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Multiclass Feats

These are feats designed for mutli-classes that attempt to balance between two classes. They are weighted based on the strength of the Mutli-class, with stronger class combinations receiving benefits closer to standard Feat benefits.
 
Arcanist Smites: Prerequisite: 3 levels of Paladin, 3 levels of Wizard
Not all Paladins are Knights to Divinity or Civilization. For some, it’s an oath on the exploration of arcane or the societies of the Magi.
When you learn or replace a Wizard Spell of 1st level or higher, you can choose the new spell from the Wizard Spell List or the Paladin Spell List. Half of your Paladin spells count for the purposes of calculating your Arcane Recovery feature. Also, when you use your highest-level spell slot (or a 5th-level spell slot if you have access to higher level spell slots) to activate Astral Smite, you can cast Detect Magic as a bonus action (but the affect only last until the end of your next turn). Also, you can add half of your Intelligence modifier to your Paladin Spell Saves. Additionally, you gain the following Channel Oath option;
Channel Oath [Quicken Spellcraft]: You can spend a bonus action to cast a spell lower than 5th level (must have a casting time of 1 action).
 
Ascetic Arcana: Prerequisite: 3 levels of Monk, 3 levels of Wizard
Not content to hone your body, mind, or soul, you have struck a balance and dedicated yourself to the perfection of all three. It is a strenuous path, but you walk it gladly.
Your Martial Arts damage is determined by your Monk levels and half of your Wizard levels. You can add half of your Monk level for determining your Wizard Spell Slots. When you cast a spell with a casting time of one action and range of touch, you can spend 1 chi point to make two unarmed strikes as a bonus action. Spells that you cast on yourself with a duration of more than 1 round increase in duration by an additional 50%. You also gain the following Chi feature;
Dazzling Spell: When you cast a spell with a range of touch and the creature isn’t immune to charm effects, you may spend 1 chi point to attempt to stun them. The target must make a Wisdom Saving Throw against your Spell Save DC, on a failure they are Stunned for 1 minute.
 
Ascetic Bloodline: Prerequisite: 3 levels of Monk, 3 levels of Sorcerer
You come from a magical bloodline, placed in a monastery to either protect the world from your innate powers, or give you guidance least you destroy yourself.
Your Martial Arts damage is determined by your Monk level and half of your Sorcerer level. You can add half of your Monk level for determining your Sorcerer Spell Slots. When you cast a spell with a casting time of one action and range of self, you can spend 1 chi point to make two unarmed strikes as a bonus action. Additionally, you can add half of your Wisdom modifier to your Sorcerer Spell Save DC. You also gain the following Chi feature;
Piercing Spell: When you cast a spell that deals resisted damage, you may spend 1 chi point and 1 sorcery point to cause the creature to lose that resistance.
 
Ascetic Knight: Prerequisite: 3 levels of Monk, 3 levels of Paladin
You have learnt to channel the power of your oath through your very bones without damaging them. This newfound ability has also strengthened your flesh with renewed purpose.
Your Unarmed strikes count as melee weapon attacks for the purposes of your Astral Smite feature and Paladin Spells. Also, your Unarmed Strike Damage is determined by your combined Paladin and Monk levels. You can add half of your Monk levels to determine Paladin Spell Slots. Additionally, you can add half of your Wisdom modifier to your Paladin Spell Saves. When you take a short rest, you only need 30 minutes to regain your Channel Oath ability.
 
Ascetic Patron: Prerequisite: 3 levels of Monk, 3 levels of Warlock
Your Patron either preys on those in monastic cloisters, or perhaps even placed you within one as part of your service to them. Either way, your Patron appreciates the discipline and focus of the monastic life.
Your Martial Arts damage is determined by your Monk level and your Warlock level combined. You can add half of your Monk level for determining your Warlock Spell Slot Level. When you cast a spell with a casting time of one action, you can spend 1 chi point to make two unarmed strikes as a bonus action. In addition, you gain a benefit determined by your pact boon;
Pact of the Blade: Your Pact Weapon can be transformed into magical glyphs on your hands. These wraps cause your unarmed attacks to deal 2d6 damage during your attack Action.
Pact of the Chain: Your familiar can use your Chi and Deflect Missiles ability, drawing from your pool of uses.
Pact of the Talisman: Anyone wearing your Talisman can use 1d4 + Strength or Dexterity modifier for their unarmed damage, and use either Strength or Dexterity for their grapple checks.
Pact of the Tome: Your Tome can be used as a Monk weapon, dealing 1d4 bludgeoning damage and providing you a +1 to your AC while used.
 
Bloodline Smite: Prerequisite: 3 levels of Paladin, 3 levels of Sorcerer
You have focused your innate magical powers into the Oath of a Knight, augmenting your shortcomings with natural gifts.
When you learn or replace a Sorcerer spell of 1st-level or higher, you can choose the new spell from the Sorcerer Spell List or the Paladin Spell List. Also, when you use your highest-level spell slot (or a 5th-level spell slot if you have access to higher level spell slots) to activate Astral Smite, you regain an expended Sorcery Point.
 
Bloodrager: Prerequisites: 3 levels of Barbarian, 3 levels of Sorcerer
Born with a supernatural passion that flows through and from your body, you are a font of arcane strength.
You can add half of your Barbarian levels when determining how many Sorcery Points you have. If you have not dealt or taken any damage, you can use a Sorcery Point to maintain your Rage. You also have access to the following Metamagic option;
Rageful Spell: You can spend 3 sorcery points to cast a spell while in Rage. The spell must not be concentration or have a casting time of longer than 1 turn. If the spell cast deals or can cause damage during your rage, you gain resistance to that form of damage for the remainder of your rage or until you cast a spell that deals a different type of damage, at which point you become resistant to that type instead (if the spell deals more than one type of damage, choose one of the types). If you are already resistant to that damage type, you become immune instead. If you are already immune, you gain no benefit.
 
Canopy Monastery: Prerequisites: 3 levels of Druid, 3 levels of Monk
There are monastic orders devoted to wilderness, to nature, and to communing with the spirits through meditation and reflexion. Those few who belong to these Canopy Monasteries have learnt to channel Chi through the animal forms they come to inhabit.
Your Martial Arts damage is determined by your Monk levels and half of your Druid levels. When you use your Wild Shapes, you regain a Chi Point. While in your Wild Shapes your natural weapons can count as unarmed strikes while in your Shape of Brotherhood and Control as long as you use your Martial Arts die. Additionally whenever you use your Wild Shapes you regain an expended Chi Point.
 
Clockwork Menagerie: Prerequisite: 3 levels of Artificer, 3 levels of Druid
You have learned to conjure animals from Mirrodin and Mechanus, planes where the line between beast and machine are beyond blurred.
When you learn or replace a Druid spell of 1st-level or higher, you can choose the new spell from the Druid Spell List or the Artificer Spell List. Also, when you use your highest-level spell slot (or a 5th-level spell slot if you have access to higher level spell slots) to cast an Artificer spell, you regain an expended Wild Shapes Charge. Half of your Druid levels count as Artificer levels for the purpose of picking Infusions. Additionally when you summon a beast using a Druid spell or class feature, you can give it immunity to Charmed, Exhaustion, Frightened, Incapacitated, Paralyzed, Petrified, and Poisoned.
 
Clockwork Smite: Prerequisite: 3 levels of Artificer, 3 levels of Paladin
You have made augmentations on your weapon that enhance your strikes, when paired with your smites are profoundly affective against machine kind.
When you learn or replace an Artificer spell of 1st-level or higher, you can choose the new spell from the Artificer Spell List or the Paladin Spell List. Also, when you use your highest-level spell slot (or a 5th-level spell slot if you have access to higher level spell slots) to make an Astral Smite, constructs are vulnerable to the force damage. You also gain the following Channel Divinity option;
Channel Divinity [Restore Balance]: You can use a reaction to prevent a roll from having advantage or disadvantage.
 
Conspirator: Prerequisites: 3 levels of Cleric, 3 levels of Warlock
You are torn between two loyalties, often having to balance impossible situations and tasks. Your divine connection changing and purifying your Pact abilities even as your spiritual Pact corrupts your Cleric powers.
You can add half of your Warlock level to your Cleric for the purposes of your Destroy Undead feature. When you learn or replace a Cleric spell of 1st-level or higher, you can choose the new spell from the Cleric Spell List or the Warlock Spell List. In addition, you gain a benefit determined by your pact boon;
Pact of the Blade: A target you have hit with your Pact weapon since the last turn has disadvantage against your Channel Divinity features (If they require a saving throw).
Pact of the Chain: Your familiar can use your Channel Divinity feature, drawing from your pool of uses.
Pact of the Talisman: Anyone wearing your Talisman gains additional healing from all your spells at 1st level or higher. That extra healing is equal to twice your proficiency die.
Pact of the Tome: You gain an additional use of your Channel Divinity feature. Once this property is used, it can't be used again until your next long rest.
 
Crystalborn Weaver: Prerequisite: 3 levels of Psion, 3 levels of Sorcerer
You are born with two incredible talents, one of the mind and the other of the blood. Perhaps your ancestor had a strong psionic nature that expresses within you, or you are the product of two separate talents merged together.
You can use Sorcerer spell slots to cast your Discipline Spells, and you can use Psi Points to cast Sorcerer Spells. The spells cost an additional Psi point per level spent, but you can ignore the verbal and somatic components of the spell. Additionally, you can add half of your Psion levels for the purposes of calculating your Sorcery Points; and half of your Sorcerer levels to determine your Psi Limit. Also, you gain access to the following Metamagic Option;
Translocated Spell: When you cast a spell which originates from you, such as Thunderclap or Lightning Bolt, you can spend 2 spell points to change the origin of the spell to any space you choose within 30 feet of you. If it has a range of self, you can have it instead affect one ally you can see within 30 feet of you. If the spell affects another creature and you are normally required to see that creature, you must still be able to see that creature.
 
Crystalline Awareness: Prerequisites: 3 levels of Fighter, 3 levels of Psion
Your psionic talent has expanded beyond a mere instinct, vastly improving your combat abilities as the cost of your martial purity. Your strikes are more mental blows than physical ones.
When you use Second Wind, you regain 1d6 + your Fighter levels + your Psion levels. When you use Action Surge after spending an action on a Discipline; you add 1d6 psychic damage to all your weapon attacks for that round. Half of your Fighter levels count at Psion levels for the purpose of calculating your Psi Limit.
 
Crystal Hermit: Prerequisites: 3 levels of Druid, 3 levels of Psion
You have protected a grove or sacred site which holds some taint of the Far Realm, often attacked or infiltrated by the alien abberations of the world, and you have evolved to fight them on their own terms.
You can use Druid spell slots to cast your Discipline Spells, and you can use Psi Points to cast Druid Spells. The spells cost an additional Psi point per level spent, but you can ignore the verbal and somatic components of the spell. You can also use your Discipline while in Wild Shape a number of times equal to your Intelligence (minimum of 1). You cannot add additional modifiers while doing so, and you regain expended uses of this ability on a long rest.
 
Crystal Interrogator: Prerequisite: 3 levels of Paladin, 3 levels of Psion
You are sworn to use your psionic powers to a particular cause or creed, often related to the regulation of other psionics or deceptive individuals. Few are as effective as you are at sniffing out the truth.
You can use Paladin spell slots to cast your Discipline Spells, and you can use Psi Points to cast Paladin Spells. The spells cost an additional Psi point per level spent, but you can ignore the verbal and somatic components of the spell. Additionally, you can add half of your Psion levels for the purposes of calculating your Paladin Spell Slots; and half of your Paladin levels to determine your Psi Limit. Also, when you use your highest-level spell slot to activate Astral Smite, you regain all your expended Psi Points. You can add half of your Intelligence modifier to your Paladin Spell Saves.
Channel Oath [Supreme Insight]: You can grant yourself advantage on all Insight checks for the next 10 minutes.
 
Cursed Entertainment: Prerequisites: 3 levels of Bard, 3 levels of Warlock
Not everyone is born with natural talent. Some sell their soul for the privilege. Some fools even have the natural talent AND sell their souls, the damnable fools.
When you learn or replace a Bard spell of 1st-level or higher, you can choose the new spell from the Bard Spell List or the Warlock Spell List. Also, when you use your highest level spell slot (or a 5th-level spell slot if you have access to higher level spell slots) to cast a Warlock spell, you regain an expended Bardic Inspiration die. In addition, you gain a benefit determined by your pact boon;
Pact of the Blade: You can use a bonus action to toss your Pact weapon in the air. It can move 30ft and make a weapon attack. If you have Thirsting Blade Invocation it can make two weapon attacks. You must spend a bonus action to repeat this on the following turns. After 1 minute the weapon disappears until you resummon it.
Pact of the Chain: Your familiar can use your Bardic Inspiration feature, drawing from your pool of uses.
Pact of the Talisman: Anyone wearing your Talisman can add double your proficiency bonus to Persuasion and Performance checks. You can also have your Bardic Inspiration originating from their space.
Pact of the Tome: As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn.
 
Damned Rage: Prerequisites: 3 levels of Barbarian, 3 levels of Warlock
You have sought power from another, dark secrets to grant you magical skills and augment your legendary rage. Your spells have an edge of anger in every uttered phrase, your every strike has strange magic within it.
Half of your Barbarian levels count as Warlock for the purposes of calculating your Warlock Slot Level. When you use your Rage you regain an expended Warlock spell slot. In addition, you gain a benefit determined by your pact boon;
Pact of the Blade: Whenever you reduce a target to 0hp with a melee weapon attack, you can make a second attack at disadvantage against a target in your reach and deal any leftover damage to them.
Pact of the Chain: Your familiar can use your Reckless Attack and Brutal Critical traits.
Pact of the Talisman: Anyone wearing your Talisman can get resistance against bludgeoning, piercing and slashing attacks for 1 minute. This ability recharges on a long rest.
Pact of the Tome: You can expend one of your Rage charges to give someone disadvantage on their saving throw against a spell you cast.
 
Death Dancer: Prerequisites: 3 levels of Bard, 3 levels of Monk
You have learned to weave your body and fists into a musical ballet of death. Your strikes have a rhythm and chaos that even charms your enemies as you bring about their death.
You Martial Arts damage is determined by your Monk levels and half of your Bard levels. You can add half of your Monk for determining your Bard Spell Slots. You can add your Monk levels to your Bard levels for determining your Bardic Inspiration Die. When you cast a spell with only a verbal component, you can spend 1 chi point to make two unarmed strikes as a bonus action. Additionally, you can use a Bardic Inspiration Die instead of a Chi Point when using your Stunning Strike feature, and the target is Charmed by you for 1 minute instead of Stunned. If the ability is used within combat, the target has advantage against the save.
 
Double-Sworn Cloak: Prerequisite: 3 levels of Paladin, 3 levels of Warlock
Come to either from forsaking a Patron or an Oath, you are a being twice half-made. As many allies as enemies you have sought freedom only to be bound even tighter to another binding.
When you learn or replace a Warlock Spell of 1st-level or higher, you can choose the new spell from the Warlock Spell List or the Paladin Spell List. When you use a Warlock spell slot to use Astral Smite, you can choose to deal the damage type associated with your Patron. Additionally, you gain the following Channel Oath option;
Channel Oath [Forsaken Shield]: You can grant yourself resistance against an element (acid, cold, fire, lightning, poison, or thunder) for the next minute.
 
Eldritch Shadow: Prerequisite: 3 levels of Rogue, 3 levels of Warlock
There are worse things than thieves and killers in the shadows. Perhaps you made a deal with one of them, a carefree stranger in a place they should not be that offered you power.
If you are invisible to a creature, once on your turn you can use Sneak Attack with the first spell attack you make against it. In addition, you gain a benefit determined by your pact boon;
Pact of the Blade: When you are hidden from a creature and miss it with a spell attack, making the attack doesn't reveal your position.
Pact of the Chain: Your familiar gains proficiency with Thievery and the digits to use Thieves’ Tools. While it is within 100 feet of you, it can use your bonuses to Thievery.
Pact of the Talisman: You can add double your proficiency to the wearer of your Talisman if you have expertise in that skill.
Pact of the Tome: You may write as much additional information as you wish into your Book of Shadows and are able to read it even in magical darkness. No other creature can decipher the text in your Book of Shadows, even if using magical means, and should you lose your Book of Shadows its replacement contains everything you’ve written in it.
 
Enlightened Archer: Prerequisites: 3 levels in Monk, 3 levels in Ranger
You have combined the discipline of a monastic life with survival skills from harsh and unforgiving places.
Your Martial Arts damage is determined by your Monk levels and half of your Ranger levels. You can add half of your Monk level for determining your Ranger Spell Slots. Additionally, when using Deflect Missiles your levels in Ranger count as Monk levels for the purpose of damage reduction. While you are armed with a bow, you are considered to have a hand free for the purpose of Deflect Missiles. In addition, when you reduce the damage from an arrow to 0 you can immediately nock and fire it at a target of your choosing, using your bow’s normal range increments and damage.
 
Forest Protector: Prerequisites: 3 levels of Druid, 3 levels of Fighter
You are Druid of spear and sword and bow, where magic is difficult or impossible at times, you have learnt to rely on your muscles rather than failing magics.
If you use Second Wind while in Wild Shapes, you regain hit points equal to 1d12 + your Fighter levels + your Druid levels. If you spend your action to cast a Druid Cantrip, you can use a bonus action to make a basic weapon attack. Additionally, if you are subject to beheading but are not reduced to 0 hp you do not die and can use an action to reattach your head.
 
Furious Wind: Prerequisites: 3 levels of Barbarian, 3 levels of Fighter
You combine formal combat training, physical conditioning, and raw fury into a terrifying storm of unbridled violence.
If you use Second Wind while raging, you regain hit points equal to 1d12 + your Fighter levels + your Barbarian levels.
 
Gifted Hands: Prerequisite: 3 levels of Artificer, 3 levels of Rogue
You are gifted with your hands far more than most fellow Artificers, making you excellent at quick repairs and highly detailed spellcraft.
When you learn or replace an Artificer Spell of 1st-level or higher, you can choose the new spell from the Artificer Spell List or an Enchantment or Illusion spell from the Wizard Spell List. You can use your The Right Tool for the Job trait with 1 minute of work instead of 1 hour.
 
Godsworn: Prerequisites: 3 levels of Cleric, 3 levels of Paladin
You are sworn in oath and blessed in spirit, a difficult and heady path awaits as you carry your oath amongst the people you preach to.
When you learn or replace a Cleric spell of 1st-level or higher, you can choose the new spell from the Cleric Spell List or the Paladin Spell List. Also, when you use your highest level spell slot (or a 5th-level spell slot if you have access to higher level spell slots) to activate Astral Smite, you regain an expended Channel Divinity. You also gain the following Channel Divinity option;
Channel Divinity [Godsworn Mantle]: You can use your Charisma or Wisdom instead of Strength for melee attacks for the next ten minutes.
 
Green Knight: Prerequisites: 3 levels of Druid, 3 levels of Paladin
You are from a very unique Druidic Circle, one which mimics the structure of an order of Knights. Long Halls hidden in the deepest parts of the forest, using wooden armour and bone weapons to work against or on behalf of fey.
When using melee weapons, you can choose to use Wisdom instead of Strength or Dexterity. Also, when using your Wild Shapes features, your armour transforms to provide the full protection in your new form. When you learn or replace a Druid spell of 1st-level or higher, you can choose the new spell from the Druid Spell List or the Paladin Spell List. Additionally, when you use Astral Smite the extra damage is radiant against undead.
 
Green Stalker: Prerequisite: 3 levels of Ranger, 3 levels of Rogue
You have become an urban Ranger, taking your skills as guardians of civilisation to the rare threats that hide within city streets.
You can use the Aim action on your turn even if you have already moved. When you learn or replace a Ranger spell of 1st-level or higher, you can choose the new spell from the Ranger Spell List or an Enchantment or Illusion spell from the Wizard Spell List. Additionally, when you are hidden and use your Sneak Attack feature with a ranged weapon attack you are not revealed to the target automatically, but they do gain advantage on Search checks to find you.
 
Guerrilla Fighter: Prerequisites: 3 levels of Fighter, 3 levels of Rogue
The city has never been a peaceful place for you, but you’ve managed to bring the lessons of the battlefield into the city. Exploiting peoples anxieties and finding rest on the hard cobble streets.
If you use Second Wind while in an urban environment, you regain hit points equal to 1d8 + your Fighter levels + your Rogue levels. For the purpose of your Sneak Attack feature, you don’t need advantage if another enemy of the target is within 10ft.
 
Hermit Thaumaturge: Prerequisites: 3 levels of Druid, 3 levels of Wizard
Many scholars of magic retreat to libraries in study, but for you the only true serenity was deep in the wilderness.
For the purposes of Wild Shapes half of your wizard levels count as Druid levels. If you cast a spell that is both on the Wizard Spell List and Druid Spell List, you can pick either Intelligence or Wisdom as your spellcasting modifier. You can use your Wisdom modifier instead of Dexterity for calculating your Armour Class.
 
Hit it ‘til it Works!: Prerequisite: 3 levels of Artificer, 3 levels of Barbarian
Sometimes it's not about delicate movements or complete rehauls, sometimes you just need the knowledge of where to really hit it to get things running again.
You can count your Barbarian levels to your Artificer to determine spell slots. Half of your Artificer levels count towards determining the number of Rages you have per long rest. Also, when you use your highest-level spell slot (or a 5th-level spell slot if you have access to higher level spell slots) to cast an Artificer spell, you regain an expended Rage. Additionally, you can use your weapon to heal an allied construct for the damage rolled. If you bloody a construct, you can force it to make a Wisdom Save (against 8 + your strength + proficiency bonus) to become allied to you.
 
Hymnist’s Smite: Prerequisites: 3 levels of Bard, 3 levels of Paladin
Trained a College specialising in National Service, Theological Order or otherwise deep conviction, you have learnt to channel your oath into your song and song into your touch.
When you learn or replace a Bard spell of 1st-level or higher, you can choose the new spell from the Bard spell list or the Paladin spell list. Also, when you use your highest level spell slot (or a 5th-level spell slot if you have access to higher level spell slots) to activate Astral Smite, you regain an expended Bardic Inspiration die.
 
Imaskari Tinker: Prerequisite: 3 levels of Artificer, 3 levels of Wizard
The Imaskari were masters of Invention as well as the Weave, often fusing them into massive Technomagical marvels, you are only just beginning to tap into the powers of the Weave to assist in Invention.
When you learn or replace a Wizard spell of 1st-level or higher, you can choose the new spell from the Wizard Spell List or the Artificer Spell List. Also, half of your Wizard levels count as Artificer levels for the purpose of your Infuse Item feature.
 
Infiltrator: Prerequisites: 3 levels of Bard, 3 levels of Rogue
You have gained a mastery of disguises and infiltration far greater than most. Where others see a tea cozy, you craft with a flick of your wrist a lovely fashionable hat.
When you learn or replace a Bard Spell of 1st-level or higher, you can choose the new spell from the Bard Spell List or an Enchantment or Illusion spell from the Wizard Spell List. When you use your Disguise skill, you can make a new disguise at disadvantage using merely an action.
 
Inventive Weaponry: Prerequisite: 3 levels of Artificer, 3 levels of Fighter
You’re an inventor with a keen understanding for the requirements of men-at-arms, so you invented what ever soldier would needs, if they could maintain clockwork worth a damn.
If you use Second Wind, you regain 1d10 + your Fighter level + 3 x Attunements in health. You can craft a mechanical device capable of transforming into one of three formats. As part of an attack you can transform it from one form to another. Forming include all weapons your are proficient with, and three different sized shields.
 
Lantan Protector: Prerequisite: 3 levels of Artificer, 3 levels of Ranger
You are a master of necessary invention. You’ve learnt to scower the natural world and make things a typical artificer needs a workshop and lab to do. Sterile environment be damned.
Ranger levels count as Artificer levels for the purpose of your Infuse Item feature. You can also use your Right Tool for the Job feature to craft a Bow or Spyglass. Using this Bow conjures non-magical arrows that deal force damage instead of piercing. When you use your Primeval Awareness spells, you can target constructs with those spells. Additionally, your Favoured Enemy trait deals double damage against constructs.
 
Lore Keeper: Prerequisites: 3 levels of Bard, 3 levels of Wizard
Quite a few Bards have made a deeper study of the arcane arts in College, but you took it a step further. Triple Bachelors, two Post Graduate Positions. Your professors called you mad, unfocused in your pursuits, but you’re happier than all the stuffy professors who caution you.
When you learn or replace a Bard spell of 1st-level or higher, you can choose the new spell from the Bard Spell List or the Wizard Spell List. Your Arcane Recovery feature can use half of your Bard levels for calculating spell slots. When you cast a spell that is both on the Wizard and Bard spell list, you can choose to use your Intelligence or Charisma for your spell save DC or spell attack. Also, when you use your highest-level spell slot to cast a Bard spell, you regain two expended Bardic Inspiration die. When your Bardic Inspiration is used for a saving throw against a spell, they can roll the Die twice and add both results.
 
Magically Inspired: Prerequisites: 3 levels of Bard, 3 levels of Sorcerer
You’re just a natural, of magic and performance. Everything you do it just easier than others.
When you use your Bardic Inspiration you regain an expended Sorcery Point. Also, when your Inspiration Die is used for spell damage, they can roll the dice twice and use both results.
 
Maledictor: Prerequisites: 3 levels of Fighter, 3 levels of Warlock
You are a bound warrior, your Pact flows into your scarred and broken body. Each step towards your Patrons goals.
If you use Second Wind while in an environment associated with your Patron, you regain hit points equal to 1d8 + your Fighter levels + your Warlock levels. When you use Action Surge to use a Warlock Spell Slot of 1st or higher (Not Mystic Arcanums), you do not expend the slot. Once you use this feature you cannot until your next long rest. In addition, you gain a benefit determined by your pact boon;
• Pact of the Blade: When you reduce a creature to 0 hp with a weapon attack, you regain an expended use of Second Wind. Once you use this feature you cannot until your next long rest.
• Pact of the Chain: Your familiar gain proficiency with martial weapons and the digits to be able to wield them.
• Pact of the Talisman: You can grant the wearer of your Talisman a Fighting Style.
• Pact of the Tome: You gain a second Fighting Style.
 
Mechanist Ego: Prerequisite: 3 levels of Artificer, 3 levels of Psion
Never has the path to the future been so obvious, mixing the mentalist arts with invention to craft the first Psionic Items the Aosphere has ever known.
Half of your Psion levels count as Artificer levels for the purpose of picking Infusions. Half of your Artificer levels count as Psion levels for the purposes of your Psi Limit. Additionally, you can use Psi Points to cast Artificer spells, and when you do you can ignore the verbal and somatic components of the spell, you can use this trait a number of times equal to your Intelligence modifier (minmum of 1). You regain all expended uses of this trait on a long rest.
 
Mental Trickery: Prerequisite: 3 levels of Psion, 3 levels of Rogue
Few have such skill at mental manipulation and trickery like you. You’ve learnt to even think in different accents and volumes, to impersonate others on people who unskilled to know better.
You can add your Sneak Attack damage to your Discipline damage once per turn or add it to an ally’s attack that is the target of your Discipline. Your Sneak Attack damage is always psychic. Half of your Rogue levels count at Psion levels for the purpose of calculating your Psi Limit. You can ignore verbal and somatic components; you can use this trait a number of times equal to your Intelligence modifier (minimum of 1). You regain all expended uses of this trait on a long rest. When you are telepathically communicating with someone, you can fake your mental voice to be any voice you’ve heard at least 1 minute of.
 
Military Pugilist: Prerequisites: 3 levels of Fighter, 3 levels of Monk
You have the rare combination of martial training and monastic focus, making you an exceptional boxer and extremely resilient compared to either your solider or monk brothers.
If you use your Second Wind feature while wearing no armour or shield, you regain hit points equal to 1d8 + your Fighter levels + your Monk levels. You can add your Fighter levels to determine your Martial Arts damage, and your unarmed attacks count as weapon attacks for your Fighter features. When you use Action Surge, you regain any spent Chi Points spent that same turn. Additionally, when you grapple a target successfully you can also make the target prone.
 
Monastery of Gond: Prerequisite: 3 levels of Artificer, 3 levels of Monk
Gond was the deity who brought black powder to the Lantan people, a sacred trust that your peoples have kept for hundreds of years. You are one with firearms, they are your sacred weapon of choice in all things.
Your Martial Arts damage is determined by your Monk levels and half of your Artificer levels. Also you consider Flintlocks and Blunderbusts Monk weapons. You can add half of your Monk level for determining your Artificer Spell Slots. Additionally when using Deflect Missiles your levels in Artificer count as Monk levels for the purpose of damage reduction. While you are armed with a Blunderbust, you are considered to have a hand free for the purpose of Deflect Missiles. In addition, when you reduce the damage from a bullet to 0 you can immediately load and fire it at a target of your choosing, using your firearm’s normal range increments and damage.
 
Neglected Heir: Prerequisite: 3 levels of Artificer, 3 levels of Sorcerer
You are the natural talent, an experimenter and natural student. Unfortunately not much of a teacher around, so you dabbled in many things. Magical talent, invention, you coast through life with half-baked creations run on your underutilitised gift.
When you learn or replace a Sorcerer spell of 1st-level or higher, you can choose the new spell from the Sorcerer Spell List or the Artificer Spell List. Also, when you use your highest-level spell slot (or a 5th-level spell slot if you have access to higher level spell slots) to cast an Artificer spell, you regain an expended Sorcery Point. You also gain access to the following Metamagic option;
Delayed Spell: When you cast a spell, you can expend 2 spell points to delay its effect a number of rounds up to your Spellcasting Modifier (your choice). As you cast the spell, you select the duration, the target, and roll any relevant attack rolls. Any effects on the spell's targets, including saving throws, are resolved when the spell triggers. If any conditions change between casting and triggering of the spell that would make it impossible - such as the target leaving the spell's maximum range before the spell goes off - the spell fails.
 
Oathbound Inquisitor: Prerequisite: 3 levels of Paladin, 3 levels of Rogue
You swore an oath that required guile and agility more than pride and bluster. You need to achieve it no matter the cost or mark it leaves on your soul.
When you apply your Sneak Attack damage, it is force damage. You can add your Rogue levels when determining your Spell Slots. When you learn or replace a Paladin Spell of 1st-level or higher, you can choose the new spell from the Paladin Spell List or an Enchantment or Illusion spell from the Wizard Spell List. Additionally, you gain the following Channel Oath option;
• Channel Oath [Poison Strike]: As a bonus action, you touch one weapon or 10 pieces of ammunition and conjure a special poison on it. The poison lasts for 1 minute. The next time you hit a target with an attack using that weapon or ammunition, the target takes poison damage immediately after the attack. The poison damage equals 2d10 + your paladin level, or 20 + your paladin level if you had advantage on the attack roll.
 
Pact Weaver: Prerequisite: 3 levels of Sorcerer, 3 levels of Warlock
You were sort out, a being of power drawing in more predatory powers to take you into their service. You agreed to their Pact, and take your powers to dizzying new heights.
When you learn or replace a Sorcerer spell of 1st-level or higher, you can choose the new spell from the Sorcerer Spell List or the Warlock Spell List. Also, when you use your highest level spell slot (or a 5th-level spell slot if you have access to higher level spell slots) to cast a Warlock spell, you regain an expended Sorcery Point. In addition, you gain a benefit determined by your pact boon;
• Pact of the Blade: When you use your Sorcerous Fortitude Metamagic, you gain a d8 instead of d4 temporary hp.
• Pact of the Chain: Your familiar can use Metamagic and your Cantrip Invocations on the spells it can cast.
• Pact of the Talisman: You can grant the wearer of your Talisman a +1 to their AC.
• Pact of the Tome: You gain an additional 2 Sorcery Points.
 
Poisoning Soul: Prerequisites: 3 levels of Druid, 3 levels of Sorcerer
Your sorcerous origin and Druidic practices have started to bleed into each other.
You can add half of your Druid level when determining your Sorcery Points. When you learn or replace a Druid spell of 1st level or higher, you can choose the new spell from the Druid Spell List or the Sorcerer Spell List. When you cast your highest-level spell slot, you regain an expended use of your Wild Shape feature. You also gain access to the following Metamagic option;
Venomous Spell: When you cast a spell, you can spend 1 sorcery point per target that failed their saving throw. The target gains the Poisoned condition for the next minute.
 
Predators Focus: Prerequisites: 3 levels of Barbarian, 3 levels of Ranger
You have learnt to focus the animalistic portion of your mind in a razor focus, either to cast the simplest of spells or commune with the most dangerous of beasts.
While you are using Rage, you can cast 1st level Ranger spells that are a Bonus Action and concentrate on it. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1). You regain all expended uses of this feature on a Long Rest. Additionally, you have advantage on Animal Handling, Persuasion and Intimidation checks against carnivorous beasts.
 
Prize Fighter: Prerequisites: 3 levels of Barbarian, 3 levels of Monk
You are a Champion in the fighting pit, the master of fists and close combat. This truth has come from you combining raw fury and chi manipulation to make your body a fortress, able to deflect steel with your skin.
Your Unarmoured Defence can be calculated as 10 + Strength modifier + Wisdom modifier. Also, your Martial Arts damage is determined by your combined Barbarian and Monk levels. When you are using your Rage feature and Slow Fall feature, but make an attack while falling, you can add half the reduced falling damage to your weapon damage. You can use this feature a number of times equal to your Constitution modifier (minimum of 1). You regain all expended uses of this feature after a long rest.
 
Psi-Screamer: Prerequisites: 3 levels of Barbarian, 3 levels of Psion
You channel your psionic gifts through your body, a process that attacks your very conscious mind and throws your powers into your chaotic instincts.
You can add half of your Barbarian levels when determining how many Psi Points and your Psi Limit. If you have not dealt or taken any damage, you can use a 3 Psi Points to maintain your Rage. You can use Disciplines only if they have a range of touch or self. You can cast a concentration spell and maintain it during combat. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1). You regain all expended uses of this feature on a Long Rest. Additionally, you have advantage on Intimidation checks against aberrations.
 
Psychic Theurge: Prerequisite: 3 levels of Psion, 3 levels of Wizard
You have learnt the ways of the Weave so well that you are no longer limited in your Psion manipulations.
You can use Wizard Spell Slots to cast your Discipline Spells. Additionally, you can cast first and second level Wizard spells with 2 Psi Points and 3 Psi Points respectively. When you do so you can ignore verbal and somatic components, you can use this trait a number of times equal to your Intelligence modifier (minmum of 1). You regain all expended uses of this trait on a long rest.
 
Regimental Music: Prerequisites: 3 levels of Bard, 3 levels of Fighter
Every good general knows the importance of morale, Regimental Drummers are masters of the drumming beat that strikes weapons harder.
When you use Second Wind, you regain an expended number of Bardic Inspiration Die equal to your allies within 30ft. When an ally with Extra Attack uses your Inspiration Die for attack rolls, they can add the bonus to two of those attack rolls.
 
School of Rage: Prerequisites: 3 levels of Barbarian, 3 levels of Wizard
Not all hulking forms are dullards, and not all wizards are emaciated weaklings. You have learned to channel your inner rage at the ignorance and barbarity of the world, using magic to enhance your body and rage.
Half of your Barbarian levels count as Wizard levels for the purposes of determining Spells for Arcane Recovery and Wizard Spell Slots. When you cast a Wizard Spell at its highest level, you regain an expended Rage use. You can cast Reaction spells while Raging, but you can only use this trait a number of times equal to your Constitution modifier (minimum of 1). You regain all expended uses of this on a long rest. Additionally, all of the spells that conjure magical blades (Flame Blade, Ice Blade, Shadow Blade, and Storm Blade), add 1d12 and conjure a magical two-handed Greataxe instead of a finesse blade.
 
Silent Chorus: Prerequisites: 3 levels of Bard, 3 levels of Psion
You are a master of weaving sound and thought into a singular thread and controlling friends and foes with that thread.
Half of your Bard levels count as Psion for the purposes of calculating your Psi Limit. You can use Bard spell slots to cast your Discipline Spells, and you can use Psi Points to cast Bard Spells. The spells cost an additional Psi point per level spent, but you can ignore the verbal and somatic components of the spell a number of times equal to your Intelligence modifier (minimum of 1). You regain expended uses of this ability on a long rest. Also, when you would use a Discipline at your Psi Limit, you regain an expended Bardic Inspiration.
 
Silent Fury: Prerequisites: 3 levels of Barbarian, 3 levels of Rogue
You have learned to keep a lid on your rage, pushing it into a gentle brimming kettle of frosty passion.
Your Rage Bonus is triggered by weapon attacks using Dexterity. In addition, for each round where you use a Bonus Action to extend your Rage, you increase your next Sneak Attack Feature by 1d6 damage (maximum of 5d6).
 
Skaldic Inspiration: Prerequisites: 3 levels of Barbarian, 3 levels of Bard
Often the barbarian can be left alone when facing against tricky magics that ensnare their allies. The Skalds of the northern realms have learnt that witnessing the glorious death of enemies can rally even the most hopeless of friends.
Whenever you use your Rage feature, you regain all expended uses of your Bardic Inspiration, and can maintain concentration on a spell. Also, while Raging if you kill a target, you can expend a Bard Spell Slot and allow all allies with 30ft to roll any saving throws they need to make. In addition, when you use a spell slot above 1st level in this manner your allies within the aura gain 3 temporary hit points per level.
 
Spellsword: Prerequisites: 3 levels of Fighter, 3 levels of Wizard
You have mastered the casting of spells with a sword in hand, when pushing your limits in combat you fuel your mind with the burning of your bodies reserve.
If you use Second Wind you regain hit points equal to 1d6 + your Fighter levels + your Wizard levels. Also, half of your Fighter levels count as Wizard for the purposes of Spellcasting slots. When you use Action Surge you cast a Wizard spell at your highest spell slot level, you regain an expended spell slot below that level. Additionally, all of the spells that conjure magical blades (Flame Blade, Ice Blade, Shadow Blade, and Storm Blade) are cast at one level higher than the spell level you used, and the duration is doubled.
 
Subtle Patronage: Prerequisite: 3 levels of Psion, 3 levels of Warlock
You have a patron who either grants psionic talents or recruits those with the spark within. All of your actions, thoughts, and instincts are a constant battle of paranoia that you are just a puppet for some grant mind.
You can use Warlock spell slots to cast your Discipline Spells, and you can use Psi Points to cast Warlock Spells. The spells cost an additional Psi point per level spent, but you can ignore the verbal and somatic components of the spell. Half of your Warlock spells count towards determining your Psi Limit, and half of your Psion levels count towards determining your Warlock spell slot levels. In addition, you gain a benefit determined by your pact boon;
Pact of the Blade: You can add 10ft of reach to your weapon for 1 minute, but this feature cannot be used again until a long rest.
Pact of the Chain: Your familiar can use your Disciplines and has Telepathy 30ft.
Pact of the Talisman: Anyone wearing your Talisman gains Telepathy 30ft, or increases their Telepathic range by 30ft if they already have one.
Pact of the Tome: You can cause a target to have delusions about the contents of this book. Granting you advantage on deceptions towards the legitimacy of certain documents, or that you are aware of secrets about them personally for blackmail.
 
Swordmage: Prerequisites: 3 levels of Fighter, 3 levels of Sorcerer
You cast magic not with staff or rod or wand, but with sword and fist. A whirling dervish of arcane magic sweeping across a battlefield at dizzying heights.
If you use Second Wind you regain hit points equal to 1d6 + your Fighter levels + your Sorcerer levels. Also, half of your Fighter levels count as Sorcerer for the purposes of Spellcasting slots. When you learn or replace a sorcerer spell at 5th level or lower, you can choose the new spell from the Sorcerer Spell List, or Abjuration and Evocation spells from the Wizard Spell List. You also gain the following Metamagic option;
Binding Spell: When you cast a spell with a target of that spell within 5ft of you, you can spend 2 sorcery point to bind the target in place. They must make an Escape check against your Spell Save DC or be Grappled in place. They can repeat this each turn as an action.
 
Sworn Guardian: Prerequisite: 3 levels of Paladin, 3 levels of Ranger
You are sworn to protect civilisation, the very concept empowers your every action. Where other Rangers focus on woodscraft, you channel the power of your sworn oath to build a bulwark of defence.
When you learn or replace a Ranger Spell of 1st level or higher, you can choose the new spell from the Ranger Spell List or the Paladin Spell List. Also, when you use your highest-level spell slot (or a 5th-level spell slot if you have access to higher level spell slots) to activate Astral Smite, you can cast Heroism as a bonus action on an ally within 10ft (but the affect only last until the end of your next turn). Also, you can add half of your Wisdom modifier to your Paladin Spell Saves. Additionally, you gain the following Channel Oath option;
Channel Oath [Lighten Step]: You can spend a bonus action to allow all allies within 30ft to ignore nonmagical difficult terrain for the next minute.
 
The Arcane Egoist: Prerequisite: 3 levels of Warlock, 3 levels of Wizard
You were a brilliant person, but lazy and quick to grow bored. You decided to take the easy way out of difficult study with the help of a mysterious and helpful stranger. It was so easy to sign on the doted line. Shame you weren’t wiser.
You can add half of your Warlock level to your Wizard for the purposes of Arcane Recovery. You have advantage on all Lore rolls related to your Warlock Patron. In addition, you gain a benefit determined by your pact boon;
Pact of the Blade: You can cast False Life as a bonus action on the first round of combat.
Pact of the Chain: Your familiar can cast spells with a range of Self, and can cast a ritual independent of you when within 30ft of you.
Pact of the Talisman: Anyone wearing your Talisman can be subject to a spells you cast with a range of Self. You regain this ability on a short rest.
Pact of the Tome: You can choose to expend a Warlock spell slot to recharge an arcane focus. The Warlock spell restores on your next long rest instead of the short rest, and the item regains a number of charges equal to the relative power of your Warlock spell to the Item charges (Ask your DM).
 
The Clockmaker: Prerequisite: 3 levels of Artificer, 3 levels of Bard
You have learned to record beautiful chimes and music into your mechanical devices. Now all you need is a twist of a dial to conjure up your beautiful melodies to inspire your allies and vex your enemies.
When you learn or replace a Bard spell of 1st-level or higher, you can choose the new spell from the Bard Spell List or the Artificer Spell List. Half of your Bard levels count as Artificer levels for the purpose of your Infuse Item feature. Also, when you use your highest-level spell slot (or a 5th-level spell slot if you have access to higher level spell slots) to cast an Artificer spell, you regain an expended Bardic Inspiration. You can infuse one of your Bardic Inspirations into one of your Infused Items, allowing an ally to activate it using a bonus action. Additionally, your Magical Tinkering can make a recording up to 5 minutes long instead of 6 second.
 
The Conservator: Prerequisites: 3 levels of Druid, 3 levels of Ranger
You have a doubly difficult job than most rangers. You must protect civilisation and the natural world, when so often they are at war with another.
For the purposes of Wild Shapes Your Ranger levels count as Druid levels. Your Druid levels count as Ranger levels for the purpose of calculating your Ranger Companions level. Also, when you learn or replace a Druid Spell of 1st-level or higher, you can choose the new spell from the Druid Spell List or the Ranger Spell List. Additionally, you can cast spells with 'Smite' in the Title while in Wild Shape, adding their affect to your Bestial Strikes.
 
The Crusader: Prerequisites: 3 levels of Fighter, 3 levels of Paladin
You swore an Oath that would be carried out with your martial skill, relying more on flesh and bone than blood and honour to carry you forward. Never-the-less your honour pours through your muscles with grace and power.
When you use Second Wind on the same turn where you have used Astral Smite, you regain 1d10 + your Fighter levels + your Paladin levels. You can add half of your Fighter levels when calculating your total Spell Slots. When you learn or replace a Paladin spell, you can choose the new spell from the Paladin Spell List, or Abjuration and Evocation spells from the Wizard Spell List. Additionally, you gain the following Channel Oath option;
Channel Oath [Peerless Athlete]: As a bonus action, you gain advantage on all Athletics and Acrobatics checks for the next 10 minutes.
 
The Crystal Guardian: Prerequisite: 3 levels of Psion, 3 levels of Ranger
You are a guardian over a place of great astral influence or aberrant corruption. Lingering in such a place for so long has given you a natural affinity towards psionic abilities, skills you use to contain the threats grown here.
You can use Ranger spell slots to cast your Discipline Spells, and you can use Psi Points to cast Ranger Spells. The spells cost an additional Psi point per level spent, but you can ignore the verbal and somatic components of the spell. When you use Psi Points on a Ranger spell that deals damage, you deal an additional 1d6 psychic damage with that attack. Half of your Ranger levels count at Psion levels for the purpose of calculating your Psi Limit. When you use your highest level spell slot (or a 5th-level spell slot if you have access to higher level spell slots) to cast a Ranger spell, you regain expended Psi Points equal to your proficiency bonus.
 
The Cursed Hunter: Prerequisite: 3 levels of Ranger, 3 levels of Warlock
You travelled the woods for a long time, learning your craft. Until one day a stranger met your acquaintance, a charismatic and powerful figure. They promised you strength and abilities to better seek out your nemesis.
When you learn or replace a Warlock spell of 1st level or higher, you can choose the new spell from the Warlock Spell List or the Ranger Spell List. When you use your Favoured Enemy feature, you can target a creature type in addition to beasts associated with your Patron (celestial creatures for an Angel Patron, fiend for Fiend, etc). In addition, you gain a benefit determined by your pact boon;
Pact of the Blade: You can choose to use transform your Pact Weapon into two weapons, with both weapons sharing any charges but having the same base abilities. Both weapons share one attunement slot.
Pact of the Chain: Your familiar can benefit from your Favoured Enemy and Natural Explorer features.
Pact of the Talisman: Anyone wearing your Talisman can ignore natural difficult terrain and has a swim/climb speed equal to your swim/climb speed.
Pact of the Tome: You are aware of any creatures associated with your Patron within a 5 mile radius. While you don’t know their exact location, you know numbers and types.
 
The Grovesworn: Prerequisites: 3 levels of Druid, 3 levels of Warlock
You are part of a corrupted grove. One that follows the will of an immortal (or at least powerful) being, as an intermediary to nature itself. This has morphed your connection to the land, empowering and weakening it.
 
You can add your Warlock level to your Druid for the purpose of calculating Wild Shapes uses and level. When you learn or replace a Druid spell of 1st level or higher, you can choose the new spell from the Druid Spell List or the Warlock Spell List. Also you can use your Eldritch Invocations while in Wild Shape. In addition, you gain a benefit determined by your pact boon;
Pact of the Blade: You can choose to transform your Pact Weapon into your Natural Weapon while using Wild Shapes.
Pact of the Chain: Your familiar can use your Wild Shapes feature, drawing from your pool of uses.
Pact of the Talisman: Anyone wearing your Talisman can Speak with Animals and Speak with Plants at-will.
Pact of the Tome: While in Wild Shape, or viewing from a Beast, you can project what you/they see and hear to your Book of Shadows.
 
The Hellforger: Prerequisite: 3 levels of Artificer, 3 levels of Warlock
You lacked… inspiration, and they came for you. A simple deal, to make you into an inventor of the age, just for seeing to a few of their problems. You’re filled with all these great ideas, but everything you make seems more destructive and wicked than the last. What strife yours gifts wrought.
When you learn or replace a Warlock spell of 1st-level or higher, you can choose the new spell from the Warlock Spell List or the Artificer Spell List. Also, half of your Warlock levels count as Artificer levels for the purpose of your Infuse Item feature. If you have to make a Saving Throw as part of a crafting exercise, you can reroll a failed save. You can use this ability a number of times equal to your Intelligence score (minimum of 1). You regain all expended uses on a long rest. In addition, you gain a benefit determined by your pact boon;
Pact of the Blade: You can craft a special Pact Gun associated with your Patron.
Pact of the Chain: Your familiar gains immunity to Exhaustion, Frightened, Paralyzed, Petrified and Poisoned.
Pact of the Talisman: Anyone wearing your Talisman gains your tool proficiencies.
Pact of the Tome: You can apply two Infusions to one item (this counts as 1 infused item), but said item becomes Cursed (DM will help determine an appropriate curse for the ‘overcharged’ item).
 
The Kleptomancer: Prerequisite: 3 levels of Rogue, 3 levels of Sorcerer
You are a master of misdirection and stealth, using your natural spells to enhance your already impressive talents.
If you are hidden from a creature, once on your turn you can add Sneak Attack damage to a spell you’ve cast. When you learn of replace a Sorcerer Spell of 1st-level or higher, you can choose the new spell from the Sorcerer Spell List or an Enchantment or Illusion spell from the Wizard Spell List. You also gain access to the following Metamagic action;
Blinding Spell: When you cast a spell, you can spend a sorcery point to give targets disadvantage against your next Hide check. This metamagic can be used with other metamagic options.
 
The Outlander: Prerequisites: 3 levels of Druid, 3 levels of Rogue
Stealth is your greatest ally, you are a Druid with intimate knowledge of the cruelty of cities. Rather than fight the petty battles on the forest edge, you have learnt to sneak into the Heart of Darkness where the true threat lies.
Your natural weapons count as finesse for the purposes of Sneak Attack. Half of your Rogue levels count as Druid levels for the purpose of Spellcasting. When you learn or replace a Druid Spell of 1st-level or higher, you can choose the new spell from the Druid Spell List or an Enchantment or Illusion spell from the Wizard Spell List. Additionally, you may cast a number of Druid Spells equal to your Wisdom modifier (minimum 1) without either verbal or somatic components. You regain all of your expended uses of this ability when you finish a short or long rest.
 
The Spell Seeker: Prerequisite: 3 levels of Ranger, 3 levels of Wizard
You are a finder of secrets, a tracker of relics. You search the wilderness for items of historical or theological significance. To either document them for civilisation, or bring them back to safety.
Ranger levels count as Wizard levels for the purposes of determining spells from Arcane Recovery. When you learn a Wizard spells of 1st level of higher, you can choose the new spell from the Wizard Spell List or the Ranger Spell List. You can add half of your Intelligence modifier to your Ranger Spell saves. When you cast Divination spells, their range and duration is doubled. You can also cast Study Magic as an action.
 
The Spell Thief: Prerequisite: 3 levels of Rogue, 3 levels of Wizard
You know you’re no master of the arcane, but you are a master of reading people. And you use that expertise to exploit mental and physical weaknesses in rival spellcasters and enhance your spellcasting.
You can add half of your Rogue level to Wizard for the purpose of calculating Spells known and Spell Slots. When you use your Arcane Recovery features, half of your rogue levels count as wizard for the sake of determining spell slots. Also, you can add your proficiency bonus to Counterspell and Magic Mirror.
 
The True Magus: Prerequisite: 3 levels of Sorcerer, 3 levels of Wizard
The greatest Mages of the age have both the prestigious talent of a sorcerer and the savant intellect of a wizard. Blending both into a mastery of magic that rivals the strongest of creatures.
You can add half of your Wizard levels for the purposes of calculating your Sorcery Points. When you ritually cast, you require only 5 minutes to complete the ritual. Also, you can add half of your Intelligence modifier to your Sorcerer spell save DC and attack modifier. Additionally, you gain access to the following Metamagic option;
Stylized Spell: You can spent 1 sorcery point to alter the visual appearance on the spell, subtracting your proficiency bonus to Arcana checks to Identify or necessary rolls to Counterspell your spell.
 
The Wayfarer: Prerequisites: 3 levels of Bard, 3 levels of Ranger
Rover, wanderer, nomad, vagabond—whatever they call you, people trust you to see them safely to wherever they are destined to go. Equally comfortable in cities and the wilderness, in social situations and alone, the entire world is your home.
When you learn or replace a bard or ranger spell of 1st-level or higher, you can choose the new spell from the Bard Spell List or the Ranger Spell List. When you use your highest level spell slot (or a 5th-level spell slot if you have access to higher level spell slots) to cast a Ranger spell, you regain two expended Bardic Inspiration die. Ranger levels count as Bard levels for the purposes of Bardic Inspiration Die. Also, when you use Song of Rest, you may choose to have the song be inaudible outside of 20 feet, and creatures benefiting from it are preternaturally obscured. When you use a spell that would cause noise, you can choose to have that spell be inaubile outside of 60 feet.
 
The Woodland Warrior: Prerequisites: 3 levels of Fighter, 3 levels of Ranger
You’re a warrior, with blade outstretched you protect civilisation from the dangerous of the deep woods, using nature as your battlefield of choice.
If you use Second Wind while in natural terrain, you regain hit points equal to 1d10 + your Fighter levels + your Ranger levels. Also, when you use your Favoured Enemy against a target, you discover if they are vulnerable to bludgeoning, slashing or piercing damage. Additionally, when traveling through natural terrain your group may travel at a fast pace without penalties, and they have advantage on Constitution saving throws against exhaustion from a forced march.
 
The Wrathful Oath: Prerequisites: 3 levels of Barbarian, 3 levels of Paladin
Your rage fuels your Oath, and your Oath brings you to those deserving of your wraith. Both growing as they feed off each other, two wolves tearing over your soul and never bringing you peace.
You can count your Barbarian levels to your Paladin to determine spell slots. Half of your Paladin levels count towards determining the number of Rages you have per long rest. Additionally, when you are Raging you regain an expended use of your Channel Oath ability.
 
Vulnerable Nerve Strike: Prerequisite: 3 levels of Monk, 3 levels of Rogue
Through intense study of human anatomy and the practical applications of surprise on muscle tone, you have learnt to strike where the flesh is more tender and pliable.
When using your Stunning Strike feature with your Sneak Attack feature, your target has disadvantage on their saving throws against stunning. Your unarmed attacks count as a finesse weapon for the purpose of Sneak Attack.
 
Way of the Sixth Sense: Prerequisites: 3 levels of Monk, 3 levels of Psion
You are at a monastery aimed to refine the psionic talents of its charges. Filled with Aesthetic focus, you are an example of Iron Will brought to tame a chaotic world.
Your Martial Arts damage is determined by your Monk levels and half of your Psion levels. You can use Chi Points with Psi Points, but are still limited by your Psi Limit. If you cast a Discipline at your Psi Limit, you regain a Chi Point a number of times equal to your Wisdom Modifier (minimum of 1). This ability recharges on a short rest. Also, when you use a Discipline with a casting time of 1 action and a range of touch, you can spend 1 chi point to make two unarmed strikes as a bonus action. Additionally, you can add half of your Monk level to determine your Psionic Talents. When using your Chi Save DC, you can add half of your Intelligence modifier.
 
Wild Avenger: Prerequisites: 3 levels of Barbarian, 3 levels of Druid
You have learned to channel your supernatural rage into the act of druidic transformation. Adrenaline fuels your magic and your body becomes more susceptible to healing magics.
While in Wild Shapes any healing is increased by 1d4 for every level used. You can enter your Rage with the same action or bonus action you use to Wild Shapes.
 
Windspeaker: Prerequisites: 3 levels of Bard, 3 levels of Druid
You are a master of the songs of the land, mimickry of bird calls, wolf howls, all of them small blessings that you weave into your songs and stories. Your charms are so great the land responds in kind, both beasts and magic.
All beasts can understand your speech, and small allied birds will congregate around use when using your Song of Rest feature. When using your Wild Shapes feature, you regain any expended Bardic Inspiration die. You also gain a new way to use Bardic Inspiration. You may expend a Bardic Inspiration on a beast, and it will become Charmed by you. Also you can add half of your Charisma modifier to your Druid Spellcasting modifier.
 
Woodsman Bloodline: Prerequisite: 3 levels of Ranger, 3 levels of Sorcerer
Your innate magic expresses it through your hatred, your need to protect, and granting others a portion of your peak physical fortitude.
You can add half of your Ranger levels for the purposes of calculating your Sorcery Points. When you learn or replace a Sorcerer spell of 1st level or higher, you can choose a new spell from the Sorcerer Spell List or Ranger Spell List. Additionally, when you cast a Ranger spell with a bonus action, you can apply that spell affect to your next melee spell attack instead of melee attack.
You can also add half of your Charisma to your Ranger Spell Save DC.
Brisk Spell: When you cast a spell that targets an ally or yourself, you can spend 1 sorcery point. If you do, a creature of your choice gains either a +10ft movement speed, increases their fly or climb speed by 15ft (if they already have one) for the next ten minutes.

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