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% Sa r I CONENT FOR THE DUNGEONS & DRAGONS ea lath )51@10), . Te s be FFXIV CLass COMPENDIUM A LOVE LETTER TO D&D AND FINAL FANTASY XIV, PLEASE ENJOY, ITS BEEN QUITE A JOURNEY PUTTING ‘THIS TOGETHER. -SILENTSOREN (SORENSON ASGARD, GILGAMESH SERVER) Nore: THESE CLASSES HAVE BEEN BALANCED FOR AND ARE INTENDED FOR USE WITH THE STH EDITION OF DUNGEONS AND DRAGONS. ConTENTS Cwarren 1; CLasszs Arcanist a 4 5 Astrologian. i See eee ean) Black Mage: mete ee Dark Knight. Dragoon, Machinist. Monk (Archetype) Ninja (Archetype)... Paladin (Archetype). Warrior. White Mage: Cuarrer 2: SPELLS Spell Lists 50 Created Spells. 54 APPENDIX A: CARBUNCLE: APPENDIX B: Eois APPENDIX C: NYMIAN Fry APPENDIX D: MACHINIST INFO ‘THERE'S A LOT OF ROOM HERE, GOOD THING I'LL BE ADDING THE RACES IN THE NEAR PREFACE Starting with aknowledgements! Special Thanks to JullamesMusicus for his class ereation template and //Stolksdort for their homebrewing tool at naturalerit.com/homebrew: Thank you to Square Enix for producing Final Fantasy XIV. Specifically Akihiko Yoshida for the work he's done to create the art I am using. I have spent over two years enjoying the world you all have created and have enjoyed it immensely! ‘A huge thank you to 1/UnearthedArcana and rffriv for their ‘warm reception and feedback. Especially: /w/Louku, /ujDarcHelisong,/u/megasico, u/guiltypleasures, /u/Krispykremeguy, /ueyanCrusader, //Tigercule, u/CypherWult, /Brimeon, /a/StaticX27, fa/Zenithfury, /u/TotesNACL, /u/ParelyApplied /u/DaveSW777, fujalbireookami,/u/sarria22 /u/TheBlackRose, fuljustSomeCrusader,/u/Shiloser, (u/Sidneymedanger, //Skeletonjester,u/GundamBear,ju/ak3n, fa/Xante8, JulKyleKaiLerroc, /a/Voltaire87,/u/Proxxy55, fu/ChaoticUnreal, /u/Goreness, /u/eyrieking162,/u/ManToot fu[ShadowedIce, and Nine-BulletRevolver at Deviantart.com, ‘Though these names are just appearing on a list at the preface, Ian not highlight enough how important their suggestions and feedback was to the polishing of my work. ‘Thank you so much all of you, I wouldn't have gotten this one without you. ‘Now that the classes are complete I plan on doing the races next. It shouldn't take me very long at all. as itis alot less daunting. Looking back on this project I started out on nearly a year ago, [fel like I've come a long way in this skill and hope to continue doing these, preferably without the hiatuses due (0 real life interruptions. I cant help but smile seeing this finished, but st the same time I'm nervous releasing it tothe public. [know some of you have been keeping this in the back ‘of your mind, while others may have forgotten all together. ‘Thanks for taking the time out of your day to check out my ‘work and I sincerely hope you enjoy it. Also if you are wondering if wll patch my work as Square Enix releases new classes and races, the answer is yes I plan wo! ‘So in the words of Yoshi, please look forward to it Utirry Linxs ‘+ PDF download of entire document: + Arcanist naturalerit site: http /homebrewerynaturaleri.comishare/VI_ZdkSx + Astrofogian naturalerit site: toh turalerit.com/share/4keeD; + Bard naturalerit site: hhip:/homebrewerynaturaleritcom/share/VwdJ1 XeC] + Black Mage naturalerit site: hups/homebrewerynaturaleritcom/share/HyCVU Af + Dark Knight naturalert site: ups /homebrewerynaturalert com /share/N]YOCKY Kg ‘+ Dragoon naturalerit site: ups homebrewerynaturalert.com/share/VIDoiwiSx ‘+ Machinist naturalert site: tps /homebrewerynaturalert.com/share/NysKKDILSe + Monk naturalert site: hntto/hom: nnaturalerit.com/share/4yzkCDM + Ninja naturalerit site itp fhomebrewerynaturalert.com/share/4y7WfxeR ‘+ Paladin naturalerit site hips /homebrewerynaturaleriteom/share/4yLbOLVOl ‘+ Warrior naturalesit ste hups/homebrewerynaturaleritcom/share/4IG3D¥eTs + White Mage naturalerit ste: hups/homebrewerynaturalcritcom /share/VigLve9] Nores ‘+ Tm aware thatthe class tables have a glitch where the headings appear twice along the border. That's from naturalerit's conversion to PDF.'ll republish eventually! “+ Also the Astrologian's Draw effects table was glitching out, when converted to PDF, so itis palced in a bad spot right ARCANIST A lightly armoured man maneuver through the battlefield alongside his carbuncle companion. The carbuncle dashes head and lets out a burst of magical energy, dazing their foes, while their allies return to formation, swaying the battle in their favour. A quiet woman carefully scratches notes into her research tome. After a long quiet hour passes, a shining avian figure bursts forth from another plane, ready to heed her every ‘command, ‘A carefully launched arrow catches the the elven woman's ally. With a few invoking words and raising her grimoire to the sky, healing magics close the wound. allowing their frend to fight on. ‘These skillful magic users take on many rolls on the battlefield be ita commander of their allies, a medic or a destructive force. Through careful planning and preperation ‘an Arcanist becomes an indomitable force to stand against. Macic TaroucH RESEARCH Arcanists work hard to explore the secrets of magic, only through deep understanding of formulas and geometrical figures can they produce magical effects. Their tomes and arimoires are filled with fascinating formulas and diagrams, ‘which when fed magical energy from the arcanist's body burst forth into powerful spells. Ever thirsty for greater knowledge, an Arcanist seeks knowledge and then tests that knowledge. BorrowEp PowER (One thing which sets the Arcanist apart from other spell ccasters is their usage of summoning companions. Eariy in their studies an Arcanist learns to summon forth 2 magical servant. This is the first major task of an Arcanist and helps to sharpen their powers. The companion borrows some of the arcanist’s power and in return gives the caster an ‘unwavering ally on the field of battle CREATING AN ARCANIST ‘An arcanist’s path begins with a few formulas scraviled in a tome and a large amount of time practicing their craft, researching to unlock greater power to have at their disposal You must consider what was your arcanist’s cal to action? Perhaps their thirst for knowledge couldnt be satisfied at their desk, or they saw that their abilities could help the world, {in another way. Perhaps they uncovered some information that they must investigate or acted upon, ‘Whatever the cause which brought the arcanist out into the ‘world they do so with their research in hand and companion by their side. THE ARCANIST Level Proficiency Bonus Features Ist 2 and 2 sed 2 ath 2 Sth +3 sth 8 7th 8 ath 8 oth 4 oth 4 1th 4 12th +4 13th 45 14th +5 15th +5 16th +5 1th +6 18th +6 Study Feature 13th +6 Ability Score Improvement +6 Aetherial Sea Spelicasting, Aetherflow Area of Study, Summoning Ability Score Improvement Study Feature Ability Score Improvernent Study Feature Ability Score Improvement Tandern Bond Ability Sore Improvernent Quick Burp You can make a Arcanist quickly by following these suggestions. First make Intelligence your highest abilsy scar, following with Wisdom. Second take the Sage background Cass FEATURES ‘Asan Arcanist, you gain the following class features Hrr Ponts Hit Dice: 146 per Arcanist level Hit Points at 1st Level: 6 + your Constituion modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Arcanist level after Ist PROFICIENGIES ‘Armor: None ‘Weapons: Daggers, darts, slings, quarterstaff, light crossbows ‘Tools: None ‘Saving Throws: Intelligence, Wisdom, ‘Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion. Cantrips Known Ist 2nd 4 Eguirmenr You start withthe following equipment, in addition tothe ‘equipment granted by your background + @)quarterstaffor (b)a dagger + (@)agrimoire spell casting focus + (@)asscholar's pack or (b)an explorer's pack. SrExi CasTINc Your avid research has allowed you to produce magic spells through the use of geometrical figures and formulae within your grimoire. As you level up, you are able to write more powerful formulas leading to stronger spells. See chapter 10 of the PHB for the general rules of spelleasting and the end ‘of this document for the Arcanist spell is. CanTRirs At Ist level you know 3 cantrips of your choice from the Arcanist spel list. You learn additional Arcanist cantrips of your choice at higher levels, as shown in the Cantrips Known ‘column of the Arcanist table, ‘PREPARING AND CASTING SPELLS ‘The Arcanist table shows how many spell slots you have to cast your spells of Ist level and higher. To cast one of these spells, you must expend a slot of the spel’s level or higher. ‘You regain all expended spell slots when you finish 2 long, rest, You prepare the list of arcanist spells that are available for ‘you to cast, choosing from the arcanist spell list. When you 4 0, choose a number of arcanist spells equal to your Intelligence modifier + your arcanist level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, ifyou are a 3rd-evel areanist, you have four Istlevel and two 2nd-level spell slots. With an Intelligence of 16 your list of prepared spells can include six spells of Ist or 2nd level in any combination. Ifyou prepare the Lstlevel spell cure wounds, you can cast it using a Istlevel or 2nd level slot. Casting the spell doesn't remove it from your list of, prepared spells. ‘You can change your list of prepared spells when you finish along rest. Preparing a new list of arcanist spells requires time spent rewriting your formulas in your grimoire: atleast 10 minutes for each spell you change. SPELLGASTING ABILITY ‘The spellcasting ability for your arcanist spells changes. depending upon the discipline you select. You use your Intelligence whenever a spell refers to your spelleasting ability In addition, you use your Intelligence modifier when setting the saving throw DC for a arcanist spell you cast and ‘when making an attack rol with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier Rrrvat Castine You can cast any arcanist spell you know as a ritual if that spell has the ritual tag, SPELLGASTING Focus You can use a grimoire, tome, research notebook or other similar equipment as an arcane focus (found in chapter 5 of the player's handbook) for your arcanist spells. AETHERFLOW Beginning at the Ist level you are able to gather and hold ‘magical energy in your body in units known as stacks, You are able to hold a aumber of aethesflow stacks equal to your Intelligence modifier. You may only build up your aetherflow ‘stacks once, requiring a long rest before refreshing them again. ‘Additionally, you may expend one aetherflow stack to reroll a damage roll but must use the new number. ARCANIST ARCHETYPE ‘At 2nd level you decide on your area of specialization and ‘along with it, the type of companion you are capable of summoning. A Strategist focuses on using their magical abilities and carbuncle ally to dictate the flow of battle, a ‘Summoner harnesses the raw power of beings from another plane along with augmentations to their spells to rain havoc ‘on their enemies, and a Nymian Scholar has decided to focus con the healing arts, seeking to expand the healing magic available in the world alongside their fey allies. SUMMONING Beginning at the 2nd level you are able to perform a ritual to. ‘summon an aetherial companion which is able to fight alongside you. Ifyou select the Strategist archetype, you may ‘summon a carbuncle. Ifyou select the Summoner archetype you may summon an Egi, and ifyou select the Scholar ‘archetype you may summon a Nymian Fey. Add your proficiency bonus to your companion’s AC, attack rolls, and damage rolls, as well as to any saving throws and skis itis proficient in. Its hit point maximum equals its normal ‘maximum or four times your Arcanist level, whichever is higher. ‘Your companion 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 ean, verbally command your companion 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. ‘To summon your companion you must spend one hour performing a ritual which your spell casting focus is required. ‘You may only summon one companion once before requiring, ‘along rest. your companion strays farther than one mile from you, their bond to you and the material plane are severed, causing them to disperse. Asiiity Score IMPROVEMENT ‘When you reach 4th level and again at 8th, 10th, 12th, 16th and 19th level you can increase one ability score of your choice by 2,or you can increase two ability scores of your choice by 1. As normal, you cant increase an ability score above 20 using this feature. TanpEM BonD Beginning at 14th level when you take an action, as a bonus action you may command your companion to take the Dash, Disengage, Dodge, Help or an attack action. ABTHERIALSEA Beginning atthe 20th evel during combat you may use your action to regain 1 aetherfow stack the beginning of bat yo gain one seterlow tac THE SUMMONED ALLY ‘The Arcaniat’s most prized companion is the one they bring. forth into the world Through the use of grimoires and ‘magical fomulas, Acantists have learned how to bring forth a ‘magical ally to fight alongside them. Depending on the area, of study an Arcanist explores, they are able to summon different allies. A strategist has learned to bring forth a carbuncle, a summoner has learned to bring forth elemental gis, and a nymian scholar has learned to summon a special type of fey STRATEGIST Most arcanists go the route of the strategist, highly intelligent spell casters who assist their allies by organizing their forces and swaying battle with tactical maneuvers. In the tradition of arcanists, the strategist who brings forth a carbuncle, to help dictate the pace of battle. Frexp COMMANDER ginning at the 2nd level, you have opted to take up the biade alongside the book to protect yourself on the battle field You gain proficiency in light armor, shields, simple and ‘martial weapons. You gain one extra hitpoint when you level up. ‘TacrrcaL MANzUVERS Also beginning at the 2nd level you may select a tactical ‘maneuver from the following list to learn. You may select additional maneuvers at 6th, 10th and 18th, These are special combat skills used in collaboration with your summoned carbuncle, allies or your own martial ability You ‘may use a tactical maneuver on your turn by expending one aetherflow stack. Bombarding. When you take an attack aetion or cast a spell you may expend one aetherflow stack to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you. That ereature can immediately use its reaction (o make one weapon attack. Carbuncle Bind. When your carbuncle lands an attack, ‘you may expend one aetherflow stack to bind a creature (0 your carbuncle. The target of your carbuncle's attack must make a dexterity saving throw. On a failed save, a binding ethereal chain bursts forth from the carbuncle, shackling the target, The creature may not mave more than Sf away from the carbuncle for 1d4 rounds. Carbuncle Shine. When your carbuncle lands an attack, ‘you may expend one setherflow stack to cause your carbuncfe to shine brightly All hostile creatures who can see the carbunele within 10f. must make a constitution saving throw: On failed eave, the ereature is blinded for 1d4 rounds, Deployment Tactics. As « bonus action you may expend one aetherflow stack to invigorate your allies making them more nimble. Select two friendly creatures, they may move up to half their movement speed without provoking attacks of opportunity. False Fear When your carbuncle lands an attack, you may ‘expend one aetherflow stack to attack their mind as well The creature must make a Wisdom saving throw, on a failed save their mind is infested with an illusion causing them to ‘become frightened of the carbuncle until the end of your next Helping Hand When your carbuncle lands an attack, you may expend one aetherflow stack, causing your carbuncle to release a pulse of positive energy. Allies within 10R. ofthe carbunele gain advantage on their next action. ‘Spreading Strike. When your carbuncle lands an attack, you may expend on aetherflow stack, causing your carbuncle to launch a second attack on a creature Sf. fom the first target. ‘Switching Step. As a bonus action, you may expend one _actherflow stack to switch places with your carbuncle instantly if the carbuncle is within 60ft. of you, CHANGING THE TrDz When you make an attack or saving roll you may expend one -etherflow stack to reroll that die roll You may only choose to do so before the DM states the outcome ofthe die rol rest. ‘EYE OF THE STRATEGIST ‘Starting at the 10th level if you spend at least 1 minute ‘observing or interacting with another creature outside ‘combat, you can learn certain information about its capabilities compared to your own. The DM tells you ifthe creature is your equal superior, or inferior in regard to two of the follow characteristics of your choice: + Strength score + Dexterity score + Constitution score + Armor Class + Current hit points Total class levels (ifany) + Fighter class levels (fany) CARBUNGLE'S SACRIFICE Starting atthe 18th level you are able to sacrifice your carbunele to recover all of your aetherflow stacks, feeding on the magical energies which formed the summon. SUMMONER ‘A summoner has directed their studies towards harnessing the powers of raging elementals of another plane, binding ‘them to the material plane and making them bend to their will These harnessed elementals are known as Egis, and act ‘8 servants to their summoner. Sruz Beginning atthe 2nd level, when your Egi takes an action, you may expend one aetherflow stack (o grant advantage on their attack roll The additional damage from your proficiency bonus is doubled for this attack. (CHANNELED CASTING Beginning atthe 6th level, when you cast a spell you may ‘expend one aetherflow stack to cast the spell as if you were standing where your egi is. Spells which use you as their point of origin may instead use your Egi as the point of origin. ‘These spelis do not cause damage to your egi Faster Beginning at the 10th level when you east a spell which requires a target creature to make a saving throw. On a failed ‘save you may expend one aetherflow stack to deal additional necrotic damage to the target creature equal to #48, where # is you Intelligence modifier. ENKINDLE ‘Beginning at the 18th level you are able to call on your Egito release the great power hidden within it, unleashing a devestating attack. You may unleash the power of your Egi ‘once, this use refreshing after completing a long rest. NYMIAN ScHOLAR Some arcanists decide to research the use of their magic in the medical arts, These arcanists come to be known a nymian scholar, specializing in the lost healing magic of nym. They cal on the fey of this lost city, summoning them to assist them on the field of battle. Expanbep Srewt List ‘Spell Level Spell Vst_ Bless, Sanctuary 2nd Lesser Restoration, Prayer of Healing 3rd Mass Healing Ward, Revivily Ath —_Lustrate, Sacred Soil Sth Greater Restoration, Mass Cure Wounds NyMiaN HEALER Starting at 2nd level your healing spells are more effective. Whenever you use a spell of Ist level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2+ the spells level CrrricaL Heat Starting atthe 6th level, your healing spells have the potential to cause critical heal When you cast a healing spell and one of the die results in its highest possible result. Roll another die ofthe same value and add that number to the amount of hit points recovered A critical heal may only occur once per healing spell ApLogurem Starting at the 10th level when you ast «ape of 1a level oF higher to restore hit points toa creature, you may expend one actherfiow stack to empowter the heal Your healing spell eaten a protective ward onthe creature, grating then temporary hit points equal to half the hit points recovered for 10 minutes. I'a critical heal occured the temporary hit points isequal to the full amount of hit points recovered ‘Nwaaan Savion Starting atthe 18th level when you would normally roll one or more dice to restore hit points with a spell you instead use the highest number possible for each die. Additionally roll 1412, ona roll resulting asa 12, that spell is considered a critical heal ASTROLOGIAN [A slender woman draped in fine robes sits in a dark room across from a man who feels he has lost his way. Smiling she releases her Planisphere and a flurry of arcana cards into the air. From the squall of cards she draws and divines the man's fate, instilling inthe lost soul a sense of peace and hope for the future ‘Aman stands behind his allies on the battlefield He raises his Star Globe tothe sky and begins to channel energy into this tool. Using the power ofthe stars above, soothing energy radiates outwards, enveloping his alles, turning the tide of battle from the prior dire circumstance they fought against ‘A well versed Astrologian stands before a congregation of Sy people. She has come to spread the word of her rare new art, offering understanding ofthe future through the power of the stars. It has become her sacred duty to bring the stars into (4 view for the common people. Whether they stand behind their allies granting them the blessing ofthe stars and moons of the universe, or standing. ‘alongside them on the front line, Astrologians manipulate the fates of both friends and foe to find success. ‘WIELDERS OF FATE ‘The first task ofall Astrologians is to gain a mastery over using the deck of sixty. To them, fortunetelling is a tool which allows them to interpret the stars themselves. Their deck is based on the constellations that they study. The Astrologians are gifted a divining deck when they begia their study from their master. They act as a conduit for the magic energy gathered by their star globes, passing the empowering magic from the stars to their allies, An Etgcant Toot The Star Globe is & tool used by Astrologians which allows them to locate and draw in power from the stars, The globes are formed by large rings of precious metal and lenses. The rings are marked using a large spread of precise markings and which allows the user to find and map the stars in order to draw power without a view of the sky. ‘CREATING AN ASTROLOGIAN ‘Astrologians hail from a faraway island where knowledge is viewed as the greatest virtue, Astrologians are usually scholars by trade, and specialized in the study of astromancy. Often they find themselves born into the scholars life or into highborn families, Sometimes low born apprentices find themselves working beneath a master of astromancy and Tearn how to tap into the magic ofthe stars. Astrologians are blessed with the ability © read the future. Through the use of the deck of sixty and the stars they are capable of tapping into the future, though the farther they look, the less clear things become, Some Astrologians travel the land to share this gift of foresight with everyone, while others seek out opportunities to spread their young order of magic around the realm. Others track down allies and adventure, as the stars had mandated that the Astrologian set out on a quest fora task which they cannot see the end of. Astrologians borrow power from the cosmos, and in return seeks to see that the will of the stars is done. THE ASTROLOGIAN Proficiency Available Level “Bonus” Features Draws. Ast 42 Draw 3 2nd +2 3 Ev} 4 +2 Ability Score 4 Improvement 43° Spread +3 Sect Study Feature 8 +3 Ability Score Improvement Sect Study Focus “4 +4 Sect Study Feature +4 Royal Road +4 Ability Score Improvement Sect Study Feature Ability Score Improvement Shuffle Ability Score Improvement Time Dialati Quick Burtp You can make an Astrologian quickly by following these suggestions. First make Wisdom your highest ability score, following with Charisma, Second take the scholar background Third, take the Dancing Lights, Sacred Flame, Guidance and Truestrike cantrips and the first level spells Cure Wounds and Divine Favor. Cass FEATURES ‘Asa Astrologian, you gain the following class features Hr Ponts Hit Dice: 146 per Astologian level Hit Points at Lat Level: 6 + your Constituion modifier Hit Points at Higher Levela: 1d6 (or 4) + your Constituion modifier per Astrologian level after Ist ‘Armor: None ‘Weapons: Daggers, Darts, Slings, Quarter Staffs, Light Crossbows ‘Tools: Divination Deck Cantrips Spells Known Known Ist 2nd 3rd 4th Sth 6th 7th 8th 9th 2 4 2 4 4 5 ‘Saving Throws: Wisdom, Charisma ‘Skills: Choose (wo from Arcana, Deception Persuasion, History, Religion Eguiemenr You start with the following eauipment, in addon tothe equipment granted by your backgroun sight, + adagger + a Star Globe, granted to you by your mentor ‘+ a Divination Deck ‘+ (@acexplorer's pack or (b) a scholar's pack SPELL CasTINc Level requirement and general description. Sce chapter 10 of the PHB for the general rules of spellcasting andthe end of, this document forthe Astrologian spel ls. Canrarrs At Ist level you know 4 cantrips of your choice from the Asteologian spell lst, You learn additional Astrologian cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Astrologian table, Spex SLoTs ‘The Astrologian table shows how many spell slots you have to cast your spells of Ist level and higher. To cast one of these spells, you must expend a slot ofthe spel’ level or higher. ‘You regain all expended spell slots when you finish 2 long, rest, Sreis KNowN or 1sT Levat. AND HIGHER You knaw 2 Istlevel spells of your choice from the Astrologian spell lst. The Spells Known column of the ‘Astrologian table shows when you learn more Astrologian spells of your choice. Each of these spells must be ofa level for which you have spell slots. For instance, when you reach 5th level inthis class, you can learn one new spell of Ist, 2nd or 3rd level. Additionally, when you gain a level in this class, you can choose one of the Astrologian spells you know and replace it with another spell from the Astrologian spell lst, which also must be of a level for which you have spell slot, SpELcastiNe ABruiTy ‘Wisdom is your spelicasting ability for your Astrologian spells. You use your Wisdom whenever a spel refers to your spellcasting ability In addition, vou use your Wisdom ‘modifier when setting the saving throw DC for a Astrologian spell you cast and when making an attack roll with one. Draw EFFECTS Card Drawn Die Result The Balance 1 The Bole p The Arrow 3 The Spear 4 The Ewer 5 The Spire 6 Spell save DC Wisdom modifier ‘Spell attack modifier = your proficiency bonus + your Wisdom modifier + your proficiency bonus * your ‘SpELicastiNe Focus You can use a star globe, planisphere or other similar tools as ‘an arcane focus (found in chapter 5 of the player's handbook) for your astrologian spells ‘RrTvaL Castine You can cast any Astrologian spell you know as a ritual ifthat spell has the ritual tag. Draw Beginning atthe 1st level as an Astrologian, you are able to use the Draw ability. You are capable of channeling the power of the stars into your deck of sixty, and grant boons based on the card drawn, You ate limited to the number of draws indicated in the class summary table. Using your action, roll 16, the number shown corresponds to the drawn card. Once drawn, you may apply the ‘empowering effect to yourself or another creature within 308. that you can see. The card burns up in your hand and the ‘magic contained is transferred to the selected creature, Card Effect Bonus 146 damage on all damage effects ‘AC increased by 2 Base walking speed increased by 10ft You may make an extra attack action Restores one level 1 or 2 spell slot Restores 1, non-spell slot resource to an ally “The resources included in this effect includes class resources lke the Mork’ Ki Points and the Fighter's maneuver dice, This does not inclide abilities which do not use a resource suen as 4 Clerie's Channel Divinity ora Fighter's Acton Surge. There must be an expended resource. Ack your DM their consideration of what counts as a resource. ‘The effect ofthe boon lasts for a number of rounds equal to half your Wisdom ability modifier rounded down with a minimum of 1 round Available draws refresh after a long rest, ASTROLOGIAN ARCHETYPE ‘At 2nd level you choose a sect to study as an Astrologian: Diurnal Sect, Nocturnal Sect or Fortunetelle, all detailed at the end ofthe class description. Your archetype choice grants you features atthe 2nd, 6th, 10th and 14th leveh AsILity Score IMPROVEMENT ‘When you reach 4th level and again at Sth, 12th, 16th, and 19th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.As normal, you cantt increase an ability score above 20 using this feature, SPREAD Beginning atthe Sth level your studies into astromancy has ted you to a better understanding of reading fortunes. As a bonus action after using the Draw ability, you may set a drawn card aside for later use, This card is added to your spread and can be activated as a bonus action during your turn, The card sits in your spread until used. You may hold up to three cards in your spread at a cost of one extra draw for a second and third card. The cards in your spread expire during, along rest. RoyaL RoaD ‘Beginning at the 12th evel your understanding of ortunetelling has grown considerably allowing you augment your arcana cards further. Afler you use the Draw feature, you ‘may use a bonus action to convert that card into an ‘empowerment for a future reading. This empowerment affects the next card that you use to empower an ally from cither your Draw action or Spread bonus action, es ae Seren eh Roya ROAD EFFECTS Use notes to point out some interesting information. Converted: The Balance or The Bole Effect: Potency of the next card is increased Double the value of the effect, see the Potency Increase Effects table below for details Converted: The Arrow or The Spear Effect: Double the duration of the effect, Converted: The Ewer or The Spire Effect: All allies within 20ft. of you receive the effects ofthe cara POTENCY INCREASE EFFECTS Card Effect Balance Bonus 2d6 darmage on all damage effects Bole AC increased by 4 Arrow Base walking speed increased by 20ft Spear You may make two extra attack actions Ewer Restores two level 1 or 2 spell slots, or 7 level 3 spell slot Spire Restores 2 non-spell slot resources to an ally =. SHUFFLE Beginning at the 18th level, you have mastered basic fortuneteling, allowing you to manipulate fate in your readings ta a certain extent. After using the Draw action, you may use a free action to redraw from the deck. The drawn card is returned to the deck to be read another day, and you ise the Draw action again. You may only shuffle 3 times, this number refreshing after a short rest. ‘Time DIALATION Beginning at the 20th level. you may expend an available draw to extend the duration of Draw’s effect by one round Each subsequent extension requires one extra available draw tobe spent, ‘Tue HEAVENLY PaTus ‘When an Astrologian is early on in their studies, they select a sect of stars from which they will draw their powers from. ‘The stars were mapped using the positions ofthe sun and ‘moon, and these two sects are reflective oftheir reference points. The Diurnal Sect uses the sun as their reference point, creating their star maps with the sun being the key to navigation, while the Nocturnal Sect uses the moon as the reference point. An Astrologian may choose to minimally study the stars and focus their efforts into thei tarot deck, Tearing advanced techniques on how to manipulate fate. Drornat Szcr Succor or THE SUN Beginning at the 2nd level your healing spells are more effective. Whenever you use a spell of Ist level or higher to restore hit points to a creature, the creature regain ‘additional hit points equal to 2+ the spells level Dropnat BEnerio Beginning atthe 6th level you are able to empower your healing spells with the power of the sun, When you cast a spell ofthe Istlevel or higher that restores the hit points of an ally, you may leave a regenerative effect on your allies. After the spell is cast, your allies recover 1d6 hit points at the start of their turn for a number of rounds equal to your Wisdom ability modifier. You may only empower your spells like this once before requiring a long rest LicHTsrez> ‘Beginning at the 10th level as a bonus action you may cast an ‘extra Ist or 2nd-level spell by spending a number of available draws equal to the level of the spell you wish to cast. BLESSING OF THE SUN ‘Beginning at the 14th level when you would normally roll one ‘or more dice to restore hit points with a spell you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 2. Nocturna Szcr ‘MorntnosTar Mack Beginning at the 2nd level you have trained your body alongside your mind, gaining prowess in the martial arts to survive on the battlefield You have proficiency with one handed simple and martial weapons, light and medium armor You gain I extra hit point when you level up. Your spell list is expanded with offensive magic from the list below, allowing you to learn the following spells. Nocrosnat Srett List Your spell list is expanded with the following spells. Nocturnal Spell List ExpaNbep SpeLt List Spell Level Spell Ist Hex, Witch Bolt 2nd Moonbeam, Snilloc's Snowball Storm 3rd Melfs Minute Meteors, Elemental Weapon 4th Dimension Door, Ice Storm Sth Cone of Cold, Gravity Nocrurnat BENEFIC Beginning atthe 6th level you can empower your spells with the magic of the moon. When you cast a spell of the Istevel or higher that restores the hit points ofan ally, you may leave a shielding effect on your allies. After the spel is east, your allies gain temporary hitpoints equal to #d4 where # is equal toyour Wisdom ability modifier. You may only empower your spells like this once before requiring a long rest. ‘Maxzric ATTUNEMENT Beginning at the 10th level, you have mastered the ability o ‘weave astromancy and martial combat seamlessly, allowing you to cast spell after landing a melee attack as a bonus action. The spell may not be higher than the 2nd level when cast in this manner. RAGE OF THE Moon Beginning at the 14th Ievel you are able to channel the power of the moon into your arms. For 10 minutes you strike with, the malefie powers of the moon. Your spells and melee attacks channel the astral energy of the nocturnal sect, dealing an additional 2d6 force damage. You may use this ability once and it cannot be used until you complete a long FoRTUNETELLER ‘STACKED DEcK. Beginning at the 2nd level you have learned how to stack your deck of sixty. When you use your Draw action, you may roll 2d6 instead and select the result of the Draw action from the two results, Discard the other result. Expanpep Dock Beginning atthe 6th level, you have access to twice the number of available Draws per day than the listed number. Dovsiz Draw ‘Beginning at the 10th level you have learned how to read ‘multiple arcana cards atthe same time. When you use the Draw action, you may roll 246 and use both cards to grant bboons to your alles. Doing so prevents you from using the ‘Stacked Deck feature. ‘Twisrap Farr ‘Beginning at the 14th level you have mastered reading, arcana cards and twisting fate. You have learned to use all the tools at your disposal allowing you to freely use your fortune telling skills for 10 minutes, refreshing after a long rest. For ‘each Draw action, you may use Royal Road Shuffle, Spread, Stacked Deck and Double Draw. Each card drawn still ‘consumes an Available Draw point. COLLEGE OF THE WANDERER - BARD ARCHETYPE Bards ofthe College of the Wanderer are adventurers who travel the land sharing not only stories, music and merrimer but soothing the souls of those who have passed on. ‘Members of the college of wanderers have made it their goal to record history through poetry and verse, while at the same time travelling the world and secking out wounded spirits from the lands of the living and dead. The college of the wanderer was an idea started by a famous archer who caused the deaths of his comrades. To cope with his grief he turned to the poetic arts and traveled the world trying to atone for hs sine by delivering restless spirits toa peaceful slumber, He hoped to one day return (o the place where his friends were lost, and lay their souls to rest, Bonus Proricrsncrss Beginning at the 3rd level you gain proficiency with long bows and two skills of your choice. Swirr Sonc Beginning at the 3rd level allies who have a bardic inspiration die from you may roll ito increase their base walking speed by 5 ft. fora number of turns equal to the roll of the die, Additionally, while travelling your group travels extra distance each hour equal to half the normal traveled distance per hour For Requiem Beginning atthe 6th level allies who have a bardic inspiration die from you may rll it and add the number to the damage roll ofa spell it just cast. Alternatively, when a spell is cast against the creature, they may roll the bardic inspiration die and add the result o their saving throw after seeing the roll but before knowing if the saving throw was successful or failed ‘Wanpezer's MINUET Beginning atthe 14th level, you have learned to play the \wanderer's minuet. Using your action (o play the song, you enter an entranced slate. You may not move and take an action in the same turn while entranced You gain the Extra Attack ability, allowing you to attack twice, instead of once, ‘when you take the attack action, You gain advantage on. ranged weapon attack rolls and you add your Charisma ability modifier to your damage rolls along with all other bonuses you would normally receive. You remain in this entranced state for a number of rounds equal to your Charisma ability modifier starting atthe end of your turn. You ‘may choose to end the entranced state as an action. You may play the wanderer's minuet three times, these uses refreshing after completing a long rest. BLack MAGE A gnome stands before a horde of goblins, blood thirsty the goblins dash towards him. With afew skilful waves of his staf, a large fire ball erupts from the gem inlaid at the end of the staff, causing a massive fiery explosion, leaving nothing, but ash. ‘Awoman wearing dark robes grins as she waves her wand before a guard refusing her entry. With a few choice words and a spell the guard happily steps aside, unlocking the passage before falling unconscious due t illness. ‘cll laughs at his reflection as he inspects his body after tapping into the powers of the void. His eyes glow read and his teeth bare fangs, signs that his mastery of magic is, growing Ablack mage is powerful ally who wields forbidden ‘magic stolen from the void. This raw energy manifests iteelf into devestation spells and effects, Their power is only rivaled by their thirst to increase that power. A Darx Past In days long past, there existed an evil clan and arcane art ‘known as black magic—a potent magic of pure destructive {force born forth by a sorceress of unparalleled power. Those ‘who learned to wield this instrument of ruin came to be called black mages, out of both fear and respect for their gift. Yet great power served to corrupt the judgment of mortal ‘man, and so he unknowingly set out upon the path of ruin, ‘Adventurers who take the black will become agents of| devastation, capable of annihilating those who oppose them ‘through litle more than the force oftheir will Tizs To THE VoID In order for a mage to don the black, they must extensively research what they cal the void This is another plane of existence from which Black Mages draw knowledge from in order to unlock power within themselves. Most black mages are able to explore the knowledge gained from the void ‘through tomes and texts now, but some who thirst for new power may attempt to tap into the void directly. Black Mages continue to graw within their craft through continuing their study of the dark arts, CREATING A BLACK MAGE Black Mages are earnest in their desires and reasons for taking the black. More often than not itis in the pursuit of power or out of sheer curiousity. You must know why you are ‘pursuing this power, or why you are curious about the dark arts, You must also decide where you began to dip your toes {nto the world of black magic. Did you join a cult of mages ‘who studied the ar? Perhaps a proper school which provides the proper materials to explore black mage. Maybe you were taken under the wing of a mentor who has mastered the art THE BLACK MAGE Profici Level “Bonus” Ist 42 and 42 Features Spelleasting, Discipline Spell Augmentation, Discipline Feature Brd 42 42. Ability Score Improvement 3 +3. Discipline Feature 8 +3 Ability Score Improvement +4 +4 Discipline Feature +4 +4 Ability Score Improvement 8 +5 Discipline Feature +s +3. Ability Score Improvement +6 46 Surecaster +6 Ability Score Improvement +6 Limitless Aethi Quick Burt You can make a Black Mage quickly by following these suggestions. First make Intelligence your highest ability score following with Charisma, Second select the Destroyer discipline, Third take the scholar background Fourth, take the Firebott, Ray of Frost, Prestidigitation and Thunderclap cantrips and the first level spells Burning Hands and Witch Bolt Cass FEATURES ‘Asa Black Mage, you gain the following class features, ‘Hrr Ports Hit Dice: 1d6 per Black Mage level Hit Points at Ist Level: 6 +-your Constituion modifier Hit Points at Higher Levels: 16 (or 4) + your Constituion ‘modifier per Black Mage level after Ist PROFICIENGIES Armor: None ‘Weapons: Daggers, Darts, Slings, Quarter Staffs, Light Crossbows ‘Tools: None ‘Augmentations Cantrips Known 4 Spells Known Ist 2nd 3rd 4th Sth 6th 7th 8th Sth Saving Throws: Intelligence, Charisma ‘Skills: Choose two from Arcana, Deception, Insight, Persuasion, History, Religion, Intimidation. EQuiemenr You start with the following equipment, in addition tothe ‘equipment granted by your background + dagger ‘+ a spell casting focus (a cane, staf, wand or similar object) + G@an explorer’s pack or (b)a scholar's pack SPELL CASTING Level requirement and general description. See chapter 10 of the PHB for the general rules of spellcasting and the end of this document forthe Black Mage spell lst CanTRirs At Ist level you know 4 cantrips of your choice from the Mage spell ist. You learn additional Mage eantrips of your choice at higher levels, as shown in the Cantrips Known ‘column of the Mage table. Sri SLoTs “The Black Mage table shows how many spell slots you have toccast your spells of Ist level and higher. To east one of these spells, you must expend a slot of the spel’ level or higher. ‘You regain all expended spell slots when you finish 2 long, rest, Sreis KNowN or 1s Levat. AND HIGHER You know 3 Istlevel spells of your choice from the Mage spell, list, The Spells Known column of the Mage table shows when ‘you learn more Mage spells of your choice. Each of these spells must be ofa level for which you have spell slots. For instance, when you reach Sth level inthis elas, you can learn, ‘one new spell of Ist, 2nd or 3rd level Additionally, when you gain a level in this class, you can choose one of the Mage spells you know and replace it with another spell from the Mage spell ist, which also must be ofa level for which yout hhave spell slots SrELcastiNe AsruiTy The spelleasting ability for your Black Mage spells changes depending upon the discipline you select. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Black Mage spel you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus ~ your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier SrrizaastiNe Foaus ‘You can use a rod, cane, wand or other similar equipment as fn arcane focus (found in chapter 5 of the player's handbook) for your Black Mage spells Rrrvat Castine. You can cast any Black Mage spell you know asa ritual ifthat spell has the ritual tag, Macca DiscrPLinE At Ist level you choose the discipline you belong to as a Black Mage. Destroyer, Infictor, or Voidbound, all detailed at the tnd of the class description. Your archetype choice grants you features at the 2nd, 6th, 10th and 1th level SPELL AUGMENTATION Beginning at the 2nd level you have learned how to augment ‘your spells with extra effects. You have a number of Augmentation points as listed in the black mage class table. Some features may require you to spend augmentation, points. Your augmentation points return to the maximum ‘number after completing a long rest. AsILity Score IMPROVEMENT ‘When you reach 4th level, and again at Sth, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, oF you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. SURECGASTER Beginning at the 18th level you may spend I augmentation point to achieve an impregnable state of mind. You pass all ‘concentration checks automaticaly for the next 10 minutes. Lourriess AETHER Beginning at the 20th level you recover 3 augmentation points after completing a short rest. BRINGERS OF THE END Unabated use of black magic lead to the downfall of the society in which black mages find their roots alongside the white mage's overuse of white magic. Black Mages wield incredibly destructive powers which set their world on a path to destruction once before, and carcless use of this power ‘could do so again. A Destroyer specializes in explosive and powerful magic, causing massive destruction wherever they g0. An Inflictor is a black mage who uses enchantments and poison to cause a myriad of maleffects for their enemies, spreading sickness to cripple their foes. A Void Soul black ‘mage has sought desperate measures to continue their studies which has led tothe allowance of power directly from the void to course through their body. DESTROYER Destroyers are black mages who specialize in maximizing the effects of their magic. Fires which burn hotter and ice which freezes more deeply. The more powerful their spell effects, the happier they are. They adore casting magic, getting a thrill watching the effects of their destruction on their foes. EXPANDED SPELL List Spell Level Spell Ist Ice Knife, Witch Bolt 2nd Aganazzar's Scorcher, Snilloc's Snowball Swarm 3rd Flame Arrows, Sleet Storm Ath Fire Shield, Storm Sphere Sth Cone of Cold, Immolation Avouanr Sreit: Swirr CASTING ‘Beginning at the 2nd level, when you cast a spell that has a casting time of 1 action, you can spend 2 augmentation points to change the casting time to 1 bonus action for this casting. RESIDUAL Macra ‘Beginning at the 6th level you gain an inherent perception of lingering magical effects, You are able to sense past usage in 2.30 ft radius centered on you for up to 9 days after the spell ‘was cast. For each spel level the residual magic will linger 24 hours. After which you will be unable to sense that spells ‘were cast atthe location, AUGMENT SPELL: UNCONTROLLABLE POWER Beginning at the 10th level, when you cast a damaging spell, you may spend 1 augmentation point to release an extra blast offre ice or lightning, dealing 146 ofthe fre, cold or lightning damage per augmentation point spent. This bonus damage is applied to a single target. Beginning at the 14th level this bonus damage is increased to 246, AvomEnr Sri: DEvEsTATING Force Beginning at the 14th level, when you cast a damaging spell you may spend 1 augmentation point during damage calculation to reroll all damage dice which resulted in a1. You must use the resulting rolls INFLICTOR Inflictors are experts at causing their foes a wide arrangement of negative effects and taking control oftheir foes. From charms to curses, an Inflictor seeks to cause their foes great misery as punishment for standing in their way EXPANDED SPELL LIST ‘Spell Level Spell Ist Charm Person, Hex 2nd Blindness/Deafness, Enlarge/Reduce 3rd_—_-Hypnotic Patter, Slow 4th Compulsion, Confusion Sth Geas, Modify Memory AvcMENT Sri: Dip SUGGESTION Beginning at the 2nd level you may spend 2 augmentation points to gain advantage on enchantment spells you cast. SHARP PERCEPTION Beginning atthe 6th level, you gain an inherent perception for people who are under magical effects. When you intereact with someone who is under the charm condition you immediately recognize it. -AUGMENT Spex: INsisTENT WiLL Beginning at the 10th level, when you must make a wisdom saving throw, you may spend 1 augmentation point to rol swith advantage, AUGMENT SrEL: ANGUISH [Beginning at the 14th level, you may spend 2 augmentation points to empower enchant spells you cast. The target creature makes a constitution save. On a failed save your spell causes their body to undergo decay, dealing #d6 necrotic damage, where number is equal to your Intelligence ability modifier. Vor Sout ‘A.woid soul is a black mage who has gone to great lengths to increase their knowledge of destructive magic. Not unlike a ‘warlock, avoid soul has allowed energy from the wid to pour {nto their body, rather than borrowing from a patron. This path allows their strength to grow quickly and grant them powerful spells, but at the same time suffer side effects few could anticipate. ExpaNDeD SpeLt List Spell Level Spell Ist. Armor of Agathys, Arms of Hadar 2nd Cloud of Daggers, Phantasmal Force 3d Hunger of Hader, Vampiric Touch 4th Banishment, Evard's Black Tentacles Sth Contact Other Plane (Ritual), Dream IRENDISH AUGMENTATION: ABYSSAL ViEW Beginning at the 2nd level you may spend 1 augmentation point to gain Datkvision for 2 hours, You have superior vision in dark and dim conditions. You can see in dim light within (60 feet of you asif it were bright light, and in darkness as if it ‘were dim light, You cart discern color in darkness, only shades of gray. Additionally, your eyes have taken on a gentle but permanent red glovs RENDISH AUGMENTATION: DARK HEARTED Beginning atthe 6th level, your skin has taken on an ashen discolouring and a dry, rough feeling. Your finger nails have ‘become black and claw like. Your unarmed strikes now deal 11d4 slashing damage and are considered a magical weapon, ‘You may spend 2 augmentation points to cause your skin to become rigid and tough like leather, raising your AC by 2 for 2hours. FRENDISH AUGMENTATION: MAGICAL ConpucTIoN ‘Beginning at the 10th level when you are damaged through ‘magical effects, you may spend 2 augmentation points to recover hit poinis equal to 1/4 of the damage you received. Additionally, your body has grown a dark slender tail wi tough, leathery feel JRENDISH AUGMENTATION: BLACK WING Beginning at the 14th level magical, small black leathery ‘wings sprout from your body and your teeth turn to jagged fangs. You may spend 2 augmentation points to divert power {nto your wings, causing them to grow significantly larger, ‘with a wingspan equal to double your height. You gain the ability to fly 60R. when moving for 2 hours. Additionally, your race has changed due to your connection with the void You hhave become a halffiend, where the other half is your original Dark KNIGHT ‘A man clad in heavy armor cleaves his way through the battle field An aura of darkness radiates out from him, His blows are ewift and sunder the foes! armor. His enemies turn and run, claiming he is no man, but a demon. Standing before a wounded citizen, a woman clad in ebony holds out her hand towards the group of guards. She alone stands between the corrupted enforcers and the innocent soul She chants in a lost tongue and blast of dark enerey Isunches from her palm, striking a guard down. Battered and bloodied, a man drags himself to his feet. Armor darkcas night, accented by his own blood, he feels, ‘energy bursting forth from his bods. Using his pain as a ‘weapon he strikes down the great beast before him before falling toa knee. Itis a dark knight's freedom from the bounds ofthe law which make these dark avengers so effective. Unconcerned ‘with what is lawful a dark knight is concerned with what is cthical in their view. Those who spread tyranny and injustice best prepare fora visit from a dark knight who aims to set ‘things right. PROTECTING THE MEEK A Dark Knight isa knight who has taken up arms to serve the downtrodden. They serve no lords or institutions, believing no one is exempt from justice, no matter what their position in society: They protect the commonfolk from not only banditry and wild beasts, but from corrupt men who seek to ‘oppress them. In return, Dark Knights are often fed and housed by those they protect, or rely upon bounty hunting ‘and raiding looters to support themselves, INTERNAL DARKNESS ‘When an adventurer chooses the path of a Dark Knight they understand that they are renouncing thei rights to be a regular member of society. They belong to no society, acting ‘as paragons of justice who see no allegiance. To assist them in their quest, Dark Knights are able to sacrifice their own life force to power a well of darkness within themselves. They ‘cause themselves great pain and exhaustion in order to allow dark power to course through their body which they harness in a variety of ways. CreaTinc A Dark KNIGHT Dark Knights are natural adventurers, living outside the law to see their goals to fruition. They may live within a remote village protecting the inhabitants from bandits, while the land's knights turn a blind eye to their plight, or they may travel the world secking out institutionalized injustice and ‘smiting it with violence. Dark Knights act on behalf of the ‘common folk, and do so not expecting praise nor admiration, ‘They are aware that they will not be celebrated in the history books like Paladins would be. Instead they expect to be ‘demonized by history and happily accept this fact. One ‘seeking to become a Dark Knight must be introduced to it through some means, be it an ancient tome with their rituals recorded or a mentor to impart their knowledge. Dark KNIGHT Level Proficiency Bonus 1st 2 and 2 sed 2 ath 2 Sth +3 sth 8 1th 8 8th +3 sth “4 oth 4 ath 4 12th +4 13th Fr) 14th +5 15th +5 6th +5 1th 6 18th +6 13th +6 2oth +6 Features Extra Attack, Dark Archetype Feature Blood Price Darnned Soul Soul Survivor Archetype Feature Mired Empathy Dirty Fighter Grasp of Darkness Archetype Feature Living Dead Quick Burt ‘You can make a Dark Knight quickly by following these ‘suggestions. First make Strength your highest ability score, following with Charisma, Second take the Folk Hero background Cass FEATURES ‘Asa Dark Knight, you gain the following class features Hrr Pornts Hit Dice: 1410 per Dark Knight level Hit Points at 1st Level: 10 + your Constituion modifier Hit Points at Higher Levels: 1410 (or 6)~ your Constitution modifier per Dark Knight level after Ist ‘PROFICIENGIES ‘Armor: All Armor, shields ‘Weapons: Simple and Martial Weapons ‘Tools: None ‘Saving Throws: Constitution, Charisma ‘Skills: Choose two from Athletics, Arcana, History, Insight, Intimidation, Perception, Survival Consumed by Darkness Ability Score Improvernent 1410 Darkside Bonus Damage Well of Darkness, Darkside 14 Fighting Style, Datk Vision 1d4 Dark Knight Archetype 14 Ability Score Improvement 1d4 1d6 1d6 1d6 Ability Score Improvernent 1d6 1d6 1d6 1d8 Ability Score Improvement 1d8 148 148. 148 Ability Score Improvernent 1d8 1d10 1410 1d10 Eguirmenr You start withthe following equipment, ‘equipment granted by your background + @)chain mail or () hide ‘+ (a martial weapon and a shield or (6) two martial weapons ‘+ @)a short bow and 20 arrows or (b) two daggers + G@)an explorer’s pack or (b) a dungeoneer’s pack addition to the ‘WELL OF DARKNESS Beginning atthe 1st level you discover a method to use your ‘own life force to invoke supernatural abilities, This is the basis of your power as a Dark Knight and known as the Well ‘of Darkness. When using some spells and features, you may bbe required to spend Dark Knight level hit dice. These hit dice replenish after a long rest as usual but some features allow you to replenish hit dice through special actions. ‘When using abilities triggered through using your Well of Darkness that require the enemy to make a saving throw, the ‘saving throw is calculated as follows. Dark Knight Spell DG 8+ your proficiency modifier + your hen wing lal econ wo Asa onged opel tack, your spell attack modifier is calculated as follows. Dark Knight Spell Attack Modifier = your profiien fhoditer tyour Charisma madiier. DarxksivE Beginning at 1st level you are able to tap into the powers of, your inner darkness, When you use your action to take the attack action, you can expend one hit die point to empower your strike and all extra attacks, dealing additional damage. ‘You must choose to invoke your Darkside before completing the attack roll The bonus damage can be found in the class table above, Darx Vision Boginning at the 2nd level, your body has become corrupted by the darkness youte letting course through it, giving your eyes a soft red glow and granting you superior vision in dark ‘and dim conditions, You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light, You can’t discern color in darkness, oly shades of gray. FicHTING STYLE Beginning at the 2nd level you adopt a particular style of fighting as your specialty, Choose one of the following options, You can't take a Fighting Style option more than once, even if you later get to choose again, DEFENSE While you are wearing armor, you gain a +1 bonus to AC. Duzune ‘When you are wielding 2 melee weapon in one hand and no other weapons, you gain a *2 bonus to damage rolls with that ‘weapon Great WEAPON FicHTING When you roll a 1 or 2.0n a damage die for an attack you ‘make with a melee weapon that you are wielding with two hands, you ean reroll the die and must use the new roll even if the new roll isa 1 or a 2 The weapon must have the two- hhanded or versatile property for you to gain this benefit. PROTECTION ‘When a creature you can see attacks a target other than you that is within 5 feet of You, you can use your reaction to impose disadvantage on the attack roll You must be wielding shield, Dark KNIGHT ARCHETYPE At 3rd level you choose which path ofthe dark knight to follow. The Ebony Champion focuses on martial prowess, the Abyssal Channeler focuses on using dark magic weaved into their melee combat and the Hellbound uses their own pain and suffering to unleash powerful attacks. Asrity Score IMPROVEMENT ‘When you reach 4th level, and again at Sth, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, oF you can increase two ability scores of your choice by 1. As normal you can't increase an ability score above 20 using this feature. Extra ATTACK Boginning at Sth level you can attack twice, instead of once, ‘whenever you take the Attack action on your turn. Boop PricE Beginning atthe 7th level you have learned to turn your suffering into fuel for your Well of Darkness. When you are struck by slashing, bludgeoning or piercing damage roll 1d12 (On adie result 10,11 or 12 you recover one hit die to your Well of Darkness. Damnep Sou. Beginning at the 9th Level regardless of your alignment, you are identifiable by any effects which allow a creature to sense ceil You can spend an action to use detect evil and good at vill Sout Survivor ‘Beginning at the 10th level on your turn you may use a bonus action to marka creature as a soul survivor. IFthe targeted creature dies within the next round beginning at the time of ‘casting, you recover one hit die to your well of darkness. You ‘may select a soul survivor once before requiring a short or long rest, Mrrzp EmpaTHy Beginning at the 13th level you have gained an understanding of your inner darkness. Using this understanding you are able fo commune with another willing creature, to gain an understanding of what causes them to suffer at will You place your hands on either side oftheir head and focus, creating an empathetic ink withthe creature ‘which lasts as long as you maintain contact with the creature. You feel the emotions the creature feels which are causing it distress, and something which fooms large in its mind such ‘as something it loves, hates or worries over: You may expend two Well of Darkness hit dice to attempt to force your way into a creature's mind by casting the Detect ‘Thoughts spell The frst saving throw of the Detect Thoughts spel is automatically successful, The target creature is let with a headache dealing 1d4 psychic damage after a successful attempt at forcing your way into their mind, Dirty FicHTeR Beginning at the 14th level, you have learned to incorporate dirty tactics into your fighting style. When making an attack. of opportunity, you can expend a Well of Darkness hit die to focus your strike to a sensitive part ofthe body; forcing your enemy to make a Constitution saving throw. On a failed save, the enemy is stunned until they begin their next turn, The target must be a small or medium humanoid Grasp oF DARKNESS Boginning at the 15th level you've become highly attuned to the dark thoughts in your mind. These thoughts help shield your mind from outside trickery. You gain proficiency on Wisdom saving throws. CoNsUMED By DARKNESS Beginning at the 18th Level you can no longer hide your attunement with your inner darkness from an observer. Your skin has taken a sickly grey tnt to it, You can expend a Well of Darkness hit die to cast Circle of Death once. You may cast Circle of Death again in this way after completing a long rest Lirvinc Dzap Beginning at the 20th level, you are able to give yourself over to the abyss, allowing you to continue fighting long after you should fall When you are reduced to 0 hit points, make a DC 10 constitution save. On a successful save, you instead fall t0 hit point and for a number of rounds equal to your charisma modifies, you cannot fall below 1 hit point. Ifyou do no receive any healing during this time, you fall to O hitpoints at the end of the duration, This effect only occurs once, requiring a long rest to use it again Art 'FFXIV - Path of Destruction’ by Nine-Bullet-Revolver on Deviantart A PATH SHROUDED IN SORROW ‘A Dark Knight takes up their sword knowing full well that the path they select will have harsh effects on their bedy and ‘mind They know they will be viewed as villains and ‘monsters, while fighting to do the right thing. This ‘understanding helps a Dark Knight select the path which they walk. fledging Dark Knight decides where to direct this unavoidable misery. An Ebony Champion walks the path of « ‘warrior, who will see countless battles, hardening themselves in the flames of war to become a peerless combatant. An Abyssal Channeler looks inwards, taking note of the darkness ‘welling within them and learning to manipulate the raw life force energy into powerful Dark Arts, A Hellbound Datk Knight allows the darkness to rn wild throughout their body, ‘causing pain to themselves to drag their enemies to hell with them, Esony CHAMPION Those who select the path of becoming an Ebony Champion have focused on using their Well of Darkness to greatly improve their martial prowess. They focus on capitalizing on their Darkside to empower their strikes and fight with an ‘endless fervor PLUNGE Beginning atthe 3rd level you can plunge. As an action, you leap into the air using the momentum of your weapon, travelling a maximum distance equal o half your base ‘walking speed, landing adjacent to an enemy you can see. You then make an attack against that enemy, dealing an extra 166 ‘on hit, The extra damage increases to 246 at the 11th level ‘and 3d6 at the 17th level You may plunge twice before requiring a short rest. Dreap BRINGER Beginning atthe 6th level, you are capable of causing a sense of dread to wash over a target you can see within 10%. of you. Using a Well of Darkness hit die the creature must make a charisma saving throw. On a failed save, the creature has disadvantage on Charisma ability checks for 10 minutes. The creature has no knowledge that you have acted upon them, and believes their altered state is a natural result from your presence. BLoop WzAron Beginning at the 11th level you are able to absorb energy from enemies through your weapon. When you successfully strike an enemy with your attack action and subsequent extra attack, you may role 1d8 You recover hit points equal to the result. On a 7 of 8 result, ou recover a hit die to your Well of Darkness, Danx Survivor Beginning at the 17th level you have learned to channel the ‘abyss through your body to continue to fight. At the start of each of your turns, you regais hit points equal to 5 +-your Constitution modifier ifyou have no more than half of your hit points left. You don't gain this benefit if you have O hit points. This healing does not count towards the effects of Living Dead. ABYSSAL CHANNELER ‘Asan Abyssal Channeler, you have decided to focus on ‘maniptilating your Well of Darkness, Doing so allows you to convert your own life force into powerful Dark Arts, ‘You know two Dark Arts at 3rd level, detailed in the Dark. Arts section below: You learn one additional Dark Art of your choice at the 6th, 11th and 17th level Casting Dark Arts. Using the dark magical energy from within, you are able to cast spells. See chapter 10 for the general rules of spelleasting. To cast one of these spells you use its casting time and other rules, but you don't need to provide material components fori. (Once you reach the 6th level in this class, you can spend additional Well of Darkness hit dice to increase the level of Dark Art that you cast, provided thatthe spell has an enhanced effect at a higher level The spel’ level increases by 1 for each additional Well of Darkness hit die you spend The default casting level ofthese spells is atthe lowest possible level The maximum number of Well of Darkness hit dice you can spend in this way (including the base cost and the additional points you spend to increase the level) is, determined by your Dark Knight level as shown in the Spells, sand Well of Darkness Points table. ‘SPELLS AND WELL OF Darkness Hit Dice Dark Knight Levels. Maximum Hit Dice for a Spell 6th-8 4 he 1 2th 5 13th-16th 6 17th-20th 7 Daxx Ants ‘The Dark Arts lists presented in alphabetical order: Ifthe magic requires a level you must be that eve! in this class to learn the spell ‘Abyasal Drain (17th Level Required) You can spend 6 Well of Darkness hit dice to cast Contagion. Black Path. You can spend 3 Well of Darkness hit die to cast Misty Step. ‘Creeping Darkness. You can spend 3 Well of Darkness hit dice to cast Darkness, Damning Curse. You can spend 3 Well of Darkness hit dice to cast Bane Dark Circle. You can spend 3 Well of Darkness hit dice to cast Bathral Dark Mind (11th Level Required). You can spend 4 Well ‘of Darkness hit die to cast Hypnotic Patera, Dark Passenger (11th level Required) You can spend 4 well of darkness bit dice to cast Lightning Bolt It deals necrotic damage. Bil Bye. (17th Level Required) You can spend 6 Wel of Darkness hit dice to cast Serving Power Slash (6th Level Required). You can spend 4 Well ‘of Darkness hit dice to cast Elemental Weapon, Reprisal You can spend 2 Well of Darkness hit dice to cas Hellsh Rebuke. Salted Barth (L1th Level Required) You can spend 4 Well of Darkness hit dice to cast Hunger of Hadar. ‘Shadow Skin (6th Level Required). You can spend 2 Well of Darkness hit dice o eat hit die Resilience on yoursel ‘Scourge. You can spend 2 Well of Darkness hit dice to cast Hex. ‘Shadow Wall (17th Level Required) You can spend 6 Well of Darkness bit dice to cast Wall of Force ‘Soul Eater (11th Level Required) You can spend 4 Well ‘of Darkness hit die to cast Vampiric Touch, Unleashed You can spend 2 Well of Darkness hit dice to cast Arms of Hadar. ‘Unmend You can spend 2 Well of Darkness hit ice to cast Magic Missile HELLBOUND ‘A Hellbound Dark Knight has learned how to turn the suffering they experience at another's hands into a tool for destruction. They specialize in using this pain and redirecting itinto weapons to use against their foes. ADVERSITY Beginning at the 3rd level,you have learned how to channel the damage you sustain through your body, and turn that suffering into power. As you get closer to death, you become more powerful You receive a bonus to your attack and damage rolls depending on your current hit points. The bonus remains active as long. as your health is below a certain threshold. This bonus changes as you sustain more damage but do not stack with each other. Beginning at the 3rd level ‘when your hit points are below 75% of your maximum hit points, you receive a-+1 bonus to your attack and damage rolls. At the 6th level this you unlock your next pain threshold, ‘when your hit points are below 50% of your maximum hit points this bonus is increased to +2. At the 11th level you have mastered Adversity, unlocking the final threshold, when ‘your hit points falls below 25% of your maximum hit points, the bonus is increased to +3, Apversity BONUS SCALING DarkKnight Level Hit Point Threshold Bonus 3rd 7596 of your maximum hit points +1 6th 50% of your maximum hit points +2 Tith 25% of your maximum hit points +3 Dagx Nzsura Beginning atthe 6th level you have learned how to sacrifice ‘your own life force and channel it through your weapon, Using your action you can cast Dark Nebula. You swing your ‘weapon unleashing the energy in a wave of dark murky energy ina 30ft cone, All creatures hit by the wave make a Dexterity saving throw, taking half the damage on a successful save, Damage details below, DARK NEBULA SCALING Dark Knight Level Damage to self Damage 6th 2d4 ——_4d6 necrotic damage th 3d4 —_5d6 necrotic damage vith 4d4 646 necrotic darnage Hew Linx Beginning at the 11th level, your selfddestructive way of life has led to your ability to communicate in supernatural ways. You are able to cast the Speak with Dead or Tongues spells. You may cast these spells twice, uses refreshing after a long rest, Unserpep Racz Beginning at the 17h level you allow your inner darkness to run wild When you cast Dark Nebula, you may expend one Well of Darkness hit die o cast Dark Nebula a second time. DRAGOON ‘The earthshaking roar of a dragon echoes across the battle field Beating its wings furiously, the beast swoops down from the sky. A man clad in scale mail leaps high into the air and plunges down onto the creature's back, driving his spear into its spine, forcing the creature to the ground. ‘A woman stands among the chaos of war. She rushes down an opponent, striking with the ferocity of a dragon. Those ‘who stood against her that day claim to have seen a dragon sweep the area with its fiery breath, rather than simply a ‘woman with a longarmed weapon. Grinning excitedly a young man jumps high into the air laughing. He has left the path of war to perfect his mastery of the sky. When he reaches the peak of his jump, he sprouts spectral wings and fies off into the distance These fearless warriors stand against dragons, demons, fiends and any other threats who would raise a hand against their homelands. Dragoons use their command of both the sky and ground to strike down their foes with deadly strikes. Dracon's BANE The Dragoon was a soldier born out of need in a distant land. ‘Theit homeland has been locked in a war against dragonkind for hundreds of years, leading to their soldiers to specialize in battling back against dragons. Their most notable ability is the Dragoon jump, which is powered by a magical gem each Dragoon receives upon completing their basic training. ScourcE OF THE SKY ‘The Dragoons have been blessed with the ability to soar high into the air lke those they have taken up arms to destroy. ‘These warriors are able to crash down from the sky using their weapons and body weight to drive any skyborn into the round or cause great damage to those already on land ‘Wings will not grant you safety from a Dragoon. CREATING A DRAGOON ‘When creating a Dragoon, consider what brought them down the path ofa specialized knight. They may have shown a certain aptitude which allowed them to become a dragon ‘with ease, or perhaps were born into the role due to the history oftheir homeland. A dragoon may have decided upon this path duc tothe stories of famed dragoons of legends, hoping to become as powerful and respected as the knights they had heard about while they were growing up, Consider why’ Dragoon would choase to head out on an adventure. Are they seeking a specific dragon, hoping to slay fan enemy of their nation? Could your dragoon have ‘unfinished business with a dragon from their past? ‘Sometimes a dragon may set out for the sake of journeying around the lind Quick Bump You can make a Dragoon quickly by following these ‘suggestions. First make Strength your highest ability score, following with Dexterity, Second take the Soldier background DRAcoon Level Proficiency Bonus Ist a 2nd 42 Dive 3rd 2 ath 2 Sth. +3 sth 8 7th 8 8th 8 sth 4 oth 4 1th 4 Vath +4 13th 4 1th +5 15th +5 V6th +5 1th +6 18th +6 13th +6 20th +6 Features Extra Attack Phlebotomize Blood for blood Keen Flurry Invigorate Diserbowel Skewer (One with the Sky Cass FEATURES ‘Asa Dragoon, you gain the following class features ‘Hrr Ports Hit Dice: 1410 per Dragoon level Hit Points at Lat Level: 10 + your Constituion modifier Hit Points at Higher Levels: 1410 (or 6)~ your Constitution ‘modifier per Dragoon level after Ist ‘PROFICIENCIES ight and Medium armor. imple weapons, martial Weapons ‘Saving Throws: Strength, Dexterity Shall: Choose two from Animal Handling, Athletics, Aerobatics, History, Nature, Perecption, Religion, Survival Equrrmant You start with the following equipment, in adition to the equipment granted by your background (scale mail or (6) leather armor (@)a martial weapon or (b) «wo spears (@)a short bow and 20 arrows or (b)two hand axes (@)an explorer’s pack or (b) a dungeoneer's pack Fighting Style, Jump Dragoon Archetype Respected Presence ‘Available Jump Casts 2 Ability Score Improvement Ability Score Improvernent Dragoon Archetype Feature Ability Score Improvement Dragoon Archetype Feature Ability Score Improvement Dragoon Archetype Feature Ability Score Improvement FIGHTING STYLE Beginning atthe Let level you adopt a particular siyle of fighting as your specialty, Choose one ofthe following, ‘options. You cant take a Fighting Style option more than ‘once, even if you later get to choose again. Duzunc ‘When you are wielding a melee weapon in one hand and no ‘other weapons, you gain a +2 bonus to damage rolls with that weapon. Great Wzaron FicHtina ‘When you roll a1 or 2 on a damage die for an attack you ‘make with a melee weapon that you are wielding with two ‘hands, you can reroll the die and must use the new roll even ifthe new rollis2 1 or a2 The weapon must have the two- handed or versatile property for you to gain this benefit ‘Two-Waron Ficatinc When you engage in two-weapon fighting, you can add your ability modifier to the damage ofthe second attack. Jump Beginning atthe Ist level you are able to call upon the power, of the Dragoon to greatly increase your jumping ability: You are able to cast the jump spell on yourself, You may cast Jump ‘on yourself in this way multiple times, the number is shown in the class table, This does not provoke an attack of opportunity. Your expended uses are recovered after'a short or long rest. Whenever you jump, itis considered to have a running start, even from a stationary position Dive Boginning at the 2nd level you are able to Dive. Using your action, you are able to jump and dive ontop ofa target ereatuse while under the effects ofthe spell jump. You. high into the air and your target makes a Dexterity saving throw. On a failed save the creature receives damage from both your basic weapon attack, bonus damage equaling 146 and is knocked prone. This bonus damage is increased to 2d6 at the Sth level 3d6 atthe 11th level and 4d6 at the 18th level On a successful save, the creature receives half as much damage and is not knocked prone. You deal an extra 1d6 damage ifusing a 2 handed or versatile melee weapon. ‘wielded with two hands, You finish your dive in a space of your choice directly beside the creature. This does not provoke an attack of opportunity. » Dive DC = 8+ your proficiency modifier + your Strength your preodificn, i " DRacoon ARCHETYPE ‘At 3rd level you select the focus of your training as a dragon, Some dragoon may choose to follow the true path of a ddragoon, focusing on slaying dragons and achieving the ‘moniker of Dragon Slayer. Others may focus on channeling. the power of dragons into their bodies and fight with their power, known as a Dragon Heart. Some Dragoons may turn away from their focus on dragons and go on to become Valkyries, warriors who seek to rule the sly and land. AsILity Score IMPROVEMENT ‘When you reach 4th level and again at Sth, 12th, 1 19th level you can increase one ability score of your choice by2 or you can increase two ability scores of your choice by 1.As normal, you can't increase an ability score above 20 using this feature, Exrea ATTACK and Beginning at Sth level you can attack twice, instead of once, ‘whenever you take the Attack action on your turn, RESPECTED PRESENCE Beginning at the 6th level friendly creatures who know of Dragoons and are aware of your identity as « Dragoon are impressed by you. You receive advantage on charisma ability ‘checks and on Investigation checks when interacting with such creatures, PHLEBOTOMIZE Boginning atthe 7th level, your attacks have the potential to cause profuse bleeding in your targets, grcatly weakening your enemies using deep piercing blows. When you make your attack roll on a die rol result is equal to oF above 15, you ‘cause a grievous wound resulting in excessive bleeding, The creature makes a constitution saving throw using the Dive DC number. On a failed save, the target creature receives 148 ‘extra damage of the same type as the weapon used, and half ‘as much on a successful save, This bonus damage is increased to 28 atthe 13th level Bioop For BLoop Beginning at the 10th level you are able to use imbue yourself with a bloodlust. Using a bonus action on your turn Yyou are able to activate blood for blood Blood for blood lasts {or a number of rounds equal to your strength ability modifier. While under the effects of blood for blood, your melee ‘weapon attacks deal a bonus 1d8 damage, but damage rolls ‘against you deal an additional 1d6 damage. Kaen FLurry Beginning at the 11th level you are able fight defensively ‘using your weapons to keep your opponent at bay. When your ‘opponent takes the attack action, if the result oftheir attack roll is below 10, they have disadvantage on attacks against you for a number of rounds equal to your dexterity modifier. INVIGORATE Beginning at the 14th level, when you make an ability cheek, ifyour die roll result is below 10 you may reroll the dice once. ‘You must use this new result, You may do this three times before requiring a long rest DIszEMBOWEL Beginning at the 15th level your attacks have the potential to ‘maim your enemies. When you make your attack roll on a die roll result equal to or above 17, you cause a internal damage to your target, The creature makes a constitution saving throw using the Dive DC number. On a failed save, all attacks fon the target have advantage for a number of rounds equal to your strength modifier. SKEWER Beginning atthe 18th level your attacks have the potential to devastate your opponent’ defenses. When you make your altack roll on a die roll result equal to or above 19, you ‘skewer your target. The creature makes a constitution saving throw using the Dive DC number. On a failed save, the creature has disadvantage on all strength, dexterity and constitution saving throws for a number of rounds equal to your strength modifier. ONE WITH THE SKY Beginning at the 20th level when you rol for initiative and hhave no Jump casts remaining, recover 2 Jump casts EcHOES OF THE DRAGONSONG Dragoons are a remnant and living memory of the Dragonsong War. They came to prominence during the war against dragonkind by their fore bearers. Dragoons ‘specialized in battling the ferocious beasts and overtime channeled their power into their own fighting style, Some Dragoons came to specialize in laying dragons low, ending their lives, while others learned to harness their power. Some turned from dragons altogether, and focused on their ability to take to the skies and explore the world unlike any who had come before them, DRAGON SLAYER ‘A Dragoon who has chosen to focus on the utter destruction ‘of dragon kind begins to walk the path of a Dragon Slayer. This class of Dragoon excels at combating all manner of Aragons, having a rich knowledge oftheir foes, and the strategies needed to defeat them. Their combat abilities evolve around pinpointing the weaknesses of dragons and laying them low. Exustve Jome Beginning a the 3rd level. when you are the target ofan attack, as a reaction you may spend an available Jump cast to perform an Elusive jump. This allows you to leap direcly sway from the attack upto half your total base walking speed ‘while evading the attempted attack roll This movement does not provoke attacks of opportunity unless you collide with an enemy creature, Fr rounds equal to your dexterity modifier, enemies have disadvantage on attack rolls against you KNowzxpcr rrom BLoop [Beginning at the 9th level you have gained a wealth of knowledge about dragons. You have proficiency in History, Nature and Perception checks when the check directly involves a dragon, and you add the Draconic language to your known languages. SprnzsHatTer Dive Beginning at the 13th level, you are able to perform a Spineshatter Dive. When you perform the Dive feature, your xrget must make an additional Constitution save DC. On a failed save, the creature is stunned for a number of rounds ‘equal to your strength modifier. You may only invoke the effects of Spineshatter Dive once per long rest. ‘Lirz Surcr Beginning at the 17th level, you may force the activation of Phlembotomize, Disembowel and Skewer on a successful attack role. You may only activate this ability once per long rest Dracon Heart ‘Some Dragoon come to be known as Roaring Hearts. These ragoon have taken traits of the dragon into their fighting siyle, along with performing rituals to become closer to their enemies and to harness their abilities. They have gained an ‘understanding of dragon's and are capable of unleashing their ferocity upon their foes, Powzr SURGE Beginning at the 3rd level, when you use the Dive feature, you may choose to impose disadvantage on your target at will before you roll the dexterity check. You may do twice per long, Bioop or THE DRacon Beginning atthe th level, as a bonus action you may activate Blood of the Dragon. For a number of rounds equal to your strength modifier, you gain advantage on your attack rolls. You may activate the Blood of the Dragon once per short rest ‘Warriine TanusT Beginning at the 13th level, while Blood of the Dragon is active, you may use your attack action to use Wheeling Thrust, Make your attack roll without proficiency or ability modifier bonuses. I'you hit, extend the duration of Blood of the Dragon by 1d4 rounds. Gzmsxocut Beginning atthe 17th level, while Blood of the Dragon is active, you can use your attack action to unleash a strike which emulates a dragonis fire, All creatures in a 30ft line which is Sf. wide. must make a dexterity saving throw using the Dive DC. All creatures affected receive 546 force damage ma failed save and half as much on a successful one. You deal an extra 1d6 force damage when wielding a 2 handed or versatile melee weapon wielded with two hands. You may use Geirskogul once every five rounds of combat, or after a short rest ‘VALKYRIE {A Valkyrie is a dragon who has strayed from the path of dragon slaying, opting to become a warrior who has mastered land and aerial combat, Valkyries are known for their incredible jumping abilities, allowing them to further deepen the myths which surround Dragoons, flying lke those they original had pledged to destroy Crescent Moon STRIKES Beginning at the 3rd level, when you use your attack action, if there is a creature directly beside your target, you may roll a second attack roll for that creature as a bonus action. You do not receive a proficiency or ability modifier bonus on this attack. This does not apply to extra attacks. Hien Jue Beginning atthe 9th level, your Jump spel! becomes more potent. You may now jump quadruple your maximum jumping height. Additionally your Dive attacks deal a bonus 146 damage. FLIGHT of THE DRAGoon Beginning at the 13th level you are able to expend two available jump caste to cast the fly spell on yourself, When you do so, an ethereal pair of dragon's wings sprout from your back. When you choose to dive while your wings are available, your fly spell does not end. You may cast the Fly spell once per long rest. Draconriz Dive Beginning atthe 17th level you are able to perform a Dragontfire Dive. When you use your dive action, you may censhroud yourself in flames and strike down with much ‘greater force. All enemies within a 20 ft. radius of your target are all subject to the effects of the dive, The bonus damage of your dive is replaced and now your dive inflicts bonus Sd6 fire ‘damage and half as much on a failed save to all targets within the area, You deal an extra 146 fire damage when wielding a 2 handed or versatile melee weapon wielded with two hands. ‘You may use your Dragonfire Dive once per short rest MACHINIST ‘A woman stands before a group of goblins. Negotiations have broken down and the goblins have drawn their blades. Before they can take a step towards her, she unleashes a lethal bullet from her pistol laying their leader low, causing the others to retreat in fear ofthis unknown weaponry, Carefully, an exhausted machinist puts the finishing touches on their newest creation. They ip the switch and the ‘small tower shaped machine takes flight. It receives its ‘commands and a tiny pistol lets loose a bullet destroying the target, A smile spreads across the master tinkerer's face. The grinding gears of the clockwork construct click away 4s it follows its master onto the battle field The machinist ‘commands their mammet to rush the battlefield Unwavering the small solider dashes forward, striking out with its specially crafted blade, Machinists have spent many hours in the workshop to progress the art of war. From the creation of firearms, to the production of mechanical constructs forthe battle field the ‘machinist ensure the gears of war continue (o turn ever efficiently, FoREFRONT OF INNOVATION ‘A Machinist isan incredibly skilled artisan who has decided to push the boundaries of current technology and has ‘managed to do so successfull. They are capabable of building a wide variety of machines and firearms which they use to overwhelm enemies of their homes through sheer efficiency. Those who welcome a Machinist to live within their city wll be granted the boons ofa true genius. IN THE NAME OF ADVANCEMENT ‘When a Machinist completes their new arms and weapons, there are few in the world who are able to use them. For that reason, it falls upon the Machinist themself to head out into the world to field test their crestions. From the deadliest of rifles tothe fastest motorized vehicles, the Machinist must push their ercations to their limit and continue to modify ‘them, As adventurer’ this isthe drive of a machinist, totes ‘their equipment and rework it on a fong journey in the name of science and innovation. CREATING A MACHINIST ‘When creating a machinist you must keep in mind why they may be heading out on their adventure. Is your machinist field testing their inventions, or secking inspiration to create ‘even more intricate machines? Perhaps they are on a journey \tomake the world a better place by bestowing their creations for the common man. A Machinist has the most advanced ‘technology at their fingertips and are using that technology ‘to make life more efficient. Another possibilty is their natural curiousity has taken hold and your character may just be setting out on the journey for the sake oft Quick Bun You can make a Machinist quickly by following these suggestions First make Dexterity your highest ability score, following with Intligence. Second take the Guild Member background MacHINIST Level ast 2nd 3rd 4th sth 6th 7th 8th sth oth vith 12th 13th v4th 15th 16th Vth 18th 19th 20th Proficiency Bonus 2 +2 2 2 8 8 8 43 +4 “4 4 +4 45 +5 5 45 46 +6 +6 +6 Cass FEATURES ‘As a Machinist, you gain the following class features ‘Hrr Ponts Hit Dice: 148 per Machinist level Hit Points at Lat Level: 8+ your Constituion modifier Hit Points at Higher Levels: 1410 (or 6)~ your Constitution ‘modifier per Machinist level after Ist PROFICIENGIES Armor: Light armor. ‘Weapons: Simple weapons, Pistols, Hunting Rifles, Revolvers, Muskets ‘Tools: Two sets of Artisan's Tools ‘Saving Throwa: Dexterity Intelligence ‘Skilla: Choose two from Athletics, Arcana, History, Insight, Intimidation, Perception, Survival EQuremenr ‘You start with the following equipment, in addition to the equipment granted by your background + @)leather or (b) hide + (@)appistol or (h)a dagger + (@)a hunting rifle or b)a musket + (a)an explorer's pack ot (b)a dungeoneet's pack. Features Suppressive Fire Technical Support Machinist Archetype Ability Score Improvement Extra Attack Archetype Feature Trapper Ability Score Improvement Open Road Explosive Exoertise Archetype Feature Ability Score Improvement Graze Combat Roll Ricochet Ability Score Improversent ‘Archetype Feature Gift of Steel Ability Score Improvernent Midas Touch FIREARMS Information on Firearms is available in the Dungeon Mast Guide, The relevant information willbe included in Appendix E for ease of access SUPPRESSIVE FIRE Beginning at level 1, when you ready an attack action, you do not use your reaction when you launch your attack. ‘TECHNICAL SUPPORT Beginning at the 2nd level you are able to use your artisan's tools to disarm mechanical traps, MACHINIST ARCHETYPE [At 3rd level you choose which arca of inventing you wish to pursue. The Tinkerer focuses on the creation and innovation ‘of automated turrets. The marksman focuses on the usage of firearms, becoming a deadly shot. The mammeteer focuses ‘on the production of a mechanical puppet which assists them in battle, ABILITY ScorE IMPROVEMENT ‘When you reach 4th level, and again at Sth, 10th, 12th, 16th, and 19th level, you ean increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Exrra ATTACK Beginning at 5th level you can attack twice, instead of once, ‘whenever you take the Attack action on your turn, TRAPPER Beginning at the 7th level you are able to use your artisan tools to build mechanical traps. Additionally, you have advantage when making a perception check while seeking, traps and can rearm traps you find within a dungeon. Orn RoaD Beginning at the 9th Level you have gained the knowledge required to build a simple motorized vehicle, a scooter. At the cost of 750gp, you are able to build one scooter. Your scooter allows your to travel ata fast pace without suffering the effects of exhaustion. Your scooter may carry two medium sized creatures or one large sized creature. While stationhary the scooter has an AC of 10, adding the Dexterity modifier of the rider to its AC when mounted. Your scooter has 60 hit points before requiring repairs. Explosive EXPERTISE Beginning atthe 10th level, you have learned how to build 2 Wildfire explosive device. At the cost of 75gp you can build fone Wildfire grenade. As an action you may throw the Wildfire device with a range of 60ft. Each cresture within 20 fect of an exploding Wildfire device must make a DC 15 Dexterity saving throw, taking 5d6 fire damage on a failed, save, or half as much damage on a suecessful one GrazE Beginning at the 13th level, you are able to target your ranged attacks to cause negative effects on your target. Using your bonus action, you can empower your next shot to target a limb causing different effects. Ifyour attack lands, your target ‘must make a Dexterity saving throw DC = 8 + proficiency bonus + Dexterity modifier of fall under the targetted effect. ‘This effect lasts until your next action where applicable. Graze EFFECTS Limb Effect Head Stunned Heart Frightened Aen Disarmed Leg Prone ‘TRAPS AND SIEGE WEAPONRY Consult the Dungeon Master's Guide for information on ‘mechanical taps (pg-120) and siege weaponry (pg.255) respectively Comsat Rot. Beginning at the 14th level during battle you are able to perform a combat role. When you are targeted by an attack, you may use your reaction to impose disadvantage on the attack and move 5ft to an open space without provoking an attack of opportunity. RicocHET Beginning at the 15th level you may spend your reaction to perform a ricochet shot if you are attacking with a firearm. ‘Upon landing a successful attack, make an attack roll for another enemy within 5tt ofyour target. Girt oF STEEL Beginning at the 18th evel you are able to help upgrade a town's infrastructure if you are present there for an extended period of time, Ifthe funds, workers, equipment and ‘materials are present, you are able to help towns build siege ‘weaponry, reinforced gates, irigation systems among other ‘enhancements for thei ety. Mipas ToucH: Beginning at the 20th level you are able to perform quick ‘repairs in an instant to your ereations, During battle you can return a destroyed mammet or turret to working order by ‘spending two turns working on it, Upon completion, your creation is left with 10 hit points. Additionally, firearms you ‘use lose their loading property. MASTER OF METAL ‘A Machinist has dedicated their life to the study and production of great mechanical creations. May these ‘machines be marvels of architecture, innovation or war, 8 Machinist ison the fore front of progress. The Technician specializes in MARKSMAN You have decided to focus on your marksmanship, greatly {improving your ability to fightin the field. Quicx Draw Beginning a the 3rd level, immediately after rolling for initiative you may make take a ranged atack action against a target of your choice. You may use your ranged weapon when making stacks of opportunity Haw Vision Beginning atthe 6th level, you have designed and ‘manufactured a pair of goggles which greatly assist your perception. While wearing these goggles, you have proficiency on sight based perception checks, can see up to 4 miles in clear conditions and suffer no penalty for ranged attacks made at long range. RELoaD Beginning at the 11th level. when you miss an attack roll you ‘may attempt the attack roll again. You may only do this once, refreshing on after a short or long rest SNIPER Beginning at the 17th level, when you land a critical hit, the damage is tripled. You score a critical hit on a die result 18, 19 oF 20. ‘TINKERER Your studies have shifted from fire arms and traps toa more intriguing pursuit. You have decided to focus your efforts on the production of miniature turrets. These turrets come in many shapes and sizes and serve specific purposes. Avromatrp Roox TupeeT Beginning at the 3rd level you have completed your newest creation, the Automated Rook Turret. You may use your action to deploy the Rook Turret. Add your proficiency bonus tothe turret’s AC, attack and damage rolls. You may not deploy both the Rook and Bishop turret simultaneously. If ‘your turret is damaged to the point that it can no longer ‘operate, you can spend 8 hours and SOgp to return it to ‘working order. Sznsony INPUT Beginning atthe 6th level you have developed a head piece Which allows you to see what the turrets camera perceives and hear what the turret is able to hear. Avromarep BisHor Tuner ‘Beginning at the 11th level, you have completed a new type of turret, the Automated Bishop Turret. Add your proficiency bonus to the turret’s AC, attack and damage rolls. You may not deploy hoth the Rook and Bishop turret simultaneously. You may recall your turret using an action. Ifyour turret is damaged to the point that it can no longer operate, you can spend 8 hours and S0gp to return it to working order, You can make a White Mage quickly by following these suggestions. First make Wisdom your highest ability score, following with Charisma, Second select the Healer discipline ‘Third take the Acolyte background. Fourth, take the Fitebott, Ray of Frost, Prestidigitation and Thunderclap cantrips and the first level spells Burning Hands and Witch Bott. Cass FEATURES ‘Asa White Mage, you gain the following class features Hrr Ponts Hit Dice: 1d6 per White Mage level Hit Points at Ist Level 6 + your Constituion modifier Hit Points at Higher Levela: 1d6 (or 4) + your Constituion modifier per White Mage level after Ist Interventions Cantrips Spells Known Known 4 2 4 3 PROFIGIENGIES ‘Armor: None Weapons: Daggers, Darts, Slings, Quarter Staff, Light Crossbows ‘Toole: None ‘Saving Throws: Wisclom, Charisma ‘Skills: Choose two from Areana, Deception, Insight, Persuasion, History, Religion, Medicine. Equirmenr You start with the following equipment, in addition to the ‘equipment granted by your background: + a dagger + a spell casting focus (a cane, staff, wand or similar object) + (@)an explorer's pack or (b)a scholar’s pack. SPELL CasTING Conyury DiscrPLinE Level requirement and general description. See chapter 10 of the PHB for the general rules of spelicasting and the end of, this document for the White Mage spel list. CanTRies At Istlevel you know 4 cantrips of your choice from the White Mage spell ist, You learn additional White Mage cantrips of your choice at higher levels, as shown in the Cantrips Known columa of the White Mage table. Spe StoTs “The White Mage table shows how many spell slots you have to.cast your spells of Ist level and higher. To cast one of these spells, you must expend a slot ofthe spel’ level or higher. You regain all expencled spell slots when you finish a long Spziis KNowN oF 1sT Levat AND HIGHER You know 3 Istlevel spelis of your choice from the White Mage spell list. The Spells Known column of the Mage table shows when you learn mote White Mage spells of your choice. Each of these spells must be ofa level for which you have spell slots. For instance, when you reach 5th level inthis class, you can learn one new spell of 1st, nd or 3rd level Additionally, when you gain aleve in this lass, you can choose one of the White Mage spells you know and replace it ‘with another spell from the Mage spell ist, which also must be of a level for which you have spell slots. SrELLcasTING ABmuITY ‘The spelleasting ability for your White Mage spells changes depending upon the discipline you select. You use your ‘Wisdom whenever a spell refers to your spelleasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a White Mage spell you cast and when ‘making an attack roll with one. ‘Spell save DC= 8 + your proficiency bonus * your Wisdom modifier Spell attack modifier = your proficiency bonus * your Wisdom modifier SPELLOASTING Focus You can use a rod, cane, wand or other similar equipment as an arcane focus (found in chapter 5 of the player's handbook) for your White Mage spells. RrTvaL Castine ‘You can cast any White Mage spell you know as a ritual if that spell has the ritual tag, SooTHE SAYER Starting at Ist level your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2+ the spell's level At 2nd level, you choose the discipline you belong to as a White Mage. Elementalis, Spirit Master, or Ampdapori all detailed at che end of the class description. Your archetype choice grants you features at the Ist, 6th, 10th and 14th level INTERVENTION ‘Asa White Mage you are capable of calling on the world around you to intervene and assist yourself and your party. Your maximum number of intervention points increases 3s you level up and your intervention points refresh to the ‘maximum number upon completion ofa long rest. ABILITY SCORE IMPROVEMENT ‘When you reach 4th level. and again at 8th, LO¢h, 12th, 16th, and 19th level you can inerease one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. CONSERVATION OF LIFE [Beginning at the 18th evel, when your hit points are reduced, 10 0 and you fall unconscious, you release a pulse of healing ‘energy: All allies within 2 30ft radius are healed for 248 ~ your Wisciom ability modifier hit points. This is unaffected by Touch of the Padjal ‘Wor.piy Bonp ‘Beginning at the 20th level you recover 5 intervention points, after completing a short rest. THE PROTECTORS OF THE FUTURE ‘The White Mages goal in life is to safeguard the future through the use ofthe inherent magic hidden within the land ‘This has lead to three paths which a white mage chooses between to help focus what power they draw forth. An clementalist uses the power of nature to control earth, wind and water in defense ofthe land, The sprit master uses the ‘essence of the world alongside the magic within their allies to bring forth powerful healing spells. The Ampdapori makes use of the power of light to bring forth a powerful advantage against blasphemous invaders to their realm. ELEMENTALIST ‘White Mages who choose to focus on manipulating the clements around them come to be known as elementalists. ‘They are able to work very closely with the elementals living ‘across the land to borrow their strength and knowledge, turning the world itself into an ally. EXPANDED SPELL LIST Spell Level Spell Ist Earth Tremor, Thunderwave 2nd Earthbind, Maximilian’s Earthen Grasp 3rd Erupting Earth, Melfs Minute Meteors 4th Stoneskin, Watery Sphere Sth Conjure Elemental, Control Wind INTERVENTION: VorcE OF THE WIND Beginning atthe 2nd level, you may' spend 2 intervention points to mask any noise a target creature hears with the sound of heavy winds. The wind elementals you eall upon produce harrowing winds in the ears ofthe the target creature preventing them from hearing anything. Alternatively you may mask any sound produced within a 10ft radius sphere centered on a location within 20f that you can see. Those outside the sphere can not hear what is going on inside the sphere. You may spend 1 additional intervention point to afflict for each extra creature you wish to mask sound from or increase the radius of the sphere by 5ft. This effect lasts for 10 minutes. INTERVENTION: EYES OF THE ELEMENTALS Beginning at the 6th level you may spend intervention points to tap into the knowledge of the elementals in the surrounding area. You gain a mental map of an area of 1 mile radius centered on you for each intervention point spent. You ‘must spend 15 minutes meditating while clementals share this information about the surrounding area with you. INTERVENTION: BREATH OF THE WAVES Beginning at the 10th level, you may spend 2 intervention points to call on nearby water elementals to create underwater air pockets centered on a creature's head, allowing them to breath underwater for up to 10 minutes, ‘You may spend extra intervention points to increase the time by LOminutes per point or place another air pocket around an additional ereature's head. Spending 1 intervention point for each additional effect. INTERVENTION: WHISPERS OF THE EARTH Beginning at the 14th level, you may spend 2 intervention points to gain tremorsense in a 30ft. radius for 10 minutes. ‘You become sensitive to vibrations in the ground and ean automatically pinpoint the location of anything that isin contact with the ground and within range. Ifno straight path exists through the ground from you to what you sensing, then the range defines the maximum distance ofthe shortest indirect path. It must itself be in contact with the ground, and the creatures must be moving. As long as the other creatures are taking physical actions, including casting spells with somatic components, they're considered maving; they dont have to move from place to place for a creature with tremorsense to detect them. Aquatic creatures with, tremorsense can also sense the location of creatures moving through water. Srrerr MasTER AMPDAPORI [A Spirit Master is a White Mage who has focused their efforts, into becoming master healers. They are steadfast allies who provide a great deal of support to those around them. Drawing power from the land and the spirits who inhabit it, Spirit Master is able to unleash increadibly potent healing and support spells. They have taken on the role to soothe the ‘wounds of those who protect the world and those who need protecting. ExpaNDeD SpeLt List ‘Spell Level Spell Ist Heroism, Sanctuary 2nd Enhance Ability, Protection from Poison 3rd Beacon of Hope, Revivily Ath Regen, Tetragrammaton Sth Assize, Mass Cure Wounds INTERVENTION: SHROUD OF SAINTS Beginning at the 2nd level, as an action you may spend 2 intervention points to shroud yourselfin light. Melee and ranged attacks against you have disadvantage until your next action, InTERVENTION: SuRGING SuccoR Beginning atthe 6th level you may spend 2 intervention points to cause the healing spells you cast on others heal you. fas well. When you cast a spel of Ist level or higher that restores hit points toa creature other than you, you regain hit points equal to 2 + the spel’ level. INTERVENTION: CLERIGAL SMITE Beginning at the 10th level, you may spend 2 intervention points to cast a healing spell on a target creature and deal radiant damage instead of recover hit points, This effect may not be used with spells greater than the Sth level INTERVENTION: TOUCH OF THE PADJAL Beginning atthe 14th level. you may spend 2 intervention points when you cast a healing spell. When you would normally roll one or more dice to restore hit points with = spell you instead use the highest number possible for each dic. For example, instead of restoring 246 hit points to a creature, you restore 12 ‘Some White Mages focus on the role of repelling those who ddo not belong in the world from it, relying on light and holy ‘magic to drive the undead and fiends from the world through, destruction. An Ampdapori White Mage has taken up arms for this very purpose, using a mix of healing magic and holy ‘magic to smite out blasphemous creatures from the land EXPANDED SPELL LisT Spell Level Spell Ist Banish, Bless 2nd Moonbeam, Sleep 3rd——_Daylight, Spirit Guardians 4th Banishment, Wall of Fire 5th Holy, Hallow INTERVENTION: PROTECTION OF THE Awpparorr Beginning at the 2nd level, you may spend 2 intervention points to emit an 30ft radius aura for 1 hour. You are alerted of any undead or fiends who are within the affected area and are alerted of their presence. You also learn the direction of their location. INTERVENTION: PuRcE UNDEAD Beginning atthe 6th level. you may spend 2 intervention points to gain advantage on spells cast against undead targets. On a successful spell against an undead you deal a bonus 246 radiant damage. At the 14th level this bonus ‘damage is increased to 346. INTERVENTION: SHIELD FROM BLASPHEMY Beginning at the 10th level, you may spend 2 intervention, points to assist your allies within your Protection of the Ampdapori aura, All allies within the aura gain advantage on ‘saving throws against the next action performed by undead or fiend creatures which targets them, This effect fades after 10 minutes of easting. INTERVENTION: PuRGE FLENDS Beginning at the 14th level you may spend 2 intervention points to gain advantage on spells cast against fiend targets. ‘On a successful spell against a fiend, you deal a bonus 246 radiant damage. At the 14th level this bonus damage is, increased to 36. CHAPTER 2: SPELLS ‘This chapter describes the spel lists ofthe classes available in this partner guide to the Dungeons & Dragons Player's Handbook. Please consult the player's handbook for spel descriptions. Spells custom created for the classes will be Aetailed at the end of the chapter and are marked in italics ‘within the document, ARGANIST SPELLS Canrris (0 Levet) ‘Acid Splash Blade Ward Dancing Lights Friends Light Mage Hand Mending Message Minor Ilaston Poison Spray Prestiigtation Thunderelap True Suite Ist LeveL Bane Catapult Charm Person Chromatic Orb Color Spray Comprehend Languages (Ritual) Cure Wounds Detect Magic (Ritual) Detect Poison and Disease (Ritual) Disguise Self False Life Feather Fall Fog Cloud Healing Word Hex Tdentify (Ritual) Ilusory Script Inflct Wounds Jump Mage Armor Magic Missile Protection from Evil and Good, Ray of Sickness Shield Silent Image Sleep Witch Bolt 2ND LeveL Alter Self Blindness/Deafness Calm Emotions Crown of Madness Darkness Darkvision Detect Thoughts Enhance Ability Hold Person Invisibility Melf's Acid Arrow Mirror Image Misty Step Phantasmal Force Protection from Poison, Ray of Enfeeblement ‘See Invisibility Spider Climb ‘Suggestion 3Rp LeveL Bestow Curse Clairvoyance Counterspell Daylight Dispel Magic Fear Feign Death (Ritual) Gaseous Form Haste Hypnotic Pattern Magic Circle Major Image Mel's Minute Meteors Slow Stinking Cloud Tongues Vampirie Touch 47H LeveL Arcane Eye Blight Confusion Dominate Beast Freedom of Mavement Greater Invisibility Hallucinatory Terrain Locate Creature Phantasmal Killer Polymorph Vitviolic Sphere STH LeveL ASTROLOGIAN SPELLS Clowdkil Conjure Elemental Canrares Contagion Biadeward Dominate Person Dancing Lights ae Guidance Hold Monster Light Insect Plague Message Legend Lore Resistance Modify Memory cred Flame Planar Binding ‘True Strike Raise Dead Serying Lavan Seeming Bane Wall of Force Bless ‘Comprehend Languages 67H LeveL Cure Wounds Arcane Gate Detect Magic (Ritua) Circle of Death Detect Poison and Disease Disintegrate Divine Favor Eyebite Guiding Bolt Harm Healing Word Heal Heroisen Mass Suggestion Intlict Wounds Programmed llusion Magic Missile “rue Seeing Sleep 77H LeveL vere Btherealness Aid Finger of Death Augury Foreecage Blindness/Deafness Mirage Arcane Calm Emotions Plane Shite Darkness Prismatic Spray Detect Thoughts Resurrection Enhance Ability Reverse Gravity Hold Person Symbol Lesser Restoration Teleport Levitate Locate Object Ge ‘Magic Weapon. Antimagie Field Dominate Monster Fecblemind beac Mind Bank. Clairvoyance Power Word Stun Daylight er vac Dispel Magic Astral Projection oe Foresight Hypnotic Pattern a Mass Heating Word Eas Remove Curse Power Word Kill aes Prismatic Wall Time Stop “rue Resurrection ae ive Confusion Death Ward Divination Freedom of Movement Hallucinatory Terrain Locate Creature ‘LEVELS Collective Unconscious Dream Geas Gravity Greater Restoration Hold Monster Legend Lore Mass Cure Wounds Sorying ‘Teleportation Circle (Ritual) ‘LEvELé Byebite Find the Path, Heal Mass Suggestions True Seeing Lrve. 7 Ethereainess Plane Shift Regeneration Resurrection Symbol Lave ‘Antimagie Field Celestial Opposition Feeblemind Mind Blank Power Word Stun Sunburst ‘Levi 9 Astral Projection Foresight Mass Heal Meteor Swarm ‘True Resurrection Wish Brack MaGE SPELLS ‘CANTRIPS ‘Acid Splash Blade Ward Chill Touch Control Flames Create Bonfire Dancing Lights Fire Bolt Friends Frostbite Light Mage Hand, Mending Message Minor Illusion Poison Spray Prestidigitation Ray of Frost Shocking Grasp Thunderclap ‘True Strike 1ST LEVEL Absorb Elements ‘Burning Hands Chromatic Orb Color Spray ‘Comprehend Languages (Ritual) Detect Magie (Ritual) Disguise Self Expeditions Retreat False Life Feather Fall Fog Cloud Jump Mage Armor Magic Missile Protection from Evil and Good Ray of Sickness Shield Silent Image Sleep ‘Thunderwave Unseen Servant (Ritual) ND LEVEL Alter Self Blur ‘Crown of Madness Darkness Darkvision| Detect Thoughts Enhance Abilicy Hold Person, Invisibility Knock Levitate Locate Object, Mirror Image Misty Step Phantasmal Force Pyrotechnics Ray of Enfeeblement ‘Seroching Ray See Invisibility Shatter ‘Suggestion, ‘35RD LEVEL Blink Clairvoyance Counterspell Dispel Magic Fear Fireball Fly Haste Lightning Bolt Major Image ‘Tongues ‘47H LEVEL Blight Dimension Door Dominate Beast Greater Invisibility Hypnotic Pattern Tee Storm Locate Creature Polymorph Wall of Fire STH LEVEL Animate Objects Cloudkill Creation Dominate Person Hold Monster Legend Lore Serying Telekinesis Teleportation Circle 6TH LEVEL Arcane Gate Chain Lightning Circle of Death, Disintegrate Byebite Globe of Invulnerbility Investiture of Flame Investiture of lee Mass Suggestion Otiuke's Freezing Sphere Sunbeam True Secing Wall of Ice ‘7TH LEVEL Delayed Blast Fireball Etherealness Finger of Death Fire Storm Forcecage Mirage Arcane Plane Shift Prismatic Spray Reverse Gravity Symbol Teleport 8TH LEVEL AbiDalzim's Horrid Wilting Dominate Monster Feeblemind Incendiary Cloud Power Word Stun ‘Sunburst 9TH LEVEL Flare Gate Meteor Swarm Power Word Kill Time Stop Wish Waire Mac SPELLS CANTRIRS Guidance Gust Light Mending ‘Mold Earth Resistance Sacred Flame ‘Shape Water ‘Spare the Dying ‘Thaumaturgy 1ST LEVEL Bane Command Create or Destroy Water Cure Wounds Detect Evil and Good Detect Magic (Ritual) Detect Poison and Disease (Ritual) Guiding Bolt Healing Word Inflict Wounds Protection from Evil and Good Purify Food and Drink (Ritual) Shield of Faith 2ND LEVEL, Aid Augury (Ritual) Blindness/Deafness Calm Emotions Continual Flame Find Traps Gentle Repose (Ritual) Gust of Wind Hold Person Lesser Restoration Locate Object Prayer of Healing Silence (Ritual) Spiritual Weapon Warding Bond Zone of Truth 3RD LEVEL Animate Dead Bestow Curse Clairvoyance Create Food and Water Dispel Magic eign Death Glyph of Wardning Magic Circle ‘Mass Healing Ward ‘Meld into Stone (Ritual) Protection from Energy Remove Curse Sending Speak with Dead Spirit Guardians Tongues Wall of Sand Wall of Water Water Wall (Ritual) ‘47H LEVEL Control Water Death Ward Divination (Ritual) Freedom of Movement Guardians of Faith Locate Creature Stone Shape STH LEVEL Conjure Elemental Commune (Ritual) Contagion Dispel Evil and Good Flame Strike Geas Greater Restoration Insect Plague Legend Lore Mass Cure Wounds Planar Binding Raise Dead Serying Wall of Stone 6TH LEVEL Blade Barrier Create Undead, Find the Path Flesh to Stone Forbiddance Harm Heal Heroes Feast Investiture of Stone Investiture of Wind Move Earth Planar Ally True Seeing Word of Recall ‘7TH LEVEL Conjure Celestial Divine Word Etherealness Fire Storm Plane Shift Regenerate Resurrection Symbol Whirlwind 8TH LEVEL ‘Antimagic Field Control Weather Earthquake Holy Aura 9TH LEVEL, Astral Projection Gate Mass Heal ‘True Resurrection CREATED SPELLS ASSIZE Sthvlevel evocation Casting Time: 1 action Range: 60. Components: V, S Duration: Instantaneous ‘An eruption of energy from your body soothes allies and ‘wounds enemies. All allies within 60ft. recover 348 hit points ‘and all enemies within 60ft. must make a wisdom saving. ‘throw. They take 4d4 radiant damage, and half as much on a ‘successful save. You may reverse which die affect healing and which die deal radiant damage, but must make this distinction before rollin. BANISH Istlevel evocation Duration: Instantaneous Light energy converges on a creature you can see within range. The creature makes a dexterity saving throw. This ‘energy erupts with great force, searing the target creature ‘with 346 radiant damage on a failed save and half as much on, a successful save. CELESTIAL OpPosiTION Sul: level evocation Casting Time: 1 action Range: Self Components: VS Duration: concentration, 1 minute You release a massive amount of astral energy in a 30M. radius globe centered on you. The inside of the globe is dimly lit and filled with softy glowing lights which map the starry sky. On this release, all enemies coming in contact with the sphere are star struck and must make a wisdom saving throw. Enemies take 648 force damage and are stunned for 1d4 rounds on failed saved and half the damage is taken and they resist becoming stunned on a success. Coxtzcrivz Unconscious Bulblevel evocation Components: V, S Duration: concentration, 1 minute You create a magical barrier around yourself. The barrier is 10ft. in radius and spherical. All allies within 10R. of you are healed immediately for 348 As long as they remain in the barrier, their AC receives a +1 bonuis and each time they start their curn within the barrier they are healed for 146, Doron AUlslevel evocation Casting Time: 1 action Range: 30f Components: V, S Duration: 1 minute You draw out the energies of Ten to create a circle of corrupted earth on the ground centered at a point of your choosing within range. The circle has a radius of 10fe, and is considered to be difficult terrain forall ereatures except for you. Creatures take 44 necrotic damage for every SI. they travel within Doton, When Doton appears, all creatures ‘within the ring make a Dexterity saving throw, taking 4d4 necrotic damage and half as much on a failed save. You are unaffected by this damage. ‘At Higher Levels Creatures take 1d4 more necrotic damage for each casting level above four. Frare Sthlevel Evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instancous You select a target within range, and create a point of ceneray on their body. Fiery energy explodes from their location in.a 40Rt globe, incinerating all creatures within the globe. All affected creatures make a Dexterity saving throw, taking 2046 fire damage and 2046 force damage on a failed saving throw and half as much on a success. Geayiry Suthlevel evocation Casting Time: Range: 150 feet ‘Components: V, S Duration: Instantaneous ‘You conjure the energies of the stars through your arcane focus to temporarily create a small dense celestial body at a point in space within range. A spherical gravitational field appears around the body with 20ft radius and produces a pulsing sound Each creature within the field must make a Dexterity saving throw. A target takes 10d6 force damage on a failed save, and half as much on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for ‘each slot level above 5th. How S5itslevel evocation Casting Time: 1 action Range: sel Components: VS Duration: Instantaneous You let loose an orb of radiant energy which floats above you for a moment before exploding with great force in a 10ft radius, All creatures within range must make a Constitution saving throw. Creatures take 6d8 radiant damage and are stunned for one round on a filed save, and take half as much and resist the stun affect on a successful save. ‘Lusrearz ‘Attvlevel Evocation Casting Time: 1 action Range: 30 f. Components: VS Duration: Instantaneous ‘You may cast this spell as an action or as a reaction. This spell cannot be used in tandem with Adlogiuem (Nymian ‘Scholar feature) A target you can see within range is invigorated by a burst of soothing magic. They recover hit points equal to 5d8 REGEN 4thvlevel enchantment action Components: V, S Duration: 1 minute ‘The target’s body is enchanted with a blessing which repairs damage to their body over time. For the duration, the creature regains 146 hit points atthe start of ts turn. Sacez Sor. 4tbrlevel Evocation Casting Time: Range: 30 ft ‘Components: VS Duration: Concentration, up to 1 minute You create a 10ft radius dome of protective magic to shield your allies from harm centered on a location within range. ‘When an ally within the dome takes damage, the damage is reduced by 146. Surron Atislevel evocation Casting Time Range: 30ft Components: V, S Duration: Instantaneous You draw out the energies of jin to cause a powerful geyser ‘of water to explode from the ground beneath a target location ina 5 ft. radius cirle, Each creatures inside the geyser must make a dexterity saving throw. A creature takes 446 bludgeoning damage and 4d6 cold damage, and half as much fon a successful save. Additionally, you east invisibility on yourself atthe 2nd level At Higher Levels When you cast Suiton at higher levels, you deal 1d6 more bludgeoning damage and for each level above the 4th level ‘TaTRAGAMMATON: 4Attrlevel evocation Casting Time: 1 action Range: 60f Components: V, S Duration: Instantaneous You may cast this spell as an action or a reaction. A creature within range you can see is healed for 348 hit points instantaneously APPENDIX A: CARBUNCLES EMERALD CARBUNCLE ‘Small Elemental, unaligned ‘Armor Class 12 HitPoints 10(146 + 5) Speed 25ft STR DEX CON INT WIS CHA 10 (+0) 13 (+2) 8(-1) 4(3) 12(1) 10(0) Senses passive Perception 15 Languages understands the languages of its summoner but cannot speak Challenge 1/4 (400 XP) Actions Gust Ranged Magical Attack: +4 to hit, reach 5ft, one target. Hit 5 (146 + 2) Back Draft 5-6), Melee Magical Attack-+4 to hit, reach Sf, one target. Hit 5 (Id6 + 2). When a creature is damaged by Back Draft they must rake aDC 15 Strength save. On a failed save, they are knocked back 16ft, and are not knocked back when successful Topaz CARBUNCLE ‘Small Elemental, unalligned ‘Armor Class 14 HitPoints 20/1410 + 10) Speed 25ft STR DEX CON INT WIS CHA 12 (41) 12 (+1) 14 (42) 4(3) 12(41) 10(0) Senses passive Perception 15 Languages understands the languages of its surnmoner but cannot speak. Challenge 1/4 (400 XP) Actions Gouge. Melee Weapon Attack: +4 to hit, reach Sft fone target. Hit 5 (1d6 + 2). A creature struck by Gouge must make a DC 13 Wisdorn saving throw. (On a falled save, the creature has disadvantage on actions taken against targets other than Topaz Carbuncle during their next action. Gurl Recharge 5-6) Attacks against Topaz err erst siomiseetne ee Carbuncle takes another action. APPENDIX B: Ecis IrriT-Eci ‘Small Elemental, unaligned | Hit Points 9(148 + 5) Speed 254 STR DEX CON INT WIS CHA 12 (+1) 13 (+2) 81) 463) 12 (41) 12 (1) Senses passive Perception 16 Languages understands the languages of its summoner but cannot speak Challenge 1/4 (400 XP) Actions. Buming Strike. Melee Attack: +1 to hit, reach Sft, one target. Hit 4 (1d6 + 1) slashing damage. Flame Crush (Recharge 5-6). Melee Attack: +1 to hit, reach 5ft, one target. Hit 4 (1d6 + 1) fire damage. This attack targets all enemies within range. Enkindle Informa, \fit-Egi releases an explosive pillar of fre around itself in a 30ft radius, severely burning all ‘creatures in range. All affected creatures must make a dexterity save, receiving 6d10 fire damage on a failed save and half as much on a successful save Garupa-Ec1 ‘STR DEX CON INT WIS CHA TiTan-Eci Small Elemental, unaligned ‘Armor Class 15 Hit Points 15(1410 + 10) Speed 25ft STR DEX CON INT WIS CHA 12(41) 12 (+1) 1442) 4(3) 12(41) 100) Senses passive Perception 15 Languages understands the languages of its summoner but cannot speak. Challenge 1/4 (400 XP) Actions ‘Rock Buster. Melee Attack: +4 to hit, reach Sft, one target. Hit 5 (1d6 + 2) bludgeoning damage. Landslide (Recharge 5-6). Melee Attack:-+4 to hit, reach Sft, one target. Hit 5 (1d6 + 2) bludgeoning damage. A creature targeted by Landslide must ‘make a strength saving throw (DC 15). Ona failed save the targeted creature i knocked backup to 15h Enkindle Earthen Fury. Titan-Egi instantaneously pulverizes the land around it. Turning a 30. radius circle of land into a swampy mire. This is considered difficult terrain and all creatures who begin their turn in the mire receive 4d8 poison damage. Small Elemental, unaligned —————— APPENDIX C: NYMIAN Fey Eos ‘Small Fey, unalligned ‘Armor Class 12 HitPoints 10(146 + 5) Speed 25ft STR DEX CON INT WIS CHA 10 (+0) 13 (+2) 8(-1) 4(3) 12(1) 10(0) Senses passive Perception 16 Languages understands the languages of ts sumone’ but cannot speak Challenge 1/4 (400 XP) Innate Eos’ inate spellcating ably is Charisma (spell save DC #, +# to hit with spell attacks), It can innately ast the following spell, requiring no material components: ‘At will light 2{day each: cure wounds, healing word Vdaye aid Actions Unarmed. Melee Attack'+4 to hit, reach Sft, one target. Hit 1 bludgeoning damage. Z 5 Z wi ‘Small Fey, unaligned i f HitPoints 10(1d6 ~ 5) : STR DEX CON INT WIS CHA 12 (41) 12 (+1) 14 (42) 4(3) 12(41) 10(0) Senses passive Perception 15 Languages understands the languages of its surnmoner but cannot speak. Challenge 1/4 (400 XP) Eos's innate spellcasting ability isChartna (pel sare OCH stot wit spell attacks). It can innately ast the following spells, >requiring no material components: i At Will dancing lights 2/day: healing word day: magic missile Actions Unarmed. Melee Attack: +4 to hit, reach 5ft, one target. Hit 1 bludgeoning damage. Fey Lance. Ranged Magical Attack: +4 to hit, range 30ft, one target. Hit 5 (1d6+1) radiant damage. APPENDIX D: TURRETS Rook AUTOTURRET Small construct, unalligned ‘Armor Class 14 (natural armor) Hit Points 40(2410 + 6) ‘Speed 0 ft, fly 50 ft STR DEX CON INT WIS CHA 81) 14(42) 10(0) 165) 3-4) 165) Damage Immunities poison, psychic Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned ‘Senses passive Perception 18 i 1/4 (50 XP) Actions ed MAMMET COMPANION ‘Small construct, unalligned ‘Armor Class 11 (natural armor) Hit Points 40(4410 + 6) Speed Of, fly 50 fe. STR DEX «CON INT WIS CHA 12 (41) 12(41) 10 (0) 9(-1) 10(0) 9¢-1) Damage Immunities poison, psychic Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned Senses passive Perception 16 uages Same languages as its creator. Challenge 1/4 (50 XP) Actions ‘Auto-fire. Ranged attack: ~3 to hit, range 6Oft, one target. Hit 4 (16) piercing damage. BisHoPp AUTOTURRET ‘Small construct, unaligned “Armor Class 14 (natural armor) Hit Points 40(2410 + 6) ‘Speed 0 ft, fly 50 ft STR DEX «CON INT WIS CHA BEI) 14642) 10) 165) 364) 165) Damage Immunities poison, psychic Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned ‘Senses passive Perception 18 i 1/4 (50xP) Actions ‘Area Shock All creatures within 5ft. of the Bishop ‘Autoturret must make a Dexterity saving throw (OC = 8 + your proficiency bonus), taking 146 lightning damage >on afiled saved, and half as much on a successful save. ‘Single Shock. Magical Melee Attack:+3 to hit, range Sft, one target. Hit 4 (1d6) lightning damage. ‘Mammet Blade. Melee attack: +3 to Fit, range 5ft, cone target. Hit 5 (1d6+1) slashing damage. FIREARMS Item Cost Damage Weight Properties Martial Ranged Weapon Pistol 250gp 1410 piercing 3Ib. Ammunition (range 30ft/90ft), loading Revolver 28 piercing 31b. Ammunition (range 40ft120ft), reload (6 shots) Musket 500gp 1412 piercing 10lb. Ammunition (range 40ft/120Ft), loading Rifle, hunting 2410 piercing 8b. Ammunition (range 8Oft/240ft), reload (5 shots), two-handed Bullets (10) 3gp 2b, Wildfire Bomb 50gp Sd6 fire IIb. Thrown (range 30ft/6Oft), 20ft radius, Dex DC 15 ‘The Machinist doesn't have access to weapons with the reload properties due to the relative strength of them as a weapon. Ask your DM about making use of these weapons in your campaign. I suggest avoiding them.

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