Gaming Set Proficiency
3rd-level Grandmaster Feature
You gain proficiency with the Dragonchess gaming set. If you already have this proficiency, you gain proficiency with one other type of gaming set of your choice. In addition, you can use a dragonchess gaming set as your spellcasting focus.
Grandmaster Spells
3rd-level Grandmaster Feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Grandmaster Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Grandmaster Spells
Artificer Level | Spell
3rd | compelled duel, unseen servant
5th | earthbind, hold person
9th | fear, hypnotic pattern
13th | banishment, guardian of faith
17th | hold monster, telekinesis
Pieces On The Board
3rd-level Grandmaster Feature
You have learned to store power into the pieces used to play Dragonchess. You can call upon the stored power when needed, choosing one of the different effects listed below. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Sacrifice (Pawn) - When you are hit by an attack, you can use your reaction to sacrifice a pawn, reducing the damage by a number equal to thrice your level.
Stalwart Defense (Rook) - When a creature within 30 feet of you is hit by an attack, excluding you, you can use your reaction to teleport to an unoccupied space within 5 feet of it. The attacked creature takes no damage and you take half the damage it would have taken.
Mounted Maneuvering (Knight) - As a bonus action, you move up to your speed. This movement does not provoke opportunity attacks.
God's Will (Bishop) - As a bonus action, one creature of your choice within 30 feet regains a number of hit points equal to 2d8 + your Intelligence modifier. The number of d8s is tied to your proficiency bonus and, as such, increases by 1 at 5th level, 9th level, 13th level, and 17th level.
King's Might
5th-level Grandmaster Feature
You have merged with the power kept inside the king piece. Whenever you cast a spell using your dragonchess set as the spellcasting focus, you gain a bonus to all damage rolls of the spell equal to your intelligence modifier (minimum of +1). Additionally, allies within 5 feet of you also gain the same bonus until the start of your next turn.
Royal Court
9th-level Grandmaster Feature
You can more effectively utilize the power inside of your pieces:
- You can use Sacrifice whenever you take damage, rather than only when you are hit by an attack.
- When using Stalwart defense, the damage you take is now reduced to 0.
- When using Mounted Maneuvering, you can move through creatures and objects. If you occupy the same spot as a solid object or creature when you expend all the movement from Mounted Maneuvering, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.
- After using God's Will on a creature, all attacks against the creature have disadvantage until the end of its next turn.
The Crown
15-level Grandmaster Feature
You can now invoke the power held within the queen piece. As a bonus action, you can merge with the queen piece for 1 minute. Your appearance is changed in some obvious way of your own choice, such as a spectral outline overtop your normal form, a complete physical transformation, etc. While you are merged with the queen piece, you gain the following benefits:
- You gain temporary hit points equal to thrice your level.
- You don't provoke opportunity attacks.
- You can move into the space of another creature.
- When you move into the space of another creature, the creature must succeed a Charisma saving throw against your spell save DC or take 4d12 force damage. If a creature is reduced to 0 hit points by this damage, it and any nonmagical items it is wearing or carrying are reduced to nothing. A creature can only be forced to make this saving throw once every round.
However, you cannot cast spells or use your Piece on The Board feature, except for its Stalwart Defense and God's Will options, when you are merged with the queen piece. This feature ends early if you lose all temporary hit points gained by this feature or dismiss this feature as a bonus action. Once you use this feature, you cannot use this feature again until you finish a long rest.
Made for Battle
3rd-level Cyborg feature
You gain proficiency with martial weapons. Additionally, when you attack with a weapon installed within you, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
Cyborg Spells
3rd-level Cyborg feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Cyborg Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Cyborg Spells
Artificer Level | Spell
3rd | armor of agathys, shield
5th | barkskin, dragon's breath
9th | blinding smite, vampiric touch
13th | fire shield, greater invisibility
17th | contagion, steel wind strike
Bodily Enhancement
3rd-level Cyborg feature
Over the course of a long rest, you can install or remove armor, a shield, weapons that lack the two-handed property, or other tiny items into your body. You can only install or remove a number of items equal to your intelligence modifier during every long rest. When armor is installed inside of you, you are considered to be wearing it, and your armor can't be removed from your body against your will. When a weapon or other item is installed inside of you, you can use a bonus action to partially release the weapon from your body, allowing you to use it as normal, or retract it back inside. If you install a potion inside you, you can consume it without using an action. You cannot drop a weapon or other item you have installed within you, even if it is partially released. You can only have one weapon or other item in each limb, you cannot install weapons into your torso or head, and you cannot partially release items in your head. You can only have a number of items installed within you equal to your constitution modifier.
Augment Weaponry
3rd-level Cyborg feature
Over the course of a short or long rest, you can change the damage type of weapons you have installed within you. You replace the weapon's normal damage type with one of the following: lightning, fire, or poison. Alternatively, you can remove this effect, returning its original damage type.
Extra Attack
5th-level Cyborg feature
You can attack twice, rather than once, whenever you take the Attack action on your turn.
More Machine Than Flesh
9th-level Cyborg feature
Parts of your body have been permanently replaced, granting you the following benefits:
- Your speed increases by 10 feet.
- You can make a running jump without moving at least 10 feet on foot immediately before the jump.
- You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
- You gain a +1 bonus to your Armor Class.
- When you attack with weapons that are installed within you, add your proficiency bonus to the damage.
- Your unarmed strikes can deal bludgeoning damage equal to 1d4 + your Strength modifier on a hit. If you have no weapons installed within your arms, the d4 becomes a d8.
Beyond The Limits of Flesh
15th-level Cyborg feature
Your mind and body have gone passed the limitation placed on those of solely flesh, granting you the following benefits:
- At the start of your turn, you can increase your rate of thought, granting you the effects of the Haste spell until the start of your next turn. You do not suffer the negative side effect of the spell. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
- After using your Augment Weaponry feature to change the damage type of a weapon to fire, lightning, or poison, you gain resistance to the chosen damage type until you use the feature again.
Traumatic Hallucination
3rd-level Path of the Insane Feature
While you're raging, hostile creatures appear differently (you choose how they appear). As such, when raging, you gain an additional reaction that can only be used to make an opportunity attack. Additionally, Opportunity attacks made while raging deal extra damage equal to your proficiency bonus.
Broken Mind
6th-level Path of the Insane Feature
Your mind is so full of delusions it can't be disrupted anymore. As a result, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage. In addition, you gain resistance to psychic damage when raging.
Paranoia
10th-level Path of the Insane Feature
The looming presence of unseen creatures watching your every move allows you to more accurately detect threats. You have a +5 bonus to your passive Wisdom (Perception) score. In addition, you see creatures even when they aren't there, allowing you to see invisible creatures within 10 feet while raging.
Ignorant of Injury
14th-level Path of the Insane Feature
Your insanity has reached the point you can change reality to match your perception of it. As a bonus action, you lose all sense of stimuli, allowing you to ignore the effects of any conditions of your choice currently affecting you. This includes all conditions acquired from spells and other magical effects. Your sense of reality returns to you at the start of your next turn, causing all conditions to affect you as normal. If the condition cannot apply to you anymore, such as a grapple after you have moved away, then the condition does not return.
Once you use this feature, you cannot use it again until you finish a long rest.
Battle Hungry
3rd-level Path of the Hungry Feature
Once per turn, when you damage a creature with a melee attack while your rage is active, you can consume a small portion of its body to reinvigorate yourself. After doing so, you can expend one of your Hit Dice, and you then roll that die. You regain a number of Hit Points equal to the roll plus your Constitution modifier.
Insatiable Glutton
3rd-level Path of the Hungry Feature
You suffer no negative effects from any nonmagical substances you consume. For effects that are ambiguous, it is negated if you perceive it as negative. For example, you are immune to acid if you ingest it, but not if you touch it, and you will not gain weight if you view additional weight gain as a negative effect.
In addition, your jaw, teeth, and mouth are strengthened to allow you to eat more difficult to consume material, such as metal or glass, without suffering injury or causing difficulty.
Cravings
6th-level Path of the Hungry Feature
Choose two of the following as your preferred foods: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, and undead.
After finishing a short or long rest, roll a d20 to determine your Craving. On a 16-20, your Craving is the first creature type you chose. On an 11-15, your Craving is the second creature type you chose. On a 1-10, roll a d12 to determine which of the 12 remaining creature types is your Craving.
After consuming a portion of a creature's body using your Battle Hungry feature, an additional effect occurs if the creature's type matches your Craving, as listed below, which lasts until your rage ends.
Otherworldly Cuisine (Aberration). As a bonus action, you can teleport to an unoccupied space you can see within 30 feet of you. Immediately before or after you teleport (your choice), every creature within 5 feet of you takes psychic damage equal to your rage damage bonus.
Quick Bite (Beast). You gain a fly, swim, and climb speed equal to your walk speed.
Heavenly Feast (Celestial). You deal an additional 1d4 radiant damage on melee attacks. After hitting a creature with an attack, you regain a number of hit points equal to your rage damage bonus.
Crunchy Snack (Construct). You gain a bonus to your AC equal to your rage damage bonus.
Scaled Chicken (Dragon). Your DM chooses one damage type related to the dragon you consumed. You gain resistance to the chosen damage type and deal an additional 1d4 damage on melee attacks of the chosen damage type.
Primordial Smoothie (Elemental). As an action, you can make a damage roll for a melee weapon you are holding and choose one of the following damage types: fire, bludgeoning, thunder, cold, or lightning. Every creature within 5 feet of you must make a Dexterity saving throw against a DC equal to 8 + your proficiency bonus + your Constitution modifier. On a failed save, a creature takes damage equal to the result of the damage roll and of the type you chose.
Sweet Treat (Fey). As a bonus action, you and another willing creature you choose within 60 feet of you swap positions, provided there is enough space in both areas.
Spicy (Fiend). When you would be subjected to fire, lightning, cold, poison, bludgeoning, piercing, or slashing damage, you can use your reaction to halve the damage. If the damage type is poison, you instead take no damage. If the damage type is bludgeoning, piercing, or slashing, it is only halved if it is from a nonmagical attack.
Supersized (Giant). Your size increases by one category. Everything that you are wearing and carrying changes size with you. Your attacks with your enlarged weapons or Unarmed Strikes deal an extra 1d4 damage on a hit. Any item you drop returns to normal size at once. A thrown weapon or piece of ammunition returns to normal size immediately after it hits or misses a target.
Home-cooked Meal (Humanoid). You can add twice your rage damage bonus to any ability checks you make.
Thrown Together (Monstrosity). You gain an additional set of limbs, either arms or legs (your choice). You can use a bonus action to make an attack (if arms) or move up to half your speed (if legs).
Slimy Soup (Ooze). You can squeeze through a space as narrow as 1 inch wide, provided you are only wearing and carrying flexible objects which could also fit through such a space. Any objects that cannot fit are left behind. You cannot enter a creature using this feature. In addition, you gain a climb speed equal to your walk speed.
Mixed Salad (Plant). If you would be subjected to radiant damage, you can use your reaction to take no damage and regain hit points equal to the radiant damage you would have taken.
Leftovers (Undead). When you are reduced to 0 hit points but not killed outright, you can use your reaction to drop to 1 hit point instead. After doing so, your melee attacks deal an additional 1d6 necrotic damage until the end of your next turn.
Devour Matter
10th-level Path of the Hungry Feature
While your rage is active, you can, as an action, consume every nonmagical object within a cubic area within 5 feet of you. The dimensions of the area depends on your size: 1 feet if tiny, 3 feet if small, 5 feet if medium, 10 feet if large, 15 feet if huge, and 20 feet if gargantuan. If a creature is within the area, it must succeed on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Constitution modifier or be swallowed. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside you, and it takes acid damage equal to your level in this class at the start of each of the your turns. Creatures you have swallowed count towards your weight carried and you cannot swallow any additional creatures if you are encumbered.
If you take 30 damage or more on a single turn from a creature inside you, you must succeed on a Constitution saving throw against a DC equal to half the damage dealt at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 5 feet of you. If you die, a swallowed creature is no longer restrained by you and can escape from the corpse by using 10 feet of movement, exiting prone.
Devour Reality
14th-level Path of the Hungry Feature
When you would be subjected to damage or an effect, you can use your reaction to negate all damage and effects by consuming them. After doing so, you either regain a number of hit points equal to the damage you would have taken or, if the effect is from a spell, five times the spell's level, whichever is higher. Once you use this feature, you cannot do so again until after you finish a long rest unless you expend a use of your Rage (no action required) to restore your use of it.
Gambling Focus
3rd-level College of Chaos feature
You can channel the magic of chance through certain objects. You can use the following objects as a spellcasting focus for your bard spells: a deck of cards, a set of dice, or a coin. Additionally, while holding your Gambling Focus, you can target yourself with your Bardic Inspiration.
Lucky Guess
3rd-level College of Chaos feature
You gain the ability to control luck in subtle ways. This feature allows you to control the number on a dice roll, what side a coin will land on, what card is drawn from a deck of cards, and any other simple random event that your DM allows.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Game of Chance
3rd-level College of Chaos feature
You call upon the forces of fate to aid you. While you are holding your Gambling Focus, you can use a bonus action to choose one creature you can see within 30 feet to become the target of an unlikely event. Expend one use of your Bardic Inspiration and roll it. The result of the roll determines which unlikely event from the Chance Events table occurs.
If the event requires a saving throw or ability check, the DC equals your spell save DC.
Chance Events
Bardic Insp. Die Unlikely Event
1 A random nonmagical object, which has no relevance to the current environment or situation, strikes the target out of nowhere. The target takes bludgeoning, piercing, or slashing damage (your choice) equal to one roll of your Bardic Inspiration die and is confused by the object's appearance, causing it to become unable to take reactions until the start of its next turn.
2 A stray magical spell launches towards the target, forcing it to succeed a Dexterity saving throw or take damage equal to two rolls of your Bardic Inspiration die. The damage type is Acid, Cold, Fire, Lightning, Poison, or Thunder (your choice).
3 A pickpocket brushes past the target, stealing a number of gold pieces equal to your level. If the target does not have enough gold pieces, the pickpocket takes enough silver or bronze to equal the missing gold.
4 A random medium or smaller beast appears from nowhere and attacks the target. The beast can be any beast with a CR equal to a third of your level. The beast remains until the target is reduced to 0 or you command it to leave.
5 A small sinkhole opens up below the target causing it to become restrained. The target can use its action to make a Strength (Athletics) check, escaping the sink hole and ending the restrained condition on a success. Alternatively, another creature can use its action to help it escape the sink hole and end the restrained condition.
6 Water suddenly rushes towards the target and forces it to succeed on a Strength saving throw or be moved a number of feet equal to 5 times your proficiency bonus horizontally in a direction of your choice. Additionally, the target becomes vulnerable to lightning damage until it dries off, unless it already had resistance or immunity to lightning damage. The water disperses and effects no other creatures or objects.
7 Lightning strikes the target, forcing it to succeed a Constitution saving throw or take lightning damage equal to three rolls of your Bardic Inspiration die. The lightning originates from the sky and can curve around obstacles if the target is not under open sky. If there is no way for the lightning to reach the target, it passes through as little material as possible.
8 The target suddenly develops a cramp or similar issue, causing its speed to be reduced to 0. At the start of each of the target's turns, it can succeed on a Constitution to have its speed halved, rather than reduced to 0. The target can use an action to rest and end this effect.
9 Something gets caught in the target's eyes, causing it to become blinded. The target can use its action to make a Constitution saving throw, removing the blinded condition on a success. If the target is immune to the blinded condition, roll your Bardic Inspiration die again and use the result to determine the new event.
10 For the next 10 minutes, if the target willingly moves, it trips, falls prone, takes bludgeoning damage equal to one roll of your Bardic Inspiration die, its turn ends immediately, and it cannot take reactions or legendary actions until the start of its next turn. If the target is immune to the prone condition, roll your Bardic Inspiration die again and use the result to determine the new event.
11 A small meteorite flies from the sky and lands directly on the targets space. Any nonmagical objects in the meteorite's path is destroyed and any creature in its path takes 1d12 bludgeoning damage and is moved 5 ft away from it. Upon landing, the target takes 2d12 bludgeoning damage and 2d12 fire damage. All creatures within 10 feet of the target must succeed a Dexterity saving throw or take the same amount of fire damage.
12 The target contracts a fatal, incurable disease that will kill them in one year's time. The disease can only be cured by means of the Wish spell or similar effects. A target immune to disease suffers a different type of fatal bodily malfunction.
Against the Odds
6th-level College of Chaos feature
When a creature uses your bardic inspiration for an attack roll, ability check, or saving throw, you can have it treat the d20 roll as a 20 rather than adding your bardic inspiration die to the roll. Once you use this feature, you cannot use it again until after you finish a short or long rest.
Fortune's Favorite
14th-level College of Chaos feature
Your power of fate has reached a pinnacle. Choose an outcome of an event that may occur within the next 10 minutes. When a creature makes an ability check, attack roll, or saving throw that would aid or guarantee the occurrence of the chosen event, the creature adds your Charisma modifier to the roll. When a creature makes an ability check, attack roll, or saving throw that would impede or deny the occurrence of the chosen event, the creature subtracts your Charisma modifier from the roll. Once you use this feature, you cannot use it again until you finish a long rest.
Additionally, when you use your Game of Chance feature, you can roll twice and choose which of the two results occurs.
A bard from the College of Showmanship does not seek tales of wonder; they create them. Bards of this college excess at making every encounter one to remember. Such bards do their best work with a well-set stage and a crew of skilled improvisers.
Center Stage
3rd-level College of Showmanship Feature
You have learn how to sway a crowd. As an action, you can begin to put on a show. All creatures within 30 feet of you must make a Charisma saving throw or be charmed by you.
A creature charmed in this way has its senses are dulled, causing it to suffer a penalty to any Wisdom-based ability checks equal to your Charisma modifier. If a creature charmed in this way takes damage, the condition immediately ends. On subsequent turns, you can use an action to extend your performance. If you end your turn without extending your performance, the effects of this feature immediately end.
Once you stop extending your performance, you cannot begin another using this feature until you finish a short or long rest.
Dramaticize
3rd-level College of Showmanship Feature
An undramatic act is an insignificant one. When making an ability check, attack roll, or saving throw, you can expend one use of your Bardic Inspiration to perform an excessive and unnecessary action, such as backflipping to avoid a fireball or crying uncontrollably when convincing someone, without suffering any penalties for doing so. After performing the excessive and unnecessary action, you can add a bonus to the ability check, attack roll, or saving throw equal to one roll of your Bardic Inspiration die.
Additionally, when a creature uses a Bardic Inspiration die given by you, it can perform an excessive and unnecessary action without suffering any penalties for doing so.
Move the Spotlight
3rd-level College of Showmanship Feature
Controlling the flow of a narrative is your specialty. During combat, when a creature ends its turn, you can use your reaction to choose a creature you can see within 15 feet of you that has not yet taken its turn in the current round, which can be you. Make a Charisma (Performance) check against a DC equal to the current initiative count. On a success, the chosen creature has its initiative temporarily moved to current initiative count, reverting back to its original initiative for subsequent rounds.
Once you successfully use this feature, you cannot do so again until you finish a short or long rest.
The Show Must Go On
6th-level College of Showmanship Feature
Your love of the theater allows you to overcome any obstacles. When you are reduced to 0 hit points but not killed outright, you can make a Charisma (Performance) check. The DC of the check is equal to 10 or half the damage dealt, which ever is higher. On a success, you drop to 1 hit point instead. You can use this feature a number of times equal to your Charisma modifier (minimum of 1), and regain all expended uses on a long rest.
Fashionably Late
6th-level College of Showmanship Feature
Your late arrival strengthens your resolve to leave an impact. When you roll initiative for a combat that has already begun, you gain a bonus to all ability checks, attack rolls, and saving throws equal to the number of rounds that have passed since the combat began, to a maximum of +3, until the end of your first turn. In addition, any other creatures of your choice that enter the combat with you gain the same bonus. This feature does not apply if you enter a combat you have previously rolled initiative for.
Showstopper
14th-level College of Showmanship Feature
You have learn how to end a show with a bang. When you roll any die, you can add a bonus to the roll equal to your Charisma modifier times the number of uses of Bardic Inspiration that are expended. If the rolled die is for a damage roll, the added bonus is doubled. Once you use this feature, you cannot do so again until you finish a long rest.
Domain Spells
1st-level Murder Domain feature
You gain domain spells at the cleric levels listed in the Murder Domain Spells table. See the Divine Domain class feature for how domain spells work.
Murder Domain Spells
Cleric Level Spells
1st Hunter's Mark, Dissonant Whispers
3rd Crown of Madness, Cloud of Daggers
5th Antagonize, Enemies Abound
7th Phantasmal Killer, Staggering Smite
9th Hold Monster, Steel Wind Strike
Bloody Daggers
1st-level Murder Domain feature
You learn a special blood ritual that allows you to bind weapons to yourself.
You can perform the ritual over the course of 1 hour, which can be done during a short rest. At the end of the ritual, you can touch a weapon and bind it to you, or two weapons if both have the light property.
Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. Immediately after hitting or missing with a thrown attack, the weapon flies back to your hand. If you hit with a bonded weapon that would normally deal 1d4 damage, it instead deals 1d6. Damage dealt by a bonded weapon is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Channel Divinity: Hysteria
2nd-level Murder Domain feature
You can twist the mind of another into madness. As an action, you force one creature of your choice within 15 feet to make a Wisdom saving throw or be driven to murderous insanity. On failed save, the target loses the ability to distinguish friend from foe and takes actions that would result in the most bloodshed and death. After taking damage, an affected creature can repeat the saving throw, ending the effect on a success. A creature affected by this feature won't take obviously harmful actions, even if those actions would result in great bloodshed, such as casting fireball on themselves. A creature with immunity to the charmed condition cannot be affected by this feature.
Murder on the Mind
6th-level Murder Domain feature
Your mind is constantly filled with malicious thoughts, granting you the following benefits:
- You have resistance to psychic damage.
- You have advantage on saving throws against being frightened.
- If you deal damage to another creature, you have advantage on Constitution saving throws that you make to maintain your concentration on a spell until the start of your next turn.
- If a creature attempts to read your thoughts, such as by using the Detect Thoughts spell, the spell or feature used to do so immediately ends and it takes psychic damage equal to your level in this class.
Divine Strike
8th-level Murder Domain feature
You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
Art of Slaughter
17th-level Murder Domain feature
The act of killing fill you with euphoria and power. When you kill a creature, you can make an additional attack on your next turn after taking the attack action, or your current turn if kill a creature on your turn. If this additional attack hits, it is considered a critical hit regardless of the roll.
Additionally, your Murder on the Mind feature has improved, now granting you immunity to psychic damage and the frightened condition.
Domain Spells
1st-level Beauty Domain feature
You gain domain spells at the cleric levels listed in the Beauty Domain Spells table. See the Divine Domain class feature for how domain spells work.
Beauty Domain Spells
Cleric Level Spells
1st Charm Person, Heroism
3rd Enthrall, Suggestion
5th Fast Friends, Motivational Speech
7th Charm Monster, Compulsion
9th Dominate Person, Geas
Eye of the Beholder
1st-level Beauty Domain feature
When you charm a creature, you can change your appearance and your voice to match what the creature finds most beautiful. You do not determine the specifics of the changes, which can be your coloration, hair length, sex, weight, and height, which can be changed to make you either Medium or Small. You could appear as a member of another race, though none of your game statistics change. You always adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren’t changed by this trait.
Channel Divinity: Radiant Beauty
2nd-level Beauty Domain feature
As an action, you begin to emanate a brilliant light around you, casting bright light in a 15-foot radius and dim light for an additional 15 feet. The light lasts for up to 10 minutes, during which you must concentrate on it (as if concentrating on a spell). A creature that ends its turn within the light must succeed on a Wisdom saving throw or be charmed by you. If a charmed creature was hostile towards you, it is indifferent until this effect ends. If a charmed creature was indifferent towards you, it is friendly until this effect ends. If a creature charmed in this way is damaged by you or one of your allies, it is no longer charmed and it is immune to this feature for the next hour.
Enchanting Movements
6th-level Beauty Domain feature
When adding your Dexterity modifier to your AC or any roll you make, you can instead add your Charisma modifier. In addition, opportunity attacks against you are made at disadvantage.
Potent Spellcasting
8th-level Beauty Domain feature
You add your Wisdom modifier to the damage you deal with any cleric cantrip.
Sight for Sore Eyes
17th-level Beauty Domain feature
If a creature starts its turn within 30 feet of you, you can cause it to regain hit points equal to your Charisma modifier if it has no more than half of its hit points left. A creature cannot gain this benefit if it has 0 hit points.
Florist
2nd-level Circle of Roses feature
You have advantage on any ability checks made to identify a type of flower or determine its possible uses or meanings.
Petals in the Breeze
2nd-level Circle of Roses feature
You gain the ability to shift your body into flower petals. As an action, you can expend a use of your Wild Shape feature to transform the edge of your body into petals, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:
- When you move, you fully transform into a collection of petals, allowing you to move through the space of another creature and pass through small holes, narrow openings, and even mere cracks. Any equipment you are wearing or carrying melds into your new form. In addition, you can fly while you move but will fall if you stop moving midair.
- Opportunity attacks against you are made at disadvantage.
- Your speed cannot be reduced by the grappled or restrained conditions.
- You can remove the prone condition by moving at least 5 feet, which doesn't cost extra movement.
These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again.
Twisting Briar
6th-level Circle of Roses feature
When a creature moves within 15 feet of you, you can use your reaction to cause thorned stems to grow around them. The target must make a Strength save against your spell save DC. On a failed save, the target is restrained by the briar. On a successful save, the target destroys the briar and is not restrained. A creature restrained by the briar can repeat the save at the end of each of its turns, destroying the stems and ending the effect on a success. A creature that makes a Strength saving throw caused by this feature takes 2d4 piercing damage on a failed save, or half as much on a successful one. The piercing damage increases to 4d4 at 10th level, 6d4 at 14th level, and 8d4 at 18th level.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
In Bloom
10th-level Circle of Roses feature
While your Petals in the Breeze feature is active, you gain the following additional benefits:
- You have resistance to bludgeoning, piercing, and slashing damage.
- You do not provoke opportunity attacks.
- When you move through the space of a creature, it takes slashing damage equal to your proficiency bonus. A creature can only take this damage once per turn.
- You can cast Speak with Plants at will, but any uses of the spell immediately end once your use of Petals in the Breeze ends.
Rose Garden
14th-level Circle of Roses feature
As an action, you magically create a field of roses on the ground within 60 feet of you. While you are within this field, you gain access to the following features:
- As a bonus action, you can teleport one creature within your field to an unoccupied space within the field.
- When you are hit by an attack, you can use your reaction to teleport to an unoccupied space within your field, causing the attack to miss.
When a creature teleports via this feature, it either regains hit points or takes slashing damage (your choice) equal to 2d8 + your Wisdom modifier. The damage and healing increases to 2d10 + your Wisdom modifier at 18th level.
If flowers cannot grow in the surrounding terrain, the field withers and loses its power after 1 minute. Otherwise, the field remains but loses its power after 10 minutes.
Once you use this feature, you cannot do so again until you have finished a long rest.
The chaos of nature is what gives it its beauty. To change is to grow and those of the Circle of Mutations know this well. Druids of this circle will adjust their forms to adapt to any situation they find themselves in.
Chimera
2nd-level Circle of Mutations feature
As a bonus action, you can expend a use of your Wild Shape feature to augment your current form with bestial traits, rather than fully transforming into a beast form. Choose a beast you can transform into using Wild Shape and a number of traits, actions, or speeds of that creature equal to your proficiency bonus. You gain access to the chosen features, which alter your form to allow for their use, for a number of hours equal to half your druid level (rounded down) or until you revert them as a bonus action. If a desired feature would not function properly without another, you must have access to such required features to gain access to the desired feature, unless your DM permits a limited or altered version of the feature to be gain instead.
Variable Proportions
2nd-level Circle of Mutations feature
When you use your Wild Shape feature to transform into a beast, your transformation can be one size category larger or smaller than the creature typically is. In addition, when using your Chimera feature, you can change your size category to be one size larger or smaller than your original size until the feature ends.
Volatile Biology
6th-level Circle of Mutations feature
While under the effects of Chimera, you can use an action to choose different features from the same beast to replace the current chosen features or choose a different beast to gain the features of. You can adjust your size via your Variable Proportions feature while using this feature. The duration of your Chimera feature is not affected by any of these changes. Additionally, if your form is changed against your will, you can roll a d20 and on a result equal to or less than your druid level, you immediately transform back to your prior form.
Foreign Body
10th-level Circle of Mutations feature
By forgoing an attack, you can take a bite out of a corpse within your reach. Choose one trait, action, reaction, or speed that the creature had in life which does not require any of its other features to function. You gain access to the chosen feature for 1 hour or until you dismiss it (no action required).
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Amalgamation
14th-level Circle of Mutations feature
As an action, you can transform into a monstrous combination of 5 different beasts. Choose 5 beasts you can transform into using your Wild Shape. You transform into an huge amalgamation of all 5 beasts. The transformation functions the same as your Wild Shape feature, but with access to the features from all five, the combined hit points of all five, the highest speeds of all five, the highest armor class of the five, and the highest of each of their ability scores. The transformation lasts for a number of minutes equal to half your druid level (rounded down) instead of hours.
Wise King
3rd-level Sovereign Feature
When you make an ability check using Intelligence or Charisma, you can choose to use your Wisdom instead. Additionally, you gain proficiency in one of the following skills of your choice: History, Insight, Intimidation, or Persuasion.
Knight
3rd-level Sovereign Feature
You learn a special ritual that creates a bond between you and another willing creature. You perform the ritual with the other creature over the course of 1 hour, which can be done during a short rest. At the conclusion of the ritual, the creature swears its loyalty to you and becomes your knight. Your new knight can choose between one of two options when it swears its loyalty to you, becoming either your sword or shield.
A knight that has sworn to be your shield gains a +1 bonus to its AC while within 30 feet of you.
A knight that has sworn to be your sword scores a critical hit on a roll of 19 or 20 while within 30 feet of you.
The connection between you and your knights grants all of you a type of limited group telepathy. If one of you can see another, you can interpret the others' movements to read their thoughts.
You can have up to a number of knights equal to half your proficiency bonus, rounded up. If you attempt the ritual when you already have your maximum number of knights, you must choose one knight to release from duty.
Warlord
7th-level Sovereign Feature
Commanding your knights empowers their abilities. As a bonus action, you can give an order to one of your knights within 60 feet. While following this order, the knight gains advantage on one ability check, attack roll, or saving throw it makes, which the knight chooses, until the end of its next turn.
In addition, when you give an order, you can empower it to grant your knights further benefits depending their role:
- A knight that has sworn to be your shield gains a number of temporary hit points equal to 4 times your proficiency bonus.
- A knight that has sworn to be your sword gains a bonus to its next damage roll equal to 4 times your proficiency bonus.
You can empower your orders a number of times equal to your Wisdom modifier (minimum of 1). You regain one expended use at the end of a short rest and all expended uses at the end of a long rest.
Majestic Presence
10th-level Sovereign Feature
Your regal nature doesn't allow you to suffer injury. All damage you take is reduced by a number equal to your Wisdom modifier (minimum of 1) and you always appears to have taken no damage, unless you have 0 hit points. Additionally, you can now have up to a number of knights equal to your proficiency bonus, rather than half your proficiency bonus.
Royal Decree
15th-level Sovereign Feature
As an action, you can speak an order directed towards any number of creatures that can hear and understand you. Such creatures pursues the course of action you described to the best of its ability, unless it is obviously harmful. A creature unwilling to follow the command must succeed on a Wisdom saving throw to resist. The DC of the saving throw is equal to 8 + your proficiency bonus + your Wisdom modifier.
If the course of action you described is not complete after 1 hour, the effects of this feature fade and the creature no longer needs to follow the order.
Once you use this feature, you cannot do so again until after you finish a long rest.
Law of the Land
18th-level Sovereign Feature
Your will affects the land around you and those within it. As an action, choose one of the following laws to be enforced within 60 feet of you:
- Outlaw Violence. No creature within the area can deliberately deal damage to another creature.
- Outlaw Lies. No creature within the area can speak a deliberate lie.
- Outlaw Speech. No creature within the area can speak nor produce any vocal sounds.
- Outlaw Movement. No creature within the area can willingly move.
- Outlaw Perception. All creatures within the area are blinded and deafened.
- Outlaw Fear. A creature within the area cannot be frightened.
A creature can attempt to break the law by succeeding on a Wisdom saving throw. On a successful save, it can break the law for the next hour. The DC of the saving throw is equal to 8 + your proficiency bonus + your Wisdom modifier. You are aware of when a creature succeeds on this saving throw. You and your knights gain a bonus on attack rolls against any creature that has broken the law on its last turn equal to your Wisdom modifier (minimum of 1).
You can only enforce one law at a time, and can use an action to change the law currently enforced to another of your choice or dismiss this feature.
Monks of the Way of Blood and Bone learn to manipulate their body to a higher degree than the rest. They have honed their bodies to be as moldable as clay and as sharp as a blade. Any who oppose them either don't live to tell the tale or are too traumatized to ever speak again.
Those that follow the Way of Blood and Bone are able to move in unnatural ways to slip into hard-to-reach areas and grapple opponents more effectively. They often utilize their abilities for subterfuge or for horrifying any who discover them. Masters of this art can even control severed limbs as though they were attached and take the bodies of others to use for their own goals.
Instrument of Death
3rd-Level Way of Blood and Bone Feature
You can manipulate your form to create weapons of jagged bone or solidified blood (no action required). You can use your weapons to make unarmed strikes. When you do so, you gain the following benefits:
- You can change the damage type to either piercing or slashing damage.
- You can use Constitution instead of Strength for the attack and damage rolls.
- If you are grappling the target, you have advantage on the attack roll.
- If you hit and your current hit points are less than half of your maximum, you can spend 1 ki point to siphon away some of the target's flesh and blood, regaining hit points equal to the damage dealt by the attack.
Contortionist
3rd-Level Way of Blood and Bone Feature
You have learned to bend and twist your body in unusual ways. You gain the following benefits:
- You can squeeze through a space as narrow as 1 inch wide, provided you are only wearing and carrying flexible objects which could also fit through such a space. Any objects that cannot fit are left behind. You cannot enter a creature using this feature.
- You can make a Dexterity (Acrobatics) check instead of a Strength (Athletics) check when attempting to initiate or maintain a grapple. Additionally, you can grapple a creature using one, or both, of your legs, which halves your speed or reduces it to 0 respectively.
- You can fit your body within 1 cubic foot of total space.
- You can move your body in weird and unnatural ways without injury, such as bending joints backwards or rotating your head over 360 degrees.
Blood of the Covenant
6th-Level Way of Blood and Bone Feature
When using your Deflect Attacks feature, if you do not reduce the damage of the attack to 0, you can command your spilled blood to strike a creature within 10 feet. Make an unarmed strike against the target using Constitution. The damage of the attack is slashing damage equal to the damage dealt to you after the reduction from your Deflect Attacks feature.
Detach and Dismember
11th-Level Way of Blood and Bone Feature
Your spiritual form has an unbreakable bond with your physical form, granting you the following benefits:
- When you take slashing or piercing damage, you can spend 2 ki points to take no damage and safely remove a portion of your body.
- Severed portions of your body still function as though they were attached.
- Attacks against severed portions are treated as attacks against you, with the attacker rolling an attack roll against your AC as normal.
- By forgoing an unarmed strike, you can connect tendons of flesh to any severed parts of your body within 30 feet of you. You can then move the portion to another point within 30 feet of you and the original point. The tendons remain until you remove them (no action required). If the tendons are hit by an attack, they wither away and the portion falls if it is midair.
- You can reattach any severed parts of your body by touching it to the point it was severed from, leaving no trace of harm.
- You know the direction and distance between all parts of your body as long as they are on the same plane of existence.
- By spending 1 ki point, you can cause a severed portion of your body to dissolve and regrow in its original place.
- At the end of a long rest or by spending 2 ki points, you can choose to dissolve all severed portions of your body except for 1, causing all the dissolved portions to regrow around the remaining part.
Invasion of Privacy
17th-Level Way of Blood and Bone Feature
If you or a severed limb is grappling a target, you can forgo an unarmed strike to force the grappled creature to make a Constitution saving throw against your Ki save DC. On a failed save, you or the severed limb enters the creature's body. Any objects being worn or carried by you or the severed limb are left behind. When inside a creature (or corpse, hijacked or otherwise), you have full cover and all unarmed strikes against the creature automatically hit. The creature can repeat the saving throw at the end of each of its turns, rolling with advantage if you have dealt damage to it since the end of its last turn and expelling you from itself on a success. Once you successfully enter a creature, you cannot target a creature with this feature again until you finish a long rest, unless you expend 5 ki points to use it again.
Additionally, while you or one of your severed limbs is inside of a corpse that has died within the last 10 minutes, you can spend 5 ki points to hijack the corpse, making it appear as though it were still alive. You can use any types of movement it had in life (such as a fly speed or a climb speed), use any of its appendages and organs (such as using its arms to manipulate objects, eyes to see, or mouth to speak), and use any nonmagical features the creature had in life (such as evasion or multiattack). If you or the severed limb exits the corpse, it immediately collapses and returns to its lifeless nature. If the corpse takes damage equal to half of your maximum hit points, you (or the portion of you) are expelled from the corpse.
Tenets of Passage
Honor the Cycle. Life and death are two sides of the same coin; neither side should be feared. You guard the transition of sides, ensuring that every soul reaches its rightful destination.
No Life Taken Lightly. Death cannot be bestowed recklessly. You must judge each soul, offering protection to those whose time has yet to come and delivering punishment to those who do not honor the cycle.
Sentinel of the Threshold. You oversee the boundary between existence and eternity, defending the living from unnatural forces and ensuring the dead remain so.
Balance Beyond Mortality. Necrotic energy is not inherently evil, nor is divine light inherently good. You wield both forces, knowing that death is not the enemy, but rather those who twist its power.
Embrace the Journey. Fearing death is weakness. You guide others through their fear and teach them that death is simply a change rather than an end.
Channel Divinity
3rd-level Oath of Passage Feature
You gain the following two Channel Divinity options.
Path to the Grave. You can mark another creature’s life force for termination. As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack’s damage, and then the curse ends.
Sight of the Ferryman. You can peer at the souls of others, revealing their true nature. Choose one creature you can see within 30 feet of you. You learn its creature type and alignment. Additionally, for the next 10 minutes, you know if the target lies while you look at it. At your DM's discretion, you can also see any unique details of the creature's soul, such as if it was created artificial or is bound by a pact or contract. If the targeted creature does not possess a soul, this feature has no effect.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Passage Spells
Paladin Level - Spells
3rd - Inflict Wounds, False Life
5th - Wither and Bloom, Gentle Repose
9th - Speak with Dead, Feign Death
13th - Death Ward, Blight
17th - Antilife Shell, Reincarnate
Aura of Preservation
7th-level Oath of Passage Feature
You can control the fate of those on the verge of death. At the start of your turn, you and friendly creatures within 10 feet of you are stabilized if at 0 hit points. At 18th level, the range of this aura increases to 30 feet.
Soul Eating Smite
15th-level Oath of Passage Feature
You learn to consume the lifeforce of others. When you use your divine smite feature, you can choose to deal necrotic damage instead of radiant. Additionally, when you deal necrotic damage using your divine smite feature, you regain hit points equal to half the necrotic damage dealt, rounded down.
Hour of Reaping
20th-level Oath of Passage Feature
You gain the power of the reaper. As an action, you draw upon negative energy, gaining the following benefits for 1 hour:
When you are reduced to 0 hit points but not killed outright, you drop to 1 hit point instead.
All damage you deal is necrotic damage.
The damage you deal to creatures cannot be reduced in any way.
When you reduce a creature to 0 hit points, you can destroy its soul, preventing any form of resurrection other than the wish spell.
Once you use this feature, you cannot do so again until after you finish a long rest.
Oath of the Lorekeeper Spells
3rd-level Oath of the Lorekeeper Feature
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Lorekeeper Spells table, you thereafter always have the listed spells prepared.
Paladin Level Spells
3 Comprehend Languages, Identify
5 Detect Thoughts, See Invisibility
9 Nondetection, Speak with Dead
13 Arcane Eye, Confusion
17 Legend Lore, Scrying
Reject Falsehood
3rd-level Oath of the Lorekeeper Feature
When a creature within 30 feet of you shapeshifts, lies, or casts an illusion spell, you can expend one use of your Channel Divinity using your reaction to force it to succeed on an Intelligence saving throw or suffer an effect depending on what triggered this reaction:
- A shapeshifted creature is reverted to its true form.
- A lying creature visibly flinches and cannot deliberately lie for the next minute.
- An illusion spell is dispelled.
In addition, on a failed save, the creature takes psychic damage equal to 1d10 + your Charisma modifier. If this damage would reduce the creature to 0 hit points or kill it, you can have it fall to 1 hit point instead.
Hone Knowledge
3rd-level Oath of the Lorekeeper Feature
As an action, you can expend one use of your Channel Divinity to touch a willing creature and choose one skill. If the creature lacks proficiency in the chosen skill, it gains proficiency in it. If the creature has proficiency in the chosen skill, it gains expertise with that skill. If the creature has expertise in the chosen skill, it gains advantage on ability checks using the chosen skill. This effect lasts for 1 hour.
Knowledge is Power
7th-level Oath of the Lorekeeper Feature
Whenever you or an ally within 10 feet of you adds its Intelligence modifier to any ability check, attack roll, or saving throw, it gains an additional bonus equal to your Charisma modifier (minimum of 1). You must be conscious to grant this bonus.
Scrawl Truth
15th-level Oath of the Lorekeeper Feature
When a creature you can see uses a feature or casts a spell, if you are holding a book with blank pages or a blank piece of paper or parchment, you can use your reaction to absorb the effect into an empty page. The page now describes the details of the feature or spell, including the description and any relevant information regarding the user or caster. Once you absorb an effect, you cannot do so again until after you finish a long rest.
While holding a page or paper filled by this feature, you can use the feature described as though you were the original user or caster, which causes the page or paper to become empty once more.
You can have a number of pages filled by this feature equal to your Charisma modifier (minimum of 1). If you attempt to absorb an effect when having the maximum number of pages filled, the earliest filled page or paper is destroyed.
Great Minds Think Alike
20th-level Oath of the Lorekeeper Feature
As a bonus action, you gain the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can’t use it again until you finish a long rest. You can also restore your use of it by expending a level 5 spell slot (no action required).
Omniscient. You gain truesight and blindsight to a range of 30 feet.
Public Library. You and all willing creatures within 30 feet of you have access to any feature or spell that another such creature can use. If the feature would expend any uses, charges, or spell slots, the original holder of the feature must expend the required uses, charges, or spell slots.
Stalker Magic
3rd-level Stalker Feature
You learn an additional spell when you reach certain levels in this class, as shown in the Stalker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Stalker Spells
Ranger Level Spell
3rd Expeditious Retreat
5th Enhance Ability
9th Fear
13th Freedom of Movement
17th Skill Empowerment
Begin the Hunt
3rd-level Stalker Feature
You can, as a bonus action, begin tracking a creature you can see. Alternatively, you can begin to track a creature if you succeed on a Wisdom (Survival) check made to locate it using information it left behind. You can only track one creature using this feature as a time. The creature you are tracking is considered your Prey.
While your Prey is within 1 mile of you, you can sense its direction and distance. Additionally, if your Prey is one of your favored enemies and you can see it, you can sense if the creature is your equal, superior, or inferior in regard to Armor Class and current hit points.
You can use this feature a number of times equal to your Wisdom modifier. You regain one expended use at the end of a short rest and regain all expended uses at the end of a long rest.
6th Sense
3rd-level Stalker Feature
You gain greater awareness of possible victims. While your Primeval Awareness feature is active, you can sense the location and number of your favored enemies within the area. Additionally, as a part of the same action, you can mark one of these creatures as your Prey as if by your Begin the Hunt feature.
Relentless Pursuer
7th-level Stalker Feature
When moving closer to your Prey, every 2 feet you move only requires 1 foot of movement, opportunity attacks cannot be made against you, and creatures have disadvantage on Wisdom (Perception) checks made to see details other than your location, such as your appearance or subtle movements.
Unfair Advantage
11th-level Stalker Feature
Once per turn, when making an attack against your Prey, you can choose to mirror the results of the roll. To do so, you subtract the roll from 21 and take the difference as your new result (for example, a 5 becomes a 16). Additionally, when you score a critical hit against a creature, it suffers one of the following detriments of your choice:
It cannot regain hit points until the end of its next turn.
It is poisoned until the end of its next turn.
Its speed is halved until the end of its next turn.
Close the Gap
15th-level Stalker Feature
While you are hidden, you can teleport to an unoccupied space within 5 feet of your Prey (no action required). After doing so, you have advantage on the first attack roll made against your Prey. If this attack hits, it is considered a critical hit. Once you use this feature, you cannot do so again unless you change your Prey or you finish a short or long rest.
Additionally, your Vanish feature is improved, causing you to be hidden from divination magic. You cannot be targeted by such magic or perceived through magical scrying sensors, unless you choose to be.
Lightning Strike
3rd-level Stormstrider Feature
When you use your Sneak Attack, you can change the damage type of your Sneak Attack to lightning damage.
Quick as Lightning
3rd-level Stormstrider Feature
When you use the Dash action, you also gain the effects of the Disengage action.
Fall Like a Thunderbolt
9th-level Stormstrider Feature
As a bonus action, you can teleport to a creature, which is either surprised or unaware of your presence, within 60 feet. Immediately after teleporting, you can use your action to attack a creature within 5 feet with advantage. Once you use this feature, you cannot use it again until you finish a short or long rest.
At 14th level, you can use this feature twice between rests, and at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain all expended uses.
Steal Thunder
13th-level Stormstrider Feature
After you use your Sneak Attack, the target's speed is reduced by 15 feet until the end of your next turn. Subsequently, your speed increases by 15 feet for the same duration.
Never Strike Twice
17th-level Stormstrider Feature
If your attack's target is not the same creature as the target of your last attack, you have advantage on the attack roll.
Darkvision
3rd-level Shadowdancer Feature
You gain Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet.
Dance of Dusk
3rd-level Shadowdancer Feature
While entirely within dim light or darkness, you can teleport to an unoccupied space you can see that is also in dim light or darkness by expending movement equal to its distance from you.
Dim the Light
3rd-level Shadowdancer Feature
You can, as an action, extinguish all nonmagical sources of light within 30 feet of you.
Sunder Shadow
9th-level Shadowdancer Feature
You can use a bonus action to separate your shadow from your body, or reattach it if it is already separated and within 5 feet of you. The shadow is a 2-dimensional entity under your control with no will of its own. You can make attacks, cast spells, and use features as though you were in the shadow's space and can sense through it. The shadow has its own movement, but it shares your actions. The shadow is immune to all damage and effects. Your shadow counts as an area of dim light or darkness you can teleport to using your Dance of Dusk feature.
Torn by Twilight
13th-level Shadowdancer Feature
As an action, you give the darkness around you form and propel it into others. All creatures of your choice within 60 feet of you that are within an area of dim light or darkness or have a shadow must make a Dexterity saving throw against a DC equal to 8 + your proficiency bonus + your Dexterity modifier. A creature takes piercing damage on a failed save, or half as much damage on a successful one. The piercing damage is equal to the damage of your Sneak Attack. Once you use this feature, you cannot do so again until you finish a short or long rest.
Zenith in the Dark
17th-level Shadowdancer Feature
While entirely within dim light, your Evasion feature applies to all Strength, Dexterity, and Constitution saving throws. While entirely within darkness, your Evasion feature applies to all saving throws.
Sanguine Magic
1st-level Vampiric Blood Feature
After a creature within 15 feet of you takes damage, excluding you, you can use your reaction to siphon a small amount of its blood and use it to empower your magic. Until the end of your next turn, you can add a bonus to one damage roll of one spell you cast or divide the bonus across multiple damage rolls. The bonus is equal to the damage taken by the creature, excluding any extra damage caused by this feature.
Captivating
1st-level Vampiric Blood Feature
When you cast an enchantment spell that causes a creature to know it was charmed by you when the spell ends, you can choose to have the spell no longer do so for the current casting of the spell. You can use this feature a number of times equal to your Charisma modifier and regain all uses at the end of a long rest.
By 3rd level, if you use this feature on an enchantment spell and it fails, either by the target succeeding the saving throw or being immune to the effect, you do not expend the spell slot used to cast the spell.
Vampiric Nature
6th-level Vampiric Blood Feature
Your blood begins to have a more potent effect on the rest of your body. If you consume at least 500 milliliters of fresh blood from a humanoid, you gain the following features for 24 hours:
- You have advantage on saving throws against disease and being poisoned, and you have resistance to poison and necrotic damage.
- You have advantage on death saving throws.
- You don't need to eat, drink, or breathe.
- You don't age, and you can’t be aged magically.
In addition, while within a coffin, you can finish a long rest in 4 hours, during which you must remain asleep.
Regeneration
6th-level Vampiric Blood Feature
Once per turn, you can spend up to 3 sorcery points to expend a number of hit dice equal to the number of sorcery points spent. For each hit die spent in this way, roll the die and add your Constitution modifier to it. You regain hit points equal to the total (minimum of 1). This feature cannot be used if you are currently in sunlight or running water or if you have taken radiant damage since the end of your last turn.
Blood Frenzy
14th-level Vampiric Blood Feature
After you use your Sanguine Magic feature, you can use a bonus action on your next turn to consume the siphoned blood and enter a blood frenzy. While you are in a blood frenzy, you gain the following benefits:
- You gain temporary hit points equal to twice your level.
- You have resistance to bludgeoning, piercing, and slashing damage.
- As an action, you can make a melee spell attack against a creature within your reach. On a hit, the target takes 8d6 necrotic damage, and you regain hit points equal to half the necrotic damage dealt.
The blood frenzy lasts a number of rounds equal to your constitution modifier or until you lose all these temporary hit points. Once you use this feature, you can’t do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.
Children of the Night
18th-level Vampiric Blood Feature
You can call upon the creatures of the night to aid you. As an action, you may magically call 2d4 swarms of bats or rats, provided that the sun isn’t up. While outdoors, you can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as your allies and obeying your spoken commands. The beasts remain for 1 hour, until you die, or until you dismiss them as a bonus action. Once you use this feature, you can't do so again until you finish a long rest, unless you spend 5 sorcery point to use it again.
Ignite
1st-level Phoenix Soul Feature
You gain the ability to start fires with a touch. Once per turn, you can ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes. If the object is not tiny, you ignite a 1-foot cube of space that the object takes up, originating from your hand. This feature is not considered magical and therefore cannot be disabled by an effect like an antimagic field.
Mantle of Flame
1st-level Phoenix Soul Feature
You can unleash the phoenix fire that blazes within you. As a bonus action, you can expend a spell slot of 1st level or higher to magically wreathe yourself in swirling fire, as your eyes glow like hot coals. For 1 minute, you gain the following benefits:
- You shed bright light in a 30-foot radius and dim light for an additional 30 feet.
- If a creature hits you with a melee attack from within 5 feet of you or touches you, it takes fire damage equal to your Charisma modifier + the level of spell slot expended to use this feature.
- Whenever you cast a spell that deals fire damage, you can add your Charisma modifier to one damage roll of the spell. If you expended a spell slot of 3rd level or higher to use this feature, you can instead add your Charisma modifier to all damage rolls of such spells.
Eternal Spark
6th-level Phoenix Soul Feature
The fiery energy within you grows restless and vengeful. In the face of defeat, it surges outward to preserve you in a fiery roar.
If you are reduced to 0 hit points, you can use your reaction to expend 3 sorcery points to draw on the rejuvenating power within you. You are instead reduced to 1 hit point, each creature within 10 feet of you takes fire damage equal to half your sorcerer level + your Charisma modifier, and you then teleport up to 30 feet to an unoccupied space you can see.
Fire Within
6th-level Phoenix Soul Feature
You gain resistance to fire and cold damage.
Comforting Warmth
14th-level Phoenix Soul Feature
Your fire spells can now soothe and restore, rather than harm. When you expend a spell slot to cast a spell that includes a fire damage roll, you can choose to instead have all targets regain hit points equal to the fire damage rolled and take no fire damage.
Form of the Phoenix
18th-level Phoenix Soul Feature
You finally master the spark of fire that dances within you, granting you the following benefits:
- Whenever you are subjected to fire damage, you take no damage and instead regains a number of hit points equal to the fire damage dealt.
- You gain immunity to cold damage.
- You gain a magical flying speed of 50 feet and can hover.
- If you die, your body turns to ash. After 1 day, the ashes are subjected to the effects of the reincarnate spell and you are restored to life. Once this feature is used, it cannot be used again until you finish 1d4 long rests.
Partial Ooze
1st-level Ooze Sorcery Feature
Your physical form adjusts to be more similar to an ooze.
- You gain a climb speed equal to your walk speed.
- You gain resistance to acid damage.
- You can squeeze through a space as narrow as 1 inch wide, provided you are only wearing and carrying flexible objects which could also fit through such a space. Any objects that cannot fit are left behind. You cannot enter a creature using this feature.
Engulf
6th-level Ooze Sorcery Feature
As an action, you can spend 2 sorcery points to engulf a creature or object of your size or smaller within 5 feet of you. If the target is a creature, it must succeed on a Dexterity saving throw or be engulfed by you and take acid damage equal to your level in this class. The engulfed target is suffocating, can’t cast spells with a verbal component, is restrained, has full cover, and takes acid damage equal to your level in this class at the start of each of your turns. When you move, the engulfed target moves with you. The engulfed target can try to escape by taking an action to make a Strength (Athletics) check. On a successful check, the target escapes and enters the nearest unoccupied space. If there is no unoccupied space, the target fails the save instead. A creature within 5 feet of you can use its action to pull a creature or an object out of you by succeeding on a Strength (Athletics) check, and the puller takes acid damage equal to your level in this class. You can only have one creature or object engulfed at a time.
Acidic Adhesive
14th-level Ooze Sorcery Feature
When you are hit with a melee or thrown weapon attack, you can use your reaction, or spend 1 sorcery point, to force the weapon to stick to your skin. A creature holding a weapon stuck to you can forgo an attack to make a Strength (Athletics) check, freeing the weapon on a success. At the start of your turn, any nonmagical weapon stuck to you suffers a cumulative −1 penalty to damage rolls. A weapon is destroyed if the penalty reaches −5. The penalty can be removed by casting the Mending spell on the weapon. Nonmagical ammunition is destroyed immediately after hitting you and dealing any damage.
Divide and Conquer
18th-level Ooze Sorcery Feature
When you are subjected to slashing or lightning damage while you have at least 10 hit points and are Medium or larger, you can use your reaction to take no damage and split into two versions of yourself. Both versions of you have the following:
- Current and maximum hit points equal to half the original's
- Current and maximum sorcery points equal to half the original's
- A portion of the spell slots of the original's that you choose, with both potions totaling to the original's available spell slots and spell slot maximums
After splitting, both versions are one size smaller than the original. Any objects being worn or carried by the original are not duplicated nor change in size from the effects of this feature.
A version of you created by this feature can use its action to touch another and be absorbed, adding its current and maximum hit points to the other version of you, making the other version of you one size larger if it was the same size or if there are no other versions smaller than it, and transferring any unique features or memories to the other.
Why learn magic when you can simply buy your way in? Your patron is a being with great control over the arcane. You gain an understanding and control over the weave which others can only dream of. Your soul is a small price to pay, wouldn't you say?
Decipher the Arcane
1st-level Arcane feature
The hidden nature of spellcasting is revealed to you. When you are targeted by or are within the area of effect of a spell, you can attempt to decipher the spell, making a Intelligence (Arcana) check against a DC equal to 15 + the spells level. If spell hits you or you fail the saving throw of the spell, you gain a +5 bonus to this check. On a success, you decipher the spell and temporarily memorize it, allowing you to cast it like any other spell you know. You can only memorize a number of spells equal to your proficiency bonus with this feature. Deciphering a spell when you already have the maximum number memorized requires you to choose one spell to forget, losing access to that spell unless memorized again.
Mystic Isolation
1st-level Arcane feature
Sometimes it is better to keep a low profile. As an action, you touch a willing creature and separate its connection to magic until it chooses to reconnect. While the connection is severed, the creature cannot cast spells, use magic-related features, or attune to any magic items. Any items it is currently attune to are suppressed along with the creature, preventing them from functioning as anything more than simple objects. No spells or other magical effects can detect or target a creature in any way while its connection is severed.
Overwrite the Arcane
6th-level Arcane feature
Magic is yours to mold, even if it belongs to another. When a creature casts a spell within 60 feet of you, you can use your reaction to adjust one part of the spell, choosing from the following list of changes.
- Range: Double the range, halve it, or increase it to 15 feet if touch.
- Duration: Double the duration or halve it. No effect if instantaneous.
- Damage Type: Change the damage type to the damage type of another spell you can cast
- Targets: Double the number of targets, halve it, or force a spell with a variable number of targets to only be able to target one.
- Area of Effect: Reduce the total area of effect in half or double it.
Engrave the Arcane
10th-level Arcane feature
Over the course of a long rest, you can engrave spells into your body or remove the magic from previously engraved spells, which does not remove the physical engraving. You must be able to cast the spell or have the aid of a spellcaster who can to engrave it. The total number of spell levels engraved onto your body cannot exceed your proficiency bonus. An engraved spell must be a spell of 5th level or lower, have a duration of 10 minutes or more, a range of self or touch with yourself as a possible target, not consume material components to cast, not require concentration, and not create a stationary effect on the environment. If the spell grants a passive benefit that would normally last for the duration, the benefit instead lasts until the engraving is removed, you die, or you choose to temporarily remove the effect as an action (which can be restored as an action). If the spell grants a passive benefit that can end prematurely, the effect can be reapplied as an action after you finish a short or long rest.
Conquer the Arcane
14th-level Arcane feature
An enemy's failure is your greatest opportunity. When a spell targeting you misses or you succeed on a saving throw against a spell, you can absorb the residual magic of the spell. You gain temporary hit points equal to 5 times the spell's level. If the spell is the same level as an unexpended spell slot or higher, you can regain said spell slot instead of gaining temporary hit points. Once you use this feature, you cannot do so again until the start of your next turn.
Decay is a force of disorder and destruction, the slow decline to randomness. Harnessing the powers of Decay Magic is a difficult task. While focusing this magic on inanimate objects is possible, to inflict such an unruly force on a creature is a different story.
Decaying the physical world is the limit of the most novice of wizards that choose to learn Decay Magic. Those who have truly mastered the art can rot away at much more than the physical world.
Degrading Touch
2nd-level Decay Magic Feature
As an action, you can touch a nonmagical object and cause it to deteriorate. The object must no larger than a 5-foot cube. The object's effectiveness is reduced in some way determined by the DM. Below are possible rulings for specific objects:
If the object is nonmagical armor, it takes a temporary and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
If the object is a nonmagical weapon, it takes a temporary and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed.
If the object is tiny, nonmagical, and made of organic materials, it deteriorates completely. If the object is instead small, one use of this feature grants advantage on ability checks made to destroy the object and two uses of this feature causes it to deteriorate completely. If the object is instead medium, one use of this feature grants a +2 bonus to ability checks made to destroy the object, two uses grants a +4 bonus to such checks, and three uses causes it to deteriorate completely.
Objects that aren't destroyed can be repaired as part of a short or long rest by succeeding on an appropriate ability check determined by the DM, typically using a set of tools. Once repaired, any penalties are removed.
If the object is being worn or carried by an unwilling creature, you must make a contested Acrobatics check against the creature. On a success, you can touch the object.
Draining Decomposition
2nd-level Decay Magic Feature
After a creature dies within 30 feet of you, you can use your reaction to drain the remaining energy from its corpse, causing it to rapidly decompose. The energy is visibly absorbed into your body and you regain a number of hit dice equal to half of the creature's total hit dice, rounded down.
Rot of Body
6th-level Decay Magic Feature
You can use a bonus action to begin corroding the body of a creature you can see within 60 feet. When you use this feature, you must choose which type of disease to inflict on the target and expend the corresponding number of hit dice:
Spoil (Costs 1-5 Hit Dice). You cause the creature to momentarily feel its bodies natural decay, causing it to suffer a penalty on its next ability check, attack roll, or saving throw. The penalty is equal to the number of hit dice expended to use this feature.
Wither (Costs 6 Hit Dice). The creature must make a Constitution saving throw. On a failed save, its body begins to wither away, causing it to have disadvantage on all ability checks, attack rolls, and saving throws that use Strength or Dexterity. At the end of each of its turns, the creature can repeat the saving throw, ending the effects on a success.
Perish (Costs 10 Hit Dice). Choose an ability score. The creature must make a saving throw using the chosen ability score. On a failed save, the chosen ability score of the creature is temporarily reduced to 5, unless already lower. The creature can repeat the saving throw using its original ability score at the end of each of its turns, ending the effect on a success.
Collapse (Costs 20 Hit Dice). All creatures within 30 feet of you, including you, must succeed on a Constitution saving throw. On a failed save, the creature's current hit points are halved, rounding up.
Creatures immune to disease are unaffected by this feature.
Rot of Mind
10th-level Decay Magic Feature
By speaking to a creature for at least 1 minute, you can attempt to infect the mind of that creature. The creature must succeed on an Intelligence saving throw or succumb to the mental rot. The target feels a momentary pain in their head, similar to a headache.
If the target succumbs to this feature, its mind will slowly wither away. Every 24 hours of being infected, the target must succeed on an additional Intelligence saving throw. The following are the effects of failing these additional saving throws:
After failing one save, it's intelligence score is reduced by 1 and it begins to have momentary lapses in judgement, such as twisting a door knob the wrong way at first or going the wrong direction for a few seconds before realizing.
After failing two saves, it's intelligence score is again reduced by 1 and it begins to have momentary lapses in memory, such as forgetting a friend's face for a second or briefly mixing up the names of objects.
After failing three saves, it's intelligence score is again reduced by 1 and it begins to lose part of its reasoning, such as having trouble learning new things or complete complex tasks.
After failing four saves, it's intelligence score is again reduced by 1 and it loses portions of its long-term memory, such as childhood memories or skills it learned years ago.
After failing five saves, it's intelligence score is reduced by 1 and it loses its sense of awareness, such as not knowing why it is where it is or losing object permanence.
After failing six saves, it's intelligence score is reduced by 1 and it loses all sense of self and memory, forgetting who it is entirely.
If the target succeeds on a saving throw, one failed save is ignored, removing the previously added effects. If the target succeeds on three of these saving throws while suffering no effects, it is cleared of this feature's effects entirely.
If another creature notices the target's altered behavior and works to help the target mitigate the effects, the target gains advantage on its next Intelligence saving throw.
For every creature under the effects of this feature, you suffer a -1 penalty to your Intelligence score. If you choose to end these effects on a target, they do not end immediately, instead the target will automatically succeed on all future Intelligence saving throws caused by this feature until the effect is removed.
If the target is immune to disease, they automatically succeed all Intelligence saving throws caused by this feature.
Rot of Magic
14th-level Decay Magic Feature
You learn to wither away magic itself. When as creature casts a spell that targets you or includes you in its area of effect, you can attempt to corrupt the spellcaster's connection to their magic. You make a contested ability check against the other spellcaster, using your respective spellcasting abilities. If you succeed, the other spellcaster is infected with Withering Arcane. If you fail, you are infected with Withering Arcane. A creature infected with Withering Arcane can, at the end of each of its turns, make a DC 25 saving throw using its spellcasting ability, removing the effects on a success. If the creature casts a spell since the end of its last turn (not including the spell that triggered this feature), it makes the saving throw at disadvantage.
A creature infected with Withering Arcane has difficulty casting spells. Whenever it casts a spell, it takes necrotic damage, which cannot be reduced in any way unless specified by this feature. The damage is equal to 10 times the spell's level. For cantrips, the damage is 5. If the spell has a casting time of 1 bonus action or reaction, the damage dealt is halved. If the spell has a casting time of 1 minute or more, the damage is doubled.
A creature immune to disease always makes all saving throws caused by this feature at advantage and is resistant to the damage dealt by this feature.
*These subclasses have not been play-tested so they are subject to change, which can occur during a campaign.
If none of these interest you, you can always just ask me to make an idea you have.
- Barbarian -
???
- Bard -
???
- Cleric -
???
- Druid -
Circle of Mutations: Use wildshape to gain abilities of beasts rather than become them
- Fighter -
Elementalist: control the power of the element
- Monk -
Way of the Soul: manipulate lifeforce (drain it from others, give it to other, e.t.c.)
- Paladin -
???
- Rogue -
???
- Sorcerer -
Mummy Heart: rotting effect, sand powers, etc
Eldritch Magic: eldritch horror stuff
- Warlock -
The Arcane: your patron has a large degree of magical prowess or may be a god of magic
The Artefact: your patron is a sentient magic item that gives you access to more of its power
- Wizard -
Reality Bending: affecting space-time and reality itself
This domain is exclusive to those who worship Alicia. If you would like to use this subclass, you must get permission from me beforehand.
Alicia Domain Spells
Cleric Level Spells
1st Identify, Shield
3rd Misty Step, Vortex Warp
5th Counterspell, Nondetection
7th Banishment, Dimension Door
9th Circle of Power, Reincarnate
Otherworldly Blast
When you choose this domain at 1st level, you learn the Eldritch Blast cantrip. After hitting a creature with this cantrip, you can choose to teleport it to an unoccupied space within 10 feet of it. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.
Channel Divinity: Home Away from Home
Starting at 2nd level, you can use your Channel Divinity to enter your own private plane.
As an action, you can teleport into an extradimensional space. The extradimensional space is in the shape of a 20-foot cube. The interior is empty, and the walls, ceiling, and floor are made of metal. You can remain inside the extradimensional space up to a number of hours equal to twice your proficiency bonus. You exit the extradimensional space early if you use a bonus action to leave or if you die. When exiting, you reappear in the closet unoccupied space to your point of entry. Any objects left in the extradimensional space remain there until carried out. If you die, all objects within the extradimensional space are shattered across the planes.
Emerald Recall
Beginning at 6th level, you can perform 1-hour ritual, during which you must remain stationary, to create a magical emerald that fits comfortably in your hand. The interior of an emerald displays the location it was made.
While holding an emerald made by this feature, a creature can use its action to break the emerald, causing it to teleport to the closest unoccupied space to the point the emerald was created. A creature teleported by this feature disappears in a flash of emerald light.
You can create a number of emeralds equal to your proficiency bonus.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip, which includes the Eldritch Blast cantrip.
Planar Traveler
At 17th level, you have become experienced in traversing the planes and teleporting. You cannot be unwillingly teleported or banished. Additionally, when you would be subjected to a spell or other magical effect that would teleport you, you can use your reaction to hijack it, allowing you to choose where you and all other targets are teleported by the effect.