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View Full Version : Contest D&D 5e Base Class Contest VII: Remix Mastery



MoleMage
2019-05-13, 09:07 AM
Welcome to the seventh homebrew base class competition. The goal here is to create an original base class for 5th edition Dungeons and Dragons. Please only place the your class submissions in this thread and leave other comments for the chat thread. The rules for the contest are as follows.


1) The class you homebrew should fit the theme. You can interpret the theme as broadly as you like without risk of disqualification, but doing so may reduce your chances of earning votes during the voting period. This contest, the theme is Remix Mastery. Take an existing base class and create an alternate, variant, or remastered version of it.

For the purposes of this contest, an alternate class is one which has the same core features but new secondary features and theme; a variant class is one which maintains the core identity of the class but realizes it through new features; and a remastered version of the class is one which takes the original class's theme and features and rewrites them with new mechanics. Within those guidelines, anything goes, from a Ninja that mixes the rogue's Sneak Attack with ki-empowered flair to a Berserker that replaces the idea of rage as a duration buff with the idea of rage as an instant effect on individual attacks or even a full Sorcerer rewrite that gives up traditional spells entirely in favor of their own brand of magic.
For this contest, you must specify what source class you are remixing. This is an additional rule for this contest only.


2) You may only create one base class. If you create more than one class then you must choose which one to enter and remove all the others from this thread and the contest (making them invalid) . If you do not specify which one you favor by the time voting begins, all of your content is invalid.
3) When you submit your class you must create a post on this thread which either has the content or holds a link to it. You may also optionally create one other individual thread for your class on the homebrew design sub-forum. If it is found that you have revealed your class on another site or on another thread than one on the homebrew design sub-forum, your entry will be considered invalid. If you do make a specific thread for you class, please mention its involvement to the competition in that thread. If you use external formatting resources such as Homebrewery, or GMBinder it is recommended that you also create a PDF of the content and share it here.
4) You may use other homebrew content (such as feats, spells, magical items and monsters) or even features to supplement your class, provided you have permission from the original creator and provide links to the source. Failure to receive permission from the original creation will disqualify you from entry in the current contest.
5) Your class must have fully completed mechanics and descriptions for it to be valid. Entries are due by 11:59 PM Central Time on July 7th July 21st. Any submissions after this point are invalid. No changes can be made to your class while voting is taking place. Failure to comply with the previous rule will result in disqualification.
6) Any content which has been declared invalid by the rules above cannot be voted for, but you may decide to remove it from the contest and create another class instead. If you are disqualified then you are not allowed to enter any more homebrew for this competition, though you may still vote and later enter the next competition.
7) Please note that misunderstandings occur, if you break a rule which results in disqualification it might be excused if you can convince the group that it was a result of confusion over the rules.


Keep in mind that this contest is entirely for recreational purposes and there is no reward (aside from bragging rights) for someone who succeeds. Let us begin!


With the passing of reins, I have made a couple of minor changes to these rules. First, posting your content elsewhere does not disqualify you from creating another entry (it still makes that entry invalid). Second, homebrew supplements are acceptable with permission from the original creator in addition to allowing supplements from your own previous homebrew. Third, the time zone for determining deadline is now Central Time US instead of Eastern Time US. That's it!


Chat Thread: http://www.giantitp.com/forums/showthread.php?587920-D-amp-D-5e-Base-Class-Contest-Chat-Thread&p=23906237#post23906237

moonfly7
2019-05-15, 04:13 PM
Well, here it is, my entry for this contest! I hope you enjoy it! Please let me know if you have any questions, comments, concerns, or suggestions. This is only the second full class I've ever made, so advise from others will always be appreciated. Also, I guess one would call this a very focused Ranger class with bits of Warlock features throne in.
Here's a link to my base class's thread if you want to see the comments: http://www.giantitp.com/forums/showthread.php?589011-Arcanic-Researcher-base-class-design-contest-entry-(PEACH!)&p=23938270#post23938270. The rules say we can have one thread, I read it like six times to be sure, but since I have terrible luck and may have misread it, please tell me and I'll take it down.

Spellbane
Level___prof. bonus__Arcanic discoveries_______Features
1_______+2___________0____________Arcanic Thief, Preferred Magical Foe
2_______+2___________2____________Arcanic Discoveries, Magic Manipulation
3_______+2___________2____________Arcane paths of study
4_______+2___________2____________Ability score increase
5_______+3___________3____________Extra Attack
6_______+3___________3
7_______+3___________4____________Arcane paths of study
8_______+3___________4____________Ability score improvement
9_______+4___________5____________Magical preparedness
10______+4___________5
11______+4___________5____________Arcane paths of study
12______+4___________6____________Ability score improvement
13______+5___________6____________Use Magic Device
14______+5___________6____________Arcane paths of study
15______+5___________7____________Preferred magical foe increase
16______+5___________7____________Ability score improvement
17______+6___________7____________Arcane Evasion
18______+6___________8
19______+6___________8____________Ability score improvement
20______+6___________8____________Antimagic Training

A man flips through books as he searches for the weakness of the mad necromancer terrorizing the land. His gaze lands on a dusty tome as he grabs it, and his trained eyes pick out the details needed to combat this magic. A trained and honed aasimar flits in and out of the battle field on celestial wings, scimitars in hand. As her enemy prepares for the final words in his world ending spell, she shouts out the cancellation command, and the whole thing implodes around him. A grizzled half orc stalks a possessed pretty boy scholar from the mages college. As the young high elf traces runes in the dirt and mutters about the master, the old, worn orc librarian draws his axe from his back, and as it glowed green at the presence of enchantment magic, he stalked forward to end this sad affair.
These and others are examples of Spellbane's, commonly referred to simply as Banes, men and women who have devoted their lives to studying magic and how to fight it, all without a lick of magic to call their own. These people are often guardians of mage colleges and the like, generally as a librarian or lore keeper, as there vast knowledge of magic is greatly useful. But when a rogue mage begins to prophecy a dread coming of Asmodeus, or a long dead sorcerer rises again, a Spellbane grabs their swords, buckles on their armor, double checks their tomes and notes, and prepares for war.



Class features
As a Spellbane, you gain the following class features:
Hit dice: 1d10 per Spellbane level
Hit Points at 1st level: 10+your constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Spellbane level after 1st
Proficiencies
Armour: medium and light armor, shields
Weapons: simple, martial
Tools:
Saving throws: Intelligence, Dexterity or Strength (your choice)
Skills: choose three from arcana, history, investigation, insight, acrobatics, athletics, perception, and medicine
Equipment
You start with this equipment including the equipment granted by your background:
(a) two scimitars or (b) a broad sword and dagger or (c) two martial weapons
(a) Leather armor or (b) Scale mail
(a) A scholar’s pack or (b) An explorer's pack
Or 5d4 x 10 starting gold
Features

Spells Bane
Upon taking this class at first level, you gain the ability to pull magical energy out of your enemies. When you hit a creature that can cast a spell of 1st level or higher with an attack, you may choose to leach magical energy from them. When you make an attack in this way, you may steal a number of spell slots whose levels combine to equal your levels in this class. So at level 1, you can steal only a single 1st level spell slot at a time, whereas at level 2, you can steal two 1st level spell slots at once or one 2nd level slot. Later features allow you to use the stolen spell slots you gain from this feature, all spell slots you have taken disappear at the end of a long rest. If a creature can cast a spell at its base slot with a trait, using this feature on them deprives them of a number of its uses based on slot level like normal, you gain the base slots that the spell is cast with based on their feature.


Preferred magical foe
Also at first level, you have studied one school of magic and its inner workings better than the others. Choose one school from Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, and Transmutation. You gain the following benefits against this school of magic:
You have advantage on saving throws against spells of your chosen school
All damage taken from spells of your chosen school are halved for you, if the damage would already be halved by another feature or circumstance, you divide the total damage by 4.
When a creature casts a spell of the college you chose within five feet of you, you may make a melee weapon attack against them as a reaction.
At 15th level you may choose a second Preferred magical foe from the list above, in addition to the normal bonuses added to both colleges, you may now add your proficiency bonus to damage dealt to creatures whose last cast spell is from either college you chose for this feature.

Arcanic Discoveries
In your study of magical texts, you have discovered and created magical practices that leave you with abilities and powers far above the norm. At 2nd level, you gain two Arcanic Discoveries of your choice. Your discovery options are detailed at the end of the class description. When you gain certain Spellbane levels, you gain additional Discoveries of your choice, as shown in the Discoveries Known column of the Warlock table. Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

Magic manipulation
As you have progressed in your training and research, you have become used to the stolen magic swirling inside of you, and by harnessing it, you can do amazing things. If you have stolen spell slots with Spell Bane, you can spend them on the abilities listed below. All spell slots you have accrued will disappear after a long rest.
Arcane Strike:
When you hit with an attack, you may spend a spell slot of 1st level or higher to add 1d6 Force damage to the damage roll. For each spell slot you expend that is above level 1 you add a number of d6’s equal to the slots level above 1st.

Arcane Healing:
As a bonus action, you may spend stolen spell slots to heal A d6 per spell slot spent. For spell slots above level 1, you heal 1d6 more for every level above first.


Arcane paths of study
At third level you have grown in your knowledge of how to fight magic, and have begun to develop preferred methods for carrying out your work. Banes of like minds gather together in Spellbane brotherhoods, tight knit groups who can often times be called on to provide aid to a brother Bane, regardless of that Spellbanes b Your choice grants you extra features at 7th, 11th,14th level (subclasses to be decided)

Ability score improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score 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.



Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.



Spellbanes eye
At 9th level you have seen your fair share of plans go horribly awry because of an illusion placed just so, or a suggestion spell cast just right. Because of this, you have begun to study just how such magic works, and how best to spot it. You have advantage on perception, investigation, and insight checks made to see through illusions, spot invisible creatures, or tell if a creature is charmed or otherwise magically controlled. You also gain a static +2 bonus to your passive perception.


Use Magic Device
You have studied the inner workings of magic, and as an outsider looking into a world you can’t, won't, or simply haven't touched, you have been deeply curious as to the inner workings of magic items. At 13th level, you have discovered the tricks and niches of magical items. You may ignore all level, class, and race requirements for magical items.

Arcane Evasion
Beginning at 18th level, you have gained an uncanny sense of when to move to avoid spells, and you can nimbly dodge out of the way of certain area effects created by them, such as an ice storm spell or a fireball. When you are subjected to a spell effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Note, this only applies to spells.

Antimagic Training
At 20th level you have mastered the art of distracting magic users to disrupt spells, and can pick out the exact weaknesses of curses and permanent spells. Using this feature you may cast counterspell as a reaction a number of times equal to your intelligence modifier. Additionally using this feature, you may cast dispel magic a number of times equal to your intelligence modifier.




Arcane Discoveries
Weave Sight You can sense magic as if under the affects of the detect magic spell, within a range of 10 feet around you.
Armor Of Wills You gain an unarmored AC calculated by 10 + your dexterity modifier + Your Intelligence mod. You may still use a shield and gain this benefit
Eyes of the Scholar You can see normally in darkness, both magical and non magical, to a distance of 120 feet.
Eyes of the Rune Keeper You can read all writing.
Blade of Knowledge, prerequisite third level You may expend stolen spell slots to cast magic weapon.
Slowing Blade, Prerequisite fifth level All of your melee and ranged weapon attacks lower your target's speed by 10 feet for one round on a hit.
Arcane Penmanship, prerequisite level 13 You may scribe spell scrolls from any class list following the normal rules, however you do not require proficiency in the arcana skill.
Magical Grip, prerequisite third level you may cast spider climb at will without a spell slot.
Studied spell choose one first level spell from any list, you may cast this spell using your stolen spell slots. Your casting ability for this spell is Intelligence, and you follow all of the normal rules for spell casting.
Studied Stealth, prerequisite third level You may cast invisibility once without spell slots.
Martial Study You have studied a particular fighting style used by warriors so that you may better fight enemy mages, you have of course, altered them to better fit your particular foes. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Anti-mage Archery: You gain a +2 bonus to attack rolls you make with ranged weapons, and add +2 to damage rolls if the target can cast at least one spell.

Anti-magic Defense: While you are wearing armor, you gain a +1 bonus to AC. This bonus is +3 against spell attacks.

Magic interception: If a spell would hit an ally within five feet of you, you may use your reaction to cause the spell to deal half damage, if an effect already halved the damage, divide it by four. You must be wielding a shield.

Kyutaru
2019-05-16, 01:11 AM
Here's my druid replacement based on necromancy. Compatible with existing druid circles it replaces the wild shape with minions and supernatural dominion. Named for the Stonehenge rock formations said to be portals to the netherworld.


Stonehenge Druid

Level___Prof. Bonus__Cantrips Known_______Features________________________
1_______+2___________2____________Druidic, Spellcasting
2_______+2___________2____________Druidic Circle, Sacrificial Servant
3_______+2___________2____________
4_______+2___________3____________Extra Servant, Ability score improvement
5_______+3___________3____________Watcher of the Way
6_______+3___________3____________Druidic Circle feature
7_______+3___________3____________
8_______+3___________3____________Extra Servant, Ability score improvement
9_______+4___________3____________
10______+4___________4____________Druid Circle feature
11______+4___________4____________Traverser of the Threshold
12______+4___________4____________Extra Servant, Ability score improvement
13______+5___________4____________
14______+5___________4____________Druid Circle feature
15______+5___________4____________
16______+5___________4____________Extra Servant, Ability score improvement
17______+6___________4____________
18______+6___________4____________Guardian of the Gate
19______+6___________4____________Ability score improvement
20______+6___________4____________Hierophant

An old hermit walks through the haunted forest sowing bones into the dirt. With an ancient rite spoken, a skeletal hand reaches out from where has he sown. The horrific creature climbs its way out as though it had always been buried there, followed by another and another. Soon the crazy coot is surrounded by them and yet he smiles with the look of death upon his face. Suddenly he shifts, hearing something only perceptible to him. He turns and for a brief moment you can see a blurry rip forming in thin air, tearing a hole in reality itself, before he and his summoned minions step through the gateway and into the void beyond. What horrors lie beyond that entrance will have to be left up to your imagination because the portal closes swiftly behind him leaving a unsettling chill hanging in the air.

As a Stonehenge druid, you gain the following Class Features.

Hit Points
Hit Dice: 1d8 per druid level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per druid level after 1st

Starting Proficiencies
You are proficient with the following items, in addition to any proficiencies provided by your race or Background.

Armor: Light Armor, Medium Armor, Shields (druids will not wear armor or use Shields made of metal)
Weapons: clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Herbalism Kit
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival

Starting Equipment
You start with the following items, plus anything provided by your Background.

• (a) a Wooden Shield or (b) any simple weapon
• (a) a Scimitar or (b) any simple melee weapon
• Leather Armor, an Explorer's Pack, and a druidic focus

Druidic
You know Druidic, the Secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a Message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.

Spellcasting
Drawing on the divine essence of Nature itself, you can cast Spells to shape that essence to your will. See chapter 10 for the general rules of Spellcasting and chapter 11 for the druid spell list.

Cantrips

At 1st level, you know two Cantrips of your choice from the druid spell list. You learn additional druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.

Preparing and Casting Spells

The Druid table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Druid Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.

You prepare the list of Druid Spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of Druid Spells equal to your Wisdom modifier + your druid level (minimum of one spell). The Spells must be of a level for which you have Spell Slots.

For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level Spell Slots. With a Wisdom of 16, your list of prepared Spells can include six Spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level ar 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells.

You can also change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Druid Spells requires time spent in prayer and meditation: at least 1 minute per Spell Level for each spell on your list.

Spellcasting Ability

Wisdom is your Spellcasting ability for your Druid Spells, since your magic draws upon your devotion and Attunement to Nature. You use your Wisdom whenever a spell refers to your Spellcasting ability. In addition, you use your Wisdom modifier when Setting the saving throw DC for a druid spell you cast and when Making an Attack roll with one.

Spell save DC = 8 + your Proficiency Bonus + your Wisdom modifier
Spell Attack modifier = your Proficiency Bonus + your Wisdom modifier

Ritual Casting

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

Spellcasting Focus

You can use a druidic focus (see "Equipment") as a Spellcasting focus for your Druid Spells.

Sacrificial Servant
Starting at 2nd level, you can use your action to plant the finger bone of an ancient ally once sacrificed to the god of death to be his eternal slave. One round later, a fully formed undead Skeleton servant rises from the ground to fight at your side. This ally is permanent until dismissed or destroyed at which point its finger bone must be recovered and replanted to summon it once more. You may have no more than one Sacrificial Servant at 2nd level but each Extra Servant improves this limit by one to a maximum of five servants at 16th level.

Servants improve with your Stonehenge druid levels according to the following table:

Level - Servant Improvement
2_____Hit point maximum is increased by an amount equal to your Stonehenge druid levels
4_____Add your proficiency bonus to its weapon damage rolls
8_____Add +2 to all attributes
12____Gain Turn Immunity and Necrotic Resistance
16____Add +2 to all attributes
20____Gain magical weapons, Radiant Resistance, and Necrotic Immunity

Druid Circle
At 2nd level, you choose to Identify with a circle of druids, such as the Circle of the Ancients. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score 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.

Watcher of the Way
Starting at 5th level, you gain the ability to perceive the hidden realm and interact with its denizens. You acquire the Ethereal Sight and Incorporeal Hunter traits.

Ethereal Sight
The Stonehenge druid can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa.

Incorporeal Hunter
All attacks, magical or not, made by you (but not your Sacrificial Servants) ignore the Damage Resistances of creatures with the Incorporeal Movement trait. Additionally, you may affect such creatures from the Material Plane even when they are on the Ethereal Plane, and vice versa.

Traverser of the Threshold
At 11th level, you gain the ability to partially enter the hidden realm and become resilient against its denizens. You may acquire the Incorporeal Movement trait for 1 round per Stonehenge druid level and gain Damage Resistance to necrotic damage for the duration. This ability may be used once per Long Rest.

Incorporeal Movement
The Stonehenge druid can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Guardian of the Gate
By 18th level the Stonehenge druid's mastery over the hidden realm allows one to tear the veil between worlds and step inside or seal the veil sending back its denizens from whence they came. You may use the Etherealness action once per Long Rest, targeting up to three willing creatures (including you). You may also use the Banishment action once per Long Rest, targeting up to three Undead creatures who are sent to the Ethereal Plane.

Etherealness
As the spell Etherealness except your Sacrificial Servants may freely accompany you.

Banishment
As the spell Banishment except the effect is permanent and your druidic focus replaces the material component (it is not consumed).

Hierophant
To a 20th level Stonehenge druid, life and death are as one. You gain the Undead Nature trait and may use the Divination action once per Long Rest.

Undead Nature
You are considered Undead for the sake of spells and effects. You do not require sleep, air, food, or drink.

Divination
As the spell Divination except you may only commune with the god of death and your druidic focus replaces the material component (it is not consumed).

---------------------


Circle of the Ancients

The Circle of the Ancients is made up of mystics and sages who safeguard the hidden knowledge of the underworld. These druids meet within sacred circles of trees or standing stones to whisper underworld secrets in Druidic. The circle’s wisest members preside as the chief Necromancers of communities that hold to the Ancient Ways and haunt the areas where the threshold between life and death is thinnest. As a member of this circle, your magic is influenced by the realm of the dead where you were initiated into the circle’s mysterious rites.

Keeper of the Underworld
When you choose this circle at 2nd level, you learn the spells of the Death domain at their appropriate levels. As a bonus, these spells are considered always prepared in addition to your normal prepared list.

Defender of the Balance
From 6th level onward, you learn the Inflict Wounds spell and may use it on Undead, instead healing them for the amount of necrotic damage the spell would have done. You may also use your Cure Wounds spell on Undead creatures, instead inflicting an amount of radiant damage as the healing the spell would have done.

Protector of the Veil
Starting at 10th level, you may use the Turn Undead feature once per Short Rest.

Turn Undead
As an action, you present your druidic focus and speak the ancient rite. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Harbinger of Life
At 14th level you permanently have Raise Dead prepared as a bonus spell.

theVoidWatches
2019-05-16, 10:39 PM
Anger Point Barbarian


Level
Proficiency Bonus
Features
Rages


1
+2
Anger Points, Rage, Unarmored Defense
2


2
+2
Reckless Attack
2


3
+2
Path of Rage
2


4
+2
Ability Score Improvement
2


5
+3
Extra Attack
3


6
+3
Fast Movement
3


7
+3
Path of Rage Feature
3


8
+3
Ability Score Improvement
3


9
+4
Brutal Critical
4


10
+4
Feral Instinct
4


11
+4
Relentless Rage
4


12
+4
Ability Score Improvement
4


13
+5
Path of Rage Feature
5


14
+5
Brutal Critical Improvement, Fast Movement Improvement
5


15
+5
Persistent Rage
5


16
+5
Ability Score Improvement
5


17
+6
Path of Rage Feature
6


18
+6
Brutal Critical Improvement
6


19
+6
Ability Score Improvement
6


20
+6
Primal Champion
Unlimited



Hit Points
Hit Dice: 1d12 per barbarian level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st


Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival


Anger Points
You constantly have a pool of anger swirling in your belly, but it usually remains locked down tight. You can use it as motivation to fuel yourself, using a resource called anger points. You can never have more than half of your barbarian level (rounded up) plus your Constitution modifier anger points at once.
Whenever an enemy rolls a critical hit against you, you gain 1 anger point.
After a short or long rest, you gain a number of anger points equal to your Constitution modifier.
You can spend anger points in the following ways whenever you have them:
* Ignore Pain: As a reaction when you take bludgeoning, piercing, or slashing damage, you can immediately spend a number of anger points equal to or less than your Constitution modifier to reduce the damage. The damage is reduced by an amount equal to 1d10 per anger point spent.
* Furious Blow: Once per turn when you deal damage, you may deal additional damage equal to the number of anger points you have.
* Powerful Hate: Whenever you make a Strength or Constitution check, you may spend 1 anger point to gain advantage on the check.

Rage
You constantly have a pool of anger swirling in your belly, but it usually remains locked down tight. Sometimes, however, you lose control and enter a nigh-magical state known as a rage.
As a bonus action, you may enter a rage. When you begin your rage, you gain a number of anger points equal to your Constitution modifier, then gain a number of temporary hit points equal to the number of anger points you have.
If you have 0 anger points at the beginning of your turn or if you are knocked unconscious, your rage ends. If you choose to end your rage early, you lose a number of anger points equal to your Constitution modifier.
If you are able to cast spells, you cannot cast them or concentrate on them during a rage.
During a rage, you gain the following benefits.
* Pained Fury: Once per turn when you take damage from a hostile creature while in a rage, you gain 1 anger point for every 10 points of damage you took (rounded down).
* Tough it Out: Once per turn when you would take damage equal to or less than your constitution modifier, you may ignore that damage.
* Wrathful Strike: Once per turn when you deal damage, you may spend 1 anger point to deal additional damage equal to the damage die of the weapon.
You may enter a rage twice, after which you must take a long rest before entering a rage again. You may do so more times as you gain levels in this class, as shown in the Rages column of the Barbarian table.

Unarmored Defense
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Reckless Attack
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Danger Sense
At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

Path of Rage
At 3rd level, your rage begins to manifest in beyond-human abilities. You gain features from your subclass at level 3, 7, 13, and 17.

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score 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.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Fast Movement
Starting at 6th level, your speed increases by 10 feet while you aren’t wearing heavy armor.
Beginning at 14th level, you lack any concern for your own safety. While raging, you ignore difficulty terrain.

Brutal Critical
Beginning at 9th level, whenever you score a critical hit, you gain 1 anger point. You may immediately spend 1 anger point to deal additional damage equal to your weapon's damage die.
Beginning at 14th level, you gain 2 anger points and can spend up to 2 anger points. If you do so, you deal two damage dice of additional damage.
Beginning at 18th level, you gain 3 anger points, and can spend up to 3. If you do so, you deal three damage dice of additional damage.

Feral Instinct
Beginning at 10th level, you can enter a rage as a reaction when you roll for initiative. If you do so, you begin with 1 fewer anger point than normally.

Relentless Rage
Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while raging, you can spend an anger point to drop to 1 hit points instead. If you do so, you gain no anger points from the triggering damage.
Each time you use Relentless Rage, its cost increases by 1 anger point. The cost resets after a long rest.

Persistent Rage
Starting at 15th level, your rage no longer ends if you begin your turn with 0 anger points, only if you choose to end it early or if you are knocked unconscious.

Primal Champion
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.





Your rage manifests as physical prowess and aggressive acts. It grants you incredible strength and speed, for as long as it lasts.

Impotent Rage
Beginning at 3rd level, your anger rises when you are stymied. Once per turn when you make an attack roll with advantage and miss, you gain 1 anger point.
Additionally, whenever you spend an anger point to deal additional damage while you are raging, the additional damage is increased by your Constitution modifier.

Fueled by Rage
Beginning at 7th level, your anger constantly fuels you. You may gain a bonus on Strength or Constitution checks equal to the number of anger points you have. After doing so, you may not do so again until after the next time you have 0 anger points.

Aggressive Rage
Beginning at 13th level, you may spend an anger point to make an attack as a bonus action.

Extra Attack (II)
Beginning at 17th level, you may attack three times when you take the attack action on your turn, instead of twice.



Instead of striking outward, your rage coils inward and protects you. With practice, you can extend that protection to others.

Vigilant Rage
Beginning at 3rd level, you are angered when your allies are hurt. Once per turn when an ally that you can see takes damage, you gain 1 anger point.
Additionally, during a rage you can spend anger points to reduce any kind of damage, not just nonmagical bludgeoning, piercing, or slashing damage.

Protective Rage
Beginning at 7th level, when an adjacent ally is the target of an attack, you may spend an anger point to impose disadvantage on the attack.

Invulnerable Rage
Beginning at 13th level, your AC increases by 2 whenever you are in a rage.

Shielding Body
Beginning at 17th level, when an adjacent ally would take damage from an attack, you may spend an anger point to reduce the damage by up to half of the total damage. If you do, you take the damage that you protected them from.



When you unleash your anger, your rage explodes outward as a storm of raw magical power.

Storming Rage
Beginning at 3rd level, choose the manifestation the rage takes - Flame, Storm, or Psychic. You gain a different benefit depending on which you choose.

Flame: you are surrounded by a swirling cloud of flame whenever you rage. During a rage, any creature who begins their turn within 5 feet of you takes fire damage equal to your Constitution modifier. Additionally, you gain 1 anger point whenever you take fire damage.
Storm: you are surrounded by an electrical aura whenever you rage. During a rage, whenever you deal damage with an attack, you may deal additional lightning damage equal to the number of anger points you have. The damage may be dealt to the target you hit or to a different target within 10 feet of you. Additionally, you gain 1 anger point whenever you take lightning damage.
Psychic: you are surrounded by a maelstrom of spiritual energy. During a rage, you have advantage on saving throws against magic, and any creature within 15 feet of you has disadvantage on concentration saving throws. Additionally, you gain 1 anger point whenever you take psychic damage.

You may change the way that your rage manifests whenever you take a level in this class.

Resistant Rage
Beginning at 7th level, you gain resistance to one kind of damage based on your chosen manifestation.

Flame: Fire damage.
Storm: Lightning damage.
Psychic: Psychic damage.

Additionally, you gain 2 anger points whenever you take damage from the damage type associated with your rage, instead of one.

Impeding Rage
Beginnning at 13th level, the power of your rage affects those around you. The area within a 10 foot radius of you counts as difficulty terrain for anyone except you. Additionally, you gain another benefit depending on your manifestion.

Fire: As a reaction, you cause a creature who makes a melee attack within 5 feet of you takes fire damage equal to your Constitution modifier.
Storm: As a reaction, you cause a creature within 10 feet of you who makes an attack roll and misses takes lightning damage equal to your Constitution modifier.
Psychic: As a reaction, you cause a creature within 5 feet of you who makes an attack roll to make it with disadvantage.


Potent Rage
Beginning at 17th level, the range of the benefits you gain from Storming Rage and Impeding Rage increase by 5 feet. Additionally, you may choose to exclude your allies from those effects.




v0.1 initial posting

v0.2 formatting

reformatted to be pretty
added hit points and proficiencies sections.
corrected rages per day - previously rage uses returned on a short rest, they now return on a long rest.
added an improvement to Fast Movement at 14th level - ignore difficult terrain while raging.
debuffed Impeding Rage to require a reaction.

MoleMage
2019-05-23, 04:21 PM
As permitted by rule 3, I have created an individual feedback thread for the Theurge here (http://www.giantitp.com/forums/showthread.php?590542-The-Theurge-A-Variant-Cleric-(Entry-in-5e-Base-Class-Contest-VII)).

The Theurge (https://www.gmbinder.com/share/-LfQyd83NqwLGIi6Z1xc)
Variant cleric using my newly designed "sorcery" magic system.

Born of Gods
While Clerics gain their power through long study and worship of their gods, Theurges are born with divine power flowing through their very veins. They can manifest this divine power in a way very similar to traditional magic, but it is developed through practice and personal growth rather than study and prayer. Sometimes, Theurges are literally nascent demi-gods, born to a divine parent and a mortal one, but just as often they are purely mortal beings whose birth was blessed by circumstance or divine will.

Compelled to Act
Theurges are drawn to adventure by their very nature. The power they are born with has a will of its own and it wishes to be used in the progress of whatever Divine Calling the Theurge develops. In many cases, the Theurge's calling is part of some grander divine plan, whether to thwart or advance some unknowable goal of the god who created the Theurge. In others, the Theurge's drive is simply a manifestation of their powers wishing to be used. Sorcerous powers like the theurge's are hard to keep idle, and most theurges become adventurers.

Creating a Theurge
Theurges are born, not trained, though their powers can manifest at any age, from infancy to their last days of life. Most commonly, their powers are revealed in their childhood or shortly after adulthood, and the specifics can change how a theurge grows up. Consider when your theurge manifested their abilities. What sorts of skills (if any) did they master before becoming vessels for godly magic? What formative events happened before and after their awakening? Did their community embrace, celebrate, or revile their gifts? Do they know their godly benefactor? Work with your DM to determine your theurge's place in the world.

Quick Build
You can make a Theurge quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Strength or Constitution. Second, choose the folk hero background.


In order to multiclass into or out of theurge, you must possess a Wisdom score of at least 13. Characters who multiclass into theurge gain proficiency in light armor, medium armor, and shields, but no other proficiencies granted by the base class.

Table: The Theurge


Level
Proficiency Bonus
Features
Divine Surge
Sorceries Known
Sorceries Channeled


1st
+2
Sorcery, Divine Surge (2 uses), Calling
2d8
1
1


2nd
+2
Calling Feature, Channel Divinity
2d8
2
1


3rd
+2
Godly Visage
3d8
2
1


4th
+2
Ability Score Improvement
3d8
2
1


5th
+3
Divine Surge (3 uses)
4d8
3
2


6th
+3
Calling Feature
4d8
3
2


7th
+3
Channel Divinity (2/rest)
5d8
3
2


8th
+3
Ability Score Improvement
5d8
4
2


9th
+4
Calling Feature
6d8
4
2


10th
+4
Divine Surge (4 uses)
6d8
4
2


11th
+4
Channel Divinity: Greater Surge
7d8
5
3


12th
+4
Ability Score Improvement
7d8
5
3


13th
+5
Swift Channel
7d8
5
3


14th
+5
Calling Feature
8d8
6
3


15th
+5
Divine Surge (5 uses)
8d8
6
3


16th
+5
Ability Score Improvement
8d8
6
3


17th
+6
Miracle
9d8
7
4


18th
+6
Calling Feature, Channel Divinity (3/rest)
9d8
7
4


19th
+6
Ability Score Improvement
9d8
7
4


20th
+6
Apotheosis
10d8
8
4



Class Features
As a Theurge, you gain the following features

Hit Points
Hit Dice: 1d8 per Theurge level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Theurge level after 1st.

Proficiencies
Armor: Light armor, medium armor, and shields
Weapons: Simple weapons
Tools: One set of Artisan's Tools
Saving Throws: Wisdom and Charisma
Skills: Choose two from Insight, Medicine, Nature, Perception, Religion, and Survival

Equipment
You start with the following equipment, in addition to the equipment granted by your background:


(a) a mace or (b) a warhammer (if proficient)
(a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
(a) a light crossbow and 20 bolts or (b) any simple weapon
(a) a priest's pack or (b) an explorer's pack
A shield and a holy symbol



Sorcery
At 1st level, you gain access to a form of inborn magic known as sorcery. The theurge sorcery list is included at the end of this class, Appendix A gives the rules for sorcerous magic, and Appendix B gives the descriptions of the Theurge sorceries.

You can use a holy symbol as a sorcerous focus for your theurge sorceries.

Sorceries Known
At 1st level, you know two sorceries of your choice from the theurge sorcery list, plus one sorcery based on your Calling. The sorceries known column of the Theurge table shows when you gain more sorceries of your choice from the theurge sorcery list.

Additionally, whenever you gain a level in this class, you can choose one of the sorceries you know and replace it with another sorcery from the theurge sorcery list for which you meet the prerequisites.

Sorceries Channeled
The Theurge table shows how many sorceries you can have channeled at a time. You can channel a new sorcery as an action. If you channel a sorcery that would cause you to exceed your maximum, a sorcery of your choice is unchanneled. Once channeled, sorceries last until you end them as a bonus action on your turn or you complete a long rest, whichever comes first.

Sorcerous Ability
Wisdom is your ability for Theurge sorceries, so you use your Wisdom modifier whenever a sorcery refers to your sorcerous ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a sorcery you channel and when making an attack roll with one.


Sorcery Save DC = 8 + your proficiency bonus + your Wisdom modifier
Sorcery attack modifier = your proficiency bonus + your Wisdom modifier


Divine Surge
At 1st level, you also gain the ability to unleash the power of a sorcery you are channeling in a burst of energy known as a Divine Surge. Divine Surges call for you to roll a certain number of dice, as noted in table: The Theurge. Refer to the descriptions of each sorcery for details on what its divine surge does.

You can use this ability twice. At certain levels in this class, you gain additional uses of this ability. You can use it an additional time at 5th, 10th, and 15th level. You regain all uses of this ability when you complete a long rest.

Calling
Also at 1st level, you must select a calling. Your calling represents the divine purpose for which you were born or the divine heritage to which you belong. Several possible callings are described at the end of this class. Your choice gives you a special sorcery and features when you pick it and again at levels 2, 6, 9, 14, and 18.

Channel Divinity
At 2nd level, you gain the ability to channel divine energy directly from your diety, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your Calling. Some Callings grant you additional effects as you advance in levels, as noted in the Calling description.

When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your theurge sorcery save DC.

Beginning at 7th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

Channel Divinity: Turn Undead
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Godly Visage
At 3rd level, as an action you can manifest an aura of divine energy representative of your Calling. For example, a Theurge with the Life Calling might cause greenery to erupt from the ground around them, while a Theurge of the Storm Calling might cause electricity to flicker around their hair and fingertips. While this effect lasts, you have advantage on Charisma (Intimidate) and Charisma (Persuasion) checks. You can maintain your visage for up to a minute or end it early as a bonus action. Once you have manifested this visage, you cannot do so again until you have completed a short rest.

Channel Divinity: Greater Surge
At 11th level, when you activate a Divine Surge, you can use one of your uses of Channel Divinity to make it a Greater Surge. After rolling the Surge, you can reroll any number of its dice, but must use the new results. For each die you reroll in this fashion, one creature of your choice gets advantage or disadvantage on its saving throw against the Surge (if any).

Swift Channel
At 13th level, you can channel a new sorcery as a bonus action. You cannot use a Divine Surge in the same turn that you channel a new sorcery in this way.

Miracle
At 17th level, you gain the ability to work true miracles. As an action, you can do one of the following:


Restore hit points to a creature equal to half its hit point maximum.
Negate one damage resistance or damage immunity of a creature you can see within 60 feet of you for one minute.
Bless a weapon you touch, granting it a +3 to its attack and damage rolls for 1 minute. It is also considered to be magical for the duration.
Cause a creature you can see within 60 feet of you to automatically fail its next saving throw before the start of your next turn.
Cause a creature you can see within 60 feet of you to automatically succeed on its next saving throw within 1 minute.


Once you have worked a miracle, you cannot do so again until you have completed a long rest.

Apotheosis
At 20th level, you become a demi-god in all but name. When you complete a short rest and have no Divine Surges remaining, you regain one Divine Surge. Additionally, when you use your Divine Surge ability, you can choose to make it an Apotheosis. Treat every result on your Surge roll lower than 5 as if you had rolled a 5. Once you have used this feature, you cannot use it again until you have completed a long rest.





Acies Discover information about the past or present
Aer Create or manipulate wind
Angelus Call on angels for aid
Animus Manipulate minds and hearts
Aqua Create or manipulate water
Artis Manipulate crafted items
Augur Discover information about the future
Caelum Manipulate weather and celestial
Corpus Manipulate physical bodies
Daemonis Conjure or banish demons
Ferrus Improve weapons and armor
Fortis Bolster the strength of creatures
Fortuna Manipulate luck and fate
Lux Create or manipulate light
Magicus Manipulate magical energies
Mortus Manipulate the dead
Obestor Conjure or travel to other planes
Potentia Manipulate force energies
Tutela Protect from harm
Virtus Detect and manipulate alignment
Vitae Restore or bolster health





This section describes the different callings that a Theurge can pursue. Callings are a manifestation of their divine heritage or blessing, and most often align with a domain offered by their godly benefactor or parent.

Calling Sorceries
Each calling offers a choice between sorceries that you gain when you first select it. The chosen sorcery is always known (and does not count against your number of sorceries known). Additionally, you can always trigger Surges for your calling sorcery, even if you do not have it currently channeled.


The calling of knowledge is about learning and understanding. Theurges who pursue this calling gather secrets and knowledge both magical and mundane.

Calling Sorcery
When you first select this calling at 1st level, you learn the Acies or the Augur sorcery as your calling sorcery.

Blessings of Knowledge
At 1st level, you know two additional languages of your choice. You also become proficient in one of the following skills: Arcana, History, Nature, or Religion. Your proficiency bonus for that skill is doubled.

Channel Divinity: Knowledge of the Ages
Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with your chosen skill or tool.

Channel Divinity: Read Thoughts
At 6th level, you can use your Channel Divinity to read a creature's thoughts. You can then use your access to a creature's mind to command it.

As an action, choose one creature you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on its saving throw, you cannot use this feature on it again until you finish a long rest.

If the creature fails its save, you can read its surface thoughts when it is within 60 feet of you. This effect lasts for 1 minute.

During that time, you can use your action to end this effect and cast the suggestion spell on the creature without consuming a spell slot. The target automatically fails its save against the spell.

Potent Sorcery
At 9th level, when you deal damage with a theurge sorcery, you may add your Wisdom modifier to the damage dealt.

Empowered Channeling
At 14th level, you may have an additional sorcery channeled. You cannot use Surges for this additional sorcery.

Improved Divine Surge
At 18th level, you may use one surge from your Augur sorcery without using one of your uses of Divine Surge. Once you have done so, you cannot do so again until you have completed a short or a long rest.


Theurges who pursue the calling of Life focus on healing and protection above all else, and often have personal goals relating to curing the sick and injured or destroying the undead.

Calling Sorcery
When you first select this calling at 1st level, you learn the Corpus or the Vitae sorcery as your calling sorcery.

Disciple of Life
At 1st level when you restore hit points with a sorcery, you restore additional hit points equal to your Wisdom modifier.

Bonus Proficiency
Also starting at 1st level, you gain proficiency with heavy armor.

Channel Divinity: Preserve Life
Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your theurge level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.

Blessed Healer
Starting at 6th level, your sorceries that heal others also heal yourself. When you restore hit points with your Preserve Life ability or through the use of a Divine Surge, you also gain hit points equal to your Wisdom modifier.

Divine Strike
Starting at 9th level, your connection to the gods imbues your weapon attacks with greater power. 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.

Improved Divine Strike
At level 14, your Divine Strike ability increases to 2d8 damage.

Improved Divine Surge
At 18th level, when you use your Divine Surge ability to restore hit points or deal radiant damage, you may roll an additional 2d8 and add them to the total.

Theurges who pursue the calling of Light embrace ideals of rebirth and renewal, truth and justice. Often they take on symbols relating to the sun.

Calling Sorcery
When you first select this calling at 1st level, you learn the Ignis or the Lux sorcery as your calling sorcery. Regardless of your choice, the Ignis sorcery is considered a theurge sorcery for you.

Sorcerous Light
When you deal fire or radiant damage with a Divine Surge, you deal additional damage of the other type equal to half your theurge levels (rounded up). Creatures with sunlight sensitivity or a similar feature have disadvantage on their saving throws against your Divine Surges.


Channel Divinity: Radiance of the Dawn
Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.

As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your theurge level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.

Dazzling Radiance
At 6th level, your Sorcerous Light ability improves. When you use your Sorcerous Light feature, affected creatures which fail their saves are also *blinded* until the start of their next turn. If the triggering Surge does not normally require a save, creatures may make a Constitution save to avoid this feature.

Potent Sorcery
At 9th level, when you deal damage with a theurge sorcery, you may add your Wisdom modifier to the damage dealt.

Empowered Channeling
At 14th level, you may have an additional sorcery channeled. You cannot use Surges for this additional sorcery.

Improved Divine Surge
At 18th level, you may use any Surge ability which deals fire or radiant damage without consuming one of your uses of Divine Surge. If you do so, you treat your Surge Dice as 3d8 and any healing granted by the Surge is instead treated as temporary hit points.

Theurges who pursue the calling of Nature revere natural places, creatures, and plants. They may choose to hunt evil monstrosities that damage natural places or bless harvests of those whose ideals align with their own.

Calling Sorcery
When you first select this calling at 1st level, you may learn the Florus sorcery or the Faunus sorcery as your calling sorcery. Regardless of your choice, both the Florus and Faunus sorceries count as Theurge sorceries for you.

Acolyte of Nature
At 1st level, you learn one druid cantrip of your choice, using your sorcery ability as your spellcasting ability for that cantrip.

Bonus Proficiencies
Also at 1st level, you gain proficiency with heavy armor and your choice of Animal Handling, Nature, or Survival.

Channel Divinity: Charm Animals and Plants
Starting at 2nd level, you can use your Channel Divinity to charm animals and plants.

As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.

Dampen Elements
Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that source of damage.

Divine Strike
Starting at 9th level, your connection to the gods imbues your weapon attacks with greater power. 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 cold, fire, or lightning damage (your choice).

Improved Divine Strike
At level 14, your Divine Strike ability increases to 2d8 damage.

Improved Divine Surge
At 18th level, your Divine Surges improve. Whenever a beast, plant, or elemental makes a save against one of your Divine Surge abilities, you can choose to grant them advantage or disadvantage. If you grant advantage and the target would already have advantage, they instead automatically succeed on their save.


Theurges who pursue the calling of the Tempest are agents of power. Though often born to dieties of the storm or weather, they can also represent vengeance, justice, or even simple raw energy.

Calling Sorcery
When you first select this calling at 1st level, you may select the Fulgar or the Tonitrus sorcery to be your calling sorcery. Regardless of your choice, both the Fulgar and the Tonitrus sorceries count as Theurge sorceries for you.

Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons and heavy armor.

Wrath of the Storm
Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning damage or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful save.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Destructive Wave
Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity.

When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.

Thunderbolt Strike
At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.

Divine Strike
At 9th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage.

Improved Divine Strike
At 14th level, your Divine Strike ability increases to 2d8 damage.

Stormborn
At 18th level, your Divine Surges improve. While you are channeling the Tonitrus or Fulgar sorceries, you additionally have a fly speed equal to your current walking speed, as long as you are outdoors.

Gods of trickery create theurges seemingly on a whim. More than any other calling, the trickery calling tends to have no obvious purpose, but often they cause great change simply by being in a region.

Calling Sorcery
When you first select this calling at 1st level, you learn the Animus or the Praestigis sorcery as your calling sorcery. Regardless of your choice, the Praestigis sorcery is a calling sorcery for you.

Blessing of the Trickster
Starting when you choose this calling at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.

Channel Divinity: Invoke Duplicity
Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.

As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 320 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you. For the duration, you can use sorceries as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature.

Channel Divinity: Cloak of Shadows
Starting at 6th level, you can use your Channel Divinity to vanish. As an action, you become invisible until the end of your next turn. You become visible if you attack, cast a spell, or use an activated ability of a sorcery (channeling a new sorcery does not end your invisibility by itself).

Divine Strike
At 9th level, you gain the ability to infuse your weapon strikes with poison. 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 poison damage.

Improved Divine Strike
At 14th level, your Divine Strike ability increases to 2d8 damage.

Improved Duplicity
At 18th level, you can create up to four duplicates of yourself when you use Invoke Duplicity. You can move any number of duplicates with the same bonus action.

The calling of War is varied. To some, it is a calling of destruction and cruelty brought to enemies. To others, it is a calling of courage and loyalty to allies and friends. Regardless, theurges who pursue this calling exceed with weapons and armor more than any other calling.

Calling Sorcery
When you first select this calling at 1st level, you learn the Ferrus or the Fortis sorcery as your calling sorcery.

Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons and heavy armor.

Born of War
From 1st level, your divine heritage gives you inspiration while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action.

You can use this feature a number of times equal to your Wisdom modifier (minimum once). You regain all expended uses when you finish a long rest.

Channel Divinity: Guided Strike
Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Channel Divinity: War God's Blessing
At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Divine Strike
At 9th level, your weapons are infused with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type as the weapon.

Improved Divine Strike
At 14th level, your Divine Strike ability increases to 2d8 damage.

Improved Calling Sorcery
At 18th level, your calling sorcery improves. You are always considered to have your chosen sorcery channeled, and you can share its ongoing benefits with allies within 10 feet of you. The allies gain only the first level benefits granted by your chosen sorcery.



05/25: Godly vigor removed (All sorceries will have improved usage at 5th level instead). Sorcery list updated (Removed: Ignis, Terra. Added: Aer, Daemonis, Fortis). Callings now all grant a choice from two sorceries instead of some granting one and some granting a choice. Any available choices are added to the theurge list even if unpicked. Acies sorcery written.
05/29: Angelus Sorcery written. Sorceries adjusted (power increases are now tied to sorcery dice rather than level, to fix potential multiclassing problems)
05/30: Animus and Aqua sorceries written.
06/05: Augur, Caelum, Corpus, and Daemonis sorceries written. Multiclassing rules moved to first post.
06/13: Ferrus, Fortis, and Fortuna posted. Sorceries now split into two posts due to character limit. Number of sorceries known reduced (now 1-8 instead of 2-11) and number of sorceries channeled reduced (now 1-4 instead of 1-6). Multiclassing rules also updated to account for the new sorceries channeled limitations.
06/17: Lux sorcery added.
06/18: Magicus sorcery added.
06/20: Mortus sorcery added.
06/25: Obestor Sorcery added
06/26: Tutela, Virtus, Faunus, and Flora sorceries added.
06/28: All sorceries complete


Sorcery Rules

A sorcery is similar to a spell in many aspects, and they share certain rules. In essence, if a spell is a limited, specific shaping of magical energies, a sorcery is a broadly usable connection to magical energies. Unlike spells, sorceries can generally be used indefinitely, until the user decides to connect to a different sorcery.

Other than that, sorceries are as varied as spells. They can heal, harm, build, destroy, conjure, protect, and even restore life to the dead.

Sorcery Level and Spell Level
Unlike spells, sorceries do not have a level. However, if an effect would target spells of a certain level, you may treat a sorcery as a spell with a level equal to half the number of surge dice the channeler possesses, rounded down.

Known and Channeled Sorceries
Before a sorcerer or theurge can use a sorcery, they must first learn it. Sorcerous classes learn different sorceries as they progress in level, and opportunities to change their choices outside of that progression are rare.

Using a Sorcery
When a character uses any sorcery, the same basic rules are followed, regardless of the character's class or the sorcery's effects.

Range, Duration, and Areas of Effect
Sorceries use the same rules for these characteristcs as spells. Refer to the spellcasting rules for more information.

Components
Sorceries may grant additional actions which have verbal, somatic, or focus components. This will be noted in the sorcery's entry as (V), (S), or (F) following the action's name. Sorceries with focus components must use a sorcerous focus appropriate to the class that granted the sorcery. Component pouches have no benefit for sorcerous classes.

Level
Some sorceries grant benefits that have a level requirement. Unless otherwise noted, this level requirement is equal to your level in the class which grants the sorcery.

Activation Time
Activated portions and surges of sorceries typically take a single action to use, but some require a bonus action, reaction, or additional time to use. Refer to the individual sorceries for more information.

Saving Throws
Many sorceries grant abilities which specify that a target can make a saving throw to avoid some or all of its effects. The sorcery specifies the ability that the target uses for the save and what happens on a success or failure.

The DC to resist one of your sorceries is equal to 8 + your sorcerous ability modifier + your proficiency bonus + any special modifiers.

Attack Rolls
Some sorceries require the caster to make an attack roll to determine whether an effect hits the intended target. Your attack bonus with a sorcerous attack equals your sorcerous ability modifier + your proficiency bonus.

Most sorceries that require attack rolls involve ranged attacks. Remember that you have disadvantage on a ranged attack roll if you are within 5 feet of a hostile creature that can see you and that isn’t incapacitated.

Channeled
A sorcererous character can only maintain a connection to a certain number of sorceries at a time. This is known as channeling a sorcery. Many sorceries give an ongoing benefit while they are channeled, which requires no action on the part of the channeler to maintain. Others may grant additional actions. Unless otherwise noted, channeling a sorcery or gaining its ongoing benefits does not have verbal or somatic components; the sorcerous character simply focuses briefly and the magic becomes a part of them.

Surges
While most of the common effects of sorcery can be used indefinitely, sorcerous characters also have access to a limited resource of magical energy, known as a surge. A surge is a more potent effect which is draining to use. Finishing a long rest restores any expended surges.

Unless otherwise noted, a surge may only be activated for a sorcery which is currently being channeled. Refer to the individual descriptions of each sorcery for more details on what its surge or surges do.

Combining Magical Effects
The effects of different sorceries add together while their durations overlap. The effects of the same sorcery used multiple times don’t combine, however. Instead, the most potent effect—such as the highest bonus—from those uses applies while their durations overlap.

For example, if two theurges use the Fortuna sorcery's Lucky Dodge ability on the same target, that character gains the benefit only once; he or she doesn't get to roll two bonus dice.


Multiclassing is possible with sorcerous classes in much the same way as normal classes. Use the standard multiclassing rules for experience points, hit points and hit dice, proficiency bonus, proficiencies, and class features such as Channel Divinity, Extra Attack, and Unarmored Defense. There are specific rules for multiclassing in multiple sorcerous classes, as noted before:

Sorcery
Your capacity for sorcery depends partly on your combined levels in all your sorcerous classes and partly on your individual levels in those classes. Once you have the sorcery feature from more than one class, use the rules below. If you multiclass but have the Sorcery feature from only one class, you follow the rules as described in that class.


Sorceries Known and Channeled You determine what sorceries you know for each class individally, as if you were a single-classed member of that class. If you are a Cultist 4/Theurge 3, for example, you know two Cultist sorceries bsaed on your levels in the cultist class. As a 3rd level theurge, you know 3 theurge sorceries.

Each sorcery you know is associated with one of your classes, and you use the sorcerous ability of that class when you channel the sorcery or use one of its surges. Similarly, a sorcerous focus, such as a holy symbol, can only be used for the sorceries from the class which provided the feature.

The number of sorceries which you can channel at a time is determined by adding together all your levels in theurge and wilder, half your levels (rounded down) in cultist, or one third your levels (rounded down) in primal soul barbarian or exorcist monk and consulting the sorceries channeled portion of the Multiclass Sorcerer table.


Surges You determine the potency of your available surges by adding together all your levels in theurge and wilder, half your levels (rounded down) in cultist, or one third your levels (rounded down) in primal soul barbarian or exorcist monk. Use this total to determine your surge dice by consulting the Multiclass Sorcerer table.

You determine the number of surges individually for each class. Sorcerous classes which you multiclass into after the first grant one fewer surge use than normal (to a minimum of 1). Surges may only be used for sorceries associated with the class which granted them, and class features may apply to specific types of surge as well. For example, a 3rd level theurge/2nd level wilder would have 2 uses of Divine Surge for their theurge sorceries and one use of Arcane Surge (the wilder's base 2 uses, minus one for being the second sorcerous class). Regardless of which type of surge was used, the surge dice would be 4d8.



Lvl.
Surge Dice
Sorceries Channeled


1
2d8
1


2
2d8
2


3
3d8
2


4
3d8
2


5
4d8
3


6
4d8
3


7
5d8
3


8
5d8
3


9
6d8
3


10
6d8
4


11
7d8
4


12
7d8
4


13
7d8
4


14
8d8
4


15
8d8
4


16
8d8
4


17
9d8
5


18
9d8
5


19
9d8
5


20
10d8
6

MoleMage
2019-05-23, 04:24 PM
Theurge Sorceries (Acies-Fortuna)
A list of sorceries learnable by the theurge and their effects.

Acies

Your connection to the universe allows you to learn things about objects, places, or creatures.
Ongoing

While you channel this sorcery, you have advantage on Intelligence (History) checks and Wisdom (Perception) checks. If you have at least 7 surge dice, you also add +5 to your passive perception.
If you have at least 4 surge dice, you may add your sorcerous ability modifier to Initiative checks made while you channel this sorcery.


Activated

Psychometry (Action, S, Concentration): You enter a meditative state while touching an item or creature and look into its past. Each round while you concentrate on this ability (up to 1 minute) you learn general details about one major event in the target's past. If the item is a magic item or the creature has spellcasting or sorcerous abilities, you also learn one function of the item or one spell or sorcery the creature has previously used each round while you concentrate.
Telepresence (Action, F, Concentration): You cast your sight to a point you can see. While you concentrate, a transparent duplicate of yourself appears at the point you chose. As a bonus action you can change between perceiving what the duplicate perceives and perceiving with your own senses. The duplicate shares any special senses you possess. If you have at least 7 surge dice, you can use Telepresence on any point you or one of your duplicates can see.


Surge

Terrible Revelation (Action, V, F): Roll your surge dice and choose a creature you can see within 120 feet. They must make a Wisdom saving throw. On a failed save, they take psychic damage equal to the result of your roll and are *frightened* of you for 1 minute. On a successful save, they take only half the damage and are not *frightened*.
Psycholocation (Action, V, S): Roll your surge dice and specify a type of creature, object, or structure (such as Giants or Gazebos). You learn the location of each such item within a range of 10 feet times the result of your roll. If no such item is within the range, you instead learn the direction to the nearest such item, but not its distance. You cannot use Psycholocation to learn the location of a specific item or individual. Psycholocation is blocked by a thin sheet of lead, but penetrates other barriers.
Astral Scry (1 minute, V, S): You must have at least 4 surge dice to use this Surge. Roll your surge dice and specify an individual with whom you are aware. As astral projection of yourself appears within 10 feet of the target after 1 minute with hit points equal to the result of your roll. The target can sense the projection, as can any creature capable of sensing astral forms or invisible creatures. For up to 1 minute, you can see and hear as if you were in its location, and can speak through it and be heard by any creature that can perceive it. Any attacks targeting the astral form automatically hit. If it is reduced to 0 hit points, this effect ends and you take 1d10 psychic damage from the backlash. You can also end the effect early as a bonus action.

Aer

Your attunement to the forces of elemental air allows you to create blasts, walls, or shields of rushing wind.

Ongoing

While you channel this sorcery, you can hold your breath for twice as long and you have advantage on saves against gasses, fogs, or clouds. You can hold your breath indefinitely starting when you gain your 7th surge die.
Once you have at least 4 surge dice, while you channel this sorcery, your armor class against ranged attacks increases by +2. This improves to +3 at 17th level.


Activated

Cushion Fall (Reaction, V): When you or a target you can see within 30 feet would take fall damage, you can use this reaction to reduce that damage by 2d6. This improves to 4d6 at when you gain your 4th surge die, 6d6 when you gain your 7th surge die, and 8d6 when you gain your 9th surge die.
Windblast (Action, F): As an action, make a ranged sorcery attack against a creature within 60 feet. On a hit, they take 1d8 bludgeoning damage and are pushed 5 feet. This improves to 2d8 and 10 feet when you gain your 4th surge die, 3d8 and 15 feet when you gain your 7th surge die, and 4d8 and 20 feet when you gain your 9th surge die.


Surge

Wind Wall (Action, V, F): Roll your surge dice. You create a continuous wall of wind with a length up to 10 feet plus the result of the roll in feet (round up to the nearest 5). The wall lasts for one minute. While it lasts, treat it as if it blocks line of sight for any sorceries, spells, or attacks. Creatures can see through it freely, but must make a Strength saving throw in order to pass through it. If they succeed, the wall counts as difficult terrain until the end of their turn. If they fail, they cannot pass through it and take 1 bludgeoning damage for every 5 feet of length the wall possesses as it forces them back.
Tempest Strike (Action, V, S): Roll your surge dice. Each creature in a 30 foot cone centered on you must make a Dexterity saving throw. On a failed save, they take damage equal to the result and are knocked back 20 feet. If they collide with an object, they take an additional 1d6 damage for each ten feet of knockback remaining.


Angelus
You connect yourself to the upper planes, drawing on the power of solars, divas, and other angelic beings.

Ongoing

You cannot channel the Daemonis sorcery while you channel this sorcery.
While you channel this sorcery, you are attended by a mote of angelic light. It has no initiative or hit points and cannot be targeted or take actions, and it always occupies your space without impeding you. It grants you advantage on Religion and Insight checks while it exists. The mote counts as a celestial creature and its alignment is neutral good.
Once you have at least 4 surge dice, your angelic companion improves. It now has half your maximum hit points and an armor class of 10. Attacks and effects can target it as normal. You can restore your companion to its maximum hit points by completing a short or long rest (even if you no longer have this sorcery channeled).
Once you have at least 7 surge dice, your angelic companion improves again. It now has an armor class equal to your sourcerous save DC and resistance to radiant and necrotic damage. Certain actions refer to your mote.


Activated

Sacred Flare (Action, V, S) You cause a burst of purifying light to erupt on a foe within 60 feet. They must make a Dexterity saving throw. They gain no benefit from cover for this saving throw. On a failed save, they take 1d10 radiant damage. On a successful save, they take minimum damage. The damage improves as you gain more surge dice. At 4 surge dice, the damage increases to 2d10. At 7 surge dice, it increases to 4d10. At 9 surge dice, it increases to 5d10.
Guiding Guardian (Bonus Action, V) You must have at least 4 surge dice to use this action. With a word, you command your mote to fly to a friendly creature within 60 feet or to return to you. While the mote is attending a creature, that creature's damage rolls deal an additional 2 radiant damage. This increases to 3 radiant damage once you have at least 9 surge dice. If your mote ever moves more than 200 feet away from you, it automatically returns to you. If the mote is manifest through the Manifest Form surge, it applies this bonus damage to its own damage rolls instead.
Warding Companion (Reaction, V) You must have at least 7 surge dice to use this action. With a word, you cause your mote to guard whomever it is attending. When the creature currently attended by your mote takes damage from a source that does not also damage your mote, you can cause half of that damage to be dealt to the mote instead. If the mote is manifest though the Manifest Form surge, it can take this action instead to protect an ally within 5 feet of it.


Surge

Manifest Form (Action, V, F, Concentration) Roll your surge dice. Your mote gains temporary hit points equal to the result (even if it normally has no hit points). While you concentrate, up to a maximum indicated on the table below, your mote manifests into a chosen form for which you meet the prerequisites on the following table. While transformed, the mote's statistsics are replaced with the game statistics of the chosen form. If the chosen form has any legendary or lair actions, the mote cannot use them. If the chosen form is not a celestial, it becomes a celestial. The mote retains its own hit points (plus the temporary hit points granted by this surge), and if it is reduced to 0 hit points, its transformation ends early. The mote has its own initiative score and acts according to your wishes. If you do not issue commands to the mote, it will defend itself, you, and anyone it considers to be your ally, but otherwise takes no actions.




Surge
Dice
Maximum
Concentration
Possible
Form


2
1 minute
Small beast of CR 1/4 or lower


3
1 minute
Small or medium beast of CR 1 or lower


4
1 hour
Beast of CR 2 or lower, Pseudodragon, Quasit, Pixie


5
1 hour
Gargoyle, Pegasus, Dragon Wyrmling (Brass or Copper)


6
1 hour
Beast of CR 3 or lower, Dragon Wyrmling (Bronze or Silver)


7
1 hour
Beast of CR 4 or lower, Dragon Wyrmling (Gold)


8
1 hour
Coatl


9
1 hour
Unicorn


10
12 hours
Beast of CR 6 or lower




Animus
Every mind is connected to magic, and with this sorcery, you can tap that shared consciousness.

Ongoing

While you channel this sorcery, you can communicate telepathically with creatures within 60 feet of you, provided you share a language with them. If you have at least 4 sorcery dice, you can communicate telepathically with any creature capable of speaking a language, even if you don't share a language. If you have at least 7 sorcery dice, the range of this feature increases to 200 feet.


Active

Empathic Pulse (Action, S, Concentration) You tap into the subconscious of a creature within 60 feet, making yourself seem more likable. The creature must make a Wisdom saving throw. It has advantage if you or your friends are fighting it. On a failed save, you have advantage on all Charisma checks against that creature for up to one minute while you concentrate on this effect. If you have at least 4 surge dice, this instead inflicts the charmed condition on that creature. If you have at least 9 surge dice, this instead inflicts the dominated condition on that creature. Once the effect wears off, the creature is aware that it was charmed. A given creature can only be affected by this action once in a 24 hour period.
Mind Shatter (Action, V) You bend your will against a target creature's, attempting to damage their psyche. A creature within 60 feet must make a Charisma saving throw. On a failed save, they take 1d4 psychic damage and have disadvantage on their next attack roll before the start of your next turn. On a successful save, they take minimum damage and do not have disadvantage. The damage improves to 3d4 once you have 4 surge dice, 5d4 once you have 7 surge dice, and 7d4 once you have 9 surge dice.
Read Thoughts (Action, S, Concentration) You attempt to read the thoughts of a creature you can communicate with telepathically. Each round while you concentrate, the creature must make a Charisma saving throw. On a failed save, you can read its surface thoughts and emotions. If a creature fails three saves in a row, you learn any single piece of information about them you wish and the effect ends. If the creature succeeds on three saves in a row, the effect ends early.


Surge

Psychic Scream (Action, V, F) You let forth a shriek that resonates in the subconscious of creatures around you. Roll your surge dice. Up to 5 creatures you designate within 30 feet of you must make a Wisdom saving throw. On a failed save, they take psychic damage equal to the result of your roll. On a successful save, they take half as much damage. If a creature fails its save and takes at least 20 psychic damage, they must use their reaction to move as far away from you as possible (potentially provoking opportunity attacks).
Compel Sleep (Action, S, F) With a gesture, you attempt to compel creatures in an area to go to sleep. Roll your surge dice twice. Creatures within a 10 foot sphere centered on a point within 100 feet of you are affected in ascending order of current hit points (ignoring unconscious creatures). Starting with the creature with the lowest current hit points, each creature affected by this spell falls unconscious for 1 minute, until they take damage, or until someone uses an action to slap them awake. Subtract each creature's hit points from the total of your roll before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
Staggering Word (Reaction, V) When a creature you can see makes or is targeted by an attack roll, you can use this reaction to hinder their attack or defense. Roll your surge dice. The target must make a Wisdom saving throw. On a failed save, they take psychic damage equal to the result of your surge dice and their attack has disadvantage or the attack against them has advantage, whichever applies. On a successful save, they take only half of the damage and no advantage or disadvantage applies.


Aqua
Your attunement to the forces of elemental water allows you to create spears of ice, swim like a fish, and even conjure pure drinking water.

Ongoing

While you channel this power, you have a swim speed equal to half your land speed. This improves to your full land speed once you have 4 surge dice, and again to twice your land speed once you have 7 surge dice.
If you have at least 4 surge dice, you can breathe both water and air equally easily.


Activated

Ice Spear (Action, S, F) You conjure a shard of ice and launch it at a target nearby. Make a sorcerous attack roll against a target within 90 feet. On a hit, they take 1d8 piercing damage. You can create an additional shard when you reach 4, 7, and 9 surge dice. Each shard can target a different creature or the same creature. If you have at least 7 surge dice, you can choose for a single shard to explode, dealing half its damage to creatures within 5 feet of the primary target if it hits.
Frost Armor (Action, V, F, Concentration) You create armor of packed ice on a creature within 30 feet. While this effect lasts, the first time that creature takes damage, the frost armor absorbs half of that damage and this effect ends. Frost armor cannot absorb fire damage (but the effect still ends). Once you have at least 7 surge dice, this effect does not require concentration, but you may still only target one creature with this effect at a time.
Create Pure Water (1 minute, V, F) After one minute, pure water begins to flow from your sorcerous focus, as if being poured from a jug. You can create one gallon of pure water in this fashion for each sorcery die you possess. Once you have created the maximum, you cannot use this action again until you have completed a long rest, which also resets your limit.


Surge

Flood (Action, S, F) You create a temporary surge of flooding waters. Roll your surge dice. Each creature within 20 feet of you must make a Strength saving throw. On a failed save, they take bludgeoning damage equal to the result of your roll and are pulled 10 feet closer to you. On a successful save, they take only half the damage and are not pulled closer to you. Creatures who are currently flying are not affected by this surge. If this surge deals at least 30 damage to a single creature, that creature is additionally knocked prone (regardless of whether they made their save). Fires in the area of this surge are extinguished.
Hydraulic Push (Action, V, S) You create a powerful jet of water. Roll your surge dice and make a sorcerous attack roll against a creature within 20 feet. On a hit, the creature takes damage equal to the result of the roll and is knocked back 5 feet for every 5 points of damage they took. If they collide with a wall, they take additional damage equal to the number of feet they would have continued traveling and fall prone.


Artis
Intelligent creatures unknowingly imbue anything they make with a spark of potential, and with this sorcery you can tap into that spark to bring out the best in magic items.

Ongoing

While you channel this sorcery, objects you are wielding or carrying are bolstered. Whenever an item requires rolling dice (such as when you drink a potion of healing or a wand regains charges), you can roll twice and choose either result. Whenever an effect would target an item you are carrying (such as the Disarming Attack battlemaster maneuver), you have advantage on saving throws or your Armor Class is increased by 2 for that effect.


Activated

Mend Object (1 minute, S, F) You repair a break or tear in an object you touch. This effect leaves no trace of the former damage. The maximum size of the break cannot be greater than half your surge dice (rounded down) in any one dimension. Magic items do not have their magic restored by this effect.
Awaken Object (Action, V, F, Concentration) You cause an object to become animate for a brief time. The object can move in a manner appropriate to its shape (tables walk on their legs, carpets slither like a snake, plates roll) with a speed of 20 feet. When you use this effect and as an action on your subsequent turns while this effect lasts you can give the object an order. The object acts on your turn. The object uses your sorcerous attack bonus for its attacks and deals damage based on its size. The damage type is either slashing, piercing, or bludgeoning as appropriate for its form. The object's Armor Class is also based on its size. If it is attacked, you make a saving throw using your sorcerous ability score with a difficulty equal to the damage dealt. On a failed save, this effect ends as if you had lost concentration on the effect and that object cannot be affected by this ability again. At 7 or more sorcery dice, you can animate additional objects. All objects act in unison following a single command you issue (they must target the same target, take the same actions, etc.).




Surge
Dice
Maximum
Object Size
Object AC
Object Damage



2
Tiny
18
1d4


3
Small
16
1d6+1


4
Medium
13
1d8+2


5
Large
10
1d10+3


6
Huge
10
2d6+4


7
+1 Object
---
---


8
---
+1 AC
+2 damage


9
+1 Object
------


10
---
+1 AC+2 damage




Identify Object (1 minute, F) You identify the effects of a magical item which is in your possession. You learn its general purpose and functions, as well as any command words necessary to activate it. This effect does not reveal curses on the item unless you have at least 7 surge dice.


Surges

Bound Weapon (Action, S, Concentration) With a flick of your wrist, you create a magical weapon out of pure potential. You can summon the weapon in your hands or the hands of any willing creature within 30 feet. Choose any simple or martial weapon. While this effect lasts, the weapon can be wielded as if the holder was proficient in it. If they wish, they may use the ability score which is your sorcerous ability modifier for attack and damage rolls instead of Strength or Dexterity (for example, if this surge is used by a theurge, the wielder may use their own Wisdom score). The weapon's damage dice change to 2d8, and half of the damage is force damage instead of its normal type. The weapon may strike a number of times equal to your number of surge dice. Once all strikes are used up, this effect ends.
Bound Sheild (Bonus Action, S, Concentration) With a flick of your wrist, you create a magical shield out of pure potential. You can summon this shield in your own hands or the hands of any willing creature within 30 feet. While this effect lasts, in addition to the normal bonus to AC offered by a shield, the wielder can use their reaction to reduce the damage of any weapon attack by 2d8. Once this reaction has been used a number of times equal to your surge dice, this effect ends.


Augur
Time flows ever on, and the right flavor of magic lets you look ahead.

Ongoing

While this sorcery is channeled, you sense portions of the future. When you first channel this sorcery following a long rest, roll a single d4 and record the result. Once, when you or a creature within 30 feet rolls a d20, after knowing the die result but before resolving any outcomes, you can subtract or add the recorded value to the roll. At 4 surge dice, you store two separate results and can use each once. At 11 surge dice, you roll a d6 instead of a d4. If you cease and later resume channeling this sorcery, the stored results do not change. Whenever you complete a long rest, reroll all stored results.
While this sorcery is channeled and you have at least 7 surge dice, you have a +1 bonus to Dexterity saving throws and a +1 bonus to AC as you sense threats before they occur.


Activated

Read Future (1 minute, V, F) You consider the possible outcomes of something in your future. Describe one plan of action for the next 10 minutes. You learn the most likely drawback (if any) and the most likely benefit (if any) of taking that course of action. If you have at least 4 surge dice, you can look an hour into the future. If you have at least 7 surge dice, you learn the two most likely consequences and benefits. If you have at least 9 surge dice, you can look up to 8 hours in the future.
Precognitive Response (Reaction, V) At the start of another creature's turn, you use your reaction learn what their planned actions are. You can then allow yourself or an ally within 30 feet to move up to half speed without provoking opportunity attacks. If you have at least 4 surge dice, the movement is up to total speed.
Precognitive Action (Action, V, Concentration) A target you can see within 60 feet gets advantage on their next attack roll, unless that attack roll would have disadvantage. The effect lasts until discharged or the end of your next turn, whichever comes first. If you have at least 7 surge dice, this effect becomes a bonus action to use.


Surge

Baneful Omen (Action, S, F, Concentration) With a rush of energy, you tie potential negative future outcomes to a single object within 60 feet. Roll your surge dice twice and add them together. This omen affects creatures within 20 feet of the selected object. Creatures in that area must reroll any die which rolls the maximum value and take the new result (even if the new result is also maximum value). Creatures in that area whose current hit points are equal to or lower than the result of your roll additionally have disadvantage on attack rolls. This effect lasts up to 1 minute.
Bountiful Omen (Action, S, F, Concentration) With a rush of energy, you tie potential positive future outcomes to a single object within 60 feet. Roll your surge dice twice and add them together. This omen affects creatures within 20 feet of the selected object. Creatures in that area may reroll any die which rolls the minimum value and take the new result (even if the new result is also minimum value). Creatures in that area whose current hit points are equal to or lower than the result of your roll additionally have advantage on saving throws. This effect lasts up to 1 minute.


Caelum
Stellar bodies and weather patterns have magical potential, which you can tap to create clouds or starlight.

Ongoing

While you channel this sorcery, you can always retrace your steps to any outdoor location you have been in the last 24 hours, provided the path to that point has a view of the sky. If you have at least 4 surge dice, you instead know the shortest path to that point. If you have at least 7 surge dice, the location can be any location you have visited in the last week. If you have at least 9 surge dice, the location can be any location you have visited in the last year.
While you channel this sorcery, you always know which direction is north, what time of day it is, and prevailing weather conditions in your area. This functions even if you are indoors or underground.
While you channel this sorcery and have at least 7 surge dice, you can see through fog, snow, rain, and other weather phenomenon without penalty.


Activated

Cloud Cover (Action, S, F) A cloud bank begins to issue from your focus. The area within 5 feet of you becomes covered in a thick fog that heavily obscures vision. While the fog lasts, you can use your bonus action to increase its radius by 5 feet (up to a maximum of 5 feet per surge die you possess or to move the center up to 10 feet. The fog lasts up to 1 minute or until dispersed by a moderate or stronger wind (at least 10 miles per hour).
Starlight (Action, S, Concentration) Motes of starlight begin to gather in a halo around your wrist. When you use this action at at the start of each following turn, a mote of starlight gathers at your wrist, up to a maximum of twice your surge dice. As a bonus action on your turn, you can make a sorcerous spell attack to hurl any number of gathered motes at a target within 60 feet. On a hit, the target takes 1d4 radiant damage per hurled mote. On a miss, half of the hurled motes (rounded down) return to you. You can concentrate on this effect for up to 10 minutes.


Surge

Folded Moonlight (Action, S, F) You gather lunar energy into a 10 foot radius pool centered on yourself. This effect starts out with a number of dice equal to your maximum surge dice. At the end of your turn, if you are standing in a pool, you can travel to a point within 60 feet as a ray of light, dealing the current dice as radiant damage to creatures between the two points. When you arrive, you create a new pool at your destination, and the number of current dice for this effect is reduced by 1. If the number of dice is reduced to 0 all pools dissipate and the effect ends. If you have at least 4 surge dice, you can choose to take any number of creatures in the same pool along with you when you use this effect. They appear within 5 feet of your arrival point. If you have at least 7 surge dice, the range is increased to 500 feet. If you have at least 9 surge dice, you can send each creature in the pool to a different destination. All creatures that do not travel to the same destination as you create their own pool on arrival and use up one of the dice of this effect.
Create Weather (10 minutes, V, F) You create an instance of weather that affects an area with a radius of 100 feet centered on where you use this surge. You must be outdoors to use this surge. Roll your surge dice and declare weather conditions which are possible for your location and time of year (you could not declare snow during summer in a tropical region, but could declare rainfall). You cannot declare wind speeds greater than moderate or unbearable temperatures, but if those conditions already exist you can choose not to change them. The weather you declare comes into effect and lasts for a number of minutes equal to the result of your surge dice plus ten. If you have at least 4 surge dice, the radius of this effect becomes one mile. If you have at least 7 surge dice, the duration of this effect increases to ten minutes times the result of your surge dice, and you can choose to create strong winds or unbearable temperatures if the region's weather patterns would permit them. If you have at least 9 surge dice, the radius becomes 10 miles, the duration becomes 30 minutes times the result of your surge dice, and you can choose any weather condition, even if the region's weather patterns would not support it (you could choose unbearable cold, storm winds, and hail in a tropical rainforest, or unbearable heat in a tundra for example).


Corpus
Attuning this sorcery allows the changing of form, whether your own or other creatures'.

Ongoing

While you channel this sorcery, you can make minor cosmetic changes to your appearance, such as adjusting hair length or color, eye color, or adding or hiding blemishes, birthmarks, or tattoos at will. This does not require an action, but must be done on your turn. The effects last until you change them again or you stop channeling this sorcery.


Activated

Adopt Disguise (Action, S, Concentration) You disguise yourself as another creature of the same size and general shape. The effects do not extend to clothing you are wearing. Creatures who attempt to see through your disguise must make an Intelligence (Investigation) check against your sorcerous save DC. If you use this in conjunction with mundane methods of disguise, you gain a +5 bonus to both the save DC and the disguise check. You can concentrate on this effect indefinitely. If you have at least 7 surge dice, you can maintain this effect without concentration, but it only lasts one hour.
Natural Weapons (Bonus Action, S) You rapidly grow a natural weapon. Choose one of the following options. The natural weapon lasts until the start of your next turn. Once you have at least 4 and at least 9 surge dice, each type of weapon gains a bonus feature.





Weapon
Effects
Damage
4 dice
9 dice


Claws
Finesse
1d8 slashing
Extra Attack
Extra Attack (2)


Horns

1d10 piercing
Charge
Trample


Tentacle
Reach
1d8 bludgeoning
+1d8 damage
+10 ft reach


Bite
Finesse
1d8 piercing
+1d4 bleed
+1d4 bleed


Finesse, Reach: As the weapon ability. The tentacle's reach increases by an additional 10 feet at 9 dice (for a total reach of 20 feet).
Extra Attack: As the fighter class feature.
Charge: Move an extra 10 feet towards target as part of attack action.
Trample: When making a charge attack, deal an additional 3d6 damage.
Bleed: Targets bleed for two rounds, taking the listed damage. Any source of healing or effect which can stabilize a dying creature ends the bleeding.


Enhance Senses (Action, V, S) Choose one sense. For one minute or until you use this feature again, you improve your ability to use that sense. Your Wisdom (Perception) checks made relating to the chosen sense receive a bonus equal to half your number of surge dice. At 4, 7, and 9 surge dice, this ability applies to an additional sense.


Surge

Benign Transformation (Action, V, S, Concentration): A willing target you touch transforms into a new shape. Roll your surge dice and select a beast whose challenge rating is no greater than target's challenge rating or level. The target assumes the new form, including mental ability scores and hit points. If the new form's hit point total would be less than the result of your surge dice roll, it is instead equal to the result of your surge dice. This effect lasts up to 1 minute or until the target reaches 0 HP. Any excess damage dealt is carried over. This surge cannot be used on a target with 0 hit points. While the effect lasts, the target cannot speak, cast spells, or take actions that would not be possible in the new form (such as actions requiring hands if the beast does not have hands). Once you have 4 surge dice, the maximum duration of this surge becomes 1 hour. Once you have 7 surge dice, the hit points gained by your surge are cumulative with the creature's existing hit points. Once you have 9 surge dice, you may choose any creature type instead of just beast. Forms with legendary or lair actions do not grant access to those actions.
Baneful Transformation (Action, V, S): An unwilling target within 30 feet must make a Constitution saving throw. On a failed save, they take the form of any beast of your choice with a challenge rating no greater than 1/4th. Their statistics are completely replaced with the statistics of the chosen form, though they retain their own personality and alignment. Roll your surge dice. This effect lasts for a number of rounds equal to the result. If you have at least 7 surge dice, it instead lasts for a number of minutes equal to the result.


Daemonis
Ongoing

You cannot channel the Angelus sorcery while you channel this sorcery.
While you channel this sorcery, you are attended by a mote of fiendish fire. It has no initiative or hit points and cannot be targeted or take actions, and it always occupies your space without impeding you. It grants you advantage on Intimidate and Religion checks while it exists. The mote counts as a fiendish creature and its alignment is neutral evil.
Once you have at least 4 surge dice, your fiendish companion improves. It now has half your maximum hit points and an armor class of 10. Attacks and effects can target it as normal. You can restore your companion to its maximum hit points by completing a short or long rest (even if you no longer have this sorcery channeled).
Once you have at least 7 surge dice, your fiendish companion improves again. It now has an armor class equal to your sourcerous save DC and resistance to fire and acid damage.


Activated

Unholy Flare (Action, V, S) You cause a burst of punishing flame to erupt on a foe within 60 feet. They must make a Dexterity saving throw. They gain no benefit from cover for this saving throw. On a failed save, they take 1d12 fire damage. On a successful save, they take minimum damage. The damage improves as you gain more surge dice. At 4 surge dice, the damage increases to 2d12. At 7 surge dice, it increases to 4d12. At 9 surge dice, it increases to 5d12.
Harmful Herald (Bonus Action, V) You must have at least 4 surge dice to use this action. With a word, you command your mote to fly to a friendly creature within 60 feet or to return to you. While the mote is attending a creature, the first time each turn the creature is attacked in melee combat, the attacker takes 2 fire damage. If you have at least 7 surge dice, the damage increases to 3. If you have at least 9 surge dice, the damage applies to all attacks, instead of just the first in a turn.
Warding Companion (Reaction, V) You must have at least 7 surge dice to use this action. With a word, you cause your mote to guard whomever it is attending. When the creature currently attended by your mote takes damage from a source that does not also damage your mote, you can cause half of that damage to be dealt to the mote instead. If the mote is manifest though the Manifest Form surge, it can take this action instead to protect an ally within 5 feet of it.


Surge

Manifest Form (Action, V, F, Concentration) Roll your surge dice. Your mote gains temporary hit points equal to the result (even if it normally has no hit points). While you concentrate, up to a maximum indicated on the table below, your mote manifests into a chosen form for which you meet the prerequisites on the following table. While transformed, the mote's statistsics are replaced with the game statistics of the chosen form. If the chosen form has any legendary or lair actions, the mote cannot use them. If the chosen form is not a fiend, it becomes a fiend. The mote now has its own initiative score and acts according to your wishes. If you do not issue commands to the mote, it will defend itself, you, and anyone it considers to be your ally, but otherwise takes no actions. The mote retains its own hit points (plus the temporary hit points granted by this surge), and if it is reduced to 0 hit points, its transformation ends early. This effect also ends early if you cease channeling this sorcery.




Surge
Dice
Maximum
Concentration
Possible
Form


2
1 minute
Small beast of CR 1/4 or lower


3
1 minute
Small or medium beast of CR 1 or lower


4
1 hour
Beast of CR 2 or lower, Pseudodragon, Quasit, Pixie


5
1 hour
Gargoyle, Spined Devil, Dragon Wyrmling (Brass or Copper)


6
1 hour
Beast of CR 3 or lower, Dragon Wyrmling (Bronze or Silver)


7
1 hour
Beast of CR 4 or lower, Dragon Wyrmling (Gold)


8
1 hour
Incubus/Succubus


9
1 hour
Barbed Devil, Mezzoloth


10
12 hours
Beast of CR 6 or lower



Ferrus
Raw iron has unique magical properties. By tapping into them you can enhance metal armors and resist magical effects.

Ongoing

While you channel this sorcery, you have a +1 bonus to saving throws which do not already add your proficiency bonus against spells and sorceries. This bonus improves to +2 at 4 surge dice, +3 at 7 surge dice and +4 at 9 surge dice.
If you have at least 4 surge dice, while you channel this sorcery metallic weapons you wield are magical.


Activated

Sharpen Blade (Action, S, F) You touch a metallic weapon and imbue it with more power. Until the end of your next turn, the touched weapon counts as magical and gains +1 to hit and damage. If you have at least 4 surge dice, this effect requires only a bonus action. If you have at least 7 surge dice, you can extend the duration to 1 minute by concentrating on this effect. If you have at least 9 surge dice, the bonus increases to +2.
Ferrokineses (Action, S) With a gesture you fling metal away from you or draw it closer. Target a single metallic object within 100 feet with a weight no greater than 5 pounds for every surge die you possess. If a creature is wearing or holding the object, that creature may make a Strength saving throw to cancel this effect. On a failed save or if the object is not attended, you move it in a straight line up to 10 feet closer or nearer to you. Creatures in the path of the object must make a Dexterity saving throw or take 2d4 bludgeoning damage. The damage and range increase to 20 feet and 4d4 at 4 surge dice, 30 feet and 7d4 at 7 surge dice, and 10d4 and 40 feet at 9 surge dice.
Armor Boost (Reaction, V) With a word, you bolster a creature’s armor. When a creature wearing metal armor or wielding a metal shield is attacked within 30 feet of you, you can grant them a +2 bonus to their armor class against the triggering attack. If the attack still hits, reduce any slashing, bludgeoning, or piercing damage they take from it by 1. When you have at least 4 surge dice, the damage reduction increases to 3. When you have at least 7 surge dice, the armor class bonus increases to +3. When you have at least 9 surge dice, the damage reduction increases to 5.


Surge

Iron Heart Surge (Action, F) You tap the antimagical properties of cold iron to end one magical effect targeting yourself or another creature within 30 feet of you. You can take this action even if a spell or sorcery would prevent you from acting. Roll your surge dice. A single spell or sorcerous effect which is affecting your target ends. The original caster of that effect takes necrotic damage equal to half the result of your surge roll. If the affected spell’s level was less than half your total number of surge dice (rounded down), the original caster instead takes the full damage of your surge roll.
Steel Aegis (Action, S, F) You conjure a steel barrier into being to provide cover for your allies. The wall is 5 feet tall, 1 foot thick, and has a length no greater than 5 feet per surge die you possess and must be continuous. If you wish, it is topped with spikes which deal magical piercing damage equal to your number of surge dice to creatures attempting to climb over it. Roll your surge dice twice to determine the wall’s hit points. A creature receiving cover from the wall may use their reaction when damaged by an attack or effect allowing a Dexterity save to cause the wall to take the damage instead. The wall has resistance to all damage. This effect lasts for up to 1 minute or until the wall runs out of hit points.


Fortis
By infusing creatures with magic, you can increase their strength, grace, and heartiness.

Ongoing

While you channel this sorcery, you have resistance to poison damage and advantage on saving throws against poison. The resistance increases to immunity once you have 7 surge dice.
While you channel this sorcery and have at least 4 surge dice, you have advantage on saving throws against disease. This improves to disease immunity once you have 9 surge dice.


Activated

Ability Boost (Bonus Action, V, Concentration) A target creature within 60 feet gains a boost to their Strength, Dexterity, or Constitution. The next time they make an ability check using the chosen ability within 1 minute, they may add an additional 1d4 to the result of their check. If you have at least 4 surge dice, this effect applies to all checks with the chosen ability in that time. If you have at least 7 surge dice, the bonus improves to 1d8. If you have at least 9 surge dice, this effect does not require concentration, though you may only affect one creature at a time with it.
Sap Power (Action, S) You drain the strength of a creature within 60 feet. Choose strength, dexterity, or constitution. The target creature must make the corresponding saving throw. On a failed save, they have disadvantage on ability checks with the chosen feature until the end of their next turn. If you have at least 4 surge dice, you also have advantage on the corresponding check until the end of your next turn if they fail their save. If you have at least 7 surge dice, this effect’s duration is 1 minute, though the target can end it early by making the corresponding saving throw at the end of their turn. If you have at least 9 surge dice, this effect also applies to saving throws.


Surge

Strength Surge (Bonus Action, V, F) A creature within 60 feet of you receives a temporary surge to their strength. They receive a pool of dice equal to your surge dice. Whenever they make a strength ability check or deal weapon damage with strength, they can choose to expend one of these dice and add it to the result. Once all dice are expended or after a minute this effect ends.
Speed Surge (Bonus Action, V, F) A creature within 60 feet of you receives a temporary surge to their dexterity and speed. They receive a pool of dice equal to your surge dice. On their turn, they may expend one of these dice and use a bonus action to take the Dash, Disengage, or Attack (single weapon attack only) action. If they roll an 8 on this die, the die is not consumed. They can also spend one of these dice as a reaction when they are attacked to increase their armor class by the result. Once all dice are expended or after a minute this effect ends.
Fortitude Surge (Bonus Action, V, F) A creature within 60 feet of you receives a temporary surge to their toughness. They receive a pool of dice equal to your surge dice. As a reaction when they take damage, they may spend one of these dice to roll it twice and reduce the damage they take by the result. Once all dice are expended or after a minute this effect ends.


Fortuna
Luck is a very real force, especially to the magically inclined. You can attune that force to make it work for you.

Ongoing

While you channel this sorcery, whenever an effect which you are not aware of (such as a trap or hidden enemy) makes an attack roll against you or forces you to make a saving throw, you add your sorcerous ability modifier to the armor class or saving throw against that effect. Once you benefit from this effect, you cannot benefit from it again for 1 hour. This improves to once per minute at 4 surge dice and no longer has a limit at 7 surge dice.


Activated

Lucky Find (Action, S, V) You search your surroundings and find a simple mundane object which can help with your situation. A simple mundane object suitable for use as a bottle or flask or ten feet of rope or chain can be found. If you have at least 4 surge dice, you can additionally find a light source such as a lamp, a crowbar, or a hammer. If you have at least 7 surge dice, you can additionally find thief's tools. If you have 9 surge dice, you can find specific items such as "the key to this chest" or "a list of the passwords for this secret order". In all cases the item is on your person or your immediate surroundings. Items found through this effect break after a single use. Once you find a given item, you cannot find an item of the same type until you have completed a short or a long rest.
Lucky Dodge (Bonus Action, S, F, Concentration) A target creature within 30 feet always seems to dodge in just the correct way. Their armor class increases by +1. When an attack roll misses them while this effect lasts, they may use their reaction to deal 1 bludgeoning damage to the attacker. You can concentrate on this effect for up to 1 minute. At 4 surge dice, the armor class bonus increases to +2 and the damage increases to 1d4. At 7 surge dice, the damage increases to 1d6. At 9 surge dice, the armor class bonus increases to +3 and the damage increases to 1d8.


Surge

Winds of Fate (Action, V, F) You create a nexus of fortune centered on yourself. Roll your surge dice + 1d20 and note the total down (minimum 11). For the next minute, you can replace a d20 roll you make with an amount equal to or less than the result of this roll. Once you do so, reduce the result by the amount you chose. Once the result is reduced below 10, this effect ends. You cannot assign a value higher than 20 or lower than 10 using this effect. Values assigned using this effect do not count as natural values for the purposes of critical hits or similar effects that trigger based on the result of a roll.

KOLE
2019-05-25, 02:33 AM
KOLE'S Ranger Remixed

HIT POINTS
Hit Dice: 1d10
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Ranger level after 1st

PROFICIENCIES
Armor: light armor, medium armor, shields
Weapons: simple weapons, martial weapons
Tools: Herbalism kit

Saving Throws: Strength, Dexterity
Skills: Choose three from Animal Handling, Athletics, Investigation, Medicine, Nature, Perception, Stealth, and Survival.

EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:

(a) scale mail or (b) leather armor
(a) two shortswords or (b) two simple melee weapons
(a) a dungeoneer's pack or (b) an explorer's pack
(a) a longbow and a quiver of 20 arrows or (b) a shortbow and a quiver of 20 arrows


Alternatively, you may start with 4d4 × 10 gp to buy your own equipment.

MULTICLASSING
To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one.
Ability Score Minimum: Wisdom 13, Dexterity 13
When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies. To determine your multiclass spell slots if you've taken the Warden Conclave, add a third of your ranger levels (rounded down).
Armor: light armor, medium armor, shields
Skills: Choose one from Animal Handling, Athletics, Investigation, Medicine, Nature, Perception, Stealth, and Survival.
Ranger




Level
Proficiency Bonus
Features
Quarry Die


1st
+2
Favored Enemy, Natural Explorer, Quarry Die
1d4


2nd
+2
Fighting Style, Ranger's Balm
1d4


3rd
+2
Conclave Feature
1d4


4th
+2
Ability Score Improvement
1d4


5th
+3
Extra Attack, Relentless Pursuer
1d4


6th
+3
Skirmisher
1d6


7th
+3
Conclave Feature, Ranger's Balm Improvement
1d6


8th
+3
Ability Score Improvement
1d6


9th
+4
Primeval Awareness
1d6


10th
+4
Conclave Feature
1d6


11th
+4
Ambusher
1d8


12th
+4
Ability Score Improvement, Ranger's Balm Improvement
1d8


13th
+5
Hide in Plain Sight
1d8


14th
+5
Evasion
1d8


15th
+5
Conclave Feature
1d8


16th
+5
Ability Score Improvement
1d8


17th
+6
Unrelenting Storm
1d10


18th
+6
Hunter's Senses
1d10


19th
+6
Ability Score Improvement
1d10


20th
+6
Foe Hammer
1d10





CLASS FEATURES

Quarry Die

At 1st level, you gain a Quarry Die, a d4. This die is used in various features of this class, and it changes as you gain ranger levels, as shown in the Quarry Die column of the Ranger table.

Favored Enemy

You've spent much time on the hunter's trail, and practice has honed your abilities to a fine point. At 1st level, you can put this talent to use. As a bonus action on your turn, you can mark a creature you can see as your target. When you do so, you can roll your Quarry Die and add the result to the damage roll of any weapon attack you make against the marked creature. You also gain advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. This effect lasts until you take a long rest, or use this feature again on another creature.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Natural Explorer

After much time spent wandering, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:

Difficult terrain doesn't slow your group's travel.
Your group can't become lost except by magical means.
Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
If you are traveling alone, you can move stealthily at a normal pace.
When you forage, you find twice as much food as you normally would.
While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense: While you are wearing armor, you gain a +1 bonus to AC.
Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Ranger's Balm

As you reach 2nd level, your continued insight into the natural world has helped you learn minor tricks to aid yourself and your allies. If you or anyone you can see expends hit dice to recover hit points after completing a short rest, you can roll the dice twice and take the higher number.

At 7th level, you can choose a number of creatures equal to your wisdom modifier (minimum of one). If those creatures expend any hit die after completing a short rest, they can roll your Quarry Die and add twice their Constitution modifier to the result and regain that many hit points. Once you use this feature, you cannot use it again until you complete a long rest.

At 12th level, you can use a bonus action to heal a creature you can see within 60 feet of you. The creature regain a number of hit points equal to a roll of your quarry die plus your wisdom modifier. You can use this feature a number of times equal to your Wisdom modifier and regain all expended uses when you complete a Long Rest.

Ranger Conclave

At 3rd level, you choose to emulate the ideals and training of a ranger conclave from the list of available conclaves. Choose from the Beast, Hunter, Gloom, or Warden Conclave. Your choice grants you features at 3rd level and again at 7th, 10th, and 15th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score 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.

Extra Attack

At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Relentless Pursuer

Beginning when you reach 5th level, you regain all of your expended uses of Favored Enemy when you finish a short or long rest.

Skirmisher

The thrill of the hunt and your experience in the field propel you into battle. At 6th level you ignore difficult terrain, and you can use the Dash action as a bonus action on your turn. When you do so, if you move at least 10 feet in a straight line towards a creature and make a melee attack against them, you can roll your Quarry Die and add the result to the damage of the attack.

Primeval Awareness

Starting at 9th level, your connection to nature grows strong enough to sense potential prey. Choose a creature type from aberrations, celestials, dragons, elementals, fey, fiends, and undead. By spending 10 uninterrupted minutes meditating and concentrating on their presence, you can learn if that type of creature is within 5 miles of you. If so, you also learn their number, their distance, and what general direction they are in reference to you. If there are multiple groups of this creature type, you learn this information for each instance.

Ambusher

You can avoid being seen if you wish. At 11th level, you can take the Hide action as a bonus action. If you are hidden from a creature when you make a weapon attack against them, you can roll your Quarry Die and add it to the damage roll. Additionally, if you are hidden from a creature you can see and they make an attack against an ally within 60 feet of you, you can make a weapon attack against them as a reaction as long as they are within range of your weapon.

Hide in Plain Sight

A master of camouflage, you've become an expert at vanishing when you desire. At 13th level, as long as you make no movements, you can attempt to hide even if you're not obscured. Additionally, you can obscure yourself and your allies with a little preparation. You can spend one minute applying natural supplies and materials to any creature large or smaller. If you do so, that creature gains +10 to any Dexterity (Stealth) check. This benefit is lost if one uses more than half their movement or falls prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.

Evasion

Beginning at 14th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Relentless Storm

At 17th level, you've learned to bring the full extent of your prowess to bear. As a bonus action on your turn, you can enter a concentrated state of intense ferocity. For one minute, you can use your bonus action to make two weapon attacks. This state ends early if you are incapacitated. Once you use this feature, you cannot use it again until you complete a long rest.

Hunter's Senses

At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.

Foe Slayer

At 20th level, you become an unparalleled hunter. You can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
Animal Companion

At 3rd level, you learn to use your attunement to nature to create a powerful bond with a creature of the natural world.

With 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful companion. You normally select you companion from among the following animals: an ape, a black bear, a boar, a giant badger, a giant weasel, a mule, a panther, or a wolf. However, your DM might pick one of these animals for you, based on the surrounding terrain and on what types of creatures would logically be present in the area.

At the end of the 8 hours, your animal companion appears and gains all the benefits of your Companion's Bond ability. You can have only one animal companion at a time.

If your animal companion is ever slain, the bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your companion's spirit and create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body.

If you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you and is replaced by the restored companion.

Companion's Bond

Your animal companion gains a variety of benefits while it is linked to you. The animal companion loses its Multiattack action, if it has one. The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own. When using your Natural Explorer feature, you and your animal companion can both move stealthily at a normal pace.

Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls.

Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws.

For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly.

Whenever you gain the Ability Score Improvement class feature, your companion's abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can't increase an ability score above 20 using this feature unless its description specifies otherwise.

Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, "The ranger who travels with me is a beloved companion for whom I would gladly give my life."

If you have marked a creature with your Favored Enemy feature, your animal companion also adds your Quarry Die do its damage rolls against that creature.

Beast's Defense

At 7th level, while your companion can see you, it has advantage on all saving throws.

Storm of Claw and Fangs

At 10th level, your companion can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target.

Superior Beast's Defense

At 15th level, whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack's damage against it.
Observer

Starting at 3rd level, you become proficient in the Nature skill if you weren't already. While in natural places, you can add twice your proficiency to all Intelligence (Nature) checks.

Combat Superiority

When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers

You learn two maneuvers of your choice, which are chosen from the list of maneuvers available to fighters with the Battle Master archetype. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.

You learn one additional maneuver of your choice at 7th, 10th, and 15th level. Each time you learn a new maneuver, you can also replace one maneuver you know with a different one.

Superiority Dice

You have three superiority dice, which are d6s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

You gain another superiority die at 7th level and one more at 15th level.

Saving Throws

Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

(for the sake of brevity, I won't include the maneuvers list here. It is unchanged from the Battlemaster)

Defensive Tactics

At 7th level, you gain one of the following features of your choice: Escape the Horde, Multiattack Defense, or Steel Will.

Escape the Horde: Opportunity attacks against you are made with disadvantage.
Multiattack Defense: When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
Steel Will: You become proficient in Wisdom saving throws and cannot be frightened.

Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

Multiattack

At 15th level, you gain one of the following features of your choice: Volley or Whirlwind Attack.

Volley: You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
Whirlwind Attack: You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.



See "Gloomstalker" in XGtE until I make a proper, original subclass here.


Warden



—Spell Slots per spell level—


Level

Cantrips
Known

Spells
Known
1st
2nd
3rd
4th


3rd
3Cantrips known
3Spells known

21st

—2nd

—3rd

—4th


4th
3Cantrips known
4Spells known

31st

—2nd

—3rd

—4th


5th
3Cantrips known
4Spells known

31st

—2nd

—3rd

—4th


6th
3Cantrips known
4Spells known

31st

—2nd

—3rd

—4th


7th
3Cantrips known
5Spells known

41st

22nd

—3rd

—4th


8th
3Cantrips known
6Spells known

41st

22nd

—3rd

—4th


9th
3Cantrips known
6Spells known

41st

22nd

—3rd

—4th


10th
4Cantrips known
7Spells known

41st

32nd

—3rd

—4th


11th
4Cantrips known
8Spells known

41st

32nd

—3rd

—4th


12th
4Cantrips known
8Spells known

41st

32nd

—3rd

—4th


13th
4Cantrips known
9Spells known

41st

32nd

23rd

—4th


14th
4Cantrips known
10Spells known

41st

32nd

23rd

—4th


15th
4Cantrips known
10Spells known

41st

32nd

23rd

—4th


16th
4Cantrips known
11Spells known

41st

32nd

33rd

—4th


17th
4Cantrips known
11Spells known

41st

32nd

33rd

—4th


18th
4Cantrips known
11Spells known

41st

32nd

33rd

—4th


19th
4Cantrips known
12Spells known

41st

32nd

33rd

14th


20th
4Cantrips known
13Spells known

41st

32nd

33rd

14th


Growthbringer

Starting at 3rd level, when you cast druidcraft, you can cause a miraculous growth of plantlife to sprout from the ground. The growth stands five feet tall and extends five feet wide, and is dense enough to not be seen through. This growth stands for one minute or until you cast druidcraft again.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the druid spell list.

Cantrips

You learn three cantrips: druidcraft and two other cantrips of your choice from the druid spell list. You learn another druid cantrip of your choice at 10th level.

Spell Slots

The Warden Spellcasting table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level druid spells of your choice.

The Spells Known column of the Warden Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the druid spells you know with another spell of your choice from the druid spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your druid spells, since you learn your spells through dedicated study and communion with nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier

Walker of the Wild

At 7th level, you learn the animal friendship spell if you didn't know it already.

You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.

You cannot use this ability against a creature that you have attacked within the past 10 minutes.

Nature's Ward

When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease.

Lifebringer

At 15th level, you become a channel for nature's verdant growth. As an action, you can strike the ground and cause an explosive growth of flowers and shrubs to project around you in a 30 foot aura centered on you. This aura moves with you, and it counts as difficult terrain for your enemies, but not for your allies. Any allies standing in this aura gain temporary hit points equal to your quarry die plus your wisom modifier at the beginning of each of their turns. This aura lasts for one minute and ends early if you're incapacitated. Once you use this feature, you cannot use it again until you complete a long rest.

sengmeng
2019-05-29, 07:48 PM
SAMURAI
A fighter re-something

The class table isn't really necessary; the Fighting Styles and Archetypes are different but come at the same levels, and only Action Surge and Indomitable change.

Fighting Styles

Yojimbo
When an enemy attacks a creature other than you and you can reach that enemy with a melee weapon attack, you can use your reaction to attack them.

Iaijitsu
After rolling initiative, you gain half your initiative result as a damage bonus on weapon attacks made against any creature which has not yet taken a turn in that combat.

The Five Rings
If you are attacked while wielding a light weapon in either hand, you may attack your attacker with that weapon as a reaction. You apply the higher of your dexterity and strength modifiers to this attack.

Great Bow
Your normal range with all ranged attacks is doubled. Your long range doesn't change. Attacks within the weapon's original normal range gain +1 damage.

Dairokkan
When you aren't wearing armor or using a shield, your armor class is 10 + your Dexterity modifier + your Wisdom modifier.

Kenjutsu
When you use a versatile weapon in both hands, instead of the higher damage dice, it gains the Finesse property, but you add both your Strength and Dexterity modifiers to damage.

Ki Block
In place of Action Surge, you gain ki points equal to 1 + your Wisdom modifier. You may spend these points as a reaction to any spell, attack, or effect that has an attack roll. You may draw a weapon as part of this action, then you make an attack roll in place of your AC. If your attack roll is lower than your AC, then the attack must still beat your normal AC. This attack roll gets any bonuses it would if the originator of the attack were in your reach, even if they aren't, including bonuses from the weapon being magical. These ki points are refreshed at the end of a short or long rest, and can be used to fuel any ki-related abilities gained from this class or other classes, and ki points gained from other classes may now be used to fuel Ki Block.

Archetypes

Ronin
Literally a masterless samurai, a Ronin may adopt more subtle and less honorable tactics. Still, a samurai with a master could still delve into these skills, and a samurai without one could take another archetype.

Shadow Warrior
At 3rd level, when you take this archetype, you gain 1 more ki point. You may spend a ki point to dodge, dash, or disengage as a bonus action, and if you have advantage on an attack roll, you may spend one or more ki points to gain damage equal to 1d8 per ki point spent, up to all your remaining ki points. The extra damage is the same type as the weapon used. You may also spend ki points gained from this archetype to fuel any other ki dependent abilities.

Shinobi Tactics
At 7th level, you gain proficiency in stealth. If you were already proficient in stealth, you add double your proficiency bonus to stealth rolls. You also gain proficiency in Perception, adding double your proficiency bonus if you already had proficiency in Perception, but only while you have ki points remaining. You also gain 1 more ki point.

Shadow Walk
At 10th level, when you use a ki point to dash or disengage as a bonus action, you become invisible until you finish moving, and can move along vertical surfaces or over the surface of liquids, though you will fall if you end your movement on liquid or a vertical surface. If you move, attack, and move again, you are visible for the attack. You also gain 1 more ki point.

Strike the Soul
At 15th level, your extra damage from Shadow Warrior becomes force damage. You also gain one more ki point in your ki pool.

Zatoichi
At 18th level, if you roll initiative and have no ki points, you gain 1 ki point. As long as you have ki points, you are under the effect of true seeing and have Blindsense to 30 feet.

Kensai
The Kensai is a warrior bolstered by his devotion to Law and Good. Some of your abilities overlap with a paladin, but you are more devoted to weapon skill and limited in your divine energy.

Ki Divinity
At 3rd level, you gain the ability to spend a ki point as an action to cause evil creatures to fear you, and neutral creatures to be charmed by you. The ability has a range of 30 feet, a save DC of 8 + your proficiency bonus + your Wisdom modifier and lasts for 10 minutes. You may exclude any creatures who would be affected at your option.

Holy Strike
At 7th level, you can spend 1 ki point to add 1d8 radiant damage to a single weapon attack per turn. You also gain 1 more ki point.

Flesh Made Whole
At 10th level, you may spend ki points to cast cure wounds as if from a slot equal to the number of ki points spent, up to all your remaining points, with Wisdom as your casting stat.

Sword Saint
At 15th level, your radiant damage from Holy Strike increases to 2d8, and you gain Timeless Body. You also gain 1 more ki point.

Perfect Soul
At 18th level, when you use Ki Divinity, the range increases to 60 feet, and evil creatures have disadvantage on their saving throws. As long as you have ki points remaining, you are under the effect of the Protection from Evil spell.


Master Samurai
The Master Samurai is devoted to skill with weapons. You are no more, and no less, than a warrior at one with his weapon.

Enhanced Fighting Style
At 3rd level, you may select a second fighting style, or enhance your first fighting style.

In addition to the normal benefits, you gain the following, according to your fighting style.
Yojimbo: you can use ki block to stop an attack against someone within your reach
Iaijutsu: you gain advantage on initiative rolls.
The Five Rings: if your light weapon attack hits, you may make an attack with another weapon as part of that reaction.
Great Bow: you have advantage on attacks inside your weapon's original normal range.
Dairokkan: you add your wisdom modifier to your AC in armor, up to +2.
Kenjutsu: two handed weapons gain the finesse property in your hands, and you add your strength bonus to damage along with your dexterity bonus.

Weapon Master
At 7th level, you choose one type of weapon, such as a long sword. You gain +1 to attack and damage rolls with that type of weapon.

Seasoned Warrior
At 10th level, you gain another fighting style or an enhancement to a fighting style you already have.

Dedicated Warrior
At 15th level, you gain +2 to attack and damage rolls with your chosen weapon.

Peak Warrior
At 18th level, you gain another fighting style or enhance one of your other fighting styles, and gain +3 to attack and damage with your chosen weapon or +2 to attack and damage with a second chosen weapon.


Impenetrable Will
At 9th level, in place of Indomitable, you gain Impenetrable Will. You gain proficiency in Wisdom saves while you have ki points remaining, and may spend a ki point to make any save with advantage. You also gain 1 ki point.

Improved Ki Block
At 13th level, you may block two attacks each time you use Ki Block. If you are attacked once and use Ki Block and then are not attacked again before your next turn, this ability has no further effect. You also gain 1 ki point.

Warrior's Soul
At 17th level, you gain 2 ki points.

MoleMage
2019-06-13, 08:36 AM
Theurge Sorceries (Lux-Vitae, Calling Sorceries)

Lux
Light is a fundamental force. Channeling light allows the sorcerer to see in the dark, create flashes of light, and reveal the unseen.

Ongoing

While you channel this sorcery, you have darkvision to a range of 60 feet. If you already had darkvision of 60 feet or greater, its range is increased by 30 feet.
Once you have at least 9 surge dice, you can see invisible creatures while you channel this sorcery.

Activated

Ray of Radiance (Action, S, F) With a gesture, you fire a ray of scintillating energy at a target within 100 feet. Make a ranged sorcery attack. On a hit, the target takes 2d6 radiant damage. If you roll a natural 19 or natural 20, the next attack against the target has advantage. At 4 sorcery dice, the damage improves to 4d6 and the additional effect triggers on a natural 18 or better. At 7 sorcery dice, the damage improves to 7d6 and the additional effect triggers on a natural 17 or better. At 9 sorcery dice, the additional effect always triggers.
Revealing Light (Action, S, V, F) A command causes a flare of light to emit from you. Invisible creatures within 5 feet of you must make a Charisma saving throw or become revealed for 1 minute. During this time, a halo of light surrounds them and prevents them from becoming invisible. The range of this effect increases to 10 feet at 4 surge dice, 15 feet at 7 surge dice, and 20 feet at 9 surge dice.
Glimmerlight (Bonus Action, S) You create a hovering orb of light, which sheds bright light for 20 feet and dim light for an additional 20 feet. It lasts until you dismiss it on your turn and always hovers in your space.

Surge

Destroy Undead (Action, V, F) Radiant energy is anathema to undead creatures. As an action, you may force each undead within 30 feet to make a saving throw. Undead with specific weaknesses to light or sunlight, such as vampires, make this save at disadvantage. On a failed save, undead creatures take radiant damage equal to twice your surge dice. On a successful save, they take half damage. Living creatures in this area are unaffected.
Moonblast (Action, S, F) A glimmer of moonlight bursts forth from your hand, affecting all creatures within a 30 foot cone. Roll your surge dice twice. Each creature in the cone with more current hit points than the result must make a Constitution saving throw or be blinded until the end of their next turn. Each creature in the cone with fewer than or the same number of hit points as the result must make a Constitution saving throw or be blinded until the next time they complete a long rest. Regardless of hit points or saving throw result, affected creatures take 2 radiant damage for each surge die you possess.


Magicus
Magic exists in many forms, but the method by which mortals access it is a separate force. Attuning it lets you manipulate that power.
Ongoing

While you channel this sorcery, you can sense the presence of active magic in persons you touch, including ongoing magical effects, channeled sorceries, or magic items. This does not grant you the ability to identify characteristics of that magic. At 7 surge dice, you instead detect active magic within 30 feet of you.

Activated

Analyze Arcana (Usage Time Varies) You concentrate on a magical effect you can perceive. After 10 minutes, you learn the general purpose of that magical effect, including command words for magical items. If you have at least 4 surge dice, this only takes 1 minute. If you have at least 9 surge dice, this is an action.
Counter Magic (Reaction, V) You can use this action when a sorcery, spell, or similar magical effect causes you or another creature within 30 feet to make a saving throw. Instead of the normal saving throw, make a sorcery attack roll. On a success, treat it as if the target had succeeded on their saving throw, but you take damage equal to the effective spell level of the effect.

Surge

Seal Magic (Action, F, Concentration) Roll your surge dice and make a melee spell attack against an adjacent enemy. On a hit, they gain a seal magic effect with a power equal to the result of the roll. While the seal magic effect persists, the target must make a concentration check with a DC equal to its power in order to use any activated magic items, spells, or sorceries. At the end of the target's turn, they may make a Wisdom saving throw. On a success, the power of the magic seal is reduced by 5. Otherwise, the power is reduced by 1. If the magic seal is reduced to 0 power or less, this effect ends. Otherwise, it lasts while you concentrate on it, with a maximum duration of 1 minute.


Mortus
The forces of death allow you to create or command the undead or drain the life from foes.

Ongoing

While you channel this sorcery, you have advantage on death saving throws.
If you have at least 4 surge dice, all hit point reduction you suffer is halved while you channel this sorcery.
If you have at least 9 surge dice, you are resistant to necrotic damage while you channel this sorcery.

Activated

Decay (Action, S) You touch a creature and cause it to rot. Make a melee sorcery attack against an adjacent creature. On a hit, the target takes 1d10 necrotic damage and its move speed is reduced by 10 (minimum half its base speed) until the end of its next turn. A 4 surge dice, this damage increases to 2d10. At 7 surge dice, the damage increases to 4d10, and the move speed reduction improves to half the target's base speed. At 9 surge dice, the damage increases to 6d10.
Contact Dead (1 minute, V, F) You attempt to contact a creature's soul which has been deceased for no longer than one day for each surge die you possess. Once you have contacted it, you may ask it three questions, which it must answer truthfully, though it often speaks in metaphor or riddle. You can ask it an additional question at 4 surge dice, 7 surge dice, and 9 surge dice.
Command Dead (Action, S, V) You attempt to force an undead creature to do your bidding.

Surge

Animate Corpse (Action, V, S, Concentration) You raise a touched corpse or pile of bones, creating a zombie or skeleton as is appropriate. The raised creature has only 1 hit point, but receives temporary hit points equal to the result of your surge dice. While the creature lives, it is under your command, but continues to act on its own initiative. You may use a bonus action to telepathically command the creature. You can concentrate on this effect for up to 1 minute. At the end of the minute, the raised creature loses all temporary hit points but does not die. It does not act unless you command it to with your Command Dead feature. At the next sunrise, it falls apart unless you use this surge again.
Raise Fallen (Action, V, F, Concentration) You bring an ally temporarily back to life. Choose a creature that has been dead for no longer than one minute for each sorcery die you possess. It returns to life with one hit point per sorcery die you possess, and temporary hit points equal to the result of your surge roll. You can concentrate on this effect for up to 8 hours. If you lose concentration, the target falls dead once again. If you concentrate for the full duration, however, the target is permanently restored to life.


Obestor
Extraplanar powers bring their own blessings, and connecting to a different plane gives the sorcerer corresponding powers.

Ongoing

While you channel this sorcery, you can always remember the path you took from the last place you rested. If you have at least 7 surge dice, you can even find your way back to that location if obstacles or shifting conditions have made the original path unviable, by finding a new path.
If you have at least 4 surge dice, you have advantage on Intelligence checks made to understand properties of any plane you are on or to identify extraplanar creatures.

Activated

Open Threshold (8 hours, S, V, F) You may only use this ability if you have at least 7 surge dice. You attempt to pry open the spaces between planes. At the end of the 8 hours, you and up to 6 other creatures enter the astral plane and from there can travel to any other plane. You do not get lost on the way, but if an ally leaves your presence, they must make an Intelligence saving throw or end up on a random plane.
Call Elemental (1 minute, S, V, Concentration) You attempt to call forth an elemental from another plane. Choose an elemental whose challenge rating is no greater than half your maximum number of surge dice, rounded down. At the end of the minute, that elemental appears and serves you for up to a minute while you maintain concentration. If you have at least 4 surge dice, the elemental serves you for up to an hour. If you have at least 7 surge dice, you can use this ability as an action. Regardless, after an elemental has served you, no elemental of the same plane will serve you again for one week.
Astral Bolt (Action, S) You create a bolt of unerring astral energy. A target within 15 feet of you takes 1d4 force damage. If you have at least 4 surge dice, the range improves to 30 feet and the damage improves to 2d4. If you have at least 7 surge dice, the range improves to 60 feet and the damage improves to 4d4. If you have at least 9 surge dice, the range improves to 120 feet and the damage improves to 6d4.


Surge

Planar Banishing (Action, V, F, Concentration) You attempt to banish a creature to another plane. Roll your surge dice and choose a target within 60 feet. That target must make a Wisdom saving throw or be banished for up to 1 minute. Each round on their turn while banished, they take 2 force damage. If the total damage they take from this effect exceeds the result of your surge dice, this effect ends early. If a creature is banished while on a plane it is not native to and remains banished for the full minute, it is banished for 24 hours and ceases taking damage. Otherwise the creature appears in the nearest open space to where it departed after a minute.
Wild Teleport (Action, S, F) You attempt to teleport, bringing yourself and your allies to a distant location. Choose a location with which you are familiar no further away than your maximum surge dice result in miles. Roll your surge dice. If you roll greater than the distance in miles to your chosen location, you teleport to that location, arriving at the end of your next turn with up to 6 additional creatures within 5 feet of you. If you roll less than the distance in miles to your chosen location, you instead arrive in a random location a number of miles away equal to your result at the end of your next turn. Some sites, such as teleportation circles created by spellcasters, are easier to teleport to. Such sites have their range measured in tens of miles instead of miles.


Tutela
Applying magical forces to create protective barriers is a useful technique.

Ongoing

While you channel this sorcery, you reduce the damage you take from non-magical piercing, slashing, or bludgeoning attacks by 1 (to a minimum of 1). If you have at least 4 surge dice, this improves to 2. If you have at least 7 surge dice, this improves to 3 and applies even to magical attacks. If you have at least 9 surge dice, this improves to 5.


Activated

Energy Barrier (Action, S, Concentration) You conjure a barrier around a creature within 30 feet. Specify fire, cold, lightning, poison, or acid. Until the end of your next turn, that target has resistance to the specified damage type. At 4 surge dice, you can also select psychic, radiant, or necrotic. At 7 surge dice, this effect lasts up to a minute and you can also select force. At 9 surge dice, you can select two targets and two damage types when you use this ability.
Force Shield (Reaction, V) When you are attacked, you may use this reaction to protect yourself. Your Armor Class against the triggering attack is increased by 2. If you have at least 7 surge dice, you can use this effect to protect allies up to 30 feet away as well. If you have at least 9 surge dice, you also get resistance against the triggering attack if it still hits.
Hinder Movement (Action, S, F) You attempt to restrain a target within 60 feet. The target must make a Strength saving throw. If they fail, their move speed is reduced by half until the end of your next turn. At 4 surge dice, you also prevent them from taking the Dash action if they fail their save. At 7 surge dice, their move speed is reduced to 0 instead, or half if they succeed on their save. At 9 surge dice, they also cannot take the Dodge action if they fail their save.


Surge

Protective Sphere (Action, F, Concentration) Roll your surge dice twice. You create a 10 foot radius sphere centered on a point within 100 feet. It has HP equal to the result of your roll. While the sphere lasts, creatures inside the sphere are immune to all damage. Each time a creature inside the sphere would take damage, the sphere loses 5 HP. At the start of each of your turns, the sphere also loses 5 HP. Once the sphere is depleted to 0 hit points, this effect ends. As an action on subsequent turns, you can designate a number of creatures equal to your sorcerous ability modifier to not benefit from the sphere.
Repelling Shout (Action, V) You attempt to hurl enemies away from you. Specify a number of targets within 30 feet up to your number of surge dice. Each target must make a Strength saving throw or be flung back a number of feet equal to the result of a surge dice roll (rounded down to the nearest 5 foot increment, minimum 5), falling prone, and additionally take half the result in thunder damage. On a successful save, they are knocked back half the distance and do not fall prone or take damage.


Virtus
Good and evil are universal forces, not just personal mindsets.

Ongoing

While you channel this sorcery, you have advantage on saves against spells and effects created by celestials or fiends.


Activated

Detect Alignment (1 minute, F) You focus on a target for one minute. At the end of the minute, you learn one axis of their alignment (good/evil or lawful/chaotic). For the next 24 hours, you have advantage on Wisdom and Charisma checks against that creature. If the creature wishes to hide its alignment, it may make a Charisma saving throw. If it succeeds, it appears to be neutral on both axes to this effect. If you have at least 7 surge dice, this ability can be used as an action.
Sense Otherworldly Beings (Action, F, Concentration) You concentrate on this effect for up to one minute. While you concentrate, you can detect the presence of any celestial or fiend within 60 feet. If you have at least 4 surge dice, you can detect the type of creature (either celestial, fiend, or both). If you have at least 7 surge dice, you can detect the number of each type of creature and this effect does not require concentration. If you have at least 9 surge dice, you can detect the location and type of each individual creature.
Rebuke Alignment (Action, V, F) You attempt to stagger creatures of a specific alignment. Choose either Good, Evil, Lawful, or Chaotic. Creatures whose alignment contains the chosen component within 30 feet of you must make a Wisdom saving throw. On a failed save, they are stunned until the start of their next turn. Once a creature fails their save against this effect, they are immune to it until the next time you complete a long rest. If you have at least 4 surge dice, the stunned condition instead lasts until the start of your next turn. If you have at least 7 surge dice, creatures may be affected once for each applicable alignment they possess (a lawful good creature could be affected once by Rebuke Law and once by Rebuke Good). If you have at least 9 surge dice, you can also select Neutral as an alignment.


Surge

Word of Axiom (Action, V, F, Concentration) You must be Lawful to use this surge. Roll your surge dice and record the result. While this effect lasts, whenever you roll a d20, change the result to 10 (if even) or 11 (if odd) and reduce your recorded surge dice result by either 2 (if you rolled an even result) or 3 (if you rolled an odd result). Once the surge dice result is reduced to 0, your next d20 roll is replaced by either a 1 (if even) or a 20 (if odd) and this effect ends. If you have at least 7 surge dice, you may use your reaction to apply this effect to a d20 roll used by another creature you can see.
Word of Chaos (Action, V, F) You must be Chaotic to use this surge. Declare a target within 60 feet. Each time the target takes an action or moves on their turn, they must make a Charisma saving throw or roll on the following chart. After they have rolled on the chart a number of times equal to your number of surge dice, or after a minute, this effect ends. If a row lists multiple possible results, the affected creature must take the first result if possible.





d8 Result
Action
Movement


1
Do Nothing
No Movement


2
Attack a random target in range
All movement is the opposite of the intended movement


3
Use the Help action on a random target in range
Movement halved this turn


4
Cast a random known spell at lowest possible level OR Attack a random enemy in range
Movement ends in a random space adjacent to intended space


5
Cast a random known spell at highest possible level OR Attack a random ally in range
Movement ends in a random space adjacent to starting space


6
Take the Dash Action instead
Movement speed increased by 5 this turn


7
Take the Dodge Action instead
Movement ignores rough terrain this turn


8
Act as normal
Choose a movement result from this chart




Word of Purity (Action, V, F) You must be Good to use this surge. Declare a target within 60 feet. All magical effects (including attuned magical items), diseases, curses, and poisons affecting that target are suppressed while this effect lasts. If the target is also good aligned, they receive a +1 bonus to any check in which they are proficient for the duration. After a number of rounds equal to 1/6th your surge dice result (rounded down) plus one, this effect ends.
Word of Corruption (Action, V, F) You must be Evil to use this surge. Declare a target within 60 feet. At the start of each of their turns, they take 1 necrotic damage for each magical effect (including attuned magical items), disease, curse, or poison affecting them. After a number of rounds equal to 1/6th your surge dice result (rounded down) plus one, this effect ends.


Vitae

The energies of life flowing through you allow you to heal yourself and others.

Ongoing

While this sorcery is channeled, you gain temporary hit points equal to your sorcerous ability modifier each time you roll initiative. This improves to 5 + your sorcerous ability modifier once you have at least 7 surge dice.
If you have at least 4 surge dice, each time you or an ally within 30 feet receives healing from a spell of 1st level or higher or from a sorcerous surge, you may also convert all of their temporary hit points into healing.
If you have at least 9 surge dice, you gain temporary hit points equal to your sorcerous ability modifier at the start of each turn if you do not already have temporary hit points.


Activated

Bolster Life (Action, V, S, F): You grant a creature within 60 feet 1d8 temporary hit points. This improves to 2d8 at 6 surge dice and 3d8 at 9 surge dice. These temporary hit points fade after one minute.
Counter Blight (Reaction, V, S): You have at least 4 surge dice to use this ability. When a creature you can see makes a saving throw against poison or disease, you grant them advantage on that saving throw.
Life Transfer (Action, S): You touch a creature and lose a number of hit points up to your sorcerous ability modifier. The target creature gains those hit points.


Surge

Restore Life (Action, V, S, F): Roll your surge dice. Up to five creatures within 60 feet are healed for an amount equal to half the result.
Beacon of Life (Action, V, S, F): Roll your surge dice and grant a single touched creature the result as healing, plus an equal number of temporary hit points. The temporary hit points fade after one minute.



The following sorceries are available to theurges only if they possess specific callings.

Faunus
Animals are connected to the wild magic of the land. By attuning it, you can manipulate or conjure animals.

Ongoing

While you channel this sorcery, you have advantage on all Animal Handling checks and Nature checks made to identify beasts.
If you have at least 4 surge dice, while you channel this sorcery, you can communicate with beasts as if you shared a language.


Activated

Call Beast (Action, V, F) You call to nearby animals. A CR 0 animal appropriate to your terrain comes to you and carries out a simple task such as delivering an object it can carry to a location you describe or standing watch over your campsite. The animal leaves after 1 hour or when its task is complete. If you call another animal, the old animal leaves. Animals called with this ability will not participate in combat. If you have at least 4 surge dice, the animal serves for up to 8 hours. If you have at least 7 surge dice, you may have two animals in service at a time, each with their own task. If you have 9 surge dice, the animals serve for up to 24 hours.
Sooth Animals (Action, V, S) You attempt to calm nearby beasts. Each beast within 60 feet must make a Charisma saving throw or be charmed by you for 1 minute. Beasts charmed in this way do not know they were charmed, and may remain friendly after the effect ends depending on how you treated them and their normal disposition. A beast which makes its saving throw is immune to this effect for 1 minute.


Surge

Primal Guardian (Action, V, F, Concentration) You conjure a spirit of animals in an empty space within 30 feet. The Guardian has HP equal to twice your surge dice result, Armor Class equal to your sorcerous saving throw DC, a 30 foot move speed and size medium. It uses your saving throw bonuses. On its turn, it can make a single attack using your sorcerous attack bonus which deals 1d8 slashing, piercing or bludgeoning damage (chosen when it is summoned) for every two surge dice you possess, plus your sorcerous ability modifier. This effect ends early if the Guardian is reduced to 0 hit points, but otherwise lasts while you concentrate on it, up to a maximum duration of 1 minute.


Flora
By tapping the wild magic of the land, you control the local plantlife or even create new plantlife.

Ongoing

While you channel this sorcery, you ignore difficult terrain caused by natural plantlife. If you have at least 4 surge dice, you also ignore magical plantlife in this way.
While you channel this sorcery, you do not need to eat food as long as you spend at least 1 hour each day in direct sunlight. You still require water and air.


Activated

Vine Lash (Action, S) You conjure a long vine into your hand and strike a nearby target. Make a melee sorcery attack against a target within 15 feet. On a hit, the target takes 1d8 slashing damage plus your Strength or Dexterity score (your choice). If you have at least 4 surge dice, this damage increases to 2d8 and counts as magical. If you have at least 7 surge dice, you can make two such attacks each time you use this feature, against the same or different targets. If you have at least 9 surge dice, this damage increases to 3d8.
Thornhide (Bonus Action, S, Concentration) You cause a touched creature's flesh to become hard and thorny. While you concentrate on this effect, the affected creature has a +1 bonus to its armor class as long as it is not wearing armor, and each time another creature strikes the target in melee combat, the target may use their reaction to deal damage to the attacker equal to your sorcerous ability score. The bonus to armor increases to +2 at 7 surge dice. The damage increases by 2 at 4 surge dice and again at 7 and 9 surge dice.


Surge

Field of Nettles (Action, S, F) You cause nettles and thorns to spring from the ground in a 20 foot radius circle centered on a point within 60 feet. Roll your surge dice and note the result (minimum 3). The affected area counts as difficult terrain, and creatures who move through it take piercing damage equal to your number of surge dice divided by 2 for every 5 feet they move. At the start of each of your turns, reduce the result you noted by 3. When the result reaches 0, this effect ends.
Spore Sap (Action, S, F) You attempt to drain the health of an adjacent creature. Roll your surge dice and make a melee sorcery attack against an adjacent target. On a hit, the target takes necrotic damage equal to the result of your roll and you restore hit points equal to half that result. On a miss, the target still takes half of the rolled damage, but you do not regain any hit points.


Fulgar
Tapping the primal force of lightning allows the sorcerer to hurl blasts of electricity and even become electricity themselves.

Ongoing

While you channel this sorcery, your move speed is increased by 5 feet.
If you have at least 7 surge dice while you channel this sorcery, you have resistance to lightning damage.


Activated

Shockbolt (Action, S) You fling a bolt of electrical energy at a target within 60 feet. Make a ranged sorcery attack. On a hit, this does 1d10 lightning damage. This damage improves to 2d10 at 4 surge dice, 4d10 at 7 surge dice, and 6d10 at 9 surge dice.
Living Lightning (Bonus Action) You must have at least 4 surge dice to use this feature. As a bonus action, you move in a straight line to a point within 20 feet. Any creature you pass through during this movement must make a Dexterity save or take damage equal to your sorcerous ability modifier. The range of this feature increases to 40 feet at 7 surge dice and again to 60 feet at 9 surge dice.


Surge

Stormwake (Action, S, F) You create a blast of lightning that radiates out from you. Choose three 30 foot lines centered on you. Creatures in those lines must make a Dexterity save or take damage equal to your surge dice. On a successful save, they instead take half damage.
Ride the Lightning (Action, S, F, Concentration) You become a bolt of pure electricity. While this effect lasts, your move speed is doubled, you do not provoke opportunity attacks, and you cannot take any action except those granted by this sorcery or the Dash action. At the end of each of your turns, choose a target within 10 feet of you to take 1d8 lightning damage. If no target is in range, you take the damage instead. Once you have dealt this damage a number of times equal to your number of surge dice, this effect ends.


Ignis
Fire is often the first force mastered by nascent intelligences. Attuning it allows the sorcerer to create or suppress intense heat.

Ongoing

While you channel this sorcery, you have advantage on ability checks and saving throws made to resist extreme environmental heat and cold. If you have at least 7 surge dice, this also applies to spells and effects which deal fire or cold damage.


Activated

Flare (Action, S) With a gesture, flame bursts around a target within 90 feet. The target must make a Dexterity saving throw. On a failed save, they take 1d12 fire damage. The damage increases to 2d12 at 4 surge dice, 4d12 at 7 surge dice, and 6d12 at 9 surge dice.
Suppress Flame (Action, S) With a gesture, a small fire (no larger than 5 foot by 5 foot) is extinguished.
Cloak of Flame (Bonus Action, V, Concentration) While you concentrate on this effect, a cape of fire streams from your shoulders. Each time you strike with a melee weapon attack, you deal 1d8 additional fire damage. As a bonus action on subsequent turns, you can whip your cape at a target within 5 feet. Make a melee sorcery attack. On a hit, you deal 1d8 fire damage. If you have at least 4 surge dice, you additionally have resistance to fire and cold damage while this effect lasts. If you have at least 7 surge dice, the damage of both effects increases to 2d8. If you have at least 9 surge dice, you can use a bonus action on subsequent turns to give yourself a fly speed equal to your land speed until the end of your turn.


Surge

Pillar of Flame (Action, S, F) You create a pillar of fire centered on a point within 120 feet. Each creature within a 10 foot radius, 40 foot high cylinder centered on that point must make a Dexterity Saving throw or take fire damage equal to your surge dice. On a successful save, they take half damage. The pillar lasts until the start of your next turn. When a creature starts their turn in the pillar or enters it for the first time, they take half of your surge dice in fire damage.


Praestigis
Attuning to a realm between thought and reality, the sorcerer can conjure illusions to confuse their foes.

Ongoing

While you channel this sorcery, you have advantage on Performance checks and saving throws against the Praestigis sorcery or spells of the illusion school.


Activated

False Sensation (Action, F) You create a false sensation which manifests to a single sense. The sensation appears in a 5 foot square within 30 feet of you. You can use this ability multiple times, adding more effects in the same location (you might create a creature, then add sound for that creature, then add a sense of touch to people contacting that creature, and so on). As a bonus action on subsequent turns, you can control the false sensation, including any additional effects added to it, moving it or adjusting its appearance. The effect must remain within 30 feet of you. After a minute, a given effect fades. Creatures which interact with the False Sensation receive an Intelligence save to recognize it as false.
Clone Self (Action, S, Concentration) You create a illusory clone of yourself, which occupies the same space as you. While the effect lasts, attack rolls against you have disadvantage. You can concentrate on this effect for up to 1 minute. If an attack roll against you has disadvantage and misses when the larger die would hit, this effect ends early. Once you have at least 7 surge dice, the effect does not end early until two attacks have missed in that fashion.


Surge

Phantasmal Duplicate (Action, S, F) You summon a phantasmal duplicate of yourself with hit points equal to the result of your surge dice. This duplicate appears within 30 feet. As a bonus action on your turn, you may swap places with your phantasmal duplicate. Whenever you make an attack or use a sorcery, you can treat the phantasm's location as your location. The phantasm has your armor class and move speed, and uses your saving throw and ability bonuses. On your turn, the phantasm automatically moves as you mentally direct it. As a bonus action, you can command the phantasm to make a single weapon attack or use any sorcery you possess which deals damage. If it does so, affected targets instead take psychic damage equal to your sorcerous ability score.


Tonitrus
Using magic, you turn your voice into a thing of power, with your shouts louder than thunder and your whispers heard at great distance.

Ongoing

While you channel this sorcery, you have advantage on Persuation checks and Perception checks which rely on hearing.
If you have at least 9 surge dice, you have resistance to thunder damage while you channel this sorcery.


Activated

Thunder Voice (Action, V) You expel a shout which affects a 10 foot cone centered on you. Each creature in the cone must make a Constitution saving throw or take 1d8 thunder damage. At 4 surge dice, the size of the cone improves to 15 feet and the damage improves to 2d8. At 7 surge dice, the size of the cone improves to 20 feet and the damage improves to 3d8. At 9 surge dice, the size of the cone improves to 30 feet and the damage improves to 5d8.
Whisper (1 minute, V) You attempt to whisper a message to a creature you know. If the creature is within 100 feet of you per surge die you possess, you can communicate with them in a whisper. They cannot respond unless you have at least 7 surge dice. If you have at least 9 surge dice, the range is instead 1 mile per surge die you possess.


Surge

Rending Voice (Action, V, F) You speak in a voice that tears objects apart. A creature within 60 feet must make a Constitution saving throw or take thunder damage equal to your surge dice and slashing damage equal to half your surge dice. On a failed save, they additionally are stunned until the end of their next turn. On a successful save, they take only the slashing damage and are not stunned.
Echoing Burst (Action, V, S) You create a visible distortion in a 10 ft radius sphere within 100 feet of you. Creatures in the distortion must make a Constitution saving throw. On a failed save, they take thunder damage equal to your surge dice. On a successful save, they take half damage. You may choose to concentrate on this effect for up to 1 minute. If you do, as an action on subsequent turns, you can repeat this burst at a new location within 100 feet of you. Each time you do so, your number of surge dice is reduced by half (rounded up). If you would be reduced to fewer than 1 surge dice, this effect ends.

Fnissalot
2019-06-25, 05:29 AM
The Warden
Yet another take on the ranger, inspired by the structure in warlocks but without a pact magic or spellcasting feature.
The werewolf had struck the shaken hamlet thrice. A beagle had lost its track at a creek that winded down the mountainside. It now sat watching as the warden prepared a set of silver dart traps. The full moon was rising and t wouldn’t be long before it came back.

Both the warden and her beagle turned their heads at the same time, the wretched scent of human blood and fur followed the breeze. It was coming, and it hadn’t noticed them yet. The warden backed up against a tree trunk and the beagle hid in the undergrowth. In her hands rested a longbow and a pair of silver broadheads, waiting to be drawn. As the mangy beast prowled along the stream, it sniffed not knowing that it would not see the sun rise.

Guardian of Wilderness and Civilization
The guardians of the civilized world, wardens live to protect our world from the monsters menacing it. Some defend it from treacherous wizards, others from lumbering giants. The prey are many and the wardens few. Each warden is trained and specialized against a foe it deems wicked. Since most prey lives in remote locations, they become used to surviving in the wilderness were their prey stalks them as much as they stalk it.

Creating a Warden
Wardens are individuals who have left a normal life in society to protect it from those evils that aim harm it. Where did you begin training to living in the wild and how did you get your connection to nature? Were you perhaps shipwrecked on a jungle island, or born as a nomad on a tundra? Why did you decide to protect the world from you prey? Was it due to a lich who enslaved your hometime, or the feeling when protecting your parents farm from the goblin hordes? How did this then lead to a life of adventure? While the life of wardens are similar to many adventurers, why did you decide to gang up with an adventuring party and following this new quest?

Quick Build
You can make a warden quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. Second, choose forests as your territory. Third, choose Tracker’s Mark as your trick. Fourth, choose the outlander background. Some rangers that focus on melee combat will choose Strength as their highest ability score.


In order to multiclass into or out of Warden, you must possess a Dexterity score of at least 13. Characters who multiclass into warden gain proficiency in light armor, medium armor, shields, simple weapons, martial weapons, and one skill from the class's skill list.


Table: The warden


Level
Proficiency Bonus
Features
Tricks Known


1st
+2
Wilderness Tricks, Territory
1


2nd
+2
Bane of Prey
2


3rd
+2
Animal Companion, Tools of the Land
2


4th
+2
Ability Score Improvement
2


5th
+3
Extra Attack
3


6th
+3
Bane Feature
3


7th
+3
Territory (2)
4


8th
+3
Ability Score Improvement
4


9th
+4
Territories’ Stride
5


10th
+4
Ability Score Improvement
5


11th
+4
Bane Feature
5


12th
+4
Ability Score Improvement
6


13th
+5
Senses of the Predators
6


14th
+5
Warden’s Vigilance
6


15th
+5
Territory (3)
7


16th
+5
Ability Score Improvement
7


17th
+6
Bane Feature
7


18th
+6
Nature at your fingertips
8


19th
+6
Ability Score Improvement
8


20th
+6
Relentless Prowler
8



Class Features
As a Warden, you gain the following features

Hit Points
Hit Dice: 1d10 per Warden level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Warden level after 1st.

Proficiencies
Armor: Light armor, medium armor, and shields
Weapons: Simple weapons, and martial weapons
Tools: none
Saving Throws: Strength and Dexterity
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Medicine, Nature, Perception, Stealth, and Survival

Equipment
You start with the following equipment, in addition to the equipment granted by your background:


(a) scale mail or (b) leather armor
(a) two shortswords, (b) a versatile martial weapon, or (c) two simple melee weapons
(a) a dungeoneer’s pack or (b) an explorer’s pack
(a) a longbow and a quiver of 20 arrows or (b) a sling, a pouch of 20 sling bullets, and a shield




Wilderness Tricks
Every warden is their own, and everyone has their own tricks fit for the occasion.

At 1st level, you gain one wilderness trick of your choice. Your trick options are detailed at the end of the class description. When you gain certain warden levels, you gain additional Tricks of your choice, as shown in the Tricks Known column of the Warden table.

Additionally, when you gain a level in this class, you can choose one of the Tricks you know and replace it with another trick that you could learn at that level. You cannot replace a trick that is required by another trick. After replacing a trick, your animal companion leaves you if your it does not follow your current restrictions for selecting one.

If a wilderness trick has prerequisites, you must meet them to learn it. You can learn the trick at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. Some of the Tricks give further benefits when you reach different levels in this class.

Some Tricks require you to expend a use of your Tricks. You can use your Tricks a number of times equal to your half of your ranger levels + half of your Wisdom modifier rounded up (minimum of 1). You regain all expended uses when you finish a long rest. For example, at level 1 with a +3 wisdom modifier you would get 2 uses.

Wisdom is your spellcasting ability for your Wilderness Trick spells, since your magic draws upon your experiences of nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Wilderness Trick spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier


Territory
At 1st level, you also choose one of the following types of wilderness that was your territory. The territory gives you a feature.

Starting at 3rd level, your animal companion also gets the features of your territories.

When you reach 7th and 15th warden level, you get to choose another territory.


Arctics When you finish a long rest, you can spend a minute protecting yourself from the cold to gain resistance to cold damage and vulnerability to fire damage for 24 hours.
Coasts You gain a swimming speed equal to 10 feet less than your walking speed.
Deserts When you spend 8 hours travelling in the wilderness, you always find enough food and water to sustain yourself.
Forests As a bonus action, you can leverage any cover you have to increase the benefits from it. Until the end of your next turn, half cover counts as three-quarters cover for you.
Grasslands The long ranges when you use ammunition weapons are increased by 25 feet if they are light, 200 feet if they are heavy and 100 feet otherwise.
Mountains You gain a climbing speed equal to 10 feet less than your walking speed.
Planar As a bonus action on your turn, you can teleport up to 30 feet to an unoccupied space you can see. Once you use this feature, you can't use it again until you finish a short or long rest.
Roads You can now instead use your Tricks a number of times equal to your half of your ranger levels rounded up + your Wisdom modifier (minimum of 1).
Swamps Whenever you make a Dexterity (Initiative) check, you can treat a d20 roll of 6 or lower as a 7.
Towns You can take the Hide and Disengage actions as bonus actions in combat.
Underdark You gain darkvision out to a range of 30 feet. If you already have darkvision from your race, its range increases by 15 feet.


Bane of Prey
At 2nd level, you choose a prey that you strive to shelter the world from. Choose either the titansbane, primalbane, horrorsbane, myriadsbane, shiftersbane, or magebane archetypes that are detailed at the end of the class description or one from another source. Your choice grants you features at 2nd level and again at 6th, 11th, and 17th level.

Animal Companion
At 3rd level, you learn to use your magic to create a powerful bond with a creature of the natural world.

With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful companion. You select a tiny beast with a challenge rating of 1/8 or less that cannot deal more than 1 die of damage with an action. The choice is based on the surrounding terrain and on what types of creatures would logically be present in the area or you can select a companion that has left you.

At the end of the 8 hours, your animal companion appears and gains all the benefits of your Companion’s Bond ability. You can have only one animal companion at a time.

If your animal companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your companion’s spirit and use your magic to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body.

If you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you and is replaced by the restored companion.

Companion’s Bond.
Your animal companion gains a variety of benefits while it is linked to you.

The animal companion loses its Multiattack action, if it has one.
The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.
Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC if it is not wearing barding and to its damage rolls. Your animal companion has hit dice equal to your level and adjusts its hit points accordingly.
Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise.
Your companion shares your alignment, and has its own personality trait and flaw. Your companion shares your ideal, and its bond is always, “The ranger who travels with me is a beloved companion for whom I would gladly give my life.”


Tools of the Land
Starting at 3rd level, when you are in a wilderness of one of your territories’ types, you can add half your Proficiency Bonus, rounded down, to any Wisdom ability check you make, even if it already includes your Proficiency Bonus.

Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score 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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Territories’ Stride
Starting at 8th level, moving through non-magical difficult terrain costs you and your companion no extra movement.

In addition, you have advantage on saving throws against magic that tries to impede your movement while in a wilderness of one of your territories’ types.

Senses of the Predators
At 13th level, you eyes are never stop watching and always stir. Whenever you make a Wisdom (Perception) check, you can treat a d20 roll of 9 or lower as a 10. Additionally, your proficiency bonus is doubled for your passive perception.

Warden’s Vigilance
Starting at 14th level, your body has learned to efficiently regain its strength. When you or your companion would reduce your level of exhaustion by 1, instead reduce it by 2.

Nature at your fingertips
Starting at 18th level, when you roll for initiative and have no uses of your tricks remaining, you regain one.

Relentless Prowlers
At 20th level, the hunt is never over. When you take 30 damage or less from an attack which would reduce you to 0 hit points, you are reduced to 1 hit point instead. When you are, you and your companion may take an action each and move up to half of your speeds.

Once you use this feature, you can't use it again until you finish a short or long rest.





For inspiration think Attack on titan, david and goliath, or legolas killing elephants.
Breaker of Behemoths
Beginning at 2nd level, you start turning your enemies size against them. When you hit a creature with a weapon attack, the creature takes an extra die damage if it’s below its hit point maximum. The die is equal to the attacked creatures smallest hit die. You can deal this extra damage only once per turn.

Big Game
At 6th level, you have learned how to bend the rules in favor of your size. Creatures of size large and larger have disadvantage on Wisdom (Perception) checks to find you and your companion and can only use half their passive perception when they are not actively searching.

In the Shadow of the Colossus
Starting at 11th level, you and your companions learn to distract the enemies. When you take damage from a weapon attack, your companion may use its reaction to roll a die and reduce the damage you take by the result. The die is equal to the attackers smallest hit die.
When your companion take damage from a weapon attack, you may use your reaction to do the same.

Slayer of Titans
At 17th level, giants and titans should fear you as they fall. When you roll less on the die from the Breaker of Behemoths feature than on your weapon damage die, you may reroll the Breaker of Behemoths die and use the new result.


For inspiration Dragonheart, How to train your dragon, St’ George, Beowulf, or Ornstein
Elemental Arrows
Starting at 2nd level, you have started coating your ammunition in elemental oils. As a bonus action, choose either cold, fire, lightning or acid. Your and your companions attacks deal 1d6 additional damage in the chosen type of damage until the start of your next turn.

Mediator of Fire and Ice
At 6th level, you learn Primordial and Draconic. You can reroll a Charisma check when talking in those languages and use the new result. Once you do, you must finish a long rest before you can do so again.

Inhalation Preparation
Starting at 11th level, you have learned to spot when dragons will release their foul breaths. You and your companion have advantage on saving throws against breath attacks.

Cloak of Elements
At 17th level, you can cast Primordial Ward without expending a spell slot. Once you do, you must finish a long rest before you can do so again.


For inspiration think somewhere between Doctor Who, John Constantine, and Lovecraft
A Wreathing Dance
Beginning at 2nd level, you have +5 bonus to AC against attacks made with tendrils, tentacles, tails, or similar appendages. When one of these attacks misses, you may as a reaction make an attack against the attacker. Your companion also gets this.

Fringe Insight
Starting at 6th level, you are immune to magic that allows other creatures to read your thoughts and determine whether you are lying. Creatures can telepathically communicate with you only if you allow it. When a creature is within 10ft of you and you can see its face, you can deduce if it has darkvision and if it is affected by magical darkness as a bonus action.

Clear Mind
Starting at 11th level, you are immune to the frightened condition. In addition, you may treat a roll 6 or lower as a 7 on a Wisdom saving throw. Your companion also gets this.

Insight in Insanity
Starting at 17th level, when you take psychic damage, you may spend your reaction and double that damage to move up to your movement speed and take an action.


For inspiration think Goblinslayer, or generic rangers such as aragorn.
Hordebreaker
Starting at 2nd level, . Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon. Your companion also gets this.

Numbers won’t matter
Beginning at 6th level, you have advantage on dexterity and wisdom skill checks when you know you are opposed by two or more creatures.

In the midst of battle
Starting at 11th level,. When you are hit by a weapon attack, you reduce all bludgeoning, piercing, and slashing damage you take by 1 for each hostile creature within 5 feet of you. Your companion also gets this.

Domino Effect
At 17th level, just like the legions standing before you, your methods of dealing with them are never ending. After doing the attack action, you may do a number of weapon attacks as a bonus action. The number is equal to the number of creatures you killed this turn with weapon attacks.


For inspiration think templars in dragon age? There are a bunch of this archetype in video games.
Conjurationbreaker
Starting at 2nd level, when you hit a conjured or summoned creature with a weapon attack, you deal additional damage to that creature equal to your proficiency bonus. When you do, the creature that conjured it must make a Wisdom Saving throw against your trick DC, or take your proficiency bonus in damage.

Warded from Wickedry
At 6th level, you start protecting yourself further from magic. When a spell forces you to make a saving throw and you failed it, you may re-roll it. Your companion also gets this.

Once you use this feature, you can't use it again until you finish a short or long rest.

Magic-User's Nemesis
At 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your trick DC, or its spell or teleport fails and is wasted.

Once you use this feature, you can't use it again until you finish a short or long rest.

Layers of Resistance
Starting at 17th level, as a bonus action, you may expend three uses of your tricks to regain your use of Warded from Wickedry or Magic-User's Nemesis.


For inspiration think Van Helsing, Blade, the Witcher, and Buffy.
Slayer´s Arsenal
At 3rd level, you create weapons and tools that you use in your fight against darkness. You gain proficiency with alchemist’s supplies and gain alchemist’s supplies for free. When you use the Attack action, you may use your bonus action to either use or attack with one of the following items that you are holding:

Acid
Alchemist’s Fire
Holy Water
Oil
Torch
Wooden Stake


Once per turn, you can pull one of these items from your alchemist supplies, but the item is not stable and will lose its potency after 12 hours. You can do this a number of times equal to your Wisdom modifier (minimum of 1). You regain all expended uses when you finish a long rest.

In addition, you can use a bonus action and a use of your Slayer’s Arsenal to apply silver dust to one weapon or up to three pieces of ammunition. Once applied, it counts as a silvered weapon for 1 minute before losing its potency.

The Scent of Shifting
Starting at 6th level, . When a creature is hit by one of your or your animal companion’s attacks, it must succeed on a Constitution saving throw or be unable to transform until the end of your next turn. If it already is transformed, it must make a Constitution save against your spell save DC or return to its original shape.
In addition, advantage on Intelligence (Investigation) checks to discern disguises and shapeshifting.

Ward from Affliction
At 11th level, the hunter within you have found ways to protect yourself from the evil curses and charms of those you hunt. You have advantage on saving throws against the charm condition and curses such as lycanthropy. Your companion also gets this.

Clad in Armaments
Starting at 17th level, you regain the uses of your slayer’s arsenal on a short rest or long rest.




Armor Training
Req. 7th level and Beastmaster.
Your companion can add half of your proficiency bonus to its AC when it is wearing barding and its speed is not reduced by wearing heavy armor.

Battleborn Companion
Req. 12th level and Beastmaster.
After you and your companion roll initiative, you may expend a use of your tricks to switch your result with your companion. Additionally, when you attack a creature within 5ft of your companion, your companion may use its reaction to give you advantage on the attack.

Beastmaster
Req. 3rd level.
When you select a companion, you can instead choose a medium beast or smaller with a challenge rating of 1/2 or less that cannot deal more than 2 dice of damage with an action. The choice is based on the surrounding terrain and on what types of creatures would logically be present in the area.

Bounty Hunter
Req. Town territory
You may use a Wisdom (SurvivalI) check instead of a Charisma (Intimidation or Persuasion) check when you are trying to get information about a person you are trying to find.

Circle of Nature’s Favours
You learn the Druidcraft and Mending cantrips.

Circle of Bellowing Echoes
Req. 9th level and Circle of Nature’s Favours
You can expend two uses of your tricks to cast Warding Wind and three to cast Wind Wall.

Circle of Fertile Ashes
Req. 9th level and Circle of Nature’s Favours
You can expend two uses of your tricks to cast Flame Blade and three to cast Flame Arrows.

Distant Strike
Req. Planar territory
You may expend a use of your Tricks when you use the Attack action. If you do, you can teleport up to 10 feet before each attack to an unoccupied space you can see until the end of your turn.

Experienced Fighter
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defensive Slinger
You can load a one-handed ranged weapons while holding a shield.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.


Fartraveller
Req. Roads territory
You increase your movement speed by 5ft, gain one additional territory of your choice, and you learn 2 additional languages.

Fisherman’s Delight
Req. Coast territory
You find the serenity in fishing. Once per day, you may spend a while of your rests fishing. When you finish a short or long rest and have a source of water that contains fish nearby (for example river, pond, ocean, or lake), you get enough fish to feed upto a d6 or the number of creatures in your party, whichever is lower.

Hide in Plain Sight
You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.

Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.

Hunter’s Lore
As an action, you may expend a use of your Tricks and choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.

Landslide Momentum
Req. Mountain territory
When you take the dash action, you can use the bonus movement to move along vertical surfaces on your turn without falling.

Lifeforce of the Wild
You have a satchel of healing herbs represented by a number of d4s equal to your proficiency bonus.

As a bonus action, you can choose an ally you can see within 5 feet of you and spend a number of those dice. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. If you have proficiency in Medicine, you add your wisdom modifier to the total.

You regain the expended dice when you finish a long rest or you may expend a use of your tricks and spend 10 minutes searching to replenish half of the dice rounded down.

Mirages of the Sands
Req. 5th level and Desert territory
You can expend two uses of your tricks to cast either Blur or Mirror Image.

Monstertamer
Req. 9th level and Beastmaster.
When you select a companion, you may choose a monstrosity with 4 or less in Intelligence instead of a beast. The other restrictions still apply.

One with the Woods
Req. 5th level and Forest territory
You can expend two uses of your tricks to cast either Barkskin or Spike Growth.

Patience in Bad Weather
Req. Arctic territory
After you have rolled Initiative, you may expend a use of your tricks to use a number of your choice instead. The chosen value must be lower than the result you have. The enemies that go before you in the turn order due to this will have disadvantage on attack rolls against you until the start of your turn.

Plain Old Sprinter
Req. Grassland territory
You can expend a use of your tricks to take the Dash action as bonus action.

Rituals of the Wardens
Some wardens learns rituals in their struggle against the wilderness. Choose one of the following options. Spells learned through this trick can only be cast as rituals even if they do not have a ritual tag. This trick can be selected multiple times.

You learn a 1st level spells from the warden spell list.
(Req. 5th level) You learn a 2nd level spell from the warden spell list and can cast it by expending one use of your tricks.
(Req. 9th level) You learn a 3rd level spell from the warden spell list and can cast it by expending three uses of your tricks.
(Req. 13th level) You learn a 4th level spell from the warden spell list and can cast it by expending five uses of your tricks.
(Req. 17th level) You learn a 5th level spell from the warden spell list and can cast it by expending seven uses of your tricks.


Stalker’s Ambush
Req. Underdark territory
You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. Additionally, you may expend a use of your Tricks to get 10 feet of blindsight for 1 minute.

Superior Beastmaster
Req. 15th level and Beastmaster
When you select a companion, you can instead choose a large beast or smaller with a challenge rating of 2 or less that cannot deal more than 3 dice of damage with an action. The choice is based on the surrounding terrain and on what types of creatures would logically be present in the area.

Tracker’s Mark
As a bonus action, you can expend a use of your tricks and choose a creature you can see to mystically mark it as your quarry. Until you finish a long rest, you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it.

Trap-layer
By spending a minute and a use of your tricks, you create a trap in an area within your reach. Crafting one requires you to have both some material to build them from and a relevant set of artisan’s tool. The traps are temporary and last only for 8 hours. When you create a trap, choose one of the following traps. The DC of your traps are equal to your trick DC. Poisons and similar substances can be applied to both the spiked pit and the dart trap as if they were weapons. The rules for the traps can be found in the SRD.

Falling Net
Simple Pit
Spiked Pit
Dart Trap (See Poison Darts but without the poison) (The bonus to the attack roll is equal to your Wisdom modifier + your proficiency bonus)


Vapour Resilience
Req. Swamp territory
You have advantage on saving throws against poison, and you have resistance against poison damage



1st level spells
Alarm
Animal Friendship
Detect Magic
Detect Poison and Disease
Purify Food and Drink
Snare
Speak with Animals

2nd level spells
Animal Messenger
Beast Sense
Cordon of Arrows
Find Traps
Lesser Restoration
Locate Animals or Plants
Locate Object
Pass Without Trace
Protection from Poison
Silence

3rd level spells
Feign Death
Meld into Stone
Nondetection
Plant Growth
Protection from Energy
Speak with Plants
Water Breathing
Water Walk

4th level spells
Freedom of Movement
Locate Creature
Stoneskin

5th level spells
Commune with Nature
Reincarnate
Scrying

Bloodcloud
2019-07-06, 10:33 PM
The warlock remixed- WIP
TLDR; Pact boons are reinforced, eldritch blast is downgraded and no longer "mandatory" except for tome locks. Hexblade is mostly folded into blade boon at 3rd level, making it way less dippable, and eldritch blast full power is pushed back to 3rd level.
This blade boon should never spawn the ugly rule interpretation threads we see popping every once in a while.

As a warlock, you gain the following class features.
Hit Points
Hit Dice: 1d8 per warlock level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per warlock level after 1st

Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: None

Saving Throws: Wisdom, Charisma

Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

Equipment
You start with the following equipment, in addition to the equipment granted by your background:
• (a) a light crossbow and 20 bolts or (b) any simple weapon
• (a) a component pouch or (b) an arcane focus
• (a) a scholar’s pack or (b) a dungeoneer’s pack
• Leather armor, any simple weapon, and two daggers

Otherworldly Patron
At 1st level, you have struck a bargain with an otherworldly being of your choice: the Fiend, the Great old one, the Archfey, the Undying, the Celestial, the Coven (replace hexblade) or one from another source. Your choice grants you a patron invocation at 1st level and again at 6th, 10th, and 14th level.

Pact Magic

Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.

Cantrips
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

Spell Slots
The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.
The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability
Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus
You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your warlock spells.

Eldritch Invocations

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. A level prerequisite refers to your level in this class.
At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.

Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Agonizing Blast
Prerequisite: eldritch blast cantrip
When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.

Armor of Shadows
You can cast mage armor on yourself at will, without expending a spell slot or material components.

Ascendant Step
Prerequisite: 9th level
You can cast levitate on yourself at will, without expending a spell slot or material components.

Beast Speech
You can cast speak with animals at will, without expending a spell slot.
You also add animal friendship as a spell known. It does not count against your number of spell known

Bewitching Whispers
Prerequisite: 7th level
You can cast compulsion a number of time equal to your charisma modifier using a warlock spell slot. You can’t do so again until you finish a long rest.
You also add dissonant whisper as a spell known. It does not count against your number of spell known

Book of Ancient Secrets
Prerequisite: Pact of the Tome feature
You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class’s spell list (the two needn’t be from the same list). The spells appear in the book and don’t count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can’t cast the spells except as rituals, unless you’ve learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.
On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell’s level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.

Chains of Carceri
Prerequisite: 15th level, Pact of the Chain feature
You can cast hold monster at will — targeting a celestial, fiend, or elemental — without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.

Cursed servant
Prerequisite: 6th level, Pact of the Chain feature
You can curse the soul of a person you slay, temporarily binding it in your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0).
The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.
Once you bind a specter with this feature, you can't use the feature again until you finish a long rest.

Devil’s Sight
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Dreadful Word
Prerequisite: 7th level
You can cast confusion a number of time equal to your charisma modifier using a warlock spell slot. You can’t do so again until you finish a long rest.
You also add Cause fear as a spell known. It does not count against your number of spell known

Eldritch arsenal
Prerequisite: Pact of the blade feature
You gain more option when summoning your pact armament. The weapons you summon can now also be ranged weapons. When you summon a weapon with the ammunition property, you also summon a quiver, containing an endless supply of projectile. Weapons with the thrown property reappear in your hand immediately after throwing them.
Additionally, you can modify the shape of your pact weapon as part of each attack, so long as you can wield the new weapon loadout.
If you performed the ritual to transform magic weapons or armor into your pact weapon, you can now choose to summon either those weapon and armor or to create new pact weapon and armor. You can forge a bond with an additional number of weapon, armor or shield equal to your charisma modifier.

Eldritch Sight
You can cast detect magic at will, without expending a spell slot.

Eldritch Secrets
Prerequisite: Pact of the Tome feature
When you cast a spell with your pact magic, you can choose to cast it using a lower level slot, provided the slot is still sufficient to cast the spell. You recuperate a spell slot of a level equal to the difference between your pact magic slot level and the slot level used. (For example, if your pact magic slot are 5th level, and you cast hex using a first level spell slot, you gain a fourth level spell slot). These spell slot disappear when you take a short rest.
Additionally, when you gain mystic arcanum, you can use them to cast any lower level warlock spell you know.

Eldritch Spear
Prerequisite: eldritch blast cantrip
When you cast eldritch blast, its range is 300 feet.


Eyes of the Rune Keeper
You can read all writing.

Fiendish Vigor
You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.

Gaze of Two Minds
You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.

Mask of Many Faces
You can cast disguise self at will, without expending a spell slot.

Master of Myriad Forms
Prerequisite: 15th level
You can cast alter self at will, without expending a spell slot.

Mire the Mind
Prerequisite: 5th level
You can cast slow a number of time equal to your charisma modifier using a warlock spell slot. You can’t do so again until you finish a long rest.
You also add crown of madness as a spell known. It does not count against your number of spell known

Misty Visions
You can cast silent image at will, without expending a spell slot or material components.

One with Shadows
Prerequisite: 5th level
When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.

Otherworldly Leap
Prerequisite: 9th level
You can cast jump on yourself at will, without expending a spell slot or material components and without requiring concentration.

Repelling Blast
Prerequisite: eldritch blast cantrip
When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.

Sculptor of Flesh
Prerequisite: 7th level
You can cast polymorph a number of time equal to your charisma modifier using a warlock spell slot. You can’t do so again until you finish a long rest.

Sign of Ill Omen
Prerequisite: 5th level
You can cast bestow curse a number of time equal to your charisma modifier using a warlock spell slot. You can’t do so again until you finish a long rest.
You also bane as a spell known. It does not count against your number of spell known

Undead servants
Prerequisite: 5th level, Pact of the Chain feature
You can cast animate dead a number of time equal to your charisma modifier using a warlock spell slot. You can’t do so again until you finish a long rest.


Visions of Distant Realms
Prerequisite: 15th level
You can cast arcane eye at will, without expending a spell slot.

Voice of the Chain Master
Prerequisite: Pact of the Chain feature
You can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar’s senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.

Whispers of the Grave
Prerequisite: 9th level
You can cast speak with dead at will, without expending a spell slot.
You can also cast gentle repose as a ritual.

Witch Sight
Prerequisite: 15th level
You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight. You also have advantage on perception check to discover wether a creature is disguised.

Pact Boon
At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.

Pact of the Blade
You can use your action to create summon armament from your patron. You can summon a suit of light or medium armor which appears on you and is immediately worn, replacing your clothes if they cannot be worn with the armor. You are considered proficient in the use of this armor.
You can also summon one melee weapon, two one-handed melee weapons or a one handed melee weapon and a shield, which appear in your empty hands. You can choose the form that these melee weapon takes each time you create it (see the Weapons section for weapon options). You are proficient with them while you wield them. These weapons counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. When you attack with your pact weapons, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.
Your pact weapons and armor disappear if they are more than 5 feet away from you for 1 minute or more. They also disappear if you use this feature again, if you dismiss them (no action required), or if you die.

You can transform magic melee weapons and light or medium armor into your pact armament by performing a special ritual while you hold the weapons and wear the armor (you must be able to wield the weapons you are binding this way). You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. Once you bind a set of weapons and armor this way, summoning your pact armament always bring this particular set of weapon and armor and you cannot change their shape or appearance, but they benefit from all other properties of your pact armament.
The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different set of weapon and armor, or if you use a 1-hour ritual to break your bond to it. The weapons and armor appear at your feet if it is in the extradimensional space when the bond breaks.

At 5th level, you can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.

At 11th level, when you hit a creature with a pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).

Pact of the Chain
You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, gazer, crawling claw, or sprite.
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction.
Starting at 5th level, your pact of the chain lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
You also learn a spell from the list at level 5, 7 and 9, not counting against your spell known limit.
Additionally, any creature you summon is at least friendly to you and indifferent to your allies, and you have advantage on ability check to control them:
5th Summon Lesser Demons, Tiny Servant, Phantom Steed, Conjure Animals, Find Steed
7th Conjure Minor Elementals, Conjure Woodland Beings, Evard’s Black Tentacles, Giant Insect, Guardian of Faith, Mordenkainen’s Faithful Hound, Find Greater Steed, Summon Greater Demon,
9th Animate Objects, Bigby’s Hand, Conjure Elemental, Insect Plague, Danse Macabre, Infernal Calling, Planar binding

Pact of the Tome
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those cantrips at will. They don’t count against your number of cantrips known. If they don’t appear on the warlock spell list, they are nonetheless warlock spells for you.
If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.
At 5th level, when you cast a cantrip that requires a ranged spell attack roll, you can split the attack. Instead of rolling one attack, roll an attack once per damage dice. You can choose a different target for each attack.

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score 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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Mystic Arcanum (6th level)
At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.
You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.

Mystic Arcanum (7th level)
At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-level spell from the warlock spell list as this arcanum.
You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.

Mystic Arcanum (8th level)
At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-level spell from the warlock spell list as this arcanum.
You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
At 17th level, you gain a 9th-level warlock spell of your choice that can be cast in this way. You regain all uses of your Mystic Arcanum when you finish a long rest.

Mystic Arcanum (9th level)
At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one 9th-level spell from the warlock spell list as this arcanum.
You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
You regain all uses of your Mystic Arcanum when you finish a long rest.

Eldritch Master
At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.

Remains to be done: Pacts, some new spells if time allows, xanathar invocations adjustments if necessary.

MoleMage
2019-07-22, 09:31 AM
The contest's time is up! Voting has begun!

http://www.giantitp.com/forums/showthread.php?593343-D-amp-D-5e-Base-Class-Contest-VII-Voting-Thread

Voting thread will stay up for two weeks and then we'll start it all again with a new contest!

MoleMage
2019-08-05, 08:53 AM
Alright, the voting period is up and it's time to call the results!

In 3rd place, with 7 points, we have Fnissalot's Warden! This ranger remake lets you apply specialized knowledge of foes and terrain in a wider world.

In 2nd place, with 8 points, we have MoleMage's Theurge! This alternate magic system cleric can be built to many different playstyles.

And in 1st place, with 9 points, we have KOLE's Ranger Remixed! Another ranger remake, this one instead focuses on applying special Quarry Dice to a variety of situations, from combat to tracking and more.

Congrats to our winners! The theme which drew the most interest was Magic Without Slots, so look for Contest VIII shortly.

New chat thread: http://www.giantitp.com/forums/showthread.php?594570-D-amp-D-5e-Base-Class-Contest-VIII-Chat-Thread&p=24070925#post24070925
New contest thread: http://www.giantitp.com/forums/showthread.php?594571-D-amp-D-Base-Class-Contest-VIII-Magic-Without-Slots&p=24070927#post24070927