Homebrew (Subclasses)

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## **Barbarian**

### **Path of the Reaver**

For the primal warrior who exalts in death, there is the path of the reaver. As a reaver, one gains adrenaline from causing your foes to fall. They thirst for death, becoming even stronger as they near it themselves.

**Adrenaline**

Starting at 3rd level, your attacks have the potential to be absolutely devastating when you smell blood. While raging, you gain adrenaline when you reduce an enemy to 0 hit points, score a critical hit against an enemy, or have a critical hit scored against you. Once you have adrenaline, you cannot gain it again until you have expended it. When your rage ends, you lose any adrenaline you may have.

While raging, you may expend your adrenaline as part of a melee attack roll using Strength. If it hits, you may reroll any dice that rolled their maximum number, and add the additional rolls to the total damage.

**Devour**

Starting at 6th level, you can use your adrenaline as part of an attack to regain hit points equal to the damage you deal. You may use this 3 times, after which you must finish a short or long rest to do so again.

**Bloody Appetite**

Beginning at 10th level, if you have adrenaline when your rage ends, you regain one expended use of Devour. In addition, you may use Devour without regard to your uses remaining as long as you are under one quarter of your hit point maximum.

**Terrifying Assault**

Starting at 14th level, your attacks have the potential to intimidate foes like never before. When you score a critical hit against a creature while you are raging, you can expend your adrenaline to force the target to make a Wisdom saving throw. On a failed save, the creature is frightened of you for 1 minute. It can repeat the saving throw at the end of each of its turns.

**Fear Save DC** = 8 + your proficiency bonus + Strength modifier

## **Bard**

### **College of Charity**

Bards of the College of Charity strive in their goal of helping others overcome their struggles, even at the cost of personal sacrifice.

**Bonus Proficiency**

When you join the College of Charity at 3rd level, you gain proficiency and expertise with the Medicine skill.

**Healing Hand**

Also at 3rd level, you can aid your allies when they are injured. As a bonus action, you can expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and adding your proficiency bonus to the number rolled. A creature of your choice that can see or hear you within 60 feet regains hit points equal to the total.

**Divine Grace**

Your peerless charity has been noted by the divine, and they have granted you tools to aid in your pursuits. At 6th level, you learn the *Mass Healing Word*, *Revivify*, and *Sanctuary* spells. These spells count as bard spells for you but don’t count against the number of bard spells you know.

**Song Of Hope**

Starting at 14th level, you can use an action to use an instrument or your voice to bolster your allies. Until the beginning of your next turn, allies within 60 feet of you have advantage on saving throws and immunity to fear effects. On your next turn, you can use your action to continue these effects. This can be done for up to ten rounds.

You can do this once per short or long rest.

### **College of Satire**

Bards of the college of satire are also known as fools, clowns, and court jesters. They use acrobatics, wit, a good deal of luck, and a small pinch of flat out insult to defeat their foes.

**Bonus Proficiencies**

When you join the College of Satire at 3rd level, you gain proficiency with playing cards and thieves tools. You also gain proficiency in the Acrobatics skill and one additional skill of your choice. If you are already proficient with thieves tools or in Acrobatics, you can choose another skill to be proficient with for each proficiency you already have.

**Tumbling Fool**

Starting at 3rd level, you master an acrobatic technique known as tumbling, which allows you to evade danger. You can tumble as a bonus action, and when you do so, you can move up to half your walking speed without provoking opportunity attacks. Starting at 6th level, you can also tumble as a reaction to being attacked, giving the triggering attack disadvantage.

In addition, after tumbling, until the start of your next turn, you take half damage from falling. Tumbling does not cost you any movement.

**Adding Injury To Insult**

Starting at 6th level, your tongue has become as sharp as a rapier. You learn the *Vicious Mockery* cantrip. If you already know it, you learn another bard cantrip of your choice.

Additionally, you can use the *Vicious Mockery* cantrip as a bonus action. If a creature fails its saving throw against your vicious mockery, you can expend a Bardic Inspiration Die. You add the number rolled to the damage dealt, and you subtract the number from the creature’s next ability check, attack roll, or saving throw as long as it is made within the next minute.

**One For The Crowd**

Starting at 14th level, you learn the *Tasha’s Hideous Laughter* spell as a bard spell. If you already know it, you learn an additional 1st-level bard spell of your choice.

When you fail a saving throw or miss with an attack roll, you may use your reaction to cast Tasha’s hideous laughter on a creature you can see, without expending a spell slot or requiring material components. You may cast it this way a number of times equal to your Charisma modifier before you must finish a long rest to do so again.

## **Cleric**

### **Astral Domain**

Gods of the Astral Plane are as lost to time and space as the realm they reign over. The Astral Plane fills the gaps between the planes of existence and is an important, balancing force in the cosmic ecosystem of the multiverse. Practitioners of this domain see the absence of anything as something, and consider the Astral Plane as the ultimate destination of all things. These acolytes follow the ultimate path to their destination, and help shepherd others along their way in a grand mission of entropy. Clerics of the astral domain are chaotic by nature, but typically choose to destroy evil where they find it and hasten its inevitable journey to the Astral Plane.

**Domain Spells**

**Bonus Cantrip**

When you choose this domain at 1st level, you gain the *Guidance* cantrip if you don't already know it.

**Planar Reach**

At 1st level, you can create and reach through brief holes in the fabric of reality. When you cast a spell that has a range of touch, you can target a creature within 30 feet of you that you can see instead. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

**Channel Divinity: Create Void**

Starting at 2nd level, you can use your Channel Divinity to create a brief tear in the planar fabric that leads to the Astral Plane. As a bonus action, you can point your finger at a point you can see within 60 feet to create a planar tear. The tear is minuscule, but creates a powerful vacuum that forces each creature within 15 feet of the point to make a Dexterity saving throw. On a failed save, a creature takes force damage equal to 2d10 + half your cleric level and is pulled up to 15 feet toward the point. On a successful save, a creature takes half as much force damage and is not pulled. The tear vanishes immediately after drawing in any nearby creatures.

**Channel Divinity: Spatial Exchange**

By 6th level, you can use your Channel Divinity to distort the fabric of reality. As an action, you teleport up to 30 feet away to an unoccupied space you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.

**Potent Spellcasting**

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

**Supreme Switching**

At 17th level, you can choose to target a hostile creature when you use your Spatial Exchange feature. When you do, that creature must make a Charisma saving throw against your cleric spell save DC. On a failure, it switches places with you. On a success, neither you nor the creature are moved by your Channel Divinity.

In addition, your comfort slipping through planes allows you to do more while you move between them. Whenever you successfully swap places with another creature using your Spatial Exchange feature, you can cast a spell of 5th level or lower with a range of touch as part of that action. The spell must have a casting time of 1 action, and you must target the creature you're switching places with. The spell completes as you and the other creature switch places.

### **Blood Domain**

Originally developed in Phushura by the Claret Orders, the Blood domain centers around the understanding of the natural life force within one's own physical body. The power of blood is the power of sacrifice, the balance of life and death, and the spirit's anchor within the mortal shell. The Gods of Blood seek to tap into the connection between body and soul through divine means, exploit the hidden reserves of will within one's own vitality, and even manipulate or corrupt the body of others through these secret rites of crimson. Almost any neutral or evil deity can claim some influence over the secrets of blood magic and this domain, while the gods who watch from more moral realms shun its use beyond extenuating circumstance.

When casting divine spells as a Blood Domain cleric, consider ways to occasionally flavor your descriptions to tailor the magic's effect on the opponent's blood and vitality. Hold person might involve locking a target's body into place from the blood stream out, preventing them from moving. Cure wounds may feature the controlling of blood like a needle and thread to close lacerations. Guardian of Faith could be a floating, crimson spirit of dripping viscera who watches the vicinity with burning red eyes. Have fun with the themes!

**Domain Spells**

**Bonus Proficiencies**

When you choose this domain at 1st level, you gain proficiency with martial weapons.

**Bloodletting Focus**

From 1st level, your divine magics draw the blood from inflicted wounds, worsening the agony of your nearby foes. When you use a spell of 1st level or higher to damage to any creatures that have blood, those creatures suffer additional necrotic damage equal to 2 + the spell's level.

**Channel Divinity: Blood Puppet**

Starting at 2nd level, you can use your Channel Divinity to briefly control a creature's actions against their will.

As an action, you target a Large or smaller creature that has blood within 60 feet of you. That creature must succeed on a Constitution saving throw against your spell save DC or immediately move up to half of their movement in any direction of your choice and make a single weapon attack against a creature of your choice within range. Dead or unconscious creatures automatically fail their saving throw.

**Crimson Bond**

Starting at 6th level, you can use your Channel Divinity to focus on a sample of blood from a creature that is at least 2 ounces, and that has been spilt no longer than a week ago. As an action, you can focus on the blood of the creature to form a bond and gain information about their current circumstances. You know their approximate distance and direction from you, as well as their general state of health, as long as they are within 10 miles of you. You can maintain Concentration on this bond for up to 1 hour.

During your bond, you can spend an action to attempt to connect with the bonded creature's senses. The target makes a Constitution saving throw against your spell save DC. If they succeed, the connection is resisted, ending the bond. You suffer 2d6 necrotic damage. Upon a failed saving throw, you can choose to either see through the eyes of or hear through their ears of the target for a number of rounds equal to your Wisdom modifier (minimum of 1). During this time, you are blind or deaf (respectively) with regard to your own senses. Once this connection ends, the Crimson Bond is lost.

*Health State Examples*

 99%-50%
 49%-1%
 0%

**Sanguine Recall**

At 8th level, you can sacrifice a portion of your own vitality to recover expended spell slots. As an action, you recover spell slots that have a combined level equal to or less than half of your cleric level (rounded up), and none of the slots can be 6th level or higher. You immediately suffer 1d6 damage per spell slot level recovered. This damage cannot be reduced or negated in any way. You can't use this feature again until you finish a long rest.

For example, if you're an 8th-level Cleric, you can recover up to four levels of spell slots. You can recover a 4th-level spell slot or two 2nd-level spell slots. You then suffer 4d6 damage.

**Vascular Corruption**

At 17th level, you can emit a powerful aura as an action that extends 30 feet out from you that pulses necrotic energy through the veins of nearby foes, causing them to burst and bleed. For 1 minute, any enemy creatures with blood that begin their turn within the aura or enter it for the first time on their turn immediately suffer 2d6 necrotic damage. Any enemy creature with blood that would regain hit points while within the aura only regains half of the intended number of hit points (rounded up).

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

### **Darkness Domain**

Clerics of the darkness domain use the cover of night and the bending of shadow to smite those who are not worthy of light or even their own vision. Deities that uphold the Darkness Domain are the Chained Oblivion, the Spider Queen, the Moon Weaver, and the Cloaked Serpent.

**Domain Spells**

**Child of Night**

At 1st level, you gain the *chill touch* cantrip. If you do not have Darkvision, you gain it out to 30 feet.

**Shield of Infallible Darkness**

At 1st level, you can punish those that bring you harm. As a reaction to taking damage from a creature within 60 feet, you can make the attacker go blind until the end of its next turn.

You can do this a number of times equal to your Wisdom modifier before you must finish a short or long rest to do so again.

**Channel Divinity: Shadow Spawn**

Starting at 2nd level, you can use your Channel Divinity to fade into the darkness.

As a bonus action ,you can become a creature of shadow, granting yourself advantage on all Dexterity (Stealth) checks. If a creature cannot see you, and you hit it with a spell attack, the spell deals maximum damage. This lasts for 1 minute.

**Hungering Darkness**

Starting at 6th level, your Shield of Infallible Darkness becomes more powerful. When you use it, you may blind up to two additional creatures within 30 feet of you. They are blinded until the end of your next turn.

**Potent Spellcasting**

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

**Soul Of Darkness**

Starting at 17th level, you gain strength from darkness. As a bonus action, you can fade into the shadows. You regain an amount of hit points equal to your cleric level and you gain resistance to all damage except force for one minute.

In addition, while in this form, you can use your bonus action to teleport up to 30 feet away to a point in dim light or darkness.

Once you do this, you must finish a short or long rest before you can do so again.

### **Destruction Domain**

Clerics of the destruction domain want one thing and one thing alone: the end of all things.  Destruction domain clerics use evocation magic and divine wrath to turn anything that crosses their path to ash.  Among the divine spellcasters, even those of the darkness and death domains, destruction domain clerics are seen as radical fanatics that worship mad gods.  Such gods include the Ruiner, the Scaled Tyrant, the Lord of Nine, and the Chained Oblivion.

**Domain Spells**

**Armed for Destruction**

When you choose this domain at 1st level, you gain proficiency with martial weapons and heavy armor.

**Destructive Fury**

At 1st level, you can channel divine energy to enter a destructive frenzy. As a bonus action, you can gain 5 temporary hit points and a +1 bonus to weapon damage rolls. This lasts for one minute.

After you use this feature, you must finish a short or long rest to do so again.

When you use this ability, you can expend a spell slot to augment its effects. You instead gain temporary hit points equal to three times the spell slot level and the bonus to weapon damage rolls is equal to half of the spell slot level (rounded up).

**Channel Divinity: Sundering Invocation**

Starting at 2nd level, you use your Channel Divinity to summon destructive wrath.

As an action, you can touch one creature or non-magical object. The target must make a Constitution saving throw, taking force damage equal to five times your cleric level if the target is a creature, or ten times your cleric level if the target is an object or structure.

**Appetite for Destruction**

Beginning at 6th level, your destructive acts have fueled further expressions of devastation.  If you drop a creature to 0 hit points with a weapon attack, you can immediately use your bonus action to make a second weapon attack.

You can use this feature a number of times equal to your Wisdom modifier (minimum of 1).  You regain all expended uses after a long rest.

**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 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.

**Hand of Devastation**

Starting at 17th level, your spells deliver exceptional power.  When you would roll damage for a spell, you can instead choose to automatically deal maximum damage.  Once you do so, you cannot do so again until you finish a short or long rest.

### **Plague Domain**

Being that disease is the opposite of health, plague clerics and life clerics don’t always get along, but do share a mutual respect for each other, for without health, there is no disease, and visa versa. Plague clerics spread diseases through their foes to weaken and bring them to their end. They are masters of death both on small and massive scales. Deities that command the Plague Domain include the Cloaked Serpent, the Ruiner, and the Whispered One.

**Domain Spells**

**Plagueborn**

Your deity has blessed you with supernatural resistance to affliction. At 1st level, you gain advantage on saving throws against being poisoned and you gain resistance to poison damage.

Additionally, you learn the *Acid Splash* and *Poison Spray* cantrips. These count as cleric spells for you, but do not count against your total number of cantrips known.

**Channel Divinity: Plague Bearer**

Starting at 2nd level, you can use your Channel Divinity to wield the power of the blight with unchecked virulence. Whenever you roll acid or poison damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.

**Plague Breaker**

As you can inflict disease, you can also cure it. Starting at 6th level, you become immune to disease.

Additionally, as an action, you can end cure all diseases that are afflicting a creature, or end one of the following status effects; blinded, deafened, paralyzed, petrified, poisoned.

**Potent Spellcasting**

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

**Pandemic**

Starting at 17th level, as an action, you can bestow a plague upon your foes. A number of creatures equal to your Wisdom modifier (minimum of 1) within 30 feet of you must make a Constitution saving throws. On a failed save, a creature is plagued. A plagued creature can repeat the saving throw at the end of each of its turns. On a failed save, a plagued creature takes 3d10 poison damage and takes one level of exhaustion. On a successful save, a plagued creature stops making saving throws but retains the levels of exhaustion. Whenever a plagued creature dies, each creature within 10 feet of it must make a Constitution saving throws or become plagued.

You can dismiss the plague as an action. After you use this feature, you cannot do so again until you finish a long rest.

## **Druid**

### **Circle of Faerie**

Though all druids are deeply entwined with nature on a physical and spiritual level, those who spend their time near fey bridges come to know an even deeper connection. Like the fey, druids who align themselves with the liminal inbetween spaces that are fey bridges can twist their natural magic for trickery and guile. These Faerie Circles (so named for the ring of mushrooms often found at fey bridges) are practically invisible to the outside world, even to other druids, for they can vanish in a moment's notice or shapeshift in the blink of an eye.

**Bonus Proficiencies**

When you join this circle at 2nd level, you gain proficiency in the Deception and Stealth skills.

**Fey Inheritance**

At 2nd level, you have advantage on saving throws against being charmed, and magic can’t put you to sleep. This feature counts as the Fey Ancestry feature for prerequisite purposes.

**Sly Spellcasting**

Your mystical connection to the Feywild infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed on the following table.

Once you gain access to a spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

**Reflexive Wildshape**

Starting at 6th level, you can assume a diminutive animal form instantly, confounding others. As a reaction at the beginning of another creature's turn, you can use your Wild Shape to transform into a Small or smaller beast, move up to its movement speed, and take the Hide action. A creature that did not see you transform and does not see your beast form might simply think that you have vanished or turned invisible, and must make a Wisdom (Survival) check against your spell save DC to determine that you are in an animal form.

**Faerie Form**

At 10th level, you can expend one use of your Wild Shape to transform into any fey creature you have seen in the past, up to a maximum CR of 4. While transformed, you can cast any spell available in the fey’s Innate Spellcasting trait, expending spell slots as if the spell was cast using the lowest possible slot.

**Slippery Spells**

By 14th level, your closeness to the realm of faerie makes your spells exceptionally hard for other mages to counteract. Any spell you cast counts as being cast from a 9th level spell slot for the purposes of *Counterspell* and *Dispel Magic*, and whenever a creature uses a spell (such as *Lesser Restoration* or *Remove Curse*) to remove a condition or curse caused by one of your spells, they must make an ability check with their spellcasting ability against your spell save DC. On a failure, the condition or curse is not removed, and the curative spell is wasted.

### **Unbroken Circle**

The Unbroken Circle is an order of druids who have abandoned the patient teachings of their predecessors, deciding instead to take up arms in defense of the wilderness. These combative druids form militias and harness the fury of nature itself to forcefully remove any encroaching evil that threatens their sacred lands.

**Improved Shillelagh**

When you choose this circle at 2nd level, you gain proficiency with martial weapons. In addition, you learn the *Shillelagh* cantrip. If you already know this cantrip, you learn a different druid cantrip of your choice. The cantrip doesn't count against your number of cantrips known.

When you cast *Shillelagh*, you can use it to imbue any melee weapon you're holding with nature's power. If you're holding a weapon under the effects of shillelagh, you can use it as a spellcasting focus for your druid spells.

**Wild Recovery**

At 2nd level, you gain the ability to recover using the wild, bestial magic that courses through you. As a bonus action, you can expend a use of your Wild Shape to regain a number of hit points equal to 2d10 + your Wisdom modifier (minimum of 1). When you reach 10th level in this class, you regain 4d10 + your Wisdom modifier instead.

**Shillelagh Mastery**

Starting at 6th level, when you cast *Shillelagh*, the weapon's damage die becomes a d10, instead of a d8. When you reach 14th level in this class, the damage die becomes a d12.

In addition, while you're wielding a weapon under the effects of *Shillelagh*, you can attack twice, instead of once, whenever you take the Attack action on your turn using that weapon.

**War Druid**

At 10th level, when you use your action to cast a druid spell, you can make one weapon attack as a bonus action.

**Nature's Armor**

By 14th level, your connection to nature helps to shield you from harm. At the start of each of your turns, you gain a number of temporary hit points equal to half your druid level.

## **Fighter**

### **Fencer**

Postured, graceful, and utterly deadly, archetypal fencers favor precise one-handed parries and thrusts to conventional shielded combat. Preferring to remain mobile and evasive, fencers react like clockwork to their opponent's movements, striking at their foe's weakest moment with a barrage of pinpoint strikes.

**Fencing**

Beginning when you choose this archetype at 3rd level, you've developed a deft and relentless fighting style. You gain the following benefits while you are wielding a single finesse weapon, and you aren't wearing heavy armor or wielding a shield.

* **Lunge.** You can use your bonus action to increase the reach of your weapon by 5 feet until the start of your next turn.

* **Parry.** You can adopt a defensive stance as a bonus action, granting yourself +2 AC until the start of your next turn.

* **Remise.** When you take the Attack action with a finesse weapon on your turn, you can make one attack with that weapon as a bonus action. You do not add your ability score modifier to the damage of this attack.

**Fencer’s Footwork**

Starting at 7th level, you learn to move your feet as quickly and as easily as you move your blade. Your movement speed increases by 10 feet, and moving through difficult terrain doesn’t cost you extra movement.

**Riposte**

Starting at 10th level, when a creature attacks you with a melee attack and misses, you can use your reaction to gain advantage on the next melee attack you make against that creature until the end of your next turn.

**Peerless Reflexes**

Starting at 15th level, each round, the first time you use Riposte or make an opportunity attack doesn't cost your reaction.

**Master’s Remise**

At 18th level, when you use the Remise ability, you can make two melee attacks instead of one.

### **Gladiator**

Many adventurers seek glory, victory, fame, gold, and many other things, but what truly puts the gladiators apart is their lust for a good show for all of those who watch.

**Light Armor Wielder**

At 3rd level, you gain a +1 bonus to AC while wearing light armor.

**Persistent Fortitude**

At 3rd level, your body learns to resist fatigue and punishment. You need only half the amount of food and water a normal person needs to avoid exhaustion. Additionally, you need only 6 hours of sleep to gain the benefits of a long rest.

In addition, when you are dropped to 0 hit points but not killed outright, you instead drop to 1 hit point. After this is done, you must complete a short or long rest to do so again.

**Magnificent Blow**

At 7th level, you have learned how to create spectacular moments in the midst of combat, heartening your allies and horrifying your enemies. Whenever you score a critical hit with a weapon attack against a creature, friendly creatures within 60 feet of you, that can see or hear you, gain temporary hit points equal to half your Fighter level + your Charisma modifier. Enemies within 30 ft. of you must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn.

**Gladiatorial Fighting Style**

At 10th level, you have mastered one of the specific gladiatorial techniques. Choose one of the following gladiatorial fighting styles.

* **Murmillo.** When a creature you can see attacks you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. If you are wielding a shortsword and the attack roll fails because of this feature, you can make a single melee attack against the attacker as part of the same reaction.
* **Dimacharrus.** When you're wielding two melee weapons, you can use your bonus action to give a creature disadvantage on attack rolls against you until the start of your next turn. If you are wielding scimitars, you can make a second off-hand attack as per the Attack action.
* **Retiarius.** You can use two weapon fighting with any one-handed weapon in your main hand and a net in your off-hand. If your main weapon is a trident, you gain advantage on attack rolls with your net.
* **Hoplomachus.** While wielding a versatile weapon and a shield, you can treat the weapon as if it were being wielded with two hands. If you are wielding a spear, you can make a trip attack as a bonus action. If the attack hits, and the target is a Large or smaller creature, it takes no damage but must make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier [your choice]). On a failure, the target falls prone.

**Spectacular Superiority**

At 15th level, you revel in the flow of combat, turning advantage into superiority. When you hit a creature with a melee weapon attack, and beat its AC by 8 or more, you can choose to make the attack a critical hit.

You can do this a number of times equal to your Charisma modifier (minimum of 1). You regain all expended uses after a short or long rest.

**Vitality of the Legion**

When you reach 18th level, your body can access a nearly unlimited amount of stamina in the heat of combat. When you use your Action Surge, you can expend any number of Hit Dice. You gain a number of temporary hit points equal to the maximum possible result of the expended Hit Dice plus your Constitution modifier. These temporary hit points end when you finish a short or long rest.

## **Monk**

### **Way of the Iron Mountain**

Those who train under the way of the iron mountain do not train in the delicate arts. They build up physical resistance to damage. A properly trained monk of the iron mountain can endure almost as much punishment as the mountains they’re named after.

**Iron Mountain Technique**

At 3rd level, you can use your ki to enhance your body to withstand large amounts of punishment. Whenever you use Patient Defence or Step of the Wind, you gain one of the following benefits:

* You gain resistance to all damage except psychic until the end of your next turn.
* You gan a bonus to your AC equal to your Constitution modifier until the start of your next turn.
* You have advantage on ability checks and saving throws against being grappled, restrained, forcibly moved, or knocked prone.

**Fists of Steel**

At 6th level, your unarmed strikes become hard as steel. Your unarmed strike damage dice increases to 1d8. It increases again to 1d10 at 11th level and 1d12 at 17th level.

Additionally, you can choose for your unarmed strikes to deal bludgeoning, piercing or slashing damage.

**Iron Body**

At 11th level, when you are hit by a melee weapon attack, you can use your reaction to reduce the damage by 1d10 + your Constitution modifier + half your Monk level.

If this reduces the damage to 0, you can spend 1 ki point and make an unarmed strike against the attacker as part of the same reaction.

**Body Conditioning**

At 17th level, you have prepared your body for peak performance. Your Strength, Dexterity, and Constitution scores all increase by 2 to a maximum of 22.

### **Way of the Sacred Fist**

Some find that they can channel holy power after years of worship or some moment of clarity, but the monks of the sacred fist have discovered a way to channel the same energy through spiritual enlightenment, meditation, and discipline.

**Holy Vow**

At 3rd level, you can use your ki to duplicate the effects of some spells. As a bonus action you can spend 1 ki point to cast the *Divine Favor*, *Protection from Evil and Good*, or *Shield of Faith* spell.

Additionally, you learn the *Thaumaturgy* cantrip if you didn’t already know it.

**Luminous Touch**

At 6th level, you can choose to deal radiant damage with your unarmed strikes.

**Channel Divinity**

Also at 6th level, your connection to the gods grows stronger. Choose one of the Cleric’s domain options. You can use the Channel Divinity from that domain.

If there is more than one option, you can choose which effect you want to create. Once you use your Channel Divinity, you cannot do so again until you finish a short or long rest.

Some Channel Divinity options require saving throws. For these effects, use your Ki Save DC.

**Blessed Fortitude**

At 11th level, you can protect your body from corruption, such as the touch of a wraith or the *Finger of Death* spell. When you are forced to make a Constitution saving throw to take half damage, you instead take no damage on a success and only half damage on a failure.

**Divine Punishment**

At 17th level, you can act on behalf of your deity and restore order and dismiss outsiders from your mortal plane. As a bonus action, you can spend 3 ki points to cast the *Banishing Smite* spell. The spell can be focused through an unarmed strike. The saving throw DC is your Ki Save DC.

## **Paladin**

### **Oath of Death**

The oath of death is a vow to preserve the natural flow of life. There comes a time when one simply must pass on from this world for the next, and you are the enforcer of this universal law.

**Tenants of Death**

Some have different ideas on what constitutes as denying death and what types of life should be protected, regardless, the tenants of death remain basically the same.

* **Pass the Torch.** Ease the passing of a soul from the mortal world to the Outer Planes and celebrate the life of one of the gods’ creations.
* **Help Creation.** Protect those who cannot fight or think for themselves, and those who are helping nurse a new being into the world.
* **Kill the Breathless.** Let those who have denied death move on to the next stage of existence by sending them to the afterlife yourself.
* **Bear Fruits.** Celebrate life knowing it will end someday and help along the next generation of the universe.

**Oath Spells**

**Channel Divinity**

At 3rd level, you gain the following two Channel Divinity options.

* **Icey Death.** As a bonus action you can use your Channel Divinity to conjure the icy power of death. For the next minute, you can cast the *chill touch* cantrip as bonus action.
* **Life’s Flame.** As a bonus action, you can use your Channel Divinity to imbue creatures within 30 feet of you with divine energy. Choose a number of creatures equal to your Charisma modifier. The chosen creatures deal an extra 1d4 radiant damage on their attacks for the next minute.

**Aura of Preservation**

At 7th level, the air around you seems to be robbed of its warmth while you feel pleasantly warm to the touch. You and all friendly creatures within 10 feet of you gain resistance to cold and necrotic damage.

At 18th level, the aura’s range extends to 30 feet.

**Birth And Demise**

At 15th level, when a friendly creature that you can see deals fire or radiant damage to a creature, you can use your reaction to cast a spell that you have prepared that deals cold or necrotic damage.

**Grim Reaper**

At 20th level, you can mimic the shadowy figure of Death himself. For 1 minute, you gain the following benefits:

* Your size becomes Large.
* While in dim light or darkness, you have advantage on saving throws.
* You are immune to cold and necrotic damage.
* You can move through objects and other creatures as difficult terrain.
* If you end your turn inside of a creature, the creature takes 1d6 cold damage and 1d6 necrotic damage, ignoring resistances.

### **Oath of the Hellsworn**

Often known as hellknights, paladins who take the oath of the hellsworn sign a contract with a greater devil from the Nine Hells, offering service in exchange for power. In many cases, people confuse them with warlocks, but where a warlock makes a deal with an entity, a hellknight swears themself to an ideology.

**Tenants Of the Hells**

Contracts forged between devils of great power and future hellknights often contain no end of complicated, legally-binding language and fine print that attempts to confuse and obfuscate its true purpose. It is highly recommended that you talk to your DM about the contract and who you made it with.

* **Contracts are Contracts.** The terms of this oath dictate that you complete or endeavor to fulfill all contracts you willingly sign yourself into, to the best of your ability. You will also respect the contracts of others, and will not attempt to break signatories from their contractual service unless doing so is part of one of your contracts.
* **Serve.** Every year, the holder of your contract is allowed one request of your services. Failure to comply to the best of your ability places you under breach of contract, and all penalties this may imply.
* **Raise Hell.** You should not spread general chaos, nor should you act contrary to the interests of the Hells. Rather, you should try to (subtly or overtly) aid the fiends of the Hells when encountered, unless this is in conflict with any prior contractual agreements.

**Oath Spells**

**Channel Divinity**

At 3rd level, you gain the following two Channel Divinity options.

* **Hellfire Weapon.** As an action, you can wreathe a weapon you are holding in the flames of the Hells, using your Channel Divinity. For the next minute, you add your Charisma modifier in fire damage to all attacks made with the weapon (minimum of +1). The weapon emits bright light for 10 feet and dim light for another 10 feet. If the weapon is not magical, it now counts as magical for the purpose of overcoming resistance and immunity to attacks made with non-magical weapons.

* **Turn Adversary.** As an action, you can present a symbol of your contract-holder and mutter a word of damnation the enemies of the Hells, using your Channel Divinity. Each aberration, celestial, elemental, and non-lawful fiend within 30 ft. of you must make a Wisdom saving throw. If a creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turn trying to move as far away from you as it can, and it can’t willingly move into a space within 30 feet of you. It cannot take reactions and it must use each of its actions to take the Dash action to run from you. If it has nowhere else to move, it takes the Dodge action.

**Fiendish Smite**

Also at 3rd level, your Divine Smite no longer deals radiant damage, instead dealing your choice of fire or necrotic damage. You can choose the damage type each time you use your Divine Smite.

Additionally, you have resistance to fire damage.

**Hellgate**

At 7th level, you have been granted the ability to make small jumps from place to place on the Material Plane, using the Nine Hells as a gateway. As a bonus action, you can teleport any number of willing creatures within 10 feet of you (including yourself) up to 600 feet away. Some may find the brief journey strange or even disturbing.

Once you do this, you cannot do so again until you have finished a short or long rest.

**Brimstone Blessing**

At 15th level, you can channel the power of your contract to imbue you with unnatural vitality. As a bonus action, you gain temporary hit points equal to your Charisma modifier (minimum of 1).

Additionally, you are immune to fire damage and effects that force you to tell the truth.

**Champion of the Hells**

At 20th level, your contract nears completion and your infernal powers are at their peak. You can, as an action, transform into a devilish mirror of your mortal form, commanding a large portion of your contract-holder’s power. When you transform, you gain the following benefits:

* You gain a Darkvision out to 120 feet, or increase any existing Darkvision by 120 feet.
* You grow a pair of fiery wings that grant you a flying speed of 60 feet.
* As a bonus action ,you can make one attack with your claws. You are considered proficient with them and they are considered to have the Finesse property. Your claws deal 1d6 plus your Strength or Dexterity modifier (your choice) in slashing damage. You can still make this attack if your hands are otherwise occupied.
* Whenever you deal damage, you deal an additional 2d6 fire damage.
* You have immunity to bludgeoning, piercing, and slashing damage from non-magical weapons.

This effect ends after 1 hour, when you end it as a bonus action on your turn or you die. Once you use this feature, you cannot do so again until you finish a long rest.

## **Rogue**

### **Gloaming Knight**

The fearsome, black-clad warriors that call themselves the Gloaming Knights pursue their sworn mission with grim determination, fanatically dedicated to the destruction of the Moon Court and all lycanthropes. The reasons for their crusade are shrouded in mystery―and none of the Courts will have anything to do with them―but none can doubt their efficacy.

Gloaming knights are among the only fey who work with and use iron and steel, having developed magical wards to protect themselves from its noxious effect. Consequently, other fey creatures tend to give them a wide berth, often treating them with scorn or outright hostility.

**Beast Slaying**

When you choose this archetype at 3rd level, all weapon attacks you make count as silvered for the purposes of bypassing damage resistance and immunity. Furthermore, you have advantage on attack rolls you make against creatures that you know have the shapechanger subtype.

**Iron Blood Charm**

Also at 3rd level, you fall under the protection of the gloaming knight's secret charm. This could take the form of a trinket to be worn, a tattoo on your body or a ritual brew that you drink. You are immune to all diseases, including magical ones, such as the curse of lycanthropy.

**Enshadened**

At 9th level, you become permanently surrounded by a shifting veil of shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.

Additionally, you have advantage on Dexterity (Stealth) checks made at night.

**Silver Smith**

When you reach 13th level, you gain proficiency with smith's tools and jeweler's tools. In addition, you can silver weapons much more efficiently than ordinary smiths. It takes you 10 minutes to silver one weapon or set of 20 missiles, and costs only 25 gp.

**Hunt by Moonlight**

Starting at 17th level, when you attack against a creature that can't see you (such as while you're invisible) and hit, the target must succeed on a Constitution saving throw (DC equals 8 + your Dexterity modifier + your proficiency bonus) or be stunned until the beginning of your next turn.

### **Mage Hunter**

Ancient orders that remember the ruin that can be brought about by spellcasters keep an eternal vigil. Watching those gifted with magic talent for any sign of becoming a threat to civilization. The most notable order of mage hunters are the Volstrucker.

**Hunter Training**

At 3rd level, you gain proficiency with the Arcana skill. You also gain proficiency with the heavy crossbow, scimitar, and whip.

**Arcane Assassin**

At 3rd level, you use your knowledge of arcanists to exploit their weaknesses. When you hit a spellcaster with an attack that didn't have disadvantage, you can deal sneak attack damage.

You must have seen the spellcaster cast a spell, use an item pertaining to them using magic, or otherwise identified them to be a spellcaster to gain this benefit.

**Null Magic**

At 9th level, you gain the ability to use your knowledge of the arcane to unweave the magic of your foes. You can cast the *Counterspell* and *Dispel Magic* spells. Your spellcasting ability for these is Intelligence. The spell level that these spells are cast at are considered to be one-third of your Rogue level (rounded down).

You have a number of charges equal to 1 + your Intelligence modifier (minimum of 1). Casting a spell expends one charge. You regain all expended charges at the end of a long rest.

**Arcane Detection**

At 13th level, you gain the ability to innately perceive magic. You can recognize magic items, relics, and spellcasting paraphernalia such as spell components, magic foci, and spellbooks on sight. You do not know their purpose or enchantment, only that they are magical in the use of a spellcaster.

Additionally, you can use Intelligence (Arcana) checks to attempt to decipher arcane script or determine the purpose of a magical object.

**Spell Piercer**

At 17th level, when you are attacking a creature under the effects of a spell that grants them bonus AC or a resistance to damage, you ignore these effects.

When attacking a creature with temporary hit points granted by a spell, you ignore them and directly damage the creature. The temporary hit points are unaffected.

Additionally, you can see through magical darkness. You can also see through invisibility spells that affect a spellcaster.

## **Sorcerer**

### **Runechild**

The weave and flow of magic is mysterious and feared my quite a few across Blaedura. The talents of a runechild are rare indeed, and many are sought after for study by mages and scholars. A runechild has many runes that lie beneath their skin. After sculpting a spell like all sorcerers can, runes will activate and the runes can be used to perform special abilities.

**Essence Runes**

At 1st level, your body has begun to express your innate magical energies as natural runes that hide beneath your skin. You begin with 1 Essence Rune, and gain an additional rune whenever you gain a level in this class. Runes can manifest anywhere on your body, though the first usually manifests on the forehead. They remain invisible when inert.

At the end of a turn where you spent any number of sorcery points for any of your class features, an equal number of essence runes glow with stored energy, becoming charged runes. If you expend a charged rune to use one of your Runechild features, it returns to being an inert essence rune.

As a bonus action, you may spend any number of sorcery points to convert an equal number of essence runes into charged runes. If you have no sorcery points and no charged runes, you can convert a single essence rune into a charged rune as an action.

If you have 5 or more charged runes, you emit bright light in a 5 foot radius and dim light for an additional 5 feet. Any charged runes revert to inert essence runes after you complete a long rest.

**Glyph Of Aegis**

Beginning at 1st level, you can release the stored arcane power within your runes to absorb or deflect threatening attacks against you. Whenever you take damage from an attack, hazard, or spell, you can use a reaction to expend any number of charged runes, rolling 1d6 per charged rune. You subtract the total rolled from the damage inflicted by the attack, hazard, or spell.

At 6th level, you can use an action to expend a charged rune, temporarily transferring a Glyph of Aegis to a creature you touch. A creature can only hold a single glyph, and it lasts for 1 hour, or until the creature is damaged by an attack, hazard, or spell. The next time that creature takes damage from any of those sources, roll 1d6 and subtract the number rolled from the damage roll. The glyph is then lost.

**Sigilic Augmentation**

Upon reaching 6th level, you can channel your runes to temporarily bolster your physical capabilities. You can expend a charged rune as a bonus action to enhance either your Strength, Dexterity, or Constitution, granting you advantage on ability checks with the chosen ability score until the start of your next turn. You can choose to maintain this benefit additional rounds by expending a charged rune at the start of each of your following turns.

**Manifest Inscriptions**

At 6th level, you can reveal hidden glyphs and enchantments that surround you. As an action, you can expend a charged rune to cause any hidden magical marks, runes, wards, or glyphs within 15 feet of you to reveal themselves with a glow for 1 round. This glow is considered dim light for a 5 foot radius around the mark or glyph.

**Runic Torrent**

Upon reaching 14th level, you can channel your stored runic energy to instill your spells with overwhelming arcane power, bypassing even the staunchest defenses. Whenever you cast a spell, you can expend a number of charged runes equal to the spell’s level to allow it to ignore any resistance or immunity to the spell’s damage type the targets may have.

**Arcane Exemplar**

Beginning at 18th level, you can use a bonus action and expend 6 or more charged runes to temporarily become a being of pure magical energy. This new form lasts for 3 rounds plus 1 round for each charged rune expended over 6. While you are in your exemplar form, you gain the following benefits:

* You have a flying speed of 40 feet.
* Your spell save DC is increased by 2.
* You have resistance to damage from spells.
* When you cast a spell of 1st level or higher, you regain hit points equal to the spell’s level.

When your Arcane Exemplar form ends, you can’t move or take actions until after your next turn, as your body recovers from the transformation. Once you use this feature, you must finish a long rest before you can use it again.

### **Vampiric Bloodline**

Your innate magic stems from the mingling of your bloodline with the blood of a vampire. Some sorcerers with this origin can trace their powers back to an ancient bargain with a powerful vampire or even being a descendant of a vampire.

**Denizen Of The Night**

At 1st level, you gain a Darkvision of 60 feet. If you already have Darkvision, it extends by 60 feet.

**Martial Prowess**

Also at 1st level, your vampiric ancestry grants you increased effectiveness in melee combat. Your unarmed strikes deal 1d6 damage, using your Charisma modifier rather than your Strength modifier for attack and damage rolls.

**Vampiric Regeneration**

At 6th level, you gain a semblance of the regenerative abilities of a vampire. At the start of each of your turns, you gain a number of temporary hit points equal to half of your Sorcerer level (rounded down). If you start your turn in direct sunlight or running water, the number of temporary hit points you gain is halved.

**Extra Attack**

Also at 6th level, you can attack twice, instead of once, whenever you take the attack action on your turn.

Additionally, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to non-magical attacks.

**Shapechange**

At 14th level, you can use your action to polymorph into a Bat or back into your true form.

In bat form, you cannot speak, attack, or cast spells. Other than your size and speed, your statistics are unchanged. Anything you are wearing or carrying transforms with you.

**Deathly Charm**

At 18th level, you gain the ability to cast the *Charm Person* spell at 1st-level, without expending a spell slot.

When you cast the spell in this way, you must use your concentration to maintain it. The charmed creature regards you as a trusted friend that is to be heeded and protected, rather than a friendly acquaintance.

Additionally, when the charm ends, the target must succeed a Wisdom saving throw to realize it had been charmed.

### **Vortex Soul**

You have the innate ability to manipulate the weave of time and space itself.  To you, timelines and gravity wells are as obvious and natural as the wind or waves.  Maybe you were born during a time loop caused by a great mage.  Maybe you were born on a plane with altered gravity or passed too close to the event horizon of a black hole.  Or perhaps you are a remnant of a destroyed timeline, left behind for some unknown purpose.  Regardless of the reason, you can manipulate the energy known as dunamis as naturally as one might speak or run.

When your Spellcasting feature lets you learn or replace a sorcerer spell of 1st level or higher, you can choose one from the list of dunamancy spells outlined in *Explorer’s Guide to Wildemount* or the list of dunamancy spells found in *Vorlassar’s Guide to Blaedura*.  You must otherwise obey all restrictions for selecting the spell, and it becomes a sorcerer spell for you.

**Gravity Anchor**

Starting at 1st level, you can subtly manipulate the gravity affecting you as a bonus action, making it stronger or weaker.

* **Stronger.** You have advantage on Strength ability checks and Strength saving throws.  You also gain a Tremorsense of 30 feet.  However, your walking speed decreases by 5 feet.
* **Weaker.**  Your walking speed increases by 10 feet, you can jump twice as far or high as normal, and difficult terrain doesn’t cost you extra movement.  However, you have disadvantage on Strength ability checks.

You can end these effects or switch between them as a bonus action.

**Intuitive Chronurgy**

Beginning at 6th level, you learn the *Haste* and *Slow* spells, which don’t count against the number of spells you know.  In addition, you may cast them by spending 3 sorcery points or by expanding a spell slot.

You have advantage on Constitution saving throws made to maintain concentration on these spells, or Dunamancy spells.

**Psychosomatic Contrast**

Starting at 6th level, your mind and body experience reality differently than others.  You have advantage on ability checks and saving throws to discern illusions, and you can’t be magically aged.

**Zero Gravity Point**

Beginning at 14th level, you can enshroud yourself in a pocket of zero gravity as a bonus action, lifting yourself through the air.

While the pocket exists, you have a fly (hover) speed of 30 feet.  In addition, you automatically succeed saving throws made against gravity-altering spells (such as reverse gravity).  The pocket lasts until you’re incapacitated, you die, or you dismiss it as a bonus action.

**Conflux of the Soul**

Upon reaching 18th level, you can spend 5 sorcery points as an action to combine aspects of yourself from multiple different timelines, to create the perfect union of all possible pasts and futures, gaining the following benefits:

* You can add you proficiency bonus to any saving throw or ability check that you aren’t already proficient in.
* You are immune to the charmed and frightened conditions.
* Your Charisma score increases by 4, to a maximum of 30.

You remain in this state for 1 hour, and it ends early if you are incapacitated or die.  When it ends, you gain two levels of exhaustion.

## **Warlock**

### **Fallen Star**

Stars beyond measure populate the void beyond the world, while celestial spheres circle above. You have met with one of their number, cast down by the many cold and unfeeling suns above for the sin of falling in love with a mortal. As punishment, the spiteful and envious stars shined their pale fury upon the paramour, destroying them utterly. The Fallen Star now wanders the world it has been cast upon, appearing as a shimmer of light. Its goal is known only to those whom it trusts, and it grants power to them as it is powerless itself, stripped of interaction with the mortal world for its hubris. It endlessly searches, seeking either a soul of great kindness to help it find the knowledge and power to resurrect its fallen love, or one unscrupulous enough to wage war upon the very stars themselves. The light shines, but that fire can be cold and merciless, like the wrath of a love destroyed.

**Expanded Spell List**

**Cosmic Conduit**

At 1st level, the Star's duality of betrayal and compassion infuses your spellcasting, enabling you to reach into the world in the same way that it does. Whenever you cast a spell using a warlock spell slot, you can choose to cast the spell as though you were located in the space of an enemy that you can see within 30 feet, or the space of an ally that you can see within 60 feet. When you cast from the space of an enemy, that enemy takes 1d10 fire damage. When you cast from the space of an ally, that ally gains 1d4 temporary hit points.

**Stardust Crusader**

At 6th level, the Star grants you a portion of the power it stole from the other stars as it fell, allowing you to access their spirits even as they resist your incursion. Choose two of the following Dawn Constellations. Additionally, your *Eldritch Blasts* now deal radiant damage rather than force.

* **The Chariot:** When you take the Attack action, your speed increases by 10 feet until the end of your current turn.
* **The Emperor:** Fire damage you deal ignores resistance.
* **The Fool:** Whenever you cast a cantrip that does not deal damage, you can take the Disengage action as a bonus action.
* **The Magician:** Your spells of 1st level and higher ignore half and three-quarters cover so long as there is nothing between the sky and the target.
* **The Sun:** You can cast *Feather Fall* targeting only yourself without expending a spell slot at will.
* **The Tower:** You cannot be moved against your will by another creature while your feet are touching the earth.
* **Za Warudo:** You learn one cantrip on the wizard spell list. You can replace this cantrip with a different one from the wizard spell list whenever you finish a long rest.

**Astrological Savant**

Starting at 10th level, you learn to take more power from the stars.  You can choose two of the following Dusk Constellations. Additionally, you gain resistance to radiant damage.

* **The Devil:** You have advantage on Persuasion checks to make a bargain with another creature.
* **The Empress:** When you finish a short or long rest, you gain temporary hit points equal to half your Warlock level.
* **The Hierophant:** You can cast the *Water Walk* spell targeting only yourself without expending a spell slot at will.
* **The Moon:** You can cast the *Enlarge/Reduce* spell without expending a spell slot. Once you do so, you cannot do so again until you finish a short or long rest.
* **The Princess:** You gain one additional maximum hit point per level as long as you have this Constellation selected.
* **The Wheel of Fortune:** Whenever you cast a spell of 1st Level or higher using a spell slot, you can use a bonus action to create a small gemstone worth 5 gp.

**Under the Night's Sky**

At 14th level, you wrest power from the Exile's true foes with ease. Whenever you finish a long rest, you can exchange your chosen Constellations for different ones.

### **Great Tree**

The inimitable princes of the Feywild are not the only source of power in the enchanted forests and magical jungles of that realm―and indeed, there are good reasons why a prospective warlock might not wish to deal with them. Far more stable and reliable partners can be found in the towering, ancient trees whose roots have long drunk from the natural undercurrents of magic that permeate the Feywild soil.

Although journeying out into the woods to find a Great Tree with which to form a pact can be dangerous, the rewards are clear: these patrons are generous with their power, seeking to nurture their mortal charges, guiding and pruning them until they are fit in body and mind to serve as guardians of the forest.

**Expanded Spell List**

The Great Tree grants you the choice of an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

**Expanded Spell List**

**Spriggan**

Starting at 1st level, you can use your bonus action to assume the form of a primal force of nature. Your body becomes covered entirely in bark, any hair you have becomes leaves and moss, your eyes glow, and you sprout a twisting pair of branch-like antlers. This form lasts for 1 minute, or until you dismiss it (no action required). For the duration, you have the following benefits:

* Your AC equals 13 + your Constitution modifier.
* Your fingers twist into sharpened roots which can be used as natural weapons, dealing 1d4 slashing damage on a hit.
* You have advantage on Dexterity (Stealth) checks made while in a forest.
* You gain temporary hit points equal to your Charisma modifier when you enter this form.

You can use this ability twice. You regain all expended uses when you finish a short or long rest.

**Creeping Roots**

Starting at 6th level, when a hostile creature that you can see within 30 feet of you attacks one of your allies, you can use your reaction to ensnare them. Immediately after the attack, you slam your arms into the ground, and they transmute into twisting roots that ensnare the hostile creature. That creature must make a Strength saving throw against your warlock spell save DC. On a failed save, you drag it to an unoccupied space within 5 feet of you.

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

**Woodland Guardian**

Starting at 10th level, you are immune to disease, and when you use your Spriggan feature, you gain the following benefits:

* You gain temporary hit points equal to 5 + your Charisma modifier at the start of each of your turns.
* You have resistance to poison damage, and advantage on saving throws against being poisoned.

**Iron Wood**

Starting at 14th level, while using your Spriggan feature, you have resistance to bludgeoning, piercing, and slashing damage.

### **Shadowed Cabal**

Your patron is a council of beings who magically bolstered and corrupted your body to make you into their chosen operative, a vicarious embodiment of their will. Your new powers grant you supernatural speed and stealth, as well as a ghastly form that strikes fear into the heart of your enemies. Patrons of this sort can be any number of shadowy organizations, such as the dark powers of Ravenloft or many of the Unseelie Courts.

**Expanded Spell List**

**Death Walks Among You**

At 1st level, you gain proficiency with the Intimidation skill. If you already proficient in it, you gain proficiency with one of the following skills of your choice: Athletics, Deception, Insight, or Stealth.

When you make a Charisma (Intimidation) check, your proficiency bonus is doubled.

**Shadow Walk**

Also at 1st level, while you are in dim light or darkness, you become one with the shadows. Your speed increases by 10 feet, and you can climb without expending additional movement. You do not need handholds to climb along a surface while using this feature.

**Spectral Step**

At 6th level, as a reaction when you are hit by an attack you can become a haunting, incorporeal phantasm. You gain resistance to that attack and all damage until the end of your next turn, and you can then move 60 feet to an unoccupied space that you can see.

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

**The Reaping**

At 10th level, when you go on the offensive, the dark forces that empower you grant you a defensive boon. Once per turn, when you deal damage to a hostile creature, you can regain hit points equal to your Charisma modifier.

**Umbral Vault**

At 10th level, when you are subject to an effect that requires you to make a Dexterity saving throw, you can use your reaction to instantly dissolve into a dark mist and reappear at an unoccupied location within 30 feet, avoiding the effect.

You cannot use this feature again until you finish a short or long rest.

This is an optional feature that replaces the *The Reaping* feature.

**Death Blossom**

At 14th level, as an action on your turn you can unleash a deadly barrage of eldritch energy in a 30-foot radius around you. Creatures you choose in this area must make a Dexterity saving throw against your warlock spell save DC. On a failed save, a creature takes force damage equal to 5d10 + your Charisma modifier, 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.

### **Pact Boons**

At 3rd level, a warlock gains the Pact Boon feature. Here are additional options for that feature, in addition to those in the *Player's Handbook*.

**Pact of the Cloak**

As a bonus action, you can summon a cloak, coat, or robe which aids in your movement and mobility. This Pact Cloak appears on your body, fitting over any other clothes or armor, and it does not impede your movement, vision, or your ability to wear other equipment. While wearing your pact cloak, you constantly float a few inches off the ground. You ignore the effects of difficult terrain, your speed increases by 10 feet and you can walk across fluid surfaces, such as water and quicksand.

You can dismiss your Pact Cloak as a bonus action.

**Pact of the Eye**

You are gifted an eye from your patron. The eye can either take the form of a gem, an orb or an actual preserved eyeball. You can see through the eye at will, regardless of distance between you and the eye. Even being on another plane does not impede this effect. You can use your action to cause the eye to float at a speed of 15 feet per round and can control its movements as long as you are within 300 feet of it.

The eye has a number of hit points equal to 5 times your Charisma modifier and AC 10 + your Charisma modifier. If you lose your eye, you can perform 1 hour ritual to create a new one (and remotely destroy the old one, if it still exists).

### **Eldritch Invocations**

At 2nd level, a warlock gains the Eldritch Invocation feature.  Here are new options for that feature, in addition to those in the *Player's Handbook* and *Xanathar's Guide to Everything*.

If an eldritch invocation has a prerequisite, you must meet it to learn the invocation.  You can learn the invocation at the same time you meet the prerequisite.  A level prerequisite refers to your level in this class.

**Arcane Link**

*Prerequisite: Pact of the Chain*

You may cast any spell through your familiar, in addition, spells cast this way may affect you and the familiar, and your familiar may maintain concentration on the spell as long as it is not dismissed.

**Betrayal of the Hollow's Heart**

*Prerequisites: The Fiend patron, the* Counterspell *spell*

When you successfully counter a spell with the *Counterspell* spell, the caster takes 1d8 fire damage per level of the countered spell.

**Breath of the Night**

You can cast the *Fog Cloud* spell at will, without expending a spell slot.

**Burning Eye**

*Prerequisite: Pact of the Eye*

You can deliver ranged spell attacks through the eye, such as the *Eldritch Blast* cantrip. You can only use this ability while you are within 300 feet of the eye.

**Celestial Boon**

*Prerequisites: The Celestial patron, 9th level*

You can cast the *Bless* spell as a 1st-level spell without expending a spell slot or maintaining concentration. You can use this feature a number of times equal to your Charisma modifier. You regain all expended uses after completing a long rest.

**Curse of the Grimm Court**

*Prerequisites: The Archfey or Great Tree patron, a Warlock feature or spell that curses*

When you cast a spell that places a curse on a target, or create a magic item that can cause a target to become cursed, that curse cannot be broken by the *Remove Curse* spell. Instead, you must specify one or more other circumstances that will end the effect. These can be as complex and convoluted as you desire, as long as it is still physically possible to accomplish. A *Greater Restoration* or *Wish* spell can still break the curse.

**Dance of the Frolicking Court**

*Prerequisite: The Archfey or Great Tree patron*

You gain proficiency in the Acrobatics and Performance skills.

**Defier of Death**

*Prerequisite: 12th level*

If you drop to 0 hit points and are not killed outright, you can expend a spell slot to regain a number of hit points equal to twice the level of the spell slot + your Warlock level.  Once you do this, you cannot do so until you finish a long rest.

**Dreaded Hex**

*Prerequisite: 5th level*

You can cast the *Hex* spell at 1st-level at will, without expending a spell slot or material components. In addition you may choose for *Hex* to deal psychic damage instead of necrotic.

**Eldritch Battle Magic**

*Prerequisites: Pact of the Blade, 15th level*

When you use your action to cast a spell, you can make a single weapon attack with your pact weapon as a bonus action.

**Eldritch Missile**

*Prerequisite: 7th level*

You can cast *Magic Missile* at will, at its lowest level without expending a spell slot. You may take this invocation more than once to increase the spell level by 1.

**Empathy of the Rose Court**

*Prerequisites: The Archfey or Great Tree patron*

You learn the *Calm Emotions* spell. When you cast it, its duration is increased to 10 minutes, and it can affect any type of creature except for constructs and undead.

**Fell Flight**

*Prerequisites: Pact of the Cloak, 15th level*

Your patron grants you the power to fly: this manifests as a pair of wings (of varying designs), a dark aura, or some other sign appropriate to your patron. You gain a fly speed equal to your walking speed.

**Fury of the Moon Court**

*Prerequisites: The Archfey or Great Tree patron, Pact of the Blade*

Whenever you reduce a hostile creature to 0 hit points on your turn, you can use a bonus action to make an attack with your pact weapon.

**Ghoulish Mount**

*Prerequisite: 12th level*

You can cast the  *Find Greater Steed* spell once without using a warlock spell slot. You can't do so again until you finish a long rest.

**Greater Chain**

*Prerequisite: Pact of the Chain, 5th level*

Your familiar's hit dice total increases by an amount equal to half your warlock level, and your familiar adds half of your proficiency bonus to any attack rolls, skill checks, or saving throws it is already proficient in.

**Inescapable Eye**

*Prerequisites: Pact of the Eye, 12th level*

Once per day, you can expend a warlock spell slot to gain a Truesight of 60 feet while looking through the eye for 1 hour.

**Knower of Secrets**

*Prerequisites: 9th level*

You can cast the *Legend Lore* spell once without using a warlock spell slot. You can’t do so again until you finish a long rest.

**Spider Queen's Embrace**

*Prerequisite:* Eldritch Blast *cantrip*

You can invoke this feature as a bonus action.  The next time you hit a creature with your *Eldritch Blast* cantrip, a mass of acidic webbing springs forth from where the blasts hit.  Each creature that is hit by a blast is under the effects of the *Ensnaring Strike* spell, cast at your current warlock spell slot level.  The target takes poison damage instead of piercing damage.

Once you use this ability, you cannot do so again until you finish a short or long rest.

**Magical Deception**

*Prerequisite: 12th level*

Choose two other classes. You count as a member of that class for the purposes of determining which magic items you can attune to. You gain an additional magic item attunement slot.

**Necromantic Hex**

*Prerequisites: A spell or warlock feature that curses, 15th level*
When you kill a humanoid creature that's under the effects of your hex, it rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.

You can have a number of zombies equal to your Charisma modifier under your control with this invocation (a minimum of 1).  If you raise another zombie after that with this feature, a zombie chosen by the DM collapses into dust.

**Pragmatic Witchcraft**

*Prerequisites: Pact of the Tome*

You learn one Metamagic option from the list available to the sorcerer class.  While you have your Book of Shadows on your person, you can apply this Metamagic option to a warlock spell you cast.  You have a number of sorcery points equal to your Warlock level divided by 3 (rounded down).

You can take this Invocation multiple times to gain different Metamagic options, but you can have only two Metamagic options apply to a spell at once.

**Prying Eye**

*Prerequisites: Pact of the Eye, 7th level*

You can use your action to cause the eye to become invisible while you are within 300 feet of it. If the eye touches a creature or makes any aggressive actions against a creature (such as with the *Burning Eye* invocation) it is no longer invisible.

**Sanctuary of the Emerald Court**

*Prerequisites: The Archfey or Great Tree patron, 5th level*

You can cast the *Wooden Sanctuary* spell at will, without expending a spell slot.

**Shadowy Visage**

*Prerequisite: Pact of the Cloak*

While wearing your Pact Cloak, you can summon a hood at will, which conceals your appearance in shadow. Creatures which cannot see through magical darkness cannot see your face or parts of your body that are covered by your pact cloak. Additionally, while this ability is active, you gain a bonus equal to your Charisma modifier to all Dexterity (Stealth) checks.

**Speed of the Shadows**

*Prerequisite: 7th level*

You can take the Dash action as a bonus action.

**Spriggan Magic**

*Prerequisite: The Great Tree patron*

You learn the *Druidcraft* and *Shillelagh* cantrips. These cantrips count as warlock spells for you. In addition, you can target your claws with *Shillelagh*, treating both hands as one weapon. Starting at 5th level, you can make an additional attack with your claws as a bonus action, adding your ability modifier to the damage.

**Trickery of the Lark's Court**

*Prerequisites: The Archfey or Great Tree patron*

You can use a bonus action on your turn to play a trick on a creature you can see within 30 feet of you. When you do so, make a Charisma (Deception) check, contested by their Wisdom (Insight). If you win, the target creature has disadvantage on the first attack roll it makes within the next minute.

**Vampiric Blade**

*Prerequisites: Pact of the Blade, 15th level*

Whenever you hit a hostile creature with your pact blade, you can use a bonus action to regain a number of hit points equal to half the damage dealt.

**Wisp of Shadow**

*Prerequisites: Pact of the Cloak, 7th level*

While wearing your Pact Cloak, you do not take any damage from falling.

**Wrath of the Eldritch Eye**

*Prerequisite: 17th level*

You can cast the *Disintegrate* spell without expending a spell slot. Once you do so, you can't cast the spell again in this way until you finish a long rest.

## **Wizard**

### **Thaumaturgy**

Some gods (the Knowing Mentor and Whispered One especially) respect study and hard work. Such deities often have clerics, but many bid that their followers to take up the practice of wizardry. These devout wizards are known as thaumaturgists.

**Divine Inspiration**

Starting at 2nd level, choose a divine domain from your chosen deity’s list of eligible domains.

**Divine Initiate**

Whenever you gain a level in the Wizard class, you can replace one of the wizard spells you add to your spellbook with a spell from the spell list of your chosen domain. The spell must be of a level that you can cast.

If you add all of of your domain spell to your spellbook, you can subsequently add any spell from the cleric spell list instead. The spell must be of a level that you can cast.

Any cleric spell you gain from this feature is considered a wizard spell for you, but other wizards cannot copy cleric spells from your spellbook.

**Channel Arcana**

At 2nd level, you gain the ability to channel arcane energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Divine Arcana and the Channel Divinity option granted at 2nd level by your divine domain. You employ that Channel Divinity option by using your Channel Arcana ability. When you use your Channel Arcana, you choose which effect will occur.

Some Channel Arcana effects require saving throws. When you use such an effect, use the save DC equals your wizard Spell Save DC.

Beginning at 6th level, you can use your Channel Arcana twice between rests and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain all expended uses of Channel Arcana.

If you gain additional Channel Divinity options from your divine domain, you may employ them by using Channel Arcana.

**Channel Arcana: Divine Arcana**

As a bonus action, you can speak a prayer, expend a use of your Channel Arcana, and control the Weave around you. The next spell you cast gains a bonus to its spell attack roll or spell save DC, as appropriate, equal to half your Intelligence modifier (rounded up).

**Arcane Acolyte**

Starting at 6th level, you gain the 1st level feature of your chosen divine domain. However, you do not gain any weapon or armor proficiencies.

**Arcane Priest**

Starting at 10th level, you gain the 6th level features of your chosen divine domain. Your faithful study and understanding of magic allows you to delve into your deity’s secrets.

**Arcane High Priest**

Starting at 14th level, you gain the 17th level feature of your chosen divine domain. Your academic nature and understanding of magic allow you to master this ability sooner than a cleric of your domain.