Expanded Handbook v4
Expanded Handbook v4
This archetype focuses on protection of one's allies, The College of the Medicine is dedicated to
whilst remaining an effective combatant. Barbarians preserving life, and these bards weave together
of this path are defenders of the weak and often knowledge of spellcraft, soothing music, and a touch
appear as heavily armored knights, with some of the of alchemy, all aimed to keep allies alive.
training of monks to maintain their own internal
harmony. The goals of a bastion can aim to sunder
enemies or to protect allies. Beginning at 3rd level, you also gain proficiency with
Medium armor, and proficiency with the medicine
skill and the herbalism kit. Additionally, you can
Beginning when you begin this path at 3rd level, you create one basic healing potion with a use your
gain proficiency with heavy armor. Whilst wearing herbalism kit over the course of a long rest. The
heavy armor, you do not gain the benefits of your potion spoils after 24 hours.
Unarmored Defense feature, but, you can still gain
the benefits of your Rage feature and your Fast
Movement feature that you gain at 5th level.
The Ronin is considered a heretical individual, one A Blood Angel is a blood hunter that swears an oath
that is masterless and has learned of the black arts of to a celestial power or with a good aligned plane:
blood magic. Ronin are nearly unbreakable, and the such as a Solar or Arborea. These hunters are feared
enemies in a Ronin’s path have but a grim choice: kill by creatures of the dark, as they reject the mantle of
or die fighting. monstrosity to become agents of the divine.
Starting at 3rd level, when you choose to activate a When you join this order at 3rd level, you learn either
rite you know, you can choose to take additional the esoteric Rite of the Dawn (detailed below) or the
damage equal to half your level (rounded down). If Rite of the Dead.
you do, you can cause an elemental blade to form in Rite of the Dawn. Your rite damage is radiant
your free hand when you activate that rite upon a type.
weapon you are wielding with one hand. If you hit a fiend with a rite that you gain from
A crimson blade deals your rite damage, and when this feature, it suffers additional rite damage
you make an attack with your crimson blade, you use equal to your Wisdom modifier.
your Wisdom modifier for attack and damage rolls. Upon reaching 11th level, any creature you hit with a
You can also dismiss the blade or evoke it with a free rite that you gain from this feature suffers this
action as long as your crimson rite is still active. additional rite damage.
Additionally, using the blade does count as dual
wielding, but your main weapon does not need the
Beginning at 7th level, once per short rest, as a
bonus action, you can flare a weapon under your one
of your Rites and for cause the next weapon attack to
deal an extra two rite dice of damage.
The fire domain focuses on the passion of life, the Beginning at 2nd level, you can use your Channel
bright burning, and then the quick extinguishment. Divinity to call upon the power of flame. Whenever
Gods of this domain teach to focus upon the spark, you cast a fire-based spell, you can expend your
and then let the flame that was kindled grow into a reaction to focus the power of your fire-based spells
wild fire, regardless whether it is for good or evil. On and can reroll a number of the dice equal to your
the other side of this scale is learning to snuff out this wisdom modifier.
spark, typically via incineration. Clerics of this
domain use and view fire as the medium in which the
Starting at 6th level, you can use your Channel When you choose this domain at 1st level, you gain
Divinity to call a powerful strike of flame to proficiency with two types of vehicles of your choice
incinerate your foes. and a language of your choice.
As an action, you can present your holy symbol and
make a melee spell attack. If the attack hits, that
target takes fire damage equal your cleric level. Starting at 1st level, whenever you cast a spell, your
speed increases by 10ft. This ability stacks up to a
+30 bonus. You lose this extra speed after ten
At 8th level, you gain the ability to infuse your minutes. You regain this ability after a long rest.
weapon strikes with divine energy. Once on each of
your turns when you hit a creature with a weapon
attack, you can cause the attack to deal an extra 1d8
fire damage to the target. When you reach 14th level, Beginning at 2nd level, you can invoke your channel
the extra damage increases to 2d8. divinity as a bonus action to invoke the guidance of
all travelers. For one minute you gain advantage on
one type ability checks or saving throws of your
Beginning at 17th level, you can become an avatar of choice (an example being either intelligence checks
pure flame. As an action, you present your holy or wisdom saving throws).
symbol and become an avatar of fire for one minute.
This grants several benefits to you:
Beginning at 6th level, you can as an action, invoke
− You can make weapon attacks using your
your channel divinity to cause you and your allies to
wisdom modifier for attack and damage rolls.
become fleet of foot for the next eight hours. Eight
− Whenever you suffer damage, you can cause
allies within your movement range have their speed
that target as a reaction to take fire damage
increase by 10ft. Additionally, your party can travel
equal to half your cleric level.
at a fast pace without suffering any penalties.
− You shed bright light for 15ft, and dim light
for an additional 15ft.
Starting at 8th level, as action, you invoke your
channel divinity can make a weapon attack. If you hit,
The Traveler Domain focuses upon travel and the
you deal damage equal to half the number of feet you
wandering of a free spirit. Traveler’s make excellent
moved this turn.
companions on adventurers as they can aid in
shortening long travel and they hold a large amount
of practical knowledge. Gods of this domain are often Beginning at 17th level, you have been blessed with
wise, but rather than bookish, they are free spirited the power to bend the fickle power of the travelers,
travelers who wander all of the cosmos. and thus your strides provide greater benefit. As a
bonus action, you can teleport once on each of your
turns a number of feet equal to your Traveler’s Stride
Spell Spells feature and ignore all difficult terrain until the
Level
beginning of your next turn.
1st Expeditious Retreat, Zephyr Strike
2nd Levitate, Spider Climb
3rd Fly, Tongues
4th Contact other Plane, Freedom of The Winter Domain is primarily associated with
Movement death, but winter is also the time when weakness is
5th Legend Lore, Telekinesis culled, which is prettily named as survival of the
fittest. Clerics of this domain often hold gauntlets to
see who the superior hunter is. The gods of the
Winter domain are often unflinchingly course, but
not necessarily unjust or cruel.
cold damage to the
target. When you reach
14th level, the extra
Spell Spells damage increases to
Level 2d8.
1st Hunter's Mark, Snare
2nd Pass without Trace, Snilloc’s Snowball
Swarm
3rd Conjure Barrage, Nondetection
4th Ice Storm, Locate Creature Starting at 17th
5th Cone of Cold, Maelstrom level, when you hit
a creature with an
attack, you can use
this feature to
When you choose this domain at 1st level, you gain instantly cause the
proficiency with the Longbow and one of the target to be incased
following skills: Nature, Perception, or Survival. in a thick layer of
ice and rime. While
incased, the creature
Starting at 1st level, whenever you make a weapon is considered
attack, can cause your target to lose any benefit of petrified with a
cover, save total cover, against your ranged and spell vulnerability to fire
attacks until the end of your next turn. damage.
At the end of your next
turn, the ice coating
Also, at 1st level, you have been inured to some of the shatters. The creature
snow's worst effects, and as such, you can ignore then takes 8d10 cold
difficult terrain created by ice or snow. You also no damage and loses its
longer leave tracks on snow. resistances, and its
immunities become
resistances.
Starting at 2nd level, as a bonus action, you can use Once you use this feature, you
your Channel Divinity to augment you and your can’t use it again until you finish a long rest.
party's hunting prowess. When you use this feature,
for the next 8 hours, your party can travel at a normal
pace and still forage and hunt, and additionally,
gathers double the amount of food and water than The following circle is available to druids looking to
normal. join a circle, in addition to any other options you may
be looking at.
− Aspect of the Inferno. When you initiate a The Nomad, Sorcerous Knight, and Psihunter are now
connection with this attunement, you become available for a fighter to specialize into in addition to
an inferno of fire energy for one minute. As any other options you may consider.
part of the action to initiate this attunement
and as an action on each of your turns, you
can make an attack roll against a single
You specialize in moving, dodging, and hitting Sorcerous Knights train to bolster their physical
precisely where you need to. Nomads make use of prowess with arcane power borne from their own
their mobility and their fluid and rapid attack style to veins. They have powers unexplained, and those with
swiftly overtake a battlefield and quickly move and this power tap into their sorcerous power to further
attack opponent to opponent. their martial prowess.
Beginning at 3rd level, you can move up to half your At 3rd level, your sorcerous origins begin to emerge,
speed as a reaction when an enemy ends its turn and you gain a benefit based on your sorcerous
within 5 feet of you. This movement doesn't provoke origin.
opportunity attacks.
− Draconic. Your body manifests patches of
scales that make up for the gaps that may be
Also, at 3rd level, you can use your weapon to deflect in your armor. You gain a +2 to your AC.
the brunt of an attack when you are hit by an attack. − Wild Magic. Wild chaos stirs in your veins,
When you are wielding a weapon and you take and when making a melee attack, you choose
damage you can reduce the damage taken by your to charge it with arcane energy, this attack is
weapon's damage die + your damage modifier. then considered magical. Additionally, you
must roll an additional d20, and on a one, you
must roll on the Wild Magic Surge Table.
At 7th level, once per turn when you make a weapon − Divine. You are divinely resilient. As a bonus
attack with a weapon that deals slashing damage and action, once per long rest, you can gain half
miss with that attack, you can grant your next attack your level, rounded down, as temporary hit
roll advantage. points. The extra hit points last until depleted
or you take a long rest.
− Shadow: You can see through magical and
Beginning at 10th level, whenever you make a normal darkness in a 60ft range.
weapon attack and hit, you can choose to − Storm. When you make a
immediately move 10ft. without provoking weapon attack, you can as a
opportunity attacks. You may only use this feature bonus action inflict an extra
once per turn. damage die of your
weapon as lightning
damage on that attack. You
Starting at 15th level, if you take the Attack action on can use this ability once
your turn and have advantage on an attack roll per short or
against one of the targets, you can forgo the long rest.
advantage for that roll to make an additional weapon
attack against that target, as part of the same action.
You can only do so once per turn.
Also, at 3rd level,
you learn the green-
At 18th level, your mastery of blades grants you the
flame blade and
ability to strike even if you were to miss. If you miss
booming blade
with an attack roll using a weapon that deals piercing
cantrips.
or slashing damage on your turn, you can reroll that
Charisma is your
attack. You can use this feature only once on each of
spellcasting ability
your turns.
for these cantrips.
− Draconic. Your body manifests a set of
At 7th level, you have learned how to twist the arcane draconic wings, giving you a flying speed
magic of your bloodline to improve your own martial equal to your walking speed.
ability. You gain two Martial Magic options. You can − Wild Magic. Wild chaos runs rampant in your
only use one martial magic option on a single attack. veins, whenever you roll on the Wild Magic
You gain another option at 13th level. Surge Table, you may roll twice and choose
Martial Magic is fueled by Arcana Points. You start which option to use.
with five Arcana Points, and you expend one − Divine. You can as a bonus action reveal
whenever you use a Martial Magic option. You regain spectral wings: Eagle for Good and Lawful;
all of your Arcana Points when you finish a short or Bat for Chaotic and Evil, and dragonfly for
long rest. true neutral. These wings grant you a flying
You gain an additional Arcana Point at 15th level. speed equal to your walking speed, and last
until you are incapacitated, or you dismiss
− Bladestorm. When you make a melee them with a bonus action.
weapon attack against a creature, you can − Shadow. As an action, you can summon a
spend an arcana point to cause two other Shadow under your control. This Shadow
creatures also in range to automatically take however, shares your alignment, cannot not
half damage from that same attack. reduce a creature’s strength score, and has no
− Unerring Shot. When you make a ranged Sunlight Sensitivity. It lasts until dead, you
weapon attack that has a range of 5 feet or dismiss it as a free action, or after 5 minutes.
greater, you can spend 1 arcana point to − Storm. When you take the dash action, you
double the range of the attack and to ignore can make an electric charge, dealing lighting
¾ and ½ quarters cover. damage to every target within five feet of
− Hit & Run. When you make a weapon attack, yourself while charging, equal to your
you can spend an arcana point to dash as a weapon's damage die. You can use this ability
bonus action. This dash allows you to once per short rest.
− Sorcerous Smite. When you roll damage for a
weapon attack, you can spend 1 arcana point
to roll an additional die of force damage to At 18th level, whenever you roll a critical, you can
that damage roll of that attack. automatically apply a martial magic option you know
− Weapon Throw. When you make an attack without expending an Arcana Point.
with a melee weapon that does not have the
ranged property, you can spend 1 arcana
point to make the range of the weapon attack Psihunters train to hunt the evil and magical through
30 feet. The weapon returns to your hand the use of a unique psychic discipline. They master
automatically. the use of the Hunter’s Focus, which allows them to
− Power Strike. Whenever you make a weapon singularly focus on one target, allowing them to
attack, you can spend an arcana point to push harass and slay their prey easier than most. Psionic
the target 10ft. in a direction of your choice. Hunters organize similar to other guilds, but instead
of honing just pure ability, they focus on skill and
training the body with a measure of psychic power,
At 10th level, your mastery of your innate magic becoming masterclass hunters.
deepens. As a bonus action, you can spend an arcana
point to stun a creature. Make a charisma check
contested by that creature’s charisma score. If you Beginning when you chose this path at 3rd level, you
succeed, you stun the creature until the beginning of have proficiency with the survival and arcana skills,
your next turn. learning how to track monsters and of the magics
that monsters employ or where created from.
Beginning at 10th level, you gain blindsight within When you pick this pathway at 3rd level, you have
10ft. of you. Additionally, if you are surprised at figured out how to better aid your own fighting style,
the beginning of combat and aren’t choosing one of the following street styles of your
incapacitated, you can act still act normally choice. You can only gain a street style once.
on your first turn. − Arcane Style. You learn one cantrip of
your choice. Wisdom is your spellcasting
ability for this cantrip.
Beginning at 15th level, your Hunter's Focus
− Weapon Style. Choose twos weapons
gains a powerful shift in capability as
that do not have the heavy or two-
you master your unique Hunter’s Focus.
handed property. You are now
You gain one of the following new
proficient with these weapons and can
features and another at 18th level:
treat them as monk weapons.
− Unbound Mind. As a − Dual Style. When you use
bonus action while your your flurry of blows and are
Hunter’s Focus is active, wielding two monk weapons in
you can teleport to be your hands, you can use your
within five feet of a monk weapons instead of your
creature under your unarmed strikes.
Hunter's Focus.
− Clairvoyant Mind. You
have blindsight for 30 ft
while your Hunter's Beginning at 6th level, you have
Focus is active. figured out how you can make your
enemies suffer, you can spend a Ki point to gain
advantage on an attack roll. Additionally, whenever Paladin Spells
you have advantage on an attack roll you make; you Level
can reroll the damage roll as well and use either the 3rd Burning Hands, Hunter's Mark
original roll or the rerolled roll. Aganazzer's Scorcher, Continual
5th
Flame
9th Fireball, Protection from Energy
At 11th level, your time in the streets have taught you 11th Locate Creature, Wall of Fire
how to engage the enemy and your skills have only 17th Dispel Evil & Good, Immolation
been honed. You gain another Street Style of your
choice.
When you take this oath at 3rd level, you gain the
Beginning at 17th level, you have learned how to following two Channel Divinity options.
direct all of your effort into your attacks. You can Flaming Weapon. As an action, you can imbue one
expend 2 Ki points when you make an attack and weapon that you are holding with the power of flame,
instead of rolling, you can automatically hit. using your Channel Divinity. For 1 minute, you add an
extra dice of the weapon’s type, but this extra die
deals fire damage.
Additionally, the weapon is lit ablaze, so it also emits
The following paladin oaths are available to a paladin bright light in a 20-foot radius and dim light 20 feet
seeking to swear an oath to continue their divine beyond that. If the weapon is not already magical, it
path. becomes magical for the duration.
You can end this effect on your turn as part of any
other action. If you are no longer holding or carrying
The Oath of the Pyre is another oath that binds a this weapon, or if you fall unconscious, this effect
paladin to a solemn oath to smite evil. These paladins ends.
are not on a quest for revenge, but rather a crusade Burning Standard. A banner of raging flame ignites
against horrors of absolute evil. Often called and you can cause each hostile creature within 10
Torchlights, these paladins are often found in service feet of you to make a Wisdom saving throw. If the
gods of fire and volcanoes. The ideals of this path creature fails its saving throw, it takes your level as
emphasize the importance of striking out evil and fire damage and gain vulnerability to fire damage
rooting it out, often absolutely with fire and until the end of your next turn. If it succeeds its
immolation. Evil paladins that swear this oath saving throw, it takes half your level as fire damage.
typically are call Hellfires, and use fire to extinguish At 18th level, the range of this channel divinity
life in their quest for evil. feature increases to 30 feet.
Though the exact words and strictures of the Oath of Starting at 7th level, you emanate an aura of ash and
the Pyre vary, paladins of this oath share these cinders that empowers you and protects your allies
tenets. from the brunt of fire's effects. You and friendly
Vigilance. Evil must be found, extinguished, and creatures within 10 feet of you have resistance to fire
burned away, it is not good enough for any remnant damage.
of it to survive, for then it will then fester. At 18th level, the range of this aura increases to 30
Courage. One must be courageous and must take the feet.
charge, with fire, there is no hesitation.
Reverence. Fire is also the gate to afterlife and the
divine, so make sure to do rites properly and respect Beginning at 15th level, your skin gains an ashen
the purpose flames serve. appearance; you are always considered under the
effects of Heroism.
At 20th level, you can invoke the power of your deity
to make your form like an inferno, with eyes of flame
and skin of ash, this lasts for 1 hour.
Ranger Level Spells The Haunter Conclave is a group of rangers who set
3rd Searing Smite themselves to manipulating the boundary between
5th Magic Weapon material world and that of the Shadowfell, in all its
9th Counterspell
dark beauty and blasphemous secrets. The rangers
11th Staggering Smite
that make up this conclave are a not highly known,
17th Banishing Smite
and the few that are known are generally known as
Reapers, and they are only known as a "scary lot"
Beginning at 3rd level, you have begun to emulate the who can manipulate the forces of life and death into
behaviors and habits of the Erudite Conclave. You their favor.
now can speak an additional language of your choice,
and you have proficiency with the Arcana skill.
Additionally, you have an additional favored enemy Your understanding of dark magic has allowed you to
of your choice. cause your Hunter’s Mark spell to deal necrotic
damage and you to learn the Toll the Dead cantrip.
You are a warlock who has uncovered power in the cast be deal radiant damage
readings of the stars. You know their secret names instead of its normal damage type.
and can call upon their power, this is how your pact
works; you draw from the power of unseen truths,
draw fate to your favor, and yet ultimately, you are an At 10th level, your understanding of the stars now
agent of fate. allows you to exploit the fates of enemies and allies
alike. When you or an ally you can see, rolls a saving
throw or weapon attack, as a reaction you can grant
Spell Level Spells that check advantage. You can use this feature a
1st Guiding Bolt, Identify
number of times equal to your charisma bonus per
2nd Detect Thoughts,
long rest.
Moonbeam
3rd Clairvoyance, Magic Circle
4th Divination, Locate
At 14th level, your understanding of the stars has
Creature
revealed a deeper understanding, one that has shown
5th Dawn, Legend Lore
you how to utter words to cause failure to your
enemies. As a reaction, you can cause a target you see
who succeeds a check to fail, as if they rolled a 1, and
At 1st level, you gain two fated dice at the end of a cause them to take your level in radiant damage. You
long rest. When you finish a long rest, roll two d20 can use this ability once per short or long rest.
and record the numbers rolled. You can replace any
attack roll, saving throw, or ability check made by
you or a creature that you can see with one of these You are a warlock who has trained alongside knights
fated rolls. You must choose to do so before the roll, and other fighters. You have forged your pact with
and you can replace a roll in this way only once per your own resolve and blood with an interplanar
turn. Each fated roll can be used only once. If you warlord. Your patron that answered you is an
change the roll of a creature, you can choose whether unpredictable and cunning entity, yet one thing
that creature also takes half your level as radiant remains clear: this entity channels its thirst for
damage (minimum 1). When you finish a long rest, violence and its dark knowledge through you,
you lose any unused fated rolls. allowing you to draw the power and knowledge of
what it knows of the universe: that being violence
and war. Its predisposition for violence becomes
Beginning at 6th level, you can call upon the fickle thirst within yourself, whether you desire it or not. It
nature of one of the stars to shore up your magical desires infamy, territory, and power, and you are a
abilities. Once per long rest, you can cause a spell you means to that end, whether as a ruler, a fell knight, or
as a renowned adventurer.
Spell Level Spells The following are several new invocations for
1st Wrathful Smite, Zephyr Strike warlocks looking to expand their repertoire of
2nd Flame Blade, Pass without Trace invocations.
3rd Elemental Weapon, Haste
4th Find Greater Steed, Faithful Hound
5th Dispel Evil & Good, Steel Wind Strike Prerequisite. The Pact of the Tome and the Stars
Patron
Using your Book of Shadows, you have made a series
Beginning at 1st level when you forge your pact with of star charts that you have gathered through study.
the Warlord, you gain proficiency with medium While the Book is on your person, you have expertise
armor and martial weapons. Additionally, whenever with navigator’s tools, cannot become lost, and you
you make a skill check related to warfare or tactics, always know which way is north.
you gain a bonus to the check equal to your charisma
modifier.
Prerequisite. The Pact of the Blade
When you make a weapon attack with your pact
Also, at 1st level, you can perform a 10-minute ritual weapon using your action, you can make a single
of mystic binding: choose one weapon of your choice, weapon attack as a bonus action.
that weapon now uses your charisma score, rather
than strength or dexterity, when determining your
bonus weapon attack and damage rolls. This benefit Prerequisite. The Pact of the Tome
extends to any weapon you conjure if you choose the Your Book of Shadows has revealed techniques on
Pact of the Blade at 3rd level. how to better bolster your concentration: whilst your
book of shadows is on your person, you gain a bonus
to your concentration checks equal to your charisma
Beginning at 6th level, due to the knowledge that modifier.
your patron has imparted you with, you have learned
a fighting style that allows you to still attack when
you cast spells. You can make an attack as a bonus Prerequisite. Pact of the Chain, 5th level
action if you take your action to cast a spell on your Whenever you create your familiar, you can create
turn. any sort of creature, except a humanoid, that is of a
challenge rating 1 or lower.
Additionally, at 2nd level, if you are within 10ft. of an At 6th level, you mastered healing magic to an extent
area of fire, you can snuff out an area of flame when that you can regain hit points equal to the level of the
you cast a fire spell, as bonus action. The area snuffed spell + your intelligence modifier when you cast a
can be up to a 20ftx20ft area, with a 5ftx5ft area healing spell targeting another creature.
granting an extra d6 of damage.
At 10th level, you know the best ways to use At 6th Level, your time dabbling allows you to gain
a healer's kit, and thus you have double the another Versatile Training option of your choice.
number of charges of a normal kit. And if you
have no charges left at the end of a long rest,
you gain two at the beginning of a long rest. At 10th Level, your sheer versatility allows you to
gain an Advanced Training option of your choice, you
gain another Advanced Training option at level 14th.
At 14th level, you can maximize the dice of a
healing spell you cast once per short rest. − Advanced Arcane Studies. You know two
Additionally, when a creature recovers metamagic options of your choice, and each
from wounds using a charge of can be used once per long or short rest.
your medicine kits; double the − Arcane Armor Mastery: You can use your
number of hit points healed. intelligence modifier when determining your
bonus to your AC when wearing medium
armor.
There are wizards who don't devote − Language Mastery: You gain proficiency
themselves to a particular school of magic, with three more languages of your choice.
instead they devote themselves to more − Skill Mastery: You gain expertise with two
versatile practices, such as wearing armor skills of your choice.
and using weapons, learning practices − Spell Mastery: Choose a number of spells
which allows them to make use of their equal to your intelligence modifier, you
innate magical talent, and to know more always have these spells prepared, and can
spells than the regular Mage. They wear switch these prepared spells with spells in
robes of red and remain typically neutral in your spellbook.
alignment. − Spell-Blade Training: You can use any
weapon you are proficient with as an arcane
focus and can apply weapon enhancements to
At 2nd Level, you gain either: the attack and damage rolls of your spells.