New Classes and Subclasses

## Classes of Mankhan

#### Executioner

Executioners are the masters of fatality, able to dole out lethal strikes with great efficiency.

Executioner Features
 3rd
 7th
 10th
 15th
 18th

#### Alchemical Avenger

The Alchemical Avenger is a creature of polar opposites, depending on the flow of chemicals running through their veins. When the drugs flow freely, the Alchemical Avenger can control the chemistry of their own body to overcome any obstacle. However, as their reliance on chemicals grow, eventually they will lose their potency. When the flow of drugs finally ebbs, the Alchemical Avenger undergoes a terrible transformation as the desperate craving sets in. As the urge grows stronger, so do the changes, until the Alchemical Avenger might be almost unrecognizable from their chemical-rich persona.

Features
 3rd
 7th
 10th
 15th
 18th

Catalyst
 2
 3
 4

### Wizard

#### Hedge Magic Tradition

Practioners of hedge magic curiously (and ironically) devote themselves to an special understanding, study and perfection of the lowest forms of magic in stark contrast to the lofty aspirations of most of their peers. Recognizing and emphasizing the importance of fundamentals, and the flexibility afforded to those well versed in cantrips of mere but inexhaustible power, hedge wizards seek to maximize the utility and strength of basic spells other scholars of the arts would normally dismiss or disregard, employing cantrips to great effect, either in mundane life or in the midst of adventure.

Hedge Wizard Features
 2nd
 6th
* If the cantrip has a range other than self, you can double its range. If its range is touch, it becomes 10 feet.
* If the cantrip has a duration of at least 1 minute, you can choose to either double its duration to a maximum duration of 24 hours, or increase its duration to 1 hour.
* The cantrip's targets have disadvantage on saving throws made against it, and you have advantage on the first attack roll made with it until the start of your next turn.
* If the cantrip's effects would end when you cast it again, they instead end when you cast it again while you already have two or more instances of that cantrip active.
 10th
 14th
You can cast any 1st level wizard spell you have prepared at its lowest level without expending spell slots. If you do, that spell counts as a cantrip for the purpose of this subclass's features. Each such spell can only be cast in this way once between rests.
Further, when casting a cantrip, you can now choose up to two of Practice Made Perfect's effects to apply to it instead of one.

#### School of Biomancy

While most scholars of the arcane arts pursue metaphysical power, some focus their study on more concrete applications of magic. Wizards that join the School of Biomancy combine powerful transmutation and necromancy magic to alter and enhance their own physical forms. These strange mages are masters of manipulating the organic matter that makes up all living things, and they do not hesitate to make evolutionary adjustments to themselves, or those who travel with them.

Biomancy Spells

Biomancer Features
 2nd
* The material component is 1 pound of organic matter.
* It is a monstrosity (instead of a celestial, fey, or fiend).
* It has additional hit points equal to your wizard level.

In addition, your familiar can heal others by grafting its own flesh onto the creature's wounds. As an action, your familiar can sacrifice any amount of its hit points, touching
 6th
* ***Amphibious Physiology.*** You develop gills and webbing between your digits. You can breathe both air and water, and you gain a swimming speed equal to your walking speed.
* ***Resilient Hide.*** Your flesh becomes thick and knotted. While not wearing any armor, your Armor Class is equal to
* 10 + your Intelligence modifier + your Constitution modifier.
 10th
 14th
Casting *find familiar* again while this ability is active causes any benefits of this feature to immediately dispel.

### Cleric

#### Dragon Domain

Mighty creatures of awesome size and primal magics, dragons have inspired awe in the common folk for eons - sometimes being worshipped like gods, other times worshipped as gods. These god like beings imbue a fraction of their power unto their most devout followers.

Domain Spells
 3rd
 5th
 7th
 9th

*\*The target is always reincarnated as a Dragonborn*

Domain Features
 2nd
 6th
 8th
creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage type on the draconic gift table to the
 17th

### Ranger

#### Nomad Conclave

Rangers of the Nomad Conclave keep their minds in a strange, rarified state. They seek to accumulate knowledge, both of nature and deeper, wider knowledge, the underlying structure of all things. Nomads pair psionics and their attunement to nature in order to further their goals.

Nomads, as their name indicates, delight in travel, exploration, and discovery. They desire to garner as much experience and knowledge as they can, and the pursuit of secrets can become an obsession for them.

Nomad Features
 3rd
***Nomadic Arrow.*** You imbue a weapon with a strange semblance of sentience, allowing it to unerringly find its mark. You ignore disadvantage with any ranged weapon attack roll you make. If disadvantage would normally apply, you can't benefit from advantage on the same roll.
***Chameleon Ego.*** You have advantage on Dexterity (Stealth) checks when your are not charmed or frightened, and have control of your mind.
***Pickpocket Image.*** As an action, you can remove your image from another creature's mind. That creature must make a Wisdom saving throw. On a failure, you are invisible to them until the start of their next turn, with no effect on a success.
***Fast Intelligence.*** Your base walking speed increases by 10 feet.
   ***Savage Mind.*** You've learned to cut flesh with additional vigor, from either enjoyment, experience, force of will, or a combination thereof. Once per turn when you roll damage for a weapon attack, you can reroll the weapon's damage dice and use either total.
***Unlocked Knowledge.*** Choose two skills, two languages, two tools, or a mix totalling 2. You have proficiency or fluency in your choices.
***Step of Mind.*** You know the *misty step* spell and can cast it. Once you cast the spell in this way, you can't cast it again until you finish a short or long rest.
***Revisited Will.*** You can trade your physical agility with another fortification of your choice. You can change your ranger Dexterity saving throw to another ability saving throw of your choice over a time of 1 hour, which can be done during a short rest. This saving throw can be repeatedly changed.
 7th
 11th
***Three-Weapon Fighting.*** You gain the ability to control a weapon telekinetically within 5 feet of you, which must be a one-handed melee weapon you can normally wield. If you take the Attack action on your turn, you can make one melee weapon attack with this weapon as a reaction, for the damage roll of which you don't add your ability modifier.
Your reach for picking up objects, pushing, dragging, or lifting is considered 5 feet regardless of your arm length, and you don't need to be touching something within range to affect it.
***Projectile Twin.*** When you hit a target with a ranged or thrown weapon, you can create a spectral version of it alongside as a bonus action, dealing the weapon's damage die again as psychic damage, for which you do not add your ability modifier.
 15th

### Rogue

#### Hundred Faced One

You adhere to an ancient art, through which you can split your body and mind into several selves. While your other selves are fragile due to being a fragment formed from you, they're able to scout ahead and assassinate your enemies. A Hundred Faced can turn a fair fight into a fatal ambush.

Rougish Features
 3rd
such as spells, and 0 uses of any feature regained on a short or long rest. When the duration ends or it dies, it vanishes.
The duplicate obeys your commands. It takes its turn on your initiative, though it doesn't take an action unless you command it to, and it doesn't take bonus actions or reactions. On your turn, you can verbally command the duplicate where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, Help, Hide, or Use an Object action.
The duplicate is equipped with a copy of any armor you wear and any weapon or shield you wield when you create it, except that they have 0 charges and 0 uses of any property regained at a time of day. The copied equipment can't be thrown, disarmed, or dropped, and the duplicate can't use equipment except copied equipment and given ammunition.
The duplicate can't take any rests. If you are incapacitated or absent, it can't act. If a creature provokes an opportunity attack from it, you can use your reaction to have it make one.
 9th
 13th
**Acceleration.** The duplicate has doubled walking speed.
**Aviation.** The duplicate has a flying speed of 30 feet.
**Duration.** The duplicate lasts for 8 hours instead of 1 hour.
**Expansion.** The duplicate is Large and has advantage on Strength checks and Strength saving throws.
**Explosion.** If the duplicate is within 120 feet of you, you can use your action to reduce it to 0 hit points and explode, each creature within 10 feet of it takes 4d6 fire damage.
**Salvation.** If the duplicate is within 120 feet of you, you can use your action to reduce it to 0 hit points and gain temporary hit points equal to the amount lost.
**Suppression.** The duplicate is invisible until it attacks or until its concentration ends.
**Teleportation.** If the duplicate is within 120 feet of you, you can use your action to reduce it to 0 hit points and teleport to where it was.
 17th

#### Alternate Assassin

You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.

Assassin Features
 3rd
 9th
 13th
 17th

### Monk

#### Way of the Hawk

When you choose this tradition at 3rd level, you begin to understand the art of the ranged hit-and-run skirmisher.

### Bloodhunter

#### Nullificator Order

Blood Hunters willingly sacrifice their vitality and humanity to protect their realms in the shadows. This Order was consolidated during a time of wildmagickry, where many latent mages suddenly had a deep and powerful connection to the arcane.

Members of this order, known as Nullifiers, specialise their training in fighting magic users by exploiting their weaknesses, and in pursuing monsters and other abominations created by arcane or occult experiments. Some have sworn an oath to prevent the corruption of magic to spread and affect entire civilizations. Others seek revenge against magic and become witch hunters, so they concentrate on hunting down mages and sorcerers that use their magic powers to harm others. In summary, Nullifiers are warriors that use their access to the eerie blood magic to confront the true dangers of magic.

Nullifier Features
* Once per turn, your rite damage deals extra force damage to the target equal to a roll of your *hemocraft die*.
* When you are subjected to a spell or magical effect that forces you to make an Intelligence or Wisdom saving throw, you can use your reaction to roll a *hemocraft die* and add it to the result of the save.
 3rd
 7th
 11th
* ***Weapon***. Any weapon attack you make with this weapon counts as if it was silvered. Additionally, your weapon attacks impose disadvantage on creatures' saving throws to maintain concentration on a spell.
* ***Armor or Shield***. You can touch a piece of armor and imbue it with resistance to a damage type of your choice. Additionally, creatures cannot use magic to teleport them away when they are within 5 feet of you.
* ***Ring or Wondrous Items***. Your speed cannot be slowed down by spells or other magical effects. Additionally, if you are targeted by a spell or magical effect that forces you to make a saving throw, and you fail the save, you can reroll the result and take the higher of the two rolls before the outcome is revealed. On a successful one, you can't use this feature again until you finish a short or long rest.

You can only have two items imbued with magic using this feature, and it retains its enchantment until the next dawn.
 15th

 18th
* While you are shielded by this nullifying aura, you cannot be affected by spells of the school of Divination.
* When you are damaged by a spell or magical effect, you can use your reaction to move up to half your speed immediately after. Additionally, the first time you hit a creature with a weapon attack before the end of your next turn, the target takes an extra 1d10 + the level of the spell (minimum of 1) force damage and must succeed on a Constitution saving throw (DC equal to your Hemocraft save) or fall prone.
* If you are under the effects of a spell or magical effect that allows you to repeat a saving throw at the end of your turn, you can use your bonus action to add advantage to your next saving throw made against the spell or effect.

Once use this feature, you can't do so again until you finish a long rest.

**Additional Nullifier Options**

**Fighting Style: Anti-magi.** You adopt a style of fighting that specializes on facing magic users. When a creature within 15 feet of you casts a spell of 1st level or higher, you can use your reaction to make a weapon attack against that creature right after it is cast.

**Blood Curse: Spell Feebler.** When you or an ally within 30 feet of you fails a saving throw against a spell, you can use your reaction to weaken mind of the creature that cast it with your blood magic. The attacker cannot make opportunity attacks and cannot cast spells of 3rd level or lower until the start of its next turn.

***Amplify***. The target takes psychic damage equal to a roll of your *hemocraft die* + your proficiency bonus + your Intelligence/Wisdom modifier (minimum of 1), and it has disadvantage on the next saving throw it makes until the start of your next turn.

### Barbarian

#### Path of the Cosmic Devourer

A single star bleeding through the horrible emptiness of space shines upon you. It fills you with visions of cosmic hunger. You have never felt so hungry. Within your boewls, an extradimensional chasm grows beyond flesh. This new yearning dwarfs divinity itself. Some may fear it, but you know this feeling is older than fear. It is older than everything. And it has blessed you with a seed of the infinite.

Features
 6th
 6th
 10th
 14th
A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside you and takes 4d6 acid damage at the start of each turn. Swallowed creatures can make contested Athletics checks against you as an action. If they succeed, you spit them into an empty space within 5 ft of you.
If the creature you swallow is 1 size larger than you, your movement speed is halved. If the creature you swallow is 2 sizes larger than you, your movement speed is 0. If the creature you swallow is 3 sizes larger than you or larger, they automatically succeed on their saving throw.
As a bonus action, you can spit out a swallowed creature.

Skins
 Constructs and Undead
 Dragons, Elementals, Giants
 Fey and plants
 Fiends and celestials
 Oozes and Abberations
 Humanoids

#### Path of the Arcane Soul

Magic comes in many shapes and forms. Some casters channel their magic by learning to manipulate the all encompassing weave, others cast spells innately empowered by their connection to magical beings of higher power, while some gain their magic through their own strong convictions to gods and ideals.

Barbarians that walk the path of the Arcane Soul awaken their magical potential through their sheer power of their personality and will. Their fiery emotions that brew inside them allow them to wield the weave to unleash powerful magic.

Arcane Soul Features
**Cantrips.** You learn two cantrips of your choice from the sorcerer spell list. You learn another sorcerer cantrip of your choice at 10th level.
**Spell Slots.** The Arcane Soul Spellcasting table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Chromatic Orb and have a 1st-level and a 2nd-level spell slot available, you can cast using either slot.
**Spellcasting Focus.** You can use a weapon you are proficient with as your spellcasting focus.
**Spells Known of 1st Level and Higher.** You know three 1st-level sorcerer spells of your choice. The Spells Known column of the Arcane Soul Spellcasting table shows when you learn more primal magic spells of 1st level or higher. Whenever you gain a level in this class, you can replace one of the primal magic spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots for.
**Spellcasting Ability.** Charisma is your spellcasting ability for your Arcane Soul spells, since you channel through the force of your will and personality. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Arcane Soul spell you cast and when making an attack roll with one.
**Spell save DC** = 8 + your proficiency bonus + your Charisma modifier
 3rd
 6th
 10th
* **Pulsating Arcana:** You can push any creature that fails their dexterity saving throw up to 10ft.
* **Gravitating Arcana:** You can pull any creature that fail their saving up to 10ft.
* **Seismic Arcana:** You knock prone any creature that failed their dexterity saving throw

 14th

### Bard

#### College of Diplomacy

Bards of the College of Diplomacy understand that statecraft, like music or drama, is a complicated artform. Formally trained as couriers, aides, stewards, geishas, and ambassadors, these performers use civility and social protocol to open doors where others cannot. In mastering their craft, these individuals also learn to see the connections between magical and social networks, and recognize how each can influence the other.

Diplomacy Features
 3rd
By expending a use of your Bardic Inspiration when you would cast a bard spell, you can choose to cast the spell as if you were located in the space of a willing creature within 60 feet of you that can see or hear you.
 6th
Countercharm and Bardic Inspiration features are doubled, and if an ally can see you, it doesn't need to hear you to be affected by either of those features.
In addition, using this feature, you can choose to activate your Countercharm feature silently, without moving, and by using a bonus action instead of an action. Until the end of your next turn, targets affected by this use of Countercharm can ignore the effects of the charmed and frightened conditions, and can also communicate telepathically with any other affected targets they can see, regardless of their language.
 14th
If a target fails its save, it becomes charmed by you and all of your allies it can see within 60 feet of you. This effect lasts until
the end of your next turn if you are fighting the target or if you begin to fight it, or for 1 hour otherwise. This effect ends on a target if it notices you or your allies harm it or a creature it is friendly towards.
While charmed in this way, each affected target is convinced you are representing an individual, group, or power offering them fealty, an alliance, or a trade deal in its best interests. They will treat you hospitably, rationalize any of your hostile
behaviors as unusual quirks, and try to persuade their allies to welcome you and your ‘entourage.’
Once you use this feature, you can’t do so again until you finish a long rest.

#### College of Anarchy

The College of Anarchy is less a place and more a state of mind. It is a rejection of oppressive governments, of soulless megaguilds, and of any dungeater that wants to tell you what to do. It is a statement of revolution against ‘The Man’, and all it represents. The bards of this college tend to be loud, in both voice and appearance. The modern day image of the punk rocker with a colourful mohawk and tattoos is iconic, but the seed of rebellion can take root in even the most forgettable of bank tellers or spa attendants. This force of personality yearns to crack the pillars of civilization and cause everything to come crumbling down, but their motivation for doing so is their own.

Anarchy Features
 3rd
against your spell save DC. On a successful save, the creature is not moved and suffers no effects.
**Rise Up.** The creature regains hit points equal to the number you roll on the Bardic Inspiration die plus your Charisma modifier and is pulled up to 10 feet closer to you. If the creature is prone, it can use its reaction to stand up. A creature cannot be the target of this ability again until they have finished a short or long rest.
**Sard Off.** The creature takes thunder damage equal to the number you roll on the Bardic Inspiration die plus your Charisma modifier. If the creature is Large or smaller, it is pushed up to 10 feet away from you.
 6th
creature within 30 feet of you makes a saving throw against being frightened or charmed, you can start a performance
 14th

### Artificer

#### Caravaneer

Every adventuring party needs a safe place to rest. A Caravaneer is a master of hospitality who maintains and provides a smoking magical vehicle to act as a home away from home for any diligent traveler.

Caravaneer Features
 3rd
 3rd
Inside the arcane caravan is an extradimensional dwelling. It is warm and dry, regardless of conditions outside. You can create any floor plan you like with the space indicated in the stat block. The place is furnished and decorated as you choose, but it must include a fireplace that leads to the chimney outside, a console, and at least one door and window. Any equipment or furnishings conjured within the arcane caravan dissipate into smoke if removed from it. You can use an action with mason’s tools to transform the layout when no creatures are inside it except yourself.
Once per round, if fire damage is dealt to the fireplace, the arcane caravan regains 2d4+2 hit points. If its hit points are reduced to zero, all creatures and objects within the extradimensional dwelling are expelled through the chimney and fall prone into the nearest open spaces, taking 2d6 bludgeoning damage plus any excess damage the arcane caravan took. No creatures can enter or recall the arcane caravan until it is revived. You can spend 1 hour working with mason’s tools and expend a spell slot of 1st level or higher to revive it with all of its hit points restored.
 5th

Caravaneer Spells
 5th
 9th
 13th
 17th

##### Arcane Caravan Statblock

*Large or Huge Vehicle (3,000 or 9,000 lb.)*

* Armor Class 15 (natural armor)
* Hit Points 2 + your Intelligence modifier + 5 times your artificer level
* Speed 25 ft. (increases to 50 ft. at 9th level)

**Traits**

**Chimney Focus.** If a spell that affects an area is cast within 5 feet of the fireplace, such as Burning Hands or Fog Cloud, the caster can choose to have it originated or centered on the caravan's chimney, affecting the area outside. This effect does not damage the caravan itself.

**Extradimensional Dwelling***.* The dwelling inside the caravan can be up to 10 cubes, each cube being 10 feet on each side. At 9th level, the maximum space increases to 100 cubes.

**Recall Link.** You can use an action to recall the caravan, making it travel to your location from up to 5 miles away. At 9th level, you can recall the caravan from anywhere on the same plane of existence.

**Universal Mobility (9th level).** You can spend 1 hour working with mason's tools to swap in a climbing or swimming speed to the caravan equal to its base speed. At 15th level, you can grant it a flying speed.

**Console Actions**

**Activate/Deactivate Headlight.** A piece of the caravan casts or snuffs a bright light in a 30-foot radius and dim light for an additional 30 feet.

**Set Course.** The controller chooses a destination it can see or has seen and a rough route. The caravan automatically follows the route to the destination.

**Use Periscope (Bonus action).** You can see outside as if you were in the caravan's space.

**Wayfinding Teleport (15th level).** The caravan teleports to a destination it has been on the same plane of existence in the past 7 days. Once this is used, it can't be used again until the next dawn.

##### Optional Feature - Sentient Host

Some magical homes are inhabited by a sentient spiritual host, such as Calcifer from Howl's Moving Castle and Idris from the Doctor's TARDIS. When you create a new arcane caravan, you can give it a sentient host using the Sentient Magic Item rules found in the *Dungeon Master's Guide,* modifying the terms when appropriate to suit a vehicle. They can exist as a tangible spirit kept within the extradimensional dwelling or as the arcane caravan itself. You can design your sentient host with help from the following tables.

### Paladin

#### Oath of the Common Man

A simple blacksmith strikes his hammer against glowing steel. A half-elf clad in common clothes watches her friend distill alchemical mixtures. A dragonborn, adorned in plain, self-made mail readies his hammer to swing against his liege lord. The Oath of the Common Man is born of togetherness, mutual suffering and indignation at those who would but their boot on the collective neck of the workers in society. When a greedy Baron increases taxes, a pompous dragon expands his horde or a bloodthirsty tyrant conscripts peasants to his army, the paladin of the Common Man will be there with the fury of the oppressed at his back.

**Tenents**

* **Equality**. No creature is inherently above or below another.
* **Togetherness**. A struggle is meaningles if not done for others. Stand and fight with your brothers and sisters for the betterment of all.
* **Respect**. Give respect, love and kindness to those who are disenfranchised and who find themselves without any. They are the reason you fight.
* **Change**. The world must change to improve. Putting the "right" person in power does nothing to change the status quo.
* **Labour**. You are not above the work of the common man. Whenever you have the chance to ease their difficulties in life, labour with the commoners.

Oath Spells
 5th
 9th
 13th
 17th

Features
 3rd
 7th
 15th
 20th
* Your size doubles, doubling your reach and movement speed
* At the start of each turn you gain 15 temp hit points
* Add a bonus to all attack and damage rolls equal to the number of conscious friendly creatures you can hear (max 5)
* All friendly creatures that can see and hear you add half your Charisma modifier (rounded up) to their attack and damage rolls

### Sorcerer

#### Star Touched

By either an ancient ritual, or a birthright passed down through generations, you are able to use magic that reflects the power of stars. This magic, both old and powerful, can shape worlds or destroy them, and lets you shine the light from above down onto those who would face you.

Star Touched Features
 1st
 6th
 6th
 14th
 18th
Each mote hits a creature of your choice that you can see within range. A mote deals 1d12 radiant damage to its target. The motes all strike simultaneously and you can direct them to hit one creature or several.

### Warlock

#### Leviathan Patron

You have made a pact with a great sea monster, a leviathan. Known as destroyers of ships and bringers of storms, these creatures — such as Krakens, Dragon Turtles, and Sea Serpents — lurk in the deepest depths of the oceans, pursuing their own inscrutable ends. These beings are destructive by their very nature, but reward those who serve them on the surface, extending their influence beyond their watery domain.

Leviathan Spells
 2nd
 3rd
 4th
 5th

The Leviathan lets you choose from an expanded list of spells when you learn a warlock spell. The above spells are added to the warlock spell list for you.

Leviathan Patron Features
**Treading Water.** The target's speed is reduced by 10 feet, and if they are prone, standing up uses all of their movement.
**Rolling Fog.** The target's vision is occluded by ethereal fog. They have disadvantage on attack rolls and Wisdom (Perception) checks against targets more than 15 feet away from them.
 1st
 6th
 10th
 14th
knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone. Any hostile creature that falls prone in the radius is also grappled (escape DC equals your Warlock spell save DC). Once you use this feature, you can't do so again until you complete a long rest.

**Eldritch Invocations**

At 2nd level, a warlock gains the Eldritch lnvocations feature. Here are new options for that feature, in addition to the options in the Player’s Handbook, each of which is tailored to the Leviathan patron. If an eldritch invocation has a prerequisite, you must meet it to learn the invocation. You can learn the invocation at the same time that you meet its prerequisite.

 Paper Boat
 Pod Leader
 Terror from the Deep

##### **Deep Urchin Familiar**

If you have the Pact of the Chain feature, you can also choose the Deep Urchin as your familiar's special form.

*Tiny monstrosity, unaligned*

* Armor Class 15 (natural armor)
* Hit Points 12
* Speed 5 ft., climb 5 ft

* **Skills.** Stealth +3
* **Damage Resistances.** cold, thunder, lightning
* **Damage Immunities.** poison, psychic
* **Condition Immunities.** blinded, charmed, frightened, poisoned
* **Senses.** blindsight 30ft. (blind beyond this radius), passive
* **Perception.** 9
* **Languages** —
* **Challenge** 1/2 (100 XP)

**Traits**

**Amphibious.** The urchin can breathe air and water.

**Innate Spellcasting.** The urchin’s spellcasting ability is Charisma. It can innately cast dancing lights and light at will, requiring no components.

**Magic Resistance.** The urchin has advantage on saving throws against spells and other magical effects.

**Deployable.** The urchin is able to be picked up and placed by friendly creatures, as well as thrown. A friendly creature that's carrying the urchin can throw it at a creature within 20 feet of them as an action. The target must succeed on a Dexterity saving throw (DC equals 8 + the thrower's proficiency bonus + the thrower's Dexterity modifier) or be hit with a Spine attack, and the urchin sticks to the target. While stuck to the target, the urchin gains advantage on attack rolls against it. The urchin can be removed with a successful Shove or other forced movement.

**Sticky.** The urchin can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. The urchin has advantage on checks and saving throws to avoid falling prone or being moved against its will.

**Underfoot.** The urchin can occupy another creature's space and vice versa. Other creatures provoke an opportunity attack from the urchin when they enter its space. The urchin has advantage on Dexterity (Stealth) checks as long as it remains stationary.

**Actions**

**Spine.** Melee Weapon Attack: +3 to hit, reach 0ft., one creature. **Hit**: 4 (1d6 + 1) poison damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned until the end of its next turn.

*As their name suggests, deep urchins are sea urchins originating from the bottom of the ocean. While small and slow to move, they are covered in a protective shell and venomous spines, and are able to climb up and over almost any obstacle. Infused with the power of the stygian depths, deep urchins can magically produce lights to distract predators, and are even able to survive out of the water. They are a familiar of choice for certain servants of the Leviathans, able to be carried around and placed in opportune locations, acting as traps and spies.*

## Hexblade/Pact of the Blade Balancing

The 1st Level *Hexblade* feature ***Hex Warrior*** is instead a 3rd level *Pact of the Blade* feature with the following changes:

At 3rd level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.

The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. This benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.