of the Accursed
Bard
College of Leadership
Blood Hunter
Order of the Immutable
Order of the Malady
Druid
Circle of Nightmares
Fighter
Primordial Gladiator
Monk
Way of the Wild Flower
Paladin
Oath of Treachery
Ranger
Luminary
Rogue
Blackjacker
Brute
Sorcerer
Spiritual Bond
Warlock
​
BOTANIST
An avid plant grower eager for the advancement of agriculture, or a green-thumbed garden expert adamant on growing all their produce fresh, the Botanist is a walking greenhouse with a miniature ecosystem on their very back. Using a mixture of biology and magic, Botanists discover, manipulate and advance the use of plant life to help aid their allies, conduct experiments and awaken the powers hidden in every fruit, berry and delicious plant of Entrellia.
​
GREEN THUMB
3rd-level Botanist feature
​
You gain proficiency with the Herbalism Kit. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
​
BOTANY SPELLS
3rd-level Botanist feature
​
You always have certain spells prepared after you reach particular levels in this class, as shown in the Spells table below. These spells count as Artificer spells for you, but they don't count against the number of Artificer spells you prepare.
​
Artificer Level Spells
3rd Goodberry, Purify Food and Drink
5th Barkskin, Spike Growth
9th Create Food and Water, Plant Growth
13th Grasping Vine, Guardian of Nature
17th Tree Stride, Wrath of Nature
​
MOVING GARDEN
3rd-level Botanist feature
​
You transform your armour into a functioning and portable garden, equiped with soil shelves, jars, pots or other kinds of storage you wish to use to grow plant life inside.
​
During a short or long rest, you can target one medium or heavy set of armour and turn it into a Moving Garden, which begins to naturally grow decorative common plant life across it. While you are wearing your Moving Garden, you can use the armour as a spellcasting focus for your Artificer spells. When you use this feature again and target a different set of armour, your previous Moving Garden reverts to its original state.
​
MAGICAL VEGITATION
3rd-level Botanist feature
​
During a long rest, using a Herbalism Kit, you can plant magical seeds on your Moving Garden. It can hold a number of Magical Vegetation equal to your proficiency bonus, choosing from the Magical Vegetation options below. You may choose a Magical Vegetation option more than once, however, duplicate effects do not stack. At the end of the rest, the Magical Vegetation ripen and gain their magical properties. While ripened and planted, Magical Vegetation have a 10 foot radius aura granting creatures of your choice, including you, their aura effect.
As a bonus action, you or a friendly creature within 5 feet of your Moving Garden can harvest and consume one of the Magical Vegetations that have ripened, either by eating it or crushing the plant matter in their hand, gaining the consumed effects and destroying the chosen Magical Vegetation in the process. Whenever a Magical Vegetation is removed from your Moving Garden, their aura effects are nullified immediately. In addition, after being removed for 1 minute or longer without consumption, the vegetation becomes non-magical mulch, losing its consumption benefits.
​
Crawl Vine. You grow mossy vines that dangle and flow from your Moving Garden.
Aura. You have advantage on Dexterity (Stealth) checks.
Consumed. For the next minute, you have a climbing speed of 60 feet.
​
Exotic Flower-Fruit. You grow elaborate looking flowers with strange, vibrant fruits and a magnificent taste.
Aura. You have advantage on saving throws against magical charming effects.
Consumed. For the next minute, you have advantage on Charisma (Persuassion) and Charisma (Deception) checks.
​
Flame Peppers. You grow spicy chilies that are hot to the tongue and fiery in colour.
Aura. You have resistance to fire damage.
Consumed. For the next minute, when you hit a creature with an attack, once per turn you deal additional fire damage equal to the Botanist's Intelligence modifier (minimum of 1).
​
Fungi. You grow spotted mushrooms or toadstool tops with spindly or fat stems.
Aura. You have advantage on saving throws to resist poison or disease.
Consumed. For the next minute, you gain 10 feet of true sight and can see into the Ethereal Plane.
​
Ghost Garlic. You grow pungent bulbs of garlic that seems to be somewhat translucent.
Aura. Undead have disadvantage on attack rolls while within the aura.
Consumed. For the next minute, you are under the effects of the invisibility spell. This effect ends early if you make an attack or cast a spell.
​
Padleaf. You grow giant flatleaved plants that reach up to 2 feet tall and float effortlessly.
Aura. Your reach is increased by 5 feet.
Consumed. For the next minute, you are under the effects of the water walking spell.
​
Root Veg. You bury potatoes, spuds or other ground-living vegetation, growing into all kinds of interesting shapes and sizes.
Aura. You gain 60 feet of Darkvision.
Consumed. For the next minute, your AC is increased by 1.
​
Spring Beans. You grow long stringy green beans that seem to jig with energy and move on their own.
Aura. You cannot be knocked prone.
Consumed. For the next minute, you can use your bonus action to dash.
​
Sweetberries. You grow large, plump berries that are juicy, sweet and tasty.
Aura. Spells or abilities used within the aura that restore hit points gain an additional bonus equal to the Botanist's Intelligence modifier (minimum of 1).
Consumed. You restore hit points equal to 2d4 + the Botanists Intelligence modifier (minimum of 1).
​
Nightshade. You grow blackish purple-petalled flowers that are renownedly toxic.
Aura. Creatures that suffer necrotic damage while within the aura take aditional necrotic damage equal to the Botanist's level.
Consumed. You take 2d4 + the Botanists Intelligence modifier (minimum of 1) poison damage and suffer from the poisoned condition for the next minute.
​
Watercress. You grow a layer of rich green watercress with small leaves floating above a small confined pool.
Aura. You gain an additional swim speed of 30 feet and the ability to breathe underwater.
Consumed. For the next minute, you gain resistance to cold damage.
​
SPREADING ROOTS
5th-level Botanist feature
​
The vegetation you sprout have been adapted to bolster those who harvest them. Creatures that consume your Magical Vegetation gain temporary hit points equal to your Intelligence modifier (Minimum of 1).
​
Additionally, if you have a Homunculus Servant as an Infusion, you can modify it when using your Magical Vegetation feature during a rest. The homunculus may carry and grow up to 2 of your Magical Vegetations and produce their aura effects. However, the total between it and your Moving Garden must not exceed your Magical Vegetation limit.
​
ENHANCED GROWTH
9th-level Botanist feature
Your biological breakthroughs allows you to have rapidly ripening plants with stronger potency. You can use your Magical Vegetation ability to plant seeds and ripen vegetation during a short rest.
Additionally, at the beginning of your first turn in combat, if you currently have no Magical Vegetation on your Moving Garden, you can use your action to instantly sprout one Magical Vegetation of your choice. The vegetation ripens and takes into effect immediately. You cannot use this feature again until you finish a long rest.
​
GRAND TERRARIUM
15th-level Botanist feature
​
Your mobile ecosystem has advanced into a plethora of greenery and nature. While wearing your Moving Garden, you gain the following benefits;
-
If you are smaller than Large, you become Large.
-
Your Magical Vegetation maximum limit is increased by 2.
-
Your Magical Vegetation aura range is increased to 30 feet.
-
You and friendly creatures can consume Magical Vegetation while within the auras range, rather than within 5 feet.
-
As an action, if you are not at your maximum limit for Magical Vegetation, you can expend one spell slot of 1st level or higher to plant and ripen a Magical Vegetation of your choice instantly.
​
CULINARIAN
Adventurers of Entrellia soon start to favour allies that can cook just as much as those who can fight. Feeding your friends hot meals warms their hearts, subdues their worries and ultimately fills their belly for the travels and danger ahead. Underestimated is the Culinarian, for they provide what all heroes need to survive... a campfire cooking something so tasty it's enough to rumble their stomach at just the thought alone.
​
CHEF'S KISS
3rd-level Culinarian feature
You gain proficiency with Cook's Utensils. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
​
In addition, your heightened senses brought on by your culinary training grant you advantage on any checks you make that rely on your sense of smell or taste.
​
CULINARY SPELLS
3rd-level Culinarian feature
​
You always have certain spells prepared after you reach particular levels in this class, as shown in the Spells table below. These spells count as Artificer spells for you, but they don't count against the number of Artificer spells you prepare.
​
Artificer Level Spells
3rd Goodberry, Purify Food and Drink
5th Calm Emotions, Lesser Restoration
9th Create Food and Water, Leomund’s Tiny Hut
13th Aura of Purity, Death Ward
17th Mass Cure Wounds, Greater Restoration
​
SCRUMPTIOUS MEALS
3rd-level Culinarian feature
During a long rest, using Cook's Utensils you can create an amount of Scrumptious Meals equal to your proficiency bonus + your Intelligence Modifier (Minimum of 1) by choosing from the options below. After creation, Scrumptious Meals last for 8 hours before spoiling and lose their magical benefits. Scrumptious Meals spoil early if you exceed your Scrumptious Meal limit.
​
Scumptious Meals can be cooked as either Main Courses or as Snacks, granting different benefits depending on when they're consumed. To consume a Scumptious Meal and gain Main Course benefits, a creature must spend at least 1 uninterrupted hour eating a Scumptious Meal. To consume a Scumptious Meal and gain Snack benefits, a creature, as a bonus action, can choose to eat a Scrumptious Meal that is within its reach. A creature may also feed a willing creature within 5 feet of it as its action. The target must be conscious and capable of eating and swallowing it.
Creatures can only benefit from one Main Course and one Snack effect at any given time. However, a creature can replace its current Scrumptious Meal effects with another by consuming a different meal.
​
Barbecued Brilliance. Smokey food grilled just right, with tangy, mouth-watering sauces.
Main Course. Fire damage you take is reduced by an amount equal to the Culinarian's proficiency bonus. This lasts until you finish a long rest
Snack. For the next minute, your weapon attacks deal additional fire damage equal to the Culinarian's proficiency bonus.
​
Best Served Cold. A chilly dessert that cools the body and sends tingles through the teeth and brain.
Main Course. Cold damage you take is reduced by an amount equal to the Culinarian's proficiency bonus. This lasts until you finish a long rest
Snack. For the next minute, your weapon attacks deal additional cold damage equal to the Culinarian's proficiency bonus.
​
Campfire Cuisine.
Main Course. Any healing you recieve from the Culinarian is increased by the Culinarian's proficiency bonus until you finish a long rest.
Snack. You regain hit points equal to 1d4 + the Culinarian's Intelligence modifier (Minimum of 1).
​
Cream of the Crop. A sweet and magical delicacy, eaten only by the best of the best.
Main Course. You have advantage on Charisma checks until you finish a long rest.
Snack. For the next minute, you have advantage on Charisma checks.
​
Especially Special Soup. A stocky stewed broth soup that can't go wrong.
Main Course. You gain a swim speed of 30 feet and can breathe underwater until you finish a long rest.
Snack. For the next minute, any spells you cast trigger a roll on the Wild Magic Surge table.
​
Food for the Soul. A party favourite that lifts their morale.
Main Course. You have advantage on saving throws against spells in the Necromancy school until you finish a long rest.
Snack. For the next minute, your weapon attacks deal additional radiant damage equal to the Culinarian's proficiency bonus.
​
Pick-Me-Up Pudding. A sugary baked good vital to shrugging off tiredness.
Main Course. You have advantage on saving throws made to resist the effects of exhuastion.
Snack. You gain temporary hit points equal to 2d6 + the Culinarian's Artificer level
​
Salad Super-Sized. A heap of healthy, fresh and crunchy five a day fruit and veg.
Main Course. Your Wisdom modifier is increased by 2, up to a maximum of 22 until you finish a long rest.
Snack. For the next 10 minutes, you are under the effects of the Speak with Animals spell.
​
Seasoned to Perfection. Salts, spice and everything nice.
Main Course. Your movement speed is increased by 10 feet until you finish a long rest.
Snack. For the next minute, you can Dash as a bonus action.
​
Slayer's Sprawl. Food made from critters and creatures your party may have hunted down and fancied a taste!
Main Course. Choose one from the following creature types; beast, monstrosity or plant. You have advantage on Wisdom (Survival) checks made to track and locate the chosen creature type until you finish a long rest.
Snack. For the next minute, your weapon attacks score a critical hit on a roll of 19 or 20.
​
KITCHEN CLEANLINESS
5th-level Culinarian feature
Your experience with all kinds of food has given you a certain resilience. You have advantage on saving throws against poison, and you gain resistance to poison damage.
​
In addition, you learn the Detect Poison and Disease spell. This spell counts as an Artificer spell for you, but does not count against the number of Artificer spells you prepare.
​
SOOTHING STIRS
5th-level Culinarian feature
Your care and presence bring peace to everyone who relaxes near you. During a short rest, you and any friendly creatures who spend Hit Dice and roll a 1 can reroll the die and use the new outcome.
In addition, after finishing a short or long rest, you and a number of friendly creatures of your choice that you can see equal to your Intelligence modifier (minimum of 1) gain temporary hit points equal to your Artificer level.
​
FULL STOMACHS
9th-level Culinarian feature
Your connection to your edible creations is indisputable. Creatures that are under an effect of your Scrumptious Meals are considered within touching distance of you and seen by you when determining targets for your spells or abilities.
​
A FEAST TO REMEMBER
15th-level Culinarian feature
When selecting your Scrumptious Meals, you can choose to expend one use and instead cast the Heroes Feast spell without requiring material components. The feast must be consumed before the end of the long rest, else it spoils.
​
​
RUNE READER
Set out to translate the old language of Runic, uncovering it by service to research, Rune Readers are well-read devotees to the old history of Entrellia and a time perhaps even before the Creation Periods. What truly lies in the old magic is unknown, but Rune Readers are the earliest to investigate and utilise the method of awakening.
​
TOOLS OF OLD
3rd-level Rune Reader feature
You gain proficiency with Calligrapher’s tools and Mason’s tools. If you already have a proficiency in one or both of the tools, you gain proficiency with one other type of artisan's tools of your choice instead.
​
RUNIC SPELLS
3rd-level Rune Reader feature
​
You always have certain spells prepared after you reach particular levels in this class, as shown in the Spells table below. These spells count as Artificer spells for you, but they don't count against the number of Artificer spells you prepare.
​
Artificer Level Spells
3rd Identify, Illusory Script
5th Enhance Ability, Find Traps
9th Glyph of Warding, Tongues
13th Arcane Eye, Private Sanctum
17th Legend Lore, Teleportation Circle
​
RUNIC
3rd-level Rune Reader feature
You have mastered the unique language known as Runic, an archaic script that has no spoken pronunciation and is mythically used for spell scribing or imbuing. Only creatures that can read and write Runic can understand the written language. A single mark or glyph can contain instructions or descriptions in extraordinary depth. You can reproduce Runic writing to convey your own messages using Calligrapher’s tools or Mason’s tools. Up to 150 words can be within a single compact Runic mark.
​
In addition, your knowledge of Runic allows you to to immediately decipher a spell written within a spell scroll, learning the spell’s name and level without the need for a skill check. Using this feature, you also have advantage on Intelligence (Arcana) checks made when examining imbued and enchanted items.
​
ARCANE REPLICATOR
3rd-level Rune Reader feature
Your glyph etching unlocks a new use with your Magical Tinkering feature, allowing you to create an Arcane Replicator. An Arcane Replicator can be a tiny object of many forms, an example could be a small gem with a Runic glyph marked into it, or a tightly sealed scroll case that floats and hums with arcane energy. You may only have one Arcane Replicator at any given time. If you use your Magical Tinkering feature to make a new Arcane Replicator, the old Arcane Replicator ceases to be magical.
​
Using your Arcane Replicator during a long rest, you can magically create spell scrolls. The spells you choose to create must be from the Artificer spells list. The number of spell scrolls you can create is determined by the combined level of the spells you craft, which must equal your proficiency bonus. Cantrips count as 1st level spells when calculating this total. For example, with a proficiency modifier of +2, you can create two 1st level spell scrolls, or one 2nd level spell scroll.
​
Any spell scrolls printed from your Arcane Replicator are destroyed when you next take a long rest.
​
GLYPH DECONSTRUCTION
5th-level Rune Reader feature
You begin to unlock the art of spellcasting with Runic scrolls. Whenever you cast a spell using a spell scroll, roll a d100. On a 50 or higher, the spell scroll is not destroyed.
​
In addition, as an action, you can feed your Arcane Replicator spell scrolls containing spells outside of your Artificer spells list. The spell scroll is destroyed in the process, however, thereafter, when using your Arcane Replicator feature you can reprint that spell as one of your spell choices, disregarding the Artificer spells list requirement of the feature, but not the level limit.
​
PRISM WORKS
9th-level Rune Reader feature
Your accelerated capabilities and Runic reading allow for impeccable defensive creations. During a short or long rest, using your Arcane Replicator and either Calligrapher’s tools or Mason’s tools, you can create a number of tiny magical objects equal to your Intelligence modifier (minimum of 1) known as Prism Works. While you are conscious and not incapacitated, your Prism Works harmlessly float within your space. For each Prism Work, during the rest, you choose one damage type that you wish to ward yourself against that isn't psychic, bludgeoning, slashing or piercing. You can choose the same damage type more than once if you wish.
​
Whenever you suffer damage from a ranged attack or spell and you have a Prism Work designated to ward against the damage type, you can use your reaction to destroy that Prism Work and reduce the amount of damage you take by half, as the Prism Work magically absorbs some of the blow.
​
Your Prism Works can be dispelled with dispel magic, and are treated collectively as a spell with a level equal to half your proficiency bonus.
​
EMPOWERED RUNES
15th-level Rune Reader feature
You learn new ways to empower spell scrolls in your possession, adding your own theories and knowledge to enhance their strengths. When creating spell scrolls using your Arcane Replicator feature, you gain an additional bonus to the total spell level cap equal to your Intelligence modifier (minimum of +1). However, the highest level spell scroll you create with the feature cannot exceed 6th level.
​
In addition, once per turn while you have at least one Prism Work, any spells you cast through a spell scroll deals an additional 4d6 of the spell's damage type. If the spell does not deal damage initially, you can choose the damage type this feature deals that seems most fitting to the spell.
​
​
PATH OF THE ACCURSED
Rage is arguably more fearsome when the source it stems from is eerily unknown. Accursed Barbarians feel internal anguish bestowed upon them by mysterious meddlers, corrupting curses or a possessor fighting for dominance over mind and body. A loss of control is disorientating and invasive, testing the sanity of the warrior plagued by their puppeteer. An afflicted does not know when they will next wake from their rage, when they will regain their self, or if it will ever end at all. A tug of war between virtue and violence leads them down a rabbithole of maddening trials and tribulations, where only few come out on top. Will you master your urges, or will you fall to the fate of insanity?
​
PUPPETED RAGE
3rd-level Accursed feature
​
Your rage is chaotic and uncontrolled, triggered perhaps by your curse or possessor making an attempt to pull the strings and take control. When you rage you can choose to gain either the In Control features or the Puppeted features, both listed below.
​
In Control.
You fought off the puppeting invasion, while raging, you gain the following benefits:
-
You cannot be charmed or frightened.
-
​
Puppeted.
Your curse or possessor was successful in gaining control, while raging, you gain the following benefits:​
-
You have ressistance to psychic damage.
-
You have Superior Darkvision up to 120 feet.
​
​
CURSED ADEPT
3rd-level Accursed feature
You have learnt to defend against and identify the tourments of outsider influence, already having demons of your own to harbour and resist. You have advantage on any saving throws made to resist the effects of cursed items. In addition, you have advantage on Intelligence checks made to recall lore of curses or identify cursed creatures and objects.
​
HAUNTED SOUL
6th-level Accursed feature
​
Your affliction has grown, gaining further dominance over you, forcing you to appear more eerie, ghostly or sickly. While raging you do not provoke attacks of oppertunity and become incorporeal, allowing you to move through other creatures and objects as if they were difficult terrain, as well as see and interact with creatures and objects on the Ethereal Plane. You take 1d10 force damage if you end your turn inside an object or creature. Creatures of your choice that you move through must make a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus). On a fail, the creature is stricken with fear, becoming frightened of you until the start of your next turn. A creature that succeeds is immune to the effects of this feature for the next 24 hours.
​
MIND OF THE DAMNED
10th-level Accursed feature
You have resistance to necrotic damage and can cast the Speak with Dead spell at without expending a spellslot or requiring material components.
​
In addition, spells and effects that would read your mind, such as Detect Thoughts, automatically fail when targeting you. The creature targeting you recieves headache inducing feedback of the toil and torment inside your head, hearing nonsensical screams and cries of the curse or puppeteer you carry. You immediately become aware that your mind was pried into and can use your reaction to deal psychic damage to the creature equal to your Barbarian level.
​
CORRUPTED AND CONSUMED
14th-level Accursed feature
​
​
COLLEGE OF LEADERSHIP
Bards of the College of Leadership are trained to inspire their companions and direct soldiers on the battlefield with strategical knowledge, encouragement and emboldening might. Students of both history and war, they use tales of past glory and great victories to instruct their allies and provide keen martial insight, directing and commanding them to strike when enemies are weak to secure victory. Their voices are powerful, respected and sometimes even feared if the bard is stern enough.
​
BONUS PROFICIENCIES
3rd-level Leadership feature
You gain proficiency with medium armour, shields, and martial weapons.
​
BOOMING VOICE
3rd-level Leadership feature
You strengthen your vocal cords and learn to manipulate the ability with magic. You learn the Thaumaturgy cantrip, which is considered a bard spell for you, and doesn’t count against your number of cantrips known.
​
You also learn the Command spell which is considered a bard spell for you, and doesn’t count against your number of spells known. In addition, you can cast this spell as a bonus action a number of times equal to your Charisma modifier (minimum of 1). You regain all uses of this feature when you finish a long rest.
​
COMMANDING INSPIRATION
3rd-level Leadership feature
Your instructions are encouraging and driven, allowing you to order an ally in the midst of battle. When you inspire a creature with Bardic Inspiration, that creature can use their reaction to immediately make one weapon attack against a creature of their choice that they can see within range.
​
At 6th level, this attack deals additional psychic damage equal to your Charisma modifier (Minimum of +1).
​
RALLYING WORDS
6th-level Leadership feature
You talk sense into those who fight alongside you, empowering their minds, weapons and soul to keep them grounded and persevering. Creatures that are inspired by your Bardic Inspiration gain the following traits for the next minute:
-
Resistance to psychic damage and cannot be frightened.
-
Weapon attacks are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
-
Temporary hit points equal to your Charisma modifier (Minimum of +1).
​
Additionally, if you use your Bardic Inspiration on a creature that is currently suffering from the frightened condition, the condition ends automatically.
​
ON MY COMMAND
14th-level Leadership feature
Order over your allies and the battlefield has become second nature, allowing allies to move seamlessly as a unit. As a bonus action, you can expend one Bardic Inspiration to inspire multiple allies. Choose a number of friendly creatures you can see within 60 feet of you equal to your Charisma modifier (Minimum of 1). When you do so, each creature gains one Bardic Inspiration die and benefit from your Commanding Inspiration feature.
​
Once you use this feature, you must finish a long rest before you can use it again.
​
​
ORDER OF THE BLOODWEAVER
A bloodweaver commonly begins with an innate talent with the dark magic of hemocraft from a young age. The skill often awakens for many such reasons; a curse deep within a bloodline, a vampiric ancestor or simply a genetic disposition that becomes suddenly active under stress. Those that have exposed their blood bending potential are quickly brought in by Blood Hunter Orders in hopes to tame their unique capabilities and control it for a greater purpose. To slay cursed, blood-drinking creatures such as vampires.
Hunters trained under the Order of the Bloodweaver utilise the resource flowing through their veins. Fighting against vampirism and the evil that festers behind the curse itself, a Bloodweaver fights fire with fire. Blood with blood. ​Though not all Bloodweavers have such noble goals or mental fortitude to resist temptations. Many delve deeper and darker into the art of Blood Magic for personal gain, power, and later succumb to the darkness that has always been calling.
Will you be successful in your resistance? Are you able to fight against the beckoning hemomancy? Or will you let the bloodlust consume you in an attempt to feed the lingering hunger? Who’s throat will it be next… yours… or theirs?
​
RITE OF THE THIRSTFUL
3rd-level Bloodweaver feature
You learn the esoteric rite, Rite of the Thirstful.
​
Rite of the Thirstful. Your rite damage is acid damage. While this rite is active, you gain the following benefits:​
-
Whenever you reduce a creature to 0 hit points with a weapon attack that has Rite of the Thirstful applied, you gain temporary hit points equal to your Intelligence modifier (minimum of 1).
​
At 7th-level, while Rite of the Thirstful is active, you gain additional benefits, including the previous ones;
-
You have 120 feet of Darkvision.
-
You have advantage on Constitution saving throws.
​
SANGUINE RESISTANCE
3rd-level Leadership feature
Your manipulation of blood allows you to ignore the implications of injury sustained from blood magic. Whenever you amplify a Blood Curse, you no longer lose hit points from your Hemocraft die rolls.
​
At 11th level, you gain resistance to necrotic damage.
​
BLOOD HEX
7th-level Bloodweaver feature
Your bloodweaving capabilities allow you to further manipulate your curses in more useful situations. You gain an additional use of your Blood Maledict feature.
​
In addition, when a creature suffers the effects of your amplified Blood Curse, they are marked with a blood hex that pulses a crimson red. For the duration of the Blood Curse, the creature suffers one effect of your choice from the Bestow Curse spell until the Blood Curse ends.
​
BRAND OF EXSANGUINATION
11th-level Bloodweaver feature
You learn to brand creatures suffering from your blood curses. When a creature suffers the effects of your amplified Blood Curse, you can apply your Brand of Castigation feature if it is available to you (no action required).
​
In addition, your Brand of Castigation momentarily ruins the branded creature's ability to drain life and heal from it. A creature branded by your Brand of Castigation cannot regain hit points through abilities or spells that deal damage to a creature, such as a Vampire's bite or the Vampiric Touch spell.
​
ESSENCE DRAIN
15th-level Bloodweaver feature
Your dedication to the curse of Vampirism and blood bending grants you insights and life-stealing skills akin to true Vampires. You learn the Vampiric Touch spell, which you can cast at 3rd-level without expending a spellslot by losing hit points equal to one roll of your Hemocraft die. This damage does not trigger an initial concentration check. This spell uses Intelligence as your spellcasting ability. You can use this feature a number of times equal to your Intelligence modifier (Minimum of 1) and regain all uses after you finish a long rest.
​
In addition, while concentrating on Vampiric Touch, when you use your Extra Attack feature to attack, you can do so with your Vampiric Touch twice, instead of your weapon attacks.
​
EVISCERATING FORM
18th-level Bloodweaver feature
When you use your bonus action to activate Rite of the Thirstful and you are above half your hit point maximum, you can choose to undergo a cursed transformation of corrupted blood and horror.
At the end of each of your turns while you remain in this form, you lose a number of hit points equal to one roll of your hemocraft die. Your Eviscerating Form lasts for 1 minute, or ends early if you are reduced to less than half your hit point maximum or if you dismiss it as a free action.
While in your Eviscerating Form, you gain the following benefits;
-
You have a flying speed equal to your movement speed.
-
Hit points you regain from Vampiric Touch attacks are doubled.
-
Any temporary hit points you gain are gained as hit points instead, up to your hit point maximum.
-
Creatures that fail a saving throw against your Blood Curses are also frightened for the duration of the curse.
​
​
ORDER OF THE ETERNAL
The most remote and hidden locations are often home to cowardly monsters. Creatures that lurk and manipulate through tactics of darkness, dreams and the unknowing from distant lands beyond comprehension. Some exist entire planes away, refusing to emerge from the comforts and protection of their far off lairs. Sheltered by their own wards and magical escapes.
​
For the Eternal, no distance is too great, no portal too dangerous, no depth too deep, no time too long. They dedicate their life to the search, traversing realms and stretches beyond mortal capabilities to quell the evil that resides at the far reaches and very corners of the world.
​
DIMENSIONAL EXCURSIONIST
3rd-level Eternal feature
​
Your experience with cowardly lurking monsters proves useful for finding patterns in their behaviour. When using your Hunter's Bane feature, you have advantage on rolls you make to track monstrosity and abberation type creatures.
In addition, while you have at least one Crimson Rite active, monstrosity and abberation type creatures have disadvantage on attack rolls made against you and have disadvantage on their saving throws against your Blood Curses.
​
ETERNAL HUNT
3rd-level Eternal feature
​
You learn how to manipulate the endless drive within your unwavering spirit. Using your eternal blood, you can cast spells at their lowest level as shown in the table below without spellslots by losing hit points equal to one roll of your Hemocraft die per level of the spell. This damage does not trigger an initial concentration check. Intelligence is your spellcasting ability for these spells.
​
Blood Hunter Level Spells
3rd Compelled Duel, Hunter's Mark
5th Find Steed
9th Locate Creature
13th Nondetection
17th Scrying
​
Once you cast a spell in this way, you cannot cast that spell again until you finish a long rest.
​
PLANAR SPECIALIST
7th-level Eternal feature
​
While traversing terrain that is consindered unnatural, otherworldly or interplanar, you and any of your allies within 30 feet of you have advantage on saving throws made to resist harmful enviromental effects, such as poisonous gases, toxic fumes or extreme weather.
​
In addition, your endless travels have required an adaptation to the constant passage of time. You no longer age at a normal rate. For every year that you would age, including magically induced aging, you instead only age a quarter of the amount.
​
At 9th-level, when using your Grim Psychometry feature and succeed on your roll, you learn which plane the location you are examining resides in. If you are examining an object, you learn which plane it originates from. In addition, you can use Grim Psychometry to identify otherworldly creatures and their origins, learning of their native plane. You can also identify a planar portal and learn where it leads to without needing to enter.
​
EYES OF THE ABYSS
7th-level Eternal feature
​
No depth too deep, no length too long, no darkness too black. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
​
BRAND OF ERRADICATION
11th-level Eternal feature
​
Your Brand of Castigation feature condemns the target to suffer complete erradication and planar cleansing. Spells and attacks from all sources against the branded creature deal an additional 1d4 necrotic damage if it is not native to the current plane it is on. The branded creature also loses its frightened condition immunity should it have one.
​
IMMORTAL SPIRIT
15th-level Eternal feature
​
To come so far and leave business unfinished. Your time is not now, not yet. If a hostile creature currently targeted by your Brand of Erradication feature reduces you to 0 hit points, you are not knocked unconscious. Instead, you continue to fight, however you must still make death saving throws and still suffer the normal effects of taking damage while at 0 hit points.
​
If you reduce the same hostile creature targeted by your Brand of Erradication to 0 hit points, while you yourself have 0 hit points, you regain a number of hit points equal to the damage you dealt.
​
BLOOD CURSE OF SERVING
18th-level Eternal feature
​
You learn to manipulate the fear in the monsters you hunt, bending them to your will. You gain the Blood Curse of Serving for your Blood Maledict feature, which can be found in the Blood Curses section of the compendium. This does not count against your number of Blood Curses known.
​
​
ORDER OF THE IMMUTABLE
Monsters of evil lurk within our very civilisations, hidden under the veiled illusions of shapeshifting and skin changing. They wear our clothes, speak our language, eat our food. Nestled into our way of life without suspicion. It is within this mist of deception that the creatures decieve and trick their prey. Taking forms their eyes are drawn to, like a chest brimming with treature or a beautiful figure blessed with alluring eyes.
​
The Immutable, through blood rites and study, practice the manipulation of forms. Their experience with the ever-changing aids the hunt in uncovering the mingled meddlers. To bring them to their graves so they can deceive no more.
​
RITE OF QUIESCENCY
3rd-level Immutable feature
You learn the esoteric rite, Rite of Quiescency.
​
Rite of Quiescency. Your rite damage is force damage. While this rite is active, you gain the following benefits:​
-
When you hit a shapechanger creature with a weapon that has the Rite of Quiescency applied, you roll an additional Hemocraft die when determining the extra damage from the rite. The creature must also make a Constitution saving throw against your Hemocraft save DC. On a fail, they revert to their original form and cannot benefit from or use Shapechanger, Change Shape, polymorph spells or other shapeshifting features for 1 minute.
-
Your weapon bubbles formlessly, twisting and flowing like liquid. When you take the attack action on your turn with a weapon that has Rite of Quiescency applied, you can alter the original weapons damage type for the attack, choosing from magical piercing, bludgeoning or slashing.
​
At 11th-level, while Rite of Quiescency is active, you gain truesight with a range of 10 feet.
​
TRANSMOGRIFYING TALENT
3rd-level Immutable feature
When using your Hunter's Bane feature, you also have advantage on rolls to track shapechanger creatures. You also have advantage on Wisdom (Perception), Wisdom (Insight) and Intelligence (Investigation) checks to identify a creature that is not currently in its original form or is benefiting from a shapeshifting spell or feature.
​
In addition, You learn the Alter Self spell, which you can cast without expending a spellslot by losing hit points equal to one roll of your Hemocraft die. This damage does not trigger an initial concentration check. This spell uses Intelligence as your spellcasting ability. You can use this feature a number of times equal to your Intelligence modifier (Minimum of 1) and regain all uses after you finish a long rest.
​
WARPED SENSES
7th-level Immutable feature
​
You gain the following benefits:
-
You cannot be surprised.
-
If a hostile creature targets you with a spell or effect that would magically alter your form, you have advantage on the saving throw. If you succeed, the creature takes psychic damage equal to one roll of your Hemocraft die.
-
You can add your Intelligence modifier (minimum of 1) to your initiative rolls.
​
REVEALING PULSE
7th-level Immutable feature
​
Shapechanger or a polymorphed creatures have disadvantage on saving throws against your Blood Curses. When a creature is successfully targeted by one of your amplified Blood Curses, they take radiant or force damage (your choice) equal to your Blood Hunter level and revert to their original form. They cannot benefit from Shapechanger, Change Shape, or polymorph spells or features until the Blood Curse ends.
​
In addition, when you successfully target a creature with one of your amplified Blood Curses in this way, you may activate the Rite of Quiescency as part of the same action on one weapon you’re holding. You do not take damage from a Hemocraft die roll for this activation.
​
BRAND OF SILENCING
11th-level Immutable feature
​
Creatures branded by Brand of Castigation have disadvantage on their Consitution saving throws when subject to your Rite of Quiescency feature. Creatures that fail this save revert to their original form and cannot benefit from Shapechanger, Change Shape, or polymorph spells or features again for 24 hours, rather than 1 minute.
​
Your Brand of Castigation also deafens the creature and silences them. Until the brand ends, the creature is under the effects of the Silence spell.
​
BLOOD CURSE OF REFLECTION
15th-level Immutable feature
​
You gain the Blood Curse of Reflection for your Blood Maledict feature, which can be found in the Blood Curses section of the compendium. This does not count against your number of Blood Curses known.
​
MIRRORED ASPECT
18th-level Immutable feature
​
You learn the Shapechange spell which you can cast without expending a spellslot by losing hit points equal to one roll of your Hemocraft die. This damage does not trigger an initial concentration check. This spell uses Intelligence as your spellcasting ability. You can use this feature once and regain its use after you finish a long rest.
​
​
ORDER OF THE MALADY
To defeat sickness is to become it. Many that are plagued with incurable illness who still wished to wield weapons and hunt the damned turn to the path of Malady. Exposing themselves to nature, the Blood Hunter who completes a ritual gains affinity towards the very elements of sickness and plague. Many die in the process, their bodies already too frail to withstand the invitation of symbiosis, but those who live with careful and dedicated training learn to manipulate these toxins and use their new found disease-inducing abilities of their own poisonous blood to combat sickness itself and overcome the deathly and ill creatures of the world. You cannot infect those who are already infected.
​
RITE OF THE FEEBLE
3rd-level Malady feature
You learn the esoteric rite, Rite of the Feeble.
​
Rite of the Feeble. Your rite damage is poison damage. While this rite is active, you gain the following benefits:​
-
When you hit a creature with a weapon that has Rite of the Feeble applied, they have disadvantage on Constitution saving throws until the start of your next turn.
-
When you score a critical hit with a weapon that has Rite of the Feeble applied, the target becomes poisoned for 1 minute.
​
CONTAMINATED
3rd-level Malady feature
Your talent shows in your study of different diseases and its effects on living beings. You gain proficiency in the Medicine skill.
In addition, you learn how to manipulate the sickness within. Using your poisoned blood, you can cast spells at their lowest level as shown in the table below without spellslots by losing hit points equal to one roll of your Hemocraft die per level of the spell. This damage does not trigger an initial concentration check. Intelligence is your spellcasting ability for these spells.
​
Blood Hunter Level Spells
3rd Detect Poison and Disease
5th Protection from Poison
9th Ray of Enfeeblement
13th Gaseous Form
17th Cloudkill
​
Once you cast a spell in this way, you cannot cast that spell again until you finish a long rest.
​
SEPTICEMIC CLOUD
7th-level Malady feature
The toxins that inhabit your body fuse with your blood, making them more potent and powerful. As an action, you can activate a unique rite across your body, rather than a weapon. You lose a number of hit points equal to one roll of your Hemocraft die. When you do so, you emit an aura of toxins within a 10 foot radius centred on yourself that lasts for 1 minute. Whenever a creature of your choice enters the aura or starts its turn there, they must make a Constitution saving throw against your Hemocraft DC. On a failed save, the creature takes poison damage equal to one roll of your Hemocraft die and is poisoned for the duration. A poisoned creature can repeat the Constitution saving throw at the end of each of its turns, ending the effect on a success. A creature that passes is immune to being poisoned by this feature for 24 hours. Once you use this feature, you can’t use it again until you finish a short or long rest.
​
BRAND OF INFECTION
11th-level Malady feature
You gain the ability to infect and bloat a creature affected by your Brand of Castigation, sickening it to the very core of its body. A creature marked by your Brand of Castigation ability suffers from the following effects:​
-
Their movement speed is reduced by half.
-
They lose any resistances to poison damage.
-
If they are poisoned, at the start of each of their turns they take poison damage equal to one roll of your Hemocraft die.
​
If the marked creature dies from poison damage inflicted by you, as a reaction, you can cause the corpse to explode in a rotten eruption. Creatures of your choice within 10 feet of the target must make a Dexterity saving throw against your Hemocraft DC or take poison damage equal to your Blood Hunter level. On a success, the creatures instead take half damage.
​
BLOOD CURSE OF SICKNESS
15th-level Malady feature
You learn to manipulate sickness in others. You gain the Blood Curse of Sickness for your Blood Maledict feature, which can be found in the Blood Curses section of the compendium. This does not count against your number of Blood Curses known.
​
PLAGUE WARDEN
18th-level Malady feature
You master the poisonous blood within your system and can allow it to take over your form. You gain the following benefits:
-
You gain immunity to poison damage and cannot become poisoned or diseased.
-
The radius of your Septicemic Cloud aura is increased to 30 feet. In addition, creatures of your choice within this aura have resistance to poison damage.
-
Weapons with Rite of the Feeble applied deal one additional hemocraft die of rite damage when you hit a creature that is poisoned.
​
​
CIRCLE OF NIGHTMARES
Corruption seeps into your ideas of wildlife, visions of creatures beyond your home plane haunt your very thoughts and dreams. Mutations of profound concepts and spawn unheard of, the Circle of Nightmares allows harvest of forms unimaginable. Beasts that stretch the realms of madness and eldritch creation, creatures that howl in darkness and frighten the bravest of souls.
​
COMBAT WILD SHAPE
2nd-level Nightmare feature
You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.
​
Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.
​
CORRUPT CREATIONS
2nd-level Nightmare feature
Your transformations are contorted and imperfect, causing gruesome appearances and hiccups in your forms. When you use your Wild Shape feature, your creature type becomes monstrosity or aberration for the duration (your choice) and the beast you transform into gains strange features, additional eyes or other unpleasant cosmetic deformities with unnatural appearances. Creatures of your choice within 30 feet of you that can see or hear you when you Wild Shape must make a Wisdom saving throw against your spell DC or be frightened of you for 1 minute. Creatures can attempt the saving throw again at the end of their turns. On a success the condition ends and they are immune to this effect for the next 24 hours.
​
MUTATIONS
2nd-level Nightmare feature
When you use your Wild Shape feature, you can choose a number of Mutations equal to your proficiency bonus to gain benefits during your transformation. These benefits last until your Wild Shape ends.
​
Boils. Creatures that start their turn within 5 feet of you must make a Constitution saving throw against your spell casting DC. On a fail they take poison damage equal to your Wisdom modifier. At 10th-level, the range is increased to 15 feet.
​
Bone Carapace. Your AC is increased by 2. At 10th-level, this increases to 3.
​
Ethereal Visage. You have advantage on stealth checks. At 10th-level, you have advantage on saving throws against magic.
​
Eye Stalks. As an action, you can cast one of your cantrips without requiring verbal, somatic or material components. You can do this a number of times equal to your Wisdom modifier.
​
Goopy Skin. You can pass through small holes, narrow openings and cracks that tiny sized creatures can fit through, regardless of your current size.
​
Heightened Heart Rate. (Prerequisite: 5th level) You gain the Extra Attack Feature if you don't already have it.
​
Honed Claws. Claw attacks cause the target to bleed profusely. Your reach is increased by 5 feet with claw attacks. In addition, when you hit with a claw attack, the target must succeed on a Constitution saving throw against your spell casting DC. On a fail, they take 1d6 slashing damage at the start of their next turn. At 10th-level, this damage is increased to 2d6.
​
Inverted Knees. Your movement speed is increased by 15 feet and your jumping distance is doubled. At 10th-level, Pounce, Gore and Charge attacks deal an additional damage die.
​
Layered Flesh. Your hit point maximum is increased by twice your level. At 10th-level, this is increased to three times your level.
​
Squirming Tentacles. You sprout tentacles. As a bonus action, you can attempt to grapple a target within 10 feet of you. The escape DC is equal to your spell casting DC. Until this grapple ends, you can't use this on another target. At 10th-level, you can grapple up to 2 targets with this Mutation.
​
Toothy Maw. Beak and Bite attacks deal an additional 1d8 psychic damage. At 10th-level, this damage increases to 2d8.
​
Void-Ridden Vocals. You gain the ability to speak Deep Speech and Abyssal, however this does not fulfil the verbal components for spell casting. In addition, you can communicate telepathically with creatures that you can see within 30 feet of you. The creature must share a language with you for them to understand.
​
Waterlogged Lungs. You gain the amphibious trait, allowing you to breathe air and water. If your chosen Wild Shape does not originally have a swim speed, it gains a swim speed of 30 feet. If your chosen Wild Shape does have swim speed, it grows limbs and gains a movement speed of 30 feet.
​
NIGHTMARE FUEL
2nd-level Nightmare feature
Your shape bending adapts into more horrific forms of monstrosities and aberrations. You do not need to have previously seen any of these forms, since they come to you as nightmares or intrusive visions from the beyond. Your Druid level determines the creatures as shown in the table below. You also ignore the Wild Shape CR limit and movement restrictions for these creatures.
​
Druid Level Nightmare Fuel
2nd Young Hooked Horror, Young Kruthik
4th Male Steeder, Worg
6th Choker, Death Dog, Female Steeder
8th Adult Kruthik, Ettercap, Grick, Hippogriff
10th Ankheg, Nothic, Peryton, Two-Headed Cerberus
12th Hook Horror, Owlbear
14th Displacer Beast, Flying Horror
​
ABERRANT STRIKES
6th-level Nightmare feature
​
Your attacks while transformed by Wild Shape count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
​
TORTURED MIND
10th-level Nightmare feature
​
Your terrors are woven to your defenses. You gain resistance to psychic damage, which also carries over to your Wild Shape forms.
​
A TWISTED THOUGHT
14th-level Nightmare feature
​
You manifest a horror unthought of from the depths of your darkest visions. You can expend 2 uses of your Wild Shape to transform into a creature of the aberration or monstrosity typing of your choice with a CR rating of 6 or lower. It must have an Intelligence score of 9 or less and lack the spellcasting feature.
​
​
PRIMORDIAL GLADIATOR
Those who can create mystical pathways through the Astral Plane are known as plane pullers, conjuring elements drawn from realms of fire, earth, air and water. A warrior can use this talent to hone their power of manipulation and bend the connections between elements to their will, weaving aspects of the planes into their weaponry, fighting style and power.
​
ELEMENTAL SCHOLAR
3rd-level Primordial Gladiator feature
As a talented plane bender, you can choose one Elemental Path to study from (found below). Each Elemental Path contains ways you can manipulate the primordial powers and enhance yourself in combat. This is known as Plane Bending. From your selected path, you can choose two of the Plane Bending options within the list to learn. You learn two additional Plane Bending options of your choice at 5th, 10th, and 15th level of this subclass from your chosen Elemental Paths. Each time you gain a level in this class, you can swap out your Plane Bending options for others available to you.
​
Saving Throws. Some Plane Bending abilities require your target to make a saving throw to resist the effects.
Plane Bending Save DC. = 8 + Your Constitution modifier + Your proficiency bonus.
You can use your Plane Bending features a number of times equal to your proficiency bonus + half your Constitution modifier rounded up (minimum of 1). You regain all uses of this feature after you finish a long rest.
​
PRIMORDIAL SOUP
3rd-level Primordial Gladiator feature
Your avid learning for the elements teaches you well. You gain proficiency in one of the following skills: Arcana, History or Nature. You also have advantage on Wisdom (Survival) checks to track elemental type creatures, as well as on Intelligence ability checks to recall information about them.
​
DISCOVERY OF FLOW
7th-level Primordial Gladiator feature
​
Your experiments allow for you to dip and delve into a second element. You may choose an additional Elemental Path option and can learn Plane Bending techniques from either of your chosen paths.
​
COMPOUND WARRIOR
10th-level Primordial Gladiator feature
​
Your exposure to the primordial forces have morphed you into a hybrid of your masteries. Depending on your known Elemental Paths, you gain the following benefits:
​
Air. Hit points that you recover from your Second Wind feature are doubled.
Earth. You have advantage on Strength and Constitution saving throws.
Fire. Your movement speed is increased by 10.
Thunder. You have advantage on Wisdom (Perception) checks that require hearing.
Water. When you provoke an attack of opportunity, it is made at disadvantage.
​
PREPARED MANIPULATION
15th-level Primordial Gladiator feature
​
You become attuned to the primordial power in the atmosphere. When you roll initiative and have no uses of Plane Bending remaining, you regain half your maximum number of uses.
​
You must finish a short or long rest before you use this feature again.
​
THE THEORY OF FUSION
18th-level Primordial Gladiator feature
​
Your determination and contribution to the bending of elements allows for you to surpass the logic and law of sciences, finding loop holes in the structure of matter to master them all. You can now learn up to four Elemental Paths and can select from any Plane Bending techniques that are listed within those paths when choosing your Plane Bending techniques.
​
ELEMENTAL PATHS
​
Five Elemental Paths are available to choose from, Air, Earth, Fire, Thunder and Water. Each have their own Plane Bending techniques listed below which you can select from once you have selected to learn the corresponding Elemental Path. Each use of a Plane Bending technique consumes one use of your Plane Bending resource, unless stated otherwise.
​
Air
Rising Vortex. As a reaction to being targeted by a ranged weapon attack, you can create a defensive wind current around you in order to interrupt incoming projectiles, acting as a 5 foot wide 20 foot tall cylinder centred on yourself. The strong wind keeps fog, smoke, and other gases at bay and small or smaller flying creatures or objects cannot pass through the cylinder. The ranged attack and all hostile ranged weapon attacks thereafter made through the cylinder have disadvantage until the end of your next turn when the vortex dissipates. The cylinder does not follow your movement.
​
Rush the Breathless. When you hit a creature with a weapon attack, you can attempt to knock the target down. If the target is Large or smaller, it must make a Strength saving throw against your Plane Bending DC. On a failed save, you knock the target prone and they cannot take reactions until the start of your next turn. If the target attempts to stand on its turn, it must use all of it's movement, rather than half.
​
Strike Through Wind. When you make a weapon attack, as part of the attack action, you can extend your weapons range by an additional 20 feet. If the attack hits, it deals additional force damage equal to 1d4 + your proficiency bonus.
​
Strength of a Great Typhoon. When you hit a creature with a weapon attack, you can conjure a whirling blast of air. Creatures of your choice within 5 feet of the original target, including the target, must make a Strength saving throw against your Plane Bending DC. On a failed save, the creatures are pushed back 15 feet.
​
Earth
From the Ground We Grow. As an action, a target of your choice is coated in strengthening vines and bolstering rock. For the next minute, their AC is increased by 2.
​
Might of the Mountain. When you hit with a melee weapon attack that deals bludgeoning damage, as a reaction, you can empower your blunt force strike, causing it to deal additional bludgeoning damage equal to 1d4 + your Consitution modifier (minimum of 1) and dazing the target. The target has disadvantage on Dexterity saving throws until the start of your next turn.
​
Tranquil as a Forest. When you fail a Wisdom saving throw, you can hone in on your unbreakable mind, allowing you to roll again. You must use the new outcome.
​
Walls of Rigid Stone. As a reaction, when you see an ally within 5 feet of you be targeted by an attack, you can conjure a protective stone wall between them, imposing disadvantage on the roll. The wall crumbles to dust immediately after the attack and becomes 5 feet of difficult terrain, centred under the hostile creature that made the attack.
​
Fire
A Fire Within. As a bonus action, you can set one weapon you are wielding ablaze, for the next minute, all attacks you make with your ablazed weapon deal an additional 1d4 fire damage. For the duration, the weapon sheds bright light in a 15-foot radius and dim light for an additional 15 feet.
​
Fear of the Fire-fanged Tiger. When you hit a creature with a weapon attack, you can force the creature to make a Wisdom saving throw against your Plane Bending DC. On a fail, the target becomes frightened of you and all sources of fire until the end of your next turn. While frightened in this way, the creature must spend its turns trying to move as far away as possible from its sources of fear.
​
Rising Sun Strike. You can act as quick as a flickering flame using this Plane Bending feature at the start of your first turn in combat, you gain advantage on attack rolls made against creatures that have not taken their turn yet.
​
Scorching Wheel. When you hit a creature with a melee weapon attack, as part of the attack action, you can spin into a spiraling arc of flame, passing through the target in a direction behind them for up to 15 feet. This movement does not provoke opportunity attacks or count against your movement speed, and you can freely pass through another creatures space. Each creature you pass through must make a Dexterity saving throw against your Plane Bending DC or take fire damage equal to 1d8 + your Constitution modifier (minimum of 1), or half on a success. You may only pass through each creature once using this feature.
​
Thunder
A Strike of Lightning. When you hit a creature with a melee weapon attack, as part of the attack action, you send a shock through the targets system. The creature must make a Constitution saving throw against your Plane Bending DC. On a fail, the target takes 1d8 lightning damage, drops whatever it was holding and cannot take reactions until the end of its next turn. A creature wearing or made of metal makes the saving throw at disadvantage. The object is then electrically charged for the next minute, dealing lightning damage equal to your proficiency bonus to anyone who attempts to hold or touch it.
​
Rumbling Storm. As a bonus action, you gain a fly speed equal to your movement speed until the end of your next turn.
​
The Thunder That Comes. Using your action, you assume a meditative stance, store up energy and supercharging a devastating blow. While in this state, you have resistance to thunder and lightning damage and cannot be moved against your will. At the start of your next turn, your movement speed becomes 0, and as an action you immediately unleash an arc of booming strikes, making a melee weapon attack against a number of creatures of your choice that you can see within 30 feet of you equal to your Constitution modifier (minimum of 1), extending your weapons reach for the duration to do so. Each creature you hit takes an additional 3d4 thunder damage in addition to your weapon damage.
​
Through Fog and Smoke. As an action, you change the elements within your eyes to see through darkness. You gain Superior Darkvision of 120 feet that can see through normal and magical darkness. This sight lasts until you take a short or long rest.
​
Water
A Shivering Slash. Cold is steel, even colder when frozen. When you hit a creature with a weapon attack, as part of the attack action you can cause your strike to arc freezing ice in a 15-foot cone originating from the target of the attack. Every creature in the cone must make a Dexterity saving throw against your Plane Bending DC, taking cold damage equal to 1d4 + your proficiency bonus or half on a success.
​
Become the Teapot. A mastery of deception in fights is to behave as though one was never hit. When you take damage that would reduce you to 0 hit points, you can use your reaction to instead be reduced to 1 hit point. You cannot use this feature again until you finish a short or long rest.
​
Merciful Rain on a Dry Day. An element of rejuvenation will always provide gifts. When you reduce a creature to 0 hit points, you can use your reaction to gain half the damage you dealt (rounded down) as temporary hit points.
​
Swift as a Coursing River. You flow like water itself and become one with the running tide. As a bonus action, you can disengage and move up to 15 feet. This movement does not count against your movement speed total.
​
​
WAY OF THE WILD FLOWER
Wild Flower monks have strong connections to the Feywild and the chaotic magic there. Their unique manipulation of Ki infused wild magic is refreshing, relying on the inner release of ones self, rather than the discipline and control other monks train to master. They find wisdom where many do not think to look, and learn through adventure and discovery. Much of a Wild Flower monk's process comes naturally, rather than passed down through strict training.
​
FEYWILD KI
3rd-level Wild Flower feature
You learn the Druidcraft cantrip. In addition, your Feywild touch can mend wounds of the injured. As an action, you can spend Ki points to touch a creature other than yourself and restore hit points equal to 1 Martial Arts die per Ki spent + your Wisdom modifier (minimum of 1).
​
SYLVAN STRIKES
3rd-level Wild Flower feature
​
You strike with swiftness and shimmer in a protective, wild aura of dancing fey spirits. Whenever you hit a creature with at least one of the attacks granted by your Flurry of Blows, an illusory aura of fey surrounds you. The aura produces a dim light centred on yourself and extends out in a 5 foot radius. The aura is harmless and moves with you. It also grants you advantage on saving throws against spells cast by the target of the attack until the start of your next turn, when the aura disperses.
​
At 9th-level, the magical aura and the dim light is increased to a 30 foot radius. Allied creatures of your choice within the aura also have advantage on saving throws against spells cast by the target of the attack until the aura is dispersed at the start of your next turn.
​
MAGICAL SENSES
6th-level Wild Flower feature
​
Your innate sense of magic gives you energetic tingles whenever a spell is cast in your presence. As a reaction, you can spend 3 Ki points to cast the Counterspell spell without requiring a spellslot.
You can spend additional Ki points to cast Counterspell as a higher level spell. Each additional Ki point you spend increases the spell's level by 1. The maximum number of Ki points that you can add to the spells level is equal to your Wisdom modifier (minimum of 1).
​
BENDING THE JOURNEY
11th-level Wild Flower feature
​
When a creature other than yourself that you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 3 Ki points to roll a Martial Arts die and apply the number rolled as a bonus or penalty (your choice) to the creature's roll.
​
THERE AND BACK AGAIN
17th-level Wild Flower feature
​
Your desire to travel to and from the Feywilds is conjured into existence. You can spend 7 Ki points to cast the Plane Shift spell as an action, without needing material components, specifically to a location within or on the plane of the Feywild. You use Wisdom as your spell-casting ability.
​
Additionally, your strikes and Ki are truly freeing, dipping in and out between the planes of existence. Whenever you expend one or more Ki points, you can choose to roll for an affect on the Wild Magic table.
​
And finally, if a creature fails its Constitution save against your Stunning Strike, you can choose for the creature to instead suffer the effects of the Banishment spell.
​
​
OATH OF TREACHERY
Sworn to uphold their own greed and power, Paladins of this path do not break their oath to commit atrocities among the world, as their oath was filled with avarice and evil from the very day it was pledged. You trick and deceive your way to riches and wealth, manipulating or even slaughtering those who would rob you of what you desire. You gain your strength from the very gold you hoard and the lives you cut down to get it. One way or another, you get your fill of strength through extortion and fear.
​
OATH SPELLS
3rd-level Oath of Treachery feature
You gain oath spells at the Paladin levels listed in the Oath of Treachery Spells table. See the Sacred Oath class feature for how oath spells work.
​
Paladin Level Spells
3rd Cause Fear, Charm Person
5th Crown of Madness, Knock
9th Fear, Incite Greed
13th Compulsion, Secret Chest
17th Creation, Modify Memory
​
CHANNEL DIVINITY
3rd-level Oath of Treachery feature
​
You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
​
Conquering Presence. You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
​
Corrupted Strike. As a bonus action, you can use your Channel Divinity to present your holy symbol above a weapon you are wielding, coating it in a toxic poison. For the next minute, the weapon deals additional poison damage equal to your Charisma modifier (minimum of 1). A creature you hit with this weapon must also make a Constitution saving throw or be poisoned for 1 hour. The creature can repeat the saving throw at the end of each of its turns, ending the condition early on a success. A creature that passes this save is immune to being poisoned again by the effects of this feature for the next 24 hours.
​
AURA OF GREED
7th-level Oath of Treachery feature
​
You constantly emanate a menacing aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.
​
Creatures within the aura are more susceptible to your demands and fear for consequences should they not surrender themselves to your will. You have advantage on all Charisma based checks made against non-hostile creatures that are within your auras radius. The creatures also have disadvantage on any Charisma (Deception) checks made against you.
​
In addition, you can accurately account for and detect the value of non-magical objects that you can see within this radius, knowing immediately the exact gold value of each item, if they have one.
​
At 18th-level, the range of this aura increases to 30 feet.
​
SICKENING MANIPULATION
15th-level Oath of Treachery feature
​
As a bonus action, you can cause all creatures that are suffering from at least one condition that has been inflicted by you, such as poisoned, frightened or charmed, within 60 feet of you to take poison damage equal to 3d4 + Your Charisma modifier (minimum of 1).
​
AVARICIOUS TYRANT
20th-level Oath of Treachery feature
​
Creatures within your Aura of Greed radius have disadvantage on saving throws they make to resist condition effects inflicted by your spells or features.
​
In addition, creatures frightened by you are also considered charmed, behaving more willingly and obeying your demands and orders out of fear.
​
​
LUMINARY
Guiders of the lost and a beacon within dark forests for those who wandered too far from their path, a Luminary Ranger follows the way of the divine to protect land they have already tread, or scout through the unknown safely. Many are faithful and seek to protect scared or holy land as devout wayfinders by monitoring and ensuring travellers pass without desecration. Luminary Rangers are humble in their learning and uphold the virtue to rid corruption that may harm divine forests, nature or innocent wildlife, including those from the Feywilds or other celestial worlds.
​
LUMINARY MAGIC
3rd-level Luminary feature
​
You learn additional spells when you reach certain levels in this class, as shown in the Luminary Magic table below. Each spell counts as a Ranger spell for you, but it doesn't count against the number of Ranger spells you know.
​
Ranger Level Spells
3rd Bless, Detect Evil and Good
5th Augury, Moonbeam
9th Beacon of Hope, Clairvoyance
13th Aura of Purity, Divination
17th Dream, Hallow
​
GUIDING LIGHT
3rd-level Luminary feature
​
You gather essence of stardust or divine power known as Guiding Light, which is a resource that empowers your Luminary Ranger features. You have a maximum amount of Guiding Light equal to your Ranger level. You regain all expended uses of Guiding Light at the end of a long rest, during which, you have vivid, weightless dreams of yourself collecting or being bestowed with this essence in a distant but harmless plane.
If you lose the ability to dream or trance, regaining Guiding Light becomes impossible until you can dream or trace again.
​
At 11th level, you can regain all expended Guiding Light after finishing a short rest, provided you still have the ability to dream or trance.
​
LODESTAR FORM
3rd-level Luminary feature
​
Your inner light radiates from your body in a dazzling display of divine power. As a bonus action you can spend 1 Guiding Light to transform into a more holy and celestial appearance for the next 10 minutes. The form ends early you dismiss it early as a free action, or you become incapacitated. During this Lodestar Form, you gain the following benefits:
-
You shed dim light in a 5 foot radius, centred on yourself.
-
You can use your Wisdom modifier in place of your Dexterity modifier when making attack and damage rolls.
-
Damage you deal to creatures through your spells or weapon attacks deal radiant damage, instead of their normal damage type.
-
Once per turn, when you heal or damage a creature, you can expend an additional Guiding Light to deal or heal an additional bonus of 1d6 to the target. You can increase this bonus by 1d6 per Guiding Light you expend, to a maximum of 5d6. At 11th level, this bonus increases to 1d8 and can be increased to a maximum of 5d8.
​
At 15th-level, you gain resistance to radiant and necrotic damage while in your Lodestar Form.
​
RIGHTEOUS SPIRIT
7th-level Luminary feature
​
Your devoted connection allows for you to tap into the magic utilised by other holy protectors akin to your own. After you finish a long rest, you can choose a number of Paladin spells equal to your proficiency bonus from the Paladin spells list that are of levels you would otherwise be able to cast. You may swap these chosen spells for other spells in the Paladin spells list when you finish a long rest again.
​
During your Lodestar Form, you can cast the chosen Paladin spells and your Ranger spells normally with your Spellcasting feature and expending a spellslot, or you can spend an amount of Guiding Light equal to the spells level instead. For the purpose of this feature, the Paladin spells are considered Ranger spells for you.
​
DIVINE GUIDE
7th-level Luminary feature
​
You cannot become lost, even by magical means. Furthermore, if you are outside and can see your natural surroundings, but do not recognise your location, you can spend 1 Guiding Light to gain advantage on the next Intelligence or Wisdom check you make to recall or search for information that would reveal where you are.
​
WAYFINDER
11th-level Luminary feature
​
Your magical tracking is unmatched. When you cast a spell to locate, find or track an object, path or person, if the spell has a duration of 1 minute or more, it's duration is instead 24 hours and no longer fails due to distance or planar limits. When casting the spell, you can spend additional Guiding Light to increase the duration by another 24 hours. You can spend up to 6 Guiding Light, increasing the duration to a maximum of 1 week.
​
This feature can only be active on one spell at a time and any concentration rules must still be abided by if the spell requires it.
​
SLEEPLESS HARVEST
15th-level Luminary feature
​
When you roll for initiative and have no Guiding Light remaining, you regain 4.
​
​
BLACKJACKER
A Blackjacker has impeccable accuracy as a dexterous blade slinger, hammer slugger or axe chucker. Excelling in quick paced combat and benefiting from precise short range tactics, the Blackjacker flourishes with acrobatic talent and dexterous hand movements. Their skills are reliant on gifted sleight of hand mastery, which includes card tricks, fast fingers and aid from tarot cards, gambling or misdirection. Many mistake the talent for magic, but it's all ode to confident deception, impressive precision and lightning execution. Blink and you miss it.
​
CARD TRICKS
3rd-level Blackjacker feature
Your shuffling and quick dealing skills are unmatched, you gain proficiency in Playing Cards or one other game set of your choice. When performing tricks with your chosen set, you have advantage on any Dexterity (Sleight of Hand) or Charisma (Deception) checks you make with them.
​
In addition, you can throw cards from a deck with painful intent. You are considered proficient with improvised weapon attacks made with Playing Cards. The cards deal 1d4 + your Dexterity modifier slashing damage and have the finesse, thrown and light properties.
​
SKIMMING THROW
3rd-level Blackjacker feature
​
You find the sweet spot of balance and trajectory in every weapon you throw, using techniques required to perfectly skim weapons in arcs and angles others are unable to. You gain the following benefits:
-
Weapons with the thrown property gain the finesse trait for the purpose of your ranged attacks.
-
You can draw or stow two one-handed weapons with the thrown property as your free action, when you would normally be able to draw or stow one.
-
When you engage in two-weapon fighting and use your bonus action to make a ranged attack with a thrown weapon, you can add your ability modifier to the damage.
-
Ranged attacks made with thrown weapons deal an additional 2 damage of the weapons type.
​
At 7th-level, when you make a ranged attack with a thrown weapon, the attacks range is increased by 20 feet and its long range is increased by 40 feet.
​
RETURNING RICOCHET
9th-level Blackjacker feature
​
You perfect the timing of your attacks and angles when throwing weaponry, causing them to ricochet and bounce back towards you. After you hit a target with a ranged attack using a thrown weapon, you can make a Dexterity (Sleight of Hand) check against the targets AC (no action required). On a success, the thrown weapon bounces perfectly back to you, and you catch it if you have a free hand available. If you choose not to catch the weapon, or do not have a free hand, it instead lands in an unoccupied space within 5 feet of you.
​
GAMBLER'S SENSE
9th-level Blackjacker feature
​
After being amongst the sly life of betting, wagers and gambles, you develop a knack for ratting out cheaters and liars. You have advantage on Wisdom (Insight) checks you make to determine if you are being deceived or lied to.
​
DEADLY DEFLECTIONS
13th-level Blackjacker feature
​
Your weapon slinging is a mathematical art, finding calculated ways to aim your attacks at multiple targets. Once per turn, when you hit a creature with a ranged weapon attack with a thrown weapon, you can choose to target an additional creature within 10 feet of the first target for the weapon to bounce and chain to. When you do, you can make a new attack roll against the second target as part of the same action. If you hit, the target takes damage equal to your weapons damage.
As long as your attacks continue to hit, you can repeat this feature again to a third bounce target that has not already been targeted with Deadly Deflections and is within 10 feet of the second target. You may continue to chain to as many viable targets as you wish, but you can only select targets with Deadly Deflections once per turn.
​
At the end of the chain, you can use your Returning Ricochet feature to try and catch the weapon.
​
You can use this feature a number of times equal to your proficiency bonus and regain all uses of this feature when you finish a long rest.
​
LUCK OF THE DRAW
17th-level Blackjacker feature
​
Your ranged attacks with thrown weapons can critically hit on 19s and 20s.
​
​
BRUTE
Hard-headed and raised by the harsh urban streets, you learned to fight dirty and show no mercy in order to survive. There was no honour or code, it was only eat or be eaten, taking what you wanted and having no one to answer to. You robbed, mug and pushed others around to stay afloat, letting no one smaller than you stand in your way. The shadows were only a small part to play in your methods, instead, you relied on your nastiness and strength to shove others into the dirt. You got your way, that's for sure, like a true scoundrel.
​
THUGGERY
3rd-level Brute feature
Your life amongst the roughest and toughest have taught you to fight with heavier tactics. You gain proficiency with 3 martial or simple weapons that deal bludgeoning damage (your choice) and the Intimidation skill.
Additionally, you ignore the finesse requirements of your Sneak Attack feature when making attacks with weapons that lack the two-handed property or with your unarmed strikes, as long as the other Sneak Attack requirements are met for the feature to apply.
​
BRAWLER
3rd-level Brute feature
Your fearsome behaviour has become ingrained in your mind and body, allowing you to stand up to the deadliest of threats. Your hit point maximum is increased by 2 per your Rogue level, to a maximum of 40 bonus hit points at level 20.
​
In addition, you can use your Cunning Action feature as bonus action to grapple a creature. Creatures grappled by you are considered within 5 feet of an ally, for the purpose of your Sneak Attack.
​
At 9th-level, you can use your Cunning Action feature as bonus action to shove a creature.
​
MOB MENTALITY
9th-level Brute feature
​
Messy battles are your specialty, ready for the unpredictable chaos. Whenever you Uncanny Dodge an attack or use Evasion to dodge an area effect, until the start of your next turn, you have resistance to the damage type of the attack or effect. This resistance applies after the damage from the initial dodge or evade is calculated.
​
You also have advantage on saving throws against effects or situations that would apply the frightened condition.
​
KNOWN THREAT
13th-level Brute feature
​
Your presence alone installs fear in the foes you fight. When creatures within 60 feet of you that can see you roll for initiative, you can reduce their rolls by a total amount equal to your Charisma (Intimidation) bonus. Creatures that are immune to the frightened condition cannot be targeted with this feature.
​
Once you use this feature, you must finish a long rest before you can use it again.
​
FATAL FINISH
17th-level Blackjacker feature
​
You can finish off your victims while they are most vulnerable. When you hit a creature that is prone, restrained or grappled by you with a melee weapon attack, you can choose to score a critical hit against the target.
Once you use this feature, you must finish a long rest before you can use it again.
​
​
SPIRITUAL BOND
Your soul is somehow mysteriously connected to the Everhalls, despite being alive. Your powers coming from where all fallen go, pulling from a forbidden plane, or perhaps the souls come to you unwillingly. You might have witnessed a gruesome and bitter death of someone significant to you, or you share an unbreakable or circumstantial bond with someone who passed away, yet cannot rest without your help. Maybe you were meant to die, but miraculously survived, having been touched by death, but brought back to the mortal realm changed and left with lingering memories of the dead. Whatever the cause might be - you are never alone now. Wherever you go, there will always be someone from the other side to keep you company, whisper in your ear and haunt you until you finally join them.
​
SPIRITUAL MAGIC
1st-level Spiritual Bond feature
You learn additional spells when you reach certain levels in this class, as shown in the Spiritual Magic table below. Each spell counts as a Sorcerer spell for you, but it doesn't count against the number of Sorcerer spells you know.
​
Sorcerer Level Spells
1st Spare the Dying, Sanctuary, Unseen Servant
3rd See Invisibility, Gentle Repose
5th Speak with Dead, Spirit Guardians
7th Death Ward, Phantasmal Killer
11th Antilife Shell, Contact Other Plane
​
SPIRIT COMPANION
1st-level Spiritual Bond feature
Your connection is deeply ingrained to the souls that fuel your magical might. A number of souls equal to your proficiency modifier manifest around you, taking the form of ghostly orbs, beasts, humanoid spirits or other appropriate forms that you may discuss with your DM. They are invisible and silent to others, unless you make them visible as a free action.
​
Your companions may have their own stories, personalities, tales, or reasons as to why they are bound to you and will freely communicate with you throughout your adventures. Some will come and go, depending on how your story plays out.
​
As a bonus action, you may grant the vitality of one of your Spirit Companions to yourself or another creature of your choice that you can see within 30 feet of you. When you do so, the Spirit Companion is consumed and the target gains temporary hit points equal to your Charisma modifier + your Sorcerer level (minimum of 1) for 1 minute.
You regain all uses of this feature when you finish a long rest.
​
At 2nd-level, you can use your Font of Magic feature as a bonus action to convert 1 Sorcery Point into a Spirit Companion.
​
A CALL BEYOND
6th-level Spirit Bond feature
​
You are able to stir restlessness within the souls that accompany you. As a bonus action, you may spend 3 Sorcery Points or 3 Spirit Companions to summon a Spirit Warrior. The Spirit Warrior is friendly to you and your allies, and remains for 1 minute or until it is reduced to 0 hit points. It appears in an unoccupied space of your choice within 10 feet of you, and takes its turn immediately after yours.
The following turns, you can use your bonus action to command all your Spirit Warriors. They obey all of your verbal commands and if no command is issued, they will assume the dodge action.
​
You may only summon and have one Spirit Warrior active at a time. At 9th-level, this limit is increased to two active Spirit Warriors. At 15th-level, this limit is increased to three.
​
​Spirit Warrior
Medium Undead, Any Alignment
Armor Class 12 + your proficiency bonus
Hit Points Equals to three times your sorcerer level
Speed 30ft (hover)
STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 16 (+3) 10 (0) 12 (+1) 6 (-2)
Damage Resistances Necrotic
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses darkvision 60 ft, passive Perception 11
Languages Any languages it knew in life
Incorporeal Movement. The spirit can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Unusual Nature. The spirit doesn’t require air, food, drink, or sleep.
Actions
Ghostly Strike. Melee Weapon Attack: 4 + your proficiency bonus to hit, reach 5 feet, one target. Hit 1d8 + your proficiency bonus force damage.
Ghostly Bolt. Ranged Weapon Attack: 4 + your proficiency bonus to hit, range 150/600 feet, one target. Hit 1d6 + your proficiency bonus force damage.
​
FURY OF THE DEAD
14th-level Spiritual Bond feature
Your connection to the passed away allows you to further empower the ones that protect you. When a Spirit Warrior takes the Attack action, it can make two attacks.
​
REALM OF THE DAMNED
14th-level Spiritual Bond feature
You can step away from your current to privately converse with your spirits. You may cast the Etherealness spell once without expending a spell slot. Once you use this feature, you can’t do so again until you finish a long rest.
​
THE VERGE OF DEATH
18th-level Spirit Bond feature
​
Your otherworldly companions fully devote themselves to the cause of your life, needing you to complete their burdened tasks and eventually bring them to rest. Whenever you drop to 0 hit points, you summon two Spirit Warriors with your final breath without expending any Spirit Companions or Sorcery Points. They appear within 5 feet of the attacker and can immediately make an attack against the creature. Thereafter, their initiative moves to match your own.
Once you use this feature, you can’t do so again until you finish a long rest.
​
​
MYTHICAL BEING
Your patron is that of a magnificent or legendary creature, rare to the plane you walk. Examples of such could be a sphinx, dragon, griffin, magestic white stag or unicorn, bestowing you with its powers in exchange for a promise or service. Other examples could be a phoenix recently risen from its ashes requesting your companionship as it regrows. Whatever mythological beast that may have intertwined with your path, you have come away from the experience anew, sharing a bond of understanding and strength that little others know of.
​
EXPANDED SPELL LIST
1st-level Mythical Beingfeature
The Mythical Being 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.
​
Spell Level Spells
1st Animal Friendship, Beast Bond
2nd Beast Sense, Pass without Trace
3rd Conjure Animals, Spirit Guardians
4th Conjure Woodland Beings, Find Greater Steed
5th Awaken, Legend Lore​
​
GIFTS OF LEGEND
1st-level Mythical Being feature
Your patron bestows you it's legendary guidance and age-old wisdom. You learn the Borrowed Knowledge spell and can cast it once without expending a spellslot. This spell is considered a Warlock spell for you and does not count against the number of spells you know. Once you cast the spell in this way, you cannot do so again until you finish a long rest.
​
INHERITED BLESSING
1st-level Mythical Being feature
Your patron is wise beyond years and shares its boons upon you as a loyal servant. Choose a Patron Creature Type from the Inherited Blessing table below aligned with your patron's creature typing. If your patron does not explicitly have a creature type, you may choose one that seems most befiting for them or discuss options with your DM. You gain the features and learn the language corresponding with your choice.
In addition, you also gain minor physical attributes that are reminiscent of your patron. For example, if you have a unicorn as your patron, you may glitter with celestial flecks or your hair might turn a glowing light blonde. A phoenix patron might cause you to sprout fiery orange feathers down your forearms and calves.
​
Patron Creature Type Language Inherited Blessing
Aberration Abyssal Psychic
Beast One language of your choice Poison
Celestial Celestial Radiant
Dragon Draconic Choose one from Acid, Fire, Cold or Thunder
Elemental Primordial Choose one from Fire, Cold or Lightning
Fey Sylvan Force
Giant Giant Choose one from Fire, Cold or Thunder
Monstrosity Undercommon Necrotic
​
Using your reaction, when you deal damage with an attack or spell that inflicts the damage type of your chosen Inherited Blessing, you can choose to deal an additional 1d4 damage of that spells type. When you reach 6th-level in this class, the extra damage increases to 2d4.
​
TALES OF OLD MAGIC
6th-level Mythical Being feature
​
Your patron tells you of ancient whispers older than time within the planes, granting you the pulling powers to twist and alter your magic. Once per turn, when you cast a spell of 1st-level or higher, you can alter the damage type of the spell to the damage type of your chosen Inherited Blessing.
​
PROTECTIVE BLESSING
10th-level Mythical Being feature
​
You gan resistance to the selected damage type of your Inherited Blessing.
​
MYTHICAL FORM
14th-level Mythical Being feature
​
You call upon your patron to imbue and extremify your once minor inherited features, causing your appearance to shift and take the likeness of a true mythical being akin to themselves. As an action, targeting yourself, you can cast the True Polymorph spell without expending a spellslot using this feature. However, your form is dependant on your chosen Patron Creature Type of your Inherited Blessing feature, as shown in the table below. Your form lasts for 1 minute, rather than 1 hour.
​
Patron Creature Type Form
Aberration Star Spawn Mangler
Beast Triceratops
Celestial Unicorn
Dragon Young Deep Dragon
Elemental Choose one from Air Elemental, Earth Elemental, Fire Elemental or Water Elemental
Fey Dusk Hag
Giant Hill Giant
Monstrosity Yuan-ti Pit Master
​
Once you use this feature, you cannot use it again until you finish a long rest.
​