Classes

 

 

The 5th edition Dungeons and Dragons rules have retained the core classes that players have become familiar with over the past 40+ years. The basic concepts of each class are there, with some interesting twists and additions that I really like, such as archetypes.

 

I've created this page to not only add stuff to each class that I think is necessary, but to make changes to existing material that may be required. I always try to be logical in what I'm adding or changing, and I don't make changes just for the sake of it. That kind of thinking drives me nuts.

 

What I'll do is list each class and whatever changes or additions I've made (if any) to make it easy for you to understand. I will also use this page to add any *new* classes that I approve of in my world. Since this is a new rules system for DnD, I'm not going to spend a lot of time creating new stuff until I've had a chance to nail down the current rules.

 

* = new stuff

***NOTE*** You can find a complete list of spells HERE

 

Archetypes

Archetypes is a new feature that I like. It allows variance within classes to give them flavor. Currently, I allow all that are listed in the PH. The potential for flavor is great here, but so is the possibility that things can get out of hand. I'll be looking very closely at any archetype submissions while seeking group input. A good place to get ideas about archetypes that have already been suggested by players on another site, check out En World.

For submissions, try to refer to current archetypes listed in the PH as a guideline for what's acceptable. I'll always be using the PH as an anchor to keep things balanced.

*Added the Oathbreaker Paladin description from page 97 of the DMG. Click HERE.

*New monk archetype (or Monastic Tradition in this case) called "Way of Balance" has been added to the monks section.

*New fighter archetype called "Knight" has been added to the fighter's section.

*New druid archetype called "Circle of the Fountain has been added to the druid's section.

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Barbarians

 

From "Sword Coast Adventurer's Guide

Path of the Elk (pg 122)

Path of the Tiger (pg 122)

 

From "Xanathar's Guide to Everything"

Path of the Ancestral Guardian (pg 9)

Path of the Storm Herald (pg 10)

Path of the Zealot (pg 11)

 

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Bards

 

From "Xanathar's Guide to Everything"

College of Glamor (pg 14)

College of Swords (pg 15)

College of Whispers (pg 16)

 

 

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Blood Hunter

 

In a landscape tormented by all manner of beasts, devils, and abominations from beyond the veil, most live in fear of the dark, of superstition, and of the unknown. Some grow hardened by this experience, instead choosing to stand up and fight against the tide of shadow.

These folk are called ‘heroes.’

Some, however, are so fanatical and bent on destroying the anathema that plagues the countryside that they embrace dark, forbidden knowledge. They sacrifice some of their own vital force in dubious, forgotten blood rituals to better understand their enemies. Their methods sometimes blur the line between themselves and the evils they hunt, calling their own humanity into question.

These folk are called ‘Blood Hunters.’ The link below takes you to the stats for this class.

 

https://www.dndbeyond.com/classes/blood-hunter

 

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Clerics

Here I wanted to flesh out the domains for clerics. I've added a lot more than you'll find in the PH for use in my game. For now, these are all I'll allow until further notice.

Domains are a great idea that allows clerics to gain spells based upon what philosophies their gods represent. Spells can be granted based upon war, nature, water, magic, and many others. The domains listed in the PH are a great start. Irith has varied pantheons of gods that grant domain spells to their clerics. If you're playing a cleric, we can check current resources to find the domain spells you receive.

If there isn't one for that particular god, we can use simple logic an good group discussion to figure out what will be allowed. Bring on the discussion! As for now, you can reference the table below to see what's allowed and what I intend to create moving foward. (TBD) means "to be determined." All others are in the PH under the "Clerics" section. 

Air Good Peace#
Animal Grave^ Protection
Balance Knowledge* Nature*
Chaos Law Strength
Dark Healing Sun
Death Life* Tempest*
Destruction Light* Trickery*
Earth Luck Twilght#
Evil Magic War*
Fire Moon Water
Forge^ Order#  

 

*defined in the 5th ed. PH under the Clerics section

^defined in the 5th ed. Xanathar's Guide to Everything starting on page 18

#defined in the 5th ed. Tasha's Cauldron of Everything

 

NOTE: I will not allow the Arcana Domain from the Sword Coast Adventurer's Guide because in my world divine and arcane magic are clearly divided: divine to clerics/druids/paladins and arcana to other non-holy classes

 


 

Air Domain

 

Cleric Level

1st Domain Spell

2nd Domain Spell

1st

Feather Fall

Hail of Thorns

3rd

Cloud of Daggers

Gust of Wind

5th

Fly

Stinking Cloud

7th

Storm Sphere

Wind Wall

9th

Cloudkill

Conjure Air Elemental

 

Air Acolyte

At 1st level, your knowledge of all things related to air allows you a +1 on all saving throws vs. harmful attacks against you that relate to breathing, such as poisonous clouds.

 

Elemental Proficiency

At 1st level, you can turn earth creatures with your Turn Undead ability, and you gain proficiency with all ranged weapons.

 

Channel Divinity

Winds of Wrath -- At 2nd level when you use a ranged weapon attack, can re-roll the number of damage dice equal to your wisdom modifier. You must keep the re-rolls. This effect lasts for 1 minute.

 

Channel Divinity

Animal Communication -- At 6th level, you can speak with all forms of flying beasts.

 

Channel Divinity

Divine Strike -- At 8th level, this acts the same as all of the other Divine Strike abilities except you can only use it on ranged weapon attacks and it deals piercing damage.

 

Channel Divinity

Winged Shapechanger -- At 18th level, you can use this ability. It is the same as the Wizard Transmutation ability found on page 119 of the PH, but you can only turn in to flying creatures of challenge rating 3 or lower.

 

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Animal Domain

 

Cleric Level 1st Domain Spell 2nd Domain Spell
1st Animal Friendship Speak with Animals
3rd Beast Sense Conjure Animals
5th Conjure Woodland Beings Dominate Beast
7th Conjure Fey Regenerate*
9th Shape Change True Resurrection*

 

* = as per spell but only works on animals

 

Bonus Proficiency

At first level, you gain proficiency in Animal Handling.

 

Animal Advocate -- Starting at 1st level, Animals will not see you as a threat and will only attack you if: 1. ordered to by a master they are loyal to. 2. compelled by a spell. 3. you attack them. If they are guarding something, they will not attack you unless you infringe upon their guarded space or attack them.

 

Channel Divinity

Animal Acuities -- At 2nd level, you can use your Channel Divinity to heighten your 5 senses (touch, taste, sight, sound, and hearing). You gain the ability to make a proficiency check for any instance where your senses come into play. You will add your proficiency bonus plus your constitution bonus to all checks.

 

Channel Divinity

Pack Protector -- At 6th level, you can use your Channel Divinity to project your power to protect friendly animals in your presence. If any such animals that are within 30' of you are attacked by magic you can use your reaction to give them resistance to the creature against that instance of the damage.

 

Channel Divinity

Divine Strike -- At 8th level, this acts the same as all of the other Divine Strike abilities.

 

Channel Divinity

Bane/Bless Beasts -- At 17th level, you can choose to use your Channel Divinity to cause Bane or Bless on beasts. For Bane, any beasts within 60' of 4 HD or less (up to 60 total hit dice) will automatically flee in fear from you for 3d6 rounds. 5 HD or above will gain a DC 16 wisdom save or flee. For Bless, all friendly beasts within 60' will gain a +2 to attacks and all saving throws.

 

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Balance Domain

 

Cleric Level 1st Domain Spell 2nd Domain Spell
1st Bane Bless
3rd Augury Calm Emotions
5th Clairvoyance Dispel Magic
7th Banishment Divination
9th Greater Restoration Scrying

 

Bonus Proficiency

At first level, you gain proficiency in Animal Handling.

 

Promoter of Balance

Starting at 1st level, you have the ability to bring balance to a situation. This means you can project your power to any single creature you choose (as well as yourself) within 30' and provide them with a +1 bonus to their attacks and saving throws.

 

Channel Divinity

Help/Hinder -- At 2nd level, you can use your Channel Divinity to provide help to your allies or hindrance to those opposing you. You can project your power to any number of creatures equal to 1 + your charisma modifier within 30' and provide them with advantage (help) or disadvantage (hinder). This effect lasts for 1 minute and requires concentration.

 

Channel Divinity

Divine Synch -- At 6th level, you can use your Channel Divinity to reflect attacks or aid. If you are attacked in any way (magical, physical, etc.) and you miss your save, the attacker must make the same save or suffer whatever effects you suffered. This can also be used when you are the recipient of friendly spells, such as haste. So if an ally casts haste on you, they would gain haste as well. This only applies to one attack, spell, etc. So if you are attacked with three different spells from three different attackers, you must pick which one the Divine Synch will apply to.

 

Channel Divinity

Divine Strike -- At 8th level, this acts the same as all of the other Divine Strike abilities.

 

Detect Imbalance -- At 17th level, you can use your Channel Divinity to ascertain the greatest cause of imbalance in the area. You must spend at least 1 minute in meditation and prayer and up to a number of minutes equal to your wisdom score. During this time, you can determine what is causing an imbalance in the area (up to a mile distant). You will know if the imbalance is due to a creature, magical event, or other. You will be able to pinpoint the location of the imbalance. You will be able see a shadowy image of what it is and will recognize it once you see it.

 

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Chaos Domain

 

Cleric Level 1st Domain Spell 2nd Domain Spell
1st Create/Destroy Water Fog Cloud
3rd Blindness/Deafness Enhance Ability
5th Dispel Magic Sleet Storm
7th Blight Dimension Door
9th Contagion Insect Plague

 

Bonus Proficiency

At 1st level, you have proficiency in the Deception skill.

 

Channel Divinity

Chaotic Influence -- At 2nd level, you can use your Channel Divinity to introduce chaos in a situation for a single opponent for two rounds. Any one creature of your choice that attacks you will make a DC 15 save vs. their dexterity. A fail means one of their attacks fail because they tripped, stumbled, lost concentration, or any other similar reason. If the affected creature has multiple attacks, the succeeding attacks will not be affected. This applies to spells as well as physical attacks. The range on this effect is 30' and it lasts for 2 attack rounds.

 

Channel Divinity

Divine Discord -- At 6th level, you can use your Channel Divinity to cause problems for your enemies. All enemies within 60' will suffer a -4 to their attack rolls due to a disruption in their morale. The effect lasts one round.

 

Channel Divinity

Divine Strike -- At 8th level, this acts the same as all of the other Divine Strike abilities (1d8 points of damage once per attack and 2d8 at 14th level).

 

Channel Divinity

Resonance Shift -- At 17th level, you can use your Channel Divinity to cause chaos to erupt in an 80' radius around you. Enemies of Lawful alignment will suffer a -4 to attacks, saves, and skill checks used against you. You will receive a +4 to attacks, saves, and skill checks used against Lawful enemies within the area of effect. This effect lasts for 3 rounds.

 

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Dark Domain

 

Cleric Level 1st Domain Spell 2nd Domain Spell
1st Darkvision (2nd lv. spell) Sleep
3rd Blindness/Deafness Darkness
5th Blinding Smite* FNondetection
7th Evard's Black Tentacles Guardian of Faith
9th Cloudkill Modify Memory

 

*no light in the spell's description, Radiant = Necrotic, meaning their eyes turn black

 

Bonus Cantrip

At 1st level, you gain the ability to cast Eldritch Blast. Also at 1st level, you gain proficiency with Perception and Stealth.

 

Channel Divinity

Snuff out the Light -- At 2nd level, you can use your Channel Divinity to extinguish one light source per cleric level. If the light source is magical, you and the DM both roll 1d20s. If your roll is higher than that of the DM, you are successful. Ties are rerolled.

 

Channel Divinity

Darkness -- At 6th level, you can use your Channel Divinity to cast the Darkness spell or the Darkvision spell without using up a spell slot. The duration of this ability is 1 minute.

 

Divine Strike -- At 8th level, this acts the same as all of the other Divine Strike abilities except that Radiant gets changed to Necrotic damage.

 

Channel Divinity

Creature of Darkness -- At 17th level, you can use your Channel Divinity to cast an effect that is the same as the Wizard Spell Transmutation Shapechanger ability found on page 119, but you can only turn into nocturnal creatures of CR 3 or lower.

 

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Death Domain

 

Cleric Level 1st Domain Spell 2nd Domain Spell
1st False Life Ray of Sickness
3rd Blindness/Deafness Ray of Enfeeblement
5th Animate Dead Vampiric Touch
7th Blight Death Ward
9th Anti-Life Shell Cloudkill

 

Bonus Proficiency

At 1st level, you gain proficiency with martial weapons.

 

Reaper

Also at 1st level, you learn one necromantic cantrip of your choice from any spell list. When you cast a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5' of each other.

 

Channel Divinity

Touch of Death -- At 2nd level, you can use your Channel Divinity to destroy another creature's life force by touch. When you hit a creature with a melee attack, you can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice your level.

 

Channel Divinity

Inescapable Destruction -- At 6th level, your ability to channel negative energy becomes more potent. Necrotic damage dealt by your spells and Channel Divinity options ignores resistance to necrotic damage.

 

Channel Divinity

Divine Strike -- At 8th level, you gain the ability to infuse your weapon strikes with necrotic energy. Once on each of your turns when you hit a creature with a weapon attack, you can choose to deal an extra 1d8 necrotic to the target. When you reach 14th level, the extra damage increases to 2d8.

 

Channel Divinity

Improved Reaper -- At 17th level, when you cast a necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures that are within 5' of each other. If the spell consumes its material components, the cleric must provide them for each target.

 

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Destruction Domain

 

Cleric Level 1st Domain Spell 2nd Domain Spell
1st Thunderous Smite Wrathful Smite
3rd Branding Smite Knock
5th Blinding Smite Vampiric Touch
7th Rusting Grasp Staggering Smite
9th Cloudkill Destructive Wave

 

Bonus Cantrip/Proficiency

At 1st level, you gain the Acid Splash cantrip. Also, at 1st level, you gain proficiency with all martial weapons.

 

Channel Divinity

Smite of Doom -- At 2nd level, you can use your Channel Divinity to smite an opponent with a single attack. When you successfully hit with a smite, it deals maximum damage. This lasts for 1 minute.

 

Channel Divinity

Make it Hurt -- At 6th level, you can use your Channel Divinity to deal an extra 1d4 pts of damage (+1 per cleric level) per attack when successfully hitting with a melee attack. This lasts for 1 minute.

 

Divine Strike -- At 8th level, you gain the ability to infuse your weapon with holy magic. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

 

Channel Divinity

Drink My Pain -- At 17th level as a reaction, you can use your Channel Divinity to transfer damage. Whenever you take damage from any source, you can funnel that pain to any target with 60' of you. If they fail a constitution saving throw, they take an equal amount of damage. If they make a successful saving throw, they only take half of that damage.

 

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Earth Domain

 

Cleric Level 1st Domain Spell 2nd Domain Spell
1st Arms of Hadar* Wrathful Smite
3rd Glitterdust Shatter
5th Elemental Weapon (acid) Stone Shape
7th Conjure Minor Elemental (earth) Transmute Rock
9th Conjure Elemental (earth) Wall of Stone

 

*Spell's description is modified so that the arms are made from stone and dirt and they deal bludgeoning damage instead

 

Bonus Cantrip/Proficiency

At 1st level, you gain the ability to cast the Mending cantrip. Also, you gain proficiency with martial weapons and heavy armor.

 

Channel Divinity

Fellowship of Stone -- At 2nd level, you can use your Channel Divinity to affect stones. You can cause a number of small stones the size of sling bullets that are within 30' of you. The number you can affect is one at 2nd level and then one for each additional level up to a total of 6 (at 7th level). You cause the stones to strike a single target within 30/120' of you. Their attack bonus is equal to your own ranged attack bonus. This ability doesn't work if there are no stones present in the surrounding area. Each stone deals 1d4 points of bludgeoning damage. The effect lasts for one round.

 

Channel Divinity

Hibernation of Earth -- At 6th level, you can use your Channel Divinity to meld into the Earth. Treat it as a Meld into Stone spell, with the exception that the surface or object can be stone or any earthly material that is softer than stone.

 

Elemental Wrath -- At 8th level, you gain an advantage in battle. You have the advantage when attacking Air, Fire, and Water Elementals. Once per long rest, you can have attacks that target the other forms of elementals deal maximum damage. At 14th level, you can use this ability twice per long rest.

 

Channel Divinity

Earth Elemental -- At 17th level, you can use your Channel Divinity to change yourself. Once per long rest, you can become a medium earth or stone elemental. This lasts for a number of rounds equal to your cleric level.

 

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Evil Domain

 

Cleric Level 1st Domain Spell 2nd Domain Spell
1st Bane Protection from Good
3rd Enthrall Phantasmal Force
5th Bestow Curse Fear
7th Evard's Black Tentacles Phantasmal Killer
9th Dominate Person Mislead

 

Bonus Cantrips

At 1st level, you gain the ability to cast the cantrips Poison Spray and Shocking Grasp.

 

Channel Divinity

Evil's Cloak -- At 2nd level, you can use your Channel Divinity to protect yourself with evil. When you choose a single enemy within 30', they must make a wisdom save or suffer doubt about why they should attack you. If they make the save, they are unaffected. A failed save means they suffer a -2 to hit you with melee and range attaks, and a 10% fail chance on any spell they try to cast on you. This affect lasts for 1 minute.

 

Channel Divinity

Evil Sense -- At 6th level, you can use your Channel Divinity to determine if those around you intend you harm or identify any creature with a good alignment (whether they intend you harm or not). This lasts for 1 minute and has a range of 60'.

 

Divine Strike -- At 8th level, you can use your Channel Divinity as a divine strike the same as that described in the 5th ed. PH with the exception that your attacks do an additional 1 point of damage per level vs. good-aligned enemies.

 

Channel Divinity

Beacon of Evil -- At 17th level, you can use your Channel Divinity to inspire. When you spend a round concentrating, your divine presence causes allies of evil alignment to fight harder and/or become more effective at what they are doing. This means that those within 80' of you will gain advantage on all attack rolls involving melee attacks. They will also enjoy a +2 to their dc check when opponents are saving vs. their magical attacks. This effect lasts for 2 minutes.

 

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Fire Domain

 

Cleric Level 1st Domain Spell 2nd Domain Spell
1st Burning Hands Searing Smite
3rd Continual Flame Heat Metal
5th Elemental Weapon (fire) Fireball
7th Conjure Minor Elemental (fire) Wall of Fire
9th Conjure Elemental (fire) Planar Binding (fire)

 

Bonus Cantrips

At 1st level, you gain the ability to cast the cantrip Produce Flame.

 

Turn Water Creatures

At 1st level, you can use your turn undead ability on water creatures.

 

Channel Divinity

Sculpt Spells -- At 2nd level, you can use your Channel Divinity as the wizard's Evocation ability found on page 117 of the 5th ed. PH.

 

Channel Divinity

Wreathed in Holy Fire -- At 6th level, you can use your Channel Divinity for this ability. Any creature that ends its turn within a 5' radius of you must make a dexterity saving throw or take 2d6 points of fire damage. On a failed saving throw, they take half damage. Undead take full damage on a failed saving throw. If you move and creatures enter into this radius, they also need to make a saving throw. This effect lasts for 1 minute.

 

Channel Divinity

Burn the Unholy -- At 8th level, you can use your Channel Divinity for this ability. Any turned undead (using the channel divinity) also take 1d6 fire damage per cleric level on a failed dexterity saving throw. If they make the save, they take no damage. Undead that are destroyed are burned into a pile of ashes.

 

Channel Divinity

Burning Martyr -- At 17th level, you can use your Channel Divinity for this ability. Use your action to activate an aura of holy fire around you. This lasts for 1 minute (regardless of whether you are still alive or dead by then). This aura, which moves with you, is centered on you and it has a 60' radius. Your enemies within this radius get disadvantage on dex saving throws and your allies get advantage. Enemies that fail the saving throw will take 10d6 fire damage, and those that make the save take half damage.

 

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Good Domain

 

Cleric Level 1st Domain Spell 2nd Domain Spell
1st Detect Good/Evil Protection from Evil
3rd Aid Calm Emotions
5th Beacon of Hope Daylight
7th Guardian of Faith Locate Creature
9th Dispel Evil Mass Cure Wounds

 

Bonus Cantrips

At 1st level, you gain the ability to cast the cantrips Friends and Light.

 

Channel Divinity

Good's Embrace -- At 2nd level, you can use your Channel Divinity to protect yourself with good. When you choose a single enemy within 30', they must make a wisdom save or suffer doubt about why they should attack you. If they make the save, they are unaffected. A failed save means they suffer a -2 to hit you with melee or a 10% fail chance on any spell they try to cast on you. This affect lasts for 1 minute.

 

Channel Divinity

Good's Intuition -- At 6th level, you can use your Channel Divinity to determine if those around you intend you harm or identify any creature with an evil alignment (whether they intend you harm or not). This lasts for 1 minute and has a range of 60'.

 

Divine Strike -- At 8th level, you gain 1d8 points of damage per attack and 2d8 at 14th  level. Additionally, your attacks do an additional 1 point of damage per level vs. evil-aligned enemies.

 

Channel Divinity

Good's Inspiration -- At 17th level, you can use your Channel Divinity to inspire. When you spend a round concentrating, your divine presence cause allies of good alignment to fight harder and/or become more effective at what they are doing. This means that those within 80' of you will gain advantage on all attack rolls involving melee attacks. They will also enjoy a +2 to their dc check when opponents are saving vs. their magical attacks. This effect lasts for 2 minutes.

 

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Healing Domain

 

Cleric Level 1st Domain Spell 2nd Domain Spell
1st Cure Wounds Healing Word
3rd Lesser Restoration Prayer of Healing
5th Mass Healing Word Revivfy
7th Aura of Life Guardian of Faith
9th Creation Mass Cure Wounds

 

Bonus Cantrip/Proficiency

At 1st level, you gain the ability to cast the cantrip Mending. You also gain the ability, as an action, to stabilize any character at 0 hp three times per day. You regain the three applications after a long rest.

 

Channel Divinity

Field Medic -- At 2nd level, you can use your Channel Divinity for this ability. As an action you touch a single creature and heal it for 1d8 plus 1/cleric level. This also slows the effects of any kind of poison or disease by half. So if a poison kills in 4 rounds, this ability will slow it so that death occurs in 8 rounds (always round up).

 

Channel Divinity

Affliction Shield -- At 6th level, you can use your Channel Divinity for this ability. You and allies within a 60' radius of you will be immune to any afflictions that harm the body, such as disease, poison, rot, etc. This ability works whether the afflictions are natural or magical, and lasts for 1 minute. The shield properties will not affect someone who is already afflicted, only new afflictions that they subject to while under the shield.

 

Channel Divinity

Delay Death -- At 8th level, you can use your Channel Divinity for this ability, which lasts 1 minute. When any ally within an 80' radius of the cleric reaches 0 hit points, they are magically placed at 10 hit points.  After that, any ally who has benefited from the Delay Death once may not receive the benefit from the same cleric until the cleric has had a long rest and recast Delay Death. The ability does not apply to the cleric who cast it, only his/her allies. The cleric can benefit from a Delay Death cast by another cleric they are an ally of.

 

Channel Divinity

Life Anchor -- At 17th level, you can use your Channel Divinity for this ability. You and all allies within an 80' radius will be unable to die, even if they miss their saves. Their life forces will simply remain anchored to their bodies for a period of 3 minutes. This works even if a hit from an undead creature would otherwise kill the character and turn them into an undead creature. After the 3 minute period, the life force is released and any delayed effects come into play.

 

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Law Domain

 

Cleric Level 1st Domain Spell 2nd Domain Spell
1st Command Unseen Servant
3rd Branding Smite Suggestion
5th Clairvoyance Sending
7th Aura of Purity Dominate Beast
9th Dominate Person Hallow

 

Bonus Cantrip/Proficiency

At 1st level, you can cast the cantrip Message. You also gain proficiency in the History skill.

 

Channel Divinity

Law and Order -- At 2nd level, you can use your Channel Divinity to introduce order into a situation for a single ally for one round. Any ally of your choice will automatically hit on one of its attacks (if it has multiple attacks). If the ally is casting a spell, they will automatically make any concentration checks and add a +1 to their dc save for the enemy their spell is directed at. The range on this effect is 30' and it lasts for 2 attack rounds.

 

Channel Divinity

Word of Law -- At 6th level, you can use your Channel Divinity to command your enemies. All enemies within 60' will make a DC 15 wisdom save. Those who save are unaffected. Those who fail are under the effects of a Command spell (as per page 222 of the 5th ed. PH).

 

Divine Strike -- At 8th level, your attack does an additional 1d8 points of damage and 2d8 at 14th level..

 

Channel Divinity

Lawful Sanctuary -- At 17th level, you can use your Channel Divinity to create a safe haven for you and your allies within an 80' radius around you as if you had cast a mass Sanctuary Spell (as per page 272 of the 5th ed. PH). In addition, those of chaotic alignment entering the affected area will suffer 2d4 points of wracking pain per round. This ability also prevents scrying. This effect lasts for 3 rounds.

 

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Luck Domain

 

Cleric Level 1st Domain Spell 2nd Domain Spell
1st Bane Sanctuary
3rd Alter Self Mirror Image
5th Blink Counterspell
7th Confusion Freedom of Movement
9th Mislead Passwall

 

Bonus Cantrip

At 1st level, you gain the ability to cast the cantrip Minor Illusion.

 

Proficiency Boost

At 1st level, you gain the ability to add +2 to any skill check of your choice. This can be done once per day for every three cleric levels. So, a 3rd level cleric can use the boost twice per day while a 6th level cleric can us it three times, etc. You must declare that you intend to use this before any rolls are made.

 

Channel Divinity

Luck of the Roll -- At 2nd level, you can use your Channel Divinity for this ability. After your or an ally makes a roll that is unfavorable, you may declare that you're using your ability and effect a re-roll. This can be done for you or any ally within 30' of you.

 

Channel Divinity

Good Luck -- At 6th level, you can use your Channel Divinity to gain the Luck Feat. This effect lasts for 1 minute.

 

Channel Divinity

Blind Luck -- At 8th level, you can use your Channel Divinity for this ability. Enemies casting spells at you or your allies within a 80' radius will have a 50% chance that the spell will affect one of their allies instead. This roll is only made if you or any of your allies missed their save. For area of effect spells, each ally that misses a save will make the 50% luck check. For every ally that makes a successful roll, one enemy will suffer the effect of the spell. The enemy affected will still get an appropriate save against the spell effects.

 

Fate's Luck -- At 17th level, you can use your Channel Divinity for this ability. Any action you take will come with the favorable luck of your deity. This means that any decision you make will give you the best favorable result. This means that you will always hit your intended target. Spells do maximum damage and/or have the maximum effect on those you cast them on. Allies within an 80' radius benefit from your luck, as well, except that the benefit only works 50% of the time. The effect lasts 1 minute.

 

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Magic Domain

 

Cleric Level 1st Domain Spell 2nd Domain Spell
1st Detect Magic Identify
3rd Magic Weapon Nystul's Magic Aura
5th Dispel Magic Magic Circle
7th Arcane Eye Polymorph
9th Teleportation Circle Telekinesis

 

Arcane Blessing

At 1st level, you get a proficiency in the Arcana skill and you can choose any one Wizard cantrip.

 

Bonus Cantrip

You can choose any one Sorcerer cantrip.

 

Channel Divinity

Regain Mana -- At 2nd level, you can use your Channel Divinity to regain a spell slot of any level.

 

Channel Divinity

School of Thought -- At 6th level, you can use your Channel Divinity to pick one of the schools of magic. You treat spells from that school as if they were cleric spells that you can prepare and cast. Wisdom is still the basis for your spell casting.

 

Soul Burning -- At 8th level, you can use your Channel Divinity for this ability. When you are out of spell slots and have no more Channel Divinity uses, you can harm yourself to cast another spell. For ever spell slot you wish to use, you take 1d6 points of damage upon the completion of the spell. So, a cleric wishing to cast a 7th level spell will suffer 7d6 damage. If a cleric's hit point in using soul burning takes them lower than -10, they begin to lose Constitution points. They lose a point for every 10 points past -10. For example, a cleric who casts a 9th level spell through soul burning and takes enough damage to put them at -30 will suffer a loss of 3 Constitutions points that can only be restored by a Greater Restoration spell.  The damage taken by using sould burning represents the burning of your soul or divine essence to make that spell happen.

 

Arcane's Chosen -- At 17th level, you can use your Channel Divinity for this ability. You have advantage on all saving throws vs. spells from your chosen school of magic. So for example if you choose the evocation school for your School of Thought ability, and an evocation spell is hurled at you, you would have advantage on that saving throw.

 

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Moon Domain

 

Cleric Level 1st Domain Spell 2nd Domain Spell
1st Faerie Fire Sleep
3rd Darkvision Moonbeam
5th Fly Remove Curse
7th Dominate Beast Polymorph
9th Dream Hold Monster

 

Light of the Moon

At 1st level, when you are bathed in the light of the moon, you gain advantage on your attack rolls.

 

Bonus Cantrip

At 1st level, you gain the cantrip Light.

 

Channel Divinity

Soothe the Beast -- At 2nd level, you can use your Channel Divinity for this ability. You can target a druid in its wild shape or a werecreature in its monstrous form. If they fail an intelligence saving throw, they return once more to their original form.

 

Channel Divinity

Wild Shape -- At 6th level, you can use your Channel Divinity to use wild shape as per the druid ability. The duration is 1 minute.

 

Channel Divinity

Moon's Healing Light -- At 8th level, when the light of the moon is illuminating you and the target of your healing spells (at least half moon or better in the sky), they receive maximum healing.

 

Moon's Luck -- At 17th level, you can use your Channel Divinity for this ability. You gain the Lucky Feat when you are bathed in the light of the moon (at least half moon or better in the sky). You have a number of luck points equal to half of your cleric level rounded down.

 

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Protection Domain

 

Cleric Level 1st Domain Spell 2nd Domain Spell
1st Protection from Evil/Good Shield
3rd Aid Protection from Poison
5th Protection from Energy Spirit Guardians
7th Fire Shield Guardians of Faith
9th Circle of Power Wall of Force

 

Bonus Cantrips

At 1st level, you gain the cantrips Blade Ward and Resistance.

 

Channel Divinity

Saving Grace -- At 2nd level, you can use your Channel Divinity to add +2 to all saving throws for you and your allies for 1 minute. The range is 30'.

 

Channel Divinity

Protective Wing -- At 6th level, you can use your Channel Divinity for this ability. You and any ally within 30' of you gain a +3 to AC and a +3 to their saving throws. This lasts for 1 minute.

 

Channel Divinity

Ward of the Weak -- At 8th level, you can use your Channel Divinity for this ability. You have a divine ward that absorbs damage that you take. That ward has hit pints equal to your cleric level plus your wisdom modifier. If you see a creature harmed within 30' of you, you can choose to have the damage go to the ward instead. If the hit points of the ward reaches zero, any further damage hurts you instead. Once you create the ward, you can't create it again until you have a long rest.

 

Channel Divinity

Resistance -- At 17th level, you can use your Channel Divinity to gain the special ability called Spell Resistance (page 116 of the 5th ed. PH). The effect lasts 2 minutes.

 

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Strength Domain

 

Cleric Level 1st Domain Spell 2nd Domain Spell
1st Compelled Duel Jump
3rd Enhance Ability (strength or constitution) Enlarge/Reduce
5th Haste Slow
7th Deathward Freedom of Movement
9th Banishing Smite Bigby's Hand

 

Bonus Proficiencies

At 1st level, you gain proficiency with Athletics.

 

Channel Divinity

Feat of Strength -- At 2nd level, you can use your Channel Divinity for this ability. You can add +2 to any dice roll that requires strength, such as pushing, pulling, breaking, throwing, attacking, etc.

 

Channel Divinity

Tavern Brawler -- At 6th level, you can use your Channel Divinity to gain the feat Tavern Brawler as described in the 5th ed. PH.

 

Channel Divinity

Grappler -- At 8th level, you can use your Channel Divinity to gain the feat Grappler as described in the 5th ed. PH.

 

Bestow Strength -- At 17th level, you can use your Channel Divinity for this ability. By touching a creature, you can give them your Channel Divinity: Feat of Strength ability. If they don't perform a feat of strength within 1 minute, the effect ends. All those touched fall under the same restrictions and limitations of its use as if they were all one character. For example, if you can use Channel Divinity 3 times per day and touch 2 other people, if you all use that ability then you or they can no longer use that ability until after you've had a long rest.

 

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Sun Domain

 

Cleric Level 1st Domain Spell 2nd Domain Spell
1st Magic Missile Searing Smite
3rd Flame Blade Scorching Ray
5th Beacon of Hope Daylight
7th Fire Shield Wall of Fire
9th Conjure Elemental (fire) Flame Strike

 

Bonus Cantrips

At 1st level, you gain the ability to cast the cantrips Light and Sacred Flame.

 

Channel Divinity

Radiance -- At 2nd level, you can use your Channel Divinity for this ability. You cause light and warmth to radiate from you for a distance of 30'. The effect cancels any magical darkness in the radius. Any ally attacked with cold-based spells will only take half damage or save for no damage. This effect lasts for 1 minute.

 

Channel Divinity

Righteous Glare -- At 6th level, you can use your Channel Divinity for this ability. Any creature you cast your gaze upon will roll a DC 15 wisdom save or be partially blinded for 1 minute. This means they will take a -2 penalty on their attack rolls. You may also choose to turn your gaze upon an ally, inspiring them and giving them a +2 to their attack rolls. This lasts 1 for one minute.

 

Channel Divinity

Divine Strike -- At 8th level, you can use your Channel Divinity cause a bolt of heat to radiate from your hand to strike an enemy, causing 2d8 points of damage plus 1 point per 2 cleric levels. There is no save and the bolt always hits its target.

 

Channel Divinity

Sunspot -- At 17th level, you can use your Channel Divinity for this ability. If you meditate for 1 minute, you can locate anyone you have seen before as long as the sun is shining on them somewhere in the world. If you locate them, you can send them a short 25 word message. They cannot respond.

 

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Water Domain

 

Cleric Level 1st Domain Spell 2nd Domain Spell
1st Create/Destroy Water Fog Cloud
3rd Blur Misty Step
5th Create Food/Water Gaseous Form
7th Conjure Minor Elemental (water) Ice Storm
9th Cone of Cold Conjure Elemental (water)

 

Turn Fire Creatures

At 1st level, you can turn fire creatures using your turn undead ability.

 

Natural Swimmer

You have proficiency with the Athletics skill and your swim speed is the same as your movement rate.

 

Channel Divinity

Water Walk -- At 2nd level you can use your Channel Divinity ability to walk on water as if using the Water Walk Spell, but the duration is 1 minute per cleric level.

 

Channel Divinity

Freezing & Melting -- At 6th level, you can use your Channel Divinity ability. By touching the surface of a body of water, you can instantly freeze it solid. It remains completely frozen for 1 minute and then it will begin to melt normally or remain frozen if the temperature is below the freezing point. You can also instantly melt ice to water (doing the opposite of the above-mentioned stuff). You can freeze or melt 10 cubic feet of water or ice per cleric level.

 

Blessings of the Dark Depths -- At 8th level, you can never drown, and at 14th level you don't take damage from deep ocean pressure.

 

Channel Divinity

Breathe in Vain -- At 17th level, you can use your Channel Divinity for this ability. A bolt of water vapor springs forth from your hand and flies up to 150' to a point of your choosing. Anyone within a 40' radius from the center of that point will have their lungs begin to fill with water. They need to make 3 constitution saving throws to expel the water from their lungs or drown. See the drowning rules in the 5th ed. PH for other clarifications.

 

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Druids

 

From "Xanathar's Guide to Everything"

Circle of Dreams (pg 22)

Circle of the Shepherd (pg 23)

 

Druid Archetype: Circle of the Fountain

 

Myths of a mystical fountain where anti-aging water flows have filled tomes for centuries. The Circle of the Fountain is rumored to have partaken in the waters which enhance their healing magic. No one but the Circle knows for sure, but Fountain druids use the rejuvenating properties of water to repair and enhance the body and nature itself.

 

Archetype Feature

 

Additional Cantrips

When you join this circle at 2nd level, you learn the spare the dying and shape water cantrips. If you already know the shape water cantrip, you may learn an additional druid cantrip of your choice. 

 

Archetype Feature

 

Enchanted Water
Beginning at 2nd level, when you are preparing your spells after a long rest, you may choose to expend any amount of spell slots to enchant vials of water with healing magic. A creature may drink or otherwise consume the water to instantly restore 1d8 hit points per spell level of the spell slot expended for that vial. All of the water enchanted with a single spell slot must be consumed to gain the effects. When you take a long rest, all enchanted vials lose their magical properties and become mundane water.

 

Archetype Feature

 

Circle Spells
At 3rd, 5th, 7th, and 9th level you gain access to circle spells. Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

 

Druid Level Circle Spells
3rd Misty Step, Aqua Jet
5th Revivify, Mass Healing Word
7th Control Water, Watery Sphere
9th Maelstrom, Raise Dead

 

Archetype Feature

 

Water Mystic

At 6th level, whenever you spend a druid hit die to heal during a short rest, you may instead choose to restore 1d8 hit points to a target. 

 

Archetype Feature: Water Breathing


When you reach 10th level, your body reflexively adapts to the healing properties of water. You can breathe and speak in water as if it were air, and you may perform the verbal components of spells unhindered.

 

Archetype Feature: Healing Flow


Beginning at 14th level, any creature that is healed by one of your druid spells regains hit points equal to the spell's level at the start of each of their turns for a number of turns equal to your Wisdom modifier. A creature can only benefit from the flow of one spell at a time.

 

***

 

Druid Archetype: Beast Scion

 

Beast Scions are loosely related to druids in that they have a profound respect for nature and the beasts that live in it. Scions respect all beasts and work tirelessly to ensure they are protected from the evils and perversions of a world made dangerous for them man and other similiar creatures.

 

A critical aspect of any scion is their overwhelming urge to eradicate the perversions of nature. The most prominent perversion is lycanthropy. The unnatural curse distorts and warps those afflicted with it, and scions do everything in their power to cure those who are. Those whom a scion cannot cure, they destroy.

 

Being restless souls, scions usually avoid staying in one place for too long, choosing to roam the land in search of knowlege and perversions to eradicate. They are also solitary when it comes to dealing with others of their kind. In some cases, though, they will gather in cooperation to face a greater threat to the land and the beasts within it.

 

Circle of the Scion

Scions who are at least 15 years of age (or the equivalent in races with varying ages of adulthood) are taken in by their local order. The master scions there help their acolytes understand their strange affinity with nature and the beasts within it. They prepare their newfound students with the knowledge necessary for them to survive in a world where they can sometimes be feared and attacked for their strange abilities.

 

Once a scion departs the order to begin their quest for knowlege and wisdom, they only rarely go back unless it is to gain insight about something they can't decipher or if the order calls them back to advise them of something quite important.

 

Level

Prof.

Bonus

Features

Cantrips

Known

Spell Slots per Spell Level

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

1st

+2

Druidic, Spellcasting

2

2

-

-

-

-

-

-

-

-

2nd

+2

Awareness, Druid Circle, Enhanced Weapon Bonus, Wild Shape

2

3

-

-

-

-

-

-

-

-

3rd

+2

Speak with Scion Beast

2

4

2

-

-

-

-

-

-

-

4th

+2

Ability Score Improvement, Wild Shape Improvement

3

4

3

-

-

-

-

-

-

-

5th

+3

--

3

4

3

2

-

-

-

-

-

-

6th

+3

Awareness Improvement, Druid Circle Feature (Lycanthropy Resistance)

3

4

3

3

-

-

-

-

-

-

7th

+3

Enhanced Weapon Bonus

3

4

3

3

1

-

-

-

-

-

8th

+3

Ability Score Improvement, Wild Shape Improvement

3

4

3

3

2

-

-

-

-

-

9th

+4

--

3

4

3

3

3

1

-

-

-

-

10th

+4

Druid Circle Feature (Reversion), Wild Shape Improvement

4

4

3

3

3

2

-

-

-

-

11th

+4

Awareness Improvement

4

4

3

3

3

2

1

-

-

-

12th

+4

Ability Score Improvement, Enhanced Weapon Bonus

4

4

3

3

3

2

1

-

-

-

13th

+5

Reversion Bonus

4

4

3

3

3

2

1

1

-

-

14th

+5

Druid Circle Feature (Lycanthropy Immunity)

4

4

3

3

3

2

1

1

-

-

15th

+5

--

4

4

3

3

3

2

1

1

1

-

16th

+5

Awareness Improvement, Ability Score Improvement, Revision Bonus

4

4

3

3

3

2

1

1

1

-

17th

+6

Enhanced Weapon

4

4

3

3

3

2

1

1

1

1

18th

+6

Beast Spells, Timeless Body

4

4

3

3

3

3

1

1

1

1

19th

+6

Ability Score Improvement, Reversion Bonus

4

4

3

3

3

3

2

1

1

1

20th

+6

Arch Druid, Awareness Improvement

4

4

3

3

3

3

2

2

1

1

 

Class Features

 

As a scion, you gain the following features.

 

Hit Dice: 1d8 per scion level.

Hit Points at 1st Level: 8 + your constitution modifier.

Hit Points at Higher Levels: 1d8 (or 5) + your constitution modifier per scion level after 1st.

 

Proficiencies

 

Armor: Light armor (not of metal)

Weapons: Shaktine*, darts, javelins, and slings

Tools: Herbalism Kit

 

Saving Throws: Intelligence, Wisdom

Skills: Choose two from Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Stealth

 

Enhanced Weapon: Shaktine

 

*Shaktine is a holy weapon used exclusively by scions. These bracers have dagger-length blades secreted in the top (over the arm) and can be extended when the scion depresses a small button. There is one for each arm, and the scion attacks with both (2 attacks) in the same round. The damage for each blade is the same as a dagger (1d4 piercing; finesse; light; cannot be thrown).

 

At 2nd level, the scion has blessed his shaktine so that they can affect lycanthropes as if they are silvered weapons. On a successful hit against a lycanthrope, the scion adds an additional d4 damage per attack. The weapons gain another d4 damage per attack every 4 levels beyond that up to 20th. So a Scion of levels 2-6 that hits a werewolf with one attack will add an additional d4 per attack. At levels 7-11, 2d4 per attack. At levels 12-16 add 3d4 per attack. At levels 17-20 add 4d4 per attack. So a 20th level scion who hits a lycanthrope twice with a shaktine (both hands) will roll 1d4(x2) and add 4d4 for each hand due to the enhancement for a total of 1d4+ability bonus(x2)+4d4(x2) rolled for damage.

 

Shaktine can be magically enhanced with +1, +2, or +3 by a wizard.

 

Spellcasting

 

The spellcasting rules for scions are that same for that of druids (page 66 PH). See the table above. This includes preparing and casting of spells, the save DC, and ritual casting. Scions utilize the druid spell list for their spells.

 

Spell Save DC = 8 + your proficiency bonus + your wisdom modifier

Spell Attack Modifier = your proficiency bonus + your wisdom modifier

 

Ritual Casting

 

Scions can cast a druid spell as a ritual spell if that spell has the ritual tag and you have prepared the spell.

 

Awareness (Scionic/Lycanthropic)

 

At 2nd level, scions can take an action to sense, when a scion or lycanthrope is within a 10' radius of them. The scion or lycanthrope can be sensed whether the scion is in their natural or beast form, and whether the lycanthrope is in their natural or altered form. This ability increases as the scion progresses in level. The distance of awareness increases to 20' at 6th level, 40' at 11th, 50' at 16th, and 60' at 20th.

 

Wild Shape

 

At 2nd level, the scion can use his action to magically assume the shape of a beast he has seen before, just like the druid ability described on page 66 of the PH.

 

Level

Max. CR

Limitations

Example

2

1/4

No flying or swimming speed

Wolf

4

1/2

No flying speed

Crocodile

8

1

--

Giant Eagle

 

Speak with Scion Beast

 

At 3rd level, a scion may communicate with his scion beast. So a bear scion would be able to communicate with a bear.  Both can understand each other using the the chosen animal's method of communication, such as grunts, chirps, whistles, growls, etc.

Ability Score Improvement (or alternate feat gain)

At levels 4, 8, 12, 16, and 19, you can increase one ability score of your choice by 2 or two ability scores by 1 with a limitation of 20 on any ability. Alternately, you can choose one feat in place of the 2 point ability score increase at each appropriate level.

Druid Feature: Lycanthropy Resistance

 

At 6th level, a scion's tireless study in the art of defeating lycanthropy allows him resistance to the curse itself. A scion who receives a wound by a lycanthrope gains advantage on his save to avoid becoming infected.

 

Druid Feature: Reversion

 

At 10th level, a scion has learned an ancient chant designed to force a lycanthrope to revert from its savage form to its normal form. As an action, a scion can speak the mystic phrase. Lycanthropes in their savage form within 60' and can hear the scion must make a DC constitution save or revert back to their true form for 1 minute per scion level above 10th. The scion can affect up to 54 hd of lycanthropes plus an extra 10 hd at levels 13, 16, and 19 for a total of 84 hd affected at 20th level.

 

Druid Feature: Lycanthropy Immunity

 

At 14th level, a scion's knowledge of lycanthropy is so thorough, he has become immune to the effects of the curse.

 

Timeless Body

 

Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.

 

Beast Spells

 

Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components.

 

Arch Druid

 

At 20th level you can use your Wild Shape an unlimited number of times.

 

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Fighters

 

From "Xanathar's Guide to Everything"

Arcane Archer (pg 28)

Cavalier (pg 30)

Samurai (pg 31)

 

Fighter Archetype: Knight

This is a Fighter archetype that specializes in mounted combat, just felt strange that such iconic archetype wasnt in the game from the start.
 

Archetype Feature
 
Skilled Rider


At 3rd level you gain Mounted Combatant feat. If you already have this feat you may pick a new one.
Swift mounting: at 3rd level If you are not wearing heavy armour it does not cost any movement to get on your mount. If you are wearing heavy armour mounting requires you to spend 5ft of movement instead of half of your speed. Also you gain advantage on saving throws against you being thrown off your mount.
 
Archetype Feature: Superior charge


At 7th level you have advantage on melee attack rolls against any unmounted creature that is the same size or smaller than your mount. You add 1d6 to the damage. This damage increses to 2d6 at 10th level, 3d6 at 15th level and 4d6 at 18th level.

Archetype Feature: Terrifying charge


At 10th level when you spend at least 20ft of your movement riding towards an enemy and then strike it with a melee attack your target must make a Wisdom saving throw against DC (10 + Your Intimidation score) or be frightened until the start of your next turn.

Your enemy must see you moving towards it for at least 20ft of your movement.
 
Archetype Feature: Ride-By
 

At 15th level if you spend at least 10ft of movement before you perform a melee attack you may take Disengage action as a free action. In order for this feature to work you must make no more than 1 melee attack.
 
Archetype Feature: Over-Ride


At 18th level you gain ability to ride over your enemies. While you are on your mount you may enter spaces of enemies that are smaller size category than your mount. An enemy must pass a Dexterity saving throw to get out of the way. The DC for this save depends on the speed of your mount. On a failed save enemy takes 4d10 points of bludgeoning damage. After this saving throw you must leave enemies space. To perform this action you must have enough movement to move into enemys swuare and exit it.
 

Creature speed DC

0-30ft 9
31-40ft 11
41-50ft 13
51-60ft 15

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Monks

 

From "Sword Coast Adventurer's Guide"

Way of the Long Death (pg 130)

Way of the Long Death (pg 131)

 

From "Xanathar's Guide to Everything"

Way of the Drunken Master (pg 33)

Way of the Kensei (pg 34)

Way of the Sun Soul (pg 35)

 

Way of Balance (used by monks of Gharan-Dis only)

 

Your goal is to learn about true balance while honing your body, your mind, and your spirit. To become a monk, you must study as an initiate until you are at the age of manhood (usually 17 years). At that time, you commune with Gharan-Dis, which is called a “Trial.” If He deems you fit to become a Walker of the Light, He will brand the inside of your right forearm with a white eye. At this point, you leave the monastery where you have trained and strike out into the world to learn everything you can about the concept of good from any perspective you can. This doesn’t mean that you have to “be” good, merely study and understand it. This can take months, even years, to accomplish (levels 1-5).

 

Once you reach level 6, or when you have gathered the insight you feel qualifies you to understand what good is, you return to your monastery and commune with Gharan-Dis once more. If He feels you’ve mastered the concept of good, then he brands the inside of your left forearm with a black eye, signifying that you have become a Stalker of the Night. The difference now when you leave, is that you’re learning everything you can about the concept of evil in the world. This is a difficult time for the monk, for being exposed to the temptations of evil usually causes most monks to forget their monastic vows and turn to the path of evil and self-indulgence.

 

Those who maintain their discipline (level 13) return for a final Trial to determine if you’re fit to become a master. If so, you’ll be branded in the center of your chest with a gray eye, signifying balance. Masters are considered to be ready to know balance, having grasped good and evil. They strike out once more to put their knowledge of balance to good use by doing all they can to maintain it wherever they see an imbalance. Once they’ve reached 20th level, they return to their monastery to teach unless something dire or pressing keeps them away.

 

Walker of the Light (level 1-5)

Power of Light: At 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast aid, lesser restoration, prayer of healing, and zone of truth without providing material components. Additionally, you gain the light cantrip if you don’t already know it.

 

Stalker of the Night (level 6-12)

Shadow Step: At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can teleport up to 60’ to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of your turn.

 

Shield of Night: At 11th level, you have learned to utilize the darkness as protection. When you are in dim light or darkness, you can use 2 ki points as a bonus action to weave yourself through the shadows to make yourself harder to see, and therefore harder to hit. During this time, attackers who do not have blindsight, blindsense, or tremorsense attack you at disadvantage. The effect lasts until you attack, cast a spell, move into an area of bright light, or 3 turns have passed. At 15th level, the effect lasts for 1 minute.

 

Master (level 13-20)

Ki Strike: At level 17, your mastery of your ki has increased so that you can use it to lash out at opponents like a weapon. As an action, you can spend 3 ki points and lash out with a single melee weapon attack. Your ki will resemble a shimmering whip of bluish light that snaps out up to 15’. If you successfully hit your opponent, he will take 2d10+your level points of necrotic damage and must make a DC 14 constitution save or be stunned for 1 minute.

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Paladins

 

From "Sword Coast Adventurer's Guide"

Oath of the Crown (pg 132)

 

From "Xanathar's Guide to Everything"

Oath of Conquest (pg 37)

Oath of Redemption (pg 38)

The Oathbreaker (as per page 97 of the 5th edition DM's Guide)

An Oathbreaker is a paladin who breaks his or her sacred oaths to pursue some dark ambition or serve an evil power. Whatever light burned in the paladin's heart has been extinguished. Only darkness remains. A paladin must be evil and at least 3rd level to become an Oathbreaker. The paladin replaces the features specific to his or her Sacred Oath with Oathbreaker features.

Oathbreaker Spells

An oathbreaker paladin loses previously gained oath spells and instead gains the following Oathbreaker spells at the paladin levels listed.

 

Paladin Level 1st Spell 2nd Spell
1st Hellish Rebuke Inflict Wounds
3rd Crown of Madness Darkness
5th Animate Dead Bestow Curse
7th Blight Confusion
9th Contagion Dominate Person

Channel Divinity

An Oathbreaker Paladin of 3rd level or higher gains the following two Channel Divinity options:

Control Undead: As an action the paladin targets one undead creature he or she can see within 30' of hem or her. The target must make a Wisdom saving throw. On a failed save, the target must obey the paladin's commands for the next 24 hours, or until the paladin uses the Channel Divinity option again. An undead whose challenge rating is equal to or greater than the paladin's level is immune to this effect.

Dreadful Aspect: As an action, the paladin channels the darkest emotions and focuses them into a burst of magical menace. Each creature of the paladin's choice within 30 feet of the paladin must make a Wisdom saving throw if it can see the paladin. On a failed save, the target is frightened of the paladin for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from the paladin, it can attempt another Wisdom saving throw to end the effect on it.

Aura of Hate

Starting at 7th level, the paladin, as well any fiends and undead within 10 feet of the paladin, gains a bonus to melee weapon damage rolls equal to the paladin's Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time. At 18th level, the range of this aura increases to 30 feet.

Supernatural Resistance

At 15th level, the paladin gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

Dread Lord

At 20th-level, the paladin can, as an action, surround himself or herself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around the paladin to dim light. Whenever an enemy that is frightened by the paladin starts its turn in the aura, it takes 4d10 psychic damage. Additionally, the paladin and creatures he or she chooses in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.

While the aura lasts, the paladin can use a bonus action on his or her turn to cause the shadows in the aura to attack one creature. The paladin makes a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10+the paladin's Charisma modifier.

After activating the aura, the paladin can't do so again until he or she finishes a long rest.

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Rangers

 

From "Xanathar's Guide to Everything"

Gloom Stalker (pg 41)

Horizon Walker (pg 42)

Monster Slayer (pg 43)

No changes/additions at this time

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Rogues

 

From "Sword Coast Adventurer's Guide"

Mastermind (pg 135)

Swashbuckler (pg 135)

 

 

From "Xanathar's Guide to Everything"

Inquisitive (pg 45)

Mastermind (pg 46)

Scout (pg 47)

Swashbuckler (pg 47)

No changes/additions at this time

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Sorcerers

 

From "Xanathar's Guide to Everything"

Divine Soul (pg 50)

Shadow Magic (pg 50)

Storm Sorcery (pg 51)

No changes/additions at this time

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Warlocks

 

From "Xanathar's Guide to Everything"

The Celestial (pg 54)

The Hexblade (pg 55)

No changes/additions at this time

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 Wizards

 

As a wizard you will pick your cantrips as slots become available. For instance, at 1st level a wizard has 3 slots and can pick whichever cantrip (that's approved in my game) to fill the slot. As more slots become available, you may choose which cantrips you wish to fill them.

 

For starting spells at 1st level, you may choose 5 1st level spells and 2nd level spells for your spell book. After that, you will acquire spells by find them as part of treasure, loot from defeated opponents, purchasing them, etc.

 

**Note** when you gain a level that allows you to cast spells at a new level, and you have no spells acquired, you will automatically get to choose two of your choice to put in your book so that way you'll have something to work with. A good wizard will have already acquired spells in advance to be prepared for his/her/its advancement.

 

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