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Homebrew Subclasses

Table Of Contents
1 Homebrew Subclasses
1.1 Barbarian Grapple Checks
1.1.1 Path of the Brawler Many subclass features refer to a Grapple Check,
1.1.2 Path of the Cyclone this is a Strength (Athletics) check contested by
1.2 Bard the target's Strength (Athletics) or Dexterity
1.2.1 College of Jesters (Acrobatics).
1.2.2 College of the Piper Grapple checks are used to grapple targets,
1.3 Cleric make the shove attack, or in the features
1.3.1 Love Domain described in the subclasses below.
1.3.2 Madness Domain Grapple Checks are standard 5th Edition rules,
1.4 Druid but not referred to as Grapple checks in the
1.4.1 Circle of the Cudgel rulebooks. This term is used to shorten the
1.4.2 Circle of the Land (Expanded) description, especially when used multiple
1.5 Fighter times across a subclass.
1.5.1 Martial Archetype: Bulwark
1.5.2 Martial Archetype: Thrower
1.6 Monk Thanks
1.6.1 Monastic Tradition: The Way of the Animal This document compiles several new subclass options for
1.6.2 Monastic Tradition: The Way of Flowing Ki D&D 5th Edition. There were some character concepts that I
1.7 Paladin felt were dificult, clunky, or unoptimized to create with the
1.7.1 Oath of Freedom current set of subclasses. I have created some of these
1.7.2 Oath of the Hunter subclasses myself and some were found/tweaked; I have
1.8 Ranger listed the original creator and linked the location I found the
1.8.1 Ranger Conclave: Urban Explorer subclass. Thanks to Galiphile, fromhaus, ForceOfWyl,
1.9 Rogue poobahbear, Greatzilla, regularabsentee, and Isaac for
1.9.1 Roguish Archetype: Cheater creating and posting their subclasses. And thanks to The
1.9.2 Roguish Archetype: Chemist Homebrewery for creating a web app that allows for easy
1.10 Sorcerer documentation.
1.10.1 Sorcerous Origin: Arcane Bloodline
1.10.2 Sorcerous Origin: Elemental Nationality Legal Notices:
1.11 Warlock DUNGEONS & DRAGONS, D&D, Wizards of the Coast,
1.11.1 Otherworldly Patron: Ancestor Forgotten Realms, Ravenloft, Eberron, the dragon
1.11.2 Otherworldly Patron: Oracle ampersand, Ravnica and all other Wizards of the Coast
1.11.3 Pact of the Orb product names, and their respective logos are trademarks of
1.12 Wizard Wizards of the Coast in the USA and other countries.
1.12.1 Arcana Tradition: Chronomancer This work contains material that is copyright Wizards of
1.12.2 Arcana Tradition: Witch the Coast and/or other authors. Such material is used with
Changelog: permission under the Community Content Agreement for
Version 1.0 - initial draft (2 subclasses for most classes) Dungeon Masters Guild.
Version 1.1 - Posted original subclasses to reddit for peer All other original material in this work is copyright 2019 by
review. Kyle Byrd and published under the Community Content
Version 1.2 - Verbiage tweaks/power balance (guidance Agreement for Dungeon Masters Guild.
from Matthew Gravelin's subclass creation guides).
Version 1.3 - Further revised power balance and grammer
based on a character build stress test.

1
Barbarian Path of the Cyclone
(courtesy of Galiphile found at sw5e):
Path of the Brawler The Path of the Cyclone empowers the barbarian's ability
Those barbarians that follow the Path of the Brawler throw to fight with weapons in each hand. Followers of this path
aside their weapons to become a living weapon. Followers of learn to move quickly to avoid attacks and can become a
this path use their strength and anger to defeat their foes whirlwind of fury and steel, cleaving through hordes of
using their bare fists. enemies.
Fisticuffs Fighting Style
Starting at 3rd level, when you take this path, you gain the When you choose this path at 3rd level, you learn the Two-
following benefits: weapon Fighting Style; and while raging you can engage in
two-weapon fighting without having to expend your bonus
You can roll a d4 in place of the normal damage of your action.
unarmed strike. This die changes as you gain barbarian
levels. Double Swing
While raging, when you make an unarmed strike as a part Also at 3rd level, once on each of your turns when you miss
of the attack action, you can make an additional unarmed an attack while raging, you can make one additional melee
strike as a bonus action. attack as a part of engaging in two-weapon fighting
Barbarian Level Fisticuffs Die
Twisting Winds
3rd d4 At 6th level, your unpredictable movement makes you harder
6th d6 to hit and pin down. When you make a saving throw or ability
checks to avoid being knocked prone, pushed, grappled, or
10th d8 restrained, it gains a bonus equal to your Strength modifier.
14th d10
Mighty Leap
Primal Fury Starting at 10th level, the distance you can jump is doubled,
Starting at 6th leveI, your unarmed strikes count as magical and you do not provoke attacks of opportunity if you leave a
for the purpose of overcoming resistance and immunity to hostile creature's reach while jumping.
nonmagical attacks and damage.
Tornado
On the Ropes At 14th level, you can become a tornado of attacks. When you
Additionally at 6th level, once per turn when you attack with take the Attack action on your turn, you can forgo one of your
your unarmed strike, if you score a critical hit or you make regular attacks to make a melee attack against any number of
the attack with advantage and both d20 results would hit, you creatures within 5 feet of you, with a separate attack roll for
can make a grapple check to shove or grapple it without each target. If you are wielding a separate melee weapon in
replacing an attack to do so. You cannot use this feature each hand, each successful hit against a target deals damage
against creatures that are more than one size larger than you. equal to the damage dice of both weapons + your ability
modifier + any other modifiers. You can use this feature a
Bloodied Combatant number of times equal to your Strength modifier (a minimum
Starting at 10th level, when you take damage that would set of once). You regain all expended uses when you finish a
you below half of your maximum hit points and not already short or long rest.
raging, you can use your reaction to enter a rage expending
one of your daily uses of rage.
In addition, while you are raging and below half of your
maximum hit points, your reckless attack feature does not
grant advantage on incoming attack rolls from enemies that
you hit on your turn.
Knock-out punch
At 14th level, when you hit a creature with a critical hit and
the maximum damage result would drop them to 0 hit points,
that creature takes the maximum damage and are set to 0 hit
points.

2
Bard College of the Piper
These bards are students of song and use their music to
College of Jesters control the masses. Some folks are distrusting of pipers, due
(courtesy of fromshus found at DnD Beyond): to their association with vermin, though this is not always
These Bards are students of comedy who live for the sound fair. Rats can be of great use for a city-dwelling bard, but you'll
of laughter. However, for the College of Jesters, humor is just as easily find a piper surrounded by dogs or doves.
much more than entertainment. For them, the absurdity of
existence is itself a divine force, and comedy is sublime. Musical Repertoire
Members of the College of Jesters are often dismissed as Also at 3rd level, you learn to use music to turn the tides of
fools, but that is how they like it, so that they make can fools conflict toward your victory. You can use your action to begin
of others. These Bards often dress in motley clothes and a song performance. You can either continue this song on
many wear make up, at least when they perform. subsequent turns using your action or its effects end. It also
ends early if you are incapacitated or silenced or it you
Bonus Cantrip voluntarily end it (no action required). Creatures that are
When you join the College of Jesters at 3rd level, you gain the immune to charm or that can't hear you are not effected by
vicious mockery cantrip if you don't already know it and you your songs.
can add your Charisma modifier to the damage result. Anthem of Attraction. Beasts that are CR 1/2 or lower
Cutting Jest
that are not hostile to you and can hear are attracted to
Also at 3rd level, you learn how to use your jests to distract, you and spend their turn moving toward you. If any of the
confuse, and otherwise sap the confidence and competence animals see you take damage they will attempt to attack
of others. When a creature that you can see within 60 feet of the source of that damage.
you makes an attack roll, an ability check, or a damage roll, Balled of Battle. Allies gain a +1 bonus to attack rolls and
you can use your reaction to expend one of your uses of enemies that can hear you take a -1 penalty to attack rolls.
Bardic Inspiration, rolling a Bardic Inspiration die and Symphony of the Stars. Over the course of a long rest
subtracting the number rolled from the creature’s roll. You you can perform a quiet song, all creatures that can hear it
can choose to use this feature after the creature makes its regain all expended Hit Dice instead of just half after they
roll, but before the DM determines whether the attack roll or complete the long rest. In addition, creatures can remove
ability check succeeds or fails, or before the creature deals its 2 levels of exhaustion instead of just 1 if they have any.
damage. The creature is immune if it’s immune to being Irresistible Charm
charmed, however it need not be able to hear or understand Also at 3rd level, when you use your action to cast a spell that
you. does not deal any damage and allows at least one creature to
make a saving throw; you can use your bonus action to
Cutting Deeper expend one Bardic Inspiration, subtracting the number rolled
Starting at 6th level, your observation of others gives you from that creature's saving throw result.
insight into their foibles and insecurities and makes you even You must use this feature before the creature makes the
more adept at sapping their confidence with your humor. If saving throw roll.
the target of your Cutting Jest fails their ability check or
attack roll, then you may opt for them to suffer from psychic Practiced Piper
damage equal to the Bardic Inspiration die result. Starting at 6th Level, after you begin a performance from
your musical repertoire or Countercharm as an action, you
Fool's Luck can choose to continue the performance on subsequent turns
At 14th level, your failures sometimes miraculously turn into as a bonus action or an action.
success in unexpected ways. For example, you might miss on
an attack roll, but instead hit a shelf which causes something Irresistible March
to fall off and hit your opponent. Any time you roll a 1 on an At 14th level, you can use your Irresistible Charm feature on
attack roll, ability check or saving throw, you may immediately multiple creatures using the same Bonus Action. However,
spend a Bardic Inspiration die and use the result as your new you must spend and roll a separate Bardic Inspiration die for
roll for that attack roll, ability check, or saving throw. You still each creature.
add any modifiers to the roll's result that applied to the
original roll.

3
Boundless Grace
Cleric At 17th level, you have become an avatar of beauty and favor,
Love Domain such that creatures are loath to attack you. Melee and ranged
attack rolls have disadvantage against you if you are within
(courtesy of ForceOfWyl found at Dnd Beyond): 30 feet of the attacker and it can see you. If you take damage,
Clerics of the Love Domain believe that love conquers all. this effect is nullified until the beginning of your next turn.
Love Domain clerics seek to embody the gods' love for
mankind by bringing love and laughter to the world. Many are Madness Domain
also masters of the crafts of song and dance, seeing music
and art as gifts from the gods. (courtesy of u/poobahbear on Reddit):
Clerics of the Madness Domain believe recognize the
Love Domain Spells insanities of the multiverse and embrace it wholeheartedly.
Cleric Level Spells Their followers seek to cause turmoil wherever they go,
1st Bless, Charm Person bringing down even the stoutest into fits of lunacy. These
clerics are so dedicated to bringing madness to others that
3rd Blindness/Deafness, Calm Emotions they willing enter the realm of insanity themselves.
5th Beacon of Hope, Hypnotic Pattern
Madness Domain Spells
7th Compulsion, Death Ward Cleric
9th Scrying, Wall of Light Level Spells
1st Dissonant Whispers, Tasha’s Hideous
Blessings of the Lover Laughter
As a priest of the Love Domain, you have been trained to 3rd Crown of Madness, Phantasmal Force
bring the joy of the gods to mortals. At 1st level, you gain 5th Fear, Hunger of Hadar
proficiencies in Persuasion and Performance. Additionally,
you gain proficiency in two musical instruments. 7th Confusion, Hallucinatory Terrain
9th Dominate Person, Dream
Elegant Grace
At 1st level, you can manifest the beauty of the gods. If a Power of Madness
creature within 30 feet of you attempts to make an attack Starting at 1st level, roll or select a form of indefinite
against an ally, you can use your reaction to distract it. The madness, as listed in the Indefinite Madness Table (DMG, pg.
creature must make a Wisdom saving throw or become 260). This madness cannot be cured except by a Wish spell.
charmed until the end of its turn. While charmed, the While afflicted by this madness, your mind is so full of
creature cannot attack and must use all of its movement to turmoil that your thoughts cannot be read and telepathy does
get as close to you as possible, though it will not move not work on you; you are immune to charm effects.
through obviously dangerous locations. You can use this
feature a number of times equal to your Wisdom modifier (a Bonus Proficiency
minimum of once). You regain all expended uses when you Also at 1st level, You learn the vicious mockery cantrip and it
finish a long rest. counts as a cleric cantrip for you.
Channel Divinity: Lustrating Beauty Channel Divinity: Instill Insanity
Starting at 2nd level, you can use your Channel Divinity to At 2nd level, you can use your Channel Divinity to afflict
protect your allies against misfortune. As an action, you can short-term madness on one creature within 30 feet of you. On
sanctify a number of creatures equal to your Wisdom a failed Intelligence saving throw, the creatures are randomly
modifier (minimum of 1). Each affected creature gains afflicted with a short-term madness determined by the Short-
temporary hit points equal to half your Cleric level and makes Term Madness Table (DMG pg. 259). This madness lasts for
its next saving throw with advantage. This effect lasts one one minute unless otherwise specified on the table.
minute.
Channel Divinity: Lover's Embrace Channel Divinity: Psychotic Episode
At 6th level, you can use your Channel Divinity to bestow At 6th level, you can use your Channel Divinity to afflict long-
divine loveliness upon a creature (including yourself). As an term madness on a creature within 60 feet of you. On a failed
action, you can touch a creature and give it advantage on Intelligence saving throw, the creature is randomly afflicted
Charisma checks for one minute. with a long-term madness determined by the Long-Term
Madness Table (DMG pg. 260). It lasts a number of days
Potent Spellcasting equal to your Wisdom modifier (minimum of 1). The long-
Starting at 8th level, you add your Wisdom modifier to the term madness may be cured early by a lesser restoration
damage you deal with any cleric cantrip. spell.

4
Potent Spellcasting Circle of the Land (Expanded)
Starting at 8th level, you add your Wisdom modifier to the When you choose to join the Circle of the Land, you can
damage you deal with any cleric cantrip. choose from either of these options as well.
Ward of Insanity Sky Circle Spells
At 17th level, when you or an ally within 5 feet of you are Druid Level Spells
subject to a Wisdom saving throw due to magic, you can
attempt to redirect the attack back at the caster. You may use 3rd Gust of Wind, Warding Wind
your reaction to grant advantage to you or your ally's saving 5th Fly, Wind Wall
throw. On a successful saving throw, your troubled mind has
corrupted and reflected the magic, afflicting the enemy with a 7th Dimension Door, Freedom of Movement
random short-term madness instead. This madness lasts for 9th Control Winds, Steel Wind Strike
one minute, unless other wise specified on the table.
Volcano Circle Spells
Druid Druid Level Spells
3rd Flaming Sphere, Scorching Ray
Circle of the Cudgel 5th Daylight, Fireball
Some druids tap into the primal aspect of nature to improve
their martial prowess. They can stand toe-to-toe with the 7th Fire Shield, Wall of Fire
fiercest of foes. 9th Flame Strike, Immolation

Bonus Proficiencies
When you choose this circle at 2nd level, you gain proficiency
with all other simple weapons and any martial weapons
without the heavy property.
Bonus Cantrip
Also at 2nd level, you learn the Shillelagh cantrip (if not
already leaned) and when you cast it, the duration is
indefinite (it still ends early if you cast it again or let go of the
weapon).
Extra Attack
Starting at 6th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
War Magic
At 10th level, when you use your action to cast a cantrip, you
can make one weapon attack as a bonus action.
Improved War Magic
Starting at 14th level, when you use your action to cast a
spell, you can make one weapon attack as a bonus action.

5
Fighter Martial Archetype: Thrower
Fighters that train under the Thrower Archetype, find that
Martial Archetype: Bulwark keeping distance between them and their foes provides the
Fighter’s that train under the Archetype of the Bulwark learn greatest advantage on the battlefield. They gain special
to use their shield offensively as well as defensively. benfits and abilities when throwing their weapons from a
distance.
Shield Smash
Beginning when you choose this archetype at 3rd level, if you Expert Weapon Thrower
take the attack action on your turn and have a shield Beginning when you choose this archetype at 3rd level, you
equipped, you can as a bonus action, use your shield as a gain the following abilities:
weapon. It's damage die is a d4 and it deals bludgeoning When you throw a weapon with the thrown property as a
damage. You can make a melee attack against a creature part of the attack action, you can draw another one as a
within 5 feet or use your shield as a thrown weapon with a part of that attack (without having to spend your item
range of 20/60. If you hit a creature with your shield as a part interaction).
of the thrown ranged attack the shield ricochets back to you. When you make a ranged attack roll with a thrown
This ignores the action cost to doff and don the shield for this weapon, it counts as a ranged weapon (for the purposes of
attack. If you miss the attack, you forfeit your shield’s bonus applying abilities such as the Archery Fighting Style).
to AC until you retrieve and equip it. You double to normal range of your thrown weapons.
This bonus action, as well as the bonus action provided by You can now make a ranged attack roll to throw any one-
the Shield Master feat (if taken) may be taken before, in- handed melee weapon you are wielding, even if it doesn't
between, or after you have completed the attack action. have the thrown property (the range increment is 20/60,
To the End of the Line
with the normal range doubled to 40 feet). If you do so,
Additionally, at 3rd level, you can add your proficiency bonus you do not add your proficiency bonus to the attack roll.
to saving throws (that don't already include this bonus) made Bonus Proficiencies
against spells or effects that otherwise are guaranteed to Additionally at 3rd level, you gain proficiency in one of the
knock you unconcious (ie. a spell that sets you to 0 hp, grants following skills: Acrobatics, Performance, or Sleight of Hand.
the unconcious condition, or a spell with minimum damage
enough to drop you to 0 hit points). Deadeye
Starting at 7th, you gain proficiency in Perception. If you are
Armament Informed already proficient with Perception, you add double your
Starting at 7th level, due to your special interest and study of proficiency bonus to these checks.
arms and armor you’ve learned how to identify origins of its
creation. If you spend 1 minute to inspect a weapon or set of Two Birds, Two Stones
armor, you can learn information about its country of origin, At 10th level, if you engage in two-weapon fighting to make an
the race/style of the smith that forged it, and the era in which attack with a thrown weapon you can make two attacks as a
it was created. part of that bonus action.
Shield Adept Master Thrower
Additionally at 7th level, you can don or doff a shield as a Starting at 15th level, you double the long range of thrown
bonus action; and your shield smash now deals 1d6 weapons and can make a ranged attack roll to throw any
bludgeoning damage. melee weapon you are wielding, even if it doesn't have the
thrown property (the range increment 20/60 both now
Shield Prowess doubled to 40/120).
At 10th level, when you make your Shield Smash melee or
ranged attack, as well as the bonus action provided by the Interceding Throw
Shield Master feat (if taken), you can make an additional At 18th level, if a creature you can see makes a ranged attack
Shield Smash attack as a part of the same bonus action. against a creature within 30ft of you, you can use your
reaction to intercept the projectile with one of your own.
Shield Expert Make an attack roll against the incoming attack result, if
Starting at 15th level, your shield is an extension of your body yours is higher the attack misses instead.
in combat. If you are subjected to an effect that allows you to
make a Dexterity saving throw to take only half damage, you
only take half damage even if you fail on the saving throw.
One with the Shield
At 18th level, your shield smash now deals 1d8 bludgeoning
damage. In addition, the AC bonus provided by a shield is +4.

6
Monk Monastic Tradition: The Way of
Flowing Ki
Monastic Tradition: The Way of the The followers of the Way of Flowing Ki master the feel of Ki
Animal flow in those they can touch, they choose to fight in close
Followers of the Way of the Animal train to master each quarters often with grappling.
animal style and begin to take on traits of that animal.
Flowing Connection
Spirit of the Tiger Starting when you choose this tradition at 3rd, you study the
Starting when you choose this tradition at 3rd level, you flow of Ki within yourself and your enemies; you gain the
master the Tiger Style of martial arts and can strike with a following features:
clawed hand. You gain the following benefits: You have advantage on attacks made against your
Your unarmed strikes can now deal slashing damage grappled target.
instead of bludgeoning damage. Whenever you hit a creature that you have grappled with
When you take the Dash action as a bonus action, the first one of the attacks granted by your Flurry of Blows, you
attack you make this turn with your unarmed strike or a can learn the following attributes about the target:
monk weapon you make with advantage. Damage Vulnerabilities, Damage Resistances, Damage
When you take the Dash action, you can make an Immunities, and Condition Immunities
unarmed strike as a bonus action.
Judo Master
Spirit of the Crane Also at 3rd level, you add your proficiency bonus to checks
At 6th Level, you master the Crane Style and can strike with a you make to initiate, maintain, or break a grapple, if you are
pointed hand; you gain the following benefits: already proficient, you add double your proficiency bonus to
these checks.
Your unarmed strikes can now deal piercing damage
instead of bludgeoning or slashing damage. Ki Hold
When you use take the Dodge or Disengage action on At 6th level, while you have a target grappled, you can replace
your turn, you can use your reaction when you are an attack to make a grapple check to attempt to restrain your
attacked by a creature that you can see to add your grappled target. You must maintain the grapple to keep the
proficiency bonus to your Armor Class against that attack target restrained.
(possibly causing the incoming attack to miss).
If you take the Dodge or Disengage action, you can make Revealing Flow
an unarmed strike as a bonus action. Starting at 11th level, when you touch a creature for the
duration that it speaks, you know if that creature speaks a
Spirit of the Snake deliberate lie.
At 11th Level, you master the Snake Style and can ensnare Additionally, as an action, you can spend 2 Ki points to gain
your enemies; you gain the following benefits: the effects of the spell Detect Thoughts for 1 minute,
When you make a grapple check, you can use Dexterity however, you can only probe the thoughts of a creature you
(Acrobatics) or Strength (Athletics) even when initiating a are touching.
grapple.
You have advantage on attacks made with monk weapons Ki Block
or unarmed strike against grappled targets. At 17th level, you can spend your action and 3 Ki points to
While you have a target grappled, you can use your action cause a target that is restrained by your Ki Hold to make a
to make a grapple check to attempt to restrain the target. grapple check or be knocked unconscious for 1 minute.
Spirit of the Dragon
At 17th Level, you master the Dragon Style and can strike
with the power of a dragon; you gain the following benefits:
Your unarmed strikes can now deal force damage instead
of bludgeoning, slashing, or piercing damage.
You can spend 3 Ki points to gain a fly speed equal to your
movement speed for 1 minute (no action required). During
that time, you can add your proficiency bonus to the
damage from your monk weapons or unarmed strikes.

7
To Serve and Protect
Paladin Starting at 15th level, whenever a creature friendly to you that
Oath of Freedom you can see is reduced to 0 hit points and is within 60 feet of
you, you may use your reaction to instead cause them to be
(courtesy of Greatzilla found at DnD Beyond): reduced to 1 hit point. Once creature has been targetted by
The Oath of Freedom is a pledge to bring freedom to those this ability they cannot be targetted again until they complete
oppressed by the ruling powers. When the powerful seek to a long rest.
control every aspect of their citizens' lives, paladins of this
oath rise up to free the people from their chains. Revolutionary Icon
At 20th level, you can transform yourself into a being of pure
Tenets of Freedom freedom. Following the use of your action, you gain the
These tenets reflect the freedoms that paladins of this oath following benefits for 1 minute:
seek to bring to the people of the world:
You and friendly creatures within 30 feet of you are
Freedom of Belief. It is an fundamental right of any immune to being blinded, charmed, deafened, frightened,
intelligent creature to follow any diety, ideal, oath, or set of paralyzed, petrified, poisoned, or stunned.
beliefs. Your melee weapon attacks deal an additional 2d8 radiant
Freedom of Expression. Anyone should be allowed to damage.
speak, write, or print their beliefs. Your speed is doubled.
Freedom of Movement. Living creatures should have
access to move without resriction and gather in Once you use this feature, you can't use it again until you
congregations. finish a long rest.
Freedom within Reason. Not everyone follows this oath,
and will rarely keep your strict standards. You will Oath of the Hunter
intervene only in the direst of cases. Those that take the Oath of the Hunter channel their divine
Paladin Oath Spells power and smites from a distance through ranged weapons.
Paladin Level Spells
Tenets of the Hunter
3rd Expeditious Retreat, Sanctuary These tenets reflect the methods that paladins of this oath
5th Knock, Warding Bond are trained to follow:
9th Beacon of Hope, Haste Unrelenting Tracker. When you begin to hunt a target,
13th Dimension Door, Freedom of Movement there is little in the multi-verse that can stop you from
reaching them.
17th Far Step, Passwall Stay Back. When times of conflict arise, you are at your
greatest advantage when there is distance between you
Channel Divinity and your enemy.
Starting at 3rd level, you gain the following two Channel Holy Strike. Once you track your targets and are ready to
Divinity options. pounce, you are trained to bring them down quickly. Your
Chain Breaker. As an action, you end one effect on a foes often don't even know a fight has begun before it is
creature within 60 feet of you that you can see causing them over.
to be grappled, paralyzed, restrained, or stunned.
Hammer of Justice. As an action, you present your holy Paladin Oath Spells
symbol as you touch a creature, forcing them to make a Paladin Level Spells
Wisdom saving throw. On a failed save, for 1 minute 3rd Guiding Bolt, Hunter's Mark
whenever the target creature damages another creature, they
receive half of the damage of the same damage type they 5th Earthbind, Locate Animals or Plants
dealt. 9th Conjure Barage, Flame Arrows
13th Grasping Vine, Locate Creature
Aura of Freedom
Starting at 7th level, you and friendly creatures within 10 feet 17th Hold Monster, Swift Quiver
of you can't be unwillingly grappled or restrained while you
are conscious, and your speeds can't be magically reduced. At Distant Smite
18th level, the range of this aura increases to 30 feet. Starting at 3rd level, when you take this oath, your Divine
Smite class feature and any spell with the name "Smite" can
be used with ranged weapons in addition to melee weapons.

8
Channel Divinity
Starting at 3rd level, you gain the following two Channel
Divinity options.
Target Acquired. As a bonus action, choose a creature you
can see within 60 feet. For the next hour or until this effect
ends, the target cannot be hidden from you and you
automatically know its direction and distance. The next time
you hit this creature, you can add an additional weapon
damage die to the damage result. Once you hit this creature
with an attack, this effect ends.
Holy Ammunition As an action you touch a bow or
crossbow, for the next hour this weapon requires no
ammunition to be fired, and instead fires pure radiant energy.
This weapon deals radiant damage instead of its normal
damage and counts as magical for the purposes of
overcoming damage resistances.
Aura of the Hunter
Beginning at 7th level, an unnatural quiet forms around you.
You and friendly creatures within 10 feet of you have
advantage on Dexterity (Stealth) checks (creatures that leave
the area use the lower of the two d20 results). At 18th level,
the range of this aura increases to 30 feet.
Master Marker
Starting at 15th level, when you cast the spell Hunter's Mark
at 1st level, you do so without expending a spell slot. You can
use this feature a number of times equal to your Charisma
Modifier, you regain all expended uses after you complete a
long rest.
Lord of the Hunt
At 20th level, you can embody the primal power of the Hunt.
As an action, you gain the following benefits for 1 hour:
You gain blind-sight out to a 60 foot radius.
When you hit a creature with one of your Divine Smites or
"Smite" spells, you can choose to teleport within 5 ft of
that creature.
You emanate an aura of shadow in a 30 foot radius. You
and other friendly creatures within the aura that end their
turn without spending any movement become heavily
obscured until they make an attack or cast a spell or use
any movement.

9
Career Journeyman
Ranger At 7th Level you gain a new feature based off of your choice
Ranger Conclave: Urban Explorer made when you started your path as an urban explorer (if you
already have proficiency in the respective tool, you can
Some rangers choose not to live in the wild, but in the heart choose a skill instead).
of civilization. These Urban Explorers learn to fight within
these cities and track their enemies through the streets. Detective. You gain proficiency with Thieves’ Tools. If a
creature you can see attempts a ranged attack against you,
Conclave Spells you can use your reaction to make a grapple check vs. a
You gain the following conclave spells at the ranger level creature within 5ft of you to cause the attack roll to be
listed made against them instead.
Surgeon. You gain proficiency with Herbalism Kit. If an
Urban Explorer Spells ally you can see drops to 0 hit points, you can use your
Ranger Level Spells reaction to move up to your speed towards that ally.
3rd Longstrider Watchman. You gain proficiency with Navigator’s Tools.
You can make a Wisdom (Perception) check as a bonus
5th Knock action on your turn. If you take the ready action to hold an
9th Speak with Dead attack, you can make an extra attack as part of the
13th Stone Shape
reaction.
17th Modify Memory Focused Offense
Starting at 11th level, you have learned to attack more
Dutiful Citizen quickly. You can make an attack as a bonus action on your
At 3rd level, you choose one of the following paths to walk as turn.
an urban explorer and gain the respective benefit.
Master of your Field
Detective. You gain proficiency in the Investigation skill. If At 15th Level you gain a new feature based off of your choice
you are already proficient then you instead add double made when you started your path as an urban explorer.
your proficiency bonus to checks made with this skill.
When you make an attack against one of your favored Detective. You can as a bonus action, make an
enemies or the target of your Hunter’s Mark spell, that Intelligence (Investigation) check (with a DC equal to their
creature takes extra damage equal to your proficiency CR) against a creature that you can see within 30ft. If you
bonus. succeed you gain advantage on all attacks made against
Surgeon. You gain proficiency in the Medicine skill. If you them until the end of your next turn.
are already proficient then you instead add double your Surgeon. You can expend a use of a healer’s kit, consume
proficiency bonus to checks made with this skill. When or give a potion, or cast the spell cure wounds at 1st level
you hit a creature with a weapon attack that you have as a bonus action on your turn.
already hit, the creature takes an extra 1d8 damage. Watchman. If a creature that you can see attempts an
Watchman. You gain proficiency in the Perception skill. If attack roll against you, you can use your reaction to
you are already proficient then you instead add double impose disadvantage on the attack. You cannot use this
your proficiency bonus to checks made with this skill. If a feature if the incoming attack is made with advantage.
creature that you can see within 30 feet of you hits one of
your allies with an attack, you can use your reaction to Ranger Recommendation
make an attack against that creature. Instead of using the Ranger Class from the Player's
City Dweller Handbook or the Unearthed Arcana Revised
Also at 3rd level, you gain a climbing speed equal to your Ranger, try u/regularabsentee's class rework, the
walking speed. And you do not take damage when falling Versatile Ranger. The class comes with reworked
versions of the 5e ranger archetypes and several
from a height of 20 feet or less. new archetypes.
The Urban Explorer works with the PHB Ranger,
UA Revised Ranger, or the Vesatile Ranger.

10
Brace. When an enemy you can see moves within 5 feet of
Rogue you, you can use your reaction to expend one grit die and
make one weapon attack against the creature. If the attack
Roguish Archetype: Cheater hits, add the grit die to the attack's damage roll.
You take the easy way out of combat, by using anything you Crippling Attack. When you hit a creature with a weapon
can to gain an advantage over your foe. attack, you can expend one grit die to attempt to hobble
Fighting Dirty the target. You add the grit die to the attack's damage roll,
Starting at 3rd Level, you learn maneuvers that are fueled by and the target must make a Constitution saving throw. On
special dice called grit dice. a failed save, the target has its movement speed reduced
by half and it makes Dexterity saving throws with
Maneuvers. You learn three maneuvers of your choice, disadvantage until the end of its next turn.
which are detailed under "Maneuvers" below. Many Disarming Attack. When you hit a creature with a
maneuvers enhance an attack in some way. You can use weapon attack, you can expend one grit die to attempt to
only one maneuver per attack. You learn two additional disarm the target. You add the grit die to the attack's
maneuvers of your choice at 7th, 10th, and 15th level. damage roll, and the target must make a Strength saving
Each time you learn new maneuvers, you can also replace throw. On a failed save, it drops the object you choose, the
one maneuver you know with a different one. object lands at its feet.
Grit Dice. You have four grit dice, which are d8s. A grit
dice is expended when you use it. You regain all of your Disrupting Strike. Wen you hit a creature with a weapon
expended grit dice when you finish a short or long rest. attack, you can expend one grit die to attempt to disrupt
You gain another grit die at 9th level and one more at 17th the creature's concentration. The target of this attack has
level. disadvantage on concentration check caused by this
Saving Throws. Some of your maneuvers require your attacks damage. You add the grit die to the attack's
target to make a saving throw to resist the maneuver’s damage roll.
effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Distracting Strike. When you hit a creature with a
Dexterity modifier. weapon attack, you can expend one grit die to distract the
creature. You add the grit die to the attack's damage roll.
Gaming Expert The next attack roll against the target by an attacker other
Also at 3rd level, you gain proficiency in 1 type of gaming set than you has advantage if the attack is made before the
and in the forgery kit. start of your next turn.
Watch and Wait Evasive Footwork. When you move, you can expend one
At 9th level, your grit dice turn into d10s. At 18th level they grit die, rolling the die and adding the number rolled to
turn into d12s. your AC until the start of your next turn.
Exploit Weakness. When you hit a creature with a
Improved Dirty Fighting weapon attack, you can expend a grit die to cause this
At 13th level, if you spend at least 1 minute observing or attack’s damage to ignore one type of damage resistance.
interacting with another creature outside of combat, you can You add the grit die to the attack’s damage roll.
learn how best to use your maneuvers to your advantage.
When you spend a grit die on an attack against that creature, Feinting Attack. You can expend one grit die and use a
you can choose to either roll the attack with advantage or roll bonus action on your turn to feint, choosing one creature
the grit die a second time choosing the higher result of the 2. within 5 feet of you as your target. You have advantage on
your next attack roll against that creature. If that attack
Ceaseless Grit hits, add the grit die to the attack's damage roll.
Starting at 17th level, when you drop an enemy creature to 0 Goading Attack. When you hit a creature with a weapon
hit points or hit an enemy creature with a critical hit, you attack, you can expend one grit die to attempt to goad the
regain one spent grit die. target into attacking you. You add the grit die to the
Maneuvers: attack's damage roll, and the target must make a Wisdom
Ambush. When you make a Dexterity (Stealth) check or saving throw. On a failed save, the target has disadvantage
an initiative roll, you can expend one grit die and add the on all attack rolls against targets other than you until the
die to the roll. end of your next turn.
Blinding Attack. You can expend one grit dice and use a Lunging Attack. When you make a melee weapon attack
bonus action on your turn to throw sand, choosing one on your turn, you can expend one grit die to increase your
creature with 5ft of your as your target. You make a reach for that attack by 5 feet. If you hit, you add the grit
ranged attack roll against the target (disadvantage by die to the attack's damage roll.
default), on hit, the creature is blinded until the end of
their next turn.

11
Maneuvering Attack. When you hit a creature with a Toxins. You learn three toxins of your choice, which are
weapon attack, you can expend one grit die to maneuver detailed under “Toxins” below. Many toxins enhance an
one of your comrades into a more advantageous position. attack in some way. You can only apply one toxin to a weapon
You add the grit die to the attack's damage roll, and you at a time.
choose a friendly creature who can see or hear you. That You learn two additional toxins of your choice at 7th, 10th,
creature can use its reaction to move up to half its speed and 15th level. Each time you learn new toxins, you can also
without provoking opportunity attacks from the target of replace one toxin you know with a different one.
your attack. Toxin Dice. You have four toxin dice, which are d8s. A
Parry. When another creature damages you with a melee toxin dice is expended when you use the toxin it represents.
attack, you can use your reaction and expend one grit die You can create as many toxins as you have expended toxin
to reduce the damage by the number you roll on your grit dice when you finish a short or long rest during which you
die + your Dexterity modifier. have access to a poisoner’s kit (or necessary materials as
determined by the DM, if you are without a kit).
Precision Attack. When you make a weapon attack roll The toxins you create in this manner are unstable, and
against a creature, you can expend one grit die to add it to expire after 8 hours. If, after a short or long rest, you have any
the roll. You can use this maneuver before or after making unspent toxins you can either alter them to a new type of
the attack roll, but before any effects of the attack are toxin or refresh the 8 hour duration of their potency.
applied. You can apply a toxin or poison to a weapon or piece of
ammunition using your object interaction or a bonus action.
Riposte. When a creature misses you with a melee attack, Instead, you can grant an ally one of your toxins and they can
you can use your reaction and expend one grit die to make apply it as an action. Toxins expire after a minute or upon
a melee weapon attack against the creature, if you hit, you being delivered to a creature.
add the grit die to the attack's damage roll. You gain another toxin dice at 9th level and one more at
Silver Tongue. When you make a Charisma (Deception) 17th level, as you learn to maintain more toxins at the same
check or a Charisma (Persuassion) check, you can expend time.
one grit die, and add the grit die to the ability check Saving Throws. Some of your toxins require your target to
make a saving throw to resist the toxin’s effects. The saving
Snipe. As a bonus action, you can expend one grit die and throw DC is calculated as follows:
make a ranged weapon attack. You can draw a thrown Toxin save DC = 8 + your proficiency bonus + your
weapon as part of making this attack. If you hit, add the Intelligence modifier.
grit die to the attack's damage roll.
Tools of the Trade
Silver Tongue. When you make a Wisdom (Insight) check Also at 3rd level, you gain proficiency with the poisoner’s kit.
or a Intelligence (Investigation) check, you can expend one If you are already proficient, you add double your proficiency
grit die, and add the grit die to the ability check to checks made with this tool.
Stunning Attack. When you hit a creature with a weapon You may as an action apply a toxin or poison to a creature
attack, you can expend one grit die to attempt to stun the or small object (such as a bottle of wine or a door handle).
target. You add the grit die to the attack's damage roll, and You extend the duration of the nondamaging effects of the
if the target is Large or smaller, it must make a toxin or poison to a number of minutes equal to you
Constitution saving throw. On a failed save, the target is proficiency bonus. In addition, you can choose to add your
stunned until the end of its next turn. sneak attack damage dice to the effects of the toxin or poison.
The target does not take this damage if they make the saving
Trip Attack. When you hit a creature with a weapon throw associated with the toxin or poison.
attack, you can expend one grit die to attempt to knock the
target down. You add the grit die to the attack's damage Expanded Brews
roll, and if the target is Large or smaller, it must make a Starting at 9th level, you’ve learned to make a variety of
Strength saving throw. On a failed save, you knock the different toxins. When you create a toxin or poison, you may
target prone. instead have it be a neurotoxin which deals psychic damage,
a corrosive toxin which deals acid damage. If a creature is
normally immune to the poisoned condition, it is not immune
Roguish Archetype: Chemist to that condition from your toxins unless it is also immune to
(courtesy of Isaac from DMs guild): damage type of your toxin.
You know that the unnoticed adder is more dangerous than
the roaring lion, thus you turn your studies to nature's great Petty Alchemy
equalizer. Those who follow this archetype might be At 13th level, the toxins and poisons you create are no longer
apothecaries, scientists, or even politicians. Whatever your detected by magic, and you may create them to have any
place in society is, you learn to use subtlety to manipulate or appearance, flavor, and smell you like (including being
remove your obstacles. transparent, tasteless, and odorless).
In addition, you are able to instantly detect and identify any
Combat Toxin toxins and poisons within 30 feet of you, including those of a
Starting at 3rd level, you learn how to make unstable poisons venomous creature or those made by another poisoner.
that are fueled by special dice called toxin dice.

12
Mastercraft Thesis Fog-Sight. When you deliver this toxin to a creature, you
When you reach 17th level, you bring your research on add the toxin dice to the damage roll as poison damage and
supernatural poisons to fruition. You learn two Mastercraft the target must make a Wisdom saving throw. On a failed
Toxins of your choice. Preparing a mastercraft toxin requires save, the target cannot see beyond 5 feet until the end of your
two toxin dice. A creature that fails a saving throw against a next turn.
mastercraft toxin continues making saving throws at the end Lead-Foot. When you deliver this toxin to a creature, you
of each of its turns until it accumulates three successes, or add the toxin dice to the damage roll as poison damage and
three failures. If it successfully saves against the toxin three the target must make a Constitution saving throw. On a failed
times, the effect ends. If it fails its saves against three times, save, the target’s speed is 0 until the end of your next turn.
the effect becomes permanent (a permanent effect can be Muffle-Mouth. When you deliver this toxin to a creature,
removed by the spell Greater Restoration or Wish). you add the toxin dice to the damage roll as poison damage
and the target must make a Wisdom saving throw. On a failed
Toxins save, the target is unable to speak until the end of your next
The toxins are presented in alphabetical order. turn (this prevents them from casting spells with verbal
Agony. When you deliver this toxin to a creature, you add components).
the toxin dice to the damage roll as poison damage and the Lingering. When you deliver this toxin to a creature, you
target must make a Constitution saving throw. On a failed add the toxin dice to the damage roll as poison damage and
save, attacks made against the target have advantage until the the target must make a Constitution saving throw. On a failed
end of your next turn. save, the target takes damage from your poison dice again at
Antidote. When you are subjected to a poison, you can use the start of its next turn.
your reaction and expend one toxin dice to have a bonus on Sluggishness. When you deliver this toxin to a creature,
your saving throw against the poison by the number you roll you add the toxin dice to the damage roll as poison damage
on the toxin dice, and reduce the poison damage by the same and the target must make a Constitution saving throw. On a
amount. Your antidote also fully neutralizes the effects of any failed save, the target can only take an action or a bonus
toxin or poison you've created (even if it has not triggered yet), action (not both) and cannot take reactions until the end of
and can be given to another creature for them to imbibe. your next turn.
Clumsiness. When you deliver this toxin to a creature, you Truth. When you deliver this toxin to a creature, the toxin
add the toxin dice to the damage roll as poison damage and must make a Wisdom saving throw. On a failed save, the
the target must make a Constitution saving throw. On a failed target cannot tell a deliberate lie for the next 10 minutes. The
save, the target drops all objects it is currently holding and if affected creature knows this and can avoid speaking.
it picks up an object, it must make a Dexterity saving throw Vertigo. When you deliver this toxin to a creature, you add
or immediately drop the object again. This effect ends at the the toxin dice to the damage roll as poison damage and the
end of your next turn. target must make a Wisdom saving throw. On a failed save,
Debilitating. When you deliver this toxin to a creature, you the target has disadvantage on Wisdom (Perception) checks
add the toxin dice to the damage roll as poison damage and and must make a DC 10 Dexterity (Acrobatics) check the first
the target must make a Constitution saving throw. On a failed time it attempts to move or it falls prone. This effect lasts
save, the target has the poisoned condition until the end of until the end of your next turn.
your next turn.
Delirium. When you deliver this toxin to a creature, you Mastercraft Toxins
add the toxin dice to the damage roll as poison damage and The toxins are presented in alphabetical order.
the target must make a Wisdom saving throw. On a failed Calciform. When you deliver this toxin to a creature, you
save, the target does not consider any creature its ally and add the toxin dice to the damage roll as poison damage and
must use its reaction to make an opportunity attack against the target must make a Constitution saving throw. On a failed
any creature that provokes one, until the end of your next save, the target becomes restrained. If the effect becomes
turn. permanent, the creature becomes petrified instead.
Dim-Mind. When you deliver this toxin to a creature, you Eternal Slumber. When you deliver this toxin to a
add the toxin dice to the damage roll as poison damage and creature, you add the toxin dice to the damage roll as poison
the target must make a Wisdom saving throw. On a failed damage and the target must make a Wisdom saving throw.
save, the target has disadvantage on all Intelligence, Wisdom, On a failed save, the target becomes unconscious. This effect
and Charisma saving throws it makes until the end of your ends if the creature takes damage, or someone uses an action
next turn. to shake or slap the creature awake. If the effect becomes
Fatigue. When you deliver this toxin to a creature, you add permanent, nothing except for the poisoner's antidote,
the toxin dice to the damage roll as poison damage and the Greater Restoration, or the Wish spell can wake the creature.
target must make a Constitution saving throw. On a failed Insanity. When you deliver this toxin to a creature, you add
save, the target gains one level of exhaustion. the tocin dice to the damage roll as poison damage and the
Feebleness. When you deliver this toxin to a creature, you target must make an Intelligence saving throw. On a failed
add the toxin dice to the damage roll as poison damage and save, the target suffers from one of the options from the short
the target must make a Constitution saving throw. On a failed term madness table (found on pg. 259 of the DMG). If the
save, the target has disadvantage on all Strength, Dexterity, effect becomes permanent, the short term effect becomes
and Constitution saving throws it makes until the end of your permanent and also rolls on the indefinite madness (found on
next turn. pg. 260 of the DMG).

13
Paranoia. When you deliver this toxin to a creature, you add Improved Flexible Casting
the toxin dice to the damage roll as poison damage and the At 18th level, your ability to create spell slots with your
target must make a Charisma saving throw. On a failed save, sorcery points improves. When you spend sorcery points to
the target becomes frightened of the first creature it sees. If create spell slots the cost is reduced to points equal to the
the effect becomes permanent, the creature becomes spell level. You still cannot create spell slots higher than 5th
frightened of all creatures it sees. level.
Soul. When you deliver this toxin to a creature, you add the
toxin dice to the damage roll as poison damage and the target
must make a Wisdom saving throw. On a failed save, the Variant Rule: Bonus Metamagic
target becomes unable to regain hit points. If the target dies If you are using the variant rule that grants each
while this effect is permanent, its soul is eroded to sorcerous origin a bonus metatmagic, the bonus
nothingness and cannot be restored except by the Wish spell. option for this subclass is as follows:
Subordination. When you deliver this toxin to a creature, Bonus Metamagic: Twinned Spell
you add the toxin dice to the damage roll as poison damage
and the target must make a Charisma saving throw. On a
failed save, the target becomes charmed by the first creature
that speaks kindly to it in a language it understands. Sorcerous Origin: Elemental
Nationality
Sorcerer Your innate control of the elements come from your
nationality, where many others learn to bend the same
Sorcerous Origin: Arcane element.
Bloodline
Your family has always been skilled in the arts of magic. Elemental Lineage
While many of your relatives were accomplished wizards, At 1st level, you choose one of the 4 nations as your
your powers developed without the need for study and nationality. You can speak, read, and write Primordial, you
practice. speak using the dialect from your nationality.
Bonus Language
Innate Arcana Nationality Dialect
Starting when you choose this origin at 1st level, your arcane
ancestry manifests as you gain the powers that your family Air Nomad Auran
has long trained to gain. Earth Kingdom Terran
You gain proficiency in the Arcana skill. If you are already Fire Nation Ignan
proficient, you add double your proficiency bones to checks
made with this skill. Water Tribe Aquan

Arcane Bloodline Elemental Bending


Your link to the weave allows you to learn spells from the Also at 1st level, you learn the specific cantrips from the table
wizard class. When your Spellcasting feature lets you learn below, based on your nationality.
or replace a sorcerer cantrip or a sorcerer spell of 1st level or
higher, you can choose the new spell from the wizard spell Bonus Cantrips
list or the sorcerer spell list. You must otherwise obey all the Nationality Cantrips Learned
restrictions for selecting the spell, and it becomes a sorcerer Air Nomad Gust
spell for you.
In addition, you learn the Find Familar spell and can cast it Earth Kingdom Mold Earth
as a ritual without providing any of the spell components in Fire Nation Control Flames
order to cast it. Once you have cast this spell in this way, you Water Tribe Shape Water
cannot do so again until you complete a long rest.
Ritual Caster In addition, you learn the spell from the table below based
At 6th level, you can cast a sorcerer spell as a ritual if it has on your nationality, which doesn’t count against your number
the ritual tag. You do not need a spellbook or physical form of of sorcerer spells known. In addition, you can cast it by
the spell with you in order to cast it in this way. spending 1 sorcery point or by expending a spell slot.
Bonus Spells
Power Conduit Nationality 1st Level Spells
Starting at 14th level, you gain special aptitude with magic
items and gain the following effects: Air Nomad Feather Fall
Earth Kingdom Shield
You can attune to Magic Items that are restricted to
Wizards. Fire Nation Faerie Fire
When you activate a magic item that uses charges, you Water Tribe Cure Wounds
can spend sorcery points instead.
In addition, you can as an action spend a sorcery point to
cause an item with missing charges to regain 1 charge.

14
Focused Elementalist
You have learned to maximize the damage from spells using
your element. At 6th Level when you deal damage of either Variant Rule: Bonus Metamagic
type based of your nationality, you can ignore resistance to If you are using the variant rule that grants each
those types. sorcerous origin a bonus metatmagic, the bonus
option for this subclass changes based on the
Damage Type chosen nationality:
Nationality Damage Type
Bonus Metamagic by Nationality
Air Nomad Poison, Thunder
Air Nomad Quickened Spell
Earth Kingdom Acid, Bludgeoning
Earth Kingdom Extended Spell
Fire Nation Fire, Lightning
Fire Nation Empowered Spell
Water Tribe Cold, Necrotic
Water Tribe Careful Spell
Elemental Avatar
At 14th level, you have practiced bending your element so
frequently that you begin to embody the element. You gain a
passive effect based off of your nationality.
Passive Effect
Nationality Passive Effect
Air Nomad While not wearing armor or wearing light
armor you gain a flying speed equal to 50 ft
Earth While you are not wearing any armor, your
Kingdom Armor Class equals 10 + your Dexterity + your
Constitution modifier.
Fire When you deal fire or lightning damage, you
Nation can add your Charisma modifier if it is not
already added. The bonus can be applied to
more than one target, but not more than
damage roll.
Water You gain a 50 ft swimming speed, the ability
Tribe to breath underwater, and can choose (no
action required) to freeze water into a walkable
platform as you walk across it in a 5ft radius
for 1 minute.

Master of your Element


Beginning at 18th level, you master the bending of your
element. As a bonus action you can spend 5 sorcery points to
enhance your element. For 1 minute, whenever you cast a
spell that deals either type of damage of your nationality your
metamagic option costs are reduced by 1 (metamagic that
would cost 1 are now free). Targets that are damaged by these
spells with immunity to this damage type lose their immunity
for the duration of the minute. Once you use this feature, you
can’t use it again until you complete a long rest.

15
Greater Blessing
Warlock Starting at 14th level, your Ancestor’s Blessing feature now
Otherworldly Patron: Ancestor lasts for 1 hour. If the target of your Ancestor’s Blessing fails
a saving throw, they may choose to succeed instead, ending
Your patron is one of your ancestor’s, you watch over their all of the bonuses of Ancestor’s Blessing.
soul and in exchange they grant you protection from many
dangers of the mortal world. Otherworldly Patron: Oracle
Expanded Spell List Your patron is unknown an unseen, but makes what is
Your Ancestors let you choose from an expanded list of spells unknown, known and what is unseen, seen. You channel their
when you learn a warlock spell. The following spells are power by divining the past, present, and future.
added to the warlock spell list for you.
Expanded Spell List
Ancestor's Expanded Spells Your patron lets you choose from an expanded list of spells
Spell Level Spells when you learn a warlock spell. The following spells are
1st Bless, Shield of Faith added to the warlock spell list for you.
2nd Aid, Prayer of Healing Ancestor's Expanded Spells
3rd Protection from Energy, Spirit Guardian Spell Level Spells
4th Death Ward, Guardian of Faith 1st Bane, Bless
5th Commune, Raise Dead 2nd Augary, Detect Thoughts
3rd Clairvoyance, Speak with Dead
Ancestor’s Blessing 4th Divination, Locate Creature
Starting at 1st level, you gain proficiency in Medium Armor,
Heavy Armor, and shields. 5th Commune, Legend Lore
In addition, you gain the ability to bless an ally. As a bonus
action, choose a creature other that you, that you can see Divined Warnings
within 30ft of you. Whenever the target is attacked, attacks Starting at 1st level, when a creature you can see within 60
are made with disadvantage; this effect lasts on the target for feet makes an attack roll, saving throw, or ability check you
1 minute. You can’t use this feature again until you finish a can spend your reaction to cause that creature to roll an extra
short or long rest. d20 and you can choose which result they take. You can use
this abilty before or after they have rolled, but it must be
Ancestor’s Protection before any of the effects of the roll are applied.
Starting at 6th level, you choose one type of protection to gain You cannot use this feature if the creature is rolling with
from your ancestors. Over course of a long rest, you can advantage or disadvantage. once you have used this feature
choose a new option: you cannot use it again until you have completed a short or
long rest.
Ancestor’s Defense. You may add half your proficiency
bonus (rounded up) to your Armor Class, this feature Third Eye
works along-side all Armor Class calculations including At 6th level, you gain the ability to see creatures and objects
those wearing armor, other magical bonuses to your AC, that are invisible in a 10 foot radius around you.
or using unarmored defense. This radius increases to 30 feet @ 18th level.
Ancestor’s Escape. After a creature makes an attack roll
against (whether it hits or misses you) you may use your Unwavering Divination
reaction to move to an unoccupied space within 30ft, this Starting at 10th level, you can use your Divine Warnings
movement happens after the triggering attack's damage is reaction even if the creature is rolling with advantage or
applied but it does not provoke attacks of opportunity. disadvantage.
Ancestor’s Fortitude. Whenever you complete a short
rest, you gain temporary hit points equal to your twice Ceaseless Warnings
your warlock level + your Charisma modifier. At 14th level, you gain an extra use of your Divined Warnings
feature. Both uses refresh after you complete a short or long
Enhanced Blessing rest.
Starting at 10th level, the target of your ancestor’s blessing
gains the effects of your Ancestor’s Protection for the
duration of the blessing. If you choose a new ability from
Ancestor’s Protection, the target of Ancestor’s Blessing gains
that effect instead.
In addition, you can use your Ancestor's Blessing a 2nd
time before completing a short or long rest.

16
Wizard Arcana Tradition: Witchcraft
Witches emphasizes ritual magic and the alchemical brewing
Arcana Tradition: School of of potions, though witches are often found outside of
Chronomancy civilization due to their behavior and dangerous work, they
Temporal Savant
are not necessarily evil.
Beginning when you select this school at 2nd level, the time Ritual Savant
you must spend to copy a spell into your spellbook is halved. Beginning when you select this school at 2nd level, the gold
Chronoshutter
and time you must spend to copy a spell with the Ritual tag
Also at 2nd level, you can hold your spells within a moment in into your Spellbook is halved.
time for a short period. When you cast a spell on your turn, Witch’s Caldron
you may delay its effect (but not it's components or Beginning at 2nd level you gain proficiency in Alchemist’s
concentration if required). You can choose an initiative count Supplies, if you are already proficient in this tool, your
or trigger that would occur before your next turn for the proficiency bonus is doubled for any ability check you make
effects of the spell to occur. If the effect would originate from that uses this tool. When you ritual cast a spell while you have
your or reference your position, it employs the position you access to Alchemist’s Supplies the ritual casting is completed
were standing when you cast the spell. after 5 minutes have elapsed instead of taking 10 extra
Time Warp
minutes on top of the normal casting time.
At 6th level, when you cast a spell as a bonus action, you can Witch’s Brew
use your action to cast a spell that is of a higher level that a At 6th level, over the course of a long rest, you can brew a
cantrip. The combined level of the two spells can be up to but potion with the effects of a spell, this potion can be consumed
may not exceed to your proficiency bonus. by anyone as an action within the next 24 hours to give them
the effects of that spell. A spell imbued into a potion requires
Alternate Timeline you to expend a spell slot from before you began your long
Starting at 10th level, your abilty to stall the effects of a spell rest, unless you cast it as a ritual, along with any other
increases. When you use your Chronoshutter ability, you can material components used to cast the spell. The spell chosen
now delay the spell for up to one hour; you must choose a must have a range of self or touch, cannot require
trigger or a duration that would cause the spells effect to concentration, and can be of any level up to your second
begin. You can only have one use of this ability pending a highest level wizard spell slot.
trigger at a time. When you begin a new long rest, you can either choose to
brew a new potion or, if the potion has not been consumed,
Imposed Continutity you can keep the spell active within the potion for another 24
At 14th level, when you fail a constitution saving throw to hours without spending another spell slot. You can only have
maintain concentration on a spell, you can use your reaction one potion, brewed in the way, at a time.
to spend another spell slot equal to one half the original The potion can be consumed by any creature as an action,
spells cost (rounded up) to maintain the spells concentration and the effects of the spell are applied to the consumer as if
instead. you had cast the spell.
Expanded Brews
Starting at 10th level, you can now keep up multiple potions
during a long rest, the number of potions cannot exceed your
Intelligence modifier. The spell level of all potions combined
still cannot exceed your second highest level spell slot.
Complex Brews
At 14th level, you can now brew potions that contain multiple
spells. Over the course of long rest, you can cast multiple
spells into a single potion. You cannot spend time to upkeep
any potions from the previous day, thus you lose any other
potion’s you have brewed on days prior. You still must expend
material components and spell slots for each spell cast. The
spells chosen must have a range of self or touch, cannot
require concentration, and can be a combination of any levels
up to your second highest level spell slot.

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