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Ranger - Elemental Wanderer

Rangers who follow the path of the Elemental Wanderer possess an innate attunement to the elemental forces that shape the world. They draw upon the primal energies of fire, water, earth, and air, channeling their power to protect the natural world and unleash devastating attacks upon their foes. Elemental Wanderers are the embodiment of the elements, mastering their unpredictable nature and wielding them with precision and control.

Elemental Affinity

At 3rd level, when you choose the Elemental Wanderer subclass, you gain resistance to a damage type associated with one of the four elements: fire, cold, lightning, or acid. Additionally, you gain proficiency in the Arcana skill if you don't already have it.

Elemental Bond

Also at 3rd level, you forge a bond with the elemental forces of nature. Choose one of the following elemental types: fire, water, air, or earth. This choice determines the additional benefits you gain at higher levels.

- Fire: Your attacks deal an additional 1d4 fire damage.

- Water: You gain a swim speed equal to your normal speed and can breathe underwater.

- Air: Your movement speed increases by 10 feet.

- Earth: Your AC increases by 1, and you have advantage on saving throws against being knocked prone.

Elemental Defense

Starting at 7th level, your connection to the elements grants you enhanced resistance to their associated damage types. You have resistance to the damage type associated with your chosen elemental affinity (fire, cold, lightning, or acid). Additionally, you gain resistance to non-magical bludgeoning, piercing, and slashing damage.

Elemental Mastery

At 11th level, you gain mastery over your chosen elemental affinity. You gain the following benefits based on your chosen elemental type:

- Fire:When you hit a creature with a weapon attack, you can choose to expend a spell slot to deal additional fire damage equal to 2d8 + the level of the spell slot.

- Water:When you make a Dexterity (Stealth) check or a Wisdom (Survival) check in a natural environment, you can treat a roll of 9 or lower on the d20 as a 10.

- Air:You gain a fly speed equal to your movement speed, and you have advantage on saving throws against spells and effects that would restrain or grapple you.

- Earth: When you are hit by an attack, you can use your reaction to reduce the damage taken by an amount equal to your Wisdom modifier + your Ranger level.

Elemental Ascendancy

Starting at 15th level, you can tap into the raw power of the elemental planes to bolster your abilities. Once per long rest, as an action, you can enter an Ascended State for 1 minute. During this time, you gain the following benefits:

- Your attacks deal additional damage equal to your Wisdom modifier.

- You have resistance to all damage except for force damage.

- You can cast the spell Conjure Elemental without expending a spell slot. The elemental summoned with this spell is friendly to you and your allies.
Monk - Way of the Silentblade

Monks who follow the Way of the Silentblade are masters of stealth and assassins without peer. They specialize in silent and precise strikes, dispatching their foes swiftly and efficiently. Silentblades are deadly martial artists who strike from the shadows, using their agility, speed, and deadly precision to eliminate their targets.

Way of the Silentblade Features

Silent Movement

At 3rd level, when you choose the Way of the Silentblade, you gain proficiency in the Stealth skill. Additionally, you can move at full speed without penalty while using Stealth. You also have advantage on Dexterity (Stealth) checks made to hide and move silently.

Assassinate

Also at 3rd level, your training in the art of assassination allows you to strike with deadly precision. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. Any hit you score against a surprised creature is a critical hit.

Silent Strike

Starting at 6th level, your strikes become even more lethal when delivered with precision. When you hit a surprised creature with a melee weapon attack, you can expend 1 ki point to deal additional damage equal to your Martial Arts die.

Evasion of Shadows

At 11th level, you gain the ability to effortlessly evade detection and escape from perilous situations. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Shadow Step

Starting at 17th level, you gain the ability to step through the shadows, effortlessly traversing great distances. As a bonus action, you can magically teleport up to 60 feet to an unoccupied space you can see in dim light or darkness. Once you use this feature, you can't use it again until you finish a short or long rest.

Silent Execution

At 17th level, your assassination techniques reach their pinnacle. When you score a critical hit against a creature surprised by you, it must make a Constitution saving throw against your monk spell save DC. On a failed save, the creature is killed instantly, its life force extinguished without a sound. This feature only works against creatures that are not immune to critical hits.
Cleric - Frost Domain

Clerics who follow the Frost Domain have a deep affinity for the frigid powers of ice and cold. They command the chilling forces of winter, using them to protect their allies and freeze their enemies in their tracks. These clerics are adept at manipulating the environment, creating ice barriers, and inflicting frostbite upon their foes.They might worship Auril, Khione or Thrym

Bonus Proficiencies

When you choose the Frost Domain at 1st level, you gain proficiency with martial weapons and the Survival skill. Additionally, you gain proficiency with the Weaver's Tools, allowing you to create and mend garments and objects related to cold climates.

Channel Divinity: Frostbite

Starting at 2nd level, you can use your Channel Divinity to unleash a burst of icy energy. As an action, you can force each creature of your choice within 30 feet of you to make a Constitution saving throw against your cleric spell save DC. On a failed save, a creature takes cold damage equal to 2d10 + your cleric level and has its speed reduced by 10 feet until the start of your next turn. On a successful save, a creature takes half damage and its speed is not reduced. Once you use this feature, you can't use it again until you finish a short or long rest.

Frozen Armor

At 6th level, your connection to the power of frost grants you enhanced protection. While you are wearing no armor or light armor, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier. Additionally, when a creature hits you with a melee attack, it takes cold damage equal to your Wisdom modifier.

Divine Strike

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

Frozen Tempest

At 17th level, you gain the ability to unleash a devastating frozen tempest. As an action, you can create a storm of ice and cold in a 30-foot radius centered on a point you can see within 120 feet of you. Each creature in the area must make a Dexterity saving throw against your cleric spell save DC, taking cold damage equal to 10d10 + your cleric level on a failed save, or half as much damage on a successful one. Additionally, a creature that fails the saving throw is restrained by the icy winds until the end of its next turn. Once you use this feature, you can't use it again until you finish a long rest.

Frost Domain Spells

1st level: Ice Knife, Armor of Agathys

3rd level: Snilloc's Snowball Swarm, Hold Person

5th level: Slow, Ice Storm

7th level: Cone of Cold, Freedom of Movement

9th level: Steel Wind Strike, Investiture of Ice
Cleric - Pain domain

Clerics who follow the Pain Domain have a unique understanding of suffering and the power it can yield. They embrace pain as a catalyst for change, drawing strength from it and wielding it as a weapon. These clerics are adept at inflicting agony upon their enemies, harnessing pain to heal and empower allies, and using their divine gifts to reshape the world in the crucible of suffering.They might worship Loviatar, Talona or Iuz

Bonus Proficiencies

When you choose the Pain Domain at 1st level, you gain proficiency with martial weapons and the Intimidation skill. Additionally, you gain proficiency with the Torturer's Tools, allowing you to extract information and maximize the pain inflicted.

Channel Divinity: Agonizing Strike

Starting at 2nd level, you can use your Channel Divinity to enhance your attacks with intense pain. When you hit a creature with a weapon attack, you can use your Channel Divinity to inflict additional pain. The target takes extra necrotic damage equal to your cleric level, and it must make a Constitution saving throw against your cleric spell save DC. On a failed save, the target is also frightened until the end of its next turn.

Aura of Suffering

At 6th level, you emit an aura of suffering that saps the strength of those around you. When a creature starts its turn within 10 feet of you, it takes necrotic damage equal to your Wisdom modifier (minimum of 1). Additionally, you have resistance to necrotic damage.

Divine Strike

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

Painful Eruption

At 17th level, you can unleash a surge of excruciating pain, devastating your enemies. As an action, you can create a sphere of intense agony centered on yourself. Each creature of your choice within 30 feet of you must make a Constitution saving throw against your cleric spell save DC, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails the saving throw is stunned until the end of its next turn. Once you use this feature, you can't use it again until you finish a long rest.

Pain Domain Spells

Here are examples of domain spells that a Pain Domain cleric might have access to:

1st level: Inflict Wounds, Wrathful Smite

3rd level: Branding Smite, Crown of Madness

5th level: Vampiric Touch, Blight

7th level: Staggering Smite, Confusion

9th level: Contagion, Negative Energy Flood
Nephele

Nephele, the gentle giants among nature spirits, exude a profound sense of strength and kindness. With frizzy, white, grey, or black hair that mirrors the clouds they embody, their eyes shimmer in hues of electric blue, shocking yellow, or stormy grey, reflecting the celestial essence within them. These benevolent beings often possess an impressive muscular and tall physique, attuned to supporting their own weight as living clouds. However, Nephele can also appear old and frail, embodying the wisdom and nurturing qualities of grandparents. At times, they can even take on the form of beautiful maidens, further highlighting their diverse and versatile nature.

Despite their strength, Nephele tend to be shy and wary around terrestrial and aquatic creatures, harboring a deep-seated aversion to standing on the ground or submerging themselves in water. When provoked, they can become fiercely defensive, protecting their gentle and caring nature with the full force of their power.

As parental figures to Auras, Nephele play a crucial role in safeguarding and supporting the weaker spirits. Their protectiveness can sometimes verge on overprotective, but they remain reliable and trustworthy friends. However, if betrayed, they can transform into formidable adversaries, utilizing their considerable abilities to defend those they care for.

As a Nephele, your abilities are enhanced by the following traits:

* Ability Score Increase: Your wisdom (WIS) score increases by 2, representing your profound understanding and nurturing nature, and your strength (STR) score increases by 1, showcasing your physical might as a gentle giant of the skies.
* Misty Places: You can cast fog cloud at will once per long rest, using the essence of clouds to create a veil of mist and concealment.
* Speedy Clouds: You can take a bonus action to gain a flying speed of 30 feet for one minute, allowing you to soar through the skies with grace and agility. Once you use this ability, you must complete a long rest before using it again.
* Resistance: Due to your celestial nature, you are resistant to lightning damage, providing you with protection against the elemental forces of the skies.
* Size: You are a medium-sized creature, exuding an awe-inspiring and majestic presence.
* Speed: Your walking speed is 30 feet, granting you a steady and graceful movement on the ground.
* Languages: You can communicate in Auran, the language of the wind and its elemental beings, as well as Common, the shared language among many races.
* Fey Ancestry: You have advantage on saving throws against being charmed, and magic cannot put you to sleep.
* Darkvision: Your celestial essence grants you darkvision, enabling you to see in low-light conditions and darkness.
Sorcerer - Spiritbound

Sorcerers with the Spiritbound origin are intrinsically connected to the realm of spirits and ethereal entities. They have the ability to communicate with and form pacts with spirits, drawing upon their otherworldly power to enhance their own magical abilities. Spiritbound sorcerers are skilled at summoning, manipulating, and channeling the energies of these spiritual entities to achieve extraordinary feats.

Spiritual Sensitivity

At 1st level, when you choose the Spiritbound subclass, you gain an enhanced sensitivity to the presence of spirits. You have advantage on Wisdom (Perception) checks made to detect ethereal or invisible creatures and objects. Additionally, you can communicate with spirits as if you shared a common language, and you have advantage on Charisma checks made to interact with them.

Ethereal Connection

Also at 1st level, you gain the ability to temporarily merge with the ethereal plane. As a bonus action, you can become ethereal until the end of your turn. While ethereal, you have resistance to force damage and can move through creatures and objects as if they were difficult terrain. Once you use this feature, you can't use it again until you finish a short or long rest.

Spectral Manifestation

At 6th level, you gain the ability to manifest the presence of spirits in the material plane. As an action, you can summon a spectral companion. The companion lasts for 1 hour or until dismissed as a bonus action. Choose a creature type: humanoid, beast, or elemental. The companion appears as a ghostly, translucent version of the chosen creature type. It has the same statistics as a creature of that type, but it is a celestial, fey, or elemental (your choice) instead of its normal creature type. The companion acts on its own initiative and obeys your commands to the best of its ability.

Spectral Surge

Starting at 14th level, you gain the ability to infuse your spells with spectral energy. When you cast a spell that deals damage and requires a saving throw, you can spend sorcery points to empower it with spectral energy. For each sorcery point you spend, the spell's damage increases by 1d6, and the target has disadvantage on its saving throw against that spell.

Spiritual Ascendancy

At 18th level, you have ascended to a heightened state of spiritual connection and power. You gain the following benefits:

- Your sorcerer spells ignore resistance to force damage.

- When you cast a spell that deals force damage, you can roll an additional damage die and add it to the total.

- You can cast the Astral Projection spell once per long rest without expending a spell slot.
Sorcerer - Timekeeper

Sorcerers with the Timekeeper origin possess an innate connection to the essence of time. They can bend the flow of time, manipulate temporal energies, and glimpse into the past and future. Timekeeper sorcerers excel at altering the course of events, hastening their actions, and perceiving the strands of time that weave the fabric of reality.

Chrono Sense

At 1st level, when you choose the Timekeeper subclass, your connection to the temporal plane enhances your senses. You gain the ability to perceive the flow of time around you. You have advantage on Wisdom (Perception) checks made to detect the presence of hidden creatures or objects. Additionally, you have advantage on Intelligence (Investigation) checks made to uncover hidden or forgotten information.

Temporal Manipulation

Also at 1st level, you gain the ability to manipulate time to a limited extent. As an action, you can manipulate the time around a creature or object, causing it to age or reverse in age. Make a ranged spell attack against the target. On a hit, the target takes force damage equal to your sorcerer level. Additionally, you can choose to either age the target, imposing disadvantage on attack rolls and ability checks, or reverse its age, removing any effects of aging and granting advantage on attack rolls and ability checks. This effect lasts for 1 minute or until the target takes a short or long rest.

Time Shift

Starting at 6th level, you gain the ability to briefly shift yourself or others through time. As a bonus action, you can choose a creature within 30 feet of you and spend 2 sorcery points to grant it advantage on its next initiative roll. Additionally, you have advantage on Dexterity saving throws against spells and effects that would cause you to take half damage on a successful save.

Temporal Acceleration

At 14th level, you gain the ability to accelerate time around yourself, granting you enhanced speed and reflexes. As a bonus action, you can activate your Temporal Acceleration, doubling your movement speed, allowing you to take the Dash action as a bonus action, and granting advantage on Dexterity saving throws. This effect lasts for 1 minute or until you dismiss it as a bonus action. Once you use this feature, you can't use it again until you finish a long rest.

Temporal Mastery

Starting at 18th level, you have reached the pinnacle of temporal manipulation. You gain the following benefits:

- Your sorcerer spells ignore resistance to force damage.

- When you cast a spell that deals force damage, you can roll an additional damage die and add it to the total.

- When you roll initiative and have no sorcery points remaining, you regain 1 sorcery point.
Rogue - Shadowblade

Rogues who follow the path of the Shadowblade are elusive assassins, specializing in covert operations and deadly strikes. They are adept at manipulating shadows, utilizing illusions, and employing stealth to their advantage. Shadowblades excel at infiltrating enemy lines, eliminating high-value targets, and disappearing without a trace. They are the masters of shadows, striking fear into the hearts of their enemies and leaving no witnesses behind.

Shadowy Veil

At 3rd level, when you choose the Shadowblade subclass, you gain the ability to blend seamlessly with shadows. While you are in an area of dim light or darkness, you can use your bonus action to become invisible until the start of your next turn or until you make an attack. Once you use this feature, you can't use it again until you finish a short or long rest.

Shadow Strike

Also at 3rd level, your strikes are infused with the power of shadows. When you hit a creature with a weapon attack while you are hidden from it, you can choose to expend a Sneak Attack to deal additional psychic damage instead of the usual sneak attack damage. This additional damage equals your Sneak Attack damage dice.

Shadow Step

Starting at 9th level, you gain the ability to traverse through shadows with remarkable speed. As a bonus action, you can teleport up to 60 feet to an unoccupied space that you can see in dim light or darkness. Once you use this feature, you can't use it again until you finish a short or long rest.

Umbral Defense

At 13th level, you gain enhanced defenses when you are in dim light or darkness. While you are in an area of dim light or darkness, you have resistance to all damage except for radiant damage. Additionally, you have advantage on Dexterity saving throws against effects that you can see, such as traps and spells.

Shadow Mastery

Starting at 17th level, you become a master of shadows and manipulation. You gain the following benefits:

- When you take the Hide action in dim light or darkness, you can make a Dexterity (Stealth) check as a bonus action.

- When you hit a creature with a weapon attack while you are invisible, it must make a Wisdom saving throw against your Rogue spell save DC. On a failed save, the target is frightened of you until the end of its next turn.

- Once per turn, when you miss a creature with a weapon attack, you can reroll the attack roll. You must use the new roll.
Barbarian - Path of the Painbringer

Barbarians who follow the Path of the Painbringer revel in the intensity of pain, using it to fuel their rage and empower their attacks. They have a high tolerance for pain and willingly subject themselves to it, becoming formidable warriors on the battlefield.

Pain Tolerance

Starting when you choose this path at 3rd level, you gain resistance to bludgeoning, piercing, and slashing damage while you are raging. Additionally, you can use a bonus action to enter a state of heightened pain tolerance. While in this state, you have advantage on saving throws against being charmed, frightened, or stunned. This state lasts for 1 minute or until you end it as a bonus action. Once you use this feature, you can't use it again until you finish a long rest.

Suffering Strikes

At 6th level, your pain becomes a weapon as you learn to inflict suffering upon your foes. When you hit a creature with a melee weapon attack while you are raging, you can choose to inflict additional damage equal to half your barbarian level rounded down. This damage is psychic damage, and the target must make a Wisdom saving throw against your barbarian spell save DC. On a failed save, the target has disadvantage on its next attack roll before the start of your next turn as it is wracked with pain.

Painful Resilience

Starting at 10th level, your body has become accustomed to pain, allowing you to endure and shrug off harmful effects. While you are raging, you have advantage on saving throws against spells and other magical effects. Additionally, when you would be reduced to 0 hit points, you can choose to drop to 1 hit point instead. You can use this feature once, and you regain the ability to do so after finishing a long rest.

Rage Unleashed

At 14th level, your rage becomes an overwhelming force, unleashing your pain-fueled fury upon your enemies. When you enter a rage, you can choose to enter an Unleashed Rage. While in this state, you gain the following benefits:

- Your melee weapon attacks score a critical hit on a roll of 19 or 20.

- Whenever you take damage, you can make a melee weapon attack as a reaction against the creature that damaged you.

This state lasts for 1 minute or until you end it as a bonus action. Once you use this feature, you can't use it again until you finish a long rest.
Rogue - Fatebinder

Rogues who follow the path of the Fatebinder possess an uncanny ability to influence luck and manipulate the threads of fate. They have an innate sense of the ebb and flow of fortune, enabling them to alter outcomes and seize opportune moments. Fatebinders are masters of probability, using their understanding of destiny to their advantage in both skillful maneuvers and calculated risks.

Fate's Favor

At 3rd level, when you choose the Fatebinder subclass, you gain the ability to bend luck to your advantage. When you make an ability check, attack roll, or saving throw, you can use your reaction to add a d4 to the roll. Once you use this feature, you can't use it again until you finish a short or long rest.

Prescient Strike

Also at 3rd level, you gain the ability to glimpse into the future and anticipate your opponent's movements. When you hit a creature with a weapon attack, you can choose to expend a Sneak Attack to deal additional force damage instead of the usual sneak attack damage. This additional damage equals your Sneak Attack damage dice.

Thread Manipulation

Starting at 9th level, you gain the ability to manipulate the threads of fate to influence outcomes. As an action, you can target a creature within 30 feet of you and force it to make a Wisdom saving throw against your Rogue spell save DC. On a failed save, you can choose one of the following effects:

- The creature has disadvantage on its next attack roll or ability check.

- The creature has advantage on its next saving throw.

- The creature's speed is halved until the start of its next turn.

Once you use this feature, you can't use it again until you finish a short or long rest.

Fortune's Evasion

At 13th level, you have developed an innate sense of danger and the ability to manipulate fate to avoid harm. When a creature targets you with an attack, you can use your reaction to impose disadvantage on the attack roll. Additionally, when you make a Dexterity saving throw to take half damage from an effect, you can use your reaction to take no damage instead.

Twist of Fate

Starting at 17th level, you gain the ability to alter the course of events through sheer force of will. Once per long rest, as an action, you can choose one of the following effects:

- Reroll a saving throw, attack roll, or ability check, and use the new result.

- Choose the result of a saving throw, attack roll, or ability check you just made.

- Automatically succeed on a saving throw, attack roll, or ability check you just made.
Druid - Circle of the Plaugebringer

Druids who follow the Circle of the Plaguebringer have a deep connection with the destructive forces of disease and decay. They command the powers of pestilence, using their abilities to spread sickness, weaken enemies, and control the forces of corruption. These druids walk a delicate line between life and death, embracing the darker aspects of nature.

Bonus Proficiencies

When you choose the Circle of the Plaguebringer at 2nd level, you gain proficiency with the Poisoner's Kit. Additionally, you gain proficiency in the Medicine skill.

Plague Touch

At 2nd level, your touch becomes infused with the power of disease. When you hit a creature with a melee attack, you can choose to infect the target with a disease. The target must make a Constitution saving throw against your druid spell save DC. On a failed save, the target is affected by a disease of your choice from the list of diseases in the Dungeon Master's Guide. The target takes damage from the disease and must make any necessary saving throws until cured or the disease runs its course. Once you use this feature, you can't use it again until you finish a short or long rest.

Contagious Aura

Starting at 6th level, you emit an aura of contagion that weakens your enemies. When a creature starts its turn within 10 feet of you, it must make a Constitution saving throw against your druid spell save DC. On a failed save, the creature's speed is halved, and it takes poison damage equal to your druid level at the start of its turn. On a successful save, the creature is unaffected. Additionally, your aura extends to a 30-foot radius while you are in your Wild Shape form.

Disease Mastery

At 10th level, you gain advantage on saving throws against diseases and resistance to poison damage. Additionally, when you cast a spell that deals poison damage or inflicts a disease, you can add your Wisdom modifier to the damage or the DC of the saving throw.

Epidemic

Starting at 14th level, you can unleash a devastating epidemic upon your enemies. As an action, you can choose a point within 60 feet of you. A 30-foot radius sphere centered on that point becomes a diseased area. Each creature within the area must make a Constitution saving throw against your druid spell save DC. On a failed save, a creature takes poison damage equal to 10d8 + your druid level and becomes poisoned for 1 minute. On a successful save, a creature takes half damage and is not poisoned. Once you use this feature, you can't use it again until you finish a long rest.
Monk - Way of the Ironfist

Monks who follow the Way of the Ironfist dedicate themselves to mastering unarmed combat and developing their physical strength to extraordinary levels. They eschew weapons in favor of using their fists and body as their primary weapons. Monks of the Way of the Ironfist are fearsome martial artists, capable of unleashing devastating blows and overpowering their opponents.

Ironfist Strikes

At 3rd level, when you choose the Way of the Ironfist, your unarmed strikes become even more potent. Your unarmed strikes now deal 1d6 damage instead of 1d4. Additionally, when you hit a creature with an unarmed strike, you can choose to spend 1 ki point to attempt to stun the target. The target must succeed on a Constitution saving throw against your monk spell save DC or be stunned until the end of your next turn.

Iron Body

Also at 3rd level, your intense training has toughened your body. While you are not wearing armor or using a shield, your AC is equal to 10 + your Dexterity modifier + your Wisdom modifier.

Ironfist Techniques

Starting at 6th level, you gain access to powerful techniques that further enhance your unarmed strikes. Choose two Ironfist Techniques from the list below. You gain an additional technique at 11th level and another at 17th level. Some techniques may require the expenditure of ki points.

- Thunderous Blow: When you hit a creature with an unarmed strike, you can spend 2 ki points to unleash a shockwave of force. Each creature of your choice within 10 feet of the target must succeed on a Strength saving throw against your monk spell save DC or be pushed 10 feet away from you and knocked prone.

- Iron Grasp: When you grapple a creature, it has disadvantage on the contested Strength (Athletics) or Dexterity (Acrobatics) check to escape. Additionally, if you successfully grapple a creature, you can choose to spend 2 ki points to deal damage equal to your Martial Arts die + your Strength modifier to the grappled creature at the start of each of your turns.

- Adamantine Strikes: Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

- Focused Impact:When you hit a creature with an unarmed strike, you can spend 2 ki points to maximize your damage roll. Roll the maximum possible damage for that attack.

Ironfist Defense

At 11th level, your iron-like resilience allows you to deflect and absorb blows. When you are hit by a melee attack, you can spend 3 ki points as a reaction to reduce the damage you take by an amount equal to your monk level + your Wisdom modifier.

Ironfist Mastery

Starting at 17th level, your mastery of the Way of the Ironfist is unrivaled. Your unarmed strikes now deal 1d10 damage instead of 1d6. Additionally, when you hit a creature with an unarmed strike, you can spend 4 ki points to unleash a flurry of blows. Make three additional unarmed strikes against the same target as a bonus action.
Paladin - Oath of the Orderkeeper

Paladins who follow the Oath of the Orderkeeper are staunch upholders of law and order. They serve as the defenders of societal structures, institutions, and the rule of law. These paladins believe in the necessity of maintaining order to protect the well-being of communities and foster a sense of stability. They dedicate themselves to enforcing justice, punishing those who disrupt the harmony of society, and preserving the balance between individual freedoms and the collective good.

Tenets of Order

Paladins who swear the Oath of the Orderkeeper uphold the following tenets:

- Balance: Strive to maintain balance in all things. Do not let chaos or tyranny prevail.

- Justice: Ensure fairness and justice in your actions. Let the guilty be punished and the innocent be protected.

- Law: Uphold the laws of society and respect the authority that governs it.

- Discipline: Show discipline in your actions and thoughts. Let your actions be guided by reason, not emotion.

Channel Divinity: Enforce Order

Starting at 3rd level, you can use your Channel Divinity to enforce order and maintain balance. As an action, you present your holy symbol and speak a prayer to channel your divine energy. Choose one creature within 30 feet of you that you can see. That creature must make a Wisdom saving throw. On a failed save, the creature is restrained for 1 minute as spectral chains bind it. It can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Aura of Order

At 7th level, you emanate an aura that brings order and discipline to those around you. While you're conscious, friendly creatures within 10 feet of you have advantage on saving throws against being charmed or frightened. Additionally, when a creature within the aura makes an attack roll, it can use your Charisma modifier instead of its own for the attack roll.

Righteous Defense

Starting at 15th level, your commitment to order strengthens your defensive capabilities. When a creature within 10 feet of you that you can see is hit by an attack, you can use your reaction to impose disadvantage on the attack roll. If the attack still hits, you can use your reaction to reduce the damage taken by the creature by an amount equal to your Paladin level + your Charisma modifier.

Sentinel of Order

At 20th level, you become the ultimate guardian of order and justice. As an action, you can become an embodiment of order for 1 minute. During this time, you gain the following benefits:

- Your movement speed increases by 30 feet.

- You have advantage on attack rolls against creatures that have broken the law or disrupted the natural order.

- Whenever you hit a creature with a weapon attack, it takes additional radiant damage equal to your Paladin level.

- Once during each of your turns, when a creature within 10 feet of you makes an attack roll or a saving throw, you can grant a bonus to the roll or throw equal to your Charisma modifier.

Once you use this feature, you can't use it again until you finish a long rest.
Deragor Ura

A Deragor Ura címet évszázadokon keresztül a már kihalt Gunreas-ház birtokolta, de egyes állítások szerint e címet legalább további három ismeretlen kihalt ház birtokolta. E cím legutolsó birtokosa a Ruhendarion-ház volt, akik magas rangjuk és szerepük miatt elhagyták ezt a címet, így R.e.6-ban megszűnt ez a cím.

A cím utolsó viselője I. Roneor Ruhendarion, Aerendyl népének királya volt, aki az easgardi trón megszerzése után elhagyta a címet R.e.6-ban.
Fighter - Justicar

Fighters who follow the path of the Justicar are champions of justice and defenders of the innocent. They believe in upholding the law and maintaining order, using their combat prowess to bring justice to those who have committed crimes or caused harm. Justicars combine martial skill with a strong sense of morality, making them formidable enforcers of justice.

Bonus Proficiencies

At 3rd level, when you choose the Justicar archetype, you gain proficiency with Insight and Persuasion skills if you don't already have them. Additionally, you gain proficiency with the Judge's Gavel, a special weapon typically used by Justicars. The Judge's Gavel is a versatile melee weapon that deals 1d8 bludgeoning damage and has the finesse property.

Divine Sense

Also at 3rd level, you gain the ability to detect the presence of celestial, fiendish, or undead creatures. As an action, you can open your awareness to detect such creatures within 60 feet of you. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Righteous Strike

Starting at 7th level, your strikes become infused with righteous energy. When you hit a creature with a weapon attack, you can choose to expend one use of your Righteous Strike. The target takes an extra 1d8 radiant damage. Additionally, if the target is a fiend or undead, it takes an additional 1d8 radiant damage.Aura of Justice

At 10th level, you emanate an aura of justice that bolsters your allies. While you are conscious, friendly creatures within 10 feet of you gain advantage on saving throws against being charmed or frightened. Additionally, whenever a creature makes an attack against a target other than you while within 10 feet of you, you can use your reaction to make a weapon attack against the attacker.

Justicar's Judgment

Starting at 15th level, you have the ability to deliver swift justice to your enemies. When you hit a creature with a weapon attack, you can choose to expend one use of your Justicar's Judgment. The target must make a Constitution saving throw against your fighter spell save DC. On a failed save, the creature takes an additional 2d8 radiant damage and is stunned until the end of its next turn. On a successful save, it takes half damage and is not stunned.

Eternal Vengeance

At 18th level, you become a relentless force of justice, unyielding in your pursuit of evildoers. Once per turn, when you hit a creature with a weapon attack, you can choose to add your proficiency bonus to the attack's damage roll. Additionally, whenever you reduce a creature to 0 hit points, you regain hit points equal to your Constitution modifier + your fighter level (minimum of 1 hit point).
Paladin - Oath of the Liberator

Paladins who follow the Oath of the Liberator are relentless advocates for freedom and the rights of individuals. They champion the cause of the oppressed, fighting against tyranny, injustice, and the subjugation of others. These paladins believe that every creature deserves the right to be free, to determine their own destiny, and to live without fear or bondage. They dedicate themselves to liberating the oppressed, bringing hope to the downtrodden, and standing against those who would deny others their basic rights.

\*\*Oath of the Liberator Features\*\*

\*\*Tenets of Liberation\*\*

Paladins who swear the Oath of the Liberator uphold the following tenets:

- Freedom: Fight for the freedom and rights of all beings.

- Justice: Seek justice for the oppressed and hold tyrants accountable.

- Empathy: Show compassion and understanding towards the suffering of others.

- Defiance: Stand firm against oppression and resist those who would deny freedom.

Channel Divinity: Liberation Strike

Starting at 3rd level, you can use your Channel Divinity to deliver a powerful strike that breaks the bonds of oppression. As an action, you present your holy symbol and make a melee weapon attack against a creature. On a hit, the target takes normal weapon damage, and it must make a Strength saving throw or be pushed 10 feet away from you and knocked prone. If the target is restrained, grappled, or otherwise physically restrained, it has disadvantage on the saving throw.

Aura of Freedom

At 7th level, you emanate an aura that grants freedom and resilience to those around you. While you're conscious, friendly creatures within 10 feet of you have advantage on saving throws against being charmed or paralyzed. Additionally, they have resistance to any damage that would restrict their movement, such as difficult terrain or magical effects that reduce speed.

Righteous Vengeance

Starting at 15th level, your commitment to liberation fuels your righteous fury against oppressors. When a creature hits you with an attack, you can use your reaction to make a melee weapon attack against that creature. If the attack hits, it takes additional radiant damage equal to your Paladin level.

Unyielding Liberty

At 20th level, you become an unyielding force of liberation and justice. As an action, you can activate Unyielding Liberty for 1 minute. During this time, you gain the following benefits:

- Your movement speed increases by 30 feet.

- You have advantage on saving throws against being charmed or frightened.

- When you hit a creature with a weapon attack, it takes additional radiant damage equal to your Charisma modifier.

- Once during each of your turns, when a friendly creature within 30 feet of you hits a creature with a weapon attack, it regains hit points equal to your Paladin level.

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

Auras, primarily female nature spirits, radiate an ethereal beauty that matches their essence as beings of the wind. With light hair and captivating grey eyes, they embody gracefulness to an even greater extent than most nature spirits. As spirits of the wind, they possess a gentle and kind nature, epitomizing the soothing and refreshing qualities of the breeze they represent. However, when upset, Auras can become snappish and sharp-tongued, conjuring strong winds as a manifestation of their emotions. In their natural state, Auras appear to almost float instead of walking, exuding an otherworldly presence that captivates and fascinates terrestrial beings.

Friendly and approachable, Auras are known for being airheaded due to their strong connection to the wind. They maintain a close affinity with birds, with doves being their particular favorites. Their playful and carefree demeanor often leads them to be enchanted by terrestrial creatures that walk upon the ground.

Inhabiting the vast skies, Auras naturally gravitate towards cloud spirits, the Nephele. Their mutual residence in the heavens fosters a close friendship, and Auras frequently seek solace and companionship with the cloud spirits to alleviate any sense of loneliness.

As an Aura, your abilities are enhanced by the following traits:

* Ability Score Increase: Your wisdom (WIS) score increases by 2, reflecting your innate understanding and connection with the natural world. Additionally, your dexterity (DEX) score increases by 1, showcasing your agility and nimbleness as a spirit of the wind.
* Windy Weather: You possess the knowledge of the gust of wind spell, allowing you to manipulate the air around you to create powerful gusts. You can cast this spell once per long rest, showcasing your control over the very element you embody.
* Speed: Your walking speed is 35 feet, granting you even greater swiftness on land, mirroring the grace of your true form.
* Resistance: Due to your affinity with the element of wind, you are resistant to lightning damage, granting you protection against the electric energies of the skies.
* Size: You are a medium-sized creature, appearing as an otherworldly and graceful being.
* Darkvision: Your celestial essence grants you darkvision, enabling you to see in low-light conditions and darkness.
* Languages: You can communicate in Auran, the language of the wind and its elemental beings, as well as Common, the shared language among many races.
* Alignment: Guided by their gentle and kind nature, Auras tend towards neutral good alignment, striving to promote harmony and happiness in the world.
* Fey Ancestry: You have advantage on saving throws against being charmed, and magic cannot put you to sleep.
Fighter - Draconic vanguard

Fighters who follow the path of the Draconic Vanguard have formed a mystical bond with dragons, drawing upon their essence to enhance their combat abilities. They possess the strength, resilience, and magical power associated with these mighty creatures. Draconic Vanguards become formidable warriors, capable of inflicting devastating damage and wielding draconic magic.

Draconic Bond

At 3rd level, when you choose the Draconic Vanguard archetype, you forge a powerful bond with a dragon or a draconic entity. Choose one type of dragon from the Dragon table in the Player's Handbook. This choice determines the damage type of your Draconic Essence feature, and it grants you certain benefits as you progress in this archetype.

Draconic Essence

Also at 3rd level, you gain the ability to infuse your strikes with draconic energy. When you hit a creature with a weapon attack, you can choose to expend one use of your Draconic Essence. The target takes additional damage equal to your fighter level of the chosen dragon's damage type (acid, cold, fire, lightning, or poison).

Draconic Resilience

Starting at 7th level, you gain the resilience of dragons. While you are not wearing heavy armor, your AC becomes 13 + your Dexterity modifier + your Constitution modifier. Additionally, you have advantage on saving throws against being frightened, and you have resistance to the damage type associated with your chosen dragon.

Dragon's Breath

At 10th level, you gain the ability to unleash a breath weapon reminiscent of your chosen dragon. As an action, you can exhale a 15-foot cone of energy. Each creature in that area must make a Dexterity saving throw against your fighter spell save DC, taking damage of the associated type equal to 3d6 + your Constitution modifier on a failed save, or half as much damage on a successful save. Once you use this feature, you can't use it again until you finish a short or long rest.

Draconic Surge

Starting at 15th level, your connection to draconic power becomes even stronger. When you hit a creature with a weapon attack, you can choose to expend one use of your Draconic Surge. The target takes additional damage equal to 2d8 of the associated damage type, and it must make a Strength saving throw against your fighter spell save DC or be pushed 10 feet away from you.

Draconic Ascendancy

At 18th level, you become a true embodiment of draconic power. You gain resistance to all damage except for the associated damage type of your chosen dragon. Additionally, your Draconic Essence and Dragon's Breath features now deal damage equal to your fighter level + your Constitution modifier.
Wizard - Vitalist Magus

Wizards who specialize in the Vitalist Magus tradition have delved into the mysteries of life force and the manipulation of vital energy. They possess the ability to harness the power of life energy, healing wounds, bolstering their allies, and sustaining themselves and their party members through the flow of vital energy.

Vital Infusion

At 2nd level, you gain proficiency in the Medicine skill, and you can use your Intelligence modifier instead of your Wisdom modifier when making Wisdom (Medicine) checks. Additionally, you learn the \*Cure Wounds\* spell, which does not count against the number of spells you can prepare.

Life Tap

Also at 2nd level, you gain the ability to tap into the life force of others. When you reduce a creature to 0 hit points with a spell that deals damage, you can regain hit points equal to half the damage dealt. If the spell deals necrotic damage, you regain hit points equal to the full damage dealt instead.

Vital Restoration

Starting at 6th level, you gain the ability to restore vitality to yourself and your allies. As an action, you can spend a spell slot to heal yourself or a creature you touch. The target regains hit points equal to 3d8 plus your Intelligence modifier. Additionally, the target gains temporary hit points equal to your wizard level.

Vital Surge

Starting at 10th level, you become a conduit of life energy, able to transfer vitality between creatures. As an action, you can touch a willing creature and transfer a portion of your own life force to them. The target regains hit points equal to your wizard level + your Intelligence modifier. Additionally, the target gains advantage on saving throws against disease and being poisoned for 1 hour.

Vital Nexus

At 14th level, you gain the ability to channel your own life force to enhance your magical abilities. When you cast a spell, you can choose to expend hit points instead of expending a spell slot. For each 10 hit point you spend, the spell's level increases by 1, up to a maximum of 5 additional levels, if you have access to that level of spells
Aerendyl népének királya

Az ismert világ egyik legrangosabb címe. A világ történelmének egyik leghatalmasabb dinasztiájának alapítója, I. Roneor Ruhendarion viselte elsőként ezt a címet, őt pedig leszármazottai követték, akik mind a Ruhendarion dinasztia tagjaiként uralkodtak Aerendylben. Ez a cím létrejötte szabta meg az új időszámítást az emberek birodalmában, melyet a Prefektusoknak nevezett rend kezdett használni a feljegyzések írásakor.