The storykeepers' role is to maintain the legends and tradition of their people, regardless of any obstacles that culture might encounter over the centuries. Mastering the art of remembering and telling stories, storykeepers also learn the powers of the voice over the mind.
Repository of Knowledge Starting from 3rd level, you can accurately recall any story you have ever been told. In addition, you gain expertise with the History skill. Inspiring Tales From 3rd level, your training gives you access to a variety of spells not normally available to bards. At 3rd, 5th, 7th, and 9th level you gain access to specific college spells as listed below. Once you gain access to a college spell, you always know it, and it doesn’t count against the number of spells known for you. If you gain access to a spell that doesn’t appear on the bard spell list, the spell is nonetheless a druid spell for you. Bard level 3rd: Ceremony, Command, Calm emotions, Warding bond Bard level 5th: Beacon of hope, Speak with dead Bard level 7th: Death ward, Locate creature Bard level 9th: Geas, Legend lore Hypnotic Voice From 6th level, your power of voice is so potent that listeners are enthralled by it. When you are speaking to a creature within 30 feet of you that can understand you, it has disadvantage on attack rolls against you for the first round of combat. In addition, such creatures have disadvantage on Wisdom (Perception) rolls, or a -5 penalty on their passive Perception score, while you are speaking. Zealous Inspiration From 14th level, you gain immunity to the charmed and frightened conditions. When you grant a creature one of your Bardic Inspiration dice, both you and the creature gain 10 temporary hit points. In addition, when a creature uses one of your Bardic Inspiration dice, it gains immunity to the charmed and frightened conditions for one minute, and immediately ends any charmed or frightened condition currently affecting it. Some say that one person's garbage is another person's treasure, but a scavenger is someone who can find pure gold among the dross. Revered as peerless experts in locating valuable goods, and in turning cast-off items into valuable loot, these scavengers have sharp eyes, silver tongues, and hair-trigger reflexes.
Improvised Tools From 3rd level, you gain proficiency with tinker's tools. In addition, if you have a set of tinker's tools, you can use these in place of any other tool set, adding only one-half your proficiency bonus. Sense Magic From 3rd level, you can cast Detect magic as an action. You can use this ability a number of times equal to your proficiency bonus. When you finish a long rest, you regain all expended uses. Flash of Genius From 9th level, you gain the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or saving throw, you can use your reaction to add your Intelligence modifier to the roll. You can use this feature a number of times equal to your Intelligence modifier (minimum once). You regain all expended uses when you finish a long rest. 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. Master Scavenger From 17th level, you have incredible understanding of how to use and activate magic items and objects.
Those rangers who choose the path of exploration represent the pinnacle of bravery: investigating new and unfamiliar territory. These explorers revel in discover, finding glory and self-fulfilment in exploring the strange or unusual. These rangers become adept at exploring nearly every kind of terrain and avoiding dangers, as well as being able to commune with the very natural world that surrounds them.
Adept Explorer From 3rd level, your skill at exploring extends to additional regions. You can select one additional type of favoured terrain for your natural explorer ability, and you learn one additional language. From 11th level, once you have spent one hour in any terrain, you gain the benefits of natural explorer as if it were one of your favoured terrains. While you are in one of your favoured terrains, you gain the ability to cast druidcraft as an action. Lore From 3rd level, you are adept at picking up a wide variety of stories and tall tales on your travels, as well as being able to identify and locate objects. 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. 3rd level: Identify 5th level: Detect thoughts 9th level: Sending 13th level: Arcane eye 17th level: Legend lore Environmental Adaptation From 7th level, when you have been exposed to a particular hazard, you can adapt your defences to compensate. At the start of your turn after you have taken damage from one of the following damage types, you can choose to gain resistance to damage from that type: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. This resistance lasts for 8 hours, or until you use this ability again. After you have used this ability, you cannot use it again until you finish a short or long rest. Speak with the Stones From 11th level, you can cast commune with nature. Once you have used this ability, you can't use it again until you have finished 1d2 + 1 long rests. Hear the World From 15th level, you are so in tune with the world around you that you gain blindsight, with a 20-foot radius. Self-Sufficiency From 15th level, you no longer need food, water, or air. Hardened by constant danger, a venator is a fighter who has learned the professional art of battling monsters much larger than themselves. These warriors can make best use of their opponents' movements and momentum to reach vital spots, and know how to harvest their parts in order to make effective gear after the battle is done.
Monster-Slayer From 3rd level, when you choose this archetype, you are accustomed to fighting creatures larger than you are, targeting their vulnerable spots. When you roll weapon damage against a creature of Large or larger size that you can see, you can increase the damage by an additional 1d4, of the same type as the weapon's damage. When you reach 10th level, this increases to 2d4, and when you reach 18th level, this increases to 3d4. Venator Equipment From 3rd level, you begin to learn which components of a monster's hide or natural weapons can be harvested to fashion armour, weapons, or equipment. When you gain this feature, you learn how to fashion four pieces of venator equipment, choosing from the 'venator equipment' section at the end of this feature description. You learn one additional type of equipment when you reach 7th, 10th, 15th, and 18th level. Whenever you gain a level in this class, you can replace one of the pieces of Venator Equipment you have learned to craft with a new one. Crafting a piece of Venator Equipment When you finish a long rest, you can fashion harvested parts and components into various tools and pieces of equipment to augment your gear, up to a number equal to your proficiency bonus. Crafting venator equipment requires you to be touching the components during your rest. If another creature attempts to use your venator equipment, they can do so as long as you are also touching the equipment
Venator level 7th: boots of elvenkind, cloak of elvenkind, cloak of the manta ray, eyes of charming, gloves of thievery, lantern of revealing, pipes of haunting, ring of water walking. Venator level 10th: boots of striding and springing, boots of the winterlands, bracers of archery, brooch of shielding, cloak of protection, eyes of the eagle, gauntlets of ogre power, gloves of missile snaring, gloves of swimming and climbing, hat of disguise, headband of intellect, helm of telepathy, medallion of thoughts, periapt of wound closure, pipes of the sewers, quiver of Ehlonna, ring of jumping, ring of mind shielding, slippers of spider climbing, winged boots. Venator level 15th: amulet of health, belt of hill giant strength, boots of levitation, boots of speed, bracers of defense, cloak of the bat, dimensional shackles, gem of seeing, horn of blasting, ring of free action, ring of protection, ring of the ram.
Close the Distance From 7th level, your training in timing and evasion makes you able to avoid some attacks. Opportunity attacks against you are made with disadvantage. Disabling Strike From 10th level, you can make a special disabling attack against a creature with a melee or ranged weapon attack. If the attack hits and deals damage, choose one of the creature's types of attack (for example- bite, claw, or tail). Until the creature finishes a long rest, melee attacks made with that type of its weapons are made at disadvantage. Once you have used this feature, you cannot use it again until you have finished a long rest. Uncanny Dodge 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. Colossus-Slayer From 18th level, your mastery of fighting titanic creatures is unrivalled. When you roll weapon damage against a creature of Huge or larger size, your bonus damage dice from the Giant-Slayer feature are increased to d8s. Your patron is a mighty creature, possessed of incredible arcane and elemental secrets. This patron has generously shared a little of their power with you through some form of bargain, whether this involves homage, gifts of treasure of magical secrets, or sometimes even guardianship of the patron's lair or hatchlings. Some dragon patrons are capricious, while others are paranoid or benevolent overlords. While some of these dragon overlords are ancient drakes, some are only young, and have found eldritch ways to share and gather power with their warlock servants.
Expanded Spell List The Dragon Overlord grants you knowledge of additional spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. Spell Level 1st: command, feather fall Spell Level 2nd: barkskin, enlarge/reduce Spell Level 3rd: aura of vitality, protection from energy Spell Level 4th: dominate beast, stoneskin Spell Level 5th: dominate person, legend lore Elemental Affinity When you choose this patron at 1st level, you gain affinity for one type of energy from the following list: acid, cold, fire, lightning, or poison, based on the dragon with whom you have made your patron. Several of your class features will rely on this energy. Once chosen, this type cannot change, unless you make a pact with a different type of dragon. If you know the eldritch blast cantrip, when you cast this spell, you can choose to change the damage type to your energy type instead of force damage. If you do, all of the beams deal the same type of energy. Frightful Presence Starting at 1st level, your patron bestows on you the ability to project the fearsome supernatural power of a dragon. 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 throw are all charmed or frightened by you (your choice) until the end of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest. Energy Mastery From 6th level, you can choose to transform the energy of some of your warlock spells into the energy of your dragon patron. When you cast a warlock spell that deals damage, you can choose to change the damage type to your energy type instead of the spell's normal damage type. If you do, all of the damage is changed to the same type. You can use this feature a number of times equal to your proficiency bonus, and all expended uses are refreshed when you finish a short or long rest. Energy Resistance Also from 6th level, you gain resistance to your patron's energy type, and have advantage on saving throws against spells and other effects of that energy type. Draconic Resilience From 10th level, your patron can lend you a fraction of their vitality for a moment, shielding you from harm. As a reaction when you are hit by an attack or fail a saving throw against an effect that causes damage, you can call upon your dragon overlord's resilience. You have resistance to all of the damage dealt by the effect, and if this attack would reduce you to 0 or fewer hit points, you can drop to 1 hit point instead. You can't use this feature again until you have finished a long rest. Overlord's Might From 14th level, you gain the ability to conjure an apparition resembling your dragon patron, which breathes forth a turmoil of magical energy. As an action, choose a point you can see within 60 feet of you. All creatures within a 10-foot radius of that point must succeed on a Dexterity saving throw against your warlock spell save DC. Targets take 12d8 damage of your patron's energy type on a failed save, or half damage on a successful one. Once you use this feature, you can't use it again until you have completed a long rest. Well, I've struggled through and I've made to ONE HUNDRED subclass archetypes written over the last few years!
Some have been invented whole-cloth, or based on characters, concepts, and ideas from popular culture such as the Dragon Age universe, Arcane, and the Warhammer Fantasy universe. Others are adapted from earlier editions, converting them to some form of playability for 5e. Most have updated after playtesting or feedback. So without any further ado, thank you all for being faithful readers. Treat yourself and your players to some more options! The download link for vanDorne's Class Compendium volume II is HERE. (Due to download size, this is the 'print-friendly' version. If you'd like the versions with colour pictures and a little more readability, you can find links to the individual posts here) Alternately, if you're looking for threats, check out my archive with over 100 new creatures, NPCs, and ideas to populate your dungeons and worlds. Feel free to send on any feedback you've got, or requests for new ideas! -vanDorne Turning to another being for magical assistance is often thought of as being the domain of warlocks. Some wizards, however, find this option attractive, and offer their bodies for possession by a spirit who can grant some level of power. This is often frowned-upon by more formal wizard schools, as they find the concept of possessing spirits to be dangerous, and can sometimes turn against them or struggle for control.
Dual Spirit From 2nd level, when you choose this school, you gain advantage on saving throws against becoming charmed, frightened, or possessed. From 10th level, you can choose to be immune to becoming charmed, frightened, or possessed. Spirit Possession From 2nd level, when you choose this school, you become possessed by a spirit. You can initially select the kind of spirit from the list below, although the spirit may have its own opinions and change its aspect based upon your actions. If the spirit changes type, you lose the previous benefits. The spirit is intent on your survival and will follow your instructions to a friendly level, even if they do not personally like you. Note that the spirit has no compulsion to behave in any particular way, and is not obliged to commit its existence for you unless you make an appropriate offer. Spirit of Command. Your spirit is one that expects dominion and obedience. The spirit grants you proficiency with Intimidation or Persuasion checks, and the Vicious mockery cantrip. Spirit of Discretion. Your spirit is one that prefers to avoid being detected. The spirit grants you proficiency with Deception or Stealth checks, and the Mage hand cantrip. Spirit of Faith. Your spirit is benevolent and righteous. The spirit grants you proficiency with Insight or Medicine, and the Spare the dying cantrip. Spirit of Purpose. Your spirit has a specific cause that it champions. The spirit grants you proficiency with Persuasion or Survival, and the Resistance cantrip. Spirit of Zeal. Your spirit is aggressive and demands action. The spirit grants you proficiency with Athletics or Intimidation, and the Guidance cantrip. At the GM's discretion, your spirit may have a distinct name and appropriate personality traits, although this does not affect its aspect or powers. This spirit may be a celestial, fiend, or other extraplanar creature, an undead being who has offered power, or something even more strange. Spirit Teaching From 2nd level, your spirit grants you knowledge of additional spells, depending on its type. While a type of spirit possesses you, you gain knowledge of the following spells as you gain levels. Once you gain a spell through spirit teaching you always have it prepared, and it doesn't count against the number of spells you have prepared. In addition, you can cast one of your spirit teaching spells without having to expend a spell slot or use material components. Once you have used this ability, you cannot use this again until you have completed a long rest. Spirit of command Wizard level 2nd: Command. Wizard level 3rd: Enthrall. Wizard level 5th: Beacon of hope. Wizard level 7th: Compulsion. Wizard level 9th: Dominate person. Spirit of discretion Wizard level 2nd: Sanctuary. Wizard level 3rd: Pass without trace. Wizard level 5th: Gaseous form. Wizard level 7th: Phantasmal killer. Wizard level 9th: Mislead. Spirit of faith Wizard level 2nd: Healing word. Wizard level 3rd: Warding bond. Wizard level 5th: Remove curse. Wizard level 7th: Aura of purity. Wizard level 9th: Circle of power. Spirit of purpose Wizard level 2nd: Heroism. Wizard level 3rd: Enhance ability. Wizard level 5th: Haste. Wizard level 7th: Freedom of movement. Wizard level 9th: Dispel evil and good. Spirit of zeal Wizard level 2nd: Wrathful smite. Wizard level 3rd: Aid. Wizard level 5th: Spirit guardians. Wizard level 7th: Fire shield. Wizard level 9th: Flame strike. Manifest Spirit From 6th level, as an action you can expend a 2nd-level spell slot to manifest your spirit for up to 1 minute. It has the statistics of a Specter, with the same alignment as you, and the benefits of your spirit possession ability, as well as being able to cast one spell of the available spells from your spirit teaching ability. While your spirit is manifested, you lose the benefits of your dual spirit, spirit possession, and spirit teaching abilities. The spirit takes its turn on your initiative, and follows your general instructions. If the spirit ends its turn in your space, or 1 minute passes, the spirit immediately returns to possessing you. Once you have used this ability, you cannot use it again until you have completed a long rest. If the spirit is reduced to 0 hit points, it disappears. When you complete a long rest, the spirit returns to possessing you and you regain the benefits of your. From 12th level, when you manifest your spirit, it has the statistics of a Wraith, with the same alignment as you, and the benefits of your spirit possession ability, as well as being able to cast one spell of the available spells from your spirit teaching ability. Unity of Spirit From 10th level, you gain an additional ability based on the spirit's aspect. Spirit of command: When making a skill check with the skill you gained from spirit possession, you may add double your proficiency bonus. Spirit of discretion: On your turn, you may use a bonus action to take a Dash, Disengage, or Hide action. Once you have used this feature, you must finish a short rest before you can use it again. Spirit of faith: When you use your Arcane Recovery ability, you regain an additional two spell levels' worth of spell slots. Spirit of purpose: On your turn, you can use a bonus action to regain hit points equal to your 1d10 + half your wizard level. Once you have used this feature, you must complete a long rest before you can use it again. Spirit of zeal: You may add your proficiency modifier to Initiative rolls. Duality of Action From 14th level, you and your spirit can act with fell coordination. While your spirit possesses you, you can spend an action to cast a spell that has a casting time of 1 action, as well as one spell from your list of spells from the spirit teaching ability that has a casting time of 1 action. Once you have used this feature, you must complete a short rest before you can use it again. Those monks who follow the way of meditation can find calm through the howling of a hurricane and the turmoil of battle. These monks can instil peace in their allies and sometimes even their foes, their every moment filled with serenity and perfection.
Bonus Proficiencies When you choose this way at 3rd level, you gain proficiency with Insight and with one set of tools. Seek Calm When you choose this way at 3rd level, you can add your proficiency bonus to Constitution saving throws to retain concentration on a spell or ability. In addition, as an action if you are charmed, frightened, poisoned, or stunned, you can spend 1 ki point to make a saving throw against the effect's save DC. If you are successful, you end the effect immediately. Touch of Peace From 6th level, you can instil calm in others with your meditation. As an action, you can spend 1 ki point to cast Calm emotions with a 20-foot radius centred upon yourself. Rebuke Violence From 6th level, when you have taken the Dodge action, you can rebuke a creature which tries to do violence to you. As a reaction when a creature you can see makes a melee attack against you or an ally you can see within 15 feet, you can spend 1 ki point to force the creature to make a Constitution saving throw or be stunned until the end of your next turn. Aura of Serenity At 11th level, the calm within radiates outwards to others. You and friendly creatures that can see you within 10 feet can't be charmed or frightened while you are conscious. Aura of Purity From 17th level, you can spend an action and 4 ki points to cast Aura of purity centred upon yourself. Be As Water From 17th level, when you take the Dodge action, you also have advantage on saving throws against effects you can see until the start of your next turn. From time to time, warlocks find themselves in contact with primeval forces of nature- elemental, natural spirits which confer power as part of a bargain. These patrons are collectively referred to as 'the Green', whether they are all one cosmic energy force or individual nature spirits is not entirely clear. Druids find themselves unusually able to tolerate warlocks of the Green Pact, although their common patron is not necessarily any guarantee of allegiance.
Expanded Spell List From 1st level, The Green 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: entangle, goodberry Spell level 2nd: pass without trace, spike growth Spell level 3rd: conjure barrage, plant growth Spell level 4th: aura of life, grasping vine Spell level 5th: conjure elemental, contagion Bonus Cantrips At 1st level, you learn the cantrips druidcraft and thorn whip. They count as warlock cantrips for you, but they don't count against the number of cantrips known. Charm Animals and Plants At 1st level, you begin to have control over the natural world, being able to influence animals and plants. As an action, you can cause each beast or plant creature you can see within 30 feet of you to make a Wisdom saving throw against your warlock spell save DC. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate. You can use this ability a number of times equal to your proficiency bonus. Any expended uses are refreshed when you finish a short rest. Greenblood At 6th level, your blood takes on a green, sticky consistency. You gain resistance to poison and radiant damage, and become immune to the poisoned condition. Eternal Cycle At 6th level, you begin to understand the eternal cycle of life, death, and rebirth, and gain some minor ability to intercede in its passage. When you or another creature within your reach is reduced to 0 hit points but not killed outright, you can use your reaction to cause the creature to drop to 1 hit point instead. Once you have used this ability, you cannot use it again until you finish a short or long rest. Stride Through The Green From 10th level, all plant life is as one to you. If you begin your turn adjacent to a tree or other plant of your size, you can enter the tree and move from inside the tree to inside another tree of the same kind within 500 feet, as the tree stride spell. Green Preservation From 14th level, you can cause be absorbed by nature itself to protect you from harm. As a reaction if you or an ally you can see within 20 feet is subject to an attack or effect that would inflict damage, you and up to five other creatures within 20 feet of you to are immediately swallowed up into the earth in a thrash of vegetation. While you are within the earth, you and all targets are incapacitated, but can take a short rest immediately, and can spend hit dice to regain hit points. You remain within the earth for up to 10 rounds, at your choice. When you choose to end the effect, or at the end of 10 rounds, at the end of your turn, you are returned to the same spaces you occupied or the nearest unoccupied space. Once you have used this ability, you can't use it again until you have finished 1d4 long rests. Familiar with all of the multiverse's most dangerous places, those druids who train under the circle of the Great Wheel are at home wherever they go. These druids can attune to their surroundings and become empowered by exposure to other planes, taking on aspects of these planes as needed. Some keep the peace between the different planes, while others actively work to undermine or bring down the barriers between these planes.
Energy Adaptation From 2nd level, when you choose this circle, you can expend a use of Wild Shape as a bonus action to gain resistance to one type of damage from the following list: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. This resistance lasts until you finish a short or long rest. Circle Spells Your circle grants you the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to specific circle spells as listed below. Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you. Druid level 3rd: Branding smite, misty step Druid level 5th: Magic circle, protection from energy Druid level 7th: Aura of purity, banishment Druid level 9th: Contact other plane, planar binding Planar Adaptation From 6th level, when you finish a short or long rest, you can use your energy adaptation for free without expending a use of Wild Shape. As a bonus action, you can expend a use of Wild Shape to gain resistance to another energy type from the list of your choice, or to change the type of one of your resistances. You can only use this ability to gain resistance to two energy types from the list. Planar Empowerment From 6th level, when you are on a plane other than the Material plane (or in a coterminous zone of another plane), or within 50 feet of a gate or portal leading to another plane, you can use a bonus action to become empowered with that plane's energy. While empowered, you gain the following benefits, based on the plane you have become empowered by. If your campaign uses a different cosmology, discuss with your GM what planes are most appropriate for your empowerment abilities. Astral Plane: You act as if under the effects of the Haste spell. Ethereal Plane: You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, and your melee attacks count as being magical for the purposes of overcoming resistance and immunity to nonmagical damage. Feywild: You are immune to the Feywild's memory loss effect, and can cast Misty step. Once you have used this spell, you must wait 1 minute before you can use it again. Shadowfell: You are immune to the Shadowfell's despair effect, and can cast Invisibility. Once you have used this spell, you must finish a short rest before you can use it again. Plane of Air: You have a fly speed equal to your walking speed, and can hover. Plane of Earth: You have a burrow speed equal to your walking speed, and increase your AC by 1. Plane of Fire: You have resistance to fire damage. If you select fire for your energy adaptation, you have immunity to fire damage instead. Plane of Water: You have a swim speed equal to your walking speed, and can breathe underwater. Chaos-Aligned Planes: You ignore any negative effects caused by the plane, and benefit from the Blur spell while you remain empowered by the plane. Evil-Aligned Planes: You ignore any negative effects caused by the plane, and you can cast Hellish rebuke. Once you have used this spell, you must wait 1d4 rounds before you can use it again. Good-Aligned Planes: You ignore any negative effects caused by the plane, and benefit from the Bless spell while you remain empowered by the plane. Law-Aligned Planes: You ignore any negative effects caused by the plane, and benefit from the Protection from evil and good spell while you remain empowered by the plane. Elemental Wild Shape From 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, earth elemental, fire elemental, or water elemental. Always Native From 10th level, any time when you would be banished or teleported to another plane, you can choose to be immune to the effect. Master of the Multiverse From 14th level, when you complete a long rest, you can select one type of planar empowerment and gain its benefits until you finish a long rest. As a bonus action, you can change which plane empowers you. A master of martial maneuver, those who follow the way of the swordsage can unlock potent skills. Blurring the line between martial prowess and magical skill, swordsages can attain true perfection through their knowledge. While some swordsages are free-roaming champions of the weak and downtrodden, other believe only in their own superiority over others.
Bonus Proficiencies When you choose this way at 3rd level, you gain proficiency with martial melee weapons and with either blacksmith's tools or tinker's tools. You can use any martial melee weapon as a monk weapon, even if it has the heavy or two-handed property. Discipline Focus When you choose this way at 3rd level, you can focus your discipline into martial exploits by drawing on your pool of ki energy. You gain the following benefits: Stance of Focus. You can spend 1 ki point to select an opponent you can see within 30 feet. While you maintain concentration for up to 1 minute, you have advantage on attack rolls with unarmed strikes and monk weapons against this target, and disadvantage on attack rolls against any other target. You can end this stance at any point during your turn. Perfect Strike. Once per round, when you hit a creature with a melee weapon attack using an unarmed strike or monk weapon, you can expend 1 ki point to deal psychic damage equal to twice your martial arts damage, in addition to the weapon's damage. Hearing The Air From 6th level, your senses are so attuned that while you are holding a monk weapon, you gain blindsight with range of 10 feet. From 11th level, this range increases to 20 feet. From 17th level, this range increases to 30 feet. Plant Doubt At 6th level, you can prey on your opponents' uncertainty to instil fear in your skill. As a reaction when a creature misses you with a melee attack, you can spend 1 ki point to make the creature have disadvantage on attacks against you until the end of your next turn. Soul Strike From 6th level, your attacks with monk weapons count as being magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Stance of Iron Bones From 11th level, you can enter a meditative state that renders you nearly invulnerable to harm. You can spend 3 ki points to gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks for 1 minute. Perfect Reaction From 17th level, you may take a second reaction after you have already used your reaction in a round, which must be triggered by a different action. Once you have used a second reaction, you must finish a short or long rest before you can use this ability again unless you spend 2 ki points to refresh it. Strike of Perfect Clarity From 17th level, your mastery of weapons allows you to deliver unparalleled excellence when you strike an opponent. When you hit a creature with a melee weapon attack using an unarmed strike or monk weapon, you can expend 1 ki point to automatically deal the weapon's maximum damage for its damage dice (for example a longsword would deal 8 damage if used one-handed or 10 if used two handed, rather than 1d8 or 1d10). While true golems are imbued with some form of independent thought and power, automatons have only rudimentary intellect and judgement. Those artificers who craft and control them, known as warwrights, can control them and even embark within them to grant them advanced combat ability.
WARWRIGHTS Some artificers choose to specialize in building, maintaining, and operating the giant constructs known as automatons. While effective on their own, these warwrights can climb into their automatons and become true engines of destruction, wreaking havoc on their foes while encased in a suit of impregnable armour. Tool Proficiency When you adopt this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice. Warwright Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown below. These spells count as artificer spells for you, but they don't count against the number of artificer spells you can prepare. Artificer level 3rd: compelled duel, heroism. Artificer level 5th: heat metal, magic weapon Artificer level 9th: conjure barrage, elemental weapon Artificer level 13th: fabricate, staggering smite Artificer level 17th: conjure volley, destructive wave War Readiness From 3rd level, your training in use of battle constructs and armour prepare you to defend yourself well.
Automaton By 3rd level, your craft means you have finalized your very own automaton- a lumbering war-construct. It is friendly to you and your companions, and obeys your commands.See the creature's game statistics in the stat block provided. You determine the creature's appearance and constructions; your choice has no effect on its game statistics. Some are twisted flesh-shaped beings, while others are wheezing golemlike machines belching smoke and flames as they crash around. In combat, your automaton shares your initiative count, but takes its turn immediately after yours unless you are 'riding' it. It can move on its own, but does not possess enough acumen to attack other creatures unless you concentrate hard. The only actions it can take on its turn are to make the Demolish action in its stat block, unless you spend your action on your turn to allow it to take the Attack, Dash, Disengage, Dodge, Help, Hide, or Search action. If the mending spell is cast on your automaton, it regains regains 2d6 hit points. If it has died within the last 24 hours, you can use your smith's tools to revive it if you finish a long rest within 5 feet of it, and expend a spell slot of 1st level or higher. The automaton then returns to life after 1 minute with all its hit points restored. At the end of a long rest, you can create a new automaton if you have your smith's tools with you and expend a spell slot of 1st level or higher. If you already have an automaton from this feature, the first one immediately perishes. As an action, you can enter your automaton's space, staying there until you exit as an action. The automaton covers your body entirely, although you can deploy or retract the helmet as a bonus action. If the automaton dies, you exit immediately. While encased in your automaton, you cannot cast any artificer spells except on your automaton, and you cannot cast any non-artificer spells (if you possess them through multiclassing or other means). Extra Attack Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action. If you are not riding your automaton, you can instead make one attack and your automaton can make one attack as well, or allow your automaton to attack twice. Automaton Customization From 9th level, your automaton has been thoroughly improved, and you have personalized it for your own use. You can make one additional Infusion, which must be either a set of armour, boots, or helmet, or a weapon, which must be infused to your automaton. In addition, when you create your automaton, you can choose one of the below options to add to it, as well as choosing two different types of damage which it can deal with its Attack action.
Improved Automaton From 15th level, your Automaton can make an Attack action on its own turn. You can use this ability a number of times equal to your proficiency modifier. Any expended uses are refreshed when you complete a short or long rest. In addition, your automaton's Armour Class is increased by 2, and when your automaton makes a melee attack, its damage is increased by an additional 9 (2d8). The concept of 'star signs' is one that seems to strike a chord with many people, and especially in a fantasy milieu like D&D, people want those to have mystical and potentially magical effects on characters' personality.
Influenced by the powers gained by star signs of the Elder Scrolls universe, here are some fantasy constellations and powers they might grant, probably only for heroic characters rather than for every single NPC. In most cases, these are minor passive benefits, but I have also included some powers for when the star sign is at its most powerful- whether this is due to some kind of celestial alignment or magical empowerment. 1 - The Hedgehog - Folk of this star sign tend to be reserved and protective of themselves, but warm to those within their friend group. Folk of this star sign gain a +1 bonus on saving throws against being poisoned. Empowered: Folk of this star sign gain a +2 bonus to Armour Class when empowered. 2 - The Swan - Folk of this star sign are dignified and renowned for their generosity. Folk of this star sign gain a +1 bonus on saving throws against being charmed. Empowered: When empowered, folk of this star sign can take an action to lower their maximum hit points by 10 for 24 hours, in order to heal allies within 5 feet by 5 hit points. 3 - The Hare - Ever alert for danger, folk of the sign of the hare tend to be independent and flighty. Folk of this star sign gain a +1 bonus on Initiative rolls. Empowered: Folk of this star sign gain a +10ft. bonus to their speed and +1 to Armour Class when empowered. 4 - The Spear - Those born under this sign tend to be decisive and impulsive. Folk of this sign gain a +1 bonus on saving throws against being frightened. Empowered: When empowered, folk of this sign gain a +1 bonus on melee attack rolls. 5 - The Archer - Folk of this sign tend to be observant and efficient. They gain a +1 bonus on Perception checks. Empowered: When empowered, folk of this sign have advantage on Perception checks and saving throws or Investigation checks against illusions. 6 - The Heart - Folk born under this sign are warm and friendly, and enjoy simple pleasures of life. Folk born of this sign gain a +1 bonus on saving throws against exhaustion or stunning effects. Empowered: When empowered, folk born under this sign gain 3 hit points at the start of their turn if they have 1 or more hit points, up to one-half their maximum hit points. 7 - The Albatross - Folk born under this sign are larger and stronger, tending toward self-reliance. They gain a +1 bonus on Survival checks. Empowered: Folk born under this sign cannot gain exhaustion levels when empowered. 8 - The Hammer - Tending towards insight and craft, folk born under this sign gain a +1 bonus to their Proficiency bonus when using a set of tools. Empowered: When empowered, folk born under this sign can cast mending as an action and can craft any objects at double the speed per day of downtime. 9 - The Throne - Tending to be mediators and diplomats, folk born under this sign are generally calm. They gain a +1 bonus on Insight checks. Empowered: When empowered, folk born under this sign have advantage on Deception and Persuasion checks. 10 - The Bear - Folk born under this sign tend to be slow to anger, but mighty. They gain a +1 bonus on Intimidation checks. Empowered: Folk born under this sign can increase any melee damage they deal when empowered by an additional 1d3. 11 - The Castle - Implacable and stoic, those of this sign gain a +1 bonus on Constitution saving throws. Empowered: When empowered, folk of this sign have advantage on checks or saving throws to escape being grappled, paralyzed, prone, restrained, or stunned. 12 - The Cauldron - Given to sharing and taking their time about things, folk born under this sign allow any allies who spend hit dice to recover hit points during a short rest, to recover 1 additional hit point. Empowered: When empowered, folk born under this sign grant any allies within 5 feet advantage on death saving throws. Those familiar with earlier editions often complain of 5e lacking in combat options, and may be pleasantly surprised to find that the Dungeon Master's Guide touched on several of these already, with options for dealing with initiative differently, as well as several options for different combat actions, and other familiar options like death from massive damage, and morale.
Climbing onto a bigger creature Letting 'standard' player characters that are Medium or Small climb up onto a larger creature, treating it as difficult terrain either in order to access a different place, or to access a vital spot, can be a really fun option to liven up movement and make for a great dynamic combat. Disarm A staple of swashbuckling, being able to remove the weapon that your opponent is attacking with (or an arcane focus, magic staff, or the like) can change the way an opponent comes at you. Taking away the weapon they are attacking with, the bat guano they're about to use to drop a fireball on your friends, or the horn they're about to use to sound the fortress alarm, can really help you in a clinch. Mark An option that's adapted from 4e, marking opponents when you land a hit on them can really help, giving you advantage on opportunity attacks against that foe. This is a good one to implement because it really gives more of a feeling of a combatant focusing on one of their opponents. Overrun Moving through a hostile creature's space is sometimes necessary to get to a downed friend, get out a door, or reach another objective. This rule gives you an option that means overrunning a smaller opponent is easier, while trying to overrun something larger than you gets much harder. Shove aside This option allows you to use the Shove attack to push someone aside, rather than just away from you. Tumble A favourite of 3e/3.5 and Dark Souls players, this option lets you use Acrobatics to move through a hostile creature's space. This might let a Rogue or warrior-type get to a more tactically-useful position, or just evade an attack. Hitting Cover Whether someone is taking refuge behind a hostage or wants to gather their ammunition afterwards, it can sometimes be really useful to know what gets hit when you miss with a ranged attack. Cleaving Through Creatures Another old 3e/3.5 favourite, this option allows melee attacks which deal high damage to a low-hit point target to deal any remaining damage to other targets in reach. While it's not locked behind a few feats like it was in earlier editions, this is a good option to add as it gives a little more usefulness when fighting low-level monsters like Goblins. Injuries An option I've discussed a few times before, this option suggests that you could gain a lingering injury under a few conditions, including: - When you take a critical hit - When you drop to 0 hit points but aren't killed outright - When you fail a death saving throw by 5 or more These can be a little painful to sustain as a player character, but can make the game feel a little more dangerous and realistic. Massive Damage This option forces creatures that take large amounts of damage in one go to make a Constitution saving throw or make a System Shock roll, which might drop them to 0 hit points immediately, or just leave them a little shaken. Morale This option can force enemies to be scared off if they're surprised or if they lose their leader or enough of their number. While this needs a little extra work on the behalf of the GM, it can mean that particular enemies might be more brave or more cowardly than others, and might influence the tactics of the player characters. If you need to find any of these options, they're located on pages 271- 273 of the Dungeon Master's Guide. Also posted on Game Masters Stash on 8 January 2022. Like steel being tempered, a paladin's oath strengthens and hardens them against corruption. However, when their oath and their own morals come into conflict, something must give. Either the paladin's oath makes them a zealot, or the paladin forswears their oath. Some choose to embrace this, becoming an Oathbreaker, but some still believe in the tenets of their oath, but have been forced into breaking their oath out of morality or necessity. These paladins can take on the benefits of the Broken Oath, below, until such time as they either choose a new oath or find some kind of redemption.
Note: it is recommended that a paladin who breaks their oath wait a certain period before gaining the benefits of this archetype, such as until levelling up or until they have had time otherwise to come to terms with their failure somehow. You may alternately choose to have this change occur immediately when the paladin's oath has been broken so severely as to render their faith lost entirely - a paladin of the Crown having to slay their own monarch, for example. A paladin who has broken their oath exchanges the benefits of the oath they had previously sworn with the benefits of this oath instead. If a paladin finds redemption or swears another oath, they lose the benefits of this oath. Tenets of the Broken Oath: Those who have broken their oath are not required to follow tenets, but many continue to follow some tenets or aspects of their previous oath as they wish. Oath Spells A paladin who has broken their oath cannot cast paladin spells. They retain their paladin spell slots, and can use these to power their Divine Smite ability. Channel Divinity A paladin who has broken their oath has the following two Channel Divinity options. Determination. You can use your Channel Divinity to power through hardship. As an action, you remember your broken oath, and end any one condition that is affecting you (blinded, charmed, frightened, etc.), and regain a number of hit points equal to 1d10 + your paladin level. Echoes of Glory. You can use your Channel Divinity to briefly shine with your past glory. As an action, you hold tight to your past oath and one weapon that you are holding is imbued with power. For 1 minute, you add your Charisma modifier to damage rolls (with a minimum bonus of +1). If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends. From 7th level, you can use your Channel Divinity twice between rests. Reckless Attack From 7th level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn. Retaliatory Strike From 15th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature. Unstoppable Determination At 20th level, when you roll initiative and do not have any uses of Channel Divinity remaining, you regain one use. In addition, when you are reduced to 0 hit points and are not killed outright, you can chose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest. Also posted on Game Masters Stash on 17 December 2021. While some Warlocks are gifted a familiar, blade, or tome of secrets, others are given something more... personal. They take on a physical portion of their patron- a scale, a small tentacle, a patch of hair, or a sliver of the patron's heart, implanted into their own flesh. This bonds to the warlock, empowering them physically, and the bond can be strengthened with time and effort.
This is a new Pact Boon option which a Warlock can select at 3rd level when their otherworldly patron bestows a gift upon them for their loyal service. Pact of the Heart Your patron bonds a portion of their own bodily form to your body. When you gain this feature, your hit point maximum increases by 3 and increases by 1 again whenever you gain a level in this class. Additionally, you have supernatural protection against harm. When you aren't wearing armour, your AC equals 13 + your Dexterity modifier. In addition, add the below options to the list of invocations you can learn. Fortified Heart Prerequisite: Pact of the Heart, 7th level You have strengthened your bond to your patron, and you can call upon their strength to survive attacks that would otherwise slay you. When you finish a long rest, you can choose to benefit from a Death ward effect without expending a spell slot. When this effect has triggered, you can't use it again until you've finished 1d4 long rests. Heart's Bond Prerequisite: Pact of the Heart, 3rd level You have learned to share your strength with others. You learn the Warding bond spell, and can cast it once as a ritual, using spilled blood from both you and the target instead of the material component. You can't do so again without using a warlock spell slot until you finish a long rest. Also posted on Game Masters Stash on 15 December 2021. Mortality is a powerful motivating force in real life and in fantasy gaming. D&D has methods for dealing with character death, but sometimes these seem mechanical, robbing the narrative of consequences for failure as quickly as just forking over a 5,000 gold piece diamond and 10 minutes. However, there are ways you can make this more interesting or engaging without making it just a quick fix solution.
Here are a few ideas you can use for allowing characters to return from death. Most involve varying or removing Raise dead, Resurrection, and True resurrection as spells, replacing them with actions or rituals as below. Quest to the Underworld Hearkening to Greek mythology, this option involves a metaphysical or physical journey, entering the realm of the dead to liberate their fallen companion. This journey usually needs some kind of bargain or offering and takes some great time, as well as overcoming dangerous enemies, to avoid this just being something routine. Like Orpheus' journey to recover Eurydice, this might even involve impossible tasks that test the willpower and resolve of those who choose to make the journey. Such a quest can be used to build the mythology of the world and the deities that inhabit it. Deal with Death In this option, the force of Death is personified, either as a deity or some other powerful creature. Those who die in heroic ways might be allowed to make an offering or trade, or as in the popular trope of playing dice against death for your life. If this is the case, it can allow the players something to do during their turns while dead or dying, as well as giving some use for the underutilised gaming tool proficiencies. Loss against death might render a character permanently dead or lead to some ongoing effects like level loss or penalties to Constitution. Returned, with consequences Some kind of ritual magic might be able to restore life to the deceased, but they come back changed somehow. Like with Buffy's resurrection following her death, they might have spent time in Heaven (or their version of it, at least), and returning to the mortal realms might leave them overwhelmed and bewildered for some time, or maybe until they would gain their next level. Such a development means there are still consequences for dying, and a heroic death still feels earned and appropriate. Exactly who returns them from death might be up for grabs- an enemy, an ally, or someone uninvolved, perhaps. Returned, to walk a different path The character is offered the chance to return to their allies, but at the cost of their soul or service. Becoming a cleric is always a classic here, but the paths of druidry, a paladin's oath, a warlock's pact, or some similar service works neatly. It might even be a mundane service- returning to an abusive family, agreeing to perform a service for the Thieves' guild, joining the college that has been trying to leverage someone's attendance. The essence of this path allows you as the GM to further a narrative- perhaps one for which you have laid groundwork earlier, or revealing a new threat. Returned, but changed The character is changed into something different- an undead or some kind of different creature like a lycanthrope. They might be able to be transformed back or helped to regain control somehow (another quest for your players to follow!), or perhaps this means having to lose some levels, in exchange for the additional powers of whatever creature they have become. Ritual return Matt Mercer's rules for resurrection (which can be found at Geek and Sundry) lock resurrection behind a mechanical roll that requires actual contribution, rather than just a spell slot. This option makes the resurrection track more with the rest of the game, which requires rolls for success. This still allows for magical restoration of the deceased, but can require research into the life and interests of the deceased to make it function. Also posted on Game Masters Stash on 27 November 2021. A Loose Cannon is an artificer unburdened by the vagaries of "health and safety", specialising in a variety of destructive energies. Their chaotic creations bring panic, devastation, and overwhelming firepower to the table, perhaps at the cost of others around them. The loose cannon might be a savant of slaughter, or merely an experimenter driven by the burden of terrible knowledge. Either way, their inventions are as calamitous as they are awe-inspiring.
Bonus Proficiencies When you adopt this specialisation at 3rd level, you gain proficiency with smith's tools. In addition, your reflexes are enhanced, perhaps honed by years of your own destructive creations. You gain proficiency with Dexterity saving throws. Loose Cannon Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown below. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare. Artificer level 3rd: Chromatic orb, faerie fire Artificer level 5th: Shatter, silence Artificer level 9th: Fear, fireball Artificer level 13th: Confusion, wall of fire Artificer level 17th: Cone of cold, destructive wave Chaos Bombs From 3rd level, you learn how to create chaos bombs. Using smith's tools or tinker's tools, whenever you finish a long rest, you can produce a number of chaos bombs in an empty flask or canister equal to your proficiency bonus. You can create additional chaos bombs when you finish your long rest by expending a spell slot of 1st level or higher for each one. Each chaos bomb requires its own flask or container. As an action, you can attach a chaos bomb to a creature within 5 feet of you or throw it with range 20/60 feet. In either case, make a melee or ranged spell attack roll against a target creature. It can trigger immediately, or you can use a bonus action to have it trigger within 3 rounds. If you do not trigger it within 3 rounds, the chaos bomb deactivates and no longer functions. When the chaos bomb triggers, roll on the Chaos Bomb table below for the results. For any results that require a saving throw, use your spell save DC. If you choose, you can expend a spell slot of 1st level or higher when the chaos bomb triggers to either add 1 or subtract 1 from the d6 result (to a minimum of 1 or a maximum of 6). Creating a chaos bomb requires you to have smith's tools or tinker's tools on your person, and any chaos bombs you create with this feature last until they are used or until the end of your next long rest. Chaos Bomb Table d6 --- Effect 1 - Dud. The chaos bomb lets out a disappointing puff of smoke or a sad trombone noise, and there is no effect. 2 - Thunderbomb. The chaos bomb detonates loudly with a 10ft. radius, inflicting 2d8 thunder damage on each creature in the area and becoming deafened until the end of their next turn. Creatures can make a Constitution saving throw, taking half damage and not becoming deafened if they are successful. 3 - Forcebomb. The chaos bomb detonates with concussive force in a 10ft. radius, inflicting 2d8 force damage on each creature and object in the area, and knocking them prone. Creatures can make a Strength saving throw, taking half damage and not becoming prone if they are successful. 4 - Shriekbomb. The chaos bomb emits an ear-piercing siren in a 20ft. radius, inflicting 2d6 psychic damage on each creature in the area and making them frightened until the end of their next turn. Creatures can make a Wisdom saving throw, taking half damage and ignoring the frightened effect if they are successful. 5 - Spatterbomb. The chaos bomb erupts in brightly-coloured sticky fluid in a 10ft. radius, inflicting 3d6 acid damage on each creature and object in the area. Creatures can make a Dexterity saving throw, taking half damage if they are successful. 6 - Firebomb. The chaos bomb detonates with a 10ft. radius, inflicting 3d6 fire damage on each creature and object in the area. Creatures can make a Dexterity saving throw, taking half damage if they are successful. Boisterous Chaos From 5th level, when you use the Attack action to attack with a chaos bomb, or when you use an action to cast an artificer spell with a casting time of 1 action, you can make an additional attack with a chaos bomb as a bonus action. Improved Chaos Bombs From 9th level, the effect of your chaos bombs is enhanced. When you roll the effect of a chaos bomb, you can you can choose to enhance the effect when it is triggered. If you do so, increase the radius by 5ft. and increase the damage by 1 die of the appropriate type. From 15th level, the radius increases by an additional 5ft. and the damage dice are increased by a further 1, for a total increase of 10ft. radius and 2 damage dice, when you choose to enhance the effect. Delayed Blast Starting at 15th level, you can delay the detonation of your damage-dealing spells in order to increase their potency. When you cast a spell that inflicts damage and has an instantaneous duration, you gain the option to hold concentration on the spell for up to 1 minute. The spell effect becomes a visible and glowing point of magical energy at the end of the tool you use to create the spell. When your concentration breaks or you choose to end delaying the effect, it takes effect immediately. At the end of your turn, if you have not ended the delaying effect, increase the spell's damage by an additional 1d6, of the spell's base damage type. For spells that deal multiple types of damage, only one type of damage increases. If the glowing point of energy is touched before you choose to end delaying the effect or your concentration is broken, the creature touching it must make a Dexterity saving throw. On a failed save, the delay ends immediately and the spell takes effect at the point of energy. On a successful save, the creature can throw the point of energy up to 40 feet. When it strikes a creature or solid object, the spell takes effect from that point immediately. Those rogues who feel the relentless need for speed and mobility turn to the path of the Breakneck. Driven by devil-may-care attitude and hair-trigger reflexes, a breakneck is nearly impossible to restrain, and a master of striking first and striking hard.
Relentless Speed From 3rd level, your speed increases by 10 feet while you aren't wearing medium or heavy armour. This bonus increases to 15 feet from 6th level, 20 feet from 10th level, 25 feet from 14th level, and 30 feet from 18th level. At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. Ambush Master From 3rd level, you can add your proficiency modifier to your initiative rolls. In addition, you have advantage on your first attack against any creature that hasn't taken a turn in the combat yet. Breakneck Dodge From 9th level, when you take the Dash action, you can spend your reaction to take the Dodge action as well. Free Running From 13th level, you can use a bonus action to be affected by Freedom of movement until the start of your next turn. You can use this ability a number of times equal to your Dexterity bonus, and all expended uses are refreshed when you finish a short or long rest. Break Time From 17th level, your velocity can break the laws of time and physics themselves. As an action, you can use Haste yourself for up to 1 minute (although you still need to maintain concentration). Once you have used this ability, you must finish a short or long rest before you can use it again. Additionally, as an action, you can cast Time stop affecting yourself. Once you have used this ability, you lose the ability to break time until you finish a long rest. Born and trained to social station, some bards hone their talents in the trade of favours and influence. They are experts at logistics, the courtly arts, and leadership. Clad in the finest of garb, their bearing alone is often enough to give inspiration to others.
Bonus Proficiencies When you join the college of aristocracy at 3rd level, you gain proficiency with two languages of your choice, as well as with one set of artisan's tools, gaming set, or musical instrument of your choice. Title and Airs From 3rd level, when a creature knows your name or title, you gain a bonus on Deception, Intimidation, and Persuasion checks made to influence them equal to your proficiency bonus. Note that creatures which do not understand your language cannot be affected by this ability. Retinue From 3rd level, when you choose this college, you can call in favours and services accorded to your by your rank. When you finish a long rest in a town or similar area, you can call upon the services of two NPCs who are in service to you and will follow your orders to a friendly level, even if they do not personally like you. The GM determines what NPCs are available in any area. Note that these NPCs have no compulsion to behave in any particular way, and are not obliged to commit their life for you unless you make an appropriate offer. From 3rd level, these NPCs can be up from Challenge rating 0 to 1/8 (which might include Bandits, Commoners, Cultists, Guards, Nobles, or Tribal Warriors). From 6th level, these can be up to Challenge rating 1/2 (which might include Acolytes, Scouts, or Thugs). From 9th level, these can be up to Challenge rating 1 (which might include Spies). From 12th level, these can be up to Challenge rating 2 (which might include Bandit Captains, Berserkers, Cult Fanatics, Druids, or Priests). From 15th level, these can be up to CR Challenge rating (which might include Knights or Veterans). When you use this ability, you must wait 7 long rests and either release the service of the NPCs before you can requisition more retinue NPCs, or renew the service of one or more of the NPCs. If a retinue NPC dies while in your service, you must wait an additional long rest before you can replace them. (For more NPCs of appropriate Challenge rating, see the appropriate section of the archives) Grandiose Command From 6th level, you gain the ability to cloak yourself in a magic that makes others want to serve you. As a bonus action, you cast Command, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast Command as a bonus action on each of your turns, without expending a spell slot. Any creature frightened by you automatically fails its saving throw against the command you cast with this feature. Once you use this feature, you can’t use it again until you finish a long rest. Ongoing Training At 6th level, you gain proficiency with one language and one skill of your choice. Majestic Countenance From 14th level, your bearing is so impressive as to cow attackers and make them rethink bearing weapons in your presence. The first time a creature attacks you with a melee attack during its turn, it must make a Charisma saving throw against your spell save DC or be frightened of you until the end of its next turn. The first time a creature hits you during its turn, it takes 10 points of psychic damage and has disadvantage on saving throws against effects that would make it frightened by you, until the start of its next turn. Also posted on Game Masters Stash on 26 November 2021. |
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