Sinclair's Almanac v0.9
Sinclair's Almanac v0.9
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It is finally here. Sinclair’s Almanac, the first official release of Sinclair’s Library. The whole project
was ambitious, but we were committed. It was hard, and the hours were long. We made some
mistakes. I made some mistakes. We had some bad luck. But amidst the many crises, people
came through. My good friend and partner Brogan “Nonat” Kelley, who put his name, reputation,
and community on the line for this project. He provided help, support and wisdom, but more
importantly, he never lost faith in the team and stood by us, even when it would have made
sense not to. Nathaniel Himawan, our Art Director, who shaped the visual identity of both this
book and Sinclair as a whole, as well as sourcing, managing and guiding all our freelance artists.
Matthew C. Ninness, who’s been at my side since the very beginning, took every responsibility
given to him and then some. When damage control kept me busy, he made sure the project kept
moving forward. Shawn “Eldritch Dream” Pommier, who started as a freelance writer, quickly
rose to full time lead designer through dedication, initiative and creativity. When times got hard,
when mistakes were made, when project fatigue kicked in, they never wavered, they stood tall and
pushed this book past the finish line. There isn’t a single page of this book that would have been
possible without these people, and I cannot understate how lucky I have been to be part of a team
of this caliber. With my deepest gratitude, –Natthan Senten
T o A ll O ur B ackers
To all our Kickstarter backers who financed this project, who allowed a team of people to make
a living doing what they deeply love. You have been better to us than we have been to you. We
struggled with communication, we made you wait and we refused to compromise on quality at
the expense of your patience. And yet, an overwhelming majority of you have been nothing but
compassionate, understanding and supportive. The Discord community provided feedback and
insight but also held us accountable. The Nonat1s community has provided hype and enthusiasm
during the livestreams which reminded us why we do what we do and renewed our convictions in
times of doubt. For some of you, the trust cannot be repaired, and for this, we can only apologize.
For others, this is only the first of hopefully many projects of passion. But no matter which one
you are, your feedback made the content better, your support made our hearts lighter, and your
excitement for the content made every minute of hardship worth it, and for this we can only be
eternally grateful. –The Sinclair’s Team
Content Warning
This book contains themes of blood magic and game mechanics involving sacrificing your own
health to benefit yourself or others. Some may find the language, writing, and illustrations
involved with these themes to be disturbing. Reader’s discretion is advised.
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CHAPTER 1
Ancestries
ncestries
4
Bovian
The proverb “A meal for a story is a trade you always Living in communal halls with plenty of space and easy
take“ probably describes best the bovian culture. access to the exterior, it is not uncommon for them
Peaceful people living in large communities, they to live the majority of their lives outside, only coming
value the art of craft, the beauty of nature, and the love indoors to shelter from the weather. Bovians share
shared around a fire. But peaceful and harmless are not a deep love of glassworking, and their artisans are
the same, and one would be wise to know the difference widely considered to be masters at the art of infusing
before angering a Bovian. magic into glass. It is not unusual to see their cunning
glasswork incorporated into their clothing, tools,
Bovians are strong in body and heart. Bearing a strong
and even architecture. Chief amongst such infusions
sense of community overall, they tend to be friendly to
are the remarkable stained glass windows which
outsiders as well as each other. Though mostly peaceful,
feature prominently in their buildings, casting light in
their history is not without darkness; while minotaurs’
wondrous new ways.
predisposition to violence gives a bad reputation to
bovians around the world, these assumptions do not The Great Conquest
reflect reality in the slightest. Bovians tend to make fast
friends and love nothing more than a good conversation A dark shadow stains the bovians’ otherwise peaceful
about the wonders of nature. history. They once lived in a single grand society;
a united community occupying one of the largest
If you want to play a character who is a gentle giant, loyal territories known to peaceful nations. None knows
to a fault, and a team player in a party of adventurers, why or even precisely when this nation of bovians
with a combination of strength and towering willpower, existed, only that a terrible blight followed quickly on
you should play a bovian. its hooves. Grass dying, rivers turning sour, even the
storms seemingly abandoning them... the bovians’
Physical Description land was becoming uninhabitable.
Bovians are tall and powerful, with thick builds and fur
The bovian leaders, family chiefs, and clan
of various natural shades and patterns. They usually
representatives argued endlessly over the best course of
sport small horns and hoofed feet. With the exception
action. Some favored trusting the druids and the clerics
of the much smaller Anoa, the shortest bovian tends to
to heal the land, while others advocated for asking help
be around 6 feet, with many growing to about 8 feet.
from outside societies. A few suspected the blight to
Their clothing tends to favor natural materials and
be the responsibility of an individual and suggested
incorporate their famed glasswork, in which they take
finding them. Asterion, leader of the Peacekeepers,
great pride.
eventually burst into a rage. Convinced that each of
Bovians reach physical maturity around the age of 15, these solutions would leave the bovians to extinction—
which is often accompanied by a massive celebration. if the unending negotiations themselves did not do the
Outsiders rarely observe any obvious difference in job first—he took action.
the lifestyle of a bovian after this milestone. A typical
Taking to the pastures, Asterion started an uprising
bovian lives to around 100 years old.
and convinced a few of the clans into a plan of mass
Society migration, taking the new territory by force if necessary.
A very short but bloody crusade followed. Asterion
The bovian people have a largely peaceful history, waged war against neighboring nations, trying to claim
never conquering or holding an empire and eschewing any piece of grassland he could find in the name of the
dreams of world conquest, albeit with one notable bovian people’s survival. He was eventually defeated,
exception (see The Great Conquest, below). Today executed, and his warriors exiled, their lineage cursed
bovians cling to the same qualities of peace and loyalty, for eternity. To this day, descendants of the bovians
with an added sense of community, and only rarely do who once lost their way are filled with visions of mazes
they wish harm upon each other. and labyrinths, leading many among them to fits of
rage and violence, unable to find peace. Over time,
outsiders have come to fear these individuals, known
now as minotaurs.
5
Asterion’s fears proved valid, however, as the Strangely enough, it was this means of telling tales that
bovians who remained behind argued until the blight drew the attention of the dwarves; who, knowing good
took half their numbers. In desperation, they launched work when they saw it, sought to trade with the bovians.
an exodus from their cursed lands. Some clans took to Though negotiations were somewhat bumpy to begin
the mountains, others to the forest. Knowledge was with, dwarves and bovians alike found common ground
lost, families broken, wonders abandoned, and the on their shared love of crafting. This led to the trading
once united and prosperous bovian nation became a of secrets and friendships forged, with many a night
constellation of tribes scattered across the land. spent together sharing stories and drinks.
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In the Mountains
Bovians sometimes make their homes on the cold
Bovian Traits
heights of mountains, where their thick fur protects As a bovian, you have the following racial traits.
them from the worst of the cold. Many of these bovians Ability Score Increase. You increase one ability
have adapted to the colder climates with the shaggy score by 2 and another by 1. Wisdom is the most
bovian heritage, and their benevolent nature makes commonly chosen for bovians described here, but this
these thickly-furred bovians a welcome sight to lost might vary in other settings.
mountain climbers. Within the caverns and tunnels of
those mountains, however, travelers are more likely Creature Type. You are a Humanoid with the bovian
to encounter the infamous Minotaurs. Exiled long tag.
ago for following the infamous Asterion, the would-be Size. You are Medium.
conqueror that drove their people to civil war, these
bovians have taken the cavernous and winding depths Speed. Your walking speed is 30 feet.
of mountain, cavern, and crypt as their homes. In spite Sharp Horns and Hooves. With your horns and
of their grim reputation among surface-dwellers and hooves you always have weapons. You roll a d6 for
adventurers, they will happily trade with outsiders; an unarmed strike with your horns or hoof instead of
their access to the precious ores and minerals found the usual damage. An unarmed strike with your horns
underground puts them in an excellent economic deals piercing (not bludgeoning) damage. You can
position, a position fortified by their knowledge of how make attacks with your horns and hooves as if they
to work those materials to perfection. were weapons with the light trait (such as for two-
weapon fighting).
In the Cities
Cultural Teachings. You picked up some useful
Bovians often find city life uncomfortable, as most knowledge from the culture you grew up in. Choose
buildings in metropolitan areas are built with one of the following:
smaller creatures in mind, and navigating streets and
alleyways can be difficult, if not claustrophobic. The • Skill Proficiency. You gain proficiency in one
bovians’ large stature often has them ducking to enter skill. The bovians described here traditionally
doorways, while furniture not built to accommodate teach Athletics, History, Nature, or Survival.
them may be unusable due to their stature. This has led Minotaurs often choose Intimidation.
many bovians to feel unwelcome in dense cities, further • Item Proficiencies. You have been trained in
reinforcing their love of nature—and their distrust of weapons or tools from a young age. If you were
anyone too attached to the trappings of cities. That’s raised by traditional bovians, you can choose to
not to say all bovians hate cities: many amongst the gain proficiency with the blowgun, horn slicer,
minotaur lineages love cities, which they consider a pusher pike, light hammer, and maul. Otherwise,
happy balance between the winding streets and the you can choose any two simple weapons or tools
sky above, and their natural instincts for traversing and any two martial weapons; you are proficient
tunnels and subterranean caverns translate well to with those items.
narrow alleyways and densely packed buildings.
• Bovian Glassblowing. You were taught
Alignment and Religion supernatural glassblowing techniques utilizing
your magically gifted bovian lungs. You gain
Despite their imposing stature, bovians tend to be proficiency with glassblower’s tools and can create
a peaceful people, naturally happy and benevolent. glass versions of any metal or wood item weighing
They don’t like to be restricted or restrained too much, up to 3 pounds that functions just as well. Starting
whether the binds be literal, legal, or metaphoric. As at 5th level, you can cast the spell augury with this
such, many tend to be neutral good or chaotic good. trait. You must use a piece of glass as the material
Religiously, bovians favor deities that venerate nature component. Once you cast augury using this trait,
and the values of freedom and community. As such, you can’t do so again until you finish a long rest.
gods of nature tend to feature prominently. Their love Beast of Burden. Treat your size category as one
of artistry frequently inspires reverence for gods of larger for the purposes of your carrying capacity.
beauty and crafting.
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Incredible Bellow. You add your proficiency You gain darkvision, allowing you to see in dim
bonus on Charisma (Intimidation) checks as long as light within 60 feet as if it were bright light and
you vocalize loudly as part of making the attempt, darkness as if it were dim light. Additionally, you
even if you aren’t proficient; if you are proficient in have advantage on Wisdom (Survival) checks to
Intimidation, you have expertise on those checks, navigate.
allowing you to add twice your proficiency bonus • Stormborn. You were born in a mighty storm—a
instead of your proficiency bonus. If you spend your sign of the gods’ blessing—and your steps echo
action to bellow, your words can be heard clearly up to with thunderous power. Your hoof unarmed strikes
500 feet away and the sound is audible up to 5 miles deal additional thunder damage equal to half your
away (if not obstructed). proficiency bonus. Starting at 5th level, your hoof
Languages. You can speak, read, and write Common unarmed strikes count as magical for the purpose
and one other language spoken in your game’s setting, of damage resistance and damage immunity, and
usually Bovian. if you roll a critical hit with a hoof unarmed strike,
you knock the target prone.
Heritage. You gain one other trait of your choice
from the following list to reflect your distinct bovian
heritage.
• Anoa. You have long, straight horns and a small
stature from your forest-dwelling ancestors. Your
size is Small instead of Medium, although you can
wield heavy weapons as if you were Medium. In
addition, your walking speed increases to 35 feet.
• Highlands. Your ancestors hail from the
highlands of the world where the air is thin and the
temperature is cold. Your fur tends to grow thick
and shaggy, the better to shelter you from
the weather. This grants you resistance to
cold damage. In addition, you never slip
on ice and areas that are difficult
terrain due to ice don’t cost you
extra movement.
• Meadow. You are descended
from meadow bovians with soft fur and
clear voices. You are proficient in a skill
of your choice (traditionally Persuasion). As an
action, you can use this trait to calm frightened
creatures within 15 feet of you. Attempt a Charisma
(Persuasion) check and compare the result to the
DC of each creature. The DC is 10 + the creature’s
Wisdom saving throw modifier. If you succeed at
the DC for a creature, the frightened condition
ends on them. Once you use this trait, you can’t use
it again until you finish a short or long rest.
• Minotaur. You carry on the legacy of Asterion the
Conqueror, who once tried to rally the bovians into
conquering new lands. The civil war that followed
saw Asterion and his lineage cursed and exiled to
the underground, weaving caverns of the world.
8
Gnosite
Roaming the world in search of new experiences to the Material Realm, scholars and Gnosites alike
and knowledge, Gnosites make for great traveling have mostly accepted their native status. Any search
companions. Their many lifetimes of experience for further details, however, leads the seeker into an
provide excellent stories, and Gnosites are always ancient debate. Of the generally accepted theories,
happy to share. Despite their cultural tendency two stand out the most. The first, born from simple
toward pacifism—Gnosites prefer to resolve conflicts deduction, pins Gnosites as divine creations (like most
through understanding and compromise—their nigh- of the ancestries roaming the Material Realm), possibly
impenetrable skin and strong connection to elemental by a dead or lost deity. However, what this theory offers
earth makes them dangerous adversaries and powerful in simplicity, it lacks in evidence. The second theory,
allies. highly contested by scholars but widely accepted among
druids, claims the Gnosites to be a living manifestation
Gnosites are earthen beings living through a cycle of
of primal forces—siblings, perhaps, to the creatures
reincarnation, roaming the world one lifetime after
known as leshies—or even an extension and necessary
another. They wander for millennia, discovering
part of the Material Realm’s own magical ecosystem.
new societies and cultures through each incarnation.
Gnosites despise traveling alone, and so often seek to
join adventuring groups or merchant caravans,
whom they delight with endless fireside stories.
Their natural empathy, bolstered by the wisdom
of many lifetimes, and their stoicism in the face of
physical danger combine to make them valuable and
beloved companions of any group living on the road.
If you want to play a character who inspires respect
and is dedicated to protecting the lives of others, you
should play a Gnosite.
Physical Description
Despite being living rocks, not all Gnosites are hulking,
moving mountains. At the moment of reincarnation,
a Gnosite’s essence melds with clay and stone to form
a new body of a shape and morphology best suited
for its mineral composition, allowing their structure
and appearance to vary widely. They most frequently
adopt the form of average size humanoids to facilitate
social integration. Being mostly made of non-
organic material, Gnosites’ bodies do not age in the
conventional sense of the term, giving little indication
of the time that has passed since their last incarnation;
however, someone with an eye for stonework would
be able to estimate the age of a Gnosite’s body as they
would any other structure.
Origins
While many assume Gnosites originated from the
Plane of Earth as kindred of earth elementals, evidence
suggests otherwise. Testimonies of Gnosites who
traveled to this elemental plane talk of feelings of
discomfort and unease, as if their connection to the
material plane was pulling them back—calling them
home. Additionally, archaeological evidence shows the
presence of Gnosites among the oldest empires known
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Lifecycle
Gnosites exist in a state of endless reincarnation. The name of the conqueror leading an opposing army
When their physical body is destroyed, their essence would be wholly foreign to them a mere week after
returns to the earth, there to search for a new location the war, but they would remember the faces of every
and mineral composition from which to progenerate. soldier they exchanged blows with, even a millennium
How the essence of a Gnosite chooses where, when, later. This peculiar quirk of memory makes Gnosites
or what kind of body to rebuild is still a mystery, as incredible bards, capable of remembering an infinity of
the time between their incarnations is the only span stories and legends, lived or heard; but atypical arcane
of which they possess no memory. The only apparent users or engineers, crafting stories as mnemonic devices
pattern seems to be a distance, either in time or space, around each rune or formula in order to remember it.
between each incarnation; meaning that each new life
starts within a vastly different culture. Even so, stories Limitless Empathy
proliferate of Gnosites taking a new body mere days
Living through endless lifetimes, traveling with people
and miles from their previous death, especially when
of all cultures and origins, Gnosites’ unique lifespan
they leave unfinished business. This suggests Gnosites
can lead to deep and persistent empathy. Capable of
may have some kind of agency in their reincarnation,
placing themselves in the position of almost anyone,
as though the need for completion or sense of
and of looking at situations from many different
responsibility can overtake their curiosity for new
perspectives, they make excellent devil’s advocates—
experiences and prompt a faster, closer rebirth. Rare
unfortunately, sometimes all too literally. Seeing value
legends tell the story of a Gnosite going so far as to
in almost any perspective, peacemaking Gnosites
reincarnate multiple times on the same battlefield, each
sometimes clash with more violently righteous allies
time within seconds of its destruction, like an immortal
as their understanding of their foes’ perspectives
warrior of the earth itself. Although these legends have
increases, eventually seeking to make peace between
never been confirmed, no Gnosite questioned about
the two sides and find equitable solutions. In some
this notion has ever expressed a reason to doubt them,
cases this ends in redemption and peace, as contentious
thinking the phenomenon possible (if unusual) given
issues are resolved without further bloodshed. In rare
the mysterious nature of their rebirth.
instances, however—particularly where cunning and
Eventually, a Gnosite will decide its essence has wily evildoers can hide the grim results of their deeds
experienced as much as there is to offer and will elect from the Gnosite—these peacemakers may be deceived
not to form a new body once destroyed, returning to into taking the wrong side, keeping the peace and
the earth and, for all intents and purposes, passing preaching tranquility as cover for their allies’ cruel
on. As no undead Gnosite have ever been sighted, nor oppression.
the essence of a Gnosite ever seen in another plane
of existence, it is largely accepted that a Gnosite who Society
stops reincarnating, rather than being drawn toward Gnosites being few and widely scattered, most never
any form of afterlife, simply melds with the spirit of the encounter another one of their kind, even over their
world or dissipates into the aether. many lifetimes. This solitude manifests itself in varied
ways among individual Gnosites. Some desperately
Overflowing Memories crave connection with other peoples, trying to fill the
Those lucky enough to travel with a Gnosite might void left by the lack of kindred, while others develop
develop the impression that they have a vast but a certain detachment towards the world, as if they are
muddled memory. Gnosites seem to blend eras and but an observer sent to collect and share knowledge.
empires together, seeming so mixed up in their own Some even take great pride in this purpose. Though
lives that they cannot provide reliable information rare, history tells of a few Gnosites tragically twisted by
about any age. This couldn’t be further from the truth. solitude, unable to relate to living or dead alike. These
Gnosite memories are flawless, by and large; they traumatized Gnosites often become agents of chaos
simply store information in an unusual fashion. Most and destruction, their empathy having devoured itself
Gnosites remember stories to perfection, but are terrible in the silence.
with out-of-context information. A Gnosite could read
half a book filled with runes and not remember a single
one of them, but maintain a flawless image of the single
rune that caused a friend’s death centuries ago.
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While it is impossible to tell how many lives a Gnosite
has lived, their self-perception, particularly as it Gnosite Traits
relates to their own nature and mysterious origins, As a gnosite, you have the following racial traits.
often reveals their age in the roughest sense. Younger
Gnosites tend to express their curiosity the way Ability Score Increase. You increase one ability
ancestries of shorter life span do; they rove out with score by 2 and another by 1. Constitution and Wisdom
excitement and eagerness, neglecting to ponder upon are the most commonly chosen for gnosites described
their own existence or purpose in favor of the here here, but this might vary in other settings.
and now. Older Gnosites, however, often possess a Creature Type. You are a Humanoid with the gnosite
temperament familiar to elves and dwarves; they tag.
ponder existential questions or strike a curious balance
between conviction and uncertainty, one characteristic Size. You are Medium.
of centuries-long lives. Speed. Your walking speed is 25 feet.
Being near-timeless and with no cultural Irretrievable Soul. Your soul travels to seek
or biological imperative, it is somewhat unusual reincarnation immediately after death. You can’t be
for a Gnosite to engage in conventional romantic raised from the dead by mortal means, nor can you
relationships. It is, however, quite frequent for them to become undead.
find a bonded companion without equal, resulting in a
deep and fulfilling platonic friendship. Rocky Body. When you are not wearing armor,
you can calculate your base Armor Class as 16 + your
Alignment and Religion Dexterity modifier (maximum +2). You can’t wear light
armor, but shields and other bonuses still apply.
Gnosites aren’t known to favor any specific deity,
and when they do, they often worship in curious or Reincarnated Recollection. You retain some
atypical ways; many are older than the religions of the knowledge from your previous incarnations. Choose
present era, after all. However, the appropriate context one of the following:
and circumstances can lead a Gnosite to worship a
• Lore Breadth. You gain proficiency in the History
particular deity or pantheon, or practice a specific
skill as well as one skill of your choice from Arcana,
philosophy, over the course of a single lifetime. Their
Nature, or Religion.
unusual empathy typically guides Gnosites to neutral
alignments, but otherwise they can be found anywhere • Rote Motions. You gain proficiency in any one skill
on the ethical and moral spectrum. that doesn’t use Intelligence. You automatically
succeed at ability checks using one skill with a DC
Gnosite Adventurers up to 10 + your proficiency bonus; choose the skill
when you choose this race.
Gnosites are born adventurers, always looking to
discover something, whether new or old, and often • Paleoglot. You know three additional languages
caring very little for treasures compared to their and you have advantage on ability checks to
companions. Nobody knows better than a Gnosite that understand writing.
you can’t take it with you.
Stone Fist. You can roll a d6 in place of the normal
Gnosites’ connection with the earth makes them excel damage of your unarmed strike.
as druids and rangers, while their storied memories
Weathered. You never gain levels of exhaustion from
often guide gnosites to become bards or to develop
exposure to heat or cold.
sorcerous abilities. Some decide to commit a lifetime
to an otherworldly cause, becoming paladins or clerics. Languages. You can speak, read, and write Common
and one other language.
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Moment of Rebirth. You gain one other trait of Starting at 5th level, you can also cast spike growth
your choice from the following list determined by the using this trait. When you do, you can’t do so again
unique physical and magical circumstances in which until you finish a long rest.
you reincarnated.
• Granite. Your current body is made from solidified
• Ancient. Your essence is ancient. You’ve decided magma formed beneath the earth. You have
this life is going to be your last one before returning resistance to slashing damage from nonmagical
to the earth, perhaps due to a sense of fulfillment, attacks.
weariness, or a desire to live with the fervor of a
• Schist. Glistening with micro-crystals along
being with everything to lose. If damage would
densely layered bodies that gleam in a way a
drop you to 0 hit points, you can use your reaction
portrait simply cannot capture, schist gnosites are
to drop to 1 hit point instead. Once you use this
spectacular marvels in person. When you attempt
trait, you can’t use it again until you finish a long
a Charisma (Performance or Persuasion) check
rest.
to influence a creature within 30 feet who can
• Caldera. Your latest reincarnation arose from see you, you have advantage on the check if you
volcanic rock or nearby to flowing magma, giving haven’t attempted any previous Charisma check
you the look of a cooled lava flow. As a bonus against that creature in the past 24 hours.
action, you can focus on intense heat that forms
the core of your body. Your exterior cracks to make
way for molten stone within, adding additional
fire damage on your unarmed strikes equal to your
proficiency bonus until the end of your next turn.
Once you use this trait, you can’t use it again until
you finish a short or long rest.
• Earthbound. Your many reincarnations
have reinforced your connection to the earth.
You the poison spray cantrip. Choose your
spellcasting ability from Intelligence, Wisdom,
or Charisma when you choose this race.
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Variant Background While your pet is within 100 feet of you, you can
communicate with it telepathically.
13
CHAPTER 2
Class Options
14
Thanator
Thanathors are considered somewhat of an oddity
by many scholars and martial masters alike. While Class Features
the manifestation of their power is undeniably of As a thanator, you gain the following class features.
necromantic nature, its true source is still unknown.
The most accepted theory pins thanators as natural Hit Points
born warriors with a predisposition for vitamancy. Hit Dice: 1d12 + your Constitution modifier
Often gifted with a strong survival instinct, an
unshakable willpower, or a love of challenge, thanators Hit Points at 1st Level: 12 + your Constitution
have a reputation as infamous adrenaline seekers. This modifier
personality trait is believed to be so intrinsic to their Hit Points at Higher Levels: 1d12 (or 7) + your
psyche, it subconsciously manifests itself into magical Constitution modifier per thanator level after 1st
abilities, similar to the way a practitioner of vitamancy
would dig into its own life force to conjure magic. The Thanator
During Combat… PROFICIENCY
LEVEL FEATURES
You hurl yourself headfirst at your foes, heedless of BONUS
danger, and every hit you take makes you stronger. You 1st +2 Adrenaline Flow, Diehard
have to make yourself the center of attention and risk (1 use), Fighting Style
your life to unlock your full potential.
2nd +2 Adrenaline Surge,
During Social Interactions… Thanator Manifestation
Your regular near-death experiences give you a unique 3rd +2 Blood for Blood,
Intimidating
perspective on things. Living for thrills and excitement,
you are often the one seeking new risky adventures 4th +2 Ability Score Improvement
for you and your friends. Your obvious prowess and 5th +3 Extra Attack, Morbid
dangerous but hard-to-quantify aura makes it easy for Stoicism
you to make creatures listen to what you say.
6th +3 Manifestation Feature
While Exploring… 7th +3 Juggernaut
Your combat experience keeps you on your toes and 8th +3 Ability Score Improvement
alert to potential dangers. You might make yourself an
obvious easy target for an ambush in order to protect 9th +4 Diehard (2 uses)
the most vulnerable party members. 10th +4 Fearsome Presence
In Downtime… 11th +4 Manifestation Feature
You may go looking for a brawl in a fighting pit, engage 12th +4 Ability Score Improvement
in dangerous activities like free climbing, or even join a
13th +5 Unwavering
revolution to overthrow a tyrannical ruler.
Determination
You Might… 14th +5 Reactive (different
reactions only)
• Have a very unique perception of life and death.
• Be prone to boredom, seeking or even triggering 15th +5 Manifestation Feature
exciting situations. 16th +5 Ability Score Improvement
• Refuse to give up or back down from anything.
17th +6 Death Stare
Others Probably…
18th +6 Diehard (3 uses), Living
• Are wary of your presence and your battle scars. on the Edge
• See you as having some type of death wish. 19th +6 Ability Score Improvement
• Feel both impressed and intimidated by your
strong determination. 20th +6 Reactive (any reaction)
15
Proficiencies
Armor: Light armor, medium armor Multiclassing and the Thanator
Weapons: Simple weapons, martial weapons
If your game uses the optional rule to allow
Tools: None multiclassing, a multiclass thanator has the
Saving Throws: Constitution, Charisma following rules.
Skills: Choose two from Acrobatics, Athletics, Prerequisites: Constitution 13.
Intimidation, Medicine, Perception, and Survival Proficiencies Gained: When you take
Equipment your first thanator level and it wasn’t your initial
class, you gain proficiency in light armor, simple
You start with the following equipment, in addition to weapons, and martial weapons.
the equipment granted by your background:
Emblem Magic: If you also have the
• Two martial weapons Emblem Magic feature from the shaman
• A longbow and 20 arrows class and your thanator manifestation is the
• Leather armor Manifestation of Magic, you add half your
thanator level to your shaman level and use the
• (a) a dungeoneer’s pack or (b) an explorer’s pack
Shaman table to determine your spells known
A drenaline F low and spell slots, and you use those slots to cast
shaman spells you know from either class.
You distill adrenaline into necromantic energy using Martial Arts: If you chose the Pugilist
a trance-like state known as Adrenaline Flow. As long fighting style and also have the Martial Arts
as your current hit points (including temporary hit feature from the monk class, you inflict unarmed
points) are lower than your hit point maximum, you damage based on the progression for the class
are in Adrenaline Flow and you can use your Diehard you have more levels in; add your levels in
feature as well as any other features or abilities that both classes to determine your unarmed strike
depend on it. damage (for example, if you are a monk 2 /
Normally, you gain and use Adrenaline Flow only in thanator 9, you inflict 1d8 with an unarmed
combat encounters; when an encounter ends, you leave strike as though you were an 11th level thanator).
Adrenaline Flow. At the beginning of an encounter, if Pact Magic: If you have the Manifestation
your current hit points are lower than your maximum of Magic and also have the Pact Magic feature
hit points, you enter Adrenaline Flow as soon as you from the warlock class, you can use spell slots
lose hit points. from Pact Magic to cast shaman spells you know
and you can use the spell slots you gain from
D iehard the Manifestation Magic feature to cast warlock
You are exceptionally hard to kill. If you would be spells you know.
reduced to 0 hit points but not killed outright while in Spellcasting: If you have the Manifestation
Adrenaline Flow, you can choose to be reduced to 1 hit of Magic and also have the Spellcasting feature,
point instead. Until the end of your next turn, you have you can use any spell slots to cast shaman spells
immunity to all damage and can’t regain hit points or you know and you can use the spell slots from
gain temporary hit points. Once you use this feature, the Manifestation Magic feature to cast spells
you can’t use it again until you finish a long rest. you know or have prepared from classes with
You can use this feature twice between long rests the Spellcasting feature.
starting at 9th level and three times between long rests Vitamancy Cost: If you have the
starting at 18th level. Manifestation of Magic and also have levels in
the shaman class, add your thanator levels to
F ighting S tyle your shaman levels to determine your vitamancy
Choose a Fighting Style from among those below as cost.
your specialty. You can’t take a Fighting Style option
more than once, even if you later get to choose again.
Whenever you gain an Ability Score Improvement, you
can change your choice of fighting style from this class.
16
Bodyguard Domination
You can use your reaction to interpose yourself when Whenever you replace an attack with a Strength
an ally within 5 feet takes damage from an attack or (Athletics) contest to grapple or shove and win the con-
from an effect that allows a Dexterity saving throw. You test, you can attack the target with an unarmed strike
must be able to see the incoming attack or effect. You or a weapon wielded in one hand as a bonus action.
can use this reaction even if you are surprised. You take
the damage instead of your ally. Any additional effects Great Weapon Fighting
also apply to you and not your ally. You have advantage When you roll a 1 or 2 on a damage dice for an attack
on your next attack roll to hit that attacker before the you make with a melee weapon that you are wielding
end of your next turn. with two hands, you can reroll the die and must use the
new roll, even if the new roll is a 1 or a 2. The weapon
Brutality must have the two-handed or versatile property for you
You get a +1 bonus on attack rolls to hit any creature if to gain this benefit.
its speed is reduced. Whenever you hit a creature with
a weapon attack and deal damage, its speed is reduced Pugilism
by 5 feet until the start of your next turn. This reduc- You can use unarmed strikes with deadly efficacy. You
tion is cumulative if you hit it multiple times in the can use your unarmed strikes like weapons with the fi-
same round. nesse and light traits. You can roll a d4 in place of the
normal damage for your unarmed strike.
Starting at 5th level, your unarmed strikes are mag-
ical for the purpose of damage resistances and immu-
nities as long as you are in Adrenaline Flow. Your un-
armed strike damage also increases as you gain levels,
increasing to d6 at 5th level, d8 at 11th level, and d10
at 17th level.
Primal Power
You learn two cantrips from the shaman spell list. Your
spellcasting ability for these cantrips is Constitution.
Whenever you gain a Manifestation Feature or Ability
Score Improvement, you can replace one of these
cantrips with another shaman cantrip.
Two-Weapon Fighting
When you engage in two-weapon fighting,
you can add your ability modifier to the
damage of the second attack.
17
Provoke. As an action, you can challenge a crea-
A drenaline S urge ture within 60 feet who can see you. Make a Charisma
Starting at 2nd level, the more injured you are, the (Intimidation) check contested by the target’s Wisdom
more dangerous you become. If your hit points are low- (Insight) check or Wisdom saving throw (target’s
er than half your hit point maximum, your Adrenaline choice). If you succeed, the target becomes fixated on
Surge is active, and you gain the additional benefits you until the end of its next turn. While fixated, it must
listed in your Thanator Manifestation. move toward you and take a hostile action on its turn,
using its free interaction with an object if necessary
T hanator M anifestation to facilitate targeting you (such as opening a door or
Thanators manifest their unusual adrenaline powers drawing a ranged weapon). Then, if it can target you
in various ways, called manifestations. Manifestations with the Attack action or by casting a cantrip, it must
often reflect the personality of a thanator, although do so; otherwise, it takes the Dash action or another
it may be a hidden or subtle aspect of their persona. appropriate action to better reach you. All other crea-
At 2nd level, choose a thanator manifestation, which tures are lightly obscured to the creature while it is fix-
grants you a feature at 2nd level as well as at 6th level, ated on you.
11th level, and 15th level.
A bility S core I mprovement
B lood for B lood When you reach 4th level, and again at 8th, 12th,
Starting at 3rd level, when you are hit by an attack from 16th, and 19th level, you can increase one ability score
a foe within your reach, you can suppress your instinct of your choice by 2, or you can increase two ability
to dodge in order to create an opening to strike back. scores of your choice by 1. As normal, you can't in-
You can use your reaction to attack the creature that crease an ability score above 20 using this feature.
hit you, but if you do, the foe’s attack becomes a critical Using the optional feats rule, you can forgo taking
hit. Even if the foe’s attack knocks you unconscious or this feature to take a feat of your choice instead.
kills you, you can still attack it this way first.
E xtra A ttack
I ntimidating Beginning at 5th level, you can attack twice, instead
At 3rd level, you learn to use your skill at Intimidation of once, whenever you take the Attack action on your
to manipulate your foes. Choose one of the following turn.
options.
Desperate Gambit. As an action, you intention-
M orbid S toicism
ally provoke an opportunity attack from an oppo- By 5th level, your close calls with death have become
nent that can reach you. You can attempt a Charisma so mundane that the forces of death leave you unfazed.
(Intimidation) check contested by the target’s Wisdom You have advantage on saving throws against necro-
(Insight) check or Intelligence saving throw (target’s mancy spells, any saving throw to avoid your hit point
choice). If you win, the target must use its opportunity maximum being reduced, and any saving throw to
attack to attack you; if you lose, the target can choose avoid or remove the frightened condition.
to attack you or not. If the target attempts the oppor-
tunity attack, your attack rolls to hit it are made with J uggernaut
advantage until the end of your next turn. If the target
Beginning at 7th level, your toughness becomes so ex-
hits you with the opportunity attack, all attack rolls to
traordinary you can shrug off certain extreme condi-
hit that opponent by other creatures are also made with
tions and poisons, such as a naga’s bite, a blight spell,
advantage until the end of your next turn, and you can
or a cone of cold spell. When you are subjected to an
attack that foe once with a weapon or unarmed strike
effect that allows you to make a Constitution saving
as a bonus action this turn.
throw to take only half damage, you instead take no
Frighten. As an action, you can scare all oppo- damage if you succeed on the saving throw, and only
nents within 30 feet that can see or hear you. Make half damage if you fail.
a single Charisma (Intimidation) check; each crea-
ture must contest your check with its own Charisma
(Intimidation) check or Charisma saving throw (its
choice). Each target that loses the contest becomes
frightened of you until the end of your next turn.
18
F earsome P resence Thanator Manifestations
At 10th level, your closeness to death becomes palpa-
Below are thanator manifestations you can choose
ble, making your presence terrifying to your foes. As
from at 2nd level.
long as you are in Adrenaline Flow, you can use your
Intimidating feature as a bonus action. When you use F renzy M anifestation
your Diehard feature, you can use your Intimidating
option as a reaction. You can’t target the same creature You fully embrace the frenzy of combat and let it elec-
more than once each round with your Intimidating trify you.
feature.
Frenzied Attacks
U nwavering D etermination Beginning when you choose this manifestation at 2nd
Beginning at 13th level, when you succeed at a death level, you move with furious speed while in Adrenaline
saving throw, you regain a number of hit points equal Flow. You can make a single weapon attack or unarmed
to 2d12 + your Constitution modifier. Once you use this strike as a bonus action. It doesn’t add your ability
feature, you can’t use it again until you finish a long modifier to the damage unless it is a light weapon or an
rest. unarmed strike.
Sapping Strikes
R eactive
Also at 2nd level, you learn to fuel necromantic forces
At 14th level, you can use a reaction on every turn of into your weapons, keeping yourself standing by leech-
a combat, but each time you do, you must choose an ing the lifeforce of your opponents. While in Adrenaline
option you haven’t used since the end of your last turn. Surge, the first time on each of your turns that you
When you reach 20th level in this class, you no lon- deal damage to a creature other than a Construct with
ger have a restriction on what reactions you can take a melee weapon attack or unarmed strike, you regain
each turn. hit points equal to half your level (unless you are using
Diehard).
D eath S tare
At 17th level, you can overwhelm foes already intimi-
Accelerated Frenzy
dated by you. Whenever you start your turn with a foe Beginning at 6th level, you can Dash as a bonus action
within range of your Intimidating feature and already as long as you are in Adrenaline Flow. Your walking
under its effects, you can use your action to overwhelm speed and any other speed you have increases by 10
that foe. The target must make a Constitution saving feet as long as you are in Adrenaline Surge and you are
throw unless it is a Construct or Undead. The save DC not wearing heavy armor nor using a shield.
is 8 + your proficiency bonus + your Constitution mod-
ifier. On a failed save, the target dies if it has 100 hit Close the Gap
points or fewer, or takes 10d10 necrotic damage if it Also at 6th level, you can use your Blood for Blood fea-
has more hit points. On a successful save, it takes 5d10 ture when you are hit by a foe within a distance equal to
necrotic damage. Whether the saving throw succeeds your speed. You can and must move up to your speed
or fails, that target becomes immune to this feature un- to reach it before attacking it; this movement does not
til you finish a long rest. provoke opportunity attacks
19
M anifestation of F ocus M anifestation of M agic
The crystallized adrenaline steadies your hands and Your conversion of adrenaline into necromancy is
sharpens your sight. more precise and deliberate than most thanators.
Steady Hand Emblem Magic
Beginning when you choose this manifestation at 2nd When you choose this manifestation at 2nd level, you
level, while you are in Adrenaline Flow, you can spend gain the ability to cast spells using the primal power of
your bonus action to gain advantage on the next attack nature and your own vitality.
roll or Strength check you make before the end of your Spell Slots. The Manifestation of Magic table shows
turn. how many spell slots you have to cast your spells of 1st
level and higher. The table also shows what the level of
Surging Critical those slots is; all of your spell slots are the same lev-
Also starting at 2nd level, while you are in Adrenaline el. To cast one of your spells of 1st level or higher, you
Surge, your attacks critically hit on a 19 or 20 on the must expend a spell slot. You regain all expended spell
die. slots when you finish a short or long rest.
Surging Steadiness
SPELLS SPELL SLOT
Beginning at 6th level, your adrenaline steadies your LEVEL
KNOWN SLOTS LEVEL
FEATURES
hand automatically as long as you are in Adrenaline
Surge, giving you advantage on the first attack roll or 2nd 2 2 1st Emblem
Strength check you make on each of your turns. Magic,
Enduring
Strike from Death’s Door Concentration
Also starting at 6th level, your weapon always aims 3rd 3 2 1st —
true while you are on the verge of death, as if it had 4th 3 3 1st —
an unnatural attraction to vital organs. Once per round
when you hit with an attack you attempt while you 5th 3 3 1st —
have exactly 1 hit point, you score a critical hit. 6th 4 3 2nd Fast Healing,
Rush of Magic
Necromantic Critical (1st level)
At 11th level, you learn to infuse weapons with your 7th 4 3 2nd —
necromantic power when they reach a foe’s vitals.
8th 5 3 2nd —
When you score a critical hit with your weapon attack
or unarmed strike, it deals an additional 1d10 necrotic 9th 5 3 2nd —
damage and the target has disadvantage on its next at-
10th 5 3 2nd —
tack roll before the end of your next turn.
11th 6 3 3rd Magical
Flowing Critical Attack, Rush
of Magic (2nd
Starting at 15th level, as long as you are in Adrenaline
level)
Flow, your attacks critically hit on a 19 or 20 on the die.
12th 6 3 3rd —
Superior Necromantic Critical
13th 7 3 3rd —
Also at 15th level, the extra damage from Necromantic
Critical increases to 2d10 and the disadvantage applies 14th 7 3 3rd —
to all attacks the target makes until the start of your 15th 8 3 4th Surge of Magic
next turn.
16th 8 3 4th —
17th 9 3 4th Rush of Magic
(3rd level)
18th 9 3 4th —
19th 10 3 5th —
20th 10 3 5th —
20
For example, when you are 5th level, you have one Enduring Concentration
3rd-level spell slot. To cast the 1st-level spell entangle,
you must spend one of those slots, and you cast it as a Your emotional balance is unparalleled. When you take
2nd-level spell. damage in Adrenaline Surge while concentrating on a
spell, as well as any time you use either Blood for Blood
Spells Known of 1st Level and Higher. You know
or Diehard, you don’t have to make a Constitution
two 1st-level spells of your choice from the shaman spell
saving throw to maintain your concentration. You ap-
list on page xxx, which must be evocation or necromancy.
ply double your proficiency bonus, rather than your
The Spells Known column of the Manifestation of
proficiency bonus, when you do have to attempt a
Magic table shows when you learn more shaman spells
Constitution save to maintain your concentration.
of your choice. Each of these spells must be of a level
no higher than what's shown in the table's Slot Level Fast Healing
column for your level. For instance, when you reach
6th level in this class, you can learn one new spell of Beginning at 6th level, at the start of each of your turns
1st, 2nd, or 3rd level. These spells must be necromancy while you are in Adrenaline Surge (but not while using
or evocation spells except at 8th, 12th, and 19th levels. Diehard), you regain hit points equal to half your level.
Additionally, when you gain a level in this class, you Rush of Magic
can choose one of the shaman spells you know and re-
place it with another spell from the shaman spell list, Also beginning at 6th level, when you start your turn
which also must be of a level for which you have spell at exactly 1 hit point, you can cast a 1st level spell you
slots. You can only replace a necromancy or evocation know without expending a spell slot. Once you cast a
spell with another necromancy or evocation spell from spell using this feature, you can’t do it again until you
the shaman list. finish a short or long rest. The maximum level of spell
you can cast using this feature increases to 2nd level
Spellcasting Ability. Constitution is your spell- when you reach 11th level, and to 3rd level spells when
casting ability for your shaman spells, since your magic you are 17th level.
draws on your channeling primal magic through your
body. You use your Constitution whenever a spell re- Magical Attack
fers to your spellcasting ability.
Starting at 11th level, whenever you use your action to
In addition, you use your Constitution modifier when cast a spell, you can make a single weapon attack or
setting the saving throw DC for a shaman spell you cast unarmed strike as a bonus action. That attack counts
and when making an attack roll with one. as magical for the purpose of bypassing damage immu-
nities and resistances.
Spell save DC = 8 + your proficiency bonus + your
Constitution modifier Surge of Magic
Spell attack modifier = your proficiency bonus + Starting at 15th level, you can use Rush of Magic as
your Constitution modifier long as you are in Adrenaline Surge, but you don’t get
to use it more frequently.
Spellcasting Focus. You can use a druidic focus or
shaman emblem (including a weapon) as a spellcasting
focus.
Vitamancy Cost. If you must pay a vitamancy cost
as a component to cast a shaman spell, treat your than-
ator levels as shaman levels and use the vitamancy cost
for a shaman of that level.
21
M anifestation of M ight Break Through
You crystalize adrenaline into raw strength. At 11th level, you learn to charge your body with necro-
mantic power that protects you and smashes through
Necromantic Might magical resistances. As long as you are in Adrenaline
The necromantic energy within you extends to your Flow, you have resistance to necrotic damage and can
weapons, making them more dangerous. When you use a bonus action to change the damage type of your
hit with a weapon attack or unarmed strike or succeed weapon attacks and unarmed strikes to necrotic or ra-
at a Strength (Athletics) contest while in Adrenaline diant (your choice) until the start of your next turn.
Flow or Adrenaline Surge, you can choose to deal your Undying Might
choice of radiant or necrotic to your opponent. If you
are in Adrenaline Surge, the damage is equal to your Also beginning at 11th level, being on the edge of death
proficiency bonus. If you are in Adrenaline Flow, the makes you stronger than ever. While you have exactly
damage is half your proficiency bonus. 1 hit point, the damage from your Necromantic Might
increases to twice your proficiency bonus and you treat
Destabilizing Strike any roll of 7 or less on the d20 for a Strength (Athletics)
At 6th level, you learn to knock the wind out of foes check as an 8.
with every strike. As long as you are in Adrenaline Necromantic Immersion
Surge, when you hit a creature with a weapon attack,
you can choose one of the following effects to apply. At 15th level, as long as you are in Adrenaline Flow, you
You can use this feature no more than once each turn. become immune to necrotic damage and allies within
Flatten. You make a Strength (Athletics) contest to 10 feet of you have resistance to necrotic damage.
shove the target.
Guard Break. The next attack or Strength check
against the target before the end of your next
turn is made with advantage.
22
Shaman
Where some find power in books, the divine, or even
a performance, you draw your power from the primal Class Features
forces of life through a shamanic emblem. Whether it As a shaman, you gain the following class features.
be the markings on your body, a weapon you hold high
in battle, or an item of strong significance to you, your Hit Points
emblem makes you a force to be reckoned with as you
wade into combat slinging spells, bringing hope to your Hit Dice: 1d8 + your Constitution modifier
allies, and sundering the health of your enemies. Hit Points at 1st Level: 8 + your Constitution
modifier
During Combat… Hit Points at Higher Levels: 1d8 (or 5) + your
You use your vital essence to manipulate the battlefield, Constitution modifier per shaman level after 1st
either by empowering your allies or crippling your foes.
Fighting as a shaman might feel like a race against the Proficiencies
clock as your hit points drain away. Armor: Light armor
During Social Interactions… Weapons: Simple weapons, martial weapons
Your understanding of natural energies, specifically Tools: None
of life forces and necromancy, allow you to bring in- Saving Throws: Constitution, Intelligence
sight to the party. You often lean toward solutions who Skills: Choose two from Animal Handling, Arcana,
go with the flow of events rather than oppose them Insight, Intimidation, Medicine, Nature, Perception,
directly. Religion, and Survival
While Exploring… Equipment
You help out your allies, assisting them in their task You start with the following equipment, in addition to
and keeping them healthy all along your travels. the equipment granted by your background:
• (a) a greatclub or (b) any melee martial weapon
In Downtime… • (a) a shortbow or (b) any ranged martial weapon
You might further meditate and develop your ability to • Leather armor, an explorer’s pack, and a dru-
channel your vital essence or search for ritual spells to idic focus if you can use it (determined by your
enhance your emblem more. You might also work to choice of emblem, below)
craft magic items for yourself and allies to make them
better, or conduct research into magic and traditions.
You Might…
• Assume everything has a cost and be very will-
ing to make sacrifices and compromise.
• Put the well-being of your friends and allies be-
fore your own.
• Find strength in numbers and value the impor-
tance of teamwork.
Others Probably…
• Appreciate your dedication to the group and
your support on the battlefield.
• Assume you know and understand every style of
obscure magic.
• Are wary of your unusual practice or feel uneasy
when you use vitamancy.
23
For example, when you are 5th level, you have
Multiclassing and the Shaman three 3rd-level spell slots. To cast the 1st-level spell en-
tangle, you must spend one of those slots, and you cast
If your game uses the optional rule to allow
it as a 3rd-level spell.
multiclassing, a multiclass shaman has the
following rules. Spells Known of 1st Level and Higher
Prerequisites: Constitution 13. You know two 1st-level spells of your choice from the
Proficiencies Gained: When you take shaman spell list.
your first shaman level and it wasn’t your initial The Spells Known column of the Shaman table
class, you gain proficiency in light armor, simple shows when you learn more shaman spells of your
weapons, and martial weapons. choice. Each of these spells must be of a level no higher
Emblem Magic: If you also have the than what's shown in the table's Slot Level column for
Manifestation of Magic from the thanator class, your level. For instance, when you reach 6th level in
you add half your thanator level to your sha- this class, you can learn one new spell of 1st, 2nd, or
man level and use the Shaman table to deter- 3rd level.
mine your spells known, spell slots, and Secrets
of High Magic. You use those combined slots to Replacing Cantrips and Spells Known
cast shaman spells you know from either class. Whenever you gain a level in this class, you can choose
Pact Magic: If you also have the Pact a shaman cantrip or a shaman spell of 1st level or high-
Magic feature from the warlock class, you can er that you know to replace. You can replace a cantrip
use spell slots from Pact Magic to cast shaman with another shaman cantrip. You can replace a spell of
spells you know and you can use the spell slots 1st level or higher with another spell from the shaman
you gain from the Emblem Magic feature to cast list, which must also be of a level for which you have
warlock spells you know. spell slots.
Spellcasting: If you also have the
Spellcasting feature, you can use any spell slots
Spellcasting Ability
to cast shaman spells you know and you can use Constitution is your spellcasting ability for your sha-
the spell slots from the Emblem Magic feature man spells, since your magic draws on your channel-
to cast spells you know or have prepared from ing primal magic through your body. You use your
classes with the Spellcasting feature. Constitution whenever a spell refers to your spellcast-
Vitamancy Cost: Add your levels in all ing ability. In addition, you use your Constitution mod-
classes to your shaman level to determine your ifier when setting the saving throw DC for a shaman
vitamancy cost. spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your
Constitution modifier
E mblem M agic Spell attack modifier = your proficiency bonus +
your Constitution modifier
You can feel and manipulate the primal forces of na-
ture, using your emblem as a catalyst to shape it into Ritual Casting
spells.
You can cast a shaman spell you know as a ritual if that
Cantrips spell has the ritual tag.
At 1st level, you know three cantrips of your choice Spellcasting Focus
from the shaman spell list. You learn additional sha-
You can use your chosen shaman emblem (described
man cantrips of your choice at higher levels, as shown
below) as a spellcasting focus for your shaman spells.
in the Cantrips Known column of the Shaman table.
Spell Slots S haman E mblem
The Shaman table shows how many spell slots you As a shaman, you select one Emblem at 1st level from
have to cast your spells of 1st level and higher. The the list at the end of the class description. The type of
table also shows what the level of those slots is; all of emblem you wield represents how you use your vi-
your spell slots are the same level. To cast one of your tamancy and how it manifests itself. You can use the
shaman spells of 1st level or higher, you must expend a ability granted by your emblem no more than once a
spell slot. You regain all expended spell slots when you round. Your emblem grants you a feature at 1st level as
finish a long rest. well as at 6th level, 10th level, and 14th level.
24
The Shaman
PROFICIENCY CANTRIPS SPELL SLOT VITAMANCY SECRETS
LEVEL SPELLS FEATURES
BONUS KNOWN SLOTS LEVEL COST KNOWN
1st +2 3 2 2 1st 2 — Emblem Magic,
Shaman Emblem,
Vitamancy
2nd +2 3 4 3 1st 4 1 Ritual Expert,
Shaman Secret
3rd +2 3 5 3 2nd 6 1 Internal
Vitamancy, Vital
Casting (1st level,
1/rest)
4th +2 4 6 3 2nd 8 1 Ability Score
Improvement
5th +3 4 7 3 3rd 11 2 Vital Casting (2nd
level)
6th +3 4 8 3 3rd 13 2 Emblem Feature
7th +3 4 9 3 4th 15 3 Vital Casting (2/
rest)
8th +3 4 10 3 4th 18 3 Ability Score
Improvement
9th +4 4 11 3 5th 20 3 Vital Casting (3rd
level)
10th +4 5 12 3 5th 22 4 Emblem Feature
11th +4 5 12 4 5th 25 4 Secret of High
Magic (6th level),
Vital Casting (4th
level)
12th +4 5 13 4 5th 27 4 Ability Score
Improvement
13th +5 5 14 4 5th 29 5 Secret of High
Magic (7th level)
14th +5 5 15 4 5th 32 5 Emblem Feature
15th +5 5 15 4 5th 34 5 Secret of High
Magic (8th level),
Vital Casting (5th
level)
16th +5 5 16 4 5th 36 6 Ability Score
Improvement
17th +6 5 16 5 5th 38 6 Secret of High
Magic (9th level)
18th +6 5 17 5 5th 40 6 Vital
19th +6 5 18 5 5th 43 6 Ability Score
Improvement
20th +6 5 18 5 5th 45 6 Vital Casting (6th
level), Vitamancy
Visionary
25
V itamancy I nternal V itality
You are a practitioner of the unconventional art of At 3rd level, you develop an internal reservoir of vit-
Vitamancy, allowing you to use vital essence as a re- amancy power. As a bonus action, you can regain hit
source. To use any vitamancy power, you must spend points equal to your vitamancy cost. You can’t use this
hit points as listed for your level on the Shaman table. feature if you already paid your vitamancy cost this
This is referred to as your vitamancy cost. Your vita- turn, and you can’t pay your vitamancy cost on the
mancy cost is not damage, doesn’t break your concen- same turn after using this feature. Once you use this
tration, and can’t be reduced in any way. You can’t use feature, you can’t use it again until the turn after you
more than one Vitamancy power per turn (not even the next pay your vitamancy cost or you finish a long rest.
same Vitamancy power repeatedly). You can’t pay a vi-
tamancy cost that would reduce you below 0 hit points, V ital C asting
but you can reduce yourself to exactly 0 hit points (in Also at 3rd level, you learn to pay your vitamancy cost
which case you fall unconscious and begin making instead of a spell slot to cast a 1st level shaman spell
death saving throws normally). you know. Once you do this, you can’t use this feature
You start with two Vitamancy powers determined again until you finish a short or long rest.
by your emblem. Some emblems grant you additional At higher levels, you can cast higher-level shaman
Vitamancy powers as you advance in levels, as noted in spells you know this way: 2nd level or lower when you
the emblem description. are 5th level, up to 3rd level spells when at 9th level, up
Some Vitamancy effects require saving throws. to 4th level spells at 11th level, up to 5th level spells at
When you use such an effect from this class, the DC 15th level, and up to 6th level spells at 20th level.
equals your shaman spell save DC. Beginning at 7th level, you can use Vital Casting
twice between rests, and beginning at 18th level, you
R itual E xpert can use it thrice between rests.
At 2nd level, you learn two spells with the ritual tag
and add a minor decoration to your emblem, such as a
dried plant or feather, to represent each one. The spells Vitamancy and Blood Magic
need not be from the shaman spell list, but none can be
of a higher spell level than your shaman spell slot level. Contrary to popular belief, not all vitamancy is
They don’t count against the number of shaman spells blood magic. The art of vitamancy manipulates
you know. You can't cast the spells except as rituals, the necromantic energy animating living and
unless you've learned them by some other means. Undead alike, working on forces far more primal
than simple blood. This is not to say blood magic
On your adventures, you can learn other ritual does not exist. Some necromancers, blood mag-
spells using this feature. When you find such a spell— es, and shamans have developed and mastered
whether a spellcasting teacher, a spellbook, or another the art of blood manipulation, but it is only one
shaman’s emblem—you can add another decoration to niche of the vitamancy arts, one frowned upon
represent it on your emblem. The spell's level must be by many practitioners of the art (who find it to
equal to or less than your shaman spell slot level and be simplistic and disgraceful).
you must spend the time and materials to ritually pre-
pare the decoration to correspond to the spell. For each
level of the spell, preparing the decoration for it takes
2 hours and costs 50 gp in incense, ceremonial herbs,
A bility S core I mprovement
and other ritual components. When you reach 4th level, and again at 8th, 12th,
16th, and 19th level, you can increase one ability score
S haman S ecret of your choice by 2, or you can increase two ability
Also at 2nd level, you begin to unlock the deep magical scores of your choice by 1. As normal, you can't in-
secrets of the living world. You gain one shaman secret crease an ability score above 20 using this feature.
of your choice. Your options are listed at the end of the Using the optional feats rule, you can forgo taking
class description. When you gain certain shaman lev- this feature to take a feat of your choice instead.
els, you gain an additional shaman secret, as shown in
the Secrets Known column of the Shaman table.
Additionally, when you gain a level in this class,
you can choose to replace one shaman secret you know
with another secret that you could learn at that level.
26
S ecret of H igh M agic Gift of Life
At 11th level, your connection with your emblem helps Prerequisite: 9th level
you discover a powerful magical secret. Choose a You gain a Vitamancy power: You can pay your vita-
6th-level spell from the shaman spell list as this secret. mancy cost as an action to give up to three allies within
You can increase the level of one of your spell slots 30 feet (other than you) temporary hit points equal to
to 6th and cast your secret spell with it. Once you cast the hit points you paid. The hit points last for 1 hour.
a spell using a spell slot increased by this feature, you Constructs are not affected by this power.
can’t cast that spell again using this feature until you
finish a long rest. Life Awareness
At higher levels, you gain more shaman spells of Prerequisites: 15th level
your choice that can be cast only in this way: one 7th-
level spell at 13th level, one 8th-level spell at 15th level, You are always aware of the location of all creatures
and one 9th-level spell at 17th level. The slot level you within 30 feet except for Constructs. Your awareness
can raise a spell slot to increases to match the highest can penetrate barriers, but 2 feet of rock, 2 inches of
level of spell you know as a visionary secret. Each time any metal other than lead, or a thin sheet of lead blocks
you learn a new visionary secret, you can replace one you.
lower-level secret with another spell of the same spell
level.
V ital C oncentration
Beginning at 18th level, when you cast a spell of up to
5th level with a duration of concentration, you can pay
your vitamancy cost to change the spell’s duration to
1 minute. You do not need to concentrate to maintain
the spell for the duration.
V itamancy V isionary
At 20th level, you can pay 20 hit points instead of your
vitamancy cost except when you use Vital Concentration
or cast a 6th-level spell with Vital Casting. You don’t re-
gain the use of your Internal Vitality feature after pay-
ing this discounted cost.
Shaman Secrets
Below are shaman secrets you can
choose from starting at 2nd
level. You must meet any listed
prerequisites to learn a secret, but
you can meet the prerequisite at the
same time that you learn the secret.
A level prerequisite refers to your level in
the shaman class. If a secret requires you to pay your
vitamancy cost, you can’t use that secret if you already
paid your vitamancy cost this turn.
Fountain of Health
When you cast a spell of 1st level or higher that
heals hit points, one target of the spell heals
additional hit points equal to your Constitution bonus
(minimum 1).
27
Master Ritualist Sense Vitality
You learn two spells with the ritual tag that have an in- Prerequisite: 5th level
creased effect when cast using a higher-level spell slot.
As a bonus action, you learn whether there are
If you have the Ritual Expert feature, you can choose
non-Construct creatures other than the ones you were
them from any class’s list and they are shaman spells
already aware of within 30 feet. Your sense can pene-
for you. (You lose these spells if you ever replace this
trate barriers, but 2 feet of rock, 2 inches of any metal
shaman secret.) Whenever you cast a spell with the rit-
other than lead, or a thin sheet of lead blocks you.
ual tag using a spell slot, you can meditate for 10 min-
utes to regain the spell slot you used to cast it. Vital Aid
Omnipresent Vitality You gain a Vitamancy power: You can spend your
bonus action and pay your vitamancy cost to magically
You gain a Vitamancy power: When you cast a spell give an ally within 30 feet of you temporary hit points
that heals hit points or removes conditions, you can equal to your vitamancy cost. The temporary hit points
pay your vitamancy cost to target an additional crea- last until the end of your next turn. Constructs are not
ture within 30 feet. affected by this power.
Potion Siphon Vital Reserve
You can draw upon the life energy stored in potions of You learn to store a little bit of vital essence for later.
healing. If you would pay your vitamancy cost, you can When you finish a long rest, you can spend 2 Hit Dice
destroy a potion in your hand instead. The minimum to charge your emblem instead of regaining hit points.
rarity of potion you must destroy depends on your lev- The emblem remains charged until you discharge it.
el. Once you siphon a potion, you can’t siphon any po- You can discharge it as part of using Vitamancy instead
tion again until you finish a short or long rest. of paying your vitamancy cost.
28
• When the creature rolls any attack roll, or rolls Vitamancy
an ability check using Dexterity, Intelligence,
or Charisma, it must roll a d4 and subtract the You have the following Vitamancy options.
number rolled. Ferocious Transformation. As an action, you
can pay your vitamancy cost to infuse your compan-
Bleeding Wound. Whenever you hit a creature
ion with ferocity for as long as you concentrate, as if
with a weapon or Blood Bolt attack on your turn, you
concentrating on a spell, to a maximum of 1 minute. It
can pay your vitamancy cost as a bonus action to give
loses the powers of a familiar and gains the statistics of
that creature a bleeding wound. The bleeding creature
a companion creature such as one of those listed start-
takes 1d4 necrotic damage at the start of each of your
ing on page xxx with adjustments for your proficien-
turns for each bleeding wound it has from this pow-
cy bonus. Your companion doesn’t normally have its
er and it can then make a Constitution saving throw
own turns and instead acts after you on your turn. On
against your spell DC, ending the effect of all bleed-
its own, without your command, your companion can
ing wounds on it on a success. The wounded creature
only move, use the Dash or Dodge actions, and cannot
or any creature within 5 feet of it can use an action to
take reactions unless you take a reaction to command
make a Wisdom (Medicine) check against the same
it (for instance, command your companion to make
DC, ending the effect of all such wounds on a success.
an opportunity attack). When you Disengage, Hide,
The amount of damage increases at higher levels, or Search, you can choose for it to take that action as
to 2d4 necrotic damage per wound at 6th level, 3d4 well. When you Ready an action, it tries to Help you if
damage at 10th level, and 4d4 damage at 14th level. possible. You can use a bonus action on your turn to
command your companion, allowing your companion
Extra Attack to take any action available to it (such as Attack), move
Beginning at 6th level, you can attack twice, rather up to its speed, and/or use a bonus action before the
than once, when you take the Attack action on your end of your turn. If you do not command it, your com-
turn. You can make two Blood Bolt attacks this way. panion acts on your turn as the GM dictates, typically
continuing to do what you last commanded it, protect
Blood Gush you, or protect itself, in that order of priority.
Beginning at 10th level, whenever a creature you can If your transformed companion is reduced to 0 hit
see within 20 feet takes damage, you can use your points, it falls unconscious and must make death sav-
Bleeding Wound Vitamancy power as a reaction to tar- ing throws like a player character. You can stabilize it
get that creature. Up to once per turn when you hit a when it is dying as a bonus action if you are within 5
creature with your Blood Bolt, it gets a bleeding wound feet of it, requiring no ability check. If it would die, it
without you spending or reaction or paying your vita- disappears instead as normal for a familiar.
mancy cost. If your companion is frightened, you must succeed
at a Wisdom (Animal Handling) check to command
Exsanguination Aura it. The DC is the same as the effect that frightened the
Starting at 14th level, all foes within 20 feet of you that companion, or 10 if there was no DC. Once your check
have a bleeding wound can’t take bonus actions or succeeds, you don’t have to check for that condition
reactions. again until your companion takes damage or is fright-
ened by a new effect.
Wide Blood Manipulation
Primal Resistance. When your companion is hit
Also at 14th level, you can use your Blood Manipulation by a weapon attack, you can spend your reaction and
Vitamancy power to target any number of creatures pay your vitamancy cost to give your bound companion
within 20 feet by paying the vitamancy cost only once. resistance to bludgeoning, piercing, and slashing dam-
age from nonmagical weapon attacks until the start of
B east E mblem your next turn.
Your emblem is a druidic focus made from a fang, a
claw, a horn or something else from a magical beast
Eldritch Companion
and engraved with runes. At 6th level, you gain the Creature Companion and
Advanced Creature Companion feats on page xxx. You
Bound Companion also learn the eldritch companion spell on page xxx.
You learn the find familiar spell. It doesn’t count The spell doesn’t count against your shaman spells
against your number of shaman spells known. Instead known.
of choosing from the beasts listed in the spell, you can
choose any beast of up to challenge rating 1/4.
29
Greater Vitamancy Vitamancy
At 10th level, you gain the following vitamancy powers. You gain the following vitamancy powers.
Primordial Resistance. When your companion Necromantic Occlusion. When a creature you
takes damage, you can spend your reaction and pay can see within 20 feet would regain hit points or gain
your vitamancy cost to give it resistance to all damage temporary hit points, you can use your reaction and
types other than psychic until the end of your next turn. pay your vitamancy cost to negate the effect.
Vital Command. When you spend a bonus ac- Pull of Death. You can pay your vitamancy cost
tion to command your companion creature, you can as a bonus action on your turn to give a creature you
pay your vitamancy cost to gain an additional bonus can see within 20 feet disadvantage on Constitution
action this turn. (The extra bonus action can’t be used saving throws until the start of your next turn. If it dies
to command your ally or use a Vitamancy power.) during that time, you can use your reaction to drain
some of its essence into yourself or another creature
Superior Vitamancy within 20 feet of both you and the dying creature, giv-
At 14th level, you gain the following Vitamancy powers. ing the recipient temporary hit points equal to your vi-
Stay with Me. When your companion would be tamancy cost for 1 minute.
reduced to 0 hit points but is not killed outright, you Advanced Vitamancy
can cause it to drop to 1 hit point instead as a reaction
by paying your vitamancy cost. Once you use this vita- At 6th level, you gain the following vitamancy powers.
mancy option, you can’t use it again until you finish a Plague Carrier. As a bonus action, you can re-
short or long rest. lieve yourself of all diseases, poisons, and the blinded
Titanic Stature. As a bonus action, you can pay and deafened conditions by giving them to a creature
your vitamancy cost to cause your companion or fa- within 5 feet. For each of these that you have, the target
miliar to become Huge for 1 minute. It has advantage can either willingly accept it (curing you automatical-
on Strength checks and Strength saving throws. Its at- ly) or attempt a Constitution saving throw against your
tacks deal 1d4 extra damage. spell DC, preventing the transfer on a success.
Vital Resurrection. You can cast the animate
E mblem of D eath dead spell as an action by paying your vitamancy cost
Your emblem is a druidic focus made from part of a instead of using a spell slot. When you do, your hit
dead creature’s body or a cultural icon of death. point maximum is reduced by the vitamancy cost but
the Undead you create remains under your control un-
Extra Proficiency til your hit point maximum is restored. If you would
You are proficient with herbalism kits. You can make be hit by an attack while this Undead is within 5 feet
an Intelligence check using an herbalism kit instead of you, it uses its reaction to give you a +2 bonus to AC
of any Wisdom (Medicine) check to treat a creature. (which can cause the attack to miss). The Undead is
As long as you are in the wilderness or another place always willing to pay your vitamancy cost for you us-
with fresh useful plants, you have advantage on ability ing your Shared Vitality feature (above). Whenever you
checks using herbalism kits. finish a long rest, you can choose to end this reduction
to your hit point maximum and destroy the Undead if
Shared Vitality it still exists.
As your bond with your allies grows, you learn to bor- The number of Undead you create using this power
row their essence to feed your vitamancy. Whenever increases at higher levels: two at 10th level and three at
you would pay your vitamancy cost, any of your al- 14th level.
lies within 30 feet of you that can see or hear you can Reach of Death
choose to pay your vitamancy cost in your place. Once
you borrow life from an ally using this feature, you Starting at 10th level, your Pull of Death vitamancy
can’t borrow from any other ally using this feature un- power and any cantrip you cast can target an additional
til you finish a short or long rest, and you can’t borrow creature within range. Whenever a creature under your
from that specific ally using this feature until you finish Pull of Death dies, you can use your reaction to transfer
a long rest. your Pull of Death to a new target.
30
Superior Vitamancy Extra Attack
Starting at 14th level, you gain the following vitamancy Beginning at 6th level, you can attack twice, rather than
power. once, when you take the Attack action on your turn.
Death’s Call. As a bonus action, pay your vita- Greater Vitamancy
mancy cost and choose a creature you can see within
20 feet that has disadvantage on Constitution saving At 10th level, you gain the following vitamancy power.
throws. It must make a Constitution saving throw. It Unstoppable Force. You exude magical protec-
takes 12d6 necrotic damage on a failed save, or half as tion that keeps your allies from being confined. As a
much damage on a successful one. If it rolls a 1 on this bonus action, you can pay your vitamancy cost to cast
saving throw, it instantly dies. Regardless of the saving freedom of movement on yourself and all allies within
throw, it then becomes immune to Death’s Call for 24 20 feet of you. It lasts for 1 minute.
hours.
Superior Vitamancy
E mblem of W ar At 14th level, you gain the following vitamancy power.
Your emblem is something held aloft in battle, usually Aura of Iron. You can spend a bonus action and
a weapon or a banner. It can be any visually recogniz- pay your vitamancy cost to protect your allies with
able item weighing at least 3 pounds and held in one the runes carved on your body for 1 minute. Their AC
hand. You can change your choice of emblem with a rit- becomes 10 + your Constitution modifier + their own
ual that takes 8 hours, which you can perform as part Dexterity modifier if that is better. (Bonuses such as
of a long rest. You can't affect an artifact or a sentient from shields are still added to this calculation.)
weapon in this way.
Unarmored Defense
You learn to scribe magical runes into your skin that
grant you magical protection. You can calculate your
Armor Class as 10 + your Constitution modifier + your
Dexterity modifier. (Bonuses such as from shields are
still added to this calculation.)
Vitamancy
You gain the following vitamancy powers.
Emblem Strike. When you use the Attack action,
you can pay your vitamancy cost to make a weapon at-
tack with your emblem in addition to the attacks you
can normally make.
Roar of Power. As a bonus action on your turn,
you can pay your vitamancy cost to unleash a roar that
grants strength to yourself and your allies. You and al-
lied creatures within 20 feet of you that can hear you
get one of the following benefits of your choice until the
start of your next turn:
• Add 1d4 to all weapon damage rolls; instead add
1d6 if you are at least 10th level, or 1d8 if you are at
least 14th level.
• Resistance to bludgeoning, piercing, and slashing
damage from weapon attacks that aren’t magical;
if you are at least 10th level, the resistance applies
to all bludgeoning, piercing, and slashing damage
as well as to necrotic and radiant damage.
• Advantage on Strength (Athletics) checks and
Strength saving throws.
31
Purify Food and Drink (transmutation; ritual)
S haman S pells Speak with Animals (divination; ritual)
Below are all spells on the shaman’s list. Each spell
Upwelling of Life* (evocation)
has its school of magic noted in parentheses. If a spell
can be cast as a ritual, the appropriate tag follows the 2nd Level
school of magic. Spells marked with an asterisk (*) are
from this book starting on page xxx. Aid (abjuration)
Hit Point Component. If a spell lists a compo- Animal Messenger (enchantment; ritual)
nent of HP, that means that you must pay your vita- Augury (divination; ritual)
mancy cost as part of the action to cast the spell. You Barkskin (transmutation)
can’t cast the spell in the same turn you have used a vi-
Darkvision (transmutation)
tamancy power or otherwise paid your vitamancy cost.
If a character without the vitamancy feature casts such Enhance Ability (transmutation)
a spell (such as with the Magical Secrets feature of the Enlarge/reduce (transmutation)
bard class), add all their class levels together to find Gust of Wind (evocation)
their vitamancy cost on the Shaman table.
Hold Person (enchantment)
Spells from Other Sources. If your game uses
Lesser Restoration (abjuration)
spells from other sources, the player and GM should
work together to decide what spells are on the shaman Locate Animals or Plants (divination; ritual)
list. As a general guideline, most druid spells other than Locate Object (divination)
those that use fire or earth, most healing and necrotic Moonbeam (evocation)
spells from any list, and most spells that create spiri-
Pass without Trace (abjuration)
tual forces from any list should be on the shaman list.
Protection from Poison (abjuration)
0 Level (Cantrips) Spiritual Weapon (evocation)
Dancing Lights (evocation) Warding Bond (abjuration)
Druidcraft (transmutation) Waves of Hurt* (necromancy)
Guidance (divination) 3rd Level
Mending (transmutation)
Beacon of Hope (abjuration)
Poison Spray (conjuration)
Call Lightning (conjuration)
Resistance (abjuration)
Conjure Animals (conjuration)
Shillelagh (transmutation)
Daylight (evocation)
Spare the Dying (necromancy)
Dispel Magic (abjuration)
1st Level Essence Flow* (necromancy)
Animal Friendship (enchantment) Mass Healing Word (evocation)
Charm Person (enchantment) Plant Growth (transmutation)
Create or Destroy Water (transmutation) Protection from Energy (abjuration)
Cure Wounds (evocation) Revivify (necromancy)
Detect Magic (divination; ritual) Sleet Storm (conjuration)
Detect Poison and Disease (divination; ritual) Speak with Dead (necromancy)
Entangle (transmutation) Speak with Plants (divination; ritual)
Faerie Fire (evocation) Spirit Guardians (conjuration)
Fog Cloud (conjuration) Until Death Do Us Part* (necromancy)
Goodberry (transmutation) Water Breathing (transmutation; ritual)
Healing Word (evocation) Water Walk (transmutation; ritual)
Inflict Wounds (necromancy) Wind Wall (evocation)
Jump (transmutation)
Longstrider (transmutation)
Protection from Evil and Good (abjuration)
32
4th Level 6th Level
Aura of Immortality* (abjuration) Conjure Fey (conjuration)
Blight (necromancy) Circle of Death (necromancy)
Conjure Minor Elementals (conjuration) Find the Path (divination)
Conjure Woodland Beings (conjuration) Harm (necromancy)
Control Water (transmutation) Heal (evocation)
Death Ward (abjuration) Heroes’ Feast (conjuration)
Divination (divination; ritual) Sunbeam (evocation)
Dominate Beast (enchantment) Transport via Plants (conjuration)
Freedom of Movement (abjuration) Vital Drain* (necromancy)
Giant Insect (transmutation) Wall of Thorns (conjuration)
Hallucinatory Terrain (illusion) Wind Walk (transmutation)
Ice Storm (evocation) 7th Level
Locate Creature (divination)
Etherealness (transmutation)
Polymorph (transmutation)
Stoneskin (abjuration) Mirage Arcane (illusion)
Plane Shift (conjuration)
5th Level
Regenerate (transmutation)
Antilife Shell (abjuration) Symbol (abjuration)
Awaken (transmutation)
Commune with Nature (divination; ritual)
8th Level
Cone of cold (evocation) Animal Shapes (transmutation)
Conjure Elemental (conjuration) Antipathy/Sympathy (enchantment)
Contagion (necromancy) Control Weather (transmutation)
Dream (illusion) Feeblemind (enchantment)
Geas (enchantment) Sunburst (evocation)
Greater Restoration (abjuration) 9th Level
Insect Plague (conjuration)
Deadly Vitamancy* (necromancy)
Mass Cure Wounds (evocation)
Foresight (divination)
Planar Binding (abjuration)
Mass Heal (evocation)
Reincarnate (transmutation)
Shapechange (transmutation)
Scrying (divination)
Storm of Vengeance (conjuration)
Tree Stride (conjuration)
True Resurrection (necromancy)
33
Class Options
Barbarian • The target must succeed on a Constitution saving
throw or its breath is knocked out of it, preventing
At 3rd level, the barbarian gains the Primal Path it from speaking (including providing verbal
class feature. The following options are available to a components for spells) or using a Breath Weapon
barbarian, in addition to those offered in the Player’s until the start of your next turn.
Handbook: the Path of the Brawler, the Path of the • The target must succeed on a Wisdom saving
Iron Titan, and the Path of Stone. throw or be frightened of you until the start of
your next turn.
P ath of the B rawler The save DC for this feature is 8 + your proficiency
Some barbarians favor truly up close and personal com- bonus + your Strength modifier.
bat. These souls become known as brawlers. Whether
it is with a tavern chair, strong punches, stylish kicks,
Square Off
knife blade, or some other weapon; you can stand as- Starting at 6th level, when you enter your rage you can
sured a brawler will be at home in the thick of the fray. designate an opponent you can see or hear within 30
feet to square off against. Until your rage ends or you
Brawler’s Training choose to end it at the start of your turn (no action
At 3rd level, you learn the basics of a brawler’s hand to required), the bonus damage from your Brutal Blows
hand combat style. Your unarmed strikes gain the light feature is increased by 1d6 to a total of 2d6 when
and finesse property and can be used with features and applied to the target of this feature and you can’t use
abilities that normally apply to weapon attacks (such Reckless Attack but can use the Focused Fighting
as for two-weapon fighting or the Sneak Attack fea- feature below instead.
ture). The damage die for your unarmed strikes and
improvised weapons increase to 1d6 (unless it would
be higher). As you gain levels in this class, the dam-
age die increases further: 1d8 at 10th level, and 1d10
at 14th level.
Additionally, you have learned to guard effectively
using your hand and forearms. You gain a +2 bonus
to AC if you are not benefiting from a shield and you
have two hands free. When you engage in two-weapon
fighting, you lose this AC bonus until the start of your
next turn.
Brutal Blows
Also starting at 3rd level, the Path of the Brawler
makes you especially dangerous in close combat. Once
on each of your turns while you’re raging, a creature
you hit with an unarmed strike or light weapon takes
an extra 1d6 damage of that weapon’s damage type.
When you deal this damage, you can choose one of the
following options:
• The target must make a Strength saving throw.
On a failure, you can either push them up to 15
feet in any direction or knock them prone.
• The target must succeed on a Dexterity saving
throw or they are grappled by you.
34
At the start of each of your turns, you can end this
effect with no action required. While you are raging,
P ath of the I ron T itan
you can use a bonus action on each of your turns to “Be as the hill, stand as the mountain” - Mikados the
designate a new target. (You can use this bonus action Iron Titan
even if you ended this effect or your original target is Named after Mikados the Iron Titan, a man of almost
still around.) impossible height and stature. He was known for
wading into combat, clad in the heaviest armor he
Focused Fighting could find and a shield like a castle door. Although
Also at 6th level, you learn to focus your aggression on a fearsome individual in his own right, what made
a single target while you use the Square Off feature. his enemies flee before him was his ability to
When you make your first attack on your turn, you grow to the size of the tallest mountains. Going
can decide to attack with focus. Doing so gives you from a “giant of a man” to literally giant-sizes, he
advantage on melee weapon attack rolls targeting the would often hold armies back single-handedly, his
creature you have Squared Off against during this turn, shield becoming as unassailable as a fortress wall.
but attack rolls against you by all creatures other than Though he is long gone, his legend remains, and there
that foe have advantage until your next turn. are those who have decided to take on his mantle. To
become an Iron Titan.
Sucker Punch
Reinforced
At 10th level, you gain the ability to interrupt
opponents. Whenever a creature within your reach At 3rd level, you gain proficiency with heavy armor.
hits with an attack or casts a spell that forces a saving Wearing heavy armor doesn’t interfere with your Rage
throw, you can use your reaction to make an unarmed or Fast Movement features.
strike before the attack deals damage or the saving Additionally, your hit point maximum increases
throw is rolled. On a hit, if the creature was making by your barbarian level. (Your hit point maximum
an attack they must roll the attack again and use the increases by 3 hit points now and by another 1 each
lower result. If the trigger was instead a spell calling time you gain a level in this class.)
for a saving throw, you can choose a creature to gain
advantage on the saving throw against that spell.
Starting at 14th level, your sucker punch is so
distracting that it forces a reroll or gives advantage
even when your unarmed attack misses.
Absolute Brutality
Once you reach 14th level, as a bonus action,
you can leap up to 20 feet and make a melee
weapon attack using a light simple weapon
or improved weapon. If you hit, this attack
applies your Brutal Blows feature without
counting against your limit of once per
turn. You can use the feature a second time
this turn, either before or after this bonus
action. You can only use this bonus action
only once each rage.
35
Titan Power P ath of S tone
Also at 3rd level, you gain the ability to imbue yourself Your rage imbues you with the power of the
with greater size. When you rage, you can choose to underground. Through a deep kinship with the rock
become taller and heavier to a maximum of Large. Your and stone underneath your feet, you utilize this power
weapons and anything you are wearing change size to protect yourself as you plow through opposition,
with you. If you lack the room to become Large, your unimpeded.
size doesn’t change. While you are enlarged by your
rage, your Rage feature’s damage bonus is doubled. Second Skin
Immovable Object When you choose this path at 3rd level, a layer of stone
covers you during your rage. While you rage and are
Starting at 6th level, the area within your reach is neither flying nor swimming, your Unarmed Defense
difficult terrain to enemy creatures you can see. In becomes 12 + your Dexterity modifier (maximum 2)
addition, while you rage you cannot be unwillingly + your Constitution modifier. I This AC (before ability
moved or knocked prone, and you never accidentally modifiers) increases as you gain levels in the barbarian
drop items you hold in hand. class, becoming 13 at 6th level, 14 at 10th level, and 15
at 14th level.
Hold the Line
Starting at 10th level, your opportunity attacks are more Earth’s Embrace
dangerous. Creatures provoke opportunity attacks Also at 3rd level, you are comfortable moving along the
from you whenever they move at least 5 feet from a earth and stone. You never need a Dexterity (Acrobatics)
space within your reach to another space within your check to balance on earth or stone, nor a Strength
reach. Whenever a creature provokes any opportunity (Athletics) check to climb on earth or stone. Climbing
attack from you, instead of making a normal attack earth or stone surfaces and walking across difficult
you can attempt to hamper the enemy with an ability terrain of earth and stone doesn’t cost
contest. Make a Strength (Athletics) check contested you extra movement.
by the target’s Strength (Athletics) check or Dexterity
(Acrobatics) check (target’s choice of which).
On a success, you can choose to knock them prone
or cause them to drop an item they are holding such
as a weapon. If you do either one, you can also deal
the target bludgeoning damage equal
to your rage damage bonus (which is
doubled by your Titanic Power if
you are Large).
36
Tremor Stomp Structures. Structures in the area sway or crumble
and might collapse at the GM’s discretion. Especially
Starting at 6th level, as an Attack action on your turn sturdy or reinforced stone structures almost never
you can stomp to shake the ground in up to a 20-foot collapse. Wooden structures that are Huge or smaller
radius. If you’re able to make multiple attacks with the sway dramatically but rarely collapse. Brick structures
Attack action, this attack replaces one of them but you and unreinforced clay or stone structures sometimes
can’t Tremor Stomp more than once per turn. Each collapse as do Gargantuan or larger wooden structures.
creature on the ground must make a Dexterity saving Shoddy or badly damaged structures of any sort usually
throw against a DC of 8 + your proficiency bonus + collapse. Any good-quality architecture in places prone
your Strength modifier. On a failed save, the creature to earthquakes usually use reinforcements that make
is knocked prone. In addition, each creature on the collapses rare.
ground that is concentrating must make a Constitution
Any collapse completes at the start of your next turn,
saving throw against the same DC. On a failed save, the
potentially damaging nearby creatures. A creature
creature’s concentration is broken.
within half the distance of a collapsing structure’s height
If you jump or fall at least 10 feet, you can use this fea- must make a Dexterity saving throw. On a failed save,
ture as a reaction when you land. When you do, you the creature takes 5d6 bludgeoning damage, is knocked
reduce any falling damage you take by triple your bar- prone, and is restrained in the rubble, requiring a DC
barian level (before applying resistance). You land on 20 Strength (Athletics) check as an action to escape.
your feet even if you take damage from the fall. The GM can adjust the DC higher or lower, depending
on the nature of the rubble. On a successful save, the
Iron Skin creature takes half as much damage and doesn’t fall
prone or become restrained.
At 10th level, when you are dealt bludgeoning,
piercing, or slashing damage you are raging, you can
use a reaction to reduce that damage by 2d10 + your
barbarian level (before halving for resistance). You
Bard
cannot use Iron Skin again until you finish a short or At 3rd level, the bard gains the Bard College class
long rest. feature. The following options are available to a bard,
in addition to those offered in the Player’s Handbook:
Quake Stomp the College of Demise, and the College of the Wild.
At 14th level, you can choose to increase the radius of C ollege of D emise
your Tremor Stomp to a maximum of 80 feet and crack
the ground to produce difficult terrain throughout the Bards of the College of Demise accept that all things
area. If you do, it opens one or two fissures and might end, and that’s what makes them beautiful. They gath-
damage structures. You cannot use this feature again er in somber places such as graveyards and ossuaries
until you finish a long rest (though you can still use to trade songs and tales of death or the journey toward
Tremor Stomp). it. Themes such as aging, the coming of winter, or a
crushing sense of ennui are common, but so are the
Fissures. You can open a fissure at the location of subversion of death: hope, struggle, or a clinging to life
your choice within the area. It is 10d6 feet deep, 10 that twists your very nature and keeps you trapped in a
feet wide, and extends from one edge of the area to state of liminality.
the opposite side. A creature standing on a spot where
a fissure opens and failed its Dexterity saving throw Melody of Ruin
falls in. A creature that successfully saves moves with
the fissure’s edge as it opens. The GM might add one When you choose this college at 3rd level, you learn
additional fissure at another location depending on to affect objects with entropy and decay. As a bonus
the terrain in the area; the additional fissure can’t pass action, expend one use of Bardic Inspiration to roll
under you or allies you can see. your Bardic Inspiration die to deal that amount plus
your Charisma modifier in force damage to an object
You can’t place a fissure so that it opens under a you can see or hear within 60 feet. If the object is held
Gargantuan or larger structure, but the GM can. If you by a creature, they can make a Dexterity saving throw
place a fissure under a Huge or smaller structure, it against your spell DC, negating the damage on a suc-
automatically collapses as described below. cessful save. In any case, the object is then immune to
your Melody of Ruin until you finish a long rest.
37
Danse Macabre C ollege of the W ild
Also at 3rd level, you learn the chill touch cantrip and Bard of the College of the Wild are attuned to the mu-
the animate dead, and detect evil and good spells. These sic of nature and the songs on the wind. They meet in
spells count as bard spells but don’t count against the bright forest glades and natural rock amphitheaters to
number of bard spells you know. You can cast any of share performances that have a direct connection with
these spells by spending a use of Bardic Inspiration in- the creatures of the land. When they play, the animals
stead of a spell slot; this is the only way you can cast listen, becoming willing to assist in their endeavors.
animate dead until you have 3rd-level spell slots. When
you cast a spell using a bardic inspiration die, its cast- Bonus Proficiencies
ing time changes to 1 action, you need not provide ma-
When you choose the College of the Wild at 3rd lev-
terial components, and its duration changes to “con-
el, you gain proficiency with two skills of your choice.
centration, up to 1 minute.”
Alternatively, you can gain proficiency with one skill,
As you gain bard levels, you learn the spells listed one type of artisan’s tools, and herbalism kits. When
on the Demise Spells table. Spells you learn at high- you make an Animal Handling, Nature, or Survival
er levels this way can also be cast by spending Bardic check, or an ability check using a tool proficiency from
Inspiration. this feature, you can use your Charisma modifier in-
stead of your Intelligence or Wisdom modifier.
Demise Spells
BARD LEVEL SPELLS
Nature’s Tempo
Also at 3rd level, a creature’s speed increases by 10 feet
3rd chill touch, animate dead, detect
while it has one of your Bardic Inspiration dice.
evil and good
5th speak with dead Voice of Nature
7th death ward Also at 3rd level, you learn the animal friendship and
9th contagion speak with animals spells. These spells count as bard
spells but don’t count against the number of bard spells
11th create undead you know. If you already know either spell, you learn
another bard spell of a spell level up to half your bard
Overrule Death level, rounded up. As you gain bard levels, you learn
Starting at 6th level, you have advantage on saving further spells as listed on the Wild Spells table.
throws against necromancy spells and against the
Wild Spells
spells and effects of Undead. You also have resistance
to necrotic damage. BARD LEVEL SPELLS
38
Wild Call Bonus Proficiencies
Starting at 6th level, when you give a Bardic Inspiration At 1st level, you gain proficiency with martial weapons
die to any Beast, all friendly Beasts within 60 feet also and in the Intimidation skill.
gain the same Bardic Inspiration die (if they don’t al-
ready have one). Blessed Precision
As long as any Beast has a Bardic Inspiration die Also at 1st level, when you use a spell to damage an
from you, it has resistance to bludgeoning, piercing, enemy, you get a +2 bonus to your next weapon attack
and slashing damage from nonmagical attacks and its roll against that enemy until the end of your next turn.
attacks are magical for the purpose of damage resis-
tance and immunity. Channel Divinity: Blessed Arms
Unsettling Beast Starting at 2nd level, you can use your Channel Divinity
to channel magic through your weapon attacks. When
Starting at 14th level, when you give a Beast Bardic you make a weapon attack, you can use your Channel
Inspiration, creatures within 10 feet of the beast be- Divinity to change the casting time of a single cantrip
come frightened until the end of your next turn. The you know to 1 bonus action until the end of your next
Beast has advantage on attack rolls to hit creatures turn.
frightened with this feature.
Channel Divinity: Divine Arms
Cleric At 6th level, when you hit with a weapon attack on your
turn, you can use your Channel Divinity to change the
At 1st level, a cleric gains the Divine Domain feature, casting time of a spell you have prepared that normally
which offers you the choice of a subclass. The following has a casting time of 1 action and can target the same
options are available to you when making that choice: target you hit.
Defense Domain.
D efense D omain
Each faith has a need for those stalwart in their creed
to protect the organization when attacked by persons
within or without. This may perhaps be in war, where
devoted clerics act as literal defenders of holy sites and
ancient relics, or as a wall against riotous mobs intent
on the destruction of a town under protection of the
faithful. Whatever the reason, defender clerics ensure
that enemies know their faith is not to be trifled with.
CLERIC
SPELLS
LEVEL
1st guiding bolt, sanctuary
3rd spiritual weapon, magic weapon
5th glyph of warding, vampiric touch
7th banishment, stoneskin
9th flame strike, wall of force
39
The spell’s casting time becomes 1 bonus action until Curse Sense
the end of the current turn. You can only cast a spell
you modify this way to target the same target as your Also starting at 2nd level, as an action, you can open
weapon attack. This spell does not need be one that your awareness to detect cursed creatures, places,
requires a spell attack roll, but if it does then you au- and objects. Until the end of your next turn, you know
tomatically hit. These effects happen after the weapon the location of any cursed creature, Fiend, or Undead
attack’s damage. within 60 feet of you that is not behind total cover. You
know the type (cursed, Fiend, or Undead) of any being
Sacred Strikes whose presence you sense, but not its identity. Within
the same radius, you also detect the presence of any
Starting at 8th level, you add your Wisdom modifier place or object that is cursed.
to the damage you deal with your weapon attacks and
cantrips. You can use this feature a number of times equal to
your proficiency bonus. When you finish a long rest,
Exemplar Of Divine Might you regain all expended uses.
At 17th level, your spells and attacks flow into each Pure Strike
other with the power of your deity. When your weap-
on attack deals damage to a creature, that creature At 6th level, your attacks count as silver for the purposes
has disadvantage on the next saving throw it makes of overcoming damage resistance and immunity.
against one of your spells before the end of your next Once per turn, when you deal damage with a cantrip
turn. When you hit a creature with a spell attack or a or weapon, you can deal additional psychic damage
creature fails a saving throw against one of your spells, equal to your proficiency bonus to one creature. If that
you can make a weapon attack against that creature as creature is a cursed or able to inflict curses, increase
a bonus action. the damage by twice your proficiency bonus instead.
Druid Circles
The following circles are available to any druid of 2nd
level.
C ircle O f T he S oul
When the land is cursed, when such magical maladies
run rampant through the population, or even when
individuals start to succumb to the curses that leave
their stains on their very being there is none better
to be near than a Circle of the Soul druid. Although
these druids are often called Cursebreakers, they are
not just breaker of curses but also a hunter of those
formed from curses or those who would bestow curses.
Sometimes mistaken for a werewolf hunter or vampire
hunter these druids know it’s better to deal with the
cause than to treat the symptom.
Curse Hunter
When you choose this circle at 2th level, you become
proficient in two skills of your choice from the
following list: Arcana, History, Investigation, Religion,
or Survival. You have advantage on Wisdom (Survival)
checks to track cursed creatures and creatures that
can inflict curses, as well as on Intelligence checks
to learn or recall information about curses, cursed
creatures, cursed items, and creatures that can lay
curses (advantage adds a +5 bonus to the appropriate
passive scores).
40
Remove Curse Circle of Growth Spells
Also at 6th level, you learn remove curse as a druid DRUID
SPELLS
spell. You always have remove curse prepared and it LEVEL
doesn’t count against the number of druid spells you
2nd goodberry, entangle
can prepare each day.
3rd barkskin, enlarge/reduce
Curse Ward 5th plant growth, speak with plants
At 10th level, you are immune to curses. You and
7th black tentacles, giant insect
friendly creatures within 10 feet of you have advantage
on saving throws against being charmed or frightened 9th insect plague, tree stride
by Fiends, Undead, or creatures with the shapechanger
tag. Rampant Growth
Also at 2nd level, you can call on the primal power of
Magic Resistance growth. As an action you regain hit points equal to half
At 14th level, you have advantage on saving throws your level. For the next three rounds, you regain that
against spells and other magical effects. many hit points at the start of each of your turns if you
have at least 1 hit point and any ally that starts its turn
Sunder Curse within 15 feet of you likewise regains that many hit
points if it has at least 1 hit point. You can’t use Rampant
Also at 14th level, when you hit a creature it (or an item
Growth again until you complete a short or long rest.
it possesses) with an attack, you can cast remove curse
on it as a bonus action without spending a spell slot, Accelerate Growth
and the creature cannot curse another creature until
the end of its next turn. At 6th level, you can touch a creature as an action to
accelerate their healing. For one minute, whenever the
C ircle O f G rowth target would regain hit points from a spell, they regain a
number of additional hit points equal to half your druid
You strive to return nature to its purest form. Nature, level. A single spell can’t heal additional hit points this
in turn, grants you the ability to close wounds, heal way more than once per target. You can’t use Accelerate
poisons, and restore your surroundings to wilderness. Growth again until you finish a short or long rest.
Causing needless death and decay of the natural world
or allowing such deeds to go unpunished is anathema to Avenging Vines
your circle. This does not prevent you from defending
yourself against aggressive flora or fauna. Starting at 10th level, you can cast black tentacles
spell once without expending a spell slot and regain
Bonus Proficiency the ability to do so when you finish a long rest. The
tentacles resemble grasping vines.
When you choose the Circle of Growth at 2nd level, you
gain proficiency with another skill available to 1st-level Thorny Vengeance
druids.
Starting at 14th level, when you use Avenging Vines it
Green Magic deals an additional 3d6 piercing damage.
You learn to prepare additional spells as you gain druid Lasting Growth
levels, as listed on the Circle of Growth Spells table,
starting with entangle and goodberry at 2nd level. Also starting at 14th level, when you create an area of
Each spell is a druid spell for you and you always have difficult terrain with a spell (such as entangle, plant
it prepared, but doesn’t county against the number of growth, or black tentacles), you can choose to exclude
druid spells you can have prepared at once. any part of the area and you can choose for any part
of the area to grow permanent foliage. This foliage
When a creature fails its saving throw against your
remains difficult terrain indefinitely even after the spell
entangle spell, it takes 1d6 bludgeoning damage per
ends, although it doesn’t keep any other features of the
level of the spell slot you used.
spell such as further increased movement cost from
plant growth or damage from black tentacles. Once you
use this feature, you can’t do so again until you finish
a long rest.
41
Fighter Martial Archetypes
The fighter class receives new features and sub-classes The following martial archetypes are available to any
in this section. fighter of 3rd level or higher.
42
To those in the know, this long-time feud is quite ironic, Improved Vitamancy
since the order of the Knights of Euphorta was created
by a thanator and a necromancer, both convinced they At 10th level, you gain the following vitamancy powers.
could study and teach this unusual manifestation of Necromantic Embolism. When you hit a creature
vitamancy to create warriors immune to death itself. with your Instrument of Death, you can pay your vi-
The experiment proved a moderate success, and the tamancy cost as a bonus action to make it glow more
creators of the Knights of Euphorta had to resort to brightly with a ghastly pale hue: in addition to the usu-
a compromise: channeling the user’s life force into a al effects, it casts dim light in a 10-foot radius, all attack
weapon rather than improving themselves. Knights of rolls to hit it have advantage if the attacker can see it,
Euphorta imbue their weapons as physical conduits for and the target can’t regain hit points or benefit from
necromantic energy. Over time, the order steered away being invisible.
from their thanator origins and focused on perfecting
these instruments of death and their usage. Withering Strike. When you hit a creature with your
Instrument of Death, you can pay your vitamancy cost
Vitamancy as a bonus action to deal necrotic damage to the target
equal to 1d10 + the number of hit points you paid. The
When you choose this Martial Archetype at 3rd level, target’s hit point maximum is reduced by the amount
you gain access to vitamancy. To use any Vitamancy of necrotic damage it takes for 1 hour unless it succeeds
power, you must spend hit points as listed for your at a Constitution saving throw. While its hit point
fighter level on the Shaman table on page xxx. This maximum is reduced this way, it has disadvantage on
is referred to as your vitamancy cost. Your vitamancy Strength checks and Strength saving throws.
cost is not damage, doesn’t break your concentration,
and can’t be reduced in any way. You can’t use more Death Collector
than one Vitamancy power per turn (not even the same
Vitamancy power repeatedly). At 15th level, you learn to harvest life energy directly
from those marked by your Instrument of Death. As an
You start with two Vitamancy powers listed be- action, choose up to three creatures you can see glow-
low. Some Vitamancy effects require saving throws. ing due to your Instrument of Death. Each creature
The DC for these saving throws equals 8 + your profi- must make a Constitution saving throw, taking radi-
ciency bonus + your Constitution modifier. ant damage equal to your vitamancy cost on a failed
Instrument of Death. As a bonus action on your save, or half as much damage on a successful one. You
turn, you can pay your vitamancy cost to infuse your magically regain hit points equal to your fighter level
life force into a weapon you are wielding. It emits dim for each target who takes radiant damage this way. You
light to a distance of 5 feet for 1 minute. Any hit with can’t use this feature if you have paid your vitamancy
this instrument of death causes the target to cast dim cost this turn, and you can’t pay your vitamancy cost
light in a 5-foot radius for 1 minute as well. At the end later on the same turn you used this feature.
of each of the glowing target’s turns, it takes 1d4 ra-
diant damage and must make a Constitution saving Ultimate Vitamancy
throw. On a successful save, the effect ends on it. At 18th level, you are inducted into the final teaching of
The amount of radiant damage the glow deals increas- the Knights of Euphorta: severing a lifeforce in a single
es as you gain levels: 1d6 at 7th level, 1d8 at 10th level, strike. You gain the following vitamancy power.
1d10 at 15th level, and 1d12 at 18th level. Death Strike. As an action, you pay your vitaman-
Life-Seeking Strike. As a bonus action on your turn, cy cost to make a single weapon attack using your
you can pay your vitamancy cost to make a weapon at- Instrument of Death against a creature. The target
tack. You have advantage on this attack roll if the target must make a Constitution saving throw, taking an extra
is glowing due to your Instrument of Death vitamancy 8d6 radiant damage on a failed save, or half as much
power. extra damage on a successful one. Should you miss, the
target still takes radiant damage but automatically suc-
Life from death ceeds on the saving throw.
At 7th level, you learn to steal the fading life energy A Construct is immune to this extra damage and au-
from those breathing their last. When you reduce a tomatically succeeds at the saving throw. A creature
hostile creature other than a Construct to 0 hit points that fails the saving throw by 5 or more instantly dies
using your instrument of death (including by the on- as long as it had 60 or fewer hit points remaining after
going radiant damage), you magically regain hit points the damage you dealt.
equal to 1d10 + your fighter level.
43
S torm D ancer Storm Dancer Power
A gleeful dancer twirling with a partner of living light- D6 SOURCE OF POWER
ning, a dour warrior whose eyes glow with blazing fury,
1 As a child you were struck by lightning on a
an enthusiastic dreamer who hears the drums of thun-
clear day. You didn’t think much of the in-
der; a Storm Dancer comes from a multitude of back-
cident at that time. Now you wonder where
grounds. Somes see the power of the storm; others see
that lightning came from, and why it seems to
its grace. Destruction and renewal. Terror and beauty.
burst forth from you in times of stress.
All these things are unified within the storm.
2 Others fear the storm, but you find thunder-
As such, a Storm Dancer can’t be expected to look or act
storms to be a calming, soothing presence.
a single way. What ultimately draws unity for the Storm
The splash of rain on your skin, the feel of
Dancers is their force of passion. To embrace the storm
fresh dirt between your toes, the sight of
is to embrace wild unfettered energy surging through-
flashing lights, and the roar of thunder con-
out your body and soul. As such, Storm Dancers are of-
nect you with nature. And when you dance,
ten drawn to pursue great acts and deeds. Though they
the storm connects back to you.
are few in number, most Storm Dancers end up taking
up the life of an adventurer. 3 As part of a special ritual, you chant and hum
songs while preparing and applying a special
Storm Dancers have origins that are as multifaceted
blue paint. This paint is used to cover your
as they are. If you so desire, you can pick from or roll
body in mystic runes and patterns. When you
on the Storm Dancer Power table to create a source of
use your Storm Dancer abilities, these runes
magical power for your character.
and patterns spark to life and lightly glow.
4 You wear a necklace in the form of the weapon
of a thunder deity. Most commonly this would
be a finely wrought hammer or labrys (dou-
ble-headed battleaxe with a short hilt). By
whispering a prayer to this symbol, you call
forth the might of that deity.
5 You’ve befriended an elemental being that
swirls around you (or beings). Normally they
can’t be seen or heard, but you can feel their
presence. In order to use your Storm Dancer
abilities, you sing in Primordial and call their
name to direct your friend. If you ever gain a
familiar, it can be an Elemental instead of its
normal creature type.
6 Late one evening, you watched a performance
given by a Storm Dancer. You were utterly
moved by the beauty of their dance. When
you dozed off that night, you could see the
flash of lightning against the night sky and
a hundred Storm Dancers twirling around a
blazing fire. They called you to dance, and you
did. Lighting struck you, searing patterns into
your skin like some strange plant. And when
you woke up, the patterns still remained.
44
Storm Dancer’s Training The save DC is 8 + your proficiency bonus + your
Constitution modifier. On a failed save, each
When you adopt this archetype at 3rd level, you gain creature takes 1d12 thunder damage, or half as
proficiency in the Performance skill. Your proficiency much damage on a successful one.
bonus is doubled for any ability check you make that
uses Performance. You can use this feature a number of times equal to
your proficiency bonus, and you regain all expended
If you perform for at least 1 minute, you can enhance
uses of it when you finish a long rest.
the performance with a dazzling display of lightning.
This effect is harmless and purely visual, though it Command The Tempest
can cause unattended items you set up before the
performance to light on fire. At 7th level, you gain resistance to lightning and thun-
Additionally, you can speak, read, and write Auran. der damage.
Finally, you can choose a second option from the Additionally, you can use magic to produce minor sen-
Fighting Style class feature. sory effects. You learn the thaumaturgy cantrip and can
activate an effect of the thaumaturgy cantrip whenever
Dance of the Storm you use an ability from the Storm Dancer archetype.
Strength, Dexterity, or Charisma (your choice) is your
From 3rd level, you learn how to enter into a dance
spellcasting ability for this spell.
of elemental storm magic. As a bonus action, you
magically gain the follow benefits which last for 1 Enhanced Storm Strikes
minute:
At 10th level, your attacks while using Dance of the
• Once on each of your turns, one of your attacks Storm become stronger. Now, instead of applying the
with a melee weapon or an unarmed strike can deal extra 1d8 lightning or thunder damage once on each of
an extra 1d8 lightning or thunder (your choice) your turns, you apply it to all of your attacks.
damage to a target on a hit.
• On your turn, you have a flying speed of 15 feet. Before you use your Thunderstrike ability, you can
teleport up to 60 feet away to a space you can see. The
• You reduce the amount of falling damage you take damage of your Thunderstrike ability is increased by
by 15. 1d12 to a total of 2d12.
• You have advantage on Dexterity (Acrobatics)
checks, Charisma (Performance) checks, and Lightning Caller
Dexterity saving throws.
Starting at 15th level, you can cast call lightning as a
• Lightning Whips. You can use a free hand to 5th level spell without using a spell slot. Once you use
form and grasp onto a strand made of lightning this feature, you must finish a short or long rest before
energy as if drawing a weapon. It counts as a you can use it again.
simple melee weapon that it is magical. It deals
1d8 lightning damage on a hit and has the finesse, Master Of The Dance
light, and reach properties. It has an additional
reach of 5 feet for a total of 15 feet. If you let go of From 18th level, you are constantly under the effects of
this weapon, it instantly disappears. This weapon your Dance of the Storm feature.
can only be used to make attacks, or you can use it As a bonus action, you can gain the following effects
in place of a whip for any ability you may have that for 1 minute:
makes use of a whip. You can create up to two of
these strands of energy. • You have a flying speed of 60 feet and can hover.
• Thunderstrike. When you take the Attack action, • You are immune to lightning and thunder damage.
you can replace one of the attacks with striking Once you use this bonus action, you can’t use it again
a surface such as the ground, a pair of gauntlets until you finish a short or long rest.
together, striking a shield, or any other suitable
such action. When you do so, it creates a mighty
thunderclap that can be heard up to 200 feet
away. Each creature other than you within 10 feet
of you must make a Constitution saving throw.
45
T win L asher Bloody Lash
For those experienced with the whip, taking up a Starting at 7th level, once per turn, when you hit a crea-
second one can prove to be a rewarding challenge. ture with a whip attack (not an ability check) you can
With a whip in each hand, a skilled user can unleash a force it to make a Constitution saving throw. The DC
dizzying flurry of attacks that are almost impossible to equals 8 + your Strength or Dexterity modifier + your
defend against. Building on their previous training with proficiency bonus.
the whip, a twin lasher takes up this practice, bringing A Construct or Undead automatically succeeds. On
down their enemies under an onslaught of lashes. a failed save, the target loses 1d10 hit points at the
start of each of its turns due to a bleeding wound.
Whip Tricks Any creature can take an action to stanch the wound
When you choose this archetype at 3rd level, you gain with a successful Wisdom (Medicine) check against the
the following benefits while wielding any whip. same DC. The wound also closes if the target receives
magical healing. If the creature fails this saving throw
• You treat a hand wielding a whip as a free hand to
again while it still has a bleeding wound, the hit points
grapple or climb with.
lost increase by 1d10.
• Your whip has the light property.
• Your whip’s reach property also increases the Snapping Halt
range at which you can shove or grapple. Also at 7th level, when you make an opportunity attack
• You can use a whip to help you climb or cross with a whip, you can choose to shove instead of making
a gap. You can anchor your whip to a surface a melee attack.
that can hold your weight within 10 feet of you
as a free interaction with an object, as a bo- Twin Tail Tricks
nus action on your turn, or in place of an attack Starting at 10th level, you gain an additional reaction
when you use the Attack action on your turn. each round that you can only use to make an oppor-
You can climb the whip and can’t fall farther tunity attack with a whip that you haven’t used for a
than 10 feet while your whip remains anchored. reaction since your last turn. You can’t use this reaction
Anchoring to a surface this way before or during on the same turn that you take any other reaction.
a jump adds 10 feet to the distance you can clear
with a jump. Slicing Lash
Starting at 15th level, when you succeed at an ability
contest (such as shove) using a whip against an oppo-
nent, you can also deal damage to the target as if you
had hit it with the whip.
Stunning Whipcrack
Starting at 18th level, when you score a critical hit with
a whip attack, the target is stunned until the end of
your next turn.
46
Monk Living Gallery
At 6th level, in addition to adding another tattoo (see
At 3rd level, a monk gains the Monastic Tradition Invested in the Art), while you use Dancing Tattoos you
feature. The following options are available to you can also alter cosmetic details of the tattoos or add the
when making that choice: Way of Ink, and the Way of appearance of new tattoos. You can also move your tat-
the Shadowboxer. toos across clothes you wear or cause them to extend
up to 30 feet onto surfaces you touch. You can use your
W ay of I nk action to extend your senses from any location you
The art and tradition of tattooing is steeped in history have extended your tattoos to; until you break contact
and lore, encompassing many cultures. The permanent with the surface, your body is blinded and deafened.
marking of one’s body is not only performed for
decorative purposes but a significant act that can be Iridescent Tattoos
potentially life altering. It can change how people At 11th level, in addition to adding another tattoo (see
see you, either with prejudice for doing something Invested in the Art), your tattoos grow magically vivid.
so permanent or respect as a sign of a cultural rite You can cause your tattoos to shed light as dim as a
of passage. With so much significance placed on the candle or as bright as a torch with a bonus action or
results, and with mistakes often being irreversible, a when you use Dancing Tattoos. The light lasts until you
dedication to the art and constant practice is a must. change or extinguish it as a bonus action.
Despite all this, many take to the art of tattooing, When you cause your tattoos to begin
considering it an honor to inscribe their art upon the glowing, you can spend 2 ki points
most challenging of canvases. to make it flare momentarily. If you do,
creatures in the area of bright light
Invested In The Art you cast who can see you must suc-
When you choose this tradition at 3rd level, you can ceed at a Constitution saving throw
spend 8 hours to ink yourself with a magic tattoo of against your ki save DC or be
uncommon or common rarity at no cost. If the tattoo blinded until the start of
can only be applied in a certain body part or atop an- your next turn.
other tattoo, you must meet that requirement. Talk
with your GM to determine what tattoos are available More Ink Than
to you. This tattoo does not count against the number Skin
of items you can be attuned to. You cannot use this fea-
ture again, unless the tattoo is destroyed or its magic is At 17th level, in addition
permanently removed. to adding another tattoo (see
Invested in the Art), your skin
If crafting of magic items is part of your campaign, you gains the fluidity of ink. When an
can ink tattoos on yourself and others. Unlike tattoos attack hits you, you can use your
gained from this tradition, these follow the normal reaction to halve the damage.
rules for crafting and using magic items (including at-
tunement, if applicable).
As you gain levels in the monk class, you can acquire
more tattoos in the same manner: a tattoo of up to rare
rarity at 6th level, one of up to very rare rarity at 11th
level, and one of up to legendary rarity at 17th level.
Dancing Tattoos
Also at 3rd level, you can spend 1 ki point as an action
to cause your tattoos to appear to move about on your
skin for as long as you concentrate, as if concentrating
on a spell. Creatures within 30 feet who can see you
must make a Wisdom saving throw against your Ki
save DC. On a failure, the creature is charmed. While
charmed by you, it has disadvantage on Wisdom
(Perception) checks (which gives it a -5 penalty to
passive Perception). The condition ends if you attack
or force any creature to make a saving throw, as well as
if the creature can no longer see you.
47
W ay of the S hadowboxer Shadow Form
Monks employing the Way of the Shadowboxer have Starting at 11th level, you can spend 1 ki point as a bo-
elevated the fundamental training technique of shad- nus action to teleport to your shadow’s location, bring-
owboxing to a fantastic degree. These monks work in ing along objects weighing no more than your carrying
tandem with their shadow, able to use them as a threat- capacity. When you teleport, you can send your shad-
ening presence to strike or control the battlefield. ow to the location you teleported from and have it take
with it objects it carries weighing up to its carrying
Silhouette Strikes capacity.
Starting when you choose this tradition at 3rd level,
you can attack enemies with your shadow. As long as Flurry Of Shadow And Fist
you are in light (not darkness), when you use Flurry At 17th level, whenever you hit a creature with an at-
of Blows you can choose to have your shadow deliv- tack by your shadow during your turn, you can spend
er any number of these attacks. When attacking with 1 ki point to make a melee attack yourself. While your
your shadow, increase your reach by 10 feet, and the shadow is in a different location from you, you get an
damage type is psychic. Your shadow normally occu- extra reaction every round which you can only use to
pies the same space as you. You and your shadow grap- make an opportunity attack with your shadow. You
ple creatures separately. Your shadow uses Dexterity can’t make opportunity attacks both yourself and using
(Acrobatics) checks for the ability contest to grapple your shadow on the same turn.
instead of Strength (Athletics) checks.
You can also use the reach of your shadow to interact
with objects as if you were using your own hands, but
Ranger Archetypes
you have disadvantage on any ability check using your At 3rd level, a ranger gains the Ranger Archetype
shadow to use a tool or manipulate an object. It has feature. The following options are available to a range,
a carrying capacity of 5 pounds times your Strength in addition to those offered in the Player’s Handbook:
score. It can’t make weapon attacks. The shadow the Crimson Adept, the Mist Strider, the Shatterwolf,
doesn’t use or benefit from items you hold in hand, al- and the Spirit Warden.
though you can hand items off to it, take an item from
it, or have it draw an item you carry on your person C rimson A dept
once per turn in addition to your usual free interaction
with an object. The art of blood magic—a rare form of vitamancy—is as
old as folklore and as dangerous as any fiendish pact.
Shadow Casting Although most who meddle with it end up lost in dark
paths, those who can seize the strength of their bodies
Starting at 6th level, you can control your shadow more and minds to endure its implications may end up finding
finely. You no longer have disadvantage on ability more power within themselves that others could barely
checks using items with your shadow. aspire to have. As a ranger of the crimson torrent, you
As a bonus action, you can spend a ki point to send your have learned to employ your blade as a conduit between
shadow up to 60 feet away from you to a space you can your own life force and that of your enemies.
see. The space must not be in complete darkness. You
can still use it to make Flurry of Blows attacks while Crimson Torrent Stance
it is separated from you. You can use your shadow to When you choose this archetype at 3rd level, you
take opportunity attacks while it is separated from you learn to channel life force through your primal magic.
(its reach is 10 feet greater than yours and it deals psy- While you concentrate on any spell, the first time on
chic damage). Whenever you use your Flurry of Blows each of your turns that you deal damage to a creature
while your shadow is not in your space, you can move other than a Construct with a melee weapon attack or
your shadow up to 30 feet (before, during, or after the unarmed strike, you regain hit points equal to half your
attacks) to a location you can see that is not in com- level.
plete darkness. After 10 minutes or after you end your
turn more than 60 feet from your shadow or with your
shadow in the space of another creature or object, it
returns to your space.
48
Vitamancy Flawless Crimson Torrent Stance
Also at 3rd level, you gain access to vitamancy. To use Starting at 11th level, your Crimson Torrent Stance
any Vitamancy power, you must spend hit points as feature can regain your hit points any number of times
listed for your ranger level on the Shaman table on each turn (as long as you concentrate on a spell).
page xxx. This is referred to as your vitamancy cost. Hitting multiple creatures with your Cruentus Surge
Your vitamancy cost is not damage, doesn’t break your vitamancy power regains twice as many hit points
concentration, and can’t be reduced in any way. You for you (but not more even if you hit more than two
can’t use more than one Vitamancy power per turn (not creatures).
even the same Vitamancy power repeatedly).
River Of Vitality
You start with the Vitamancy power listed below. Some
Vitamancy effects require saving throws. When you Starting at 15th level, your Bleeding Wound leaves a
use such an effect from this class, the DC equals your lasting connection between you and your opponent.
sorcerer spell save DC. Whenever a creature takes necrotic damage from your
Bleeding Wound, you gain 5 temporary hit points.
Bleeding Wound. Whenever you hit a creature Damage you take while you have these temporary hit
with a weapon attack on your turn, you can pay your points (even if the damage depletes all of them) can’t
vitamancy cost as a bonus action to give that creature break your concentration on a spell. When a creature
a bleeding wound. The bleeding creature takes 1d4 with one of your Bleeding Wounds drops to 0 hit
necrotic damage at the start of each of your turns for points, you get an extra action on your next turn that
each time you’ve wounded it and it can then make a you can only use to take the Attack (single action only),
Constitution saving throw against your spell DC, ending Dash, Disengage, Hide, or Use an Object action.
the effect of all bleeding wounds on it on a success.
The wounded creature or any creature within 5 feet
of it can use an action to make a Wisdom (Medicine)
check against the same DC, ending the effect of all such
wounds on a success.
The amount of damage increases at higher
levels, to 2d4 necrotic damage per wound at
7th level, 3d4 damage at 11th level, and 4d4
damage at 15th level.
Improved Vitamancy
At 7th level, you gain the following vitamancy
powers.
Blood-Fueled Focus. You can cast a
ranger spell you know without expending a spell slot
by paying your vitamancy cost instead. Once you use
this vitamancy power, you can’t use it again until you
finish a short or long rest.
Cruentus Surge. When you take the Attack
action, you can pay your vitamancy cost to alter one
attack you make with a piercing or slashing melee
weapon so that it echoes throughout an area: a 15-
foot line if the weapon deals piercing damage or a
10-foot cone if the weapon deals slashing damage.
Make a single melee weapon attack roll and compare
the result to all creatures in the area. Each creature
you hit gets a bleeding wound as if from your Bleeding
Wound vitamancy power. Even if you hit multiple
creatures this way, you regain hit points with your
Crimson Torrent Stance feature as if you had only hit
once.
At 15th level, the area increases to a 30-foot line with
a piercing weapon or a 15-foot cone with a slashing
weapon.
49
M ist S trider Teleport Aside
Your connection with the material plane is unusually Also at 11th level, you can cast misty step as a reaction
fragile, and as you move through space, you find without spending a spell slot when a creature hits you
yourself teleporting over short distances. with an attack. Add your proficiency bonus to your AC
against the attack, which can cause the attack to miss.
Misty Stride If the attack still hits you, you arrive at an unoccupied
When you choose the Mist Strider archetype at 3rd location within range chosen at random by the GM
level, you can cast the misty step spell a number of rather than where you intended. Once you use this
times equal to your proficiency bonus. You regain any feature, you can’t use it again until you finish a short or
expended uses when you finish a short or long rest. You long rest or until you spend a spell slot of at least 3rd
can also cast misty step using your spell slots once you level to recharge it (no action required).
have any of a high enough level. It is a ranger spell for
you and doesn’t count against your number of ranger Teleport Flurry
spells known. At 15th level, when you take the Attack action, you can
When you hit a creature with a melee weapon attack make it into a Teleport Flurry as a bonus action. Each
or unarmed attack after teleporting on the same turn attack you make with your Attack action can target
and before moving, you deal an additional 1d4 force two different creatures within 30 feet. For each attack,
damage to the target. make a single attack roll and compare the result with
the AC of both targets. You get the benefits of your
Behind You Behind You feature on all your attacks during this
action. You end your Teleport Flurry next to one of the
Starting at 7th level, when you teleport, you have
creatures you attacked.
advantage on your next melee attack or ability check
to shove in the same round, as long as you don’t move Once you use this feature, you can’t use it again until
before making the roll. The extra force damage from you finish a short or long rest or until you recharge it
your Misty Stride feature increases to 1d8. by spending two uses of Misty Stride or a spell slot of at
least 4th level (no action required).
Forceful Teleport
Starting at 11th level, you can expend a use of Misty
Stride as an action to cast the dimension door spell
instead.
Dimension door is a ranger spell known for
you, which you can cast once you have 5th-level
spell slots. It doesn’t count against your
spells known.
50
S hatterwolf
The elite strike force known as the
Shatterwolves are named after the concordine,
a beast that uses its ear-piercingly loud barks
to disorient and hunt their prey. Much like
their namesake, a Shatterwolf has mastered the
secret technique of the sonic charge. This allows
them to deliver devastating sonic attacks with their
whips, or even deafen their targets. With the benign
appearance of their whips allowing them to move
and do their work with little interruption. Few suspect
the devastating power they can wield and even fewer
suspect it from their weapon of choice. Either through
membership or stolen secrets, you have begun to walk
the same path. Whip in hand, sonic charge at the ready.
Whip Magic
You learn additional spells as you gain levels, as listed
on the Shatterwolf Spells table. Each spell is a ranger
spell for you, but doesn’t county against the number
of ranger spells you know. You must crack a whip as a
material and somatic component to cast any of these
spells instead of its usual components.
Shatterwolf Spells
RANGER
SPELLS
LEVEL
3rd thunderwave Improved Thunderous Charge
5th shatter At 11th level, the extra thunder damage from your
Thunderous Charge changes to 1d12.
9th fear
13th confusion Stunning Bark
17th hold monster Also starting at 11th level, if you roll a natural 20 on an
attack roll with a whip, the target is stunned until the
Thunderous Charge end of its own next turn. A creature that can’t hear is
not stunned but loses the ability to take reactions or
Starting when you choose this archetype at 3rd level,
bonus actions instead.
whenever you hit a creature with a whip attack, you can
choose either to deal an extra 1d8 thunder damage or Sonic Impact
to deafen the target for 1 round. You can use this ability
only once per turn. At 15th level, when you use Thunderous Charge, you
can choose to deal the extra thunder damage to all
Snapping Halt creatures in a 10-foot sphere centered on the target
(excluding you).
At 7th level, when wielding a whip, you can use the
whip’s reach when making shove attacks. When you Thunder Resistance
successfully use a whip to shove, you can choose to
pull the target 5 feet closer to you. Additionally, when Also at 15th level, you gain resistance to thunder
you make an opportunity attack with a whip, you can damage.
choose to shove instead of making a melee attack.
51
S pirit W arden Frightening Effigy
You’re under the protection of an entity from the Starting at 11th level, your Haunting Effigy fills the
natural world, one you can’t see but only feel, always minds of nearby creatures with dreadful chanting as
watching, whispering … lurking. the air goes still, vines overgrow, and the shadows start
moving on their own. The area within 30 feet of the
Warden Magic effigy is difficult terrain. Each creature within 20 feet
of the effigy other than those you choose to exclude
You learn the hunter’s mark spell as well as additional
who start their turn in the area must make a Wisdom
spells as you gain levels, as listed on the Hunter Spells
saving throw. On a failed save, the creature becomes
table. Each spell is a ranger spell for you, but doesn’t
frightened until the start of its next turn.
county against the number of ranger spells you know.
If you already know the spell, you can learn another Bonded Effigy
ranger spell of the same level instead.
Starting at 15th level, you can redirect damage you take
In addition to the normal effects of the spell, the target to a Haunting Effigy you created that is within 40 feet.
of your hunter’s mark has disadvantage on saving You cannot redirect poison or psychic damage this
throws against your spells, and you have resistance to way. In addition, you can conjure your Haunting Effigy
damage it deals with weapons. as part of casting hunter’s mark using a spell slot of 5th
Warden Spells level or higher (no further action required).
52
Spells Known of 1st Level and Higher. You
know two 1st-level spells of your choice from the
warlock spell list, as well as the spells listed in the
Bonus Spells column of the Eldritch Investigator table.
The Spells Known column of the table shows when
you learn more warlock spells of your choice. Each of
these spells must be of a level for which you have spell
slots.
Additionally, when you gain a level in this class, you
can choose one of the warlock spells you know and
replace it with another spell from the warlock spell list,
which must still follow the rules above.
Spellcasting Ability. Intelligence is your
spellcasting ability for your warlock spells. You use your
Intelligence whenever a spell refers to your spellcasting
ability. In addition, you use your Intelligence modifier
when setting the saving throw DC for a warlock spell
you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your
Intelligence modifier
Spell attack modifier = your proficiency bonus +
your Intelligence modifier
54
The following Sorcerous Origin is for sorcerers who SORCERY
draw their magic from some manner of vitamancy. SORCERER
POINT SPELLS KNOWN
They might have been sought out blood magic for their LEVEL
DISCOUNT
own power or been exposed to it accidentally, perhaps
exposed to necromantic magic or drained by a vampire. 9th 5 Antilife shell, mass
cure wounds
Vitamancy 11th 6 —
You are a practitioner of the unconventional art of
Vitamancy, allowing you to use vital essence as a 15th 7 —
resource. To use any Vitamancy power, you must
spend hit points as listed for your sorcerer level on the Improved Vitamancy
Shaman table on page xxx. This is referred to as your Starting at 6th level, your vitamancy powers improve.
vitamancy cost. Your vitamancy cost is not damage, You can use Vital Sorcery twice between rests. In
doesn’t break your concentration, and can’t be reduced addition, you gain the following Vitamancy power.
in any way. You can’t use more than one Vitamancy Drowning Life-Force. You can funnel your life
power per turn (not even the same Vitamancy power energy to drown out hostile magic. When you cast an
repeatedly). abjuration spell and must make an ability check to
You start with the Vitamancy power listed below. succeed (such as with counterspell or dispel magic
Vital Sorcery. Whenever you spend sorcery points against a spell of a higher level), you can pay your
(such as to create a spell slot or to apply a Metamagic vitamancy cost to add your proficiency bonus to the
option), you can pay your vitamancy cost to reduce check.
the number of sorcery points you must spend by an
amount determined by your sorcerer level on the table
below (to a minimum of 0).
Once you use this power, you can’t
use it again until you finish a short or long
rest.
Vitamancy Spells
You learn a number of spells that build upon your
talent for vitamancy. Each time you reach a sorcerer
level listed on the table below, you learn the listed
spells. It is a sorcerer spell for you and doesn’t count
against your number of sorcerer spells known.
SORCERY
SORCERER
POINT SPELLS KNOWN
LEVEL
DISCOUNT
1st 1 Animal friendship,
healing word, inflict
wounds
3rd 2 Aid, lesser
restoration
5th 3 Animate dead,
counterspell, essence
flow (page xxx)
7th 4 Conjure woodland
creatures, death ward
55
Steal Essence action. If the obelisk is destroyed or otherwise impos-
sible to conjure, you can make a token offering to your
At 10th level, you learn to steal the life energy to pay patron in a 1-minute ceremony to receive a new one;
for your vitamancy from your enemies. If you would your previous obelisk then turns to dust.
pay your vitamancy cost, you can pay 2 sorcery point to
force a creature you can see within 30 feet to attempt a Pact of the Reliquary
Constitution saving throw against your spell save DC. Your patron gifts you a reliquary: a small chest, col-
On a failed save, the target loses hit points equal to your lapsible shrine, or other portable container for a relic
vitamancy cost instead of you. If the creature didn’t touched by your patron’s power. As a bonus action, you
have that many hit points, it loses enough to drop to 0 can touch the reliquary to give any number of creatures
hit points and you must pay the remaining hit points other than yourself within 10 feet of you temporary hit
yourself. On a successful save, you pay the vitamancy points equal to your Charisma modifier. The hit points
cost yourself normally. You can’t Steal Essence from last until the end of your next turn. If you lose the reli-
the same creature again until you finish a long rest; if quary, you can perform a 1-hour ceremony to receive a
you try, it automatically succeeds at its saving throw. new reliquary; doing so destroys the old one.
56
Lesson of Delirium Trained to stay in the thick of battle, arsenal mages
are trained in the use of armor and how to make use
Prerequisite: 9th-level warlock
of their spells to keep them in the fight for longer.
As a bonus action you cause a target you can see within Leaning on their practice and training an Arsenal Mage
60 feet to suffer double-vision. A creature that can’t be is a powerful sight to see as they stride across the field
blinded is immune to this invocation. While this effect of battle the combination of unique martial training
persists, the creature’s speed is halved, it has disadvan- and arcane specialization. Whether with staff or wand
tage on attacks, and attacks against it have advantage. you raise them as weapons, and with every new one
At the end of the creature’s next turn, it must make acquired, another addition to your arsenal. In your
a Wisdom saving throw against your spell DC. On a hands they are truly a weapon perfected for both battle
successful save, the double-vision ends. If the saving and magic.
throw fails, the condition lasts for 1 minute; the crea-
ture can make a new saving throw at the end of each of Armed And Armored
its turn to end the duration. You can’t use this ability
When you choose this Arcane Tradition at 2nd level,
again until you finish a long rest.
you gain proficiency with light armor. You can wield
Lesson of Enigma a wand as if it were a dagger. Any magic staff or wand
You learn the spells command and paradox inception you use as a weapon counts as a magic weapon for
(page 25). They don’t count against your number of the purpose of overcoming damage resistance and
warlock spells known. immunities.
57
Reservation Cantrip If the triggering spell was cast with a spell slot of higher
level than the spell, the effects of the spell are as if that
Also starting at 6th level, when you make a spell attack spell slot were one level lower (the higher level spell
with a cantrip and miss, or a target makes a successful slot is still expended). You can’t use this reaction if you
saving throw against a cantrip you cast, you can use have no available spell slots of sufficient level.
your bonus action to cast a different cantrip with a
casting time of 1 action or less. You cannot do so again Spell Reclamation
until you finish a short or long rest.
Starting at 10th level, if you miss with a spell attack roll
Critical Recharge for a prepared spell of 3rd level or lower, you retain the
spell slot and can cast it again on a subsequent turn.
Starting at 10th level, when you cast a spell with an You cannot use this feature again until you finish a long
arcane focus in hand, and you roll a natural 20 on rest.
your spell attack roll or a target rolls a natural 1 on
their saving throw, you can either have the arcane Once you reach 14th level, you can retain a spell slot up
focus regain one charge (if it is a magic item that uses to 5th level.
charges) or you gain temporary hit points equal to the
spell’s level (1 for a cantrip). Fortunate Spell
Also starting at 14th level, when you cast a spell, you
Arcane Quickening can choose to have advantage on the spell attack roll,
At 14th level, you can cast a spell with a casting time of or for a target to have disadvantage on their saving
1 action as a bonus action as long as you use an arcane throw. You cannot do so again until you finish a long
focus. You cannot do so again until you finish a short rest, unless the spell attack roll misses, or the saving
or long rest. throw succeeds.
Swirling Robes
Starting when you choose this arcane tradition at
2nd level, if you are wearing no armor and using no
shield, when you cast a prepared spell (not a cantrip),
you can spend a bonus action to cause attacks against
you to have disadvantage until the beginning of your
next turn.
Unweave
At 6th level, when you can see a creature within 60 feet
casting a spell, you can attempt to reduce its
potency as a reaction if you have an
unused spell slot of equal or higher
level. You expend a spell slot of
the lowest sufficient level.
When you do, you have
advantage on saving throws
against the triggering spell,
and the caster of that spell has
disadvantage on spell attack rolls against
you.
58
I nscription Additional Sigils
To most spellcasters, cantrips are nothing but basic and Starting at 10th level, you can also choose from the
simple spells. But you’ve learned how to make more of following sigil.
them. By drawing magical sigils on the ground, you can Sigil of Sluggishness: When you cast a cantrip,
turn basic cantrips into complex and powerful spells. you can have one target make a Wisdom saving throw
against your spell DC. On a failed save, a target can’t
Arcane Knife use reactions, its speed is halved, and it can’t make
When you choose this Arcane Tradition at 2nd level, more than one attack on its turn. In addition, the target
you gain the arcane knife cantrip. This doesn’t count can take either an action or a bonus action on its turn,
against your number of cantrips known. not both. These effects last until the start of your next
turn.
Inscribe Sigil Sigil of Speed: You can cast a cantrip with a casting
Also at 2nd level, learn to create a sigil in a 5-foot time of 1 action as a bonus action.
square you occupy as a bonus action. The sigil persists
for 1 hour, but its effects only apply while you are in Complex Sigil
the space with the sigil and end if you leave that space.
The effect resumes if you return to the sigil while its At 14th level, when you create a sigil, it has the effects
duration lasts. The sigil remains in that square until of two different sigils you know.
you dismiss it (as an action) or create a new sigil. At
2nd level, you can choose from two sigils:
Elemental Sigil. When you cast a cantrip that deals
damage, the sigil becomes infused with that energy
until the start of your next turn. When a creature
within 5 feet of you hits you with a melee attack, they
take damage of the infused type equal to half your level.
The sigil cannot be infused with more than one type of
damage at a time.
When you cast arcane knife, you can choose to
deal acid, cold, fire, or lightning damage instead of
force damage.
Sigil of Protection. When you cast a
cantrip, opponents have disadvantage on
attack rolls against you until the start of your
next turn. If the cantrip allows you to make a
ranged attack, you do not have disadvantage
on that roll for being within 5 feet of a hostile
creature.
Shared Sigil
At 6th level, you can choose to have your sigil
cover a 10-foot square, you must occupy at
least part of that space when the sigil is
created. In addition, your allies gain the
effects of your sigils as long as they are
within its space.
59
CHAPTER 3
Feats
60
Ancestry Feats Clear Skies
Prerequisite: bovian
This section introduces a number of feats unique to the
bovian and gnosite ancestry options. Nothing brightens your heart like a clear sky above
and grass beneath your hooves. You gain the following
Asterion’s Guidance benefits:
Prerequisites: 12th-level bovian (minotaur), • Your Wisdom score increases by 1, to a maximum
proficiency in Survival of 20.
Your minotaur instincts give you the following benefits: • You have advantage on saving throws against
effects that deal cold damage, that use ice or water,
• Your Intelligence and Wisdom scores each increase
or that would restrain you.
by 1, to a maximum of 20.
• When in terrain with grass such as plains, forest,
• You never get lost. You automatically succeed at all
or swamp or under a clear sky, you have advantage
ability checks to navigate or track creatures as long
on saving throws against effects that would give
as the DC is 25 or less.
you the charmed or frightened condition.
Bonecrusher Forest Runner
Prerequisite: 8th-level bovian
Prerequisite: bovian (Anoa)
You have trained extensively with your hooves, giving
You have trained to scramble through tight spaces
you the following benefits:
with incredible confidence, giving you the following
• Your Strength, Dexterity, or Constitution score benefits:
increases by 1, to a maximum of 20.
• Your Dexterity or Wisdom score increases by 1, to
• Whenever you hit a prone creature with your hoof a maximum of 20.
unarmed attack, it must succeed at a Strength
• Difficult terrain doesn’t cost you extra movement
saving throw (DC 8 + your proficiency bonus
in forests or other areas of foliage, undergrowth,
+ your Strength modifier) or become injured
or trees.
until it regains all its hit points. If you have the
Stampeding Rush feat, creatures that you knock • Squeezing also doesn’t cost you extra movement
prone using that feat also become injured until unless you are squeezing through difficult terrain
they regain all their hit points. While a creature or the space is so narrow that you have to succeed
is injured this way, it subtracts your proficiency at a Dexterity (Acrobatics) check to move.
bonus from the damage it deals with weapons and
• Your walking speed increases to 40 feet.
unarmed attacks.
61
Longhorn Stampeding Rush
Prerequisites: bovian Prerequisite: bovian
Your horns are longer and sharper than other bovians, Though bovians are not known for their aggression,
well-suited for sweeping your opponents aside in you all know the devastating effectiveness of a well-
combat, giving you the following benefits: timed charge. You gain the following benefits:
• You roll d10 for damage with your horn unarmed • You can Dash as a bonus action. For the rest of
strikes. your turn after you Dash, you can move straight
• The damage your horns deal counts as magical for through the space of any creature that you moved
the purpose of overcoming damage resistance and at least 10 feet directly toward if the creature is the
immunity. same size as you or smaller.
• When you deal piercing damage to a creature with • You can knock creatures over when you Dash
your horns after moving at least 20 feet in a straight through their space or hit them with an attack
line, you can move it 5 feet to an unoccupied space. after moving at least 10 feet straight toward them.
The creature must attempt a Strength saving throw
• Your horns are long and strong enough to impale
(DC 8 + your proficiency bonus + your Strength
your foes. When you score a critical hit that deals
modifier). On a failed save, it takes damage equal
piercing damage to a creature with your horns, you
to your Strength modifier and falls prone. You can’t
automatically grapple the target if it is no more
force that creature to make a saving throw against
than one size larger than you.
this feat again until the start of your next turn.
Patient Stride • When any creature falls prone, you can use your
Prerequisite: bovian reaction to attack it with your hoof.
• You and any group you travel with can travel for Thunderous Bellow
an additional hour before they must begin a forced Prerequisite: bovian
march to continue.
Your shouts not only strike fear, but are so loud it hurts
• You have advantage on saving throws to avoid to hear them. You gain the following benefits:
gaining one or more levels of exhaustion.
• Your Constitution or Charisma score increases by
Resilient Fur 1, to a maximum of 20.
Prerequisites: 12th-level bovian, resistance to cold • Your massive lungs are very durable. You can
damage hold your breath for 5 minutes longer than usual
and you have advantage on saving throws against
Your fur grows even thicker and stronger than that
inhaled effects (such as a poison cloud).
of your kin, allowing you to survive in the harshest of
climates. You gain the following benefits: • As an action, you can make a Charisma
(Intimidation) check to frighten any number of
• Increase your Constitution score by 1, to a creatures within 60 feet that can hear you and
maximum of 20. that you can see or hear. Compare your check
• You have immunity to cold damage and the effects result to the DC for each opponent, which equals
of cold environments. 10 + the target’s Wisdom saving throw modifier.
Any of your opponents who can’t see you because
• While you aren’t wearing armor, your AC equals 13 there is a wall in the way have their DC for this
+ your Dexterity modifier. check reduced by 2. Each opponent you succeed
against is frightened of you until the start of your
next turn and takes thunder damage equal to your
proficiency bonus.
62
Captivating Storyteller • You can cast wall of stone once without expending
a spell slot. You regain the use of this option after
Prerequisites: gnosite, proficient in Performance
you finish a long rest.
You’ve got a knack for telling stories in a way that draws
people in; a time-honored tradition, if ever there was Handcarver
one among the gnosite. You gain the following benefits: Prerequisites: gnosite
• Your Intelligence or Charisma score increases by 1, You are able to coax stone into new shapes with your
to a maximum of 20. bare hands as though carefully shaping clay. Your gain
• You can cast the enthrall spell once without you the following benefits:
expending a spell slot. Your spellcasting ability is
the ability you increased with this feat. If you are • Your Strength or Dexterity score increases by 1, to
10th level, you can cast legend lore once using this a maximum of 20.
feat as well. You regain all uses of this feat when • You become proficient with mason’s tools and you
you finish a long rest. can use your bare hands as mason’s tools. You have
advantage on ability checks using mason’s tools
Earth Magic (or your bare hands) to force open stone doors or
Prerequisites: 8th-level gnosite break down stone structures.
• Your unarmed strikes are magical for the purpose
The last time you reincarnated, you took a bit of primal
of resistance and immunity to damage from
magic with you, giving your new body some of those
nonmagical attacks, and you deal double damage
abilities. You gain the following benefits:
to stone structures (including stone traps) with
• Your Intelligence, Wisdom, or Charisma score your unarmed strikes.
increases by 1, to a maximum of 20.
• You can use mason’s tools (or your bare hands) to
• You can cast meld into stone and stone shape attempt ability checks to disable traps embedded
once each without expending a spell slot. Your in stone.
spellcasting ability is the ability score you increased
with this feat. You regain all uses of this feat when Indestructible Gnosite
you finish a long rest. Prerequisite: 12th-level gnosite (Granite)
Embodiment of the Earth Your body is so solid you are practically indestructible.
Prerequisite: 12th-level gnosite, ability to cast a spell You have resistance to all piercing and slashing
damage, even if it is magical.
You become a conduit of the stone and earth of the
material plane. You gain the following benefits: Living Juggernaut
• Increase your Intelligence, Wisdom, or Charisma Prerequisite: gnosite
score by 1, to a maximum of 20.
The stone your body is made from is so thick and strong
• As an action, you can magically to transform yourself it rivals the best crafted armors. You gain the following
into an earth elemental. Your game statistics, benefits:
including mental ability scores, are replaced by
the statistics of the elemental. You retain your • Your Strength or Constitution score increases by 1,
alignment and personality. The transformation to a maximum of 20.
lasts for 1 hour, until you use your action to end it, • When you aren’t wearing armor, you can choose
or until you drop to 0 hit points or die. You have for your Armor Class to be 19 (instead of adding
the hit points of your new form. When you revert any ability score modifier). You can’t wear medium
to your normal form, you return to the number of armor. Shields and other bonuses apply normally.
hit points you had before you transformed. If you
revert as a result of dropping to 0 hit points, any
excess damage carries over to your normal form.
As long as the excess damage doesn’t reduce your
normal form to 0 hit points, you aren’t knocked
unconscious. Your gear melds into the new form.
You can’t activate, use, wield, or otherwise benefit
from any of your equipment. Once you transform
using this feat, you can’t transform again until you
finish a long rest.
63
Magma Strike Whispers of the Stone
Prerequisite: 8th-level gnosite (Caldera) Prerequisite: 14th-level gnosite
The magmatic stone you are made of allows you to Your connection to the earth allows you to feel your
withstand heat and flames. You gain the following surroundings. You gain the following benefits:
benefits: • Increase your Wisdom score by 1, to a maximum
• You have resistance to fire damage. of 20.
• Once on each of your turns when you hit with your • You gain tremorsense, allowing you to detect and
unarmed strike, your fist swells and cracks open to pinpoint the origin of vibrations within 30 feet,
reveal a bright magma core. You deal an additional provided that you and the source of the vibrations
1d6 fire damage. are in contact with the same ground or other solid
substance. Tremorsense can’t be used to detect
Master of Earth Magic flying or incorporeal creatures.
Prerequisite: 16th-level gnosite, ability to cast a 5th- • By touching an unworked stone surface of your
level spell size or larger for ten minutes, you may ask a single
You become a conduit of the stone and earth of the question of the stone and receive an answer from
material plane. You gain the following benefits: it. You can attempt a Wisdom (Perception) check
learn about the surrounding area with clear line
• Increase your Intelligence, Wisdom, or Charisma of sight or within 60 feet as though the stone had
score by 1, to a maximum of 20. tremorsense to that distance. The DC is 10 for
• You can cast move earth, earth warp (below), or events within the past day, 15 for events in the past
earthquake without expending a spell slot. Once 10 days, 20 for events up to 90 days ago, 25 for up
you cast any of these spells, you can’t use this feat to 5 years ago, and 30 for the past 50 years. The
to cast any spell until you finish a long rest. stone is not able to draw conclusions that would
require an ability check to understand but can
One with the Mountain describe things well enough to allow you to make
Prerequisites: gnosite your own checks to identify creatures or events
it tells you about. If you fail the check, you can’t
You are one with the mountain and the mountain is
attempt to learn about that area again. You can’t
one with you. You gain the following benefits:
speak to stone again using this feat until you finish
• Increase your Strength, Dexterity, or Constitution a long rest.
score by 1, to a maximum of 20.
• Climbing doesn’t cost you extra movement and
doesn’t require your hands. General Feats
• When in mountainous areas, in caves, or moving Ammunition Tinkerer
through other rocky terrain, difficult terrain also
doesn’t cost you extra movement. You are very resourceful and a whiz with ammunition
of all sorts. You gain the following benefits:
Tectonic Drift • Increase your Dexterity or Intelligence score by 1,
Prerequisite: 12th-level gnosite to a maximum of 20.
You meld into the stone as if you were a part of it, • You gain proficiency with a set of artisan’s tools
allowing you to move through it. You gain the following that can make ammunition, such as woodcarver’s
benefits: tools. If you already have proficiency with such
tools, you add double your proficiency bonus,
• Increase your Strength, Dexterity, or Constitution instead of your proficiency bonus, to ability
score by 1, to a maximum of 20. checks to use that tool.
• You have a burrowing speed of 20 feet to move • When you finish a short rest, you can create 1d4
through sand, earth, and mud. You can also burrow pieces of non-magical ammunition of any type you
through stone as long as it is both nonmagical and are familiar with. When you finish a long rest, you
unworked, but you must hold your breath while can create 2d4 pieces. If you didn’t have suitable
doing so. You leave behind a 2-foot-wide tunnel in tools and materials to make the ammunition, the
earth and firm mud. You leave no tunnel in sand, ammunition is shoddy and anyone other than
wet mud, or stone. you has disadvantage on attack rolls to fire them.
64
• When you spend 1 minute to recover ammunition Did I Leave it at Home?
after a battle, you recover all the ammunition you
Prerequisite: Int 12 or higher
fired in the past 1 hour that wasn’t magical. You
can also make an Intelligence check using your Did you leave the thing you’re searching for at home?
artisan’s tools to recover magical ammunition Of course not, you made triple sure that you packed it.
that would otherwise be lost. The DC is 15 for You can pack your bag, pack animal, or other storage
common magic ammunition, 20 for uncommon, with items of unexpected usefulness. As an action, you
25 for rare, 30 for very rare, or 35 for legendary can produce an unexpected item from storage you can
items. You must be at least 5th level to salvage reach. You can reveal an item that you never declared
rare magic ammunition, 11th for very rare, or 17th you purchased using this feat, as long as the GM agrees
for legendary. it makes sense you could find and afford it the last time
you spent time shopping to stock the storage you are
Combat Manipulation now retrieving it from. You simply pay for it now. An
You are adept at stealing from opponents in combat. item you produce can’t weigh enough to go over your
You gain the following benefits: carrying capacity (or that of your mount, if it was in a
• Increase your Strength score by 1, to a maximum saddlebag) given the other items carried—if your game
of 20. uses encumbrance, it also can’t weigh enough to cause
encumbrance.
• While you have a creature grappled or when you
succeed at a Strength (Athletics) or Dexterity If the item would require an ability check or finder’s
(Acrobatics) check contested by another creature, fees to locate (as uncommon or rarer magic items
you can use an action to steal a readily-accessible might require in some settings), you make the ability
item the other creature is carrying that is not check and pay the fee now. If you fail, the fee is wasted
in hand (such as sheathed weapon, or item in a but you can choose a different action or produce an
pocket). If you have the option to make multiple item that doesn’t require an ability check.
attacks using the Attack action, you can steal an You can use this feat up to a number of times
item this way in place of one attack. You can’t equal to your Intelligence bonus. You regain all uses
take an item this way if it would take an action or when you spend at least 1 hour shopping. You can
longer to retrieve (such as something inside a bag spend downtime hunting for especially hard-to-find
of holding). If this leaves you without a free hand items without declaring at the time what they were or
while you have a foe grappled, the grapple ends. whether you bought them, allowing you to reveal such
• When you cause a creature within 5 feet to drop items with this feat.
an item, you can choose to take it in your free
hand. Alternatively, you spend a bonus action to Found Familiar
cause the item to land in a space up to 20 feet
Maybe through practice or skill or maybe a chance
away. If that space is occupied by a creature, you
encounter you have gained the services of a loyal
can make an attack against that creature with the
familiar. It has taught you something valuable. You
weapon as if it had the thrown property.
gain the following benefits:
Deft Interaction • Increase your Intelligence, Wisdom, or Charisma
With deftness and speed, you can perform simple score by 1, to a maximum of 20.
actions without a second thought. You gain the • You can cast the find familiar spell using this
following benefits: feat once per day without any components. Your
• Increase your Dexterity score by 1, to a maximum spellcasting ability for it is the ability score you
of 20. increased with this feat.
• You can interact with two different objects once • Your familiar can take the Attack action if you use
each for free on your turn, rather than just one. a bonus action on your prior turn commanding it
to do so first.
• The first time you attack with a weapon that
you drew this turn, you have advantage on the • Add your proficiency bonus to your familiar’s
attack roll. Once you use this benefit against an attack rolls, damage rolls, and saving throws.
opponent, you can’t use it against that opponent When your familiar attempts a saving throw to
again for 24 hours. reduce damage by half, it reduces the damage by
half on a failed save and negates the damage on a
successful one.
65
Light-Footed Elusion attacks from it for the rest of your turn. If you
lose, you waste 10 feet of movement and can’t
Prerequisite: Proficient in the Acrobatics skill
attempt to enter its space again this turn.
Either by agility or by grace, you can pass by your • You don’t treat the spaces of other creatures as
enemies without hindrance. You gain the following difficult terrain unless they are prone.
benefits:
• Increase your walking speed by 10 feet. Spellbreaker
• When an opponent hits you with an opportunity Your body and soul are strangely resistant to magic.
attack, you can use your reaction to make a This might be the result of a curse or a blessing from a
Dexterity (Acrobatics) check contesting the attack higher power, the side effect of a mutation, or perhaps
roll. If you win, the opportunity attack becomes a a simple misalignment with your plane of existence.
miss. You gain the following benefits:
• You can attempt to move through the space of an • You have advantage on saving throws against
opponent that is within one size category of you by spells. You lose this benefit while you are under
making a Dexterity (Acrobatics) check contested a spell if the spell didn’t force you to make a
by the target’s Strength (Athletics) or Dexterity saving throw and didn’t require an attack roll.
(Acrobatics) check (opponent’s choice). If you You lose this benefit until you finish a long rest
win, you can move through its space this turn when you cast a spell. (Using magic items doesn’t
and your movement doesn’t provoke opportunity undermine your advantage unless the item casts
a spell that doesn’t force you to make a saving
throw.)
• You have a special sense for magic. You are
always aware of whether there is any magic
within 30 feet of you. You notice magic that you
aren’t specifically expecting to be there, but don’t
know what it is or its exact location unless you
Search. When you Search, you learn the location
of all magic auras within 30 feet of you and also
whether each creature within 30 feet has cast a
spell since their last long rest.
Spell Hunter
Prerequisite: 12th level, proficient in the Arcana skill,
Spellbreaker feat
You understand magic well enough to tear it apart. You
gain the following benefits:
• Your advantage from the Spellbreaker feat applies
to all magical effects (not just spells).
• As an action, you can attempt to tear apart a spell
on a creature or object with your reach using a
melee weapon you are proficient with. Make an
attack roll using the weapon against AC 10 + the
spell’s level. On a hit, the spell ends instead of the
usual effect of your attack. If you don’t choose a
specific spell, the GM chooses one spell with the
highest spell level among spells on the target. On
a miss, you automatically fail further attempts to
break the spell using this feat until you finish a
long rest.
66
• When you hit a creature that can cast spells • Whenever you see a spell cast, you can recognize
with an attack, you can use a bonus action to the spell automatically as long as you have it
make it lose one spell slot of the highest level known, have it in your spellbook, have it prepared,
it has available of 5th level or lower. If its only or can cast it innately. You also recognize it if your
spell slots left are 6th level or higher, it loses the passive Intelligence (Arcana) score is at least 10 +
lowest remaining. If it has no spell slots, it loses twice the spell’s level (DC 15 for a cantrip).
innate spells in the same way. If it has multiple
innate spells of the same level, the GM randomly Truly Restful
chooses which one is lost. You sleep peacefully and profoundly in all
circumstances, unbothered by the events of the day
Stave Off Fatigue prior. You gain the following benefits:
You can ignore fatigue for longer than most, but at a • Increase your Constitution score by 1, to a
grave risk. You gain the following benefits: maximum of 20.
• Increase your Constitution score by 1, to a • You regain all of your Hit Dice from a long rest,
maximum of 20. rather than half. If you had more than half your
• When you start your turn with exhaustion, you Hit Dice and more than half your hit points
can choose to ignore the effects of the condition remaining when you began your long rest, you
for 1 minute. The condition remains; it simply gain temporary hit points equal to your level
doesn’t affect you during that minute. If your when you finish the long rest.
level of exhaustion increases during this time, it • When you finish a long rest in an area with
increases by 1 more than it otherwise would, but extreme temperature or elevation, you acclimate
the effects don’t begin until the duration of this to that elevation and you treat the temperature
benefit ends. Once you use this benefit, you can’t as one step less severe (or ignore it, if there is
use it again until you finish a long rest. no incrementally milder version of that climate
• When you finish a short rest, after you finish effect) until you finish your next long rest.
spending any Hit Dice you can regain Hit Dice
equal to half your maximum (minimum 1) and
reduce your level of exhaustion by 1. (You can Teamwork
regain Hit Dice you previously spent during the Quite often the difference between success and
same short rest, but can’t spend those regained failure is working together. This can be as simple as
Hit Dice again during the rest that regained communicating efficiently or as convoluted as plotting
them.) If you have a disease or other harmful schemes and executing complex martial maneuvers in
effect that calls for a saving throw against it when tandem. While many adventurers tend to work well on
you finish a long rest, you must attempt that their own while assisting their fellow party members,
saving throw when you use this benefit. Once you some like to take team synergy a step further.
use this benefit, you can’t use it again until you
finish a long rest. The teamwork feat allows adventurers to gain shared
benefits to support all in the party, but especially
Sudden Insight fellows who also take it.
Your quick thinking on the battlefield allows you to
analyze your foes with sudden acuity. You gain the
Teamwork
following benefits: Prerequisites: Determined by the options you choose
• Increase your Intelligence score by 1, to a You have trained long and hard to be effective in
maximum of 20. tandem with specific allies that you have spent at
• You have a +5 bonus to your passive Intelligence least 1 day training with. You gain up to three of the
(Arcana, History, Nature, and Religion) scores. following benefits that you meet the prerequisites for.
You can always use these scores to recall lore You can learn another one, forgetting one if necessary
about creatures and items when you first to avoid exceeding three total, each time you gain a
encounter them instead of rolling a check as an level. Teamwork options always involve an ally and
action. include an optional Teammate Perk. An ally who meets
the perk’s prerequisite (called a qualified teammate in
the text) improves the effect of that teamwork option
when they are involved.
67
• Charging Assault (Prerequisite: Extra Attack
see
“It always warms my heart to
feature). As an action, you can increase your
movement by 15 feet this turn and make a single
tter
people working together, no ma melee weapon attack or unarmed strike. When you
ople
the end of their works, to see pe
use this action, each ally within 15 feet of you can
use their reaction to move up to their speed.
pe for
cooperating, it truly gives me ho Teammate Perk (Ally Prerequisite: Extra
a better future.” - Sinclair Attack feature). Qualified teammates can make
a single melee weapon attack or unarmed strike as
part of using this reaction.
• Banter (Prerequisites: Proficiency in the • Deflecting Shot (Prerequisite: Proficiency
Persuasion skill). You’ve perfected the art of with a ranged martial weapon). As a bonus
bouncing quips off your allies to assist in social action on your turn, you can position a part of your
situations. When you Help an ally on a Charisma armor, shield, or other item for an ally to bounce
(Persuasion) check, they treat any die roll on the a ranged attack off of. Until you move or your
d20 of 7 or less as an 8. next turn begins, any ally can determine cover for
Teammate Perk (Ally Prerequisite: a ranged weapon attack along a path from their
Proficiency in the Persuasion skill). If the ally location to your location to the target’s location
is a qualified teammate, the same benefit applies to (potentially bouncing around a corner). As usual,
their Charisma (Deception) checks you Help. the attack still has disadvantage if the attacker
can’t see the target.
• Buddy System (Prerequisite: Proficiency in Teammate Perk (Ally Prerequisite:
the Perception skill). You have a keen awareness Teamwork feat). Any time a qualifying teammate
of your allies’ responses to the world around them. makes a ranged weapon attack, you can deflect
Whenever you roll initiative, you can choose their attack using your reaction rather than a
one ally that you can see or hear. Whichever of bonus action.
you rolled the lower initiative acts on the other’s
initiative count instead of the one they rolled. • Distant Shield (Prerequisite: Proficiency with
Teammate Perk (Ally Prerequisite: shields). When an ally within 20 feet is hit by a
Proficiency in the Perception skill). While you melee attack while you have a shield in hand, you
travel at a fast pace with a qualifying teammate, can throw or otherwise transfer your shield to them
neither of you has disadvantage on Wisdom using your reaction to apply its AC bonus against
(Perception) checks due to your pace. the attack (which can make it miss).
Teammate Perk (Ally Prerequisite:
• Blended Cast (Prerequisite: The ability to cast Proficiency with shields). If you target a
a 3rd-level spell). You have learned to piggyback qualified teammate who has a free hand, they can
on your friend’s casting to deliver your own spells catch the shield and don it using their reaction.
in the process. When an ally within 30 feet of you
casts a spell of 1st level or higher that targets a • Dual Blast (Prerequisite: The ability to cast
creature, you can use your reaction to cast a cantrip a cantrip that requires an attack roll). When
to target that creature. weaving your spells, you leave room for fellow
Teammate Perk (Ally Prerequisite: casters to infuse a bit of their magic into it. When
Teamwork feat). When a qualified teammate you are about to make a spell attack roll, you can
casts a spell of 1st level or higher, you also have choose one ally you can see within 30 feet who
the option to use your reaction to cast a spell using knows an attack cantrip. That ally can use their
a spell slot of up to half the teammate’s spell level reaction to add 1d4 to your attack roll.
rounded up. The spell you cast must have a casting Teammate Perk (Ally Prerequisite: Ability
time of 1 action for you to change the casting time to cast 3rd-level spells). A qualified teammate
to 1 reaction this way. Once you use this Teammate can use this reaction after you miss with an attack
Perk to alter the casting time of a spell of 1st level to add the bonus (and potentially make you hit).
or higher, you can’t do so again until you finish a • Experienced Dodge (Prerequisite: The ability
long rest. to cast a spell that affects all creatures in an
area). Your allies are familiar enough with your
combat tactics to be able to protect themselves
from potential harm. They have advantage on
saving throws against your spells using Strength,
Dexterity, or Constitution.
68
Teammate Perk (Ally Prerequisite: • Pincushion (Prerequisites: Proficiency in
Teamwork feat). A qualifying teammate the Athletics skill and with a martial ranged
automatically succeeds on those saving throws. weapon). When you successfully grapple an
opponent using your action, you can choose on ally
• Frightening Echo (Prerequisite: Proficiency
you can see wielding a ranged weapon. That ally
in the Intimidation skill). Whenever an ally
can use their reaction to make a ranged attack on
hits an opponent, you are quick to follow up with a
the same target if it is within range.
threat. You can use your reaction to roll a Charisma
Teammate Perk (Ally Prerequisite:
(Intimidation) contest against that opponent. If
Teamwork feat). A qualified teammate using this
you win, the opponent is frightened until the end
reaction deals an additional 1d6 damage on a hit.
of its next turn.
Teammate Perk (Ally Prerequisite: • Saving Hand (Prerequisite: Proficiency in
Proficiency in the Intimidation skill). A Dexterity saving throws). You’re always ready to
qualified teammate can use a bonus action to Help pull allies from danger. When an ally within 5 feet
you make any Charisma (Intimidation) check. of you is about to attempt a Dexterity saving throw,
you can use your reaction to give them advantage
• Grifting Ally (Prerequisite: Proficiency in the
on the saving throw.
Sleight of Hand skill). You have advantage on
Teammate Perk (Ally Prerequisite:
Dexterity (Sleight of Hand) checks to target any
Teamwork feat). You can choose to use this
creature within 10 feet of an ally of yours who is
reaction after a qualified teammate fails a Dexterity
not incapacitated.
save to allow them to roll again and use the new
Teammate Perk (Ally Prerequisite:
result.
Proficiency in Deception, Intimidation,
or Performance). You are lightly obscured to • Slice and Dice (Prerequisite: Extra Attack
any creature that is within 10 feet of a qualified feature). You set up your opponent, only for your
teammate who is not incapacitated. ally to finish them off. When you hit a creature
with a weapon attack, that creature provokes an
• Helpful Redirection (Prerequisite:
opportunity attack from one of your allies of your
Proficiency in the Deception skill). When you
choice who can reach it. You can’t use this option
Help an ally make a melee attack, they deal an
more than once per turn.
extra 1d6 damage on a hit.
Teammate Perk (Ally Prerequisite:
Teammate Perk (Ally Prerequisite:
Teamwork feat). A qualified teammate you
Teamwork feat). A qualified teammate can use a
choose can be up to 15 feet away. They can move
bonus action to Help your melee attack.
up to half their speed to reach the target before
• High and Low (Prerequisite: Proficiency with making the attack.
the Athletics skill). You go low when an ally goes • Tactical Swap (Prerequisite: Proficiency in
high. Whenever an ally hits an opponent within 5 the Acrobatics skill). You can spend 10 feet of
feet of you with a melee attack, you can use your movement to swap places with a willing ally within
reaction to attempt a Strength (Athletics) contest 5 feet who isn’t incapacitated.
to shove that creature. Teammate Perk (Ally Prerequisite:
Teammate Perk (Ally Prerequisite: Proficiency in the Acrobatics skill). When
Teamwork feat). When you successfully shove a qualified teammate is hit by an attack while
the target with this reaction after a qualified within 5 feet of you, you can use your reaction to
teammate hits it, that teammate can make another contest the attack roll with a Dexterity (Acrobatics)
melee weapon attack or unarmed strike against check, swapping places with the teammate and
that creature as a bonus action. automatically being hit instead of the teammate if
• Momentous Casting (Prerequisite: The ability you win.
to cast a spell). When you cast a spell, you can call • Tandem Climbing (Prerequisite: Proficiency
out to one ally and they can use their reaction to in the Athletics skill). Whenever you succeed
move up to half their speed before or after you cast at a Strength (Athletics) check to climb, allies
the spell. who are within 10 feet of you at any point during
Teammate Perk (Ally Prerequisite: your movement on the same turn have advantage
Teamwork feat). The qualifying teammate’s on Strength (Athletics) checks to climb until the
movement using this reaction doesn’t provoke start of your next turn. You can anchor or release
opportunity attacks. a climber’s kit as a bonus action on your turn, and
you can also anchor or release up to five allies
within 25 feet of you simultaneously.
69
Teammate Perk (Ally Prerequisite: Identical items you create with Forge Vitality
Proficiency in the Athletics skill). Whenever maintain their status throughout the day, even if
you start your turn within 10 feet of a qualified dissolved and created again, including hit points
teammate, climbing doesn’t cost you extra and charges. When you create a worn item, you
movement this turn. Likewise, climbing doesn’t can fuse it to your body to make it impossible to
cost a qualified teammate extra movement on a remove except by destroying or reabsorbing it.
turn they start within 10 feet of you. When you create a held item, you can fuse it to
your hand in the same way, occupying that hand
• Two Handed Delivery (Prerequisite:
until you reabsorb or destroy it. You can maintain
Proficiency in the Acrobatics skill). When you
only one forged items created this way at any
start your turn within 5 feet of an ally of the same
given time. You can only create common magic
size or larger wielding a two-handed weapon (not
items or non-magical items unless you are high
a versatile weapon), you can pivot off their weapon
enough level. You can forge uncommon items
to jump 10 feet in a straight line without spending
(for which you know the recipe) if you are at least
any movement.
6th level, rare items if you are at least 10th level,
Teammate Perk (Ally Prerequisite: Extra
and very rare items if you are at least 16th level.
Attack). A qualified teammate allows you to jump
15 feet this way instead of 10. Work with your GM to determine which magic item
recipes, if any, are available to discover in your
• Up You Get (Prerequisite: Proficiency in campaign.
Strength saving throws). You never let your
If permanent common items are available, you learn
allies fall behind. As long as you have a free hand
the recipes to create up to two of them. These items
and are not incapacitated, allies within 5 feet of
can’t be ones that are consumed when used, such as
you have advantage on Strength saving throws
poison or a potion. When you gain a level that gives
and on Strength (Athletics) contests to avoid being
you an Ability Score Increase, you learn another
shoved.
uncommon item recipe. At higher levels, you can
Teammate Perk (Ally Prerequisite: choose an item of greater rarity this way: rare starting
Teamwork feat). When a qualified teammate at 10th level (or when you next gain an Ability Score
falls while within 5 feet of you, you can use your Increase) and very rare starting at 16th level.
reaction to catch the falling character and move
them to an open space within 5 feet.
Vital Forges
Vitamancy Feats Once thought a lost art, the act of forging one’s
own living essence into tools and weapons of
Forge Vitality war has resurfaced in many places, spreading
like new flesh healing over a wound. Vital forges,
Prerequisite: Con 14 or higher, proficient with a set
sometimes known as bloodsmiths, are feared
of artisan’s tools, proficient in the Arcana, Nature, or
for their gruesome displays, though there are
Religion skill
those that take a less horrific—but no less grim—
You dabble in the arts of the vital forge, shredding your approach. Whether a vital forge spills their
life force for power and forming objects from your own lifeblood or carves their souls to produce their
flesh and blood. You gain the following benefits: craft, they are feared for both their versatility and
• Increase your Constitution score by 1, to a their terrifying works.
maximum of 20. Vitamancy and Bloodsmiths. Vital
• As an action, you may create a non-consumable forging, or blood smithing, is a byproduct of the
item that weighs no more than 60 pounds. To art of vitamancy; a truth causing great sorrow
do so, the item must be mundane and suitable to vitamancers and shamans. Vitamancy uses
to create with a set of artisan’s tools that you renewable life force to create primal magic,
are proficient with, or else it must be a magic working with the natural flow of necromancy.
item that you have the recipe for. Your hit point Blood smithing, however, digs into the core
maximum is reduced by 5 for as long as the item and soul of the smith to produce physical items
exists. You can reabsorb a vital forged item you through occult means. While bloodsmiths see
can touch by focusing on it for 10 minutes. A this as an evolution of the art, vitamantic purists
vital forged item is automatically reabsorbed consider it vile and unnatural.
if destroyed or when you finish a long rest.
70
Forged Resonance Vital Engineer
Prerequisite: 8th level, Forge Vitality feat Prerequisite: 12th level, Forged Resonance feat
You maintain forged items without a thought, their Your resilience unbinds you from the prior
patterns engraved on your subconscious and accessible limitations of your flesh and spirit. You gain the
with little regard to distance. You gain the following following benefits:
benefits: • Increase your Constitution score by 1, to a
• You can choose not to let an item forged from maximum of 20.
your vitality dissolve when you finish a long rest • Up to one item you forge from your vitality can be
as long as it is within 1 mile of you. If you are at a siege weapon you have seen before.
least 16th level, you can preserve it as long as it is
• You can cast wall of thorns by using your Forge
on the same plane of existence.
Vitality feat to reduce your hit point maximum by
• You can spend a bonus action on your turn to 5 instead of expending a spell slot. You can choose
teleport an item you forged from your vitality for the wall to include a narrow platform that is
into your hand as long as it is within 1 mile. If you safe to stand on and a ladder that is safe to climb
are at least 16th level, you can call the item from along one face of the wall. The wall counts against
anywhere on the same plane of existence. your limit of forged items until its duration ends.
• If you learn a magic item recipe from the Forge • You can maintain a third item forged from your
Vitality feat at the same level you gain this feat, it vitality. It reduces your hit point maximum by 5.
can be for a rare item available in your campaign.
Thereafter when you learn an item recipe from
the Forge Vitality feat, you can potentially learn
one of a higher rarity. You can choose a very rare
item when you are 12th level or legendary at 19th
level.
• You can maintain a second item forged from
your vitality, reducing your hit point maximum
separately for each one. Up to one of the items
you have forged can be rare even if you are less
than 10th level. If you are at least 12th level, it can
be very rare. If you are at least 19th level, it can
be legendary. Forging an item that is of a higher
rarity this way costs you an extra 5 hit points from
your maximum.
71
You can bond with a new companion creature by
Companions spending a long rest together. You can spend 1 day of
The following rules support player characters gaining downtime to find a new companion creature, bonding
companion creatures who can engage in combat with- with it the same day. The GM decides what you find,
out investing in a subclass or similar mechanic. Any potentially calling for one or more Wisdom (Survival),
character can gain the following feat to befriend such a Intelligence (Nature), Wisdom (Animal handling),
companion creature. or other suitable ability checks to find a particular
creature. Certain creatures might not be available in the
Companion Creature area or at all in your campaign. Any prior companion
creature departs when you bond with a new one. A
Prerequisite: 4th-level character, must not have any
former companion that has grown especially fond of
other similar companion creature
you might habitually visit places it knows you frequent,
You have formed a close relationship with an animalistic hoping to encounter you again, but it doesn’t follow
creature that is willing to accompany you into danger; you into dangerous areas.
the creature uses one of the following stat blocks
If your companion is frightened, you must succeed at
with adjustments for your proficiency bonus. It has a
a Wisdom (Animal Handling) check to command it.
number of Hit Dice equal to your own. Your companion
The DC is the same as the effect that frightened the
doesn’t normally have its own turns and instead acts
companion, or 10 if there was no DC. Once your check
after you on your turn. If you are incapacitated when
succeeds, you don’t have to check for that condition
initiative is rolled, your companion has its own turns;
again until your companion takes damage or is
should you later become able to act in the encounter,
frightened by a new effect.
you act before it on its turn.
When you first gain a new companion creature, it
Your companion’s actions are limited while it follows
must learn to trust you. You must succeed at a DC 15
you. On its own, without your command, your
Wisdom (Animal Handling) check to command it until
companion can only move and use the Dash or Dodge
a new situation arises, it takes damage, or it gains the
actions, and cannot take bonus actions or reactions
frightened condition. Every time that you and your
unless you take a reaction to command it (for instance,
companion finish a long rest spent together, the DC of
command your companion to make an opportunity
the ability check is reduced by 5. You no longer have to
attack). When you Disengage, Hide, or Search, you
attempt the check once the DC is reduced to 0.
can choose for it to take that action as well. When
you Ready an action, it tries to Help you if possible.
You can use a bonus action on your turn to command
your companion, allowing your companion to take GMing Errant Companions
any action available to it (such as Attack), move up When you must choose actions for a companion
to its speed, and/or use a bonus action before the creature for lack of a successful command,
end of your turn. If you do not command it or you are consider what the creature understands of the
incapacitated, your companion acts on your turn as the situation.
GM dictates, typically continuing to do what you last
commanded it, protect you, or protect itself, in that The companion usually follows its friend
order or priority. Your companion can take reactions closely in combat, typically moves to be within 15
(such as opportunity attacks) if you are incapacitated. feet of them, and prefers to defend its friend, such
as interposing itself between them and the nearest
If your companion is reduced to 0 hit points, it falls opponent. If it has fewer than half its hit points
unconscious and must make death saving throws like remaining or is frightened, it instead Dodges and
a player character. You can stabilize your companion moves away from danger while keeping its friend
creature when it is dying as a bonus action if you are within line of sight. If it is charmed in combat,
within 5 feet of it, requiring no ability check. it is likely to Dodge and move toward whatever
charmed it.
72
Advanced Companion Creature Eldritch Companion
Prerequisite: 6th-level character, Companion 3rd-level conjuration (ritual; warlock or wizard)
Creature feat
Casting Time: 1 hour
Your companion creature has grown faster and stron- Range: 10 feet
ger. It gains the following benefits.
Components: V, S, M (100 gp in offerings to the com-
• Your companion’s Strength, Dexterity, and panion per level of the spell, which the spell consumes)
Wisdom scores each increase by 2, to a maximum Duration: Instantaneous
of 20. Note that this increases its bonus to hit,
damage, AC, ability checks, saving throws, and any If you have the Companion Creature feat or a simi-
save DCs it has based on those scores by 1. lar companion (at the GM’s discretion), you gain the
service of a spirit that takes the form of a companion
• It becomes proficient in two of the following skills: creature, taking one of the forms listed below, which
Acrobatics, Athletics, Intimidation, Stealth, and appears in an unoccupied space within range. The
Survival. companion has the statistics and rules of the chosen
• If your companion is Medium or smaller, it grows form except as noted here. It is a Celestial, Fey, or
one size category up to a maximum of Large. (If so, Fiend (your choice) instead of its usual type. The com-
its Hit Dice increase in size by one step and its hit panion counts as a familiar for spells, items, features,
point maximum increases by 1 + your level.) and other abilities you have that apply to familiars.
• Your companion gains access to actions and/or ad- When the companion would die, it disappears,
ditional effects as noted in its statblock (see bel0w). leaving behind no physical form. It reappears after you
cast this spell again.
Eager Companion Creature While your companion is within 100 feet of you, you
Prerequisite: 10th-level character, Companion can communicate with it telepathically. Additionally,
Creature feat as an action, you can see through your companion's
Your companion creature has become tougher and eyes and hear what it hears until the start of your next
more independent. It gains the following benefits. turn, gaining the benefits of any special senses that
the companion has. During this time, you are deaf and
• Your companion’s Constitution score increases by blind with regard to your own senses.
2, to a maximum of 20. Note that this increases its
hit points by 1 + your level and its Constitution sav- As an action, you can temporarily dismiss your
ing throw modifier by 1. companion. It disappears into a pocket dimension
where it awaits your summons. Alternatively, you can
• Add Disengage, Hide, and Search to the actions dismiss it forever. As an action while it is temporarily
your companion can always take, even if you can dismissed, you can cause it to reappear in any unoccu-
act and don’t command it. pied space within 30 feet of you.
• Your companion becomes able to take reactions Additionally, when you cast a spell with a range of
without command. Its reactions never cost your touch, your companion can deliver the spell as if it had
reaction. cast the spell. Your companion must be within 100 feet
• As long as your companion wears any permanent of you, and it must use its reaction to deliver the spell
magic item or has a spell you cast on it, your com- when you cast it. If the spell requires an attack roll, you
panion’s attacks are treated as magical for the pur- use your attack modifier for the roll.
poses of damage resistances and immunities. You can't have more than one eldritch companion
• Your companion gains access to actions and/or ad- or familiar at a time. If you cast this spell while you al-
ditional effects as noted in its statblock (see bel0w). ready have a familiar, you instead cause it to transform
into an eldritch companion. Choose one of the forms
from the below list. Your familiar transforms into the
C ompanion S pell chosen creature and follows the rules in this spell.
The following spell can only be cast if you have the
Companion Creature feat or a similar subclass benefit. S pecific C ompanion C reatures
Some of the more distinctive companion creatures are
described here.
73
Abyssal Bison Horns. Melee Weapon Attack: +3 plus your
Your animal companion is a flaming bison, bearing unusu- proficiency bonus to hit, reach 5 ft., one target. Hit:
ally large and menacing horns. An abyssal bison is rare in 1d8 + your proficiency bonus + 3 piercing damage.
the mortal world and hard to find as a companion there.
Hooves. Melee Weapon Attack: +3 plus your
Medium Beast, unaligned proficiency bonus to hit, reach 5 ft., one target. Hit:
2d4 + 3 bludgeoning plus fire damage equal to your
Armor Class 11 + your proficiency bonus (natural proficiency bonus.
armor)
Abyssal Stomp (Requires Advanced Companion Feat).
Hit Points 6 + six times your level (your number of d8
The abyssal bison stomps on the ground, opening
hit dice)
flaming rifts in the earth. The area within 10 feet
Speed 30 ft. of the abyssal bison becomes difficult terrain until
the start of your next turn. Each creature on the
STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 15 (+2) 3 (-4) 13 (+1) 10 (+0) ground in the area must succeed at a Dexterity
saving throw or take 2d8 fire damage and fall
Saving Throws proficient in Str and Con saves prone; if the creature was concentrating, it must
Skills proficient in Athletics make a Constitution saving throw at the same DC
or its concentration is broken (even if it took no
Senses passive Perception 11
damage).
Languages understands Abyssal but can’t speak
Challenge — Proficiency Bonus equals yours R eactions
Smokescreen (Costs Your Reaction). When you are
A ctions about to make an attack roll and you are within 5
feet of the abyssal bison, it snorts a blast of smoke
Multiattack (Requires Eager Companion Feat). The
to make your movements harder to see. You make
abyssal bison makes two attacks: one with its horns
your attack roll with advantage unless the creature
and one with its hooves.
has blindsight or can otherwise clearly see you
through smoke.
74
Augeppi
A ctions
Your animal companion is an adorable platypus-pangolin
hybrid that possesses great psychic abilities. Multiattack (Requires Eager Companion
Feat). The augeppi makes two attacks: one to body
Small Beast, unaligned
slam and one with its claws.
Armor Class 12 + your proficiency bonus (natural Body Slam. Melee Weapon Attack: +3 plus your
armor) proficiency bonus to hit, reach 5 ft., one target.
Hit Points 4 + four times your level (your number of Hit: 1d6 + 3 + your proficiency bonus bludgeoning
d6 hit dice) damage.
Speed 20 ft., fly 20 ft. (hover) Claws. Melee Weapon Attack: +3 plus your
proficiency bonus to hit, reach 5 ft., one target. Hit:
STR DEX CON INT WIS CHA 2d4 + 3 + your proficiency bonus slashing damage.
11 (+0) 16 (+3) 12 (+1) 6 (-2) 14 (+2) 11 (+0)
Psychic Burst (Requires Advanced Companion Feat).
Saving Throws proficient in Dex and Wis saves The augeppi unleashes a blast of psychic energy
Skills proficient in Arcana with double your into the mind of a creature it can see within 30
proficiency bonus feet. The creature must succeed at an Intelligence
Condition Immunities prone saving throw or it has disadvantage on attack rolls
as well as on ability checks and saving throws using
Senses passive Perception 12
Intelligence, Wisdom, or Charisma until the end
Languages understands Sylvan but can’t speak; of your next turn. The DC is 8 + your proficiency
psychic defender bonus + augeppi’s Wisdom modifier.
Challenge — Proficiency Bonus equals yours
R eactions
Psychic Defender. As long as you and your augeppi are Psychic Drone (Requires Your Reaction Or You Are
within 100 feet of each other, you each are aware of Incapacitated). If you or an ally would trigger
the other’s emotional state. a reaction from a creature within 5 feet of the
You also have advantage on saving throws against augeppi, the augeppi emits a psychic drone that
divination spells. If you succeed on such a save, the distracts the opponent unless it succeeds at an
effect is redirected to the augeppi instead of you. Intelligence saving throw; on a failure, the creature
cannot take the triggered reaction nor any other
reactions until the end of your turn. The DC is
8 + your proficiency bonus + augeppi’s Wisdom
modifier.
75
Concordine Three Heads. The concordine has advantage on
Your companion is a canine creature known for its disori- saving throws against being blinded, charmed,
enting bark and three heads. deafened, frightened, stunned, and knocked
unconscious.
Small Beast, unaligned
A ctions
Armor Class 13 + your proficiency bonus (natural
armor) Multiattack (Requires Eager Companion Feat). The
concordine makes three bite attacks. No more
Hit Points 4 + four times your level (your number of than two can be aimed at the same target unless
d6 hit dice) that target is Large or larger. If two attacks hit the
same target, it is deafened until the end of your
Speed 50 ft.
next turn.
STR DEX CON INT WIS CHA
Bite. Melee Weapon Attack: +3 plus your proficiency
14 (+2) 16 (+3) 13 (+1) 5 (-3) 12 (+1) 12 (+1)
bonus to hit, reach 5 ft., one target. Hit: 1d6 + 3
Saving Throws proficient in Dex and Wis saves piercing damage.
Skills proficient in Perception Cacophonous Barks. The concordine’s rapid barks
throw one creature’s senses into chaos. The
Senses darkvision 60 ft., passive Perception 10 +
target must be within 30 feet and able to hear
Perception bonus
the concordine. The target attempts a Wisdom
Languages — saving throw (DC 8 + your proficiency bonus +
Challenge — Proficiency Bonus equals yours concordine’s Wisdom modifier). On a failure, the
foe is frightened until the end of your next turn and
Keen Smell. The concordine has advantage on Wisdom the next attack to target it before then is made with
(Perception) checks that rely on smell. advantage. If you have the Advanced Companion
feat, the concordine can target three creatures.
76
Eye Horror A ctions
Your companion is a bulbous floating mouth with several Multiattack (Requires Eager Companion Feat). The
eyes protruding from its body. eye horror uses Illuminating Glare, then makes
Small Aberration, unaligned either one melee attack or two energy spit attacks.
Bite. Melee Weapon Attack: +3 plus your proficiency
Armor Class 12 + your proficiency bonus (natural bonus to hit, reach 5 ft., one target. Hit: 1d8 + 3 +
armor) your proficiency bonus piercing damage.
Hit Points 5 + five times your level (your number of
Energy Spit. Ranged Spell Attack: +2 plus your
d6 hit dice)
proficiency bonus to hit, range 60 ft., one target.
Speed 25 ft. Hit: 1d6 + your proficiency bonus damage of a
random type chosen by rolling 1d4: 1.cold, 2.fire,
STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 3 (-4) 14 (+2) 9 (-1) 3.lightning, 4.necrotic.
Illuminating Glare. The eye horror fixes its gaze on
Saving Throws proficient in Dex and Con saves
a creature it can see to make that creature glow
Skills proficient in Perception dimly until the end of your next turn. The creature
Condition Immunities prone loses the effects of being lightly obscured and
Senses darkvision 60 ft., passive Perception 10 + having half cover.
Wisdom (Perception) bonus If you have the Advanced Companion feat,
Languages — the horror can see invisible creatures as if they
Challenge — Proficiency Bonus equals yours weren’t invisible but merely lightly obscured while
it uses this action and the creature it fixes its glare
Limited Levitation. The eye horror magically levitates on is treated as lightly obscured instead of invisible
1 to 3 feet above any solid surface. It ignores most by all creatures while it glows.
difficult terrain. It can fly across gaps up to 10 feet
across and can climb by levitating along a surface,
B onus A ctions
but must spend 2 feet of movement for every 1 foot Searching Eyes (Requires Eager Companion Feat).
it moves vertically. Levitating up an unsteady surface The eye horror Searches.
or one with substantial gaps requires a Dexterity
(Acrobatics) check.
77
Gurrudaemon A ctions
Your companion is a fiend bound to true evil from an- Multiattack (Requires Eager Companion Feat). The
other plane of existence. It is rare and hard to find as a gurrudaemon makes two attacks, one with its
companion. tentacles and one to kick. It can replace one attack
Medium Fiend (Daemon), neutral evil with Poison in the Wound.
Kick. Melee Weapon Attack: +2 plus your
Armor Class 11 + your proficiency bonus (natural proficiency bonus to hit, reach 5 ft., one target. Hit:
armor) 1d8 + 2 bludgeoning damage.
Hit Points 5 + five times your level (your number of
Tentacles. Melee Weapon Attack: +2 plus your
d8 hit dice)
proficiency bonus to hit, reach 5 ft., one target. Hit:
Speed 35 ft., climb 15 ft. 1d6 + 2 slashing damage. If you have the Advanced
Companion feat and the target is a Large or smaller
STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 13 (+1) 3 (-4) 10 (+0) 11 (+0) creature, it is automatically grappled. The grappled
creature can use its action to try to escape with
Saving Throws proficient in Con and Cha saves a Strength (Athletics) or Dexterity (Acrobatics)
Skills proficient in Athletics check against DC 10 + the gurrudaemon’s Strength
Condition Immunities blinded (Athletics) bonus.
Senses blindsight 60 ft. (blind beyond this radius), Poison In The Wound. The gurrudaemon spits
passive Perception 10 poison in the fresh wounds of a creature within
Languages understands Daemonic but can’t speak 5 feet that took acid, fire, piercing, or slashing
damage since the end of your last turn. Unless the
Challenge — Proficiency Bonus equals yours creature succeeds at a Dexterity saving throw, it
takes 2d4 poison damage and has disadvantage
Punishing Kick. The gurrudaemon has advantage on to its next attack roll before the end of your next
kick attack rolls to hit creatures it has grappled. turn. If you have the Advanced Companion feat,
the damage increases to 4d4.
78
Indigo Ooze Pseudopod. Melee Weapon Attack: +2 plus your
Your companion is an ooze just intelligent enough to fol- proficiency bonus to hit, reach 5 ft., one target.
low your commands. Indigo slimes are rare and hard to Hit: 1d4 + 2 bludgeoning damage plus proficiency
find as companions. bonus acid damage.
If you have the Advanced Creature
Small Ooze, unaligned
Companion feat and the target is a Large or smaller
creature, it is automatically grappled. The grappled
Armor Class 9
creature can use its action to try to escape with
Hit Points 6 + six times your level (your number of d6 a Strength (Athletics) or Dexterity (Acrobatics)
hit dice) check against DC 10 + the indigo slime’s Strength
Speed 25 ft., climb 15 ft., swim 15 ft. (Athletics) bonus. The slime can’t grapple another
creature while it has one grappled.
STR DEX CON INT WIS CHA
14 (+2) 9 (-1) 16 (+3) 2 (-4) 8 (-1) 4 (-3) Sticky Acid. The indigo slime spits sticky acid at a
foe. The creature makes a Dexterity saving throw.
Saving Throws proficient in Str and Con saves It automatically fails if it was hit by an attack or
Skills proficient in Stealth failed a saving throw this turn. On a failure, its
Damage Resistances acid, slashing walking and climbing speeds are each reduced by
Condition Immunities blinded, charmed, deafened, 5 feet. At the start of each of that creature’s turns,
exhaustion, frightened, prone the acid deals 1d4 acid damage. A creature can use
its action to scrape off the acid. A creature can also
Senses blindsight 60 ft. (blind beyond this radius), attempt to quickly wipe off the acid using its free
passive Perception 9 interaction with an object, but must attempt a DC
Languages — 10 Dexterity check, ending the effect on a success
Challenge — Proficiency Bonus equals yours or reducing the DC of future attempts by 1 on a
failure.
Amorphous. The indigo slime can move through a If you have the Advanced Creature
space as narrow as 1 inch wide without squeezing. Companion feat, the acid damage adds your
proficiency bonus and the speed reduction is 15
A ctions feet.
Multiattack (Requires Eager Companion Feat). The
indigo slime makes two pseudopod attacks.
79
Landstrider
Your companion is a long-legged beast suitable as a
mount over long distances and in strange terrain.
Large Beast, unaligned
A ctions
Multiattack (Requires Eager Companion Feat).
The landstrider makes two kick attacks.
Kick. Melee Weapon Attack: +3 plus your
proficiency bonus to hit, reach 5 ft., one
target. Hit: 1d8 + your proficiency bonus + 3
bludgeoning damage.
B onus A ctions
Looming Protector. The landstrider
uses its great legs to protect a
Medium or smaller creature within
5 feet. Until the start of your
next turn or until the creature
is farther than 5 feet from the
landstrider, the protected
creature has half cover from
all directions.
Nimble Step (Requires
Advanced Companion Feat).
The landstrider can Dash or
Disengage.
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Nightstalker A ctions
Your companion is a nightmarish bipedal creature that Multiattack (Requires Eager Companion Feat). The
dwells in the dark and instills terror in its victims. nightstalker makes three attacks: one with its bite
Small Beast, unaligned and two with its claws. It can use Insidious Shadows
instead of biting.
Armor Class 12 + your proficiency bonus (natural Bite. Melee Weapon Attack: +2 plus your proficiency
armor) bonus to hit, reach 5 ft., one target. Hit: 1d6 + 2
Hit Points 4 + four times your level (your number of piercing damage.
d6 hit dice)
Claw. Melee Weapon Attack: +2 plus your proficiency
Speed 35 ft. bonus to hit, reach 5 ft., one target. Hit: 1d4 + 2
slashing damage.
STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 13 (+1) 4 (-3) 12 (+1) 11 (+0) Eyes In The Dark. The nightstalker twists nearby
shadows into a terrifying shape. It chooses a
Saving Throws proficient in Dex and Wis saves
creature within 30 feet in dim light that it can see
Skills proficient in Stealth and that can see it. The creature must succeed
Senses darkvision 60 ft., passive Perception 11 at a Wisdom saving throw or be frightened
Languages — until the start of your next turn. The DC is 8 +
Challenge — Proficiency Bonus equals yours your proficiency bonus + nightstalker’s Wisdom
modifier. The creature automatically fails if you hit
with an attack or it failed a saving throw this turn.
Daylight Incorporeal Movement. While the nightstalker
is in daylight, it is blinded and invisible and passes If you have the Advanced Companion feat,
harmlessly through physical objects and creatures the duration increases to 1 minute but the creature
other than you. It is also invisible to creatures in gets another saving throw to
daylight other than you, and they can’t touch or end the condition at the
damage it. The nightstalker can’t pass through end of each of its turns.
walls that aren’t transparent. If it would end its turn
occupying the same space as a creature or object,
it takes 1d10 force damage and is forced into the
nearest open space.
81
Shambling Mount grappled. The grappled creature can use its action
Your companion is a close relative of the shambling to try to escape with a Strength (Athletics) or
mound grown to serve as a mount. Shambling mounts are Dexterity (Acrobatics) check against DC 10 + the
rare and hard to find as companions. shambling mount’s Strength (Athletics) bonus. The
mount can’t grapple another creature while it has
Large Plant, unaligned one grappled.
Armor Class 9 + your proficiency bonus (natural B onus A ctions
armor) Tangling Roots. Your shambling mount extends its
Hit Points 7 + seven times your level (your number of root-like feet to trip up a creature within 5 feet
d10 hit dice) unless the target succeeds at a Dexterity saving
Speed 40 ft. throw. The DC is 10 + your proficiency bonus
+ the shambling mount’s Strength modifier. It
STR DEX CON INT WIS CHA automatically fails if it was hit by your attack or
16 (+3) 8 (-1) 15 (+2) 5 (-3) 10 (+0) 7 (-2) failed a saving throw this turn. That creature’s
Saving Throws proficient in Str and Con saves speed is reduced by 10 feet until the start of your
next turn.
Skills proficient in Survival
Condition Immunities blinded, deafened, exhaustion B onus A ctions
Senses blindsight 60 ft. (blind beyond this radius), Ground (Requires Your Reaction Or You Are
passive Perception 10 Incapacitated). If the shambling mount or its rider
Languages — would take lightning damage, it hunkers into the
ground, which absorbs some of the electricity. The
Challenge — Proficiency Bonus equals yours
shambling mount and its rider gains resistance to
the lightning damage.
A ctions
Multiattack (Requires Eager Companion
Feat). The shambling mount makes two
vine attacks.
Vine. Melee Weapon Attack: +3 plus your
proficiency bonus to hit, reach 5 ft., one
target. Hit: 1d6 + 3 + your proficiency
bonus slashing damage.
If you have the Advanced
Creature Companion feat and
the target is a Medium or smaller
creature, it is automatically
82
Swarm Companions
Tiny creatures that you have under your control. They
follow your orders obediently, though your method of
commanding them may be more unusual than for
single companions. Most swarm companions
are rare, requiring obscure magics, natural
affinity, or even advanced alchemical
pheromones to even begin to tame them. You
can have only one companion of any kind at
a time, even if it is a swarm. If a feat or effect
changes the size of your companion,
the size of the swarm changes,
rather than the size of the
constituent creatures.
83
Hive Swarm move through any opening large enough for a
Your companion is a group of social flying insects, such as Tiny insect. The swarm can't regain hit points or
bees or wasps. gain temporary hit points from targeted spells
or effects, but can recruit more members into its
Small Swarm of Tiny Beasts, unaligned swarm to replenish hit points by spending Hit Dice.
Armor Class 12 + your proficiency bonus (natural Keen Smell. The swarm has advantage on Wisdom
armor) (Perception) checks that rely on smell.
Hit Points 3 + three times your level (your number of
d6 hit dice)
A ctions
Speed 20 ft., fly 50 ft. (hover) Sting. Melee Weapon Attack: +3 plus your proficiency
bonus to hit, reach 0 ft., one creature in its space.
STR DEX CON INT WIS CHA Hit: 2d4 + your proficiency bonus piercing damage,
2 (-4) 17 (+3) 11 (+0) 2 (-4) 14 (+2) 12 (+1) or half that if the swarm has half its hit points or
fewer.
Saving Throws proficient in Dex and Wis saves
Skills proficient in Survival If you have the Eager Companion feat, the
target takes 2d4 poison damage and at the end
Damage Resistances bludgeoning, piercing, slashing
of your next turn, it must succeed a Constitution
Condition Immunities charmed, frightened, grappled, saving throw or take 2d4 poison damage. The save
paralyzed, petrified, prone, restrained, stunned DC is 8 modifier + your proficiency bonus + the
Senses passive Perception 12 swarm’s Constitution modifier.
Languages — Dizzying Buzz (Requires Advanced Companion Feat).
Challenge — Proficiency Bonus equals yours The swarm confounds a creature in its space with
complex flight patterns and a droning buzz. Until
Companion Swarm. The swarm can occupy another the end of your next turn, the first attack roll to hit
creature's space and vice versa, and the swarm can the creature each turn is made with advantage.
84
Warren Swarm Tiny insect. The swarm can't regain hit points or
Your companion is a collection of rodents, such as mice, gain temporary hit points from targeted spells
rats, rabbits, or weasels. or effects, but can recruit more members into its
swarm to replenish hit points by spending Hit Dice.
Small Swarm of Tiny Beasts, unaligned
Keen Smell. The swarm has advantage on Wisdom
Armor Class 11 + your proficiency bonus (natural (Perception) checks that rely on smell.
armor)
Hit Points 4 + four times your level (your number of
A ctions
d6 hit dice) Multiattack (Requires Eager Companion Feat). The
Speed 25 ft., climb 15 ft. swarm can make a single bite attack against each
creature whose space it shares at any point this
STR DEX CON INT WIS CHA turn.
8 (-1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 8 (-1)
Bite. Melee Weapon Attack: +2 plus your proficiency
Saving Throws proficient in Dex and Wis saves bonus to hit, reach 0 ft., one creature in its space.
Skills proficient in Survival Hit: 2d4 + your proficiency bonus piercing damage,
or half that if the swarm has half its hit points or
Damage Resistances bludgeoning, piercing, slashing
fewer.
Condition Immunities charmed, frightened, grappled,
paralyzed, petrified, prone, restrained, stunned Trip Up. Your warren swarm tramples about your
foe’s feet, knocking them prone if they were
Senses darkvision 30 ft., passive Perception 11 damaged by an attack this turn.
Languages —
Challenge — Proficiency Bonus equals yours B onus A ctions
Skittering Swarm (Requires Advanced Companion
Companion Swarm. The swarm can occupy another Feat). The swarm can take the Disengage, Hide, or
creature's space and vice versa, and the swarm Trip Up action.
can move through any opening large enough for a
85
CHAPTER 4
Magical Miscellany
86
Magic Items
Permanent Magic Tattoos Countertat
Tattoo, rare (requires attunement)
The following magic items are created on the body of
the recipient. The process of inking the tattoo generally This tattoo consists of a geometric pattern covering
takes 8 hours, and due to the discomfort you can’t your shoulder and shoulder blade. It allows you to
take a long rest while receiving a permanent tattoo. In surge with speed for a brief moment when a foe leaves
campaigns where it is possible to create magic items, it an opening. When a creature within your reach rolls
costs about half as much to create a permanent tattoo a 1 on the d20 for an attack roll or gets a result of 6
as other permanent magic items of the same rarity. You or lower on an attack roll to hit you, they provoke an
can’t occupy the same body part with multiple magic opportunity attack from you.
tattoos unless a tattoo says it can share space with Energetic Inscription Tattoo
others. As part of inking a tattoo, the artist can remove
Tattoo, rare (requires attunement)
another tattoo on the same body part. Each tattoo
describes its size and any restrictions on where it can When this tattoo is created choose from acid, cold,
be placed. If a magic tattoo requires attunement, you fire, lightning, or thunder. The tattoo depicts sources
can attune or break your attunement like any magic of the chosen energy along both your forearms and
item. If your attunement to a tattoo ends, its magical your hands. Your unarmed attacks are magical for
properties cease to function until you attune to it again. the purposes of damage immunities, resistances, and
vulnerabilities.
Bitter Rose Tattoo
Energize. You can use a bonus action to speak the
Tattoo, uncommon tattoo’s command word, causing the chosen energy to
This rose tattoo's petals bear a yellowed hue and always emit from your hands. Your unarmed attacks deal an
glistens with dew. It is typically placed near the wrist additional 2d6 damage of the chosen type to any target
or ankle. When a creature hits you with a bite attack, you hit. The energy lasts until you use a bonus action
you can briefly exude a bitter oil from your skin as a to speak the command word again or until you become
reaction. The triggering creature becomes poisoned. At unconscious or die.
the end of each of its turns, the creature must make a
DC 13 Constitution saving throw, ending the poisoned
Faithlight Tattoo
condition on it on a success. You cannot use this effect Tattoo, common
again until the next dawn. This tattoo depicts a holy symbol and is usually inked
Cantrip tattoo on the palm or a single finger. If you worship the deity
or philosophy represented by the tattoo, it counts
Tattoo, common (requires attunement) a holy symbol for the purposes of spellcasting and
This small tattoo of a magical symbol can be placed Channel Divinity.
anywhere on your body. The tattoo contains a single Holy Light. As an action you can cause the tattoo
cantrip chosen when it is created. You can cast the to emit light as a torch. You can end this effect as an
cantrip at will. It uses a spell attack modifier equal to 2 action.
+ your spellcasting ability modifier and a spell DC of 10
+ your spellcasting ability modifier. Your spellcasting Inkpack Tattoo
ability for this spell is Intelligence if it is from the Tattoo, uncommon
wizard spell list, Wisdom if it is from the cleric or druid
Placed in a convenient location on your abdomen or
spell lists, or Charisma if it is from the bard, sorcerer,
upper leg, this tattoo depicts a container such as a
or warlock spell lists.
chest or urn and usually at least 1 foot across. This
Chillguard Tattoo tattoo connects to an extradimensional interior space,
Tattoo, uncommon (requires attunement) roughly 4 feet deep. The opening is as large as the
tattoo’s surface area on your skin, up to a maximum
Prized by those that work outdoors in cold climates, of 1 foot across for a Small creature or 2 feet across
chillguard tattoos are hand-sized and placed over for a Medium creature. The tattoo can hold up to 75
the heart. They depict a means of warmth, such as a pounds, not exceeding a volume of 64 cubic feet.
hearth or a cottage in the snow, or sometimes creatures Carrying items inside the tattoo does not affect your
unbothered by the cold, polar bears, snow leopards, or weight or carrying capacity. When you stow items, you
arctic foxes. You have resistance to cold damage.
87
place them against the tattoo as an action, where they Acid Resistance. You have resistance to acid
become a tattoo version of themselves as they enter the damage.
extradimensional space viewable in the opening of the Fume Shield. You have advantage on saving
container. throws against inhaled poisons.
Removing an item reverses this process.
Though the items are in your tattoo, they can be Mindbreaker Tattoo
detected normally as they move about slightly and Tattoo, uncommon
might alert suspicious individuals. You have advantage Placed in a visible location, the forehead or cheeks,
on Dexterity (Sleight of Hand) checks to conceal this tattoo depicts small but horrifying features such
objects in the tattoo unless someone knows to check as monstrous eyes and teeth. The images come to life
your tattoo for items. when you strike fear into the hearts of your enemies.
If you die or the tattoo is overloaded or ruined, the Demoralize. As a bonus action, you can attempt
contents of the tattoo expel themselves into the Astral to demoralize a creature within 60 feet who can see
Plane. Breathing creatures inside the bag can survive you. Make a Charisma (Intimidation) check contested
up to a number of minutes equal to 10 divided by the by the target creature’s Wisdom saving throw. If you
number of creatures (minimum 1 minute), after which win, the creature is frightened for 1 minute. At the end
time they begin to suffocate. of each of its turns, the creature can attempt a DC 13
Lamplighter’s Flame Tattoo Wisdom saving throw, ending the frightened condition
on it on a success. You cannot use this effect again until
Tattoo, common
the next dawn.
This simple flame tattoo on a finger or the back of the
hand flickers and sways like real fire. Mockingbard Tattoo
Illuminate. As a bonus action, you can cause the Tattoo, uncommon (requires attunement)
tattoo to shed light as a candle. You can end this effect Palm-sized depictions of mockingbirds or dissonant
as a bonus action. musical notes are common appearances for this tattoo,
Ignite. You can instantly light a flammable object placed on your upper chest or neck.
such as candle, torch, or small campfire as an action. If Imitate. You may make a Charisma (Deception)
you are wielding a weapon, you can use the weapon’s or Charisma (Performance) check with advantage
reach instead of your own when using this ability. contested by the hearer’s Wisdom (Perception) check
to verbally mimic sounds you have heard before, even
Lyeguard Tattoo those that would be otherwise impossible for your
Tattoo, uncommon (requires attunement) physiology.
Prized among alchemists, industrial washers, and Innocuous Noise. When you fail a Dexterity
vat workers, this tattoo takes the shape of fist-sized (Stealth) check, as a reaction, you can attempt to make
symbols associated with alchemy, usually related to a sound such as a meowing cat or leaves rustling in
alkali and acid. It is placed over the heart. the wind. Make a Charisma (Deception) or Charisma
(Performance) check and compare it to the passive
Wisdom (Perception) DC of each creature
that might notice your failed check.
Each creature you succeed against
believes they noticed something
inconsequential and not you, which
at the GM’s discretion may cause
them to ignore you. You cannot use
this ability again until the next dawn.
88
Rising Phoenix Tattoo Spellrune Tattoo
Tattoo, legendary (requires attunement) Tattoo, rarity varies (requires attunement)
A phoenix fills most of either your back or your abdomen Placed on the chest or back, this tattoo stores a single
and chest. When you are reduced to 0 hit points, you spell chosen when the tattoo is created. The elaborate
can cause this tattoo to surge with bright flames that pattern of the tattoo relates the function of the spell
become a real inferno filling a 15-foot sphere. The and incorporates magical sigils. An uncommon tattoo
flames reduce your body to a pile of ash and force all covers a hand, forearm, shoulder, hip, or similar sized
creatures in the area to make a DC 20 Dexterity saving area. A rare tattoo covers a shoulder, chest, abdomen,
throw, excepting any creatures you choose to exclude. upper back, thigh, or multiple smaller areas like hand
Affected creatures take 20d8 fire damage on a failed and forearm. A very rare tattoo covers an entire limb,
save, or half as much damage on a successful on. One the whole back, or your whole head. A legendary tattoo
minute later, if the ashes have not been scattered, you covers your entire torso, both arms, or both legs.
rise again from the ashes at full hit points as though you You cast the stored spell once without expending a
had not died. A rising phoenix tattoo cannot trigger spell slot. The spell’s save DC is 8 + tattoo’s proficiency
if it is destroyed by what killed you, or if you have no bonus + your spellcasting ability modifier. Your
remains to turn to ash (for instance, if you were killed spellcasting ability for this spell is Intelligence if it is
by a disintegrate spell). Once you use this ability, it from the wizard spell list, Wisdom if it is from the cleric
cannot be used again for 10 days. or druid spell lists, or Charisma if it is from the bard,
Scaldguard tattoo sorcerer, or warlock spell lists. (You choose if it is on
multiple lists.) You cannot use this ability again until
Tattoo, uncommon (requires attunement) the next dawn.
Scaldguard tattoos are prized by chefs, smiths, and
SPELL
other people whose hands are about the flame at work. RARITY PROFICIENCY BONUS
LEVEL
Inked over your heart, the tattoo will usually depict
fire in some fashion: a flaming heart, a burning forge, 1 Uncommon +2
or a sizzling skillet crossed with a spatula. You have
2 Uncommon +2
resistance to fire damage and you can never catch on
fire. 3 Rare +3
89
Void Tattoo Companion’s Cache
Tattoo, rare Tattoo (flourish), uncommon
This seemingly simple geometric tattoo is so dense Companion’s cache modifies (and shares the space of)
as to appear as solid ink, but close inspection shows an existing magical tattoo of at least uncommon rarity.
winding lines leading to nowhere in a fashion that no The added details are subtle until the added effect is
eye can follow without feeling like they are being drawn activated.
into nothingness. It occupies your back or most of one Hideout. Your companion creature or familiar can
arm. take an action to become part of the tattoo, appearing
Enter the Void. As a bonus action, you can cause in its design. While a tattoo, the creature can’t take any
your void tattoo spreads across you, briefly cutting your actions other than to return to its original form as an
mind off from the outside world. You gain the effects of action. The creature remains in tattoo form for up to 8
the mind blank spell until the end of your next turn. hours. The creature cannot use this ability again until
the next dawn.
Wishbrand Tattoo
Tattoo, uncommon (requires attunement) Divine Entrance
Tattoo (flourish), very rare (requires attunement by a
Wishbrand tattoos are made using specially formulated
character with another magical tattoo)
alchemical ink enchanted to enhance its properties.
It depicts violent energy along your forearms. Your Divine entrance modifies (and shares the space of)
unarmed attacks are treated as magical for the purposes an existing magical tattoo on your arm or leg, adding
of damage resistances, immunities, and vulnerabilities. religious icons and imagery to fill either both arms or
Channel Energy. You can activate this tattoo both legs.
when you cast a spell that deals acid, cold, fire, lighting, Divine Entrance. As an action, you teleport to
or thunder damage. You can also activate it when you an open space you can see within 1 mile. On arrival,
take acid, cold, fire, lighting, or thunder damage. When choose up to six creatures within 30 feet of you. Each
activated, until the end of your next turn, your unarmed target regains hit points equal to 3d8 + your Charisma
attack deals an additional 1d6 damage of the same type modifier. This ability has no effect on Undead
as the triggering effect (choose one if you dealt or took or Constructs.
more than one type of damage simultaneously).
Eyes of the Dragon
Flourish Tattoos Tattoo (flourish), legendary (requires attunement by
a character with at least two other magical tattoos)
The following tattoos can only be placed atop an
Eyes of the dragon modifies (and shares the space
existing magical tattoo, sometimes with more a further
of) at least two underlying magical tattoos, adding
requirement listed in the individual tattoo’s description.
draconic eyes and other features across your torso,
If an underlying tattoo requires attunement, you must
neck, or head.
be attuned to it for any flourishes added atop it to
function. If a flourish tattoo also requires attunement, Truesight. You have truesight to out to a range of
each counts separately toward your limit of attuned 120 feet.
magic items. Ending attunement to a flourish tattoo Eyes of the Owl
doesn’t prevent the underlying tattoo or any other
flourish tattoos from functioning. Tattoo (flourish), uncommon
Eyes of the owl modifies (and shares the space of) an
Children of Darkness existing magical tattoo, adding or exaggerating a pair
Tattoo (flourish), rare (requires attunement by a of wide eyes.
character with another magical tattoo)
Darkvision. You have darkvision out to a range
Children of darkness modifies (and shares the space of) of 60 feet. If you already have darkvision, its range
an existing magical tattoo of at least rare rarity, adding increases by 60 feet.
deep shading out of which peer tiny eyes. You can cast
darkness with the point of origin being the modified
tattoo. There is no limit on how long you can maintain
concentration on the spell. An enemy creature that
starts its turn within the area of darkness must make
a DC 15 Constitution saving throw. They take 3d6 cold
damage on a failed save, or half damage on a success.
90
Ink Steed Magical Encore
Tattoo (flourish), rarity varies Tattoo (flourish), very rare
Ink steed modifies (and shares the space of) an existing Magical encore modifies (and shares the space of) an
magical tattoo with images of a horse or riding gear. existing magical tattoo, adding musical instruments
You can touch the image as an action to cast phantom or notes that continue along both arms. The modified
steed with a duration of 24 hours. When you do, the tattoo must be one that can be activated at least once
combined tattoo melts into a puddle of ink at your per day, and is not legendary or an artifact. You can
feet and reshapes into a large and colorful creature activate this tattoo to activate the underlying tattoo.
equipped with a saddle, whose exact features depend Doing so takes the same action as the underlying
on the rarity of the ink steed tattoo. While the steed tattoo. Once you use this tattoo, you can’t use it again
exists, you cannot benefit from or activate the ink until the next dawn.
steed or the underlying tattoo. When the spell ends the
combined tattoo returns to your body. You cannot use Mirror of Death
this ability again until the next dawn. Tattoo (flourish), legendary
Ink Steed (Uncommon). The creature appears Mirror of Death modifies (and shares the space of) an
as one suitable to carry you across the ground, such as existing magical tattoo of at least very rare rarity with
a horse or riding dog. symbols of death and adds matching iconography to an
Ink Flight (Very Rare). The steed appears as entire additional limb.
one with the ability to carry you through the air, such Mirror. When a creature within 90 feet casts a
as a pegasus or griffon. It has a flying speed of 60 feet. conjuration spell that summons a creature, you can
copy that spell as a reaction. The ink of the combined
Lightning Jump tattoo flows off your body to create a copy of that
Tattoo (flourish), uncommon (requires attunement by creature within 5 feet of you except that your copy
a character with another magical tattoo) is Undead instead of its usual type, has resistance to
Lightning jump modifies (and shares the space of) an necrotic damage, and weakness to radiant damage.
existing magical tattoo, adding little bolts of lightning. The creature disappears when you lose concentration
The tattoo has 3 charges (unless it would otherwise (as if concentrating on a spell) or when it is reduced to
have more). The tattoo regains 1d4–1 expended 0 hit points. The underlying tattoo has no effect while
charges daily at dawn unless it would regain more the copy exists. The ink returns when the creature
charges another way. disappears.
Lightning Jump. You can spend 1 charge from the Sinclair’s Catalyst
tattoo to cast misty step. When you arrive, creatures Tattoo (flourish), rarity varies
within 20 feet of you must make a DC 13 Dexterity
saving throw. They take 4d6 lightning damage on a Sinclair’s catalyst modifies (and shares the space
failed save, or half damage on a success. of) an existing spellrune tattoo (page 21), adding
additional magical symbols. When you cast the spell
Living Sanctuary from the modified tattoo, the spell is cast at half your
Tattoo (flourish), rare (requires attunement by a level (rounded up) to a maximum determined by the
character with another magical tattoo) rarity of Sinclair’s catalyst.
Living sanctuary modifies (and shares the space of) Rare Version. The spell can become up to 6th
an existing magical tattoo, adding a halo of light that level.
extends across that entire limb, your torso, or your Very Rare Version. The spell can become up to
head (wherever the base tattoo is). 9th level.
Healing Aura. As an action, you project a healing
aura for 1 minute. While it lasts, at the end of your turn,
you and all creatures within 30 feet of you regain a
number of hit points equal to half your level. Constructs
and Undead are unaffected by this healing. You cannot
activate the living sanctuary again until the next dawn.
The underlying tattoo has no effect while the healing
aura lasts, but you can dismiss the healing as a bonus
action to resume any effect of the underlying tattoo.
91
Tempered Glass Lightcatcher Glass Shield
Shield (any tempered glass), uncommon
Made from standard glass, tempered glass is made
using a secret technique mastered by the bovians This shield shimmers with internal light. The shield
and glass with a high material purity. By applying ex- has 3 charges. It regains all charges after spending 1
tra heat on pre-formed high-purity glass, it becomes hour in bright sunlight.
stronger and more resilient, able to take strikes that Agitate. As an action, you spend 1 charge to cause
would normally shatter untreated glass. Additionally, the lightcatcher glass item to shed light as a torch for
instead of breaking into shards, it breaks into smaller, 1 hour.
more granular pieces, making it safer and easier to deal
with when broken. Flash. When a creature misses you with an attack,
you can spend 1 charge and angle your shield to blind
A singe weapon or ten pieces of ammunition can be the attacker using your reaction. It must succeed at a
made out of tempered glass for an additional 25 gp. DC 15 Constitution saving throw or be blinded for 1
Tempered glass can also be used to make a breastplate, round.
half-plate, or full-plate for an additional 50 gp.
Lightcatcher Glass Weapon
L ightcatcher G lass Weapon (any tempered glass), uncommon
Much like tempered glass, lightcatcher glass does not The striking surface of this weapon is translucent.
occur in nature but is made using secret techniques. The weapon has 3 charges. It regains all charges after
Although all glass is capable of refracting, reflecting, spending 1 hour in bright sunlight.
and even splitting light, lightcatcher glass has the cu-
rious trick of capturing light within. The light tends to Agitate. As an action, you spend 1 charge to cause
move like motes within the surface of glass, and when the lightcatcher glass item to shed light as a torch for
the glass is moved with enough force, it looks like 1 hour.
beams of light. If exposed to bright light for at least one Flash. When you roll a natural 20 on an attack
hour, an item made of lightcatcher glass stores the light roll with a lightcatcher glass weapon, you can spend 1
within and can release that light later. charge to blind the target for 1 round.
92
Stored Light. As an action, you release all the The handles for these weapons are often wrapped thick
light stored in obsidian edge as long as it has at least 2 with leather to protect the wielder, or crafted with un-
charges left. Creatures within 30 feet must succeed at commonly long wooden hafts to keep some extra dis-
a DC 17 Constitution saving throw or be blinded for 1 tance. The weapons are constantly surrounded with an
minute. A creature within 5 feet that fails also catches aura of sparking electricity and static energy. When
fire; until someone takes an action to douse the fire, you roll a natural 20 on attack roll with a thunderglass
the creature takes 1d10 fire damage at the start of each weapon, your critical hit deals an extra 1d6 lightning
of its turns. A creature blinded by the stored light must damage and 1d6 thunder damage.
make another Constitution saving throw at the end of
each of its turns, ending the condition on itself on a Fractured Weapon
success. Weapon (any), uncommon (requires attunement)
With a mighty blow, this weapon shatters apart, spread-
T hunderglass ing shrapnel everywhere before coming back together
Collected from the glass left behind after storms, this again. You gain a +1 bonus to attack and damage rolls
rare type of glass attains much of the power of the light- made with this magic weapon.
ning that created it. Retaining this power is a challenge
Bleed. When you roll a natural 20 on your attack
for the most masterful of glassworkers, and the tech-
roll with this magic weapon, you cause the target
nique is a closely guarded secret amongst the bovians
to bleed. At the start of each of the bleeding crea-
known for it. If done correctly, this glass strikes like
ture’s turns, it takes 1d4 necrotic damage for every
lightning and blows against it resound with the sound
bleeding wound it has, and it can then make a DC 13
of thunder.
Constitution saving throw, ending the effect on itself
Thunderglass Armor on a success. Alternatively, the bleeding creature, or a
creature within 5 feet of it, can use an action to make
Armor (any tempered glass), very rare a DC 13 Wisdom (Medicine) check, ending the effect of
Thunderglass armor is usually insulated with earth or such wounds on it on a success.
dried pitch to provide the wearer protection from the
electrical energy within.
Electrified. You gain lightning resistance while
wearing thunderglass armor. If you are grappled, the
creature grappling you takes 2d6 lightning damage at
the end of each of its turns until the grapple ends.
Thunderglass Shield
Armor (shield), very rare
A thunderglass shiled is usually insulated with earth or
dried pitch to provide the wearer protection from the
electrical energy within.
Reverberation. You gain thunder resistance
while wielding a thunderglass shield, and when a crea-
ture rolls a natural 1 on a melee attack roll against you,
it takes 2d6 thunder damage.
Thunderglass Weapon
Weapon (any tempered glass), rare
Crafting thunderglass weapons is considered by bo-
vians to be a sacred act, requiring a level of skill and
devotion bordering on the monastic. Forging any sort
of glass into weapons is difficult, but the volatility of
thunderglass redoubles the challenge. It is all too easy
to release the electricity within, leaving you with a fine
glass weapon that lacks any magical power.
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Glass House Warp Space. As action, you can spend 1 charge to
cause the terrain in a 30-foot sphere centered on you to
Wondrous item, rare
become twisted and confusing. The area counts as diffi-
This glass-blown facsimile takes on the form of a sim- cult terrain for 1 hour. Creatures in this difficult terrain
ple cottage with distinct color-work. can’t have advantage on attack rolls against you (al-
though they still avoid disadvantage if they would have
Enlarge. You can concentrate on the glass house
both advantage and disadvantage). Minotaurs and
for 1 minute to cause the tiny glass cottage to grow into
anyone wearing mazehide are immune to this effect.
a small cottage made of shimmering glass which casts
light through it like the surface of gently rippling water. Portable Oubliette
The house is large enough to house 5 Small or Medium
creatures comfortably. The house’s form traps heat Wondrous item, very rare
in cold environments. The house is comfortably fur- This three-and-a-half-foot wide iron and frosted-glass
nished, but offers only bare privacy with frosted glass trap door has three handles spaced along its top and
walls. The walls of the structure physically offer half looks to have been pulled from its hinges, belying its
cover but only lightly obscure creatures against sight. functional nature. When placed on a flat horizontal
Any damage done to the activated house remains when surface, the portable oubliette’s hinges adhere to the
the house returns to its deactivated size but can be re- ground, and the door can be opened by pulling one of
paired with 8 hours of work, supplies worth 50 gp, and its three handles as an interaction with an object. Each
a successful DC 15 Dexterity check using glassblower’s handle opens into a separate, extradimensional, cylin-
tools. Creatures within 30 feet that damage the house drical cell, each of which can hold up to two Medium
take 1d8 piercing damage and 1d8 slashing damage as creatures or one Large creature along with their gear. If
retributive shards of glass fly toward them. Reducing the portable oubliette is lifted by the side of its hinge, it
the house to its original size takes 1 minute, and crea- comes away from the floor and can be carried.
tures or objects inside the house are ejected unharmed. Opening the oubliette from within requires the
Once you transform the house into full size, it can’t be creature to reach the door, which is 30 feet off the
transformed to full size again until 5 days have passed. ground. Climbing the walls requires a successful DC
20 Strength (Athletics) check. Opening the door from
Kinetic Weapon within requires forcing it open with a successful DC 20
Weapon (any), uncommon (requires attunement) Strength check or unlocking it with a successful DC 20
With every swing, your weapon builds up energy be- Dexterity check using thieves’ tools. The DCs to open
fore letting it loose in a single hit. the door increase by 2 if the portable oubliette is not
currently attached to a horizontal surface. If the porta-
Release energy. When you hit with this weapon, ble oubliette is opened from within, placed within an-
it deals an additional 1d6 force damage for each at- other extradimensional space, or becomes broken, all
tack you’ve made with it that’s missed since the start creatures contained within are immediately expelled
of your turn or your last successful hit (whichever is into the nearest empty spaces along with their gear.
more recent). The cells clean themselves once daily and can be lightly
furnished at the will of the person opening it, but are
Mazehide normally just damp cylindrical stone chambers with
Armor (hide), very rare (requires attunement) no comforts. Creatures within can survive by eating the
moss and drinking condensation within.
This suit of hide armor is marked by intricate maze
patterns that often shift when not observed, looking The portable oubliette rejects being used as item stor-
different upon subsequent viewings. While wearing age. If items are added to a cell without a creature that
this armor, you gain a +3 bonus to AC and have advan- can hold or carry them, the items are violently ejected,
tage on Intelligence checks to find your way in a maze targeting the person who added them and dealing 2d6
(including the maze spell). The armor has 4 charges. It damage (of a type determined by the GM as appropri-
regains 1d4 charges daily at dawn. ate for the item), or half damage if they succeed at a DC
15 Dexterity saving throw.
Cheat. You can spend 2 charges to cast passwall.
This spell can affect any inanimate material (including
metal). If the passage would not connect to another
open area, the casting has no effect, but doesn’t count
as a use of this ability.
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Saga Armor Greater Story Glass (Rare). You can cast minor
illusion at will, even if you are not attuned to the
Armor (plate), rare (requires attunement)
bead. When you cast major image, you can create any
This artistically flourished tempered-glass plate armor number of illusory creature or objects as long as they all
has embedded upon its surface a vast history embodied appear within a 20-foot cube at the time of casting. You
in glass, telling tales both figurative and literal. can move them within range as normal, and can move
each image individually. A creature that disbelieves
Ancestor’s Bravery. You have advantage on saving
any image disbelieves them all.
throws against being frightened.
Evoke Tale. As a bonus action you evoke one of the Neverending Story Glass
tales displayed on the armor, attempting to embody its Wondrous item, artifact (requires attunement by a
virtues. Make a DC 15 Charisma (Performance) check. character proficient in Performance)
On a success, gain one of the following benefits until
the beginning of your next turn. Legends tell of a story glass that predates and perhaps
eludes time itself, telling a tale that never ends and
• Artistry. Add 1d4 to your Charisma (Performance) proffers incredible power upon the one who wields it.
checks and any ability check to use a tool. If you have an illusion spell active, you have advantage
• Community. Add 1d4 to your Wisdom (Insight) on Charisma (Performance) checks.
and Charisma (Persuasion) checks. Minor Illusion. You can cast minor illusion at will,
• Resilience. Gain a +1 bonus to your AC. even if you are not attuned to the bead.
• Solidarity. Take the Help action. Major Image. You can cast a 6th-level major image
• Victory. Add 1d4 to your attack rolls. at will. You can create any number of illusory creature
or objects as long as they all appear within a 20-foot
Story Glass cube at the time of casting. You can move them within
Wondrous Item, rarity varies (requires attunement range as normal, and can move each image individually.
by a character proficient in History or Performance) A creature that disbelieves any image, disbelieves them
all.
These rounded, small, colorfully pigmented glass
shapes take many forms. Each one is unique to the Destroying the Neverending Story Glass.
craftsperson that makes them or the storyteller they Destroying the neverending story glass requires the
are made for and commonly found among bovian attuned character to tell the tale of the end of everything
travelers and communities. You can cast minor illusion and succeed at a DC 30 Charisma (Performance) check.
at will, even if you are not attuned to the bead. If On a success, the character is drawn into the bead
you are attuned, you can cast major as it fades to nothingness and cannot
image. This ability can’t be be resurrected under under any
used again until the next circumstances.
dawn. Typical story
glass has no other
powers and is
an uncommon
item, unlike the
variant below.
95
Storied Standard
Wondrous item, rare (requires attunement)
Bovians as a people are loath to enter war, tending to
prefer diplomacy and peaceful resolution; they rarely
gather in large enough numbers to be considered an
army. There are times, however, when in defense of
those they hold dear, they must come together to wage
war. When that happens, they bring forth the storied
standard. The banner of the standard is made from a
mosaic of colored glass woven into cloth, each bead
and plate representing something different: a fallen
warrior, a victory, a loss, every battle fought regardless
of the outcome. Over time, these standards become
larger and larger until they can no longer be held aloft.
When it gets to that point, the standard is retired and
the banner reforged into a single sheet of glass to be put
on display and to tell its story. Until then, they inspire
those fighting to recall what they are fighting for.
Raise the Standard. While holding the standard in
two hands, you cast bless targeting any number of
creatures within 30 feet. Your concentration on this
spell ends immediately if you are not holding the
standard in at least one hand.
Tale of Preservation. When you take an action with
a vitamancy cost, you can choose not to lose hit points
from that action if you are holding the standard. Once
you do, this power can’t be used again until the next
dawn.
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Spells
Arcane Knife Geode Strike
Evocation cantrip (warlock or wizard) 2nd-level evocation (druid, ranger, sorcerer, wizard)
Casting Time: 1 bonus action Casting Time: 1 action
Range: Touch Range: 60 feet
Components: V, S Components: S, M (a sling)
Duration: Instantaneous Duration: Instantaneous
You conjure a small blade of arcane energy in your Your magic empowers the stones tossed from your
hand, useful for carving sigils and your foes. Make a sling. Make a ranged sling attack against a creature
melee spell attack against the target. On a hit, the within range. On a hit, the target suffers the sling’s
target takes 1d4 force damage. normal effects plus 3d6 bludgeoning damage and
At Higher Levels. The spell’s damage increases by any creature within 5 feet of the target must succeed
1d4 when you reach fifth level (2d4), 11th level (3d4) on a Dexterity saving throw or take 1d6 bludgeoning
and 17th level (4d4). damage as they are pelted by magical debris from your
thrown stone.
Fraying Fate At Higher Levels. When you cast this spell using
3rd-level divination (bard, cleric, sorcerer, warlock, a spell slot of 3rd level or higher, the damage from the
wizard) stone and from the debris each increases by 1d6 for
each slot level above 2nd.
Casting Time: 1 action
Range: 60 feet Grounded Gumption
Components: S, V 4th-level evocation (druid, ranger, sorcerer, wizard)
Duration: 1 round Casting Time: 1 action
You foresee the potential future actions of a creature Range: Self
and force it to stick to a chosen course lest their Components: V, S, M (a sling)
minds fray from the futility of fighting fate. Choose a
creature you can see with range. They must succeed at Duration: 1 minute
a Charisma saving throw or follow one of the possible You draw power from the solid ground beneath you.
futures you have seen. The spell has no effect if the You gain 20 temporary hit points for the duration.
target doesn’t understand your language. As long as you don’t willingly move from your current
Attack a nearby creature. The target spends location, you have resistance to bludgeoning damage,
their turn moving towards a creature of your choice you have advantage on ability contests and saving
within 30 feet of them and attacking them. throws made against attacks or effects that would force
Flee. The target spends its turn moving away from you to move against your will, and you have immunity
a creature of your choice within range by the fastest to the prone condition.
available means.
Cast a spell. The target spends their turn casting Hold the Line
a spell of their lowest level available. You must know Evocation cantrip (druid, ranger, sorcerer, warlock,
they can cast spells. If you know the name or effect wizard)
of a specific spell, you can choose that spell to be cast
Casting Time: 1 action
as well as its targets. If you do not know any spells
they can cast, they choose one at random from their Range: 60 feet
available lowest level spells, and it targets the nearest Components: S, M (a sling)
eligible target that isn’t you. Duration: Instantaneous
Until the creature finishes performing their chosen
option, they are frightened. You use a sling to launch a magically weighted stone.
Make a ranged attack with a sling against a creature
At Higher Levels. When you cast this spell using
within range. On a hit, the target suffers the sling
a spell slot of 4th level or higher, you can affect one
attack’s normal effects and is pushed back 5 feet away
additional creature within range for each slot level
from you, or 10 feet if it was a critical hit.
above 3rd. You can choose different actions for each
creature.
97
When you reach 5th level, the sling attack deals an Sunder the Weave
extra 1d6 bludgeoning damage on a hit (2d6 total), and
6th-level abjuration (bard, druid, sorcerer, wizard)
the distance the creature is pushed back increases by
5 feet (10 feet total). The damage increases by another Casting Time: 1 action
1d6 and the distance pushed back by an additional 5 Range: Self (30-foot-radius-sphere)
feet when you reach 11th level (3d6, 15 feet), and 17th
Components: V, S, M (shears)
level (4d6, 20 feet).
Duration: Concentration, up to 10 minutes
Paradox Inception You have control over the threads of time and fate
1st-level enchantment (bard, warlock) around you, ending certain spells and magical effects.
Spells of 6th level or lower of the divination and
Casting Time: 1 bonus action
transmutation schools end. If there are any higher-
Range: 30 feet level spells of those schools, make a single ability check
Components: V, S, M (clay) using your spellcasting ability. The DC equals 10 + the
Duration: Concentration, up to 1 minute spell or effect level. On a successful check, the spell or
magical effect ends. You use the result of a single roll
You overwhelm a creature’s mind with apparent para-
against all qualifying effects. In addition, all remaining
doxes wherever they look. You deal 1d4 psychic dam-
items and magical effects that grant truesight or other
age to a creature you can see within range. The target
enhanced senses, as well as those that penalize speed,
must make an Intelligence saving throw. If it fails, its
increase speed, grant additional actions, or that alter
mind is clouded for the duration such that whenever
time for a creature (such as a stone golem’s ability to
the target casts a spell, the target must roll a d4 and
slow creatures) don’t function in the area.
subtract the number rolled from its spell attack roll
and spell DC. While concentrating on this spell, as a As long as this spell is active, you cannot be the
bonus action, you can force the target to make another target of a scrying effect unless the source succeeds at
Intelligence saving throw. On a failure, it takes another a spellcasting ability check against your spell save DC.
1d4 psychic damage. At Higher Levels. When you cast this spell using a
At Higher Levels. When you cast this spell using spell slot of 7th level or higher, the barrier blocks spells
a spell slot of 2nd level or higher, each instance of psy- of one level higher for each slot level above 6th. When
chic damage increases by 1d4 per slot level above 1st. you cast this spell using a 9th-level slot, its maximum
duration is 1 hour.
Sense Futures
1st-level divination (bard, cleric, druid, sorcerer,
warlock, wizard)
S haman S pells
Casting Time: 1 action Aura of Immortality
Range: 30 feet 4th-level abjuration (shaman)
Components: S, V Casting Time: 1 reaction, which you take when you or
Duration: 1 minute an ally within 30 feet of you is reduced to 1 or 0 hit points
You project your senses slightly ahead of yourself in Range: Self (30-foot-radius)
time. When you cast this spell, you take the Search Components: S
action, using any square within range as the origin of Duration: Until the end of your next turn
the Search as if you were in that space. For as long as
Casting this spell reduces you to 1 hit point if you were
you are concentrating on this spell, you can spend a
not already at 1 hit point. Allies in the area that would
bonus action on your subsequent turns to Search again
be reduced to 0 hit points can instead choose to be re-
from within range.
duced to 1 hit point. They become immune to all dam-
At Higher Levels. When you cast this spell using age but also can’t regain hit points or gain temporary
a spell slot of 3rd level or higher, increase the range by hit points for the duration.
30 feet for every two slot levels above 1st, and increase
the duration to 10 minutes. If you cast this spell using Deadly Vitamancy
a spell slot of 6th level or higher, the duration becomes
1 hour. If you cast this spell using a 9th-level spell slot, 9th-level necromancy (shaman)
the duration becomes 8 hours. Casting Time: 1 bonus action
Range: 30 feet
Components: S, HP
98
Duration: Instantaneous Duration: Concentration, up to 1 minute
You almost effortlessly strike at the core of a creature’s When you cast this spell, you send some of your spilled
life force. Choose a creature within range that you can lifeforce to bolster your allies. Up to two allied crea-
see. If it is not a Construct, it makes a Constitution sav- tures (other than you) of your choice in range regain hit
ing throw. The saving throw gets a +5 bonus unless it points equal to your spellcasting ability modifier, up to
has 100 hit points or fewer. On a failed save, it dies. a maximum of the damage you took.
Until the duration ends, when you take damage you
Essence Flow can use your reaction to restore 1 hit point to up to
3rd-level necromancy (shaman) two allied creatures within range as long as the dam-
age doesn’t break your concentration. Constructs and
Casting Time: 1 reaction, when an ally is reduced to 0 Undead are not affected by this spell.
hit points but does not die At Higher Levels. When you cast this spell using
Range: 30 feet a spell slot of 2nd level or higher, the healing when you
Components: V, S, HP cast the spell increases by 1 hit point per slot level above
Duration: Instantaneous 1st and the healing when you use your reaction while you
maintain concentration increases to equal the slot level.
The ally regains hit points equal to 3d8 + your spell-
casting ability modifier. Vital Drain
At Higher Levels. When you cast this spell using 6th-level necromancy (shaman)
a spell slot of 4th level or higher, the hit points healed
Casting Time: 1 action
increase by 1d8 for each slot level above 3rd.
Range: 30 feet
Until Death Do Us Part Components: V, S, HP
3rd-level necromancy (shaman) Duration: Concentration, up to 1 hour
Casting Time: 1 action As part of casting this spell, you can force a creature
Range: Touch within 30 feet to make a Constitution saving throw.
Components: V, S On a failure, that creature loses hit points to pay your
vitamancy cost to cast the spell instead of you. On a
Duration: Concentration, up to 1 minute success, you pay the vitamancy cost normally. Either
You connect your life-force to an opponent. Make way, that creature is then immune to this spell from
a spell attack roll. Allies can willingly accept the at- you for 1 day. Up to once per turn when you would pay
tack if they are neither incapacitated nor restrained. a vitamancy cost for as long as the spell lasts, you can
Constructs are immune. On a hit, the target is bound force a new creature to make the saving throw against
to you by a spectral chain for the duration. If your hit this spell and pay the cost for you on a failure.
point total was above half your hit point maximum, you At Higher Levels. When you cast this spell using
lose hit points to reduce you below half your maximum a spell slot of 9th level, the duration is 1 hour and any
just before the chain appears (which doesn’t break your target with 100 hit points or fewer automatically fails
concentration). Whenever you lose hit points after the its saving throw.
chain appears, the target takes necrotic damage equal
to half the amount you lost if it is within 150 feet of you. Waves of Hurt
Whenever you regain hit points or gain temporary hit 2nd-level necromancy (shaman)
points, the creature does the same for half the amount
if it is within 150 feet. You can dismiss the spell as an Casting Time: 1 action
action. The spell ends if the target drops to 0 hit points, Range: Self (30-foot radius)
if your hit point total is ever above half your hit point Components: V, S
maximum (after that healing is shared), or if this spell
Duration: 1 minute
is cast again by either you or the target.
Your feelings of pain are amplified and echo around
Upwelling of Life you to wound your foes. Whenever you lose hit points
1st-level evocation (shaman) when you already had fewer hit points than half your
hit point maximum, each opponent within range takes
Casting Time: 1 reaction, which you take when you 1d4 necrotic damage. You can dismiss the spell as an
are damaged action.
Range: 30 feet At Higher Levels. When you cast this spell using
Components: V, S a spell slot of 4th level or higher, the necrotic damage
increases by 1d4 per two slot levels above 2nd.
99
CHAPTER 5
GM Tools
100
Consuming Curses
Some fates are inevitable. You square off against a werewolf: spells are slung, blows
are traded, and someone gets nicked by a fang. The curse takes hold, and at the next full
moon’s rise you become a werewolf.
Using the default rules, you can seek a cure and it When you choose this variant background feature,
can be as easy as a spell cast or something a bit more work with your GM to decide how much you know
elaborate like a potion with a rare ingredient obtainable about your curse and its source. Have you had any sign
through an adventure. Either way, this may seem like of it since it cursed you? Do you have any specific hope
getting off easy if the only real drawback being a little for a cure?
rampage every full moon. Now all this is fine, if you
want to get rid of the curse quickly. U sing a C onsuming C urse
But what if there was more to it? What if the curse A consuming curse has the following elements. You
meant more? Did more? What if it had long-felt gain the curse’s initial gift and stain immediately upon
consequences for you? What if you could harness the becoming cursed.
power of the curse?
Saving Throw
C ontracting a C onsuming C urse The listed saving throw is used whenever the curse
Curses can be contracted in many ways. The most calls for one (unless noted otherwise).
common occurrences are cursed objects or, in
the infamous case of lycanthropy, being bitten by
Gift
someone who suffers from the curse. Individual curses Gifts are boons granted by the curse, each one a benefit
suggest ways they might be contracted, but curses are of the power imposed upon you for as long as you
idiosyncratic, unpredictable things that might defy remain cursed. These boons can range from simple
expectations. Whenever a creature's special ability, new abilities and resistances to new appendages and
a spell or an item calls for a saving throw against a altered nature.
curse, your GM might decide to use a consuming
curse instead. Your curse might also arise before the Stain
campaign begins, such as if you choose the cursed Each curse also gives you stains, which are generally
variant background feature below. drawbacks. They might include changes to your
You can only have one consuming curse at a time. character’s appearance, inability to perform certain
You are immune to other consuming curses while you tasks or disadvantage on certain actions. These
have one already. changes can be subtle at first, but be wary, as they will
inevitably turn you into an unrecognizable version of
yourself if left unchecked.
Cursed Campaigns
Cursed Flaws. Many curse stains include a flaw.
Instead of introducing a consuming curse in Each cursed flaw reflects a way that the curse has
a campaign in progress, you might decide to changed you for the worse or a temptation to give into
include the curse(s) from the very beginning. the curse’s nature. As with any other flaw, one granted
Consider giving one, or all, player(s) around can be customized to suit your character, although the
the table the Cursed background. GM can also change it to reflect the curse and its origins
(instead of reflecting your character). Giving in to the
drawback represented by a cursed flaw is typically a
Variant Feature: Cursed way you can gain inspiration.
You had lived a normal life up until recently but Blighted Characteristics. Sometimes a curse’s
something unexpected happened—perhaps a close stain blights one or more of your characteristics (trait,
encounter with a foul beast, a trek through terrible ideal, bond, or flaw), as the curse overshadows parts
lands, or an altercation with a disgruntled deity. of your background, personality, and memories. You
Whatever the incident, you came back from the can’t gain inspiration from a characteristic that has
experience changed, cursed. With this knowledge in been blighted until that stain has been removed, and
mind, you can no longer live a normal life. Perhaps you it generally seems muted (although the exact effect of a
will find the answers you’re seeking on the road. You blighted characteristic on your character is up to you).
contract a consuming curse instead of gaining the usual
feature for your background.
101
The Curse’s Growth Make an ability check using your spellcasting ability
against the curse’s DC. On a success, the target’s curse
Each consuming curse is linked to several feats that manifests. If the target’s hit points are reduced to 0
build upon it. Curse feats each add one or more before the manifestation ends, the curse ends. The
additional gifts and stains to your consuming curse. character can choose replacement feats or Ability Score
Regardless of how you ended up with the curse, you Improvements for each cursed feat removed. If you
gain access to the feats associated with it as soon as the succeed by 5 or more or target had no cursed feats, the
curse takes hold, and can choose any you qualify for curse is completely removed immediately. On a failed
whenever you gain an Ability Score Improvement. ability check, the curse manifests but even defeating
As long as you have a consuming curse, whenever the character while manifested doesn’t remove the
you gain an Ability Score Improvement and qualify for curse. If you fail this check by 5 or more, you gain the
a curse feat, you must attempt the appropriate saving consuming curse yourself and the target must replace
throw listed for your curse. On a success, you can an Ability Score Improvement or feat they possess with
choose a feat or an Ability Score Improvement as usual a cursed feat (if possible).
(you are free to choose a curse feat if you want to). On
a failure, you must choose a curse feat you qualify for C urses in D owntime
instead. If you fail this saving throw by 5 or more, the For as long as you are cursed, you have access to the
curse also manifests (see below). following downtime activities.
R emoving a C onsuming C urse Embrace the Curse
Unlike removing a standard curse, which often comes One’s curse is another’s blessing. You might decide to
down to a simple remove curse spell, removing a try and harness the power of your consuming curse,
consuming curse requires a lot more time and takes willingly giving it more purchase upon your soul. You
a greater toll on your body. With a consuming curse, spend some time to concentrate, focus, or train with the
each curse feat gained has to be removed in succession power your curse grants you to do so. You replace one
starting with the latest acquired until you can remove of your existing feats or Ability Score Improvements
the underlying curse and be truly cured. If a curse feat with a new feat from the cursed feat list for which you
is removed, you lose all its gifts and stains and can meet the prerequisites. This can only be done once per
replace the feat with an Ability Score Improvement or week and takes 1 day of downtime to complete.
other feat. This generally requires attempting to Fight
the Curse during downtime (described later) or the use Fight the Curse
of little-known magic such as the cleanse curse spell You can attempt to resist the curse on your own,
below. fighting against it like one would fight off an infection.
Cleanse Curse This process is taxing, and requires you to connect with
the curse within you, which can lead to … unforeseen
4th-level abjuration results. You can’t begin the attempt while you have
Casting Time: 8 hours any levels of exhaustion. You can attempt to do so by
Range: 10 feet spending 5 days of downtime. Methods to fend off the
curse’s encroaching hold vary with the nature of the
Components: V, S, M (rare ingredients worth at curse, but often involve spending time meditating in
least 75 gp, which the spell consumes, and an object hallowed areas, receiving treatment from magical
opposed to the curse’s nature for every cursed feat the experts, or asking blessings from spiritual leaders.
target has) Attempt the appropriate saving throw listed for your
Duration: Instantaneous curse. On a success, you can replace a cursed feat you
Classes cleric, paladin, warlock, wizard have with an Ability Score Improvement or a feat that
You loosen a consuming curse’s hold on one creature you could have chosen for that level. On a failure, you
you can see provided you have correctly identified it change nothing. If you fail this saving throw by 5 or
and gathered ingredients repulsive to it. However, more, the curse also manifests (see below).
consuming curses have a tendency to fight back. After you attempt the saving throw, and after any
manifestation ends, you gain 1d6 levels of exhaustion
and can’t attempt to remove the curse again while you
have any levels of exhaustion remaining.
102
M anifested C onsuming C urse Divine Affliction
A consuming curse can manifest, allowing it to take
over its host and terrorize the world. A consuming Asperion’s punishment is always of divine
curse can manifest for many reasons, like a failed origin. Initially used by a Bovian god to punish
ritual to cure the host from its curse, if the curse has the Conqueror for his solution of violence and
gained too much ground within its host, or because of a territorial expansion to the blight poisoning his
significant event, which can be determined by the GM. people’s land, the curse is now commonly used
Consuming curses manifest in various ways, always by many gods to punish similar crimes. Excess
listed in the consuming dedication, but more often of violence or territorial expansions, particularly
than not involve gaining additional powers in service ones who claim acting in the name of the
of a newfound nefarious goal, impacting the land and greater good, might earn this curse. More than
wildlife around you or simply going on a murderous one paladin has seen themselves cursed with
rampage. The cursed character gains a template Asterion’s Punishment after leading a regiment
associated with the growing curse and regains all their of soldiers to wrongfully evict from their land one
hit points. If the hit points of a character become 0 people or another in the name of their deity.
while their curse is manifested, the manifestation ends In the later years, a new way of contracting
and they fall unconscious, but are stable. the Conqueror’s curse has seen the light of day.
Many lesser devils have been caught scouring
tunnels and caves, offering lost travelers the “gift
Playing the Manifested Curse of the minotaur”, granting them a supernatural
sense of direction. Desperate and eager to see the
A compelled and empowered character can
daylight again, many poor souls have accepted
lead to a deadly confrontation between player
the boon and signed the contract, to quickly find
characters. You and your GM should discuss
their way back underground once the curse’s
the best way to handle the manifestation for
obsession had taken hold, in a poetic twist of fate.
the story and everyone’s fun. You might hand
over your character sheet for the duration of the
manifestation for the GM to use it as a hostile
NPC rather than fight your own party yourself. Asterion’s Punishment
You might find other targets to fixate on and allow Curse, consuming
the party to act in parallel to you. Your group
You angered a deity through illegitimate conquest or
might step back and briefly narrate what happens
you have signed a devilish contract. Now, you find
rather than play out the combat action-by-action.
yourself strangely irritable, prone to violence and
If the tone of the game suits an intense confrontational towards strangers.
emotional struggle, the GM can add the following
Saving Throw. Wisdom DC 8 + twice your
trait to the manifested character:
proficiency bonus
Fighting the Manifestation. When the
Gift. You gain the following benefits:
cursed character starts their turn and they took
damage since the start of their last turn, they • You gain the Rage barbarian feature as a barbarian
can attempt a Wisdom saving throw against the of your level. If you are already a barbarian, you
curse’s DC. On a success, the cursed character is gain an extra use of your Rage feature.
incapacitated for 1 round. If they spent inspiration • You have advantage on ability checks to navigate
on the saving throw, they regain control for that or track creatures.
round. Stain. You have the following drawbacks:
• Reduce your Intelligence score and Dexterity
scores each by 1.
Asterion’s Punishment • You must use your bonus action to Rage before
taking any other action on your first turn of any
Like Asterion, the first minotaur, you have angered a combat encounter.
god and now share his curse. Your heart is filled with
• One of your bonds becomes blighted. You gain
anger and your mind is trapped in an eternal maze.
the flaw “I am uncomfortable around people I
You can feel yourself slowly drifting away, enraged by
don’t already know.”
the perpetual feeling of being lost despite your perfect
sense of direction.
103
Manifestation. You become enraged and Gift. You gain the following benefits:
agoraphobic, lashing out at everything in your path • You gain darkvision in a 60-foot radius. If you
until you find a cave, basement, or tunnel to take refuge already had darkvision, you have advantage on
in. You immediately Rage. You gain the following Wisdom (Perception) checks that rely on sight in
template: total darkness.
• Size. You become Large. • As an action, you can make a Charisma
• Alignment. Your alignment changes to suit the (Intimidation) check to frighten any number of
deity that cursed you or the flaw that the deity saw creatures within 60 feet that can hear you and
within you (usually chaotic evil). If not confronted that you can see or hear. Compare your check
by an immediate threat, you rampage in search of result to the DC for each opponent, which equals
a dark, enclosed space such as a tunnel or alley 10 + the target’s Wisdom saving throw modifier.
and defend it violently against all who are there Any of your opponents who can’t see you because
or who enter. there is a wall in the way have their DC for this
• Armor Class. Your AC becomes 14 + your check reduced by 4. Each opponent you succeed
Dexterity modifier unless it was higher. against is frightened of you until the start of your
next turn and has disadvantage on all ability
• Hit Points. Your hit point maximum triples,
checks to navigate or track until they finish a
and you regain all your hit points.
short or long rest.
• Speed. Your walking speed increases by 10 feet.
Stain. You have disadvantage on Wisdom
• Senses. You gain darkvision out to a 60-foot (Perception) checks that rely in sight while you are in
radius. direct sunlight.
• Brutal Rage. Your Rage bonus is +4 and it
applies to attack rolls as well as damage.
• New Attack: Gore. You grow sharp horns and
gain a gore unarmed strike that deals slashing
damage and uses a d8. It counts as magical for
the purposes of damage immunities, resistances,
and vulnerabilities. At 5th level, 11th level, and
17th level, the amount of bludgeoning damage
your gore deals increases by 1d8.
• New Action: Multiattack. Either you make
two attacks, or you make
one attack and cast a
cantrip.
Maze Hunter
Prerequisite: Asterion’s
punishment
Your eyes can no longer
adapt to the sunlight and
you find comfort in darkness,
which no longer seems to be
hiding so many secrets.
104
Bull’s Rage
Prerequisite: 6th-level character, Asterion’s punishment
Corrupted
The curse of corruption is one of many sources. It can
You start to share a glaring resemblance with the come from a mysterious patron whispering in your ear
cursed lineage of minotaurs and their infamous leader, in a time of need, or a deal offered by some dubious
Asterion the Conqueror. entity. Some have even willed their curse of corruption
Gift. You gain the following benefits: into existence, desperate for power, or simply
• Your Strength score increases by 1, to a maximum desperate. And the power promised is considerable …
of 20. if one is willing to reach for it.
• When you Rage, your head transforms into that
of a bull with sweeping horns. When you make an A Mysterious Corruption
unarmed strike to gore with your horns, you deal
piercing damage and roll d8 for damage. You can A curse of corruption doesn’t necessarily need
use these attacks as if they were weapons with to have an obvious or identifiable source. You
the light property, such as for the two-weapon might decide to grant one of your players an
fighting. At 11th level, the die increases to d10. opportunity to be tempted by the corruption
At 17th level, it increases to d12. As long as you curse by offering them to use one ability with
are attuned to a magic weapon, you can apply its the corrupting trait in a time of need. For
special properties to these unarmed strikes. example if a player fails a Strength (Athletics)
• You have advantage on attack rolls to hit check to pull themselves off a cliff, you could
frightened creatures. offer them to use the Gift of the Whisper to
Stain. You become short tempered and susceptible save themselves. If you do so, make sure the
to provocations, gaining the following drawbacks: player understands that this is an offer to be
accepted or refused, and likely to be granted
• One of your traits becomes blighted and you gain by an outside entity, so the player can make
the flaw “I can’t back down from a direct insult, or a somewhat educated decision. If the player
refuse a duel or challenge.” accepts the boon, they gain the corruption curse
• You have disadvantage on Charisma (Deception immediately after using the action, and they do
or Persuasion) checks to influence anyone who not roll a saving throw to resist the curse.
isn’t already friendly toward you.
• The first time you Rage after gaining this feat,
your horns become a permanent feature of your Curse of Corruption
body even after the Rage ends. You can still use
them for unarmed attacks. They remain even if Curse, consuming
the curse is broken. You find yourself hearing a voice whispering in your
ear, promising fortune and power beyond your wildest
Asterion’s Mania dreams. But everything comes at a cost. You become
Prerequisite: 8th-level character, Asterion’s corrupted. Your corruption has four stages: pure,
punishment tempted, warped and corrupted. Your corruption stage
You can assume the form of a tree, but the call to reduces by one step in the following circumstances:
remain as such is as strong as the desire to escape. • you finish a long rest
Gift. You gain the following benefits: • you gain inspiration from an ideal or bond
• Your Strength score increases by 1, to a maximum • you succeed at the saving throw to use the Fight
of 20. the Curse downtime activity
• Your feet twist into hooves and your speed If you use a corrupting action while your corruption
increases by 10 feet. stage is corrupted, you must succeed at the curse’s
• You are immune to the maze spell and you can saving throw or your curse Manifests.
perfectly recall any path you have traveled. You Saving Throw. Wisdom DC 8 + twice your
automatically succeed at ability checks to track or proficiency bonus
avoid getting lost if the DC is 25 or less.
Gift. You gain the following benefits:
Stain. You gain the following drawbacks:
• When you miss with an attack roll, the voice
• Your Rage is permanent. You can’t end it willingly, whispers a weakness in the target’s defenses.
nor does it end when you fail to attack. You can accept its help to get a +5 bonus on the
• You can no longer Fight the Curse. attack roll.
• You can’t wear or benefit from magical footwear.
105
If you are not currently pure, the attack deals Corrupted Magic
extra damage according to your current stage of
Prerequisite: curse of corruption
corruption: 1d4 if tempted, 1d6 if warped, or 1d8
if corrupted. Your corruption then increases by You might not know how to cast spells, but the whispers
one step. Once you use this benefit, you can’t use do.
it again for 1 minute. Gift. You gain the following benefits:
• When you fail an ability check or saving throw, • Increase your Intelligence, Wisdom, or Charisma
the voice whispering in your head offers guidance score and its maximum each by 1.
and promises success. You can accept its help
• You learn a 1st- or 2nd-level spell from the warlock
to get a +5 bonus on the check, which can cause
list. You can cast it using any spell slots you have.
you to succeed instead of fail. After you do, your
You can also cast it as an innate spell once. You
corruption increases by one step. Once you use
regain the ability to cast it innately when you finish
this benefit, you can’t use it again until you finish
a short or long rest. Your corruption increases by
a long rest.
one step after you cast this spell innately (but not
Stain. You have the following drawbacks: if you cast it using a spell slot). Your spellcasting
• While your stage of corruption is at least tempted, ability for this spell is the one increased by this
your hit point maximum is reduced: by your level feat unless you already had a spellcasting ability.
if you are tempted, by twice your level if warped, Stain. One of your ideals is blighted. You gain the
or by triple your level if corrupt. flaw “I don’t help others without imminently expecting
• One of your traits is blighted and you gain the payment or other tangible benefit for myself.”
trait “When frustrated or stymied, I stop to listen
to voices no one else can hear.” The Cost of Power
Manifestation. Foul enchantments weave into Prerequisite: 6th-level character, curse of corruption
the minds of all creatures within 30 feet of you. Each You can assume the form of a tree, but the call to
of them must succeed at a Wisdom saving throw remain as such is as strong as the desire to escape.
against your curse DC or be charmed by you. You and
Gift. You gain the following benefits:
every creature charmed this way no longer treat any
creatures other than each other as an ally. For as long • You deal an additional 1d4 necrotic or poison
as they are charmed, the creatures gain access to all the damage each time you hit with an attack. You
benefits granted to you by this curse and any cursed choose the type each time you hit. This damage
feats you have. They each must act in a manner which reduces the target’s hit point maximum by the
best serves your new goals and ambitions. At the end same amount for 1 hour. If you are warped, the
of each charmed creature’s turn, it must make another damage increases to 1d6. If you are corrupt, the
Wisdom saving throw, ending the condition on itself damage increases to 1d8.
on a successful save. You gain the following template: • You have advantage on saving throws against
• Alignment. Your alignment changes to chaotic spells and other magical effects that would
evil or another alignment chosen by the GM to not affect you if you were a Fiend and not your
suit the enigmatic source of your corruption. original type (such as hold person).
Your allegiance now belongs to the source of your • The cost of power gives you pause. As an action,
corruption, or to your most selfish desires if you you can focus on an ideal or bond that opposes
are not aware of its existence of intention. You corruption or beseech a suitable deity to seek
must act according to the ambitions of whichever absolution when your corruption stage is warped
entity corrupted you; if you do not have an entity or greater to make a Wisdom saving throw
to please, you must act in order to serve your own against the curse. If you succeed, your corruption
interest and preserve the corruption above all stage decreases by one step, or by two steps if you
else. rolled a 20 on the die. Once you use this benefit,
• Hit Points. Your hit point maximum is restored you can’t use it again until you finish a long rest.
while the Manifestation lasts and you regain all Stain. You gain the following drawbacks:
your hit points. • You gave room to the corruption, and it has
• Resistances. You gain resistance to all damage. marked you forever. You are forever after treated
as a Fiend for the purposes of spells and other
magical effects in addition to your other types,
even if the curse of corruption is lifted.
106
• Your corruption stage can never be lower than
tempted. It only diminishes at the end of a long Characters of Faith & Corruption
rest if you are corrupt (making you warped at the
If you are playing a cleric, a paladin, an acolyte,
end of the rest).
or another character that is particularly devout,
gaining The Cost of Power is a great opportunity
to change your deity, tenet and/or cause. While
Permanently Corrupted
not inherently necessary, the progression
The permanent effects of The Cost of Power, towards evil and the morally arguable source of
as opposed to other consuming curses, can be the powers granted by the corruption curse are
reversed. Working with your GM, you might find bound to cause some thematic conflict with a
a way for your character to redeem themselves good aligned or righteous character. Work with
from falling prey to temptation and completely your GM to determine how you would prefer to
cleanse the effects of the curse. The act—or handle this inner conflict happening within your
acts—of redemption should be in line with your character. If you do decide to change your deity
character’s moral compass, a character of deep or oath, your GM should allow you to revert to
faith would most likely have to redeem themselves your original one in the event of the curse being
in the eyes of their deity, but a neutral character lifted, although some deities would not take such
whose loyalty is to their companion might need betrayal lightly and might require a character
to redeem themselves in the eyes of the party for to prove themselves before granting them their
example. divine favors once again.
107
Power of Corruption The ally has their own separate limitation on how
often they can use a benefit you grant this way (as
Prerequisite: 12th-level character, curse of corruption
described in that benefit) and any remaining effect
You might not know how to cast spells, but the whispers of the benefit ends at the end of 1 minute.
do. • Your benefits of the curse recharge at the start of
Gift. You gain the following benefits: each of your turns (but not for allies whom you
• Increase your Intelligence, Wisdom, or Charisma share the curse’s gifts with).
score and its maximum each by 1. • Innate spells you can cast due to feats that require
• You learn a 5th- or 6th-level spell from the warlock the curse of corruption can each be used twice
list. You can cast it using any spell slots you have. between rests and they are cast at 6th level if
You also can cast it as an innate spell once. You they would have been lower. This benefit doesn’t
regain the ability to cast it innately when you finish improve spells you grant allies the ability to cast.
a short or long rest. Your corruption increases by Stain. Your stage of corruption never diminishes as
one step after you cast this spell innately (but not a result of a long rest.
if you cast it using a spell slot). Your spellcasting
ability for this spell is the one increased by this
feat unless you already had a spellcasting ability.
Fey-Touched
• If you can cast any spells innately (not from spell A misstep into a circle while lost in a forest, the
slots) at 4th level or lower, you can cast them at partaking of a feast with masked figures, the signing of
5th level instead. your name on a glittering contract; one way or another,
the fey have laid claim to you and want what’s due. This
Stain. You can’t cast any spell that grants a bonus
may start with honeyed words and granted powers, but
or advantage to the target unless you target yourself.
eventually you will begin to lose your grip on yourself
Taste of Immortality and the material plane. Would that be so bad though?
Everyone in the fey realm seems so happy…
Prerequisite: 12th-level character, curse of corruption
You feel impervious to damage, pain no longer cripples Fey-Touched
you and you become a little more reckless every day. Curse, consuming
Gift. You have resistance to bludgeoning, piercing, You have had a prolonged exposure to magic from the
and slashing damage that isn’t magical. If you are at fey realm, or had an encounter with a fey. The link to
least warped, the resistance applies to all bludgeoning, the fey realm established, you are granted a small taste
piercing, and slashing damage as well as poison and of the power it offers.
necrotic damage. If you are corrupt, you have resistance
Saving Throw. Wisdom DC 8 + twice your
to all damage.
proficiency bonus
Stain. You grow increasingly reckless and
Gift. You gain the following benefits:
dependent on your unholy power. You take a –1 penalty
to AC while you are at least warped. The penalty • Your type changes to Fey.
increases to –2 while you are corrupt. • Choose a cantrip and 1st-level spell from the
druid spell list. You can cast those spells and the
One With the Whispers dancing lights cantrip. You can cast the 1st-level
Prerequisite: 16th-level character, curse of corruption, spell using this gift once and then must finish a
The Cost of Power feat long rest before doing so again. Your spellcasting
ability is Charisma. You can change your chosen
There is no turning back, as you have fully given
spells whenever you finish a short rest. When you
yourself to the whispers and embraced their dark gifts.
make this change, you must make a saving throw
Gift. You gain the following benefits: against the curse. On a failed save, you can’t
• You can use a bonus action on each of your turns change the choice of cantrip again until you finish
to share your corruption with one ally you can see a long rest. If you fail by 5 or more, the curse also
within 30 feet as long as you are warped or corrupt. manifests.
For 1 minute or until you use this benefit again, the Stain. You have the following drawbacks:
chosen ally gains one benefit of your choice from the
• Your vision blurs with glimpses of the fey realm
curse of corruption or a feat you have that requires
at inconvenient moments. You have disadvantage
it. You grant only a single benefit of your choice
on Wisdom (Perception) checks using your
this way. The ally’s stage of corruption can advance
sight (which applies a -5 penalty to your passive
just like yours (including reducing their hit point
Perception score using vision).
maximum) and be reduced at the end of long rests
or when they gain inspiration from a bond or ideal.
108
• One of your traits is blighted. You gain the trait “I • Noxious Attacks. All your attacks are magical
detest the taste of mortal food—only the purest of for the purposes of damage immunities and
water does not offend me and only the food and resistances. When you critically hit a creature
drink of the fey can please me.” with a weapon attack, unarmed attack, or spell
Manifestation. You become a conduit of the fey attack, it becomes poisoned until the end of your
realm, allowing it to bleed out into the material world next turn.
through you. Your Manifestation acts as a beacon to • New Action: Multiattack. You make two
fey realm creatures, conjuring creatures of the Fey, weapon attacks or cast two cantrips.
Giant, Humanoid (Goblinoid), Monstrosity, or Plant
type within 5 feet of you. What creatures appear reflect Fey Sidestep
what fey forces cursed you and your level, as indicated Prerequisite: fey-touched curse
on the table below. As the pull of the fey realm gets stronger, your grip on
CREATURES CONJURED BY reality begins to slip and you shift erratically between
LEVEL
CHALLENGE RATING planes.
Gift. When you are hit by a weapon attack or
1st Two CR 1/4 (goblin)
unarmed strike, you can use your reaction to teleport
2nd Two CR 1/2 (hobgoblins, satyrs, slightly to one side. You get a +3 bonus to your AC
violet fungi, or worgs) against the attack, which can make the attack miss. You
3rd Two CR 1 (bugbears, dryads, or death can use this gift even when you have no reaction left,
dogs) but if you do you must make a Wisdom saving throw
against your curse’s DC. On a successful save, you can’t
4th Three CR 1 (bugbears, dryads, or use a bonus action or reaction on your next turn. On a
death dogs) failed save, you are stunned after the attack is resolved
5th to 10th Two with challenge rating equal to until the end of your next turn and you can’t use Fey
half your level (rounded down) Sidestep again until you finish a short or long rest. If
the save fails by 5 or more, the curse also manifests at
11th or Three with challenge rating equal to the end of your next turn.
higher half your level (rounded down)
Stain. Whenever an ally casts a spell on you, they
In addition, you gain the following template: must roll a d10. On a 1 or 2, the spell has no effect on
• Alignment. Your alignment changes to suit the you.
fey that cursed you (usually chaotic evil or chaotic
neutral). You are compelled to take hostile actions
Seelie Powers
toward nearby creatures, typically attempting to Prerequisite: fey-touched curse
play cruel pranks on them or punish them for You step further into the fey realm to draw superior
perceived transgressions against you, against powers from its essence, gaining some innate fey magic.
nature, or against the byzantine social rules of
Gift. You gain the following benefits.
the fey courts. If no targets are available, you
stealthily hunt for such targets. • Increase your Charisma score and its maximum
each by 1.
• Armor Class. Your AC becomes 15 + your
Dexterity modifier unless it was higher. • Choose two 1st- or 2nd-level druid spells. You can
cast each of them as an innate spell or using any
• Hit Points. You regain all your hit points.
spell slots you have. Once you cast one of them
• Speed. Your walking speed increases to 40 feet using this gift, you can’t cast that spell again
unless it was already faster. using this gift until you finish a short or long rest.
• Frightful Aura. A creature other than your Stain. Your aura begins to radiate with a seelie
conjured allies that starts its turn within 20 feet energy which can be felt even by those who can’t see it.
of you for the first time during this manifestation You gain the following drawbacks:
must succeed at a Wisdom saving throw against
• You and creatures within 30 feet of you have
your curse DC or be frightened for 1 minute.
disadvantage on Charisma (Persuasion) checks
At the end of each of the target’s turns, it must
except to influence Fey creatures.
make another Wisdom saving throw, ending the
condition on it on a success. • One of your ideals is blighted and you gain a
flaw that reflects the taboos of the fey, such as
• Magic Resistance. You have advantage on
“Although I might mislead by omission, I can’t
saving throws against spells and other magical
state a falsehood.” or “I must do a service to repay
effects.
any gift I accept, even one I take unwittingly.”
109
Curse of Iron The Fey Realms Await
Prerequisite: 8th-level character, fey-touched curse Prerequisite: 12th-level character, fey-touched curse
You know the time has come to leave behind the material Your muscles are covered with thick fur, making your
plane and join the fey. Your continued existence on the skin near impenetrable, but impossible to fit properly
material plane is simply the whim of your fey masters under armor.
and you exist as an instrument of their will and as a Gift. As an action, you can cast a Fey Charm upon
loyal servant of the fey. one creature that you can see within 30 feet. If the
Gift. You have advantage on saving throws against target can see you, it must succeed on a Wisdom saving
spells and other magical effects. This advantage doesn’t throw against your curse’s DC or be magically charmed.
apply against your fey-touched curse. The charmed creature regards you as a trusted friend
Stain. You are bound by the same taboos that chain to be heeded and protected. Although the target isn't
the fey, giving you the following drawbacks: under your control, it takes your requests or actions in
the most favorable way it can.
• You add no more than half your proficiency bonus
to attacks with weapons made of iron or steel. Each time you or your allies do anything harmful to
the target, it can repeat the saving throw, ending the
• You add no more than half your proficiency bonus
effect on itself on a success. Otherwise, the effect lasts
to checks with tools made of iron or steel.
24 hours or until you die, you are on a different plane
• You lose proficiency with all armor except leather, of existence from the target, or you end the effect as a
hide, and dragon scale. bonus action. If a target's saving throw is successful,
• Creatures wearing or carrying iron or steel have the target is immune to your Fey Charm for the next
advantage on saving throws against spells you 24 hours.
cast. You can have no more than one creature charmed at
a time. Charming a creature with this gift releases any
other creature you have charmed with it. Once you use
this gift, you can’t use it again until you finish a short
or long rest.
Stain. You gain the following drawbacks:
• One of your ideals is blighted. You gain the flaw “I
can’t deny any request made by a Fey creature.”
You must give in to this flaw if the Fey creature’s
challenge rating is higher than your level unless
you spend inspiration, although you still gain
inspiration from giving in.
• There is no hiding your fey nature anymore: your
appearance is now a strange and alien version of
what it used to be.
• Whenever you finish a long rest, you must make
a Wisdom saving throw against the curse. On
a failed save, you must replace a feat or Ability
Score Improvement you have with a curse feat if
possible. If you fail by 5 or more you are pulled
into the fey realms as if you had cast the plane
shift spell as the curse manifests.
110
If not confronted by an immediate threat,
Treant you attempt to destroy creatures carrying
Something was out there under the moonless sky and manufactured equipment—particularly metal—
ancient boughs: something old, lonely, and bitter. and any nearby artificial structures. If no such
These are lands untouched by the ravages of progress things are present in your surroundings, you start
that subsume those that approach them, and corrupted wandering in a random direction determined by
glens and grottos filled with a primordial hatred for the GM, seeking a new target for your destructive
the things that despoil them. You’ve been touched by obsession.
something you can barely fathom, and it will have its • Armor Class. Your AC becomes 16.
way… • Hit Points. Your hit point maximum triples,
You have been afflicted with the curse of the and you regain all your hit points.
primordial wilderness. This will lead you down a path • Resistances. You gain resistance to piercing
giving you powerful primal abilities; resilient flesh, damage as well as bludgeoning.
a stride no root or bush can hamper. But everything • New Attack: Slam. Your unarmed strikes are
comes at a cost… replaced with a natural weapon: a slam attack
Curse of the Treant that deals bludgeoning damage and uses a d10.
It counts as magical for the purposes of damage
Curse, consuming
immunities, resistances, and vulnerabilities. At
Something ancient creeps through you, calling your 5th level, 11th level, and 17th level, the amount
form to bond forever with the land far from any sign of bludgeoning damage your slam deals increases
of civilization. by 1d10.
Saving Throw. Constitution DC 8 + twice your • New Action: Multiattack. You make two slam
proficiency bonus attacks.
Gift. Your body grows sturdy bark across its Root Walker
surface, matching your usual coloration, giving you the
following benefits: Prerequisite: curse of the treant
• You gain resistance to bludgeoning damage. You are one with nature and you navigate its twisted
roots with ease, while the uneven terrains of crafted
• You gain natural armor. Your Armor Class work leaves you uneasy and out of balance.
without armor is 16. (If you have multiple ways
to calculate your AC, you can choose whichever Gift. You gain the following benefits:
one you want.) • Increase your Constitution score and its
Stain. You have the following drawbacks: maximum each by 1.
• Reduce your Dexterity score by 2. • Your movement isn’t slowed by difficult terrain
due to plants, mud, or uneven ground.
• Though strong, the bark on your body is thick • As an action, you can root yourself deeply,
with a flammable sap. You have vulnerability to becoming one with the root network below any
fire damage. solid surface. While rooted, your speed becomes
• One of your traits is blighted and you gain the 0 feet and you can’t benefit from bonuses to your
flaw “I can’t think clearly around torches, other speed. At the same time, you have advantage on
fires, or fiery creatures.” Strength checks and you gain a root unarmed
Manifestation. Plant growth explodes forth from strike that deals 1d6 piercing damage and has
you, twisting your body into a massive ambulatory tree a reach of 30 feet. Uprooting yourself requires
that rages at civilization and all unfortunate enough succeeding at a Strength (Athletics) check as an
to be nearby. You drop all metal weapons, tools, and action against the curse’s DC. Alternatively, you
armor (other than leather, hide, or dragon scale mail). may spend 10 minutes uprooting yourself. A solid
metal floor or similarly hard surface wastes your
You gain the following template: action to take root as they fail to take hold.
• Size. You become Large. Stain. The structures of civilization begin to hold
• Alignment. Your alignment changes to suit the an alien quality to you. Attacks to hit you are rolled
primal force that cursed you (usually neutral or with advantage as long as you are on difficult terrain in
chaotic neutral). an urban setting or any rubble.
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Clubbing Branch Tree Form
Prerequisite: 6th-level character, curse of the treant Prerequisite: 8th-level character, curse of the treant,
Root Walker feat
Your limbs grow harder and you grow an extra limb
like a tree branch. You can assume the form of a tree, but the call to
Gift. You gain the following benefits: remain as such is as strong as the desire to escape.
• You roll d8 for your unarmed strikes. You can use Gift. You gain the following benefits:
these attacks as if they were weapons with the • You have resistance to piercing damage.
light property, such as for two-weapon fighting. • As an action while on any surface a tree could grow
At 11th level, the die increases to d10. At 17th level, through, you can transform yourself into a Large
it increases to d12. As long as you are attuned to tree. While in that form, your AC is 16 and you are
a magic weapon, you can apply its effects to these effectively petrified except that you remain dimly
unarmed strikes. aware of your surroundings and can take purely
• Your attacks deal double damage to objects and mental actions such as most Intelligence checks.
structures. Any firm, solid surface within 5 feet of you such
• Your new branch can move crudely to block as brick, stone, or wood flooring permanently
attacks. You can always use it as a shield, giving becomes difficult terrain. You can attempt to end
you a +2 bonus to AC without occupying a hand. the effect as a bonus action, but to do so you must
(It can’t be combined with a shield.) If you are succeed at a Wisdom saving throw against the
attuned to a magical shield, your branch gains its curse’s DC. On a failed save, your bonus action
magical properties instead of the shield. is wasted and you can’t attempt to end the effect
again until you finish a short rest.
Stain. Your body’s constant new growths deform
hide and steel alike. You lose proficiency with all armor. Stain. You gain the following drawbacks:
• One of your ideals is blighted. You gain the flaw
“I find metalwork deeply offensive and destroy it
whenever I have the chance.”
• Your body becomes gnarled and knotted like an
ancient tree. This does not hamper you nor cause
you pain, but even if your curse is broken, enough
of these changes persist to leave the curse’s mark
on you permanently.
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Grovebound Woodland Warden
Prerequisite: 12th-level character, curse of the treant, Prerequisite: 16th-level character, curse of the treant,
Root Walker feat Root Walker feat
As the depths of the natural world call to you, they You become one with the forest, completing your
grant you passage through those it would call your kin. transformation into a treant.
Gift. You gain the following benefits: Gift. You gain the following benefits:
• Increase your Strength score and its maximum • Increase your Strength score and its maximum
each by 1. each by 1.
• You can cast tree stride as an innate spell without • You become a Large Plant, replacing your
expending a spell slot. Once you use this gift to previous size and type.
cast the spell, you can’t use it again until you • You can subsist on sunlight and sinking your
finish a short or long rest. You can also cast roots into soil with no need to eat. You drink
transport via plants, but if you do you can’t use water through your roots.
this gift again until you finish a long rest and you
• As long as you are standing on a solid surface and
must make a Constitution saving throw against
have at least 1 hit point, you regain 5 hit points at
the curse as soon as the spell ends. On a failed
the start of each of your turns.
save, the curse manifests.
Stain. You can no longer go back. The call has
• While you have grown roots using your Root
taken you and there is no more fighting it. You gain the
Walker feat, you can use your action to make a
following drawbacks:
Strength (Athletics) check to grapple any number
of creatures within 30 feet of you. • You can’t Fight the Curse.
Stain. You grow dependent on your roots, giving • You can’t eat or drink, including drinking potions.
you the following drawbacks: • You can no longer ride a mount.
• When you stay in the same place for 10 minutes, • If you would add your proficiency bonus to an
you automatically use your Root Walker feat to attack roll for a weapon other than your unarmed
grow roots. strikes, add only half your proficiency bonus
• You can’t benefit from a long rest if you aren’t instead.
rooted for as long as you rest.
• When you end your turn not on the ground or Werebeast
climbing a surface on the ground, your hit point
They had asked you to hunt the creature, a wolf of
maximum is reduced by 10 until you finish a long
unusual size and stature. You found the beast, put it
rest. Your hit point maximum can’t be reduced by
down, got the job done. Beast got a few licks in though;
this stain again until you finish a long rest.
left you slightly injured. Nothing you haven’t dealt
with before. Your injuries have already healed, faster
than ever. But you can feel that you’ve changed. Your
senses are sharper, your eyes better in the dark, and
your sense of smell, better than it’s ever been. That’s a
good thing… right?
You have been afflicted with the curse of the
Werebeast. This will lead you down a path giving you
powerful animal-like abilities; sharp claws, increased
speed, and powerful resistances. But everything comes
at a cost…
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• One of your traits is blighted and you gain a flaw
Lycanthropy or Werebeast? that reflects the urges of a werecreature, such as
“I can’t resist any opportunity to feast on raw
Though many refer to the curse bestowed by a meat.”
werebeast as “lycanthropy”, it is known by those
learned in the subject to be a misnomer, as this • Your curse manifests under the light of the full
term specifically refers to werewolves. However, moon.
the terms lycanthropy and lycanthrope have Manifestation. You transform into your hybrid
become common use among people, even when form and gain the following template:
their assailants are wererats, weretigers, or one of • Size. You transform into a Large monstrous
the numerous other variants. form, which might resemble an unusually large
Established communities of werebeasts can animal of your curse’s kind or a hybrid of that
find this generic term insulting and a basis for form and your natural form. Your supernaturally
grievances against common folk who still use enhanced might gives you advantage on Strength
the incorrect term. Despite efforts to resolve this checks and Strength saving throws. You can’t
specificity, no real headway has been made. speak or cast spells. You drop your possessions.
• Alignment. Your alignment changes to
suit the type of werecreature you have
Saving Throw. Constitution DC 8 + twice your
become (usually chaotic evil or neutral evil).
proficiency bonus
You are compelled to take hostile actions toward
Gift. You gain the following benefits: nearby creatures, attempting to locate, kill, and
• You gain proficiency with the Perception skill and eat any animals that are suitable prey for the
either Stealth or Survival. animal matching your type of lycanthropy. If none
• You add twice your proficiency bonus, instead are available, you pursue other prey suitable for
of your proficiency bonus, for any ability check the beast you resemble. For example, a werewolf
using Perception. usually hunts and kills a lone humanoid outdoors,
whereas a wererat usually stalks, ambushes, and
• You have advantage on Wisdom (Perception)
robs an isolated humanoid in a lonesome part of
checks that rely on smell. (When your passive
a settlement like an alley.
Perception score is used to smell something,
advantage instead grants a +5 bonus to your • Armor Class. Your AC becomes 15 + your
score.) Dexterity modifier.
Stain. You have the following drawbacks: • Hit Points. Your hit point maximum is doubled
and you regain all your hit points.
• Reduce your Intelligence and Charisma scores
each by 1. • Speed. Your walking speed increases to 40 feet
unless it was already faster.
• Your eyes and nose subtly change, turning into
a constant reminder of the nature of your bestial • Resistances. You gain resistance to bludgeoning,
curse. piercing, and slashing damage from nonmagical
attacks that aren’t silvered.
Curse of the Werebeast
MANIFESTATION
WEREBEAST ATTACK MANIFESTATION MULTIATTACK
DAMAGE
Arourathrope (Rat) Bite 1d8 piercing Three attacks
Gatathrope (Cat) Claws 1d8 slashing Three attacks: two with claws and one to
bite
Bite 1d10 piercing
Arkoudathrope (Bear) Bite 1d8 piercing Three attacks: two with claws and one to
bite
Claws 1d8 slashing
Kaprothrope (Boar) Tusks 2d6 piercing Two attacks: one with tusks, and one
with a weapon or unarmed strike
Lycanthrope (Wolf) Bite 1d12 piercing Three attacks: two with claws and one to
bite
Claws 1d6 slashing
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Hybrid Form
Arourathrope Bite 1d6 piercing Gnaw. On a hit with your bite attack, you can bite the
(wererat) same target again as a bonus action.
Gatathrope (werecat) Claws 1d4 slashing Improved Two-Claw Fighting. When you engage in
two-weapon fighting using a claw, you can follow up
Bite 1d8 piercing
with a third attack using your other claw. Don’t add
your ability modifier to this extra claw attack unless
it is negative. (If you have the Two-Weapon Fighting
option for the Fighting Style feature, you add your ability
modifier to the first claw attack’s damage but not the
second.) Otherwise, you gain another benefit listed on the
table for your type of werecreature.
Arkoudathrope Bite 1d8 piercing Improved Two-Claw Fighting. See gatathrope, above.
(werebear)
Claws 1d4 slashing
Kaprothrope Tusks 1d8 piercing Charge. If you move at least 15 feet straight toward a
(wearboar) target and then hit it with your tusks on the same turn,
the target takes an extra 1d8 slashing damage. If the
target is a creature, it must succeed on a Strength saving
throw or be knocked prone. The save DC is 8 + your
Strength modifier + your proficiency bonus.
Lycanthrope Bite 1d8 piercing Improved Two-Claw Fighting. See gatathrope, above.
(werewolf)
Claws 1d4 slashing
• New Attacks. Your unarmed strikes are • You grow natural weapons that you can use to
replaced with natural weapons determined make unarmed strikes determined by your type
by your type of werecreature. All count of werecreature on the table below. You can use
as magical for the purposes of damage them like light, finesse melee weapons, including
immunities, resistances, and vulnerabilities. with the Sneak Attack feature and to make an
A creature you hit with your bite or tusks attack attack as a bonus action as part of two-weapon
is exposed to your curse and must succeed at a fighting.
Constitution saving throw against your curse’s • You gain natural armor. Your Armor Class
DC or become cursed. Once cursed, the creature without armor is 11 + your Dexterity modifier. (If
gains the same werecreature curse at the first you have multiple ways to calculate your AC, you
light of the next full moon. can choose whichever one you want.)
• New Action: Multiattack. Your Multiattack • Triple your jump distance.
action depends on your type of werecreature. Stain. Reverting to your natural form after using
Hybrid Form this feat’s gift is an action and requires a successful
Wisdom (Insight) check with a DC equal to your curse’s
Prerequisite: werecreature curse
DC. You have disadvantage on this check on any night of
You can embrace your curse to gain useful animalistic the full moon. On a success, your transformation ends.
features, blurring the line between where you end and On a failure, you remain transformed until the end of
the beast begins. your next long rest. If your transformation is interrupted
Gift. You can gain the ability to use your bonus by a polymorph spell or other transformation, the
action to intentionally transform into a hybrid form change returns when that spell or effect ends unless
combining features of your animal and natural forms. you finished a long rest in the meantime.
When you do, you gain the following benefits:
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Blood Hunt • You always have natural armor. Your Armor Class
equals 10 + your Dexterity modifier + the number
Prerequisite: werecreature curse
of werecreature curse feats you possess.
The smell of your prey is particularly pungent to you, • As a bonus action, you can transform into a beast
making it easier to track and kill them. of the appropriate type for your curse. This is
Gift. You can focus in on your quarry, your senses similar to assuming your hybrid form except as
honing in on them blending everything else into the described here. Your walking speed increases by
background. When you hit a creature with a melee 10 feet. You can’t cast spells, and your ability to
weapon attack, you can spend a bonus action to speak or take actions requiring hands are limited
mark them as your prey. Until your prey dies, you fall to those of the beast. You choose whether to drop
unconscious, or you choose new prey, you gain the your possessions or cause them to meld into your
following benefits: beast form; they have no effect while melded.
• You have advantage on Wisdom (Perception) Stain. You gain the following drawbacks:
checks to find your prey and Wisdom (Survival) • Even when you return to your natural form, you
checks to track your prey. You also have are left with subtle, permanent changes on your
advantage on Intelligence (Investigation) and body. Not only can observers tell something is
Wisdom (Insight) checks to study your prey, unusual about you, but once they realize you are
to check whether a creature is truly your prey cursed, most could guess which beast your curse
despite a disguise, and to study anything your is related to. Even if you somehow escape the
prey has touched or otherwise left its scent upon. curse, these cosmetic changes remain–you are
• When you move at least 15 feet directly toward forever marked by the beast within you.
your prey, you have advantage on attack rolls to • Either your ideal or bond is blighted and you gain
hit your prey for the rest of the turn. a flaw that reflects the interests of the kind of
If you still have not killed your prey by the time werecreature that cursed you.
you finish a short or long rest, you can voluntarily end
this gift’s effects. You can't use this gift again until you Feral Weaponry
finish a short or long rest. Prerequisite: 6th level-level character, werecreature
Stain. You gain the following drawbacks: curse, Hybrid Form feat
• Your sense of smell becomes more dominant. Growing larger fangs and nails growing into fearsome
One of your traits becomes blighted and you gain claws, you find yourself with natural weapons better
the trait “The smell of blood makes me shake with equipped to bite and tear at your victims. The curse
excitement.” You might catch a drifting scent in infuses your attacks, although it is not yet contagious.
air and follow it unconsciously, or sniff the air Gift. You gain the following benefits:
noisily before opening your eyes in the morning. • You gain natural weapons appropriate for your
• You have disadvantage on Intelligence beast form even while in your natural form.
(Investigation) checks, Wisdom (Survival) checks • If you have the Improved Two-Claw Fighting
to forage or track, and Wisdom (Perception) benefit, you can add your ability modifier to the
checks to find hiding creatures unless you sniff second weapon you use; if you also have the Two-
the air intently (which is a clue to those who might Weapon Fighting option for the Fighting Style
suspect you of having the curse of the werebeast). feature, you can add your ability modifier to all
Become the Beast three attacks. If you don’t have that benefit, you
deal an extra die of damage with the first unarmed
Prerequisite: werecreature curse, Hybrid Form feat
attack you hit with each turn.
You can push beyond your hybrid form to inhabit the • Your unarmed attacks count as magical for the
form of a beast, although its mind presses against you purposes of damage immunities, resistances, and
all the worse when you do. vulnerabilities.
Gift. You gain the following benefits:
• Increase either your Strength or Constituion
score and its maximum by 1 each.
116
Stain. Your nails and teeth are hard and sharp • A creature you hit with your bite attack is exposed
even while in your natural form, making your grin and to your curse and must succeed at its saving
handshake unsettling and giving you the following throw (against your DC) or become cursed. Once
drawbacks: cursed, the creature gains the same Werecreature
• You struggle with certain tasks that require fine curse at the first light of the next full moon. The
manipulation, such as Dexterity checks using curse also reduces the target’s hit point maximum
thieves’ tools or the Sleight of Hand skill. You by the damage you dealt until then.
have disadvantage on any necessary check when • When you critically hit a creature with any
you must do such a task quickly, and the GM unarmed strike, you deal an extra 1d8 damage
might call for a check for you to do certain tasks and the target’s hit point maximum is reduced
that normally wouldn’t require a check. by the total damage you dealt until the next full
• You have disadvantage on Charisma (Deception moon.
or Persuasion) checks to influence Humanoids. Stain. You gain the following drawbacks:
Silver Allergy • You are little more than a beast, a creature of
violence and instinct. Something inside of you
Prerequisite: 12th-level character, werecreature curse may long to escape the curse, but without help,
The curse flowing through you has altered your body; you never will. Your Hybrid Form becomes
your skin becomes hide but you now feel the sting of permanent. You cannot revert to your humanoid
silver like never before. form, nor Fight the Curse anymore.
Gift. You gain resistance to bludgeoning, piercing, • You have vulnerability to radiant damage.
and slashing damage from nonmagical attacks that • Either your ideal or bond is blighted, and you
aren’t silvered. gain a flaw reflecting the cravings typical to your
Stain. The presence of silver makes you form of lycanthropy.
uncomfortable. You cannot bear to touch it, wear it, or
wield a silvered weapon.
Accursed Beast
Prerequisite: 14th-level character, werecreature
curse, Hybrid Form feat
Whatever you once were is now almost gone, your
name is a cautionary tale synonymous with the Curse
itself. Wherever you go, the Curse is left in your wake
and most of what you were is forgotten.
Gift. You gain the following benefits:
• Increase either your Strength or Constitution
score and its maximum by 1 each.
117
Last Stand Condition Dealing With a Last Stand
Sometimes, in a story of heroic proportions, a charac- Character as a GM
ter simply falling unconscious due to physical stress is
Characters in last stand are often so wounded they
boring. Heroes defy the odds and get through insur-
could easily be confused with an unconscious or a
mountable difficulties to complete their quest, even if
dead character at first glance, and most intelligent
it means staving off death for just a few more seconds.
creatures, unless extremely insightful, would
Last Stand actions allow you to do just that.
consider them out of the fight. When determining
This variant rule introduces the last stand condition. if you should have a monster or NPC attack a
This condition is applied to any player character who character during their last stand, consider the
has just been reduced to 0 hit points, before they fall question the same way you would an unconscious
unconscious. Characters in last stand can only do a few character.
very limited things listed below. For any other purpose
Alternatively, you can incorporate the slight
than the ability to take last stand actions, a character
distinction between last stand and unconscious
with the Last Stand condition is at 0 hit points, inca-
in the combat dynamic, by making an intelli-
pacitated, and not stable.
gent creature roll a Wisdom (Insight), Wisdom
(Medicine), or Intelligence (Investigation) check
L ast S tand when near a creature with the last stand condi-
• A character making their last stand falls prone. tion as a bonus action or when using the Search
• A character making their last stand can’t speak action, like a wolf sniffing the body before decid-
above a whisper except as part of taking an ing what to do next. The DC is the last stand crea-
action, so they can only be heard by creatures ture’s passive Charisma (Deception) score.
who are adjacent or who succeed at a Perception
check against DC 10 + half distance in feet to
whispering creature. C lass O ptions
• A character making their last stand can only use
their action to Search or make an Intelligence Every class treats its final moments differently. As
check without immediately falling unconscious. such, each class has access to its own unique last stand
action or reaction. Instead of using one of the listed op-
• The character can’t take any reaction or other
tions above, a character can spend inspiration to use
action except making a Charisma check or an
their class’s specific last stand action.
action or reaction listed for their class below,
which requires spending inspiration. They fall
unconscious immediately after taking such an
Barbarian: Go Down Swinging
action or reaction and their last stand ends. You may be going down, but you’re taking them with
• At the end of the character’s turn or when they you. When you gain the last stand condition, you can
take any damage, they fall unconscious and their spend your reaction to make a melee weapon attack
last stand ends. or unarmed strike against a creature. On a miss, you
• When the character’s last stand ends because they nonetheless deal damage to the creature equal to the
fell unconscious, they roll their first death saving ability bonus you add to that attack’s damage rolls.
throw and follow the normal rules for being at 0
hit points thereafter. Bard: Dying Crescendo
You give a final, moving performance inspired by your
A ll C haracters own ill fate. Roll a d4 for each opponent within 60 feet
Remember, when in a last stand, you can do the of you. Each opponent subtracts the result rolled for it
following without falling unconscious immediately: from its attack rolls for 1 round. A creature is immune
• speak to adjacent characters if it can’t hear you or if it’s immune to being charmed.
• crawl (at half speed) Cleric: Final Prayer
• use your free interaction with an object
You use your last breath to pray your allies don’t share
• Search or make an Intelligence check your fate. All allies within 30 feet each roll a 1d4 and
You can spend inspiration to make a Charisma check add it to their next saving throw before the end of your
as an action or use the special option listed below for next turn. An ally who succeeds at a saving throw with
your class, but any such action or reaction causes you this benefit also magically regains hit points equal to
to end your last stand and fall unconscious after you your proficiency bonus.
finish it.
118
Druid: Nature’s Resilience Sorcerer: Magic Unleashed
Calling on nature’s protection, you temporarily thicken As the adrenaline of near-death floods your body, you
the skin of your allies. Choose bludgeoning, piercing, suddenly release the magic within you. Cast a sorcer-
or slashing damage. All allies within 20 feet of you er spell of up to half the highest slot level you have,
have resistance to the chosen damage type except from rounded down (minimum a cantrip), without expend-
magical weapon attacks until the start of your next ing a spell slot. If the spell you cast isn’t a cantrip, you
turn. If you are at least 17th level, the resistance also have disadvantage on all saving throws until the end of
applies to magical weapons. your next turn.
Fighter: One Last Strike Warlock: Patron’s Curse
Even bleeding, you’re prepared to strike one… more…
You curse a foe with your last conscious breath. Until
time. When you gain the last stand condition, you can
the start of your next turn, the foe has disadvantage on
use your reaction to make a weapon attack or unarmed
saving throws and if it was the cause of your last stand
strike. If you hit and are at least 5th level, the next at-
condition then the first attack roll to target it each turn
tack roll on that target before the start of your next turn
is made with advantage until then.
is made with advantage. Starting at 11th level, instead
on a hit the first attack roll against that target each turn Wizard: Focused Cantrip
is made with advantage until the end of your next turn.
You focus your will to unleash all your remaining
Monk: Meditation mental focus on a spell so simple you can manage it
even when barely coherent. You cast a cantrip you
Rather than focus on the battle at hand, you focus on know on an opponent. Whether or not you affect the
controlling your body. You have advantage on saving target with your cantrip, the target also automatically
throws while your last stand condition persists. The takes force damage equal to your proficiency bonus.
condition lasts until you end your next turn without
acting (rather than ending immediately after this ac-
tion). You can continue using this action up to three
times to prolong your last stand condition.
119