Class Collection
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!"#$%&' )*+',-./,& Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus—not necessarily an indication of your chosen p rofession, but a description of your preferred techniques.
0+12,3#,* You are a wanderer of the junkyards and a forager of scrap. Your skill and flexibility allows you to improvise almost anything, and your propensity to horde useful items means you will never run out of handy materials. You are a student of the art of making things go boom. Your knowledge stretches from the mechanical (timers and detonators) to the alchemical (volatile compounds and chemical chain reactions). This knowledge allows you to craft and use small but powerful explosive devices which you can lob at your enemies on the battlefield.
Bonus proficiency t rd level you gain proficiency with alchemists supplies and medium armor if you do not already have such proficiency. You also treat improvised weapons as simple weapons for purpose of proficiency.
Bomb Maker tarting at rd level your superior skill with explosive compounds allows you to create alchemical bombs known as tickers. ticker is a small mechanical orb filled with volatile chemicals. hen you attack with a ticker it explodes dealing damage to any creature around the detonation point. ecause the chemicals used to create tickers are unstable you can carry only a limited number of them with you. You can carry a number of assembled ticker bombs with you eual to yo ur exterity modifier plus half of your rogue ro gue level. uring a long rest you can create a number of tickers tickers up to the maximum number you you are able to carry. You must have access to your alchemists tools tools in order to create tickers. You must also have one vial of alchemical alchemica l catalyst catalystss for each ticker that you wish to create. Tickers are normally inert but are activated by using an obect interaction in combination with your attack action when you throw the ticker. nce activated the ticker will explode on impact when it lands. Alchemical Catalysts ial ost gp eight lbs. The r aw materials used by cavengers to create explosive ticker bombs catalysts are chemicalss that while individual chemical in dividually ly stable produ ce violent viole nt chemical reactions reactions when mixed together in the right proportions. ach ticker bomb that is created by a cavenger reuires the euivalent of vial of catalyst chemicals.
Tickers are treated as improvised ranged weapons for purposes of proficiency. They have the thrown trait and a range of . You can add either your trength or exteri ty modifier to the attack roll when attacking with a ticker. ach ticker weighs pound. f a ticker attack misses the ticker will will land l d x feet away from its intended target exploding where it lands. oll d to determine the direction of the miss icker Miss irecion
!"#$%&' )*+',-./,& Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus—not necessarily an indication of your chosen p rofession, but a description of your preferred techniques.
0+12,3#,* You are a wanderer of the junkyards and a forager of scrap. Your skill and flexibility allows you to improvise almost anything, and your propensity to horde useful items means you will never run out of handy materials. You are a student of the art of making things go boom. Your knowledge stretches from the mechanical (timers and detonators) to the alchemical (volatile compounds and chemical chain reactions). This knowledge allows you to craft and use small but powerful explosive devices which you can lob at your enemies on the battlefield.
Bonus proficiency t rd level you gain proficiency with alchemists supplies and medium armor if you do not already have such proficiency. You also treat improvised weapons as simple weapons for purpose of proficiency.
Bomb Maker tarting at rd level your superior skill with explosive compounds allows you to create alchemical bombs known as tickers. ticker is a small mechanical orb filled with volatile chemicals. hen you attack with a ticker it explodes dealing damage to any creature around the detonation point. ecause the chemicals used to create tickers are unstable you can carry only a limited number of them with you. You can carry a number of assembled ticker bombs with you eual to yo ur exterity modifier plus half of your rogue ro gue level. uring a long rest you can create a number of tickers tickers up to the maximum number you you are able to carry. You must have access to your alchemists tools tools in order to create tickers. You must also have one vial of alchemical alchemica l catalyst catalystss for each ticker that you wish to create. Tickers are normally inert but are activated by using an obect interaction in combination with your attack action when you throw the ticker. nce activated the ticker will explode on impact when it lands. Alchemical Catalysts ial ost gp eight lbs. The r aw materials used by cavengers to create explosive ticker bombs catalysts are chemicalss that while individual chemical in dividually ly stable produ ce violent viole nt chemical reactions reactions when mixed together in the right proportions. ach ticker bomb that is created by a cavenger reuires the euivalent of vial of catalyst chemicals.
Tickers are treated as improvised ranged weapons for purposes of proficiency. They have the thrown trait and a range of . You can add either your trength or exteri ty modifier to the attack roll when attacking with a ticker. ach ticker weighs pound. f a ticker attack misses the ticker will will land l d x feet away from its intended target exploding where it lands. oll d to determine the direction of the miss icker Miss irecion
Counon imer The amount of damage done by a ticker you create depends on your ogue level as shown in the table below. Tickers deal their full damage dice to any creature within 5 feet of the device when it explodes if they fail on a saving throw or half as much damage if they succeed. Targets 5-10 feet away from the explosion take residual splash damage which is reduced by one damage die. The splash damage is further reduced by half again if the affected creature succeeds on a saving throw. The type of saving throw rolled against ticker damage is determined d etermined by the damage d amage type of the ticker. The DC of a saving throw against your ticker damage is equal to ( your exterity odifier roficiency bonus) For example, a ticker rated for 3d4 damage deals 3d4 (8) damage to any target within 5 feet of its detonation. The explosion also deals 2d4 (5) splash damage to targets 6-10 feet away from the blast. This damage is halved if the affected affected targets succeed on their saving throw.
Scaener icker amae A CA A C C CC C AC A AA You chose the type of damage that the ticker will deal when you create it. t rd level you know how to create both gas (poison damage) and incendi incendiary ary (fire) tickers. tickers. t th level you also gain the ability to create frag (piercing) and frost (cold) tickers. hen you reach th level you learn how to create concussion (thunder) tickers. t th level you gain the ability to build corrosive corrosive (acid) tickers. tickers. inally at th level you gain the ability to create thermal tickers (which deal radiant damage).
icker Sain roamae ype
t rd level l evel and higher you gain the ability abi lity to rig a ticker so that i t explodes on a timer instead instea d of on impact. s an action action you can activate act ivate the timer of a ticker in your possession possession choosing a number number of rounds between between and . nce programmed program med the ticker will detonate at the t he end of your tum after the chosen chosen of rounds has elapsed. ticker on a timer can be disarmed by a successful disarm traps check with a eual to ( your exterity odifier roficiency bonus)
Fas ciaion tarting at th level a ticker does not use a bonus action to activate. t can be activated and thrown as only an attack action on each of your turns.
oo Comman hen you reach th level you have become so skilled at placing your ticker attacks that you gain some control over where a missed attack will land. f you miss on an attack with a ticker roll to determine the direction an d distanc e of the miss as normal. You can choose to reroll one of these results. f you do so you must use th e result of the second roll.
oaie Oeroa hen you reach th level you gain the capability to overload your ticker bombs. n overloaded ticker has its damage and splash damage both reduced by one die b ut has an additional effect which is based on the type of damage that the ticker deals. You chose whether a ticker will function normally or with an overload capability before you make an attack with or activate a countdown timer for that ticker. nce you have overloaded a ticker you cannot overload another until you complete either a short or a long rest. as ny target damaged by the ticker that fails their saving throw is poisoned. t the end of each of its turns a creature poisoned by the ticker can make another saving throw. The condition ends if the saving throw succeeds. ceiay Thick black smoke fills a fo ot sphere around the point where the ticker ticker detonates. The smoke blocks lineofsight and anything inside of this area is heavily obscured. This smoke lasts for ld rounds unless d ispersed by a moderate or greater speed wind. a ny target damaged by the ticker that fails their saving throw is deafened. t the end of each of its turns a creature deafened by the ticker can make another saving throw. The condition ends if the saving throw succeeds. st ny target damaged by the ticker that fails their saving throw has their movement speed reduced by half until the beginning of your next turn. oncussion. ny target damaged by the ticker that fails their saving throw is stunned until the start of your next turn. Csie ny target damaged by the ticker that fails their saving throw takes additional ld acid damage at the start of each of its turns. creature can end this damage by using its action to wash the acid off of themselves using a vial water or another suitable liuid. hemal ny target damaged by the ticker that fails their saving throw is blinded until the start of yo ur next turn.
!"#$%"& (#)*+$,-+. Different fighters choose different app roaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.
!"/%$+)* 0+1-&"# The archetypical Magitech Templar is a warrior who possesses a sophisticated suit of magical armor which can be upgraded and modified, making them extremely versatile and dangerous combatants. Some upgrades make the Templar a towering machine of war, others a craven shadow on the wall, and others still a flying mechanical wonder, capable of firing beams of energy fro m his eyes and palms. No matter the configuration, Magitech Templars are a formidable force. !"/%$+)* (#12#
When you choose this archetype at 3rd level, you can upgrade your armor into a suit of magic armor from your church (or family, clan, king, or other organization as appropriate for your character). arts of te armor are grafted to your ody and only you may wear it. You may choose any type of armor that you are proficient with and currently own. It is of masterwork quality, and wile youre wearing it, any critical it against you ecomes a normal it. therwise it is typical of armor of that type. At any time you may return to any church of your order, and they will provide you with the facilities needed for you to repair, improve,upgrade, or enchant it, though you must still pay for materials and other associated costs if necessary. Magitech Armor is more powerful than a regular magic item. n antimagic field or dispel magic suppress its abilities, rendering it mundane masterwork armor until the magic suppression ends. en dispel magic is cast upon te armor, you also lose any ailities gained from agitec pgrades for minute. When suppressed by an Anti-Magic Field or similar effect, you lose any abilities gained from Magitech Upgrades until te effect disspears. !"/%$+)* 3-/#"4+
At 3rd level, you may select any two Magitech Upgrades for which you meet the prerequisites. You may not use one of the Upgrades selected as a prerequisite for the other. You may select two additional upgrade at 7th, 10th, 15th, and 18th level. Magitech Upgrades apply only while you wear your Magitech Armor. Upgrades that cast a spell require no verbal or somatic components. ou are proficiency wit all magitec upgrades if applicale. If an Upgrade calls for a saving throw, the DC is equal to 8 + your proficiency bonus + your Intelligence modifier.
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amae Reucion
If a magitech upgrade has prerequisites, you must meet them to learn it.
eeisie eg ield ou may cast protection from energy. ou must complete a sort or long rest efore using tis feature again.
bsorpion Sie eeisie eded ields amage edci ou may cast gle ileaili. ou must complete a long rest efore using tis feature again. /,01,&- !$2-
our magical elmet protects your mind from intrusion. ou have advantage on saving throws against being charmed or frightened and your tougts cannot e read. /,01, 3&2%$&2'&
Prerequisite: Armored Sense Your armor gains a more complete sentience and gains the ability to transfer some if its magical power into spells. Your armor has charges. You can use an action and expend 1 or more charges to cast one of the following spells from it: lightning bolt ( charges), magic missile (1 charge), protection from energ y ( charges), or thunderwave (1 charge). ou can increase te spell slot leel y one for eac additio nal carge you epend if
auness eeisie med id ile you wear your armor, you longer need to eat or sleep and are immune to magical sleep effects. ou are also immune to eing poisoned.
ie ack eeisie peed plsi f you moe at least feet downward efore maing a melee attac against a creature, you ae adantage on your first attack against that creature and may add your proficiency bonus to that attack's damage.
Enery Reacor Core eeisie plsi med eiece our armor gains a magical energy source proiding additional power to your oter systems. ou may use your flying speed for an unlimited period of time and wen you roll initiatie you regain armor carge.
possile. If you expend the armor's last charge, you may
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take no actions for 1d4 rounds, after which the armor
You can cast shield . You can use this ability again after taking a short or long rest.
regains 1 charge. Your armor regains 1d + expended charges daily at dawn. /,01,&- 3&2.&
Prerequisite: med id Your elmet ecomes fortified wile gaining a limited sentience, and may alert you early to threats. You gain
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Prerequisite: Speed and Stealth You gain the Rogue Evasion and Uncanny Dodge features. 59-&2.%8+ 56+#/,
Prerequisite: Repulsor Rays
darkvision and the effects of see invisibility with a range of
As an action, you can channel all of the energy of your
30 feet. You gain proficiency in te Investigation and
Magitech Armor into an explosive electrical attack. Each
Perception sills if you did not ae it and you cannot e
creature within a 30 feet of you must make a Dexterity save.
surprised.
On a failed save a creature takes 3d6 points of lightning
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damage for each point of your proficiency bonus, or half as
While you wear your armor, you have advantage on ability checks and saving throws against being moved or knocked prone, such as from a Shove action or Trip Attack maneuver.
much on a successful one. After you use this ability you
Barrier eneraor eeisie spi ield our armor is euipped wit a deice tat increases your defensie capailities. ou no longer need to rest to recast peci m eeg. llies under te enefit of your tend ields gain te effects of your peci m eeg. dditionally you can cast sield a numer of times eual to your ntelligence modifier a minimum of once. ou regain all epended uses wen you finis a sort or long rest. 78,,19
While you wear your armor, you gain a burrow speed equal to half your base movement speed.
can take no actions for 1d4 rounds. You must complete a short or long rest before using this feature again.
Een Sies eeisie eg ield en you cast sield , you may etend your sield to all allies witin feet of you, proiding eac of tem wit te same enefits until te start of your net turn. f you moe from your current location, te tend ields aility ends. f an ally moes eyond te feet of your space, ten tat ally ceases to enefit from it. :&"1+ 0*#2;+#
You can fire a stream of flame at your foes as an action. Each creature in a 15-foot cone from you must make Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, and half as much damage on a successful one. You must complete a short or long rest before using this feature again.
Fros Missie s an action, you may fire a rost issile. e missile as a
Meca ransformaion eeisite e ist nsttin
range of feet times your figter leel. ae a ranged
Your armor can become a towering machine of war. As an
attac. f it its, te missile deals d points of old
action, for minute, your sie triples in all dimensions,
damage plus your ntelligence modifier, and te target can
and your weight is multiplied by . This growth increases
moe only alf its maimum speed until te eginning of
your sie by two categoriesfrom Medium to uge, for
your net turn. fter you use tis aility, you must wait
example. You also hae advantage on trength checks and
round efore you can use it again.
trength saving throws. Your weapons do not grow to match your new sie, but your Power ist does. hile the
rea Sren
Power ist is enlarged, your attacks with it deal double
our armor assists you in pysical eertion. ile you are
damage. n addition, your armor is ortified as per the
wearing your armor, increase your trengt score y , to a
Transmutation feature while you are enlarged. You must
maimum of . n addition, your lifting and carrying
complete a long rest before using this feature again.
capacity is douled.
Panar apion
Inerpose
Choose a plane of existence other than the Material Plane. You may move and act on that plane as if you were a native, and do not take penalties associated with being a non-native to this plane. This upgrade requires DM approval, as the cosmology of various game worlds vary
our armor is so imposing tat enemies cannot ignore your presence. ny space tat you occupy locs te line of sigt and line of effect of any enemy attac on te same or lower leel of eleation as you. us tis gies oects and creatures total coer from effects tat reuire a straigt line of effect troug your suare. riendly creatures tat are familiar wit your presence may target oters troug your suare normally. nemies on iger eleation ten you ignore tis effect, as do enemies tat are larger ten you. !"#$% '()*+
As a bonus action, you may fire beams of light from your eyes. The light beams have a range of 5 times your fighter level (max 60 feet). Make a ranged attack. If it hits, it deals 2d4 points of Fire damage plus your ntelligence modifier . After you use this ability you may not use it again for 1d4 rounds.
inin Cannon eeisie isi aceme plsie eeg s an action, you create a eam of ligtning tat arcs toward a target of your coice tat you can see witin foot range. at creature must mae a eterity sae. n a failed sae tat creature taes d points of ligtning damage or alf as muc on a successful one. fter you use tis aility you can tae no actions for d r ounds. ou must complete a long rest efore using tis feature again.
dramatically.
Poer Fis our armor as a ower ist uilt into one of its arms, wic is a one anded melee weapon tat deals d damage, and cannot e disarmed. ou are proficient wit te ower ist. ou may old or oterwise manipulate a weapon, sield, or oter oect on te same arm as your ower ist, toug you may not attac wit your ower ist and use an oect or weapon eld in tat and on te same turn.
Propusion eeisie peed ile you wear your armor, you gain a fly speed eual to your ase moement speed. ou may not tae te as or isengage actions wile flying. lying for more tan minute at a time drains your suit of power, causing you to fall, after wic you can tae no actions for d rounds.
Repair eeisie eg ield amage edci t te eginning of your turn, you eal a numer of ealt points eual to your proficiency onus if you ae no more tan alf of your it points left. ou dont gain tis enefit if you ae it points. ,(-()%".# /01++213
Your armor has a special repeating hand crossbow bu ilt into one of its arms, which is a ranged weapon that deals 1d6 piercing damage, has range 30/120 feet, cannot be disarmed, and possesses the Light weapon property. You proficient with this weapon. You may hold or otherwis e manipulate a weapon, shield, or other object on the same arm as your Repeating Crossbow (including a Power Fist). Your armor contains an extradimensional space which can store up to 100 bolts, and the repeating crossbow automatically loads any stored bolt of your choice automatically requiring no action.
Repusor Rays eeisite e ist As an action, you can fire a number of rays equal to your proficiency bonus. Make a ranged attack for each ray. These rays each have a range equal to feet times you fighter level. f hit, a creature takes d plus your ntelligence modifier force damage. n addition, creatures hit by rays must make a trength saving throw with a DC equal to times the number of rays that hit them. ach creature hit makes only saving throw. n a failed save, a creature is pushed back feet.
ision Enancemen eeisite it es e ense You are considered to always be under the effects of etet i. n addition, as an action you can focus upon an obect or creature that you can see. You learn what materials any structure or obect is made of. hen used on a creature you learn all of the creatures esistances, and eaknesses if any.
aer Cannon eeisite nete ttin As a bonus action you may make a ranged attack. The ater Cannon has a range of feet per fighter level. f it hits, it deals d points of cold damage for each point of
Spee
proficiency bonus against your target plus your ntelligence
Your base speed increases by feet.
modifier. The creature hit must make a trength saving
Spier Cimb hile you are in your armor, you gain the effects of sie lib
Sea eeisite ee
throw. n a failed save, the creature is knocked p rone. After you use this ability, you must wait round before you can use it again. You may also use your ater Cannon to produce gallon of water per round.
ebbin
hile you wear your armor, suffer no disadvantage
You can cast eb. You cannot use this feature again until
on stealth checks due to it and you may add double
you take a short or long rest.
your proficiency bonus to Dexterity tealth checks. You may also cast invisibility. After using this, you cannot cast invisibility again until you complete a long rest.
ransmuaion eeisie e is s an action, you can cange te sape and form of your armor to assume te appearance of a normal set of cloting. ou can also tae an action to ortify your armor for minute. uring tis duration, you moe at alf speed in your armor, and ae resistance to ludgeoning, iercing, and lasing damage. fter using tis, you cannot ortify your armor again until you complete a long rest.
Uneraer apaion our armor is adapted to underwater trael. ou no longer need to reat, and are not effected y te negatie effects of spells and enironments ased on reating. ou gain a wim speed eual to twice your ase moement speed. ny attacs you mae are not penalied for eing underwater.
!"#$%&'%()(* ,-"%'./ The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence—not gods, but almost godlike in their power. Various patrons give their warlocks access to different powers and invocations, and expect significant favors in return. Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Other patrons bestow their power only grudgingly, and might make a pact with only one warlock. Warlocks who serve
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At 6th level, you gain the ability to embed or attach magitech components to yourself. You may select one Embedded Component. You gain an additional component at 10th level and another at 14th level. 6()%3"2# ;3/"
At 10th level, you have mastered using your battlefist to crush your foes. When you use an action to attack a creature with your battlefist, you may use the same attack roll to cast an evocation cantrip targeting that creature.
the same patron might view each other as allies, siblings, or
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rivals.
By 14th level, you are more machine than man. You gain immunity to being blinded, deafened, exhausted, or poisoned. In addition, yo u now have the Construct type instead of umanoid.
0#$ 1-2#3.$ You have surgically implanted into your chest the Heart o f the Machine, a device of immense power that constantly bombards your body and mind with arcane energy and forbidden knowledge. This influx of energy can be manipulated into spells or used to power magitech enhancements similarly installed into your body. The Heart of the Machine's mechanics are not entirely well understood. While some claim a rational, scientific understanding of its inner workings, others claim a transcendent connection to The Machine – that it is a powerful being, a construct of immense design that embodies itself through those who carry the Heart. !"# %&'"()# #*+&),#, -+#..-
Spell Level
Spells
1st
detect magic, thunderwave
2nd
darkvision, heat metal
3rd
lightning bolt, nondetection
4th
fabricate, locate creature
5th
animate object, ceai
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When you select this patron at 1st level, you permanently replace one of your hand s (your choice) with a mechanical battlefist. The battlefist is a one handed light melee weapon that deals 1d8 ludgeoning damage, and cannot be disarmed. You are proficient with the battlefist. You may hold or o therwise manipulate a weapon, shield, or other object on the same arm as your battlefist, though you may not attack with your battlefist and use an object or weapon held in that hand on the same turn.
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Your arms have been infused with magitech components, allowing you a burst of strength. Your Strength score increases by 1, to a maximum of 20. As a bonus action, you may increase your Strength score by 2 for one minute and gain adantage on trengt cecs and saes. Once you use this component, you must finish a short or long rest before you can use it again. <%7'%$) 4')*
You have incorporated enough reinforcing materials into your body to become somewhat resistant to physical damage. Your armor class increases by 2, to a maximum of 20.
Cyber Brain You have grafted a machine directly onto your nervous system. You are immune to being charmed or frightened. ;'%"35* ?A3.
You have alchemically infused your skin with adamantine fibers that toughen on command. You may use a onus action to Fortify your skin for 1 minute. During this duration, you move at half speed and gain resistance to Bludgeoning, Piercing, and Slashing damage. After using this, you must finish a short or long rest before you can use it again. B7:%'@$) 4-""($53/"
You have upgraded your battlefist to deal more damage. Your battlefist is now deals 1d10 damage, is magic, and you gain a +1 bonus to attack and damage rolls you make using it. C$> ?$%@'/
Your legs have been infused with magitech components, allowing you to run longer and faster. Your movement speed increases by 10 feet and your ump distance is tripled. !@$%('-) 1$"-8'(3/7
As a bonus action, you can excite your artificial metabolism to heal a number of hit points eq ual to 5 + your total level. Doing this incurs disadantage to Strength and Dexterity cecs and saes for 10 minutes. After using this ability, you may not use it again until you complete a short or long rest.
rcane raiions
The connection to your constructs is taxing, and you may not magically summon nor command any creatures
The study of wiardry is ancient, stretching back to the
while any of your con structs are active.
earliest mortal discoveries of magic. t is firmly established
Mecanica Spiers
in the worlds of DD, with various traditions dedicated to
iards through the ages have cataloged thousands of
At nd level, you can create mechanical spiders, requiring expending a spell slot. You can create any number o f mechanical spiders in a short rest. ach mechanical spider requires Construct Point.
spells, grouping them into categories called schools. n
hen you cast a spell with a range of touch, any one of
its complex study. The most common arcane traditions in the multiverse revolve around the schools of magic.
some places, these traditions are literally schools a wiard
your spiders can deliver the spell as if it had cast the spell.
might study at the chool of llusion while another studies
Your spider must be within feet of you, and it must use
across town at the chool of nchantment. n other
its reaction to deliver the spell when you cast it. f the spell
institutions, the schools are more like academic
requires an attack roll, you use your spell attack modifier
departments, with rival faculties competing for students and
for the roll.
funding. ven wiards who train apprentices in the solitude of their own towers use the division of magic into schools as a learning device, since the spells of each school require mastery of different techniques.
Scoo of Mecamancy Mechamancers depart from the traditional realm of the scholarly book-smart mages, in favor of a hands-on mechanical approach to their magic. xperts in tinkers tools and engineering, practitioners of the chool of Mechamancy use their magic to imbue mundane parts with animation, creating totally obedient constructs that can be repaired and disassembled. ith these constructs under their control, Mechamancers can reside some distance away from the dangers of adventuring, while their creations handle the mess.
Enineerin Saan eginning at nd level, you can create constructs that you
Mechanical piders are spindly and frail, and never sustain more than one hit before requiring repair.
uomaons At th level, you can create weaponied automatons, requiring hour of work and expending a spell slot. hen you expend a spell slot o f nd level or higher to create your automaton, its maximum hit points increase by , its armor class increases by , and it gains a bonus to damage on its attacks, for each slot level above st. You must supply a simple, mundane, light weapon or a light crossbow to construct this construct. ach automaton requires Construct Points. Automatons are short and walk on two stubby legs. They do not have arms capable of manipulating obects, and have instead a single weapon which takes up the bulk of their form.
Consruc Empay
modifier. Creating a construct requires using your
eginning at th level, your connection to machines is second-nature. You gain advantage on ntelligence checks and spells cast against and related to machines and constructs.
Tinkers tools and a supply of mundane parts kept with
Cockork ni
can command. You can have a total number of Construct points equal to your prof iciency bonus ntelligence
your tools to build the mechanical body of the construct, investing the required number of construct points in it, and
At th level, you may create a humanoid clockwork knight, which can walk and wield weapons as humans do,
expending a spell slot to transform it from mundane parts
requiring hours of work and expending a spell slot. hen
into an obedien t construct. nce you have expended a spell
you expend a spell slot of nd level or higher to create
slot to make a construct, you may not regain that slot until
your clockwork knight, its maximum hit points increase by
the construct is disassembled or destroyed. ou gain
, its armor class increases by , and it gains a bonus to
proficiency in using iner o ols. You can fully repair all
damage on its attacks, for each slot level above st. ach
your constructs to full hit points using your Tinker Tools
clockwork knight requires Construct Points.
during a short rest. Your constructs act on your turn, though they dont take actions unless you command them to. You may expend your move or action to mentally command one or all of your constructs to move or act in a way in which they are capable. You may expend your reaction to allow one of your constr ucts to make a reaction if is capable.
Clockwork knights are tall and powerful masterpieces of machinery, capable of taking damage and crushing your foes.
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!"#$% '$"()*+ Though their organization is invisible to most outsiders,
0,.#+ 1",-$($*.($*+
druids are part of a so ciety that spans the land, ignoring
Beginning when you select this archetype at 2nd level, you are now capable of using and are proficient in wearing armor and using shields made of metal.
political borders. All druids are nominally members of this druidic society, though some individuals are so isolated that they have never seen any high-ranking members of the society or participated in druidic gatherings. Druids recognize each other as brothers and sisters. Like creatures of the wilderness, however, d ruids sometimes compete with or even prey on each other. At a local scale, druids are organized into circles that share certain p erspectives on nature, balance, and the way of the druid.
2/"**//3)4
At 2nd level, you learn to speak like a long time urbanite. You gain advantage on Intelligence (Investigation) checks to learn about a person or location in a city. In addition, you have advantage on Charisma (Persuasion) checks made to haggle the price of goods and Charisma (Deception) checks made to lie to authorities.
'$"()* ,- ',.("*/*
2/"**/53)4
Druids who join the Circle of Concrete don't make their
At 2nd level, moving through nonmagical difficult terrain
home in pristine forests or majestic mountains, but in the
costs you no extra movement. You can also pass through crowds without being slowed by them, and have advantage on Dexterity (Hide) checks in cities. Finally, you can scale
Cities. Scrounging for scraps and sleeping in alleys have made them experts in surviving in the heart of a metropolis of the downtrodden and avengers of the weak, living
buildings as few can; climbing no longer costs you extra movement and you gain advantage on Strength
among the poor and stepping up when they need a
(Athletics) checks made to scale walls.
champion most.
6"73. 2839*
without a silver to their names. These druids are defenders
At 6th level, you can emulate the forms of some constructs. You can use your ild hape to transform into a construct. You can transform into a construct with a challenge rating as high as your druid level divided by rounded down even if you have never seen such a creature. Additionally, you have become adept at blending into crowds and can cast disguise self at will without expending a spell slot. 2/"**/5$+*
By 10th level, you are immune to the blights and dangers of the city. You are immune to disease and to being poisoned and have resistance on poiso n damage. rban druids are masters at fighting in cramped uarters such as city alleyways or narrow dungeon corridors. s long as you are fighting in an area no wider than your space ( feet for a mall or edium humanoid) you gain a to hit on all attack rolls. dditionally if you makes a melee attack against a target around a corner the target does not gain the benefit of cover (unless the foe has total cover).
Informaion Neork pon reaching th level an urban dr uid establishes an information network across any of the cities they visit. hile in any of these cities the urban druid only takes half the amount of time to gather the information they need and has advantage on checks to find that information. n addition if any event occurs in a city that wou ld interest the urban druid she may make an nvestigation check to learn of any events that occurred. nowledge of such an event reaches the urban druids ears in d hours unless the urban druid is in an area that cannot be reached by her contacts.
!"#$%& !%()* Rage burns in every barbarian’s heart, a furnace that drives him or her toward greatness. Different barbarians attribute their rage to different sources, however. For some, it is an internal reservoir where pain, grief, and anger are forged into a fury hard as steel. Others see it as a spiritual blessing, a gift of a totem animal.
!"#$% '()*+
At 6th level, while raging you may melee attack as many creatures as are adacent to you with a single attack action. ake a single attack roll and compare that roll against each creatures armor class. f te war ul rolls a critical it, only te first creature suffers te critical it. You cannot use xtra ttack if you make a great swing. ,-./ 01"-()*+
+%" ,-&.
for the weak. Faith is for the weak. Speed is for the weak. Victory
At 10th level, you ecome proficient at trowing large oulders. s an action you can hurl large boulders at your foes. This attack roll targets one creature, uses your Strength modifier, instead of Dexterity, and deals 2d8 + your Strength Modifier damage, with a range of 30/60 feet. This rock must be around 30 pounds.
and conquest is for the strong alone. This Path is a favorite of
2$33)4#
The War Hulk is a creature of the front-lines, swinging massive weapons and sweeping away smaller combatants in their fury. To a War Hulk, strength is the only attribute that matters: Cunning is
Goliaths and Giants, who step easily into crushing smaller opponents. /0 1#$2 (0 1)#3.
When you select this path at 3rd level, strength comes above all else. At 3rd, 6th, 10th, and 14th level, your Strength score increases by 2. Your maximum strength score increases by . our carrying capacity including maimum load and maimum lift is douled and when you make a running long ump the distance you can cover increases by a number of feet
Sren
By 14th level, you can use your strength to try to tear a creature apart. To do so you must already be grappling the target creature. You can use the ttack action to make a special melee attack and the creature must pass a onstitution saving throw ( eual to trength modifier roficiency bonus). n a failed save the creature takes damage eual to (your trength score roficiency bonus) and receives an inury on the lingering inuries table.
eual to your trength modifier . However, your great physical might comes at the expense of mental fortitude. As such you suffer disadv antage on Intelligence, Wisdom, and Charisma ability
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checks and saving throws.
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To determine the nature of the inury roll on the ingering nuries table. This table assumes a typical humanoid physiology but you can adapt the results for creatures with different body t ypes.
inerin Inuries
y e sie You are paralyed. The inury heals if you receive magical healing. se a am You can no longer hold anything with that arm and you can hold only a single obect at a time. agic such as the regenerate spell can restore the lost appendage. se a le. Your speed on foot is halved and you must use a cane or crutch to move unless you have a peg leg or other prosthesis. You fall prone after using the ash action. You have disadvantage on exterity checks made to balance. agic such as the regenerate spell can restore the lost appendage. e le Your speed on foot is reduced by feet. You must make a exterity saving throw after using the ash action. f you fail the save you fall prone. agical healing removes the condition. e is henever you attempt an action in combat you must make a onstitution saving throw. n a failed save you lose your action and cant use reactions until the start of your next turn. The inury heals if you receive magical healing or if you spend ten days doing nothing but resting. teal leei Your hit point maximum is reduced by d at the end of your turn. f your hit point maximum drops to you die. The wound heals if you receive magical healing. lternatively someone can tend to the wound and make a isdom (edicine) check. n a success the wound heals.
!"#$ &'(()*)+ The way of a bard is gregarious. Bards seek each other out to swap songs and stories, boast of their accomplishments, and share their knowledge. Bards form loose associations, which they call colleges, to facilitate their gatherings and preserve their traditions.
&'(()*) ', -.) /"$ 0'$ In the middle of the night, you hear the music. Every time, it begins the same way, rising from a low d rone into a deafening cacophony. The noise is maddening. In your waking hours, your fingers learn to imitate this melody and bring others to your level of psychosis. Some attribute the dreadful nightmares to a curse or stress, but you know better. You and others like you are called nightly by the beating of vile drums and the thin monotonous whine of accursed flutes, the sounds o f a Mad God who echoes the p andemonium of the universe, and summons you to do something. You know not what. !"#$% '(")*+*,#+*,%
When you join the College of the Mad God at 3rd level, you gain proficiency in one skill, which is selected for you by the DM. Each night when you take a long rest, your DM can change this selection. -(,#.*,/ 01(*#2%
At 3rd level, you can play an insane tune that anguishes creatures that hear it. As an action, choose a creature within feet of you that you can see. That creature must make a Wisdom saving throw, taking 2d6 psychic damage on a failed save. You can expend a Bardic Inspiration dice to cause tat creature to ecome frigtened of you until te end of your net turn. A deafened creature is immune to this effect. The number of creatures affected by this ability and its effects increases to two at 5th level, three at 11th level, and four at 17th level. 34/ 3,5"/6
At 6th level, you can expend a bardic inspiration die as an action to coose a creature witin feet of you tat can ear you. at creature must mae a isdom saing trow. n a failed sae roll a d and te te target is afflicted wit a sort-term madness for minute. 74+"89"#6
Starting at 14th level, as an action, you can create a droning, deafening noise with your instrument. All creatures within 1 feet of you that can hear you must make a isdom saving throw. n a failed save they take d psycic damage then roll a d for each creature and they gain a short-term madness for minute. ach time you use tis feature, you gain a long-term madness.
T-TM MAD
-TM
MAD
!"#$%& !%()* Rage burns in every barbarian’s heart, a furnace that drives him or her toward greatness. Different barbarians attribute their rage to different sources, however. For some, it is an internal reservoir where pain, grief, and anger are forged into a fury hard as steel. Others see it as a spiritual blessing, a gift of a totem animal.
!%() +, ()- .%/- 0%/Few things are more terrifying than being in the path of a rage mage. Those who follow this path u nlock something
12-&& 34"5 Beginning at 6th level, weapons and magic are equally an extension of your rage. When you attack recklessly, you can choose not to take advantage on your attack and attack only once with your attack action to cast a spell as a bonus action.
6"7%8- .-*#*(%87t t leel as your rage boils in your blood, it disrupts the flow of magical energy around you. hile raging, you have advantage on all saving throws against spells.
deep within them, a well of arcane power fueled from the
9&:"#(7) 1(+"$
depths of their fury. When a rage mage unleashes his rage,
tarting at t leel you can expel the might of your rage
he channels his brute strength into primal eldritch might
all at once to unleash a devastating storm of eldritch
and uses it to devastate his foes in a hail of fire, blades, and
magic. ou can end your rage early as an action, all
blood.
creatures within feet of you must make a Dexterity
12-&& .%/-
saving throw. On a failed save, a creature takes 1d force damage for each round you've spent in rage, or half as
Beginning at third level, you can cast spells while in a rage,
much on a successful one. After you use this ability, you
as long as the spell’s casting time is no more than 1 action,
cannot use it again until you complete a short or long rest.
the spell does not require concentration, and you are wearing no armor. Your rage damage applies only to damage from spells cast in a rage from now on. In addition, casting spells during rage counts as attacking for the purposes of ending rage. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.
Cantrips.ou learn two cantrips of your coice from
te wiard spell list. ou learn an additional wiard cantrip of your coice at t leel. Spell Slots. The Eldritch Knight Spellcasting 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 be in a rage and expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. Spells Known of 1st-Level and Higher . You know
three 1st-level wizard spells of your choice, two of which you must choose from the evocation and necromancy spells on the wizard spell list. The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an evocation or necromancy spell of your choice, and must be of a level for which you have spell slots. Spellcasting Ability. Strength is your spellcasting
ability for your wizard spells. You use your Strength whenever a spell refers to your spellcasting ability. In addition, you use your Strength modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
;
1)#+'/" -"+.+ 7/*)(
The image of an androgynous face with eyes serenely
!"#$ &'(()*)+
upturned to the heavens forms this mask, carved from
The way of a bard is gregarious. Bards seek each other out
weapon attack, you can expend one spell slot to deal
to swap songs and stories, boast of their accomplishments,
radiant damage to the target, in addition to the weapon’s
and share their knowledge. Bards form loose associations,
damage. The extra damage is 1d8 for a 1st-level spell slot,
which they call colleges, to facilitate their gatherings and
plus 1d8 for each spell level higher than 1st, to a
preserve their traditions.
maximum of 4d8. Beginning at 6th level, you may expend
&'(()*) ', -"+.+
a Bardic Inspiration die as an action to heal a creature you
Bards in the College of Masks (or Masters of Masks, as they have come to be called) are virtuoso performers who practice becoming the figure they portray, rather than merely imitating them. Bards who pr actice in this college
flawless alabaster. When you hit a creature with a melee
touch by the amount rolled plus your Charisma modifier. Your alignment appears to be lawful neutral while you are wearing an Angel mask. 7#389"*)
come to believe that all life is performed, rather than lived,
This mask of deep purple fluorite is sculpted in the image
and that to become an actor in this Great P lay requires that
of a heavily wrinkled old man. While wearing the mask of
one merely put on the metaphorical mask of another.
the Archmage, you have the spells ig ads sield
Because each person wears a mask every day, a Master
gease, and magic missile prepared in addition to the spells
of Masks carries with him a number of masks, each a
you have prepared. Beginning at 6th level, add sls
potent magical artifact of a specific archetypical character
magic aa and sccig a o your spell prepared. In
or creature to allow them to better enter those roles.
addition at 6th level, you can expend a Bardic Inspiration die as a bonus action to increase the save DC of a spell cast
!'/0+ 1#',232)/32)+
by you by the amount rolled. You must finish a long rest
When you join the College of Masks at 3r d level, you gain
before using this ability again. Your alignment appears to
proficiency in Deception and Performance. If you are
be chaotic good while you wear the Archmage mask.
already proficient in one of these skills you may instead
7++"++2/
gain skill proficiency in another 1st level bard skill.
Hardened black leather and metal clasps create the
1)#+'/" -"+.+
disturbing aspect of the assassin. While wearing this mask,
Also at 3rd level, you learn to craft potent magical masks, each of which allows you to take on a different persona and
you gain the Rogue Sneak Attack class feature with damage
gain some aspect of that archetypical character.
you make a melee attack against a creature who hasn't taken
At 3rd level, you gain the ability to create two masks of your choice. Creating a mask requires 8 hours of work and 100 gp. You may only use masks created by yourself. No one else (even another Master of Masks) can benefit from a persona mask you create. You may switch masks as an action. 42$$)/ -"+.
At 6th level, you can craft 1 additional mask of your choice. You wear a mask, even when others cannot see it. You may make a mask you wear become invisible, or return an invisible mask to visibility, as a bonus action.
as a rogue of half your level. Beginning at 6th level, when a turn in combat yet, you can expend a Bardic Inspiration die as a bonus action to increase your damage against that creature by the amount rolled. Your alignment appears to be lawful evil while you wear an Assassin mask. !)"+5
Bright, flaking warpaint streaks this battered wooden image of a snarling, fang-toothed wild man. While wearing this mask, you gain the Barbarian Reckless Attack class feature. In addition, beginning at 6th level, when you score a critical hit with a melee weapon attack, you can expend a Bardic Inspiration as a bonus action increase your damage by the amount rolled. Your alignment appears to be true
-"+5)# ', -"/6 -"+.+
neutral while wearing a Beast mask.
At 14th level, you can craft 1 additional mask of your
Beoer
choice. You have become a master of assuming the archetypes contained within the masks, and may wear two masks simultaneously, gaining the benefits of each. If your masks disagree for h ow your alignment appears, for each alignment axis (good/evil or lawful/chaotic), your alignment appears neutral.
great central ulging eye sits aoe a wide, tooty maw, wile small eyestals crowning te top of tis dar lue metallic mas. ile you ear tis mas you ae adantage on saes against spells. eginning at t leel, wen a creature witin feet of you casts a spell, you can use your reaction to spend a ardic nspiration die to mae a melee weapon attac against tat creature.
:
rounds after using it. Beginning at 6th level, you may expend a Bardic Inspiration die as a bonu s action to gain resistance to an energy type of your choice for a number of rounds equal to the amount rolled. Your alignment appears to be neutral evil while you wear a Dragon mask.
3%7-&-** Only a pair of empty eyeholes break this otherwise featureless oval, porcelain mask. While you wear this mask, you can cast ale sel at will, witout epending a spell slot. Beginning at 6th level, you can spend a Bardic Inspiration die as a bonus action to gain advantage on Stealth checks for a number of minutes equal to the result rolled. Your alignment appears to be neutral while you are wearing a Faceless mask.
=&%:#%(+" This wyvern-hide mask is shaped like the face of a grim warrior. Scars cover its surface, and silver chainmail rings surround its outer edge. While you wear this mask, you have proficiency with martial weapons. Beginning at 6th level, when you make a melee weapon attack, you can expend a Bardic Inspiration die as a bonus action to increase your attack roll by the amount rolled. Your alignment appears to be chaotic neutral while you wear a Gladiator mask.
>#/) !"#-*( This mask of rose porphyry has a wide mouth open in song, but instead of eyes it has slits twisted into runes, which somehow do not restrict your vision. While wearing the mask of the high Priest, you have the spells less deec eil ad gd ealig d and sield ai prepared in addition to the spells you have prepared. Beginning at 6th level, add aid and e to your spells prepared. In addition at 6th level, you can expend a Bardic Inspiration die as a bonus action to increase the save DC of
<-$+8
a spell cast by you by the amount rolled. You mu st finish a
This obsidian mask bears the visage of a darkly handsome
long rest before using this ability again. Your alignment
fiend. Small, black horns adorn the demon's forehead, and
appears to be neutral g ood while you wear a High Priest
its black ears rise to points. ou can see normally in
mask.
darness, ot magical and nonmagical, to a distance o f
0+8?
feet while you are wearing this mask. At 6th level,
This smoothly sanded wooden mask depicts the stern face
wen you roll damage for a spell attac you can epend a
of a bald man. While wearing this mask you gain the Monk
ardic nspiration die as a onus action to increase your
Martial Arts class feature using Unarmed Strike damage of
damage dealt y te amount rolled. Your alignment
your level. Beginning at 6th level, you can use your
appears to be chaotic evil while wearing a Demon mask.
reaction to deflect or catc te missile wen you are it y
<"%/+8
a ranged weapon attac. oll a ardic nspiration die,
This multihued mask of precious metals and scintillating
wen you do so, te damage you tae from te attac is
gemstones forms the terrible visage of a snarling wyrm.
reduced y d your eterity modifier d. f you
While you wear this mask, you can use your action to
reduce te damage to , you can catc te missile if it is
exhale destructive energy. Each creature in a 15-foot cone
small enoug for you to old in one and and you ae at
must make Dexterity saving throw. A creature takes 4d6
least one and free. f you catc a missile in tis way, you
fire damage on a failed save, and half as much damage on a
can mae a ranged attac wit te weapon or piece of
successful one. You cannot use this ability again for 1d4
ammunition you ust caugt, as part of te same reaction. ou mae tis attac wit proficiency, regardless of your weapon proficiencies. Your alignment appears to be lawful neutral while you wear a Monk mask.
@
<#A#8- <+$%#8*
You can use this feature a n umber of times equal to your
In a pantheon, every deity has influence o ver different
expended uses when you finish a long rest.
aspects of mortal life and civilization, called a deity’s
Wisdom modifier (a minimum of once). You regain all
domain. All the domains over which a d eity has influence
D)%88-& <#A#8#(5E B47?5 >#(
are called the deity’s portfolio. For example, the portfolio
At 2nd level by saying a q uick prayer, you sometimes land
of the Greek god Apollo includes the domains of
miraculous blows in a fight. As a b onus action whenever
Knowledge, Life, and Light. As a cleric, you choose one
you make an attack roll or an ability check, you can roll an
aspect of your deity’s portfolio to emphasize, and you are
additional d20 and choose which of the d20s is used. If you
granted powers related to that domain. Your cho ice might
attack and successfully hit, reroll any damage dice that
correspond to a particular sect dedicated to your deity.
rolled a 1 and u se the new results instead.
Apollo, for example, could be worshiped in one region as
D)%88-& <#A#8#(5E B47?5 <+:/-
Phoebus (“radiant”) Apollo, emphasizing his influence over the Light domain, and in a d ifferent place as Apollo Acesius (“healing”), emphasizing his association with the Life domain. Alternatively, your choice of domain could simply be a matter of personal preference, the aspect of the deity that appeals to you most. Each domain’s description gives examples of deities who have influence over that domain. Gods are included
At 6th level, in a crunch, you are sometimes difficult to land a hit on. As a reaction when an attack roll is made against you or when you make a saving throw, you can roll an additional d20 and choose which of the d20s is used. If the attack lands or you fail your saving throw and take damage, reroll any dice that rolled their highest possible number and use the n ew results instead.
from the worlds of the Forgotten Realms, Greyhawk,
<#A#8- 1("#?-
Dragonlance, and Eberron campaign settings, as well as
At 8th level, you gain the ability to infuse your weapon
from the Celtic, Greek, Norse, and Egyptian pantheons of
strikes with divine energy. Once on each of your turns
antiquity.
when you hit a creature with a weapon attack, you can
B47? <+$%#8 The gods of Luck - Fharlanghn, Olladra, Mask, Tymora,
cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
and Oghma, as well as others - revel in randomness, risktaking, and chance. Often, they pay close attention to their
3&+F 1(%(-
devotees, and intervene only slightly, turning the tide when
At 17th level, you can enter a Flow State requiring
a bought of ill-fate has overtaken them, or when a slim but
concentration as an action for up to 1 minute. During this
fantastic chance presents itself. These gods promote taking
time, you are in harmony with the universe, and gain
on incredible odds and impossible challenges, and reward
advantage on all ability checks, attack rolls, and saving
those who keep the faith in the midst of great peril. As
throws. The Flow State ends early if you lose concentration
such, the domain of Luck is often a favorite amongst
or if you choose to dismiss it. You cannot enter a Flow
adventurers.
State again until you take a long rest.
!"#$ &'()*+ ,-.!!,
Spell Level
Spells
1st
bless, divine favor
3rd
aid, enhance ability
5th
bestow curse, protection from energy
7th
death ward, guardian of faith
9th
antilife shell, legend lore
3+"(48-C* 3"#-8: Beginning at 1st level, you are unnaturally good at things in which you are not skilled. Once per turn when you roll an ability check for a skill you are not proficient in after seeing the roll you can choose to r eroll but must use the new roll.
G
<"4#: D#"7&-* Though their organization is invisible to most outsiders, druids are part o f a society that spans the land, ignoring political borders. All druids are nominally members of this druidic society, though some individuals are so isolated that they have never seen any high-ranking members of the society or participated in druidic gatherings. Druids recognize each other as brothers and sisters. Like creatures of the wilderness, however, d ruids sometimes compete with or even prey on each other. At a local scale, druids are organized into circles that share certain p erspectives on nature, balance, and the way of the druid.
D#"7&- +, ()- H-%*(
H-%*( 3+"$ When you choose this circle at 2nd level, you gain some of the physical aspects of a beast. Your features become more bestial and you grow your choice of claws, fangs, spines, or horns. Your unarmed strikes deal 1d6 bludgeoning, piercin g, or slashing damage, as appropriate to the natural weapon you choose, and are considered Light Finesse weapons and may be used for Two Weapon Fighting. You are proficient with your unarmed strikes. Your unarmed strikes’ damage increases to 1d8 at 6th level, and to 1d10 at 10th level. As an action, you may conceal your bestial traits and revert to your original appearance. This change lasts as long as you maintain concentration on it, or until you choose to end it.
Growling, snarling, and howling at the moon, d ruids of the
H-*(#%& 1-8*-*
Circle of the Beast most often convene for their terrifying
When you choose this circle at 2nd level, you gain the
blood hunts. Druids of this circle embrace their animalistic
ability to see in dim light within 30 feet of you as if it were
side, forsaking civilization of man and often any foods that
bright light, and in darkness as if it were dim light. You
are not red meat. The most powerful of their Circle are
can't discern color in darkness, only shades of gray. If you
more beast than man, and fight like savage monsters,
already have Darkvision, your range increases by 30 feet.
howling through the carnage in a flurr y of teeth, claws, and
You also gain advantage on Wisdom (Perception) checks
fur.
that rely on earing or smell.
6I&- >48(-" tarting at t leel, you ae adantage on eterity croatics and trengt tletics cecs made to clim, ump, swim, or oterwise naigate natural terrain. n addition, if you only attac creatures adacent to you on your turn, you can attac twice, instead of once, weneer you tae te ttac action on your turn.
pa Beas t t leel you can always spea to animals as if under pea wit nimals. t also allows te communication of simple concepts and commands to easts. easts wit a callenge rating as ig as your druid leel diided y rounded down, are friendly and will not attac you unless prooed. ou can gies commands suc as friend, foe, follow, flee, and attac to suc easts.
0+"2)#7 >-%/ At 14th level, you gain the ability to close wounds on your body as they appear. When another creature damages you with an attack, you may use your reaction to reduce the damage by 1d8 + your druid level. If this reduces the attack’s damage to 0, you regain the difference in hit points, up to your hit point maximum. You may use this feature a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a long rest.
J
0%"(#%& 6"7)-(52-* Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.
K-8*%#
t t leel as a onus action, you can cannel your i to guide your lade. ile wielding your signature weapon, you may doule your proficiency onus to attac rolls and add your proficiency onus to damage rolls wit your signature weapon until te end of your net turn. fter using tis aility, you cannot use it again until you
The archetypical Kensai is an honorable swordsman,
complete a sort or long rest.
possessing great power and mastery over her single chosen
9L(-8*#+8 +, 0#8:
weapon. An expert in controlling her life energies, a Kensai imbues her chosen weapon with her own Ki and bonds to it, allowing her to wield it with greater finesse than a normal warrior.
9L(-8*#+8 +, H+:5 Beginning when you choose this archetype at 3rd level, you
t t leel you learn to fortify your inner i and consciousness. ou gain adantage on idsom cecs and saes wile you are witin ft of your signature weapon.
may attune to a weapon that you are proficient with by
0+8%*(#7 M"%:#(#+8*
meditating for 24 hours. By imbuing a weapon with your
Three traditions of monastic pursuit are common in the
own Ki, the weapon forms a special link with you and
monasteries scattered across the multiverse. Most
becomes your signature weapon. You may only have a
monasteries practice one tradition exclusively, but a few
single signature weapon at a time. It is now considered a
honor the many traditions and instruct each monk
magical weapon and grants an additional +1 bonus to attack
according to his or her aptitude and interest. All traditions
rolls. Additionally, if you can see your weapon and it is
rely on the same basic techniques, diverging as the student
within 30 feet, you may have your signature weapon fly to
grows more adept. Thus, a monk need choose a tradition
your hand as a bonus action. If you try to make an attack
only upon reaching 3rd level.
with any weapon other than your signature weapon, you may not apply your proficiency bonus to attacks.
N%5 +, ()- <"48?-8 3#*(
9L(-8*#+8 +, 1+4&
Monks who follow the Way of the Drunken Fist swear off
t t leel, you can impart a sard of your eing into
any notion of sobriety when beginning on their path. By
your signature weapon as a minute ritual reuiring
wobbling, tripping, and blundering about with expert
concentration and granting it sentience for ours. ile
intention, as if completely inebriated, you can surprise
your signature weapon as sentience, y closing your eyes
even the most trained enemy and strike them when it's
and concentrating on your weapon as a onus action, you
most unexpected. Moreover, when you do imbibe alcohol,
can enter a en tate for minute. ntil you lose
you can perform astounding feats of strength and bravery.
concentration or coose to end te en tate as a onus
<"#8? ?- % <-$+8
action, you ae lindsigt wit a range of feet and cannot use your normal sigt. ile in a en state you cannot e surprised and gain adantage on all melee weapon attac rolls using your signature weapon. fter you enter a en state, you may not enter it again until you complete a sort or long rest.
9L(-8*#+8 +, H&%:-
Starting when you choose this tradition at 3rd level, you have learned to catch your enemies off-guard with a drunken, staggering school of martial arts. You are proficient with improvised weapons and impro vised weapons are now considered as monk weapons. In addition, creatures have disadvantage on Opportunity Attacks against you.
At 10th level, through countless battles and days of maintenance, you have gained the ability to wield you r weapon with precise control. You may now apply an additional half your proficiency bonus (rounded up) to attack rolls using your signature weapon.
O
3+" 0-:#7#8%& !4"2+*-*
new threats and chasing down old enemies, using deceit
t 6th level, you can metabolize alcohol differently. You
and violence when piety and righteousness is no t enough.
may take a drink of alcohol and spend 1 Ki as a bonus action to regain hit points equal to 1d4 + your proficiency onus.
M-8%8(* +, Q8R4#*#(#+8 While the tenants of the Oath of Inq uisition may vary to suit the nature of the threat encroaching upon the church,
1(%//-"#8/ 1("#?-
paladins who take this oath hold highly the following as a
By 11th level, you have learned how to better take
matter of necessity, rather than ideals.
advantage of openings in your opponent's defenses and
Root Out Heresy . Seek out those who might do harm
strike when they least suspect it. When an attack with
to the Church or o thers, even if they hide themselves from
Advantage or Disadvantage made by a creature within 5
sight.
feet of you misses, you may use your reaction to make an
Justice Over Mercy . Above all else, it is the charge of
attack on that creature with a monk weapon or impro vised
the Inquisitor to bring justice to the wicked, be that by the
weapon.
sword or in a court of law.
H-&7) +, 3&%$At 17th level, you can ignite the alcohol in your mouth and release it in a spray of flame. As an action, you can take a drink of alcohol and spend 3 ki points to ignite it.
Trickery and Guile . In order to learn the truth, it is
sometimes necessary to use deception. Ends Justify the Means. Your methods need not be
righteous if the cause is so.
You can hold this in your mouth for a number of rounds equal to your Constitution modifier, after which the effect is lost. As a bonus action while the alcohol is held in your mouth, you can spray it in a 20 foot cone. All creatures in this area must make a Dexterity save. Creatures take 6d10 fire damage on a failed save, or half as much on a successful one.
1%7"-: P%()* Becoming a paladin involves taking vows that commit the paladin to the cause of righteousness, an active path of fighting wickedness. The final oath, taken when he or she reaches 3rd level, is the culmination of all the paladin’s training. Some characters with this class don’t consider themselves true paladins until they have reached 3rd level and made this oath. For others, the actual swearing of the oath is a formality, an official stamp on what has always been true in the paladin’s heart.
Q8R4#*#(+" Paladins who take an Oath of I nquisition make a solemn promise to uphold the law and defend the Church from its enemies. As Inquisitors, they root out heretics and those who blaspheme against their god, wherever they might hide, and do so b y any means necessary. Unlike other paladins, they are above many of the tenants of their Church, answering to their god first, themselves second, and all others, including other clerics and paladins, third. Inquisitors often keep their ear to the gro und, searching for
S
P%() 12-&&*
•
You gain oath spells at the paladin levels listed. Paladin Level
Spells
3rd
detect evil and good, disguise self
5th
detect thoughts, zone of truth
9th
major image, speak with dead
13th
greater invisibility, locate creature
17th
mislead, scrying
You may use Judgement once per round as a bonus action requiring no use of Channel Divinity. When you do so, you also have advantage on attack rolls against that creature targeted by Judgement until the beginning of your next turn.
•
Creatures with an alignment different than your own within 20 feet of you may n ot use the Disengage Action during this duration, and may move at most 10 feet away from you when they move.
D)%88-& <#A#8#(5 When you take this oath at 3r d level, you gain the following two Channel Divinity options. Judgement . You can cast judgement upon a creature.
As an action using your Channel Divinity, select one
.%8/-" 6"7)-(52-* The ideal of the ranger can have many expressions.
creature you can see within 30 feet of you. If the creature
0%*(-" M)"+F-"
has a different alignment than you, it suffers a disadvantage
Master throwers, as is often joked, rely on a fighting style
on all saving throws until the end of your next turn. If its
that clearly involves disarming themselves. In truth,
alignment differs from yours in each alignment axis
someone who can bury a dagger or a handaxe in your
(good/evil and lawful/chaotic), it also may move only 10
skull from across the room is never a force to be
feet during the next round and may take either an action or
underestimated. True Master Throwers depend on quick
bonus action (not both) on its next turn..
reflexes, good planning, and, of course, deadly aim to
Bane. You can use your Channel Divinity as a bonus
survive in a world that values brute force over clever
action to imbue your weapon with the p ower to lay low
tactics.
your foes. Select a creature type (aberrations, beasts,
<-%:-5-
celestials, constructs, dragons, elementals, fey, fiends,
Beginning when you select this archetype at 3rd level,
giants, monstrosities, oozes, plants, or undead.) For 1
you can make attacks with thrown weapons at double the
minute, the weapon you are holding deals 1d8 additional
normal range. Additionally, you can draw or stow any
radiant or necrotic damage once per turn against creatures
number of thrown weapons when you would normally be
of that type.
able to draw or stow only one. Finally, when you make a
1(%&F%"(
ranged attack action with a thrown weapon you may add
Beginning at 7th level, your unfaltering determination spurs those around you. dd your proficiency onus to yourself and creatures witin feet of you, tat mae ntelligence, isdom, and arisma saing trows. t t leel, te range of tis aura increases to feet.
9L2&+#( N-%?8-** At 15t level, you can exploit a creature's weakness. As a bonus action, choose one creature you can see within 30 feet. at creature must mae a isdom saing trow. n a fail until the end of your turn, the creature is considered to have ulneraility to your weapon damage. You must complete a short or long rest before using this ability again.
M"4- T4:/-$-8( Beginning at 20th level, as an action you become a visage of true law to cast judgement upon your foes. To lawful creatures, you appear as an unshakable Justicar in shining armor. To chaotic creatures, you appear as a darkly cloaked creature of menace. To all others you appear as yourself, surrounded with an intimidating aura of might. ou must complete a long re efore using tis aility again. For the next 1 minute, you gain the following effects:
alf your proficiency rounded down to te damage dealt.
<-,-8*#A- M)"+F By 7th level, you have learned to throw weapons to interrupt an enemy's attack. As a reaction when an attacker you can see makes a ranged weapon attack against you, you can make a ranged attack roll with one of your thrown weapons. If the result of your roll is greater than the result of your opponent's, you can reduce the total of the roll by 5, to a minimum of 1.
N-%? 12+( At 11th level, as an action efore you mae a ranged attac wit a trowing weapon tat you are proficient wit, you can coose to mae te attac a critical it witout rolling to it. f you use a finesse trown weapon, as a onus action you may mae an addition attac wit anoter finesse trown weapon tat is also a critical it. ou must complete a sort or long rest efore using tis aility again.
M)"+F 685()#8/ By 15th level, your mastery of thrown weapons has grown extensive. Any thrown weapon becomes a finesse weapon and any one-handed or versatile weapon becomes a thrown weapon with a range of 10/ feet.
U
.+/4#*) 6"7)-(52-*
shunted to the nearest unoccupied space that you can
Rogues have many features in common, including their
feet you are moved. After you use this ability, you must
emphasis on perfecting their skills, their precise and deadly
complete a short or long rest before using it again.
approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus—not necessarily an indication of your chosen p rofession, but a description of your preferred techniques.
=)+*(V3%7-: K#&&-"
occupy and take force damage equal to twice the number of
<"-%: 1("#?Beginning at 17th level, you can make a devastating attack that frightens your target to death. When you make an attack against a creature that can't perceive you, you can designate this attack a Dread Strike. If the attack hits, the creature is frightened and must make a Wisdom saving throw with a DC equal to 10 + your proficiency bonus +
The Ghost-Faced, depending on who you ask, are either an
your Charisma modifier. On a failed save, the creature
order of assassins or specters of death itself. The members
takes 6d6 psychic damage. Creatures immune to fear
of this guild preserve ancient techniques, passed down
automatically succeed this saving throw and are not
through generations, by which a man b ecomes a spirit, and
frightened.
how that spirit can kill. Inducted members are given a porcelain demon masks of ghostly white to hide their identities and their first mission: to slay a man in broad daylight, and escape invisibly into the air.
=)+*( 1(-2 Beginning at 3rd level, as a bonus action, you can become invisible until the end of your next turn. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.
=)+*( 1#/)(
At 9th level, you gain the effects of see invisibility at all times.
M"4- =)+*( 1(-2 Starting at 13th level, as a bonus action, you can step into the Border Ethereal until the beginning of your next turn. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can’t see anything more than 60 feet away. While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can’t perceive you and can’t interact with you, unless a special ability or magic has given them the ability to do so. You ignore all objects and effects that aren’t on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from. When the duration ends, you return to the plane you originated from having moved the same distance as you did in the Border Ethereal. If this would return you to the same spot as a solid object or creature, you are immediately
W
1+"7-"+4* P"#/#8* Different sorcerers claim different origins for their innate magic. Although many variations exist, most of these origins fall into two categories: an eldritch bloodline and the influence of wild magic.
H&4- 0%/Those who contain the spark o f Blue Magic may live their entire lives without realizing it. Until they are struck by the force of a spell and feel the spell imprinting upon them, they live as mundane, ordinary lives as others. From that moment on, the Blue Mage absorbs the energy of an y spell cast upon them, learning the spell and fueling their power.
H&4- 0%/#7 Beginning at 1st level, the only way you can learn new spells is to experience them. Unlike other sorcerers, you do not learn new spells as you grow in level (though your 1st level spells and cantrips are learned from the sorcerer spell list, as a normal sorcerer). When a nonparty memer ostile creature casts a spell, spell-like ability, or cantrip on you may learn that spell as a reaction. You still learn a spell if you are required to make a saving throw, you succeed, and the spell has no effect on you. The Cantrips Known and the Spells Known columns of the Sorcerer table shows how the maximum number of cantrips and spells you may learn through Blue Magic. The spells learned need not be from the Sorcerer spell list. You may forget a spell or cantrip by concentrating on it for 1 round as a onus action.
Q8:#/+ Q8,4*#+8 At 1st level you have the ability to change any equipment in your possession to match your color affinity. This takes 1 minute of undisturbed concentration to complete. This change is not permanent; when the item in question leaves your person or when you choose to dismiss the infusion, it returns to its normal color in 1d4 ours. This has no other effect than altering the item's appearance. The title "Blue Mage" only refers to the most co mmon spellcaster of this type; casters with other color affinities exist and, though uncommon, are not rare. You select your color affinity at 1st level, which may not be changed thereafter.
6X4"- 6F%"-8-** Beginning at 6th level, you are more perceptive to the ambient magic energy around you. As a bonus action, you may cast deec magic without using a spell slot. In addition, you can spend 2 sorcery points to focus this deec magic on a nonparty memer ostile creature as an action, to detect if it has any magical properties. When y ou do this you learn all of the creature's Spell-Like abilities, Immunities, Resistances, and Weaknesses and you may learn all of tat creatures cantrips and spells as a reaction.
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M4"R4+#*- 9,,#7#-875 By 14th level, you have learned to be frugal with the
/0. ,$*+ .1-)+&.& ,-.!!,
Spell Level Spells
magical energy you absorb from sp ells. When a spell that
1st
false life, inflict wounds
you know that requires a saving throw is cast on you, you
2nd
barkskin, enlarge/reduce
have advantage on that save. In addition, if you save
3rd
gaseous form, protection from energy
against that spell, you gain a number of sorcery points
4th
dea ad , sesi
equal to the level of the spell.
5th
ailie sell , hallow
D-"4&-%8 .-,&-7(#+8 Beginning at 18 level, you may use your body as a conduit to transmit magic back at other casters. When you are subjected to a spell that allows you to make a saving thro w to take only half damage, you instead take no damage if you succeed on the saving thro w, and only half damage if you fail. Additionally, you can spend a number of sorcery points equal to the level of the spell as a reaction to reflect the spell back at the caster as though it originated from you, turning the caster into the target.
P()-"F+"&:&5 !%("+8* The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence—not gods, but almost godlike in their power. Various patrons give their warlocks access to different powers and invocations, and expect significant favors in return. Some patrons collect
N-%" 3#-8: eginning wen you mae tis pact at first leel, you wear te sin of a fiend as your own. is fiendis sin is for all intents and purposes your own. e sin is unnaturally toug, and your armor class ecomes eterity modifier. oose two sills from eiter ersuasion, eception or ntimidation. our terrifying isage grants you disadantage on o ne sill and adantage on te oter wile wearing te sin.
3#-8:#*) >#:At 6th level, when you are struck with a blow, your fiend skin can toughen and become like armor. When a creature attacks you, you can, as a reaction temporarily increase your armor class by and gain resistance against bludgeoning, piercin g, and slashing damage until the beginning of your next turn . You must finish a short or long rest before using this feature again.
warlocks, doling out mystic knowledge relatively freely or
1?#8 6:%2(%(#+8
boasting of their ability to bind mortals to their will. Other
At 10th level, your fiend skin has become thicker. You gain resistance to fire damage and cold damage.
patrons bestow their power only grudgingly, and might make a pact with only one warlock. Warlocks who serve
3-&& H&++:-:
the same patron might view each other as allies, siblings, or
By 14th level, you fiend skin has begun to intertwine with your blood, closing your wounds as soon as they open. At the beginning of your turn, if you have taken damage since the end of your last turn, you regain hit points equal to your proficiency bonus, to a maximum of the damage you took.
rivals.
M)- 1?#8 You have made a pact with a Fiend from the depths of hell, whose skin you have bonded to your own, affording you a hideous appearance and wicked arcane power. To do this you performed and survived the blasphemous Ritual of Bonding, a foul rite that agonizingly kills most that undertake it. You now wear the essence of a fiend as a second skin, bonded inseparably in body and soul to a beast of hell.
9L2%8:-: 12-&& B#*( The Skin lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
;;
6"7%8- M"%:#(#+8* The study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic. It is firmly established in the worlds of D&D, with various traditions dedicated to its complex study. The most common arcane traditions in the multiverse revolve around the schools of magic. Wizards through the ages have cataloged thousands of spells, grouping them into categories called schools. In some places, these traditions are literally schools; a wizard might study at the School of Illusion while another studies across town at the School of Enchantment. In other institutions, the schools are more like academic departments, with rival faculties competing for students and funding. Even wizards who train apprentices in the solitude of their own towers use the division of magic into schools as a learning device, since the spells of each school require mastery of different techniques.
17)++& +, D)"+8+$%875 The focus of the School of Chronomancy is harnessing the energies of flowing time, and manipulating them to suit your gain. It is a most dangerous tradition, as the practice of slowing, reversing, or diverting the flow of time can accidently tear novices to pieces, spreading them thinly across millennia, or sometimes even drop them wholesale
Z4%8(4$ B%/
into a new or old era, with no way of returning home.
At 10th level, when you cast a spell, you can delay its
Masters, however, walk the generations as planeswalkers
effect one to three rounds. Before the spell is cast, you
walk the cosmos. Experienced chronomancers can reliably
select the duration, the target, and roll any relevant attack
(and literally) end most conflicts before they even begin.
rolls. Any effects on the spell's targets, including saving
M-$2+"%& 1%A%8(
throws, are resolved when the spell triggers. If any
Beginning when you select this school at 2nd level, the time you must spend to copy a spell into your spellbook is halved.
conditions change between casting and effect of the spell that would make the spell impossible – such as the target leaving the spell’s maximum range before the spell goes off – the spell fails. After you use this ability, you must finish
D)"+8+*)#,( At 2nd level, when you cast a spell that has a casting time of 1 action, you can change the casting time to 1 bonus action for this casting. After you use this ability, you must finish a short or long rest before using it again.
6&(-" D%4*%(5 At 6th level, you add the spells Slow and Haste to your spellbook, if it they are not there already. You can cast ot of these spells without expending a spell slot. Once you cast one of these spells in this way, you can’t do so again until you finish a long rest, though you can still cast it normally.
a short or long rest before using it again.
M#$-F%&?-" Beginning at 14th level, you can borrow time from the present as an action, and use it in the future. Select a duration, either one round or two rounds. Time stops for you for this duration and you take no actions. When this duration ends, no time passes for other creatures and you may move and act normally for the chosen duration. Time restores to normal if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the effect ends if you move to a place more than 100 feet from the location where you cast it. After you use this ability, you must finish a long rest before u sing it again.
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psychic damage, you deal additional psychic damage equal to the number of damage dice rolled.
Different sorcerers claim different origins for their innate magic. Although many variations exist, most of these origins fall into two categories: an eldritch bloodline and the influence of wild magic.
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At 18th level, as a bonus action expending 3 sorcery points, you can unleash your monstrous heritage from within your body and transform into a terrible creature. Until you choose to end this effect or lose concentration on it, you
You are descendant from a foul creature, and its blood
have resistance to piercing, slashing, and bludgeoning
wreaks havoc in your family tree. Those in your House are
damage from nonmagical weapons. Each round you b egin
rarely and seemingly at random born hideous, and with
in this form you expend 3 additional sorcery points.
terrifying powers, and as such, generation after generation
In addition, creatures who look upon this form become
has committed infanticide on the abominations. You are
frozen in horror. Each creature within 30 feet, except for
one such monster, cursed at birth yet spared the knife by
allies which know not to look at you, must make a Wisdom
your mother, free to live ou t your miserable span of
saving throw. On a failed save, the creature is paralyzed
existence a freak divorced from society. Yet your power
while you are transformed. At the end of each of its turns,
grows, as fearsome as your aspect and as dreadful as your
affected creatures can make another Wisdom saving throw.
glare.
On a success, the effect ends for that creature. The only spells you may cast in this form are cantrips. After your use
-.%##/0*", 12""3
Beginning when you select this origin at 1st level, your terrifying appearance confers advantage on Intimidation checks, but disadvantage on Persuasion checks. Unless you wear a large cloak to conceal these deformities, you are disturbing to behold. In addition, your skin is thicker, scalier, or furrier than normal. Your armor class increases by 1, to a maximum of 20. At 6th level, this bonus to armor class increases to 2. Finally, you gain darkvision, the ability to see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. If you already have darkvision, your range increases by 30 feet. 4,3*'$%#,*.2% -,/0"56
At 1st level, your placement and composition of your internal organs is bizarre. You take no additional damage from critical hits. 4,7&5/, 8%/$7
At 6th level, your arms elongate, allowing you to touch the floor with your hands. In addition, you can bend them in strange and unnatural ways. Your reach increases by 5 f eet. Your elongated arms also gives you advantage on Strength (Athletics) checks made to climb. 9/#:%3 ;*,3
At 14th level, your tainted form has altered the nature of your brain, making you r esistant to psychic attacks, and more capable of inflicting them upon others. You gain resistance to psychic damage and have advantage on save against being charmed. Additionally, when you deal
this ability, you must complete a long rest before u sing it again.
!"#$%& (&)*%+,-%. The ideal of the ranger can have many expressions.
(&)"#% (&)*%& The Arcane Archers are a spectacle to behold, as skilled
8%%90#$ (&&45.
At 11th level, your imbued arrows gain a limited ability to seek their target. You may now apply your Wisdom modifier as a bonus to hit with your imbued arrows.
with a bow and arrow as they are with magic. Called bow
:&%"+%& /123% (&&45.
arcanists and mage marksmen, such warriors are renowned
At 15th level, you may now imbue two arrows instead of
throughout the realms for their supernatural accuracy and
one as a bonus action, and concentrate on two imbued
the devastating effects of their arcane arrows. Masters of
arrows at once.
this technique are bowmen of legend, unleashing arrows tipped with eldritch might to lay waste to entire legions of enemies in mere seconds. (&)"#% /#0+0"+%
Beginning at 3rd level you gain the ability to learn and cast a number of arcane spells. Choose two evocation spells from the Sorcerer spell list of a level for which you have spell slot available. These spells may not be changed when you gain a level in this class and do not count against the number of Ranger spells known. At 7th, 11th, and 15th levels, you learn an additional spell two spells from the Sorcerer spell list. Spells learned at 15th level may be from any schoo l. You may only cast Sorcerer spells with the Imbue Arrow feature. /123% (&&45.
At 3rd level, you can imbue your arrows with magical energies. As a bonus action you may imbue an arrow, bolt, or o ther type of ammunition with a spell you know of first level or higher, expending a spell slot as though you cast the spell normally. You also may imbue an arrow with pure arcane energy, expending no spell slot, but allowing this arrow to deal an additional 1d8 force damage on a hit. You may only imbue spells with a duration of instantaneous. This ammunition remains imbued so long as you maintain concentration on it. When making an attack with one of these projectiles, treat it as a normal attack. If the attack successfully hits a creature, the spell is cast centered on your target or targeting only the creature hit by the arrow, as appropriate. Line and cone spells are cast in the direction the arrow flew to strike the target. (26% 73#+%&
When you reach 7th level, you have become adept at navigating wilderness. You have advantage o n Dexterity (Acrobatics) and Strength (Athletics) checks made to climb, jump, swim, or o therwise navigate natural terrain.