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Expanded Handbook v4

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100% found this document useful (2 votes)
854 views22 pages

Expanded Handbook v4

Uploaded by

nadafinada877
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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By WarfrontJack

An Expansion of Character Options for the


World’s Greatest Role-Playing Game
Detailed below are twenty-four new subclass options Close Quarters Fighting Style ........................................20
available to various classes of various types, with Phalanx Fighting Style ......................................................20
new options for all of the classes. This is the fourth New Feats ...................................................................................20
revision, featuring rebalancing for many subclasses Advanced Shadow Arts ....................................................20
and redesigns based on community feedback, Arcane Studies .....................................................................20
introduction new subclasses. Defensive Parrying ............................................................20
Barbarian Paths.......................................................................... 2 Credits..........................................................................................21
Path of the Bastion ............................................................... 2
Bard Colleges............................................................................... 2
College of Medicine .............................................................. 2
Blood Hunter Orders................................................................ 3
The Order of the Ronin....................................................... 3
Order of the Blood Angel ................................................... 3
Cleric Domains............................................................................ 4
Fire Domain ............................................................................ 4
Traveler Domain ................................................................... 5
Winter Domain ...................................................................... 5
Druid Circles ................................................................................ 6
Circle of Elements ................................................................. 6
Fighter Archetypes ................................................................... 7
The Nomad .............................................................................. 8
Sorcerous Knight .................................................................. 8
PsiHunter ................................................................................. 9
Monastic Traditions .............................................................. 10
Way of the Streets ............................................................. 10
Paladin Oaths ........................................................................... 11
Oath of the Pyre .................................................................. 11
Oath of Winter .................................................................... 12
Ranger Conclave ..................................................................... 13
Roguish Archetypes ............................................................... 14
Marksman ............................................................................. 14
Vanguard ............................................................................... 14
Sorcerous Origins ................................................................... 15
Soulblade Origin................................................................. 15
Otherworldly Patrons ........................................................... 16 On the Cover: ”Moonfalls” by AnDary depicts a quiet
village under the light of a low moon. Any relation to
The Stars................................................................................ 16
the Expanded Handbook? Not really. It just matches
The Warlord......................................................................... 16 the overall mood. Peaceful and Quiet. Just the way a
Wizard Traditions .................................................................. 17 TPK sounds. Hmmmm. Or Party success. Your choice.
School of Pyromancy ........................................................ 17
School of Sagecraft ............................................................ 18 Disclamer: WarfrontJack, nor any party that has aided in the creation of
this document is not responsible for any possible retribution for the use of
School of Versatility .......................................................... 19 black magic, freezing of creatures, nor the regret for choosing the wrong
Expanded Fighting Styles .................................................... 20 character option, all which can potentially occur by using these subclasses.
Enjoy.
Mobile Fighting Style ....................................................... 20
At 3rd level, a barbarian can commit themselves to a The College of the Medicine is now available to a
path of their choice and can now choose the Path of prospective bard at 3rd level, in addition to any other
the Bastion in addition to any other options. options you may have.

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.

Also, at 3rd level, when you take


damage while raging, you can
choose to expend your reaction
to target one ally within 10ft. of
you, if you do so, you and that
ally gain resistance to that
type of damage until the end
of your next turn.

At 6th, when you deal damage to a creature within


your reach, you can cause that creature to have
disadvantage on all attack rolls against other
creatures within 10ft. of you until the beginning of
your next turn.

Also, at 10th level, you can use your bonus action


to end one effect on yourself or an ally within
10ft of you that is causing you or your ally to
be charmed or frightened.

Beginning at 14th level, whenever you use your


Resilient feature, you can target all allies within 10ft.
of you, instead of just one.
light property as long as it is only being wielding with
one hand.
Beginning at 3rd level, when you expend a spell slot
on a healing spell, you can also expend a use of your
bardic inspiration to add extra restored hit points to Starting at 7th level, you can now attack with your
the target equal to the roll of the extra die. crimson blade as a bonus action regardless of
whether you take the attack action or not, and you
can expend your reaction to
At 6th level, you can now create a healing potion by
expending a use of your herbalism kit over the course
of a short rest and can create two basic healing Starting at 11th level, your crimson blade has a range
potions over the course of a long rest. of 60ft, and whether on a hit or miss, the crimson
Additionally, when an ally consumes a potion you blade reappears in your hand. The ranged attack still
create, you can also expend a use of your bardic uses your wisdom modifier for attack and damage
inspiration to add extra restored hit points to the rolls.
target equal to the roll of the extra die.
Starting at 15th level, whenever you manifest your
Beginning at 14th level, whenever you cast a spell of crimson blade, you can instead choose to take the
the 5th level or lower that restores hit points, you can normal rite damage instead of half. If you do so, the
expend a use of bardic inspiration to maximize the damage die is doubled for the weapon attacks you
healing done to a single target. make with that crimson blade.

Starting at 18th level, your mastery of crimson rites is


perfected. When you suffer damage while you have a
The following Blood Hunter order is available to new rite active, you can expend your reaction to grant
blood hunters to join in the dark of night, in addition yourself advantage on all weapon attacks you make
to any other options you may consider. your next turn.

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.

At 11th level, when you have a blood rite active, you


can choose to take your wisdom modifier as rite
damage. If you do so, you can add double the amount
of your wisdom modifier as damage to all attacks you
make until the beginning of your next turn.

Beginning at 15th level, you can as a bonus action


reveal spectral angelic wings. These wings grant you gods show themselves,
a flying speed equal to your walking speed, and last and thus, even if unnecessary,
until you are incapacitated or you dismiss them with these clerics often carry sources of fire, whether it be
a bonus action. If you already have a flying speed, torch, lantern, or campfire.
your flying speed increases by 10ft. when you
manifest the wings.
Spell Level Spells
1st Burning Hands, Heroism
Beginning at 18th level, you can undergo a 2nd Aganazzer's Scorcher, Flame Blade
supernatural transformation once per long rest. This 3rd Fireball, Beacon of Hope
transformation grants the following benefits for 1 4th Fire Shield, Wall of Fire
minute: 5th Flame Strike, Immolation

− Angelic Visage. Your form becomes like an


angel's, and your flying speed from your When you choose this domain at 1st level, you gain
spectral wings is doubled. the Control Flames cantrips.
− Heightened Rites. You ignore resistance to
your weapon attacks and treat immunity to
your rite damage as resistance. Additionally, at 1st level, your fire spells can be a
− Rite-Infused. You gain immunity to the source of respite for your allies: whenever you make
an attack roll or force a target to make a saving throw
damage type of your active rites.
against fire damage, you can roll a die equal to one
die of the fire spell. When you do so, one ally within
30ft. of you gains temporary hit points equal to the
The following domains are now available for clerics rolled die. You can use this ability a number of times
to follow and adhere to. equal to your wisdom modifier per a long rest.

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.

Starting at 6th level, you can use your Channel


Divinity to succeed where most would fail. When you There are many forces of nature, from the raging
make an attack, ability check, or a saving throw, you flames, the frigid frosts, or the destructive storms.
can expend a use of your channel divinity to add a Druids of this circle channel the energies of forest
d10 to your roll. fires, lightning strikes, blizzards, and the mountains
into their wild shape forms. These druids do what
others can’t or won’t: they reach into powerful
At 8th level, you gain the ability to infuse your energies in the world and let it infuse themselves,
weapon strikes with divine energy. Once on each of becoming living engines of destruction.
your turns when you hit a creature with a weapon
attack, you can cause the attack to deal an extra 1d8
enemy within 30ft. of you. This target takes
When you initiate this path at 2nd level, whenever 3d8 fire damage on a hit or half on a miss.
you complete a long or short rest, you can attune to a − Aspect of the Deeps. When you initiate a
particular element of your choice, which affects your connection with this attunement, you become
wild shape: as a void of frothing water for one minute.
You automatically are missed by opportunity
− Attunement of Flame. Your wild shape's
attacks and when you suffer damage, you can
weapon attacks rolls gain a bonus equal to
use your reaction reduce the damage by half
half of your proficiency modifier. This
your level.
attunement's damage type is Fire.
− Aspect of the Storm. When you initiate a
− Attunement of Water. Your wild shape's AC
connection with this attunement, you become
increases by 2. This attunement's damage
a mass of raging winds for one minute. You
type is Cold.
gain a hover speed, and your weapon attacks
− Attunement of Air. Your wild shape's speed
deal lightning damage.
increases by 10 feet. This attunement's
− Aspect of the Mountain. When you initiate a
damage type is Lightning.
connection with this attunement, you become
− Attunement of Earth. When you transform
a mountain of ancient stone for one minute.
into your wild shape, you gain temporary hit
You become large, and your AC increases by
points equal to your level. You lose these
3.
temporary hit points whenever you leave
your wild shape. This attunement's damage
type is Force. Starting at 14th level, when you change into your
wild shape, you now gain two new benefits:
Starting at 6th level, whenever you make an attack, − Elemental Resistance. You gain immunity to
you can deal an extra 2d8 damage once per turn. This the damage type associated with your
damage is determined by your attunement's damage attunement.
type. − Elemental Smite. You can as an action, make
a weapon attack in your wild shape, you can
expend a spell slot whilst in your wild shape
At 10th level, as an action, when in your wild shape, to deal an extra 2d8 damage per slot level.
you can call on an aspect formed from one of the This damage is determined by your
elements of nature. This ability also switches your attunement's damage type.
current attunement to match the corresponding
aspect.

− 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.

At 15th level, your sorcerous bloodline is now clearly


plain.
− Vengeful Mind. Whenever you hit by an
Also, at 3rd level, you can cast the Hunter's Mark attack made by a creature under your
spell twice per long rest. At 5th level, you can cast as Hunter’s Focus, you can cause the target to
a 3rd level spell, and at 9th, as a fifth level spell. You take your Hunter’s Focus damage.
regain this feature at the end of a long rest. − Fixated Mind. Your Hunter’s Focus damage
changes to a d10.

Beginning at 7th level, your understanding of the


Hunter’s Focus begins to become unique to you as At 18th level, you can supernaturally focus upon a
you begin to alter the Hunter’s Focus for your own quarry you designate. When you miss on an attack
uses. You gain one of the following new traits and against a creature under your Hunter's Focus, you
another at 10th level: can cause that target to take your Hunter's Focus
damage. You can use this ability once per turn.
− Resilient Mind. You cannot lose
concentration on your Hunter's Focus.
− Precise Mind. Your target under your
Hunter's Focus gains no benefits of cover At 3rd level, a monk gains a monastic tradition. The
from you. way of the Mystic Blade and the Way of the Streets
− Agile Mind. Your speed increases by 10 ft. are now options for new monks in the world.
while you have your Hunter's Focus is active.
− Archaic Mind. Your Hunter's Focus damage
deals a damage type of your choice, you Those who learn to fight in the style of this tradition
choose this type when you gain this feature. often mix other types of training along with more
− Focused Mind. The damage imposed by your traditional monk styles, resulting in a versatile
Hunter's Focus is now a d8. tradition.

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.

− Heart of the Inferno. Your weapon attacks


deal an extra die of fire damage, and you have
immunity to fire damage.
− Beacon of Fire. You create an area of bright
light for 15 ft, through mundane and magical
darkness.
− Shroud of Flame All enemies within your
aura gain a bonus to all damage rolls, whether
mundane or magical, equal to your weapon’s Paladin Spells
damage die as fire damage. Level
3rd Hunter's Mark, Longstrider
5th Pass without Trace, Warding Wind
Sleet Storm, Protection from
9th
Energy
The Oath of Winter binds a paladin to an oath to
11th Elemental bane, Ice Storm
protect their allies. These paladins hold that you must 17th Cone of Cold, Control Winds
be able to pull your own weight within a group, in
one form or another. If you can’t then you must learn
another way to. Just because you lost your fighting
ability doesn’t mean you can’t learn magic. The ideals When you take this oath at 3rd level, you gain the
of this path emphasize the importance of a group, and following two Channel Divinity options.
being strong for the group, similar to wolves. Icebound Weapon. As an action, you can imbue one
weapon that you are holding with the power of
winter, covering it in a spikey coating of rime using
Though the exact words and strictures of the Oath of your Channel Divinity. For 1 minute, you add an extra
Winter vary, paladins of this oath share these tenets. dice of the weapon’s type, but this extra die deals
Survival. Survival must always be kept in mind. cold damage.
Righteousness. One must never commit evil, nor be You can end this effect on your turn as part of any
tempted into evil; otherwise you are weak, and then other action. If you are no longer holding or carrying
drain the pack of strength. this weapon, or if you fall unconscious, this effect
Strength. If you are strong, then your allies will be ends.
strong as well. Winter's Stride. As a bonus action, you can increase
Loyalty. You must always be loyal to your allies, and your speed by 5ft. for the encounter, and every
trust they will protect you, as you protect them. hostile target you defeat increases this bonus by an
additional 5ft in those ten minutes. This bonus stacks
up to a +20 bonus.

Starting at 7th level, when you cast a spell with range


of touch or self, you can choose one friendly creature
within 10 feet of you to gain the benefits of that spell
you cast, as long as they are conscious, and you wish
for them to gain the benefits. Any ally can only gain
the benefit of this feature once per short rest.
At 18th level, the range of this aura increases to 30
feet.
favored enemy that attempts to charm, frighten,
Beginning at 15th level, you are considered quick on paralyze, petrify, or poison you, does so at
your feet and you are always under the effects of an disadvantage if they target you with any their magical
Expeditious Retreat spell. abilities or spells that impose the said conditions
aforementioned.

At 20th level, you can invoke the power of winter to


make your form like that of a savage and wintry Beginning at 11th level, whenever you hold a weapon
avatar, for one hour. in your hand and you are targeted by an attack; you
can add your wisdom bonus to your AC by expending
− Pack Hunter: You grant advantage to all your reaction before that attack hits.
attacks targeting enemies within 5ft. of you.
− Bane of Winter. A 10ft patch of ice surrounds
you, acting as difficult terrain and causing an Beginning at 15th level, once per long rest, as a bonus
enemy who stands within 10ft. of you to take action when you make a weapon attack, you can call
1d6 cold damage at the beginning of their on the powers of the ancient and arcane to infuse
turn. your strike, and you can deal an extra 3d10 Force
damage on a single attack, and impose an effect of
your choice:
Shunting Strike. The target must make a strength
At 3rd level, a fledgling ranger joins either the saving throw, on a failure, the creature is pushed 40ft
Erudite or Haunter conclaves, learning their new away from you. If they succeed, they are only pushed
conclave's secret ways. 20ft.
Dual Strike. You can make another attack as part of
this ability against another creature within range of
The Erudite Conclave is a group of rangers that your weapon. The second target takes an extra 3d10
dedicate themselves to mixing their traditional force damage from this second attack.
spellcasting with a small number of spells commonly Binding Strike. The target makes a saving throw
used by wizards. This is in aim to understand and against your ranger spell DC. If failed, the target is
better combat arcane magic. This unique training magically restrained until the beginning of your next
allows these rangers to ultimately harness the power turn. If it saves, then the target’s speed is halved until
of arcane magic to their own purpose. the beginning of your next turn.

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.

Beginning at 7th level, you become familiarized with


how spells affect the senses. Any creature that is your
You learn the following spells at certain levels as you Beginning at 15th level, once per turn, you can deal
advance in your understanding in manipulating the an extra 1d8 necrotic damage on an attack, and you
line between the life and death. These spells are regain half of any necrotic damage dealt on that
treated as Ranger spells. attack (minimum 1).

Ranger Level Spells


3rd Inflict Wounds
5th Shadow Blade At 3rd level, a rogue chooses their specialization in
9th Vampiric Touch the craft, with the Marksman and Vanguard options
11th Phanstasmal Killer now available.
17th Enervation

There are those that have mastered ranged combat,


At 3rd level, you gain the ability to cause your body to called marksmen. Wielding all manners of ranged
partially drift into the Shadowfell by expending your weapons, they master long distance combat.
bonus action, gaining resistance to one type of
damage of your choice until the end of your
next turn. You can sustain this ability by Beginning at 3rd level, you gain proficiency with two
using additional bonus actions. The ranged weapons of your choice. Additionally,
portion of your body in the Shadow switching between a two-handed ranged weapon and
manifests in the material plane as an a one-handed weapon is a now a free action.
unnatural and perhaps ghostly
version of your own form.
Also, at 3rd Level, you gain proficiency in Tinker’s
tools. These allow you to craft 10 pieces of
Beginning at 7th level, you ammunition with half the normal price of materials.
have managed
to permanently affix
yourself partially into the At 9th level, you gain a bonus to perception checks to
Shadowfell, and as such, find creatures hiding from you equal to your
cannot be dexterity modifier.
possessed by any creature,
and attempts to charm,
read your mind, or to Beginning at 13th level, whenever you use a ranged
petrify you are done so at weapon within its maximum range, you may add an
disadvantage. extra die of damage of the weapon's type on a
successful hit.

At 11th level, you can cause a


weapon you touch to Beginning at 17th level, once per long rest when you
become a Haunt Weapon make a ranged weapon attack and hit, you can make
until the end of your that attack a headshot, the target must make a
current turn. A Haunt Weapon constitution saving throw. If it fails, it automatically
deals extra necrotic damage drops to 0 hit points. If it succeeds, it instead takes
equal to your wisdom 10d10 damage of your weapon’s type.
modifier, and a target hit by a
haunt weapon has disadvantage on all saving throws
against necromancy spells you cast until the end of The Vanguard is an individual trained with the skills
your next turn. of a rogue and a knight to deftly fight opponents. The
At 1st level, a sorcerer's origin makes itself plain, now
with the Soulstone available as a Sorcerous Origin.

You are an individual whose soul lies in a magical


bound blade. This allows you to grant yourself with
unnatural weapon prowess. Soulblades often occur as
flukes, but also can appear as scions of entities
renowned for their martial prowess.

ability to attack and move unparalleled gives these


rogues a dangerous edge when they strike. At 1st level, you gain proficiency with medium armor,
and you also gain a soulblade. A soulblade is a melee
weapon you mystically bind to your soul using a 10-
At 3rd level, you gain proficiency with martial minute ritual, in which you must touch the weapon
weapons and medium armor. the entire time. Once bonded, the weapon becomes
magical, if it is not already, and you become
proficient with the now bound weapon, with the
Also, at 3rd level, when you use martial weapons, you
ability to use your charisma modifier for attack and
can use your dexterity modifier, rather than strength,
damage rolls with that weapon. The bonded weapon
for attack and damage rolls, along with your sneak
can also serve as an arcane focus to your spells.
attack feature on any martial weapon that does not
If you to lose your soulblade; you can perform an
have the heavy or two-handed property.
hour-long ritual of transference where you can
transfer your soul to another weapon worth at least
Finally, at 3rd level, when you make a weapon attack 1sp. You can transfer your soul to magical weapons
as well, but not to sentient weapons or artifacts. You
with your action, you can attack once as a bonus
only need to be on the same plane as your soul blade
action using your cunning action.
for the ritual of transference to work.

Starting at 9th level, whenever you take the dash


Additionally, at 1st level, you learn the Zephyr Strike
action, you have an additional 10 feet of movement
spell, which you can cast for 1 sorcery point. At 9th
on top of your normal dash speed.
level, you learn the Steel Wind Strike spell, which you
can cast for 5 sorcery points.
Starting at 13th level, whenever you are attacked and
suffer damage, you can use your reaction to make a
single attack against that target, but sneak attack Starting at 6th level, you can attack twice, instead of
once, whenever you take the Attack action on your
cannot be used on this reactive attack.
turn.

Beginning at 17th level, when you make a sneak


Beginning at 14th level, any creature you hit with a
attack, you automatically move 10ft. without
weapon attack on your turn cannot make
triggering opportunity attacks.
opportunity attacks against you until the end of your
next turn. Additionally, you can expend your reaction
to gain resistance to one type of damage of your
choice until the end of your next turn.

Beginning at level 18, you can make one weapon


attack as a bonus action whenever you use your
action to cast a spell.

At 1st level, a warlock gains the Otherworldly Patron


feature. The Stars and Warlord patrons are now
available to a prospective warlock.

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.

At 10th level, you have learned how to channel your


spells through magic weapons. Weapons that possess Prerequisite. The Warlord Patron
magical enhancements, such as a +1 longsword, can The Warlord is knowledgeable in all matters of
have their bonuses applied to spell attacks and their politics, warfare, and general history. As such, you
damage rolls. now gain proficiency with the History and Insight
skills.

At 14th level, your time spent slaying enemies in the


Warlord’s name has allowed for the Warlord to grant
When you reach 2nd level, you can choose an arcane
you its boon, it now channels its magic through your
tradition, with the following options now available:
mortal form, and thus removing your immediate
the School of Pyromancy, the School of Sagecraft, or
weakness to general combat. At the end of a long rest,
the School of Versatility.
choose three types of damage. You are resistant to
those types of damage until the end of your next long
rest.
You are a Pyromancer, a wizard who specializes in
using and honing fire magic. Like the other elemental
studies, this school is evocation based, and focuses on
increasing the general effectiveness of your fire-
based spells. Starting at 6th level, your fire based cantrips are even
more potent, allowing you
to add your intelligence modifier to damage rolls of
Beginning when you select this school at 2nd level,
your fire based cantrips.
you learn the Fire Bolt cantrip if you do not already
know it. Additionally, the gold and time you must
spend to copy a spell dealing with fire Beginning at
damage into your spellbook is halved. 10th level, your Wreath of Flame feature now can
hold up a number of fire dice equal to your
spellcasting modifier.
Beginning at 2nd level,
you can bend the
magic from your fire- At 14th level, your mastery of pyromancy is evident.
based spells to As a reaction, you can expend a spell slot to absorb
further the brute fire damage, with you absorbing damage based on
power of other the spell slot absorbed, with 2d6 damage absorbed
fire-based spells. per spell slot level. When you do so, your fire wreath
Whenever you gains fire dice equal the dice of fire damage absorbed.
cast a spell
dealing fire
damage, you gain a You spent your time focusing on the white arts of
d6. When you do healing magic, mastering the ways to mend your
so, you give off allies and keeping them alive. Wizards who study the
bright light for white arts are called a white mages or sages.
10ft and dim
light for 10ft.
These stored At 2nd level, you can learn the following spells,
flames last until provided they are of a level you can learn and cast,
you cast a fire- and they are considered wizard spells for you.
based spell. Additionally, you gain expertise with the healer’s kit
If you and medicine skill.
cast a
spell
dealing Spell
fire Level Spells
damage while 1st Cure Wounds, Healing Word
having these stored fire dice, you can roll a number of 2nd Lesser Restoration
fire dice up to your intelligence modifier as extra 3rd Aura of Vitality, Mass Healing Word
damage to the damage rolls of that spell using a 4th Aura of Life
bonus action. Greater Restoration, Mass Cure
5th
Your Wreath of Fire can hold a number of dice equal Wounds
to your intelligence modifier.

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.

− Arcane Studies: one metamagic


option that can be used once per At 14th Level, you are skilled in the practice of magic
short rest or long rest to the point that when you see a spell cast within
− Armor Training: proficiency with your line of sight, you can make an intelligence check
one type of medium armor against the spellcaster’s spell save DC. If you succeed,
− Language Studies: proficiency with and if that spell is of a level you can cast, you can use
two languages this ability to learn how to cast that spell as a wizard
− Skill Training: proficiency with one spell until the end of your next long rest, which is
skill or tool when you regain this ability.
− Weapon Training: proficiency with
three weapons of your choice

Also, at 2nd Level, since you do not devote


yourself to one school of magic, you can add
one spell of your choice that is of a level you can cast
from any list and treat it as a wizard spell. You gain
another spell like this at 5th level, 11th level, and
17th level.
As long as you are not wearing heavy armor, your
walking speed increases by 10ft. Additionally, you
gain a swimming speed and a climbing speed equal to
your walking speed.
Available to the Fighter, College of Swords Bard, and
Ranger.

When making a ranged attack while you are within 5


feet of a hostile creature, you do not have
disadvantage on the attack roll. Your ranged attacks
gain a +1 bonus against targets within 30 feet of you.
Available to the Fighter and Ranger.
Once per round, you can
attempt to identify spells
for the class you have
As a bonus action, you can focus on defending
studied spell list: you
yourself with a shield, increasing your AC and
make an intelligence check
granting a bonus to Strength, Dexterity, and
vs. the spellcaster's spell
Constitution saving throws by 2 and until the end of
save DC, if you succeed,
your next turn.
you recognize the spell they cast.
Available to the Blood Hunter, Fighter, and the
You gain two spells from your
Paladin.
studied class's spell list: the
spell cannot be higher than 5th level,
and you must be able to cast the
chosen spells using your own spell slots, and finally,
you always have this spell prepared if applicable.
Additionally, you can treat these learned spells as
Prerequisite. Shadow Arts Feature spells of your own class, using your own spellcasting
You have studies the ancient ways of the monks in modifier in place of the spellcasting modifier of the
your order, and after studying their ways, you have class you learned the spell from.
gained the following spells, all of which cost 4 Ki
points to cast:

− Bestow Curse Prerequisite: Requires proficiency with a melee martial


weapon
− Nondetection
You have learned how to better defend yourself using
− Gaseous Form
only your dodging capabilities and your weapon to its
And you also gain the Hex spell, for which you can best for your defense. Otherwise, you might just be
cast for 1 Ki point. These spells are treated the same attached to your clothes. Regardless, while wielding
as your other Shadow Arts spells. at least one weapon, your AC now equals 8 + your
weapon attack modifier, to a maximum of 20. Your
AC can become higher than 20 if you are using a
Prerequisite. The ability to cast 5th level spells. magic weapon with a bonus to attack rolls and
You have delved into the secrets of another kind of damage, but otherwise, cannot become higher than
spellcaster. Choose either Bard, Cleric, Druid, Paladin, twenty. You cannot wield a shield, benefit from a
Ranger, Sorcerer, Warlock, or Wizard. Learning some spell increasing your armor class, nor wear armor, to
of their lore, you have gained several benefits: gain this benefit.
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6d7e7537890a3bd239699.jpg PKs_can_EatMe, SuddenEpiphany787,
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https://cdna.artstation.com/p/assets/images/image
s/001/198/650/large/daniele-montella-rock-new-
lit.jpg?1442009656
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djurdjevic.deviantart.com/art/Briton-498483548
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https://rage1793.deviantart.com/art/Overgrown-
Throne-Room-362859146
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244018977
Page 9 - "Nedd" - Loren de Sore
https://lorandesore.deviantart.com/art/Nedd-
676535306
Page 10 - "Paladin " – Soft-H
https://soft-h.deviantart.com/art/paladin-
561691638
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864/
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664/
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505540215
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https://scontent.fmla3-1.fna.fbcdn.net/v/t1.0-
9/27972053_417767575333236_377927263474896
9600_n.jpg?oh=0ba632787d0e06435ac203ced42de5
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