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Reigns Homebrew Compendium

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Clayton
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0% found this document useful (0 votes)
765 views336 pages

Reigns Homebrew Compendium

Uploaded by

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



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

1
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used

are property of Wizards of the Coast. ©Wizards of the Coast LLC.





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

one of my favorite classes). I have added two more options


Arcane Warrior, a new class closely modeled
in the same vein.
after that Paladin class. This class is more
Prestige Class: Brawler. For someone who fights in
"Arcane" in nature, becoming a more magical
back allies or unarmed frequently. This class
version of Eldritch Knight, but without the raw spell
specializes in powerful unarmed strikes, with an
power of the Bladesinger Wizard.
aggressive stance.
Demolitionist, an Artificer Subclass which focuses on
Prestige Class: Wand Slinger. This prestige class
Area of Effect damage via explosives and spells, and Siege
could be considered "Artificer lite", as they
damage. This could be your "Mad Bomber".
specialize in the creation of simulacrum wands and
Forgotten Artificer subclasses. A pair of subclasses which
the use of attunement and charge based magical
WotC made, but then abandoned when they came out with
items.
the official Artificer class in Eberron Rising from the Last
Additional Starting Class Features is a list of features that
War.
I consider "core" to a class. As such I present them as
Archivist, an Artificer subclass centered entirely on
options that a player can choose to take for free, at their
information & the creation of sentience. There are
discretion upon character creation.
two different versions, the "Closest Adaptation"
Sane Artificer Infusions, attempts to fix the inherently
which is as a direct translation from the UA to the
wonky progression of Infusions that WOTC made. I also
most current version of Artificer as possible, and a
added a few more options to add a sense of progression as
"Modified" version which attempts to correct the
you gain levels in Artificer.
inherent imbalance in the subclass which primarily

stems from the invulnerable "pet/familiar".

Gunsmith, an Artificer class centered entirely on

the creation and use of a magi-tech firearm. Much

revision was required to this subclass to bring it up

to the latest version of Artificer, and address a few

inherent weaknesses/flaws it had.

Revisions, and additions to artificer infusions can also be

found within the Artificer section.

Eldritch Knight Revised, an updated take on the Eldritch

Knight fighter Subclass. This revision attempts to address

the biggest flaw with this subclass. Its 7th level feature

which comes late in the overall leveling scheme and is

only a good choice for 4 levels (7, 8, 9, & 10). This revision

was the original inspiration for the Arcane Warrior class.

Hemomancy and Blood magic, another new class which

uses hit points and hit dice instead of spell slots to fuel its

spells.

Kitchen Sink Monk, for everyone out there who wants to

throw and use anything and everything at their disposal

for their martial arts.

Thug, a Rogue subclass which specializes in improvised

gear, fighting dirty, being adaptable to many situations.

Elementalist, a Sorcerer Subclass. Sometimes becoming

an Elementalist, one who specialized in a specific element

is a choice, sometimes it isn't. Regardless of how you

came to walk this path, few can match your skill within

your element.

Favors, A Warlock subclass that specializes in support,

disruption, and information gathering/exploiting.

2
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used

are property of Wizards of the Coast. ©Wizards of the Coast LLC.




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

Wizards and Sorcerers alike.


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

any who would teach him.

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

strength the warrior caste had.

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

simple, whoever yielded first, or the last person standing won.

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

Spellsword Duels was born.

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.

3
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Arcane Warrior

Proficiency Arcane Cantrips


Level Bonus Features Points Known 1st 2nd 3rd 4th 5th
1st +2 Might and Magic 1 — — — — — —
Fighting Style, Spell Casting, Mystic Renewal, Arcane
2nd +2 2 2 2 — — — —
Decimation
3rd +2 Spellblade Archetype 3 2 3 — — — —
4th +2 Ability Score Improvement 4 2 4 3 — — —
5th +3 Extra Attack (1), Martial Casting 5 2 4 2 — — —
6th +3 Elemental Enhancement 6 2 4 2 — — —
7th +3 Spellblade Archetype Feature 7 2 4 3 — — —
8th +3 Ability Score Improvement 8 2 4 3 — — —
9th +4 — 9 2 4 3 2 — —
10th +4 Spellblade Archetype Feature 10 3 4 3 2 — —
11th +4 Improved Elemental Enhancement 11 3 4 4 3 — —
12th +4 Ability Score Improvement 12 3 4 3 3 — —
13th +5 — 13 3 4 3 3 1 —
14th +5 Arcane Empowerment 14 4 4 3 3 1 —
15th +5 Spellblade Archetype Feature 15 4 4 3 3 2 —
16th +5 Ability Score Improvement 16 4 4 3 3 2 —
17th +6 — 17 4 4 3 3 3 1
18th +6 Ascendant Step 18 4 4 3 3 3 1
19th +6 Ability Score Improvement 19 4 4 3 3 3 2
20th +6 Arcane Weaponry 20 4 4 3 3 3 2


 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:

 (a) chain mail or (b) chain shirt, or (c) leather

(a) a melee weapon and a shield or (b) two melee Weapons


Hit Dice: 1d10 per Arcane Warrior level
(a) two "thrown" weapons, or (b) a ranged weapon with 20
Hit Points at 1st Level: 10 + your Constitution modifier
pieces of ammunition
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
a spellbook
modifier per fighter level level after 1st
(a) a dungeoneer's pack or (b) an explorer's pack


Armor: Light, Medium and Heavy Armor, Shields

Weapons: Simple weapons, Martial weapons

Tools: None

Saving Throws: Strength, Constitution

Skills: Choose two from Arcana, Acrobatics, Athletics,

History, Insight, Intimidation, Investigation, Perception,

and Survival

4
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.



 At 2nd level, you have a spellbook containing three 1st-level

Wizard Spells of your choice. Your Spellbook is the


Beginning at 1st level, you have 1 Arcane point, and you gain
repository of the spells you know.
one additional point every time you level up, to a maximum of

20 at level 20. You regain a number of spent arcane points

when you finish a short rest equal to half your Arcane



The Arcane Warrior table shows how many Spell Slots you
Warrior level rounded up (minimum of 1), you regain all
have to cast your Spells of 1st level and higher. To cast one of
Arcane points at the end of a long rest. These arcane points
these Spells, you must expend a slot of the spell's level or
are used to augment various skills and abilities of the Arcane
higher. You regain all expended Spell Slots when you finish a
Warrior.
Long Rest.
The most basic use of Arcane points is to augment your
You prepare a list of Arcane Warrior spells that are
physical attacks. Once per turn, on a successful weapon
available for you to cast. To do so, choose a number of Arcane
attack you may expend 1 Arcane point to add your
Warrior spells from your spellbook equal to your intelligence
Intelligence modifier or Proficiency bonus (your choice) as
modifier + half your Arcane Warrior level, rounded down
force damage to that attack, this attack's damage also counts
(minimum of one spell). The spells must be of a level for
as magical for the purposes of overcoming resistances.
which you have spell slots.
Additionally, Over the course of a short rest you can bond
You can change your list of prepared Spells when you
with a piece of equipment. You may only be bonded with 2
finish a Long Rest. Preparing a new list of Arcane Warrior
pieces of equipment. As long as your bonded equipment is on
spells requires time spent studying your Spellbook and
the same plane of existence as you, you may summon &
memorizing the incantations and gestures you must make to
equip it as an action. Lastly, any equipment you are bonded
cast the spell.
with counts as a spellcasting focus for you.


 Intelligence is your spellcasting ability for your Spells, since

you learn your Spells through dedicated study and


Beginning at 2nd level you adopt a particular style of fighting
memorization. You use your Intelligence whenever a spell
as your specialty. Choose a fighting style from the list of
refers to your spellcasting ability.
optional features. You can't take the same Fighting Style
In addition, you use your Intelligence modifier when
option more than once, even if you get to choose again.
Setting the saving throw DC for a spell you cast and when

 Making an Attack roll with one

Spell save DC = 8 + your proficiency bonus + your


While you are wearing armor, you gain a +1 bonus to AC.
Intelligence modifier

 Spell Attack modifier = your proficiency bonus + your

When you are wielding a melee weapon in one hand and no Intelligence modifier

other Weapons, you gain a +2 bonus to Damage Rolls with

that weapon. 




The spells that you add to your spellbook as you gain levels
When you roll a 1 or 2 on a damage die for an Attack you
reflect the arcane research you conduct on your own, as well
make with a melee weapon that you are wielding with two
as intellectual breakthroughs you have had about the nature
hands, you can reroll the die and must use the new roll, even
of the multiverse. You might find other spells during your
if the new roll is a 1 or a 2. The weapon must have the Two-
adventures. You could discover a spell recorded on a scroll in
Handed or Versatile property for you to gain this benefit.
an evil wizard’s chest, for example, or in a dusty tome in an

 ancient Library.

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

a Shield. level which you can cast.

Copying a Spell into the Book: When you find a wizard

 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

can prepare the spell just like your other Spells.


At 2nd level, you know 2 cantrip of your choice from the

wizard spell list. You learn additional wizard cantrips of your

choice at higher levels, as shown in the Cantrips Known

column of the Arcane Warrior table.

5
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used

are property of Wizards of the Coast. ©Wizards of the Coast LLC.



Replacing the Book: You can copy a spell from your own

Spellbook into another book—for example, if you want to

make a backup copy of your Spellbook. This is just like


Starting at 6th level, whenever you cast a spell that deals acid,
copying a new spell into your Spellbook, but faster and easier,
cold, fire, lightning, or force damage you may choose to
since you understand your own notation and already know
expend two Arcane points to capture some of the essence of
how to cast the spell. You need to spend only 1 hour and 10
that spell and channel it through your weapon for the next
gp for each level of the copied spell.
minute. While channeling this energy through your weapon,
If you lose your Spellbook, you can use the same procedure
you deal that damage type instead of your weapon's physical
to transcribe the Spells that you have prepared into a new
damage type (Slashing, Piercing or Bludgeoning).
Spellbook. Filling out the remainder of your Spellbook
Additionally on a successful weapon attack that you are
requires you to find new Spells to do so, as normal. For this
currently channeling through, you can expend a spell slot to
reason, many wizards and arcane warriors keep a backup
deal an additional 1d6 of the channeled damage type for each
spellbook in a safe place.
spell slot level as additional damage.
The Book’s Appearance: Your Spellbook is a unique
Lastly, your weapon takes on certain additional aspects
compilation of Spells, with its own decorative flourishes and
based on the channeled energy type for the duration.
margin notes. It might be a plain, functional leather volume

that you received as a gift from your master, a finely bound


Acid: Your weapon has acid flowing across it, this acid allows
gilt-edged tome you found in an ancient Library, or even a
you to more easily cut through non-metal armor. Your first
loose collection of notes scrounged together after you lost
attack each round gains advantage to hit a creature that is
your previous Spellbook in a mishap.
wearing non-metallic armor.

 Cold: Your weapon becomes encased in true ice, when you

touch your weapon to a pool of water it can freeze up to a 5 ft


Beginning at 2nd level, you have learned to regain some of cube. Additionally, your first attack each round gains
your magical energy by studying your Spellbook. Once per advantage to hit a creature that uses natural or no armor.
day when you finish a Short Rest, you can choose expended

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

round one of your attacks gains advantage to hit a creature

that wears metal armor, or is made with metal such as some


Starting at 2nd level, when you hit a creature with a melee
constructs.
weapon attack, you can expend one spell slot to deal force

damage to the target, in addition to the weapon's damage.


Force: Your weapon fades and becomes partly ethereal while
The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for
radiating a soft purple glow in a 15 foot radius. Within the
each spell level higher than 1st, to a maximum of 5d8. The
radius of light shed by this weapon, invisibility is suppressed,
damage increases by 1d8 if the target is an Elemental or Fey,
and creatures on the ethereal plane can be seen if they were
to a maximum of 6d8.
on the material plane, and the wielder of this weapon can

 attack a creature on the ethereal plane, as if they were on the

material plane.

Starting at 5th level, when you use your action to cast an

Arcane Warrior Spell of 3rd level or lower, you may choose to

expend a number of Arcane points equal to twice the spell's

level (0 for cantrips) to make a single weapon attack as a

bonus action.

Additionally, any spells which require you to make a melee

weapon attack as part of the casting have the same range as

you have with your currently equipped melee weapon.


Beginning at 5th level, you can Attack twice, instead of once,

whenever you take the Attack action on your turn.

6
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.


 Additionally any abjuration spells you cast may also shield

one ally within 10 feet of your target, at half of its

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%))

you deal 1d6 extra damage of your most recently channeled

element on each successful strike. 


Beginning at 7th level, over the course of a minute, you can

 imbue latent magical energy from the surrounding areas into

an object. This object's hp is tripled. The additional hp is


Beginning at 14th level you have learned how to temporarily
temporary hp, if the object is subjected to a negative effect,
empower a single piece of equipment. By expending four
half of its remaining temporary hp may be removed to negate
arcane points as a bonus action, you imbue the selected piece
the negative effects. Any remaining temporary hp disappears
of equipment with a +1 magical enchantment that stacks with
after 24 hours. You may only affect a number of objects with
any other existing magical enchantments for the next 10
this ability equal to your proficiency bonus.
minutes.


 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

must complete a short or long rest before you can use it

 again.

At 20th level from the constant use of magic flowing through



your weaponry, you have learned how to imbue even greater
Beginning at 15th level, your mastery of your "Abjurer" spell
power into them. While channeling energy from your
is legendary. When you cast your "Abjurer" spell, the target
Elemental Energy feature the power you are able to channel
creature is resistant to all physical damage (Slashing,
is unrivaled. You gain 2 additional properties with the
Bludgeoning, Piercing) for the duration of the spell, the spell
channeled weapon.
ends, or until your concentration ends, whichever happens
The first is your weapon gains a +1 enchantment that
first.
stacks with any other existing magical enchantments.

The second you can expend eight arcane points to 


automatically maximize any damage you would deal from an
The Conjurer specializes in utility magics, increasing the
attack or spell that uses this weapon this round.
effectiveness of his team through his spells and effects.
Lastly, whenever you roll for initiative and have no Arcane
Beginning at 3rd level when you choose this archetype, you
points remaining, you regain 4 Arcane points.
are able to choose a conjuration spell from the Wizard or

 Sorcerer spell lists of first level or lower, and add it to your

spellbook. This spell counts as an Arcane Warrior spell for

you. This is your "Conjurer" spell, as such this spell is always


An arcane warrior can follow one of three paths. The Abjurer,
prepared and it doesn't count towards your prepared spells
the Conjurer, and the Evoker. The Abjurer utilizes his magic
total.
to protect himself and his allies from those that would do

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.

7
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
Beginning at 10th level, conjuration spells you cast lasts twice

as long unless they are instantaneous. If the spell is

instantaneous, it instead rebounds for half of its initial effect

at the start of your next turn if you choose to do so.

Additionally, when you cast a conjuration spell, you may

spend 1 arcane point per target within the area of effect, by

doing so those targets automatically succeed the saving

throw if there is one. Once you use this feature you must

complete a short or long rest before you can use it again.


Beginning at 15th level, your mastery of your "Conjurer" spell

is legendary. When you cast your "Conjurer" spell any saving

throw imposed by this spell is made at disadvantage, and any

attack roll is made with advantage.


The Evoker specializes in offensive magics, increasing the

potency of his damaging spells and effects.

Beginning at 3rd level when you choose this archetype, you

are able to choose a Evocation spell from the Wizard or

Sorcerer spell lists of first level or lower, and add it to your

spellbook. This spell counts as an Arcane Warrior spell for

you. This is your "Evoker" spell, as such this spell is always

prepared and it doesn't count towards your prepared spells

total.

Additionally, evocation spells you cast splash to 1

additional enemy within 5 feet of your target (or if it is an

Area of effect spell, select one additional square/hex to

include within the area of effect that is adjacent to an affected

square/hex.) This "splash" damage utilizes the same saving

throw as the original spell, and deals 1d4 + your intelligence

modifier in damage of the same type as the spell you cast.


Beginning at 7th level, your knowledge of evocation spells has

granted you insight on how to destroy objects. Any skill check

to break or destroy objects or structures is reduced by 5 and

you deal siege damage against objects and structures.


Beginning at 10th level, you gain the ability to make those

who cause you pain to also suffer. Whenever you are

damaged, as a reaction you can make the creature which

damaged you to suffer half the damage dealt. This retribution

damage ignores resistance, and turns immunity into

resistance instead. You may spend 1 arcane point in addition

to your reaction to allow one ally within 10 feet of you to use

this feature instead of you. Once you use this feature you

must complete a short or long rest before you can use it

again.


Beginning at 15th level, when cast your "Evoker" spell any

targets which are damaged by it have their resistance

lowered by one tier for that spell. Immunity --> Resistance.

Resistance --> Normal. If the target of your spell would not

have resistance to the damaging effect before you account for

the Decimation feature, you may then add your Intelligence

modifier to its damage rolls.

8
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
If your DM is willing to be flexible, you can switch one of these two features to use instead of the level 11th or 14th level class

feature.


Beginning at (?) level through your study of both the magical arts and martial arts you have learned how to best strike magic users

and disrupt their concentration.

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

multiclassing with WOTC classes.

If multiclassing is approved, for the Arcane Warrior specifically you must have

Strength or Dexterity 13, Intelligence 13

When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.

Armor: light armor, medium armor, shields

Weapons: simple weapons, martial weapons

9
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

A
rtificer had two subclasses which never made it

to a "published" state. The gunsmith &

Archivist. Gunsmith needs tweaks to be brought

up to be compatible with the current Artificer.

Archivists needed small tweaks specifically to

the manifest mind to be brought more in line.

This document will have the "closest"

adaptation first, and the "modified" version of archivist at the

end of the document. I personally recommend the modified

version as it levels out the power curve of archivist, and gets

modifies the invulnerable mind that you can deal damage

through to no longer be invulnerable.

10
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
Telepathic Advisor. The artificial mind telepathically

supplies you with advice and information about certain

topics: while the item is on your person, you have proficiency


Archivist was cut from the book Eberron Rising from the last
in two skills of your choice; the item's main material
war, which is unfortunate as it was a really cool concept and
determines which skills you can choose from, as shown on
very "unified" in its theme as an information based utility
the Artificial Mind table in the Skill Proficiencies column, for
subclass. Granted as written it did have a few balancing
the nature of the object affects the mind's knowledge.
issues. This is the most directly translated version of
Manifest Mind. As a bonus action while the item is on your
archivist.
person, you can cause the mind to manifest as a Tiny spectral

 presence, hovering in an unoccupied space of your choice

within 60 feet of you. This presence is intangible and

 invulnerable, and it sheds dim light in a 10-foot radius. You

determine its appearance; the Artificial Mind table offers


What are the best ways to store vast amounts of information?
suggested appearances based on the object's main material.
That question has occupied chroniclers and librarians for
While manifested, the spectral mind can hear and see, and
centuries. Scrolls and books were the finest information-
it has darkvision with a range of 60 feet. As an action, you can
storing methods for a long time, but the first Archivists
hear and see using the mind's senses, instead of your own,
imagined something greater: storing information in a real or
until your concentration ends (as if concentrating on a spell).
an artificial mind. What library could match a mental archive
As a bonus action, you can cause the spectral mind to
capable of accessing information in seconds? As they work
hover up to 30 feet to an unoccupied space that you or it can
towards this goal, Archivists have become masters of storing
see. It can pass through creatures but not objects. The
knowledge and creating artificial intelligences fueled by
spectral mind stops manifesting if it is ever more than 300
magic. These techniques have yet to be perfected and
feet away from its magic item or if you dismiss it as a bonus
institutionalized, and of all artificers, archivists are on the
action.
cutting edge of arcane science.
When you cast an artificer spell on your turn, you can cast

 it as if you were in the spectral mind's space, instead of your

own, using its senses. You can do so a number of times per


When you adopt this specialization at 3rd level, you gain
day equal to your Intelligence modifier (at least once), and you
proficiency with Calligrapher's supplies and the forgery kit. If
regain all expended uses when you finish a long rest.
you already have one of these tool's proficiency, you gain

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

 the manifested mind, channeling a jumble of information

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

damage increases by 1d8 when you reach 5th level (2d8),

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

expend a spell slot to deal extra damage to the target. The


3rd comprehend languages, dissonant whispers extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for

5th detect thoughts, locate object each spell level higher than first.

9th hypnotic pattern, tongues Artificial Mind

13th Locate Creature, phantasmal killer Suggested


Main Material Skill Proficiencies Appearance
17th legend lore, modify memory
A beast or
Animal Animal Handling,
 humanoid
(parchment, Insight, Medicine,
vissage with
At 3rd level, you discover how to awaken a mind inside an leather, bone) Perception, Survival
antlers
object. Whenever you finish a long rest and your

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)

11
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The First Warforged Minds

Warforged were originally created by House


Cannith to fight as subservient beings, having
limited self-awareness. The development of the
autonomous warforged consciousness has been
presented as an accidental breakthrough. However,
rumors abound that it was the work of pioneering
archivist Aaren d'Cannith, who planted the seed of
autonomy in the warforged mind. This fact is now
difficult to verify, for the development team's
records were destroyed and Aaren d'Cannith
disappeared under mysterious circumstances.
Many believe that Aaren is still determined to help
the warforged evolve and that he might be working
with the sinister Lord of Blades.


At 5th level, your dedication to the mind and how to convey

knowledge has greatly improved. As such your ability to to

deal psychic damage has increased.

Psychic Damage. When you make a psychic damage roll

for an artificer spell or for Information Overload, you gain a

bonus to the damage roll equal to your Intelligence modifier

(minimum bonus of +1).


At 9th level, you've learned how to use your artifacts to access

minds, and to communicate with holders of these objects

over any distance.

Magical Telephony. While you have your Artificial Mind

item on your person, you can communicate telepathically

with anyone carrying an item bearing one of your artificer

infusions, as the mind transmits your thoughts to each other.

That person can also communicate telepathically with you as

long as they have the item. This two-way communication can

even cross planar boundaries.


At 15th level, your Artificial Mind is able to receive and

transmit more information than ever before.

Mind Overload. When you expend a spell slot to increase

the damage of Information Overload, the target must succeed

on an Intelligence saving throw against your spell save DC or

be stunned until the end of your next turn.

Infoportation. As an action while your Artificial Mind

magic item is on your person, you cause the mind to turn you

into pure information, teleporting you to the unoccupied

space nearest to the spectral mind or to an item bearing one

of your artificer infusions, where you physically reappear.

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

ability by expending a spell slot of 2nd level or higher.

12
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 Manifest Mind. As a bonus action while the item is on your

person, you can cause the mind to manifest as a Tiny spectral

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).

As a bonus action, you can cause the spectral mind to


 hover up to 30 feet to an unoccupied space that you or it can
When you adopt this specialization at 3rd level, you gain see. It can pass through creatures but not objects although it
proficiency with Calligrapher's supplies and the forgery kit. If can fit through gaps as small as 1/2 inch. The spectral mind
you already have one of these tool's proficiency, you gain stops manifesting if it is ever more than 300 feet away from
proficiency with one other type of artisan's tools of your its magic item or if you dismiss it as a bonus action.
choice (limit 1 even if you have both proficiencies already) Information Overload. As an action while the item is on

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 either of you, channeling a jumble of information from the
after you reach particular levels in this class, as shown in the artificial mind. Unless the target succeeds on an Intelligence
Archivist Spells table. These spells count as artificer spells saving throw against your spell save DC, the target takes 1d8
for you, but they don't count against the number of artificer psychic damage, and the next attack roll against it before the
spells you prepare. end of your next turn has advantage, since it is temporarily

too distracted to defend itself well. The damage increases by


Archivist Spells
1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th
Artificer Level Spell Type level (4d8) in this class.

3rd comprehend languages, dissonant whispers


5th detect thoughts, locate object The First Warforged Minds

9th hypnotic pattern, tongues Warforged were originally created by House


Cannith to fight as subservient beings, having
13th Locate Creature, phantasmal killer limited self-awareness. The development of the
17th legend lore, modify memory, synaptic static autonomous warforged consciousness has been
presented as an accidental breakthrough. However,
rumors abound that it was the work of pioneering
 archivist Aaren d'Cannith, who planted the seed of
At 3rd level, you discover how to awaken a mind inside an autonomy in the warforged mind. This fact is now
object. Whenever you finish a long rest and your difficult to verify, for the development team's
calligrapher's supplies or forgery kit are with you, you can records were destroyed and Aaren d'Cannith
magically rouse a keen mind within a Tiny, non magical disappeared under mysterious circumstances.
object on which you write mystical symbols. The object is Many believe that Aaren is still determined to help
transformed into a magic item while the mind is inside it, and the warforged evolve and that he might be working
you can use it as a spellcasting focus. If you already have an
with the sinister Lord of Blades.
artificial mind from this feature, the first one immediately

dissipates.

The magic item has the following properties.

Telepathic Advisor. The artificial mind telepathically

supplies you with advice and information about certain

topics: while the item is on your person, you gain an

additional proficiency in a skill of your choice; the item's main

material determines which skills you can choose from, as

shown on the Artificial Mind table in the Skill Proficiencies

column, for the nature of the object affects the mind's

knowledge.

At 9th level you are able to better communicate with the

Artificial Mind. You gain the ability to choose up to two

proficiencies from the Telepathic Advisor feature, up from

one.

13
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Artificial Mind

Main Material Skill Proficiencies


Suggested
Appearance

Tiny Variable, neutral
A beast or
Animal Animal Handling,
humanoid
(parchment, Insight, Medicine, Armor Class 15
vissage with
leather, bone) Perception, Survival Hit Points equal your intelligence modifier + 5 times
antlers
your level in this class
Deception, Speed fly 30 ft (hover)
Mineral (glass, Intimidation, A robotic or
stone, metal) Performance, golem-like face
Persuasion STR DEX CON INT WIS CHA
Plant (paper, 10 (0) 15 (+2) 10 (+0) 16 (+3) 12 (+1) 10 (0)
Arcana, History,
wood, A bespectacled
Investigation, Nature,
vegetable visage or a treant Saving Throws Dex +4, Int +5
Religion
matter) Skills Skills it can provide its creator that do not
require physical interaction (such as touch/smell)
 Damage Resistances Non-magical physical damage,
At 5th level, your dedication to the mind and how to convey
fire, cold
Damage Immunities Poison, Psychic
knowledge has greatly improved. As such your ability to to
Condition Immunities Exhaustion, Poisoned,
deal psychic damage greatly increased, while other energy
paralyzed, stunned, unconscious, charmed,
types improved in a minor way.
frightened, grappled, restrained, petrified, prone
The Pen is Mightier Once per turn when you cast an Senses Darkvision 60 ft, passive Perception varies
artificer spell through your Calligrapher tools or Forgery kit Languages Understands the languages its creator
or use an artificer ability, choose one target affected and roll speaks
1d4. You gain a bonus to the damage or healing roll, against

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

infusions, as the mind transmits your thoughts to each other.


Might of the Master. The following numbers increase
by 1 when your proficiency bonus increases by 1:
That person can also communicate telepathically with you as
the Manifest Mind's skills and saving throw bonuses
long as they have the item. This two-way communication only
(above)
requires that each party knows a language, and it can even

cross planar boundaries.

Empowered Manifest Mind When you cast an artificer

spell on your turn, you can cast it as if you were in the

spectral mind's space, instead of your own, using its senses.

Doing so causes the Manifested mind to shed bright light in a

20-foot radius and dim light for an additional 10 feet until the

start of your next turn. You can cast a number of spells

through your empowered Manifest mind a number of times

per day equal to your Intelligence modifier (at least once), and

you regain all expended uses when you finish a long rest.

14
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
At 15th level, your Artificial Mind is able to receive and

transmit more information than ever before.

Mind Overload. When you expend a spell slot to increase

the damage of Information Overload, the target must succeed

on an Intelligence saving throw against your spell save DC or

be "befuddled" (Befuddled causes the affected creature to

have half movement, and disadvantage on attack rolls, skill

checks, strength, dexterity, and intelligence, saving throws.

Additionally attacks have advantage against the affected

creature.) until the end of your next turn as its mind is nearly

incapable of controlling its own body or deciphering what is

real. If the target fails the saving throw by 5 or more it is

instead stunned until the end of your next turn.

Infoportation. As an action while your Artificial Mind

magic item is on your person, you cause the mind to turn you

into pure information, teleporting you to the unoccupied

space nearest to the spectral mind or to an item bearing one

of your artificer infusions, where you physically reappear.

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

ability by expending a spell slot of 2nd level or higher.

15
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
As an action you can withdraw or create from your satchel

a Basic Explosive and then hurl it up to a point 60 feet away,

it then explodes in a 5 foot radius, alternatively it rests in that


Demolitionists are a different breed of Artificer. While most
space and does not explode. Creatures caught within this
artificers use their knowledge, creativity and
explosion may make a dexterity saving throw against your
mechanical/magical knowhow to create new wondrous and
Artificer spell DC (8 + proficiency + intelligence modifier),
sometimes dangerous things, a Demolitionist goes in the
taking 1d6 slashing, piercing, bludgeoning, fire, thunder
exact opposite direction. Anything a Demolitionist creates is
damage, or any combination of those if you roll more than 1
typically as a means to an end to destroy or break things.
damage die (your choice) on a failure, taking no damage on a
Most individuals regard Demolitionists with a wary gaze,
success.
because they, like their creations, are typically quite unstable.
Basic Explosives' damage increases by 1d6 when you
Although when you need something to be destroyed either in
reach certain levels in this class. At 5th level (2d6), 11th level
a controlled or spectacular fashion, a Demolitionist has you
(3d6), and 17th level (4d6) in this class.
covered.
Advanced Explosives

 Additionally, at the end of each long rest you can create a

number of Advanced Explosives equal to your proficiency

 modifier. These advanced explosives remain active until you

use this feature again.

As an action you can withdraw from your satchel an


A Demolitionist specializes in using magic and technology to
Advanced Explosive and then hurl it up to a point 60 feet
create destruction over large areas. This destructive power
away, it then explodes in a 10 foot radius. Creatures caught
seemingly comes with a price. The most skilled
within this explosion may make a dexterity saving throw
Demolitionists are also the most unstable personalities
against your Artificer spell DC (8 + proficiency + intelligence
having a shorter fuse than even the most touchy of politicians.
modifier), taking 3d6 slashing, piercing, bludgeoning, fire,
While certain industries and groups value their skills, few are
thunder damage, or any combination of those (your choice)
willing to risk working with a Demolitionist long term or
on a failure, or half as much on a successful one.
consistently due to their seemingly ubiquitous personality
The Advanced Explosives damage increases by 1d6 when
quirks
you reach 5th level (4d6), 11th level (5d6), and 17th level

 (6d6) in this class.

In addition to the damage for your Advanced Explosives,


When you adopt this specialization at 3rd level, you gain
select one of the following options as an added effect.
proficiency with Mason’s or Smith’s tools. If you already have

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

the explosion, ending this forced movement in the closest

 empty space.

Creatures in the radius of this explosion must make a


You always have certain spells prepared after you reach
Strength Saving Throw or be pushed 15 feet away from
particular levels in this class, as shown in the Demolitionist
the center of the explosion and knocked prone.
Spells table. These spells count as artificer spells for you, but
Creatures must make a Constitution Saving throw or
they don't count against the number of artificer spells you
become deafened or blinded (your choice). This effect lasts
prepare.
for a number of rounds equal to half of your proficiency

Artificer Level Spells bonus rounded down. Creatures affected by this feature

may repeat the saving throw at the end of their turn,


3rd Magnify Gravity (EGW), Thunderwave ending the effect on a success.

5th Immovable Object (EGW), Shatter


9th Melf's Minute Meteors, Pulse Wave (EGW)
13th Gravity Sinkhole (EGW), Storm Sphere
17th Destructive Wave, Maelstrom


At 3rd level, you learn to embrace your destructive nature.

Over the course of a long rest you create a satchel which

magically creates all the materials you need to create basic

explosives. Due to the unstable nature of these basic

explosives, they are rendered inert at the end of your next

turn if they are not used. You may use your reaction to set off

any and all explosives of your choice within 60 feet of you.

Basic Explosives

16
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Explosives can be launched using other methods, such as
slings, slingshots, bows/arrows. However you wish to flavor

these explosives. Regardless of the methodology the 
maximum distance an explosive can travel before going off is
Prerequisites: 6th level, and a throwable object(s)
60 feet. There is an exception to the above rule, Explosives
You infuse implosive power into an object which you can
can be used in conjunction with spells such as catapult, in throw. As an action, you or any creature holding the Magic

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

creature in this radius must make a Constitution save taking

2d6 thunder damage and 2d6 force damage and be pulled up

 to 10 feet towards where the magic bomb landed on a failed

save or half as much damage and not pulled on a successful

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.

doubled by effects and attacks which deal Siege damage.


Starting at 9th level your Basic and Advanced Explosives can

have their radius increased by an additional 5 feet if you

choose to do so. Using this ability, you choose the radius for

your Explosives upon use, not creation.

Additionally, you now create and hurl a Basic Explosive as

bonus action or as an action, but you are only able to use one

Basic Explosive per round, additionally if you use a basic

explosive as a bonus action, you can't use your action to cast

a spell of 1st level or higher this turn.


Starting at 15th level you mastered the art of bringing down

structures. Over the course of 1 hour you can rig a structure

no more than 50 ft cube or 8 hours to bring down a structure

no more than a 500 ft cube, to implode causing no damage to

surrounding structures. The course of this work includes

exploring the building and finding key structural pieces to

target.

If you do not care about collateral damage, or are pressed

for time, a more "spectacular" approach can be utilized. Over

the course of 10 minutes you can rig a structure no more

than 50 ft cube or 1 hour to bring down a structure no more

than a 500 ft cube, to explode violently damaging nearby

structures, creatures, and objects as if a trebuchet was fired

at them. The location for the debris "targeting" is entirely up

to the gm. The course of this work includes exploring the

building, finding at least one key structural piece to target, but

primarily just a heaping pile of explosives towards the center.

Additionally, Artificer spells and abilities that have an area

of effect have their radius increased by up to 5 feet, or up to 5

additional feet on a side for "cubes". Using this ability, you

choose the radius or size for your abilities and spells upon

use.

17
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
 At 3rd level, you craft a leather bag used to carry your tools

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

each short rest, you can produce 10 rounds.


The 1st and 3rd level abilities are combined into a single

3rd level ability.

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

ferocious weapon that fires leaden bullets that can punch



through armor with ease.
Starting at 5th level, you can channel force energy into your
You are proficient with the Thunder Cannon, & you may
Thunder Cannon. As an action, you can make a special attack
apply infusions as normal to your Thunder Cannon.
with it. Rather than making an attack roll, you unleash force

energy in a 15-foot cone from the gun. Each creature in that

area must make a Strength saving throw with a DC of 8 +


Thunder Cannon Properties
your proficiency bonus + your Intelligence modifier. On a

Damage Weight Properties failed saving throw, a target takes 2d6 force damage and is

2d6 150/500 Range, Two-Handed, pushed 10 feet away from you.


8 lb
piercing Reload 5 This damage increases by 1d6 when you reach certain

levels in this class: 13th level (3d6) and 17th level (4d6).

Reload A limited number of shots can be made


with a weapon that has the reload property. A 
character must then reload it using an action or a Starting at 9th level, you can shoot lightning energy through

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

the gun to unleash a bolt of lightning, 5-feet wide and 30-feet

long. Each creature in that area must make Dexterity saving


The firearm is a two-handed ranged weapon that deals 2d6
throws with a DC of 8 + your proficiency bonus + your
piercing damage. Its normal range is 150 feet, and its
Intelligence modifier. On a failed saving throw, a target takes
maximum range is 500 feet.
4d6 lightning damage. This damage increases to 6d6 when
If you lose your Thunder Cannon, you can create a new one
you reach 19th level in this class.
over the course of three days of work (eight hours each day)

by expending 100 gp worth of metal and other raw materials.



 Starting at 15th level, you can channel fiery energy into your

Thunder Cannon. As an action, you can make a special attack


At 3rd level, you learn to channel thunder energy into your
with it. Rather than making an attack roll, you launch an
Thunder Cannon. As an action, you can make a special attack
explosive round from the gun. The round detonates in a 30-
with your Thunder Cannon that deals an extra 1d6 thunder
foot radius sphere at a point within range. Each creature in
damage on a hit.
that area must make a Dexterity saving throw with a DC of 8
This extra damage increases by 1d6 when you reach
+ your proficiency bonus + your Intelligence modifier. On a
certain levels in this class: 5th level (2d6), 7th level (3d6), 9th
failed saving throw, a target takes 4d8 fire damage.
level (4d6), 11th level (5d6), 13th level (6d6), 15th level (7d6),

17th level (8d6), and 19th level (9d6).

18
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
 
 Item: A suit of armor or a shield

 A creature gains a +1 bonus to Armor Class while wearing

The infusions will fit for either UA2 or ERLW versions of the (armor) or wielding (shield) the infused item.

artificer. The bonus increases to +2 when you reach 12th level in

The rationale for the minor changes to the infusion list is this class.

some were missing from the Rising from the Last War book,

others have weird level requirements. The biggest two 


examples are the bag of holding, which is available as soon as
Item: A simple or martial weapon
you get infusions, but the Quiver of Ehlonna (which is a much
This magic weapon grants a +1 bonus to attack and
smaller, much more restrictive bag of holding specifically for
damage rolls made with it.
weapons) isn't available until 12th level. There are other ones
The bonus increases to +2 when you reach 12th level in
which also fit this "weirdness" which this document fixes, at
this class.
least in my perspective. It also added a few more items to give


a "scaling" feel to the infusions. For example at 2nd level you

can do a Heward's Handy Haversack, 6th you get a Bag of

Holding, and finally at 12th you get a portable hole. Prerequisite: A gem or crystal worth at least 100 gp

You learn intricate methods for magically creating a special

 homunculus that serves you. The item you infuse serves as

the creature's heart, around which the creature's body

 instantly forms.

 You determine the homunculus's appearance. Some

artificers prefer mechanical-looking birds, whereas some like

Item: A Suit of armor winged vials or miniature, animate cauldrons.

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

statistics in the homunculus Servant stat block.


When the wearer makes a Strength check or a Strength
In combat, the homunculus shares your initiative count, but
saving throw, it can expend 1 charge to add a bonus to the
it takes turn immediately after yours. It can move and use its
roll equal to its Intelligence modifier.
reaction on its own, but the only action it takes on its turn is
If the creature would be knocked prone, it can use its
the dodge action, unless you take a bonus action on your turn
reaction to expend 1 charge to avoid being knocked prone.
to command it to take an action in its stat block, or the dash,
The armor regains 1d6 expended charges daily at dawn.
disengage, help, hide, or search action.

 The homunculus regains 2d6 hit points if the mending

spell is cast on it. If it dies, it vanishes, leaving its heart in its

Item: A Suit of armor space.

As an action, a creature wearing this infused armor can

integrate into it a set of artisan’s tools or thieves’ tools. The 


tools remain integrated in the armor until the wearer
Item: A suit of armor or robes
removes the tools as an action, or the infusion ends. The
The infused item can send a jolt to the wearer to refocus
armor can have only one tool integrated at a time.
their mind. While wearing this infused item, whenever the
The wearer can add its Intelligence modifier to any ability
creature fails a Constitution saving throw to maintain
checks it makes with the integrated tool. The wearer must
concentration on a spell, it can use its reaction to succeed
have a hand free to use the tool.
instead.


Item: A rod, staff, wand, or other arcane focus (requires

attunement)

While holding this item, a creature gains a +1 bonus to

spell attack rolls. In addition, the creature ignores half cover

when making a spell attack.

The bonus increases to +2 when you reach 12th level in

this class.

19
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 This magic weapon grants a +1 bonus to attack and

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.

after the it hits or misses a target


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

Item: 2–5 pouches Evasion. If the homunculus is subjected to an


The infused pouches all share one interdimensional space
effect that allows it to make a Dexterity saving
of the same capacity as a single pouch. Thus, reaching into
throw to take only half damage, it instead takes no
damage if it succeeds on the saving throw, and only
any of the pouches allows access to the same storage space.
half damage if it fails. It an't use this trait if it's
A pouch operates as long as it is within 100 miles of another
incapacitated
one of the pouches; the pouch is otherwise empty and won’t

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

expended spell slot as an action. The maximum level of the Reactions


recovered slot is equal to the number of magic items the
Channel Magic. The Homunculus delivers a spell you
wearer is currently attuned to. Once used, the ring can’t be cast that has the range of touch. The homunculus
used again until the next dawn must be within 120 feet of you.


Prerequisite: 6th-level artificer

Item: A simple or martial weapon (requires attunement)

20
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 
Prerequisite: 10th-level artificer Item: A helmet (Requires
Prerequisites: 6th level, and a throwable object(s)
Attunement)
You infuse implosive power into an object which you can
While wearing this helmet, a creature has advantage on
throw. As an action, you or any creature holding the Magic
initiative rolls. In addition, the wearer can’t be surprised,
Bomb can throw it up to 60 feet away. Upon collision with any
provided it isn’t incapacitated.
object or creature the magic bomb detonates affecting all


creatures, objects, and structures in 20 foot radius. Each

creature in this radius must make a Constitution save taking

2d6 thunder damage and 2d6 force damage and be pulled up

to 10 feet towards where the magic bomb landed on a failed 


save or half as much damage and not pulled on a successful
Prerequisites: 14th level, A suit of armor (requires
save. Objects & structures take double damage, and objects
attunement)
that aren't being held automatically fail this saving throw and
This is an upgraded version as the WOTC official one is
fly to the center of the implosion.
subpar for the only 14th level infusion
At 11th level the damage increases to 3d6 thunder and 3d6
The wearer of this armor gains these benefits:
force.

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

melee weapon that can be wielded only when the hand is


 holding nothing. The wearer is proficient with the

gauntlets, and each one deals 1d8 force damage on a hit


Prerequisite: 6th-level artificer
and has the thrown property, with a normal range of 20
Item: A shield (requires attunement)
feet and a long range of 60 feet. When thrown, the
A creature gains a +1 bonus to Armor Class while wielding
gauntlet detaches and flies at the attack's target, then
this shield.
immediately returns to the wearer and reattaches.
The shield has 4 charges. While holding it, the wielder can
The armor can't be removed against the wearer's will.
use a reaction immediately after being hit by a melee attack
If the wearer is missing any limbs, the armor replaces
to expend 1 of the shield's charges and push the attacker up
those limbs—hands, arms, feet, legs, or similar
to 15 feet away. The shield regains 1d4 expended charges
appendages. The replacements function identically to the
daily at dawn.
body parts they replace.


Prerequisite: 6th-level artificer

Item: A suit of armor (requires attunement)

While wearing this armor, a creature has resistance to one

of the following damage types, which you choose when you

infuse the item: acid, cold, fire, force, lightning, necrotic,

poison, psychic, radiant, or thunder.


Prerequisite: 6th-level artificer

Item: A ring (requires attunement)

While wearing this ring, the creature can recover one

expended spell slot as an action. The recovered slot can be of

3rd level or lower. Once used, the ring can't be used again

until the next dawn.




Prerequisite: 10th-level artificer Item: A suit of magical armor

While wearing this armor, a creature can use its

Intelligence modifier in place of its Strength modifier when

making Strength checks and Strength saving throws.

The armor has 4 charges. As a reaction when it would be

knocked prone, the wearer can expend 1 charge to not be

knocked prone. The armor regains 1d4 expended charges

daily at dawn.

21
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 
Magic Item Attunement
Using this infusion, you replicate a particular magic item. You

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

requires attunement. See the item’s description in the


Bracers of Defense yes
Dungeon Master’s Guide for more information about it, Gauntlets of Ogre Power yes
including the type of object required for its making
Gloves of Thievery no
 Headband of Intellect yes
Magic Item Attunement Immovable Rod no
Alchemy Jug no Medallion of Thoughts yes
Armblade yes Necklace of Adaptation yes
Cap of Water Breathing no Ring of Mind Shielding yes
Goggles of Night no Slippers of Spider Climbing yes
Heward's Handy Haversack no Ventilating Lung yes
Prosthetic Limb no
Ring of Jumping yes

Magic Item Attunement
Rope of Climbing no
Belt of Hill Giant Strength yes
Sending Stones no
Brooch of Shielding yes
Wand of Magic Detection no
Cloak of Elvenkind yes
Wand of Secrets no
Cloak of Protection yes
Wand Sheath yes
Eyes of the Eagle yes
 Folding Boat no
Magic Item Attunement Gloves of Missile Snaring yes
Bag of Holding no Gloves of Swimming and Climbing yes
Boots of Striding and Springing yes Helm of Telepathy yes
Boots of the Winterlands yes Horn of Blasting no
Cloak of the Manta Ray no Pipes of Haunting no
Eyes of Charming yes Portable Hole no
Hat of Disguise yes Winged Boots yes
Lantern of Revealing no
Periapt of Wound Closure yes
Pipes of the Sewers yes
Quiver of Ehlonna no
Ring of the Ram yes
Ring of Water Walking yes

22
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
Magic Item Attunement
Amulet of Health yes
Belt of Stone/Frost Giant Strength yes
Boots of Speed yes
Cloak of the Bat yes
Dimensional Shackles no
Gem of Seeing yes
Ring of Free Action yes
Ring of Protection yes

23
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.




24
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.




Fighter/Eldritch Knight Table

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

 (a) Chain Mail or (b) leather, Longbow, and 20 Arrows

(a) a martial weapon and a Shield or (b) two martial

Weapons
As a Fighter, you gain the following class features.
(a) a Light Crossbow and 20 bolts or (b) two handaxes

 (a) a Dungeoneer's Pack or (b) an Explorer's Pack

Hit Dice: 1d10 per Fighter level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution

modifier per fighter level level after 1st


Armor: Light, Medium, Heavy armors

Weapons: Simple, Martial Weapons

Tools: None

Saving Throws: Strength, Constitution

Skills: Choose two from Acrobatics, Animal Handling,

Athletics, History, Insight, Intimidation, Perception, and

Survival


You start with the following equipment, in addition to the

equipment granted by your background:

25
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 
At 3rd level, you choose an archetype that you strive to
As a student of Arcane Magic, you have gained the ability to
emulate in your Combat styles and techniques, such as
learn and memorize spells.
Eldritch Knight. The archetype you choose grants you

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

 you gain a 3rd cantrip known.


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.

The third spell can be from any Wizard school of magic.

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

from any school of magic.


 Whenever you gain a level in this class, you can replace one
Beginning when you choose this archetype at 3rd level you of the wizard spells you know with another spell of your
may, over the course of a short rest, bond with a piece of choice from the wizard spell list. The new spell must be of a
equipment. You may only be bonded with 2 pieces of level for which you have spell slots, and it must be an
equipment: 1 worn item and 1 weapon. As long as the abjuration or evocation spell, unless you're replacing the spell
equipment is on the same plane of existence as you, you may you gained at 3rd, 8th, 14th, or 20th level.
summon & equip it as a bonus action. Any equipment you are

bonded with counts as a spellcasting focus for you. 


Intelligence is your spellcasting ability for your Spells, since
 you learn your Spells through dedicated study and

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

When you use this feature to cast a cantrip as a bonus

action, it always is cast as if your character is 3 levels lower

than you actually are, but with a minimum of 5th character

level. For example at level 9, you would calculate this feature's

casting of a cantrip as if you were 6th level instead.

(Essentially this slows Lesser Martial Casting's feature's

bonus action cantrip progression by 3 levels, but has no effect

on casting cantrips otherwise.)

This way the ability scales with extra attack and keeps the

flavor of the Eldritch Knight, but not drastically overpowering

other versions of Fighter with the added cantrip dice.

26
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 Eldritch Knight always seemed like the weakest of the

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.

choice at 13th level.


The Weapon bond feature was really cool and I liked it,
On a successful weapon attack on your turn you may
but felt that only bonding with a weapon seemed... oddly
choose to expend a spell slot to start channeling an elemental
restricting. As such I opened it up to any equipment which
power through your weapon that you have focused on. Until
includes armor, shields, adventuring gear, magic items...
the start of your next turn your weapon deals that damage
etc
type instead of your weapon's physical damage type

(Slashing, Piercing or Bludgeoning), and gains a number of


The primary issue with the Eldritch Knight I had was a
d4s additional damage of that type equal to the spell slot
lack of consistent use of magic... The War Magic trait
expended minus one (A first level spell gives 0d4, a 2nd lvl
being the biggest offender in my mind. Thus rolled it into
spell gives 1d4... etc).
lesser martial casting. War Magic, as written, allows an
Lastly, your weapon takes on certain additional aspects EK to make an attack as a bonus action, whenever he
based on the channeled energy type for the duration. casts a cantrip. So straight up, this feature is only good

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

would deal simply because of modifiers. Overall it feels


Cold: Your weapon becomes encased in true ice, when you
like the war magic feature was just sub-par with not much
touch your weapon to a pool of water it can freeze up to a 5 ft
thought going into it due to its relatively small lifespan of
cube. Additionally, your first attack each round gains
usefulness and "late" introduction.
advantage to hit a creature that uses natural or no armor.

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.

Lightning: Your weapon arcs with electrical power. Once per

round one of your attacks gains advantage to hit a creature

that wears metal armor, or is made with metal such as some

constructs.


At 10th level, you learn how to make your weapon strikes

undercut a creature's resistance to your spells. When you hit

a creature with a weapon attack, that creature has

disadvantage on the next saving throw it makes against a

spell you cast before the end of your next turn.


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

surge. You can teleport before or after the additional action.

You can also bring one willing creature with you, but your

teleport distance decreases to 20 feet.

If you teleport next to a creature, your next attack against

that creature has advantage to hit.


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

cantrip which requires a melee weapon attack or melee spell

attack as a bonus action.


27
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
 Starting at 7th level you are accustomed to less than ideal
A fighter is an individual, who for better or worse, has situations that come with traveling and "roughing" it. You are
become adept at violence. Not all people choose this path, able to move 50% more than the normal amount of time (up
some it is thrust upon, others take naturally to it, others fall to 12 hours) each day before being subjected to the effects of
into this path with no training, and just to survive. a forced march (see "Travel Pace" in chapter 8 of the Player's

Handbook), and you ignore any saving throws that come from

 non-extreme conditions, and gain advantage on any saving

throw for extreme conditions, you are also considered


A Militia fighter is one who through various circumstances proficient in these saving throws.
finds themselves embroiled in violence. This violence could

be sought after such as a farmhand turning to join or start a 


militia when raiding bands ransacked the farm they worked.
Starting at 10th level you have fully adopted the simplistic
A militia fighter could also be a highly adept soldier or
fighting style you employ. You are able to utilize the extra dice
military trained individual whose style just clashes with that
granted by your weapon specialization one additional time
of the rest of their unit. Regardless as to how someone
when you take the attack action, and you can choose to use
becomes to identify as a Militia fighter, these individuals
both dice on the same attack.
differ greatly from other fighters.

 
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

choose a class of Simple weapons to focus on. You may

change this specialization whenever you a gain a level in this



class. Starting at 18th level you are considered specialized in all

Weapon Classifications weapon classifications, and each weapon classification has

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

Long: Javelins (melee), Quarterstaves, and Spears

Ranged: Darts, Javelins (thrown), Light Crossbows,

Shortbows, and Slings

A Light Weapon specialist has learned how to better utilize

the speed these simple weapons offer. When you take the

attack action while wielding a Light weapon, you may make

one additional follow up attack, this attack deals 1d4 damage

and does not add other weapon dice or ability modifiers to

the damage.

A Impact Weapon specialist has learned how to utilize the

weight of these simple weapons to have a greater impact,

pushing through defenses with more reliability. When you

take the attack action while wielding a Impact weapon, you

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

effects of the attack are applied.

A Long Weapon specialist has learned how to use the

extended striking range of their weapon to harry foes. When

you take the attack action while wielding a Long weapon, you

may choose to harry one creature you attack, the chosen

creature's next attack suffers a -1d4 to their to hit or -1d4 to

damage roll, your choice.

A Ranged Weapon specialist has learned how to best

utilize distance to their advantage. When you take the attack

action while wielding a Ranged weapon you increase your

range by 20/20, and if attacking within the normal range of

your weapon, and you do not move on your turn you may add

1d2 to your to hit on your first attack and ignore cover up to

half cover granted by creatures.

28
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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

lost art, a new discovery or straight up heresy. As such


13 in Constitution.
practitioners of this art are generally reclusive until they
You gain proficiency in light armor and simple weapons,
know the local disposition on their powers.
and one martial weapon of your choice from the


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

known to sacrifice small woodland creatures to replicate the

effects of certain spells, where vampires use blood magic to

elongate their lives, restore vitality at an unnatural rate, and

cast spells. Many such outlying cases exist if you go looking

hard enough, but the "standard" version of blood magic

involves sacrificing one's own life's blood or vitality as the

means to their end.



Ramblings from the author and clarification for those who

may not know all the rules


Temporary hit points must be used before normal hit

points.

When you would gain temporary hit points, and you

already have temporary hit points they do not add

together, you instead use the higher of the two temporary

hit point totals.

Temporary hit points can exceed a creature's maximum

hit point total.

If a creature has 0 hit points and gains temporary hit

points, they do not regain consciousness or stabilize them.

29
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Hemomancer
Level Proficiency Bonus Features Cantrips Known Maximum Spell Level
1st +2 Blood Magic 2 1st
2nd +2 Hemomancer Dedication, Crimson Tide 2 1st
3rd +2 -- 2 1st
4th +2 Ability Score Improvement, Hemomancer Versatility 3 1st
5th +3 Unnatural Regeneration 3 2nd
6th +3 Hemomancer Dedication Feature 3 2nd
7th +3 -- 3 2nd
8th +3 Ability Score Improvement, Hemomancer Versatility 3 2nd
9th +4 -- 3 3rd
10th +4 Blood Poisoning 4 3rd
11th +4 -- 4 3rd
12th +4 Ability Score Improvement, Hemomancer Versatility 4 3rd
13th +5 -- 4 4th
14th +5 Hemomancer Dedication Feature 4 4th
15th +5 -- 4 4th
16th +5 Ability Score Improvement, Hemomancer Versatility 4 4th
17th +6 -- 4 5th
18th +6 Hemomancer Dedication Feature 4 5th
19th +6 Ability Score Improvement, Hemomancer Versatility 4 5th
20th +6 Crimson Mastery 4 5th


(a) A dagger and one simple weapon you are proficient in,

or (b) one martial weapon you are proficient in

(a) two "thrown" weapons, or (b) a ranged weapon with 20


As a Hemomancer, you gain the following class features.
pieces of ammunition

 a set of knives/needles/other implements needed for your

work, and Healers Kit


Hit Dice: 1d8 per Hemomancer level
(a) any pack of your choosing such as a dungeoneer's or
Hit Points at 1st Level: 8 + your Constitution modifier
explorer's pack.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution

modifier per Hemomancer level level after 1st


Armor: Light Armor

Weapons: Simple weapons, Battleaxe, Longsword, Rapier,

Scimitar, Shortsword, Whip.

Tools: None

Saving Throws: Constitution, Charisma

Skills: Choose two from Arcana, Deception, Medicine,

Nature, Sleight of Hand, Survival


You start with the following equipment, in addition to the

equipment granted by your background:

(a) Padded Armor

30
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
 You prepare the list of Hemomancer spells that are available

for you to cast, choosing from the Hemomancer spell list.


Beginning at 1st level you have unlocked the power behind
When you do so, choose a number of Hemomancer spells
blood and its various uses. You gain the Blood Magic Trait,
equal to your Constitution modifier + half your Hemomancer
and can now replicate the effects of magical spells. Spells you
level, rounded down (minimum of 1 spell). Each of these
gain from Hemomancer can only be cast using the Blood
spells must be of a level for which you have access to per the
Magic Trait, but spells gained from any other source can be
Hemomancer Class Table. For instance, when you reach 3rd
cast using the Blood Magic Trait. If the spell you cast is not a
level in this class, you can learn one new spell of 1st or 2nd
Hemomancer spell it costs to cast is doubled using this
level.
feature. Any spells that you cast using the Blood Magic trait,
Additionally, when you gain a level in this class, you can
which are gained from any other class or feature besides
choose one of the Hemomancer spells you know and replace
Hemomancer, that restore hit points, only restore a number
it with another spell from the Hemomancer spell list, which
of hit points equal to the hit points reduced when casting the
also must be of a level for which you can cast.
spell.

See chapter 10 of the Player's Hand Book for the general

rules of spellcasting and the end of this document for the



You can also replace a Hemomancer spell of first level or
Hemomancer's Spell list and Hemomancer specific spells.
higher you know with another Hemomancer spell, which
Heomancers do not use spell slots or spell points like
must also be of a level for which you can cast, by choosing to
traditional casters; they instead expend hit points and/or hit
not regain any hit dice over the course of a long rest, and
dice to replicate the effects of spells. Use the following table
expending a number of hit dice equal to the level of spell
to determine the cost for casting a hemomancer spell using
which you are preparing.
the Blood Magic Trait. If casting a spell would result in

reducing you to 0 hit points, and you remain at 0 hit points at

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

Current HP. Additionally spells of 6th level and higher are



extremely taxing on your body, as such you can typically only
Constitution is your spellcasting ability for your Hemomancer
cast one of each level spell of 6th level and higher once per
spells, since the power of your magic relies on your ability to
long rest. At level 19 you can cast a second 6th level spell, and
project your will into the world. You use your Constitution
at 20th level you can cast a second 7th level spell per long
whenever a spell refers to your spellcasting ability. In
rest.
addition, you use your Constitution modifier when setting the

 saving throw DC for a Hemomancer spell you cast and when

making an attack roll with one.


Spell Level Hit point cost Hit Die Expended
Spell save DC = 8 + your proficiency bonus + your

Cantrip 0 0 Constitution modifier

Spell attack modifier = your proficiency bonus + your


1 1d8 0
Constitution modifier

2 2d8 0
3 3d8 2
4 4d8 3
5 5d8 4

For example, if you know the 1st-level spell burning hands,

and cast it at 1st level, you roll 1d8 and reduce your current

hit point total by the number rolled.

If you were to cast burning hands at 3rd level, you roll 3d8

and reduce your current hit point total by the number rolled,

and reduce the current number of hit dice you have by 2. If

you had no remaining hit dice left, you would be unable to

cast Burning Hands at 3rd level.


At 1st level, you know 2 cantrips of your choice from the

Hemomancer's spell list. You learn an additional

Hemomancer cantrip of your choice at 4th level and another

at 10th level.

31
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 
Starting at 2nd level you can augment spells you cast using Starting at 2nd level you have dedicated yourself to a
the Blood Magic feature in a variety of ways. When you cast a particular type of Hemomancy. The Blood Drinker which
spell you can also choose to expend a hit die as part of the focuses on survivability and regeneration similar to that of
spell, and choose one of the following options. vampires. The Blood Knight which focuses on augmenting

their martial prowess with their Blood Magic. The Blood


Roll the expended hit die adding your constitution
Sculptor which focuses on extending their control of blood.
modifier you heal for this amount if the spell hits, or at

least one creature fails the saving throw.

Roll the expended hit die adding your constitution



modifier and add the total to the damage. If the spell The Blood Drinker seeks to emulate the longevity and

targeted multiple creatures, select one creature affected to regenerative powers of vampires who they see as the ultimate

take this additional damage. masters of Blood Magic.

Roll the expended hit die adding your constitution

modifier and add the total to your to hit. 


Increase the DC of your spell by an amount equal to your Beginning at 2nd level when you choose this dedication you

proficiency bonus. gain a 1st level abjuration spell of your choice from any

class's spell list, and it counts as a Hemomancer spell for you.

 You can cast this spell at its lowest level a number of times

equal to your proficiency bonus without expending any hit


When you reach 4th level, you can increase one ability score
dice or hit points.
of your choice by 2, or you can increase two ability scores of

your choice by 1. As normal, you can't increase an ability

score above 20 using this feature.



Beginning at 2nd level whenever a Hemomancer Ability, or
If your DM allows the use of feats, you may instead take a
Spell you cast using the Blood Magic Feature, requires you to
feat.
expend a hit die you regain a number of hit points equal to

 your Constitution modifier if the spell or ability hits or any

target fails the saving throw.

Whenever you reach a level in this class that grants the

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

Cantrip. Cantrips cast in this manner do not heal you or grant

 any temporary HP.

Starting at 5th level, once a day when you complete a short



rest, you can choose to restore a number of hit die equal to
Beginning at 14th level you have learned how to slow and
your proficiency bonus - 1. Additionally whenever you
control the flow of your own blood in a way which extends
complete a long rest you regain all expended hit dice,
your life. You age at a quarter of the rate as you normally
excluding any dice expended as part of that rest for other
would. Additionally any effects which would age you
Hemomancer class features.
magically/artificially do not affect your age. Lastly, whenever

 you would gain a level of exhaustion, you can choose to not

gain a level of exhaustion once per long rest.

Starting at 10th level, whenever a creature which is not a

construct or undead fails a saving throw from a spell using 


your Blood Magic Feature or Hemomancer ability, you poison Beginning at 18th level you have learned how to control the

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

you gain from Hemomancer spells or abilities are doubled.

Additionally, once per long rest as an action you can enter a

state of unrivaled control. For the next minute the hit point

and hit die cost of casting Hemomancer spells and abilities

are reduced by half (rounded down), minimum of 0.

32
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Additionally, you can harvest the life's blood of incapacitated Beginning at 6th level, you can attack twice, instead of once,

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

down), the attack deals additional damage equal to the

 amount rolled.

The Blood Knight seeks to combine their blood magic with



martial prowess becoming a bloody force on any battlefield
Beginning at 14th your presence both on and off the
which they enter.
battlefield can no longer be ignored. As a free action you can

 cause a crimson mist to follow you controlling its shape,

density & size however you choose or dismiss it. Whenever


Beginning at 2nd level when you choose this Dedication you
you make a Charisma ability check, you may also add your
gain proficiency in shields and the ability to harden your
Constitution modifier to the number rolled. Additionally,
blood, forming a second layer of armor beneath your skin.
creatures have disadvantage on any saving throw or ability
While you are wearing light armor you may choose to add
check to resist being frightened or intimidated by you.
your half of your constitution modifier (rounded up) to your

armor class. Alternatively while you are not wearing any



armor, your Armor Class equals 10 + your Dexterity modifier
Beginning at 18th level your critical hit range increases by 2.
+ your Constitution modifier.
Whenever you critically hit a creature within 5 feet of you
You can use a shield and still gain this benefit of this
with a weapon or spell attack, you regain a number of hit
feature regardless of which armor class calculation you use.
points equal to half of the damage you deal. Additionally

 whenever you recover hit points from a Hemomancer Spell

or Ability your weapon and spell attacks gain advantage to hit


Beginning at 2nd level you gain the ability to form weapons
until the start of your next turn.
from your life's blood. As a bonus action you can form a

weapon of your choice from your blood, doing so costs a

number of hit points equal to the Bloody Weapons Chart



below. Using this feature cannot bring you below 1 hit point. The Blood Sculptor seeks to extend their control of blood to

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

ability lasts for 1 minute. 


You are proficient with this weapon, this weapon lasts for Beginning at 2nd level when you choose this dedication you

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

This feature increases in power at certain levels. At 6th increased.

level your Bloody weapons now count as magical for the

purposes of overcoming resistance. At 11th level your Bloody



Beginning at 2nd level whenever you would gain hit points
weapons gain a magical +1 to hit and damage rolls. At 17th
from a Hemomancer spell or ability you can choose to not
level your Bloody Weapons gain a magical +2 to hit and
regain the hit points, but instead store the hit points as
damage rolls.
"Sculptor Points". "Sculptor Points" can be used to empower

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

expend when creating the object or creature(s). If the spell or


1-5 1d4 ability creates multiple objects or creatures, split the hit

6-10 2d4 points between all objects or creatures evenly. You can store a

number of "Sculptor Points" equal to 5 times your current


11-16 3d4 Hemomancer Level, and you lose all "Sculptor Points"

17-20 4d4 whenever you complete a long rest.



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 Iron Blood: The object's AC is increased by 5.

Regenerative Blood: The object's HP is increased by 50.


Beginning at 6th level, the objects and creatures you create
Augmenting Blood: The object conveys a +1 bonus if it is
with your magic are further enhanced, their AC is increased
worn or wielded. This bonus is doubled if wielded by a
by half your proficiency bonus (rounded down). Additionally
Hemomancer.
whenever an object or creature you created using a

Hemomancer spell or ability is destroyed you may expend



your reaction to absorb their essence, as long as they are
Beginning at 18th level whenever you spend "Sculptor
within 30 feet of you. Doing so grants you a number of
points" you gain a number of temporary hp equal to half of
temporary hit points equal to half of the object or creatures
the number of points you expend. Additionally whenever you
maximum hit points.
complete a short or long rest you generate 25 "Sculptor

 Points" and you no longer lose all "Sculptor Points"

whenever you complete a long rest.


Beginning at 14th level your familiarity of creating objects
Lastly, creatures and objects you create that have bonus hit
and creatures from magic has granted you unique insights
points from your Sculptor Points have advantage on all attack
into various Artisan Tools. You gain proficiency in the
rolls, saving throws and ability checks.
following tools: Smiths Tools, Alchemy Tools, Tinkerer's

Tools. If you already have proficiency in one or more of these

tools, your proficiency is now doubled with those tools.

Additionally when you make an ability check with these tools

to create an object you can choose one of the following

additional features to imbue into it. You can only have a

number of objects with this feature equal to your proficiency

bonus.


Hemomancers can choose spells from the following list. Any spell with a * is a Hemomancer only spell, which can be found after

this spell list.

Cantrips (0 Level) 2nd Level 4th Level

Arterial Spray * Blindness Deafness Blight


Blood Knife * Blood Puppet * Bloody Prophecy *
Crimson Needle * Built from Blood * Feeding Frenzy *
Draining Touch * Donate Vitality * Hematidrosis *
Iron Blood * Expel * Hemophilia *
Vein Burst * Hold Person
5th Level
Siphon *
1st Level Aneurysm *
Absorb Vitality * 3rd Level Bloody Cocoon *
Blood Puddle * Boiling Blood * Contagion
Hemorrhage * Blood Cloud * Enervation
Puppet (Unearthed Arcana: Chaotic Conversion * Hemoplague *
Starter Spells) Emergency Clotting * Hold Monster
Quicken Blood * Hemogoblins * Volatile Decomposition *
Wall of Blood *

34
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
Heomancer spells are spells only Hemomancers can cast. If you gain a Hemomancer spell through any other source, you are

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

a solidified needle of blood at it through a finger of your

choice. Make a ranged spell attack, on a hit the target takes


 1d8 piercing damage, and the target is marked by you. Until

0-level Evocation the end of your next turn any Hemomancer spells you cast

which require an attack roll gain +1 to hit.


Casting Time: 1 action

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).

damage to the second creature increases to 1d4 + your

spellcasting ability modifier. Both damage rolls increase by 


1d4 at 11th level (2d4 and 2d4) and 17th level (3d4 and 3d4). 0-level Abjuration

 Casting Time: 1 action

Range: Touch
0-level Conjuration
Components: V, S, M (a chunk of iron)

Casting Time: 1 action Duration: 1 round

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.

spell again. When you cast this spell, or as an action on a later

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

takes 1d4 piercing and 1d4 slashing damage. On a successful


Casting Time: 1 action
attack the knife dissolves into them and reduces the target's
Range: Touch
movement speed by 5 feet until the start of your next turn.
Components: V, S, M (a broken reed)
This spell's damage increases by 1d4 for its piercing and
Duration: Instantaneous
1d4 for its slashing damage at 5th level (2d4 + 2d4), 11th
You reach out and touch a creature attempting to burst a
(3d4 + 3d4), and 17th (4d4 + 4d4)
vein causing internal hemorrhaging. Make a melee spell

 attack, on a hit you deal 1d10 necrotic damage. If a creature

is damaged by this spell again before the end of your next


0-level Evocation
turn, they take an additional 1d4 necrotic damage and you
Casting Time: 1 action
regain a number of hit points equal to half of this additional
Range: 20 ft
damage's amount. This spell has no effect on constructs or
Components: V, S, M (a needle or syringe)
undead, or creatures without blood.
Duration: Instantaneous
This spell's damage increases by 1d10 when you reach 5th

level (2d10), 11th level (3d10), and 17th level (4d10).

35
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
 1-level evocation

 Casting Time: 1 action

1-level Necromancy Range: 30 ft

Components: S, M (a pinch of sugar)


Casting Time: 1 action
Duration: 5 rounds
Range: Touch

Components: V, S, M (a fleck of dried blood) You introduce into the target creature's bloodstream

Duration: Instantaneous artificially created nutrients. The target creature's movement

speed increases by 5 feet, attacks of opportunity against them


You reach out and touch a creature extracting a portion of
have a -2 penalty to the hit, and they gain a +1 to any dexterity
their vitality and converting it to your own. Make a melee
saving throws and ability they make. When this spell ends If
spell attack, on a hit you deal 2d8 necrotic damage, and gain
this spell is recast on the target creature before the duration
a number of hit points equal to half the amount rolled, or your
ends, the duration is reset to 5 rounds.
proficiency bonus, whichever is higher, although you cannot
When this spell ends, the target creature suffers from mild
gain more hit points than the creature had left when you
exhaustion while their body recovers. For the next 3 rounds,
make the attack. Lastly, this spell has no effect on constructs.
the creature suffers a -2 penalty to any dexterity saving
At Higher Levels. When you cast this spell using a spell
throws and ability checks they make, and their movement
slot of 2nd level or higher, the damage increases by 1d8 for
speed is reduced by 5 feet.
each slot level above 2nd.

 
1-level abjuration
1-level conjuration

Casting Time: 1 action


Casting Time: 1 action
Range: 30 ft
Range: 60 ft
Components: V, S, M (a bloody bandage, which the spell
Components: S, M (a chunk of earth which had been
consumes)
saturated by blood)
Duration: concentration up to 1 minute
Duration: Concentration, up to 1 minute

You throw the bloody bandage at the ground at a point you


You cause the ground to remember all the blood that has
can see within range, a torrent of blood rises up from that
been spilled on it, causing it to bubble to the surface at a
spot forming a wall. You can make the wall up to 15 feet long,
location on the ground that you can see. A 5 ft radius puddle
5 feet high, and 6 inches thick, or you can make a ringed wall
of noxious blood appears at the location on the ground you
up to 10 feet in diameter. The wall’s space is difficult terrain.
choose and turns it into difficult terrain for the duration.
The wall is nearly opaque and counts as heavy
When the puddle appears, each creature standing in its area
obscurement when trying to look through it. Spells that deal
must succeed on a Constitution saving throw or take 2d4
cold damage that pass through the wall cause the entire wall
poison damage. A creature that enters the area or ends its
to freeze solid. Each frozen 5 ft section of the wall has an AC
turn there must also succeed on a Dexterity saving throw or
of 5, and 15 hp. When destroyed creatures within 5 feet of
take 2d4 poison damage. Creatures that are prone make this
that section of the wall that was destroyed each must make a
saving throw with disadvantage.
dexterity saving throw against your spell saving throw or take
At Higher Levels. When you cast this spell using a spell
1d6 piercing damage.
slot of 2nd level or higher, the damage increases by 2d4 for
At Higher Levels. When you cast this spell using a spell
each slot level above 1st, and its radius increases by 5 feet for
slot of 2nd level or higher the wall's length or radius
each spell slot above 1st.
increases by 5 feet for each level above second.


1-level transmutation

Casting Time: 1 action

Range: 60 ft

Components: S, M (a mummified blood vessel)

Duration: Instantaneous

While looking at a creature you can see within range you

bring your hands together as if grasping something and then

pull them apart. The target must make a Constitution saving

throw. The target takes 4d6 slashing damage on a failed

saving throw, or half as much on a successful one.

At Higher Levels. When you cast this spell using a spell

slot of 2nd level or higher, the damage increases by 2d6 for

each spell slot above 2nd.

36
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
2-level transmutation

Casting Time: 1 action

 Range: touch

Components: S, M (a bloody tool)


2-level conjuration
Duration: concentration, up to 1 hour

Casting Time: 1 action


You use your powers and tools to rapidly assemble or
Range: 10 ft
modify an object. Choose a single object that is Medium sized
Components: V, S, M (a doll)
or smaller (contained within a single 5-foot cube). You can
Duration: concentration up to 1 minute
choose the shape, details and form of the object so long as its

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

it. Creatures or magic items can't be created or transmuted by

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

the type of artisan's tools used to craft such objects.

When this spell ends the object quickly liquifies and leaves

 a dried blood stain where it was.

At Higher Levels. When you cast this spell using a spell

tiny Construct, Unaligned slot of 3rd level or higher the AC increases by 1, and hp

increases by 15.

Armor Class 11 + the level of the spell (natural


armor) 
Hit Points 15 + 5 for each spell level above 2nd 2-level evocation

Speed 25ft, climb 15 ft, +5 ft to both for each spell Casting Time: 1 bonus action
level above 2nd. Range: 30 ft radius

Components: V, S, M (two figurines or dolls joined by string,

or something similar)
STR DEX CON INT WIS CHA
Duration: 1 round

4 (-3) 14 (+2) 12 (+1) 4 (-3) 8 (-1) 4 (-3)


You create a temporary link between yourself and one

other willing creature within range, donating your vitality to


Damage Resistances Psychic them. The creature regains the number of hit points this spell
Damage Immunities Poison, Necrotic cost to cast, if the creature remains within 30 feet of you until
Condition Immunities Poisoned
the start of your next turn, they also gain a number of
Senses passive Perception 9
Languages understands the languages you speak temporary hit points equal to the hit points they received

Challenge -- from this spell.

Agile Climber The Blood Puppet can use its bonus


action to start climbing on a creature.
Doll Sized Creatures that are Large or Larger have
disadvantage on attack rolls against this creature
Actions
Multi-Attack The Blood Puppet makes a number of
attacks equal to this spell's level
Needle Melee Weapon Attack: your spell attack
modifier to hit, reach 5 ft., one target. Hit: 1d2 + 2
+ half the spell's level rounded down as piercing
Damage.



37
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
2-level evocation

Casting Time: 1 action

Range: self (10 ft radius)

Components: S, M (a bit of hose)

Duration: Instantaneous

You expel a significant quantity of blood from your body

before quickly pulling most of it back into you. All creatures

within 10 feet of you must make a Dexterity saving throw

taking 2d6 piercing damage and 2d6 necrotic damage on a

failed saving throw, or half on a successful one. If at least one

creature affected by this spell fails this saving throw you

regain 2d6 hit points as you absorb the vitality from your

victims.

At Higher Levels. When you cast this spell using a spell

slot of 3rd level or higher, the necrotic damage & hit point

regeneration increases by 1d6 for each slot level above 2nd.


2-level evocation

Casting Time: 1 action

Range: touch

Components: S, M (a syringe)

Duration: concentration, up to 1 minute

You reach out and grasp an incapacitated creature, a

creature you are grappling, or a creature grappling you, to

transfer its vitality to you continuously. Make a melee spell

attack, on a successful attack you establish a conduit through

which their vitality flows into you. The creature takes 2d6

piercing damage and 1d4 necrotic damage, and you regain a

number of hit points equal to the necrotic damage dealt. As a

bonus action on subsequent turns, as long you are still

touching or within 5 feet of the creature which is still a valid

target for this spell, you can extract more vitality dealing 2d4

necrotic damage, and regain a number of hit points equal to

the amount of necrotic damage dealt.

If the creature is ever more than 5 feet away from you,

escapes your grapple, or you escape their grapple, the spell

ends immediately and the creature takes 1d6 piercing

damage as the conduit is ripped out of it.

38
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 Outlier Circumstances

 For the purposes of this spell, if a creature doesn't


have arms or legs, the spell targets whatever
3-level Evocation
appendage/portion of their body that would be
Casting Time: 1 action applicable for the spell's effect. If no such bodily
Range: 60 ft function exists, reroll until a function that is valid is
Components: V, S, M (a vial of boiled blood) rolled.
Duration: Instantaneous

You greatly increase the metabolism or energy

consumption of all creatures within a 30 foot radius sphere at



a point you choose within range. Each creature within this 3-level transmutation

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)

Duration: concentration up to 1 minute



You thrust your hands into the wounds of a willing creature
3-level transmutation
other than yourself that is missing at least half of its hit
Casting Time: 1 action
points. You forcibly congeal and solidify the blood in the
Range: self
wound causing a temporary scab to form closing it. The
Components: V, S, M (an empty vial whose sides are coated
creature regains half of its missing hit points as temporary hit
in blood flecks)
points. While you maintain concentration on this spell the
Duration: concentration up to 1 minute
creature may choose to regain a number of temporary hit

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.

you have disadvantage on any saving throw or ability check to

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)

Duration: concentration, up to 1 minute



You forcibly draw out the blood of all creatures
3-level transmutation
surrounding you to create hemogoblins. All creatures within
Casting Time: 1 action
a 10 foot radius of you must make a constitution saving
Range: 40 ft
throw, taking 3d4 necrotic damage on a failure. Each
Components: S, M (a piece of lemon grass)
creature that fails this saving throw grants enough blood to
Duration: concentration, up to 1 minute
create one small sized hemogoblin in the nearest unoccupied

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.

2: The Target loses control of its arms, and loses any

action which requires its arms, but otherwise acts

normally, and takes 1d4 poison damage.

3: The Target's vision and auditory senses temporarily fail

due to blood "loss". The creature becomes blinded and

deafened, and takes 1d4 poison damage.

4: The Targets vital organs momentarily shut down

causing the creature to take 6d4 necrotic damage, and

become stunned until the start of its next turn.

39
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
small Construct, Unaligned

Armor Class 11 + the level of the spell (natural


armor)
Hit Points 15 + 5 for each spell level above 3rd
Speed 30ft +5 ft to for each spell level above 3rd.

STR DEX CON INT WIS CHA


8 (-1) 14 (+2) 14 (+2) 4 (-3) 8 (-1) 4 (-3)

Damage Resistances Psychic


Damage Immunities Poison, Necrotic
Condition Immunities Poisoned
Senses passive Perception 9
Languages understands the languages you speak
Challenge --

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.

40
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
The affected creature may use their action to feed upon a

corpse or unconscious creature within reach, doing so

gives them 6d4 temporary hit points.



4-level Divination 
4-level Necromancy
Casting Time: 10 minutes

Range: touch Casting Time: 1 action

Components: S, M (A blood soaked Tarot deck) Range: 60 Ft

Duration: concentration up to 1 minute Components: V, S, M (a bundle of cursed needles)

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

the answer. with disadvantage if they are frightened.

Alternatively you may substitute one question to gain a skill

or saving throw the creature had in life, until you complete a



long rest you gain proficiency in a randomly determined skill 4-level Necromancy

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)

again. Duration: concentration up to 1 minute

 You hurl the vial of blood at a creature within range, on a

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

which do not have blood are immune to this spell.

The affected creature must use their action to "cast a

spell" which requires a spell attack, or the attack action

against a creature of their choice within range. If no

creatures are within range, they may take the dash action

moving towards a creature of their choice.

The affected creature may use their bonus action to take

the dash action, but must move towards a creature.

The affected creature is immune to the "Frightened"

condition.

If a creature they are targeting has 50% or fewer hit points

remaining they have advantage to hit with any attack rolls

they make.

They gain a natural weapon attack: Bite, uses strength or

dexterity (their choice) for the to hit and to damage, and

deals 2d12 piercing damage. On a critical hit with this

attack they gain 4d4 temporary hit points.

On a killing blow with this attack the attacker gains

4d4 temporary hit points

41
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
 5-level Transmutation

 Casting Time: 1 action

5-level Evocation Range: 60 feet

Components: V, S, M (a vial of diseased blood)


Casting Time: 1 action
Duration: 1 round
Range: 30 feet

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

infect all creatures within range with a virulent blood borne


You point at a creature within range focusing on a major
disease. Afflicted enemies take an additional 1d6 necrotic
blood vessel forcibly closing it causing an Aneurysm. The
damage every time they take damage and one gain
targeted creature must make a Constitution saving throw, on
Hemoplague counter until the end of your next turn.
a failure the creature suffers one of the following effects of
At the end of your next turn any creatures with hemoplague
your choice.
counters take necrotic damage equal to 5 times the

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.

Popliteal: The creature suffers from multiple popliteal 


aneurysms, taking 6d6 damage, and reduces their 5-level Transmutation

movement speed to 10 feet, they lose their reaction, and


Casting Time: 1 action
the number of attacks they can make each turn is reduced
Range: Touch
by 1 (minimum of 1)
Components: V, S, M (a rotting bloated sausage)
Ventricular: The creature suffers from a ventricular
Duration: concentration up to 1 minute
aneurysm taking 10d6 damage and their entire body goes
You reach out and attempt touch a creature within reach to
numb momentarily causing them to fall prone. When this
transform their vitality into a ticking time bomb of
creature is critically struck they are vulnerable to the
decomposition. Make a melee spell attack, on a hit the
damage dealt.
creature begins to rapidly decompose internally becoming

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

make a constitution saving throw against this spell.


 Whenever this spell ends all affected creatures stop
5-level Abjuration decomposing and will no longer explode upon reaching 0 hit

Casting Time: 1 Reaction points.

Range: Self

Components: V, S, M (crystalized blood)

Duration: 1 round

As a reaction to receiving damage from an attack or spell

you did not cast you wrap yourself in a cocoon of your own

blood. You gain immunity to all damage and effects until the

end of your next turn including the damage which triggered

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

you gain a number of temporary hit points equal to half of the

damage which would have been dealt to you after you cast

this spell.

42
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
 
Beginning at 11th level your movements have become
The phrase, "Throw everything at it but the kitchen sink" can
synchronized with the chaos you sow. You ignore non-magical
apply to many circumstances. Although certain orders of
difficult terrain. Additionally whenever you make a successful
monks take it a step further, and even throw in the kitchen
attack against a target within 5 feet of you with an improvised
sink. Such monks believe that the best way to overcome a
weapon, you may move up to 5 feet, while remaining within 5
challenge, is to keep their own balance by disrupting the
feet of your target.
balance of the challenge.
Additionally, you can use your deflect missiles ability to

 deflect missiles which target a creature other than you that is

within 10 feet of you by hurling a random object at that

missile. This deflect missiles only gains half your monk level.
A Kitchen Sink monk is one who specializes in using

anything they can find as a weapon or distraction, and

changing items constantly in an effort to keep their foes off



guard. These monks will use anything from standard Beginning at 17th level you have become one with chaos.

weapons, to brooms, to ladders, chairs, rocks. All in an effort Once per round you can use one of the following features.

to keep up with their internal flow and to disrupt the flow of


When you attack a creature that would have disadvantage
those around them.
on their attack rolls, you gain advantage on one of your

 attacks against them.

You may move up to an additional 15 feet, but this extra


When you choose this tradition at 3rd level, you gain the movement is made in a random direction.
following proficiencies. You gain advantage on a Charisma check to disrupt or

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

Improvised weapons count as monk weapons for you,

regardless of any other properties they might have.

Additionally, when you take the attack action you may pick

up and use objects which you can grasp in one or two hands,

that are within reach, as a free object interaction for each

attack you make on your turn. Objects which you only need

one hand to grasp gain the thrown property with a range of

15/30 ft, or extend it by this if it would have the thrown

property already. These extra free object interactions do not

use your regular free object interaction. Each time you

change objects that you attack with on your turn you gain a

+1 to hit, this bonus stacks and resets at the start of each of

your turns.


Beginning at 6th level you have learned how to control the

disruption you cause to protect yourself from blows. When

you use your flurry of blows, you may choose to also throw a

hail of objects at a single target. These objects cause no

damage, but greatly disrupt your target. That creature has

disadvantage on its next attack roll, and you gain +2 armor

class against that creature until the start of your next turn.

Additionally improvised weapons also count as magical for

the purposes of overcoming resistance.

43
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
 
Beginning at 9th level you are able to discern the relative
Thugs are a common stereotype throughout history and
mood of those around you, as well as having an uncanny
fantasy and thus have many defined roles in society. Thugs
knack for knowing when and where trouble is brewing. As a
may often be seen as brutish, muggers, bandits, criminal
passive ability you gain the following information whenever
enforcers or other unsophisticated ne'er-do-wells, but being a
you enter an area. You do not gain this information if the
Thug can also be a "respectable" profession such as hired
target is using magic to hide or disguise itself until you see
muscle, guards, or personal protection. Essentially a thug is
through the magic, it is dispelled, or the effect ends.
one who uses their physical abilities in a typically unsavory or

otherwise "untrained" manner to gain leverage in situations Information Gained


they find themselves in.
Any spots where an individual might be hiding.

 Fighting styles (if any) of up to a number of creatures


equal to your proficiency bonus.
A thug specializes in using whatever is at hand and their own
Who has the most authority, or the individual who others
physical prowess to gain the upperhand whenever they can.
look to.
Thugs typically come from less affluent backgrounds and are

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

might not always have your sword and armor readily

available.

Beginning at 13th level you have mastered the art of

 exploiting every weakness your foes have. If a target is prone,

incapacitated, or if you would have advantage on the attack


Beginning at 3rd level when you choose this subclass you
roll from two or more sources, you gain a number of extra
gain the following proficiencies.
sneak attack dice equal to your proficiency bonus minus 2.

Improvised Weapons

Improvised Armors & Improvised Shields 


Beginning at 17th level you have mastered the art of
Improvised armors can range anywhere from a sign that
shrugging off effects which impair your abilities. At the start
hangs around your neck to protect your chest, to armor
of your turn if you are affected by 1 or more conditions which
scraps you picked off the remains in a cemetery. . The end of
impair your abilities or attacks you may choose to end one of
this subclass has a few examples.
them. If you choose to do so you expend a use of this feature.

 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

weapons of your choice in which you are proficient, but lack

the finesse or ranged properties. You must still meet any

other prerequisites for sneak attack

Additionally, you may use your bonus action to make a

sleight of hand or deception check against your target's

Insight, Perception, or Wisdom saving throw (their choice). If

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

feature against that target as long as you do not have

disadvantage on the attack. If the target succeeds on this

check they cannot be targeted by this ability during your next

turn.

44
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
Improvised armors are just that, improvised. They don't

function as well as armor fashioned by a craftsman, but can

be made quickly, easily and cheaply from almost any available

materials you come across. Due to their improvised nature

they restrict your movement less than a full set of armor.

Typically improvised armor is similar to normal armor, but 1

AC less than its non-improvised counterpart, but higher

maximum dexterity limits

The biggest problem with improvised armor is they can

rapidly fall apart under harsh use. Whenever you are critically

struck your AC decreases by 1. If this AC reduction would

bring its AC to 10 the armor breaks and falls to the ground at

your feet. You can repair damaged or broken improvised

armor by spending at least 1 minute per AC lost repairing

your improvised armor. All improvised armors may or may

not grant disadvantage on stealth checks. This depends

entirely on their construction and DM Discretion. For the

purposes of feats and other features, Improvised Armor

counts as Medium Armor.

Boilerplate Quite simply this is a plate of metal, lid, or

hatch that you have roughly fashioned to be worn with the

intent of protecting your chest. AC 11 + Dexterity Modifier

(max 3)

Human Billboard This armor can be planks of wood, or

other sturdy material that hangs over your chest and back by

means of a rope or chains that rest on your shoulders. Better

examples have straps which keep these objects from flapping

about by fastening them together at their bottom near your

waist AC 13 + Dexterity Modifier (max 3)

Armored Clothing A coat, shirt, or other garment which

you have stitched or otherwise attached metal plates/objects,

wooden planks/sticks, or other similar sturdy objects to help

block or lessen blows against you. Depending on your skills &

DM Discretion this armor could be also considered

"concealed" as it may not be visible. AC 14 + Dexterity

Modifier (max 3).

Armor Scraps Scraps of armor, usually mismatched,

damaged, or ill-fitting, but still it is actual armor. AC 16 +

Dexterity Modifier (max 1)

Improvised Shield An improvised shield is anything you

hold in your hand that can be used to deflect or absorb blows.

Be it a pot lid, a broken chair, or some poor sod you grabbed

earlier. AC +1

45
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

Fire Elementalist gains resistance to fire damage, ignores

fire resistance, and spell conversion to fire damage type.

Water Elementalist gains resistance to cold damage,


A Sorcerer who for reasons only known to them uses a
ignores cold resistance, and spells conversion to cold damage
specific element for their spells. Although restricted to the
type.
one type of spell an Elementalist excels within that element.
Air Elementalist gains resistance to lightning or thunder

 damage, ignores the previous selection’s resistance, and spell

conversion to previous selections damage type.

Earth Elementalist gains resistance to acid, slashing,


Your innate magic comes from a specific elemental plane.
bludgeoning or piercing damage, ignores the previous
Most sorcerers have some amount of elemental heritage, or
selection’s resistance, and spell conversion to previous
were born on a day of confluence where an elemental plane
selections damage type
was closest to the prime material. Whatever the case, the
Example, an Earth Elementalist could learn “Lightning
magic of the elements flows through you.
Bolt” but the damage type is converted to Acid Damage, but

 would not get the proficiency bonus to the damage roll.

Whereas if an Earth Elementalist learned Melf ’s Acid arrows

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

Auran, Ignan, and Terran). Primordial allows you to resistance.

understand and be understood by those who speak its

dialects, but in a much more basic form than the specific 
“dialects”.
At 6th level, you gain the ability to subtly control the elements

 around you.

Fire Elementalist: As an action you can control the shape,


Starting at 1st level, your elemental heritage blossoms and size, and color of all fire within 20 feet of you. When changing
takes shape. Choose from Fire, Water, Air, or Earth for your its size you can only increase or decrease it by 5 ft with each
Elemental focus. Damaging spells you cast are restricted to action. After 1 minute the fire returns to its original or a
the element that you choose. Although you are not restricted sustainable form unless you spend another action to extend
when selecting non-damaging spells. If a spell you select has the duration.
multiple options, you are restricted only to your elemental
Water Elementalist: As an action you can control the
type if a spell deals multiple types of damage, all damage is
temperature, shape, size, and color of all water within 20 feet
converted to your element.
of you. When changing its size you can only increase or
Choosing Fire restricts you to only being able to cast decrease it by 5 ft with each action. After 1 minute the water
damaging spells which deal Fire damage. In addition you can returns to its original, or sustainable form unless you spend
use your action to set an object that isn’t being held on fire another action to extend the duration.
that you are touching.
Air Elementalist: As an action you can shield an 10 foot
Choosing Water restricts you to only being able to cast radius area around you from any precipitation for 1 minute as
damaging spells which deal Cold damage. In addition you can a barrier of air deflects it away from the protected area.
use your action to freeze or melt a 5 ft cube of water/ice. Additionally you can change the density (up or down to 2

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

a 5 ft cube of dirt or stone to be difficult terrain or normal to extend the duration.

terrain.


At 6th level, you gain resistance & bypass resistance based on

your Elemental Heritage. If a spell you cast would naturally

deal damage based on your Elemental Heritage it gains a

damage bonus equal to your Proficiency Bonus. Lastly you

have learned how to convert other spells' damage types to be

your elemental focus. This allows you to learn other

damaging spells. Refer to the list below for these elements.

46
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
Starting at 14th level, your body takes on more properties of

your Elemental Heritage.

Fire Elementalist: You are able to superheat your body.

While superheated you gain a flying (hover) speed equal to

your walking speed. In addition you can pass through non-

magical flames and other heated materials with no ill effect.

Water Elementalist: You are able to chill your body. While

chilled you gain a swimming speed equal to your walking

speed and the ability to breathe water, you can also “swim”

through solid ice as if it were difficult terrain. In addition you

also ignore the effects of cold weather and snowy/icy terrain.

Air Elementalist: You are able to electrify your body. While

electrified you gain a flying speed equal to your walking

speed, or convert your body to electricity to “jump” to a metal

object within your movement speed that you can see. This

jump consumes your movement speed like normal, but is a

teleport-like ability similar to misty step. . In addition you can

also pass through non-magical electricity with no harm.

Earth Elementalist: You are able to harden your body.

While hardened your body takes on aspects of dirt and stone

and you gain a burrow speed equal to your walking speed

when burrowing through earth and stone, this burrow speed

does leave a tunnel through earth and stone you pass

through. In addition, while burrowing you do not need to

breathe, eat or drink as your body gains its nourishment from

the surrounding earth and stone.


At 18th level, you gain mastery over your Elemental Heritage.

You gain the following benefits based on your Elemental

heritage.

Fire Elementalist: You gain immunity to fire, and damaging

spells and abilities you use penetrate fire immunity,

converting such immunity into fire resistance. In addition you

may grant a number of creatures resistance to fire equal to

your Proficiency bonus for 1 hour. Once you do so you cannot

do so again until you complete a long rest.

Water Elementalist: You gain immunity to cold damage,

and damaging spells and abilities you use penetrate cold

immunity, converting such immunity into cold resistance. In

addition you may grant a number of creatures resistance to

cold equal to your Proficiency bonus for 1 hour. Once you do

so you cannot do so again until you complete a long rest.

Air Elementalist: You gain immunity to the damage type

you selected at 6th level, and damaging spells and abilities

you use penetrate that immunity, converting such immunity

into resistance. In addition you may grant a number of

creatures resistance to the selected damage type equal to

your Proficiency bonus for 1 hour. Once you do so you cannot

do so again until you complete a long rest.

Earth Elementalist: You gain immunity to the damage type

you selected at 6th level, and damaging spells and abilities

you use penetrate that immunity, converting such immunity

into resistance. In addition you may grant a number of

creatures resistance to the selected damage type equal to

your Proficiency bonus for 1 hour. Once you do so you cannot

do so again until you complete a long rest.

47
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
 
Starting at 6th level you have become accustomed to keeping
The Devil of Favors is a pragmatic devil making fair deals,
secrets and knowledge hidden. Unless you allow it, your mind
and exchanging favors and promises like an extremely
can not be read, and you know whenever a creature attempts
valuable currency. Much like their patron, a Warlock of
to peer into your mind, but not necessarily who or where that
Favors has the same general mindset. Accrue favors, debts,
creature is. Additionally you gain resistance to psychic
and goodwill so that should the need ever arise they can
damage.
make use of them to help themselves, or someone else, or pay

off a portion of their debt to their patron. A Warlock of Favors

who makes unfair deals regularly, reneges on deals, or



otherwise becomes untrustworthy will typically find Starting at 10th level, you have mastered the art of

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

 expending a spell slot, and you regain the ability to do so

when you finish a long rest. Sending, Rary's Telepathic Bond,

A Warlock of Favors is a valuable individual to have around. Project Image.

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

favored must be willing in order for you to create this

 contract. At a later date you can call upon those who have

Spell agreed to a magically binding debt or favor with you, ending

Level Spells their debt or favor owed to you in the process.

1 Bless, Heroism As an action choose one creature who owes you a magical

debt or favor that is on the same plane of existence. The


2 Animal Messenger, Warding Bond creature appears in a location of your choosing within 30 feet

3 Motivational Speech, Galder's Tower, Sending of you. This summoning lasts for 1 hour, but can be ended

early at any time as a free action. The creature is friendly to


4 Fabricate, Mordenkainen's Private Sanctum you and your companions, and does its best to obey the first

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

the request, or if you promise to owe it a favor. If you choose

 to owe it a favor, you can decide on the payment, but a simple

solution is to allow them to summon you in the same manner

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

Additionally, whenever a creature within 60 feet of you is your proficiency bonus.

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

you finish a long rest. long rest.

48
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

 Taking up a prestige class through multiclassing involves

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 minimum character level and a

 minimum score in at least one ability, as well as requiring

that you complete a specific deed—finding a magic item,


Many of the character concepts that were once prestige
defeating a monster, surviving a particular challenge, and so
classes or paragon paths in earlier editions of D&D are now
on—before being able to take up that class.
options available to 1st level characters. In general, the

game’s design aims for maximum flexibility, making options



available to all characters. As such, prestige classes build on
Just as with the standard rules for multiclassing, the
the game’s broad range of basic options to represent
experience point cost to gain a level is always based on your
specialized options and unique training
total character level, not your level in a particular class.

 
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.

Mechanically, a prestige class is a character class that



requires the same training and focus as any other class. You
Your proficiency bonus is always based on your total
enter a prestige class by way of the normal multiclassing
character level, not your level in a particular class. A prestige
rules. However, you cannot enter a prestige class until you are
class specifies whether it grants proficiencies when you enter
at least 3rd level—and many prestige classes have even
it.
higher level requirements.

Most prestige classes require characters to complete 


specific deeds in order to gain access to the class. You cannot You gain prestige class features just like normal class
advance in a prestige class until its gatekeepers—typically features. Sometimes, a prestige class can improve features
those who harbor the class’s lore—agree to accept you. A you have gained from other classes. If a prestige class grants
prestige class typically offers access to unique game Channel Divinity, Extra Attack, or Unarmored Defense, that
mechanics available only to members of that class. Such feature is treated the same way as if you had gained it from
mechanics reflect specific lore, secrets, or techniques multiple standard classes.
impossible to master without earning the respect and trust of

those who already possess that knowledge 


Some prestige classes grant spellcasting. Each prestige class
 provides details on how to determine your overall
In order to join a prestige class, you must first check with spellcasting ability, using the rules for spellcasting and
your Dungeon Master. A DM can opt to include or disallow multiclass characters
prestige classes in the game. Typically, a prestige class

requires you to undertake specific actions in the game so that

your character can begin pursuing that class. If those actions

aren’t already possible in your campaign, talk to your DM

about integrating the prestige class that interests you.

A prestige class uses the normal D&D multiclassing rules

(see chapter 6, “Customization Options,” in the Player’s

Handbook). When your character is ready to advance a level,

you can choose to gain a level in a prestige class. Your levels

in all your classes, including prestige classes, are added

together to determine your character level.

49
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 
At 1st level, you have learned how to roll with the punches.
Brawlers, back alley fighters, bouncers. There are many
You have learned how to better use your unarmed attacks to
names for those that can hold their own in a fight, regardless
inflict damage. Your Unarmed and Natural weapons damage
if a weapon is nearby. These individuals generally have led a
dice increase by one size, or use 1d4 if you do not roll
rough life where fighting is commonplace. Through necessity
damage dice on unarmed attacks.
or by choice you have foregone wielding weapons in favor of
You also gain the ability to shrug off some damage or
using your own body as a weapon.
harmful effects that come with the territory of brawling. By

expanding your reaction and a "Brawler" point, you may

negate up to 1d6 + your constitution modifier worth of

Brawler bludgeoning, piercing, or slashing damage, OR grant

advantage to a checks or saving throws to resist being

Level Features Brawler Points grappled, shoved, or knocked prone until the start of your next

1st Beaten, but not Broken 2 turn.

You have 2 "Brawler" points, and you gain one additional


2nd Brawler Style 3 point each time you level up, to a maximum of 6. You regain

3rd Powerful Blow 4 all "Brawler" points when you finish a long rest.

4th Ability Score Improvement 5 


5th Annihilating Strikes 6 At 2nd level, through extensive training, or brawling, you have

learned a more aggressive style of unarmed combat. When

you use the Attack action with an Unarmed Strike or a

natural weapon on Your Turn, you can make one Unarmed

Strike as a Bonus Action, and your Critical Hit Range

 increases by 1 with all attacks.

Critical Hit Range: Your new fighting style lends itself to

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

range from another feature (Such as champion fighter), this


Strength 13 Brawlers need to be strong to punch their
feature further increases it.
way out of any situation.

Constitution 13 Brawlers generally have lived a hard

knock life, and are able to take a punch because of it.



Proficiency in the Athletics skill Brawlers know how to At 3rd level, you have learned how to maximize the power

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

target must make a Strength saving throw against your

 Brawler DC or be knocked back 10 feet. If the target collides

with terrain they take 2d6 additional bludgeoning damage, if

As a Brawler, you gain the following class features. they hit a creature instead, both creatures take 1d6

bludgeoning damage. Lastly if you score a critical hit, while

 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

 Strength modifier

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

 bonus to any unarmed or natural weapon damage roll.

A pair of reinforced gloves, brass knuckles, handwraps or

other such equipment, whatever your character would feel

most comfortable with.

50
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 
Wing Slingers are sought after due to their ability to extend As a Wand Slinger, you gain the following class features.

the use of magic items beyond what is normally possible.

This culminates in the ability to use a magical item with 


charges longer than is normally possible. See the Class table Hit Dice: 1d8 per Wand Slinger level

below for specifics. Hit Points per level: 1d8 (or 5) + your Constitution modifier

per Wand Slinger level


Wand Slinger Tools: Arcanist's Kit (See appendix)

Additional Additional Saving Throws: None

Maximum Charges Skills: None

Level Features Charges Recharged



Charged
1st 2 1 The Wand Slinger has collected enough tools over time to
Attunement create their own Arcanist's Kit.

Simulacrum
2nd
Focus
2 2 
3rd - 4 3 At 1st level, you mastered the basics of using magical items

that have charges. You gain one additional attunement slot


Ability Score
4th 4 4 that can only be used for magical items which have or use
Improvement
charges.

Greater Additionally all magical items you wield that have a

5th Simulacrum 6 5 number of additional charges based on your Wand Slinger


Focus level on the Wand Slinger Class Table, and regain an

additional number of charges on the same table. Only you are

able to access these extra charges.


 Through extensive use, and bending of the weave within

magical items with charges, you have discovered how to


In order to advance as a Wand Slinger, you must meet the
conjure a Simulacrum Focus. The total number of
following prerequisites (in addition to the multiclassing
Simulacrums created by you that can exist at any given time
prerequisites for your existing class
is equal to half of your Intelligence Modifier rounded up,

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

Proficiency in the Arcana skill Wand Slingers are spellcasting focus.

required to know how the weave is contained within a As an action, you may dismiss any of your active

magical item. simulacrums, regardless of its location. Simulacrums are

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

Simulacrum focus that channels a cantrip has unlimited uses

and progresses at the same rate as cantrips normally would

(5th, 11th, 17th levels). A Simulacrum focus that channels a

1st level spell has a base of 1 charge.

51
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While holding a Simulacrum focus, you can use an action to Spell save DC = 8 + your proficiency bonus + your

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

by one for each additional charge you expend. Intelligence modifier

You may only have a single spell or effect channeled into

any Simulacrum focus at any given time. 


Simulacrum focuses gain charges as per the Wand
At 5th level, you have mastered the art of the Wand Slinger.
Slinger's additional maximum charges from the Wand
You may now choose whether your Simulacrum Focus
Slinger class table. Simulacrum focuses regain a base of 0
requires an action to use, or the original casting time of its
charges, which is increased as per the Additional Charges
channeled spell.
Regained from the class table, at dawn each day
Additionally, when you conjure a Simulacrum Focus you

 may have it channel up to 2nd level spells. Simulacrum

Focuses that channel a second level spell require you to


Intelligence is your spellcasting ability for your Simulacrum
expend 2 or more of its charges to cast the 2nd-level version
Focus, You use your Intelligence whenever a spell refers to
of the spell it is channeling. You can increase the spell slot
your spellcasting ability.
level by one for each additional charge you expend.
In addition, you use your Intelligence modifier when

Setting the saving throw DC for a spell you cast and when

Making an Attack roll with one



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

also gives approx direction and distance.

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)

Uncommon: 12 (10 minutes)

Rare: 15 (1 hour)

Very Rare: 18 (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.

All the below options are granted

automatically (with DM approval), if your


At first level, gain the ability to add 1d4 to a skill check once
character would have something else that
per short rest.
fits better with the theme/backstory ask


your DM for potential alternatives.

 At first level, gain the Prestidigitation cantrip, it doesn't count

against your cantrips known.


At first level, gain the mending cantrip, it doesn't count


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)

 At first level, gain the Prestidigitation cantrip, it doesn't count

against your cantrips known.


At first level, gain the Vicious Mockery cantrip, it doesn't

count against your cantrips known.



 
At first level, gain the Thaumaturgy cantrip, it doesn't count

against your cantrips known. 



Your Eldritch Cannon no longer lasts for 1 hour. It now lasts

until you dismiss it or it is reduced to 0 hp.

Additionally you can spend your action to swap between


At first level, gain the Druidcraft cantrip, it doesn't count
any of its forms once per short rest for free. You can swap its
against your cantrips known.
forms more than that, but it costs your action and spell slot to

 do so. When you spend a spell slot to change its form, it also

regenerates all its health.

Lastly it gains a new form "Walking" where it gains a


At first level, gain proficiency with up to 3 improvised
movement speed equal to your own movement speed, You
weapons of your choice. (Choose a item type, such as sticks,
can command your turret to swap into and out of this
rocks, chairs etc)
"Walking" mode as a bonus action on your turn.


At first level, gain proficiency with up to 3 improvised

weapons of your choice. (Choose a item type, such as sticks,

rocks, chairs etc)


At first level, gain the Thaumaturgy, or Druidcraft cantrip, it

doesn't count against your cantrips known.


At first level, gain the Hunter's Mark spell, it doesn't count

against your spells known, and once per short rest you may

cast it at 1st level for free.

53
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.




T
his chapter introduces new equipment, new &

modified feats, and races. The highlight of this

section is the "Build a Race workshop". Which

I created in an effort to allow far more variety

in the race selection process both for players &

GMs.

This races currently includes more

warforged variants, an entire system for custom building

races from scratch. The Equipment section includes New

Trade/ Artisan Expanded Weaponry, Exotic Armors &

Weapons, Improvised Armors, and Firearms.

The Feats section contains a variety of feats which I have

modified due to them being underwhelming, overwhelming,

or just needing more options. It also includes an expansive

list of new feats to cover a wide range of playstyles and

character archetypes, as well as racial feats.

54
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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

Do note that this document was created shades of gray.

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

armor (or 200g whichever is higher), you can incorporate

 armor into your construction.

Living Construct Even though you were constructed, you


Warforged were originally invented by house Canneth to fight
are a living creature. You are immune to disease and poisons
as mass produced soldiers in the Great War of Eberron.
from non-magical sources, but poisons from magical sources
Since those times warforged have varied in both construction
affect you normally. You cannot fall asleep, you do not need to
methods, and purposes. Some serve as household vassals.
eat or breathe, but you can ingest food and drink if you wish.
Others as part of a circle of mages for a powerful wizard.
Instead of sleeping, you enter an inactive state for 4 hours
Others as unsleeping guards of a town with a high population
each day. You do not dream in this state, but remain fully
of criminals.
aware of your surroundings and notice approaching enemies

 and other events as normal.

Languages You can speak, read, and write Common and

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

what normal people prefer to do. Adventurers, Guardsmen,

Bodyguards etc. Regardless of their chosen profession they 


are valued workers for their ability to continue working under A charger warforged is built far heavier, and sturdier, as such

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

A Caster could be Furnace, Cooler, Generator etc.



A scout warforged is a slightly stripped down warforged with
A Guardsman could be Protector, Investigator, Watcher etc.
extra muffling on the joints to allow quieter movement and

 better optics for perceiving more accurately.

Ability Score Improvement Your Dexterity score

All warforged gain the following traits. increases by 1.

Ability Score Improvement Your constitution score Built for Stealth You gain proficiency in Stealth.

increases by 2. Optimized Optics You gain Proficiency in Perception.

Age Unless destroyed or severely damaged a warforged, if Increased dark vision range to 90 feet.

kept in good condition, will never expire.

Alignment Generally warforged are anywhere on the 


neutral scale, leaning towards True Neutral, although they A standard warforged is a generalized build, suited for the

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

medium. proficient in.

Speed Your base walking speed is 30 feet.

55
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

A dungeon master always needs to look at overall balance.

Should this version of warforged be viewed as too strong

when compared to others. A more Toned down version can

use any or all of the following changes to best suit your DM's

definition of balanced

Base Warforged ASI: Change the +2 in con to a +1 in Con.

Standard Warforged: Change the +2 in a stat, to 2 +1s

which can’t increase a stat more than a total of +2 for this

race.

Remove the armor integration part from Composite

Construction


The Living Construct Trait says that warforged are immune

to poisons from non magical sources. I personally consider

mundane poisons to be anything that comes from a beast, or

basic/improved poisons. If the poison comes from a spell, or

any class of creature that is not a beast it is considered

magical.

The Heavy Frame Trait states that any physical movement

effect that is unwilling is reduced by 5 ft. Examples of this

could be grappling, or knockback from creatures using

physical prowess. But a spell or other magical effect that

knocks you back would remain unchanged such as Thunder

Wave or Eldritch blast with the one of the two movement

invocations.

56
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
The intent of this document is to provide players, gms, and other brewers with a means of creating a race utilizing features from

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

setting would the trait be useful in.


Choose up to 5 racial traits from the options on the following pages keeping track of their "value". Unless otherwise stated for a

trait, you may only take a trait one time.

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.

Ability Score Increases

Your first extra language

Racial Detriments

Creature type addition/replacement

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

Size Medium +0 Size Medium +0

Creature Subtype: Dwarf 0.25 Speed 30 ft 0

Speed 25 ft -0.5 Living Construct 0.25

Armored Speed 0.75 Constructed Resilience 3.0

Darkvision 0.5 Sentry's Rest 1.0

Dwarven Resilience 1.0 Integrated Protection 1.0

Dwarven Combat Training 1.0 Specialized design 1 Skill, 1 Tool 1.75

Tool Proficiency 0.75 1 extra Language 0.25

Stonecunning 0.5 Grand Total of 10.25

1 extra Languages 0.25 Number of Racial Traits 6

Armor Training: 1.0

Grand Total of 9.5 


Number of Racial Traits 7
Ability Scores +3

 Size Medium +0

Speed 30 ft 0

Ability Scores +4 Darkvision 0.5

Size Medium +0 Innate Spellcasting 2.0

Creature Subtype: Half-Elf 0.25 Magic Resistance 4.0

Speed 30 ft 0 Poison Immunity 2.0

Darkvision 0.5 2 Extra Languages 0.5

Fey Ancestry: 0.75 Grand Total of 12

2 Skill proficiencies 2.0 Number of Racial Traits 5

2 extra Languages 0.5

Grand Total of 8.25

Number of Racial Traits 5

57
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 
Ability Scores +2
Ability Scores +3
Size Small -0.5
Size Small -0.5
Speed 30 ft 0.0
Speed 25 ft -0.5
Darkvision 0.5
Creature Subtype: Gnome 0.25
Sunlight Sensitivity -1.0
Darkvision 0.5
Grovel, Cower, Beg 0.75
Cunning 2.0
Pack Tactics 2.0
Artificer Lore 0.5
1 extra Language 0.25
Tinkerer 0.75
Grand Total of 4.5
Grand Total of 6
Number of Racial Traits 3
Number of Racial Traits 4


Ability Scores +3

Size Small -0.5

Speed 25 ft -0.5

Creature Subtype: Goblin 0.25

Darkvision 0.5

Fury of the Small 0.75

Nimble Escape 2.0

1 Extra Language 0.25

Grand Total of 5.5

Number of Racial Traits 3


 
 Ability Scores +3

Ability Score Detriment -2


Ability Scores +3
Size Medium 0
Size Medium +0
Speed 30 ft 0
Speed 40 ft +1
Creature type Undead 0.5
Animal Enhancement 2.0
Undead Fortitude 3
Shared Passage 1.0
Relentless Endurance 0.75
Intuitive Motion 0.75
AC +1 0.75
Grand Total of 7.75
Radiant Soul 2
Number of Racial Traits 4
Grand Total of 8

 Number of Racial Traits 4

 
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

Number of Racial Traits 5

58
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
 
Size Medium Additional Movement speed +5 ft movement speed

Creature type: Humanoid {walking} (can be taken up to 4 times)

Movement Speed: 30 ft (walk/run) Artificer's Lore: Whenever you make an Intelligence

Age (History) check related to magic items, alchemical objects,

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.

 Armor Training: Proficiency with Light, Medium Armor

or Shields (To choose Medium, you must have proficiency


Additional Creature Type/subtype: Living Construct, fey,
with Light Armor)
fiend, undead or any other creature type or subtype in
Brave: You have advantage on saving throws against being
addition to the "humanoid" type creature.
frightened.
Additional Language x1 (Can be selected up to 4 times)
Darkvision 60ft
Black Blood Healing: The black blood that is a sign of
Expert Forgery: You can duplicate other creatures'
your people's connection to That-Which-Endures boosts
handwriting and craftwork. You have advantage on all
your natural healing. When you roll a 1 or 2 on any Hit Die
checks made to produce forgeries or duplicates of existing
you spend at the end of a short rest, you can reroll the die
objects.
and must use the new roll.
Expert Handling ( WGE): You can use the Help action to
Cunning Artisan: As part of a short rest, you can harvest
aid an ally animal companion or mount within 30 feet of
bone and hide from a slain beast, construct, dragon,
you, rather than 5 feet of you.
monstrosity, or plant creature of size small or larger to
Hold Breath: You can hold your breath for up to 15
create one of the following items: a shield, a club, a javelin,
minutes at a time.
or 1d4 darts or blowgun needles. To use this trait, you
Hungry Jaws: In battle, you can throw yourself into a
need a blade, such as a dagger, or appropriate artisan's
vicious feeding frenzy. As a bonus action, you can make a
tools, such as leatherworker's tools.
special attack with your bite. If the attack hits, it deals its
Equine Build: You count as one size larger when
normal damage, and you gain temporary hit points equal
determining your carrying capacity and the weight you can
to your Constitution modifier (minimum of 1), and you
push or drag. In addition, any climb that requires hands
can't use this trait again until you finish a short or long
and feet is especially difficult for you because of your
rest.
equine legs. When you make such a climb, each foot of
Natural Armor T1: AC 12 + dex or con
movement costs you 4 extra feet, instead of the normal 1
Natural Camouflage: You gain advantage to hide in rocky,
extra foot
snowy, or natural plant filled terrain (Forests, fields etc)
Friend of the Sea: Using gestures and sounds, you can
Naturally Stealthy: You can attempt to hide even when
communicate simple ideas with any beast that has an
you are obscured only by a creature that is at least one
innate swimming speed.
size larger than you.
Mirthful Leaps: Whenever you make a long or high jump,
Natural Weapons T2: 1d6 + str or 1d4 with finesse, &
you can roll a d8 and add the number rolled to the number
pick one damage type: bludgeoning, slashing, or piercing
of feet you cover, even when making a standing jump. This
Powerful Build: You count as one size larger when
extra distance costs movement as normal.
determining your carrying capacity and the weight you can
Natural Weapons T1: 1d4 + str, & pick one damage type:
push, drag, or lift.
bludgeoning, slashing, or piercing
Replacement Creature Type: You count as one of the
Speak with Small Beasts: Through sounds and gestures,
following creature types instead of humanoid (Fey, Fiend,
you can communicate simple ideas with Small or smaller
Celestial, Plant, Undead, Beast, or Construct etc.) The
beasts. Forest gnomes love animals and often keep
creature type selected must be a valid creature type.
squirrels, badgers, rabbits, moles, woodpeckers, and other
Silent Speech: You can speak telepathically to any
creatures as beloved pets.
creature within 30 feet of you. The creature understands
Speed Burst: By lowering your body to the ground and
you only if the two of you share a language. You can speak
propelling yourself with your arms, you can move more
telepathically in this way to one creature at a time.
quickly for a time. As a bonus action on your turn, if you
Standing Leap: Your long jump is up to 25 feet and your
have both hands free, you can increase your walking
high jump is up to 15 feet, with or without a running start.
speed by 5 feet until the end of your turn.
Stonecunning: Whenever you make an Intelligence
Weapon proficiency "Martial" x1 (can be selected any
(History) check related to the origin of stonework, you are
number of times)
considered proficient in the History skill and add double
Weapon proficiencies "Simple" x2 of your choice (can be
your proficiency bonus to the check, instead of your
selected any number of times)
normal proficiency bonus.

59
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 Grovel, Cower, and Beg: As an action on your turn, you

can cower pathetically to distract nearby foes. Until the

AC +1 end of your next turn, your allies gain advantage on attack

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

Deductive Intuition ( WGE): When you make an long rest.

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

short or long rest. your spellcasting ability for these spells.

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.

damage to the creature. The extra damage equals your

level. Once you use this trait, you can't use it again until

you finish a short or long rest.

Gifted Scribe: When you make an Intelligence (History)

check or an ability check using a calligrapher's supplies,

you can roll a d4 and add the number rolled to the ability

check.

60
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Mental Discipline: You have advantage on saving throws Stone's Endurance: You can focus yourself to

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

provides ample protection, however; it gives you a base AC per combat.

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,

ritual. hold, push, or pull an object or a creature; open or close a

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

with an attack roll or fail an ability check or a saving ability check.

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.

or make a Wisdom (Perception) check to notice a threat,

you can roll one Intuition die, a d4, and add it to the ability

check.

Serenity: You have advantage on saving throws against

being charmed or frightened.

Spells of the Mark: If you have the Spellcasting or the

Pact Magic class feature, the spells on the Mark of (your

choice) Spells table are added to the spell list of your

spellcasting class. Refer to Eberron Rising from the Last

War for the mark spell lists. Pages 45-50

Stench: Any creature other than a troglodyte that starts

its turn within 5 ft. of you must succeed on a DC 12

Constitution saving throw or be poisoned until the start of

the creature's next turn. On a successful saving throw, the

creature is immune to the stench of all troglodytes for 1

hour.

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 Integrated Protection T1: You gain a +1 bonus to Armor

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

started. live, the armor incorporated into your body can't be

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

Slashing. item out of common materials. Choose a cantrip from the

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

throws against poison, and you have resistance against it.

poison damage. Mountain Born: You have resistance to cold damage.

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

61. poison and disease spells, but only as rituals. Intelligence

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

and cause it to regain a number of hit points equal to your normal.

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.

revitalize yourself or a creature you touch. Roll the die,

add your Wisdom modifier, and the creature regains a

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.

Incisive Sense: You have advantage on Intelligence

(Investigation) and Wisdom (Insight) checks.

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Shifting: As a bonus action, you can assume a more

bestial appearance. This transformation lasts for 1



minute, until you die, or until you revert to your normal Telepathic Insight: Your mind's connection to the world

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

33-34} your spellcasting ability for these spells.

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

that class's spellcasting ability.

Spellsmith ( WGE): You can spend one minute to weave a

temporary enchantment into a nonmagical suit of armor

or weapon. For the next hour the object becomes a magic

item, gaining a +1 bonus to AC if it is armor or a +1 bonus

to hit and damage if it is a weapon. Once you use this trait,

you can’t use it again until you finish a long rest.

Trance: You don't need to sleep. Instead, they meditate

deeply, remaining semiconscious, for 4 hours a day. (The

Common word for such meditation is "trance.") While

meditating, you can dream after a fashion; such dreams

are actually mental exercises that have become reflexive

through years of practice. After resting in this way, you

gain the same benefit that a human does from 8 hours of

sleep. If you meditate during a long rest, you finish the

rest after only 4 hours. You otherwise obey all the rules for

a long rest; only the duration is changed.

Twins: If your twin is alive and you can see your twin,

whenever you roll a 1 on an attack roll, ability check, or

saving throw, you can reroll the die and must use the new

roll. If your twin is dead (or if you were born without a

twin), you can't be frightened.

Unending Breath: You can hold your breath indefinitely

while you're not incapacitated.

63
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 Integrated protection: Your body has built-in protective

layers, which determine your Armor Class. You gain no

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

Aquatic Adaptation: You have a swimming speed of 30 prerequisite.

feet, and you can breathe air and water.

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

works such as canals and aqueducts, and the massive


Composite Medium 13 + your Dexterity modifier
cogwork that underlies much of the construction of
plating armor (maximum of 2) + your
Ghirapur), you are considered proficient in the History
(armor) proficiency proficiency bonus
skill and add double your proficiency bonus to the check, Heavy Heavy 16 + your proficiency bonus;
instead of your normal proficiency bonus. plating armor disadvantage on Dexterity
Bloodthirst: You can drain blood and life energy from a (armor) proficiency (Stealth) checks
willing creature, or one that is grappled by you,

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

Darkvision T2 120ft you finish a long rest.

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

encumbered.) & the poisoned condition.

Hawkeyed: You have proficiency in the Perception skill. In

addition, attacking at long range doesn't impose

disadvantage on your ranged weapon attack rolls.

Innate Spellcasting: Choose 1 cantrip, 1st level spell, and

2nd level spell. The spell uses that class's spellcasting

ability when you 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 that class's spellcasting ability.

64
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Radiant Consumption: Starting at 3rd level, you can use Constructed Resilience: You were created to have

your action to unleash the divine energy within yourself, remarkable fortitude, represented by the following

causing a searing light to radiate from you, pour out of benefits:

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

(rounded up). In addition, once on each of your turns, you sleep.

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)

action to unleash the divine energy within yourself,

causing your eyes to glimmer and two luminous, 


incorporeal wings to sprout from your back. Your
Flying speed T2 You gain a flying speed of 50 ft. To use
transformation lasts for 1 minute or until you end it as a
this speed, you can't be wearing medium or heavy armor.
bonus action. During it, you have a flying speed of 30 feet,
Magic Resistance You have advantage on saving throws
and once on each of your turns, you can deal extra radiant
against spells and other magical effects.
damage to one target when you deal damage to it with an

attack or a spell. The extra radiant damage equals your

level. Once you use this trait, you can't use it again until

you finish a long rest.

Shapechanger: As an action, you can change your

appearance and your voice. You determine the specifics of

the changes, including your coloration, hair length, and

sex. You can also adjust your height and weight, but not so

much that your size changes. You can make yourself

appear as a member of another race, though none of your

game statistics change. You can't duplicate the appearance

of a creature you've never seen, and you must adopt a

form that has the same basic arrangement of limbs that

you have. Your clothing and equipment aren't changed by

this trait. You stay in the new form until you use an action

to revert to your true form or until you die.

Spider Adaptation: You have a climbing speed of 30 feet,

and you gain the ability to move up, down, and across

vertical surfaces and upside down along ceilings, without

making an ability check.


Poisonous Skin: Any creature that grapples you or

otherwise comes into direct contact with your skin must

succeed on a DC 12 Constitution saving throw or become

poisoned for 1 minute. A poisoned creature no longer in

direct contact with you can repeat the saving throw at the

end of each of its turns, ending the effect on itself on a

success. You can also apply this poison to any piercing

weapon as part of an attack with that weapon, though

when you hit the poison reacts differently. The target must

succeed on a DC 12 Constitution saving throw or take 2d4

poison damage.

65
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

Movement: -5ft {walking}

Size Small


Ability Score: -1 to an ability score of your choice.

Sunlight Sensitivity: You have disadvantage on attack

rolls and on Wisdom (Perception) checks that rely on

sight when you, the target of your attack, or whatever you

are trying to perceive is in direct sunlight.

Size Small T2: Your size is Small & -5 ft {Walking}

Water Dependency: If you fail to immerse yourself in

water for at least 1 hour during a day, you suffer one level

of exhaustion at the end of that day. You can only recover

from this exhaustion through magic or by immersing

yourself in water for at least 1 hour.

Vulnerability: You gain vulnerability to a damage type

from the following list: Bludgeoning, Slashing, Piercing,

Fire, Cold, Lightning, Acid or Poison.


Limited Amphibiousness T2: You can breathe air and

water, but you need to be submerged at least once every 4

hours to avoid suffocating.

66
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

T
hese traits are typically pulled from monsters

from either official or unofficial sources that I



think are cool. Coordinated Attack: You grew up with hobgoblins, as

such you have some martial strategies ingrained into your

 thinking. You may 1d4 to its attack rolls against a creature

for each non-incapacitated ally within 5 feet of the target,


Gutter Slyness: The gutter gnoll fighter has
up to a maximum of 3d4.
advantage on Dexterity (Stealth) checks while in sewers
Heated Body T2: Your body now exudes so much heat
and alleyways that are in darkness or dim light.
that you heat up metal weapons you are wielding. When

 you make a melee weapon attack using a metal weapon or

your natural/unarmed weapon(s) you add 1d6 fire damage

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

take 1d6 fire damage. of water.

Noxious Spores: Any creature other than a Fungoid that

starts its turn within 5 ft. of you must succeed on a DC 13

Constitution saving throw or be poisoned until the start of

the creature's next turn. On a successful saving throw, the

creature is immune to the Noxious Spores of all Fungoids

for 1 hour. Over the course of a long rest you can craft a

number of inoculations equal to your proficiency bonus.

These inoculations grant immunity to this trait for 24

hours. Each inoculation loses its potency after 12 hours.


Precise Aim T1: If you do not move during your turn, you

may add 1d4 to your attack roll with a longbow.

Stones' Relentless Endurance: You are especially sturdy.

When you take damage you may brace yourself and you

may reduce damage dealt to you by 1d6 + constitution

mod or when you are reduced to 0 hit points but not killed

outright, you can drop to 1 hit point instead. Once you

have used either of these two traits you can't use this

feature again until you finish a long rest.


Brute: Your melee weapons deal one extra die of its

damage . (This does not apply to weapons when thrown)

Long Draw: You can overdraw your ranged weapons. You

may deal one additional die of damage ranged weapon

attacks.

Precise Aim T2: If you do not move during your turn, you

may add 1d8 to your attack roll with a shortbow.

Protector: All allied creatures within 5 feet of you may

add +1 to their AC.

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
This section provides additional equipment options. The Expanded sections are available to those who have the Simple/Martial

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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
Defensive: While wielding a weapon with this trait, you gain +1 bonus to your Armor Class (AC) if you are not also wielding a

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

weapon fighting while wielding any one-handed weapon.

Greathammer: In addition this weapon may be used as a sledgehammer when applicable.

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

receiving magical healing.

Shuriken: Attacking from stealth, hidden, or surprise does not reveal your location except on attack rolls of 6 or less before

modifiers.

Claw Bracer, Wrist Crossbow: You cannot be disarmed of this weapon.

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

action if you succeed a DC 13 Dexterity Check.

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

dc15 medicine check you gain resistance.

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
Some exotic armors are generally restricted to a specific class, such as the Spiked Armor from the Battle Rager Barbarian. This

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

Exotic Armor, Shiels, and Augments Specials Descriptions

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

yourself 3/4ths cover against an attack or saving throw.

Spiked Armor This metal armor is covered in spines and spikes. When you use the Attack action to grapple a creature, the

target takes 3 piercing damage if your grapple check succeeds.

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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Shield Spikes You have attached spikes to your shield. As such when using your shield to perform the Shove attack action the

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

used in the attack.

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:

Increase your Strength or Dexterity score by 1, to a maximum of 20.

You gain proficiency with 2 Exotic armors, or Armor/Shield Augments. You must first be proficient with that category of armor

(Light, Medium, Heavy, Shields) in order to gain this proficiency.


You have practiced extensively with a selection of weapons, gaining the following benefits:

Increase your Strength or Dexterity score by 1, to a maximum of 20.

You gain proficiency with 2 Exotic weapons. You must first be proficient with that category of weaponry (Simple or Martial) in

order to gain this proficiency.


Armored Clothing A coat, shirt, or other garment which

you have stitched or otherwise attached metal plates/objects,

wooden planks/sticks, or other similar sturdy objects to help


Improvised armors are just that, improvised. They don't
block or lessen blows against you. Depending on your skills &
function as well as armor fashioned by a craftsman, but can
DM Discretion this armor could be also considered
be made quickly, easily and cheaply from almost any available
"concealed" as it may not be visible. AC 14 + Dexterity
materials you come across. Due to their improvised nature
Modifier (max 3).
they restrict your movement less than a full set of armor.
Armor Scraps Scraps of armor, usually mismatched,
Typically improvised armor is similar to normal armor, but 1
damaged, or ill-fitting, but still it is actual armor. AC 16 +
AC less than its non-improvised counterpart, but higher
Dexterity Modifier (max 1)
maximum dexterity limits
Improvised Shield An improvised shield is anything you
The biggest problem with improvised armor is they can
hold in your hand that can be used to deflect or absorb blows.
rapidly fall apart under harsh use. Whenever you are critically
Be it a pot lid, a broken chair, or some poor sod you grabbed
struck your AC decreases by 1. If this AC reduction would
earlier. AC +1
bring its AC to 10 the armor breaks and falls to the ground at

your feet. You can repair damaged or broken improvised

armor by spending at least 1 minute per AC lost repairing

your improvised armor. All improvised armors may or may

not grant disadvantage on stealth checks. This depends

entirely on their construction and DM Discretion. For the

purposes of feats and other features, Improvised Armor

counts as Medium Armor.

Boilerplate Quite simply this is a plate of metal, lid, or

hatch that you have roughly fashioned to be worn with the

intent of protecting your chest. AC 11 + Dexterity Modifier

(max 3)

Human Billboard This armor can be planks of wood, or

other sturdy material that hangs over your chest and back by

means of a rope or chains that rest on your shoulders. Better

examples have straps which keep these objects from flapping

about by fastening them together at their bottom near your

waist AC 13 + Dexterity Modifier (max 3)

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

Tool: Miner's Pickaxe, Shovel, Bucket, Pan, and Sifting

device.

Allows you to be a miner, which can range from

attempting to find ore veins, and then attempting to mine

them, to building subterranean cave and tunnel systems.

Really anything that involves making a living from moving

Dirt, Rock & Stone.


Identify Minerals DC 10

Identify Structural weak points in a cave/tunnel that

require shoring DC 13

Locate Mineral Vein DC 15

Mine Mineral Vein DC 20


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 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, you

also 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 also gives approx direction and distance.

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)

Uncommon: 12 (10 minutes)

Rare: 15 (1 hour)

Very Rare: 18 (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. (for use with the modified Identify Spell)

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
Firearms are generally a no-no in most dnd games. I personally don't have an issue with firearms. If a wizard can create a fireball,

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

Subsonic Crafting cost 15g / 20 ammo, Purchased price 20g / 20 ammo

Explosive Crafting cost 2g / ammo, Purchased price 5g / 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

damage. This action uses ten pieces of ammunition.

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

ammunition fails to detonate, or bounces away harmlessly before doing so.

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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Misfire When your attack roll die rolls the weapons misfire number or lower the weapon misfires. The weapon cannot be used

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

an action or a bonus action (the character's choice).

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.

Suppressed This weapon is only about as loud as a standard bow or crossbow.


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

74
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

T
his section contains all the new & modified

feats that I have made or run across. These

feats are in addition to all normal WOTC feats,

if a feat is within the "changed" section, I

would allow either option, but you cannot

select both.


 On your turn, when you score a critical hit with a melee

weapon or reduce a creature to 0 hit points with one, you


You have become incredibly adept at moving quickly, and
can make one melee weapon attack as a bonus action.
converting your locomotion into increased physical strikes.
Before you make a melee attack with a heavy weapon that

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)

action to make one melee weapon attack or to shove a

creature. If you move at least 10 feet in a straight line



When you encounter a creature you can draw upon your vast
immediately before taking this bonus action, you either
stores of knowledge to discern important details about their
gain a +5 bonus to the attack’s damage roll (if you chose to
tactics and abilities. You gain the following Benefits
make a melee attack and hit) or push the target up to 10

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

Increase your Strength or Dexterity score by 1, to a within the past month.

maximum of 20. As an Action on your turn, make an Intelligence check

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 may convey this information to your party as part of

this action. If you succeed on your Knowledge check by 5 or


You master fighting with two weapons, gaining the following
more, until the end of your next turn, the party may add their
benefits:
proficiency bonus to all attack and damage rolls against the

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.

handed melee weapons you are wielding aren’t light.

You can draw or stow two one-handed weapons when you

would normally be able to draw or stow only one.

While wielding two weapons, your critical strike range

increases by 1.


You've learned to put the weight of a weapon to your

advantage, letting its momentum empower your strikes. You

gain the following benefits:

75
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 You gain proficiency with a single Simple or Martial

Ranged Weapon. Before you make an attack with a ranged


You have studied languages and codes, gaining the following
weapon that you are proficient with, you can choose to
benefits
take a -5 penalty to the attack roll. If the attack hits, you

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)

(DC Equal to your Int+prof bonus), or use magic to

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.

You are able to communicate basic ideas and principles to

any creature as long as they have a language and you have



You have learned techniques to enhance your attacks with
spent at least 1 hour with them.
certain kinds of spells

 Prerequisite: The ability to cast at least one spell


You have martial training that allows you to perform special
When you cast a spell that requires you to make an attack
combat maneuvers. You gain the following benefits:
roll, the spell's range is doubled.

Your ranged spell attacks ignore half cover and three-


You learn two maneuvers of your choice from among
quarters cover.
those available to the Battle Master archetype in the
You learn one cantrip that requires an attack roll. Choose
fighter class. If a maneuver you use requires your target to
the cantrip from the bard, cleric, druid, sorcerer, warlock,
make a saving throw to resist the maneuver's effects, the
or wizard spell list. Your spellcasting ability for this
saving throw DC equals 8 + your proficiency bonus + your
cantrip depends on the spell list you choose from.
Strength or Dexterity modifier (your choice).
Before you make an attack with a spell that requires an
If you already have superiority dice, you gain two more;
attack roll, you can choose to take a -5 penalty to the
otherwise, you have two superiority dice, which use a d6.
attack roll. If the attack hits, you add +10 to the attack’s
These dice are used to fuel your maneuvers. A superiority
damage. You may only use this feature once per round. OR
die is expended when you use it. You regain your
you gain +1 to your critical strike range on all spell attacks
expended superiority dice when you finish a short or long
(choose when you take this feat)
rest.

At 9th level you gain an additional superiority die.



 This feat is a combination of Durable and Tough. It does not

stack with either of these two feats.


Your melee and thrown weapon attacks become especially

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

your ranged weapon attack rolls.

Your ranged weapon attacks ignore half cover and three-

quarters cover.

76
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
You have practiced extensively with a variety of weapons,

gaining the following benefits

Increase your Strength or Dexterity score by 1, to a

maximum of 20.

Choose 4 weapons with which you are proficient, you gain

an additional +1 to hit and +1 to damage with those

weapons. You don't need to choose all 4 weapons at the

time you select this feat.

Once per rest you may choose one of the following options

when it would apply.

When you make the attack action you are able to make 1

additional attack

Ignore disadvantage on attack rolls this turn

You may use your reaction to roll your weapon's damage

die and reduce damage dealt to you by that number.


 You also gain proficiency with four Simple or Martial

weapons of your choice, you do not need to select these


 weapons when you take this feat.
You have learned to cope with darkness, honing your senses

to supernatural levels gaining the following benefits: 


Increase your Wisdom score by 1, to a maximum of 20.

You have practiced extensively with a selection of exotic
You gain darkvision out to 30 feet, if you already have
armors gaining the following benefits:
darkvision or gain access to it at a later level increase the

range by 30 feet instead


Increase your Strength or Dexterity score by 1, to a
Additionally you have advantage on saving throws against
maximum of 20.
being blinded.
You gain proficiency with 2 Exotic armors, or

 Armor/Shield Augments as you are proficient with that

category of armor (Light, Medium, Heavy, Shields)



You have gained a great familiarity with magic items and how 
they work You have practiced extensively with a selection of weapons,

gaining the following benefits:


Increase your Intelligence score by 1, to a maximum of 20

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

1, to a maximum of 20. You’ve developed the ability to


You have trained to be capable in the use of a wide variety of
instantly recall an unprepared spell in moments of sudden
weapons, armor, and shields gaining the following benefits.
necessity. As an action, you can instantly prepare a spell

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.

77
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 The spell you gain from this feat is always cast at its

lowest level, unless you expend the appropriate spell slot


 to cast it at a higher level. If you are a non-caster class, you
You are able to retain a number of DM Inspiration equal to
must complete a long rest before you can cast the spell at
your proficiency bonus, you may gift your Marks of
ANY level again. Example: Arcane Trickster and Eldritch
Destiny to other party members without them, and, if you
Knight can use spellslots to cast these spells if they
roll a one using your Destiny die, you may reroll it, taking
selected Wizard
the new roll
Your spellcasting ability for these spells depends on the

class you chose: Charisma for bard, sorcerer, or warlock;


 Wisdom for cleric or druid: or Intelligence for wizard.


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;

 Wisdom for cleric or druid: or Intelligence for wizard.

This should probably replace the sad Grappler Feat…. 


People mistake you for that class due to your magical
Prerequisite: 13 Strength
abilities at this point… Stop confusing the commoners
You have advantage on attacks against your grappled

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

grapple ends. the magic initiate class you initially choose.

As a Reaction to taking damage from a source that you


The spell you gain from this feat is always cast at its
can see, you may attempt to use your grappled target, so
lowest level, unless you expend the appropriate spell slot
long as it is no more than 1 size smaller than you, to take
to cast it at a higher level. If you are a non-caster class, you
the brunt of the attack. Make a contested Grapple check
must complete a long rest before you can cast the spell at
with disadvantage, while the grappled target has
ANY level again. Example: Arcane Trickster and Eldritch
advantage. If you succeed, you take half of the damage
Knight can use spellslots to cast these spells if they
from that attack, the grappled target takes the other half
selected Wizard
and the damage then escapes your grapple. On a Failure

the target escapes your grapple.


Your spellcasting ability for these spells depends on the

 class you chose: Charisma for bard, sorcerer, or warlock;

Wisdom for cleric or druid: or Intelligence for wizard.


You seek more knowledge in the magical arts as it has proven

useful

Prerequisite: Magic Initiate, Ability Score of 11 for the

casting modifier of the chosen class

You gain a cantrip & level 2nd-level spell, with either a 1st-

level spell, or a second 2nd-level spell. You must select

these spells from the class you selected for magic initiate.

78
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 You may take an additional number of reactions during

combat equal to half of your proficiency bonus rounded


Your body has begun to adapt extremely well to healing itself
down.
through extraordinary means, gifting you the following
These additional reactions must be utilized for additional
benefits:
attacks of opportunity and each foe may be attacked only

Increase your Constitution score by 1, to a maximum of once per round with this reaction.

20.

When a creature uses a healer’s kit to stabilize you when



you are dying, you also regain hit points equal to your 
proficiency modifier. You've become so accustomed to wearing your armor that it

Whenever you regain hit points as a result of a spell, no longer feels like it's there, granting you the following

potion, or class ability, you regain additional hit points benefits:

equal to your proficiency modifier.


Increase your Strength or Dexterity by 1, to a maximum of
You have advantage on death saving throws and your
20
"critical" success for death saves becomes 18-20.
You don and doff armor in half the normal time, or a

 quarter the time if assisted.

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

not take any penalties or disadvantages to your ability

Prerequisite: 5th level character, have at least a 1st level checks normally imposed by wearing medium or heavy

spell slot, and 15 int armor.

You gain a +1 to your intelligence score with a maximum You ignore your worn armor's weight when calculating

of 20. your encumbrance or carrying capacity.

You gain 1 infusion of your choice from the following list.

Enhanced Arcane Focus/Defense/Weapon, Repeating 


Shot, or Returning Weapon. 
Whenever you gain a level in any class you can swap this You’ve honed your ability to lob weaponry into the fray,
infusion for any other on the above list. including weapons not meant for ranged combat. You gain
You must obey all rules for infused items. the following benefits:

 Increase your Strength or Dexterity score by 1, to a

 maximum of 20.

You are unusually adept at wielding large weapons. Simple and martial melee weapons without the thrown

property can be treated as if they have the thrown

Increase your Strength or Dexterity by 1, to a maximum of property. One-handed weapons have a range of 20/60,

20 while two-handed weapons have a range of 15/30.

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

Strength or Dexterity modifier. If you reduce the damage


Increase your Constitution by 1, to a maximum of 20
to 0, you can catch the thrown weapon if it is small enough
You can drink a potion as a Bonus action, instead of as an
for you to hold in one hand and you have at least one hand
action. If you can already drink potions as a bonus action
free. If you already have a feature or item that grants this
you may now administer potions as a bonus action and
reaction, you may add your proficiency bonus to that roll.
drink them using your object interaction.

You have advantage on any saving throws triggered by

ingesting an alcoholic or dangerous substance.



You are extremely aware of the movements and actions of

your foes and can react quickly to even the most minor of

mistakes that leave your foes vulnerable

By expending all your reactions you may take one reaction

when you are surprised.

79
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 If the attack reduces a creature to 0 hit points from full hp,

you ignore the -1 to hit, and you may move up to 5 feet


You have learned how to control the momentum of your
towards another target without expending any movement
melee strikes to strike adjacent foes when you fell your
to cleave into a new target. You may only benefit from this
current target. You gain the following benefits:
free movement once per round, but may expend up to 5

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

20. can no longer cleave.

Whenever an attack reduces a creature to 0 hit points, any

excess damage from that attack might carry over to

another nearby creature. Choose another creature within

your reach (without moving), if your original attack roll -1

would still hit, any excess damage is applied to the

selected creature. Repeat this process, with cumulative

loss of to hit, carrying over the remaining damage until

there are no valid targets, you miss, or until the damage

carried over fails to reduce a creature to 0 hit points.


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.

 For lay on hands specifically, you treat your pool as if it

were 10 per level.


You have learned how to control the flow of magic through
For infusions specifically, you gain a number of additional
weaponry. You gain the following benefits:
infused items or infusions known equal to the number you

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.

weapons. You don't need to choose all 4 weapons at the

time you select this feat.



When you reach 6th character level your chosen weapon You have learned how to add just a little bit extra to your

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

the first place.


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.

You gain a bonus to the damage dealt on an attack when



you use your sneak attack equal to the number of sneak Growing up you learned how to trick your enemies, use

attack dice you use on that attack. underhanded tactics, and things against the standard norms

of combat. Anything to tip the scales in your favor.


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

must be stated before any attack roll is made.

80
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 You craft objects and items using this tool at twice the rate

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

are made). more potent than normal. This potency translates as an

increase of its die size by one, gain one additional die to

 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

stunning results. be a healing potion that succeeds this check would be

3d6+2 rather than 2d4+2


Prerequisite: Intelligence or Wisdom of 15 Any crafted item can be designed however you want for
Your Wisdom, or Intelligence score increases by 1 (to a aesthetic purposes, this will not affect its utility or use.
maximum of 20)

Choose a type of subtype of enemy (Humanoids {Dwarves, 


or Elves}, Undead {Zombies, or Skeletons}, Dragons {Red, You have learned how to force the weave to form a protective

or White}, etc), you gain this subtype as a Favored Enemy. layer around you.

You add half of your proficiency bonus (rounded down), to

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

enemy of 2nd level or higher and gain a +1 bonus to your AC.

This bonus AC lasts for the next minute, or until you have

 negated a number of hits equal to the spell slot you

Through years of hard work and dedication, you are now expended due to this bonus AC.

recognized as a master within your field.


When you expend a spell slot of 4th level or higher, this

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

are still a medium creature in all other respects.


You have fully embraced the dominance that having flight
When you make a melee attack on your turn with a held
gives you in a fight and can now attack like a great eagle.
weapon that does not have the heavy property, your reach

for it is 5 feet greater than normal.


Prerequisite: Aarakocran race
You can now wear medium or heavy armor while flying,
Increase your Strength or Dexterity by 1, to a maximum of
but your flying speed is reduced by 20 feet while wearing
20
medium or heavy armor
If you are flying and dive at least 30 ft. in a straight line

toward a target and then hit it with a melee weapon

attack, the attack deals an extra 1d6 damage to the target.

If this attack was with your talons, this extra damage

instead becomes 2d4.

While flying, if you take the dash action attacks of

opportunity are made with disadvantage.

81
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 
 Your body has adapted to move as silently as possible,

helping ensure you get the drop on your foes.


Your celestial heritage has burdened you with a power that

threatens to consume you. Prerequisite: Bugbear

You gain proficiency in the Stealth skill. If you are already


Prerequisite: Aasimar (Scourge) race
proficient in the skill, you add double your proficiency
Your "Radiant Consumption" trait now has a number of
bonus to checks you make with it.
uses equal to your proficiency bonus, and can now be
You gain the "Padded Feat" trait. While not wearing
activated as a bonus action.
footwear you gain advantage on stealth checks to move
While your "Radiant Consumption'' trait is active,
silently.
creatures within the bright light you shed are more
Your "Surprise Attack" trait increases to 3d6.
vulnerable to radiant damage. Whenever they take radiant

damage, they take an additional amount equal to your



Charisma modifier, this extra radiant damage ignores
You embrace your more feral nature by putting more muscle
resistances.
into each weapon swing.

 Prerequisite: Bugbear


Your celestial heritage is more closely tied with the Your Strength increases by 1, to a maximum of 20.
restorative powers of the higher planes. Through intense Once per turn when you make a strength based weapon
inner focus you have unlocked greater powers of healing. attack, you may add 1 additional weapon damage die.

Prerequisite: Aasimar race



Increase your Wisdom or Charisma by 1, to a maximum of
Your body and strength allow you to perform feats of strength
20
that other races are not capable of.
Your "Hands of Healing" trait now has a number of uses

equal to your proficiency bonus. Prerequisite: Centaur

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

Lastly your "Hands of Healing" trait gains a 30 foot range. terrain.

When you are moving a creature you have grappled, if you


 move at least 30 feet in a straight line they take 2d6

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.

Prerequisite: Aasimar (Fallen) race

Your "Necrotic Shroud" trait now has a number of uses 


equal to your proficiency bonus, and can now be activated You have grown accustomed to life on the move and surviving

as a bonus action. off the land.

Creatures frightened by your presence remain so until you


Prerequisite: Centaur
can no longer see them and they save against your DC, or
You gain proficiency in the Survival or Perception skill. If
"Necrotic Shroud" ends.
you are already proficient in the skill you choose, you add
Additionally these creatures lose half of their movement
double your proficiency bonus to checks you make with it.
speed while they can see you.
Ranged and thrown weapon attacks ignore half and three

 quarters cover when you have advantage.

 Ranged and thrown weapons you wield gain 30 feet

additional range to both their normal and far shots when


Your celestial heritage has left you an innate drive to protect
moving towards your target.
others from harm.
You ignore difficult terrain created by non-magical plants

Prerequisite: Aasimar (Protector) race

Your "Radiant Soul" trait now has a number of uses equal

to your proficiency bonus, and can now be activated as a

bonus action.

While your "Radiant Soul" trait is active, you or an ally of

your choice within 5 feet of you gains +2 to their AC as

you use your wings to deflect blows.

Lastly, you may use your reaction to quickly fly to an ally

within 15 feet of you to take a blow that would hit them.

Using this reaction you reduce the damage you receive by

an amount equal to half your level rounded down.

82
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 
 You have been born closely attuned with the natural flows of

magic of nature.
Having so many personas means that you have numerous

skills that would come with them.


Prerequisite: Firbolg

You gain the following spells: Starting at first level you


Prerequisite: Changeling
gain Druidcraft & Entangle. Starting at 5th level, you can
You gain 1 skill proficiency, and 1 tool proficiency.
cast Plant Growth with it, and starting at 9th level, you can
Choose 1 skill you are not proficient in, you gain
also cast Transport Via Plants. Once you cast a spell with
advantage on ability checks with that skill.
this trait, you can't cast that spell with it again until you
Chameleon Skin: While unarmored and wearing minimal
finish a long rest or expend the appropriate spell slot to do
or no clothing you can attempt to hide even while in plain
so again. Wisdom is your spellcasting ability for these
sight so long as you are not being actively observed while
spells. These spells do not count against your spells or
attempting to hide as your skin takes on the appearance of
cantrips known or prepared.
your surroundings.

 
 
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.

If you kill a humanoid with a non-ranged attack, you gain



access to some of their memories that will aid you in 
passing yourself off as them. Such as basic mannerisms The power of the elemental planes flows from you.

and friends/family members' names. You gain a +5 to


Prerequisite: Genasi
deception or performance checks to pass yourself off as
Increase one ability ability score of your choice by 1, to a
that person.
maximum of 20

 You gain one of the following traits based on which type of


Genasi you are.

Air: You take on some physical aspects of a Genie. You

You have turned your ties with nature against it. gain fly (hover) speed equal to half of your walking speed.

Earth: Your skin hardens forming a natural barrier

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,

maximum of 20 you can calculate your AC as 13 + your Dexterity or

When attacking beast or plant creatures you have Constitution modifier. You can use a shield and still gain

advantage to hit. When a beast or plant creature is making this benefit.

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.

You learn the cantrip Bonfire with the following

modifications: It automatically spreads to nearby non-

creature plants within 5 feet of the bonfire. If a plant

creature fails its saving throw against bonfire, it catches

on fire. Plants that are on fire from your Bonfire burn as if

they were part of the bonfire cantrip. Each additional

round you maintain concentration the fire can spread

another 5 feet to nearby plants. When you lose

concentration or the spell ends all fires go out.

83
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 
You are particularly adept at psionics. You use your small frame and sneaky nature to avoid blows

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

only use this feature successfully once per short or long


 rest. You may attempt to use this feature again if you fail

 the skill contest.

You have spent time training with your fellow gith.



Prerequisite: Gith 
Increase one ability ability score of your choice by 1, to a

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.

Githzerai: Monastic Training. You gain a +1 bonus to AC


You have advantage on Wisdom (Perception) and
while you aren't wearing medium or heavy armor and
Intelligence (Investigation) checks made to detect the
aren't using a shield. Many githzerai receive basic training
presence of traps.
from monks, and the monks among them are unmatched
You have advantage on saving throws made to avoid or
in their defensive abilities.
resist traps.
Githyanki: Decadent Mastery. You learn one language of
You have resistance to the damage dealt by traps.
your choice, and you are proficient with one skill or tool of
You can set the following traps as a bonus action instead
your choice. In the timeless city of Tu'narath, githyanki
of as an action. Ball Bearings, Caltrops, and Hunting
have bountiful time to master odd bits of knowledge.
Traps.

 You can craft one of the following traps so long as you

have access to basic materials such as wood, string, metal,


You are accustomed to long distance running and short
or plant material. Hunting Trap, Punji Sticks, Trip Wire,
distance dashing from your time hunting with your pack.
Snare Trap.

Prerequisite: Gnoll

Increase your Strength, Dexterity, or Constitution by 1, to Goblin Trapper: New Traps


a maximum of 20 Punji Sticks: Sharpened spikes that can be driven into an
You may take the Dash action as a bonus action. area of ground measuring no more than 5 ft. square which
You may move at a Fast travel speed without any of the can be set up over the course of two turns using your
detriments that normally come from it. action each turn. You may cover them up with leaves or
other detritus as an additional action. The spikes can be
 detected with a DC 10 Wisdom (Perception) check if they
You revel in battle and sometimes your frenzy overtakes you. are uncovered, and a DC 13 Wisdom (Perception) check if
they are covered. If a creature enters the affected area it
Prerequisite: Gnoll
must make a DC 12 Dexterity saving throw. On a failed
Increase your Strength, Dexterity, or Constitution by 1, to
save the creature takes 5 (2d4) piercing damage. If planted
a maximum of 20
at the bottom of a pit at least 5 feet deep the damage
You gain a bite attack. This bite attack deals 1d4 piercing
increases to 4d4 piercing damage save for half damage.
damage and uses strength for your attack and damage
Trip Wire: A rope or vine attached to two points up to 25
modifiers. If you already have a bite attack, this feature
ft. apart and 1 ft. off the ground, which can be set up over
increases its die size by 1.
the course of two turns using your action each turn. The
You gain the Rampage trait. When you reduce a creature
trip line can be detected with a DC 12 Wisdom
to 0 hit points with a melee attack on your turn, you can
(Perception) check. If a creature passes through the
take a bonus action to move up to half your speed and
affected area it must make a DC 15 Dexterity saving throw
make a bite attack.
or fall prone.

84
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Goblin Trapper: New Traps Continued 
Snare Trap: A spring-loaded snare in a 5 ft. square, which You are more closely related to highly poisonous frogs than

can be set up over the course of five turns using your that of your kin.

action each turn. You may spend an additional turn using


Prerequisite: Grung
your action to cover it with leaves and other detritus. The
Your "Poisonous Skin" trait becomes far more potent. Any
snare can be detected with a DC 12 Wisdom (Perception)
creature that grapples you or otherwise comes into direct
check if uncovered, or a DC 14 Wisdom (Perception)
contact with your skin must succeed on a DC 15
check if covered. If a Small or Medium creature enters the
Constitution saving throw or take 1d6 poison damage and
affected area it must make a DC 13 Dexterity saving throw.
become poisoned for 1 minute. At the start of your turn
On a failed save the creature is restrained and pulled
any enemy that is still holding you takes an additional 1d6
upside-down 5 ft. off the ground. A creature can destroy
poison damage. A poisoned creature no longer in direct
the snare, freeing any restrained creature, by dealing 1
contact with you can repeat the saving throw at the end of
damage to the snare (AC 10).
each of its turns, ending the effect on itself on a success.

You can also apply this poison to any piercing weapon as

 part of an attack with that weapon, though when you hit

the poison reacts differently. The target must succeed on a


 DC 15 Constitution saving throw taking 3d6 poison

The blood of giants flows through your veins, suddenly damage on a failed saving throw or half on a successful

manifesting in a sudden growth spurt. save.

Additionally your standing or running high jump is


Prerequisite: Goliath, 5th level
increased to 10 feet plus your strength or dexterity
Your size increases to large, you gain an additional 2d4
modifier, while your standing or running long jump is now
height in feet and 10d20 pounds in weight.
20 feet plus your strength or dexterity modifier.
You can now catch and throw rocks (boulders). You gain

proficiency with these improvised weapons. Rocks and 


Boulders use your strength modifier for attack and
You have grown larger than your kin.
damage rolls, have a range of 40/120 and deal 3d6

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

 them, restraining them in the process.

While swallowing a creature that is one size smaller than


Your ability to shrug off some injuries is legendary, even for
you are, and you hit them with another bite attack, they
your race.
are swallowed and your grapple ends on them. The

Prerequisite: Goliath swallowed target is blinded and restrained, it has total

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.

your next turn. If the triggering attack deals more than

one type of damage, choose one. You can use this feature

a number of times equal to your Proficiency Bonus,

regaining all uses when you complete a short or long rest.

85
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 
You were born and raised for the Hobgoblin war machine. As The spirit within you greedily delves for the knowledge

such you gain the following traits. hidden within other's minds.

Prerequisite: Hobgoblin Prerequisite: Kalishtar

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

delving their mind even on a success. You can cast


 this spell without expending a spell slot. Once you

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

proficiency bonus, the selected creatures automatically 


succeed any saving throw against the spell you cast. You
Your sordid past has given you skills which others find
may use this feature a number of times equal to your
enviable.
proficiency bonus.

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.

this spell using spell slots you have of the appropriate

level. Intelligence is your casting modifier for this spell. 


Your sordid past has given you skills which others find

 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

this spell. minute.

86
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 Lizardfolk come from many different areas, as such they have

gained different traits.


Your heritage has granted you unique insights on how to find

treasure. Prerequisite: Lizardfolk

Increase an ability score of your choice by 1, to a


Prerequisite: Kobold
maximum of 20.
Increase your Wisdom or Intelligence score by 1, to a
Additionally, choose one of the follow traits
maximum of 20.
Blackscale: Whenever you make a successful melee attack
Whenever you make an ability check to find treasure, you
with an unarmed or natural weapon you deal additional
have advantage on that ability check.
damage equal to your proficiency bonus as acid damage.
Whenever you find treasure you are able to scrounge up
Desert: You lose your swimming speed, but gain a 15 foot
an additional 1d10 * your proficiency bonus in additional
burrow speed and you ignore the effects of environmental
monetary pieces (such as gold, gems or other shiny
extreme heat .
objects).
Poison Dusk: You are never at risk of harming yourself
When you are resting on a "horde" you gain the effects of a
when harvesting or applying poisons to weapons.
long rest after spending a short rest, you may only receive
Additionally you may apply poisons as a bonus action.
this benefit once per week.

 
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

wings. Prerequisite: Lizardfolk

Whenever you are using your natural armor to calculate


Prerequisite: Kobold
your AC, you may also add half your Constitution modifier
You gain a 30 foot flying speed.
(rounded down) to your AC.
You gain the ability to drop rocks on your enemies, as an
Whenever you are using any other calculation for AC, you
attack you may drop a rock on a target directly below you.
may further increase your AC by 1.
This attack uses your strength or dexterity modifier for the
Whenever you take non-magical slashing, piercing, or
attack roll & damage (your choice). On hit the rock does
bludgeoning damage, you may reduce that damage by 3.
1d6 damage.

 
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

and the target must make a Constitution saving throw

against your constitution DC (8 + Constitution Modifier +

Proficiency Bonus) taking 1d6 poison damage on a failure.

Whenever you critically strike with your claws the target

takes an additional 2d6 slashing damage.

Additionally you gain a climbing speed equal to your

walking speed.




87
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.


 
You have the power of the sea flowing through you. You have embraced the fury that comes with your heritage.

Prerequisite: Locathah Prerequisite: Minotaur, and 5th level

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

Intelligence or Wisdom is your spellcasting ability for per turn.

these spells. These spells do not count against your spells Additionally, If you have the "Barbarian Rage" feature, you

or cantrips known or prepared. gain one additional use of it.

 
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

Your size increases to large, you gain an additional 2d4


Prerequisite: Orc
height in feet and 10d20 pounds in weight.
Brutal: Once per round, when you roll minimum damage
You may choose to walk using your arms in addition to
with a successful melee weapon attack, you can roll the
your legs on your turn. When doing so you may not use
weapon’s damage dice again, adding that to the total
weapons that turn, but gain an additional 10 feet to your
damage.
movement speed. When walking on all 4 limbs, you also
Healing Rage: Once per day you may heal a number of hit
gain a Stomp Attack which uses your Strength modifier
points equal to 5 times your proficiency bonus as a bonus
for the attack and damage rolls and deals 2d10
action.
bludgeoning damage on hit. In addition you gain the
Pain Powered Strikes: When you are below 25% of your
following trait.
maximum hit point total, you may make one additional
Trampling Charge: If you move at least 20 feet straight
attack when you take the attack action.
toward a creature and then hit it with a stomp attack on

the same turn, that target must succeed on a DC 12 


Strength saving throw or be knocked prone. If the target is You lived or worked with an Orcish Raiding party.

prone, you can make one stomp attack against it as a

bonus action. Prerequisite: Orc

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.

You deal "siege" damage to doors and barricades.

 Traveling at a fast pace doesn't impose the normal -5

Your hide is especially thick and it helps protect you against penalty on your passive Wisdom (Perception) score.

blows. You may travel for 4 additional hours before being

subjected to the effects from a "Forced March".


Prerequisite: Loxodon
When you find a settlement or group of people, you can
Increase your Constitution score by 1, to a maximum of
spend an hour watching them to learn the following
20.
information: The number of "warriors", their normal
When you are using your Natural Armor trait, the
patrol routes, and an estimated difficulty of a raid on
calculation becomes 14 + your Constitution modifier
them.
Whenever you take non-magical slashing, piercing, or

bludgeoning damage, you may reduce that damage by 3. 


You have spent much time partying and making merry.

You have an exceedingly good memory for the paths you have Prerequisite: Satyr

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

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.

Additionally any Charisma ability checks you make during

a party are made with advantage.

88
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
 
You have spent much time playing instruments to wile away 
the time. You have gained one final enhancement.

Prerequisite: Satyr Prerequisite: Simic Hybrid, prerequisite 10th level.

Increase your Charisma score by 1, to a maximum of 20. Increase one Ability score of your choice by 1, to a

You gain proficiency in 3 instruments of your choice. maximum of 20.

You gain advantage on any check which requires playing You gain one of the following traits

an instrument or making/using music. Breath Attack: As an action, you can release a

breath attack. Each creature in a 30-foot cone must


 make a Dexterity saving throw. A creature takes

You feel as much at ease with beasts as you do with anything 6d6 fire, cold, or lightning damage (your choice) on

else. a failed save, or half as much damage on a

successful one. This damage increases by 2d6


Prerequisite: Shifter
when you reach 14th level (8d6) and 17th level
You have the ability to communicate in a limited manner
(10d6). You can use this trait a number of times
with beasts. They can understand the meaning of your
equal to your Constitution modifier (minimum of
words, though you have no special ability to understand
once), and you regain all expended uses of it when
them in return. You have advantage on all Charisma
you finish a long rest.
checks you make to influence them.
Wings: You gain a 50 ft flying speed. If you are
You gain the ability to cast Animal Messenger & Summon
wearing heavy armor this speed is reduced by 10
Beast. Once you cast a spell with this trait, you can't cast
feet.
that spell with it again until you finish a long rest or
Burrowing: You gain a 20 ft burrow speed through
expend the appropriate spell slot to do so again. Wisdom
dirt & stone.
is your spellcasting ability for these spells. These spells do
Tremorsense: You gain a 20 ft tremorsense
not count against your spells known or prepared.

 ’
Your feline heritage has granted you additional abilities.

Your heritage does involve lycanthropy. Prerequisite: Tabaxi

Increase your Dexterity score by 1, to a maximum of 20.

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

1, to a maximum of 20. falling damage to 0 and land on your feet.

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

 may only extend one charge per turn.

Additional enhancements have recently been made.

’
Prerequisite: Simic Hybrid Your feline heritage has granted you additional abilities.
Choose two of the following traits

Increase one Ability score of your choice by 1, to a Prerequisite: Tabaxi

maximum of 20. Increase your Strength or Dexterity score by 1, to a

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.

you advantage on stealth checks which require sight.

When you move your skin reverts to its normal coloration.

Squishy: You can squeeze through gaps and holes that are

1 foot across or more.

Keen Ears: You gain advantage on perception checks that

require hearing.

Keen Eyes: You gain advantage on perception checks that

require sight.

Keen Nose: You gain advantage on perception checks that

require smell.

89
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 
 
Through change in mindset, your metabolism, and aging now Your endless search to achieve the perfection that is always

similarly match your non-sentient tortoise kin. out of reach has granted you vast stores of knowledge

Prerequisite: Tortle Prerequisite: Vedalken

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

weapons. have rolled a 15 on your d20. You must choose to do so

At 150 years old your shell has become especially hard, before making the ability check.

your natural armor class is now 19.



 
You are more closely related to snapping turtles.
You understand that failure is but a part of the journey to an

unreachable state of perfection.


Prerequisite: Tortle

Increase your Strength or Constitution score by 1, to a


Prerequisite: Vedalken
maximum of 20.
Increase one ability score of your choice by 1, to a
You gain a bite attack with a range of 5 feet. This bite
maximum of 20.
attack uses your strength modifier for attack and damage
Whenever you fail an ability check with a skill or tool you
rolls. On hit you deal 1d8 piercing damage. You may use
are proficient in you gain a "failure counter". When you
this attack while you are retracted into your shell.
reach 5 failure counters, you gain one "Failure Charge".

 You may store a number of "Failure Charges" equal to

your proficiency bonus. Whenever you fail an ability check


You spent a long time towards the bottom of seas and oceans.
with a skill or tool you are proficient in, you may expend

your reaction and a "Failure Charge" to change your d20


Prerequisite: Triton
roll to a 10, possibly turning a failure into a success.
Increase one ability score of your choice by 1, to a

maximum of 20.

You gain a darkvision of 60 feet, while underwater this



You were born from the chaos, which That-Which-Endures
darkvision increases to 120 feet.
briefly held back.
While underwater, you have advantage on perception

checks to spot creatures which are hiding from you.


Prerequisite: Verdan, & 5th level.

 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

collection Weapon feature. You may choose to cast Alter Self

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

triggering effect. You can do so a number of times

equal to your proficiency bonus and you regain all

uses whenever you complete a short or long rest.

You gain +5 to your movement speed

90
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 You gain one of the following 3 "modifications"

Terra Forged (Earth, Wood, Stone): You gain the


 following conditional immunities: Poisoned,
Your friendly and innocent nature allows you to easily fit into
Petrified, your form can not be altered against your
any group.
will, and You gain tremor sense with a range of 10

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

made "friendly" towards you.



 
 Your heritage has left you cold hearted.

Through modifications you have made, come across, or just


Prerequisite: Yuan-Ti
now gained access to you gain the following traits.
When a creature you can see within 30 feet of you is

reduced to 0 hit points, you may expend your reaction to


Prerequisite: Warforged, 5th level
cast a cantrip or make a weapon attack against another
Your size increases to large, you gain an additional 2d4
creature within 30 feet of you that was an ally of the
height in feet and 10d20 pounds in weight.
creature that was reduced to 0 hp.
When attacking objects and structures you deal Siege
You gain advantage to resist the frightened condition, and
damage (Double damage). In addition, effects which move
advantage on intimidation checks.
you against your will are reduced by 5 feet, or cost an

additional 5 feet.

You may now wield "Large size weapons" in addition to

normal size weapons.



You have gained enough power to ascend to a higher rank of

 Yuan-Ti.

Through modifications you have made, come across, or just


Prerequisite: Yuan-Ti
now gained access to you gain the following traits.
You gain the "Shapechanger" subtype & trait.

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

same in each form. Any equipment you are wearing or

carrying isn't transformed. You do not change form if you

die.

You gain a bite attack. This bite attack uses your Strength

modifier for its attack and damage rolls. On hit it deals

1d4 piercing and 1d6 poison damage.


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.

champion fighter), this feature further increases it.

If the source specifies a type of attack, it only expands it for

that attack type.

Large Size Weapons

Large Sized weapons are weapons much larger than those

made for medium creatures. These weapons have more

weight and power meaning that these weapons deal 1

additional damage die, on each successful attack.

91
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

T
his chapter introduces new spells for most

classes, although primarily focusing on Arcane

casters. The spells currently range from

cantrips to 5th level spells.

Most spells on this list may be taken by

Wizards, Sorcerers, or Warlocks (and

Artificers if Artificers are allowed in your

world). These four casters will be referred to as Arcane

Casters for the purpose of this document. There are

exceptions to this, and it will be noted right below the spell's

name in bold text, primarily to expand those spells to the

other caster classes.

Do note that if a spell has the (Modified) tag at the end of

the spell name this spell is only available to those who would

have it on their spell list normally. If the spell has (X

Replacement) then this spell is intended to replace that spell.

So far this only covers Fireball and Lightning bolt as both are

massively outside the power curve, with both being the

equivalent of 5th level spells at 3rd level both in area covered

and damage dealt. Most replacements are meant to be

"normalized" damage and more suited to the level at which

they belong.

For me, normalizing a spell's damage generally means

tossing a bunch of d4s at the problem until the expected

average damage is around the same level as the

recommended dice according to the DMG. This solves two

issues, the wild inconsistency with few, but large dice, while

still allowing for variance in damage dealt rather than just

saying it deals X damage.

Regardless, this document is intended to fix spells which I

feel are either below the curve, or above the curve in relative

power, as per the DMG on page 283-284. As well as there are

a few new spells which follow those base rules.

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
 0-level Evocation

 Casting Time: 1 action

0-level Evocation Range: 20 feet (5 ft radius sphere)

Components: V, S, M (A vial of Liquifacted Coal)


Casting Time: 1 action
Duration: Instant
Range: 90 Feet

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

recite an incantation of your choice (the words of the


You throw a bolt of undulating energy at a target within
incantation are irrelevant, but an incantation must be made).
range. This bolt wobbles between acid (1), cold (2), fire (3),
Once the incantation finishes you cause the mote to detonate
and lightning (4) damage. Make a ranged spell attack against
in an explosion with a 5ft radius from the point you chose. All
the target. If the attack hits the creature, roll 1d4 to
creatures within this explosion must make a dexterity saving
determine the damage type, then roll 1d6 for your damage
throw or take 1d4 damage. When you cast this spell choose
dice.
the damage type from the following list: fire, thunder,
Your control and power with this spell increases when you
bludgeoning or force. This explosion can be heard up to 100
reach certain levels. At 5th level, you may choose one damage
feet away.
type to consistently use and the damage increases to 2d6. At
The spell's damage increases by 1d4 when you reach 5th
11th level, you may add one more damage type to consistently
level (2d4), 11th level (3d4), and 17th level (4d4).
use and the damage increases to 3d6. At 17th level, you may
Additionally, when you cast this spell, you may expend a
use any element consistently and the damage increases to
spell slot to deal extra damage. The damage increases by 2d4
4d6.
for a 1st-level spell slot, plus 2d4 for each spell level higher

 than 1st, to a maximum of 8d4. If you expend a spell slot of

 2nd level or higher the explosion radius also increases by 10

feet.
0-level Transmutation

Casting Time: 1 action 


Range: Touch 0-level Conjuration Druids, Clerics, and Wizards

Components: S, M (An object that is size Small or Smaller)


Casting Time: 1 action
Duration: Concentration, up to 1 minute, OR instantaneous
Range: Self (5-foot radius)

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

make attacks using your spell casting modifier, or the


You have learned how to augment your melee weapon
weapons closest equivalent for its properties, and is
attack against a creature within 5 feet of you with the power
considered magical (common) for the purposes of
of natural magic creating a hazard under your target's feet.
overcoming resistances. This transformation lasts for up to
On a hit, the target suffers the weapon attack's normal effects
one minute while you maintain concentration, and ends
and thorns magically grow under and around their feet. If the
earlier if you are no longer holding it.
target ends their turn in the spot where the thorns grew they
Alternatively, you may attempt to briefly alter an item
take 1d8 piercing damage. Regardless, the thorns wither and
another creature is holding or wearing into a dangerous
disappear at the start of your next turn.
object, potentially damaging them in this process. Make a
This spell's damage increases when you reach certain
Melee spell attack. If the attack hits, the creature takes 1d8
levels. At 5th level, the melee attack deals an extra 1d8
physical damage (Bludgeoning, Slashing or Piercing.
piercing damage to the target on a hit, and the damage the
Depending on what aspect you altered).
target takes for staying in the same spot increases to 2d8.
This spell cannot affect any magical object, and increases
Both damage rolls increase by 1d8 at 11th level (2d8 and
by 1d8 when you reach 5th level (2d8), 11th level (3d8), and
3d8) and again at 17th level (3d8 and 4d8).
17th level (4d8).

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 This spell's damage increases when you reach certain

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

Range: 30 feet 17th level (3d8 ).

Components: S, M (a cone with both ends open)

Duration: 1 Round

You have learned how to both amplify and throw your voice

to a location of your choosing through the aid of magic. While

this spell lasts creatures hear your voice coming from a point

of your choosing within range. As part of this check you can

also change the volume of your voice to moderately quieter or

louder than you are normally capable of. Creatures may make

an insight or perception check versus your spell dc,

alternatively they may make an intelligence saving throw

(their choice) to see through this trick.

This spell increases its casting range by 10 feet when you

reach 5th level (40 feet), 11th level (50 feet), and 17th level

(60 feet).


0-level Divination

Casting Time: 1 bonus action

Range: 30 feet

Components: S

Duration: Concentration, up to 1 minute

You extend your hand and point a finger at a target in

range. This spell differs from other spells as it is simply

pointing at a target thus some targets might not realize this is

a spell, while other creatures might assume any pointing is a

spell. Make a spellcasting check (adding your proficiency

bonus if you are proficient with insight), with a DC equal to

10 + the Challenge Rating of the creature (minimum of 1). On

a successful check, your magic grants you a brief insight into

the target’s defenses. For the next minute, or until you have

made a number of attack rolls equal to your proficiency

bonus, you gain advantage on your attack rolls against the

target. The spell ends once you run out of advantaged attack

rolls, or your concentration ends.


0-level Evocation

Casting Time: 1 action

Range: 30 feet

Components: S, M (a melee weapon worth at least 1 sp)

Duration: Instantaneous

You have learned how to augment your melee weapon

attacks with magic granting them extended reach. Make a

melee weapon attack as normal against a creature within 30

feet that you can see and is not behind total cover, doing so

sends out a burst of wind at the target. This attack is a melee

weapon attack, but the target creature would also be granted

the benefits from cover as if it were a ranged weapon attack,

and you suffer any detrimental effects to the attack roll as if

you were making a ranged attack. If there are any creatures

in this line they must make a dexterity saving throw against

your spell dc to dodge this attack, on a failure they become

the target of the attack instead. On hit the target takes

damage as if you had struck them with a melee weapon

attack as normal.

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 Level Identify is Cast At.

Spell Level Item Rarity


 1st common/uncommon
1st-level Conjuration
3rd rare
Casting Time: 1 action
5th very rare
Range: Self (20 ft long)

Components: S, M (Powdered Limestone) 6th legendary


Duration: Instantaneous
7th artifact
A bolt of acid 20 feet long and 5 feet wide sprays out from

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

successful one. minimum of first level.

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

tuning forks, pliers, and hammer.


 Allows you to identify magic items, ley lines, areas, or

1st-level Conjuration magical effects over the course of 8 hours work if you

meet or exceed the DC. Also if a magic item is damaged


Casting Time: 1 action
you can potentially repair it.
Range: 60 feet
A Failed Identification check by 6 more below the DC will
Components: S, M (a drop of water or piece of ice)
not give any information, but a failed check of 5 or less will
Duration: Instantaneous
give you its rarity.
You create a shard of ice and fling it at one creature within
Up to two creatures can work together if both have
range. Make a ranged spell attack against the target. On a hit,
proficency in arcanist's kit to halve the time, and grant one
the target takes 1d4 plus your casting modifier in piercing
of the creatures advantage on the check. Only one
damage. Hit or miss, the shard then explodes. The target and
creature may make the check.
each creature within 5 feet of the point where the ice

exploded must succeed on a Dexterity saving throw or take 


2d6 cold damage.
As an action you can determine whether an item has any
At Higher Levels. When you cast this spell using a spell slot magical properties, but not what those properties are, but
of 2nd level or higher, the cold damage increases by 1d6 for you determine its approximate rarity. You may use this
each slot level above 1st. action a number of times a day equal to your intelligence

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

lasts for the next 24 hours.


When this spell is cast at its lowest level you may use a

pearl in place of the Arcanist's Tools as the material



component.
Common: 10 (10 minutes)
You choose one object that you must touch throughout the
Uncommon: 12 (10 minutes) -Rare: 15 (1 hour)
casting of the spell. If it is a magic item or some other magic-
Very Rare: 18 (1 hour)
imbued object, you may learn some its properties and how to
Legendary: 21 (4 hours)
use them, whether it requires attunement to use, and how
Artifact: 24 (8 hours)
many charges it has, if any. You may learn whether any spells
If used in conjunction with the identify spell,
are affecting the item and what they are. If the item was
Identify acts as if cast 1 level higher than the spell
created by a spell, you learn which spell created it.
slot used.
If you instead touch a creature throughout the casting, you

learn what spells, if any, are currently affecting it.

The magical effects you learn depend on what level of spell

Identify is cast at. If you meet the spell level requirement you

learn most of the effects of the item. If you cast identify at a

lower level than needed to identify an item, the only thing you

learn is what rarity the item is. Regardless of the level it is

cast at, Identify will never reveal if an item is cursed.

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
1st-level Conjuration

Casting Time: 1 action

Range: Self (10 foot radius)

Components: S, M (A rotten egg, or a poisonous mushroom)

Duration: Instantaneous

Each creature in a 10 foot radius centered on you must

make a Constitution saving throw. On a failed save, a creature

takes 2d8 poison damage. On a successful save, the creature

takes half as much damage.

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

poisoned until the end of that creature's turn. If cast at 6th

level or higher the creature is also stunned, a creature who is

immune to poison or the poisoned condition is immune to the

stun.


1st-level Evocation

Casting Time: 1 action

Range: 60 feet

Components: V, M V, S, M (a twig from a tree that has been

struck by lightning)

Duration: Instantaneous

A beam of crackling, blue energy lances out toward a

creature within range, forming a sustained arc of lightning

between you and the target. Make a ranged spell attack

against that creature. On a hit, the target takes 1d12 lightning

damage, and on each of your turns for the duration, you can

use your action to deal 1d12 lightning damage to the target

automatically. The spell ends if you use your action to do

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

from you at any point.

When you cast this spell using a spell slot of 2nd level or

higher, the initial damage increases by 1d12 for each slot

level above 1st. At the end of your following turns you lose

1d12 damage to a minimum of 1d12 as the spell slowly

weakens.

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’
 2nd-level Evocation

 Casting Time: 1 action

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

much damage on a successful one. The fire damage ignites

flammable objects in the area that aren’t being worn or

carried.

At Higher Levels. When you cast this spell using a spell slot

of 3rd level or higher, the fire damage increases by 1d6 for

each slot level above 2nd.


2nd-level Conjuration

Casting Time: 1 action

Range: 60 feet

Components: V, M (a sliver of glass)

Duration: Concentration, up to 1 minute

You fill the air with spinning daggers in a cube 5 feet on

each side, centered on a point you choose within range. A

creature takes 4d4 slashing damage when it enters the spell’s

area for the first time on a turn or starts its turn there.

Additionally as a bonus action you may cause part of the

cloud to shoot out at a target within 60 feet dealing 2d4

slashing damage. Each time you do this the cloud loses 2d4

slashing damage, and ends if all d4s of slashing damage are

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

Casting Time: 1 action

Range: 30 feet

Components: V, M, S (A shield, or piece of iron worth 10

gold, which the spell consumes)

Duration: Concentration, up to 10 minutes

You create a 10 ft tall, 1 inch thick wall of shields or iron

(based on components consumed). This wall can be a half

dome that covers a 180 degree area over a 5 foot cube, or it is

made up of two 10-foot-by-10-foot panels. Each panel has a

number of hit points equal to 10 times the spell level it was

cast at, and an AC of 15.

When you cast this spell using a spell slot of 3rd level or

higher, you create 1 additional panel, or the cube increases by

5 ft on a side. Additionally its AC increases by 1. If cast at 4th

level or higher you can make a 360 degree dome over the

target location.

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
 
 3rd-level Evocation

3rd-level Transmutation Druid, Ranger


Casting Time: 1 action

Casting Time: 1 action Range: Self (100-foot line)

Range: self (60-foot cone) Components: S, M, V (a bit of fur and a rod of amber, crystal,

Components: S, M, V (one piece of ammunition or a thrown or glass)

weapon) Duration: Instantaneous

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

isn't being worn or carried.

 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

Range: 120 feet

Components: S, M, V (a piece of obsidian)



3rd-level Transmutation
Duration: Instantaneous

Casting Time: 1 bonus action


Choose a point you can see on the ground within range. A
Range: self
fountain of churned earth and stone erupts in a 20-foot cube
Components: V, S
centered on that point. Each creature in that area must make
Duration: Concentration, 1 minute
a Dexterity saving throw. A creature takes 5d6 bludgeoning

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

4d8 lightning damage on a hit, or half as much damage on a

 miss, in addition to the weapon's normal damage.

 Whether you hit or miss, each creature within 10 feet of

3rd-level Evocation the target & in a 5 foot line between you and your target must

make a Dexterity saving throw. Each of these creatures takes


Casting Time: 1 action
2d8 lightning damage on a failed save, or half as much
Range: 90 feet
damage on a successful one.
Components: S, M, V (a small glass vial filled with bat guano
The piece of ammunition or weapon then returns to its
and sulfur) Worth 10g, which the spell does NOT consume
normal form.
Duration: Instantaneous
When you cast this spell using a spell slot of 4th level or

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.

disadvantage on the dexterity saving throw. Hit or miss, the

vial then explodes. The target and each creature within 20

feet of the point where the vial exploded must make a

Dexterity saving throw. A target takes 8d4 fire damage on a

failed save, or half as much damage on a successful one. The

fire spreads around corners. It ignites flammable objects in

the area that isn't being worn or carried.

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.

98
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
3rd-level Transmutation

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: Instantaneous

You convert raw materials into products of the same

material. For example you could manufacture a ladder from a

small pile of planks, or a crossbow from a pile of wood, iron,

and hemp.

Choose raw materials that you can touch. You can

manufacture a Medium or smaller object (contained within a

5 ft cube, or up to 25 square feet of connected material), given

a sufficient quantity of raw material. If you are working with

metal, stone, or another mineral substance, however, the

fabricated object can be no larger than Small (contained

within a single 5-foot cube). The quality of objects made by

the spell is commensurate with the quality of the raw

materials.

Creatures, objects that are currently being worn/carried, or

magic items can’t be created or transmuted by this spell. You

also can’t use it to create items that ordinarily require a high

degree of craftsmanship, such as jewelry, weapons, glass, or

armor, unless you have proficiency with the type of artisan’s

tools used to craft such objects.

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 
*4th-level Evocation & Transmutation

Casting Time: 1 minute
*4th-level Transmutation
Range: 30 feet
Casting Time: 1 Action Components: V, S, M (a set of artisan tools, healer's kit, and
Range: Self (30 foot radius) some glue)
Components: V, S, M (a spell focus or object imbued with Duration: Instantaneous
arcane power worth at least 300 gold pieces)
Looking at up to 6 creatures, and objects (large size or
Duration: Concentration, up to 10 minutes
smaller) within range you ascertain the fastest way to fix
Arcane energy radiates from you in an aura with a 30-foot them, or bind their wounds. Once you have done this a wave
radius. Until the spell ends, the aura moves with you, of energy flows out from you causing this spell's components
centered on you. Each creature you choose within this radius to animate and go about achieving the goals you have already
gains the following benefits. outlined as part of this spell. Once you finish casting this spell

the selected creatures and objects heal for 2d6 + your


Any weapon attacks they make gain a +1 to hit and +1 to
spellcasting ability modifier.
the damage rolls, and are considered magical for the
If you target an inanimate object(s) with this spell, it will
purposes of overcoming resistances.
repair large cracks or fissures in the objects as well as
Any spells cast while within this aura gain a +1 to hit and
restore hit points. This generally is enough to get the object
+1 to the damage rolls, or a +1 to the dc (your choice).
back into working order.
They gain resistance to Force damage

Additionally, you may choose to transfer one of your spell 


slots to another creature within this aura as an action. As a *4th-level Conjuration Arcane Casters, and Bards

reaction to seeing a spell cast within this aura, you may


Casting Time: 1 Action
choose to amplify it by expending a 3rd level or higher spell
Range: 120 feet
slot increasing any damage or healing it does by 3d10.
Components: V, S

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

spell. Each creature in a 30-foot cone must make a Dexterity

saving throw. A creature takes 7d6 piercing, slashing, or

bludgeoning (your choice) damage on a failed save, or half as

much damage on a successful one.

A creature killed by this spell becomes pinned to an

appropriate wall within range. The conjured knives

disintegrate when removed.

100
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.


 
5th-level Transmutation

Casting Time: 10 minutes
5th-level Conjuration Druids
Range: Touch
Casting Time: 1 action Components: V, S, M (a spell focus or object imbued with
Range: 30 feet arcane power worth at least 1000 gold pieces)
Components: V, S, M (an acorn and a polished sphere of Duration: Concentration, up to 8 hours
granite which the spell consumes)
Over the course of 10 minutes you imbue great power into
Duration: Concentration, up to 1 minute.
a single object or piece of equipment. While casting this spell,
You toss a magically infused acorn and polished sphere of choose up to three of the following options.
granite to a location within range. A huge oak tree sprouts

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

When this spell ends, if you maintained concentration for property.

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

property it gains the two handed property. Regardless it

 gains 1 additional die of damage.

 The object floats 4 inches above the ground. If the object

is a worn object, it grants the wearer a hover speed, but


5th-level Evocation
they cannot be higher than 4 inches above the ground.
Casting Time: 1 action The object is magically reinforced for destruction of other
Range: 150 ft objects, it acts as a siege weapon against objects (dealing
Components: V, S, M (a tiny ball of bat guano and sulfur) double damage).
Duration: Instantaneous

A bright streak flashes from your pointing finger to a point



you choose within range and then blossoms with a low roar 
into an explosion of flame. Each creature in a 20-foot-radius 5th-level Evocation

sphere centered on that point must make a Dexterity saving


Casting Time: 1 action
throw. A target takes 8d8 fire damage on a failed save, or half
Range: self (100-foot line)
as much damage on a successful one.
Components: V, S, M (a bit of fur and a rod of amber, crystal,
The fire spreads around corners. It ignites flammable
or glass)
objects in the area that aren't being worn or carried.
Duration: Instantaneous
At Higher Levels. When you cast this spell using a spell slot
A stroke of lightning forming a line 100 feet long and 5 feet
of 4th level or higher, the damage increases by 1d6 for each
wide blasts out from you in a direction you choose. Each
slot level above 6th.
creature in the line must make a Dexterity saving throw. A

 creature takes 8d8 lightning damage on a failed save, or half

as much damage on a successful one.


5th-level Evocation Paladins
The lightning ignites flammable objects in the area that
Casting Time: 1 action
aren't being worn or carried.
Range: self (30-foot radius)
At Higher Levels. When you cast this spell using a spell slot
Components: V, S, M (a sickle and hammer crossed
of 4th level or higher, the damage increases by 1d6 for each
together)
slot level above 3rd.
Duration: Concentration, up to 10 minutes.

An aura of absolute judgment radiates from you giving to

those you deem worthy and taking from those you deem not.

Until this spell ends, as a bonus action on your turn you may

send out a pulse of judgment.

Any number of creatures in this aura you deem unworthy,

that you can see, must make a Wisdom saving throw and

takes 3d8 radiant or necrotic damage (your choice) on a

failed save, or half as much damage on a successful one.

Creatures in this aura you deem worthy then are healed by

half of the amount of the 3d8 you rolled for damage.

101
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.



5th-level Transmutation

Casting Time: 1 hour

Range: Touch

Components: V, S, M (a non-magical object of similar shape

and size to the body part being replaced, worth at least

1000g which the spell consumes)

Duration: 30 days

Throughout the casting time you touch one creature and

hold the object against them in the space that the body part

they are missing would be. During this process you inscribe

arcane runes onto the object, which binds it to the creature.

For the duration, the object acts as a replacement for the

creature's missing body part, magically kept in place and

reacting to mental commands as their missing limb would

normally. The creature can remove the object as an action,

which ceases to react to their mental commands. It can be re-

attached as an action and functions as normal for the

remaining duration.

While within an area where magic ceases to function, such

as an anti-magic field or a null magic zone, the object doesn't

react to commands given to it and does not remain magically

connected to the creature.

When the spell ends the Prosthesis part falls off and is

rendered non-magical. It may be salvaged for half of its initial

value, or repaired and used again for this spell on the same

creature for at a cost of 1g/day it was used as a Prosthesis.

At Higher Levels. When you cast this spell with a spell slot

of higher level, the duration increases to 90 days with a 6th

level slot, 180 days with a 7th level slot, and lasts until

dispelled if cast with a 8th level slot.


5th-level Conjuration

Casting Time: Action

Range: self (20 ft radius)

Components: V, S, M (a component of a pentadrone who

gave it willingly)

Duration: 1 minute, concentration

The caster creates a rift to Mechanius. This rift pulls

through a random squad of modron at the start of each of the

caster's turns. If 20 or more "Modron" are summoned, any

additional summons replace the most damaged or lowest

health units.

These Modron are view the caster as a Modron of 1 rank

higher than themselves for the duration of the spell, thus

accepting any orders the caster gives them. The caster may

use a bonus action to command all modron to do one task, or

subdivide the tasks out per "rank" of modron. If no bonus

action is taken to command the Modron, they act in

accordance to their nature, continue the previously given

task, or take the dodge action (DM discretion)

These modron take their turn immediately after the caster.

When this spell ends all modron are forcibly recalled to

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

Drone, Quadron, Tridron, Duodron, and Monodron in that

order.

102
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.




T
his chapter is for all the GM's out there. The

first section is my "Standard" general

homebrew compendium. Each campaign I run

gets slightly different rules based on the world

and game setting, but for the most part the

rules present here are used.

The next section is about Gestalt characters

which was a ruleset for previous editions which has not had

an official implementation as of yet. This is my take on how

Gestalt characters should be made for 5th edition. For those

who do not know, a Gestalt character is a character that gains

a level in two separate classes whenever they would normally

level up.

103
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.




T
his section is a compiled list of all the "normal"

house rules I use in every game I run.




 Tool: Miner's Pickaxe, & Shovel

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

Dirt, Rock & Stone.



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

normal. magical effects over the course of 8 hours work if you

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

UA/3rd party/homebrew Material is pseudo allowed. give you its rarity.

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

one of the creatures advantage on the check. Only one


 creature may make the check.

Being smart should have its benefits. As such, you gain

additional benefits from your intelligence.



As an action you can determine whether an item has any
The first is any sort of "theoretical" or "hypothesis" style
magical properties, but not what those properties are, but
ability check may use intelligence instead of its regular stat.
you determine its approximate rarity. You may use this
The second is you gain a number of proficiencies based on
action a number of times a day equal to your intelligence
your intelligence modifier as per the table below.
modifier.

Over the course of 1 minute you can determine if there are


Additional proficiencies
any ley lines, or strong magical regions nearby (within 1
Modifier Bonus mile). This also gives approx direction and distance.

1 1 additional "common" language 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


2 1 Additional tool proficiency
item with an aspect of that ley line, or magical region. This

3 1 additional skill proficiency aspect can vary, but generally is 1d4 modifier to any

attacks or spells cast which use the item. This imbuement


5 1 additional skill or tool, and any 1 language
lasts for the next 24 hours.

 
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.

104
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 
 Background based ASI adjustment allows a player to modify

a base Ability Score for a race/subrace. This modification

may then be substituted for any other ability score (with no


 total Ability score being larger than +2 for both the race and

subrace if applicable. For example a Mountain Dwarf could


Dark Vision is removed from the vast majority of races.
elect to lower constitution by 1-2 point and gain 1 (or 2) point
There are three types of Dark Vision. Limited (30 ft), Regular
into Dexterity, but could not take a point into strength as that
(60 ft), Superior (120ft). Refer to the following table for races
would increase the total modifier to +3.
that have dark vision and what type, note these are the ONLY

races which have natural/innate dark vision. Essentially, this gives the player the option to swap 1 ability

score modifier from a race/subrace around as they choose so


Additionally, if you think I made an omission in error. Let
long as a racial bonus does not exceed +2 to any given ability
me know!
score.
Build a race is exempt from this rule.

Natural Dark Vision

Race or Subrace Dark Vision Type


Aasimar (fallen) Limited
Bugbear Limited
Regular (Duergar Superior with Sunlight
Dwarf (all)
Sensitivity)
Limited (Drow Superior with Sunlight
Elf (all)
Sensitivity, Eladrin/Sea with Regular)
Gnome