CharacterCreation.AncestryMer . . . by ?: %rfloat width=475px% https://i.imgur.com/Wpxfq6m.png | Art by Itslaghy! %rfloat width=475px% https://i.imgur.com/y3BPLtV.png | Art by Maxkayart! %rfloat width=475px% https://i.imgur.com/rr9DLND.png | Art by Maxkayart!
Harbinger.Innovation . . . by ?: (:title Omens of Innovation:) '''''The flow of time has show your eras of otherworldly technology and progress. At times, you lay witness to wonders of cities above clouds and to the stars, people wielding technology far beyond your own, or the creation of artificial bodies. In other times, you are blinded by the ravages of artificial souls, the remains of civilizations devastated by their own superweapon, or worlds drained bone-dry from the desire for supreme technology. You wield your time magic to enhance or degrade inventions around you, and may at times go so far as to pluck technology of advanced societies of from past or futures.'''' !!!!! Omen Magic You choose your omen spells at the Harbinger levels listed. || border=1 ||! Harbinger Level ||! Spells || || 3rd || Absorb Element, Alarm, Magic Missile || || 5th || Heat Metal, Mirror Image, Spiritual Weapon ||
Site.Harbinger . . . by ?: || [[Harbinger/Innovation| Omen of Innovation]] ||
CharacterCreation.AncestryDwarf . . . by ?: ''Our size defines us, aye. Every day I rue the fact I must look up to talk to most of you. But, we were giants, once. Taller than the hills you call homes, our very bodies carved from the metals below us. Living mountains, so strong our kin felt the need to break us down. To this day, they come to destroy the homes we built in these rocks. They continue to forget that when you try to break a mountain, you get an avalanche.'' - Voljra, Iron-Eye
Harbinger.Overgrowth . . . by ?: Upon taking this omen at 3rd level, you can manifest vines across time to slow and ensnare your foes. When rolling initiative, choose another creature you can see within 60 feet of you. They must succeed on a Dexterity saving throw or gain one of the following until the end of your second turn, depending on if they rolled a higher or lower initiative than you; !!! Rewind the Senses At 6th level, you can channel primal senses into others to enhance their own. If a foretell roll would lead to a successful attack or ability check, you may have the affected creature gain a +1 bonus to their AC until the end of their next turn. If the roll would be a failure, you can instead grant them temporary hit points equal to your level in this class. Upon reaching 10th level, time has ingrained itself into your very being. You gain 3d4 inches in height, and you gain one of the following benefits based on your chosen vision. * '''The Past is Rooted in Me.''' You gain resistance to bludgeoning damage. Moreover, you cannot be physically moved against your will, and have advantage against falling prone. * '''The Present Blooms through Me.''' You gain resistance to piercing damage. Moreover, you have advantage on saving throws against being charmed or frightened. * '''The Future Grows within Me.''' You gain resistance to slashing damage. Moreover, you gain proficiency in three skills of your choice, and gain expertise in one skill you are proficient with. Upon reaching 14th level, your control over time allows you to warp and control beasts to aid you. You always have the '''Dominate Beast''' and '''Polymorph''' spells prepared, and can cast either of these spells once without expending a spell slot. Once you have done so, you can't do so again until you finish a long rest.
Harbinger.Extinction . . . by ?: * '''The Past cannot Harm Me.''' You gain resistance to poison damage. Moreover, you become stable upon rolling one successful death save. * '''The Present Dies with Me.''' You gain resistance to necrotic damage. Moreover, you can make a melee weapon attack or cast a cantrip as a reaction upon dropping to 0 hit points. * '''The Future has yet to Claim Me.''' You gain resistance to psychic damage. Moreover, you regain 1d8 hit points each time you become stabilized.
Classes.MonkShootingStar . . . by ?: Upon choosing this tradition at 3rd level, your Unarmored Movement increases by 10 feet, and continues to do so every time it normally increases (to a maximum of +60 feet). You can also take the Disengage and Dash action at the same time when using Step of the Wind. You can use Step of the Wind in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 1 additional ki point when you activate Step of the Wind to use this feature again.
Harbinger.Flame . . . by ?: * '''Flames of the Present.''' You know the '''Produce Flame''' spell, and can cast it as a bonus action.
Harbinger.Life . . . by ?: * '''The Present Fuels Me.''' So long as a friendly creature within 30 feet of you regained hit points or gained temporary hit points since the end of your last turn, damage cannot break your concentration.
Site.Conduit . . . by ?: ||[[Conduit/Elemental-Prodigy | Talents of an Elemental Prodigy]] || '''''Those known as Elemental Prodigies can shape their favoured plane's magic into unconventional spells or empower both themselves and their allies. In time, they can channel the elements to even harm those normally attune to what they wield.''''' || ||[[Conduit/Planar-Nexus | Talents of a Planar Nexus]] || '''''Conduits that take on the moniker of Planar Nexus are capable of manifesting and emulate the might of quasi-planes, the much more treacherous domains of elemental magic. With time, they become living symbols of fusion and duality.''''' || ||[[Conduit/Rift-Render | Talents of a Rift Render]] || '''''Rift-Renders are those who seek to fuse primordial magic with martial combat, utilizing their weapons to carve planar rifts. These spellblades can strike through their rifts and banish their foes to their favoured planes, in time even capable of storing their elemental magic inside their weaponry.''''' || ||[[Conduit/Worldly-Ambassador | Talents of a Worldly Ambassador]] || '''''Many conduits may not be the most charismatic of individuals to represent our world, and so the rare few gain the moniker of Worldly Ambassadors. With great grit and silver tongues, these figures share a natural resistance to the charms of the otherworldly, and give new perspectives to the life outside one's own world.''''' ||
Conduit.Spells . . . by ?: || Light || - || || Protection From Energy || - || || Gravity Sinkhole || - || || Mass Cure Wounds || - ||
Site.Therion . . . by ?: ||! d8 ||! Origin || || 1 || A shapeshifting creature has bonded to your flesh and spirit, granting you surnatural abilities as well as its enemies. || || 2 || Your parents were great hunters who fed entirely on the strange monsters in the land nearby. Such a diet, continued for years, has made you a part of what you have consumed. || || 3 || It is said you share a great lineage with powerful non-humanoid beings, but this lineage has not provided their magic. It has provided you their flesh. || || 4 || Your rich parents sought out any healer who could cure the incurable within you. They found someone capable of doing so, but their ritualistic treatment has left your body... unstable. || || 5 || In killing a great beast of the wild, you were cursed to slowly become a feral monster. You already appear half-human half-monster, and you seek a way to control this curse before it consumes you. || || 6 || You found yourself trapped in the plane of chaos, be it for seconds, hours, weeks, or months. You managed to survive, but its energy has permeated your blood and soul. || || 7 || You were a being cursed into a humanoid form, your mutations being your previous form wishing to break free. || || 8 || You were fashioned to become a champion of an old god, be it willingly or not. ||
Site.Soul-Seer . . . by ?: ||! d8 ||! Origin || || 1 || You come from a long line of mediums who have worked with the dead. You treat many spirits as family. || || 2 || You came to witness what lies after death, yet you managed to survive. Through this, you seek to aid the spirits that may have been stuck where you left. || || 3 || You were at fault for the death of someone incredibly close to you, and now you wander with this curse. Perhaps by saving enough souls, they might forgive you. || || 4 || You were trained to balance the flow of life and death, ensuring that you would help aid the lingering dead so that they do not harm this balance. || || 5 || You have lost someone close to you, and you have bonded yourself to the dead in order to find them. || || 6 || You remain as the lone survivor of a massacre, having made a promise to avenge each and everyone one of those who died that day. || || 7 || You sought out the powers of dead legends so that they in turn might make you part of history. || || 8 || You have sworn yourself to an order of warriors, aiding them console the spirits of their dead kin that were incapable to die in a glorious fight. ||
Site.Tactician . . . by ?: >>class="introduction"<< >><<
CharacterCreation.AncestrySpartoi . . . by ?: (:title Spartoi:) '''Singular; Sparti. Plural: Spartoi.''' ''"You and I, we all bleed into the same earth. From its bounty we feed, and through our body and work we sustain it. We are all connected to the gift our world provided us. My body of stone and veins of water may make it seem I am one with nature, but we are ALL brothers and sisters, children of the earth! Let my name travel the winds as your guardian, eons after we become one with our ancestors."'' - Kardaeus, sparti titled "The Undying Shield" Resembling animated statues, spartoi spend the majority of their life adventuring or within an armed force, only returning home once they've earned a worthy Call or live for a century. Sharing an innate connection to nature and combat, many folks know not to encounter a sparti by the end of their spear, but rather alongside a field of wheat. Spartoi, or singularly sparti, are generally half a foot taller than humans, but can weigh up to twice as much due to their unique physiology. They appear as if made by an sculptor, their skin similar in appearance and texture to various types of rocks. Their lifestyle of adventuring and farming allows them to boast of their sculpted physique, something many other races envy.
CharacterCreation.AncestryDynastes . . . by ?: '''Singular, Plural: Dynastes.''' Dynastes, no matter their origin across Galdera, tower over the humanoid races they live alongside. Ranging from seven to ten feet tall and around four feet wide, it is common for these folks to reside in towns that also house other large races, be it orcs, drakes, and the giant-kin. Dynastes are naturally hairless, with their leather-like skin often compared to segmented armor. What strikes a dynastes from another most distinctively are their eyes; six sparkling eyes, split between two rows, with colors and sheen rivaling the most precious of gems.
Classes.RogueCheapShot . . . by ?: %rfloat width=450px% https://i.imgur.com/B6EA7rn.jpeg | Art by Mossygator!
Classes.WizardMimicry . . . by ?: %rfloat width=450px% https://i.imgur.com/SpB46Ru.jpeg | Art by Mossygator!
Classes.SorcererEssenceofWar . . . by ?: At 14th level, you gain the Empowered Spell metamagic if you didn't already. Additionally, each time you cast a spell that performs or requires an attack roll, you can use the Empowered metamagic at no cost.
Classes.RangerMarksmen . . . by ?: %rfloat width=450px% https://i.imgur.com/UvtpHiH.png | Art by Karmacore!
Classes.PaladinHunt . . . by ?: %rfloat width=400px% https://i.imgur.com/lPGIKMQ.png | Art by CaptainPacito!
Classes.PaladinHumility . . . by ?: %rfloat width=450px% https://i.imgur.com/ZwUDUOh.jpeg | Art by CaptainPacito!
Classes.PaladinHearth . . . by ?: %rfloat width=450px% https://i.imgur.com/sUQwXQU.jpeg | Art by OakSentinel!
Classes.FighterSiegebreaker . . . by ?: %rfloat width=450px% https://i.imgur.com/T4biGTk.jpeg | Art by OakSentinel!
Bearer.Blade . . . by ?: At 6th level, your relic provides you an innate knowledge on the carnage of war. Choose '''''Entangling Strike''''', '''''Ice Knife''''', '''''Searing Smite''''', '''''Thunderous Smite''''', '''''Wrathful Strike''''', or '''''Zephyr Strike'''''. Each time you expend a trigger, you may cast your chosen spell once during the duration of the trigger.
Bearer.Armor . . . by ?: %rfloat width=450px% https://i.imgur.com/X4tfNIx.jpeg | Art by OakSentinel!
Bearer.Grail . . . by ?: %rfloat width=450px% https://i.imgur.com/4XOrqKm.jpeg | Art by OakSentinel!
Bearer.Arrow . . . by ?: * When teleporting your relic to your hand, as a bonus action, or upon rolling initiative, you can change the form your relic uses (see the PHB Weapons section for ranged weapon options). Starting at 6th level, your relic has provided you unnatural vision to improve its use. You gain proficiency in the Perception skill, and gain darkvision out to a range of 60 feet. This darkvision allows you to see in magical darkness.
Bearer.Wand . . . by ?: For example, if you know the 1st-level spell '''''Magic Missile''''' and have a 1st-level and a 2nd-level spell slot available, you can cast '''''Magic Missile''''' using either slot.
Tactician.Tactics . . . by ?: !!!! Blinding Strike When you take the attack action on your turn or ready the attack action, you can forgo one of your attacks to choose a willing creature, other than yourself, that can see or hear you and is within 30 feet of you. That creature can immediately spend their reaction to make a weapon attack. On a hit, the target of the attack must succeed a Constitution saving throw or be blinded until the end of your next turn. At 11th level, the target of the attack has disadvantage on this saving throw. !!!! Charge As a bonus action, you call upon your allies to charge forward. Choose a willing creature that can see or hear you and is within 30 feet of you. it can immediately move up to their speed, but only towards one hostile creature of their choice. !!!! Charm As a bonus action, you have an ally attempt to temporarily confuse an enemy. Choose a willing creature that can see or hear you, and is within 30 feet of you. They make a Charisma (Persuasion) check, adding your Intelligence modifier to the roll, and force a hostile creature of their choice within 30 feet of them to make a Wisdom (Insight) check against them. If the hostile creature fails the check, their movement is halved and they are charmed by the ally until the end of your next turn. A creature with an Intelligence or Wisdom score of 5 or lower has advantage on this Wisdom check.
LordsTemptation.Tenebre . . . by ?: %rfloat width=750px% https://i.imgur.com/mtwD2vx.png | Art by Kinseviing!
Site.Ascended . . . by ?: || [[Ascended/Neri'ley| Neri'ley]] || ''Lord of Talent'' || Forge, Luck, Travel || Outer Reach and Wyrm || || || || [[Ascended/Romu'styn| Romu'styn]] || ''Lord of Harvest'' || Destruction, Nature, Tempest || Fathomless and Genie || || ||
Site.Ancestry . . . by ?: || [[CharacterCreation/AncestryOrc | '''Orc''']] || Tusked and grizzled, defined by their cursed regenerative factor. ||
Classes.WarlockPactofGem . . . by ?: While a soul is within your gem, you can cast the '''Resurrection''' spell without expending a use of your Mystic Arcanum. You can also cast the spell if you do not have access to the creature's body. Doing so causes the spell to provide a new body for the creature. Once you have resurrected a creature in this manner, you cannot use this eldritch invocation again until 7 days have passed.
Classes.WarlockPactofGauntlet . . . by ?: You can turn a pair of magic gauntlets or bracers into your pact gauntlets by performing a special ritual while you hold them. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the gauntlets, shunting them into an extradimensional space, and they appears whenever you create your pact gauntlets thereafter. You can't affect an artifact or a sentient weapon/item in this way. The gauntlets or bracers ceases being your pact gauntlets if you die, if you perform the 1-hour ritual on a different pair of gauntlets or bracers, or if you use a 1-hour ritual to break your bond to it. The gauntlets or bracers appears at your feet if they are in the extradimensional space when the bond breaks. (:div class="feature":) !!!! Pugilist's Gauntlets You count as one size larger for the purpose of grappling creatures as well as for when creatures attempt to grapple you. Additionally, you gain a bonus to Strength (Athletic) checks made to attempt or escape a grapple equal to your Charisma modifier. Finally, your unarmed strikes gain a +1 bonus to their attack and damage rolls, and can deal slashing or piercing damage when you hit a creature with them while you have your pact gauntlets donned.
Classes.Warlock . . . by ?: ||[[Classes/WarlockPactofGauntlet | Pact of Gauntlets ]] || ||[[Classes/WarlockPactofGem | Pact of the Gem ]] || ||[[Classes/WarlockPactofGreaves | Pact of the Greaves ]] || ||[[Classes/WarlockPactofShadows | Pact of Shadows]] || ||[[Classes/WarlockPactofShield | Pact of the Shield]] ||
Site.Deities . . . by ?: ||! Name ||! Titles ||! Favored Domains ||! Portfolio ||! Decrees ||! Damnations ||
Site.LordsOfTemptation . . . by ?: ''While deities wield their power through faith and primordial concepts, there are those wandering our world that have reached levels of power near divinity through their own mettle. Rarer amongst them are those that provide slivers of their powers to others around the world, seeking out great mortals driven by specific emotions. These patrons are known in Galdera as Lords of Temptations, specific individuals renowned for providing their support to those driven by a shared primal desire.'' ''Below are a sample of galderan lords; their names and titles, warlock pacts, pact boons, decrees, and damnations. Accessing each deity's page will provide further lore and piety systems for those interested in running such rules.'' ||! Name ||! Titles ||! Patronage ||! Preferred Pact Boons ||! Decrees ||! Damnations || || [[LordsTemptation/Er'aeis| Lord of Love, Er'aeis]] || ''The Platinum Heart, Monarch of the Mist'' || Horde and Archfey || Chain, Shadow, Weapon || || ||
Site.3rdLevel . . . by ?: '''''At Higher Levels:''''' When you cast this spell using a spell slot of 4th or 5th level spell slot, the spell’s timespan increases to ten years. Using a 6th or 7th level spell slot increases it to a century, while a spell slot of 8th level or higher increases it to a millennium.
Site.4thLevel . . . by ?: '''''At Higher Levels:''''' When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot above 4th.
Site.9thLevel . . . by ?: !!!! Avatar of Magic ** '''''School:''''' Transmutation ** '''''Casting Time:''''' 1 action ** '''''Range:''''' Self (15-foot radius) ** '''''Components:''''' V, S ** '''''Duration:''''' Concentration, up to 10 minute ** '''''Classes:''''' Sorcerer You are immune to all harmful magical effects and spells bar the '''Antimagic Field''' spell, and the hostile properties of magic items do not affect you. Spells that do not originate from you cannot be cast within a 15-foot radius of you.
Site.8thLevel . . . by ?: * '''''Anti-Magic.''''' At the start of each of your turns, you may choose a creature you can see within 120 feet of you to make a Charisma saving throw. On a failed save, they suffer the effects of the '''Antimagic Field''' spell until you are blinded, lose sight of them, or choose a different creature.
Site.7thLevel . . . by ?: !!!! Deluge ** '''''School:''''' Conjuration ** '''''Casting Time:''''' 1 action ** '''''Range:''''' Sight ** '''''Components:''''' V, S ** '''''Duration:''''' Instantaneous ** '''''Classes:''''' Conduit*, Druid A flood of earth and snow pours out from a point you choose within range. Each creature in a 60-foot cone must make a Strength saving throw. On a failed save, a creature is pushed prone outside the cone, taking 6d6 bludgeoning damage and 6d6 cold damage. On a successful save, a creatures takes half damage with no additional effects.
Site.6thLevel . . . by ?: !!!! Acid Rain ** '''''School:''''' Conjuration ** '''''Casting Time:''''' 1 action ** '''''Range:''''' 120 feet ** '''''Components:''''' V, S ** '''''Duration:''''' Concentration, up to 1 minute ** '''''Classes:''''' Conduit*, Druid, Sorcerer A storm cloud appears in the shape of a dome that is 20 feet tall with a 40-foot radius, centered 30 feet above a point you can see within range. This cloud spreads around corners and rains on the spaces directly below it.
Site.5thLevel . . . by ?: !!!! Absolve ** '''''School:''''' Evocation ** '''''Casting Time:''''' 1 action ** '''''Range:''''' 90 feet ** '''''Components:''''' S, M (a flask of holy water, which the spell consumes) ** '''''Duration:''''' Instantaneous ** '''''Classes:''''' Cleric, Soul-Seer, Warlock You fling a bubble of holy acid. Choose a creature you can see within range. A hostile target must succeed a on a Dexterity saving throw or take 3d6 acid damage and 3d6 radiant damage, and have any spell of 4th level or lower on them end.
Site.2ndLevel . . . by ?: (:title 2nd Level Spells:) !!!! Aspect of the Ram ** '''''School:''''' Transmutation ** '''''Casting Time:''''' 1 action ** '''''Range:''''' Touch ** '''''Components:''''' V, S ** '''''Duration:''''' Concentration, up to 1 minute ** '''''Classes:''''' Artificer, Druid, Sorcerer, Wizard
Site.1stLevel . . . by ?: '''''At Higher Levels.''''' When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. '''''At Higher Levels:''''' When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot above 1st. '''''At Higher Levels.''''' When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. '''''At Higher Levels:''''' When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot above 1st. '''''At Higher Levels:''''' When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot above 1st.
Conduit.Worldly-Ambassador . . . by ?: (:title Talents of the Worldly Ambassador:) '''''In the search of greater knowledge about the otherworldly, one is bound to encounter the residents of the planes they study. Many conduits may not be the most charismatic of individuals to represent our world, and so the rare few gain the moniker of Worldly Ambassadors. With great grit and silver tongues, these figures share a natural resistance to the charms of the otherworldly, and give new perspectives to the life outside one's own world.''''' !!! Planar Tongue Upon taking this flair at 3rd level, you have taught yourself how to better interact with extraplanar creatures, providing you the following benefits: * You know Primordial and one other exotic language of your choice. * Whenever you make a Charisma check, you gain a bonus to the check equal to half your Intelligence modifier (minimum of +1). If this check is against an Elemental or creature not native to your plane of existence, this instead increases to being equal to your Intelligence modifier (minimum of +1).
Conduit.Rift-Render . . . by ?: (:title Talent of the Rift-Render:) '''''While many study the planes for the sake of exploration and discoveries, others seek the power of the planes to empower their abilities in combat. Rift-Renders are those who seek to fuse primordial magic with martial combat, utilizing their weapons to carve planar rifts. These spellblades can strike through their rifts and banish their foes to their favoured planes, in time even capable of storing their elemental magic inside their weaponry.''''' !!! Planar Warrior Upon taking this flair at 3rd level, you have studied the blade alongside the planes. You gain proficiency with medium armor and martial weapons. Your unarmed strikes also now deal bludgeoning damage equal to 1d4 + your Intelligence modifier on a hit. Finally, you gain proficiency in your choice of the Athletics or Acrobatics skill. Each time you use that skill, you can use your Intelligence modifier rather than their associated stat modifier.
Conduit.Planar-Nexus . . . by ?: * '''''Frost.''''' You favor a combo of either air, order, or water. You can walk across water at half your movement speed as if it was solid. * '''''Acid.''''' You favor a combo of either chaos, earth, or water. You can move through any creature's space, and can use your Intelligence modifier, rather than Dexterity, to escape grapples. * '''''Explosion.''''' You favor a combo of air, chaos, or fire. You can jump vertically or horizontally an amount of feet equal to half your walking speed, with or without a running start. * '''''Magma.''''' You favor a combo of earth, fire, or order. You gain resistance to fire damage, and can light flammable objects within 5 feet of you as a bonus action. * '''''Steam.''''' You favor a combo of earth and air or fire and water. You treat creatures in heavily obscured areas as if they were instead in lightly obscured areas.
Conduit.Living-Rift . . . by ?: (:title Talent of the Living Rift:) '''''While many conduits manifest the planes through rifts and distant spells, others seek to become living avatar of the planes. Embodying their title, these conduits gain the ability to channel planar might from their very flesh and soul, becoming one with the magic that binds the planes together.''''' !!! Planar Infusion Upon taking this flair at 3rd level, you have learned how to manifest rifts through your very being. Each time you create a planar rift, you can choose to center it on you. Doing so causes it to move with you, and provides you the following benefits: * You can choose to be immune to the rift's effects. * When you cast a spell with a range of touch, you can instead target any one creature within your rift's area.
Conduit.Chaos . . . by ?: || 15th || Reality Break || Planar Rift A creature starting their turn in this area, or entering it for the first time on a turn, can add +1 to one d20 roll they make before the start of their next turn. Friendly creatures instead add a d4.
Conduit.Air . . . by ?: !!! Planar Rift A creature starting their turn in this area, or entering it for the first time on a turn, must succeed a Strength saving throw or be pushed 10 feet away from the rift's space.
Tactician.WarMedic . . . by ?: (:title Principle of the War Medic:) '''''Tacticians following the Principle of the War-Medic despise senseless death. As such, these individuals specialize in medicine and keeping their allies alive. They may not be the best in wielding the blade, but they are adept in guiding it to win the fight with the least bloodshed.''''' !!! Peerless Aid When you choose this principle at 3rd level, you are an adept in making sure your allies stay healthy. You gain proficiency in the Herbalism kit and Medicine skill. !!! Rejuvenating Tactics Also at 3rd level, your strategies come with restorative benefits to your allies. Whenever you finish a long rest, you can craft a number of healing tonics equal to 1 + your level in this class. These tonics last until the end of your next long rest.
Tactician.Vanguard . . . by ?: (:title Principle of the Vanguard:) '''''Those who follow the principle of the Vanguard are deeply respected by their troops, fighting alongside them on the frontlines. Capable of performing their tactics on their own, they can become a one-man army when the situation demands it, striking down enemies with force and will.''''' !!! Brain for Brawns When you choose this principle at 3rd level, you know how to use your knowledge for when it comes to physical work. You gain proficiency in Acrobatics or Athletics. Each time you make a Strength check, you gain a bonus to the check equal to your Intelligence modifier (minimum of +1). !!! Stalwart Commander Also at 3rd level, you can target yourself for tactics that can only target creatures other than yourself. If you perform a tactic, a friendly creature of your choice within 10 feet of you to gain temporary hit points equal to half your level in this class.
Tactician.Guerrilla . . . by ?: (:title Principle of the Guerrilla:) '''''While many may value a fair fight or proper terrain, a guerrilla knows how to fight anywhere and use it to best benefit them. Fighting as skirmishers and with surprise on their side, those unlucky to fight such tacticians never knows when the environment around them may attack them.''''' !!! All-Terrain Savant When you choose this principle at 3rd level, you become a master of terrain. You can swim, climb, or crawl without costing extra movement, and your jump distance is doubled. Additionally, you gain proficiency in one of the following skills: Sleight of Hand, Stealth, or Survival. Each time you make an ability check with this skill, you gain a bonus to the check equal to your Intelligence modifier (minimum of +1). !!! Fleet of Foot and Words
Soul-Seer.Warrior . . . by ?: (:title Talents of the Warrior Spirit:) '''''Warrior Spirits vary from the agile bowmen to the armored juggernauts, their skills unmatched when it comes to battle. Appeasing a warrior spirit may be by defeating a foe that cheated in a duel to the death, finding forgiveness from the families of those they took loved ones, or ensuring their own loved ones are safe.''''' (:div class="feature":) !!!! Armoured Soul You gain proficiency in heavy armor, and use your Wisdom score for any Strength requirements a set of armor may have. As an action, you can touch a suit of armor that isn’t being worn or carried by anyone and instantly don it, provided you aren’t wearing armor already. (:div class="feature":) !!!! Combat Ready
Soul-Seer.Primal . . . by ?: You can provide your spirit a temporary body. You treat the '''Find Familiar''' spell as always prepared, and it doesn't count against the number of soul-seer spells you prepare each day.
Soul-Seer.Devoted . . . by ?: (:title Talents of a Devoted Spirit:) '''''Devotee spirits are those who's previous life was one defined by the worship of the divine. Be it that they wish for their god to recognize them, to redeem themselves after a significant event that went against their god, or to take vengeance against members of their faith, devotee spirits still harness a piece of divine faith that they use to aid their soul-seers.''''' (:div class="feature":) !!!! Initiate Clergy Magic Choose two cantrips and one 1st level spell from the Cleric spell list. These spells count as soul-seer spells for you, are always prepared, and don’t count against the number of soul-seer spells or cantrips you can prepare each day. (:div class="feature":) !!!! Repel Undead
Soul-Seer.Crafty . . . by ?: (:title Talents of a Crafty Spirit:) '''''Blacksmiths, potion-makers, poisoners, the stories of these spirits are as diverse as humanoid creativity. The source of their restlessness is also often centered around their craft. Some have died before they could finish their masterpiece, others murdered for their goods, and more may refuse to die until their craft has been returned from the wrong hands.''''' (:div class="feature":) !!!! Initiate Inventor Magic You learn the '''Mending''' cantrip and one 1st level spell from the Artificer spell list. These spells count as soul-seer spells for you, are always prepared, and don’t count against the number of soul-seer spells or cantrips you can prepare each day. (:div class="feature":) !!!! Diverse Craftmanship
Soul-Seer.Communions . . . by ?: [deleted] !! Talents of the Commanding Spirit '''''Commanding spirits stood so tall in life they refuse to kneel in the grave. These souls may have once been guard captains, mercenary leaders, conductors, governors, or royalty, but they are all the same in spirit. Perhaps they seek to regain the honor they lost in life, or perhaps they seek amends for a lost promise they made while in command. These spirits guide you with their charms and charisma, providing you a token of their presence to aid them.''''' (:div class="feature":) !!!! Charismatic Soul You gain proficiency in two Charisma skills of your choice. Whenever you use either skills, you can use your Wisdom modifier rather than your Charisma modifier. (:div class="feature":) !!!! Initiate Captain Magic
Soul-Seer.SpectralHarvest . . . by ?: (:title Approach of the Spectral Harvest:) '''''While the goal of many soul-seer is to aid the dead to depart from the material plane, they are others who use death to empower the living. Those who take on the Spectral Harvest use the lingering energy of the dead for the own use, empowering themselves through the dead to aid the spirits they seek to atone.''''' !!! Mark of the Harvest Upon taking this approach at 3rd level, you connection to spirits has allowed you the ability to curse the souls of others. As a bonus action, choose one creature you can see within 30 feet of you. The target's soul is marked for 1 minute. The mark ends early if the target or you die. Until the mark ends, you gain the following benefits: * You ignore any benefits it may have from being invisible or hidden. * Each time this creature makes a saving throw, you roll a d4 and deduct it from their save. * If the marked creature dies, you regain a spell slot of a level equal to half your proficiency bonus (rounded down).
Soul-Seer.Poltergeist . . . by ?: (:title Approach of the Poltergeist:) '''''Wary that the dead may very well abuse the help provided to them, some soul-seers limit their communed spirits to interacting with the inanimate of the world they left behind. Those who take on the approach of the poltergeist are those who have mastered this limited bond, channeling their spirits power so that they can manipulate and handle objects from far-away. With enough trust, these spirits may even interact with the living through manipulating worn objects.''''' !!! Spectral Control Upon taking this approach at 3rd level, you can channel spirits so that they manipulate objects outside your reach. As a bonus action, choose a Large or smaller nonmagical object within 60 feet of you that isn't being worn or held, and weighs less than 10 times your Wisdom score. You animate it for the next minute, allowing you to move it up to 30 feet in any direction of your choice. It hovers if you end its movement in the air, falling to the ground once the duration ends. This movement provokes attacks of opportunity as if it was a creature, though these attacks are made with disadvantage. For the duration or until the object is reduced to 0 hit points, you can spend your bonus action on your turn to move the object again, as well as make a melee weapon attack with it against a creature within range. If the object is a weapon, you treat it as if you were proficient in it. Otherwise, a Large object uses a d10 for damage, a Medium object uses a d8, and a small object uses a d6. You use your Wisdom modifier for attack and damage rolls with this object. Large objects are proficient in Athletics, Small objects are proficient in Acrobatics, and Medium objects are proficient in either (your choice upon animating it). It uses your Wisdom modifier for any Athletic or Acrobatic checks it would make.
Soul-Seer.HauntedVessel . . . by ?: (:title Approach of Haunted Vessel:) '''''While many do not enjoy losing control over their own body, some soul-seers see it as a price they must pay to help the dead move on. By allowing their communed spirit a brief control over flesh and bone, the dead can manifest more of their power rather than through by being merely a passenger in someone's body.''''' !!! Restful Guardian Upon taking this approach at 3rd level, your spirits guard you while you aren't awake. You gain the following benefits: * Creature's don't have advantage attacking you due to you being unconscious, nor are these attack critical hits due to this condition. * While unconscious, you roll Strength and Dexterity saving throws as if you were conscious. * You can't be surprised while you are unconscious. * If Initiative is rolled and you are involved yet unconscious, you immediately wake up and stand up unless you are unconscious by magical means or by being at 0 hit points.
Soul-Seer.EtherealFlesh . . . by ?: (:title Approach of Ethereal Flesh:) '''''In guiding the dead away from the material, some soul-seers interest themselves in gaining such etherealness. The Approach of the Ethereal Flesh is the path many of these seers take, providing themselves the ability to move through solid substances or allow blows to move right through them. A fair warning to those who take on this approach however, as those who exploit this talent may find themselves forever fazed, stuck like the souls they wished to aid.''''' !!! Intangible Body Upon taking this approach at 3rd level, you have learned to make your flesh ethereal to protect yourself from danger. You have a pool of d6s that you spend to fuel this protection. The number of dice in the pool is 1 + your soul-seer level. Upon taking damage, you can spend your reaction to spend dice from the pool. The maximum number of dice you can spend at once equals your Wisdom modifier (minimum of one die). Roll the dice you spend, add them together, and reduce the damage by that total. If this damage would be reduced to 0 and you would still have points left, half of this remaining amount is turned into temporary hit points. Your pool regains all expended dice when you finish a long rest.
Soul-Seer.Mortality . . . by ?: (:title Approach of Imminent Mortality:) '''''In the quest to appease the restless dead, some soul-seers make take on a path of embodying the fear of death. To them, there exists no better way to manipulate the living and dead than through the reminder that they inevitably cease to exist on this mortal plane. These soul-seers are called Aspects of Mortality, instilling terror and dread within those who block their path to appeasing their communed spirit while reminding the world that death is a universal constant.''''' !!! Dreadful Reminder Upon taking this approach at 3rd level, your strikes instill deathly fear within the hearts of your foes. Upon dealing damage to a creature, you can force them to make a Wisdom saving throw. On a failed save, they suffer one of the following (your choice), which lasts until the start of your next turn: * They become frightened of you. * Any hit points restored or temporary hit points they gain are halved. A creature who succeeds this save has advantage against this saving throw for 1 hour.
Therion.SpectralHarvest . . . by ?: (:title Approach of the Spectral Harvest:) '''''While the goal of many soul-seer is to aid the dead to depart from the material plane, they are others who use death to empower the living. Those who take on the Spectral Harvest use the lingering energy of the dead for the own use, empowering themselves through the dead to aid the spirits they seek to atone.''''' !!! Mark of the Harvest Upon taking this approach at 3rd level, you connection to spirits has allowed you the ability to curse the souls of others. As a bonus action, choose one creature you can see within 30 feet of you. The target's soul is marked for 1 minute. The mark ends early if the target or you die. Until the mark ends, you gain the following benefits: * You ignore any benefits it may have from being invisible or hidden. * Each time this creature makes a saving throw, you roll a d4 and deduct it from their save. * If the marked creature dies, you regain a spell slot of a level equal to half your proficiency bonus (rounded down).
Therion.Poltergeist . . . by ?: (:title Approach of the Poltergeist:) '''''Wary that the dead may very well abuse the help provided to them, some soul-seers limit their communed spirits to interacting with the inanimate of the world they left behind. Those who take on the approach of the poltergeist are those who have mastered this limited bond, channeling their spirits power so that they can manipulate and handle objects from far-away. With enough trust, these spirits may even interact with the living through manipulating worn objects.''''' !!! Spectral Control Upon taking this approach at 3rd level, you can channel spirits so that they manipulate objects outside your reach. As a bonus action, choose a Large or smaller nonmagical object within 60 feet of you that isn't being worn or held, and weighs less than 10 times your Wisdom score. You animate it for the next minute, allowing you to move it up to 30 feet in any direction of your choice. It hovers if you end its movement in the air, falling to the ground once the duration ends. This movement provokes attacks of opportunity as if it was a creature, though these attacks are made with disadvantage. For the duration or until the object is reduced to 0 hit points, you can spend your bonus action on your turn to move the object again, as well as make a melee weapon attack with it against a creature within range. If the object is a weapon, you treat it as if you were proficient in it. Otherwise, a Large object uses a d10 for damage, a Medium object uses a d8, and a small object uses a d6. You use your Wisdom modifier for attack and damage rolls with this object. Large objects are proficient in Athletics, Small objects are proficient in Acrobatics, and Medium objects are proficient in either (your choice upon animating it). It uses your Wisdom modifier for any Athletic or Acrobatic checks it would make.
Therion.HauntedVessel . . . by ?: (:title Approach of Haunted Vessel:) '''''While many do not enjoy losing control over their own body, some soul-seers see it as a price they must pay to help the dead move on. By allowing their communed spirit a brief control over flesh and bone, the dead can manifest more of their power rather than through by being merely a passenger in someone's body.''''' !!! Restful Guardian Upon taking this approach at 3rd level, your spirits guard you while you aren't awake. You gain the following benefits: * Creature's don't have advantage attacking you due to you being unconscious, nor are these attack critical hits due to this condition. * While unconscious, you roll Strength and Dexterity saving throws as if you were conscious. * You can't be surprised while you are unconscious. * If Initiative is rolled and you are involved yet unconscious, you immediately wake up and stand up unless you are unconscious by magical means or by being at 0 hit points.
Therion.EtherealFlesh . . . by ?: (:title Approach of Ethereal Flesh:) '''''In guiding the dead away from the material, some soul-seers interest themselves in gaining such etherealness. The Approach of the Ethereal Flesh is the path many of these seers take, providing themselves the ability to move through solid substances or allow blows to move right through them. A fair warning to those who take on this approach however, as those who exploit this talent may find themselves forever fazed, stuck like the souls they wished to aid.''''' !!! Intangible Body Upon taking this approach at 3rd level, you have learned to make your flesh ethereal to protect yourself from danger. You have a pool of d6s that you spend to fuel this protection. The number of dice in the pool is 1 + your soul-seer level. Upon taking damage, you can spend your reaction to spend dice from the pool. The maximum number of dice you can spend at once equals your Wisdom modifier (minimum of one die). Roll the dice you spend, add them together, and reduce the damage by that total. If this damage would be reduced to 0 and you would still have points left, half of this remaining amount is turned into temporary hit points. Your pool regains all expended dice when you finish a long rest.
Therion.Mortality . . . by ?: (:title Approach of Imminent Mortality:) '''''In the quest to appease the restless dead, some soul-seers make take on a path of embodying the fear of death. To them, there exists no better way to manipulate the living and dead than through the reminder that they inevitably cease to exist on this mortal plane. These soul-seers are called Aspects of Mortality, instilling terror and dread within those who block their path to appeasing their communed spirit while reminding the world that death is a universal constant.''''' !!! Dreadful Reminder Upon taking this approach at 3rd level, your strikes instill deathly fear within the hearts of your foes. Upon dealing damage to a creature, you can force them to make a Wisdom saving throw. On a failed save, they suffer one of the following (your choice), which lasts until the start of your next turn: * They become frightened of you. * Any hit points restored or temporary hit points they gain are halved. A creature who succeeds this save has advantage against this saving throw for 1 hour.
Therion.Mutations . . . by ?: !!!! Caustic Fluids '''''Prerequisite:''' 6th level'' \ Upon taking damage, you can spend your reaction to cause your attacker to take acid damage equal to 1d10 + your Constitution modifier. Furthermore, you gain a spit attack, which you treat a a simple ranged weapon with a range of 30/120 feet, and a d10 damage dice. You use your Constitution modifier for attack and damage rolls made with this weapon. (:div class="feature":) !!!! Enhanced Physique Your Hit Dice from this class increases to a d12 in size.
Therion.Dragon . . . by ?: %rfloat width=500px% https://i.imgur.com/qXAQmZx.png | Art by itslaghy! %rfloat width=500px% https://i.imgur.com/ixQnGvZ.png | Art by Mishanya!
Therion.Ooze . . . by ?: (:title Ooze Manifestation:) '''''You share your essence with the egnimatic fluid ones. Oblex, black puddings, oozes, the substance that composes these shapeless beings now flow in your veins. Capable of endless shapes and sizes, engulf and dissolve your foes so that all that remains of your wrath is the sizzling of your blood.''''' !!! Corrosive Touch Also at 3rd level, you know how to melt your way through most obstacles, providing you the following benefits. * You can communicate in a limited manner to oozes, to which they can understand the meaning of your words, though you have no special ability to understand them in return. * The first attack you make with a mutation on each of your turns deals an additional 1d6 acid damage. This increases to 1d8 once you reach 11th level in this class. * You learn the '''Acid Splash''' spell, using your Constitution modifier for its spell save DC. You can cast this spell as a bonus action while under your metamorphosis. * As an action, you can dissolve a Tiny object made of organic matter.
Classes.Ranger . . . by ?: || [[Classes/RangerWarden | Conclave of the Warden ]] || ''Those who seek to maintain the balance of life within nature are referred to as Wardens. These rangers wish to prevent the extinction of any and all creatures that live and breathe, going above and beyond to stop those that attempt these foul acts. Experts in defense, they use their skills and magic to ensure the safety of those they protect.'' ||
Classes.SorcererTimelessOne . . . by ?: (:title The Anomaly:) '''''You are a creature of the past, present, and future. With magic that can shift the sands of time, you have a powerful control over your own fate. You might be a living time paradox, a creature born into the far flung future or the lost past, or a being born old that has been growing younger ever since. Whatever the case may be, the future is for you the shape to your liking.* !!!!! Timeless Expanded Spells You learn additional spells when you reach certain levels in this class, as shown below. Each of these spells count as sorcerer spells for you, but it doesn’t count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an divination or transmutation spell from the bard, sorcerer, or wizard spell list.
Classes.SorcererAnomaly . . . by ?: (:title The Anomaly:) '''''Truth be told, your magical origin is a mystery. Your own origin may be as well. Nobody knows how you obtained your magic, no matter how hard the research. Nevertheless, you feel as one with this innate power, using this bizarre magic to alter the world around you or create wonders out of nothing.* *Your innate magic has made your entrance into this world a very peculiar one. The Mysterious Origin table provides some examples.''''' || d6 || Mysterious Origin || || 1 || You were a born as if you came from a completely different family. You may be a halfling born from an elven family, a human from a dwarf household, or a goliath from a gnome parents. || || 2 || You are a triplet, manifesting in your parent seven days before your birth. ||
Classes.SorcererVerdantSoul . . . by ?: (:title Verdant Soul:) '''''Your magic comes from the forests and gardens of the world. Those with these powers can trace their magic to being born in forests connected to the Feywild, while others may have had a dryad ancestor, or your family once oversaw the protection of an ancient tree that has existed for aeons. No matter the case, your blood flows with fertile magic.''''' !!!!! Verdant Expanded Spells You learn additional spells when you reach certain levels in this class, as shown below. Each of these spells count as sorcerer spells for you, but it doesn’t count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an evocation or transmutation spell from the sorcerer, druid, or wizard spell list.
Classes.SorcererProdigy . . . by ?: (:title Prodigy:) '''''While many sorcerers may be born with a lineage connected to magical creatures originating from across corners of the universe, your ancestry is connected to a being who spent their life studying the very foundations of magic. Be it a scholar who learned all there is within the various schools of magic, a wizard who has lived centuries within living bones, or an intellectual who had witnessed the grandest of magic displays, their knowledge seeps within your blood and soul.''''' !!!!! Prodigy Expanded Spells You learn additional spells when you reach certain levels in this class, as shown below. Each of these spells count as sorcerer spells for you, but it doesn’t count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an evocation or transmutation spell from the bard or wizard spell list.
Classes.SorcererOozeBlood . . . by ?: (:title Ooze Blood:) '''''Your ancestry is connected to the slimes of the world. Be it through reproducing with an Oblex, consumption of Gelatinous Cubes, or a brief exposure to the plane of ooze, this interaction has given you properties akin to the many oozes across the world.''''' !!!!! Ooze Expanded Spells You learn additional spells when you reach certain levels in this class, as shown below. Each of these spells count as sorcerer spells for you, but it doesn’t count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an evocation or transmutation spell from the druid, sorcerer, or warlock spell list.
Classes.SorcererHeroicSpirit . . . by ?: (:title Heroic Spirit:) '''''You share your lineage with heroes that have shaped history. Their authority and knowledge flows through you, allowing you to carve your way towards greatness. You might have not known of your heritage, or perhaps your family has been waiting for a proper descendant for their heroic lineage. Through tenacity and progress, perhaps you will yourself greater than your source of magic.''''' !!!!! Heroic Expanded Spells You learn additional spells when you reach certain levels in this class, as shown below. Each of these spells count as sorcerer spells for you, but it doesn’t count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an enchantment or transmutation spell from the bard or sorcerer spell list.
Classes.SorcererCursedOne . . . by ?: !!!!! Cursed One Spells Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an enchantment or necromancy spell from the sorcerer, wizard, or warlock spell list. || 1st || Bane, Hex || || 3rd || Blindness/Deafness, Lesser Restoration || || 5th || Bestow Curse, Remove Curse || || 7th || Blight, Confusion || || 9th || Contagion, Greater Restoration || !!! Curse Devourer
Classes.SorcererCosmicBody . . . by ?: '''''You are a being connected to the near-infinite space around your world, that of which gives your starry nights and sunny days. Your otherwordly magic bonds you with the celestial bodies light-years away, giving your soul a hunger for exploration. Will you try to reach your family in the stars, or will you make them proud by being a shining star on your world?'''''
Classes.WarlockBehemoth . . . by ?: (:title The Behemoth:) '''''You have made with an aspect of nature, a primal beast of savage power. You might be mistaken for a druid by others due to this gift, but your connection to nature is one to fur, scales, wings, and flesh, not to the elements. Be it a great spirit beast, a powerful werekin, or a beast as old as nature, the magic gift they provided you allows you to return to a primal form.''''' !!!!! Behemoth Expanded Spell-List || border=1 ||! Spell Level ||! Spells || || 1st || Animal Friendship, Hunter's Mark || || 3rd || Animal Messenger, Summon Beast ||
Classes.WarlockChroniclerofFables . . . by ?: (:title The Chronicler of Fables:) '''''Your patron is a lorekeeper, a creature with the powers to influence fate and destiny. Many who try to beseech power from these beings seek to control their own destiny, only to find themselves puppets to re-enact their patrons desires. Your patron may be a fate-weaver, a historian who has seen millenias gone by, or a storyteller who's fantastical tales are more than simply fiction. While these warlocks may try to use their gift to make themselves the protagonist of their own story, the most powerful amongst them know how to use their power to empower the tales of others.''''' !!!!! The Chronicler Expanded Spell-List || border=1 ||! Spell Level ||! Spells || || 1st || Heroism, Identify || || 3rd || Fortune's Favor, Locate Object ||
Classes.WarlockEldritchParasite . . . by ?: (:title The Eldritch Parasite:) '''''Your patron has gifted you power in a way very much different to other patrons. It has embedded a piece of itself into you, bonding your flesh and soul to it. Any powerful creature can do so, but doing so greatly changes the magic you gain from them.''''' '''''How a patron bonds to the flesh and spirit of their warlock varies from patron to patron. You decide how this took place, or you can determine it by rolling on the Hosting Origin table.''''' || border=1 ||! d6 ||! Hosting Origin || || 1 || Your patron planted their unborn child into you, letting it grow within you while you tap into its growing power. ||
Classes.WarlockLivingLibrary . . . by ?: (:title The Living Library:) '''''Your patron is a near omniscient being, having collected and learned vast amounts of information. Through their pact with you, you seek out any information they may have lost or lack. Creatures with near immortality, gifted in gathering information, or simply craving knowledge of the cosmos are all potential patrons of this style. Be it an elder nothic, a sphinx, an archmage, and other intellectual beings are often this kind of warlock patron.''''' !!!!! Living Library Expanded Spell-List || border=1 ||! Spell Level ||! Spells || || 1st || Identify, Magic Missile || || 3rd || Silence, Tasha's Mind Whip ||
Classes.WarlockOuterReach . . . by ?: (:title The Outer Reach:) '''''Your patron is a being from the vast realms of the astral planes and outer space. It may be an Astral Dreadnought, the dying fragments of a forgotten god, or a magic comet that you wished upon one starry night. Whatever or whomever it may be, it has connected you to the vast riches and emptiness of space.''''' !!!!! Outer Reach Expanded Spell-List || border=1 ||! Spell Level ||! Spells || || 1st || Feather Fall, Magnify Gravity || || 3rd || Silence, Vortex Warp ||
Classes.WarlockHorde . . . by ?: (:title The Horde:) '''''You have made a pact not with one powerful creature, but with a mass of creatures who are equally powerful when together. These patrons may be the spirits of your destroyed village, your family lineage, or a swarm of creatures that have bonded to you. To your patrons, you are their mascot, protector, or even their supposed divine figure.''''' !!!!! Horde Expanded Spell-List || border=1 ||! Spell Level ||! Spells || || 1st || Alarm, Bless || || 3rd || Mirror Image, Suggestion ||
Classes.WarlockTitan . . . by ?: (:title The Titan:) '''''Your patron is an ancient being amongst Giant-kind, a being who has mastered magic and illusions. Be it a prophetic Storm giant, an imaginative Stone giant, a trickster Oni, or a wealthy Cloud giant, your patrons gift is one that allows them to see and understand the world of tiny creatures through your eyes.''''' !!!!! Titan Expanded Spell-List || border=1 ||! Spell Level ||! Spells || || 1st || Catapult, Fog Cloud ||
Classes.WarlockWyrm . . . by ?: Your dragon patron 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, along with the spells associated in the table with your patron’s type: Black/Copper, Brass/Gold/Red/Turtle, Blue/Bronze, Silver/White, and Green dragon. !!! Power of Scaled Fury
Classes.Wizard . . . by ?: || [[Classes/WizardMind | School of the Mind ]] || ''Your study of magic is bound to the mind, sharpening it into a razor edge in order to fend off your enemies. Created both through inspiration and fear toward psionics and telepaths, wizards of the School of the Mind often venture in the hopes to one day mentally overpower these individuals. These wizards exist as inquisitors, diplomats, or insidious adventurers.'' ||
Classes.WizardMind . . . by ?: (:title School of The Mind:) '''''Your study of magic is bound to the mind, sharpening it into a razor edge in order to fend off your enemies. Created both through inspiration and fear toward psionics and telepaths, wizards of the School of the Mind often venture in the hopes to one day mentally overpower these individuals. These wizards exist as inquisitors, diplomats, or insidious adventurers.''''' !!! Intrusive Telepathy When you take this school at 2nd level, you can speak telepathically to any creature you can see, provided the creature is within a number of feet of you equal to 10 times your level in this class. If you already had telepathy in some manner, this range increases to 15 times instead. You don't need to share a language with the creature for it to understand your telepathic thoughts, but the creature must be able to understand at least one language.
Classes.WizardArcaneDialects . . . by ?: (:title School of Arcane Dialects:) '''''Communication is the tool for progress and cooperation within any groups of people. The wizards who study under the School of Tongues often seek a way to bring the world together through language, or manipulate the world through clever wordplay. With this expertise, these wizards can make or destroy cohesion, and can cast their spells through noise alone.''''' !!! Educated Speech When you take this school at 2nd level, you learn three languages of your choice. You also gain a bonus to Charisma checks equal to your Intelligence modifier (minimum of +1). !!! Alter Communication Also at 2nd level, your knowledge in languages allows you to alter someone's capacity's to communicate. As an action, you can force a creature you can see or hear within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, you can force one of the following onto them;
Classes.WizardSomatomancy . . . by ?: (:title School of Somatomancy:) '''''A rare school amongst the arcane community, primarily composed of warriors or wizards who wish to enhance both their body and mind through magic. After all, what good is to wield such power if a simple dagger can prove to be the death of you? Students of this school learn to awaken the hidden power within their muscles, allowing them to reach a powerful balance between the might of the arcane, and the might of one's fist.''''' !!! Studied Physique Upon taking this school at 2nd level, your body has been honed to appear akin to mighty warriors. Your hit point maximum increases by 2, and increases by 1 again whenever you gain a level in this class. !!! Arcane Might Also at 2nd level, your study on the capabilities of flesh has granted you the ability to magically unlock your body’s full capabilities.
Classes.WizardSleep . . . by ?: * They are treated as invisible to any creatures but those affected by this feature. * While unconscious, the first instance of damage each of them take is halved. * Each creature treats their space as comfortable and dry, regardless of the weather around them.
Classes.WarlockAutomaton . . . by ?: (:title The Automaton:) '''''Composed of materials that should not normally produce sentience, your animated patron possesses a powerful spark of life within it. Be it by accident, calculated decisions, or through new emotions, they have passed a part of their spark to you.''''' !!!!! Automaton Expanded Spell-List || border=1 ||! Warlock Level ||! Spells || || 1st || Absorb Elements, Grease || || 3rd || Heat Metal, Immovable Object ||
Classes.SorcererAuroralBloodline . . . by ?: (:title Auroral Bloodline:) '''''Your glowing blood is tied to the bright beacons from the north and south. Perhaps you were born upon the coldest of nights the world has seen in centuries, perhaps you come from a family with a lineage of worshiping the auroras, or perhaps you were born with a heart of magical ice rather than one of flesh. Sorcerers who use such powers for good are perfect creatures against the forces of fire and darkness. Others are known as "Will o Wisps" due to their charming and bright appearances, only to lead others to a frigid death.''''' !!!!! Auroral Spirit Spells You learn additional spells when you reach certain levels in this class, as shown below. Each of these spells count as sorcerer spells for you, but it doesn’t count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an evocation or divination spell from the druid, sorcerer, or warlock spell list.
Classes.RangerTreeKin . . . by ?: %rfloat width=300px% https://i.imgur.com/OSqUvt6.png |
Classes.RangerWarden . . . by ?: || border=1 ||! Ranger Level ||! Spells || || 3rd || Armor of Agathys || || 5th || Warding Wind || || 9th || Leomund's Tiny Hut || || 13th || Guardian of Nature || || 17th || Wall of Stone ||
Classes.RangerTrapMaster . . . by ?: || border=1 ||! Specialized Traps ||! Effect || || Pitfall || This trap occupies a 10-foot square, and can only be placed on a walking surface. A Large or smaller creature who enters this traps space must make a Dexterity saving throw against your spell save DC, falling into the trap on a failed save as the ground below them caves into a 15 foot deep hole. On a success, they land on a unoccupied spaces beside the trap. Anything in the hole is pushed to its surface once an hour has passed. || || Sharp Tripwire || You anchor two hooks between two solid masses (such as a tree or pillar), connecting the two with a wire. This wire has a max length of 30 feet. Any creature who enters this traps space must make a Dexterity saving throw, falling prone on a failure and taking 1d8 slashing damage. If the creature has moved up to half their movement before entering this traps space, they have disadvantage on the save. Standing up after falling to this traps costs your entire movement. || || Dazzle Powder || You place a harmless explosive that detonates into a cloud of bright dust. Every creature within a 10 foot radius of the trap shed dim light in a 15-foot radius and cannot gain the benefit of being invisible until the end of the next round. Additionally, any attack roll against these creatures, before the end of the next round, has advantage if the attacker can see them. This trap is destroyed upon activation. || || Smoke Bomb || Any creature who enters this traps space causes it to explode into a cloud of heavily obscuring smoke, covering a 30-foot radius centered around the traps location. This smoke lasts for a minute, or until a wind of moderate or greater speed disperses it. This trap is destroyed upon activation. || || Snoring Gas || You prime a canister of sleeping powder to explode. Any creature who enters this traps space must roll a Constitution saving throw against your spell save DC. On a failure, they fall unconscious if they are below a number of hit points equal to 3 times your level in this class. On a success, they only fall unconscious if they have a number of hit points equal to your ranger level. This creature remains unconscious for a minute, or until they take damage. This trap is destroyed upon activation. || !!! Art of the Trade
Classes.RangerSurvivor . . . by ?: (:title Conclave of the Survivor:) '''''Where seemingly no creatures could live, you have managed to make it your home. Rangers of this conclave carry with them a piece of the most extreme environments, empowering them and giving them an edge to their survival.''''' !!!!! Survivor Magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Survivor Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. || border=1 ||! Ranger Level ||! Spells ||
Classes.RangerSkyWalker . . . by ?: (:title Conclave of the Sky-Walker:) '''''To many, the sky is a land left for birds, dragons, and other flying creatures. Others take it upon their own hands to make the sky their home, no matter where they originated before. Soaring Protectos are many of these folks, taking it up to the sky to protect it and the world around them. With or without wings, these rangers are masters of maneuvering and mobility.''''' !!!!! Sky-Walker Magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Soaring Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. || border=1 ||! Ranger Level ||! Spells ||
Classes.RangerRelicGuardian . . . by ?: (:title Conclave of the Relic Guardian:) '''''The past lingers through you, be it through your connection to a lost civilization, a curse long forgotten, your desire to find an animal thought extinct, or something else. Whatever it may be, you are now amongst the Relic Guardians, rangers tasked in finding ancient relics and wonders before those who would seek to destroy or stain it do. Through this connection to the past, what was once lost can be soon found, what was once remembered can be forgotten, and what ancient magic surrounding beasts and objects can be suppressed.''''' !!!!! Relic Magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Relic Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. || border=1 ||! Paladin Level ||! Spells ||
Classes.PaladinPower . . . by ?: !!! Strength Within Self At 7th level, your spirit empowers the body. You and friendly creatures within 10 feet of you add your Charisma modifier to Strength Checks, and are treated as one size larger for the purpose of grappling, shoving, and carrying capacity. At 18th level, the range of this aura increases to 30 feet.
Classes.PaladinLove . . . by ?: (:title Oath of Love:) '''''Those who swear upon love swear to fight against hatred, bigotry, and discrimination. Be it building love through acts of charity, acts of passions, or through acts of camaraderie on the battlefield, these paladins sow the seeds of love and hope within the folks they meet, feeding it so that the places they leave are ones devoid of spite and hatred, but one filled with joy and aspiration.''''' !!!!! Tenants of Love The tenants of the Oath of Love have its paladin value healthy love and camaraderie. * '''''Nurture Love.''''' It is your duty to grow all the healthy sorts of love everywhere you go. It is better to love first, than to hate first. * '''''Repair Love.''''' When love is in pieces, it is up to you to repair it. Ensure the love your rebuild is one that will not tear upon others.
Classes.PaladinErudition . . . by ?: (:title Oath of Erudition:) '''''The Oath of Erudition binds its paladins to the protection and spreading of knowledge. These paladins train to become living libraries, searching for the truth while teaching those who wish to learn. Such followers of this oath must maintain the liberty of knowledge and preserve it, preventing its destruction while maintaining it is also not left forgotten.''''' !!!!! Tenants of Erudition The tenants of the Oath of Erudition has its paladins promote teaching and the conservation of knowledge. * '''''Conserve Knowledge.''''' Some may wish to destroy knowledge they wish to hide, or destroy what might work against them. Ensure this knowledge is protected. * '''''Never Stop Learning.''''' There is no such thing as omniscience to a mortal. Seek out knowledge whenever you can, as there is always something new for you to learn.
Classes.PaladinDelivery . . . by ?: (:title Oath of Delivery:) '''''Cause and Effect. Such was the original goal of taking upon the Oath of Delivery, but centuries have allowed various paladin orders to interpret the phrase in their own way. For many, these paladins are honor-bound messengers and deliverer of goods, traversing land and sea to ensure communication and trade maintains. Rare branches of these orders exist, with some found deep within the north to deliver great joy to the people of the world each year, while another takes their oath to ensure death is delivered to all those who seek to escape it.''''' !!!!! Tenants of Delivery The tenants of the Oath of Delivery are sworn to those who take it upon themselves to be the deliverer of messages and goods, for the freedom of trade, exchange, and gift-giving lies upon them. * '''''Dedication.''''' It is your duty to ensure what you have been given is delivered to its target, no matter the elements or foes that come your way. * '''''Discretion.''''' What your delivery is and who it is meant to be given to should be brought up to a minimum. Unless stating it may ease the process of delivery, this knowledge may tempt others to intervene in your cause.
Classes.PaladinDarkness . . . by ?: '''''The Oath of Darkness is one sworn in secrecy and with little flair. Paladins who take this oath are those who fight their enemies from within, capable of masking their true intentions to anyone and everyone. Some use this oath to appear as any common folk and defeat their enemies when they least expect it, while others mask themselves as their enemies in order to gain and destroy their trust.''''' !!!!! Tenants of Darkness
Classes.PaladinOathless . . . by ?: (:title Oathless:) '''''An oathless is a paladin who has abandoned or broken their oath, but has not fallen for dark powers. What light that remains within their heart burns still, but searches to be redeemed or to follow a new oath.''''' An Oathless paladin is not a subclass a character can willingly take when they obtain their 3rd paladin level. This subclass serves as a replacement for a paladin who abandons or breaks their previous oath, acting as a temporary subclass for them to have until they take on a new oath. !!!!! Oathless Spells As an oathless paladin, you do not gain oath spells. Instead, you can prepare a number of paladin spells equal to your Charisma modifier + your paladin level.
Classes.Paladin . . . by ?: || [[Classes/PaladinOathless | Oathless ]] || ''An oathless is a paladin who has abandoned or broken their oath, but has not fallen for dark powers. What light that remains within their heart burns still, but searches to be redeemed or to follow a new oath.'' || || [[Classes/PaladinDarkness | Oath of Darkness ]] || ''The Oath of Darkness is one sworn in secrecy and with little flair. Paladins who take this oath are those who fight their enemies from within, capable of masking their true intentions to anyone and everyone. Some use this oath to appear as any common folk and defeat their enemies when they least expected, while others mask themselves as their enemies in order to gain and destroy their trust.'' || || [[Classes/PaladinDelivery | Oath of Delivery ]] || ''Cause and Effect. Such was the original goal of taking upon the Oath of Delivery, but centuries have allowed various paladin orders to interpret the phrase in their own way. For many, these paladins are honor-bound messengers and deliverer of goods, traversing land and sea to ensure communication and trade maintains. Rare branches of these orders exist, with some found deep within the north to deliver great joy to the people of the world each year, while another takes their oath to ensure death is delivered to all those who seek to escape it.'' || || [[Classes/PaladinErudition | Oath of Erudition ]] || ''The Oath of Erudition binds its paladins to the protection and spreading of knowledge. These paladins train to become living libraries, searching for the truth while teaching those who wish to learn. Such followers of this oath must maintain the liberty of knowledge and preserve it, preventing its destruction while maintaining it is also not left forgotten.'' || || [[Classes/PaladinHumility | Oath of Humility ]] || ''The Oath of Humility has a paladin strive to keep themselves in the shadows, ensuring that their acts of good are left without an owner. Paladins who dedicate themselves to this oath have their allies given full appreciation of their work, and that their own is nothing but a small piece in the accomplished goal. Paladins of this oath rarely talk about their deeds, as one who helps others has no need to discuss or brag about their acts.'' || || [[Classes/PaladinLove | Oath of Love ]] || ''Those who swear upon love swear to fight against hatred, bigotry, and discrimination. Be it building love through acts of charity, acts of passions, or through acts of camaraderie on the battlefield, these paladins sow the seeds of love and hope within the folks they meet, feeding it so that the places they leave are ones devoid of spite and hatred, but one filled with joy and aspiration.'' || || [[Classes/PaladinPower | Oath of Power ]] || ''Those who follow the oath of power are often fanatics of war, folks who seek to improve their station, or devout followers to a god of strength. There nevertheless exist individuals who swear upon this oath for good intentions, seeking to improve themselves in order to avenge what they lost, to regain what was once rightfully theirs, or to take down the unsurmountable.'' || || [[Classes/PaladinHearth | Oath of the Hearth]] || ''Those bound to the Oath of the Hearth are sworn to be caregivers of those in need. When others may fall into the paths of despair and loss, it is up to a Paladin of the Hearth to aid them in their time of need. They spread with them the rules of hospitality, and wield a heavy hand towards those who may break them.'' || || [[Classes/PaladinHunt | Oath of the Hunt ]] || ''The Oath of the Hunt calls upon its paladin to be the protectors of civilization against the creatures that would prey upon them. When a bane against progress would rear its fangs towards civilization, a Hunter is soon to follow and quell the threat. They ensure nature is preserved and maintained, and fight back against the ancient tyrants that were dragons and giants.'' || || [[Classes/PaladinValkyrie | Oath of the Valkyries ]] || ''The Oath of the Valkyries is one that shares its birth with the rise of necromancy. Referred to as Reapers to those who refuse their mortality, paladins that swear upon this oath accept their limited time within the world and wish to uphold the inevitability of death. They vow emnity against the beings who bestow themselves corrupted immortality, their fervor for the destruction of undead the strongest compared to other oaths. Those who aid these paladins in their struggles rarely die in battle, blessed to die instead when they are needed on the other side.'' ||
Classes.Sorcerer . . . by ?: || [[Classes/SorcererAuroralBloodline | The Auroral Bloodline ]] || ''Your glowing blood is tied to the bright beacons from the north and south. Perhaps you were born upon the coldest of nights the world has seen in centuries, perhaps you come from a family with a lineage of worshiping the auroras, or perhaps you were born with a heart of magical ice rather than one of flesh. Sorcerers who use such powers for good are perfect creatures against the forces of fire and darkness. Others are known as "Will o Wisps" due to their charming and bright appearances, only to lead others to a frigid death.'' ||
Classes.Rogue . . . by ?: || [[Classes/RogueCheapShot | Cheap Shot ]] || ''Folks who take upon the talents of a Cheap Shot are tactical masterminds, using their tactics to fully exploit the weaknesses of their enemies in opportune moments. Honor is for the dead, and these scoundrels will go for anything to live another day.'' ||
Classes.RogueGateway . . . by ?: %rfloat width=500px% https://i.imgur.com/U15luRJ.png | Art by Necromoss!
Classes.RogueWinterHand . . . by ?: (:title Winter's Hand:) '''''Most often known by its jolly gnomes and northern giant-folk, the adepts of the Winter's Hand is one bound to fill the hearts of others with festivity and joy. Just as capable at slipping gifts within the pockets of others as they are at slipping poisons, these rogues can harness the frigid cold and mystery of winter to further their goals. Some take this archetype to steal from the rich and provide joy to the poor, others do so to uphold the legend of the Lord of Crimson Snow. How you wield this balance of providing death and joy is up to you, so long as don't exploit these gifts for simply greed.''''' !!! Joyful Craftsman Upon taking this archetype at 3rd level, you gain proficiency in the Insight skill, along with two artisan tools of your choice. !!! Inconspicuous Gift-Giver Starting at 3rd level, you gain an additional use from your Cunning Action feature: you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check. You can only do so in order to plant objects from your person onto an object or another person, or to discreetly take food.
Classes.RogueSilhouette . . . by ?: (:title Silhouette:) '''''Masters of the shadows and the night, a Silhouette rogue knows how to use the illumination around them to the fullest. Capable of weaving the shadows of others into illusory duplicates, these tricksters can weave through and into the darkness, allowing them to even hide unnoticed within someones shadow.''''' !!! Shadow Strike When you choose this archetype at 3rd level, you know how to slip through shadows. Whenever you are in dim light or darkness, you can teleport up to 30 feet to an unoccupied space you can see that is also in dim light or darkness. You can perform this teleport as part of making a weapon attack, either to teleport towards a creature you wish to attack or away from one you're attacking. You must choose to make this teleport after attacking a creature, but before you know if the attack is a success or failure. When making such an attack, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it.
Classes.RogueMimic . . . by ?: (:title Mimic:) '''''Mimicry is a way for many small creatures to gain an edge in the cruel world that is nature. For some rogues, they take this talent of mimicry to the edge, using magic and tools to copy the capabilities of the monstrosities they share a name. Perhaps born with a connection to these creatures, or perhaps a master of masquerades, these folks can be anywhere they please, and no one would even notice.''''' !!! Inanimate Disguise At 3rd level, you can take on the form of objects. When taking the Hide action, you can magically disguise your appearance to appear as an object of your choice and size. This disguise breaks apart if you willingly move more than half your movement speed or deal damage. While in this form, you can use your Sneak Attack against a creature even if you don’t have advantage on the attack roll. All other rules for Sneak Attack still apply. Creatures can spend an action to make an Intelligence (Investigation) check against your DC (DC = 8 + your proficiency bonus + your Intelligence modifier), recognizing that you're a fake object on a success. They automatically succeed if they saw you change appearance. On a failed check, a creature considers you as an object until you move or take damage, at which point they can make the check again.
Classes.RogueMarauder . . . by ?: (:title Marauder:) '''''Marauders bring terror into the heart of their victims. Violent and brute thieves, they are experts in using their enemies own weapons against them. Carriage robber, raider, guerilla, pirate - such walks of life harbor many of these pilfering individuals.''''' !!! Raid Expert When you choose this archetype at 3rd level, choose two weapons that lack the Heavy property. You gain proficiency in with those weapons if you didn't already have it, along with medium armor. You can perform your Sneak Attack when attacking with either of these two weapons, regardless if they have the Finesse property or not. !!! Terror of the Marauder Also at 3rd level, you learn to strike fear into your foes. As a bonus action, you can make a Charisma (Intimidation) check towards a creature that can see you, contested by the targets Wisdom (Insight) check. If you succeed, that target is frightened of you until the end of your next turn, and you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it. On a failure, this creature is immune to this feature for the next 24 hours, or until they take Sneak Attack damage from you.
Classes.BarbarianBloodFury . . . by ?: For example, if you know the 1st-level spell '''False Life''' and have a 1st-level and a 2nd-level spell slot available, you can cast '''False Life''' using either slot. Additionally, you can cast the '''Detect Magic''' and '''Identify''' spells, but only as a ritual spell.
Classes.RogueDivineExecutioner . . . by ?: (:title Divine Executioner:) '''''While a Paladin may represent their deities spirit and a cleric their will, a divine executioner represents their god's hidden wrath. When a church requires a more discrete approach or requires an act of divine punishment where their enemies least expect it, they call upon these holy rogues. You share a special connection to your god and ideology, one imbued with your faith's desire to achieve your tasks.''''' !!! Spellcasting When you reach 3rd level, your deity and your faith empowers your capabilities in taking down your enemies. !!!!! Divine Executioner Spellcasting Table || border=1
Classes.MonkScorchingSands . . . by ?: '''''Through embodying the essence of the desert, one may overcome any harshness the world may offer. Having trained under the harsh sun and frigid nights, little water and relentless earth, these individuals blend the desert's tricks and heat into their fighting styles, and can wander through the earth as if it was silky sand.'''''
Classes.MonkSacredOne . . . by ?: '''''Monks who wander the Way of the Sacred One are deeply religious, following the codes of their gods and beliefs with a religious fervor. They value purity of spirit and mind, with this focus in body and mind allowing them to apply their faith through fist and spirit.'''''
Classes.MonkPerfectedBody . . . by ?: '''''Those who pursue this monastic tradition take it upon themselves to perfect their body above all else. To fully master their ki is to fully master their body, and so these monks develop ways to fully utilize each part of their body.'''''
Classes.MonkOlympian . . . by ?: '''''Those who follow the monastic tradition of the olympian are expert wrestlers, capable of grappling others with sheer tenacity and willpower. Inspired by gods and monsters of immense strength, this monastic tradition prides itself in limiting their use of conventional weaponry, and to instead use their own enemies as weapons instead.'''''
Classes.MonkEmptySpirit . . . by ?: '''''Monks of the Way of the Empty Spirit value a pure and empty state of mind, desiring to reach their most inner or primal state of being. Through their rigorous training in mastering their own spirit and removing negative ki, these monks can enter a state of their most primal self, allowing them to perform great feats without needing to channel their ki.'''''
Classes.MonkRestoration . . . by ?: '''''Monks of the Way of Restoration seek to help those who have been harmed through life, in hopes to aid them in overcoming what they face and push forward. Many of these monks have they themselves experienced such pain, before being helped by monk following this path. These individuals use their teachings to both aid others and themselves, adapting against incoming challenges so that they can later overcome any challenges. If there is a will, there is a way.'''''
Classes.MonkPressure . . . by ?: '''''To understand pressure is to recognize the inherent weaknesses in everything. While such a path may lead to great pessimism, these monks strive to use this knowledge to defend themselves and their goals, striking at their enemies weak points in order to impede them where it matters most.'''''
Classes.MonkHunger . . . by ?: '''''Monks under the Way of Hunger strive to attune themselves to nature, training to fight like relentless beasts. They absorb the lifeforce of their enemies like a wolf consumes a rabbit, ensuring they are the peak of the food chain. Their powers are highly disputed between other monasteries, who see the Way of Hunger either as vampirism or a tradition that must be respected like all the others.'''''
Classes.MonkEchoingTremors . . . by ?: '''''The Way of the Tremor teaches how to perceive the world beyond sight, to witness the actions and decisions made around you by the ripples they leave in their wake. Sites that teach this tradition are often found atop large bodies of water, deep below the earth, and regions of deep darkness. Monks following this way demonstrate that even the smallest of shakes can provide the greatest changes.'''''
Classes.FighterAegis . . . by ?: (:title Aegis:) '''''While many consider shields simply as a defensive tool, a select few train to master the shield in a unique fighting style. An Aegis knows a good offense comes through a good defense, surprising opponents by bashing them senseless. They strives to protect their allies, using themselves as protection for when situations are most dire.''''' !!! Bonus Proficiency When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Athletics, Acrobatics, Insight, Perception, or Persuasion. Alternatively, you learn one language of your choice. !!! Defensive Offense
Classes.FighterAspectofFrenzy . . . by ?: (:title Aspect of Frenzy:) '''''The path to becoming an Aspect of Frenzy is one with many sources. Some war academies in the underdark teach this path to better fight within the darkness and against those who corrupt the mind, while duelists may take this path so that their enemies can never expect their next move. The most famous of these warriors are those who have lost it all to war, their mind shattered forevermore while their body wanders on as a living weapon. No matter the origin, this path is one of unpredictability and an unstable mind.''''' !!! Unhinged State Upon taking this archetype at 3rd level, your erratic thinking can allow you to perform great feats in a burst. Upon dealing damage to a creature, you can spend a bonus action to roll a 1d10 and gain one of the following effects, as seen in the Unhinged State table below. !!!!! Unhinged State Table || border=1 ||! d10 ||! Unhinged Action ||
Classes.FighterDraug . . . by ?: !!! Touched With Death When you take this archetype at 3rd level, your body has been close to death so many times lesser dangers don't faze you. You are immune to diseases, have advantage on saving throws against being poisoned, and you have resistance to poison damage.
Classes.FighterCrimsonWarrior . . . by ?: (:title Crimson Warrior:) '''''A life of war and violence is one walked on a path of blood and death. From among those that walk this path, Crimson Warriors are their pathmakers. Using and bending the blood around them, they empower themselves to fight until the battlefield is soaked red, donned with the infamous armor that gives them their names.''''' !!! Sanguine Armor When you choose this archetype at 3rd level, you've gained the ability to manipulate blood around you to enhance your capabilities and defenses. As a bonus action, you can douse your armor and body in blood, gaining special benefits based on your armor's category. * '''''Unarmored.''''' You gain a bonus to your Armor Class equal to your Constitution modifier, and your walking speed increases by 10 feet. * '''''Light.''''' You gain a bonus to Dexterity checks equal to your Constitution modifier, and creatures have disadvantage on opportunity attacks against you.
Classes.FighterMentor . . . by ?: Also at 3rd level, you excel at demonstrate how to use certain weapons. Upon finishing a long rest, choose a number of other creatures equal to your proficiency bonus, that you can see. Each creature gains proficiency in two weapons of your choice that are on your person, and can instead use your Wisdom modifier for their attack and damage rolls with these weapons. If they already had proficiency one of the weapons, they instead add your Wisdom modifier to their damage rolls with said weapon once per turn. You can also use your Wisdom modifier on attack rolls with these weapons.
Classes.FighterOneManArmy . . . by ?: (:title One-Man-Army:) '''''Your training has made you an expert at fighting multiple opponents at once. A simple one-on-one fight no longer satisfies you. To you, uneven odds against you is a fair fight.''''' !!! Horde Warrior When you choose this archetype at 3rd level, you fight better when surrounded. Choose one of the following benefits. * You gain a +1 bonus to your saving throws when a hostile creature is within 5 feet of you. You gain this bonus again for every extra 2 creatures within this range, up to a max bonus equal to your proficiency bonus. * You gain a +1 bonus to your damage rolls when a hostile creature is within 5 feet of you. You gain this bonus again for every extra creature within this range, up to a max bonus equal to your proficiency bonus. * You gain a +1 bonus to your Armor Class when a hostile creature is within 5 feet of you. You gain this bonus again for every extra 2 creatures within this range, up to a max bonus equal to half your proficiency bonus.
Classes.FighterWarProphet . . . by ?: (:title War Prophet:) '''''While strategy allows someone to prepare themselves against their enemies and reach victory, some warriors attempt to instead witness their foes incoming actions in order to better fight against them. These warriors are known as War Prophets, their sense of sight having been altered in order to grant them glimpses of the future. Through this targeted sight, you can strike against a foes defense before they even had the chance to set it up.''''' !!! Far-Seeing Trance When you choose this archetype at 3rd level, you can enter a prophetic trance to see seconds into the future and witness a foe's incoming actions. As a bonus action, choose a creature within 60 feet of you. That creature must succeed a Charisma saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or have their immediate future seen by you. For the next minute, you magically gain the following benefits: * You have advantage on attack rolls made against that creature and on saving throws provoked by the target of this feature. * The target has disadvantage on attack rolls against you and on saving throws provoked by you. * Whenever the target would make an attack against a creature other than you, you can use your reaction to increase the creature's AC by an amount equal to your proficiency bonus against that attack.
Classes.Fighter . . . by ?: || [[Classes/FighterAegis | Aegis ]] || ''While many consider shields simply as a defensive tool, a select few train to master the shield in a unique fighting style. An Aegis knows a good offense comes through a good defense, surprising opponents by bashing them senseless. They strives to protect their allies, using themselves as protection for when situations are most dire.'' || || [[Classes/FighterAspectofFrenzy | Aspect of Frenzy ]] || ''The path to becoming an Aspect of Frenzy is one with many sources. Some war academies in the underdark teach this path to better fight within the darkness and against those who corrupt the mind, while duelists may take this path so that their enemies can never expect their next move. The most famous of these warriors are those who have lost it all to war, their mind shattered forevermore while their body wanders on as a living weapon. No matter the origin, this path is one of unpredictability and an unstable mind.'' || || [[Classes/FighterCrimsonWarrior | Crimson Warrior ]] || ''A life of war and violence is one walked on a path of blood and death. From among those that walk this path, Crimson Warriors are their pathmakers. Using and bending the blood around them, they empower themselves to fight until the battlefield is soaked red, donned with the infamous armor that gives them their names.'' || || [[Classes/FighterDraug | Draug ]] || ''Your spirit is one tarnished by death. You are akin to a living corpse, fighting on the battlefield without a care for your wounds and survival. Those who may take you down have to kill you twice, or else they may find themselves in a grave before you. With time, your restless spirit may even gain the ability to possess other lifeless bodies so you may continue living.'' || || [[Classes/FighterElementalForgemaster | Elemental Forgemaster ]] || ''You have learned how to bond with the four elements, using them to overwhelm your opponents in combat. Such bonding is referred to as Harmonization. Many of these fighters start off specializing in one of the four elements, but experienced Elemental Smiths are capable of wielding two or more in battle.'' || || [[Classes/FighterMentor | Mentor ]] || ''Some soldiers can be self-taught, but it is much more likely for one to have been taught the rules of battle. Those who teach the art of war are Mentors. Be it a wise old veteran out to find their final battle, a prodigy who wishes to train their potential rival, or a soldier who wishes to attune for their mistakes, these fighters fuse the thrill of battle with hard-learned lessons.'' || || [[Classes/FighterOneManArmy | One-Man-Army ]] || ''Your training has made you an expert at fighting multiple opponents at once. A simple one-on-one fight no longer satisfies you. To you, uneven odds against you is a fair fight.'' || || [[Classes/FighterSiegebreaker | Siege-Breaker ]] || ''Trained in the art of siege warfare and mass warfare, a Siegebreaker knows how to shift a stalemate into a victory for its allies. Capable of forcing the enemy's focus purely on themselves, they know how to endure through the toughest of battles as they wittle away their foes defenses.'' || || [[Classes/FighterStormSoldier | Storm-Soldier ]] || ''Many warriors idealize lightning. Its speed and power, capable of downing the toughest of foes in a blink of an eye, is a marvel of nature. While many may simply revere it, those who take on the moniker of Storm-Soldier wish to fully emulate the power of lightning. Capable of moving across the battlefield in a flash, their strikes carry with them the devastation and roar of a storm.'' || || [[Classes/FighterWarProphet | War Prophet ]] || ''While strategy allows someone to prepare themselves against their enemies and reach victory, some warriors attempt to instead witness their foes incoming actions in order to better fight against them. These warriors are known as War Prophets, their sense of sight having been altered in order to grant them glimpses of the future. Through this targeted sight, you can strike against a foes defense before they even had the chance to set it up.'' ||
Classes.DruidWave . . . by ?: (:title Circle of Waves:) '''''Be it within coral reefs, the deepest pits within the sea, the slithering rivers, or the isolated lakes, druids who are part of the circle of the waves maintain the beauty and power of water. Often pearl divers, sailors, or sirens to those who disrespect the waves, these druids mainly originate from deep beneath water rather than with surface dwellers. Nevertheless, the ocean is always welcoming to new life within it.''''' !!! One with the Sea When you adopt this circle at 2nd level, you and your allies are at home in water. You gain a swimming speed equal to your walking speed and gain the ability to breathe underwater. As an action, you can touch a creature and grant them these same benefits. They retain these benefits for an hour. You can do this a number of times equal to your proficiency bonus, and you regain all expended uses after a long rest.
Classes.DruidSeed . . . by ?: (:title Circle of Seeds:) '''''Druids of the Circle of Seeds are devout caretakers and ambassadors to the greenery around them. Often composed of dryads or allies to these beings, their path across the world is one to spread the life and growth of plants. Capable of taking on the appearance of what they guard, with time they can train the very plants to defend themselves and aid these druids in their time of need.''''' !!!!! Circle Spells When you join this circle at 2nd level, you have formed a bond with the plant life around you, a source of growth and longevity. Your link with this lifeforce grants you access to some spells when you reach certain levels in this class, as shown on the Circle of the Seeds Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the Druid Spell List, the spell is nonetheless a druid spell for you.
Classes.DruidMist . . . by ?: (:title Circle of Mist:) '''''The mist obscures, allowing mysteries to remain hidden and the secrets of nature to stay secrets. Druids of the Circle of Mist understand the need for secrecy and mystery, using their magic to hide the endangered from those who wish to terminate it. Through their bond with hidden and smoke spirits, they weave the mist to hide themselves or their allies.''''' !!!!! Circle Spells When you follow this circle at 2nd level, you bond yourself with creatures of mists, hidden beings of mystery and illusions. Your bond grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Mist Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the Druid Spell List, the spell is nonetheless a druid spell for you.
Classes.DruidHarvest . . . by ?: When you follow this circle at 2nd level, your connection to life and death grants you spells that allow you to manipulate both aspects, granting you access to some spells when you reach certain levels in this class, as shown on the Circle of Harvest Spells table.
Classes.Druid . . . by ?: || [[Classes/DruidCrystals | Circle of Crystals ]] || ''Those who take upon the circle of crystals adopt the beauty and power of the earth. Allowing many to remain clean of metal, these druids can embody the very gemstones themselves and create beneficial gems to their allies.'' || || [[Classes/DruidEclipse | Circle of Eclipses ]] || ''Druids of the Eclipse represent the darkest horrors within the wild. One connected with the monstrosities and aberrations across the world, and the eldritch stains that permeate wildlife. While the wild may be the blood of Moon druids, its horror is what flows through yours.'' || || [[Classes/DruidEvolution | Circle of Evolution ]] || ''Creatures evolve in order to survive. Evolution druids seek to control evolution in order to become the ultimate being. Known among other druid circles as stepping over the boundaries of nature, evolution druids seek to improve themselves, taking natures best features in order to fulfill their duties,. Undergoing selective physical transformations, these druids are often seen as terrifying to the common populace as a result. If you desire to overcome any trial you face, or that you wish to keep the cycle of evolution in motion, the Circle of Evolution is a path for you.'' || || [[Classes/DruidHarvest | Circle of Harvest ]] || ''The Circle of Harvest grants druids a powerful connection to vitality and life, of which they use to cultivate plants and creatures in order to sustain more life. As such, these druids are an essential to any drought or poor harvests, allowing the hungry to survive off of their now enriched food that would have failed to feed them before. Just pray that through these acts of "kindness", these druids aren't enriching you for some other creatures.'' || || [[Classes/DruidMania | Circle of Mania ]] || ''The Circle of Mania is one to which its druids pursue the balance between what one perceives as reality or illusion. While magic can easily create complex lies and fabrications, these druids utilize the fermentations and brews nature can provide to provide themselves a better insight on themselves and the joys nature can provide, while also mastering the ability to render their enemies insane through the hallucinations they manifest while inhibited.'' || || [[Classes/DruidMist | Circle of Mist ]] || ''The mist obscures, allowing mysteries to remain hidden and the secrets of nature to stay secrets. Druids of the Circle of Mist understand the need for secrecy and mystery, using their magic to hide the endangered from those who wish to terminate it. Through their bond with hidden and smoke spirits, they weave the mist to hide themselves or their allies.'' || || [[Classes/DruidSeed | Circle of Seeds ]] || ''Druids of the Circle of Seeds are devout caretakers and ambassadors to the greenery around them. Often composed of dryads or allies to these beings, their path across the world is one to spread the life and growth of plants. Capable of taking on the appearance of what they guard, with time they can train the very plants to defend themselves and aid these druids in their time of need.'' || || [[Classes/DruidThorn | Circle of Thorns ]] || ''Druids are above all else preservers and caretakers, sought out to maintain the balance and growth of nature. Despite this, there is one circle born entirely to act as the wilds vengeance for its desecration. Druids who take on the circle of thorns act as nature's ferocity, using the art of war against civilizations that bring ruin to the environment around them.'' || || [[Classes/DruidWave | Circle of Waves ]] || ''Be it within coral reefs, the deepest pits within the sea, the slithering rivers, or the isolated lakes, druids who are part of the circle of the waves maintain the beauty and power of water. Often pearl divers, sailors, or sirens to those who disrespect the waves, these druids mainly originate from deep beneath water rather than with surface dwellers. Nevertheless, the ocean is always welcoming to new life within it.'' ||
Classes.ClericWealth . . . by ?: %rfloat width=500px% https://i.imgur.com/oz5MyDW.png | Art by OakSentinel!
Classes.ClericVictory . . . by ?: (:title Victory Domain:) '''''Gods who possess the domain of victory govern challenge, competitions, and success. Be it gods of strategy or war, tournaments or courage, these deities are incredibly valued amongst their pantheons and the mortal realms. Followers of such deities can carry this aspect and manifest it when they need it most, changing the lowest odds to a possible victory.''''' !!!!! Victory Domain Spells || border=1 ||! Cleric Level ||! Spells || || 1st || Absorb Element, Heroism || || 3rd || Aid, Enhance Ability ||
Classes.ClericTime . . . by ?: '''''The gods associated with time are often those associated with that of fate, change, seasons, and death. These gods possess a powerful role in the workings of the planes and their livelihood. Without time, there is no growth, no change, no progress.''''' '''''Clerics of these gods take it upon themselves to secure the flow of time, and manipulate it in small degrees in order to aid their cause. Many hunt down creatures who wish to bend time to their will or ignore it entirely, while others seek to change what already occurred in order to fix what they seem broken.'''''
Classes.ClericLuck . . . by ?: (:title Luck Domain:) '''''Gods who watch over the domain of luck are commonly associated with that of wealth, curses, and hope. These deities enjoy watching odds change and destiny being changed. Followers are often that of gamblers, athletes, fortune-seekers, and those who live their life to the edge. Clerics who follow this domain are fate-changers, making the possible impossible and the impossible possible. The weakest chink in armor may be found with the help of these clerics, while the truest strikes may miss under their gaze.''''' !!!!! Luck Domain Spells || border=1 ||! Cleric Level ||! Spells || || 1st || Bane, Bless || || 3rd || Enhance Ability, Fortune's Favor ||
Classes.ClericDestruction . . . by ?: [deleted] '''''While many clerics of Courage follow deities of bravery, confidence, and pride, other clerics do not place their faith on otherworldly beings. Rare clerics of Courage possess magical abilities not through faith towards a god or belief, but through their sheer faith in themselves. Many cleric domains mistake this for extreme hubris or a magical confidence, and while at times they may be right, clerics of Courage exemplify self-worth.'''''
Classes.ClericCommunity . . . by ?: [deleted] !!! Potent Spellcasting Starting at 8th level, you can add your Wisdom modifier to the damage you deal with any cleric cantrip.
Classes.ClericCourage . . . by ?: (:title Courage Domain:) '''''The Courage Domain prides itself on representing self-worth, raising the morales and confidence of those around them while maintaining a strong mindset. Clerics of Courage embody confidence and self-esteem, never one to falter in the maintenance of their body and spirit.''''' '''''While many clerics of Courage follow deities of bravery, confidence, and pride, other clerics do not place their faith on otherworldly beings. Rare clerics of Courage possess magical abilities not through faith towards a god or belief, but through their sheer faith in themselves. Many cleric domains mistake this for extreme hubris or a magical confidence, and while at times they may be right, clerics of Courage exemplify self-worth.''''' !!!!! Courage Domain Spells || border=1
Classes.Cleric . . . by ?: || [[Classes/ClericLuck | Luck Domain ]] || ''Gods who watch over the domain of luck are commonly associated with that of wealth, curses, and hope. These deities enjoy watching odds change and destiny being changed. Followers are often that of gamblers, athletes, fortune-seekers, and those who live their life to the edge. Clerics who follow this domain are fate-changers, making the possible impossible and the impossible possible. The weakest chink in armor may be found with the help of these clerics, while the truest strikes may miss under their gaze.'' || || [[Classes/ClericTime | Time Domain]] || ''Time-Clerics take it upon themselves to secure the flow of the world, and manipulate time in small degrees in order to aid their cause. Many hunt down creatures who wish to bend time to their will or ignore it entirely, while others seek to change what already occurred in order to fix what they seem broken.'' || || [[Classes/ClericTravel | Travel Domain ]] || ''Gods who oversee the Travel domain govern trade, adventure, and progress. Gods of hope and rebirth are also included in this domain. Travel gods accept followers from nearly any walk of life, sending their clerics to maintain safe travels and proper business while keeping travelers and merchants safe from raiders and robbers. To stay put is simply blasphemy, as the world possesses so many wonderful places to visit.'' || || [[Classes/ClericVictory | Victory Domain ]] || ''Gods who possess the domain of victory govern challenge, competitions, and success. Be it gods of strategy or war, tournaments or courage, these deities are incredibly valued amongst their pantheons and the mortal realms. Followers of such deities can carry this aspect and manifest it when they need it most, changing the lowest odds to a possible victory.'' || || [[Classes/ClericWealth | Wealth Domain ]] || ''Being the common goal for many men, the gods of wealth are as powerful as those of time, death, war, and life. Gods of wealth often govern concept of progress, success, and commerce. Such deities are often stingy in their gifts, but to their clerics that bring them wealth and prosperity, they provide gifts that may render those of other deities trivial.'' ||
Classes.BardWild . . . by ?: (:title College of Wild:) '''''Followers of the College of the Wild see the potential of growth in everything. Experts in the art of botany and raising, these bards are capable of growing plants through song alone and attracting animals through a single tune. Seeing potential in any creature, these bards can raise their allies and call upon nature to fight when the going gets hard.''''' !!! Nature's Knowledge When you choose this college at 3rd level, you gain proficiency in the Nature and Survival skills, and you learn one cantrip of your choice from the druid spell list. !!!Tunes of Growth
Classes.BardRhythm . . . by ?: At 14th level, your inspiration gives fluidity to your allies. You learn the '''Otto's Irresistible Dance''' spell. It counts as a bard spell for you, but doesn't count against the number of bard spells you know.
Classes.BardRevelry . . . by ?: (:title College of Revelry:) '''''Bards from the College of Revelry know to enjoy life to the fullest. Masters of the brew and narcotics, these folks wish to see joy and stupor around them, allowing them an easy time at making a gloomy atmosphere into a happy one. This research aids them in also intoxicating their enemies, making them a dangerous foe in battle.''''' !!! Experienced Distiller When you take this college at 3rd level, you gain proficiency in Brewer's Tools and the Herbalism Kit. When you make a check using brewer's tools or herbalism kits, you can treat a d20 roll of 9 or lower as a 10.
Classes.BardRequiem . . . by ?: Also at 3rd level, you know the '''Aid''' and '''Gentle Repose''' spells, and they do not count against the number of bard spells you now. Once per long rest, you can cast one of these spells as a 2nd level spell without expending a spell slot. Doing so grants them the following benefits.
Classes.BardPrestige . . . by ?: (:title College of Prestige:) '''''Bards of this college try not to make a name for long-gone heroes or figures they've never met, but instead seek out fame for themselves. Their existence is one of fame or infamy, seeking out the chance to be recognized by anyone through a simple glance at them and their signature weapon.''''' !!! Signature Weapon Upon taking this college at 3rd level, your reputation unnerves your foes with weaker wills, especially when you wield your signature weapon. During a long rest, you can bond your spirit to a weapon within reach, which includes your unarmed strikes but not weapons created by spells. Once you have bonded in this way, you gain the following benefits: ** You gain proficiency with your signature weapon if you didn't already. ** Your signature weapon can use your bardic inspiration die as its damage dice, and uses your Charisma modifier (rather than Strength or Dexterity) for its attack and damage rolls.
Classes.BardCourtesy . . . by ?: (:title College of Courtesy:) '''''To those who follow the ideals of kindness and generosity, the greatest joys in the world is the spirit and potential of those around them. These bards are found as butlers, maids, courtiers, personal counselors of kings and queens, or as right hand men of great heroes. Through their clever quips, professional advice, and charming skills, they push the best out of their comrades through kindness and aid.''''' !!! Skills for the Job Upon taking this college at 3rd level, you know that no gentleman is not without their set of specific trainings. You gain proficiency in a tool, game set, vehicle (land or water), and a skill of your choice. When performing a skill check with any of these proficiencies, you treat a d20 roll of 7 or lower as an 8.
Classes.BardComfort . . . by ?: (:title College of Comfort:) '''''Bards of the College of Comfort seek to bring joy and ease to the world. With the world filled with dragons, undead, and crazy wizards, these bards bring comfort to those who might fall into despair at the sight of it all. Often seen in taverns or in adventuring parties, their charm and magic allows creatures to always rest at ease, and to overcome adversity wherever they may face it.''''' !!! Comforting Voice When you join the College of Comfort at 3rd level, you gain the ability to bring solace to allies in an otherwise dangerous environment. As a bonus action, you can expend and roll one of your Bardic Inspirations to empower multiple creatures through adversity. When you do so, choose a number of creatures within 60 feet of you who can hear you, up to a number equal to your proficiency bonus. Until the end of your next turn, they gain a bonus to the next saving throw they make equal to half of the roll (minimum +1). !!! Blissful Repose
Classes.BardChance . . . by ?: (:title College of Chance:) '''''Rather than delving your time and expertise in the arts or battle, you have set out to master the art of gambling and chance. Bards of the College of Chance can be seen as frauds or swindlers at times within the bardic community, such bards know that a life in such a magical world is really all up to chance. With such a bard by your side, fate and good odds are bound to be on your side.''''' !!! Bonus Proficiencies Upon taking this college at 3rd level, you’ve become an adept at games of luck and trickery. You gain proficiency in the Insight and Sleight of Hand skill, as well as one game set of your choice. Each time you finish a short rest, you can choose to change a game set proficiency to another, so long as you have the chosen game set within reach throughout the short rest.
Classes.Bard . . . by ?: || [[Classes/BardChance | College of Chance]] || ''Rather than delving your time and expertise in the arts or battle, you have set out to master the art of gambling and chance. Bards of the College of Chance can be seen as frauds or swindlers at times within the bardic community, such bards know that a life in such a magical world is really all up to chance. With such a bard by your side, fate and good odds are bound to be on your side.'' ||
Classes.BarbarianWrathfulArmory . . . by ?: (:title Path of the Wrathful Armory:) '''''To many barbarians, their wrath lies within them, allowing them to perform incredible feats in combat. For barbarians who follow the Path of the Wrathful Armory, they become capable of manifesting their rage as a weapon that only they can wield and forge. These wrath weapons reflect the very aspect of their creator, can adopt the shape of any weapon, and possess the weapons they bond to. A barbarian who follows this path can grant their weapon additional properties, properties in which weapons of the same form could never hope to obtain.''''' '''''Nicknamed Rage Smiths, these warriors are often individuals who seek to become living weapons, or champions of martial combat. The rare few seek this path in order to control their anger, hoping to use it without succumbing to it in its entirety.''''' !!! Wrath Weapon When you adopt this path at 3rd level, you can manifest your rage as a weapon. Whenever you use your bonus action to rage, you can also summon your wrath weapon in your empty hand. You can choose the form that this melee weapon takes each time you summon it, and you don't suffer any penalties from the Heavy property if your wrath weapon possesses it. Any creature other than you has disadvantage on Wisdom saving throws while they are holding your wrath weapon.
Classes.BarbarianWarlord . . . by ?: * '''Bloodlust.''' Friendly creatures within 10 feet of you add your rage damage to their damage rolls on their turn, as well as the next strength check or saving throw they make before the start of your next turn. * '''Frenzy.''' When you hit a creature with a melee weapon attack, friendly creatures within 20 feet of you can spend a reaction to move up to half their movement towards you or the closest hostile creature to them. * '''Painless.''' Friendly creatures within 5 feet of you have resistance to nonmagical bludgeoning, piercing, and slashing damage until the start of your next turn. * '''Bloodlust.''' You and any friendly creatures within range have advantage on saving throws against being charmed or frightened. * '''Frenzy.''' Any creature that spent their reaction to move through this feature can make one weapon attack towards the creature you hit, if they are within range. * '''Painless.''' Friendly creatures within range of this chant gain a bonus to their Armor Class equal to half your rage damage.
Classes.BarbarianUnrelentingGuardian . . . by ?: (:title Path of the Unrelenting Guardian:) '''''Many see barbarians as beings of reckless anger and power. Those who embrace the path of the Unrelenting Guardian are those who above all else, seek to protect others. Created from the loss of loved ones or being sworn as protectors, these warriors channel their rage to safeguard those they care for, while attacking those who seek to harm them.''''' !!! Powerful Defense Beginning at 3rd level, you may replace your Dexterity modifier with half of your Strength modifier (rounded up) for the purpose of Unarmored Defense. Once per rage, whenever you would be the target of an attack, you can spend a reaction to increase your AC by an amount equal to your rage damage. This increase lasts until the end of your next turn.
Classes.BarbarianVoid . . . by ?: (:title Path of the Void:) '''''Barbarians who fall into the path of the void are often considered the most frightening of barbarians. They become silent avatars of death, the only noise being the cries of their enemies and the disruption of reality around them. Your rage embodies the vastness and emptiness of the void, which craves the absorption and destruction of everything around it. As such, your sheer presence pulls everything to you, leaving them at your mercy and crushing aura.''''' !!! Pulling Presence Upon taking this path at 3rd level, your rage allows you to pull creatures to you. Upon starting your rage and as a bonus action on your following turns, you can force creatures of your choice within a 15-foot radius of you to succeed a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be pulled up to 10 feet towards you and take force damage equal to your proficiency bonus. You can attempt this pull when not in a rage. When doing so, it deals no damage, and you choose if the save is done with advantage or if the range and pull is halved.
Classes.BarbarianAbyss . . . by ?: (:title Path of Blood-Fury:) '''''The touch of a fiend corrupts the material plane, corroding morals and burning away the mental resiliences of its victims. Those who walk the Path of the Abyss are those of which fiends have permeated into their very souls, tying them to the infernal planes through flesh and mind. Their rage is fueled with fiendish energy, tying its creator with various types of fiends.''''' '''Consider how your barbarian found themselves connected to the abyssal plane. The Abyssal Origin table offers some examples.''' || border=1 ||! d4 ||! Abyssal Origin || || 1 || You were born with a fiendish connection, a connection much stronger than with other tieflings or fiend-touched creatures. ||
Classes.ArtificerWordsmith . . . by ?: (:title Wordsmith:) '''''To some artificers, the greatest feat of human ingenuity is through the ability to write. While many writers find glory in inventing new words or providing new meanings to others, wordsmiths are capable of infusing the very essence of being into their writing, changing their reader to their very core. Their words and penmanship can change how others see the world around them, mixing fantasy and reality like never before.''''' !!! Tool Proficiency When you adopt this specialization at 3rd level, you gain proficiency with Calligrapher's Supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice. !!! Wordsmith Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Wordsmith Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Classes.ArtificerSpymaster . . . by ?: (:title Spymaster:) '''''Many artificers use their crafts and talents to create inventions of wonders and delights. A rare few seek out to master the art of illusion and deception with their tech, allowing them to blend with the environment around them. These artificers often work behind the scenes for tricksters and spies, but some take on the craft themselves, their true identity forever hidden behind their signature mask.''''' When you adopt this specialization at 3rd level, you gain proficiency with two of the following tools; disguise kit, poisoner kit, and forgery kit. If you already have proficiency in one of these tools, you gain proficiency with one other type of artisan's tools of your choice. !!! Spymaster Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Spymaster Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. || 3rd || Charm Person, Illusory Script || || 5th || Nystul's Magic Aura, Pass without Trace ||
Classes.ArtificerSteelVoyager . . . by ?: (:title Steel Voyager:) '''''Be it a thirst for adventure, the thrill of speed, or the craving to see the world, A steel-voyager can satisfy all those desires. A mechanic for speed, these artificers are synonymous with Quest-Seekers; crazy vehicles of fabulous or outright strange designs. No place will be left unexplored when these artificers roam by.''''' !!! Tool Proficiency When you adopt this specialization at 3rd level, you gain proficiency with Cartographer's tools. You are also proficient in any land or water vehicle you come across. !!! Voyager Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Voyager Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Classes.ArtificerOtherworldlyArtist . . . by ?: (:title Otherworldly Artist:) '''''Some artificers wish to immortalize themselves through their craft. To Otherworldly Artists, they instead wish to immortalize the world around them through their art. Capable of tying the essence of creatures and objects into their paintings, Otherworldly Artists can even conjure beings from otherwordly creatures through their canvases.''''' !!! Tool Proficiency When you adopt this specialization at 3rd level, you gain proficiency with Painter's Supply. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice. !!! Otherworldly Artist Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Otherworldly Artist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Classes.Demolitionist . . . by ?: [deleted] !! Charm Weaver ''While many see artificers as symbols of progress and ingenuity, they could not be any more wrong for when it comes to Demolitionists. Experts in explosives and destruction, they are often seen with disgust by other artificers. Yet when a construct begins to rampage within a city, these artificers are the perfect tools for the job. Just hope they don't destroy the city in this conflict!'' !!! Tool Proficiency When you adopt this specialization at 3rd level, you gain proficiency with Mason’s Tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice. !!! Charm Weaver Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Demolitionist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. || border=1
Main.CharmWeaver . . . by ?: [deleted] !! Charm Weaver ''Charm Weavers wield string and yarn like no other, creating or enhancing articles of clothing with flashes of creativity. Gaining their names for the hidden gadgets and magic within their attires, these stylists always have a trick up their sleeve, and even those worns by their allies!'' !!! Tool Proficiency When you adopt this specialization at 3rd level, you gain proficiency with Weaver's Tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice. !!! Charm Weaver Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Charm Weaver Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. || border=1