Driven by fierce independence, those barbarians who walk the Path of Belligerence are generally poorly-trained and poorly-disciplined. Barely able to control their own rage, they direct their energies outwards, trying to change the world by the most direct path they can. Those who walk this path are brawlers and scrappers, able to shrug off blows and debilitation.
Defiant Rage From 3rd level, your determination shines through adversity. While raging, add the below points to the benefits you gain if you aren't wearing heavy armour:
Scrapper From 3rd level, your experience in battle allows you to fight unarmed. You gain the following benefits while you are unarmed (including fighting with gauntlets) or wielding improvised weapons:
Dogged Pursuit From 6th level, your forward momentum helps you close off a foe's retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks. Exhilarating Advance From 10th level, your excitement is infectious, bringing others along with you. When you make a Move action, allies within 10 feet of you can choose to spend their reaction to move half their speed immediately. When you make an Attack action, one ally within 10 feet of you can choose to spend their reaction to make a single attack. Violent Impulse From 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make an unarmed strike or improvised weapon against that creature. Those whose faith has been sorely tested sometimes break- either they can no longer maintain faith in fallible, though powerful, deities, or perhaps the source of their divine energy has been cut off. They retain some of their power, perhaps lent strength by old pacts made by their former patron, or possibly receiving power from their disbelief itself. Their spells are no less potent, but their powers lack some of the range and versatility granted by a true priest. Some become humanists, others militant atheists, while others merely search for meaning in a universe filled with terrible things and little explanation.
Clerics who have the Faithless domain gain some different abilities from a cleric who chooses a deity and domain as normal. At the GM's option, this may be appropriate for clerics whose deities are cut off or perish in the course of play. If they recover from their crisis of faith, or are chosen by another patron, they should choose another domain, replacing the class features granted by this one. Faithless Domain spells Clerics of the Faithless domain are not granted domain spells. Instead, the cleric spell list is replaced entirely with the list below. Independent Spirit From 1st level, a Faithless cleric learns to depend upon their own abilities entirely. As a reaction when you fail an ability check or saving throw, you can instead choose to succeed. Once you have used this ability, you cannot use it again until you finish a short or long rest. Channel Divinity: Instil Doubt Starting at 2nd level, you can use words and magical power to instil doubt and disbelief in another creature. As an action, you can speak to a creature that can hear you within 60 feet, which must make a Charisma saving throw against your cleric spell save DC or be poisoned for 1 minute. While affected by this ability, the saving throw DC of any ability they use is reduced by 2. An affected creature can make another saving throw at the end of their turn, ending both effects if they are successful. Channel Divinity: Repudiate From 6th level, your own faithlessness can be enough to shut down magical effects from others. As a reaction when you see a creature within 60 feet of you casting a spell, you can present an empty hand and use your Channel Divinity to use a counterspell. This counts as using a spell slot of level equal to your proficiency bonus. Potent Spellcasting From 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. Motivate the Masses From 10th level (replacing a cleric's Divine Intervention ability altogether), you can weave magic and disbelief into a powerful enchantment, stirring the hearts of a crowd. As an action, you can speak and explain your values to create a mass suggestion ability. Once you have used this ability, you can't use it again until you finish 1d3 long rests. From 20th level, this ability functions as if cast using a 9th-level spell slot. Avatar of Self-Reliance From 17th level, you have advantage on saving throws against spells, and gain resistance to damage from any spell. Faithless Cleric Spell List Cantrips (0 level) Light Mending Message Prestidigitation Resistance Vicious Mockery 1st level Command Create or destroy water Cure wounds Detect evil or good Detect magic Detect poison Dissonant whispers Guiding bolt Inflict wounds Purify food and drink Sleep Tasha's hideous laughter 2nd level Blindness/deafness Calm emotions Detect thoughts Enhance ability Enthrall Find traps Hold person Lesser restoration Locate object Protection from poison Silence Suggestion Warding bond Zone of truth 3rd level Animate dead Bestow curse Create food and water Daylight Dispel magic Fear Feign death Glyph of warding Magic circle Mass healing word Meld into stone Protection from energy Remove curse Revivify Sending Speak with dead Tongues Vampiric touch 4th level Banishment Compulsion Confusion Control water Death ward Freedom of movement Locate creature Stone shape 5th level Contagion Dispel evil and good Dominate person Geas Greater restoration Hold monster Legend lore Mass cure wounds Planar binding Raise dead Scrying 6th level Blade barrier Circle of death Create undead Find the path Forbiddance Harm Heal Planar ally True seeing 7th level Etherealness Fire storm Plane shift Regenerate Reverse gravity Symbol Teleport 8th level Antimagic field Control weather Dominate monster Earthquake Power word stun 9th level Imprisonment Power word heal Power word kill Time stop Also posted on Game Masters Stash on 17th November 2021. Note: As with all major character choices, this should be discussed with your GM, and the game setting carefully considered before inclusion. Although firearms have been in use since the 10th century AD, many GMs find that firearm use do not suit the settings or themes of their campaigns, particularly if these are set in an early-Medieval or Ancient milieu.
Pistoleers, specially-trained soldiers who make use of flintlock weapons, are experts at their craft. Responsible for the engineering and maintenance of their own weapons, as well as for taking the battle to their foes with thunderous noise and swift action. Firearm Proficiency From 3rd level, when you select this archetype, you gain proficiency with the pistol and musket, as detailed in the Dungeon Master's Guide (pages 267 - 268). In addition, you gain proficiency with tinker's tools. Fine Aim From 3rd level, when you choose this archetype, you can use your action to take aim at a creature or object you can see within range. This grants advantage on your next ranged attack roll against that target before the end of your next turn. However, if you are damaged or disturbed before you make this attack, you must make a Constitution saving throw, as if maintaining concentration on a spell. Precision Shot From 3rd level, you gain the ability to make a firearm attack that lands with great precision. Once per round, if you have advantage on your attack roll, you can deal an additional 1d10 damage of the same type as the weapon's base damage (for example, a bullet from a pistol normally inflicts 1d10 piercing, a precision shot would increase this to 2d10 piercing). From 10th level, this additional damage is increased to 2d10. Lightning Reflexes From 7th level, your reactions at evading attacks and missile weapons are finely tuned. You gain proficiency in Dexterity saving throws. In addition, your Armour Class is increased by 2 against ranged attacks. Quick Fingers From 7th level, you can ignore the loading quality of pistols. Thunderous Volley From 10th level, you can use your reaction while armed with one or more firearms to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have enough ammunition for each target, as normal, and you must make a separate attack roll for each target. Professional Warrior From 15th level, your weapon attacks score a critical hit on a roll of 19 or 20. Hunter's Eye From 18th level, you can take aim as a bonus action instead of an action. Some sorcerers are gifted or inherit power from great spirits, while others experience terrible magic in the womb that affects them for the rest of their life. However it is gained, this can grant them the necromantic power to harvest energy from those slain by their magic, and even control over the undead.
Inheritance of the Grave From 1st level, when you select this bloodline, you gain either Chill touch or Spare the dying as a bonus cantrip. Soul Harvest From 1st level, when you reduce a creature to 0 hit points with a spell of 1st level or higher, you can use your reaction to harvest the soul energy of one of the creatures slain, which is visible as a spectral energy that swirls around you momentarily. You can only hold one spirit's soul energy at a time, and for up to one hour before it dissipates. While you hold a spirit's soul energy, you start each turn with a number of temporary hit points equal to 5 + your proficiency bonus. As an action, you can choose to consume the spirit energy, restoring a number of hit points equal to 1d6 per point of your proficiency bonus. Once you have used this ability, you must finish a short rest before you use it again, unless you choose to spend 1 sorcery point to refresh it. Bonus Spells The secrets of necromantic energy trickle through your veins. At the sorcerer level indicated below, you learn one of the spells listed, which must be of a level you can cast. This spell does not count against your known spells. In addition, when you reach the listed levels, the appropriate spells are added to the list of sorcerer spells for you, and you can learn them with your allotment of known spells. Sorcerer level 1st: Arms of Hadar, ray of sickness Sorcerer level 3rd: Gentle repose, ray of enfeeblement Sorcerer level 5th: Animate dead, spirit guardians Sorcerer level 7th: Death ward, guardian of faith Sorcerer level 9th: Antilife shell, contagion Necromantic Affinity Starting at 6th level, you have resistance to necrotic damage. In addition, any time you are subject to necrotic damage from an attack, you can spend 1 sorcery point as a reaction to gain immunity to necrotic damage and resistance to bludgeoning, piercing, and necrotic damage from nonmagical weapons, until the start of your next turn. While this is in effect, your visage becomes haggard and pale, as if you are grievously wounded or dead. Wraith Form From 14th level, you can transmute your own form into a pure spirit form for a short time. As an action, you can polymorph into a Wraith for up to 1 hour. Once you've used this ability, you can't use it again until you finish a long rest, or unless you spend 5 sorcery points. Necrotic Mastery From 18th level, your type changes to Undead, and you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. When you use a sorcery point to activate your necromantic affinity feature, you instead have immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, when you spend sorcery points to use a metamagic effect on a spell, you can also choose to change the damage type of the spell to necrotic, at no additional cost. Also posted on Game Masters Stash on 11 November 2021. Bards who have studied from the college of theology (sometimes known as 'preachers') are well-instructed in divine magics. While they do not wield the full might of a cleric, their powers tend to take on more of a religious tone, and they are expert orators, given to stirring speeches and well-timed parables.
Bonus Proficiencies From 3rd level, when you select this college, you gain proficiency in Persuasion or Religion. In addition, you learn the Guidance cantrip, which does not count against your number of cantrips known. Channel Divinity From 3rd level, you gain the ability to channel divine energy directly from your deity through your bardic words, using that energy to fuel magical effects. You start with one such effect: Turn Undead, and gain more effects usable at higher levels. When you use your Channel Divinity, you must choose which effect to create. You must then finish a short or long rest to use it again. Beginning at 14th level, you can use your Channel Divinity twice between rests. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your bard spell save DC. Channel Divinity: Turn Undead As an action, you present your holy symbol and speak words censuring the undead. This uses one use of your bardic inspiration. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its actions, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can take the Dodge action. Bonus Spells From 3rd level, when you select this college, your teachings allow you access to additional spells. At the bardic levels detailed below, the listed spells are added to the list of bardic spells which you can select. If you gain access to a spell that doesn't appear on the bardic spell list, the spell is nonetheless a bard spell for you. Bard level 3rd: Ceremony, command, prayer of healing, warding bond Bard level 5th: Beacon of hope, remove curse Bard level 7th: Aura of life, guardian of faith Bard level 9th: Dispel evil and good, hallow Evangelize From 6th level, you are an expert at using your stirring words and messages of faith to inspire the masses. When you use your bardic inspiration to grant a creature one of your bardic inspiration dice, you may also choose one additional creature within range to gain a d4 bardic inspiration die. Channel Divinity: Invocation of Faith From 14th level, you gain access to a new use of Channel Divinity, striking awe into the hearts of those around you. As an action, you hold high your holy symbol and spend one use of your bardic inspiration. Creatures of your choice that can see and hear you within 60 feet must make a Wisdom saving throw or become prone. Creatures that are hostile to you become blinded until the start of your next turn if they fail the saving throw. Some of the most common sorcerers cannot trace their bloodline to any one specific source, and seem to have just inherited raw magical talent. Their powers are no less potent for this uncertainty though- many opponents are surprised and intimidated by their talents.
Arcane Intuition From 1st level, when you select this bloodline, you gain proficiency in Arcana and with one language of your choice. You also gain the Thaumaturgy cantrip. Visage of Power From 1st level, when you cast a spell of 1st level or higher, your visage shifts momentarily, becoming unsettling and terrifying. Select a target that can see you within 30 feet. That target has disadvantage on their next attack roll against you until the start of your next turn. From 10th level, the target has disadvantage on all attack rolls against you until the start of your next turn. Bonus Spells The secrets of magic surge through your blood. At the sorcerer level indicated below, you learn one of the spells listed, which must be of a level you can cast. This spell does not count against your known spells. In addition, when you reach the listed levels, the appropriate spells are added to the list of sorcerer spells for you, and you can learn them with your allotment of known spells. Sorcerer level 1st: Detect magic, hex Sorcerer level 3rd: Blood of retribution, warding bond Sorcerer level 5th: Counterspell, outburst Sorcerer level 7th: Dimension door, ragefire Sorcerer level 9th: Circle of power, hold monster Dweomer Absorption From 6th level, as a reaction when you are targeted by a spell or attack, you can spend your reaction to choose one type of damage from the attack or spell, and gain resistance to that damage type until the end of your next turn. Once you have used this ability, you can't use it again until you finish a short rest, or unless you spend 2 sorcery points. Unbound From 6th level, you can spend 1 sorcery point to gain a fly speed of 10 feet, with the ability to hover, for 1 hour. From 14th level, you instead gain a fly speed of 30 feet when you use this ability. Potent Powers From 14th level, you increase your spell save DC by +1, and you can add your Charisma modifier to damage with any damaging cantrips you cast. Arcane Avatar From 18th level, your control of magics is unparalleled. You increase your spell save DC by an additional +1. Also posted on Game Masters Stash on 30 October 2021. The Dragon Kings sourcebook, from the Dark Sun setting, featured some of the first 'epic-level' content for D&D, including transformational options for clerics, druids, and magic-users that turned them into completely different beings. While there are certainly some transforming options for these already (including several in the archives already), these don't really delve into epic options (which are admittedly also limited at the moment).
Here are a few options you could add to the list of Epic Boons (DMG, p231) to change up your game a little. Boon of Arboreal Transformation. Your type changes to Plant, and your hit point maximum increases by 10. Once per day, you can either use an action to cast Plant growth or cast it during your long rest as the 8-hour version. Boon of Dragon Transformation. Your type changes to Dragon, and you gain resistance to one energy type from the following list: Acid, cold, fire, lightning, or poison. In addition, you can use a breath weapon as a Dragonborn of an appropriate type. If you already have resistance to this energy type, you can gain immunity to this type of energy instead. Once you have used this immunity, you must finish a short rest before it can be used again. Boon of Elemental Transformation. Your type changes to Elemental, and you gain innate powers as a Ring of Elemental Command (one energy type of your choice). You regain 2 charges each day at dawn. Boon of the Avangion. Your type changes to Fey. You can use an action to cast Etherealness. Once you use this ability, you can't use it again until you finish a short rest. Boon of the Mind Lord. Your type changes to Aberration. You can use an action to cast Detect thoughts, and your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage. Also posted on Game Masters Stash on 23 October 2021. Whether descended from Efreeti, or having power gifted to them by a Phoenix or similar creature, those sorcerers of the inferno bloodline have fire in their blood. Relentlessly energetic and often short-tempered, these sorcerers can manipulate energy in amazing ways.
Tongue of Fire From 1st level when you choose this bloodline, you can speak and understand Primordial language. In addition, you gain the Produce flame cantrip. Flame Wreath From 1st level, when you cast a spell of 1st level or higher, you are wreathed momentarily in flame, increasing your Armour Class 1 against the first attack roll that targets you, before the start of your next turn. From 6th level, your Armour Class is increased by 2, and from 14th level, your Armour Class is increased by 3. In addition, before this duration expires, any creature that hits you with a melee attack take fire damage equal to double the level of spell that you cast. Bonus Spells The fire magic burns in your blood, and you learn secrets not available to most sorcerers. At the sorcerer level indicated below, you learn one of the spells listed, which must be of a level you can cast. This spell does not count against your known spells. In addition, when you reach the listed levels, the appropriate spells are added to the list of sorcerer spells for you, and you can learn them with your allotment of known spells. Sorcerer level 1st: Burning hands, hellish rebuke Sorcerer level 3rd: Heat metal, scorching ray Sorcerer level 5th: Daylight, fireball Sorcerer level 7th: Fire shield, wall of fire Sorcerer level 9th: Circle of power, flame strike Blazing Blood From 6th level, as an action you can imbue yourself with the essence of flame for up to 1 hour. Your veins and eyes light up from within, and you shed light as a torch. While in this state, you gain resistance to fire damage and have advantage on initiative rolls. You can end the state as a bonus action. Once you've used this ability, you can't use it again until you finish a long rest, or unless you spend 3 sorcery points. Inferno Form From 14th level, you can transmute your own body into pure flame harmlessly. As an action, you can polymorph into a Fire Elemental for up to 1 hour. Once you've used this ability, you can't use it again until you finish a long rest, or unless you spend 5 sorcery points. Elemental Body From 18th level, your type changes to Elemental, and at the start of each of your turns if you aren't unconscious or incapacitated, you regain 5 hit points, up to one-half your maximum hit points. In addition, when you spend sorcery points to use a metamagic effect on a spell, you can also choose to change the damage type of the spell to fire, at no additional cost. Some sorcerers of this bloodline count Marids, Nereids, or other creatures from the Elemental Plane of Water among their ancestors, while others have been gifted with the power to control and become as water themselves. Many seem calm or reflective, but this can hide enormous depth of emotion below the surface.
Elemental Inheritance From 1st level, when you choose this bloodline, you can speak and understand Primordial language. In addition, you gain the Ray of frost cantrip. Rapid Circulation From 1st level, when you cast a spell of 1st level or higher, your bodily fluids circulate rapidly, restoring your vitality and speeding your reactions. You regain a number of lost hit points equal to 1d4 + the spell level you cast, and as a bonus action, you can move 5 feet from your location. This movement does not trigger attacks of opportunity. Bonus Spells The secrets of elemental water run in your blood and your magic. At the sorcerer level indicated below, you learn one of the spells listed, which must be of a level you can cast. This spell does not count against your known spells. In addition, when you reach the listed levels, the appropriate spells are added to the list of sorcerer spells for you, and you can learn them with your allotment of known spells. Sorcerer level 1st: Armour of Agathys, create and destroy water Sorcerer level 3rd: Blur, hold person Sorcerer level 5th: Water breathing, water walk Sorcerer level 7th: Control water, ice storm Sorcerer level 9th: Cone of cold, hold monster Assume Liquid Form From 6th level, you can transmute your form into liquid as a bonus action. Until the end of your next turn, you gain the following benefits:
Maelstrom Form From 14th level, you can transmute your own body into pure water. As an action, you can polymorph into a Water Elemental for up to 1 hour. Once you've used this ability, you can't use it again until you finish a long rest, or unless you spend 5 sorcery points. Elemental Body From 18th level, your type changes to Elemental, and you have resistance to acid and cold damage. In addition, when you spend sorcery points to use a metamagic effect on a spell, you can also choose to change the damage type of the spell to cold, at no additional cost. Some sorcerers of this bloodline claim Dao genies or stone giants in their parentage, although others say the power is just within them inexplicably. Mighty and unbreakable, these sorcerers are implacable in battle, and are surprisingly aggressive.
Elemental Inheritance From 1st level, when you choose this bloodline, you can speak and understand Primordial language. In addition, you gain the Blade ward cantrip. Armour of Stone From 1st level, when you cast spells, you are momentarily armoured in a casing of stone, deflecting blows and absorbing damage. For 1 minute after casting a spell of 1st level or higher, you have an Armour Class of 13 + the spell's level. In addition, after casting a spell of 1st level or higher, you also gain temporary hit points equal to 5 + double the spell's level. Bonus Spells The secrets of elemental stone magic thrum through your body. At the sorcerer level indicated below, you learn one of the spells listed, which must be of a level you can cast. This spell does not count against your known spells. In addition, when you reach the listed levels, the appropriate spells are added to the list of sorcerer spells for you, and you can learn them with your allotment of known spells. Sorcerer level 1st: Entangle, thunderous smite Sorcerer level 3rd: Shatter, spike growth Sorcerer level 5th: Conjure barrage, meld into stone Sorcerer level 7th: Grasping vine, stoneskin Sorcerer level 9th: Commune with nature, destructive wave Assume Liquid Form From 6th level, you gather and hold momentum as you move, becoming more and more solid. You can use your Charisma modifier in place of your Strength modifier on ability checks to resist being shoved or grappled. You can also use your Charisma modifier in place of your Strength modifier for attack and damage rolls when making unarmed strikes, and can roll a d6 bludgeoning damage in place of the normal damage of your unarmed strike. If you spend 1 sorcery point when you hit with an unarmed strike, you can increase the damage you deal by an additional d6. Monolithic Form From 14th level, you can transmute your own body into pure rock. As an action, you can polymorph into an Earth Elemental for up to 1 hour. Once you've used this ability, you can't use it again until you finish a long rest, or unless you spend 5 sorcery points. Elemental Body From 18th level, your type changes to Elemental, and you cannot be moved, grappled, or made prone by an enemy unless you wish to be. In addition, when you spend sorcery points to use a metamagic effect on a spell, you can also choose to change the damage type of the spell to bludgeoning, at no additional cost. Students of the arcane world as much as the mundane one, Bards who study the College of Scribes try to record their experiences for others to learn from. Masters of the written word, Scribes are experts at guiding their allies and divining the weaknesses of their foes.
Bardic Tome When you choose this college at 3rd level, you gain a bardic tome, which you can use as a spellcasting focus for your bard spells and for reference when you use bardic inspiration. If you ever lose your bardic tome or it is destroyed, you can replace it during a long rest with 50 gold pieces' worth of materials. Discern Weakness From 3rd level, as an action, you can refer to your bardic tome to find the weakness of a creature you can see within 50 feet. Until the end of your next turn, you and any allies who can hear you within 30 feet of you deal an additional 1d6 points of damage with their first weapon or spell attack that hits the target, unless the creature has resistance to the type of damage inflicted by the attack. You can use this ability a number of times equal to your proficiency bonus. Any expended uses are restored when you finish a short rest. From 6th level, the bonus damage is increased to 2d6, and from 14th level, the bonus damage is increased to 3d6. Bonus Proficiencies You gain proficiency with artisan's tools for writing, and your proficiency bonus is doubled for any proficiency checks you make using these tools. Tome of Knowledge From 6th level, you can turn to your bardic tome to find a magical solution for almost any problem. During a long rest, you can study your tome to temporarily learn one spell of your choice, which must be of a level you can cast. The chosen spell counts as a bard spell for you but doesn't count against the number of bard spells you can cast. The casting time of this spell is 10 minutes longer than normal. When you successfully cast the spell once, or when you finish a long rest, you lose access to this spell. Watcher From 14th level, you are at your finest when directing from the rear. When you grant an inspiration die to an ally, you also gain a d4 inspiration die for your own use, which does not reduce your number of inspiration dice. Devout warriors in the service to the powers of chaos, those who swear to the Oath of the Eightfold Path are given strange powers. Although some who swear this oath seek to do good with the only powers available to them, most are blackhearted villains given over to utter depravity and fomenting Chaos in the world.
Tenets of the Eightfold Path A paladin who swears this oath serves many powers, and these tenets often place the paladin at odds with one another. Many choose to serve one master above others, but all pay service to each of their masters in turn.
Eightfold Path Spells You gain oath spells at the paladin levels indicated. Paladin level 3rd: Arms of Hadar, hex Paladin level 5th: Crown of madness, shatter Paladin level 9th: Bestow curse, hunger of Hadar Paladin level 13th: Blight, Evard's black tentacles Paladin level 17th: Destructive wave, planar binding Minor Mutation Any time you gain a minor mutation, roll 1d8. 1 - One of your fingers becomes a slimy tentacle, which retains grip strength but can bend in many directions. 2 - One of your eyes changes colour, or emits light light a candle (random colour). 3 - A patch of skin about the size of your hand, somewhere on your body, becomes suppurating and weeps, as if diseased. 4 - Your tongue becomes forked. 5 - Your breath smokes or hisses in the air. 6 - Your teeth become pointed. 7 - Any hair on your body changes colour or writhes as if alive. 8 - Additional non-functional but inconvenient mutation, GM's choice. Channel Divinity When you swear this oath at 3rd level, you gain the following two Channel Divinity options. Each time you Channel Divinity, you gain a minor mutation. When you complete a long rest, you can make a d20 roll. On a 10 or higher, you may lose one mutation of your choice. Dreadful Aspect. As an action, you channel the darkest emotions and focus them in a burst of magical menace. Each creature of your choice within 30 feet must make a Wisdom saving throw if it can see you. On a failed save, the creature is frightened of you for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from you, it can attempt another Wisdom saving throw to end the effect on it. Utter Certainty. You are granted astounding and terrible secrets of the universe. When you make an attack roll or skill check, you can use your Channel Divinity to gain a +10 bonus to the roll. You can make this choice after you see the roll, but before the DM says whether the roll succeeds or fails. Killing Instinct Starting at 7th level, you and any allies within 10 feet have advantage on Initiative rolls. In addition, you and any allies within 10 feet who score a critical hit deal an additional +2d6 necrotic damage. Blessings of Chaos At 15th level, as a reaction when you are dropped to 0 hit points, you can instead drop to 1 hit point and gain one level of exhaustion. When you do so, you gain a major mutation that affects you permanently. When you use this ability, you cannot use this ability again until you have finished a long rest. Major Mutation When you gain a major mutation, roll 1d8. If you roll the same major mutation more than once, a different limb or area of the body is affected, or treat it as a roll of 8. 1 - One of your limbs becomes a tentacle, able to bear weight and grip light objects at your same Strength. It is flexible in multiple directions. 2 - Both eyes are replaced by inky blackness, or burning coal-like lights. 3 - Your skin begins rotting away and oozing pus, or becomes transparent, or your blood veins are visible as black tracks beneath the surface. 4 - Over the course of 24 hours, you bond with any clothing or armour you wear, and it gains an organic and horrifying appearance. If you don new armour or clothing, this replaces the existing appearance and bonds with you over the course of the next 24 hours. 5 - When you exhale, a small furnace flame or a plume of scented incense or a cloud of flies is breathed out. 6 - Your teeth elongate and your jaw lengthens into a snout. If you make a bite attack, it deals piercing damage equal to 1d4 + Strength modifier but is treated otherwise as an unarmed strike. 7 - Your hair is replaced with needle-like growths of quills or minuscule writhing serpents with tiny fangs or softly flickering flames of a random colour. 8 - Additional horrifying mutation, generally functional and hard to hide. A major mutation can be reversed with a Wish spell. Lord of Chaos At 20th level, you can become one with the forces of Chaos. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:
Also posted on Game Masters Stash on 14 October 2021. The Player's Handbook rules for shields are simple, and easy to remember, but sometimes a little overly simplistic. They're fine, but for those who prefer a little variety, here are rules for a few different kinds of shields which you can implement in your games if you prefer a little more detail.
You can only benefit from one of these shields at a time. Bucklers: A buckler can be made from metal or wood, and can be carried in one hand or strapped to a wrist or shoulder (when worn on the shoulder, this is known as an ecranche). Wielding a buckler increases your Armour Class by 1. As a bonus action if you are using a buckler in your hand, you can choose a target, and gain +1 to your Armour Class against melee attacks by that target. Although it cannot be used as a weapon, wielding a buckler in one hand counts as using a light weapon. Small Shield: A small shield can be made from metal or wood, and is carried in one hand. Wielding a small shield increases your Armour Class by 1. As a bonus action, you can choose a target, and gain +1 to your Armour Class against attacks by that target. Medium Shield: A medium shield can be made from metal or wood, and is carried in one hand. Wielding a medium shield increases your Armour Class by 2. (This is the standard "shield" option from the Player's Handbook) Large Shield: A large shield can be made from metal or wood, and is strapped to one arm. Wielding a large shield increases your Armour Class by 2. As a bonus action, you can choose a target, and gain +1 to your Armour Class against attacks by that target. Tower Shield: A tower shield (also known as a pavise) can be made from metal or wood, and carried in one hand or strapped to an arm, which cannot be used for other purposes such as reloading. Wielding a tower shield increases your Armour Class by 2 and gives you disadvantage on melee weapon attack rolls. As a reaction when you are subject to an attack or effect that requires a Dexterity saving throw, you can set the tower shield against the attack, and gain three-quarters cover (+5 bonus to Armour Class and Dexterity saving throws) against the effect or attacks from that creature until the start of your next turn. You may also choose to shield another creature within 5 feet of you, giving both you and the creature half cover (+2 bonus to Armour Class and Dexterity saving throws) against the effect or attacks from that creature until the start of your next turn. If you use a tower shield to set against an attack, your movement speed is reduced to one-half for your next round. (Additional benefit for the Shield Master feat: If you use a tower shield, you do not take disadvantage on melee weapon attack rolls) Also posted on Game Masters Stash on 12 October 2021. Guided by the far-too-real spirits of their ancestors, an Atavist embodies the concept of genetic memory. While some are empowered by their forebears living on through them, others find the experience maddening and that it robs their own agency. Depending on an atavist's own ancestry and their ability to control the experience, some might be honourable guardians or crusaders, while others use this strength and skill to oppress others.
Ancestor Spirit From 3rd level, when you choose this archetype, you have ancestor spirits which speak to you. When you finish a short rest, you can make a Wisdom saving throw (DC 15) to change which aspect of spirit inhabits you for the time. When you finish a long rest, you can choose which aspect of spirit inhabits you. While a spirit's aspect inhabits you, you gain the listed features. Aggressive. Your spirit favours direct confrontation, and action over discussion. You can add +2 to your initiative rolls, and you can add +2 to Athletics and Intimidation rolls. Cautious. Your spirit favours being unnoticed and avoiding enemies. You can increase your AC by +1, and you can add +2 to Acrobatics and Stealth rolls. Insightful. Your spirit is perceptive and wise. You can cast Resistance as a bonus action without requiring any components, and you can add +2 to Insight and Perception rolls. Sociable. Your spirit is friendly, and interacts with others well. You can cast Message as a bonus action without requiring any components, and you can add +2 to Deception and Persuasion rolls. At the GM's discretion, feel free to name and assign personality traits to these ancestor spirits, although this does not affect their aspect or powers. Ancestral Guidance From 3rd level, you can seek help from your ancestor spirits. You gain the Guidance cantrip. Spiritual Focus From 7th level, you can concentrate, becoming more in tune with your ancestral spirits. Depending on what aspect of spirit inhabits you, you gain an additional power. Aggressive. Your strikes land with spiritual and physical might at once, counting as magical for the purposes of overcoming damage resistance and immunity to nonmagical attacks and damage. Cautious. Your spirit speeds your body, increasing your base movement speed by 10 feet. Insightful. Your spirit's awareness of the surrounding area spreads to you, granting you blindsight out to a range of 10 feet. Sociable. Your spirit inspires you, granting you advantage on saving throws against effects that would charm or frighten you. Speak With Dead From 7th level, you can Speak with dead, but only as a ritual. Unity of Purpose From 10th level, you can select which aspect of spirit inhabits you on finishing a short rest without being required to make a saving throw. As an action, you can make a Wisdom saving throw (DC 15) to change which aspect inhabits you. In addition, you can use your Second Wind ability a second time before needing to finish a short or long rest. Second Spirit From 15th level, you can commune with multiple aspect of your ancestor spirits at a time. As an action, you can call a second aspect to inhabit you for 1 minute. At the end of this period, you gain 1 level of exhaustion. True Unity From 18th level, when a spirit inhabits you, you mantle all of their power, becoming perfectly in tune. The features you gain for being inhabited by an aspect change to the below features instead of those listed under Ancestor Spirit. Aggressive. Your spirit favours direct confrontation, and action over discussion. You can add +4 to your initiative rolls, and you can add +4 to Athletics and Intimidation rolls. In addition, all of your weapon attacks deal an additional 1d6 force damage on a hit. Cautious. Your spirit favours being unnoticed and avoiding enemies. You can increase your AC by +2, and you can add +4 to Acrobatics and Stealth rolls. In addition, you can cast Misty step as a bonus action without requiring any components. Insightful. Your spirit is perceptive and wise. You can cast Resistance as a bonus action without requiring any components, and you can add +4 to Insight and Perception rolls. In addition, you are always under the effects of a Protection from evil and good spell. Sociable. Your spirit is friendly and interacts with others well. You can cast Message as a bonus action without requiring any components, and you can add +4 to Deception and Persuasion rolls. In addition, you can cast Detect thoughts as an action without requiring any components. Also posted on Game Masters Stash on 17 September 2021. Coenobials (pronounced see-NO-be-al) seem to be the curious holdover of a long-dead undersea race. They appear to have bodies forged of organic porcelain and glass, often finely decorated with brass or gold, and incorporating a hollow torso of glass which contains a coloured orb glowing with dim magical energy. They seem to be constructs of some kind, and yet demonstrate personality, warmth, and empathy. When chipped or broken, they show signs of pain, although they do repair over time. Perhaps most curiously, they lack any distinct culture, and seem to find each other as curious as 'ordinary' folk find them.
They stand almost uniformly 6 and a half feet tall, although some seem to vary slightly. This means that their internal orb is at about eye level for most humans. Their angular, noseless faces have jaws which move and articulate much like humanoid mouths, and they have glassy eyes which blink. They require food and drink for sustenance, although none can say what they do with it, or how it is processed through their torso, although they sleep and excrete waste like other humanoids. If slain, the light in their orb goes out, and their body disintegrates swiftly, quickly leaving only the porcelain and glass elements. Coenobials are often curious about magical objects and studies, perhaps seeking out a way of discovering more about themselves and their own history. All can conjure cheap magical tricks, knowing the Prestidigitation cantrip, but have no further innate magical talent. COENOBIALS AS PLAYER CHARACTERS Your coenobial character has the following traits. Note that some of the traits give you a choice; consider what background your coenobial remembers, if any. Ability Score Increase. Your Constitution score increases by 2, and one other ability score increases by 1. Age. Coenobials do not seem to deteriorate with age, although their memory stretching back any further than a dozen years gets very hazy. As such, you are immune to magical aging effects. Alignment. Most coenobials are curious and inquisitive, seeking to understand the world rather than to influence it strongly. Thus, they tend towards neutrality. However, some make choices which set them on paths of moral discovery, and they can take any alignment that they choose. Size. Your size is Medium. To set your height and weight randomly, start with rolling a size modifier. Size modifier: 2d4 Height: 6 feet 1 inch plus size modifier Weight in pounds: 150 + (6 x your size modifier) Speed. Your base walking speed is 30 feet Unfleshed Resilience. Your non-biological body confers extraordinary resilience, represented by the following benefits: - You count as either a construct or a humanoid, whichever is more beneficial to you at any given time. - You have advantage on saving throws against being poisoned and have resistance to poison damage. - You don't need to breathe, and you are immune to the pressure effects of water depth. - You are immune to disease. Innate Magical Talent. You learn and can cast Prestidigitation. Integrated Protection. Your body has built-in defensive construction, which can be enhanced with armour. - You gain a +1 bonus to your Armour Class. - You can don only armour with which you have proficiency. To don armour, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armour. To doff armour, you must spend 1 hour removing it. You can rest while donning or doffing armour this way. - While you live, your armour cannot be removed from your body against your will. - You have vulnerability to bludgeoning damage from magical weapons. Bludgeoning damage from non-magical sources does not cause any additional damage. - You gain proficiency in one saving throw of your choice. Hazy Background. You gain one skill proficiency and one tool proficiency of your choice. Languages. You can speak, read, and write Common and one other language of your choice. Also posted on Game Masters Stash on 15 September 2021. Forest reeves patrol local wilderness areas, checking for dangers and activities that could be harmful to the land. While they have druidic powers, they learn the skills of civilized lands as well, in order to tread the borders and keep the peace.
Guard the Borders From 2nd level, when you choose this circle, you are no longer bound by the restriction that druids cannot use armours or shields made of metal. You also learn the Blade ward cantrip. In addition, you gain proficiency in your choice of Strength or Constitution saving throws. Alter Self From 2nd level, when you activate Wild Shape, you may instead expend a use of wild shape to Alter self, which changes your form to suit your surroundings. This requires concentration, as if you had cast it as a spell. Land’s Stride From 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the Entangle spell. Defender of the Land Starting at 10th level, you learn to make your weapon attacks undercut a creature’s resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn. Nature’s Rejuvenation Your service to the natural world grants you understanding and endowment. From 14th level, when you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: Commune with nature, mass cure wounds, or plant growth (as the 8-hour casting). Once you use this feature, you can’t use it again until you finish a long rest. 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. 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. |
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