Grim Hollow Subclasses in Etharis | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Grim Hollow Subclasses

Adventurers specialise their abilities and outlooks based on the culture in which they train and advance. Characters in the world of Etharis are often influenced by dark and sometimes malevolent powers, delving into areas others might avoid.   The subclasses here reflect back onto the heroes, the world in which they live and fight. Some absorb into themselves the dangerous but powerful forces they fight. what that acceptance of terrible power means on the psyches of the adventurers can be varied; however, one cannot deny that delving into the darkness to find strength often comes at a steep and sometimes fatal cost.   As you play with these subclasses, reflect on how the common folk that the characters interact with accept and react to them. Are these powers visible to bystanders when they are used? If so, do they mimic or even outright exemplify the types of powers used by the monsters that the commoners fear?

Barbarian: Path of the Fractured

Barbarians are defined by their rage, channelling emotion to unleash brief but potent destruction on their enemies. A rare few study esoteric psychological techniques that split their rage off from the rest of their psyche, diving their identity into two parts: ego and id. When their ego is in control, the Fractured, as these barbarians are known- are capable of a degree of self-control and cunning that few other Barbarians are. When they allow their id to take control, their countenance turns monstrous and their bodies swell with the power of rage made physically manifest.

Face of Rage

Starting at 3rd level, when you enter your rage, your features distort and your body swells such that your appearance completely changes. Creatures who don't witness your transformation and have not witnessed it in the past do not recognize you. In addition, while raging, you gain the following benefits if you aren't' wearing heavy armour:
  • You can roll a d8 in place of the normal damage of your unarmed strike, and your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  • When you use the attack action with an unarmed strike and are not wielding a shield, you can make one unarmed strike as a bonus action.
  • You count as one size larger when determining who you can target and who can target you with grappling, and your reach with unarmed attacks increases to 10 feet.

Mask of Civility

Also at 3rd level, you gain proficiency with one of the following skills of your choice: Arcana, History, Investigation, Medicine, Nature, Persuasion, or Religion. In addition, you gain proficiency with one artisan’s tool kit of your choice or learn to read, speak, and write one language of your choice.

Brains and Brawn

At 6th Level, while you are not raging, you have resistance to psychic damage. While you are raging, you have resistance to all damage except psychic damage.

Cunning and Brutal

At 10th level, while you are not raging, you can take a bonus action on each of your turns to take the Disengage or Help action. While you are raging, your unarmed strikes score a critical hit on a roll of 19 or 20.

Better Half

At 14th level, when you take damage that would reduce you to 0 hit points, you can use your reaction to drop to 1 hit point instead and gain temporary hit points equal to half your maximum hit points. In addition, if you were raging your rage ends, and if you weren’t raging, you enter a rage (even if you have no remaining uses of your rage). You lose all remaining temporary hit points after 1 minute. Once you use this feature, you can’t use it again until you finish a long rest.

Barbarian: Path of the Primal Spirit

Many Barbarians are in tune with the natural world, but few are as mystically intertwined with it as those who walk the Path of the Primal Spirit. These barbarians forge powerful connections with the beasts and natural spirits of the world, inspiring such ethereal beings to manifest and journey with them on far-flung adventures.   Barbarians who follow this path have a deep reverence for the ecological cycle of the natural world. Such barbarians are as likely to accept quests and pleas for aid from the local wildlife as they are other humanoids. This respect for animals doesn't cross into naivety- no barbarian better understands the circle of life and the delicate balance between the needs of predator and prey better than those who walk the Path of the Primal Spirit.

Primal Companion

At 3rd level, you gain a primal companion, a spirit that accompanies you on your adventures and instinctively fights alongside you. Select either the Guardian or Striker, and one of land, sea or sky. Its in game statistics found below, which uses your proficiency bonus (PB) in several places.
You determine your companion's appearance; however, this does not affect its in game statistics. Despite taking on a physical form, your primal companion does not need to breathe, eat, or sleep. You and your primal companion can communicate with one another telepathically while you are both on the same plane.
As an action, you can temporarily dismiss your primal companion or summon it within 30 feet of you. In combat, your primal companion shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you use a bonus action on your turn to command it to take another action. That action can be on in its stat block or some other action. If you are incapacitated, your companion can take any action of its choice.
You can spend one minute per short rest caring for your primal companion. When you do, the spirit regains 2d6 hit points. Your primal companion regains all lost hit points at the end of a long rest. If your primal companion dies, the spirit manifests in a form of your choice the next time you finish a long rest.

Shared Rage

Also at 3rd level, while you are raging, your primal companion has resistance to bludgeoning, piercing, and slashing damage.

Kin to Beasts

At 6th level, you can cast the animal friendship and speak with animals spells using Constitution as your spellcasting ability. Once you cast a spell using this feature, you can't cast either spell until you finish a short or long rest.

Skinrider's Trance

At 10th level, you can use an action and choose your primal companion or one beast currently under the effect of your animal friendship spell to enter a trance. For the duration of this trance, you possess the chosen creature.
While possessing a creature, you sense the world through the target's senses, you have total control over its movement and actions, you use the beast's physical statistics and abilities instead of your own, and keep your mental attributes. This possession ends if you choose to exit the trance (no action required by you), the beast you're possessing is reduced to 0 hit points, or you and the beast are on different planes of existence.
While in this trance, you are blinded and deafened in regard to your own senses and cannot move or take actions. You can remain in the trance for a number of hours up to half your level in this class + your Constitution modifier. Once you use this feature to enter the trance, you cannot do so again until you finish a long rest.

Shape of the Wild

At 14th level, you can use a bonus action on your turn to choose a new form for your primal companion, causing it to transform instantaneously. When you cause your primal companion to transform in this way, its current hit points change to its new maximum hit points.
Once you use this feature, you can't do so again until you finish a short or long rest.

Primal Guardian

Medium (Large if Land or Sea), beast, neutral


Armour Class 12 plus Proficiency Bonus (natural armour)
Hit Points 5 + six times your barbarian level
Speed 30 ft; fly 45ft. (Sky only swim 45 ft. (Sea only)
STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 16 (+3) 4 (-3) 12 (+1) 6 (-2)
Saving Throws Str +2 plus PB, Con +3 plus PB
Skills Athletics +2 plus PB, Intimidation -2 plus 2 times PB, Perception +1 plus PB
Senses Darkvision 60ft., passive Perception 11 plus PB
Languages Understands your languages but cannot speak.
Challenge Equal to your PB
Resilient Rage. When the guardian's hit points fall below half its maximum, it's enraged for 10 minutes, gaining temporary hit points equal to half its maximum.
Vigilant. The guardian can't be surprised.

Actions

Natural Weapons. Melee Weapon Attack: +2 plus PB, reach 5ft., one target. Hit: 1d4+2 bludgeoning, piercing, or slashing damage (based on chosen form).

Reaction

Body Block. When an ally within 5 feet of it is hit by an attack, the guardian takes the damage instead.

Primal Stalker

Medium Beast, Neutral


Armour Class 12 plus PB (natural armour)
Hit Points 5 + four times your barbarian level
Speed 40ft.; fly 60ft. (Sky only swim 60ft. (Sea only)
STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 14 (+2) 4 (-3) 12 (+1) 7 (-2)
Saving Throws Dex +2 plus PB, Wis+1 plus PB
Skills Perception +1 plus PB, Stealth +2 plus PB
Senses Darkvision 60ft., passive Perception 11 plus PB
Languages Understands your languages but can't speak
Challenge Equal to your PB
Flyby (Sky Only). The striker doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Aquatic Assault (Sea Only). While the striker is submerged in the water it has advantage on natural weapon attacks made against other creatures without a swim speed submerged in water.
Enraged Strikes. While you are raging, the striker's natural weapon attacks gain a damage bonus equal to your Rage Damage.

Actions

Natural Weapon. Melee Weapon Attack: +2 plus PB, reach 5ft., one target, Hit: 1d8+PB bludgeoning, piercing or slashing damage (based on chosen form).

Reaction

Harry (Land Only). When a creature within 5 feet of the striker is attacked, the striker gives that attack roll advantage.

Bard: College of Adventurers

Bards from the College of Adventurers learn from heroes of old and stories of legend. Bards are jacks of all trades, and for the College of Adventurers this statement rings ever true. They combine all the useful skills of their companions into one, allowing them to be versatile and supportive. While not having a direct goal, many adventurer-studying bards live to tell tales of other heroes or seek to create their own. Stories of heroic deeds, tales of cunning, magical anomalies, or godly might fuel the life-blood of these bards.

Talented Adventurer

Starting when you choose this bardic college at 3rd level, you gain an adventurer’s talent of your choice. Your adventurer’s talent options are detailed at the end of this bardic college description. You gain an additional adventurer’s talent of your choice at 6th level and again at 14th level.

Party Planner

Also at 3rd level, while a creature has one of your bardic inspiration dice, it can use a bonus action on each of its turns to take the Help action.

Well-Rounded

At 6th level, choose one skill, tool, and language. You gain proficiency in the chosen skill, and with the chosen tool, and you can speak, read and write the chosen language.

Improvisational Talent

Starting at 14th level, when you finish a long rest, you can choose one adventurers talent you know and replace it with one you don't.                  

Adventurer's Talents

The following adventurer's talents are listed in alphabetical order.
Barbarian. You've learned to fight with primal ferocity. On your turn, you can enter a rampage as a bonus action. While rampaging and not wearing heavy armour, you have resistance to bludgeoning, piercing and slashing damage. You can't concentrate on spells while rampaging. Your rampage lasts for 1 minute but ends early if you are knocked unconscious. Once you have rampaged, you can't do so again until you finish a long rest.
Cleric. You’ve gained the ability to channel divine energy directly from the gods, emboldening your allies and sanctifying their attacks. As a bonus action, you choose a creature within 30 feet. The chosen creature gains temporary hit points equal to your Charisma modifier + half your level in this class for 10 minutes. While a creature has temporary hit points granted by this spell, they can choose to lose these temporary hit points when they hit a creature with an attack, dealing additional radiant damage equal to the temporary hit points they lost. Once you use this talent, you must finish a short or long rest before you can use it again.
Druid. You can cast the polymorph spell without expending a spell slot. If you cast the polymorph spell with this trait, you can only transform yourself into a beast with a CR less than half your level in this class. Once you cast the spell with this trait, you must finish a long rest before you can do so again.
Fighter. You gain proficiency with martial weapons and shields. You can also choose and learn one of the fighting styles available to the Fighter class.
Monk. While you are wearing no armour and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier. In addition, you can use Dexterity instead of Strength for the attack roll and you can roll a d6 in place of the normal damage of your unarmed strike. When you use the Attack action and only make attacks with unarmed strikes on your turn, you can make one unarmed strike as a bonus action.
Paladin. When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 1d6 for a 1st-level spell slot plus 1d6 for each spell level higher than 1st, to a maximum of 5d6. The damage increases by 1d6 if the target is an undead or fiend, to a maximum of 6d6. You can do this a number of times equal to your proficiency bonus, and you regain all uses of this feature at the end of a long rest.
Ranger. You’ve learned the hunter’s mark spell, which counts as a bard spell for you but does not count against your bard spells known. You can cast this spell without expending a spell slot as if you had expended your highest spell slot. Once you cast the spell using this talent, you can’t do so again until you finish a long rest.
Rogue. You’ve adopted the quick thinking of clever heroes that outsmart their foes. You can take a bonus action on each of your turns in combat to take the Dash, Disengage, or Hide action.
Sorcerer. You have 2 sorcery points and learn one of the following Metamagic options available to the sorcerer class: Careful Spell, Distant Spell, Empowered Spell, Extended Spell, Quickened Spell, or Subtle Spell. In addition, you can use an action and expend a spell slot to gain sorcery points equal to the level of the spell slot expended. When you finish a long rest, you reset to 2 sorcery points. When you gain a level in this class, you can replace the Metamagic option you know and replace it with another Metamagic option from the list.
Warlock. You learn one eldritch invocation of your choice. If an eldritch invocation has a level requirement, you use half your level in this class to determine your eligibility. When you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
Wizard. You learn any two spells from the wizard spell list that are of a level you can cast. These count as bard spells for you but do not count against your number of bard spells known. When you gain a level in this class, you can choose one of the wizard spells you know and replace it with another spell from the wizard spell list of a level you can cast.

Bard: College of Requiems

Performing a macabre melody filled with grief-stricken chords with a mournful refrain, the funerary songs of the College of Requiems stir the very bones of the dead. The Requiem bard weaves necromantic magic into their repertoire to control and empower a host of undead minions.

Chilling Melody

At 3rd level, you learn two necromancy cantrips of your choice from any class spell list. These count as bard spells for you, but don't count against the number of cantrips you know.

Pluck the Heartstrings

Beginning at 3rd level, you gain the ability to use your Bardic Inspiration to pluck at the tethers of life within a creature. A creature with one of your Bardic Inspiration dice can expend it when dealing damage with a weapon attack, dealing additional necrotic damage equal to the die result.
Additionally, when a living creature that has your Bardic Inspiration die is reduced to 0 hit points, it can expend that die as a reaction to be reduced to 1 hit point instead.

Stir the Bones

At 6th level, you learn the animate dead spell. It counts as a bard spell for you, and it doesn’t count against the number of Bard spells you know.
When you give a creature one of your Bardic Inspiration dice, choose a number of undead creatures equal to your proficiency bonus under your control and within 60 feet of you. Chosen creatures each gain a Dirge die, which they lose if they do not spend within the next 10 minutes. Dirge dice can be spent the same way and under the same circumstances your Bardic Inspiration dice are. You can also issue mental commands to undead creatures under your control as part of the same bonus action.
When an undead creature you control expends a Dirge die on an attack roll that hits, it can also apply the result to the damage roll.

Dance of the Dead

Starting at 14th level, when you cast a necromancy spell that targets only one creature, you can have it target a second creature within range. This does not consume additional components.
Once you use this feature, you must finish a short or long rest before you can use it again.

Cleric: Eldritch Domain

Even the most benevolent divine beings operate outside the bounds of mortal comprehension. These eldritch forces sing a siren song that calls out for mortal worshippers through lucid dreams and the whispers of dead gods. The Eldritch domain empowers the devoted followers of unknown and distant forces of chaos, divine entities of eldritch oblivion, and dead gods.

Eldritch Domain Spells

Cleric Level Spells
1st hideous laughter, sleep
3rd detect thoughts, see invisibility
5th fear, tongues
7th confusion, phantasmal killer
9th contact other plane, dream

Eldritch Effects

D8 Effect
1 The creature cannot speak or cast spells that have verbal components.
2 The creature takes 1d8 psychic damage at the start of each of its turns.
3 The creature is disorientated. It immediately falls prone and falls prone again at the end of each turn it moves 5 feet or more.
4 The creature is distracted by visions and voices and has disadvantage on attack rolls and Wisdom (Perception) ability checks.
5 The creature is unsure of itself. It can move or take an action on its turns but not both and it cannot use reactions.
6 The creature is reckless. It has advantage on attack rolls and attack rolls against it have advantage.
7 The creature is deafened and cannot see objects of creatures further than 30 feet away.
8 The creature is frightened of you.

Unpredictable Inspiration

At 1st level, choose any cantrip. The chosen cantrip counts as a cleric spell for you but does not count against the number of cleric cantrips you know. Each time you finish a long rest you can replace the chosen cantrip with any other cantrip of your choice.
In addition, you gain proficiency in a skill of your choice. Each time you finish a long rest you can replace the chosen skill with another skill of your choice.

Eldritch Contagion

Starting at 1st level, you've been gifted with the ability to impart a fleeting taste of the unknowable on others. When you cast a spell with a spell slot of 1st level or higher that targets one or more creatures, you can use a bonus action on the same turn to force one of the spell's targets to make a Wisdom saving throw. On a failure, roll on the Eldritch Effects table and the creature suffers that effect for 1 minute. At the end of each of its turns the creature can make another Wisdom saving throw, ending the effect on a success. This effect ends early if you use this feature again.

Channel Divinity: Prophecy of Doom

Starting at 2nd level, you can use your Channel Divinity to speak a prophecy, inducing visions and hallucinations in nearby creatures.
As an action, choose a point within 120 feet of you that you can see and roll on the Eldritch Effects table. Each creature in a 15-foot-radius sphere centered on the chosen point must succeed on a Wisdom saving throw or suffer the temporary effect for 1 minute. At the end of each of its turns, an affected creature can make another Wisdom saving throw, ending the temporary effect on a success.

Otherworldly Calm

Starting at 6th level, you gain resistance to psychic damage and advantage on saving throws against being charmed and frightened.
Additionally, any creature that attempts to read your thoughts find them incomprehensible. The attempt automatically fails and they must succeed on a Wisdom saving throw against your cleric spell save DC or take psychic damage equal to your cleric level.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Sing the Song That Ends the World

Starting at 17th level, creatures who fail a save against your Prophecy of doom feature take 10d10 psychic damage. Once a creature has taken damage in this way, it can't take damage from this feature again for 10 minutes.

Cleric: Inquisition Domain

The Inquisition domain reflects the order of the multiverse and the rejection of tainted magic-at least so far as certain celestial powers see it. Only the divine casters are pure and fit for use. Since arcane magic is strong enough to challenge the gods, divine beings of this domain, such as the Arch Seraph Empyreus, demand magic-using mortals are kept in check. Most zealots root out all arcanists, while some strike fragile truces when complete removal isn't feasible.

Inquisition Domain Spells

Cleric Level Spells
1st detect magic, identify
3rd see invisibility, silence
5th dispel magic, remove curse
7th arcane eye, locate creature
9th creation, hallow

Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons and heavy armour.

Witch Hunter's Strike

  At 1st level, when you hit a creature with a weapon attack, you can deal an additional 1d8 force damage. If the creature is concentrating on a spell, you deal an additional 2d8 force damage instead. If a creature fails its saving throw to maintain concentration as a result of taking damage from this feature, you gain a number of temporary hit points equal to the extra force damage dealt by this attack. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once), regaining all uses upon completion of a long rest.
At 14th level, this damage increases to 2d8, and 3d8 if the creature is concentrating on a spell.

Channel Divinity: Spell Shield

Starting at 2nd level, you can use your Channel Divinity to bestow a temporary resilience to arcane harm.
As a bonus action, you present your holy symbol and choose a creature you can see (including yourself) within 30 feet. The chosen creature gains temporary hit points equal to 1d10 + your cleric level. While a creature has temporary hit points granted by your spell shield, it has resistance to damage from spells and advantage on saving throws against spells. The creature loses any remaining temporary hit points after 1 hour.

Rebuke Invoker

Starting at 6th level, as a reaction when a creature you can see within 60 feet casts a spell, you can force the creature to make a Constitution saving throw. On a failure, the creature takes force damage equal to 1d8 per level of spell slot expended casting the spell + your Wisdom modifier. Cantrips are considered first-level spells for this ability. On a successful save the creature takes half as much damage instead.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once), regaining all uses upon completion of a long rest.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with the power of celestial order. 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 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Supernal Safeguard

Starting at 17th level, when you use your Spell Shield feature, you can choose a number of creatures up to your Wisdom modifier (minimum 2) instead of only choosing one.

Druid: Circle of Blood

The Circle of Blood is a keeper of old ways. They remember how ancient druids performed sacrificial rituals under a blood-red moon to appease the uncaring forces of nature. The Circle of Blood druid trades blood for life in a delicate balance to bolster their allies and destroy their enemies.

Circle Spells

At 3rd, 5th, 7th and 9th level you gain access to the spells listed for that level in the Circle of Blood Spells table.
Once you gain access to one of these spells, you always have it prepared and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.
Druid Level Spells
3rd hold person, sense lifeblood
5th blood bond, sanguine poppet
7th circle of scarlet, dark sacrament
9th dominate person, mortality

Blood Boon

When you choose this circle at 2nd level, when a creature you can see within 60 feet of you dies, you can use your reaction to claim the last vestiges of its vitality. You regain one previously spent Hit Die. When you do, you can grant a creature you can see within 60 feet of you a number of temporary hit points equal to your druid level.
You can use this feature a number of times equal to your Wisdom modifier, regaining all expended uses at the end of a long rest.

Rite of the Blood Moon

At 6th level, you learn a rite that invokes the power within a creature’s blood. As an action, you can expend one use of your Wild Shape class feature to drive yourself or a willing creature within 5 feet of you into a blood frenzy which lasts for 1 minute. The affected creature gains the following benefits:
  • It gains resistance to bludgeoning, piercing, and slashing damage against weapons which are not magical.
  • It gains darkvision to a range of 60 feet and advantage on Wisdom (Perception) checks.
  • It can roll a d8 in place of the normal damage of its unarmed strike. When it takes the Attack action on its turn, it can make one attack with its unarmed strike as a bonus action.
  • Its speed increases by 10 feet.
  • It can't speak of cast spells.
Only one creature at a time can be affected by your Blood Rite. If you use the Rite of the Blood Moon on another creature, the effects of the Rite end for any other creature.

Blood Lust

Starting at 10th level, those under the effect of your Blood Rite can sacrifice a piece of their own vitality to enhance their capacity for destruction. Once on each of its turns when a creature under the effects of your Rite of the Blood Moon feature makes a damage roll, it can expend a hit die and add the result to the damage roll.

Create Blood Elemental

Starting at 14th level, when a creature you can see within 60 feet of you dies, you can use your reaction to full exsanguinate its corpse, conjuration a water elemental composed of blood and bound to your service.
Roll initiative for the elemental, which has its own turns. It obeys your verbal commands. The elemental remains in your service for 1 hour or until it is reduced to 0 hit points, at which point it collapses into a pool of blood.
Once you conjure an elemental with this feature, you can't use the feature again until you finish a long rest.

Druid: Circle of Mutation

Druids of the Circle of Mutation believe that nature should be improved in order to compete with the unnatural world. Their order hides in the darkest corners of swamps and forests, conducting experiments to warp the structure of their domain. They go unheard from for months on end, emerging from the wild with twisted vines and mutated creatures at their side. These druids have earned the scorn of other circles, discredited as those who have lost their way. In the eyes of a mutation druid, those who wish to preserve nature as it is simply fear what change brings.

Mutate Shape

Starting when you choose this circle at 2nd level, you can use a bonus action to use your Wild Shape.
In addition, while you are transformed by Wild Shape, you can use a bonus action to expend a spell slot and gain a number of mutation points equal to the level of the spell slot expended. These mutation points last until they are spent or your use of Wild Shape ends. While you are in your beast shape you can expend one or more mutation points (no action required by you) to select a mutation from the list below. When you do, your physical body contorts and changes in a gruesome display. Chosen mutations last for the duration of your Wild Shape.
Creature of the Sea. For 1 mutation point, you can breathe air and water and gain a swim speed of 30 feet. For an additional 1 mutation point, your swim speed increases to 60 feet.
Creature of the Sky. For 3 mutation points, you gain a fly speed of 30 feet. For an additional 2 mutation points, your fly speed increases to 60 feet. Darkvision. For 1 mutation point, you gain darkvision out to a distance of 60 feet.
Echolocation. For 4 mutation points, you have blindsight out to a distance of 30 feet while you are not deafened.
Enchanted Attacks. For 1 mutation point, your attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Enlarge. For 1 mutation point, your size increases by one step (from Medium to Large, for example). You can spend an additional 2 mutation points to increase your size by two steps instead (from Medium to Huge, for example).
Multiattack. For a number of mutation points equal to 2 + 2 x your beast form’s CR, whenever you use your action to make a natural weapon attack, you can make two natural weapon attacks instead. Creatures that already have multiattack can take one additional natural weapon attack.
Natural Armor. For 1, 2, or 3 mutation points you increase your AC by an equal amount.
Reduce. For 1 mutation point, your size decreases by one step (from Medium to Small, for example). You can spend an additional 2 mutation points to decrease your size by two steps instead (from Medium to Tiny, for example).
Unnatural Voice. For 1 mutation point, you can speak as normal, even if your beast shape lacks the anatomy for such vocalizations. This does not allow for spellcasting while in Wild Shape form.
Venomous Attacks. For 2 mutation points, attacks you make with your natural weapons deal an additional 1d4 poison damage.

Circle Forms

Also at 2nd level, your ability to transform into dangerous beasts is enhanced. Starting when you gain this feature, you can use your Wild Shape to transform into a beast with a challenge rating 1 or lower. You ignore the Max CR column of the Beast Shapes table, but must abide by the other limitations there.
Starting at 6th level, you can transform into a beast with a challenge rating equal to or less than your druid level divided by 3, rounded down.

Unnatural and Unnerving

Starting at 6th level, you gain proficiency with the Intimidation skill if you don’t already have it. If you are already proficient in Intimidation, you gain proficiency in one skill of your choice from the following: Athletics, Acrobatics, Perception, Stealth, or Survival.
In addition, you have advantage on Charisma (Intimidation) ability checks you make while you are in your beast shape and have at least one mutation.

Endless Evolution

At 10th level, when you enter your Wild Shape you gain a number of mutation points equal to your Wisdom modifier (minimum 1). Unspent mutation points are lost when you leave your beast shape.
In addition, you can use an action to touch a beast and expend a spell slot, causing it to mutate to your liking. You gain a number of mutation points equal to the level of the spell slot or the CR of the beast, whichever is lower. As part of the same action, you must spend all mutation points on mutations which manifest in the beast. Unspent mutation points are lost. Mutations remain indefinitely until the same beast is targeted by a different use of this feature or the dispel magic spell, remove curse spell, or similar magic.

Apex Predator Aura

Starting at 14th level, beasts that begin their turn within 30 feet of you must make a Wisdom saving throw with a DC equal to your druid spell save. On a failure, the creature is frightened for 10 minutes. On a success, the creature is immune to this effect for the next 24 hours. An affected creature can use its action on each subsequent turn to steel themselves and repeat the saving throw, ending and becoming immune to this fear effect for the next 24 hours on a success.
You can use an action to cause this aura to affect chosen creatures within 30 feet, instead of only beasts, until the start of your next turn. Once you use this special action, you can’t use it again until you finish a long rest.

Fighter: The Bulwark Warrior

Those who learn the fighting prowess of the Bulwark Warrior protect their allies from certain death. Bulwark Warriors maintain control on their enemies to keep them focused on themselves. Endurance and strength are primary skills of these warriors, they are prepared to take lethal strikes for their compatriots.

Protective Taunt

Starting at 3rd level, once per turn whenever you make a melee weapon attack against a creature, you can taunt them into attacking you. When a creature you've hit since the start of your last turn attacks someone other than you, you can use your reaction to force them to attack you instead. This effect ends early if they move more than 5 feet out of your reach, you become incapacitated, or you die.

Weather the Storm

Also at 3rd level, you have grown accustomed to being battered and bruised. As a bonus action, for the next minute at the end of each of your turns, you can gain temporary hit points equal to your fighter level. Once you use this feature, you can't use it again until you finish a short or long rest.

Living Shield

When you reach 7th level, you can quickly protect allies from attacks. As an action, all creatures of your choice within 30 feet that can hear you must make a Wisdom saving throw with a DC equal to 8 + your Constitution modifier + your proficiency bonus. Each creature that fails the save has disadvantage on all attack rolls that do not target you until the beginning of your next turn. Additionally, you can gain a number of hit points equal to your Constitution modifier for each failed saving throw. You can use this feature twice, regaining all spent uses at the end of a long rest. You gain an additional use of this ability at 15th level.

Aggressive Defence

At 10th level, you learn to wait for the perfect moment to strike. Once per turn when you have temporary hit points and hit a creature with a melee weapon attack, you can expend up to half your fighter level in temporary hit points to deal that much additional damage to your target.

Improved Second Wind

Starting at 15th level, your endurance is unrivalled in battles. When you gain health from your Second Wind feature, you can also gain temporary hit points equal to the amount healed.

Halt the Assault

Starting at 18th level, when a creature within 5 feet of you takes damage, you can use your reaction to use your temporary hit points to reduce the damage taken by the target by the amount of temporary hit points forfeited.

Fighter: Living Crucible

Fighters who become Living Crucible have discovered an external means of power. While most other fighters train in martial traditions or study the art of war. Living Crucibles hone their craft of alchemy and prepare their body to endure components poisonous to others. In exchange for this rigorous physical mental preparation, these fighters are able to push their bodies past their natural limits. Under the influence of their alchemical compounds these fighters can see in darkness, enhance their speed, inure themselves to magical attacks, and more.

Compound Creator

When you choose this archetype at 3rd level, you learn to create alchemical compounds toxic to others but empowering to you.
Creating Compounds. You learn three compounds of your choice, which are detailed under “Compounds” below. You can create any number of these compounds you know by using alchemist’s supplies and spending 10 minutes to create them. These compounds remain potent until the end of your next long rest, after which time they become inert and have no effect.
You learn two additional compounds of your choice at 7th, 10th, and 15th level. Each time you learn new compounds, you can also replace one compound you know with another one.
Consuming Compounds. As a bonus action you can consume a single compound using this feature. You can safely consume a number of compounds up to 1 + your Constitution modifier (minimum of 1). Each compound you consume after that causes you to gain a level of exhaustion. When you finish a long rest, you regain the ability to safely consume compounds. You can benefit from multiple compounds at the same time, but taking the same compound more than once provides no additional effects.
The benefits associated with each compound apply only to you. Any other creature that consumes one of your compounds must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) or become poisoned for 1 minute.

Student of Alchemy

Also at 3rd level, you gain proficiency with alchemist's supplies. Your proficiency bonus is doubled for any ability check that uses this proficiency.

Quick Creation

At 7th level, once per long rest you can use a bonus action to quickly create and consume one compound that you already know how to make. This does not count against your daily limit of consuming compounds.
At 18th level, the number of compounds you can safely consume increases to 5 + your Constitution modifier (minimum 1).

Toxin Transmutation

At 15th level, you can use a bonus action to end one effect causing you to be poisoned. When you do so, you gain temporary hit points equal to your level in this class.

Living Catalyst

At 18th level, when you finish a long rest you can choose to replace one compound you know with another one.

Compounds

Compounds are presented in alphabetical order.
Adrenal Injection. For the next minute, your movement speed is increased by 10 feet and your jumping distances are tripled.
Allsense Injection. For the next minute, you have blindsight out to a distance of 30 feet.
Arcane Eye Oil. For the next hour, you can sense magic as if you were under the effects of the detect magic spell.
Draught of Bull's Strength. For the next 10 minutes, you have advantage on Strength ability checks and saving throws.
Draught of Cat's Grace. For the next 10 minutes, you have advantage on Dexterity ability checks and saving throws.
Draught of Bear's Endurance. For the next 10 minutes, you have advantage on Constitution ability checks and saving throws.
Draught of Fox's Cunning. For the next 10 minutes you have advantage on Intelligence ability checks and saving throws.
Draught of Owl's Wisdom. For the next 10 minutes, you have advantage on Wisdom ability checks and saving throws.
Draught of Eagle's Splendour. For the next 10 minutes, you have advantage on Charisma ability checks and saving throws.
Elfsight Oil. For the next 8 hours, you have darkvision out to a range of 120 feet.
Fleshknit Phosphate. For the next minute, if you have at least 1 hit point, you heal a number of hit points equal to your proficiency bonus at the start of each of your turns.
Ironmind Injection. For the next hour, you have advantage on saving throws made against being charmed or frightened.
Liquid Courage. You gain temporary hit points equal to your Constitution ability score plus twice your level in this class. You lose any remaining temporary hit points from this compound after 1 minute.
Liquid Rage. For the next minute, your weapon attacks deal an extra 1d4 damage.
Presto Powder. For the next 10 minutes, you have advantage on ability checks made to determine initiative and you can use a bonus action on each of your turns to take the Dash or Disengage action.
Spellshine Ointment. For the next minute, you have resistance to damage from spells.
Steelskin Ointment. For the next minute, you have resistance to bludgeoning, piercing, and slashing damage.
Tenmen Tincture. For the next hour, you count as one size larger when determining your carrying capacity, and you ignore the heavy property of weapons.

Monk: Way of the Leaden Crown

In contrast to the esoteric ideals of other monastic traditions, monks of the Way of the Leaden Crown have practical aims: the self-governance of humanoid peoples. These monks see the history of the world as a series of clashes between groups of powerful beings, where humanoids were at best collateral damage and at worst disposable pawns. To break this cycle of dependence and destruction, monks of the Way of the Leaden Crown master mental powers to fight back against the otherworldly powers of the multiverse and protect humanoid sovereignty.
One component of this plan involves training to do battle with powerful outsiders. The other equally important component is ensuring that humanoid societies are prepared to overthrow those powerful outsiders already dominating them. To that end, these monks seek political positions that place them in or near decision-making roles where they can influence humanoids to fight back against arch seraphs, arch daemons, and primordials.

Subtle Hand

Starting at 3rd level, your martial arts are enhanced by a capacity for telekinetic strikes. On your turn your reach is 10 feet when you make unarmed attacks. In addition, when you make an unarmed strike this way, it deals force damage instead.

Psionic Prowess

Also at 3rd level, your psychic powers have manifested in the ability to cast certain spells. You gain the mage hand cantrip if you don't already know it. When you cast the spell, the spectral hand is invisible.
In addition, you can cast certain spells by expending ki. You can use an action and spend 1 ki point to cast detect evil and good or protection from evil and good. You can also use an action and spend 2 ki points to cast hold person, levitate, or shatter. Wisdom is your spellcasting ability for these spells and you do not need to provide any material components when casting them in this way.

Unsubtle Strike

At 6th level, when you hit a creature with an unarmed strike or monk weapon, you can force it to make a Strength saving throw against your ki save DC. On a failure, you can choose to push or pull the creature 10 feet. Once you use this feature, you can't use it again until the start of your next turn.

Psychic Crush

Starting at 11th level, each time you hit a creature with an unarmed strike it gains a pressure point. A creature loses all pressure points if you give a different creature a pressure point or 1 minute after the last time it gained a pressure point. As a bonus action on your turn, you can spend 1 ki point to telekinetically crush a creature with 1 or more of your pressure points.
When you do, the creature must make a Strength saving throw against your ki save DC. On a failure, the creature takes 1d8 force damage per pressure point they have and they are restrained until the end of your next turn. On a success, they take half as much damage and aren’t restrained. Either way, the creature then loses all pressure points.

Psionic Mastery

At 17th level, you have mastered the psionic disciplines necessary to defend mortals from outsiders. As an action, you can spend 5 ki points to cast dispel evil and good, hold monster, telekinesis, or wall of force. Wisdom is your spellcasting ability for these spells and you do not need to provide material components when casting them in this way.

Monk: Way of Pride

Monks of the Way of Pride value themselves above all others. These monks focus on mastering their form, ego, and destructive power. They use their monastic traditions publicly, with the intention of gaining the respect and admiration of "lesser beings."
The prideful traditions of this order include adorning oneself with jewellery, hiding their scars from prying eyes, and commanding respect from those that would oppose them.

Tall Tales

At 3rd level, you have gained a knack for telling embellished tales of your past achievements. You gain proficiency in your choice of one of the following skills: Deception, Intimidation, Performance, and Persuasion.

Bruised Ego

At 3rd level, your ego bolsters your vitality, strengthening as you fight to prove your vigour. Whenever you expend a ki point, you can also choose to gain temporary hit points equal to your Proficiency Bonus. While your current hit points are equal to or les than half your maximum hit points, you can also add your Wisdom modifier to the amount of temporary hit points gained.

Assertive Attacker

At 3rd level, while your current hit points are equal to or less than half your maximum hit points, your Martial Arts die counts as being one higher than normal.
For example, if you are a 6th-level monk, your Martial Arts die goes from a d6 to a d8. At 17th level and higher your Martial Arts die goes from a d10 to a d12.

Irrational Retaliation

Beginning at 6th level, damage dealt to you is damage dealt to your pride, and that is something you simply cannot allow. Whenever a creature deals damage to you, you can use your reaction to expend 2 ki points to target that creature. Until the end of your next turn, all attacks you make against the target creature have advantage.

Redoubled Efforts

Additionally at 6th level, while your current hit points are equal to or less than half your maximum hit points, you can roll one additional Martial Arts die when determining the extra damage dealt by a critical hit.

Ever Prideful

At 11th level, your muscle memory takes over. When your hit points are reduced to 0 you are not knocked unconscious, but you must still make death saving throws and suffer all the normal effects of taking damage while at 0 hit points. At the beginning of each of your turns whilst in this state you can spend 1 ki point to remain in this state. If you do not spend a ki point at the start of your turn whilst at 0 hit points you suffer all the normal effects of being reduced to 0 hit points. The following also apply:
  • You cannot speak.
  • You cannot cast or concentrate on spells.
  • Critical hits against you in this state count as one failed death saving throw instead of 2.

Egotistical

Beginning at 17th level, you gain the benefits of this subclass' features that state 'while your current hit points are equal to or less than half your maximum hit points' whenever you are below your hit point maximum instead, provided you have been damaged by a hostile creature within the past minute.

Paladin: Oath of Pestilence

Clad in grime-soaked armour and wielding rusting weapons, the Oath of Pestilence paladin spread corruption, disease and filth. Bound by an oath which infests their bodies with all manner of plagues, these heralds of decay lumber forward with unholy toughness and grim resolve.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Pestilence Spells table. See the Sacred Oath class feature for how oath spells work.
Paladin Level Spells
3rd bane, inflict wounds
5th acid arrow, ray of enfeeblement
9th flash fever, stinking cloud
13th blight, confusion
17th contagion, insect plague

Tenets of Pestilence

The tenets of the Oath of Pestilence emphasize the role of disease as a purifying element in the cycle of life.
Strength in Resilience. Surviving hardship and plague makes you stronger. Spreading these things causes strength to flourish.
All Things Must Pass. Death is the natural conclusion of life. There is nothing unnatural or immoral about the ending of life.
Might Makes Right. The laws of mortals mean nothing poxes and plagues, they go where they wish and take what they want. So should you.

Channel Divinity

When you take this oath at 3rd level, you gain the following Channel Divinity options: Debilitating Fever. Your touch inflicts disease. Make a melee spell attack against a creature within your reach that isn’t a construct or undead. On a hit, the creature becomes diseased and is incapacitated for 1 minute. At the end of each of the diseased target’s turns, the target can make a Constitution saving throw. On a success, the target is no longer diseased, and the effect ends.
Since this ability induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it.
Entropic Infection. You can use your Channel Divinity to weaken a creature against entropic energies. As an action, you can force a creature of your choice that you can see within 30 feet of you to make a Constitution saving throw. On a failed save, for the next minute the creature takes an additional 2d6 damage the first time it takes necrotic damage each turn. During this time, the creature loses resistance to necrotic damage if it has it.

Aura of Rampant Sickness

Starting at 7th level, you emit an aura of contagion and virulence to a range of 10 feet. When a creature within your aura makes an ability check, attack roll, or saving throw you can give that roll disadvantage as a reaction. At 18th level, the range of this aura increases to 30 feet.

Disgusting Resilience

At 15th level, when you take damage which would reduce you to 0 hit points, you can choose to expend any number of Hit Dice. Roll those dice and subtract the result from the damage taken. If this reduces the damage to 0, you don't take any damage.
In addition, if you are killed your corpse violently explodes in a shower of pus and gore, dealing 8d6 necrotic damage to creatures within 20 feet of you that fail a Constitution saving throw.

Plaguebringer

At 20th level, you become an avatar of plague, which gives you the following benefits:
  • You have resistance to necrotic damage and are immune to poison damage and the poisoned condition.
  • Your hit point maximum can't be reduced.
Creatures of your choice who start their turn within 5 feet of you, or who move within 5 feet of you on their turn, take necrotic damage equal to your Charisma modifier. Once a creature takes damage from this ability, it can't take damage from it again until the start of its next turn.

Paladin: Oath of Zeal

The Oath of Zeal is taken by paladins consumed by hatred for a specific group or ideology. Zealots, as these paladins are sometimes called, pursue and inquisition against their enemies at all costs. They abandon compassion and honour as impediments to the more important work of ridding the world of those they deem dangerous or heretical.

Oath of Zeal Spells

Paladin Level Spells
3rd detect evil and good, hunter's mark
5th detect thoughts, knock
9th fear, tongues
13th divination, locate creature
17th insect plague, scrying

Tenets of Zeal

The tenets of the Oath of Zeal are serious and severe, as are those paladins who choose to take them.
Uncover Corruption. Darkness cannot abide the light of day. Wickedness must be revealed before it can be destroyed.
Purge the Heretics. Heresy is a tumour that spread through the hearts of the innocent. Cut it out at the source.
No Mercy. The righteous path requires unwavering conviction and unflinching resolve.
By Any Means Necessary. There is no sacrifice too great when it comes to defeating the wicked.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options:
Mark of the Heretic. You can use your Channel Divinity to mark a creature as a heretic. As a bonus action, choose a creature you can see within 30 feet and a weeping symbol appears on it. For the next minute, your weapon attacks against the chosen creature score a critical hit on a roll of 19 or 20, and each time the creature's turn starts you can use your reaction to make one weapon attack against it.
Inquisitor's Eye. You can use your Channel Divinity to open your senses to hidden signs of corruption and malfeasance. As a bonus action, you grant yourself advantage on Intelligence (Investigation), Wisdom (Insight), and Wisdom (Perception) ability checks for the next 10 minutes. During this time, you can't be surprised.

Aura of Clarity

Beginning at 7th level, you and friendly creatures within 10 feet of you can't be blinded while you are conscious. Additionally, creatures and objects of your choice within range can't benefit from being invisible. At 18th level, the range of this aura increases to 30 feet.

Compel Confession

Starting at 15th level, you can cast the zone of truth spell without expending a spell slot. When you cast the spell with this feature, creatures who succeed on their saving throw take 1d4 psychic damage at the start of each of their turns while they remain within the affected area.

Apocalyptic Revelation

At 20th level, as an action you can reveal the true nature of your enemies to all for 1 minute. During this time, you gain the following benefits:
  • You have truesight out to a distance of 120 feet.
  • Creatures who start their turn or move within 5 feet of you must make a Constitution saving throw against your paladin spell save DC. On a failure, the creature is blinded until the start of its next turn.
  • As a bonus action on each of your turns you can choose a creature within 60 feet and reveal its weaknesses for all to see. Attacks made against the chosen creature have advantage until the start of your next turn.
Once you use this feature, you can't use it again until you finish a long rest.

Ranger: Green Reaper

Green Reapers specialise in a school of assassination that specialises in harvesting and catalysing the toxic elements of flora and fauna. These rangers often work as killers for hire utilising their extensive knowledge of toxins to end their marks' lives discreetly or with gory panache, depending on the poison used and the client's wishes. Green Reapers exhibit a morbid curiosity when encountering a toxic substance they're unfamiliar with, typically followed by an enthusiastic application of the toxin on the next foe they encounter.

Green Reaper Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Green Reaper Spells table, the spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Ranger Level Spell
3rd detect poison and disease
5th hold person
9th bestow curse
13th greater invisibility
17th cloudkill

Envenomed Attack

At 3rd level you can use your poisoner's kit as a bonus action to coat a weapon or up to 20 pieces of ammunition with a dose of toxic poison. For the next minute, each time you deal damage with the weapon or ammunition, you deal an additional 1d4 poison damage. You can do this a number of times equal to your proficiency bonus, and expended uses of this feature are recovered at the end of a long rest.
At 11th level, this additional damage increases to 2d4. Also, the expended uses of this feature are recovered at the end of a short or long rest.

Toxic Tradecraft

Also at 3rd level, you gain proficiency with poisoner's kits. Your proficiency bonus is doubled for any ability check that uses this proficiency. Additionally, when you gain this feature, you also gain a poisoner's kit. If you ever lose this kit, you can spend 8 hours creating a replacement by collecting toxic flora and harvesting venomous fauna.
As a final benefit of this feature, once per turn when you hit a creature with a weapon or ammunition enhanced by your Envenomed Attack feature, you can spend a spell slot to apply a magical toxin to the attack. This toxin deals an additional 1d6 poison damage and the creature is poisoned until the end of your next turn. The toxin has additional effects based on the spell slot expended casting the spell. These additional effects are detailed at the end of this subclass description under Toxin Effects, and they last to the end of your next turn unless otherwise noted in the description.

Poison Control

At 7th level, you gain resistance to poison damage and have advantage on saving throws against being poisoned.
In addition, you can cast the protection from poison spell without expending a spell slot. You can do so a number of times up to your Wisdom modifier, regaining all uses when you finish a long rest.

Variegated Vexations

At 11th level, when you apply the toxin granted by your Envenomed Attack feature, you can choose to change the additional damage to acid or necrotic instead of poison.

Pain Tolerance

At 15th level, you've learned to quickly inure yourself against harm. After you've taken damage from an attack, you can use your reaction to gain temporary hit points equal to the damage. You lose all temporary hit points gained from this feature at the end of your next turn.
 

Toxin Effects

1st-Level Effects
When you expend a spell slot of 1st level or higher to create a toxin, choose one of the following effects to add to the toxin.
Attenuate. While a creature is poisoned by this toxin, it has disadvantage on Strength and Dexterity saving throws.
Befuddled. While a creature is poisoned by this toxin, it cannot speak, read, or write any language and it has disadvantage on saving throws made to maintain concentration on spells.
Uncoordinated. While a creature is poisoned by this toxin, it cannot take reactions or the Disengage or Dodge action.

2nd-Level Effects
When you expend a spell slot of 2nd level or higher to create a toxin, choose one of the following effects to add to the toxin.
Debilitate. The creature can't regain hit points for the next minute.
Potent. If the creature has resistance to poison damage, it loses that resistance for the next minute.
Suffer. For the next minute, the first time the creature takes poison damage each turn it takes an additional 1d6 poison damage.

3rd-Level Effects
When you expend a spell slot of 3rd level or higher to create a toxin, choose one of the following effects to add to the toxin.
Lingering. Instead of ending at the end of your next turn, the creature continues to be poisoned for 10 minutes. At the end of each of the creature's turns it can make a Constitution saving throw using your ranger spell save DC. If the creature accumulates three successes, which do not have to be consecutive, the poisoned condition ends early.
Supernatural. When you deal damage with a weapon attack that has been dosed with this toxin, the creature loses immunity to the poisoned condition if it has such an immunity. In addition, instead of ending at the end of your next turn, the creature continues to be poisoned for 1 minute. At the end of each of the creature's turns it can make a Constitution saving throw using your ranger spell save DC, ending the condition on a success.

4th-Level Effects
When you expend a spell slot of 4th level or higher to create a toxin, choose one of the following effects to add to the toxin.
Flesh Eating. While a creature is poisoned by this toxin, it takes 2d6 acid damage at the start of each of its turns.
Insensate. While a creature is poisoned by this toxin, it is also blinded and deafened.
Paraplegia. While a creature is poisoned by this toxin, its movement speeds become 0 and it has disadvantage on Dexterity saving throws.

5th-Level Effects When you expend a spell slot of 5th level or higher to create a toxin, choose one of the following effects to add to the toxin.
Enhanced. Choose an option for this toxin off the 4th level effects list, and an additional option off of the 1st or 2nd level effects list.
Stinging Application. When you hit a creature with a weapon attack that used this toxin, the attack deals an additional 5d6 damage. This additional damage's type is your choice of acid, necrotic or poison.

Ranger: Vermin Lord

Vermin Lords cultivate loyal hordes of disease-bearing rodents to help them in their efforts to stem a greater evil. For many of these rangers, that greater evil is some kind of societal ill, but a rare few see their fellow humanoids as an infestation that threatens the natural world. Regardless of their goal, they make their homes in sewers, slums, and other forgotten places, where they are free to plot against their enemies and tend to their vermin kin.

Vermin Lord Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Vermin Lord Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Ranger Level Spell
3rd consumption
5th animal messenger
9th flash fever
13th freedom of movement
17th contagion

Verminkin

At 3rd level, you can comprehend and verbally communicate with vermin (mice, rats, and other rodents determined by your DM).
Additionally, you can use an action and expend a spell slot to summon rodent hordes. When you do, you summon a number of swarms of vermin equal to the level of spell slot expended. Each swarm is summoned to a space you can see within 30 feet. This feature recharges after a short or long rest.
Swarms summoned in this way go on your initiative, starting on your next turn. These swarms obey your verbal commands (no action required by you), defending themselves by taking the Dodge action if you do not give them a command. Your vermin swarms flee the area and disperse after 1 minute.

Septic Strikes

At 3rd level, you leave a septic filth behind to fester in the wounds caused by your and your verminkin's attacks. As a bonus action, you can choose any number of creatures within 60 feet of you that took damage from a weapon attack made by you or your swarm of vermin this turn. Chosen creatures take 1d4 necrotic damage.

Filth and Fortitude

By 7th level, the time you've spent with plague bearing rodents has rendered you immune to disease. Additionally, you gain proficiency with Constitution saving throws.

Infectious Spread

At 11th level, when you use your bonus action to deal the damage granted by your Septic Strikes feature, each creature that takes damage must make a Constitution saving throw with a DC equal to your ranger spell save DC. On a failure, the creature becomes poisoned until the start of your next turn.
You can use this feature a number of times equal to your Wisdom modifier (minimum once). You regain all expended uses of this feature when you finish a long rest.

Strength of the Swarm

At 15th level, while you have a swarm of vermin summoned with your Verminkin feature, you can call on your rodent minions for defence. When you take damage while one or more of your swarms of rats are within 5 feet, you can use your reaction and choose one of those swarms to take the damage instead.

Swarm of Vermin

Medium swarm of Tiny beasts, unaligned


Armour Class 9 plus PB (natural armour)
Hit Points 9 + 5 x your ranger level
Speed 30 ft., climb 30ft.
STR DEX CON INT WIS CHA
9 (-1) 13 (+1) 12 (+1) 2 (-4) 10 (+0) 5 (-3)
Saving Throws Dex +1 plus PB, Con +1 plus PB
Skills Acrobatics +1 plus PB, Perception +0 plus PB, Stealth +1 plus PB
Damage Resistances bludgeoning, piercing, and slashing
Condition Immunities charmed, frightened, grappled, paralysed, petrified, prone, restrained, stunned
Senses Darkvision 30ft., passive Perception 10 plus PB
Languages -
Keen Smell. The swarm has advantage on Wisdom (Perception) checks that rely on smell.
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny beast.  

Actions

  Bites. Melee Weapon Attack: your spell attack modifier to hit, reach 0 ft., one target in the swarm's space. Hit: 2d6 + 1 piercing damage.

Rogue: Highway Rider

Stalking the backroads, the Highway Rider strikes fear into the heart of every traveller and penny-pinching merchant. They run down their prize astride a swift and loyal steed - and then make a quick getaway.

Hair Trigger

Starting at 3rd level, you gain proficiency with blackpowder pistols. Also, when you roll for initiative, you can immediately use your reaction to take one of the following actions:
  • Make one weapon attack with advantage.
  • Move your speed, or your mount's speed, without provoking opportunity attacks.
  • Take the Dodge action.
  • Interact with an object or use an item.

Trusty Mount

At 3rd level, you can cast the find steed spell. when you do, its creature type remains beast rather than changing to your choice of celestial, fey, or fiend. Once you cast this spell using this feature, you can't do so again until you finish a long rest.

Ride Them Down

Also at 3rd level, you gain an additional way to use your Sneak Attack: you don't need advantage on the attack roll to use your Sneak Attack against a creature if you or your mount moved at least 20 feet this turn, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply.

Horse Lord

At 9th level, you can spend a minute grooming and caring for your mount, at the end of which time it gains temporary hit points equal to twice your level in this class.
In addition, your cunning extends to your steed. While you are controlling a mount, it can spend a bonus action on its turn to take the Dash, Disengage, or Dodge action.

True Grit

At 13th level, you gain proficiency in Constitution saving throws. In addition, when you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Desperado

Starting at 17th level, when you are reduced to 0 hit points, you can use your reaction to take one of the actions listed in your Hair Trigger feature immediately before you fall unconscious.

Rogue: Misfortune Bringer

You've matched your penchant for illicit activities with the ability to mark your enemies for mishaps and misfortune. Whether your mother was a hag, you were imbued with magical powers by spending time among the fey, or you learned the art of cursing from a long line of hedge wizards before you, you are a Misfortune Bringer. Although not universal, many Misfortune Bringers have eyes of two different colours, using only one when glaring at the targets they intend to curse.

Evil Eye

When you choose this archetype at 3rd level, you gain the ability to place a minor curse on others with a glance. As a bonus action on your turn, choose a creature you can see within 60 feet. The chosen creature must succeed on a Charisma saving throw against your misfortune save DC or be marked by your evil eye. While a creature is marked by your evil eye, you can use your Sneak Attack against the creature even if you don't have advantage on the roll, but not if you have disadvantage on it.
The creature remains marked by your evil eye for 1 minute or until you mark a different creature with your evil eye, whichever comes first.

Misfortunist

Also at 3rd level, you learn misfortunes that you can inflict on those marked by your evil eye.
Misfortunes. You learn two misfortunes of your choice, which are detailed under "Misfortunes" below. You learn an additional misfortune of your choice at 9th, 13th, and 17th level. Each time you finish a long rest, you can replace one misfortune you know with a different one.
Jinx Points. You have four jinx points. When you spend a jinx point, it is no longer available to you until you regain it. You regain all spent jinx points when you finish a short or long rest. You gain two additional jinx points at 13th level.
Saving Throws. Your evil eye, and some of your misfortunes, require your target to make a saving throw to resist their effects. The saving throw DC is calculated as follows: Misfortune save DC = 8 + your proficiency bonus + your Charisma modifier

Steal Luck

Starting at 9th level, when a creature you can see within 30 feet of you makes an ability check, attack roll, or saving throw with advantage, you can use your reaction to remove advantage from the roll. when you do, you regain an expended jinx point. Once you use this feature, you must finish a short or long rest before you can do so again.

Curse Caster

At 13th level, you can use an action and spend 3 jinx points to cast the bestow curse spell. Charisma is your spellcasting ability for this spell.

Improved Steal Luck

At 17th level, you can use the Steal Luck feature three times, regaining all uses when you finish a short or long rest.

Misfortunes

The misfortunes are presented in alphabetical order.
Curse of the Befuddled. As an action you can spend 2 jinx points, and the creature marked by your evil eye is charmed for 10 minutes. When you do, the creature is no longer marked by your evil eye, and the charmed condition ends early if you or your allies deal damage to the creature or cause it to make a saving throw. After the 10 minutes have elapsed, the creature knows you used magic to influence its mood and disposition towards you.
Curse of the Clumsy. When a creature marked by your evil eye moves 5 feet or more, you can use your reaction and spend 3 jinx points to cause the crature to fall prone and have its movement speed reduced to 0 until the end of the turn. When you do, the creature is no longer marked by your evil eye.
Curse of the Debilitated. When a creature marked by your evil eye takes damage, you can use your reaction and spend 1 jinx point to roll 1d12. The creature takes necrotic damage equal to the result.
Curse of the Doomed. After you miss with a weapon attack against a creature marked by your evil eye, you can use your reaction and spend 1 jinx point to make an additional weapon attack against the creature as part of the same action.
Curse of the Fearful. As an action you can spend 2 jinx points, and the creature marked by your evil eye is frightened for 1 minute. When you do, the creature is no longer marked by your evil eye, and it can make a Wisdom saving throw at the end of each of its turns, ending this misfortune early on a success.
Curse of the Inept. After a creature marked by your evil eye makes an ability check or attack roll, but before the DM declares whether or not it is successful, you can use your reaction and spend 1 jinx point to make the creature reroll and use the lower result.
Curse of the Insensate. As an action you can spend 3 jinx points, and the creature marked by your evil eye is blinded and deafened for 1 minute. When you do, the creature is no longer marked by your evil eye, and it can make a Constitution saving throw at the end of each of its turns, ending this misfortune early on a success.
Curse of the Maimed. When you hit a creature marked by your evil eye with a weapon attack, and the die result was 18 or 19, you can use your reaction and spend 2 jinx points to turn the hit into a critical.
Curse of the Marked. As a bonus action on your turn, you can spend 2 jinx points to enhance the effects of your evil eye on a creature you have marked by it. When you do, the duration increases to 24 hours or until you mark a different creature with your evil eye, whichever comes first. Additionally, while the creature is marked by your evil eye, you always know the direction and distance to the creature, provided you are on the same plane.
Curse of the Plagued. When a creature marked by your evil eye regains hit points, you can use your reaction and spend 1 jinx point to halve the amount of hit points regained. When you do, the creature can't regain hit points until the start of your next turn.
Curse of the Ruined. After a creature marked by your evil eye makes a saving throw, but before the DM declares whether or not it is successful, you can use your reaction and spend 2 jinx points to make the creature reroll and use the lower result.
Curse of the Somnolent. As an action, you can spend 3 jinx points, and the creature marked by your evil eye becomes drowsy. Roll a number of d10 equal to your level in this class and add 15 to their total. If the creature's current hit points are equal to or less than the total, it goes unconscious. The target regains consciousness after 10 minutes, or when it takes damage or another creature uses its action to rouse it.
Curse of the Unlucky. As a bonus action on your turn, you can spend 3 jinx points to put a pox on a creature marked by your evil eye. Whenever the creature makes an attack roll or saving throw, you roll 1d4 and subtract the result from their total. The pox ends when the creature is no longer marked by your evil eye.

Sorcerer: Haunted

Unlike many other sorcerers, the circumstances of your birth were mundane and you have no arcane inheritance passed down from strange ancestors. Instead, you gained your sorcerous powers after you managed to survive an experience that left you on the brink of death. Since that experience you've had a preternatural sense for danger and a ghostly companion that either can't or won't leave you alone. Some Haunted, as sorcerers who share your origin are called, develop cordial relationships with their phantom, while others find their spectral companion to be a relentless nuisance.

Haunted Spells

You learn additional spells when you reach certain levels in this class, as shown on the Haunted Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
When you cast a spell you know from the Haunted Spells table, you can cast it by extending a spell slot as normal or by spending a number of sorcery points equal to the spell's level.
Sorcerer Level Spell
1st unseen servant
3rd see invisibility
5th speak with dead
7th death ward
9th little death

Phantom Companion

At 1st level, you learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.
When you cast the spell you can only choose the form of a spectre, which becomes your phantom companion. Instead of a celestial, fey, or fiend this familiar's creature type is undead.
As an action you can command your phantom companion to turn invisible until it attacks or you cast a spell through it. While invisible, it leaves no physical evidence of its passage, so it can be tracked only by magic. Any equipment or objects it is holding remains visible.
Additionally, at 3rd level, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make its Life Drain attack with its reaction.

Sixth Sense

Starting at 1st level, when you make Dexterity ability check to determine initiative, you gain a bonus to the roll equal to your Charisma modifier.

Strength of Spirit

At 6th level, your bond to the spectre summoned by your Phantom Companion feature empowers it further. You gain the following benefits:
  • Your spectre's maximum hit points increase by four times your level in this class.
  • Your spectre can deliver spells of any range, not just touch. Apart form this change, it follows all normal rules of casting a spell through your familiar.
  • When you use your action to cast a spell, you can use a bonus action on the same turn to command your spectre to use its Life Drain attack against a creature within range of your choice.

Deathly Pallor

At 6th level, you gain resistance to necrotic damage. In addition, when you cast a sorcerer spell that deals damage, you can choose to change the damage type to necrotic.

Phantom Possession

At 14th level, as an action you can direct your phantom companion to attempt to possess and enter a humanoid of your choice within 5 feet of your phantom. Creatures immune to the charmed condition are immune to this feature. When you do, the creature must succeed on a Charisma saving throw against your spell save DC or be possessed by your phantom for 1 minute. During this time your phantom cannot be affected by spells or abilities, take actions, or interact in any way.
While the target is possessed, you have a telepathic link with it as long as the two of you are within 100 feet. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability, taking the Dodge action if it has not used its action already.
Each time the target takes damage, it makes a new Charisma saving throw against the possession. If the saving throw succeeds, the possession ends and your phantom companion reappears in the closest unoccupied space.
Once you use this feature, you can't do so again until you finish a short rest.

Become Death

At 18th level, you can transmute your physical form into a spectral one when you near death. When you take damage that would reduce you to 0 hit points, you drop to 1 hit point instead and gain temporary hit points equal to half your maximum hit points. At the start of each of your turns, you lose 5 temporary hit points and all creatures of your choice within 30 feet take 5 necrotic damage. While you have any temporary hit points granted from this feature, you have resistance to all damage, a fly speed of 30 feet, and can move through creatures and objects provided you end your movement in an unoccupied space.
Once you use this feature, you can't do so again until you finish a long rest.

Sorcerer: Wretched Bloodline

With every promise made to a fairy, contact signed with a devil, and pact with the unquiet dead, there's a chance someone doesn't keep their end of the bargain. The vengeance of immortal beings lasts much longer than one lifetime, and the lingering magic of these curses can affect the mortal's descendants.
These inherited magical afflictions may manifest as a plague, deformity, or aversion to the sun. In such families, a child may be born that learns to master the latent magic within their inherited curse, turning their bloodline's bane into a personal boon. These sorcerers are known collectively as the Wretched.

Bad Luck Charm

Starting at 1st level, you have mastered the ability to temporarily cast a small fragment of your curse onto another. You can use a bonus action to choose a creature you can see within 30 feet. The chosen creature has disadvantage on the next ability check, attack roll, or saving throw it makes. Once you use this feature, you can't do so again until you finish a short or long rest, unless you spend 1 sorcerery point to use it again.

Blood Ties

At 1st level, your senses easily attune to the supernatural forces that caused your inherited affliction. You know the detect evil and good spell and cast it without expending a spell slot. This spell counts as a sorcerer spell for you but does not count against your number of spells known. Once you cast this spell without expending a spell slot, you can 't do so again until you finish a short or long rest.
In addition, choose one of the following creature types as the being who cursed your ancestor: fey, fiend, or undead. While you are concentrating on the detect evil and good spell, creatures of the chosen type have disadvantage on attack rolls against you, and you cannot be charmed, frightened, or possessed by such creatures.

Wretched Curse

Also at 1st level, you suffer from a curse inherited from an ancestor who failed to uphold their end of a bargain with an otherworldly power. Choose one of the following curses to be passed down to you.
Hulking. Your ancestor was cursed with a hulking frame. You have disadvantage on Dexterity (Stealth) ability checks made to move quietly. In addition, your maximum hit points increase by 1 and increase by 1 each time you gain a level in this class. Finally, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Nocturnal. Your ancestor was cursed to shun the light of day. You have disadvantage on Wisdom (Perception) ability checks made to see while you are in sunlight. In addition, you have darkvision out to a distance of 120 feet and can see through magical darkness within that range.
Plaguebearer. Your ancestor was cursed with physical symptoms of a plague. You have disadvantage on Charisma (Persuasion) ability checks made against humanoid creatures who are not blinded. In addition, you are immune to disease and have resistance to necrotic damage.

Share the Burden

At 6th level, you learn the bestow curse spell. This spell counts as a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. When you cast the spell, you can choose to cast it by spending 3 sorcery points instead of a spell slot. If you cast the spell using sorcery points, its range changes to 60 feet for that casting and your concentration cannot be broken as a result of taking damage.

Terrifying Visage

Beginning at 14th level, you can use a bonus action to adopt the terrifying visage of the being who cursed your ancestor for 10 minutes. During this time, you can use an action on each of your turns to cause each creature who can see you within 30 feet make a Wisdom saving throw against your sorcerer spell save DC. On a failure, a creature is frightened of you until the end of your next turn.
In addition, while you have adopted the terrifying visage, you gain an additional benefit based on the creature type chosen with your Blood Ties feature.
Fey. You can use a bonus action to teleport up to 30 feet in any direction.
Fiend. You have resistance to cold and fire damage.
Undead. When you take damage that isn't radiant, you can use your reaction to reduce that damage by an amount equal to half your sorcerer level.
Once you use this feature, you can't use it again until you finish a long rest.

Vengeful Summons

Beginning at 18th level, your magic has become powerful enough that you can call and command a servant of those that cursed you. Choose one of the following creatures as a representative for your curse based on the choice you made with your Blood Ties feature: lamia or troll (fey only), barbed devil or incubus/succubus (fiend only), ghost or wraith (undead only).
You can use your action and spend 5 sorcery points to summon your chosen creature. The creature appears in an unoccupied space you can see within 60 feet, and disappears when it drops to 0 hit points, you use this feature to summon another creature, or after 10 minutes have passed.
Roll initiative for the creature, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach.

Warlock: The First Vampire

You have made a pact with a powerful vampire cursed by the gods or born as a creature of the night. Hundreds of haunted beings serve the vampire, so why enter a pact with you? Because you can act in the light of day unhindered? To cull weaker vampires?

Expanded Spell List

The First Vampire lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Spell Level Spells
1st false life, bane
2nd alter self, levitate
3rd conjure animals (bats, rats, or wolves only), gaseous form
4th dominate beast, greater invisibility
5th dominate person, seeming

Nocturnal Predator

At 1st level, as a predator of the night you have been blessed with enhanced vision in darkness. You have darkvision out to a range of 60 feet. If you already have darkvision, increase the range by 60 feet.

Drain Life

Starting at 1st level, you gain an innate power to drain life from the living. When you use the Attack action or cast a spell, you can use a bonus action on the same turn to make a melee spell attack against a creature within 5 feet of you. Your attack deals necrotic damage equal to 1d6 + your Charisma ability modifier on a hit.
When you hit a creature with this feature, you can expend a warlock spell slot to deal an extra 1d8 necrotic damage to the target, plus another 1d8 per level of the spell slot. When you expend a spell slot to enhance the attack in this way, you regain hit points equal to the total damage dealt.

Creature of the Night

At 6th level, you can use your action to cast polymorph on yourself, transforming into a bat or wolf. While you are in either of these forms, you retain your Intelligence, Wisdom, and Charisma scores.
You can use this feature a number of times equal to your Charisma modifier, regaining all spent uses upon completion of a long rest.

Eldritch Appetite

Starting at 10th level, when you reduce a creature to 0 hit points with your Life Drain feature, you can use your reaction to consume the last of their fleeting mortality. When you do so you regain one of your expended pact spell slots. Once you use this feature, you can't use it again until you finish a long rest.

Eternal Night

At 14th level, your vampire patron grants you a taste of true immortality. You no longer age, and you gain resistance to necrotic damage.
Additionally, once per long rest, you can use a bonus action to gain the following effects for one minute:
You regain 1d6 hit points at the start of your turn if you have at least 1 hit point and aren't in direct sunlight or running water. If you take radiant damage or damage form holy water, this trait doesn't function at the start of your next turn.
When using your Drain Life feature, you can use it as if you were expending a 1st-level spell slot.

Warlock: The Parasite

Your patron is a cosmic parasite, draining the vitality of whole peoples and worlds. Upon forging a pact with such a patron, you become host to one of its nascent offspring. As you grow in power, the boundary between your identity and the parasitic larva within you blurs.

Spell Siphon

Starting at 1st level, your patron has taught you to siphon magic from your enemies and make it your own. When a creature you can see within 60 feet casts a spell of a level you can cast with your pact magic spell slots, you can use your reaction to force them to make a Charisma saving throw using your warlock spell save DC. On a failure, the spell is cast as normal and you siphon the knowledge of the spell. While the spell siphoned, the creature cannot cast the spell again and you can cast it as if it was a warlock spell you know by spending a pact spell slot as normal. Once you cast it, the spell is no longer siphoned and you no longer know the spell.
You can siphon a number of spell levels up to 1 + your Charisma modifier (minimum 1). If you exceed this maximum, a spell of your choice that you have previously siphoned is no longer siphoned. A spell is no longer siphoned if you go unconscious or die.

Physical Specimen

Starting at 1st level, your patron has enhanced your physical form to improve your utility as a host and pawn. When you finish a long rest, choose a number of the following benefits up to your Charisma modifier (minimum 1). You gain these benefits until your next long rest.
  • Your maximum hit points increase by 1 for each level you have in this class.
  • You gain darkvision out to a distance of 60 feet. If you already have darkvision, its range increases by 30 feet.
  • Each of your movement speeds increase by 5.
  • You have advantage on saving throws against disease and poison.
  • Your jump distances are tripled and you gain a climb speed equal to your walking speed.
  • When you make a Strength (Athletics) or Dexterity (Acrobatics) check you can use your reaction to add a bonus to the roll. This bonus is equal to your Charisma modifier.

Symbiotic Sentinel

Starting at 6th level, your patron remains alert to all threats to its host at all times. You cannot be surprised and you have advantage on Dexterity ability checks made to determine initiative. You also gain advantage on saving throws against being charmed and frightened.

Spawn Pawn

At 10th level, you learn the dominate person spell. It counts as a warlock spell for you, but doesn't count against the number of spells you know. You can cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.
When you cast this spell, your patron enhances the magic, dealing psychic damage equal to your warlock level if the creature succeeds on a saving throw to end the spell. In addition, damage can't break your concentration on this spell.

Larval Regeneration.

Starting when you reach 14th level, when you die, a larval parasite bursts from your corpse the next turn on your initiative. You control the parasite, which disappears after 24 hours. The parasite is a Tiny creature, has an AC of 14, maximum hit points equal to half your maximum hit points, and a walking speed of 30 feet. It otherwise uses your statistics but cannot cast spells.
As an action, the parasite can cause a humanoid within 5 feet of it to make a Strength or Dexterity saving throw (your choice) against your warlock spell save DC. On a failure, the parasite burrows into the creature dealing piercing damage equal to your warlock level. While burrowed inside a creature, the parasite cannot take any actions, cannot be targeted by attacks, and is immune to all damage except psychic damage.
On each of the creature’s subsequent turns it can use its action to make a Constitution saving throw against your warlock spell save DC. If the creature succeeds, the parasite is ejected from its body and into an unoccupied space of the creature’s choice within 5 feet of it. If the parasite is still burrowed inside the creature when its turn ends, the creature takes necrotic damage equal to twice your warlock level. If this damage reduces the creature to 0 hit points, it immediately dies, the parasite disappears, and you take over the body of the humanoid as if you had been targeted by the reincarnate spell and rolled the race the humanoid had been.
If you are returned to life, such as by the revivify spell, your parasite immediately disappears. Once you use this feature, you can’t use it again until you finish a long rest.

Wizard: Plague Doctor

Blending spellcasting with science, you distil your magic into concoctions that harm or heal. Plague Doctors often wear grotesque masks protecting them from toxic ingredients. Many regard the mask with fear as a sign of pestilence, making Plague Doctors a source of both hope and trepidation.

Potion Craft

Beginning when you select this arcane tradition at 2nd level, you gain proficiency in Medicine and with alchemist’s supplies and herbalism kits.
Additionally, you have learned to create magical concoctions. You can create any number of concoctions using your alchemist supplies or herbalism kit for 10 minutes, expending a spell slot for each concoction created. When you do, for each concoction created, choose a spell from your wizard’s spell book that targets only one creature. The chosen spell must be of an equal or lower level than the expended spell slot.
When a creature consumes the concoction, it becomes the target of the spell as if you had just cast it. If the spell requires concentration, the creature that consumes the potion must concentrate on it to maintain the effect. Concoctions created this way lose their magical effect at the end of your next long rest.

Good Medicine

Also at 2nd level, when you craft a concoction, you can choose to expend a spell slot without choosing a spell, instead creating good medicine. When a creature consumes your good medicine, you roll a 1d8 per level of the spell slot expended casting the spell, and the creature regains an equal number of hit points. If you expended a spell slot of 3rd level or higher, you also end all diseases afflicting the creature.

Bad Medicine

Starting at 6th level, when you craft a concoction you can choose to expend a spell slot without choosing a spell, instead crafting bad medicine. When you create a dose of bad medicine, choose one effect per level of spell slot expended.
  • The creature is poisoned.
  • The creature's movement speeds are halved.
  • The creature takes an additional 1d4 necrotic damage the first time it takes damage on each turn.
  • The creature takes 1d6 poison damage each time it takes an action.
  • The creature takes acid damage equal to the level of the spell slot expended at the start of each of its turns.
As an action, you can hurl a dose of bad medicine at a point you can see within 30 feet. Creatures within 10 feet of that point must make a Constitution saving throw against your wizard spell save DC. On a failure, the creature suffers all the chosen effects for the next minute.
As an action, the affected creature can attempt another Constitution saving throw to end any effects early.

Breathe It In

Beginning at 10th level, being persistently exposed to the most deadly ailments known has given you some small measure of resistance to them. After you take necrotic or poison damage, you gain temporary hit points equal to the damage. In addition, you are immune to disease and have advantage on saving throws against being poisoned.

Medicinal Master

Starting at 14th level, when you heal with your Good Medicine or deal damage with your Bad Medicine, roll an additional 2d8 to determine the amount of hit points regained or an additional 1d6 to the damage dealt.

Wizard: School of Sangromancy

You study an uncommon subschool of magic known as sangromancy or blood magic. Despite its dark reputation, there’s nothing inherently evil about the practice of sangromancy, though its demands on its practitioners are gruesome. As a sangromancer, your chosen magic demands more than knowledge—it demands sacrifice as well. Other wizards may view you with skepticism or even outright hostility, but none can deny the potency of your art.

Sangromancy Savant

Beginning when you select this arcane tradition at 2nd level, all sangromancy spells are added to the wizard spell list for you. In addition, the gold and time you must spend to copy a sangromancy spell into your spellbook is halved.

Full-Blooded

Starting at 2nd level, you gain a pool of d12s that you can expend instead of a hit die when you cast sangromancy spells. The number of dice in the pool equals 1 + your wizard level.
Your pool regains all expended dice when you finish a long rest.

Sanguine Vigor

Starting at 6th level, your hit point maximum increases by 6 and increases by 1 again whenever you gain a level in this class.
In addition, when you cast a sangromancy spell, you regain a number of hit points equal to the level of the spell.

Blood For Blood

At 10th level, when you deal damage to a creature with a spell you cast, you can expend and roll a hit die, or a d12 from your Full-Blooded feature, to add its result to the damage dealt to that creature.

Red Renewal

Starting at 14th level, when you finish a short rest, you can choose expended hit dice to recover. When you do, choose a number of expended hit dice equal to half your wizard level and regain them. You regain an equivalent number of dice from your Full Blooded feature. Once you use this feature, you can’t use it again until you finish a long rest.

Comments

Please Login in order to comment!
Feb 21, 2024 15:05

epic