RACE:
MAPACH TRAITS
AGE: (23)Mapachs mature quickly, reaching adulthood around 8 years. Despite this they have fairly average lifespans, the oldest among them living just past 60 years.
SIZE: (4'4", 120lbs)Mapachs stand between 4 and 5 feet tall, and encompass a variety of builds from svelt to wide, weighing between 90 and 160 pounds. Your size is Medium.
SPEED: Your base walking speed is 30 feet.
DARKVISION: 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, only shades of gray. Mapachs are most comfortable under the cloak of night.
EXPERT CLIMBERS: You have a climb speed of 20 feet.
RESILIENCE: You have advantage on saving throws against poison and resistance against poison damage.
SCROUNGECRAFT: You are proficient with tinker’s tools. Additionally, you have the ability to construct crude but functional versions of common items using materials present in your surroundings. You may spend 10 minutes to craft these materials into any tool or piece of adventuring gear worth 30 gold pieces or less. The item will be completely functional, even capable of passing for a disguise (if you crafted an article of clothing). Tools, along with any other item that would logically break on its first use (caltrops, arrows), will become useless afterward. Scrounge crafted items will otherwise last 1 hour before falling apart. Depending on the materials available, a Game Master (GM) may rule that you cannot craft an item in this way. For example, a vial of acid might be easy to make if you happen to be near a nest of acidic beetle larvae, or bark can be bound into a makeshift flask, but it would be difficult to create a passable facsimile of silken robes from a pile of leaves.
Should you have access to the proper materials, you can spend 8 hours converting an item you have scroungecrafted in this way into a permanent version, so long as you start this process before the item falls apart. Items crafted in such a way will function exactly as a normal version of the item, and if you have proficiency in the tools used to craft them, they can even look professionally-crafted. Otherwise, they retain a rather rough, cobbled-together appearance. You can also use scrounge craft to repair broken equipment, provided you have the materials on hand. Though, how long your repairs hold together is up to the GM.
SKULKER: You have advantage on Stealth checks made in dim light and darkness.
CLASS:
SPELLCASTING
You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. Sec chapter 10 for the general rules of spellcasting and chapter 11 for the bard spell list.
CANTRIPS
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table. (gust barrier, mage hand)
SPELL SLOTS
The Bard table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell cure
wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
SPELLS KNOWN OF 1ST LEVEL AND HIGHER
You know four 1st-level spells of your choice from the hard spell list. The Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell
of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots. (distort value, faerie fire, silent image, thunderwave, heat metal, knock)
SPELLCASTING ABILITY
Charisma is your spellcasting ability for your bard
spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you east and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus +
your Charisma modifier
Spell attack modifier= your proficiency bonus +
your Charisma modifier
RITUAL CASTING
You can cast any bard spell you know as a ritual if that spell has the ritual tag.
SPELLCASTING FOCUS
You can use a musical instrument (found in chapter 5) as a spellcasting focus for your bard spells.
BARDIC INSPIRATION
You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal
to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
JACK OF ALL TRADES
Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
SONG OF REST
Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any
friendly creatures who can hear your performance
regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.
The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
BARD COLLEGE
At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore or the College of Valor, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th and 14th level.
EXPERTISE
At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 10th level, you can choose another two skill proficiencies to gain this benefit. (sleight of hand, survival/this one is changing next level up due to Warlock)
ABILITY SCORE IMPROVEMENT
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
FONT OF INSPIRATION
Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.
COUNTERCHARM
At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage
on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you arc incapacitated or silenced or if you voluntarily end it (no action required).
MAGICAL SECRETS
By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.
The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table. You learn two additional spells from any class at 14th level and again at 18th level.
SUPERIOR INSPIRATION
At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.
COLLEGE OF THE ROAD
COLLEGE OF THE ROAD FEATURES
-Bard Level 3rd
Feature
Bonus Proficiencies,
Wanderer’s Lore,
Traveler’s Tricks (2 options)
-6th
Favorite Trick (1st),
Improved Tricks,
Traveler’s Tricks (3 options)
-14th
Favorite Trick (2nd),
Improved Tricks,
Traveler’s Tricks (4 options)
BONUS PROFICIENCIES
When you join the College of the Road at 3rd level, you gain a few useful proficiencies picked up from your time on the road. Choose three of the following options (each option can only be selected once):
-You gain proficiency with a martial weapon of your choice (longbow)
You gain proficiency with Thieves' Tools
You learn two languages of your choice (Vulpin, Jerbeen)
WANDERER'S LORE
At 3rd level, you can share any useful tidbits of information you have come across in your travels to help others to see problems from a new angle. When a creature has a Bardic Inspiration die granted by you, they may make a single Arcana,
History, Nature, or Religion check with advantage. The creature may choose whether or not to add the Bardic Inspiration die to this roll.
TRAVELER'S TRICKS
At 3rd level you already have several memorable experiences from your life on the road. You learn two Traveler’s Tricks of your choice (see Traveler’s Trick Options). These Traveler’s Tricks represent skills, techniques, and useful pieces of knowledge picked up along the way. Each one
requires you to expend a use of your Bardic Inspiration, and takes a bonus action to use unless otherwise specified. At 6th level and at 14th level you learn an additional Traveler’s Trick.
IMPROVED TRICKS
At 6th and 14th levels, your Traveler’s Tricks become stronger. By practicing the tricks you know, and encountering stronger adventurers who share their knowledge with you, your mastery over your tricks increases.
FAVORITE TRICK
At 6th level, you have gained enough mastery over one of your Traveler’s Tricks that you can use it whenever it’s needed. You may choose one Traveler’s Trick that you know and designate
it as your favorite trick. If you roll initiative and have no uses of Bardic Inspiration remaining, you regain one use of it. Any Bardic Inspiration gained in this way can only be used to perform your favorite trick. At 14th level you can select a second favorite trick from among Traveler’s Tricks you know.
TRAVELER'S TRICK OPTIONS
The Traveler’s Trick feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. Each one is associated with a different class, and those
marked with an asterisk (*) are magical effects.
Unlike traditional bard abilities which rely on skill or panache to be properly executed, the greatest asset for picking up tricks along the road is common sense and an openness to learning new ideas. Wisdom affects how powerful your traveler’s tricks are, as well as how hard they are to counter. If an option requires a saving throw, your Traveler’s Trick save DC equals 8 + your proficiency bonus + your Wisdom modifier.
ACROBATICS LESSONS
A slick rogue once gave you some pointers on zigging and zagging. When you or an ally makes a Dexterity saving throw, you may expend one use of your Bardic Inspiration, rolling a Bardic Inspiration die and adding the result to the saving throw. An ally must be within 60 feet of you and able to see and hear you to benefit from this trick.
At 6th level, if the target succeeds the
saving throw against an effect that would deal
half damage on a successful save, the target
takes no damage instead.
At 14th level, even if the target fails their
saving throw they only take half damage from
the effect.
CONJURE WOODLAND SPIRIT*
A patient druid shared the secrets of forest magic with you. You can expend one use of your Bardic Inspiration as an action to conjure a forest guardian spirit in an unoccupied space you can see within 60 feet of you. The guardian spirit is Large, and takes the appearance of a spectral predatory cat. Any enemy that moves into or leaves a space adjacent to the guardian spirit must make a Wisdom saving throw, taking magical slashing damage equal to your Bardic Inspiration die on a failure. The guardian spirit will remain for as long as you concentrate on it, up to 10 minutes.
At 6th level, your bond with the guardian spirit grows even deeper. Any creature dealt damage by your guardian spirit has
their speed reduced to 0 for the rest of the turn.
At 14th level, any Large or smaller creature who has their speed reduced to 0 by the guardian spirit is restrained for as long as you maintain your concentration, as your guardian spirit pins them in place. The target can break free by spending
an action to make a Strength (Athletics) check against your Traveler’s Trick save DC.
OTHERWORLDLY PATRON
At 1st level, you have struck a bargain with an otherworldly being of your choice: the Archfey, the Fiend, or the Great Old One, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
PACT MAGIC
Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the warlock spelt list.
CANTRIPS
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table. (chill touch, infestation)
SPELL SLOTS
The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example. when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.
SPELLS KNOWN OF 1ST LEVEL AND HIGHER
At 1st level, you know two 1st-level spells of your choice from the warlock spell list. The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots. (armor of agathys, comprehend languages, unseen servant)
SPELLCASTING ABILITY
Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one. Spell save DC 8 + your proficiency bonus -your Charisma modifier
Spell attack modifier— your proficiency bonus + your Charisma modifier
SPELLCASTING FOCUS
You can use an arcane focus (found in chapter 5) as a spellcasting focus for your warlock spells.
ELDRITCH INVOCATIONS
In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. (rebuke of the Talisman [error, fixed when I level up again], eyes of the rune keeper)
Rebuke of the Talisman
Source: Tasha's Cauldron of Everything
Prerequisite: Pact of the Talisman feature
When the wearer of your talisman is hit by an attacker you can see within 30 feet of you, you can use your reaction to deal psychic damage to the attacker equal to your proficiency bonus and push it up to 10 feet away from the talisman's wearer.
Eyes of the Rune Keeper
Source: Player's Handbook
You can read all writing.
PACT BOON
At 3rd level, your otherworldly patron bestows a gift
upon you for your loyal service. You gain one of the
following features of your choice.
PACT OF THE TALISMAN
Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest. If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.
ABILITY SCORE IMPROVEMENT
When you reach 4th level, and again at 8th, 12th, 16th,and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
MYSTIC ARCANUM
At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum. You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.
ELDRITCH MASTER
At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.
WARLOCK
WARLOCK PATRON
At 1st level, when choosing a warlock patron, the followingoption is available: The Predator.
THE PREDATOR
Your patron is a primal beast, driven by a bloodthirsty need to hunt. These beings tempt creatures to give in to their base instincts and become apex predators. Ancient white dragons, demons with a bestial bent, and the Amaranthine Kren have all been known to occasionally grant feral powers to those desperate enough to seek their aid. Many who strike a pact with a Predator find themselves forever changed, bearing razor teeth and wicked claws, an aspect of their predatory patron.
EXPANDED SPELL LIST
The Predator lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. Spells marked with an asterisk can be found in the Humblewood Campaign Setting book.
SPELL LEVEL SPELLS
1st hunter’s mark, jump
2nd alter self, ambush prey*
3rd blink, slow
4th dominate beast, freedom of movement
5th contagion, mislead
BONUS PROFICIENCIES
Starting at 1st level, your patron grants you enhanced tracking skills. You are proficient with the Survival skill, and you add double your proficiency bonus to any Wisdom (Survival) skill checks you make.
FORM OF THE BEAST
At 1st level, you can use your bonus action to channel the ferocity and guile of your patron, transforming into a beastly figure. For 10 minutes, you gain the following abilities:
l You are flooded with adrenaline, feeling nothing besides the thrill of the hunt. You gain temporary hit points equal to five times your warlock level, up to a maximum of 50 temporary hit points at 10th level. These temporary hit points last until the end of your transformation.
l Your senses become supernaturally keen. You have advantage on Dexterity (Stealth), Wisdom (Perception), and Wisdom (Survival) checks you make to track or stalk your prey.
l You sprout a set of pointed teeth and razor-sharp claws, which are natural weapons you can use to make unarmed strikes against creatures within 5 feet of you. You have proficiency with these weapons and can use your Charisma modifier for their attack and damage rolls. On a hit, your bite deals 1d6 piercing damage, and your claws deal 1d4 slashing damage. If you already had a bite or claw attack (talon attacks count as claw attacks), its damage increases by one step (a d4 becomes a d6, a d6 becomes a d8, etc.). As a bonus action after making a bite attack, you can make a claw attack.
l Starting at 5th level, your muscles grow, and your movements quicken. When you take a bonus action to make
a claw attack, you make two claw attacks instead of one. Additionally at 5th level, you can take the Dash action as bonus action. You can use this feature twice per short or long rest. At 6th level, your transformation lasts for 1 hour instead of 10 minutes
THRILL OF THE HUNT
At 6th level, you gain the ability to feast on the vitality of your foes while transformed into your Form of the Beast. Once per turn when you hit a creature with your bite attack, you can cause the attack to deal an extra 3d6 points of necrotic damage. You regain a number of hit points equal to the total damage dealt with this attack. Once you use this feature, you can’t use it again until you score a critical hit with a bite or claw attack or until you finish a short or long rest. At 10th level, the extra necrotic damage provided by this feature increases to 5d6.
FEARSOME PRESENCE
At 10th level, you learn how to channel the presence of a frightful beast, even when not transformed. You can use your action to cause each hostile creature you can see within a 30-foot radius to succeed on a Wisdom saving throw against your spell save DC or become frightened of you for 1 minute. Creatures who fail their saving throw are also restrained until the end of your next turn. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once you use this feature, you can’t use it again until you finish a short or long rest.
UNCAGED BEAST
Upon reaching 14th level, you become even more ferocious when pushed to your limits. While transformed into your Form of the Beast, if you take damage from a creature that is within 5 feet of you, you can use your reaction to make a bite or claw attack against that creature. Additionally, when an attacker that you can see hits you with an attack, you can use your reaction to immediately transform into your Form of the Beast. If you do this, subtract the damage this attack would deal from the temporary hit points granted by your transformation; any excess damage carries over to your hit points. As part of your reaction to transform, you may immediately retaliate against your attacker with a bite or claw attack, so long as your attacker is within 5 feet of you.
Features & Traits