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The Abjurer: "A magical shield of protection surrounds those proficient in

spellcasting." All spell casters gain +2 to AC.

The Anarchist: "The anarchy of battle turns the worst strike into the
strongest." A natural attack roll of a 1 or 2 now also counts as a critical hit and a
19 or 20 is a miss.

The Artifact: "Magical items glow with an even greater strength." All magical
weapons and armor gain an additional +1 to attack, damage, or armor class.

The Avenger: "Vengeance fills those who seek to protect their allies." A
random player gains +2 to attack and damage rolls against creatures within five
feet of an ally.

The Beast: "The ferocity of the beast lies in the hearts of all beings." All players
have +2 to melee attack rolls but are -2 to AC.

The Beggar: "The thin form of desperation flows through, sustaining itself on
gold or blood." At the beginning of the encounter, everyone in the party each
loses 3d6 gold pieces. If they do not have this gold, they instead take 1d6
damage.

The Berserker: "The roar of rage fills eyes with madness and fury." All
strength-based melee attacks gain +5 damage but at a -5 to hit.

The Bishop: "The blessing of the king's priest touches those worthy." A random
player gains +1d4 radiant damage on attack rolls.

The Broken One: "Weariness fills even the stoutest forms." Players gain -2 to
melee attacks and damage rolls.
The Charlatan: "All hold within them the recognition that they know nothing."
Any time a player casts a spell it must roll 1d20. On a 10 or below, the spell
fails.

The Conjurer: "Ethereal servants fill the area, mirroring the violence around
them." All players have advantage on melee attacks for two rounds.

The Dark lord: "The death knight's cold touch caresses instruments of
violence." All melee attacks gain +1d6 necrotic damage

The Dictator: "After the battle few can remember the shout that changed the
tide." For two minutes any player may take a standard action to give another
creature a free melee attack.

The Diviner: "The eye of wisdom aims spells not at one's enemy but where that
enemy is going to be." All spell casters gain +2 to spell attacks and the DCs of
their spells increase by 2.

The Donjon: "Fear not death, fear the cage." A random player must make a
DC 13 intelligence saving throw. On a failure, they are removed from play.
They may repeat this saving throw at the end of each of their turns. On a
successful save, they return to their original position.

The Druid: "Barbed vines reach from the earth, seeking the living and the
blood within." Any player that moves on its turn takes 1d4 points of damage.

The Elementalist: "Spells of elemental power blaze with chaotic might." Any
spell that inflicts damage does an additional 1d6 damage and gains an additional
damage type. Roll 1d4: 1. Fire; 2. Cold. 3. Lightning; 4. Bludgeoning.

The Enchanter: "The gleam of a blue rune infuses iron with the weave." Any
metal armor gains an additional +2 AC.
The Evoker: "Flames burn ever brighter for those able to wield it." Any fire
damage does an additional 1d6 fire damage.

The Executioner: "The blade of the executioner's axe remains ever sharp."
Players may critically hit on a 17, 18, 19, or 20.

The Ghost: "The tormented souls of the dead take pleasure in the failures of the
living." Any player that misses an attack takes 1d4 psychic damage.

The Guild Member: "A payment to the guild returns dividends on the
battlefield." Sacrifice ten gold pieces for +4 damage on attacks or five gold
pieces for +2 to attack extra point of attack or both.

The Healer: "The touch of light burns brighter in the darkest shadows." All
healing spells gain +1d6 extra healing.

The Hooded One: "The blade strikes deepest in those who cannot see it
coming." At the beginning of combat, one random player must make a DC 13
charisma check or become blinded. They may make a new saving throw at the
end of each of their turns. On a successful saving throw they are no longer
blinded.

The Horseman: "The spectral mount drives hard for those able to ride it." Any
player that moves up to fifteen feet closer to an enemy before attacking gains
+1d6 damage on melee attacks.

The Illusionist: "Who can say which blade is real and which is but a figment of
the imagination?" The damage from a random player’s first attack is also
applied to another random player. The player receiving the damage can make a
DC 15 dexterity save to reduce the damage by half.
The Innocent: "The bulwark is strongest for those who seek not the blood of
their foes." Players that do not harm other creatures on their turn gain +5 AC
until the beginning of their next turn.

The Marionette: "The strings of destiny move all exactly where they are meant
to be." A random player and enemy both make a DC 12 Wisdom save, if one
fails they are controlled by the other for one round. If both save or fail nothing
happens.

The Mercenary: "Those who take money for blood find themselves either rich
or dead." When a player reduces a creature to zero hit points it gains 3d6 gold
pieces.

The Merchant: "The gleam of the merchant's eyes speak to rewards given at a
cost." At the beginning of the encounter, a player may sacrifice a gemstone
worth at least 10 gold pieces to gain +2 to attack, +2 to AC, or +1d6 damage.

The Miser: "The fear of loss eclipses the rewards of success." During its first
turn in combat a player may spend an action to sacrifice 10 gold pieces. If it
does so, it gains +2 to AC and saving throws for five minutes.

The Missionary: "The prayers of the commoner releases a divine light." All
living creatures gain 1d6 temporary hit points and undead take 1d4 damage.

The Mists: "The mists turn all enemies into the shadows of doubt." All players
take -2 to attack.

The Monk: "The strongest armor is the resolution of the heart and mind." All
unarmored or cloth-wearing players gain +2 to AC and saving throws.

The Myrmidon: "What is steel compared to the hand that wields it?" Any
player attacking two handed or with a two-handed weapon gains +1d6 damage.
The Necromancer: "The elements of all magics become death in the end." All
magical attacks gain +1d6 necrotic damage however if you deal this extra
damage you must roll a 1d20 and a score of 10 or lower player takes 1d4
damage.

The Paladin: "The blade of the righteous burns bright." All melee attacks gain
+1d6 radiant damage.

The Philanthropist: "Selfless souls seek those of greatest potential." One


random player gains 3d6 gold pieces and +2 to AC and saving throws for the
next five minutes.

The Priest: "The light of the gods burns in the priest's eyes." All divine spell
damage gains +1d6 extra radiant damage.

The Raven: "Those who give the raven its due find reward in the deed." Any
player that reduces a creature to zero hit points gains +1d6 temporary hit points.

The Rogue: "All become thieves in desperation." All players gain +1d6 damage
when attacking an enemy within 5 feet of an ally.

The Seer: "Those who see the wisdom of elders know where best to strike." At
the beginning of combat, all players must make a DC 15 Wisdom check. Those
that succeed gain +2 to attack.

The Shepherd: "The most meager might succeed when guided by a caring
hand." 1 random player gains advantage on skill checks.

The Soldier: "Iron and wood will never betray you." Any player using a shield
gains +2 to AC.

The Swashbuckler: "The swiftest blade draws the brightest blood." All players
gain +1d6 damage when attacking with a finesse weapon.
The Tax Collector: "All must pay the tax collector in the end." On their first
turn, as a bonus action, all players must sacrifice 1% of its total gold holdings or
take -2 to AC, attacks, and saving throws.

The Tempter: "The tempter trades blood for blood." A players may take 1d4
damage in order to inflict 1d6 extra damage on their next attack.

The Thief: "The swiftest hand returns with the greatest rewards." Once per
turn, on a successful melee attack, the attacker may make a DC 13 dexterity
(sleight of hand) check to steal 1d6 gold pieces.

The Torturer: "Pain brings the mightiest ruler to its knees." All players take
1d4 damage at the beginning of their turns.

The Trader: "A ghostly grinning figure holds a glowing weapon in one hand
with his other palm out awaiting payment." At the beginning of their first turn in
combat, a player may sacrifice an item worth no less than 10 gold pieces to gain
a +2 weapon of their choice. This weapon disappears after five minutes.

The Traitor: "Treachery lies buried deep in the soul." At the beginning of
combat, a random player must make a DC 13 wisdom saving throw or be
dominated by a random enemy.

The Transmuter: "Who is to say what true form one might have when the
winds of chaos roar." A random player must make a DC 13 constitution saving
throw. On a failure, the player turns into a trinket. The creature cannot be
harmed while in this form. The creature returns to its normal form at the end of
its next turn.

The Warrior: "The way of the warrior is a resolute acceptance of death." All
players gain +2 to attack and +1d6 damage when attacking with strength-based
melee weapon attacks.
The Wizard: "Magic lies deep in all things, binding us to the will of the
universe." All spells attacks gain +2 to attacks, +1d6 force damage to spell
damage, and DCs increase by 2.

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