Está en la página 1de 233

Be aware all homebrew and pictures belongs to the original auhtor.

I am in no position to give anyone permission to use this.


AXD Created Private group use only ! 1 of 233
AXD 2 of 233
PART 1: RACES
As a changeling, you have the following racial traits.
CHANGELING Ability Score Increase. Your Dexterity and Charisma
scores increase by 1.
Changelings are subtle shapeshifters capable of disguising
Size. Changelings are built much like humans, but a little
their appearance. Their ability to adopt other creatures'
leaner. Your size is Medium.
guises makes them consummate spies and criminals.
Speed Your base walking speed is 30 feet.
Duplicity. You gain proficiency in the Deception skill
PnsoNALITY Shapechanger. As an action, you can polymorph into any
Changelings are commonly harmless, passive people and are humanoid of your size that you have seen, or back into your
uninterested in politics and social affairs. Due to their true form. However, your equipment does not change with
capricious ways of life many people have come to distrust the you. If you die, you revert to your natural appearance.
changelings which has led to them becoming social recluses Languages. You can speak, read, and write Common and
or more commonly has pushed them to create fake identities two other languages of your choice.
to escape persecution.
Having no culture of their own the changeling slip into
other's societies and blend in. Rather than creating their own
art and achievements the Changeling are happy with claiming
other societies' as their own. This nomadic lifestyle has led
the changeling to become exceptionally adaptable people.
Changeling will not simply shapeshift into a new person but
rather create a new whole one. Most changeling will set up a
handful of personas so if one is compromised they can
disappear and switch to one of their others. T heir personas
that they create are incredibly realistic and have their own
personality traits, backgrounds and network of friends. The
changeling can be evasive and will often try to avoid
confrontation or anything that will draw attention to
themselves.

DESC1lIPTION
Changelings can look like anyone at any given time though
they do have a true form. Their natural look can be scary to
some due to their lack of detail and distinctive features. Their
skin tone is always pale, the darkest tone some have is a light
grey. They have large white eyes but have no pupils and are
circled by thick black rings. Their noses are small and subtle
with no detail
The changeling's body structures are slender, even more so
than elves and border on being frail T heir hair colour is most
commonly a light shade of silver followed by platinum and
blonde. In rarer cases their hair can be pale shades of green,
pink and blue. Also similar to elves the changeling lack body
and facial hair.

Changeling names are usually monosyllabic and seem to


other races more like nicknames than proper names. In fact,
changelings collect names and may go by entirely different
names in different social circles. They make no distinction
between male and female names.
Male and Female Names: Bin, Dox, Fie, Hars,J in, Lam,
Nit, Ot, Paik, Ruz, Sim, Toox, Yug.

Changelings are subtle shapeshifters capable of disguising


their appearance. Their ability to adopt other creatures'
guises makes them consummate spies and criminals.

AXD 3 of 233
AllOGANT CONQ.UEltOU
MINOTAUR (KltYNN) Minotaurs embrace the notion that the weak should perish
In the world of Krynn, the setting of the Dragonlance saga, and that the strong must rule and that they themselves are
minotaurs live in an honor based society where strength the strongest and most powerful race on Krynn. They believe
determines power in both the gladiatorial arenas and in daily their destiny is to rule the world, and that their dominion will
life. At home on both land and sea, the minotaurs of Krynn be one of conquest and military might. To that end, all
are ferocious sea raiders who rank as the ablest and most minotaurs are trained in weapons, armor, and tactics from a
dangerous sailors in the world young age.
The minotaurs' arrogance stems from a combination of
strength, cunning, and intellect three virtues they hold dear,
and whfoh they deem the foundation of their greatness. They
believe that this combination of traits is what sets them apart
from their rivals.

TnAL BY COMBAT
Minotaur society is built on the principle that might makes
right, and that considerations of justice are unnecessary. The
minotaurs are led by an emperor served by a council of eight
minotaurs called the Supreme Circle. All posts within the
government, including the emperor's, are won by the
strongest and cleverest minotaurs, as proved by combat in
the Circus.
The Circus is the only means by which a minotaur can rise
in society. It is a grand, annual display of single combat in
which minotaurs battle each other for supremacy. Minotaur
youths must prove themselves in the Circus to earn their
passage to adulthood
Participation in the Circus is yet another reason why
minotaurs look down on other folk. To the minotaurs, death
and glory in battle are a natural process. Combat is the key to
ensuring that the strong survive, and that the weak are set
aside before they can undermine their superiors' grand
schemes of conquest.

HONOlt ABOVE Au.


For all their cruelty, minotaurs are bound by a powerful sense
~of honor. Each victory brings greater honor to both individual
minotaurs and their families. Defeat invokes a stain that only
death can fully wash away.
Honor demands that minotaurs keep their word once it is
offered, and each minotaur remains faithful to friends and
clan above all else. Minotaurs rarely befriend folk of other
races, as they all too often encounter them only in battle. If a
minotaur does strike up a friendship, it is typically with other
creatures that display the minotaurs' virtues and love of
battle. To such friends, a minotaur becomes an ally whose
support will never waver.

SEAREAVEU
In the world of Krynn, the minotaurs rule a chain of islands
- d ominated by the isles of Mithas and Kothas. Bound by the
sea on all sides, the minotaurs focused their tenacity,
strength, and cunning to become some of the most skilled
and ferocious mariners in the world They range across the
water in their ships, raiding and pillaging as they wish.
Minotaurs sometimes engage in trade, but they much prefer
to take what they want by force. After ali as the strongest of
all folk, they deserve the treasures and goods that lesser
creatures have gathered

AXD 4 of 233
d6Bond
My opponent in the Circus for my trial of adulthood
Minotaur clan names originate with a great hero whose was chosen years ago. Though we sparred only once, I
fell deeply in love. Rather than fight my beloved to the
descendants take on that name as their own, doing their best
death, I fled from home and have been branded a
to live up to the ideals of their ancestor. On Krynn, clan coward.
names are always preceded by the prefix "es " for minotaurs
from lands controlled by the island of Mithas, or "de " for 2 I'm the last of my clan. If I die without achieving great
deeds, the hero who is my clan's patron will be
minotaurs from areas under the sway of Kothas.
forgotten.
Male Names: Beliminorgath, Cinmac, Dastrun, Edder,
Galdar, Ganthirogani, Hecariverani, Kyris, Tosher, Zurgas 3 I was part of a raiding party that was defeated and
Female Names: Ayasha, Catina, Fliara, Helati, Keeli, Kyri, enslaved. I've escaped and sworn revenge.
Mogara, Sekra, Tariki, Telia 4 I never shared my people's love of violence. I'm part of
Clan Names: Athak, Bregan, Entragath, Kaziganthi, a conspiracy to topple the emperor's violent regime.
Lagrangli, Mascun, Orilg, Sumarr, Teskos, Zhakan 5 I claim that I am an exile from my people, but in truth I
have been sent to serve as a spy. I'm expected to leave
MINOTAUR. TllArrs secret messages telling my folk of villages and towns
that are ripe targets for conquest.
Your minotaur character possesses a number of traits that
reflect the power and superiority of your kind 6 I'm the last survivor of a ship wrecked in a storm.
Ability Score Increase. Your Strength score increases by Occasionally, the spirits of my shipmates appear in my
dreams and ask me to complete tasks they left
1. unfinished in life.
Conqueror's Virtue. From a young age, you focused on
one of the three virtues of strength, cunning, or intellect. Your
choice of your Strength, Intelligence, or Wisdom score MINOTAURS IN YOUR CAMPAIGN
increases by 1. We chose the minotaurs of Krynn as the model for our
Age. Minotaurs enter adulthood at around the age of 17 depiction of this race for a very specific reason. Tying them to
and can live up to 150 years.
the sea and a distinct culture helps give minotaurs more flavor
Alignment. Minotaurs believe in a strict code of honor, and
than serving as just another big, brutish monster race. After all,
thus tend toward law. They are loyal to the death and make
implacable enemies, even as their brutal culture and disdain we already have half ores in the Player's Handbook and the
for weakness push them toward evil goliath in our Elemental Evil Player's Companion. As an added
Size. Minotaurs typically stand well over 6 feet tall and bonus, these minotaurs are Medium (as opposed to Large for
weigh an average of 300 pounds. Your size is Medium. the monstrous version) and are thus much easier to balance
Speed Your base walking speed is 30 feet. against the Player's Handbook races.
Horns. You are never unarmed You are proficient with Casting minotaurs as conquest minded, honorable pirates
your horns, which are a melee weapon that deals ldlO
gives them a distinct flavor while providing many roleplaying
piercing damage. Your horns grant you advantage on all
checks made to shove a creature, but not to avoid being hooks for players. When adding a new race to your own
shoved yourself. campaign, it's always a good idea to think about its culture, its
Goring Rush. When you use the Dash action during your relationship to other folk, and how the two can combine to
turn, you can make a melee attack with your horns as a bonus give it a unique place in your world. Creating a table of bonds
action. such as the one provided for minotaurs can be a good place to
Hammering Horns. When you use the Attack action start.
during your turn to make a melee attack, you can attempt to
Casting minotaurs as mariners has some interesting
shove a creature with your horns as a bonus action. You
cannot use this shove attempt to knock a creature prone. implications for a setting. The Labyrinthine Recall ability makes
Labyrinthine Recall You can perfectly recall any path you minotaurs perfect sailors, as they can travel the seas with little
have traveled fear of becoming lost or losing their way. A minotaur navigator
Sea Reaver. You gain proficiency with navigator's tools and is an unmatched master of the sea When adapting races to
vehicles (water} your campaign, look for similar hooks that might be buried in
Languages. You can speak, read, and write Common. special abilities or elements of a creature's story that you
might otherwise overtook.
Remember that the story we provide is only a starting point
When creating a minotaur character rooted in Krynn (or in Modifying this minotaur to move it away from its roots in
any campaign that draws on the backstory presented here} Krynn is as easy as swapping the proficiencies provided by Sea
you can use the following table of bonds to help flesh out your
Reaver for some other option that better reflects your setting.
character. Use this table in addition to or in place of your
As a guideline, consider swapping the tool proficiencies for
background's bond or a bond of your creation.
proficiency in any one skill, for proficiency with thieves' tools,
or for proficiency with two tools other than thieves' tools.

RAC ES I MI"iOTAUR
5
AXD 5 of 233
SHIFTER
Shifters, sometimes called "the we retouched," are descended
from humans and natural lycanthropes, now nearly extinct on
Khorvaire. Shifters cannot fully change s hape but can take on
animalistic features a state they call shifting. Shifters have
evolved into a unique race that breeds true. They have a
distinct culture with its own traditions and identity

PEUON.ALITY
Shifters commonly have chaotic personalities and experience
extremes in their emotions. They are often temperamental
and are liable to change moods in swift and dramatic fashion.
Shifters find it difficult to control their emotions, especially in
stressful situations. Some have learnt to control their
emotions however, it is obvious to others that they're finding
it difficult to do so.
The shifter mind-set is built up around the idea of being
self-sufficient and being able to conjure inner strength in
times of need rather than relying on one's allies. Shifters can
seem overly cautious or constantly ready for future events. A
common s aying among shifters is "preparing for the journey
yet to come" which reflects how they be lieve the world can
change instantly and how important it is to be prepared to
avoid the danger that those changes can bring.
Shifters believe that the reward for independence is
freedom and thus they feel uncomfortable around those who
attempt to impose their will and beliefs upon others. It is also
common for a shifter to feel restricted in a human settlement
with its rules and law enforcement.
Due to their predator instincts shifters can't help acting or
thinking like animals and think in terms of hunting and prey.
Like wolves longtooth shifters feel the urge to form packs
with companions whether they be family or even a group
consisting of no other shifters. They make useful companions
as they work well in teams, capable of coordinating attacks
and will come to the rescue of any of its pack members.
Razorclaw s hifters are more independent, self-reliant and
adaptable than their longtooth cousins. They're just as loyal
to their group as longtooth shifters however, they expect their
companions to be just as self-reliant and capable as they are.
Razorclaw shifters s trive to carry their own weight within
their groups.
Shifters are accustomed to distrust and don't expect better
treatment from the other races though, some try to earn trust
with their companions through good deeds. Most shifters are
neutral and are concerned more with their survival than
ethics and morals.

DESOJUFrION
Shifters resemble humans but with more animal like
features. Their bodies are physically fit and lithe, they tend to
move around in an animal like manner, crouching, springing
and leaping. Like cats they have wide flat noses with large
eyes, pointed ears and claw-like nails on both their toes and
fingers. Their hair is thick and worn long and some have long
sideburns to match. Longtooth s hifters claim that werewolves
are their ancestors and have canine features while the
razorclaw shifters claim weretigers to be their ancestors and
display feline features.

AXD 6 of 233
S UB:R.ACES
SHIFl'll NAMES Several subraces of shifter exist, each with its own
Shifters use the same names as humans, often ones that animalistic features. Choose one of the options below.
sound rustic to city-Owellers.
BEASTHIDE
As a beasthide shifter, you are especially tough and persistent
SHIFl'll Tlirrs in battle.
Shifters are descended from humans and lycanthropes. Ability Score Increase. Your Constitution score increases
Although they cannot fully change to animal form, they can by 1.
take on animalistic features by a process they call shifting. Shift:iJli Feature. While shifting, you gain a+1 bonus to
As a shifter, you have the following racial traits. AC.
Ability Score Increase. Your Dexterity score increases by
1. CI.JFFWALK
Size. Shifters are about the same size as humans. Your Your cliffwalk heritage grants you the agility of a mountain
size is Medium. goat.
Speed Your base walking speed is 30 feet. Ability S core Incre ase. Your Dexterity score increases by
Dark.vision. Your lycanthropic heritage grants you the 1.
ability to see in dark conditions. You can see in dim light Shiftinii Feature. While shifting, you gain a climb speed of
within 60 feet of you as if it were bright light, and in dar kness 30 feet.
as if it were dim light. You can't discern color in darkness,
only shades of gray. l.oNGSTlUDE
Shifting. On your turn, you can shift as a bonus action. Longstride shifters are fleet and elusive.
Shifting lasts for 1 minute or until you end it on your turn as Ability S core Increase. Your Dexterity score increases by
a bonus action. 1.
While shifting, you gain temporary hit points equal to your Shiftini Feature. While shifting, you can use the Dash
level + your Constitution bonus (minimum of 1} You also gain action as a bonus action.
a feature that depends on your shifter subrace, described
below. l.oNGTOOTH
You must finish a short or long rest before you can shift As a longtooth shifter, you are a ferocious combatant.
again. Ability Score Increase. Your Strength score increases by
Languqes. You can speak, read, and write Common and 1.
Sylvan. Shifting Feature. While shifting, you can make a bite
attack as an action. This is a melee weapon attack that uses
Strength for its attack roll and damage bonus and deals l d6
piercing damage. If this attack hits a target that is your size or
smaller, the target is also grappled

RAzOllCLAW
As a razorclaw shifter, you make swift, slashing strikes in
battle.
Ability Score Increase. Your Dexterity score increases by
1.
Shiftinii Feature. While shifting, you can make an
unarmed strike as a bonus action. You can use your Dexterity
for its attack roll and damage bonus, and this attack deals
slashing damage.

Wn:DHUNT
Your wildhunt heritage makes you a consummate tracker and
survivor.
Ability Score Increase. Your Wisdom score increases by
1.
Shifting Feature. While shifting, you gain advantage on all
Wisdom-based checks and saving throws.

RAC SI"' U:· ER


1
AXD 7 of 233
The warforged have a sexless form and are considered to
be mono-gender. The warforged are able to be repaired and
WARFOR.GED modified by artificers or even themselves giving them an
The warforged we re made as the ideal soldiers to serve in the endless possibility to their appearances.
devastating Last War. Although they are constructs, they have
much in common with living creatures, including emotions WAIFOlt.GED NAMES
and social bonds, and perhaps even souls.
Warforged do not name themselves and only recently have
begun to unders tand the need of other races to have names
PE:RSONALI'IY for everything. Many accept whatever names others see fit to
Warforged can have unique personality traits though, being give them, and warforged traveling with humans often are
constructs, they are res tricted in some ways. They experience referred to by nicknames. Some warforged, however, have
anger, pain, fear and hatred like their human creators; not all come to see having a name as a defining moment of their new
warforged are incredibly reserved and pensive, hiding an existence, and thus search long and hard for the perfect
array of emotions behind their metallic face. Their faces were name to attach to themselves.
not designed to display facial expressions and so it can seem
like they are distant to the conversation. Despite their lack of W.AD'Olt.GED Tlt.AITs
physical facial expressions they're not completely without
As a warforgecl, you have the following racial traits.
them as their eyes tend to brighten when experiencing strong
Ability Score Increase. Your S trength and Constitution
or specific emotions.
scores increase by 1.
Some warforged are incredibly naive and lack
Size. Warforged are generally broader and heavier than
introspection; however, many others are the opposite and
!humans. Your size is Medium.
question their existence, wonder if they have souls and ask
Speed Your base walking speed is 30 feet.
what becomes of them in the after life. The more intelligent
Composite Platin1. Your construction incorporates wood
warforged create complex philosophies about what they
and meta~ granting you a +1 bonus to Armor Class.
perceive and learn. Though warforged can show loyalty to
Livini Construct. Even though you were constructed, you
religions and organisations, typically they become loyal to a
are a living creature. You are immune to disease. You do not
small group of comrades.
need to eat or breathe, but you can ingest food and drink if
Warforged ofte n have little life experience as they spent
you wish.
most of their time assigned to one specific duty, usually
Instead of sleeping, you enter an inactive state for 4 hours
soldiering. If there is one interest all warforged share it is the
each day. You do not dream in this state; you are fully aware
love of working and many create endless lists of goals and
of your surroundings and notice approaching enemies and
chores. They take pride in their work and work incredibly
other events as normal
bard which makes them dislike idleness and failure.
Languqcs. You can s peak, read, and write Common and
Warforged can excel at mos t tasks having a single-minded
one other language of your choice.
efficiency, especially in combat related roles.
War and military conditioning create the foundation of
warforged personalities , they understand duty, the chain of
command and conflict. Due to their bodies more closely
resembling males than females, most warforged prefer to be
called "he" than "it". Some warforged adopt female names
though most of their names are straightforward and are
related to their job, abilities or rank. Many warforged simply
accept the nicknames given to them by their comrades while
others seek to earn more meaningful names that best
describe them.

DESOllIPTION
The warforged are made of stone, metal and wood fibres. The
core of a warforged is a skeletal frame made of metal and
stone with wood fibres acting as a muscular system. Covering
the warforged is an outer shell of metal and stone plates. An
internal network of tubes run through the warforged's body,
these tubes are filled with a blood like fluid that is designed
to lubricate and nourish their systems. Their hands have only
two thick fingers and a thumb whilst their feet only have two
broad toes.
The warforged's face loosely resembles their human
creators though they have a toothless jaw, heavy brow line
and are lacking noses and hair. Each warforged has a ghulra
engraved upon their foreheads. Each of these runes are
unique to the warforged giving them a sense of individuality.

AXD 8 of 233
• You know the distance and direction between you and any
creature involved in your goai such as a person you seek
SUBRACES vengeance against or someone you pledged to defend
SUBltACE:REVENANT This awareness fails if the creature is on another plane of
existence.
Having met a cruel and undeserved end, you have returned to
the realm of the living. As a revenant, you thirst for revenge When your goal is complete, you finally find rest. You die
against those who wronged you in life, or seek to complete a and cannot be restored to life.
fin~ critical task you left unfinished
The revenant subrace can be applied to any race that has a
subrace, and replaces that race's existing subrace options.
Alternatively, you can apply this new subrace to a race
without subrace options using the modification options
provided below.
Your OM might also allow you to take this subrace for a
slain character. In that case, your character rises from the
dead with its original subrace replaced (or with the necessary
modifications made to its base traits~ filled with a
determination to seek vengeance or complete its mission.

RAcIALADJUSTMENTS
For races that don't have subrace options, taking on the
revenant subrace means making changes to your character's
base traits, as follows. (This playtest article provides options
only for human and dragonborn characters. Because half-
elves and half-ores have no subrace options, they shouldn't be
used with these revenant subrace rules.)
Human Revenant. If you want to play a human revenant,
modify the human's Ability Score Increase trait to the
following: Two different ability scores of your choice increase
by 1. If you use the variant human traits, remove the Skills
trait and the Feat trait.
Dragonbom Revenant. If you want to play a dragonbom
revenant, modify the dragonbom's Ability Score Increase trait
to the following: Your Strength score increases by 1, and your
Charisma score increases by 1. Additionally, your Oraconic
Ancestry trait uses necrotic damage as its damage type,
replacing the damage type that applies to your breath weapon
and your damage resistance.
Tiefling Revenant. If you use one of the two tiefling
variants presented below, you can use any of those subraces
to make a tiefling revenant, replacing the subrace options
with the revenant subrace options.

ABILITY SCOll.E lNCll.EASE


Your Constitution score increases by 1.

RELENTLESS NATUU
Your OM assigns a goal to you typically, one related to your
character's death. The goal must be a specific task you can
complete, such as slaying an enemy or liberating an area and
its people. Until you fulfill that goa~ you gain the following
benefits:

• If you are below half your hit point maximum at the start
of your tum, you regain 1 hit point.
• If you die, you return to life 24 hours after death. If your
body is destroyed, you reform within 1 mile of the place of
your death at a spot determined by the OM. If your
equipment was also destroyed, you do not regain it.

AXD 9 of 233
.ABYSSAL TmPI.ING
TIEFllNG VAJUANTS All abyssal tieflings trace their bloodline to the demons of the
As presented in the Player's Handbook, all members of the Abyss. These tieflings have the following additional features.
tiefling race share some manner of diabolic origin. The • Ability Score Increase. Your Constitution score
following option allows you to instead create a tiefling with a increases by 1.
demonic tie. • Abyssal Arcana. Each time you finish a long rest, you
All tieflings gain the following traits from the standard gain the ability to cast cantrips and spells randomly
tiefling race of the Player's Handbook determined from a short list. At 1st levei you can cast a
• Age cantrip. When you reach 3rd levei you can also cast a lst-
• Alignment level spell At 5th levei you can cast a 2nd-level spell
• Size You can cast a spell gained from this trait only once until
• Speed you complete your next long rest. You can cast a cantrip
• Darkvision gained from this trait at wiU as normal For 1st-level spells
Additionally, the following traits are modified from the whose effect changes if cast using a spell slot of 2nd level or
Player's Handbook: higher, you cast the spell as if using a 2nd-level slot. Spells of
2nd level are cast as if using a 2nd-level slot.
• Ability Score Increase. Your Charisma score increases At the end of each long rest, you lose the cantrips and
by2 spells previously granted by this feature, even if you did not
• Languages. You can speak, read, and write Common. cast them. You replace those cantrips and spells by rolling for
new ones on the Abyssal Arcana Spells table. Roll separately
SUBKACES for each cantrip and spell If you roll the same spell or cantrip
This variant introduces new subraces for the tiefling. Each you gained at the end of your previous long rest, roll again
subrace offers traits in addition to the ones noted above. The until you get a different result.
race presented in the Player's Handbook is the infernal
tiefling, which is summarized here for ease of reference. ABYSSAL ARCANA SPELLS
d6 l st Level 3rd Level 5th Level
INnllNAL TmPI.ING l Dancing lights Burning hands Alter self
An infernal tiefling draws upon the power of the Nine Hells
and its diabolic masters. These tieOings have the following 2 True strike Charm person Darkness
additional features. 3 Light Magic missile Invisibility
• Ability Score Increase. Your Intelligence score increases 4 Message Cure wounds Le vitate
by 1. 5 Spare the dying Tasha 's hideous laughter Mirror image
• Hellish Resistance. As described in the Player's
Handbook. 6 Prestidigitation Thunderwave Spider climb
• Infernal Legacy. As described in the Player's Handbook.
• Languages. You can speak, read, and write Infernal Abyssal Fortitude. Your hit point maximum increases by
half your level (minimum 1}
Languages. You can speak, read, and write Abyssal

AXD 10 of 233
    
&  
    
 
     

 #   
  
 
       
        
        
 
     
  
         
      
 
  
   
      
        
          

         
 
 
   
   
         !
         
  
 

 
 #     
   
  !
    
       

    
    
     '
        
  
 
     
         "
        
 
 
         
         
 
 
      
      

       
 
       


    #   
      
 
      

 
  
$    
     

         
   
  
%          
   
     
      

   
  
  
 
       
  
 
       
      
   
   
    
      
     #
         
    
%          


      
      
     
   
 
   
   


     

   
   

AXD 11 of 233
  
   +  
   #  
   
      
(   
      !          
  

  
  
       #       

#
      )    ,
     #
  
 
         
    
     
 
 
      
  
 #  
    #
  
        
  
%  
   
     
   

 

         ' 


 
 
            - 
      
   #           
    
    
         
  
  

 )  #
                  
      
       *       
 
           
    

        
    
 
          ,        
 *      !         
   

 
 &               
      
       
   
      

   
 


     

   
   

AXD 12 of 233
 

      
8 7 2  3 7 //    7 7 
.
         /2  5
  

  *  
      #  
  
  
    
     
  

   .
&         
    /  

 
    
 !
 
 &  
         

    

 
       

 ! .
     
       
  9      
 

 ,       + #    
   
  
  
         
       0    
     

 
      
    &:&   

     $    #    9    
  
   
   
 
 
   
  
 
) #      
 
       
 &    
   0 

  12  .

0 ) 

 .
    34
 
 
 
  

  
     
 .
   24
 
      
     .
 !
     


5   


      
  

       

 
    
5

         
     
  

  
      
  
  , 
  .
  
          
 
    

       



        
 6      
  
     
  
     

  .
 
 
 
       


       

        / 7
      
     

     

   
   

AXD 13 of 233
 
$    
 
     
         
   &           
     #         
    
    
    
           
     ;
       
              
  
                 
   
 
    
  
 -    

 

   .
9           < =
    8  
 
     
  

 

.
   
  

 $ 
 3   
 
   .
, 
               8
$ 
 1  
    "
 
 

.

      9  
 
 
 $ 
 3   
       
    
    
$ 
 1  
    

     9


      


     

   
   

AXD 14 of 233
LUMINIAN LuMINIAN TRAITS
Luminians are the children of Selune, goddess of the Your luminian character has certain characteristics
moon, stars, navigators, wanderers, and goodly common with all other lurninians.
lycanthropes. Before the Convergence, the denizens Ability Score Increase. Your Charisma score
of Luminia lived in direct contact with their deity within increases by 2.
the High City of Lurninia. She walked among them, Age. Although Luminians reach physical maturity
gifted them with wings of pure moonlight, taught them at about the same age as humans, the Lurninian
the secrets of the heavens and helped them map out the understanding of adulthood goes beyond physical
constellations. A benevolent race, the Luminians mostly growth to encompass worldly experience. A Luminian
kept to themselves, needing little help from outside typically claims adulthood through trial at around the
races and forces while their mother goddess was near. age of 50 and can live to be 500 years old.
Alignment. Before the Convergence, most
A FALLEN RACE Luminians were often good-aligned, serving their
goddess devoutly. However, in the 100 years that they
Every Luminian recalls with pangs of sorrow the day have been cut off from the physical presence of their
that their fair city fell from the sky. In those few deity, some have fallen to indifference and even to
confusing seconds during the Convergence, Selune corruption, rejecting their celestial heritage.
vanished without warning. Her divine magic that held Size. Lurninians range from 5 to 6 feet tall. They are
the city of Luminia aloft faltered and the city plunged lithe of limb and sinewy in build. Your size is medium.
to the earth. The high mages of the Lunar Council were Speed. Your base walking speed is 30 feet.
able to conjure a protective shield around the city to Wings of Light. Once per day you may unfurl your
keep it mostly intact but the loss of life and damage to wings to fly for 1 minute. You gain a fly speed of 40 feet.
the floating metropolis was still catastrophic. In the If you are aloft when the power of your wings gives out,
following years, a reluctant alliance with the you fall.
Arcanatrons would allow Luminia - and its citizens - Trance: Luminians do not need to sleep. Instead,
to fly once again through the use of gargantuan mana they meditate deeply for 4 hours a day. (The Common
cores. But the Luminians never forgot the void left in word for such meditation is "trance.") While meditating,
their hearts when their connection to their goddess you can dream after a fashion; suchdreams are actually
was severed. And some never forgave what they mental exercises that have become reflexive through
perceived as blatant abandonment. years of practice. Afterresting in this way, you gain the
same benefit that a human does from 8 hours of sleep.
Languages. You can speak, read and write Common,
HAUNTING BEAUTY Elvish and Celestial.
Once resembling graceful willowy elves with glowing, Factions. Choose one of the following factions.
star-dappled skin and wings made of pure, white
moonlight, the appearance of the Lurninian race has
slowly changed since they were cut off from Selune.
Their glowing skin dimmed to paleness, sometimes
tinged with light blue. Black lines began to spider
across their bodies and around the sockets of their
soulful eyes, giving them an eerie but somehow still
exquisite visage. Their celestial wings weakened and
their ability to fly was diminished greatly, allowing them
to take to the air only in short bursts. No one is certain
of the source of this blight. But it seems to worsen every
few years when the faces of the three moons of Nuvanea
turn away in their cycles and go dark.

LUMINIAN NAMES
Many Luminians prefer to take names referring to
constellations and stars, which sometimes proves
difficult considering the constellations of the night
sky changed completely in the wake of the Convergence.
Not to mention that there are now three moons in the
sky, causing all manner of philosophical and religious
debate. Some take on lunar names in reverence to
Selune. Some Luminians who had names honoring
their goddess have changed them entirely out of
bitterness or in search of a fresh start.
Male Names: Anu, Caelius, Celinus, Dashiel, Gorlois,
Halath, Orius, Phobos, Rigel, Sol, Soros, Zhuvos
Female Names: Astrea, Celeste, Celia, Chandra, Ina,
Leilani, Luan, Nalani, Nevae, Nova, Selena, Suvana,
Talasta, Uraena

AXD 15 of 233
LUMINIAN FACTIONS

BLESSED OF SELUNE
You remain faithful to your mother goddess, confident
that her presence can still be heard as the still, small
voice within if you are willing to listen hard enough.
You have embraced the three new moons in the sky as
a sign that she is still with you, though perhaps in a
different form.
Ability Score Increase. Your Wisdom score
increases by 1.
Celestial Resistance. You have resistance to radiant
damage.
Wings of Selune. Your unwavering belief in your
mother goddess grants you the blessing of increased
flight. This ability improves the duration of your
Wings of Light, allowing you to fly for 3 minutes.
When you reach higher levels, this ability allows you to
fly longer: four minutes at 5th level, five minutes at 11th
level, and 6 minutes at 17th level.

HERETIC
Whether openly or secretly, your faith in Selune has
been shaken, and you are torn as to where you stand
with her. As a result, the lines snaking across your skin
seem somehow darker and more prevalent. This has
been noticed, and while you are not shunned completely
from Luminian society, you and those of similar mindset
are not well-liked within the community.
Ability Score Increase. Your Intelligence score
increases by 1.
Baleful Resistance. You have resistance to necrotic
damage.
Embracing the Blight. You know the thaumaturgy
cantrip. Once you reach 3rd level, you can cast the
hellish rebuke spell once per day as a 2nd-level spell.
Once you reach 5th level, you can also cast the darkness
spell once per day. Charisma is your spellcasting ability
for these spells .

AXD 16 of 233
MANTIDS
"WE DO NOT MAKE OUR HOM ES IN DARK PLACES."
Naaja chanted, the quiet clicking ofher mandibles
accompanying each harsh syllable. She pulled her robes
tightly about her as she hiked her way up the side of the
dune towards its peak, her ivory chitin gleaming in the
harsh sunlight. Squinting, she could make out the form of
the city of Abrasador on the horizon - a welcoming sight
after weeks of travel through the unforgiving desert. She
glanced back the way she had come, observing the
extremely distant shape of the Crags from where she had
come. It had been a hard fight for freedom.

To be met with strange stares, to be treated as an alien hands at their ends, two more ending in the scythes of a
commodity on foreign shores, an impossible existence mantis and two legs each ending in a blunt but flexible 'toe'.
with which none can empathise. This is the life of a What makes them less nimble is their abdomen, larger amongst
Mantid - a race largely thought to be extinct, or at least the males, at the base of each Mantids' back. The Mantids also
close to. possess filmy wings giving them flight. They are also divided
Their obvious appearance is not easy to conceal - by a social hierarchy of classes - for the Oracle and Warrior
plainly insectoid and unknown to the other races. The classes this is literally a mental and physical difference.
result of a short and false alliance between the fey, the Another gift from Camellia is their Elf-like hair which
combination of Camellia and Akarok making them easily sprouts from their insectoid heads usually matching or
identifiable to Akarok's children who now so fervently complementing the colour of their chitin. Some Mantids
hunt them. lack this hair, but these individuals are rare.

DUAL BLOODLINE INDEPENDENT AND WARY


Pure Mantids are derived from the blood of the Arch fey After being so devastated by the breaking of the Fey truce,
Camellia and Akarok, in spite of looking somewhat the Mantids have become an independent race. A wise
human they are entirely fey. As time has passed, however, decision, considering how some view them as animals to
the Mantids have bred with other races in order to sustain be hunted for their parts - quite the pricy items to sell in
their race, causing a corruption of the original bloodline the morally clouded parts of Lurshelan. Sometimes, however
for the majority of Mantids. The pure bloodlines the Mantids forge powerful a lliances and friendships - gathering
still exist, they are just extremely rare. parties of trusted allies around them, though the Mantids'
Mantids have a chitinous exoskeleton which protects natural nomadic lifestyle usually leads to these parties travelling
them from harm, but prevents them from wearing more and living the itinerant lives of adventurers.
advanced armour. Quite the delicate creatures, they Such allies can come in handy - with the Mantids' enemies
possess wide shimmering eyes filled with colour - a touch being so many in number. Any Mantid knows, from experience,
of Camellia amongst the dull matte chitin gifted from that Akarok's minions still lurk in the shadows of the world.
Akarok. Every Mantid bears two long antennae from their These dark creatures still follow their master's command to
head as well as six limbs; two arms each with human-like destroy the entire Mantid race.

AXD 17 of 233
UNLIKELY ALLIES
The Mantids tend to have trust in the Minotaurs of
the Krynn Enclave - relating to the Minotaurean loss
of their sacred home of Krynn - the two races tend to MANTID NAMES
get along swimmingly; the Minotaurs providing the When a Mantid reaches a certain age there is a sudden surge
muscle to the Mantids' frailty. This, combined with of psionic energy within their mind. This surge unlocks the
the insects' powerful mental and magical abilities, Mantid's powers fully and reveals to the m their name and their
makes the two races working together a force to be 'Fey Name'.
reckoned with.
Male Names: Aegwyll, Aldran, Anrys, Calanwe, Daaj, Eseter,
Evys, Fyrn,Jastus, La rett, Lyrric, Magnys, Merin, Myrx,
PSIONIC ESSENCE Nasyr, Nylaas, Nyx, Oeir, Orane, Phyrr, Pviy, Qerys, Rael,
The Mantids are naturally gifted in telepathic abilities Relen, Rhaenys, Sare!, Seyth, Tryne, Tythr, Ura, Usaer
unrivalled by other peaceful races on Lurshelan. With Vaeric, Venis, Vyrr, Wrynn, Wyx
this telepathy, the Mantids can communicate to other Female Names: Alessi, Amnerys, Alqe, Celeste, Dyla rra, Dwyl,
creatures as well as detect their idle thoughts. Much Eanna, Eleira, Falis, Hylsi, 1lliria, Isyrra, Lenali, Lorelle,
stronger with Oracle Mantids, the power is diminished Mira, Myrena, Nae, Naaja, Nyseth, Orianna, Pyrrha, Quilla,
in both the inte r-bred and the Warriors - meanjng that the Risell, Rymaera, Saa, Samaisa, Tess, Uryssa, Verlynn, Xaera
thoughts of creatures they are unaware of go unnoticed. Fey Names: Azeikan, Beleyr, Calyss, Eireyl, Fynassa, Gezan,
Among the pure Mantids is a unique trait which can Hyrna, Hzair, IUyc, j aserr, Kale, Kyrkhan, Lyrrien, Maess,
ma nifest only very rarely; these special Mantid have Naselleth, Nyzaer, Oress, Pyq, Quill, Ravella, Sarr, Tylzan,
incredibly powerful psionic powers. These unique beings Urian, Uwe, Vestryss, Vyria, Wrevan, Yavara, Yyzmer
are known as 'The Chosen', as they are supposedly
a perfect combina tion of Akarok and Camellia's powers .
The Chosen are quite easy to pick out am ongst their
brethren - having a vertical third eye in the centre of their
foreheads which is both a symbol and conduit of their
great power.

FORSAKEN PROGENY
·.
According to the ancient scriptures, the Mantids were
created by the Archfey Akarok and Camellia - a joining of
their alien powers into one pure race, neither weighted
to chaos like Akarok's spiders and Drow or orde r like
Camellia's Elves, Unicorns and Eladrin. Instead, the
Mantids were a fus ion; when the Great Cala mity occurred,
Akarok and Camellia foresaw their destruction if they
remained independent. So they met and created a temporary
symbiotic bond of mutual respect for one a nother. With this
alliance of sorts, the two Archfey unintentionally created the
Mantids. Akarok was repulsed by his creation, quickly
choosing to make them his minjons' designated prey upon
the breaking of the alliance. Camellia, who loves all of her
creations, saw them both as her children but also as
Akarok's. With this in mind she gave them the boon of her
psionic powers and then washed her hands of them, giving
them her hope that they would survive. However, she could
not guide them as she did the chlldren that were solely hers.

AXD 18 of 233
MANTID TRAITS Torpor. Mantids don't need to sleep. Instead, they
enter a state of suspended animation for 4 hours a day.
A Mantid character has a number of common traits. After this you gain the same benefit a human does from
Ability Score Change. Your Wisdom score increases 8 hours of sleep.
by2. Ecdysis. When a Mantid is reduced to 0 hit points, the
Age. A Mantid reaches adulthood at the age of 10 next time it takes a long rest it must spend 8 hours molting.
when their parents leave them to fend for themselves, Until your next long rest you are vulnerable to bludgeoning,
the Mantid live long lives of up to 750 years, shedding piercing and slashing damage. Any lost limbs or appendages
their carapace every 6 years. are regenerated at the end of this period.
Alignment. Most Mantids are neutral, tending Languages. You can speak, read, and write Common.
towards good. They endeavour to gain worthy friends, Subraces. The divide between the castes of the
fervantly defending them should they come under threat. Mantids is great - with the Warriors being larger and tougher
They are left alone to develop at a young age, n:iaking and the Oracles having enhanced psionic powers as well as a
most Mantid value the ties of friendship more tl:j.an that of heightened intelligence. Choose one of the following
family. As is natural with fey, they revere natural balance subraces.
and prefer to subdue as opposed to kill. They prefer to live
private lives, usually with a smal group of companions ORACLE
and friends. As an Oracle, you are far more naturally tenacious than
Size. Mantid females grow to between 5 and 6 1/2 other Mantids. You are quicker to grasp concepts and faster
feet tall and weigh about 160 pounds. Males grow to to learn and adapt.
between 6 and 7 feet tall and weigh about 200 pounds. Ability Score Increase. Your Intelligence or Charisma
Your size is medium. score increases by 1.
Speed. Your base walking speed is 25 feet. You have Extra Language. You can speak, read, and write one
a fly speed of 30 feet but if you have not landed at the end extra language of your choice
of your turn, you fall. You cannot make use of this flight if Camellia's Favour. You have greater psionic powers.
you are wearing medium armour and you cannot fly within At 5th level you can cast the Calm Emotions spell once per
5 feet of an overhead platform/roof. day. At 7th level, you gain the ability to cast the Sending
Darkvision. Accustomed to Akarok's caverns, you have spell once per day. Your spellcasting ability modifier
superior vision in dark and dim conditions. You can see for these spells is Wisdom.
in dim light within 60 feet of you as if it were bright light,
andin darkness as if it were dim light. You can't discern
color in darkness, only shades of gray.
Sensate. With the blessing of Camelia upon you, You
possess innate psionic powers. You know the Message
cantrip, but the message is sent telepathically and it cannot
be blocked by the normal means. When you reach 3rd level
you can cast the Detect Thoughts spell once per day. Your
spellcasting ability modifier for these spells is Wisdom.
Chitinous Exoskeleton. You cannot wear heavy armour.
You have natural armour giving you an armour class of
12 when you are not wearing armour or using a shield.
Squishy Innards. You gain 1 less hit point per level.
Scythe Blades. You possess two additional scythe-like
hands. Your unarmed attacks with the scythes do slashing
damage. When you fall off a ledge you can spend
your reaction to make an Athetlics (climb) check to cling on.
Fey Ancestry. You cannot be put to sleep by magic and
have advantages on saving throws against being charmed.

AXD 19 of 233
WARRlOR
Whispers spell without the components once per day.
As a warrior, you are naturally stronger a nd more robust
At 5th level you can instead cast Hold Person once per
than other Mantids as well as able to improve and pick day. At 7th level you can instead cast Hypnotic Pattern
up combat skills faster.
once per day. You must choose between your Wisdom,
Ability Score Increase. Your Constitution, Dexterity
Charisma or Intelligence modifier for the spellcasting
or Strength score increases by 1.
ability modifier with which you cast these spells.
Strong Wings. Your fly speed becomes 40 feet. If you
have not landed at the e nd of your turn you fall slowly Al<AROK'S FAVOURED
descend to the ground. If you descend more than 50 feet Your blood has been favoured in the eyes of Akarok and
this way, you fall. he has made you strong. You do not possess scythe-like
appe ndages - instead, you have functional ha nds which can
DIMORPHIC MUTATION be used with great exertion. In addition to the reaction
granted by Scythe B lades you have the following traits.
The Mantids are also divided by bloodlines. While most You must be a Warrior to take this mutation.
a re of blood eddied with Elf or Human, there yet remain Archfey's Blessing. The ability score increase from your
the Pure Mantids, The Chosen and Akarok's favoured. subrace is doubled. You also gain resistance to poison.
The Dungeon Master decides ifand when you can select Spider's Dexterity. You can wield a total of fo ur
a mutation from the three below. The Chosen gain all the weapons so long as two of them are light. When you make
benefits of Pure Mantids in addition to their traits. an opportunity attack you can spend a hit die to make up to
two additional attacks against the creature. These attacks
THE CHOSEN must be made with two light weapons you are wielding. If
You are an antiqui ty among the pure blooded. You have you hit with both attacks you regain the hit die that you lost.
a third vertical eye in your forehead and none among After you use this feature you cannot use it again until you
your people can rival your psionic abilities. You must be complete a short or long rest. You cannot use the reaction
an Oracle to take this mutation. aspect of Scythe Blades while wielding weapons in your
The Third Eye. From level 5 you can choose to act extra hands unless you drop those weapons
as though the Zone of Truth spell is e ffecting every
squa re adjacent to you. The DC for this spell equals 8 + PURE BLOODED
your spellcasting a bility modifier or Constitution Pure of your blood, you are gifted in telepathic abilities
modi fer + your proficiency bonus. beyond the other member of your race, you can perform
Power Overwhelming. You can cast each spell feats that many would not think naturally possible.
granted by Sensate and Camellia's Favour one additional Unassaible Mind. From level 3 onwards you cannot
time per day. Alternatively, each day when you prepare be cha rmed.
your spells you can also choose to forego your second Extraordinary WiJJ. From level 6 onwards you can
cast of one of these spells to cast an alternative spell recover the usage of your racial spells. During a short
as shown. At level 3 you can instead cast the Dissonant rest you recover the usage of a number of your racial spells
equal to half of your highest caster level, minimum 1.

AXD 20 of 233
Pactborn
When warlocks dare to test their luck by forging pacts
with powerful creatures outside the material realm they
risk not only their own souls but the souls of their kin
as well. Pactborn are the children of warlocks whose
binding relationship to otherworldly patrons left a telling
imprint on their spawn. Pactborn children are almost
always shunned by society and usually just as likely to
be rejected by their parents. In the eyes of their parents,
pactborn are a cruel reminder of the price they paid for
power. In everyday society, pactborn are unfairly and
incorrectly seen as innately evil or nefarious.

Other Origins
Thicker Than Blood While the default origin of the Pactborn is that they are
Not all children of warlocks are pactborn and it is the children of warlocks pledged to otherworldly powers
unclear what factors differentiate warlocks who there is no reason you couldn’t adapt the race for a
pass along their inhuman nature to their kin from different background in your own campaign. Consider
those that do not. Increasing their isolation from the the following alternative origins for the Pactborn.
world, Pactborn are not able to sire or bear children Foreign Born. Mortals rarely obtain the ability to travel
themselves so even the embrace of a family of their the myriad planes of existence and, rarer still, have the
own is beyond their grasp. Though they might wish mixed fortune of giving birth there. Even in instances
otherwise, the pactborn’s unnatural lineage is betrayed where both parents share the same race, a child
by their outward appearances, their physical features conceived, carried, or born on distant planes may show
a symbol of the union between their parent and their signs of its influence. These children are known as the
parent’s otherworldly patron. Due to the incredible Planetouched and while even rarer than the Pactborn,
strain the pactborn have in starting and keeping they suffer from far less stigma.
relationships they tend to be steadfast and loyal to those Interplanar Incursion. Decades, centuries, or millenia
who show them true kindness and respect. ago powerful beings from one or more planes invaded
the world. Whether or not those powers are still around
today, they have left a profound and ongoing mark on the
Otherworldly Kin world in the form of the Nephilim. Unlike the Pactborn
who tend to rarely if ever see others that look like them
All pactborn have an unnatural charisma that stems
the Nephilim form communities to support one another
from their parents and their parent’s patron’s raw and
and buffer themselves against the prejudice of the other
overwhelming presence. Warlocks promised to the
races.
Archfey can sire or birth siofra, a pactborn known for
Living Vessel. The Pactborn are rare but a Vessel is
their duplicity and tricky nature. Warlocks in the service
a singular being who will almost certainly live its entire
of a Fiend can have tiefling children, whose appearance
existence without meeting another being even remotely
matches their infernal temperament. Warlocks bound to
similar to it. Using an obscure and unreliable arcane
the Great Old Ones sometimes spawn the methuselah,
ritual powerful creatures from distant planes reincarnate
pactborn who exude the alien weirdness of their
into a humanoid form on the material plane. This
parent’s patrons and whose madness is only matched by
method robs the creature of all of its memories and
their insight.
power as their soul inhabits a newly conceived child and
Other stranger and rarer pactborn are the result of
in the material world. Often a Vessel spends most of
less common warlock patrons. Among these pactborn,
his childhood and early adulthood piecing together the
the aasimar are born to warlocks who have forged their
broken memories of his past life before coming to the
pacts with powerful beings of light and order and the
unsettling or empowering (depending on the Vessel)
lemures are the spawn of warlocks pledged to ancient
realization that they are not of this world.
undead beings suffused with necromantic power.
Races | Pactborn
2
AXD 21 of 233
Pactborn Traits Tiefling
Tieflings often bare a certain characteristic demeanor
All pactborn share the following features. of their infernal heritage though to a lesser degree than
Ability Score Increase. Your Charisma score they are often accused of. Tieflings are prone to have a
increases by 2. particular vice that then struggle with or indulge in most
Age. Pactborn mature at the same rate as humans but of their lives. For some tieflings this means a life time of
live a few years longer. late nights and large tabs at taverns while others’ habits
Alignment. Pactborn may not have an innate tendency run more violent or esoteric.
toward evil, but many of them end up there after a The appearance of tieflings is quite diverse. Most
lifetime of desperation and social isolation. Influenced tieflings have a red complexion although for some
by the mystic imprint of a warlock’s pact, pactborn are this is quite light and for others it is stark. Common
prone towards a lawful alignment. physical qualities of tieflings include horns, tails, fangs,
Size. Pactborn are about the same size and build as forked tongues, and upturned noses. Despite these
humans. Your size is medium. qualities being common they are not ubiquitous and
Speed. Your basic walking speed is 30. most tieflings only have some of these traits rather than
Subrace. Five subraces of pactborn are found among all of them. Tieflings sometimes smell like burnt wood,
the worlds of D&D: siofra, tiefling, methuselah, aasimar, cinnamon, or sulfur.
and lemures. Choose one of these subraces. Ability Score Increase. Your Intelligence score
increases by 1.
Siofra Darkvision. Thanks to your infernal heritage, you
Siofra are said to be capricious and mercurial. The have superior vision in dark and dim conditions. You can
parent of a siofra child must always be vigilant as the see in dim light within 60 feet of you as it if were bright
child is prone to putting itself in harm’s way to satisfy its light, and in darkness as it if were dim light. You can’t
curiosity. When the child finally grows out of that phase discern color in darkness, only shades of gray.
they are likely to torment their parents with no end with Hellish Resistance. You have resistance to fire
practical jokes and gags meant to amuse no one but the damage.
child themself. While most siofra outgrow these habits Infernal Legacy. You know the thaumaturgy cantrip.
they do tend to have overactive senses of humor, quickly Once you reach 3rd level, you can cast the hellish
change their minds, and display a certain degree of lack rebuke spell once with this trait as a 2nd-level spell,
of empathy or consideration for others. and you regain the ability to do so when you finish a
Physically the siofra are lithe, beautiful, and often long rest. Once you reach 5th level, you can cast the
have splashes of shocking color in their hair, eyes, or darkness spell once with this trait, and you regain the
skin. Some siofra smell of sweets or flowers or other ability to do so when you finish a long rest. Charisma is
pleasant things. It is unheard of for a siofra to be plain. your spellcasting ability for these spells.
Whether they are beautiful or otherwise, they are always Languages. You can speak, read, and write Common
striking in appearance. and Infernal.
Ability Score Increase. Your Dexterity score increases
by 1 Methuselah
Chimeric Legacy. You know the minor illusion cantrip. Methuselah frequently spend much of their childhood
Once you reach 3rd level, you can cast the charm person without uttering a word and seemingly oblivious to
spell once with this trait as a 2nd-level spell, and you others around them. As they grow older, methuselah
regain the ability to do so when you finish a long rest. engaged a bit more with others but are always
Once you reach 5th level, you can cast the misty step noticeably distracted by internal thoughts or stimuli.
spell once with this trait, and you regain the ability to While madness is relatively common in methuselah
do so when you finish a long rest. Charisma is your it is not guaranteed. Most methuselah have very
spellcasting ability for these spells. idiosyncratic ideas about themselves and the world and
Fey Ancestry. You have advantage on saving throws are prone to being conspiratorial and paranoid.
against being charmed, and magic can’t put you to sleep. Although the appearance of methuselah varies
Untrue. You have proficiency in the Deception skill. greatly they are all distressing on some level to others.
Languages. You can speak, read, and write Common Methuselah have been known to exhibit translucent
and Sylvan. skin, bulbous lumps about their bodies, vestigial limbs,
bulging veins, and odd patches of hair or hairlessness.
The voices of methuselah are also often noted as having
an unnerving quality of some kind. This quality might
be an unnatural or quavering pitch, words that echo
themselves, or unintended guttural growls or groans.
Ability Score Increase. Your Constitution score
increases by 1.
Ineffable Legacy. You know the prestidigitation
cantrip. Once you reach 3rd level, you can cast the sleep
spell once with this trait as a 2nd-level spell, and you
regain the ability to do so when you finish a long rest.
Once you reach 5th level, you can cast the crown of
madness spell once with this trait, and you regain the
ability to do so when you finish a long rest. Charisma is
your spellcasting ability for these spells.

Races | Pactborn
3
AXD PDF compiled, edited and designed to resemble the official Player’s Handbook by Ners 22 of 233
Inscrutable Madness Insight. When you complete a Ability Score Increase. Your Strength score increases
long rest roll a d20 and record the number rolled. You by 1.
can replace any attack roll, saving throw, or ability check Stygian Legacy. You know the spare the dying
made by you or a creature that you can see with this roll. cantrip. Once you reach 3rd level, you can cast the ray
You must choose to do so before the roll and, when you of sickness spell once with this trait as a 2nd-level spell,
do, you lose this foretold roll. When you take a long rest and you regain the ability to do so when you finish a
you lose this foretold roll. long rest. Once you reach 5th level, you can cast the
Languages. You can speak, read, and write Common speak with the dead spell once with this trait, and you
and Deep Speech. regain the ability to do so when you finish a long rest.
Charisma is your spellcasting ability for these spells.
Aasimar Unnatural Innervation. As an action you can roll and
Despite their appearance and supernatural inheritances, expend a hit dice to gain the result + your Constitution
the aasimar are not the beings of unflinching virtue modifier in temporary hit points.
some assume they must be. Instead, aasimar struggle Languages. You can speak, read, and write Common.
with the strong convictions fueled by their supernatural Additionally, you can speak to and understand the
connection to order and all the shortcomings that make speech of any undead creature that knows a language.
them mortal. In coping with this struggle, some aasimar
Pactborn Race by
begin to believe that they are morally superior in due
Benjamin Huffman
to their heritage and become philosophically bullish
http://sterlingvermin.com/
insisting that their own moral compass is flawless
regardless of where it leads them. For other aasimar,
Art Credits in Order of Appearance
the better side of both of their natures prevail and they
“Background” by Ners
truly are the beings of goodness, compassion, and
“Tiefling Wizard Color” by Vagelio Kaliva
justice others hope they are.
“Pact” by Ners
Aasimar have a radiant or magnetic presence. While
“A belfry above the sky” by Vagelio Kaliva
they may not be beautiful by traditional standards,
something about their appearance signified authority
DUNGEONS & DRAGONS, D&D, Wizards of the
or goodness. They may have tinges of gold in their eyes,
Coast, Forgotten Realms, the dragon ampersand, and
hair, or skin and they are almost always without physical
all other Wizards of the Coast product names, and their
blemish. Very rarely an aasimar is born with wings
respective logos are trademarks of Wizards of the Coast
but these limbs are always useless for flying or gliding,
in the USA and other countries.
though they do make clothing and armor more difficult
and expensive to come by.
This work contains material that is copyright Wizards
Ability Score Increase. Your Wisdom score increases
of the Coast and/or other authors. Such material is
by 1.
used with permission under the Community Content
Darkvision. Thanks to your celestial heritage, you
Agreement for Dungeon Masters Guild.
have superior vision in dark and dim conditions. You can
see in dim light within 60 feet of you as it if were bright
All other original material in this work is copyright
light, and in darkness as it if were dim light. You can’t
2016 by Benjamin Huffman and published under the
discern color in darkness, only shades of gray.
Community Content Agreement for Dungeon Masters
Celestial Resistance. You have resistance to necrotic
Guild.
damage and radiant damage.
Celestial Legacy. You know the light cantrip. Once
you reach 3rd level, you can cast the lesser restoration
spell once with this trait, and you regain the ability to do
so when you finish a long rest. Once you reach 5th level,
you can cast the daylight spell once with this trait as a
3rd-level spell, and you regain the ability to do so when
you finish a long rest. Charisma is your spellcasting
ability for these spells.
Languages. You can speak, read, and write Common
and Celestial.

Lemures
Perhaps unsurprisingly, lemures have a fascination with
death and dead things. Despite this fascination, lemures
are rarely violent but instead prefer to observe the
machinations of death and decay where they are already
occurring. While this is an unsettling interest in children
it is even more prone to unsettle others once the
lemures reaches adulthood. Lemures are typically quiet,
reserved, and prone to sullen and withdrawn moods.
Lemures often look older and more weary than they
are though they age and exhaust no faster than other
Pactborn. Their frequently frail and malnourished
appearance also masks their inherent strength.
Lemures are prone to having ashy or dry skin with black
or gray eyes and black, gray, or white hair. Lemures
sometimes smell of freshly turned earth, smoke, or rot.

Races | Pactborn
4
AXD 23 of 233
PIXIE
tanding barely more than a foot tal~ pixies
resemble diminutive elves with gossamer wings
like those of dragonflies or butterflies, bright as
the clear dawn and as luminous as the full
moonrise. Their skin, hair, and eyes come in
shades of natural colors including the greens of
the leaves and grass or the browns and bronzes
of the dirt and trees and even spans into the reds and yellows
of the autumn. Wander through a pixie's glade might never
see the creatures, yet hear the occasional giggle, gasp, or
sigh.
Should you be lucky enough to catch more than a fleeting
glimpse of them, you would find that pixies array themselves
like princes and princesses of the fey, wearing flowing gowns
and doublets of silk that sparkle like moonlight on a pond
Some dress in acorns, leaves, bark, and the pelts of tiny
woodland beasts. They take great pride in their regalia and
beam with joy when they are complimented on their
ensembles.

MISCHIEVOUS TRICKSTERS ~~~~~~~~

While the arrival of visitors piques their curiosity, pixies are


too shy to reveal themselves at first. They study the visitors
from afar to gauge their temperament or play harmless tricks
on them to measure their reactions.
Pixies might tie a dwarf's boot together, create illusions of
strange creatures or treasures, or use dancing lights to lead
interlopers astray. If the visitors respond with hostility, the
pixies give them a wide berth. If the visitors are good natured.
the pixies are likely to be emboldened and more friendly. The
fey might even emerge and offer to guide their "guests" along
a safe route or invite them to a tiny yet satisfying feast
Credit: http://carolinnade.deviantart.com/art/Pixie-
prepared in their honor.
28017l745
The same is true for an adventuring Pixie though they
might be more bold than one who has not chosen that path.
PIXIE NAMES
fUGH1Y YET INQUISITIVE_ _ _ _ __ Pixies are given a name when they come of age. They also
have a surname that tells what clan they hail from.
Curious as cats and shy as deer, pixies go where they please. Example Male Names. Sisirion, Arnaeen, Eruauthan,
They like to spy on other creatures and can barely contain Emerwe, Daeron.
their excitement around them. The urge to introduce Example Female Names. Silmara, Lotheryntha,
themselves and strike up a friendship is almost Relondstra, Erurima.
overwhelming; only a pixie's fear of being captured or
attacked stays its hand Pixies who overcome their fear are
those you will most commonly see becoming adventurers. PIXIE GENDERS
Unlike their fey cousins, the sprites, most pixies abhor Pixies are forest spirits and are gender-less as a
weapons and would sooner flee than get into physical species, however, individual pixies that follow their
altercation with any enemy. As an adventurer though, pixies curiosity and leave their enclaves will sometimes
would be expected to confront enemies and fight foes, and adopt a gender identity as they interact with
that can make other pixies mistrust or avoid adventurers. gendered species. This is more common with
pixies who leave or are separated from their
enclaves at a young age.

PART I I PIXIE DESCRIPTION

AXD 24 of 233
PIXIE TRAITS
Your pixie character has a number of traits in common with
all other pixies.
Ability Score Increase. Choose between your Dexterity
score and your Charisma score. Increase your chosen ability
score by +2 and the remaining ability score by+1.
Age. Pixies do not age as normal races do, and after
reaching maturity do not die except from wound or disease.
They reach adulthood at age 16.
Alignment. Almost all pixies are good with the chaotic
ideals of freedom in simply having fun and enjoying life being
at the forefront of their desires.
Size. Pixies are like tiny elves standing barely a foot tall
Your size is Tiny. Equipment, clothing, and even mundane
items must be custom made to your size. Such custom items
cost twice their normal price.
Speed Your base walking speed is 15 feet.
Flight Your fly speed is 25 feet and you can hover, however,
you still fall if knocked prone or are deprived of the ability to
move.
Fey Ancestry. You have advantage on saving throws
against being charmed, and are immune to magical sleep.
Pixie Magic. You know the Dancing Lights cantrip. When
you reach 3rd levei you can cast the Invisibility spell as a 2nd-
level spell once with this trait and regain the ability to do so
when you finish a long rest. When you reach 5th levei you
can cast the Suggestion spell once with this trait and regain
the ability to do so when you finish a long rest. Charisma is
your spellcasting ability for these spells.
Languages. You can speak, read, and write Common and
Sylvan.

A FEW TINY CHANGES


Beyond item costs, tiny creatures have several
changes to how they play compared to small and
medium sized cratures.
Movement Tiny creatures can enter other's
spaces.
Weapon Types Tiny creatures can't wield Heavy
weapons, and must use two hands for Versatile
weapons.
Encumberment Tiny creatures' carrying capacity
and push, drag and lift weights are halved.

AXD 25 of 233
Tibbit
Size: Small

Movement: 25 ft

Languages: You can speak, read, and write


Common

Tibbits are small, humanoid creatures that have the ability to turn into a common house cat. They
arose from felines kept as familiars in ages past. The powerful magic that allows a familiar to gain
intelligence and magic abilities slowly filtered from one generation of cats to the next. Whether tibbits
evolved from a natural process, divine intervention, or a sudden surge in the magic running through their
ancestry, none can say. Tibbits have never existed in large numbers, and their tendency to spread across
the world leaves them with a fractured, incomplete racial history. They tend to have pronounced feline
features, especially their ears and eyes even while in their humanoid forms. Their hair color is also shared
between forms. Tibbits rarely form communities and even small groups of even two or three families wont
stay together for more than a few years. When Tibbit reaches adulthood they are overcome by an
extreme desire to wander and explore.

TIBBIT TRAITS

Ability Score Adjustments:


Your Dexterity score increases by 2.
Your Wisdom score increases by 1.

Dark Vision: You gain Darkvision 60 ft

Feline Senses: You have advantage on Wisdom (Perception) checks that rely on smell.

Land on your Feet: You have resistance to fall damage.

Feline Nimbleness: You can move through the space of any creature that is of a size larger than yours.

Speak with Felines: You are able to speak with cats and other felines as if using the speak with animals
spell.

Feline Transformation: As an action you can transform yourself into a cat (use the stats for a
Cat as found in your PHB) You can remain in this form for an indefinite amount of time and you can
choose to use this ability an unlimited number of times per day. Unless otherwise specified the same
rules that apply to the Druid’s Wild Shape ability apply to your Feline Transformation ability. Activating this
ability does not expend one of the Druids Wild Shape uses.

AXD 26 of 233
GEISTS
THE UNCHAINED As a Geis t, you were unable to find your original body when
Throwing away the shackles of death, some make their way you finally escaped from Purgatory. Rather than be corrupted
out of the realm of the dead and back towards the land of the by this event and becoming a ghost, your spirit has formed
living. While most return as corrupted undead, the Unchained into a tangible form, where your body and spirit are one in
have kept their sense of self and awareness. the same.
Geis ts tend to have pa le s kin ranging from blue to white,
and hair of a silmilar hue, giving them a very ethereal
ESCAPED FROM PuRGATORY
appearence.
All souls spend time in the grand prison of Purgatory as they Ability Score Increase Your Wisdom score increases by 2
await their final judgment. How long each soul waits varies, Ghostly Resistance. You have resistance to Necrotic
though it was never longer than 200 years before the Keeper damage.
of Chains s hows a prisoner their afterlife. One With Your Spirit. You have advantage against Charm
As the othe r gods passed away, so too did the Keeper of effects.
Chains, the warden of Purgatory. Many souls escaped their Poltergeist. You can cast Thaumaturgy as the can trip.
cells to wander the empty prison, some seeking the door to
the afterlife they wished for. However, a large a mount ins tead RISEN
sought to escape back towards the mortal realm. Risen were able to find the remains of their body. Tf you were
lucky, you escaped purgatory quickly after death. Otherwise,
BETWEEN LIFE AND DEATH rot and decay has set in, though there's newfound strength in
a body without normal limitations.
The transition from Purgatory back to the Material Plane is
All Risen have glowing pure white eyes, making them
long arduous, and without a proper guide, none truely come
distinguishable from the norma l Undead
back unchanged Most of the lost souls who seek to return a re
Ability score increase. Your Constitution score increases
corrupted entirely by the journey, becoming horrific undead
by 2.
with little of who they were before, and even intelligent
Bloodless veins. You have advantage on saving throws
undead have suffe red from this, becoming twisted and evil
against poison, a nd resistance to poison damage.
The Uncha ined are different, and rather than assuming a
Hard to Kill When you first fail a death saving throw, you
mockery of life, have regained it as much as they could, w hile
may instead choose to s ucceed Additionally, you regain
keeping their minds in tact. While they have no tendancy
consciousness with lhp the first time that you are stabalized
towards evil, ma ny are still s hunned from society due to the
You regain use of both of these features after a long rest.
s imilarities between them a nd the undead, and some turn to
darker paths even without the corruption of undeath.

UNCHAINED 'TRAITS
While technically alive, your journey has changed you to give
your Unchained the following traits.
Ability Score increase. Your Charisma score increases by
1
Age. Unchained have thrown off the mo rtal s hackles of
aging, and cannot die from old age nor be aged magically.
Alignment. T he Unchained te nd towards no particula r
alignment. Most try to integrate back into normal society, but
those w ho are s hunned may grow jaded against those who
haven't died
Size. The Unchained are the same height that they were in
life. Your size is medium.
Speed Your base walking speed is 30 feet.
Dark.vision. Your new life has given you s upernatura l
senses, accustomed to the dark Purgatory prison you stayed
in. You can see in dim light within 60 feet of you as if it were
bright light, and in darkness as if it were dim Light. You can
discern color in darkness.
Memory of Life. You gain proficiency in one skill or tool of
your choice.
Languages. You can speak, read, and write Common, and
one additional language of your choice. Some Unchained
have forgotten their racial languages from life, though most
remember.
Subrace Two S u braces of Unchained exist in the world,
ha unting Geists or the decayed Risen. Choose one of these
s ubraces.
IArt Credit Dave Rapoza, Paizo Inc.
I
HOME REW v A ONFtlE MAN

AXD 27 of 233
AXD 28 of 233
ALCHEMIST
Deep in the caverns of a mystic dungeon, a group of
adventurers count thei1 gold as an elf extracts the
venom from a giant snake, pocketing it in her pouch.
In a busy part of the •:ity, a human rushes to find
the right potion for the poor family. It might not stop
the disease, but the chi d will live to fight another
day.
Feeling a tingle in his arm, an ore laughs as ills
biceps grow twice as large, writing down with hjs
other the recipe for later use.
Alchemists strive to learn the mysteries of nature,
manipulating it in ways only they know. While not
technically spellcasters, they're magical in their own
right, and the effects oftheir concoctions provide
much to any adventuring party.

STUDY AND PRACTICE

Alchemists are studied professionals but study is


only half the battle. To Jnlock the true mysteries of
the world, experimentation is in order. Alchemists
collect ingredie nts which they use to practice their
craft in hopes of discovering a new way to change
the world, whether for better or worse.

RESEARCHERS
In society, alchemists are usually recluses, and even
medicinal doctors aren't the most popular people,
though they are found to be vital to any city.
However, in an adventuring party, the intellectual
mind of an alchemist can be the voice of reason, and
a valuable ally for t heir limitless uses in combat and
exploration.
Alchemists have several sub schools of research,
mainly explosives, poisons, and potions, but many
areas of study exist, as the possibilities of alchemy
are limitless. Some stu1y to become meilicinal
experts, while others strive to strengthen the body
and mind. Whatever th~ case, their goals are to
better every aspect of our lives.

AXD 29 of 233
Proficiency
Level Bonus Features
Ist +2 Concoctions, Bombs,
Poisons, Potions
2nd +2 Alchemical Study.
Alchemical Study Feature
3rd +2 Discovery
4th +2 Ability Score Improvement
5th +3 Discovery
6th +3 Alchemical Study Feature
7th +3 Discovery
Bth +3 Ability Score Improvement
9th +4 Discovery
10th +4 Alchemical Study Feature
I Ith +4 Discovery
12th +4 Ability Score Improvement
13th +S Discovery
14th +S Alchemical Study Feature
15th +S Discovery
16th +S Ability Score Improvement
17th +6 Discovery
18th +6 Alchemical Study Feature
19th +6 Ability Score Improvement
CREATING AN ALCHEMIST Discovery
20th +6 Master Alchemist
First, decide what your character might be studying.
ls he studying to heal their village w ho had no w ay to
cure diseases, or is he finding ways to make
exploring dungeons safer and easier? Are you
Q UJCK B U ILD
studying yourself, or d id you learn from someone
else? Do you spend your days perfecting your current Follow these guidelines when creating an alchemist.
recipes, or discovering new ones? Firstly, intelligence should be your highest stat,
followed by dexterity if you plan on being be
What was your first exposure to alchemy? Were you
adventurous type, or charisma if you plan on dealing
poisoned and someone made a traditional herb to
with people on a regular basis. Second, choose the
heal you making you search for new healing
hermit background.
methods, or did you hear the sounds of explosions
and wish to make your own brand of thu nderous
noise? Think about this as you decide what
concoctions to focus on as you research the world.

P.\RT I CL'\SSES

AXD 30 of 233
concoction that deals damage equal to the Concoction
CLASS FEATURES Die in a 5 ft. racLius. These bombs have a range of 30
As an alchemist, you gain the following class feet. Targets in the area must succeed on a Dexterity
features. saving throw against the Alchemist's save DC. If they
succeed, they avoid all damage.
HITPOlNTS
Hit Dice: l d8 per alchemist level POISONS
Hit Points at 1s t Level: 8 +your Constitution modifier You can mix together volatile ingredients into poisons
Hit Points at Higher Le ve ls: l d8 (or 5) + your of all types. In addition to being able to make typical
Constitution modifier poisons, you can CC'eate poisons as a concoction that
can be applied to any of your weapons. As an action, you
PROFICIENCIES can apply one of these poisons to your melee weapon or
Armor: Light Armor three pieces of ammunition. This poison deals poison
Weapons: AJI simple weapons, Rapier, Blowgun damage equal to the Concoction Die if it hits and the
Tools: Poisoner's Kit, Herbalism Kit target fails a Constitution save against the Alchemist's
Saving Throws: Intelligence, Constitution save DC. The poison's potency lasts for one minute
Skills: Choose two from Insight, Investigation, Medicine, when applied to a weapon or ammunition before it
Natures, Perception, Persuasion, Survival becomes inert.

EQUIPMENT P OTIONS
You start with the following equipment, in addition You can mix together healing herbs and create liquids
to the equipment granted by your background: which cure ailments and injuries. In addition to being
able to make typical potions, you can create potions as a
• Any simple weapon concoction that can be ingested. These potions heal
• (a) a scholar's pack, or (b) an explor er's pack damage taken equal to the Concoction Die, and can be
• (a) a poisoner's kit, or (b) an herbalism kit given to anyone. Potions can be ingested as an action.
• Leather Armor
ALCHEMIST'S STUDY
CONCOCTIONS At 2nd level, you have learned how to perfect one of
At level 1, you learn how to create a variety of your concoctions to the point that it requires no
concoctions. Each day after a long rest, you may effort on your part to craft them. You choose an
prepare a number of concoctions equal to your alchemist study, either grenadier, doctor, or
Intelligence mocLifier +your class level (minimum 1). At poisoner. These archetypes grant or add several
first level, you can make a potion, poison, or a bomb as features to your concoctions at higher levels. In
a concoction. At higher levels, you learn to augment addition, they change the Concoction Die value for
your concoctions and create new ones. one of your concoctions.
lf a concoction requires a save, it uses the
Alchemist's save DC, calculated as follows: DISCOVERIES
Alchemist Save DC = 8 +your proficiency bonus+ Your constant practice of alchemy has resulted in
your Intelligence modifier new knowledge unknown to you previously, also
known as cLiscoveries. You gain 1 discovery at 3rd
Each concoction begins with a Concoction Die equal level, and you learn additional discoveries every 2
to Ld4, and increases to 2d4 at 5th level, 3d4 at 9th levels after. These discoveries augment your
level, 4d4 at 13th level, and 5d4 at 17th level. concoctions and allow you to use them in new ways.

BOMBS ln addition, you gain additional discoveries


You know bow to mix explosive residue into casings determined by your archetype.
which detonate on impact. You can create a bomb as a

PARl I I CL'\SSES

AXD 31 of 233
ABILITY SCORE IMPROVEMENT ELEMENTAL CONCOCTION
When you reach 4th level, and again at 8th, 12th, Prerequisite: 5th level
16th, and 19th level, you can increase one ability You have discovered techniques used to extract the
score of your choice by 2, or you can increase two essence of rare ingredients. You can use an
ability scores of your choice by 1. As normal, you additional concoction to grant an e lemental boost to
can't increase an ability score above 20 using this your concoctions. If applied to a poison or bomb, the
feature. damage type of the concoction becomes fire, cold, or
lightning (your choice). If you use it on a potion,
when you drink that potion, you gain resistance to
MASTER ALCHEMIST that damage type for a number of rounds equal to
At level 20, you have achieved the peak of your Intelligence modifier.
intellectual studies, and have perfected all forms of
alchemy. The Concoction Die value for all your
ELEMENTAL IMMUNITY
concoctions increases by 1 step (1d4 to 1d6, ld6 to
Prerequisite: 17th level, Elemental Perfection
1d8). ln addition, the total cost of your concoctions
You can create a potion which has the pure essence
and discoveries is decreased by 1 (to a minimum of
of an element. You can use 3 additional concoction
1).
to extend the duration of a potion augmented by
Elemental Perfection to L hour.
DISCOVERIES
If a discovery has prerequisites, you must meet them ELEMENTAL PERFECTION
to learn it. You can learn the discovery at the same Prerequisite: 13th level, Elemental Concoction
time that you meet its prerequisites. You have perfected the techniques used to extract
the essence of rare ingredients. Whenever you create
ANTI MAGIC POTION an elemental concoction, it gains additional benefits.
Prerequisite: 7th level If it was a poison or bomb, it deals an additional 2
You have discovered ingredients that are devoid of dice worth of damage of the element chosen. If it
any magical essence. You can use a concoction to was a potion, the potion grants immunity to the
make an anti-magic potion that renders the target chosen element for a number of rounds equal to your
immune to any magic, beneficial or otheiwise. This Intelligence modifier.
effect lasts for 1 hour.
EXPLOSIVE CONCOCTION
CONCUSSIVE BOMBS Prerequisite: 7th level
You have learned to create a loud grenade capable of Your casings for your bombs have been improved so
disorienting opponents. You can use 1 concoction to they can hold more ingredients. When you create a
create a grenade that explodes with a loud audible bomb using a concoction, its radius is increased to
noise. Any enemies within 30 feet of the blast radius 10 feet.
must succeed on a Constitution saving throw equal
to the bomb's Dexterity saving throw or be deafened FLASHBANGS
for a number of rounds equal to your intelligence Prerequisite: 7th level, Concussive Bombs
modifier (minimum 1). A creature that has advantage You include bright flashing powder in your
on perception checks based on hearing has concussive bombs. You can use an additional
disadvantage on this saving throw. concoction to make your concussive bombs blind
enemies who fail another Constitution save equal to
DEADLY POISON the Concussive Bomb save. Any creature who has
Prerequisite: 9th level advantage on perception based on sight has
You have learned to get the most lethality from disadvantage on this save.
poisonous extracts. You add your intelligence
modifier to the damage dealt by any poisons you use.

PARl I I CL'\SSE."i

AXD 32 of 233
elemental damage taken for a number of rounds
FRAGMENTATI ON BOMBS
equal to your Intelligence modifie r. An enemy who
Prerequisite: 7t11 lcvel
has resistance to that damage type instead loses the
You fill your bombs with bits of glass. rocks, or other
resistance. An e nemy with immunity to the damage
small harmful bits. Whe n an enemy succeeds the
type is immune to this poison.
save to resist your bomb's damage, they take half the
damage instead of no damage.
POTION OF Cu~NG
You have discovered a substance that flushes the
IRRITATING Po:SON
body of filth. You can use a concoction to create a
Prerequisite: 5th level
healing potion that heals any disease or poison in
You create a poison which stimulates the nerves
addition to healing damage.
around one's body to itc h uncontrollably. You can
use one concoction to alter a poison to apply the
"Irritating" effect. Spellcasters who ar e under this
P OTION OF EN:IANCEMENT
effect arc so distracted that they must make a Prerequisite: 1 l th level
Cons titution saving throw each turn to be able to You have learned to e nhance a person's physical or
cast spells. If they fail, they may only cast cantrips mental prowess wi.th s pecial ing redients. You can
during that turn. This effect lasts for a number of use a concoction to create a potion that behaves like
turns equal to your Intelligence modifier. the spell Enhance Ability, the effect chosen upon
creation. The effect lasts fo r J hour, but multiple
people can benefit from this potion. lf someone
MAGEBANE Po:soN
unde r the effect of this potion drinks another one,
Prerequisite: 13th level, Irrita ting Poison
the previous potion's effect ends early.
You discover an irritant that is vastly more powerful
than before. You can use three concoctions to alter a
poison to apply the ~ Magebane" effect SpeUcasters
POTION OF REsISTANCE
who arc under this effect cannot cast ar.y magical Prerequisite: 9th level
spells for a number of t;.ims equal to your You have learned to alter a person's blood flow so
Intelligence modifier. that injuries are not as fatal as they may be. You can
use a concoction and c hoose one type of damage
type to grant resistance to that damage type to
N EURAL P OBON
whoever drinks that potion for 1 minute. If someone
Prerequisite: 5th level
under this effect drinks a nother potion of resistance,
You discover a way to ma ke poisons affect the mind
the new o ne overrides the previous one's effect.
rather than the body. Whenever you create a poison,
you can make the save Wis dom based instead of
Cons titution based, and the damage becomes
REGENERATJIVE POTION
psychic damage instead of poison. The poison works Prerequisite: 7th level
the same in a ll othe r regards, and a ny e nemy You have found a way to d istill ingredients in a way
immune to poison damage (not psychic damage) is to make their effects more potent. Your potions now
immune to a poison augmented in this way. heal additiona l hit points equaJ t•:> your Intelligence
modifie r (minimum 1).

POISON OF V ULNERABILITY
SYRINGE
Prerequisite: 11 th level, Elemental Concoction
Your elemental poisons are so powerful tha t they Prerequisite: 15th level
can cause enemy's to become weaker to such All potions you c reate are now syringes which are
elements. You can use one additional concoction to injected rather than ir.gested. You and allies can use
make a poison augmented by e lemen tal concoction your "potion" concoctions a s a bonus action.
into a poison of vulnerability. ln addition to doing
damage, if an enemy fails the Constitution save
against this poison, it becomes vulnerable to the

l'AH I I I ( l .\SSLS

AXD 33 of 233
ALCHEMIST'S S TUDY
Alchemists strive to unravel the knowledge found
within the world without magic. While they all learn
the basics of alchemy, some try to perfect their art in
certain areas.

DOCTOR
A doctor is one who uses his alchemical gifts for
good, helping all who are injured or sick. Doctors are
always looked upon as valuable a ssets. Most doctors
are good, outstanding members of s ociety, but some
tend toward the underground syndicates as private
doctors.

P OTION Focus
At level 2, a doctor's potions use d6s instead of d4s
for its Concoction Die.

HEALTHY B ODY
At level 2, your practices lead your body to perfect
health. You gain advantage on all saving throws to
resis t diseases, and you gain l additional hit point
per level. At level 10, you arc immune to all diseases,
and you gain 2 additional hit points per level instead
of 1.

DoCTOR DISCOVERIES
A doctor gains the following discove ries at certain
levels. Some of these are only available to the doctor,
while others are available to other alchemists at S YRINGE
higher levels. You have learned that potions heal by going through
our body's systems , so why not just circumvent the
R.EGENERATIVE P OTION ingestion of them and go to the source directly? This
You have d iscovered a way to make your typical discovery acts as the discovery listed above, e xcept
the doctor receives it at leve l 10.
healing ingredients last longer by distilling the
ingredie nts together into one potent co ncoction. This
discovery acts as the discovery listed above, except M UTAGENIC
the doctor receives it at level 2. You have discovered a way to increase the physical
and mental abilities of the body. At level 14, you can
S URGICAL P RECISION spend 4 concoctions to create a mutagenic. Choose
Your skill with small and precise tools is so refined one ability score, which then increases by 2 for a
number of rounds equal to your intelligence
that it shows in your skills in battle. Starting at 6th
modifier. An ability score increased this way can
level, you can attack twice, instead of o nce, whenever
you take the Attack action on your turn. The attack surpass the ability score limit. :f someone under the
must use a finesse or light weapon. effect of a mutagen tries to use a second one, the
previous one's e ffect ends. At level 18, you can

l'\RT I CL\SSF-'i

AXD 34 of 233
instead use 8 concoctions to make a mutagenic that bomb acts like a bomb created using a concoction,
lasts for 1 hour. except it only targets one creature. This bomb can
only be altered by the Fragmentation Bombs and
POTION OF LIFE Blast Powder discoveries.
You have discovered the ultimate in potions,
combining the greatest healing ingredients available. NAPALM BOMB
At level 18, you can use 10 concoctions to create a You have discovered a fiery substance that ignites
potion of life, which acts as the spell Revivify, only upon a bomb's detonation. At level 6, you can use 2
after the initial resurrection, you heal the target an additional concoction to create a lingering fire in the
amount equal to your potion's healing. You cannot blast radius of your bombs. If an enemy ends its turn
use a potion of life unless the body is present. If you in the fire, the fire deals l d4 fire damage. This fire
use it on a body whose soul is lost, the soul may lasts an amount of rounds equal to your intelligence
return to the body a t any point, but it is not forced modifier (minimum 1). If you have the elemental
back into it. The doctor may only create one Potion concoction discovery and use it, the damage
of Life per long rest. increases to l d6 and can be fire, cold, or lightning
damage. If you have the elemental perfection
GRENADIER discovery, this damage increases to 3d6 damage.

A grenadier is often considered a demoltionist, and


at worst can be considered an arsonist, but in reality
they are simply able to mix ingredients which
become unstable within their confines, namely bomb
shells. Grenadiers are the most diverse alchemists,
sometimes serving in armies, supplying explosives
for soldiers, or serving as guides for mining
expeditions, blasting away debris.

BoMBFocus
At level 2, a grenadier's bombs use d6s instead of
d4s for its Concoction Die.

FLAK JACKET
At level 2, a grenadier fashions himself a flak jacket
he can wear, preventing damage to himself from his
bombs. This flak jacket can be fitted under any
armor the grenadier can wear

GRENADIER DISCOVERIES
A grenadier gains the following discoveries at certain
levels. Some of these are only available to the
grenadier, while others are available to other
alchemists at higher levels.

MAKESHIFT BOMBS
At level 2, the creation of bombs is so engrained in
the grenadier's memory that he can do it in an
instant with limited resources. As an action, you can
create and throw a bomb at a single enemy. This

PARl I I CL'\SSES

AXD 35 of 233
market, and even the most straight individual will
BLAST P O\\'DER
find themselves purchasing rare ingredients from
You have discovered a volatile substance that makes shady fellows.
explosives all the more deadly. At level 10, you add
your intelligence modifier to a ll damage your bombs
do, and enemies in the center of an explosion have
P OISON Focus
disadvantage on the Dexterity saving throw to avoid At level 2, a poisoner's poisons uses d6's instead of
damage. d4's for its Concoction Die.

S TJCKYBOMB POIS ON I MMUNITY


You have discovered an extremely powerful adhesive At level 2, a poisoner has advantage on all saving
that can expand in an instant, encasing foes. At level throws that involve poison, and they have resistance
14 you can use 2 concoctions to create a sticky to poison damage from any source. At level 10, they
bomb. Thjs bomb does no damage, but instead gain immunity to all poisons and poison damage.
expands in a 30 foot radius. Any creature of size
Large or smaller must succeed on a Dexterity saving P OISONER DISCOVERIES
throw agafost the Alchemist's save DC, or be caught A poisoner gruns the following discoveries at certain
within this adhesive. Any creature caught in this way levels. Some of these are only available to the
gains the Restrained condition. A creature who poisoner, while others arc available to other
begins its turn within this adhesive may attempt to alchemists at higher levels.
break free as an action with a successful Strength
saving throw against the Alchemist's save DC. The D EADLY Po:soN
adhesive can be destroyed with 25 damage, but any None are as precise with poisons than a poisoner
creature caught in the adhesive also takes the himself. This discovery acts as the discovery listed
damage due to the adhesive tightening as its pulled above, except the poisoner receives it at level 2.
and damaged. A creature of size Huge or larger is
instead Grappled if it fails its Dexterity save. At level
P OISONER'S GLOVE
18, the grenadier can expend 2 more concoctions to
cause the adhesive to become immune to fire, cold, At level 6, the poisoner creates an apparatus that
and lightning damage, and combines the Napalm only he can use that allows him to excrete poisons
through the palm. Using this glove, the poisoner can
Bomb with the Sticky Bomb, causing enemies
caught in the adhesive to take damage every turn apply any poisons he's created as a bonus action on
equal to the Napalm Bomb's damage. his turn.

l NTERCHANGABLE C ASINGS P OISONOUS RESIDUE


You've treated your weapons with so many poisons
You have discovered a way to quickly put cartridges
of material into different bomb casings. At level 18, that some of its potency is still there even after it's
instead of c hoosing which concoctions form which been used. At 6th level, <my weapon you use that
you've treated with poison at least once has some of
bombs after a long rest, you simply choose whether
or not they are bombs. At any point after that, yot: its residue on it, allowing it to deal additional poison
damage to creatures. This acts like a poison created
can immediately use any combination or discoveries
from a concoction except it only deals ld6 damage
on these bombs at the cost of however many
concoctions it would have taken to make it. Potions no matter what level the poisoner is. This damage is
overridden by other poisons, and if the weapon is
and poisons must still be chosen after a long rest.
washed or cleaned in some way the weapon must be
treated with poison again to have this feature. The
POISONER only discovery that effects this poison is Deadly
A poisoner is typicalfound within the company of Poison.
thieves and those who focus on subterfuge and
trickery. A poisoner is no stranger to the black

l'\RT I CL\SSF-'i

AXD 36 of 233
and they are paralyzed for 1 hour. Jf they fail the
P ARALYTIC P OISON
wisdom save, their mind is destroyed and they are
The poisoner discovers a powerful paratlytic agent.
stunned for 1 hour. If they fail both their saves, their
At level 10, he can use 2 concoctions to create a
body stops functioning and they immediately die.
poison that numbs a person's body. This poison does
The poisoner can onJy make 1 poison of death per
no damage, but if the enemy fails the poison save,
long rest.
they lose feeling in their legs or arms, poisoner's
choice upon creation. If a person's arms are
paralyzed, they receive disadvantage on all attack
rolls and strength checks, and if they are wielding a
shield they lose that shield's bonus to AC. If a
person's legs are paralyzed, their speed is halved,
they receive disadvantage on all dexterity checks,
and all attacks against them have advantage. This
poisons lasts for a number of rounds equal to the
poisoner's Intelligence modifier (minimum 1). If this
poison is used again on the same target, it overrides
the previous effect.

CRJPPLING P OISON
The poisoner discovers an agent that debilitates the
nerves. At level 14, a poisoner can use 4 additional
concoctions to create a crippling poison. When this
poison is created, the poisoner chooses one ability
score. When a target fails the save against the
poison, in addition to taking damage their ability
score is reduced by ld6 for 1 hour. Crippling poisons
of the same ability score do not stack, but they can
override previous ones if it's higher than the last.
Different crippling poisons can be used against the
same target. At level 18, 5 additional concoctions
can be used to make the ability score penalty
permanent. It can only be restored by the poisoner
who made the poison, a doctor of equaJ level, a
Greater Restoration spell, or a Wish spell. This
penalty is removed upon death.

P OISON OF D EATH
The poisoner discovers the most lethal ingredients
known in the worlds. At level 18, once per day at the
cost of 10 concoctions, a poisoner can create a
Poison of Death. This poison can onJy be applied to
one piece of ammunition. The poison loses its
potency within 1 minute of being applied to a
weapon or piece of ammunition Any creature hit by
this poison must make 2 saves against your poison
save, one wisdom and one constitution. If they make
both saves, there is no effect. lf they fai l the
constitution save, their body is weakened severely

PARl I I CL'\SSES

AXD 37 of 233
Gunslinger
Waking up to a goblin ambush, a human reaches for
the pistol she always keeps at her side. She leaps to her
feet and begins to fire, blasting the nearest goblin away
before he can strike.
A gnome sighs to himself in satisfaction as he puts the
final screw into his masterpiece: a massive rifle, almost
twice as tall as he is. He loads it and tests it out on a
nearby tree. The ensuing blast knocks the gnome off of
his feet. He stumbles upright, grinning as he sees the
tree topple over from the hit.
Gunslingers are masters of the firearm, using them to
devastating effect on the battlefield. A gunslinger uses a
steady trigger finger and technical skill to provide cover
fire for her companions and cripples opponents with
deadly special shots.

Creating a Gunslinger
Gunslingers thrive on the outskirts of civilization, both
famous and infamous in the more free-spirited areas
of the world. Talk with your DM about an appropriate
origin for your Gunslinger. Do you live in a city, where
your weapons are possibly outlawed? Or, perhaps, you
come from the frontier, where your kind are common
and the laws, less so.
How did you acquire your first gun? Did your fervor for
invention lead you to create something more powerful
than you know? Did a demon trade this knowledge for
the promise of a favor? Maybe you killed a vengeful foe
and took your gun off his dead body.

Quick Build
You can make a gunslinger quickly by following these
suggestions. First, put your highest ability score
in Dexterity, followed by Intelligence or Wisdom,
depending on the Trail you intend to take at 3rd level.
Second, choose the outlander background.

Classes | Gunslinger
1
AXD PDF compiled, edited and designed to resemble the official Player’s Handbook by /u/Barkalot 38 of 233
Natural Talent
The Gunslinger Beginning at 1st level, choose one of your skill
proficiencies. Your proficiency bonus is doubled for any
Proficiency Maximum
Level Bonus Features Grit ability check you make that uses your chosen proficiency.
In addition, you gain a +1 bonus to attack rolls and
1st +2 Tinkerer, Natural Talent -
damage rolls you make using firearms.
2nd +2 Grit, Aimed Shot 2
3rd +2 Gunslinger’s Trail 2
4th +2 Ability Score Improvement 2 Grit
5th +3 Extra Attack 3 You, like every gunslinger, have something which allows
6th +3 Trail Feature 3 you to remain cool and collected, even in the most dire
7th +3 Trick Shot 3 situations. Starting at 2nd level, you gain a number
8th +3 Ability Score Improvement 3 of Grit points equal to your proficiency bonus. The
number of Grit points you have can never exceed your
9th +4 Evasion 4
proficiency bonus.
10th +4 Trail Feature 4 You can spend these points to fuel various class
11th +4 Violent Shot 4 features. You start knowing one such feature: Aimed
12th +4 Ability Score Improvement 4 Shot. You learn more such features as you gain
13th +5 Personal Effects 5 additional levels in this class.
14th +5 Trail Feature 5 Any expended Grit points refill at the end of a short or
15th +5 Trick Up Your Sleeve 5 long rest. In addition, you regain 1 Grit point, up to your
+5 current maximum, whenever you roll a critical hit with a
16th Ability Score Improvement 5
firearm attack, or you use a firearm to reduce a creature
17th +6 Trail Feature 6
to 0 or fewer hit points. If you reduce a creature to 0 or
18th +6 ‘Slinger’s Luck 6 fewer hit points with a critical hit, you regain only 1 Grit
19th +6 Ability Score Improvement 6 point, not 2.
20th +6 True Grit 6 Some of your Grit features require your target to
make a saving throw to resist the feature’s effects. The
saving throw DC is calculated as follows:

Class Features Grit save DC = 8 + your proficiency bonus + your Dexterity


modifier
As a gunslinger, you gain the following class features.

Hit Points Aimed Shot


Hit Dice: 1d8 per gunslinger level Beginning at 2nd level, when making an attack with a
Hit Points at 1st Level: 8 + your Constitution modifier firearm as part of your attack action, you may choose
Hit Points at Higher Levels: 1d8 (or 5) + your to expend a number of Grit points up to your current
Constitution modifier per gunslinger level after 1st maximum to gain a bonus on the attack roll equal to the
number of Grit points spent. If this attack hits, you add
the number of Grit points spent to its damage roll as
Proficiencies
well.
Armor: Light armor
Weapons: Simple weapons, firearms
Tools: Tinker’s Tools Gunslinger’s Trail
Saving Throws: Dexterity, Intelligence At 3rd level, you choose the trail which reflects your
Skills: Choose two from Acrobatics, Insight, own personal style and credo. Following one of these
Investigation, History, Perception, Sleight of Hand, trails separates a mere gun-toting adventurer from a
Stealth, and Survival. legendary gunslinger. Choose the Trail of the Desperado
or the Trail of the Gunsmith, both detailed at the end of
Equipment the class description. Your choice grants you a unique
You start with the following equipment, in addition to feature when you choose it at 3rd level. It also grants
the equipment granted by your background: you additional benefits at 6th, 10th, 14th, and 17th
levels.
• (a) a pistol (b) a musket or (c) a scattergun
• (a) an explorer’s pack or (b) a dungeoneer’s pack Extra Attack
• Leather armor, a set of tinker’s tools, and 30 pieces of
ammunition Starting at 5th level, you can attack twice, instead of
once, whenever you take the Attack action on your turn.

Tinkerer
Beginning at 1st level, you can use Tinker’s Tools to
craft basic firearms, detailed at the end of the class
description, as well as basic ammunition for those
firearms.

Classes | Gunslinger
2
AXD 39 of 233
Trick Shot than one. While wearing your Comfortable Duster,
you never make an ability check or saving throw with
Starting at 7th Level, you can target a specific location
disadvantage.
on a foe’s body, so long as the foe’s body has the location
Lucky Hat. This hat has been with you since the
you want to target. When making an attack with a
beginning, and no matter how many times you lose
firearm, you may spend a Grit point to add an additional
it, it always seems to find its way back. When you are
effect based on the targeted location.
hit with an attack while wearing your Lucky Hat, you
Armshot. On a hit, the target must make a
may turn that attack into a miss, even if that attack is a
Constitution saving throw or drop a single held item of
Critical Hit. You may use this feature once between each
your choice.
long rest.
Headshot. On a hit, the target must make a
Quality Cigar. No matter where you draw on it, this
Constitution saving throw or have disadvantage on
cigar always gives you a quiet moment to reflect. As an
attacks made until the start of your next turn.
action, you make take a draw on your Quality Cigar to
Legshot. On a hit, the target must make a Constitution
regain 1 Grit point. You may take a draw on the Quality
saving throw or fall prone.
Cigar up to 2 times between each long rest.
Bodyshot. On a hit, the target must make a
Tinker’s Goggles. Tinkering has always kept you up
Constitution saving throw or have disadvantage on
at night, and these goggles have been a tinker’s best
Strength and Dexterity ability checks and saving throws
friend. While wearing your Tinker’s Goggles, you can
until the start of your next turn.
see normally in darkness, both magical and nonmagical,
Wingshot. On a hit, the target must make a
up to a distance of 120 feet, and you are immune to
Constitution saving throw or fall 60 feet. Creatures of
the blind condition. In addition, you have advantage on
Huge size or larger automatically succeed on saving
Tinker’s Tools ability checks to repair a broken gun.
throws made against this shot.

Evasion Trick Up Your Sleeve


When you reach 15th level, you never go anywhere
Beginning at 9th level, you can nimbly dodge out of the
without a gun on your person, come hell or high water.
way of certain area effects, such as a red dragon’s fiery
Whenever you make a Sleight of Hand check to draw or
breath or an ice storm spell. When you are subjected
hide a light weapon on your person, you can treat a d20
to an effect that allows you to make a Dexterity saving
roll of 19 or lower as a 20.
throw to take only half damage, you instead take no
damage if you succeed on the saving throw, and only
half damage if you fail. ‘Slinger’s Luck
Starting at 18th level, some swear you’ve been kissed by
Violent Shot Lady Luck herself. Before you roll a saving throw, you
can choose to automatically succeed. Once you use this
Starting at 11th Level, you’ve learned that you can’t
feature, you must take a long rest before using it again.
always play safe if you want to win. As part of a ranged
attack action using a firearm, you can spend a Grit point
to perform a Violent Shot. If your attack hits, it is treated True Grit
as a critical hit which does not restore Grit and your
weapon is broken (see the Firearm Properties detailed At 20th level, whenever you would regain 1 Grit Point,
at the end of the class description). you instead regain 2, up to your current maximum.

Personal Effects Gunslinger’s Trail


Beginning at 13th level, you may choose one of the Trail of the Desperado
following items as your Personal Effects. Your chosen
item grants you a unique bonus, specified below. If The desperado fights with skill, reflexes, and a quick
your Personal Effects are lost or destroyed, they are trigger finger. Her movements are crisp and sharp, faster
mysteriously found immediately following your next than the average person can track. Those following this
long rest. path drill their motions until they surpass normal mortal
Acrobatics Harness (Desperado Only). The strains limits.
of rolling, ducking, and dodging can take their toll on
the body. With this harness, you can perform stunts to Fast Reflexes
dodge out of harm’s way with little strain on yourself. When you choose this trail at 3rd level, your speed
While wearing your Acrobatics Harness, you may also increases by 10 feet while you are unarmored or
add your Proficiency modifier to the damage reduction wearing light armor.
component of Dodge Roll. In addition, you may use your bonus action to either
The Rambolier (Gunsmith Only). You never leave repair or reload a weapon in your possession.
home without an ammo stockpile about the size of a
munition depot. This high-capacity, smooth leather Quick Draw
bandolier carries it all for you. While wearing The By 6th level, you’ve learned to keep a close eye on
Rambolier, you may craft and store up to 2 extra rounds your surroundings, and a close hand on your gun. You
of Specialty Ammo during each long rest, which are add your proficiency bonus to any initiative check.
added to your current maximum. Furthermore, during the first round of combat in which
Comfortable Duster. This old, trail-worn duster has you are not surprised, you can spend a Grit point to
been your constant companion. Full of holes, torn in make a single attack with a one-handed firearm at your
places, and never quite clean, it’s like you in more ways initiative + 10. Afterward, initiative proceeds as normal.

Classes | Gunslinger
3
AXD PDF compiled, edited and designed to resemble the official Player’s Handbook by /u/Barkalot 40 of 233
Dodge Roll
Starting at 10th level, you’ve learned to tumble away
from ranged attacks. Whenever you are on the ground
and take damage from a source more than 10 feet away
which you can see, you may use your reaction to dodge
out of the way of further assault, moving a distance up
to half your movement speed, and if you move at least
5 feet, reducing the damage by an amount equal to
your Dexterity modifier. While moving in this manner,
enemies have disadvantage on attacks of opportunity
made against you.

Fan Fire
Starting at 14th level you can attack three times, instead
of two, whenever you take the attack action on your turn.

Improved Quick Draw


At 17th level, Quick Draw no longer consumes Grit. In
addition, you have advantage on any initiative check,
and you are unable to be surprised while you are
conscious.

Trail of the Gunsmith


A gunsmith is an eccentric arcane tinkerer, unafraid
of taking risks or personally modifying their firearms.
They learn by improving their existing creations and
building new guns. Each new creation is a stepping
stone to something greater. Those following this Trail
use their intelligence to forge weapons and ammunition
unparalleled in the rest of the world.
Some Gunsmith features require your target to make
a saving throw to resist the feature’s effects. The saving
throw DC is equivalent to your Grit save DC.

Walking Armory
When you choose this trail at 3rd level, you craft a
mechanism which allows you to easily store and equip
your personal firearms. You may draw any firearm
within arm’s reach without using your object interaction.

Apprentice Guncrafting
When you choose this trail at 3rd level, you can craft
new firearms and modify your current ones. One-
handed guns are based on the pistol, two-handed
guns on the musket, and cone guns on the scattergun.
Modifying a firearm requires 1 day of constant work per
modification. You may remove an existing modification
at the same time as you add a new one.
Maintenance. Modifications require constant tuning
and maintenance in order to remain in working order.
During a long rest, you may maintain a number of
modified firearms up to your Intelligence modifier
(minimum of one). If a modified firearm is not
maintained during a long rest, any attack roll made with
that firearm has disadvantage.
Limited Modification. You may modify a firearm
a number of times up to your Intelligence modifier
(minimum of once). In addition, every modification falls
into a category. You may only place a single modification
from each category on a given firearm.

Modifications for firearms are shown on the


Modifications chart. At 3rd Level, you gain access to
the Long Barrel, Snubnose Barrel, Elemental Barrel
modifications. You gain additional modifications as your
level increases, as detailed in the Modifications Table.

Classes | Gunslinger
4
AXD 41 of 233
Modifications

Level Modification Effect Category


3rd Long Barrel The firearm can make attacks up to its long range without disadvantage. Barrel
3rd Snubnose Barrel This weapon can only make attacks up to its short range. However, on a hit, the target is Barrel
knocked back 5 feet.
3rd Elemental Barrel Damage dealt with the firearm is considered Acid, Cold, Fire, or Lightning for the purpose Barrel
of overcoming resistance and immunity. You choose the damage type when you make this
modification.
3rd Rune of The gun no longer needs to be maintained in order to function properly. Personal Touches
Hardening
6th Dampening Alloy This firearm is treated as silenced, as detailed in the Firearm Properties section. Alloy
6th Light Alloy The firearm becomes light, as detailed in the PHB. This does not affect firearms with the two- Alloy
handed property.
6th Nonporous Alloy The firearm and loaded ammunition are no longer affected by being wet or submerged. You can Alloy
use the firearm to make attacks normally while submerged, up to the firearm’s short range.
6th Old Faithful The misfire rating of the gun is reduced by 2. Personal Touches
10th Auto-Loader If you do not use the firearm to make an attack during your turn, the firearm is reloaded to full Reloading Mechanism
capacity without requiring an action.
10th Vampiric You no longer have to reload your weapon, but every attack you make with the firearm deals 1 HP Reloading Mechanism
Weapon necrotic damage to you.
10th Mechanical The gun automatically reloads itself when your ammunition count drops to 0. After it reloads Reloading Mechanism
Reloader itself in this manner, the Mechanical Reloader must be reset before it is usable again. Resetting
the Mechanical Reloader requires an action. You may still manually reload the gun.
10th Tactical Sniper As an action, you may aim down the scope and make a single attack with advantage. Personal Touches
Scope
14th Piercing Ammo Attacks made using this firearm ignore piercing resistance for the purpose of calculating damage. Basic Ammunition
14th Ricochet Ammo Attacks made using this firearm may ricochet. If an attack hits its intended target, you may Basic Ammunition
choose a single additional target within 10’, and make an attack roll with disadvantage against
the second target. This ricochet deals 1d6+DEX mod piercing damage. This second attack roll
cannot cause your weapon to misfire.
14th Corrosive Ammo Successful attacks made using this firearm inflict an additional 1d4 acid damage. Basic Ammunition
14th Modular design You may modify this firearm during a short rest. Personal Touches

Journeyman Guncrafting Specialty Ammo


When you reach 6th level, your skills at modifying Beginning at the 14th level, you can craft special ammo
and creating weapons have noticeably grown. Your for your firearms with an arcane crystal core, which can
proficiency bonus is doubled for any ability check which be imbued with certain magical effects when fired. Each
uses Tinker’s Tools. In addition, you’ve learned how to round of special ammo must be crafted during a long
modify your guns to pull latent magic from the world rest, and only retains its special effects until your next
around them. From now on, any attack made with a gun long rest. You can craft and store a number of specialty
you’ve modified is treated as magical for the purpose of rounds equal to your Intelligence modifier (minimum of
overcoming resistance and immunity. 1 round) during a long rest.
Upon loading a gun, you must declare how many
Blast Packs specialty rounds (if any) that you are loading into the
At 10th level, your experiments with arcane technologies gun. Once a piece of specialty ammo has been loaded
led you to an explosive, yet useful, discovery. When a into a gun, you may expend it as part of any attack
creature moves within 5 feet of you, you can use your you make with that gun. You may only use one piece
reaction to detonate a shaped explosive charge between of specialty ammo per attack action. When you fire
you and the creature. The creature loses its reaction, the round, you may imbue it with any effect from the
and must make a Dexterity saving throw or be knocked following list:
prone by the blast, while you ride the shockwave 15 feet Freeze Round. When the round hits a target, a burst
directly away from the creature. You cannot use this of ice spreads from the point of impact, trapping objects
feature while prone. within 5’. A creature hit by a freeze round must make
You can create one shaped explosive charge during a a Constitution saving throw or become chilled, taking
short or long rest. Unfortunately, the chemicals within 3d8 additional frost damage and becoming restrained
each charge are volatile, and only retain their potency until the end of your next turn, or half damage on a
until the beginning of your next short or long rest. successful save. This damage increases by an additional
2d8 at the 17th and 20th levels.

Classes | Gunslinger
5
AXD PDF compiled, edited and designed to resemble the official Player’s Handbook by /u/Barkalot 42 of 233
Firearms

Name Cost Damage Weight Properties


Firearms
Derringer 1000 gp 1d6 piercing 2 lb. Ammunition (range 15/60), capacity 1, light, misfire 0, reload,
special - derringer
Musket 250 gp 1d12 piercing 9 lb. Ammunition (range 150/600), capacity 4, misfire 3, reload, two-handed
Pistol 125 gp 1d10 piercing 4 lb. Ammunition (range 60/240), capacity 4, misfire 3, reload
Sawed-off 500 gp 1d6 piercing 8 lb. Ammunition (range 10/20), capacity 2, light, misfire 3, reload, scatter
Scattergun
Scattergun 250 gp 1d8 piercing 8 lb. Ammunition (range 15/30), capacity 2, misfire 3, reload, two-handed, scatter

Explosive Round. The round detonates on impact Misfire. If your natural roll for a gun attack falls at or
with a target, dealing fire damage in a 10’ radius sphere. below the misfire score of the gun you are using, you
Creatures in this area of effect must make a Dexterity suffer a misfire. Your attack misses, any ammo you used
saving throw or take an additional 3d8 fire damage, or in the attack is expended, and your gun becomes broken.
half that on a successful save. This damage increases by You must repair a broken gun before using it.
an additional 2d8 at the 17th and 20th levels. Range. Most firearms have two range increments,
Drill Round. The round becomes sheathed in a short and long. Firing at short range has no negative
piercing arcane aura. When you use these rounds effect. Firing at long range imposes disadvantage on
to make an attack against a target with half or three- the attack. Guns cannot be fired outside of their long-
quarters cover, you make the attack as if the target had range increment. Some guns have only a single range
no cover. In addition, this round deals an additional increment. In that case, the gun cannot be fired out
3d6 damage on a hit. This damage increases by an outside of its single range increment.
additional 2d6 at 17th and 20th levels. Reload. Reloading a gun replaces your next attack you
Flash Round. The round doesn’t deal any damage, but would make with the firearm, refilling the ammunition
instead creates a blinding flash of light emanating in a in the gun to its capacity. If you prefer, you may instead
30’ cone from the barrel of the gun. Any creature within use an action to reload your firearm.
the cone must make a Constitution saving throw or Scatter. Firearms with this property shoot pellets in
become blind until the end of your next turn. a cone out to their long range increment. All creatures
Stun Round. This round doesn’t deal any damage, within the cone must make a Dexterity saving throw
but any creature which is hit must succeed on a (DC equal to the 8 + the shooter’s Dexterity modifier +
Constitution saving throw or fall prone and become the shooter’s Proficiency modifier), taking full damage
stunned until the end of your next turn. Constructs on a failed save, or half damage on a successful one.
and undead creatures are immune to the effects of this Creatures outside of the firearm’s short range have
round. advantage on this saving throw. If the shooter is not
proficient with firearms, all creatures attempt the saving
Masterwork Guncrafting throw roll with advantage.
Starting at the 17th level, your long, hard hours at a Silenced. When fired, a silenced weapon makes no
workbench and in the field have paid off, giving you a more noise than a bowshot.
master’s grasp of tinkering and guncrafting. Whenever Special - Derringer. A small pistol created for surprise
you would suffer a misfire, you may choose to ignore it. attacks at close range, the derringer is an assassin’s
You must complete a short or long rest before using this best friend. Derringers grant their wielder advantage
ability again. on Sleight of Hand checks to draw, and can attack from
within 5 feet without disadvantage.

Firearm Properties
Credit to /u/raynfalldown for firearm attribute ideas.
Other Rules
Ammunition. You can make a ranged attack with a Ammunition and Water. If your ammunition becomes
firearm only if you have ammunition to fire with. Each wet, there is a 50% chance it becomes a blank. You roll
time you attack with the firearm, you expend one piece d100 to determine if a wet piece of ammo is a blank
of ammunition. Drawing the ammunition from a belt, when it is fired. On a 1-50, it’s a blank and doesn’t fire.
case, or other container is part of the attack (you need Firearms and Water. If your firearm becomes wet,
a free hand to load a one-handed weapon). You cannot you must use your Tinker’s Tools to disassemble
recover spent ammunition. Once fired, it is gone. the gun and clean it before it is operational again.
Broken. A broken firearm cannot be fired until it is Disassembling your gun does not require an ability
repaired. To repair a broken firearm, you may use an check, but it does require a set of Tinker’s Tools. You
action to attempt a Tinker’s Tools ability check with a cannot load or fire a firearm underwater without
DC equal to 10 plus the weapon’s base misfire score. On magical aid, unless otherwise stated.
a success, the weapon is no longer considered broken. Noise. When fired, a firearm makes a loud sound,
Capacity. A firearm’s capacity is the number of shots much like two stones crashing together at high speed.
it can hold at one time. When a firearm has been fired This sound is easily heard by any creature within ¼ mile
a number of times equal to its capacity, it must be of the gunshot.
reloaded before firing again.

Classes | Gunslinger
6
AXD 43 of 233
Gunslinger Class by
/u/Ujio21 and /u/xQF13

Art Credits in Order of Appearance


“Dysfontional Systems: Bouchard” by Rtil
“Cowboy” by Kate Pfeilschiefter
“Blunderbuss” by Beaulamb 1992
“Connor Weapons” by Okmer
“Prairie Sky” by Christopher Balaskas
“Christine” by Polyraspad
“Samorol Rifle” by Beaulamb 1992
“Point Blank” by Mark Bulahao

Classes | Gunslinger
7
AXD PDF compiled, edited and designed to resemble the official Player’s Handbook by /u/Barkalot 44 of 233
Magus
A human confronted by two orcs draws his rapier and,
as he does, violet runes illuminate in the air around the
weapon. He dodges one of the orc’s impatient attacks
and punishes it with a thrust of his own that causes
the air around the orc to burst into green flames and
sends the orc sprawling to the ground. The second orc
becomes noticeably less enthusiastic about the fight.
A dwarf looks down from the mountain peak she calls
home and sees the rampant destruction of the woods
she has sworn to protect. As she approaches the hunting
encampment responsible for the fire she calls woodland
creatures to be her allies and her skin hardens to bark.
Looking over the ancient heiroglyphs, a saurian
searches frantically for details of a ritual that will
uphold the mystic seal over his ancestral home. When
the impossibly heavy doors swing open behind him, he
turns to face the temple’s guardians as his sword erupts
into flames.
Magi are mystical warriors who blend martial
prowess with esoteric knowledge and spellcasting. Magi
balance the pursuit of personal goals and relationships
with their obligations to pursue the goals and ideals of
the eldritch societies that initiated them into the magical
arts. Although their backgrounds may sometimes set
them at odds against one another, magi are united by
their commitment to a cause greater than themselves
and a drive to master their magical abilities.

Martial Magicians
Every magus is a warrior. Magi train with arms and
armor to protect what they hold dear, fight for what they
believe in, and get themselves into or out of trouble. For
a magus, violence may not be the preferable answer but
it’s always a valid back up plan.
Every magus is a magician. Magi use their hard
earned skill with spellcasting to explore the multiverse,
empower their companions, and decimate their
enemies. For a magus, magic is a tool that expands their
horizons and their options.

Warriors with a Purpose


Every magus learns their abilities as part of a
relationship to an eldritch society. On a mystical level,
every magus’ spellcasting style is shaped by their
eldritch society. On a personal level, every magus must
deal with the demands and ideology of their eldritch
society in their own way. Regardless of whether a
magus embraces their eldritch society’s traditions and
politics, no magus can deny the influence it has on their
magic and outlook.

CLASSES
CLASSE
CLASSE
ES | MA
MAGUS
GUS
S
2
AXD 45 of 233
THE MAGUS
__ 4QFMM4MPUTQFS4QFMM-FWFM__
1SP¹DJFODZ $BOUSJQT 4QFMMT
Level #POVT 'FBUVSFT ,OPXO ,OPXO 1TU 2OE 3rd 4th 5th
1st +2 Eldritch Society, Esoteric Eye 2 __ __ __ __ __ __
2nd +2 Mystic Mark, Spellcasting 2 3 2 __ __ __ __
3rd +2 Eldritch Armament, Eldritch Society feature 2 3 3 __ __ __ __
4th +2 Ability Score Increase 3 4 3 __ __ __ __
5th +3 __ 3 5 4 2 __ __ __
6th +3 Mystic Meditation 3 5 4 2 __ __ __
7th +3 Eldritch Society feature, War Magic 3 6 4 3 __ __ __
8th +3 Ability Score improvement 3 7 4 3 __ __ __
9th +4 Aegis and Enspell improvements 3 8 4 3 2 __ __
10th +4 Spell Surge 4 8 4 3 2 __ __
11th +4 Improved War Magic 4 9 4 3 3 __ __
12th +4 Ability Score Improvement 4 10 4 3 3 __ __
13th +5 Aegis and Enspell improvements 4 11 4 3 3 1 __
14th +5 Eldritch Society feature 4 11 4 3 3 1 __
15th +5 Spell Ward 4 12 4 3 3 2 __
16th +5 Ability Score Improvement 4 13 4 3 3 2 __
17th +6 __ 4 14 4 3 3 3 1
18th +6 Greater Spell Surge 4 14 4 3 3 3 1
19th +6 Ability Score Improvement 4 15 4 3 3 3 2
20th +6 Spell Surge and Greater Spell Surge improvements 4 16 4 3 3 3 2

A eldritch
An eld
ldri
drriitc
tch society
soci
so
ociet
ciie
etty is
is not
nott a monolithic
mon
nol
olit
ithi
it hicc entity
hi enti
en
nti
t tyy but
butt Quick Build
they do have beliefs and goals that the majority of the You can make a magus quickly by following these
magi in that society believe in and fight for. Magi in suggestions. First, Strength or Dexterity should be
the Arcane Order observe a tradition of honoring the your highest ability score, followed by Intelligence
requests and wisdom of their mentors and striving to (Arcane Order, Shadow Court), Wisdom (Sylvan
train an apprentice that will be an even greater magus Circle), or Charisma (Primordial Seal) based on your
then they are. Members of the Primordial Seal believes Eldritch Society. Second, choose the Sage or Soldier
that the material planes are constantly under threat of background.
incursion from elemental planes and they must remain
on guard to ensure its ongoing safety. Magi in the Sylvan
Circle seek to protect the wilderness of the world from Class Features
destruction and defiling although what exactly that As a magus, you gain the following class features.
means varies from magus to magus.
Hit Points
Hit Dice: 1d8 per magus level
Creating a Magus Hit Points at 1st Level: 8 + your Constitution modifier
As you create your magus character, consider that Hit Points at Higher Levels: 1d8 (or 5) + your
relationship your character has to their eldritch society. Constitution modifier per magus level after 1st
Does your character feel indebted to the lessons the
society has taught them? Does your character actively Proficiencies
pursue the goals of their society? Has your character Armor: Light armor, medium armor, shields
had a falling out with the society and, if so, why? While Weapons: Simple weapons, martial weapons
training to be a magus did you make any rivals and who Tools: None
are they?
Fighting may have come naturally to you and your Saving Throws: Constitution, Intelligence
mentor struggled to impart you with the basics of Skills: Choose one from Acrobatics, Arcana, Athletics,
spellcasting. Or maybe the spellcasting came easily but History, Insight, Investigation, and Perception.
you lacked an innate aptitude for combat. You might
have spent years in training with a mentor before being Equipment
left to your own devices or you may have met your You start with the following equipment in addition to the
mentor only informally on a handful of momentous equipment gained by your background.
occasions. You might regularly report back to your • (a) a simple weapon and a shield or (b) a martial
contacts within your eldritch society or keep a wary weapon or (c) a longbow and 20 arrows
distance from other magi. • (a) leather armor or (b) scale mail
• (a) an arcane focus or (b) a druidic focus or (c) a
component pouch
• An explorer’s pack

CLASSES | MAGUS
3
AXD PDF compiled, edited and designed to resemble the official Player’s Handbook by Ners 46 of 233
Eldritch Society For example, if you know the 1st-level spell find
familiar and have a 1st-level and a 2nd-level spell slot
At 1st level, you choose an Eldritch Society that trained
available, you can cast find familiar using either slot.
you in the ways of the magus: the Arcane Order, the
Spells Known of 1st-Level and Higher. You know
Knights Stygian, the Primordial Seal, the Shadow Court,
three 1st-level magus spells of your choice from
or the Sylvan Circle. Your choice grants you features
your Eldritch Society’s spell list. You learn additional
at 1st level and again at 3rd, 7th, and 14th level. Your
spells chosen from your Eldritch Society’s spell list as
choice also determines your spell list.
indicated in the spells known column of the magus table.
Additionally, when you gain a level in this class, you
Esoteric Eye can choose one of the spells from your Eldritch Society
spells you know and replace it with another spell from
At 1st level, you have the ability to detect the ability for your Eldritch Society’s spell list, which also must be of a
spellcasting in others. As an action, your eyes flash level for which you have spell slots.
with obvious magical energy as your senses wake to Spellcasting Ability. Your spellcasting ability is
the mystical energies of the multiverse. Until the end determined by your Eldritch Society. See the Initiate
of your next turn, you know if each creature you can feature of your Eldritch Society for your spellcasting
see within 60 feet of you has the Spellcasting or Innate ability.
Spellcasting feature or trait. Additionally, you learn each Ritual Casting. You can cast a magus spell as a ritual
of those creature’s spellcasting ability, if they have one. if that spell has the ritual tag and you know the spell.
You can use this feature a number of times equal to 1 Spellcasting Focus. Your spellcasting focus, if any, is
+ your magus spellcasting modifier. When you finish a determined by your Eldritch Society. See the Initiate
long rest, you regain all expended uses. feature of your Eldritch Society to see what, if any,
spellcasting focus you may use for your magus spells.
Mystic Mark
Starting at 2nd level, you learn to place a mystic mark Eldritch Armament
to enspell a weapon or to give a creature an aegis. You Starting at 3rd level, you learn to infuse your preferred
can use your mystic mark a number of times equal to weapon or shield with magical power. Choose one of the
your magus spellcasting ability modifier. You regain any following options.
expended uses when you finish a long rest.
Eldritch Archer
Aegis When you hit a creature with a ranged weapon under
You can use a bonus action to project your mystic mark the effect of your Enspell feature you can cause the
onto a creature you can see within 30 feet of you. For ammunition to explode with mystical energy dealing the
the next minute that creature is under your aegis and same damage type to all creatures nearby. When you do
receives a bonus to their armor class. This bonus so, spend a spell slot and the creature and each other
increases their AC by +1. If that creature is wearing creature within 10 feet must succeed on a Dexterity
magical armor use this bonus or the bonus provided by saving throw or take 2d4 + 1d4 damage for each spell
the armor, whichever is higher. The aegis ends if you or level higher than 1st, to a maximum of 6d4. On a
the creature end a turn more than 120 feet away from success, they take half damage.
one another. A creature can only benefit from one aegis
at a time.
Mystic Marauder
This bonus to AC increases to +2 when you reach 9th
When you hit a creature with a melee weapon attack
level and increases to +3 when you reach 13th level.
with a weapon you are wielding with two hands that is
under the effect of your Enspell feature, you can spend
Enspell one spell slot to deal additional damage to the target.
You can use a bonus action to surround a weapon The extra damage is 2d6 for a 1st-level spell slot, plus
in your hand with your mystic mark. This weapon is 1d6 for each spell level higher than 1st, to a maximum of
enspelled and counts as a spellcasting focus for you 6d6. The weapon must have the two-handed or versatile
for the next minute. While enspelled the weapon is property for you to use this feature.
considered magical and adds a +1 bonus to attack rolls
and damage rolls. If the weapon is already magical, use
Sorcerous Sentinel
the bonus provided by enspell or by the magic weapon,
While you are wielding a shield when a creature under
whichever is higher. The enspell ends if you lose
the effect of your Aegis feature is attacked you can use
possession of the weapon. A weapon can only benefit
your reaction and spend a spell slot to strengthen their
from one enspell at a time.
defenses. The creature gains a bonus to AC equivalent
These bonuses to hit and damage increase to +2 when
to the spell slot expended against the triggering attack.
you reach 9th level and +3 when you reach 13th.
Additionally, the creature gains temporary hit points
equal to your spellcasting modifier plus twice the level
Spellcasting of the spell slot expended.
Starting at 2nd level, you gain the ability to cast 1st
level spells and higher. See chapter 10 of the Player’s
Handbook for the general rules of spellcasting.
Spell Slots. The Magus table shows how many spell
slots you have to cast your spells of 1st level and higher.
To cast one of these spells, you must expend a slot of the
spell’s level or higher. You regain all expended spell slots
when you finish a long rest.

CLASSES | MAGUS
4
AXD 47 of 233
Spell Sword Spell Ward
When you hit a creature with a one-handed melee
weapon under the effect of your Enspell feature you may At 15th level, the magical attacks of your enemies
spend a spell slot to deal additional damage and render unravel around you. You and friendly creatures within
the creature vulnerable to magical attacks. The extra 15 feet of you have advantage on saving throws against
damage is 1d4 for a 1st-level spell slot, plus 1d4 for spells.
each spell level higher than 1st, to a maximum of 5d4.
Additionally, the creature has disadvantage on saving Greater Spell Surge
throws against spells you cast until the end of your next
turn. At 18th level, choose one 6th-level spell from your
Eldritch Society’s spell list. You can cast this spell once
without expending a spell slot. You must finish a long
Ability Score Improvement rest before you can do so again.
When you reach 4th level, and again at 8th, 12th, 16th, At 20th level, you can use this feature twice before
and 19th level, you can increase one ability score of your regaining its use by completing a long rest.
choice by 2, or you can increase two ability scores of
your choice by 1. As normal, you can’t increase an ability
score above 20 using this feature. Eldritch Society
Eldritch societies are organizations that train initiates
in unique styles of magic and institutions with ideals,
Mystic Meditation interests and goals. When a young magus pledges
themselves to an eldritch society they may be motivated
At 6th level, when you take a short rest you can choose
primarily by attraction to that society’s magical style,
to recover all expended uses of your Mystic Mark. You
ideals, or goals but must embrace all that the society
can use this feature again when you complete a long
stands for to be admitted and advance.
rest.

War Magic The Arcane Order


The Arcane Order is an Eldritch Society built on
Beginning at 7th level, when you use your action to cast
mentor-student relationships. While the Order is unified
a cantrip, you can make one weapon attack as a bonus
in name, outside of gravely dangerous large scale
action.
threats each member tends to operate alone or with
only their mentor or student. A magus in the Arcane
Spell Surge Order’s exact philosophy will vary based on their mentor
but all members of this Eldritch Society emphasize
At 10th level, you can cast any magus spell you know perfection in their own skill and approaching magic as
without spending a spell slot. The spell is cast as if you an art to be mastered.
had used a spell slot equal to the highest spell slot you
have. You can use this feature again after you complete Arcane Order Initiate
a long rest. When you choose this Eldritch Society at 1st level, you
Starting at 20th level, you can use this feature twice augment your martial prowess with the ability to cast
before regaining its use by completing a long rest. cantrips. This initiation will later influence your magus
spellcasting feature.
Improved War Magic Cantrips. You learn two cantrips of your choice from
the Arcane Order’s spell list. You learn an additional
Beginning at 11th level, when you use your action to cantrip of your choice from the Arcane Order’s spell list
cast a spell, you can make one weapon attack as a at 4th level and again at 10th. These cantrips count as
bonus action. magus spells for you.
Spellcasting Focus. You can use an arcane focus
(found in chapter 5 of the Player’s Handbook) as a
spellcasting focus for your magus spells.
Spellcasting Ability. Intelligence is your spellcasting
ability for your Arcane Order spells, since you learn
your spells through rote study and memorization. You
use your Intelligence whenever a spell refers to your
spellcasting ability. In addition, you use your Intelligence
modifier when setting the saving throw for a magus
spell you cast and when making an attack roll with one.

4QFMMTBWF%$ = 8 ZPVSQSPlDJFODZCPOVT 
ZPVS*OUFMMJHFODFNPEJlFS

4QFMMBUUBDLNPEJ¹FSZPVSQSPlDJFODZCPOVT 
ZPVS*OUFMMJHFODFNPEJlFS

Bonus Proficiencies
At 1st level, you gain proficiency with the Arcana skill
and one type of artisan’s tools of your choice.

CLASSES | MAGUS
5
AXD PDF
F compiled,
DF compiled, edited and
mpiled d designed
desig
de n to resemble
signed
ned emble the official
rese
em ffic al Player’s Handbook
offici ook by Ners
Handbo
dbo 48 of 233
Amethyst Mark
Starting
St
S tar
artiting
ti ng
n g atat 3rd
3rrd level,
leve
le v l, tthe
ve he eeffects
ffect
ffe ctss of
o your
you
o r my mystic
ysts icc mmarks
a k
ar kss 4QFM
4Q F M TB
TBWF
4QFMMTBWF%$ 8 ZPV
WF %$ = 8 ZPVSQSPlDJFODZCPOVT 
PVS
SQS
QSPlDJ
PllDJJFO
ODZ CPO
POVT
VT 
a
ar re enhanced
are en
enha
nhahanc ncced d by
by thhe Ar
the rcane
ca
ane
Arcane ne Order’s
Ord der e ’ss ssecret
e re
ec rett lessons.
less
le sson
o s.
on s ZP
PVS
VS $IB
IBSJ
SJTN
SJTTN
NB
NB NP
NPEJEJJlF
E
ZPVS$IBSJTNBNPEJlFS l S
When
W
Wh henen you
you p placeace yyour
la enspell
ourr en
ou enspsp
spel
pel
elll on na an object
n ob
o j ctt or
je or a aegis
ae g s on
egi on a
ccreature
cr rea
eatuture
tu e a faint
re fai ntt purple
aint
n pur
u plplee crystalline
crys
cr yysstall
ta
all
llin
inne au aura
a ra surrounds
sur
u ro oun ndss iit.
tt.. 4 FM
4Q F MMBUUUB
UBDL
DLL NPE
P J¹¹FSS  ZPV
VSSQS
QSP
QSPl
PllDJJFO
4QFMMBUUBDLNPEJ¹FSZPVSQSPlDJFODZCPOVT FODZZ CP
POOVT
V 
Arcane
Arcane
Arca
Ar cane
ca e Enspell.
Enssp pe ll. When
ell Wh heen you
y u de
yo deal
eal a d damage
a ag
am age e wiwith
w th your
th yoou
ur Z VSS $IB
ZP I SJSJTN
TNB
TN
NB NP
ZPVS$IBSJTNBNPEJlFSPEJ
EJlF
lFFSS
enspelled
ensp
en spel
sp e le
led weapon
d we
weap a on
ap n yyou
ou ccan
ou ann choose
cho
hoos ose to o deal
de al force
ea f rc
fo rce e damage
dama
da mage
ma ge
ge
iinstead
in nsstteaad of of the
the e normal
norm
orrma
mal damage
da
d ama
mage ge ttype.
ype.
yp e.
e. Bonus Proficiencies
When
W en
Wh n you
you ud deal
ea
e al damage
dama
daama
mage g tto
ge o a crccreature
reaeatu
ture
urere wwith yyour
itth yo our At 1st
1st
s level,
levvel
el,, you
you
you gain
ga
g ain
in proficiency
pro
rofic
ofic ficie
iie
enc
ncy
cy with
w th
wi t the
th
hee Intimidation
Int
ntim
im
mid
dat
atio
ion
io n
enspelled
ensp
en sppellleed weapon
weap
we apon
ap o you
on o ccan
you ann choose
cho
hoos ose to to remove
rem
emov ove your
ov y urr
yo sskil
sk
kil
ill and
skill an
a nd the
th
he embalmer’s
emba
emba
em balm
lmer
lmer
er’’ss tool
too
o l kit.
ool kit.
ki
itt..
en nspspel
enspell elll from
from
fr m the the
he weapon.
wea apon.
po
on.
n. When
Whe hen you you do,do, th
the
he creature
c ea
cr atu
ture
re
must
mu ustt succeed
suc
ucce
cce
c eded on on a Strength
Stre
St
Stre
reng
ngtth h saving
sav
avin iin
n
ngg throw
thro
th
hrorowwa against
ag
gaiin nsst your
your
yo ur EMBALMER’S TOOLS
sspell
sppele l save
save e DC
DC or or be
be pushed
push
pu e up
shed
ed up to to 1515 feet et away
f et
fe aw waay and
annd Embalmer’s tools include all the instruments, chemicals,
knocked
k
kn ocke
oc k d prone.
ke pron
pr ne.
e. BOEQFSGVNFTOFDFTTBSZUPFNCBMNUIFEFBE1SPlDJFODZ
Arcane
A
Arca
Ar rca an
ne e Aegis.
Aegis
eggis When
is.. W hen
he n a crcreature
reatu
eatu
ea urere deals
ealss damage
dea dam
amag
mag agge
e to
to XJUIUIJTLJUMFUTZPVBEEZPVSQSPlDJFODZCPOVTUPBOZ
an
a na ally under
llyy un
ll unde derr th
de the effect
he effec
e
effffec
ect ooff yyour
our ae
ou aegis
a egi
giis
g you
is yyoou cacan
an useuse your
your
yo ur ability checks you make to embalm or preserve a body.
reaction
re eaacctiion to to remove
rree
emo
move
mo e tthe
he a aegis
egis
eg i ffrom
rom yo
ro yyourur a
ur ally.y. When
lly.
ll Whe hen youyo
yo ouu Embalmer’ss tools cost 10 gold pieces and weigh 4 lbs.
Embalmer
do,
do o, you
yo tteleport
ou tele
teeleep poort
rt uupp to
t 3 30 feet
0 feee and
ett a nd m
nd may ay m
ay make
ak
a ke a weapon
weeap pono
attack
a
at tack
ta ckk against
agag iinnsstt the
he creature.
the cre eat
atur
ure
ur e.. Obsidian Seal
O S
Starting
S
Sttar
arrti
ting
ng g atat 3rd
3rd level,
3r leve
le ve el, the
the effects
effeffect
ctss off your
ct yoou
ur mystic
myst
my sttic
stic
ic marks
marrkss
Occult Savant are
arre enhanced
en
e nha ancn ed d by
by th tthe ffell
e fe magic
lll m a ic o
ag off th
the Knights
e Kn
Knig ig
ghhtts Stygian.
Styg
St ygiia
an.
n
By 7th
By 7tth
h level,
levvel
el,, ththrough
hro oug
ugh d di
diplomacy,
ipl
ipl
plom
lomac
om
o macacy, espionage,
esp
s io
iona
nage
na g , or occult
occc uullt When
Wh
W hen n you
you up place
la c yyour
ace ourr en
ou enspell
e
ensp
nspel
sppelll on a an object
n ob
obje
jje
ectct or
or aegis
aegi
ae g s on on
exxppe
eriimmee
entnttatio
experimentation attiio
on youyyoou have
have
ha ve learned
lea
earn
arn
rned d spells
spe
pelllls belonging
lls b lo
be long ging
in
ng to
t a creature
crea
cr e tu
ea ure it it is surrounded
sur
u ro oun ndeded d byby tthe
heep pungent
u ge
un g nt smell sm
me ellll of
of
other
ot herr Eldritch
the Elldr
E drit
riittcch
hS Societies.
ocie
oc cieieti ess. Choose
tiie
ties Choo
Ch ose e two
wo sspells
two pell
pe from
llss ffr
ll romom a any
n
ny decay
de cay and
eca and motes
an mo
m ote es of of black
bla ack k ashs float
ash oatt away
floa awwaayy inin anan aura
auru a
Eldritch
El
E ldr
drit
itchh Society,
ch Sococie ie
iety
ety, including
tyy, iin
ncclludin
ud din
ing tth this
his
his oone.
nee. The
The
Th e spells
spel
sp
pel llss yyou
ells ouu surrounding
surrrrou
su
surr oundndin ing the
din the creature
ccrrreae tu
ea tureree oror object.
ob
o bje
ject
ct.
ct
ct.
cch
hoo
oose
choose se m usst be
must eo off a le eve
vel
levelel yo yyou
ou cacan n cast,
cast
ca s , as
st as shown
sho
h wn w on on the
the Stygian
Styg
St yg
ygia
giaan En Enspell.
nsp
s el ell. l. W
l. When
h n yo
he youu dedeal d
deal damage
amag
am age
ag wiith yyour
e with ouur
Magus
M
Ma table,
guss ta
gu abl
ble, e, oorr a ca ccantrip.
ant
ntri
trip.. The
rip Thehe chosen
choh se en spells
spel
sp ls count
ells
el
ells cou
ount nt as
as enspelled
e sp
en pelelle
led weapon
d we
w e
eap
appon yyou ou ccan ann choose
cho
h oseosse to deal
deaeall necrotic
ne ecr
crot
crot
o iicc
Arcane
A
Ar
Arca ane Order
rca
cane rderr magus
Ord mag gusu spells
sp
pe elllls for
or you
fo y u and
yo and are
are not
no ot included
incl
in c ud
udeded damage
dama
da
damamag
mage gee iinstead
nste
ns teead d of
of the he normal
th norm
no rmal al damage
dam
amag agge tyttype.
pe.
pe
inn the
the Spells
Sppeell
lls Known
Know
Kn noow wn cco olu
lumn
column mn o
mn off th
tthee Ma
Magu
Magusguus table.
ta
ab blle. When
W
Wh en you
hen you
ou h hit with
itt w iitth an
a a attack
ttac
tt ack
ac
ck wi with
w th aan enspelled
n en nspspelellle
ledd
weapon
weap
we apon
ap n youyou cancaann choose
cho hoos ose to
oose
os o remove
rem
emov ove the
ov he enspell.
th ensp
en spelll.
spel
sp l When
Whe henn
Arcane Recovery yyou
yo u do,
do
d o
o,, th
the
he crcreature
creaeaatuure emmustu t su
us succeed
succ
cccee
ccee eed d on n a Wisdom
Wis isdo
doom saving
dom s vi
sa ving
ng
Starting
Stta
arrti
rti
ting
ng atat 14th
144th
th level,
levvel
el, yo
yyouu ha
hav
have
ve llearned
ve eaarn
rned to to regain
r ga
re g in somesomme throw
thro
th roow agagainst
gaiains
nst yyour
st yo urr sspell
u pell
pell
pe ll ssave
a e DC o
av orr bee ffrightened
riigh
ghte tene
te need by yyou o
ou
o your
of you
our magical
ma agi
g ca
call energy
enner
ergyy by
ergy by reflecting
refle
re flect
fle ctin
ct i g on
in n esoteric
eso
s te
teri
r c truths
ri trrut
uths
ths until
untiil th
un the
he end ennd ofo their
heirr next
their
he ne exxt turn.
tu
urnn.
annd formulas.
and form
fo rmu
rm ass. Once
ullas. Once
On e per
perr day
day
a wwhen
hen
he you
n yyoou finfinish
finis
i h a sh
is short
shor rest,
ortt re
or rest
s,
st Stygian
St
S tyggia
ian A Aegis.
Ae egi
gis.s. W When hen a cr
he
hen ccreature
rea
ea
eatu
atut ree under
und derer the
the e effect
effe
ff cctt
you
yo u can
an choose
ca cch
hoooosese expended
ose exp
x en
endeded
de d spell
elll slots
spel
sp slot
sl otss to
ot o recover.
rec
e ov
o erer.. The
The of
o yyour
ourr ae
ou aegis
egi takes
g s ta
takek s dama
ke damage
da m ge ffrom
ama room an a attack
ttac
tt ack yo
ack
ac you
ou can
ca an
sp
pel
e l slots
spell ssllot
otss can
caan have
have
ha ve a ccombined
ombi
ombi
om bine
ned d leleve
ve
vel
el th
level hat
a iiss equal
that equa
eq uall to
ua to or
or use
use
us e youru reaction
your rea act i n to remove
c io rem
e o tthe
ovve th he a aegis
ae egi
gis frfrom
fro om that
om tha
hatt
esss than
le
less tha an half
ha
h alff your
you
our
ur m magus
maagu
g s lelevel
eve (rounded
vel (rou
(r
rouound
nded ed
duup),
p),, an
p) and
a nd no
nd none
n ne
e creature.
c ea
cr eatu re.. When
t re
tu W en
Wh n you
youou do, o tthe
do, he a attacker
tttac
ack
ackeke must
er mu
m st succeed
succceceed e on
ed on
of tthe
he sslots
ottss ccan
lo
lots an
a n be
be 6th
6 h level
6t level
leve
leveel or higher.
higighe
her.r.
r. a Constitution
C ns
Co nstitiituti
tuti
tu t on n saving
sav
avin ingg throw
tth
hro ow or ttake akke nenecrotic
necr crro
crot i damage
ottic dam
a ag age
ge
equal
eq
quauall too the he damage
the dam
amag age
ag e dealt
d a
de allt byy tthe
hee ttriggering
rigg
ri gger
gg errin
er i g attack.
in atttack
ta
ack k.

The Knights Stygian Face of Fear


The Knights
The
Th Kn
K night
ig
ght
htss St
S
Styg
Stygian
tyg
giaan take
take
ke iitt up
upon
pon
on tthemselves
hems
heems
m elelve
vess to sseek
ve ee
e ek ououtut Starting
Star
St arti
ar tiing at
at 7th
7th level,
7t leve
le vel,
ve
vel,
l you
you u gain
gain
aiin advantage
a va
ad ant
ntag
ntag
agee on saving
savvin
ng
an
nd cleanse
and cllea
clea
eansnse the
ns
nse t e world
th wo
w orrlld off its
itss ccorruption.
orrru
rupt
p io
pt on.
n T hese
he
These se
em agi
ag
magigi seseekekk thhro
rows
throwswss a ga
g aiin
nstt b
against eing
eing
ei
beingn ffrightened.
riighte
gh
hte
ene
ned.
d. W
d. he
h
Whenen a creature
crrea
e tu
ture
r
re
t protect
to prote
roote c the
tect he innocent,
the inn
n oco en
ent,t, defend
de end the
effend
en he weak,
th w ak
we a , an
and deensure
en
nsu ure
r w
wi ith
thin
hin
within n 30
30 feet
f et
fe e of
of you
yyo
ou makes
ma
m
make
ake
kes a saving
sa
avi
ving
ng throw
ng thr
hrow
ow a gaainst
in
nsstt being
against bei
e ng
g
justice
juust icce iss done.
stic don e.. They
ne heyy do
The do this
his by w
this
hi wielding
ie
eld
ldin
ing
ing necromantic
n cr
ne crom
oman
om annti
ticc frightened
frrig
ght
h en e edd yyou
o ccan
ou ann use
usee your
our reaction
you re
reac
eac on to
a tiion to give
giive
g e that
hat roll
tha ro
olll
mag
ma giic that
magic th
hat simultaneously
sim
mul ulta
tane
ta
anneeou usl
sly
ly terr
teerr
r ifi
fies
terrifies es ttheir
h ir
he ir living
liv
i inng fo
foes
oeess a
andnd
nd diisadv
sa
advan
dvanta
dv antta
an
disadvantage. age
g .
tturns
tu rns their
urn
rn thei
th eiir defeated
e de
efeat
fe
eatte d foes
ed es into
foe
oes in
nto o foot
ot soldiers
foo sold
so ld
dieers in
in the
he magi’s
th magi
ma gi’s
gi ’s
service.
se
erv
rvic
ice.
icce. Necromantic Surge
Att 114th
4 h le
4t level,
evve
el,
el,
l, yyou
ou ccanan cast
cas
a t the
tth
he spell
spell
sp elll anim
a
an
animate
nimmata e de
d
dead
ead
ad
Knights Stygian Initiate wiith
w hou
without o t expending
ex
xpe
pendnd din
ing g a spell
sppelll sl
sslot
lott a
ass if
if yyou
ouuh ad
a
had du sed
se
usedd a sp
spel
elll
e
spell
When you
Wh
When you u cchoose
h ose
ho osse thtthis
his
is E Eldritch
ld
ld
driritc
ri
ritc
tch So
tch Soci
Societyciet
ci
ieetty at 1 1st
s llevel,
st e el
ev el, yo youu ssllot
sloto equal
equ
q all toto the
thhe highest
high
hi gh
hesst spell
spel
sp ell slot
el
ell sllot you
you have.
havave.
e.. Once
Oncce you
y u
yo
a gm
au men
augment ent your yyoour ur m a ti
ar
martial tial
al prowess
al pro owe
w ss ss w iitth th
with he ab
the billit
ityy to ccast
ability ast
as cast
castst animate
annimmatate dead
dead d in
in this
his way,
th wayy, yyo you
ou cacan’t
n’tt do so
can’
n’ so again
a n until
agai
ag ai untiil
un
c nttri
ca r ps
cantrips. p . This This initiation
Th initi
nitiiat
ni atioon willwill
wi ll later
lat
ater
ater
er influence
inflflu ue enncce your
y ur magus
yo mag gus
u y u finish
yo
you finis
fin ishh a long
long
lo g rest.
reesst.
st.
t
spellcasting
spel
sp ellc
el lccasa ti ting g feature.
fe
eaatu
ture
urere.. When
Wh enever
enev
Whenever evver
er you
you create
creat
re
eat
ate anan undead
und
ndea ad using
ussin
ing g a necromancy
ne
n ecr
ecr
crom
om
ma an
nccyy
Caant ntri
Cantrips. rips
ri ps.. You
ps You
ou llearn
ea arn
r 2 ccantrips
antr
an trip
tr ps off your
youourr choice
choi
ch oiice
o ce from
fro
rom m spell,
spel
sp elll, it
it has
ha
h as additional
ad
a d
ddiditiion
di onalall benefits:
bennefie ts:ts:
ts
thhe Knights
the Knig
Knig
Kn ight htss S
ht St tyg
ygiaian’
ia
ian’
Stygian’s nss spsspell
pell
elll li
list
s . Yo
st
list. Y
You u lellearn
earrn an an additional
add diittio
iona nal
al
cantrip
cant
ca nttrir p of of your you ur choice
chhoioice e from om the
frro thhe Knight
K ight
Kn ig
ghtht Stygian’s
Stytyg a ’ss spell
giian pell list
spe lisst • The
he creature’s
Th ccrrea
reatu
eatu
ea ure’s hit
re’s
’s hit points
poi n s maximum
o nt ma
m axi
ximumum
mu m is increased
inc reassed by
ncre
reas
re by an
n
a 4
at 4thth llevel
th evel
ev
evel el a nd
and da ga
again aiin
na att 10 0th
10th.th. ThT hes
Theseese
es se caccantrips
ant
n rips
rip
ri pss count
cou untn as as amount
amou
am
amou
ountnt equal
unt equ a to
q al to your
yo
our
ur m magus
ag uss llevel.
gu evvel
e el..
ma agu
magusguss spellsspe
spel
sp ellls
ls ffor
orr yyou.
o ouu. • The
T e creature
Th crea
cr eatu
ea tu
ure
e adds
add
ddss your
your proficiency
yo prro
ofic
ofic
ficieiie
enc
ncyy bo
bonu
bonus
n s to
nu o iits
ttss
Spellcasting
Spel
Sppelllc lcas a ti
as ng Focus.
ting
ing Fo us. You
occcus
us ou ccan
You a use
an se an
use an arcane
arca
ar cane focus
ca foccuss weapon
we
eap o damage
pon dam
amag ge rolls.
r ll
rolls.
s.
s.
(found
(ffo
ouunnd d iin n cch chapter
h
hapa te
ap er 5 5)) aass a sspspellcasting
pel
ellclcas
asting
as tiing g focus
foc
ocus
cusu for
forr your
you
our
our
magus
ma
m gus spells.
agu
agu
gus ssppe elllss.
Spellcasting
Sp
S pellc
elllclcas asti ting g Ability.
Abiiliity ty.. C Charisma
hari
ha rism ma is yyour
sm our sp
ou
our spellcasting
pel
e lc
lcassttiingng
ability
ab bil itty for
ility
ilit ffoor your yoourur Knights
Kninigh ghts
gh
ghtsts S Stygian
tyygi
gianan sspells,
ian p ll
pe s, ssince
lls,
s, ince
in e yyou
ce ou u llearn
earn
ea arn
your
yyo ur spells
our spe lls through
ell tth
hro ough
uggh an an intuitive
int
ntui
uittiive
uiti e connection
con
onne nectio
nect
ne ctio
ct ionn with
wiith
wi h death.
th deae th th.
h
You
Y u use
Yo use your
us yyoour
our ur Charisma
Chahari
harirism ma whenever
sma
sm when
wh enevver a spell
en
enev p ll refers
spe ref errs to
efer o your
your
our
ou
spellcasting
sp pel
ellc
llc
lcas asti
as tiingng ability.
abi
biliityy. In addition,
lity addddit i io
it ion,n, you
you use uses your ourr Charisma
you Char
Ch aris
ar iissma
sma
m
modifier
mo
m odi
d fie fier when w en
wh n setting
set
ettiting the
ti
ting the saving
sava in ng throw
thro
th ro ow fo forr a magus
m gu
ma guss
spell
sp pel
ell yo yyou u ca ccast s and
st and d when
wheh n making
ma akik ng anan attack
atta
at ta
ack k roll
olll with
ro with t one.one
ne.

CLASSES | MAGUS
6
AXD 49 of 233
The Primordial Seal Tourmaline Mark
Starting at 3rd level, the effects of your mystic marks
The Primordial Seal is an ancient Eldritch Society are enhanced by the Primordial Seal’s elemental power.
that claims to be responsible for the ongoing safety of When you place your enspell on an object or aegis on a
the material realms. According to their own lore, long creature an intense aura of vacillating colors surround it.
ago the material realms were constantly besieged by Primordial Enspell. When you enspell your weapon it
the elemental realms until a seal was placed, forever roars with primordial strength and you may choose one
separating them from one another. Today magi in the of the following damage types: acid, cold, fire, lightning,
Primordial Seal travel the land to ensure the old magics or thunder. While your weapon remains enspelled it
hold up and to gather power for the dreaded day the deals that damage type instead of its normal damage
seal fails. type.
When you hit with an attack with this weapon you
Primordial Seal Initiate can choose to remove the enspell from the weapon.
When you choose this Eldritch Society at 1st level, you When you do, the creature you hit must succeed on a
augment your martial prowess with the ability to cast Constitution saving throw against your spell save DC or
cantrips. This initiation will later influence your magus it loses any resistance or immunity it had to the damage
spellcasting feature. type you had chosen. This effect persists until the end of
Cantrips. You learn two cantrips of your choice from your next turn.
the Primordial Seal’s spell list. You learn an additional Primordial Aegis. When a creature deals damage to
cantrip of your choice from the Primordial Seal’s spell an ally under your aegis you can use your reaction to
list at 4th level and again at 10th. These cantrips count remove the aegis. When you do, choose acid, cold, fire,
as magus spells for you. lightning, or thunder. That ally has resistance to that
Spellcasting Ability. Charisma is your spellcasting damage type for the next minute.
ability for your Primordial Seal spells, since you learn
your spells through raw connection to the natural Elemental Alignment
elements. You use your Charisma whenever a spell At 7th level, your intimate working of elemental magic
refers to your spellcasting ability. In addition, you use has imbued you with abilities related to one specific
your Charisma modifier when setting the saving throw element. You gain one of the following features of your
for a magus spell you cast and when making an attack choice.
roll with one. Air. Your base movement speed increases by 10 ft. and
you have advantage on initiative rolls.
4QFMMTBWF%$ = 8 ZPVSQSPlDJFODZCPOVT  Earth. You have 2 additional hit points per magus
ZPVS$IBSJTNBNPEJlFS level. Each time you gain a level in this class you gain an
4QFMMBUUBDLNPEJ¹FSZPVSQSPlDJFODZCPOVT  additional 2 hit points.
ZPVS$IBSJTNBNPEJlFS Fire. You have darkvision out to a distance of 120 feet
and have proficiency with Dexterity saving throws.
Water. You can breathe air and water and have a swim
Bonus Proficiency & Language
speed equivalent to your walking speed. Additionally,
At 1st level, you gain proficiency with the Survival skill.
you have advantage on saving throws against being
Additionally, you can speak, read, and write Primordial.
restrained or grappled and ability checks made to resist
or escape a grapple.

Elemental Attunement
At 14th level, you learn to harmonize with the element
you chose when you took the Elemental Alignment
feature. You can cast a spell associated with your
chosen element and listed below without expending a
spell slot. You cannot lose concentration on the spell by
taking damage. You can use this feature again when you
complete a long rest.
Air. Investiture of Wind.
Earth. Investiture of Stone.
Fire. Investiture of Flame.
Water. Investiture of Ice.

The Shadow Court


Magi in the Shadow Court belong to clans of
conspirators who have seek to shape local and regional
politics as well as wage a clandestine war amongst one
another for secrets and objects of power. Although those
outside the Eldritch Society know it as a singular group,
the Shadow Court is in fact composed of multiple clans
that blend stealth, fighting prowess, and magical ability.
Magi in the Shadow Court are secretive by nature and
are forbidden from revealing their clan’s goals and
activities to all but their most trusted companions.

CLASSES
CLA
LASSE
SSE
ES | MA
MAGUS
AGUS
S
7
AXD PDF
PD
PDF compiled,
DF cco
omp
mpi
mpi
ppile
illed, edited
led
e
ed d and designed
edited desig
de s ned
si
sig d to resemble
resem
re sem bll the
emble he official
th offi al Player’s Handbook by Ners
offici 50 of 233
Shadow Court Initiate Jade Seal
When you choose this Eldritch Society at 1st level, you Starting at 3rd level, the effects of your mystic marks
augment your martial prowess with the ability to cast are enhanced by the Shadow Court’s deadly techniques.
cantrips. This initiation will later influence your magus When you place your enspell on an object or aegis on a
spellcasting feature. creature it is engulfed in an aura of faint smoke.
Cantrips. You learn 2 cantrips of your choice from Shadow Enspell. In addition to weapons you can
the Shadow Court’s spell list. You learn an additional also empower your unarmed strikes with your enspell.
cantrip of your choice from the Shadow Court’s spell list While your unarmed strikes are enspelled, you can use
at 4th level and again at 10th. These cantrips count as Dexterity instead of Strength for the attack and damage
magus spells for you. rolls of your unarmed strikes and you can roll a d6 in
Spellcasting Focus. You can use an arcane focus place of the normal damage of your unarmed strike.
(found in chapter 5) as a spellcasting focus for your When you hit with an attack with an enspelled
magus spells. weapon or unarmed strike you can choose to remove
Spellcasting Ability. Intelligence is your spellcasting the enspell. When you do, the creature must succeed on
ability for your Shadow Court spells, since you learn a Constitution saving throw against your spell save DC
your spells through rote study and memorization. You or be blinded until the start of their next turn.
use your Intelligence whenever a spell refers to your Shadow Aegis. When a creature under the effect of
spellcasting ability. In addition, you use your Intelligence your aegis takes damage from an attack you can use
modifier when setting the saving throw for a magus your reaction to remove the aegis from that creature.
spell you cast and when making an attack roll with one. When you do, that creature becomes invisible until the
end of its next turn or when it casts a spell or makes an
4QFMMTBWF%$ = 8 ZPVSQSPlDJFODZCPOVT  attack, whichever happens first.
ZPVS*OUFMMJHFODFNPEJlFS
Clan Secret
4QFMMBUUBDLNPEJ¹FSZPVSQSPlDJFODZCPOVT 
At 7th level, your allegiance to one of the clans that
ZPVS*OUFMMJHFODFNPEJlFS
makes up the Shadow Court imparts special abilities.
Choose a clan of your choice and gain its benefit.
Bonus Proficiencies Kraken. You gain a swim speed equivalent to your
At 1st level, you gain proficiency with the Deception and base movement speed. When you take the Attack action
Stealth skills. you can spend a spell slot to make additional unarmed
attacks. The number of additional unarmed attacks you
can make as part of that action equals the level of the
spell slot expended.
Raven. You can cast the spells feather fall and fly
without expending a spell slot. When you use this
feature to cast the spell fly you must complete a long
rest before you can use this feature to cast either spell
again.
Spider. You gain a climb speed equivalent to your base
movement speed. You can cast the spell web without
spending a spell slot. You can cast web in this way again
after you complete a short or a long rest.

Cheat Death
At 14th level, you gain the ability to defy death. When
an attack would reduce you to 0 hit points you can
choose to cheat death to remain at 1 hit point instead.
Additionally, you become invisible and cannot interact
with other creatures or objects for one minute. You
cannot use this feature again until you complete a long
rest.

The Sylvan Circle


Magi in the Sylvan Circle are drawn together by their
reverence for the natural world. Members of this
Eldritch Society become a magus to protect sacred
lands and creatures. Although this society is more
informal compared to others, magi in the Sylvan Circle
meet with one another regularly in small groups they
call covens to discuss matters of local and regional
concern as well as to share information.

Sylvan Circle Initiate


When you choose this Eldritch Society at 1st level, you
augment your martial prowess with the ability to cast
cantrips. This initiation will later influence your magus
spellcasting feature.
Cantrips. You learn two cantrips of your choice from

CLASSES
CLASSE
CLASS S | MA
MAGUS
G
GUS
GU
8
AXD 51 of 233
the Sylvan Circle’s spell list. You learn an additional Sylvan Aegis. When an ally under the effect of your
cantrip of your choice from the Sylvan Circle’s spell list aegis fails a saving throw you can use your reaction to
at 4th level and again at 10th. These cantrips count as remove your aegis from that ally. When you do the aegis
magus spells for you. transmutes to vital energy and washes over the ally. The
Spellcasting Focus. You can use an druidic focus ally may reroll the saving throw with advantage.
(found in chapter 5 of the Player’s Handbook) as a
spellcasting focus for your magus spells. Nature’s Mask
Spellcasting Ability. Wisdom is your spellcasting At 7th level, you can cast the spell polymorph targeting
ability for your Sylvan Circle spells, since you learn your yourself only without spending a spell slot. Once you use
spells through intuitive connection with the natural this feature, you must finish a long rest before you can
world. You use your Wisdom whenever a spell refers use it again.
to your spellcasting ability. In addition, you use your
Wisdom modifier when setting the saving throw for a Font of Life
magus spell you cast and when making an attack roll At 14th level, you can use a bonus action and spend
with one. a spell slot to create an aura of regeneration. When
you do, you regain your magus level + 1d12 hit points
4QFMMTBWF%$ = 8 ZPVSQSPlDJFODZCPOVT  per level of spell slot you spent and each creature you
ZPVS8JTEPNNPEJlFS choose within 30 feet of you regains half that amount.
You can use this feature again after you complete a short
4QFMMBUUBDLNPEJ¹FSZPVSQSPlDJFODZCPOVT 
or long rest.
ZPVS8JTEPNNPEJlFS

Bonus Proficiencies Magus Spell Lists


At 1st level, you gain proficiency with the Nature skill
and your choice of poisoner’s kit or herbalism kit. The Arcane Order
Emerald Mark CANTRIPS (0 LEVEL) 3RD LEVEL
Arcing ArrowSV Blink
Starting at 3rd level, the effects of your mystic marks
Blade Ward Clairvoyance
are enhanced by the Sylvan Circle’s esoteric practices.
Dancing Lights Counterspell
When you place your enspell on an object or aegis on a
Green-Flame BladeSCAG Dispel Magic
creature a verdant green aura surrounds it.
Mage Hand Fireball
Sylvan Enspell. When you deal damage with your
Message Fly
enspelled weapon you can choose to deal poison
Minor Illusion Haste
damage instead of the normal damage type.
Prestidigitation Hypnotic Pattern
When you deal damage to a creature using a weapon
Spell Shattering StrikeSV Leomund’s Tiny Hut
you’ve enspelled you can choose to remove your enspell
Sword BurstSCAG Magic Circle
from that weapon. When you do, roots spring from
True Strike Slow
the ground and tether the creature to the earth. The
Vortex DartSV Tongues
creature must succeed on a Strength saving throw
against your spell save DC or the creature is restrained
until the end of their next turn. 1ST LEVEL 4TH LEVEL
Alarm Arcane Eye
Color Spray Banishment
Comprehend Languages Confusion
Detect Magic Dimension Door
False Life Evard’s Black Tentacles
Feather Fall Fabricate
Find Familiar Hallucinatory Terrain
Grease Leomund’s Secret Chest
Identify Locate Creature
Magic Missile
Shield 5TH LEVEL
Sleep Animate Objects
Tenser’s Floating Disk Bigby’s Hand
Contact Other Plane
2ND LEVEL Creation
Blur Hold Monster
Cloud of Daggers Passwall
Crown of Madness Scrying
Darkness Teleportation Circle
Darkvision
Enlarge/Reduce 6TH LEVEL
Hold Person Arcane Gate
Invisibility Contingency
Levitate Disintegrate
Misty Step Drawmij’s Instant
Nystul’s Magic Aura Summons
Phantasmal Force Magic Jar
Rope Trick True Seeing
See Invisibility
CLASSES | MAGUS
9
AXD PDF
DF compiled,
PD
PDF cco
ommp
mpi
piile
p lled
ed
e d, edited
edited
dit
ited and
ed n designed
de
esigned to
igned to resemble
e the official Player’s Handbook by Ners
le 52 of 233
The Knights Stygian 3RD LEVEL 5TH LEVEL
Call Lightning Cone of Cold
CANTRIPS (0 LEVEL) Erupting EarthEE Conjure Elemental
Blade Ward 3RD LEVEL Fireball Control WindsEE
Bloodletting BiteSV Animate Dead Flame ArrowsEE ImmolationEE
Chill Touch Bestow Curse Gaseous Form Transmute RockEE
Death ShroudSV Dispel Magic Lightning Bolt Wall of Stone
Mending Fear Meld into Stone
Resistance Feign Death Sleet Storm 6TH LEVEL
Spare the Dying Gaseous Form TIdal WaveEE Chain Lightning
Thaumaturgy Hunger of Hadar Wall of SandEE Flesh to Stone
True Strike Phantom Steed Wall of WaterEE Investiture of FlameEE
Revivify Water Walk Investiture of IceEE
1ST LEVEL Slow Wind Wall Investiture of StoneEE
Arms of Hadar Speak with Dead Investiture of WindEE
AspirSV Vampiric Touch 4TH LEVEL Move Earth
Bane Conjure Minor Otiluke’s Freezing
Corpse MaskSV 4TH LEVEL Elementals sphere
Detect Poison and Banishment Control Water Wall of Ice
Disease Blight Elemental BaneEE Wind Walk
Dissonant Whispers Death Ward Fire Shield
DrainSV Dominate Beast Ice Storm
False Life Evard’s Black Tentacles Stone Shape
Hex Phantasmal Killer Storm SphereEE
*OmJDU8PVOET Watery SphereEE
Ray of Sickness 5TH LEVEL Wall of Fire
Sleep Cloudkill
Tasha’s Hideous Contagion
The Shadow Court
Laughter Hallow CANTRIPS (0 LEVEL) 3RD LEVEL
Insect Plague Corrupted Ki KataSV Blink
2ND LEVEL Passwall Dancing Lights Clairvoyance
Blindness/Deafness Raise Dead Death ShroudSV Dispel Magic
Darkness Mage Hand Fear
Darkvision 6TH LEVEL Message Feign Death
Crown of Madness Circle of Death Minor Illusion Gaseous Form
Gentle Repose Create Undead Nerve Pinching KataSV Major Image
Phantasmal Force Disintegrate Ten Thousand MasksSV Nondetection
Ray of Enfeeblement Eyebite Sending
See Invisibility Harm 1ST LEVEL Vampiric Touch
Shatter Magic Jar Alarm Water Breathing
Silence Disguise Self
Spider Climb Expeditious Retreat 4TH LEVEL
Web Feather Fall Confusion
Fog Cloud Dimension Door
The Primordial Seal Grease Freedom of Movement
Illusory Script Greater Invisibility
CANTRIPS (0 LEVEL) Ring of FireSV Jump Hallucinatory Terrain
Acid Splash Stormy StepSV Longstrider Leomund’s Secret Chest
Arcing ArrowSV Thunderwave Silent Image Locate Creature
Booming BladeSCAG Witchbolt Sleep Phantasmal Killer
$SFBUF#POlSFEE Unseen Servant Polymorph
Control FlamesEE 2ND LEVEL
Green-Flame BladeSCAG Aganazzar’s ScorcherEE 2ND LEVEL 5TH LEVEL
GustEE Arcane Lock Blur Dominate Person
Mold EarthEE Dust Devil Darkness Dream
Rime StrikeSV Earthbind Darkvision Hold Monster
Shape WaterEE Flaming Sphere Find Traps Mislead
Gust of Wind Hold Person Modify Memory
1ST LEVEL Knock Invisibility Passwall
Absorb ElementsEE Maximilian’s Earthen Knock Scrying
Alarm GraspEE Locate Object Seeming
Burning Hands Melf’s Acid Arrow Mirror Image
CatapultEE Pyrotechnics Misty Step 6TH LEVEL
Chromatic Orb Scorching Ray Pass Without Trace Eyebite
Detect Magic Shatter Protection from Poison Find the Path
Earth TremorEE Snilloc’s Snowball Rope Trick Guards and Wards
Feather Fall SwarmEE See Invisibility Programmed Illusion
Ice KnifeEE Warding WindEE Silence True Seeing
Wind Walk

CLASSES | MAGUS
10
AXD 53 of 233
The Sylvan Circle New Spells
CANTRIPS (0 LEVEL) 3RD LEVEL Arcing Arrow
Booming BladeSCAG Conjure Animals Transmutation cantrip
Druidcraft Daylight
Fungal BloomSV Dispel Magic Casting Time: 1 action
Give LifeSV Meld into Stone Range: 60 feet
Light Plant Growth Components: V, M (a weapon)
Magic StoneEE Protection from Energy Duration: Instantaneous
Resistance Revivify Class: Magus (Arcane Order & Primordial Seal)
Rime StrikeSV Speak with Plants
Spare the Dying Stinking Cloud As part of the action used to cast this spell, you must
Thornwhip Water Breathing make a ranged attack with a weapon against one
Warden’s RebukeSV Water Walk creature within the spell’s range, otherwise the spell
fails. On a hit, the target suffers the attack’s normal
1ST LEVEL 4TH LEVEL effects. On a miss, choose a second creature within
Animal Friendship Blight range and make a ranged weapon attack with the same
Create or Destroy Water Conjure Woodland weapon against that creature. On a hit, the second
Cure Wounds Beings creature suffers the attack’s normal effects but the
Detect Poison and Death Ward attack deals lightning damage.
Disease Dominate Beast This spell’s damage increases when you reach higher
Ensnaring Strike Giant Insect levels. At 5th level, the ranged attack deals an extra 1d8
Entangle Grasping Vine lightning damage whether it hits the original target or
Fog Cloud Locate Creature the second creature. This damage increases by 1d8
Goodberry Polymorph again at 11th level and 17th level.
Hail of Thorns Stone Shape
Jump Aspir
Longstrider 5TH LEVEL 1st-level evocation
Purify Food and Drink Awaken
Speak with Animals Commune with Nature Casting Time: 1 action
Spore CloudSV Contagion Range: 60 feet
Greater Restoration Components: V, S, M (a blue ribbon)
2ND LEVEL Insect Plague Duration: Instantaneous
Alter Self Reincarnate Class: Magus (Knights Stygian), Warlock
Animal Messenger Tree Stride
Barkskin You drain the mystical energy of a spellcasting creature.
Beast Sense Choose one creature within range that you can see. That
Darkvision 6TH LEVEL creature must succeed at an Intelligence saving throw
Enhance Ability Find the Path or lose a 1st-level spell slot if it has any. If the creature
Gust of Wind Heal loses a 1st-level spell slot, you regain an expended 1st-
Lesser Restoration Heroes’ Feast level spell slot.
Locate Animals or Plants Sunbeam At Higher Levels. When you cast this spell using a
Moonbeam Transport via Plants spell slot of 2nd level or higher, the creature loses its
Pass without Trace Wall of Thorns highest level spell slot it has up to the level of spell slot
Protection from Poison you used to cast this spell and you regain an expended
SkywriteEE spell slot of the level that creature lost.
Spike Growth
Warding WindEE Bloodletting Bite
Necromancy cantrip

Casting Time: 1 action


Range: 90 feet
SPELL CITATIONS Components: V, S, M (a weapon)
For ease of reference spells that cannot be found in Duration: Instantaneous
the Player’s Handbook have abbreviations next to their Class: Magus (Knights Stygian)
entry on the spell lists denoting where they are featured.
Spells marked with SCAG can be found in the Sword Coast As part of the action used to cast this spell, you must
Adventurer’s Guide while spells marked with EE can be make a weapon attack against one creature within the
found in the Elemental Evil’s Player Companion. Spells spell’s range, otherwise the spell fails. On a hit, the
marked with SV can be found at the end of this document. target suffers the attack’s normal effects, and if the
target has less than half of its maximum hit points
remaining it takes an additional 1d12 necrotic damage.
This spell’s damage increases when you reach higher
levels. At 5th level, the additional damage dealt by this
attack becomes 2d12. This damage increases by 1d12
again at 11th level (3d12) and 17th level (4d12).

CLASSES | MAGUS
11
AXD PDF
F compiled,
co m led, edited and designed to resemble the official Player’s Handbook by Ners
ompi 54 of 233
Corpse Mask Drain
1st-level transmutation 1st-level necromancy

Casting Time: 1 action Casting Time: 1 action


Range: Self Range: 30 feet
Components: V, S Components: V, S, M (a red ribbon)
Duration: 1 hour Duration: Instantaneous
Class: Magus (Knights Stygian), Warlock, Wizard Class: Magus (Knights Stygian)

Touching the corpse of a humanoid you transform your Stretching out your hand and pointing your finger at a
physical appearance - including your clothing, armor, creature within range, a flash of negative energy briefly
weapons, and other belongings on your person - to look connects the two of you. The targeted creature must
like the corpse did in life minutes before its death. You succeed on a Constitution saving throw or take 3d4
retain all of your own ability scores, features, traits, and necrotic damage. If the creature fails its saving throw,
other abilities. you gain a number of temporary hit points equivalent to
While disguised as the dead you also instinctively the damage the creature takes. You lose any temporary
mimic its mannerisms. Creatures familiar with the hit points granted by this spell after one minute.
deceased humanoid can attempt to ascertain if you are At Higher Levels. When you cast this spell using a
in fact the deceased by usings its action to make an spell slot of 2nd level or higher, each level beyond the
Intelligence (Investigation) check against your spell save first adds 2d4 to the damage dealt by this spell.
DC.
At Higher Levels. When you cast this spell using a Fungal Bloom
spell slot of 3rd level or higher, the duration increases Conjuration cantrip
to 8 hours. When you cast this spell using a spell slot of
5th level or higher, the duration increases to 24 hours. Casting Time: 1 action
Range: 60 feet
Corrupted Ki Kata Components: V, M (ranged weapon)
Transmutation cantrip Duration: Instantaneous
Class: Magus (Sylvan Circle)
Casting Time: 1 action
Range: 5 feet You send arrow towards an enemy in range and upon
Components: S hitting its mark explodes into a shower of fungal
Duration: Instantaneous spores. As part of the action used to cast this spell, you
Class: Magus (Shadow Court) must make a ranged attack with a weapon against one
creature within the spell’s range, otherwise the spell
You make the hand sign of corruption and strike at a fails. On a hit, the target suffers the attack’s normal
creature within range. As part of the action used to cast effects, and a fungal bloom appears in three unoccupied
this spell, you must make an unarmed strike attack spaces of your choice adjacent to the creature. These
against one creature within the spell’s range, otherwise fungal blooms remain until the end of your next turn.
the spell fails. On a hit, the target suffers the attack’s When a creature moves through a fungal bloom the
normal effects. If the creature is surprised, blinded, or fungal bloom is destroyed and the creature takes 1d6
incapacitated the creature is poisoned until the end of poison damage.
your next turn. This spell’s damage increases when you reach higher
This spell’s damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6
levels. At 5th level, the unarmed strike attack deals an poison damage to the target, and the fungal bloom deals
extra 1d12 poison damage. This damage increases by an additional 1d6 poison damage when destroyed by
1d12 again at 11th level and 17th level. a creature who moves through it. Both damage rolls
increase by 1d6 at 11th level and 17th level.
Death Shroud
Necromancy cantrip Give Life
Transmutation cantrip
Casting Time: 1 action
Range: 60 feet Casting Time: 1 action
Components: V, S Range: Touch
Duration: Concentration, up to 1 minute Components: V, S
Class: Magus (Shadow Court) Duration: Instantaneous
Class: Cleric, Magus (Sylvan Circle), Shaman
You make the hand sign of endings and focus your will
on a creature within range. That creature gains a death Placing your hand on another creature you can transfer
shroud. When you deal damage to that creature with an your own life force to them. You spend and roll one of
attack you can discard all death shrouds you placed on your hit dice and the creature regains that many hit
the creature to deal an additional 2d4 damage per death points.
shroud.
At 5th level, the creature gains two death shrouds, at
11th level, the creature gains three death shrouds, and
at 17th level, the creature gains four death shrouds.

CLASSES | MAGUS
12
AXD 55 of 233
Nerve Pinching Kata Spell Shattering Strike
Transmutation cantrip Evocation cantrip

Casting Time: 1 action Casting Time: 1 action


Range: 5 feet Range: 5 feet
Components: S Components: V, M (a weapon)
Duration: Instantaneous Duration: Instantaneous
Class: Magus (Shadow Court) Class: Magus (Arcane Order)

You make the hand sign of paralysis and strike at a As part of the action used to cast this spell, you must
creature within range. As part of the action used to cast make a melee attack with a weapon against one
this spell, you must make an unarmed strike attack creature within the spell’s range, otherwise the spell
against one creature within the spell’s range, otherwise fails. On a hit, the target suffers the attack’s normal
the spell fails. On a hit, the target suffers the attack’s effects, and if the target is concentrating on a spell this
normal effects. If the creature is surprised, blinded, or attack deals an additional 1d8 force damage.
incapacitated the creature’s movement speed becomes This spell’s damage increases when you reach higher
0 and it cannot take reactions until the end of your next levels. At 5th level, the melee attack deals an extra 1d8
turn. force damage to the target and the additional damage if
This spell’s damage increases when you reach higher the target is concentrating on a spell increases to 2d8.
levels. At 5th level, the unarmed strike attack deals an Both damage rolls increase by 1d8 at 11th and 17th
extra 1d8 psychic damage. This damage increases by level.
1d8 again at 11th level and 17th level.
Spore Cloud
Rime Strike 1st-level transmutation
Evocation cantrip
Casting Time: 1 action
Casting Time: 1 action Range: 60 feet
Range: 90 feet Components: S, M (a poison mushroom)
Components: V, M (a weapon) Duration: Concentration, up to 1 minute
Duration: Instantaneous Class: Magus (Sylvan Circle)
Class: Magus (Primordial Seal & Sylvan Circle)
You exhale a faint cloud of spores towards a creature
As part of the action used to cast this spell, you must within range. As the spores land on the target
make a ranged attack with a weapon against one they bloom and blossom forming a fungal or floral
creature within the spell’s range, otherwise the spell parasite that weakens the creature to poison and
fails. On a hit, the target suffers the attack’s normal disease. Creatures targeted by this spell must make a
effects, and the creature’s movement speed is halved Constitution saving throw. If the creature fails and does
until the end of its turn as the air around it turns frigid. not have resistance or immunity to poison damage,
At 5th level the ranged attack deals an extra 1d8 cold the creature gains vulnerability to poison damage and
damage. This damage increases by 1d8 again at 11th disadvantage on saving throws against poison and
level and 17th level. disease until this spell ends. If the creature fails and
has resistance or immunity to poison damage or the
Ring of Fire poisoned condition, the creature loses its resistance
1st-level conjuration or immunity to poison damage and immunity to the
poisoned condition until this spell ends.
Casting Time: 1 action At Higher Levels. When you cast this spell using
Range: Self a spell slot of 2nd level or higher, you can target one
Components: V, S, M (flint and tinder) additional creature for each slot level above 1st.
Duration: Concentration, up to 1 minute
Class: Magus (Primordial Seal) Stormy Step
1st-level evocation
A wall of flames erupts out of the ground in a ring
around you with a radius of 15 feet and a height of 10 Casting Time: 1 action
feet. Creatures who start their turn in the ring of fire Range: Self
or pass through it on their turn take 1d6 fire damage. Components: V, S, M (a small metal rod)
Creatures within the ring of fire who willingly try to Duration: Instantaneous
move through the fire to escape must succeed on a Class: Magus (Primordial Seal)
Wisdom saving throw to do so. Creatures who are
immune to fear or fire automatically succeed on this You fly up to 30 feet as lightning flashes around you
saving throw. striking out at creatures as you pass them. Each
At Higher Levels. When you cast this spell using a creature you move adjacent to as part of this action
spell slot of 2nd level or higher, the damage of the ring must succeed on a Dexterity saving throw or take 1d8
of fire increases by 1d6 for each slot level above 1st. lightning damage. On a success, creatures take half
damage instead. If you do not land on a surface at the
end of this spell you immediately fall.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the damage of this spell
increases by 1d8 for each slot level above 1st.

CLASSES | MAGUS
13
AXD PDF compiled, edited and designed to resemble the official Player’s Handbook by Ners 56 of 233
Ten Thousand Masks Magus & Multiclassing
Conjuration cantrip
Magi follow all the normal rules for multiclassing. The
Casting Time: 1 action following tables function as additions to those listed on
Range: Self page 163 and 164 of the Player’s Handbook.
Components: V, S
Duration: Instantaneous MULTICLASSING PREREQUISITES
Class: Magus (Shadow Court) $MBTT "CJMJUZ4DPSF.JOJNVN
Magus Constitution 13 and Intelligence (Arcane
You make the hand sign of deception and focus your will Order, Shadow Court), Wisdom (Sylvan
on your own being. You can make a disguise kit ability Circle) or Charisma (Knights Stygian,
check without having access to a disguise kit. If you do Primordial Seal) 13
not add your proficiency modifier to this ability check,
you add half your proficiency modifier. MULTICLASSING PROFICIENCIES
$MBTT 1SP¹DJFODJFT(BJOFE
Vortex Dart Magus Light armor, medium armor, shields,
Evocation cantrip
simple weapons, martial weapons
Casting Time: 1 action
Range: 60 feet The Magus Class by
Components: V, M (a weapon) Benjamin Huffman
Duration: Instantaneous http://sterlingvermin.com/
Class: Magus (Arcane Order)
Art Credits in Order of Appearance
As part of the action used to cast this spell, you must “Volcano” by Ners
make a ranged attack with a weapon against one “Mouse” by Devin Hoyt
creature within the spell’s range, otherwise the spell “Sunset” by Ners
fails. On a hit, the target suffers the attack’s normal “Anony” by Devin Hoyt
effects, and each Large or smaller creature within 10 “Agni” by Devin Hoyt
feet of the target must succeed on a Strength saving “Ninja” by Junkestar
throw or be pulled to the nearest unoccupied space “Shepperd” by Devin Hoyt
adjacent to the target.
At 5th level, the ranged attack deals an extra 1d6 force DUNGEONS & DRAGONS, D&D, Wizards of the
damage to the target. This force damage increases by Coast, Forgotten Realms, the dragon ampersand, and
1d6 again at 11th level and 17th level. all other Wizards of the Coast product names, and their
respective logos are trademarks of Wizards of the Coast
Warden’s Rebuke in the USA and other countries.
Evocation cantrip
This work contains material that is copyright Wizards
Casting Time: 1 action of the Coast and/or other authors. Such material is
Range: 5 feet used with permission under the Community Content
Components: V, M (a weapon) Agreement for Dungeon Masters Guild.
Duration: Instantaneous
Class: Magus (Sylvan Circle) All other original material in this work is copyright
2016-2017 by Benjamin Huffman and published under
As part of the action used to cast this spell, you must the Community Content Agreement for Dungeon
make a melee attack with a weapon against one Masters Guild.
creature within the spell’s range, otherwise the spell
fails. On a hit, the target suffers the attack’s normal DUNGEONS & DRAGONS, D&D, Wizards of the
effects, and the earth moves threateningly beneath Coast, Forgotten Realms, the dragon ampersand,
its feet until the start of your next turn. If the target Player’s Handbook, Monster Manual, Dungeon Master’s
willingly attacks a creature other than you before then, Guide, D&D Adventurers League, all other Wizards of
it immediately takes 1d6 bludgeoning damage as the the Coast product names, and their respective logos
earth rises up to rebuke it, and the spell ends. are trademarks of Wizards of the Coast in the USA
This spell’s damage increases when you reach higher and other countries. All characters and their distinctive
levels. At 5th level, the melee attack deals an extra 1d6 likenesses are property of Wizards of the Coast. This
damage to the target, and the bludgeoning damage the material is protected under the copyright laws of
target takes for attacking another creature increases the United States of America. Any reproduction or
to 2d6. Both damage rolls increase by 1d6 at 11th level unauthorized use of the material or artwork contained
and 17th level. herein is prohibited without the express written
permission of Wizards of the Coast.

©2016 Wizards of the Coast LLC, PO Box 707,


Renton, WA 98057-0707, USA. Manufactured by
Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH.
Represented by Hasbro Europe, 4 The Square, Stockley
Park, Uxbridge, Middlesex, UB11 1ET, UK.

CLASSES | MAGUS
14
AXD 57 of 233
Proficiency Ancient Cantrips
Leve l Bonus Features Rites Kno wn 1st 2nd 3rd 4th 5t h 6th 7th 8th 9th
1 st +2 Spellcasting, Quickening, Witch's Coven 2 2
2nd +2 Cauldro n Bubble, Ancient Rites, Rite of 2 3
Bindi ng, Rite of Seeing
3rd +2 2 4 2
4th +2 Ability Score Impro vement 3 4 3
5th +3 Rite of Warding 3 4 3 2
6th +3 Cove n Feature 3 4 3 3
7th +3 3 4 3 3
8th +3 Ability Score Improvement, Coven Feature 3 4 3 3 2
9th +4 Cauldron Bubble Improvement 1 3 4 3 3 2
10th +4 Rite o f Vanishment 2 4 4 3 3 2 2
11 th +4 2 4 4 3 3 3 2
12th +4 Ability Score Improvement 2 4 4 3 3 3 2
13th +5 2 4 4 3 3 3 2
14th +5 Rite of Exorcism 2 4 4 3 3 3 2
1 5th +5 2 4 4 3 3 3 2
16th +5 Ability Score Improvement 2 4 4 3 3 3 2
1 7th +6 Cauldron Bubble Improvement, Coven 2 4 4 3 3 3 2
Feature
18th +6 Rite of Ve ritasum 2 4 4 3 3 3 2
1 9th +6 Ability Score Improvement 2 4 4 3 3 3 2 2
2 0 th +6 Rite of Possession 3 4 4 3 3 3 2 2 2

WITCH
tattooed elf, beveiled and decked in charms, SPEAKERS OF THE DEAD
draws her obsidian dagger across the sand This
learned motion calls forth a ghostly apparition Witches are enigmatic spellcasters who reach through the
with a frightful facade. With a word, she veil and into the ethereal plane, where they harness the
subdues the spirit and convinces it to aid her power of lost souls to cast death-tinged magics. Through their
and her aJJies on their quest. coven, witches learn to summon and bind powerful spirits,
receiving aid, protection, and power from the souls of the
A trio of halfling hermits gather among candles and incense, departed
Witches live on the edges of society, considered far too
chanting words of power over a steaming cauldron, not
strange and frightening for most cities and villages. Witches
s howing an ounce of fear at the dark powers that press
are wrongly compared to Hags by many villagefolk, but they
ingredients to their palms.
are far from inherent villainy - many witches, in fact, are a
The exotic human adorned with golden chains bellows a spell force of good
which echoes with the voices of an army of lost souls, a
fiendish glint in her eyes as blood drips from her palm. L OST AR.TS
Witches are not only well-learned in the ancient traditions of
Note: This class is homebrew Draft Version 2L4, and may
their covens, but they are also alchemists who utilize their
need to be rebalanced or revised if used in a campaign.
connection with the spirits to draw magic from nature's best
Check with your DM before creating your Witch character.
ingredients. Witches form these magics into Witch's Brews,
which can often be more powerful than common potions and
poisons made in the modern age.

AXD 58 of 233
CUATING A Wrrcu SPEILCASTING
As you develop your Witch, consider the things that Using your knowledge of the afterlife, and your powers of
differentiate your character from a Warlock or Wizard What persuasion to convince spirits for aid, you can cast spells that
connection do they have to the dead, or to the ancient covens reshape the ethereal to your will See Chapter 10 for the
that define witchcraft? How did they get involved in general rules of spellcasting, and the end of this class
witchcraft? Were they introduced to it by a family member, description for the witch spell list.
sought out by a coven, or did they seek out the powers to
contact the dead? C.ANTlilIPS
Consider how long your character has been a witch, and At 1st leve~ you know two cantrips of your choice from the
how long they have been a member of a coven. Did they live a witch spell list. You learn additional witch cantrips of your
lonely life on the edge of a swamp, cooking brews for the choice at higher levels, as shown in the cantrips Known
brave and desperate souls that visited them, or did they grow column of the witch table.
up in a coven, fully entrenched in the rituals and traditions of
witchcraft? PlilEPAlilING .AND CASTING SPELLS
Keep in mind your character's feelings towards the dead, The witch table shows how many spell s lots you have to cast
other planes of existence, demons, tradition, or modernity, your spells of 1st level and higher. To cast one of these witch
and Jet these things help define your witch's place in the spells, you must expend a slot of the spell's level or higher.
world you adventure in. You regain all expended spell slots when you finish a long
rest.
Q,UIOK- BUII.D You prepare the list of witch s pells that are available for you
If you wish to make a witch quickly, follow these simple steps. to cast, choosing from the witch spell list. When you do so,
First, make Charisma your highest ability score, as it will be choose a number of witch spells equal to your Charisma
used for your spellcasting. Next, choose Wisdom, which will modifier+ your witch level (minimum of one spell} The spells
be used for crafting your brews. Then you may want to must be of a level for which you have spell slots.
consider Constitution, as many of the Witch's powers ask for For example, if you are a 3rd-level witch, you have four 1st-
impeccable concentration. Then, choose the Hermit level and two 2nd-level spell slots. With a Charisma of 16,
background, and the following two cantrips: Create Bonfire, your list of prepared spells can include six total spells of 1st
and Spare the Dying. or 2nd !eve~ in any combination. If you prepare the 1st-level
spell Cure Wounds, you can cast it using a 1st-level or 2nd-
level slot. Casting the spell doesn't remove it from your list of
CLASS FEATURES prepared spells.
As a Witch, you gain the following features. You can also change your list of prepared Spells when you
finish a Long Rest. Preparing a new list of witch Spells
requires time spent performing a seance, or finding some
HrrP01NTS
other way to connect your spirit to the ethereal plane.
Hit Dice: ld6 per Witch level
Hit Points at 1st Level: 6 +your Constituion modifier
Hit Points at Higher Levels: 1d6 (or 4) +your Constitution SPELLOASTING ABIUI'Y
Charisma is your spellcasting ability for your witch spells,
modifier per Witch level after 1st
since your magic draws from the willing power of spirits,
Plit.OFIOIENOIES whom you must control with a firm voice. You use your
Armor: None Charisma whenever a spell refers to your spellcasting ability.
Weapons: Simple weapons In addition, you use your Charisma modifier when setting the
Tools: Poisoner's Kit and your choice of one of: Herbalism saving throw DC for a witch spell you cast and when making
Kit, or Alchemist's Supplies. an attack roll with one.
Saving Throws: Charisma, Wisdom Spell save DC = 8 +your proficiency
Skills: Persuasion, and one other from Arcana, Animal bonus+ your Charisma modifier
Handling, History, Insight, Nature, Religion, or Survival
Spell Attack modifier =your proficiency+
EQUIPMENT your Charisma modifier
You start with the following equipment, in addition to the
equipment granted by your background: Rrru..u. CASTING
You can cast a witch spell as a ritual if that spell has the ritual
• (a) a dagger or (b) a quarterstaff tag and you have the spell prepared
• (a) a component pouch or (c) a spiritual focus
• (a) a priest's pack or (b) an explorer's pack SPililrrU..U. Focus
• Your choice of one kit or set of tools you are proficient in, You can use a spiritual focus as a spellcasting focus for your
and l potion of healing. witch spells. A spiritual focus is an item touched by death
such as a s uicide note, murder weapon, or a treasured
Alternatively, you may choose to take ld4x10 (or 30) GP
possession of someone who has died Each coven tends
and purchase your own equipment from Chapter 5
toward one kind of focus. A witch of the Coven of White
(Equipment) of the Player's Handbook.
Witches may choose to use holy, honoured possessions, while
a Wild Witch might choose a weather-worn bone.

3
AXD 59 of 233
At 9th level you can learn a number of recipes equal to 2x
QUICKENING your Wisdom modifier (minimum of 2) In addition, when you
At 1s t level you experience the witch's quickening. This is the use a potion with effects related to rolling dice such as a
sign that a witch's powers have finally begun to blossom, and Potion of Healing, you can roll one additional die to add to
that they may commune with the spirit world On your turn as the effects.
an action, or freely outside of combat, you can detect the At 17th level you can learn a number of recipes equal to 3x
presence of spirits within a 100 foot radius of you. This your Wisdom modifier (minimum of 3~ and you can now
awareness ceases at the end of your next turn at level 1, and make Spell Brews. A spell brew turns any spell that you have
las ts for one additional round per Witch level above 1st. p repared on your witch spell list into a potion. A spell brew
Outside of combat this awareness las ts for 1 minute per takes 24 hours to ferment pe r spell level You may only create
Witch level one spell brew per long res t.
In addition, while experiencing the quickening, you may
add double your proficiency bonus to Charisma (Persuasion) .ANCIENT RITES
checks against ghosts, spectres, and spirits, and you may use
At 2nd level you have finally made communion with the
your Charisma modifier in place of Strength or Dexterity
spirits, and use that attunement to better perform rituals you
when attacking the Undead
have learned from the elder witches of your coven. All rites
can be performed as rituals, requiring 10 minutes to perform,
WITCH'S COVEN or time spent during a short or long rest.
At 1st level you must choose which coven you have been Rites can also be performed on your turn as an action, by
initiated into. By meeting with other witches of their chosen succeeding on a Concentration check. A rite performed this
coven and performing an initiation ritual a witch join the way with effects extending over multiple turns requires you to
ranks of one of the six covens. Your coven represents not only make a concentration check at the start of each of your turns
the community with which you align yourself, but also the to maintain the rite.
kind of ritual magic you learn and perform. A witch must You may prepare a rite in advance. A rite can be prepared
choose carefully, because once she takes the initiation rites during a long rest, and then can be performed on your turn as
and joins a circle, her soul is forever bound to the coven and a bonus action without requiring concentration to perform. A
there is no way to take it back - not even in death. prepared rite confers more benefits than a cast rite, as you
Your choice grants you features at 1st level and again at gain passive effects from the rite which better your character.
6th, 8th, and 17th levels. Starting at this level you can maintain one prepared rite at a
t ime. The number of rites you can mainta in at one time
COVEN SPEU.S increase as you level up as shown on the witch class table.
Each coven has a list of spells representing the traditional You may prepare multiple of the same type of rite, but any
arts of the coven, which you gain at the witch level noted in passive effects of having that rite prepared do not stack.
the tables provided Once you gain a coven s pell you always At this level you know the Rite of Binding and the Rite of
have it prepared and it doesn't count against the number of Seeing and learn additional rites at 5th, 10th, 14th, 17th, and
spells you can prepare each day. Coven spells are always 20th levels, as well as rites provided by your chosen coven.
considered witch spells for you.
RITE OF BINDING
CAULDRON BUBBLE At 2nd level you have developed the ability to bind spirits to
At 2nd level you have begun to inundate yourself with the your service through an ancient ritual passed down from the
tradition of the witch's brews. These brews are often more elder witches. Each coven has it's own methods for binding
powerful than an equivelant potion created by a normal spirits, and each has signature magics which attract certain
alchemist, as they hold the secrets of your coven's traditions, kinds of s pirits. Your archetype description lists which spirits
and a witch is capable of making the m more swiftly than you can choose to bind using this rite.
most. Choose a number of the brews at the end of this class This rite must be prepared during a long rest, and cannot
description to add to your recipe list equal to your Wisdom be performed through any other method When you prepare
modifier (minimum of 1) You can change which recipes you this rite you choose one of the spirits that are available for
know when you gain a level in this class. you to bind, gaining any passive effects of that spirit until it
Some brews have prerequisites, such as your Witch level escapes, or is released by you.
or your coven. Each brew can also only be made with a
particular set of tools, you must have those tools available to RITE OF SEEING
you in order to brew your recipe. Before selecting a brew,
At 2nd level you have gained control ove r beings not tied to
make sure that you meet it's prerequisites.
the material plane, and are able to use them as a looking
During a long rest you may spend your time and
glass into the ethereal plane. At this level you can cast the
concentrate your efforts to create a number of brews from
Divination spell as if it were one of your rites. It is considered
your list equal to 1/ 2 your Wisdom modifier rounded up
a witch s pell for you.
(minimum of 1) You must be proficient with the tool required
In addition when you have this rite prepared you can spend
for the chosen brew. If you make brews during your rest, you
a bonus action on your turn to look into the ethereal plane.
cannot prepare any rites.
Creatures who are invisible or hidden become visible to you
If a brew has not been used by your next long rest, it loses
when you look into the plane. This effect lasts until the start
it's potency and can no longer be used
of your next turn. You may perform this bonus action a

AXD 60 of 233
number of times equal to your Wisdom modifier (minimum RITE OF VANISHMENT
1~ at which point your rite is no longer considered prepared
At 10th level you have convinced the spirits to aid you in
Starting at 9th leve~ while performing the Rite ofSeeing, in walking the ethereal plane, allowing you to vanish without a
addition to the other effects of the rite, you may hold a trace. In order to perform this rite, you must have a unique
conversation with any spirit or ethereal being you contact, item that has no duplicate in the world This item acts as a
provided you share a language with that creature. The grounding wire for your sou~ keeping you from becoming lost
creature may be friendly or hostile at your DM's discretion. in the spirit realm that you walk through. This item may be
your spiritual focus.
At 16th level when you have this rite prepared, your divination When you perform this rite, you step into the ethereal
skills are almost second nature. Divination school spells on plane, and disappear from the material, becoming invisible to
your Witch spell list of level 8 or lower are treated as though those in the material plane. You remain in the ethereal plane
they are one spell level lower for the purposes of determining for a number of rounds equal to your Wisdom modifier
which spell slot they use, to a minimum of level 1. (minimum of 1~ or until you choose, as a bonus action, to re-
enter the material plane.
.ABIIIIY SCORE IMPROVEMENT
--------
When you reach 4th !eve~ and again at 8th, 12th, 16th, and
While walking in the ethereal plane you cannot attack or
cast spells, but you can pass through objects, walls, and other
solid materials, and are not able to be considered engaged in
19th Jevei you can increase one ability score of your choice
combat. You can pass through creatures while walking in the
by 2, or you can increase two Ability Scores of your choice by
ethereal plane, but that creature can use their reaction to
1. As normai you can't increase an ability score above 20
resist your passing by making a Charisma saving throw
using this feature.
against your witch spell save DC. On a failed save, the
creature takes Necrotic damage equal to your Wisdom
RITE OF W.AB.DING modifier and you pass through, on a successful save you take
At 5th level you have harnessed the power of the spirits to Force damage equal to their Charisma modifier and reappear
create a protective ward against outer powers. When you on the material plane in the space of that creature. You
perform this rite, a 20 foot radius dome of spiritual energy cannot end your turn in a creature's space.
appears centered on you, and remains stationary. When you When you perform this rite as a ritual, you and any
create the ward, name up to two of the following: A condition, creatures touching you, as well objects being carried or worn
a type of damage, a type of saving throw, Good creatures, Evil by you or those creatures, can be teleported to any location
creatures, or one of the following types of creatures: that you have visited before on the same plane of existence as
celestials, fiends, or undead you, or to a place that you can see. The success of this
attempt depends on your familiarity with the location, as in
While they remain inside the ward, creatures: the Teleportation spell
At 18th level when you have this rite prepared, your
• Cannot take the attack or cast a spell option.
conjuration skills are almost second nature. Conjuration
• Become stable if they are at or below 0 hit points, or if
school spells on your Witch spell list of level 8 or lower are
they reach 0 hit points or lower while inside the ward
treated as though they are one spell level lower for the
• Are immune to the chosen condition, and/or damage type
purposes of determining which spell slot they use, to a
chosen.
minimum of level 1.
• Have advantage on saving throws of the type chosen.
• Are immune to being possessed
• If the creature is of an alignment, or creature type chosen
by you when making this ward, they must make a
Constitution saving throw against your spell save DC at
the start of each turn. On a failed save, the creature is
pushed 5 feet from the center of the ward and takes 1
point of Force damage per level you have in the witch
class. A creature that is of both the alignment and creature
type chosen makes this saving throw with disadvantage.
• Cannot exit and enter the ward on the same tum, unless
being pushed, or dragged out of the ward

The ward lasts for a number of rounds equal to your Wisdom


modifier (minimum 1}

At 10th leve~ you can pick a number of qualities for your ward
equal to your Wisdom modifier (minimum 1}
At 17th leve~ when you have this rite prepared, your
abjuration skills are almost second nature. Abjuration school
spells on your witch spell list of level 8 or lower are treated as
though they are one spell level lower for the purposes of
determining which spell slot they use, to a minimum of level
1.

AXD 61 of 233
RITE OF EXORCISM RITE OF VERITASUM
At 14th level though you know that spirits can be kind, you At 18th level the spirits have given you insight into the truth
also know the danger that they can hold for the simple of those around you. When you perform this rite, you may
mortal These dangerous beings must know that there is select any creature you can see within 60 feet and convince
someone to act as protector for the hapless and ignorant. The your spirits to mark them. For a number of minutes equal to
power of exorcism is more than just a method by which to your Witch level if the creature attempts to make a Charisma
protect others however, it can be an extremely deadly tool in (Deception) check, it must make a Wisdom saving throw
the right hands. against your witch spell save DC + your Wisdom modifier. On
When you perform this rite you may choose one creature a failed saved, you know when the creature is lying or telling
that you can see within range in an attempt to: the truth for the duration of this rite, and the creature does
not know that they are under any mystical effects. On a
• Force a being possessing that creature if it is being successful save you do not know when the creature is lying,
possessed to be banished to the ethereal plane. and the creature knows that some effect was placed on them.
• Or force the creature's own soul to be sent to the ethereal You may also choose to perform this rite on your spiritual
plane. focus. When performed in this way, the rite's effects last for a
number of hours equal to your Wisdom modifier. You know if
The target must succeed on a Charisma saving throw
any creature holding your spiritual focus, or with your
against your witch spell save DC +your 1/2 Wisdom modifier
spiritual focus among their carried possessions, is lying. This
rounded up in order to resist the effects of this rite.
sense may manifest as a tingling on your scalp, or a pulling of
If a being possessing a creature fails it's saving throw, it is
your navel
forced out of the creature, and must make a second Charisma
saving throw with disadvantage at the start of their next turn. In addition, while you have this rite prepared, you gain the
On a failed save, the creature is banished to the ethereal Truesight ability and can see in normal and magical
plane. On a successful save the creature remains in the darkness, see invisible creatures and objects, automatically
material plane, but cannot re>possess the creature or object detect visual illusions and succeed on saving throws against
they were originally possessing. them, and perceive the original form of a shapechanger or a
If the creature was not possessed and fails its saving throw, creature that is transformed by magic.
its soul is sent to the ethereal plane, and its body becomes When this rite is prepared you may cast it as a reaction
incapacitated The target remains there for a number of when a creature makes a Charisma (Deception) check
rounds equal to your Wisdom modifier, or until it succeeds on against you.
the save, before reentering their body.

In addition, while you have this rite prepared, you RITE OF POSSESSION
automatically s ucceed on all Charisma saving throws to At 20th level you have become as tied to the spirits as they
resist possession. are to you, and so as a spirit possesses a mortal body or
object, you can do the same. When you perform this rite, you
leave your body in an attempt to possess another. You must
be able to see your target with no cover within 30 feet of you.
The target must perform a Charisma saving throw against
your witch spell save DC. On a successful save, the creature
resists these effects and your rite fails. On a failed save, your
soul leaves your body and inhabits the target's. While you
possess another body, you endure the following effects:
• Your body becomes incapacitated
• You act on your same turn in the initiative order.
• You can use any of the creature's skills, features, or
weapons.
• You cannot use any of your own racial features, weapons,
items, or features granted by a class other than the witch
class.
A creature may discern that the target is possessed by
attempting a Wisdom (Insight) check against your witch spell
save DC. On a failed check, they do not notice any difference
and cannot attempt this check again for 1 hour.
At the beginning of each of the possessed creature's turns it
may attempt to push you out by making a Charisma saving
throw against your witch spell save DC + your wisdom
modifier, the creature is not capable of taking any other
actions on its turn. On a successful save, you are forced back
into your body, and take Force damage equal to the creature's
Charisma score. If you would perform an action that would
do great harm to the host, they may immediately perform this

AXD 62 of 233
ACID
Charisma saving throw with advantage to push you out. You Poisoner's kit
may choose to leave the host body as a bonus action on your As an action, you can splash the contents of this vial onto a
turn. If you do, you may return to your body, or attempt to
creature within 5 feet of you or throw the vial up to 20 feet,
possess another creature following these rules.
shattering it on impact. In either case, make a ranged attack
If the host body, or your body reaches 0 hit points, you are
against a creature or object, treating the acid as an
immediately forced back into your own body and take Psychic
improvised weapon. On a hit, the target takes 2d6 acid
damage equal your Charisma modifier x y, where y is the damage.
number of rounds spent in the host body. If you choose to
leave the host body and return to your body, the host takes
ACID OF EAlt.THBINDING
this damage instead
Herbalism kit, Coven ofthe Wild Witch (Mountain)
In addition, while you have this rite prepared, you are
As an action, you can splash the contents of this vial onto a
resistant to Necrotic damage.
creature within 5 feet of you or throw the vial up to 20 feet,
shattering it on impact. In either case, make a ranged attack
MULTI CLASSING against a creature or object, treating the acid as an
When you choose to gain a level in the Witch class and it is improvised weapon. On a hit, the target's body begins to meld
not your first class, you must meet the following with the ground wherever they are touching it, and are
prerequisites, and only gain some of the class's starting considered grappled A creature can attempt to escape this
proficiencies. grapple by making a Strength check against your witch's
Prerequisites. To qualify for multiclassing into the witch brews DC on their turn to break free. This acid has no effect
class, you must meet these prerequisites: Charisma 13 and on creatures hovering or flying above the ground
Wisdom 13.
ProBcieacies. When you multiclass into the witch class, .ALCHEMIST'S Fill
you gain the following proficiencies: Herbalism kit, Nature Alchemist's supplies
skill This sticky, adhesive fluid ignites when exposed to air. As
an action, you can throw this flask up to 20 feet, shattering it
on impact. Make a ranged attack against a creature or object,
WITCH'S BREWS treating the Alchemist's Fire as an improvised weapon. On a
The following is a list of all of the brews available through the hit, the target takes ld4 fire damage at the start of each of its
Witch's cauldron bubble feature. Any potions not shown on turns. A creature can end this damage by using its action to
this list should be confirmed by your DM before adding to make a DC 10 Dexterity check to extinguish the flames.
your recipe list. The save DC for any brew listed here is equal
to 8 + your prificiency bonus + your Wisdom modifier. .A.NTrrOXIN
Herbalism kit
A creature that drinks this vial of liquid gains advantage on
saving throws against poison for 1 hour. It confers no benefit
to undead or constructs.

7
AXD 63 of 233
Buw OF DETECTION OIL OF ETHEREALNESS
Herbalism kit Alchemist's supplies, Witch 11
By sprinkling this brew into any food, drink, or on an object This oil can cover a Medium or smaller creature, along
you can determine if the target has been poisoned with the equipment it's wearing and carrying (one additional
vial is required for each size category above Medium}
DISABLING SALVE Applying the oil takes 10 minutes. The affected creature then
Herbalism kit gains the effect of the etherealness spell for 1 hour.
When you apply this salve you have resistance to damage
caused by spells until the start of your next tum, and gain OIL OF SB.AllPNESS
advantage on saving throws made to resist the effects of Alchemist's supplies, Coven of Rodyn 12
spells. This oil can coat one slashing or piercing weapon or up to
5 pieces of slashing or piercing ammunition. Applying the oil
ELIXIR OF HEALTH takes 1 minute. For 1 hour, the coated item is considered
Herbalism kit, Coven of the White Witch 6 magical and has a +3 bonus to attack and damage rolls.
When you drink this potion it cures any disease afflicting
you, and removes the blinded, deafened, paralyzed, and OIL OF SLIPPEJllNESS
poisoned conditions. Alchemist's supplies, Witch 7
This sticky black unguent is thick and heavy in the
ELIXIR OF GROWTH container, but it flows quickly when poured The oil can cover
Herbalism kit, Coven of the Wild Witch (Forest) 8 a Medium or smaller creature, along with the equipment it's
When you splash this elixir on a plant, the plant wearing and carrying (one additional vial is required for each
immediately grows to its full grown size. When consumed by size category above Medium} Applying the oil takes 10
a Plant-type creature, they are healed by 8d4 + the Witch's minutes. T he affected creature then gains the effect of the
Wisdom modifier in hit points. When consumed by a non freedom of movement spell for 8 hours. Alternatively, the oil
Plant-fype creatute, the imbiber grows one size class for a can be poured on the ground as an action, where it covers a
number of rounds equal to the witch's Wisdom modifier 1(}.foot square, duplicating the effect of the grease spell in
(minimum l} that area for 8 hours.

ELIXIR OF SEEING PHILTER OF LOVE


Herbalism kit, Coven of the Wild Witch (Underdark) Alchemist's supplies, Coven of Voudoun
When you drink this potion, your Darkvision increases by The next time you see a creature within 10 minutes after
10 feet x the Witch's wisdom modifier (minimum 1) for 10 drinking this philter, you become charmed by that creature
minutes. If you do not have Darkvision, this elixir grants you for l hour. If the creature is of a species and gender you are
Darkvision temporarily. normally attracted to, you regard it as your true love while
you are charmed This potion's rose-hued, effervescent liquid
ELIXIR OF THE DliGON contains one easy-to-miss bubble shaped like a heart.
Herbalism kit, Coven of the Wild Witch (Desert) 12
When this elixir is consumed by a creature, they become POISON OF BLINDING
able to cast the spell fireball once as a breath weapon. The Poisoner's kit, Coven of the Wild Witch (Underdark) 8
spell deals xd8 fire damage, where xis the witch's Wisdom As an action, you can splash the contents of this vial onto a
modifier (minimum l} creature within 5 feet of you or throw the vial up to 20 feet,
shattering it on impact. In either case, any target must make
ELIXIR OF THE PROTECTOR a Constitution saving throw or else become Blinded
Herbalism kit, Coven of the White Witch or Coven of Rodyn
When you drink this potion, your AC increases by ld4 until POISON OF F'uRY
the end of your next turn. lf a witch of level 8 or greater made Poisoner's kit, Coven of Rodyn
this potion, the duration increases to a number of rounds As an action, you can splash the contents of this vial onto a
equal to the witch's Wisdom modifier (minimum 1.) creature within 5 feet of you or throw the vial up to 20 feet,
shattering it on impact. In either case, any target must make
ELIXIR OF THE PROTECTOR (GREATER) a Wisdom saving throw. On a failed save, the creature
Herbalism kit, Coven ofRodyn 8 becomes angry, and suffers from the following effects:
When you drink this potion, your AC increases by l d4 for 1
• If at the start of the creature's turn there is any other
minute. If a witch of level 12 or greater made this potion, the
creature within reach or range of it's equipped weapon, it
AC is increased by ld6+1.
must attack that creature.
• If there is no other creature within reach or range of the
F LA.SK OF THE SHOll
equipped weapon, the creature moves towards the nearest
Herbalism kit, Coven of the Wild Witch (Coast) 8
target, and attacks that target if it enters it's range.
This flask is heavy and smells of the sea. When you pour
this flask's contents on the ground, a wall of swirling sand These effects last for 1 minute, or until the creature
rises out of the ground as in the spell wall of sand without succeeds on the save.
concentration.

AXD 64 of 233
POTION OF DIMINUTION
P OTION OF ALTER.ING Alchemist's supplies, Witch 5
Alchemist's supplies, Coven of Blood or Coven of Voudon When you drink this potion, you gain the ttreduce" effect of
This potion is been brewed using a physical fragment of the enlarge/reduce spell for ld4 hours (no concentration
the desired form. When you drink this potion you magically required} The red in the potion's liquid continuously
turn into whoever, or whatever creature the potion was contracts to a tiny bead and then expands to color the clear
brewed with for 1 hour. This potion can only alter size class liquid around it. Shaking the bottle fails to interrupt this
by one, and does not change a creature's voice. process.

P OTION OF ANIMAL FluENDSHIP P OTION OF Fill BitEATH


Herbalism kit, Coven of the Wild Witch (Forest) Alchemist's supplies, Coven of Rodyn or Coven of the Wild
When you drink this potion, you can cast the animal Witch 3
friendship spell (save DC equal to the witch's brew save DC) After drinking this potion, you can use a bonus action to
for 1 hour at will Agitating this muddy liquid brings little bits exhale fire at a target within 30 feet of you. The target must
into view: a fish scale, a hummingbird tongue, a cat claw, or a make a Dexterity saving throw, taking 4d6 fire damage on a
squirrel hair. failed save, or half as much damage on a successful one. The
effect ends after you exhale the fire a number of times equal
P OTION OF CAMOUFLAGE to the witch's Wisdom modifier, or after 1 hour has passed
Herbalism kit, Coven ofthe Wild Witch (Forest) 12 This potion's orange liquid flickers, and smoke fills the top of
When you drink this potion, your skin, hair, and everything the container and wafts out whenever it is opened
you are wearing immediately shifts to camouflage you with
the area you are standing in. You are considered hidden until POTION OF THE FLUllY
you move, attack, or cast a spell or for 1 minute, and all Alchemist's supplies, Coven of Rodyn 5
creatures have disadvantage on Wisdom (Perception) checks After drinking this potion, you may take the attack action
to find you. twice the next time you take the attack action, as if you had
the Extra Attack feature. This potion's effects wear off in 1
P OTION OF CLAiltVOYANCE minute, or when the imbiber next takes the Attack action.
Alchemist's supplies, Coven of Relic 6
When you drink this potion, you gain the effect of the POTION OF F.i.OSTBITE
clairvoyance spell An eyeball bobs in this yellowish liquid but Herbalism kit, Coven of the Wild Witch (Arctic) 8
vanishes when the potion is opened When you splash this potion on the ground it rises and fills
t he air in a 30 foot radius with an unearthly chill for a number
P OTION OF CUMBING of rounds equal to the witch's Wisdom modifier. All Fire
Alchemist's s upplies d amage in this area is reduced by an amount equal to the
When you drink this potion, you gain a climbing speed witch's level when this potion was brewed. and any creature
equal to your walking speed for 1 hour. During this time, you within the affected radius with a weakness to Cold moves at
have advantage on Strength (Athletics) checks you make to half speed as if in difficult terrain.
climb.
POTION OF FLYING
Alchemist's supplies, Coven of the Wild Witch (Mountain) 8
When you drink this potion, you gain a flying speed equal
to your walking speed for 1 minute x the witch's Wisdom
modifier, and can hover. If you are in the air when the potion
wears off, you fall unless you have some other means of
s taying aloft. This potion's clear liquid floats at the top of its
container and has cloudy white impurities drifting in it.

POTION OF GASEOUS Fo:R.M


Alchemist's supplies, Coven of the Wild Witch (Swamp) 8
When you drink this potion, you gain the effect of the
gaseous form spell for 1 hour (no concentration required) or
until you end the effect as a bonus action. This potion's
container seems to hold fog that moves and pours like water.

POTION OF GIANT STllNGTH (HILL)


Herbalism kit, Coven of Rodyn 8
When you drink this potion, your Strength score changes
to 21 for 1 hour. T he potion has no effect on you if your
Strength is equal to or greater than that score. This potion's
transparent liquid has floating in it a sliver of fingernail from
a giant.

AXD 65 of 233
POTION OF GIANT ST:R.ENGTH (hosT)
Coven of the Wild Witch (Arctic) 12"
When you drink this potion, your Strength score changes If you attack or cast a spell make a Constitution saving throw.
to 23 for l hour. The potion has no effect on you if your On a failure, these effects end
Strength is equal to or greater than that score. This potion's
transparent liquid has floating in it a sliver of fingernail from P OTION OF MIND READING
a giant. Alchemist's supplies, Coven of Relic 5
When you drink this potion, you gain the effect of the
P OTION OF GIANT ST:R.ENGTH (Fnu:) detect thoughts spell The potion's dense, purple liquid has an
Herbalism kit, Coven ofRodyn 20 ovoid cloud of pink floating in it.
When you drink this potion, your Strength score changes
to 25 for l hour. The potion has no effect on you if your POTION OF NOXIOUS F'uMES
Strength is equal to or greater than that score. This potion's Herbalism Kit, Coven ofthe Wild Witch (Swamp) 12
transparent liquid has floating in it a sliver of fingernail from When you splash this potion on the ground it rises and fills
a giant. the air in a 30 foot radius with a horrific stench for a number
of rounds equal to the witch's Wisdom modifier. All Poison
POTION OF GitOWTH damage in this area is increased by an amount equal to two
Alchemist's supplies, Witch 5 times the witch's level when this potion was brewed Arny
When you drink this potion, you gain the "enlarge" effect of creature who begins their turn in the fumes must make a
the enlarge/reduce spell for ld4 hours (no concentration Constitution saving throw or else take Poison damage equal
required), The red in the potion's liquid continuously expands to the Witch's Wisdom modifier (increased by the effects of
from a tiny bead to color the clear liquid around it and then this potion), and suffer from the effects of s uffocation.
contracts. Shaking the bottle fails to interrupt this process.
POTION OF POISON
P OTION OF HEAUNG
Poisoner's kit, Coven of Blood 6
Herbalism kit This concoction looks, smells, and tastes like a potion of
You regain 2d4 + the Witch's wisdom modifier in hit points healing or other beneficial potion. However, it is actually
when you drink this potion. Whatever its potency, the potion's poison masked by illusion magic. An identify spell or a
red liquid glimmers when agitated successful Intelligence saving throw reveals its true nature.
If you drink this potion, you take 3d6 poison damage, and
POTION OF HEAUNG ( GJtEATElt) you must succeed on a DC 13 Constitution saving throw or
Herbalism kit, Witch 10 or Coven of the White Witch 6 be poisoned At the start of each of your turns while you are
You regain 4d4 + the Witch's wisdom modifier in hit points poisoned in this way, you take 3d6 poison damage. At the end
when you drink this potion. Whatever its potency, the potion's of each of your turns, you can repeat the saving throw. On a
red liquid glimmers when agitated successful save, the poison damage you take on your
subsequent turns decreases by 1d6. The poison is lifted when
P OTION OF HEAUNG (SUPEJUOlt)
the damage decreases to 0, or l minute has passed
Herbalism kit, Coven of the White Witch 12
You regain 8d4 + the Witch's wisdom modifier in hit points POTION OF RESISTANCE
when you drink this potion. Whatever its potency, the potion's Herbalism kit, Coven of Rodyn 3 or Coven ofRelic
red liquid glimmers when agitated When you drink this potion, you gain resistance to one type
of damage for 1 hour. The type of this resistance is
P OTION OF HEAUNG (SUPltEME) determined upon brewing by rolling on the table below. If you
Herbalism kit, Coven of the White Witch 20 spend 2 of your total potions during a rest to make this
You regain l 2d4 + the Witch's wisdom modifier in hit potion, or if you expend 1 spell s lot of 1st level or higher, you
points when you drink this potion. Whatever its potency, the may choose which damage type the potion is based around
potion's red liquid glimmers when agitated POT ION O F RESISTANCE
dlO Damage type
POTION OF HEJtOISM
Alchemist's supplies, Coven of the White Witch 5 l Acid
For l hour after drinking it, you gain a number of 2 Cold
temporary hit points equal to the witch's level when this
potion was brewed For the same duration, you are under the 3 Fire
effect of the bless spell (no concentration required), This blue 4 Force
potion bubbles and steams as if boiling.
5 Lightning
P OTION OF INVISIBIUTY 6 Necrotic
Alchemist's supplies, Coven of the Wild Witch (Underdark) 7 Poison
12
This potion's container looks empty but feels as though it 8 Psychic
holds liquid When you drink it, you become invisible for 1 9 Radiant
hour. Anything you wear or carry is invisible with you.
10 Thunder

AXD 66 of 233
POTION OF SPEED S ALVE OF THE Tll:MO:R.ING FOOT
Alchemist's supplies, Witch 8 Herbalism kit, Coven of the Wild Witch (Mountain) 12
When you drink this potion, you gain the effect of the haste When you apply this salve, you become able to cast the
spell for 1 minute (no concentration required} The potion's spell Earth Tremor once. The spell deals xd8 bludgeoning
yellow fluid is streaked with black and swirls on its own. damage, where x is the witch's Wisdom modifier.

P OTION OF THE MntAGO S TO:R.M SALVE


Herbalism kit, Coven of the Wild Witch (Desert) 8 H erbalism kit, Coven of the Wild Witch (Coast) 12
When you drink this brew, you feel gain the ability to cast When you apply this salve, they become able to cast the
hallucinatory terrain with a duration of 1 hour. You must cast spell chain lightning once. The spell deals xd8 lightning
the spell within a number of minutes after drinking the potion damage, where x is the witch's Wisdom modifier.
equal to the witch's level when brewing this potion.
SUSTAINING Bnw
P OTION OF WATER. BllEATHING Herbalism kit, Coven of the Wild Witch (Desert)
Alchemist's supplies, Coven of the Wild Witch (Coast or When you drink this brew, you feel completely fuU
Swamp) hydrated, and as if you have been sleeping. Any levels of
You can breathe underwater for 1 hour after drinking this exhaustion caused by hunger, thirst, or sleeplessness are
potion. Its cloudy green fluid smells of the sea and has a removed This does not replicate the effects of a short or long
jellyfish-like bubble floating in it. rest, and does not restore any abilities, spells or features.

RESTOB.ATIVE
Herbalism kit, Witch 2
You may drink this potion as a reaction when a spell you
cast fails. If the s pell slot is of a level equal to or lower than
half the witch level of the witch who brewed this potion
rounded down, the spell slot is restored as if it had never
been cast. For example, a 12th level witch's brew can restore
a spell slot of 6th level or lower.

RrruAL SALVE
Herbalism kit
When you apply this salve you gain advantage on any
Concentration check made within a number of minutes equal
to the witch's Wisdom modifier.

RrruAL SALVE (GllEATE:a.)


Herbalism kit, Circle of Relic
When you apply this salve you automatically succeed on a
concentration check made before the end of your next turn.

S ALVE OF COLD RESISTANCE


Herbalism Kit, Coven of the Wild Witch (Arctic)
When you apply this salve, you gain resistance to Cold
damage for 1 hour.

AXD 67 of 233
WITCH SPELL LIST
• Speak with Dead
CANTRIPS • Tongues
• Acid Splash • Vampiric Touch
• Chill Touch
• Create Bonfire 4THLEVEL
• Friends • Banishment
• Guidance • Blight
• Mage Hand • Confusion
• Magic Stone • Death Ward
• Mending • Dimension Door
• Message • Fabricate
• Shape Water • Phantasmal Killer
• Spare the Dying • Polymorph

lSTLEVEL 5THLEVEL
• Animal Friendship • Antilife Shell
• Bane • Awaken
• Command • Contact Other Plane
• Create or Destroy Water • Dominate Person
• Detect Evil and Good • Dream
• Disguise Self • Legend Lore
• Find Familiar • Modify Memory
• Hex • Scrying
• Identify
• Protection from Evil and Good 6THLEVEL
• Ray of Sickness • Arcane Gate
• Sleep • Circle of Death
• Speak with Animals • Create Undead
• Unseen Servant • Eyebite
• Witch Bolt
• Find the Path
• Mass Suggestion
2ND LEVEL
• True Seeing
• Augury
• Crown of Madness 7THLEVEL
• Darkness
• Etherealness
• Enthrall
• Finger of Death
• Gentle Repose
• P lane Shift
• Hold Person
• Regenerate
• Invisibility
• Sequester
• Levitate
• Locate Object 8THLEVEL
• MistyStep
• Pass Without 'frace • Abi-Dalzirn's Horrid Wilting
• Ray of Enfeeblement • Antipathy/Sympathy
• Silence • Feeblemind
• Spider Climb • Mindblank
• Suggestion
9THLEVEL
3RD LEVEL • Astral Projection
• Animate Dead • Foresight
• Bestow Curse • Imprisonment
• Clairvoyance • S hapechange
• Counterspell • Weird
• Fear
• Feign Death
• Fly
• Plant Growth
• Revivify
• Slow

AXD 68 of 233
COVEN OF BLOOD
The Coven of Blood is a closed and secret society that is ANCIENT BLOODLINE
feared by much of society. While witches of this coven are oft When you choose this archetype at 1s t !eve~ your coven has
referred to as Red Witches, Black Witches, or even Hags, taught you one of their most standard methods of
they are not inherently evil These witches hold an intense communication, the Ancient Bloodline. When you land a
faith in the physical connection between the planes of the melee attack with a slashing or piercing weapon you may use
material and ethereal - and believe that blood is the language a bonus action to consume their blood, connecting you and
of that connection. that creature telepathically. Additionally if you are within 5
Witches who wish to join the Circle of Blood must feet of a creature when they are dealt slashing or piercing
complete a binding ritual where they share in the blood of damage, you can spend your reaction to taste their blood,
their coven. This is process by which the members of the connecting to that creature.
coven give their blood unto a chalice, from which the initiate While connected to a creature, you and the creature can
must drink from, though occasionally the initiation is done in speak telepathically. You can have a number of creatures
a pool of blood that one bathes in. The initiate must then cut connected to your bloodline equal to your Charisma modifier
themselves and add their own blood to the chalice or pool (minimum one} When you attempt to establish a bloodline
Then, the other members of the coven partake in drinking or when you already have the maximum number of connections
bathing in the blood, forever binding them. permitted, you may replace one of your previous connections.
In addition as a rituai you can let pint of blood into a bowi
AltTEIUALKNOWLEDGE chalice, goblet, or s imilar, to open a line of communication.
When you choose this archetype at 1st level you gain You can use this to contact a s pirit, devil or demon that you
resistance to nonmagical s las hing damage, and you gain can name; open yourself up to communication with any spirit,
proficiency in one martial weapon of your choice that deals devil or demon that wishes to make contact with you; or
s lashing damage. contact any creature telepathically who is willing to
communicate with you or is connected to your blood line.
COVENANT SPEU.S
At 5th !eve~ you can use this connection to your advantage.
When you choose this archetype at 1st leve~ the following As an action on your turn you can attempt to read the
spells are added to your Witch spell list at the levels indicated thoughts of a creature connected to your bloodline. The
These spells count as Witch spells for you, are always creature must make a Wisdom saving throw against your
prepared, and do not count against your maximum number of spell save DC or else you learn all of their surface thoughts as
prepared spells. in the detect thoughts spell The creature may choose to fail
this saving throw. On each turn that a creature is subjected to
B LOOD COVENANT SPELLS these effects, you may use an action to perform one of the
Level Spells following actions:
1st detect poison and disease, inflict wounds • You can telepathically speak a one-word command to that
3 rd cloud of daggers, magic weapon target. The target must succeed on a Wisdom saving
throw against your spell save DC or else follow the
5th hunger ofhadar, vampiric touch command The target is unaffected if the command would
7th locate creature, staggering smite be directly harmful to it, or it's allies.
contagion, raise dead

AXD 69 of 233
• You can attempt to probe deeper into the creature's mind COVENANT BREWS
The target must succeed on a Wisdom saving throw
against your spell save DC, or else you learn its deeper At 8th level you have mastered the unique brewing
thoughts: insight into its reasoning, its emotional state, or techniques of the Blood Covenant. Whenever you use your
something that looms large in its mind Cauldron Bubble feature to craft your brews, you may expend
one of your hit dice to add an additional effect to the potion
The creature knows that you are attempting to probe its from the list below. These hit dice cannot be restored for 24
mind At the start of each of it's turns it may attempt a ihours, at which time they can be restored upon completion of
Wisdom saving throw to push you out of it's mind If the a long rest.
creature succeeds on any of these saving throws, the The save DC for your blood brews is 8 + your proficiency
bloodline is broken, and all of it's effects end modifier + your Wisdom modifier, unless otherwise stated
Bond You whisper ancient words as you add your blood to
SPIRITS OF THE RED COVEN the brew. When a creature is affected by your brew, they
become linked to your Ancient Bloodline. If this effect would
At 2nd level as you access the power beyond the vei~ you are
exceed your maximum number of connections, it fails.
able to connect into the long'1ead spirits of ancient blood
Command When you add your blood to the brew, you
witches. When you perform a binding rite you are capable of
whisper a simple one word word command When a creature
binding the spirits of Agony, Death, and Fear. These spirits
is affected by your brew they must make a Wisdom saving
are described at the end of these archetype descriptions.
throw or else follow the command
Conjure. When you add your blood into your brew, you seal
lIAEMATIJRGY a pact with a Ghost. When a creature is affected by your brew
At 6th level you have learned the power of blood and how it they must make a Charisma saving throw against your brew
interacts not only with the spirit world, but how it interacts save DC + your Charisma modifier or else be subject to the
with magic. You can use your own blood to perform your rites effects of the Ghost's possession feature (MM 147} The ghost
more often, or to reinvigorate your spells. is aligned to you, but may also have it's own desires s ubject to
After you perform a rite, or one of your prepared rites your DM's discretion.
becomes exhausted, you may spend a bonus action to cut Luck. You add your blood to the brew and either offer it a
yourself with a held weapon that deals slashing damage. blessing, or a curse. When a creature is affected by your brew
When you do this, you expend a number of hit dice equal to the subject gains advantage on the first attack roli saving
the rite in the table below. That rite is immediately throw, or ability check made in the next 1 minute with a
considered prepared for you. If doing this would exceed the blessing, or disadvantage with a curse.
maximum number of rites you can have prepared at one time, Hide. When you add your blood into the brew, you conceal
you may replace another rite that you have prepared the true effects it contains. When a creature examines your
brew they must make an Intelligence saving throw. On a
H AEMATU RGY RITES failed save, the brew has all of the sensory aspects of a Potion
1--0D Rites of Healing.
binding
At 12th level you can add up to 2 of these effects to a brew,
2 seeing, ward ing, vanishment and at 16th level you can add up to 1 These additional effects
3 exorcism, veritasum cost 1 additional hit die.

4 decensum, possession
RITE OF BECOMING
Additionally, as an action, you may cut yourself with a At 17th level you have mastered the connection of the
weapon that deals slashing damage and expend any number physical and metaphysicai and can use the blood of the fallen
of hit dice to restore used spell slots. The number of hit dice to bind their spirit. When you perform this rite, you choose a
expended must be equal to or exceed the number required to dead creature that you can attack with a melee slashing
restore the desired spell slots. You may not use this feature to weapon, or who was connected to your bloodline immediately
exceed your maximum number of spell slots. before their death, and drink of their blood When you do, you
must use your action to make a Charisma (Persuasion) check
H AEMATU RGY SPELLS against a DC of 15 + the CR of the creature. On a successful
1--0D Spell Slot Level check, you bind the spirit of the creature to you, and gain one
2 l st level of the following benefits of your choice as long as the spirit
remains bound to you:
3 2nd level
• You gain 1 of that target's immunities, or 2 of that
5 3rd level creatures resistances.
6 4th level • You gain 1 of that target's senses.
7 5th level • You select one ability score. If the target's ability score was
higher than your's in the chosen ability, your score
increases by +2 Your ability score cannot exceed 20 with
All hit dice devoted to this feature are restored upon a long
this feature.
rest, and cannot be recovered by any other method
• You learn 2 of that target's languages.
• You may use your Quickening feature on creatures of the
same type as the target.

AXD 70 of 233
• You access the target's memories.
• The target's allies regard you as a potential friend upon
encountering you, and remain so unless you or your allies
give them reason to believe otherwise, at which point the
spirit escapes you. In addition you gain advantage on
Charisma (Persuasion) checks against these allies while
the spirit is bound to you.
You may only have one spirit bound to you in this way, but it
does not count against your total rites prepared as a spirit
from the Binding Rites feature would
You may release a spirit bound to you with this feature as a
bonus action on your tum, sending out an aura of calm.
Creatures within a 30 foot radius of you must make a
Wisdom saving throw against your witch spell save DC or
else be calmed A calmed creature does not engage in combat
other than to Dodge, Disengage, or Dash. A creature who is
hit by, or whose allies that it can see are hit by an attack roll
or affected by a spell is no longer calm.
If you have this rite prepared, you can perform it as a bonus
action when you bring a creature to 0 hit points with a melee
slashing weapon.
In addition, while you have this rite prepared your attacks
that deal slashing damage land a critical hit on a d20 result of
19 or 20.

AXD 71 of 233
COVEN OF
The Coven of Relic, sometimes known as Old Witches, or
S ECRETKEEPER
The Ancient Ones, are a group of witches who favor wisdom At 1s t level when you choose this archetype your coven gives
and intelligence above al~ and who harness the power of you access to a vast wealth of knowledge through a telepathic
spirits in order to root out the hidden secrets of the world Link. During a long rest you can meditate in order to attune
While not as common as wizards, these witches are many, yourself to knowledge that you would not normally have. At
and live in secret societies throughout the world the end of the long rest, choose one feature from any other
A witch who wishes to join this coven will be out of luck if witch archetype gained at your witch level or lower, and
they cannot be noticed The witches of this coven are always replace one of your features of equal or higher level with it.
watching, and they may task potential members with This feature cannot be replaced, but your bonus proficiencies
impress ive tests of skill before allowing them the knowledge and covenant spells can. For example at this level you could
that they are being 'chosen'. The final test often finds a witch choose to exchange your bonus proficiencies with the Coven
following a series of clues that mus t be solved before or Blood's covenant spells.
discovering one of the coven's mistresses. If the clues are all As a bonus action on your turn you can clear your mind of
solved and the coven is found, a witch is granted a permanent this knowledge, forgetting the chosen feature and regaining
m ental link to their supreme witch, who shares with them an your own. You can change which feature you have gained, or
impressive breadth of knowledge. which feature has been replaced by meditating during a long
rest.
BONUS PROFICIENCIES Upon reaching 12th level you can choose archetype
features from other classes, but may not choose any feature
When you choose this archetype at 1st level you gain
that requires pre-requisite features from the class, or earlier
proficiency in one set of artisan tools of your choice, and one
levels. For example, you cannot choose one of the Cleric's
of the following skills: Arcana, History, Nature, or Religion. In
Channel Divinity powers without the Channel Divinity
addition, you can communicate by telepathy to any willing
feature.
creature within 30 feet of you.

SPIRITS OF TRADITION
COVENANT SPELLS
At 2nd level as you access the power beyond the veil, you
When you choose this archetype at 1st !eve~ the following
make communion with the spiritual remains of the original
spells are added to your Witch spell list at the levels indicated
wise witches. When you perform a binding rite you are
These spells count as Witch spells for you, are always
capable of binding the spirits of Empathy, Knowledge, and
prepared, and do not count against your maximum number of
Will These spirits are described at the end of these archetype
prepared spells.
descriptions.
RELIC COVENANT SPELLS
l evel Spells RITE OF KNOWING
1st comprehend languages, tenser's floating disk At 6th level you have reached a level of power and
communication with spirits that allow you to access vast
3rd detect thoughts, knock swaths of knowledge beyond mortal comprehension. When
5th counterspel/, hypnotic pattern you perform or prepare this rite, ch oose one of the following
7th arcane eye, fabricate kinds of knowledge, and activate it's effects. As a bonus action
on each of your turns while the rite is active, you may ask a
9th mislead, telekinesis

AXD 72 of 233
question about your knowledge and make a Charisma check, KNOWING SPIRITS
receiving an answer from the spirits based on the Knowing DC Result
Spirits table.
If you are hit by an attack, cast a spell or attack with a
5 The spirits tell you nothing.
weapon, you must make a Concentration check. On a failed 10 The spirits answer with only yes, no, or maybe, and
check, the effects of this rite end offer no details or further answers. If answering a
Arcane. When you use this knowledge you see an aura question without a yes, no, or maybe answer, the
spirits tell you nothing.
around any object or creature with magic. If an object or
creature is being affected by a school of magic, you see an 1 5 The spirits answer your question vaguely, almost
aura that tells you which school it is. In addition, when you crypitically. They may suggest a course to answer your
have this rite prepared you may add your Charisma modifier question, or answer it incompletely.
instead of Intelligence on any Intelligence (Arcana) check. 20 The spirits answer your question to the best of their
Appraisal When you use this knowledge you see different ability, without providing extraneous details. This may
auras around objects. A copper aura surrounds items of little be which curse is afflicting a creature, or knowledge
or no value, a silver aura surrounds items with normal value, that a trap is present 10 feet away from you.
and a gold aura surrounds any item of superior value. In 25 The spirits tell you all details about the question to the
addition, when you have this rite prepared you may add your best of their knowledge. This may be the exact worth
Charisma instead of Intelligence on any Intelligence check of an object, or the precise solution to a puzzle. There
made to appraise the worth of an object. is no doubt that they are correct in what they tell you.
Cleverness. When you use this knowledge you feel that
you are more likely to s ucceed where skill is involved When
you participate in a game of skill look for a solution to a
riddle, or attempt to solve a puzzle or equation you may roll a
dlOO. If the result of the dlOO is lower than your Charisma
ability score, you automatically succeed in your trial of
intelligence. In addition, when you have this rite prepared you
may add your Charisma modifier instead of Intelligence on
any Intelligence check made to find the solution to a puzzle or
riddle, or to win a game of skill
Investigation. When you use this knowledge, you find that
when you look for something that is there, you find it. As an
action on your tum you can focus your sight and decide what
you are looking for - which might be a secret door, a key, or a
trap. If that option is present, and within your range of vision,
a faint aura glows around it. In addition, when you have this
rite prepared you may add your Charisma modifier instead of
Intelligence on any Intelligence (Investigation) check.
Natural When you use this knowledge, you find yourself
with an impressive sense for the world around you. As an
action on your turn you can name a type of monster, if any of
that type of monster are within a 10 mile radius of you, you
learn how many there are, how dangerous they are (their CR,
the DM should refer to the highest CR present~ and precisely
how far away they are. In addition, when you have this rite
prepared you may add your Charisma modifier instead of
Intelligence on any Intelligence (Nature) check.

COVENANT BREWS
At 8th level you have learned to utilize your skills with the
herbalism kit, poisoner's kit, or alchemist's supplies to an
impressive !eve~ and have unlocked the secrets of special
brews. You can learn a number of recipes equal to 3x your
Wisdom modifier (minimum of 3~ and at 18th level you can
learn a number of recipes equal to Sx your Wisdom modifier
(minimum of 5} You can learn recipes that require another
witch archetype that you meet the level requirement for at the
cost of 2 of known recipes.
In addition when you use the Cauldron Bubble feature to
brew potions, you can roll a d20 a number of times equal to
the number of potions created On a result of 20. you make 1
additional potion from your recipe list. Do not roll additional
d20s for potions created with this roll

AXD 73 of 233
RITE OF CONCILUM
C O N CILU M CO NTROL
At 17th level you have obtained knowledge of the art of mind
Failed Control
controi and have been able to harness the power of the
spirits in order to give the necessary power to your thoughts 20 You can make one word commands of the creature
in a rite known as Concilum. When you perform this rite, you to be performed immediately. The command may
may choose any target that you can: See, touch, or have a not directly harm the creature or its allies, or
physical article from. The creature must make a Charisma directly oppose their alignment
saving throw against a DC dependant on your connection 15 You can offer a simple command to be performed
with the creature: immediately or as a reaction to a stimulus. The
command cannot directly harm the creature or
• U you can see the creature, the Charisma save DC is equal directly oppose their alignment
to 1/2 your Witch spell save DC rounded up. 10 You can offer a simple command to be performed
• If you can touch the creature, the Charisma save DC is within 24 hours. Even if the creatures breaks free of
equal to your Witch spell save DC. your control, they will perform this action to the
• If you have a physical article from the creature (blood. best of their abilities within 24 hours. You may also
hair, nails, or a unique object) the Charisma save DC is make simple commands to be performed or in
equal to your Witch spell save DC+ your Wisdom reaction to a stimulus that do not d irectl y harm t he
modifier. creature.
5 You can offer complex com mands to be performe d
On a failed save, the creature falls under your control The within 24 hours. Even if t he creatures breaks free of
creature may attempt a Charis ma saving throw at the start of yo ur con trol, they will perform t his actio n to the
each of it's turns with DC equal to this original DC, but best of their abilities withi n 2 4 ho urs. You may also
otherwise will follow your commands to the bes t of its make simple commands to be performed or in
abilities. On your turn as a bonus action you can give a reaction to a stimulus, if t hat command would
directly harm the creature they may make a Wisdom
command to the creature. The level of control you have over saving throw as a reaction to immediate ly end the
your target varies depending on the result of their most effects of this rite.
recent failed saving throw.
The creature is under your complete control for 24
In addition while you have this rite prepared you hours, and does not make any additional saving
automatically succeed on any Charisma or Wisdom saving throws against these effects on it's turn. They will
act as your ally, and if not given a command will
throw made to resist the effects of mind control or take the Dodge action. They will follow any
possession. command to the best of their abilities. If a
commanded action would cause the creature direct
harm, they may make a Wisdom saving throw as a
reaction against the original DC of this effect with
disadvantage. On a success, they break out of your
control.

AXD 74 of 233
COVEN OF RonYN
The Coven of Rodyn is named for it's founder: Imperator RITE OF ADVERTIUS
Rodynya IV, who found herself burned at the stake for the use At 6th level you have learned the worth of focus, and the
of witchcraft. Many called it "cheating", and "evil" - for spirits fill you with anger for your enemies. When you
Rodynya and the coven she had formed, it was merely perform this rite you select one creature that you have
utilizing the power of the ancestors as they offered it. Witches attacked, or has attacked you s ince the beginning of your last
of this coven continue in those traditions today, sometimes turn, and choose it as your adversary. While a creature is your
calling themselves Witches of Power or War Witches as they adversary you:
use spirits to invigorate their martial prowess.
Witches who wish to join this coven must best one of the • Gain advantage on weapon attacks to hit the creature.
coven's members in a duei though some have found their way • Use your Charisma modifier in place of Strength or
in simply through paying it. This has lead to the coven having Dexterity for attack and damage rolls made against the
some of the most powerful and influential witches among creature.
them, with some even being celebrities in the realm. When a • Can sense precisely where the creature is as long as it is
witch has succeeded in the initiation test are branded with within 60 feet of you, and the creature has the same sense
the sigil of Rodyn, and are then forever tied to the circle. of you.
A creature remains your adversary until you, or the
BONUS PROFICIENCIES creature fall to 0 hit points, or you use this rite to choose
When you choose this archetype at 1st level you gain another adversary.
proficiency with light and medium armor, and your choice of: In addition when you have this rite prepared you may
martial melee, or martial ranged weapons. perform it as a reation when you take damage from an attack,
choosing your attacker as your adve rsary.
COVENANT SPE~
When you choose this archetype at 1st levei the following
spells are added to your Witch spell list at the levels indicated
These spells count as Witch spells for you, are always
prepared, and do not count against your maximum number of
prepared spells.

RODYN C OVENANT SPELLS


Level Spells
1st compelled duel, mage armor
3rd magic weapon, ray ofenfeeblement
5th lightning bolt, protection from energy
7th freedom of movement, stone skin
9th circle ofpower, cone of cold

POWER NEGATION
At 1st level you have gained the ability to use spirits to protect
yourself from damage. A number of times per long rest equal
to your Charisma modifier when you are attacked you may
use your reaction to call for aid from the ancestors of your
coven. When you do, choose Bludgeoning, Piercing, or
Slashing. You gain resistance to that type of damage until the
end of your next tum, or until you use this feature again.
At 5th level you can also use this feature to gain resistane
to Fire, Cold, Poison, Acid, or Lightning damage. Starting at
10th level you can use this feature to gain resistance to
Psychic, Necrotic, Radiant, Thunder, or Force damage.

SPIRITS OF RODYN
At 2nd level as you access the power beyond the ve~ you have
found yourself in touch with the founding spirits of the coven -
including Rodynya herself. When you perform a binding rite
you are capable of binding the spirits of Agony, Hope, and
Fe rocity. These spirits are described at the end of these
archetype descriptions.

AXD 75 of 233
COVENANT BREWS
At 8th level you have mastered the brewing techniques Whenever you hit with a weapon attack, the spirit of Rodynya
passed down the founding mother Rodynya. Whenever you deals additional Force damage to your target equal to half of
use your Cauldron Bubble feature to craft your brews, you the damage inflicted before ability modifiers and
find yourself happily intoxicated by the scents. Until you are resistance/weakness, and pushes the target 5 feet away from
successfully hit by an attack, your AC is increased by +1. you for every 5 points of damage dealt this way.
Upon reaching 14th !eve~ this increase is equal to half your Whenever you hit with a spell attack, you may choose one
Wisdom m odifier rounded up (minimum 1} and at 20th level additional target within range of the s pell If the attack roll
it is equal to your Wisdom modifier (minimum 1). would also hit the new target, Rodynya casts the spell on that
target, dealing Force damage instead of the original damage
RITE OF RonYN's GRASP type, and pushing the target 5 feet away from you for every 5
points of damage dealt this way, instead of other effects
At 17th leve~ you have gained the ability to connect your soul
included in the spell
to founding mother Rodynya, and can use her power to
In addition while you have this rite prepared, creatures you
squeeze the life from your opponents. When you perform this
fail their saves against your spells, or who miss you with a
rite, the Spirit of Rodynya appears in a pyrotechnic spark of
melee attack, take Force damage equal to your Charisma
dazzling color. She moves at the same time as you, mirroring
modifier, and are pushed 5 feet away from you.
your actions perfectly, though slightly weaker due to her
bound form, and remains for a number of rounds equal to
your Charisma modifier.

AXD 76 of 233
COVEN oF VounoN
The Coven of Voudon is a powerful collection of witches who T RANSFERENCE
center their magic on the sharing of experiences, emotions, At 1st level you are able to transfer your pain to a willing, or
pain, and even the soul itself. The coven wishes to be a unwilling, target. When you take damage from any source you
collective, to act as one, and to see the individual as the mere may use your reaction to attempt to transfer that damage to
tool that it is. another creature within 60 feet of you that you can see. That
Witches who wish to join this coven and learn it's secrets creature must make a Constitution saving throw against your
must be prepared to leave their old life behind They must spell save DC, or else take the damage of the attack. The
share aU of their secrets, destroy their possessions, and then creature may choose to fail this save. On a successful save,
expend themselves completely, to a point of near-death the creature takes half the damage rounded down, and you
exhaustion. When they recover, they are said to be cleansed, take the other half rounded up. Any other effects of the attack
and open to the spirits of Voudon. are not transferred After you have used this feature you must
complete a long rest before you may use it again.
CoLI.ECTIVE MIND
At 1st level you learn to touch into the minds of your SPIRITS OF TIIE COVEN
covenant. During a long rest you can spend at least 1 hour At 2nd level as you access the power beyond the vei~ you have
meditating in order to gain knowledge that you would found yourself more powerfully in touch with your coven, and
otherwise not have. When you complete your meditation you you are able to bring the spirits of other Witches to your aid
may choose any two skiUs, weapons, tools, or languages. When you perform a binding rite you are capable of binding
Until you take your next long rest, you are considered the spirits of Empathy, Ferocity, and Will These spirits are
proficienct in your chosen subject. You may not make the described at the end of these archetype descriptions.
same choices on consecutive rests, due to the strain it puts
on the Witch from whom you gain this knowledge from. RITE OF SYMPATHY
At 6th level you have learned a powerful rite that allows you
COVENANT SPELLS to cast spells, help, and hurt from a large distance. When you
When you choose this archetype at 1st levei the following prepare this rite, you must utilize something unique to your
spells are added to your Witch spell list at the levels indicated desired target called a Totem. This might be something
These spells count as Witch spells for you, are always biological such as hair, skin, or nails - or something
prepared, and do not count against your maximum number of psychologic~ like a letter they wrote, or a prized possession.
prepared spells. You incorporate the Totem into the rite, binding it to your
spiritual focus.
VouooN COVENANT SPELLS You cannot perform this rite without a Totem. Performing
Level Spells this rite without preparation, therefore, is difficult. .. Though
1st absorb elements, charm person still possible. As an action when you hit a creature with a
melee piercing or slashing attack you can collect blood onto
3rd calm emotions, warding bond
your spiritual focus, or you may attempt a Dexterity (Sleight
5th dispel magic, fear of Hand) check as a bonus action against the creature's
7th compulsion, confusion passive perception. If they do not notice you, you may attempt
to steal something they are not holding but that is on their
9th awaken, dream

AXD 77 of 233
• You do not command the object as in the speii instead you
person to tie to your spiritual focus. are the object, acting as it on a turn set after your own.
When you perform this rite, your target is tied to your • If the object reaches 0 hit points, this part of your soul
spells through your spiritual focus. Whenever you cast a spell comes back broken, and you roll the number of hit dice
while this rite is active you may choose to cast it as normaL or you assigned to the object. The result is a penalty to your
to target it against your chosen subject. So long as your maximum hit points, restored upon the completion of a
subject is on the same plane of existance as you, they can be long rest. If this would bring your maximum hit points to
targeted by this spell You may also perform a melee weapon 0, you immediately die.
attack against your arcane focus, against an AC equal to the • As an action on your object turn, or a bonus action on your
Totem target's, less your Charisma modifier. On a successful Witch turn, you may return your soul to your body with no
hit, the target takes the normal damage from the attack as if ill effects.
struck physically, in addition to 2d8 Psychic damage, and the If you choose a creature, it must perform a Charisma
Totem is unbound from your spiritual focus, ending the saving throw as in the Rite of Possession witch class feature,
connection. This damage increases to 3d8 at 11th leveL and though your soul does not leave your body. On a successful
4d8 at 16th level save, your rite fails. On a failed save:
You may unbind the Totem as a bonus action on your turn,
ending the connection. If you are struck by a weapon attack, • You possess the creature, and act on your turn, as well as
you must make a Concentration check of DClO in order to on the target creature's turn, controlling it's actions as
maintain the connection, otherwise the Totem is described in the Rite of Possession.
disconnected from your spiritual focus. • Each time the creature succeeds on it's Charisma saving
In addition while you have this rite prepared you know the throw to push you out of it's body, one hit die is removed
location of your target as long as they are on the same plane • When no hit dice are remaining, your soul comes back
as you. If they are near, this may manifest as seeing an aura broken and you roll the hit die as you would for an object,
around them. Over a distance, it may feel like a tug that urges taking the maximum hit point penalty as described above.
you to go a certain direction, or a feeling towards a certain • If the host body reaches 0 hit points, your soul is similarly
place. forced back, broken, into your body, with the same
maximum hit point penalty.
COVENANT BREWS • As an action on the possessed body's turn, or as a bonus
action on your turn, you may return to your body with no
At 8th level you have learned that your brews are merely an ill effects.
extension of yourself and the spirits - and how the Coven of
Voudon shares all Whenever you consume one of your brews, You may also choose to transfer your full hit die totaL if they
or a potion of any kind, you may choose a target within 60 feet are all available to you. If you choose an object or body using
of you that you can see. That target must make a Constitution this feature, your soul is completely removed from your body
saving throw against your Witch spell save DC or else split and put into the new shelL and your original body dies.
the effects of the brew with you. A creature bound by your If you do this with a creature, you follow the regular rules
Rite of Sympathy feature automatically fails this save. A of the Rite of Possession, and the rules described in this
creature may choose to fail this save. You may choose how feature. In addition, outside of combat, the creature makes a
the effects of the brew are split, but you must take at least 1/4 Charisma saving throw every hour, with the DC of the saving
of the numerical effects, and all other effects are duplicated throw increasing by 2 every 6 hours. After 24 hours, your soul
In addition, when a creature you can see within 60 feet of ihas dominated their's, and their soul dies, leaving you their
you drinks a potion, or consumes a brew, you may use your body.
reaction to share in it's effects. You take 1/4 of that item's When the creature makes a successful saving throw, you
numerical effects, and duplicate all other effects. are not pushed out of their body. Instead, if the creature
At 15th level you may transfer, or steal all numerical and succeeds on a number of these saving throws equal to your
other effects when using this feature. If you choose to do this Charisma modifier, in or outside of combat, your soul is
you must complete a short or long rest before you can use pushed out of the body, and you become equivelant to a Ghost
any aspect of this feature again. (MM 147) and cannot perform any of your class or racial
features until you possess a body following the possession
RITE OF DECENSUM rules described in the Ghost statblock.
When you reach 17th level you have learned how to split your In addition while you have this rite prepared, you are
soul into many pieces. When you perform this rite, you proficienct in Constitution saving throws.
designate a number of available hit dice you have, and may
choose any object, dead body or creature that you can touch,
or that is bound to your spiritual focus by the Rite of
Sympathy.
If you choose an object or body:

• Your soul enters that object, effectively animating it as in


the animate objects spell
• Roll the hit die you assigned to this object, adding your
Constitution modifier to each roll to determine the hit
points of this object.

2
AXD 78 of 233
COVEN OF THE WHITE WITCH
The Coven of the White Witch are the most beloved of all RITE OF VITALUM VITALIS
witches. They represent the midwives, medics, and folk At 6th level you have gained the knowledge and power
healers who travel the world and use their ancient knowledge required to perform a rite that shares your life force. When
to help others. Witches of this coven are called, as the name you perform this rite, you may choose any creature you can
may suggest, White Witches or occasionally Good Witches - see within 60 feet and give them your vita~ or magical energy.
as if witches of other covens could never be good The amount of hit points you give may not exceed your
Witches who wish to join this coven must complete a Witch level x your Wisdom modifier. For example, a level 6
cleansing ritual This cleansing ritual requires the usage of Witch with a 14 Wisdom score can give 12 hit points. The
blessed water - whether holy water, a mystical lake, or similar target gains these as temporary hit points.
- to clean the body of its past sins. Through this, they are The magical energy you can give is in the form of an
reborn into their coven, which is expected to act as a unused spell slot. The level of this spell slot may not exceed
replacement to their biological family. your Witch level - 5. At this !eve~ you may only grant one of
your 1st level spell slots.
BONUS PROFICIENCIES In addition, while you have this rite prepared, all of your
healing spells from the witch spell list add your Wisdom
When you choose this archetype at 1st level you gain
modifier as well as your speUcasting modifier to the total
proficiency in the Wisdom (Medicine) s kill and with the
healing value. This effect lasts until you have no 1st level spell
Healer's Kit.
slots remaining, at which point this rite is no longer prepared

COVENANT SPELLS
COVENANT BREWS
When you choose this archetype at 1s t levei the following
At 8th level you have mastered the technique of brewing
spells are added to your Witch spell list at the levels indicated
known only to the Coven of the White Witches. Whenever
These spells count as Witch spells for you, are always
you use your Cauldron Bubble feature to craft your brews,
prepared, and do not count against your maximum number of you may choose to create a Potion of Healing, or a
prepared spells. Restorative as well This brew does not count against the total
WHITE C OVENANT SPELLS number of brews you can make at one time. In addition, any
Level Spells Potion of Healing (average, greater, s uperior, or supreme)
that you make has the additional e ffect of granting temporary
1st cure wounds, goodberry hit points equal to your Wis dom modifier.
3rd enhance ability, warding bond
5th beacon of hope, glyph of warding RITE OF RESURGENCE
7th death ward, otiluke's resilient sphere At 17th level you have obtained a level of connection with the
spirits of your coven that is unmatched by your
9th dispel evil and good, reincarnate contemporaries, and have tapped into the powers of an
ancient rite known as Resurgence. This rite permits the witch
TOUCH OF LIFE to bring the dead back to life - but not as the undead, as a
necromancer would
When you choose this archetype at 1st levei your coven has
When you perform this rite you may choose a dead
taught you one of their oldest techniques, the ability to make
creature that you can touch. This creature must have been
the untouchable, touchable. Once per long rest as a bonus
killed within the last 24 hours or under the effects of the
action on your turn when you are within 5 feet of a creature
ge.ntle repose spell or similar. You make a Charisma
that is immune to physical damage (piercing, bludgeoning,
(Persuasion) check on the body against a DC of 15 + x, where
s las hing) you can force that creature to make a Constitution
x is the number of days the creature has been dead On a
saving throw against your witch spell save DC. On a failed
success, the soul is willed back into its body, and the creature
save, the creature becomes normally effected by nonmagical
returns to life stable, and at 0 hit points. On a failed save the
piercing, bludgeoning, and slashing damage for 1 minute or
soul departs into the afterlife, and becomes impossible to
until they succeed on the save.
restore to life in this way.
You may use this feature twice per long rest starting at 4th
This ability does not restore a body's condition. Any
levei three times at 8th levei four times at 12th level Upon
wounds or conditions on the body remain such as poison,
reaching 16th level this feature restores all uses on a short
disease, or missing limbs. The body can continue to take
rest, instead of a long rest.
damage if its wounds are not treated
In addition, while you have this rite prepared, you have the
SPIRITS OF THE WHITE COVEN power to will your own spirit to ignore the cold touch of
At 2nd level as you access the power beyond the ve~ you are death. When you make a death saving throw, you add your
able to connect into the long-Oead spirits of White Witches Wisdom modifier to the result, and if you fail two death
past. When you perform a binding rite you are capable of saving throws you make your remaining rolls with advantage.
binding the spirits of Empathy, Healing, and Passion. These When you become stable, you regain a number of temporary
spirits a re described at the end of these archetype hit points equal to your Charisma modifier from the spirits of
descriptions. life granting you aid, and regain consciousness.

2J
AXD 79 of 233
COVEN OF THE WILD WITCH
This coven does not limit itself to the intelligent spirits that WI LO COVENANT SPELLS
other covens may rely on, instead - they connect into the Level Spells
spirits of nature. Beasts, Plants, and the land itself breathe l st absorb elements, goodberry
life into the magic of the wild witches. While 'Wild Witch' is
3rd animal messenger, barkskin
the most common name for a witch of this coven, they may
also be noted as 'The Green Ones', or 'Weather Witches'. 5th call lightning, create food and water
Witches who wish to join this coven are subject to a 7th hallucinatory terrain, ice storm
rigorous initiation where they are left bound and unconscious
in the wild, and tasked to find their way back to the coven. 9th maelstrom, insect plague
Should they succeed and find their choice to become a wild
witch cemented, they are accepted into the coven and have BOUND TO NATURE
their spirit bound to a deity of nature.
When you choose this archetype at 1st !eve~ you have bound
your spirit to one type of terrain from: Arctic, Coast, Desert,
BONUS PROFICIENCIES Forest, Mountain, Swamp, or Underdark; which should be
When you choose this archetype at 1st level you gain represented by the terrain in which you performed your
proficiency in the Wisdom (Survival) and the Wisdom initiation. This connection will grant you unique features at
(Handle Animal) skills. this !eve~ and again at 6th, 8th, and 17th levels.

COVENANT SPELLS NATUlt.E TONGUES


At 1st level when you choose this archetype, you have become
When you choose this archetype at 1st levei the following attuned to the spirits of your chosen terrain. When you
spells are added to your Witch spell list at the levels indicated encounter those spirits in your travels, you find that your
These spells count as Witch spells for you, are always connection grants you great benefit.
prepared, and do not count against your maximum number of When you use your Quickening feature, you may instead
prepared spells. choose to locate the type of beast associated with your
chosen terrain. While the quickening feature is active in this
way, unaligned creatures of that type treat you as a friend
until given reason to believe otherwise. In addition, while
your Quickening is active, you add double your proficiency
bonus to Charisma (Persuasion} checks made against
intelligent creatures of that type, or on Wisdom (Handle
Animal) checks against non-intelligent creatures of that type;
and use your Charisma modifier in place of Strength or
Dexterity when attacking creatures of that type while the
Quickening is active.

NATURE T O N G UES
Terrain Creature Type
Arctic Giant
Coast Elemental
Desert Monstrosity
Forest Beast & Plant
Mountain Celestial
Swamp Fey
Underdark Fiend

SPIRITS OF THE WILD COVEN


At 2nd level as you access the power beyond the vei~ you can
bind spirits of ancient wild witches. When you perform a
binding rite you are capable of binding the spirits of Hope,
Nature, and Will These spirits are described at the end of
these archetype descriptions.

AXD 80 of 233
RITES OF THE WILD WITCHES
At 6th level you have learned a rite unique to the terrain your when you prepare it, you may choose a more specific option
soul is bound to. The effects of this rite vary depending on such as 'drinking water', 'gold', or 'the skull of the pirate king'.
which terrain you chose at first level You immediately receive a vision of the precise location of the
chosen category, or specific target, if it is within 1 mile of you .
.AllCTIC RITE OF F:llGATIS This range increases to 10 miles at 10th leve~ 100 miles at
The arctic is a place that a soul must harden to survive - and 15th levei and anywhere on the same plane as you at 20th
many wild witches have fallen to its dangers. You can perform level
a special binding rite to bind the spirit of one of these fallen In addition while you have this rite prepared you seem to
mothers - a Spirit of Ice. You bind this spirit using your Rite of find what you need, when you need it. You find a spring of
Binding. water as you grow exhausted from dehydration, stumble upon
While you have a spirit of ice bound, your skin becomes a freshly killed goat as you grow hungry, or discover an object
coated in a sheen of frost, and your breath emerges in a puff to aid in a near future task. Work with your DM to understand
of ice. Your weapon and unarmed attacks deal an additional the extent this effect may have on your adventuring.
ld6 Cold damage in addition to the normal damage dealt by
the attack. This amount increases by l d6 at levels 10, 15, and lFOREST RITE OF FAMILIAJUS
20 to a maximum of 4d6. In addition, if a creature suceeds on Your very spirit attracts the service of the animal spirits of the
an unarmed attack, grapple, or shove against you they must world When you perform this rite, you cast find familiar
make a Constitution saving throw against your Witch spell without use of a spell slot. You are not limited to Tiny beasts
save DC or else take 2d6 Cold damage, or half as much on a when using this rite to cast find familiar, and instead
successful save. summon a Beast of CR 1/4 or lower. This CR increases to 1/ 2
A spirit of ice is frightfui but not indestructible. If you take at 10th levei and 1 at 20th level At 15th levei you can have
Fire damage, the spirit of ice will attempt to escape from you. two familiars at one time whose combined CR does not
Read more about spirits escaping at the end of these exceed your total CR For example, a 15th level Forest Witch
archetype descriptions. could have a boar (1/4) and an elk (1/ 4} but not a boar (1/ 4)
You may release a spirit of ice as an action. If you do, all and a black bear (1/ 2)
creatures within a 10 foot radius of you must make a In addition while you have this rite prepared your familiar
Constitution saving throw against your Witch spell save DC can take the attack action on its turn, but only when
or become encased in ice. A creature who is encased in ice is commanded to do so by the witch. Commanding your
considered Restrained and must use their action to make a familiar requires a bonus action on your turn.
Strength ability check against your Witch spell save DC to
break out of the ice. If a creature is restrained by ice at the MOUNTAIN RITE OF LEVIOS
end of its turn it takes 1d6 Cold damage. The mountains are a fearful place when the winds roil rough,
and the face is slick, and so the Rite of Levios is practiced by
COASTAL RITE OF PRETEMPEST many mountain witches. When you perform this rite, the
You are able to not only predict the weather with the aid of spirits of the mountain lift you up, and let you fly. You gain a
the nature spirits, but you can also control it. When you flying speed equal to your land speed for a number of minutes
perform this rite, you must choose a kind of weather from the equal to your Witch level Your flying speed increases by 10
following options: Light or heavy snowfalLrain, wind, or cloud feet at levels 10, 15, and 20, to a maximum of 60 feet.
cover, thunderstorm, sandstorm, or bright sunshine. You In addition while you have this rite prepared you ignore the
must make a Charisma ability check against a DC set by your first x feet of falling damage, where xis 10 times your
DM dependant on the climate and current weather Charisma modifier.
conditions. For example, creating snow in the rainforest
would be more difficult (20) that high on a mountain (10} and SWAMP RITE OF VENEFB.ICUS
bringing out sunshine in a thunderstorm may be less difficult T he swamp is full of frightful things - but none so frightful as
(15) than summoning a sandstorm to the arctic (25} but still the deadly swamp gas. Witches of the swamp have learned
would not be easy. how to manipulate swamp spirits and defeat their foes with
In addition while you have this rite prepared you have a the horrid poison. When you perform this rite, select a target
sixth sense in regards to the weather. You can predict within 60 feet of you that you can see, that target must
weather coming in over the next hour without any effort, or perform a Constitution saving throw against your Witch spell
may concentrate and predict the weather a number of days in save DC. On a failed save, the creature's lungs fill with swamp
the future equal to half your Witch level rounded down. This gas and they begin to suffocate. The creature must make a
predictive feeling may manifest as a tingling in your left foot Constitution saving throw at the start of each of its turns to
when it's going to rain, or a bad habit of sneezing when a try and cough out the gas and resist it's effects. On a failed
sandstorm is incoming. save the creature continues to suffocate, and takes ld6
Poison damage. The creature makes all ability checks, attack
DESERT RITE OF DOWSING rolls, and Strength or Dexterity saving throws at
You have an innate sense for the location of ground water, disadvantage while they suffer from these effects.
buried metals and ores, gemstones, oU gravesites, and other In addition while you have this rite prepared you are
hidden groundlings. When you perform or prepare this rite, resistant to Poison damage.
you choose one category of targets to look for: Sustenance,
Treasure, or Death. When you perform this rite, and not

25
AXD 81 of 233
U NDEJtDAR.K RITE OF N OXSUMINA
The darkness of the Underdark is all consuming, and has the
tendancy to drive the weak-minded mad When you perform turns unless otherwise stated, making the effects last for 4
this rite, select a target within 60 feet of you that you can see, rounds. In each of these features 'x' is equal to your
that target must perform an Intelligence saving throw against Charisma modifier+ your Wisdom modifier.
your Witch s pell save DC. On a failed save the creature
perceives itself to be in an empty, dark space. At the end of its AB.TIC RITE OF THE BUZZAJtD
next turn, it sees it's greatest fear, and takes ld6 Psychic When you perform this rite you summon forth a terrible
damage. The creature may attempt this saving throw at the blizzard in a 100 foot radius of a point you can see. All
beginning of each of its turns, breaking out of this insanity on creatures except you within the effect's radius must make a
a successful save. While trapped in this illusion, the creature Constitution saving throw against your Witch spell save DC.
sees any creature around it as an object of it's greatest On a failed save, a creature takes xdlO Cold damage, and are
nightmares, and must attack a target in range randomly. If p us hed 10 feet away from the central point of the blizzard On
there are no creatures in the target's range, it takes the a successful save the creature takes 1/ 2 damage and no other
Dodge action. effects. Each time a creature ends its turn in the blizzard's
In addition while you have this rite prepared you gain the area it must perform a Con stitution saving throw or else take
Truesight ability and can see in normal and magical l d l O Cold damage and be pushed 10 feet. The area covered
darkness, see invisible creatures and objects, automatically by the blizzard is considered heavily obscured
detect visual illusions and s ucceed on saving throws against
In addition, while you have this rite prepared you are immune
them, and pe rceive the original form of a s hapechanger or a
to Cold damage.
creature that is transformed by magic.

COVENANT BREWS
At 8th level you have mastered the signature brews of your
wild witch coven. Whenever you use your Cauldron Bubble
feature to craft one of your terrain's s ignature brews, you may
also craft an additional brew from your recipe list that uses
the Herbalism Kit.

WILD WITCH BREWS


Terrain Signature Brews
Arctic salve ofcold resistance, potion of frostbite
potion ofgiant strength (frost) '
Coast potion of water breathing, flask of the shore,
storm salve
Desert potion of sustaining, potion of the mirago, elixir
of the dragon
Forest potion ofanimal friendship, elixir ofgrowth,
potion ofcamouflage
Mountain acid ofearthbinding, potion of flying, salve of
the tremormg foot
Swamp potion of water breathing, potion ofgaseous
form, potion of noxious fumes
Underdark elixir of seeing, potion ofblinding, potion of
invisibility

RITE OF TEMPESTARUM
At 17th level you have obtained a connection with nature and
the spirits inhabiting it that allows you to create terrifying,
s upernaturally enhanced storms. The rite of tempestarum is
feared the world over but most strongly by farmers, who fear
that every threat from a wild witch of crop destruction will
come to pass with this rite. Tempestarum is an impressive
power, and is not to be taken - or used . lightly.
When you perform this rite, the effect related to your
spiritual terrain affects a 100 foot area. You may choose to
reduce the affected area of these effects when performing
this rite, to a space no smaller than 20 feet The effects of this
rite s hrink by 1/4 of the initial totaJat the start of each of your

AXD 82 of 233
COASTAL RITE OF THE TSUNAMI
When you perform this rite you summon forth a massive tidal around the eruption point. Any creature that begins its turn in
wave emanating in a cone starting from you. On this turn, the the lava must make a Dexterity saving throw or else take
cone is 25 feet, at the start of each of your turns the cone ldlO Fire damage. When this rite ends, the lava is absorbed
extends 25 feet, up to 100 feet. All creatures except you back into the point it emerged from, leaving only destruction
within the effect's cone must make a Dexterity saving throw in its wake.
against your Witch spell save DC. On a failed save, a creature
takes xdlO magical bludgeoning damage, and are knocked In addition, while you have this rite prepared you are immune
prone in the wave. On a successful save the creature takes to falling damage.
half damage and no other effects. On each subsequent turn
that a creature begins its turn in the water it must perform a SWAMP RITE OF DEADLY GAS
Strength (Athletics) check or else become submerged The When you perform this rite you summon forth a massive
water does not disappear when the wave ends, and any cloud of deadly gas in a radius of a point you can see. All
creatures submerged in the water may still suffer effects creatures except you within the effect's radius must make a
related to drowning or movement difficulty. Constitution saving throw against your Witch spell save DC.
On a failed save, a creature takes xdlO Poison damage, and
In addition, while you have this rite prepared you are immune becomes Poisoned On a successful save the creature takes
to your choice of Lightning or Thunder damage, chosen when 1/2 damage and no other effects. On each subsequent round
you prepare this rite. that a creature ends its turn in the gas cloud it must perform
a Constitution saving throw or else take ldlO Poison
DESERT RITE OF THE SANDSTORM damage. The area covered by the cloud is considered lightly
When you perform this rite you summon forth a terrible obscured
sandstorm starting at a point you can see. All creatures
except you within the effect's radius must make a In addition, while you have this rite prepared you are immune
Constitution saving throw against your Witch spell save DC. to Poison damage.
On a failed save, a creature takes xdl O magical piercing
damage, and are blinded On a successful save the creature UNDEB.DAR.K. RITE OF THE COLI..A.PSE
takes 1/2 damage and no other effects. On each subsequent When you perform this rite you summon forth falling
round that a creature ends its turn in the sandstorm it must boulders from another realm in a radius of an aerial point you
perform a Constitution saving throw or else take l dlO can see. All creatures except you within the effect's radius
Piercing damage and be blinded The area covered by the must make a Dexterity saving throw against your Witch spell
sandstorm is considered heavily obscured save DC. On a failed save, a creature takes xdlO Bludgeoning
damage, and are Restrained by the rock. On a successful save
In addition, while you have this rite prepared you are immune the creature takes 1/2 damage and no other effects. On each
to Fire damage. subsequent round that a creature ends its turn in the affected
area it must perform a Dexterity saving throw or else take
FOB.EST RITE OF THE QUAKE ldlO Bludgeoning damage and be restrained The area
When you perform this rite you summon forth a disastrous covered by the falling rocks is considered difficult terrain.
earthquake in a radius centered on a point you can see. All
creatures except you within the effect's radius must make a In addition, while you have this rite prepared you are immune
Dexterity saving throw against your witch spell save DC. On a to Psychic damage.
failed save, a creature takes xdlO magical bludgeoning
damage, and are knocked prone. On a successful save the
creature takes 1/2 damage and no other effects. On each
subsequent round that a creature ends its turn in the
earthquake it must perform a Dexterity saving throw or else
take ldlO bludgeoning damage, and be knocked prone. The
area covered by the earthquake is considered difficult terrain.
If any structures are within the affected area of this rite, the
structures take ldlO Bludgeoning damage per level you have
in the witch class, and collapse if brought to 0 hit points.
In addition, while you have this rite prepared you are
immune to being knocked prone.

MOUNTAIN RITE OF THE VOLCANO


When you perform this rite you summon forth a volcanic
eruption from a 20 foot square you can see. The eruption
blasts 50 feet into the air. Any creature caught in the blast
must make a Dexterity saving throw against your Witch spell
save DC. On a failed save, a creature takes ld6 Fire damage
for each level you have in the witch class. On a successful
save the creature takes 1/2 damage. At the end of your next
turn, the lava fills a radius 2x the size of the initial square,

AXD 83 of 233
BINDING SPIRITS
SPIRIT OF FEAR.
The restless spirits haunting the material plane are beings of
powerful emotion, the very thing that binds them to this Spirits of fear surround you with a horrifying visage. While
plane. Witches are capable of altering this binding, tying a you have a spirit of fear bound, creatures who fail a saving
spirit to the Witch's soul, and using it for their own gain. throw against one of your spells or the effects of one of your
When a Witch is finished with a spirit, they release it - rites becomes Frightened until the end of their next turn in
allowing the spirit to move on. addition to the spell's normal effects. In addition, you have
A spirit may often attempt to escape a Witch's binding if the disadvantage on Persuasion, Performance, and Charisma
Witch acts in a way antithetical to the spirit. In order to keep checks, and advantage on Intimidation checks.
a spirit under their control in these situations, the Witch Spirits of fear detest weakness. If you fail a saving throw of
must make a concentration check with a DC of 10. If a spirit any kind, it will attempt to break it's bond with you.
escapes, it possesses another creature following the rules You may release a spirit of fear as an action. If you do, all
outlined in Ghost statblock (MM 147} creatures within 30 feet of you must make a Wisdom saving
Each coven has a trio of spirits that are naturally attracted throw against your spell save DC or be frightened by you until
to the magics praticed by their witches. the end of your next tum.

SPIRIT OF AGONY SPIRIT OF FEROCITY


In the presence of a spirit of agony, foes' wounds continue to Spirits of ferocity inspire an almost hateful energy in you.
bleed, and fires burn for far too long. While a spirit of agony is When this spirit is bound, choose a creature type such as
bound to you, any creature you hit with a weapon attack takes Undead, or Aberration. While under your power, attacks
damage again at the end of their next turn. Damage dealt this against creatures of your chosen type are a critical hit on a 19
way is equal to your Charisma modifier, and is of the same or 2Q However; you will also be unable to resist attacking
damage type originally dealt. creatures of that type. If you see a creature of that type, you
A spirit of agony feeds on pain. If you take no damage must make a Wisdom saving throw against a DC of 15, or
during a round of combat, it will attempt to escape from it's else attack the creature.
binds. The spirit of ferocity is restless, and will attempt to break
You may release a spirit of agony as an action. If you do, all its bond if you do not make an attack roll against a creature
creatures within 30 feet of you who have taken damage in the for a period of 1 hour when out of combat, or 1 round when
last round, including yourself, are dealt necrotic damage in combat.
equal to half your Witch level rounded down. You may release the spirit of ferocity as a bonus action
when you hit a creature with a spell or weapon attack. The
SPIRIT OF DEATH creature you hit takes an additional ld8 Necrotic damage.

Spirits of death bring everything around them closer to death. SPIRIT OF GUILT
All undead creatures within 30 feet of you lose all resistances
and immunities they have, and all healing spells cast within Spirits of guilt cause your enemies hesitation in acts that
30 feet of you to have a damaging effect as opposed to a would wrong or harm you. While a spirit of guilt is bound to
healing effect of the same numerical value. you, a creature must succeed on a Wisdom saving throw
A spirit of death consumes your health to survive. During against your spell save DC before casting a spell on you,
combat, or once an hour outside of combat, the spirit of death attacking you, or performing a Sleight of Hand, Intimidation,
uses one of your hit dice. If you have no hit dice for it to Deception, or Grapple check on you. On a failed save, the
consume, it will attempt to escape it's bond to you. creature must target another creature or else lose the action.
You may release a spirit of death as an action. If you do, all On a successful save, the creature is immune to the effects of
undead creatures within 30 feet of you may be given a single this spirit until it is released
one-word command as in the command spell The spirit of guilt is nervous, and dislikes conflict. It will
attempt to break it's bond if the Witch hits a creature with an
attack roll
SPIRIT OF EMPATHY
A s pirit of guilt may be released as a reaction when you
Spirits of empathy force your enemies to share your pain. For. take damage from an attack. After resolving the effect of the
as long as a spirit of empathy is bound to you, whenever you attack, it's source becomes Charmed by you until the end of
are dealt damage by a melee attack the source of that damage it's next turn, or until you or an ally make an attack roll
takes Necrotic damage equal to your Charisma modifier. against it.
A spirit of empathy is gentle. It will attempt to break it's
bond if the Witch hits a creature with an attack roll SPIRIT OF HEALING
You may release this spirit as a bonus action on your tum .
If you do, a single target within 30 feet makes a Wisdom Spirits of healing allow you to s hare in the positive energy
saving throw against your Witch spell save DC. On a failed surrounding you. For as long as a spirit of healing is bound to
save, it takes damage equal to all damage you sustained since you, whenever a creature regains hit points within 30 feet of
your last turn in Psychic damage, on a successful save it takes you, you receive an amount of hit points equal to your
no damage. Charisma modifier, to a maximum of the healing effect.
The spirit of healing is generous. It will attempt to break
it's bond if the Witch hits a creature with an attack roll

AXD 84 of 233
You may release this spirit as a bonus action on your turn. If SPIRIT OF PASSION
you do, all creatures within a 30 foot radius of you regain hit
Spirits of passion give those who bind them the motivation to
points equal to any healing you gained since your last tum.
push themselves further in order to accomplish greatness.
While a spirit of passion is bound to you, you gain a number
SPIRIT OF HOPE of "Passion Dice" equal to your Charisma modifier. These
The spirit of hope gives the witch who has bound it a fighting bonus dice are d4s, and you may spend one of these dice at
chance. While the spirit of hope is bound and the witch any time to add to a saving throw, ability check, or attack roll
makes a roll with disadvantage, the disadvantage is negated while the spirit remains bound
A spirit of hope believes in fairness. If the witch has The spirit of passion is impatient. When all of the bonus
advantage on an attack roli s kill check, or saving throw, the dice have been spent, the spirit of passion attempts to break
spirit of hope will try to escape. it's bond to you.
You may release the spirit of hope as an action. If you do, You may release a spirit of passion as a a bonus action. If
you and your allies within 30 feet of you gain advantage on you do so before using all of the bonus dice, you may roll the
the next saving throw, ability check, or attack roll they make. remaining dice at once and add them to your next saving
throw, ability check, or attack roll made before the end of
SPIRIT OF KNOWLEDGE your next tum.
Spirits of knowledge died filled with secrets, and are
desperate to share what they learned While the spirit of SPIRIT OF WILL
knowledge is bound, all creatures touching you including Spirits of will shld your mind against the influence of others.
yourself gain a bonus equal to your Charisma modifier to any While a spirit of will is bound to you, you are immune to the
Intelligence check or saving throw made. Charmed and Frighte ned conditions, and you have advantage
A spirit of knowledge is haughty and prideful in what it on Wisdom saving throws.
knows. If you fail any Intelligence, Wisdom, or Charisma A spirit of will is headstrong. If you fail a saving throw of
check or saving throw, the spirit will try to escape. any kind, it will attempt to break it's bond with you.
You may release the spirit of knowledge as a bonus action. You may release the spirit of will as a bonus action on your
If you do, all creatures within 30 feet of you gain advantage tum. If you do, all creatures within a 30 foot radius of you are
on their next ability check made before the end of your next immune to the Charmed and Frighened conditions until the
turn. end of your next tum.

SPIRIT OF NATURE
The spirit of nature holds power over the natural world, and
influences the beings within it. When you bind a spirit of
nature choose unaligned Plant-type creatures, or unaligned
Beast-type creatures. You may also choose beasts aligned to
Law, Chaos, Good, or Evil by succeeding on a Charisma
(Persuasion) check of DC 15. As long as the spirit of nature is
bound to you, no creatures of this type will do harm to you
unless you or your allies do harm to them.
A spirit of nature will not stand for the destruction of
wilderness. If the witch attacks any Plant- or Beast- type
creature, the spirit of nature will try to escape.
You may release the spirit of nature as an action. If you do,
creatures of the predetermined type within 30 feet of you will
attack your enemies until the end of your next tum, unless
they are your enemy's allies, in which case they will only take
the Dodge or Dash action until the end of your next tum.

- ~~~~~~~ '
AXD 85 of 233 ' '--
AXD 86 of 233
BARBAIUAN PATHS
At 3rd level a barbarian gains the Primal Path feature. Here
are three new options for that feature: the Path of the
Ancestral Guardian, the Path of the Storm Herald, and the
Path of the Zealot.
.ANaESTliL SHIELD
lPATH OF THE ANCESTRAL GU.AllDIAN
Some barbarians hail from cultures that revere their
------ Beginning at 6th levei the guardian spirits that aid you can
provide protection for your allies. If you are raging and an ally
you can see within 30 feet of you takes bludgeoning, piercing,
ancestors. These tribes teach that the warriors of the past
linger on in the world as mighty spirits who can guide and or slashing damage, you can use your reaction to transfer
protect the living. When barbarians who follow this path rage, your resistance to those damage types to the ally. The
they cross the barrier into the spirit world and call on these resistance applies to the incoming damage. Until the start of
guardian spirits for aid your next turn, the ally keeps the resistance and you lack it,
Barbarians who draw on their ancestral gua rdians fight to unless you also have it from a source other than Rage.
protect their tribes and their allies. With the spirits' help, they
can hinder their foes even as they strike powerful blows CONSULT THE SPI:arrs
against them. At 10th !eve~ you gain the ability to consult with your
In order to cement ties to their ancestral guardians, ancestral spirits. Right before you make an Intelligence or a
barbarians who follow this path cover themselves in Wisdom check, you can give yourself advantage on the check.
elaborate tattoos that celebrate their ancestors' deeds. These You can use this feature three times, and you regain
tattoos tell epic sagas of victories against terrible monsters expended uses when you finish a long rest.
and other fearsome rivals.
VENGEFUL A.NCESTOJlS
A.NaESTliL Plt.OTBaroJlS At 14th !eve~ your ancestral spirits grow powerful enough to
Starting when you choose this path at 3rd levei spectral strike your foes. When you or an ally you can see within 30
warriors appear when you rage. These warriors distract a foe feet of you is damaged by a melee attack while you're raging,
you designate and hinder its attempts to evade you. While you can use your reaction to cause the attacker to take 2d8
you're raging, you can use a bonus action on your turn to force damage from the spirits.
choose one creature you can see within 5 feet of you. Until
the start of your next tum or until your rage ends, the chosen
creature has disadvantage on any attack roll that doesn't
target you, and if the creature takes the Disengage action
within 5 feet of you, its speed is halved until the end of its
turn.

AXD 87 of 233
Tundra. The air around you coldly slows your foes. The
area within your aura is difficult terrain for your enemies.
l?ATH OF THE STORM HERALD
Typical barbarians harbor a fury that dwells within. Their PATH OF THE ZEALOT
rage grants them superior strength, durability, and speed Some deities inspire their followers to pitch themselves into
Barbarians who follow the Path of the Storm Herald learn a ferocious battle fury. These barbarians are zealots-
instead to transform their rage into a mantle of primal magic warriors who channel their rage into powerful displays of
that swirls around them. When in a fury, a barbarian of this divine power.
path taps into nature to create powerfu~ magical effects. A variety of gods across the worlds of D&D inspire their
Storm heralds are typically elite champions who train followers to embrace this path. Tempus from the Forgotten
alongside druids, rangers, and others sworn to protect the Realms and Hextor and Erythnul of Greyhawk are all prime
natural realm. Other storm heralds hone their craft in elite examples. In gener~ the gods who inspire zealots are deities
lodges founded in regions wracked by storms, in the frozen of combat, destruction, and violence. Not all are e~ but few
reaches at the world's end, or deep in the hottest deserts. are good

S TOJl.M OF Fu:R.Y DIVINE FUltY


When you select this path at 3rd !eve~ choose one of the Starting when you choose this path at 3rd leve~ you can
following options: desert, sea, or tundra. The environment channel divine fury when you start to rage. If you do so, you
you choose shapes the nature of the storm you conjure when become cloaked in an aura of divine power until the rage
you rage. ends. At the end of each of your turns for that duration, each
While raging, you emanate an aura in a 10-foot radius. The creature within 5 feet of you takes damage equal to 1d6 + half
effects of this aura depend on your chosen environment. your barbarian level The damage is necrotic or radiant: you
Desert. Any enemy that ends its turn in your aura takes fire choose the type of damage when you gain this feature.
damage equal to 2 +your barbarian level divided by 4.
Sea. At the end of each of your turns, you can choose a W.AllIOR OF THE GODS
creature in your aura, other than yourself. The target must At 3rd levei your soul is marked for endless battle. If a spell
make a Dexterity saving throw against a DC equal to 8 + your would have the sole effect of restoring you to life {but not
proficiency bonus+ your Constitution modifier. The target undeath~ the caster does not need material components to
takes 2d6 lightning damage on a failed save, and half as cast the spell on you.
much damage on a successful one. This damage increases to
3d6 at 10th level and to 4d6 at 15th level ZEALOUS Focus
Tundra. Any enemy that ends its turn in your aura takes At 6th !eve~ the divine power that fuels your rage can shield
cold damage equal to 2 +your barbarian level divided by 4. you from harm. If you fail a saving throw while raging, you
can instead succeed on that saving throw as a reaction.
S TOJl.M SOUL However, doing so immediately ends your rage, and you can't
At 6th !eve~ your link to the power of the storm grants you rage again until you finish a short or long rest.
additional abilities based on the environment you chose at
3rd level ZEALOUS Pll:SENCE
Desert. You gain resistance to fire damage and don't suffer At 10th leve~ you learn to channel divine power to inspire
the effects of extreme heat. zealotry in others. As an action, you howl in fury and unleash
Sea. You gain resistance to lightning damage and can a battle cry infused with divine energy. Every ally within 60
breathe underwater. feet of you gains advantage on attack rolls and saving throws
Tundra. You gain resistance to cold damage and don't until the start of your next tum.
suffer the effects of extreme cold Once you use this feature, you can't use it again until you
finish a long rest.
S HIELD OF THE STORM
At 10th leve~ you learn to use your mastery of the storm to RAGE BEYOND DEATH
protect your allies. While you are raging, allies within your Beginning at 14th !eve~ the divine power that fuels your rage
aura gain the benefits of your Storm Soul feature. allows you to shrug off fatal blows. While raging, having 0 hit
points doesn't knock you unconscious. You still must make
RAGING STOJl.M death saving throws, and you suffer the normal effects of
At 14th !eve~ the power of the storm you channel grows taking damage while at 0 hit points. However, if you would die
mightier. due to failing death saving throws, you don't die until your
Desert. The ground around you becomes like shifting sand rage ends.
Any enemy that attempts to move more than 5 feet per turn
on the ground while in your aura must make a Strength
saving throw (DC 8 +your proficiency bonus +your
Constitution modifier} On a failed save, the creature's speed
drops to 0 until the start of its next turn.
Sea. Roaring winds tear through the area around you. Any
creature in your aura that you hit with an attack must make a
Strength saving throw (DC 8 + your proficiency bonus + your
Strength modifier) or be knocked prone.

AXD 88 of 233
l?ATH OF THE VOID WAJUUOR
OPTIO NAL! V O ID WARRI O R QUIRKS AND
For some barbarians, the paths of rage dance dangerously SCARS
close to the swirling void of chaos. Those who follow this d6 Q uirk or Scar
path and stray too near the depths of that maelstrom are left
forever bound to the tides of that void They feel its hunger for l Half your face is pocked by acid. Hair grows
sporatically on that side of your head.
magic and, through their rage, feed that beast again and again
with the magics of fallen foes. 2 One arm has had the skin burned off, leaving
heavy scars and giving off a perpetual faint
odor of sulfur.
AsPECT OF THE VOID
At 3rd levei when you adopt this path, your rage channe Hie 3 When raging, even a whisper of your voice
voids of chaos that consume magic. While raging, you gain booms lilce thunder.
advantage on saving throws against all forms of magic. 4 When raging in the presence of unleashed
Additionally while raging, if you strike a spell caster who iy ,:!..•
. magic, you oegin cackle like fiend.
concentrating on a spell with a melee attack, they have
5 Pale scars resembling lightning weave across
disadvantage on their saving throw to maintain your arms.
concentration.
6 When raging, one eye glows like a bright red
ember while the other like sunlight reflecting
S CENT OF THE MAGE
off hard packed ice.
Starting at 6th !eve~ you gain the ability to sniff out magic in
all its forms. You gain the ability to cast detect magic but only
as a ritua~ as described in chapter 10, "Spellcasting."
You additionally gain advantage on any check made to see
through magical illusions or deceptions.

S TRENGTHENING VOID
At 10th levei your channeled rage allows you to focus
incoming magical energy into a stronger defense. When
raging and are struck by a spel~ you absorb some of its power.
After being struck by a spell that deals damage, you gain
resistance to future damage of the type dealt. You can gain
multiple resistances through this feature.
Additionally, you gain bonus damage to your attacks of the
damage type absorbed Add an additional rage damage bonus
to your attacks of each absorbed damage type as the magics
fuel your rage.
All bonus damage and resistances fade when your rage
ends.

ANGEil OF THE VOID


Starting at 14th !eve~ when you are damaged by a magical
ability, you can choose to lash out at the source with the fury
of the void When raging and s truck by a magical attack that
deals damage, you may choose to forgo gaining resistance to
it and use your reaction to reflect the damage back onto the
caster, taking no damage in the process. The caster of the
spell must make a saving throw against their own spell save
DC or take the full damage of the spel~ half as much on a
successful save.
You must complete a long rest before us ing this ability
again.

AXD 89 of 233
AXD 90 of 233
MANTLE OF MAJESTY
BARD CoLI.EGES At 6th leveL you gain the ability to cloak yourself in a fey
magic that makes others want to serve you. As a bonus
At 3rd leveL a bard gains the Bard College feature. Here are action, you take on an appearance of unearthly beauty for 1
new options for that feature: the College of Glamour, the minute. During this time, you can cast command as a bonus
College of Satire, the College of Swords and the College of action on each of your turns, without using a spell slot. This
Whispers. effect lasts for 1 minute, and any creature charmed by you
automatically fails its saving throw against the spell
Coll.EOE OF GLAMOUR Once you use this feature, you can't use it again until you
The College of Glamour is open to those bards who mastered finish a long rest.
their craft in the vibrant, deadly realm of the Feywild Tutored
by satyrs, eladrin, and other fey, these bards learn to use their U NBJlE.AK.A.BLE MAJESTY
magic to delight and captivate others. At 14th leveL you gain an otherworldly aspect to your
The bards of this college are regarded with a mixture of appearance that makes you look more fierce and lovely.
awe and fear. Their performances are the stuff of legend The In addition, through this feature, you can cast sanctuary on
bards of this college are so eloquent that a speech or song yourself. If a creature fails its saving throw against the spell,
that one of them performs can cause captors to release the you also gain advantage on all Charisma checks against the
bard unharmed and can lull a furious dragon into creature for 1 minute, and it has disadvantage on any saving
complacency. The same magic that allows them to quell throw it makes against your spells on your next tum.
beasts can also bend minds. Villainous bards of this college Once you cast sanctuary using this feature, you can't do so
can leech off a community for weeks, abusing their magic to again until you finish a short or long rest.
turn their hosts into thralls.

MANTLE OF INSPI:R.ATION
When you join the College of Glamour at 3rd leveL you gain
the ability to weave a song of fey magic that enthralls your
allies with vigor and speed
As a bonus action, you can expend a use of Bardic
Inspiration to grant yourself a wondrous, otherworldly
appearance. When you do so, choose a number of allies you
can see and who can see you within 60 feet of you, up to a
number of them equal to your Charisma modifier (minimum
of one} Each target gains 2d6 temporary hit points. When a
target gains these temporary hit points, it can also use its
reaction to move up to its speed toward you, without
provoking opportunity attacks. It must take the shortest,
safest path to you.
The number of temporary hit points increases when you
reach certain levels in this class, increasing to 2d8 at 5th
leveL 2d10 at 10th leveL and 2dl2 at 15th level

ENTH:R.ALLING PEll'OllMANCE
Starling at 3rd leveL you can charge your performance with
seductive fey magic. If you perform for at least 10 minutes,
you can attempt to inspire wonder in your audience by
singing, reciting a poem, or dancing. At the end of the
performance, choose a number of humanoids within 60 feet
of you who watched and listened to all of it, up to a number of
them equal to your Charisma modifier (minimum of one}
Each target must succeed on a Wisdom saving throw against
your spell save DC or be charmed by you. While charmed in
this way, the target idolizes you, it speaks glowingly of you to
anyone who speaks to it, and it hinders anyone who opposes
you, avoiding violence unless it was already inclined to fight
on your behalf. This effect ends on a target after 1 hour, if it
takes any damage, if you attack it, or if it witnesses you
attacking or damaging any of its allies.
If a target succeeds on its save against this effect, the target
has no hint that you tried to charm it.
Once you use this feature, you can't use it again until you
finish a short or long rest.

AXD 91 of 233
FOOL'S INSIGHT
Coll.EGE OF SATIRE At 6th level your ability to gather stories and lore gains a
Bards of the College of Satire are called jesters. They use supernatural edge. You can cast detect thoughts up to a
lowbrow stories, daring acrobatics, and cutting jokes to number of times equal to your Charisma modifier. You regain
entertain audiences, ranging from the crowds in a rundown any expended uses of this ability after completing a long rest.
dockside pub to the nobles of a king's royal court. Where If a creature resists your attempt to probe deeper and
other bards seek forgotten lore or tales of epic bravery, jesters succeeds at its saving throw against your detect thoughts, it
ferret out embarrassing and hilarious stories of all kinds. immediately suffers an embarrassing social gaffe. It might
Whether telling the ribald tale of a brawny stable hand's affair loudly pass gas, unleash a thunderous burp, trip and f~ or
with an aged duchess or a mocking satire of a paladin of be compelled to tell a tasteless joke.
Helm's cloying innocence, a jester never lets taste, social
decorum, or shame get in the way of a good laugh. F OOL'S LUCIC.
While jesters are masters of puns, jokes, and verbal barbs, Jesters seem to have a knack for pulling themselves out of
they are much more than just comic relief. They are expected tight situations, transforming what looks like sure failure into
to mock and provoke, taking advantage of how even the most an embarrassing but effective success.
powerful folk are expected by tradition to endure a jester's At 14th level you can expend one use of Bardic Inspiration
barbs with good humor. This expectation allows a jester to after you fail an ability check, fail a saving throw, or miss with
serve as a critic or a voice of reason when others are too an attack roll Roll a Bardic Inspiration die and add the
intimidated to s peak the truth. numbe r rolled to your attack, s aving throw, or ability check,
For the duchess with a taste for strapping young laborers, using the new result in place of the failed one.
such tales might serve to warn the targets of her affections If using this ability grants you a s uccess on the attack,
and force her to change he r ways for lack of willing partners. saving throw, or ability check, note the number you rolled on
Striking back at the jester only ruins her already damaged the Bardic Inspiration die. The DM can then apply that result
reputation, and might provide the best evidence that the as a penalty to an attack or check you make, and you cannot
jester's s atires have hit their mark. But if she is kind and use this ability again until you s uffer this drawback. When the
generous to her conquests, the jokes and stories cast her as a OM invokes this penalty, describe an embarrassing gaffe or
kind of folk hero, while drawing even more potential partners mistake you make as part of the affected die roll
to her.
Jesters are loyal to only one cause: the pursuit and
propagation of the truth. They use their comedy and
innocuous appearance to break down social barriers and
expose corruption, incompetence, and stupidity among the
rich and powerful Whether revealing a con artist's treachery
or exposing a baron's plans for war as driven by greed and
bloodlust, a jester serves as the conscience of a realm.
Jesters adventure to safeguard the common folk and to
undermine the plans of the rich, powerful, and arrogant.
Their magic bolsters allies' spirits while casting doubt into
foes' minds. Among bards, jesters are unmatched acrobats,
and their ability to tumble, dodge, leap, and climb makes
them slippery opponents in battle.

B ONUS Pll.OFICIENCIES
When you join the College of Satire at 3rd levei you gain
proficiency with thieves' tools. You also gain proficiency in
Sleight of Hand and one additional skill of your choice. If you
are already proficient with thieves' tools or in Sleight of Hand,
choose another skill proficiency for each proficiency you
already have.

TuMBUNG FOOL
At 3rd level you master a variety of acrobatic techniques that
allow you to evade danger. As a bonus action, you can tumble.
When you tumble, you gain the following benefits for the rest
of your tum:

• You gain the benefits of taking the Dash and Disengage


actions.
• You gain a climbing speed equal to your current speed
• You take half damage from falling.

39
AXD 92 of 233
Blades who abandon lives as entertainers have often run into
Coll.EGE OF SWORDS trouble that makes maintaining their secret activities
impossible. A blade caught stealing or engaging in vigilante
Bards of the College of Swords are called blades, and they
justice is too great a liability for most performer troupes.
entertain through daring feats of weapon prowess. Blades
With their weapon skills as their greatest asset, these blades
perform stunts such as sword swallowing, knife throwing and
either take up work as enforcers for thieves' guilds or strike
juggling, and mock combats. But though they use their
out on their own as adventurers.
weapons to entertain, they are also highly trained and skilled
warriors in their own right.
BONUS PllOFICIENCIES
Their talent with weapons inspires many blades to lead
When you join the College of Blades at 3rd levei you gain
double lives. One blade might use a circus troupe as cover for
proficiency with medium armor and with scimitars.
nefarious deeds such as assassination, robbery, and
blackmail Other blades strike at the wicked, bringing justice
FIGHTING STYLE
to bear against the cruel and powerful Most troupes are
The College of Blades emphasizes mastery with weapons,
happy to accept a blade's talent for the excitement it adds to a
granting you access to the two-weapon fighting option for the
performance, but few entertainers fully trust them.
Fighting Style class feature.
Two-Weapon Fiahtini. When you engage in two-weapon
fighting, you can add your ability modifier to the damage of
the second attack.

BLADE FLOUllISH
At 3rd !eve~ you learn to conduct impressive displays of skill
with your weapons. When you use the Attack action on your
turn and attack with a dagger, longsword, rapier, scimitar, or
shortsword, you can attempt one of the following flourishes.
Defensive Flourish. You spin your weapon around you in
swift circles, creating a hypnotic display. As a bonus action,
you expend one use of Bardic Inspiration, rolling a Bardic
Inspiration die and applying the number rolled as a bonus to
your AC until the start of your next turn.
nick Shooter's Flourish. This favorite trick of knife
throwers allows you to expend one use of Bardic Inspiration
as a bonus action. Roll a Bardic Inspiration die and apply the
number rolled as a bonus to the next ranged attack roll you
make with a dagger this turn. If the target of the attack is an
unattended, inanimate object, the bonus equals double the
die roll
Unnerving Flourish. Your deadly display of combat
prowess unnerves your opponents, leaving them cowering in
fear and at your mercy. Whenever you reduce a creature to 0
hit points with a melee attack, you can use a bonus action to
expend one use of Bardic Inspiration, and instead leave the
creature at 1 hit point.
The creature is frightened of you for a number of minutes
equal to your Charisma modifier. It must also m ake a
Charisma saving throw with a DC equal to your spellcasting
DC+ a bonus equal to the roll of your Bardic Inspiration die.
If the creature fails this saving throw, it answers truthfully any
questions you ask it and obeys your direct orders while it is
frightened by this effect.

EXTllA ATrAClt
Beginning at 6th levei you can attack twice, instead of once,
whenever you take the Attack action on your turn.

BA'ITLE MAGIC
At 14th !eve~ you have mastered the art of weaving
spellcasting and weapon use into a single harmonious act
When you use your action to cast a bard speli you can make
one weapon attack as a bonus action.

AXD 93 of 233
After you capture a creature's shadow, you can use your
COLLEGE OF WHISPER S magic to weave it into a disguise that allows you to take on its
appearance and gain access to its surface memories. As an
Most folk are happy to welcome a bard into their midst.
action, you take on the creature's appearance for 1 hour or
Bards of the College of Whispers use this to their advantage.
until you end this effect as a bonus action.
They appear to be like any other bard, sharing news, singing
During that hour, you gain access to all information that the
songs, and telling tales to the audiences they gather. In truth,
creature would freely share with a casual acquaintance.
the College of Whispers teaches its students that they are
Information includes general details on its background and
wolves among sheep. These bards use their knowledge and
personal life, but does not include secrets. The information is
magic to uncover secrets and turn them against others
enough that you can pass yourself off as the creature by
through extortion and threats.
drawing on its memories.
Many other bards hate the College of Whispers, viewing it
Another creature can see through this disguise by making
as a parasite that uses the bards' reputation to acquire wealth
a Wisdom (Insight) check opposed by your Charisma
and power. For this reason, these bards rarely reveal their
(Deception) check, though you gain a +5 bonus to your check.
true nature unless they must. They typically claim to follow
The disguise and the knowledge it grants disappears when
some other college, or keep their true nature secret in order
this ability's duration ends.
to better infiltrate and exploit royal courts and other settings
of power.
S HADOW LOllE
At 14th leve~ you gain the ability to weave dark magic into
VENOMOU S BLADES your words and tap into a creature's deepest fears.
When you join the College of Whispers at 3rd !eve\ you gain
As an action, you magically whisper a phrase that only one
the ability to magically make your weapon attacks toxic for a
creature of your choice within 30 feet of you can hear. The
moment. target must make a Wisdom saving throw against your spell
When you hit a creature with a weapon attack, you can
save DC. It automatically succeeds if it doesn't share a
expend one use of your Bardic Inspiration to deal an
language with you or if it can't hear you. On a successful
additional 2d6 poison damage to that target. You can do so
saving throw, your whisper sounds like unintelligible
only once per round on your turn.
mumbling and has no effect.
The additional damage increases when you reach certain
If the target fails its saving throw, it is charmed by you for
levels in this class, increasing to 2d8 at 5th leve\ 2d10 at 10th
the next 8 hours or until you or your allies attack or damage
leve\ and 2d12 at 15th level it. It interprets the whispers as a description of its most
mortifying secret. While you gain no knowledge of this secret,
VENOMOU S WOB.DS the target is convinced you know it.
At 3rd leve\ you learn to infuse innocentseeming words with
While charmed in this way, the creature obeys your
an insidious magic. A creature that hears you speak can commands for fear that you will reveal its secret. It won't risk
become plunged into fear and paranoia. its life for you or fight for you, unless it was already inclined
If you s peak to a humanoid alone for at least 10 minutes,
to do so. It grants you favors and gifts it would offer to a close
you can attempt to seed paranoia and fear into its mind At
friend
the end of the conversation, the target must succeed on a
When the effect ends, the creature has no understanding of
Wisdom saving throw against your spell save DC or be
why it held you in such fear.
frightened for the next hour, until it is attacked or damaged,
Once you use this feature, you can't use it again until you
or until it witnesses its allies being attacked or damaged
fmish a long rest.
While frightened in this way, the target is paranoid and tries
to avoid the company of others, including its allies. The target
seeks out what it considers the safest, most secret place
available to it and hides there.
If the target succeeds on its save, the target has no hint that
you tried to frighten it.
Once you use this feature, you can't use it again until you
finish a short rest or long rest.

MANTLE OF WHISPEli
At 6th leve~ you gain the ability to adopt a creature's persona.
When you slay a creature with an attack or a spell or a
creature dies within 5 feet of you, you can magically capture
its s hadow using your reaction. You can capture only the
shadow of a creature that is your creature type, such as
humanoid, and your size (you can capture a Small or Medium
shadow if you're Small} and you can have only one shadow
captured at a time.

AXD 94 of 233
BARD COLLEGES SONG OF HOPE
The way of a bard is gregarious. Bards seek each other out
Starting at 14th level, you can use an action on your turn to
to swap songs and stories, boast of their accomplishments,
use an instrument or your voice to bolster your allies. Until
and share their knowledge. Bards form loose associations,
the beginning of your next turn, allies within 60 feet of you
which they call colleges, to facilitate their gatherings and
have advantage on saving throws and immunity to fear
preserve their traditions.
effects. On your next turn, you can use your action to
COLLEGE OF CHARITY continue these effects. This can be done for up to 10
rounds.
Bards of the College of Charity strive in their goal of
helping others overcome their struggles, even at the cost of Once you use this feature, you cannot use it again until
personal sacrifice. you complete a long rest.

BONUS PROFICIENCIES
When you join the College of Charity at 3rd
level, you gain proficiency and expertise
with Medicine.

HEALING HAND
Also at 3rd level, you can
aid your allies when
they are injured. As a
reaction, you can
expend one of your uses
of Bardic Inspiration,
rolling a Bardic
Inspiration die and
adding the number
rolled plus your
proficiency modifier,
and adding that to the
health of an ally within
60 feet.

DIVINE GRACE
Your peerless charity
has been noted by the
divine, and they have
granted you tools to aid~
in your pursuits. At 6th
level, you learn the
spells mass healing
word, revivify, and
sanctuary. These spells
count as bard spells for
you but don't count
against the number of
bard spells you know:

Art Credit: Balance by JasonTN

AXD 95 of 233
COLLEGE OF THE
CROSSROADS
BARDIC C OLLEGE O P TION

At the center of a raucous tavern, a female halfting saws


away cheerfully on a gleaming golden fiddle, spar ks
flying from the s trings as s he plays. Locals and visitors
a like cheer and clap along with her s killful display, and a
handful of drunken patrons lounging by the bar croon
out the words that accom pany one of he r songs. T hough
none in the tavern could possibly tell, the halfting barely
knew how to hold a fiddle jus t a week ago. After a chance
encounter with a mysterious travelling merchant, how-
ever, s he found he rself as s killed as any professional
bard. S till, something weighs deeply upon her, and with one of his ma llets. At once, a burning ba ll of
though her music inspires elation in those who hear it, brimstone-reeking fire strikes fo rward from the duergar,
s he can't help but feel a worrying hollow in her chest, a connecting with the hapless drow and engulfing it a nd its
sense of some thing missing from a ll of this. a llies in blazing hellfire.
Leaning jauntily against a waypost, a male tiefting More tha n just a place w here one road meets another,
with hair as jet-black as his s ilken clothing idly plucks at a crossroads holds deep sym bolic meaning. It is a loca-
the strings of his silver lyre. An upturned hat at his feet tion where one can change their path in life, both physi-
s tands ready to collect curre ncy from passing travelers, cally and spiritua lly, fo r better or fo r worse. Often, a
though bus king for coin is hardly what brought the crossroads marks a place whe re the ba rriers between
tiefting to the crossroads at dus k. A set of foo tsteps worlds are weak, a nd fiends, above a ll others, are keen to
approach, and the tie fting looks u p from his reverie to exploit this, slipping between the cracks between their
find a ma n in fine, fashionable no ble clothing at his side, worlds and the P rime Ma teria l, looking for travelers to
eyes lit with a s ubtle inner fire, a knowing s mile written accost and souls to steal.
a ll across his face. The tiefting sets his instrument aside, Though many a warlock pact has been s truck at a
returns the s mile, and prepa res to talk business with the crossroads, fiends often search fo r a slightly differe nt
devil himself. qua rry a mong the musically-inclined. Eithe r through bar-
P ounding a rhythm on a bejeweled battle-drum, a tering, salesma ns hip, or grandstanding acous tic show-
brass-mailed duergar marches in lockstep with his fel- downs, musical talent can be bought a nd sold easily a t a
lows, facing down a drow a mbus h. Rousing the s pirits of crossroads, if you know the right place and time, a nd are
those at his side, the duergar lets off a menacing drum- willing to part with a rather persona l currency. Far from
roll before striking forward towards the nearest drow a proper college, the ·'College of the Crossroads" is a

AXD 96 of 233
term of derision among properly-educated bards, many
of whom scorn those who would deal with fiends for
musical ta lent.
Fiends desire many different things when they deal
with travelers at a crossroads. Work out with your DM
what sort of trade you brokered, or roll on the Meeting at
the Crossroads table, below.
d6 Meeting at the Crossroads
I sold my soul to a fiend for unearthly musical talent,
and my instrument is a symbol of our pact.
2 I bested a fiend in a contest for my soul, and won
their own instrument as a trophy of my victory. I
worry that some day they may return to reclaim it.
3 I t raded a fiend an unspecified favor for my talent and
instrument, to be co ll ected after a year and a day.
4 I was given my instrument, along with a nondescript
satchel, on t he condition that I carry the satchel with
me wherever I go. The fiend specified that I should
never open the satchel, and gave me a knowing wink.
5 I was t rained and gifted my instrument by a fiend
with the contractual expectation that I defeat a
specific musically-inclined celestial.
6 I stole my instrument through trickery or sleight of
hand from a fiend attempting to bargain with me. I
am constantly on the move, knowing the fiend still
hunts after me.

PRECIOUS INSTRUMENT
When you join the College of the Crossroads at 3rd level,
you are granted (by skill, fortune, or contract) a magical
instrument forged of gold, silver, ruby, jade, mithril, or
any other ma terial precious enough to be used as
currency, which can be of any sort held in one or two
hands. This instrument weighs no more than a typical
instrument of its type, and may be played normally.
As a bonus action, you may either dismiss your instru-
ment to a secure extradimensional plane, or s ummon it
to your grasp from wherever it resides.
While this instrument is on your person, you can read,
write, and s peak Infernal and Abyssal, and you have
knowledge of the cantrips fire bolt and thaumaturgy.
These cantrips count as bard cantrips for you.
This ins trument becomes more elaborate a nd beauti-
ful the more you use it, and is worth an amount of gold
pieces equal to 200 times your bard level. If you sell the
ins trument, its buyer retains possession of it, and you
lose access to any features granted by the College of the
Crossroads. You may only re-acquire these features by
re-purchasing the ins trument, through curren cy or favors
gra nted. If the instrument is s tolen or freely le nt out, it
may still be summoned to your gras p as normal.
If the owner of a precious instrument d ies (not just drops to 0 If you acquire another musical instrument with magi-
or less hit po ints) , what becomes of the instrument itself? cal properties, you may undertake an hour-long ritual
Th is is a question intentionally left up to the DM to
that des troys the magical instrument a nd applies any
dec ide, though in most cases the instrument lingers for just ·,
over a week before being recalled (either th rough magic or a special properties it had to the precious instrument you
personal visit) by its previ ous fiend ish owner. receive from this feature, in addition to the be nefits
With your DM's permiss ion, your cha racter may be ab le to already provided by this feature. Your precious instru-
leave their instrument, and the power within, to an individua l ment may only have properties applied from one magical
of their choos ing. This ind ividual cou ld be a relative, a person instrument at a time, and subsequent uses of this ritual
that reminded your character of their younger self, or even a overwrite previous applied prope rties . A precious instru-
passing stranger in need of a twi st of fate. ment requires attunement if the destroyed magical
The gift may come with a price; how the original fiend ish ins trument would require attunement to access its prop-
owner of the instrument would consider such an inheritance
erties. If attunement is required, you may attune yourself
is equa lly at the discretion of the DM.
to your precious instrument as part of this ritual.

AXD 97 of 233
SILVER TONGUE independe ntly on their own turn that immedia tely
Also at 3rd level, the dark power in your ins trume nt follows your own. If you give the instrumenta lis ts no
grants you a s upernatural way with words. While your instructions, they will defend themselves against crea-
precious ins trument is on your person, you may expend a tures attacking them, but otherwise will ta ke no actions
use of your Bardic Inspira tion to acid a Bardic Inspiration aside from icily tuning and improvising with the ir ins tru-
die to a ny Charis ma check you make. ments.
In addition, when you are the target of an attack by a When you make a P erformance check or a check with
creature within 15 feet of you that can hear you, you may an ins trument with which you have proficiency, you may
use a reaction a nd expend a use of your Bardic Inspira- order the instrumenta lists to play an accompaniment, if
tion. If you do, the creature makes a contested Wisdom they are present. For the duration of your chec k the
(Insight) check against either your Charisma (Persua- ins trumenta lists will play music accompanying your
sion) or Cha risma (Deception), your choice, plus your melody, using the Help action each turn and conferring
Bardic Ins piration die. If the creature fails this check, it advantage on Performance or ins trument checks you
may not attack you this turn, but has not expended make.
whichever action it used to attack you a nd may continue After one hour or if you drop to 0 hit points, the ins tru-
with its turn, as normal. Creatures immune to charm mentalists and their belongings disappear in a puff of
effects may not be affected by this ability. brimstone. Once you use this ability, you mus t complete
a long res t before you may use it again.
FIENDISH TEMPO
S ta rting at 6th level, magical hellfire Hows freely through
your precious ins trument, a nd fire s parks from your fin- FIENDISH INSTRUMENTALIST
gertips when you play. You gain knowledge of the s pells Small fiend, neutral evil

hellish rebuke, flame blade, and fireball, which are


Armor Class 13 (natural armor)
always prepared and count as bard spells for you, and do
Hit Points 33 (6d8+6)
not count against the total bard s pells you may know.
Speed 20 ft., fly 30 ft.

INFERNAL ORCHESTRA
STR DEX CON INT WIS CHA
Beginning at 14th level, you learn a final elclritch cadence 9 (-1) 16 (+3) 12 (+l) 8 (-1) 13 (+l) 14 (+2)
on your precious ins trument. Playing this cadence as an
action rends portals through the fabric of the Prime Damage Resistances cold; bludgeoning, piercing, and slashing
Material, allowing six fiendis h ins trumentalists to appear from non magical weapons that aren't silvered
in any available space within 30 feet of you. These instru- Damage Immunities fire, poison
menta lis ts follow any commands you give them to the Condition Immunities poisoned
letter (if not your actua l intent), and in combat they act Skills Deception +4, Performance +4
Senses darkvision 120 ft., passive Perception 11
Languages Abyssal, Common, Infernal, telepathy 60 ft.
CREDITS: Challenge 2 (450 XP)
Photoshop & des ign by / u/ the_singula r_anyone
Visit WALROCK HOMEBREW for more! Devil's Sight. Magical darkness doesn't impede the instrumen-
http: //walrock-homebrew. blogspot.com talist's darkvision.

Art by Nemanja Stankovic, Minttu Hynninen, Kerem Beyit, Magic Resistance. The instrumentalist has advantage on saving
and Sandara throws against spells and other magical effects.
Thanks to the kind fo lks of reddit and tumblr, to / u/ Smyris for ACTIONS
their resource pack, and to / u/skybugl 2 for their Photoshop
guide! Claws. Me/ee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 8 (2d4+3) slashing damage.

Fire Bolt. Ranged Spell Attack: +4 to hit, reach 120 ft., one
target. Hit: 5 (1dl0) fire damage.

Vicious Mockery. As an action, the instrumentalist targets one


creature within 60 feet that can hear the instrumentalist. The
target must make a Wisdom saving throw with a DC of 12. If
the target fails, it takes 2 (1 d4) psychic damage and has disad-
vantage on the next attack roll it makes before the end of its
next turn.

AXD 98 of 233
COLLEGE OF STARS: BARD COLLEGE OPTION
,,... . . .iiii't' wo cards lay face-up on the table in front of a The Deck of Fates is kept inside an ornate box or pouch (your
weary traveler. The half-elven bard sits across choice) and its cards are made of ivory or vellum (your
from her, deck in hand, ready to reveal the final choice) While inside the container, it resides in a secure
fortune. With a gesture to the heavens, the extradimensional plane. The deck can be used as your
bard lays the final card Skull. The card of spellcasting focus, and is considered a magical item due to its
death. special properties.
The traveler grimaces, sweat running down the side of her As a bonus action, you may either dismiss the deck into its
neck. "Is...Is the Skull bad?" container, or summon it to your grasp from inside it. If you
The half-elf's lips curl into a knowing smile. "Death is not lose the deck or the container that holds it, you may
the end of all things. To many, it also symbolizes imminent undertake an hour-long ritual that destroys the previous Deck
rebirth. The passing on to another stage of life, shedding of Fates and its container, and you summon a new one.
one's old identity and being born anew." He sees it, the tears You may also use the deck to tell fortunes, which reveal a
suddenly flowing from the traveler's eyes. Knowingly, he cosmic truth when demonstrated on a willing humanoid
extends his hand towards her. "You are safe now. They no Refer to the appendix for how to read fortunes with the deck.
longer know you are here." As a seasoned diviner, you gain proficiency with the Insight
The traveler breathes a sigh of relief, handing him a few skili and you can read, write, and speak Celestial
silver as a gesture of goodwill for she has been blessed by the
stars. She wipes her tears and disappears into the crowd FATE'S HAND
Bards from the College of Stars are bestowed the gift of
divination from the heavens. The infinite mysteries of the Also at 3rd leveL the cosmic power of your Deck of Fates
stars and beyond reveal themselves to a studious bard, who allows you to tap into the magic of the universe and cast a
practices day and night honing their ability to read fortunes variety of predetermined spells. The Deck of Fates also
from a deck of cards. enhances your magical abilities as a bard When you finish a
While the College's most gifted fortune tellers come to long rest, draw cards from the deck at random equal to your
learn how to pluck magic from the very heavens and tum Charisma modifier. You gain the ability to cast the
them into spells, the powers they are granted are ultimately corresponding spell on the Deck of Fates table as a first level
determined by Fate itself. spell at any time, but only once, before the end of a long rest.
You may cast the spell by spending a usage of Bardic
Inspiration, and presenting and announcing the card as the
DECK OF FATES spell's verbal and somatic components. The spell counts as a
When you join the College of Stars at 3rd leveL you are bard spell for you.
granted a mystical deck of cards known as the Deck of Fates,
which consists of thirteen cards indicated in the Deck of COSMIC SECRETS
Fates table.
At 6th leveL the secrets of the universe reveal themselves to
you through your Deck of Fates. Draw four cards at random
from the Deck of Fates. Cards drawn this way permanently
gain additional magical effects The card's face glows when
Card Fate's Spell Cosm ic Secrets
revealed or placed fae&up while telling a fortune. The card's
art becomes magically animated as its movements respond to
Sun chromatic orb daylight its surroundings.
Moon faerie fire magic circle In addition, you gain the ability to cast the card's
corresponding spell from the Deck of Fates table at any level
Star magic missile fly
by presenting the card and using up the appropriate spell slot
Throne sanctuary spirit guardians for that leveL and presenting and announcing the card as the
Key comprehend languages sending spell's verbal and somatic components. The spell counts as a
bard spell for you.
Knight shield crusader's mantle Finally, your Fate's Hand feature no longer requires the
The Void arms of hadar hunger of hadar expenditure of usages of Bardic Inspiration.
Flames burning hands fireball
Skull false life animate dead
Ruin thunderwave sleet storm
Eury ale charm person meld into stone
Rogue jump gaseous form
Jester magearmor protection from energy

AXD 99 of 233
SCRY THE HEAVENS !FATE'S ORIGIN
At 14th levei you become a timeless diviner of the Deck of Most bards don't receive a Deck of Fates upon
Fates, and are able to peer beyond the stars with your cards. entering the College of Stars. It is more likely that
You no longer draw cards with your Fate's Hand feature. they were in possession of the deck long before
Instead, you may cast any spell on the Deck of Fates list with entering. Perhaps it was passed down to them as a
your Fate's Hand feature once per long rest. You must present family heirloom, or from a seer. Whichever the
origin, possession and ownership of the deck led
and announce the corresponding card when casting a spell to a calling from the cosmos to seek its power.
this way. Those who are in possession of a deck cannot tap
In addition, as an action, you may draw a card at random into its magical properties until they enter the
from the Deck of Fates to create a magical effect which College of Stars.
instantly takes place when the card is drawn. You may use
this feature once per long rest. See below. ENTERTAINER VARIANT: FORTUNE TELLER
Sun. A Potion of Superior Healing appears in your hands. If you have the Entertainer background, you may
It disappears after 10 minutes. choose Fortune Telling as one of your routines.
Moon. You regain all uses of your Bardic Inspiration Using your By Popular Demand feature, you can
feature. find a place to perform divinations in any place that
Star. You may add 2 to the next ability check, attack ro~ or allows it. You can replace the musical instrument in
saving throw you make within the next 10 minutes. your equipment package with a Deck of Fates. The
Throne. You gain 1,000 gp. deck does not have any magical properties unless
Key. A rare magic weapon that you are proficient with you are a Bard and have selected the College of
appears in your hands, then disappears after 10 minutes. The Stars as your Bard College.
DM chooses the weapon.
Knight. A knight appears in a space within 30 feet of you
that you can see. The knight is of the same race as you and
serves you loyally until they die or disappear after 10 APPENDIX: FoRTIJNE TELLING
minutes. You control this character. If you are in possession of a Deck of Fates, chances are you
The Void You cast finger of death on a creature you can have the ability to perform divinations with the deck. Even if
see. If you cannot see any eligible creatures to cast this spell you are not in the College of Stars (or if you're not a Bard, for
on, you cast this spell on yourself. that matter~ the readings reveal a cosmic truth, ultimately
Flames. A fire elemental appears in a space within 100 affecting any willing humanoid whose fortune is told
feet of you that you can see. The fire elemental is hostile, and To read an individual's fortune, draw three cards at random
attacks the creature closest to it that it can see. It attacks from your Deck of Fates and lay them on a flat surface, face.
relentlessly until it dies or disappears after 10 minutes. up. In order from left to right, the cards represent the
Skull Your hit points drop to 0 and you fall unconscious. divination target's past, present, and future, respectively.
Ruin. You cast earthquake centered on yourself. Refer to the table below.
Euryale. You transform into a medusa for 1 minute.
Rogue. You become invisible for 10 minutes. Anything you THE CARDS AND WHAT THEY REPRESENT
are wearing or carrying is invisible as long as it is on your Card Past Present Future
person. Sun Childhood Adulthood Old Age
Jester. No effect happens.
Moon Knowledge Mystery Revelations
NOTE TO THE OM: FATE'S HAND Star Wish Made Good Luck Wish Fulfilled
Due to the unp red ictable nature of the Deck of Fates, it m ight Throne Ambition Career Opportunity
be mo re e njoyable to the player to have the DM take o n the
Key Isolation Secrets Enlightenment
ro le o f the cosmic powers that drive the Deck of Fates.
Knight A Promise An Oath Duty
When co ntroll ing the Deck of Fates, you may choose wh ich
cards the bard d raws with the ir Fate's Hand, Cosmic Secrets, The Void Loneliness Emptiness Hopelessness
and Scry the Heavens features. You may also choose the cards Flames Love Passion Friends
chose n when the Deck of Fates is used fo r fortune telling. Skull Sickness Death Rebirth
By co nt rolling Fate, you add special roleplaying
Ruin Loss Change Discovery
opportu nities to the game. The powers of the highe r planes
may act as a gu iding force that reveals itself to a bard and their Euryale Scorned Woman Broken Man Cold Heart
companio ns th rough the cards themselves. A bard who Jester Games Ignorance Shame
chooses the Co ll ege of Stars is a stude nt of the d ivine, and
thus seeks to unde rstand the messages that you send them When certain cards are drawn together, they might also
thro ugh the cards they d raw. interact with each other in special ways that are left up to the
interpretation of the diviner. For example, a Moon in the Past
As Fate, you are not a tangible e ntity, but rather a font of
with a Throne in the Future could mean that past knowledge
in fo rm ation and secrets that reveals itself to those train ed to
will unlock future opportunities.
seek and receive your message.

AXD 100 of 233


AXD 101 of 233
f O RG E D O MAIN S PELLS
Cleric Level Spells
DIVINE DOMAINS 1st searing smite, shield
At 1st leve~ a cleric gains the Divine Domain feature. Here 3rd heat metal, magic weapon
are new domain options for that feature: Forge, Grave, and
Protection. Sth elemental weapon, protection from energy
7th fabricate, wall of fire
f ORGE DOMAIN 9th animate objects, creation
The gods of the forge are patrons of artisans who work with
meta~ from a humble blacksmith who keeps a village in B ONUS Plt.OFICIENCY
horseshoes and plow blades to the mighty elf artisan whose When you choose this domain at 1st leve~ you gain
diamond-tipped arrows of mithral have felled demon lords. proficiency with heavy armor.
The gods of the forge teach that, with patience and hard
work, even the most intractable metal can transform from a BLESSING OF THE FOJt.GE
lump of ore to a beautifully wrought object. Clerics of these At 1st leve~ you gain the ability to imbue magic into a weapon
deities quest to search for objects lost to the forces of or armor. At the end of a long rest, touch one nonmagical
darkness, liberate mines overrun by ores, and uncover rare object that is a suit of armor or a simple or martial weapon.
and wondrous materials necessary to create potent magic Until the end of your next long rest, the object becomes a
items. Followers of these gods take great pride in their work, magic item, granting a + 1 bonus to AC if it's armor or a+ l
and they are willing to craft and use heavy armor and bonus to attack and damage rolls if it's a weapon.
powerful weapons to protect them. Deities of this domain Once you use this feature, you can't use it again until you
include Gone!, Reorx, Onatar, Moradin, Hephaestus, and finish a long rest.
Goibhniu. '
CHANNEL DIVINITY: AllnsAN'S BLESSING
Starting at 2nd leve~ you can use your Channel Divinity to
create simple items.
Starting at the beginning of a short rest, you conduct a
ritual to your deity that grants you the ability to craft a
finished item that is at least part metal The item is completed
at the end of the rest.
The object can be worth no more than 100 gp, and as part
of this ritual you must expend metals, such as coins or other
finished items, with a value equal to the item you want to
make. The item can be an exact duplicate of a nonmagical
item, such as a copy of a key, if you possess the original
during your short rest.

SOUL OF THE FOJt.GE


S tarting at 6th leve~ your mastery of the forge grants you a
number of special abilities:

• You gain a + 1 bonus to AC while you are wearing medium


or heavy armor.
• You gain resistance to fire damage.
• When you hit a construct with an attack. you deal
additional force damage to it equal to your cleric level

DIVINE STJt.IK.E
At 8th leve~ you gain the ability to infuse your weapon strikes
with the fiery power of the forge. Once on each of your turns
when you hit a creature with a weapon attack. you can cause
the attack to deal an extra ld8 fire damage to the target.
When you reach 14th leve~ the extra damage increases to
2d8.

SAINT OF FoJt.GE AND Fiu


At 17th leve~ your affinity for fire and metal becomes more
./f powerful due to your deity's blessing. You gain immunity to
fire damage, and while you're wearing heavy armor, you have
resistance to bludgeoning, piercing, and slashing damage
from nonmagical attacks.

AXD 102 of 233


S ENTINEL AT DEATH'S DooJt.
GRAVE DOMAIN Starting at 6th !eve~ you gain the ability to impede death's
Gods of the grave watch over the line between life and death. progress. As a reaction when you or an ally that you can see
To these deities, death and the afterlife are a foundational within 30 feet of you suffers a critical bit, you can turn that
part of the multiverse's workings. To resist death, or to attack into a normal hit. Any effects triggered by a critical hit
desecrate the dead's rest, is an abomination. Deities of the are canceled
grave include Kelemvor, Wee j as, the ancestra l spirits of the Once you use this feature, you can't use it again until you
Undying Court, Hades, Anubis, and Osiris. These deities finish a short or long rest.
teach their followers to respect the dead and pay them due
homage. Followers of these deities seek to put restless spirits DIVINE STB.IK.E
to rest, destroy the undead wherever they find them, and ease At 8th levei you gain the ability to infuse your weapon strikes
the suffering of dying creatures. Their magic also allows with divine energy. Once on each of your turns when you hit a
them to stave off a creature's death, though they refuse to use creature with a weapon attack, you can cause the attack to
such magic to extend a creature's lifespan beyond its mortal deal an extra l d8 necrotic damage. When you reach 14th
!eve~ the extra damage increases to 2d8.
limits.

G RAV E D O MAI N SPELLS KEEPER OF SOULS


Cleric Level Spells At 17th leve~ you gain the ability to manipulate the boundary
between life and death. When an enemy you can s ee dies
l st bane, false life
within 30 feet of you, you or one ally of your choice that is
3rd gentle repose, ray of enfeeblement within 30 feet of you regains hit points equal to the enemy's
5th revivify, vampiric touch number of Hit Dice. You can use this feature as long as you
aren't incapacitated, but no more than once per round
7th blight, death ward
9th antilife shell, raise dead

B ONUS Pll.OFICIENCY
When you choose this domain at 1st levei you gain
proficiency with heavy armor.

Olli.CLE OF MORTALITY
At 1st leve~ you gain the ability to manipulate the line
between life and death. When you cast a spell that restores
hit points to a living creature currently at 0, treat any dice
rolled to determine the spell's healing as having rolled their
maximum result. In addition, if you have the spare the dying
cantrip, you can cast it as a bonus action.

EYES OF THE GJt.AVE


Starting at 1st leve~ you gain an innate sense of creatures
whose existence is an insult to the natural cycle of life. lf you
spend 1 minute in uninterrupted contemplation, you can
determine the presence and nature of undead creatures in
the area. This detection extends up to 1 mile in all directions.
You learn the number of undead and their distance and
direction from you. In addition, you learn the creature type of
the undead in that area that has the highest challenge rating.
Once you use this feature, you can't use it again until you
finish a long rest.

CHANNEL DIVINITY: PATH TO THE GJt.AVE


Starting at 2nd leve~ you can use your Channel Divinity to
mark another creature's life force for termination.
As an action, you touch a creature. The next time that
creature takes damage from a spell or an attack from you or
an ally, it is vulnerable to that spell or attack's damage. If the
source of damage has multiple damage types, the creature is ~
vulnerable to all of them. The vulnerability applies only to the
first time that source inflicts damage, and then ends.
If the creature has resistance or is immune to the damage,
it instead loses its resistance or immunity against that spell
or attack when it first applies damage.

AXD 103 of 233


CHANNEL DIVINITY: RADIANT DEFENSE
PROTECTION DOMAIN Starting at 2nd leve~ you can use your Channel Divinity to
The protection domain is the purview of deities who charge cloak your allies in radiant armor.
their followers to shield the weak from the strong. The gods' As an action, you channel blessed energy into an ally that
faithful dwell in villages and towns on the borderlands, where you can see within 30 feet of you. The first time that ally is hit
they help bolster defenses and seek out evils to defeat. These by an attack within the next minute, the attacker takes
gods believe that a strong shield and a suit of armor is the radiant damage equal to 2d10 +your cleric level
best defense against evil, second only to a stout mace on hand
to respond to any attacks in kind Deities who grant this B LESSED HE.AI.Ell.
domain include Helm, Ilmater, Torm, Tyr, Heironeous, St. Beginning at 6th leve~ the healing spells you cast on others
Cuthbert, Paladine, Doi Dorn, the Silver Flame, Bahamut, can heal you as well When you cast a spell with a spell slot
Yondalla, Athena, and Odin. and it restores hit points to any creature other than you this
tum, you regain hit points equal to 2 + the spell's level
P ROTECTION DOMAIN SPELLS
Cleric level Spells DIVINE ST:R.IKE
l st compelled duel, protection from evil and good At 8th !eve~ you gain the ability to infuse your weapon strikes
with divine energy. Once on each of your turns when you hit a
3rd aid, protection from poison creature with a weapon attack, you can cause the attack to
5th protection from energy, slow deal an extra 1d8 radiant damage to the target. When you
reach 14th leve~ the extra damage increases to 2d8.
7th guardian of faith, Otiluke's resilient sphere
9th antilife shell, wall of force INDOMITABLE DEFENSE
At 17th !eve~ you gain resistance to two damage types of your
lBONUS Pll.OFICIENCY choice, choosing from bludgeoning, necrotic, piercing,
When you choose this domain at 1st leve~ you gain radiant, and slashing. Whenever you finish a short or Jong
proficiency with heavy armor. rest, you can change the damage types you chose.
As an action, you can temporarily give up this resistance
S HIELD OF THE FAITHFUL and transfer it to one creature you touch. The creature keeps
Starting at 1st leve~ you gain the ability to hinder attacks the resistance until the end of your next short or long rest or
intended for others. When a creature attacks a target other until you transfer it back to yourself as a bonus action.
than you that is within 5 feet of you, you can use your reaction
to impose disadvantage on the attack roll To do so, you must
be able to see both the attacker and the target. You interpose
an arm, a shield, or some other part of yourself to try to throw
the attack off target.

AXD 104 of 233


AR.CANA DOMAIN POTENT SPELLCASTING
Starting at 8th levei add your Wisdom modifier to the
Magic is an energy that suffuses the multiverse and that fuels damage you deal with any cleric can trip. Starting at level 14,
both destruction and creation. Gods of the Arcana domain add your wisdom modifier to all cleric spells you cast that
know the secrets and potential of magic intimately. For some deal damage or restore health and don't already do so. Add
of these gods, magical knowledge is a great responsibility your wisdom modifier for each damaging or healing instance
that comes with a special understanding of the nature of (a target can only be affected once per turn~
reality. Other gods of Arcana see magic as pure power, to be
used as its wielder sees fit. The gods of this domain are often MCANE MA.sTEB.Y
associated with knowledge, as learning and arcane power At 17th levei you choose four spells from the wizard spell list,
tend to go hand-in-hand In the Realms, deities of this domain one from each of the following levels: 6th, 7th, 8th, and 9th.
include Azuth and Mystra, as well as Corellon Larethian of You add them to your list of domain spells. Like your other
the elven pantheon. In other worlds, this domain includes domain spells, they are always prepared and count as cleric
Hecate, Math Mathonwy, and Isis; the triple moon gods of spells for you.
Solinari, Lunitari, and Nuitari of Krynn; and Boccob, Vecna,
and Weejas of Greyhawk.

ARCANA DOMAIN
At levels 1, 3, 5, 7 and 9 you gain 2 spells from the wizard
spell list, of levels 1, 2, 3, 4 and 5 respectively. These spells are
always prepared, do not count against the number of spells
you know, and are cleric spells nonetheless for you.

.AllOANE INI'IU.TE
At level 1, when you choose this class you become proficient
in the Arcana skill You also learn 2 can trips from the wizard
spell list. They do not count against your cantrips known, and
are nonetheless treated as cleric cantrips for you.

0THEB.WOJU.DLY ABJUB.OB.
Starting at level 1, if any of your cleric spells or features
damage turn, or would otherwise interact specially with a
creature' with the undead, fiend, celestiai elementai or fey tag,
you can target any of these creatures in the same way you
-
would target the original creature.

CHANNEL DIVINITY: MYBTI<JAL REFLEaroB.


Starting at level 2, you can use your reaction when you are
targeted by an attack, spel~ effect, or included in an area of
effect, to reflect it back to its source. lf the enemy made a rol~
the effect is reflected back to it with the same total vs its AC.
1f you were required to make a saving throw instead, the
enemy makes it instead vs the same DC. In either case, if a
spell was involved you must provide a spell s lot of an equal
level This reflector persists until the end of the turn that it
was errected

SPEu.BB.EA.lt.
Starting at level 6, as an action, you can nullify any one
magical effect of your choice affecting any creature within a
1O foot sphere centered on you, provided you have spellslots
of equal or higher levels. If you dispell a negative effect, the
target also regains hitpoints equal to a number of d4's as
many as the dispelled spells level plus your wisdom modifier.
If you dispell a blessing, the target instead receives the
aforementioned amount as force damage. You have a number
of charges equal to your wisdom modifier (minimum l } and
expend a charge each time you use this feature. You regain all
used charges upon a long rest.

AXD 105 of 233


DIVINE DOMAIN:
CIVILIZATION
CLERIC DOMAIN OPTION

Looking out upon a riotous crowd, literal torches


and pitchforks in hand, a male human clad in
noble regalia scowls. He considers that the
rabble are clearly dissidents drummed up by his
rivals, ignorant of the sinister plans of their
puppet-masters. Innocent still, though, and thus
deserving of mercy. This fact in mind, he opens
the doors of his estate and descends with
measured pace to a step just above the front of
the mob. Clearing his throat, he begins to speak,
weaving his calming words with the divine
power of Zilch us, his lord. Gradually, the crowd
lays their implements down, their minds soothed
by the human's calming power.
Dragging a full bag of loot from a particularly two days' time, the ore horde will be upon the
lavish dungeon, a female halfting wearing valley, sweeping hundreds of soldiers through
armored finery groans. She knows full well the peaceful farming village at its heart. Her
transporting her treasure back to the nearest every instinct tells her that the town is utterly
town is impractical, at best, and at worst will out- indefensible, that her time would be better
right be the death of her. Plopping the satchel served evacuating the villagers, saving lives over
down, she scrambles to the top of it, drops to property. Still, the townsfolk refuse to budge;
one knee, and utters a silent prayer to Era this. This is their way of life, they claim, and they will
As she calmly waits praying, a merchant caravan die protecting it. The dragonborn sighs, and
slowly, reliably comes into view out of a nearby focuses her will, channelling the holy might of
forest thicket. A small grin spreads across her her god to raise yet another wall of stone from
face, as she makes a mental note to tithe a the earth itself, partially encircling the village. If
healthy portion of her takings. this is as it must be, she thinks, civilization
Narrowing her eyes, a crimson-scaled female deserves a fighting chance.
dragonborn wearing loose, heavy mail with a Mortals, by their very nature, band together
long spear at her side surveys the situation. In for collective power and protection, and build

AXD 106 of 233


enormous cities and civilizations as testaments
to the concepts and ideals they hold dear. Many
gods value the protection and flourishing of civili-
zations and their constituent peoples, and they
empower their clerics to build, trade, and con-
nect amongst disparate peoples. Such gods can
range from Amaunator, Erathis, or the Sovereign
Host of Eberron to dread Asmodeus and other
similar gods of tyranny. Typically these gods are
lawful in bent, but neutral gods of civilization are
not entirely unheard of.

CIVILIZATION DOMAIN SPELLS

Cleric Level Spel Is

1st heroism, identify


3rd calm emotions, find steed
5th Leomund's tiny hut, tongues
7th fabricate, Leomund's secret chest
9th passwall, wall of stone

BONUS PROFICIENCIES
At 1st level, you gain proficiency with martial
weapons, heavy armor, and one type of artisan's
tools.

CITY RUNNING
Also at 1st level, whenever you begin your turn
standing on ground that has been constructed (a
dirt path, a thatch roof, temple ruins), you may
Dash as a bonus action on your turn. If you do,
climbing does not cost additional movement and
you have advantage on Athletics, Acrobatics, and
Dexterity checks made during that turn.
You can use this feature a number of times
equal to your Wisdom modifier (minimum of
once). You regain all expended uses when you
finish a long rest.

CHANNEL DIVINITY: BASTION


Starting at 2nd level, you can use your Channel
Divinity to conjure a towering monument to the
might of civilization. As an action, choose a point
within 30 feet of you, that is not within 120 feet
of another summoned monument. A monument
made of stone 15 feet tall with a base measuring
- '-'~ 5 feet by 5 feet, with 25 hit points and an AC of
17 rises from the ground in that location, if there
is enough room to accommodate it. If not, the
monument does not appear, and a use of your
Channel Divinity is still expended. Creatures
occupying the same space as this monument
when it is summoned are moved to the closest
available free s pace. This monument lasts for

AXD 107 of 233


one minute or until it is destroyed, after which it Wisdom modifier (minimum 100 gp). This
crumbles to rubble. merchant is willing to buy and trade goods, and
While it stands, this monument exudes an almost always has something for sale re lated in
aura for a distance equal to 5 feet times your some way to your current circumstances.
Wisdom modifier (minimum 5 feet, maximum If the merchant is mistreated by you or your
15 feet). Hostile beasts, monstrosities, fey, and allies (threatening, robbing, murdering, scam-
chaotic fiends are repulsed by this aura, and ming, et a l), this ability will fail to work in the
must successfully make a Wisdom saving throw future, until you underta ke a quest of penance in
against your s pell save DC each turn they wish to the name of your god.
move into the aura. Such creatures must also Once you have used this ability, you may not
attempt this save if they start their turn within use it again until you have completed a long rest.
the aura, and if they fail they must use their
movement to leave the aura by the shortest DIVINE STRIKE
possible route. Attacks by such creatures made At 8th level, you can infuse your weapon with the
against those within the aura have disadvantage, strength of the social order. Once on each of
and humanoids within the aura have advantage your turns when you hit a creature with a
on saves against s pells and abilities used by weapon attack, you can cause the attack to deal
these creatures. an extra 1d8 force damage. When you reach
In addition, while within the aura you have 14th level , the extra da mage increases to 2d8.
advantage on History a nd Religion checks.
At 6th level, you may use this Channel Divinity DRUMBEAT OF PROGRESS
as an hour-long ritual. If you do, the monument At 17th level, the vestiges of civilization that you
you s ummon has an indefinite duration rather create through your divine magic grow
than one minute. Once you have performed this significantly in size.
ritua l, you may not do so again until you If you choose, monuments created by your
complete a long rest. Channel Divinity: Bastion may be sized with a
base of 10 feet by 10 feet, and be 30 feet tall,
FRUITS OF CIVILIZATION with an aura extending out 30 feet. A single cast-
Beginning at 6th level, your ties to the concept of ing of fabricate creates an amount of material
society allow you to find merchants in the strang- equal to two typical castings. The radius of
est of places. Leomund's tiny hut doubles, and you create
As an action, you may utter a prayer to your twice as ma ny panels with wall of stone. When
god. Within the next hour, regardless of how cast, passwall may be made to have a permanent
unlikely the circumstance, you will encounter a duration.
merchant carrying an amount of currency Additionally, any merchants summoned
approximately equal to 100 gp times your through your Fruits of Civilization feature have
three times as much currency on-hand.
4 • ~
CREDITS:

Photoshop & design by / u/the_singular_anyone


Visit WALROCK HOM EB REW for more!
http:/ /walrock-homebrew.blogspot.com
Art by Kakoto Mirai, Hashku lov Murat, Sam
Burley, and Adam Paquette
Thanks to the ki nd fo lks of reddit, to /u/Smyris
for their resource pack, and to /u/skybugl 2 for
their Photoshop guide!

AXD 108 of 233


Dream Domain (Night Domain)

M
Potent Spell-casting

Dream Seed

Dream Domain Spells


Cleric Level Spells
1st Sleep, Faerie Fire
3rd Darkness, Phantasmal Force
5th Hypnotic Pattern, Fear
7th Conjure Woodland Beings, Confusion
9th Dream, Creation

Bonus Cantrip

Blessing of the Night Walker

Channel Divinity - Waking Dreams

Channel Divinity: Gloom Casting

AXD 109 of 233


DIVINE STRIKE
GASTRONOMY DOMAIN At 8th leveL you gain the ability to infuse your weapon strikes
Clerics of the Gastronomy domain might follow different with divine energy. Once on each of your turns when you hit a
gods, although followers of Caoimhin, Estanna and Hestia creature with a weapon attack, you can cause the attack to
are the more prevalent, but they all share the belief that the deal an extra 1d8 fire or radiant damage to the target. When
world would be a better place if more people sat down and you reach 14th leveL the extra damage increases to 2d8.
shared a good meal together.
Traveling far and wide not only in search of culinaric bits of lFooD TO LIVE FOR
knowledge to elevate their cooking, but also to spread the joy Starting at 17th leveL your mastery of the gastronomic art
and possibilites of good eating, it is not uncommon to meet has reached a level where simply eating your food puts a
upon one of them in a backwater village, tasting local spring in people's steps. After eating a meal you prepared
specialities that most would politely label as "an acquired while being within 30 feet of you, a creature has its
taste". movement speed increased by 10 feet, treats its exhaustion
level as it was one lower, and has advantage on initiative
G ASTRONOMY DOMAIN SPELLS checks. This effect lasts for three hours, and a creature can't
Cleric Level Spells benefit from it again until it finishes a long rest.
l st create or destroy water, purify food and drink
3rd heat metal locate animals and plants (RED ITS
5th create food and water, Leomund's tiny hut • Created by redditor Groggen2.
• Template provided by The Homebrewery
7th fabricate, Leomund's secret chest • Art by Nord-Sol
9th animate objects, creation • This is version 1.1 (20 77-0 7-37)

KITCHEN SAVANT
When you choose this domain at 1st leveL you gain
proficiency with cook's utensils (including as weapons, stats
depending on most similar simple weapon1 herbalism kits,
and heavy armor.
Additionally, whenever you make an ability check related to
food and drink, you add double your proficiency bonus to the
check, instead of your normal proficiency bonus.
You also learn the prestidigitation cantrip if you don't
already know it.

lFEAsT FOR THE WEARY AND WORTHY


Starting at 2nd leve\ you can use your Channel Divinity to
imbue the food you prepare with divine properties.
As an action, you present your holy symbol and pray for a
blessing of the meal you are about to prepare. The blessing
speeds up the process, so you only need 10 minutes to make
a meal for a number of people up to or equal to your Wisdom
modifier, provided you have suitable food, cook's utensils, and
other supplies on hand At the end of the mea~ each creature
who partook in it regains hit points equal to two times your
cleric !eve\ and has advantage on death saving throws for 2
hours.

CULINARY MAGIC
At 6th leveL you can use your Channel Divinity to imbue food
with magic of your own. As an action, you can cast a cleric
spell of 5th level or lower you have prepared, targeting one
item of food with it. The spell is then stored in the item of
food until eaten, but only until you take a short or long rest.
When a creature eats the item of food, the spell is released,
targeting only the creature that consumed it. If the spell
requires concentration, the creature can, by focusing on the
lingering flavor, maintain concentration as normal If it
doesn't, the spell ends at the start of the creature's next turn.

AXD 110 of 233


LAwDoMAIN
ods of law are common in most civilized
societies - there is no better encouragement CHANNEL DIVINl'IY: DREADFULjUDGE
for upstanding behavior than the threat of Starting at 6th Jevei your god empowers you to serve as
everlasting divine retribution.Justice gods can judge, jury, and executioner to those who would defile the
include such entities as Tyr, Pholtus, or sanctity of the Jaw.
Forseti, and all imbue their followers with the When you make an attack roU you may choose to expend
power to stop evildoers and enforce the laws of your Channel Divinity if you advantage on the attack roll
the land Clerics of the Law Domain are typically of a lawful When you do so, you deal the maximum damage possible for
alignment, as they believe in the rigidity of fair justice first your weapon on a hit. If you choose to use your Divine Strike
and foremost. S uch clerics might study the intricacies of feature with this attack, you also maximize the damage of
legal procedure, while others prowl the streets and enforce that feature. Damage dealt by spells or by magic effects are
the law on a more... personal basis. not maximized by this effect.

l.Aw DOMAIN SPELLS DIVINE STRIKE


Cleric Level Spells
At 8th Jevei you gain the ability to infuse your weapon strikes
l st command, hunter's mark with divine energy. Once on each of your turns when you hit a
3rd hold person, knock creature with a weapon attack, you can cause the attack to
deal an extra 1d8 damage of the same type dealt by the
5th speak with dead, slow
weapon to the target. When you reach 14th leve~ the extra
7th freedom of movement, locate creature damage increases to 2d8.
9th hold monster, planar binding
ULTIMATE AUTHORITY
BONUS PROFICIENCIES At 17th levei you become immune to charm and fear effects
while you are conscious. Additionally, whenever a creature
At 1st levei you gain proficiency with martial weapons and
within 10 feet of you attempts to target you with a frighten or
heavy armor.
charm effect, you may use your reaction to use your Lawful
Arrest against them, without expending a use of your
KEEPING THE PEACE Channel Divinity. You may only do this once per Jong rest.
From 1st levei you train in disabling and controlling enemies,
to better protect the innocent public. You learn maneuvers
that are fueled by special dice called superiority dice.
Maneuvers. You learn two maneuvers from the following
list: Disarming Attack, Distracting Strike, Goading Attack,
Maneuvering Attack, Pushing Attack, Rally, Sweeping Attack,
Trip Attack. You learn an additional maneuver at 10th level
Superiority Dice. You have two superiority dice, which are
d8s. A superiority die is expended when you use it. You
regain all of your expended superiority dice when you finish a
short or long rest.
Saving Throws. Some of your maneuvers require your
target to make a saving throw to resist the maneuver's effects.
The saving throw DC is equal to your spell save DC.

CHANNEL DIVINITY: LAWFUL ARREST


Starting at 2nd Jevei you can use your Channel Divinity to
restrain a creature for later judgement.
As an action, you present your holy symbol and invoke the
name of your god One creature of your choice within fifteen
feet must make a Dexterity saving throw, or be restrained for
1 minute. If the creature is prone, they have disadvantage on
this save. The creature may attempt a Strength saving throw
against your spell save DC at the end of each of its turns,
ending the effect early on a success.

C:R.EATED BY /ul.ANATHEMYS
MT IS LINEAGE 2 OONOEPT AllT (no.at NCSOFI)

AXD 111 of 233


DIVINE DOMAIN:
MADNESS
CLERIC DOMAIN OPTION

Manic devotion burning in his dark eyes, a dwarf


clad in black robes clutches a chained symbol of
Torog to his broad chest as he scouts a long-
abandoned mineshaft for signs of trouble. His
keen ears pick up a tell-tale scrabbling of claw on
stone - a kobold scout - and he wheels around to
meet the creature climbing into an ambush
position on an outcropping. Their eyes meet, and
the eyes of the kobold widen, its gaze utterly
blank. In a haze, the kobold wanders blunder-
ingly away from the dark dwarf, slowly back up
the tunnel to where the dwarf's kin lie in waiting. shadows of tree boughs, watching their party.
"Who said that?" clamors a town guard in a "Take a left, or is it a right?" he whispers into the
near shout, his sword halfway out of its sheath. mind of the war leader, "Oh well, take one, than
"Coward! Show your face! I'll have your head!" the other. One of them is bound to work out in
he raves, as his comrades quickly work to the end."
restrain him, exchanging worried glances. Ailments of the mind and sway over thoughts
Pressed up against a nearby wall, an inconspicu- come naturally to those with the Madness
ous female tiefling watches with a subtle smirk. domain. Though some may see them as fools,
"Your friends wish you harm," she continues in a lunatics, or cultists, clerics of a mad god can do
completely inaudible whisper, heard by none but much to inspire free thought or to inflame the
the frenzied guard, "You should do something passions of those around them, being as easily
about that." artists and savants as threatening psychotics.
Wandering through densest forest for hours Almost universally of a chaotic bent, clerics of
on end, a weary band of ores stumble to a halt. Madness can serve mad deities of all stripes,
Scarred by thorny underbrush and having lost from Cyric, Sheogorath, Torog, Khyber, Zygag,
several of their number to the local wildlife, and the Laughing God Who Has No Temples to
morale is running low, but the growling the myriad elder gods and great old ones who
insistence of their war leader has them press on. inhabit a space beyond sanity and the stars
None notice the old man in red hiding in the the themselves.

--
- - - - - - - - - --- -
AXD 112 of 233
M A D N ESS DO M AI N SPE LL S

Cleric Level Spells


l st dissonant whispers, Tasha's
hideous laughter
3rd crown of madness, suggestion
5th fear, hypnotic pattern
7th compu lsion, confusion
9th dream , modify memory

VOICES IN YOUR HEAD


When you choose this domain at 1st level, you
gain the m essage can trip if you don't already
know it. When using this cantrip, you may
modulate your voice to sound however you like,
as long as the message conveyed remains in a
la nguage you know.

EYES OF INSANITY
Also at 1st level, your crazed stare can drive
away those that would do you harm. As a bonus
action, you may force a creature within 30 fee t of
you to ma ke a Wis dom saving throw agains t
your spell save DC. If they fail, the crea ture
moves in a straight line in a direction of your
choosing, for a distance in feet equal to five
times your Wisdom modifier (minimum of 5
feet). This movement does not provoke opportu-
nity attacks, a nd stops when the target collides
with a n object or wall. If this movement would
cause the target to ente r into an area obviously
harmful to it, the target must first make an
addi tional Wisdom saving throw, entering the
area only if it fails. Creatures that are immune to
charm effects are immune to this abi lity.
You can use this feature a number of times
equa l to your Wisdom modifier (minimum of
once). You regain a ll expended uses when you
finish a long rest.

CHANNEL DIVINITY: Sow MADNESS


Starting at 2nd level, you can use your Channel
Divinity to inflict a target with madness. A target
within 30 feet must s ucceed on a Wisdom saving
throw agains t your spell save DC or suffer a con-
dition determined by rolling a 1d10 on the Sow
Madness tabl e. The rolled effect applies to the
target for one minute, or until they take damage.
Creatures that are immune to charm effects are
immune to this ability.

CHANNEL DIVINITY: BERSERKING


Beginning at 6th level, you can use your Cha nnel
Divinity to send one of your willing allies into a

AXD 113 of 233


Sow MADNESS

ldlO Effect
The creature retreats into its own mind and becomes para lyzed.
2 The creature becomes incapac itated and spends the duration screaming, laughing , or
weeping (your choice).
3 The creature becomes frightened of you and must use its action and movement each
round to flee from you. If the creature i s immune to being frightened, roll again.
4 The creature begins babbling and is incapable of norma l speech or spellcasting. If the
creature does not know at least one language, roll again.
5 The creature must use its action and movement each round to attack the nearest possible
creature other than itself.
6 The creature has v ivid ha l lucinations and has disadvantage on attacks and ab i lity checks.
7 The creature does whatever anyone te lls it that isn't obvious ly se lf-destructive. If given
conflicting orders, individuals ordering the creature must make a contested Charisma
(Persuasion) check. If the creature and you do not share a language, roll again.
8 The creature experiences an overpower i ng urge to spend its action each turn eating
something strange i n the present environment, such as dirt, slime, or offa l.
9 The creature is stunned, and stands drooling and staring vacantly.
10 The creature instantly passes out, and falls unconsc ious.

psychotic berserker rage. This rage lasts for up GATES OF MADNESS


to a minute, or until you end it as a bonus action. At 17th level, you gain knowledge of the spells
A character under the effect of this rage has ad- mass suggestion, symbol, feeblemind, and weird.
vantage on melee weapon attack rolls, and deals You add them to your list of domain spells. Like
ld8 extra weapon damage with their melee your other domain spells, they are always
weapon attacks, but must spend their movement prepared and count as cleric spells for you.
and action moving to and attacking the closest In addition, when you use your Sow Madness
available creature, regardless of whether it is feature, you may choose to cast it as an hour-
friend or foe. If a berserking character is unable long ritual on a humanoid of CR 6 or less,
to use a melee attack against a creature on their requiring both you and the target remain in one
turn, the character takes ld8 bludgeoning place and relatively motionless for the duration.
damage that may not be lessened or resisted in If you do, you choose the effect instead of rolling
any way as their muscles contort with fury and it, and the effect lasts for ldlO days and no
they madly gnash their teeth. A berserking char- longer ends due to damage. A creature that
acter may not cast spells, but may still freely use succeeds on its save against this may not be sub-
abilities and features such as Wild Shape, Divine ject to the ritual again for 24 hours.
Smite, maneuvers, or similar.
CREDITS:

POTENT SPELLCASTING Photoshop & design by /u/the_singular_anyone


Starting at 8th level, you add your Wisdom Visit WALROCK HOM EB REW for more!
modifier to the damage you deal with any cleric http://walrock-homebrew.blogspot.com
can trip. Art by Ivan Laliashvili, Wayne Reyno lds, Wee Lim,
and Adam Paquette
Thanks to the kind folks of reddit, to /u/Smyris for
their resource pack, and to /u/skybugl 2 for their
Photoshop guide!

AXD 114 of 233


.- -- ,,
... "".::......... -,
'\"'
.......
'\ ...
.'.
~ ,,,.,
~ ''"
f • ,

CLERIC
OCEAN DOMAIN
The clerics of the ocean follow powerful gods of the oceans and
waters. Umberlee, Habbakuk, Zeboim, Poseidon, or Sobek are a few
examples of Ocean gods that these clerics would follow. They believe
in the never e nding oceans, the sublimity of tides and the beauty of CHANNEL DIVINITY: OCEAN SURGE
the waters. These clerics feel most at home on a serene beach or a Beginning at 17th level, you are able channel your deity and create a
turbulent ship deck. massive whirlpool of water.
OCEAN DOMAIN SPELLS As a n action, you choose a point within 60 feet of you and cause
swirling waters to envelope an area 15 feet in radius from the chosen
Cleric Level Spells point. Each hostile creature within the area mus t s ucceed a Strength
1st Create or Destroy Water, Cure Wounds saving throw, taking 3d8 bludgeoning damage and becoming
3rd Calm Emotions, Prayer of Healing knocked prone on a failed save. All friendly creatures within the area
5th Water Breathing, Water Walk heal 3d8 hit points and if they a re prone, they can choose to stand up
7th Control Water, Ice Storm and end the condition. Creatures with a swim s peed automatically
9th Mass Cure Wounds, Cone of Cold s ucceed on the saving throw.

BLESSING OF THE TIDES


Starting when you choose this domain at 1st level, you can use your
action to touch a willing creature other than yourself to give it
advantage on Strength (Athletics) checks. This blessing lasts for 1
hour or until you use this feature again.

CHANNEL DIVINITY: CHARM AQUATIC LIFE


Starting at 2nd level, you can use your Channel Divinity to charm
aquatic and amphibious creatures.
As an action, you present your holy symbol and invoke the name
of your deity. One aquatic or amphibious creature that can see you
within 30 feet of you must make a Wisdom saving throw. If the
creature fails its saving throw, it is charmed by you for 1 minute or
until it takes damage. While it is charmed by you, it is friendly to you
and other creatures you designate.

ONE WITH THE WAVES


Beginning at 6th level, your defenses merge with the oceans to carry
you through the tides. You gain a swim speed of 50 feet.
In addition to this, your connection with the waters extends to the
animals found within the oceans. You gain the ability to cast the
Animal Messenger spell targeting only aquatic or amphibious
creatures.

DIVINE STRIKE
At 8th level, you gain the ability to infuse your weapon strikes with
divine energy. Once on each of your turns when you hit a creature
with a weapon attack, you can cause the attack to deal an extra ld8
cold damage. When you reach 14th level, the extra damage increases
to 2d8.

AXD 115 of 233


Prophecy Domain you know with a spell slot one level lower than what
would normally be required. 1st level divination spells
Unlike other cleric domains, the prophecy domain does become cantrips for you.
not belong solely to those gods who claim fate and
destiny as their spheres of influence. Although gods and
goddesses of fate and destiny do empower their clerics New Spells
with this domain just as often clerics are empowered by Embrace Destiny
a god who desires a prophet to spread his vision of the 1st-level divination
future in the world. Prophets dedicated to gods of other
spheres typically have their visions of the future colored Casting Time: 1 bonus action
by their gods more common domains while prophets of Range: self
gods of fate and destiny are more emotionally distant Components: V, S
and objective in their foretellings. Duration: concentration, up to 1 minute
Class: Bard, Wizard
Prophecy Domain Spells
Cleric Level Spells You look into the future and see a murky vision of things
1st embrace destiny, guiding bolt to come. When you cast this spell roll a d20 and record
3rd detect thoughts, see invisibility the number rolled. Before the duration of this spell is
5th bestow curse, clairvoyance over you can replace any attack roll, saving throw, or
ability check made by you or a creature that you can see
7th arcane eye, divination
with the foretold roll. You must choose to do this before
9th commune, dream
the affected roll is made. Once the foretold roll is used
Bonus Cantrip it is lost.
Starting at 1st level, you gain the guidance cantrip.

Oracle’s Burden
Starting at 1st level, you gain one of the following
burdens.
Clouded Eyes. Your eyes are clouded and milky. You
are blind and have a blindvision to a distance of 30 feet.
Venerable. Your oracular vision came with advanced
old age. Your maximum hit points are reduced by 1 hp
per level. Your Wisdom score increases by 2 and you
can use Ability Score Increase features to raise your
Wisdom to a maximum of 22.
Withered Hand. You have a withered hand. You have
disadvantage on any weapon attacks and ability checks
made with that hand and cannot carry a shield with it.
When you roll a 1 on a damage die for damage you are
dealing to a creature from a spell you can reroll the die
and must use the new roll, even if the new roll is a 1.

Channel Divinity: Prophetic Vision


Starting at 2nd level, you can use your Channel Divinity
to look into the near future and see the shape of things
to come. As an action you roll your Wisdom modifier
in d20s and record the results. Within the next ten
minutes you can replace any initiative roll, attack roll,
saving throw, or ability check made by you or a creature
that you can see with the foretold roll. You must choose
to do this before the affected roll is made. Once a
foretold roll is used it is lost.

Cryptic Advice
Starting at 6th level, as a bonus action you can give
a piece of cryptic advice to a creature you share a
language with. When that creature makes an attack roll,
saving throw, or ability check within the next hour they
can recall your cryptic advice to reroll the die, using the
second result instead. Once you have used this feature
you cannot use it again until you complete a short or
long rest.

Deadly Premonition
Starting at 8th level, the first time each round you miss Prophecy Domain by
with a melee or spell attack you can choose to reroll the /u/ coolgamertagbro
attack roll. You must use the second result.
Art Credits in Order of Appearance
Soothsayer’s Skill “Oracle” by Sickbrush
Starting at 17th level, you can cast any divination spells

AXD 116 of 233


DIVINE DOMAIN:
TECHNOLOGY
CLERIC DOMAIN OPTION

Humming an upbeat melody to himself as


he works, a fastidiously-groomed male
dwarf produces a small, potent flame from
his hand, using it to weld two adjacent sheets of
metal. He continues for an hour, humming all
the while, pouring over gears and mechanical
parts and assembling them, before letting loose
an intense jolt of energy from a powered gaunt-
let onto the assembled mass. Gears churn, joints
groan, and the assemblage clatters to life, small
glass eyes staring upwards at their master. As
the dwarf looks on expectantly, the clockwork find this wrench!" Within seconds, her fingers
creation focuses its lenses, and chirps, within the pocket brush against a cold, heavy
"OR-DERS, CRE-A-TOR?" steel handle. Her eyes widen as she retrieves the
A female human dressed in a greasy tunic and exact tool she sought, a sizable wrench for use in
slacks is occupied calibrating her crossbow. her latest creation. "Th-thanks, Good!" she man-
Tightening the crank and loading a bolt, she ages to proclaim.
fiddles with a small device and a few wires Science and progress are the driving force of
running from the stock up to the groove in which many empires, peoples, and ideologies, and it is
the bolt rests. The device crackles, shooting little wonder that many gods find the advance-
sparks, and lightning lances and arcs through ment of technology a suitable element for their
and around the head of the bolt. The human portfolio. Gods such as Erathis, Vulcan, Good,
appraises her improved weapon, finds it to her Murlynd, and Onatar all champion craftspeople
liking, and promptly moves on to the next and technology, encouraging mortals to utilize
project. both magic and material science to improve their
"I knew I left it somewhere!" frantically ex- lives and prospects. Clerics of these gods are
claims a female gnome in an oversized leather often craftspeople themselves, always tinkering
welding jacket and smock, "It has to be here!" and creating contraptions of gears and metal,
Rummaging through her supplies inevitably glass and lightning, to perform various tasks,
proving fruitless, she sighs, reaches deep within from improbable to impossible. A cleric of
a pocket and declares loudly, "By Good, help me Technology can find themselves anywhere on the

--
- - - - - - - - - --- -
AXD 117 of 233
alignment spectrum, depending on whom they hour of effort.
believe technology should benefit, and what they When you cast a spell with a range of touch, your
believe the role of technology to truly be. assistant can deliver the spell as if it had cast the
spell. Your assistant must be within 100 feet of
TECH NO LOGY Do MAIN SPELLS
you, and it must use its reaction to deliver the
Cleric Level Spel Is spell when you cast it. If the spell requires an
l st grease, shield attack roll, you use your spell attack modifier for
3rd heat metal, scorching ray the roll.
5th lightning arrow, lightning bolt Your assistant counts as a familiar for the pur-
7th dimension door, fabricate poses of the spell find familiar, and you may
9th transportation circle, wall of force never have more than one clockwork assistant
active at any one time.
MINOR SCIENCE
At 1st level, you gain knowledge of one of the fol-
CLOCKWORK ASSISTANT
lowing can trips: mage hand, mending, produce Tiny construct, lawful neutral
flame , or shocking grasp. Whenever you would
otherwise learn a cleric cantrip after 1st level, Armor Class 11
Hit Points 6 (2d4+ 1)
you can instead choose a cantrip from this list. Speed 25 ft.
Any cantrip you choose from this feature is a
cleric can trip for you. STR DEX CON INT WIS CHA
10 (+O) 8 (-1) 12 (+l ) 14 (+2) 9 (-1) 7 (-2)
You also gain proficiency with hand cross-
bows and heavy crossbows, as well as with one Skills Athletics +2, Insight+ l, Perception + l
set of artisan's tools or one skill from the Senses passive Perception 11
Languages Common
following: Arcana, History, or Insight. Challenge 0 (10 XP)

CLOCKWORK ASSISTANT Heavy Lifting. The clockwork assistant can carry 150 pounds of
equipment, and can push, pull, drag or lift 200 pou nds of
Also at 1st level, you may spend 1 hour and 10 weight, if these value s would be greater than the usual amounts
gold pieces worth of parts building a Clockwork provided by the assista nt's size and Strength score.

Assistant, a tiny mechanical creature loyal to you


whose game statistics may be found on this If your clockwork assistant is damaged, you can
page. This assistant acts independently of you, attempt to fully heal its hit points by spending
but it always obeys your commands. In combat, one minute repairing it. Make a Wisdom check,
it acts on your turn, taking its actions and move- adding your proficiency bonus if using a perti-
ment alongside your own. The assistant can't nent set of artisan's tools with which you are pro-
attack, but it can take other actions as normal. ficient, against a DC of 10. If successful, your
When your assistant drops to 0 hit points, it companion's hit points are fully healed. This
breaks into a pile of parts, from which you can check may be repeated, but each failure raises
construct another clockwork assistant with an the DC by 5 for the following hour.
Alternatively, using the mending cantrip on your
clockwork assistant will restore it to its full hit
points, without requiring a check.
,..,

AXD 118 of 233


CHANNEL DIVINITY: DIVINE TOOLBOX
Beginning at 2nd level, you can reach into a
pocket, pack, or satchel and use your Channel
Divinity and an object interaction to retrieve one
of the following items:

artisan's too ls (one set)


abacus
ball bearings (bag of 1,000)
bottle, small g lass
caltrops (bag of 20)
chalk, a piece of
crossbow bolts (bundle of 20)
crowbar
hammer
hunting trap
lantern (any variety)
lock, with key
m agn ifyi ng glass
mirror, steel
oil, small ja r fi ll ed with l pint
paper, five sheets
portable ram
rope, 50 feet of hempen

The item materializes by the will of your god,


and lasts until you take a short or long rest. You
may freely share this item with whomever you
please, but any attempts to sell this item or ex-
change it for favors or currency will cause your
god to immediately revoke the item, dissipating it
from existence.
At 6th level, if you have access to and profi-
ciency in the proper tools, you may make any of
these items in an hour-long ritual that consumes
the item's gold cost worth of materials. Used in
this way, this ability does not consume a use of
channel divinity, the item may be sold, and the
Gods of Technology are not present in every set-
item's duration is permanent.
t ing, though Technology clerics can be (with your
DM's approval, of course).
CHANNEL DIVINITY: TRANSFORM Perhaps you follow ancient, forgotten gods of a
Starting at 6th level, when a clockwork assistant bygone techno logical society, or perhaps you use
you control is within 100 feet of you, you can use science to epitom ize another god's domain, un-
your Channel Divinity to imbue it with the divine orthodox as that may be. As examples, a god of
powe r of technology as an action, transforming it Life could approve of making the inanim ate ani-
into a more useful form. Your assistant grows to mate, or a War god could empower you to create
an end less supply of mechanical combatants,
Small size, gains 10 maximum and current hit
while a Tempest god would likely smile on life
points, and receives two of the following proper-
forged from steel and lightning.
ties of your choice: Stranger still, perhaps your cleric follows no god,
Armored. Heavy armored pla ting is bolted but espouses worship of the concept of scientific
onto the outside of your assistant, increasing its reason. Whether or not such concepts would work
AC to 15. or fit within a setting is up to your DM, however,
Combat-Ready. You transform your assistant and a cleric without a god is a contentious (if not
to augment it for combat. Your assistant gains a outright non-existent) th ing in any setting.

- --- - - - - - - - - - - - ---
- --
AXD 119 of 233
Without the Mount property, your clockwork
assistant is sti ll able to pick up and carry you or
any other creature, as long as the weight is within
what the assistant can carry. However, such trans-
portation is incredibly awkward, and a non-mount
melee weapon attack, which makes attack rolls assistant moves at half its normal movement
with with your Wisdom modifier and proficiency speed while carrying a creature.
bonus, rather than its own statistics. This attack In such circumstances, your assistant is also
deals 1d6 plus your Wisdom modifier slashing, unable to use any flight speed it may possess.
piercing, or bludgeoning damage (choose when
you pick this property). Your assistant still may SCIENTIFIC ACCURACY
not use their action to attack, but you may At 8th level, you gain the ability to augment your
expend a bonus action on its behalf to have it spells and ranged strikes with a little technologi-
attack on your turn. cal know-how. Once on each of your turns when
Large. Your clockwork assistant grows even you hit a creature with a ranged weapon attack,
more massive than usual, and is considered you can cause the attack to deal an extra 1d8
Large size. The assistant gains a Constitution lightning damage. When you reach 14th level,
score of 14, and has 10 additional maximum and the extra damage increases to 2d8.
current hit points. If the assistant has an attack, In addition, when you succeed on a ranged
it does an additional 1d6 damage. spell attack with a cleric cantrip or successfully
Mount. Your assistant becomes more swift deliver a cleric can trip with a range of touch
and streamlined, perhaps with a saddle or open from your clockwork assistant, add your Wisdom
cockpit, and may be ridden if it is at least one modifier to any damage it deals.
size category larger than its rider. The assistant's
land movement speed becomes 60 feet, and it SI MULAC RA
gains a Strength score of 14. Starting at 17th level, you learn the spells
Rockets. Rockets deploy from your clockwork simulacrum and clone, which are always
assistant, giving it a flying speed equal to double prepared and count as domain spells for you.
its land movement speed. Creatures created by simulacrum are constructs
Shield. A reflective shield engulfs your assis- made of metallic parts rather than illusions
tant. It gains 20 temporary hit points, and has crafted of ice and snow.
advantage on Dexterity saving throws for as long Additionally, you may have up to two clock-
as it has temporary hit points from this feature. work assistants active at once, though you still
If your assistant also has the Mount property and may only have one transformed at any one time.
you are riding it, you may cause any damage that
you yourself would take to first be subtracted CREDITS:
from this total, before taking damage yourself Photoshop & design by /u/the_singular_anyone
from any remainder. Visit WALROCK HOMEBREW for more!
This transformation lasts for one hour, after http://walrock-homebrew.blogspot.co m
which your clockwork assistant assumes its
Art by Miguel Regod6n Harkness, Tyler Edlin,
usual form. Todd Lockwood, Eddie Mendoza, and Sam White
At 11th level, you may choose three properties
Thanks to the kind folks of reddit, to /u/Smyris
off this list when transforming your assistant. At
for their resource pack, and to /u/skybugl2 for
17th level, you may choose four properties. their Photoshop guide!

- --- - - - - - - - - - - - ---
-
AXD 120 of 233
CHANNEL DIVINITY:
TRAVELING COMPANION
Stutina .t lnd i--. JOG aoa w J'lllll' O.ann.J Di.rini\}'
lo """"bcnef\r::illl ....., with • tmdinc """'P"nj""
WbcnJDUcut aepcll ~a ein&tc: fricnd'7 craibn,
TRAVEL JOU can - JWl' Ch-nncJ llftoinity to ~ • eccoad friendly
c:reaturc ('mdudiaf JOll19df) in """" .,.;u, the - opcll. 'lb
DlVINB DOMAIN be cl;pble, a epe!l - b c inca1*dc of UqetiDfmono than
Gc..i.wbam: partfoUm lacJudo Ille 'Jmd dcxneb - oae ~at tbc epell.. cw=¢l-=1
fnclnd"lll Dc:ma, AnDdrw, Jlbarianlbn, lllld .Apa11o- lll'C
patroaa aflrawllani and~ wUti.r llir'- QI' land.
CHANNEL DIVINITY:
1md 1111118 llCDd thdrp:tml8 wudodnC ~ tbc DIVINE TRANsrosmoN
wartd u ltlm:raat ~cw •Cllidm ID dioecwbo n...i Slm1!q Ill 6th 1eoeJ. JOU cu ...JWl' c:buml dlltnl~ ID
tbc rcada, ma., wtld9, lllld . . . olU... wmld. ~ af tdepmt CW ID ft'llP poa!tkm• with alllca.
1md 1111118wamlilp at ...U roadlidc llcqilm ar llClf....tc /ta UI action, - C8D w )llXll' a...,,,el Dlolai~ ID lelcipmt
abriam .t loca!trwe kapmtam IDtlle ir...:IB I'll ID 30 feet to aa ...._....., Ill*"' that JOU cu w.
Alh n *""'cm'*"-'•-=withlam1111Ctllatla
TRAVEL DOlllAIN SPELLS _,.,~+ed~ 1" •Small or >(Mhnn c:n:a~ If that cn:ailun: la
wllla(. JOU bolb tdopart, -.pplaf plllza.
Cleric i.-1 Spell9
111: UJN1it1•111 rotl'Nf, '-ptriW DIVINE STRIKE
Jrd -'••r ,.,,, ,,,~., clJ1"11 N. lllb l""'1, ,.,. .... !bi: •bllll;J 1111 lllfuac JUUi' ........ lllrim
5th Ii.on•,,.,,......, ....~ wl6. cilrlae CllaV 0a= GD each af J'lllll' tmm wbmt.,... bit
• aailurewiih a~ -.:t, JOll cu c:auc !be -mto
7th ' i•H1t•i•1t loor, fn ....t ef ,,,0,,.lftHt deal .. - - ld6 damati: of !be ....... t.Jpc dealt l!J die - -
9th ulopoti•li•1t ol rwl•, . _ 1lri~• ID tlM: t!USt If JOU ...., 111 lcut 10 fcc:t from w~ JOU bcz1aa
J'OUI' tum. add,.._ Wladam modlllc:r ID tbla bmaaa. Wbt.a JOU
n:ad!. l41b i-1, tbe - daJule lacn:um ID :ld6.
BONUS PROFICIENCIES
Jd lat l""'1, ""' pin prdldmq la I.-1 lllld Wlllm DIVINE TEl..EPORTATION
Wilck:a. \bta .i.o -~la IWa af tlu: r..n-mc Stutina .. 17thl""'1, ...,-....,.... n:1cport..., .,.med
otilla af ,.._ clmlce: Albletlcll, AaJm.I ffendMn& Na!mc,
cwSunfnl. Al""""'• ofmOffJJJ- tor..,.,...- aJhor 8l'l'!wlnC atthldr
c1ea1ma11im. lbu .i.o p1n ""'~ 1n """'*" the 111111apatt
ttpell, . .,.,,. ,,.. _ , J'lllll' ramm..tty with the tartet ...
QUICKENED PACE Verr IWDlllar uni- it la a Palae Dl'lor!matl<m.
At ........,.... ..... b1-s wllh ~ed tnmol. '\\Im"
b a a a -apeed 19 laaeuad.., s feet Al 10th leooet
thla boau lnClwa to 10 6'et. Wblle l"l'l - mom'lled,
CREDITS
lfomebrar1" Jrleh'Bandlf:
JOlll' """"'' la &Loo aranlllJd tllla bobia Dim.,..... lllld Draaom 5th Bdillan by
Wlsud8 aftbc Cout
'I'buD to /r/UllCUtluoclArc:a ... fccdbaclr.
Pbotmllap template by {11/tK..Jlaaular. . _ . ,
-~bloppot.cam
Ari 1"Nimla SID!taa

AXD 121 of 233


DIVINE DOMAIN:
WINTER
CLERIC DOMAIN OPTION

The winds howl across a barren tundra, pulling


snow in cresting waves that sting the eyes and
bite the flesh. Nevertheless, a weathered male
human in tattered furs trudges through the white
wastes, apparently unhindered by the billowing
cold. His hands on his weapons, his eyes search
the tundra for signs of a monstrous yeti that has
been terrorizing a nearby village. Spying noth-
ing, he continues tracking his quarry, soldiering
on and vanishing into the whirling drifts of snow.
Long, flowing, pale and pristine hooded robe
draped to the ground, a stoic female half-elf
conjures a shard of ice in her grasp before
hurling it at an approaching goblin. Her eyes and life leave the world, and threats such as
burn with a cold power as she watches the icicle hungry predators and simple starvation loom
strike home, exploding into slivers that scythe ever larger as the temperature drops lower.
into the goblin's nearby friends. There is a subtle power in winter, however; a
A white-scaled female dragonborn, wreathed divine spark of silence and endings that many
in arctic furs, scowls as she wipes a snowball rightly respect and fear. Clerics with the Winter
from the crown of her horned head. Her domain foster this spark and use it to further the
companion, a female gnome sitting adjacent a aims of their gods or their chosen people. Winter
pile of snowballs, is doubled over, caught in a fit is a time of both cold brutality and togetherness,
of giggling. With a word and somatic gesture, the and Winter clerics often epitomize one or both of
dragonborn waves one claw and summons a trio these principles, leaving the dead to lie buried in
of floating snowballs, which she then directs to snowdrifts, or saving a village of people beset by
mercilessly pummel her now-squealing dark tidings. Gods and goddesses that have the
companion. Winter domain include Auril, Laufey, Odin, the
For many, winter is a dark time, when light Raven Queen, Skadi, Vatun, and Vogan.

AXD 122 of 233


WINTER DOMAIN SPELLS

Cleric Level Spells

1 st armor of agathys, ice knife*


3rd gust of wind, Snilloc's snowball
swarm*
Sth gaseous form , sleet storm
7th conjure minor elementals'~ *,
ice storm
9th cone of cold, control winds '~

~' t his spe l l is found in the Elemental Ev il


Player's Companion
~'* unless you recei ve this spell from anothe r
source, you may only use it to conjure Ice
Mephits

WINTER ACOLYTE
At 1st level, you begin to learn of the subtle, holy
might of winter, and of the power its magic con-
tains. You learn one cantrip out of eithe r frostbite
(El em ental Evil Player's Companion, page 18) or
ray offrost. Whenever you would otherwise
learn a cleric cantrip after 1s t level, you can
instead learn a can trip you have not already
chosen from this feature. Any cantrip you choose
from this feature is a cleric cantrip for you.
In addition, you take no penalties and suffer
no damage from cold environments or weather.

FROST'S FORTITUDE
Also at 1st level, winter's power grants you en-
durance and strength where others would fa lter.
When determining the AC you would receive
from medium armor, you may choose to use
your Wisdom modifier in place of your Dexterity
modifier. The maximum benefit you may receive
from your modifier is unchanged, however.
Additionally, you gain proficiency with
longswords, shortswords, war picks, and war-
hammers.

CHANNEL DIVINITY: COLD SNAP


Beginning at 2nd level, you can use your Cha n-
nel Divinity to wreath those who oppose you in
the fury of winter, instantly freezing them solid.
As an action, you may present your holy
symbol and call upon the wrath of your deity.
One crea ture within 60 feet of you must make a
Cons titution saving throw against your spell save
DC. If it fails, the creature becomes frozen, and
is restrained and unable to take actions or reac-
tions . The creature repeats this saving throw at
the end of each of its turns, and is frozen for one
minute or until it s ucceeds on this saving throw.

AXD 123 of 233


Creatures with immunity to cold damage are DIVINE STRIKE
not affected by this ability, and a creature with At 8th level, you gain the ability to infuse your
resistance to cold damage makes their saving weapon strikes with the frozen ire of your god.
throws with advantage when targeted by this Once on each of your turns when you hit a crea-
ability. ture with a weapon attack, you can cause the
You may instead choose to target an unat- attack to deal an extra 1d8 cold damage to the
tended object no larger than Medium size with target. When you reach 14th level, the extra
this ability. If you do, damage done to the object damage increases to 2d8.
deals its maximum possible value for a number
of rounds equal to your Wisdom modifier. BLIZZARD
Starting at 17th level, you can unleash the might
RIME of your deity in a powerful flurry of ice and snow,
Starting at 6th level, you can rime with frost engulfing your foes in a raging snowstorm. As an
those who would dare strike you or your allies. action you may begin concentrating and conjure
When a creature you can see within 30 feet of a blizzard, centered in a point you can see within
you attacks you or any other creature, you may 120 feet, which occupies a 40 foot tall cylinder
use your reaction to chill the attacking creature with a 30 foot radius. The area that the blizzard
with a torrent of arctic power, slowing their occupies is heavily obscured.
movements and draining their fortitude. Until Creatures starting their turn within the
the end of the affected creature's next turn, its blizzard (other than those you designate) must
movement speed is halved and the first Strength, make a Constitution saving throw against your
Dexterity, or Constitution saving throw the spell save DC. If a creature fails, it is subject to
creature makes is made with disadvantage. This your Rime feature without you expending any of
ability has no effect on creatures with immunity its uses. Creatures with resistance or immunity
or resistance to cold damage. to cold damage are not affected by Rime.
You can use this feature a number of times The blizza rd lasts for one minute, until you
equal to your Wisdom modifier (a minimum of lose concentration, or until you dismiss it as
once). You regain all expended uses when you no action. Once you use this ability, you
finish a long rest. require a long rest before you may use it again.

CREDITS:
Photoshop & design by /u/the_singu lar_anyone
Visit WALROCK HOMEBREW for more!
"::
http://walrock-homebrew.blogspot.com
Art by Darren Bartley, Emmanuel Shiu, Ted
Nasmith, Greg Opa linski, Fel ipe Escobar, and
Jakob Eirich
Thanks to the kind folks of reddit and tumblr, to
Lee Robins for the concept, to /u/Smyris for their
resource pack, and to /u/skybugl 2 for their
Photoshop guide!

AXD 124 of 233


AXD 125 of 233
- H EAllTH OF MOONUGHT AND SHADOW
At 6th levei home is wherever you set up camp. During a
short or long rest, you can invoke the shadowy power of the
Gloaming Court to ward your campsite from intruders. At the
start of the rest, you create an area with a 30-foot radius.
Within this area, you and your allies gain a +5 bonus to
Wisdom (Perception) checks to detect creatures, and any
light from open flames (campfire, torches, and the like) is not
visible outside the area. These effects end when the rest
finishes or when you leave the area.

HIDDEN PATHS
DRUID CIRCLES At 10th !eve~ you can use the hidden, unpredictable magical
At 2nd levei a druid gains the Druid Circle feature. Here are pathways that some fey use to traverse space in a blink of an
new options for that feature: Circle of Dreams, Circle of the eye. On your tum, you can teleport up to 30 feet to a spot you
Shepherd, and Circle of Twilight. can see. Each foot of this teleportation costs 1 foot of your
movement.
CIRCLE OF DREAMS You can also use this feature to teleport someone else. As
an action, you can teleport a willing ally you touch up to 30
Druids who are members of the Circle of Dreams hail from feet to a point you can see.
regions that have strong ties to the Feywild The druids' Once you use either option-teleporting yourself or an ally
guardianship of the natural world makes for a natural -you can't use that option again until ld4 rounds have
alliance between them and good-aligned fey. These druids passed
seek to fill the world with merriment and light. Their magic
mends wounds and brings joy to downcast hearts, and the PuRIFYING LIGHT
realms they protect are gleaming, fruitful places. At 14th levei the favor of the Summer Court allows you to
end spells that hamper you and your allies. When you cast a
BALM OF THE SUMMEB. COUB.T spell with a spe ll s lot and it restores hit points to you or an
At 2nd !eve~ you become imbued with the blessings of the ally this turn, you can s imultaneously target the healed
Summer Court. You are a font of energy that lends relief to creature with dispel magic, us ing a spell s lot with a level
weary feet and respite from injuries. You have a pool of fey equal to the s lot used to cast the healing spell
energy represented by a number of d6s equal to your druid You can use this feature three times, and you regain
level expended uses of it when you finish a long rest. If the healing
As a bonus action, you can choose an ally you can see spell targets more than one creature, you can use this feature
within 120 feet of you and spend a number of those dice on more than one at the same time, expending one use of it
equal to half your druid level or less. Roll the spent dice and per creature.
add them together. The target regains a number of hit points
equal to the total The target also gains 1 temporary hit point
per die spent, and its speed increases by 5 feet per die spent.
The speed increase lasts for 1 minute.
You regain the expended dice when you finish a long rest.

S U. ASSfS I DR D ORC J;;,C.


45
AXD 126 of 233
Hawk. The hawk spirit is a consummate hunter, marking
your enemies with its keen sight. You and your allies gain
CIRCLE OF THE SHEPHERD advantage on ranged attack rolls against targets in the
Druids of the Circle of the Shepherd commune with the spirit's aura.
spirits of beasts. While these druids recognize that all living Wolf. The wolf spirit lends you and your allies its precise
things play a role in the natural world, they focus on senses, while your magic works to benefit the members of
protecting animals. Shepherds, as they are known, see beasts your pack. You and your allies gain advantage on all ability
as their charges. They ward off monsters that threaten checks made to detect creatures in the spirit's aura. In
natural creatures, rebuke hunters who kill more prey than addition, if you cast a spell with a spell slot that restores hit
necessary, and prevent civilization from encroaching on points to anyone inside or outside the aura, each of your
habitats and paths needed for animal migrations. Many of allies in the aura also regains hit points equal to your druid
these druids are happiest far from cities and towns, content level
to spend their days in the company of wild animals. The spirit persists for 1 minute. Once you use this feature,
you can't use it again until you finish a short or long rest.
S PIJUTBOND
Starting at 2nd levei you gain the ability to call forth animal B EAST SPEECH
spirits and use them to influence the world around you. As a At 2nd leve~ you gain the ability to converse with be as ts.
bonus action, you magically summon a Medium spirit to an Beasts can understand your speech, and you gain the ability
unoccupied space you can see within 60 feet of you. The to decipher their noises and motions into recognizable words
spirit creates an aura in a 30-foot radius around it, it doesn't and phrases. Most beasts lack the intelligence to convey or
occupy its space, it is immobile, and it counts as neither a understand sophisticated concepts, but a friendly beast could
creature nor an object. relay what it has seen or heard in the recent past.
The nature of the aura depends on the type of spirit you This ability does not grant you any special friendship with
choose to summon: beasts, though you can combine this ability with gifts and
other favors to curry favor with them as you would any other
Bear. The bear spirit grants you and your allies its might and
nonplayer character.
endurance. You and your allies who are in the aura w hen
the spirit appears each gain temporary hit points equal to 5
+ your druid level In addition, you and your allies gain MIGH'IY SUMMONEJt
At 6th levei you gain the ability to conjure forth powerful
advantage on Strength checks and Strength saving throws
animals. Any beast summoned or created by your spells gains
while in the aura.
two benefits. Its hit point maximum increases by 2 per Hit
Die, and the damage from its natural weapons is considered
magical for the purpose of overcoming immunity and
resistance to nonmagical attacks and damage.

GU.AltDIAN SPIJUT
At 10th leve~ you gain the services of a spirit that watches
over you and protects you from harm. Whenever you finish a
long rest, you gain the benefits of a death wa.rd spell. The
spell's duration is extended to 24 hours.

AXD 127 of 233


PATHS OF THE DEAD
FAITHFUL SUMMONS At 14th leveL your mastery of death allows you to tread the
Starting at 14th !eve~ the bestial spirits you commune with paths used by ghosts and other spirits. Using this feature, you
protect you when you are vulnerable. If you are reduced to 0 can cast etherealness. Once the spell ends, you can't cast it
bit points or are incapacitated against your wilL you can with this feature again until you finish a short or long rest.
immediately gain the benefits of conjure animals as if it was
cast with a 9th-level spell slot. It summons four beasts of your
choice that are challenge rating 2 or lower. The conjured
beasts appear within 20 feet of you. If they receive no
commands from you, they protect you from harm and attack
your foes. The spell lasts for l hour.
Once you use this feature, you can't use it again until you
finish a long rest.

CIRCLE OF TWIUGHT
The Circle of 1\vilight seeks to exterminate undead creatures
and preserve the natural cycle of life and death that rules over
the cosmos. Their magic allows them to manipulate the
boundary between life and death, sending their foes to their
final rest while keeping their allies from that fate.
These druids seek out lands that have been tainted by
undeath. Such places are grim and foreboding. Once vibrant
forests become gloomy, haunted places devoid of animals and
filled with plants dying a s low, lingering death. The Circle of
Twilight goes to such places to banish undeath and restore
life.

~VEST'S SCYI'BE
Starting at 2nd ! eve~ you learn to unravel and harvest the life
energy of other creatures. You can augment your spells to
drain the life force from creatures. You have a pool of energy
represented by a number of d l Os equal to your druid level
When you roll damage for a spelL you can increase that
damage by spending dice from the pool You can spend a
number of dice equal to half your druid level or less. Roll the
spent dice and add them to the damage as necrotic damage.
If you kill one or more hostile creatures with a spell
augmented in this way, you or an ally of your choice that you
can see within 30 feet of you regains 2 hit points per die
spent to increase the spell's damage, or 5 hit points per die if
at least one of the slain creatures was undead
You regain the expended dice when you finish a long rest.

S PEECH BEYOND THE Gll.AVE


At 6th leveL you gain the ability to reach beyond death's veil in
search of knowledge. Using this feature, you can cast speak
with dead without material components, and you understand
what the target of this casting says. It can understand your
ques tions, even if you don't share a language or it is not
intelligent enough to speak.
Once you use this feature, you can't use it again until you
finish a short or long rest.

WATCHEJt AT THE TBUSHOLD


At 10th leveL you gain resistance to necrotic and radiant
damage. In addition, while you aren't incapacitated. any ally
within 30 feet of you has advantage on death saving throws.

AXD 128 of 233


NATU:.RAL SELECTION
DRUID CIRCLES At 10th levei your animal companion gains one of the
following traits, if it doesn't have it already. If your companion
CIR.CLE OF THE BEAST dies and you bond with a new one, you may select a different
Circle of the Beast druids share a deep love and respect for trait for it.
the beasts of the wild When initiating into the circle, they Dark.vision. Your companion gains darkvision 60ft.
bond with a life-long animal companion. Their companions Burrow Speed Your companion gains a burrow speed of
are often an extension of themselves as well as their physical !Oft.
and emotional connection to nature. &sistance. Choose acid, cold, fire, lightning, necrotic, or
poison. Your companion gains resistance to the selected
ANIMAL COMPANION damage type.
When you choose this circle at 2nd levei you gain a beast Pack Thctics. Your companion gains advantage on an
companion that accompanies you on your adventures and is attack roll against a creature if at least one of your allies is
trained to fight alongside you. Choose a beast that is no within 5 feet of the creature and the ally isn't incapacitated
larger than Medium and that has a challenge rating of 1/4 or &lentless. If your companion takes your druid level or
lower. Add your proficiency bonus to the beast's AC, attack less damage that would reduce it to 0 hit points, it is reduced
rolls, and damage rolls, as well as to any skills and saving to 1 hit point instead This can only be used once and
throws it is proficient in. Its hit point maximum is equal to its recharges on a short or long rest.
normal maximum plus four times your druid level It gains a R.ampage. When your companion reduces a creature to 0
number of hit dice equal to your druid level appropriate for its hit points with an attack on its turn, it can move up to half its
size (see the Hit Dice by S ize table in the Monster Manual~ speed and make a single attack.
which you can choose to spend during a short rest to heal it. Pounce. If your companion moves at least 20 feet straight
It regains these hit dice when you take a long rest. toward a creature and hits it with a melee attack on the same
The beast obeys your commands as best as it can. It takes turn, the creature must make a DC 8 +your proficiency
its turn on your initiative, though it doesn't take an action bonus+ your pet's Strength modifier Strength saving throw
unless you command it to. On your turn, you can verbally or be knocked prone. If the target is knocked prone, your
command the beast where to move (no action required by companion can make a single melee attack against it.
you~ You can use a bonus action to verbally command it to
take the Attack, Dash, Disengage, Dodge, or Help action. If FIGHT& ONE
you are incapacitated, the beast will do its best to defend you When you reach 14th levei when you cast a spell or make an
and itself from hostile creatures, but otherwise takes no attack, your companion can make an attack against a
actions. creature targeted by that spell or attack as a part of that
Your companion is considered to be trained to accept you action.
as rider and may be controlled by you when mounted in In addition, when you and your companion can see each
combat. other, you gain advantage on saving throws to resist or
Ir the beast dies, you can obtain another one by spending 8 overcome being charmed or frightened
hours magically bonding with another beast that isn't hostile
to you, either the same type of beast as before or a different
one.

NATUJt.E' S BOND
When you gain your animal companion at 2nd levei you can
cast the spell beast bond on it as a ritual At 3rd levei you can
cast beast sense. You do not need to have these spells
prepared to cast them as rituals on your animal companion.
Additionally, at 5th levei your bond to your companion
allows you cast revivify on it. You always have this spell
prepared and it does not count against the number of spells
you can have prepared each day. This spell has no effect if
cast on a creature other than your animal companion.

COMPANION WILD SHAPE


Starting at 6th levei you may touch your companion to use
your Wild Shape to shape shift it into a form of your
choosing. You may choose any form that obeys the druid Wild
Shape limitations or to enhance its current form as if it were
under the effects of enlarge. Your companion follows the
rules for Wild Shape while it is transformed

CREDITS
Homebrewery Template by stolksdorf
(bomebrewery. naturalcrit.com)
Art by Eva Widermann

AXD 129 of 233


S PRINC
Druid Circles Druid Level Circle Spells
Druids have the following Druid Circle options, in addition to 3rd misty step, skywrfte
those in the Player's Handbook.
5th plant growth, water breathing

Ci re I e of Seasons 7th control water, storm sphere

The Circle of Seasons is made up of druids who study and 9t h commune with nature, control winds
connect themselves to the weather and its patterns. As a
member of this circle, your magic is influenced by the climate SUMMER
throughout the year, shifting and changing with the seasons. Druid Level Circle Spells
3rd burning hands. skywrfte
Bonus Cantrip
When you choose this circle at 3rd levei you gain the 5th scorching ray. water breathing
druidcraft cantrip. 7th storm sphere, wall of fire
9th control winds, immolation
Circle Spel Is
Your mystsical connection to the climate infuses you with the
ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you AUTUMN
gain access to circle spells connected to the season which Druid Level Circle Spells
you were initiated into this circle, or the current season 3rd gust of wind, warding wind
which you chose this circle at 2nd level Choose a season -
5th feign death, wind wall
spring, summer, autumn, or winter - and consult the
associated list of spells. 7th freedom of movement, stone shape
Once you gain access to a circle speti you always have it 9th cone of cold, control winds
prepared, and it doesn't counst against the number of spells
you can't prepare each day. If you gain access to a spell that
WINTER
doesn't apear on the druid spell list, the spell is nonetheless a
druid spell for you. Druid Level Circle Spells
Some circle spells are found in the Elemental Evil Player's 3rd gust of wind, snilloc's snowball swarm
Companion.
5th feign death, sleet storm
7th freedom of movement. ice storm
Art by Nele Diel. Deviant Art. Nelediel.com.
9th cone of cold, control winds

AXD 130 of 233


SeasonalAttunement Autumn You gain resistance to cold and necrotic damage
Starting at 2nd levei once you finish a long rest, you attune and you gain the frostbite cantrip. In addition, you
yourself to the local climate. If the climate is of a different have advantage on saving throws against magic.
season than the one you are currently attuned to, you switch Winter You gain resistance to cold and necrotic damage
the circle spells, and you gain certain benefits based on the and you gain the rayoffrostcantrip. In addition,
climate and your druid level You must perform this switch. whenever you deal cold damage with a druid
When you reach 14th leve~ you learn a ritual that can cantrip, you deal extra cold damage equal to your
change the weather in a radius of 1 mile from you for 1 day. Wisdom modifier on a hit.
This ritual takes one hour to perform, at the end of which you
can immediately attune yourself to the season you created 10rH LEVELATTUNEMENT
You can perform this ritual once until you finish a long rest. Season Benefits

2ND LEVELATTUNEMENT Spring When you hit a creature with shocking grasp on
your turn, you can expend a spell slot of 1st-level
Season Benefits or higher to charge the spell for a more
Spring You gain the control water cantrip. devastating shock. It must succeed on a
Constitution saving throw or be stunned until the
Summer You gain the control flames cantrip. start of your next turn.
Autumn You gain the gust cantrip. Summer Creatures have disadvantage on saving throws
against your summer circle spells.
Winter You gain the frostbite cantrip.
Autumn Creatures have disadvantage on saving throws
6TH LEVEL Arru N EM ENT against your autumn circle spells.
Season Benefits Winter Difficult terrain in snow doesn't cost you extra
movement, and creatures have disadvantage on
Spring You gain resistance to lightning and thunder saving throws against your winter circle spells.
damage. In addition, you gain the shocking grasp
cantrip and you can cast it at a range of 30 feet,
shooting a bolt of lightning from your hand. Also, 14TH LEVEL ATTUNEMENT
when you deal lightning damage with a druid Season Benefits
cantrip on your turn, you deal extra lightning
damage equal to your Wisdom modifier. Spring You are immune to lightning and thunder
damage.
Summer You gain resistance to fire and radiant damage. In
addition, whenever you deal fire damage with a Summer You are immune to fire and radiant damage.
druid cantrip, you deal extra fire damage equal to Autumn You are immune to cold and necrotic damage.
your Wisdom modifier.
Winter You are immune to cold and necrotic damage.

AXD 131 of 233


AXD 132 of 233
x Basic: 100 GP and 1 day of work
Martial Archetypes x Apprentice: 200 gp and 3 days of work
Different fighters choose different approaches to perfecting x Journeyman: 300 GP and 5 days of work
their fighting prowess. The martial archetype you choose to x Master: 400 GP and 1 week of work
emulate reflects your approach.
x Legendary: 500 GP and 2 weeks of work

Armiger When you learn a new crafting technique, you may


In the intense, violent schoolroom that is the battlefield, apply it to one Well-fitted suit immediately, at no cost,
warriors have learned a great many lessons: the importance though you must still pay for any additional materials
of tact and timing, the necessity of speed, and value of required in the Technique description, if any.
cunning. Yet above all these lessons, one stands triumphant Saving Throws. If an effect of wearing your Well-Fitted
in its importance and utter simplicity: skin is both soft and Suit calls for a saving throw, the saving throw DC is
weak, and does little to stop an axe head. calculated as follows:
Because of this, man developed armor. It is this tool of
Armiger save DC = 8 + your proficiency bonus + your
combat that the Armiger specializes in, both in its use and
Intelligence modifier
in its creation. With your skin of steel and your shield in
hand, you stand between your allies and certain destruction. Shining Armor
Starting at 7th level, when you roll initiative, the first
Well-Fitted Suit hostile creature that sees you wearing your Well-Fitted Suit
When you select this archetype at 3rd level, you begin to
(or the nearest hostile creature, if multiple creatures can see
learn the intricacies of armor craftsmanship. You can
you) must make a Wisdom saving throw. On a failure, the
convert a medium or heavy suit of armor into a Well-Fitted
creature has disadvantage attacking any target other than
Suit of armor. This particular suit of armor is fitted to your
you for up to 1 minute. At the end of each of its turns, an
exact specifications, and can only be worn proficiently by
affected target may repeat this saving throw, ending the
you. Your Well-Fitted Suit gains a +1 magical bonus to AC
effect on a success. The effect also ends if you are knocked
(or increases it's bonus by +1, to a maximum of +3), and
unconscious or the target loses sight of you. Any creature
the armor's Strength requirement is lowered by y 1.
that succeeds this saving throw cannot be affected by this
Additionally, a Well-Fitted Suit of armor
rmor may be donned
ability again for
and doffed in 1/10 of the time. Shouldld you lose your Well-
24 hours.
Fitted Suit or should you wish to fit another suit, you may
do so with 24 hours of work and costs ts 100 gp worth of
materials.

Metallurgy
At 3rd level, you gain proficiency
with Blacksmith's tools. Additionally,y, you unlock some
great technique of forging that you can use to upgrade your
armor. At 3rd level, you learn three Crafting Techniques,
and two additional techniques at levelel 7, 10, 15, and 18.
You keep your knowledge of techniques ques in a special
crafting manual. You may learn new w techniques through
smen; doing so requires
adventuring and meeting other craftsmen;
you to spend time and gold as if you were copying spells
into a spellbook (assume Basic Techniques
hniques are level 1
evel 2, etc.).
spells, Apprentice Techniques are Level
Crafting Techniques are separated into 5 levels: Basic,
Apprentice, Joruneyman, Master, and d Legendary. Unless
otherwise noted, a given suit may only
nly have one of each
ying a crafting
type of technique applied to it. Applying
technique to a suit requires time, tools,
ls, and the appropriate
materials:

AXD 133 of 233


Crafting Techniques
Basic Techniques
Boot Springs
You install a pair of high-tension springs in the boots of
your armor. While wearing your well-fitted suit, you may
use a bonus action to triple your Jump distance for that
turn, and your jump distance is not limited to your
movement speed. Your suit must be light or medium armor
to accept Boot Springs.

Hooked
You add a series of discrete, retractable hooks to the
gauntlets and boots of your armor. While wearing your
Well-Fitted Suit, You gain a climb speed equal to your
movement speed. Your suit must be light or medium armor
Wall of Iron to accept this upgrade.
Starting at 10th level, as a reaction, you can move up to
half your movement speed and interpose yourself between Modular
a willing ally and an attack or damaging effect that you can You alter your Well-Fitted Suit to be adjustable on the fly.
see, either stepping in front of an ally or pushing that ally 5 As an action, you may readjust, remove, or attach parts of
feet. If you block an attack, the attack now targets you your armor; doing so allows you to shift your suit between
instead, and your ally is unaffected. If you block a light (studded leather), medium (half plate), or heavy (full
damaging effect, you take on the whole effect, though you plate) armor forms.
are allowed a saving throw. Your ally is unaffected, even if You may apply additional crafting techniques to a
it is still within the area of the effect. modular suit. One of the forms maintains this technique,
and the other forms are upgraded as if they were separate
Craftman’s Eye suits. Applying this technique to any type of armor other
Starting at 15th level, as an action, you can make a single
than Full Plate requires additional materials: 1500 GP if the
melee attack against a creature that you can see wearing
suit is Light armor, 1000 GP if the suit is medium, and 500
manufactured armor. On a hit, the target must make a
GP if the suit is heavy.
Dexterity saving throw or attacks made against it have
advantage until it removes that suit of armor. At the end of Spiked
each of the creature's turns, the target may repeat this You add a layer of retractable spikes onto the knees,
saving throw, ending the effect on a success. shoulders, gauntlets, helmet, and boots of your armor.
Additionally, you can spend 10 minutes to reinforce an While wearing your Well-Fitted Suit, your unarmed strikes
ally's suit of armor. While reinforced, this armor negates deal 1d4 bludgeoning or piercing damage. Your suit must
the first critical hit received by its wearer, turning it into a be medium or heavy armor to accept this upgrade.
normal hit. After this attack, the armor is no longer
reinforced.
Retractable Shield
You install a retractable shield into one of your bracers. As
Master Craftsman a bonus action, you may deploy or retract your shield. You
At 18th level, you learn to craft adamantine armor, mithral may enchant this shield or install any other magic shield in
armor, and dragonscale armor. Doing so requires 1 week its place. Your suit must be medium or heavy armor to
of time and 500 gold (for mithral or adamatine) or 5000 accept this upgrade.
gold (for dragonscale) in special tools and raw materials,
plus the cost of the suit of armor. Adamantine and mithral
armor may be any form of medium or heavy armor, and
dragonscale may be any form of light or medium armor.

AXD 134 of 233


Apprentice Techniques Juggernaut Plating
Prerequisite: 7th level
Adamantine Plating You install a set of heavy shoulder plates and a reinforced
Prerequisite: 7th level
helmet on your armor, turning you into a veritable battering
Your Well-Fitted Suit gains the abilities of a suit of ram. While wearing your Well-Fitted Suit, you may, as an
adamantine armor. You may not apply this and the Mithral action, move up to your speed towards an inanimate object
Plating technique to the same suit. Your suit must be (this includes buildings, walls, gates, etc.). At the end of
medium or heavy armor to accept Adamantine Plating. this movement, you hit the object, dealing 3d6 + twice your
Bladed Armor level bludgeoning damage which ignores the object's
Prerequisite: 7th level damage threshold. Your suit must be heavy armor to accept
You install a pair of retractable blades on the bracers of Juggernaut Plating.
your Well-Fitted suit. Your blades are light, finesse Mithral Plating
weapons that deal 1d8 slashing or piercing damage. You Prerequisite: 7th level
cannot be disarmed of these blades, and you have Your well fitted suit gains the abilities of a suit of mithral
advantage on Sleight of Hand checks made to conceal these armor. You may not apply this and the Adamatine Plating
blades. You may replace either of these blades with the technique to the same suit. Your suit must be medium or
blade of any magical sword, or have one or both blades heavy armor to accept Mithral Plating.
enchanted. You may hold or otherwise manipulate a
weapon, shield, or other object on the same arm as your Reinforced
arm blade, though you may not attack with your arm blade Prerequisite: 7th level
P
and use an object or Y
You learn how to increase the toughness of your steel.
weapon held in While wearing your Well-Fitted Suit, you reduce all non-
W
that hand on the m
magical slashing, piercing, or bludgeoning damage by 2
same turn. points. This reduction does not stack with any other form of
p
d
damage reduction, including resistance. You suit must be
medium or Heavy armor to accept this upgrade.
m

JJourneyman Techniques
Darksteel Plating
D
Prerequisite: 10th level
P
Y
You learn how to blend darkstone, stone infused with
necrotic energy, into your steel. You gain resistance to
n
n
necrotic and radiant damage while wearing your well fitted
ssuit. Your suit must be heavy armor to accept Darksteel
Plating.
P

Deep Crystal Studding


D
Prerequisite: 10th level
P
Y
You learn how to stud your underlying leather with deep
ccrystal, crystal infused with latent psychic energy. You gain
rresistance to force and psychic damage while wearing your
w
well fitted suit. Your suit must be light or medium armor to
aaccept Deep Crystal studding.

Durable Plating
D
Prerequisite: 10th level
P
The magical AC bonus of your Well-Fitted Suit increases
T
b
by 1, to a maximum of +3.

AXD 135 of 233


Installed Crossbow Master Techniques
Prerequisite: 10th level
You attach a hand crossbow and loading mechanism to a
Aquatic Plating
Prerequisite: 15th level
gauntlet on your well-fitted suit. This hand crossbow deals
1d6 damage, and ignores the loading property, allowing You learn how to blend water elemental essence into your
you to make as many attacks as you have with it each turn. armor, allowing your armor to move effortlessly in the
You have advantage on Sleight of Hand checks to conceal water. While wearing your Well-Fitted Suit, you gain a
this crossbow. Should you wish to, you may replace this swim speed equal to your movement speed, you gain
installed crossbow with any magical light or hand resistance to cold damage, and you can breathe underwater.
crossbow, or you may have it enchanted. You may hold or Cushioning Underlay
otherwise manipulate a weapon, shield, or other object on Prerequisite: 15th level
the same arm as your Installed Crossbow, though you may You learn to pad your armor with owlbear down in just the
not attack with your Installed Crossbow and use an object right spots to resist damage from falling. While wearing
or weapon held in that hand on the same turn. your Well-Fitted Suit, you are immune to falling damage,
Installed Wand and you gain resistance to bludgeoning damage.
Prerequisite: 10th level
Dragon Scale Underlay
With a bit of assistance, you learn how to install a Prerequisite: 15th level
functional wand in one of the arms or in a special casing on You learn how to best utilize dragon scale in the production
the shoulder of your armor. While wearing your well fitted of heavier armors. Select two damage types (acid, fire,
suit, you gain access to two cantrips. These may be selected lightning, poison, thunder): While wearing your Well Fitted
from either the wizard, sorcerer, or warlock spell list, and Suit, you gain resistance to each of those damage types.
your spellcasting modifier for these cantrips is Intelligence.
You may replace this wand with another magic wand of Living Wood Underlay
any sort. Prerequisite: 15th level
You may apply this technique to a single suit multiple You apply a thin layer of living wood to the underside of
times, up to three. your armor's plating. This wood seeps a restorative sap into
your skin. As long as you are wearing your Well-Fitted
Magnetic Plating Suit, while you are below half your HP maximum and you
Prerequisite: 10th level
have at least 1 HP, you gain 1 HP at the start of each of
You learn to blend lodestone into your armor plating, all your turns.
the better to draw enemy attacks to your impenetrable shell.
While wearing your well-fitted suit, any ranged weapon Molten Plating
attacks made with metallic ammo (arrowheads, metallic Prerequisite: 15th level
sling bullets, javelins, etc.) or melee weapon attacks that You learn how to blend fire elemental essence into your
target a creature within 10 feet of you instead target you. A steel, seeping heat into your attacks and providing you
creature wielding a metallic weapon may make a Strength protection from the same. While wearing your Well-Fitted
save to target someone else. Your own attacks are not Suit, you gain resistance to fire damage, and your attached
affected by your Magnetic Plating. Your suit must be heavy weapons deal an additional 1d6 fire damage per strike.
armor to accept Magnetic Plating.
Windswept Plating
Second Skin Prerequisite: 15th level
Prerequisite: 10th level You learn to blend air elemental essence into your steel,
You learn how to craft your armor to be breathable, light, allowing your armor to nearly float in the air and move
and flexible, without compromising its protective ability. swifter than the wind. While wearing your Well-Fitted Suit,
Your well-fitted suit's maximum Dexterity bonus increases your base speed increases by 10 feet, and you gain the
by 1, it no longer applies disadvantage on skill checks, and ability to fly at your normal movement speed. You must
no longer imposes any penalty for sleeping in it. You suit start and end your flight on solid ground; otherwise, you
must be medium armor to benefit from this upgrade. immediately fall. You suit must be light or medium armor
to accept Windswept Plating.

AXD 136 of 233


Legendary Techniques
Immortal Plating
Prerequisite: 18th level
You learn how to blend celestial essence into your steel;
this essence knits your wounds back together, at a very
alarming rate. While wearing your Well-Fitted Suit, while
you are below half health and you have at least 1 HP, you
heal 4 HP at the beginning of each of your turns. This
stacks with the bonus from Living Wood underlay

Impenetrable Plating
Prerequisite: 18th level
The magical AC bonus of your Well-Fitted Suit increases
by 1, to a maximum of +3.

Invincible Plating
Prerequisite: 18th level
You learn how to blend in Earth Elemental essence into
your steel, making your armor nigh indestructible to certain
forms of strikes. Select either bludgeoning, piercing, or
slashing damage. While wearing your Well-Fitted Suit, you
are immune to that type of damage. You suit must be heavy
armor to accept Invincible Plating.

AXD 137 of 233


You can make this special attack even if you have already
KNIGHT
expended your reaction this round, but not if you have already
The Knight is a colossus on the battlefield who can shrug off used your reaction this turn. You can make this attack three
attacks and protect allies from harm. Knights fight from the times, and you regain all expended uses of it when you finish
saddle when they can, and in combat they are expected to a short or long rest.
seek out and lock down the mightiest of the enemy's forces.
On adventures, they are the armored bulwark that strives to NOBLE C.AV.AIJlY
keep the rest of the party safe. At 7th level you gain proficiency in two of the following skills
of your choice: Animal Handling, History, Insight, Persuasion,
BOJt.N TO THE SADDLE or Religion. Alternatively, you learn one language of your
Starting at 3rd level mounting or dismounting a creature choice.
costs you only 5 feet of movement, rather than half your
speed In addition, you have advantage on saving throws HOLD THE LINE
made to avoid falling off your mount. [f you fall off it, you can At 10th level you master the ability to harass and slow your
automatically land on your feet if you aren't incapacitated and enemies. As a reaction when a creature moves at least 1 foot
you fall less than 10 feet. within 5 feet of you, you can make one melee weapon attack
against that creature. If you hit, the attack's weapon deals
IMPLACABLE MAJnt extra damage to the target equal to half your fighter level and
At 3rd level you excel at foiling attacks and protecting your the target's speed is reduced to 0 until the end of this turn.
allies by menacing your foes. When you hit a creature with a
melee weapon attack, the target is marked by you until the RAPID STll.IKE
end of your next turn. A creature ignores this effect if the Starting at 15th level you learn to trade accuracy for swift
creature can't be frightened strikes. If you have advantage on a weapon attack against a
The marked target has disadvantage on any attack roll target on your turn, you can forgo that advantage to
against a creature other than you or someone else who immediately make an additional weapon attack against the
marked it. same target as a bonus action.
If a target marked by you is within 5 feet of you on its turn
and it moves at least 1 foot or makes an attack that suffers DEFENDEJt.'S BLADE
disadvantage from this feature, you can make one melee At 18th level you respond to danger with extraordinary
weapon attack against it using your reaction. This attack roll vigilance. You can use your reaction for an opportunity attack
has advantage, and if it hits, the attack's weapon deals extra even if you have already expended your reaction this round,
damage to the target equal to your fighter level but not if you have already used your reaction this tum.
In addition, you gain a +1 bonus to AC while wearing heavy
armor.

AXD 138 of 233


AXD 139 of 233
• If you make an unarmed strike as part of the Attack action
on your turn and a re holding a ke nsei weapon, you can
MONASTIC TRADITIONS use that weapon to defend yourself. You gain a +2 bonus to
At 3rd !eve~ a monk gains the Monastic Tradition feature. AC until the start of your next turn while you are not
Here are new options for that feature: the Way of the Kensei incapacitated and the weapon is in your hand
and the Way of Tranquility.
ONE WITH THE BLADE
At 6th !eve~ you extend your ki into the weapons you hold,
WAY OF THE KENSEI
granting you the following benefits.
Monks of the Way of Kensei train relentlessly with their Magic Weapoll8. Your attacks with your kensei weapons
weapons, to the point that the weapon becomes like an count as magical for the purpose of overcoming resistance
extension of the body. A kensei sees a weapon in much the and immunity to nonmagical attacks and damage.
same way a painter regards a brush or a writer sees Precise S trike. You can focus your attention on a single
parchment, ink, and quill A sword or bow is a tool used to target in battle to understand and overcome its defenses. As a
express the beauty and elegance of the martial arts. That bonus action, pick one creature you can see within 30 feet of
such mastery makes a kensei a peerless warrior is but a side you. The next weapon attack you make against that creature
effe.c t of intense devotion, practice, and s tudy. during the current turn adds double your proficiency bonus to
the attack rol~ rather than your normal proficiency bonus.
PATH OF THE KENSEI Once you use this ability, you can't use it again until you finish
When you choose this tradition at 3rd !eve~ you learn to a s hort or long rest.
extend your knowledge of the martial arts beyond the
standard array of monk weapons. S HAJU>EN THE BLADE
You gain the following benefits: At 11th !eve~ you gain the ability to augment your weapons
with the strength of your ki. As a bonus action, you can
• You gain proficiency with three martial weapons of your
expend up to 3 ki points to grant a weapon you touch a bonus
choice. A martial weapon is considered a kensei weapon
to attack and damage rolls while you wield it. The bonus
for you if you're proficient with it.
equals the number of ki points you spent. This bonus lasts for
• Whenever you wield a kensei weapon, you choose
1 minute.
whether to use Dexterity or Strength for the attack and
damage rolls of the weapon, and you choose whether to
UNEU.ING ACCURACY
use your Martial Arts damage die in place of the weapon's
At 17th !eve~ your mastery of weapons grants you
damage die.
extraordinary accuracy. On each of your turns, you can reroll
• When you take the Attack action on your turn and hit a
one weapon attack roll you make that misses.
target with a kensei weapon, you can use a bonus action to
pummel the target, dealing an additional ld4 bludgeoning
damage to that target and to any other target you hit with
the weapon as part of the Attack.

AXD 140 of 233


WAY OF TRANQ,UII.IIY
Monks of the Way of Tranquility see violence as a last resort. E MISS.All.Y OF PEA.CE
They use diplomacy, mercy, and understanding to resolve At 6th levei you gain the ability to diffuse violent situations.
conflicts. If pushed. though, they are capable warriors who Whenever you make a Charisma check to calm violent
can bring an end to the unjust or cruel folk who refuse to emotions or to counsel peace, you have advantage on the roll
listen to reason. When adventuring, these monks make You must make this entreaty in good faith; it doesn't apply if
excellent diplomats. They are also skilled in the healing arts, proficiency in the Deception or Intimidation skill applies to
and can preserve their allies in the face of daunting foes. your check.
You also gain proficiency in the Performance or Persuasion
PATH OF TliNQ,UILlTY skill (choose one}
When you choose this tradition at 3rd levei you can become
an island of calm in even the most chaotic of situations. With DOUSE THE FLAMES OF W.All.
this feature, you can cast the sanctuary spell on yourself, no At 11th !eve~ you gain the ability to temporarily extinguish a
material component required. and it lasts up to 8 hours. Its creature's violent impulses. As an action, you can touch a
saving throw DC equals 8 +your proficiency bonus+ your creature, and it must make a Wisdom saving throw with a DC
Wis dom modifier. A creature that succeeds on the save is equal to 8 +your proficiency bonus + your Wisdom modifier.
immune to this effect for 1 hour. The target automatically succeeds if it's missing any of its hit
Once you cast the spell in this way, you can't do so again for points. If the target fails the save, it can't attack for 1 minute.
1 minute. During that time, it also can't cast spells that deal damage or
that force someone to make a saving throw.
HEA.UNG HANDS This effect ends if the target is attacked. takes damage, or is
Your mystical touch can heal wounds. Starting at 3rd levei forced to make a saving throw or if the target witnesses any
you have a pool of magical healing power that replenishes of those things happening to its allies.
when you take a long rest. With that pooi you can restore a
total number of hit points equal to your monk level x 10. .ANGElt. OF A GENTLE SOUL
As an action, you can touch a creature and draw power At 17th levei you gain the ability to visit vengeance on
from the pool to restore a number of hit points to that someone who fells others. If you see a creature reduce
creature, up to the maximum amount remaining in the pool another creature to 0 hit points, you can use your reaction to
Instead of healing the creature, you can expend 5 hit points grant yourself a bonus to all damage rolls against the
from your pool of healing to cure the target of one disease or aggressor until the end of your next turn. The bonus equals
neutralize one poison affecting it. You can cure multiple your monk level
diseases and neutralize multiple poisons with a single use of Once you use this ability, you can't use it again until you
Healing Hands, expending hit points separately for each one. finish a short or long rest.
When you use your Flurry of Blows, you can replace one of
the unarmed strikes with a use of this feature.
This feature has no effect on undead and constructs.

AXD 141 of 233


This is the new, updated and reformatted version of DISCIPLE OF THE ELEMENTS
Way of the Four Elements Remastered. Along with At 3rd level, you learn magical disciplines that harness
a formatting overhaul, the disciplines list has been the power of the four elements. Some disciplines
given a thorough mechanics and flavor pass. Some require you to spend ki points when you use them.
disciplines have been added, others have been removed You learn two elemental disciplines of your choice,
or moved. which are detailed in the elemental disciplines sections
Spells marked with an asterisk* can be found in below. You learn two additional elemental disciplines of
Elemental Evil Player’s Companion your choice at 6th, 11th, and 17th level.
Whenever you learn a new elemental discipline, you
can also replace one elemental discipline that you
MONASTIC TRADITION already know with a different discipline.
WAY OF THE FOUR ELEMENTS Casting Elemental Spells. Some elemental
disciplines allow you to cast spells. See chapter 10
You follow a monastic tradition that teaches you to of the Player’s Handbook for the general rules of
harness the elements. When you focus your ki, you can spellcasting. To cast one of these spells, you use its
align yourself with the forces of creation and bend the casting time and other rules, but you don’t need to
four elements to your will, using them as an extension provide material components for it. When you cast a
of your body. Some members of this tradition dedicate spell with a discipline, it is cast at the spell’s lowest
themselves to a single element, but others weave the level unless otherwise specified.
elements together. Once you reach 5th level in this class, you can spend
Many monks of this tradition tattoo their bodies with additional ki points to increase the level of an elemental
representations of their ki powers, commonly imagined discipline spell that you cast, provided that the spell has
as coiling dragons, but also as phoenixes, fish, plants, an enhanced effect at a higher level, as burning hands
mountains, and cresting waves. does. The spell’s level increases by 1 for each additional
ki point you spend. For example, if you are a 5th-level
INITIATE OF THE WAY monk and use Sweeping Cinder Strike to cast burning
When you choose this tradition at 3rd level, you learn hands, you can spend 2 ki points to cast it as a 2nd-level
how to manipulate the four elements in subtle ways. spell (the discipline’s base cost of 1 ki point plus 1).
You learn two of the following cantrips: control flames*, The maximum number of ki points (its base ki point
gust*, mold earth*, or shape water*. You learn two cost plus any additional points) that you can spend on
additional cantrips from this list at 6th level. the spell is 2, unless a discipline specifies otherwise.
This maximum increases to 3 at 9th level, 4 at 13th
level, and 5 at 17th level.

VERSION 3.1 31/3/2017 - Homebrew by /u/SpiketailDrake-Formatting by /u/IrishBandit - DnD 5th Edition by Wizards of the Coast - InDesign Template by /u/Barkalot 
AXD
Created using Adobe InDesign and Photoshop - Feedback by Discord of Many Things (https://discord.gg/ZrDhU7X) - Feedback by /r/UnearthedArcana 142 of 233
- Art by dCTb
3RD LEVEL ELEMENTAL DISCIPLINES 1d10 bludgeoning damage for each additional ki point
Starting at 3rd level, you can learn the following you spend, and you can either knock it prone or pull it
disciplines: up to 25 feet closer to you. On a successful save, the
Become the Teapot. You roll with the incoming creature takes half as much damage, and you don’t pull
energy, attuning to element, becoming it. You can spend it or knock it prone. You can’t use Water Whip and cast
1 ki point to cast absorb elements*. a spell during the same turn.
Effortless Step. The air around you works in unison
with your movements, rising you up as you jump. Your 6TH LEVEL ELEMENTAL DISCIPLINES
jump height and distance are doubled (quadrupled with Starting at 6th level, you can learn the following
Step of the Wind) and you gain advantage on Strength disciplines:
(Athletics) checks related to jumping. A Leaf on the Wind. A powerful wind rises up to
Enduring Mountain Stance. Your body and mind catch you as you fall. Your Slow Fall ability no longer
becomes as rigid and unyielding as the ground below requires a reaction to use, and instead you may use
you. Your ki roots your feet into the ground and you it automatically whenever you are conscious and
become immovable. When you use the Dodge action, not incapacitated, and it negates all falling damage
you cannot be moved, pushed, grappled, frightened, or regardless of distance. When you use the Slow Fall
knocked prone against your will until the start of your ability, you may also glide along the air to move 5 feet in
next turn, even if magically compelled to do so. You any horizontal direction for every 5 feet that you fall.
must be standing on the ground to use this ability. Burning Ember Flourish. You reach out with your
Fangs of the Fire Snake. Your arms and legs become ki to snuff out a source of fire, causing it to go out with
enveloped in roaring gouts of flame. When you make an a bang or to sputter black smoke. You can spend 2 ki
unarmed attack on your turn, you can choose to strike points to cast pyrotechnics*.
out tendrils of flames which stretch out beyond your Crushing Hand of the Mountain. You focus your
normal reach. Your reach increases by 5 feet for that strength into your outstretched fist, summoning a hand
attack, and it deals fire damage instead of bludgeoning of earth from the ground. You can spend 2 ki points to
damage. If the attack hits you can spend 1 ki point to cast maximilian’s earthen grasp*.
deal an extra 1d10 fire damage. Curtain of Unyielding Wind. You let out a fierce howl
Fang of the Frost Wolf. You summon a shard of razor- as a mighty wind begins swirling around you. You can
sharp ice and fling it at your foe. You can spend 1 ki spend 2 ki points to cast warding wind*.
point to cast ice knife*. Gong of the Summit. You strike the air as if it were a
Fist of Four Thunders. You slam your fists together gong. You can spend 2 ki points to cast shatter.
in front of you, causing a thunderous boom that blows Hatchling’s Flame. You focus your ki into a torrent
away everything around you. You can spend 1 ki point of fire that streaks away from you. You can spend 2 ki
to cast thunderwave. points to cast aganazzar’s scorcher*.
Fist of Unbroken Air. You summon a swirling wind Impenetrable Iron Tortoise Shell. You summon
and concentrate it around your fist. When you make an an earthen barrier to defend yourself or an ally. As a
unarmed attack on your turn, you can choose to strike reaction, you may spend 2 ki points to use your Deflect
out condensed bursts of air which stretch out beyond Missiles ability against an attack you can see within 30
your normal reach. Your reach increases by 10 feet for feet of you. Any damage not prevented by this ability is
that attack. If the attack hits you can spend 1 ki point to taken by the original target of the attack. If you reduce
force the target to make a Strength saving throw or be the damage to 0, you can’t make an attack with it.
pushed back 10 feet and be knocked prone. Mote of the Sun. Your ki manifests as a roaring orb
Golden Snake’s Icy Path. Whenever you take of fire. You can spend 2 ki points to cast flaming sphere.
the Dash action, until the end of your turn for any Patient Badger Listens. You reach out with your ki to
movement you make along a surface you can leave a the ground beneath you. You can spend 2 ki points as
trail of slippery ice. This ice counts as difficult terrain a bonus action to gain tremorsense with a range of 30
and lasts until the start of your next turn. feet and a burrow speed equal to half of your walking
Rumbling Badger. You shake the ground, causing a speed for up to 1 minute. Your movement leaves behind
tremor that knocks over your foes. You can spend 1 ki a tunnel that remains for as long as this ability is active,
point to cast earth tremor*. and then collapses.
Rush of the Gale Spirits. You send a blast of air Red Dragon’s Claws. Rays of fire spring from your
outward with a thrust of your open palm. You can spend outstretched hand to sear your foes. You can spend 2 ki
2 ki points to cast gust of wind. points to cast scorching ray.
Shape the Raincloud. You can spend 1 ki point to Swarming Ice Rabbit. A flurry of magic snowballs
cast create or destroy water. erupts from a point you choose within range. You can
Sweeping Cinder Strike. With a wide sweeping spend 2 ki points to cast snilloc’s snowball swarm*.
gesture, you summon forth a barrage of hot cinders. Water Jet. You can spend 2 ki points as an action
You can spend 1 ki point to cast burning hands. to unleash a jet of water in a line that is 30 feet
Water Whip. You summon a long, rubbery whip of long and 5 feet wide. Each creature in the line must
pure water that you grip by one end. You can spend make a Strength saving throw, taking bludgeoning
1 ki point as a bonus action to create a whip of water damage equal to your Martial Arts die + your Wisdom
that shoves and pulls a creature to unbalance it. A modifier on a failed save, or half as much damage on a
creature that you can see that is within 30 feet of you successful one. In addition, you can move each target
must make a Dexterity saving throw. On a failed save, that fails its saving throw to any unoccupied space
the creature takes bludgeoning damage equal to your touching the line.
Martial Arts die + your Wisdom modifier, plus an extra

 VERSION 3.1 31/3/2017 - Homebrew by /u/SpiketailDrake-Formatting by /u/IrishBandit - DnD 5th Edition by Wizards of the Coast - InDesign Template by /u/Barkalot
AXD
Created using Adobe InDesign and Photoshop - Feedback by Discord of Many Things (https://discord.gg/ZrDhU7X) - Feedback by /r/UnearthedArcana 143 of 233
- Art by dCTb
11TH LEVEL ELEMENTAL DISCIPLINES Flurry of Blows.
Starting at 11th level, you can learn the following Sweeping Crosswind. A wall of strong wind rises
disciplines: from the ground, batting away anything in its path. You
Dance of Three Ways. You summon six spheres of can spend 3 ki points to cast wind wall.
earth from the ground, suspend them in the air around
you, and ignite them with your fiery ki. With a thought, 17TH LEVEL ELEMENTAL DISCIPLINES
you launch these blazing meteors at your foe. You can Starting at 17th level, you can learn the following
spend 3 ki points to cast melf’s minute meteors*. disciplines:
Earth Reaches for Sky. Focusing your strength with Avatar of the Elements. As an ultimate display of
a deep, rumbling shout, you swing your arms up high, your mastery of the elements, you can spend 5 ki as an
causing an eruption of churned earth and stone that action to have the elements of earth, fire, air, and water
engulfs your foes. You can spend 3 ki points to cast form a protective sphere around your body, gaining
erupting earth*. multiple benefits for 1 minute. While this ability is
Eternal Mountain Defense. Your body hardens to active, you have resistance to bludgeoning, piercing,
stone, nearly impervious to weapons. You can spend 4 slashing, cold, fire, lightning, and thunder damage.
ki points to cast stoneskin, targeting yourself. You also gain a burrow, fly, and swim speed equal to
Flames of the Phoenix. With a hand motion, you your movement speed. Lastly, you can use any of the
conjure a tiny bead of burning energy. You spend 3 ki following abilities as a bonus action:
points to cast fireball. • You create a small earthquake on the ground in a
Fist of the Elements. The elements swirl around your 15-foot radius around you. Each creature in that area
weapon. You can spend 3 ki points to cast elemental must make a Dexterity saving throw. On a failed save, a
weapon, choosing from only the damage types cold, fire, creature takes 1d6 bludgeoning damage and is knocked
or thunder. Your unarmed strikes count as a weapon for prone.
the purposes of this discipline. • You create a line of fire 15 feet long and 5 feet wide
Hua’s Water Prison. You conjure up a sphere of extending from you in a direction you choose. Each
water that engulfs and imprisons foes that touch its creature in the line must make a Dexterity saving throw.
surface. You can spend 4 ki to cast watery sphere*. A creature takes 3d6 fire damage on a failed save, or
Mist Stance. A swirling mist envelopes your body and half as much damage on a successful one.
you merge with it, becoming a cloud. You can spend 3 • You create a 15-foot cube of swirling wind centered
ki points to cast gaseous form, targeting yourself. on a point you can see within 60 feet of you. Each
One with the Tides. You reach out with your ki and creature in that area must make a Constitution saving
become one with water. You spend 2 ki points as an throw. A creature takes 1d10 bludgeoning damage on
action to gain underwater adaptations for 8 hours. a failed save, or half as much damage on a successful
While this ability is active, you can breath normally one. If a Large or smaller creature fails the save, that
underwater, you gain a swim speed equal to your creature is also pushed up to 10 feet away from the
walking speed, and you gain blindsight with a radius of center of the cube.
60 feet while underwater. • You create a 15-foot cone of ice shards extending
Rain of the Frigid Glacier. You cool the air in the from your outstretched hand in a direction you choose.
skies above you, condensing the water droplets into Each creature in the cone must make a Constitution
freezing rain and sleet. You can spend 3 ki points to save throw. A creature takes 2d6 cold damage on a
cast sleet storm. failed save, or half as much damage on a successful
Raise the Troubled Earth. You stir the earth around one. A creature that fails its save against this effect has
you into action, summoning a wall of sand to serve as its speed halved until the start of your next turn.
your barricade. You can spend 3 ki to cast wall of sand*. Breath of Winter. You inhale deeply and then exhale,
Raise the Still Waters. Though water can give way blasting a cone of frigid air out in front of you that
easily, it can just as easily offer great resistance. You freezes everything in its path. You can spend 5 ki points
can spend 3 ki to cast wall of water*. to cast cone of cold.
Ride the Wind. You summon a mighty wind that Eyes of Fire. Your foes may try to hide in darkness,
envelopes your body, sweeping you to where you but their ki lights up like a torch to you. You may cast
want to go. You spend 3 ki points to cast fly, targeting see invisibility without expending any ki. In addition,
yourself, except your fly speed is equal to your while under the effects of see invisibility, you may
movement speed. spend 2 ki points as a bonus action to gain truesight
River of Hungry Flame. You sweep your hands until the end of your next turn.
upward, causing a wall of blazing hot fire to leap up Eye of the Hurricane. You stretch out your ki to
from the ground. You can spend 4 ki points to cast wall embrace the winds. You can spend 5 ki points to cast
of fire. control winds*.
Sea’s Fury. You conjure up a mighty wave of water Mold the Mountain. You master the many forms that
that crashes down on your foes. You can spend 3 ki to earth may take. You can spend 5 ki to cast transmute
cast tidal wave*. rock*.
Shape of the Flowing River. You touch the body of Swirling Crab’s Revenge. Your ki manifests as a
water with your ki, coaxing it to change its form. You swirling pool of water, smashing and pulling your foes
can spend 4 ki points to cast control water. towards its center. You can spend 5 ki points to cast
Spellfist Stance. You effortlessly flow between maelstrom*.
martial and elemental assault. When you use your Wave of Rolling Earth. The ground shakes and emits
action to use an elemental discipline, you can make one a low rumble as a wall of stone erupts up into being.
unarmed strike as a bonus action, or you can use your You can spend 5 ki points to cast wall of stone.

VERSION 3.1 31/3/2017 - Homebrew by /u/SpiketailDrake-Formatting by /u/IrishBandit - DnD 5th Edition by Wizards of the Coast - InDesign Template by /u/Barkalot 
AXD
Created using Adobe InDesign and Photoshop - Feedback by Discord of Many Things (https://discord.gg/ZrDhU7X) - Feedback by /r/UnearthedArcana 144 of 233
- Art by dCTb
MONASTIC TRADITIONS
WAY OF THE TANGLED CHAIN
Kytons, or Chain Devils, use fluid movements and a little Starting at level 11, you have learnt to channel your ki
mysticism to control their chains as if they were alive. Their through the chains to control them from afar.
whirling movements and chains can look Hke dancing, but it You may use a bonus action to spend 2 ki points to animate
is closer to a martial art as it tends to have lethal a chain within 10 ft of you. You may onlly animate one chain
consequences, which their baatezu audiences are jus t as at a time. An animated chain is an object with AC 20, 20 hit
likely to find entertaining. Some monks have studied their points, resistance to piercing damage, and immunity to
movements and that of chains to emulate their style. psychic and thunder damage. When you use your martial arts
Wrapping themselves in chains, the monk appears feature, you en use you reaction to cause the chain to lash
constricted, but their use of chains as added reach, grappling out, making an additional attack with the animated chain. An
Hoe and anchors allows them surprising mobility once they animated chain can grapple one creature of its own but can't
begin to fight. be used to make more attacks while grappling. An animated
chain reverts to its inanimate state if reduced to 0 hit points
or if the monk is incapacitated or dies.
NON- DEVIL CHAIN MONKS
Not only Kytons use chains, this archetype can
easily be reflavored to be a monastic tradition that CHAIN ANIMATION
did not learn by emulating chain devils. Perhaps Given that t he archetype borrows from a monster
instead it represents a street gang usage of chains in its Animate Chain ability, DMs should be
in fights, or dock workers that learnt to use the prepared for how to rule if players and Kytons
chains they work with as weapons. struggle over possession of chains or even try to
gain control of those wielded. A suggested way of
resolving this is ability contests.
Additionally, the rules for this animated object
Arr OF THE CHAIN are specific, if the Dungeon Master wishes to use a
Starting as level 3 when you choose this archetype, you may creature statblock more in line with what Animate
use lengths of chain as a monk weapon. These chains count Object may create, a monster statblock is included
as light melee weapons, have a 10 ft reach and deal ld6 in the Devil Bestiary.
slashing damage.
When you hit a creature within 5 ft using the chains, you
may grapple them with the chain instead of dealing damage.
If you do, the target is grappled and may attempt to escape BINDING TO:l.TUll
the grapple by making a Strength check against your Ki Save Starting at level 17 you have learnt ways of causing as much
DC. While you are using a chain to grapple, you cannot attack pain as possible with your chains. When you are grappling a
with it. creature, it takes ld6 piercing damage at the start of each of
its turns. You may use an action attempt to dig in to a
UNCHAINED MOBILITY' creature you are grappling with your chains, causing it to
Starting at level 6, you are able to use your chains to gain make a Constitution saving throw. On a failure, breaking the
increased mobility on the battlefield and anchor yourself at a grapple causes it to take 1Od6 slashing damage. On a success
moment's notice. it takes 2d6 slashing damage immediately, but may break the
Grappling Chain. You may use a bonus action on your turn grapple without taking additional damage.
to move 10 ft to a point your chain can reach and anchor
itself to. If you target a creature with this, you may switch
places with them. The target must make a Strength saving
throw against your Ki Save DC, on a failure, it switches
places with you. On a success, you land within 5 ft of it
Sl.iagsbot. You may use a pair of chains to fling yourself
forward You may expend use a bonus action on your tum to
fly 1O + Proficiency Bonus x 5 ft. The chains must be able to
be anchored 10 ft in the direction of movement.
Anchor. You may use a reaction to anchor yourself with
your chains, fastening to your current location. While
anchored, your speed is 0 ft. You may end the anchor as an
action. Dropping or being disarmed of the chains stops the
anchor effect on you, but you must still use an action to
remove the chains from the location you anchored them to.
Attempts by other creatures move you must succeed on a
Strength check (DC 20) to remove the chains, while effects
that would move you fail

AXD 145 of 233


AXD 146 of 233
OATH OF THE
MIDNIGHT HOUR
PALADIN SACRED OATH OPTION

S hrouded in a cloak dark as pitch, a female ha lfling


s kul ks through the night, hiding in the s hadows of a
sleeping city. S he clutches a crescent-moon amulet
s trung around her neck a nd exudes a whispering sigh.
The halfling's blackened chain link armor ma kes not a
sound, and she s kirts undetected past a trio of pa trolling
guards with preternatural ease. guards, or darksworn.
A human woman wearing heavy black armor and a Most paladins that pledge this Oath are lawful and
mantle adorned with the head of a raven holds he r loyal to the decrees of the ir patron, be their patron god or
ground against a cadre of skeleta l warriors . S ilhouetted monster. Chaotic pala dins of this oath do exist , however,
by the light of a full moon, s he flouris hes her cloak and and occasionally find themselves at odds with their own
ins tantly vanishes before her attackers. Reappearing master, struggling fo r freedom or redemption against the
behind the undead, the s keletons s tagger blindly as a very fo rce they swore to obey. For their part, pa rticularly
rain of silver-burning smites fall amongst them. evil patrons with ties to undeath (such as S tra hd, Vecna,
As he springs away from his pursuers, a male tiefting or Tenebrous) may visit morta ls on the verge of dying and
in dus ky leather armor grasps a n ornamental s piked require that they underta ke this Oath of service to con-
chain bound around his wris t. Tendrils of darkness seep tinue living. Good and neutral patrons often m erely have
from his fingers, swimming out to blind a nd engulf his the paladin swear this Oath at midnight under a porten-
foes. tous lunar auspice (usua lly a new, full, crescent, or blood
The Oath of the Midnight Hour is a pledge to serve as moon) before they enter service.
the weapon of a da rk patron that eschews the light of Pala dins of the Midnight Hour universally wear
day. This patron can be of any a lignment or agenda, and s hades of dark brown, grey, a nd black, a nd are equally at
it is said the firs t paladins to swear this Oath swore it to home in leathers as they are in mail or pla te. Always a
the night itself, to de fend night travelers from those that foreboding sight, even good-aligned pa ladins of this Oath
would prey on them. Paladins that take this oath are sometimes find themselves the ta rget of fear, s uspicion,
most frequently known as night-watchers, s hadow- and prejudice from those afraid of w hat they r epresent.

- --- - - - - - - - - - - - - -- --
AXD 147 of 233
TENETS OF T H E MIDNIGHT H OUR
The following virtues a re common a mongst those that
take this Oath, though the entity to whom a paladin
swears fealty (or a n organization re pres enting that
entity) may a lter these vows in subtle a nd significant
ways. These e ntities often have the ir own, specific vows,
which you may determine with your OM or roll for on the
Midnight Directive table.
Obfuscation. Whether your deeds be noble or nefari-
ous, very little good comes from draw ing undue attention
to oneself. Rarely le t your na me or face be known; those
that remain unrecognized live to fi ght another day.
Calculation. Stumbling into a situa tion without a
clear idea of how to proceed is a pa rticularly poor way to
die. Plan thoroughly for a ll contingencies, but do not be
a fra id to modify your pla ns on the fly, s hould the situa tion
cha nge.
Silence. Words ca r ry power, and one s hould a lways
be careful with power. T he wrong word can e nd a life,
often that of you or those you care about. Ta ke great care
in wha t you say a nd, when in doubt, say nothing a t all.
Loyalty. Whe ther you see those at your side as allies
or mere assets, their utility a nd aid ca nnot be ignored.
Look a fter the m, assis t them in their s truggles, a nd make
s ure they profit from your presence jus t as much as you
profit from theirs .

MIDNIGHT DIRECTIVE
d8 Additional Vow Potential Entity
Funeration. Slay the undead The Raven Queen
wherever you may find them,
and put their corpses to re st.
2 Confidentiality. Collect dang- Veen a
erous secrets and protect
them with your life.
3 Opportunism. Always strike Strahd von
at the most advantageous Zarovich
moment, regardless of honor.
4 Spite. Utterly destroy (not just Lolth
kill) those that th reaten your
fa ith.
5 Liberation. Free all prisoners Torog
and take no capitives.
6 Accumulation. Acquire and Tenebrous
defend objects of great power.
7 Deceit. Ach ieve your ends by The Queen of Air
tricki ng and deceiving lesser and Darkness
mortals.
8 Requiem . Render aid to those Sehanine
at their life's end.

OATH SPELLS
You gain oath s pells at the pa ladin levels lis ted.

OATH OF THE MIDNIGHT HOUR SPELLS


Paladin Level Spells
3rd disguise self. dissonant whispers
5th darkness, silence
9th blink, fear
13th arcane eye, Evard's black tentacles
17th m islead, modife m emory

AXD 148 of 233


CHANNEL DIVINI1Y UMBRAL]AUNT
When you ta ke this oath at 3rd level, you gain the follow- S tarting at 15th level, you can slide through d arkness to
ing two Channel Divinity options. s trike in retribution at those w ho threaten your a llies.
Shadowblade. When you have a dvantage on an When a creature within 30 feet of you makes an attack
attack against an enemy, hit with that attack, and use against you or a creature friendly to you , you may use
your Divine S mite feature , you may a lso whispe r a silent your reaction to teleport yourself through your own
blessing and u se your Cha nnel Divinity, empowering shadow to a point within 5 feet of the attacking creature.
your weapon with dreadful shadow energy. If you do, You may then make one attack agains t the creature,
your Divine S mite deals 2d8 a dditiona l damage, and all resolving it after the creature resolves its attacks. This
damage cau sed by Divine S mite for this attack becomes ability may also trigger if the attacking creature is up to
eithe r psychic or necrotic da mage (your choice). This 60 feet away, if the creature is s ta nding in an a rea of dim
additional damage increases to 3cl8 at 6th level, 4cl8 at light or darkness.
10th, 5cl8 at 14th, and 6d8 at 18 th. Once you use this ability, you require a short or long
Nightcloak. As a n action you present a holy symbol, rest to use it again.
begin concentrating a nd use your Channel Divinity, weav-
ing your umbra ( power around you to hide you rself from LIVING NIGHTMARE
view. For up to an hour or until you break concentra tion, At 20th level, you grow ever closer to becoming one with
attack, or cas t a s pell, you are invisible a nd your a rmor the night. As a n action on your turn, you can allow the
does not give you disadvantage on Dexterity (Stealth) shadow ene rgy within you to overtake your physical
checks. You are a lso com pletely silent and incapa ble of form, tra nsforming you into a s hifting, pitch da rk vaguely
making noise while under your Nightcloak, and are thus humanoid horror, appea ring to those that may see you as
unable to communicate unless you possess telepathy or an embodime nt of their terror. For 1 minute, you gain the
similar. following benefits:

MIDNIGHT BLESSING • Your attacks deal an additiona l 1d8 psychic damage,


Beginning at 7th level, the darkness grants you a boon, and a creature hit by one or more of your a ttacks on
which you may pass on to those around you. For you and your turn must succeed on a Wisdom saving throw
creatures you choose within 10 feet of you, armor does agains t your s pell save DC or become frightened of
not impose disadva ntage on Dexte rity (Stealth) checks, you until the encl of your next turn.
and creatures within this radius gain clarkvision out to 60 • You are invisible to a ll creatures except whichever
feet or incr ease the distance of their current darkvision creature you have most recently attacked. This invis-
by 60 feet. Further, any affected creature within the ibility persists even after you attack or cast a s pell.
radius may noiselessly whisper a message tha t may be • You can move through a s pace as narrow as one inch
heard clearly and at full volume only by other affected in dia meter without squeezing.
creatures within the radius. This benefit may a llow you • You have resis ta nce to bludgeoning, piercing, and
to be heard while under the e ffects of your Nigh tel oak. slashing damage from nonmagical weapon s that are
At 18th level, the radius of this ability increases to 30 not silver.
fee t.
Once you use this feature, you cannot use it again until
you finish a Jong rest.
RADIANCE AND DARKNESS
Though the Divine Smite feature all paladi ns receive at 2nd
level still (us ually) deals radiant damage fo r th ose who under- CREDITS:
ta ke the Oath of the Mid night Hour, the ability un dergoes a Photos hop & design by / u/ the_singula r_anyone
subtle sh ift fo r paladins under this Oath.
While using the ir Divine Smite, a palad in of th is Oath may Visit WALROCK HoMEBREW for morel
produce a whispy silvery flame from their weapon, a s ma ll http://walrock-homebrew.blogs pot.com
flickering fire like a candle in the night wi nd, or a similar Art by Eva Widermann , Arman Akopi an, Marc Simonetti, and
muted effect. In any case, a Divine Smite made under th is Brun Croes
Oath does not create an appreciable amount of ligh t.
Than ks to the kind folks of reddit, / tg/, and tumblr, to
It may stil l be enough of an effect fo r a keen-eyed observer
/ u/ Smyris for thei r resource pack, and to /u/skybugl 2 fo r
to spot the paladin in question , however, though use of the
their Photoshop guide!
Shadowblade Channel Divi nity st ifles the effect entirely, allow-
ing the paladin to keep to the shadows.

AXD 149 of 233


OATH OF VALOUR
A soldier kneels on a forgotten battlefield,
his face buried in his hands as he softly
cries. The land is silent except for the low
drone of countless flies festering in the field Surrounding the
human male in the field are the corpses of friend and foe,
unrecognizable in death. Wiping away tears, he stands; the
hilt of a blade clutched in one hand and a crumpled letter in
the other.
A gnome lets out a yell as s he charges the line of plate clad
soldiers. Her mace raised high above her head, she hears a
roar of answering battle cries behi nd her and smiles. The
clash of metal against metal drowns the sounds of the world
out as she collides with line. The clang of sword against her
s hield, the vibration of her mace against a helmet, again the
roar of her soldiers behind her, and then the a hand reaching
down at her. She grasps the hand, pulling herself out of the
mud as the group continues forward
A tie!Ung lays against a large stone, soldiers with pained
expressions encircling him. His eyes glance over them,
counting their numbers and lets a hardy laugh out seeing that
they all were still alive. A panicked voice yells out for medic
somewhere in the crowd He tells them that it is going to be
all right, the lie tastes bitter in his mouth. A sharp pain brings
his hand to his breast, feeling the wound he counts the crowd
once more and smiles for the last time.

The Oath of Valour is a promise between those who s tand


alongside each other in battle. Paladins who swear this oath
are commonly seen as fools for the blantant disregard for
their own lives, as well as heroes. Believing that sacrificing OATH SPELLS
themselves for their comrades in arms is a just and worthy You gain oath spells at the paladin level listed
end; they actively seek to ensure everyone goes home.
OATH O F VALO UR SPELLS
Paladin Level Spells
TENETS OF VALOUJI.
Forged on the battlefield and molded in the hearts and minds 3rd Healing Word, Heroism
of those who reside there. The oath resonates the ideals of 5th Aid, Enchance Ability
those in battle.
Leave Noae Bebbld Never s hall I fail my comrades. To 9th Crusader's Mantle, Spirit Guardians
leave one behind is to leave them all behind And to leave 13th Aura of Life, Fire Shield
them all behind is to leave my soul behind
17th Raise Dead, Wall of Force
Sacrfice the Self. To die is simple. To live after dying is
almost impossible. I strive to know that my death will ensure
safety of the countless lives of my brothers and my sisters left
to take my mantle.
Lead the Way. I am expected to lead I shall lead by
example to those who follow. To take charge and lead my
comrades to safety, no matter the price to myself.

OATH I OA H CJF C0\1RA!JRY

AXD 150 of 233


CHANNEL DIVINITY OLD DOG
When you take this oath at 3rd level you gain the following At 20th leveL you have watched friend and foe alike drown in
two Channel Divinity options. the tide of battle, yet somehow you have outlasted them all
Charge the Li.ae. As an action, you channel your burning When the waves threatened to drown you too, you fought
passion and storm through enemy lines, using your Channel back tooth and nail for air. As a living remnant of those past
Divinity. Charge 15 feet in a straight line. This movement battles you have learned a few ways to keep those around
doesn't provoke any opportunity attacks. Each creature within alive in the chaos of combat.
5 feet of the line you charged through must make a Strength For 1 minute, you gain the following benefits:
Saving throw. This ability can only affect creatures up two
• The sight of you still fighting inspires the injured and
size categories larger than you and smaller.
wounded Friendly creatures within 30 feet you gain
On a failed save, the creature takes blugeoning damage
resistance to bludgeoning, piercing, and slashing damage
equal to half your paladin leve~ rounded down, plus your
when below half health.
Charisma modifier and is knocked prone.
• Fury for those whose lives you hold in your hands erupts
Martyr. Whenever a creature, within 30 feet of you that you
from within you. When a friendly creature within 5 feet of
can see, is reduced to 0 hit points, you may use your Channel
you is targeted by an action, you can spend your r eaction,
Divinity replenish their vitality at the cost of your own. As a
if the creature is within reach, to make an attack at the
reaction you call the creature's name an d sacrifice all, but 1/5
creature who made the action.
of your maximum hit points. T he creature then regains hit
• Knowing that the longer a fight goes the less chances
points equal to half their maximum hit points and can move
everyone can make it out a live. You choose three creatures
up to 15 feet without provoking attacks of opportunity.
within 60 feet of you, all attacks have advantage against
these creatures during the duration of your ability.
ALWAYS VIGILANT
By 7th leveL your senses are honed to the slightest rustle of Once you use this feature, you can't use it again until you
leaves and minute sounds of footfalls. You and friendly finish a long rest.
creatures within 10 feet of you are unable to be surprised and
receive a bonus to initiative equal to your Charisma modifier.
At 18th leveL the range of your senses increases to 30 feet.

SCAllS OF YESTEllYEAJt
Starting at 15th leveL the carnage of battle has numbed your CREDITS
emotions. Sights which would cause another to break
Homebrew by /u/Nuye
composure barely affect you anymore. As a result you have Fantastic pieces of art by, in order of apperance:
advan tage on saving throws to avoid becoming charmed or The Last Soldier of The Empire by 88grzes
frightened http://8 8 grzes.deviantart.com /artlihe-last-so ldi er -
Additionally, soldiers and those who have seen battle will of-the-Empire-4047194 5 8
be more likely to speak openly with you. SKETCH_11012013 by donmalo
http:l/donmalo.devjantart.com/art/SKETCH-
11012013 -347904418
Also thanks to the great people over at the Discord
of Many Things for help on smoothing some of the
features out.

AXD 151 of 233


AXD 152 of 233
S TAI.XEB.'S FLUllY
RANGER ARCHETYPES Starting at 11th !eve~ you have the ability to ensure that your
attacks count. If you miss with an attack during your turn, you
At 3rd levei a ranger gains the Ranger Archetype feature. can immediately make an additional attack. You can gain one
Here are new options for that feature: the Deep Stalker, the additional attack during your tum with this ability.
Horizon Walker and the Primeval Guardian.
S TAI.XEJl.'S DODGE
DEEP STALKER At 15th levei you master the ability to disrupt an opponent's
Adventurers descending into the depths on desperate quests attacks. If a creature attacks you and does not have advantage
or in response to the promise of vast riches quickly come face on the attack rol~ you can use your reaction to grant it
to face with the evil that festers beneath the earth. Though disadvantage on the attack roll You must use this ability
many such characters are only too happy to escape back to before you know the result of the attack.
the surface world again, rangers with the Deep Stalker
archetype welcome each foray into the world below, striving HORIZON WALKER
to uncover and defeat the threats of the Underdark before Rangers of the Horizon Conclave guard the world against
those threats can reach the surface. threats that originate from other planes. They seek out planar
Many Deep Stalkers are elves, as those folk know all too portals and keep watch over them, venturing to the outer and
well the threat posed by the drow. Deep Stalkers scout for inner planes as needed to defeat threats.
new passages into the Underdark, carefully mapping them
and working to ensure they remain watched at all times. They PLAN.AB. MAGIC
venture into the depths on long, dangerous patrols, Starting at 3rd l eve~ you learn an additional spell when you
disappearing for months at a time. Many of them never reach certain levels in this class, as shown in the Horizon
return. Walker Spells table. The spell counts as a ranger spell for
Deep Stalkers master spells useful in navigating the you, and it doesn't count against the number of ranger spells
Underdark, and their combat tactics focus on ambush, you know.
s urprise, and stealth. They fight alone or in s mall groups in
hostile territory, relying on clever tactics to carry the day. H O RIZO N WALKER S PELLS
Level Spell Gained
UNDE:RD.AllK SCOUT 3rd protection from evil and good
At 3rd !eve~ you master the art of the ambush. On your first
tum during combat, you gain a+ 10 bonus to your speed If 5th alter self
you use the attack action on that tum, you can make one 9th protection from energy
additional attack.
You gain an additional benefit on all turns after your first l 3th banishment
turn. At the end of each such turn, you can attempt to hide as l 7th teleportation circle
a bonus action if you meet the normal requirements for
hiding. Deep Stalkers often use this ability to make ranged PI.AN.AB. WAJl.Jl.I OJI.
attacks, move beyond the scope of their foes' darkvision, and At 3rd leve~ you learn to draw on the energy of the planes to
then hide. augment your attacks.
Deep Stalker Magic From 3rd leve~ you have darkvision As a bonus action, choose one creature you can see within
with a range of 90 feet. You also gain access to additional 30 feet of you. Until the end of this turn, your attacks against
spells at 3rd, 5th, 9th, 13th, and 15th level You are always that creature ignore its damage resistances, and the next
able to cast these spells, and they do not count against your time you hit it on this turn, it takes an additional ld6 force
number of ranger spells known. damage.
D EEP STALKER SPELLS
Level Spell Gained POJl.TAL Lou
At 3rd !eve~ you gain the ability to detect the presence of
3rd disguise self planar portals. As an action, you detect the distance and
5th rope trick direction to any planar portals within 1,000 feet of you. You
also sense which plane of existence each portal leads to.
9th glyph of warding However, if magic obscures any details of a port~ this feature
13th greater invisibility doesn't reveal them.
Once you use this feature, you can't use it again until you
17th seeming
finish a short or long rest. Alternatively, you can use the
feature again if you expend a spell slot of 2nd level or higher.
Ill.ON MIND See the "Planar Thavel" section in chapter 2 of the
At 7th levei you gain proficiency in Wisdom saving throws. Dungeon Master's Guide for examples of planar portals.

AXD 153 of 233


• Your reach increases by 5 feet.
ETHEREAL STEP • You gain a number of temporary hit points at the start of
At 7th leveL you learn to step through the Ethereal Plane. As each of your turns. The number equals half your ranger
a bonus action on your turn, you can cast the etherealness level When the form ends, you lose any temporary hit
spell with this feature, but the spell ends at the end of the points you have from it.
current turn. Once you use this feature, you can't use it again
until you finish a short or long rest. PIERCING THORNS
At 3rd leveL your command of primal magic allows you to
DISTANT STRIKE enhance your attacks with thorns. Once during each of your
At 11th leve~ you gain the ability to step between the planes turns, you can deal an additional ld6 piercing damage to one
in a blink of an eye. When you use the Attack action, you can creature you hit with a weapon attack.
teleport up to 10 feet before each attack. You must be able to
see the destination of the teleportation. ANCIENT FORTITUDE
If you attack at least two different creatures with the action, At 7th leveL you gain the endurance of the ancient forests.
you can make one additional attack with it against a third Your hit point maximum and current hit points increase by 2
creature. per ranger level when you assume your guardian form. This
increase lasts until you leave the form; your hit point
SPECTRAL DEFENSE maximum then returns to normaL but your current hit points
At 15th leve~ your ability to move between planes becomes remain the same, unless they must decrease to abide by your
even more finely tuned As a reaction when you take damage, ihit point maximum.
you can halve that damage against you. For a moment, you
slip into the planar boundary to lessen the harm. ROOTED DEFENSE
At 1 lth leveL you gain the ability to twist and turn the ground
beneath you. While you are in your guardian form, the ground
PRIMEVAL GUARDIAN
within 30 feet of you is difficult terrain for your enemies.
Rangers of the Primeval Guardian Conclave follow an ancient
tradition rooted in powerful druidic magic. These rangers GUARDIAN AU:R.A
learn to become one with nature, allowing them to channel Starting at 15th leveLyour guardian form emanates a magical
the aspects of various beasts and plants in order to overcome aura that fortifies your injured allies. When any ally starts
their foes. their turn within 30 feet of your guardian form, that ally
These rangers dwell in the elder forests of the world They regains a number of hit points equal to half your ranger level
venture out only rarely, as they consider it their sacred duty to This aura has no effect on a creature that has half or more of
protect the druidic groves and ancient trees that saw the its hit points, and it has no effect on undead and constructs.
earliest days of the world

GU.All.DIAN MAGIC
Starting at 3rd leveL you learn an additional spell when you
reach certain levels in this class, as shown in the Primeval
Guardian Spells table. The spell counts as a ranger spell for
you, and it doesn't count against the number of ranger spells
you know.

PRIMEVAL GUARDIAN SPELLS


Level Spell Gained
3rd entangle
5th enhance ability
9th conjure animals
13th giant insect
17th insect plague

GU.All.DIAN SOUL
Starting at 3rd !eve~ you gain the ability to temporarily grow
and take on the appearance of a treelike person, covered with
leaves and bark. As a bonus action, you assume this guardian
form, which lasts until you end it as a bonus action or until
If you're using the revised ranger, you can use t hese
you are incapacitated
subclasses with it if yo u make one addition: give each subclass
You undergo the following changes while in your guardian
form: the Extra Attack feature.
Extra Attack. Beginning at 5th level, you can attack twice,
• Your size becomes Large, unless you were larger.
instead of once, whenever you take the Attack action on your
• Any speed you have becomes 5 feet, unless the speed was
lower.

AXD 154 of 233


RANGER ARCHETYPE
I NFUSED ATTACK
Rangers have many expressions. from the iconic Hunter You can channel your magic through your weapon,
and Beast Master to the lesser known. dealing elemental damage to your foes. A t 3rd level, you
can use a bonus action to i nfuse your next attack with
ARCANE ARCHER
elemental force. You can choose between several effects.
Some rangers aren't satisfied wilh simply using spells to Fire. Your next attack deals an additional l d6 fire
hinder their foes. Some want to use their magic to utterly damage, and will deal an extra ld4 fire damage on every
destroy their enemies. T hose who believe this increase turn until the target uses a bonus action to put the fire
their knowledge of magic, expanding their skills with out.
infused weapons. These rangers are known as Arcane Lightning. Your next attack deals an extra ld6
Archers. lightning damage, and the target can't take reactions until
the start of its next turn.
Acid. Your next attack deals an additional ld8 acid
damage.
Frost. Your next attack deals an additional ld6 cold
damage, and the 5 foot radius around the target becomes
difficult terrain until the start of your next turn.
Once you use this feature a number of times equal to
your Wisdom modifier , you must finish a short rest
before you can use it again.

ARCANE ADEPT
The magic you use leave a powerful effect on your mind.
At 7' 11 level, you gain proficiency in Wisdom saving
throws. In addition, you gain resistance to psychic
damage.

ARCANE BOOST
Using your stores of magical power, you boost your
abilities for a short amount of time. At 11' 11 level, you can
use a bonus action to activate one of the following effects.
The effect lasts for 1minute.
Spell Shield. You have a +2 bonus to your Armor
Class.
Arcan e Vision. You can see in dim light within 60 feet
of you as if it were bright ljght, and in darkness as if it
were dim light. Dim light doesn't impose disadvantage
on your Wisdom (Perception) checks, and you have
advantage on Dexterity saving throws.
Spell Sniper. You have advantage on attack rolls, and
your attacks deal an additional l d8 force dam age.
Once you use this feature, you must finish a long rest
before you can use it again.

SPELL WARD

Your experience wi th magic has given you an edge when


fighting against casters. At 15' 11 level, w hen you are the
target of a spell or within a spell's range effect and fail
your saving throw, you can use your reaction to reroll
your saving throw. You must use the result of the new roll
regardless of it is higher or lower than your original roll.
Once you use this feature, you must finish a long rest
before you can use it again.
Art Credit: Hawkeye by theDURRRRIAN

AXD 155 of 233


AXD 156 of 233
THE

HUCKSTER
ROGUISH ARCHETYPE OPTION

"PRAISE BE TO AMAUNATOR!" exclaims the high


voice of a white-robed halfling, festooned with a golden
s igil of the sun on a thin cord around her neck. ''The sun
witnesses a ll, good and evil, and casts judgment down on
those deserving his ire!" As she preaches, a heavy steel
collection box changes hands a mongst the crowd, even-
tually finding its way to res t at the feet of the ha lfling,
laiden with coin. None in the enraptured crowd need
know that their money will not finance the cons truction
of a new temple in the hinterla nds, but rathe r the grow-
ing revolution agains t a corrupt local lord and his
draconian politics.
A rain-swept evening finds a grizzled half-elf in a
thatch hut, te nding to a farmer's daughter, fallen ill. With
a simple holy chant and an exertion of will, a faint holy
light glimmers between the half-elf's fingers, and gradu-
a lly cleanses the sickness from the girl. Overjoyed, the
father embraces his daughter, holding her tight and Gifted with an intrinsic holy talent through birthright
asking the ha lf-elf however can he be repaid. Utterly com- or eclectic s tudy, a huckster nevertheless is not a true
posed, the half-elf manipulates the various holy symbols believer. They may or may not hold one god in higher
hidden within his sleeve before settling on the symbol of esteem than others, but hucksters typically worship
Cha untea, producing it, a nd asking for but a simple dona- either many gods or no gods at a ll, performing rites and
tion in the service of the great mother. rituals only as a means for power and prestige. Most
"Honestly," speaks a bearded tiefling, hands held pla- often, hucksters gain their divine power by praying to
catingly upwa rd to a pair of menacing ores, ''I've always whichever god would be willing to dole out holy e mpow-
preached the good word of Gruums h, but so few are will- erment, regardless of the sincerity of their followers.
ing to listen!" One of the ores furrows his brow, trying to Scorned by true believers s hould their nature be
comprehend. ·'No, truly!" continues the tiefling, settling revealed, hucksters usua lly travel from place to place,
to a whisper, "That's why I'm travelling with these fools. performing minor miracles in exchange for adulations
They'll be blood sacrifices to our god, if only you'll lead and coin, all the while eliminating threats to the ir own
us back to his altar at your hidden cam p." goals as they occur.

- --- - - - - - - - - - - - - -- --
AXD 157 of 233
CHARLATANISM HUCKSTER SPELLCASTIN G
At 3rd level, you gain proficiency in two of the following
Rog ue - Spell Slots pe r Spell Level -
skills: Deception, Performance, or Religion. Ca ntrips Spells
Level Know n Known 1st 2nd 3rd 4th
You also have advantage on all checks to pass yourself
off as a member of a specific religion or r eligious order, 3rd 3 3 2
as long as you have vestments or symbols belonging to 4th 3 4 3
that group, and the target of your ruse is not hostile to- 5th 3 4 3
ward s you. 6th 3 4 3
7th 3 5 4 2
SPELLCASTING 8th 3 6 4 2
Able to cast divine spells similar to a cleric, huckster s 9th 3 6 4 2
perform the same daily prayers and rites th at clerics do, 10th 4 7 4 3
th ough often to appease gods which care more for ritual 11th 4 4 3
8
than devotion.
12th 4 8 4 3
When you r each 3rd level, you gain the ability to cast
13th 4 9 4 3 2
spells. See chapter 10 in the Player 's Handbook for the
general rules of spellcasting. 14th 4 10 4 3 2
Cantrips. You learn three can trips of your choice off 15th 4 10 4 3 2
of the cleric's spell list (located on page 207 of the 16th 4 11 4 3 3
Player's Handbook). You learn an additional cleric 17th 4 11 4 3 3
can trip of your choice at 10th level , as noted on th e 18th 4 11 4 3 3
Huckster Spellcasting table. 19th 4 12 4 3 3
Sp ell Slots. The Huckster Spellcasting tabl e shows 20th 4 13 4 3 3
how many spell slots you have to cast your spells of 1st
level and higher. To cast one of these spells, you must
expend a slot of the spell's level or higher. You regain all HUCKSTER SPELLS
expended spell slots when you fini sh a long rest.
S pells Known of 1st-Level and High er. When you lST LEVEL 3RD LEVEL
learn additional spells at the levels indicated by the Bane Glyph o f Ward ing
Spells Kn own column of the Huckster Spellcasting table, Cure Wounds Mass Healing Word
you may choose any spells off of the Huckster Spell List Detect Evil and Good Meld Into Stone
of a level for which this archetype grants you slots. Any
Detect Magic Sending
Sanctuary Speak with Dead
Shield of Fa ith Tongues

2ND LEVEL 4TH LEVEL


Augury Divination
Blindness/ Deafness Freedom of Move m ent
Calm Emotions Guardi an o f Faith
Lesser Restoration Locate Creature
Locate Object
Silence

AXD 158 of 233


spells this class has granted you knowledge of are FAITHLESS FERVOR
considered to be prepared at all times. At 17th level, when you are the targe t of a spell that
Sp e/Jcasting Ability. Wisdom is your spellcasting would deal damage, you may use a reaction (instead of
ability for your huckster spells, illustrating your huck- the normal action or bonus action) to cast a spell avail-
ster's grasp of a smattering of religious lore. You use your able to this roguish archetype tha t targets only yourself,
Wisdom whenever a spell refers to your spellcasting expending a spell s lot as normal. You choose whether
ability. In addition, you use your Wisdom modifier whe n this s pell resolves before or after the spell that triggered
setting the saving throw DC for a huckster spell you cast this ability.
a nd when ma king a n attack roll with one.

Spell save DC - 8 + your proficiency bonus+


your Wisdom modifier
Spell attack modifie r - your proficiency bonus+
your Wisdom modifier

LIAR'S SANCTl1Y
Once you reach 9th level, creatures that believe you to be
of the same faith or philosophy as they a re have disad-
CREDITS:
vantage on attacks and Wisdom (Insight) checks against
Photoshop & design by / u/ the_singular_anyone
you.
Visit WALROCK HOMEBREW for more!
FAJTH HEALING http: / /walrock-homebrew.blogspot.com
Beginning at 13th level, whenever you cast a spell that Art by Eva Widermann, Adam Paquette, Andreas Rocha, and
heals yourself or a nother individual, you may choose to Colin Ashcroft
grant the hit points from your spell as te mporary hit Thanks to the kind folks of reddit and tumblr, to / u/ Smyris for
points, ra ther tha n regular h it points. thei r resource pack, and to / u/skybugl 2 for their Photoshop
If you do, acid 2cl4 hit points to the a mount healed by guide!
the spell. These te mporary hit points last for one hour, or
until your next s hort or long rest, whichever comes first.

AXD 159 of 233


THE

]ESTER
ROGUIS H ARCHETYPE OPTION

With a rustle of the bells atop his hat a nd a long bow at


the waist, the gnome clad in a patchwork of colors intro-
duces himself to a noble lord before breaking into a
capering dance full of gesticulation and unrelenting
noise. As the lord watches the gnome scuttle by, he
opens his right hand to discover a note, penned in cryptic
illusory script, informing him of the identity of a pair of
assassins within his own court. The gnome issues him a
knowing wink, and continues with his routine.
Flourishing his cape, a human clad in gilded finery
collapses to the ground with a certain clownish lack of
grace, clutching a nearly fata l wound in his s ide. By a ll
appearances dead, the human waits, dagger drawn, for
his enemy to slip up and leave themselves open to a
savage injury to the ankles. devotees of tricks ter deities s uch as Gari Glittergold,
S pewing comical jibes and insults to dishearten her Avandra, or the Laughing God Who Has No Temples,
adversaries, a well-inebriated female dwarf cracks a and consider their jesting a holy calling of sorts. Regard-
kobold upside the head with the pommel of her rapier. less, a jes ter is a s tudent of life, emotion, and culture,
Having r ecited a particularly bawdy limerick to utter and appreciates both the highs a nd lows afforded to
silence from her captive audience, s he wheels on the mortals by the conditions in which they live. Occupying a
bludgeoned kobold and levels a s te rn glare in its unique place in society as professional outcasts, jesters
direction. Instantly, the kobold descends into peals of can often talk or act how they please within broader
mad la ughter, a nd the dwarf juts out her chin, satisfied. limits than those imposed on their peers, as people are
Comedy is an art form that some few study with an quick to write off a jester as a simple lunatic or fool. A
a lmost religiou s zeal, honing their words and their jester observes a nd comments, always knowing the right
blades with endless practice and performance. Some word or phrase to get a laugh, a tear, a bellow of murder-
that style themselves as jesters are simple entertainers ous rage, or to simply swing the opinions of others their
with an adventurous bent, while others are genuine way.

AXD 160 of 233


HARLEQUIN'S MASK
When you choose this archetype a t 3 rd level, you gain Spell save DC= 8 + your profic iency bonus+
proficiency with the disguise kit and two of the following: your Charisma modifier
Acrobatics, Performance, or one kind of gaming set.
Spell attack modifier= your proficiency bonus+
You may, as an object interaction, either don a mas k in
your Charisma modifier
your possession with traditional harlequin markings, or
apply facepaint from your disguise kit to achieve a simi-
lar effect. In either case, while wearing your Harlequin's These spells may only be cast or channelled while wear-
Mas k you have advantage on any check to s pecifically ing your Harlequin's Mas k.
cause a distraction or otherwise draw attention to your-
self. CRUEL COMEDY
While wearing your mas k, you may also cast the Starting at 9th level, your aptitude with the art of jes ting
vicious mockery can trip as a bonus action on your turn. gains more refine ment, and your comedic barbs become
When cast in this way, vicious mockery deals no damage. ever more brutal and merciless.
Whenever an enemy fails its save against your vicious
ARCANE BUFFOONERY mockery, the first attack you make against tha t enemy
S ta rting at 3rd level, you gain the ability to cast a variety before the end of your next turn has advantage.
of spells as part of your jes ting. In addition, while wearing your Harlequin's Mask you
You learn the cantrips vicious mockery, prestidigita- are immune to being charmed.
tion, and minor illusion. You a lso learn three of the
following s pells: Tasha's hideous laughter, illusory script, JESTING MAGICIAN
color spray, faerie fire, feather fall, and jump. At 13th level, your re pertoire of inherent magical knowl-
You may cast the spells tha t you know from this edge expands to include several more tricks. You learn
feature only once per each spell before requiring a s hort three of the following spells: cloud of daggers, calm
or long rest to refres h their usage, and you cast any of emotions, misty step, enthrall, mirror image, crown of
these s pells as if you had used a 1st level s pell slot. If you madness, spider climb, feign death, a nd rope trick.
choose to know the jump s pell, it may only be cast with You may cast the s pells that you know from this
yourself as a target when using this feature. feature only once per each spell before requiring a s hort
Charis ma is your s pellcasting ability for any s pell you or long rest to refresh their usage, and you cast any of
receive from this archetype, and you use your Charis ma these s pells as if you had used a 2nd level spell slot. If
modifier when setting the saving throw DC for a s pell you choose to know feign death or spider climb, they may
you cast with this archetype and when making an attack only be cast with yourself as a target when using this
roll with a s pell granted to you by this archetype. feature.
In addition, the s pells you have received from the
JESTERS AND MurncLASSING
Arcane Buffoonery feature may now be cast as if they
Unlike their arcane trickster brethren, the jester ca rries with
were using 2nd level s pell slots. Spells from e ither of
them no spell slots, and thus not even fractional caster levels. these features may only be cast or channelled while
When mu lt iclass ing as a jester, the levels you have taken wearing your Harlequin's Mask.
as a rogue do not contribute to the spell slots you wou ld
receive from multi-class ing, nor can you use spell slots to cast LAST TRICK
the spel ls you receive from jester archetype featu res. S tarting at 17th level, when you are reduced to 0 hit
points and are not killed outright, you can choose to drop
to 1 hit point ins tead and place yourself under the effects
of a false death identica l to the feign death spe ll. On your
turn you may encl this effect as a bonus action.
When you end this e ffect, you have advantage on any
attack targeting a n enemy that believed you were dead.
Additionally, the first attack you ma ke that hits an enemy
believing you were dead deals 4cl6 extra damage of your
weapon's type. Both these effects last until the end of
your next turn.
Once you use this ability, you can't use it again until
you finis h a long rest.

CREDITS:
Photoshop & design by / u/ the_singular_anyone
Visit WALROCK HOMEBREW for more!
http://wa lrock-homebrew. blogspot.com
Art by Lucy Li sett, Levi Hopkin s, Naka i Wen, and Taylor
Fischer
Thanks to the kind fo lks of redd it and tumblr, to / u/ Smyris for
their resource pack, and to / u/ skybugl 2 for the ir Photoshop
guide I

AXD 161 of 233


THE

SHADOW-WEAVER
ROGUISH ARCHETYPE OPTION

A black scarf trailing down the nape of his neck,


a human in shaded leathers skulks through the
dusky light of a n alleyway strewn with refuse,
eyes drawn upwards, searching. He squints
against the bright daylight, yet his sharp dusky
eyes still spy his quarry: the second floor of a
local lord's sanctum, dark, curtains mostly
drawn. With a sound like a hushed, sharp
exhale, the human vanishes, leaving the alley
empty, and apparates like a breeze within the
sanctum, the lord's elaborate defenses entirely
circumvented.
An ancient gate of dwarven stonework stands
at the edge of their subterranean lands, mighty,
yet crumbling, unable to keep at bay the forces it
was built to defend against. Fortunately, a dwarf
in a simple, black tunic serves the same purpose,
leaning up against the rubble and eyeing the moves into the city, mingles with the crowd,
sparse travellers that pass through for any signs waves to fellow merchants, makes idle chit-chat,
of threat. One stands out - a young dwarfling, before suddenly drawing a dagger from her
eyes glazed over, clearly a mind-flayer's thrall, basket and ruthlessly gutting a passing noble-
carrying a suspicious satchel. With a small effort man. She sets off for the wall a t a dead sprint,
of will the dwarf silently marks the youngling, springing off her feet high into the air with an im-
and begins to casually follow at a distance, possible leap. As she clears the wall, the magical
wondering where the foreign satchel will lead. disguise melts off of her face, trailing into fleet-
A cheerful human girl, basket of flowers ing shadows, revealing the face of an agile
crooked in her arm, greets a guardsman leaning female draw, wearing the first earnest smile of
against a city wall with disarming charm. The her entire day.
guard smiles appreciatively, and unlocks the city Manipulating the energy of shadow magic is a
gate, swinging wide to reveal an enormous, col- dangerous thing, requiring either a careful
orful marketplace, a rainbow of banners and understanding of its arcane complexities or a
cloths adorning every wall and surface. The girl willingness to sacrifice whatever is necessary to

--
- - - - - - - - - --- -
AXD 162 of 233
wield it. As a shadow-weaver you have chosen SPELLCASTING
the latter option, and gained your empowerment When you reach 3rd level, you gain the ability to
in the dark arts through the sacrifice of a small cast spells. See chapter 10 in the Player's Hand-
portion of your soul to a realm of shadow. This book for the general rules of spellcasting.
realm could be such places as the Shadowfell, Can trips. You learn three of the following
the Negative Energy or Ethereal planes, or any cantrips: blade ward, chill touch, control flames
number of darker underworlds or tainted do- (Elemental Evil Player's Companion, page 16),
mains such as Tartarus or Barovia. Regardless, mage hand, message, minor illusion, sword burst
the missing portion of your soul acts as an (Sword Coast Adventurer's Guide, page 143),
aperture that allows the realm's inherent dark thaumaturgy, or true strike. You learn an
energy to enter and empower you. additional cantrip of your choice off this list at
Typically shadow-weavers enter their craft 10th level, as noted on the Shadow-Weaver
through secretive assassin's guilds, traditions, or Spellcasting table.
cults that pass down the tenets of power and Spell Slots. The Shadow-Weaver Spellcasting
dark rites that shadow-weavers need to ply their table shows how many spell slots you have to
trade. The goals of these organizations may be cast your spells of 1st level and higher. To cast
noble or sinister, and you may create your one of these spells, you must expend a slot of the
character's shadowy organization with your DM, spell's level or higher. You regain all expended
or roll one on the Shadowy Organization table. spell slots when you finish a long rest.
Many such groups exist, each with their own Spells Known of 1st-Level and Higher. When
agendas and reason for employing their shadow you learn additional spells at the levels indicated
power. by the Spells Known column of the Shadow-
Weaver Spellcasting table, you may choose any
spells off of the Shadow-Weaver Spell List of a
SHADOWY ORGANIZATION
level for which this archetype grants you slots.
dlO First Word Second Word Agenda
Blood i ed Blade Kill major followers of one alignment
2 C rimson Ca ve Gaining money o r notoriety
3 Eme r ald Devourer Spreading fear of a part i cu l ar god
4 Eternal Eye Collecting sec ret s
5 Misty H and Conq ue r ing challenging targets
6 Obsidian Hunte r Removing a ri va l faction
7 Phantom Scale Conta i ni ng dangerous artifacts
8 T w i light Specter Preparing for the final ritua l
9 Velvet Void Killing a spec ifi c god
10 Venom Wa lker Roll again twice, agenda i s bot h

AXD 163 of 233


SHADOW - WEAVER SPELL LIST SHADOW- WEAVER S PELLCASTI NG

Spell Level Spells


Rogue Cantrips Spells - Spell Slots per Spell Level-
1 st disguise self. dissonant whispers, Leve l Known Known 1st 2nd 3rd 4t h
illusory script, jump, silent image, 3rd 3 3 2
sleep, unseen servant 4th 3 4 3
2nd blindness/deafness, blur, cloud of 5th 3 4 3
daggers, darkness, mirror image, 6th 3 4 3
silence 7th 3 5 4 2
3 rd blink, fear, major image, 8th 3 6 4 2
phantom steed, spirit guardians 9th 3 6 4 2
4th banishment, blight, Evard's black 10th 4 7 4 3
tentacles, phantasmal killer 11t h 4 8 4 3
1 2th 4 8 4 3
Any spells this archetype has granted you 13 th 4 9 4 3 2
knowledge of are considered to be prepared at 14th 4 10 4 3 2
all times. 1 5t h 4 10 4 3 2
Shaded Soul. You gain your magic by forsak- 1 6th 4 11 4 3 3
ing a small portion of your soul to a dark realm 1 7t h 4 11 4 3 3
of shadow energy, and its influence is visible in 1 8t h 4 11 4 3 3
the magic you wield. Illusions you create are 1 9t h 4 12 4 3 3
either wreathed in shadow, or are fully shadows 20th 4 13 4 3 3
themselves. Any unseen servants or spirit guard-
ians you create are invisible but cast horrific, SHROUD OF SHADOW
monstrous shadows, and the latter may deal only Pulling from the well of darkness at your heart,
necrotic damage. you can subtly taint a foe's life-force with deathly
S p ellcasting A bility. Charisma is your spell- energy, linking your power to their death. With a
casting ability for your s hadow-weaver spells, single motion, you can tear off this shroud,
owing to the force of will required to draw ripping away a portion of your enemy's very life.
shadow energy from within your body. You use Starting at 3rd level, you gain darkvision out
your Charisma whenever a spell refers to your to 30 feet, or increase the distance of your exist-
spellcasting ability. In addition, you use your ing darkvision by 30 feet.
Charisma modifier when setting the saving In addition, you may as a bonus action place a
throw DC for a shadow-weaver spell you cast single invisible shroud on a creature you can see
and when making an attack roll with one. within 120 feet of you. This shroud lasts for an
hour, and during this time you always know the
Spell save DC= 8 +you r p roficiency bonu s +you r
Cha ri s m a mod ifi er
Spell attack modifier= you r p ro fi ciency bonus+
you r Charis m a m o difie r

.,

AXD 164 of 233


general direction and vague emotional state HEART OF DARKNESS
(surprised, angry, joyful, scared, etc) of a The dark power burning inside you urges you to
creature under your shroud, provided that you claim the life-force of your foes, and its raw, feral
are both on the same plane. You may only ever hunger is plain for your adversaries to see.
have one shroud placed, and placing a shroud on At 13th level, you gain advantage on Charisma
a creature removes a pre-existing shroud you (Intimidate) checks against creatures under the
have already placed. effect of your shroud.
When you attack a creature under your In addition, when an enemy under your
shroud, you may choose to expend a spell slot shroud is reduced to 0 hit points, you learn any
and remove the shroud from the creature before final regrets or desires they may have had.
making the attack roll. If you do, regardless of
whether you hit or miss with the attack, the BLACK AGONY
target takes 1d6 necrotic damage per level of the You have formed a relationship with the shadow
spell slot used, up to a maximum of 4d6 damage. within you, and can use it delicately enough to
You may not remove a shroud the same round line your weapons with row upon row of razor-
you place a shroud, nor may you place a shroud sharp ebon spikes, ready to expand on a strike
the same round you remove one. and torturously shred your enemies from within.
At 17th level, when you successfully sneak
GLOOMSTRIDE attack an enemy under your shroud, you may
All darkness streams from the black realm to choose to make your sneak attack dice d12's
which you are sanctified, and thus all darkness is instead of d6's. This ability may not be used
connected. Knowledge of this simple fact again until you complete a short or long rest.
coupled with your inner umbra! power allows
you to leap from the very shadows, even those CREDITS:
cast by your enemies. Photoshop & design by /u/the_singu lar_anyone
Beginning at 9th level, you may as a bonus
Visit WALROCK HOMEBREW for more!
action teleport up to 30 feet and appear either in http://walrock-homebrew.blogspot.co m
an area of dim light or darkness, or directly
Art by john Avon, Dnys Tsiperko, Julius (exanju),
adjacent to a creature, in a space occupied by its
Alyn Spiller, Igor Kieryluk, Milivoj Ceran, and
shadow. Your DM determines where the Andreas Rocha
creature's shadow falls. In rare, very specific
Thanks to the kind folks of reddit and tumblr,
instances (such as exactly at high noon or while
to /u/Smyris for their resource pack, and to
on the Positive Energy plane), a creature may /u/skybugl 2 for their Photos hop guide!
not have a shadow, and this ability may not be
used as if they had one. If a creature is under the
effect of your shroud, you may use this ability to
teleport to any point adjacent to it, as long as it is
within range.
If you attack a creature in the same turn after
you have used this ability, your attack has
advantage against the creature. This ability may ,
~
not be used again until you complete a short or
long rest, or until an enemy under your shroud is
reduced to 0 hit points.

AXD 165 of 233


AXD 166 of 233
Once you use this feature, you can't use it again until you
PHOENIX SORCERY finish a long rest.
Your power draws from the immortal flame that fuels the
P HOENIX SPA.BX
legendary phoenix. You or your ancestors perhaps rendered a
Starting at 6th !eve~ the fiery energy within you grows
phoenix a great service, or you were born in its presence.
restless and vengeful In the face of defeat, it surges outward
Whatever the cause, a shard of the phoenix's power dwells
to preserve you in a fiery roar.
within you.
If you are reduced to 0 hit points, you can use your reaction
That power is a mixed blessing. Like the mythical creature,
to draw on the spark of the phoenix. You are instead reduced
you can invoke fiery energy and gain the ability to cheat death
to l hit point, and each creature within l 0 feet of you takes
itself. This power comes at a cost. The fire within you
fire damage equal to half your sorcerer level +your Charisma
seethes, demanding to be unleashed. You sometimes find
modifier.
yourself absentmindedly feeding fires. You can't bear to allow
If you use this feature while under the effects of your
a fire to sput1er out. You feel most comfortable while holding
Mantle of Flame, this feature instead deals fire damage equal
a lit torch or sitting in front of a campfire.
to your sorcerer level + double your Charisma modifier, and
More importantly, this gift comes with no special protection
your Mantle of Flame immediately ends.
from fire. You are as vulnerable as any other creature to fiery
Once you use this feature, you can't use it again until you
magic, including your own. Phoenix sorcerers can use their
finish a long rest.
powers to pull themselves back from the brink of death, and
all too often their own, rash nature or reliance on des tructive
magic is what puts them there in the first place.
N OUJUSHING F'IB.E
Starting at 14th !eve~ your fire spells soothe and restore you.
Such sorcerers are wanderers by necessity. The volatile
When you expend a spell slot to cast a s pell that includes a
nature of their magic makes other folk nervous. If a fire
fire damage roli you regain hit points equal to the slot's level
breaks out in town, a phoenix sorcerer had best flee, whether
+ your Charisma modifier.
guilty or not. Fire is a dangerous force, and phoenix sorcerers
have a reputation (deserved or not) for reckless behavior,
confident that the essence of the phoenix can save them. FORM OF THE PHOENIX
At 18th !eve~ you finally master the spark of fire that dances
P H O ENIX SOU L Q U IRKS within you. While under the effect of your Mantle of Flame
d6 Quirk feature, you gain additional benefits:

l You absentmindedly ignite small fires that quickly • You have a flying speed of 40 feet and can hover.
sputter out. • You have resistance to all damage.
2 You cackle like a fiend when you unleash your fire • If you use your P hoenix Spark, that feature deals an extra
spells. 20 fire damage to each creature.
3 You admire fire, even if it burns your friends.
4 You are covered in burns that mark the first time your
power manifested.
5 You like your food charred.
6 You are brave to the point of recklessness.

IGNITE
At 1st levei you gain the ability to start fires with a touch. As
an action, you can magically ignite a flammable object you
touch with your hand- an object such as a torch, a piece of
tinder, or the hem of drapes.

MANTLE OF FLAME
Starting at 1st levei you can unleash the phoenix fire that
blazes within you.
As a bonus action, you magically wreathe yourself in
swirling fire, as your eyes glow like hot coals. For 1 minute,
you gain the following benefits:
• You shed bright light in a 30-foot radius and dim light for
an additional 30 feet.
• Any creature takes fire damage equal to your Charisma
modifier if it hits you with a melee attack from within 5
feet of you or if it touches you.
• Whenever you roll fire damage on your turn, the roll gains
a bonus to equal to your Charisma modifier.

AXD 167 of 233


S OUL OF THE SEA
SEA SORCERY At 1st levei your tie to the sea grants you the ability to
The power of water is the strength of flexibility, resilience, breathe underwater, and you have a swim speed equal to your
and a relentless nature. Water parts to allow a ship to sail walking speed
over it or a diver to plunge into it, but their passing leaves no
mark. Water flowing down a mountain reaches the sea. It CUltSE OF THE SEA
might bend and tum across valleys and down hillsides, but it When you choose this origin at 1st !eve~ you learn the secret
slowly and steadily returns to the waves. Those whose souls of infusing your spells with a watery curse.
are touched by the power of elemental water command a When you hit a creature with a cantrip's attack or when a
similar power. creature fails a saving throw against your cantrip, you can
Your heritage ties to powerful creatures of the sea, such as curse the target until the end of your next tum or until you
nereids, the lords of the merfolk, and elemental powers. Like curse a different creature with this feature.
a river, you feel the call of the ocean. The call is ever present Once per tum when you cast a spel~ you can trigger the
in your heart, and you are never completely at peace until you curse if that spell deals cold or lightning damage to the
are near the sea. cursed target or forces it to move. Doing so subjects the
target to the appropriate additional effect below, and then the
curse ends if the spell isn't a can trip (you choose the effect to
use if more than one effect appHes):

Cold Damage. If the affected target takes cold damage from


your spel~ the target's speed is also reduced by 15 feet until
the end of your next turn. If the spell already reduces the
target's speed, use whichever reduction is greater.
Lightning Damage. If the affected target takes lightning
damage from your spel~ the target takes additional
lightning damage equal to your Charisma modifier.
Forced Movement. lf the target is moved by your spe~
increase the distance it is moved by 15 feet.
WATEB.Y DEFENSE
At 6th !eve~ you gain resistance to fire damage.
You also gain the ability to defend yourself by momentarily
assuming a watery form. As a reaction when you are hit by an
attack and take bludgeoning, piercing, or slashing damage
from it, you can reduce that damage by an amount equal to
your sorcerer level plus your Charisma score, and then you
can move up to 30 feet without provoking opportunity
attacks. Once you use this special reaction, you can't use it
again until you finish a short or long rest.

SHIFI'ING FoR.M
Starting at 14th leve~ you gain the ability to enter a liquid
state while moving.
When you move on your turn, you take only half damage
from opportunity attacks, and you can move through any
enemy's space but can't willingly end your move there.
On your turn, you can move through any space that is at
least 3 inches in diameter a nd do so without squeezing.
When you stop moving, the regular squeezing rules apply if
you're in a space one size smaller than you. You can't willingly
s top in a space smaller than that, and if you're forced to do so,
you immediately flow to the nearest space that can fit you,
back along the path of your movement.

WATEB. SOUL
Starting at 18th levei your being is altered by the power of
the sea. You gain the following benefits:
• You no longer need to eat, drink, or sleep.
:__ia~~~i:;- • A critical hit against you becomes a normal hit.
• You have resistance to bludgeoning, piercing, and slashing
damage.

AXD 168 of 233


The hound appears in an unoccupied space of your choice
SHADOW within 30 feet of the target. Roll initiative for the hound On
its turn, it can move only toward its target by the most direct
Your innate magic comes from the Shadowfell You might
route, and it can use its action only to attack its target. The
trace your lineage to an entity from that place, or perhaps you
hound makes opportunity attacks, but only against its target.
were exposed to its fell energy and transformed in some
Additionally, the target has disadvantage on all saving throws
fundamental manner.
against your spells while the hound is within 5 feet of it. The
The power of shadow magic casts a strange pall over your
hound disappears if it is reduced to 0 hit points, if its target is
physical presence. The spark of life that sustains you is
reduced to 0 hit points, or after 5 minutes.
muffled, as if it struggles to remain viable against the dark
energy that imbues your soul At your option, you can pick
S HADOW WALK
from or roll on the following table to create a unique quirk for
At 14th levei you gain the ability to step from one shadow
your character.
into another. When you are in dim light or darkness, as a
S HADOW SORCERER QUIRKS bonus action, you can teleport up to 120 feet to an
d6 Quirk unoccupied space you can see that is also in dim light or
darkness.
l You are always icy cold to the touch
2 When you are asleep, you don't appear to breathe SHADOW Fo:RM
(though you must still breathe to survive). At 18th leve~ you can spend 3 sorcery points to transform
3 You don't seem to bleed, even when badly injured. yourself into a shadow form as a bonus action. In this form,
you have resistance to all damage except force damage, and
4 Yo ur heart beats once per minute. This event you can move through other creatures and objects as if they
sometimes surprises you. were difficult terrain. You take 5 force damage if you end your
5 You have trouble remembering that living creatures and turn inside an object. You remain in this form for 1 minute.
corpses should be treated differently.
6 You blinked. Once. Last week.

E YES OF THE DAJl.K


From 1st leve~ you have darkvision with a range of 60 feet.
You can cast darkness by spending 1 sorcery point. You can
see through any darkness spell you cast using this ability.

S nENGTH OF THE G:ll.AVE


Starting at 1st leve~ your existence in a twilight state between
life and death makes you difficult to defeat. Whenever
damage reduces you to 0 hit points, you can make a
Constitution saving throw (DC 5 + the damage taken~ On a
success, you instead drop to 1 hit point. You cannot use this
feature if you are reduced to 0 hit points by radiant damage
or by a critical hit.

HOUND OF ILL OMEN


At 6th leve~ you gain the ability to call forth a howling
creature of darkness to harass your foes. As a bonus action,
you can spend 3 sorcery points to summon a hound of ill
omen to target one creature you can see. The hound uses a
dire wolf's statistics with the following changes:
• The hound is size Medium.
• It can move through other creatures and objects as if they
were difficult terrain. The hound takes 5 force damage if it
ends its turn inside an object.
• At the start of its turn, the hound automatically knows its
target's location. If the target was hidden, it is no longer
hidden from the hound

..
AXD
•• 169 of 233
\.
STONE SORCERY
Your magic springs from a mystical link between your soul
and the magic of elemental earth. You might trace a distant
ancestor to the Plane of Earth, or your family might have
earned a mighty boon in return for a service to the dao lords.
Whatever your past, the magic of elemental earth is yours to
command
Your link to earth magic grants you extraordinary
resilience, and stone sorcerers have a natural affinity for
combat. A steel blade feels like a natural extension of your
body, and sorcerers with this origin have a knack for wielding
both s hields and weapons. In combat your place is amid the
fray. You rely on your elemental nature to shield you from
harm and your magic and metal weapons to overwhelm your
foes.

B ONUS PllOFICIENCIES
At 1st levei you gain proficiency with shields, simple
weapons, and martial weapons.

METAL MAGIC
Your affinity for metal gives you the option to learn some non-
sorcerer spells that focus on weapon attacks. When your S TONE.AEGIS
Starting at 6th !eve~ your command of earth magic grows
Spellcasting feature lets you learn a sorcerer spell of 1st level
stronger, allowing you to harness it for your allies' protection.
or higher, you can select the spell from the following list of
As a bonus action, you can grant an aegis to one allied
spells, in addition to the sorcerer spell list. You must
creature you can see within 60 feet of you. The aegis is a dim,
otherwise obey all the restrictions for selecting the speli and
gray aura of earth magic that protects the target. Any
it becomes a sorcerer spell for you.
bludgeoning, piercing, or slashing damage the target takes is
Spell level Spell reduced by 2 +your sorcerer level divided by 4. This effect
lasts for 1 minute, until you use it again, or until you are
l st compelled duel
incapacitated
l st searing smite Jn addition, when a creature you can see within 60 feet of
l st thunderous smite you hits the protected target with a melee attack, you can use
your reaction to teleport to an unoccupied space you can see
l st wrathful smite within 5 feet of the attacker. You can teleport only if you and
2nd branding smite the attacker are on the same surface. You can then make one
melee weapon attack against the attacker. If that attack hits, it
2nd magic weapon
deals an extra 1dl0 force damage. This extra damage
3rd blinding smite increases to 2d10 at l lth level and 3d10 at 17th level
3rd elemental weapon
STONE' S EDGE
4th staggering smite Starting at 14th !eve~ your mastery of earth magic allows you
to add the force of elemental earth to your spells. When you
S TONE'S DUllABILI'IY cast a spell that deals damage, choose one creature damaged
At 1st levei your connection to stone gives you extra fortitude. by that spell on the round you cast it. That creature takes
Your hit point maximum increases by 1, and it increases by 1 extra force damage equal to half your sorcerer level This
again whenever you gain a level in this class. feature can be used only once per casting of a spell
As an action, you can gain a base AC of 13 +your
Constitution modifier if you aren't wearing armor, and your EAJtTH MAsTEll'S .AEGIS
skin assumes a stony appearance. This effect lasts until you Beginning at 18th levei when you use your Stone's Aegis to
end it as a bonus action, you are incapacitated, or you don protect an ally, you can choose up to three creatures to gain
armor other than a shield its benefits.

6
AXD 170 of 233
HEAT OF BATTLE
SORCEROUS ORIGINS Starting at 6'h level. when you hit a target with a spell. you
Different sorcerers claim different origins for their innate can spend sorcery points to deal additional fire damage to
magic. These origins can vary greatly, from draconjc that target. The extra damage is ld6 per sorcery point
bloodlines. to wild magic, and some sources even more spent, up to an amount equal to your Proficiency m odifier.
ancient and powerful. Additionally. if you roll a l on damage dice that deal fire
damage, you can reroll that die. You must use the result of
THE FIRST FLAME
the new roll.
Your magical talents spawn from The First Flame. a power
SPONTANEOUS COMBUSTION
that once. long ago. introduced light to those lost in
At 14'h level. your flames take on a Jjfe of their own. When
darkness. The first flame spawned a magic that generated
you are hit by a melee attack. you can use your reaction to
creation and life. but also dealt death and destruction to
deal fire damage to the attacker equal to 2d6 plus your
those who could not control it. It h :is been :i lifelong
Ch arisma modifier.
personal battle for you to control and use your powers.
You can use thls feature a n umber of times equal to your
FLAME AFFI NITY Charisma modifier (a minimum of once). You regain all
At 1"1 level, you can manjpulate small names. such as spent uses after finishing a long rest.
candles and torches. As a bonus action, you can light or Additionally. you can use an action to Ught or douse all
douse a flame within :m feet. Any name lit thls way gives off candles. torches. or any other object that couJd be Ut w ith a
light for an extra 5 feet. but does not deal damage to objects single spark within 60 feet.
or creatures. You also know the produce flame cantrip.
I GNITED SPIRIT
HEART OF FIRE At l81h level, you can use an action to spread the flame in
The power of the First Flame burns in your blood, your heart to the hearts of your allies. increasing thei r vigor
empowering your spelJs and protecting you from the and resolve. For a number of rounds equaJ to your
elements. At 1"' Jevel. you can change the damage type of Ch arisma modifier. allies within 30 feet of you have
any of your spells to ftre damage. advantage on saving throws against spells and their
In addition. you have resistance to fire damage. weapon attacks deal an additional ld8 fire damage.
Once you use thls feature. you must firush a long rest
before you can use it again

AXD 171 of 233


CRASHING WAVE
SORCEROUS ORIGINS At 15 1 level, your spells can channel the force of the sea and
Different sorcerers claim different origins for their innate batter your enemies. When you cast a spell of P 1 level or
magic. These origins can vary greatly, from draconic higher , you can spend 1 sorcery points to force the target of
bloodlines, to wild magic. and some sources even more the spell to succeed on a Strength saving throw or be
ancient and powerful. pushed 10 feet in any direction you choose.

THE PRIMEVAL TEAR HEART OF THE SEA


You gain your talent for sorcery from the primordial force of At 6'h level, you can use the curative powers of water to heal
water. Legends tell of the first tear to fall from the face of a yourself. As an action, you can spend sorcery points to heal
woman with a broken heart. and how this tear spawned yourself. T he hit points recovered is ld8 per sorcery point
great storms and tidal waves of anger and vengeance. Many spent, up to an amount equal to your Proficiency modifier.
who are gifted in this way have long lineages of seafarers, STATE MANIPULATION
and feel the call of the sea as strongly as their forefa thers At 141h level , you can quickly change the state of water to
before them. The sorcerers who learn to master the power your advantage. As a bonus action, you can spend 1 sorcery
of the primeval tear are said to be able to spawn whirlpools
point to freeze or evaporate up to 10 gallons of w ater
and flood deserts.
immediately. Spending additional sorcery points allows you
OCEAN'S BREATH to freeze or evaporate an additional 10 gallons for each
You are naturally talented at living at sea and feel at home sorcery point spent.
in the water. You can hold your breath for a number of lf the w ater is on the floor, you can freeze the water, and
minutes equal to twice your Constitution modifier. In the area becomes difficult terrain for l d4+ 1 rounds.
addition, your swim speed is equal to your land speed. You Alternatively, you can evaporate the w ater and create a
can also cast the 1s t level spell cr eate or destroy water as a mist. For each gallon of water evaporated, you create 1
sorcerer spell. cubic foot of mist. Any creature in the mist has partial
cover. The mist lasts for ld4+1 rounds, or can be blown
away by strong winds.
lf the water is on a creature, you can freeze the creature,
and it must make a Strength saving throw. On a fai led save,
they take frost damage equal to 2d6 plus your Charisma
modifier and are restrained until they succeed on a
Strength saving throw on their turn. On a successful
save, they take half of that damage and must move
at half speed on their next turn. Alternatively, you
can boil the water , and the target must make a
Constitution saving throw , taking fire damage equal
to 2d 10 plus your Charisma modifier on a failed
save, or half as much damage on a successful one.

RISING TIDE
At 181h level , you can use an action to channel the
ferocity of the sea and throw your foes into turmoil.
For a number of rounds equal to your Charisma
modifier, enemies wi thin 30 feet of you must
succeed Constitution saving throws or take a level of
exhaustion. T hese levels of
exhaustion stack each round and
remain for 1 minute startin g at
the first round that you use this
feature.
Once you use this feature, you
must finish a long rest before you
can use it again.

AXD 172 of 233


SORCEROUS ORIGINS
Different sorcerers claim different origins for their
innate magic. These origins can vary greatly, from
draconic bloodlines, to w ild magic, and some
sources even more ancient and powerful.

THE MONOLITH
Your sorcery draws from the monolith, a
mythical artifact that is said to appear once
every hundred years for a short period of Lime
before mysteriously vanishing. Every time it
makes an appearance, its presence leaves a
magica l effect on newborns and infants within
its vicinity, making them more attune to the
earth and much more magically talented. Since
a very young age, you·ve felt a connection to the
earth and stone that most dwarves would be
envious of, and your ability to magically
manipulate stone has made you a gifted mage.

CHILD OF THE EARTH


Your innate connection with stone gives you
access to magic that would otherwise be
beyond your reach. You may add the spells
meld into stone, stone shape, and flesh to stone
to your sorcerer spell list. T he casting
requirements for these spells do not change. In
addition, you gain tremor sense up to 20 feet.

STEPS OF THE EARTH


Starting at 1si level, your abilities are enhanced
when you are in your element. If you are standing on
stone floor, you have advantage on Strength checks
and saving throws.
following penalties. As long as a creature is caught in
STONE GUARDIAN quicksand, it must make a Strength saving throw at the end
At 61h level, w hen you are attacked, you can use your of each of its turns.
r eaction to spend 1 sorcery point to harden your body to Stage 1. The creature cannot move on its turn. If it fails
stone. Until your next turn, you have advantage on saving its saving throw, it goes to stage 2. If it succeeds its saving
throw s against being moved and you gain a + 1 bonus to throw, it is free of quicksand.
your AC. You can spend additional sorcery points, adding Stage 2. The creature is restrained. If it fails its saving
an additional + 1 bonus to AC, up to a number equal to half throw , it goes to stage 3. If it succeeds its saving throw, it
your Proficiency modifier. goes to stage 1.
Stage 3. The creature is restrained and is completely
STONE AFFIN ITY
underground and can't be targeted by attacks. It can't
Starting at 141h level. when you cast a spell that has the attack. but it may cast spells that do not have verbal
words earth or stone in the name, you may spend 1 sorcery components. It also cannot breathe. If it fails its saving
point to cast them using a spell slot that is 1 level lower.
throw, it stays at stage 3. If it succeeds its saving throw, it
QUICKSAND goes to stage 2.
At l 81h level, you can use your action to shift a patch of At the end of the 10 minutes. if the creature is still
earth within 100 feet of you into quicksand with a radius of caught in quicksand, it returns to position that it was in
15 feet. For 10 minutes, all creatures that begin their turn when it was caught.
within the quicksand must make Strength saving throws. Once you use this feature, you cannot use it again until
On a failed saving throw, each creature is subject to the you finish a short or long rest.

AXD 173 of 233


radius around you. Creatures in the thunderstorm lose 10
SORCEROUS ORIGINS feet of movement and are considered to be in partial cover.
Different sorcerers claim different origins for their innate On your turn, one random enemy must make a Dexterity
magic. These origins can vary greatly, from draconic saving throw. On a failed save, the target i s struck by
bloodlines, to wild magic, and some sources even more lightning for ld8 lightning damage. On a success, the target
ancient and powerful. takes half as much. These effects last for I minute.
Once you use one of these features, you must finish a
THE PRIMAL GALE long rest before you can use them again.
The primal gale is an ancient spirit from the beginning of Additionally, you can slightly alter the weather at will.
time that manifests itself as violent wind storms, often You can summon or dismiss clouds, create rain. a breeze,
displaying its amazing natural force through tornados and or a light fog at any time.
hurricanes. Driven by this wild call of the storms, your BORN OF LIGHTNING
powers manifest themselves through thunderous shouts
Starting at 145 ' level, your abilities to control lightning
and concentrated lightning storms.
manifest themselves and allow you to imbue yourself with
CALL OF THE WIND the power of the storm. You can use an action to spend 1
You can create thunder on a whim, often to terrifying effect. sorcery point to give yourself a fly speed equal to your land
You gain proficiency in Charisma (Intimidation). In speed for 1 minute. Additionally, if you are hit by an attack
addition, your proficiency bonus is doubled for Charisma or spell that deals lightning or thunder damage, you can use
(Intimidation) checks. your reaction to negate the damage done to yourself and
You can also spend 1 sorcery point to let out a reflect the damage back to the attacker.
thundering shout that carries your voice for 1 mile in every PRIMAL MANIFESTATION
direction.
A t 18'11 level, you can use an action to surround yourself in
CRACKLING SPELL an intense w indstorm and embody the spirit of the primal
Starting at 181 level , you can channel lightning and thunder gale. For a number of rounds equal lo your Charisma
into your spells. When you deal damage with a spell, you modifier, you have resistance to all damage except psychic
can spend I sorcery point to deal extra lightning damage and poison damage, you have l 0 additional feel of
equal to your Charisma modifier. Additionally, you can add movement. and your sorcerer cantrips deal an additional
the spell call lightning to your sorcerer spell list. 4d6 lightning damage. A target that takes damage from this
source must succeed on a Constitution saving throw or be
SONG OF STORMS paralyzed until your next turn.
A t 6'" level, you're able drastically change the weather. As Once you use this feature, you must finish a long rest
an action, you can create a thunderstorm in a 100 foot before you can use it again.

AXD 174 of 233


FROZEN HEART
SORCERER ORIGIN
Legends te ll of an a ncient queen, whose cruelty was
s o great tha t the gods turned he r heart to ice. He r
power. te rrible a nd beautiful, has manifested within
you. Pe rha ps yo u came in contact with a magical re lic
from the deep no rth. Or you co uld be the lates t
membe r of a g reat line of s uccession leading bac k to
the queen he rself.

FRIGID SOUL
Propelled by a he art of ice , the blood in your veins
runs cold. At 1st level, bitte r te mperatures cause you
no discomfort a nd you have resistance to cold damage.

GATHERING FROST
Starting a t 1st leve l, whe never you deal cold dam a ge
to a creature with a spe ll of 1st !vi or greater, you can GLACIAL W REATH
reduce its s peed by half on its next turn. At 14th le ve l, you can conjure sheaths of ice to protect
yo urse lf. Whe never you become the target of a n
F LASHFREEZE a ttack, yo u can use your reaction to gain te mporary hit
Be ginning a t 6 th le vel, you can usc your action and µuiut~ t:4ual tu half your sorcerer leve l.
spend 2 sor ce ry points to cre ate a simple object or Additio na lly, yo u can use yo ur action to e ncase
s truc ture m a de of ice, s uch as a stairway, a sword, or yourself in a pro tective cocoon of ice for 1 minute o r
a s olid block. It mus t reside within a 10 foo t c ube until you choose to e nd the effect. Yo u becom e
cente red on a point within 120 feet of you. You can't pe trifie d and gain temporary hit points equal to twice
s h ape the ice to trap or injure a creature in the area. your sorcere r le vel w hich last until the e ffe ct e nds.
Alte rna tively, you can turn areas of wa te r to ice You a re s till a ware of your surroundings . Once you
within a 40 foo t cube centere d on a point within 120 e ncase yourself this way, you can't do s o again until
feet of you. Yo u cannot freez e areas of water that you fini s h a long rest.
w ould tra p a creature in ice.
At 14th level, you can spend 2 additional s orcery W INTER ls COMING
p oints to form your creation o ut of True Ice instead. Beginning at 18th level, you can exte nd your icy grip
across the land. As an action, you can spe nd 5 s orcery
THE NATURE OF ICE points to exude a freezing aura to a distance of 20 feet.
The ice tha t yo u create is a bnormally cold and dense, but it's For 10 minutes or w1til you lose your concentra tion,
not magical. At room temperature, it melts at a rate of 1 foot s urfaces within the aura become coated in fros t, and
every 8 ho urs. The DM may rule that enviromnental fac tors w a te r freezes solid instantly. A hostile creature tha t
increase o r decrease this rate.
starts its turn within the aura must succee d on a
Each 5 foot squa re section of ice has AC 10, 20 hit points,
and vulne rability to fire da mage. Reducing a frozen section to cons titution saving throw or take 2d8 cold damage a nd
0 hit points d estroys it. become re s traine d Lmtil the beginning of its next turn. At
C reatio ns made of True Ice a re mag ically durable. T hey the beginning of your turn, you can e xpand or re duce the
do no t melt, a nd the ir sectio ns have AC 2 0 and 4 0 hit points. ra nge of the a ura by 10 feet, to a maximwn of 100 feet.

Howebrew by Bel1t/11obc11 Frozen wasteland by mer/ I 11cz lee l Vicch by brya11syrne


AXD 175 of 233
SORCEROUS ORIGINS
The following are Sorcerous Origin options available in dwells within.
addition to those presented in the Player's Handbook. As a bonus action, you assume a demonic form. For 1
minute, you gain the following benefits:
ABYSSAL BLOODLINE • You gain natural weapons and can make bite and claw
Your innate magic comes from demonic magic. Perhaps a attacks. You are proficient with your unarmed strikes, and
distant ancestor made a pact with abyssal powers, or was they deal ld6 piercing or s lashing damage, as appropriate
s ired by one, or perhaps you pe rsonally felt a demonic touch to the type of natural weapon. This damage increases to
that instilled a dark power in your blood 2d6 at 14th level
Abyssal bloodlines tend to be sporadic and s hort-lived The • You gain resistance to fire and poison damage.
more a sorcerer of this bloodline casts spells, the more their • You add your Charisma modifier to your AC.
nature becomes manifest, and th ey can even adopt demonic
forms in battle. Once you use this feature, you can't use it again until you
finish a long rest.
DEATH REA.PER.
Starting at 1st !eve~ when you reduce a hostile creature to 0 IMPllOVED DEMONIC MANTLE
hit points, you gain temporary hit points equal to your At 6th leveL your Demonic Mantle becomes even more
Charis ma modifier + your sorcerer level (minimum of 1) fearsome. You gain the following be nefits while under the
effects of your Demonic Mantle.
DEMONIC MANTLE • Your natural weapons count as magical for the purposes
Starting at 1st levei you can unleash the abyssal nature that of overcoming resistance and immunty to nonmagical
attacks and damage.
• Whenever you roll fire damage on your tum, the roll gains
a bonus equal to your Charisma modifier.

DEMONIC R.EsIUENCE
At 14th leveL the roiling power of your abyssal nature can
allow you to return from the precipice of death with a
vengean ce.
If you are reduced to 0 hit points, you can use your reaction
to draw on the chaotic power within you. You are instead
reduced to 1 hit point, and each creature within 10 feet of
you takes fire damage equal to half your sorcerer level +
your Charisma modifier.
If you use this feature while under the effects of your
Demonic Mantle, this feature instead deals fire
damage equal to your sorcerer level + double your
Charisma modifier, and your Demonic Mantle
immediately ends.
Once you use this feature, you can't use it again
until you finish a long rest.

DEMONIC APOTHEOSIS
At 18th !eve~ you gain ultimate control over your
abyssal nature. While under the effects of your
Demonic Mantle , you gain the following benefits:

• At the start of each of your turns, each


creature within 5 feet of you takes fire damage
equal to double your Charisma modifier, and
flammable objects in your aura that aren't being
worn or carried ignite.
• A creature takes fire damage equal to double
your Charis ma modifier if it touches you or
hits you with a m elee attack from within 5 feet
of you.
• If you use Demonic Resilience, that feature
deals an extra 20 fire damage to each
creature.

RIC.

AXD 176 of 233


CELESTIAL BLOODUNE ANGEL WINGS
Not all magic stems from dark pacts and eldritch forces. Your At 14th levei you gain the ability to sprout a pair of angelic
innate power is a blessing of the gods. Perhaps you are an wings from your back, gaining a flying speed equal to your
aasimar, a descendant of a union between a mortal and a current speed You can create these wings as a bonus action
celestial entity. Or perhaps your birth was foretold by an on your turn. They last until you dismiss them as a bonus
ancient prophecy, and your holy powers a symbol of action on your turn.
providence. You can't manifest your wings while wearing armour unless
In some cultures, sorcerers of this nature may live as god- the armour is made to accommodate them, and clothing not
kings claiming divine right to rule. In others, they may be made to accommodate your wings might be destroyed when
shunned by those in power, who view such manifestations of you manifest them.
divine power outside the clergy as a threat to their authority.
ANGEUCFODi
DIVINE MAGIC At 18th !eve~ you embody your celestial heritage. Using your
At 1st levei your link to the divine allows you to learn spells action, you undergo a transformation. For 1 minute, you gain
normally associated with the cleric class. When your the following benefits:
Spellcasting feature lets you learn a sorcerer cantrip or a
• You add your Charisma modifier to saving throws against
sorcerer spell of 1st level or higher, you can choose the new
speUs.
spell from the cleric spell list, in addition to the sorcerer spell
• You emit bright light in a 60-foot radius and dim light 30
list. You must otherwise obey all the restrictions for selectin g
feet beyond that.
the spel~ and it becomes a sorcerer spell for you.
• Enemy creatures in the bright light have disadvantage on
saving throws against your sorcerer spells th at deal fire or
RADIANT SOUL
radiant damage.
Starting at 1st !eve~ your divine blessing allows you to serve
as a conduit for holy energy. You have resistance to radiant Once you use this feature, you can't use it again until you
damage, and when you cast a spell that deals radiant damage finish a long rest.
or fire damage, you add your Charisma modifier to that
damage.
Additionally, you know the sacred flame and thaumaturgy FEY BLOODUNE
cantrips and can cast them at will They don't count against The power of the elves is ancient and implacable, and it runs
your number of cantrips known. strongly in your veins. The possible reasons for the potent
manifestation of your heritage are endless. Perhaps you are a
PuISSANT LIGHT scion of a mighty archfey, or were blessed by such an entity at
Starting at 6th !eve~ your inherent grace fortifies you against birth. Perhaps you were born at a conjunction between the
harm. You and friendly creatures creatures within 10 feet Prime Material Plane and the Feywild, or were exposed to a
have resistance to damage from spells. vortex of magic while making the transition between the two
At 18th levei the range of this aura increases to 30 feet. planes.

>RIC I

AXD 177 of 233


Sorcerers of the fey bloodline usually have over- response to harm. When you take damage, you can use your
emphasized elvish features. Their eyes might be a reaction to turn invisible and teleport up to 60 feet to an
particularly vibrant purple or green, their ears could be unoccupied space you can see. You remain invisibe until the
longer, or their movements may be exceptionally graceful start of your next turn or until you attack or cast a spell
Many find such physical features beautiful in an otherworldly Once you use this feature, you can't use it again until you
kind of way, while others may be put off by your seemingly finish a short or long rest.
alien nature.
BEGUIUNG P:R.ESENCE
FEY .ANCESTRY Beginning at 14th levei fey magic surrounds you with an
At 1st !eve~ you can read, speak, and write Sylvan.
entrancing aura. At the end of a long rest, you gain the effect
Additionally whenever you make a charisma check when
of a sanctuary spell that lasts until the start of your next long
interacting with fey creatures, your proficiency bonus is
rest (the spell can end early as normal} The saving throw DC
doubled if it applies to the check.
for the spell uses your spell save DC.
NATUB.AL SPELLCASTING
At 1st !eve~ your link to nature allows you to learn spells CAPTIVATING Aull.A
normally associated with the druid class. When your Starting at 18th levei you learn to project the beguiling and
Spellcasting feature lets you learn a sorcerer cantrip or a fearsome presence of the fey. As an action, you can expend 5
sorcerer spell of 1st level or higher, you can choose the new sorcery points to draw on this on this power and exude an
spell from the druid spell list, in addition to the sorcerer spell aura of confusion to a distance of 60 feet. For 1 minute, or
list. You must otherwise obey all the restrictions for selecting until you lose your concentration (as though you were casting
the speU and it becomes a sorcerer spell for you. a concentration spell~ each hostile creature that starts its
turn in this aura must succeed on a Wisdom saving throw or
MISTY ESCAPE be charmed or frightened by you (your choice) until the aura
Starting at 6th !eve~ you can vanish in a puff of mist in ends. A creature that succeeds on this saving throw is
immune to your aura for 24 hours.

AXD 178 of 233


INFERNAL BLOODl.lNE
There is hellish power burning in your blood You may be a don't gain this benefit if you have 0 hit points.
tiefling, a scion of the Pact Primeval whose ancestry is
manifest in your appearance. Or maybe one of your parents
was a cambion or some other hellspawn. Or perhaps you CREDITS
struck a bargain with a fiend to gain dark powers. Some Sorcerous origins are a popular variety of homebrew, and
infernal bloodlines follow long and storied dynasties, while there have been many intelligent and creative individuals
others are spontaneous, the product of a newly~truck pact whose ideas have inspired the content found here.
between a mortal and a sinister patron.
Fiends are fearsome warriors, and infernal sorcerers gain • Reddit user "coolswordorroth"
a measure of that affinity for battle. Weapons feel natural in • EnWorld user "RhaezDaevan"
your hand, and you manifest a tough hide that provides some • Reddit user "Shmaba"
protection from those of your enemies. More so than any
other bloodline, you are well-suited to the thick of the
fighting.

BONUS Pit.OFICIENCIES
At 1st !eve~ you gain proficiency with shields,
s imple weapons, and martial weapons.

INFER.NAL RESIUENCE
As magic flows through your body, it causes
physical changes that reflect your infernal
power. At 1st !eve~ your hit point maximum
increases by 1, and increases by 1 again
whenever you gain a level in this class.
Additionally, parts of your body are covered
by a tough hide. When you aren't wearing
armour, your AC equals 13 +your Dexterity
modifier.

DilK. BAB.GAIN
At 6th !eve~ you learn to stretch the limits of
your hellish fortune and to turn an enemy's
failed strike into good luck for yourself. When
a creature makes an attack roll against you,
you can use your reaction to impose
disadvantage on that roll If the attack misses
you, your next attack roll against the creature
has advantage if you make it before the end
of your next turn.
Once you use this feature, you can't use it
again until you finish a short or long rest.

INFER.NAL HATE
Starting at 14th levei your mastery of your dark
power allows you to add the force of hellish fire
to your spells. When you cast a spell that deals
damage, choose one creature damaged by that
spell on the round you cast it. That creature
takes extra fire damage equal to half your
sorcerer level This feature can be used only
once per casting of a spell

HELUSH VIGOUR.
At 18th levei you attain the pinnacle of
resilience in battle. At the start of each of
your turns, you regain hit points equal to 5
+ your Constitution modifier if you have no
more than half of your hit points left. You

AXD 179 of 233


AllT CR.EDITS
• "Tiefling Warlock", artist unknown
• "Healing Hands" by josu Hernaiz ©Wizards of the Coast
LLC
• "Nissa's Renewal" by Li us Lasahido © Wizards of the
CoastLLC
• "Tibalt, the Fiend-Blooded" by Peter Mohrbacher©
Wizards of the Coast LLC
• "Kingdom Age - EU" by john "dustsplat" Staub©
Kingdom Age
This document was created using The Homebrewery, a
NaturalCrit resource.

DISCLAIMER
Dungeon Master's Workshop is not responsible for any
consequences arising from claiming one's birthright
from entities of extraplanar origin. This goes double
for those descended from beings of the lower planes.
Dungeon Master's Workshop reminds adventurers
to always read the fine print when signing unholy
pacts.

ARC:Al'<E. EMPORIUM I C'REO:TS


5

AXD 180 of 233


AXD 181 of 233
WARLOCK OTHERWORLDLY
PATRON
At 1st level a warlock gains the Otherworldly P atron feature.
Here are new options for that feature: the Hexblade, the
Raven Queen, the Seeker and the Undying Light.

THE HEXBLADE
You have made your pact with a powerful sentien t magic
weapon carved from the stuff of the Shadowfell The mighty
sword Blackrazor is the most notable of these weapons,
several of which have spread across the multiverse over the
ages. These weapons grow stronger as they consume the life
essence of their victims. The strongest of them can use their
ties to the Shadowfell to offer power to mortals who serve
them. The Raven Queen forged the first of these weapons. • Any attack roll you make against the cursed tar get is a
They, along with the hexblade warlocks, are another tool she critical hit on a roll of 19 or 20 on the d20.
can use to manipulate events in the Material Plane to her • If the cursed target dies, you regain hit points equal to
inscrutable ends. your warlock level + your Charisma modifier.
You can't use this feature again until you finish a short or
ExPANDED SPELL UST long rest.
The Hexblade lets you choose from an expanded list of spells
when you learn a warlock spell The following spells are S HADOW HOUND
added to the warlock spell list for you. Starting at 6th level your shadow can split from you and
transform into a hound of pure darkness. Most of the time,
H EXBLADE EXPANDED SPELLS
your shadow hound masquerades as your normal shadow. As
Spell Level Spells a bonus action, you can command it to magically slip into the
l st shield, wrathful smite shadow of a creature you can see within 60 feet of you. While
2nd branding smite, magic weapon the shadow hound is merged in this manner, the target can't
gain the benefits of half cover or three-quarters cover against
3rd blink, elemental weapon your attack rolls, and you know the distance and direction to
4th phantasmal killer, staggering smite the target even if it is hidden. The hound can't be seen by
anyone but you and those with truesight, and it is unaffected
5th cone ofcold, destructive wave
by light. T he target has a vague feeling of dread while the
hound is present.
HEX WAIUUOll. As a bonus action, you can command your s hadow hound
At 1st level you gain proficiency with medium armor, shields, to return to you. It also automatically returns to you if you and
and martial weapons. In addition, when attacking with a the target are on different planes of existence, if you're
melee weapon that you are proficient with and that lacks the incapacitated, or if dispel magic, remove curse, or similar
two-handed property, you can use your Charisma modifier, magic is used on the target.
instead of Strength or Dexterity, for the attack and damage
rolls. All.MOii. OF HEXES
At 10th level your hex grows more powerful If the target
H EXBLADE' S CUii.SE cursed by your Hexblade's Curse hits you with an attack roll
Starting at 1st level you gain the ability to place a baleful roll a d6. On a 4 or higher, the attack instead misses you.
curse on an enemy. As a bonus action, choose one creature
you can see within 30 feet of you. The target is cursed for 1 MAsTEll. OF HEXES
minute. Until the curse ends, you gain the following benefits: Starting at 14th level you can use your Hexblade's Curse
again without resting, but when you apply it to a new target,
• You gain a bonus to damage rolls against the cursed
target. The bonus equals your proficiency bonus. the curse immediately ends on the previous target.

AXD 182 of 233


EXPANDED SPEI.l.. LIST
The Raven Queen lets you choose from an expanded list of
THE R.AVEN_2,'!!!,EN spells when you learn a warlock spelt The following spells
You patron is the Raven Queen, a mysterious being who rules are added to the warlock spell list for you.
the Shadowfell from a palace of ice deep within that dread
realm. The Raven Queen watches over the world, anticipating RAVEN QUEEN ExPANDED S PELLS
each creature's death and ensuring that it meets its end at the Spell Level Spells
proscribed time and place. As the ruler of the Shadowfell she 1st false life, sanctuary
dwells in a decayed, dark reflection of the world Her ability to
reach into the world is limited Thus, she turns to mortal 2nd silence, spiritual weapon
warlocks to serve her will Warlocks sworn to the Raven 3rd feign death, speak with dead
Queen receive visions and whispers from her in their dreams,
4th ice storm, locate creature
sending them on quests and warning them of impending
dangers. 5th commune, cone ofcold
The Raven Queen's followers are expected to serve her will
in the world She concerns herself with ensuring that those SENTINEL RAVEN
fated to die pass from the world as expected, and bids her Starting at 1st level you gain the service of a spirit sent by the
agents to defeat those who seek to cheat death through Raven Queen to watch over you. The spirit assumes the form
undeath or other imitations of immortality. She hates and game statistics of a raven, and it always obeys your
intelligent undead and expects her followers to strike them commands, which you can give telepathically while it is
down, whereas mindless undead such as skeletons and within 100 feet of you.
zombies are little more than stumbling automatons in her While the raven is perched on your shoulder, you gain
eyes. darkvis ion with a range of 30 feet and a bonus to your passive
Wisdom (Perception) score and to Wisdom (Perception)
checks. The bonus equals your Charisma modifier. While
perched on your shoulder, the raven can't be targeted by any
attack or other harmful effect; only you can cast spells on it; it
can't take damage; and it is incapacitated
You can see through the raven's eyes and hear what it hears
while it is within 100 feet of you.
Jn combat, you roll initiative for the raven and control how
it acts. If it is slain by a creature, you gain advantage on all
attack rolls against the killer for the next 24 hours.
The raven doesn't require sleep. While it is within 100 feet
of you, it can awaken you from sleep as a bonus action.
The raven vanishes when it dies, if you die, or if the two of
you are separated by more than 5 miles.
At the end of a short or long rest, you can call the raven
back to you-no matter where it is or whether it died- and it
reappears within 5 feet of you.

SOUL OF THE RAVEN


At 6th level you gain the ability to merge with your raven
spirit. As a bonus action when your raven is perched on your
shoulder, your body merges with your raven's form. While
merged, you become Tiny, you replace your speed with the
raven's, and you can use your action only to Dash, Disengage,
Dodge, Help, Hide, or Search. During this time, you gain the
benefits of your raven being perched on your shoulder. As an
action, you and the raven return to normal

RAVEN'S SHIELD
At 10th level the Raven Queen grants you a protective
blessing. You gain advantage on death saving throws,
immunity to the frightened condition, and resistance to
necrotic damage.

QUEEN'S RIGHT HAND


Starting at 14th level you can channel the Raven Queen's
power to slay a creature. You can cast finger of death. After
you cast the spell with this feature, you can't do so again until
you finish a long rest.

WARl Kl-c TRU


69
AXD 183 of 233
AsT:RAL REFUGE
THE SEEKER At 6th leveL you gain the ability to step into an astral refuge.
Your patron is an inscrutable being who travels the Astral As an action, you disappear from the world for a brief
Plane in search of knowledge and secrets. In return for your moment and enter the Astral Plane, taking advantage of its
patron's gifts, you wander the world seeking lore that you can timeless nature. While in your astral refuge, you can take two
share with the Seeker. actions to cast spells that target only you. After using those
Your patron could be any deity or other powerful entity two actions, you return to the space you occupied and your
dedicated to knowledge or forgotten lore. Celestian is an turn ends.
ideal patron for a Greyhawk campaign, and was the
inspiration for this concept. In the Forgotten Realms, your FAB. WANDER.Ell
patron might be Azuth or Oghma. Aureon makes an excellent At 10th leveLyou no longer need to breathe, and you gain
patron in Eberron, while in Krynn and the Dragonlance resistance to fire damage and cold damage.
campaign setting, Gilean is a good match for the Seeker's
role. AsT:RAL SEQ.UESTR.ATION
Starting at 14th leveLyou gain the ability to sequester
yourself and your allies on the Astral Plane.
Exl>ANDED SPELL LIST
The Seeker lets you choose from an expanded list of spells By performing a special ritual over the course of 5 minutes,
when you learn a warlock spell The following spells are you shift yourself and up to ten willing creatures you can see
added to the warlock spell list for you. to the Astral Plane. You and those creatures gain the benefits
of a s hort rest while sequestered on the Astral Plane. You
S EEKER EXPAN OED SPELLS then return to the spaces you all occupied when you used this
Spell Level Spells ability, with no time having passed in the world
During this short rest, you and the creatures you sequester
1st feather fall, jump
can make use of any options available during a rest that affect
2nd levitate, locate object only you and the creatures you sequester.
3rd clairvoyance, sending Once you use this ability, you cannot use it again until you
complete a long rest.
4th arcane eye, locate creature
5th legend lore, passwall

S HIELDING AUR.O:RA
Starting at 1st leveL you can invoke the Seeker's power to
protect you from harm. As a bonus action, you create a
whirling aurora of brilliant energy that swirls around you.
Until the end of your next turn, you gain resistance to all
damage, and if a hostile creature ends its turn within 10 feet
of you, it takes radiant damage equal to your warlock level+
your Charisma modifier.
Once you use this feature, you can't use it again until you
finish a short or long rest.

PACT BOON: PACT OF THE STAR. CHAIN


At 3rd leveL a character dedicated to the Seeker can select
this option instead of one of the warlock's existing Pact Boon
options.
The Seeker grants you a chain forged from starlight,
decorated with seven gleaming motes of brightness. While
the chain is on your person, you know the augury spell and
can cast it as a ritual The spell doesn't count against your
number of spells known.
Additionally, you can invoke the Seeker's power to gain
advantage on an Intelligence check while you carry this item.
Once you use this ability, you cannot use it again until you
complete a short or long rest.
If you lose your Star Chain, you can perform a 1-hour
ceremony to receive a replacement from the Seeker. The
ceremony can be performed during a short or long rest, and it
destroys the previous chain. The chain disappears in a flash
of light when you die.
The exact form of this item might be different depending
on your patron. The Star Chain is inspired by the Greyhawk
deity Celestian.

AXD 184 of 233


CLOAK OF BAALZEBUL
ELDRITCH INVOCATIONS Prerequisite: The Fiend patron
As a bonus action, you can conjure a swarm of buzzing flies
At 2nd levei a warlock gains the Eldritch Invocations feature. around you. The swarm grants you advantage on Charisma
Here are new playtest options for that feature. (Intimidation) checks but disadvantage on all other Charisma
Many of these new invocations are tied to a patron, checks. In addition, a creature that starts its tum within 5 feet
allowing you to strengthen the bond between your warlock of you takes poison damage equal to your Charisma modifier.
and an otherworldly patron. You can dismiss the swarm with another bonus action.
1\vo of the invocations are associated with the Seeker, a
patron that appeared in another installment of Unearthed CUllSE BJtINGEJt
Arcana. Prerequisite: The Hexb/ade patron, Pact of the Blade feature
You can create a greatsword forged from silver, with black
AsPECT OF THE MOON runes etched into its blade, using your Pact of the Blade
Prerequisite: The Archfey patron feature. If you reduce a target cursed by your Hexblade's
You have gained the Maiden of the Moon's favor. You no Curse to 0 hit points with this sword, you can immediately
longer need to sleep and can't be forced to sleep by any change the target of the curse to a different creature. This
means. To gain the benefits of a long rest, you can spend all 8 change doesn't extend the curse's duration.
hours doing light activity, s uch as reading and keeping watch. When you hit a creature with this weapon, you can expend
a spelJ s lot to deal an additional 2d8 slashing damage to the
Bu:RNING HEX target per s pell !eve~ and you can reduce the creature's speed
Prerequisite: The Hexblade patron to 0 feet until the end of your next turn.
As a bonus action, you cause a target cursed by your
Hexblade's Curse to take fire damage equal to your Charisma Kiss OF MEPHISTOPHELES
modifier (minimum of 1). Prerequisite: 5th leve( the Fiend patron, eldritch blast can trip
You can channel the fires of Mephistopheles through your
CAIPHON'S BEACON eldritcb blast. When you hit a creature with that cantrip, you
Prerequisite: The Great Old One patron can cast fireball as a bonus action using a warlock spell slot.
The purple star Caiphon is the doom of inexperienced However, the spell must be centered on a creature you hit
mariners. Those who use its deceptive light to guide their with eldritch blast.
travels invariably come to ruin. You gain proficiency in the
Deception and Stealth skills, and you have advantage on Fit.OST LANCE
attack rolls against charmed creatures. Prerequisite: The Archley patron, eldritch blast cantrip
You draw on the gifts of the Prince of Frost to trap your
CHiu.ING HEX enemies in ice. When you hit a creature with your eldritch
Prerequisite: The Hexblade patron blast cantrip one or more times on your tum, you can reduce
As a bonus action, you cause frost to swirl around a target that creature's speed by 10 feet until the end of your next
cursed by your Hexblade's Curse, dealing cold damage to turn.
each of your enemies within 5 feet of the target. The cold
damage equals your Charisma modifier (minimum of 1). GAZE OF KHI:R.AD
Prerequisite: 7th /eve( the Great Old One patron
CHJtONICLE OF THE RAVEN QUEEN You gain the piercing gaze of the blue star Khirad As an
Prerequisite: Raven Queen patron, Pact of the Tome feature action, you can see through solid objects to a range of 30 feet
You can place a corpse's hand or s imilar appendage on your until the end of the curre nt turn. During that time, you
Book of Shadows and ask one question aloud After 1 minute, perceive objects as ghostly, transparent images.
the answer appears written in blood in your book. The
answer is provided by the dead creature's spirit to the best of G:RASP OF HAD.AB.
its knowledge and is translated into a language of your Prerequisite: The Great Old One patron, eldritch blast
choice. You must use this ability within 1 minute of a can trip
creature's death, and a given creature can only be asked one Once during your turn when you hit a creature with your
question in this manner. eldritcb blast can trip, you can move that creature in a straight
line 10 feet closer to yourself.
CLAW OF ACAMA.Jt
Prerequisite: The Great Old One patron, Pact of the Blade GnEN Lom's GIFT
feature Prerequisite: The Archfey patron
You can create a black, lead flail using your Pact of the The Green Lord oversees a verdant realm of everlasting
Blade feature. The flail's head is sculpted to resemble a pair summer. Your soul is linked to his power. Whenever you
of grasping tentacles. The weapon has the reach property. regain hit points, you treat any dice rolled to determine the
When you hit a creature with it, you can expend a spell slot to hit points you regain as having rolled their maximum value.
deal an additional 2d8 necrotic damage to the target per spell
levei and you can reduce the creature's speed to 0 feet until
the end of your next turn.

AXD 185 of 233


S EA TwINs' GUT
I MPJWVED PACT WEAPON Prerequisite: The Archfey patron
Prerequisite: 5th /eve~ Pact of the Blade feature The Sea Twins rule seas in the Feywild Their gift allows
Any weapon you create using your Pact of the Blade you to travel through water with ease. You can breathe
feature is a+ 1 weapon. This invocation doesn't affect a magic underwater, and you gain a swimming speed equal to your
weapon you transformed into your pact weapon. walking speed
You can also cast water breathing using a warlock spell
MAcE OF DISPATEll slot. Once you cast it using this invocation, you can't do so
Prerequisite: The Fiend patron, Pact of the Blade feature again until you finish a long rest.
When you create your pact weapon as a mace, it manifests
as an iron mace forged in Dis, the second of the Nine Hells. S EEKEll'S SPEECH
When you hit a creature with it, you can expend a spell slot to Prerequisite: The Seeker patron
deal an additional 2d8 force damage to the target per spell Your quest for knowledge allows you to master any spoken
!eve~ and you can knock the target prone if it is Huge or
language. When you complete a long rest, you can pick two
smaller. languages. You gain the ability to speak, read, and write the
chosen languages until you finish your next long rest.
MooNBow
Prerequisite: The Arch fey patron, Pact of the Blade feature
SHllOUD OF ULBAN
You can create a longbow using your Pact of the Blade Prerequisite: 18th /eve~ the Great Old One patron
feature. When you draw back its string and fire, it creates an The blue-white star Ulban maintains a fickle presence
arrow of white wood, which vanishes after 1 minute. You have among the stars, fluttering into view only to herald a dire
advantage on attack rolls against lycanthropes with the bow. omen. As an action, you can turn invisible for 1 minute. If you
When you hit a creature with it, you can expend a spell slot to attack, deal damage, or force a creature to make a saving
deal an additional 2d8 radiant damage to the target per spell throw, you become visible at the end of the current turn.
level
SUPEllIOll PACT WEAPON
PATH OF THE SEEKEll Prerequisite: 9th levei Pact of the Blade feature
Prerequisite: The Seeker patron Any weapon you create using your Pact of the Blade
The Seeker bids you to travel in search of knowledge, and feature is a +2 weapon. This invocation doesn't affect a magic
little can prevent you from waling this path. You ignore weapon you transformed into your pact weapon.
difficult terrain, have advantage on all checks to escape a
grapple, manacles, or rope bindings, and advantage on saving TOMB OF LEVISTUS
throws against being paralyzed Prerequisite: The Fiend patron
As a reaction when you take damage, you can entomb
RAVEN QUEEN'S BLESSING . . yourself in ice, which melts away at the end of your next turn.
Prerequisite: Raven Queen patron, eldr1tch blast can trip You gain 10 temporary hit points per warlock !eve~ which
When you score a critical hit with your eldritch blast take as much of the triggering damage as possible. You also
cantrip, pick yourself or an ally you can see within 30 feet of gain vulnerability to fire damage, your speed drops to 0, and
you. The chosen creature can immediately expend a Hit Die you are incapacitated All of these effects end when the ice
to regain hit points equal to the roll + the creature's melts.
Constitution modifier (minimum of 1 hit point~ Once you use this invocation, you can't use it again until
you finish a short or long rest.
RELENTLESS HEX
Prerequisite: 5th /eve~ the Hexblade patron ULTIMATE PACT WEAPON
Your Hexblade's Curse creates a temporary bond between Prerequisite: 15th /eve~ Pact of the Blade feature
you and your target. As a bonus action, you can magically Any weapon you create using your Pact of the Blade
teleport to a space you can see within 5 feet of the target feature is a +3 weapon. This invocation doesn't affect a magic
cursed by your Hexblade's Curse. To do so, you must be able weapon you transformed into your pact weapon.
to see the target and must be within 30 feet of it.

AXD 186 of 233


THE

ANCIENT DRAGON
OTHERWORLDLY PATRON OPTION

Crazed and with wild eyes burning bright as


cinders, a half-ore clad in red-stained leather
roars with a voice like thunder, charging through
the perplexed and outright terrified goblin horde.
Astride his allies, the half-ore grins a fanged
smile and opens his massive mouth, bellowing
out an intense gout of red flame, roasting the
hides of his opponents and clearing a path for
his compatriots.
A dwarf, silver-haired with a flowing robe to
match, raps his burled knuckles on the weath-
ered stonework of a particularly ancient ruined her forehead and mighty scaled leather wings rip
castle. "I can smell it around here, somewhere .. :' from her back. Feral rage glowing in her eyes,
mutters the dwarf, sniffing softly between she stares into the gaze of one assassin who
pushing, prodding, and knocking weathered yelps, immediately drops his weapon, and scram-
stones. With a sudden, surprised grunt, a hollow bles over a near-by fence. His counterpart is left
stone cracks open at his touch, revealing an alone, trembling, cowering before a mighty
incredibly valuable, eons-old cask of lustrous, avatar of draconic fury.
multi-colored gemstones. "Knew it, the ol' nose Creatures of innate magic and eons-old intelli-
never lies," exhales the dwarf, with an air of gence, dragons are beings of legend, fate,
satisfaction. destruction, and destiny incarnate. Though it is a
Adorned with a thin blue tabard over a secret known to few, the truly ancient of their
short-cut white tunic, a fierce-eyed female kind are able to share their inner magic with
eladrin stares down a pair of shadowy assassins mortals by taking part in an eldritch ritual
standing over the body of her fallen friend. She involving a contract and an elixir of the ancient
demands the return of her ally, and the assassins dragon's own blood suffused with the dragon's
fail to oblige, deftly drawing bows to waiting potent magical will. This ritual binds the mortal
hands. With a roar of pained agony, the eladrin to their ancient draconic patron, sharing in the
bristles as yellowed horns burst suddenly from power of the dragon's blood and gaining a

AXD 187 of 233


portion of the dragon's own magic. Some may expend a spell slot of 3rd level or higher and
scholars of arcana theorize such rituals may use this breath weapon, requiring all creatures
have been involved in the creation of the dragon- in this area to make a Dexterity save against
born race, or even in the birth of the first mortal your spell save DC, or a Constitution save if the
spellcasters. breath deals Cold or Poison damage, taking half
Dragons are fickle, however, and notorious damage if the save is successful. This ability
hoarders of both treasure and power, neither of deals damage of your patron's associated type
which they give up without an abundantly good equal to 4d8 plus your Charisma modifier, plus
reason. What could have influenced your ld8 damage per level of the spell slot above 3rd.
draconic patron to give up a (even quite small)
DRACONIC PATRONAGE
portion of their power, and what does the dragon
hope to gain by it? How involved is your patron Dragon Damage Type Breath Weapon

in your affairs, and why did they choose you to Black Acid 5 by 3 0 ft. Ii n e
bear some of their power? Often, these are Blue Lightning 5 by 3 0 ft. Ii n e
questions that even the warlock has to ponder, Brass Fi re 5 by 3 0 ft . Ii n e
as the true intent of a dragon is hidden to all but Bronze Lightning 5 by 3 0 ft. Ii n e
Copper Acid 5 by 3 0 ft. Ii n e
the most calculating, or truly insane, minds.
Gold Fi re 1 5 ft. cone
Green Poison 15 ft. cone
EXPANDED SPELL LIST
Red Fi re 1 5 ft. cone
The Ancient Dragon lets you choose from an
Silver Cold 1 5 ft. cone
expanded list of spells when you choose a
W h ite Cold 1 5 ft. cone
warlock spell. The following spells are added to
the warlock spell list for you.
A PATRON OF A DIFFERENT COLOR
ANCIENT 0 RAGON EXPAN OED SPELLS
Dragons have a wide and sto ried lineage, and your
Spell Level Spells DM may allow you to pact w ith a dragon of a
l st command, shield lineage not on this list.
2nd locate object, see invisibility If you r DM a llows you t o pact w ith an ancient
3rd elemental weapon, protection shadow dragon, for example, t hey may have a
from energy necrotic damage type and a breath weapon spread
in a 15 foot cone. Similarly, if your character forges
4th compulsion, fire shield
a pact with the god Bahamut, you wou ld have a
5th dominate person, ha flow
radiant damage type, in a 5 by 30 foot line.
Conversely, a pact w ith Ti amat would involve
HOARD SENSE choosin g one of her five heads to embody, and
Beginning at 1st level, you inherently know the u s in g t hat as your Draconic Patronage. Other
worth of any treasure or valuable item you can options may be also availab le , consu lt with your
DM for further info rm ation.
see, and have advantage on Intelligence
(Investigation) checks to find the location of
coinage, gems, and art items of significant worth.
In addition, as an action you may summon or
dismiss a personal chest from your patron's
hoard to or from an unoccupied point on the
ground within 5 feet of you. The chest is initially
empty, and may hold up to 6 cubic feet of non-
living material (3 feet by 2 feet by 1 foot).

ANCIENT'S BREATH
At 6th level, you can channel the element of your
draconic patron, breathing it as a torrent of dam-
aging energy. Consult the Draconic Patronage
table and gain the damage type and breath
weapon spread associated with the color of your
draconic patron. As an action on your turn, you

AXD 188 of 233


BLOOD OF DRAGONS
Starting at 10th level, you gain resistance to the
damage type associated with your draconic
patron. In addition, when you succeed on a
saving throw against an effect that would deal
damage of your patron's type, you take no
damage from the effect.

DRACONIC APOTHEOSIS
Once you reach 14th level, you can assume the
form of an aspect of your draconic patron for up
to a minute. You may sprout horns, grow scales,
gain burning draconic eyes, and take on other
features directly reminiscent of your draconic
lord.
You can transform on your turn us ing a bonus
action, which grants the the following abilities:

Webbed dragon wings sprout from your back,


granting you a flying speed of 60 feet.
As a bonus action on your turn, you m ay level
your draconic gaze at a creature within 60
feet of you. This creature must make a
Wisdom saving throw against your spell save
DC or become frightened of you for one
minute. A creature affected by this re peats
this save at the end of each of its turns, and a
creature that saves against this effect may not
be subject to it again for 24 hours.
While a creature is frightened of you, they
have disadvantage on saving throws against
your spells and abilities, and you have advan-
tage on attack rolls against this crea ture.
The damage dice of your Ancient's Breath
increase from dB's to d12's.

Once you have used this ability, you may not use
it again until you complete a long rest.

CREDITS:
Photoshop & design by /u/the_singular_anyone

Visit WALROCK HOMEBREW for more!


http://walrock-homebrew.blogspot.com

Art by Denman Rooke, Geoffrey Ernault, Chris


Seaman, and Piotr Dura

Tha nks to the kind folks of reddit, to / u/Smyris


for their resou rce pack, to /u/skybug12 for their
Photoshop guide, a nd to one Matt Lemons for all
the time spent brainstorming this project!

AXD 189 of 233


THE
DIVINE ARBITER
WARLOCK OTHERWORLDLY PATRON OPTION

The blessed trinkets adorning her wrists and


ankles begin to clatter as a human clothed in
simple robes works her spell, fingers of holy
fire licking at her soul.
A wisened, leather-skinned dwarf casts his
eyes down to the rune for "thief" branded into
the back of his hand, sighs, and summons his
master's hammer into his grasp, knowing his
debt may never be repaid.
A mere halfting, beset on all s ides by foes,
weaves holy light together around her,
conjuring armor and a blazing shield, before
hurling her defensive barrier towards her
enemies in a brilliant arc of radiance.
Not all pacts for power are struck with the
unscrupulous, evil o utsiders that stalk the
borders of reality. Some warlocks forge deals
with a ruvine presence such as an angel,
archon, or an actual god. These beings always
have a driving cause, s uch as vengeance,
justice, retribution, or cleansing a great evil
from the land. Such pacts still sell the soul of
the warlock to empower them as an
instrument of holy purpose, and the warlock
sacrifices a portion of their free will to
become a tool of whatever cause their patron
embodies.
Perhaps the warlock has done this because
they are truly zealous to the core, or perhaps

AXD 190 of 233


they seek this invas ive service to the divine to you see fit, such that the total of dice handed
absolve their past sins. Possibly they even out to all players equals your number of
believe that they can take their patron's power expended dice. These dice are of the same
and evade them, using it as they please. quantity as the dice you expended, but any die
Whatever the case, the warlock has greater than a d6 is spent as if it were a d6.
become fully infused with the holy power that As an example, if you expend 2d6, and l d8 to
service to their patron provides, and their activate this ability, you can then distribute
divine patron expects great things from them. 3d6 to your fellow players.
The players you have given dice to then
E XPANDED SPELL L IST immediately use these dice to heal as if
The Divine Arbiter lets you choose from an they had spent the m themselves, rolling the
expanded list of s pe lls when you learn a dice, adding their Constitution modifiers, and
warlock spell. The following spells are added applying the gained hitpoints to their total.
to the warlock spell list for you.
S PIRITUAL A RMOR
DIVINE ARBI TE R EXPANDED SPELLS You are an instrument of your patron's holy
Spell Level Spells will, and your patron naturally seeks to
l st bless, shield of faith
protect their more trustworthy implements.
2nd augury, warding bond
Once you reach 6th level, you gain proficiency
3rd beacon of hope, crusader's mantle
in Medium Armor and Shields, and can at any
4th aura of life, aura of purity
5th circle of power, dispel good and evil time as a bonus action channel your patron's
holy will into a luminescent set of any armor
H OLY CONDU IT you have proficiency in, as w ell as a matching
Your patron, being the inscrutable deity that shield, which automatically adorn you.
they are, provides you with an ever-growing This armor and shield a re initially non-
reservoir of holy power, but dipping deep into magical, but if you attune to a set of magical
it to help your comrades can leave you armor or a magical shield, you may spend an
drained. Beginning at 1st level, during a short hour meditating over the armor or shield to
rest you can choose to expend any number of send them to your patron's celestial realm,
hit dice. If you do, you may distribute these from where you may call them with future
dice to the other members of your party as uses of this feature. Only one set of armor and

AXD 191 of 233


one shield may be s tored in this way, and RADIANT SHIELD
unless otherwise stated these implements At 14th level, you may, as an action, transform
follow s imilar rules to the Pact of the Blade your shie ld into a radiant disk of light and
pact boon. hurl it at your enemies, summoning your
If you for whatever reason do not have an shield as part of this action if it is not present.
available hand when you summon your shield, If you do so, make a spell attack against
you may summon the shield to magically float three different targets within 40 feet of you
beside you. A shield wielded in this way only and 20 feet of each other. On a hit, this attack
grants a + 1 bonus to AC instead of the usual deals 6d6 radiant damage. Regardless of
+2, and still counts as an equipped shield. whether the attack hits or misses, the targets
In addition, while you are wielding a shield suffer disadvantage on the next attack they
you may cause it to illuminate with an inner make before the end of your next turn.
holy radiance as a bonus action, as if you had After throwing your shie ld in this way, it
cast the Light can trip targetting it. magically returns equipped to you in a
manner of your chosing. This ability refreshes
KNEEL B EFORE J USTICE only with a short or long rest.
Upon reaching 10th level, your patron's divine
mandate grants you immunity to being WARLOCK R ED EMPTI O N
Frightened. In addition, if another creature A warlock with another patron besides the
attempts to inflic t the Frightened condition Divine Arbiter may, throughout the course
of the game, have reason to abandon their
upon you, you may use your reaction to
patron and seek " redemption " for the pact
denounce them in a powerful, booming they have made through an appropriate
celestial voice. If you do so, they make a quest or series of challenge s.
Wisdom save versus your spell s ave DC, and With DM approval, the warlock may then
if the creature fail s it becomes Frightened or, switch their patron to the D ivine Arbiter,
losing all spells and class features
if it is immune to being Frightened, it associated with their previous patron and
prostrates itself, falling prone. gaining Divine Arbiter spe lls and class
If the target has failed the saving throw, it features in their place.
repeats it at the end of each of its turns. In
order for the target to recover from whichever
condition this feature has imparted upon it,
the target must firs t successfully make this CREDITS:
saving throw. Designed by /u/the_singular_anyone
P hotoshop by /u/the_singular_anyone
Visit WALROCK HOMEBREW for more!
h ttp://wa lrock-home brew. blogspot.com/

Art by Dan Scott, Seok j ung Hyun, Levi


Hopkins, Jonas De Ro, and CircuitDruid

S pecial thanks to the kind folks of reddit, and


/u/skybug 12 for his amazing Photoshop
guide!

AXD 192 of 233


By Jonoman.1000 BoltNine H omebr ew

THE FALLEN
BLINDING GAZE
You have made a pact with a fallen angel, an angel that has
committed an evil act that has marked them as an outcast. Starting at 1st level, your patron bestows upon you the
The angel may have rebelled against the powers they once ability to blind foes with your angelic power . As an action,
served, seeking rulership over evil rath er than good. Or they you can cause each creature in a 30-foot cone originating
may still strive to be r"Cdeem ed. working for good among from you to make a Constitution saving throw against your
the mortals of the Material plane. The being may have warlock spell save DC. The creatures that fail their saving
created the pact to further either its goals of evil or its throws are all blinded until the end of your next turn.
dreams of redemption.
Once you use this feature. you can't use it again until
EXPANDED SPELL LIST you finish a short or long rest.

The Fallen lets you choose from an expanded list of spells SHIMMERING SHIELD
when you learn a warlock spell. The following spells are
At 6th level, you can call upon you patron to gr ant you
added to the warlock spell list for you.
protection. When you are hit by ao attack, you can use your
FALLEN EXPANDED SPELLS reaction to grant yourself +3 AC until the start of your next
Spell Level Spells turn, potentially causing th e attack to miss you. lf the attack
1st misses you, th e attacker must succeed oo a Dexterity
detect evil and good. command
2nd see mvis1b1tiry, zone of truth saving throw against your warlock spelt save DC or take the
3rd clairvoyance. tongues damage of th e attack themselves.
4th compulsion, divination
Once you use this feature, you can't use it again until
sth commune. dispel evil and good
you finish a short or long rest.

DIVI NE AWARENESS
At 10th level, your powerful insight allows you to know
when a creature is lying. Whenever you touch a creature.
you can feel when they tell an outright lie, but you do not
know when a creature is telling half-truths or withholding
information.

WINGS OF T HE FALLEN
Beginning at 14th level, you can gain the ability to grow a
pair of black feathery wings from your back, gaining a flying
speed equal to your current speed. You may create or
dismiss th ese wings using a bonus action on your turn.
While in flight, you m ay disengage as a bonus action.

You cannot create these wings while weari ng armor,


unless the armor is made to accommodate them, and
clothing not made to accommodate your wings might be

AXD 193 of 233


lh Jonoman1000

THE ICE Q UEE N EXPANDED SPELL LIST


1l1c lee Queen lets you choose from an expanded list of spells when
Your patron is a mysterious and extremely powerful witch, a
you learn a warlock spell. The following spells are added to the
sorceress that has mastered ice magic and ascended to new heights of
warlock spell list for you.
magical power. Over thousands of years of life, the Ice Queen's body
bas become melded with the ioc that they have controlled and formed
into their lair, giving them total omniscience over the frozen ICE QUEEN EX PAN OED SPELLS
wastelands they call home. This being's motivations for taking on Spell Level SpcUs
warlocks are completely unknown. Perhaps she wishes strive for 1st fog cloud, ice knife
2nd gust of wind, snilloc s snowball swarm
even greater magical power, expand her icy domain, or simply add
3rd sleet ston11, wall of water
more creatures into her entourage. 'Tilerc is only one known lee 4th e/e111e11ta/ bane, ice storm
Queen, and her current domain extends throughout the northernmost 5th cone ofcold, conjure elemental
sections of the world.
!CE QUEEN'S BLESSI NG
Starting at I st level, you !cam the shape water cantrip, whicb counts
as a warlock cantrip for you. You may cast U1is cantrip using your
bonus action rather than your action, and you can use its effects on
any area of ice within range, including using it to unfreeze U1at ice.

GLACIAL P RISON
At 6U1 level, you can call upon your patron to freeze your enemies.
Whenever you deal cold damage wiU1 a speJJ of 1st level or higher,
you can force all enemies alicctcd by the spell to make a Constitution
saving throw. On a failure, a creature is stunned until until the end of
its next n1m.
Once you use this feature, you can't use it again until you finish a
short or long rest.

FROZEN SHIELD
At I OU1 level, your proficiency in ice magic gives you resistance to
its cITccts. You gain resistance to cold damage, and whenever a
crcan1re deals cold damage to you you gain temporary hit points
equal to the damage dealt. These temporary hit points last until
U1c end of your nex.1 t11rn.

I c YTOMB
13eginning at 14th level, when you hit a creature wiU1 an
attack, you can use this feanire to instantly encase Uiat
creature in ice. The creature becomes petrified by ice
for I minute, after which the ice melts. At the start of
each of their turns, the petrified creature can make
a Strength saving Uuow if they have been dealt
damage since the end of their last tum. On a
success, lhe ice is broken and the
creature can escape.
Once you use this feature, you can't use it
again untiJ you firusb a long rest.

\ll h) Coh,uulrc

AXD 194 of 233


THE SHADOWCAT
Your patron is an otherworldy creature that strides between
planes; a Jiving omen of ill luck and good fortune alike. The
motives of this creature are often baffling to even the most
devout servant - kind one moment, and cruel the next, it
seems to find endless amusement from the suffering of
others. The deals it makes are less of a contractual kind, and
more of an agreement to follow the whims and wishes of an
immortal and implacable being.

EXPANDED SPELL LIST


The Shadowcat lets you choose from an expanded list of
spells when you learn a warlock spell The following spells
are added to the warlock spell list for you.

SHADOWCAT ExPAN OED SPELLS


Spell Level Spells
IN KC AT
Large fey, chaotic neutral
l st animal friendship, feather fall
Armor Class 17 (natu ral armor)
2nd find traps, silence Hit Points 60 (6d6+42)
3rd feign death, haste Speed 4 5 ft., clim b 4 5 ft.

4th freedom of movement, greater invisibility


STR DEX CON INT WIS CHA
5th antilife shell, creation
18(+4 ) 20(+5) 12 (+1 ) 10(0) 12 (+ 1) 14 (+2)
CLAWS OF SHADE
At 1st levei servants of the Shadowcat prowl through the far Skills Stealth +8, Perce ptio n +6
planes around you, defending you from harm. Whenever a Damage Resistances psych ic; bludgeo ning, pie rcing,
creature attacks you from within 60 feet, you can use your o r slashing from no nmagical attac ks that aren't
reaction to cause ethereal claws to lash out in retaliation. s ilvered
Make a spell attack roll; on a hit, they take slashing damage
Senses Darkvision 120 ft., passive Percept io n 1 6
Languages can 't speak, but unders tands commands
equal to half your warlock level plus your Charisma modifier.
Challenge 5 (l ,800 XP)
STOLEN LUCK
Eyes ofthe Hunter. Magical darkness does not
At 6th levei creatures around you seem to fail at the simplest
impede the inkcat's darkvision.
of tasks while you breeze by. As a bonus action, you can select
a creature within 60 feet. The subject has disadvantage on Shadowed Pounce. Whenever the inkcat makes a
their next attack roli ability check, or saving throw. You gain Dexterity saving throw, it can use its reaction after
advantage on your next attack roli ability check, or saving resolving the saving throw to teleport up to 60 feet
throw. Once you use this feature, you can't use it again until and make a single claw or b ite attack.
you finish a short or long rest. Shadow Dweller. The inkcat can choose to generate
an aura of magical darkness arou nd itself, as the
UMBB.AL VAULT darkness spell, except the area on ly fills the same
At 10th levei whenever you are subject to an effect that squares as the inkcat and moves w ith it. It can
requires you to make a Dexterity saving throw, you can use disable or e nable th is aura as a bonus actio n.
your reaction to instantly dissolve into a dark mist and
reappear at an unoccupied location with 30 feet, negating the Actions
effect. Once you do this, you cannot use this feature again Multiattack. The inkcat makes two claw attacks and
until you finish a short or long rest. one bite attack. Alternatively, it triggers Shadowed
Pounce as an actio n instead of a reaction.
CALL TO THE NIGHT
At 14th levei you can summon a servant of the Shadowcat Claw. Melee Weapon Attack:+ 7 to hit, reach l Oft.,
into your realm within 30 feet of you as an action. The utterly one target. Hit: 11 (l dl 0 + 5) slashing damage.
black feline creature, called an inkcat, uses the following Bite. Melee Weapon Attack:+ 7 to hit, reach Sft.,
statistics block and acts under your command during its turn. one target. Hit 11 (l dl 0 + 5) piercing damage plus
The servant remains until it dies, you dismiss it or ten 7 (2d6) psychic damage.
minutes pass. Once you summon it, you cannot summon
another until you finish a long rest.

WA~CK PA.ROt-. I SHADUWC.A

AXD 195 of 233


JP>ACT OF THE CHAIN f AMII.lAR DUSKBOR.NE COMPANION
Prerequisite: Shadowcat Patron, Pact of the Chain
If you select the Pact of the Chain, you can choose the When you select a dimcat as your familiar using find
following creature as a familiar. familiar; it gains additional hit points equal to your warlock
leveL and it gains resistance to bludgeoning, piercing, or
slashing damage from nonmagical attacks that aren't silvered
DIM CAT The psychic damage dealt by its bite attack increases to ld8
tiny fey, chaotic neutral at 9th level and to ld12 at 16th level

Armor Class l 5 (natural armor) EI.DR.ITCH CLAW


Hit Points l 0 (3d4 + 3) Prerequisite: Shadowcat Patron
Speed 30 ft., climb 30 ft. When you cast the eldritch blast can trip, you do not have
disadvantage if you are casting from within 5 feet of a hostile
creature. You gain advantage on your eldritch blast attack roll
STR DEX CON INT WIS CHA when you target a creature within 5 feet of you.
6 (-2) l 7 (+ 3) 13 (+ l ) l 0 (0) 12 (+ l ) 14 (+ 2)
FANG OF THE INKCAT
Skills Perception +5, Stealth +6 Prerequisite: Shadowcat Patron, Pact of the Blade
Senses passive Perception 15, darkvision 120 ft. You can create a rapier made from polished fang, flowing
Languages understands Common and those known with blue-black smoke, using your Pact of the Blade feature.
by its master, but can't speak. If you hit an enemy with this weapon, you can take the Dodge
Challenge l (200 XP) action as a bonus action; when you do so, you can't do so
again until you reduce an enemy to 0 hit points or finish a
Eyes ofthe Hunter. Magical darkness does not short or long rest. When you hit a creature with this weapon,
impede the dimcat's darkvision. you can expend a spell slot to deal an addtional 2d8 psychic
damage to the tar get per spell level and blind the target until
Magic Resisrance. The dimcat has advantage on
the end of your next turn.
saving throws against spells and other magical
effects.
F'EUNE FORM
Shadow Dweller. The dimcat can choose to generate Prerequisite: 7th level, Shadowcat Patron
an aura of magical darkness around itself, as the You can use Wild Shape (as the druid class feature detailed
darkness spell, except the area only fills the same on page 66 of the Player's Handbook) as though you were a
square as the dimcat and moves with it. It can
druid of half your warlock level However, you can only
disable or enable this aura as a bonus action.
assume the forms of feline creatures, such as cats, lions, or
Actions panthers. Also, you may transform into creatures of the fey
type, so long as they meet all other requirements.
Bite. Me/ee Weapon Attack: +5 to hit, reach 5ft.,
one target. Hit: 5 (l d4 + 3) piercing damage plus 3
(l d4) psychic damage. Shadowcat Warlock Patron by /u/GenuineHeathen
Want more? Check out my Soulkn ife fu ll class!
Shadow Hop. The dimcat teleports to a point within
l 0 feet. This is only available while its aura is active.
AUTHOR'S NOTE
Hey! Thanks for reading this!
I found the excellent image above and was
ELDRITCH INVOCATIONS inspired to make this patron an option. I wanted to
If an eldritch invocation has prerequisites, you must meet provide an option with a wide variety of different
them to learn it. Level prerequisites refer to warlock leveL not features.
Looking at the current patrons, I saw the
character level You can learn the invocation at the same time
fo llowing themes, I've no idea how accurate these
you meet its prerequisites.
may be, so take them with a grain of salt.
l st level - the widest range of feature types,
CODEX OF THE BLACK DAWN honestly. They usually provide a strong feature that
Prerequisite: Shadowcat Patron, Pact of the Tome enforces the theme of the patron.
You can summon forth a convocation of servants from the 6th level - Mostly a more minor utility feature,
Shadowcat to deepen the darkness at your whim. By often slightly defensive in nature.
performing a IO-minute rituaL you can create a small blue- l 0th level Strong defensive feature but with a
black flame around an object which reduces bright light to quirk of some kind or limited scope.
dim light, and dim light to nonmagical darkness, within a 30 14th level Powerful, one-use feature than can
foot radius. You can do this three times per long rest. The make or break an encounter. Almost always
flames remain until you dispel them as an action or they strongly offensive or granting powerful utility.
come into contact with mundane fire. Image Credit: MattBarley
http://matt barley.devi antart. co mlart/Fi re-of-the-
Phoe nix-610189921

I SHM >\HA

AXD 196 of 233


THE

UMBRAL LURKER
WARLOCK OTHERWORLDLY PATRON OPTION

Hissing, clawing, and grasping at her fingertips,


an elven warlock weaves animate blackness
between her fingers as she channels the will of
her dark lord.
A surprisingly nimble half-ore jumps rooftop
to rooftop before he spies his quarry, conjures a
longsword of pure shadow and plunges silently
from above onto his unsuspecting prey.
A cheerful gnome smiles wide as the shadows
around him dance and whirl, playing out a way of survival, using the shadows and darkness
puppet show for the surrounding crowd of of their homes to defend themselves and others.
amused and astonished noble children. Regardless of the warlock's intentions, the
There are beings of great power that lurk shadow creatures of this pact always bargain for
within the deepest shadows of the world, in the the warlock's soul and fill the void this bargain
blackest night of a new moon, sheltered under leaves with the raw shadow energy the warlock
the heaviest bows of the forest primeval, and in uses to fuel their dark magics. The creatures of
the caverns, holds, cities and chasms of the darkness expect great things of their chosen
Underdark, and even deeper down still. Many of warlocks, least of all to spread the domain of
these ancient, dark creatures have been given no shadow in their wake, but almost universally to
name, but there are those who seek them out to accomplish some task or long-term goal in the
learn of their power and to gain their eldritch world of light that would prove impossible for
secrets. the creature itself.
Some warlocks tread this path to gain power Though the creatures of darkness a warlock
over what others would fear, others see shadow can pact with are typically nameless, the few that
as a mutable tool that is always in abundance. do have names include Lloth, The King That
Warlocks who have spent large portions of their Crawls, Nhagruul, Xopos, the Raven Queen, the
lives underground often turn to this pact as a Red Witch, and Strahd.

AXD 197 of 233


EXPANDED SPELL LIST LIVING SHADOWS
The Umbra! Lurker lets you choose from an Beginning at 6th level, the shadows around you
expanded list of spells when you choose a sometimes behave as living things, moving while
warlock spell. The following spells are added to you do not, leaping to your aid, and lashing out
the warlock spell list for you. at your foes.
When a creature damages you with an attack
UMBRAL LURKER EXPANDED SPELLS
and you are in dim light or darkness you may, as
Spell Level Spells
a reaction, call upon your shadows to consume
1st silent image, dissonant whispers the creature. If you do, you may teleport the
2nd phantasmal force, target to another area of dim light or darkness
blindness/ deafness on a horizontal surface within 60 feet, and the
3rd blink, phantom steed target makes a Wisdom saving throw against
4th phantasmal killer, Evard's black your spell save DC. If the target fails, it takes 2d8
tentacles
necrotic damage and is frightened of you until
5th creation, mislead
the end of its next turn. This ability refreshes
with a short or long rest.
SERVANT OF DARKNESS You also learn the minor illusion cantrip. If
Your shadowy patron has adapted you to their you already know this cantrip, you learn a differ-
domain, moulding your capabilities to serve their ent warlock can trip of your choice. The can trip
needs. doesn't count against your number of cantrips
Starting at 1st level, you gain darkvision out to known. When you cast minor illusion (unless you
60 feet or, if you receive darkvision from another have learned it from a different source), you can
source, extend that darkvision's range by 60 feet. only create illusory shadows and sounds no
In addition, you may as a bonus action imme- louder than a hiss, but you may fill up to a
diately extinguish any non-magical flames you 10-foot cube instead of the normal 5-foot cubic
designate no larger than a torch and within 120 limit.
feet of you.
DARK GUARDIAN
Shadows begin to swirl around you of their own
accord, and reach out to defend you whenever
. ,
you are in danger.
Once you reach 10th level, when a creature
makes an attack against you and you are stand-
ing within 10 feet of dim light or darkness, you

AXD 198 of 233


may use your reaction to impose disadvantage
on the a ttack. This ability may be used twice and
requires a short or Jong rest to re ple nish all uses
of it. At 17th level, this ability may instead be
used three times before needing to be refreshed.

SHADOW PRISON
At 14th level, your patron grants you the ability
to bind one of your foes in a torturous etherea l
prison composed of shadow energy. Whe n you
hit with a n attack, you can conjure a column of
magical darkness that fully engulfs only the
target, ejecting other creatures present in the
targeted creature's s pace to the closest unaf-
fected nearby a rea of their choice. A creature
with darkvision cannot see through this dark-
ness, and the darkness cannot be illuminated by
any magical or nonmagical light. This column
lasts up to a minute and blocks line of sight. The
targe ted creature takes 3d10 necrotic damage
and is blinded and restrained.
At the e nd of each of the creature's turns while
it is subject to this effect, it may make a Wisdom
saving throw against your spell save DC. If the
creature saves, it is no longer restrained but it is
still blinded until it exits the shadow column,
which it may do on its turn with its normal move-
me nt. If it fails the save, it takes a nothe r 3d10
necrotic damage and continues to be blinded
and restrained.
This ability only refreshes with a long rest.

CREDITS:

Photos hop & des ign by / u /the_ s in gu lar_ anyo ne


Visit WALROC K HOMEBREW for more!
http: //wa lrock-homebrew.b logspot.com
Art by Matias Tapia , Dan Scott, Mathias Verhas-
selt, Andreas Rocha, Grace Liu , and Peter Leeette
Tha n ks to the kind folks of reddit, to / u/Smy ris
for their resou rce pack, a n d to / u/s ky bugl 2 fo r
the ir Photoshop guide!

AXD 199 of 233


ALTERNATIVE 3RD LEVEL

WARLOCK PACT BOONS

In the long, storied history of outsiders meddling 5 feet away from you for 1 minute or more. It
with and granting power to mortals, no two also disappears if you use this feature again, if
pacts struck have ever been exactly the same. you dismiss the weapon (no action required), or
Mortals, remarkably, are creatures of many if you die.
needs, some (they think, with poor, limited Yo u can tra nsform o ne magic whip into
mortal thought) being far more important than your pact weapo n by pe rforming a special
others . Mos t patrons by their nature a re ritual while you hold the weapon. You
providing sorts. and tend to give the mortals at pe rform the ritual over the course of 1 hour,
least a semblance of what they desire if only to
more fully ensure that the mortals a re willing
and alive long enough to fulfill their patron's
dread will.
In the following section are five new pact
boons, able to be taken at 3rd level whe n all war-
locks receive a pact boon, each pertaining to a
specific type of item that a warlock cou ld receive
from their patron in regards to a need.
Whereas the Pact of the Chain provides
companionship, the Pact of the Blade provides
martial mas te ry, and the Pact of the Tome
provides knowledge, each of these five alterna-
tive pact boons provides a specific something
that a warlock patron may supply their faithfu l
servant with when entering into an agreement
for cosm ic power.

PACT OF THE SCOURGE


Many warlocks enter into pacts seeking to inflict
pain or exe rt dominance over others. If this is
the case, often patrons will provide the warlock
with a conjured whip or flail, which could be any-
thing from a n elegant, graceful vine-line lash to a
mass of chains and infernal barbs to a limbe r,
barbed tenticula r sinew. This pact whip allows
the warlock to inflict pain at a relative distance,
and is a symbol of the warlock's domination over
others.
You ca n use your action to create a long whip
as a pact weapon in your empty ha nd. You are
proficient with it while you wield it, and whil e in
your hands it has a reach of 10 feet, the finesse
property, and the ability to do ld6 plus your Dex-
te ri ty modifier s lashing damage on a hit. This
weapon counts as magical for the purpose of
overcoming resistance a nd immuni ty to non-
magica l attacks and damage.
Your pact weapon disappears if it is more than

AXD 200 of 233


which can be done during a short rest. You can Your shield disappears
then dismiss the weapon, shunting it into an ex- if it is more than 5 feet
tradimensional space, and it appears whenever away from you for 1 minute
you create your pact weapon thereafter. You can't or more. It also disappears
affect an artifact or a sentient weapon in this if you dismiss the shield
way. The weapon ceases being your pact weapon (no action required) or if
if you die, if you perform the 1-hour ritual on a you die.
different weapon, or if you use a 1-hour ritual to You can transform one magic
break your bond to it. The weapon appears at shield into your pact shield by
your feet if it is in the extradimensional space performing a special ritual
when the bond breaks. while you hold the shield. You
perform the ritual over the course
PACT OF THE BASTION of 1 hour, which can be done
While any pact that a warlock makes is by defini- during a short rest. You can then
tion a pact for power, some few warlocks wish to dismiss the shield, shunting it into
use this power for the purposes of protection - an extradimensional space, and it
either for themselves, or for others. When this is appears whenever you create your
the case, a warlock's patron may provide them pact shield thereafter. You can't affect
with a bastion, or a pact shield, with which to an artifact or a sentient item in this way.
defend themselves. This shield may be of any The shield ceases being your pact shield
make or composition; it could be simple and el- if you die, if you perform the 1-hour ritual
egant, wrought from iron-hard white wood, on a different shield, or if you use a 1-hour
or it could be an impenetrable barrier of dark ritual to break your bond to it. The shield
fiendish iron, or an otherworldly blockade grown appears at your feet if it is in the extradimen-
of chitin and nodulus vestigial eyes. sional space when the bond breaks.
You can use your action to create a pact shield
in your empty hand. You are proficient with it
PACT OF THE MYSTIC TREADER
while you wield it, and while in your hands it Others may issue a pact simply to gain increased
qualifies as an arcane focus. magical prowess, but you had the foresight to
enter into the pact with freedom in mind. To that
end, your patron has fulfilled their end of the bar-
gain by providing you with wonderous shoes that
greatly increase your mobility, which could
appear as intricate soft-leather slippers with
glided patterns of leaves and masks, immaculate
pitch-black leather boots warm to the touch, or
purple nebulous shoes that shift form on every
step.
You are gifted a stylish pair of magical shoes
or boots by your patron, undoubtedly the finest
of their make. While wearing these eldritch
shoes, your movement speed increases by +15
feet and you can jump a distance equal to twice
your Strength or Dexterity score in feet for a
long jump, or twice your Strength or Dexterity
modifier plus 3 in feet for a high jump. These
shoes always seem to find their way back on to
your feet, and when they are more than 60 feet
away from your person they disappear and reap-
pear equipped on your feet, displacing any other
shoes equipped to the closest available space.
When you attune yourself to a pair of magical
shoes or boots, you may choose to replace your

AXD 201 of 233


existing eldritch shoes from this feature with the
attuned item. If this is the case, your old shoes
lose all magical properties they gained from this
feature, and the properties of this feature now
apply to the newly attuned shoes, in addition to
whatever magical abilities the shoes inherently
have.

PACT OF THE ARC


The ability to strike quickly from a distance is a
valuable skill, and your patron has bestowed a
pact bow upon you to allow you to lay low your
enemies while escaping from harm. This may be
such things as a long, slender twig plucked from
the most ancient tree in the Feywild strung with
unicorn mane thread, or a burning construct of
hot iron bound with strands of liquid flame, or a
fibrous, living thing molded from bone and sinew
of creatures best left unknown.
You can use your action to create a ranged
pact weapon in your empty hand. You can
choose the form that this ranged weapon takes
each time you create it, and it must be a bow or
crossbow of some kind. You are proficient with it
while you wield it, and while in your hands it
qualifies as an arcane focus. This weapon and its
ammunition count as magical for the purpose of
overcoming resistance and immunity to non-
magical attacks and damage.
Your pact weapon disappears if it is more than
PACT OF THE PEACEMAKER
5 feet away from you for 1 minute or more. It Warlocks making pacts in modern (or post-
also disappears if you use this feature again, if modern) times might have need of more reliable
you dismiss the weapon (no action required), or ordinance than mere spells can provide. A
if you die. patron may be so persuaded to supply adequate
You can transform one magic ranged weapon protection from a growing arsenal of supernatu-
into your pact weapon by performing a special ral armament, should the prospective warlock
ritual while you hold the weapon. You perform think to ask, and the firearms provided m ay take
the ritual over the course of 1 hour, which can be forms such as an old-fashioned historical
done during a short rest. You can then dismiss blunderbuss crafted of leaf-patterned bronze, a
the weapon, shunting it into an extradimensional sharp-edged, jet-black, and evil-looking glock, or
space, and it appears whenever you create your a strangely glowing alien weapon from out of
pact weapon thereafter. You can't affect an arti- this world.
fact or a sentient weapon in this way. The You can use your action to create a pistol as a
weapon ceases being your pact weapon if you pact weapon in your empty hand. You are profi-
die, if you perform the 1-hour ritual on a different cient with it while you wield it, and while in your
weapon, or if you use a 1-hour ritual to break hands it has a range of 30/90 feet, the loading
your bond to it. The weapon appears at your feet property, and the ability to do ldlO plus your
if it is in the extradimensional space when the Dexterity modifier piercing damage on a hit.
bond breaks. While you hold a firearm granted to you by this
feature, it qualifies as an arcane focus. This
weapon and its ammunition count as magical for
the purpose of overcoming resistance and
immunity to nonmagical attacks and damage.

AXD 202 of 233


Your pact weapon disappears if it is more than
5 feet away from you for 1 minute
or more. It also disappears if you
use this feature again, if you dismiss the weapon
(no action required), or if you die.
You can transform one magic firearm of a type
which you are allowed to generate into your pact
weapon by performing a special ritual while you
hold the weapon. You perform the ritual over the
course of 1 hour, which can be done during a
short rest. You can then dismiss the weapon,
shunting it into an extradimensional space, and
it appears whenever you create your pact
weapon thereafter. You can't affect an artifact or
a sentient weapon in this way. The weapon
ceases being your pact weapon if you die, if you
perform the 1-hour ritual on a different weapon,
or if you use a 1-hour ritual to break your bond to
it. The weapon appears at your feet if it is in the
extradimensional space when the bond breaks.

EXPANDED INVOCATIONS
The following is an expanded list of eldritch invo-
cations pertaining to the pact boons listed here.
As with other invocations, if an eldritch invo-
cation listed here has prerequisites, you must
meet them to learn it. You can learn the invoca-
tion at the same time that you meet its prerequi-
sites.

DREAD LASH
Prerequisite: 5th Level, Pact of the Scourge HEXWHIP
feature Prerequisite: Pact of the Scourge feature
Whenever you take the Attack action with your While holding your whip, any spell with a range
pact weapon whip, you may choose to cast the of touch instead has a range of 10 feet.
cantrip thorn whip (even if you do not know it)
instead of or in addition to making a regular KNOWLEDGEABLE SOLES
attack with your whip as part of the action. The Prerequisite: Pact of the Mystic Treader feature
cantrip is considered to be a warlock cantrip for After a long rest, you may choose one of the
the purposes of this ability, with Charisma as its following skills to gain proficiency in, as long as
spell-casting stat. you are wearing your eldritch shoes: Acrobatics,
Athletics, Performance (dance), or Stealth. Once
FLAYING TORMENT per long rest, you may choose to gain advantage
Prerequisite: 12th Level, Pact of the Scourge on a skill check involving the skill your shoes
feature currently give you proficiency in.
When holding your pact weapon whip you can
use your Attack action to make two attacks with PHENOMENAL DASH
your whip. If you also have the Dread Lash Prerequisite: 10th Level, Pact of the Mystic
invocation, you may use your Attack action to Treader feature
make two attacks with your whip and cast one While you are wearing your eldritch shoes, you
instance of thorn whip. may use the Dash action as a bonus action.

AXD 203 of 233


OUTSIDER'S AGILITY
Prerequisite: Pact of the Arc feature
When an enemy ends their movement adjacent
to you, you may use your reaction to disengage
and move five feet away from them. You can't do
so again until you finish a short or long rest.

UNCANNY AIM
Prerequisite: Pact of the Arc feature
When making an attack with your pact weapon
(including channeling eldritch blast through it),
you ignore any kind of cover besides total cover.

CHIMERIC AEGIS
Prerequisite: 5th Level, Pact of the Bastion
feature
When holding your pact shield, you can cast
protection from energy on yourself without
expending a spell slot. You can't do so again until
you finish a short or long rest.

ETHEREAL SHELL
Prerequisite: 12th Level, Pact of the Bastion
feature
As an action, you may form a hemispherical
dome with a radius of up to 10 feet. This dome is
WALK BETWEEN WORLDS utterly impenetrable, confers total cover and
Prerequisite: 5th Level, Pact of the Mystic blocks line of sight - you cannot hear or see any-
Treader feature thing outside the dome while inside it, and vice
Whenever you move and are wearing your versa. This dome lasts until the beginning of
eldritch shoes, you may choose to phase partially your next turn. You can't use this ability again
into the ethereal plane. If you do, attacks of until you finish a short or long rest.
opportunity made against you during this move-
ment are made with disadvantage.

ELDRITCH ARROWS
Prerequisite: 5th Level, Pact of the Arc feature,
eldritch blast cantrip
You can channel the magics of your eldritch blast
into your pact weapon, generating arrows made
of pure eldritch force. You may cast eldritch blast
through your pact weapon, consuming no ammo.
Cast in this way, eldritch blast adds your Dexter-
ity modifier in place of your Charisma modifier
to the roll to hit. While channelled through your
pact weapon, eldritch blast uses either the maxi-
mum range of eldritch blast or your weapon,
whichever is greater, and neither inherently con-
fers disadvantage for long range. If you also have
the Agonizing Blast invocation, you may add
your Dexterity modifier instead of your Charisma
modifier to the damage this attack deals on a hit.

AXD 204 of 233


WALL OF WORLDS OTHERWORLDLY ORDINANCE
Prerequisite: Pact of the Bastion feature Prerequisite: 12th Level, Pact of the Peace-
When holding your pact shield, you may cast the maker feature
shield spell as a reaction without spending a You may conjure a revolver or a shotgun instead
spell slot, even if you do not know it. You can't do of a pistol as your pact weapon. When in your
so again until you finish a short or long rest. ha nds, the revolver has a range of 40/ 120, the
reload (6 shots) property, and the ability to do
CURSES LINGER 2d8 plus your Dexterity modifier piercing
Prerequisite: knowledge of the hex spell, Pact of damage on a hit, while the shotgun has a range
the Peacemaker feature of 30/90, the reload (2 shots) and two-handed
When you attack and hit a target under the effect properties, and the ability to do 2d10 plus your
of your hex spell with your pact weapon, you may Dexterity modifier piercing damage on a hit.
use the following feature associated with the
weapon you are wielding: PATRON'S OWN PISTOL
Pistol: Increase the damage die from hex to Prerequisite: 5th Level, Pact of the Peacemaker
ld8. feature
Automatic Pistol: Gain advantage on the next You may conjure an automatic pis tol ins tead of a
spell attack you make against the target, until pistol as your pact weapon. While in your hands,
the end of your next turn. the automatic pistol has a range of 50/ 150 feet,
Revolver: You may end concentration on hex the reload (15 shots) property, and the ability to
immediately to deal an additional 4d8 force do 2d6 plus your Dexterity modifier piercing
damage to the target instead of hex's ld6. damage on a hit. While wielding a firearm with-
Shotgun: You may end concentration on hex out the loading property as a pact weapon, you
immediately to force all creatures within 5 may use the Attack action to attack with it twice.
feet of the target, including the target, to make
a Dexterity save against your spell save DC,
instead of dealing hex's ld6 damage. Any
creature that fails the save takes 2d6 force
damage, or no damage on a success.

AXD 205 of 233


EXPANDED DRAWBACKS ETHEREAL SHELL
If you are using the Invocation Drawbacks The only time you ever, truly feel safe is when
optional rule, presented elsewhere on WALROCK you are enclosed on all sides in a relatively small
HOMEBREW, you may apply the following draw- space.
backs to the additional Invocations featured
here. FLAYING TORMENT
You find yourself, to an ever-frightening degree,
CHIMERIC AEGIS becoming addicted to the sensation of causing
Your skin constantly changes color very slightly. others suffering.
It is usually imperceptible and not readily notice-
able, but those in your presence for long dura- HEXWHIP
tions are often somewhat unnerved by it. Your arms lengthen by half a foot, and are
strangely flexible. Your reach is not improved
CURSESLINGER considerably, but onlookers are often disturbed
The tips of your fingers up to the first knuckle by how your arms move.
are tinged a greasy, dirty black, and no amount of
scrubbing will remove this coloring. KNOWLEDGEABLE SOLES
Your shoes are exceptionally wise, and are great
DREAD LASH conversationalists. You often wonder why no one
Small thorns, spikes, or spines grow and break else can hear them, but really, it's their loss.
through the skin on your forearms. They are
painful, but do not hinder you in any way, aside OUTSIDER'S AGILITY
from occasionally catching on clothing or other Your elbows and knees are double jointed, an
objects. unnerving sight to those that witness you.

ELDRITCH ARROWS OTHERWORLDLY ORDINANCE


Whenever your hands are idle, you instinctively Your patron gifts you with thick knots of muscle
begin to whittle arrowheads out of available up and down your forearms to absorb the recoil
materials, whatever they may be, without being of your weapons, but they have a frightening ten-
conscious of doing so. dency to twitch and flex without your input.

AXD 206 of 233


PATRON'S OWN PISTOL WALK BETWEEN WORLDS
Ve ry occasionally, you hear the tell-tale click of a Due to your constant exposure to the Ethereal
gun's hamme r being drawn back, ready to fire, P lane, your skin and hair adopt a noticeably
whe n no s uch weapon is present. paler hue.

PHENOMENAL DASH WALL OF WORLDS


You sometimes cannot stop moving. You con- Holding your shield fi lls you with a surprising
stantly fidget, and occasionally s leepwalk for dis- and occasionally pote nt feeling of invulnerability.
tances.

UNCANNY AIM
You are unusually certain that danger exists just
behind the next wall, around the next be nd.

C REDIT S:

Photoshop & desig n by /u/ the_s ingular_anyone


Visit WALROCK HOMEBREW for more!
htt p://wa lrock-homebrew.blogspot .com
Art by GraphicGeek, Dan Scott, Eric Belisle, Mar
Hernandez, Adam Paquette, Noah Bradley, Tyler
Edlin, and Amdhuscias
Thanks to the kind folks of redd it and tumblr,
to / u/ Smyris for their resource pack, and to
/ u/sky bugl2 for their Photoshop guide!

AXD 207 of 233


OPTIONAL RULE:

INVOCATION DRAWBACKS

Warlocks almost universally bargain with dark


powers, trading short-term gain for long-term
servitude to a powerful entity outside of reality.
The strange magics these beings work were not
meant for the natural world, and often taint and
twist it in s trange ways; sometimes affecting the
warlock themselves.
These rules are meant to illustrate the cor-
rupting power that warlock patrons often have
and how invoking this power subtly changes
those who wield it. If you are using this rule,
whenever your warlock gains an invocation, they
also gain the associated drawback listed here.
Note that you are only expected to be subject
to up to half your total invocation drawbacks at
any given time. Though it may be thematically fit-
ting to play a mad warlock beholden to eight dif-
ferent mental drawbacks at once, experiencing
that firsthand is likely neither easy nor fun.
Consider the drawbacks as you take invoca-
tions, and consider how they effect how you play
your character. Drawbacks are not intended to
have any mechanical aspect, and are merely a
way to gauge and roleplay the dark influence of
your patron over your warlock's day-to-day life.

AGONIZING BLAST
Casting eldritch blast often leaves both of your
hands feeling numb (but entirely usable) and
tingling for the next few minutes as a defense
against the pain of your spell.

ARMOR OF SHADOWS
The shadows around you often move and seem
lazily drawn to you, forming unnatural shapes
and appendages that are, nevertheless, only
shadows. BEGUILING INFLUENCE
People seem somehow to be magne tically drawn
ASCENDANT STEP to you. It is nearly impossible for you to find time
Walking normally seems unus ually heavy to you. alone without interruption.
While bearable with no inherent penalty, it is
uncomfortable and you much prefer to levitate. BEWITCHING WHISPERS
You begin to find it more and more frustrating
BEAST SPEECH when people act out of accordance with your
Occasionally, a syllable of beast speech sneaks will. All you'd have to do is say a few simple
into your normal conversation. words, after all...

--
- - - - - - - - - --- -
AXD 208 of 233
BOOK OF ANCIENT SECRETS
You often find yourself pouring over your Book of
Shadows without realizing it. Occasionally, you
even catch yourself muttering arcane phrases
from the book while reading it in this way.

CHAINS OF CARCERI
You have a fascination with ropes, chains, and
anything used to bind. You often find yourself
unconsciously manipulating these objects if they
are in the room with you.

DEVILS SIGHT
There is something unorthodox about your eyes -
perhaps they have an unnatural color, or are all
black, or have a slitted iris like a cat or snake. FIENDISH VIGOR
After using this ability your skin visibly and
DREADFUL WORD physically toughens, being more weathered hide
You always enunciate very carefully, so as to than mortal skin. Your skin returns to normal
avoid accidentally speaking the dreadful word after a short rest.
that silently struggles to your lips.
GAZE OF Two MINDS
ELDRITCH SIGHT While using this ability, the emotions, feelings,
Sometimes you see magical figments that float and memories of the affected creature can often
just at the edges of your field of view. You almost be overwhelming, and you sometimes mistake
always know these for what they are, and dis- them for your own.
miss them as such.
LIFEDRINKER
ELDRITCH SPEAR You have a pathological need to use this ability at
You constantly scan the horizon for threats, least once per day, and feel weaker and weaker if
sometimes missing things right in front of you. you do not.

EYES OF THE RUNE KEEPER MASK OF MANY FACES


Any language you do not know how to speak you You begin to slowly assemble a more perfect
wholly fixate on, tracing the written syllables and image of yourself as you use this ability. You
enunciating the writing slowly as you read it, tweak your nose, your eyes, your teeth until you
often regardless of what is happening around have achieved a perfect mask that represents
you. yourself. Over time you begin to resent your
actual physical appearance, hiding it whenever
possible.

MASTER OF MYRIAD FORMS


You can never get your form back to exactly as it
was before. Little things change over time, and
gradually you cannot remember what you actu-
ally originally looked like.

MINIONS OF CHAOS
Whenever you summon elementals, your body
begins to flux and takes on characteristics of the
type of elementals that you summon. Though
certainly painful and distracting, this does no
real lasting damage to you.

AXD 209 of 233


MIRE THE MIND THIEF OF FIVE FATES
You find yourself often taking your time to do You silently obsess over the forces of luck, and
things, sometimes taking much longer than nec- strongly consider certain courses of action based
essary regardless of circumstances. on how lucky you are feeling over logic or
reason.
MISTY VISIONS
Sometimes, when you are asleep, your dreams THIRSTING BLADE
project themselves as silent images. You secretly (or not-so-secretly) long for combat,
to use your beautiful pact weapon and to put
ONE WITH SHADOWS your power to the test. You often find yourself
Bright light makes you uncomfortable, and you handling your pact weapon when you have no
avoid it when possible. real reason to.

OTHERWORLDLY LEAP VISIONS OF DISTANT REALMS


Your legs are longer than is normal for your race. You have an unquenchable curiosity for what lies
Add a foot or a foot-and-a-half to your total beyond the next corner, over that distant hill,
height. Your height is visibly distinctive, and may down that dark dungeon hall, inside that
be physically disconcerting. possibly-trapped chest...

REPELLING BLAST VOICE OF THE CHAIN MASTER


You prefer your personal space, and feel physi- You gain one of your familiar's physical attri-
cally uncomfortable if two or more creatures are butes. Whatever it is is not necessarily obvious,
within five feet of you. magical, or supernatural, but it is memorable
and people may talk if they see it.
SCULPTOR OF FLESH
You catch your mind constantly speculating on WHISPERS OF THE GRAVE
what forms would improve other individuals - Often, the dead speak to you, whether you'd like
"improve" being highly subjective. them to or not.

SIGN OF ILL OMEN WITCH SIGHT


A blackened rune is branded on the back of your You occasionally feel compelled to check
hand, a mark of your patron and the dark magics whether or not you yourself are a shape-
you weave. changer. The answer may surprise you.
4 ~a ~
CREDITS:
Photoshop & design by /u/the_singular_anyone
Visit WALROCK HOMEBREW for more!
http://walrock-homebrew.blogspot.co m
Art by Ben Wootten, Wojtek Fus, Mat Czak and

Thanks to the kind folks of reddit and tumblr,


to /u/Smyris for their resource pack, and to
/u/skybugl 2 for their Photos hop guide!

AXD 210 of 233


AXD 211 of 233
You must finish a short rest, then spend 10 minutes with
parchment, quil~ and ink to create a spell scroll containing
WIZARD TRADITIONS one spell chosen from those you know. Subtract the spell's
At 2nd levei a wizard gains the Arcane Tradition feature. level from the total levels worth of slots you regain using
Here are new options for that feature: the Artificer, the Lore Arcane Recovery. This reduction to your Arcane Recovery
Mastery and the Theurgy. applies until you use the scroll and then finish a long rest.

AfTIFICER INFUSE WEAPONS AND .Aulo:R.


Beginning at 6th leve~ you can produce magic weapons and
Artificers are a key part of the world of Eberron. They armor. You spend 10 minutes focusing your magic on a
illustrate the evolution of magic from a wild. unpredictable mundane weapon, suit of armor, shield. or bundle of twenty
force to one that is becoming available to the masses. Magic pieces of ammunition, and expend a spell slot to infuse it with
items are part of everyday life in the Five Nations of magical energy. The magic item retains its enhancement for
Khorvaire; with an artificer in your party, they become part of 8 hours or until used (in the case of magic ammunition} You
every adventuring expedition. can infuse only one item at a time; if you infuse a second one,
the first immediately loses its potency. Once you have
INFUSE POTIONS expended a spell slot to create such an item, you cannot
Starting at 2nd levei you can produce magic potions. You regain that slot until the item becomes nonmagical
spend 10 minutes focusing your magic on a vial of mundane The spell slot you expend determines the type of weapon,
water and expend a spell slot to transform it into a potion. armor, or shield you can create.
Once you have expended a spell slot to create a potion, you
cannot regain that slot until the potion is consumed or after 1 Spell Slot Item Created
week, at which time the potion loses its effectiveness. You can 2nd + l ammunition (20 pieces)
create up to three potions at a time; creating a fourth potion
causes the oldest currently active one to immediately lose its 3rd + l weapon or+ l shield
potency. If that potion has been consumed. its effects 4th + l armor
immediately end
Sth +2 weapon or +2 ammunition (20 pieces)
The spell slot you expend determines the type of potion you
can create. See chapter 7 of the Dungeon Master's Guide for 6th +2 armor
complete rules on potions.
Spell Slot Potion Created SUPEJUOll AllTIFICEll
Starting at 10th !eve~ you can create a second magic weapon,
l st Climbing, growth, or healing suit of armor, shield. or bundle of ammunition using your
2nd Mind reading or greater healing Infuse Weapons and Armor ability. Attempting to infuse a
third item causes the oldest one to immediately lose its
3rd Invisibility, superior healing, or water breathing potency.
4th Resistance You can also create one additional potion or scroll using
Infuse Potions or Infuse Scrolls.
INFUSE SC:R.OLI.S
At 2nd !eve~ you can also tap into your reserves of magical MASTEll AllTIFICEll
energy to create spell scrolls. You can use your Arcane On reaching 14th levei your mastery of arcane magic allows
Recovery ability to create a scroll instead of regaining you to produce a variety of magic items. You can create a
expended spell slots. single item chosen from Magic Item Tables A and Bin
chapter 7 of the Dungeon Master's Guide. It takes you 1 week
to produce such an item, and you must rest for 1 month
before us ing this ability to craft another item.

AXD 212 of 233


.Al.CHEMICAL CASTING
LORE MASTERY At 6th leveL you learn to augment spells in a variety of ways.
Lore Mastery is an arcane tradition fixated on understanding When you cast a spell with a spell slot, you can expend one
the underlying mechanics of magic. It is the most academic additional spell slot to augment its effects for this casting,
of all arcane traditions. The promise of uncovering new mixing the raw stuff of magic into your spell to amplify it. The
knowledge or proving (or discrediting) a theory of magic is effect depends on the spell slot you expend
usually required to rouse its practitioners from their An additional lat-level spell slot can increase the spell's
laboratories, academies, and archives to pursue a life of raw force. If you roll damage for the spell when you cast it,
adventure. increase the damage against every target by 2dl0 force
Known as savants, followers of this tradition are a bookish damage. If the spell can deal damage on more than one turn,
lot who see beauty and mystery in the application of magic. it deals this extra force damage only on the turn you cast the
The results of a spell are less interesting to them than the spell
process that creates it. Some savants take a haughty attitude An additional 2nd-level spell slot can increase the spell's
toward those who follow a tradition focused on a single range. If the spell's range is at least 30 feet, it becomes 1
school of magic, seeing them as provincial and lacking the mile.
sophistication needed to master true magic. Other savants An additional 3rd-level spell slot can increase the spell's
are generous teachers, countering ignorance and deception potency. Increase the spell's save DC by 2
with deep knowledge and good humor.
Pll.ODIGIOUS MEMOJl.Y
Lou MAsTEll. At 10th leveL you have attained a greater mastery of spell
Starting at 2nd leveL you become a compendium of preparation. As a bonus action, you can replace one spell you
knowledge on a vast array of topics. Your proficiency bonus is have prepared with another spell from your spellbook. You
doubled for any ability check you make that uses the Arcana, can't use this feature again until you finish a short or long
History, Nature, or Religion s kill if you are proficient in that rest.
skill
In addition, your analytical abilities are so well-honed that MASTEJI. OF MAGIC
your initiative in combat can be driven by mental agility, At 14th leveL your knowledge of magic allows you to
rather than physical agility. When you roll initiative, it is duplicate almost any spell As a bonus action, you can call to
either an Intelligence check or a Dexterity check for you (your mind the ability to cast one spell of your choice from any
choice} class's spell list. The spell must be of a level for which you
have spell slots, you mustn't have it prepared, and you follow
SPELL SECJl.ETS the normal rules for casting it, including expending a spell
At 2nd leveL you master the fir st in a series of arcane secrets slot. If the spell isn't a wizard speU it counts as a wizard spell
uncovered by your extensive studies. when you cast it. The ability to cast the spell vanishes from
When you cast a spell with a spell slot and the spell deals your mind when you cast it or when the current tum ends.
acid, cold, fire, force, lightning, necrotic, radiant, or thunder You can't use this feature again until you finish a long rest.
damage, you can substitute that damage type with one other
type from that list (you can change only one damage type per
casting of a spell} You replace one energy type for another by
altering the spell's formula as you cast it.
When you cast a spell with a spell slot and the spell
requires a saving throw, you can change the saving throw
from one ability score to another of your choice. Once you
change a saving throw in this way, you can't do so again until
you finish a s hort or long rest. .,.
ALTERING SPELLS
While the Spell Secrets feature offers increased versatility, at
the tab le its effects can be difficu lt to spot by the other
players. If you're playing a savant, take a moment to describe
how you alter your spells. Think of a signature change yo ur
character is particularly proud of. Be inventive, and make the
game more fun for everyone by playing up the sudden,
unexpected tricks you character can employ. For example, a
fireball transformed to requ ire a Strength save might become a
sphere of burning rock that shatters and slams into its target.
A charm person that requires a Constitution save might take
the form of a vaporous narcotic that alters the target's mood.

AXD 213 of 233


Arcane Traditions Perception, Sleight of Hand, and Stealth.

The study of wizardry is ancient, stretching back to Expendable Agents


the earliest mortal discoveries of magic. It is firmly At 14th level, you have learned to trust no one but
established in the worlds of D&D, with various yourself. That poses a problem for the spies of the
traditions dedicated to its complex study. The most Grey Guild so they learn to form a conspiracy of one.
common arcane traditions in the multiverse revolve As an action, you can expend a spell slot to to become
around the schools of magic. Wizards through the ages a conspirator and create a number of additional
have cataloged thousands of spells, grouping them conspirators equal to the level of the spell slot expended.
into categories called schools. In some places, these While under the effect of this feature you cannot cast
traditions are literally schools; a wizard might study at a spell that requires concentration. Each conspirator
the School of Illusion while another studies across town appears in its own unoccupied space within 30 feet of
at the School of Enchantment. In other institutions, you.
the schools are more like academic departments, with Conspirators are indistinguishable from one another
rival faculties competing for students and funding. Even and from you. Each conspirator has your Armor Class,
wizards who train apprentices in the solitude of their saving throws, and other attributes but evaporates into
own towers use the division of magic into schools as a shadows and spiderwebs when they take any damage
learning device, since the spells of each school require or are affected by any ability that inflicts a mental effect
mastery of different techniques. such as charmed or frightened. Each conspirator moves
on the same turn but collectively can take only one
The Grey Guild action, one bonus action, and one reaction each round.
When there is only one conspirator remaining, this
Wizards of the Grey Guild eschew the study of specific effect ends and you become the remaining conspirator.
schools of magic in favor of an arcane specialty in When you complete a long rest, you become a
duplicity and espionage. In some D&D worlds all conspirator of your choice and all other conspirators
wizards of the Grey Guild belong to one organization evaporate.
with its own overarching goals and schemes while You can use this feature again after you complete a
in other D&D worlds the Grey Guild is a style of long rest.
wizardry exhibited by a number of isolated wizards or
organizations. Regardless, wizards of the Grey Guild
typically have a bad reputation amongst other wizards New Spell
given their proclivity for memorizing and destroying Fool’s Tongue
spellbooks and hoarding secrets from rival spellcasters. 1st-level divination

Destroy this Document Casting Time: 1 action


Starting at 2nd level, you memorize the content of your Range: Touch
spellbook and do not need to reference a physical copy Components: V
to prepare a spell. When you learn a new spell you Duration: 1 hour
spend the normal amount of time and gold to copy the Class: Bard, Wizard
spell but you commit it directly to memory rather than
copying it to a book. When you cast this spell on a willing creature
you and the creature learn an unbreakable code
Arcane Occultation language that only the two of you can speak. This
Starting at 2nd level, when you interact with a creature effect endures for the duration of the spell. When
for less than one hour and it attempts to recollect you are speaking in this code language all
particulars of its interaction with you it must succeed others who can hear the speech hear only
at an Intelligence saving throw against your spell save meaningless and indecipherable babble.
DC or forget details of its interaction with you. When a At Higher Levels. When you cast this
creature forgets the details of its interactions with you it spell using a spell slot of 3rd level or higher,
cannot correctly identify your physical characteristics or the duration increases to 24 hours. When
the particulars of any conversation with or observation you cast this spell using a spell slot of 5th
of you. level or higher, the duration increases to
1 week. When you cast this spell using a
Remote Surveillance spell slot of 7th level or higher, the duration
Starting at 6th level, you can spend 8 hours creating a increases to 1 year.
saboteur’s stone. After spending 1 minute in unbroken
concentration, you can see and hear everything that
happens within 30 feet of your saboteur’s stone so long
as you are on the same plane of existence and continue
to concentrate (as if on a spell) on the stone. During
this time, you are blind and deaf in regards to your own
senses. While observing through the saboteur’s stone
you can cast a single ranged spell as if you were in the
stone’s location, after which the stone is destroyed. The
stone is also destroyed when you use this feature to
create a new saboteur’s stone.

Practiced Conspirator
At 10th level, you gain proficiency in two skills of your
choice of the following: Deception, Insight, Investigation,
Classes | Wizard
5
AXD PDF compiled, edited and designed to resemble the official Player’s Handbook by /u/Barkalot 214 of 233
Three Spirits Adept expended.
Fiend. All enemy creatures within 10 feet of your
Wizards who forgo specializing in schools of magic to familiar must make an Intelligence saving throw. If they
become a Three Spirits Adept are uncommon. Three fail, they gain vulnerability to all damage types they are
spirits adepts are typically from regions where wizards not immune to and have disadvantage on attack rolls
are a more rural and isolated tradition rather than and saving throws until the end of your familiar’s next
gathering in universities or major cities. A three spirit turn.
adept forms a powerful bond with his familiars and
learns how to evoke their otherworldly nature in a way Three Spirits
other magical traditions cannot. Starting at 14th level, you can have two familiars at a
time, changing the normal rules of the find familiar spell.
True Familiar Both familiars have their own spell slot granted by the
Starting at 2nd level, you learn the find familiar spell. Creature Mystique feature.
You do not expend a spell slot to cast find familiar, you
do not have to prepare the spell to cast it, and you do not
need to use spell components.

Creature Mystique
Starting at 2nd level, your familiar has a single spell
slot that it can expend to cast a spell it knows. On your
familiar’s turn, you can choose to expend its spell slot
to cast a spell of that level or lower from your familiar’s
spell list. Your familiar uses your spell attack modifier
and spells it casts use your spell save DC. If the spell
requires concentration you must concentrate on it.

Which spells your familiar can cast depends on its type;


Celestial
Spell Level Spells
1st boon, cure wounds
2nd enhance ability, magic weapon
3rd aura of vitality, counterspell

Fey
Spell Level Spells
1st dissonant whispers, faerie fire
2nd invisibility, moonbeam
3rd conjure animals, fly

Fiend
Spell Level Spells
1st bane, inflict wounds
2nd darkness, enthrall
3rd fear, hunger of hadar
Your familiar’s spell slot level is equal to the highest
level spell slot you have but no higher than 5th level.
Your familiar regains its spell slot when you take a long
rest.

Shape of the Spirits


Starting at 6th level, you can cast the spell polymorph
without expending a spell slot or any components to
take on any of the forms listed in the find familiar spell.
Once you have used this feature, you must finish a long
rest before you can use it again.

Otherworldly Expression
Starting at 10th level, on your familiar’s turn you can
command it to invoke the ultimate expression of its
mystical nature as its action. The exact power varies
based on the type of familiar you use this ability on. You
can use this feature again after a long rest. The Grey Guild and Three Spirits Adept by
Celestial. Until the end of your next turn all allies /u/ coolgamertagbro
within 10 feet of your familiar gain advantage on saving http://sterlingvermin.com/
throws and resistance to all damage.
Fey. You can teleport each creature within 30 feet of Art Credits in Order of Appearance
your familiar to any unoccupied space within 30 feet of “Mitch” by Markothesketchguy
your familiar. This familiar regains its spell slot if it was “Mage” by Porksiomai

Classes | Wizard
6
AXD 215 of 233
AXD 216 of 233
PART 4: EXTRAS
In addition, whenever you fail a death saving throw, you can
ACTION POINTS spend an action point to make it a success.
The Eberron campaign setting introduced this concept to
reflect characters who are larger-than-life heroes destined for DRAGONMARK.S
great things. Action points allow a player to add a bonus on
any d20 roll so that characters can dodge or at least mitigate Dragon.marks are elaborate skin patterns, similar to tattoos,
the effects of bad luck. This rule inspired the "Hero Points" that grant their bearers innate spellcasting abilities. Each
optional rule presented in chapter 9 of the Dungeon Master's type of mark is tied to large, extended families that each
Guide. control a different industry or trade in Eberron. Not every
You start with 5 action points at 1st level Each time you member of a given family possesses a dragonmark;
gain a levei you lose any unspent action points and gain a conversely, merely possessing a dragon.mark does not grant
new total equal to 5 + half your level special status within the house.
You can spend an action point whenever you roll a d20 to You must use a feat to gain a dragon.mark. You are a
make an attack coli an ability check, or a saving throw. You member of its corresponding dragon.marked house (or
don't have to decide until after you make the roll and learn if !houses, in the case of the Mark of Shadow) and must belong
it succeeded or failed If you spend an action point, roll a d6 to its listed race or races.
and add it to your d20 result, possibly changing a failure into Aberrant dragonmarks occasionally appear, which are not
a success. You can spend only 1 action point per roll tied to the dragonmarked houses and have a variety of effects.
To represent an aberrant dragon.mark for your character,
choose the Magic initiate feat from the Player's Handbook.
DRAGON MARKS
Mark House Race Influence
Detection Medani Half-elf Warning Guild
Finding Tharashk Half-ore, human Finders Guild
Handling Vadalis Human Handlers Guild
Healing jorasco Halfling Healers Guild
Hospitality Ghallanda Halfling Hostelers Guild
Making Cannith Human Tinkers Guild, Fabricators Guild
Passage Ori en Human Couriers Guild, Transportation Guild
Scribing Sivis Gnome Notaries Guild, Speakers Guild
Sentinel Deneith Human Blademarks Guild, Defenders Guild
Shadow Phiarlan Elf Entertainers and Artisans Guild
Shadow Thuranni Elf Shadow Network
Storm Lyrander Half-elf Wi ndwrights Guild, Raincallers Guild
Warding Kundarak Dwarf Banki ng Guild, Warding Guild

EXTRA~

77
AXD 217 of 233
FEATS
• When you first take this feat, you gain the least
dragonmark. You learn the spells listed under the Least
You have a magical mark that indicates you are a member of column.
one of the dragonmarked houses. Select one of the options • At 5th level and higher, your mark becomes more potent,
from the Dragonmarks table. improving to lesser dragonmark. You also learn the spell
You gain the ability to innately cast spells and cantrips, as listed under the Lesser column.
summarized in the Dragonmark Benefits table, using the • At 9th level and higher, your mark's power increases
spellcasting ability listed under the Ability column. You cast again, becoming a greater dragonmark. You also learn
each spell at its lowest level the spell listed under the Greater column.
Once you cast a given spell this way, you must finish a long
rest before you can cast it innately again. You must still
expend any material components. Your dragonmark confers
the following benefits:

DRAGON MARK BENEFITS


Mark Ability least lesser Greater
Detection Wisdom Detect magic, mage hand Detect though ts Clairvoyance
Finding Wisdom Identify, mage hand Locate object Clairvoyance
Handling Wisdom Druidcraft, speak wi th animals Beast sense Conjure animals
Healing Wisdom Cure wounds, spare the dying Lesser restoration Revivify
Hospitality Charisma Friends, unseen servant Rope trick Leomund's tiny hut
Making Intelligence Identify, mendi ng Magic weapon Fabricate
Passage Intelligence Expeditious retreat, light Misty step Teleportation circle
Scribing Intelligence Comprehend languages, message Sending Tongues
Sentinel Wisdom Blade ward, compelled duel Blur Protection from energy
Shadow Charisma Dancing lights, disguise self Darkness Nondetection
Storm Intelligence Fog cloud, shocking grasp Gust of wind Sleet storm
Warding Intelligence Alarm, resistance Arcane lock Magic circle

BLADE MASTERY
WEAPON MASTERY FEATS
You master the shortsword, longsword, scimitar, rapier, and
FELL HANDED greatsword You gain the following benefits when using any of
You master the handaxe, battleaxe, greataxe, warhammer, them:
and maul You gain the following benefits when using any of
• You gain a + 1 bonus to attack rolls you make with the
them:
weapon.
• You gain a +1 bonus to attack rolls you make with the • On your turn, you can use your reaction to assume a
weapon. parrying stance, provided you have the weapon in hand
• Whenever you have advantage on a melee attack roll you Doing so grants you a + 1 bonus to your AC until the start
make with the weapon and hit, you can knock the target of your next turn or until you're not holding the weapon.
prone if the lower of the two d20 rolls would also hit the • When you make an opportunity attack with the weapon,
target. you have advantage on the attack roll
• Whenever you have disadvantage on a melee attack roll
you make with the weapon, the target takes bludgeoning
damage equal to your S trength modifier (minimum of 0) if
the attack misses but the higher of the two d20 rolls
would have hit.
• If you use the Help action to aid an ally's melee attack
while you're wielding the weapon, you knock the target's
shield aside momentarily. In addition to the ally gaining
advantage on the attack rol~ the ally gains a +2 bonus to
the roll if the target is using a shield

TRA~I ...,
8
AXD 218 of 233
FLAIL MASTERY
You pride yourself on your quickness and your close study of
The flail is a tricky weapon to use, but you have spent certain clandestine activities. You gain the following benefits:
countless hours mastering it. You gain the following benefits.
• Increase your Dexterity score by 1, to a maximum of 20.
• You gain a +1 bonus to attack rolls you make with a flail • You gain proficiency with thieves' tools. If you are already
• As a bonus action on your turn, you can prepare yourself proficient with them, you add double your proficiency
to extend your flail to sweep over targets' shields. Until the bonus to checks you make with them.
end of this turn, your attack rolls with a flail gain a +2
bonus against any target using a shield GOURMAND
• When you hit with an opportunity attack using a flaii the
target must succeed on a Strength saving throw (DC 8 + You have mastered a variety of special recipes, allowing you
your proficiency bonus + your Strength modifier) or be to prepare exotic dishes with useful effects. You gain the
knocked prone. following benefits:
• Increase your Constitution score by 1, to a maximum of
SPEAR MASTERY 20.
Though the spear is a simple weapon to learn, it rewards you • You gain proficiency with cook's utensils. If you are
for the time you have taken to master it. You gain the already proficient with them, you add double your
following benefits. proficiency bonus to checks you make with them.
• As an action, you can inspect a drink or plate of food
• You gain a +1 bonus to attack rolls you make with a spear. within 5 feet of you and determine whether it is poisoned,
• When you use a spear, its damage die changes from a d6 provided that you can see and smell it.
to a d8, and from a d8 to a dlO when wielded with two • During a long rest, you can prepare and serve a meal that
hands. (This benefit has no effect if another feature has helps you and your allies recover from the rigors of
already improved the weapon's die.) adventuring, provided you have suitable food, cook's
• You can set your spear to receive a charge. As a bonus utensils, and other supplies on hand The meal serves up
action, choose a creature you can see that is at least 20 to six people, and each person who eats it regains two
feet away from you. If that creatures moves within your additional Hit Dice at the end of the long rest. In addition,
spear's reach on its next turn, you can make a melee those who partake of the meal have advantage on
attack against it with your spear as a reaction. If the attack Constitution saving throws against disease for the next 24
hits, the target takes an extra ld8 piercing damage, or an hours.
extra ldlO piercing damage if you wield the spear with
two hands. You can't use this ability if the creature used MASTER OF DISGUISE
the Disengage action before moving.
• As a bonus action on your turn, you can increase your You have honed your ability to shape your personality and to
reach with a spear by 5 feet for the rest of your turn. read the personalities of others. You gain the following
benefits:

TooLFEATs • Increase your Charisma score by 1, to a maximum of 20.


Weapons are fun, but feats are intended to support all parts • You gain proficiency with the disguise kit. If you are
of the game. To that end, here are a few feats that grant already proficient with it, you add double your proficiency
proficiency with tools and some additional thematic benefits. bonus to checks you make with it.
• If you spend 1 hour observing a creature, you can then
spend 8 hours crafting a disguise you can quickly don to
.ALCHEMIST mimic that creature. Making the disguise requires a
You have studied the secrets of alchemy and are an expert in disguise kit. You must make checks as normal to disguise
its practice, gaining the following benefits: yourself, but you can assume the disguise as an action.
• Increase your Intelligence score by 1, to a maximum of 20.
• You gain proficiency with alchemist's supplies. If you are
already proficient with them, you add double your
proficiency bonus to checks you make with them.
• As an action, you can identify one potion within 5 feet of
you, as if you had tasted it. You must see the liquid for this
benefit to work.
• Over the course of any short rest, you can temporarily
improve the potency of one potion of healing of any rarity.
To use this benefit, you must have alchemist's supplies
with you, and the potion must be within reach. If the
potion is drunk no more than 1 hour after the short rest
ends, the creature drinking the potion can forgo the
potion's die roll and regains the maximum number of hit
points that the potion can restore.

79
AXD 219 of 233
FIGHTING STYLES
Here are new options for the Fighting Style class feature: the
close quarters shooter, the mariner and the tunnel fighter.

CLOSE QU.AllTEJlS SHOOTEJt.


You are trained in making ranged attacks at close quarters.
When making a ranged attack while you are within 5 feet of a
hostile creature, you do not have disadvantage on the attack
roll Your ranged attacks ignore half cover and three-quarters
cover against targets within 30 feet of you. Finally, you have a
+ 1 bonus to attack rolls on ranged attacks.

MAK!NEJt.
As long as you are not wearing heavy armor or using a shield,
you have a swimming speed and a climbing speed equal to
your normal speed, and you gain a + 1 bonus to AC.

MARINER DES IG N N OTES


Fighting Style is a good way to introd uce a specifi c flavor of
game play for multiple characters at once. In a sea-based
campaign, you can expect lots of battles in the water and on
board ships. Swimming and cli mbing speeds are very handy in
such environments, but they can also prove useful in other
areas.
The mariner's AC bonus comes with conditions, but it plays
into the restrictions a mariner must observe to gain a
swimming or climbing speed. In addition, a ship-based
campaign lends itself to fighters who wield scimitars
(representing a cutlass) and a dagger, and who wear light
armor. This specific AC bonus helps support that character
option.

'TUNNEL FiGHTEJt.
You excel at defending narrow passages, doorways, and other
tight spaces. As a bonus action, you can enter a defensive
stance that lasts until the s tart of your next tum. While in
your defensive stance, you can make opportunity attacks
without using your reaction, and you can use your reaction to
make a melee attack against a creature that moves more than
5 feet while within your reach.

AXD 220 of 233


The hezrou's attitude depends on the value of the food used
as a material component for this spell Roll initiative for the
NEWSPELIS hezrou, which has its own turns. At the sta.r t of the hezrou's
The following new conjuration spells appear on the sorcerer tum, the OM makes a secret Charisma check on your behalf,
spell list and the wizard spell list. with a bonus equal to the food's value divided by 2Q The
check DC starts at 10 and increases by 2 each round You can
CONJU:R.E B.il.LGUJtA issue orders to the hezrou and have it obey you as long as you
4th-level conjuration s ucceed on the Charisma check.
If the check fails, the spell no longer requires concentration
Casting Time: 1 action
and the demon is no longer under your control The hezrou
Range: 60 feet
then focuses on devouring any corpses it can see. If there are
Components: V. S
no such meals at hand, it attacks the nearest creatures and
Duration: Up to 10 minutes
eats anything it kills. If its hit points are reduced to below half
You summon a barlgura that appears in an unoccupied its hit point maximum, it returns to the Abyss.
space you can see within range. The barlgura disappears As part of casting the spell. you can scribe a circle on the
when it drops to 0 hit points or when the spell ends. ground using the blood of an intelligent humanoid slain
The barlgura is hostile to all non-<lemons. Roll initiative for within the past 24 hours. The circle is large enough to
the barlgura, which has its own turns. At the start of its turn, encompass your space. The summoned hezrou cannot cross
it moves toward and attacks the nearest non-<lemon it can the circle or target anyone in it while the spell lasts.
perceive. If two or more creatures are equally near, it picks
one at random. If it cannot see any potential enemies, the CONJUllE LESSEll DEMON
barlgura moves in a random direction in search of foes. 3rd-level conjuration
As part of casting the speli you can scribe a circle on the
Casting Time: 1 action
ground using the blood of an intelligent humanoid slain
Range: 60 feet
within the past 24 hours. The circle is large enough to
Components: V, S , M (a vial of blood from an intelligent
encompass your space. The s ummoned barlgura cannot
humanoid killed within the past 24 hours)
cross the circle or target anyone in it while the spell lasts.
Duration: Concentration, up to 1 hour
CONJU:R.E HEZllOU You summon up to a total of eight manes or dretches that
7th-level conjuration appear in unoccupied spaces you can see within range. A
manes or dretch disappears when it drops to 0 hit points or
Casting Time: 1 action
when the spell ends.
Range: 60 feet
T he demons are hostile to all creatures. Roll initiative for
Components: V, S, M (food worth at leas t 100 gp, which the
t he summoned demons as a group, which has its own turns.
spell consumes)
The demons attack the neares t non-<lemons to the best of
Duration: Concentration, up to 1 hour
their ability.
You summon a hezrou that appears in an unoccupied space
you can see within range. The hezrou disappears when it
drops to 0 hit points or when the spell ends.

AXD 221 of 233


As part of casting the spel~ you can scribe a circle on the CONJU:RE VJt.OCK
ground with the blood used as a material component. The 5th-level conjuration
circle is large enough to encompass your space. The
• Casting Time: 1 action
s ummoned demons cannot cross the circle or target anyone
• Range: 60 feet
in it while the spell lasts. Using the material component in • Components: V, S, M (a gem worth at least 100 gp, which
this manner consumes it. the spell consumes)
At. Higher Levels. When you cast this spell using a spell • Duration: Concentration, up to 1 hour
slot of 6th or 7th levei you summon sixteen demons. If you
cast it using a spell slot of 8th or 9th levei you summon thlrty- You summon a vrock that appears in an unoccupied space
two demons. you can see within range. The vrock disappears when it
d rops to 0 hit points or when the spell ends.
CONJUll SHADOW DEMON The vrock's attitude depends on the value of the gem used
4th·level conjuration as a material component for this spell Roll initiative for the
Castini Time: 1 action vrock, which has its own turns. At the start of the vrock's tum,
Range: 60 feet
the DM makes a secret Charisma check on your behalf, with
Components: V, S, M (a vial of blood from an intelligent a bonus equal to the gem's value divided by 20. The check DC
humanoid killed within the past 24 hours) starts at 10 and increases by 2 each round You can issue
Duration: Concentration, up to 1 hour orders to the vrock and have it obey you as long as you
succeed on the Charisma check.
You summon a shadow demon that appears in an If the check fails, the spell no longer requires concentration
unoccupied space you can see within range. The shadow and the vrock is no longer under your control The vrock
demon disappears when it drops to 0 hit points or when the takes no actions on its next turn and uses its telepathy to tell
spell ends. any creature it can see that it will fight in exchange for
Roll initiative for the shadow demon, which has its own treasure. The creature that gives the vrock the most
turns. You can issue orders to the shadow demon, and it expensive gem can command it for the next ld6 rounds. At
obeys you as long as it can attack a creature on each of its the end of that time, it offers the bargain again. lf no one
turns and does not start its tum in an area of bright light. If offers the vrock treasure before its next tum begins, it attacks
either of these conditions is not met, the shadow demon the nearest creatures for l d6 rounds before returning to the
immediately makes a Charisma check contested by your Abyss.
Charisma check. lf you fail the check, the spell no longer As part of casting the spel~ you can scribe a circle on the
requires concentration and the demon is no longer under ground using the blood of an intelligent humanoid slain
your control The demon automatically succeeds on the check within the past 24 hours. The circle is large enough to
if it is more than 100 feet away from you. encompass your space. The summoned vrock cannot cross
As part of casting the speli you can scribe a circle on the the circle or target anyone in it while the spell lasts.
ground using the blood of an intel.ligent humanoid slain
within the past 24 hours. The circle is large enough to
encompass your space. The summoned shadow demon
cannot cross the circle or target anyone in it while the spell
lasts.

AXD 222 of 233


STA RTI N G BEAST S H APES
OPTIONAL RULE: WILD SHAPE To begin using Wild Shape quickly at 2nd level, choose one of
FORMS the following starting packages, each of which gives you
The Wild Shape feature in the Player's Handbook lets you options for combat, climbing, stealth, and serving as a mount.
transform into a beast that you've seen before. That rule gives Tempe rate: cat, elk, wo lf
you a tremendous amount of flexibility, making it easy to Tropical: panther, riding horse, spider
amass a large of array of beast form options for yourself, Tempe rate (Circle of the Moon): brown bear, cat, warho rse
assuming you abide by the limitations in the Beast S hapes Tropical (Circle of the Moon): ape, tiger, warh orse
table in that book.
The optional rule presented here is designed for the player
and DM who would like to trade some of that flexibility for GAINING EXTRA BEAST SHAPES
ease of use. The rules here also create a clear in-world In addition to the beast shapes you gain for free when you
method for learning new beast shapes. level up, you can acquire new shapes on your adventures. Do
you see a dinosaur, a saber-toothed tiger, a giant eagle, or
KNOWN BEAST SHAPES some other exotic critter that you want to turn into? This rule
When you gain the Wild S hape feature at 2nd !eve~ you are gives you a method for learning how to do so. It requires you
deeply familiar with three beasts of your choice and can to abide by the limitations in the Wild Shape feature (see the
transform into them. Beast Shapes table in the Player's Handbook, page 66}
To choose the three beast shapes, you first need to When you see a beast whose shape you'd like to learn, you
determine whether your druid grew up in a temperate or a !have two options:
tropical region, consulting with your DM. Then refer to the Observation. You learn the beast's shape after observing
Common Beast Shapes table that corresponds to the region its behavior for at least 1 hour and succeeding on an
you selected That table lists the beasts you can choose from, Intelligence (Nature) check with a DC equal to 10 +the
based on your druid level The table presents the animals that beast's challenge rating. For this observation period, your
a druid is most likely to have seen as a novice, to have learned vantage point- whether physical or magical-must be within
about through mystic research, or to have a special affinity 150 feet of the beast. U you previously spent at least 1 hour
with. reading a scholarly work about the creature, you have
Each time you gain a druid level later, you can choose one advantage on the check.
more beast shape from the same table you used at 2nd level Interaction. You learn the beast's shape after interacting
with it peacefully for 10 minutes and s ucceeding on a
C O MM O N BEAST SHAPES - TEMPERATE Wisdom (Animal Handling) check with a DC equal to 10 +
Druid Level the beast's challenge rating. For this interaction period, you
Prerequisite Beasts must be within 15 feet of the beast, and if you spend at least a
2nd Badger, boar, cat, deer, draft horse, elk, goat, minute petting it, you have advantage on the check.
jac_kal, lizard, masti~f, mule, panther, pony, rat, Either of these options can be assisted by magic. For
riding horse, scorpion, spider, weasel, wolf example, divination magic can be used to provide safe
observation of a dangerous anima~ and a spell like animal
4th Black bear, crab, frog, octopus, poisonous
snake, reef shark, sea horse, warhorse friendship can lay the groundwork for peaceful interaction.

8th Bat, brown bear, eagle, hawk, owl, raven,


vulture

A member of the Circle of the Moon can choose the black


bear, the brown bear and the warhorse at 2nd level
COM M ON BEAST SHAPES - TROPICAL
Druid Level
Prerequisite Beasts
2nd Baboon, badger, boar, camel, cat, deer, draft
horse, goat, fiyena, jackal, lizard, mule,
panther, pony, rat, riding horse, scorpion,
spider, weasel
4th Ape, c rab, crocodile, constrictor snake, frog,
octopus, poisonous snake, reef shark, sea
horse, warhorse
8th Bat, eagle, haw k, lion, owl, raven, tiger, vulture

A member of the Circle of the Moon can choose the ape,


the lion, the tiger and the warhorse at 2nd level

AXD 223 of 233


::::::- OttITiA~\·h
{J·~rCO-RC'{

TRINKETS
dlOO Trinket
01 The holy symbol of a long forgotten god, carved from bone 47
02 An intricate glass feather
03 An unblemished black marble that reflects no light and can never 48 A velvet pouch containing a small silver bell, a razor blade, and a
be marked or scuffed sprig of holly
04 The map to a labyrinth, marked with a path that doesn't reach the 49 An eye patch made from the lips of a goblin
centre 50 A paper bird that briefly flaps its wings and flies when thrown
05 A book that tells a radically different tale of the creation of the 51 A small rock hammer, worn down to a nub
world 52 A statue of an ant carved from onyx
06 A glass jar filled with the teeth of children 53 A preserved square of tattooed skin
07 A small stone tablet carved with indecipherable script 54 A tiny pair of wings made from wax and string
08 Ajar of sand that seems to change color when looked at indirectly 55 A miniature stone keep that emits smoke from its chimneys
09 A sealed, empty glass vial that can't be opened and will never 56 A set of brown and green leather juggling balls
break 57 A scroll containing a spell that seems to have no effect
10 A bag of deep purple seeds 58 A pouch containing a handful of small glass hooks
11 A hand-carved wooden box filled with tobacco 59 A vial of swirling octarine liquid
12 A clockwork hand that clenches and opens its fist when wound 60 A set of bells of different sizes that plays a scale from high to low and
13 A shrunken head with buttons sewn over the eyes the bells go from large to small
14 A severed finger wearing a ring that can never be removed 61 A pouch full of oddly-dented, painted metal discs with jagged edges
15 The pelt of a creature nobody has ever seen 62 A wooden puzzle box that seems to want you to solve it
16 A loosely-coiled spring painted in the hues of a rainbow 63 A piece of paper with a grid of 81 squares drawn on it, some contai-
17 A yo-yo that can spin forever ning number
18 A hand mirror that reflects everything but the person holding it 64 A wooden box containing one delicious-looking wax strawberry
19 An origami unicorn that can never be torn or crumpled 65 A six-chambered spice box containing different varieties of pepper.
20 A bag of carved wooden goblins tnat fight each other when placed 66 Seven small candles that are deceptively difficult to blow out
on a surface 67 A wooden stein carved with the likeness of an orcish barmaid
21 Three sea shells 68 A skull with a glass eye that slowly rolls in its socket
22 A deck of playing cards that contains 52 Jokers, each individually 69 A small collection of bar mats from different taverns
illustrated 70 A glass vial filled with small, multi-colored wooden cubes
23 A rope that can be made to stand vertically, but cannot be climbed 71 A coin that always lands on its edge when flipped
24 A glass flute that produces no sound 72 A very fine necklace made from tiny links of bone
25 A sponge that only soaks up blood 73 A bottle of perfume that smells like your mood
26 A copper scroll case that cannot be opened 74 A pair of earrings made from a fairy's knuckles
27 A child's picture book about an ore who learns to fly 75 A pair of leggings made from stitched-together leaves
28 A long feather that is always being moved by a breeze you cannot 76 A piece of bark carved with a gnarled face
feel 77 A letter apologising for the things the writer is about to do
29 A tuning fork that emits a chord when struck 78 A flowing river contained within a glass case
30 A ring that looks like a crown 79 A slowly beating clockwork heart
31 A nine-toothed cog made from tin 80 A delicate silver minnow that moves like a real fish
32 A tiny dagger carved from deep red wood and wrapped in an 81 A knife and fork carved from a giant's ribs
orange cloth 82 A shawl made from hundreds of feathers
33 A small leather-bound book filled with tables and charts that seem 83 An everlasting gobstopper
to make no sense 84 A pouch filled with small glass pebbles
34 A book of flora and fauna from a land nobody has ever heard of 85 A small stone face that hovers a few inches in the air, occasionally
35 A dusty goblet that can never be cleaned slamming down to the ground
36 A set of 6 stacking dolls whose faces become more terrified the 86 A large flat pebble with a small pebble nestled inside it
smaller they get 87 A daisy chain that never breaks
37 A set of 1" high lead figures that look strikingly similar to you and 88 A lightning storm that has been shrunk down to fit inside a bottle
your friends 89 A necklace made from the fossilised stinger of a creature long extinct
38 A signet ring bearing a seal you can't identify 90 A fist-sized petrified egg
39 A small knitted octopus 91 A page from a diary. The writing changes daily
40 A small piece of amber containing a spider in the process of eating 92 A dead fish with a human child's face
a fly 93 A small brass bell that rings a different note every time
41 A tiny mechanical dragonfly with a miniature glass vial at its centre 94 Cufflinks that change color depending on who wears them
42 A small leather bound book bearing the words "Don't Panic" on its 95 A spool of spider silk
cover 96 A quill that stands on its tip, waiting to be used
43 An ivory hair pin with a set of fluttering wings attached to it 97 A padlock made of wax with no key
44 A manticore's tooth with a gold filling 98 A tiny vial of viscous metal liquid
45 A flat wax disc with grooves carved in it 99 A small stone dog that is warm to the touch
46 A small portrait of a family with the eyes crossed out 00 A small ceramic cat with a waving arm

Created by itsableeder
Thanks to the_singular_anyone for the
@pangalactic
layout, Bookmania font and textures
AXD
LootTheRoom.uk 224 of 233
ODD OBJECTS
GLOVES OF THE FlREJUGGI..ER PuNCHING GAUNTLETS
Wondrous item, uncommon Wondrous item, uncommon
These leather gloves each have a large flat ruby embedded This brass assembly fits over one or both arms. Whenever
in the palm. While wearing them, your hands are you make an unarmed attack while wearing the guantlets,
invulnerable to heat damage of any kind you may add l d4 force damage to the attack.
As a bonus action, you can produce a small orb of flame The Punching Gauntlets also have a cursed counterpart,
from a glove, which produces bright light in a 30-foot radius, the Puncturing Gauntlets. These gauntlets are identical;
and dim light in a 60-foot radius. The orb will bum however, every time you use their ability, the DM secretly rolls
indefinitely while in contact with at least one glove. You can ldlO. On a 1, the gauntlets drive several needles into your
hurl an orb up to 30 feet as an action. arms, dealing 4d4 Piercing damage and becoming
A thrown orb will continue emitting light for three turns unremovable until dispelled with a Remove Curse effect.
after it lands. If you aim the orb at a creature, make a ranged Every time you make a melee attack while pierced by the
weapon attack. On a hit, the target takes l dlO fire damage, Puncturing Gauntlets, you take an additional l d4 Piercing
and the orb fizzles in a puff of smoke. damage.

MAGE FOOT SLIPPERS CONVERSANT CONJURATION CODEX


Wondrous item, uncommon Wondrous item, uncommon
These purple silk slippers are adorned with silver buckles This book appears to be an ordinary, blank journal
in the shape of footprints. While wearing them, your speed is However, any writing on its pages disappears after a few
increased by 10 feet. minutes. The only words that do not disappear right away are
As an action, you may use the slippers to project a pair of short, simple questions.
spectral feet up to a range of 40 feet. The feet can walk The book is in fact an intelligent being that feeds on pen
around freely up to your speed up to 80 feet away, and press ink. It can provide information it knows by "writing"
down with a force equal to your weight. While moving, you responses to written questions.
can choose to have them remain silent or emit noises In addition, the journal has a rudimentary knowledge of
identical to your own footsteps. conjuration magic. Once per day, if it is well-fed, the book can
materialize a simple, nonmagical item you draw in its pages,
BELT OF MoRE-OF-THE-SAME such as a length of rope or an unlit torch.
Wondrous item, uncommon
This simple leather belt is notable for a bright gem on its IMPERVIOUS CORD
buckle. While wearing it, one of your ability scores is Wondrous item, uncommon
increased by its own modifier, to a maximum bonus of +2 and This magical rope is found in coils of 50 feet; however,
a maximum score of 20. The ability score is determined by units of any length may exist, up to 500 feet. Impervious Cord
what gem the belt has. resembles normal hempen rope, with a single glimmering
silver thread running through the weave.
Ability Score Ge m Impervious Cord is unbreakable. When a knot is tied in the
Strength Ruby cord, it becomes rigid A creaturer may use an action to make
Emerald a DC 20 Strength check to bend a rigid cord If more than
Dexterity
800 pounds of force is applied anywhere on the cord's length
Constitution Onyx while it is rigid, it goes slack.
Inte lligence Sapphire
PANACEALLIN
Wisdom Amethyst
Wondrous item, uncommon
Charisma Diamond This medicine, derived from a common mold, appears as a
cloudy white liquid and is administered via syringe. A single
DARIO'S DE-CURSE DRESSING vial contains enough medicine for 5 doses.
Wondrous item, uncommon After taking a dose, the patient suffers mild convulsions
This rather pungent lacquer comes in a glass jar and aches across their entire body, becoming incapacitated
emblazoned with a cartoonish visage of its inventor, Dario for 24 hours. During this period, rest becomes difficult, and a
Giovanni. A single jar of dressing holds enough liquid for 30 long rest only restores half the hit dice it normally would
uses. After the medicine runs its course, the patient is cured of
When applied to a cursed item, that item loses the ability to all poison and disease effects.
curse anyone for 12 hours; however, anyone already suffering
under the curse's effect remains cursed
If the dressing is applied once every 12 hours for seven
straight days, the item is affected as if it were targeted by
Remove Curse.

AXD 225 of 233


THE UNITY BONDS
RbJg, very rare (requires attwJemeat) Lover's Sacrifice. Once per long rest, if one of the
partners takes damage that drops them to 0 hit points, the
When two people that love each other decide that they wish other partner can spend their reaction to take that damage
to spend the rest of their life together, sometimes they and any other negative effect from the damage source
consummate that bond by getting married The ceremony of instead The partner who is spared the damage receives the
marriage is a sacred process that often involves the following effects for 1 minute, which replace the effects of
exchanging of rings between the two betrothed These rings their Protective Bond feature.
represent the eternal unity of the two souls and is a symbolic
binding of fate between them. • +2AC
Sometimes there is real magic that can come from this • The creature can, once during the duration, give their
bond, and adventurers can get special rings crafted with partner an ex1ra action that they can use to make one
enchantments or magical engravements that can quite weapon attack, Dash, Disengage, Hide, or Use an Object.
literally grant power from the bond of matrimony. These rings • If the creature falls under the effects of a charm that
are always made in pairs, and are either nearly identical in allows its actions to be controlled, it can immediately end
construction or made to be complementing opposites, such the e ffect on itself if it is ordered to bring their partner to
as two gold rings formed in the shape of a heart near the top harm or misfortune, even indirectly.
or two silver rings, one with rubies encrusted on one and • The creature gets advantage on death saving throws, and
emeralds in the other. A powerful cleric with a true immediately s ucceeds one death saving throw when
connection to their diety can imbue these rings with divine brought to 0 hit points and not outright killed
power, granting various different benefits to the two, so long • If the creature is in darkness, either nonmagical or
as their fealty remains. magicai or blinded, they can see their partner clearly, as
These items can only the attuned to by two humanoid well as faintly see the most direct and least dangerous
creatures that have either been bonded by, or are in the path to them.
process of being bound by, the ceremony of marriage. This
attunement can only be maintained if the two creatures still
hold feelings of true love towards each other and keeep the
emotional bond connecting their lives sacred
Glowing Devotion. The rings emit a very soft glow when
the two bonded creatures are within 60 feet of each other,
and shed dim light out to 5 feet when the two touch in an
intimate way, such as holding hands, kissing or hugging. Six
times per long rest, one of the creatures can use a bonus
action to touch the two rings, and they shine bright light out
to 30 feet and dim light out to an additional 30 feet for 1 hour.
Enhanced Empathy. Creatures attuned to this item set
find themselves far more in tune with one another than they
were prior to the bond lf the creatures take 1 minute to
concentrate, they know the direction and distance to their
partner, as well as their emotional and physical state, as long
as they are on the same plane of existence, for 8 hours.
Protective Bond While the creatures are attuned to this
item set, they get the following benefits as long as they are
within 60 feet of each other.
• The creatures can, once per long rest, give their partner
advantage on any attack rol~ saving throw or ability check.
• If one of the creatures falls under the effects of a charm
that allows its actions to be controlled, it can immediately
make the saving throw with advantage if it is ordered to
bring their partner to harm or misfortune, even if it is
indirect.
• Advantage on Medicine checks to stabilize the creatures
when at 0 hit points.
• If the creatures are in darkness, either nonmagical or
magicai or are blinded, they can see their partner as a
softly glowing outline.

AXD 226 of 233


WHY WIZARDS WEAR WEIRD FASHION
,,,,.._lllliiiiii~
he common trope for wizards are robes. But
not just any robes - these have stars, sigils,
sometimes trailing sleeves and god awful large
peaked or pointed collars. Let's not even
discuss the headdresses. But, why? Why not
wear breeches and a tunic, so as not to draw
attention to yourself? In my games that is often
the strategy of our spell-<:asters. They say they don't want a
giant target painted on them that says "Hey, I'm the spell
caster! Kill me first!"
While it's fine for players to live outside of the common
tropes of novels and fantasy stories, it's sometimes helpful to
give a mechanical reason for these tropes to even exist. After
ali while living isolated in a tower studying musty tomes
probably does mean you're up to date on this season's color
palette - it just doesn't seem likely to result in 20 pound of FIENDISH SKULLCAP /TOWEJUNG
red s ilk robes emblazoned with purple and blue flames and a HEADDUSS + 1, +2
skull cap made from a literal s kull That can't be comfortable!
Here we present reasons, both mundane and mysticai for The constriction and weight of a skullcap reminds caster of
the questionable fashion tastes of the wizard in your life. their mental s uperiority. It also provides a physical foci for
Truly, these can be for any spell caster PC or NPC. Wizard is mental focus. As such, a s kull cap or headdress can provide a
just easier to write. bonus on rolls for concentration to maintain a spell

THE MUNDANE
Many cultures revere and fear magic. And for good reason,
when a caster can shoot a beam of ice from their fingertip to
freeze off your face. While wild mystic looking robes are
probably impractical for everyday wear, they do let the CLOAKS, CAPES,
populace know that you might be a wizard and are not to be SLEEVES, & CoLl.ilS
trifled with. The more outlandish the robes, the more likely --=-·~
you're powerful This is important for other casters (who may These additions, while making the Robes more elaborate and
seek you as an ally or rival) and for any nobles or peasantry visible add to the level of intimidation, extend the AC benefit
the caster may be forced to interact with. Big scary robes of the Outlandish Robes from just melee attacks to ranged
with evocative or necromantic symbols say "don't mess with attacks as well
me, unless you want to be a charred mess." Robes with large
headdresses, high collars, long sleeves but plunging
THE WHOLE SETI
necklines and bare midriffs might communicate more than
confidence in one's physique but "Armor? Please. Your Casters who wear a complete set of the above 3
swords and arrows are as mosquitos before my storm. Now
gain a bonus to Persuasion & Intimidation rolls
equal to an average of the combined bonuses
kneel!"
(rounded up). Others gain a negative to their
Below are suggestions for properties that certain robes or Insight rolls against the caster equal to that same
attire may provide. It's suggested that player's provide input amount. Wizards are both terrifying and
on outlandish colors, sigils, patterns, and accessories. The inscrutable.
DM should provide reasonable bonuses based on these
aspects.
Note: these are primarily non-magical psychological
effects. It's at the DMs discretion if an entity is effected JUST PLAIN HEAVY ROBES
Sometimes robes worn by wizards are not necessarily
OUTLANDISH ROBES + 1, +2, +3
-----
These non-magical robes provided an AC bonus against the
outlandish, per se. They are large - voluminous even. They
may be homespun & coarse. They are heavy. And they provide
first melee attack by any creature with an intelligence of 6 or a base 11 AC. Casters are considered to be proficient in this
higher. Most humanoids and intelligent monsters know that kind of "armor". The drawback is that while wearing these
bright colors and patterns signify danger. When a caster is at robes, the caster suffers disadvantage on Athletics and
less than full health these robes provide a reduced benefit. If Acrobatics checks. After aU it's pretty hard to jump that pit
the caster ever falls below half health, then the robes provide when wearing an extra 5 to 8 pounds of fabric.
no benefit. A wounded wizard seems as eagy prey as any.

PART I I H I\! :-.DANI'

AXD 227 of 233


THE MYSTICAL AN ADDITIO NAL OPT ION
Warriors of all kinds have magical arms The current 5 E ru les provide multiple opportunities
and armor. Even rogues can get in on it for casting focuses for wizards and sorcerers. The
with leathers made from rare hides and sagacious DM can adjust or expand on these rules.
dyed a deep purple back with the blood of They can make spell components even less of an
a shadow mastiff. But wizards are not likely barrier to casting by allowing especially elaborate
to employ the skills of the local blacksmith, robes to be used as a focus, similar to a staff.
no matter how dwarven his forge. Alternatively, they can add a level of complexity by
So who is in the wizards tower that she requiring additional foci for various levels or
schools of spells. For example, perhaps a staff is an
trusts? Wei~ probably no one - but she's
excellent focus for your evocation or necromancy
probably fairly OK with the skiJled seamstress magic. But the DM may rule that headwear is
down the road Thus it is as likely that the robes .,,. necessary as a focus for divination and
a wi.z ard wears may be what he or she would pre~ • enchantment spells. Sigils and symbols may be
enchanted with magics fell and preserving as well,,.. added to the robe for it to act as a foci for
abjuration magics.
(SCHOOL) CASTING ROBES (+I, +2, +3)
Wondrous item, rare (requires atunement by arcane caster)
CIRCLET OF PuISSANT CONFISCATION
These robes are often interwoven with threads made from
strange materials (e.g. opalescent unicorn hair, leaves gifted Wondrous item, very rare (requires attunement)
from a dryad} They are readily distinguished by symbology
appropriate to the school of magic to which they are attuned Also known as a Spell Keepers Circlet, this heavy circlet is
The robes are woven in s uch a way as they are especially made of precious metals woven tightly together. Large cut
receptive to storing magics. Generally, these robes are able to diamonds with many facets are embedded on raised spires or
store spells of a specific school (i.e. abjuration, conjuration, dangle from chains. A circlet will have 3, 4, or 5 of these
divination, etc) of a combined level less than or equal to the diamonds. When the wearer becomes the target of a spell the
bonus. Using a 10 minute ritual and expending a spell slot, a gems flare to Life, absorbing the spell if it is less than or equal
caster can store the appropriate spell/s in the robe. The to the number of diamonds that adorn the circlet. The
caster regains the spell slot as normal The spell is stored in original caster must make a save against their own spell DC
the robe until cast or until replaced during a ritual with a or lose access to that spell until their next short or long rest,
different spell Spells stored may be cast using a bonus as it is temporarily stolen from their mind The wearer may
action, instead of a full action. Spells that are normally cast later use an action to release the spell & cast it using the
using a reaction are still able to be activated and cast from original spell casters DC. Once it has done so, the circlet may
the robe using a reaction. There is a 2096 chance, when the not steal and store spells until the wearer has completed a
robes are found that a spell of the appropriate school/level is long rest or the stolen spell is cast. Any spells stored over a
still stored within the weave of the robe. long rest are lost from the circlet as the power ebbs away.

COLLAR AND CUFFS OF BINDING


BELT OF EXCELLENT THAUMATURGY
Wondrous item, uncommon
---- Wondrous item, very rare (benefits from attunement)

The bracelets and matching collar are formed of purest silver


T his heavy wide belt is most often made from fine worked that has been forged under the light of a full moon, with
leather that has been tanned in an alchemical brew infused primordial runes etched during nights of the new moon.
with a variety of common material components for spells (e.g. Gauzy silk or delicate chain run from the collar to each
alcoho~ bat guano, bone dust, egg she~ a feather, spider silk} bracelet. These are long enough to not impede or restrict the
It is often decorated with glass and crystal beads, and gems movement of the arms. Anyone who wears the collar and
for spell casting. Built in are small pouches, hoops for storing cuffs has advantage on saving throws to resist transmutation
scrolls, hooks, as well as other storage. When worn, the item spells. If attuned by a sorcerer, warlock, or wizard the items
works exactly as a components pouch, except the caster does provide an additional benefit. Once attuned the caster may
not need to have their hands free in order to access the cast Alter Self and Disguise Self each once per day without
components. Further specific consumed components with expending a spell slot.
cost that are stored within or on the belt will come to the The item hold an additional secret. When the caster kills a
caster's hand when they attempt to reach for said item - humanoid enemy with a touch-6pell or melee attack, they
requiring no object interaction. Once buckled on, it requires a finds they can use an action to polymorph into the likeness of
DC 15 strength check for anyone other than the wearer of the that exact creature. They may transform this way once every
belt to remove a component from the belt or the belt itself. long rest. The coUar and cuffs only store ! likeness at a time.
The current form may be replaced by killing a new humanoid
with a touch-spell or melee attack. If ever un-attuned, any
stored likeness is lost.

AXD 228 of 233


GEM FEATHER MASK Once attuned the wearer may gain temporary hit points from
Wondrous item, veiy rare (requires attunement) killing a creature a number of times equal to their
profficiency bonus before completing a short or long rest.
This elaborate mask looks like it is made of Additionally, the caster may add their Intelligence or
exotic multicolored feathers. The eyes are Charisma bonus to their DC to control or command undead
framed with tiny diamonds and accented by
saphires. Closer inspection reveals the
feathers are encrusted with gem dust or ITEMS THAT APPEAR MAELI FIC
carved and pieced together from slivers of It's useful to note that some NPCs, as well as
rubies, emeralds, onyx, beryl and more. civilized settlements, might not take kindly to an
As a bonus acton, the wearer of the mask selects a.~m!'!r individual dressed in skulls, spikes, and fire. Keep
single target, who then has disadvantage on their save ' this in mind when determining how these
against next enchantment spell cast by the wearer. If both individuals react to the PC and their group. Certain
rolls would fai~ at the conclusion of the spells duration, the items, like The Skull of The Necromancer, may be
target does not realize they were under the effects of a spell seen as either abhorrent or worthy of envy. Wizards
may take offense or may want it for themselves. A
good Paladin will probably perceive it as a symbol
MANTLE OF TERRIBLE AWE of evil, and want it destroyed.
Wondrous item, legendary (benefits from attunement)

These robes vary greatly in shape and appearance. They are


always made of exquisite materials, often brightly colored
and accented by gems. Most commonly the robes have
draconic or ophidian symbols and stylization. Alternatively,
stars, suns, moons and strange cthonic runes may adorn the
mantle. Anyone wearing the mantle can feel its protective
energies and their confidence grows. Upon donning they
immediately gain 5 temporary hit points and their AC
improves by 1. They may only gain temporary hit points this
way once every long rest. Further the mantle seems to add an
aura of power and s tature to the wearer who gains Advantage
on Intimidation rolls.
An arcane caster who attunes to the mantle gains additional
benefits. When faced with enemies, as a bonus action, the
caster may attempt to make an Intimidation roll with
Advantage. Any enemy that fails the save cannot target the
caster with a non-spell attack. If an enemy is attacked by the
caster, they may make a save against the caster's spell DC to
shrug off this effect. Creatures immune to fear have
Advantage on their saves versus this effect.
Additionally, as a reaction to getting attacked the caster may
add their Charisma bonus to their AC (this replaces the
original +1 bonus granted by the Mantle} This AC bonus lasts
until the first time they are wounded in combat by a non-spell
"""'
CREDITS
attack. Once they do so, they may not do so again until they This brew was made with the Awesome tools at The
complete a short or long rest. Homebrewery. "'

SKUI.l.. OF THE NECROMANCER Art edited from:


Wondrous item, veiy rare (benefits from attunement) • Weal or Woe - Wayfinder #13 by Ruloc -
http://ruloc.deviantart.com/art/Weal-or-Woe-Wayfinder-13-
This large humanoid skull is almost alwys made from the 534799243
skull of a necromancer. It has an eye of onyx and an eye of • Barbarian Oracle by Creative Uncut -
obsidian. The teeth may be silvered or coated with iron. http://www.creativeuncut.com/gallery-27 /rvs~barbarian­
Insides strange runes are etched and painted over with dark oracle.html
ochre and red brown. • Untitled by Michael Franchina -
This skull cap gives several benefits. Whenever the wearer htm;//conceptaf1worldcom/artists(michael-franchjna/
reduces an enemy to zero hit points they gain 5 temporary hit • Green Mask by Enayla -
points. This effect does not work on enemies that do ot need http://www.deviantart.com/art/Qreen-Mask-32958346
to eat or breath (e.g. constructs, undead} If the creature killed • Darkness Returns by Rayden Chen -
was an intelligent humanoid, they gain 10 hit points instead https://www.artstation.com/artwork/gAXYz
Once the caster gains temporary hit points in this way, they
cannot do so again until completing a short or long rest.

PARr J. THE. MY<.Tlf Al {c >r )


3

AXD 229 of 233


EXPANDED AND their own unique ways of fighting and dealing
death, strange and foreign to the rest of the
EXOTIC WEAPONS world. Even within one's own country, strange
ADDITIONAL WEAPON OPTIONS weapons often exist seldom used and rarely mas-
tered. These weapons are typically not better or
Taking a calming, centered breath, a young half- worse outright than their more traditional coun-
elf raises his slender katana, adjusts his stance, terparts, but confer occasional tactical advan-
and eyes the wooden training mannequin across tages that a seasoned warrior can appreciate.
the courtyard. In a blink of an eye he lunges,
strikes, and the lean, agile blade easily finds its EXPANDED WEAPONS
mark. In addition to the weapons options offered on
A lithe elf bedecked in leather and scars page 149 of the Player's Handbook, your DM
raises her empty hands to her adversaries in a may decide to allow your character access to
display of apparent vulnerability. In a flash, she weapons on the following table. If they do and
protrudes a blade from the toe of her boot and your character has proficiency in a category of
strikes at her foes, going in for a surprisingly weapons (such as "Simple Weapons"), you auto-
sharp kick. matically gain proficiency with all weapons
A young female human, her mind filled with under the appropriate headers.
burning secrets and eldritch power, reaches out You may also trade a proficiency with one
to grasp a spiked chain from the depths of Hell weapon that you know in a specific category for
itself. She feels its searing conjured links smol- one on this list, such as one Ranged Martial
dering pleasantly between her fingers, as they Weapon for another Ranged Martial Weapon.
ring with the dread approval of her dark lord. This may occur whenever proficiencies are
Every land and every group of people have learned.

AXD 230 of 233


EXPANDED WEA PONS

Name Cost Damage Weight Properties


Simple Melee Weapons
Dagger, boot-toe 15 gp l d4 pierci ng l lb Covert, finesse , specia l
Dagger, wrist 15 gp l d4 piercing l lb Covert, finesse, light
Sap 2 gp ld4 bludgeon in g l lb Fin esse, light, special
Scythe l gp ld8 s lash ing 6 lb Reach, two-handed
Tomahawk 2 gp ld4 s lash ing l lb Fin esse, light, thrown (range 20/60)
Ton fa 7 gp ld4 bludgeon in g 2 lb Fin esse, light, special
Simple Ranged Weapons
Boomerang 3 gp ld4 bludgeon in g 2 lb Light, returning, thrown (range 30/80)
Martial Melee Weapons
Claw 5 gp ld 6 s lash ing 2 lb Disarm im mune, fine sse
Jian 15 gp ld 8 slashi ng 3 lb Fin esse
Katana 25 gp ld 6 s lash ing 3 lb Fin esse, versatile (2d4)
Kata r 7 gp ld 6 piercing 2 lb Di sa rm immune, fine sse
Khopesh 10 gp 2d4 s lash ing 2 lb Special
Nu ncha ku 10 gp ld8 bludgeon in g 2 lb Fin esse
Sheath, sword 3 gp ld4 bludgeon in g l lb Fin esse, light
Swo rd , cane 20 gp ld 6 s lashing 3 lb Covert, finesse
Martial Ranged Weapons
Sh u ri ke n l sp l d4 pierci ng l /4 lb Light, specia l, thrown (range 40/ l 00)

NEW WEAPON PROPERTIES If the target has hit points remaining equal to or
Several of these expanded weapons have new less than the result of the roll, it falls uncon-
properties related to their use, detailed here. scious. If the target has more hit points remain-
Covert. Not being particularly obvious, any ing than the result, the target remains conscious
Dexterity (Sleight of Hand) checks to conceal and the amount rolled has no effect.
this weapon are made with advantage. Shuriken. You may hold up to three of this
Disarm Immune. Any weapon that carries weapon in one hand at one time, but must use
this property may not unwillingly be removed seperate attacks to attack with each one.
from your grasp while you remain conscious. Tonfa. While wielding one of these weapons
Returning. W hen a thrown weapon also in each hand, you gain a + 1 bonus to AC and
carrying the returning property is thrown as part you qualify as having an equipped shield for all
of an attack, it returns to its wielder at the end of abilities and features other than the monk's
their turn. The character must use their object Unarmored Defense class feature.
interaction to catch the returning weapon, or it
returns to the ground at the character's feet.
EXPANDED WEAPONS AND MARTIAL ARTS
When throwing a returning weapon, you can
Often hailin g from distant lan ds, monks are nat-
choose not to have it return in order to add 5 feet
ural acquaintances of many of these weapons. Any
to its short range and 10 feet to its long range.
sim ple melee weapons that don't have the two-
handed o r heavy properties listed here are mo nk
SPECIAL EXPANDED WEAPONS
wea pons, as are the claw, katar, a nd (with OM
Dagger, boot toe. You wield this weapon with- approva l) the ji an, kat ana, nunchaku , scythe, and
out using a hand, using instead the foot the dag- shuriken.
ger is affixed to. You may only make one attack
on your turn when attacking with this weapon.
Khopesh. This weapon deals ld4 additional
slashing damage on a critical hit.
Sap. When you attack a surprised humanoid
with this weapon and deal damage, you may at-
tempt to knock the target unconscious. After the
a ttack deals damage, you may choose to roll 4d4.

AXD 231 of 233


EXOTIC WEAPONS of this weapon may deal different damage and
Stranger still than previous offerings are the have different properties, as listed. Special prop-
truly Exotic Weapons, weapons so specialized erties for double weapons only apply to halves of
and powerful that they require the knowledge the weapon marked w ith the Special property.
inherent in feats to acquire proficiency. Though it functions as two weapons, a double
No character may have proficiency in these weapon is enchanted as a single item, and
weapons for any reason without gaining it enchantments apply to both individual weapons.
through the feat below (or the alternative sidebar Disarming or destroying either side of a double
option), but once proficiency is gained, the weapon causes the entire weapon to be affected.
Exotic Weapon may be used for class features R eload. This weapon property may be found
such as a monk's Martial Arts, a warlock's Pact on page 267 of the Dungeon Master's Guide.
of the Blade, or similar. Exotic Melee Weapons
without the finesse property still do not function E XOTI C WEA PO NS W ITH O UT FEATS

for a rogue's Sneak Attack feature, however. If you are p laying in a game w it hout feats, you
may still acqu ire and use Exot ic Weapons by
undertaking a quest to seek ou t t ra ining.
EXOTIC WEAPON PROFICIENCY
Typ ica ll y, such quest s sta rt when a character
You have trained extensively with specialized or
acquires a strange weapon, and often involve the
particularly unique weapons. When you take this character sea rching hi gh and low fo r a maste r that
feat, gain proficiency with one Exotic Weapon of can h elp them un lock its secrets. Once foun d , t he
your choice. master may have additiona l t rials and tr ibulations
Characters without this feat or its equivalent in m ind, but the end result of such t rain ing is the
do not have access to the burst fire or special know ledge that the feat wou ld o t he rw ise provide.
properties when using exotic weapons.

NEW EXOTIC WEAPON PROPERTIES


B urst Fire. This weapon property may be
found on page 267 of the Dungeon Master's
Guide.
Double Weapon. A weapon with this property
requires two hands to use, and is wielded as and
considered two separate one-handed weapons
when you hold it. Both of these weapons are con-
sidered to have the light property, and neither of
them have the two-handed property. Both halves

E X OTIC WEAPONS

Name Cost Dam a g e Weight P roperties


Exotic Melee Weapons
Chain, spi ked 30 gp 2d4 p iercing 10 lb Doub le weapon, heavy, reach, specia l
off-hand l d4 p iercing Doub le weapon, heavy, reach, specia l
Chakram 10 gp l d6 s lashing 2 lb Finesse, ligh t , return ing, special, th rown
(range 15/30)
H a rpoon 8 gp l d l O piercing 8 lb Specia l, t hrown (range 30/100), two-handed
Kusar i-Gama 15 gp l d8 s lashing 3 lb Doub le weapon, fi nesse
off-hand 1d4 bludgeo ni ng Doub le weapon, fi nesse, reach, special
Sword, two -b laded 25 gp l d8 s lashing 8 lb Doub le weapon, fi nesse, heavy, specia l
off-hand l d8 s lashing Doub le weapon, fi nesse, heavy, specia l
Exotic Ranged Weapons
Bola 1 sp l d4 bludgeon ing 2 lb Light, specia l, thrown (20/40)
Repeating crossbow, hand 100 gp l d6 p iercing 4 lb Ammunition (range 30/ 120), burst fire, light,
reload (10 shots)
Repeat ing crossbow, heavy 75 gp l d l O pie rc ing 20 lb Ammunition (range 100/400), burst fire,
heavy, re load (20 shots), two -handed

AXD 232 of 233


SPECIAL EXOTIC WEAPONS Strength (Athletics). If you succeed on this
Bola. On a turn in which you attack with a check, you may pull the enemy up to 15 feet
bola, you may only make one attack. A Large or closer to you. An affected enemy that wishes to
smaller creature hit by a bola is rendered prone move further away from you on its turn must first
until it is freed. succeed on a contested Strength (Athletics)
Whenever you have advantage on an attack check against you.
roll you make with the bola and hit, you can This effect only ends when you use an object
render the target restrained and prone, rather interaction to pull in the rope and retrieve the
than only knocking the target prone, if the lower harpoon, when the affected enemy uses an
of the two d20 rolls would also hit the target. A action on their turn to attempt to remove the har-
bola has no effect on creatures that are formless, poon and succeeds on a DC 15 Strength check
or creatures that are Huge or larger. to do so, or until the harpoon's rope (AC 10) is
A creature can use its action on its turn to destroyed by being dealt 5 slashing damage.
make a DC 10 Strength or DC 15 Dexterity Kusari-Gama. When you make an attack with
check to free itself or another creature in its the off-hand of this weapon, you may attempt to
reach affected by a bola. Alternatively, one can disarm an enemy. On a hit, the attack deals no
destroy the bola by dealing 5 slashing damage to damage, but you disarm a weapon or small item
it (AC 10), freeing the creature affected without that your target is holding and pull the object up
harming it. to 10 feet closer to you.
Chain, spiked. You may use an action to Sword, two-bladed. If you make a melee
attempt to grapple a Large or smaller creature attack against a creature with this weapon, that
with this weapon. Roll an attack with either half creature can't make opportunity attacks against
of this weapon. On a hit, the creature takes you for the rest of your turn.
damage from the attack as normal, and is
grappled by you. Until this grapple ends, attacks
CREDITS:
with the half of this weapon that has made the
Photoshop & design by /u/the_singular_anyone
grapple may only target the grappled creature.
Visit WALROCK HOMEBREW for more!
You may only maintain one such grapple at any
http://walrock-homebrew.blogspot.com
time.
Once on your turn you may cause an attack Art by Drew Baker, Kristopher P. Love, Akeiron,
and Dmitry Burmak
you make with the half of the chain involved in a
grapple to automatically hit the creature it is Thanks to the kind fo lks of reddit and tumblr, to
grappling, dealing damage as normal. This /u/Smyris for their resource pack, and to
attack inflicts ld4 additional piercing damage. /u/skybugl 2 for their Photos hop guide!
Chakram. Once per turn when you make a
ranged attack with this weapon, you may choose
to ricochet the weapon between up to five
enemies within short range. Roll a single attack
versus AC as usual, and divide that single
attack's worth of damage evenly between any en-
emies this attack would hit (rounding down, if
necessary). You may apply features such as
Divine Smite to this damage, but Sneak Attack,
damage that applies only to certain creatures,
and similar features may only be applied if they
could apply to every enemy hit with the attack.
Harpoon. When you hit an enemy up to one
size category larger than you with a thrown
attack using this weapon, you may use two
hands to hold onto a length of rope attached to
the blunt end. If you do, you can use a bonus
action on your turn to make a Strength
(Athletics) check contested by an enemy's

AXD 233 of 233

También podría gustarte