Temple raiders are an odd bunch- sometimes irreverent, sometimes possessed of far more piety than anyone would expect, from someone keeping company with a band of thieves. Their luck is suspiciously extraordinary, and they seem to be protected from a variety of dangers and pitfalls.
Muttered Prayers From 3rd level, when this archetype is selected, you can cast the Resistance cantrip as a reaction, if you are forced to make a saving throw by an attack, spell, or trap. You can do this a number of times equal to 1 + your Wisdom modifier (minimum once). All expended uses are regained after completing a short or long rest. Spellcasting When you choose this way at 3rd level, you augment your skills with the ability to cast divine spells. Cantrips. You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip at 10th level. Spell Slots. The Temple Raider Spellcasting table shows how many spell slots you have to cast your spells of 1st level or 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 Healing word and have a 1st-level and a 2nd-level spell slot available, you can cast Healing word using either spell slot. Spells Known of 1st-Level and Higher. You know three 1st-level cleric spells of your choice, two of which you must choose from the abjuration and divination spells on the cleric spell list. The Spells Known column of the Temple Raider Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be an abjuration or divination spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or divination spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level. Spellcasting Ability. Wisdom is your spellcasting ability for your cleric spells, since you learn your spells through devotion and prayer. 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 cleric 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 Sanctified Sneak From 9th level, you and any allies within a 10-foot radius have advantage on Dexterity (Stealth) checks if you do not move during your turn. Use Magic Device By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items, if you choose. Misdirection Beginning at 17th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature is within 5 feet of you, you can use your reaction to have the attack target that creature instead of you. Mountebanks are frauds and con artists, capable of slipping into new identities as others change clothing. While they can fit in just about anywhere they go, they are also adept at getting out of tight situations.
Bonus Proficiencies At 3rd level, when you select this archetype, you gain proficiency with the Deception skill, and with disguise and forgery kits. You also learn two languages of your choice. Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land or region, provided that you know the language. Cantrips Beginning at 3rd level, you gain the Druidcraft, Prestidigitation, and Thaumaturgy cantrips. Incredible Luck From 3rd level, you can roll one check or saving throw with advantage. You must complete a short or long rest before you can use this feature again. From 13th level, you may use this feature twice per rest. Insightful Manipulator Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside of combat, you can learn certain information about its capabilities compared to your own. The DM tells you two of the following characteristics of your choice: - Intelligence, Wisdom, or Charisma score - Save modifier with two saves of your choice - Skill modifier with two skills of your choice - Attack modifier and effects of one type of attack At the DM’s option, you might also realize you know a piece of the creature’s history or one of its personality traits, if it has any. Use Magic Device By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items, if you choose. Misdirection Beginning at 17th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature is within 5 feet of you, you can use your reaction to have the attack target that creature instead of you. An invisible blade is an assassin who can strike from hiding in plain sight, one who wears no armour and strikes with concealed weapons. Their skill is undeniable, and their reflexes are legendary, bringing them out of danger in a variety of situations.
Unfettered Defense At 3rd level, when you select this archetype, while you are not wearing any armour and holding only light weapons, your Armour Class equals 10 + twice your Dexterity modifier. You may not use a shield and still gain this feature. Invisible Blade At 3rd level, the base damage of any light melee weapon you use is increased by 1d4 (for example, a dagger normally inflicts 1d4 piercing, this would increase to 2d4 piercing). From 11th level, this additional damage is increased to 2d4, and from 17th level, the additional damage is increased to 3d4. Skirmisher At 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks. Bleeding Wound From 9th level, you can create wounds that continue bleeding, slowing pursuit or allowing you to seek out another foe quickly. Once per turn, when you hit a creature with an attack, you can wound the target. At the start of each of the wounded creature’s turns, it takes 1d4 necrotic damage for each time you’ve wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. Ambush Master Starting at 13th level, you excel at leading ambushes and acting first in a fight. You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that creature have advantage until the start of your next turn Master of the Blade From 17th level, your blinding speed and mastery of combat allows you to turn failure into success. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can’t use this feature until you have completed a short or long rest. An infiltrator would prefer never to be noticed, making their way in the dark and quiet. Their skill verges on supernatural and includes a variety of tricks which can even hide them from magical detection. Many have multiple identities by which they are known, perhaps even to those they trust.
Bonus Proficiencies From 3rd level, when you choose this archetype, you gain proficiency with Acrobatics and Stealth. Your proficiency bonus is doubled for any check you make that uses either of those proficiencies. You also gain proficiency with disguise kits. Quick Escape From 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks. Infiltration Expertise Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can’t establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certification to establish yourself as a member of a trading house from a remote city so that you can insinuate yourself into the company of other wealthy merchants. Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until and unless given an obvious reason not to. Supreme Sneak From 9th level, you have advantage on Dexterity (Stealth) checks if you move no more than half your speed on the same turn. Defy Detection From 13th level, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful, and you can’t be compelled to speak the truth by magic. In addition, any Divination spell which would detect you may slip over you without noticing you. When you are subject to a spell which might detect you, you may make a Wisdom saving throw against the caster’s spell saving throw DC. If you succeed, you are not detected by the spell, unless you wish to be. Infiltrator’s Reflexes When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised. A delver explores the dark crevices of the world, seeking treasure in the most unlikely spots. Their mastery of the dark depths is unmatched, and they can survive in situations that seem impossible.
Umbral 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 are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness. Deep Survival At 3rd level, you gain proficiency in Survival. In addition, when you make an Intelligence or Wisdom check related to survival underground, your proficiency bonus is doubled if you’re using a skill that you’re proficient in. While traveling for an hour or more underground, you gain the following benefits:
Blindsight At 9th level, your sensitivity to minute vibrations means you can detect unseen objects unerringly. You gain blindsight to a range of 30 feet. Stonetelling From 13th level, your power of construction and geology becomes supernatural. You may use either Legend lore or Passwall. Once you have used this feature, you must finish a short or long rest before you can use this feature again. Delver’s Reflexes When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you’re surprised. In the broken hearts and shattered dreams of the tragically wronged, the seeds of vengeance take root. Avengers are grim and merciless stalkers, who bring fear and death in equal parts, instilling terror in those who survive their blades.
Bonus Proficiencies At 3rd level when you choose this archetype, you gain proficiency in either Intimidation or Stealth. Your proficiency bonus is doubled for any check you make that the skill you selected. Assassinate Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t yet taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit. Terrifying Presence From 9th level, your menacing demeanour is no more apparent than when you have downed a target. When you drop a creature to 0 hit points, you may make an Intimidation check against a creature that can see you within 30 feet as a bonus action. From 17th level, your Intimidation check applies to all creatures that can see you within a 30 foot radius. Unerring Pursuit From 13th level, your hunger for vengeance is almost impossible to foil. As an action, you can sense the presence of illusions, disguises, shapechangers that are not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren’t blinded or deafened. You sense that an effect is trying to trick you, but you gain no insight into what is hidden or its true nature. You can use this feature a number of times equal to 1 + your Wisdom modifier (minimum once), and you regain all expended uses of it when you finish a long rest. Sudden Strike Starting at 17th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can’t use your Sneak Attack against the same target more than once in a turn. Sharpshooters are expert shots with any ranged weapon, concentrating and meditating on the movement of missiles. Their focus aids them in remaining undisturbed, and their mastery of ranged attacks is unparalleled.
Improved Ranged Critical From 3rd level, when you choose this archetype, your ranged weapon attacks at a range of 30 feet or more score a critical hit on a roll of 19 or 20. Precision Shot From 3rd level, you gain the ability to make a ranged attack that lands with great precision. As an action, make a ranged attack roll at a target that you can see within normal range. If this attack hits, the weapon’s base damage is increased by an additional 1d8 (for example, an arrow from a longbow normally inflicts 1d8 piercing, a precision shot would increase this to 2d8 piercing). From 11th level, this additional damage is increased to 2d8. Close Combat Shot From 3rd level, you no longer have disadvantage when making a ranged attack in close combat. You can use this feature a number of times equal to your Constitution bonus (minimum once). Any expended uses are regained when you finish a long rest. Escape the Horde From 7th level, opportunity attacks against you are made with disadvantage. Volley From 11th level, you can use your action to make a ranged attack against any number of creatures within 10 feet of a point that you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. Stand Against the Tide From 15th level, when a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice. The occult slayer stands between the worlds of civilization and horror, a force keeping the balance. They might believe that mortals should not wield the powers of magic, or they might see themselves as the only barrier keeping regular people safe. They are a dangerous foe for monsters and spellcasters alike.
Disrupt Magic From 3rd level, when you choose this archetype, you are an expert at tangling with spellcasters and disrupting their magics. When a spellcaster you have damaged needs to make a Constitution saving throw to keep concentration, the DC of the saving throw is increased by your proficiency bonus. In addition, if a creature within 5 feet of you casts a spell or uses innate spellcasting, you may use your reaction to make an opportunity attack. If your opportunity attack causes damage, then the creature must make a Constitution saving throw, as if it were holding concentration, to complete the spell or innate spellcasting ability. Arcane Senses From 3rd level, you can almost ‘sniff out’ traces of magical energy. As an action, you can Detect magic. You can use this feature a number of times per day equal to 1 + your Wisdom modifier (minimum once). You regain all expended uses of it when you finish a long rest. Resist Enchantment From 7th level, you have advantage on saving throws against spells. Thwart Spell From 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. Evasion From 15th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or a lightning bolt 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 half damage if you fail. The liberator is a warrior dedicated to overthrowing tyranny wherever it may be found. They are strong-willed, independently-minded, and direct their efforts against anyone who would impose their own power over regular people.
Ranger’s Companion At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower (appendix D of the Player's Handbook presents statistics for the hawk, mastiff, and panther as examples). Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher. The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action. While traveling through your favoured terrain with only the beast, you can move stealthily at a normal pace. If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn’t hostile to you, either the same type of beast as before or a different one. Iron Resolve From 3rd level, when you choose this archetype, your mind is your own, and you cannot be controlled. You have advantage on saving throws to avoid becoming charmed. From 11th level, you are immune to being charmed. Lead the Charge From 7th level, you motivate your allies into action. When you and any creatures of your choice within 10 feet of you roll initiative, you all gain a bonus to initiative equal to your proficiency bonus. At 15th level, the range of this aura increases to 30 feet. Learn From Adversity From 11th level, the first time you hit a creature with a melee attack, you gain a +2 bonus on all subsequent attacks against that creature until the end of your next turn. Always Outclassed From 15th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. Where there are laws, there are those who defy them, and where citizens live in fear of these lawbreakers, brave souls hunt them down. These are the justicars. They are fearless, relentless, and single-minded in pursuit of their prey.
Expanded Spell List You gain access to additional spells when you reach certain levels in this class, as listed below. Each spell counts as a ranger spell for you, but it doesn't count against the number of spells you know. Ranger level 3rd: Compelled duel, Hunter’s mark Ranger level 5th: Cordon of arrows, Locate object Ranger level 9th: Blinding smite, Fear Ranger level 13th: Locate creature, Grasping vine Ranger level 17th: Banishing smite, Geas Bring ‘Em Back At 3rd level, when you select this archetype, when you make a grapple attempt as part of an Attack action, you have advantage on the Strength (Athletics) check. You also learn the Spare the dying cantrip. Nonlethal Strike Also at 3rd level, when you attack with specific weapons which are less than lethal, you can cause strike your target for additional damage. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a club, quarterstaff, unarmed strike, whip, or improvised weapon, or another similar weapon, like a chain. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of extra damage increases to 2d6 at 11th level, and 3d6 at 15th level. If this attack drops an opponent to 0 hit points, they automatically become unconscious rather than die immediately, and this attack cannot cause massive damage. Relentless Pursuit By 7th level, your focus helps you close off a foe’s retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack as part of the same reaction. This movement doesn’t provoke opportunity attacks. Extra Attack (2) From 11th level, when you take the Attack action in combat, you can attack three times. Stand Against the Tide From 15th level, when a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice. The consecrated harrier acts as a bounty hunter for their religion or organization. Where church inquisitors hunt corruption within a church, a consecrated harrier hunts blasphemers, heretics, and those who betray or attack the church directly.
Enemy of the Faith A consecrated harrier can devote themselves to a target or group which has been outlined in scripture as an enemy of the faith. From 3rd level, the consecrated harrier treats the individual or members of the group, as appropriate, as an additional Favoured Enemy. In addition, you gain a +2 bonus to damage against such designated enemies of the faith. Only one group or individual can be declared the consecrated harrier’s enemy of the faith at a time. A new enemy of the faith can be declared after 7 days. Blessed Scriptures You gain access to additional magical secrets when you reach certain levels in this class, as listed below. Each spell counts as a ranger spell for you, but it doesn't count against the number of spells you know. 3rd level: Hunter’s mark, Wrathful smite 5th level: Aid, Branding smite 9th level: Crusader’s mantle, Dispel magic 13th level: Locate creature, Staggering smite 17th level: Banishing smite, Geas Sanctified Sight From 3rd level, as an action, you can open your senses to detect supernatural creatures. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place of object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you complete all expended uses. Iron Will By 7th level, you have honed your ability to resist the powers of your prey. You gain proficiency in Wisdom saving throws. In addition, you gain the Guidance and Thaumaturgy cantrips. Reliable Skill At 11th level, you learn to attack with such unexpected speed and reliable skill that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action. Implacable Hunt From 15th level, your dedication to your duty keeps you from failing. If you drop to 0 hit points and don’t die outright, you can make a DC 10 Wisdom 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 short or long rest, the DC resets to 0. Inquisitors are sworn to root out corruption wherever it leads. Good-aligned inquisitors find evil where it hides, while evil-aligned inquisitors often root out weakness or dissent in the ranks.
Tenets of the Inquisition A paladin who takes this oath learns well the strictures of their power, and carries an emblem of the power with which they have been entrusted- a badge of office, a ceremonial chain, or oath-papers decorating their armour. - Abhor the corrupt. Those who betray the faith are far worse than those who are merely our enemies. - No mercy for the wicked. Ordinary foes might win my mercy, but my sworn enemies do not. - By any means necessary. My qualms can’t get in the way of exterminating my foes. - I am outside ordinary laws. Others will abuse the law’s protection. I must not allow myself to be bound executing my duty. - None is above my purview. An inquisitor’s mind must never be idle for threats. Oath Spells You gain the following oath spells as listed below. See the Sacred Oath class feature for how oath spells work. Paladin level 3rd: Command, Hunter’s mark Paladin level 5th: Branding smite, Hold person Paladin level 9th: Counterspell, Crusader’s mantle Paladin level 13th: Banishment, Locate creature Paladin level 17th: Banishing smite, Dispel evil and good Channel Divinity When you take this oath at 3rd level, you gain the following two Channel divinity options. Abjure Enemy. As an action, you present your holy symbol and speak a prayer of denunciation using your Channel Divinity. Choose one creature that you can see within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw. On a failed save, the creature is frightened for 1 minute, or until it takes any damage. While frightened, the creature’s speed is 0, and it can’t benefit from any bonus to its speed. On a successful save, the creature’s speed is halved for 1 minute or until the creature takes any damage. Vow of Spite. As a bonus action, you can utter a vow of spite against a creature that you can see within 10 feet of you, using Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute of until it drops to 0 hit points or falls unconscious. Aura of Menace Starting at 7th level, you constantly emanate a menacing aura when you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover. Opponents within the aura have disadvantage on saving throws to avoid being frightened. If a creature is frightened of you, it takes psychic damage equal to one-half your paladin level if it starts its turn in your aura. At 18th level, the range of this aura increases to 30 feet. Spite Unending From 15th level, your authority gives you greater power over your foes. When a creature under the effect of your Vow of Spite makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range. Limitless Authority At 20th level, your authority shines through so intensely that it is clear for all to see. As a bonus action, you gain the following benefits for 1 minute: - You have resistance to all damage. - Once on each of your turns when you make a weapon attack and miss, you can cause that to hit instead. - If you fail a saving throw, you can use your reaction to reroll it. You must use this new roll. Once you use this feature, you can't use it again until you finish a long rest. Certain monastic orders keep the secrets of supernatural power by inscribing magical tattoos within their skin. These tattooed monks often shave their heads, speak only in cryptic maxims and riddles, and in many cases, wander the land furthering their quest for enlightenment by facing and conquering temptation.
Tattoo Powers When you choose this path at 3rd level, your skin is inlaid with tattoos which can be drawn upon with magical powers. You may draw upon the powers in your tattoos a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. You gain one additional use of your tattoo powers per rest at 6th level, and another use at 11th and 17th levels. Tattoos At 3rd level, you may choose three tattoos which you possess from the list below. You may select an additional two tattoos at 6th level, and again at 14th level and 17th level. Arrowroot: You may expend one use of your tattoo powers as an action. You or one creature you can touch regains a number of hit points equal to 1d8 + your Wisdom modifier + your proficiency modifier. Bamboo: You may expend one use of your tattoo powers as a bonus action to gain advantage on Constitution saving throws and ability checks for one minute. You also gain 2d6 temporary hit points, which are lost when the power ends. Bat: You may expend one use of your tattoo powers as a bonus action to gain advantage on Dexterity saving throws and ability checks for one minute. Bellflower: You may expend one use of your tattoo powers as a bonus action to gain advantage on Charisma saving throws and ability checks for one minute. Butterfly: You may expend one use of your tattoo powers as a bonus action to gain advantage on Wisdom saving throws and ability checks for one minute. Centipede: You may expend one use of your tattoo power as a bonus action to cast Misty step. Chameleon: You may expend one use of your tattoo powers to cast Alter self for one minute, with no concentration required. Chrysanthemum: This tattoo does not require you to expend uses of your tattoo power. If you regain any hit points when you finish a short rest, you regain an additional 2d6 hit points. Crab: You may expend one use of your tattoo powers to give yourself resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks for one minute. Crane: This tattoo does not require you to expend uses of your tattoo power. You are immune to disease. Crescent Moon: You may expend two uses of your tattoo powers to cast Etherealness for up to one hour. (Prerequisite: 11th level) Dragon: You may expend a use of your tattoo powers as an action to breathe fire in a 15ft. cone. Creatures in the cone must make a Dexterity saving throw (DC 8 + your Constitution modifier + your proficiency bonus). A creature takes 2d6 fire damage on a failed save, or half as much on a successful one. This damage increases to 4d6 at 6th level, 5d6 at 11th level, and 6d6 at 17th level. Dragonfly: You may expend a use of your tattoo powers as a bonus action to increase your AC by +2 for one minute. Falcon: This tattoo does not require you to expend uses of your tattoo power. You are immune to being frightened. Full Moon: You may expend a use of your tattoo power as a reaction when you need to make a saving throw to gain advantage on the roll. Lion: You may expend a use of your tattoo powers when you hit a creature with a melee weapon attack or unarmed strike, to deal 2d8 force damage to the target, in addition to the attack’s damage. Monkey: You may expend a use of your tattoo powers as a bonus action to immediately move your base speed. This can be combined with moving and the Dash action, if you choose. Mountain: You may expend one use of your tattoo power to become immovable, as if you were an object that weighed 8,000 pounds. Your actual weight does not change, but you are immune to any effects which would move you from your position, unless you choose to be subject to them. You are also immune to effects which would make you grappled, prone, or restrained. Phoenix: This tattoo does not require you to expend uses of your tattoo power. You have advantage on saving throws against spells. Scorpion: You may expend a use of your tattoo power as a reaction when you are the target of a ranged or melee attack. This attack is made with disadvantage. Spider: You may expend a use of your tattoo powers when you hit a creature with a melee weapon attack or unarmed strike, to deal 1d6 poison damage to the target, in addition to the weapon’s damage. The target must succeed on a Constitution saving throw (DC 13) or become poisoned until the start of your next turn. Sun: You may expend a use of your tattoo power as a reaction when you make an ability check to gain advantage on the roll. Tiger: You may expend one use of your tattoo powers to cast Magic weapon affecting your unarmed strikes for one minute, with no concentration required. Tortoise: You may expend one use of your tattoo power to gain proficiency in one skill or tool with which you are not proficient, for one minute. Unicorn: This tattoo does not require you to expend a use of your tattoo powers. When you finish a long rest, roll a d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with this roll. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. If you do not use this roll by the time you finish your next long rest, that result is lost. Wasp: You may expend one use of your tattoo powers to cast Haste affecting yourself for one minute, with no concentration required. White Mask: This tattoo does not require you to expend uses of your tattoo power. Your thoughts can’t be read by telepathy or other means unless you allow it. Not all monks pursue metaphysical perfection to the exclusion of all other study. Some monks combine a rigorous discipline of academic study with martial arts and development of the body. For these monks, that study includes the practice of magic and the implementation of certain arcane tricks into their unarmed combat styles. These enlightened monks master the use of touch spells, creating new forms of combat where their fists strike with blinding speed, phenomenal power, and magical energy.
Spellcasting When you choose this way at 3rd level, you augment your martial prowess with the ability to cast spells. Cantrips. You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip at 10th level. Spell Slots. The Enlightened Monk Spellcasting table shows how many spell slots you have to cast your spells of 1st level or 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 shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either spell slot. Spells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list. The Spells Known column of the Enlightened Monk Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level. Spellcasting Ability. Wisdom is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. 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 wizard 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 Arcane Fist From 6th level, when you use your action to cast a cantrip, you can make one unarmed strike or monk weapon attack as a bonus action. Fist of Energy From 11th level, you can channel arcane energy through your unarmed strikes and directly into your foes. When you hit a creature with an unarmed strike, you can expend one enlightened monk spell slot to deal energy damage to the target, in addition to the strike’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The extra damage is fire or lightning, chosen each time you use this ability. Adamant Soul From 17th level, the arcane power flows through you. You have advantage on saving throws against spells. Furthermore, you have resistance to the damage of spells. A tempest is the point of calm within a whirling barrier of deadly blades. Poets use colourful terms such as “dancing” to describe the movement of a tempest and their two blades, but mastery of this fighting style is not about dancing, nor is it about impressing anyone—least of all poets. A tempest focuses on learning the secrets of two-weapon fighting for a single purpose: the destruction of their enemies.
Two-weapon Fighting Style At 3rd level, when you select this archetype, you gain the Two-Weapon Fighting fighting style. In addition, you gain a +1 bonus to AC while you are wielding a melee weapon in each hand, as long as you aren’t wearing heavy armour. Like Lightning At 3rd level, you gain proficiency in Dexterity saving throws. Multiattack Defense From 7th level, when a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature until the start of your next turn. Razor Reflexes From 10th level, you have advantage on opportunity attack rolls and initiative rolls. Closing Storm From 15th level, the first time you hit a creature with a melee attack, you gain a +2 bonus on all subsequent attacks against that creature until the end of your next turn. Perfect Strikes From 18th level, your weapon attacks score a critical hit on a roll of 19 or 20. In addition, as a reaction when you drop an opponent to 0 hit points, you may either Dash or Disengage if you choose. Jynla is a travelling journeyman armourer, seeking to try her skills in unexpected situations and with unusual resources. She has set out on the road to meet with adventurers, who come up with the most unnatural situations that anyone can possibly imagine. She seeks interesting people to travel with for a while, looking for useful materials, and in the meantime, can offer some innovations that might improve someone's existing gear.
Here are some of the innovations she might be able to make for someone supportive (only one per set of armour, and at a great discount): 1. Stowage (50gp): Jynla festoons the armour with straps and extra pouches, tailoring it to the wearer's arm length, height, and a myriad of other measurements. This allows the user to interact with two different objects on their person during their turn, as part of their other actions, or to Use An Objectas a bonus action once per round. 2. Reinforced (100gp): The armour has additional layered and interleaved joints, as well as fortification around vulnerable areas like the throat and groin. When the wearer takes a critical hit, they can use their reaction to reduce the damage taken by 1d6 points. 3. Easy Escape (50gp): The armour is linked by a strange series of hinged pins and ropes, meaning it can disassemble quickly. As an action, the wearer can disassemble the armour, causing it to fall off their body entirely in its separate components. The reassmbly stage is laborious and painstaking, and can only be done over a long rest, if all the parts can be found again. 4. Jynla's Nose-Tink Treatment (free): Jynla, although a skilled armourer, is not fond of the sweaty muck that adventurers usually accumulate. This features a chemical layer on greaves and bracers, as well as some strategically-tucked alchemical scent neutralisers. The armour wipes off any substance with only a damp cloth, and the wearer leaves no scent. This means that dogs and other creatures that gain benefits on Perception checks to track by scent have disadvantage to locate them. 5. Intimidating (50gp): The armour incorporates larger pauldrons, ornamental protrusions, and is shaped more strategically for the wearer's frame. This means that when the wearer makes an Intimidation check, their result is equal to their roll or their Armour Class, whichever is higher. 6. Jynla's Runic Finish (5,000gp): Jynla's most experimental work, and the one on which she hopes to claim the title of Master, this involves carefully plating each surface in an iridescent alchemical mixture, and carefully graving dwarven runes of protection to repel magic. The user has advantage on saving throws against all spells, but has to make a saving throw if the spell allows it. Also posted on Game Masters Stash on 1 August 2021. Barbarians are masters of the physical world, and some find even the concept of magic abhorrent. This belief can sometimes be strong enough to challenge those who would wield magic against them.
Iron Will From 3rd level, when you choose this path, you may add your proficiency bonus to Intelligence, Wisdom, or Charisma saving throws against spells. Bonus Proficiency From 3rd level, you gain proficiency in one of the folowing sklls of your choice: Arcana, Intimidation, Investigation, or Insight. Pierce Protection From 6th level, your weapon attacks count as magical for the purposes of overcoming damage resistance and immunity to nonmagical attacks and damage. When your weapon attacks target a creature that can cast spells, they deal an additional 1d6 force damage. From 14th level, this increases to 2d6 force damage. Annul Magic From 10th level, your hatred of magic is so great that can actively cancel out a spell which affects you. As a reaction when you are targeted by a spell, you can spend 1 use of rage to Counterspell the effect. The effective level of the slot used is equal to your proficiency bonus, and uses your Strength modifier as your spellcasting modifier. Indomitable Will From 14th level, if you are under the effects of a spell or magical effect at the start of your turn, you may spend 1 use of rage to make a new saving throw. If this saving throw succeeds, it ends the effect immediately. The vitality and energy of a barbarian is sometimes channeled into the Path of the Guardian, that of solemn and competent combatants. While they possess great might, they are also masters of the fighting arts and also of their own bodies.
Bonus Proficiency When you choose this way at 3rd level, you gain proficiency in Athletics. Your proficiency bonus is doubled when you make checks with the Athletics skill. Warding Stance From 3rd level, when you activate your rage, you may instead choose to enter a warding stance. Instead of the usual benefits of a rage, you instead gain the following benefits:
Improved Critical From 6th level, your weapon attacks score a critical hit on a roll of 19 or 20. Fighting Style At 10th level, your can choose one of the fighting style options from the 'Fighting Style' list of a Fighter. Indomitable Ward From 14th level, your physical might grants you proficiency in all saving throws. Additionally, when you fail a saving throw, you can spend 1 use of rage to reroll it and take the second result. Those who walk the path of Errants are skilled mercenary combatants, fighters who pick up skills from here, there, and everywhere. They are more likely to win by foul means than fair, and many wander the lands in search of paid adventure. Some choose to prove their prowess in duels or tournaments, while others waylay others to test their skill or merely go to war for coin. What they share is having little illusion of their place- all are killers who fight to win a combat, not to keep a code of honour.
Bonus Proficiencies From 3rd level, when you choose this archetype, you gain proficiency in one skill, one tool set, and one language of your choice. Dirty Tricks You learn two dirty tricks from the list below. You may use each dirty trick once. All expended uses are refreshed when you finish a short or long rest. When you reach 7th level, and again at 10th and 15th level, you learn an additional two dirty tricks. Blinding blow. When you have hit an opponent with a melee weapon attack, they must make a Constitution saving throw (DC 8 + your proficiency modifier + your Dexterity modifier) or be blinded until the end of your next round. Cloak and dagger. When you take the Disengage action, you become invisible until the start of your next round. Disarming strike. When an opponent attacks you with a melee weapon attack, you can use your reaction to attempt to disarm them of the weapon. The target must make a Strength saving throw (DC 8 + your proficiency bonus + your Dexterity modifier) or drop one item that they are holding, of your choice. If this is a weapon, you can choose to be holding it instead. Distracting strike. When you hit an opponent with a weapon attack, the DC for concentration checks to etain concentrating on a spell is 15 or half of the damage taken, whichever is higher. Extra strike. When you have hit an opponent with a melee attack, you may deal an additional 1d4 + your Dexterity modifier points of damage, either bludgeoning, piercing, or slashing (your choice). Fouling strike. When you hit an opponent who is wearing armour or using a shield, you can cut straps, foul joints, and otherwise disable the armour, giving them a -2 penalty to their Armour Class until this can be repaired. Low blow. When you have hit an opponent with a weapon attack or unarmed strike, they become poisoned until the start of your next turn. Momentum. When a creature enters melee range with you, you can use your reaction to make a Shove attempt. The creature has disadvantage on this roll. Opportunity. When an ally hits a creature in range or when a creature in range rolls a natural 1 on their attack roll, you may use your reaction to make a melee attack against the same target. Quick cover. If you take the Dodge action, or as a bonus action if you are adjacent to an object at least half your size, you gain half cover against attacks from one opponent of your choice. Sacrifice. When a creature targets you with a weapon attack, you can use your reaction to have the attack to target an adjacent creature instead. Tiring attack. When an opponent misses you with a melee attack, you can use your reaction to give them a level of exhaustion. Unexpected attack. When an opponent declares a melee attack against you, you can use your reaction to make a melee attack against an opponent using an unarmed strike, improvised object, or light weapon. This is resolved before the opponent's attack. Bastardry From 7th level, you have advantage on initiative rolls. Additional Fighting Style At 10th level, you can choose a second option from the fighting Style class feature. Improved Bastardry From 15th level, you have advantage on attack rolls against any creature which hasn't acted in the combat yet, or is surprised by your attack. Constantly Surprising From 18th level, whenever you roll initiative, you refresh the use of all of your dirty tricks. When you're watching a TV show and a dramatic moment comes up, it's going to mean a lot more when you hear a "bang" and then instantly cut to a confused look on a character's face, than if you're treated to a wide shot of a person shooting into someone clearly. If someone steps on a landmine and you give them a "you hear the floor go click" moment, it's going to be more fun than if you just say "you take 3d6 damage".
You can use this "click" moment for your games to have players on the edge of their seats- establish the deadliness of something, know your target's defenses (Armour Class, saves, number of hit points), and announce the attack. When you declare that "a crackling beam of sheer destructive energy issues from the wizard's outstretched finger, and you recognize the disintegrate beam as it unerringly streaks across the room, homing in on... <pointing your finger at Faragorn the Ranger's player> you", you're establishing the dramatic tension and then declaring the target. It means that people are waiting to find out the outcome, rather than just hearing that it's another attack that they can make a saving throw against. You can also allow players an instant out of the initiative order for the dramatic moment when they hit 0 (or less) hit points or are subject to an attack that will take them out-, a muttered apology, a shouted warning, or a declaration of love before everything gets high-budget and would require special effects. Also posted on Game Masters Stash on 28 August 2021. |
AuthorI'm Luke. He/him pronouns. Archives
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