Renowned as the finest monster hunters, those who join the conclave of grim slayers are professional, prepared, and dangerous rangers. Each is trained laboriously in knowledge of the creatures that threaten civilized lands, and the ways in which to dedicate themselves to their pursuit. Some bend their talents to seeking wealth and power for hire, while others do so to follow their calling or to protect innocents.
Dedicated Hunter From 3rd level, when you select this conclave, you learn one additional favoured enemy. In addition, when you finish a long rest you can select one of your favoured enemy types. You can add a +2 bonus on weapon damage rolls against this type of creature, as well as adding an amount equal to your proficiency bonus on Intelligence checks to recall information about them. This bonus lasts until you finish a long rest and choose a different favoured enemy. Bonus Proficiencies From 3rd level, you gain proficiency in Investigation, as well as with one type of tool set. Resilience From 7th level, your exposure to all sorts of monsters and effects gives you tremendous resilience. You gain proficiency with Constitution saving throws, and you have advantage on saving throws against paralyzation and poison effects. Slaying Strike From 11th level, your expertise in hunting allows you to identify weak spots and strike them for tremendous damage. When you successfully cause a critical hit on a creature, you deal an additional 2d6 damage in addition to the critical hit. If you successfully cause a critical hit on a creature which you have chosen as your Dedicated Hunter type, you instead deal an additional 6d6 damage. Resist Foe From 15th level, your expert timing and knowledge of your foes allows you to evade and resist the attacks of your enemies. You can spend your reaction when you are subject to an effect that forces you to make a saving throw to gain advantage on saving throws against that effect until the start of your next turn. Also posted on Game Masters Stash on 4 September 2021. Warrior, thief, spy, poet, woodland champion- bards of the Fochlucan college serve as champions of the common folk, heralds, and teachers. The great bards who lead the college choose only individuals who have demonstrated skill at arms and stealth, learning and cleverness, superb talent with performance, and an ear for the stories of old.
Bonus Proficiencies When you join the college of Fochlucan at 3rd level, you gain two additional skill proficiencies of your choice, and proficiency with martial weapons. In addition, you learn the Druidcraft and Thaumaturgy cantrips. Bonus Bardic Inspiration At 3rd level, you gain one additional use of Bardic Inspiration. From 10th level, you gain one more additional use. Unbound From 6th level, you gain proficiency with medium armour. In addition, you may count any spells on the druid spell list as bard spells. This means you may select from the bard spell list and druid spell list any time you learn new spells. Battle Magic At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action. When you use your action to make the Attack action, you may cast one cantrip as a bonus action. Trapped between planes, these rogues able to blend their own form incorporeally, almost at will. Some are expert assassins, while others use their abilities to vanquish hostile spirits and other beings. Their power often astounds onlookers, allowing them to flash between realities in the blink of an eye.
Essence From 3rd level, when you choose this archetype, you gain the ability to become incorporeal for short periods of time. Your access to this energy is represented by a number of essence points, which are equal to 1 + your proficiency bonus. You can spend these points to access various features. You start knowing three such features: ghost form, ghost step, and ghost strike. You learn more features as you gain levels in this class. When you finish a short or long rest, any expended essence points are regained. Ghost Form. You can spend 1 essence point as a bonus action to blur your form until the end of your next turn. Any attackers have disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or if it is a celestial, fiend, elemental, or undead. Ghost Step. You can spend 1 essence point as a bonus action to cast misty step. Ghost strike. You can spend 1 ghost point as a bonus action to make your next weapon attack, whether melee or ranged, become pure energy as they phase into incorporeality until the end of your next turn. Your attack is made with advantage, and counts as magical for the purposes of overcoming damage resistance and immunity to nonmagical attacks. In addition, the bludgeoning, piercing, or slashing damage they deal is replaced by force damage. From 10th level, this affects all your weapon attacks until the end of your next turn. Improved Essence At 9th level, you gain the ghost body, ghost sense, and ghost speed features, and gain an additional 2 essence points (bringing your total to 3 + your proficiency bonus). Ghost Body. You can spend 1 essence point as a reaction when you are targeted by an attack or effect, to gain resistance to bludgeoning, piercing, or slashing damage from nonmagical attacks, until the start of your next turn. Ghost Sense. You can spend 2 essence points to gain truesight, to a range of 30 feet, for 1 minute. This means you can see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapechanger, or a creature that is transformed by magic. Furthermore, you can see into the Ethereal plane, within the same range. Ghost Speed. You can spend 2 essence points as a bonus action to haste yourself for 1 minute. You need to maintain concentration, as if you had cast the spell. Advanced Essence At 13th level, you gain the ghost leap and ghost smite features, and gain an additional 2 essence points (bringing your total to 5 + your proficiency bonus). Ghost Leap. You can spend 3 essence points as an action to cast dimension door. Ghost Smite. You can spend 3 essence points as a bonus action to cast blinding smite. Unquenchable Essence From 17th level, you gain an additional 2 essence points (bringing your total to 7 + your proficiency bonus). In addition, if you roll initiative and have 0 essence points remaining, you gain 4 essence points. Half-Life From 17th level, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. When you use an essence point to activate ghost body, you instead gain immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks, until the start of your next turn. While most adventures are based in standard European temperate forest settings, changing location can make for a real change of pace and theme. To steal a march on my current D&D campaign, which is set in an archipelago of tropical islands, here are some set pieces which you can use to set up explorations, swashbuckling nautical fun, and adventure galore!
1 - Clamoroso Island: This island, marked by several rough stony peaks that guard the inner valley, is ringed by terrible storms. The thunder echoes from the peaks, and rumours of earlier explorers say that some fabulous lost city lurks in the shadowy vale between the peaks. 2 - Atolón de Orilva: A series of pleasant crescent islands with crystal-clear water shield a dreadfully dark sinkhole, potentially more than a hundred fathoms deep. No diver who has descended below the light level has ever returned. 3 - La Isleta Arenosa: A low island that vanishes during king tide, used as a meeting-place and marketplace by traders and the locals of nearby islands. Its beaches are shallow, warm, and inhabited by amiable tropical fish. 4 - Bellburn Reef: A distant collection of tall rocky towers with precarious wooden huts protruding from the sides, this area is visited rarely by traders. However, the guano of its gulls makes a valuable tradestuff, and locals are famed for their feats of athletic acrobatics, racing along the crumbling tops of the stacks as they head out into the sea. 5 - Teratawa Isle: A large island with a smouldering volcano. There are forests of out-of-place tree varieties, and it seems as though a flock of Wyverns circle the volcano's peak. Several tribes are known to populate the island, most of them neutral or friendly to outsiders. 6 - Vonmere Skerry: Once a fortified colony of the Free City, this port has become a pirate haven. It is famous for accepting travelers under any flag, and accepting any trade goods offered- if the price is right. It is home to a rough blend of sailors and traders, as well as practitioners of forbidden magics. 7 - Beaconmack Holm: An island famed for its unstable geography, even in the waters surrounding it, it is now topped by an arcane lighthouse to warn travellers. However, ships passing by in recent years have reported seeing its light flickering. 8. Vallant's Island: This lush island is home to a rich variety of bizarre monsters and terrains, as well as a small sheltered harbour claimed by an accentric and influential nobleman. He hosts hunting parties, although some who have enjoyed his hospitality tell that there is a misty plateau that even Vallant and his soldiers avoid at great cost. 9. Ma'Kai Tapihana: An island that the natives tell is haunted by demons, it has remained unsettled by colonists. Several expeditions have ventured onto its grey, rocky shores, but few survivors have returned, their faces aghast and their tongues stilled. 10. Enutanga Nopera: Fabled to have been the seat of power of the 'Queen of Blood' over eight hundred years ago, this island has sunk below the sea, although the stone monoliths and step pyramids that marked her vicious reign are visible at low tide. Enterprising divers sometimes chance swimming down to explore, and some have returned with carven stone idols or gems that have made them wealthy. Others, however, have vanished in the depths. Also posted on Game Masters Stash on 3 September 2021. Bards of the college of the sublime chord know that music is more than just a pleasant sound; it is also the expression of mathematical relationships fraught with significance. The college of the sublime chord teaches that music is a stepping-stone to true universal insight into the legendary song of creation heard at the dawn of time.
Bonus Proficiencies When you join the college of the sublime chord at 3rd level, you gain proficiency with Arcana and History. In addition, you learn one additional bard cantrip. Song of Arcane Power From 3rd level, you learn to use bardic music to empower your magic. When you cast a spell, you can use your reaction to expend one of your uses of Bardic Inspiration. The saving throw DC of the spell increases by +1 if your Bardic Inspiration die is a d6 or d8, +2 if it is a d10, or +3 if it is a d12. If an opponent attempts to cast counterspell or dispel magic against your spell, the DC of their check is increased by the same number. Song of Timelessness At 6th level, you can spend one of your uses of Bardic Inspiration to cast Haste or Slow, at your choice. Song of Cosmic Fire At 14th level, you learn to unlock the secrets of the colourless fire from before time. When you cast a spell which deals damage to a creature, you can spend a use of your Bardic Inspiration to transform it into cosmic fire, which bypasses all types of damage reduction or damage immunity. Those who see a Barghest, the monstrous shapechanging hounds of Gehenna, are said to be fated to die. The curse itself has no efficacy, although it is true- but mostly due to the ravenous hunger for flesh, souls, and power which drives these beings. They appear as monstrous wolflike creatures, but can change their form into that of a goblin or an ordinary wolf as a disguise. In their true form, they are gigantic black hounds glowing from within, their gaping maw lined with brutal fangs. Barghests often take up rulership of goblin or warg tribes to further evil in the world, seeking victims to devour and harvests of powerful souls.
BARGHEST Large fiend (shapechanger), Neutral Evil Armour Class 15 Hit Points 68 (8d10 + 24) Speed 40 ft. Str 17 (+3); Dex 14 (+2); Con 16 (+3); Int 13 (+1); Wis 12 (+1); Cha 16 (+3) Skills Intimidation +6, Perception +4 Damage Resistances Cold, fire, lightning, necrotic Condition Immunities Frightened, poisoned Senses Truesight 60ft., passive Perception 14 Languages Abyssal, Common, Goblin Challenge 5 (1,800 XP) Devour. When the barghest slays a creature with its bite attack, its maximum hit points are increased by 2d10+6, and its current hit points are restored to one-half of its maximum. Shapechange. The barghest can change form as an action, appearing as a medium-size goblin or a black wolf. In either form, it has coal-red eyes and the same statistics. Soul Eater. Any creature slain by a barghest's bite attack cannot be restored to life except with a True Resurrection spell. ACTIONS Multiattack. The barghest makes two claw attacks and one bite attack. Bite. Melee weapon attack: +6 to hit, reach 5ft., one target. Hit: 14 (2d10+3) piercing damage. Claw. Melee weapon attack: +5 to hit, reach 5ft., one target. Hit: 7 (1d8+2) slashing damage. Also posted on Game Masters Stash on 2 September 2021. Not all wizards are taught at a formal school- some pick up bits and pieces of magical training from a reclusive mentor, or a variety of them. Often looked down upon by more formally educated wizards, these students are referred to as 'hedge mages', as many are itinerant workers who are forced to sleep in hedgerows or ditches. While some are disreputable charlatans, others are good-hearted muddlers who earnestly attempt great works of magic. Their knowledge is broad, and often incorporates tricks and solutions that would make a trained wizard blanch, but get the job done for the time.
School of the Road Beginning when you select this school at 2nd level, you gain proficiency in Survival. You also learn an additional wizard cantrip at 2nd level, 6th level, and 10th level. Tinker's Tricks At 2nd level, you learn a number of shortcuts, cheap fixes, and make-do solutions for casting spells. Up to once per round, you can cast a wizard cantrip with a casting time of 1 action as a bonus action. You can do this a number of times equal to 2 + your proficiency bonus. All expended uses are restored when you finish a short or long rest. In addition, when purchasing material components that have a cost, you only need to spend 80% of the item's gold piece cost, as you can generally find cheap alternatives, or know less-than-reputable suppliers. Long Practice From 6th level, you can cast any 1st-level wizard spell as a ritual, if you know the spell. From 10th level, you can cast any 2nd-level wizard spell you know as a ritual. From 14th level, you can cast any 3rd-level wizard spell you know as a ritual. Practiced Cantrips From 6th level, your control over cantrips is long-practiced. The saving throw DC of any cantrip you cast is increased by +1. Improved Concentration From 10th level, you can add your proficiency bonus to Concentration checks to maintain your concentration on a spell. Carrier Spell From 14th level, when a target fails a saving throw against a spell you have cast, you can use your reaction to cast a wizard cantrip on the same target. You can use this ability twice. All expended uses are restored when you finish a short or long rest. Lingering Energy From 14th level, up to once per round when you cast a cantrip, you gain a +1 bonus to your Armour Class until the start of your next turn. Wizards who study at the school of the elemental savant are masters of admixture of the various building blocks of the natural world. They are experts at combining different types of destructive spells, and are often employed as battle-mages.
Elemental Resilience When you choose this school at 2nd level, you gain proficiency with Constitution saving throws, and with light armour. In addition, you can select two additional cantrips from the list below: Acid splash, fire bolt, ray of frost, and shocking grasp. Elemental Shroud From 2nd level, you can surround yourself in a protective barrier of elemental energy. In a round when you cast a spell of 1st level or above which has an effect causing acid, cold, fire, lightning, or thunder damage, you may activate an elemental shroud as a bonus action, which lasts until the end of your next round. While the elemental shroud is active, you gain a +1 bonus to your AC, and a creature that hits you with a melee attack takes damage of the same type as the spell you used to active the elemental shroud. The amount of damage equals 1d4 + the level of the spell you cast. Potent Cantrips From 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half of the cantrip’s damage (if any) but suffers no additional effect from the cantrip. Elemental Counter Beginning at 10th level, when would take damage from a spell of ability that deals acid, cold, fire, lightning, or thunder damage, you can spend your reaction to have resistance to one of those types of damage. You can use this ability a number of times equal to 1 + your Constitution modifier (minimum once). Any expended uses are regained after you complete a long rest. Overwhelming Elemental Force From 14th level, when you cast a spell that deals acid, cold, fire, lightning, or thunder damage to a creature that has resistance to one of the damage types listed, you may override the target’s resistance to that damage. Once you have used this ability, this may not use this ability again until you have completed a short or long rest. Also known as a “guildmage”, a member of this school is a spellcaster who belongs to a guild known as the Arcane Order. They choose to specialize in pure technique rather than specialize in one specific type of magic. While their magic is rarely exciting, it is nonetheless powerful.
Arcane Savant Beginning when you select this school at 2nd level, the gold and time you must spend to copy any wizard spell into your spellbook is halved. In addition, you know one additional cantrip. Arcane Study Starting at 2nd level, your constant study makes your mastery of magic incredibly powerful. When preparing your spells, select one wizard spell you know. You gain +1 to spell attacks and the DC of saving throws for this spell when you cast it. You can change which spell you study any time you prepare your spells. Arcane Dispersion From 6th level, while you are holding your arcane focus or spellbook, you can use your reaction to gain advantage on a saving throw against a spell which targets you. Arcane Compartmentalization Starting at 10th level, while you are holding your arcane focus or spellbook, you may maintain concentration on a second spell at once. While maintaining concentration on two spells, the Constitution saving throw DC from taking damage is 15, or the damage taken, whichever is higher. If you cast a third spell requiring concentration, you may choose which spell to lose concentration on. If you lose concentration due to taking damage, you lose concentration on all your spells. Master Arcanist The saving throw DC of all wizard spells you cast is increased by +1. In addition, you gain +1 on saving throws against spells and magical effects. Alienists deal with powers and entities from terrifyingly remote reaches of space and time. For them, magical power is the triumph of the mind over the rude boundaries of dimension, distance, and often, sanity. With knowledge and determination, they pierce the barrier at the edge of time itself. In the Far Realm, outside time, Herculean minds drift, absorbed in contemplations of madness. Unspeakable beings whisper terrifying secrets to those who dare communication. These secrets were not meant for mortals, but the alienist plunges into abysses of chaos and entropy that would blast a weaker mind.
Alien Blessing From 2nd level, when you select this school, you have advantage on saving throws to avoid becoming Charmed or Frightened. In addition, you gain proficiency in the Insight skill. Weaken the Barrier From 2nd level, you can weaken the barriers between dimensions for a brief period. As an action, pick a point you can see within 50 feet to be the point of origin for the zone of dimensional flux, which is visibly deformed and distorted. The region surrounding this point out to a 10 feet radius becomes difficult terrain, even if there is nothing in it, and creatures inside take disadvantage on saving throws. This zone lasts for a duration of 1 minute, which you can dismiss as a bonus action if you choose. After creating this zone, you must finish a short or long rest before you can use this ability again. When you use this ability, you take disadvantage on Wisdom ability checks and saving throw for the next hour, and your passive Perception score is decreased by 5. From 6th level, you may use this ability twice per rest, and from 14th level, you can use this ability three times per rest. Pseudonatural Zone From 6th level, when you use Weaken the Barrier, a creature that enters or starts its turn within the zone you create takes 1d6 psychic damage. You are not subject to the damage of this ability. Alien Aberrations From 6th level, you may choose to have any creature you summon or create with a conjuration spell be an Aberration instead of their usual type. In this case, they ignore the psychic damage of your Weaken the Barrier ability. This does not otherwise affect their statistics, however their appearance is alien and disgusting. Alien Certainty From 10th level, contact with your mind is so alien that it harms those who even attempt to contact it. Your thoughts can’t be read by telepathy or other means unless you allow it. In addition, whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do. Pseudonatural Aberrations From 10th level, any Aberrations you summon or create with a conjuration spell inflicts an additional 3 (1d6) psychic damage with any weapon attacks. These creatures are visibly abhorrent, shifting form and horrifying to look upon. Rend the Barrier From 14th level, when you have used Weaken the Barrier, you may choose to tear open the barrier between worlds. As a bonus action, you rend the barrier, which makes the zone visibly filled with lashing distortion. The psychic damage a creature takes when it enters or starts its turn in the pseudonatural zone is increased to 3d6 (10). The barrier remains this way for the duration of the ability. Your patron is a trio of hags who have imbued you with unearthly power. You can hear their voices in your mind, behind your eyes, and though they sometimes squabble with one another, they drive you inexorably to wicked deeds, guiding others to ruin and gradually increasing the evil within the world. Those whose patron is a coven of hags are known as Hag Initiates.
Expanded Spell List The coven teaches you 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: Identify, Ray of sickness 2nd level: Alter self, Locate object 3rd level: Bestow curse, Lightning bolt 4th level: Phantasmal killer, Polymorph 5th level: Dominate person, Modify memory Fey Presence Starting at 1st level, your coven bestows upon you the ability to project the beguiling and fearsome presence of a true hag. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of our next turn. Once you use this feature, you can’t use it again until you finish a short or long rest. Entropic Ward At 6th level, you learn to magically ward yourself against attack and to turn an enemy’s failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest. Beguiling Defenses Beginning at 10th level, your coven teaches 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. Dark Delirium Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell), and takes 2d6 psychic damage each round at the start of its turn. This effect ends early if the creature takes any damage other than the psychic damage inflicted by this ability. Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion. You must finish a short or long rest before you can use this feature again. Blood mages are feared because of their power, as well as the gory nature of their gift. By manipulating the power in their own, and eventually others', blood, they can improve the potency of their spells and wreak havoc and destruction. Despite their intentions, many blood mages turn to violent and horrific ends to continue their research.
Sanguine Resilience At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Blood Sacrifice From 1st level, spilling your own blood allows you to increase the effect of a damaging spell upon those affected by it. As part of the casting of any spell which causes damage, you may choose to lose 1d3 hit point to add 1d4 necrotic damage, in addition to the spell’s damage. For spells which target multiple opponents, this increase is applied to each target. This additional damage increases by an additional d4 at 8th level (2d4) and 16th level (3d4). Maleficaric Secrets There are many secrets of blood magic. From 1st level, the following spells are added to the sorcerer spell list for you. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell, you can choose the new spell from the spells listed below or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. 1st level: Inflict wounds 2nd level: Calm emotions 3rd level: Vampiric touch 4th level: Death ward 5th level: Geas Sanguine Restoration From 6th level, you can gather sorcerous power from the dying energies of a living being. If you are within 5 feet of a dying creature, or a creature which has died since the end of your last turn, you may gather energy as an action. You regain 1 spent sorcery point when you take this action. Constructs, elementals, and undead may not be used to grant this benefit. Awaken Blood From 14th level, your power can affect a target’s blood even before it is spilled, weakening them to your magic. When casting a spell that causes targets to make a saving throw, you can spend 1 sorcery point to give one target of the spell disadvantage on the first saving throw made against the spell. You may use this ability a number of times equal to 1 + your Constitution modifier (minimum once). You regain all expended uses of this ability when you complete a long rest. Blood Harvest From 18th level, if you drop to 0 hit points, and still have any sorcery points remaining, you may spend any number of these as a reaction, assigning them to any living creatures within 30 feet. For each sorcery point assigned to it, a creature takes an amount of necrotic damage equal to 1d6 + your Constitution modifier. You regain a number of hit points equal to one-half the total amount of necrotic damage inflicted by this ability. Once you have used this feature, you must complete a long rest before you can use it again. Some hold truth to be the greatest virtue, but a beguiler appreciates that it can do more damage than fiction. Beguilers use deception, misunderstanding, and secrets as skilfully as a soldier employs weapons of war. Your inner magic comes from those to whom deception is as simple as drawing a breath- the Fey, Devils, and shapechangers of all kinds.
Cloaked Casting Starting at 1st level, when you choose this bloodline, you know how to use your magic to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with a spell attack if you have advantage on the spell attack roll. You don’t need advantage on the spell 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 spell attack roll. This extra damage increases to 2d6 at 6th level, 3d6 at 14th level, and 4d6 at 18th level. Beguiling Influence From 1st level, as a bonus action, you can exert your force of personality upon reality itself. You have advantage on all Charisma ability checks for 1 minute. Once you have used this ability, you can’t use this feature again until you have finished a short or long rest. Subtle Spell At 6th level, you gain the Subtle Spell Metamagic. You can use this at a cost of 0 sorcery points a number of times equal to 1 + your Charisma modifier. Any expended uses are regained after a short or long rest. Silver Tongue From 6th level, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful, if you chose. Surprise Casting At 14th level, your magic is insidious, and much harder to resist by unwary opponents. If you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw against the spell this turn. Slippery Soul From 18th level, you have advantage on saving throws against spells and magical effects. An acolyte of the skin is one who grafts a piece of a fiend’s skin to themselves in order to take on the aspect and powers of the fiend itself. They might do so to turn an enemy’s weapons against them, or to emulate them. Over time, the fiendish skin grows in potency, increasing their powers and protections.
Fiendish Skin As magic flows through your body, it causes physical traits of the fiend whose skin you have taken to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Additionally, parts of your skin are visibly replaces by patches of warty, scaly, or discoloured hide. When you aren’t wearing armour, your Armour Class equals 13 + your Dexterity modifier. Bonus Language At 1st level, when you choose this sorcerous origin, you learn either the Abyssal or Infernal language, your choice. Bonus Spells The fiendish skin whispers secrets of power to you. The following spells are added to the sorcerer spell list for you. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell, you can choose the new spell from the spells listed below or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. 1st level: Hellish rebuke 2nd level: Crown of madness 3rd level: Bestow curse 4th level: Fire shield 5th level: Contact other plane Fiendish Glare From 6th level, your eyes can light with a fiery gaze that supernaturally terrifies those who see it. As an action, you may spend 1 sorcery point to target a creature that can see you within 50 feet. The target must make a Charisma saving throw against your spell DC, or become frightened until the end of your next turn. As a bonus action on your turn, you can spend 1 sorcery point to extend the duration until the end of your next round. At the end of the creature’s turn, it can make another saving throw, ending the effect on a success. Fiendish Hide At 14th level, your skin is thoroughly toughened by the fiendish essence you have taken on. You have resistance to fire, and resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. Fiendish Ally At 18th level, when you finish a long rest, you may spend 8 sorcery points to summon a fiend of up to CR 6, which is neutral to you when summoned, and will consider reasonable requests, if offered payment or service in kind. You may only have one fiendish ally at a time, and any ally you have summoned vanishes to its home plane if you use this ability again. Note that this does not discharge its service, if you have agreed upon one. Once you have used this ability, you may not use it again until you complete a long rest. Some vigilantes have suffered personally at the hands of criminals and are bent on revenge. Others have lost loved ones to knives in the alleyway. Still others are atoning for the time they spent on the wrong side of the law. But they all have one thing in common: a burning desire to solve crimes and bring criminals to justice.
Spellcasting You've studied the workings of magic and how to cast spells, channelling the magic through objects. To observers, you don't appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and outlandish inventions. Tools Required. You produce your artificer spell effects through your tools. You must have a spellcasting focus-specifically thieves' tools or some kind of artisan's tool-in hand when you cast any spell with this Spellcasting feature (meaning the spell has an "M" component when you cast it). You must be proficient with the tool to use it in this way. See the equipment chapter in the Player's Handbook for descriptions of these tools. Cantrips. When you choose this archetype at 3rd level, level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Vigilante Spellcasting table. When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list. Preparing and Casting Spells. The Vigilante Spellcasting table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you have four 1st-level and two 2nd-level spell slots. If you prepare the 1st level spell Cure wounds, you can cast it using a 1st level or a 2nd level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list. Spellcasting Ability. Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier Bonus Proficiencies From 3rd level, you gain proficiency in either Intimidation or Stealth, as well as proficiency with one type of tools. Surprise Attack From 3rd level, you can strike down the fearful and unwary by attacking with surprise. 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. Quick Shroud From 9th level, when you use Cunning Action to take a Hide action, you can move up to half your speed as part of the action. Mettle From 13th level, your toughness astounds your foes. You have proficiency in Constitution saving throws. Mob Violence From 17th 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. Now known as 'the dungeon sage', the man known as Bralcar Mossthorn once had a flourishing career as a wise man and dispenser of knowledge. Cursed with punishment for having given false advice to a cleric of the wrong deity, he has been imprisoned within the lid of the very trapped chest that claimed his client's life, and is now forced to do services for adventurers to earn his redemption. The writ of punishment attached to his chest is cursed, and restores slowly if torn, stained, or damaged. His book of knowledge is chained to his waist, and a set of ever-burning candles adorn the lid of the chest behind him. His eternal life leads him back to the world each time he dies, until his penance is done.
The Dungeon Sage now wanders the dark places of the world, unmolested by most beasts and villains. Those who find him and can offer him a chance to use his abilities earn him a tiny fraction of his redemption, and he eagerly follows such folk, trying to do all he can to help them, but simultaneously betrayed by his own nature. Statistics: The Dungeon Sage has abilities equivalent to a Commoner, with an Arcana skill of +15. In addition, he regains 1d6 hit points at the start of each of his turns, and is immune to any ability that would kill him instantly. He is Neutral Evil, and will sometimes try to seize treasure he sees, or to lift his curse. For this reason, his work with an adventuring party is generally not long. Also posted on Game Masters Stash on 1 September 2021. Bards of the College of Masks know that belief and perception shape reality. Wearers of a thousand faces, with an identity as fluid as a crowd of strangers, bards of this college decide what is real and what can be.
Persona Masks Beginning at 3rd level when you choose this college, you can take on personality traits and mannerisms belonging to any persona you create. On choosing a persona over ten minutes, you can select up to two appropriate skills or sets of tools to gain proficiency with while you are in that persona. You can change your persona over the course of ten minutes, or 'drop' the persona as an action. Unsettling Performance From 3rd level, you can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action, you can expend one use of your bardic inspiration and choose one creature you can see within 60 feet. Roll the bardic inspiration die.The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn. Unfailing Performance From 6th level, your performance is so persuasive that others feel driven to succeed. The first time a creature adds one of your bardic inspiration dice to its ability check, attack roll, or saving throw, the creature can keep the bardic inspiration die. Universal Performance From 6th level, your performance can be understood by body language, intent, and more than a little inherent magic. As an action, chose one or more creatures within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). The chosen creatures can magically understand you, regardless of the language you speak, for 1 hour. Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot of any level to use it again. Peerless Skill From 14th level, when you make an ability check, you can expend one use of bardic inspiration. Roll a bardic inspiration die and add double the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail. |
AuthorI'm Luke. He/him pronouns. Archives
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