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Honor Score

Honor is an ability score that represents the


characters adherence to a societal idea of how a
person is to act and react, and what kind of priorities
they have in their lives. For characters that are
knights, nobles, and even peasants striving to be
good members of society, Honor is a very important
score. However, it can fluctuate much more than
other ability scores, depending on a characters
actions. It is not generated like any other score, but
rather it is based on your class, background, and
alignment. Your class provides the base for your
honor score, and background and alignment can
adjust it.
Honor has the same range as any other Ability
Score, from a minimum of 1 to a maximum of 20.
Honor can be raised above 20, but only through
extraordinary circumstances or means, and
represents a superhuman level of Honor, almost
unthinkably unattainable in most mortals. It should
be noted that and Honor score of 10-11 puts the
character in the range of Neither Honorable Nor
Dishonorable. Anything below 10 is the range of
Dishonorable, and above 11 is considered
Honorable.
Starting Honor by Class
Barbarian, Bard, Rogue, and Warlock 9
Fighter, Druid, and Sorcerer 10
Cleric, Ranger, and Wizard 11
Monk and Paladin 12
Starting Honor is not adjusted for race as other
Ability Scores are, but is instead based on
Background and Alignment. Certain Backgrounds
and Alignments are considered naturally more
Honorable because they are already leading the
character down a path of behavior that is considered
Honorable by default. The adjustments for
Background and Alignment are as follows:
Background Adjustment to Honor
Criminal, Outlaw: -3
Charlatan, Outlander, Pirate: -2
Heretic, Sole Survivor, Urchin: -1
Entertainer, Fate-called, Hermit, Mercenary, Sage,
Sailor: +/-0
Acolyte, Folk Hero, Guild Artisan, Inquisitor: +1
Maester, Solider: +2
Knight, Noble: +3

Alignment Adjustment to Honor


Lawful Good: +3
Lawful Neutral: +2
Lawful Evil, Neutral Good: +1
True Neutral, Unaligned: +0
Neutral Evil, Chaotic Good: -1
Chaotic Neutral: -2
Chaotic Evil: -3
Yes, a Neutral Good character is, on average,
considered just as Honorable as a Lawful Evil
character. Honor is more about adherence to a
codified set of rules and mores than about adherence
to a system of morality. That said, Honor can often
be brought into question, and the actions of a
character can messily affect their Honor score. A
character who flaunts loopholes in the laws, who
regularly does not engage in activities seen befitting
his or her situation and station, and willful disregard
for the social ladder and those above the character in
position on said ladder can slowly erode Honor, or if
handled very improperly by the character, blow it up.
Honor cannot be raised as other Ability Scores,
and only fluctuates when actual circumstances in
game play warrant it.
Honor checks come into play in situations where
Honor, and the knowledge of the Code of Honor, is
necessary. Some of these situations can be:

Being unsure how to act with Honor


Surrendering to a foe while saving face
(Honor)
Trying to determine another persons Honor
score
Trying to use the proper etiquette in a
delicate social situation, such as a knighting,
or dispute
Using his or her Honorable, or Dishonorable,
reputation to influence someone else

In these cases, you can opt to even use Honor in


place of another Ability Score for Skill Checks. For
instance, in the case of a character who is Proficient
with Charisma (Initimidation), you may allow, or
even require the character to use their Honor score
along with their Proficiency bonus to use their higher
standing to influence another. It should be noted
that, depending on the circumstances, a
Dishonorable character may actually be able to use
their negative Ability Score Modifier as a positive in
some situations.

Honor can be used as a Saving Throw as well.


In a situation where an Honorable character may
accidentally do something Dishonorable, you can
allow them an Honor Saving Throw in an effort to
warn them of their impending faux pas. Situations
such as:

Avoiding an accidental breach of etiquette or


Honor
Resisting the urge to respond to goading or
indults from an enemy that would cause the
character to act Dishonorably
Recognizing when an enemy attempts to trick
a character into a breach of Honor
Defending ones actions when called to
answer for behavior that could be considered
as Dishonorable

Honor saving throws can also be used, in certain


circumstances, in place of other Ability Score Saves.
For instance, in the case of a mind-influencing effect
that would cause the character to act Dishonorably
against their conscious will, you may allow them to
forego the usual Wisdom save, and instead use their
Honor as the base, still gaining the Proficiency bonus
if it would apply as a Wisdom save.
As a DM, and as a Player, you should sit down
and discuss what the Code of Honor is in your game
setting. For instance, if you are playing in Kara-Tur,
there is a distinctly Oriental flavor to the Code of
Honor, compared to Dragonlance with the Knights of
Solamnia, or even an Arthurian campaign setting,
where the Code of Chivalry comes into play.
Characters such as Paladins, Fighters of a noble bent,
and even Wizards may hold themselves to certain
standards of behavior. And even then, certain types
of those characters, like a Paladin who has taken the
Oath of Vengeance might balk at the loftier heights of
Honor, preferring to stay to the medium levels, lest it
interfere with their work.
There is another option to be taken, and that is
that only some characters, those that want to, have
an Honor score. Characters in a setting who turn
down an Honor score are then seen as outside of the
ladder of Honor, and actually viewed as worse than
even a Dishonorable character. That is not to say
they are completely sectioned off as social pariahs,
but rather that they do not fit in with certain
situations. In this case, be careful that your plots do
not completely ignore non-Honorable characters.

DWEORG (HALF-DWARF)

When a human and a dwarf are paired, on rare


occasions a child will come of the union. And of
those rare occasions, even rarer is the chance that
such a child comes to full term. Dwarven women are
not suited to bear a child of such length, and human
women are not built to carry a child so hefty in their
wombs. Despite it all, there can be brought into the
world a dweorg child, a half-dwarf. Sometimes this is
cause for joy, but many dweorgs are bred
intentionally by slavemasters and depraved villains,
seeking for the perfect workforce and slave warriors.
Dweorgs are viewed by most dwarves as an
oddity, but still give them a rather remarkable
amount of respect for their dwarven ancestry.
Humans, on the other hand, have a varied reaction
to dweorgs, sometimes viewing them as little more
than a freakshow curiosity. Nevertheless, most
dweorgs show amazing endurance and perseverance
in the face of such treatment.
Stockier and sturdier than humans, but more
graceful and agile than most of the dwarven kind,
dweorgs are a race full of surprises. They are gifted
with the muscle and durability of their dwarven
ancestry, but a greater dose of personality than them.
They are capable folk, but often given to great mood
swings, and deep melancholies.
Dweorgs tend to be more hirsute than humans,
but with the range of hair and eye color of
humankind, showing greater variety than their
dwarven kin. They have stocky builds, with barrel
chest and thick slabs of muscle portraying the power
in their form.
Dweorgs often take on attitudes and personalities
that conform to their surroundings, whether it is
dwarven, human, or otherwise.

DWEORG TRAITS
Your dweorg character has the following traits.
Ability Score Increase. Your Constitution
increases by 2, and your Wisdom and Strength each
increase by 1.
Age. Dweorgs mature about as fast as humans
do, but reaching the age of adulthood around 20
years old. Their lifespan is a touch longer than most
humans, with 175 years being the longest most ever
live.
Alignment. Dweorgs naturally gravitate to the
lawful good tendencies of their dwarven half, but are
given to more seemingly rash and spurious decisions
as their human blood quickens to a fire that many
dwarves only know rarely in their lives.

Size. Dweorgs are medium-sized creatures, but

come in between dwarves and humans in height.


They usually more greatly favor their dwarven
ancestry for weight, and are much stockier than
humans. That said, most dwarven grandmothers still
tell beloved dweorg children that they need to eat
more..
Speed. Your base walking speed is 30 feet.
Your human ancestry gives you a greater pace than
your dwarven kin.
Darkvision. Thanks to your dwarven ancestry,
you have Darkvision out to 60. You can see in dim
light within 60 feet of you as if it was bright light, and
in darkness as if it were dim light. You cannot
discern color in darkness, only shades of gray.
Skill Born of Necessity. Dweorgs, whether raised
in human lands, or in the holds of dwarves, are
taught that they must work for what they want in life.
You receive proficiency in any one tool kit.
Dweorg Tenacity. Those dweorgs that survive
gestation and birth, as well as childhood, are
amazingly full of life and vigor. They are loathe to let
go of this lust for life. You may add your
Constitution bonus to your Death saving throws.
Blood of Dwarves. You are just as good at
resisting the toxins of the world as their dwarven kin,
as the power of their ancestry filters out the worst
bits. You have advantage on saving throws versus
poison, and you have resistance to poison.
Height: 44 + (2d8 inches)
Weight: 140 lbs. + (x2d6 lbs.)

HOBGOBLINS AND GOBLINS

In ages past, a race of demons dominated a part


of the landscape, and enslaved the humans that lived
there. They were called the Shayatin, and their only
purpose was to pervert forms of life for their own use
and amusement. It is thanks to them that races like
the Minotaurs, Orcs, Gnolls, and even the noble Ibixi
came into being. But it was two races in particular
that were made that they considered their crowning
achievement: Hobgoblins and Goblins.
For a long time they were kept as slaves,
Hobgoblins serving as slave soldiers and goblins as
slave spies, and both fighting and dying in the
Shayatins arenas for the enjoyment of their masters.
But in time, the Shayatin captured other humans,
humans willing to fight to the death for freedom
instead of being slaves. And in these humans the
Hobgoblins and Goblins found willing allies. They
overthrew the Shayatin, and hunted them to near
extinction. On the ashes of the Shayatin empire they
built their own lands, and founded their own
kingdom.
Hobgobins and Goblins have a culture built on
vicious meritocracy. Your conquests and victories
determine your social standing, and political
maneuvering is almost completely unheard of.
Dominance in society is not based on your gender or
your birth, but on what you have done with your life.
The concept of inheritance as a way to power is not
accepted. Even the sons of great generals are
accorded no leeway, and are often judged harsher.
There is no concept of a gift in Hobgoblin and Goblin
society; there is only reward or punishment.

Their noses appear almost like snouts, and some


males occasionally have a blue or red nose, a sign of
great virility amongst their race.
Their teeth are sharp like any predators, though
Hobgoblins are still omnivores. They have thick nails
on their toes and fingers, reminiscent of claws. They
tend to prefer armors in a very Oriental style, and
their armor and weapons are always extremely wellkept.
Hobgoblin society is a rigidly disciplined one,
with great honor and respect given to anyone upon
first meeting them. Everyone you meet could be
the next person to kill you is an adage among the
Hobgoblins. Friendship is not an uncommon quality,
and loyalty to ones friends is considered one of the
paramount virtues of their society. Again, the idea of
political maneuvering to them is foreign.

HOBGOBLIN TRAITS

Your hobgoblin character has the following traits.


Ability Score Increase. Your Strength, Dexterity,
and Intelligence scores all increase by 1. Hobgoblins
are physical creatures of power, grace, and cunning.
Age. Hobgoblins mature about as fast as humans
do, reaching the age of adulthood around 14 years
old. Their lifespan is a touch shorter than most
humans, with 75 years being the longest most ever
live.
Alignment. Hobgoblin society greatly encourages
a Lawful outlook, but this does not mean that all
hobgoblins are as rigid and disciplined in nature. As
for morality, oftentimes a balance between Good and
Evil is seen as necessary for advancement in life.
HOBGOBLIN
Size. Hobgoblins stand at the same height and
Hobgoblins were created when the Shayatin
approximately the same weight as humans, but are
combined traits of predatory animals like wolves,
not built quite the same. Thicker chests and more
hunting cats, wolverines, and the like with humanity. primal limbs, with the muscles of predators playing
Through painful and maddening processes, the
below the skin are most common.
humans were altered into new forms. They had
Speed. Your base walking speed is 30 feet.
increased physical capability, and a propensity for
Darkvision. The animals that comprised the
cunning that would eventually lead to the downfall of alterations made to Hobgoblins have graced you with
the Shayatin. These are not the brutish thugs of the Darkvision out to 60. You can see in dim light
orcs or gnolls, but calculation hunters and killers that within 60 feet of you as if it was bright light, and in
are no strangers to strategy and tactics.
darkness as if it were dim light. You cannot discern
Hobgoblins appear as well-built humanoids of
color in darkness, only shades of gray.
about human stature, but with a soft, downy fur that
Discipline. The mastery of oneself is paramount
sparsely covers their whole body, ranging in color
to all hobgoblins. Their philosophies on life
from a deep burnt orange to shades of red and
extensively measure the control that a hobgoblin has
brown. Occasionally, a Hobgoblin will be born with over him- or herself as a way of gauging the mastery
dull yellow or even white fur. Their eyes have a wide the hobgoblin has over life. All hobgoblins receive
variety of colors, but are always a deep and vibrant
advantage on any saving throws versus mindhue, like an amethyst purple, or a stormy grey color. affecting spells and powers such as charming and

dominating, and advantage on saving throws versus


psychic damage.
Fierce Regeneration. Hobgoblins are tenacious
foes. A nights sleep does them so much more good
than many other races, one of the reasons dwarves
respect them so much as foes. When taking a Long
rest, hobgoblins regenerate one additional Hit Die at
the end of the rest. They still cannot go above the
maximum Hit Dice they can have.
Martial Upbringing. All of hobgoblin society is
based around being able to defend your home, your
village, your barony, your kingdom at a moments
notice. Because of this, you have been trained to
use the most basic of martial implements. All
hobgoblin characters have proficiency in short
swords, spears, and light armor.
Vicious Tenacity. Hobgoblins are known to
survive mortal wounds just to strike back at their foes
in vengeance. When you are reduced to 0 hit points,
you may immediately spend a Hit Die. Roll the Hit
Die and immediately gain back that amount of hit
points plus your Constitution modifier. You must
take a Long rest before using this ability again.

guilds need not worry about their second in


command trying to push them out of their position.
The second in command will just work to gain
enough recognition to be elevated to that position by
their peers. A goblin would never use the knowledge
of a secret to blackmail another goblin. Loyalty, like
amongst hobgoblins, is a great quality to goblins.
Goblins are small in stature like their Halfling
progenitors. They are covered in a downy, sparse fur
like their hobgoblin cousins, but the color ranges
from a deep blue-black to shades of deep purple and
an almost blackened green. Goblins eyes tend
towards a yellowish green, with a range going from
golden to bright emerald. They too have thick nails
on their hands and feet, and their teeth tend to be
needle-sharp, though goblins are also omnivores.
Like hobgoblins, goblins take great care of their
armor, weapons, and gear, knowing that at some
point, their dagger or their thieves tools may save
their life.

GOBLIN TRAITS

Your goblin character has the following traits.


Ability Score Increase. Your Dexterity,
Intelligence, and Charisma scores all increase by 1.
GOBLIN
Goblins are agile, cunning, and very manipulative
Humans and halflings have existed side by side
creatures.
for the longest time, so when the Shayatin captured
Age. Goblins mature about as fast as humans,
those lost humans, they also captured the halflings
reaching adulthood at 14 years. The longest lived of
that lived alongside them. The Shayatin knew that
the goblins reaches an age of around 75 before
the halflings would be useless to them as warriors or perishing from natural causes.
savages, and so they began to mold the halflings into
Alignment. Goblins are as disciplined as their
greater spies and assassins, to be sent out at the
hobgoblin cousins, and tend towards lawful
whim of their Shayatin masters.
alignments. There is as much moral ambiguity to
The halflings were put through terrible torments, their behavior as hobgoblins, with no predilection
their forms twisted and mixed with that of stealthy
towards good over evil.
and tricky animals like weasels, rats, the smaller cats
Size. Goblins are approximately the same height
of the natural world. Their forms twisted to what
and weight as the halflings they came from. They are
they are today, and they were very good at what
Small creatures.
they did. What the Shayatin did not realize was that
Speed. Your base walking speed is 25 feet.
halflings, even more than humans, cannot stand to
Darkvision. The animals that comprised the
be enslaved, and it bred in the new goblins a devious alterations made to Goblins have graced you with
side.
Darkvision out to 60. You can see in dim light
When the other humans were captured, and
within 60 feet of you as if it was bright light, and in
plans were laid to overthrow their demonic masters, darkness as if it were dim light. You cannot discern
the goblins were all too happy to help. They spied
color in darkness, only shades of gray.
on the Shayatin, and most of the intelligence
Cunning Sneak. Goblins are very intelligent
gathered that helped in the overthrow came from
about how they make their movements, both
goblins.
physically and socially. You may add your
Like hobgoblin society, goblins society is based
Intelligence modifier to any and all Dexterity (Stealth)
on conquest and victory, but is a less martial culture. checks you make.
Goblins instead pride themselves on learning what is
Cutting Tongue. Goblins are masters of invective
meant to be kept secret, and secrets are a form of
and insult, and have elevated it to a supernatural
currency to them. They still do not have a concept of level. You know the vicious mockery cantrip. Your
political maneuvering; goblin masters of thieves

effective spellcasting ability for this cantrip is


Charisma
. Discipline. The mastery of oneself is paramount
to all goblins. Their philosophies on life extensively
measure the control that a goblin has over him- or
herself as a way of gauging the mastery the goblin
has over life. All goblins receive advantage on any
saving throws versus mind-affecting spells and
powers such as charming and dominating, and
advantage on saving throws versus psychic damage.
Inured to Venom. Thanks to some of the
creatures used in the creation of goblins, they are
very resistance to poisons and toxins of all sorts.
Goblins receive advantage on saving throws versus
poison, and have resistance to poison damage.
Naturally Sneaky. Goblins were built to be
stealthy, and make it into places that they should not
be. All goblins are proficient in Stealth.

THE PLANE-TOUCHED

There are some times when the beings of the


planes fall in love with a mortal, and a child is born.
These children are always special, blessed by the
Heavens, or twisted by the Pit. But over time the
blood of the planes thins in families, and only flares
to life in some generations. And in these children are
great power.
Being an Aasimar or a Tiefling does not
predestine you to a life of heroism or villainy. You
are a mortal, given every bit of free will as any other.
But inside of you calls the Voice of your heritage.
You can choose as you will, but it will always be
there, calling out to you.

light. You cannot discern color in darkness, only


shades of gray.
Planar Heritage. Your bloodline is one of
miracles and wonders. At times, you can call upon
this part of you to create small effects. You know
and may cast the thaumaturgy cantrip. Doing so
does not require you to have any levels in a
spellcasting class, and you may do so as many times
per day as you wish.
Markings of the Heavens. You have between
one and three physical characteristics that betray the
truth of your blood. For instance, if you have the
Elysian Bloodline, you might have antlers like a stag,
or even golden feline eyes and a mane of hair. It
may even manifest as a scent of incense or a flash of
AASIMAR
When one of the celestial denizens of the higher silvery-golden light around your head, a corona like a
planes is drawn to a mortal, on down their line will be halo in the darkness.
Bloodline. Your blood comes from one of three
an Aasimar. The silvery power of the one of the
sources,
the essential Planes of the three shades of
Goodly planes runs through his or her veins, and
Goodness. Choose one of the following Bloodlines.
burns brightly in their souls. When an Aasimar
As a note, the alignment of those Bloodlines is listed
chooses a life of villainy, it is said that a choir of
for your own reference. You are not required to take
Celestials weeps for the worlds loss.
that alignment as your own.
There are three distinct bloodlines of Aasimar:
the Celestial Bloodline, borne of the Angels of the
CELESTIAL BLOODLINE (LG)
Seven Mounting Heavens; The Elysian Bloodline,
borne of the Guardinals of the Fields of Elysium; and You are born of the angels and devas of the Seven
the Arborean Bloodline, borne of the Eladrin of the
Mounting Heavens of Celestia. Sculpted physiques,
Forests of Arborea.
as if drawn from statues, and metallic and alabaster
skin tones are frequent.
Ability Score Increase. Your Wisdom score
AASIMAR TRAITS
increases
by 1. This stacks with the increase from
Your aasimar character has the following traits, all
being an aasimar for a grand total of +2 to your
part of being a scion of the Upper Goodly Planes.
Wisdom score.
Ability Score Increase. Your Charisma score
Aegis of the Heavens. You have resistance to
increases by 2, and your Wisdom score increases by
cold
damage.
1.
Benevolence.
The very power of Celestia will
Age. Aasimar mature about as fast as humans do,
come to your call, bolstering your allies. At 1st level.
reaching the age of adulthood around 16 years old.
you may cast the bless spell as a first level spell. You
They live much longer than humans though, quite
must take a Long Rest to regain the use of this ability.
often seeing 200 years of life.
At 7th level, you cast this spell as a second level
Alignment. Most aasimar find themselves
th
unconsciously gravitating towards Good alignments, spell. At 14 level, you cast this spell as a third level
spell.
oftentimes in line with their heritage. This does not
mean that all aasimar are heroes. They are still freeELYSIAN BLOODLINE (NG)
willed creatures able to choose their own fate.
Size, Aasimar stand at human heights, and at
You are born from the guardinals and denizens of the
human weights, but are often more statuesque
Fields of Elysium. Features of animals are most
version, with a more perfect shape.
common amongst the aasimar of Elysian Bloodlines.
Speed. Your base walking speed is 30 feet.
Ability Score Increase. Your Strength score
Darkvision. The light of the Heavens shines
increases by 1.
within your eyes, illuminating your path to your sight.
Aegis of the Fields. You have resistance to
You can see in dim light within 60 feet of you as if it radiant damage.
was bright light, and in darkness as if it were dim

Succor. The raw life force of the plane of

old. They live much longer than humans though,


Elysium suffuses you. At 1 level, you may cast the
quite often seeing 200 years of life.
cure wounds spell as a first level spell. You must take
Alignment. Most tieflings come perilously close
a Long Rest to regain the use of this ability.
to the dark Evil of their heritage. That said, a goodly
At 7th level, you cast this spell as a second level
few take up the mantle of hero if for no other reason
th
spell. At 14 level, you cast this spell as a third level than to spite their fiendish ancestor. They are still
spell.
free-willed creatures able to choose their own fate.
Size, Tieflings stand at human heights, and at
human weights, but are often misshapen in some
ARBOREAN BLOODLINE (CG)
Your lines hails from the tenacious and fey eladrin of way, causing them to appear stunted or hulking.
Speed. Your base walking speed is 30 feet.
Arborea. Odd eye and hair colors, as well as
Darkvision. The darkness is no obstacle to you.
nimbuses of light often mark aasimar of this
You can see in dim light within 60 feet of you as if it
bloodline.
was bright light, and in darkness as if it were dim
Ability Score Increase. Your Constitution score
light. You cannot discern color in darkness, only
increases by 1.
shades of gray.
Aegis of the Tempest. You have resistance to
Planar Heritage. Your bloodline is one of
lightning damage.
Fortitude. The sheer, obdurate power of Arborea miracles and wonders. At times, you can call upon
is a companion to you. At 1st level, you may cast the this part of you to create small effects. You know
and may cast the thaumaturgy cantrip. Doing so
heroism spell as a first level spell. You must take a
does not require you to have any levels in a
Long Rest to regain the use of this ability.
spellcasting class, and you may do so as many times
At 7th level, you cast this spell as a second level
th
spell. At 14 level, you cast this spell as a third level per day as you wish.
Markings of the Pit. You have between one and
spell.
three physical characteristics that betray the truth of
your blood. For instance, if you have the Hadean
Bloodline, you might have a gray pallor to your skin,
TIEFLING
It is not often that tieflings come from a bloodline and eyes of pure black. It may even manifest as a
reek of brimstone or blood, or you may find your
that voluntarily bore a child sired by a fiend of the
head wreathed in an utter black halo in the depths of
Lower Planes. Quite often those mothers were
night.
victims, or the child was forced onto a family as
Bloodline. Your blood comes from one of three
payment for a deal. But down through the
sources,
the essential Planes of the three shades of
generations, it can be forgotten until a child is born
Evil. Choose one of the following Bloodlines. As a
with blood red eyes, or the tongue of a serpent.
note, the alignment of those Bloodlines is listed for
Tieflings are not born to evil, as some claim, and
your own reference. You are not required to take
sometimes become great heroes despite, or
that alignment as your own.
sometimes because of where they came from.
There are three distinct bloodlines of Tiefling: the
Abyssal Bloodline, borne of the Demons of the Ever- INFERNAL BLOODLINE (LE)
You are born of the Devils of the Nine Hells of
descending Abyss; the Hadean Bloodline, borne of
Baator. Rust-red scales, noxious green eyes, or even
the descended from the Daemons of the Glooms of
horns often mark tieflings of this bloodline.
Hades; and the Infernal Bloodline, borne of the
Ability Score Increase. Your Intelligence score
Devils of the Nine Hells.
increases by 1. This stacks with the increase from
being an tiefling for a grand total of +2 to your
TIEFLING TRAITS
Your tiefling character has the following traits, all part Intelligence score.
Aegis of the Inferno. You have resistance to fire
of being a scion of the Lower Planes of Perdition.
damage.
Ability Score Increase. Your Charisma score
Subjugation. The dominance of the Nine Hells
increases by 2, and your Intelligence score increases
comes
at your call. At 1st level. you may cast the
by 1.
command spell as a first level spell. You must take a
Age. Tieflings mature about as fast as humans
Long Rest to regain the use of this ability.
do, reaching the age of adulthood around 16 years
st

At 7th level, you cast this spell as a second level


spell. At 14th level, you cast this spell as a third level
spell.

HADEAN BLOODLINE (NE)


The blood of daemons flows through your veins, the
denizens of the Three Glooms of Hades. Dull colors
and almost alien disfigurements are common to
tieflings of this bloodline.
Ability Score Increase. Your Constitution score
increases by 1.
Aegis of the Gloom. You have resistance to
necrotic damage.
Torment. Cruelty and torture come second
nature to the Daemons, and it comes at your call At
1st level, you may cast the inflict wounds spell as a
first level spell. You must take a Long Rest to regain
the use of this ability.
At 7th level, you cast this spell as a second level
spell. At 14th level, you cast this spell as a third level
spell.

ABYSSAL BLOODLINE (CE)

The Demons of the Abyss spread their seed through


your line, and now it comes to pass. There are such
a variety of demons that this bloodline has no iconic
features.
Ability Score Increase. Your Strength score
increases by 1.
Aegis of the Pit. You have resistance to acid
damage.
Malevolence. The absolute malice of the Abyss
to all forms of life comes at your call, weakening your
foes. At 1st level, you may cast the bane spell as a
first level spell. You must take a Long Rest to regain
the use of this ability.
At 7th level, you cast this spell as a second level
spell. At 14th level, you cast this spell as a third level
spell.

The Path of the Oncoming Storm A Barbarian Primal Path


The fury of a storm on the horizon, the winds
whipping the landscape into a frenzy as rain lashes
everything in its path, and the crash of a sudden
lightning strike and the roar of thunder: this is just
what many barbarians feel inside of themselves when
they rage. For them, the primal nature of the
tempest whips them into just such a frenzy, making
them a dynamo of destruction, striking and moving
on to the next victim.
Deilish Dervish
Starting at 3rd level when you choose this path,
you become more accomplished at fighting with two
weapons.
You may add your ability modifier to your
offhand weapon damage when you attack with two
weapons. If you rage while wielding two weapons,
you gave a +1 bonus to your AC.
Battlefield Dancer
When you reach 6th level, you have become so
accomplished at moving through combat like the
tempest of your inspiration that foes have a hard time
hitting you.
If you are not in heavy armor, you may use your
bonus action on your turn to Dash. If you do so, the
first enemy to make an opportunity attack against
you does so with disadvantage.
Power of the Tempest
Starting at 10th level, you may take on the Spirit
of the Tempest, gaining the following effects: your
speed is doubled, you gains a +2 bonus to AC,
advantage on Dexterity saving throws, and you gain
an additional action on each of your turns. That
action can be used only to take the Attack (one
weapon attack only), Dash, Disengage, Hide, or Use
an Object action. This lasts for 5 rounds, at the end
of which you cannot move or take actions for 1
round. If you do so, you immediately suffer a level
of exhaustion, and cannot make a saving throw to
prevent it.
You may use this feature twice before you must
take a long rest to regain use of Power of the
Tempest.

Retaliation
Starting at 14th level, when you take damage
from a creature that is within 5 feet of you, you can
use your reaction to make a melee weapon attack
against that creature.

The College of the Fool A Bardic College


There are those bards that go about life,
collecting odd bits of lore and knowledge, working
as a kind of wandering minstrel. There are those
that accompany warriors into battle, singing battle
songs at the tops of their lungs, and bringing
ruination to their foes on the battlefield.
And then there are the bards that delve into
the world of the jester, the fool in motley, who
counsels kings, oftentimes works as bodyguards
for nobles, and embraces a sort of madness that
gives them insights into the world around them.
The College of the Fool rarely gathers in any
way, mostly taught as a master/student
relationship. When more than two jesters are in
one place at the same time, it can either be
amazingly entertaining for those in attendance, or
it can be maddening as folks try to keep up.
Bonus Proficiencies
When you join the College of the Fool at 3rd
level, you gain proficiency with Wisdom saves as
your mind has become inured to power of
unreality and madness. You also gain proficiency
with a language of your choice, and any one skill
you do not already have proficiency in. Most
Jesters choose Insight, for those that meddle most
in madness, or Acrobatics, for those that are more
of a tumbler.
Benefits of the Bent Mind
When you become a member of the College
of Fools at 3rd level, your mind is now so used to
dealing with absurd and abstract that you are
better insulated against mental attacks. You gain
advantage on all saving throws against effects and
spells that affect your mind, such as spells that
would give you the Charmed condition.
Roll With It
At 6th level, your ability with acrobatics has
elevated to a new level. When you are struck in
combat, even as an opportunity attack, you may
use your reaction to roll with the strike. Make a
Dexterity (Acrobatics) check at a DC equal to 8 +
your opponents proficiency bonus + your
opponents Dexterity modifier. If you are
successful, reduce the damage by 1 point for each
point by which you succeed on the check. If this
would reduce the damage to 0 or less, you are not

actually struck by the attack for the purpose of


extra effects.
You use this feature once before you must
take a short or long rest to regain use of this
feature.
At 13th level, you may use this feature twice
before you must take a short or long rest to regain
use of Roll With It.
Mockery and Slander
At 14th level, you have become such a master
of wit and cutting verbal combat that you can
cause your foes to reel under your assault. Make
a ranged spell attack as you would for any other
spell against one foe with 60 of you that can hear
you. If you are successful, you deal 3d10 + your
Charisma modifier psychic damage to that foe and
they are stunned for one round.
You must take a short or long rest to regain
use of this feature.

The Magic Domain A New Cleric Option


Magic is a primal force in the world, And many
worlds have deities that symbolize and protect the
craft and power of magic. Mystra and Azuth in the
Forgotten Realms, Boccob and Wee Jas of
Greyhawk, Hecate of the Olympians, and many
more.
The Domain of Magic is not about just casting
spells. Languages, communication, and even power
over the summoned creatures not of this world are all
part of their purvey. Though similar to Knowledge,
Magic is more about arcane power and learning
about the world and how mages bend it to their will.

MAGIC DOMAIN SPELLS


Cleric Level
1st
3rd
5th
7th
9th

Spells

detect magic, find familiar


Nystuls magic aura, web
dispel magic, slow
conjure minor elementals,
locate creature
dream, Rarys telepathic bond

Educated and Talented


At 1st level, you learn to use two toolkits from the
following list: Alchemist supplies, Calligraphers
supplies, Tinkers tools, Herbalism kit, Bookbinder;s
tools. In addition, you also have proficiency in the
Arcana (Int) skill.
Channel Divinity Gift of Tongues
At 2nd level, your deity teaches you how to use
your powers to comprehend languages other than
the ones you have learned. By using your Channel
Divinity power in this way, you can fully read, write,
speak, and understand any one language perfectly.
This lasts for one full hour, or until you dismiss it.
At 8th level, using this power expands. You now
can read, write, speak, and understand all languages
perfectly for one full hour. This includes the secret
languages of Druids, and even the sometimes
encoded writings of wizards.
The Power of the Arcane
At 6th level, you are gifted with arcane knowledge
of a spell. Choose any cantrip from the Warlock,
Sorcerer, or Wizard spell lists. This is now
considered a Cleric cantrip for you that you know
and have prepared every day. Wisdom is your
spellcasting attribute for this cantrip, just as if it were
on the Cleric spell list.

Power of Censure
At 17th level, the power of the arcane is almost
fully at your command. You may banish one
creature to their home plane. They must make a
Wisdom save at DC 8 + (your Wisdom modifier +
your proficiency bonus) or be returned immediately
to their home plane.
If you target a creature who is from the Prime
Material Plane, you instead temporarily banish them
through the planes for a short amount of time. They
must take the same saving throw as above or
disappear for 1d6 rounds as you cast it out. When it
reappears, it immediately takes 1d6 force damage
and 1d6 psychic damage for each round it was gone.
You may use this power twice before you must
take a Long rest to use the ability again.

The Nobility Domain A New Cleric Option


For ages, leadership and nobility, even when
taken at the end of a sword, is seen as a sign of
divine primogeniture. Nobility is not, as some think,
a sign of morality, but is only about the right to rule.

NOBILITY DOMAIN SPELLS


Cleric Level
1st
3rd
5th
7th
9th

Spells

command, compelled duel


hold person, zone of truth
beacon of hope, sending
compulsion, Mordenkainens
faithful hound
geas, dominate person

Bonus Proficiencies
At 1st level, you gain proficiency in History and
either Persuasion or Intimidate. You also gain
proficiency in martial weapons.
Channel Divinity Voice of the Great Leader
At 2nd level, your deity empowers you to enable
your allies around you. You may expend a single
use of your Channel Divinity power to give all of
your allies within 30 that can hear or see you
advantage on their next ability check, saving throw,
or attack roll. They cannot choose when they gain
this; it automatically applies to the next valid roll.
Channel Divnity Turn Foes
At 6th level, the power of your very presence can
send foes running. This works exactly as Turn
Undead.
As an action, you present your holy symbol and
speak a prayer censuring your foes. 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. lt 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.
You may add your Charisma modifier to the DC
for your foes to avoid being turned. You never gain
the ability to outright destroy foes as you can with
Turn Undead.

Divine Strike
At 8th level, you gain the ability to infuse your
weapon strikes with divine energy empowered by
your own will. Once on each of your turns when you
hit a creature with a weapon attack, you can cause
the attack to deal an extra Id8 psychic damage to the
target. When you reach 14th level, the extra damage
increases to 2d8.
Inspiration of the True Leader
At 17th level, you gain the ability to take on the
mien of a great leader of mortals. You almost seem
to shine with an appropriate radiance as you guide
your allies on the field.
For the next 6 rounds, you may give all allies
within sight of you a bonus to all attacks, saving
throws, and ability checks equal to your own
Wisdom or Charisma modifier, whichever is greater.
As well, they all gain 3d8 temporary hit points, and 5
extra feet of movement speed. The temporary hit
points last until the next time the ally takes a short
rest.
You may use this ability twice before you must
take a Long rest to regain use of it.

The Shaman Domain A New Cleric Option


This Domain is a new option for Clerics who wish
a more primitive, or at least less organized form of
divine spellcaster. The shaman domain is not
granted by any god or goddess, but is a domain
about spirits and the powers over them that spiritual
leaders can have.
Shaman are often as charismatic as they are wise,
as their force of personality comes into play when
dealing with creatures of the spirit world, in order to
enforce their commands on the creatures.

threshold, as shown in the Banish Spiritual Being


table.

SHAMAN DOMAIN SPELLS

Power of Life
Shamans are not just powerful in concerns to
spirits, but also in concern with life and the lives
around them. At 6th level, any time you cast a
healing spell, you may add your proficiency bonus to
the hit points healed by the spell.

Cleric Level
1st
3rd
5th
7th
9th

Spells

detect poison and disease,


speak with animals
beast sense, enhance ability
sending, speak with dead
banishment,
conjure minor elementals
awaken, commune

Bonus Proficiencies
At 1st level, you gain proficiency in Nature and
Survival, and with the herbalism kit.
Channel Divinity Turn Spirit Beings
At 2nd level, your power over the spiritual beings
that come to this world comes into being. You may
use your channel divinity power to turn elementals,
celestials, fey, and fiends just as you can undead.
As an action, you present your holy symbol and
speak a prayer censuring the creature. Each
elemental, celestial, fiend, or fey that can see or hear
you within 30 feet of you must make a Wisdom
saving throw. When you calculate your saving throw
DC for this power, use your Charisma modifier
instead of your Wisdom modifier. 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. lt 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.
Starting at 5th leveI, when an celestial, elemental,
fey, or fiend fails its saving throw against your Turn
Spirit Beings feature, the creature is instantly
banished if its challenge rating is at or below a certain

Banish Spiritual Being


Cleric Level
Banishes Being of CR
5th
or lower
8th
1 or lower
11th
2 or lower
th
14
3 or lower
17th
4 or lower

Divine Strike
At 8th level, you gain the ability to infuse your
weapon strikes with divine energy empowered by
your own will. 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 force damage to the
target. When you reach 14th level, the extra damage
increases to 2d8.
Power of the True Shaman
At 17th level, you have mastered your power over
spiritual beings. Any time you use your Turn
Undead, Turn Spiritual Beings, or use of the
banishment spell, you may add your Wisdom or
Charisma modifier to the DC the creature must roll to
avoid this effect, whichever is higher. In addition,
when you could Banish a being, per your Banish
Spiritual Being feature, you may instead command
the creature for a number of rounds equal to a roll of
1d4 plus your Charisma modifier. When that time is
up, the creature will be unfriendly to you, and may
attack.

The Circle of the Pack A Druid Circle


Some druids find it closest to nature to run with
the animals, not only in their form, but bonding with
a companion. Much like their ranger cousins, they
find a boon compatriot in a single beast, and the two
work together in almost supernatural coordination.
To these druids, the bond between themselves and
their animal companion is a perfect reflection of the
bond that demihumankind has with the world, if they
would open their eyes.
Animal Companion
Starting at 2nd level when you choose this circle,
you gain an animal companion who follows you
around, and works with you as a close friend and
ally.
Choose a beast that is no larger than Medium
and that has a challenge rating of 1/4 or lower. Add
your proficiency bonus to the beast's AC, attack rolls,
and damage rolls, as well as to any saving throws and
skills it is proficient in. Its hit point maximum equals
its normal maximum or four times your druid level,
whichever is higher.
The beast obeys your commands as best as it
can. It takes its turn on your initiative, though it
doesn't take an action unless you command it to. On
your turn, you can verbally command the beast
where to move (no action required by you). You can
use your action to verbally command it to take the
Attack, Dash, Disengage, Dodge, or Help action
lf the beast dies, you can obtain another one by
spending 8 hours magically bonding with another
beast that isn't hostile to you, either the same type of
beast as before or a different one.
Powerful Wild Shape
When you become a member of this Circle at 2nd
level, you are a more formidable foe as an animal.
Using your Wild Shape feature now uses a bonus
action on your turn, and while in beast form, you
may expend spell slots to heal yourself or your
animal companion, so long as your companion is
within 30 of you. For each level of the spell slot you
expend, heal yourself or your animal companion for
1d8 hit points.
Evolution of the Beast
At 6th level, you and your animal companion
have worked in tandem for long enough that it
begins to anticipate your actions. You no longer
need to use your own Action to command it to take
the Attack, Dash, Disengage, Dodge, or Help actions.

It now has an action of its own, but still acts on your


initiative. Its natural attacks now count as magical for
the purpose of overcoming resistances.
Empowered Wild Shape
Starting at 10th level, you have improved your
capabilities with your Wild Shape ability. You may
now take the form of a beast that has a challenge
rating of 3 or lower. In addition, your attacks in wild
shape are considered magical for the purpose of
overcoming resistances.
You can now target your animal companion with
spells that you can normal only target yourself with.
Full Might of the Pack
At 14th level, when your animal companion uses
the Attack action, it may use your bonus action to
make a second Attack action.
You may now take on the form of a beast with a
challenge rating of 4 or lower. When you are in your
wild shape form, and your animal companion is
conscious and capable of taking actions, you both
receive a +1 to AC, as your relationship has
progressed to supernatural levels, and you both are
very capable at looking out for one another.

The Strlborn Archer A Fighter Archetype


There are those to take up the bow instead of the
blade, and rain destruction and death down on the
battlefield. With a hip quiver full of arrows and a
sharp eye, many foes never get close enough to use
their weapons.
Over time, you become much more of a force to
be reckoned with on the battlefield. Your abilities
with the bow make you a threat to be reckoned with.
It is often to see high and wood elves take this
path, as well as humans that live in more sylvan
settings. Some half-orcs and hobgoblins take this
path as well, becoming devils on the fields with bows.
Specialists Training
At 3rd level, you gain proficiency in the
Bowyer/Fletcher tool kit, enabling you to make bows
and arrows, as well as crossbow bolts.
At the same time, your ability to unerringly place
shots just where they need to be in order to stop a
foe changes the damage you do with your shots. A
shortbow now deals 1d8 damage as a base, and a
long bow deals 1d10 damage as a base.
Perfected Aim
Your continued practice with a bow has made
you even more of an expert at placing arrows
precisely where you want them. At 7th level, you
now score a critical hit with a bow when you roll a 19
or 20. It is only a critical hit if the natural 19, after
modifiers, would have scored a hit.
You no longer suffer disadvantage when firing in
close combat.
Trick Shot
At 10th level, you have become much more
accomplished at doing seemingly insane things with
arrows that normal archers balk at. This includes
shooting out lanterns and candles, severing ropes
with arrows, and even shooting objects like chalices
out of a persons hand. You do not take
disadvantage on any roll to accomplish these feats.
You extend your range increments by 50%. This
means that a shortbow now has a range of 120/480,
and a longbow now has a range of 225/900. You
still take disadvantage for firing at long range.
Deadly Arrows
You are truly a demon with a bow. Your arrows
seem to find the worst mark, dealing even more
trauma to your foes. In your hands, a shortbow now

deals a base of 1d10 damage, and a longbow deals a


base of 1d12 damage.
Black Arrow
Your shots are deadly now, more often than not
rending your foes viciously. You score a critical hit
on a roll of 18-20 with a bow.
As well, you may designate one of your arrows as
a Black Arrow. You must use it on your next attack.
You double your proficiency bonus on the attack. If
you hit, it is automatically a critical hit, dealing double
damage. You must take a short or long rest before
using this ability again.

The Way of the Perfected Self A Monk Monastic Tradition


Monks of the Way of the Perfected Self seek to
discover the ways in which ki alters the body,
whether it is their own or others. Carefully training in
techniques that utilize ki to harness the great potential
of the body, monks of the Perfect Self learn how to
augment themselves and eventually stopping
anothers heart, or bringing a person back to life.

The Lesson of the Fourth Perfection


When you reach 14th level, you have gained such
mastery over ki that it seems as if life and death are at
your command.
You may spend 9 ki to cause yourself or a
creature you touch to mend yourself of all wounds.
You or your target regains all of your hit points. If
the creature is charmed, frightened, paralyzed, or
The Lesson of the First Perfection
stunned, the condition ends. This has no effect on
Starting when you choose this tradition at 3rd
undead or constructs.
level, you learn how to spend ki to augment your
Alternately, you may spend 9 ki to cause one
own person. You may spend 2 ki to give yourself the creature that you can see within range to die
benefit of the enhance ability spell, without the need instantly. If the creature you chose has 100 hit points
for material components. This effect lasts for an
or fewer, it dies. If it has more than 100 hit points, it
hour.
makes a Constitution saving throw at your Ki save
You may also spend 2 ki to give yourself the
difficulty or it takes 7d10 necrotic damage.
ability to see invisible creatures. So long as you
Finally, even death can be overcome. You
would normally be able to see the creature were it
cannot return the dead to life as they were, but you
visible, i.e. it is not inside of magical darkness, you
can move them along the karmic wheel of rebirth.
are not suffering from the blinded, condition, etc.,
You may spend 9 ki to cast the reincarnate spell on a
you can perceive the creature perfectly.
single body you touch. As long as the creature has
not been dead longer than 10 days, this power
The Lesson of the Second Perfection
creates a new body for them. If the targets soul is
At 6th level, you gain the ability to heal yourself.
not free or willing to do so, this effect fails. Use the
As you action, you can regain hit points equal to
following table to determine what race the creature
three times your monk level. You must finish a long comes back as. As a note, if you roll the same race
rest before you use this ability again.
and gender as the creatures previous incarnation,
they may appear exactly as they did before they
The Lesson of the Third Perfection
died.
At 11th level, you have attained greater mastery
The reincarnated creature recalls its former life
over ki and what it can do. You may now spend 5 ki and experiences. It retains the capabilities it had in its
to cast the spell greater restoration on yourself or
original form, except it exchanges its original race for
another creature.
the new one and changes its racial traits accordingly.
As well, you can spend 5 ki to give yourself the
They do not gain new attribute modifiers from their
benefit of the passwall spell. The passage appears for new race, but retain their old ability scores (Strength,
only you, and lasts just long enough for yourself to
Wisdom, etc.).
pass through. You may spend 1 ki for each
additional person other than yourself that you wish to
take with you.
You may also spend 5 ki to commune with
nature as per the spell. Your mastery of ki lets you
feel its ebb and flow in the world around you.

Adjusted Reincarnation Table for use with the reincarnation spell and the lesson of the fourth perfection.
Race d100
01-03 Aasimar
07-09 Dragonborn
10-17 Dwarf, hill
18-24 Dwarf, mountain
25-27 Dweorg
28-30 Elf, dark
31-38 Elf, high
39-45 Elf, Wood
46-48 Gnome, forest
49-53 Gnome, rock
54-57 Goblin
58-60 Half-elf
61-63 Half-orc
64-70 Halfling, lightfoot
71-77 Halfling, stout
78-81 Hobgoblin
82-97 Human
98-00 Tiefling
Gender d4
1 Different Gender
2-3 Same Gender
4 DMs Choice

The Oath of the Protector A New Paladin Oath


There are those men and women who take their
devotion to a higher calling very seriously, and they
strive to defend those who cannot defend
themselves. They know that there is a dark myriad
of beings that would love to enslave and take
advantage of everyone they can.
Protector Paladins are the heroes that stand fast
in the encroaching darkness. They are the beacon in
the night that inspires others to take up arms against
a sea of evil. And if they should perish in the course
of their duty, so long as someone is safe, they feel the
cost was worth it.
Tenets of Protection
Compassion. Aid others, protect the weak, and
punish those who threaten them. Show mercy to
your foes, but temper it with wisdom.
Duty. Be responsible for your actions and their
consequences, protect those entrusted to your care,
and obey those who have just authority over you.
Fortitude. Stand fast in the face of wickedness
and destruction as the bulwark against the tide. You
are the last bastion for many, so do not crumble.
Charity. Not all evils are fought with sword and
shield; give freely of your own to save those whose
only needed protection may be a hot meal and a
good nights sleep.

considered proficient with all saving throws. If you


are already proficient with a saving throw, for that
minute you gain advantage when making those
saving throws.
Shelter the Helpless. As an action, you may
designate one creature as the receiver of your Aegis.
For 1 minute, that creature gains your Charisma
bonus to their Armor Class and saving throws, and
gains a number of temporary Hit Points equal to your
Paladin level times 3. Any creature that damages the
receiver of your Aegis is afflicted with Disadvantage
on any attacks against the receiver of your Aegis from
there forward, until the duration of this power is
passed.
Aura of Warding
Beginning at 7th level, your dedication to
protecting others is so strong that it shields you and
your allies from baneful magics. You and friendly
creatures within 10 feet of you have resistance to
damage from spells.
At 18th level, the range of this aura increases to
30 feel.
Purity of Spirit
Beginning at 15th level, you are always under the
effects of a protection from evil and good spell.

Implacable Sentinel
At 20th level, you take on the form of a heavenly
protector, shining with golden-silvery light. Using
Spells
your action, you undergo a transformation. For 1
sanctuary,
minute, you gain the following benefits:
protection from evil and good
You gain resistance to bludgeoning, piercing,
5th
warding bond, prayer of healing
slashing, and spell-based damage.
9th
spirit guardians, beacon of hope
th
You gain the above effect of your Holy
13
guardian of faith, death ward
17th
hallow, commune
Armor feature without expending a use of
Channel Divinity.
CHANNEL DIVINITY
Enemies attacking you at a range other than
When you take this oath at 3rd levei,you gain the
5 do so with disadvantage.
following two Channel Divinity options.
Once you use this feature, you cant use it again
Holy Armor. As an action, you can imbue the
until you finish a long rest.
armor you wear with holy power, using your
Channel Divinity. For minutes, you add your
Charisma modifier to your Armor Class (minimum
bonus of +1). As well, for that minute, you are

OATH OF PROTECTION SPELLS


Paladin
Level
3rd

The Sentinel A New Ranger Archetype


There are those rangers that do not live solitary
attack. When an attacker that you can see hits you
lives, hunting down foes amidst the natural world.
with an attack, you can use your reaction to halve the
Some rangers feel a sense of duty and belonging to
attacks damage against you.
the communities around them, and stand watch,
protecting their adopted homes from those that
would run rampant, if only for a few months.
Sentinel rangers need not constantly stay in one
area for all their lives, but they dedicate themselves to
being a swift, skilled, and dangerous skirmishers.
Sentinels can be found amongst the Harpers of
Faerun, but their most iconic example is amongst the
elven settlements on Krynn. The Silvanesti,
Qualinesti, and Kagonesti all have sentinels standing
guard on their towns and villages. Quite often, these
elven rangers choose humans as one of their chosen
enemies, along with hobgoblins, keeping careful
guard against the member of those races who would
raid their villages.
Sentinels Duty
At 3rd level, a Sentinels dedication to being on
guard for their foes, and take great pains to eliminate
the bastards before they can do much damage. You
have Advantage on Dexterity (Stealth) and
Intelligence (Investigation) checks against your
favored enemies. When you acquire new favored
enemies, this ability applies to them as well.
Also, you can add your Wisdom bonus to attack
and damage rolls when facing one of your favored
enemies. Your intuition and hatred of your foes
serves you well in combat.
Fleetness of Foot
Sentinels are light on their feet and good at
outpacing their foes. Starting at 7th level, you
increase your speed by 10 feet, so long as they are
not in heavy armor.
Evasive Combatant
At 11th level, you have learned how to use your
environs to your advantage, temporarily becoming
harder to hit. As a bonus action, you may apply your
proficiency bonus to your Armor Class for one
round. You must take a short rest or a long rest
before you can use this ability again.
At 15th level, you may use this ability twice before
you must take a short rest or a long rest.
Uncanny Dodge
When you reach 15th level, you have learned
how to do your best to avoid the brunt of a foes

The Thanatoic Sorcerer A Sorcerer Origin


Born of a bloodline that dallied with the undead,
or even just immersed itself in the necromantic
energies of magic, the Thanatoic sorcerer has a great
command over the powers of Death and Undeath.
Masters of the macabre and morbid, these sorcerers
can rival even the necromantic masters of the
Wizardly arts.
At their most powerful, Thanatoic sorcerers shrug
off the touch of the grave, command powerful Wight
soldiers, and even gain life from the last shuddering
breaths of their victims.

Ashen Sacrifice
Your foes can rise as your allies. At 18th level,
when you reduce a living creature to 0 hit points, you
may claim it, consuming its last breath and gaining 1
Sorcery point. Alternately, if it is a medium-sized
humanoid, you may immediately raise it as a Wight
under your command. (See page 300 in the Monster
Manual for details on Wights). The Wight has its own
initiative, and you can decide what actions it takes. It
follows your orders as perfectly as it can. It crumbles
to dust if it is ever reduced to 0 hit points, or when
the sun rises next. At dawn, you may spend 6
Blood of the Grave
sorcery points to protect it, extending its unlife until
st
At 1 level, your heritage of the utter darkness of the next dawn. Wights created by Ashen Sacrifice
Death insulates you. You have advantage on saving can only have a maximum of six zombies under their
throws versus attacks that deal cold and/or necrotic
control, instead of twelve.
damage.
If you wish to use this power while you already
have a wight under your command, as provided by
Vigor Mortis
this feature, you must spend 6 sorcery points in order
You can swallow down the final gasps of life from to activate the wight option of Ashen Sacrifice again.
your foes. Whenever you reduce a living creature to Otherwise your current wight immediately crumbles
0 hit points, you gain 1d4 temporary hit points. As
to dust, and any zombies that were under its control
with any temporary hit points, these last until they are are immediately destroyed.
used up, or you take a Long rest.
This ability works in conjunction with the effects
At 8th level, you instead gain 1d6 temporary hit
of Vigor Mortis.
points. At 15th level, you instead gain 1d8 temporary
hit points.
Investiture of Entropus
At 8th level, you may add your Charisma modifier
to the damage dealt by any spells you cast that deal
cold or necrotic damage. As well, you may spend 1
Sorcery Point to gain resistance to either cold or
necrotic damage for a number of rounds equal to
your proficiency bonus. You may spend 2 Sorcery
Points to gain resistance to both at the same time.
Caress of Pure Thanatos
You can kindle a spark of pure necrotic energy
inside the body of one of your foes. At 14th level,
you can target a single creature. That creature must
make Constitution save versus your normal Spell
Save DC. Failure causes 8d6 necrotic damage as a
small bit of pure Death flares into existence inside of
your target. A successful save deals half this damage.
You must take a Long rest before using this ability
again. You may also spend 4 Sorcery Points to
regain a single use of this ability before you take a
Long rest.

The Celestial Patron A New Warlock Patron


You arent a true believer, one called to the
priesthood. Oh no, you are something different, like
a mercenary, a contractor that works for a specific
archangel, or high guardinal, or even a celestial being
that defies definition. Perhaps this is your chance at
redemption, or perhaps you have been offered a
chance to continuing to live when you should have
been killed. Is this maybe some kind of penance, or
parole? Whatever the case, you are in the employ of
a being of the Heavens.

EXPANDED SPELL LIST

The Celestial Patron 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.
CELESTIAL PATRON EXPANDED SPELLS
Spell Level
Spells
1
guiding bolt, sanctuary
2
enhance ability, spiritual weapon
3
daylight, speak with the dead
4
banishment, deathward
5
legend lore, planar binding

Font of Life
Starting at 10th level, you have resistance to
necrotic damage, and you have advantage on all
saving throws versus necrotic effects.
Celestial Castigation
Starting at 14th level, your Celestial Patron
bestows upon you the ability to castigate foes. You
may make a Ranged Spell Attack roll, dealing 4d10
radiant damage, and Incapacitating the target for 1
round. Anyone who strikes the Incapacitated target
takes damage identical to what they would have dealt
to the target, while the target takes no damage him or
herself.
Once you use this feature twice, you cannot use
it again until you take a Long rest.
Pact of the Tome
The book in question often appears as a book
with gilt pages, with fine filigree and decoration on
the cover. Cantrips taught are most often from the
Cleric list.
Pact of the Chain
Instead of an Imp, Pseudodragon, or Quasit,
what is most often sent is a small celestial creature
called a Heavenly Emmissary. (See below for
details.)

Celestial Splendor
Starting at 1st level, your patron bestows upon
you the ability to project the entrancing and
Pact of the Blade
sometimes awe-inspiring presence of a celestial
These weapons appear perfectly made, with fine
being. As an action, you can cause each creature in a
10-foot cube originating from you to make a Wisdom decoration, limned in gold radiance, or with shining
saving throw against your warlock spell save DC. The jewels set in it.
creatures that fail their saving throws are all charmed
or frightened by you (your choice) until the end of
your next turn.
Once you use this feature, you can't use it again
until you finish a short or long rest.
Arms of Heaven Shield You
At 6th level, you can call upon your patron to
shield you from harm. When you are struck in
combat, you may use your Reaction to enact this
ability. Doing so subtracts 1d10 + your proficiency
bonus from the damage you just suffered from one
attack. If that makes the damage dealt to a 0 or less,
you do not gain back any lost hit points, but the
attack is considered a miss now for any other effects.
Once you use this feature, you cannot use it again
until you take a short or a long rest.

Magic Resistance. Celestial Emmissaries receive

advantage on any saving throws against spells and


any other magical effects..

ACTIONS
Sword of Light. Melee Weapon Attack: +5 to hit,

reach 5ft., one target.


Hit: 5 (1d4+3) slashing damage, and the target must
make a Wisdom saving throw at DC 11. If it fails, the
target takes an additional 1d6 radiant damage, or half
damage on a successful saving throw.

Healing Touch.

The Celestial Emmissary may touch another creature


and heal it for 1d4+3 hit points as an action. The
creature is also free from any one single curse,
disease, poison effect, blindness, or deafness. It may
use this ability twice before it must take a long rest to
regain any uses of healing touch.

HEAVENLY EMMISSARY
Tiny celestial, any good

Armor Class 13 (natural armor)


Hit Points 7 (3d4+3)
Speed 15ft., fly 60ft.
Str 8 (-1) Dex 15 (+2)
Int 10 (0) Wis 12 (+1)

Con 13 (+1)
Cha 14 (+2)

Skills Insight +3, Perception +3, Persuasion +4,


Religion +3
Damage Resistances Radiant; Bludgeoning, Piercing,
and Slashing from nonmagical sources
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion,
Frightened, Poisoned
Senses darkvision 60 ft, passive Perception 13
Languages Celestial, Common
Challenge 1 (200XP)

Power of Heaven. The Lightbearer is able to cast the


light and thaumaturgy cantrips at will as an action. It
can cast thaumaturgy on others.
Piercing Gaze of Heaven. The Celestial Emmissarys
vision is not impeded by magical darkness in any
way.

The Dark Patron A New Warlock Patron


Your patron came to you, or its emissary
appeared in a flourish of shadow and night. No
faces, nothing to give you any ideas as to what and
who it is other than an absolute lack of anything.
You hear its voice at odd times, but always in the
dark, whether it is night, or just in a patch of deep
shadow. More than anything, the Dark Ones
motivations are towards the claiming of old debts,
and bringing death to seemingly random victims.
The Dark One is, if possible, even more inscrutable
than other patrons. Examples of the Dark One are
inscrutably old undead creatures, echoes of long
dead gods, and even Death itself as an incarnate
force.

remain invisible until the start of your next turn or


until you attack or cast a spell.
Once you use this feature, you can't use it again
until
you finish a short or long rest.
In The Arms of the Night
Starting at 10th level, your patron teaches you how to
shroud yourself in the deepest darkness, shielding
yourself from some types of harm. You gain
resistance to both necrotic and radiant damage.

Prisoner of Night
Starting at 14th level, you can consign one of your
foes to a shadowy pocket realm of pure darkness. As
an action, choose a creature that you can see within
EXPANDED SPELL LIST
The Dark One lets you choose from an expanded list 60 feet of you. It must make a Wisdom saving throw
against your warlock spell save DC. On a failed save,
of spells when you learn a warlock spell. The
following spells are added to the warlock spell list for it is enveloped in a sphere of pure blackness. It
disappears and is taken on a nightmare voyage
you.
through the utter darkness.
At the end of your next turn, the sphere
DARK ONE EXPANDED SPELLS
disappears, and the target reappears, harrowed by its
Spell Level
Spells
experience. It takes 5d8 psychic damage and 5d8
1
false life, ray of sickness
necrotic damage, and is stunned until the start of its
2
blindness/deafness, ray of
next turn.
enfeeblement
You must finish a short or long rest before you
3
fear, feign death
can
4
Evards black tentacles, phantasmal
use this feature again.
killer
5
mislead, modify memory
Shrouded Minds
Starting at 1st level, the Dark One teaches you the
value of being occluded and forgotten. As an action,
you can cause each creature in a 10 foot radius of
you to make a Wisdom saving throw against your
Warlock save DC. The creatures that fail this saving
throw cannot see you, just as if you had successfully
used the Stealth skill. In addition, they forget that
you are even in the area until you make an attack
action or cast a spell, or until 1 minute has passed,
whichever occurs first.
Once you use this feature, you cannot use it
again until you make a short or long rest.
Through Alleys of Shadow
Starting at 6th leveI, you can vanish in a burst of
darkness, reappearing in a nearby shadow. When
you take damage, you can use your reaction to turn
invisible and teleport up to 60 feet to an unoccupied
space you can see that is shrouded in shadows. You

THEMATIC NOTES

Pact of the Chain The Dark Ones familiars do not


appear as even the standard imps, quasits, or
pseudodragons do, having a shadowy, black
appearance. At the end of this section is a special
creature, the shadowdrake, that is often sent as a
familiar.
Pact of the Blade The Dark Ones weapons are
often shadowy, blurry, and carry with it the darkness
of the space between the stars. Quite often it takes
the form of a weapon that the warlock is already
proficient in.
Pact of the Tome Rarely does the Dark One grant
spells of radiance and light, preferring those that deal
necrotic or psychic damage, and spells of illusion.
The tome itself often appears as an onyx-covered,
small book that is graven with odd sigils and runes.

Limited Telepathy. He shadowdrake can magically

SHADOWDRAKE

Tiny dragon, neutral evil

Armor Class 13 (natural armor)


Hit Points 7 (2d4+2)
Speed 15ft., fly 60ft.
Str 6 (-2) Dex 15 (+2)
Int 10 (0) Wis 12 (+1)

communicate simple ideas, emotions and images


telepathically with any creature within 100 feet of it
that can understand a language.

ACTIONS

Con 13 (+1)
Cha 10 (0)

Skills Perception +3, Stealth +4


Damage Resistances Necrotic, Psychic
Damage Vulnerabilities Radiant, Fire
Senses Blindsight 30 ft, darkvision 60 ft,
passive Perception 13
Languages understands Common and Draconic, but
is physically incapable of speech
Challenge (50XP)

Bite. Melee Weapon Attack: +4 to hit, reach 5ft.,


one target.
Hit: 4 (1d4+2) piercing damage.

Shadowy Sting. Melee Weapon Attack: +4 to hit,

reach 5ft., one creature.


Hit: 4 (1d4+2) piercing damage, and the target must
succeed on a DC 11 Constitution saving throw or be
poisoned for one hour. If the saving throw fails by 5
or more, the target is blinded for the same duration,
Shadowy Disappearance, The shadowdrake is able or until it receives the benefit of a lesser restoration
to use its action to disappear in a burst of inky
spell, a paladins lay on hands (spending 5 hit points
darkness. It is invisible until it makes an attack action neutralizes the poison causing the blindness and the
or casts a spell.
poisoned condition), or the like.

Magic Resistance. The shadowdrake has advantage


on saving throws against spells and other magical
effects.

The Elementalist A Wizard Tradition School


Elementalist wizards embrace a philosophy
regarding the natural world and the fundamental
building blocks of it. Learning to control the
elements of creation with raw willpower and
formulae, elementalists are formidable battle mages,
and powerful conjurers. When they call, the
elements answer.
Elemental Savant
Beginning when you select this school at 2nd level,
the gold and time you must spend to copy a spell
that deals acid, cold, fire, or lightning damage, or
involves the elements, such as wall of stone into your
spellbook is halved.
Favored Element
At 2nd level, you must choose one of the
following elements: Air (lightning), Earth (cold), Fire
(fire), or Water (acid). Whenever you cast a spell
that involves one of these elements, or the attendant
energy in parentheses, you either gain advantage on
the spell attack roll (if it has one), or you add double
your proficiency bonus to your saving throw
difficulties for that spell (if it has one).
Elemental Substitution
At 6th level, you gain the ability to swap out your
favorite energy type for the one dealt by the spell.
When you cast the spell, you may choose to change
the type of damage dealt to the one specified by your
Favored Element feature.
Call the Elemental Ally
At 10th level, you gain the ability to summon an
elemental to your service. You must spend 1 action
calling to the elemental, after which a medium
elemental of the type you specify appears. The
elemental is friendly to you, and willingly complies
with your requests. It acts on your initiative in
combat. The Elemental stays for 1 hour, or until it is
banished or destroyed.
You must take a long rest in order to use this
feature again.
Command the Elements
Starting at 14th levei, you can use magic to bring
elementals under your control, even those
summoned by other wizards. As an action, you can
choose one elemental that you can see within 60 feet
of you. That creature must make a Charisma saving
throw against your wizard spell save DC. If it

succeeds, you can't use this feature on it again. If it


fails, it becomes friendly to you and obeys your
commands until you use this feature again.
Intelligent elementals are harder to control in this
way. If the target has an Intelligence of 8 or higher, it
has advantage on the saving throw. If it fails the
saving throw and has an Intelligence of 12 or higher,
it can repeat the saving throw at the end of every
hour until it succeeds and breaks free.

Fate-Called

Sometimes, a person is thrust into the river of


time and fate, drawn into the actions and activities
that will help shape a notable happening. Whether
you are a shepherds son from a small town where
two rivers meet, or the quiet, peace-loving scion of
two Halfling families, fate didnt care. It reached out
and drew you into life, and set you on your course.
You do not know for sure what your path will bring
you. You just know you cannot deny it.
Skill Proficiencies: Insight, one skill of your choice
Proficiency: Any artisan tool kit or language of your
choice.
Equipment: Set of artisans tools, set of common
clothes, a journal, ink pen, bottle of ink, memento of
home, belt pouch with 15 gp.

3
4
5
6
d6
1
2
3
4

FEATURE: Cloak of Destiny

Your destiny calls to you, and changes fate at


times, it seems, to keep you on your path. You must
work out, with your DM, what your eventual destiny
is, for weal or woe. Whenever your capability of
fulfilling your destiny is in question, you may gain
Inspiration, if your DM determines it is appropriate.
You must immediately spend your Inspiration in a
manner that works to help you towards fulfilling your
destiny. If you attempt to spend it in a way that
moves you away from fulfilling your destiny, you
instead gain Disadvantage from spending the
Inspiration this way. Fate is not a kind mistress.
d6
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2
3
4
5
6
d6
1
2

Personality Trait
This is not the life I ever wanted, but it seems
I cant do a thing about it.
I am resigned to my fate. I just go where I am
moved to, like a piece on a gameboard.
For whatever reason, I have been called, and
I wont deny that calling.
Some people go through life wondering what
the point is. I am lucky enough to know there
is a point to my life.
My fate is still my own, but it seems that life
has a direction for me to head.
My fate will always be my own, and I dont
care what some musty old prophecy said!.

5
6
d6
1
2
3
4
5
6

There is no greater feeling than the moment


that you complete another masterpiece.
Theres someone out there just like me that is
waiting for someone to teach them.
Just because I am good doesnt mean I stop
learning. I am out to learn everything I can.
My masterpiece is waiting. I just have to
figure out what it is.
Bond
My tools are my life, and they are the most
valuable thing I own.
The greatest reason to practice my craft is for
the sake of the craft itself.
My teacher unlocked the door for me, and I
will always remember and honor him/her for
that.
Each of my creations is just like one of my
children. I like to see them used the way they
were meant to..
I do what I do for those around me, to make
their lives just a little bit better.
My apprentice(s) have decided to pursue the
same path as me, and I wont fail them.
Flaw
Deep inside, I feel worthless at doing
anything except what I do best.
I look down on people that dont do what I
feel is something worthwhile with their lives.
When I fail at something, I cant help but
wonder at my own worth.
I am afraid that I have reached the pinnacle,
and theres nothing more for me to learn..
Why is there always someone better than
me?
Critics of my work send me into fits of nearviolence. Why cant they just see the beauty
in what I do, instead of trying to tear it
down?.

HERETIC

At one time, you embraced the faith of your


fathers and entered the priesthood willingly. You
learned alongside your fellow acolytes, or maybe just
from the village priest, of the miracles of your god or
goddess. You became one of the pillars of the faith in
Ideal
The gods have given me a gift, and I cannot your community. You never lost your faith, but you
realized that the dogma, the way things were done,
let it go to waste.
The world, for whatever reason, needs what I didnt sit right with you. Your god or goddess, you
knew, would never condone this kind of behavior.
do, so I do it the best that I can.
This was not the faith you felt in your heart. For a
.

while, you kept your mouth shut and your head


down. And then, something happened.
You spoke up, maybe at the wrong time, or in the
wrong way. Fairly or unfairly, you were declared a
heretic and anathema to the faith, and cast out. You
are no longer permitted into the temples of the god
or goddess you love, and the devout tend to shun
you. Maybe you were marked with a brand or a
tattoo, forever declaring you a heretic.
Skill Proficiencies: Religion, Survival
Tool Kit: One set, your choice, of Artisan Tools
Equipment: One Artisan Tool Kit that you are
proficient in, holy symbol, prayerbook, 5 sticks of
incense, common clothes, old or cobbled together
vestments, a belt pouch with 10gp.

FEATURE: FOR THE LOVE OF THE GOD

Even though you have been cast out from the


major body of your faith, there are those in most
every town that share some of your thoughts secretly.
You may not be able to enjoy all the comforts, but
you will have a hayloft or basement available should
you need a place to stay. You and your companions
can expect a hot meal and a, relatively clean space to
stay, should you need it.
It is worth noting, however, that because of your
status with the church, you cannot receive succor or
healing from the majority of your own faith. Should
you ever wish to return to their good graces, you
would have to undertake an almost impossible task
to prove your faith and dedication.
d6
1
2

3
4
5
6

Personality Trait
I know I am right in my beliefs, and in time,
so will my brethren.
I idolize a certain hero of my faith, and
endeavor to suffer through this test of my
faith in a way that would make him or her
proud.
Nothing can shake my faith in my
god/goddess. I know I am still in his/her good
graces.
I will prove to my brethren, with my last
breath if need be, that I am right in my
beliefs.
There is nothing the world can do to me that
will ever make me suffer as I did at the hands
of my own brethren.
I will not cease until my brethren accept me
back into the fold.

d6
1
2
3
4
5
6

d6
1
2
3
4
5
6
d6
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2
3
4
5
6

Ideal
It is not the letter of the law that dictates what
we should do, but the spirit in which it was
written.
There are always small-minded people, and
they need to have their world expanded.
We must help to make the faith, and the
world around us, into the proper image of
what is pleasing to the god/goddess.
Those who are in the way of the evolution of
the faith are enemies of it, and must be
treated as such.
I will not give up on my beliefs, regardless of
what I suffer in this life.
Those who wrote the greatest scriptures of
my faith were at one time considered heretics
just as I am.
Bond
If I must suffer to prove my faith, I will.
I will someday get revenge on the corrupt
temple hierarchy who branded me a heretic.
I owe my life to the people who took me in
when the church cast me out.
Everything I do is an attempt to prove that I
am right in my beliefs.
I will still do anything I can to protect the holy
people and places of my faith.
Those who stand beside me through my trials
will be remembered forever.
Flaw
I secretly doubt my own beliefs that have led
me down this road.
I trust people a little too easily with my secret.
I am intractable on what I believe, unwilling
to see any flaws others point out.
Every person I meet is most likely another
person who will hate me.
I judge others harshly, and myself even more
severely.
There is no true hope left in the world for me.

Inquisitor

Crimes happen every day, from simple robberies


to murders and worse. In a world full of different
peoples with different motives, you are the one called
in to discover who did what, and why. You are an
inquisitor in the truest sense, seeking the truth in all
matters. You are not necessarily claimed by any one
town guard or watch, nor does any temple call you

as their own, though you may work exclusively with


some religions or law enforcement groups.
When there is some sort of mystery to be solved,
you are one of the first people called to the scene,
and you are good at what you do.

3
4

Skill Proficiencies: Investigation, Insight


5
Proficiency: Two languages of your choice.
6
Equipment: Three pieces of chalk, roll of ten sheets
of parchment, ink pen, one bottle of ink, steel mirror,
set of common clothes, belt pouch with 15 gp..
d6
1

FEATURE: Discernment

You are accomplished at making leaps of logic


and reason, piecing together seemingly unrelated
tidbits of knowledge into a more cohesive whole.
You see connections and correlations that other
people gloss over regularly, and understand how
they work together into the bigger picture.
Because of this, you can make small leaps
towards solving puzzles, riddles, and conundrums.
When you take the time to truly think something
through, inspiration should strike you as to what is
really going on. The multiverse itself will not unfold
for you, but it will most likely expose to you some
small secret that others have missed. At any given
time, you can ask your DM if something comes to
your mind. He or she may require you to make an
ability check to do so, usually Intelligence or Wisdom.
Alternately, the DM could treat any instance such as
this as a chance to give you Advantage on any ability
check directly related.
d6
1
2
3
4
5
6

d6
1
2

Personality Trait
I tend to lose track of conversations going on
around me, getting lost in my thoughts.
I tend to mutter to myself almost constantly,
mulling over things.
I get impatient with people that cannot keep
up with me.
I look down with pity on those that cannot
fathom how it is I do what I do.
When people question the solidity of my
theories, it pushes me closer and closer
towards losing my temper.
I have a bad habit of going on forever about
things, never realizing when others lose
interest, or never had it.

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3
4
5
6
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2
3
4
5

will stand up to stop them, then all we have is


lost.
The guilty must be punished, and I must seek
them out.
Not every crime is perpetrated in the heart of
malice.
The devil truly is in the details.
I will make my name known as one of the
greatest inquisitors of all time.
Bond
My work with the Temple of (God or
Goddess) defines who I am.
I have a responsibility to the victims to solve
these crimes.
People deserve a life without threat of these
kinds of crimes happening within the safety of
their towns.
When I give my word, I mean it If I promise
to get to the bottom of an issue, I will dig all
day if I have to.
I am out to see justice served, and not
vengeance.
Those that try to help me are good people.
They deserve respect and all due honors.
Flaw
Im good at this because I was a criminal
once, and use what I learned back then.
I did something terrible once, and no one
really knows about it. And Id like to keep it
that way.
I throw myself so far into my work that I often
times forget there is life outside of it.
When something comes along that I cannot
solve, it drives me into a sort of madness.
Deep down, I think that there is no way to
keep people from committing these crimes,
and revel in the fact that it means I will always
be needed.
I am constantly haunted by the images of
what I have seen, and can never stop
wondering about the victims.

Mster

There are blacksmiths, and then there are those


smiths that make masterpieces. Maybe you trained
as a craftsman at the feet of the dwarven
Ideal
mastersmiths, or you learned how to play your
I am responsible for solving these crimes, and yarting or lute from an elf who first plucked the
I take that very seriously.
strings in an age long ago. Or maybe you just have
If these crimes are left unsolved, and no one an amazing talent at a particular craft. Whatever it is,

you are often sought out for your abilities. But the
road calls to you, always with more to learn and
develop in your repertoire.
Skill Proficiencies: Deception or Persuastion, Insight
or Perception
Proficiency: Any artisan tool kit or musical
instrument.
Equipment: Set of artisans tools or musical
instrument, set of common clothes or entertainers
clothes, belt pouch with 15 gp.

FEATURE: Hand of the Mster


You truly are a master at whatever it is you do.
You can coax notes from your lute, or turn steel into
art with your hammer, the likes of which no one has
seen. And it just gets better the more you travel and
the more you learn. Choose one artisan tool kit or
musical instrument that you are proficient in; your
proficiency bonus is doubled when you do anything
concerned with this tool kit or instrument. Once
chosen, you cannot change which tool kit or
instrument it is you receive this bonus for.
d6
1
2
3
4
5
6

d6
1
2
3
4
5

Personality Trait
It drives me crazy when I utterly fail at
something. Its the perfectionist in me.
Yes, I get a little egotistical about what I do,
but look at it! Its art!.
I gladly take time out to explain, in
painstaking detail, the lengths I go to with my
work.
I look down with pity on those that cannot
fathom how it is I do what I do.
When people question the solidity of my
theories, it pushes me closer and closer
towards losing my temper.
I have a bad habit of going on forever about
things, never realizing when others lose
interest, or never had it.

My masterpiece is waiting. I just have to


figure out what it is.

d6
1

Bond
My tools are my life, and they are the most
valuable thing I own.
The greatest reason to practice my craft is for
the sake of the craft itself.
My teacher unlocked the door for me, and I
will always remember and honor him/her for
that.
Each of my creations is just like one of my
children. I like to see them used the way they
were meant to..
I do what I do for those around me, to make
their lives just a little bit better.
My apprentice(s) have decided to pursue the
same path as me, and I wont fail them.

2
3
4
5
6
d6
1
2
3
4
5
6

Flaw
Deep inside, I feel worthless at doing
anything except what I do best.
I look down on people that dont do what I
feel is something worthwhile with their lives.
When I fail at something, I cant help but
wonder at my own worth.
I am afraid that I have reached the pinnacle,
and theres nothing more for me to learn..
Why is there always someone better than
me?
Critics of my work send me into fits of nearviolence. Why cant they just see the beauty
in what I do, instead of trying to tear it
down?.

Outlaw

You didnt really commit a crime, not like theft, or


murder. But you did the wrong thing at the wrong
time. Maybe you spoke out against the nobles, or
maybe you were plotting to get rid of the corrupt
Ideal
magistrate. You might have even been a member of
The gods have given me a gift, and I cannot the Thieves Guild, and were out for the
let it go to waste.
Guildmasters position. Maybe you didnt even do
The world, for whatever reason, needs what I anything like that, but were just in the wrong place
do, so I do it the best that I can.
and the wrong time. Suddenly, your life was thrown
There is no greater feeling than the moment into the air, and the pieces scattered to the wind.
that you complete another masterpiece.
Now you find yourself unwelcome in your home,
Theres someone out there just like me that is branded an outlaw, with a price on your head, and
waiting for someone to teach them.
bounty hunters on your tail. The road is your only
Just because I am good doesnt mean I stop chance at staying alive, and that will have to do for
learning. I am out to learn everything I can.
now.

Skill Proficiencies: Insight, Survival


2
Tool Kit: Disguise Kit
Equipment: Disguise Kit, common clothes, a bottle of 3
cheap wine or rotgut, a belt pouch with 10gp in it.

FEATURE: REFUGEES INSTINCTS


You may live on the road, but its taught you
how to make your way in a world that doesnt seem
to want you. Whether you are in the wild or the city,
you can easily forage for edible food, potable water,
and a place to stay for you and your companions. It
is by no means decent living, but it keeps you alive,
and can even lead to you living like a squatter for a
while.
As long as you are in an area that the DM deems
has the opportunities and resources for you to live
on, you can use this to support yourselves and your
companions. Only the direst of situations should be
considered as unsuitable for you.
d6
1
2
3
4
5
6

d6
1
2
3
4
5
6
d6
1

Personality Trait
I wasnt even involved in what happened!
Im innocent..
They were wrong to cast me out, and one of
these days, I am coming back to have my
revenge.
Apparently, I am destined for a life of
suffering. So, I will make the most of it.
Dont you tell me what I should or shouldnt
do. That kind of thinking is what started all of
this.
Im fine with this life. No one telling me what
to do or when to do it, and my bed is just the
way I like it..
I was wronged, and I didnt do it. I will be
back to clear my name and out the true guilty
parties.

4
5
6

d6
1
2
3
4
5
6

In time, I will return home with the proof that


I am innocent, and then Ill have my life back.
Theres one person who came to my aid
when they were after me, and I will always
owe that person my life.
(Person) taught me how to make it, living on
the lam. Ill never forget what they taught
me.
(Person) is the one who did this to me, who
made my life the hell it is. Ill have my
revenge.
The ones who stand beside me, and believe
that Im innocent Those people I will never
forget or desert.
Flaw
I really did do it. I just dont want people to
know.
There was something else horrible about my
life, something I did, that keeps me on the
road, for fear it will be discovered.
I get stubbornly pig-headed when I feel
someone is being unfair.
Every person I meet is most likely another
person who will hate me.
The real reason they got rid of me is I knew
their secrets, and if they ever caught up with
me, Id be dead..
I dont really want to go back home. I hated
it back there.

Sole Survivor

Once upon a time, you were another citizen in


another town, far from here. Maybe you were the
son of a merchant, or the local blacksmith, or even
the only child of the landed noble who ruled over the
land. Life was simple, but good. Your home never
Ideal
bothered anyone, and you all liked it that way.
No one should ever be declared guilty
And then disaster struck. The bandits rode into
without proof brought forth.
town, laying waste as they came. Or maybe it was
There are more people out there just like me, the worst storm seen in a century. It could have even
and they deserve justice too.
been plague, reaping the people you knew. But
The truth is out there, and it will set us free.
what it comes down to is this: you are the only one
Go on, brand me an outlaw. It is you who
who made it. And now you are on the road, making
make me who I am.
your way in the world and trying to find a new home.
Everyone should live as free as I can now.
Theres another home out there for me; I just Skill Proficiencies: Perception, Survival
have to find it.
Proficiency: One tool kit or one musical instrument of
your choice.
Bond
Equipment: Memento of home, set of common
This (item) was the only thing I could take
clothes, one tool kit or musical instrument of your
with me, and I treasure it.
choice, 3 days rations, belt pouch with 10 gp.

FEATURE: Heart of the Survivor

Life on the road is hard, and it can be deadly.


Plenty of beings out there love to prey on those who
dont have much to their name, taking whatever they
can get. Because of this, you have learned the
greatest of skills: making it through the toughest
situations without letting it wear you down.
This means that you can ignore the effects of the
first level of exhaustion, only if it comes from not
getting adequate food and/or water, sleep, or from
exposure to the elements. You still suffer the level of
exhaustion, but not its penalty (disadvantage on all
ability checks). If you persist under the same
conditions, warranting another level of exhaustion,
you suffer the cumulative effects as normal, suddenly
gaining disadvantage on all ability checks. If you,
however, take the effort to recover from the level of
exhaustion, you are safe.
d6
1
2
3
4
5
6
d6
1
2
3
4
5
6
d6
1
2
3

4
5
6

d6
1
2
3
4

Personality Trait
5
Nothing will stop me. I will live on.
Life is suffering, and I am an expert at it.
Apparently, I am destined for a life of
suffering. So, I will make the most of it.
6
You really cant take it with you, you know.
So I am living it up until I die.
Im fine with this life. No one telling me what
to do or when to do it, and my bed is just the
way I like it..
I have to believe there is something more out
there for me.
Ideal
Im not the only one like me out there, and
they deserve some kindness too.
This life is full of randomness and suffering,
and I embrace that truth.
If hope is the dream of the destitute, despair
is their bedfellow.
Charity is for the hopeless; I am far from
hopeless.
Everyone should live as free as I can now.
Theres another home out there for me; I just
have to find it.
Bond
This (item) was the only thing I could take
with me, and I treasure it.
Charity begins at home, and those without
are my family.
Theres one person who came to my aid

when they were after me, and I will always


owe that person my life.
Out there, somewhere, is a new home, and I
will damn well find it.
Honesty, deceit, labor, thievery, whatever it
takes, I will survive.
My companions dont treat me like a charity
case, and for that alone, they have my
loyalty.
Flaw
Deep down, I hated my old life, and am
oddly glad it is over.
I dont trust anyone. Theyre either out to
take something away from me, or theyre a
distraction from whats around the next bend.
Many times, I give so much to others in need
that I am soon one of them.
I did something truly heinous the night that I
lost my home, and I carry the burden of my
crime with me.
Inside, I cant stand beggars and refugees. I
dont know if its because they want
something, or because Im afraid thats what I
am like.
I dont think there are gods. And if there are,
they could give a damn less about us mortals.

Crafting and Masterwork Items


Making a sword, or a suit of plate mail armor is
not an easy thing. But smiths do it all the time in the
worlds of Dungeons & Dragons. But then you have
the masterpiece items, those swords and shields and
suits of armor that are absolute artwork, and capable
of amazing feats. The swords of Masamune and
Muramasa that could cut silk dropped onto the blade;
armor of such obdurate metal that a hammer blow
makes only a sound; such finely wrought tools for
gemcutting that perfect sapphires and rubies are the
result; these are the items of legend that make the
game so fun.
Below are rules for both crafting rolls (in case you
want a particular project during downtime instead of
just making a living) and for items with masterwork
qualities. Any bonus gained by masterwork qualities
is not magical, and not vulnerable to being dispelled,
dead magic zones, or the like. At the same time, if
the weapon is ever ensorcelled or enchanted in any
way, the bonus provided by the magic supersedes
the masterwork qualities, even if the bonus is lesser.
Crafting Rolls
Normally, crafting items happens between
adventures as a way for you to make a living and
support yourself. The standard rule is that you
accomplish 5gp worth of crafting in a day. This
means that to make a standard longsword, it takes
three days (5gp per day for three days to make a
15gp longsword.) To me, this just assumes that you
make your check by one point. So, if you wish to
work on a specific project, here is a good hard and
fast method for determining how much you
accomplish in a day.
Make an ability check modified by your
proficiency bonus (if you are proficient in the
appropriate tools) plus or minus any circumstantial
bonuses or penalties granted by things like
masterwork tools, access to special areas that
encourage or discourage your activities, and the like.
Your DC for this check is a standard 10.
You accomplish 4gp of work , plus 1gp of work
for every point you beat the DC by. Truly terrible
rolls can symbolize bad days that actually set you
back on creating your item.
Masterwork items add 1 to the DC for each level
of masterworking you are trying to accomplish (see
below for more details on masterwork properties and
levels).
Masterwork

Items can have different properties from


masterwork, whether adding to the damage dealt by
a weapon, or to the beautiful ornamentation on a
knights shield. Below are the groups of items that
can have masterwork properties and what those
properties provide.

MASTERWORK WEAPONS
Weapons can have three different types of
masterworking: accuracy, puissance, and
ornamentation. Accuracy adds to your chances to
strike a foe, symbolizes perfect balance and weight.
Puissance adds to the damage dealt when striking a
foe, with razor edges and end weighting for more
solid strikes. Ornamentation is just the details like
filigree, plating, coloration, and the like.
Ornamentation can add to interaction rolls.
Accuracy: The weapon has +1 to hit per level of this
masterwork quality, and can have a maximum of two
levels of Accuracy, meaning the most a weapon can
have is a +2 to hit.
Puissance: The weapon has +1 to damage per level
of this masterwork quality, and can have a maximum
of two levels of Puissance, meaning the most a
weapon can have a +2 to damage.
Ornamentation: The weapon is a decorated item,
described as you like. You can add +1 to all
Charisma checks in certain situations per level of this
masterwork quality. You can have a maximum of
one level of Ornamentation.

MASTERWORK ARMOR AND SHIELDS

Armor and Shields can have two kinds of


masterwork qualities: protective and ornamentation
Protective masterworking reinforces the armor,
making it harder to harm the wearer. Ornamentation
is just the details like filigree, plating, coloration, and
the like. Ornamentation can add to interaction rolls.
Protective: The armor or shield has an additional +1
to the AC provided by the item per level of this
masterworking, and can have a maximum of two
levels of Protective masterworking. .
Ornamentation: The armor or shield is a decorated
item, described as you like. You can add +1 to all
Charisma checks in certain situations per level of this

masterwork quality. You can have a maximum of


one level of Ornamentation.

MASTERWORK TOOLKITS, INSTRUMENTS, AND THE


LIKE
There is only one quality that these items can
have, and that is simply called Quality. Quality
masterwork items provide a +1 bonus to all checks
made with them. This means that a masterwork
musical item adds a +1 to any rolls to perform using
it.
At the DMs adjudication, some items like decks of
cards or musical instruments can also benefit from
Ornamentation as listed above for Weapons and
Armor and Shields.
These items can only have one level of Quality,
and if allowed, one level of Ornamentation.

THE COST OF MASTERWORK ITEMS

A great sword with two levels of Accuracy, a level of


Puissance, and a level of Ornamentation costs
125,000gp.
And finally, a greatsword with two levels of Accuracy,
two levels of Puissance, and a level of Ornamentation
costs 625,000gp.
A suit of plate armor costs 1500gp.
One with a single level of Protection, providing a
base AC of 19, costs 7500gp.
One with two levels of Protection, providing a base
AC of 20, costs 37,500gp.
And finally, a suit of plate armor with two levels of
Protection, and a level of Ornamentation, providing a
base AC of 20, costs 182,500gp.

It is not cheap to make or purchase items with


masterwork qualities. The table below gives the
multiplier to use depending on the levels of
masterwork that an item may have. Remember that
all levels are added together before figuring out the
multiplier.
1 level of masterwork 5x normal price
2 levels of masterwork 25x normal price
3 levels of masterwork 250x normal price.
Normally, three levels of masterwork benefit is
the maximum, but, at the whim of the DM, weapons
may have up to five levels of masterwork benefit
total, but are extremely costly to produce and
purchase.
4 levels of masterwork 2500x normal price
5 levels of masterwork 12,500x item price
So, a standard greatsword costs 50gp.
One with a single level of Accuracy costs 250gp.
One with a level of Accuracy and a level of Puissance
costs 1250gp.
A greatsword with a level of Accuracy, a level of
Puissance, and a level of Ornamentation costs
12,500gp.

Created by Erik Fry, Feb. 2015. Please Credit if you redistribute. Covered under Creative Commons Licensing.

Drinking & Dragons: Alcohol in the Fifth Edition


You all meet in a tavern These words have
started many a D&D game since the game first
started being played in basements, college dorms,
and hotel conference rooms back in the 1970s.
Many a tankard of ale has been hoisted, in character,
to the successful raid on a hobgoblin enclave, or to
the loving memory of a passed companion, lost to
the blades of the drow.
This document is meant to emulate a system of
rules to give in-game effects for the consumption of
alcohol. Right now I am making the following
disclaimer: THESE RULES ARE NOT MEANT TO
ENCOURAGE OR ACCURATELY PORTRAY THE
EFFECTS OF ALCOHOL ON A LIVING BEING. IF
YOU ARE UNDERAGE, DONT DRINK. IF YOU
ARE OF AGE, DONT ABUSE ALCOHOL. There,
with that out of the way, lets get started.
Damn, that whiskey kicks like a mule.
Drinking has its risks, and its consequences. And
if you are going to down tankard after tankard of that
Dwarven Hammerfist Ale, you are eventually going
to pay for it. The good part is that you have, or at
least think you have, a good time. The bad part is
that the next day is going to hurt like the Nine Hells.
The effects of alcohol, for our purposes here, are
a Poison effect. Thats right, you are getting
poisoned. This also means that any benefits you
may have against being poisoned, such as Dwarven
Resilience, apply when you are drinking. Essentially,
every time you have a drink, you must make a
Constitution saving throw. The Difficulty Class of the
saving throw is:

+5
Spirits (whiskey, rum, gin), Dwarven
Mead
+6
Elven Mead, Halfling Brandy
+7
Dwarven Spirits, Werebear Mead
Remember, these are general guidelines for you
to make decisions as a DM as to just how strong the
drinks are that the characters are downing. If you
want to have a Gnomish Steambeer that kicks like
whiskey, go right ahead.
It comes in pints?!
Size really does matter, at least as far as drinks
count. After all, there is a big difference between
downing a half pint of heavy lager, and chugging
down that half gallon tankard the half-orc bartender
shoved your way.
Size Mod.
+1
+2
+3
+4
+5

Size
Half-pint (Beer),
Small glass (Wine, Mead)
Pint (Beer), Glass (Wine, Mead),
Small glass (Brandy), Half shot
(Spirits)
Large glass (Wine, Mead), Glass
(Brandy), Shot (Spirits)
Quart (Beer), Large glass (Brandy),
Heavy shot (Spirits)
Double shot (Spirits)

Also, your size makes a difference as well. If you


are a Medium-sized creature, you use the numbers as
above. If you are a Large-sized creature, you reduce
the Size Modifier by 1, as your sheer mass helps you
with drinking. If you are a Small-sized creature, you
Constitution Saving Throw DC = 8 + the Potency of increase the Size Modifier by 1. Your smaller stature
the Drink + the Size of the Drink
does not serve you well here.

This stuff could strike you blind.


The Potency of a drink is dictated by the nature
of the spirit in question. Liquor, especially very
special liquors, are going to be far more potent than a
mild beer that has been watered down by the
innkeeper to make those silver coins stretch. Below
is a guide to how you, as a DM, should adjudicate
the Potency levels of various drinks.
Potency
+1
+2
+3
+4

Well just drink ourselves sober.


The more you drink, the farther you slide into
drunkenness. For every three drinks you have within
an hour of each other, add a +1 to the DC for your
Constitution Saving Throws. Power drinking is a
Hades of a thing.

Hey! Are you having a good time?


So, this is how it works. Your Human Fighter
Drink
bellies up to the bar with your buddy's Dwarven
Watered beer, watered and sugared wine Fighter, and they decide to tie one on. The first
Beer, Ale, Cider, Table Wine
round is Kneecracker Cider, a favorite drink in the
Stout, Mead, Fortified Wine (Port)
area. You are drinking pints for now, pacing
Brandy, Dwarven Beer
yourselves. Cider is a +2 Potency, and pints are a

Created by Erik Fry, Feb. 2015. Please Credit if you redistribute. Covered under Creative Commons Licensing.

+2 Size. This means that each of you must make a


DC 12 Constitution Saving Throw. Your
Constitution gives you a +2, and you are Proficient.
Your buddy the Dwarf has a +3 from Constitution,
and is also Proficient in these saving throws.
However, he also has the benefit of his Dwarven
Resilience. (Remember, Alcohol saves are
considered to be Poison.) This means he has
Advantage on saving throws for drinking. Your
Dwarven buddy gets a 4 and an 11, giving him a
total of either 9 or 16, meaning he easily makes his
save. You, on the other hand, just get a 7. You top
out at 11, and that cider hits you harder than you
thought it would
Dont you look at me like that! You love me!
Now comes the part everyone dreads: what really
happens after you start failing those Constitution
Saving Throws, and what it means going forward.
Every time you fail a Constitution Saving Throw
while drinking, you gain a level of Drunkenness, just
like Exhaustion. And, just like exhaustion, the effects
are cumulative.

The drunker you were the night before, the


worse it is for you the next day. Sleeping for at least
six hours resolves the two worst levels of
Drunkenness you had accumulated the night before.
The rest, however, is not so kind.
First of all, you have not rested enough to regain
all of your hit points like normal, nor have you
regained all the hit dice you normally would have. If
you have at least one level of Drunkenness left after
subtracting for sleeping, you only regain enough hit
points to take you to half. In addition, you regain
only one quarter of your maximum hit dice.
Next, for each level of Drunkenness that was left
over, you have disadvantage on one kind of Ability
check/saving throw. These are cumulative:
1 Level left Intelligence
2 Levels left Wisdom
3 Levels left Dexterity
4 Levels left Constitution

For every short rest you make that day, you may
erase one of the Levels, effectively resolving the
condition that enforces Disadvantage on that Ability.
Level Effect
The first to go is the final on. So, if you had 2 Levels
1
Buzzed. You suffer disadvantage on Wisdom left, and you complete a short rest, you can resolve
checks of all kinds.
the Wisdom Disadvantage problem, leaving you
2
Tipsy. You suffer disadvantage on Dexterity taking Disadvantage on only Intelligence checks.
checks of all kinds, and all Dexterity-based
You still may spend hit dice, and gain all the
attack
benefits of taking a short rest. Hangovers are rough,
rolls.
and complicate life enough.
3
Drunk. You are Poisoned. This means you
suffer Disadvantage on all ability checks and A bit of hair of the dog will do you right fine.
saving throws.
Drinking the next morning is generally a bad
4
Sloshed. Your movement is halved. As well, idea. The first time you fail a Constitution save from
you cannot cast spells of any kind, nor can
drinking alcohol if you have not rested away all the
you hold your Concentration.
levels of hangover makes you immediately
5
Obliviated. You are Incapacitated. All you
nauseated. You have disadvantage on all
can
Constitution saving throws versus poison until you
do is move up to your normal movement. complete a long rest. Any further failed Constitution
6
Gone. You are Unconscious.
saves from alcohol return all levels of disadvantage
from being hungover to you all at once, plus an
The spell lesser restoration resolves two levels of additional level. If this takes you to 5 levels of
Drunkenness on its target. Greater restoration
Hangover, you suffer 5d4 points of poison damage
actually removes all levels of Drunkenness.
immediately and are incapacitated. Only rest or
magic can deplete these levels.
Theres a legion of dwarves stomping my brain.
The next morning. Oh, by all the gods and
goddesses, the next morning. You are in for it now.
Alcohol is a harsh mistress, and she wakes early.

Created by Erik Fry, Feb. 2015. Please Credit if you redistribute. Covered under Creative Commons Licensing.

Altered Healing Rules for more Challenges


The rules for natural healing in the Players
Handbook do a good job of creating a game that is
cinematic fun, but I prefer things a bit more hardedged. I suggest the following:

During short rests, in order to utilize Hit Dice


to heal, you must have someone with you
that is either proficient in the Medicine skill, or
in the herbalism kit or healers kit (see
below). Proficiency in Medicine or with the
herbalism kit allows for immediate use, but
those proficient in only the healers kit must
expend a single use from the item to allow up
to six creatures to utilize their hit dice during
the short rest. If no one is proficient in one of
those, or has any remaining uses of their
healers kit, they must then make a Wisdom
check at DC 11. Success on this check
allows each creature to use a maximum of 2
hit dice to regain hp.

Resting for a long rest regains you 2 hit points


per hit die, and you regain of your
maximum hit dice, up to your maximum.

Healers Kit
Filled with tinctures, ointments, balms, and tonics, along
with minor medical equipment, the healers kit is the
ultimate in nonmagical healing gear for in the field.
Each kit comes equipped with enough materials for 20
uses.
Spend one use to allow up to 6 creatures to use
hit dice during a short rest in order to regain hit
points. You do not need to make a check for
this.
2 charges allows you to use your Wisdom
(Medicine) proficiency to make a single check
with advantage for things like stabilizing a
compatriot.
3 charges allow you to give a single creature
advantage on a single Constitution saving throw
against either a poison or a disease.
Weight: 8 lbs.
Cost: 25gp

Created by Erik Fry, Feb. 2015. Please Credit if you redistribute. Covered under Creative Commons Licensing.

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