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The Homebrewery - NaturalCrit

The document outlines the Gantier class, which combines technology and magic through the use of a modular device called the Magic Gant. Gantiers can customize their abilities and aesthetics, utilizing the Gant for various combat and utility functions while exploring the schools of magic and science. The document includes class features, roleplaying options, and equipment details for creating a Gantier character in a roleplaying game setting.
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0% found this document useful (0 votes)
27 views16 pages

The Homebrewery - NaturalCrit

The document outlines the Gantier class, which combines technology and magic through the use of a modular device called the Magic Gant. Gantiers can customize their abilities and aesthetics, utilizing the Gant for various combat and utility functions while exploring the schools of magic and science. The document includes class features, roleplaying options, and equipment details for creating a Gantier character in a roleplaying game setting.
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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THE GANTIER

Contents & Credits


The Gantier 3
Information about the Magic Gant 3
Additional Roleplaying Options 4
Class Features 5
Gantier Table 5
The Magic Gant 5
Properties of the Gant 5
Gant Punch 6
Gant Spellcasting 6
The Five Rings 6
Precedent Combination Table 7
Gant Utilities 8
Other Features 9
Recharging Regimen 9
Extra Attack 9
Forceful Punches 9
Gant Reclmamation 9
Gant Absorption 9
Gantier Adept 9
Off-Hand Spell 9
Gant Resistance 10
Gant Counterspell 10
Warding Rings 10
Galvanic Reservoir 10 Credits
Gant Blast 10 Class by u/Lucipet
Gant Polycasting 10 Thank you to u/Nephisimian, u/Aurum-79, u/psicraft312, and
1st level spells only 10 all the other members of the Unearthed Arcana community
11 who offered their constructive criticism and input towards
1st and 2nd level spells the refinement of the class. Thank you to u/QalarValar as
All spell levels 12 well, as your Homebrewery Watercoloring Guide was
essential for the inclusion of artwork. Huge thanks also to
Additional Information 14 /u/AeronDrake for your wonderful Homebrewery Formatting
Featured Homebrew Spells 14 Guide, which helped a lot with the formatting nuts and bolts .
Changes To Existing Spells 15 Thank you Avery for your help editing and revising
Extra Feats 15 throughout the process, and for inspiring the concept in the
Multiclassing 15 first place. Thank you Skaaren for taking the class on its first
Change Log 16 playtest.

Artwork
Cover: 'Ral Zarek' by Eric Deschamps
Page 2: 'Ral Zarek, Bitterheart' by Jaïn van Nigtevegt
Page 3: 'League Guildmage' by Svetlin Velinov
Page 6: 'Compulsive Research' by Sara Winters
Page 8: 'Dragon's Maze' by Eric Deschamps
Page 9: 'Electrodominance' by Dmitry Burmak
Page 12: 'Counterflux' by Scott M Fischer
Page 15: 'Blustersquall' by William Murai

"The Gantier" is unofficial Fan Content and is not


approved/endorsed by Wizards. Portions of materials used
are property of Wizards of the Coast, LLC

CONTENTS
2
The Gantier

S
parks fly and gears whirr as the Halfling launches A Tool to Suit All Needs
her assault upon the Goliath, dodging nimbly
around his quick sword thrusts, and following The Magic Gant is designed to be highly modular, and its use
each series of savage punches that she delivers extends beyond spellcasting. In addition to its ability to
into his broad chest with a carefully timed burst transform and manipulate spells, the Gant can be
of fire from her left hand. programmed to operate a number of different utilities, which
After hours of rigorous exercise, a Human engineer retires give the Gant additional functions both in and out of combat.
to his study to pore over his notes, spending the rest of the These utilities allow gantiers to speak other languages,
evening carefully tinkering with the minute components of a employ different types of tools in the field, and cast certain
machine meant to read and activate spell scrolls. spells that aren't included in the rings' enchantments.
The nimble Gnome dodges deftly in and out of the fray,
landing only careful, calculated punches as he builds up his Creating a Gantier
energy reserves. At last, his work pays off, and he unleashes Your gantier's overarching quest in life will involve the
his compiled power as a noxious cloud of gas upon the thorough exploration of the schools of magic and science,
battlefield, suffocating and poisoning his enemies. As the especially those which best suit the needs or personality of
glow of his rings fades, a look of fiendish satisfaction dawns the gantier. To succeed in such a rigorous and multifaceted
upon his victorious little face. field, a gantier ought to be highly motivated, and fascinated by
Gantiers are warriors of both technology and magic, intricate systems. Some, however, may gravitate toward the
wielding a machine whose complexity lends itself to a Gant out of curiosity, finding inspiration in its novelty.
diversity of applications. Gantiers find occupations in the A good place to start is by defining your character's
world such as stalwart knights, experimental court mages, approach to learning about magic technology. Are they a
local engineers and manufacturers, and astute battlefield student of a university, who wants to explore a nebulous,
logisticians. The Gant's flexibility means that gantiers can niche science? Are they an engineer with a penchant for
specialize their skill set to serve almost any purpose that burning the midnight oil, fiddling tirelessly with mechanical
benefits themselves, their team, or their community. parts? Perhaps they want to find ways of interacting with the
world and bringing people together using technology?
The Magic Gant Knowing where your character came from, who they studied
Gantiers take their name from the magic equipment that they with, why they took up the Gant, and what obstacles stood
use, called the Magic Gant. A Magic Gant consists of three before them in their education will also help to define their
distinct but interconnected parts: the gauntlet, equipped with general experience with the Magic Gant.
various pressure plates, runes, and magic sensors, which is
used to deliver powerful punches at close-range to build up
charge; up to five rings, which are worn on the other hand,
and used to convert the charges accrued by the gauntlet into
spells; and a wearable reservoir, which integrates the Gant's
components, and stores charges generated by the gauntlet.
The Gant's reservoir also houses a small semblance of
consciousness, as though partially under the effects of the
awaken spell. The Gant cannot sense its environment or
experience pain or joy, nor can it self-identify or communicate
in any meaningful way with its user. Rather, the purpose of
this enchantment is to give the Gant the capacity to teach
itself to combine and experiment with various spells.
Gantiers work together with the learning capabilities of the
Gant to harness these combining powers and become
powerful, unpredictable spellcasters.
Included in the plans of the Gant are basic arcane
blueprints for more than 80 discrete spells, compiled and
programmed by Gabriella of Acon (some from the Player's
Handbook + Xanathar's Guide to Everything, some
homebrew). By casting these spells and combining the effects
of the rings in certain orders, Gantiers are able to interweave
spells and melee to beat down and overwhelm their
opponents with might and magic.

The Gantier, by u/Lucipet


3
Gauntlet Style
The Gant's modular nature extends beyond its combat and
Additional Roleplaying field applications; its aesthetics are highly customizable as
well, and the technology of the Gant functions the same way
Options across a variety of different shapes, sizes, and styles. Some
"LOOK, LEAKAUAN! IT'S WORKING! SEE, I JUST PUNCH gantiers enjoy the feel of swinging a larger gauntlet, while
the elemental, and boom! The battery glows! How fun!" others may opt for a more compact and sleek approach. As a
gantier learns to use their Gant, they may make adjustments
Gantiers are distinguishable from other magic practicioners to its components and design, to visually reflect their combat
in that the magic they cast does not come from within them. tastes.
Thus, it is their relationship with their machine that dictates Gauntlet Styles
their success as spellcasters, and they achieve the glory of
spellcasting through sheer planning and hard work. Once a d6 Style
person becomes a gantier, the Gant comes to shape the 1 Your gauntlet is aerodynamic and immaculately
course of their life, and using it in combat becomes a deeply polished, made from the highest-grade steel available
personal and individualistic experience. 2 You carved the main components of your gauntlet out
In learning the Gant, there are many opportunities for a of wood, giving it a unique shape and feel
gantier to play to their own tastes and strengths while 3 The gauntlet you use employs copious heavy metal,
confronting danger; choose the manner in which they study giving you something big and heavy to swing around
the arts of war and magic, and specialize their education; and
express themselves through the Gant using their favorite 4 You have coated your gauntlet with rugged, tempered
maneuvers, aesthetics, kits, and spell combinations. People leather, to help keep your hand warm in cold combat
from many different walks of life take up the Gant for all 5 Your gauntlet is a patchwork assembly of parts which
kinds of reasons, but each finds within it a world of magical clearly once belonged to other, dissimilar machines
and technological experimentation. 6 You have fashioned a gauntlet from a giant bear's paw,
stuffing it full with cords and gears
Teacher
To study the Gant, one must have access to the technology Diversion
itself, as well as access to someone from whom to learn its Few gantiers find themselves satisfied studying only the ways
functions. Many gantiers receive their training through larger of their namesake technology, and often distract themselves
academic bodies, using it as an opportunity to both adventure with other projects when they find they have free time. Some
and conduct research for the benefit of their organization. gantiers use these opportunities to keep up their physical
Some, however, take up the Gant as a more personal project, fitness, while others might hit the town to get away from all
as its use and mastery provide ample challenge for the mind. the action of combat. How your gantier spends their free time
Your teacher might be your professor, or another academic will also reflect the areas of magic, science, and warfare
authority figure who has thought you qualified enough to be which interest them the most. Regardless of their mode of
trained as a gantier. They might instead be a renowned fun, gantiers have a knack for making things complicated for
outlander conducting their research remotely, and you sought themselves, and few can resist the thrill of a good mental
them out one day to beg for an apprenticeship. How is the challenge.
method of their instruction reflected in your combat, and in
your spellcasting? How has their tutelage affected and Diversions
influenced your values? As you continue to master the Gant, d6 Diversion
how do you come to better understand their lessons? 1 You always have some kind of little trinket with you,
Teachers which often requires repairs and recalibrations
d6 Teacher 2 Sometimes, your mind needs a release from science,
and you lose yourself in communities of art and music
1 Your teacher was a high-ranking academic at a
prestigious magic college, who has high expectations 3 Fine dining is never far from your mind, and each new
city is an opportunity for you to try new, unique foods
2 You stole the Gant and its instructions, and have spent
endless hours training in secret to learn its use 4 You just love a good fight! During your down time, you
like to seek out tough opponents to spar with
3 With their enormous wealth, your family paid for you
to take lessons from a well-known professional Gantier 5 Your drug of choice is, well, drugs, and your nights
often involve a hunt for some kind of illicit substance
4 You learned from a famous but reclusive gantier, after
seeking them out and begging for hours to become 6 As a hopeless romantic, you often find yourself lost in
their pupil flirtations when not preoccupied with your Gant
5 You are the member of a police force that is adopting
new technology to fight crime in new ways
6 Always fascinated by technology, you saved up and
purchased a Gant for yourself, assembling and
studying it in your free time

The Gantier, by u/Lucipet


4
The Gantier
Level Proficiency Bonus Features Rings Utilities Gant Die Polycasts
1st +2 Gant Punch, First Ring 1 - 1d6 -
2nd +2 Gant Utilities (2) 1 2 1d6 -
3rd +2 Vitality Drain, Second Ring 2 2 1d6 -
4th +2 Ability Score Improvement 2 2 1d6 -
5th +3 Extra Attack 2 2 1d6 -
6th +3 Gant Polycasting, Third Ring 3 2 1d8 3
7th +3 Forceful Punches 3 3 1d8 3
8th +3 Ability Score Improvement 3 3 1d8 4
9th +4 Gant Reclamation, Fourth Ring 4 3 1d8 4
10th +4 Gant Absorption 4 3 1d8 5
11th +4 Gantier Adept 4 4 1d10 5
12th +4 Ability Score Improvement, Off-Hand Spell 4 4 1d10 6
13th +5 Gant Resistance 4 4 1d10 6
14th +5 Gant Counterspell, Fifth Ring 5 4 1d10 7
15th +5 Improved Vitality Drain 5 5 1d10 7
16th +5 Ability Score Improvement 5 5 1d10 8
17th +6 Warding Rings 5 5 1d12 8
18th +6 Galvanic Reservoir, Improved Gant Absorption 5 5 1d12 9
19th +6 Ability Score Improvement 5 6 1d12 9
20th +6 Gant Blast, Modular Polycasting 5 6 1d12 10

Quick Build Equipment


You can make a gantier quickly by following these You start with the following equipment, in addition to the
suggestions. First, Intelligence should be your highest ability equipment granted by your background:
score, followed by Strength. Second, take the Sage
background. a Magic Gant
(a) five javelins or (b) any simple melee weapon
(a) any kit or (b) any pack
Class Features leather armor and tinker's tools
As a gantier, you gain the following class features. Alternatively, you can choose to forego receiving equipment
from your class and background in exchange for one Magic
Hit Points Gant and 4d4 x 10 starting gp, with which you can buy your
Hit Dice: 1d10 per gantier level own equipment.
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution Properties of the Gant
modifier per gantier level after the 1st
The Magic Gant can be easily worn alongside any type of
Proficiencies clothing or armor, and confers a +1 bonus to your AC while
Armor: Light armor, Medium armor equipped. The Gant takes 1 minute to don or doff, in addition
Weapons: Simple Weapons, the Magic Gant to the time it takes to don or doff your other armor. While you
Tools: Tinker's Tools, the Magic Gant have the Gant equipped, you can't be disarmed of it. Each
Magic Gant is custom built to suit the owner, and won't
Saving Throws: Dexterity, Intelligence respond to the actions of anyone else. The Gant's
Skills: Choose four from Athletics, Acrobatics, Arcana, enchantments protect it from foreign magic, and whenever a
History, Investigation, Perception, Persuasion, and spell cast by a creature other than you targets the Gant, the
Stealth Gant avoids all effects of that spell.

The Gantier, by u/Lucipet


5
The gauntlet is a one-handed melee weapon, and can't be Spellcasting Ability
sheathed or removed while the Gant is equipped. You can Intelligence is your spellcasting ability for your gantier spells,
hold a one-handed weapon or shield in your ring hand, but on account of your dedication to studying the ways of magic
you can't perform the somatic components of spells while and machinery. You use your Intelligence whenever a spell
doing so (unless you have the War Caster feat). refers to your spellcasting ability. In addition, you use your
Intelligence modifier when setting the saving throw DC for a
Gant Punch gantier spell you cast and when making an attack with one.
Starting at 1st level, whenever you deal bludgeoning Spell save DC = 8 + your proficiency bonus + your
damage to a creature using your Gant, you gain 1 charge; Intelligence modifier
on a critical hit, gain 1 additional charge. The reservoir Spell attack modifier = your proficiency bonus + your
can hold a number of charges equal to the number of rings Intelligence modifier
you have. If you would gain a charge but have already reached
your storage limit, the charge is lost instead. Charges remain Precedent Rings
in the reservoir until they are spent, or until the Gant is Any time you cast a spell with the Gant, the ring you use to
unequipped. cast that spell becomes your precedent ring for 1 hour. When
The Gant Punch deals nonmagical bludgeoning damage. you use the Gant to cast a spell of the 2nd level or higher,
Its range is 5 feet, and its damage die is determined by your consult the Precedent Table which corresponds to your
gantier level, as shown in the Gant Die column of the Gantier current precedent ring. The ring color above each column in
table. each Precedent Table denotes the ring used to cast a given
Spellcasting spell. For example, if you cast sanctuary using the Gold ring,
you can then expend 4 charges the fire Shield spell at 4th
To cast a spell using the Gant, choose a number of available level.
charges in your reservoir and any Gant ring that you have.
Which spell is cast is determined by three factors: the level of The Five Rings: Red, Green, Blue,
the spell, the ring you chose, and your precedent ring. The Gold, and Black
level of the spell equals the number of charges expended, and
the functions of the rings are explained in the next section. At 1st level, your Gant can operate one ring of your choosing
You can't cast a spell whose level is higher than the number from among the five Gant rings. As you gain levels in this
of rings you have. As you cast any spell, you can expend any class, your Gant will be able to operate more rings at once, as
number of additional charges to increase the spell's level by 1 shown by the Rings column of the Gantier table. Each Ring
for each charge spent, to a maximum of 5th level. Each day, allows you to expend charges to cast spells within a specific
you can only cast a number of spells of the 3rd level or higher category. For example, most of the spells that can be cast
equal to half your gantier level, rounded down. using the Red ring are evocation spells which deal elemental
Because the Gant interacts with your mind to manifest and damage.
manage your spells, you concentrate on the spells that you You can always cast the 1st level spells that are
cast with the Gant yourself, making concentration checks programmed into any ring you have, regardless of your
when you take damage as normal. current precedent ring.
Spells cast using the Gant require no material components
for you, but require any verbal or somatic components as The Red Ring
usual. The Red ring concerns itself mostly with elemental attacks
using Evocation magic. By expending 1 charge from this ring,
you can cast ice knife†, thunderwave, or burning hands as a
1st-level spell without requiring material or verbal
components.
The Green Ring
The Green ring harnesses the power of the wild, the
environment, and inner might. By expending 1 charge from
this ring, you can cast earth tremor†, entangle, or faerie fire
as a 1st-level spell without requiring material or verbal
components.
The Blue Ring
The Blue ring governs over the powers of mists, illusion, and
confoundment. By expending 1 charge from this ring, you can
cast grease, fog cloud, or sleep as a 1st-level spell without
requiring material or verbal components.
In addition, as long as your precedent is Blue, you can
expend 3 charges to cast counterspell using the Blue ring.

The Gantier, by u/Lucipet


6
Precedent: Red Ring
Spell Level Green Blue Gold Black
2 dust devil† elemental boomerang*** branding smite elemental boomerang***
3 fireball counterspell fireglow** fireball
4 ice storm storm sphere† fire shield vitriolic sphere†
5 conjure elemental destructive wave* mass cure wounds* smoke veil (5th level)**

Precedent: Green Ring


Spell Level Red Blue Gold Black
2 scorching ray spike growth dragon's breath† darkness
3 fireball counterspell protection from energy conjure barrage
4 wall of fire polymorph stoneskin Evard's black tentacles
5 conjure elemental Bigby's hand telekinesis cloudkill

Precedent: Blue Ring


Spell Level Red Green Gold Black
2 shatter web hold person misty step
3 lightning bolt hypnotic pattern blink fear
4 elemental bane† grasping vine watery sphere† confusion
5 destructive wave* Bigby's hand steel wind strike† synaptic static†

Precedent: Gold Ring


Spell Level Red Green Blue Black
2 armor of Agathys (2nd Level)(Fire)* magic weapon armor of Agathys (2nd level)(Cold) blindness/deafness
3 healing word (3rd Level) fly counterspell revivify
4 fire shield guardian of nature† conviction** blight
5 mass cure wounds* telekinesis steel wind strike† banishing smite

Precedent: Black Ring


Spell Level Red Green Blue Gold
2 Melf's acid arrow enlarge/reduce mind spike† warding bond
3 fireball slow counterspell revivify
4 dawn✝ moonbeam (4th Level) confusion sickening radiance†
5 smoke veil (5th level)** cloudkill synaptic static† banishing smite

* - Modified Spell (changes are listed after class features)


** - Homebrew Spells (spells are listed after class features)
† - Spell found in Xanathar's Guide to Everything

The Gantier, by u/Lucipet


7
Gant Utilities
When you reach 2nd level in this class, choose two of the
following utilities to add to your Gant. You add an additional
utility to your Gant when you reach 7th, 11th, 15th, and 19th
level. When you gain a new utility, you can also change out
one utility you have for a different one.
Casting a spell using a utility does not involve the use of a
ring, and therefore does not change your current precedent.
Reflex Utility When an attacker within 5 feet of you
misses you with an attack, you can expend 1 charge and use
your reaction to make a Gant Punch attack with advantage
against your attacker.
Shielding Utility As an action, you can shift the Gant into
or out of Shield mode. While in this mode, you gain a +2
bonus to your AC, but you don’t add your Strength modifier to
the bludgeoning damage dealt by the Gant.
Whip Utility When you would attack as part of the Attack
action, you can choose to to expend 1 charge and make a
melee spell attack against an opponent within 10 feet of you,
dealing force damage on hit equal to your Gant die + your
Intelligence modifier.
Adrenaline Utility Once per short or long rest, you can
use your bonus action to gain hit points equal to your Gantier
level + your Intelligence modifier.
Vampire Utility While you are grappling a creature, you
can use your action to attempt to drain energy from that
creature. The target must make a Constitution saving throw
against your spell save DC; on a failed save, the target takes
necrotic damage equal to your Gant die + your Strength
modifier, and you gain 1 charge and regain hit points equal to
half of the necrotic damage dealt. On a successful save, the
target takes half as much damage, and you neither gain a
The Gold Ring charge nor regain hit points.
The Gold ring provides Gantiers with a facsimile of divine Barrier Utility Once per short or long rest, you can cast
magic. By expending 1 charge from this ring, you can cast mage armor on yourself without needing to expend a charge.
command, guiding bolt, or sanctuary as a 1st-level spell Mobility Utility Once per short or long rest, you can cast
without requiring material or verbal components. either jump or longstrider on yourself without needing to
expend a charge.
The Black Ring Elemental Intake Utility Once per short or long rest, you
The Black Ring embodies suffering, surreality, and the can cast absorb elements on yourself without needing to
abhorred. By expending 1 charge from this ring, you can cast expend a charge.
ray of sickness, false life, or hex as a 1st-level spell without Stealth Utility Once per short or long rest, you can expend
requiring material or verbal components. 1 charge to cast invisibility on yourself without needing to
expend additional charges.
Choosing a Ring Scroll Utility You can use your action to place a 1st level
spell scroll into this utility; for the next 8 hours, you can cast
Gantiers choose the order in which they study the five rings the spell contained in the scroll at 1st level using the Gant by
as they level up, and each ring offers a unique experience to expending 1 charge. The scroll is destroyed once 8 hours
the gantier. Gantiers who want to focus on supporting their have passed, or if it is removed early. The utility can only
teammates should start with the Gold Ring, and take the store one scroll at a time.
Black and Green rings next. Gantiers looking to maximize Cantrip Utility When you take this utility, choose a cantrip
their damage should start with the Red ring, taking Blue and from the Wizard spell list. You can cast that cantrip at will
Black next. Gantiers that want to manipulate the from the Gant, using Intelligence as your spellcasting ability.
environment, the enemy, or their own physical attributes You can take this utility multiple times to gain access to
should choose the Blue ring, and should take the Gold and multiple cantrips.
Green rings next. Other orders of selection may suit other Linguistics Utility When you take this utility, choose any
needs, depending on the gantier. Although all gantiers language. You are proficient in that language as long as the
eventually gain access to all gantier spells, the number of Gant is equipeed. You can take this utility multiple times to
Polycasts a gantier can learn is limited, and the order in gain access to multiple languages.
which you choose your rings will affect the Polycasts
available to you.

The Gantier, by u/Lucipet


8
Skill Utility When you take this utility, choose an Starting at 11th level, your synergy with your weapon allows
additional skill proficiency from the Gantier proficiency list. you to push your Gant's charging mechanism even further.
You are proficient in that skill as long as the Gant is equipped. Once per turn when you gain a charge, you can choose to
You can take this utility multiple times to gain access to gain an additional 1 charge. You can use this ability a number
multiple skill proficiencies of times equal to your Intelligence modifier + your proficiency
Tool Utility When you take this utility, choose a type of bonus, regaining all expended uses upon finishing a long rest.
tools. You are proficient with those tools, and can use the Off-Hand Spell
Gant as if it were that set of tools, as long as the Gant is
equipped. You can take this utility multiple times to gain As the Gant grows with you, it begins to synergize with the
access to multiple tool proficiencies. rhythm of your combat style. Starting at the 12th level,
Ritual Utility When you take this utility, choose a 1st or whenever you hit the same target with your Gant melee
2nd level spell with the ritual tag. You can cast that spell as a attack twice in a single Extra Attack action, you can expend 1
ritual using this utility once per short or long rest. You can charge to quicken the powers of the rings. If you do, you can
take this utility multiple times to gain access to multiple use your bonus action this turn to cast a 1st level spell that
rituals. has a casting time of 1 action. You can use this feature a
number of times equal to your Intelligence modifier,
Vitality Drain regaining all expended uses on a short or long rest.
Starting at 3rd level, you can use your action to expend 1
gantier Hit Die. If you do, you gain no hit points as a result,
but gain 1 charge.
Starting at 15th level, you gain 2 charges instead.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Forceful Punches
When you reach 7th level, the bludgeoning damage dealt by
your Gant becomes magical for the purposes of overcoming
resistance and immunity to nonmagical attacks and damage.
Also starting at 7th level, you can use the charges in your
reservoir to augment the impact of your punches. Once per
turn when you use your Gant Punch, you can expend 1
charge to gain a +1 bonus to your attack roll. If you do and
your attack hits, the target takes an additional 1d8 force
damage from the attack, and is pushed 5 feet away from you
if it is Large or smaller.
Gant Reclamation
Beginning at 9th level, your Gant starts to find more efficient
ways to cast spells, and learns to recycle its own energy.
Whenever you expend 3 or more charges at the same time,
roll a d20. If the number you roll is 16 or higher, you gain 1
charge.
Gant Absorption
When you reach the 10th level, your Gant learns to harness
the energy of enemy spells for its own use. Whenever you
take damage from a spell, you can use your reaction to make
an Intelligence (Arcana) check, the DC of which is 13 + the
spell’s level. Reduce this DC by 1 for every 10 damage you
took, rounded down. If you succeed on your check, you gain 1
charge, or 2 charges if the spell was of the 5th level or higher.
Starting at 18th level, whenever you take damage from a
spell attack or succeed on a saving throw to avoid the effects
of a spell, you can use your reaction to gain 1 charge (no
check required), or 2 charges if the spell was of the 5th level
or higher.
Gantier Adept
The Gantier, by u/Lucipet
9
Each creature in a 20 foot cone in front of you must make a
Gant Resistance Strength saving throw against your spell save DC. On a failed
By the time you reach the 13th level, your training with the save, a target takes 10d10 Force damage, is pushed 10 feet
Gant has bolstered your physical defenses as well. You gain directly away from you, is knocked prone if it is Large or
resistance to force damage and nonmagical bludgeoning smaller, and can’t take reactions until the start of its next
damage, and you can add your proficiency bonus to any turn. On a successful save, a target takes half as much
Strength saving throw you make while you have at least 1 damage and suffers no additional effects.
charge in your reservoir. Once you have used this feature, you can’t use it again until
you finish a long rest. Whenever you use your Recharging
Regimen feature during a short rest, you can choose to forego
Gant Counterspell gaining charges in order to regain the use of this feature.
Beginning at 14th level, your Gant can use all five rings in
synergy to commandeer your foes' magic. Whenever you Gant Polycasting
successfully stop the casting of an enemy spell using
counterspell, if the spell is on the Gant's spell list, you can Once you receive your third ring, your Gant can be
cast that spell at the 5th level or lower until the end of your programmed to combine spells with one another to produce
next turn regardless of your current precedent (expending spell hybrids, a process known as Polycasting.
charges as normal). Casting a spell in this way does not At 6th level, your Gant can be programmed to learn 3
change your precedent. Polycasts, which activate whenever a certain sequence of two
spells occurs. As you reach higher levels in this class, you can
Warding Rings program additional Polycasts into your Gant, as shown by the
Starting at the 17th level, the Gant can use the energy it has Polycasts column of the Gantier table. You must be able to
stored in its reservoir to create an assistive aura around you. cast each spell in a Polycast's given sequence, and must have
While you have 2 or more charges in your reservoir, one of the initial ring for that Polycast, to be able program it into
the following effects applies to you, determined by your your Gant. When you program a new Polycast, you can also
current precedent ring: change out one Polycast you already have programmed for a
different one.
Red: Creatures who end their turn within 5 feet of you Once programmed, a Polycast always activates when its
must make a Constitution saving throw against your spell sequence occurs, even if the sequence overlaps with the
save DC, taking 2 cold, lightning, or fire damage (your sequence of another Polycast. Additionally, a sequence does
choice) for each charge in your reservoir on a failed save, not need to be cast in order for a Polycast to occur; for
or half as much damage on a successful one. example, the Polycast Healing Flare will still activate in
Green: You gain a bonus to Strength, Dexterity, and response to the following sequence: fireglow (Go), burning
Constitution saving throws equal to twice the number of hands (R), command (Go), mass cure wounds (R).
charges in your reservoir. Below are descriptions of each Polycast, organized by ring.
Blue: You gain a bonus to Intelligence, Wisdom, and Each ring has two Polycasts whose sequences include two
Charisma saving throws equal to twice the number of 1st level spells, one of its own and one of another ring.
charges in your reservoir. Additionally, each ring has two other Polycasts it can cast by
Gold: At the start of each of your turns, you gain 2 hit synergizing with each of the other four rings: one Polycast
points for each charge in your reservoir. using only 1st and 2nd level spells, and one Polycast which
Black: Melee attacks with the Gant deal additional uses at least one spell of the 3rd level or higher. Polycasts are
necrotic or radiant damage (your choice) equal to twice listed alphabetically by their level category.
the number of charges in your reservoir. Modular Polycasting Starting at 20th level, whenever you
finish a long rest, you can change out one Polycast you
Galvanic Reservoir already have programmed for a different one.
By the time you reach 18th level, your Gant has adapted to
naturally maintain a baseline charge on its own. When you Polycasts: 1st level only
start your turn with no charges in your reservoir, you gain 1
charge. Earthshaker
1/1: Earth Tremor (Gr) - Thunderwave (R)
Gant Blast A creature standing on the difficult terrain created by your
earth tremor spell has disadvantage on any Constitution
Starting at 20th level, whenever you hit a creature with your saving throw it makes against the effects of your
Gant melee attack while you have 5 charges in your reservoir, thunderwave spell.
you can choose to immediately expend all 5 charges to
unleash a blast of energy upon those before you. If you do, the
creature still takes bludgeoning damage as normal from the
attack, but you don't gain any charges as a result of dealing
this bludgeoning damage.

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Fey Hunting
Fey Hypnosis 1/2: Faerie Fire (Gr) - Darkness (Bk)
1/1: Faerie Fire (Gr) - Sleep (Bu) If you cast darkness while concentrating on faerie fire, you
Treat the current HP of any target affected by your faerie can concentrate on both spells at once as long as you
fire spell as though it were X points lower for the purposes of concentrate on faerie fire, making separate concentration
your sleep spell, where X is your gantier level. If your gantier checks for each. While you do, your darkness spell doesn’t
level is higher than an affected target's current number of hit dispel your faerie fire spell if they intersect, and a target
points, treat that target as though it has 1 hit point instead. illuminated by faerie fire is plainly visible to you even while it
is within the area of your darkness spell. If you cast a spell
Somnambulence other than faerie fire or darkness which requires
1/1: Sleep (Bu) - Command (Go) concentration, your concentration ends for both faerie fire
When you cast command targeting a creature under the and darkness, and you begin to concentrate on the new spell.
effects of your sleep spell, that creature automatically fails its
Wisdom saving throw against your command spell, and can Fiery Provocation (precedent: red)
take actions as directed by either the "Approach" or "Flee" 2/1: Armor of Agathys (Fire) (Go) - Command (Go)
commands on its next turn, even though it is unconscious. While you have temporary hit points granted to you by your
When you cast command in this way, the target is magically armor of Agathys (fire) spell and a target fails its Wisdom
compelled to stand up (requiring no movement), and does not saving throw against your command spell, that target has
fall prone as a result of being unconscious until the sleep disadvantage on any attack rolls it makes to attack a creature
spell ends. other than you until the start of your next turn.
Icy Infirmity Fire Devil (precedent: red)
1/1: Ice Knife (R) - Ray of Sickness (Bk) 2/2: Dust Devil (Gr) - Scorching Ray (R)
You have advantage on any attack rollss you make for your If you cast scorching ray while concentrating on dust devil,
ray of sickness spell if the target took damage from your ice you can choose to target your dust devil, which has an AC of
knife spell since the start of your last turn. 8 for the purposes of your scorching ray attack. On a hit, the
dust devil ignites, and deals an extra 1d4 fire damage to any
Marking Hex creature who fails its Strength saving throw against the dust
1/1: Hex (Bk) - Guiding Bolt (Go) devil. If you hit the dust devil multiple times with scorching
You have advantage on any attack rolls you make for your ray, this fire damage increases by 1d4 for each additional ray
guiding bolt spell if the target is currently under the effects of you hit it with beyond the first. This effect lasts until the dust
your hex spell. devil spell ends.
Polycasts: 1st and 2nd levels Fog Step
Acidic Hex 1/2: Fog Cloud (Bu) - Misty Step (Bk)
1/2: Hex (Bk) - Melf's Acid Arrow (R) If you cast misty step while you are concentrating on fog
If the target of your hex spell takes acid damage from your cloud, you can choose to appear in any unoccupied space
Melf’s acid arrow, the target becomes vulnerable to acid within your fog cloud, rather than in a space within range that
damage for 1 minute or until the next time it takes acid you can see. Casting misty step in this way requires only 1
damage (the effect ends after damage is dealt). An affected charge rather than 2. You learn which spaces are occupied or
target can make a Constitution throw against your spell save unoccupied within the fog cloud as you cast misty step, but
DC at the end of each of its turns to end this effect on it. before you choose your destination space (you don't learn
what occupies a given space). Additionally, after you have cast
Bolstered Ward (precedent: black) misty Step this way, you can cast misty Step requiring only 1
2/1: Warding Bond (Go) - False Life (Bk) charge until the end of your next turn, regardless of your
Whenever you gain temporary hit points using the false life current precedent; your precedent then becomes Black.
spell while under the effects of your warding bond spell, the Halting Order
target of your warding bond gains an equal number of 1/2: Command (Go) - Hold Person (Bu)
temporary hit points. If a creature failed its Wisdom saving throw against your
command spell since the start of your last turn, it has
disadvantage on any saving throw it makes against your hold
person spell.

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11
Ghastly Garden (precedent: black)
4/1: Moonbeam (Gr) - Entangle (Gr)
When you cast entangle while concentrating on
moonbeam, you can concentrate on both spells at once as
long as you concentrate on moonbeam, making separate
concentration checks for each. If you do, entangle adopts the
moonbeam’s area, moving with it as you move the
moonbeam. When you move moonbeam to a new position,
each creature in its new area of effect must succeed on a
Strength saving throw or become restrained by entangle.
Marked Magic Weapon When the moonbeam moves away from an area, any entangle
1/2: Guiding Bolt (Go) - Magic Weapon (Gr) effect on that area ends. If you cast a spell other than
If you hit a creature affected by your guiding bolt spell with moonbeam or entangle which requires concentration, your
a weapon affected by your magic weapon spell, the guiding concentration ends for both moonbeam and entangle, and
bolt does not end as normal as a result of the affected you begin to concentrate on the new spell.
creature taking damage. Rather, the duration of the guiding
bolt spell extends to the end of your next turn. Greasy Sphere
1/4: Grease (Bu) - Watery Sphere (Go)
Poppy Bramble (precedent: blue) When you cast watery sphere, you can choose to target a
2/1: Spike Growth (Gr) - Sleep (Bu) space within your own grease spell. If you do, the water and
When you cast sleep while concentrating on spike growth, grease magically mix, causing the sphere to expand and
you can target your spike growth spell instead of a point you become oily; the grease spell then ends. The sphere’s size
can see. If you do, your spike growth spell becomes imbued becomes Large, and it occupies a 10 foot by 10 foot area
with hypnotic poisons for 1 minute, and you do not roll any rather than a single space. The sphere can also hold twice as
dice. Any creature that takes damage from your spike growth many creatures as it normally could. If a creature enters the
spell after you have cast sleep on it in this way must succeed area sphere or starts its turn there, it has disadvantage on
on a Constitution saving throw against your spell save DC or Dexterity saving throws, attack rolls, and ability checks until
fall asleep until the next time it takes damage or moves, or the end of its next turn.
until spike growth ends, whichever occurs first.
Healing Flare
Stark Awakening 3/5: Fireglow (Go) - Mass Cure Wounds (R)
1/2: Sleep (Bu) - Shatter (R) If you cast mass cure wounds while concentrating on
If a creature takes damage from your shatter spell while fireglow, creatures you target with mass cure wounds inside
under the effects of your sleep spell, that creature is stunned the area of fireglow gain an additional 20 hit points.
until the start of its next turn.
Life's Web
Polycasts: All Levels 2/4: Web (Gr) - Polymorph (Bu)
Enduring Bond If you cast polymorph while concentrating on web, you can
2/3: Warding Bond (Go) - Revivify (Bk) choose to target the area of your web spell if it is no further
If the target of your warding bond is reduced to 0 hit than 30 feet away from you and you can see it. If you do, you
points, it begins to glow faintly for 1 minute. While it is can concentrate on both spells at once as long as you
glowing in this way, you can cast revivify targeting that concentrate on web, making separate concentration checks
creature requiring only 2 charges, and with a range of 30 ft. for each. When you cast polymorph in this way, each creature
in the area of your web spell must make a Wisdom saving
Garden Fireball throw. On a failed save, the creature rolls a d4, transforming
1/3: Entangle (Gr) - Fireball (R) into a Lizard (MM page 332) on a 1-3, or into a Giant Spider
Whenever any part of your fireball spell intersects with any (MM page 328) on a 4. If you cast a spell other than web or
part of your entangle spell, each creature in the entangle's polymorph which requires concentration, your concentration
area must make a Constitution saving throw as the ends for both web and polymorph, and you begin to
entangling plants ignite and burn around them. Targets take concentrate on the new spell.
2d6 fire damage on a failed saving throw, or half as much on Lightning Cloud
a successful one. Creatures restrained by the entangle spell 1/3: Fog Cloud (Bu) - Lightning Bolt (R)
automatically fail this saving throw. The entangle spell then If any part of your lightning bolt spell instersects with any
ends. part of your fog cloud spell, each creature in the fog cloud
must succeed on a Constitution saving throw or take 2d4
lightning damage.

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12
Might of the Garden
1/4: Entangle (Gr) - Stoneskin (Go)
If you cast stoneskin while concentrating on entangle, you
can concentrate on both spells at once as long as you
concentrate on entangle, making separate concentration
checks for each. While you are under the effects of your
stoneskin spell and inside the area of your entangle spell, the
entangle spell's area doesn’t count as difficult terrain for you;
you have advantage on Strength-based saving throws, attack
rolls, and ability checks; and you can use your bonus action to
force one creature in the entangle’s area to make a Strength
saving throw against your entangle spell, becoming
restrained by it on a failed save as per the effects of the spell.
If you cast a spell other than entangle or stoneskin which
requires concentration, your concentration ends for both
entangle and stoneskin, and you begin to concentrate on the
new spell.
Mind Raid (precedent: blue)
4/2: Confusion (Bk) - Mind Spike (Bu)
When you cast mind spike while concentrating on
confusion, you can choose to target each creature currently
under the effects of your confusion spell, rather than one
creature within 60 feet. If you do, you can concentrate on
both spells at once as long as you concentrate on confusion,
making separate concentration checks for each. If you cast a
spell other than confusion or mind spike which requires
concentration, your concentration ends for both confusion
and mind spike, and you begin to concentrate on the new
spell.
Noxious Guard
1/5: False Life (Bk) - Smoke Veil (R)
When you cast smoke veil, if you have temporary HP
granted by false life, the number of temporary hit points you
have becomes 20. While these temporary hit points last, you
have advantage on Constitution checks you make to maintain
concentration on smoke veil.

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When you cast this spell using a spell slot of the 5th level
or higher, the levels of exhaustion a target suffers on a failed
Additional Spells save increases to 2, and the damage to those targets
Elemental Boomerang increases to 5d4. When you cast this spell using a spell slot of
2nd-level evocation the 8th level or higher, the levels increase to 3, and they don’t
Casting Time: 1 action disappear until the normal conditions for reducing
Range: 60 feet exhaustion are met; additionally, the fire damage dealt to
Components: S, V targets who fail their saving throw increases to 10d4.
Duration: Instantaneous Fireglow
Choose a 25 foot long, 5 foot wide line originating from a 3rd-level evocation
point within range that you can see, and choose one of the Casting Time: 1 action
following damage types: fire, cold, lightning, radiant, necrotic, Range: Self
or acid. You hurl a boomerang made of the chosen element Components: S, V
that cuts through that line, forcing each creature in the line to Duration: Conc. Up to 1 minute
make a Dexterity saving throw. An affected creature takes
3d8 damage of the chosen type and suffers an additional A spectral candle appears before you, and glows with
effect determined by the damage type on a failed save, or overwhelming heat in a 15ft radius around you. The candle
takes half as much damage and suffers no additional effect floats alongside you as you move, sharing your space.
on a successful one. Whenever a creature takes fire damage while in the glow,
When cast at higher levels, the damage increases by 1d8 they must make a Constitution saving throw or take an
per level above the 2nd. additional 2d6 fire damage and suffer one level of exhaustion.
Fire The target is set on fire. It can use its action to put the Creatures with resistance to fire have advantage on this
fire out; otherwise, the fire disappears after 1 minute. As long saving throw.
as the creature is on fire, at the start of each of its turns the
creature must make a Constitution saving throw or take 1d4 Conviction
fire damage. 4th-level abjuration
Cold The target has disadvantage on any weapon attack Casting Time: 1 action
roll it makes before the end of its next turn. Range: Self
Lightning The target is stunned until the start of its next Components: S, V
turn or until the next time it takes damage. Duration: Conc. Up to 1 minute
Radiant An undead or evil target takes additional damage You magically guard your mind from doubt, and double
equal to your level and must succeed on a Wisdom saving down on trusting your gut. For the duration, if you would fail
throw or be turned until the start of your next turn. Wisdom or Intelligence saving throw, or a Constitution saving
Necrotic The target has its maximum hit points reduced throw to maintain concentration on this spell, you may
by half the amount of necrotic damage it takes from choose to succeed on it instead.
Elemental Boomerang.
Acid The target takes 1d8 acid damage at the start of its
next turn, and suffers -1 to all saving throws until the end of
its next turn.
Smoke Veil
2nd-level evocation
Casting Time: 1 action
Range: Self
Components: S, M, V (handful of kindling)
Duration: Conc. Up to 1 minute
You ignite some kindling and use the smoke to envelop
yourself in a noxious haze, which affects a 5 foot radius area
centered on you for the duration. Any creature other than you
who enters the haze for the first time on its turn or starts its
turn there must succeed on a Constitution saving throw or
take 2d4 fire damage and suffer 1 level of exhaustion. If an
affected creature ends its turn outside of the haze, reduce the
number of points of exhaustion it has accrued from this spell
by 1.

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14
Changes to Spells Feat: Overflow Capture Utility
Once you take this feat, extra charges you generate but can’t
Armor of Agathys: When cast using the Red ring, the store can now remain in the Gant for a moment instead of
damage type of this spell is fire rather than cold. being lost. When you would gain a charge but have met your
Destructive Wave: When cast using the Gant, choose limit of charges, you can choose to gain a temporary charge
between fire or cold damage (instead of necrotic or radiant) instead. You can't have more temporary charges than you
for the second damage type. have rings. A temporary charge functions the same way as a
normal charge, except that it can't be used to cast or upcast
Elemental Boomerang: When you cast Elemental the spells mass cure wounds and mass healing word. At start
Boomerang using the Blue ring, choose fire, cold, or lightning of each of your turns, if you have any temporary charges, you
for damage type and extra effect. When you cast it using the lose 1 and take 1d4 force damage (ignoring resistance and
Black ring, choose necrotic or radiant. immunity).
Mass Cure Wounds: When cast using the Gant, this spell is Multiclassing
centered on you rather than on a point you choose within
range. To multiclass as a gantier, a player must have at least 13
Intelligence AND 13 Strength
Other Spell Notes Upon multiclassing as a gantier, you gain proficiency with
When a spell you cast or creature you summoned using the Magic Gant, simple melee weapons, and two skill
the Gant deals bludgeoning damage, it does not cause you proficiencies from the gantier proficiency list.
to gain any charges. Fun multiclassing dips to consider: Fighter 3
Spells cannot be cast at lower levels than they are listed at (Battlemaster, Champion); Monk 2; Rogue 2; Wizard 2
on the Precedent table. (Abjuration/Divination/Evocation)
Extra Feats
If you use the variant rule which allows for a feat to be taken
in place of Ability Score Improvement, the Gantier can
choose from these additional feats:
Feat: Alchemical Vial Utility
The Gant gains a slot for a small vial, which can hold 1oz of
water (equivalent to a potion). The vial slot uses energy
expended from the rings to imbue the water in the vial with
special effects. Whenever you finish a long rest, you can
choose to fill the empty vial with nonmagical water and
connect the slot's cord to one ring of your choice. Whenever
you cast a spell using the chosen ring for that day, add a
number of Alchemy charges to the slot equal to the spell's
level. When 10 Alchemy charges are in the tank, you can use
your action to convert the liquid in the vial into one of five
magical elixirs. The tank then ejects the vial, whose contents
can be consumed as an action.
Red Elixir: As an action, you can drink this elixir to gain
resistance to cold, fire, lightning, or thunder damage (your
choice) for 5 minutes.
Green Elixir: As an action, you can drink this elixir in
order to gain the ability to cast Alter Self at will for 5
minutes.
Blue Elixir: As an action, you can drink this potion to gain
advantage on Wisdom, Intelligence, or Charisma saving
throws for 5 minutes.
Gold Elixir: As an action, you can drink this potion to gain
4d4+4 hit points, and half as many temporary hit points.
Black Elixir: Use your action to apply this elixir to a non-
magical weapon. The next time a creature is hit by an
attack from this weapon, the weapon deals an additional
2d4+4 poison damage to the target on hit, as well as
1d4+2 poison damage at start of the target’s next turn.

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15
Red ward now requires saving throw, and deals 2 damage
per charge rather than 1d6
Change Log (v2.5) Gold ward now restores 2 hit points per charge rather
Updated art and flavor text than 1d6, or half as much on a successful saving throw
Features Galvanic Reservoir
No longer needlessly mentions Warding Rings, as
Hit Die Warding Rings requires 2+ charges to activate
Hit Die increased from 1d8 to 1d10. The Multiple-Ability-
Dependent nature of the class restricts access to a high Master Gantier
Dexterity score, meaning that AC is typically very low for a Removed as it was wildly unbalanced
gantier. In playtesting, it became clear that a higher Hit
Die and a bonus to AC were necessary to facilitate the Gant Blast
melee combat required to gain charges with any reliability. Rather than resettingy rest, now only normally resets on
long rest, but gives option to use Recharging Regimen to
Skills regain the use during a short rest.
Sleight of Hand was replaced with Stealth
Polycasting
AC Bonus Polycasts have been restructured to better accommodate
The Gant now confers a +1 bonus to AC while equipped. for various combinations of rings that exist at level 6
See above justification for Hit Die. Polycasts are now organized by their level/charge
Spell List requirements, rather than their 'initial' ring. This makes it
hunger of Hadar and Evard's black tentacles were both easier to organize them from a point expenditure
removed and replaced with fireball and moonbeam (4th prespective rather than a precedent perspective.
level), respectively. The following Polycasts were relegated to 'honorary'
status: Booming Steps, Icy Pall, Master of Storms, Cold
Utilities Flux, and Acid Lethargy, Gaseous Clay, Pall of the Mind
Removed Spell Overcharger Utility Flayer, Bigby's Burning Hands, Shared Life, Protector's
Shield Utility no longer removes the strength modifier Healing Word, Guided Blight, Cold Combat, Conjure
from attack rolls, only damage rolls Magic Barrage, Warding Ressurection, Guardian's Ally,
Whip Utility now deals damage equal to your gant die Wasting Fever, Acid Boomerang, and Bond of Conviction.
rather than 2d4 Many of these polycasts involved three rings, or were
Added a new Ritual Utility to give gantiers ritual found to be redundant/generally not really the opportunity
spellcasting access cost of expending the charges for their sequence.
The following Polycasts have been added to the available
Vitality Drain list: Fog Guard, Icy Infirmity, Marking Hex, Bolstered
Was previously an ability called Recharging Regimen: Ward, Fiery Provocation, Halting Order, Marked Magic
when you take a short rest, you can choose to spend the Weapon, Poppy Bramble, Enduring Bond, Life's Web,
entire short rest recharging your Gant by performing Mind Raid.
specific kinetic exercises with it. If you do, you can't do Fire Tornado is now Dust Devil
anything else during the short rest besides spend hit dice,
and you gain 1 charge. Modular Polycasting
The addition of this feature allows Gantiers to modify
Forceful Punches their kits during their down time if they wish; since one
Gant now deals magical bludgeoning damage starting at Polycast can be changed each day at level 20, a gantier
7th level can refit to use an entirely new set of Polycasts after a 10
Gant Reclamation
day period.
Now has static 25% chance of working
Gant Absorption
DC of the Arcana check is now lowered by 1 for every 10
damage taken, rather than for every 5 damage taken
Additional charges are no longer gained from losing half
or more of your maximum HP
18th level improvement now requires the use of a reaction
Gantier Adept
Uses now determined by INT + proficiency bonus, rather
than INT + STR
Off-Hand Spell
Limits spells to only those of the 1st level. Limits uses to
INT mod per short/long rest
Warding Rings
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