The great and powerful Smoldrisanian al-Wazzani is known as the Prince of Embers and is an influential merchant-lord of Dis. His emporium, The Fyrre Sayle, is known by plane-travelers and deities as a site to find preposterously-priced but fabulously rare wares.
Here are some of the specials available at The Fyrre Sayle: 1. Liquid fire: This liquid catches and burns when exposed to flame, but burns cool enough not to harm skin. It feels warm to the touch, and has the consistency of honey, but can only be put out when exposed to magical cold. 20gp per vial. 2. Phoenix Feathers: The feathers of this fabulous bird crumble to ash at gentle pressure. When firmly crushed in the hand as an action, a target in touch range is subject to a Revivify effect. 1,000gp per feather. 3. Vulcan's Chili Seeds: A pinch of this spice has enough heat to stagger a storm dragon, while a handful can send a red dragon into a fit of coughing and spluttering for minutes. A single sesame-seed, ground into a fine powder, can imbue a feast for dozens with amazing fiery taste. This spice sells by the pound, for around 10,000 gold pieces. 4. The Star of the North: A diamond of incredible size, forged from the heart of a star and heated by the thousand wives of Imix, Archomental of Fire, on the Plain of Burnt Dreams, and carved by blunting a dozen vorpal blades. Rumour tells that this was set aside for the resurrection of Mystryl herself, but that it was stolen before it could be used. This diamond is the prize possession of Smoldris, and he will part with it for no less than a million gold pieces. 5. Sunflare: This dagger's blade is forged of pure flame plasma, folded upon itself so many times that it has become a white-hot solid. So hot that it cannot be sheathed in anything less than pure adamantium, a strike from this dagger deals 6d6 fire damage. The intricately-wrought hilt forms the head of a slender dragon with pearl scales. 25,000 gold pieces. 6. Sparkchaff: A foil-lined bag of volatile sparks from the depths of the Plane of Fire, this can be tossed to create a blaze of incredible light, automatically blinding all creatures that can see within 50 feet for one minute, and dealing 1d4 points each of fire, radiant, and psychic damage to all creatures and objects in the area. Each sack sells for 1,000 gold pieces. Also posted on Game Masters Stash on 31 July 2021. Some Warlocks, on understanding the nature of the universe, reach out to the vast nothingness and entropy and find something beyond it which offers them power. Their energies are wild and unpredictable, sometimes leading them into even more danger. The sheer force of their magical energy is undeniable, and their master, if one even exists, is an unknowable entity of sheer chaos. Some, however, find this distant patronage more appealing than that offered by some kind of fiendish overlord.
Wild Magic Surge Starting when you choose this patron at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a warlock spell of 1st level or higher, you can choose to roll a d20, or the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect. For this purpose, a roll of 99-100 restores up to three spell levels worth of expended spells slots. When you do roll for a wild magic surge, you may choose for the triggering spell to deal an additional 2d6 force damage to each target. Expanded Spell List The force of the primordial void 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. Spell level 1st: Colour spray, Tasha's hideous laughter Spell level 2nd: Darkness, moonbeam Spell level 3rd: Bestow curse, stinking cloud Spell level 4th: Evard's black tentacles, phantasmal killer Spell level 5th: Antilife shell, cloudkill Fate of the Void Starting at 6th level, you can vanish into icy blackness when someone tries to harm you. When you take damage, you can use your reaction to vanish into the Shadowfell, leaving a 5-foot area of darkness that blocks sight. Any creature that enters this darkness takes 2d10 cold damage. If the triggering attack was a melee attack, the attacker automatically takes this damage. You reappear anywhere within 30 feet at the start of your turn, and the area of darkness dissipates. Once you have used this feature, you can't use it again until you finish a short or long rest. One with the Void Starting at 10th level, your thoughts become unknowable, and those who attempt to beguile you find themselves slipping into the void themselves. Your thoughts cannot be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do. Curse of Roiling Chaos Starting at 14th level, you can undo the laws of physics and reality that bind a creature together, transforming them forever into a horrific monstrosity. You can use your action to touch a creature, which must make a Constitution saving throw against your warlock spell save DC. The target takes 8d10 force damage on a failed save, or half as much damage on a successful one. If the creature is reduced to 0 hit points, it is transformed permanently into a Gibbering Mouther, which is under your control for up to 1 hour. Once you use this feature, you can't use it again until you finish a long rest. Also posted on Game Masters Stash on 30 July 2021. "So you guys all meet in a bar, and you can go adventuring together now..."
We've all seen campaigns that start this way, but let's be realistic- when you've just met a stranger, why do you work together? People work together because they learn trust, because they respect one another, and because they further each others' goals. People who have looked after one another, and who have helped one another, are likely to keep on doing so. As an example, I've been playing Minecraft recently with some friends. We all started by building our own houses, and then by constructing some shared spaces for resources that would help each other- a garden, a fenced area for some cows, and then some machinery to aid in resource production. But some of these needed specific parts, and venturing out alone in search of these parts is a dangerous prospect. So the call went out for aid, and people who worked together to protect one another could defend each other when out in the wilderness, collect each others' dropped items when one dies, would build up trust and respect. The point is that people who help one another will have reasons to keep working together- shared goals, shared experiences, and shared favours. If you as a player go along with this, if you remember all the times that the cleric has healed you, and that the wizard's fireballs have killed your opponents, all the times that the rogue's skills have gotten you out of (or into) trouble, you're going to end up forging stronger bonds with the other characters (and their players) and end up with a much more believable party who works together. Also posted on Game Masters Stash on 29 July 2021. The enigmatic warrior known as "Sir Lauter" dresses in tailor-made armour in scarlet and jet-black, capering and mugging for the audience as he does battle. He seems to delight in his terrible appearance, and his impeccable performance is matched only by his awful rhymes and wordplay. Sir Lauter works as a high-end mercenary and assassin, famed for his open slaying of Lady Branfort during the Tournament of Ten Swords, and his single-handed defeat of the Seven Scarves bandit gang, walking into their den alone, and leaving without a scratch on his armour, only bloody corpses behind him. In combat, his moves are graceful and flowing, but he fights with no mercy and speaks only in rhyme while he fights.
SIR LAUTER Medium humanoid, neutral evil Armour Class: 18 (plate) Hit Points: 98 (15d8+30) Speed: 30 feet Str 14 (+2); Dex 19 (+4); Con 14 (+2); Int 12 (+1); Wis 13 (+1); Cha 19 (+4) Saving Throws Dexterity +8, Charisma +8 Skills Acrobatics +8, Athletics +6, Intimidation +8, Performance +12 Senses passive Perception 11 Languages Common, Elven, Infernal Challenge 9 (5,000 XP) Battlesong. In combat, Sir Lauter's constant rhyming words befuddle, confound, and undermine his opponents. The first time in each turn that an opponent is hit by Sir Lauter with a melee attack, they take an additional 10 (3d6) psychic damage. Mobility. When Sir Lauter has made a melee attack against an opponent, that opponent cannot make opportunity attacks against Sir Lauter for the rest of that turn, whether he hit or not. Spellcasting. Sir Lauter is a spellcaster. His spellcasting ability is Charisma spell save DC 16, +8 to hit with spell attacks). He can cast the following spells, as well as incidental bard spells when necessary. At-will: Blade ward, dissonant whispers, heroism, true strike. 1/day each: Dimension door, dominate person, greater invisibility, power word stun. ACTIONS Multiattack. Sir Lauter can make two longblade attacks. Battle Magic. When Sir Lauter uses his action to cast one of the spells above, he can make a longblade attack as a bonus action. Longblade. Melee weapon attack: +9 to hit, reach 5ft., one target. Hit: 10 (1d10+5) slashing damage. How you can use Sir Lauter in your games: - As an assassin, Sir Lauter is incredibly showy, and loves making an entrance, making a mess, and leaving a shocked audience behind. His trademark armour and style draw attention, but he usually vanishes without a trace. - Sir Lauter might take a short-term contract as a second-in-command or lieutenant to a more powerful foe. His style leaves him alienated from common troops, but they will most certainly follow his commands out of fear. - The PCs might run afoul of Sir Lauter during one of his attacks, and although he might win an initial battle, those who are able to pursue him might find him a different prospect when not on his terms. Also posted on Game Masters Stash on 28 July 2021. D&D can be a pretty violent game, and rampaging through a bunch of bad guys can be a cathartic experience, but sometimes you may not want to be a rampant killer. Here are a few reasons that your PCs might spare their enemies- or, if the tables are turned, that their enemies might show them mercy.
1. Mistaken identity - It turns out that the target isn't who the attacker is after. They might have been brought onboard after the fact, they might just be similar-looking but be missing a distinctive feature, or might just be a case on being in the wrong place at the wrong time. 2. Parole - The target might offer a valuable price for their surrender, and swear a genuine oath of apology. A knight might offer their horse and armour, a wizard might offer their spellbook, and a rogue might offer the location of their hoard. This needs to be a genuine offer, and honoured on both parts, otherwise it won't mean anything. 3. Connections - The target is descended from a powerful figure of note- a prince, noble heir, or someone that the attacker knows. This might be just enough to spare their life and offer them another chance. 4. Secret - The attacker reveals their identity as someone related- a brother, parent, or child, perhaps someone from the same order. Although they want to beat the target, they don't want to slay them. 5. Code of conduct - The attacker's personal code prompts them to spare the target's life. Perhaps they are good at heart, perhaps they swore an oath to show mercy, perhaps their god or patron prompts them to remember a parable or lesson. 6. Mystical reasons - Some unknown force stays the attacker's hand- perhaps destiny, perhaps the hand of a deity itself. Something in the target's eyes convinces the attacker that they need to spare them- although they may just want to kill them later for some other reason. Also posted on Game Masters Stash on 27 July 2021. Another favourite 3.5 prestige class conversion:
Wizards of the School of Lore, often known as Loremasters, are spellcasters who concentrate on knowledge, valuing secrets and lore over the value of gold. They uncover secrets that they then use to better themselves mentally, physically, and spiritually. Bonus Proficiencies From 2nd level, when you select this school, you gain proficiency with 2 additional languages, and with one additional skill or tool set. In addition, choose one skill you have proficiency in from the following list: Arcana, History, Nature, or Religion. Your proficiency bonus is doubled for any ability check using this skill. Secret Lore From 2nd level, you learn secret lore, which is fueled by special dice called Lore dice. Secrets: You learn 2 secrets of your choice from below, which are detailed under 'secrets', below. Many secrets enhance attacks or skill checks in some way. You can only use one secret for any given roll. You gain 2 additional secrets at 6th level. At 10th level, you gain 1 additional secret, and 1 final secret at 14th level. Lore Dice: You have two Lore dice, which are d3s. A Lore die is expended when you use it. You regain all expended Lore dice when you finish a short or long rest. You gain another Lore dice at 6th, 10th, and 14th levels. At 6th level, your Lore dice becomes d4s. At 10th level, they become d6s, and at 14th level, they become d8s. Additional Cantrips At 6th level, you learn 2 additional cantrips, which can be from any cantrip list. These count as wizard cantrips for you. Greater Lore From 10th level, you can cast Identify on any items you are holding as part of taking a short rest, without needing to use any material components. Once you have used this ability, you must finish a long rest before you can use it again. True Lore From 14th level, you can cast Legend Lore as part of taking a long rest, without needing to use any material components. Once you have used this ability, you must finish another long rest before you can use it again. Secrets
Also posted on Game Masters Stash on 24 July 2021. Books hold a dangerous kind of power- that of education. However, some books are even more dangerous, and in a fantasy setting, this can be taken to an extreme. Imprisoned spirits, magical traps, forbidden spells, and more can await those who cross the blue velvet ropes of the great Library of Helvirae.
Here are a few grimoires of power that can be found in a magical library, and their powers: 1. Miadral's Comprehensive Tome on the Dangers of Labyrinths: This midnight-blue leatherbound tome has a curious criss-crossing maze pattern embossed in the cover, and the pages fold outwards in myriad directions, marked with incredibly dense maze patterns. Those who study it find that their minds make patterns of geometry in unusal things- the fall of leaves on the forest floor, the interesting paths of dogs as they cross a market. The knowledge eventually drives them to madness, and after studying it for a total of 12 hours or more, the target is subject to a Maze spell, with no limit on its duration. 2. Volume II of Fumeblight's Permutations on Mythical Chronomancy: This simple paper tome delves into the famed and feared wizard Fumeblight's experimentations with time-control magic and the 'grandfather paradox' which he attempted before his untimely vanishment. The spells contained within might be decrypted by an enterprising villain or wacky mage to kick off a time-travel based campaign. 3. Unfälle der Wesentlichkeit: A tome with a heavy grey leather and darkened steel edging, this tome has been misfiled due to its possession by a vile mage, and is actually a philosophical tome on the benefits of social supports to the most vulnerable in society. 4. Khufhraa's Spectacles of Famous Dark Arts: Written only a few years ago, this tome details some of the vilest and most horrid feats of dark magic ever performed. Although it does not contain the actual spell formulae, there are musings on how the spells might be re-created, including the Rain of Colourless Fire, the Dread Curse of Ravenloft, and Ozymandias' Great Deception. 5. Az'Gonoth's Imprisonment: Bound in warm red leather, this tome is the receptacle of the pit fiend Az'Gonoth, whose soul was shriven from his immortal form. Those who open the tome are subject to a Magic Jar effect (Charisma saving throw DC 21) to be possessed permanently by the Pit Fiend. 6. Triumphs of Abnormal Dreams: This simple folio is wrapped in a fold of shimmery unicorn-leather. Simply holding the tome in both hands confers a Charisma score of 18. Those who sleep after reading the tome experience dreams of tremendous empowerment, and can cast Creation on waking up. You must finish a long rest before you can use this ability again. Also posted on Game Masters Stash on 23 July 2021. The great Library of Helvirae holds a great many tomes, and some of the most dangerous are stored in its protected Stormwind Galleries. These are under the tender care of Second Librarian Pirabeth, a straight-laced and formidable woman with considerable arcane powers.
In her adventuring days, Pirabeth was an abjuration wizard, and gained rather a talent in manipulating and controlling wards. She was allowed access to the Library's restricted books, and discovered that the storage and filing system had allowed many to become damaged or stolen, loosing a great many dangers into the world. At great cost, she was able to recapture or restrain many of them, and immediately took over revolutionizing the Library's practices herself. In the past twenty years, she has wrought great change in the Library itself and especialy in containing dangerous tomes of knowledge, to the degree that other practitioners of the arcane arts would often rather their secrets be stored within the Stormwind Galleries than in their own somewhat dubious containments. How you can use Second Librarian Pirabeth in your games: - Pirabeth needs assistants, sometimes in maintaining wards and sometimes in venturing out to recapture, contain, or secure finds for the Galleries. These battered and experienced 'Assistants' are well-respected in the Library, and paid a decent wage for their dangerous work. - Bringing some new arcane secret, bound daemon, or mystery to Second Librarian Pirabeth is a good way to earn her attention, whether you want it or not. Her knowledge of the arcane arts is deep and wide, and although her adventuring days are long behind her, she is no slouch when it comes to contesting her Art against opponents. - If Second Librarian Pirabeth vanishes or falls in battle, it is likely that she will have left some kind of instructions on what wards need to be maintained soon, and how to find a new Second Librarian. But discovering what has happened to her might only be the first step! Also posted on Game Masters Stash on 2 July 2021. I've been listening to a few podcasts and Youtube things on GMing skills recently, and one of the ideas that came up was beginning with a strong theme for your game, so your players could create characters that fit in and would develop with the story, as well as the story being able to accomodate the right kind of characters into it. Here are a few ideas I've had as I've started (lazily) planning my next campaign, with the idea that these might spark something off for you!
New Campaign Themes
You can roll a d20 to randomly generate one, roll a few and combine them, or pick and choose as you like- whatever works for you. The idea is to get common buy-in from your players so that the campaign itself isn't the surprise for them, and to keep you (well, me) on track with keeping the campaign around the same themes. Also posted on Game Masters Stash on 21 July 2021. Nestor's Rest is a well-known traveler's inn, established alongside a trade route that sees a lot of trade.
The inkeeper, a barrel-chested and balding fellow by the name of Nestor, is a heavily-involved and likeable person who want to ensure all of his patrons have a good time and spend some coin. He can easily be lured into spending a few minutes or an evening at a table by talking about adventuring exploits, something near and dear to his heart. His past experience as an adventurer only lasted a few years, but he loves to be wound up to tell the story of his retirement and the grant of his license to run the inn from the nearby Duke, which began as rescue of a noble's daughter, climaxed in defending the gates from a brigade of rebels, and ended with batling an evil sorcerer on the top of a collapsing tower. This tale often takes several hours and a good few drinks, although he's happy to shout a round or two if people are interested and listening. Nestor's genial demeanour and good nature brook no offense to his serving-staff, and abusing them will bring a stout thump from his beefy fists, or get an entire party tossed out for a night or, in extreme circumstances, banned for life. The merchant caravans who travel the route know Nestor's rules well, and will not defend one of their own staff who breaks them, knowing this could jeopardize years of travel for them. Nestor's wife Antonella runs the kitchen, welcoming gifts or trades of interesting herbs and spices or foods, and is even less forgiving than Nestor. Local legend says that a soldier once grabbed one of her girls as she walked past, and she marched out into an armed company and cut his hand off with one of her kitchen knives. Those who laugh about this story and think to chance their luck are soberly pointed to the withered appendage nailed above the exit door, and told to think again. Specials Nestor brews his own dry stout in a shed at the rear, which is well-received by thirsty travelers. He also sells beers and wines from nearby, and is willing to accept payment in exotic alcohols, keeping them on a special shelf under the bar for discerning customers. Antonella likes to experiment with her cooking, so one evening's repast might be a honey-glazed boar from the nearby forests, while the next day's lunch might be the shredded remains of the boar, drizzled in chocolate and served on green leaves. Eating is always an exciting experience, and sometimes a good one. Antonella also paints landscapes in her spare time, and sells these for a few gold pieces' worth of tips for the waitstaff. Also posted on Game Masters Stash on 20 July 2021. Prophecy can be a useful element to introduce in your games, but just having "when the moon is high, the demon lord is nigh" kinda stuff isn't terribly interactive. What can really play an exciting part is elements that need to be interpreted, or could be interpreted in multiple ways. This could be playing on words and spelling ("while cranes circle overhead" might mean birds, or construction equipment), or different meanings ("two queens fall" might mean queens dying, falling over, or dropping a deck of cards, let alone the interpretation of 'queens').
Here are some random elements you could use to generate your own prophecy, whether it's from a random street-corner madman or a holy oracle. You should be able to combine these for your own use with some mangling to combine them, or just leave them as broken phrases, whatever seems easiest.
Also posted on Game Masters Stash on 17 July 2021. It is a fantasy staple to have a cauldron bubbling away at the back of a witch's lair, wafting fragrant and exciting-coloured smoke. But what's in such a cauldron, and why does every witch seem to have one?
Here are a few options you could use: 1. Alchemical cauldron: The cauldron functions as an Alchemy Jug, but weighs about 30 pounds and is more difficult to transport. 2. Potion-brewing cauldron: A magical potion is being brewed up in the cauldron. There's a 75% chance it's a Potion of Greater Healing, and a 25% chance it's a Potion of Poison. Only an Identify spell will tell the difference. 3. Slow-cooking cauldron: The witches were putting on a lovely slow-cooked casserole (hopefully, a lamb from a nearby paddock). Eating this while spending hit dice during a short rest will restore an additional +1 hit point per hit die, and the witches will be quite upset to have missed out on their dinner. 4. Fruity punch cauldron: With a small slice of fruit wedged decoratively on the edge, a toxic flower floating on its surface, and some sugar crusted around the rim, the cauldron contains alcohol strong enough to blind a coven of Night Hags. Those who partake cautiously will have a memorable evening and a painful headache. Those who drink to excess (more than about a cup) will automatically gain the unconscious condition for 24 hours, and then the poisoned condition until they have taken 1d4 short rests. 5. Mash and hops cauldron: The cauldron has been used for making beer, and the resulting brew is strong, bitter, and foamy. Best enjoyed cold, with the corned-beef sandwich over on the table, the witches will be quite grumpy to find the brew gone. 6. Virulent toxin cauldron: The witches have been brewing some kind of vile poison which might be poured in a nearby river to poison an entire city, or its vapours could pollute the air for miles. Drinking it causes 10 (3d6) poison damage each round for 1 hour, with a Constitution saving throw (DC 15) for half damage. Also posted on Game Masters Stash on 16 July 2021. This subspecies of Mimic is able to disguise itself as a leather-bound book, able to be opened and for some of its various parchmentlike gills to be turned, but within its middle, it hides a lashing pseudopod which can immobilize a target by wrapping around their face and head. It can then exude an acid to digest its victim over time while they suffocate. Although they are ambush predators, they lack the self-control of full mimics, and sometimes launch an attack at an inopportune time.
FAUXLIO Small monstrosity (shapechanger), neutral Armour Class 12 (natural armour) Hit Points 13 (2d8+4) Speed 10ft. Str 13 (+1); Dex 7 (-2); Con 14 (+2); Int 5 (-3); Wis 11 (+0); Cha 7 (-2) Skills Stealth +0 Damage Immunities Acid Senses Darkvision 30ft., passive Perception 10 Languages - Challenge Rating 1 (200 XP) Shapechanger. The fauxlio can use its action to change its shape into a book-shaped object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. False Appearance (Object form only). While the fauxlio remains motionless, it is indistinguishable from an ordinary book. If it is being inspected, a target can make an Intelligence (Investigation) check against the fauxlio's passive disguise DC of 12. Grappler. The fauxlio has advantage on attack rolls against any creatures grappled by it, or holding it in object form. Actions Pseudopod. Melee weapon attack: +3 to hit, reach 0ft., one target; Hit: 3 (1d4+1) bludgeoning damage) and if the target is Large or smaller, it is grappled by the fauxlio (escape DC 11). Ability checks to escape this grapple have disadvantage. Digest. If the fauxlio begins its turn grappling a target, the target takes 7 (2d6) acid damage and must succeed on a Constitution saving throw (DC 11) or begin suffocating immediately. Also posted on Game Masters Stash on 15 July 2021. These ghastly unliving monsters are but fragments of envious souls, and feed on emotional energy and memories. They appear as fragmented skeletons, lit from within by a dim blue glow, and usually disguise themselves with ragged robes so that they can blend in with other undead beings. It is said that within their gaze, one can truly find oblivion.
OBLITERAR Medium undead, neutral evil Armour Class 14 Hit Points 39 (6d8+12) Speed 30ft. Str 12 (+1); Dex 13 (+1); Con 14 (+2); Int 8 (-1); Wis 16 (+3); Cha 15 (+2) Skills Insight +5, Perception +5 Damage Resistances Piercing damage from nonmagical attacks Senses Darkvision 60ft., passive Perception 15 Languages whispered fragments of Common Challenge 2 (450 XP) Actions Claws. Melee weapon attack: +3 melee, range 5ft., one target. Hit: 4 (1d6+1) slashing damage. Obliterating Gaze. The obliterar targets one creature it can see within 30 feet of it. The target must make a Charisma saving throw (DC 12). If the obliterar wins, the target takes 10 (3d6) necrotic damage, and loses one Hit Die from their reserve, which is regained when the target finishes a long rest. In addition, if the obliterar is successful, the target is subject to a permanent Modify memory effect, losing a memory from their past of an emotional attachment or event (for example: the name of a loved pet, the face of a parent, the reason they became an adventurer). This can be restored with a Greater restoration spell or similar effect. If the target is successful, they take no damage and there are no further effects. Also posted on Game Masters Stash on 14 July 2021. Some warlocks do not make a single precipitous bargain for their soul- just small, incremental, nearly unnoticeable ones that lead them inevitably towards damnation. These warlocks, sometimes known as Occultists, tend to be daring and have devil-may-care attitudes, as well as a tremendous amount of arcane knowledge. Some make these choices willingly for the power it offers, while others do not realize the direction of their path for a long time.
Expanded Spell List As an occultist, you can 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. 1st level spells: Command, Detect magic, Identify, Shield of faith 2nd level spells: Augury, Prayer of healing 3rd level spells: Bestow curse, Spirit guardians 4th level spells: Death ward, Phantasmal killer 5th level spells: Conjure elemental, Dispel evil and good Arcane Student From 1st level when you select this pact, you gain proficiency in Arcana, and in one language or tool set of your choice. Your proficiency bonus is doubled for any skill checks you make with Arcana. Dark Knowledge From 1st level, you begin to gain glimpses of foresight, hints at possible futures that might be. When you finish a long rest, roll one d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature you can see with one of these dark knowledge rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. From 6th level, you can roll two d20s when you finish a long rest, and each dark knowledge roll can be used only once. When you finish a long rest, you lose any unused dark knowledge rolls. Potent Cantrips From 6th level, you add your Intelligence modifier to the damage you deal with any warlock cantrip. Dark Fate From 6th level, when you finish a long rest, tell the GM to roll a d20 and record the number rolled. The GM can replace any attack roll, saving throw, or ability check made by you or by any creature targeting you with an attack or effect, with this roll. They must choose to do so before the die is rolled, and they can only replace a roll this way once per turn. If two similar abilities (like Dark Knowledge or a School of divination wizard's Portent rolls) are used, then these occur in the order of being declared. From 10th level, the GM rolls two dark fate dice when you finish a long rest. From 14th level, the GM rolls three dark fate dice when you finish a long rest. These die rolls can only be used once. When you finish a long rest, any previous dark fate rolls are lost. Countermagics Beginning at 10th level, your studies teach you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage. Arcane Wonder From 14th level, your incredible training in the arcane arts allows you to work true wonders. As an action, you work your arcane wonder, and gain the effects of one spell that is 6th level or lower and has a casting time of 1 action. The spell can be from any class's spell list, and you don't need to meet the requirements in that spell, including any costly material components; the spell simply takes effect as part of the action. Once you use this feature, you can't use it again until you finish 1d4 long rests. Also posted on Game Masters Stash on 13 July 2021. Your innate magic is unlearned and incorporates various elements of form-shifting, allowing you to control your form to a great degree. Sorcerers from this bloodline might trace their lineage back to some kind of shapechanged creature in their heritage, whether a dragon, doppelganger, or perhaps even some kind of shapechanged spellcaster has tainted their blood.
Shapeshifter Resilience From 1st level, when you select this bloodline, your hit point maximum increases by 1, and increases by 1 again whenever you gain a level in this class. In addition, you can cause scales or thick hide to manifest briefly when you are about to be hit. When you aren't wearing armour, your AC equals 13 + your Dexterity modifier. Shapechange Starting at 1st level, your heritage somehow allows you to change your form over the course of 10 minutes (or as an action if you choose to spend 1 sorcery point), assuming the shape of various beasts that you have seen before. Once you have used this ability, you must finish a long rest before you can use it again. Your sorcerer level determines the beasts you can transform into, as shown on the Form Change table. From 1st level, for example, you can transform into any beast that has a challenge rating of 0 that doesn't have a flying or swimming speed. Form Change Table Level Max. CR Limitations Example 1st 0 No flying or swimming speed Cat 2nd 1/4 No flying or swimming speed Wolf 4th 1/2 No flying speed Crocodile 8th 1 - Giant eagle You can stay in beast shape a number of hours equal to your sorcerer level (round down, minimum of 1 hour). You then revert to your normal form unless you expend 1 sorcery point as a bonus action on your turn. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious drop to 0 hit points, or die. While you are transformed, the following rules apply:
Shapechanger Bonus Spells Your heritage allows you to access some spells innately. You gain the following spells at the sorcerer levels noted below, and they don't count against the number of spells you know. Level Spell 1st Expeditious retreat 3rd Alter self 5th Gaseous form 7th Polymorph 9th Seeming Shapeshifter Rejuvenation Starting at 6th level, when you cast a spell that affects yourself, you regain hit points equal to 1d6 + twice the spell's slot level. At the same time, you can spend 1 sorcery point to grant yourself resistance to bludgeoning, piercing, and slashing damage until the end of your next turn. Shapeshifter Combination From 14th level, you can add extra features when you shapechange, creating what some might call hideous abominations. When you shapechange, you can spend 2 sorcery points to add up to one of the following features to the beast's statistics. You may also spend 2 sorcery points to manifest one of these features to your own form for up to 1 hour as a bonus action. You can cease manifesting this feature as a bonus action on your turn.
Shifting Form From 18th level, you can add one feature from Shapeshifter Combination to your form whenever you use shapechange, and can also add one additional feature at the cost of 2 sorcery points. As a bonus action, you can manifest one feature from the list for up to 1 hour while you are in your normal form, and can also add one additional feature at the cost of 2 sorcery points. You can cease manifesting both features as a bonus action on your turn. Driven by fury, determination, and sheer willpower, those who follow the path of survival have endurance beyond imagining. In battle, they sustain wounds that would fell lesser beings, and grit their way through even mortal wounds. Some barbarian tribes inflict beatings on young warriors to teach them this path, but others learn it themselves through persisting through some tragedy or catastrophe.
Fierce Determination From 3rd level, when you adopt this path, your hit point maximum increases by +3, and increases by +1 each time you gain a level in this class. Implacable Rage From 3rd level, when you enter a rage, you gain the following advantages in addition to the standard benefits:
Strike First From 6th level, you have survived surprises and dangers that would have ended anyone else. You can give yourself a bonus to your Initiative rolls equal to your Wisdom modifier. At the start of your first turn of each combat combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn and hit a target, the target takes an additional 2d6 extra damage of the weapon's damage type. Indomitable Rage Beginning at 10th level, your fury allows you to power on through effects that would leave others incapacitated. While you are in a rage, you gain the following benefits in addition to the standard benefits:
Enduring Survivor At 14th level, you attain the pinnacle of resilience in battle. At the start of each of your turns if you have no more than half your hit points left, you regain hit points equal to 5 + your Constitution modifier. You don't gain this benefit if you have 0 hit points. By learning or destiny, a weaponmaster is a genius of using one particular type of weapons. Combat comes as naturally to them as the flow of magic to a sorcerer, and each sparring session, each mortal duel, is only practice for their art.
Chosen Weapon Type From 3rd level, when you choose this archetype, choose one type of weapons: bludgeoning, piercing, or slashing. This type of weapon is used for several class features of the weaponmaster, and any weapon which inflicts this type of damage can be used for its features. When you are holding a weapon of your chosen type, you gain a +1 bonus to AC, and a +1 bonus on weapon attack rolls with your chosen type of weapon. In addition, once per turn, when you roll damage with a weapon of your chosen type, you can reroll one of the attack's damage dice, and you must use the new roll. Great Renown From 3rd level, when you are holding a weapon of your chosen type and you make a Deception check in combat, or an Intimidation or Persuasion check, you can add your proficiency bonus to the roll. Parrying Defense From 7th level, you can fend off strikes directed at you or creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack while you are holding a weapon of your chosen type, you can roll 1d8 as a reaction and add that to the target's AC against that attack. If the attack still hits, subtract the result of the d8 roll from the attack's damage. You can use this feature a number of times equal to your Dexterity modifier (minimum once), and you regain all expended uses of it when you finish a short or long rest. Weapon Mastery From 10th level, when you inflict damage with a weapon of your chosen type, you inflict 1d6 extra damage of the same damage type. In addition, when you are holding a weapon of your chosen type and are forced to make a saving throw against an effect that would make you blinded, frightened, grappled, prone, restrained, or unconscious, you may add your proficiency bonus to the saving throw. Fluid Strikes From 15th level, if you take the Attack action on your turn when using your chosen weapon type, and have advantage on an attack roll against one of the targets, you can forego the advantage for that roll and instead make one additional weapon attack against the target. You can do so no more than once per turn. Unerring Skill From 18th level, if you miss with a weapon attack on your turn using a weapon of your chosen type, you can reroll it. You can use this feature only once per turn. Those who swear fealty to the domain of Honour keep to the highest of ideals. They serve a ceremonial role as keepers of knighthood, arbiters of lineage, and moral authorities. While they keep to these ideals, they are empowered to enforce these codes in society.
Domain Spells Cleric level 1st: Compelled duel, Detect evil and good Cleric level 3rd: Augury, Zone of truth Cleric level 5th: Heroism, Remove curse Cleric level 7th: Banishment, Death ward Cleric level 9th: Dispel evil and good, Hallow Bonus Proficiencies From 1st level, when you select this domain, you gain proficiency with heavy armour, one martial weapon of your choice, and with History. Voice of Honour You can invoke the power of honour to embolden an ally to act. If you cast a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately to make one weapon attack roll against a creature that you can see. If the spell targets more than one creature, you choose the ally who can make the attack. Channel Divinity: Aura of Integrity From 2nd level, you can use your Channel Divinity to unite your allies with powerful sincerity. As an action, you present your holy symbol and a glowing aura surrounds you. The sphere is centered around you, has a 30 foot radius, and is filled with a dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits: - You grant it temporary hit points equal to 1d6 + your cleric level. - You end one effect on it causing it to be charmed or frightened. Death Before Dishonour From 6th level, your principles allow you to push on, past hardship. When you fail a saving throw against a spell or ability that would make you suffer a condition, you can instead lose a number of hit points equal to 5 + double the spell's level, or 5 + the creature's Hit Dice, ending the condition (but not necessarily other effects of the ability) immediately. Once you have used this ability, you must finish a short or long rest before you can use it again. Potent Spellcasting From 8th level, you can add your Wisdom modifier to the damage you deal with any cleric cantrip. Unimpeachable Honour From 17th level, no attack rolls against you has advantage while you aren't incapacitated. In addition, you do not suffer disadvantage on any saving throw while you aren't incapacitated. Courtiers are scoundrels of a different kind, versed in politics and oratory rather than swordplay and burglary. Their attacks might involve cutting words that stagger or terrify their opponents, or win them over despite all reason. However, they are no less lethal for their velvet garb and honeyed words.
Bonus Proficiencies From 3rd level, when you select this archetype, you gain proficiency with two additional languages of your choice, and either Deception, Insight, Intimidation, or Persuasion. In addition, you gain proficiency with either Intelligence, Wisdom, or Charisma saving throws. Audacity From 3rd level, you can give yourself a bonus to your Initiative rolls equal to your Charisma modifier. In addition, when you are wearing fine clothes and no armour, you have an AC equal to 12 + your Dexterity modifier. At 9th level, this increases to 14 + your Dexterity modifier. At 13th level, this increases to 16 + your Dexterity modifier. Authority From 3rd level, as an action, you can cause a target who can understand you within 30 feet to make a Charisma saving throw (DC 8 + your proficiency modifier + your Charisma modifier). If they fail, you can choose whether they become charmed or frightened of you for 1 round, or whether they take psychic damage equal to your sneak attack roll. Once you have used this ability, you must finish a short or long rest before you can use it again. Schemes and Intrigue Starting at 9th level, you gain proficiency in any two skills of your choice. In addition, as a reaction when you succeed at a saving throw to avoid becoming charmed or frightened by an opponent, you can use your reaction to turn the tables, forcing the opponent to make a saving throw as if you had targeted them with the same ability. Misdirection From 13th level, you can convince your enemies to target another creature instead of you. When you are targeted by an attack while another creature is within 5 feet of you, you can use your reaction to have the attack target that creature instead of you. Once you have used this ability, you must finish a short or long rest before you can use it again. Enhanced Authority From 17th level, you can use Authority twice. Any expended uses are restored when you finish a short or long rest. You gain an additional option to make the target stunned for 1 round instead of being charmed or frightened when you use this ability. |
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