Reigns Homebrew Compendium
Reigns Homebrew Compendium
G
reetings and Salutations. This document (more like a book, how did I even get to 150+ pages before the Monster
Zoo?!?) contains much of the homebrew materials that I have generated and refined since I started GMing over 7
years ago. This content is meant to be an unofficial supplement to the official WoTC Dungeons and Dragons 5th
edition. While I make no promises that my personal "perception" of balance matches everyones, as each game table
is different. I have not seen any big issues which have not already been dealt with for this material.
As with all content, both official and unofficial, make sure you talk to your GM/DM and table to make sure this
content fits your table & groups playstyle. I personally tend to run harder & more frequent combats and most of my
players are veterans of my DM style by this point as we have been playing together for nearly 5 years. Most of my content was
either created for a player to better fit their goal of a character, or something that I felt was "missing" from the game.
Regardless of its origins, I hope that this unofficial supplement brings enjoyment to other tables.
Chapter/Content Page # Chapter/Content Page #
Chapter 1: Classes & Subclasses Page 2 Chapter 4: GM's Workshop Page 103
Arcane Warrior Page 3 General Homebrew Rules Page 104
Artificer Subclasses & Infusions Page 10 Treasure Tokens Page 110
Fighter Subclasses Page 24 Gestalt Rules Page 111
Hemomancy & Blood Magic Page 29 Chapter 5: Magic Items Page 114
Monk Subclasses Page 43 Tandy Wands & Magic Spheres Page 115
Rogue Subclasses Page 44 Minor Enchantments & Curses Page 124
Sorcerer Subclasses Page 46 Reign's Magic Item Vault Page 125
Warlock Subclasses Page 48 Chapter 6: Reign's Monster Zoo Page 154
Prestige Classes Page 49 Traps Page 299
Additional Starting Class Features Page 53 Chapter 7: Master Item Tables Page 300
Chapter 2: Equipment, Races & Feats Page 54
Warforged Revived Page 55
Build a Race Workshop Page 57
Exotic Armor, Augments & Weapons Page 68
New Tools Page 72
Firearms Page 73
New & Expanded Feats Page 75
Chapter 3: Spells Page 92
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T
his chapter will focus on player character Prestige Classes, a type of class that was much smaller
options for classes, subclasses & additional than a traditional class. Primarily seen in 3e and 3.5e, the
class features. only official prestige class is the Rune Scribe (probably
the biggest flaw with this subclass. Its 7th level feature
only a good choice for 4 levels (7, 8, 9, & 10). This revision
uses hit points and hit dice instead of spell slots to fuel its
spells.
came to walk this path, few can match your skill within
your element.
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A
fighter stands before his enemy, and hefts his maul. A wizard stands back while his hands begin to glow with arcane
energy. The Arcane Warrior is someone who desires to wield the power of the weave while being able to wade into
enemy lines, clad in armor and strike down those who would dare to stand before him or his allies. The Arcane
warrior accomplishes this by augmenting his physical prowess with the power of the weave through the teachings of
The first arcane warrior was a prodigy amongst the warriors of his time simply known as Al. Al watched as the technology
advanced rapidly and magic had spread to most every aspect of life. The combination of these two events relegated much of the
warrior caste to guard positions or common soldiers. No more was an individual solely trained in martial prowess necessary. Al
saw this as an injustice as the Warrior caste quickly lost favor and respect in society, being seen as an outdated relic of the past.
Seeking to end the injustice inflicted upon the once proud and powerful warrior caste, Al sought to learn the ways of magic from
Al was rebuffed time and again as he didn't have the "aptitude" to join any of the prestigious or even dubious schools of magic.
This only hardened Al's resolve to learn magic and show those who looked down on him just how far the tenacity and inner
Eventually Al, with the help of an outcast wizard and sorcerer, he was able to learn the rudimentary requirements of magic. Al
was then able to create a new fighting style that blended his rough form of magic magic and martial prowess. With much time and
practice this new form finally earned notice from the Blade Singers. The wizards of the Blade Singer school said that the creation
of the Arcane Warrior school was just a cheap imitation of their school. The School sought to destroy this way of utilizing magic
before it garnered any further support so as to maintain their iron grip on the "true" way of the spellsword.
Al was able to turn the tables in a rather unconventional means. Al invoked the ancient right of the Warrior's Duel, a staple
within the warrior caste for settling disputes via strength of arms. Surprisingly, the Blade Singers in their self-assuredness,
accepted this duel. In their arrogance they assumed that the school of the Blade Singer would handedly destroy this upstart who
showed little aptitude for magic entirely ignoring the fact that Al didn't rely solely on magical abilities. The rules for the duel were
The Blade Singer chosen for the duel was a well renowned adventurer named Leliana. Leliana knew of, and respected Al's
martial prowess, but wrongly assumed that any magic Al would be able to conjure would be little more than cheap tricks used to
distract her from Al's blade. Leliana quickly learned just how wrong she was.
As the duel started Al charged forward, a spell sprung from his blade striking Leliana. Much to her dismay the fading magic from
that spell was captured, and seemingly coalesced along the blade as it was brought to bear against her. With a quick dodge and a
timely spell Leliana was able to avoid the attack. She countered and entered the Blade Song striking quickly and efficiently at Al.
Suddenly Al disappeared from sight and a blade slashed at her back. Revelation flashed through Leliana's mind. While he may not
have had the aptitude for Wizardry proper, his tenacity in pursuing magic had allowed him to gain more than just "cheap tricks''.
Although crude in comparison to her own, his magic was just as effective. The battle lasted for a short while, in the end, Al and
Leliana stood panting, sword and magic ready to strike the final blow. A draw was announced before either was struck.
The outcome of the duel came with ramifications that Al didn't not anticipate. First, Leliana left the school of the Blade Singer,
and joined Al to help him perfect his use of magic. The Second is that the School of the Blade Singer officially recognized Al and
his School of the Arcane Warrior. They offered him a position within their ranks out of respect for his skill, tenacity, and ingenuity.
Al respectfully declined, but vowed instead to make the School of the Blade Singer his School's rival. Thus the tradition of the
Leliana, following weeks from the duel, studied Al's technique and came to the conclusion that his way of wielding the weave,
while unconventional, functioned nearly the same as if wielding a physical weapon. While this use of magic may be simpler or
more crude in the eyes of most of the Wizardry schools, it nonetheless performed the same.
With this knowledge, Al and Leliana opened a small school to teach this new way of hybrid style. The pair quickly found that
most of their new students came from the Warrior caste, or those deemed to not have enough magical talent to be accepted to one
of the major schools of wizardry. Over the following years, those that were taught in the school of the Arcane Warrior became
more and more sought after. Over the following generations the Warrior caste was transformed, and stood once again in its
"rightful'' place in society, as the protectors of Civilization that they once had been. This time as the wielder of both Might and
Magic. To this day, the Spellsword Duels are a highly anticipated event. Both to those individuals looking to prove themselves, and
to those that saw it as a way to gain what would be normally out of reach.
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You start with the following equipment, in addition to the
As an Arcane Warrior, you gain the following class features. equipment granted by your background:
Armor: Light, Medium and Heavy Armor, Shields
Tools: None
and Survival
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Intelligence is your spellcasting ability for your Spells, since
When you are wielding a melee weapon in one hand and no Intelligence modifier
When a creature you can see attacks a target other than you Learning New Spells: Whenever you gain a level as an
that is within 5 feet of you, you can use your reaction to Arcane Warrior you may choose a spell from the wizard spell
impose disadvantage on the Attack roll. You must be wielding list and add that to your spell book. This spell must be for a
spell of 1st level or higher, you can add it to your Spellbook if
it is of a Spell Level you can prepare and if you can spare the
As a student of Arcane Magic, you have a Spellbook time/cost to decipher and copy it.
containing Spells that show the first glimmerings of your true For each level of the spell, the process takes 2 hours and
power. costs 50 gp. Once you have spent this time and money, you
At 2nd level, you know 2 cantrip of your choice from the
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Cold: Your weapon becomes encased in true ice, when you
Spell Slots to recover. The Spell Slots can have a combined Fire: Your weapon becomes wreathed in fire, this fire sheds
level that is equal to or less than one quarter of your Arcane bright light in a 10 foot radius, and an additional 20 feet of
Warrior level (rounded up, minimum of 1), and none of these dim light. Additionally, your first attack each round gains
spells can be higher than 3rd level. advantage to hit a creature that uses natural or no armor.
Lightning: Your weapon arcs with electrical power. Once per
material plane.
bonus action.
Beginning at 5th level, you can Attack twice, instead of once,
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Beginning at 11th level, the channeling of magic into your effectiveness rounded down. (For example, Shield would
weapon has become second nature and more powerful. You grant you +5 ac, and a nearby ally +2 ac, while absorb
may now channel energy from your Elemental Enhancement elements would grant an ally half-resistance(or reducing the
Feature for 10 minutes instead of 1 minute Additionally and elemental damage by 25% instead of 50%))
imbue latent magical energy from the surrounding areas into
Beginning at 10th level, you gain the ability to nullify one
Beginning at 18th level you have learned how to squeeze harmful spell effect that would affect you. By expanding your
every bit of power out of your spell casting. Whenever you reaction the spell has no effect on you. If this spell would also
expend a spell slot you can, as a bonus action, expend six affect allies within 10 feet of you, you may spend 1 arcane
arcane points to teleport up to 30 feet and make one weapon point per ally, by doing so they automatically succeed the
attack. saving throw if there is one. Once you use this feature you
again.
Sorcerer spell lists of first level or lower, and add it to your
harm. The Conjurer utilizes his magic to summon, and bring Additionally, any conjuration spells you cast you gain the
forth from the void that which he needs. The Evoker utilizes ability to double the radius/size of any conjuration spells that
his magic to destroy those that would stand against him or do you cast. If the conjuration spell doesn't have a radius/size it
him harm. affects 1 additional target within 5 feet of the original target.
Beginning at 7th level, as an action you conjure an aspect of
The Abjurer specializes in protection magic, increasing his,
magic. This aspect of magic informs you of high magic which
and his team's long term survivability across engagements.
was used in this area from any time as the magic has altered
Beginning at 3rd level when you choose this archetype, you the area. The aspect can also convey information on any
are able to choose an Abjuration spell from the Wizard or magical activity which has happened in the last few days
Sorcerer spell lists of first level or lower, and add it to your within the nearby areas. The overall power of the magical
spellbook. This spell counts as an Arcane Warrior spell for effect generally determines how long the aspect of magic can
you. This is your "Abjurer" spell, as such this spell is always detect it.
prepared and it doesn't count towards your prepared spells
total.
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throw if there is one. Once you use this feature you must
Beginning at 15th level, your mastery of your "Conjurer" spell
The Evoker specializes in offensive magics, increasing the
total.
Beginning at 7th level, your knowledge of evocation spells has
Beginning at 10th level, you gain the ability to make those
this feature instead of you. Once you use this feature you
again.
Beginning at 15th level, when cast your "Evoker" spell any
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feature.
Beginning at (?) level through your study of both the magical arts and martial arts you have learned how to best strike magic users
Whenever you attack a spell caster that is concentrating on a spell, you have advantage to hit them. Additionally, the DC to
maintain concentration on that spell is equal to your spell DC, or half of your damage rounded down whichever is higher. If the
caster would lose concentration from this feature they take 2d6 psychic damage as well.
Beginning at (?) level, you have learned how to react quickly through your intelligence to undercut your foes expectations.
Whenever you are critically struck, as a reaction you may cast a spell targeting the creature who critically struck you. This spell
may only target that creature and has its casting time changed to 1 reaction from 1 action.
Additionally, whenever you are critically struck you may choose to regain an expended single first level spell slot. This may
happen before or after you choose to use your reaction to cast a spell, but can only happen after you have taken the damage.
I personally recommend against allowing multi-classing with homebrew classes/subclasses specifically due to the inability of most
authors to account for the interactions that can bring. There are numerous ways to easily unbalance the power curve with
If multiclassing is approved, for the Arcane Warrior specifically you must have
When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.
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A
rtificer had two subclasses which never made it
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proficiency with one other type of artisan's tools of your Information Overload. As an action while the item is on
choice. your person, you can try to magically overload the thoughts of
one creature you or the mind can see that is within 5 feet of
Starting at 3rd level, you always have certain spells prepared from the artificial mind. Unless the target succeeds on an
after you reach particular levels in this class, as shown in the Intelligence saving throw against your spell save DC, the
Archivist Spells table. These spells count as artificer spells target takes 1d8 psychic damage, and the next attack roll
for you, but they don't count against the number of artificer against it before the end of your next turn has advantage,
spells you prepare. since it is temporarily too distracted to defend itself well. The
Archivist Spells 11th level (3d8), and 17th level (4d8) in this class.
Artificer Level Spell Type Whenever you deal damage with this feature, you can
5th detect thoughts, locate object each spell level higher than first.
calligrapher's supplies are with you, you can magically rouse Deception,
a keen mind within a Tiny, non magical object on which you Mineral (glass, Intimidation, A robotic or
write mystical symbols. The object is a magic item while the
stone, metal) Performance, golem-like face
mind is inside it, and you can use it as a spellcasting focus. If
Persuasion
you already have an artificial mind from this feature, the first Plant (paper,
Arcana, History,
one immediately dissipates. wood, A bespectacled
Investigation, Nature,
The magic item has the following properties. vegetable visage or a treant
Religion
matter)
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At 5th level, your dedication to the mind and how to convey
At 9th level, you've learned how to use your artifacts to access
At 15th level, your Artificial Mind is able to receive and
magic item is on your person, you cause the mind to turn you
You can teleport in this way once for free and must finish a
long rest before doing so again. You can also use this special
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What are the best ways to store vast amounts of information? presence, hovering in an unoccupied space of your choice
That question has occupied chroniclers and librarians for within 60 feet of you. Once you manifest its mind, you can't do
centuries. Scrolls and books were the finest information- so again until you finish a long rest, or until you expend a
storing methods for a long time, but the first Archivists spell slot of 1st level or higher.
imagined something greater: storing information in a real or This presence is intangible and it sheds dim light in a 10-
an artificial mind. What library could match a mental archive foot radius. The Manifested Mind uses the stat block below.
capable of accessing information in seconds? As they work You determine its appearance; the Artificial Mind table offers
towards this goal, Archivists have become masters of storing suggested appearances based on the object's main material.
knowledge and creating artificial intelligences fueled by While manifested, the spectral mind can hear and see, and
magic. These techniques have yet to be perfected and it has darkvision with a range of 60 feet. As an action, you can
institutionalized, and of all artificers, archivists are on the hear and see using the mind's senses, instead of your own,
cutting edge of arcane science. until your concentration ends (as if concentrating on a spell).
dissipates.
knowledge.
one.
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that creature, equal to the number rolled. If the spell or ability Evasion. If the manifest mind is subjected to an
deals damage, you add the 1d4's result as additional psychic effect that allows it to make a Dexterity saving
damage. If the spell or ability deals psychic damage innately, throw to take only half damage, it instead takes no
the 1d4 instead becomes 1d8. damage if it succeeds on the saving throw, and only
Overwhelming Knowledge Whenever you deal damage half damage if it fails. It an't use this trait if it's
with the Information Overload ability, you can expend a spell
incapacitated
slot to deal extra damage to the target. The extra damage is
Quasi-Real. The manifest mind is quasi-real. This
2d6 for a 1st-level spell slot, plus 1d6 for each spell level
means it can pass through creatures, but not
higher than first. objects, and can fit through gaps as small as 1/2
inch. Although it cannot end its turn in a creature, if
it does so it is shunted out taking 1d8 force
At 9th level, you've learned how to use your artifacts to access damage.
minds, and to communicate with holders of these objects
Minor Regeneration. The Artificial Mind is capable of
over any distance.
lightly restoring hit points to its Manifest mind, at
Magical Telephony. While you have your Artificial Mind
the rate of 1 hit point per minute. This regeneration
item on your person, you can communicate telepathically timer restarts any time it takes damage.
with anyone carrying an item bearing one of your artificer
20-foot radius and dim light for an additional 10 feet until the
per day equal to your Intelligence modifier (at least once), and
you regain all expended uses when you finish a long rest.
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creature.) until the end of your next turn as its mind is nearly
magic item is on your person, you cause the mind to turn you
You can teleport in this way once for free and must finish a
long rest before doing so again. You can also use this special
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Additionally, at the end of each long rest you can create a
this proficiency, you gain proficiency with one other type of Creatures in the radius of this explosion must make a
artisan's tools of your choice. Strength Saving Throw or be pulled towards the center of
Artificer Level Spells bonus rounded down. Creatures affected by this feature
At 3rd level, you learn to embrace your destructive nature.
turn if they are not used. You may use your reaction to set off
Basic Explosives
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such instances the explosive travels the distance as defined by Bomb can throw it up to 60 feet away. Upon collision with any
the spell. It then explodes upon contact with a creature or object or creature the magic bomb detonates affecting all
object, or at the point of your choosing along the path. creatures, objects, and structures in 20 foot radius. Each
Starting at 5th level, you have learned a unique blend of save. Objects & structures take double damage, and objects
ingredients to create more potent explosions. All Artificer that aren't being held automatically fail this saving throw and
spells & abilities that can affect an area, which deal damage, fly to the center of the implosion.
now deal 1d4 additional damage. This additional damage At 11th level the damage increases to 3d6 thunder and 3d6
increases to 2d4 at 11th level, and 3d4 at 17th. force, and 17th to 4d6 thunder and 4d6 force.
Additionally all Artificer spells and abilities that affect an You make a number of magic bombs equal to half your
area and deal damage, now deal “Siege Damage” to objects proficiency bonus rounded up, and at the conclusion of a
and structures. short rest you can remake 1 magic bomb and 1 advanced
Siege Damage: Damage dealt to objects and structures is explosive if you are a Demolitionist.
Starting at 9th level your Basic and Advanced Explosives can
choose to do so. Using this ability, you choose the radius for
bonus action or as an action, but you are only able to use one
Starting at 15th level you mastered the art of bringing down
target.
choose the radius or size for your abilities and spells upon
use.
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Gunsmith was an interesting concept, a cross between a and ammunition for your Thunder Cannon. Your Arcane
rogue & tinkerer. The original iteration of artificer had a few Magazine includes the powders, lead shot, and other
issues which were hammered out in the next UA and then materials needed to keep that weapon functioning.
finally in Eberron. As such Gunsmith is translated as closely You can use the Arcane Magazine to produce ammunition
as possible, any changes noted will be in blurbs. The biggest for your gun. At the end of each long rest, you can magically
changes will be outlined here. produce 40 rounds of ammunition with this magazine. After
I have removed the bonus action to reload the Thunder Conjured Ammunition
Cannon every turn, instead opting for a reload 5.
Ammunition previously produced from your
Arcane Magazine disappears whenever you
complete a long rest, or is ever more than 10 feet
When you choose this specialization at 3rd level, you gain away from the Arcane Magazine for longer than 1
proficiency with smith's tools, and you learn the mending minute.
cantrip.
If you lose your Arcane Magazine, you can create a new one
At 3rd level, you forge a deadly firearm using a combination
as part of a long rest, using 25 gp of leather and other raw
of arcane magic and your knowledge of engineering and
materials.
metallurgy. This firearm is called a Thunder Cannon. It is a
Damage Weight Properties failed saving throw, a target takes 2d6 force damage and is
levels in this class: 13th level (3d6) and 17th level (4d6).
bonus action (the character's choice). your Thunder Cannon. As an action, you can make a special
attack with it. Rather than making an attack roll, you cause
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The infusions will fit for either UA2 or ERLW versions of the (armor) or wielding (shield) the infused item.
The rationale for the minor changes to the infusion list is this class.
some were missing from the Rising from the Last War book,
a "scaling" feel to the infusions. For example at 2nd level you
Holding, and finally at 12th you get a portable hole. Prerequisite: A gem or crystal worth at least 100 gp
homunculus that serves you. The item you infuse serves as
This armor has 6 charges. The wearer can expend the The homunculus is friendly to you and your companions,
armor's charges in the following ways: and it obeys your commands. See this creature's game
Item: A rod, staff, wand, or other arcane focus (requires
attunement)
this class.
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damage rolls made with it. While holding it, the wielder can
Item: A simple or martial weapon with the ammunition take a bonus action to cause it to shed bright light in a 30-foot
property (requires attunement) radius and dim light for an additional 30 feet. The wielder
This magic weapon grants a +1 bonus to attack and can extinguish the light as a bonus action.
damage rolls made with it when it’s used to make a ranged This weapon has 4 charges. As a reaction immediately
attack, and it ignores the loading property if it has it. after being hit by a melee attack, the wielder can expend 1
The weapon requires no ammunition; it magically charge and cause the attacker to be blinded until the end of
produces one piece of ammunition each time you make a the attacker’s next turn, unless the attacker succeeds on a
ranged attack with it, unless you manually load it. The Constitution saving throw against your spell save DC. The
ammunition produced by the weapon vanishes the instant weapon regains 1d4 expended charges daily at dawn.
Item: A simple or martial weapon with the thrown property
(requires attunement)
Tiny Construct, neutral
This magic weapon grants a +1 bonus to attack and
damage rolls made with it, and it returns to the wielder’s Armor Class 13
hand immediately after it is used to make a ranged attack. Hit Points equal the homunculus' Constitution
modifier + your intelligence modifier + your level
in this class
Speed 20 ft, fly 30 ft
STR DEX CON INT WIS CHA
Prerequisite: 4th-level artificer
Item: A pair of boots (requires attunement) 4 (-3) 15 (+2) 12 (+1) 10 (0) 10 (0) 7 (-2)
While wearing these boots, a creature can teleport up to 15 Saving Throws Dex +4
feet as a bonus action to an unoccupied space the creature Skills Perception +4, Stealth +4
can see. The creature must have occupied that space at some Damage Immunities Poison
point during the current turn. Condition Immunities Exhaustion, Poisoned
Senses Darkvision 60 ft, passive Perception 14
Languages Understands the languages its creator
speaks
Prerequisite: 4th-level artificer
accept any contents. If this infusion ends, the items stored in Might of the Master. The following numbers increase
the shared space move into one of the pouches, determined by 1 when your proficiency bonus increases by 1:
at random. The rest of the pouches become empty. the homunculus' skill and saving throw bonuses
(above) and the bonuses to hit and damage of its
attack (below).
Actions (requires your bonus
action)
Prerequisite: 6th-level artificer Item: A ring (requires
Force Strike. Ranged Weapon Attack: +4 to hit, reach
attunement)
30ft., one target. Hit 1d4 + 2)
While wearing this ring, the creature can recover one
Prerequisite: 6th-level artificer
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creatures, objects, and structures in 20 foot radius. Each
You make a number of magic bombs equal to half your The wearer's walking speed increases by 5 feet.
proficiency bonus rounded up, and at the conclusion of a The armor counts as +2 Armor
short rest you can remake 1 magic bomb. The armor includes gauntlets, each of which is a +1 magic
Prerequisite: 6th-level artificer
Prerequisite: 6th-level artificer
3rd level or lower. Once used, the ring can't be used again
Prerequisite: 10th-level artificer Item: A suit of magical armor
daily at dawn.
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can learn this infusion multiple times; each time you do so, Arcane Propulsion Arm yes
choose a different magic item that you can make with it,
Boots of Elvenkind no
picking from the Replicable Magic Items tables below. If a
table has a level in its title, you must be of at least that level in Boots of Levitation yes
this class to choose an item from the table.
Bracers of Archery yes
In the tables, an item’s entry tells you whether the item
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Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th
1st +2 Fighting Style, Second Wind — — — — — —
2nd +2 Action Surge (one use) — — — — — —
3rd +2 Martial Archetype 2 3 2 — — —
4th +2 Ability Score Improvement 2 4 3 — — —
5th +3 Extra Attack (1) 2 4 3 — — —
6th +3 Ability Score Improvement 2 4 3 — — —
7th +3 Martial Archetype Feature 2 5 4 2 — —
8th +3 Ability Score Improvement 2 6 4 2 — —
9th +4 Indomitable (one use) 2 6 4 2 — —
10th +4 Martial Archetype Feature 3 7 4 3 — —
11th +4 Extra Attack (2) 3 8 4 3 — —
12th +4 Ability Score Improvement 3 8 4 3 — —
13th +5 Indomitable (two uses) 3 9 4 3 2 —
14th +5 Ability Score Improvement 3 10 4 3 2 —
15th +5 Martial Archetype Feature 3 10 4 3 2 —
16th +5 Ability Score Improvement 3 11 4 3 3 —
17th +6 Action Surge (2), Indomitable (3) 3 11 4 3 3 —
18th +6 Martial Archetype Feature 3 11 4 3 3 —
19th +6 Ability Score Improvement 3 12 4 3 3 1
20th +6 Extra Attack (3) 3 13 4 3 3 1
Weapons
As a Fighter, you gain the following class features.
(a) a Light Crossbow and 20 bolts or (b) two handaxes
Armor: Light, Medium, Heavy armors
Tools: None
Survival
You start with the following equipment, in addition to the
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features at 3rd level and again at 7th, 10th, 15th, and 18th
level.
You start with 2 cantrips from the wizard spell list. At level 10
This Subclass of the Fighter relies on both strength of mind
The Eldritch Knight Spellcasting table shows how many spell
and strength of arm when battling its foes. When you choose
slots you have to cast your wizard spells of 1st level and
Eldritch Knight, this shows the fruits of your rigorous mental
higher. To cast one of these spells, you must expend a slot of
training in the mystical arts. You gain the ability to cast spells
the spell's level or higher. You regain all expended spell slots
using Intelligence as your casting stat. DCs for your spells
when you finish a long rest.
are 8 + Intelligence modifier + proficiency.
You select your new spells from the Wizard spell list. You
also gain proficiency with the Arcana Skill.
You know three 1st level wizard spells of your choice, two
must come from the evocation and abjuration spell schools.
Beginning when you choose this archetype at 3rd level, you The Spells Known column of the Eldritch Knight
augment your martial prowess with the ability to cast spells. Spellcasting table shows when you learn more wizard spells
See chapter 10 for the general rules of spellcasting and of 1st level or higher. Each of these spells must be an
chapter 11 for the wizard spell list. This comes as 3 subclass abjuration or evocation spell of your choice, and must be of a
features. Equipment Bond, Lesser Martial Casting, and Spell level for which you have spell slots.
Casting. The spells you learn at 8th, 14th, and 20th level can come
Starting at 3rd level, any cantrips which require you to make memorization. You use your Intelligence whenever a spell
a melee weapon attack as part of the casting have the same refers to your spellcasting ability. In addition, you use your
range as you have for your melee weapon attacks. Intelligence modifier when Setting the saving throw DC for a
At 5th level, this feature improves: When you take the spell you cast and when Making an Attack roll with one.
attack action on your turn, you may substitute one attack, and Spell save DC = 8 + your proficiency bonus + your
use your bonus action, to cast a cantrip that requires a melee Intelligence modifier
weapon attack as part of the cantrip or requires you to make Spell Attack modifier = your proficiency bonus + your
a melee spell attack. Intelligence modifier
This way the ability scales with extra attack and keeps the
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subtypes of fighter for a few reasons. First off they didn't feel..
Starting at 7th level you select one elemental type from Acid, magicy enough... This is partly due to being a 1/3rd caster
Cold, Fire, or Lightning. You intensely focus on the element with heavy restrictions on spell selection, and the fact that the
that you choose, and become able to channel it through your vast majority of an eldritch knight's life, they are not using
equipment bond feature. You gain a second element of your magic as part of their "attack rotation.
from levels 7-10... as you get it at 7th, and Extra Attack (2)
Acid: Your weapon has acid flowing across it, this acid allows
happens at 11. Extra attack is straight up better to use at
you to more easily cut through non-metal armor. Your first
all points, as you get to roll more d20s which means more
attack each round gains advantage to hit a creature that is
chances to hit and apply damage with modifiers. This
wearing non-metallic armor.
typically will deal more damage than an extra cantrip die
The other traits got small Quality of life buffs, both to tie
Fire: Your weapon becomes wreathed in fire, this fire sheds
into the new War Magic feature, and just to bring them up
bright light in a 10 foot radius, and an additional 20 feet of
to par with what an archetype feature should be power
dim light. Additionally, your first attack each round gains
wise.
advantage to hit a creature that uses natural or no armor.
constructs.
At 10th level, you learn how to make your weapon strikes
At 15th level you gain the ability to teleport up to 30 feet to an
unoccupied space you can see when you use your Action
You can also bring one willing creature with you, but your
Starting at 18th level when you use your action to cast a spell,
you gain the ability to make one weapon attack, OR cast any
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Handbook), and you ignore any saving throws that come from
Starting at 15th level your "simple" weapons seem far more
Starting at 3rd level you have taken a special interest in the
brutal than they have any right to be. Your weapon attacks
simpler weapons available to you. The more fancy a weapon,
gain a +1 bonus to their critical strike range. Your weapons
the more maintenance it requires, the more care you have to
also count as adamantine when attacking objects and
take when using it, and a higher cost to you when it inevitably
structures.
needs to be replaced. When you choose this specialization
its own pool of dice. Additionally the die size for their effects
Light: Daggers, Handaxes, and Sickles
increase by 1.
Impact: Clubs, Greatclubs, Light Hammers, Maces, and
Unarmed
the speed these simple weapons offer. When you take the
the damage.
may add 1d4 to hit with a single weapon attack, you can use
this 1d4 before or after making the attack roll, but before any
you take the attack action while wielding a Long weapon, you
your weapon, and you do not move on your turn you may add
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T
here are many types of magic within the
universe, you have your normal types of magic,
I personally recommend against allowing multi-classing with
being arcane, divine, and natural. You have
homebrew classes/subclasses specifically due to the inability
your unusual types being eldritch, and force of
of most authors to account for the interactions that can bring.
personality/will. Amongst the unusual lies the
There are numerous ways to easily unbalance the power
magic of blood, using the life force contained
curve with multiclassing with WOTC classes.
within blood, be it your own or other creatures,
If multiclassing is approved, for the Hemomancer
to bend reality to your will. Blood magic can be, depending on
specifically you must have
the area, civilization, and other factors be normal, unusual, a
Hemomancer weapon proficiencies list.
An individual specialized in blood magic is called a The Hemomancer delves into multiple unknowns when it
Hemomancer. A Hemomancer's origins generally fall into two comes to homebrew territory. First the class is for the most
different categories. Mages/Wizards who lack the wits to "cut part spell focused, but not a full caster which is relatively
it" as an arcane caster, or an individual who decides to take uncharted territory outside of Artificer, the second is a unique
the quick way to magical power even if it involves suffering. spell system which relies exclusively on hit points and hit die
As always outliers and unique cases exist, but primarily for their resource. This can possibly lead to burning
Hemomancers fall within these two categories. Regardless of themselves out quickly, or the ability to potentially endlessly
how they came about this knowledge, one thing all cast their lower level spells. This class is meant to be a "high
Hemomancer's share is a dulled response to pain, or a risk high reward" caster due to this feature. Your mileage will
masochistic tendency as pain and loss fuel their powers. vary constantly. Do you go for the full burn of the potent
Blood magic has found its way to many races, although not spells, or the safer route of self restoration?
all practice it in the same way. Goblins for example have been
Ramblings from the author and clarification for those who
Temporary hit points must be used before normal hit
points.
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(a) A dagger and one simple weapon you are proficient in,
Armor: Light Armor
Tools: None
You start with the following equipment, in addition to the
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the end of your turn, you then fall unconscious and start
You can also replace a Hemomancer cantrip you know with
making death saving throws as normal.
another Hemomancer cantrip by using your action and
Note: Unless otherwise stated in a spell or ability, when
expending a hit die. You can also replace one Hemomancer
you expend a hit die you do not gain hit points. When you cast
Cantrip with another Hemomancer Cantrip whenever you
a spell with this feature and have temporary HP, you can
finish a long rest.
choose to reduce your Temporary Hp rather than your
saving throw DC for a Hemomancer spell you cast and when
2 2d8 0
3 3d8 2
4 4d8 3
5 5d8 4
and cast it at 1st level, you roll 1d8 and reduce your current
If you were to cast burning hands at 3rd level, you roll 3d8
and reduce your current hit point total by the number rolled,
At 1st level, you know 2 cantrips of your choice from the
at 10th level.
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targeted multiple creatures, select one creature affected to regenerative powers of vampires who they see as the ultimate
proficiency bonus. gain a 1st level abjuration spell of your choice from any
You can cast this spell at its lowest level a number of times
Ability Score Improvement feature, you can also replace one
of your skill proficiencies with a skill proficiency offered by Beginning at 6th level whenever you regain hit points from a
your class at 1st level (the proficiency you replace needn't be Hemomancer ability or spell you cast with the Blood Magic
from the class). feature, you can use your bonus action to cast a Hemomancer
you would gain a level of exhaustion, you can choose to not
their blood causing the affected creature to not be able to flow of blood in other creatures which are not undead or
regain hit points until the end of your next turn. Additionally, constructs. You gain the spell Dominate Monster, and can
until the start of your next turn the next successful attack or cast this spell once per long rest for free at its lowest level.
failed saving throw the creature makes, it takes additional When you use this feature to cast Dominate Monster it does
damage equal to your proficiency bonus. The affected not count against the number of 8th level spells you can cast
creature can take this additional damage a number of times per long rest, and the creature has disadvantage on all saving
equal to half your proficiency bonus. throws which come from the spell Dominate Monster.
Starting at 20th level, any hit points or temporary hit points
state of unrivaled control. For the next minute the hit point
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or willing creatures which are not undead or constructs while whenever you take the Attack action on your turn. Moreover,
you are within 5 feet of that creature as an action. The target you can cast one Hemomancer cantrips in place of one of
creature rolls 1 hit die, adding its constitution modifier, those attacks. Additionally whenever you successfully attack a
taking that amount of damage, while you heal for that creature with a Bloody Weapon, you may choose to roll one
amount. hit die and add half your Constitution Modifier (rounded
If the weapon you create is a one handed or versatile weapon, create, control & destroy as their will dictates.
you can also create a shield. Anything you create with this
one minute, if it requires ammunition you can choose to gain a 1st level Conjuration spell of your choice from any
generate the ammunition required at no additional cost, and class's spell list, and it counts as a Hemomancer spell for you.
it is considered silvered for the purposes of overcoming You can cast this spell at its lowest level a number of times
resistance. Alternatively you can choose to imbue a weapon equal to your proficiency bonus without expending any hit
you are wielding with your blood gaining the all this feature's dice or hit points.
trait for the duration of this ability. Additionally spells you cast with your Blood Magic feature
Additionally you can choose to use your Constitution have their range increased by 50% or 10 feet, whichever is
Modifier for the weapon's attack and damage rolls. greater, spells with a range of touch do not have their range
Bloody Weapons objects and creatures you summon by increasing their hit
Hemomancer Level Hit Point Cost points by a number of "Sculptor Points" you choose to
6-10 2d4 points between all objects or creatures evenly. You can store a
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bonus.
Hemomancers can choose spells from the following list. Any spell with a * is a Hemomancer only spell, which can be found after
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unable to cast the Hemomancer spell unless you also have the Blood Magic trait, and the ability to cast that level of Hemomancer
spell through the Blood Magic Trait. Magic items with Hemomancer spells are excluded from this rule.
You extend your hand, pointing towards a creature, sending
0-level Evocation the end of your next turn any Hemomancer spells you cast
Range: self (10-ft radius) This spell's damage increases by 1d8 when you reach 5th
Components: S, M (a Melee weapon that has blood on it) level (2d8), 11th level (3d8), and 17th level (4d8).
Duration: Instantaneous
You coalesce the blood on your melee weapon used in this
0-level Necromancy
spell's casting and make a melee attack with that weapon
Casting Time: 1 action
against one creature within 5 feet of you. On a hit, the target
Range: Touch
suffers the weapon's attack's normal effects, and you cause
Components: V, S
the creature's blood or blood on your weapon to splash
Duration: Instantaneous
against a different creature of your choice within 10 feet of it.
The second creature takes necrotic damage equal to your You reach out and touch a creature attempting to bolster
spellcasting ability modifier and you gain 1d4 temporary hit your vitality by taking theirs. Make a melee spell attack, on a
points if the secondary creature takes any necrotic damage. hit you deal 1d8 necrotic damage, and gain 1d4 temporary hit
If the weapon you cast this spell with is a "Bloody Weapon" points. If the creature has a maximum hit point total of 3 or
from the Blood Knight subclass, you gain 2d4 temporary hit less, or is a "swarm", you are unable to extract enough vitality
points instead of 1d4. from it to gain these temporary hit points. Lastly, this spell
This spell's damage increases when you reach certain has no effect on constructs or undead.
levels. At 5th level, the melee attack deals an extra 1d4 This spell's damage increases by 1d8 when you reach 5th
necrotic damage to the target on a hit, and the necrotic level (2d8), 11th level (3d8), and 17th level (4d8).
Range: Touch
0-level Conjuration
Components: V, S, M (a chunk of iron)
Range: 40 ft
You focus your powers into condensing the iron in the
Components: S, M (any sharp object)
targeted creature's blood to help protect them from blows.
Duration: concentration, up to 1 minute
Until the start of your next turn you gain a +1 bonus to your
You focus your control and solidify some blood into a small armor class and reduce damage you take from slashing &
knife. The spell ends if you dismiss it as an action, or cast this bludgeoning by 2.
turn, you can throw the blood knife at a creature within 60
feet of you. Make a ranged spell attack. On a hit the target 0-level Necromancy
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Components: V, S, M (a fleck of dried blood) You introduce into the target creature's bloodstream
1-level abjuration
1-level conjuration
1-level transmutation
Range: 60 ft
Duration: Instantaneous
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You pull out a doll and throw it to a location you can see function remains intact. Objects created by this spell have an
within range and a stream of your blood follows the puppet AC of 15, and 50 hp. Objects modified by this spell have their
imbuing it with your will. You forcibly animate the Blood AC increased to 15, or by 1 if the AC was already 15 or
Puppet, which uses the Blood Puppet stat block. The Blood higher, and their HP is increased to 50, or increased by 15 if
Puppet is an ally to you and your companions. In combat, the their hp was 50 or higher.
creature shares your initiative count, but it takes its turn The object can have moving components so long as it was
immediately after yours. It obeys your verbal commands (no designed to have them. The GM will determine how the
action required by you). If you don't issue any, it takes the object functions as needed. Any actions needed to use the
Dodge action and uses its move to avoid danger. When this object remain unchanged from their "normal" variant. This
spell ends the doll falls to the ground as the blood leaks out of spell does not create any additional parts
At Higher Levels. When you cast this spell using a spell this spell. You also can't use it to create items that ordinarily
slot of 3rd level or higher, use the higher level wherever the require a high degree of craftsmanship, such as jewelry,
spell's level appears in the stat block. weapons, glass, or armor, unless you have proficiency with
When this spell ends the object quickly liquifies and leaves
tiny Construct, Unaligned slot of 3rd level or higher the AC increases by 1, and hp
increases by 15.
Speed 25ft, climb 15 ft, +5 ft to both for each spell Casting Time: 1 bonus action
level above 2nd. Range: 30 ft radius
or something similar)
STR DEX CON INT WIS CHA
Duration: 1 round
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Duration: Instantaneous
regain 2d6 hit points as you absorb the vitality from your
victims.
slot of 3rd level or higher, the necrotic damage & hit point
2-level evocation
Range: touch
Components: S, M (a syringe)
which their vitality flows into you. The creature takes 2d6
target for this spell, you can extract more vitality dealing 2d4
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range must make a Constitution saving throw. A target takes Casting Time: 1 action
5d8 fire damage and gains one level of exhaustion on a failed Range: Touch
save, or half as much damage on a successful one. Components: V, S, M (a pinch of salt)
You heat and disperse your blood around you forming a points equal to your spellcasting modifier at the start of your
cloud. Until this spell ends, you gain a flying (hover) speed turns. The creature loses all temporary hit points and suffers
equal to your movement speed, you are considered lightly 2d6 additional necrotic damage as their clotted blood
obscured, and you gain 2 ac. Additionally until this spell ends suddenly gives way whenever this spell ends.
resist being moved against your will by wind. When this spell
ends, so long as you are within your movement speed's range 3-level conjuration
of the ground, you fall to the ground harmlessly, if you are Casting Time: 1 action
higher than that you reduce the fall's height by an amount Range: self (10 ft radius)
equal to your movement speed. Components: V, S, M (a small bloody figurine of a goblin)
You perform a quick series of hand motions towards a space next to it, casting this spell always creates one
creature within range. A portion of the target's blood is then hemogoblin next to you. You can create and control a number
replaced with another liquid temporarily. Until the spell ends, of hemogoblins equal to the level at which this spell is cast.
or you lose concentration at the start of each of those Any extra hemogoblins created promptly melt into a bloody
creatures turns, the affected creature must roll a Constitution puddle where they were created. As a reaction when a
Saving throw, on a failure roll 1d4 to determine what hemogoblin is destroyed you can absorb a part of its essence
happens as their body attempts to cope with this sudden as long as it is within 30 feet of you granting you 2d4
swap. This spell has no effect on undead or constructs or temporary hit points.
creatures without blood. At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, use the higher level wherever the
1: The Target loses control of one or more of its legs. The
spell's level appears in the stat block.
Creature loses half of its movement speed and takes 3d4
poison damage.
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Actions
Multi-Attack The Hemogoblin makes a number of
Blood Dagger attacks equal to half this spell's level
rounded down
Blood Dagger Melee Weapon Attack: your spell
attack modifier to hit, reach 5 ft., one target. Hit:
1d4 + 2 + half the spell's level rounded down as
piercing Damage.
Hurl Self Ranged Weapon Attack: your spell attack
modifier to hit, reach 20 ft., one target. Hit: 1d4 +2
+ half the spell's level rounded down as bludgeoning
Damage. On a successful hit the goblin also starts
climbing on the creature.
Enter Wound As an action, while climbing on a
creature that is at half or less hit points, the
hemogoblin enters its wounds and attempts to
counter its movements. While the hemogoblin has
entered a wound it cannot take any actions. At the
start of each of the target creatures' turns it takes
2d4 necrotic damage and has one randomly
determined effect applied to it by rolling 1d4. A
creature who has a hemogoblin in it can use its
action to make a DC 10 medicine check ripping the
hemogoblin out of its wound.
1: the creature loses one attack
2: the creature staggers 5 feet in a random direction
3: the creature falls prone
4: the creature makes an attack against a random
creature within its reach as a free action.
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Duration: Instantaneous
You carve into the corpse of one dead creature within
range and use their blood or vital essence to draw symbols You hurl a hail of cursed needles at a target within range.
about them before smearing the blood or vital essence across One creature within range of your choice must make a
the Tarot deck. Upon the completion of this spell you may ask Dexterity saving throw, on a failed saving throw the target
up to three questions. You must drink 1 cup of the creature's creature takes 10d6 piercing damage and becomes cursed
blood or vital essence before you learn the answer to your with Hematidrosis, on a successful saving throw the creature
question. takes half damage and is not cursed. A creature cursed with
You learn the direct answer to your question if the creature Hematidrosis takes 1d6 necrotic damage at the end of each
would have given it in life. If the creature wouldn't have given of their turns for the next minute as they slowly bleed from
it willingly in life you make a spellcasting check contested by their pores. A creature that is frightened while affected with
the deceased creature's Intelligence, Wisdom, or Charisma Hematidrosis is vulnerable to the necrotic damage from this
saving throw (DM's choice). This check is made as if the curse. A creature cursed with Hematidrosis can make a
creature were still alive and suffering no detrimental effects. Constitution saving throw at the start of each of their turns,
On a success you glean a simplified/slightly cryptic version of ending the curse on a success, they make this saving throw
or saving throw which you don't have that they did. Casting Time: 1 action
Once this spell ends all the creature's blood or vital essence Range: 30 Ft
vaporizes and the corpse cannot be targeted by this spell Components: S, M (a vial of bloody water)
hit you curse them with the inability to clot. Make a ranged
4-level Necromancy
spell attack, on a hit the target is cursed with hemophilia.
Casting Time: 1 action Each time the creature takes damage they begin to bleed
Range: Touch profusely. Each time the creature takes damage they gain 1
Components: V, S, M (a partially eaten fresh piece of bleed counter, at the start of their turn they take damage
uncooked meat) equal to twice the number of bleed counters they have. This
Duration: concentration up to 1 minute damage cannot be reduced in any way. Additionally the
You bring out a primal hunger for blood and flesh in the creature cannot receive healing from any non-spell source
target you touch. Until the spell ends the targeted creature until this curse ends. Creatures who are reduced to 0 hit
gains the following effects. points automatically fail any death saving throws. Creatures
creatures are within range, they may take the dash action
condition.
they make.
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Components: V, S, M (A burst blood vessel) You slit your wrist sending a massive spray of blood in a 15
Duration: Instantaneous foot radius of a point of your choosing within range. You
Cerebral: The creature suffers from a cerebral aneurysm hemoplague counters on that creature, and you regain a
on a failed saving throw, taking 6d6 damage and causes number of hit points equal to half the total number of
semi-loss of control of their major motor functions, hemoplague counters across all creatures. The spell then
leading to disadvantage on ability checks and the ability to ends and every creature loses any hemoplague counters they
only take one action, or a bonus action, but not both on had.
their turns.
Regardless of the effect chosen the damage cannot be bloated. On a successful save nothing happens.
reduced in any way and the effect(s) lasts until a greater A creature who failed this saving throw takes 2d6
restoration is cast upon them, they fully heal and take no additional necrotic damage whenever they are damaged, and
damage for 1 week, or have regenerate cast upon them. if they are reduced to 0 hit points they explode violently,
Creatures that do not have blood, or blood vessels are killing them instantly. When the affected creature explodes all
immune to this spell. creatures within 15 feet take 2d6 necrotic damage and must
Range: Self
Duration: 1 round
you did not cast you wrap yourself in a cocoon of your own
blood. You gain immunity to all damage and effects until the
this effect. While in the Bloody Cocoon you cannot take any
action which has effect outside the cocoon. When the spell
ends you reabsorb the blood which became your cocoon and
damage which would have been dealt to you after you cast
this spell.
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deflect missiles which target a creature other than you that is
missile. This deflect missiles only gains half your monk level.
A Kitchen Sink monk is one who specializes in using
weapons, to brooms, to ladders, chairs, rocks. All in an effort Once per round you can use one of the following features.
interrupt creatures.
Improvised Weapons
You can expend your reaction to cause an attack roll
Choose 1 skill proficiency: Sleight of Hand, Deception, or
against you to gain disadvantage.
Acrobatics
Additionally, when you take the attack action you may pick
up and use objects which you can grasp in one or two hands,
attack you make on your turn. Objects which you only need
change objects that you attack with on your turn you gain a
your turns.
Beginning at 6th level you have learned how to control the
you use your flurry of blows, you may choose to also throw a
class against that creature until the start of your next turn.
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familiar with the rough and tumble fights that happen in the If anyone in your sight has any concealed weapons, you
streets, back alleys and slums. As such thugs find themselves know where they are concealed and what type they are.
to be accustomed to using whatever is at hand. Within an
You know who the "strongest" or most dangerous
adventuring group, having someone who can be relied upon individual you can see is.
in any situation they find themselves in is a great boon, as you
available.
Beginning at 13th level you have mastered the art of
Improvised Weapons
If you choose to end an effect you can only move up to half
your movement speed this turn. You can use this feature a
Beginning at 3rd level you have learned how to execute a
number of times equal to your Constitution Modifier
sneak attack with weapons which lack the finesse and/or
(minimum 1), and regain all uses whenever you complete a
ranged properties. You may now use the sneak attack feature
long rest.
with any improvised weapon and up to 2 simple or martial
you succeed, you can either add 1d4 to your attack rolls until
the start of your next turn, or you may use your sneak attack
turn.
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rapidly fall apart under harsh use. Whenever you are critically
(max 3)
other sturdy material that hangs over your chest and back by
earlier. AC +1
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would not get the proficiency bonus to the damage roll.
The elemental magic you contain allows you to speak, read, or Erupting Earth those spells would get the proficiency
and write Primordial or the element you are tied to (Aquan, bonus to the damage rolls, but only acid arrows would ignore
dialects, but in a much more basic form than the specific
“dialects”.
At 6th level, you gain the ability to subtly control the elements
Choosing Air restricts you to only being able to cast thousand feet of air density), temperature (up to 10 degrees
damaging spells which deal Lightning or Thunder damage. In celsius in either direction) and humidity of the air within this
addition you can use your action to Electrify the air around radius. These changes last until you use an action to end the
yourself, this electrified air makes hair stand up and static effect.
electricity builds up in a 10 foot radius around you. Earth Elementalist: As an action you can change the color,
Choosing Earth restricts you to only being able to cast shape, elevation and slope of earth and stone in a 10 foot
damaging spells which deal Acid, Slashing, Bludgeoning, or radius around you. After 1 minute the earth returns to its
Piercing. In addition you are able to use your action to modify original, or sustainable form unless you spend another action
terrain.
At 6th level, you gain resistance & bypass resistance based on
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speed and the ability to breathe water, you can also “swim”
object within your movement speed that you can see. This
At 18th level, you gain mastery over your Elemental Heritage.
heritage.
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themselves no longer with a patron, or dealt with in some communication. You learn the following spells, they count as
other fashion. warlock spells for you and do not count against the number of
spells you know. You may cast one of them once without
Not only do they know of secrets and people, but they can Additionally, as a bonus action on your turn, you may make
also be trusted to uphold their end of a bargain. Favors a Wisdom (Insight) check against a creature within 30 feet of
Warlocks routinely find themselves brushing elbows with you, contested by that creature's Charisma (Deception) check.
bards, nobility, town leadership, and sages. They are also If you succeed you learn how to best converse with them,
known to help those of lesser fortunes, albeit always for a granting you advantage on all Charisma checks and saving
price regardless of who it is they are helping. Typically these throws against them for the next minute, or until you
prices are paid to their patron, the Devil of Favors. successfully use this feature against a different target.
The Devil of Favors lets you choose from an expanded list of Starting at 14th level you gain the ability to accrue and collect
spells when you learn a warlock spell. The following spells on debts and favors through magical means. You can now
are added to the warlock spell list for you. create magically binding debts and favors. The debtor or
contract. At a later date you can call upon those who have
1 Bless, Heroism As an action choose one creature who owes you a magical
3 Motivational Speech, Galder's Tower, Sending of you. This summoning lasts for 1 hour, but can be ended
Legend Lore, Greater Restoration, Mass Cure command you give it. Further requests can be made to the
5
Wounds creature, and their response is dictated by their disposition to
to owe it a favor, you can decide on the payment, but a simple
Starting at 1st level, you gain an uncanny insight into the as this ability once.
mind of others. This insight allows you to be more The Creature has all of its abilities and features, but when
persuasive, or to ensure a venture is successful. You gain it would be reduced to 0 hit points, it instead is returned to
expertise in Charisma (Persuasion) or Wisdom (Insight), your where it was summoned from, and all hit points are restored.
choice. You also gain the Guidance Cantrip. You can accrue a number of these debts and favors equal to
targeted by a spell or ability which causes them to make an Finally, the Devil of Favors considers you a valuable asset,
Intelligence, Wisdom, or Charisma saving throw, you may if you currently hold no Favors or Debts, or do not want to
expend your reaction to affect the roll by +/- 1d4. You may do call one in, you can instead call in a minor boon from the
this a number of times equal to your Charisma Modifier, Devil of Favors, to summon a CR 7 or lower fiend of your
whichever is higher, and you regain all expended uses when choice. You may summon a fiend in this manner once per
48
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Prestige classes were a concept in older versions of meeting certain prerequisites, just as with multiclassing into
Dungeons and Dragons. Sadly these concepts have not really a standard class. You must meet the ability score
been ported over to 5e yet. The only prestige class created by prerequisites for your current class and for the prestige class
WOTC for 5th edition, AFAIK, is the Rune Scribe. in order to qualify for it.
A prestige class requires a high level of skill before a
Each prestige class specifies the hit points you gain from it.
character can master even its basic elements. Prestige
You add together the Hit Dice granted by all your classes and
classes might confer lost lore, allow access to an inscrutable
prestige classes to determine your pool of Hit Dice. If the Hit
form of magic, grant mastery of an exotic fighting style, or be
Dice are the same die type, you simply pool them together.
built around the knowledge harbored by a secret society.
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Level Features Brawler Points grappled, shoved, or knocked prone until the start of your next
3rd Powerful Blow 4 all "Brawler" points when you finish a long rest.
In order to advance as a Brawler, you must meet the finding weak points in your enemies defenses. All attack rolls
following prerequisites (in addition to the multiclassing have an increased critical strike range by 1, such as scoring a
prerequisites for your existing class critical hit on a 19 or 20. If you have increased critical strike
throw their muscle and weight around. behind a single unarmed or natural strike. By expending a
Character 5th level A Brawler is a hardened individual, "Brawler" point and a bonus action, you prepare to unleash
and you must be a 5th-level character before you can gain an exceptionally devastating unarmed or natural weapon
levels in the Brawler prestige class. strike this turn. On your first successful attack this turn, the
As a Brawler, you gain the following class features. they hit a creature instead, both creatures take 1d6
using this feature, the target must make a Constitution saving
Hit Dice: 1d10 per Brawler level throw vs your Brawler DC or become paralyzed until the end
Hit Points per level: 1d10 (or 6) + your Constitution of your next turn.
modifier per Brawler level Brawler save DC = 8 + your proficiency bonus + your
Tools: None
Saving Throws: None
At 5th level, the power of your unarmed and natural weapons
Skills: None
is nearly unrivaled. You may now also add your proficiency
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below for specifics. Hit Points per level: 1d8 (or 5) + your Constitution modifier
Wand Slinger Tools: Arcanist's Kit (See appendix)
Simulacrum
2nd
Focus
2 2
3rd - 4 3 At 1st level, you mastered the basics of using magical items
Through extensive use, and bending of the weave within
Dexterity 13 Wand Slingers need agile fingers, and quick minimum of one. At the end of a short rest you complete a
reflexes for the extended use of magic items. ritual to reach into the weave and conjure a Simulacrum
Intelligence 13 Wand Slingers need a sharp mind and a Focus. Only you are able to activate the powers within the
deep understanding of the weave. Simulacrum Focus. A Simulacrum Focus also counts as a
required to know how the weave is contained within a As an action, you may dismiss any of your active
Character 5th level A Wand Slinger is an experienced forcibly dismissed if they are a number of miles away from
individual, and you must be a 5th-level character before you exceeding your Wand Slinger level, or are on a different
you can gain levels in the Wand Slinger prestige class. plane of existence from you for more than 1 round. If a
Ability to cast a 1st level spell OR have a magical item Simulacrum is subjected to a null/anti-magic zone they
with charges You must have knowledge of how magic is disappear if they are within the zone for 1 round.
cast, whether that is through learning, innately, or through A Simulacrum Focus can be used to channel wizard or
the use of magical items. sorcerer spells that are cantrips or 1st level spells. A
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expend 1 or more of its charges to cast the 1st-level version of Intelligence modifier
the spell it is channeling. You can increase the spell slot level Spell Attack modifier = your proficiency bonus + your
Setting the saving throw DC for a spell you cast and when
Tools: A magnifying glass, and a set of magically sensitive tuning forks, pliers, and hammer.
Allows you to identify magic items, ley lines, areas, or magical effects over the course of 8 hours of work if you meet or exceed
the DC. Also if a magic item is damaged you can potentially repair it.
A Failed Identification check by 6 more below the DC will not give any information, but a failed check of 5 or less will give you
its rarity.
Up to two creatures can work together if both have proficency in arcanist's kit to halve the time, and grant one of the creatures
advantage on the check. Only one creature may make the check.
As an action you can determine whether an item has any magical properties, but not what those properties are, but you
determine its approximate rarity. You may use this action a number of times a day equal to your intelligence modifier.
Over the course of 1 minute you can determine if there are any ley lines, or strong magical regions nearby (within 1 mile). This
Over the course of a short or long rest, if you are in a strong magical region, or near a ley line you may imbue 1 item with an
aspect of that ley line, or magical region. This aspect can vary, but generally is 1d4 modifier to any attacks or spells cast which
use the item. This imbuement lasts for the next 24 hours.
Common: 10 (10 minutes)
Rare: 15 (1 hour)
Legendary: 21 (4 hours)
Artifact: 24 (8 hours)
If used in conjunction with the identify spell, Identify acts as if cast 1 level higher than the spell slot used.
Wand Slinger
52
3
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E
xpanding upon UA/Normal class options.
your DM for potential alternatives.
against your cantrips known.
At first level, gain the Hex spell, it doesn't count against your
spells known, and once per short rest you may cast it at 1st
At first level, gain proficiency with up to 3 improvised
level for free.
weapons of your choice. (Choose a item type, such as sticks,
rocks, chairs etc)
do so. When you spend a spell slot to change its form, it also
At first level, gain proficiency with up to 3 improvised
At first level, gain the Thaumaturgy, or Druidcraft cantrip, it
At first level, gain the Hunter's Mark spell, it doesn't count
against your spells known, and once per short rest you may
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T
his chapter introduces new equipment, new &
GMs.
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W
arforged are constructs built for a purpose, Darkvision Warforged don't have organic eyes but magical
and thus excel within the realms which their or mechanical sensors, as such they can adapt to low light, or
specifications lie. There are 3 main types of no light situations easily. You can see in dim light within 60
warforged, the hulking Chargers, the slim feet of you as if it were bright light, and in darkness as if it
scouts, and the generalized Standard models. were dim light. You can't discern color in darkness, only
prior to the now Official *** Wayfinder's Guide Composite Construction Built to last warforged are
to Eberron *** This document can now be considered an naturally much sturdier than organic creatures. This grants a
alternate type of warforged. +1 bonus to Armor Class. Additionally at 50% cost of the base
Warforged will serve those whom they either hold to be in one other language of your choice.
power, or currently hold the "contract" for them. Those that Subtypes There are three main types of warforged,
have been freed often take jobs that are outside the realm of Charger, Scout, and Standard
harsh conditions and for extended periods of time. they are better at menial or physical stats than other
warforged.
Ability Score Improvement Your Strength score
increases by 1.
Warforged names are generally pretty simple in nature.
When first created they won't have a name, but they tend to Bull Rush If you move at least 15 feet towards an enemy
give themselves a name based on tasks for which they were your first attack has advantage.
built or trained in. Heavy Frame You gain proficiency in Athletics. Any
A Mechanic could be Gear, Sprocket, Bolt etc. physical effect which would cause you to move unwillingly is
reduced by 5 feet.
A Bodyguard could be Barricade, Ironwall, Shield, Archer
etc
Ability Score Improvement Your constitution score Built for Stealth You gain proficiency in Stealth.
Age Unless destroyed or severely damaged a warforged, if Increased dark vision range to 90 feet.
can greatly vary based on their production, creator, intended function which they were designed for.
purpose, and any personality they may have. Ability Score Improvement You increase one trait, that is
Size Warforged can be of any height and width with a not Constitution, by 2.
minimum of 4 ft tall and maximum of 8 ft tall. Your size is Varied Production You chose one skill to become
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use any or all of the following changes to best suit your DM's
definition of balanced
race.
Construction
The Living Construct Trait says that warforged are immune
magical.
invocations.
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other races, and select "monsters" where appropriate. This is loosely based off the Musicus scale, mine and my players' thoughts
on what each ability is "worth" in relation to 1 ability score improvement. Not all combinations have been thought of, there is
certainly cheese to be created, but on the whole it has worked well for the games I have allowed it in.
These traits costs are determined by the following factors: Overall power of the trait, how often it applies or may be applied, how
well does it synergize with any other trait/playstyle/class etc, how common is the trait in the world, & how variable of a campaign
Choose up to 5 racial traits from the options on the following pages keeping track of their "value". Unless otherwise stated for a
The total "value" for the racial traits you select may not exceed a value of 8.
Any "detrimental" racial traits do not count towards your total of racial traits, and you may reduce your total racial trait "value"
by no more than 2.
If you select two conflicting racial traits, you must choose one of those two traits & remove the other.
If the total value is 8 or lower & total number of non-detrimental traits is 5 or less, your race is complete.
The Following racial traits are not counted to your racial trait limit.
Racial Detriments
Racial traits that you can select multiple times only count as a single racial trait regardless of the number of times you take that
trait.
Ability Scores +4 Ability Scores +3
Speed 30 ft 0
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Ability Scores +3
Speed 25 ft -0.5
Darkvision 0.5
Ability Scores +3
Ability Scores +1 Ability Score +2
Ability Score Detriment -2 Size Medium 0
Size Medium 0 Speed 30 ft 0
Speed 30 ft 0 Extra Language 1 0.25
Magic Resistance +4 Creature type Replacement: Beast 0.5
Poisonous Skin +3 Natural Weapons t4 1.0
+1 AC +0.75 Skill Proficiency x2 2.0
Lucky +1 Ever Hospitable 0.75
Mirthful Leaps or Natural Weapon +0.25 Deductive Intuition (WGE) 0.75
Grand Total of 8 Forceful Presence 0.75
Number of Racial Traits 5 Grand Total of 8.0
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Any "cosmetic" features, such as hair color, height, etc. or technological devices, you can add twice your
"Starting" language, typically common proficiency bonus, instead of any proficiency bonus you
normally apply.
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Armored Speed: Your speed is not reduced by wearing rolls against enemies within 10 feet of you that you can
heavy armor see. Once you use this trait, you can't use it again until you
Artisan's Intuition: When you make an Arcana check or finish a short or long rest.
an ability check involving artisan's tools, you can roll a d4 Hammering blows: Immediately after you hit a creature
and add the number rolled to the ability check. with a melee attack as part of the Attack action on your
The Bigger They Are ( WGE): When you cast a spell that turn, you can use a bonus action to attempt to shove that
affects only beasts, it also affects monstrosities with an target with your horns. The target must be no more than
Intelligence score of 3 or lower. one size larger than you and within 5 feet of you. Unless it
Cantrip: You know one cantrip of your choice from the succeeds on a Strength saving throw against a DC equal
cleric or wizard spell list. The cantrip uses that class's to 8 + your proficiency bonus + your Strength modifier,
spellcasting ability when you cast it. you push it up to 10 feet away from you.
Charge: If you move at least 30 feet straight toward a Hold Breath: You can hold your breath for up to 1 hour at
target and then hit it with a melee weapon attack on the a time.
same turn, you can immediately follow that attack with a HP per level +1
bonus action, making one attack against the target with Hunter's Intuition: When you make a Wisdom
your unarmed or natural weapon. (Perception) or Wisdom (Survival) check, you can roll a d4
Cunning Intuition: When you make a Charisma and add the number rolled to the ability check.
(Performance) or Dexterity (Stealth) check, you can roll a Imprint Prey ( WGE): As a bonus action, choose one
d4 and add the number rolled to the ability check. creature you can see within 30 feet of you. The target is
Darkvision T2 120ft with sunlight sensitivity imprinted in your mind until it dies or you use this trait
Daunting Roar: As a bonus action, you can let out an again. Alternatively, you can imprint a creature as your
especially menacing roar. Creatures of your choice within quarry whenever you succeed on a Wisdom (Survival)
10 feet of you that can hear you must succeed on a check to track it. When tracking your quarry, double the
Wisdom saving throw or become frightened of you until result of your Intuition die. When your quarry is within 60
the end of your next turn. The DC of the save equals 8 + feet of you, you have a sense of its location: it can’t be
your proficiency bonus + your Constitution modifier. Once hidden from you, gains no benefit from invisibility, and
you use this trait, you can't use it again until you finish a your attacks against it ignore half cover. Once you use this
short or long rest. trait, you cannot use it again until you finish a short or
Intelligence (Investigation) or Wisdom (Insight) check, you Intuitive Motion ( WGE): When you make a Strength
can roll one Intuition die, a d4, and add the number rolled (Athletics) check or any ability check to operate or
to the ability check. maintain a land vehicle, you can roll one Intuition die, a
Earth Walk: You can move across difficult terrain made of d4, and add the number rolled to the ability check.
earth or stone without expending extra movement. Intuitive Motion: When you make a Dexterity (Acrobatics)
Ever Hospitable: When you make a Charisma check or any ability check to operate or maintain a land
(Persuasion) check or an ability check involving brewer's vehicle, you can roll a d4 and add the number rolled to the
supplies or cook's utensils, you can roll a d4 and add the ability check.
number rolled to the ability check. Kefnet's Blessing: You can add half your proficiency
Feline Agility: Your reflexes and agility allow you to move bonus, rounded down, to any Intelligence check you make
with a burst of speed. When you move on your turn in that doesn't already include your proficiency bonus.
combat, you can double your speed until the end of the Keen Smell: Thanks to your sensitive nose, you have
turn. Once you use this trait, you can't use it again until advantage on Wisdom (Perception), Wisdom (Survival),
you move 0 feet on one of your turns. and Intelligence (Investigation) checks that involve smell.
Fey Ancestry: You have advantage on saving throws Mask of the Wild: You can attempt to hide even when you
against being charmed, and magic can't put you to sleep. are only lightly obscured by foliage, heavy rain, falling
Forceful Presence: You can use your understanding of snow, mist, and other natural phenomena.
creative diplomacy or intimidation to guide a conversation Wards and Seals ( WGE): You can use your mark to cast
in your favor. When you make a Charisma (Intimidation or the alarm spell as a ritual. Starting at 3rd level you can
Persuasion) check, you can do so with advantage. Once cast arcane lock once with this trait and you regain the
you use this trait, you can't do so again until you finish a ability to do so when you finish a long rest. Intelligence is
Fury of the Small: When you damage a creature with an Medical Intuition: When you make a Wisdom (Medicine)
attack or a spell and the creature's size is larger than check or an ability check using an herbalism kit, you can
yours, you can cause the attack or spell to deal extra roll a d4 and add the number rolled to the ability check.
level. Once you use this trait, you can't use it again until
you can roll a d4 and add the number rolled to the ability
check.
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against the charmed and frightened conditions. occasionally shrug off injury. When you take damage, you
Mimicry: You can mimic sounds you have heard, including can use your reaction to roll a d12. Add your Constitution
voices. A creature that hears the sounds can tell they are modifier to the number rolled, and reduce the damage by
imitations with a successful Wisdom (Insight) check that total. After you use this trait, you can't use it again
opposed by your Charisma (Deception) check. until you finish a short or long rest.
Natural Armor T2: AC 13 + dex or con Surprise Attack: If you surprise a creature and hit it with
Natural Armor Shell: Due to your shell and the shape of an attack on your first turn in combat, the attack deals an
your body, you are ill-suited to wearing armor. Your shell extra 2d6 damage to it. You can use this trait only once
of 17 (your Dexterity modifier doesn't affect this number). Timberwalk: Ability checks made to track you have
You gain no benefit from wearing armor, but if you are disadvantage, and you can move across difficult terrain
using a shield, you can apply the shield's bonus as normal. made of non-magical plants and undergrowth without
& Shell Defense: You can withdraw into your shell as an expending extra movement.
action. Until you emerge, you gain a +4 bonus to AC, and Tinkerer: You have proficiency with artisan's tools
you have advantage on Strength and Constitution saving (tinker's tools). Using those tools, you can spend 1 hour
throws. While in your shell, you are prone, your speed is 0 and 10 gp worth of materials to construct a Tiny
and can't increase, you have disadvantage on Dexterity clockwork device (AC 5, 1 hp). For a list of devices & their
saving throws, you can't take reactions, and the only action features, see Rock Gnome in PHB p37.
you can take is a bonus action to emerge from your shell. Tool Proficiency x1 (can be selected up to 3 times)
Natural Weapons T3: 1d8 + str or 1d6 with finesse, & Trunk: You can grasp things with your trunk, and you can
pick one damage type: bludgeoning, slashing, or piercing use it as a snorkel. It has a reach of 5 feet, and it can lift a
Nature’s Voice ( WGE): When you reach 3rd level you number of pounds equal to five times your Strength score.
gain the ability to cast locate animal or plant, but only as a You can use it to do the following simple tasks: lift, drop,
Partially Amphibious: By absorbing oxygen through your door or a container; grapple someone; or make an
skin, you can breathe underwater for up to 1 hour. Once unarmed strike. Your DM might allow other simple tasks
you've reached that limit, you can't use this trait again to be added to that list of options. Your trunk can't wield
until you finish a long rest. weapons or shields or do anything that requires manual
Relentless Endurance: When you are reduced to 0 hit precision, such as using tools or magic items or
points but not killed outright, you can drop to 1 hit point performing the somatic components of a spell.
instead. You can't use this feature again until you finish a Vengeful Assault: When you take damage from a creature
long rest. in range of a weapon you are wielding, you can use your
Savage Attacks: When you score a critical hit with a reaction to make an attack with the weapon against that
melee weapon attack, you can roll one of the weapon's creature. Once you use this trait, you can't do so again
damage dice one additional time and add it to the extra until you finish a short or long rest.
damage of the critical hit. Warder's Intuition: When you make an Intelligence
Saving Face: You are careful not to show weakness in (Investigation) check or an ability check using thieves'
front of their allies, for fear of losing status. If you miss tools, you can roll a d4 and add the number rolled to the
throw, you can gain a bonus to the roll equal to the Wild Intuition: When you make a Wisdom (Animal
number of allies you can see within 30 feet of you Handling) or Intelligence (Nature) check, you can roll a d4
(maximum bonus of +5). Once you use this trait, you can't and add the number rolled to the ability check.
use it again until you finish a short or long rest. Windwright’s Intuition( WGE): When you make a
Sentinel's Intuition: When you make a Wisdom (Insight) Dexterity (Acrobatics) check or any ability check involving
or Wisdom (Perception) check, you can roll a d4 and add operating or maintaining a water or air vehicle, you can
the number rolled to the ability check. roll one Intuition die, a d4, and add the number rolled to
Sentinel’s Intuition ( WGE): When you roll for Initiative the ability check.
you can roll one Intuition die, a d4, and add it to the ability
check.
hour.
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Class. You can don only armor with which you have
Ability Score Increase x1 (can be selected up to 4 times proficiency. To don armor other than a shield, you must
with no ability score being increased beyond +2) incorporate it into your body over the course of 1 hour,
Aggressive: As a bonus action, you can move up to your during which you remain in contact with the armor. To
movement speed toward a hostile creature you can see or doff armor, you must spend 1 hour removing it. You can
hear. You must end this move closer to the enemy than you rest while donning or doffing armor in this way. While you
Amphibious: You can breathe air and water. removed against your will.
Breath Weapon: You can use your action to exhale Lucky: When you roll a 1 on an attack roll, ability check,
destructive energy. This produces a 15 foot cone or a 30 ft or saving throw, you can reroll the die and must use the
line dealing damage from the following list: Fire, Cold, new roll.
Acid, Lightning, Poison, Bludgeoning, Piercing, or Magecraft ( WGE): You can create a temporary magic
When you use your breath weapon, each creature in the wizard spell list. Describe the item connected to it. As long
area of the exhalation must make a dex or constitution as you possess the item, you know that cantrip. At the end
saving throw. The DC for this saving throw equals 8 + your of a long rest, you can replace it with a new item and
Constitution modifier + your proficiency bonus. A creature select a new cantrip from the wizard spell list. Intelligence
takes 2d6 damage on a failed save, and half as much is your spellcasting ability for these cantrips.
damage on a successful one. The damage increases to Mind Link: You can speak telepathically to any creature
3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. you can see, provided the creature is within a number of
After you use your breath weapon, you can’t use it again feet of you equal to 10 times your level. You don't need to
until you complete a short or long rest. share a language with the creature for it to understand
Burrow Speed. You gain a +10 burrow speed which your telepathic utterances, but the creature must be able
allows you to dig through dirt, or loose rock. (can be to understand at least one language. When you're using
selected up to 3 times, & may never exceed your normal this trait to speak telepathically to a creature, you can use
walking speed) your action to give that creature the ability to speak
Chameleon Skin: You have advantage on Dexterity telepathically with you for 1 hour or until you end this
(Stealth) checks made to hide. effect as an action. To use this ability, the creature must be
Dual Mind: You have advantage on all Wisdom saving able to see you and must be within this trait's range. You
throws. can give this ability to only one creature at a time; giving it
Dwarven Resilience: You have advantage on saving to a creature takes it away from another creature who has
Determined Stride ( WGE): When you use the Dash You're also acclimated to high altitude, including
action, difficult terrain doesn’t cost you extra movement elevations above 20,000 feet.
on that turn. Natural Weapons T4: 1d10 + str or 1d8 with finesse, &
Fey Step: As a bonus action, you can magically teleport up pick one damage type: bludgeoning, slashing, or piercing
to 30 feet to an unoccupied space you can see. Once you Nimbleness: You can move through the space of any
use this trait, you can't do so again until you finish a short creature that is of a size larger than yours.
or long rest. When you reach 3rd level, your Fey Step Other Movement Speed +15 ft movement to climbing or
gains an additional effect based on your season; if the swimming (can be selected up to 4 times, with neither
effect requires a saving throw, the DC equals 8 + your movement speed exceeding your normal walking speed)
proficiency bonus + your Charisma modifier: For the Resistance: You gain resistance to a damage type.
additional effects see Mordenkainen's Tome of Foes page Sense Threats: You can cast the detect magic and detect
Goring Rush: Immediately after you use the Dash action is your spellcasting ability for these spells.
on your turn and move at least 20 feet, you can make one Sentry's Rest: When you take a long rest, you must spend
melee attack with your natural weapons that deal piercing at least six hours in an inactive, motionless state, rather
damage as a bonus action. than sleeping. In this state, you appear inert, but it doesn't
Healing Hands: As an action, you can touch a creature render you unconscious, and you can see and hear as
level. Once you use this trait, you can't use it again until Shared Passage: As a bonus action, and using your
you finish a long rest. movement you may teleport up to your movement speed.
Healing Touch ( WGE): As an action, you can draw power You can also bring along 1 character who is your size or
from your dragonmark to spend one of your Hit Dice and smaller who is not encumbered. Once per long rest.
number of hit points equal to the total. Once you use this
trait, you can’t use it again until you finish a short or long
rest.
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appearance as a bonus action. When you shift, you gain around you strengthens your will. You have advantage on
temporary hit points equal to your level + your all Wisdom and Charisma saving throws.
Constitution modifier (minimum of 1 temporary hit point). Spellsmith You know the mending cantrip. You can also
You also gain additional benefits that depend on your cast the magic weapon spell with this trait. When you do
shifter subrace, described below. Once you shift, you can't so, the spell lasts for 1 hour and doesn't require
do so again until you finish a short or long rest. {See concentration. Once you cast the spell with this trait, you
Eberron Rising from the Last War for the variants page can't do so again until you finish a long rest. Intelligence is
Skill x1 (can be selected up to 3 times) Vigilant Guardian ( WGE): As an action, you can
Slip Into Shadow ( WGE): You can use the Hide action as designate an ally you can see as your ward. You have
a bonus action, even if you have no cover or if you’re under advantage on Wisdom (Insight) and Wisdom (Perception)
observation. Regardless of whether you succeed or fail, checks made to spot threats to your ward. In addition,
once you use this ability, you can’t use it again until you when you are within 5 feet of your ward, and that creature
finish a short or long rest. is the target of an attack that you can see, you can use
Spell: Choose one 1st or 2nd level spell from any class. your reaction to swap places with your ward. When you
The spell uses that class's spellcasting ability when you do, you become the target of the attack.
cast it. You must finish a long rest in order to cast the spell
again using this trait. The class you select this from uses
rest after only 4 hours. You otherwise obey all the rules for
Twins: If your twin is alive and you can see your twin,
saving throw, you can reroll the die and must use the new
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Animal Enhancement: Your body has been altered to benefit from wearing armor, but if you are using a shield,
incorporate certain animal characteristics. You choose you apply its bonus as normal. You can alter your body to
one animal enhancement now and a second enhancement enter different defensive modes; each time you finish a
at 5th level. {See Guild Master's Guide to Ravnica for the long rest, choose one mode to adopt from the Integrated
options page 20} Protection table, provided you meet the mode's
Artisan's Expertise: You gain proficiency with two kinds Integrated Protection
of artisan's tools of your choice. Your proficiency bonus is Mode Prerequisite AC/Traits
doubled for any ability check you make that uses either of
Darkwood 11 + your Dexterity modifier
the chosen proficiencies. In addition, whenever you make
core None (add proficiency bonus if
an Intelligence (History) check related to the origin of any
(unarmored) proficient with light armor)
architectural construction (including buildings, public
incapacitated, or restrained. Make a melee attack against Leviathan Will: You have advantage on saving throws
the target. If you hit, you deal 1 piercing damage and 1d6 against being charmed, frightened, paralyzed, poisoned,
necrotic damage. The target's hit point maximum is stunned, or put to sleep.
reduced by an amount equal to the necrotic damage taken, Long-Limbed: When you make a melee attack on your
and you regain hit points equal to that amount. The turn, your reach for it is 5 feet greater than normal.
reduction lasts until the target finishes a long rest. The Necrotic Shroud: Starting at 3rd level, you can use your
target dies if this effect reduces its hit point maximum to action to unleash the divine energy within yourself,
0. You also get one of the two following abilities (Feat of causing your eyes to turn into pools of darkness and two
Blood, or Null Creation) skeletal, ghostly, flightless wings to sprout from your back.
Feast of Blood: When you drain blood with your The instant you transform, other creatures within 10 feet
Bloodthirst ability, you experience a surge of vitality. of you that can see you must succeed on a Charisma
Your speed increases by 10 feet, and you gain saving throw (DC 8 + your proficiency bonus + your
advantage on Strength and Dexterity checks and Charisma modifier) or become frightened of you until the
saving throws for 1 minute. end of your next turn. Your transformation lasts for 1
Null Creation: The target dies if this effect reduces minute or until you end it as a bonus action. During it,
its hit point maximum to 0. A humanoid killed in once on each of your turns, you can deal extra necrotic
this way becomes a null. damage to one target when you deal damage to it with an
Cunning: Advantage on Intelligence, Wisdom, & attack or a spell. The extra necrotic damage equals your
Charisma saving throws. level. Once you use this trait, you can't use it again until
Feat: Select a feat (If you take this, the maximum number Nimble Escape: You can take the Disengage or Hide
of Ability score increases you may select is limited to two) action as a bonus action on each of your turns.
Flying Speed: You gain a flying speed of 30 ft. You can't Pack Tactics: You have advantage on an attack roll
use your flying speed while you wear medium or heavy against a creature if at least one of your allies is within 5
armor. (If your campaign uses the variant rule for feet of the creature and the ally isn't incapacitated.
encumbrance, you can't use your flying speed if you are Poison Immunity: You gain immunity to poison damage
ability when you cast it. You must finish a long rest in
order to cast the spell again using this trait. The class you
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your action to unleash the divine energy within yourself, remarkable fortitude, represented by the following
your eyes and mouth, and threaten to char you. Your You have advantage on saving throws against being
transformation lasts for 1 minute or until you end it as a poisoned, and you have resistance to poison
bonus action. During it, you shed bright light in a 10-foot damage.
radius and dim light for an additional 10 feet, and at the You don't need to eat, drink, or breathe.
end of each of your turns, you and each creature within 10 You are immune to disease.
feet of you take radiant damage equal to half your level You don't need to sleep, and magic can't put you to
can deal extra radiant damage to one target when you deal Undead Fortitude: If damage reduces you to 0 hit points,
damage to it with an attack or a spell. The extra radiant you must make a Constitution saving throw with a DC of
damage equals your level. Once you use this trait, you can't 5+the damage taken, unless the damage is radiant or from
use it again until you finish a long rest. a critical hit. On a success, you drop to 1 hit point instead.
Radiant Soul: Starting at 3rd level, you can use your (Requires the undead racial trait)
level. Once you use this trait, you can't use it again until
sex. You can also adjust your height and weight, but not so
this trait. You stay in the new form until you use an action
and you gain the ability to move up, down, and across
Poisonous Skin: Any creature that grapples you or
direct contact with you can repeat the saving throw at the
when you hit the poison reacts differently. The target must
poison damage.
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Size Small
Ability Score: -1 to an ability score of your choice.
water for at least 1 hour during a day, you suffer one level
Limited Amphibiousness T2: You can breathe air and
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T
hese traits are typically pulled from monsters
thinking. You may 1d4 to its attack rolls against a creature
Padded Feet: While not wearing shoes/boots you have to the weapon's damage roll. Additionally, at the start of
advantage on Dexterity (Stealth) checks to move silently. your turn when you are grappling a creature, or are
Sprinter: You can use a bonus action to move up to half of grappled by a creature. They take 2d6 fire damage.
your movement speed. Pack Leader: Creatures in your pack within 120 ft. of you
that can see and hear you deal an additional 1d4 damage
with their bite and claw attacks.
Bloodlust If you hit a creature which does not have all its
hit points with a melee weapon attack, you may use your
bonus action to make a bite attack against the same Limited Amphibiousness T1: You can breathe air and
creature with disadvantage. water, but you need to be submerged at least once every 4
Heated Body T1: At the start of your turn when you are hours to avoid suffocating. While Suffocating you can
grappling a creature, or are grappled by a creature. They ignore the first 15 minutes of Suffocation due to your lack
for 1 hour. Over the course of a long rest you can craft a
Precise Aim T1: If you do not move during your turn, you
When you take damage you may brace yourself and you
mod or when you are reduced to 0 hit points but not killed
have used either of these two traits you can't use this
Brute: Your melee weapons deal one extra die of its
attacks.
Precise Aim T2: If you do not move during your turn, you
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weaponry, while the Exotic Equipment requires a new type of proficiency that is unique to each piece of Exotic Equipment . Lastly,
I would suggest that this equipment only be found at specialized merchants, reclusive schools or from wandering masters.
Name Cost Damage Weight Properties
Punch Dagger 10gp 1d4 Piercing & 1 Bludgeoning 1lb Finesse, Light
Scythe 20gp 1d10 Slashing or 1d6 Piercing 10lbs Heavy, Two-Handed
Slingshot 5gp 1d4 Bludgeoning or 1d4 Piercing 1lb Ammunition (range varies), Finesse, Two-Handed
Machete 1g 1d6 Slashing 2lb Light
Pitchfork 5sp 1d6 Piercing 3lb Reach, Two-Handed
Ammunition Variants
The slingshot & sling can utilize Caltrops (25/90 piercing) or Ball Bearings (40/120 bludgeoning) for its ammunition.
Name Cost Damage Weight Properties
Greathammer 30g 1d12 Bludgeoning 16 lb Heavy, Two-Handed, Special
Longhammer 30g 1d10 Bludgeoning 16 lb Heavy, Two-Handed, Reach
Long Spear 20g 1d8 Piercing 5lb Two-Handed, Reach, Thrown (20/60), Special
Wakizashi 35gp 1d6 Slashing 2lb Finesse, Light, Thrown (15/30)
Katana 50gp 1d8 Slashing 4lb Finesse, Versatile (1d10)
Nodachi 100gp 1d12 Slashing 8lb Finesse, Heavy, Two-Handed
Name Cost Damage Weight; Properties
Claw Bracer (Tekko) 75gp 1d4 Slashing or 1d4 Piercing 2lb Finesse, Light, Special, Monk Weapon
Sai 75gp 1d4 Piercing 2lbs Finesse, Light, Defensive, Special, Monk Weapon
Khopesh 75g 1d4 Slashing 4lbs Finesse, Special
Kunai 20gp 1d4 Piercing 2lbs Finesse, Light, Thrown (20/60)
Boomerang 20gp 1d4 Bludgeoning 2lbs Finesse, Special, Light, Thrown (25/100), Special
Harpoon 75gp 1d10 Piercing 6lbs Thrown (20/60), Special
Name Cost Damage Weight; Properties
Falchion 100gp 2d4 Slashing 8lbs Heavy, Special
Whip-Dagger 75g 1d6 Slashing 3lbs Finesse, Reach
Cutlass 75g 1d6 Slashing 3lbs Finesse, Light, Special
Fencing Dagger 50g 1d4 Piercing or Slashing 3lb Defensive, Finesse, Special
Ranseur 100g 2d4 Piercing 12lbs Reach, Two-Handed, Special
Spiked Chain 100g 2d4 Piercing 10lbs Finesse, Two-Handed, Special
Shuriken 20gp 1d4 Piercing or Slashing 1/4lbs Finesse, Light, Thrown Only (15/45), Special, Monk Weapon
Wrist Crossbow 250gp 1d6 Piercing 2lbs Ammunition (Bolts, 25/90), Light, Loading, Special
Shielded Crossbow 100g 1d8 Piercing 10lb Ammunition (Bolts, 80, 320) Defensive, Loading, Two-Handed
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shield.
Cutlass: You have advantage on saving throws or skill contests to resist being disarmed of this weapon.
Fencing Dagger: You may wield this weapon in your offhand and use your bonus action to make an attack by using two
Long Spear: As a bonus action you may extend your reach by an additional 5 ft (totaling 15 ft). When you do so you leave
yourself open to counter attack. Until the start of your next turn attacks have advantage to hit you.
Sai, Ranseur: When you attempt to disarm a target, using this weapon, the target has disadvantage to resist the effect.
Spiked Chain: When you attempt to knock a target prone, using this weapon, the target has disadvantage to resist the effect.
Falchion: The critical strike range for this weapon is increased by 1 higher than you would normally have. (IE 19-20)
Khopesh On a critical strike with this weapon the target bleeds (can stack up to 3 times) for 1d4 damage at the end of each of
their turns. The bleeding can be stopped with a DC 15 medicine check, expending 1 use of a Healer's Kit as an action, or
Shuriken: Attacking from stealth, hidden, or surprise does not reveal your location except on attack rolls of 6 or less before
modifiers.
Boomerang: When you miss a ranged attack with this weapon, you catch it as a free action, on a hit you may catch it as a free
Harpoon: When a successful attack is made with this weapon it stays in the target. Any creature with a harpoon stuck in them
can choose to pull it out and take 1d10 damage. As long as it remains in their body and you are holding on to the rope that the
harpoon is attached to, they cannot move further away than 30 feet from you. As an action they can attempt to yank the rope out
of your hand by making a Strength check versus your own Strength check. Otherwise, they have to cut the line or pull out the
harpoon to escape. Creatures one size larger than the creature holding the rope have advantage on the strength check.
Creatures 2 sizes or larger ignore movement restrictions. When removing the harpoon outside of combat with a successful
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document opens the possibility of gaining these, or other unique armors, without the need for multiclassing or being that specific
subclass. Currently the only official non-magical armor is the Spiked Armor. Should more be released I shall update this document
accordingly.
As a side note, unless the DM states otherwise, you can wield as many shields as you want, but you can only gain the benefit of a
single shield when determining your armor class. This is similar to how you can have multiple ways to calculate armor class, such
as Lizardmen/Dragon Sorcerer scales, Monk armor, Barbarian armor, or standard worn armor.
Name Cost Type AC/AC Bonus Weight Properties
Wrist Buckler 100gp Shield +1 to AC 3lbs Special
Aspis Shield 250gp Shield +2 To AC 12lbs Heavy, Special
Tower Shield 500gp Shield +3 to AC 16lbs Heavy, Special
Split Shield 350gp Shield +2, or +3 to AC 7lbs each Special
Spiked Armor 75gp Medium Armor 14 + Dex Mod (Max 2) 45lbs Special
Juggernaut Armor 2500gp Heavy Armor 19 90lbs Heavy, Special
Name Cost Type Weight Properties
Shield Spikes 100gp Shield Augment 5lbs Special
Armor Blades 250gp Armor Augment 10lbs Special
Armor Spikes 250gp Armor Augment 10lbs Special
Armor Weights Half cost of Armor, Minimum 100g Armor Augment 40lbs Special
Armor Padding Half cost of Armor, Minimum 100g Armor Augment 5lbs Special
Wrist Buckler This shield is strapped to your arm, and thus doesn't require a hand to wield it. You can only use weapons with
the Light property, or a light/small object with the arm that has the Wrist Buckler strapped to it.
Aspis Shield This shield requires a minimum of 15 strength to wield. At the start of your turn you can, as a bonus action,
choose to hide behind this shield. Granting you 1/2 cover against all ranged attacks from in front of you. However, while hiding
behind your shield you lose the Extra Attack feature if you have it.
Tower Shield This shield requires a minimum of 18 strength to wield, and your movement speed is decreased by 5 feet. At the
start of your turn you can, as a bonus action, choose to hide behind this shield. Granting you 3/4 cover against all ranged
attacks from in front of you. However, while hiding behind your shield you lose the Extra Attack feature if you have it, and your
movement speed is halved. Allies standing directly behind you also gain 1/2 cover against ranged attacks from in front of you.
Split Shield A split shield comes in a pair of two shields which can be brought together to act as a single shield. Each shield
can be wielded in either hand, and can't be wielded when joined together in a single hand. A Split shield grants +2 to your AC,
or +3 if both are wielded. As a Reaction you may create a temporary shield wall by bringing both shields together, granting
Spiked Armor This metal armor is covered in spines and spikes. When you use the Attack action to grapple a creature, the
Juggernaut Armor This metal armor is extremely heavy and bulky and requires a minimum of 19 strength to wear. While
wearing this armor it is almost impossible to move silently, when rolling for a stealth check you roll 3 dice and choose the
lowest one. When you move at least 10 feet in a straight line towards a target, you may make the shove action with advantage
against that target. Additionally, you have advantage to resist effects which would move you against your will, but not any
damage associated with such effects. IE thunderwave you take your first die to determine whether or not you take full damage,
the second die to help determine if you are moved by the effect.
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creature you target takes 3 Piercing damage. Additionally, using materials scavenged from elemental creatures or dragons
allows you to deal additional elemental damage of the corresponding type for the materials. Damage or effects is at DM
Discretion.
Armor Blades or Spikes While you successfully grapple a target, or are grappled, the other creature immediately takes 3
piercing or slashing damage, plus an additional 3 piercing or slashing damage at the start of the wearer's turn. Additionally
Unarmed attacks deal an additional 2 Piercing or Slashing damage so long as a blade or spike is affixed to a location which is
Armor Weights You have disadvantage on stealth checks while wearing armor with weights. If you would already have had
disadvantage, you instead roll 3 dice and choose the lowest one when determining your stealth check. Additionally, you gain
advantage to resist effects which would move you against your will, but not any damage associated with such effects.
Armor Padding You add additional padding to your armor. This changes disadvantage on stealth checks to a -2 instead. If you
would be rolling 3 dice to determine stealth, you instead roll 2 taking the lowest die rolled.
You have practiced extensively with a selection of exotic armors gaining the following benefits:
You gain proficiency with 2 Exotic armors, or Armor/Shield Augments. You must first be proficient with that category of armor
You have practiced extensively with a selection of weapons, gaining the following benefits:
You gain proficiency with 2 Exotic weapons. You must first be proficient with that category of weaponry (Simple or Martial) in
Armored Clothing A coat, shirt, or other garment which
(max 3)
other sturdy material that hangs over your chest and back by
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device.
Identify Minerals DC 10
require shoring DC 13
Tools: A magnifying glass, and a set of magically sensitive
As an action you can determine whether an item has any
modifier.
Common: 10 (10 minutes)
Rare: 15 (1 hour)
Legendary: 21 (4 hours)
Artifact: 24 (8 hours)
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why couldn't a chemist make blackpowder or smokeless powder. Firearms just require proficiency with firearms. If you want to
subdivide it more simply split the firearms into one handed and two handed proficiencies.
If a firearm has 3 ranges, the first range indicates a range at which the weapon cannot be fired unless you ignore the
disadvantage within 5 feet (through crossbow expert or close quarters shooter fighting style), in which case that range has
disadvantage to hit. A weapon can only use the ammunition listed for it. Lastly, "crafted" firearms which require a schematic can
only be crafted if the player has access to the schematic, plus the requisite materials (cost in parenthesis).
Name Cost Weight Ammunition type
Black Powder & Ball 3gp / 20 shots 2lb / 20 ammo Renaissance
Smokeless Powder & Slug 6gp / 20 shots 1.5lb / 20 ammo Industrial
Modern Bullet Crafted/Found Only 1lb / 20 ammo Modern
Subsonic Crafted/Found Only 1lb / 20 ammo Subsonic
Explosive Crafted/Found Only 2lb / 5 ammo Explosive
Large Caliber Crafted/Found Only 1lb / 10 ammo Large Caliber
Energy Cell Crafted/Found Only .5lb / reload Futuristic
Some ammunition typically can only be crafted or found. Unless otherwise stated crafting materials can generally be found in
most towns/cities.
Modern Bullet Crafting cost 10g / 20 ammo, Purchased price 15g / 20 ammo
Large Caliber Crafting Cost 10g / 10 ammo, Purchased price 20g / 10 ammo
Energy Cell Crafted 200g / reload, Cannot be purchased & materials are rare.
Ammunition
Name Cost Damage Weight Properties Type
1d10
Flintlock Pistol 250gp 3 lb 30/90, loading, Reload 1 Renaissance
piercing
1d12 40/120, loading, two-handed,
Musket 500gp 10 lb Renaissance
piercing Reload 1
Crafted: Flintlock Pistol +
Palm Pistol 1d8 piercing 1 lb 40/160, Light, Reload 1, Misfire 1 Industrial
100gp
Simple 1d10
Crafted: Palm Pistol + 200gp 3 lb 60/240, Reload 4, Misfire 1 Industrial
Revolver piercing
1d10
Pepperbox Crafted: Palm Pistol + 300gp 5 lb 80/320, Reload 6, Misfire 2 Industrial
piercing
Blunderbuss Crafted: Musket + 300gp 2d8 piercing 10 lb 15/60, Reload 1, Scatter, Misfire 2 Industrial
Not all firearms are just point and shoot, some have special properties.
Burst FireA weapon that has the burst fire property can make a single-target attack, or it can spray a 10-foot-cube area within
normal range with shots. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the weapon's normal
ExplosiveUpon a hit, everything within 5 feet of the target must make a dexterity saving throw (DC 13) or suffer 1d8 fire
damage. The target of this attack does not take this damage unless it is an object or structure. If the weapon misses, the
Explosive 2Upon a hit or miss, everything within 10 feet of the target must make a dexterity saving throw (DC 15) or suffer 1d8
fire and 1d8 piercing damage. If the attack was a hit on a creature, that creature automatically fails this saving throw.
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until the misfire is corrected. You may attempt to clear a misfire with a DC 12+misfire number using tinkers tools in place of one
attack using your attack action. On a failure the weapon cannot be cleared easily and must be repaired over the course of 1
minute.
Reload A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using
Scatter When you make your attack roll, designate one other target within 5 feet of the target you choose. If the attack roll would
beat that creatures' Armor Class, they also take the weapon's damage. You may not add ability modifiers to the Scatter target.
Scoped This weapon comes with, or requires a modified spyglass in order to be used beyond its normal range.
Ammunition
Name Cost Damage Weight Properties Type
Crafted: Musket + 2d12 10/200/800, Two-handed Reload 1, Large
Bad News 25 lb
Schematic(300g) piercing Misfire 3 Caliber
Hunting Crafted: Musket + 2d10 Large
8 lb 80/240 Reload 5, Two-handed
Rifle Schematic(300g) piercing Caliber
Anti-
Crafted: Bad News or Hunting Rifle 4d6 10/300/2500 Reload 3, Scoped, Two- Large
Material 15 lb
+ Schematic(1200g) piercing handed Caliber
Rifle
Crafted: Blunderbuss +
Hand Mortar 2d8 fire 10 lbs 30/60, Reload 1, Misfire 3, Explosive Explosive
Schematic(300g)
Crafted: Hand Mortar + 1d8 10/60/120, Reload 1, Misfire 2,
Thumper 10 lbs Explosive
Schematic(600g) bludgeoning Explosive 2
Semi-Auto Crafted: Pepperbox + 2d6
3 lb 50/150, Reload 15, Light Modern
Pistol Schematic(300g) piercing
Crafted: Simple Revolver + 2d8
Revolver 3 lb 40/120, Reload 6 Modern
Schematic(300g) piercing
Crafted: Blunderbuss + 2d8 30/90 (shot) or 80/240 (slug) Reload 2,
Shotgun 7 lb Modern
Schematic(300g) piercing Two-handed, Scatter (if shot)
Crafted: Hunting Rifle + 3d4
Repeater 8 lb 90/320, Reload 11, Two-handed Modern
Schematic(600g) piercing
Scorpion Crafted: Semi-Auto Pistol + 2d6
3 lb 30/120, Reload 20, Burst Fire, Light Modern
SMG Schematic(900g) piercing
Automatic Crafted: Repeater + 2d8 80/240, Reload 30, Burst Fire, Two-
8 lb Modern
Rifle Schematic(600g) piercing Handed
Pneumatic Crafted: Musket + 2d4 40/160, Reload 1, Suppressed Two-
7 lb Sub-Sonic
Dart Gun Schematic(900g) piercing Handed
Suppressed Crafted: Semi-Auto Pistol + 2d4
3 lb 30/120, Reload 7, Light Subsonic
Pistol Schematic(900g) piercing
Suppressed Crafted: Hunting Rifle + 2d6 50/200, Reload 10, Suppressed, Two-
8 lb Subsonic
Rifle Schematic(900g) piercing Handed
Laser Pistol Schematic (10,000g) 3d6 radiant 2 lb 40/120, Reload 50 Futuristic
Laser Rifle Schematic (10,000g) 3d8 radiant 2 lb 100/300, Reload 30, Two-Handed Futuristic
Antimatter 6d8
Schematic (10,000g) 10 lb 120/360, Reload 2, Two-Handed Futuristic
Rifle necrotic
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T
his section contains all the new & modified
select both.
On your turn, when you score a critical hit with a melee
Increase your Strength or Dexterity score by 1, to a you are proficient with, you can choose to take a -5 penalty
maximum of 20. to the attack roll. If the attack hits, you add +10 to the
While dashing you increase your movement speed by 10 attack's damage. OR you gain +1 to your critical strike
feet (this is not doubled by the dash action). range on all melee weapon attacks (choose when you take
When you use your action to Dash, you can use a bonus this feat)
feet away from you (if you chose to shove and you
Increase your Intelligence score by 1, to a maximum of 20.
succeed).
You always know which way is north.
You always know the number of hours left before the next
sunrise or sunset.
Prerequisite: Dexterity 13 or higher
You can accurately recall anything you have seen or heard
When you are wielding a finesse weapon with which you (arcana, history, Nature, or Religion, with the particular
are proficient and another creature hits you with a melee skill being tied to the creature.) The DC of this check is
attack, you can use your reaction to add your proficiency equal to 10+ the monster's CR. On a success you
bonus to your AC for that attack, potentially causing the determine the following traits
attack to miss you. If this would cause the attack to miss Their Immunities, Resistances, and Vulnerabilities
you may immediately make a single melee attack with that Their Senses, Languages, and any Special Abilities
weapon, you may make this reaction attack a number of Any Legendary Actions the monster may possess.
times equal to your dexterity modifier per long rest. One from the following list: AC, HP, Special Traits
You gain a +1 bonus to AC while you are wielding a creature, as well as saving throws against its abilities. This
separate melee weapon in each hand. additional bonus is added on top of any other proficiency
You can use two-weapon fighting even when the one bonus normally applied.
increases by 1.
You've learned to put the weight of a weapon to your
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Increase your Intelligence score by 1, to a maximum of 20. add +10 to the attack’s damage. You may only use this
you learn three languages of your choice. feature once per round. OR you gain +1 to your critical
you can ably create written ciphers. Others can't decode it strike range on all ranged weapon attacks (choose when
unless you teach them, or they pass an Intelligence check you take this feat)
decipher it.
Select up to 3 skills or tools and gain proficiency in them,
You gain advantage on Intelligence, Wisdom, and
OR
Charisma saving throws against any spells that are cast
Select 1 skill to gain expertise, and 1 skill or tool to gain
which utilize a vocal component and which are spoken in
proficiency
a language that you understand.
fierce.
Increase your constitution score by 1, to a maximum of 20.
When you roll a hit Die to regain hit points, the minimum
Your critical strike range with melee and thrown weapons
number of hit points you regain from the roll equals twice
increases by 1.
your constitution modifier (minimum of 2)
Your Critical strikes with melee and thrown weapons deal
Your hit point maximum increases by an amount equal to
additional damage depending on your character level. At
twice your level when you gain this feat. Whenever you
1st level this additional damage is 1d4, at 5th level
gain a level thereafter, your hit point maximum increases
becomes 1d6, at 11th level becomes 1d8, at 17th becomes
by an additional 2 hit points.
1d10
You may continue to push yourself even when past the
Once per turn on a successful melee or thrown weapon
point of exhaustion. When you have 1 or more levels of
attack, you may choose to have a single weapon damage
exhaustion you can choose to push yourself for 1 hour.
dice roll their maximum amount. You must choose to do
While pushing yourself you ignore the last level of
so before damage is applied, but can choose to do so after
exhaustion you have. After that hour you gain 1 additional
damage is rolled. Example d4=4, d6=6, d8=8, d10=10,
level of exhaustion. You can never reach exhaustion level 6
d12=12. You can use this feature a number of times equal
by using this trait so long as you still eat and drink
to your proficiency bonus, you regain all uses after you
normally if needed.
complete a short or long rest.
Attacking at long range doesn't impose disadvantage on
quarters cover.
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maximum of 20.
Once per rest you may choose one of the following options
When you make the attack action you are able to make 1
additional attack
You also gain proficiency with four Simple or Martial
Attuning to a magic item now only requires 1 minute of Increase your Strength or Dexterity score by 1, to a
uninterrupted focus maximum of 20.
You gain one additional attunement slot. You gain proficiency with 2 Exotic weapons of your choice
When regaining charges from magic items, it regenerates as long as you are proficient with that category of weapon
a number of additional charges equal to the half the (Simple or Martial)
number of attuned items you have (rounded down, and
you may reroll if the result is a 1, you must take the new
result. Prerequisite: The ability to prepare spells, and cast at least
one spell
Increase your Intelligence, Wisdom or Charisma score by
You may select this feat up to two times, choosing new from your available class spell list (or spellbook, if you
proficiencies each time. prepare spells from one) that you did not have prepared.
Prerequisite: Strength or Dexterity score of 15 or higher This spell choice must be of a level for which you have
Increase your Strength or Dexterity score by 1, to a spell slots. You then lose preparation of a different spell of
maximum of 20. your choice of equal or higher spell level. If you are
You gain proficiency with 1 type of armor or shields. You multiclassed, you can only Flash Recall spells from a class
must have the previous "tier" of armor as a proficiency. that prepares spells. Once you use this ability, you must
(Light --> Medium --> Heavy) finish a short or long rest before you can use it again.
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You acquire an animal companion capable of being trained,
which improves as long as you travel together. You think you are a real caster now!
Requires a player level of 6 or higher. Prerequisite: Magic Novice, Ability Score of 13 for the
Choose one beast of Challenge 1 or lower. casting modifier of the chosen class
The animal companion adds a number of extra Hit Die to You gain a 3rd-level spell, and one additional spell from
its health equal to one half of your level and adds half of spell levels of 0-3. You must select these spells from the
your proficiency bonus to its attack rolls, damage rolls, Magic Initiate class you initially choose.
armor class, and saving throws. The spell you gain from this feat is always cast at its
These numbers change as your level and proficiency lowest level, unless you expend the appropriate spell slot
bonus increase to cast it at a higher level. If you are a non-caster class, you
If your Wild Companion dies, you may gain a new Wild must complete a long rest before you can cast the spell at
Companion or resurrect your old one the same way a ANY level again. Example: Arcane Trickster and Eldritch
Beast Master Ranger does. Knight can use spellslots to cast these spells if they
selected Wizard
The selection of animal companions is reliant on DM
Your spellcasting ability for these spells depends on the
approval
class you chose: Charisma for bard, sorcerer, or warlock;
target.
Prerequisite: Magic Apprentice, Ability Score of 15 for the
As a bonus action you can deal your strength modifier in
casting modifier of the chosen class
damage to one creature that you have grappled.
You can use your action to try to pin a creature grappled You gain a 4th-level spell, and can select up to two
by you. To do so, make another grapple check. If you additional spells from spell levels of 0-3, or you can select
succeed, you and the creature are both restrained until the a second 4th-level spell. You must select these spells from
useful
You gain a cantrip & level 2nd-level spell, with either a 1st-
these spells from the class you selected for magic initiate.
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Increase your Constitution score by 1, to a maximum of once per round with this reaction.
20.
Whenever you regain hit points as a result of a spell, no longer feels like it's there, granting you the following
You have been exposed to the intricacies of magical infusion You can don or doff a shield using your free item
at some point in your life and are now able to replicate them. interaction on your turn, instead of as an action.
As such you gain the following benefits While moving at half your normal speed or resting you do
Prerequisite: 5th level character, have at least a 1st level checks normally imposed by wearing medium or heavy
You gain a +1 to your intelligence score with a maximum You ignore your worn armor's weight when calculating
You are unusually adept at wielding large weapons. Simple and martial melee weapons without the thrown
Increase your Strength or Dexterity by 1, to a maximum of property. One-handed weapons have a range of 20/60,
You ignore the Heavy trait on weapons if you are small. Weapons that naturally have the thrown property increase
You may wield a 2 handed melee weapon in a single hand. their range by +20/+40.
Your other hand can wield a light weapon. When you miss with a thrown weapon attack using a light
weapon, the weapon immediately boomerangs back into
your grasp.
Through a lifestyle of hard, competitive drinking, you’ve You can use your reaction to deflect or catch a thrown
learned how to quaff drinks at an incredibly accelerated pace. weapon when you are hit by it. When you do so, the
You gain the following benefits: damage you take from the attack is reduced by 1d4 + your
You are extremely aware of the movements and actions of
your foes and can react quickly to even the most minor of
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Requirement: Cleave Variant Rule from the DMG feet of your movement to continue this cleave to another
Increase your Strength or Dexterity by 1, to a maximum of creature within your reach, you may repeat this until you
You gain a number of additional uses equal to half your
All feats within this section are modifications I have made
proficiency bonus (rounded up) to the number for that
from the feats found in their feats book that I liked.
feature that you may draw from before they are expended.
Prerequisite: The ability to cast spells would gain from this feat except it rounds down for you
Your Wisdom, Intelligence, or Charisma score increases (minimum 1). These additional infused items or known
by 1 (to a maximum of 20) infusions these can be split up however you choose.
Choose 4 weapons with which you are proficient, you gain You may select this feat more than once, but you must
an additional +1 to hit and +1 to damage with those choose a different feature each time.
types count as magical for the purposes of overcoming armor, either to shore up its deficiencies, your deficiencies, or
resistances (Rank uncommon). The rank increases to to further expand upon its protection. Alternatively, you have
Rare at 11th level, and very rare at 17th. learned how to best place yourself to help avoid being hurt in
Prerequisite: Int 13
You have learned how to strike from the shadows or at a
You gain +1 to your armor class so long as you are
distracted creature with even greater effect.
wearing armor.
Prerequisite: Stealth prof, and Sneak attack feature You gain +2 to your ac if you are unarmored and using the
On a successful hit from stealth, against a surprised standard AC calculation (10+dex), or an additional +1 if
target, or when you are flanking a creature who is you are using some other means of unarmored defense
engaged with at least 2 other creatures your critical strike (monk, racial, barbarian etc)
range increases by 1.
attack dice you use on that attack. underhanded tactics, and things against the standard norms
Prerequisite: Int 13, Dex 13
You have learned how to focus your mind, body, or both
As a bonus action you attempt to mislead, misdirect or
increasing the well of power you are able to draw from.
otherwise waylay an opponent. The target must make an
Prerequisite: One of the following features - Channel Intelligence saving throw against your Intelligence DC
Divinity, Sorcery Points, Ki points, Lay on Hands, Bardic (8+prof+int mod). On a failure the target suffers
Inspiration, Rage, Superiority dice, infusions (etc). disadvantage on their next attack this round.
If you have more than one of these features, choose one to Alternatively, you may use a bonus action to grant yourself
gain the following bonus. an additional 1d4 to your attack rolls this round. This
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as normal.
You have focused so heavily on a single type of spells that
Any check you make with these tools is made with
they are even more potent than normal.
advantage.
Prerequisite: The ability to cast spells of 2nd level or When crafting weapons, or armor, make a DC 20 check
higher. with your tools. If you succeed this check, they gain the
Choose one non-physical damage type (acid, cold, fire, effects of having a +1 to hit and damage, but still do not
force, lightning, necrotic, poison, psychic, radiant, count as magical for the purposes of resistances unless
thunder). Spells that deal this type of damage gain a +1 the item you are creating is also a magic item.
bonus to your spell dc, or a +1 bonus to your spell attack When crafting consumable items (such as a potion of
modifier, but not both if both would apply (choose either healing, acid, alchemist fire, etc) make a DC 20 check with
DC or to hit when you cast the spell, but before any rolls your tools. If you succeed this check the consumable is
their effect, and double the number of uses if they have
Your intense focus on a specific enemy type has garnered multiple uses (such as with a healer's kit). Example would
or White}, etc), you gain this subtype as a Favored Enemy. layer around you.
your AC when attacked by your Favored Enemy. Prerequisite: The ability to cast spells
You add +1 to your damage rolls against your favored As a bonus action, you may choose to sacrifice a spell slot
This bonus AC lasts for the next minute, or until you have
Through years of hard work and dedication, you are now expended due to this bonus AC.
Prerequisite: Proficiency in a tool, and Intelligence of 13 bonus AC increases by an additional +1 for every even spell
Choose a specific artisan tool, this tool gains the following slot level (4, 6, 8).
benefits.
Racial feats are something that WOTC partially implemented
(primarily from the PHB races), and then haven't touched Your wings have grown to be twice as large as they were.
since. This is a collection of custom and other sourced racial
feats that I know of. Some are "revived" from previous Prerequisite: Aarakocran race
editions, while most are not.
Your new wingspan means you count as a large creature
while flying for the purposes of room needed to fly. You
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When you use your "Hands of Healing'' ability, you may When grappling creatures, you do not need to expend any
choose to expend two uses of "Hands of Healing" instead extra movement to move them with you. When you are
of one to let a wave of healing light wash out from you. grappled, you can, as part of your movement, make a
Each creature within 15 feet of you regains a number of contested athletics check with your grappler. If you beat
hit points equal to half your level, rounded up. your grappler you may move as if you were in difficult
bludgeoning damage.
Your celestial heritage is more closely tied with the darkness
Lastly, you can move through any creature's space as if it
that tainted those who fell from the higher planes. This
were difficult terrain. If they are 2 sizes or more larger
corruption can be expanded through intense inner focus.
than you are, it is not difficult terrain.
bonus action.
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magic of nature.
Having so many personas means that you have numerous
The power of the elemental planes flows through your veins.
You have grown accustomed to living in someone else's form.
Prerequisite: Genasi
Prerequisite: Changeling
You gain the following spells: Starting at first level you
You gain proficiency in the Deception skill. If you are
gain Absorb Elements and Chromatic Orb. Starting at 5th
already proficient in the skill, you add double your
level, you can cast Elemental Bane with it, and starting at
proficiency bonus to checks you make with it.
9th level, you can also cast Summon Elemental, Summon
You have advantage on Charisma (Deception) and
Elemental does not require concentration when you use
Charisma (Performance) checks when trying to pass
this feature. Once you cast a spell with this trait, you can't
yourself off as a different person.
cast that spell with it again until you finish a long rest or
You gain the "Unsettling Visage" trait. When a creature
expend the appropriate spell slot to do so again. Wisdom
you can see makes an attack roll against you, you can use
is your spellcasting ability for these spells. These spells do
your reaction to impose disadvantage on the roll. Using
not count against your spells or cantrips known or
this trait reveals your shape shifting nature to any creature
prepared.
within 30 feet that can see you. Once you use this trait,
you can't use it again until you finish a short or long rest.
You gain one of the following traits based on which type of
Genasi you are.
You have turned your ties with nature against it. gain fly (hover) speed equal to half of your walking speed.
Prerequisite: Firbolg between you and harm. You gain +1 AC or you may use
Increase your Strength, Dexterity, or Wisdom by 1, to a your new natural armor. While you aren’t wearing armor,
When attacking beast or plant creatures you have Constitution modifier. You can use a shield and still gain
a saving throw against a DC of yours, they have Fire: You gain resistance to fire damage.
disadvantage against that saving throw. Water: You gain resistance to cold damage.
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against you.
Prerequisite: Gith
You gain the following spells: Starting at first level you Prerequisite: Goblin
gain Mind Sliver & Sword Burst. Starting at 5th level, you Increase your Dexterity, or Charisma by 1, to a maximum
can cast Tasha's Mind Whip, and starting at 9th level, you of 20
can also cast Phantasmal Killer. Once you cast a spell When a creature you can see targets you with an attack,
with this trait, you can't cast that spell with it again until you may choose another creature within 5 feet of yourself.
you finish a long rest or expend the appropriate spell slot Make a deception or sleight of hand check contested by
to do so again. Intelligence or Wisdom is your spellcasting the other creature's insight or perception check. If you win
ability for these spells. These spells do not count against the skill contest you swap places with that creature, and
your spells or cantrips known or prepared. the chosen creature becomes the target instead. You may
maximum of 20
You were the trapper for your clan, as such you have great
You gain one of the following traits based on which type of
familiarity with laying and spotting traps.
Gith you are.
You can craft one of the following traps so long as you
Prerequisite: Gnoll
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can be set up over the course of five turns using your that of your kin.
part of an attack with that weapon, though when you hit
The blood of giants flows through your veins, suddenly damage on a failed saving throw or half on a successful
bludgeoning damage on hit. As a reaction to being the Prerequisite: Grung, 5th level
target of a thrown rock/boulder thrown by a creature your Your size becomes Medium, and your Movement speed
size or smaller, you can make an athletics check contested increases by 5 feet.
by the attack roll, if you win the contest you catch the You gain a bite attack. This bite attack can use your
rock/boulder and take no damage. Strength or Dexterity for the attack and damage rolls. On
You may now wield "Large size weapons" in addition to hit you deal 1d4 piercing and 1d6 poison damage, and the
normal size weapons. target is grappled (Escape DC 13). Until this grapple ends,
you can't bite another target. If you hit the same creature
’ that you are grappling with your bite with another bite,
and they are your size or smaller, you start to swallow
Increase your Strength or Constitution score by 1, to a cover against attacks and other effects outside the toad,
maximum of 20. and it takes 2d6 acid damage at the start of each of your
When you use your Stone’s Endurance trait as a reaction turns. You can have only one target swallowed at a time. If
to reduce damage, you now may choose to roll 3d4 you take more than 10 damage in a single turn from the
instead of 1d12, while still adding your Constitution swallowed creature you must make a DC 5 + the damage
modifier. Alternatively, you can choose to gain resistance dealt constitution saving throw. On a failure you throw up
to the triggering attack’s damage type until the start of the swallowed creature.
one type of damage, choose one. You can use this feature
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such you gain the following traits. hidden within other's minds.
When you make a weapon attack while within 5 feet of an Increase your Wisdom or Charisma score by 1, to a
ally, you gain 1d4 bonus to the attack roll. maximum of 20.
Formation Fighting: You are trained to fight in close You gain the ability to cast Detect Thoughts without
formations where each soldier is responsible for the any Verbal, Somatic, or Material Components.
defense of those around them. When you are wielding a When you do so using this feature, on a target you
melee weapon or shield and aren’t incapacitated, allies have Mind Linked with, that creature has
within five feet of you gain a +1 bonus to their AC. disadvantage on any Wisdom Saving throw from
If you already have this trait, you also gain the +1 AC. Detect Thoughts, and doesn't realize you are
You were born and raised for the Hobgoblin war machine. As cast the spell in this way, you can't cast that spell in
such you gain the following traits. this way again until you finish a long rest. You can
also cast this spell using spell slots you have of the
Prerequisite: Hobgoblin
appropriate level. Wisdom or Charisma is your
When you cast a spell that affects an area, you may choose
casting modifier for this spell.
a number of creatures of your choice equal to your
When a creature within 15 feet of you casts a spell, you Prerequisite: Kenku
may expend your reaction and to amplify the effects of that You gain proficiency in the Perception Skill. If you are
spell. The spell gains 2d4 to its effects. You may use this already proficient in the skill, you add double your
feature a number of times equal to your proficiency bonus. proficiency bonus to checks you make with it.
You gain the ability to cast Aganazzar's Scorcher. You can While your allies are at least 30 feet away from you, and
cast this spell without expending a spell slot. Once you you are on lookout, you gain advantage on any perception
cast the spell in this way, you can't cast that spell in this checks to detect either danger or the law and you cannot
way again until you finish a long rest. You can also cast be surprised.
enviable.
The spirit who is a part of you has taken a greater hold of you
Prerequisite: Kenku
than normal.
You gain proficiency in the Deception Skill. If you are
Prerequisite: Kalishtar already proficient in the skill, you add double your
Increase your Wisdom or Charisma score by 1, to a proficiency bonus to checks you make with it.
maximum of 20. You can cause your voice to come from a location you can
You no longer need to sleep, you may instead spend time see within 30 feet of you.
you normally would sleep doing light activities. You can read any text within 30 feet of you, so long as it is
You gain the ability to cast Dream, but without the ability in a language you know, if it is visible to you.
to make the messenger monstrous until you reach 9th As a bonus action, you can attempt to misdirect a creature
level. You can cast this spell without expending a spell slot. within 30 feet of you. That creature must make an Insight
Once you cast the spell in this way, you can't cast that spell check versus your Deception check, if you succeed, the
in this way again until you finish a long rest. You can also next attack against that creature before the start of your
cast this spell using spell slots you have of the appropriate next turn gains advantage. If you fail the check, the
level. Wisdom or Charisma is your casting modifier for creature is immune to your misdirection for the next
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Your scales are especially tough that help protect you against
Whether through evolution, magical manipulation,
blows.
alchemical modification, or a fluke you have gained a set of
You have embraced your lion heritage more so than your kin.
You have become adapted to living on land.
Prerequisite: Leonin
Prerequisite: Locathah
Increase your Strength or Dexterity score by 1, to a
Increase your Constitution score by 1, to a maximum of
maximum of 20.
20.
Whenever you take falling damage you may use your
Your Limited Amphibiousness trait has changed to the
reaction to reduce the damage you take by 5 * your
following: You can breathe air and water, but you need to
proficiency bonus and land on your feet. If you have the
be submerged at least once every 24 hours to avoid
"Slow Fall" feature, this feature further reduces falling
suffocating.
damage you take.
If you were submerged in water within the last 8 hours,
While you are hidden, you may spend an action to ready a
you are especially slimy and hard to grab. You have
pounce. When a creature enters a space within 15 feet of
advantage on any check to resist or escape grapples &
you, you may choose to pounce, which allows you to jump
restraining effects. If an attack includes a grapple or
up to 15 feet and perform a melee attack with your claws
restrain on hit, you may make a dexterity saving throw
or a melee weapon which you are holding. If this pounce
versus the attack roll, on a success you are not grappled or
hits, the target must succeed a DC 13 strength saving
restrained.
throw or be knocked prone.
Your claws are long and can secrete a poisonous substance.
Prerequisite: Leonin
When you attack with your claws you deal 2d4 slashing
walking speed.
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You gain the following spells: Starting at first level you Your size increases to large, you gain an additional 2d4
gain Shape Water & Create or Destroy Water. Starting at height in feet and 10d20 pounds in weight.
5th level, you can cast Water Breathing & Wall of Water, You gain the ability to enter a "Blind Rage" as a reaction to
and starting at 9th level, you can also cast Control Water & taking damage. This Blind Rage lasts until the end of your
Watery Sphere. Once you cast a spell with this trait, you next turn. While in this blind rage, you have disadvantage
can't cast that spell with it again until you finish a long rest on perception checks, and you may deal extra damage
or expend the appropriate spell slot to do so again. equal to your proficiency bonus on a melee attack once
these spells. These spells do not count against your spells Additionally, If you have the "Barbarian Rage" feature, you
You have grown to be significantly larger than your kin.
You have an anger problem, but it helps solve other problems.
Prerequisite: Loxodon & 5th level
You may now wield "Large size weapons" in addition to When you make a successful attack with a melee weapon,
normal size weapons. you may add 1d6 additional damage once per turn.
Your hide is especially thick and it helps protect you against penalty on your passive Wisdom (Perception) score.
Over the course of a short rest you can prepare and throw
Prerequisite: Minotaur
a small party for up to 6 willing creatures. Those who
Increase your Wisdom score by 1, to a maximum of 20.
partake in the party regain one additional class feature
You can always retrace your steps without fail, unless you
more than normal or the first hit die they spend has its
were teleported or made lost via magical means.
effect doubled (their choice).
You have advantage on Wisdom (Perception) and
Whenever you attend a party, or gathering you are able to
Intelligence (Investigation) checks made to detect the
gather information much easier as you talk with the
presence of traps.
participants.
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Increase your Charisma score by 1, to a maximum of 20. Increase one Ability score of your choice by 1, to a
You gain advantage on any check which requires playing You gain one of the following traits
You feel as much at ease with beasts as you do with anything 6d6 fire, cold, or lightning damage (your choice) on
’
Your feline heritage has granted you additional abilities.
Your heritage does involve lycanthropy. Prerequisite: Tabaxi
Prerequisite: Shifter Whenever you take falling damage, make a Dex save with
Increase your Strength, Dexterity or Constitution score by a DC = to the falling damage. On a success you reduce the
The number of temporary hit points you gain when you You may use your Feline Agility feature changes to the
shift is doubled following: Your reflexes and agility allow you to move with
Whenever you take non-magical slashing, piercing, or a burst of speed. This ability has two charges, when you
bludgeoning damage, you may reduce that damage by 3. move on your turn in combat, you may expend a charge to
double your speed until the end of the turn. Whenever you
move 0 feet on one of your turns you regain 1 charge. You
’
Prerequisite: Simic Hybrid Your feline heritage has granted you additional abilities.
Choose two of the following traits
You gain 1 additional arm that functions like any other. maximum of 20.
Limited Regeneration: you regain 1 hp per hour, and lost Your claws now deal 2d4 damage, and gain the finesse
limbs will grow back over the course of 2 weeks. trait. Additionally, while you are grappling or restrained,
Chameleon Skin: When you are stationary for 1 minute or you have advantage to hit the target which is grappling or
more, your skin blends in with your surroundings granting restraining you with your claws.
Squishy: You can squeeze through gaps and holes that are
require hearing.
require sight.
require smell.
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similarly match your non-sentient tortoise kin. out of reach has granted you vast stores of knowledge
You lose 10 feet of movement speed. Increase your Intelligence score by 1, to a maximum of 20.
You gain resistance to poison damage and immunity to Choose a skill or tool you are proficient in. This skill or
disease. tool now can use your intelligence instead of its original
You can now live to be 200 years old. ability score. Additionally, You gain a number of
You ignore the effects of old age. "perfection" charges equal to your proficiency bonus.
As your life progresses you constantly grow. At 50 years Before you make an ability check with your selected skill
old you are now considered large, and may wield large or tool you may choose to expend one of these charges to
At 150 years old your shell has become especially hard, before making the ability check.
maximum of 20.
You gain the ability to cast Alter Self as an "At Will" spell.
When you cast this spell with this trait, this spell does not
require concentration, and the effects last until you choose
You greatly enjoy finding and acquiring curios for your them to end, but you cannot choose to use the Natural
normally, once you cast this spell normally with this trait,
Prerequisite: Triton
you can't cast that spell with it again until you finish a long
Increase one ability score of your choice by 1, to a
rest or expend the appropriate spell slot to do so again.
maximum of 20.
Constitution is your spellcasting ability for these spells.
When performing an ability check related to the lore or
These spells do not count against your spells known or
use of items which you can hold you have advantage on
prepared.
those ability checks.
Additionally, you undergo one an additional mutation. This
When searching ruins and debris you have advantage on
mutation grants you one feature of your choice from the
any ability check to find items.
list below.
You can accurately determine the origin and rough price
You gain dark vision with a range of 60 feet.
of most objects.
You gain the ability to psychically ward yourself
Your affinity for items has granted you one additional
from harm. By expending your reaction you gain a
attunement slot.
+2 to your armor class or to a saving throw to the
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feet.
Prerequisite: Verdan
Mithril Forged: Your movement speed increases by
Increase your Charisma score by 1, to a maximum of 20.
5 feet, and you gain advantage on stealth checks to
You gain expertise in the Persuasion skill.
move silently.
Additionally, you may use your Persuasion skill to become
Adamantine Forged: You are considered to be
"Friendly" with individuals who would normally not be
wearing Adamantine armor at all times (Critical
open to such relationships. The option and DC for this
strikes deal regular rather than critical damage)
ability is up to DM discretion, not all individuals can be
additional 5 feet.
You may now wield "Large size weapons" in addition to
Yuan-Ti.
Prerequisite: Warforged You can use your action to polymorph into a Medium
You gain 1 additional hit point per level snake, or back into your true form. Your statistics are the
die.
You gain a bite attack. This bite attack uses your Strength
Critical strike range One Additional Attunement Slot
Your attack rolls have an increased critical strike range by 1, Traditionally a player character has 3 possible attunement
such as scoring a critical hit on a 19 or 20. If you have slots, when you gain one additional attunement slot, your
increased critical strike range from another feature (Such as maximum capacity to attune to items increases by one.
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his chapter introduces new spells for most
the spell name this spell is only available to those who would
So far this only covers Fireball and Lightning bolt as both are
they belong.
issues, the wild inconsistency with few, but large dice, while
feel are either below the curve, or above the curve in relative
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Components: V, S, M (An object that is Small or Smaller) You cause a tiny mote of power to manifest at a location of
Duration: Instantaneous your choice within range. This mote glows briefly while you
feet.
0-level Transmutation
You touch an object that is small or smaller, and transform Components: S, M (a melee weapon worth at least 1 sp)
it temporarily into a simple weapon. For the duration, you can Duration: 1 round
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levels. At 5th level, the spell causes the melee weapon attack
0-level Transmutation
to deal an extra 1d8 slashing damage to the target on a hit.
Casting Time: 1 action The damage rolls increase by 1d8 at 11th level (2d8) and
Duration: 1 Round
You have learned how to both amplify and throw your voice
this spell lasts creatures hear your voice coming from a point
louder than you are normally capable of. Creatures may make
reach 5th level (40 feet), 11th level (50 feet), and 17th level
(60 feet).
0-level Divination
Range: 30 feet
Components: S
the target’s defenses. For the next minute, or until you have
target. The spell ends once you run out of advantaged attack
0-level Evocation
Range: 30 feet
Duration: Instantaneous
feet that you can see and is not behind total cover, doing so
attack as normal.
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you in a direction you choose. Each creature in the line must Artificer Notes Artificers are far more adept than all other
make a Dexterity saving throw. A creature takes 3d4 acid casters with the use of the spell Identify. For an Artificer, the
damage on a failed save, or half as much damage on a identification level requirement is reduced by 2, with a
When you cast this spell using a spell slot of 2nd level or
higher, the damage increases by 2d4 for each slot level above '
Arcanist s Kit (250g artisan tool)
1st, and the line also increases by 5 feet in length. Tools: A magnifying glass, and a set of magically sensitive
1st-level Conjuration magical effects over the course of 8 hours work if you
modifier.
Over the course of 1 minute you can determine if there are
1st-level Divination
any ley lines, or strong magical regions nearby (within 1
Casting Time: 1 Minute mile). This also gives approx direction and distance.
Can be Ritually cast at its lowest level Over the course of a short or long rest, if you are in a
Range: Touch feet strong magical region, or near a ley line you may imbue 1
Components: V, S, M (A Pearl worth 100g, and/or item with an aspect of that ley line, or magical region. This
proficiency with and a set of Arcanist's Tools) aspect can vary, but generally is 1d4 modifier to any
Duration: Instantaneous attacks or spells cast which use the item. This imbuement
Identify is cast at. If you meet the spell level requirement you
lower level than needed to identify an item, the only thing you
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Duration: Instantaneous
When you cast this spell using a spell slot of 2nd level or
higher, the damage increases by 1d8 for each slot level above
1st, and if they fail the constitution saving throw they are
stun.
1st-level Evocation
Range: 60 feet
struck by lightning)
Duration: Instantaneous
damage, and on each of your turns for the duration, you can
anything else. The spell also ends if the target is ever outside
the spell’s range at the end of your turn, or if it has total cover
When you cast this spell using a spell slot of 2nd level or
level above 1st. At the end of your following turns you lose
weakens.
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Range: 90 feet
2nd-level Evocation
Components: V, M (a piece of ice or a small white rock chip)
Casting Time: 1 action
Duration: Instantaneous
Range: 60 feet
A flurry of magic snowballs erupts from a point you choose
Components: V, M (A hollow iron tube 2 inch long, a ball
within range. Each creature in a 5-foot-radius sphere
bearing, and some sulfur)
centered on that point must make a Dexterity saving throw. A
Duration: Instantaneous
creature takes 4d6 cold damage on a failed save, or half as
A larger illusory projection of the spell components forms
much damage on a successful one. The snowballs turn the
next to you and an iron ball is shot out of it. Make a ranged
area of effect into difficult terrain until the end of your next
spell attack against the target. On a hit, the target takes 2d4
turn.
bludgeoning damage. Hit or miss, the iron ball then explodes.
At Higher Levels. When you cast this spell using a spell slot
The target and each creature within 5 feet of the point where
of 3rd level or higher, the damage increases by 1d6 for each
the iron ball exploded must make a Dexterity saving throw. A
slot level above 2nd.
creature takes 3d6 fire damage on a failed save, or half as
carried.
At Higher Levels. When you cast this spell using a spell slot
2nd-level Conjuration
Range: 60 feet
area for the first time on a turn or starts its turn there.
slashing damage. Each time you do this the cloud loses 2d4
expended.
When you cast this spell using a spell slot of 3rd level or
higher, the damage increases by 2d4 for each slot level above
2nd.
2nd-level Transmutation
Range: 30 feet
When you cast this spell using a spell slot of 3rd level or
level or higher you can make a 360 degree dome over the
target location.
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Range: self (60-foot cone) Components: S, M, V (a bit of fur and a rod of amber, crystal,
Duration: Instantaneous
You create an ionized field in the shape of a line of 100 feet
You throw a nonmagical weapon or fire a piece of long and 5 feet wide from you in a direction you choose. Each
nonmagical ammunition or object into the air to create a creature in the line must make a Dexterity saving throw. A
cone of identical weapons or objects that shoot forward and creature takes 8d4 lightning damage on a failed save, or half
then disappear. Each creature in a 60-foot cone must succeed as much damage on a successful one. If there is only one
on a Dexterity saving throw. A creature takes 8d4 damage on target in the line and they are wearing metallic armor, or
a failed save, or half as much damage on a successful one. composed entirely of a conductive liquid they have
The damage type is the same as that of the weapon, disadvantage on the saving throw.
ammunition or object used as a component. The lightning ignites flammable objects in the area that
When you cast this spell using a spell slot of 4th level or
3rd-level Transmutation higher, the damage increases by 2d4 for each slot level above
3rd.
Casting Time: 1 action
damage on a failed save, or half as much damage on a The next time you make a ranged weapon attack during the
successful one. Additionally, the ground in that area becomes spell's duration, the weapon's ammunition, or the weapon
difficult terrain until cleared away. Each 5-foot-square portion itself if it's a thrown weapon, is surrounded by a bolt of
of the area requires at least 1 minute to clear by hand. lightning. Make the attack roll as normal. The target takes
3rd-level Evocation the target & in a 5 foot line between you and your target must
You hurl a small vial of burning bat guano and sulfur. Make higher, the damage for both effects of the spell increases by
a ranged spell attack against a target. On a hit, the target has 1d8 for each slot level above 3rd.
When you cast this spell using a spell slot of 4th level or
higher, the damage increases by 2d4 for each slot level above
3rd.
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Range: Touch
Components: V, S
Duration: Instantaneous
and hemp.
materials.
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Duration: Instantaneous
You reach with your mind, hand, and voice to crush the
*4th-level Conjuration Arcane Casters, Rangers, and
psyche of a creature within range. The target takes 5d6
Clerics
psychic damage then makes Charisma saving throw or fall
Casting Time: 1 Action
unconscious for 1d4 rounds as they reel from the blow to
Range: Self (30-foot cone)
their psyche. A target affected by mind crush may repeat the
Components: V, S, M (three differently styled knives tied
saving throw at the end of their turns ending the effect on a
together with a string or chain)
success, and automatically is woken from their stupor upon
Duration: Instantaneous
taking any damage.
You throw out your set of knives on a string, the knives Creatures with an Intelligence score of 3 or less are
multiply and rocket forward at great velocity. Your set of unaffected by this spell.
knives reappear in your hand after you throw them with this
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from the ground immediately. When you cast this spell, and The object acts as +1, or if it already is a +1 object this
as an action on subsequent turns for the next minute, or until spell increases it to a +2.
you lose concentration, you may command this tree to The object gains resistance to a damage type of your
conjure and hurl a sphere of granite at a target within 90 feet. choosing, if this object is a worn piece of equipment, such
Make a ranged spell attack, on a hit the target takes 6d10 as an armor or piece of jewelry, it grants this resistance to
bludgeoning damage and must make a Dexterity saving its wearer as well.
throw. On a failure, the target is restrained until the start of The object's weight is halved. If it was a weapon, it gains
their next turn under this boulder when it crumbles to dust the light property if it did not have the two handed
and disappears. property. If it had the two handed property it loses that
the duration. The oak tree is permanent, and there is a rough The object's weight is doubled. If it was a weapon, it loses
granite bench within the shade of its branches. the light property if it had it. If it doesn't have the light
The object floats 4 inches above the ground. If the object
those you deem worthy and taking from those you deem not.
Until this spell ends, as a bonus action on your turn you may
that you can see, must make a Wisdom saving throw and
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Range: Touch
Duration: 30 days
hold the object against them in the space that the body part
they are missing would be. During this process you inscribe
remaining duration.
When the spell ends the Prosthesis part falls off and is
value, or repaired and used again for this spell on the same
At Higher Levels. When you cast this spell with a spell slot
level slot, 180 days with a 7th level slot, and lasts until
5th-level Conjuration
gave it willingly)
health units.
accepting any orders the caster gives them. The caster may
Mechanus.
At the start of each turn roll the following dice. 1d4-2, 1d6-
2, 1d8-2, 2d6-2, & 4d4-2. The Modron that appear are Penta
order.
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T
his chapter is for all the GM's out there. The
which was a ruleset for previous editions which has not had
level up.
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his section is a compiled list of all the "normal"
In an effort to make sure that everyone starts Allows you to be a miner, which can range from
off on the same footing approx is I roll 1 array attempting to find ore veins, and then attempting to mine
and everyone will use it. Or allowing standard array/point buy them, to building subterranean cave and tunnel systems.
at player discretion. Really anything that involves making a living from moving
Your Selection of gear from your STARTING class or you Identify Minerals DC 10
can opt for rolling starting gold based on your starting Identify Structural weak points in a cave/tunnel that
class. require shoring DC 13
Any gear/money that comes with your Background Locate Mineral Vein DC 15
You start with an additional 100g Mine Mineral Vein DC 20
Should you have a "Tool" proficiency, you also gain those
tools (with the exclusion of tools that cost 50g or more).
Your starting character is level 2 Tools: A magnifying glass, and a set of magically sensitive
Your first 2 levels your hit die is maximized. You can then tuning forks, pliers, and hammer.
roll or take the average +1 +con for any level past lvl 2 as Allows you to identify magic items, ley lines, areas, or
No restrictions on multi-classing. meet or exceed the DC. Also if a magic item is damaged
You also start off with a free feat. This feat can be from you can potentially repair it.
either the PHB, or one of the feats from the provided A Failed Identification check by 6 more below the DC will
Additional Allowed Feats document not give any information, but a failed check of 5 or less will
Before you select any of that material run it by me prior Up to two creatures can work together if both have
for approval and/or tweaking. proficiency in arcanist's kit to halve the time, and grant
1 1 additional "common" language Over the course of a short or long rest, if you are in a
3 1 additional skill proficiency aspect can vary, but generally is 1d4 modifier to any
Common: 10 (10 minutes)
Strength is the ability score that doesn't have much going for
Uncommon: 12 (10 minutes)
it outside of carrying capacity and heavy armor. As such,
Rare: 15 (1 hour)
strength based attacks gain a + to their damage equal to half
Very Rare: 18 (1 hour)
your strength modifier rounded down. Additionally, strength
Legendary: 21 (4 hours)
can be used to replace various checks depending on
Artifact: 24 (8 hours)
character actions and goals. For example you can attempt to
If used in conjunction with the identify spell,
intimidate a creature using strength instead of charisma.
Identify acts as if cast 1 level higher than the spell
slot used.
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races which have natural/innate dark vision. Essentially, this gives the player the option to swap 1 ability