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Bone Wizard's Play Test Material

This document outlines homebrew races and classes for a tabletop role-playing game, including detailed features for Gnolls and Orcanids as well as the Artificer class, particularly the Alchemist specialization. It includes unique abilities, skill proficiencies, and features such as Experimental Elixirs and various infusion options. Additionally, it provides a comprehensive overview of the Barbarian class, detailing its levels, features, and combat mechanics.

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0% found this document useful (0 votes)
164 views88 pages

Bone Wizard's Play Test Material

This document outlines homebrew races and classes for a tabletop role-playing game, including detailed features for Gnolls and Orcanids as well as the Artificer class, particularly the Alchemist specialization. It includes unique abilities, skill proficiencies, and features such as Experimental Elixirs and various infusion options. Additionally, it provides a comprehensive overview of the Barbarian class, detailing its levels, features, and combat mechanics.

Uploaded by

burn2themall
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Bone Wizard’s “How You Should Buff”

Play Test Material


This is a living document and all is subject to change for the purpose of fun and balance.

Homebrew Races:
Gnoll:
●​ Ability Score Increase. When determining your character’s ability scores, increase one

score by 2 and increase a different score by 1, or increase three different scores by 1. You

can't raise any of your scores above 20

●​ Creature Type. You are a Humanoid.

●​ Size. You are Medium.

●​ Speed. Your walking speed is 30 feet.

●​ Bite. You have sharp teeth that you can use to make unarmed strikes. When you hit with it,

the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning

damage normal for an unarmed strike. You can choose if your bite counts as an unarmed

strike, or a weapon attack.

●​ Rampage. When you reduce a creature to 0 hit points on your turn, you can use your

bonus action to move up to half your speed and make a bite attack.

●​ Intimidating. You gain proficiency in the intimidation skill.

●​ Freed Mind. Breaking free from the mental control of Yeenoghu, the demon lord of

slaughter, has given you some resistance to supernatural coercion. You have advantage on

saving throws against being charmed.

●​ Languages. You can speak, read, and write Common, Abyssal, and gnoll.
Orcanids:

●​ Ability Score Increase. Your strength score increases by 2, and your dexterity score
increases by 1.
●​ Creature Type. You are a Humanoid.
●​ Age. Orcanids reach maturity around age 6 and rarely live longer than 40 years.
●​ Alignment. Orcanids are usually chaotic good
●​ Size. Your size is small.
●​ Speed. Your base walking speed is 25 feet and you have a swimming speed equal to your
walking speed
●​ Hold Breath. You can hold your breath for up to 15 minutes at a time.
●​ Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in
darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
●​ Natural Armor. You have tough, blubbery skin. When you aren't wearing armor, your AC is
13 + your Dexterity modifier. You can use your natural armor to determine your AC if the
armor you wear would leave you with a lower AC. A shield's benefits apply as normal while
you use your natural armor.
●​ Sea Hunter. You gain proficiency in Perception.
●​ Bite. Your fanged maw is a natural weapon, but can not be used to make unarmed strikes.
This weapon has the finesse property. So If you hit with it, you deal piercing damage equal to
1d10 + your Strength modifier or Dexterity modifier (your choice). When you hit with your bite
attack, you may use your bonus action to attempt to grapple a creature with your jaws.
Grappling a creature this way leaves your hands free. You may not bite another target while
you are grappling a creature this way. You may grapple a creature that is two sizes larger
than you and larger, but if you do the creature’s movement is not reduced to 0.
●​ Clean Cut If you start your turn grappling a creature with your bite you may make a special
bite attack against the creature. When you make this special attack you do not need to make
an attack roll and you automatically hit the creature with your bite attack. When you make
this special attack, you release the creature from your grapple. You regain use of this ability
after finishing a short or long rest, or land a critical hit with your bite attack.
●​ Whale Song You can make your voice tremendously loud. You can shout so loud your voice
can be heard up to a mile away. You can also make these shouts very precisely. If you
choose to, you can have it so the sound only travels in the direction you're facing with pin
point accuracy.
●​ Blubbery You have a thick layer blubber that keeps you warm. You have resistance to cold
damage.
●​ Languages. You can speak, read, and write Common and Aquan.

Classes:

Artificer:

Alchemist:

Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with alchemist's
supplies. If you already have this proficiency, you gain proficiency with one other type of
artisan's tools of your choice.

Experimental Elixir
Beginning at 3rd level, whenever you finish a long rest, you can magically produce 2
experimental elixirs in an empty flask you touch. When consumed, the experimental elixirs heals
a number of hit points 2d4+ your artificer level and produces random effects from the
experimental elixir table.​

​ Roll on the Experimental Elixir table a number of times equal to your proficiency bonus to
determine the elixir's effects. Reroll any repeating numbers. The rolls are triggered when
someone drinks the elixir. ​

​ As a bonus action, a creature can drink the elixir. As an action, a creature can administer
it to an incapacitated creature.

You can create additional experimental elixirs by expending a spell slot of 1st level or
higher. When you do so, you use your action to create the elixir in an empty flask or other type
of receptacle you touch, and you choose the elixir's effect from the Experimental Elixir table. For
every spell slot level over level 1, you choose additional effects for the potion.

Creating an experimental elixir requires you to have alchemist supplies on your person,
and any elixir you create with this feature lasts until it is drunk or until the end of your next long
rest.

When you reach certain levels in this class, you can make more elixirs at the end of a
long rest: three at 6th level and four at 15th level. Roll for each elixir's effect separately. Each
elixir requires its own flask.
Experimental Elixir

1 Robustness The drinker's body is invigorated by the Aid spell.

2 Swiftness. The drinker's walking speed increases by 10 feet for 10


minutes.

3 Resilience. The drinker gains a +1 bonus to AC for 10 minutes.

4 Boldness. The drinker can roll a d4 and add the number rolled to every
attack roll and saving throw they make for the next 10 minutes.

5 Climb. The drinker gains a climb speed equal to their walking speed for
10 minutes.

6 Transformation The drinker's body is transformed as if by the Alter Self


spell. The drinker determines the transformation caused by the spell, the
effects of which last for 10 minutes. Additionally, The drinker can roll a d4
and add the number rolled to every damage roll from an attack they
make for the next 10 minute.

Shrewd Concoctor
Also at 3rd level, you know how to make potent potions, poisons, oils and bombs using far less
ingredients than the listed amounts. You require half the amount of ingredients and monster
parts to make any potion, poison, oils, and bombs. Also, while any person proficient in alchemy
supplies can only make 1 potion, poison, oil, or bomb during a long rest, you can make an
amount equal to your intelligence modifier.

Alchemical Savant
At 5th level, you've developed a masterful command of magical chemicals, enhancing the
healing created through them. Whenever you cast a healing spell using your alchemist's
supplies as the spellcasting focus or a creature drinks a potion that restores hitpoints, you
restore additional hit points equal to your intelligence modifier.

A Little Sip
You are able to do a whole lot with very little. At 5th level, any potion you drink has a 50%
chance to not be consumed but still gain the benefits from. For example, if you drank a potion of
flight there is a 50% chance you could drink a little sip of the potion, gain the full benefits of a
potion of flight, and that potion would still be able to be used by another creature or by you
again.

Restorative Reagents

Starting at 9th level, you can incorporate restorative reagents into some of your works:
●​ Whenever a creature drinks an experimental elixir you created, the creature gains
temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary
hit point).

●​ You can cast Lesser Restoration without expending a spell slot and without preparing the
spell, provided you use alchemist's supplies as the spellcasting focus. You can do so a
number of times equal to your Intelligence modifier (minimum of once), and you regain
all expended uses when you finish a long rest.

Acid Resistance
Also at 9th level, you gain resistance to acid damage.

Chemical Mastery
By 15th level, you have been exposed to so many chemicals that they pose little risk to you, and
you can use them to quickly end certain ailments:

●​ You gain immunity to poison damage, and you are now immune to the poisoned
condition.
●​ You can cast Greater Restoration and Heal without expending a spell slot, without
preparing the spell, and without providing the material component, provided you use
alchemist’s supplies as the spellcasting focus. Once you cast either spell with this
feature, you can't cast that spell with it again until you finish a long rest.

Infusions

Homebrew Infusions:
Mini-Musket
Prerequisite: 6th level- artificer
Item: piece of metal (Requires attunement)

The magic that emanates from this tiny weapon is darker than the black powder it smells of.

While attuned to this item, the user learns the find familiar spell and is able to cast it as a ritual.
It doesn't count against the number of spells you know, and you can cast it without a material
component.

When the wearer summons a familiar, the familiar receives the tiny gun that is tailor made for
their use. The gun is a magical weapon. As a bonus action, you can command the familiar to
take the Attack action using its gun on its turn. It can make a ranged weapon attack from 60 feet
away. The attack uses your spell attack modifier and it deals 1d10 piercing damage.
At 11th level, a second barrel can be attached to the gun, allowing the familiar to make an attack
twice, instead of once, whenever it takes the attack action.

Optional Rule: No Wings.


Since the gun is too cumbersome, Any tiny creature wielding the gun will lose its fly speed if it
uses wings to fly. A creature is unaffected by this if their flight is given through magical means,
like the warlock invocation investment of the chain master or the fly spell.

Optional Rule: Ground Superiority.


If the familiar does not have a fly speed, as a bonus action you may cast a cantrip from the
familair's gun. The cantrip may have any range, not just a touch range. You regain use of this
ability after finishing a short or long rest.

Barbarian:

Level Proficiency Rage Rage Uses Features


Bonus Damage
Bonus

1 +2 d4 2 Rage, Unarmored Defense

2 +2 d4 2 Danger Sense, Fighting Style,


Reckless Attack

3 +2 d4 3 Primal Path, Primal Knowledge

4 +2 d4 3 Ability Score Improvement, Amazing


Athlete

5 +3 d6 3 Extra Attack, Fast Movement

6 +3 d6 4 Primal Path Feature

7 +3 d6 4 Feral Instinct

8 +3 d6 4 Ability Score Improvement, Painful


Critical

9 +4 d8 4 Brutal Critical
10 +4 d8 4 Primal Path Feature

11 +4 d8 5 Relentless Rage

12 +4 d8 5 Ability Score Improvement

13 +5 d10 5 Rugged, Brutal Critical Improvement

14 +5 d10 5 Primal Path Feature

15 +5 d10 5 Persistent Rage

16 +5 d10 5 Ability Score Improvement

17 +6 d12 6 Brutal Critical Improvement

18 +6 d12 6 Indomitable Might​

19 +6 d12 6 Ability Score Improvement

20 +6 d12 Unlimited Primal Champion​

Class Features
As a barbarian, you gain the following class features.

Hit Points.
Hit Dice: 1d12 per barbarian level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st

Proficiencies.
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and
Survival

Equipment.
You start with the following equipment, in addition to the equipment granted by your
background:
(a) a martial weapon and a shield or (b) two martial weapons
(a) two handaxes or (b) any simple weapon
An explorer's pack and four javelins

Rage.
You fight with an unchecked primal ferocity in battle. Starting at 1st level, you can use a bonus
action on your turn to enter a Rage. While your Rage lasts, you gain all the effects listed below,
so long as you aren't wearing heavy armor:

-​ While raging, you gain the following benefits if you aren't wearing heavy armor:

-​ You have advantage on Strength checks and saving throws.

-​ Whenever you hit with a Strength-based weapon attack you deal a bonus 1d4 damage
of the weapon's type. As you gain Barbarian levels, this damage bonus increases to
match the Rage Damage Bonus column on the Barbarian table.​

-​ You have resistance to bludgeoning, piercing, and slashing damage.​

-​ If you are able to cast spells, you can't cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and
you haven't attacked or dealt damage to a hostile creature since your last turn or taken damage
since then. You can use a bonus action to extend your rage until the beginning of your next turn,
unless it has been a minute since you entered your rage. You can also end your rage on your turn as
a bonus action.

You can enter your Rage the number of times shown for your Barbarian level in the Rages
column of the Barbarian table. You regain one expended use when you finish a Short Rest, and
you regain all expended uses when you finish a Long Rest.

Unarmored Defense.
While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier +
your Constitution modifier. You can use a shield and still gain this benefit.

Danger Sense.
At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving
you an edge when you dodge away from danger. You have advantage on Dexterity saving
throws against effects that you can see, such as traps and spells. To gain this benefit, you can't
be blinded, deafened, or incapacitated.

Reckless Attack.
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation.
When you make an attack, you can decide to attack recklessly. Doing so gives you advantage on
melee weapon attack rolls using Strength, but attack rolls against you have advantage until your
next turn.​

Fighting Style.
Starting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the
following options. You can't take a Fighting Style option more than once, even if you later get to
choose again.

Blind Fighting (TCE). You have blindsight with a range of 10 feet. Within that range, you can
effectively see anything that isn't behind total cover, even if you're blinded or in darkness.
Moreover, you can see an invisible creature within that range, unless the creature successfully
hides from you.​

Protection (PHB). When a creature you can see attacks a target other than you that is within 5
feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be
wielding a shield. Also, When you are wielding a melee weapon in one hand and no other
weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting (PHB). When you roll a 1 or 2 on a damage die for an attack you make
with a melee weapon that you are wielding 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 must have the two-handed or
versatile property for you to gain this benefit.

Thrown Weapon Fighting (TCE). You can draw a weapon that has the thrown property as part of
the attack you make with the weapon. In addition, when you hit with a ranged attack using a
thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting (PHB). When you engage in two-weapon fighting, you can add your
ability modifier to the damage of the second attack.

Interception (TCE). When a creature you can see hits a target, other than you, within 5 feet of
you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 +
your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple
or martial weapon to use this reaction.

Primal Path.
At 3rd level, you choose a path that shapes the nature of your rage. Your choice grants you
features at 3rd level and again at 6th, and 10th level.​

Primal Knowledge.
When you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice
from the list of skills available to barbarians at 1st level.

Ability Score Improvement.


When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one
ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As
normal, you can't increase an ability score above 20 using this feature.

Amazing Athlete
Also at level 4, your jump height and distance is doubled. Also the amount of weight you can
push, drag, and lift is doubled.

Extra Attack.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack
action on your turn.​

Fast Movement.​
Also at 5th level, your movement speed increases by 10ft while you are not wearing heavy
armor. Additionally, you can choose to move up to half your speed as part of the bonus action
you use to enter a rage.

Feral Instinct.
Upon reaching 7th level, the primal fury that fuels your Rage in battle also hones your senses.
You gain the benefits below:

You have advantage on your initiative rolls and if you are surprised when you roll initiative you
can act normally so long as you enter a Rage as part of your first turn.


Enraged Retort.​
When you are forced to make an Intelligence, Wisdom, or Charisma saving throw you can use
your reaction to move up to half your speed toward what caused you to make said save and
make an attack roll against it. If you hit, you automatically pass the saving throw.

At level 13, the amount you can move is Increased to your full movement speed, and at Level
17, you may move up to your movement speed +15ft.

Painful Critical
At 8th level, when you hit a creature with an attack, you can make the attack a critical hit.
You regain use of this ability when you do one of the following:
-​ You finish a long rest.
-​ Get hit with a critical hit.
-​ Get brought to 1 hp or lower.

Brutal Critical.
Beginning at 9th level, your weapon attacks score a critical hit on a roll of 19 or 20 and you can
roll one additional weapon damage die when determining the extra damage for a critical hit with a
melee attack. The critical range increases to 18-20 and at 13th level and 17-20 at 17th level. The
number of dice increases to two additional dice at 13th level and three additional dice at 17th level.

Relentless Rage.
Starting at 11th level, The white hot fury of your Rage burns ever brighter, keeping you fighting
despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright,
you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a long
rest, the DC resets to 10.

Everytime you succeed this constitution saving throw, you regain use of your painful critical.

Rugged
At 13th level, while you are raging you have advantage on constitution saving throws.

Persistent Rage.
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you
choose to end it.

Indomitable Might.
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you
can use that score in place of the total.

Primal Champion.
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores
increase by 4. Your maximum for those scores is now 24. Additionally, you can use your rage an
unlimited number of times.

Luchador

Unmatched strength:
At level 3 when you choose this archetype, your strength becomes monstrous. You count as
one size larger for the purposes of grappling, determining your carry weight, and determining
how much you can push drag or lift.
At 10th level you count as 2 sizes larger, and at 14th level you count as 3 sizes larger.

Wrestler:
At level 3,When you hit a creature with an unarmed strike on your turn, you may also attempt to
grapple the target. When you grapple a creature, the creature has disadvantage on attack rolls.

Also your unarmed strikes deal bludgeoning damage equal to 1d8 + your Strength modifier.

Bonus Proficiencies:
Also at level 3, You gain proficiency with the disguise kit, and your choice between performance
or acrobatics.
King of the Ring

At 3rd level, you learn signature moves that are fueled by special dice called king of the ring dice.

Signature Moves. You learn three signature moves of your choice. You can use only one signature
move per attack. You learn one additional signature move of your choice at 6th, 10th, and 14th level.
Each time you learn a new signature move, you can also replace one signature move you know with
a different one.

King of the Ring Dice. You have four king of the ring dice, which are d8s. A king of the ring die is
expended when you use it. You regain all of your expended king of the ring dice when you finish a
short or long rest. You gain another king of the ring die at 6th level and one more at 14th level.

Saving Throws. Some of your signature moves require your target to make a saving throw to resist
the maneuver's effects. The saving throw DC is calculated as follows:

Signature Move save DC = 8 + your proficiency bonus + your Strength

Super Jump:
At 6th level, your jump height and distance are permanently tripled. You do not take any fall
damage if you fall that height or lower.

Stronger fists:
Also at 6th level, Your unarmed attacks count as magical for the purpose of overcoming
resistance and immunity to non magical attacks and damage.

Showtime.

At 10th level, You know how to make an entrance. As an bonus action, you can cast the
pyrotechnics spell. As part of the same bonus action you can also enter a rage. You cast this
spell an amount of times equal to your proficiency bonus. You regain all uses on a long rest.

The Show Must Go On:


At level 14, whenever you enter a rage, you regain one king of the ring die.

Signature Moves

Clothesline:
You can expend one of your king of the ring die, and can replace one of your attacks when you
make an attack action to clothesline a creature. When you do so, you move up to half your
speed and make one attack against a creature. If the creature is hit they take damage from your
unarmed attack plus one roll from your king of the ring dice, and must save against your DC or
be knocked prone.
Backbreaker:
When you are grappling a creature, you can spend one you king of the ring die to raise a
creature over your head and bring him down swiftly on your knee. The creature must pass a
constitution saving throw or become paralyzed and prone for 1 minute. The creature may make
another saving throw to end the effect at the end of its turn. On a successful save, the creature
is no longer affected. You can use this ability once per a turn.

Elbow Drop: if a creature is prone, as a bonus action you can spend one of your king of the ring
dice to perform an elbow drop on the prone creature. Make an attack roll against the creature. If
you hit, the creature takes damage equal to your unarmed attack plus one roll of your king of the
ring dice.

Throw:
When you are grappling a creature, you can spend one of your king of the ring dice to throw a
creature. Make a grapple check against the creature. If the creature succeeds, nothing
happens. If you succeed, roll your king of the ring dice. The creature is thrown a number of feet
away equal to one roll of your king of the ring dice x 5. The creature lands prone and takes
damage equal to your unarmed attack plus the number rolled on your king of the ring dice. If
you throw the creature at another creature, make an attack roll. You are considered proficient
with this attack. If you hit the creature, that creature takes as much damage as the thrown
creature and is knocked prone.

Meat Shield:
While you are grappling a creature, and are hit by an attack, you can roll 1 of your king of the
ring die to boost your AC. If the boosted AC is higher than the attack roll, the attack misses and
instead hits and damages the creature you have grappled.

Also, if you are grappling a creature and are forced to make a dexterity saving throw, you can
roll 1 of your king of the ring dice to boost your dexterity saving throw by the number rolled. If
you then pass the dexterity saving throw, you take no damage. The grappled creature may still
make a dexterity saving throw if they are in the affected area. They make the save with
disadvantage if you saving throw was successful. Their success or failure does end the grapple.

Dislocate: You attempt to dislocate a creature's limb. Make a grapple check against the
creature. If you succeed, you deal damage to your unarmed attack as well as one roll from your
king of the ring die. The creature can not use that arm for 1 minute. They may make a
constitution saving throw at the end of each of their turns to end the effect and relocate their
limb into its socket.

Crushing Grip: if a creature provokes an opportunity attack from you, instead of making an
attack, you can instead attempt to grapple the creature. If you succeed, roll your king of the ring
die. The creature takes damage equal to your unarmed attack plus the number rolled.
Sleeper Hold: When you are grappling a creature, you can spend one you king of the ring die to
attempt to put a creature to sleep. Roll a number of d8s equal to 2 times your barbarian level. If
the total is equal to or greater than to the grappled creature's current hit points, the creature falls
unconscious. Undead and constructs are not affected by this ability.

Bard:

●​ Countercharm:
Countercharm requires a bonus action and not an action. Additionally you can also use this
ability as a reaction on one creature as long as they are within 120ft.

●​ Superior Inspiration
Instead of getting this ability at level 20, you get this ability at level 15.

●​ *Quick Witted:
At level 20, as a reaction, when you see a creature within 60ft make a saving throw, ability
check, or attack roll, you can expend one use of bardic inspiration to roll one bardic inspiration
die and add the number rolled to the creature's roll.

College of Eloquence:
You should ban this subclass.

College of Glamor:
At 3rd level you learn Sylvan.

College of Sword:
●​ Inspiring attack
At 3rd level when you score a critical hit with a weapon, you gain 1 bardic inspiration back. You
can not have more than your max.

College of Valor:

●​ Weapon Tune
At 3rd level a weapon can act as your spell casting focus.

●​ Taunt
At 6th level,When a creature you can see attacks a target other than you that is within 30 feet of
you, you can use your reaction to impose disadvantage on the attack roll. It has no effect if the
attacking creature can not hear you.

Druid

Circle of Vermin

Spell list
1st: Ray of sickness, alarm
2nd: flock of familiars, spider climb
3rd: conjure animals, phantom steed
4th: giant insect, Blight
5th: Insect Plague, cloudkill

Level 2
●​ Vengeful Vermin:
At level 2, you learn the infestation cantrip.
When you cast infestation on a creature, the creature's movement does trigger an attack
of opportunity and they move 10 feet instead of the normal 5 feet. Also you can have your
infestation deal poison or piercing damage.

●​ Infection:
Also at level 2, When you cast infestation on a creature, that creature becomes infected
for 1 minute. At the end of an infected creature's turn they must make a constitution saving
throw or move 10 feet in a random direction, like the infestation cantrip describes.
When an infected creature comes within 5ft of another enemy creature, that enemy
creature suffers the effect of infestation cantrip as if you had cast it on them and also become
infected if they fail their constitution saving throw.
The number of creature that you can have be infected at the same time equals your
proficiency bonus
You also have another special way to infect creatures without casting infestation. You
can infect a creature anytime you deal damage to them but you can only infect creatures this
way a number of times equal to your wisdom modifier per a long rest.

●​ Vermin speak:
At level 2, you gain the ability to speak to any rodent, or insect.
Level 6
●​ Summon the Swarm:
At level 6, When you cast conjure animals, you can summon a swarm creature. When a swarm
creature attacks a creature, that creature also suffers the effect of your infection feature.

You can cast conjure animals as third level spell without using a spell slot once per long
rest.when you cast the spell this way, you can only summon swarms.

Level 10
●​ Poison and Disease immunity:
At level 10, you gain immunity to poison damage and the poison condition. Also you can not be
afflicted with disease.

●​ Strength of the Swarm:


Also at level 10, You deal half damage when a creature succeeds on their saving throw
against infestation.
Also you can cast infestation as a bonus action twice per a short rest.

●​ No Escape:
At level 14, When you see a creature make an opportunity attack, you can grant that attack
advantage as a reaction. You can do this a number of times equal to your wisdom modifier. You
regain all these uses at the end of a long rest.

Level 14

●​ Strength in Numbers:
At level 14, when a creature is moved by infestation, you can choose which way they move.

●​ Swarm shape:
Also at level 14, you can use your wild shape to turn into a swarm creature. All the other rules
about wild shape still apply.

Fighter

Monk
Monk

Level Proficiency Martial Arts Ki Points Unarmored Features


Bonus Movement

1st +2 1d4 – – Unarmored Defense, Martial Arts,

Dedicated Weapon

2nd +2 1d4 4 +10 ft. Ki, Unarmored Movement

3rd +2 1d4 5 +10 ft. Monastic Tradition, Deflect Attack. Robust Body

4th +2 1d4 6 +10 ft. Ability Score Improvement, Slow Fall,

Stronger Healing

5th +3 1d6 8 +15 ft. Extra Attack, Stunning Strike, Focused aim

6th +3 1d6 9 +15 ft. Ki-Empowered Strikes, ​


Monastic Tradition feature
7th +3 1d6 10 +15 ft. Evasion, Unwavering

8th +3 1d8 11 +20 ft. Ability Score Improvement

9th +4 1d8 13 +20 ft. Unarmored Movement Improvement,

10th +4 1d8 14 +20 ft. Immaculate Body, Ability Score Improvement

11th +4 1d10 15 +25 ft. Monastic Tradition feature,

Improved Dedicated Weapon

12th +4 1d10 16 +25 ft. Ability Score Improvement

13th +5 1d10 18 +25 ft. Tongue of Sun and Moon

14th +5 1d10 19 +30 ft. Calm Mind

15th +5 1d10 20 +30 ft. Perfect Self, Timeless Body

16th +5 1d10 21 +30 ft. Ability Score Improvement


17th +6 1d12 23 +35 ft. Monastic Tradition feature

18th +6 1d12 24 +35 ft. Empty Body

19th +6 1d12 25 +35 ft. Ability Score Improvement

20th +6 1d12 26 +40 ft. Ki Master

Class Features
As a monk, you gain the following class features.

Hit Points
Hit Dice: 1d10 per monk level​
Hit Points at 1st Level: 10 + your Constitution modifier​
Hit Points at Higher Levels: 1d10 (or 5) + your Constitution modifier per monk level after 1st

Proficiencies
Armor: None​
Weapons: Simple weapons, shortswords​
Tools: Choose one type of artisan's tools and one musical instrument​
Saving Throws: Strength, Dexterity​
Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Religion, and
Stealth

Equipment
You start with the following equipment, in addition to the equipment granted by your background:

●​ (a) a shortsword or (b) any simple weapon


●​ (a) a dungeoneer's pack or (b) an explorer's pack
●​ 10 darts

Unarmored Defense
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10
+ your Dexterity modifier + your Wisdom modifier.

Dedicated Weapon
At 1st level, you can train yourself to use a variety of weapons as monk weapons, not just simple
melee weapons and shortswords. You can become proficient in any one weapon during a long rest,
as long as it lacks the heavy or special property. This weapon is considered a monk weapon for
you.

Martial Arts
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed
strikes and monk weapons, which are shortswords, any simple melee weapons that don't have the
special or heavy property, or your dedicated weapon.

You gain the following benefits while you are unarmed or wielding only monk weapons and you
aren't wearing armor, wielding a shield, or using the blade song feature:

●​ You can use Dexterity instead of Strength for athletics checks, and attack and damage rolls
of your unarmed strikes and monk weapons.
●​ You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon.
This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk
table.
●​ You can make one unarmed strike as a bonus action.
●​ If your monk weapon has a smaller damage die than your martial arts die, you may use your
martial arts die for the weapon instead.

Ki
Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this
energy is represented by a number of ki points. Your monk level determines the number of points
you have, as shown in the Ki Points column of the Monk table.

You can spend these points to fuel various ki features. You start knowing three such features: Flurry
of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in
this class.

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which
you draw all of your expended ki back into yourself.
Some of your ki features require your target to make a saving throw to resist the feature's effects.
The saving throw DC is calculated as follows:a

Ki save DC = 8 + your proficiency bonus + your Dexterity modifier

●​ Flurry of Blows. You can spend 1 ki point to make two unarmed strikes as a bonus action.
●​ Patient Defense. You can spend 1 ki point to take the Dodge action as a bonus action on
your turn.
●​ Step of the Wind. You can spend 1 ki point to take the Disengage or Dash action as a
bonus action on your turn, and your jump distance is doubled for the turn.

Unarmored Movement
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a
shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn
without falling during the move.

Robust Body
Starting at 3rd level, you have strong defenses on the outside as well as the inside. You are
Immune to disease, and have advantage on saving throws against poison, and have resistance
to poison damage.

Monastic Tradition
When you reach 3rd level, you commit yourself to a monastic tradition. Your tradition grants you
features at 3rd level and again at 6th, 11th, and 17th level.

Deflect Attacks
At 3rd level, you can use your reaction to deflect or catch a strike when you are hit by an attack.
When you do so any bludgeoning, piercing, or slashing damage you take from the attack is reduced
by 1d10 + your Dexterity modifier + half your monk level.

If you reduce the bludgeoning, piercing, or slashing damage to 0, as part of the same reaction you
can spend 1 ki point to make an unarmed attack against the creature if it's within range.

If the attack was a ranged missile attack, you can throw the missile back at the creature if the missile
is small enough for you to hold in one hand and you have at least one hand free. If you catch a
missile in this way, you can spend 1 ki point to make a ranged attack with a range of 30/60 using the
weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack
with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon
for the attack.
At level 8, you can use your reaction to deflect an attack and to put yourself in a defensive stance. In
this stance, you can deflect an additional attack. This stance lasts until the beginning of your next
turn. At level 13 you can deflect 2 additional attacks, 3 in total.

Ability Score Improvement


When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one
ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As
normal, you can't increase an ability score above 20 using this feature.

Stronger Healing​
Starting at 4th level the constant flow of ki throughout your body helps repair it when injured. When
you regain hit points for any source, including using hit dice, you regain a number of additional hit
points equal to your wisdom modifier.

Slow Fall
Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you
take by an amount equal to five times your monk level.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on
your turn.

Stunning Strike
Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another
creature with a melee attack, you can spend 1 ki point to attempt a stunning strike. The target must
succeed on a Constitution saving throw or be stunned until the end of your next turn. You can use
this ability once per turn.

Focused Aim
Also at 5th level, when you miss with an attack roll, you can spend 1 to 3 ki points to increase your
attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit.

Ki-Empowered Strikes
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming
resistance and immunity to nonmagical attacks and damage.
Evasion
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a
blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you
to make a Dexterity saving throw to take only half damage, you instead take no damage if you
succeed on the saving throw, and only half damage if you fail.

Unwavering
Starting at 7th level, your mind and body has been focused through constant meditation. You
gain proficiency in constitution, intelligence, wisdom, charisma and death saving throws.

Immaculate Body
At 10th level,You are at the peak of physical health. You are immune to poison damage and the
poisoned condition.

Improved Dedicated Weapon


At 11th level, If your dedicated weapon is magical, your ki becomes infused with the weapon's
magic. Your unarmed strikes deal any extra damage that your dedicated weapon has, as well as
gain any of its magical properties. For example, if you had a +1 longsword that dealt an extra 1d6
fire and had a chance to knock creature prone on hit, your fists would act as a +1 weapon and would
also deal an extra 1d6 fire damage and has a chance to knock creature prone.
If your dedicated weapon uses charges, you can use a charge from the weapon when you use an
unarmed attack.

Tongue of the Sun and Moon


Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken
languages. Moreover, any creature that can understand a language can understand what you say.

Calm Mind
Beginning at 14th level, you are immune to being charmed .

Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and
take the second result.

Timeless Body
At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be
aged magically. You can still die of old age, however. In addition, you no longer need food or water.
Perfect Self
At 15th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.

Empty Body
Beginning at 18th level, you can use your bonus action to spend 4 ki points to become invisible for 1
minute. During that time, you also have resistance to all damage but force damage.

Additionally, you can spend 8 ki points to cast the astral projection spell, without needing material
components. When you do so, you can't take any other creatures with you.

Ki Master
At 20th level, your mastery of ki lets you perform basic techniques effortlessly. Flurry of blows,
patient defense, and step of the wind now cost zero ki to use.

Also your Dexterity and Constitution scores increase by 4. Your maximum for those scores is
now 24.

Subclasses

Ascendent Dragon:

Draconic Disciple
At 3rd level, you can channel draconic power to magnify your presence and imbue your
unarmed strikes with the essence of a dragon’s breath. You gain the following benefits:

Draconic Presence. When you make a Charisma check, you gain a bonus to the roll
equal to your Wisdom modifier.

Draconic Strike. When you damage a target with an unarmed strike, you can change
the damage type to acid, cold, fire, lightning, or poison.

Tongue of Dragons. You learn to speak, read, and write Draconic or one other
language of your choice.

Breath of the Dragon


At 3rd level you can channel destructive waves of energy, like those created by the dragons you
emulate. You can replace one of the attacks with an exhalation of draconic energy in either a
20-foot cone or a 30-foot line that is 5 feet wide (your choice). Choose a damage type: acid,
cold, fire, lightning, or poison. Each creature in that area must make a Dexterity saving throw
against your ki save DC, taking damage of the chosen type equal to three rolls of your Martial
Arts die on a failed save, or half as much damage on a successful one.

You can use this feature a number of times equal to your proficiency bonus, and you regain all
expended uses when you finish a long rest. While you have no uses available, you can spend 2
ki points to use this feature again.

Wings Unfurled
At 6th level when you use your Step of the Wind, you can unfurl meaty draconic wings from your
back that vanish at the end of your turn. While the wings exist, you have a flying speed equal to
your walking speed.

Aspect of the Wyrm


At 11th level the power of your draconic spirit now radiates from you, warding your allies or
inspiring fear in your enemies. As a bonus action, choose one of the following effects:

Frightful Roar. You let loose a terrifying roar. Any enemy creature within 30 feet of you
must succeed on a Wisdom saving throw against your ki save DC or become frightened
of you for 1 minute. The target can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a successful save.

Draconic Protection. Choose a damage type when you activate this: acid, cold, fire,
lightning, or poison. You and any allies within 15 feet of you when you activate this ability
have resistance to that damage type. This resistance lasts for one minute or until you
use this ability again.

Once you use either of these abilities, you can’t use either ability again until you finish a long
rest, unless you expend 4 ki points to use this feature again.

Ascendent Aspect
At 17th level, your draconic spirit reaches its peak. You gain the following benefits:

Augment Breath. When you use your Breath of the Dragon, you can spend 1 ki point to
augment its shape and power. The exhalation of draconic energy becomes either a 60-foot
cone or a 90-foot line that is 5 feet wide (your choice), and each creature in that area takes
damage equal to four rolls of your Martial Arts die on a failed save, or half as much damage
on a successful one.
Blindsight. You gain blindsight out to 10 feet. Within that range, you can effectively see
anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you
can see an invisible creature within that range, unless the creature successfully hides from
you.

Explosive Fury. When you activate your Aspect of the Wyrm, draconic fury explodes from
you. Choose any number of creatures you can see within 15 ft of you. Each of those
creatures must succeed on a Dexterity saving throw against your ki save DC or take 3d10
acid, cold, fire, lightning, or poison damage (your choice). Also you can use both frightful
roar and Draconic Protection with a single bonus action.

Astral Self:

●​ Arms of the Astral Self

the text is changed to the following…

At 3rd level, your mastery of your ki allows you to summon a portion of your astral
self. As a bonus action, you summon the arms of your astral self.

For 10 minutes, these spectral arms hover near your shoulders or surround your
arms (your choice). You determine the arms' appearance, and they vanish early if you are
incapacitated or die.

While the spectral arms are present, you gain the following benefits:

●​ You can use your Wisdom modifier in place of your Strength modifier when making
Strength checks and Strength saving throws.
●​ You can use the spectral arms to make unarmed strikes.
●​ When you make an unarmed strike with the arms on your turn, your reach for it is 5
feet greater than normal.
●​ The unarmed strikes you make with the arms can use your Wisdom modifier in place
of your Strength or Dexterity modifier for the attack and damage rolls, and their
damage type is force.
●​ As a bonus action or as part of the bonus action you take to activate Arms of the
Astral Self, you may spend 1 ki point to make each creature of your choice that you
can see within 10 feet of you make a Dexterity saving throw. If they fail, they take
force damage equal to two rolls of your Martial Arts die and are pushed back 10 feet.
If they succeed they take half damage and are not pushed back.

Also, at level 11, your arms of your astral self also benefit from improved dedicated
weapon, just like how your unarmed strikes would.

At level 3 you also get…


●​ Astral Awareness
Your astral self instinctively watches out for you. You can add your wisdom modifier to initiative
checks.

●​ Visage of the Astral Self


This no longer cost 1 ki to summon. It instead costs 0 ki.

At level 6 you also get…


●​ Deflect Energy
You can use your deflect attack feature to also deflect acid, cold, fire, lightning, thunder, and
force damage as well.

●​ Body of the Astral Self


You no longer get deflect energy or empowered arms and the following text is added…

​ -Protective arms
At level 11, If an ally creature is hit with an attack and is within the reach of your astral arms, you
can use your deflect attack ability on the ally as you normally would on yourself. If you reduce
the damage of the attack to 0, you can still make an attack against the attacking creature if that
creature is within range by spending 1 ki.
​ Using deflect attacks this way still puts you in a defensive stance to block multiple
attacks. You can deflect attacks against you or your allies, regardless of which attack you deflect
first.

At level 17 you also get…

●​ Astral Incursion
Your rampant use of your astral self has made it a gateway to the astral plane and the astral
plane's time distortion. When you roll initiative, choose one creature to make a wisdom saving
throw. If they fail, reduce their initiative by one roll of your martial arts die plus your wisdom
modifier. If they succeed nothing happens.
You can not use this feature again until you finish a long rest.

Drunken Master:

TO PLAY THIS SUBCLASS, THE PLAYER MUST HAVE SEEN A DRUNKEN MASTER MOVIE
AT LEAST ONCE.

At level 3 you also get…


●​ Good Brew
During a short or long rest, you can produce alcohol with wondrous properties. You can produce
an amount of brews equal to your wisdom modifier. Each of the types of brews below provide a
unique effect when you or another creature uses an action to drink them. The good brews keep
their magical abilities until you make more good brews.

Hearty Stout - Gain temp hp equal to 1 roll of your martial arts die + wisdom modifier.

Strong Whiskey - gives advantage on strength checks for 1 hour.

Bold Brandy - gives advantage to saves against being frightened for 1 hour.

Fireball (level 6) - Gives you resistance to cold damage for 1 hour.

1000 Proof Tincture (level 17)- The first time you take damage after drinking this, you instead
take 0 damage. This effect ends after you take your first instance of damage or if you take a
short or long rest.

At level 3 you also get…


●​ Selective Tolerance
Any feature, ability, or magic item you have that gives you resistance or immunity to poison, like
Robust body and Immaculate body, you can choose to ignore for the purposes of getting drunk.

●​ Tipsy sway
Redirect attack can be used on any creature within 5 ft including the attacker.
Also the following text is added to redirect attack..
At level 11, you can use your reaction to redirect an attack and to put yourself in a defensive
stance. In this stance, you can spend an additional 1 ki to redirect another attack. This
stance lasts until the beginning of your next turn.

The Tipsy sway feature also gives you…


-​ Waisted weasel
A creature does not gain advantage to melee attacks from you being prone, and you do not
attack with disadvantage while prone.
-​ Drunken Defense
If you spend a ki point on your turn or use an ability that normally uses ki but have the Ki master
ability, you can spend an additional ki point to raise your AC by your proficiency bonus until the
beginning of your next turn. You can use this ability once per a turn.

At level 6 you also get…


●​ Trashed Talker
When you make a skill check based on charisma, you can roll your martial arts die. Add the
number rolled to the check. You regain use of this ability when you finish a long rest. While you
have no uses available, you can spend 1 ki points to use this feature again.

●​ Drunkards Luck
You can use this ability without using ki once per long rest.

●​ Intoxicated Frenzy
You instead get this ability at level 11.

●​ Hammered Hero
At level 17, When you drink one of your good brews that lasts 1 hour, for you it instead lasts 8
hours. Also when you drink your hearty stout, roll 2 martial arts die instead of one.
If you are under the effect of any one of your good brews or any other alcohol, you gain the
following benefits.
-​ Critical hits against you instead become normal hits, unless you are incapacitated.
-​ Creatures can not make opportunity attacks against you.
-​ Your Trashed Talker ability costs 0 ki.

Four Elements:

Level 3:

●​ Elemental control:
At level 3 you learn the cantrips control fire, shape water, mold earth, and gust.

●​ Disciple of the Elements


When you choose this tradition at 3rd level, you learn magical disciplines that harness the
power of the four elements.

You know three elemental disciplines of your choice. You learn two additional elemental
disciplines of your choice at 6th, 11th, and 17th level. Certain Disciplines can only be learned
when you are a certain monk level.

Whenever you level up, you can also replace one elemental discipline that you already know
with a different discipline.

Elemental Disciplines:

Level 3 Disciplines:

●​ Gale Strike
Once per a turn, when you damage a creature with melee attack you deal extra damage equal
to your wisdom modifier and force them to make a strength saving throw. On a failure the
creature is knocked back a number of feet equal to 1 roll of your martial arts die × 5. On a
success, they are not moved.
You can use this feature a number of times equal to your wisdom modifier, and you
regain all expended uses when you finish a long rest. While you have no uses available, you
can spend 2 ki points to use this feature again.

●​ Troublesome Wind
As a reaction, when a creature misses you, or an ally within 5 feet of you, with an melee attack
you can spend 1 ki and choose to move the chosen creature to a space within 10 feet away. If
you used patient defense on your turn, this ability does not require a reaction or ki to use.

●​ Rock Knuckle
Once per a turn, you can make a special attack against a creature. Make an unarmed
attack against the creature. If it hits, deal as much damage as your unarmed strike usually does
and the creature must make a dexterity saving throw. On a failure, the creature is knocked
prone. On a success they are not knocked prone.
At level 11, creatures who fail the saving throw also have their movement reduced by a
number of feet equal to your wisdom modifier times 5.

●​ Little Earthquake
You can replace one of your attacks with casting of earth tremor. After you cast this spell, for 1
minute you are unaffected by difficult terrain.
You can use this feature a number of times equal to your wisdom modifier, and you
regain all expended uses when you finish a long rest. While you have no uses available, you
can spend 2 ki points to use this feature again.

●​ Pebble Cloak
As an action, you can spend 2 ki to +2 bonus to your AC for 1 hour. When you cast this,
you also gain temporary hit points equal to your wisdom modifier.

●​ Jagged Rock Stomp


Once per a turn, when you hit a creature who is prone with a melee attack, the attack is
considered a critical hit.

●​ Fire spreads
When you select this ability, you gain the following benefits;
-​ When you hit a creature with a weapon or unarmed attack, you can change the damage
type to fire.
-​ Your range to score a critical hit is increased. Your attacks score a critical hit when you
roll a 19 or 20. If you already have an ability like this, increase your crit range by 1
accordingly.
-​ When you hit a creature with a melee attack, you can choose to have fire erupt from your
strike. When you do any creature other than yourself within 5 feet of the struck creature
takes your wisdom modifier in fire damage.

●​ Fire spreads
As an action, you light the ground a blaze in a 20-foot cube in front of you. When a creature
moves into the area or within the area, it takes 2d4 damage for every 5 feet it travels.

If the fire is on a square with something flammable on it, smoke billows from that square making
it heavily obscured and impossible to see through.

●​ Rushing River
Your attacks can carry rushing water with them, extending the arc or your swings.Once per a
turn, you may make one attack roll to try and strike 2 creatures at the same time. Choose two
targets within your reach, and make a single attack roll to hit. Any of those target creatures
whose AC is equal to or less than the attack roll is hit with the attack, taking damage equal to
your unarmed attack. When you score a critical hit with this attack, you may use this ability
again on your turn.

●​ Water Whip
Once per a turn You can spend 2 ki points to replace one of your attacks to create a whip of
water that shoves and pulls a creature to unbalance it. A creature that you can see that is within
30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes
bludgeoning damage equal to your unarmed attack, and you can either knock it prone or pull it
up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and
you don't pull it or knock it prone.

●​ Slippery Ice
As an action you can create ice that covers the ground in a 15-foot square centered on a point
within 30 feet of you and turns it into difficult terrain for one minute.

When the ice appears, each creature standing in its area must succeed on a Dexterity saving
throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a
Dexterity saving throw or fall prone.​

You can use this feature a number of times equal to your proficiency bonus, and you regain all
expended uses when you finish a long rest. While you have no uses available, you can spend 2
ki points to use this feature again.

The area of the ice increases by 5ft when you reach 6th level (20 feet), 11th level (25 feet), 17th
level (30 feet).

Level 6 Disciplines:

●​ Ride the Wind


As an action you can cast fly on yourself by spending 3 ki.

●​ Fleeing Tornado
As an action you can spend 3 ki to have a torrent of wind spin around you. All enemy creatures
in 20 foot radius centered on you must make a dexterity saving throw. On a failure they take 6d6
bludgeoning damage. They take half damage on a successful save.

A number of ally creatures equal to your wisdom modifier may use their reaction to move half
their movement without provoking an attack of opportunity.

●​ Whirlpool
As an action you can spend 3 ki to have water swirl around you, pulling your enemies closer to
you. All enemy creatures in 20 foot radius centered on you must make a dexterity saving throw.
On a failure they take 6d6 bludgeoning damage and are pulled within toward you a number of
feet equal to 5 times your wisdom modifier. They take half damage on a successful save and
are not pulled toward you.

●​ Hands of Stone
As an action you can spend 3 ki to have many stone hands erupt the ground. All enemy
creatures in 20 foot radius centered on you must make a strength saving throw. On a failure
they take 6d6 bludgeoning damage and are restrained until the end of your next turn. They take
half damage on a successful save and are not restrained.

●​ Fire Burst
As an action you can spend 3 ki to have fire erupt from your body. ALL creatures, excluding you,
in 20 foot radius centered on you must make a dexterity saving throw. On a failure the creatures
take 8d6 fire damage They take half damage on a successful save.

●​ Hot Foot
You can spend 3 ki to cast Ashardalon’s stride.

●​ Seared Away
When you select this ability, you gain the following benefits.
-​ You gain resistance to fire damage.
-​ Your range to score a critical hit is increased. Your attacks score a critical hit when you
roll a 19 or 20. If you already have an ability like this, increase your crit range by 1
accordingly.

●​ Sky Breaker
You can spend 3 ki to cast lightning bolt.

Level 11 Disciplines:

●​ Rip Tide
When you see an ally creature being attacked by another creature and that creature is within 30
ft of you, you can use your reaction and spend 1 ki to send out a tendril of water to make an
attack roll against the creature. If the attack hits, you deal bludgeoning damage equal to your
unarmed attack and the creature is pulled toward you a number of feet equal to your wisdom
modifier x 5.

●​ Stone Cloak
You cover yourself in stone to protect you from harm. As an action you can spend 4 ki to be
resistant to bludgeoning piercing and slashing damage for 1 hour.

●​ Greater Step of the Wind


When you use step of the wind, choose a number of creatures you can see equal to your
wisdom modifier. On their turn, their speed and jump distance is doubled. This effect ends at the
beginning of your next turn.

●​ Ripping Winds
As an action, spend 4 ki to make a creature within 30 feet of you make a dexterity saving throw.
On failed save, they take damage equal to 4 rolls of your martial arts die and is surrounded by
flesh ripping wind. On a success the creature takes half damage and is not surrounded by wind.
While surrounded by this wind a creature takes 2d4 slashing damage anytime the creature
moves or is moved 5 feet.
The winds surround the creature for one minute.

●​ Consuming Flame
When you land a hit on a creature you can spend 4 ki to burn the creature with debilitating
flames. The target must make a dexterity saving throw, on a failure the target takes 2d6 fire
damage, burns for 1 minute, and takes 2d6 fire damage at the end of each of its turns. On a
success the target takes half the damage and does not burn.
While a creature is burning, anytime it deals damage the damage it deals is reduced by the 1
roll of your martial arts die. If a creature is burning while concentrating on the spell, they have
disadvantage to concentration checks.

Level 17 Disciplines:

●​ Wind Cloak
As an action you can spend 4 ki to cast investiture of wind. When you cast this spell, it does not
require concentration.

●​ Stone Armor
As an action you can spend 4 ki to cast investiture of earth. When you cast this spell, it does not
require concentration.

●​ Fire Cloak
As an action you can spend 4 ki to cast investiture of fire. When you cast this spell, it does not
require concentration.

●​ Ice Cloak
As an action you can spend 4 ki to cast investiture of ice. When you cast this spell, it does not
require concentration.

Kensei:

●​ Path of the Kensei


When you choose this tradition at 3rd level, your special martial arts training leads you to
be especially quick and deadly with a weapon. This path also includes instruction in the deft
strokes of calligraphy or painting. You gain the following benefits:

-​ Agile Parry. If you make an unarmed strike on your turn and are holding a weapon, you
can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the
start of your next turn, while the weapon is in your hand and you aren’t incapacitated. At
level 11 the bonus to ac you get is increased to +3. At level 17 the bonus to ac is
increased to +4.
-​ Agile Strike. You can spend 1 ki to make an attack with a weapon as a bonus action. If
you spend 1 ki point or more as part of your action on your turn, you can make one
attack with an unarmed strike or a monk weapon as a bonus action before the end of the
turn.
-​ Helm Splitter. When you hit the same creature with a weapon twice on your turn, before
the beginning of your next turn, the next attack against that creature is made with
advantage and takes extra damage equal to your wisdom modifier.
-​ Way of the Brush. You gain proficiency with your choice of calligrapher's supplies or
painter's supplies.

●​ One with the Blade


At 6th level, you extend your ki into your weapons, granting you the following benefits.

●​ Magic Kensei Weapons. Your attacks with your weapons count as magical for the purpose
of overcoming resistance and immunity to nonmagical attacks and damage.
●​ Deft Strike. When you hit a target with a weapon, you can spend 1 ki point to cause the
weapon to deal extra damage to the target equal to your Martial Arts die. When you use
your focused aim feature and successfully hit a creature, you may use your deft strike
ability without the need to spend a ki point.

●​ Sharpen the Blade:


At 11th level, you gain the ability to augment weapons further with your ki. As a bonus
action, you can expend up to 3 ki points to grant one weapon you touch a bonus to attack and
damage rolls. The bonus increases the weapons to hit and damage rolls by the amount of ki you
spent. This bonus lasts for 1 minute or until you use this feature again.
This feature does affect magic weapons but can not raise the weapons bonus beyond
+3. For example, if you have a +1 weapon, you must spend 2 ki points to get a +3 weapon.
At level 17, you can use this ability on 2 weapons at once as long as you touch each
weapon when you use the ability.

●​ Brutal Helm Splitter:


At 17th level, When a creature attacks another creature with the aid of your helm splitter
ability, they may forgo rolling with any and all forms of advantage and roll normally on their
attack roll. If they hit, they score a critical hit and deals extra damage equal to 2 times your
wisdom modifier. If the attack rolled high enough to score a critical hit normally, roll one
additional damage die when determining the extra damage.

●​ Unerring Accuracy
At 17th level, If you miss with an attack roll, you can reroll it. You can use this feature only once
on each of your turns.

Open Hand:

●​ Open Hand Technique


Starting when you choose this tradition at 3rd level, you can manipulate your enemy's ki when
you harness your own. Whenever you hit a creature with one of the attacks granted by your
Flurry of Blows, you can impose one of the following effects on that target:

It must succeed on a Dexterity saving throw or be knocked prone.

It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from
you.

It can't take reactions until the end of your next turn.

●​ Patient Offense
At level 3, If a creature misses you and you took the dodge action or used patient defense on
your turn, you gain advantage to unarmed attacks against that creature until the end of your
next turn.

●​ Practice and Patience


Also at level 3,When you make a skill check, you can roll one of your martial arts dice and add
the number rolled to the skill check. You can choose to use this feature after you make the roll,
but before the DM determines whether the ability check succeeds or fails. You regain use of this
ability when you finish a short rest.
While you have no uses available, you can spend 2 ki points to use this feature again.
●​ Wholeness of Body
At the 6th level, you gain the ability to focus your ki and heal yourself. As a bonus action or
whenever you use patient defense, you regain a number of hit points equal to 2 times your
monk level. This ability is also affected by your stronger healing feature.
​ You can use this feature a number of times equal to your wisdom modifier, and regain all
uses when you finish a long rest.

●​ Tranquility
Beginning at 11th level, you can enter a special⁠meditation that surrounds you with an aura of
peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start
of your next long rest (the spell can end early as normal). The saving throw DC for the spell
equals 8 + your Wisdom modifier + your proficiency bonus.

You can also cast the sanctuary spell on another creature. Doing so ends the effects of
sanctuary on yourself. You can only have one instance of the sanctuary spell provided by this
feature active at a time.

You must finish a short or long rest before you can use this feature again. While you
have no uses available, you can spend 2 ki points to use this feature again.

●​ Improved Deflect Attack


Also at 11th level, when you roll to deflect attacks you roll two d10s instead of one and take the
higher roll. Also when you are deflecting an attack by a creature within 5ft of you, you deal 1d10
bludgeoning damage to the creature. This damage is not considered an attack and does not
trigger stunning strike.

●​ Quivering Palm

At 17th level, you gain the ability to set up lethal vibrations in someone's body. When you hit a
creature with an unarmed strike, you can spend 3 ki points to start these imperceptible
vibrations, which last for a number of days equal to your monk level. The vibrations are
harmless unless you use your action to end them. To do so, you and the target must be on the
same plane of existence. ​
​ When you use this action, If the creature has a number of hit points equal to or less than
your monk level times 5, they are reduced to 0 hp. If the creature has more hit points than that,
the creature must make a Constitution saving throw. If it fails, the creature takes 10d12 necrotic
damage. If it succeeds, it takes half that much damage.​
​ You can have only one creature under the effect of this feature at a time. You can
choose to end the vibrations harmlessly by using a bonus action.

Shadow:

At level 3 you also get…


●​ Shadow Sight
At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your
race, its range increases by 30 feet. You can also see through magical darkness as if it was regular
darkness.

At level 11 you also get opportunist feature instead of at level 17. Also The text for opportunists is
changed to the following…
●​ Opportunist
At 11th level, you can exploit a creature's momentary distraction when it is hit by an attack.
Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you
can use your reaction to make a melee attack against that creature. If you hit the creature, they have
disadvantage against your stunning strike if you choose to use it.

At level 17 you get…


●​ Imperceptible
At 17th level you can not be perceived by blindsight, truesight, or any divination magic that could
perceive you or your location.

Spider:

Level 3:

Spider Walk
You gain a climb speed equal to your walking speed. You can climb on walls and ceilings as if
you were walking normally, leaving both of your hands free.

Web Trap
As an action, You can cast the web spell. You can cast it a number of times equal to your
proficiency bonus, and you regain all expended uses when you finish a long rest. When you
cast web, it does not require concentration. While you have no uses available, you can spend 2
ki points to use this feature again.

You do not stick to any type of webs unless you choose to stick to them.This includes webs you
create, and webs created by others.

Weaver Proficiency:
You gain proficiency in weaver’s tools.

Level 6:

Spider Strength
You count as one size larger when grappling, determining your carrying capacity and the weight
you can push, drag, or lift.
Web Sling
As a bonus action you can shoot out a sticky rope like web that can pull something toward you,
or launch you toward something. When you do this you can either choose to pull or launch.

Pull:
You shoot out a web sling to a point within 30 feet of yourself. If the point is on an object you can
attempt to pull that object toward you. If the point is on a creature, the creature must make a
strength saving throw against your ki save DC. On a successful save, the creature is not moved.
On a failed save you pull the creature, in a straight line, to any point between you and it. If you
pull a creature into one of the web traps, they must immediately make a save against the web
trap.

Launch:
You shoot out a web sling to a point within 30 feet of yourself. If the point is on an object that is
anchored enough you can attempt to pull yourself toward that object. If the point is on a
creature, the creature must make a dexterity saving throw against your ki save DC. On a failed
save you pull yourself, in a straight line, to any point between you and the creature. On a
success, you are not launched toward the creature.

If the result of your web sling puts you within 5 ft of the targeted creature, as part of the same
bonus action, you can spend one ki point to perform a flurry of blows against the creature. If you
pull yourself into a creature with the launch option and spend 1 ki to use a flurry of blows, they
take extra damage equal to two rolls of your Martial Arts die.

Level 11:

Precognition
Your heightened senses allow you to be extremely aware of incoming threats.
●​ You can’t be surprised while you are conscious.
●​ You gain a bonus to initiative equal to your wisdom modifier.
●​ Other creatures don’t gain advantage on attack rolls against you as a result of being
hidden from you.
●​ You gain a blindsight of 15ft.

Level 17:

Infinite Webs
Your Web Trap ability now costs 0 ki.

Intense Resolve
Sheer willpower gives you the strength to push through any challenge. As a bonus action you
can put yourself in a state of intense resolve. In this state, you gain the following benefits…
-​ You immediately regain 1d12 + your monk level in HP.
-​ You may immediately end one spell that is affecting you.
-​ You regain your wisdom modifier in hp at the start of each of your turns for 1 minute. You
may add stronger healing on to this effect.

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

Sun Soul:

●​ Radiant Sun Bolt


The text is changed to the following…

At 3rd level, you gain a new attack option that you can use in place of your unarmed strikes. This
special attack is a ranged weapon attack with a range equal to your 10 x proficiency bonus + 10. You
are proficient with this attack, and you add your Dexterity modifier to its attack and damage rolls. Its
damage is radiant, and its damage die is equal to your martial arts die.

If there is a feature that allows you to make an unarmed strike, you may replace any of those
unarmed strikes with a radiant sun bolt attack. The radiant sun bolt can be considered an unarmed
attack for the purposes of pairing with other abilities, like flurry of blows and improved dedicated
weapon.

If you spend 1 ki point or more on your turn, like using flurry of blows, you can make your radiant sun
bolts explosive. When you hit a creature with your radiant sun bolt, any other enemy creature within
5ft of the creature struck takes radiant damage equal to your wisdom modifier. Your radiant sunbolts
remain explosive until the end of your turn. If you use an ability that can use ki but you can use that
ability for zero ki, like searing arc Strike, you can still make your sunbolts explosive if you use the 0
ki version.

At level 3 you also get..


●​ Extra cantrips
You learn the light and dancing light cantrips. Wisdom is your spell casting ability modifier.

●​ Searing Arc Strike


The text is changed to the following…

At 6th level, you gain the ability to channel your ki into searing waves of energy. As a bonus action
you can shoot out a wave of energy in a 30 ft cone or a 40-foot line that is 10 feet wide (your choice).
Each creature in that area must make a Dexterity saving throw against your ki save DC, taking
radiant damage equal to four rolls of your Martial Arts die on a failed save, or half as much damage
on a successful one.

You regain use of this ability when you finish a short rest. While you have no uses available, you can
spend 2 ki points to use this feature again.
●​ Searing Sunburst
On a successful save, a creature takes half damage.

At level 11 you also get…


●​ Sun Flare
At level 11, you can channel your ki into a blinding light. As an action you can throw a sun flare
to a point within 50 ft of yourself. Any creature within 10 feet of the point must make a
constitution saving throw. On a failure the creatures are blinded until the end of your next turn
and take 3d6 radiant damage. On a success, they only take half damage and are not blinded.
You can use this ability once per a long rest. While you have no uses available, you can spend 4
ki to use this feature again.

●​ Sun Shield
Sun Shield is replaced with the following text…

As a bonus action, you can gain a fly speed equal to your movement speed. You also become
wreathed in a luminous, magical aura. You shed bright light in a 30-foot radius and dim light for
an additional 30 feet. If a creature hits you with a melee attack while this light shines, the
creature takes radiant damage equal to 5+ your wisdom modifier. The radiant damage equals 5
+ your Wisdom modifier.
You can extinguish or restore the light as a bonus action.

Ranger:
Prepared Enemy
At level 1, with enough time for preparation, you can become an expert hunter of any creature.

At the end of a long rest, choose a type of creature: aberrations, beasts, celestials,
constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead.
Alternatively, you can select two races of humanoid (such as gnolls and orcs). Whatever
creatures you choose become your prepared enemy.

You have advantage on Wisdom (Survival) checks to track your prepared enemies, as well as
on Intelligence checks to recall information about them. Whenever you deal damage to
prepared enemies you deal an extra 1d4 damage to them.

This feature's extra damage increases when you reach certain levels in this class: to 1d6 at
14th.
As you grow more experienced, you can choose more prepared enemies at the end of a long
rest. You can choose 2 prepared enemies at 9th and 3 prepared enemies at 20th level.

Canny
Also at level 1, choose one of your skill proficiencies. Your proficiency bonus is doubled for any
ability check you make using the chosen skill.

You can also speak, read, and write 2 additional languages of your choice.

Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following
options. You can't take a Fighting Style option more than once, even if you later get to choose again.

●​ Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
●​ Blind Fighting. You have blind sight with a range of 10 feet. Within that range, you can
effectively see anything that isn't behind total cover, even if you're blinded or in darkness.
Moreover, you can see an invisible creature within that range, unless the creature
successfully hides from you.
●​ Defense. While you are wearing armor, you gain a +1 bonus to AC.
●​ Druidic Warrior. You learn two cantrips of your choice from the Druid spell list. They count
as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you
gain a level in this class, you can replace one of these cantrips with another cantrip from the
Druid spell list.
●​ Dueling. When you are wielding a melee weapon in one hand and no other weapons, you
gain a +2 bonus to damage rolls with that weapon.
●​ Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of
the attack you make with the weapon.
○​ In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2
bonus to the damage roll.
●​ Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability
modifier to the damage of the second attack.
●​ Interception. When a creature you can see hits a target that is within 5 feet of you with an
attack, you can use your reaction to reduce the damage the target takes by 1d10 + your
proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or
martial weapon to use this reaction.

Spellcasting
By the time you reach 2nd level, you have learned to use the magical essence of nature to cast
spells, much as a druid does.

Spell Slots
The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and
higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain
all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Animal Friendship and have a 1st-level and a 2nd-level
spell slot available, you can cast Animal Friendship using either slot.

Preparing and Casting Spells


The ranger table shows how many spell slots you have to cast your ranger spells of 1st level and
higher. To cast one of these ranger spells, you must expend a slot of the spell's level or higher. You
regain all expended spell slots when you finish a long rest.

You prepare the list of ranger spells that are available for you to cast, choosing from the ranger spell
list. When you do so, choose a number of ranger spells equal to your Wisdom modifier + half your
ranger level, rounded down (minimum of one spell). The spells must be of a level for which you have
spell slots.

For example, if you are a 5th-level ranger, you have four 1st-level and two 2nd-level spell slots. With
a wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any
combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a
2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

Spellcasting Ability
Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your
attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In
addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast
and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Primal Awareness
Also at 2nd level, You can focus your awareness through the interconnections of nature. You gain
access to additional spells when you reach certain levels in this class, as shown in the Primal
Awareness Spells table. Once you gain access to one of these spells, you always have it prepared,
and it doesn't count against the number of ranger spells you can prepare each day.

Primal Awareness Spells

Ranger Level Spell


2nd Speak with Animals

5th Beast Sense

9th Speak with Plants

13th Locate Creature

17th Commune with Nature

You can cast each of these spells once without expending a spell slot. Once you cast a spell in this
way, you can't do so again until you finish a long rest.

Creature Sense
Beginning at 3rd level, at the end of a short or long rest focus your awareness on the region around
you. For 1 minute, you can sense what creature types are present within 1 mile of you: This feature
doesn’t reveal the creatures’ location or number, however you would know the general direction of
each creature type in relation to your current position.

Ranger Conclave
At 3rd level, you choose to emulate the ideals and training of a ranger conclave. Your choice grants
you features at 3rd level and again at 7th, 11th, and 15th level.

Ability Score Improvement


When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability
score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you
can't increase an ability score above 20 using this feature.

Martial Versatility
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can
replace a fighting style you know with another fighting style available to rangers. This replacement
represents a shift of focus in your martial practice.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on
your turn.

Quick Preparation
Also at 5th level You are able to prepare for any enemy in a short amount of time. During a short
rest, you can change the creature type of one of your prepared enemies.

Roving
At 6th level, your walking speed increases by 5, and you gain a climbing speed and a swimming
speed equal to your walking speed.

Vanish
Starting at 6th level, you can use the Hide action as a bonus action on your turn. Also, you can't be
tracked by nonmagical means, unless you choose to leave a trail.

Land's Stride
Starting at 8th level, moving through difficult terrain costs you no extra movement. You can also pass
through magical and nonmagical plants without being slowed by them and without taking damage
from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or
manipulated to impede movement, such as those created by the Entangle spell.

Nature's Veil
Starting at 10th level, you draw on the powers of nature to hide yourself from view briefly. As a bonus
action, you can magically become invisible, along with any equipment you are wearing or carrying,
until the start of your next turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all
expended uses when you finish a long rest.

Tireless
Also at 10th level, as an action, you can give yourself a number of temporary hit points equal to 1d8
+ your Wisdom modifier (minimum of 1 temporary hit point). You regain use of this ability when you
finish a short rest or long rest.

At 18th level, you can use this ability twice before needing to finish a short rest or long rest.

In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.
Feral Senses
At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you
attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack
rolls against it.

You also gain a blind sight of 30ft.

Hunt Master
At 20th level, you become an unparalleled hunter of your enemies. When you attack one of your
prepared foes, you attack with advantage.

Beast Master

Expanded Spell list


When you reach a Ranger level specified in the Beast Master Spells table, you thereafter
always have the listed spells prepared.

Ranger Level Spell

3 Mage Armor (see updates)

5 Enlarge (see updates)

9 Haste

13 Stone Skin (see updates)

17 Awaken (see updates)

Prepared For Beasts


At level 3, you always have the Beast creature type as one of your prepared enemies. This
doesn't count against the number of prepared enemies you can have prepared.

Primal Companion
At level 3, You magically summon a primal beast, which draws strength from your bond
with nature. The beast is friendly to you and your companions and obeys your commands.
Choose its stat block—Beast of the Land, or Beast of the Sky—which uses your Proficiency
Bonus (PB) in several places. You also determine the kind of animal the beast is, choosing a
kind appropriate for the stat block. If you choose the beast of the land, Choose between pounce,
thick skin, and savage claws.
In combat, the beast acts during your turn. It can move and use its Reaction on its own,
but the only action it takes is the Dodge action, unless you take a Bonus Action on your turn to
command it to take a different action. That action can be one in its stat block or some other
action. You can also sacrifice one of your attacks when you take the Attack action to command
the beast to take the Attack action. If you have the Incapacitated condition, the beast can take
any action of its choice, not just Dodge.
If your Primal Companion dies in battle, one of its litter will find you during a long rest.
The beast is fully grown, has the same stats as its parents, and also has a liter of children
(somewhere that is not here).
Whenever you finish a Long Rest, you can summon a different primal beast. The new
beast is magically linked to you in some way, and you choose its stat block and appearance. An
animal from the surrounding environment would be appropriate, talk with your DM. If you
already have a beast from this feature, it leaves when the new beast appears.

Beast of the Land ​


Medium Beast

Armor Class 13 your wisdom modifier


Hit Points 5 + five times your ranger level (the beast has a number of d8
Hit Dice equal to your ranger level)
Speed 40ft, 40ft climb

STR DEX CON INT WIS CHA


14 (+2) 14 (+2) 13 (+1) 8 (-1) 14 (+2) 11 (0)

Senses Darkvision 60ft, Passive Perception 12


Languages Understands the languages you speak

Primal Bond. Add your proficiency bonus to any ability check or saving
throw the beast makes.

Pounce (optional). If the beast moved at least 20 feet in a straight line


and landed an attack against a creature, the target takes an extra 1d6
damage of the same type and the target is knocked prone.

Thick Skin (optional). Any damage the Beast receives is reduced by 1d4.

Savage Claws (optional). When you hit a creature with an attack, you
can re-roll one of attack’s damage dice, and you must use the new roll.
ACTIONS
Maul. Melee Weapon Attack: Bonus equals your spell attack modifier,
reach 5ft., one target. Hit: 1d8 + 2 + your wisdom modifier (You choose
between bludgeoning, slashing, and piercing damage when you get the
beast)

Beast of the Sky ​


Small Beast

Armor Class 13 your wisdom modifier


Hit Points 4 + four times your ranger level (the beast has a number of
d6 Hit Dice equal to your ranger level)
Speed 10ft, 60ft fly

STR DEX CON INT WIS CHA


6 (-2) 16 (+3) 13 (+1) 8 (-1) 14 (+2) 11 (0)

Senses Darkvision 60ft, Passive Perception 12


Languages Understands the languages you speak

Primal Bond. Add your proficiency bonus to any ability check or saving
throw the beast makes.

Flyby. The beast doesn’t provoke Opportunity Attacks when it flies out of
an enemy’s reach

ACTIONS
Maul. Melee Weapon Attack: Bonus equals your spell attack modifier,
reach 5ft., one target. Hit: 1d4 + 2 + your wisdom modifier slashing
damage

Prepared For Beasts


At level 3, any benefit you gain from a Prepared enemy, so does your primal companion.

Exceptional Training
At level 7, When you use your Bonus Action to command your Primal Companion beast to take
an action, you can also command it to take the Dash, Disengage, Dodge, or Help action as a
Bonus Action.
In addition, whenever the beast hits with an attack and deals damage, it can deal your choice of
Force damage or its normal damage type.

Primal Technique
At level 7, Your Primal companion can gain the ability to use weapon techniques. It has 2 uses
of weapon techniques. Additionally, your primal companion can expend a use of your weapon
techniques so it can use one itself.
Listed below are the weapon techniques are for natural weapons.

Natural Weapon Weapon Techniques

Claws Bleed

Horns, Tusks Lunge, Charge

Fangs, Beak Savagery

Hooves Discombobulate

Bestial Fury
At level 7, when you command your Primal Companion beast to take the Attack action, the
beast can make two attacks.
In addition, any time your Primal Companion attacks one of your prepared enemies, their crit
range is extended by 1. So they would land a critical hit if they rolled a 19 or 20 on the die for
the attack roll. Also if a creature is one of your prepared enemies, the creature subtract 2 from
any attack roll against the Primal Companion.

Share Spells
At level 15, Any spell targeting your Primal Companion, can also affect you if you use a reaction
to duplicate the magics onto yourself.

Monster Slayer:

Monster Slayer Magic


Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as
shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, and doesn't
count against the number of spells you can have prepared.

Monster Slayer Spells

Ranger Level Spells

3rd Protection from Evil and Good

5th Twin Shot

9th Elemental Weapon

13th Charm Monster

17th Hold Monster

Prepared For Monsters


You always have the monstrosity creature type as one of your prepared enemies. This doesn't
count against the number of prepared enemies you can have prepared.

Hunter's Sense
At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As a
bonus action, choose one creature you can see within 60 feet of you. You immediately learn whether
the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the
creature is hidden from divination magic, you sense that it has no damage immunities, resistances,
or vulnerabilities.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You
regain all expended uses of it when you finish a long rest.
Debilitating Strike
At 3rd level,When you deal damage to a creature with an attack or a spell (summoned creatures do
not count) they become debilitated. While a creature is debilitated, their movement speed is reduced
by 10 feet and they deal 1d4 less damage from attacks and spells.

Supernatural Defense
At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever
a creature affected by your debilitating strike forces you to make a saving throw and whenever you
make an ability check to escape that target's grapple, add 1d6 to your roll.

Magic-User's Nemesis
At 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a
spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The
creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport
fails and is wasted.

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

Slayer's Counter
At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If a creature
forces you to make a saving throw, you can use your reaction to make one weapon attack against
the quarry. You make this attack immediately before making the saving throw. If the attack hits, your
save automatically succeeds, in addition to the attack’s normal effects.

Rogue​

Battle Rager:
Armor Training
At 3rd level, you gain proficiency with medium and heavy armor. You do not roll stealth at
disadvantage because of the type of armor you are wearing.
Spiked Armor
Also at 3rd level you gain the ability to use spiked armor. During a long rest, you can modify any
one piece of armor into spiked armor.​
​ A creature wearing spiked armor can make one melee weapon attack with armor spikes
against a target within 5 feet of them. If the attack hits, the spikes deal 1d6 piercing damage
+your strength or dex modifier. The spikes have the light and Finesse properties.
When a creature wearing spiked armor is grappling a creature or is being grappled by a
creature, they take damage from the spikes at the start of their turn.

Rolling Thorns
At 3rd level, you can learn how to use momentum to ram into creatures with your spike
armor. When you hit a creature that is 15 feet away from where you started your turn with your
spiked armor, they take additional damage equal to your rogue level.

The creature also must succeed a strength saving throw to avoid being knocked prone.
The DC equals 8 + your proficiency bonus + your dexterity modifier.

Tool Proficiency
When you take this subclass at 3rd level, you gain proficiency with smith's tools. If you already
have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

​ Also you know how to talk to people who know about armor. You have advantage on
charisma checks against non hostile creatures wearing armor.

Tumbling Terror
At 6th level, you can hurt your foes by rolling and tumbling against their bodies, grazing them
with your spiked armor.
While you are wearing your spiked armor and you take the disengage or dash action any
creature of your choice that you move within 5 feet of takes slashing damage equal to your
dexterity modifier. A creature can only take this damage once per a turn. The damage does not
trigger your sneak attack.​

Spikey Tackle
Also at 6th level, If you take the dash action, you can make an attack against a creature
as part of the dash. So basically, you can attack with your spiked armor as a free action when
you dash.

Magic Spikes
Starting at 6th level, your spiked armor count as magical for the purpose of overcoming
resistance and immunity to nonmagical attacks and damage.

Increased Mobility
At 9th level, your movement speed increases by 10 feet.

Uncanny Retribution
At 9th level, when a creature within 5 feet of you hits you with an attack, and you use your
uncanny dodge, you can deal damage with spiked armor to any enemy creature within 5ft of
you. It deals an additional 1d8 piercing damage. The damage does not trigger your sneak
attack.​

Reckless Abandon
At 13th level, when you take the disengage action, you gain temporary hit points equal to
your rogue level.

When you take the dash action and hit a creature with an attack and have temporary hit
points, you can choose to lose all the temporary hit points. The creature you struck takes
damage equal to the amount of temporary hit points you lost.

Barbed Brutality
At 17th level, when you deal damage with your Tumbling Terror ability or Uncanny
Retribution ability, you can also deal sneak attack damage. You can deal this damage once with
each ability, after which you must finish a long rest to use it again.

Also while you are wearing spiked armor, your armor class increases by 2.

Sorcerer
Draconic Bloodline
Draconic Origin Spells
You learn additional spells when you reach certain levels in this class, as shown on the Draconic
Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the
number of sorcerer spells you know. These spells can’t be replaced when you gain a level in
this class.

Whenever you gain a Sorcerer level, you can replace one spell you gained from this feature with
another spell of the same level. The new spell must be an Evocation or a transmutation spell
from the Sorcerer, Warlock, or Wizard spell list.

Origin spell list


1st level: Chromatic Orb, Burning hands
3rd level: Dragon’s breath, Melf's acid arrow
5th level: Elemental Weapon, fireball
7th level: Elemental bane, wall of fire
9th level: Creation, cone of cold

Draconic Ancestor
At 1st level, you choose one type of dragon as your ancestor. The damage type associated with
each dragon is used by features you gain later.​

You also gain the ability to read, write, and speak Draconic.

Damage type Dragon Color

Acid Black, or Copper

Cold White, or Silver

Fire Red, or Gold

Lightning Blue, or Bronze

Poison Green

Elemental Transmutation
Also at level 1, when you cast a damage dealing spell from your origin spell table (including the
spells you chose to replace the spells in that table) you may change the damage type to the one
associated with your draconic ancestry.

Draconic Resilience
As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At
1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level
in this class.

Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't
wearing armor, your AC equals 13 + your Dexterity modifier.

Elemental Affinity
At level 6, You gain resistance to the damage type associated with your draconic ancestry. Also
when you cast a spell that deals damage of the type associated with your draconic ancestry, add
your Charisma modifier to one damage roll of that spell.

Dragon Wings
At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying
speed equal to your current speed. You can create these wings as a bonus action on your turn. They
last until you dismiss them as a bonus action on your turn.
You can't manifest your wings while wearing armor unless the armor is made to accommodate them,
and clothing not made to accommodate your wings might be destroyed when you manifest them.​

If a creature moves within 5 feet of you, you can use your reaction to push them back from the
gust of your beating wings. A creature must make a strength saving throw (equal to your
sorcerer spell save dc) or be knocked back 15 ft. On a successful save the creature is not
pushed back.

Draconic Might
At 18th level, whenever you cast an evocation spell that has an instantaneous duration you can
alter it in one of two ways.​

Enlarged - the area of effect of the spell is doubled.

Focused - The area of effect of the spell is reduced by half. When a spell is focused, if there is
only one creature in the area of effect of the spell and they make a saving throw against the
spell, that creature must roll their saving throw with disadvantage.​

Elemental Immunity
Also at 18th level you gain Immunity to the damage type associated with your draconic ancestry.
Stone Bloodline
The elemental plane of earth has many kings and queens, and you are of that royal bloodline.
Perhaps you were the descendant of a dao, or an earth genasi king. Perhaps you or an
ancestor was granted dukedom by a powerful earth elemental. In any case the stone and soil
obeys your word, for to them, your word is law.

Earth Spells
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown
on the Earth Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count
against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with
another spell of the same level. The new spell must be a transmutation or an evocation spell from
the druid, sorcerer, or wizard spell list.

Level Spell

1st Rock Throw, Command

2nd Maximilian’s Earthen Grasp, Spike growth

3rd Erupting Earth, Slow

4th Summon elemental (Earth only), Stone Shape

5th Wall of Stone, Conjure Elemental (Only gargoyle, earth elemental, and xorn)

Earth Plane Royalty


At level 1, Your magical ties to your noble earthen heritage has awoken. You can speak, read, and
write Terran. You also know the mold earth cantrip. This does not count against the number of
cantrips you know.

Grounded
Also at level 1, The stone and soil will work against your enemies making the ground they stand
on unsteady, or creating stone spikes to dig into their fallen bodies. The earth they walk on
belongs to you, and trespassers will be dealt with severely.
When a creature fails a saving throw from one of your spells you can spend 1 sorcery point
to also knock that creature prone.
Rock Bottom
​ Also at 1st level, when any enemy creature you can see is knocked prone or takes damage
from an attack roll while being prone, as a free action you may choose for them to take additional
bludgeoning or piercing damage (your choice) equal to your charisma modifier.

Champion of Stone
At level 6, you can choose your champion and they gain the honor of receiving your attention. As a
bonus action, you can choose a creature, other than yourself, within 60 of you. That creature gains
+3 to their AC and gains temp HP equal to your sorcerer level. This effect ends after 10 minutes, or if
you use this ability on another creature.
Once you use this bonus action, you can't use it again until you finish a short or long rest,
unless you spend 2 sorcery points to use it again.

Tremorsense
At level 14, The soil and stone speaks to you, acting as your spies. You gain a Tremor sense of 30ft.
If you have an ability or spell that requires you to see them, this counts towards seeing them, but is
not considered line of sight.

Slow as a Rock
Also at level 14, When you roll initiative, as a reaction, you can choose any number of creatures and
give the disadvantage on their initiative checks. You spend an amount of sorcery points equal to the
number of creatures you used this ability on.

Stone Kingsguard
At level 18, Your champion of stone strikes fear into the enemies of the elemental plane of earth.
When you use your Champion of Stone ability you can target 2 creatures at the same time for no
additional cost.
If you spend 3 additional sorcery points when using your Champion of Stone ability (5 in
total), Your Champions of Stone have resistance to bludgeoning, piercing, and slashing damage.
Additionally, any time they hit a creature with melee attack, the creature must make a strength
saving throw against your spell save DC or be knocked prone.

Wild Magic
Wild Magic Origin Spells:
You learn additional spells when you reach certain levels in this class, as shown on the wild magic
origins spells list. Each spell counts as a sorcerer spell for you, but it doesn’t count against the
number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with
another spell of the same level. The new spell must be an evocation or enchantment spell from the
sorcerer, warlock, or wizard spell list.

Origin spell list


1st level: Chaos Bolt, Bane
3rd level: Nathair’s Mischief, Gift of Gab
5th level: Blink, Remove curse
7th level: Confusion, Polymorph
9th level: Synaptic Static, Reincarnate

Wild Magic Surge


Starting at 1st level, you can unleash surges of untamed magic. If you roll a 20 whenever you
roll a d20, you trigger a wild magic surge. Roll on the wild magic surge table to determine the
results.
You have some control over where the wild magic comes from. If the effect you roll
mentions a caster or target, you determine who those are. You can choose any creature you
can see or yourself.
​ You also can trigger wild magic whenever you cast a spell. When you cast a spell, roll
1d10. If the number on the die is less than or equal to the level of the spell slot used, you trigger
a wild magic surge. When you trigger wild magic this way, you are considered the caster, and
the creature or thing you are casting the spell at is considered the target.​
​ For example if you cast a 4th level blight spell at a wizard, and you roll a 4, a surge
triggers. You are the caser and the wizard is the target.
If that effect of the wild magic surge is a spell, it is too wild to be affected by your
Metamagic, and if it normally requires concentration, it doesn't require concentration in this
case; the spell lasts for its full duration.
At any point, if the DM feels you are doing repetitive actions just to create a wild magic
surge or you're just being annoying, the DM may choose to not have wild magic surge
regardless of how many 20s you roll.
​ Wild magic surge effects that last more than a single turn can be ended by the remove curse
spell.
The DM rolls on the wild magic surge table.

Tides Of Chaos
Starting at 1st level, you can manipulate fate to gain advantage on one attack roll, ability check, or
saving throw. Once you do so, you must finish a long rest or trigger a wild magic surge before you
can use this feature again.

Ravenous Chaos Bolt


Also at 1st level, when you cast the chaos bolt spell and kill a creature, the bolt shoots at an
additional target of your choice.

Everytime the chaos bolt bounces, roll 1d10. If the number on the die is less than or equal to the
level of the spell slot used, you trigger a wild magic surge.

Bend Luck
Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature
you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and
spend 2 sorcery points to roll 1d6 and apply the number rolled as a bonus or penalty (your choice) to
the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.

This power grows as you level up, At 6th level you can spend 2 sorcery points to roll 1d6. At 10th
level you can spend 3 sorcery points to roll 1d8. At 14th level you can spend 4 sorcery points to
roll 1d10. At 18th level you can spend 5 sorcery points to roll 1d12.

You can use this feature a number of times equal to your proficiency bonus without spending
sorcery points. When you do so you use a d6.

Do-Over
At 6th level, when you trigger a wild magic surge, you are made aware of the exact wording of
the wild magic effect and may choose to roll again on the table. You must use the new result.
You regain use of this ability after finishing a short or long rest.

Controlled Chaos
At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll
on the Wild Magic Surge table, you can roll twice and use either number. You may also choose to
use both options.

Bottled Chaos
At 14th level, you gain the ability to contain the surging wild magic, for a time. When you are
affected by a wild magic surge, you may choose to contain inside your body, nullifying the effect. The
wild magic surge is safely and harmlessly stored within your body. As an action you can choose to
activate the wild magic surge. You may choose what the target is, you are considered the target.

​ You can contain one wild magic surge in your body at a time. The contained wild magic
surge does not go away until you activate it. You may not use your Do-Over ability on wild magic
surge once you contain it in this way. The only other way to remove the contained surge is through a
wish spell.

Spell Bombardment
At 18th level, when you roll damage for a spell, treat 1s as 6s.

Warlock
Warlocks get more cantrips. As shown by the table below.

Cantrips table
Level Cantrips Known
1.​ 3
2.​ 3
3.​ 3
4.​ 4
5.​ 4
6.​ 4
7.​ 4
8.​ 4
9.​ 4
10.​ 5
11.​ 5
12.​ 5
13.​ 5
14.​ 5
15.​ 5
16.​ 5
17.​ 5
18.​ 6
19.​ 6
20.​ 6

●​ Invocation Changes:

-​ The following invocations are changed so the spells are known, but don't count toward
your spells known. They can also be cast once per a long rest.
Bewitching whispers
Chains of Carceri
Dreadful Word
Minions of Chaos
Mire of the Mind
Sign of of Ill Omen
Thief of five fates

-​ Agonizing blast is removed.

●​ Pact of the blade:


You can summon your weapon as a free action.
Also the following text should be added…
​ You gain proficiency with medium armor, shields. You also can use the pact weapon as a
casting focus.

At level 6 you get…


●​ Agonizing cantrip
At level 6, you may add your charisma modifier to your cantrips' damage rolls.

The Archfey:
●​ At level 1 you gain the cantrips, friends, and vicious mockery.

●​ Fey presence
The abilities' wording is changed to…
​ As an action, you can cause each creature in a 10-foot cube WITHIN 30 ft of you to
make a Wisdom saving throw against your Warlock spell save DC. The creatures that fail their
Saving Throws are all Charmed or Frightened by you (your choice) until the end of your next
turn. Once you use this feature, you can’t use it again until you finish a short or song Rest.

●​ Misty escape
You can use this up to your charisma modifier times per day. The distance is shortened to 30 ft.
You regain all uses on a long rest.
●​ Beguiling Defense
You are also immune to fear and can also turn fear effects back at an opponent much like how
this feature allows you turn back charm effects.
●​ Dark Delirium
This ability does not require concentration. You may also target any number of creatures within
60ft.
The Fiend:

Spell list changes


No Flame Strike, instead Planar Binding

●​ Fiendish tongue:
At level 1, You learn either abyssal or infernal.
●​ Control flames
At level 1 you learn control flames.

At level 6 you also gain…


●​ Walking the Dark One’s Pet
As a bonus action you can summon 1 Dretch for an hour, it does not require concentration. You
can only resummon this Dretch if it goes to 0 hp or is banished.
You can use this ability 2+ charisma modifier. You regain all uses after finishing a long rest.

●​ Fiendish resilience
Only damage from silver weapons ignores this resistance.

The Great Old One:

●​ Awakened mind
The text is changed to…
Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other
creatures. You can telepathically speak to any creature you can see within your line of sight. You
don’t need to share a language with the creature for it to understand your Telepathic utterances,
but the creature must be able to understand at least one language.

You can set up a psychic connection with another creature as an action. When you do this, you
and the creature can talk to one another without being in line of sight as long as you are on the
same plane of existence. You can set up a number of connections equal to your proficiency
bonus. Any connected creatures may telepathically speak to one another. Any creature can end
this connection.

When you are connected to a creature in this way, as an action, you can see through your
connection's eyes and hear what it hears until the start of your next turn, gaining the benefits of
any Special Senses that the creature has. During this time, you are deaf and blind in regard to
your own senses.

At level 1 you also get...


●​ Horrid Transformation
You grow a second set of rubbery skin beneath your own. Your AC becomes 13 +
dex modifier.
...and…
●​ Maddening Blow
​ You can relay horrible insightful truths to another through pain. When you hit a
creature with an attack, you can use your bonus action to affect them with your
maddening smite. The creature must make a wisdom saving throw against your warlock
spell save dc. On a failure, the creature takes your warlock level in psychic damage and
becomes frightened of you. On a successful save, the creature takes half damage and is
not frightened.
If the creature ends its turn in a location where it doesn’t have line of sight to you,
the creature can make a Wisdom saving throw. On a successful save, the effect ends for
that creature.
You regain use of this feature after a short or long rest.

●​ Entropic Ward:
The feature’s is altered…
You can use this ability up to your charisma modifier times per day. You regain
use of this on a short or long rest.

At level 10 you also get...
●​ Greater Entropic ward
At level 10, when you use entropic ward, and the creature misses, you can also
make that creature make a wisdom saving throw. On a success nothing happens. On a
failure the creature is paralyzed until the end of it’s next turn. You can use this feature
once per short or long rest.

●​ Create Thrall
You can use this ability on large or smaller creatures of any type except undead or constructs.

Pact of the Venomous Ooze

Expanded Spell List


The Ooze lets you choose from an expanded list of spells when you learn a warlock spell. The
following spells are added to the warlock spell list for you.

Added spells:
1st level: tasha’s caustic brew, Shield
2nd level: Warding Bond, Web
3rd level: Elemental weapon, Slow
4th level: Black tentacles, Vitriolic sphere
5th level: Steel Wind Strike, Transmute Rock
Goo armor:
At first level, sentient slime has bonded to you.
As an action, you can activate your Goo Armor. When you are wearing the goo armor, you gain
the following benefits. The atmor remains on your body until you reabsorb it into your body as
an action.

●​ You armor class equals 10+ your constitution modifier + your charisma modifier
●​ When a creature within 5ft hits you with a melee attack, you can use your reaction to
attempt to grapple the creature.
●​ When you successfully grapple a creature, your goo armor can be the one holding the
creature, leaving both of your hands free. The goo armor uses your stats for any type of
check.
●​ While grappled, the grappled target takes your warlock level in acid damage at the end
of your turn.
●​ You can use charisma for attack rolls.
●​ You Add charisma mod to strength checks.

Acidic defense:
At level 6, your slime protects you from harm and strikes out at your enemies.
While you have your goo armor on, as a reaction if you take damage from a melee attack you
can reduce the damage by 1d8+charisma modifier and deal that amount in acid damage to the
attacker. The damage increases to 2d8+charisma modifier at 6th, 3d8+charisma modifier at
10th, 4d8+charisma modifier at 14th. You can use this ability equal to your proficiency bonus
amount of times. You regain all expended uses after finishing a long rest.

Sticky Tendrils:
Also at level 6, your slime can create tendrils to pull in its prey.
Your reach on melee attacks and grapple attempts is increased by 10ft. If you successfully
grapple a creature or object in this way, it is pulled in a square within 5 ft of you.

You also gain a climbing speed equal to your walking speed while you have your goo armor on.

Slimy Strength:
A level 10, your slime has grown in strength and hungers for larger prey.
While you have your goo armor on, you can move your full speed while grappling and you count
as a large creature on grapple checks.

Slimy Resistance:
Also at 10th level, you gain resistance to acid damage.

Engulf and Consume:


At level 14, If you're grappling a creature you can use a bonus action to engulf the creature.
While engulfed the creature takes 4d8 acid damage at the end of your turn. You also heal for
half the amount of damage dealt to the creature.
Squeeze through narrow surfaces. You can protrude a pseudopod from your body up 30ft. You
can see, hear, and breathe through the pseudopod.

Invocations

Homebrew Invocations
Dark Blessing of Kalibur :
Prerequisite: 5th level- warlock, Pact of the chain feature

When the wearer summons their familiar, the familiar receives the tiny gun that is tailor made for
their use. The gun is a magical weapon. As a bonus action, you can command the familiar to
take the Attack action using its gun on its turn. It can make a ranged weapon attack from 60 feet
away. The attack uses your spell attack modifier and it deals 1d10 piercing damage.

At 11th level, a second barrel can be attached to the gun, allowing the familiar to make an attack
twice, instead of once, whenever it takes the attack action.

Optional Rule: No Wings.


Since the gun is too cumbersome, Any tiny creature wielding the gun will lose its fly speed if it
uses wings to fly. A creature is unaffected by this if their flight is given through magical means,
like the warlock invocation investment of the chain master or the fly spell.

Optional Rule: Ground Superiority.


If the familiar does not have a fly speed, as a bonus action you may cast a cantrip from the
familair's gun. The cantrip may have any range, not just a touch range. You regain use of this
ability after finishing a short or long rest.

Wizard

School of Illusion

●​ Level 2
Improved Minor Illusion
You can cast minor illusion as bonus action a number of times equal to your prof. bonus per
short rest.

●​ Malleable Illusion
This uses a bonus action to change the nature of the illusion instead of an action

●​ Illusory self
When you are attacked by a creature and leave an illusionary copy of yourself, you also become
invisible until the end of your next turn. The invisibility ends if you cast a spell, or attack.

Alchemy: Crafting Potions, Poisons, and Oils


Any creature proficiency in alchemy supplies can create one potion, poison or oil during a long
rest. The potions, poisons, and oils listed below are made from parts harvested from creatures.
These concoctions require a certain amount of creature parts to make them. After 48 hours, the
concoctions expire and become completely useless.
Potions and poisons can be consumed as a bonus action, and oils and poisons can be
applied to a weapon or a single arrow as bonus action. Poisons and oils can be applied to 10
arrows as an action.
Potions are drinks that normally grant the drinker some kind of benefit. These
concoctions must be consumed.
Poisons are connections that harm creatures or bestow negative effects. These
concoctions must be consumed, or coated onto a weapon and pierce/ slash a creature’s body to
deliver the poison. Once the poison forces a creature to make a saving throw, the poison
becomes inert.
Oils are concoctions that make weapons more dangerous. They deal extra damage to a
creature every time the weapon it coats strikes a creature.

Harvesting Creature Parts


Creature parts can be taken from slain creatures. The bigger the creature, the more parts they
may yield and the more time it takes to harvest. The creature parts are assumed to be treated or
stored in a particular way to avoid spoiling. So while potions may expire, the creature parts do
not.

Bombs
If you want your creature parts to be used in a more explosive manner, you can make bombs.
Bombs are a simple weapon that have the thrown property and have a range 20 feet/ 60 feet.
When they are thrown and land against something solid, the bomb explodes. Creatures in a set
area must make a dexterity saving throw or take damage. The area of effect and damage are
listed in the tables below. These bombs also expire after 48 hours, however, when these bombs
expire they explode. So much like the potions, poisons and oils, you should not hoard them.

Alchemy Tables
Harvest table

Creature Size Parts Harvested Time Needed to


Harvest Parts

Tiny 0-1 (0 if beast) 2 minutes

Small 1d4 (0 if beast) 5 minutes

Medium 1d6+1 20 minutes

Large 1d8+2 1 hour

Huge 1d10+3 4 hours

Gargantuan 1d12+3 8 hours

Aberration:

Potion/Poison Effect Creature Parts


Needed

1 Potion 10
Grants drinker resistance to psychic damage for
1 hour.

2 Oil 7
Grants weapon 1d4 psychic damage for 1
minute.

3 Potion 4
The drinker’s body, along with any equipment you
are wearing or carrying, becomes slimy and
pliable. You can move through any space as
narrow as 1 inch without squeezing, and you can
spend 5 feet of movement to escape from
nonmagical restraints or being grappled.
4 Potion 10
Driker of the spell ends all magical effects of 5th
level or lower that are currently affecting them.

5 Potion 7
Drinker Grows 1d6 eyes on their body, the eyes
remain there for 8 hours. Their perception
increases by the number of extra eyes they have.

6 Potion 12
Drinker permanently learns 1 random language.

Beast:

Potion/Poison Effect Creature Parts


Needed

1 Potion 10
The drinker's eyes, nose, and ears grow 5 times
larger. Advantage on perception checks for 1
hour.

2 Potion 6
Grants drinker +10 to their walking speed for 1
hour.

3 Potion 12
Grants drinker the pack tactics 1 minute. Pack
tactics gives advantage on attack rolls against a
creature if at least one of the drinker’s allies is
within 5 ft. of the creature and the ally isn't
incapacitated.

4 Potion 4
The drinker's long jump increases by 20 feet and
their high jump increases by 15 feet. This effect
lasts for 1 hour.

5 Potion 10
The drinker's body hair instantly grows. The hair
is thick and covers their entire body. The drinker
has resistance to cold for 1 hour..
6 Potion 6
Grants drinker a random natural weapon from the
path of the beast barbarian’s level 3 feature, form
of the beast, for 10 minutes.

Celestial:

Potion/Poison Effect Creature Parts


Needed

1 Potion 4
Grants the drinker the effects of the spell armor
of agathys.

2 Potion 15
Grants drinker resistance to bludgeoning,
piercing, and slashing against non magical
weapons for 1 minute.

3 Oil 7
Grants weapon 1d4 fire damage for 1 minute.

4 Potion 5
Drinker gains a 30ft darkvision that can see
through magical darkvision.

5 Potion 10
Resistance to fire damage for 1 hour.

6 Oil 7
The next 1d8+2 attacks with this weapon can
afflict a creature with the effects of the bane spell.
A creature hit with this weapon must make a
charisma saving throw or be under the effect of
the bane spell for 1 minute.

Dragon:

Potion/Poison Effect Creature Parts


Needed
1 Potion 10
Grants the drinker resistance to the appropriate
damage type for 1 hour.

2 Potion 6
Grants drinker the effect of Dragon’s Breath spell
cast at 5th level. The effect lasts for 1 hour.

3 Potion 12
The drinker grows wings that let them fly. Their fly
speed is equal to their walking speed +20. The
wings last for 1 hour..

4 Potion 8
Grants drinker +3 to AC for 1 hour.

5 Poison 2
Drinker/ Afflicted creature learns to speak
draconic, and can only speak draconic for 8
hours.

6 Poison 2
Afflicted creature has an intense and
overwhelming greed. This greed lasts 48 hours.

Fiend:

Potion/Poison Effect Creature Parts


Needed

1 Potion 5
Grants drinker the effect of Bless spell.

2 Potion 5
Grants drinker the effect of Divine Favor spell.

3 Potion 4
Restores 25% of drinker’s Max HP
4 Potion 8
Restores 50% of drinker’s Max HP

5 Potion 15
Acts as a Raise Dead spell when applied to a
dead body.

6 Oil 7
Grants weapon 1d4 radiant damage for 1 minute.

Fey:

Potion/Poison Effect Creature Parts


Needed

1 Potion 8
Grants drinker advantage on saving throws
against being charmed for 1 hour.

2 Potion 10
Grants drinker the effect of the Blink spell.

3 Potion 4
Grants drinker invisibility for 10 minutes.

4 Potion 12
Grants drinker the effects of the Greater
Invisibility spell for 1 minute.

5 Potion 2
Reduces the drinker's size to tiny for 1 hour.

6 Potion 4
Grants drinker the effect of the speak with
animals spell and may add 1d6 on persuasion
checks made against Beasts.

Monstrosity:
Potion/Poison Effect Creature Parts
Needed

1 Potion 4
Grants drinker darkvision 60ft for 24 hours.

2 Potion 4
Drinker regains 2d4+4 hit points.

3 Potion 5
Advantage on Strength saving throws and
checks.

4 Potion 8
Grants drinker advantage on saving throws
against being frightened for 1 hour.

Ooze:

Potion/Poison Effect Creature Parts


Needed

1 Potion 10
Grants drinker resistance to acid damage for 1
hour.

2 Potion 8
Grants drinker the effect of the Spider Climb
spell.

3 Oil 7
Grants weapon 1d4 acid damage for 1 minute.

4 Potion 9
Grants the drinker longer and more stretchy limbs
that increases their reach and melee attacks by 5
feet for 1 hour.

5 Potion 4
Grants the drinker a translucent appearance.
6 Potion 2
Changes the user's skin tone to a bright vibrant
color. Roll 1d6. 1. Red 2. Blue. 3. Green. 4.
Purple. 5. Orange. 6. Rainbow.

Plant:

Potion/ Effect Creature Parts


Poison Needed

1 Potion 4
Potion can be applied to a creature with 0 hit points to
stabilize them.

2 Potion 4
Grants drinker +1 to stealth checks for 1 minute.

3 Potion 4
Grants drinker +1 to perception checks for 1 minute.

4 Potion 4
Grants drinker +1 to acrobatic checks for 1 minute.

5 Potion 4
Grants drinker +1 to athletic checks for 1 minute.

6 Potion 6
Potion acts as an Antitoxin.

Undead:

Potion/Poison Effect Creature Parts


Needed

1 Potion 10
Resistance to necrotic damage for 1 hour.
2 Potion 4
Grants drinker a Zombies's Undead Fortitude
ability. This effect lasts for 1 hour or until the
drinker makes use of this ability.

3 Potion 2
Grants drinker advantage on death saving
throws for 24 hours.

4 Oil 7
Grants weapon 1d4 necrotic damage for 1 hour.

5 Potion 2
Grants the drinker proficiency in short bows.

6 Potion 2
Grants the drinker a ghastly but temporary
appearance that makes them look undead.

Miscellaneous:

Trait Potion/Poison Effect Creature


Parts
Needed

Potion 2
Amphibious The drinker can breathe air and water for 1
hour.

BlindSight Potion 6
Grants drinker a blindsight equal to 30ft.

Potion/ Oil 4
Death Burst Drinker/afflicted gains a death burst. When
the affected creature reaches 0 hp, the
creature releases a burst of acid. Any
creature within 15 ft of the affected
creature must make a dexterity saving
throw. On failure they take 6d6 acid
damage. On a success, they take half
damage.

Potion 8
Legendary This potion requires an action to consume.
Action The drinker gains a reservoir of potential.
In the next 24 hour, on their turn, the
drinker can take an additional action. Once
they take this extra action, the effect of this
potion ends.

Potion 10
Legendary The drinker has advantage on saving
Resistance throws for 1 hour.

Potion 10
Regenerating The drinker regains 1d6 hit points at the
beginning of its turn for 1 hour.

Potion 4
Shape Drinker gains the effects of the alter self
Changing spell.

Spell Casting Potion 4


Drinker rolls a d4. The drinker regains one
expended spell slot, the level of which
equals the number rolled or lower (the
creature’s choice).

Poison 4
Sunlight Creatures must make a constitution saving
Sensitivity throw or gain sunlight sensitivity. The
afflicted has disadvantage on attack rolls
and perception checks while in sunlight for
1 hour.

Potion 8
Swallow Drinker gains prof in constitution saving
throws.
Potion 14
True Sight Drinker gains truesight for 1 hour.

Potion 4
Swim Speed The drinker gains a swim speed equal to
their walking speed.

Poison 2
Poison Creature must make a constitution saving
Damage throw or take 1d6 poison damage and gain
the poisoned condition.

Poison 4
Poison Creature must make a constitution saving
Damage throw or take 3d6 poison damage and gain
the poisoned condition.

Poison 8
Poison Creature must make a constitution saving
Damage throw or take 5d6 poison damage and gain
the poisoned condition.

Poison 16
Poison Creature must make a constitution saving
Damage throw or take 7d6 poison damage and gain
the poisoned condition.

Poison 24
Poison Creature must make a constitution saving
Damage throw or take 9d6 poison damage and gain
the poisoned condition.

Poison 30
Poison Creature must make a constitution saving
Damage throw or take 10d12 poison damage and
gain the poisoned condition.
Bomb 10
Lightning Creatures in a 10 foot cube must make
Damage dexterity saving throw or take 4d6 lightning
damage

Bomb 10
Fire Damage Creatures in a 15 foot radius must make
dexterity saving throw or take 4d6 fire
damage

Bomb 10
Acid Damage Creatures in a 15 foot line must make
dexterity saving throw or take 4d6 acid
damage

Bomb 10
Cold Damage Creatures in a 5 foot radius must make a
dexterity saving throw or take 4d6 cold
damage. Creatures that fail this saving
throw also have their movement speed
reduced by 10 feet until the end of your
next turn. Creatures resistant to cold do
not suffer any movement penalty.

Bomb 10
Necrotic Creatures in a 5 foot radius must make a
Damage dexterity saving throw or take 4d6 necrotic
damage. Creatures that fail this saving
throw also can not regain hit points until
the end of your next turn. Undead and
constructs are unaffected by this bomb.

Spell Changes
Awaken
The spell can awaken beats or plants with an intelligence score of up to 8 or lower. Additionally,
the creature becomes proficient in one knowledge based skill (caster's choice) as well as gain
an additional hit die.

Elemental Weapon
This spell works on magical weapons as well, and still gives said weapon +1 enchantment. The
damage die is also 1d6 instead of 1d4.

Enlarge/reduce
Enlarge: The damage die is increased to 1d6. Additionally the creature's movement speed is
increased by 5ft and their reach is increased by 5 ft.
Reduce: the damage die is decreased to 1d6. Additionally the creature's movement speed is
decreased by 5ft and if they are wielding a reach weapon, it loses the reach property.

Flame Blade
The text is changed to the following…
LEVEL
2nd
CASTING TIME
1 Bonus Action
RANGE/AREA
Self
COMPONENTS
V, S, M * (Leaf of Sumac)
DURATION
10 Minutes
SCHOOL
Evocation
​ You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar,
and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade
again as a bonus action.
You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes
3d6 + spellcasting modifier fire damage.

The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, as a bonus action,
you may attack with the flame blade.
Mage armor
The text is changed too…
You touch a willing creature who isn't wearing armor, and a protective magical force
surrounds it until the spell ends. The target's AC increases by +1. The spell ends if the target
dons armor or if you dismiss the spell as an action.

Shield
Suggestions for how to nerf the shield spell…

1.​ It only gives +2 AC


2.​ The spell requires concentration.
3.​ The spell can only block a single attack.
4.​ If the player uses the shield spell and ANY attack still hits, the magical shield shatters
making the attack that landed into a critical hit and deals the caster's level in force
damage.

My suggestion is to use 3, but do as you wish.​



​ Shillelagh
The spell's magic grows stronger as you level up.
At level 5 casting this spell on a quarter staff also makes it a +1 weapon. At level 11 a +2
weapon. At level 17 it makes it a +3 weapon.

Stone Skin
The text is changed to the following…
LEVEL
4th
CASTING TIME
1 Action
RANGE/AREA
touch
COMPONENTS
V, S, M * (a stone)
DURATION
Concentration, up to 1 hour
SCHOOL
abjuration
​ This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends,
the target has resistance to bludgeoning, piercing, and slashing damage.

Home Brew Spells

●​ Baneful Strike

1st level enchantment


Casting Time: 1 Bonus Action
Range: self
Components: S, M (a weapon)
Duration: 1 hour (concentration)
Classes: Ranger

During the spell’s duration, when you hit an attack roll from your weapon (this includes
ammunition you shoot) the creature must make a charisma saving throw. On a success, nothing
happens. On a failure, until the end of your next turn, whenever the creature rolls an attack roll
or saving throw, they roll a d4 and subtract the number rolled from the attack roll or saving
throw.

●​ Death Seeker

1st level divination


Casting Time: 1 Bonus Action
Range: weapon's range
Components: S, M (a weapon)
Duration: 1 round
Classes: Ranger

You launch a ranged weapon or s piece of ammunition into the air. It then seeks out and targets
the creature closest to death. Make a ranged weapon attack roll. The attack roll is against the
enemy creature within the weapon’s range that you can see, and has the lowest total hp. The
projectile flies toward that creature, moving around corners if necessary and ignoring
●​ Enfeebling Strike

2nd level necromancy


Casting Time: 1 Bonus Action
Range: self
Components: S, M (a weapon)
Duration: Concentration, 1 minute
Classes: Ranger

The next time you hit a creature with a weapon attack during the spell’s duration, The weapon or
launched ammunition fills the creature with woeful doubt, and the attack deals an extra 2d6
necrotic damage to the target and the target must make a wisdom saving throw. On a success,
nothing happens. On a failure the creature is enfeebled.

●​ Maddening Strike

2nd level enchantment


Casting Time: 1 Bonus Action
Range: self
Components: S, M (a weapon)
Duration: Concentration, 1 minute
Classes: Ranger

The next time you hit a creature with a weapon attack during the spell’s duration, The weapon or
launched ammunition deals an extra 2d8 psychic damage to the target and the target must
make a wisdom saving throw. On a success, nothing happens. On a failure the creature is
charmed by you for the duration. While the target is charmed in this way, the creature goes mad.

The charmed target must use its action before moving on each of its turns to make a melee
attack against a creature other than itself that you mentally choose. The target can act normally
on its turn if you choose no creature or if none are within its reach.

The target can make a Wisdom saving throw at the end of each of its turns. On a success, the
spell ends.

●​ Shrinking Strike

1st level transmutation


Casting Time: 1 Bonus Action
Range: self
Components: S
Duration: Concentration, 1 minute
Classes: Ranger

The next time you hit a creature with a weapon attack during the spell’s duration, the attack
deals an extra 1d6 force damage to the target and the target must make a constitution saving
throw. On a success, nothing happens. On a failure the creature shrinks.

While shrunk, The target’s size is halved in all dimensions, and its weight is reduced to
one-eighth of normal. This reduction decreases its size by one category—from Medium to
Small, for example. Until the spell ends, the target also has disadvantage on Strength checks
and Strength saving throws, the target’s movement speed is reduced by 10ft, and the target’s
attacks deal 1d6 less damage (this can’t reduce the damage below 1). The target’s weapons
and equipment also shrink to match its new size.

At the end of each of the target’s turns, it can make a Constitution saving throw against the
spell. On a success, the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the initial
damage increases by 2d6 and

●​ Rock Throw

1st level transmutation


Casting Time: 1 Action
Range: 120 ft
Components: S, M
Duration: Instantaneous
Classes: Druid, Sorcerer

A stone tears itself free from the nearby soil and hurls toward a creature of your choice
within range. Make a ranged spell attack against the target. On a hit, the target takes
3d6 bludgeoning damage and must succeed on a strength saving throw or be knocked
prone.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, for every
spell slot level above 1st you may target one additional creature with this spell.

●​ Rot Breath

3rd level necromancy


Casting Time: 1 Action
Range: self (30ft cone)
Components: V, S, M
Duration: 1 minute
Classes: Artificer, Druid, Sorcerer

Your head morphs in decrepit dragon and spews out a vile scarlet mist that decays any being in
its path. Any creature in the area of effect must make a constitution saving throw. On a success
the creature takes 1d6 necrotic damage. On a failure, the creature takes 1d6 necrotic damage
and takes an additional 1d6 necrotic damage for every 5 feet of movement spent.
They can make a constitution saving throw at the end if their turn to end the effect.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the initial
damage increases by 1d6 and the range increases by 10ft for each slot level above 3rd.

●​ Twin Shot

2nd level transmutation


Casting time: special
Range: self
Components: S,M (ranged ammunition and a method of launching them)
Duration: instantaneous
Classes: Ranger

You launch 2 deadly projectiles through the air at once.

You can replace one of your attacks with a special attack. When you shoot an arrow or
bolt at a target you can simultaneously shoot a second arrow at a separate target. Both
targets must be within 30 feet of each other and within the range of your weapon. Make
a separate attack roll for each target. On a hit, the creatures take the normal amount of
damage from your weapon +1d8.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you
may target an additional creature each slot level above 3rd.

●​ Grasping Wind
2nd level Evocation
Casting Time: 1 Action
Range: 30ft
Components: V, S, M (a free hand)
Duration: Instantaneous
Classes: Artificer, Druid, Ranger, Sorcerer, Warlock, Wizard

You create powerful winds to bring a creature or object to you. The target must make a strength
saving throw. On a success, nothing happens. On a failure the target is pushed by winds
towards you in a straight line, and lands within 5ft of you. You choose which square within 5ft of
you the target lands in, and the target is grappled by you.
​ If the target hits a creature along its path while being pushed by the winds, both
creatures take 1d6 bludgeoning damage. A creature that is struck by the flying target can not
stop the target from coming toward you, however they can grab the target and be pulled along
with it by making a strength saving throw against your spell save DC. On failure, the creature
can not grab the target. On a success, the creature firmly grasps the target and is also pulled
toward you. The creature chooses which square within 5 ft of the target they land in.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the range of
this spell is increased by 20 ft and creatures who fail this saving throw take an 1d6 bludgeoning
damage for each spell level above 2nd level.

●​ Strangling Wind
3rd level Evocation
Casting Time: 1 Action
Range: 90 ft
Components: V, S
Duration: Concentration, 1 minute
Classes: Artificer, Druid, Sorcerer, Warlock, Wizard

You call upon the winds to create a powerful hand that strangles the life from a creature. The
target must make a strength saving throw. The target takes 4d6 bludgeoning damage and
becomes strangled by the wind on a failed save, or half as much damage and is not strangled
on a successful one. Strangled creatures can not breathe, speak, drink portions, and cast
spells that require verbal components for 1 minute. At the end of each of the creature's turns,
the target can make another strength saving throw. On a success, the spell ends on the target.
On a failure, the creature remains strangled and takes 4d6 bludgeoning damage.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you may
select an additional target for each spell level above 3rd level.

●​ Icy Embrace
4th level Evocation
Casting Time: 1 Action
Range: 90 ft
Components: V, S
Duration: Concentration, 1 minute
Classes: Artificer, Druid, Sorcerer, Warlock

You summon ice to encase your foes. Each creature in a 20 ft radius area must make a
strength saving throw. On a failure, creatures take 1d6 cold damage and are stunned for the
duration. On success creatures are not stunned and takes half damage. At the end of each of its
turns, the affected creatures can make another strength saving throw. On a success, the spell ends.
On a failure, the creature remains stunned and takes 1d6 cold damage.
The ice clings onto creatures so tightly, the ice goes beneath the skin. Teleporting does not
free a creature from the ice, the ice will go with them if they teleport.
Bone Wizard, HIGHLY recommends you use his version of stun for this spell.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you deal an
additional 1d6 cold damage for each spell level above 4th level.

●​ Bone Thrasher
5th level necromancy
Casting Time: 1 Action
Range: 120 ft
Components: V, S
Duration: Concentration, 1 minute
Classes: Sorcerer, Warlock
You release necromantic forces into a creature's body that causes the creature's bones
to thrash around inside their body against their will. Choose up to 1 creature within range to
make a Strength saving throw or start convulsing. Convulsing creatures move half their speed in
a random direction at the beginning of their turn, have disadvantage on attack rolls, and deal
half damage from attack rolls.
If a convulsing creature has spell slots, their body contorts and bends in a way to use
their magic incorrectly. At the start of a convulsing creature's turn they expend their highest level
spell slot and take 1d6 force damage per level of spell slot expended.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, you may
select an additional target for each spell level above 5th level.

●​ Hungry Spirits
6th level Necromancy
Casting Time: 1 Action
Range: 120 ft
Components: V, S,M (a tooth)
Duration: Instantaneous
Classes: Sorcerer, Warlock

You summon a cloud of disembodied jaws that bite onto creatures. Each creature in a
30-foot-radius sphere centered on that point must make a Strength saving throw. A target takes
7d10 piercing damage on a failed save, or half as much damage on a successful one.
The jaws spread around corners. After you cast the spell, the area is littered with jaw bones.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage
increases by 1d10 for each slot level above 6th.

●​ Power Word: Push


7th level Evocation
Casting Time: 1 Action
Range: self (100ft line)
Components: V
Duration: Instantaneous
Classes: Bard, Sorcerer, Warlock

You emit an invisible force forming a line 100 feet long and 20 feet wide. Each creature
in the area must make a strength saving throw. On a success, nothing happens. On a failure,
the creature takes 8d6 force damage and is pushed back 100 feet. If a creature is pushed back
into a sturdy object, like a boulder or a stone wall, and they have not been pushed back a total
of 100 feet yet, they take an additional 1d6 force damage for every remaining 10 feet.
​ If a creature is killed by this spell their body is liquified in an unrecognizable mass from
the extreme and sudden pressure.

●​ Sacrifice
8th level Necromancy
Casting Time: 1 Action
Range: 120 ft
Components: V, S
Duration: Instantaneous
Classes: Cleric, Sorcerer, Warlock

You summon a menacing invisible presence. The presence desires bloodshed. Each
creature of your choosing in a 40 ft radius sphere centered on a point you choose must make a
strength saving throw. On a success, nothing happens. On a failure, the creature becomes a
sacrifice. The sacrifices ominously float 1 foot into the air and take 10d10 necrotic damage as
their own blood erupts from their body like a fountain.
As the sacrifice's blood floats in the air, you may choose to give a blessing to a creature
you can see by dousing them in a sacrifice’s blood. You have as many blessings to give out as
you have sacrifices. A creature who receives a blessing gains temporary hit points equal to half
the amount of damage a sacrifice took.
Creatures that are brought to 0 hp by this spell die.
●​ Bands of Doom
9th level Conjuration
Casting Time: 1 Action
Range: 120 ft
Components: V, S
Duration: 1 year
Classes: Bard, Sorcerer, Warlock

You summon 10 magical talking iron bands that bring only misery and woe. Choose a creature
and the bands conjure onto the creature’s body. That creature must make a strength saving
throw.
On a success, the creature rips the bands off of their body and the bands chastise the
creature for not accepting this kind gift of jewelry making the creature take 8d6 psychic damage.
On a failed save, the bands tightly secure themselves onto the creature and are
considered worn by the creature. Each of the 10 bands gives -1 to all rolls the creature makes,
-10 in total. Additionally any DC the creature has is lowered by the number of bands they have
on their body. A creature may use its action to make a strength saving throw to remove some of
the bands. On a failure, no bands are removed. On success, 1d4 bands are removed.
​ Casting spells like dispel magic or entering or ending your turn in an antimagic field does
not make all the bands fall off. It does however cause 1d4 of the bands to fall off.

●​ Piercing Shots

1st level transmutation


Casting Time: 1 Bonus Action
Range: self
Components: S, M (ammunition)
Duration: Concentration, 1 minute
Classes: Ranger

Your arrows are launched with such power that they pierce through creatures without
losing velocity or stopping power. While this spell is active, all your ranged weapon attacks
attack any creature in a 150 foot line. If a creature is hit with the piece of ammunition, it does not
stop and keeps going, hitting any other creatures along the line. For each creature in the line,
you make one attack roll against each creature's AC. You damage any creature whose AC was
lower than your attack roll. The damage is equal to how much damage your weapon normally
deals, including any special effect or spells that are affecting you.

​ The arrow is only stopped by objects that are not being worn or carried by another
creature, like a wall or a tree.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell
does not require concentration.

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