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View Full Version : D&D 5e/Next Subclasses for each and every official D&D 5e classes (#2)



mcumoric
2020-11-24, 06:33 PM
Artificer
Mana-Forger

Mana-Forger
Mana-Forgers are Artificers who work with raw crystalline arcane magic. This source of mana focuses raw magic indifferently then how sorcerers channel their spells. This raw source of mana takes time to create, focusing raw arcane magic into a crystalline form isnÂ’t easy. However these artificers manage to do it in mere hours.

Tool proficiency
You gain proficiency in jewelers tools. If you already had proficiency in jewelers tools, you gain proficiency in a different artisans tool of your choice.

Mana-Forger casting
You gain the following spells at their respective levels.
Level - Spells
3rd level - Chromatic orb, Magic missile
5th level - SnillocÂ’s snowball swarm (XGE), Spiritual weapon
9th level - Call lightning, Fireball
13th level - Summon elemental (TashaÂ’s Cauldron of Everything), Ice storm
17th level - Wall of force, Immolation (XGE)

Arcane crystals
Starting at the 3rd level, you learn how to harness the raw arcane force of magic in a solid form.
During a long rest, you may conjure a number of 10 inch arcane crystals equal to 1d4 + your intelligence modifier (minimum of 3).
Starting at the 5th level, the die used becomes a d6, then at the 11th level it becomes a d8, then finally at the 17th level it becomes a d10.
A crystal can be rather unstable and explodes if chucked dealing 3d4 force damage to each creature within 10 feet of the exploded crystal on a failed dc 15 dexterity saving throw. In addition these crystals may be used as a spellcasting focus for you or any arcane casters.
However the allure to these crystals isnÂ’t their explosive property, they can actually be forged into weapons and armor.
During a 10 minute period you can forge a piece of armor or weapon made of at least 3 crystals. The armor has the following statistics:
Light armor:
Ac
12 + dexterity

Medium armor:
Ac
14 + dexterity.

In addition when someone hits you with a melee weapon attack while you are wearing this armor, you may use a reaction to deal force damage equal to the amount of crystals you used to make this armor.

The weapon takes the statistics of any simple weapon, however when you hit a creature with it, they take an additional amount of force damage equal to the amount of crystals you used to make this weapon.

The crystals and armor lose any magical properties after 24 hours as the magic escapes from them. However you may refresh the magic in them during a short or long rest, or by expending a 2nd level spell slot or higher.

Mana pulse
Starting at the 5th level, when you cast a cantrip that deals damage using an arcane crystal as a spellcasting focus, you may deal an additional 1d8 force damage to the target of your attack.
Starting at the 13th level, the damage becomes 2d8.

Arcane Beam
Starting at the 9th level, while wearing arcane crystal armor, or wielding an arcane crystal weapon you can use an action to unleash a devastating 100 foot long beam of concentrated arcane energy. Each creature in the beamÂ’s path must make a dexterity saving throw against your spell save DC, taking (your level)d8 force damage on a fail or half as much on a save. Using this ability releases all the magic in your weapon or armor however. You regain the use of this ability when you complete a long rest.

Mana Overload
Starting at the 15th level, when you deal force damage you may use a bonus action to increase it by 1d8. You may use this ability a number of times equal to your proficiency bonus per long rest.

Barbarian
Path of the Nightmare

Path of the Nightmare
Path of the nightmare are barbarians who are so racked with negative emotions and dark nightmares that it affects their form when they rage.
When these barbarians rage their form is twisted into a being of shadow with wicked evil eyes and twisted black limbs. Their form while raging is so utterly terrifying that most people who see this form would prefer eldritch horrors.

Being of nightmares
Starting at the 3rd level, when you enter your rage you take on a dark and twisted form that makes even the surliest of people cower in fear. When you enter your rage each creature within 10 feet of yourself must make a wisdom saving throw against your nightmare save, taking 1d8 psychic damage and gaining the frightened condition until the end of their next turn on a fail. In addition while you rage, you may use a bonus action to invigorate horror in those around you, forcing each creature to make a wisdom saving throw against your nightmare save, dealing 1d4 psychic damage to any creature within 5 feet of yourself on a fail.

Your nightmare save is equal to 8 + your proficiency bonus + your strength modifier.

Master of fear
Starting at the 3rd level, you gain expertise in the intimidation skill (meaning you double your proficiency bonus to checks made with the skill).

Cloak of night
Starting at the 6th level, you can use a bonus action to cloak yourself in shadow gaining a bonus to stealth checks equal to your proficiency bonus and allowing you to take the hide action, even if you cannot hide behind anything.

You cannot run from fear
Starting at 10th level, when a creature takes the disengage action and moves out of your reach you may use a reaction when the creature ends their movement to teleport to them and immediately make a single melee weapon attack. You may also do the same thing if a creature would provoke an opportunity attack by moving away from you.

Utter terror
Starting at the 14th level, once per short or long rest when you enter your rage, you can optionally gain the benefit of either the Enlarge/reduce spell, the Blur spell, the invisibility spell or the Spider climb spell. These benefits last for either the next minute or until your rage ends.

Bard
Collage of Falconry

Collage of Falconry
The college of falconry are bards who study the companionship between birds of prey and man.

Avian knowledge
Starting at the 3rd level, you gain proficiency in the animal handling skill if you didn't have it already and you may add your proficiency bonus an additional time to animal handling checks when interacting with birds and other avian creatures.
In addition you learn the animal friendship spell (which doesnÂ’t count against known spells) and may cast it on avian creatures without spending a spell slot.

Avian companion
Starting at the 3rd level, you forge a magical bond with a bird of prey. The bird of prey has the statistics of a hawk (From the monster manual page 330) however it has the following stats replaced:

Hit points. Equal to (your proficiency bonus) + (your level x 5).

Armor class. Equal to 8 + (your proficiency bonus) + (The hawkÂ’s dexterity)

Attacks. Talons: Melee weapon attack: (your proficiency bonus) + (the hawkÂ’s dexterity) to hit, reach 5 ft, one target, (your current bardic inspiration die) + (the hawkÂ’s dexterity) to hit.

It also gains the following ability:

Flyby: The hawk provokes no opportunity attacks when it flies out of an enemies reach.

Your Avian companion takes its turn directly after yours, however it will only take the dodge action unless you command it as an action to use a different action.
If your hawk dies or is otherwise lost, you can summon it back as part of a long rest.

Marked target
Starting at the 3rd level, you can use a bonus action to spend a bardic inspiration die to mark a target by whistling or a similar action. When you do so, for the next minute your hawk;

-Adds your bardic inspiration die to attack rolls against the target.

-And adds your charisma modifier to itÂ’s damage rolls against the target.

If the marked target drops to 0 hit points before the duration ends, you may use a bonus action to mark a new target.

Strengthening bond
Starting at the 6th level, your avian companion gains a +2 bonus to their dexterity score (making it 18 or +4). This becomes +4 at the 14th level (making it 20 or +5).

Raptor swiftness
Starting at the 6th level, when your avian companion takes the attack action, they may make an additional talons attack on their turn as part of the same action.

Undying bond
Starting at the 14th level, when your avian companion is reduced to 0 hit points, you can resummon it early by spending a 3rd level spell slot.


Cleric
Ocean domain

Ocean domain
Ocean domain clerics are clerics who worship the gods of the seas. They often wear jewelry made of shells or pearls.

Expanded spell list
You gain the following spells at their respective levels:

Cleric level - Spells
1st - Fog cloud, Create/destroy water
3rd - Moonbeam, Blur
5th - Tidal wave (XGE), Wall of water (XGE)
7th - Watery sphere (XGE), Summon elemental (TashaÂ’s cauldron of everything, Water only)
9th level - Maelstrom (XGE), Conjure elemental (Water only)

Ocean adept
Starting at the 1st level, you gain a swimming speed of 40 feet and you can gain the ability to breathe underwater. In addition you learn the speak with animals spell but can only cast it on beasts with an innate swimming speed.
In addition you learn the shape water (XGE) cantrip.

OceanÂ’s guard
Starting at the 1st level, you gain proficiency in tridents as well as hand crossbows, heavy crossbows and nets. You also gain proficiency in shields and learn the aquan language.

Channel divinity: Davy jonesÂ’ locker
Starting at the 2nd level, you can use your channel divinity to wrap chains around a creature within range. The chain wrapped creature takes 1d6 cold damage and 1d6 bludgeoning damage at the beginning of each of their turns as if they were trapped at the bottom of the sea. They may use an action to break the chains with a strength saving throw against your spell save dc, which on a success they escape and the chains shatter.

Reel them in
Starting at the 6th level, when you hit a creature with a weapon attack, or you cast a spell of 1st level or higher on them, you may use a bonus action to pull the creature 20 feet towards you. If the target is unwilling they must make a strength saving throw against your spell save dc to not be pulled.

OceanÂ’s blessing
Starting at the 8th level, when you restore hp to a creature with a spell, they gain the next attack they make deals an additional 1d8 cold damage.
Starting at the 14th level, the extra cold damage deals an additional 1d8 damage (for 2d8 damage).

Oceanic divide
Starting at the 17th level, as an action you can turn the ground beneath you temporarily to water. Every piece of land and terrain based plantlife in a 100 foot sphere centered on you turns to saltwater for 1 hour or until you dispel it. After the duration all land returns to normal as it was, just before it changed to water.

Druid
Circle of fall

Circle of fall
The circle of fall are druids who embody the progression to winter. As all the plants start to decay and the animals leave the crisp chilly air starts to take a hold of the flora and fauna.
These druids often adorn themselves with scythes and wrap themselves and hay and wheat to signal the end of the summer. It is said that farmerÂ’s copied the idea of scarecrows from druids who would dress false creatures to scare away birds to help them migrate. These druids have an affinity for the dead and often perform rituals to help the dead move on to the afterlife.

Horrid form
Starting at the 2nd level, when you expend a use of your wild shape feature, you may instead use this ability to change into a scarecrow (in the monster manual). When you change, instead of taking the scarecrows hp and ac, you gain a number of hit points equal to (your level) x 10 with a maximum of 50 hp at level 5. After level 5 your hp while a scarecrow increases by 5 each time you level up. Your armor class is instead equal to 11 plus your wisdom modifier. You follow the usual rules of your wild shape ability, however it only takes a bonus action to change instead of an action.

Return
Starting at the 2nd level, you learn the chill touch cantrip.

Tools of the trade
Starting at the 2nd level, you gain proficiency with scythes and you may use them as a weapon.
A Scythe deals 1d8 slashing damage on a hit and has the reach and two handed properties.
It also costs 1 gold piece to buy one.

The harvest
Starting at the 6th level, when you reduce a creature to 0 hit points with an attack or spell, you gain temporary hit points equal to your constitution and wisdom modifier combined.

Reaper
Starting at the 6th level, when you hit a creature with a melee weapon attack, you can use a bonus action to deal an additional 1d8 necrotic damage to your target. This deals an additional 1d8 damage to creatures with the plant type.
Starting at the 14th level, this extra damage deals an additional 1d8 necrotic damage.

Fear aura
Starting at the 10th level, some folks start to deem you off putting. You may use your wisdom modifier instead of your charisma modifier when making intimidation checks. In addition when you roll a 15 or higher on an intimidation check any creature of your choice within 15 feet of yourself must make a wisdom saving throw versus your spell save dc or gain the frightened condition for 1d4 rounds on a fail.

Reaping hour
Starting at the 14th level, your crit range increases by 1 (meaning you crit on a 19-20). And when you score a crit on a spell or weapon attack, you deal an additional 2d8 necrotic damage.

Fighter
Tribal warrior


Tribal warrior
Tribal warriors live far beyond civilization and live simple lives.

Pack tactics
Starting at the 3rd level, you have advantage on an attack roll against a creature if at least one of your allies are within 5 feet of your target and your ally is not incapacitated.

Tribal knowledge
Starting at the 3rd level, you gain proficiency in 2 of the following skills:
Animal handling, medicine, nature, perception or survival.

War paint
Starting at the 3rd level, you gain proficiency in painters supplies. In addition during a short or long rest you may gather paints from nature and apply them to your skin. While wearing these paints, you may add your wisdom modifier to intimidation checks or gain advantage on stealth checks in a single terrain of your choice.

Tribal tactics
Starting at the 7th level, when you hit a creature with a simple weapon attack, you may deal an additional 1d4 damage.

Survival of the fittest
Starting at the 7th level, when you hit a creature with a weapon attack and you are at full hp, you deal an additional amount of damage equal to your proficiency bonus.

War dance
Starting at the 10th level, you may use a bonus action to start a war dance. This war dance lasts for 1 minute or until you become incapacitated. After you finish the war dance you gain temporary hit points equal to your wisdom modifier and deal an additional 1d10 damage with the next attack you make. You may use this ability once per short or long rest. This increases to 2d10 at the 15th level.

Tribal influence
Starting at the 15th level, you may make an intimidation check against a creatures armor class as an action. On a success they are frightened of you until the beginning of your next turn.

Tribal chieftain
Starting at the 18th level, you become blessed by the primal gods. When you hit a creature with an attack roll you may force them to roll disadvantage on their next attack roll against you. You may use this ability a number of times per long rest equal to your wisdom modifier.

Monk
Way of the fool

Way of the fool
The way of the fool are Ninja of great stupidity that are often failed “way of the shadow” monks.

Fool’s luck
Starting at the 3rd level, you gain an affinity for good and bad luck. When you make an ability check, attack roll or saving throw, you may choose to change to roll on the die to a 20 on said roll. Though your next 1d4 rolls of the same type are considered natural ones.

Improvisation master
Starting at the 3rd level, you gain proficiency in improvised weapons. Any improvised weapon you wield counts as a monk weapon. When you make an attack with your flurry of blows, you may replace the unarmed strikes with attacks with an improvised weapon you are wielding.

A swing and a miss
Starting at the 6th level, on any given turn when you make an attack roll against a creature with a melee weapon, you may choose to automatically hit, though this attack has the potential to go horribly wrong. Have the dm roll a percentile in secret because this attack has a 60% chance to go wrong. If it does go wrong, you miss the target of your attack, and the Dungeon master may either roll from the following table to determine the outcome, or they may choose themself.
D8 - Outcome
1 - you end up tossing your weapon out of your hand and hitting an ally within 20 feet of yourself making a damage roll on them.
2 - When winding up you go too far back and fall over, knocking yourself prone.
3 - You end up hitting yourself in some way shape or form. You take damage equal to the weaponÂ’s maximum damage halved.
4 - You miss and spin around chaotically, becoming dizzy (You gain the stunned condition).
5 - You throw your weapon straight upwards. The next turn the weapon hits a random creature on the head dealing 1 point of bludgeoning damage.
6 - You hit the object to the left of you. (This may be a wall, a person or even air)
7 - You are distracted by an object while making the attack causing you to miss. Your next attack roll has disadvantage.
8 - Your pathetic attack roll causes the enemy to laugh at you. You become sad. (Disadvantage on next charisma check)

Stroke of luck
Starting at the 11th level, when you make an attack roll and miss, you may spend a ki point to have the next attack made against you miss as well.

Utterly ridiculous
Starting at the 17th level, when you are hit with an attack you may roll your deflect missiles die, and reduce the attack roll by the die, potentially causing the attack to miss you.

Paladin
Oath of the void

Oath of the void
Paladin's of the void seem to lack an oath, but instead focus on dampening all thoughts and feelings, committing to a life of true neutrality.

Tennents of Void

Turn off emotion
React to harm or healing with no emotion, instead let the reins of the universe pull you along for the ride.

Enemies are the threat, friends must be neutral
When a being helps you they must be on your side. When a being harms you they must be gotten rid of in case they push others in the way of death.

Oath of void spells
Paladin level - spells
3rd - Shield, Absorb elements (XGE)
5th - Silence, Darkness
9th - Counterspell, Dispel magic
13th - Banishment, Greater invisibility
17th - Antilife shell, Dispel evil and good

Channel divinity: Null the powerful
You can use your channel divinity as a reaction to show a creature making an attack roll your holy symbol while uttering words of Null. For the next minute when they make the same type of attack, reduce the attack roll by your charisma modifier. The initial attack roll also is included in the affected attack rolls.

Channel divinity: Null the mind
As an action you can use your channel divinity to release all emotion from your mind, removing the charmed or frightened conditions from yourself.

Aura of Emotionlessness
Starting at the 7th level, each creature of your choice that starts their turn within 10 feet of yourself gains advantage against the charmed and frightened conditions and gains a bonus to wisdom, charisma and intelligence saving throws equal to your proficiency bonus.
Starting at 18th level, this aura increases to 30 feet.

Weaken the strong
Starting at the 15th level, when a creature hits you with a melee weapon attack, you may force it to make a wisdom saving throw against your spell save DC as a reaction, having their strength and dexterity scores reduced by half your proficiency bonus until their next long rest on a fail.

Emotionless being
Starting at the 20th level, you can channel pure Null-force to rid yourself of emotion for the next minute. During this time you gain the following benefits:
-You gain immunity to psychic damage.
-You gain immunity to the charmed and frightened conditions.
-You immediately succeed all intelligence, wisdom and charisma saving throws.
Once you use this feature, you may not use it again until you complete a long rest.

Ranger
Northerner

Northerner
NorthernerÂ’s are rangers who are quite at home in the frozen wastes in the far corners of the earth. They catch fish, sled down hills and tell great stories of the sun and moon. Because of their cold lifestyle these rangers donÂ’t mind the cold one bit.
Despite their Northerner name, these rangers often live at the south pole as well.

Northerner spellcasting
Starting at the 3rd level, you gain the create bonfire (XGE) cantrip to aid in the frigid north.
You also learn the following spells at their respective levels, which donÂ’t count against your known spells.
Ranger Level - Spell known
3rd - Ice knife (XGE)
5th - Moonbeam
9th - Sleet storm
13th - Ice storm
17th - Cone of cold

Harmless chill
Starting at the 3rd level, because of your northern lifestyle, you gain immunity to cold damage. Whenever you take cold damage you gain temporary hit points equal to your proficiency bonus. In addition, you are unaffected by terrain made of snow and ice and suffer no drawbacks from it.

Icy weaponry
Starting at the 3rd level, your connection with the arctic tundra causes your weapons to chill.
Once per turn when you hit a creature with a weapon attack, you may deal an additional 1d4 cold damage. The extra damage increases to 1d6, when you reach 11th level.

Arctic form
Starting at the 7th level, you learn how to make magical seal armor. When you take a long rest you may construct a set of hide armor out of seal blubber. When you don this armor, you gain a +2 to your armor class, however for anyone else it functions as regular hide armor. While wearing this armor you can use a bonus action to turn into either a common seal or a leopard seal, gaining temporary hit points equal to the sealÂ’s hp.
All of your equipment merges into your new form and you gain the following statistics other than mental statistics. However you lose the ability to speak.
When you drop to 0 hit points in seal form the magic of your armor depletes (Meaning you lose the +2 bonus to your hide armor) and you may not shift again until you complete a short rest and take the time to repair the seal armor.
You lose all class and race features in seal form.

Common Seal
Medium beast, Neutral

Armor Class 11 (natural armor)
Hit Points 17 (3d10+1)
Speed 10 ft., swim 50 ft.

STR 8(-1)
DEX 12(+1)
CON 11(0)

Damage Resistances Cold
Languages --
Challenge 1/2 (100 XP)
Hold Breath. This creature is able to hold its breath for 1 hour at a time.

Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 7 (2d4+1) piercing damage.

Leopard seal
Large beast, unaligned

Armor Class 13
Hit Points 36 (4d10 + 12)
Speed 20ft. Swim 40ft.

STR 18(+4)
DEX 11(0)
CON 17(+3)

Skills
Intimidation +3, athletics +6.
Senses passive Perception 11, blindsight 20ft.
Damage Resistances Cold
Languages —
Challenge 1

Thick blubber. The leopard seal adds its constitution modifier to it's armour class. (Included in ac)

Hold breath. The leopard seal can hold its breath for 30 minutes.

ACTIONS
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 4) piercing damage and the creature is grappled (escape dc 16) the leopard seal can only grapple one target at a time.

Starting at the 13th level, the amount of hit points you have in seal form doubles and you gain a bonus to attack and damage rolls in seal form equal to your proficiency bonus.
Starting at the 17th level, the amount of hit points you have in seal form triples instead of doubles and you gain a bonus to your attack and you gain a bonus to attack and damage rolls in seal form equal to your wisdom modifier.

Ice armor
Starting at the 7th level, when a creature hits you with a melee weapon attack, you can use a reaction to deal (your proficiency bonus)x1.5 cold damage to them.

Call of the arctic
Starting at the 11th level, you are so attuned to the cold that when you deal cold damage it ignores resistance.

Slippery slope
Starting at the 11th level, when you hit a creature with a weapon attack, you can use a bonus action to summon ice at their feet causing them to be knocked prone and take 1d4 bludgeoning damage or move 5 feet in any direction.

Deep freeze
Starting at the 17th level, whenever you deal cold damage to a creature their speed is reduced by 5 feet for every ten damage you deal.
In addition, if you hit a creature with a critical hit, and the attack does at least 5 points of cold damage they gain 1 level of exhaustion if they aren't resistant to cold damage.

Rogue
Arcane artist

Arcane artist
Arcane artists are magic painters who draw power from a mystical being called the paint witchÂ… An ancient being of immense power gifted with the ability to shape the fabric of reality as if it were her painting. Rogues who follow her are bestowed the rainbow paintbrush, a brush that can shape reality.

Arcane brush
Starting at the 3rd level, you gain the ability to summon a rainbow paintbrush. While wielding it have the ability to cast the minor illusion and prestidigitation cantrips at will using your intelligence modifier.
In addition you have the ability to step into paintings as long as they are large enough. You and whatever you are carrying or wearing can move into the painting and anything in the painting can move out of the painting if you wish. If the painting is destroyed while you are inside it you are immediately ejected and take 1d6 points of force damage.

Rainbow shield
Starting at the 3rd level, when you are hit with a ranged attack you may add your intelligence modifier to your ac by drawing a quick shield in front of you. Once you use this ability you may not use it again until you complete a short or long rest. In addition after you use this ability you may roll a d6 at the start of each of your turns. On a 6 you regain the use of this ability.

Natural painter
Starting at the 3rd level, you gain proficiency in painterÂ’s supplies. You also gain expertise in painterÂ’s supplies as well meaning you double your proficiency bonus with checks made with said tool.

Substitute
Starting at the 9th level, you can use an action to paint an uncanny substitute of yourself. This substitute has limited movement and cannot attack. While this substitute is visible to a foe you can hide once as a free action on your turn.

Deflect
Starting at the 9th level, when an attack misses you because of your rainbow shield ability, roll a d6, on a 5 or 6 the attack is shot back at the attacker hitting them instead. The attack misses if their ac is higher then their attack roll however.

Uncanny paint
Starting at the 13th level, in the span of a minute you can paint a non living object with your rainbow paintbrush. After the minute the object becomes a real object. This object can be no bigger than a human and cost no more then the amount of gold you currently possess. The object melts if wet, damaged or if it deals damage.

Paint step
Starting at the 13th level, when you go inside a painting you may use a bonus action to teleport to a different painting that you have seen within the past day, as long as you could fit in that 1 as well.

Master deflection
Starting at the 17th level, when you block a ranged attack with your rainbow you donÂ’t need to wait until a short or long rest to have the shield recharge. In addition you now need to roll a 3-6 to reflect an attack.

Sorcerer
Negative magic

Negative magic
An ancestor of yours has glimpsed into the negative plane, a realm in the far reaches of the shadowfell. Your magic has deadly ties with pure negative energy.

Life antithesis
Starting at the 1st level, your ties to the negative plane become apparent. When you take damage you can spend a spell slot to emit an aura of annihilation that extends 5 feet around you. Each creature within this aura takes 1d6 necrotic damage, which the aura then disappears. This ability deals an additional 1d6 necrotic damage for each spell slot spent above first. Starting at the 2nd level, you may spend a single sorcery point to use this ability as if you had spent a first level spell slot.

Life eater
Starting at the 1st level, when you reduce a creature to 0 hit points with a spell, you gain temporary hit points equal to (your level + your charisma modifier). You may use this ability twice per short or long rest.

Negative shield
Starting at the 6th level, you may spend 2 sorcery points to summon a shield weaved of negative energy. The shield exists for the next minute and takes up one of your hands. It gives you a +2 to your armor class and whenever a creature misses a melee attack against you they take necrotic damage equal to (Your proficiency bonus)d6.

Cling to the barren life
Starting at the 6th level, whenever you roll a death saving throw, you regain 1 hit point if you roll an 18 or higher.

Finger of doom
Starting at the 14th level, you may spend 4 sorcery points to point at a creature within range. The creature must make a wisdom saving throw versus your spell save dc, which on a fail they are frightened of you for the next minute and take 8d6 necrotic damage. On a save they take half as much.

Annihilation aura
Starting at the 18th level, whenever a creature startÂ’s their turn within 10 feet of you, you can choose to deal 2d6 necrotic damage to them.

Warlock
The Wendigo

The Wendigo
You have struck a deal with a powerful wendigo, a primal being of hunger and savagery. Your magic causes you to hunger and sometimes rip apart your enemies.

Expanded spell list
You add the following spells to your spell list.

Spell level - Expanded Spells
1st - False life, Hunters mark
2nd - Enhance ability (self only), Spike growth
3rd - Bestow curse, Haste (self only)
4th - Guardian of nature (XGE, Primal beast only), Ice storm
5th level - Steel wind strike (XGE), Cone of cold

Bloodthirsty transformation
Starting at the 1st level, you gain the ability to unleash a more feral form. You can use a bonus action to turn your hands into claws which you can use to swipe and slash at your foes. These claws are natural weapons that deal 1d8 + strength slashing damage. If you have both your hands free your claws when used together deal 1d10 + strength slashing damage on a hit.
When you reduce a humanoid to 0 hit points with your claws you gain temporary hit points equal to your proficiency bonus + your charisma modifier.

Thick skin
Starting at the 1st level, your maximum hit points increase by 1, and increase by an additional 1 for each level in this class. In addition while unarmored your armor class is equal to 10 + your strength modifier + your constitution modifier.

Extra attack
Starting at the 6th level, you may attack twice, instead of once whenever you take the attack action on your turn.

Eldritch swipes
Starting at the 10th level, when you hit a creature with your claws, you may use a bonus action to ignite your claws with eldritch energy, dealing an additional 1d10 + your charisma modifier force damage.

Blind fury
Starting at the 14th level, on your turn you can unleash a blind fury for a number of rounds equal to your charisma modifier.
During this time;

-You can make an additional claw attack when you take the attack action on your turn.

-You gain temporary hit points equal to twice your level which are lost at the end of the blind fury.

-All damage you take is reduced by 3.

You regain the use of this feature when you complete a long rest.

Invocations:

The Chase
Prerequisites: The wendigo patron
Your movement speed increases by 10 feet, and you gain a climbing speed equal to your walking speed.

Mindless Hunger
Prerequisites: The wendigo patron, level 9
You are immune to the charmed and frightened conditions.

Feral Senses
Prerequisites: The wendigo patron
You gain 60 feet of darkvision if you didn't already have darkvision. You also gain proficiency in survival and perception skills.

Eldritch Claws
Prerequisites: The wendigo patron, level 5
Your claws count as magical for overcoming resistance and immunity to non magical weapons.

Wizard
Geomancy

Geomancy
Wizards who study Geomancy study the arcane magic hidden in the earth and know how to manipulate and shape it. These wizards have abilities related to shaping and moving earth and stone. They often use their abilities to aid in shaping stone.

Student of stone
Starting at the 2nd level, you gain proficiency in masons tools and learn the terran language.

Rock shaper
Starting at the 2nd level, you learn the mold earth (XGE) cantrip (this doesnÂ’t count against known cantrips). When you cast this spell you can use it in different ways, rather than the ways already specified.
When you cast this spell, you can target a rock of small or medium size in the range of your spell. When you target this rock, you can cause it to throw itself at a target within 30 feet of the rock. When you do this you make a ranged spell attack against the target, which on a hit the target takes 1d10 + your intelligence modifier magical bludgeoning damage. The damage from this rock increases by an additional 1d10 at the 5th level (2d10 + int), 11th level (3d10 + int), and 17th level (4d10 + int).

Earth armor
Starting at the 2nd level, you can use an action and a 1st level spell slot to move the earth and stone around you to form armor for you to use. When you form this armor, your armor class becomes 13 + your intelligence modifier and you gain temporary hit points equal to your intelligence modifier for the next hour. After the hour your armor crumples and you cannot benefit from it until you cast another spell slot.

Pillar of stone
Starting at the 6th level, as an action you can summon 3 pillars of stone on unoccupied spaces within 60 feet of yourself. These pillars are 20 feet tall, or reach the height of the ceiling. On your turn you can cast mold earth to make any amount of the pillars fall in any direction causing every creature in a line from the pillar (which is equal to the height of the pillar) to make a dexterity saving throw versus your spell save dc. If a creature fails they take 2d6 bludgeoning damage and are knocked prone. They take half as much on a save and are not knocked prone however. You may use this ability a number of times per long rest equal to your intelligence modifier.

Rocky blow
Starting at the 6th level, when you hit a creature with your rock shaper ability and roll a critical hit, your target is knocked prone.

Shield of earth
Starting at the 10th level, you can cause the earth beneath yourself to block incoming attacks. When you are targeted with a ranged attack, you can use a reaction to form a shield of earth to block the attack, gaining three quarters cover and adding your intelligence modifier to your armor class until the start of your next turn. You may use this ability a number of times equal to your intelligence modifier per long rest.

Superior earth armor
Starting at the 14th level, when you use your earth armor ability it now lasts until you dismiss it and while wearing it, your armor class increases by 2.