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Secrets of Gravity Magic

The document is a compendium on gravity magic, detailing various races, subclasses, spells, and items related to this theme. It introduces unique races such as Starborn and Voidborn, each with distinct traits and subraces, alongside subclasses for Barbarians and Fighters that utilize gravity manipulation in combat. The content is published under the Open Game License, allowing for certain game mechanics to be used freely while protecting specific intellectual properties.
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0% found this document useful (0 votes)
122 views38 pages

Secrets of Gravity Magic

The document is a compendium on gravity magic, detailing various races, subclasses, spells, and items related to this theme. It introduces unique races such as Starborn and Voidborn, each with distinct traits and subraces, alongside subclasses for Barbarians and Fighters that utilize gravity manipulation in combat. The content is published under the Open Game License, allowing for certain game mechanics to be used freely while protecting specific intellectual properties.
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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Table of Content

Page Content
3 Races
7 Subclasses
17 Spells
23 Items
27 Weapon Infusions
29 Bonus: Bardic Options
37 Thank You & License

Foreword
For most, gravity is an escapable force, an unyielding master that will keep them down no matter how much they struggle. But for a
rare few, gravity is a tool, a powerful force capable of destroying armies and repelling danger. For a few rarer still, gravity is merely
a toy, a toy that they can choose to ignore, as they walk the skies freed from earthly problems. This compendium is the culmination
of years of research that I started in my youth; from primordial titans, so heavy that gravity bends to them, to wizards in their high
towers fascinated by research that will bring them ever closer to godly powers. This compendium contains everything I have
gathered regarding gravity magic, in all its forms. Use it wisely fellow seeker of truth, if you do not wish to be crushed by it.

Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License
version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters,
deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously
been designated as Open Game Content or are in the public domain are not included in this declaration.)

Open Content: Except for material designated as Product Identity (see above), the game mechanics of this MonkeyDM
game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of
this work other than the material designated as Open Game Content may be reproduced in any form without written
permission.

Secrets of Gravity Magic is published by MonkeyDM under the Open Game License version 1.0a. Copyright 2022
MonkeyDM. All Rights Reserved
Races
Art by Warmtail

Subraces. Depending on their life cycle, Starborns have


Race: Starborn different subraces, which represent their variation in age.
Said to be born of the stars, starborns are found on sites The youngest are called Nebula, followed by Giants and
where meteors crashed, making them exceedingly rare finally Novas. The DC for abilities given by the subraces is
specimens. Most of them came to be existence during the equal to 8 + twice your proficiency bonus.
rain of falling stars, when the Starscourge was slain.
Nebula Subrace
Traits Ability Score Increase. Your Strength score increases by 1.
Ability Score Increase. Your Charisma score increases by 2.
Astral Attraction. Starting at 3rd level, you can use your
Age. Starborn mature much slower than humans, reaching action to unleash the potential energy within yourself,
adulthood after 200 years, they can live up to 2000 years old. causing your body to explode in both size and power.
Your transformation lasts for 1 minute or until you end it as
Size. Starborn have the same range of height and weight as a bonus action.
humans. Your size is Medium. When you first transform, each creature other than you in a
10-foot radius centered on you must succeed on a Dexterity
Speed. Your base walking speed is 30 feet. saving throw or take a number of d6s of fire damage from
Darkvision. Your eyes were made to see through the the explosion equal to your proficiency modifier.
darkness of space. You can see in dim light within 60 feet of During the transformation, you shed bright light in a 10-foot
you as if it were bright light, and in darkness as if it were dim radius and dim light for an additional 10 feet. You generate a
light. You can't discern color in darkness, only shades of gray. powerful gravitational field. The area within a 20-foot radius
centered on you is considered difficult terrain for all hostile
Shard of Infinity. You are born of the galaxies and their creatures.
endless void. You have resistance to cold damage.
Once you use this trait, you can't use it again until you finish
Astral Being. You are extremely aware of the force that a long rest.
gravity exerts upon you. You have advantage on saving
throws against being knocked prone or moved against your
will.

Languages. You can speak, read, and write Common and


Celestial.
Giant Subrace
Ability Score Increase. Your Constitution score increases
by 1.

Explosive Growth. Starting at 3rd level, you can use your


action to unleash the infinite energy within yourself, causing
your body to explode in both size and power.
Your transformation lasts for 1 minute or until you end it as
a bonus action. When you first transform, each creature
other than you in a 10-foot radius centered on you must
succeed on a Dexterity saving throw or take a number of d6s
of fire damage from the explosion equal to your proficiency
modifier.
During the transformation, you shed bright light in a 30-foot
radius and dim light for an additional 30 feet. Your size
expands, you become Large. If there isn't enough room for
you to expand your size, you attain the maximum possible
size in the space available. In addition your melee attacks
deal additional damage equal to your proficiency bonus.

Once you use this trait, you can't use it again until you finish
a long rest.

Nova Subrace
Ability Score Increase. Your Wisdom score increases by 1.

Shattered Star. Starting at 3rd level, you can use your


action to unleash the destructive energy within your husked
self, causing your body to detonate.
Your transformation lasts for 1 minute or until you end it as
a bonus action. When you first transform, each creature
other than you in a 10-foot radius centered on you must
succeed on a Dexterity saving throw or take a number of d6s
of fire damage from the explosion equal to your proficiency
modifier.
During the transformation, you shed bright light in a 60-foot
radius and dim light for an additional 60 feet. Your body
becomes unstable. Once per round, when you hit a creature Art by Warmtail
with a melee attack, or are hit by one, your body detonates.
Each creature in a 10-foot radius centered on you (you
included) take radiant damage equal to your proficiency
bonus.

Once you use this trait, you can't use it again until you finish Race: Voidborn
a long rest. The darkness of the heavens birthed the stars, yet left behind
a somber secret. The void, a hungering entity that feeds on
the very light that gave life to many worlds. Voidborns are
GM Note. shards of the Void, beings of astral power and knowledge.
You can replace the fire damage that this race deals to radiant They appear throughout worlds, sometimes as independant
damage to fit the star theme as well. creatures, other times as agents of the void, trying to
propagate its will.

Traits
Ability Score Increase. Your Charisma score increases by 2.

Age. Voidborns are birthed sentient and aware, they have no


notion of adulthood. Some can live up to 200 years old
although plenty of them have never known the release of
death.

Size. Voidborns have the same range of height as humans,


although they weigh up to 20 times more. Your size is
Medium.

Speed. Your base walking speed is 30 feet.


Superior Darkvision. Your eyes were made to see through Boundless Subrace
the darkness of the void. You can see in dim light within 120
feet of you as if it were bright light, and in darkness as if it
were dim light. You can't discern color in darkness, only Ability Score Increase. Your Strength score increases by 1.
shades of gray.
Astral Attraction. Starting at 3rd level, you can use your
Inconsequential. You are born a mere speck within the action to unleash the shard of the void trapped within you.
endless void of space. You have resistance to necrotic Each creature of your choice within a 20-foot radius
damage. centered on you must succeed on a Strength saving throw or
be pulled 20 feet in a straight line towards you and take
Vacuous Body. A shard of the void is trapped inside of your force damage equal to your Strength modifier.. Once you use
body and can act as a pocket dimension. As an action you this trait, you can't use it again until you finish a short or long
store or retrieve inanimate objects from inside it. This rest.
dimension can hold up to 30 pounds, not exceeding a
volume of 1 cubic foot. Sundered Subrace
Languages. You can speak, read, and write Common and
Deep Speech. Ability Score Increase. Your Dexterity score increases by 1.

Subraces. Voidborns are born with varying powers, Worm Hole. Starting at 3rd level, you can step into the
separating them in 3 sub-races: Boundless, Sundered and hidden paths created by the void. You can teleport up to 25
Demise. The DC for abilities given by the subraces is equal feet to an unoccupied space that you can see as a bonus
to 8 + your proficiency bonus + your Charisma modifier. action. Once you use this trait, you can't use it again until you
finish a short or long rest.

Demise Subrace
Ability Score Increase. Your Constitution score increases
by 1.

Explosive Growth. Starting at 3rd level, You absorb all light


surrounding you, creating magical darkness in a 10-foot
radius centered on you. This darkness lasts for 1 minute and
moves with you. For you it is considered non-magical
darkness.

Once you use this trait, you can't use it again until you finish
a short or long rest.
Subclasses
Barbarian:
Path of the Falling Star
These barbarians exert control over gravity in order to
enhance themselves in battle. Able to drag foes towards
them and to shatter the earth, there is no running away from
them. The most adept of this path receive the honorific name
“starscourge”, as they are said to possess the power to stop
the stars.

Gravitational Pull
Starting at 3rd level, while you are raging, you can summon
a wave of gravity that attract foes to you. As a bonus action,
choose a creature within 60 feet of you. They must succeed
on a Strength saving throw (DC = 8 + your Proficiency bonus
+ your Constitution Modifier) or be pulled 20 feet in a
straight line towards you. Alternatively, on a failed save you
can choose to knock the target prone instead.

Earthward Reinforcement
Starting at 6th level, as part of entering a rage, you can rip
apart the earth to empower yourself. Choose one of the
following effects, it lasts until your rage ends.

Crushing Boulders. A formation of floating rocks hovers


above you. As an action on each of your turns you can hurl a
boulder at your foes. Choose one creature that you can see
within 60 feet of you. Make a ranged spell attack against it, Art by Breakermaximus
using your Constitution modifier. On a hit it takes 2d8
bludgeoning damage (this damage is considered magical).
This damage increases to 3d8 at 10th level and to 4d8 at
14th level.

Rock Armor. Rocks cover your body, protecting it. Your AC


increases by 2. The AC bonus increases at certain levels, to
3 at 10th level and to 4 at 14th level.

Rock Weaponry. You coat your weapons with boulders. To


use this effect, the weapon must have the two-handed
property. Your weapon becomes magical and on a hit, it
deals an additional 2d4 bludgeoning damage. The damage
increases to 3d4 at 10th level and to 4d4 at 14th level.

Unbound Movement
At 10th level, you can untether your body from the call of
gravity. When you do so, you cast the fly spell, without using
a spell slot or material components. Constitution is your
spellcasting ability for the spell. In addition, you become
immune to fall damage.

After you cast the spell in this way, you can’t do so again until
you finish a short or long rest.

Gravity Wave
At 14th level, starting at 14th level, instead of one target, you
can choose to have your Gravitational Pull ability target all
creatures of your choice in a 30-foot cone in front of you, in
the form of a massive pulse-wave. You can only choose one
effect at a time (pull or prone), it applies to all targets.
Fighter: Gravity Knight Decrease gravity. Your jump distance is multiplied by 6.
You ignore difficult terrain and fall damage, have advantage
Weaving the gravitational fields around them, gravity knights on Dexterity saving throws, and gain a +2 bonus to your AC.
are tremendous fighters. Known for being able to switch in In addition, once per use of this ability, as a reaction when
and out of aggressive and defensive fighting styles, they you are about to take damage from a weapon attack, you can
represent a formidable foe. Their formation requires peering diminish the impact it has on you, reducing the damage by
into the endless void to grasp its powers, altering their being. an amount equal to 2d10 + your proficiency bonus.

Increase gravity. You have advantage on Strength


Manifest Potential (Athletics) checks for grappling. When you deal damage to a
You learn to manipulate the gravity around you. Starting at creature with a melee weapon attack, you deal an additional
3rd level, as a bonus action, choose one of the powers 1d4 bludgeoning damage. In addition, the area in a 15-foot
described below. It affects you for 10 minutes. radius around you becomes difficult terrain, and any hostile
creature that starts their turn in that area must succeed on a
Decrease Gravity. Your jump distance is tripled. You
Strength saving throw (DC 8 + your Constitution modifier +
ignore difficult terrain, have advantage on Dexterity saving
your proficiency bonus) or take bludgeoning damage equal to
throws, and gain a +1 bonus to your AC as you become more
your proficiency modifier, as the gravity crushes them. Once
nimble.
per use of this ability, as a reaction to dealing damage with a
Increase Gravity. You have advantage on Strength melee weapon attack, you can augment the damage dealt by
(Athletics) checks for grappling, and your attacks are heavier. 2d10 + your proficiency bonus.
When you deal damage to a creature with a melee weapon
In addition, you can now switch between each power using
attack, you deal an additional 1d4 bludgeoning damage. In
a bonus action.
addition, the area in a 5-foot radius centered on you is
considered difficult terrain.
Gravity pulse
You can use this ability twice per short rest. At 10th level, At 15th level, as part of using Action Surge, you can force all
you can use this ability 3 times per short rest. creatures of your choice in a 30-foot radius around you to
make a Strength saving throw (DC 8 + your Constitution
Gravitational Attraction Modifier + your proficiency bonus) or be pulled in a straight
At 7th level, you take control over the gravity surrounding line to an empty space adjacent to yours on a failure.
you, allowing you to walk freely along any solid surface. You
gain the ability to move up, down, and across vertical Annihilation
surfaces and upside down along ceilings, while leaving your Beginning at 18th level, you can unleash the power held
hands free. You also gain a climbing speed equal to your within you. Choose a point of impact on the ground that you
walking speed. can see within 120 feet of you. You leap 300 feet into the air
and crash down, speeding past terminal velocity. All
Relentless Field creatures other than you in a 30-foot radius centered on the
You've learned to exercise greater control over the gravity point of impact must make a Dexterity saving throw or take
around you. At 10th level, each power of your Manifest 8d10 bludgeoning damage on a failure, or half as much on a
Potential ability is altered as described below. success, as you crash in a fashion akin to a meteor. You can
use this ability once per short rest.
Ranger: Singularity Conclave
Rangers of the Singularity Conclave have spent many of
their formative years close to gravity wells and other space
altering events, studying them to gain a deep understanding
of their magic. Zipping around the battlefield, these rangers
are hard to pin down, and will lock their foes in place before
finishing them off, guarding the world from foes unheard of.

Singularity Magic
Starting at 3rd level, you learn an additional spell when you
reach certain levels in this class, as shown in the Singularity
Spells table. The spell counts as a ranger spell for you, but it
doesn't count against the number of ranger spells you know.

Singularity Spells Table


Ranger level Spells
3rd jump, hunter's mark
5th hold person
9th fly
13th dimension door
17th hold monster

Anchor
At 3rd level, as a reaction to a creature marked by your
hunter’s mark spell moving or teleporting within 60 feet of
you, you can attempt to lock them in place. The creature
must succeed on a Strength saving throw against your spell
save DC or have the teleport fail, and have their speed
reduced to 0 until the start of your next turn.

You can use this ability once per casting of the hunter’s mark
spell, or until you expend a spell slot of 1st level or higher to
use it again.

Gravitational Weaponry
Also at 3rd level, when you attack with a weapon, you can
use your control over gravity to help you wield it with more
accuracy and power. You can use your Wisdom modifier,
instead of Strength or Dexterity, for the attack and damage
rolls you make with weapons.

Tugging Singularity
At 7th level, you can maneuver around the battlefield at
breakneck speeds. As a bonus action, you can create a
gravitational singularity at a point within 30 feet of you that Crushing Presence
you can see. You are instantly pulled to its space in a straight
At 15th level, you can unleash a terrifying wave of crushing
line. This doesn't count against your movement. If you are
gravity. As an action, all creatures of your choice within 30
grappled or restrained, this effect fails.
feet of you must succeed on a Strength saving throw against
You can use this ability a number of times equal to your your spell save DC or be incapacitated, knocked prone, and
Wisdom modifier before needing to take a short or long rest. have their speed reduced to 0 until the end of your next turn,
as the gravity crushes them to the ground.
Ramming Impact You can use this ability once per long rest.
Starting at 11th level, your blows alter the gravitational
fabric around your targets. Once per turn, when you deal
damage to a creature, you can create a temporary disruption
of gravity, inflicting an additional 1d8 magical bludgeoning
damage. You can then choose to push the creature 10 feet in
a straight line in a direction of your choice.
Sorcerer: Shard of Attraction
Born with the potential of graviturgy within them, these
sorcerers see the shackles that gravity puts on the world and
are able to alter them. Wielding their innate powers, they
can free themselves and others from this burden, and inflict
pain upon those who get in their way. In addition, you learn the Heavy Spell Metamagic option. It
doesn't count against the number of Metamagic options you
Graviturgic Spells know.
You learn additional spells when you reach certain levels in
this class, as shown on the Shard of Attraction Spells table. Inexorable Attraction
Each of these spells counts as a sorcerer spell for you, but it At 6th level, as an action, you can generate a powerful gravity
doesn’t count against the number of sorcerer spells you well. Choose a creature within 60 feet of you. It must
know. succeed on a Strength saving saving throw or be pulled in a
straight line to a point within 60 feet of it that you can see. If
Whenever you gain a sorcerer level, you can replace one it ends this movement on a solid surface, it takes 1d6
spell you gained from this feature with another spell of the bludgeoning damage for each 10 feet traveled and falls
same level. The new spell must be an evocation or a prone. If creatures are in the gravitational path of your
transmutation spell from the sorcerer, warlock, or wizard target, they must succeed on a Dexterity saving throw
spell list. against your spell save DC, or take 1d6 bludgeoning damage
and be knocked prone.
Shard of Attraction Spells
You can use this ability once per short or long rest, or until
Sorcerer level Spells you expend a spell slot of 2nd level or higher to use it again.
1st feather fall, fall*
3rd spider climb, levitate Freed Body
5th fly, dampen gravity* At 14th level, you can perfectly control the effect that gravity
7th resilient sphere, gravity barrier* exerts on your body. You can ignore fall damage and your
9th Telekinesis, pull of singularity* movement speed increases by 15 feet. In addition, you gain a
flying speed equal to your walking speed.
*Secrets of Gravity Magic

Fugite Omnis Devouring Pressure


Beginning at 18th level, you learn the spell bury*. It is a
At 1st level, you can partially ignore the shackles of gravity. sorcerer spell for you and it doesn't count against the
You gain the ability to hover a few inches off the ground. You number of sorcerer spells you know. In addition, you can
can ascend and descend as part of your movement. You can’t cast the spell by expending 9 sorcery points. If you do so, you
hover more than a foot above the ground, and fall if you are can select any number of creatures of your choice to escape
above that height. If you were to be knocked prone while the shackles of gravity and not be affected by the spell
hovering, you are instead made to stand on the ground. (including yourself).
Metamagic Option
Heavy Spell
When you cast a spell that deals damage, you can spend 1
sorcery point to force one creature affected by it to make a
Strength saving throw against your spell save DC. On a
failure, its speed is reduced to 0 until the start of your next
turn.

You can use Heavy Spell even if you have already used a
different metamagic option during the casting of the spell.
Monk: Way of the
Starwalker
The night sky is unreachable to most. A large
majority of humanoids live their entire lives - and
afterlives - looking up at the stars and never get
close to reaching them. Monks of Way of the
Starwalker were born of that pursuit. They dedicate
their lives to these astral bodies, in the hopes of one day
traveling amongst them, and reaching enlightenment.

Constellation Footfalls
When you choose this tradition at 3rd level, your
connection to the stars makes it so you leave
constellations behind you in the places you stop. At
the end of each of your turns, or right after using
your Step of the Wind ability, you may choose to
leave a Starpoint at your current location. The
Starpoint lasts for 1 minute or until you choose to
dispel it (no action required). You can only have 5
Starpoints active at any time, all Startpoints vanish
if you attempt to create a 6th one. Once per turn,
you may choose to spend 1 Ki point to teleport to
any Starpoint that is is within 30 feet of you, or within
30 feet of another Starpoint (as long as you are within 30
feet of a Starpoint yourself). Whenever you teleport to a
Starpoint, you gain temporary hit points equal to your
Wisdom modifier, as the light surrounds and protects you.

Starstep
By the 6th level, you've learned to alter your movement in
such a way that resembles shooting stars. When you use
your Constellation Footfalls or Step of the Wind ability,
you may choose to use one of the following abilities.

Flickering Light. You begin to flicker with light and


become incorporeal. Until the end of your turn, you may
walk through objects and walls that are up to 1-foot thick
and may walk through other creature's spaces. If you end
your turn inside a creature or an object, you take 4d6 force
Art by THC
damage, and are forcefully ejected to the nearest empty
space.
While incorporeal you have resistance to bludgeoning,
piercing and slashing damage from non-magical attacks.
Star Gate
When you reach the 17th level, you've bonded with the stars
Shining Beam. You emit a sudden pulse of light. All hidden and can use them to project yourself across the universe.
and invisible creatures within 15-feet of you must succeed You may cast the teleport spell without requiring spell slots
on a Constitution saving throw against your Ki save DC or or components. You may only do this when it is night and
become revealed to all until the end of your turn, as starlight you may only teleport outdoors. Once you’ve used this ability
surrounds them. While revealed in this way, you cannot you can’t do so again until you complete a long rest.
have disadvantage on attacks against them and you know
their exact location. A special Starpoint appears where you arrive, it lasts for 1
hour. You can teleport to it without needing to meet the
range requirements for Constellation Footfalls and you can
Celestial Gait bring any number of creatures of your choice, that are
At 11th level, all your moves have become entwined with willing and within 10 feet of you, along with you.
celestial energy, broadening your horizons. Whenever you
use your Step of the Wind ability, you can choose to use both
the Dash and Disengage action as a single bonus action.

In addition, whenever an ally enters the space of a Starpoint,


you may expend your reaction and 1 Ki Point to teleport
them to another Starpoint. The target must meet the range
requirements from Constellation Footfalls.
Warlock: The Unyielding Rebut
Beginning at 6th level, you can, as a reaction to being
Force targeted by a ranged attack, focus the power of your patron
to repel it. Make a ranged spell attack roll. On a hit, the
You have made a contract with a titanic being, so large that it
attacking creature becomes the new target. Its attack comes
generates its own gravitational field. You inherit that power,
back to hit it, and it takes an additional amount of
being able to crush those who stand in your way, and give
bludgeoning damage equal to your Charisma modifier. On a
wings to those who help you. Perhaps out of a lust for power,
miss, the magic fails, and the ranged attack still hits you.
or simply a desire to protect your loved ones, you gave your
soul to that being. You can only hope it doesn't squash you You can use this ability a number of times equal to your
next. Charisma modifier before needing to take a long rest.

Expanded Spell List Miniature Planet


The Unyielding Force lets you choose from an expanded list You can become a center of gravity for anyone close to you.
of spells when you learn a warlock spell. The following spells At 10th level, you can, as an action, cause all creatures of
are added to the warlock spell list for you. your choice within 10 feet of you to become anchored to you.
While anchored, anytime you move, they move along with
Unyielding Force Expanded Spells you, staying the same distance from you. If they move further
away than 10 feet from you, this effect ends for them, until
Warlock level Spells they get back within range and you use another action to re-
1st longstrider, fall* anchor them.
3rd enhance ability, pressure cage
5th slow, dampen gravity* Unshackled
7th freedom of movement, fling* Starting at 14th level, you can, as an action, gain a hover
9th wall of force, pull of singularity* speed equal to your walking speed. While you have this
hover speed, you emit a repelling gravity that forms a faint
*Secrets of Gravity Magic shield around you, increasing your AC by 2 for the duration.
This effect lasts for as long as you concentrate on it (as if
Titanic Push concentrating on a spell).
You know how to wield gravity to crush your foes. At 1st Alternatively, once per long rest, you can expend one of the
level, you learn the Repelling Blast eldritch invocation, and it spell slots granted by your Pact Magic feature to gain this
doesn't count against the number of invocations you know. In hover speed for 1 hour without needing to concentrate on it.
addition, if the target is pushed into an obstacle or another
creature, they take additional bludgeoning damage equal to
your Charisma modifier. A creature can be damaged this way
only once per turn.
Wizard - The Astral Mage
Constellations play in the heavens, inviting eye and soul to
ascend. Astral mages are first and foremost scholars, they
gather knowledge about space, the stars and the moons of
the cosmos in a ceaseless search for answers. This
fascination is reflected in their brand of magic, beckoning yet
deadly. The endless swathe of the universe shines through
their powers, very few are the ones that can resist the might
of these magus.

Astral Expanse
At 2nd level, as a bonus action, you can summon a fraction
of the cosmos in a 30-foot radius centered on a point that
you can see within 90 feet of you, for 1 minute. You always
know the exact location of each creature within that area.
This astral expanse can take the appearance of the dark void
of space, of glittering lights that spread through the
battlefield, or even of small planets that gravitate around you,
though they do not affect a creature’s ability to see.

You can use this ability twice and regain the ability to do so
when you finish a long rest.

Spatial Transposition
Also at 2nd level, you can swap the position of 2 creatures of
the same size within the range of your Astral Expanse
(yourself included) as an action. If a creature isn’t willing it
must make a Charisma saving throw, being teleported on a
failure. If a creature succeeds on the saving throw the
transposition fails.

Student of the Cosmos


Also at 2nd level you gain proficiency in Arcana checks. You
can add double your proficiency bonus to the check, instead
of your normal proficiency bonus, if it concerns the cosmos
or any astral body. Art by Warmtail

Astral body
At 6th level, as a reaction to being targeted by an attack roll
or being forced to make a saving throw, you can become Stellar Communion
ephemeral like the lights of the sky. You gain resistance to all At 10th level, you can read the pattern of the stars to divine
damage until the start of your next turn. You can use this the future. You learn the commune spell, and you always
reaction once and can’t do so again until you use your Astral have it prepared, without needing to have it in your
Expanse ability or complete a long rest. spellbook. You can also cast it once without using a spell
slot, and you regain the ability to do so when you finish a
long rest.

Greater Astral Expanse


At 14th level, the radius of your astral expanse becomes 60
feet, and you can use it three times per long rest, rather than
two. In addition, you can choose to use your Spatial
Transposition ability as a bonus action instead of an action.
Feats of Gravity Gravitational Repulsor
You control the gravity around you, be it with your mind or
Anchored body, giving you the following benefits:
Your body is attuned to the gravitational field that surrounds
Your Constitution, Charisma, Intelligence, or Wisdom score
all, and you’re able to use that power to steady yourself. You
increases by 1, to a maximum of 20.
gain the following benefits:
As a bonus action, you can push back 5 feet all Large or
Your Constitution, Charisma, Intelligence, or Wisdom score
smaller creatures within 10 feet of you. You can use this
increases by 1, to a maximum of 20.
ability a number of times equal to your proficiency bonus per
You cannot fall prone or be moved against your will more long rest.
than 5 feet per turn.
Weapon of Burial
In addition, once per long rest, as a bonus action, you can
You can increase the force of gravity applied on your foes.
intensify the gravity around you, shattering the ground and
You gain the following benefits:
transforming the area in a 10-foot radius around you into
difficult terrain. Your Constitution, Charisma, Intelligence, or Wisdom score
increases by 1, to a maximum of 20.
Free Soul When you strike, you can cause gravity to increase with each
You have learned to partially detach your body from the pull
of your blows. When you make a weapon attack against a
of gravity, granting you the following benefits:
creature, you can cause its speed to be reduced by 5 feet
Your movement speed increases by 10 feet. until the start of your next turn each time you hit it.

Your jump distance is doubled.

You can take the Dash action as a bonus action. If you do,
you start hovering a few inches above the ground, ignoring
difficult terrain until the end of your turn. If you fall 10 feet
or more, the hovering ends.
Spells
Spells by level 2nd level spells
Cantrips Ease Gravity
2nd-level transmutation (Sorcerer, Warlock, Wizard)
Gravity Whip Casting Time: 1 action
Evocation Cantrip (Sorcerer, Warlock, Wizard) Range: Self
Components: S, M (a tiny meteorite shard)
Casting Time: 1 action
Duration: 1 minute, Concentration
Range: 10 feet
Components: S You lighten gravity's grip on you, allowing you to move in
Duration: Instantaneous ways you couldn’t before. For the next minute, your jump
distance is tripled, you gain a flying speed equal to half your
Make a melee spell attack against a creature within range.
movement speed and you are immune to falling damage. If
On a hit, it takes 1d4 bludgeoning damage and is pushed 10
you already had a flying speed, it is doubled.
feet in a straight line in a direction of your choice. In
addition, its speed is reduced by 5 feet until the start of your
next turn. Graviturgic Smite
2nd-level evocation (Paladin)
At Higher Levels. This spell’s damage increases by 1d4
when you reach 5th level (2d4), 11th level (3d4), and 17th Casting Time: 1 bonus action
level (4d4). Range: Self
Components: V
Duration: Concentration, up to 1 minute
1st level spells
The next time you hit a creature with a weapon attack before
Fall this spell ends, you can add gravitational strength. The
1st-level transmutation (Sorcerer, Wizard) attack deals an extra 2d6 magical bludgeoning damage to
the target, which must succeed on a Constitution saving
Casting Time: 1 action throw or have its movement speed reduced to 10 feet until
Range: Self the spell ends. While its movement speed is reduced in this
Components: V, M (an elastic band) way, it cannot be altered in any way, such as via the haste
Duration: Instantaneous spell.
As an action, you can temporarily change which way is down At higher levels: When you cast this spell using a spell slot
for you, and immediately start falling in that direction until of 3rd level or higher, the initial extra damage dealt by the
you hit a solid surface or have traveled 200 feet. You take fall attack increases by 1d6 for each slot.
damage as if normally falling upon hitting a solid surface
Pressure Cage
2nd-level transmutation (Sorcerer, Warlock, Wizard)

Casting Time: 1 action


Range: 60 feet
Components: V, S, M (a shard of ball and chain)
Duration: 1 hour

Select a point within range. In a 10-foot-radius sphere


centered on that point the gravity increases, causing
immense pressure to be applied to all within. When a
Gravity Well creature enters the sphere for the first time on a turn or
1st-level evocation (Druid, Ranger, Sorcerer, Wizard) starts its turn there, it must make a Strength saving throw or
have its speed reduced to 0. On a successful save, the
Casting Time: 1 action
creature can move freely.
Range: 60 feet
Components: V, S On subsequent turns, as a bonus action, you can move the
Duration: Instantaneous sphere up to 20 feet in any direction.
You fire a projectile of condensed gravitational force towards At Higher Levels. When you cast this spell using a spell
a creature you can see within range. Make a ranged spell slot of 3rd level or higher, the radius increases by 5 feet for
attack, on a hit the target takes 2d8 force damage and is each slot level above 3rd.
pulled 20 feet in a straight line towards you.
Rock Throw As a reaction to falling or to seeing a creature fall, you can
enhance its velocity, causing the area where it falls to crack
2nd level evocation (Druid, Ranger, Sorcerer, Wizard)
under pressure. When the creature reaches the ground, it
Casting Time: 1 action takes falling damage as normal, then it, and all other
Range: 90 feet creatures within a 15-foot radius of it, must make a Dexterity
Components: V, S saving throw, taking 4d8 magical bludgeoning damage on a
Duration: Instantaneous failure and half on a success. If the creature lands directly
onto another creature, it instead bounces up 5 feet before
You pull 3 clumps of rocks from the earth and send them landing next to it and taking no fall damage. All other
flying towards a single creature you can see within range. creatures must make the saving throw, taking 6d8 instead of
Make a ranged spell attack for each clump. On a hit it, the 4d8 magical bludgeoning damage on a failed save and half
target takes 1d12 bludgeoning damage. on a success.

At higher levels: When you cast this spell using a spell slot
3rd level spells of 4th level or higher, the damage increases by 1d8 for each
slot.
Dampen gravity
3rd-level transmutation (Sorcerer, Warlock, Wizard) Meteorite
3rd-level conjuration (Druid, Ranger, Sorcerer, Wizard)
Casting Time: 1 action
Range: Self (30-foot radius) Casting Time: 1 action
Components: V, S, M (a feather) Range: 60 feet
Duration: 1 hour Components: V, S
Duration: Concentration, up to 3 rounds
You focus your powers to lessen the call of gravity in a 30-
foot radius around you. For the duration, creatures of your You summon a void above your head that emits a rain of
choice in the radius have their jump distance doubled and small meteorites. Select a creature that you can see within
their movement speed increased by 10 feet. They have range, it must succeed on a Dexterity saving throw or take
advantage on all Acrobatics checks, and they ignore fall 6d6 bludgeoning damage. You can use an action on
damage if they end their fall within the radius. subsequent turn to keep the meteorite shower going,
selecting a new target within range to target with the spell.
Heavy Stomp The spell ends if you use your action to do anything else.
3rd-level transmutation (Sorcerer, Warlock, Wizard) While casting this spell your movement speed becomes 0.

Casting Time: 1 reaction (that you can take when you fall or
see a creature within range fall)
Range: 30 feet
Components: S, M (a small mushroom)
Duration: Instantaneous

Art by Grandfailure
4th level spells Any ranged weapon attack that passes through the wall’s
space automatically fails, and other ranged attacks have
disadvantage. Any creature that tries to pass through the
Collapsed Stars wall’s space must succeed on a Strength saving throw or
4th-level evocation (Druid, Ranger, Sorcerer, Wizard) take 4d8 bludgeoning damage and be knocked prone.
Casting Time: 1 action
Range: 90 feet (30-foot cone) Star chart
Components: V 4th-level conjuration (Druid, Ranger, Wizard)
Duration: Instantaneous
Casting Time: 10 minutes
You fire numerous gravitational projectiles towards a point Range: 10 miles
that you can see within range. Each creature in a 30-foot Components: V, S, M (a shiny pebble)
cone originating from that point must succeed on a Dexterity Duration: 1 hour
saving throw or take 4d8 force damage and be pulled 30 feet
in a straight line towards you. Tapping into the power of the stars, you remove all clouds
and create a perfectly clear sky in a 500-mile radius. For the
next hour, you have advantage on all Wisdom (Survival)
Fling check to navigate an area, magical or not and on all Wisdom
4th-level evocation (Sorcerer, Warlock, Wizard) (Nature) checks in regards to flora and fauna in the area.
Casting Time: 1 action
Range: 30 feet
Components: V, S
5th level spells
Duration: Instantaneous Birthsky
Choose one creature within range, it is impacted by a 5th-level divination (Cleric, Druid, Wizard)
devastating gravitational force and must make a Strength Casting Time: 1 action
saving throw. On a failed save, it takes 6d10 bludgeoning Range: 30 feet
damage and is knocked back 120 feet. The knockback stops Components: V, S
early if the creature hits a solid surface or a creature of its Duration: Instantaneous
size or larger. On a successful save, a creature takes half as
much damage and isn’t knocked back. You attempt to gaze upon the star of birth of a creature
within range. It must make a Charisma saving throw against
If the target lands on another creature, that creature must your spell save DC. On a failure, its origins are revealed to
make a Dexterity saving throw or take [7 x the size you and you learn all of the creature’s ability scores, skill
difference between the flung creature and the landing pad proficiencies, saving throw proficiencies, weapon and armor
creature] bludgeoning damage (minimum of 7 damage), or proficiencies and its alignment.
half as much on a successful save.

At Higher Levels. When you cast this spell using a spell Pull of singularity
slot of 5th level or higher, the flung creature takes an 5th-level transmutation (Bard, Sorcerer, Warlock, Wizard)
additional 1d10 bludgeoning damage and travels 10
additional feet for each slot level above 4th. Casting Time: 1 action
Range: 120 feet
Example: If the flung creature is Huge and the creature it lands Components: V, S, M (a small magnet)
on is Medium, there are 2 sizes of difference, so 7*2=14 Duration: Instantaneous
bludgeoning damage, and the flung creature continues being
knocked back. In contrast, if the flung creature is Medium and You condense gravity to the point where it alters reality.
lands on a Huge creature, the Huge creature only takes 7 Choose a point that you can see within range. A tiny node of
bludgeoning damage and the Medium creature stops moving. singularity appears. Choose a creature that you can see
within 120 feet of the node. Gravity pulls it in a straight line
Gravity Barrier to the space of the node, which then vanishes. The target has
resistance to fall damage until the start of its next turn.
4th-level evocation (Sorcerer, Wizard)
At Higher Levels. When you cast this spell using a spell
Casting Time: 1 action slot of 6th level or higher, you can target one additional
Range: 60 feet creature to be pulled by the same singularity for each slot
Components: V, S level above 5th.
Duration: Concentration, up to 10 minutes

You create a wall of increased gravity on the ground at a


point you can see within range. You can make the wall up to
30 feet long, 10 feet high, and 1 foot thick, or you can make a
ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot
thick. The wall vanishes when the spell ends. The wall’s
space is difficult terrain.
Starfall 7th level spells
5th-level enchantment (Druid, Sorcerer, Wizard)

Casting Time: 1 bonus action


Crush
7th-level evocation (Sorcerer, Warlock, Wizard)
Range: 30-foot circle
Components: V, S Casting Time: 1 action
Duration: Concentration, up to 1 minute Range: 60 feet
Components: V, S, M (bone powder)
You create a violent star shower. When you cast this spell
Duration: Instantaneous
and as a bonus action on each subsequent turn, you bring
down stars on all other creatures in a 30-foot radius You target one creature within range. It must succeed on a
centered on you, dealing 1d4+1 radiant damage to each Strength saving throw or be trapped in a field of gravity that
creature within range. compresses it and forces it to fold in on itself. On a failure, it
takes 12d10 bludgeoning damage, falls prone, and its speed
6th level spells is reduced to 0 until the start of your next turn as it reels
from the pain.
Anti-gravity step At Higher Levels. When you cast this spell using a spell slot
6th-level transmutation (Bard, Sorcerer, Wizard) of 8th level or higher, you can target one additional creature
within range for each slot level above 7th.
Casting Time: 1 action
Range: Touch
Components: V, S Void Meteorites
Duration: 10 minutes 7th-level conjuration (Druid, Sorcerer, Wizard)

You touch a creature. For the duration, it gains a flying speed Casting Time: 1 action
equal to its walking speed and can hover. Range: 60 feet
Components: V, S
At Higher Levels. When you cast this spell using a spell Duration: Concentration, up to 1 minute.
slot of 7th level or higher, you can target one additional
creature within 5 feet of you for each slot level above 6th. You summon multiple voids above your head that emit a hail
of meteorites. Select 3 creatures that you can see within
range, they must succeed on a Dexterity saving throw or take
Unbound Chamber 6d6 bludgeoning damage. You can target a single creature
6th-level transmutation (Druid, Sorcerer, Wizard) multiple times, forcing it to repeat the Dexterity saving throw
Casting Time: 10 minutes each time. You can use an action on subsequent turn to keep
Range: 500 feet the meteorite shower going, selecting new targets within
Components: V, S, M (an inclosed chamber) range to target with the spell. The spell ends if you use your
Duration: 8 hours action to do anything else. While casting this spell your
movement speed becomes 0.
Using a ritual of ancient magic, you distort the gravitational
balance of a chamber of your choice. The chamber can be up
to 200 feet tall and 200-foot wide, in any shape, as long as its
center is not more than 500 feet from any of its walls. Once
you've finished casting the spell, gravity in the chamber
disappears. While in the chamber, a creature cannot take fall
damage, has its jump distance tripled, has a flying speed
equal to its movement speed and can hover.

Art by Grandfailure
8th level spells
Bury
8th-level transmutation (Bard, Sorcerer, Wizard)

Casting Time: 1 action


Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 minutes

You increase the pull of gravity in a 30-foot-radius, 300-foot-


high cylinder centered on a point on the ground within
range. Any creature in this area needs to expend 4 feet of
movement to move 1 foot. If a creature is flying, it falls to the
ground immediately, taking fall damage.

All creatures on the ground that start their turn in the


cylinder or enter it for the first time on a turn must succeed
on a Strength saving throw or be forced inside the ground,
as gravity pulls them in. They are restrained and
incapacitated by the ground around them and the crushing
pressure, but gain the benefits of 3/4 cover as only the upper
part of their body is visible. A creature can repeat the saving
throw at the end of each of its turns, freeing itself on a
success.

Celestial Alignment
8th-level enchantment (Cleric, Druid)

Casting Time: 1 action


Range: Touch
Components: V, S, M (a platinum circlet worth 1000 gold)
Duration: 1 minute

You touch a creature and bring it in perfect balance with the


cosmos. For the next minute, it gains the following benefits:

• All healing from its spells is doubled.

• It gains a flying speed of 60 feet and can hover.

• It gains resistance to radiant damage.

• It gains advantage on Intelligence, Wisdom and


Charisma checks and saving throws.

9th level spells


Oppose
9th-level transmutation (Sorcerer, Wizard)

Casting Time: 1 action


Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 hour

You can emanate a gravity field that pushes against


everything. Creatures cannot come closer than 20 feet from
you as the gravity repels them. In addition, all ranged attacks
against you automatically fail, as the gravity deflects them.
Items
Freehorn, Aries' Boon
weapon (greathammer), legendary (requires attunement)

A gigantic hammer made of pure steel, carved with runes of


powers. It looks incredibly heavy, but is lightweight to use for
those who are worthy.

You gain a +3 bonus to attack and damage rolls made with


this magic weapon. It has the following additional
properties:

• Siege Weapon. You deal double damage to structures


and objects.

• Boiling Anger. Immediately after initiative is rolled, you


may choose to move up to your full movement in one
direction and make a weapon attack with Freehorn using
your reaction.

• Stubborn Charge. On your turn, if you move 20 feet or


more in the same direction before making a weapon attack,
you deal an additional 3d8 bludgeoning damage on that
attack and the creature must make a DC 17 Strength saving
throw or be knocked prone.

• Barrier-Breaker. You can use this hammer to strike


down any magical barrier. Any wall spell (such as wall of fire,
wall of force) is instantly destroyed if hit by the hammer.

Greathammers and Greataxes


A greathammer has the same properties as a greataxe, but
deals bludgeoning damage instead.

Farreacher, Capricorn's Boon


weapon (war pick), legendary (requires attunement)

A medium-length blade, hooked to the pummel by a series of


chains, it acts like a flowing war pick. When touched, the
smell of mountaintops and grass can be smelled in the air.

You gain a +3 bonus to attack and damage rolls made with


this magic weapon. It has the following properties:

• Fleetfoot. Your movement speed is increased by 20


feet. Your jump distance is tripled. You ignore difficult terrain
and can walk up vertical surfaces. You gain proficiency in the
Dexterity (Acrobatics) check.

• Reach the Top. When fighting a creature of size Large


or larger, you can use your bonus action to attempt to climb
atop the creature. You must make a Dexterity (Acrobatics)
check contested by their Strength (Athletics). If you succeed,
you climb on the creature. While on it, all attacks it makes
against it are at disadvantage and all attacks you make
against it are at advantage. You must repeat the contested
check at the start of each of your turns, or fall off on a failure.

• Capricorn's Determination. If you make a successful


weapon attack on your turn, all attacks of opportunity
targeting you are made at disadvantage until the end of your
turn.

Art by Dean Spencer


Starstriker, Sagittarius' Boon
weapon (longbow), legendary (requires attunement)
Starclaws, Ursa Minor's Boon
You gain a +3 bonus to attack and damage rolls made with ring, very rare (requires attunement by a Druid)
this magic weapon. It has the following additional
properties: A ring which which shows an abstract depiction of the Ursa
Minor constellation on moonlit nights.
• Celestial Quiver. You no longer require ammunition,
instead manifesting arrows of pure light. While wearing this ring, you gain the following benefits:

• Call of the Sagittarius. You can call upon the essence • You gain a +2 to hit and damage with all attacks made
of the Sagittarius as a bonus action, granting you increased while in your Wild Shape.
powers. For 1 minute, all attacks with this weapon deal 4d6
radiant damage instead of their normal damage. Each time • You gain resistance to radiant damage while in your
you hit a target with the bow, the next attack roll made by a Wild Shape.
creature other than you against the target before the end of
• While in your Wild Shape, you may cast moonbeam
your next turn has advantage.
once without expending a spell slot. If you cast the spell in
• Prison of Stars. Once per day, you may shoot an arrow this way, you may spend a bonus action rather than an action
that is set to send a creature to the stars. Make an a weapon to control it on subsequent turns. Once you’ve cast the spell
attack against a creature. On a successful hit, alongside the in this way you can’t do so again until you complete a long
damage rolled, the creature must make a DC 19 Charisma rest.
saving throw. On a failure, they are absorbed by a light beam
and locked inside a constellation on the sky. They remain
imprisoned for 8 hours. While locked inside the
constellation, the creature cannot move, deal or take
damage, cast spells or use actions. It can only look from
down from the sky, unable to do anything. After the
effect ends, the creature is immune to this effect for 7
days.

• Starsight. You gain truesight for up to 60


feet and darkvision for up to 200 feet. Your ranged
attacks ignore half-cover and three-quarters cover
in the range of your true sight.

Art by Bob Greyvenstein


Items
Starfallen Greatsword
Weapon (greatsword), legendary, requires attunement by a
creature with a Strength score of 16 or higher.

This greatsword grows in power with you. You gain a +1


bonus to attack and damage rolls made with these weapons.
When you reach level 7 this bonus increases to +2, and at
level 15 it increases to +3.

Crushing Gravity:

As a bonus action, you can channel the power of the sword


to emit a shout that bends gravity around you, reducing your
speed to 0 until the end of your turn. Each creature of your
choice within a 20 feet radius centered on you must succeed
on a Strength saving throw, or be pulled to an empty space
within 5 feet of you and take a number of d8s of bludgeoning
damage equal to your Proficiency bonus.
After this, you can use your action to slam the sword down,
generating a gravitational explosion, each creature within
the radius must succeed on a Dexterity saving throw (DC
equal to 8 + twice your Proficiency bonus) or take a number
of d12s of bludgeoning damage equal to your Proficiency
bonus, be pushed back 15 feet and knocked prone on a
failure. On a success, a creature takes half as much damage
and isn’t pushed back nor knocked prone. Creatures within 5
feet of you have disadvantage on the save.

Once you’ve used this ability once, you can’t use it again until
you complete a short or long rest.

Art by Dean Spencer


Weapon Infusions Arrow Downpour
Requirement: ranged weapon
Infusions grant special abilities to weapons. To infuse a
weapon a character must perform a ritual over the course of You unleash a rain of arrows. As an action, Choose a point
an hour, which they can do during a short or long rest. At the on the ground that you can see within the normal range of
end of the ritual the infusion merges with the weapon and your bow. Each creature in a 10 foot radius 80 foot tall cone
can not be used again as long as it remains there. centered on that point must succeed on a Dexterity saving
Performing the ritual again removes the infusion, and if the throw or take a number of d6s damage equal to your
character chooses to, they can imbue a different infusion as Constitution modifier on a failure, or half as much on a
part of the same ritual. A weapon can only have one infusion success.
at a time.
Yes you could use this with a sling or a blowgun, and I think
Infusion save DC = 8 + your proficiency bonus + your that’s hilarious.
Constitution modifier

Abilities granted by infusions draw from your own powers, Waves of Gravity
as such you can use them a number of times equal to your Requirement: melee weapon with the Heavy property
Proficiency Bonus before taking a long rest.
You slam your blade on the floor as an action, creating
rippling waves of destruction. Each creature in a 20-foot
GM Note: radius centered on you must succeed on a Dexterity saving
Infusions take the appearance of floating moats of magic throw or take a number of d6s of force damage equal to your
which can be trapped inside any container. Feel free to alter Intelligence Modifier on a failure. At the start of your next
their appearance as you see fit. turn a final wave is unleashed and creatures within that
radius must make the same saving throw, taking the same
damage on a failure.
Miniature Black Hole
Requirement: melee weapon without the Light property
Stoneblade
Requirement: any melee weapon except whips
As an action, you plunge your blade on the ground. All
creatures in a 25 foot radius centered on you must succeed You slam your weapon on the ground as a bonus action,
on a Dexterity saving throw or take a number of d8s of force covering it with rocks. For the next minute, it deals
damage equal to your Constitution modifier and be pulled up additional bludgeoning damage equal to your Constitution
to 15 feet in a straight line towards you on a failure. modifier on a hit

Art by Warm Tail


Nova Blast
As an action, you raise the sword up high, then strike it
against the ground to fire off a wave of gravitational force. All
creatures in a 30 foot line in front of you you must succeed
on a Dexterity saving throw or take a number of d10s of
force damage equal to your Constitution modifier.

Gravitational Lightning
As an action, you release gravitational lightning, sending a
bolt crashing down at a point that you can see within 120
feet of you. Creatures in a 5-foot radius centered on that
point must succeed on a Dexterity saving throw or take a
number of d10s of magical bludgeoning damage equal to
your Constitution modifier.

Heavy Tide
As an action, you plunge your blade on the ground. All
creatures in a 25 foot radius centered on you must succeed
on a Dexterity saving throw or take a number of d8s of force
damage equal to your Constitution modifier and be pushed
back 15 feet in a straight line.
Bonus
Bardic Options
GM NOTE
College of the Ratpipers Having this many rats might muddle initiative too
Most bards prefer to not be associated with the College of much, so you can choose to combine all their
the Ratpipers, at least not initially. Often, this College is hit points, make their size huge and have
associated with muck, pestilence and outright destruction. them make multiple attacks as a single
And for good reason. This covert college resides in the swarm.
sewers and spend time breeding their hordes of rats, before
finally emerging to topple kingdoms. No one ever pays
attention to the little creatures from below, so it's their job to
make them pay attention.

Piper’s Training
When you join this college at 3rd level, you gain proficiency
in the Wisdom (Animal Handling) skill and you learn the
speak with animals spell, which you can cast any number of
times without expending a spell slot, but you may only speak
with rats when you cast it this way.

Gather the Swarm


Also at 3rd level, you've learned the precise notes to call
upon your horde when you're in need of aid. As an action on
your turn, you may expend one use of your Bardic
Inspiration to summon a ratpiper's swarm to fight alongside
you. It shares the same initiative as you, but takes its turn
immediately after you. On their turn, you may control them
and have them take whatever actions you want, no action
required. You cannot control more than two swarms at once.

Diseased Vermin
By the 6th level, the sickness of the sewers no longer phases
you or your vermin, you've even learned to use it to your
advantage. You and your swarms gain resistance to poison
damage and have advantage on all saving throws against
disease. Your swarm also gains the following feature:

Diseased Bites. The swarm's bite attacks are magical and


deal an additional 2d4 poison damage. When a creature
takes damage from the swarm's bite attack, it must make a
Constitution saving throw or become poisoned until the end
of their next turn.

Chittering Guides
Also starting at 6th level, the rats of wherever you are can
give you a full breakdown of the location and ensure your
safety. When in a city, you can spend 1 hour or a short rest
communicating with the rats. After that, you know all the
locations in the city as if you were born and raised there and
cannot be lost by nonmagical means while within the city.
You also gain advantage on all Dexterity (Stealth) checks
while in the city.

This City Is Theirs


Starting at 14th level, you can play a hypnotic tune that
brings to your aid every rat within a long distance. You
instantly summon 5 ratpiper's swarms. For the next minute,
you can control up to 5 swarms.They share your initiative,
but take their turn immediately after yours. On their turn,
you may control them and have them take whatever actions
you want, no action required.

Once you use this feature, you must finish a long rest before
using it again.

Art by Purple Duck Games


College of Masks
It is in the nature of the bard to remain fluid. Rigidity is
destructive to performance, and as bards are performers,
they must be water. They must shift between roles, between
appearances and conventions. The College of Masks helps
the actor transition from one role to another with the help of
magical masks, which mark the transition while also
ensuring anonymity.

Bonus Proficiencies
When you join this college at 3rd level, you gain proficiency
with the Charisma (Performance) skill and woodcarver’s
tools. If you are already proficient in Performance, you may
choose a second artisan tool to become proficient in.

Magical Masks
Also at 3rd level, By spending 1 hour during a short or long
rest with a set of artisan tools, you can craft a magical mask
from the list of Magical Masks. You can have a maximum of
2 masks crafted, but you can only wear one mask at a time.
When worn, the mask gives you its benefits and can be used
as a magical focus. Switching between masks is an action.

Additionally, while wearing a magical mask, you gain


advantage on all Charisma (Intimidation) checks andd can
cast the disguise self spell at will, requiring no spell slot. If
you cast the spell in this way, your appearance changes
subtly. Only creatures with a passive Perception higher than
your spell save DC than you notice a spell was cast.

Veil of the Impostor


At the 6th level, the boundry between yourself and your
characters has been blurred, leading to you being able to
take any role and give yours in return. While within 15 feet
of a creature, if you are wearing a magical mask, you can use
your action to attempt swap identities. An unwilling creature
can make a Charisma saving throw to resist the effect. If
your identities are swapped, your appearance and voice
becomes that of the creature and its appearance and voice Art by Warm Tail
become yours. This effect lasts for 1 hour.

Once you've used this effect once, you must finish a long rest simulacrum spell. The duplicate wears one of your masks,
before using it again. You may expend one use of your Bardic only lasts for 10 minutes and cannot use this feature. It
Inspiration to gain another use. shares your initiative, but takes its turn immediately after
yours.
Masked Maniac Once you use this feature, you can't use it again until you
Also at 6th level, you've enchanted your masks so that they finish a long rest.
are made to suit you perfectly. You can now have a maximum
of 3 masks crafted at once and can switch your masks as a
bonus action. Magical Masks
In addition, whenever a creature other than you attempts to Mask of the Raven
put on one of your magical masks, the mask wraps itself
around it. It must succeed on a Charisma saving throw. On a While wearing this mask, you can cast speak with animals at
failure, it is blinded and takes psychic damage equal to 2 will.
rolls of your Bardic Inspiration die. It can repeat the saving
throw at the end of each of its turns, ending the effect on a As an action, you can activate this mask to gain flying speed
success. equal to your walking speed until the end of your turn. If you
are in the air at the end of your turn, you begin to slowly fall,
Soul of the Mask without taking fall damage.
By the 14th level, the craft with which you create masks Once you use this feature, you can't use it again until you
instills them with life, allowing you to give them will of their finish a short or long rest. You may expend one use of your
own. As an action on your turn, if you are wearing a mask, Bardic Inspiration to gain additional uses of this feature.
you can choose to create a duplicate of yourself, as per the
Mask of the Warrior
While wearing this mask, you gain a +1 to your Armor Class.

While wearing this mask, you can cast the shield spell once
without expending a spell slot.

Once you use this feature, you can't use it again until you
finish a short or long rest. You may expend one use of your
Bardic Inspiration to gain additional uses of this feature.

Mask of the Schemer


While wearing this mask, you gain advantage on Wisdom
(Insight) and Intelligence (Investigation) checks.

As an action, you can activate this mask to cast the find traps
spell without expending a spell slot.

Once you use this feature, you can't use it again until you
finish a short or long rest. You may expend one use of your
Bardic Inspiration to gain additional uses of this feature.

Mask of the Lover


While wearing this mask, you gain advantage on all saving
throws against being charmed.

As an action, you can activate this mask to cast the


suggestion spell without expending a spell slot.

Once you use this feature, you can't use it again until you
finish a short or long rest. You may expend one use of your
Bardic Inspiration to gain additional uses of this feature.
Art by Warm Tail

At the end of each of its turns, the creature may


repeat the saving throw, ending the effect on a
success. Whenever it takes damage, the creature
may also repeat the saving throw, ending the
effect on a success. The Impetus lasts for 1
minute and requires Concentration (as if
concentrating on a spell).

The Impetus doesn’t work if the Creature’s CR or


level is higher than yours.

Improved Impetus
By the 6th level, the turmoil you can create has
increased in intensity, making it harder to shake
off and easier to impose onto others. You gain the
following features:

Crowd Control. When using your action to


create an Impetus, choose to expend up to three
uses of your Bardic Inspiration to target two
creatures instead of one. .

Public Enemy. Whenever you charm a creature


with your Impetus feature, you may choose
another creature within 30 feet to be its enemy.
On its turn, the charmed creature must move
towards the target and attack it.

College of the Instigator


People are so easy to manipulate. Despite what they may Peace was Never an Option
think, their every feeling, be it anger, joy or complete Starting at 14th level, the sheer extent of the rage you can
carelessness, is dictated by those around them. The College channel in others is exponential. As an action, choose a
of Instigators thrives on the emotions of those around them, number of creatures equal to your Charisma modifier within
spreading rumors and inciting violence to keep themself safe 120 feet of you. They must make a Wisdom saving throw. On
and garner favors. They know better than anyone that chaos a failure, they are all charmed. While charmed in this way,
isn't a pit, it's a ladder. they must spend their action on each of their turns attacking
other creatures charmed in this way. If they take damage
Cheerful Warmonger from a creature that is not charmed by this effect, they snap
When you join this college at 3rd level, you revel in the joy out of the charm. At the end of each of their turns, they may
that anger brings about. Whenever a creature charmed by repeat the saving throw, ending the effect on a success.
you deals damage to another creature, you gain temporary
hit points equal to half of the damage dealt. Once you use this feature, you must complete a long rest
before you can use it again.

Impetus
Also at 3rd level, you've learned magic that can turn even the
most peaceful creature into a brutal warrior. As an action,
you can expend two uses of your Bardic Inspiration to place
a creature within 60 feet of you that you can see under an
Impetus. An unwilling creature can make a Wisdom saving
throw against your spell save DC, succumbing to the effect
on a failure. While under your Impetus, the creature gains
the following features:

• It adds your Proficiency bonus to weapon damage rolls.

• It can't cast spells or concentrate on spells.

• It is considered charmed. While charmed in this way, the


creature cannot attack you or your allies and cannot willingly
move away from any creatures it is hostile towards.

• It can only use its Action to attack a creature.


Vault of Memories
When you complete long rest, your mind can travel to the
realm of the Raven Mistress where you can choose from her
vault of memories, and make them your own. Choose one
memory to draw from, you gain its benefit until you complete
Art by Warm Tail a long rest, at which point you can choose new memories to
draw from.

Otherwordly Patron: - Warrior Memories. You gain proficiency with medium


armor, shields, and martial weapons.
The Raven Mistress - Mage Memories. Choose a number of 1st-level spells to
You are one of the emissaries of the Raven Mistress. The learn from the wizard list equal to half your Proficiency
whole existence of the Raven Mistress is focused on Bonus. Using this feature, you can cast each spell once at its
collecting memories and strong emotions, often connected lowest level, and you must finish a long rest before you can
to loss and tragedy. To that end, she dispatched her cast them in this way again.
emissaries to the far confines of the multiverse to wait for
- Thief Memories. Whenever you make a Dexterity check,
such an event to unfold, as scouted by her ravens. These
you gain a bonus to the check equal to your Charisma
emissaries collected mementos, such as trinkets, memories
modifier (minimum of +1).
from the living, sometimes the souls of the dead, and
brought them back to her.
Raven's Shield
Atonement Magic At 6th level, the Raven Mistress grants you a protective
blessing. You gain advantage on death saving throws,
The Raven Mistress lets you choose from an expanded list of
immunity to the frightened condition, and resistance to
spells when you learn a warlock spell. The following spells
necrotic damage.
are added to the warlock spell list for you.

Raven Mistress Spells Wings of the Night


At 10th level, you can as a bonus action, grow the wings of a
raven, granting you a flying speed of 60 feet for 1 minute.
Warlock level Spells
You can use this bonus action a number of times equal to
1st false life, sanctuary
your Charisma modifier, and you regain all expended uses
3rd locate object, spiritual weapon when you finish a long rest.
5th feign death, speak with dead
7th locate creature, phantasmal killer In addition, you can cast the polymorph spell on yourself,
9th commune, modify memory without expending a spell slot, only being able to turn into a
raven, although you keep your mental ability scores.

Queen’s Blessing Chosen of the Mistress


Starting at 1st level, you gain the blessing of the Raven Starting at 14th level, you can channel the Raven Mistress’s
Mistress. You gain Darkvision out to a range of 60 feet. You power to slay a creature. You can cast finger of death. After
also gain a bonus to your passive Wisdom (Perception) score you cast the spell with this feature, you can’t do so again
and to Wisdom (Perception) checks equal to your Charisma until you finish a long rest. You can also cast it as part of
modifier. your Mystic Arcanum, although it doesn’t count towards your
maximum number of spells known for it.
College of Masks Pocket Piano
wondrous item, uncommon
It is in the nature of the bard to remain fluid. Rigidity is
destructive to performance, and as bards are performers, This toy piano is small enough to fit within even the smallest
they must be water. They must shift between roles, between of pockets. When thrown on the ground, instead of breaking,
appearances and conventions. The College of Masks helps it grows in size to become a large piano, which you can play
the actor transition from one role to another with the help of normally. If you tap it on the hood two times, it shrinks back
magical masks, which mark the transition while also down.
ensuring anonymity.
Juggler's Blade
Bonus Proficiencies weapon (dagger), rare
When you join this college at 3rd level, you gain proficiency
with the Charisma (Performance) skill and woodcarver’s This blade was built to be as slim and aerodynamic, even
tools. If you are already proficient in Performance, you may being enchanted to duplicate if juggled, giving the
choose a second artisan tool to become proficient in. appearance of a masterful juggling routine.

You gain a +1 bonus to attack and damage rolls made with


Magical Masks this magic weapon.
Also at 3rd level, By spending 1 hour during a short or long
rest with a set of artisan tools, you can craft a magical mask While wielding this dagger, you may cast the enthrall spell
from the list of Magical Masks. You can have a maximum of once without expending a spell slot. Once you've used this
2 masks crafted, but you can only wear one mask at a time. feature, you must finish a long rest before you can use it
When worn, the mask gives you its benefits and can be used again.
as a magical focus. Switching between masks is an action.

Additionally, while wearing a magical mask, you gain


Tunefinder Tuna
advantage on all Charisma (Intimidation) checks andd can wondrous item, common
cast the disguise self spell at will, requiring no spell slot. If
An ornate silver fish, whose eyes are blue crystals and whose
you cast the spell in this way, your appearance changes
mouth is open. Once it hears a tune, its eyes begin to glow.
subtly. Only creatures with a passive Perception higher than
your spell save DC than you notice a spell was cast. While holding this item, if you hear or a sing a song into it, it
will instantly identify the source of the tune, origin of the
Veil of the Impostor song, as well as the key in which it's being played.

Items
Being an able bard requires a plethora of skills. Your body,
mind and tongue all need to be sharp, for without them you'll
be eaten alive by the crowd. As such, some magic might be
of aid, in the form of items enhancing your abilities.

Tumbler's Breeches
wondrous item (pants), rare (requires attunement by a Bard)

These fabric pants have a patchwork design made of


countless colored squares. For some reason, even when no
one is wearing them, they seem to tumble and move on their
own.

While wearing these pants, you gain the following benefits:

• Your movement speed increases by 10 feet.

• You gain proficiency in Dexterity (Acrobatics) checks. If


you already had proficiency in the skill, your proficiency
bonus is doubled on all checks you make with that skill.

• Whenever you use your Bardic Inspiration, your movement


speed increases another 5 feet until the end of your turn.
Art by Dean Spencer
Feats Spells
Demolition Expert Bellow
People spend so much time building. Tall fences, tall statues, 1st-level transmutation (Bard, Warlock, Wizard)
tall buildings. All these things take so much effort, effort
which can be so easily ruined. Your expertise is in taking Casting Time: 1 bonus action
things down. You gain the following features: Range: 30 feet
Components: S, M (a small silver bell)
• Your Strength score is increased by 1. Duration: 1 minute

• Your attacks deal double damage to objects and structures. You enchant a creature so that their voice becomes as loud
as possible. Choose a creature within range. For the next
• You gain proficiency with mason's tools and have minute, they cannot speak lower than a bellow. All creatures
advantage on all Intelligence (Investigation) checks to within 500 feet of the creature can hear every word they say.
discover weak points in structures. An unwilling creature can make a Charisma saving throw to
prevent the effect.
Smooth Talker
Some people might not like you at first, but that’s nothing Stage Fright
that magic and a charming smile can’t fix. You gain the 2nd-level transmutation (Bard, Warlock, Wizard)
following features:
Casting Time: 1 action
• Your Charisma score increases by 1 to a maximum of 20. Range: Touch
Components: V, S
• Whenever the charmed condition ends on a creature you
Duration: Concentration, up to 1 minute
charmed with one of your spells or abilities, you can make a
Charisma (Persuasion) check, contested by their Wisdom You touch a creature and inspire a fear of other people inside
(Insight) check, they have advantage on the roll. If you it. It must make a Wisdom saving throw. On a failure, they
exceed their result, they do not think they were charmed by become frightened. While frightened in this way, they must
you. use their movement and action on each turn until they can
no longer see any creatures. They can repeat the saving
Party Animal throw at the end of each of their turns, ending the effect on a
Through time, you've realized that the difference between a success.
party and a battle is minimal. Both include crowds, sweat
and erratic movement, and you love it. You gain the following Reinterpret
features: 2nd-level divination (Bard, Sorcerer)
• Your Strength, Dexterity or Charisma score increases by 1 Casting Time: 1 reaction (that you take when a spell is being
to a maximum of 20. cast within range)
Range: 60 feet
• Whenever there are 3 or more hostile creatures of CR 1/4
Components: S, M (a quartz guitar pick)
or higher within 10 feet of you, you gain a +1 to your AC,
Duration: 1 hour
attack and damage rolls.
As a reaction to a spell being cast within range, you can
listen intently and understand the spell's incantations. For
the next hour, you know the spell and can cast it as if it were
on your spell list (it does not count against your maximum
number of spells known), using spell slots as normal. In
addition, any checks you make to counter said spell are
made at advantage for the duration. This spell ends early if
you cast it again before the end of the duration.

Crescendo
7th-level evocation (Bard)

Casting Time: 1 action


Range: self (90-foot radius)
Components: V, S, M (a small brass horn)
Duration: Instantaneous

You quickly play powerful tunes, before reaching a powerful


crescendo. All creatures of your choice within a 90-foot
radius of you must make a Constitution saving throw. On a
failure, they take 7d6 thunder damage and are pushed back
30 feet in a straight line. On a successful save a creature
takes half as much damage and is only pushed back 10 feet.
The spell emits a thunderous boom audible out to 500 feet.
THANK YOU!
A big thank you to all of those who
follow and support me, without you I
couldn't have brought this project to
life.

Cover art by Grandfailure used with


permission.

And now onto the next project...

Cheers !

If you enjoyed this Compendium, you


can join us on Patreon to access
plenty of others ! As well as tons of A massive thank you to all my
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License
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System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.;

Secrets of Gravity Magic Copyright 2021, MonkeyDM Publishing SRL; author Evan Mascaro

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