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DESC1lIPTION
Changelings can look like anyone at any given time though
they do have a true form. Their natural look can be scary to
some due to their lack of detail and distinctive features. Their
skin tone is always pale, the darkest tone some have is a light
grey. They have large white eyes but have no pupils and are
circled by thick black rings. Their noses are small and subtle
with no detail
The changeling's body structures are slender, even more so
than elves and border on being frail T heir hair colour is most
commonly a light shade of silver followed by platinum and
blonde. In rarer cases their hair can be pale shades of green,
pink and blue. Also similar to elves the changeling lack body
and facial hair.
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AllOGANT CONQ.UEltOU
MINOTAUR (KltYNN) Minotaurs embrace the notion that the weak should perish
In the world of Krynn, the setting of the Dragonlance saga, and that the strong must rule and that they themselves are
minotaurs live in an honor based society where strength the strongest and most powerful race on Krynn. They believe
determines power in both the gladiatorial arenas and in daily their destiny is to rule the world, and that their dominion will
life. At home on both land and sea, the minotaurs of Krynn be one of conquest and military might. To that end, all
are ferocious sea raiders who rank as the ablest and most minotaurs are trained in weapons, armor, and tactics from a
dangerous sailors in the world young age.
The minotaurs' arrogance stems from a combination of
strength, cunning, and intellect three virtues they hold dear,
and whfoh they deem the foundation of their greatness. They
believe that this combination of traits is what sets them apart
from their rivals.
TnAL BY COMBAT
Minotaur society is built on the principle that might makes
right, and that considerations of justice are unnecessary. The
minotaurs are led by an emperor served by a council of eight
minotaurs called the Supreme Circle. All posts within the
government, including the emperor's, are won by the
strongest and cleverest minotaurs, as proved by combat in
the Circus.
The Circus is the only means by which a minotaur can rise
in society. It is a grand, annual display of single combat in
which minotaurs battle each other for supremacy. Minotaur
youths must prove themselves in the Circus to earn their
passage to adulthood
Participation in the Circus is yet another reason why
minotaurs look down on other folk. To the minotaurs, death
and glory in battle are a natural process. Combat is the key to
ensuring that the strong survive, and that the weak are set
aside before they can undermine their superiors' grand
schemes of conquest.
SEAREAVEU
In the world of Krynn, the minotaurs rule a chain of islands
- d ominated by the isles of Mithas and Kothas. Bound by the
sea on all sides, the minotaurs focused their tenacity,
strength, and cunning to become some of the most skilled
and ferocious mariners in the world They range across the
water in their ships, raiding and pillaging as they wish.
Minotaurs sometimes engage in trade, but they much prefer
to take what they want by force. After ali as the strongest of
all folk, they deserve the treasures and goods that lesser
creatures have gathered
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d6Bond
My opponent in the Circus for my trial of adulthood
Minotaur clan names originate with a great hero whose was chosen years ago. Though we sparred only once, I
fell deeply in love. Rather than fight my beloved to the
descendants take on that name as their own, doing their best
death, I fled from home and have been branded a
to live up to the ideals of their ancestor. On Krynn, clan coward.
names are always preceded by the prefix "es " for minotaurs
from lands controlled by the island of Mithas, or "de " for 2 I'm the last of my clan. If I die without achieving great
deeds, the hero who is my clan's patron will be
minotaurs from areas under the sway of Kothas.
forgotten.
Male Names: Beliminorgath, Cinmac, Dastrun, Edder,
Galdar, Ganthirogani, Hecariverani, Kyris, Tosher, Zurgas 3 I was part of a raiding party that was defeated and
Female Names: Ayasha, Catina, Fliara, Helati, Keeli, Kyri, enslaved. I've escaped and sworn revenge.
Mogara, Sekra, Tariki, Telia 4 I never shared my people's love of violence. I'm part of
Clan Names: Athak, Bregan, Entragath, Kaziganthi, a conspiracy to topple the emperor's violent regime.
Lagrangli, Mascun, Orilg, Sumarr, Teskos, Zhakan 5 I claim that I am an exile from my people, but in truth I
have been sent to serve as a spy. I'm expected to leave
MINOTAUR. TllArrs secret messages telling my folk of villages and towns
that are ripe targets for conquest.
Your minotaur character possesses a number of traits that
reflect the power and superiority of your kind 6 I'm the last survivor of a ship wrecked in a storm.
Ability Score Increase. Your Strength score increases by Occasionally, the spirits of my shipmates appear in my
dreams and ask me to complete tasks they left
1. unfinished in life.
Conqueror's Virtue. From a young age, you focused on
one of the three virtues of strength, cunning, or intellect. Your
choice of your Strength, Intelligence, or Wisdom score MINOTAURS IN YOUR CAMPAIGN
increases by 1. We chose the minotaurs of Krynn as the model for our
Age. Minotaurs enter adulthood at around the age of 17 depiction of this race for a very specific reason. Tying them to
and can live up to 150 years.
the sea and a distinct culture helps give minotaurs more flavor
Alignment. Minotaurs believe in a strict code of honor, and
than serving as just another big, brutish monster race. After all,
thus tend toward law. They are loyal to the death and make
implacable enemies, even as their brutal culture and disdain we already have half ores in the Player's Handbook and the
for weakness push them toward evil goliath in our Elemental Evil Player's Companion. As an added
Size. Minotaurs typically stand well over 6 feet tall and bonus, these minotaurs are Medium (as opposed to Large for
weigh an average of 300 pounds. Your size is Medium. the monstrous version) and are thus much easier to balance
Speed Your base walking speed is 30 feet. against the Player's Handbook races.
Horns. You are never unarmed You are proficient with Casting minotaurs as conquest minded, honorable pirates
your horns, which are a melee weapon that deals ldlO
gives them a distinct flavor while providing many roleplaying
piercing damage. Your horns grant you advantage on all
checks made to shove a creature, but not to avoid being hooks for players. When adding a new race to your own
shoved yourself. campaign, it's always a good idea to think about its culture, its
Goring Rush. When you use the Dash action during your relationship to other folk, and how the two can combine to
turn, you can make a melee attack with your horns as a bonus give it a unique place in your world. Creating a table of bonds
action. such as the one provided for minotaurs can be a good place to
Hammering Horns. When you use the Attack action start.
during your turn to make a melee attack, you can attempt to
Casting minotaurs as mariners has some interesting
shove a creature with your horns as a bonus action. You
cannot use this shove attempt to knock a creature prone. implications for a setting. The Labyrinthine Recall ability makes
Labyrinthine Recall You can perfectly recall any path you minotaurs perfect sailors, as they can travel the seas with little
have traveled fear of becoming lost or losing their way. A minotaur navigator
Sea Reaver. You gain proficiency with navigator's tools and is an unmatched master of the sea When adapting races to
vehicles (water} your campaign, look for similar hooks that might be buried in
Languages. You can speak, read, and write Common. special abilities or elements of a creature's story that you
might otherwise overtook.
Remember that the story we provide is only a starting point
When creating a minotaur character rooted in Krynn (or in Modifying this minotaur to move it away from its roots in
any campaign that draws on the backstory presented here} Krynn is as easy as swapping the proficiencies provided by Sea
you can use the following table of bonds to help flesh out your
Reaver for some other option that better reflects your setting.
character. Use this table in addition to or in place of your
As a guideline, consider swapping the tool proficiencies for
background's bond or a bond of your creation.
proficiency in any one skill, for proficiency with thieves' tools,
or for proficiency with two tools other than thieves' tools.
RAC ES I MI"iOTAUR
5
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SHIFTER
Shifters, sometimes called "the we retouched," are descended
from humans and natural lycanthropes, now nearly extinct on
Khorvaire. Shifters cannot fully change s hape but can take on
animalistic features a state they call shifting. Shifters have
evolved into a unique race that breeds true. They have a
distinct culture with its own traditions and identity
PEUON.ALITY
Shifters commonly have chaotic personalities and experience
extremes in their emotions. They are often temperamental
and are liable to change moods in swift and dramatic fashion.
Shifters find it difficult to control their emotions, especially in
stressful situations. Some have learnt to control their
emotions however, it is obvious to others that they're finding
it difficult to do so.
The shifter mind-set is built up around the idea of being
self-sufficient and being able to conjure inner strength in
times of need rather than relying on one's allies. Shifters can
seem overly cautious or constantly ready for future events. A
common s aying among shifters is "preparing for the journey
yet to come" which reflects how they be lieve the world can
change instantly and how important it is to be prepared to
avoid the danger that those changes can bring.
Shifters believe that the reward for independence is
freedom and thus they feel uncomfortable around those who
attempt to impose their will and beliefs upon others. It is also
common for a shifter to feel restricted in a human settlement
with its rules and law enforcement.
Due to their predator instincts shifters can't help acting or
thinking like animals and think in terms of hunting and prey.
Like wolves longtooth shifters feel the urge to form packs
with companions whether they be family or even a group
consisting of no other shifters. They make useful companions
as they work well in teams, capable of coordinating attacks
and will come to the rescue of any of its pack members.
Razorclaw s hifters are more independent, self-reliant and
adaptable than their longtooth cousins. They're just as loyal
to their group as longtooth shifters however, they expect their
companions to be just as self-reliant and capable as they are.
Razorclaw shifters s trive to carry their own weight within
their groups.
Shifters are accustomed to distrust and don't expect better
treatment from the other races though, some try to earn trust
with their companions through good deeds. Most shifters are
neutral and are concerned more with their survival than
ethics and morals.
DESOJUFrION
Shifters resemble humans but with more animal like
features. Their bodies are physically fit and lithe, they tend to
move around in an animal like manner, crouching, springing
and leaping. Like cats they have wide flat noses with large
eyes, pointed ears and claw-like nails on both their toes and
fingers. Their hair is thick and worn long and some have long
sideburns to match. Longtooth s hifters claim that werewolves
are their ancestors and have canine features while the
razorclaw shifters claim weretigers to be their ancestors and
display feline features.
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S UB:R.ACES
SHIFl'll NAMES Several subraces of shifter exist, each with its own
Shifters use the same names as humans, often ones that animalistic features. Choose one of the options below.
sound rustic to city-Owellers.
BEASTHIDE
As a beasthide shifter, you are especially tough and persistent
SHIFl'll Tlirrs in battle.
Shifters are descended from humans and lycanthropes. Ability Score Increase. Your Constitution score increases
Although they cannot fully change to animal form, they can by 1.
take on animalistic features by a process they call shifting. Shift:iJli Feature. While shifting, you gain a+1 bonus to
As a shifter, you have the following racial traits. AC.
Ability Score Increase. Your Dexterity score increases by
1. CI.JFFWALK
Size. Shifters are about the same size as humans. Your Your cliffwalk heritage grants you the agility of a mountain
size is Medium. goat.
Speed Your base walking speed is 30 feet. Ability S core Incre ase. Your Dexterity score increases by
Dark.vision. Your lycanthropic heritage grants you the 1.
ability to see in dark conditions. You can see in dim light Shiftinii Feature. While shifting, you gain a climb speed of
within 60 feet of you as if it were bright light, and in dar kness 30 feet.
as if it were dim light. You can't discern color in darkness,
only shades of gray. l.oNGSTlUDE
Shifting. On your turn, you can shift as a bonus action. Longstride shifters are fleet and elusive.
Shifting lasts for 1 minute or until you end it on your turn as Ability S core Increase. Your Dexterity score increases by
a bonus action. 1.
While shifting, you gain temporary hit points equal to your Shiftini Feature. While shifting, you can use the Dash
level + your Constitution bonus (minimum of 1} You also gain action as a bonus action.
a feature that depends on your shifter subrace, described
below. l.oNGTOOTH
You must finish a short or long rest before you can shift As a longtooth shifter, you are a ferocious combatant.
again. Ability Score Increase. Your Strength score increases by
Languqes. You can speak, read, and write Common and 1.
Sylvan. Shifting Feature. While shifting, you can make a bite
attack as an action. This is a melee weapon attack that uses
Strength for its attack roll and damage bonus and deals l d6
piercing damage. If this attack hits a target that is your size or
smaller, the target is also grappled
RAzOllCLAW
As a razorclaw shifter, you make swift, slashing strikes in
battle.
Ability Score Increase. Your Dexterity score increases by
1.
Shiftinii Feature. While shifting, you can make an
unarmed strike as a bonus action. You can use your Dexterity
for its attack roll and damage bonus, and this attack deals
slashing damage.
Wn:DHUNT
Your wildhunt heritage makes you a consummate tracker and
survivor.
Ability Score Increase. Your Wisdom score increases by
1.
Shifting Feature. While shifting, you gain advantage on all
Wisdom-based checks and saving throws.
DESOllIPTION
The warforged are made of stone, metal and wood fibres. The
core of a warforged is a skeletal frame made of metal and
stone with wood fibres acting as a muscular system. Covering
the warforged is an outer shell of metal and stone plates. An
internal network of tubes run through the warforged's body,
these tubes are filled with a blood like fluid that is designed
to lubricate and nourish their systems. Their hands have only
two thick fingers and a thumb whilst their feet only have two
broad toes.
The warforged's face loosely resembles their human
creators though they have a toothless jaw, heavy brow line
and are lacking noses and hair. Each warforged has a ghulra
engraved upon their foreheads. Each of these runes are
unique to the warforged giving them a sense of individuality.
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• You know the distance and direction between you and any
creature involved in your goai such as a person you seek
SUBRACES vengeance against or someone you pledged to defend
SUBltACE:REVENANT This awareness fails if the creature is on another plane of
existence.
Having met a cruel and undeserved end, you have returned to
the realm of the living. As a revenant, you thirst for revenge When your goal is complete, you finally find rest. You die
against those who wronged you in life, or seek to complete a and cannot be restored to life.
fin~ critical task you left unfinished
The revenant subrace can be applied to any race that has a
subrace, and replaces that race's existing subrace options.
Alternatively, you can apply this new subrace to a race
without subrace options using the modification options
provided below.
Your OM might also allow you to take this subrace for a
slain character. In that case, your character rises from the
dead with its original subrace replaced (or with the necessary
modifications made to its base traits~ filled with a
determination to seek vengeance or complete its mission.
RAcIALADJUSTMENTS
For races that don't have subrace options, taking on the
revenant subrace means making changes to your character's
base traits, as follows. (This playtest article provides options
only for human and dragonborn characters. Because half-
elves and half-ores have no subrace options, they shouldn't be
used with these revenant subrace rules.)
Human Revenant. If you want to play a human revenant,
modify the human's Ability Score Increase trait to the
following: Two different ability scores of your choice increase
by 1. If you use the variant human traits, remove the Skills
trait and the Feat trait.
Dragonbom Revenant. If you want to play a dragonbom
revenant, modify the dragonbom's Ability Score Increase trait
to the following: Your Strength score increases by 1, and your
Charisma score increases by 1. Additionally, your Oraconic
Ancestry trait uses necrotic damage as its damage type,
replacing the damage type that applies to your breath weapon
and your damage resistance.
Tiefling Revenant. If you use one of the two tiefling
variants presented below, you can use any of those subraces
to make a tiefling revenant, replacing the subrace options
with the revenant subrace options.
RELENTLESS NATUU
Your OM assigns a goal to you typically, one related to your
character's death. The goal must be a specific task you can
complete, such as slaying an enemy or liberating an area and
its people. Until you fulfill that goa~ you gain the following
benefits:
• If you are below half your hit point maximum at the start
of your tum, you regain 1 hit point.
• If you die, you return to life 24 hours after death. If your
body is destroyed, you reform within 1 mile of the place of
your death at a spot determined by the OM. If your
equipment was also destroyed, you do not regain it.
AXD 9 of 233
.ABYSSAL TmPI.ING
TIEFllNG VAJUANTS All abyssal tieflings trace their bloodline to the demons of the
As presented in the Player's Handbook, all members of the Abyss. These tieflings have the following additional features.
tiefling race share some manner of diabolic origin. The • Ability Score Increase. Your Constitution score
following option allows you to instead create a tiefling with a increases by 1.
demonic tie. • Abyssal Arcana. Each time you finish a long rest, you
All tieflings gain the following traits from the standard gain the ability to cast cantrips and spells randomly
tiefling race of the Player's Handbook determined from a short list. At 1st levei you can cast a
• Age cantrip. When you reach 3rd levei you can also cast a lst-
• Alignment level spell At 5th levei you can cast a 2nd-level spell
• Size You can cast a spell gained from this trait only once until
• Speed you complete your next long rest. You can cast a cantrip
• Darkvision gained from this trait at wiU as normal For 1st-level spells
Additionally, the following traits are modified from the whose effect changes if cast using a spell slot of 2nd level or
Player's Handbook: higher, you cast the spell as if using a 2nd-level slot. Spells of
2nd level are cast as if using a 2nd-level slot.
• Ability Score Increase. Your Charisma score increases At the end of each long rest, you lose the cantrips and
by2 spells previously granted by this feature, even if you did not
• Languages. You can speak, read, and write Common. cast them. You replace those cantrips and spells by rolling for
new ones on the Abyssal Arcana Spells table. Roll separately
SUBKACES for each cantrip and spell If you roll the same spell or cantrip
This variant introduces new subraces for the tiefling. Each you gained at the end of your previous long rest, roll again
subrace offers traits in addition to the ones noted above. The until you get a different result.
race presented in the Player's Handbook is the infernal
tiefling, which is summarized here for ease of reference. ABYSSAL ARCANA SPELLS
d6 l st Level 3rd Level 5th Level
INnllNAL TmPI.ING l Dancing lights Burning hands Alter self
An infernal tiefling draws upon the power of the Nine Hells
and its diabolic masters. These tieOings have the following 2 True strike Charm person Darkness
additional features. 3 Light Magic missile Invisibility
• Ability Score Increase. Your Intelligence score increases 4 Message Cure wounds Le vitate
by 1. 5 Spare the dying Tasha 's hideous laughter Mirror image
• Hellish Resistance. As described in the Player's
Handbook. 6 Prestidigitation Thunderwave Spider climb
• Infernal Legacy. As described in the Player's Handbook.
• Languages. You can speak, read, and write Infernal Abyssal Fortitude. Your hit point maximum increases by
half your level (minimum 1}
Languages. You can speak, read, and write Abyssal
AXD 10 of 233
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LUMINIAN LuMINIAN TRAITS
Luminians are the children of Selune, goddess of the Your luminian character has certain characteristics
moon, stars, navigators, wanderers, and goodly common with all other lurninians.
lycanthropes. Before the Convergence, the denizens Ability Score Increase. Your Charisma score
of Luminia lived in direct contact with their deity within increases by 2.
the High City of Lurninia. She walked among them, Age. Although Luminians reach physical maturity
gifted them with wings of pure moonlight, taught them at about the same age as humans, the Lurninian
the secrets of the heavens and helped them map out the understanding of adulthood goes beyond physical
constellations. A benevolent race, the Luminians mostly growth to encompass worldly experience. A Luminian
kept to themselves, needing little help from outside typically claims adulthood through trial at around the
races and forces while their mother goddess was near. age of 50 and can live to be 500 years old.
Alignment. Before the Convergence, most
A FALLEN RACE Luminians were often good-aligned, serving their
goddess devoutly. However, in the 100 years that they
Every Luminian recalls with pangs of sorrow the day have been cut off from the physical presence of their
that their fair city fell from the sky. In those few deity, some have fallen to indifference and even to
confusing seconds during the Convergence, Selune corruption, rejecting their celestial heritage.
vanished without warning. Her divine magic that held Size. Lurninians range from 5 to 6 feet tall. They are
the city of Luminia aloft faltered and the city plunged lithe of limb and sinewy in build. Your size is medium.
to the earth. The high mages of the Lunar Council were Speed. Your base walking speed is 30 feet.
able to conjure a protective shield around the city to Wings of Light. Once per day you may unfurl your
keep it mostly intact but the loss of life and damage to wings to fly for 1 minute. You gain a fly speed of 40 feet.
the floating metropolis was still catastrophic. In the If you are aloft when the power of your wings gives out,
following years, a reluctant alliance with the you fall.
Arcanatrons would allow Luminia - and its citizens - Trance: Luminians do not need to sleep. Instead,
to fly once again through the use of gargantuan mana they meditate deeply for 4 hours a day. (The Common
cores. But the Luminians never forgot the void left in word for such meditation is "trance.") While meditating,
their hearts when their connection to their goddess you can dream after a fashion; suchdreams are actually
was severed. And some never forgave what they mental exercises that have become reflexive through
perceived as blatant abandonment. years of practice. Afterresting in this way, you gain the
same benefit that a human does from 8 hours of sleep.
Languages. You can speak, read and write Common,
HAUNTING BEAUTY Elvish and Celestial.
Once resembling graceful willowy elves with glowing, Factions. Choose one of the following factions.
star-dappled skin and wings made of pure, white
moonlight, the appearance of the Lurninian race has
slowly changed since they were cut off from Selune.
Their glowing skin dimmed to paleness, sometimes
tinged with light blue. Black lines began to spider
across their bodies and around the sockets of their
soulful eyes, giving them an eerie but somehow still
exquisite visage. Their celestial wings weakened and
their ability to fly was diminished greatly, allowing them
to take to the air only in short bursts. No one is certain
of the source of this blight. But it seems to worsen every
few years when the faces of the three moons of Nuvanea
turn away in their cycles and go dark.
LUMINIAN NAMES
Many Luminians prefer to take names referring to
constellations and stars, which sometimes proves
difficult considering the constellations of the night
sky changed completely in the wake of the Convergence.
Not to mention that there are now three moons in the
sky, causing all manner of philosophical and religious
debate. Some take on lunar names in reverence to
Selune. Some Luminians who had names honoring
their goddess have changed them entirely out of
bitterness or in search of a fresh start.
Male Names: Anu, Caelius, Celinus, Dashiel, Gorlois,
Halath, Orius, Phobos, Rigel, Sol, Soros, Zhuvos
Female Names: Astrea, Celeste, Celia, Chandra, Ina,
Leilani, Luan, Nalani, Nevae, Nova, Selena, Suvana,
Talasta, Uraena
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LUMINIAN FACTIONS
BLESSED OF SELUNE
You remain faithful to your mother goddess, confident
that her presence can still be heard as the still, small
voice within if you are willing to listen hard enough.
You have embraced the three new moons in the sky as
a sign that she is still with you, though perhaps in a
different form.
Ability Score Increase. Your Wisdom score
increases by 1.
Celestial Resistance. You have resistance to radiant
damage.
Wings of Selune. Your unwavering belief in your
mother goddess grants you the blessing of increased
flight. This ability improves the duration of your
Wings of Light, allowing you to fly for 3 minutes.
When you reach higher levels, this ability allows you to
fly longer: four minutes at 5th level, five minutes at 11th
level, and 6 minutes at 17th level.
HERETIC
Whether openly or secretly, your faith in Selune has
been shaken, and you are torn as to where you stand
with her. As a result, the lines snaking across your skin
seem somehow darker and more prevalent. This has
been noticed, and while you are not shunned completely
from Luminian society, you and those of similar mindset
are not well-liked within the community.
Ability Score Increase. Your Intelligence score
increases by 1.
Baleful Resistance. You have resistance to necrotic
damage.
Embracing the Blight. You know the thaumaturgy
cantrip. Once you reach 3rd level, you can cast the
hellish rebuke spell once per day as a 2nd-level spell.
Once you reach 5th level, you can also cast the darkness
spell once per day. Charisma is your spellcasting ability
for these spells .
AXD 16 of 233
MANTIDS
"WE DO NOT MAKE OUR HOM ES IN DARK PLACES."
Naaja chanted, the quiet clicking ofher mandibles
accompanying each harsh syllable. She pulled her robes
tightly about her as she hiked her way up the side of the
dune towards its peak, her ivory chitin gleaming in the
harsh sunlight. Squinting, she could make out the form of
the city of Abrasador on the horizon - a welcoming sight
after weeks of travel through the unforgiving desert. She
glanced back the way she had come, observing the
extremely distant shape of the Crags from where she had
come. It had been a hard fight for freedom.
To be met with strange stares, to be treated as an alien hands at their ends, two more ending in the scythes of a
commodity on foreign shores, an impossible existence mantis and two legs each ending in a blunt but flexible 'toe'.
with which none can empathise. This is the life of a What makes them less nimble is their abdomen, larger amongst
Mantid - a race largely thought to be extinct, or at least the males, at the base of each Mantids' back. The Mantids also
close to. possess filmy wings giving them flight. They are also divided
Their obvious appearance is not easy to conceal - by a social hierarchy of classes - for the Oracle and Warrior
plainly insectoid and unknown to the other races. The classes this is literally a mental and physical difference.
result of a short and false alliance between the fey, the Another gift from Camellia is their Elf-like hair which
combination of Camellia and Akarok making them easily sprouts from their insectoid heads usually matching or
identifiable to Akarok's children who now so fervently complementing the colour of their chitin. Some Mantids
hunt them. lack this hair, but these individuals are rare.
AXD 17 of 233
UNLIKELY ALLIES
The Mantids tend to have trust in the Minotaurs of
the Krynn Enclave - relating to the Minotaurean loss
of their sacred home of Krynn - the two races tend to MANTID NAMES
get along swimmingly; the Minotaurs providing the When a Mantid reaches a certain age there is a sudden surge
muscle to the Mantids' frailty. This, combined with of psionic energy within their mind. This surge unlocks the
the insects' powerful mental and magical abilities, Mantid's powers fully and reveals to the m their name and their
makes the two races working together a force to be 'Fey Name'.
reckoned with.
Male Names: Aegwyll, Aldran, Anrys, Calanwe, Daaj, Eseter,
Evys, Fyrn,Jastus, La rett, Lyrric, Magnys, Merin, Myrx,
PSIONIC ESSENCE Nasyr, Nylaas, Nyx, Oeir, Orane, Phyrr, Pviy, Qerys, Rael,
The Mantids are naturally gifted in telepathic abilities Relen, Rhaenys, Sare!, Seyth, Tryne, Tythr, Ura, Usaer
unrivalled by other peaceful races on Lurshelan. With Vaeric, Venis, Vyrr, Wrynn, Wyx
this telepathy, the Mantids can communicate to other Female Names: Alessi, Amnerys, Alqe, Celeste, Dyla rra, Dwyl,
creatures as well as detect their idle thoughts. Much Eanna, Eleira, Falis, Hylsi, 1lliria, Isyrra, Lenali, Lorelle,
stronger with Oracle Mantids, the power is diminished Mira, Myrena, Nae, Naaja, Nyseth, Orianna, Pyrrha, Quilla,
in both the inte r-bred and the Warriors - meanjng that the Risell, Rymaera, Saa, Samaisa, Tess, Uryssa, Verlynn, Xaera
thoughts of creatures they are unaware of go unnoticed. Fey Names: Azeikan, Beleyr, Calyss, Eireyl, Fynassa, Gezan,
Among the pure Mantids is a unique trait which can Hyrna, Hzair, IUyc, j aserr, Kale, Kyrkhan, Lyrrien, Maess,
ma nifest only very rarely; these special Mantid have Naselleth, Nyzaer, Oress, Pyq, Quill, Ravella, Sarr, Tylzan,
incredibly powerful psionic powers. These unique beings Urian, Uwe, Vestryss, Vyria, Wrevan, Yavara, Yyzmer
are known as 'The Chosen', as they are supposedly
a perfect combina tion of Akarok and Camellia's powers .
The Chosen are quite easy to pick out am ongst their
brethren - having a vertical third eye in the centre of their
foreheads which is both a symbol and conduit of their
great power.
FORSAKEN PROGENY
·.
According to the ancient scriptures, the Mantids were
created by the Archfey Akarok and Camellia - a joining of
their alien powers into one pure race, neither weighted
to chaos like Akarok's spiders and Drow or orde r like
Camellia's Elves, Unicorns and Eladrin. Instead, the
Mantids were a fus ion; when the Great Cala mity occurred,
Akarok and Camellia foresaw their destruction if they
remained independent. So they met and created a temporary
symbiotic bond of mutual respect for one a nother. With this
alliance of sorts, the two Archfey unintentionally created the
Mantids. Akarok was repulsed by his creation, quickly
choosing to make them his minjons' designated prey upon
the breaking of the alliance. Camellia, who loves all of her
creations, saw them both as her children but also as
Akarok's. With this in mind she gave them the boon of her
psionic powers and then washed her hands of them, giving
them her hope that they would survive. However, she could
not guide them as she did the chlldren that were solely hers.
AXD 18 of 233
MANTID TRAITS Torpor. Mantids don't need to sleep. Instead, they
enter a state of suspended animation for 4 hours a day.
A Mantid character has a number of common traits. After this you gain the same benefit a human does from
Ability Score Change. Your Wisdom score increases 8 hours of sleep.
by2. Ecdysis. When a Mantid is reduced to 0 hit points, the
Age. A Mantid reaches adulthood at the age of 10 next time it takes a long rest it must spend 8 hours molting.
when their parents leave them to fend for themselves, Until your next long rest you are vulnerable to bludgeoning,
the Mantid live long lives of up to 750 years, shedding piercing and slashing damage. Any lost limbs or appendages
their carapace every 6 years. are regenerated at the end of this period.
Alignment. Most Mantids are neutral, tending Languages. You can speak, read, and write Common.
towards good. They endeavour to gain worthy friends, Subraces. The divide between the castes of the
fervantly defending them should they come under threat. Mantids is great - with the Warriors being larger and tougher
They are left alone to develop at a young age, n:iaking and the Oracles having enhanced psionic powers as well as a
most Mantid value the ties of friendship more tl:j.an that of heightened intelligence. Choose one of the following
family. As is natural with fey, they revere natural balance subraces.
and prefer to subdue as opposed to kill. They prefer to live
private lives, usually with a smal group of companions ORACLE
and friends. As an Oracle, you are far more naturally tenacious than
Size. Mantid females grow to between 5 and 6 1/2 other Mantids. You are quicker to grasp concepts and faster
feet tall and weigh about 160 pounds. Males grow to to learn and adapt.
between 6 and 7 feet tall and weigh about 200 pounds. Ability Score Increase. Your Intelligence or Charisma
Your size is medium. score increases by 1.
Speed. Your base walking speed is 25 feet. You have Extra Language. You can speak, read, and write one
a fly speed of 30 feet but if you have not landed at the end extra language of your choice
of your turn, you fall. You cannot make use of this flight if Camellia's Favour. You have greater psionic powers.
you are wearing medium armour and you cannot fly within At 5th level you can cast the Calm Emotions spell once per
5 feet of an overhead platform/roof. day. At 7th level, you gain the ability to cast the Sending
Darkvision. Accustomed to Akarok's caverns, you have spell once per day. Your spellcasting ability modifier
superior vision in dark and dim conditions. You can see for these spells is Wisdom.
in dim light within 60 feet of you as if it were bright light,
andin darkness as if it were dim light. You can't discern
color in darkness, only shades of gray.
Sensate. With the blessing of Camelia upon you, You
possess innate psionic powers. You know the Message
cantrip, but the message is sent telepathically and it cannot
be blocked by the normal means. When you reach 3rd level
you can cast the Detect Thoughts spell once per day. Your
spellcasting ability modifier for these spells is Wisdom.
Chitinous Exoskeleton. You cannot wear heavy armour.
You have natural armour giving you an armour class of
12 when you are not wearing armour or using a shield.
Squishy Innards. You gain 1 less hit point per level.
Scythe Blades. You possess two additional scythe-like
hands. Your unarmed attacks with the scythes do slashing
damage. When you fall off a ledge you can spend
your reaction to make an Athetlics (climb) check to cling on.
Fey Ancestry. You cannot be put to sleep by magic and
have advantages on saving throws against being charmed.
AXD 19 of 233
WARRlOR
Whispers spell without the components once per day.
As a warrior, you are naturally stronger a nd more robust
At 5th level you can instead cast Hold Person once per
than other Mantids as well as able to improve and pick day. At 7th level you can instead cast Hypnotic Pattern
up combat skills faster.
once per day. You must choose between your Wisdom,
Ability Score Increase. Your Constitution, Dexterity
Charisma or Intelligence modifier for the spellcasting
or Strength score increases by 1.
ability modifier with which you cast these spells.
Strong Wings. Your fly speed becomes 40 feet. If you
have not landed at the e nd of your turn you fall slowly Al<AROK'S FAVOURED
descend to the ground. If you descend more than 50 feet Your blood has been favoured in the eyes of Akarok and
this way, you fall. he has made you strong. You do not possess scythe-like
appe ndages - instead, you have functional ha nds which can
DIMORPHIC MUTATION be used with great exertion. In addition to the reaction
granted by Scythe B lades you have the following traits.
The Mantids are also divided by bloodlines. While most You must be a Warrior to take this mutation.
a re of blood eddied with Elf or Human, there yet remain Archfey's Blessing. The ability score increase from your
the Pure Mantids, The Chosen and Akarok's favoured. subrace is doubled. You also gain resistance to poison.
The Dungeon Master decides ifand when you can select Spider's Dexterity. You can wield a total of fo ur
a mutation from the three below. The Chosen gain all the weapons so long as two of them are light. When you make
benefits of Pure Mantids in addition to their traits. an opportunity attack you can spend a hit die to make up to
two additional attacks against the creature. These attacks
THE CHOSEN must be made with two light weapons you are wielding. If
You are an antiqui ty among the pure blooded. You have you hit with both attacks you regain the hit die that you lost.
a third vertical eye in your forehead and none among After you use this feature you cannot use it again until you
your people can rival your psionic abilities. You must be complete a short or long rest. You cannot use the reaction
an Oracle to take this mutation. aspect of Scythe Blades while wielding weapons in your
The Third Eye. From level 5 you can choose to act extra hands unless you drop those weapons
as though the Zone of Truth spell is e ffecting every
squa re adjacent to you. The DC for this spell equals 8 + PURE BLOODED
your spellcasting a bility modifier or Constitution Pure of your blood, you are gifted in telepathic abilities
modi fer + your proficiency bonus. beyond the other member of your race, you can perform
Power Overwhelming. You can cast each spell feats that many would not think naturally possible.
granted by Sensate and Camellia's Favour one additional Unassaible Mind. From level 3 onwards you cannot
time per day. Alternatively, each day when you prepare be cha rmed.
your spells you can also choose to forego your second Extraordinary WiJJ. From level 6 onwards you can
cast of one of these spells to cast an alternative spell recover the usage of your racial spells. During a short
as shown. At level 3 you can instead cast the Dissonant rest you recover the usage of a number of your racial spells
equal to half of your highest caster level, minimum 1.
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Pactborn
When warlocks dare to test their luck by forging pacts
with powerful creatures outside the material realm they
risk not only their own souls but the souls of their kin
as well. Pactborn are the children of warlocks whose
binding relationship to otherworldly patrons left a telling
imprint on their spawn. Pactborn children are almost
always shunned by society and usually just as likely to
be rejected by their parents. In the eyes of their parents,
pactborn are a cruel reminder of the price they paid for
power. In everyday society, pactborn are unfairly and
incorrectly seen as innately evil or nefarious.
Other Origins
Thicker Than Blood While the default origin of the Pactborn is that they are
Not all children of warlocks are pactborn and it is the children of warlocks pledged to otherworldly powers
unclear what factors differentiate warlocks who there is no reason you couldn’t adapt the race for a
pass along their inhuman nature to their kin from different background in your own campaign. Consider
those that do not. Increasing their isolation from the the following alternative origins for the Pactborn.
world, Pactborn are not able to sire or bear children Foreign Born. Mortals rarely obtain the ability to travel
themselves so even the embrace of a family of their the myriad planes of existence and, rarer still, have the
own is beyond their grasp. Though they might wish mixed fortune of giving birth there. Even in instances
otherwise, the pactborn’s unnatural lineage is betrayed where both parents share the same race, a child
by their outward appearances, their physical features conceived, carried, or born on distant planes may show
a symbol of the union between their parent and their signs of its influence. These children are known as the
parent’s otherworldly patron. Due to the incredible Planetouched and while even rarer than the Pactborn,
strain the pactborn have in starting and keeping they suffer from far less stigma.
relationships they tend to be steadfast and loyal to those Interplanar Incursion. Decades, centuries, or millenia
who show them true kindness and respect. ago powerful beings from one or more planes invaded
the world. Whether or not those powers are still around
today, they have left a profound and ongoing mark on the
Otherworldly Kin world in the form of the Nephilim. Unlike the Pactborn
who tend to rarely if ever see others that look like them
All pactborn have an unnatural charisma that stems
the Nephilim form communities to support one another
from their parents and their parent’s patron’s raw and
and buffer themselves against the prejudice of the other
overwhelming presence. Warlocks promised to the
races.
Archfey can sire or birth siofra, a pactborn known for
Living Vessel. The Pactborn are rare but a Vessel is
their duplicity and tricky nature. Warlocks in the service
a singular being who will almost certainly live its entire
of a Fiend can have tiefling children, whose appearance
existence without meeting another being even remotely
matches their infernal temperament. Warlocks bound to
similar to it. Using an obscure and unreliable arcane
the Great Old Ones sometimes spawn the methuselah,
ritual powerful creatures from distant planes reincarnate
pactborn who exude the alien weirdness of their
into a humanoid form on the material plane. This
parent’s patrons and whose madness is only matched by
method robs the creature of all of its memories and
their insight.
power as their soul inhabits a newly conceived child and
Other stranger and rarer pactborn are the result of
in the material world. Often a Vessel spends most of
less common warlock patrons. Among these pactborn,
his childhood and early adulthood piecing together the
the aasimar are born to warlocks who have forged their
broken memories of his past life before coming to the
pacts with powerful beings of light and order and the
unsettling or empowering (depending on the Vessel)
lemures are the spawn of warlocks pledged to ancient
realization that they are not of this world.
undead beings suffused with necromantic power.
Races | Pactborn
2
AXD 21 of 233
Pactborn Traits Tiefling
Tieflings often bare a certain characteristic demeanor
All pactborn share the following features. of their infernal heritage though to a lesser degree than
Ability Score Increase. Your Charisma score they are often accused of. Tieflings are prone to have a
increases by 2. particular vice that then struggle with or indulge in most
Age. Pactborn mature at the same rate as humans but of their lives. For some tieflings this means a life time of
live a few years longer. late nights and large tabs at taverns while others’ habits
Alignment. Pactborn may not have an innate tendency run more violent or esoteric.
toward evil, but many of them end up there after a The appearance of tieflings is quite diverse. Most
lifetime of desperation and social isolation. Influenced tieflings have a red complexion although for some
by the mystic imprint of a warlock’s pact, pactborn are this is quite light and for others it is stark. Common
prone towards a lawful alignment. physical qualities of tieflings include horns, tails, fangs,
Size. Pactborn are about the same size and build as forked tongues, and upturned noses. Despite these
humans. Your size is medium. qualities being common they are not ubiquitous and
Speed. Your basic walking speed is 30. most tieflings only have some of these traits rather than
Subrace. Five subraces of pactborn are found among all of them. Tieflings sometimes smell like burnt wood,
the worlds of D&D: siofra, tiefling, methuselah, aasimar, cinnamon, or sulfur.
and lemures. Choose one of these subraces. Ability Score Increase. Your Intelligence score
increases by 1.
Siofra Darkvision. Thanks to your infernal heritage, you
Siofra are said to be capricious and mercurial. The have superior vision in dark and dim conditions. You can
parent of a siofra child must always be vigilant as the see in dim light within 60 feet of you as it if were bright
child is prone to putting itself in harm’s way to satisfy its light, and in darkness as it if were dim light. You can’t
curiosity. When the child finally grows out of that phase discern color in darkness, only shades of gray.
they are likely to torment their parents with no end with Hellish Resistance. You have resistance to fire
practical jokes and gags meant to amuse no one but the damage.
child themself. While most siofra outgrow these habits Infernal Legacy. You know the thaumaturgy cantrip.
they do tend to have overactive senses of humor, quickly Once you reach 3rd level, you can cast the hellish
change their minds, and display a certain degree of lack rebuke spell once with this trait as a 2nd-level spell,
of empathy or consideration for others. and you regain the ability to do so when you finish a
Physically the siofra are lithe, beautiful, and often long rest. Once you reach 5th level, you can cast the
have splashes of shocking color in their hair, eyes, or darkness spell once with this trait, and you regain the
skin. Some siofra smell of sweets or flowers or other ability to do so when you finish a long rest. Charisma is
pleasant things. It is unheard of for a siofra to be plain. your spellcasting ability for these spells.
Whether they are beautiful or otherwise, they are always Languages. You can speak, read, and write Common
striking in appearance. and Infernal.
Ability Score Increase. Your Dexterity score increases
by 1 Methuselah
Chimeric Legacy. You know the minor illusion cantrip. Methuselah frequently spend much of their childhood
Once you reach 3rd level, you can cast the charm person without uttering a word and seemingly oblivious to
spell once with this trait as a 2nd-level spell, and you others around them. As they grow older, methuselah
regain the ability to do so when you finish a long rest. engaged a bit more with others but are always
Once you reach 5th level, you can cast the misty step noticeably distracted by internal thoughts or stimuli.
spell once with this trait, and you regain the ability to While madness is relatively common in methuselah
do so when you finish a long rest. Charisma is your it is not guaranteed. Most methuselah have very
spellcasting ability for these spells. idiosyncratic ideas about themselves and the world and
Fey Ancestry. You have advantage on saving throws are prone to being conspiratorial and paranoid.
against being charmed, and magic can’t put you to sleep. Although the appearance of methuselah varies
Untrue. You have proficiency in the Deception skill. greatly they are all distressing on some level to others.
Languages. You can speak, read, and write Common Methuselah have been known to exhibit translucent
and Sylvan. skin, bulbous lumps about their bodies, vestigial limbs,
bulging veins, and odd patches of hair or hairlessness.
The voices of methuselah are also often noted as having
an unnerving quality of some kind. This quality might
be an unnatural or quavering pitch, words that echo
themselves, or unintended guttural growls or groans.
Ability Score Increase. Your Constitution score
increases by 1.
Ineffable Legacy. You know the prestidigitation
cantrip. Once you reach 3rd level, you can cast the sleep
spell once with this trait as a 2nd-level spell, and you
regain the ability to do so when you finish a long rest.
Once you reach 5th level, you can cast the crown of
madness spell once with this trait, and you regain the
ability to do so when you finish a long rest. Charisma is
your spellcasting ability for these spells.
Races | Pactborn
3
AXD PDF compiled, edited and designed to resemble the official Player’s Handbook by Ners 22 of 233
Inscrutable Madness Insight. When you complete a Ability Score Increase. Your Strength score increases
long rest roll a d20 and record the number rolled. You by 1.
can replace any attack roll, saving throw, or ability check Stygian Legacy. You know the spare the dying
made by you or a creature that you can see with this roll. cantrip. Once you reach 3rd level, you can cast the ray
You must choose to do so before the roll and, when you of sickness spell once with this trait as a 2nd-level spell,
do, you lose this foretold roll. When you take a long rest and you regain the ability to do so when you finish a
you lose this foretold roll. long rest. Once you reach 5th level, you can cast the
Languages. You can speak, read, and write Common speak with the dead spell once with this trait, and you
and Deep Speech. regain the ability to do so when you finish a long rest.
Charisma is your spellcasting ability for these spells.
Aasimar Unnatural Innervation. As an action you can roll and
Despite their appearance and supernatural inheritances, expend a hit dice to gain the result + your Constitution
the aasimar are not the beings of unflinching virtue modifier in temporary hit points.
some assume they must be. Instead, aasimar struggle Languages. You can speak, read, and write Common.
with the strong convictions fueled by their supernatural Additionally, you can speak to and understand the
connection to order and all the shortcomings that make speech of any undead creature that knows a language.
them mortal. In coping with this struggle, some aasimar
Pactborn Race by
begin to believe that they are morally superior in due
Benjamin Huffman
to their heritage and become philosophically bullish
http://sterlingvermin.com/
insisting that their own moral compass is flawless
regardless of where it leads them. For other aasimar,
Art Credits in Order of Appearance
the better side of both of their natures prevail and they
“Background” by Ners
truly are the beings of goodness, compassion, and
“Tiefling Wizard Color” by Vagelio Kaliva
justice others hope they are.
“Pact” by Ners
Aasimar have a radiant or magnetic presence. While
“A belfry above the sky” by Vagelio Kaliva
they may not be beautiful by traditional standards,
something about their appearance signified authority
DUNGEONS & DRAGONS, D&D, Wizards of the
or goodness. They may have tinges of gold in their eyes,
Coast, Forgotten Realms, the dragon ampersand, and
hair, or skin and they are almost always without physical
all other Wizards of the Coast product names, and their
blemish. Very rarely an aasimar is born with wings
respective logos are trademarks of Wizards of the Coast
but these limbs are always useless for flying or gliding,
in the USA and other countries.
though they do make clothing and armor more difficult
and expensive to come by.
This work contains material that is copyright Wizards
Ability Score Increase. Your Wisdom score increases
of the Coast and/or other authors. Such material is
by 1.
used with permission under the Community Content
Darkvision. Thanks to your celestial heritage, you
Agreement for Dungeon Masters Guild.
have superior vision in dark and dim conditions. You can
see in dim light within 60 feet of you as it if were bright
All other original material in this work is copyright
light, and in darkness as it if were dim light. You can’t
2016 by Benjamin Huffman and published under the
discern color in darkness, only shades of gray.
Community Content Agreement for Dungeon Masters
Celestial Resistance. You have resistance to necrotic
Guild.
damage and radiant damage.
Celestial Legacy. You know the light cantrip. Once
you reach 3rd level, you can cast the lesser restoration
spell once with this trait, and you regain the ability to do
so when you finish a long rest. Once you reach 5th level,
you can cast the daylight spell once with this trait as a
3rd-level spell, and you regain the ability to do so when
you finish a long rest. Charisma is your spellcasting
ability for these spells.
Languages. You can speak, read, and write Common
and Celestial.
Lemures
Perhaps unsurprisingly, lemures have a fascination with
death and dead things. Despite this fascination, lemures
are rarely violent but instead prefer to observe the
machinations of death and decay where they are already
occurring. While this is an unsettling interest in children
it is even more prone to unsettle others once the
lemures reaches adulthood. Lemures are typically quiet,
reserved, and prone to sullen and withdrawn moods.
Lemures often look older and more weary than they
are though they age and exhaust no faster than other
Pactborn. Their frequently frail and malnourished
appearance also masks their inherent strength.
Lemures are prone to having ashy or dry skin with black
or gray eyes and black, gray, or white hair. Lemures
sometimes smell of freshly turned earth, smoke, or rot.
Races | Pactborn
4
AXD 23 of 233
PIXIE
tanding barely more than a foot tal~ pixies
resemble diminutive elves with gossamer wings
like those of dragonflies or butterflies, bright as
the clear dawn and as luminous as the full
moonrise. Their skin, hair, and eyes come in
shades of natural colors including the greens of
the leaves and grass or the browns and bronzes
of the dirt and trees and even spans into the reds and yellows
of the autumn. Wander through a pixie's glade might never
see the creatures, yet hear the occasional giggle, gasp, or
sigh.
Should you be lucky enough to catch more than a fleeting
glimpse of them, you would find that pixies array themselves
like princes and princesses of the fey, wearing flowing gowns
and doublets of silk that sparkle like moonlight on a pond
Some dress in acorns, leaves, bark, and the pelts of tiny
woodland beasts. They take great pride in their regalia and
beam with joy when they are complimented on their
ensembles.
AXD 24 of 233
PIXIE TRAITS
Your pixie character has a number of traits in common with
all other pixies.
Ability Score Increase. Choose between your Dexterity
score and your Charisma score. Increase your chosen ability
score by +2 and the remaining ability score by+1.
Age. Pixies do not age as normal races do, and after
reaching maturity do not die except from wound or disease.
They reach adulthood at age 16.
Alignment. Almost all pixies are good with the chaotic
ideals of freedom in simply having fun and enjoying life being
at the forefront of their desires.
Size. Pixies are like tiny elves standing barely a foot tall
Your size is Tiny. Equipment, clothing, and even mundane
items must be custom made to your size. Such custom items
cost twice their normal price.
Speed Your base walking speed is 15 feet.
Flight Your fly speed is 25 feet and you can hover, however,
you still fall if knocked prone or are deprived of the ability to
move.
Fey Ancestry. You have advantage on saving throws
against being charmed, and are immune to magical sleep.
Pixie Magic. You know the Dancing Lights cantrip. When
you reach 3rd levei you can cast the Invisibility spell as a 2nd-
level spell once with this trait and regain the ability to do so
when you finish a long rest. When you reach 5th levei you
can cast the Suggestion spell once with this trait and regain
the ability to do so when you finish a long rest. Charisma is
your spellcasting ability for these spells.
Languages. You can speak, read, and write Common and
Sylvan.
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Tibbit
Size: Small
Movement: 25 ft
Tibbits are small, humanoid creatures that have the ability to turn into a common house cat. They
arose from felines kept as familiars in ages past. The powerful magic that allows a familiar to gain
intelligence and magic abilities slowly filtered from one generation of cats to the next. Whether tibbits
evolved from a natural process, divine intervention, or a sudden surge in the magic running through their
ancestry, none can say. Tibbits have never existed in large numbers, and their tendency to spread across
the world leaves them with a fractured, incomplete racial history. They tend to have pronounced feline
features, especially their ears and eyes even while in their humanoid forms. Their hair color is also shared
between forms. Tibbits rarely form communities and even small groups of even two or three families wont
stay together for more than a few years. When Tibbit reaches adulthood they are overcome by an
extreme desire to wander and explore.
TIBBIT TRAITS
Feline Senses: You have advantage on Wisdom (Perception) checks that rely on smell.
Feline Nimbleness: You can move through the space of any creature that is of a size larger than yours.
Speak with Felines: You are able to speak with cats and other felines as if using the speak with animals
spell.
Feline Transformation: As an action you can transform yourself into a cat (use the stats for a
Cat as found in your PHB) You can remain in this form for an indefinite amount of time and you can
choose to use this ability an unlimited number of times per day. Unless otherwise specified the same
rules that apply to the Druid’s Wild Shape ability apply to your Feline Transformation ability. Activating this
ability does not expend one of the Druids Wild Shape uses.
AXD 26 of 233
GEISTS
THE UNCHAINED As a Geis t, you were unable to find your original body when
Throwing away the shackles of death, some make their way you finally escaped from Purgatory. Rather than be corrupted
out of the realm of the dead and back towards the land of the by this event and becoming a ghost, your spirit has formed
living. While most return as corrupted undead, the Unchained into a tangible form, where your body and spirit are one in
have kept their sense of self and awareness. the same.
Geis ts tend to have pa le s kin ranging from blue to white,
and hair of a silmilar hue, giving them a very ethereal
ESCAPED FROM PuRGATORY
appearence.
All souls spend time in the grand prison of Purgatory as they Ability Score Increase Your Wisdom score increases by 2
await their final judgment. How long each soul waits varies, Ghostly Resistance. You have resistance to Necrotic
though it was never longer than 200 years before the Keeper damage.
of Chains s hows a prisoner their afterlife. One With Your Spirit. You have advantage against Charm
As the othe r gods passed away, so too did the Keeper of effects.
Chains, the warden of Purgatory. Many souls escaped their Poltergeist. You can cast Thaumaturgy as the can trip.
cells to wander the empty prison, some seeking the door to
the afterlife they wished for. However, a large a mount ins tead RISEN
sought to escape back towards the mortal realm. Risen were able to find the remains of their body. Tf you were
lucky, you escaped purgatory quickly after death. Otherwise,
BETWEEN LIFE AND DEATH rot and decay has set in, though there's newfound strength in
a body without normal limitations.
The transition from Purgatory back to the Material Plane is
All Risen have glowing pure white eyes, making them
long arduous, and without a proper guide, none truely come
distinguishable from the norma l Undead
back unchanged Most of the lost souls who seek to return a re
Ability score increase. Your Constitution score increases
corrupted entirely by the journey, becoming horrific undead
by 2.
with little of who they were before, and even intelligent
Bloodless veins. You have advantage on saving throws
undead have suffe red from this, becoming twisted and evil
against poison, a nd resistance to poison damage.
The Uncha ined are different, and rather than assuming a
Hard to Kill When you first fail a death saving throw, you
mockery of life, have regained it as much as they could, w hile
may instead choose to s ucceed Additionally, you regain
keeping their minds in tact. While they have no tendancy
consciousness with lhp the first time that you are stabalized
towards evil, ma ny are still s hunned from society due to the
You regain use of both of these features after a long rest.
s imilarities between them a nd the undead, and some turn to
darker paths even without the corruption of undeath.
UNCHAINED 'TRAITS
While technically alive, your journey has changed you to give
your Unchained the following traits.
Ability Score increase. Your Charisma score increases by
1
Age. Unchained have thrown off the mo rtal s hackles of
aging, and cannot die from old age nor be aged magically.
Alignment. T he Unchained te nd towards no particula r
alignment. Most try to integrate back into normal society, but
those w ho are s hunned may grow jaded against those who
haven't died
Size. The Unchained are the same height that they were in
life. Your size is medium.
Speed Your base walking speed is 30 feet.
Dark.vision. Your new life has given you s upernatura l
senses, accustomed to the dark Purgatory prison you stayed
in. You can see in dim light within 60 feet of you as if it were
bright light, and in darkness as if it were dim Light. You can
discern color in darkness.
Memory of Life. You gain proficiency in one skill or tool of
your choice.
Languages. You can speak, read, and write Common, and
one additional language of your choice. Some Unchained
have forgotten their racial languages from life, though most
remember.
Subrace Two S u braces of Unchained exist in the world,
ha unting Geists or the decayed Risen. Choose one of these
s ubraces.
IArt Credit Dave Rapoza, Paizo Inc.
I
HOME REW v A ONFtlE MAN
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AXD 28 of 233
ALCHEMIST
Deep in the caverns of a mystic dungeon, a group of
adventurers count thei1 gold as an elf extracts the
venom from a giant snake, pocketing it in her pouch.
In a busy part of the •:ity, a human rushes to find
the right potion for the poor family. It might not stop
the disease, but the chi d will live to fight another
day.
Feeling a tingle in his arm, an ore laughs as ills
biceps grow twice as large, writing down with hjs
other the recipe for later use.
Alchemists strive to learn the mysteries of nature,
manipulating it in ways only they know. While not
technically spellcasters, they're magical in their own
right, and the effects oftheir concoctions provide
much to any adventuring party.
RESEARCHERS
In society, alchemists are usually recluses, and even
medicinal doctors aren't the most popular people,
though they are found to be vital to any city.
However, in an adventuring party, the intellectual
mind of an alchemist can be the voice of reason, and
a valuable ally for t heir limitless uses in combat and
exploration.
Alchemists have several sub schools of research,
mainly explosives, poisons, and potions, but many
areas of study exist, as the possibilities of alchemy
are limitless. Some stu1y to become meilicinal
experts, while others strive to strengthen the body
and mind. Whatever th~ case, their goals are to
better every aspect of our lives.
AXD 29 of 233
Proficiency
Level Bonus Features
Ist +2 Concoctions, Bombs,
Poisons, Potions
2nd +2 Alchemical Study.
Alchemical Study Feature
3rd +2 Discovery
4th +2 Ability Score Improvement
5th +3 Discovery
6th +3 Alchemical Study Feature
7th +3 Discovery
Bth +3 Ability Score Improvement
9th +4 Discovery
10th +4 Alchemical Study Feature
I Ith +4 Discovery
12th +4 Ability Score Improvement
13th +S Discovery
14th +S Alchemical Study Feature
15th +S Discovery
16th +S Ability Score Improvement
17th +6 Discovery
18th +6 Alchemical Study Feature
19th +6 Ability Score Improvement
CREATING AN ALCHEMIST Discovery
20th +6 Master Alchemist
First, decide what your character might be studying.
ls he studying to heal their village w ho had no w ay to
cure diseases, or is he finding ways to make
exploring dungeons safer and easier? Are you
Q UJCK B U ILD
studying yourself, or d id you learn from someone
else? Do you spend your days perfecting your current Follow these guidelines when creating an alchemist.
recipes, or discovering new ones? Firstly, intelligence should be your highest stat,
followed by dexterity if you plan on being be
What was your first exposure to alchemy? Were you
adventurous type, or charisma if you plan on dealing
poisoned and someone made a traditional herb to
with people on a regular basis. Second, choose the
heal you making you search for new healing
hermit background.
methods, or did you hear the sounds of explosions
and wish to make your own brand of thu nderous
noise? Think about this as you decide what
concoctions to focus on as you research the world.
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concoction that deals damage equal to the Concoction
CLASS FEATURES Die in a 5 ft. racLius. These bombs have a range of 30
As an alchemist, you gain the following class feet. Targets in the area must succeed on a Dexterity
features. saving throw against the Alchemist's save DC. If they
succeed, they avoid all damage.
HITPOlNTS
Hit Dice: l d8 per alchemist level POISONS
Hit Points at 1s t Level: 8 +your Constitution modifier You can mix together volatile ingredients into poisons
Hit Points at Higher Le ve ls: l d8 (or 5) + your of all types. In addition to being able to make typical
Constitution modifier poisons, you can CC'eate poisons as a concoction that
can be applied to any of your weapons. As an action, you
PROFICIENCIES can apply one of these poisons to your melee weapon or
Armor: Light Armor three pieces of ammunition. This poison deals poison
Weapons: AJI simple weapons, Rapier, Blowgun damage equal to the Concoction Die if it hits and the
Tools: Poisoner's Kit, Herbalism Kit target fails a Constitution save against the Alchemist's
Saving Throws: Intelligence, Constitution save DC. The poison's potency lasts for one minute
Skills: Choose two from Insight, Investigation, Medicine, when applied to a weapon or ammunition before it
Natures, Perception, Persuasion, Survival becomes inert.
EQUIPMENT P OTIONS
You start with the following equipment, in addition You can mix together healing herbs and create liquids
to the equipment granted by your background: which cure ailments and injuries. In addition to being
able to make typical potions, you can create potions as a
• Any simple weapon concoction that can be ingested. These potions heal
• (a) a scholar's pack, or (b) an explor er's pack damage taken equal to the Concoction Die, and can be
• (a) a poisoner's kit, or (b) an herbalism kit given to anyone. Potions can be ingested as an action.
• Leather Armor
ALCHEMIST'S STUDY
CONCOCTIONS At 2nd level, you have learned how to perfect one of
At level 1, you learn how to create a variety of your concoctions to the point that it requires no
concoctions. Each day after a long rest, you may effort on your part to craft them. You choose an
prepare a number of concoctions equal to your alchemist study, either grenadier, doctor, or
Intelligence mocLifier +your class level (minimum 1). At poisoner. These archetypes grant or add several
first level, you can make a potion, poison, or a bomb as features to your concoctions at higher levels. In
a concoction. At higher levels, you learn to augment addition, they change the Concoction Die value for
your concoctions and create new ones. one of your concoctions.
lf a concoction requires a save, it uses the
Alchemist's save DC, calculated as follows: DISCOVERIES
Alchemist Save DC = 8 +your proficiency bonus+ Your constant practice of alchemy has resulted in
your Intelligence modifier new knowledge unknown to you previously, also
known as cLiscoveries. You gain 1 discovery at 3rd
Each concoction begins with a Concoction Die equal level, and you learn additional discoveries every 2
to Ld4, and increases to 2d4 at 5th level, 3d4 at 9th levels after. These discoveries augment your
level, 4d4 at 13th level, and 5d4 at 17th level. concoctions and allow you to use them in new ways.
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ABILITY SCORE IMPROVEMENT ELEMENTAL CONCOCTION
When you reach 4th level, and again at 8th, 12th, Prerequisite: 5th level
16th, and 19th level, you can increase one ability You have discovered techniques used to extract the
score of your choice by 2, or you can increase two essence of rare ingredients. You can use an
ability scores of your choice by 1. As normal, you additional concoction to grant an e lemental boost to
can't increase an ability score above 20 using this your concoctions. If applied to a poison or bomb, the
feature. damage type of the concoction becomes fire, cold, or
lightning (your choice). If you use it on a potion,
when you drink that potion, you gain resistance to
MASTER ALCHEMIST that damage type for a number of rounds equal to
At level 20, you have achieved the peak of your Intelligence modifier.
intellectual studies, and have perfected all forms of
alchemy. The Concoction Die value for all your
ELEMENTAL IMMUNITY
concoctions increases by 1 step (1d4 to 1d6, ld6 to
Prerequisite: 17th level, Elemental Perfection
1d8). ln addition, the total cost of your concoctions
You can create a potion which has the pure essence
and discoveries is decreased by 1 (to a minimum of
of an element. You can use 3 additional concoction
1).
to extend the duration of a potion augmented by
Elemental Perfection to L hour.
DISCOVERIES
If a discovery has prerequisites, you must meet them ELEMENTAL PERFECTION
to learn it. You can learn the discovery at the same Prerequisite: 13th level, Elemental Concoction
time that you meet its prerequisites. You have perfected the techniques used to extract
the essence of rare ingredients. Whenever you create
ANTI MAGIC POTION an elemental concoction, it gains additional benefits.
Prerequisite: 7th level If it was a poison or bomb, it deals an additional 2
You have discovered ingredients that are devoid of dice worth of damage of the element chosen. If it
any magical essence. You can use a concoction to was a potion, the potion grants immunity to the
make an anti-magic potion that renders the target chosen element for a number of rounds equal to your
immune to any magic, beneficial or otheiwise. This Intelligence modifier.
effect lasts for 1 hour.
EXPLOSIVE CONCOCTION
CONCUSSIVE BOMBS Prerequisite: 7th level
You have learned to create a loud grenade capable of Your casings for your bombs have been improved so
disorienting opponents. You can use 1 concoction to they can hold more ingredients. When you create a
create a grenade that explodes with a loud audible bomb using a concoction, its radius is increased to
noise. Any enemies within 30 feet of the blast radius 10 feet.
must succeed on a Constitution saving throw equal
to the bomb's Dexterity saving throw or be deafened FLASHBANGS
for a number of rounds equal to your intelligence Prerequisite: 7th level, Concussive Bombs
modifier (minimum 1). A creature that has advantage You include bright flashing powder in your
on perception checks based on hearing has concussive bombs. You can use an additional
disadvantage on this saving throw. concoction to make your concussive bombs blind
enemies who fail another Constitution save equal to
DEADLY POISON the Concussive Bomb save. Any creature who has
Prerequisite: 9th level advantage on perception based on sight has
You have learned to get the most lethality from disadvantage on this save.
poisonous extracts. You add your intelligence
modifier to the damage dealt by any poisons you use.
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AXD 32 of 233
elemental damage taken for a number of rounds
FRAGMENTATI ON BOMBS
equal to your Intelligence modifie r. An enemy who
Prerequisite: 7t11 lcvel
has resistance to that damage type instead loses the
You fill your bombs with bits of glass. rocks, or other
resistance. An e nemy with immunity to the damage
small harmful bits. Whe n an enemy succeeds the
type is immune to this poison.
save to resist your bomb's damage, they take half the
damage instead of no damage.
POTION OF Cu~NG
You have discovered a substance that flushes the
IRRITATING Po:SON
body of filth. You can use a concoction to create a
Prerequisite: 5th level
healing potion that heals any disease or poison in
You create a poison which stimulates the nerves
addition to healing damage.
around one's body to itc h uncontrollably. You can
use one concoction to alter a poison to apply the
"Irritating" effect. Spellcasters who ar e under this
P OTION OF EN:IANCEMENT
effect arc so distracted that they must make a Prerequisite: 1 l th level
Cons titution saving throw each turn to be able to You have learned to e nhance a person's physical or
cast spells. If they fail, they may only cast cantrips mental prowess wi.th s pecial ing redients. You can
during that turn. This effect lasts for a number of use a concoction to create a potion that behaves like
turns equal to your Intelligence modifier. the spell Enhance Ability, the effect chosen upon
creation. The effect lasts fo r J hour, but multiple
people can benefit from this potion. lf someone
MAGEBANE Po:soN
unde r the effect of this potion drinks another one,
Prerequisite: 13th level, Irrita ting Poison
the previous potion's effect ends early.
You discover an irritant that is vastly more powerful
than before. You can use three concoctions to alter a
poison to apply the ~ Magebane" effect SpeUcasters
POTION OF REsISTANCE
who arc under this effect cannot cast ar.y magical Prerequisite: 9th level
spells for a number of t;.ims equal to your You have learned to alter a person's blood flow so
Intelligence modifier. that injuries are not as fatal as they may be. You can
use a concoction and c hoose one type of damage
type to grant resistance to that damage type to
N EURAL P OBON
whoever drinks that potion for 1 minute. If someone
Prerequisite: 5th level
under this effect drinks a nother potion of resistance,
You discover a way to ma ke poisons affect the mind
the new o ne overrides the previous one's effect.
rather than the body. Whenever you create a poison,
you can make the save Wis dom based instead of
Cons titution based, and the damage becomes
REGENERATJIVE POTION
psychic damage instead of poison. The poison works Prerequisite: 7th level
the same in a ll othe r regards, and a ny e nemy You have found a way to d istill ingredients in a way
immune to poison damage (not psychic damage) is to make their effects more potent. Your potions now
immune to a poison augmented in this way. heal additiona l hit points equaJ t•:> your Intelligence
modifie r (minimum 1).
POISON OF V ULNERABILITY
SYRINGE
Prerequisite: 11 th level, Elemental Concoction
Your elemental poisons are so powerful tha t they Prerequisite: 15th level
can cause enemy's to become weaker to such All potions you c reate are now syringes which are
elements. You can use one additional concoction to injected rather than ir.gested. You and allies can use
make a poison augmented by e lemen tal concoction your "potion" concoctions a s a bonus action.
into a poison of vulnerability. ln addition to doing
damage, if an enemy fails the Constitution save
against this poison, it becomes vulnerable to the
l'AH I I I ( l .\SSLS
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ALCHEMIST'S S TUDY
Alchemists strive to unravel the knowledge found
within the world without magic. While they all learn
the basics of alchemy, some try to perfect their art in
certain areas.
DOCTOR
A doctor is one who uses his alchemical gifts for
good, helping all who are injured or sick. Doctors are
always looked upon as valuable a ssets. Most doctors
are good, outstanding members of s ociety, but some
tend toward the underground syndicates as private
doctors.
P OTION Focus
At level 2, a doctor's potions use d6s instead of d4s
for its Concoction Die.
HEALTHY B ODY
At level 2, your practices lead your body to perfect
health. You gain advantage on all saving throws to
resis t diseases, and you gain l additional hit point
per level. At level 10, you arc immune to all diseases,
and you gain 2 additional hit points per level instead
of 1.
DoCTOR DISCOVERIES
A doctor gains the following discove ries at certain
levels. Some of these are only available to the doctor,
while others are available to other alchemists at S YRINGE
higher levels. You have learned that potions heal by going through
our body's systems , so why not just circumvent the
R.EGENERATIVE P OTION ingestion of them and go to the source directly? This
You have d iscovered a way to make your typical discovery acts as the discovery listed above, e xcept
the doctor receives it at leve l 10.
healing ingredients last longer by distilling the
ingredie nts together into one potent co ncoction. This
discovery acts as the discovery listed above, except M UTAGENIC
the doctor receives it at level 2. You have discovered a way to increase the physical
and mental abilities of the body. At level 14, you can
S URGICAL P RECISION spend 4 concoctions to create a mutagenic. Choose
Your skill with small and precise tools is so refined one ability score, which then increases by 2 for a
number of rounds equal to your intelligence
that it shows in your skills in battle. Starting at 6th
modifier. An ability score increased this way can
level, you can attack twice, instead of o nce, whenever
you take the Attack action on your turn. The attack surpass the ability score limit. :f someone under the
must use a finesse or light weapon. effect of a mutagen tries to use a second one, the
previous one's e ffect ends. At level 18, you can
l'\RT I CL\SSF-'i
AXD 34 of 233
instead use 8 concoctions to make a mutagenic that bomb acts like a bomb created using a concoction,
lasts for 1 hour. except it only targets one creature. This bomb can
only be altered by the Fragmentation Bombs and
POTION OF LIFE Blast Powder discoveries.
You have discovered the ultimate in potions,
combining the greatest healing ingredients available. NAPALM BOMB
At level 18, you can use 10 concoctions to create a You have discovered a fiery substance that ignites
potion of life, which acts as the spell Revivify, only upon a bomb's detonation. At level 6, you can use 2
after the initial resurrection, you heal the target an additional concoction to create a lingering fire in the
amount equal to your potion's healing. You cannot blast radius of your bombs. If an enemy ends its turn
use a potion of life unless the body is present. If you in the fire, the fire deals l d4 fire damage. This fire
use it on a body whose soul is lost, the soul may lasts an amount of rounds equal to your intelligence
return to the body a t any point, but it is not forced modifier (minimum 1). If you have the elemental
back into it. The doctor may only create one Potion concoction discovery and use it, the damage
of Life per long rest. increases to l d6 and can be fire, cold, or lightning
damage. If you have the elemental perfection
GRENADIER discovery, this damage increases to 3d6 damage.
BoMBFocus
At level 2, a grenadier's bombs use d6s instead of
d4s for its Concoction Die.
FLAK JACKET
At level 2, a grenadier fashions himself a flak jacket
he can wear, preventing damage to himself from his
bombs. This flak jacket can be fitted under any
armor the grenadier can wear
GRENADIER DISCOVERIES
A grenadier gains the following discoveries at certain
levels. Some of these are only available to the
grenadier, while others are available to other
alchemists at higher levels.
MAKESHIFT BOMBS
At level 2, the creation of bombs is so engrained in
the grenadier's memory that he can do it in an
instant with limited resources. As an action, you can
create and throw a bomb at a single enemy. This
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market, and even the most straight individual will
BLAST P O\\'DER
find themselves purchasing rare ingredients from
You have discovered a volatile substance that makes shady fellows.
explosives all the more deadly. At level 10, you add
your intelligence modifier to a ll damage your bombs
do, and enemies in the center of an explosion have
P OISON Focus
disadvantage on the Dexterity saving throw to avoid At level 2, a poisoner's poisons uses d6's instead of
damage. d4's for its Concoction Die.
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AXD 36 of 233
and they are paralyzed for 1 hour. Jf they fail the
P ARALYTIC P OISON
wisdom save, their mind is destroyed and they are
The poisoner discovers a powerful paratlytic agent.
stunned for 1 hour. If they fail both their saves, their
At level 10, he can use 2 concoctions to create a
body stops functioning and they immediately die.
poison that numbs a person's body. This poison does
The poisoner can onJy make 1 poison of death per
no damage, but if the enemy fails the poison save,
long rest.
they lose feeling in their legs or arms, poisoner's
choice upon creation. If a person's arms are
paralyzed, they receive disadvantage on all attack
rolls and strength checks, and if they are wielding a
shield they lose that shield's bonus to AC. If a
person's legs are paralyzed, their speed is halved,
they receive disadvantage on all dexterity checks,
and all attacks against them have advantage. This
poisons lasts for a number of rounds equal to the
poisoner's Intelligence modifier (minimum 1). If this
poison is used again on the same target, it overrides
the previous effect.
CRJPPLING P OISON
The poisoner discovers an agent that debilitates the
nerves. At level 14, a poisoner can use 4 additional
concoctions to create a crippling poison. When this
poison is created, the poisoner chooses one ability
score. When a target fails the save against the
poison, in addition to taking damage their ability
score is reduced by ld6 for 1 hour. Crippling poisons
of the same ability score do not stack, but they can
override previous ones if it's higher than the last.
Different crippling poisons can be used against the
same target. At level 18, 5 additional concoctions
can be used to make the ability score penalty
permanent. It can only be restored by the poisoner
who made the poison, a doctor of equaJ level, a
Greater Restoration spell, or a Wish spell. This
penalty is removed upon death.
P OISON OF D EATH
The poisoner discovers the most lethal ingredients
known in the worlds. At level 18, once per day at the
cost of 10 concoctions, a poisoner can create a
Poison of Death. This poison can onJy be applied to
one piece of ammunition. The poison loses its
potency within 1 minute of being applied to a
weapon or piece of ammunition Any creature hit by
this poison must make 2 saves against your poison
save, one wisdom and one constitution. If they make
both saves, there is no effect. lf they fai l the
constitution save, their body is weakened severely
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Gunslinger
Waking up to a goblin ambush, a human reaches for
the pistol she always keeps at her side. She leaps to her
feet and begins to fire, blasting the nearest goblin away
before he can strike.
A gnome sighs to himself in satisfaction as he puts the
final screw into his masterpiece: a massive rifle, almost
twice as tall as he is. He loads it and tests it out on a
nearby tree. The ensuing blast knocks the gnome off of
his feet. He stumbles upright, grinning as he sees the
tree topple over from the hit.
Gunslingers are masters of the firearm, using them to
devastating effect on the battlefield. A gunslinger uses a
steady trigger finger and technical skill to provide cover
fire for her companions and cripples opponents with
deadly special shots.
Creating a Gunslinger
Gunslingers thrive on the outskirts of civilization, both
famous and infamous in the more free-spirited areas
of the world. Talk with your DM about an appropriate
origin for your Gunslinger. Do you live in a city, where
your weapons are possibly outlawed? Or, perhaps, you
come from the frontier, where your kind are common
and the laws, less so.
How did you acquire your first gun? Did your fervor for
invention lead you to create something more powerful
than you know? Did a demon trade this knowledge for
the promise of a favor? Maybe you killed a vengeful foe
and took your gun off his dead body.
Quick Build
You can make a gunslinger quickly by following these
suggestions. First, put your highest ability score
in Dexterity, followed by Intelligence or Wisdom,
depending on the Trail you intend to take at 3rd level.
Second, choose the outlander background.
Classes | Gunslinger
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Natural Talent
The Gunslinger Beginning at 1st level, choose one of your skill
proficiencies. Your proficiency bonus is doubled for any
Proficiency Maximum
Level Bonus Features Grit ability check you make that uses your chosen proficiency.
In addition, you gain a +1 bonus to attack rolls and
1st +2 Tinkerer, Natural Talent -
damage rolls you make using firearms.
2nd +2 Grit, Aimed Shot 2
3rd +2 Gunslinger’s Trail 2
4th +2 Ability Score Improvement 2 Grit
5th +3 Extra Attack 3 You, like every gunslinger, have something which allows
6th +3 Trail Feature 3 you to remain cool and collected, even in the most dire
7th +3 Trick Shot 3 situations. Starting at 2nd level, you gain a number
8th +3 Ability Score Improvement 3 of Grit points equal to your proficiency bonus. The
number of Grit points you have can never exceed your
9th +4 Evasion 4
proficiency bonus.
10th +4 Trail Feature 4 You can spend these points to fuel various class
11th +4 Violent Shot 4 features. You start knowing one such feature: Aimed
12th +4 Ability Score Improvement 4 Shot. You learn more such features as you gain
13th +5 Personal Effects 5 additional levels in this class.
14th +5 Trail Feature 5 Any expended Grit points refill at the end of a short or
15th +5 Trick Up Your Sleeve 5 long rest. In addition, you regain 1 Grit point, up to your
+5 current maximum, whenever you roll a critical hit with a
16th Ability Score Improvement 5
firearm attack, or you use a firearm to reduce a creature
17th +6 Trail Feature 6
to 0 or fewer hit points. If you reduce a creature to 0 or
18th +6 ‘Slinger’s Luck 6 fewer hit points with a critical hit, you regain only 1 Grit
19th +6 Ability Score Improvement 6 point, not 2.
20th +6 True Grit 6 Some of your Grit features require your target to
make a saving throw to resist the feature’s effects. The
saving throw DC is calculated as follows:
Tinkerer
Beginning at 1st level, you can use Tinker’s Tools to
craft basic firearms, detailed at the end of the class
description, as well as basic ammunition for those
firearms.
Classes | Gunslinger
2
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Trick Shot than one. While wearing your Comfortable Duster,
you never make an ability check or saving throw with
Starting at 7th Level, you can target a specific location
disadvantage.
on a foe’s body, so long as the foe’s body has the location
Lucky Hat. This hat has been with you since the
you want to target. When making an attack with a
beginning, and no matter how many times you lose
firearm, you may spend a Grit point to add an additional
it, it always seems to find its way back. When you are
effect based on the targeted location.
hit with an attack while wearing your Lucky Hat, you
Armshot. On a hit, the target must make a
may turn that attack into a miss, even if that attack is a
Constitution saving throw or drop a single held item of
Critical Hit. You may use this feature once between each
your choice.
long rest.
Headshot. On a hit, the target must make a
Quality Cigar. No matter where you draw on it, this
Constitution saving throw or have disadvantage on
cigar always gives you a quiet moment to reflect. As an
attacks made until the start of your next turn.
action, you make take a draw on your Quality Cigar to
Legshot. On a hit, the target must make a Constitution
regain 1 Grit point. You may take a draw on the Quality
saving throw or fall prone.
Cigar up to 2 times between each long rest.
Bodyshot. On a hit, the target must make a
Tinker’s Goggles. Tinkering has always kept you up
Constitution saving throw or have disadvantage on
at night, and these goggles have been a tinker’s best
Strength and Dexterity ability checks and saving throws
friend. While wearing your Tinker’s Goggles, you can
until the start of your next turn.
see normally in darkness, both magical and nonmagical,
Wingshot. On a hit, the target must make a
up to a distance of 120 feet, and you are immune to
Constitution saving throw or fall 60 feet. Creatures of
the blind condition. In addition, you have advantage on
Huge size or larger automatically succeed on saving
Tinker’s Tools ability checks to repair a broken gun.
throws made against this shot.
Classes | Gunslinger
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Dodge Roll
Starting at 10th level, you’ve learned to tumble away
from ranged attacks. Whenever you are on the ground
and take damage from a source more than 10 feet away
which you can see, you may use your reaction to dodge
out of the way of further assault, moving a distance up
to half your movement speed, and if you move at least
5 feet, reducing the damage by an amount equal to
your Dexterity modifier. While moving in this manner,
enemies have disadvantage on attacks of opportunity
made against you.
Fan Fire
Starting at 14th level you can attack three times, instead
of two, whenever you take the attack action on your turn.
Walking Armory
When you choose this trail at 3rd level, you craft a
mechanism which allows you to easily store and equip
your personal firearms. You may draw any firearm
within arm’s reach without using your object interaction.
Apprentice Guncrafting
When you choose this trail at 3rd level, you can craft
new firearms and modify your current ones. One-
handed guns are based on the pistol, two-handed
guns on the musket, and cone guns on the scattergun.
Modifying a firearm requires 1 day of constant work per
modification. You may remove an existing modification
at the same time as you add a new one.
Maintenance. Modifications require constant tuning
and maintenance in order to remain in working order.
During a long rest, you may maintain a number of
modified firearms up to your Intelligence modifier
(minimum of one). If a modified firearm is not
maintained during a long rest, any attack roll made with
that firearm has disadvantage.
Limited Modification. You may modify a firearm
a number of times up to your Intelligence modifier
(minimum of once). In addition, every modification falls
into a category. You may only place a single modification
from each category on a given firearm.
Classes | Gunslinger
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Modifications
Classes | Gunslinger
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Firearms
Explosive Round. The round detonates on impact Misfire. If your natural roll for a gun attack falls at or
with a target, dealing fire damage in a 10’ radius sphere. below the misfire score of the gun you are using, you
Creatures in this area of effect must make a Dexterity suffer a misfire. Your attack misses, any ammo you used
saving throw or take an additional 3d8 fire damage, or in the attack is expended, and your gun becomes broken.
half that on a successful save. This damage increases by You must repair a broken gun before using it.
an additional 2d8 at the 17th and 20th levels. Range. Most firearms have two range increments,
Drill Round. The round becomes sheathed in a short and long. Firing at short range has no negative
piercing arcane aura. When you use these rounds effect. Firing at long range imposes disadvantage on
to make an attack against a target with half or three- the attack. Guns cannot be fired outside of their long-
quarters cover, you make the attack as if the target had range increment. Some guns have only a single range
no cover. In addition, this round deals an additional increment. In that case, the gun cannot be fired out
3d6 damage on a hit. This damage increases by an outside of its single range increment.
additional 2d6 at 17th and 20th levels. Reload. Reloading a gun replaces your next attack you
Flash Round. The round doesn’t deal any damage, but would make with the firearm, refilling the ammunition
instead creates a blinding flash of light emanating in a in the gun to its capacity. If you prefer, you may instead
30’ cone from the barrel of the gun. Any creature within use an action to reload your firearm.
the cone must make a Constitution saving throw or Scatter. Firearms with this property shoot pellets in
become blind until the end of your next turn. a cone out to their long range increment. All creatures
Stun Round. This round doesn’t deal any damage, within the cone must make a Dexterity saving throw
but any creature which is hit must succeed on a (DC equal to the 8 + the shooter’s Dexterity modifier +
Constitution saving throw or fall prone and become the shooter’s Proficiency modifier), taking full damage
stunned until the end of your next turn. Constructs on a failed save, or half damage on a successful one.
and undead creatures are immune to the effects of this Creatures outside of the firearm’s short range have
round. advantage on this saving throw. If the shooter is not
proficient with firearms, all creatures attempt the saving
Masterwork Guncrafting throw roll with advantage.
Starting at the 17th level, your long, hard hours at a Silenced. When fired, a silenced weapon makes no
workbench and in the field have paid off, giving you a more noise than a bowshot.
master’s grasp of tinkering and guncrafting. Whenever Special - Derringer. A small pistol created for surprise
you would suffer a misfire, you may choose to ignore it. attacks at close range, the derringer is an assassin’s
You must complete a short or long rest before using this best friend. Derringers grant their wielder advantage
ability again. on Sleight of Hand checks to draw, and can attack from
within 5 feet without disadvantage.
Firearm Properties
Credit to /u/raynfalldown for firearm attribute ideas.
Other Rules
Ammunition. You can make a ranged attack with a Ammunition and Water. If your ammunition becomes
firearm only if you have ammunition to fire with. Each wet, there is a 50% chance it becomes a blank. You roll
time you attack with the firearm, you expend one piece d100 to determine if a wet piece of ammo is a blank
of ammunition. Drawing the ammunition from a belt, when it is fired. On a 1-50, it’s a blank and doesn’t fire.
case, or other container is part of the attack (you need Firearms and Water. If your firearm becomes wet,
a free hand to load a one-handed weapon). You cannot you must use your Tinker’s Tools to disassemble
recover spent ammunition. Once fired, it is gone. the gun and clean it before it is operational again.
Broken. A broken firearm cannot be fired until it is Disassembling your gun does not require an ability
repaired. To repair a broken firearm, you may use an check, but it does require a set of Tinker’s Tools. You
action to attempt a Tinker’s Tools ability check with a cannot load or fire a firearm underwater without
DC equal to 10 plus the weapon’s base misfire score. On magical aid, unless otherwise stated.
a success, the weapon is no longer considered broken. Noise. When fired, a firearm makes a loud sound,
Capacity. A firearm’s capacity is the number of shots much like two stones crashing together at high speed.
it can hold at one time. When a firearm has been fired This sound is easily heard by any creature within ¼ mile
a number of times equal to its capacity, it must be of the gunshot.
reloaded before firing again.
Classes | Gunslinger
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Gunslinger Class by
/u/Ujio21 and /u/xQF13
Classes | Gunslinger
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Magus
A human confronted by two orcs draws his rapier and,
as he does, violet runes illuminate in the air around the
weapon. He dodges one of the orc’s impatient attacks
and punishes it with a thrust of his own that causes
the air around the orc to burst into green flames and
sends the orc sprawling to the ground. The second orc
becomes noticeably less enthusiastic about the fight.
A dwarf looks down from the mountain peak she calls
home and sees the rampant destruction of the woods
she has sworn to protect. As she approaches the hunting
encampment responsible for the fire she calls woodland
creatures to be her allies and her skin hardens to bark.
Looking over the ancient heiroglyphs, a saurian
searches frantically for details of a ritual that will
uphold the mystic seal over his ancestral home. When
the impossibly heavy doors swing open behind him, he
turns to face the temple’s guardians as his sword erupts
into flames.
Magi are mystical warriors who blend martial
prowess with esoteric knowledge and spellcasting. Magi
balance the pursuit of personal goals and relationships
with their obligations to pursue the goals and ideals of
the eldritch societies that initiated them into the magical
arts. Although their backgrounds may sometimes set
them at odds against one another, magi are united by
their commitment to a cause greater than themselves
and a drive to master their magical abilities.
Martial Magicians
Every magus is a warrior. Magi train with arms and
armor to protect what they hold dear, fight for what they
believe in, and get themselves into or out of trouble. For
a magus, violence may not be the preferable answer but
it’s always a valid back up plan.
Every magus is a magician. Magi use their hard
earned skill with spellcasting to explore the multiverse,
empower their companions, and decimate their
enemies. For a magus, magic is a tool that expands their
horizons and their options.
CLASSES
CLASSE
CLASSE
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MAGUS
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2
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THE MAGUS
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2nd +2 Mystic Mark, Spellcasting 2 3 2 __ __ __ __
3rd +2 Eldritch Armament, Eldritch Society feature 2 3 3 __ __ __ __
4th +2 Ability Score Increase 3 4 3 __ __ __ __
5th +3 __ 3 5 4 2 __ __ __
6th +3 Mystic Meditation 3 5 4 2 __ __ __
7th +3 Eldritch Society feature, War Magic 3 6 4 3 __ __ __
8th +3 Ability Score improvement 3 7 4 3 __ __ __
9th +4 Aegis and Enspell improvements 3 8 4 3 2 __ __
10th +4 Spell Surge 4 8 4 3 2 __ __
11th +4 Improved War Magic 4 9 4 3 3 __ __
12th +4 Ability Score Improvement 4 10 4 3 3 __ __
13th +5 Aegis and Enspell improvements 4 11 4 3 3 1 __
14th +5 Eldritch Society feature 4 11 4 3 3 1 __
15th +5 Spell Ward 4 12 4 3 3 2 __
16th +5 Ability Score Improvement 4 13 4 3 3 2 __
17th +6 __ 4 14 4 3 3 3 1
18th +6 Greater Spell Surge 4 14 4 3 3 3 1
19th +6 Ability Score Improvement 4 15 4 3 3 3 2
20th +6 Spell Surge and Greater Spell Surge improvements 4 16 4 3 3 3 2
A eldritch
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they do have beliefs and goals that the majority of the You can make a magus quickly by following these
magi in that society believe in and fight for. Magi in suggestions. First, Strength or Dexterity should be
the Arcane Order observe a tradition of honoring the your highest ability score, followed by Intelligence
requests and wisdom of their mentors and striving to (Arcane Order, Shadow Court), Wisdom (Sylvan
train an apprentice that will be an even greater magus Circle), or Charisma (Primordial Seal) based on your
then they are. Members of the Primordial Seal believes Eldritch Society. Second, choose the Sage or Soldier
that the material planes are constantly under threat of background.
incursion from elemental planes and they must remain
on guard to ensure its ongoing safety. Magi in the Sylvan
Circle seek to protect the wilderness of the world from Class Features
destruction and defiling although what exactly that As a magus, you gain the following class features.
means varies from magus to magus.
Hit Points
Hit Dice: 1d8 per magus level
Creating a Magus Hit Points at 1st Level: 8 + your Constitution modifier
As you create your magus character, consider that Hit Points at Higher Levels: 1d8 (or 5) + your
relationship your character has to their eldritch society. Constitution modifier per magus level after 1st
Does your character feel indebted to the lessons the
society has taught them? Does your character actively Proficiencies
pursue the goals of their society? Has your character Armor: Light armor, medium armor, shields
had a falling out with the society and, if so, why? While Weapons: Simple weapons, martial weapons
training to be a magus did you make any rivals and who Tools: None
are they?
Fighting may have come naturally to you and your Saving Throws: Constitution, Intelligence
mentor struggled to impart you with the basics of Skills: Choose one from Acrobatics, Arcana, Athletics,
spellcasting. Or maybe the spellcasting came easily but History, Insight, Investigation, and Perception.
you lacked an innate aptitude for combat. You might
have spent years in training with a mentor before being Equipment
left to your own devices or you may have met your You start with the following equipment in addition to the
mentor only informally on a handful of momentous equipment gained by your background.
occasions. You might regularly report back to your • (a) a simple weapon and a shield or (b) a martial
contacts within your eldritch society or keep a wary weapon or (c) a longbow and 20 arrows
distance from other magi. • (a) leather armor or (b) scale mail
• (a) an arcane focus or (b) a druidic focus or (c) a
component pouch
• An explorer’s pack
CLASSES | MAGUS
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Eldritch Society For example, if you know the 1st-level spell find
familiar and have a 1st-level and a 2nd-level spell slot
At 1st level, you choose an Eldritch Society that trained
available, you can cast find familiar using either slot.
you in the ways of the magus: the Arcane Order, the
Spells Known of 1st-Level and Higher. You know
Knights Stygian, the Primordial Seal, the Shadow Court,
three 1st-level magus spells of your choice from
or the Sylvan Circle. Your choice grants you features
your Eldritch Society’s spell list. You learn additional
at 1st level and again at 3rd, 7th, and 14th level. Your
spells chosen from your Eldritch Society’s spell list as
choice also determines your spell list.
indicated in the spells known column of the magus table.
Additionally, when you gain a level in this class, you
Esoteric Eye can choose one of the spells from your Eldritch Society
spells you know and replace it with another spell from
At 1st level, you have the ability to detect the ability for your Eldritch Society’s spell list, which also must be of a
spellcasting in others. As an action, your eyes flash level for which you have spell slots.
with obvious magical energy as your senses wake to Spellcasting Ability. Your spellcasting ability is
the mystical energies of the multiverse. Until the end determined by your Eldritch Society. See the Initiate
of your next turn, you know if each creature you can feature of your Eldritch Society for your spellcasting
see within 60 feet of you has the Spellcasting or Innate ability.
Spellcasting feature or trait. Additionally, you learn each Ritual Casting. You can cast a magus spell as a ritual
of those creature’s spellcasting ability, if they have one. if that spell has the ritual tag and you know the spell.
You can use this feature a number of times equal to 1 Spellcasting Focus. Your spellcasting focus, if any, is
+ your magus spellcasting modifier. When you finish a determined by your Eldritch Society. See the Initiate
long rest, you regain all expended uses. feature of your Eldritch Society to see what, if any,
spellcasting focus you may use for your magus spells.
Mystic Mark
Starting at 2nd level, you learn to place a mystic mark Eldritch Armament
to enspell a weapon or to give a creature an aegis. You Starting at 3rd level, you learn to infuse your preferred
can use your mystic mark a number of times equal to weapon or shield with magical power. Choose one of the
your magus spellcasting ability modifier. You regain any following options.
expended uses when you finish a long rest.
Eldritch Archer
Aegis When you hit a creature with a ranged weapon under
You can use a bonus action to project your mystic mark the effect of your Enspell feature you can cause the
onto a creature you can see within 30 feet of you. For ammunition to explode with mystical energy dealing the
the next minute that creature is under your aegis and same damage type to all creatures nearby. When you do
receives a bonus to their armor class. This bonus so, spend a spell slot and the creature and each other
increases their AC by +1. If that creature is wearing creature within 10 feet must succeed on a Dexterity
magical armor use this bonus or the bonus provided by saving throw or take 2d4 + 1d4 damage for each spell
the armor, whichever is higher. The aegis ends if you or level higher than 1st, to a maximum of 6d4. On a
the creature end a turn more than 120 feet away from success, they take half damage.
one another. A creature can only benefit from one aegis
at a time.
Mystic Marauder
This bonus to AC increases to +2 when you reach 9th
When you hit a creature with a melee weapon attack
level and increases to +3 when you reach 13th level.
with a weapon you are wielding with two hands that is
under the effect of your Enspell feature, you can spend
Enspell one spell slot to deal additional damage to the target.
You can use a bonus action to surround a weapon The extra damage is 2d6 for a 1st-level spell slot, plus
in your hand with your mystic mark. This weapon is 1d6 for each spell level higher than 1st, to a maximum of
enspelled and counts as a spellcasting focus for you 6d6. The weapon must have the two-handed or versatile
for the next minute. While enspelled the weapon is property for you to use this feature.
considered magical and adds a +1 bonus to attack rolls
and damage rolls. If the weapon is already magical, use
Sorcerous Sentinel
the bonus provided by enspell or by the magic weapon,
While you are wielding a shield when a creature under
whichever is higher. The enspell ends if you lose
the effect of your Aegis feature is attacked you can use
possession of the weapon. A weapon can only benefit
your reaction and spend a spell slot to strengthen their
from one enspell at a time.
defenses. The creature gains a bonus to AC equivalent
These bonuses to hit and damage increase to +2 when
to the spell slot expended against the triggering attack.
you reach 9th level and +3 when you reach 13th.
Additionally, the creature gains temporary hit points
equal to your spellcasting modifier plus twice the level
Spellcasting of the spell slot expended.
Starting at 2nd level, you gain the ability to cast 1st
level spells and higher. See chapter 10 of the Player’s
Handbook for the general rules of spellcasting.
Spell Slots. The Magus table shows how many spell
slots you have to cast your spells of 1st level and higher.
To cast one of these spells, you must expend a slot of the
spell’s level or higher. You regain all expended spell slots
when you finish a long rest.
CLASSES | MAGUS
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Spell Sword Spell Ward
When you hit a creature with a one-handed melee
weapon under the effect of your Enspell feature you may At 15th level, the magical attacks of your enemies
spend a spell slot to deal additional damage and render unravel around you. You and friendly creatures within
the creature vulnerable to magical attacks. The extra 15 feet of you have advantage on saving throws against
damage is 1d4 for a 1st-level spell slot, plus 1d4 for spells.
each spell level higher than 1st, to a maximum of 5d4.
Additionally, the creature has disadvantage on saving Greater Spell Surge
throws against spells you cast until the end of your next
turn. At 18th level, choose one 6th-level spell from your
Eldritch Society’s spell list. You can cast this spell once
without expending a spell slot. You must finish a long
Ability Score Improvement rest before you can do so again.
When you reach 4th level, and again at 8th, 12th, 16th, At 20th level, you can use this feature twice before
and 19th level, you can increase one ability score of your regaining its use by completing a long rest.
choice by 2, or you can increase two ability scores of
your choice by 1. As normal, you can’t increase an ability
score above 20 using this feature. Eldritch Society
Eldritch societies are organizations that train initiates
in unique styles of magic and institutions with ideals,
Mystic Meditation interests and goals. When a young magus pledges
themselves to an eldritch society they may be motivated
At 6th level, when you take a short rest you can choose
primarily by attraction to that society’s magical style,
to recover all expended uses of your Mystic Mark. You
ideals, or goals but must embrace all that the society
can use this feature again when you complete a long
stands for to be admitted and advance.
rest.
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CLASSES | MAGUS
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CLASSES | MAGUS
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The Primordial Seal Tourmaline Mark
Starting at 3rd level, the effects of your mystic marks
The Primordial Seal is an ancient Eldritch Society are enhanced by the Primordial Seal’s elemental power.
that claims to be responsible for the ongoing safety of When you place your enspell on an object or aegis on a
the material realms. According to their own lore, long creature an intense aura of vacillating colors surround it.
ago the material realms were constantly besieged by Primordial Enspell. When you enspell your weapon it
the elemental realms until a seal was placed, forever roars with primordial strength and you may choose one
separating them from one another. Today magi in the of the following damage types: acid, cold, fire, lightning,
Primordial Seal travel the land to ensure the old magics or thunder. While your weapon remains enspelled it
hold up and to gather power for the dreaded day the deals that damage type instead of its normal damage
seal fails. type.
When you hit with an attack with this weapon you
Primordial Seal Initiate can choose to remove the enspell from the weapon.
When you choose this Eldritch Society at 1st level, you When you do, the creature you hit must succeed on a
augment your martial prowess with the ability to cast Constitution saving throw against your spell save DC or
cantrips. This initiation will later influence your magus it loses any resistance or immunity it had to the damage
spellcasting feature. type you had chosen. This effect persists until the end of
Cantrips. You learn two cantrips of your choice from your next turn.
the Primordial Seal’s spell list. You learn an additional Primordial Aegis. When a creature deals damage to
cantrip of your choice from the Primordial Seal’s spell an ally under your aegis you can use your reaction to
list at 4th level and again at 10th. These cantrips count remove the aegis. When you do, choose acid, cold, fire,
as magus spells for you. lightning, or thunder. That ally has resistance to that
Spellcasting Ability. Charisma is your spellcasting damage type for the next minute.
ability for your Primordial Seal spells, since you learn
your spells through raw connection to the natural Elemental Alignment
elements. You use your Charisma whenever a spell At 7th level, your intimate working of elemental magic
refers to your spellcasting ability. In addition, you use has imbued you with abilities related to one specific
your Charisma modifier when setting the saving throw element. You gain one of the following features of your
for a magus spell you cast and when making an attack choice.
roll with one. Air. Your base movement speed increases by 10 ft. and
you have advantage on initiative rolls.
4QFMMTBWF%$ = 8ZPVSQSPlDJFODZCPOVT Earth. You have 2 additional hit points per magus
ZPVS$IBSJTNBNPEJlFS level. Each time you gain a level in this class you gain an
4QFMMBUUBDLNPEJ¹FSZPVSQSPlDJFODZCPOVT additional 2 hit points.
ZPVS$IBSJTNBNPEJlFS Fire. You have darkvision out to a distance of 120 feet
and have proficiency with Dexterity saving throws.
Water. You can breathe air and water and have a swim
Bonus Proficiency & Language
speed equivalent to your walking speed. Additionally,
At 1st level, you gain proficiency with the Survival skill.
you have advantage on saving throws against being
Additionally, you can speak, read, and write Primordial.
restrained or grappled and ability checks made to resist
or escape a grapple.
Elemental Attunement
At 14th level, you learn to harmonize with the element
you chose when you took the Elemental Alignment
feature. You can cast a spell associated with your
chosen element and listed below without expending a
spell slot. You cannot lose concentration on the spell by
taking damage. You can use this feature again when you
complete a long rest.
Air. Investiture of Wind.
Earth. Investiture of Stone.
Fire. Investiture of Flame.
Water. Investiture of Ice.
CLASSES
CLA
LASSE
SSE
ES | MA
MAGUS
AGUS
S
7
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offici 50 of 233
Shadow Court Initiate Jade Seal
When you choose this Eldritch Society at 1st level, you Starting at 3rd level, the effects of your mystic marks
augment your martial prowess with the ability to cast are enhanced by the Shadow Court’s deadly techniques.
cantrips. This initiation will later influence your magus When you place your enspell on an object or aegis on a
spellcasting feature. creature it is engulfed in an aura of faint smoke.
Cantrips. You learn 2 cantrips of your choice from Shadow Enspell. In addition to weapons you can
the Shadow Court’s spell list. You learn an additional also empower your unarmed strikes with your enspell.
cantrip of your choice from the Shadow Court’s spell list While your unarmed strikes are enspelled, you can use
at 4th level and again at 10th. These cantrips count as Dexterity instead of Strength for the attack and damage
magus spells for you. rolls of your unarmed strikes and you can roll a d6 in
Spellcasting Focus. You can use an arcane focus place of the normal damage of your unarmed strike.
(found in chapter 5) as a spellcasting focus for your When you hit with an attack with an enspelled
magus spells. weapon or unarmed strike you can choose to remove
Spellcasting Ability. Intelligence is your spellcasting the enspell. When you do, the creature must succeed on
ability for your Shadow Court spells, since you learn a Constitution saving throw against your spell save DC
your spells through rote study and memorization. You or be blinded until the start of their next turn.
use your Intelligence whenever a spell refers to your Shadow Aegis. When a creature under the effect of
spellcasting ability. In addition, you use your Intelligence your aegis takes damage from an attack you can use
modifier when setting the saving throw for a magus your reaction to remove the aegis from that creature.
spell you cast and when making an attack roll with one. When you do, that creature becomes invisible until the
end of its next turn or when it casts a spell or makes an
4QFMMTBWF%$ = 8ZPVSQSPlDJFODZCPOVT attack, whichever happens first.
ZPVS*OUFMMJHFODFNPEJlFS
Clan Secret
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At 7th level, your allegiance to one of the clans that
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makes up the Shadow Court imparts special abilities.
Choose a clan of your choice and gain its benefit.
Bonus Proficiencies Kraken. You gain a swim speed equivalent to your
At 1st level, you gain proficiency with the Deception and base movement speed. When you take the Attack action
Stealth skills. you can spend a spell slot to make additional unarmed
attacks. The number of additional unarmed attacks you
can make as part of that action equals the level of the
spell slot expended.
Raven. You can cast the spells feather fall and fly
without expending a spell slot. When you use this
feature to cast the spell fly you must complete a long
rest before you can use this feature to cast either spell
again.
Spider. You gain a climb speed equivalent to your base
movement speed. You can cast the spell web without
spending a spell slot. You can cast web in this way again
after you complete a short or a long rest.
Cheat Death
At 14th level, you gain the ability to defy death. When
an attack would reduce you to 0 hit points you can
choose to cheat death to remain at 1 hit point instead.
Additionally, you become invisible and cannot interact
with other creatures or objects for one minute. You
cannot use this feature again until you complete a long
rest.
CLASSES
CLASSE
CLASS S | MA
MAGUS
G
GUS
GU
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the Sylvan Circle’s spell list. You learn an additional Sylvan Aegis. When an ally under the effect of your
cantrip of your choice from the Sylvan Circle’s spell list aegis fails a saving throw you can use your reaction to
at 4th level and again at 10th. These cantrips count as remove your aegis from that ally. When you do the aegis
magus spells for you. transmutes to vital energy and washes over the ally. The
Spellcasting Focus. You can use an druidic focus ally may reroll the saving throw with advantage.
(found in chapter 5 of the Player’s Handbook) as a
spellcasting focus for your magus spells. Nature’s Mask
Spellcasting Ability. Wisdom is your spellcasting At 7th level, you can cast the spell polymorph targeting
ability for your Sylvan Circle spells, since you learn your yourself only without spending a spell slot. Once you use
spells through intuitive connection with the natural this feature, you must finish a long rest before you can
world. You use your Wisdom whenever a spell refers use it again.
to your spellcasting ability. In addition, you use your
Wisdom modifier when setting the saving throw for a Font of Life
magus spell you cast and when making an attack roll At 14th level, you can use a bonus action and spend
with one. a spell slot to create an aura of regeneration. When
you do, you regain your magus level + 1d12 hit points
4QFMMTBWF%$ = 8ZPVSQSPlDJFODZCPOVT per level of spell slot you spent and each creature you
ZPVS8JTEPNNPEJlFS choose within 30 feet of you regains half that amount.
You can use this feature again after you complete a short
4QFMMBUUBDLNPEJ¹FSZPVSQSPlDJFODZCPOVT
or long rest.
ZPVS8JTEPNNPEJlFS
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The Sylvan Circle New Spells
CANTRIPS (0 LEVEL) 3RD LEVEL Arcing Arrow
Booming BladeSCAG Conjure Animals Transmutation cantrip
Druidcraft Daylight
Fungal BloomSV Dispel Magic Casting Time: 1 action
Give LifeSV Meld into Stone Range: 60 feet
Light Plant Growth Components: V, M (a weapon)
Magic StoneEE Protection from Energy Duration: Instantaneous
Resistance Revivify Class: Magus (Arcane Order & Primordial Seal)
Rime StrikeSV Speak with Plants
Spare the Dying Stinking Cloud As part of the action used to cast this spell, you must
Thornwhip Water Breathing make a ranged attack with a weapon against one
Warden’s RebukeSV Water Walk creature within the spell’s range, otherwise the spell
fails. On a hit, the target suffers the attack’s normal
1ST LEVEL 4TH LEVEL effects. On a miss, choose a second creature within
Animal Friendship Blight range and make a ranged weapon attack with the same
Create or Destroy Water Conjure Woodland weapon against that creature. On a hit, the second
Cure Wounds Beings creature suffers the attack’s normal effects but the
Detect Poison and Death Ward attack deals lightning damage.
Disease Dominate Beast This spell’s damage increases when you reach higher
Ensnaring Strike Giant Insect levels. At 5th level, the ranged attack deals an extra 1d8
Entangle Grasping Vine lightning damage whether it hits the original target or
Fog Cloud Locate Creature the second creature. This damage increases by 1d8
Goodberry Polymorph again at 11th level and 17th level.
Hail of Thorns Stone Shape
Jump Aspir
Longstrider 5TH LEVEL 1st-level evocation
Purify Food and Drink Awaken
Speak with Animals Commune with Nature Casting Time: 1 action
Spore CloudSV Contagion Range: 60 feet
Greater Restoration Components: V, S, M (a blue ribbon)
2ND LEVEL Insect Plague Duration: Instantaneous
Alter Self Reincarnate Class: Magus (Knights Stygian), Warlock
Animal Messenger Tree Stride
Barkskin You drain the mystical energy of a spellcasting creature.
Beast Sense Choose one creature within range that you can see. That
Darkvision 6TH LEVEL creature must succeed at an Intelligence saving throw
Enhance Ability Find the Path or lose a 1st-level spell slot if it has any. If the creature
Gust of Wind Heal loses a 1st-level spell slot, you regain an expended 1st-
Lesser Restoration Heroes’ Feast level spell slot.
Locate Animals or Plants Sunbeam At Higher Levels. When you cast this spell using a
Moonbeam Transport via Plants spell slot of 2nd level or higher, the creature loses its
Pass without Trace Wall of Thorns highest level spell slot it has up to the level of spell slot
Protection from Poison you used to cast this spell and you regain an expended
SkywriteEE spell slot of the level that creature lost.
Spike Growth
Warding WindEE Bloodletting Bite
Necromancy cantrip
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Corpse Mask Drain
1st-level transmutation 1st-level necromancy
Touching the corpse of a humanoid you transform your Stretching out your hand and pointing your finger at a
physical appearance - including your clothing, armor, creature within range, a flash of negative energy briefly
weapons, and other belongings on your person - to look connects the two of you. The targeted creature must
like the corpse did in life minutes before its death. You succeed on a Constitution saving throw or take 3d4
retain all of your own ability scores, features, traits, and necrotic damage. If the creature fails its saving throw,
other abilities. you gain a number of temporary hit points equivalent to
While disguised as the dead you also instinctively the damage the creature takes. You lose any temporary
mimic its mannerisms. Creatures familiar with the hit points granted by this spell after one minute.
deceased humanoid can attempt to ascertain if you are At Higher Levels. When you cast this spell using a
in fact the deceased by usings its action to make an spell slot of 2nd level or higher, each level beyond the
Intelligence (Investigation) check against your spell save first adds 2d4 to the damage dealt by this spell.
DC.
At Higher Levels. When you cast this spell using a Fungal Bloom
spell slot of 3rd level or higher, the duration increases Conjuration cantrip
to 8 hours. When you cast this spell using a spell slot of
5th level or higher, the duration increases to 24 hours. Casting Time: 1 action
Range: 60 feet
Corrupted Ki Kata Components: V, M (ranged weapon)
Transmutation cantrip Duration: Instantaneous
Class: Magus (Sylvan Circle)
Casting Time: 1 action
Range: 5 feet You send arrow towards an enemy in range and upon
Components: S hitting its mark explodes into a shower of fungal
Duration: Instantaneous spores. As part of the action used to cast this spell, you
Class: Magus (Shadow Court) must make a ranged attack with a weapon against one
creature within the spell’s range, otherwise the spell
You make the hand sign of corruption and strike at a fails. On a hit, the target suffers the attack’s normal
creature within range. As part of the action used to cast effects, and a fungal bloom appears in three unoccupied
this spell, you must make an unarmed strike attack spaces of your choice adjacent to the creature. These
against one creature within the spell’s range, otherwise fungal blooms remain until the end of your next turn.
the spell fails. On a hit, the target suffers the attack’s When a creature moves through a fungal bloom the
normal effects. If the creature is surprised, blinded, or fungal bloom is destroyed and the creature takes 1d6
incapacitated the creature is poisoned until the end of poison damage.
your next turn. This spell’s damage increases when you reach higher
This spell’s damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6
levels. At 5th level, the unarmed strike attack deals an poison damage to the target, and the fungal bloom deals
extra 1d12 poison damage. This damage increases by an additional 1d6 poison damage when destroyed by
1d12 again at 11th level and 17th level. a creature who moves through it. Both damage rolls
increase by 1d6 at 11th level and 17th level.
Death Shroud
Necromancy cantrip Give Life
Transmutation cantrip
Casting Time: 1 action
Range: 60 feet Casting Time: 1 action
Components: V, S Range: Touch
Duration: Concentration, up to 1 minute Components: V, S
Class: Magus (Shadow Court) Duration: Instantaneous
Class: Cleric, Magus (Sylvan Circle), Shaman
You make the hand sign of endings and focus your will
on a creature within range. That creature gains a death Placing your hand on another creature you can transfer
shroud. When you deal damage to that creature with an your own life force to them. You spend and roll one of
attack you can discard all death shrouds you placed on your hit dice and the creature regains that many hit
the creature to deal an additional 2d4 damage per death points.
shroud.
At 5th level, the creature gains two death shrouds, at
11th level, the creature gains three death shrouds, and
at 17th level, the creature gains four death shrouds.
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Nerve Pinching Kata Spell Shattering Strike
Transmutation cantrip Evocation cantrip
You make the hand sign of paralysis and strike at a As part of the action used to cast this spell, you must
creature within range. As part of the action used to cast make a melee attack with a weapon against one
this spell, you must make an unarmed strike attack creature within the spell’s range, otherwise the spell
against one creature within the spell’s range, otherwise fails. On a hit, the target suffers the attack’s normal
the spell fails. On a hit, the target suffers the attack’s effects, and if the target is concentrating on a spell this
normal effects. If the creature is surprised, blinded, or attack deals an additional 1d8 force damage.
incapacitated the creature’s movement speed becomes This spell’s damage increases when you reach higher
0 and it cannot take reactions until the end of your next levels. At 5th level, the melee attack deals an extra 1d8
turn. force damage to the target and the additional damage if
This spell’s damage increases when you reach higher the target is concentrating on a spell increases to 2d8.
levels. At 5th level, the unarmed strike attack deals an Both damage rolls increase by 1d8 at 11th and 17th
extra 1d8 psychic damage. This damage increases by level.
1d8 again at 11th level and 17th level.
Spore Cloud
Rime Strike 1st-level transmutation
Evocation cantrip
Casting Time: 1 action
Casting Time: 1 action Range: 60 feet
Range: 90 feet Components: S, M (a poison mushroom)
Components: V, M (a weapon) Duration: Concentration, up to 1 minute
Duration: Instantaneous Class: Magus (Sylvan Circle)
Class: Magus (Primordial Seal & Sylvan Circle)
You exhale a faint cloud of spores towards a creature
As part of the action used to cast this spell, you must within range. As the spores land on the target
make a ranged attack with a weapon against one they bloom and blossom forming a fungal or floral
creature within the spell’s range, otherwise the spell parasite that weakens the creature to poison and
fails. On a hit, the target suffers the attack’s normal disease. Creatures targeted by this spell must make a
effects, and the creature’s movement speed is halved Constitution saving throw. If the creature fails and does
until the end of its turn as the air around it turns frigid. not have resistance or immunity to poison damage,
At 5th level the ranged attack deals an extra 1d8 cold the creature gains vulnerability to poison damage and
damage. This damage increases by 1d8 again at 11th disadvantage on saving throws against poison and
level and 17th level. disease until this spell ends. If the creature fails and
has resistance or immunity to poison damage or the
Ring of Fire poisoned condition, the creature loses its resistance
1st-level conjuration or immunity to poison damage and immunity to the
poisoned condition until this spell ends.
Casting Time: 1 action At Higher Levels. When you cast this spell using
Range: Self a spell slot of 2nd level or higher, you can target one
Components: V, S, M (flint and tinder) additional creature for each slot level above 1st.
Duration: Concentration, up to 1 minute
Class: Magus (Primordial Seal) Stormy Step
1st-level evocation
A wall of flames erupts out of the ground in a ring
around you with a radius of 15 feet and a height of 10 Casting Time: 1 action
feet. Creatures who start their turn in the ring of fire Range: Self
or pass through it on their turn take 1d6 fire damage. Components: V, S, M (a small metal rod)
Creatures within the ring of fire who willingly try to Duration: Instantaneous
move through the fire to escape must succeed on a Class: Magus (Primordial Seal)
Wisdom saving throw to do so. Creatures who are
immune to fear or fire automatically succeed on this You fly up to 30 feet as lightning flashes around you
saving throw. striking out at creatures as you pass them. Each
At Higher Levels. When you cast this spell using a creature you move adjacent to as part of this action
spell slot of 2nd level or higher, the damage of the ring must succeed on a Dexterity saving throw or take 1d8
of fire increases by 1d6 for each slot level above 1st. lightning damage. On a success, creatures take half
damage instead. If you do not land on a surface at the
end of this spell you immediately fall.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the damage of this spell
increases by 1d8 for each slot level above 1st.
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Ten Thousand Masks Magus & Multiclassing
Conjuration cantrip
Magi follow all the normal rules for multiclassing. The
Casting Time: 1 action following tables function as additions to those listed on
Range: Self page 163 and 164 of the Player’s Handbook.
Components: V, S
Duration: Instantaneous MULTICLASSING PREREQUISITES
Class: Magus (Shadow Court) $MBTT "CJMJUZ4DPSF.JOJNVN
Magus Constitution 13 and Intelligence (Arcane
You make the hand sign of deception and focus your will Order, Shadow Court), Wisdom (Sylvan
on your own being. You can make a disguise kit ability Circle) or Charisma (Knights Stygian,
check without having access to a disguise kit. If you do Primordial Seal) 13
not add your proficiency modifier to this ability check,
you add half your proficiency modifier. MULTICLASSING PROFICIENCIES
$MBTT 1SP¹DJFODJFT(BJOFE
Vortex Dart Magus Light armor, medium armor, shields,
Evocation cantrip
simple weapons, martial weapons
Casting Time: 1 action
Range: 60 feet The Magus Class by
Components: V, M (a weapon) Benjamin Huffman
Duration: Instantaneous http://sterlingvermin.com/
Class: Magus (Arcane Order)
Art Credits in Order of Appearance
As part of the action used to cast this spell, you must “Volcano” by Ners
make a ranged attack with a weapon against one “Mouse” by Devin Hoyt
creature within the spell’s range, otherwise the spell “Sunset” by Ners
fails. On a hit, the target suffers the attack’s normal “Anony” by Devin Hoyt
effects, and each Large or smaller creature within 10 “Agni” by Devin Hoyt
feet of the target must succeed on a Strength saving “Ninja” by Junkestar
throw or be pulled to the nearest unoccupied space “Shepperd” by Devin Hoyt
adjacent to the target.
At 5th level, the ranged attack deals an extra 1d6 force DUNGEONS & DRAGONS, D&D, Wizards of the
damage to the target. This force damage increases by Coast, Forgotten Realms, the dragon ampersand, and
1d6 again at 11th level and 17th level. all other Wizards of the Coast product names, and their
respective logos are trademarks of Wizards of the Coast
Warden’s Rebuke in the USA and other countries.
Evocation cantrip
This work contains material that is copyright Wizards
Casting Time: 1 action of the Coast and/or other authors. Such material is
Range: 5 feet used with permission under the Community Content
Components: V, M (a weapon) Agreement for Dungeon Masters Guild.
Duration: Instantaneous
Class: Magus (Sylvan Circle) All other original material in this work is copyright
2016-2017 by Benjamin Huffman and published under
As part of the action used to cast this spell, you must the Community Content Agreement for Dungeon
make a melee attack with a weapon against one Masters Guild.
creature within the spell’s range, otherwise the spell
fails. On a hit, the target suffers the attack’s normal DUNGEONS & DRAGONS, D&D, Wizards of the
effects, and the earth moves threateningly beneath Coast, Forgotten Realms, the dragon ampersand,
its feet until the start of your next turn. If the target Player’s Handbook, Monster Manual, Dungeon Master’s
willingly attacks a creature other than you before then, Guide, D&D Adventurers League, all other Wizards of
it immediately takes 1d6 bludgeoning damage as the the Coast product names, and their respective logos
earth rises up to rebuke it, and the spell ends. are trademarks of Wizards of the Coast in the USA
This spell’s damage increases when you reach higher and other countries. All characters and their distinctive
levels. At 5th level, the melee attack deals an extra 1d6 likenesses are property of Wizards of the Coast. This
damage to the target, and the bludgeoning damage the material is protected under the copyright laws of
target takes for attacking another creature increases the United States of America. Any reproduction or
to 2d6. Both damage rolls increase by 1d6 at 11th level unauthorized use of the material or artwork contained
and 17th level. herein is prohibited without the express written
permission of Wizards of the Coast.
CLASSES | MAGUS
14
AXD 57 of 233
Proficiency Ancient Cantrips
Leve l Bonus Features Rites Kno wn 1st 2nd 3rd 4th 5t h 6th 7th 8th 9th
1 st +2 Spellcasting, Quickening, Witch's Coven 2 2
2nd +2 Cauldro n Bubble, Ancient Rites, Rite of 2 3
Bindi ng, Rite of Seeing
3rd +2 2 4 2
4th +2 Ability Score Impro vement 3 4 3
5th +3 Rite of Warding 3 4 3 2
6th +3 Cove n Feature 3 4 3 3
7th +3 3 4 3 3
8th +3 Ability Score Improvement, Coven Feature 3 4 3 3 2
9th +4 Cauldron Bubble Improvement 1 3 4 3 3 2
10th +4 Rite o f Vanishment 2 4 4 3 3 2 2
11 th +4 2 4 4 3 3 3 2
12th +4 Ability Score Improvement 2 4 4 3 3 3 2
13th +5 2 4 4 3 3 3 2
14th +5 Rite of Exorcism 2 4 4 3 3 3 2
1 5th +5 2 4 4 3 3 3 2
16th +5 Ability Score Improvement 2 4 4 3 3 3 2
1 7th +6 Cauldron Bubble Improvement, Coven 2 4 4 3 3 3 2
Feature
18th +6 Rite of Ve ritasum 2 4 4 3 3 3 2
1 9th +6 Ability Score Improvement 2 4 4 3 3 3 2 2
2 0 th +6 Rite of Possession 3 4 4 3 3 3 2 2 2
WITCH
tattooed elf, beveiled and decked in charms, SPEAKERS OF THE DEAD
draws her obsidian dagger across the sand This
learned motion calls forth a ghostly apparition Witches are enigmatic spellcasters who reach through the
with a frightful facade. With a word, she veil and into the ethereal plane, where they harness the
subdues the spirit and convinces it to aid her power of lost souls to cast death-tinged magics. Through their
and her aJJies on their quest. coven, witches learn to summon and bind powerful spirits,
receiving aid, protection, and power from the souls of the
A trio of halfling hermits gather among candles and incense, departed
Witches live on the edges of society, considered far too
chanting words of power over a steaming cauldron, not
strange and frightening for most cities and villages. Witches
s howing an ounce of fear at the dark powers that press
are wrongly compared to Hags by many villagefolk, but they
ingredients to their palms.
are far from inherent villainy - many witches, in fact, are a
The exotic human adorned with golden chains bellows a spell force of good
which echoes with the voices of an army of lost souls, a
fiendish glint in her eyes as blood drips from her palm. L OST AR.TS
Witches are not only well-learned in the ancient traditions of
Note: This class is homebrew Draft Version 2L4, and may
their covens, but they are also alchemists who utilize their
need to be rebalanced or revised if used in a campaign.
connection with the spirits to draw magic from nature's best
Check with your DM before creating your Witch character.
ingredients. Witches form these magics into Witch's Brews,
which can often be more powerful than common potions and
poisons made in the modern age.
AXD 58 of 233
CUATING A Wrrcu SPEILCASTING
As you develop your Witch, consider the things that Using your knowledge of the afterlife, and your powers of
differentiate your character from a Warlock or Wizard What persuasion to convince spirits for aid, you can cast spells that
connection do they have to the dead, or to the ancient covens reshape the ethereal to your will See Chapter 10 for the
that define witchcraft? How did they get involved in general rules of spellcasting, and the end of this class
witchcraft? Were they introduced to it by a family member, description for the witch spell list.
sought out by a coven, or did they seek out the powers to
contact the dead? C.ANTlilIPS
Consider how long your character has been a witch, and At 1st leve~ you know two cantrips of your choice from the
how long they have been a member of a coven. Did they live a witch spell list. You learn additional witch cantrips of your
lonely life on the edge of a swamp, cooking brews for the choice at higher levels, as shown in the cantrips Known
brave and desperate souls that visited them, or did they grow column of the witch table.
up in a coven, fully entrenched in the rituals and traditions of
witchcraft? PlilEPAlilING .AND CASTING SPELLS
Keep in mind your character's feelings towards the dead, The witch table shows how many spell s lots you have to cast
other planes of existence, demons, tradition, or modernity, your spells of 1st level and higher. To cast one of these witch
and Jet these things help define your witch's place in the spells, you must expend a slot of the spell's level or higher.
world you adventure in. You regain all expended spell slots when you finish a long
rest.
Q,UIOK- BUII.D You prepare the list of witch s pells that are available for you
If you wish to make a witch quickly, follow these simple steps. to cast, choosing from the witch spell list. When you do so,
First, make Charisma your highest ability score, as it will be choose a number of witch spells equal to your Charisma
used for your spellcasting. Next, choose Wisdom, which will modifier+ your witch level (minimum of one spell} The spells
be used for crafting your brews. Then you may want to must be of a level for which you have spell slots.
consider Constitution, as many of the Witch's powers ask for For example, if you are a 3rd-level witch, you have four 1st-
impeccable concentration. Then, choose the Hermit level and two 2nd-level spell slots. With a Charisma of 16,
background, and the following two cantrips: Create Bonfire, your list of prepared spells can include six total spells of 1st
and Spare the Dying. or 2nd !eve~ in any combination. If you prepare the 1st-level
spell Cure Wounds, you can cast it using a 1st-level or 2nd-
level slot. Casting the spell doesn't remove it from your list of
CLASS FEATURES prepared spells.
As a Witch, you gain the following features. You can also change your list of prepared Spells when you
finish a Long Rest. Preparing a new list of witch Spells
requires time spent performing a seance, or finding some
HrrP01NTS
other way to connect your spirit to the ethereal plane.
Hit Dice: ld6 per Witch level
Hit Points at 1st Level: 6 +your Constituion modifier
Hit Points at Higher Levels: 1d6 (or 4) +your Constitution SPELLOASTING ABIUI'Y
Charisma is your spellcasting ability for your witch spells,
modifier per Witch level after 1st
since your magic draws from the willing power of spirits,
Plit.OFIOIENOIES whom you must control with a firm voice. You use your
Armor: None Charisma whenever a spell refers to your spellcasting ability.
Weapons: Simple weapons In addition, you use your Charisma modifier when setting the
Tools: Poisoner's Kit and your choice of one of: Herbalism saving throw DC for a witch spell you cast and when making
Kit, or Alchemist's Supplies. an attack roll with one.
Saving Throws: Charisma, Wisdom Spell save DC = 8 +your proficiency
Skills: Persuasion, and one other from Arcana, Animal bonus+ your Charisma modifier
Handling, History, Insight, Nature, Religion, or Survival
Spell Attack modifier =your proficiency+
EQUIPMENT your Charisma modifier
You start with the following equipment, in addition to the
equipment granted by your background: Rrru..u. CASTING
You can cast a witch spell as a ritual if that spell has the ritual
• (a) a dagger or (b) a quarterstaff tag and you have the spell prepared
• (a) a component pouch or (c) a spiritual focus
• (a) a priest's pack or (b) an explorer's pack SPililrrU..U. Focus
• Your choice of one kit or set of tools you are proficient in, You can use a spiritual focus as a spellcasting focus for your
and l potion of healing. witch spells. A spiritual focus is an item touched by death
such as a s uicide note, murder weapon, or a treasured
Alternatively, you may choose to take ld4x10 (or 30) GP
possession of someone who has died Each coven tends
and purchase your own equipment from Chapter 5
toward one kind of focus. A witch of the Coven of White
(Equipment) of the Player's Handbook.
Witches may choose to use holy, honoured possessions, while
a Wild Witch might choose a weather-worn bone.
3
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At 9th level you can learn a number of recipes equal to 2x
QUICKENING your Wisdom modifier (minimum of 2) In addition, when you
At 1s t level you experience the witch's quickening. This is the use a potion with effects related to rolling dice such as a
sign that a witch's powers have finally begun to blossom, and Potion of Healing, you can roll one additional die to add to
that they may commune with the spirit world On your turn as the effects.
an action, or freely outside of combat, you can detect the At 17th level you can learn a number of recipes equal to 3x
presence of spirits within a 100 foot radius of you. This your Wisdom modifier (minimum of 3~ and you can now
awareness ceases at the end of your next turn at level 1, and make Spell Brews. A spell brew turns any spell that you have
las ts for one additional round per Witch level above 1st. p repared on your witch spell list into a potion. A spell brew
Outside of combat this awareness las ts for 1 minute per takes 24 hours to ferment pe r spell level You may only create
Witch level one spell brew per long res t.
In addition, while experiencing the quickening, you may
add double your proficiency bonus to Charisma (Persuasion) .ANCIENT RITES
checks against ghosts, spectres, and spirits, and you may use
At 2nd level you have finally made communion with the
your Charisma modifier in place of Strength or Dexterity
spirits, and use that attunement to better perform rituals you
when attacking the Undead
have learned from the elder witches of your coven. All rites
can be performed as rituals, requiring 10 minutes to perform,
WITCH'S COVEN or time spent during a short or long rest.
At 1st level you must choose which coven you have been Rites can also be performed on your turn as an action, by
initiated into. By meeting with other witches of their chosen succeeding on a Concentration check. A rite performed this
coven and performing an initiation ritual a witch join the way with effects extending over multiple turns requires you to
ranks of one of the six covens. Your coven represents not only make a concentration check at the start of each of your turns
the community with which you align yourself, but also the to maintain the rite.
kind of ritual magic you learn and perform. A witch must You may prepare a rite in advance. A rite can be prepared
choose carefully, because once she takes the initiation rites during a long rest, and then can be performed on your turn as
and joins a circle, her soul is forever bound to the coven and a bonus action without requiring concentration to perform. A
there is no way to take it back - not even in death. prepared rite confers more benefits than a cast rite, as you
Your choice grants you features at 1st level and again at gain passive effects from the rite which better your character.
6th, 8th, and 17th levels. Starting at this level you can maintain one prepared rite at a
t ime. The number of rites you can mainta in at one time
COVEN SPEU.S increase as you level up as shown on the witch class table.
Each coven has a list of spells representing the traditional You may prepare multiple of the same type of rite, but any
arts of the coven, which you gain at the witch level noted in passive effects of having that rite prepared do not stack.
the tables provided Once you gain a coven s pell you always At this level you know the Rite of Binding and the Rite of
have it prepared and it doesn't count against the number of Seeing and learn additional rites at 5th, 10th, 14th, 17th, and
spells you can prepare each day. Coven spells are always 20th levels, as well as rites provided by your chosen coven.
considered witch spells for you.
RITE OF BINDING
CAULDRON BUBBLE At 2nd level you have developed the ability to bind spirits to
At 2nd level you have begun to inundate yourself with the your service through an ancient ritual passed down from the
tradition of the witch's brews. These brews are often more elder witches. Each coven has it's own methods for binding
powerful than an equivelant potion created by a normal spirits, and each has signature magics which attract certain
alchemist, as they hold the secrets of your coven's traditions, kinds of s pirits. Your archetype description lists which spirits
and a witch is capable of making the m more swiftly than you can choose to bind using this rite.
most. Choose a number of the brews at the end of this class This rite must be prepared during a long rest, and cannot
description to add to your recipe list equal to your Wisdom be performed through any other method When you prepare
modifier (minimum of 1) You can change which recipes you this rite you choose one of the spirits that are available for
know when you gain a level in this class. you to bind, gaining any passive effects of that spirit until it
Some brews have prerequisites, such as your Witch level escapes, or is released by you.
or your coven. Each brew can also only be made with a
particular set of tools, you must have those tools available to RITE OF SEEING
you in order to brew your recipe. Before selecting a brew,
At 2nd level you have gained control ove r beings not tied to
make sure that you meet it's prerequisites.
the material plane, and are able to use them as a looking
During a long rest you may spend your time and
glass into the ethereal plane. At this level you can cast the
concentrate your efforts to create a number of brews from
Divination spell as if it were one of your rites. It is considered
your list equal to 1/ 2 your Wisdom modifier rounded up
a witch s pell for you.
(minimum of 1) You must be proficient with the tool required
In addition when you have this rite prepared you can spend
for the chosen brew. If you make brews during your rest, you
a bonus action on your turn to look into the ethereal plane.
cannot prepare any rites.
Creatures who are invisible or hidden become visible to you
If a brew has not been used by your next long rest, it loses
when you look into the plane. This effect lasts until the start
it's potency and can no longer be used
of your next turn. You may perform this bonus action a
AXD 60 of 233
number of times equal to your Wisdom modifier (minimum RITE OF VANISHMENT
1~ at which point your rite is no longer considered prepared
At 10th level you have convinced the spirits to aid you in
Starting at 9th leve~ while performing the Rite ofSeeing, in walking the ethereal plane, allowing you to vanish without a
addition to the other effects of the rite, you may hold a trace. In order to perform this rite, you must have a unique
conversation with any spirit or ethereal being you contact, item that has no duplicate in the world This item acts as a
provided you share a language with that creature. The grounding wire for your sou~ keeping you from becoming lost
creature may be friendly or hostile at your DM's discretion. in the spirit realm that you walk through. This item may be
your spiritual focus.
At 16th level when you have this rite prepared, your divination When you perform this rite, you step into the ethereal
skills are almost second nature. Divination school spells on plane, and disappear from the material, becoming invisible to
your Witch spell list of level 8 or lower are treated as though those in the material plane. You remain in the ethereal plane
they are one spell level lower for the purposes of determining for a number of rounds equal to your Wisdom modifier
which spell slot they use, to a minimum of level 1. (minimum of 1~ or until you choose, as a bonus action, to re-
enter the material plane.
.ABIIIIY SCORE IMPROVEMENT
--------
When you reach 4th !eve~ and again at 8th, 12th, 16th, and
While walking in the ethereal plane you cannot attack or
cast spells, but you can pass through objects, walls, and other
solid materials, and are not able to be considered engaged in
19th Jevei you can increase one ability score of your choice
combat. You can pass through creatures while walking in the
by 2, or you can increase two Ability Scores of your choice by
ethereal plane, but that creature can use their reaction to
1. As normai you can't increase an ability score above 20
resist your passing by making a Charisma saving throw
using this feature.
against your witch spell save DC. On a failed save, the
creature takes Necrotic damage equal to your Wisdom
RITE OF W.AB.DING modifier and you pass through, on a successful save you take
At 5th level you have harnessed the power of the spirits to Force damage equal to their Charisma modifier and reappear
create a protective ward against outer powers. When you on the material plane in the space of that creature. You
perform this rite, a 20 foot radius dome of spiritual energy cannot end your turn in a creature's space.
appears centered on you, and remains stationary. When you When you perform this rite as a ritual, you and any
create the ward, name up to two of the following: A condition, creatures touching you, as well objects being carried or worn
a type of damage, a type of saving throw, Good creatures, Evil by you or those creatures, can be teleported to any location
creatures, or one of the following types of creatures: that you have visited before on the same plane of existence as
celestials, fiends, or undead you, or to a place that you can see. The success of this
attempt depends on your familiarity with the location, as in
While they remain inside the ward, creatures: the Teleportation spell
At 18th level when you have this rite prepared, your
• Cannot take the attack or cast a spell option.
conjuration skills are almost second nature. Conjuration
• Become stable if they are at or below 0 hit points, or if
school spells on your Witch spell list of level 8 or lower are
they reach 0 hit points or lower while inside the ward
treated as though they are one spell level lower for the
• Are immune to the chosen condition, and/or damage type
purposes of determining which spell slot they use, to a
chosen.
minimum of level 1.
• Have advantage on saving throws of the type chosen.
• Are immune to being possessed
• If the creature is of an alignment, or creature type chosen
by you when making this ward, they must make a
Constitution saving throw against your spell save DC at
the start of each turn. On a failed save, the creature is
pushed 5 feet from the center of the ward and takes 1
point of Force damage per level you have in the witch
class. A creature that is of both the alignment and creature
type chosen makes this saving throw with disadvantage.
• Cannot exit and enter the ward on the same tum, unless
being pushed, or dragged out of the ward
At 10th leve~ you can pick a number of qualities for your ward
equal to your Wisdom modifier (minimum 1}
At 17th leve~ when you have this rite prepared, your
abjuration skills are almost second nature. Abjuration school
spells on your witch spell list of level 8 or lower are treated as
though they are one spell level lower for the purposes of
determining which spell slot they use, to a minimum of level
1.
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RITE OF EXORCISM RITE OF VERITASUM
At 14th level though you know that spirits can be kind, you At 18th level the spirits have given you insight into the truth
also know the danger that they can hold for the simple of those around you. When you perform this rite, you may
mortal These dangerous beings must know that there is select any creature you can see within 60 feet and convince
someone to act as protector for the hapless and ignorant. The your spirits to mark them. For a number of minutes equal to
power of exorcism is more than just a method by which to your Witch level if the creature attempts to make a Charisma
protect others however, it can be an extremely deadly tool in (Deception) check, it must make a Wisdom saving throw
the right hands. against your witch spell save DC + your Wisdom modifier. On
When you perform this rite you may choose one creature a failed saved, you know when the creature is lying or telling
that you can see within range in an attempt to: the truth for the duration of this rite, and the creature does
not know that they are under any mystical effects. On a
• Force a being possessing that creature if it is being successful save you do not know when the creature is lying,
possessed to be banished to the ethereal plane. and the creature knows that some effect was placed on them.
• Or force the creature's own soul to be sent to the ethereal You may also choose to perform this rite on your spiritual
plane. focus. When performed in this way, the rite's effects last for a
number of hours equal to your Wisdom modifier. You know if
The target must succeed on a Charisma saving throw
any creature holding your spiritual focus, or with your
against your witch spell save DC +your 1/2 Wisdom modifier
spiritual focus among their carried possessions, is lying. This
rounded up in order to resist the effects of this rite.
sense may manifest as a tingling on your scalp, or a pulling of
If a being possessing a creature fails it's saving throw, it is
your navel
forced out of the creature, and must make a second Charisma
saving throw with disadvantage at the start of their next turn. In addition, while you have this rite prepared, you gain the
On a failed save, the creature is banished to the ethereal Truesight ability and can see in normal and magical
plane. On a successful save the creature remains in the darkness, see invisible creatures and objects, automatically
material plane, but cannot re>possess the creature or object detect visual illusions and succeed on saving throws against
they were originally possessing. them, and perceive the original form of a shapechanger or a
If the creature was not possessed and fails its saving throw, creature that is transformed by magic.
its soul is sent to the ethereal plane, and its body becomes When this rite is prepared you may cast it as a reaction
incapacitated The target remains there for a number of when a creature makes a Charisma (Deception) check
rounds equal to your Wisdom modifier, or until it succeeds on against you.
the save, before reentering their body.
In addition, while you have this rite prepared, you RITE OF POSSESSION
automatically s ucceed on all Charisma saving throws to At 20th level you have become as tied to the spirits as they
resist possession. are to you, and so as a spirit possesses a mortal body or
object, you can do the same. When you perform this rite, you
leave your body in an attempt to possess another. You must
be able to see your target with no cover within 30 feet of you.
The target must perform a Charisma saving throw against
your witch spell save DC. On a successful save, the creature
resists these effects and your rite fails. On a failed save, your
soul leaves your body and inhabits the target's. While you
possess another body, you endure the following effects:
• Your body becomes incapacitated
• You act on your same turn in the initiative order.
• You can use any of the creature's skills, features, or
weapons.
• You cannot use any of your own racial features, weapons,
items, or features granted by a class other than the witch
class.
A creature may discern that the target is possessed by
attempting a Wisdom (Insight) check against your witch spell
save DC. On a failed check, they do not notice any difference
and cannot attempt this check again for 1 hour.
At the beginning of each of the possessed creature's turns it
may attempt to push you out by making a Charisma saving
throw against your witch spell save DC + your wisdom
modifier, the creature is not capable of taking any other
actions on its turn. On a successful save, you are forced back
into your body, and take Force damage equal to the creature's
Charisma score. If you would perform an action that would
do great harm to the host, they may immediately perform this
AXD 62 of 233
ACID
Charisma saving throw with advantage to push you out. You Poisoner's kit
may choose to leave the host body as a bonus action on your As an action, you can splash the contents of this vial onto a
turn. If you do, you may return to your body, or attempt to
creature within 5 feet of you or throw the vial up to 20 feet,
possess another creature following these rules.
shattering it on impact. In either case, make a ranged attack
If the host body, or your body reaches 0 hit points, you are
against a creature or object, treating the acid as an
immediately forced back into your own body and take Psychic
improvised weapon. On a hit, the target takes 2d6 acid
damage equal your Charisma modifier x y, where y is the damage.
number of rounds spent in the host body. If you choose to
leave the host body and return to your body, the host takes
ACID OF EAlt.THBINDING
this damage instead
Herbalism kit, Coven ofthe Wild Witch (Mountain)
In addition, while you have this rite prepared, you are
As an action, you can splash the contents of this vial onto a
resistant to Necrotic damage.
creature within 5 feet of you or throw the vial up to 20 feet,
shattering it on impact. In either case, make a ranged attack
MULTI CLASSING against a creature or object, treating the acid as an
When you choose to gain a level in the Witch class and it is improvised weapon. On a hit, the target's body begins to meld
not your first class, you must meet the following with the ground wherever they are touching it, and are
prerequisites, and only gain some of the class's starting considered grappled A creature can attempt to escape this
proficiencies. grapple by making a Strength check against your witch's
Prerequisites. To qualify for multiclassing into the witch brews DC on their turn to break free. This acid has no effect
class, you must meet these prerequisites: Charisma 13 and on creatures hovering or flying above the ground
Wisdom 13.
ProBcieacies. When you multiclass into the witch class, .ALCHEMIST'S Fill
you gain the following proficiencies: Herbalism kit, Nature Alchemist's supplies
skill This sticky, adhesive fluid ignites when exposed to air. As
an action, you can throw this flask up to 20 feet, shattering it
on impact. Make a ranged attack against a creature or object,
WITCH'S BREWS treating the Alchemist's Fire as an improvised weapon. On a
The following is a list of all of the brews available through the hit, the target takes ld4 fire damage at the start of each of its
Witch's cauldron bubble feature. Any potions not shown on turns. A creature can end this damage by using its action to
this list should be confirmed by your DM before adding to make a DC 10 Dexterity check to extinguish the flames.
your recipe list. The save DC for any brew listed here is equal
to 8 + your prificiency bonus + your Wisdom modifier. .A.NTrrOXIN
Herbalism kit
A creature that drinks this vial of liquid gains advantage on
saving throws against poison for 1 hour. It confers no benefit
to undead or constructs.
7
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Buw OF DETECTION OIL OF ETHEREALNESS
Herbalism kit Alchemist's supplies, Witch 11
By sprinkling this brew into any food, drink, or on an object This oil can cover a Medium or smaller creature, along
you can determine if the target has been poisoned with the equipment it's wearing and carrying (one additional
vial is required for each size category above Medium}
DISABLING SALVE Applying the oil takes 10 minutes. The affected creature then
Herbalism kit gains the effect of the etherealness spell for 1 hour.
When you apply this salve you have resistance to damage
caused by spells until the start of your next tum, and gain OIL OF SB.AllPNESS
advantage on saving throws made to resist the effects of Alchemist's supplies, Coven of Rodyn 12
spells. This oil can coat one slashing or piercing weapon or up to
5 pieces of slashing or piercing ammunition. Applying the oil
ELIXIR OF HEALTH takes 1 minute. For 1 hour, the coated item is considered
Herbalism kit, Coven of the White Witch 6 magical and has a +3 bonus to attack and damage rolls.
When you drink this potion it cures any disease afflicting
you, and removes the blinded, deafened, paralyzed, and OIL OF SLIPPEJllNESS
poisoned conditions. Alchemist's supplies, Witch 7
This sticky black unguent is thick and heavy in the
ELIXIR OF GROWTH container, but it flows quickly when poured The oil can cover
Herbalism kit, Coven of the Wild Witch (Forest) 8 a Medium or smaller creature, along with the equipment it's
When you splash this elixir on a plant, the plant wearing and carrying (one additional vial is required for each
immediately grows to its full grown size. When consumed by size category above Medium} Applying the oil takes 10
a Plant-type creature, they are healed by 8d4 + the Witch's minutes. T he affected creature then gains the effect of the
Wisdom modifier in hit points. When consumed by a non freedom of movement spell for 8 hours. Alternatively, the oil
Plant-fype creatute, the imbiber grows one size class for a can be poured on the ground as an action, where it covers a
number of rounds equal to the witch's Wisdom modifier 1(}.foot square, duplicating the effect of the grease spell in
(minimum l} that area for 8 hours.
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POTION OF DIMINUTION
P OTION OF ALTER.ING Alchemist's supplies, Witch 5
Alchemist's supplies, Coven of Blood or Coven of Voudon When you drink this potion, you gain the ttreduce" effect of
This potion is been brewed using a physical fragment of the enlarge/reduce spell for ld4 hours (no concentration
the desired form. When you drink this potion you magically required} The red in the potion's liquid continuously
turn into whoever, or whatever creature the potion was contracts to a tiny bead and then expands to color the clear
brewed with for 1 hour. This potion can only alter size class liquid around it. Shaking the bottle fails to interrupt this
by one, and does not change a creature's voice. process.
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POTION OF GIANT ST:R.ENGTH (hosT)
Coven of the Wild Witch (Arctic) 12"
When you drink this potion, your Strength score changes If you attack or cast a spell make a Constitution saving throw.
to 23 for l hour. The potion has no effect on you if your On a failure, these effects end
Strength is equal to or greater than that score. This potion's
transparent liquid has floating in it a sliver of fingernail from P OTION OF MIND READING
a giant. Alchemist's supplies, Coven of Relic 5
When you drink this potion, you gain the effect of the
P OTION OF GIANT ST:R.ENGTH (Fnu:) detect thoughts spell The potion's dense, purple liquid has an
Herbalism kit, Coven ofRodyn 20 ovoid cloud of pink floating in it.
When you drink this potion, your Strength score changes
to 25 for l hour. The potion has no effect on you if your POTION OF NOXIOUS F'uMES
Strength is equal to or greater than that score. This potion's Herbalism Kit, Coven ofthe Wild Witch (Swamp) 12
transparent liquid has floating in it a sliver of fingernail from When you splash this potion on the ground it rises and fills
a giant. the air in a 30 foot radius with a horrific stench for a number
of rounds equal to the witch's Wisdom modifier. All Poison
POTION OF GitOWTH damage in this area is increased by an amount equal to two
Alchemist's supplies, Witch 5 times the witch's level when this potion was brewed Arny
When you drink this potion, you gain the "enlarge" effect of creature who begins their turn in the fumes must make a
the enlarge/reduce spell for ld4 hours (no concentration Constitution saving throw or else take Poison damage equal
required), The red in the potion's liquid continuously expands to the Witch's Wisdom modifier (increased by the effects of
from a tiny bead to color the clear liquid around it and then this potion), and suffer from the effects of s uffocation.
contracts. Shaking the bottle fails to interrupt this process.
POTION OF POISON
P OTION OF HEAUNG
Poisoner's kit, Coven of Blood 6
Herbalism kit This concoction looks, smells, and tastes like a potion of
You regain 2d4 + the Witch's wisdom modifier in hit points healing or other beneficial potion. However, it is actually
when you drink this potion. Whatever its potency, the potion's poison masked by illusion magic. An identify spell or a
red liquid glimmers when agitated successful Intelligence saving throw reveals its true nature.
If you drink this potion, you take 3d6 poison damage, and
POTION OF HEAUNG ( GJtEATElt) you must succeed on a DC 13 Constitution saving throw or
Herbalism kit, Witch 10 or Coven of the White Witch 6 be poisoned At the start of each of your turns while you are
You regain 4d4 + the Witch's wisdom modifier in hit points poisoned in this way, you take 3d6 poison damage. At the end
when you drink this potion. Whatever its potency, the potion's of each of your turns, you can repeat the saving throw. On a
red liquid glimmers when agitated successful save, the poison damage you take on your
subsequent turns decreases by 1d6. The poison is lifted when
P OTION OF HEAUNG (SUPEJUOlt)
the damage decreases to 0, or l minute has passed
Herbalism kit, Coven of the White Witch 12
You regain 8d4 + the Witch's wisdom modifier in hit points POTION OF RESISTANCE
when you drink this potion. Whatever its potency, the potion's Herbalism kit, Coven of Rodyn 3 or Coven ofRelic
red liquid glimmers when agitated When you drink this potion, you gain resistance to one type
of damage for 1 hour. The type of this resistance is
P OTION OF HEAUNG (SUPltEME) determined upon brewing by rolling on the table below. If you
Herbalism kit, Coven of the White Witch 20 spend 2 of your total potions during a rest to make this
You regain l 2d4 + the Witch's wisdom modifier in hit potion, or if you expend 1 spell s lot of 1st level or higher, you
points when you drink this potion. Whatever its potency, the may choose which damage type the potion is based around
potion's red liquid glimmers when agitated POT ION O F RESISTANCE
dlO Damage type
POTION OF HEJtOISM
Alchemist's supplies, Coven of the White Witch 5 l Acid
For l hour after drinking it, you gain a number of 2 Cold
temporary hit points equal to the witch's level when this
potion was brewed For the same duration, you are under the 3 Fire
effect of the bless spell (no concentration required), This blue 4 Force
potion bubbles and steams as if boiling.
5 Lightning
P OTION OF INVISIBIUTY 6 Necrotic
Alchemist's supplies, Coven of the Wild Witch (Underdark) 7 Poison
12
This potion's container looks empty but feels as though it 8 Psychic
holds liquid When you drink it, you become invisible for 1 9 Radiant
hour. Anything you wear or carry is invisible with you.
10 Thunder
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POTION OF SPEED S ALVE OF THE Tll:MO:R.ING FOOT
Alchemist's supplies, Witch 8 Herbalism kit, Coven of the Wild Witch (Mountain) 12
When you drink this potion, you gain the effect of the haste When you apply this salve, you become able to cast the
spell for 1 minute (no concentration required} The potion's spell Earth Tremor once. The spell deals xd8 bludgeoning
yellow fluid is streaked with black and swirls on its own. damage, where x is the witch's Wisdom modifier.
RESTOB.ATIVE
Herbalism kit, Witch 2
You may drink this potion as a reaction when a spell you
cast fails. If the s pell slot is of a level equal to or lower than
half the witch level of the witch who brewed this potion
rounded down, the spell slot is restored as if it had never
been cast. For example, a 12th level witch's brew can restore
a spell slot of 6th level or lower.
RrruAL SALVE
Herbalism kit
When you apply this salve you gain advantage on any
Concentration check made within a number of minutes equal
to the witch's Wisdom modifier.
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WITCH SPELL LIST
• Speak with Dead
CANTRIPS • Tongues
• Acid Splash • Vampiric Touch
• Chill Touch
• Create Bonfire 4THLEVEL
• Friends • Banishment
• Guidance • Blight
• Mage Hand • Confusion
• Magic Stone • Death Ward
• Mending • Dimension Door
• Message • Fabricate
• Shape Water • Phantasmal Killer
• Spare the Dying • Polymorph
lSTLEVEL 5THLEVEL
• Animal Friendship • Antilife Shell
• Bane • Awaken
• Command • Contact Other Plane
• Create or Destroy Water • Dominate Person
• Detect Evil and Good • Dream
• Disguise Self • Legend Lore
• Find Familiar • Modify Memory
• Hex • Scrying
• Identify
• Protection from Evil and Good 6THLEVEL
• Ray of Sickness • Arcane Gate
• Sleep • Circle of Death
• Speak with Animals • Create Undead
• Unseen Servant • Eyebite
• Witch Bolt
• Find the Path
• Mass Suggestion
2ND LEVEL
• True Seeing
• Augury
• Crown of Madness 7THLEVEL
• Darkness
• Etherealness
• Enthrall
• Finger of Death
• Gentle Repose
• P lane Shift
• Hold Person
• Regenerate
• Invisibility
• Sequester
• Levitate
• Locate Object 8THLEVEL
• MistyStep
• Pass Without 'frace • Abi-Dalzirn's Horrid Wilting
• Ray of Enfeeblement • Antipathy/Sympathy
• Silence • Feeblemind
• Spider Climb • Mindblank
• Suggestion
9THLEVEL
3RD LEVEL • Astral Projection
• Animate Dead • Foresight
• Bestow Curse • Imprisonment
• Clairvoyance • S hapechange
• Counterspell • Weird
• Fear
• Feign Death
• Fly
• Plant Growth
• Revivify
• Slow
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COVEN OF BLOOD
The Coven of Blood is a closed and secret society that is ANCIENT BLOODLINE
feared by much of society. While witches of this coven are oft When you choose this archetype at 1s t !eve~ your coven has
referred to as Red Witches, Black Witches, or even Hags, taught you one of their most standard methods of
they are not inherently evil These witches hold an intense communication, the Ancient Bloodline. When you land a
faith in the physical connection between the planes of the melee attack with a slashing or piercing weapon you may use
material and ethereal - and believe that blood is the language a bonus action to consume their blood, connecting you and
of that connection. that creature telepathically. Additionally if you are within 5
Witches who wish to join the Circle of Blood must feet of a creature when they are dealt slashing or piercing
complete a binding ritual where they share in the blood of damage, you can spend your reaction to taste their blood,
their coven. This is process by which the members of the connecting to that creature.
coven give their blood unto a chalice, from which the initiate While connected to a creature, you and the creature can
must drink from, though occasionally the initiation is done in speak telepathically. You can have a number of creatures
a pool of blood that one bathes in. The initiate must then cut connected to your bloodline equal to your Charisma modifier
themselves and add their own blood to the chalice or pool (minimum one} When you attempt to establish a bloodline
Then, the other members of the coven partake in drinking or when you already have the maximum number of connections
bathing in the blood, forever binding them. permitted, you may replace one of your previous connections.
In addition as a rituai you can let pint of blood into a bowi
AltTEIUALKNOWLEDGE chalice, goblet, or s imilar, to open a line of communication.
When you choose this archetype at 1st level you gain You can use this to contact a s pirit, devil or demon that you
resistance to nonmagical s las hing damage, and you gain can name; open yourself up to communication with any spirit,
proficiency in one martial weapon of your choice that deals devil or demon that wishes to make contact with you; or
s lashing damage. contact any creature telepathically who is willing to
communicate with you or is connected to your blood line.
COVENANT SPEU.S
At 5th !eve~ you can use this connection to your advantage.
When you choose this archetype at 1st leve~ the following As an action on your turn you can attempt to read the
spells are added to your Witch spell list at the levels indicated thoughts of a creature connected to your bloodline. The
These spells count as Witch spells for you, are always creature must make a Wisdom saving throw against your
prepared, and do not count against your maximum number of spell save DC or else you learn all of their surface thoughts as
prepared spells. in the detect thoughts spell The creature may choose to fail
this saving throw. On each turn that a creature is subjected to
B LOOD COVENANT SPELLS these effects, you may use an action to perform one of the
Level Spells following actions:
1st detect poison and disease, inflict wounds • You can telepathically speak a one-word command to that
3 rd cloud of daggers, magic weapon target. The target must succeed on a Wisdom saving
throw against your spell save DC or else follow the
5th hunger ofhadar, vampiric touch command The target is unaffected if the command would
7th locate creature, staggering smite be directly harmful to it, or it's allies.
contagion, raise dead
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• You can attempt to probe deeper into the creature's mind COVENANT BREWS
The target must succeed on a Wisdom saving throw
against your spell save DC, or else you learn its deeper At 8th level you have mastered the unique brewing
thoughts: insight into its reasoning, its emotional state, or techniques of the Blood Covenant. Whenever you use your
something that looms large in its mind Cauldron Bubble feature to craft your brews, you may expend
one of your hit dice to add an additional effect to the potion
The creature knows that you are attempting to probe its from the list below. These hit dice cannot be restored for 24
mind At the start of each of it's turns it may attempt a ihours, at which time they can be restored upon completion of
Wisdom saving throw to push you out of it's mind If the a long rest.
creature succeeds on any of these saving throws, the The save DC for your blood brews is 8 + your proficiency
bloodline is broken, and all of it's effects end modifier + your Wisdom modifier, unless otherwise stated
Bond You whisper ancient words as you add your blood to
SPIRITS OF THE RED COVEN the brew. When a creature is affected by your brew, they
become linked to your Ancient Bloodline. If this effect would
At 2nd level as you access the power beyond the vei~ you are
exceed your maximum number of connections, it fails.
able to connect into the long'1ead spirits of ancient blood
Command When you add your blood to the brew, you
witches. When you perform a binding rite you are capable of
whisper a simple one word word command When a creature
binding the spirits of Agony, Death, and Fear. These spirits
is affected by your brew they must make a Wisdom saving
are described at the end of these archetype descriptions.
throw or else follow the command
Conjure. When you add your blood into your brew, you seal
lIAEMATIJRGY a pact with a Ghost. When a creature is affected by your brew
At 6th level you have learned the power of blood and how it they must make a Charisma saving throw against your brew
interacts not only with the spirit world, but how it interacts save DC + your Charisma modifier or else be subject to the
with magic. You can use your own blood to perform your rites effects of the Ghost's possession feature (MM 147} The ghost
more often, or to reinvigorate your spells. is aligned to you, but may also have it's own desires s ubject to
After you perform a rite, or one of your prepared rites your DM's discretion.
becomes exhausted, you may spend a bonus action to cut Luck. You add your blood to the brew and either offer it a
yourself with a held weapon that deals slashing damage. blessing, or a curse. When a creature is affected by your brew
When you do this, you expend a number of hit dice equal to the subject gains advantage on the first attack roli saving
the rite in the table below. That rite is immediately throw, or ability check made in the next 1 minute with a
considered prepared for you. If doing this would exceed the blessing, or disadvantage with a curse.
maximum number of rites you can have prepared at one time, Hide. When you add your blood into the brew, you conceal
you may replace another rite that you have prepared the true effects it contains. When a creature examines your
brew they must make an Intelligence saving throw. On a
H AEMATU RGY RITES failed save, the brew has all of the sensory aspects of a Potion
1--0D Rites of Healing.
binding
At 12th level you can add up to 2 of these effects to a brew,
2 seeing, ward ing, vanishment and at 16th level you can add up to 1 These additional effects
3 exorcism, veritasum cost 1 additional hit die.
4 decensum, possession
RITE OF BECOMING
Additionally, as an action, you may cut yourself with a At 17th level you have mastered the connection of the
weapon that deals slashing damage and expend any number physical and metaphysicai and can use the blood of the fallen
of hit dice to restore used spell slots. The number of hit dice to bind their spirit. When you perform this rite, you choose a
expended must be equal to or exceed the number required to dead creature that you can attack with a melee slashing
restore the desired spell slots. You may not use this feature to weapon, or who was connected to your bloodline immediately
exceed your maximum number of spell slots. before their death, and drink of their blood When you do, you
must use your action to make a Charisma (Persuasion) check
H AEMATU RGY SPELLS against a DC of 15 + the CR of the creature. On a successful
1--0D Spell Slot Level check, you bind the spirit of the creature to you, and gain one
2 l st level of the following benefits of your choice as long as the spirit
remains bound to you:
3 2nd level
• You gain 1 of that target's immunities, or 2 of that
5 3rd level creatures resistances.
6 4th level • You gain 1 of that target's senses.
7 5th level • You select one ability score. If the target's ability score was
higher than your's in the chosen ability, your score
increases by +2 Your ability score cannot exceed 20 with
All hit dice devoted to this feature are restored upon a long
this feature.
rest, and cannot be recovered by any other method
• You learn 2 of that target's languages.
• You may use your Quickening feature on creatures of the
same type as the target.
AXD 70 of 233
• You access the target's memories.
• The target's allies regard you as a potential friend upon
encountering you, and remain so unless you or your allies
give them reason to believe otherwise, at which point the
spirit escapes you. In addition you gain advantage on
Charisma (Persuasion) checks against these allies while
the spirit is bound to you.
You may only have one spirit bound to you in this way, but it
does not count against your total rites prepared as a spirit
from the Binding Rites feature would
You may release a spirit bound to you with this feature as a
bonus action on your tum, sending out an aura of calm.
Creatures within a 30 foot radius of you must make a
Wisdom saving throw against your witch spell save DC or
else be calmed A calmed creature does not engage in combat
other than to Dodge, Disengage, or Dash. A creature who is
hit by, or whose allies that it can see are hit by an attack roll
or affected by a spell is no longer calm.
If you have this rite prepared, you can perform it as a bonus
action when you bring a creature to 0 hit points with a melee
slashing weapon.
In addition, while you have this rite prepared your attacks
that deal slashing damage land a critical hit on a d20 result of
19 or 20.
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COVEN OF
The Coven of Relic, sometimes known as Old Witches, or
S ECRETKEEPER
The Ancient Ones, are a group of witches who favor wisdom At 1s t level when you choose this archetype your coven gives
and intelligence above al~ and who harness the power of you access to a vast wealth of knowledge through a telepathic
spirits in order to root out the hidden secrets of the world Link. During a long rest you can meditate in order to attune
While not as common as wizards, these witches are many, yourself to knowledge that you would not normally have. At
and live in secret societies throughout the world the end of the long rest, choose one feature from any other
A witch who wishes to join this coven will be out of luck if witch archetype gained at your witch level or lower, and
they cannot be noticed The witches of this coven are always replace one of your features of equal or higher level with it.
watching, and they may task potential members with This feature cannot be replaced, but your bonus proficiencies
impress ive tests of skill before allowing them the knowledge and covenant spells can. For example at this level you could
that they are being 'chosen'. The final test often finds a witch choose to exchange your bonus proficiencies with the Coven
following a series of clues that mus t be solved before or Blood's covenant spells.
discovering one of the coven's mistresses. If the clues are all As a bonus action on your turn you can clear your mind of
solved and the coven is found, a witch is granted a permanent this knowledge, forgetting the chosen feature and regaining
m ental link to their supreme witch, who shares with them an your own. You can change which feature you have gained, or
impressive breadth of knowledge. which feature has been replaced by meditating during a long
rest.
BONUS PROFICIENCIES Upon reaching 12th level you can choose archetype
features from other classes, but may not choose any feature
When you choose this archetype at 1st level you gain
that requires pre-requisite features from the class, or earlier
proficiency in one set of artisan tools of your choice, and one
levels. For example, you cannot choose one of the Cleric's
of the following skills: Arcana, History, Nature, or Religion. In
Channel Divinity powers without the Channel Divinity
addition, you can communicate by telepathy to any willing
feature.
creature within 30 feet of you.
SPIRITS OF TRADITION
COVENANT SPELLS
At 2nd level as you access the power beyond the veil, you
When you choose this archetype at 1st !eve~ the following
make communion with the spiritual remains of the original
spells are added to your Witch spell list at the levels indicated
wise witches. When you perform a binding rite you are
These spells count as Witch spells for you, are always
capable of binding the spirits of Empathy, Knowledge, and
prepared, and do not count against your maximum number of
Will These spirits are described at the end of these archetype
prepared spells.
descriptions.
RELIC COVENANT SPELLS
l evel Spells RITE OF KNOWING
1st comprehend languages, tenser's floating disk At 6th level you have reached a level of power and
communication with spirits that allow you to access vast
3rd detect thoughts, knock swaths of knowledge beyond mortal comprehension. When
5th counterspel/, hypnotic pattern you perform or prepare this rite, ch oose one of the following
7th arcane eye, fabricate kinds of knowledge, and activate it's effects. As a bonus action
on each of your turns while the rite is active, you may ask a
9th mislead, telekinesis
AXD 72 of 233
question about your knowledge and make a Charisma check, KNOWING SPIRITS
receiving an answer from the spirits based on the Knowing DC Result
Spirits table.
If you are hit by an attack, cast a spell or attack with a
5 The spirits tell you nothing.
weapon, you must make a Concentration check. On a failed 10 The spirits answer with only yes, no, or maybe, and
check, the effects of this rite end offer no details or further answers. If answering a
Arcane. When you use this knowledge you see an aura question without a yes, no, or maybe answer, the
spirits tell you nothing.
around any object or creature with magic. If an object or
creature is being affected by a school of magic, you see an 1 5 The spirits answer your question vaguely, almost
aura that tells you which school it is. In addition, when you crypitically. They may suggest a course to answer your
have this rite prepared you may add your Charisma modifier question, or answer it incompletely.
instead of Intelligence on any Intelligence (Arcana) check. 20 The spirits answer your question to the best of their
Appraisal When you use this knowledge you see different ability, without providing extraneous details. This may
auras around objects. A copper aura surrounds items of little be which curse is afflicting a creature, or knowledge
or no value, a silver aura surrounds items with normal value, that a trap is present 10 feet away from you.
and a gold aura surrounds any item of superior value. In 25 The spirits tell you all details about the question to the
addition, when you have this rite prepared you may add your best of their knowledge. This may be the exact worth
Charisma instead of Intelligence on any Intelligence check of an object, or the precise solution to a puzzle. There
made to appraise the worth of an object. is no doubt that they are correct in what they tell you.
Cleverness. When you use this knowledge you feel that
you are more likely to s ucceed where skill is involved When
you participate in a game of skill look for a solution to a
riddle, or attempt to solve a puzzle or equation you may roll a
dlOO. If the result of the dlOO is lower than your Charisma
ability score, you automatically succeed in your trial of
intelligence. In addition, when you have this rite prepared you
may add your Charisma modifier instead of Intelligence on
any Intelligence check made to find the solution to a puzzle or
riddle, or to win a game of skill
Investigation. When you use this knowledge, you find that
when you look for something that is there, you find it. As an
action on your tum you can focus your sight and decide what
you are looking for - which might be a secret door, a key, or a
trap. If that option is present, and within your range of vision,
a faint aura glows around it. In addition, when you have this
rite prepared you may add your Charisma modifier instead of
Intelligence on any Intelligence (Investigation) check.
Natural When you use this knowledge, you find yourself
with an impressive sense for the world around you. As an
action on your turn you can name a type of monster, if any of
that type of monster are within a 10 mile radius of you, you
learn how many there are, how dangerous they are (their CR,
the DM should refer to the highest CR present~ and precisely
how far away they are. In addition, when you have this rite
prepared you may add your Charisma modifier instead of
Intelligence on any Intelligence (Nature) check.
COVENANT BREWS
At 8th level you have learned to utilize your skills with the
herbalism kit, poisoner's kit, or alchemist's supplies to an
impressive !eve~ and have unlocked the secrets of special
brews. You can learn a number of recipes equal to 3x your
Wisdom modifier (minimum of 3~ and at 18th level you can
learn a number of recipes equal to Sx your Wisdom modifier
(minimum of 5} You can learn recipes that require another
witch archetype that you meet the level requirement for at the
cost of 2 of known recipes.
In addition when you use the Cauldron Bubble feature to
brew potions, you can roll a d20 a number of times equal to
the number of potions created On a result of 20. you make 1
additional potion from your recipe list. Do not roll additional
d20s for potions created with this roll
AXD 73 of 233
RITE OF CONCILUM
C O N CILU M CO NTROL
At 17th level you have obtained knowledge of the art of mind
Failed Control
controi and have been able to harness the power of the
spirits in order to give the necessary power to your thoughts 20 You can make one word commands of the creature
in a rite known as Concilum. When you perform this rite, you to be performed immediately. The command may
may choose any target that you can: See, touch, or have a not directly harm the creature or its allies, or
physical article from. The creature must make a Charisma directly oppose their alignment
saving throw against a DC dependant on your connection 15 You can offer a simple command to be performed
with the creature: immediately or as a reaction to a stimulus. The
command cannot directly harm the creature or
• U you can see the creature, the Charisma save DC is equal directly oppose their alignment
to 1/2 your Witch spell save DC rounded up. 10 You can offer a simple command to be performed
• If you can touch the creature, the Charisma save DC is within 24 hours. Even if the creatures breaks free of
equal to your Witch spell save DC. your control, they will perform this action to the
• If you have a physical article from the creature (blood. best of their abilities within 24 hours. You may also
hair, nails, or a unique object) the Charisma save DC is make simple commands to be performed or in
equal to your Witch spell save DC+ your Wisdom reaction to a stimulus that do not d irectl y harm t he
modifier. creature.
5 You can offer complex com mands to be performe d
On a failed save, the creature falls under your control The within 24 hours. Even if t he creatures breaks free of
creature may attempt a Charis ma saving throw at the start of yo ur con trol, they will perform t his actio n to the
each of it's turns with DC equal to this original DC, but best of their abilities withi n 2 4 ho urs. You may also
otherwise will follow your commands to the bes t of its make simple commands to be performed or in
abilities. On your turn as a bonus action you can give a reaction to a stimulus, if t hat command would
directly harm the creature they may make a Wisdom
command to the creature. The level of control you have over saving throw as a reaction to immediate ly end the
your target varies depending on the result of their most effects of this rite.
recent failed saving throw.
The creature is under your complete control for 24
In addition while you have this rite prepared you hours, and does not make any additional saving
automatically succeed on any Charisma or Wisdom saving throws against these effects on it's turn. They will
act as your ally, and if not given a command will
throw made to resist the effects of mind control or take the Dodge action. They will follow any
possession. command to the best of their abilities. If a
commanded action would cause the creature direct
harm, they may make a Wisdom saving throw as a
reaction against the original DC of this effect with
disadvantage. On a success, they break out of your
control.
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COVEN OF RonYN
The Coven of Rodyn is named for it's founder: Imperator RITE OF ADVERTIUS
Rodynya IV, who found herself burned at the stake for the use At 6th level you have learned the worth of focus, and the
of witchcraft. Many called it "cheating", and "evil" - for spirits fill you with anger for your enemies. When you
Rodynya and the coven she had formed, it was merely perform this rite you select one creature that you have
utilizing the power of the ancestors as they offered it. Witches attacked, or has attacked you s ince the beginning of your last
of this coven continue in those traditions today, sometimes turn, and choose it as your adversary. While a creature is your
calling themselves Witches of Power or War Witches as they adversary you:
use spirits to invigorate their martial prowess.
Witches who wish to join this coven must best one of the • Gain advantage on weapon attacks to hit the creature.
coven's members in a duei though some have found their way • Use your Charisma modifier in place of Strength or
in simply through paying it. This has lead to the coven having Dexterity for attack and damage rolls made against the
some of the most powerful and influential witches among creature.
them, with some even being celebrities in the realm. When a • Can sense precisely where the creature is as long as it is
witch has succeeded in the initiation test are branded with within 60 feet of you, and the creature has the same sense
the sigil of Rodyn, and are then forever tied to the circle. of you.
A creature remains your adversary until you, or the
BONUS PROFICIENCIES creature fall to 0 hit points, or you use this rite to choose
When you choose this archetype at 1st level you gain another adversary.
proficiency with light and medium armor, and your choice of: In addition when you have this rite prepared you may
martial melee, or martial ranged weapons. perform it as a reation when you take damage from an attack,
choosing your attacker as your adve rsary.
COVENANT SPE~
When you choose this archetype at 1st levei the following
spells are added to your Witch spell list at the levels indicated
These spells count as Witch spells for you, are always
prepared, and do not count against your maximum number of
prepared spells.
POWER NEGATION
At 1st level you have gained the ability to use spirits to protect
yourself from damage. A number of times per long rest equal
to your Charisma modifier when you are attacked you may
use your reaction to call for aid from the ancestors of your
coven. When you do, choose Bludgeoning, Piercing, or
Slashing. You gain resistance to that type of damage until the
end of your next tum, or until you use this feature again.
At 5th level you can also use this feature to gain resistane
to Fire, Cold, Poison, Acid, or Lightning damage. Starting at
10th level you can use this feature to gain resistance to
Psychic, Necrotic, Radiant, Thunder, or Force damage.
SPIRITS OF RODYN
At 2nd level as you access the power beyond the ve~ you have
found yourself in touch with the founding spirits of the coven -
including Rodynya herself. When you perform a binding rite
you are capable of binding the spirits of Agony, Hope, and
Fe rocity. These spirits are described at the end of these
archetype descriptions.
AXD 75 of 233
COVENANT BREWS
At 8th level you have mastered the brewing techniques Whenever you hit with a weapon attack, the spirit of Rodynya
passed down the founding mother Rodynya. Whenever you deals additional Force damage to your target equal to half of
use your Cauldron Bubble feature to craft your brews, you the damage inflicted before ability modifiers and
find yourself happily intoxicated by the scents. Until you are resistance/weakness, and pushes the target 5 feet away from
successfully hit by an attack, your AC is increased by +1. you for every 5 points of damage dealt this way.
Upon reaching 14th !eve~ this increase is equal to half your Whenever you hit with a spell attack, you may choose one
Wisdom m odifier rounded up (minimum 1} and at 20th level additional target within range of the s pell If the attack roll
it is equal to your Wisdom modifier (minimum 1). would also hit the new target, Rodynya casts the spell on that
target, dealing Force damage instead of the original damage
RITE OF RonYN's GRASP type, and pushing the target 5 feet away from you for every 5
points of damage dealt this way, instead of other effects
At 17th leve~ you have gained the ability to connect your soul
included in the spell
to founding mother Rodynya, and can use her power to
In addition while you have this rite prepared, creatures you
squeeze the life from your opponents. When you perform this
fail their saves against your spells, or who miss you with a
rite, the Spirit of Rodynya appears in a pyrotechnic spark of
melee attack, take Force damage equal to your Charisma
dazzling color. She moves at the same time as you, mirroring
modifier, and are pushed 5 feet away from you.
your actions perfectly, though slightly weaker due to her
bound form, and remains for a number of rounds equal to
your Charisma modifier.
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COVEN oF VounoN
The Coven of Voudon is a powerful collection of witches who T RANSFERENCE
center their magic on the sharing of experiences, emotions, At 1st level you are able to transfer your pain to a willing, or
pain, and even the soul itself. The coven wishes to be a unwilling, target. When you take damage from any source you
collective, to act as one, and to see the individual as the mere may use your reaction to attempt to transfer that damage to
tool that it is. another creature within 60 feet of you that you can see. That
Witches who wish to join this coven and learn it's secrets creature must make a Constitution saving throw against your
must be prepared to leave their old life behind They must spell save DC, or else take the damage of the attack. The
share aU of their secrets, destroy their possessions, and then creature may choose to fail this save. On a successful save,
expend themselves completely, to a point of near-death the creature takes half the damage rounded down, and you
exhaustion. When they recover, they are said to be cleansed, take the other half rounded up. Any other effects of the attack
and open to the spirits of Voudon. are not transferred After you have used this feature you must
complete a long rest before you may use it again.
CoLI.ECTIVE MIND
At 1st level you learn to touch into the minds of your SPIRITS OF TIIE COVEN
covenant. During a long rest you can spend at least 1 hour At 2nd level as you access the power beyond the vei~ you have
meditating in order to gain knowledge that you would found yourself more powerfully in touch with your coven, and
otherwise not have. When you complete your meditation you you are able to bring the spirits of other Witches to your aid
may choose any two skiUs, weapons, tools, or languages. When you perform a binding rite you are capable of binding
Until you take your next long rest, you are considered the spirits of Empathy, Ferocity, and Will These spirits are
proficienct in your chosen subject. You may not make the described at the end of these archetype descriptions.
same choices on consecutive rests, due to the strain it puts
on the Witch from whom you gain this knowledge from. RITE OF SYMPATHY
At 6th level you have learned a powerful rite that allows you
COVENANT SPELLS to cast spells, help, and hurt from a large distance. When you
When you choose this archetype at 1st levei the following prepare this rite, you must utilize something unique to your
spells are added to your Witch spell list at the levels indicated desired target called a Totem. This might be something
These spells count as Witch spells for you, are always biological such as hair, skin, or nails - or something
prepared, and do not count against your maximum number of psychologic~ like a letter they wrote, or a prized possession.
prepared spells. You incorporate the Totem into the rite, binding it to your
spiritual focus.
VouooN COVENANT SPELLS You cannot perform this rite without a Totem. Performing
Level Spells this rite without preparation, therefore, is difficult. .. Though
1st absorb elements, charm person still possible. As an action when you hit a creature with a
melee piercing or slashing attack you can collect blood onto
3rd calm emotions, warding bond
your spiritual focus, or you may attempt a Dexterity (Sleight
5th dispel magic, fear of Hand) check as a bonus action against the creature's
7th compulsion, confusion passive perception. If they do not notice you, you may attempt
to steal something they are not holding but that is on their
9th awaken, dream
AXD 77 of 233
• You do not command the object as in the speii instead you
person to tie to your spiritual focus. are the object, acting as it on a turn set after your own.
When you perform this rite, your target is tied to your • If the object reaches 0 hit points, this part of your soul
spells through your spiritual focus. Whenever you cast a spell comes back broken, and you roll the number of hit dice
while this rite is active you may choose to cast it as normaL or you assigned to the object. The result is a penalty to your
to target it against your chosen subject. So long as your maximum hit points, restored upon the completion of a
subject is on the same plane of existance as you, they can be long rest. If this would bring your maximum hit points to
targeted by this spell You may also perform a melee weapon 0, you immediately die.
attack against your arcane focus, against an AC equal to the • As an action on your object turn, or a bonus action on your
Totem target's, less your Charisma modifier. On a successful Witch turn, you may return your soul to your body with no
hit, the target takes the normal damage from the attack as if ill effects.
struck physically, in addition to 2d8 Psychic damage, and the If you choose a creature, it must perform a Charisma
Totem is unbound from your spiritual focus, ending the saving throw as in the Rite of Possession witch class feature,
connection. This damage increases to 3d8 at 11th leveL and though your soul does not leave your body. On a successful
4d8 at 16th level save, your rite fails. On a failed save:
You may unbind the Totem as a bonus action on your turn,
ending the connection. If you are struck by a weapon attack, • You possess the creature, and act on your turn, as well as
you must make a Concentration check of DClO in order to on the target creature's turn, controlling it's actions as
maintain the connection, otherwise the Totem is described in the Rite of Possession.
disconnected from your spiritual focus. • Each time the creature succeeds on it's Charisma saving
In addition while you have this rite prepared you know the throw to push you out of it's body, one hit die is removed
location of your target as long as they are on the same plane • When no hit dice are remaining, your soul comes back
as you. If they are near, this may manifest as seeing an aura broken and you roll the hit die as you would for an object,
around them. Over a distance, it may feel like a tug that urges taking the maximum hit point penalty as described above.
you to go a certain direction, or a feeling towards a certain • If the host body reaches 0 hit points, your soul is similarly
place. forced back, broken, into your body, with the same
maximum hit point penalty.
COVENANT BREWS • As an action on the possessed body's turn, or as a bonus
action on your turn, you may return to your body with no
At 8th level you have learned that your brews are merely an ill effects.
extension of yourself and the spirits - and how the Coven of
Voudon shares all Whenever you consume one of your brews, You may also choose to transfer your full hit die totaL if they
or a potion of any kind, you may choose a target within 60 feet are all available to you. If you choose an object or body using
of you that you can see. That target must make a Constitution this feature, your soul is completely removed from your body
saving throw against your Witch spell save DC or else split and put into the new shelL and your original body dies.
the effects of the brew with you. A creature bound by your If you do this with a creature, you follow the regular rules
Rite of Sympathy feature automatically fails this save. A of the Rite of Possession, and the rules described in this
creature may choose to fail this save. You may choose how feature. In addition, outside of combat, the creature makes a
the effects of the brew are split, but you must take at least 1/4 Charisma saving throw every hour, with the DC of the saving
of the numerical effects, and all other effects are duplicated throw increasing by 2 every 6 hours. After 24 hours, your soul
In addition, when a creature you can see within 60 feet of ihas dominated their's, and their soul dies, leaving you their
you drinks a potion, or consumes a brew, you may use your body.
reaction to share in it's effects. You take 1/4 of that item's When the creature makes a successful saving throw, you
numerical effects, and duplicate all other effects. are not pushed out of their body. Instead, if the creature
At 15th level you may transfer, or steal all numerical and succeeds on a number of these saving throws equal to your
other effects when using this feature. If you choose to do this Charisma modifier, in or outside of combat, your soul is
you must complete a short or long rest before you can use pushed out of the body, and you become equivelant to a Ghost
any aspect of this feature again. (MM 147) and cannot perform any of your class or racial
features until you possess a body following the possession
RITE OF DECENSUM rules described in the Ghost statblock.
When you reach 17th level you have learned how to split your In addition while you have this rite prepared, you are
soul into many pieces. When you perform this rite, you proficienct in Constitution saving throws.
designate a number of available hit dice you have, and may
choose any object, dead body or creature that you can touch,
or that is bound to your spiritual focus by the Rite of
Sympathy.
If you choose an object or body:
2
AXD 78 of 233
COVEN OF THE WHITE WITCH
The Coven of the White Witch are the most beloved of all RITE OF VITALUM VITALIS
witches. They represent the midwives, medics, and folk At 6th level you have gained the knowledge and power
healers who travel the world and use their ancient knowledge required to perform a rite that shares your life force. When
to help others. Witches of this coven are called, as the name you perform this rite, you may choose any creature you can
may suggest, White Witches or occasionally Good Witches - see within 60 feet and give them your vita~ or magical energy.
as if witches of other covens could never be good The amount of hit points you give may not exceed your
Witches who wish to join this coven must complete a Witch level x your Wisdom modifier. For example, a level 6
cleansing ritual This cleansing ritual requires the usage of Witch with a 14 Wisdom score can give 12 hit points. The
blessed water - whether holy water, a mystical lake, or similar target gains these as temporary hit points.
- to clean the body of its past sins. Through this, they are The magical energy you can give is in the form of an
reborn into their coven, which is expected to act as a unused spell slot. The level of this spell slot may not exceed
replacement to their biological family. your Witch level - 5. At this !eve~ you may only grant one of
your 1st level spell slots.
BONUS PROFICIENCIES In addition, while you have this rite prepared, all of your
healing spells from the witch spell list add your Wisdom
When you choose this archetype at 1st level you gain
modifier as well as your speUcasting modifier to the total
proficiency in the Wisdom (Medicine) s kill and with the
healing value. This effect lasts until you have no 1st level spell
Healer's Kit.
slots remaining, at which point this rite is no longer prepared
COVENANT SPELLS
COVENANT BREWS
When you choose this archetype at 1s t levei the following
At 8th level you have mastered the technique of brewing
spells are added to your Witch spell list at the levels indicated
known only to the Coven of the White Witches. Whenever
These spells count as Witch spells for you, are always
you use your Cauldron Bubble feature to craft your brews,
prepared, and do not count against your maximum number of you may choose to create a Potion of Healing, or a
prepared spells. Restorative as well This brew does not count against the total
WHITE C OVENANT SPELLS number of brews you can make at one time. In addition, any
Level Spells Potion of Healing (average, greater, s uperior, or supreme)
that you make has the additional e ffect of granting temporary
1st cure wounds, goodberry hit points equal to your Wis dom modifier.
3rd enhance ability, warding bond
5th beacon of hope, glyph of warding RITE OF RESURGENCE
7th death ward, otiluke's resilient sphere At 17th level you have obtained a level of connection with the
spirits of your coven that is unmatched by your
9th dispel evil and good, reincarnate contemporaries, and have tapped into the powers of an
ancient rite known as Resurgence. This rite permits the witch
TOUCH OF LIFE to bring the dead back to life - but not as the undead, as a
necromancer would
When you choose this archetype at 1st levei your coven has
When you perform this rite you may choose a dead
taught you one of their oldest techniques, the ability to make
creature that you can touch. This creature must have been
the untouchable, touchable. Once per long rest as a bonus
killed within the last 24 hours or under the effects of the
action on your turn when you are within 5 feet of a creature
ge.ntle repose spell or similar. You make a Charisma
that is immune to physical damage (piercing, bludgeoning,
(Persuasion) check on the body against a DC of 15 + x, where
s las hing) you can force that creature to make a Constitution
x is the number of days the creature has been dead On a
saving throw against your witch spell save DC. On a failed
success, the soul is willed back into its body, and the creature
save, the creature becomes normally effected by nonmagical
returns to life stable, and at 0 hit points. On a failed save the
piercing, bludgeoning, and slashing damage for 1 minute or
soul departs into the afterlife, and becomes impossible to
until they succeed on the save.
restore to life in this way.
You may use this feature twice per long rest starting at 4th
This ability does not restore a body's condition. Any
levei three times at 8th levei four times at 12th level Upon
wounds or conditions on the body remain such as poison,
reaching 16th level this feature restores all uses on a short
disease, or missing limbs. The body can continue to take
rest, instead of a long rest.
damage if its wounds are not treated
In addition, while you have this rite prepared, you have the
SPIRITS OF THE WHITE COVEN power to will your own spirit to ignore the cold touch of
At 2nd level as you access the power beyond the ve~ you are death. When you make a death saving throw, you add your
able to connect into the long-Oead spirits of White Witches Wisdom modifier to the result, and if you fail two death
past. When you perform a binding rite you are capable of saving throws you make your remaining rolls with advantage.
binding the spirits of Empathy, Healing, and Passion. These When you become stable, you regain a number of temporary
spirits a re described at the end of these archetype hit points equal to your Charisma modifier from the spirits of
descriptions. life granting you aid, and regain consciousness.
2J
AXD 79 of 233
COVEN OF THE WILD WITCH
This coven does not limit itself to the intelligent spirits that WI LO COVENANT SPELLS
other covens may rely on, instead - they connect into the Level Spells
spirits of nature. Beasts, Plants, and the land itself breathe l st absorb elements, goodberry
life into the magic of the wild witches. While 'Wild Witch' is
3rd animal messenger, barkskin
the most common name for a witch of this coven, they may
also be noted as 'The Green Ones', or 'Weather Witches'. 5th call lightning, create food and water
Witches who wish to join this coven are subject to a 7th hallucinatory terrain, ice storm
rigorous initiation where they are left bound and unconscious
in the wild, and tasked to find their way back to the coven. 9th maelstrom, insect plague
Should they succeed and find their choice to become a wild
witch cemented, they are accepted into the coven and have BOUND TO NATURE
their spirit bound to a deity of nature.
When you choose this archetype at 1st !eve~ you have bound
your spirit to one type of terrain from: Arctic, Coast, Desert,
BONUS PROFICIENCIES Forest, Mountain, Swamp, or Underdark; which should be
When you choose this archetype at 1st level you gain represented by the terrain in which you performed your
proficiency in the Wisdom (Survival) and the Wisdom initiation. This connection will grant you unique features at
(Handle Animal) skills. this !eve~ and again at 6th, 8th, and 17th levels.
NATURE T O N G UES
Terrain Creature Type
Arctic Giant
Coast Elemental
Desert Monstrosity
Forest Beast & Plant
Mountain Celestial
Swamp Fey
Underdark Fiend
AXD 80 of 233
RITES OF THE WILD WITCHES
At 6th level you have learned a rite unique to the terrain your when you prepare it, you may choose a more specific option
soul is bound to. The effects of this rite vary depending on such as 'drinking water', 'gold', or 'the skull of the pirate king'.
which terrain you chose at first level You immediately receive a vision of the precise location of the
chosen category, or specific target, if it is within 1 mile of you .
.AllCTIC RITE OF F:llGATIS This range increases to 10 miles at 10th leve~ 100 miles at
The arctic is a place that a soul must harden to survive - and 15th levei and anywhere on the same plane as you at 20th
many wild witches have fallen to its dangers. You can perform level
a special binding rite to bind the spirit of one of these fallen In addition while you have this rite prepared you seem to
mothers - a Spirit of Ice. You bind this spirit using your Rite of find what you need, when you need it. You find a spring of
Binding. water as you grow exhausted from dehydration, stumble upon
While you have a spirit of ice bound, your skin becomes a freshly killed goat as you grow hungry, or discover an object
coated in a sheen of frost, and your breath emerges in a puff to aid in a near future task. Work with your DM to understand
of ice. Your weapon and unarmed attacks deal an additional the extent this effect may have on your adventuring.
ld6 Cold damage in addition to the normal damage dealt by
the attack. This amount increases by l d6 at levels 10, 15, and lFOREST RITE OF FAMILIAJUS
20 to a maximum of 4d6. In addition, if a creature suceeds on Your very spirit attracts the service of the animal spirits of the
an unarmed attack, grapple, or shove against you they must world When you perform this rite, you cast find familiar
make a Constitution saving throw against your Witch spell without use of a spell slot. You are not limited to Tiny beasts
save DC or else take 2d6 Cold damage, or half as much on a when using this rite to cast find familiar, and instead
successful save. summon a Beast of CR 1/4 or lower. This CR increases to 1/ 2
A spirit of ice is frightfui but not indestructible. If you take at 10th levei and 1 at 20th level At 15th levei you can have
Fire damage, the spirit of ice will attempt to escape from you. two familiars at one time whose combined CR does not
Read more about spirits escaping at the end of these exceed your total CR For example, a 15th level Forest Witch
archetype descriptions. could have a boar (1/4) and an elk (1/ 4} but not a boar (1/ 4)
You may release a spirit of ice as an action. If you do, all and a black bear (1/ 2)
creatures within a 10 foot radius of you must make a In addition while you have this rite prepared your familiar
Constitution saving throw against your Witch spell save DC can take the attack action on its turn, but only when
or become encased in ice. A creature who is encased in ice is commanded to do so by the witch. Commanding your
considered Restrained and must use their action to make a familiar requires a bonus action on your turn.
Strength ability check against your Witch spell save DC to
break out of the ice. If a creature is restrained by ice at the MOUNTAIN RITE OF LEVIOS
end of its turn it takes 1d6 Cold damage. The mountains are a fearful place when the winds roil rough,
and the face is slick, and so the Rite of Levios is practiced by
COASTAL RITE OF PRETEMPEST many mountain witches. When you perform this rite, the
You are able to not only predict the weather with the aid of spirits of the mountain lift you up, and let you fly. You gain a
the nature spirits, but you can also control it. When you flying speed equal to your land speed for a number of minutes
perform this rite, you must choose a kind of weather from the equal to your Witch level Your flying speed increases by 10
following options: Light or heavy snowfalLrain, wind, or cloud feet at levels 10, 15, and 20, to a maximum of 60 feet.
cover, thunderstorm, sandstorm, or bright sunshine. You In addition while you have this rite prepared you ignore the
must make a Charisma ability check against a DC set by your first x feet of falling damage, where xis 10 times your
DM dependant on the climate and current weather Charisma modifier.
conditions. For example, creating snow in the rainforest
would be more difficult (20) that high on a mountain (10} and SWAMP RITE OF VENEFB.ICUS
bringing out sunshine in a thunderstorm may be less difficult T he swamp is full of frightful things - but none so frightful as
(15) than summoning a sandstorm to the arctic (25} but still the deadly swamp gas. Witches of the swamp have learned
would not be easy. how to manipulate swamp spirits and defeat their foes with
In addition while you have this rite prepared you have a the horrid poison. When you perform this rite, select a target
sixth sense in regards to the weather. You can predict within 60 feet of you that you can see, that target must
weather coming in over the next hour without any effort, or perform a Constitution saving throw against your Witch spell
may concentrate and predict the weather a number of days in save DC. On a failed save, the creature's lungs fill with swamp
the future equal to half your Witch level rounded down. This gas and they begin to suffocate. The creature must make a
predictive feeling may manifest as a tingling in your left foot Constitution saving throw at the start of each of its turns to
when it's going to rain, or a bad habit of sneezing when a try and cough out the gas and resist it's effects. On a failed
sandstorm is incoming. save the creature continues to suffocate, and takes ld6
Poison damage. The creature makes all ability checks, attack
DESERT RITE OF DOWSING rolls, and Strength or Dexterity saving throws at
You have an innate sense for the location of ground water, disadvantage while they suffer from these effects.
buried metals and ores, gemstones, oU gravesites, and other In addition while you have this rite prepared you are
hidden groundlings. When you perform or prepare this rite, resistant to Poison damage.
you choose one category of targets to look for: Sustenance,
Treasure, or Death. When you perform this rite, and not
25
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U NDEJtDAR.K RITE OF N OXSUMINA
The darkness of the Underdark is all consuming, and has the
tendancy to drive the weak-minded mad When you perform turns unless otherwise stated, making the effects last for 4
this rite, select a target within 60 feet of you that you can see, rounds. In each of these features 'x' is equal to your
that target must perform an Intelligence saving throw against Charisma modifier+ your Wisdom modifier.
your Witch s pell save DC. On a failed save the creature
perceives itself to be in an empty, dark space. At the end of its AB.TIC RITE OF THE BUZZAJtD
next turn, it sees it's greatest fear, and takes ld6 Psychic When you perform this rite you summon forth a terrible
damage. The creature may attempt this saving throw at the blizzard in a 100 foot radius of a point you can see. All
beginning of each of its turns, breaking out of this insanity on creatures except you within the effect's radius must make a
a successful save. While trapped in this illusion, the creature Constitution saving throw against your Witch spell save DC.
sees any creature around it as an object of it's greatest On a failed save, a creature takes xdlO Cold damage, and are
nightmares, and must attack a target in range randomly. If p us hed 10 feet away from the central point of the blizzard On
there are no creatures in the target's range, it takes the a successful save the creature takes 1/ 2 damage and no other
Dodge action. effects. Each time a creature ends its turn in the blizzard's
In addition while you have this rite prepared you gain the area it must perform a Con stitution saving throw or else take
Truesight ability and can see in normal and magical l d l O Cold damage and be pushed 10 feet. The area covered
darkness, see invisible creatures and objects, automatically by the blizzard is considered heavily obscured
detect visual illusions and s ucceed on saving throws against
In addition, while you have this rite prepared you are immune
them, and pe rceive the original form of a s hapechanger or a
to Cold damage.
creature that is transformed by magic.
COVENANT BREWS
At 8th level you have mastered the signature brews of your
wild witch coven. Whenever you use your Cauldron Bubble
feature to craft one of your terrain's s ignature brews, you may
also craft an additional brew from your recipe list that uses
the Herbalism Kit.
RITE OF TEMPESTARUM
At 17th level you have obtained a connection with nature and
the spirits inhabiting it that allows you to create terrifying,
s upernaturally enhanced storms. The rite of tempestarum is
feared the world over but most strongly by farmers, who fear
that every threat from a wild witch of crop destruction will
come to pass with this rite. Tempestarum is an impressive
power, and is not to be taken - or used . lightly.
When you perform this rite, the effect related to your
spiritual terrain affects a 100 foot area. You may choose to
reduce the affected area of these effects when performing
this rite, to a space no smaller than 20 feet The effects of this
rite s hrink by 1/4 of the initial totaJat the start of each of your
AXD 82 of 233
COASTAL RITE OF THE TSUNAMI
When you perform this rite you summon forth a massive tidal around the eruption point. Any creature that begins its turn in
wave emanating in a cone starting from you. On this turn, the the lava must make a Dexterity saving throw or else take
cone is 25 feet, at the start of each of your turns the cone ldlO Fire damage. When this rite ends, the lava is absorbed
extends 25 feet, up to 100 feet. All creatures except you back into the point it emerged from, leaving only destruction
within the effect's cone must make a Dexterity saving throw in its wake.
against your Witch spell save DC. On a failed save, a creature
takes xdlO magical bludgeoning damage, and are knocked In addition, while you have this rite prepared you are immune
prone in the wave. On a successful save the creature takes to falling damage.
half damage and no other effects. On each subsequent turn
that a creature begins its turn in the water it must perform a SWAMP RITE OF DEADLY GAS
Strength (Athletics) check or else become submerged The When you perform this rite you summon forth a massive
water does not disappear when the wave ends, and any cloud of deadly gas in a radius of a point you can see. All
creatures submerged in the water may still suffer effects creatures except you within the effect's radius must make a
related to drowning or movement difficulty. Constitution saving throw against your Witch spell save DC.
On a failed save, a creature takes xdlO Poison damage, and
In addition, while you have this rite prepared you are immune becomes Poisoned On a successful save the creature takes
to your choice of Lightning or Thunder damage, chosen when 1/2 damage and no other effects. On each subsequent round
you prepare this rite. that a creature ends its turn in the gas cloud it must perform
a Constitution saving throw or else take ldlO Poison
DESERT RITE OF THE SANDSTORM damage. The area covered by the cloud is considered lightly
When you perform this rite you summon forth a terrible obscured
sandstorm starting at a point you can see. All creatures
except you within the effect's radius must make a In addition, while you have this rite prepared you are immune
Constitution saving throw against your Witch spell save DC. to Poison damage.
On a failed save, a creature takes xdl O magical piercing
damage, and are blinded On a successful save the creature UNDEB.DAR.K. RITE OF THE COLI..A.PSE
takes 1/2 damage and no other effects. On each subsequent When you perform this rite you summon forth falling
round that a creature ends its turn in the sandstorm it must boulders from another realm in a radius of an aerial point you
perform a Constitution saving throw or else take l dlO can see. All creatures except you within the effect's radius
Piercing damage and be blinded The area covered by the must make a Dexterity saving throw against your Witch spell
sandstorm is considered heavily obscured save DC. On a failed save, a creature takes xdlO Bludgeoning
damage, and are Restrained by the rock. On a successful save
In addition, while you have this rite prepared you are immune the creature takes 1/2 damage and no other effects. On each
to Fire damage. subsequent round that a creature ends its turn in the affected
area it must perform a Dexterity saving throw or else take
FOB.EST RITE OF THE QUAKE ldlO Bludgeoning damage and be restrained The area
When you perform this rite you summon forth a disastrous covered by the falling rocks is considered difficult terrain.
earthquake in a radius centered on a point you can see. All
creatures except you within the effect's radius must make a In addition, while you have this rite prepared you are immune
Dexterity saving throw against your witch spell save DC. On a to Psychic damage.
failed save, a creature takes xdlO magical bludgeoning
damage, and are knocked prone. On a successful save the
creature takes 1/2 damage and no other effects. On each
subsequent round that a creature ends its turn in the
earthquake it must perform a Dexterity saving throw or else
take ldlO bludgeoning damage, and be knocked prone. The
area covered by the earthquake is considered difficult terrain.
If any structures are within the affected area of this rite, the
structures take ldlO Bludgeoning damage per level you have
in the witch class, and collapse if brought to 0 hit points.
In addition, while you have this rite prepared you are
immune to being knocked prone.
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BINDING SPIRITS
SPIRIT OF FEAR.
The restless spirits haunting the material plane are beings of
powerful emotion, the very thing that binds them to this Spirits of fear surround you with a horrifying visage. While
plane. Witches are capable of altering this binding, tying a you have a spirit of fear bound, creatures who fail a saving
spirit to the Witch's soul, and using it for their own gain. throw against one of your spells or the effects of one of your
When a Witch is finished with a spirit, they release it - rites becomes Frightened until the end of their next turn in
allowing the spirit to move on. addition to the spell's normal effects. In addition, you have
A spirit may often attempt to escape a Witch's binding if the disadvantage on Persuasion, Performance, and Charisma
Witch acts in a way antithetical to the spirit. In order to keep checks, and advantage on Intimidation checks.
a spirit under their control in these situations, the Witch Spirits of fear detest weakness. If you fail a saving throw of
must make a concentration check with a DC of 10. If a spirit any kind, it will attempt to break it's bond with you.
escapes, it possesses another creature following the rules You may release a spirit of fear as an action. If you do, all
outlined in Ghost statblock (MM 147} creatures within 30 feet of you must make a Wisdom saving
Each coven has a trio of spirits that are naturally attracted throw against your spell save DC or be frightened by you until
to the magics praticed by their witches. the end of your next tum.
Spirits of death bring everything around them closer to death. SPIRIT OF GUILT
All undead creatures within 30 feet of you lose all resistances
and immunities they have, and all healing spells cast within Spirits of guilt cause your enemies hesitation in acts that
30 feet of you to have a damaging effect as opposed to a would wrong or harm you. While a spirit of guilt is bound to
healing effect of the same numerical value. you, a creature must succeed on a Wisdom saving throw
A spirit of death consumes your health to survive. During against your spell save DC before casting a spell on you,
combat, or once an hour outside of combat, the spirit of death attacking you, or performing a Sleight of Hand, Intimidation,
uses one of your hit dice. If you have no hit dice for it to Deception, or Grapple check on you. On a failed save, the
consume, it will attempt to escape it's bond to you. creature must target another creature or else lose the action.
You may release a spirit of death as an action. If you do, all On a successful save, the creature is immune to the effects of
undead creatures within 30 feet of you may be given a single this spirit until it is released
one-word command as in the command spell The spirit of guilt is nervous, and dislikes conflict. It will
attempt to break it's bond if the Witch hits a creature with an
attack roll
SPIRIT OF EMPATHY
A s pirit of guilt may be released as a reaction when you
Spirits of empathy force your enemies to share your pain. For. take damage from an attack. After resolving the effect of the
as long as a spirit of empathy is bound to you, whenever you attack, it's source becomes Charmed by you until the end of
are dealt damage by a melee attack the source of that damage it's next turn, or until you or an ally make an attack roll
takes Necrotic damage equal to your Charisma modifier. against it.
A spirit of empathy is gentle. It will attempt to break it's
bond if the Witch hits a creature with an attack roll SPIRIT OF HEALING
You may release this spirit as a bonus action on your tum .
If you do, a single target within 30 feet makes a Wisdom Spirits of healing allow you to s hare in the positive energy
saving throw against your Witch spell save DC. On a failed surrounding you. For as long as a spirit of healing is bound to
save, it takes damage equal to all damage you sustained since you, whenever a creature regains hit points within 30 feet of
your last turn in Psychic damage, on a successful save it takes you, you receive an amount of hit points equal to your
no damage. Charisma modifier, to a maximum of the healing effect.
The spirit of healing is generous. It will attempt to break
it's bond if the Witch hits a creature with an attack roll
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You may release this spirit as a bonus action on your turn. If SPIRIT OF PASSION
you do, all creatures within a 30 foot radius of you regain hit
Spirits of passion give those who bind them the motivation to
points equal to any healing you gained since your last tum.
push themselves further in order to accomplish greatness.
While a spirit of passion is bound to you, you gain a number
SPIRIT OF HOPE of "Passion Dice" equal to your Charisma modifier. These
The spirit of hope gives the witch who has bound it a fighting bonus dice are d4s, and you may spend one of these dice at
chance. While the spirit of hope is bound and the witch any time to add to a saving throw, ability check, or attack roll
makes a roll with disadvantage, the disadvantage is negated while the spirit remains bound
A spirit of hope believes in fairness. If the witch has The spirit of passion is impatient. When all of the bonus
advantage on an attack roli s kill check, or saving throw, the dice have been spent, the spirit of passion attempts to break
spirit of hope will try to escape. it's bond to you.
You may release the spirit of hope as an action. If you do, You may release a spirit of passion as a a bonus action. If
you and your allies within 30 feet of you gain advantage on you do so before using all of the bonus dice, you may roll the
the next saving throw, ability check, or attack roll they make. remaining dice at once and add them to your next saving
throw, ability check, or attack roll made before the end of
SPIRIT OF KNOWLEDGE your next tum.
Spirits of knowledge died filled with secrets, and are
desperate to share what they learned While the spirit of SPIRIT OF WILL
knowledge is bound, all creatures touching you including Spirits of will shld your mind against the influence of others.
yourself gain a bonus equal to your Charisma modifier to any While a spirit of will is bound to you, you are immune to the
Intelligence check or saving throw made. Charmed and Frighte ned conditions, and you have advantage
A spirit of knowledge is haughty and prideful in what it on Wisdom saving throws.
knows. If you fail any Intelligence, Wisdom, or Charisma A spirit of will is headstrong. If you fail a saving throw of
check or saving throw, the spirit will try to escape. any kind, it will attempt to break it's bond with you.
You may release the spirit of knowledge as a bonus action. You may release the spirit of will as a bonus action on your
If you do, all creatures within 30 feet of you gain advantage tum. If you do, all creatures within a 30 foot radius of you are
on their next ability check made before the end of your next immune to the Charmed and Frighened conditions until the
turn. end of your next tum.
SPIRIT OF NATURE
The spirit of nature holds power over the natural world, and
influences the beings within it. When you bind a spirit of
nature choose unaligned Plant-type creatures, or unaligned
Beast-type creatures. You may also choose beasts aligned to
Law, Chaos, Good, or Evil by succeeding on a Charisma
(Persuasion) check of DC 15. As long as the spirit of nature is
bound to you, no creatures of this type will do harm to you
unless you or your allies do harm to them.
A spirit of nature will not stand for the destruction of
wilderness. If the witch attacks any Plant- or Beast- type
creature, the spirit of nature will try to escape.
You may release the spirit of nature as an action. If you do,
creatures of the predetermined type within 30 feet of you will
attack your enemies until the end of your next tum, unless
they are your enemy's allies, in which case they will only take
the Dodge or Dash action until the end of your next tum.
- ~~~~~~~ '
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BARBAIUAN PATHS
At 3rd level a barbarian gains the Primal Path feature. Here
are three new options for that feature: the Path of the
Ancestral Guardian, the Path of the Storm Herald, and the
Path of the Zealot.
.ANaESTliL SHIELD
lPATH OF THE ANCESTRAL GU.AllDIAN
Some barbarians hail from cultures that revere their
------ Beginning at 6th levei the guardian spirits that aid you can
provide protection for your allies. If you are raging and an ally
you can see within 30 feet of you takes bludgeoning, piercing,
ancestors. These tribes teach that the warriors of the past
linger on in the world as mighty spirits who can guide and or slashing damage, you can use your reaction to transfer
protect the living. When barbarians who follow this path rage, your resistance to those damage types to the ally. The
they cross the barrier into the spirit world and call on these resistance applies to the incoming damage. Until the start of
guardian spirits for aid your next turn, the ally keeps the resistance and you lack it,
Barbarians who draw on their ancestral gua rdians fight to unless you also have it from a source other than Rage.
protect their tribes and their allies. With the spirits' help, they
can hinder their foes even as they strike powerful blows CONSULT THE SPI:arrs
against them. At 10th !eve~ you gain the ability to consult with your
In order to cement ties to their ancestral guardians, ancestral spirits. Right before you make an Intelligence or a
barbarians who follow this path cover themselves in Wisdom check, you can give yourself advantage on the check.
elaborate tattoos that celebrate their ancestors' deeds. These You can use this feature three times, and you regain
tattoos tell epic sagas of victories against terrible monsters expended uses when you finish a long rest.
and other fearsome rivals.
VENGEFUL A.NCESTOJlS
A.NaESTliL Plt.OTBaroJlS At 14th !eve~ your ancestral spirits grow powerful enough to
Starting when you choose this path at 3rd levei spectral strike your foes. When you or an ally you can see within 30
warriors appear when you rage. These warriors distract a foe feet of you is damaged by a melee attack while you're raging,
you designate and hinder its attempts to evade you. While you can use your reaction to cause the attacker to take 2d8
you're raging, you can use a bonus action on your turn to force damage from the spirits.
choose one creature you can see within 5 feet of you. Until
the start of your next tum or until your rage ends, the chosen
creature has disadvantage on any attack roll that doesn't
target you, and if the creature takes the Disengage action
within 5 feet of you, its speed is halved until the end of its
turn.
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Tundra. The air around you coldly slows your foes. The
area within your aura is difficult terrain for your enemies.
l?ATH OF THE STORM HERALD
Typical barbarians harbor a fury that dwells within. Their PATH OF THE ZEALOT
rage grants them superior strength, durability, and speed Some deities inspire their followers to pitch themselves into
Barbarians who follow the Path of the Storm Herald learn a ferocious battle fury. These barbarians are zealots-
instead to transform their rage into a mantle of primal magic warriors who channel their rage into powerful displays of
that swirls around them. When in a fury, a barbarian of this divine power.
path taps into nature to create powerfu~ magical effects. A variety of gods across the worlds of D&D inspire their
Storm heralds are typically elite champions who train followers to embrace this path. Tempus from the Forgotten
alongside druids, rangers, and others sworn to protect the Realms and Hextor and Erythnul of Greyhawk are all prime
natural realm. Other storm heralds hone their craft in elite examples. In gener~ the gods who inspire zealots are deities
lodges founded in regions wracked by storms, in the frozen of combat, destruction, and violence. Not all are e~ but few
reaches at the world's end, or deep in the hottest deserts. are good
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l?ATH OF THE VOID WAJUUOR
OPTIO NAL! V O ID WARRI O R QUIRKS AND
For some barbarians, the paths of rage dance dangerously SCARS
close to the swirling void of chaos. Those who follow this d6 Q uirk or Scar
path and stray too near the depths of that maelstrom are left
forever bound to the tides of that void They feel its hunger for l Half your face is pocked by acid. Hair grows
sporatically on that side of your head.
magic and, through their rage, feed that beast again and again
with the magics of fallen foes. 2 One arm has had the skin burned off, leaving
heavy scars and giving off a perpetual faint
odor of sulfur.
AsPECT OF THE VOID
At 3rd levei when you adopt this path, your rage channe Hie 3 When raging, even a whisper of your voice
voids of chaos that consume magic. While raging, you gain booms lilce thunder.
advantage on saving throws against all forms of magic. 4 When raging in the presence of unleashed
Additionally while raging, if you strike a spell caster who iy ,:!..•
. magic, you oegin cackle like fiend.
concentrating on a spell with a melee attack, they have
5 Pale scars resembling lightning weave across
disadvantage on their saving throw to maintain your arms.
concentration.
6 When raging, one eye glows like a bright red
ember while the other like sunlight reflecting
S CENT OF THE MAGE
off hard packed ice.
Starting at 6th !eve~ you gain the ability to sniff out magic in
all its forms. You gain the ability to cast detect magic but only
as a ritua~ as described in chapter 10, "Spellcasting."
You additionally gain advantage on any check made to see
through magical illusions or deceptions.
S TRENGTHENING VOID
At 10th levei your channeled rage allows you to focus
incoming magical energy into a stronger defense. When
raging and are struck by a spel~ you absorb some of its power.
After being struck by a spell that deals damage, you gain
resistance to future damage of the type dealt. You can gain
multiple resistances through this feature.
Additionally, you gain bonus damage to your attacks of the
damage type absorbed Add an additional rage damage bonus
to your attacks of each absorbed damage type as the magics
fuel your rage.
All bonus damage and resistances fade when your rage
ends.
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MANTLE OF MAJESTY
BARD CoLI.EGES At 6th leveL you gain the ability to cloak yourself in a fey
magic that makes others want to serve you. As a bonus
At 3rd leveL a bard gains the Bard College feature. Here are action, you take on an appearance of unearthly beauty for 1
new options for that feature: the College of Glamour, the minute. During this time, you can cast command as a bonus
College of Satire, the College of Swords and the College of action on each of your turns, without using a spell slot. This
Whispers. effect lasts for 1 minute, and any creature charmed by you
automatically fails its saving throw against the spell
Coll.EOE OF GLAMOUR Once you use this feature, you can't use it again until you
The College of Glamour is open to those bards who mastered finish a long rest.
their craft in the vibrant, deadly realm of the Feywild Tutored
by satyrs, eladrin, and other fey, these bards learn to use their U NBJlE.AK.A.BLE MAJESTY
magic to delight and captivate others. At 14th leveL you gain an otherworldly aspect to your
The bards of this college are regarded with a mixture of appearance that makes you look more fierce and lovely.
awe and fear. Their performances are the stuff of legend The In addition, through this feature, you can cast sanctuary on
bards of this college are so eloquent that a speech or song yourself. If a creature fails its saving throw against the spell,
that one of them performs can cause captors to release the you also gain advantage on all Charisma checks against the
bard unharmed and can lull a furious dragon into creature for 1 minute, and it has disadvantage on any saving
complacency. The same magic that allows them to quell throw it makes against your spells on your next tum.
beasts can also bend minds. Villainous bards of this college Once you cast sanctuary using this feature, you can't do so
can leech off a community for weeks, abusing their magic to again until you finish a short or long rest.
turn their hosts into thralls.
MANTLE OF INSPI:R.ATION
When you join the College of Glamour at 3rd leveL you gain
the ability to weave a song of fey magic that enthralls your
allies with vigor and speed
As a bonus action, you can expend a use of Bardic
Inspiration to grant yourself a wondrous, otherworldly
appearance. When you do so, choose a number of allies you
can see and who can see you within 60 feet of you, up to a
number of them equal to your Charisma modifier (minimum
of one} Each target gains 2d6 temporary hit points. When a
target gains these temporary hit points, it can also use its
reaction to move up to its speed toward you, without
provoking opportunity attacks. It must take the shortest,
safest path to you.
The number of temporary hit points increases when you
reach certain levels in this class, increasing to 2d8 at 5th
leveL 2d10 at 10th leveL and 2dl2 at 15th level
ENTH:R.ALLING PEll'OllMANCE
Starling at 3rd leveL you can charge your performance with
seductive fey magic. If you perform for at least 10 minutes,
you can attempt to inspire wonder in your audience by
singing, reciting a poem, or dancing. At the end of the
performance, choose a number of humanoids within 60 feet
of you who watched and listened to all of it, up to a number of
them equal to your Charisma modifier (minimum of one}
Each target must succeed on a Wisdom saving throw against
your spell save DC or be charmed by you. While charmed in
this way, the target idolizes you, it speaks glowingly of you to
anyone who speaks to it, and it hinders anyone who opposes
you, avoiding violence unless it was already inclined to fight
on your behalf. This effect ends on a target after 1 hour, if it
takes any damage, if you attack it, or if it witnesses you
attacking or damaging any of its allies.
If a target succeeds on its save against this effect, the target
has no hint that you tried to charm it.
Once you use this feature, you can't use it again until you
finish a short or long rest.
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FOOL'S INSIGHT
Coll.EGE OF SATIRE At 6th level your ability to gather stories and lore gains a
Bards of the College of Satire are called jesters. They use supernatural edge. You can cast detect thoughts up to a
lowbrow stories, daring acrobatics, and cutting jokes to number of times equal to your Charisma modifier. You regain
entertain audiences, ranging from the crowds in a rundown any expended uses of this ability after completing a long rest.
dockside pub to the nobles of a king's royal court. Where If a creature resists your attempt to probe deeper and
other bards seek forgotten lore or tales of epic bravery, jesters succeeds at its saving throw against your detect thoughts, it
ferret out embarrassing and hilarious stories of all kinds. immediately suffers an embarrassing social gaffe. It might
Whether telling the ribald tale of a brawny stable hand's affair loudly pass gas, unleash a thunderous burp, trip and f~ or
with an aged duchess or a mocking satire of a paladin of be compelled to tell a tasteless joke.
Helm's cloying innocence, a jester never lets taste, social
decorum, or shame get in the way of a good laugh. F OOL'S LUCIC.
While jesters are masters of puns, jokes, and verbal barbs, Jesters seem to have a knack for pulling themselves out of
they are much more than just comic relief. They are expected tight situations, transforming what looks like sure failure into
to mock and provoke, taking advantage of how even the most an embarrassing but effective success.
powerful folk are expected by tradition to endure a jester's At 14th level you can expend one use of Bardic Inspiration
barbs with good humor. This expectation allows a jester to after you fail an ability check, fail a saving throw, or miss with
serve as a critic or a voice of reason when others are too an attack roll Roll a Bardic Inspiration die and add the
intimidated to s peak the truth. numbe r rolled to your attack, s aving throw, or ability check,
For the duchess with a taste for strapping young laborers, using the new result in place of the failed one.
such tales might serve to warn the targets of her affections If using this ability grants you a s uccess on the attack,
and force her to change he r ways for lack of willing partners. saving throw, or ability check, note the number you rolled on
Striking back at the jester only ruins her already damaged the Bardic Inspiration die. The DM can then apply that result
reputation, and might provide the best evidence that the as a penalty to an attack or check you make, and you cannot
jester's s atires have hit their mark. But if she is kind and use this ability again until you s uffer this drawback. When the
generous to her conquests, the jokes and stories cast her as a OM invokes this penalty, describe an embarrassing gaffe or
kind of folk hero, while drawing even more potential partners mistake you make as part of the affected die roll
to her.
Jesters are loyal to only one cause: the pursuit and
propagation of the truth. They use their comedy and
innocuous appearance to break down social barriers and
expose corruption, incompetence, and stupidity among the
rich and powerful Whether revealing a con artist's treachery
or exposing a baron's plans for war as driven by greed and
bloodlust, a jester serves as the conscience of a realm.
Jesters adventure to safeguard the common folk and to
undermine the plans of the rich, powerful, and arrogant.
Their magic bolsters allies' spirits while casting doubt into
foes' minds. Among bards, jesters are unmatched acrobats,
and their ability to tumble, dodge, leap, and climb makes
them slippery opponents in battle.
B ONUS Pll.OFICIENCIES
When you join the College of Satire at 3rd levei you gain
proficiency with thieves' tools. You also gain proficiency in
Sleight of Hand and one additional skill of your choice. If you
are already proficient with thieves' tools or in Sleight of Hand,
choose another skill proficiency for each proficiency you
already have.
TuMBUNG FOOL
At 3rd level you master a variety of acrobatic techniques that
allow you to evade danger. As a bonus action, you can tumble.
When you tumble, you gain the following benefits for the rest
of your tum:
39
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Blades who abandon lives as entertainers have often run into
Coll.EGE OF SWORDS trouble that makes maintaining their secret activities
impossible. A blade caught stealing or engaging in vigilante
Bards of the College of Swords are called blades, and they
justice is too great a liability for most performer troupes.
entertain through daring feats of weapon prowess. Blades
With their weapon skills as their greatest asset, these blades
perform stunts such as sword swallowing, knife throwing and
either take up work as enforcers for thieves' guilds or strike
juggling, and mock combats. But though they use their
out on their own as adventurers.
weapons to entertain, they are also highly trained and skilled
warriors in their own right.
BONUS PllOFICIENCIES
Their talent with weapons inspires many blades to lead
When you join the College of Blades at 3rd levei you gain
double lives. One blade might use a circus troupe as cover for
proficiency with medium armor and with scimitars.
nefarious deeds such as assassination, robbery, and
blackmail Other blades strike at the wicked, bringing justice
FIGHTING STYLE
to bear against the cruel and powerful Most troupes are
The College of Blades emphasizes mastery with weapons,
happy to accept a blade's talent for the excitement it adds to a
granting you access to the two-weapon fighting option for the
performance, but few entertainers fully trust them.
Fighting Style class feature.
Two-Weapon Fiahtini. When you engage in two-weapon
fighting, you can add your ability modifier to the damage of
the second attack.
BLADE FLOUllISH
At 3rd !eve~ you learn to conduct impressive displays of skill
with your weapons. When you use the Attack action on your
turn and attack with a dagger, longsword, rapier, scimitar, or
shortsword, you can attempt one of the following flourishes.
Defensive Flourish. You spin your weapon around you in
swift circles, creating a hypnotic display. As a bonus action,
you expend one use of Bardic Inspiration, rolling a Bardic
Inspiration die and applying the number rolled as a bonus to
your AC until the start of your next turn.
nick Shooter's Flourish. This favorite trick of knife
throwers allows you to expend one use of Bardic Inspiration
as a bonus action. Roll a Bardic Inspiration die and apply the
number rolled as a bonus to the next ranged attack roll you
make with a dagger this turn. If the target of the attack is an
unattended, inanimate object, the bonus equals double the
die roll
Unnerving Flourish. Your deadly display of combat
prowess unnerves your opponents, leaving them cowering in
fear and at your mercy. Whenever you reduce a creature to 0
hit points with a melee attack, you can use a bonus action to
expend one use of Bardic Inspiration, and instead leave the
creature at 1 hit point.
The creature is frightened of you for a number of minutes
equal to your Charisma modifier. It must also m ake a
Charisma saving throw with a DC equal to your spellcasting
DC+ a bonus equal to the roll of your Bardic Inspiration die.
If the creature fails this saving throw, it answers truthfully any
questions you ask it and obeys your direct orders while it is
frightened by this effect.
EXTllA ATrAClt
Beginning at 6th levei you can attack twice, instead of once,
whenever you take the Attack action on your turn.
BA'ITLE MAGIC
At 14th !eve~ you have mastered the art of weaving
spellcasting and weapon use into a single harmonious act
When you use your action to cast a bard speli you can make
one weapon attack as a bonus action.
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After you capture a creature's shadow, you can use your
COLLEGE OF WHISPER S magic to weave it into a disguise that allows you to take on its
appearance and gain access to its surface memories. As an
Most folk are happy to welcome a bard into their midst.
action, you take on the creature's appearance for 1 hour or
Bards of the College of Whispers use this to their advantage.
until you end this effect as a bonus action.
They appear to be like any other bard, sharing news, singing
During that hour, you gain access to all information that the
songs, and telling tales to the audiences they gather. In truth,
creature would freely share with a casual acquaintance.
the College of Whispers teaches its students that they are
Information includes general details on its background and
wolves among sheep. These bards use their knowledge and
personal life, but does not include secrets. The information is
magic to uncover secrets and turn them against others
enough that you can pass yourself off as the creature by
through extortion and threats.
drawing on its memories.
Many other bards hate the College of Whispers, viewing it
Another creature can see through this disguise by making
as a parasite that uses the bards' reputation to acquire wealth
a Wisdom (Insight) check opposed by your Charisma
and power. For this reason, these bards rarely reveal their
(Deception) check, though you gain a +5 bonus to your check.
true nature unless they must. They typically claim to follow
The disguise and the knowledge it grants disappears when
some other college, or keep their true nature secret in order
this ability's duration ends.
to better infiltrate and exploit royal courts and other settings
of power.
S HADOW LOllE
At 14th leve~ you gain the ability to weave dark magic into
VENOMOU S BLADES your words and tap into a creature's deepest fears.
When you join the College of Whispers at 3rd !eve\ you gain
As an action, you magically whisper a phrase that only one
the ability to magically make your weapon attacks toxic for a
creature of your choice within 30 feet of you can hear. The
moment. target must make a Wisdom saving throw against your spell
When you hit a creature with a weapon attack, you can
save DC. It automatically succeeds if it doesn't share a
expend one use of your Bardic Inspiration to deal an
language with you or if it can't hear you. On a successful
additional 2d6 poison damage to that target. You can do so
saving throw, your whisper sounds like unintelligible
only once per round on your turn.
mumbling and has no effect.
The additional damage increases when you reach certain
If the target fails its saving throw, it is charmed by you for
levels in this class, increasing to 2d8 at 5th leve\ 2d10 at 10th
the next 8 hours or until you or your allies attack or damage
leve\ and 2d12 at 15th level it. It interprets the whispers as a description of its most
mortifying secret. While you gain no knowledge of this secret,
VENOMOU S WOB.DS the target is convinced you know it.
At 3rd leve\ you learn to infuse innocentseeming words with
While charmed in this way, the creature obeys your
an insidious magic. A creature that hears you speak can commands for fear that you will reveal its secret. It won't risk
become plunged into fear and paranoia. its life for you or fight for you, unless it was already inclined
If you s peak to a humanoid alone for at least 10 minutes,
to do so. It grants you favors and gifts it would offer to a close
you can attempt to seed paranoia and fear into its mind At
friend
the end of the conversation, the target must succeed on a
When the effect ends, the creature has no understanding of
Wisdom saving throw against your spell save DC or be
why it held you in such fear.
frightened for the next hour, until it is attacked or damaged,
Once you use this feature, you can't use it again until you
or until it witnesses its allies being attacked or damaged
fmish a long rest.
While frightened in this way, the target is paranoid and tries
to avoid the company of others, including its allies. The target
seeks out what it considers the safest, most secret place
available to it and hides there.
If the target succeeds on its save, the target has no hint that
you tried to frighten it.
Once you use this feature, you can't use it again until you
finish a short rest or long rest.
MANTLE OF WHISPEli
At 6th leve~ you gain the ability to adopt a creature's persona.
When you slay a creature with an attack or a spell or a
creature dies within 5 feet of you, you can magically capture
its s hadow using your reaction. You can capture only the
shadow of a creature that is your creature type, such as
humanoid, and your size (you can capture a Small or Medium
shadow if you're Small} and you can have only one shadow
captured at a time.
AXD 94 of 233
BARD COLLEGES SONG OF HOPE
The way of a bard is gregarious. Bards seek each other out
Starting at 14th level, you can use an action on your turn to
to swap songs and stories, boast of their accomplishments,
use an instrument or your voice to bolster your allies. Until
and share their knowledge. Bards form loose associations,
the beginning of your next turn, allies within 60 feet of you
which they call colleges, to facilitate their gatherings and
have advantage on saving throws and immunity to fear
preserve their traditions.
effects. On your next turn, you can use your action to
COLLEGE OF CHARITY continue these effects. This can be done for up to 10
rounds.
Bards of the College of Charity strive in their goal of
helping others overcome their struggles, even at the cost of Once you use this feature, you cannot use it again until
personal sacrifice. you complete a long rest.
BONUS PROFICIENCIES
When you join the College of Charity at 3rd
level, you gain proficiency and expertise
with Medicine.
HEALING HAND
Also at 3rd level, you can
aid your allies when
they are injured. As a
reaction, you can
expend one of your uses
of Bardic Inspiration,
rolling a Bardic
Inspiration die and
adding the number
rolled plus your
proficiency modifier,
and adding that to the
health of an ally within
60 feet.
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
spells mass healing
word, revivify, and
sanctuary. These spells
count as bard spells for
you but don't count
against the number of
bard spells you know:
AXD 95 of 233
COLLEGE OF THE
CROSSROADS
BARDIC C OLLEGE O P TION
AXD 96 of 233
term of derision among properly-educated bards, many
of whom scorn those who would deal with fiends for
musical ta lent.
Fiends desire many different things when they deal
with travelers at a crossroads. Work out with your DM
what sort of trade you brokered, or roll on the Meeting at
the Crossroads table, below.
d6 Meeting at the Crossroads
I sold my soul to a fiend for unearthly musical talent,
and my instrument is a symbol of our pact.
2 I bested a fiend in a contest for my soul, and won
their own instrument as a trophy of my victory. I
worry that some day they may return to reclaim it.
3 I t raded a fiend an unspecified favor for my talent and
instrument, to be co ll ected after a year and a day.
4 I was given my instrument, along with a nondescript
satchel, on t he condition that I carry the satchel with
me wherever I go. The fiend specified that I should
never open the satchel, and gave me a knowing wink.
5 I was t rained and gifted my instrument by a fiend
with the contractual expectation that I defeat a
specific musically-inclined celestial.
6 I stole my instrument through trickery or sleight of
hand from a fiend attempting to bargain with me. I
am constantly on the move, knowing the fiend still
hunts after me.
PRECIOUS INSTRUMENT
When you join the College of the Crossroads at 3rd level,
you are granted (by skill, fortune, or contract) a magical
instrument forged of gold, silver, ruby, jade, mithril, or
any other ma terial precious enough to be used as
currency, which can be of any sort held in one or two
hands. This instrument weighs no more than a typical
instrument of its type, and may be played normally.
As a bonus action, you may either dismiss your instru-
ment to a secure extradimensional plane, or s ummon it
to your grasp from wherever it resides.
While this instrument is on your person, you can read,
write, and s peak Infernal and Abyssal, and you have
knowledge of the cantrips fire bolt and thaumaturgy.
These cantrips count as bard cantrips for you.
This ins trument becomes more elaborate a nd beauti-
ful the more you use it, and is worth an amount of gold
pieces equal to 200 times your bard level. If you sell the
ins trument, its buyer retains possession of it, and you
lose access to any features granted by the College of the
Crossroads. You may only re-acquire these features by
re-purchasing the ins trument, through curren cy or favors
gra nted. If the instrument is s tolen or freely le nt out, it
may still be summoned to your gras p as normal.
If the owner of a precious instrument d ies (not just drops to 0 If you acquire another musical instrument with magi-
or less hit po ints) , what becomes of the instrument itself? cal properties, you may undertake an hour-long ritual
Th is is a question intentionally left up to the DM to
that des troys the magical instrument a nd applies any
dec ide, though in most cases the instrument lingers for just ·,
over a week before being recalled (either th rough magic or a special properties it had to the precious instrument you
personal visit) by its previ ous fiend ish owner. receive from this feature, in addition to the be nefits
With your DM's permiss ion, your cha racter may be ab le to already provided by this feature. Your precious instru-
leave their instrument, and the power within, to an individua l ment may only have properties applied from one magical
of their choos ing. This ind ividual cou ld be a relative, a person instrument at a time, and subsequent uses of this ritual
that reminded your character of their younger self, or even a overwrite previous applied prope rties . A precious instru-
passing stranger in need of a twi st of fate. ment requires attunement if the destroyed magical
The gift may come with a price; how the original fiend ish ins trument would require attunement to access its prop-
owner of the instrument would consider such an inheritance
erties. If attunement is required, you may attune yourself
is equa lly at the discretion of the DM.
to your precious instrument as part of this ritual.
AXD 97 of 233
SILVER TONGUE independe ntly on their own turn that immedia tely
Also at 3rd level, the dark power in your ins trume nt follows your own. If you give the instrumenta lis ts no
grants you a s upernatural way with words. While your instructions, they will defend themselves against crea-
precious ins trument is on your person, you may expend a tures attacking them, but otherwise will ta ke no actions
use of your Bardic Inspira tion to acid a Bardic Inspiration aside from icily tuning and improvising with the ir ins tru-
die to a ny Charis ma check you make. ments.
In addition, when you are the target of an attack by a When you make a P erformance check or a check with
creature within 15 feet of you that can hear you, you may an ins trument with which you have proficiency, you may
use a reaction a nd expend a use of your Bardic Inspira- order the instrumenta lists to play an accompaniment, if
tion. If you do, the creature makes a contested Wisdom they are present. For the duration of your chec k the
(Insight) check against either your Charisma (Persua- ins trumenta lists will play music accompanying your
sion) or Cha risma (Deception), your choice, plus your melody, using the Help action each turn and conferring
Bardic Ins piration die. If the creature fails this check, it advantage on Performance or ins trument checks you
may not attack you this turn, but has not expended make.
whichever action it used to attack you a nd may continue After one hour or if you drop to 0 hit points, the ins tru-
with its turn, as normal. Creatures immune to charm mentalists and their belongings disappear in a puff of
effects may not be affected by this ability. brimstone. Once you use this ability, you mus t complete
a long res t before you may use it again.
FIENDISH TEMPO
S ta rting at 6th level, magical hellfire Hows freely through
your precious ins trument, a nd fire s parks from your fin- FIENDISH INSTRUMENTALIST
gertips when you play. You gain knowledge of the s pells Small fiend, neutral evil
INFERNAL ORCHESTRA
STR DEX CON INT WIS CHA
Beginning at 14th level, you learn a final elclritch cadence 9 (-1) 16 (+3) 12 (+l) 8 (-1) 13 (+l) 14 (+2)
on your precious ins trument. Playing this cadence as an
action rends portals through the fabric of the Prime Damage Resistances cold; bludgeoning, piercing, and slashing
Material, allowing six fiendis h ins trumentalists to appear from non magical weapons that aren't silvered
in any available space within 30 feet of you. These instru- Damage Immunities fire, poison
menta lis ts follow any commands you give them to the Condition Immunities poisoned
letter (if not your actua l intent), and in combat they act Skills Deception +4, Performance +4
Senses darkvision 120 ft., passive Perception 11
Languages Abyssal, Common, Infernal, telepathy 60 ft.
CREDITS: Challenge 2 (450 XP)
Photoshop & des ign by / u/ the_singula r_anyone
Visit WALROCK HOMEBREW for more! Devil's Sight. Magical darkness doesn't impede the instrumen-
http: //walrock-homebrew. blogspot.com talist's darkvision.
Art by Nemanja Stankovic, Minttu Hynninen, Kerem Beyit, Magic Resistance. The instrumentalist has advantage on saving
and Sandara throws against spells and other magical effects.
Thanks to the kind fo lks of reddit and tumblr, to / u/ Smyris for ACTIONS
their resource pack, and to / u/skybugl 2 for their Photoshop
guide! Claws. Me/ee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 8 (2d4+3) slashing damage.
Fire Bolt. Ranged Spell Attack: +4 to hit, reach 120 ft., one
target. Hit: 5 (1dl0) fire damage.
AXD 98 of 233
COLLEGE OF STARS: BARD COLLEGE OPTION
,,... . . .iiii't' wo cards lay face-up on the table in front of a The Deck of Fates is kept inside an ornate box or pouch (your
weary traveler. The half-elven bard sits across choice) and its cards are made of ivory or vellum (your
from her, deck in hand, ready to reveal the final choice) While inside the container, it resides in a secure
fortune. With a gesture to the heavens, the extradimensional plane. The deck can be used as your
bard lays the final card Skull. The card of spellcasting focus, and is considered a magical item due to its
death. special properties.
The traveler grimaces, sweat running down the side of her As a bonus action, you may either dismiss the deck into its
neck. "Is...Is the Skull bad?" container, or summon it to your grasp from inside it. If you
The half-elf's lips curl into a knowing smile. "Death is not lose the deck or the container that holds it, you may
the end of all things. To many, it also symbolizes imminent undertake an hour-long ritual that destroys the previous Deck
rebirth. The passing on to another stage of life, shedding of Fates and its container, and you summon a new one.
one's old identity and being born anew." He sees it, the tears You may also use the deck to tell fortunes, which reveal a
suddenly flowing from the traveler's eyes. Knowingly, he cosmic truth when demonstrated on a willing humanoid
extends his hand towards her. "You are safe now. They no Refer to the appendix for how to read fortunes with the deck.
longer know you are here." As a seasoned diviner, you gain proficiency with the Insight
The traveler breathes a sigh of relief, handing him a few skili and you can read, write, and speak Celestial
silver as a gesture of goodwill for she has been blessed by the
stars. She wipes her tears and disappears into the crowd FATE'S HAND
Bards from the College of Stars are bestowed the gift of
divination from the heavens. The infinite mysteries of the Also at 3rd leveL the cosmic power of your Deck of Fates
stars and beyond reveal themselves to a studious bard, who allows you to tap into the magic of the universe and cast a
practices day and night honing their ability to read fortunes variety of predetermined spells. The Deck of Fates also
from a deck of cards. enhances your magical abilities as a bard When you finish a
While the College's most gifted fortune tellers come to long rest, draw cards from the deck at random equal to your
learn how to pluck magic from the very heavens and tum Charisma modifier. You gain the ability to cast the
them into spells, the powers they are granted are ultimately corresponding spell on the Deck of Fates table as a first level
determined by Fate itself. spell at any time, but only once, before the end of a long rest.
You may cast the spell by spending a usage of Bardic
Inspiration, and presenting and announcing the card as the
DECK OF FATES spell's verbal and somatic components. The spell counts as a
When you join the College of Stars at 3rd leveL you are bard spell for you.
granted a mystical deck of cards known as the Deck of Fates,
which consists of thirteen cards indicated in the Deck of COSMIC SECRETS
Fates table.
At 6th leveL the secrets of the universe reveal themselves to
you through your Deck of Fates. Draw four cards at random
from the Deck of Fates. Cards drawn this way permanently
gain additional magical effects The card's face glows when
Card Fate's Spell Cosm ic Secrets
revealed or placed fae&up while telling a fortune. The card's
art becomes magically animated as its movements respond to
Sun chromatic orb daylight its surroundings.
Moon faerie fire magic circle In addition, you gain the ability to cast the card's
corresponding spell from the Deck of Fates table at any level
Star magic missile fly
by presenting the card and using up the appropriate spell slot
Throne sanctuary spirit guardians for that leveL and presenting and announcing the card as the
Key comprehend languages sending spell's verbal and somatic components. The spell counts as a
bard spell for you.
Knight shield crusader's mantle Finally, your Fate's Hand feature no longer requires the
The Void arms of hadar hunger of hadar expenditure of usages of Bardic Inspiration.
Flames burning hands fireball
Skull false life animate dead
Ruin thunderwave sleet storm
Eury ale charm person meld into stone
Rogue jump gaseous form
Jester magearmor protection from energy
AXD 99 of 233
SCRY THE HEAVENS !FATE'S ORIGIN
At 14th levei you become a timeless diviner of the Deck of Most bards don't receive a Deck of Fates upon
Fates, and are able to peer beyond the stars with your cards. entering the College of Stars. It is more likely that
You no longer draw cards with your Fate's Hand feature. they were in possession of the deck long before
Instead, you may cast any spell on the Deck of Fates list with entering. Perhaps it was passed down to them as a
your Fate's Hand feature once per long rest. You must present family heirloom, or from a seer. Whichever the
origin, possession and ownership of the deck led
and announce the corresponding card when casting a spell to a calling from the cosmos to seek its power.
this way. Those who are in possession of a deck cannot tap
In addition, as an action, you may draw a card at random into its magical properties until they enter the
from the Deck of Fates to create a magical effect which College of Stars.
instantly takes place when the card is drawn. You may use
this feature once per long rest. See below. ENTERTAINER VARIANT: FORTUNE TELLER
Sun. A Potion of Superior Healing appears in your hands. If you have the Entertainer background, you may
It disappears after 10 minutes. choose Fortune Telling as one of your routines.
Moon. You regain all uses of your Bardic Inspiration Using your By Popular Demand feature, you can
feature. find a place to perform divinations in any place that
Star. You may add 2 to the next ability check, attack ro~ or allows it. You can replace the musical instrument in
saving throw you make within the next 10 minutes. your equipment package with a Deck of Fates. The
Throne. You gain 1,000 gp. deck does not have any magical properties unless
Key. A rare magic weapon that you are proficient with you are a Bard and have selected the College of
appears in your hands, then disappears after 10 minutes. The Stars as your Bard College.
DM chooses the weapon.
Knight. A knight appears in a space within 30 feet of you
that you can see. The knight is of the same race as you and
serves you loyally until they die or disappear after 10 APPENDIX: FoRTIJNE TELLING
minutes. You control this character. If you are in possession of a Deck of Fates, chances are you
The Void You cast finger of death on a creature you can have the ability to perform divinations with the deck. Even if
see. If you cannot see any eligible creatures to cast this spell you are not in the College of Stars (or if you're not a Bard, for
on, you cast this spell on yourself. that matter~ the readings reveal a cosmic truth, ultimately
Flames. A fire elemental appears in a space within 100 affecting any willing humanoid whose fortune is told
feet of you that you can see. The fire elemental is hostile, and To read an individual's fortune, draw three cards at random
attacks the creature closest to it that it can see. It attacks from your Deck of Fates and lay them on a flat surface, face.
relentlessly until it dies or disappears after 10 minutes. up. In order from left to right, the cards represent the
Skull Your hit points drop to 0 and you fall unconscious. divination target's past, present, and future, respectively.
Ruin. You cast earthquake centered on yourself. Refer to the table below.
Euryale. You transform into a medusa for 1 minute.
Rogue. You become invisible for 10 minutes. Anything you THE CARDS AND WHAT THEY REPRESENT
are wearing or carrying is invisible as long as it is on your Card Past Present Future
person. Sun Childhood Adulthood Old Age
Jester. No effect happens.
Moon Knowledge Mystery Revelations
NOTE TO THE OM: FATE'S HAND Star Wish Made Good Luck Wish Fulfilled
Due to the unp red ictable nature of the Deck of Fates, it m ight Throne Ambition Career Opportunity
be mo re e njoyable to the player to have the DM take o n the
Key Isolation Secrets Enlightenment
ro le o f the cosmic powers that drive the Deck of Fates.
Knight A Promise An Oath Duty
When co ntroll ing the Deck of Fates, you may choose wh ich
cards the bard d raws with the ir Fate's Hand, Cosmic Secrets, The Void Loneliness Emptiness Hopelessness
and Scry the Heavens features. You may also choose the cards Flames Love Passion Friends
chose n when the Deck of Fates is used fo r fortune telling. Skull Sickness Death Rebirth
By co nt rolling Fate, you add special roleplaying
Ruin Loss Change Discovery
opportu nities to the game. The powers of the highe r planes
may act as a gu iding force that reveals itself to a bard and their Euryale Scorned Woman Broken Man Cold Heart
companio ns th rough the cards themselves. A bard who Jester Games Ignorance Shame
chooses the Co ll ege of Stars is a stude nt of the d ivine, and
thus seeks to unde rstand the messages that you send them When certain cards are drawn together, they might also
thro ugh the cards they d raw. interact with each other in special ways that are left up to the
interpretation of the diviner. For example, a Moon in the Past
As Fate, you are not a tangible e ntity, but rather a font of
with a Throne in the Future could mean that past knowledge
in fo rm ation and secrets that reveals itself to those train ed to
will unlock future opportunities.
seek and receive your message.
DIVINE STJt.IK.E
At 8th leve~ you gain the ability to infuse your weapon strikes
with the fiery power of the forge. Once on each of your turns
when you hit a creature with a weapon attack. you can cause
the attack to deal an extra ld8 fire damage to the target.
When you reach 14th leve~ the extra damage increases to
2d8.
B ONUS Pll.OFICIENCY
When you choose this domain at 1st levei you gain
proficiency with heavy armor.
Olli.CLE OF MORTALITY
At 1st leve~ you gain the ability to manipulate the line
between life and death. When you cast a spell that restores
hit points to a living creature currently at 0, treat any dice
rolled to determine the spell's healing as having rolled their
maximum result. In addition, if you have the spare the dying
cantrip, you can cast it as a bonus action.
ARCANA DOMAIN
At levels 1, 3, 5, 7 and 9 you gain 2 spells from the wizard
spell list, of levels 1, 2, 3, 4 and 5 respectively. These spells are
always prepared, do not count against the number of spells
you know, and are cleric spells nonetheless for you.
.AllOANE INI'IU.TE
At level 1, when you choose this class you become proficient
in the Arcana skill You also learn 2 can trips from the wizard
spell list. They do not count against your cantrips known, and
are nonetheless treated as cleric cantrips for you.
0THEB.WOJU.DLY ABJUB.OB.
Starting at level 1, if any of your cleric spells or features
damage turn, or would otherwise interact specially with a
creature' with the undead, fiend, celestiai elementai or fey tag,
you can target any of these creatures in the same way you
-
would target the original creature.
SPEu.BB.EA.lt.
Starting at level 6, as an action, you can nullify any one
magical effect of your choice affecting any creature within a
1O foot sphere centered on you, provided you have spellslots
of equal or higher levels. If you dispell a negative effect, the
target also regains hitpoints equal to a number of d4's as
many as the dispelled spells level plus your wisdom modifier.
If you dispell a blessing, the target instead receives the
aforementioned amount as force damage. You have a number
of charges equal to your wisdom modifier (minimum l } and
expend a charge each time you use this feature. You regain all
used charges upon a long rest.
BONUS PROFICIENCIES
At 1st level, you gain proficiency with martial
weapons, heavy armor, and one type of artisan's
tools.
CITY RUNNING
Also at 1st level, whenever you begin your turn
standing on ground that has been constructed (a
dirt path, a thatch roof, temple ruins), you may
Dash as a bonus action on your turn. If you do,
climbing does not cost additional movement and
you have advantage on Athletics, Acrobatics, and
Dexterity checks made during that turn.
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.
M
Potent Spell-casting
Dream Seed
Bonus Cantrip
KITCHEN SAVANT
When you choose this domain at 1st leveL you gain
proficiency with cook's utensils (including as weapons, stats
depending on most similar simple weapon1 herbalism kits,
and heavy armor.
Additionally, whenever you make an ability check related to
food and drink, you add double your proficiency bonus to the
check, instead of your normal proficiency bonus.
You also learn the prestidigitation cantrip if you don't
already know it.
CULINARY MAGIC
At 6th leveL you can use your Channel Divinity to imbue food
with magic of your own. As an action, you can cast a cleric
spell of 5th level or lower you have prepared, targeting one
item of food with it. The spell is then stored in the item of
food until eaten, but only until you take a short or long rest.
When a creature eats the item of food, the spell is released,
targeting only the creature that consumed it. If the spell
requires concentration, the creature can, by focusing on the
lingering flavor, maintain concentration as normal If it
doesn't, the spell ends at the start of the creature's next turn.
C:R.EATED BY /ul.ANATHEMYS
MT IS LINEAGE 2 OONOEPT AllT (no.at NCSOFI)
--
- - - - - - - - - --- -
AXD 112 of 233
M A D N ESS DO M AI N SPE LL S
EYES OF INSANITY
Also at 1st level, your crazed stare can drive
away those that would do you harm. As a bonus
action, you may force a creature within 30 fee t of
you to ma ke a Wis dom saving throw agains t
your spell save DC. If they fail, the crea ture
moves in a straight line in a direction of your
choosing, for a distance in feet equal to five
times your Wisdom modifier (minimum of 5
feet). This movement does not provoke opportu-
nity attacks, a nd stops when the target collides
with a n object or wall. If this movement would
cause the target to ente r into an area obviously
harmful to it, the target must first make an
addi tional Wisdom saving throw, entering the
area only if it fails. Creatures that are immune to
charm effects are immune to this abi lity.
You can use this feature a number of times
equa l to your Wisdom modifier (minimum of
once). You regain a ll expended uses when you
finish a long rest.
ldlO Effect
The creature retreats into its own mind and becomes para lyzed.
2 The creature becomes incapac itated and spends the duration screaming, laughing , or
weeping (your choice).
3 The creature becomes frightened of you and must use its action and movement each
round to flee from you. If the creature i s immune to being frightened, roll again.
4 The creature begins babbling and is incapable of norma l speech or spellcasting. If the
creature does not know at least one language, roll again.
5 The creature must use its action and movement each round to attack the nearest possible
creature other than itself.
6 The creature has v ivid ha l lucinations and has disadvantage on attacks and ab i lity checks.
7 The creature does whatever anyone te lls it that isn't obvious ly se lf-destructive. If given
conflicting orders, individuals ordering the creature must make a contested Charisma
(Persuasion) check. If the creature and you do not share a language, roll again.
8 The creature experiences an overpower i ng urge to spend its action each turn eating
something strange i n the present environment, such as dirt, slime, or offa l.
9 The creature is stunned, and stands drooling and staring vacantly.
10 The creature instantly passes out, and falls unconsc ious.
CLERIC
OCEAN DOMAIN
The clerics of the ocean follow powerful gods of the oceans and
waters. Umberlee, Habbakuk, Zeboim, Poseidon, or Sobek are a few
examples of Ocean gods that these clerics would follow. They believe
in the never e nding oceans, the sublimity of tides and the beauty of CHANNEL DIVINITY: OCEAN SURGE
the waters. These clerics feel most at home on a serene beach or a Beginning at 17th level, you are able channel your deity and create a
turbulent ship deck. massive whirlpool of water.
OCEAN DOMAIN SPELLS As a n action, you choose a point within 60 feet of you and cause
swirling waters to envelope an area 15 feet in radius from the chosen
Cleric Level Spells point. Each hostile creature within the area mus t s ucceed a Strength
1st Create or Destroy Water, Cure Wounds saving throw, taking 3d8 bludgeoning damage and becoming
3rd Calm Emotions, Prayer of Healing knocked prone on a failed save. All friendly creatures within the area
5th Water Breathing, Water Walk heal 3d8 hit points and if they a re prone, they can choose to stand up
7th Control Water, Ice Storm and end the condition. Creatures with a swim s peed automatically
9th Mass Cure Wounds, Cone of Cold s ucceed on the saving throw.
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 ld8
cold damage. When you reach 14th level, the extra damage increases
to 2d8.
Oracle’s Burden
Starting at 1st level, you gain one of the following
burdens.
Clouded Eyes. Your eyes are clouded and milky. You
are blind and have a blindvision to a distance of 30 feet.
Venerable. Your oracular vision came with advanced
old age. Your maximum hit points are reduced by 1 hp
per level. Your Wisdom score increases by 2 and you
can use Ability Score Increase features to raise your
Wisdom to a maximum of 22.
Withered Hand. You have a withered hand. You have
disadvantage on any weapon attacks and ability checks
made with that hand and cannot carry a shield with it.
When you roll a 1 on a damage die for damage you are
dealing to a creature from a spell you can reroll the die
and must use the new roll, even if the new roll is a 1.
Cryptic Advice
Starting at 6th level, as a bonus action you can give
a piece of cryptic advice to a creature you share a
language with. When that creature makes an attack roll,
saving throw, or ability check within the next hour they
can recall your cryptic advice to reroll the die, using the
second result instead. Once you have used this feature
you cannot use it again until you complete a short or
long rest.
Deadly Premonition
Starting at 8th level, the first time each round you miss Prophecy Domain by
with a melee or spell attack you can choose to reroll the /u/ coolgamertagbro
attack roll. You must use the second result.
Art Credits in Order of Appearance
Soothsayer’s Skill “Oracle” by Sickbrush
Starting at 17th level, you can cast any divination spells
--
- - - - - - - - - --- -
AXD 117 of 233
alignment spectrum, depending on whom they hour of effort.
believe technology should benefit, and what they When you cast a spell with a range of touch, your
believe the role of technology to truly be. assistant can deliver the spell as if it had cast the
spell. Your assistant must be within 100 feet of
TECH NO LOGY Do MAIN SPELLS
you, and it must use its reaction to deliver the
Cleric Level Spel Is spell when you cast it. If the spell requires an
l st grease, shield attack roll, you use your spell attack modifier for
3rd heat metal, scorching ray the roll.
5th lightning arrow, lightning bolt Your assistant counts as a familiar for the pur-
7th dimension door, fabricate poses of the spell find familiar, and you may
9th transportation circle, wall of force never have more than one clockwork assistant
active at any one time.
MINOR SCIENCE
At 1st level, you gain knowledge of one of the fol-
CLOCKWORK ASSISTANT
lowing can trips: mage hand, mending, produce Tiny construct, lawful neutral
flame , or shocking grasp. Whenever you would
otherwise learn a cleric cantrip after 1st level, Armor Class 11
Hit Points 6 (2d4+ 1)
you can instead choose a cantrip from this list. Speed 25 ft.
Any cantrip you choose from this feature is a
cleric can trip for you. STR DEX CON INT WIS CHA
10 (+O) 8 (-1) 12 (+l ) 14 (+2) 9 (-1) 7 (-2)
You also gain proficiency with hand cross-
bows and heavy crossbows, as well as with one Skills Athletics +2, Insight+ l, Perception + l
set of artisan's tools or one skill from the Senses passive Perception 11
Languages Common
following: Arcana, History, or Insight. Challenge 0 (10 XP)
CLOCKWORK ASSISTANT Heavy Lifting. The clockwork assistant can carry 150 pounds of
equipment, and can push, pull, drag or lift 200 pou nds of
Also at 1st level, you may spend 1 hour and 10 weight, if these value s would be greater than the usual amounts
gold pieces worth of parts building a Clockwork provided by the assista nt's size and Strength score.
- --- - - - - - - - - - - - ---
- --
AXD 119 of 233
Without the Mount property, your clockwork
assistant is sti ll able to pick up and carry you or
any other creature, as long as the weight is within
what the assistant can carry. However, such trans-
portation is incredibly awkward, and a non-mount
melee weapon attack, which makes attack rolls assistant moves at half its normal movement
with with your Wisdom modifier and proficiency speed while carrying a creature.
bonus, rather than its own statistics. This attack In such circumstances, your assistant is also
deals 1d6 plus your Wisdom modifier slashing, unable to use any flight speed it may possess.
piercing, or bludgeoning damage (choose when
you pick this property). Your assistant still may SCIENTIFIC ACCURACY
not use their action to attack, but you may At 8th level, you gain the ability to augment your
expend a bonus action on its behalf to have it spells and ranged strikes with a little technologi-
attack on your turn. cal know-how. Once on each of your turns when
Large. Your clockwork assistant grows even you hit a creature with a ranged weapon attack,
more massive than usual, and is considered you can cause the attack to deal an extra 1d8
Large size. The assistant gains a Constitution lightning damage. When you reach 14th level,
score of 14, and has 10 additional maximum and the extra damage increases to 2d8.
current hit points. If the assistant has an attack, In addition, when you succeed on a ranged
it does an additional 1d6 damage. spell attack with a cleric cantrip or successfully
Mount. Your assistant becomes more swift deliver a cleric can trip with a range of touch
and streamlined, perhaps with a saddle or open from your clockwork assistant, add your Wisdom
cockpit, and may be ridden if it is at least one modifier to any damage it deals.
size category larger than its rider. The assistant's
land movement speed becomes 60 feet, and it SI MULAC RA
gains a Strength score of 14. Starting at 17th level, you learn the spells
Rockets. Rockets deploy from your clockwork simulacrum and clone, which are always
assistant, giving it a flying speed equal to double prepared and count as domain spells for you.
its land movement speed. Creatures created by simulacrum are constructs
Shield. A reflective shield engulfs your assis- made of metallic parts rather than illusions
tant. It gains 20 temporary hit points, and has crafted of ice and snow.
advantage on Dexterity saving throws for as long Additionally, you may have up to two clock-
as it has temporary hit points from this feature. work assistants active at once, though you still
If your assistant also has the Mount property and may only have one transformed at any one time.
you are riding it, you may cause any damage that
you yourself would take to first be subtracted CREDITS:
from this total, before taking damage yourself Photoshop & design by /u/the_singular_anyone
from any remainder. Visit WALROCK HOMEBREW for more!
This transformation lasts for one hour, after http://walrock-homebrew.blogspot.co m
which your clockwork assistant assumes its
Art by Miguel Regod6n Harkness, Tyler Edlin,
usual form. Todd Lockwood, Eddie Mendoza, and Sam White
At 11th level, you may choose three properties
Thanks to the kind folks of reddit, to /u/Smyris
off this list when transforming your assistant. At
for their resource pack, and to /u/skybugl2 for
17th level, you may choose four properties. their Photoshop guide!
- --- - - - - - - - - - - - ---
-
AXD 120 of 233
CHANNEL DIVINITY:
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CREDITS
lfomebrar1" Jrleh'Bandlf:
JOlll' """"'' la &Loo aranlllJd tllla bobia Dim.,..... lllld Draaom 5th Bdillan by
Wlsud8 aftbc Cout
'I'buD to /r/UllCUtluoclArc:a ... fccdbaclr.
Pbotmllap template by {11/tK..Jlaaular. . _ . ,
-~bloppot.cam
Ari 1"Nimla SID!taa
WINTER ACOLYTE
At 1st level, you begin to learn of the subtle, holy
might of winter, and of the power its magic con-
tains. You learn one cantrip out of eithe r frostbite
(El em ental Evil Player's Companion, page 18) or
ray offrost. Whenever you would otherwise
learn a cleric cantrip after 1s t level, you can
instead learn a can trip you have not already
chosen from this feature. Any cantrip you choose
from this feature is a cleric cantrip for you.
In addition, you take no penalties and suffer
no damage from cold environments or weather.
FROST'S FORTITUDE
Also at 1st level, winter's power grants you en-
durance and strength where others would fa lter.
When determining the AC you would receive
from medium armor, you may choose to use
your Wisdom modifier in place of your Dexterity
modifier. The maximum benefit you may receive
from your modifier is unchanged, however.
Additionally, you gain proficiency with
longswords, shortswords, war picks, and war-
hammers.
CREDITS:
Photoshop & design by /u/the_singu lar_anyone
Visit WALROCK HOMEBREW for more!
"::
http://walrock-homebrew.blogspot.com
Art by Darren Bartley, Emmanuel Shiu, Ted
Nasmith, Greg Opa linski, Fel ipe Escobar, and
Jakob Eirich
Thanks to the kind folks of reddit and tumblr, to
Lee Robins for the concept, to /u/Smyris for their
resource pack, and to /u/skybugl 2 for their
Photoshop guide!
HIDDEN PATHS
DRUID CIRCLES At 10th !eve~ you can use the hidden, unpredictable magical
At 2nd levei a druid gains the Druid Circle feature. Here are pathways that some fey use to traverse space in a blink of an
new options for that feature: Circle of Dreams, Circle of the eye. On your tum, you can teleport up to 30 feet to a spot you
Shepherd, and Circle of Twilight. can see. Each foot of this teleportation costs 1 foot of your
movement.
CIRCLE OF DREAMS You can also use this feature to teleport someone else. As
an action, you can teleport a willing ally you touch up to 30
Druids who are members of the Circle of Dreams hail from feet to a point you can see.
regions that have strong ties to the Feywild The druids' Once you use either option-teleporting yourself or an ally
guardianship of the natural world makes for a natural -you can't use that option again until ld4 rounds have
alliance between them and good-aligned fey. These druids passed
seek to fill the world with merriment and light. Their magic
mends wounds and brings joy to downcast hearts, and the PuRIFYING LIGHT
realms they protect are gleaming, fruitful places. At 14th levei the favor of the Summer Court allows you to
end spells that hamper you and your allies. When you cast a
BALM OF THE SUMMEB. COUB.T spell with a spe ll s lot and it restores hit points to you or an
At 2nd !eve~ you become imbued with the blessings of the ally this turn, you can s imultaneously target the healed
Summer Court. You are a font of energy that lends relief to creature with dispel magic, us ing a spell s lot with a level
weary feet and respite from injuries. You have a pool of fey equal to the s lot used to cast the healing spell
energy represented by a number of d6s equal to your druid You can use this feature three times, and you regain
level expended uses of it when you finish a long rest. If the healing
As a bonus action, you can choose an ally you can see spell targets more than one creature, you can use this feature
within 120 feet of you and spend a number of those dice on more than one at the same time, expending one use of it
equal to half your druid level or less. Roll the spent dice and per creature.
add them together. The target regains a number of hit points
equal to the total The target also gains 1 temporary hit point
per die spent, and its speed increases by 5 feet per die spent.
The speed increase lasts for 1 minute.
You regain the expended dice when you finish a long rest.
GU.AltDIAN SPIJUT
At 10th leve~ you gain the services of a spirit that watches
over you and protects you from harm. Whenever you finish a
long rest, you gain the benefits of a death wa.rd spell. The
spell's duration is extended to 24 hours.
CIRCLE OF TWIUGHT
The Circle of 1\vilight seeks to exterminate undead creatures
and preserve the natural cycle of life and death that rules over
the cosmos. Their magic allows them to manipulate the
boundary between life and death, sending their foes to their
final rest while keeping their allies from that fate.
These druids seek out lands that have been tainted by
undeath. Such places are grim and foreboding. Once vibrant
forests become gloomy, haunted places devoid of animals and
filled with plants dying a s low, lingering death. The Circle of
Twilight goes to such places to banish undeath and restore
life.
~VEST'S SCYI'BE
Starting at 2nd ! eve~ you learn to unravel and harvest the life
energy of other creatures. You can augment your spells to
drain the life force from creatures. You have a pool of energy
represented by a number of d l Os equal to your druid level
When you roll damage for a spelL you can increase that
damage by spending dice from the pool You can spend a
number of dice equal to half your druid level or less. Roll the
spent dice and add them to the damage as necrotic damage.
If you kill one or more hostile creatures with a spell
augmented in this way, you or an ally of your choice that you
can see within 30 feet of you regains 2 hit points per die
spent to increase the spell's damage, or 5 hit points per die if
at least one of the slain creatures was undead
You regain the expended dice when you finish a long rest.
NATUJt.E' S BOND
When you gain your animal companion at 2nd levei you can
cast the spell beast bond on it as a ritual At 3rd levei you can
cast beast sense. You do not need to have these spells
prepared to cast them as rituals on your animal companion.
Additionally, at 5th levei your bond to your companion
allows you cast revivify on it. You always have this spell
prepared and it does not count against the number of spells
you can have prepared each day. This spell has no effect if
cast on a creature other than your animal companion.
CREDITS
Homebrewery Template by stolksdorf
(bomebrewery. naturalcrit.com)
Art by Eva Widermann
The Circle of Seasons is made up of druids who study and 9t h commune with nature, control winds
connect themselves to the weather and its patterns. As a
member of this circle, your magic is influenced by the climate SUMMER
throughout the year, shifting and changing with the seasons. Druid Level Circle Spells
3rd burning hands. skywrfte
Bonus Cantrip
When you choose this circle at 3rd levei you gain the 5th scorching ray. water breathing
druidcraft cantrip. 7th storm sphere, wall of fire
9th control winds, immolation
Circle Spel Is
Your mystsical connection to the climate infuses you with the
ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you AUTUMN
gain access to circle spells connected to the season which Druid Level Circle Spells
you were initiated into this circle, or the current season 3rd gust of wind, warding wind
which you chose this circle at 2nd level Choose a season -
5th feign death, wind wall
spring, summer, autumn, or winter - and consult the
associated list of spells. 7th freedom of movement, stone shape
Once you gain access to a circle speti you always have it 9th cone of cold, control winds
prepared, and it doesn't counst against the number of spells
you can't prepare each day. If you gain access to a spell that
WINTER
doesn't apear on the druid spell list, the spell is nonetheless a
druid spell for you. Druid Level Circle Spells
Some circle spells are found in the Elemental Evil Player's 3rd gust of wind, snilloc's snowball swarm
Companion.
5th feign death, sleet storm
7th freedom of movement. ice storm
Art by Nele Diel. Deviant Art. Nelediel.com.
9th cone of cold, control winds
2ND LEVELATTUNEMENT Spring When you hit a creature with shocking grasp on
your turn, you can expend a spell slot of 1st-level
Season Benefits or higher to charge the spell for a more
Spring You gain the control water cantrip. devastating shock. It must succeed on a
Constitution saving throw or be stunned until the
Summer You gain the control flames cantrip. start of your next turn.
Autumn You gain the gust cantrip. Summer Creatures have disadvantage on saving throws
against your summer circle spells.
Winter You gain the frostbite cantrip.
Autumn Creatures have disadvantage on saving throws
6TH LEVEL Arru N EM ENT against your autumn circle spells.
Season Benefits Winter Difficult terrain in snow doesn't cost you extra
movement, and creatures have disadvantage on
Spring You gain resistance to lightning and thunder saving throws against your winter circle spells.
damage. In addition, you gain the shocking grasp
cantrip and you can cast it at a range of 30 feet,
shooting a bolt of lightning from your hand. Also, 14TH LEVEL ATTUNEMENT
when you deal lightning damage with a druid Season Benefits
cantrip on your turn, you deal extra lightning
damage equal to your Wisdom modifier. Spring You are immune to lightning and thunder
damage.
Summer You gain resistance to fire and radiant damage. In
addition, whenever you deal fire damage with a Summer You are immune to fire and radiant damage.
druid cantrip, you deal extra fire damage equal to Autumn You are immune to cold and necrotic damage.
your Wisdom modifier.
Winter You are immune to cold and necrotic damage.
Metallurgy
At 3rd level, you gain proficiency
with Blacksmith's tools. Additionally,y, you unlock some
great technique of forging that you can use to upgrade your
armor. At 3rd level, you learn three Crafting Techniques,
and two additional techniques at levelel 7, 10, 15, and 18.
You keep your knowledge of techniques ques in a special
crafting manual. You may learn new w techniques through
smen; doing so requires
adventuring and meeting other craftsmen;
you to spend time and gold as if you were copying spells
into a spellbook (assume Basic Techniques
hniques are level 1
evel 2, etc.).
spells, Apprentice Techniques are Level
Crafting Techniques are separated into 5 levels: Basic,
Apprentice, Joruneyman, Master, and d Legendary. Unless
otherwise noted, a given suit may only
nly have one of each
ying a crafting
type of technique applied to it. Applying
technique to a suit requires time, tools,
ls, and the appropriate
materials:
Hooked
You add a series of discrete, retractable hooks to the
gauntlets and boots of your armor. While wearing your
Well-Fitted Suit, You gain a climb speed equal to your
movement speed. Your suit must be light or medium armor
Wall of Iron to accept this upgrade.
Starting at 10th level, as a reaction, you can move up to
half your movement speed and interpose yourself between Modular
a willing ally and an attack or damaging effect that you can You alter your Well-Fitted Suit to be adjustable on the fly.
see, either stepping in front of an ally or pushing that ally 5 As an action, you may readjust, remove, or attach parts of
feet. If you block an attack, the attack now targets you your armor; doing so allows you to shift your suit between
instead, and your ally is unaffected. If you block a light (studded leather), medium (half plate), or heavy (full
damaging effect, you take on the whole effect, though you plate) armor forms.
are allowed a saving throw. Your ally is unaffected, even if You may apply additional crafting techniques to a
it is still within the area of the effect. modular suit. One of the forms maintains this technique,
and the other forms are upgraded as if they were separate
Craftman’s Eye suits. Applying this technique to any type of armor other
Starting at 15th level, as an action, you can make a single
than Full Plate requires additional materials: 1500 GP if the
melee attack against a creature that you can see wearing
suit is Light armor, 1000 GP if the suit is medium, and 500
manufactured armor. On a hit, the target must make a
GP if the suit is heavy.
Dexterity saving throw or attacks made against it have
advantage until it removes that suit of armor. At the end of Spiked
each of the creature's turns, the target may repeat this You add a layer of retractable spikes onto the knees,
saving throw, ending the effect on a success. shoulders, gauntlets, helmet, and boots of your armor.
Additionally, you can spend 10 minutes to reinforce an While wearing your Well-Fitted Suit, your unarmed strikes
ally's suit of armor. While reinforced, this armor negates deal 1d4 bludgeoning or piercing damage. Your suit must
the first critical hit received by its wearer, turning it into a be medium or heavy armor to accept this upgrade.
normal hit. After this attack, the armor is no longer
reinforced.
Retractable Shield
You install a retractable shield into one of your bracers. As
Master Craftsman a bonus action, you may deploy or retract your shield. You
At 18th level, you learn to craft adamantine armor, mithral may enchant this shield or install any other magic shield in
armor, and dragonscale armor. Doing so requires 1 week its place. Your suit must be medium or heavy armor to
of time and 500 gold (for mithral or adamatine) or 5000 accept this upgrade.
gold (for dragonscale) in special tools and raw materials,
plus the cost of the suit of armor. Adamantine and mithral
armor may be any form of medium or heavy armor, and
dragonscale may be any form of light or medium armor.
JJourneyman Techniques
Darksteel Plating
D
Prerequisite: 10th level
P
Y
You learn how to blend darkstone, stone infused with
necrotic energy, into your steel. You gain resistance to
n
n
necrotic and radiant damage while wearing your well fitted
ssuit. Your suit must be heavy armor to accept Darksteel
Plating.
P
Durable Plating
D
Prerequisite: 10th level
P
The magical AC bonus of your Well-Fitted Suit increases
T
b
by 1, to a maximum of +3.
Impenetrable Plating
Prerequisite: 18th level
The magical AC bonus of your Well-Fitted Suit increases
by 1, to a maximum of +3.
Invincible Plating
Prerequisite: 18th level
You learn how to blend in Earth Elemental essence into
your steel, making your armor nigh indestructible to certain
forms of strikes. Select either bludgeoning, piercing, or
slashing damage. While wearing your Well-Fitted Suit, you
are immune to that type of damage. You suit must be heavy
armor to accept Invincible Plating.
VERSION 3.1 31/3/2017 - Homebrew by /u/SpiketailDrake-Formatting by /u/IrishBandit - DnD 5th Edition by Wizards of the Coast - InDesign Template by /u/Barkalot
AXD
Created using Adobe InDesign and Photoshop - Feedback by Discord of Many Things (https://discord.gg/ZrDhU7X) - Feedback by /r/UnearthedArcana 142 of 233
- Art by dCTb
3RD LEVEL ELEMENTAL DISCIPLINES 1d10 bludgeoning damage for each additional ki point
Starting at 3rd level, you can learn the following you spend, and you can either knock it prone or pull it
disciplines: up to 25 feet closer to you. On a successful save, the
Become the Teapot. You roll with the incoming creature takes half as much damage, and you don’t pull
energy, attuning to element, becoming it. You can spend it or knock it prone. You can’t use Water Whip and cast
1 ki point to cast absorb elements*. a spell during the same turn.
Effortless Step. The air around you works in unison
with your movements, rising you up as you jump. Your 6TH LEVEL ELEMENTAL DISCIPLINES
jump height and distance are doubled (quadrupled with Starting at 6th level, you can learn the following
Step of the Wind) and you gain advantage on Strength disciplines:
(Athletics) checks related to jumping. A Leaf on the Wind. A powerful wind rises up to
Enduring Mountain Stance. Your body and mind catch you as you fall. Your Slow Fall ability no longer
becomes as rigid and unyielding as the ground below requires a reaction to use, and instead you may use
you. Your ki roots your feet into the ground and you it automatically whenever you are conscious and
become immovable. When you use the Dodge action, not incapacitated, and it negates all falling damage
you cannot be moved, pushed, grappled, frightened, or regardless of distance. When you use the Slow Fall
knocked prone against your will until the start of your ability, you may also glide along the air to move 5 feet in
next turn, even if magically compelled to do so. You any horizontal direction for every 5 feet that you fall.
must be standing on the ground to use this ability. Burning Ember Flourish. You reach out with your
Fangs of the Fire Snake. Your arms and legs become ki to snuff out a source of fire, causing it to go out with
enveloped in roaring gouts of flame. When you make an a bang or to sputter black smoke. You can spend 2 ki
unarmed attack on your turn, you can choose to strike points to cast pyrotechnics*.
out tendrils of flames which stretch out beyond your Crushing Hand of the Mountain. You focus your
normal reach. Your reach increases by 5 feet for that strength into your outstretched fist, summoning a hand
attack, and it deals fire damage instead of bludgeoning of earth from the ground. You can spend 2 ki points to
damage. If the attack hits you can spend 1 ki point to cast maximilian’s earthen grasp*.
deal an extra 1d10 fire damage. Curtain of Unyielding Wind. You let out a fierce howl
Fang of the Frost Wolf. You summon a shard of razor- as a mighty wind begins swirling around you. You can
sharp ice and fling it at your foe. You can spend 1 ki spend 2 ki points to cast warding wind*.
point to cast ice knife*. Gong of the Summit. You strike the air as if it were a
Fist of Four Thunders. You slam your fists together gong. You can spend 2 ki points to cast shatter.
in front of you, causing a thunderous boom that blows Hatchling’s Flame. You focus your ki into a torrent
away everything around you. You can spend 1 ki point of fire that streaks away from you. You can spend 2 ki
to cast thunderwave. points to cast aganazzar’s scorcher*.
Fist of Unbroken Air. You summon a swirling wind Impenetrable Iron Tortoise Shell. You summon
and concentrate it around your fist. When you make an an earthen barrier to defend yourself or an ally. As a
unarmed attack on your turn, you can choose to strike reaction, you may spend 2 ki points to use your Deflect
out condensed bursts of air which stretch out beyond Missiles ability against an attack you can see within 30
your normal reach. Your reach increases by 10 feet for feet of you. Any damage not prevented by this ability is
that attack. If the attack hits you can spend 1 ki point to taken by the original target of the attack. If you reduce
force the target to make a Strength saving throw or be the damage to 0, you can’t make an attack with it.
pushed back 10 feet and be knocked prone. Mote of the Sun. Your ki manifests as a roaring orb
Golden Snake’s Icy Path. Whenever you take of fire. You can spend 2 ki points to cast flaming sphere.
the Dash action, until the end of your turn for any Patient Badger Listens. You reach out with your ki to
movement you make along a surface you can leave a the ground beneath you. You can spend 2 ki points as
trail of slippery ice. This ice counts as difficult terrain a bonus action to gain tremorsense with a range of 30
and lasts until the start of your next turn. feet and a burrow speed equal to half of your walking
Rumbling Badger. You shake the ground, causing a speed for up to 1 minute. Your movement leaves behind
tremor that knocks over your foes. You can spend 1 ki a tunnel that remains for as long as this ability is active,
point to cast earth tremor*. and then collapses.
Rush of the Gale Spirits. You send a blast of air Red Dragon’s Claws. Rays of fire spring from your
outward with a thrust of your open palm. You can spend outstretched hand to sear your foes. You can spend 2 ki
2 ki points to cast gust of wind. points to cast scorching ray.
Shape the Raincloud. You can spend 1 ki point to Swarming Ice Rabbit. A flurry of magic snowballs
cast create or destroy water. erupts from a point you choose within range. You can
Sweeping Cinder Strike. With a wide sweeping spend 2 ki points to cast snilloc’s snowball swarm*.
gesture, you summon forth a barrage of hot cinders. Water Jet. You can spend 2 ki points as an action
You can spend 1 ki point to cast burning hands. to unleash a jet of water in a line that is 30 feet
Water Whip. You summon a long, rubbery whip of long and 5 feet wide. Each creature in the line must
pure water that you grip by one end. You can spend make a Strength saving throw, taking bludgeoning
1 ki point as a bonus action to create a whip of water damage equal to your Martial Arts die + your Wisdom
that shoves and pulls a creature to unbalance it. A modifier on a failed save, or half as much damage on a
creature that you can see that is within 30 feet of you successful one. In addition, you can move each target
must make a Dexterity saving throw. On a failed save, that fails its saving throw to any unoccupied space
the creature takes bludgeoning damage equal to your touching the line.
Martial Arts die + your Wisdom modifier, plus an extra
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11TH LEVEL ELEMENTAL DISCIPLINES Flurry of Blows.
Starting at 11th level, you can learn the following Sweeping Crosswind. A wall of strong wind rises
disciplines: from the ground, batting away anything in its path. You
Dance of Three Ways. You summon six spheres of can spend 3 ki points to cast wind wall.
earth from the ground, suspend them in the air around
you, and ignite them with your fiery ki. With a thought, 17TH LEVEL ELEMENTAL DISCIPLINES
you launch these blazing meteors at your foe. You can Starting at 17th level, you can learn the following
spend 3 ki points to cast melf’s minute meteors*. disciplines:
Earth Reaches for Sky. Focusing your strength with Avatar of the Elements. As an ultimate display of
a deep, rumbling shout, you swing your arms up high, your mastery of the elements, you can spend 5 ki as an
causing an eruption of churned earth and stone that action to have the elements of earth, fire, air, and water
engulfs your foes. You can spend 3 ki points to cast form a protective sphere around your body, gaining
erupting earth*. multiple benefits for 1 minute. While this ability is
Eternal Mountain Defense. Your body hardens to active, you have resistance to bludgeoning, piercing,
stone, nearly impervious to weapons. You can spend 4 slashing, cold, fire, lightning, and thunder damage.
ki points to cast stoneskin, targeting yourself. You also gain a burrow, fly, and swim speed equal to
Flames of the Phoenix. With a hand motion, you your movement speed. Lastly, you can use any of the
conjure a tiny bead of burning energy. You spend 3 ki following abilities as a bonus action:
points to cast fireball. • You create a small earthquake on the ground in a
Fist of the Elements. The elements swirl around your 15-foot radius around you. Each creature in that area
weapon. You can spend 3 ki points to cast elemental must make a Dexterity saving throw. On a failed save, a
weapon, choosing from only the damage types cold, fire, creature takes 1d6 bludgeoning damage and is knocked
or thunder. Your unarmed strikes count as a weapon for prone.
the purposes of this discipline. • You create a line of fire 15 feet long and 5 feet wide
Hua’s Water Prison. You conjure up a sphere of extending from you in a direction you choose. Each
water that engulfs and imprisons foes that touch its creature in the line must make a Dexterity saving throw.
surface. You can spend 4 ki to cast watery sphere*. A creature takes 3d6 fire damage on a failed save, or
Mist Stance. A swirling mist envelopes your body and half as much damage on a successful one.
you merge with it, becoming a cloud. You can spend 3 • You create a 15-foot cube of swirling wind centered
ki points to cast gaseous form, targeting yourself. on a point you can see within 60 feet of you. Each
One with the Tides. You reach out with your ki and creature in that area must make a Constitution saving
become one with water. You spend 2 ki points as an throw. A creature takes 1d10 bludgeoning damage on
action to gain underwater adaptations for 8 hours. a failed save, or half as much damage on a successful
While this ability is active, you can breath normally one. If a Large or smaller creature fails the save, that
underwater, you gain a swim speed equal to your creature is also pushed up to 10 feet away from the
walking speed, and you gain blindsight with a radius of center of the cube.
60 feet while underwater. • You create a 15-foot cone of ice shards extending
Rain of the Frigid Glacier. You cool the air in the from your outstretched hand in a direction you choose.
skies above you, condensing the water droplets into Each creature in the cone must make a Constitution
freezing rain and sleet. You can spend 3 ki points to save throw. A creature takes 2d6 cold damage on a
cast sleet storm. failed save, or half as much damage on a successful
Raise the Troubled Earth. You stir the earth around one. A creature that fails its save against this effect has
you into action, summoning a wall of sand to serve as its speed halved until the start of your next turn.
your barricade. You can spend 3 ki to cast wall of sand*. Breath of Winter. You inhale deeply and then exhale,
Raise the Still Waters. Though water can give way blasting a cone of frigid air out in front of you that
easily, it can just as easily offer great resistance. You freezes everything in its path. You can spend 5 ki points
can spend 3 ki to cast wall of water*. to cast cone of cold.
Ride the Wind. You summon a mighty wind that Eyes of Fire. Your foes may try to hide in darkness,
envelopes your body, sweeping you to where you but their ki lights up like a torch to you. You may cast
want to go. You spend 3 ki points to cast fly, targeting see invisibility without expending any ki. In addition,
yourself, except your fly speed is equal to your while under the effects of see invisibility, you may
movement speed. spend 2 ki points as a bonus action to gain truesight
River of Hungry Flame. You sweep your hands until the end of your next turn.
upward, causing a wall of blazing hot fire to leap up Eye of the Hurricane. You stretch out your ki to
from the ground. You can spend 4 ki points to cast wall embrace the winds. You can spend 5 ki points to cast
of fire. control winds*.
Sea’s Fury. You conjure up a mighty wave of water Mold the Mountain. You master the many forms that
that crashes down on your foes. You can spend 3 ki to earth may take. You can spend 5 ki to cast transmute
cast tidal wave*. rock*.
Shape of the Flowing River. You touch the body of Swirling Crab’s Revenge. Your ki manifests as a
water with your ki, coaxing it to change its form. You swirling pool of water, smashing and pulling your foes
can spend 4 ki points to cast control water. towards its center. You can spend 5 ki points to cast
Spellfist Stance. You effortlessly flow between maelstrom*.
martial and elemental assault. When you use your Wave of Rolling Earth. The ground shakes and emits
action to use an elemental discipline, you can make one a low rumble as a wall of stone erupts up into being.
unarmed strike as a bonus action, or you can use your You can spend 5 ki points to cast wall of stone.
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MONASTIC TRADITIONS
WAY OF THE TANGLED CHAIN
Kytons, or Chain Devils, use fluid movements and a little Starting at level 11, you have learnt to channel your ki
mysticism to control their chains as if they were alive. Their through the chains to control them from afar.
whirling movements and chains can look Hke dancing, but it You may use a bonus action to spend 2 ki points to animate
is closer to a martial art as it tends to have lethal a chain within 10 ft of you. You may onlly animate one chain
consequences, which their baatezu audiences are jus t as at a time. An animated chain is an object with AC 20, 20 hit
likely to find entertaining. Some monks have studied their points, resistance to piercing damage, and immunity to
movements and that of chains to emulate their style. psychic and thunder damage. When you use your martial arts
Wrapping themselves in chains, the monk appears feature, you en use you reaction to cause the chain to lash
constricted, but their use of chains as added reach, grappling out, making an additional attack with the animated chain. An
Hoe and anchors allows them surprising mobility once they animated chain can grapple one creature of its own but can't
begin to fight. be used to make more attacks while grappling. An animated
chain reverts to its inanimate state if reduced to 0 hit points
or if the monk is incapacitated or dies.
NON- DEVIL CHAIN MONKS
Not only Kytons use chains, this archetype can
easily be reflavored to be a monastic tradition that CHAIN ANIMATION
did not learn by emulating chain devils. Perhaps Given that t he archetype borrows from a monster
instead it represents a street gang usage of chains in its Animate Chain ability, DMs should be
in fights, or dock workers that learnt to use the prepared for how to rule if players and Kytons
chains they work with as weapons. struggle over possession of chains or even try to
gain control of those wielded. A suggested way of
resolving this is ability contests.
Additionally, the rules for this animated object
Arr OF THE CHAIN are specific, if the Dungeon Master wishes to use a
Starting as level 3 when you choose this archetype, you may creature statblock more in line with what Animate
use lengths of chain as a monk weapon. These chains count Object may create, a monster statblock is included
as light melee weapons, have a 10 ft reach and deal ld6 in the Devil Bestiary.
slashing damage.
When you hit a creature within 5 ft using the chains, you
may grapple them with the chain instead of dealing damage.
If you do, the target is grappled and may attempt to escape BINDING TO:l.TUll
the grapple by making a Strength check against your Ki Save Starting at level 17 you have learnt ways of causing as much
DC. While you are using a chain to grapple, you cannot attack pain as possible with your chains. When you are grappling a
with it. creature, it takes ld6 piercing damage at the start of each of
its turns. You may use an action attempt to dig in to a
UNCHAINED MOBILITY' creature you are grappling with your chains, causing it to
Starting at level 6, you are able to use your chains to gain make a Constitution saving throw. On a failure, breaking the
increased mobility on the battlefield and anchor yourself at a grapple causes it to take 1Od6 slashing damage. On a success
moment's notice. it takes 2d6 slashing damage immediately, but may break the
Grappling Chain. You may use a bonus action on your turn grapple without taking additional damage.
to move 10 ft to a point your chain can reach and anchor
itself to. If you target a creature with this, you may switch
places with them. The target must make a Strength saving
throw against your Ki Save DC, on a failure, it switches
places with you. On a success, you land within 5 ft of it
Sl.iagsbot. You may use a pair of chains to fling yourself
forward You may expend use a bonus action on your tum to
fly 1O + Proficiency Bonus x 5 ft. The chains must be able to
be anchored 10 ft in the direction of movement.
Anchor. You may use a reaction to anchor yourself with
your chains, fastening to your current location. While
anchored, your speed is 0 ft. You may end the anchor as an
action. Dropping or being disarmed of the chains stops the
anchor effect on you, but you must still use an action to
remove the chains from the location you anchored them to.
Attempts by other creatures move you must succeed on a
Strength check (DC 20) to remove the chains, while effects
that would move you fail
- --- - - - - - - - - - - - - -- --
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TENETS OF T H E MIDNIGHT H OUR
The following virtues a re common a mongst those that
take this Oath, though the entity to whom a paladin
swears fealty (or a n organization re pres enting that
entity) may a lter these vows in subtle a nd significant
ways. These e ntities often have the ir own, specific vows,
which you may determine with your OM or roll for on the
Midnight Directive table.
Obfuscation. Whether your deeds be noble or nefari-
ous, very little good comes from draw ing undue attention
to oneself. Rarely le t your na me or face be known; those
that remain unrecognized live to fi ght another day.
Calculation. Stumbling into a situa tion without a
clear idea of how to proceed is a pa rticularly poor way to
die. Plan thoroughly for a ll contingencies, but do not be
a fra id to modify your pla ns on the fly, s hould the situa tion
cha nge.
Silence. Words ca r ry power, and one s hould a lways
be careful with power. T he wrong word can e nd a life,
often that of you or those you care about. Ta ke great care
in wha t you say a nd, when in doubt, say nothing a t all.
Loyalty. Whe ther you see those at your side as allies
or mere assets, their utility a nd aid ca nnot be ignored.
Look a fter the m, assis t them in their s truggles, a nd make
s ure they profit from your presence jus t as much as you
profit from theirs .
MIDNIGHT DIRECTIVE
d8 Additional Vow Potential Entity
Funeration. Slay the undead The Raven Queen
wherever you may find them,
and put their corpses to re st.
2 Confidentiality. Collect dang- Veen a
erous secrets and protect
them with your life.
3 Opportunism. Always strike Strahd von
at the most advantageous Zarovich
moment, regardless of honor.
4 Spite. Utterly destroy (not just Lolth
kill) those that th reaten your
fa ith.
5 Liberation. Free all prisoners Torog
and take no capitives.
6 Accumulation. Acquire and Tenebrous
defend objects of great power.
7 Deceit. Ach ieve your ends by The Queen of Air
tricki ng and deceiving lesser and Darkness
mortals.
8 Requiem . Render aid to those Sehanine
at their life's end.
OATH SPELLS
You gain oath s pells at the pa ladin levels lis ted.
SCAllS OF YESTEllYEAJt
Starting at 15th leveL the carnage of battle has numbed your CREDITS
emotions. Sights which would cause another to break
Homebrew by /u/Nuye
composure barely affect you anymore. As a result you have Fantastic pieces of art by, in order of apperance:
advan tage on saving throws to avoid becoming charmed or The Last Soldier of The Empire by 88grzes
frightened http://8 8 grzes.deviantart.com /artlihe-last-so ldi er -
Additionally, soldiers and those who have seen battle will of-the-Empire-4047194 5 8
be more likely to speak openly with you. SKETCH_11012013 by donmalo
http:l/donmalo.devjantart.com/art/SKETCH-
11012013 -347904418
Also thanks to the great people over at the Discord
of Many Things for help on smoothing some of the
features out.
GU.All.DIAN MAGIC
Starting at 3rd leveL you learn an additional spell when you
reach certain levels in this class, as shown in the Primeval
Guardian Spells table. The spell counts as a ranger spell for
you, and it doesn't count against the number of ranger spells
you know.
GU.All.DIAN SOUL
Starting at 3rd !eve~ you gain the ability to temporarily grow
and take on the appearance of a treelike person, covered with
leaves and bark. As a bonus action, you assume this guardian
form, which lasts until you end it as a bonus action or until
If you're using the revised ranger, you can use t hese
you are incapacitated
subclasses with it if yo u make one addition: give each subclass
You undergo the following changes while in your guardian
form: the Extra Attack feature.
Extra Attack. Beginning at 5th level, you can attack twice,
• Your size becomes Large, unless you were larger.
instead of once, whenever you take the Attack action on your
• Any speed you have becomes 5 feet, unless the speed was
lower.
ARCANE ADEPT
The magic you use leave a powerful effect on your mind.
At 7' 11 level, you gain proficiency in Wisdom saving
throws. In addition, you gain resistance to psychic
damage.
ARCANE BOOST
Using your stores of magical power, you boost your
abilities for a short amount of time. At 11' 11 level, you can
use a bonus action to activate one of the following effects.
The effect lasts for 1minute.
Spell Shield. You have a +2 bonus to your Armor
Class.
Arcan e Vision. You can see in dim light within 60 feet
of you as if it were bright ljght, and in darkness as if it
were dim light. Dim light doesn't impose disadvantage
on your Wisdom (Perception) checks, and you have
advantage on Dexterity saving throws.
Spell Sniper. You have advantage on attack rolls, and
your attacks deal an additional l d8 force dam age.
Once you use this feature, you must finish a long rest
before you can use it again.
SPELL WARD
HUCKSTER
ROGUISH ARCHETYPE OPTION
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CHARLATANISM HUCKSTER SPELLCASTIN G
At 3rd level, you gain proficiency in two of the following
Rog ue - Spell Slots pe r Spell Level -
skills: Deception, Performance, or Religion. Ca ntrips Spells
Level Know n Known 1st 2nd 3rd 4th
You also have advantage on all checks to pass yourself
off as a member of a specific religion or r eligious order, 3rd 3 3 2
as long as you have vestments or symbols belonging to 4th 3 4 3
that group, and the target of your ruse is not hostile to- 5th 3 4 3
ward s you. 6th 3 4 3
7th 3 5 4 2
SPELLCASTING 8th 3 6 4 2
Able to cast divine spells similar to a cleric, huckster s 9th 3 6 4 2
perform the same daily prayers and rites th at clerics do, 10th 4 7 4 3
th ough often to appease gods which care more for ritual 11th 4 4 3
8
than devotion.
12th 4 8 4 3
When you r each 3rd level, you gain the ability to cast
13th 4 9 4 3 2
spells. See chapter 10 in the Player 's Handbook for the
general rules of spellcasting. 14th 4 10 4 3 2
Cantrips. You learn three can trips of your choice off 15th 4 10 4 3 2
of the cleric's spell list (located on page 207 of the 16th 4 11 4 3 3
Player's Handbook). You learn an additional cleric 17th 4 11 4 3 3
can trip of your choice at 10th level , as noted on th e 18th 4 11 4 3 3
Huckster Spellcasting table. 19th 4 12 4 3 3
Sp ell Slots. The Huckster Spellcasting tabl e shows 20th 4 13 4 3 3
how many spell slots you have to cast your spells of 1st
level and higher. To cast one of these spells, you must
expend a slot of the spell's level or higher. You regain all HUCKSTER SPELLS
expended spell slots when you fini sh a long rest.
S pells Known of 1st-Level and High er. When you lST LEVEL 3RD LEVEL
learn additional spells at the levels indicated by the Bane Glyph o f Ward ing
Spells Kn own column of the Huckster Spellcasting table, Cure Wounds Mass Healing Word
you may choose any spells off of the Huckster Spell List Detect Evil and Good Meld Into Stone
of a level for which this archetype grants you slots. Any
Detect Magic Sending
Sanctuary Speak with Dead
Shield of Fa ith Tongues
LIAR'S SANCTl1Y
Once you reach 9th level, creatures that believe you to be
of the same faith or philosophy as they a re have disad-
CREDITS:
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you.
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FAJTH HEALING http: / /walrock-homebrew.blogspot.com
Beginning at 13th level, whenever you cast a spell that Art by Eva Widermann, Adam Paquette, Andreas Rocha, and
heals yourself or a nother individual, you may choose to Colin Ashcroft
grant the hit points from your spell as te mporary hit Thanks to the kind folks of reddit and tumblr, to / u/ Smyris for
points, ra ther tha n regular h it points. thei r resource pack, and to / u/skybugl 2 for their Photoshop
If you do, acid 2cl4 hit points to the a mount healed by guide!
the spell. These te mporary hit points last for one hour, or
until your next s hort or long rest, whichever comes first.
]ESTER
ROGUIS H ARCHETYPE OPTION
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Art by Lucy Li sett, Levi Hopkin s, Naka i Wen, and Taylor
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guide I
SHADOW-WEAVER
ROGUISH ARCHETYPE OPTION
--
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AXD 162 of 233
wield it. As a shadow-weaver you have chosen SPELLCASTING
the latter option, and gained your empowerment When you reach 3rd level, you gain the ability to
in the dark arts through the sacrifice of a small cast spells. See chapter 10 in the Player's Hand-
portion of your soul to a realm of shadow. This book for the general rules of spellcasting.
realm could be such places as the Shadowfell, Can trips. You learn three of the following
the Negative Energy or Ethereal planes, or any cantrips: blade ward, chill touch, control flames
number of darker underworlds or tainted do- (Elemental Evil Player's Companion, page 16),
mains such as Tartarus or Barovia. Regardless, mage hand, message, minor illusion, sword burst
the missing portion of your soul acts as an (Sword Coast Adventurer's Guide, page 143),
aperture that allows the realm's inherent dark thaumaturgy, or true strike. You learn an
energy to enter and empower you. additional cantrip of your choice off this list at
Typically shadow-weavers enter their craft 10th level, as noted on the Shadow-Weaver
through secretive assassin's guilds, traditions, or Spellcasting table.
cults that pass down the tenets of power and Spell Slots. The Shadow-Weaver Spellcasting
dark rites that shadow-weavers need to ply their table shows how many spell slots you have to
trade. The goals of these organizations may be cast your spells of 1st level and higher. To cast
noble or sinister, and you may create your one of these spells, you must expend a slot of the
character's shadowy organization with your DM, spell's level or higher. You regain all expended
or roll one on the Shadowy Organization table. spell slots when you finish a long rest.
Many such groups exist, each with their own Spells Known of 1st-Level and Higher. When
agendas and reason for employing their shadow you learn additional spells at the levels indicated
power. by the Spells Known column of the Shadow-
Weaver Spellcasting table, you may choose any
spells off of the Shadow-Weaver Spell List of a
SHADOWY ORGANIZATION
level for which this archetype grants you slots.
dlO First Word Second Word Agenda
Blood i ed Blade Kill major followers of one alignment
2 C rimson Ca ve Gaining money o r notoriety
3 Eme r ald Devourer Spreading fear of a part i cu l ar god
4 Eternal Eye Collecting sec ret s
5 Misty H and Conq ue r ing challenging targets
6 Obsidian Hunte r Removing a ri va l faction
7 Phantom Scale Conta i ni ng dangerous artifacts
8 T w i light Specter Preparing for the final ritua l
9 Velvet Void Killing a spec ifi c god
10 Venom Wa lker Roll again twice, agenda i s bot h
.,
l You absentmindedly ignite small fires that quickly • You have a flying speed of 40 feet and can hover.
sputter out. • You have resistance to all damage.
2 You cackle like a fiend when you unleash your fire • If you use your P hoenix Spark, that feature deals an extra
spells. 20 fire damage to each creature.
3 You admire fire, even if it burns your friends.
4 You are covered in burns that mark the first time your
power manifested.
5 You like your food charred.
6 You are brave to the point of recklessness.
IGNITE
At 1st levei you gain the ability to start fires with a touch. As
an action, you can magically ignite a flammable object you
touch with your hand- an object such as a torch, a piece of
tinder, or the hem of drapes.
MANTLE OF FLAME
Starting at 1st levei you can unleash the phoenix fire that
blazes within you.
As a bonus action, you magically wreathe yourself in
swirling fire, as your eyes glow like hot coals. For 1 minute,
you gain the following benefits:
• You shed bright light in a 30-foot radius and dim light for
an additional 30 feet.
• Any creature takes fire damage equal to your Charisma
modifier if it hits you with a melee attack from within 5
feet of you or if it touches you.
• Whenever you roll fire damage on your turn, the roll gains
a bonus to equal to your Charisma modifier.
SHIFI'ING FoR.M
Starting at 14th leve~ you gain the ability to enter a liquid
state while moving.
When you move on your turn, you take only half damage
from opportunity attacks, and you can move through any
enemy's space but can't willingly end your move there.
On your turn, you can move through any space that is at
least 3 inches in diameter a nd do so without squeezing.
When you stop moving, the regular squeezing rules apply if
you're in a space one size smaller than you. You can't willingly
s top in a space smaller than that, and if you're forced to do so,
you immediately flow to the nearest space that can fit you,
back along the path of your movement.
WATEB. SOUL
Starting at 18th levei your being is altered by the power of
the sea. You gain the following benefits:
• You no longer need to eat, drink, or sleep.
:__ia~~~i:;- • A critical hit against you becomes a normal hit.
• You have resistance to bludgeoning, piercing, and slashing
damage.
..
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•• 169 of 233
\.
STONE SORCERY
Your magic springs from a mystical link between your soul
and the magic of elemental earth. You might trace a distant
ancestor to the Plane of Earth, or your family might have
earned a mighty boon in return for a service to the dao lords.
Whatever your past, the magic of elemental earth is yours to
command
Your link to earth magic grants you extraordinary
resilience, and stone sorcerers have a natural affinity for
combat. A steel blade feels like a natural extension of your
body, and sorcerers with this origin have a knack for wielding
both s hields and weapons. In combat your place is amid the
fray. You rely on your elemental nature to shield you from
harm and your magic and metal weapons to overwhelm your
foes.
B ONUS PllOFICIENCIES
At 1st levei you gain proficiency with shields, simple
weapons, and martial weapons.
METAL MAGIC
Your affinity for metal gives you the option to learn some non-
sorcerer spells that focus on weapon attacks. When your S TONE.AEGIS
Starting at 6th !eve~ your command of earth magic grows
Spellcasting feature lets you learn a sorcerer spell of 1st level
stronger, allowing you to harness it for your allies' protection.
or higher, you can select the spell from the following list of
As a bonus action, you can grant an aegis to one allied
spells, in addition to the sorcerer spell list. You must
creature you can see within 60 feet of you. The aegis is a dim,
otherwise obey all the restrictions for selecting the speli and
gray aura of earth magic that protects the target. Any
it becomes a sorcerer spell for you.
bludgeoning, piercing, or slashing damage the target takes is
Spell level Spell reduced by 2 +your sorcerer level divided by 4. This effect
lasts for 1 minute, until you use it again, or until you are
l st compelled duel
incapacitated
l st searing smite Jn addition, when a creature you can see within 60 feet of
l st thunderous smite you hits the protected target with a melee attack, you can use
your reaction to teleport to an unoccupied space you can see
l st wrathful smite within 5 feet of the attacker. You can teleport only if you and
2nd branding smite the attacker are on the same surface. You can then make one
melee weapon attack against the attacker. If that attack hits, it
2nd magic weapon
deals an extra 1dl0 force damage. This extra damage
3rd blinding smite increases to 2d10 at l lth level and 3d10 at 17th level
3rd elemental weapon
STONE' S EDGE
4th staggering smite Starting at 14th !eve~ your mastery of earth magic allows you
to add the force of elemental earth to your spells. When you
S TONE'S DUllABILI'IY cast a spell that deals damage, choose one creature damaged
At 1st levei your connection to stone gives you extra fortitude. by that spell on the round you cast it. That creature takes
Your hit point maximum increases by 1, and it increases by 1 extra force damage equal to half your sorcerer level This
again whenever you gain a level in this class. feature can be used only once per casting of a spell
As an action, you can gain a base AC of 13 +your
Constitution modifier if you aren't wearing armor, and your EAJtTH MAsTEll'S .AEGIS
skin assumes a stony appearance. This effect lasts until you Beginning at 18th levei when you use your Stone's Aegis to
end it as a bonus action, you are incapacitated, or you don protect an ally, you can choose up to three creatures to gain
armor other than a shield its benefits.
6
AXD 170 of 233
HEAT OF BATTLE
SORCEROUS ORIGINS Starting at 6'h level. when you hit a target with a spell. you
Different sorcerers claim different origins for their innate can spend sorcery points to deal additional fire damage to
magic. These origins can vary greatly, from draconjc that target. The extra damage is ld6 per sorcery point
bloodlines. to wild magic, and some sources even more spent, up to an amount equal to your Proficiency m odifier.
ancient and powerful. Additionally. if you roll a l on damage dice that deal fire
damage, you can reroll that die. You must use the result of
THE FIRST FLAME
the new roll.
Your magical talents spawn from The First Flame. a power
SPONTANEOUS COMBUSTION
that once. long ago. introduced light to those lost in
At 14'h level. your flames take on a Jjfe of their own. When
darkness. The first flame spawned a magic that generated
you are hit by a melee attack. you can use your reaction to
creation and life. but also dealt death and destruction to
deal fire damage to the attacker equal to 2d6 plus your
those who could not control it. It h :is been :i lifelong
Ch arisma modifier.
personal battle for you to control and use your powers.
You can use thls feature a n umber of times equal to your
FLAME AFFI NITY Charisma modifier (a minimum of once). You regain all
At 1"1 level, you can manjpulate small names. such as spent uses after finishing a long rest.
candles and torches. As a bonus action, you can light or Additionally. you can use an action to Ught or douse all
douse a flame within :m feet. Any name lit thls way gives off candles. torches. or any other object that couJd be Ut w ith a
light for an extra 5 feet. but does not deal damage to objects single spark within 60 feet.
or creatures. You also know the produce flame cantrip.
I GNITED SPIRIT
HEART OF FIRE At l81h level, you can use an action to spread the flame in
The power of the First Flame burns in your blood, your heart to the hearts of your allies. increasing thei r vigor
empowering your spelJs and protecting you from the and resolve. For a number of rounds equaJ to your
elements. At 1"' Jevel. you can change the damage type of Ch arisma modifier. allies within 30 feet of you have
any of your spells to ftre damage. advantage on saving throws against spells and their
In addition. you have resistance to fire damage. weapon attacks deal an additional ld8 fire damage.
Once you use thls feature. you must firush a long rest
before you can use it again
RISING TIDE
At 181h level , you can use an action to channel the
ferocity of the sea and throw your foes into turmoil.
For a number of rounds equal to your Charisma
modifier, enemies wi thin 30 feet of you must
succeed Constitution saving throws or take a level of
exhaustion. T hese levels of
exhaustion stack each round and
remain for 1 minute startin g at
the first round that you use this
feature.
Once you use this feature, you
must finish a long rest before you
can use it again.
THE MONOLITH
Your sorcery draws from the monolith, a
mythical artifact that is said to appear once
every hundred years for a short period of Lime
before mysteriously vanishing. Every time it
makes an appearance, its presence leaves a
magica l effect on newborns and infants within
its vicinity, making them more attune to the
earth and much more magically talented. Since
a very young age, you·ve felt a connection to the
earth and stone that most dwarves would be
envious of, and your ability to magically
manipulate stone has made you a gifted mage.
FRIGID SOUL
Propelled by a he art of ice , the blood in your veins
runs cold. At 1st level, bitte r te mperatures cause you
no discomfort a nd you have resistance to cold damage.
GATHERING FROST
Starting a t 1st leve l, whe never you deal cold dam a ge
to a creature with a spe ll of 1st !vi or greater, you can GLACIAL W REATH
reduce its s peed by half on its next turn. At 14th le ve l, you can conjure sheaths of ice to protect
yo urse lf. Whe never you become the target of a n
F LASHFREEZE a ttack, yo u can use your reaction to gain te mporary hit
Be ginning a t 6 th le vel, you can usc your action and µuiut~ t:4ual tu half your sorcerer leve l.
spend 2 sor ce ry points to cre ate a simple object or Additio na lly, yo u can use yo ur action to e ncase
s truc ture m a de of ice, s uch as a stairway, a sword, or yourself in a pro tective cocoon of ice for 1 minute o r
a s olid block. It mus t reside within a 10 foo t c ube until you choose to e nd the effect. Yo u becom e
cente red on a point within 120 feet of you. You can't pe trifie d and gain temporary hit points equal to twice
s h ape the ice to trap or injure a creature in the area. your sorcere r le vel w hich last until the e ffe ct e nds.
Alte rna tively, you can turn areas of wa te r to ice You a re s till a ware of your surroundings . Once you
within a 40 foo t cube centere d on a point within 120 e ncase yourself this way, you can't do s o again until
feet of you. Yo u cannot freez e areas of water that you fini s h a long rest.
w ould tra p a creature in ice.
At 14th level, you can spend 2 additional s orcery W INTER ls COMING
p oints to form your creation o ut of True Ice instead. Beginning at 18th level, you can exte nd your icy grip
across the land. As an action, you can spe nd 5 s orcery
THE NATURE OF ICE points to exude a freezing aura to a distance of 20 feet.
The ice tha t yo u create is a bnormally cold and dense, but it's For 10 minutes or w1til you lose your concentra tion,
not magical. At room temperature, it melts at a rate of 1 foot s urfaces within the aura become coated in fros t, and
every 8 ho urs. The DM may rule that enviromnental fac tors w a te r freezes solid instantly. A hostile creature tha t
increase o r decrease this rate.
starts its turn within the aura must succee d on a
Each 5 foot squa re section of ice has AC 10, 20 hit points,
and vulne rability to fire da mage. Reducing a frozen section to cons titution saving throw or take 2d8 cold damage a nd
0 hit points d estroys it. become re s traine d Lmtil the beginning of its next turn. At
C reatio ns made of True Ice a re mag ically durable. T hey the beginning of your turn, you can e xpand or re duce the
do no t melt, a nd the ir sectio ns have AC 2 0 and 4 0 hit points. ra nge of the a ura by 10 feet, to a maximwn of 100 feet.
DEMONIC R.EsIUENCE
At 14th leveL the roiling power of your abyssal nature can
allow you to return from the precipice of death with a
vengean ce.
If you are reduced to 0 hit points, you can use your reaction
to draw on the chaotic power within you. You are instead
reduced to 1 hit point, and each creature within 10 feet of
you takes fire damage equal to half your sorcerer level +
your Charisma modifier.
If you use this feature while under the effects of your
Demonic Mantle, this feature instead deals fire
damage equal to your sorcerer level + double your
Charisma modifier, and your Demonic Mantle
immediately ends.
Once you use this feature, you can't use it again
until you finish a long rest.
DEMONIC APOTHEOSIS
At 18th !eve~ you gain ultimate control over your
abyssal nature. While under the effects of your
Demonic Mantle , you gain the following benefits:
RIC.
>RIC I
BONUS Pit.OFICIENCIES
At 1st !eve~ you gain proficiency with shields,
s imple weapons, and martial weapons.
INFER.NAL RESIUENCE
As magic flows through your body, it causes
physical changes that reflect your infernal
power. At 1st !eve~ your hit point maximum
increases by 1, and increases by 1 again
whenever you gain a level in this class.
Additionally, parts of your body are covered
by a tough hide. When you aren't wearing
armour, your AC equals 13 +your Dexterity
modifier.
DilK. BAB.GAIN
At 6th !eve~ you learn to stretch the limits of
your hellish fortune and to turn an enemy's
failed strike into good luck for yourself. When
a creature makes an attack roll against you,
you can use your reaction to impose
disadvantage on that roll If the attack misses
you, your next attack roll against the creature
has advantage if you make it before the end
of your next turn.
Once you use this feature, you can't use it
again until you finish a short or long rest.
INFER.NAL HATE
Starting at 14th levei your mastery of your dark
power allows you to add the force of hellish fire
to your spells. When you cast a spell that deals
damage, choose one creature damaged by that
spell on the round you cast it. That creature
takes extra fire damage equal to half your
sorcerer level This feature can be used only
once per casting of a spell
HELUSH VIGOUR.
At 18th levei you attain the pinnacle of
resilience in battle. At the start of each of
your turns, you regain hit points equal to 5
+ your Constitution modifier if you have no
more than half of your hit points left. You
DISCLAIMER
Dungeon Master's Workshop is not responsible for any
consequences arising from claiming one's birthright
from entities of extraplanar origin. This goes double
for those descended from beings of the lower planes.
Dungeon Master's Workshop reminds adventurers
to always read the fine print when signing unholy
pacts.
THE HEXBLADE
You have made your pact with a powerful sentien t magic
weapon carved from the stuff of the Shadowfell The mighty
sword Blackrazor is the most notable of these weapons,
several of which have spread across the multiverse over the
ages. These weapons grow stronger as they consume the life
essence of their victims. The strongest of them can use their
ties to the Shadowfell to offer power to mortals who serve
them. The Raven Queen forged the first of these weapons. • Any attack roll you make against the cursed tar get is a
They, along with the hexblade warlocks, are another tool she critical hit on a roll of 19 or 20 on the d20.
can use to manipulate events in the Material Plane to her • If the cursed target dies, you regain hit points equal to
inscrutable ends. your warlock level + your Charisma modifier.
You can't use this feature again until you finish a short or
ExPANDED SPELL UST long rest.
The Hexblade lets you choose from an expanded list of spells
when you learn a warlock spell The following spells are S HADOW HOUND
added to the warlock spell list for you. Starting at 6th level your shadow can split from you and
transform into a hound of pure darkness. Most of the time,
H EXBLADE EXPANDED SPELLS
your shadow hound masquerades as your normal shadow. As
Spell Level Spells a bonus action, you can command it to magically slip into the
l st shield, wrathful smite shadow of a creature you can see within 60 feet of you. While
2nd branding smite, magic weapon the shadow hound is merged in this manner, the target can't
gain the benefits of half cover or three-quarters cover against
3rd blink, elemental weapon your attack rolls, and you know the distance and direction to
4th phantasmal killer, staggering smite the target even if it is hidden. The hound can't be seen by
anyone but you and those with truesight, and it is unaffected
5th cone ofcold, destructive wave
by light. T he target has a vague feeling of dread while the
hound is present.
HEX WAIUUOll. As a bonus action, you can command your s hadow hound
At 1st level you gain proficiency with medium armor, shields, to return to you. It also automatically returns to you if you and
and martial weapons. In addition, when attacking with a the target are on different planes of existence, if you're
melee weapon that you are proficient with and that lacks the incapacitated, or if dispel magic, remove curse, or similar
two-handed property, you can use your Charisma modifier, magic is used on the target.
instead of Strength or Dexterity, for the attack and damage
rolls. All.MOii. OF HEXES
At 10th level your hex grows more powerful If the target
H EXBLADE' S CUii.SE cursed by your Hexblade's Curse hits you with an attack roll
Starting at 1st level you gain the ability to place a baleful roll a d6. On a 4 or higher, the attack instead misses you.
curse on an enemy. As a bonus action, choose one creature
you can see within 30 feet of you. The target is cursed for 1 MAsTEll. OF HEXES
minute. Until the curse ends, you gain the following benefits: Starting at 14th level you can use your Hexblade's Curse
again without resting, but when you apply it to a new target,
• You gain a bonus to damage rolls against the cursed
target. The bonus equals your proficiency bonus. the curse immediately ends on the previous target.
RAVEN'S SHIELD
At 10th level the Raven Queen grants you a protective
blessing. You gain advantage on death saving throws,
immunity to the frightened condition, and resistance to
necrotic damage.
S HIELDING AUR.O:RA
Starting at 1st leveL you can invoke the Seeker's power to
protect you from harm. As a bonus action, you create a
whirling aurora of brilliant energy that swirls around you.
Until the end of your next turn, you gain resistance to all
damage, and if a hostile creature ends its turn within 10 feet
of you, it takes radiant damage equal to your warlock level+
your Charisma modifier.
Once you use this feature, you can't use it again until you
finish a short or long rest.
ANCIENT DRAGON
OTHERWORLDLY PATRON OPTION
in your affairs, and why did they choose you to Black Acid 5 by 3 0 ft. Ii n e
bear some of their power? Often, these are Blue Lightning 5 by 3 0 ft. Ii n e
questions that even the warlock has to ponder, Brass Fi re 5 by 3 0 ft . Ii n e
as the true intent of a dragon is hidden to all but Bronze Lightning 5 by 3 0 ft. Ii n e
Copper Acid 5 by 3 0 ft. Ii n e
the most calculating, or truly insane, minds.
Gold Fi re 1 5 ft. cone
Green Poison 15 ft. cone
EXPANDED SPELL LIST
Red Fi re 1 5 ft. cone
The Ancient Dragon lets you choose from an
Silver Cold 1 5 ft. cone
expanded list of spells when you choose a
W h ite Cold 1 5 ft. cone
warlock spell. The following spells are added to
the warlock spell list for you.
A PATRON OF A DIFFERENT COLOR
ANCIENT 0 RAGON EXPAN OED SPELLS
Dragons have a wide and sto ried lineage, and your
Spell Level Spells DM may allow you to pact w ith a dragon of a
l st command, shield lineage not on this list.
2nd locate object, see invisibility If you r DM a llows you t o pact w ith an ancient
3rd elemental weapon, protection shadow dragon, for example, t hey may have a
from energy necrotic damage type and a breath weapon spread
in a 15 foot cone. Similarly, if your character forges
4th compulsion, fire shield
a pact with the god Bahamut, you wou ld have a
5th dominate person, ha flow
radiant damage type, in a 5 by 30 foot line.
Conversely, a pact w ith Ti amat would involve
HOARD SENSE choosin g one of her five heads to embody, and
Beginning at 1st level, you inherently know the u s in g t hat as your Draconic Patronage. Other
worth of any treasure or valuable item you can options may be also availab le , consu lt with your
DM for further info rm ation.
see, and have advantage on Intelligence
(Investigation) checks to find the location of
coinage, gems, and art items of significant worth.
In addition, as an action you may summon or
dismiss a personal chest from your patron's
hoard to or from an unoccupied point on the
ground within 5 feet of you. The chest is initially
empty, and may hold up to 6 cubic feet of non-
living material (3 feet by 2 feet by 1 foot).
ANCIENT'S BREATH
At 6th level, you can channel the element of your
draconic patron, breathing it as a torrent of dam-
aging energy. Consult the Draconic Patronage
table and gain the damage type and breath
weapon spread associated with the color of your
draconic patron. As an action on your turn, you
DRACONIC APOTHEOSIS
Once you reach 14th level, you can assume the
form of an aspect of your draconic patron for up
to a minute. You may sprout horns, grow scales,
gain burning draconic eyes, and take on other
features directly reminiscent of your draconic
lord.
You can transform on your turn us ing a bonus
action, which grants the the following abilities:
Once you have used this ability, you may not use
it again until you complete a long rest.
CREDITS:
Photoshop & design by /u/the_singular_anyone
THE FALLEN
BLINDING GAZE
You have made a pact with a fallen angel, an angel that has
committed an evil act that has marked them as an outcast. Starting at 1st level, your patron bestows upon you the
The angel may have rebelled against the powers they once ability to blind foes with your angelic power . As an action,
served, seeking rulership over evil rath er than good. Or they you can cause each creature in a 30-foot cone originating
may still strive to be r"Cdeem ed. working for good among from you to make a Constitution saving throw against your
the mortals of the Material plane. The being may have warlock spell save DC. The creatures that fail their saving
created the pact to further either its goals of evil or its throws are all blinded until the end of your next turn.
dreams of redemption.
Once you use this feature. you can't use it again until
EXPANDED SPELL LIST you finish a short or long rest.
The Fallen lets you choose from an expanded list of spells SHIMMERING SHIELD
when you learn a warlock spell. The following spells are
At 6th level, you can call upon you patron to gr ant you
added to the warlock spell list for you.
protection. When you are hit by ao attack, you can use your
FALLEN EXPANDED SPELLS reaction to grant yourself +3 AC until the start of your next
Spell Level Spells turn, potentially causing th e attack to miss you. lf the attack
1st misses you, th e attacker must succeed oo a Dexterity
detect evil and good. command
2nd see mvis1b1tiry, zone of truth saving throw against your warlock spelt save DC or take the
3rd clairvoyance. tongues damage of th e attack themselves.
4th compulsion, divination
Once you use this feature, you can't use it again until
sth commune. dispel evil and good
you finish a short or long rest.
DIVI NE AWARENESS
At 10th level, your powerful insight allows you to know
when a creature is lying. Whenever you touch a creature.
you can feel when they tell an outright lie, but you do not
know when a creature is telling half-truths or withholding
information.
WINGS OF T HE FALLEN
Beginning at 14th level, you can gain the ability to grow a
pair of black feathery wings from your back, gaining a flying
speed equal to your current speed. You may create or
dismiss th ese wings using a bonus action on your turn.
While in flight, you m ay disengage as a bonus action.
GLACIAL P RISON
At 6U1 level, you can call upon your patron to freeze your enemies.
Whenever you deal cold damage wiU1 a speJJ of 1st level or higher,
you can force all enemies alicctcd by the spell to make a Constitution
saving throw. On a failure, a creature is stunned until until the end of
its next n1m.
Once you use this feature, you can't use it again until you finish a
short or long rest.
FROZEN SHIELD
At I OU1 level, your proficiency in ice magic gives you resistance to
its cITccts. You gain resistance to cold damage, and whenever a
crcan1re deals cold damage to you you gain temporary hit points
equal to the damage dealt. These temporary hit points last until
U1c end of your nex.1 t11rn.
I c YTOMB
13eginning at 14th level, when you hit a creature wiU1 an
attack, you can use this feanire to instantly encase Uiat
creature in ice. The creature becomes petrified by ice
for I minute, after which the ice melts. At the start of
each of their turns, the petrified creature can make
a Strength saving Uuow if they have been dealt
damage since the end of their last tum. On a
success, lhe ice is broken and the
creature can escape.
Once you use this feature, you can't use it
again untiJ you firusb a long rest.
\ll h) Coh,uulrc
I SHM >\HA
UMBRAL LURKER
WARLOCK OTHERWORLDLY PATRON OPTION
SHADOW PRISON
At 14th level, your patron grants you the ability
to bind one of your foes in a torturous etherea l
prison composed of shadow energy. Whe n you
hit with a n attack, you can conjure a column of
magical darkness that fully engulfs only the
target, ejecting other creatures present in the
targeted creature's s pace to the closest unaf-
fected nearby a rea of their choice. A creature
with darkvision cannot see through this dark-
ness, and the darkness cannot be illuminated by
any magical or nonmagical light. This column
lasts up to a minute and blocks line of sight. The
targe ted creature takes 3d10 necrotic damage
and is blinded and restrained.
At the e nd of each of the creature's turns while
it is subject to this effect, it may make a Wisdom
saving throw against your spell save DC. If the
creature saves, it is no longer restrained but it is
still blinded until it exits the shadow column,
which it may do on its turn with its normal move-
me nt. If it fails the save, it takes a nothe r 3d10
necrotic damage and continues to be blinded
and restrained.
This ability only refreshes with a long rest.
CREDITS:
In the long, storied history of outsiders meddling 5 feet away from you for 1 minute or more. It
with and granting power to mortals, no two also disappears if you use this feature again, if
pacts struck have ever been exactly the same. you dismiss the weapon (no action required), or
Mortals, remarkably, are creatures of many if you die.
needs, some (they think, with poor, limited Yo u can tra nsform o ne magic whip into
mortal thought) being far more important than your pact weapo n by pe rforming a special
others . Mos t patrons by their nature a re ritual while you hold the weapon. You
providing sorts. and tend to give the mortals at pe rform the ritual over the course of 1 hour,
least a semblance of what they desire if only to
more fully ensure that the mortals a re willing
and alive long enough to fulfill their patron's
dread will.
In the following section are five new pact
boons, able to be taken at 3rd level whe n all war-
locks receive a pact boon, each pertaining to a
specific type of item that a warlock cou ld receive
from their patron in regards to a need.
Whereas the Pact of the Chain provides
companionship, the Pact of the Blade provides
martial mas te ry, and the Pact of the Tome
provides knowledge, each of these five alterna-
tive pact boons provides a specific something
that a warlock patron may supply their faithfu l
servant with when entering into an agreement
for cosm ic power.
EXPANDED INVOCATIONS
The following is an expanded list of eldritch invo-
cations pertaining to the pact boons listed here.
As with other invocations, if an eldritch invo-
cation listed here has prerequisites, you must
meet them to learn it. You can learn the invoca-
tion at the same time that you meet its prerequi-
sites.
DREAD LASH
Prerequisite: 5th Level, Pact of the Scourge HEXWHIP
feature Prerequisite: Pact of the Scourge feature
Whenever you take the Attack action with your While holding your whip, any spell with a range
pact weapon whip, you may choose to cast the of touch instead has a range of 10 feet.
cantrip thorn whip (even if you do not know it)
instead of or in addition to making a regular KNOWLEDGEABLE SOLES
attack with your whip as part of the action. The Prerequisite: Pact of the Mystic Treader feature
cantrip is considered to be a warlock cantrip for After a long rest, you may choose one of the
the purposes of this ability, with Charisma as its following skills to gain proficiency in, as long as
spell-casting stat. you are wearing your eldritch shoes: Acrobatics,
Athletics, Performance (dance), or Stealth. Once
FLAYING TORMENT per long rest, you may choose to gain advantage
Prerequisite: 12th Level, Pact of the Scourge on a skill check involving the skill your shoes
feature currently give you proficiency in.
When holding your pact weapon whip you can
use your Attack action to make two attacks with PHENOMENAL DASH
your whip. If you also have the Dread Lash Prerequisite: 10th Level, Pact of the Mystic
invocation, you may use your Attack action to Treader feature
make two attacks with your whip and cast one While you are wearing your eldritch shoes, you
instance of thorn whip. may use the Dash action as a bonus action.
UNCANNY AIM
Prerequisite: Pact of the Arc feature
When making an attack with your pact weapon
(including channeling eldritch blast through it),
you ignore any kind of cover besides total cover.
CHIMERIC AEGIS
Prerequisite: 5th Level, Pact of the Bastion
feature
When holding your pact shield, you can cast
protection from energy on yourself without
expending a spell slot. You can't do so again until
you finish a short or long rest.
ETHEREAL SHELL
Prerequisite: 12th Level, Pact of the Bastion
feature
As an action, you may form a hemispherical
dome with a radius of up to 10 feet. This dome is
WALK BETWEEN WORLDS utterly impenetrable, confers total cover and
Prerequisite: 5th Level, Pact of the Mystic blocks line of sight - you cannot hear or see any-
Treader feature thing outside the dome while inside it, and vice
Whenever you move and are wearing your versa. This dome lasts until the beginning of
eldritch shoes, you may choose to phase partially your next turn. You can't use this ability again
into the ethereal plane. If you do, attacks of until you finish a short or long rest.
opportunity made against you during this move-
ment are made with disadvantage.
ELDRITCH ARROWS
Prerequisite: 5th Level, Pact of the Arc feature,
eldritch blast cantrip
You can channel the magics of your eldritch blast
into your pact weapon, generating arrows made
of pure eldritch force. You may cast eldritch blast
through your pact weapon, consuming no ammo.
Cast in this way, eldritch blast adds your Dexter-
ity modifier in place of your Charisma modifier
to the roll to hit. While channelled through your
pact weapon, eldritch blast uses either the maxi-
mum range of eldritch blast or your weapon,
whichever is greater, and neither inherently con-
fers disadvantage for long range. If you also have
the Agonizing Blast invocation, you may add
your Dexterity modifier instead of your Charisma
modifier to the damage this attack deals on a hit.
UNCANNY AIM
You are unusually certain that danger exists just
behind the next wall, around the next be nd.
C REDIT S:
INVOCATION DRAWBACKS
AGONIZING BLAST
Casting eldritch blast often leaves both of your
hands feeling numb (but entirely usable) and
tingling for the next few minutes as a defense
against the pain of your spell.
ARMOR OF SHADOWS
The shadows around you often move and seem
lazily drawn to you, forming unnatural shapes
and appendages that are, nevertheless, only
shadows. BEGUILING INFLUENCE
People seem somehow to be magne tically drawn
ASCENDANT STEP to you. It is nearly impossible for you to find time
Walking normally seems unus ually heavy to you. alone without interruption.
While bearable with no inherent penalty, it is
uncomfortable and you much prefer to levitate. BEWITCHING WHISPERS
You begin to find it more and more frustrating
BEAST SPEECH when people act out of accordance with your
Occasionally, a syllable of beast speech sneaks will. All you'd have to do is say a few simple
into your normal conversation. words, after all...
--
- - - - - - - - - --- -
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BOOK OF ANCIENT SECRETS
You often find yourself pouring over your Book of
Shadows without realizing it. Occasionally, you
even catch yourself muttering arcane phrases
from the book while reading it in this way.
CHAINS OF CARCERI
You have a fascination with ropes, chains, and
anything used to bind. You often find yourself
unconsciously manipulating these objects if they
are in the room with you.
DEVILS SIGHT
There is something unorthodox about your eyes -
perhaps they have an unnatural color, or are all
black, or have a slitted iris like a cat or snake. FIENDISH VIGOR
After using this ability your skin visibly and
DREADFUL WORD physically toughens, being more weathered hide
You always enunciate very carefully, so as to than mortal skin. Your skin returns to normal
avoid accidentally speaking the dreadful word after a short rest.
that silently struggles to your lips.
GAZE OF Two MINDS
ELDRITCH SIGHT While using this ability, the emotions, feelings,
Sometimes you see magical figments that float and memories of the affected creature can often
just at the edges of your field of view. You almost be overwhelming, and you sometimes mistake
always know these for what they are, and dis- them for your own.
miss them as such.
LIFEDRINKER
ELDRITCH SPEAR You have a pathological need to use this ability at
You constantly scan the horizon for threats, least once per day, and feel weaker and weaker if
sometimes missing things right in front of you. you do not.
MINIONS OF CHAOS
Whenever you summon elementals, your body
begins to flux and takes on characteristics of the
type of elementals that you summon. Though
certainly painful and distracting, this does no
real lasting damage to you.
Practiced Conspirator
At 10th level, you gain proficiency in two skills of your
choice of the following: Deception, Insight, Investigation,
Classes | Wizard
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Three Spirits Adept expended.
Fiend. All enemy creatures within 10 feet of your
Wizards who forgo specializing in schools of magic to familiar must make an Intelligence saving throw. If they
become a Three Spirits Adept are uncommon. Three fail, they gain vulnerability to all damage types they are
spirits adepts are typically from regions where wizards not immune to and have disadvantage on attack rolls
are a more rural and isolated tradition rather than and saving throws until the end of your familiar’s next
gathering in universities or major cities. A three spirit turn.
adept forms a powerful bond with his familiars and
learns how to evoke their otherworldly nature in a way Three Spirits
other magical traditions cannot. Starting at 14th level, you can have two familiars at a
time, changing the normal rules of the find familiar spell.
True Familiar Both familiars have their own spell slot granted by the
Starting at 2nd level, you learn the find familiar spell. Creature Mystique feature.
You do not expend a spell slot to cast find familiar, you
do not have to prepare the spell to cast it, and you do not
need to use spell components.
Creature Mystique
Starting at 2nd level, your familiar has a single spell
slot that it can expend to cast a spell it knows. On your
familiar’s turn, you can choose to expend its spell slot
to cast a spell of that level or lower from your familiar’s
spell list. Your familiar uses your spell attack modifier
and spells it casts use your spell save DC. If the spell
requires concentration you must concentrate on it.
Fey
Spell Level Spells
1st dissonant whispers, faerie fire
2nd invisibility, moonbeam
3rd conjure animals, fly
Fiend
Spell Level Spells
1st bane, inflict wounds
2nd darkness, enthrall
3rd fear, hunger of hadar
Your familiar’s spell slot level is equal to the highest
level spell slot you have but no higher than 5th level.
Your familiar regains its spell slot when you take a long
rest.
Otherworldly Expression
Starting at 10th level, on your familiar’s turn you can
command it to invoke the ultimate expression of its
mystical nature as its action. The exact power varies
based on the type of familiar you use this ability on. You
can use this feature again after a long rest. The Grey Guild and Three Spirits Adept by
Celestial. Until the end of your next turn all allies /u/ coolgamertagbro
within 10 feet of your familiar gain advantage on saving http://sterlingvermin.com/
throws and resistance to all damage.
Fey. You can teleport each creature within 30 feet of Art Credits in Order of Appearance
your familiar to any unoccupied space within 30 feet of “Mitch” by Markothesketchguy
your familiar. This familiar regains its spell slot if it was “Mage” by Porksiomai
Classes | Wizard
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PART 4: EXTRAS
In addition, whenever you fail a death saving throw, you can
ACTION POINTS spend an action point to make it a success.
The Eberron campaign setting introduced this concept to
reflect characters who are larger-than-life heroes destined for DRAGONMARK.S
great things. Action points allow a player to add a bonus on
any d20 roll so that characters can dodge or at least mitigate Dragon.marks are elaborate skin patterns, similar to tattoos,
the effects of bad luck. This rule inspired the "Hero Points" that grant their bearers innate spellcasting abilities. Each
optional rule presented in chapter 9 of the Dungeon Master's type of mark is tied to large, extended families that each
Guide. control a different industry or trade in Eberron. Not every
You start with 5 action points at 1st level Each time you member of a given family possesses a dragonmark;
gain a levei you lose any unspent action points and gain a conversely, merely possessing a dragon.mark does not grant
new total equal to 5 + half your level special status within the house.
You can spend an action point whenever you roll a d20 to You must use a feat to gain a dragon.mark. You are a
make an attack coli an ability check, or a saving throw. You member of its corresponding dragon.marked house (or
don't have to decide until after you make the roll and learn if !houses, in the case of the Mark of Shadow) and must belong
it succeeded or failed If you spend an action point, roll a d6 to its listed race or races.
and add it to your d20 result, possibly changing a failure into Aberrant dragonmarks occasionally appear, which are not
a success. You can spend only 1 action point per roll tied to the dragonmarked houses and have a variety of effects.
To represent an aberrant dragon.mark for your character,
choose the Magic initiate feat from the Player's Handbook.
DRAGON MARKS
Mark House Race Influence
Detection Medani Half-elf Warning Guild
Finding Tharashk Half-ore, human Finders Guild
Handling Vadalis Human Handlers Guild
Healing jorasco Halfling Healers Guild
Hospitality Ghallanda Halfling Hostelers Guild
Making Cannith Human Tinkers Guild, Fabricators Guild
Passage Ori en Human Couriers Guild, Transportation Guild
Scribing Sivis Gnome Notaries Guild, Speakers Guild
Sentinel Deneith Human Blademarks Guild, Defenders Guild
Shadow Phiarlan Elf Entertainers and Artisans Guild
Shadow Thuranni Elf Shadow Network
Storm Lyrander Half-elf Wi ndwrights Guild, Raincallers Guild
Warding Kundarak Dwarf Banki ng Guild, Warding Guild
EXTRA~
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FEATS
• When you first take this feat, you gain the least
dragonmark. You learn the spells listed under the Least
You have a magical mark that indicates you are a member of column.
one of the dragonmarked houses. Select one of the options • At 5th level and higher, your mark becomes more potent,
from the Dragonmarks table. improving to lesser dragonmark. You also learn the spell
You gain the ability to innately cast spells and cantrips, as listed under the Lesser column.
summarized in the Dragonmark Benefits table, using the • At 9th level and higher, your mark's power increases
spellcasting ability listed under the Ability column. You cast again, becoming a greater dragonmark. You also learn
each spell at its lowest level the spell listed under the Greater column.
Once you cast a given spell this way, you must finish a long
rest before you can cast it innately again. You must still
expend any material components. Your dragonmark confers
the following benefits:
BLADE MASTERY
WEAPON MASTERY FEATS
You master the shortsword, longsword, scimitar, rapier, and
FELL HANDED greatsword You gain the following benefits when using any of
You master the handaxe, battleaxe, greataxe, warhammer, them:
and maul You gain the following benefits when using any of
• You gain a + 1 bonus to attack rolls you make with the
them:
weapon.
• You gain a +1 bonus to attack rolls you make with the • On your turn, you can use your reaction to assume a
weapon. parrying stance, provided you have the weapon in hand
• Whenever you have advantage on a melee attack roll you Doing so grants you a + 1 bonus to your AC until the start
make with the weapon and hit, you can knock the target of your next turn or until you're not holding the weapon.
prone if the lower of the two d20 rolls would also hit the • When you make an opportunity attack with the weapon,
target. you have advantage on the attack roll
• Whenever you have disadvantage on a melee attack roll
you make with the weapon, the target takes bludgeoning
damage equal to your S trength modifier (minimum of 0) if
the attack misses but the higher of the two d20 rolls
would have hit.
• If you use the Help action to aid an ally's melee attack
while you're wielding the weapon, you knock the target's
shield aside momentarily. In addition to the ally gaining
advantage on the attack rol~ the ally gains a +2 bonus to
the roll if the target is using a shield
TRA~I ...,
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FLAIL MASTERY
You pride yourself on your quickness and your close study of
The flail is a tricky weapon to use, but you have spent certain clandestine activities. You gain the following benefits:
countless hours mastering it. You gain the following benefits.
• Increase your Dexterity score by 1, to a maximum of 20.
• You gain a +1 bonus to attack rolls you make with a flail • You gain proficiency with thieves' tools. If you are already
• As a bonus action on your turn, you can prepare yourself proficient with them, you add double your proficiency
to extend your flail to sweep over targets' shields. Until the bonus to checks you make with them.
end of this turn, your attack rolls with a flail gain a +2
bonus against any target using a shield GOURMAND
• When you hit with an opportunity attack using a flaii the
target must succeed on a Strength saving throw (DC 8 + You have mastered a variety of special recipes, allowing you
your proficiency bonus + your Strength modifier) or be to prepare exotic dishes with useful effects. You gain the
knocked prone. following benefits:
• Increase your Constitution score by 1, to a maximum of
SPEAR MASTERY 20.
Though the spear is a simple weapon to learn, it rewards you • You gain proficiency with cook's utensils. If you are
for the time you have taken to master it. You gain the already proficient with them, you add double your
following benefits. proficiency bonus to checks you make with them.
• As an action, you can inspect a drink or plate of food
• You gain a +1 bonus to attack rolls you make with a spear. within 5 feet of you and determine whether it is poisoned,
• When you use a spear, its damage die changes from a d6 provided that you can see and smell it.
to a d8, and from a d8 to a dlO when wielded with two • During a long rest, you can prepare and serve a meal that
hands. (This benefit has no effect if another feature has helps you and your allies recover from the rigors of
already improved the weapon's die.) adventuring, provided you have suitable food, cook's
• You can set your spear to receive a charge. As a bonus utensils, and other supplies on hand The meal serves up
action, choose a creature you can see that is at least 20 to six people, and each person who eats it regains two
feet away from you. If that creatures moves within your additional Hit Dice at the end of the long rest. In addition,
spear's reach on its next turn, you can make a melee those who partake of the meal have advantage on
attack against it with your spear as a reaction. If the attack Constitution saving throws against disease for the next 24
hits, the target takes an extra ld8 piercing damage, or an hours.
extra ldlO piercing damage if you wield the spear with
two hands. You can't use this ability if the creature used MASTER OF DISGUISE
the Disengage action before moving.
• As a bonus action on your turn, you can increase your You have honed your ability to shape your personality and to
reach with a spear by 5 feet for the rest of your turn. read the personalities of others. You gain the following
benefits:
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FIGHTING STYLES
Here are new options for the Fighting Style class feature: the
close quarters shooter, the mariner and the tunnel fighter.
MAK!NEJt.
As long as you are not wearing heavy armor or using a shield,
you have a swimming speed and a climbing speed equal to
your normal speed, and you gain a + 1 bonus to AC.
'TUNNEL FiGHTEJt.
You excel at defending narrow passages, doorways, and other
tight spaces. As a bonus action, you can enter a defensive
stance that lasts until the s tart of your next tum. While in
your defensive stance, you can make opportunity attacks
without using your reaction, and you can use your reaction to
make a melee attack against a creature that moves more than
5 feet while within your reach.
TRINKETS
dlOO Trinket
01 The holy symbol of a long forgotten god, carved from bone 47
02 An intricate glass feather
03 An unblemished black marble that reflects no light and can never 48 A velvet pouch containing a small silver bell, a razor blade, and a
be marked or scuffed sprig of holly
04 The map to a labyrinth, marked with a path that doesn't reach the 49 An eye patch made from the lips of a goblin
centre 50 A paper bird that briefly flaps its wings and flies when thrown
05 A book that tells a radically different tale of the creation of the 51 A small rock hammer, worn down to a nub
world 52 A statue of an ant carved from onyx
06 A glass jar filled with the teeth of children 53 A preserved square of tattooed skin
07 A small stone tablet carved with indecipherable script 54 A tiny pair of wings made from wax and string
08 Ajar of sand that seems to change color when looked at indirectly 55 A miniature stone keep that emits smoke from its chimneys
09 A sealed, empty glass vial that can't be opened and will never 56 A set of brown and green leather juggling balls
break 57 A scroll containing a spell that seems to have no effect
10 A bag of deep purple seeds 58 A pouch containing a handful of small glass hooks
11 A hand-carved wooden box filled with tobacco 59 A vial of swirling octarine liquid
12 A clockwork hand that clenches and opens its fist when wound 60 A set of bells of different sizes that plays a scale from high to low and
13 A shrunken head with buttons sewn over the eyes the bells go from large to small
14 A severed finger wearing a ring that can never be removed 61 A pouch full of oddly-dented, painted metal discs with jagged edges
15 The pelt of a creature nobody has ever seen 62 A wooden puzzle box that seems to want you to solve it
16 A loosely-coiled spring painted in the hues of a rainbow 63 A piece of paper with a grid of 81 squares drawn on it, some contai-
17 A yo-yo that can spin forever ning number
18 A hand mirror that reflects everything but the person holding it 64 A wooden box containing one delicious-looking wax strawberry
19 An origami unicorn that can never be torn or crumpled 65 A six-chambered spice box containing different varieties of pepper.
20 A bag of carved wooden goblins tnat fight each other when placed 66 Seven small candles that are deceptively difficult to blow out
on a surface 67 A wooden stein carved with the likeness of an orcish barmaid
21 Three sea shells 68 A skull with a glass eye that slowly rolls in its socket
22 A deck of playing cards that contains 52 Jokers, each individually 69 A small collection of bar mats from different taverns
illustrated 70 A glass vial filled with small, multi-colored wooden cubes
23 A rope that can be made to stand vertically, but cannot be climbed 71 A coin that always lands on its edge when flipped
24 A glass flute that produces no sound 72 A very fine necklace made from tiny links of bone
25 A sponge that only soaks up blood 73 A bottle of perfume that smells like your mood
26 A copper scroll case that cannot be opened 74 A pair of earrings made from a fairy's knuckles
27 A child's picture book about an ore who learns to fly 75 A pair of leggings made from stitched-together leaves
28 A long feather that is always being moved by a breeze you cannot 76 A piece of bark carved with a gnarled face
feel 77 A letter apologising for the things the writer is about to do
29 A tuning fork that emits a chord when struck 78 A flowing river contained within a glass case
30 A ring that looks like a crown 79 A slowly beating clockwork heart
31 A nine-toothed cog made from tin 80 A delicate silver minnow that moves like a real fish
32 A tiny dagger carved from deep red wood and wrapped in an 81 A knife and fork carved from a giant's ribs
orange cloth 82 A shawl made from hundreds of feathers
33 A small leather-bound book filled with tables and charts that seem 83 An everlasting gobstopper
to make no sense 84 A pouch filled with small glass pebbles
34 A book of flora and fauna from a land nobody has ever heard of 85 A small stone face that hovers a few inches in the air, occasionally
35 A dusty goblet that can never be cleaned slamming down to the ground
36 A set of 6 stacking dolls whose faces become more terrified the 86 A large flat pebble with a small pebble nestled inside it
smaller they get 87 A daisy chain that never breaks
37 A set of 1" high lead figures that look strikingly similar to you and 88 A lightning storm that has been shrunk down to fit inside a bottle
your friends 89 A necklace made from the fossilised stinger of a creature long extinct
38 A signet ring bearing a seal you can't identify 90 A fist-sized petrified egg
39 A small knitted octopus 91 A page from a diary. The writing changes daily
40 A small piece of amber containing a spider in the process of eating 92 A dead fish with a human child's face
a fly 93 A small brass bell that rings a different note every time
41 A tiny mechanical dragonfly with a miniature glass vial at its centre 94 Cufflinks that change color depending on who wears them
42 A small leather bound book bearing the words "Don't Panic" on its 95 A spool of spider silk
cover 96 A quill that stands on its tip, waiting to be used
43 An ivory hair pin with a set of fluttering wings attached to it 97 A padlock made of wax with no key
44 A manticore's tooth with a gold filling 98 A tiny vial of viscous metal liquid
45 A flat wax disc with grooves carved in it 99 A small stone dog that is warm to the touch
46 A small portrait of a family with the eyes crossed out 00 A small ceramic cat with a waving arm
Created by itsableeder
Thanks to the_singular_anyone for the
@pangalactic
layout, Bookmania font and textures
AXD
LootTheRoom.uk 224 of 233
ODD OBJECTS
GLOVES OF THE FlREJUGGI..ER PuNCHING GAUNTLETS
Wondrous item, uncommon Wondrous item, uncommon
These leather gloves each have a large flat ruby embedded This brass assembly fits over one or both arms. Whenever
in the palm. While wearing them, your hands are you make an unarmed attack while wearing the guantlets,
invulnerable to heat damage of any kind you may add l d4 force damage to the attack.
As a bonus action, you can produce a small orb of flame The Punching Gauntlets also have a cursed counterpart,
from a glove, which produces bright light in a 30-foot radius, the Puncturing Gauntlets. These gauntlets are identical;
and dim light in a 60-foot radius. The orb will bum however, every time you use their ability, the DM secretly rolls
indefinitely while in contact with at least one glove. You can ldlO. On a 1, the gauntlets drive several needles into your
hurl an orb up to 30 feet as an action. arms, dealing 4d4 Piercing damage and becoming
A thrown orb will continue emitting light for three turns unremovable until dispelled with a Remove Curse effect.
after it lands. If you aim the orb at a creature, make a ranged Every time you make a melee attack while pierced by the
weapon attack. On a hit, the target takes l dlO fire damage, Puncturing Gauntlets, you take an additional l d4 Piercing
and the orb fizzles in a puff of smoke. damage.
THE MUNDANE
Many cultures revere and fear magic. And for good reason,
when a caster can shoot a beam of ice from their fingertip to
freeze off your face. While wild mystic looking robes are
probably impractical for everyday wear, they do let the CLOAKS, CAPES,
populace know that you might be a wizard and are not to be SLEEVES, & CoLl.ilS
trifled with. The more outlandish the robes, the more likely --=-·~
you're powerful This is important for other casters (who may These additions, while making the Robes more elaborate and
seek you as an ally or rival) and for any nobles or peasantry visible add to the level of intimidation, extend the AC benefit
the caster may be forced to interact with. Big scary robes of the Outlandish Robes from just melee attacks to ranged
with evocative or necromantic symbols say "don't mess with attacks as well
me, unless you want to be a charred mess." Robes with large
headdresses, high collars, long sleeves but plunging
THE WHOLE SETI
necklines and bare midriffs might communicate more than
confidence in one's physique but "Armor? Please. Your Casters who wear a complete set of the above 3
swords and arrows are as mosquitos before my storm. Now
gain a bonus to Persuasion & Intimidation rolls
equal to an average of the combined bonuses
kneel!"
(rounded up). Others gain a negative to their
Below are suggestions for properties that certain robes or Insight rolls against the caster equal to that same
attire may provide. It's suggested that player's provide input amount. Wizards are both terrifying and
on outlandish colors, sigils, patterns, and accessories. The inscrutable.
DM should provide reasonable bonuses based on these
aspects.
Note: these are primarily non-magical psychological
effects. It's at the DMs discretion if an entity is effected JUST PLAIN HEAVY ROBES
Sometimes robes worn by wizards are not necessarily
OUTLANDISH ROBES + 1, +2, +3
-----
These non-magical robes provided an AC bonus against the
outlandish, per se. They are large - voluminous even. They
may be homespun & coarse. They are heavy. And they provide
first melee attack by any creature with an intelligence of 6 or a base 11 AC. Casters are considered to be proficient in this
higher. Most humanoids and intelligent monsters know that kind of "armor". The drawback is that while wearing these
bright colors and patterns signify danger. When a caster is at robes, the caster suffers disadvantage on Athletics and
less than full health these robes provide a reduced benefit. If Acrobatics checks. After aU it's pretty hard to jump that pit
the caster ever falls below half health, then the robes provide when wearing an extra 5 to 8 pounds of fabric.
no benefit. A wounded wizard seems as eagy prey as any.
NEW WEAPON PROPERTIES If the target has hit points remaining equal to or
Several of these expanded weapons have new less than the result of the roll, it falls uncon-
properties related to their use, detailed here. scious. If the target has more hit points remain-
Covert. Not being particularly obvious, any ing than the result, the target remains conscious
Dexterity (Sleight of Hand) checks to conceal and the amount rolled has no effect.
this weapon are made with advantage. Shuriken. You may hold up to three of this
Disarm Immune. Any weapon that carries weapon in one hand at one time, but must use
this property may not unwillingly be removed seperate attacks to attack with each one.
from your grasp while you remain conscious. Tonfa. While wielding one of these weapons
Returning. W hen a thrown weapon also in each hand, you gain a + 1 bonus to AC and
carrying the returning property is thrown as part you qualify as having an equipped shield for all
of an attack, it returns to its wielder at the end of abilities and features other than the monk's
their turn. The character must use their object Unarmored Defense class feature.
interaction to catch the returning weapon, or it
returns to the ground at the character's feet.
EXPANDED WEAPONS AND MARTIAL ARTS
When throwing a returning weapon, you can
Often hailin g from distant lan ds, monks are nat-
choose not to have it return in order to add 5 feet
ural acquaintances of many of these weapons. Any
to its short range and 10 feet to its long range.
sim ple melee weapons that don't have the two-
handed o r heavy properties listed here are mo nk
SPECIAL EXPANDED WEAPONS
wea pons, as are the claw, katar, a nd (with OM
Dagger, boot toe. You wield this weapon with- approva l) the ji an, kat ana, nunchaku , scythe, and
out using a hand, using instead the foot the dag- shuriken.
ger is affixed to. You may only make one attack
on your turn when attacking with this weapon.
Khopesh. This weapon deals ld4 additional
slashing damage on a critical hit.
Sap. When you attack a surprised humanoid
with this weapon and deal damage, you may at-
tempt to knock the target unconscious. After the
a ttack deals damage, you may choose to roll 4d4.
for a rogue's Sneak Attack feature, however. If you are p laying in a game w it hout feats, you
may still acqu ire and use Exot ic Weapons by
undertaking a quest to seek ou t t ra ining.
EXOTIC WEAPON PROFICIENCY
Typ ica ll y, such quest s sta rt when a character
You have trained extensively with specialized or
acquires a strange weapon, and often involve the
particularly unique weapons. When you take this character sea rching hi gh and low fo r a maste r that
feat, gain proficiency with one Exotic Weapon of can h elp them un lock its secrets. Once foun d , t he
your choice. master may have additiona l t rials and tr ibulations
Characters without this feat or its equivalent in m ind, but the end result of such t rain ing is the
do not have access to the burst fire or special know ledge that the feat wou ld o t he rw ise provide.
properties when using exotic weapons.
E X OTIC WEAPONS