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The Keeper's Book of Oddities

In my exploration of the many multiverses, I have seen Darkvision. you have superior vision in dark and dim
various weird things, ranging from the confusing, to the kind conditions. You can see in dim light within 60 feet of you
of thing that could drive mortals to madness. Luckily, I am an as if it were bright light, and in darkness as if it were dim
aberrant deity, and thus immune to these effects. Either way,
within light. You can't discern color in darkness, only shades of
gray.
Awakened Animal Enhanced Speed(Costs 2 abilities). You have a speed is
Occasionally, due to magic, science, or other unknown 120 feet.
reasons, an animal will gain intelligence comparable to a Falcon Eyes. You have advantage on perception and
human. Said animals still don't tend to integrate with investigation checks.
societies, but can occasionally form their own or even join Flight(Costs 2 abilities). You have a flight speed equal to
adventuring crews.
your base movement speed, which you may not use while
Ability Score Increase. Two ability scores of your choice wearing heavy or medium armor. In addition, you may
increase by 2, and one ability score of your choice decreases take the Enhanced Speed ability as if it only cost 1 ability.
by 2. Alternatively, one abiliy score of your choice increases by Hop. As a bonus action, you can jump a number of feet
2, with no score decreases. If your size is large or bigger, one equal to five times your proficiency bonus, without
of the increased ability scores must be constitution. The provoking opportunity attacks. You can use this trait only
ability scores usually relate to what kind of animal you are(A if your speed is greater than 0. You can use it a number of
cow usually has high strength and constitution, for instance)
times equal to your proficiency bonus, and you regain all
Age: Some animals only live a few years. Others can live to expended uses when you finish a long rest.
be 400. It all depends on the species. Sometimes, the magic Inherent Resistance. By adapting to your species' native
that awakened you even extends your lifespan.
environment, you have gained resistance to a damage type
Size: Depending on your species, you may be anywhere from of your choice. This may not be bludgeoning, piercing,
less than an inch to 100 feet long. Your size is either Tiny, necrotic, radiant, force, or slashing. In addition, you are
Small, Medium, Large, Huge, or Gargantuan.
immune to a harsh natural climate that would harm
Speed: Your speed is 30 feet if you are medium or smaller, normal people, such as altitude up to 35,000 feet or the
40 feet if you are large, 50 feet if you are huge, or 60 feet if heat of a desert, that relates to the damage type.
you are gargantuan.
Natural Armor. Whether through tough scales,
Beast: Your creature type is beast.
evasiveness, or blubber, you are better at avoiding attacks.
Languages: You know a language of your choice, if you want When you aren’t wearing armor, your AC is 12 + your
to. You can also speak with animals. If you choose, you may Dexterity modifier. You can use your natural armor to
use your one languge for druidic.
determine your AC if the armor you wear would leave you
Animal Abilities. Choose 3 of the following abilities: with a lower AC. A shield’s benefits apply as normal while
you use your natural armor. You may not take both this
Agility. Your reflexes and agility allow you to move with a ability and Carapace.
burst of speed. When you move on your turn in combat, Natural Weapon. You have a natural weapon, which you
you can double your speed until the end of the tum. Once can use to make unarmed strikes. Choose whether your
you use this trait, you can't use it again until you move 0 natural weapon is heavy or not. If you hit with it, you can
feet on one of your turns. You may not take this Ability deal damage equal to 1d12 + your Strength or Dexterity
with Enhanced Speed. modifier if it is heavy, or 1d8 + your strength or dexterity
Amphibious. You can breathe both air and water. You modifier if not. You choose the damage type from either
have a swim speed equal to your movement speed. piercing, bludgeoning, or slashing when you take this
Bestial Toughness. Your hit point maximum increases by natural weapon.
1, and it increases by 1 every time you gain a level. Nimble Escape: You can take the Disengage or Hide
Brutal Strike. When you score a critical hit with a melee action as a bonus action on each of your turns.
weapon attack, you can roll one of the weapon's damage Relentless Endurance. When you are reduced to 0 hit
dice one additional time and add it to the extra damage of points but not killed outright, you can drop to 1 hit point
the critical hit. instead. You can't use this feature again until you finish a
Carapace(Costs 2 abilities). You have a carapace thar long rest.
gives you a base AC of 17 (your Dexterity modifier doesn't Tenacious. You have advantage on saving throws against
affect this number). You gain no benefit from wearing being frightened, and creatures have disadvantage on
armor, but if you are using a shield, you can apply the intimidation checks made against you.
shield's bonus as normal. This ability and this race's flight Toxic Skin.Any creature that grapples you or otherwise
ability are mutually exclusive. comes into direct contact with your skin must succeed on
Natural Stealth. You have advantage on stealth checks. a DC 12 Constitution saving throw or become poisoned
Charge: If you move at least 30 feet straight toward a for 1 minute. A poisoned creature no longer in direct
creature, you can make an unarmed strike against the contact with you can repeat the saving throw at the end of
creature as a bonus action immediately afterwards. each of its turns, ending the effect on itself on a success.
Climber. You have a climb speed of half your base Venomous. Your melee attacks deal an additional 1d6
movement speed. poison damage.
Cleric: DM Domain Metaknowlege
Your character worships the powerful entity in existence. It is
a force beyond the Dungeons and Dragons multiverses At 6th level, you gain abstract divine knowlege. As a free
known only as the Dungeon Master or DM. Such a being is action, you may make a religion check using your wisdom
something even I know very little about. However, it is said to modifier to determine special information about a creature
control the very cosmos, including me. Those who worship that is within 60 feet of you. The DC of this check is equal to
the DM may seem like normal clerics, but look a bit closer 25 - ((your Cleric level/2) + your proficiency bonus) to learn
and you will find they seem to bend the cosmos around them. one of the following facts about a monster:
Some seem to have integrated the DM into normal faith, Its AC, creature
knowing it as the "Luminous Being". Others, however, seem Any vulnerabilies, resistances, and immunities it has.
to have gone mad, claiming all of existence is but a game, A trait, action, or lgendary action of your choice it has
muttering strangely about players, dice, and tabletops. access to, and the exact damage it deals or replenishes.
Whether it is legendary, mythic, both, or none of the
Reflavoring above.
If you are in a table where the flavor of this class Plot Armor
would be unfitting, you may choose to reflavor this
class as worshipping an Overdeity or Monotheistic At 8th level, your deity has decided that they really want you
Deity, and calling it the Omnipotence Domain. to survive. You have advantage on death saving throws. At
13th level, you may add your proficiency bonus to death
saving throws as well.
Illogical Spells Deus Ex Machina
Something about your religious beliefs grants you spells of At 17th level, you have gained the ability to harness your DMs
any discription with seemingly no rhyme or reason as to why. more powerful tactics. As an action, you may make a
You gain 1 cantrip, 1 first level spell, 1 second level spell, 1 persuasion check with a DC equal to that of your
third level spell, 1 fourth level spell, and 1 fifth level spell from metaknowlege check, inducing one of the following results on
any class spell list of your choice. At 17th level, you gain the a success.
ability to cast the Wish spell. They count as your domain
spells, with all that intails, and are unlocked at the levels you Rocks fall, everyone dies. Each creature of your choice
would normally get spells of that level. within a 120 foot radius of you takes 20d6 magical
bludgeoning damage.
Bonus Proficiencies Bolt of convenient wrath: A creature of your choice takes
You are proficient with heavy armor, as well as another 100d4 unresistable typeless damage. If they are legendary,
they instead take 50d4 unresistable typeless damage.
weapon, armor, tool, or skill of your choice. Roll Fudging. Each creature of your choice within 120
foot radius may replace a d20 roll with a natural 20 the
Distort Dice next time they roll a d20 for any reason.
At 1st level, whatever force is driving the world seems to have Convenient Heal. A number of creatures equal to or less
taken a liking to you. Some call this force fate, while than your proficiency bonus of your choice are fully
particuarly insane clerics may call it "Plot". Either way, a healed.
If you fail this check, you instead take 6d10
number of times equal to your proficiency bonus per day, you psychic damage. Either way, you may not use this ability
may reroll a saving throw, attack roll, or ability check, or force again until you finish a long rest.
an opponent to reroll a saving throw or attack roll.
Channel Divinity: Monster Manual
At second level, you gain the ability to harness strange text
known only to your deity. When you are fighting a creature,
you may, as an action, expend a use of your channel divinity to
invoke a book of monsters. You use one action from a
monster of your choice's statblock. This may not be an action
with a limited amount of uses per day, and the save DC and
attack rolls are the same is as if the monster was using the
action themself.
New Spells Random Blast
The spells in this book are either peculiar in terms of effect, 5th level evocation

or are a result of a slight spelling error in a more popular Casting Time: 1 action

spell. Range: 120 feet

Components: V, S

Reality Swap
Duration: Instantaneous

5th-level conjuration (Ritual)


You call upon some of the most chaotic magics in the entire
Casting Time: 1 action
multiverse. You immediately cast a random spell generated
Range: Touch
on the table below as part of the action It has no additional . It
Components: V, S
is identical to casting it with the mimimum spell slot, but its
You touch a creature next to you, who must succeed on a range is replaced with the range of this spell.

constitution saving throw or be swapped with its alternate At Higher Levels: When you cast this spell with a higher-
universe counterpart. A creature may willingly fail this saving levelled spell slot, you get a +2 to the roll per additional level
throw, and a PC automatically passes this saving throw of spell slot consumed.
unless they choose to fail. The alternate counterpart is
confused, as if by the confusion spell, for their next turn. The d20 Spell
alternate counterpart is the same, except for changes rolled 1 Firebolt
on this table or chosen by the DM. 2 Eldritch Blast
d6 Alignment d6 Memories 3 Chaos Bolt
1 Identical 1 Identical 4 Chromatic Orb
2 Same, but Lawful 2 Mostly Identicaal 5 Melf's Acid Arrow
3 Same, but Chaotic 3 Fairly Similar 6 Snilock's Snowball Storm
4 Same, but good 4 Fairly Different 7 Fireball
5 Same, but evil 5 Mostly Different 8 Erupting Earth
6 Opposite 6 Completely different 9 Vitriolic Sphere
d4 Gender d4 Species 10 Raulothim's Psychic Lance
1 Identical 1 Identical 11 Synaptic Static
2 Male 2 Similar(Example: 12 Negative Energy Flood
Human to Dwarf or elf) 13 Chain Lightning
3 Female
3 Different(Example: 14 Disintigrate
4 Genderless
Human to Dragonborn)
15 Finger of Death
4 Very Different(Example:
Human to Thri-Keen or 16 Fire Storm
Plasmoid) 17 Sunburst
18 Abi-Dalzim's Horrid Wilting
Healing Worm 19 Time Ravage
1st level conjuration
Casting Time: 1 bonus action

Range: 60 feet.
20 Meteor Swarm
Components: V

Duration: 1 minute
Power Word: Hill
A small worm appears on a creature of your choice that you 9th level Transmutation

can see within range. That creature is immmediately healed Casting Time: 1 action

by 1, and heals by 1 at the start of each turn for the duration, Range: 500 feet

after which the worm vanishes. You may have a number of Components: V

worms summoned in this way equal to your proficiency You utter a word of power to compell a creature to die. It
bonus, and a creature with multiple worms on them heals by doesn't work, and instead compells the ground beneath you
1 per worm. to erupt into a 500 foot tall, 500 foot wide hill. Each creature
of your choice in the area must make a strength saving throw
or slide off the hill or until they hit an obstacle. Buildings in
the area are damaged, but raised up onto the hill.

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