Subclass Options

Paladin Oaths  

Oath of Inquisition


Hit Points

Hit Dice: d10 per Oath of Inquisition level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Overview & Creation

The oaths taken by the College of Questions take a whole new level of fanatical meaning for a paladin. These paladins are experts at rooting out the hidden evils of witches and monsters, resisting curses, and exorcising the demons and monsters that plague man.  

Tenets of Inquisition

  Uncover What is Secret - Even if the hidden witches and monsters are not evil, their neighbors have a right to know what they are. The people must know what evils are implanted in the darkest hearts among them. It is your duty to investigate all mysteries and decide whether they must be revealed.   Empower the Faithful - Your mission to destroy evil cannot be accomplished by you alone. You must empower the bodies, minds, and souls of those who would fall prey to the evil to resist, overcome, and ultimately destroy it themselves.   Purge the Unclean - Demons, Devils, Fey, Aberrations, Undead; these do not belong in the mortal realm. You must always seek to send them home.   Exterminate What Cannot Be Saved - If witches cannot be turned from their path, if criminals traffick with that which shall not be named, if a population has fallen prey to false gods and heresy and will not repent, all must be cleansed without mercy, with pity saved for the quietude of ash.  
 


Class Features

Channel Divinity

 
  • When you take this oath at 3rd level, you gain the following two Channel Divinity options: 
  • Grim Accusation: As an action, you utter a litany of crimes at a creature and make a sign in the air. That creature must make a Charisma saving throw. On a failed save, that creature is weakened against the paladin; The paladin has resistance to all slashing, piercing, and bludgeoning damage by the target. The paladin also has advantage to all saving throws triggered by the monster. You may only have one Grim Accusation active at a time.   Vow of Scapegoating: As a bonus action, you can utter a promise to take the burdens of whichhunting suffered by your allies. You may switch the target of a number of negative spell effects equal to your Charisma modifier from your allies to yourself. You have no saving throws against these spells the round you use this ability, but after the first round you may roll against the spells as described in their description if they allow subsequent rolls.

    Aura of the Pyre

        At level 7, you project an aura of cleansing radiance. Within this aura, colors are subtly brighter and shadows are paler. Every hostile creature that enters a space or ends its turn within 5 feet of you must make a Charisma save against your spell DC or take 1d6+your Charisma Bonus of Radiant damage. Any creature damaged in this way cannot cast spells above 1st level until the end of its next turn. You can choose to quench this aura at will.  

    Suffer the Witch

        Any spellcaster with an active concentration spell that enters within 15 feet of you or starts its turn there must roll to maintain concentration as if it took 5 damage. If a hostile creature attempts to cast a spell while within this aura they must also roll to maintain concentration on that spell or risk spell failure.  

    Exterminatus

      At level 20, you gain the ability to channel the power of judgement through your frail, mortal body. Once, as an action, you may spend any number of your unused Hit Die. All hostile creatures within 90 feet of you must make a Constitution Saving Throw against your spell save DC. Every hostile creature in the area that fails its save takes 1d10 Radiant Damage for every Hit Die you spent. Creatures that save this throw, creatures friendly to you, and you yourself take half this damage. You regain this ability when you complete a long rest. All inanimate objects in the area are bleached white by the experience, including clothing.
     


    Spellcasting

    Oath of Inquisition Spells

     
    Paladin Level Spells
    3rd Bane, Comprehend Languages
    5th Detect Thoughts, Silence
    9th Counterspell, Glyph of Warding
    13th Confusion, Freedom of Movement
    17th Hold Monster, Modify Memory

     

      Ranger Archetypes  

    Exterminator (Ranger Archetype)


    Hit Points

    Hit Dice: d10 per Exterminator (Ranger Archetype) level
    Hit Points at first Level:
    Hit Points at Higher Levels:

    Proficiences

    Armor:
    Weapons:
    Tools:
    Saving Throws:
    Skills:

    Overview & Creation

    Your heart is alive and well, but it rests in a dead canton. You are a Hopewell Aspirant, a descendant (by blood, creed, or sympathy) of the refugees of Lake Hope Canton. The goblins have overrun your home, your people are scattered to the wind or enslaved, and you have no real hope of ever seeing things restored to the way they should be.   All that's really left for you is revenge. Exploiting the bonds of blood between creatures, you can spread out the damage and satisfy your grudges.  

    Foeslayer

      At 3rd level, you gain the ability to exploit the blood of the enemy. When you successfully damage an enemy, you may roll your damage dice again. An enemy of the same type within 30 ft. of your target takes this damage + your Charisma modifier as necrotic damage.  

    Simmering Hate

      At 7th Level, when a creature damages you, you may use your reaction to attack that creature so long as it is within range of your weapon and shares a type of a creature you have damaged this round.  

    Sudden Animosity

      Once, at 11th Level, you can use your action to travel through a creature you have damaged in this combat to a space adjacent to a creature that shares a type with it. Both take 3d10 + your Charisma modifier in necrotic damage as you leap into a wound you've created and tear your way out of another. You regain the use of the ability when you finish a short or long rest.  

    Palpable Rancor

      At 15th Level, you can use a bonus action to choose a creature. All creatures within 30 feet roll a Wisdom Save vs. your Spell Save DC or suffer 1d6 + your Charisma modifier in necrotic damage.

      Fighter Archetypes  

    Anointed Knight


    Hit Points

    Hit Dice: d10 per Anointed Knight level
    Hit Points at first Level:
    Hit Points at Higher Levels:

    Proficiences

    Armor:
    Weapons:
    Tools: When you choose this archetype at 3rd level, you immediately gain proficiency in Alchemy Tools. If you already have proficiency, you gain expertise in Alchemy Tools.
    Saving Throws:
    Skills:

    Overview & Creation

    Anointed Knights are inheritors of an ancient tradition attempting to perfect their mind and body through martial discipline and alchemical engineering. They use potions and salves to augment themselves, and they use oils to augment their weapons.


    Class Features

    First Infusion

    At 3rd level, you brew a unique potion with permanent effects, tailored to your body. You also gain proficiency in grenadelike weapons.  
    First Infusion Effects
    Potion of Might You add +2 damage to a successful melee strike.
    Potion of Agility When you make an attack as a reaction, you have advantage to that attack.
    Potion of Quickness You add 10 ft. to your movement speed.
    Potion of Heartiness You add +1 Max HP per level. Every level going forward, you add another +1 when you roll for health.
    Potion of Tactics You add your Intelligence Modifier to your Initiative Rolls
    Potion of Oneness You have +5 to your perception, and you are never surprised in combat.
    Potion of Beauty You have advantage on all social rolls.
    Potion of Darkness You have advantage on Stealth rolls.

    First Oil

    At 7th level, you brew an oil with which polish your chosen weapon. You choose from among the options below. If you gain a level of exhaustion due to lack of rest, this bonus fades until you can rest and conduct maintenance. If you wish to change which weapon you've imbued, you must spend 24 hours and 1000 GP, and your last weapon's enhancements fade away.  
    First Oil Effects
    Oil of Venom Your weapon does 2d6 poison damage on the first successful strike per round.
    Oil of Acid Your weapon does 2d6 acid damage on the first successful strike per round.
    Oil of Fire Your weapon does 2d6 fire damage on the first successful strike per round.
    Oil of Frost Your weapon does 2d6 cold damage on the first successful strike per round.
    Oil of Arcing Your weapon does 2d6 Lightning damage on the first successful strike per round.
    Oil of Noise Your weapon does 2d6 Thunder damage on the first successful strike per round.
    Oil of Nightmares Your weapon does 2d6 Psychic damage on the first successful strike per round.
    Oil of Rot Your weapon does 2d6 Necrotic damage on the first successful strike per round.

    Second Infusion

    At 10th level, you create another unique potion from either the Second Infusion chart or the First Infusion chart.  
    Second Infusion Effects
    Potion of Swimming You can breathe underwater, and have a swim speed of 30 feet.
    Potion of Flying You can now hover and fly with a 15 ft. fly speed.
    Potion of Sprinting When you use your action to Dash, you may add an extra 15 feet onto your movement.
    Potion of Confidence You are immune to Fear.

    Second Oil

    At 15th level, you anoint your weapon again, granting one of the abilities from either the First Oil or Second Oil charts.  
    Second Oil Effects
    Oil of Life You may add 1d6 + Your Charisma Modifier Radiant damage to your first attack in a round.
    Oil of Abjuration When you successfully strike a creature, it cannot cast spells until the end of its next round.
    Oil of Wounding When you successfully strike a creature, you can immediately spend your bonus action to cause that creature 3d6 necrotic damage.
    Oil of Spite You may choose to do no damage to a creature you strike. That creature must make a DC 10 + your Charisma modifier Wisdom save or have disadvantage to their attacks until the end of your next turn.

    Third Infusion

    At 18th level, You create a third and final potion. You choose the effect between the First, Second, and Third Infusion charts. You no longer age normally. If you don't choose your final infusion from the Third Infusion Chart, you add 'Monstrosity' to your type. Otherwise, you add the type noted below. You physically change. You may become beautiful, or gain mutations, your hair or eye color may change in unnatural way. You may become scaly, or slimy, or too symmetrical.
    Third Infusion Creature Type Effects
    Potion of Transcendence Celestial You gain a halo. You shed bright light for 30 feet and dim light 15 feet farther than that. If a creature attempts to strike you or any ally within this aura with a melee attack, you may use your reaction to add +5 to your AC, or your ally's for that attack. You may quench or activate this halo as a bonus action.
    Potion of Immortality Fiend You gain resistance to fire. If an enemy strikes you, you can use your reaction to rebuke them. They must make a Dexterity save DC 10 + your Charisma or immediately take 3d10 fire damage.
    Potion of Pheromones Fey You gain access to the Druidcraft Cantrip. If you succeed on a social roll by more than 5, you may Charm the person you are interacting with.
    Potion of Madness Aberration If you score a critical hit, you may forego the extra damage and immediately cast Confusion (as the spell) on your enemy. The save DC is 10 + your Charisma Modifier + your Proficiency Bonus.

     

      Wizard Traditions  

    School of the Tower


    Hit Points

    Hit Dice: d6 per School of the Tower level
    Hit Points at first Level:
    Hit Points at Higher Levels:

    Proficiences

    Armor:
    Weapons:
    Tools:
    Saving Throws:
    Skills:

    Overview & Creation

    Some wizards tie their magical talent to one of the three towers. This gives them power, longevity - and a debt. Wizards so connected may 'borrow' against the arcana of their respective towers, provided they make good on their returns with interest. As they gain power in their class, they become ever more inexorably tied to their home tower.


    Class Features

    When you choose this school at 2nd level, you also choose to attune to one of three towers: The Golden Tower, The Brass Tower, or The White Tower. This will determine your bonus spells, and your abilities.   The Golden Tower provides access to Transmutation, Divination, and Enchantment.   The Brass Tower provides access to Evocation, Abjuration, and Transmutation.   The White Tower provides access to Necromancy, Conjuration, and Divination.  

    Memory Bank

      Starting at 2nd level, you have one extra prepared spell per level. It can be any spell of that level of the schools offered by your chosen tower. If you don't prepare this spell, you do not retain knowledge of it unless you have attained the spell through other means.    

    Power Reserves

      At 8th level, you can draw power from your tower. You can recover spell levels equal to half your Wizard level as a bonus action. For every level of spell you regain this way, you do not recover twice that number of spell levels the next time you rest, as you must pay back your loan with interest.  

    Tower Amplification

      Once, starting at 10th level, you can draw upon the might of the tower. You can increase the spell level of one spell you cast without spending a higher level slot. The maximum amount you can increase a spell is equal to your Proficiency Bonus. You regain the use of this ability when you finish a long rest. You may only use this ability on a spell of a school accessed through your tower. On your next rest, you must spend 1 HD per level you increased the spell paying back your Tower rather than regaining hit points.  

    Tower Avatar

      At 14th level, you are now a creature of your tower. You gain an inherent ability based on your tower affiliation.
    Affiliation Ability
    Golden Tower Fortune's Friend: When you and allies within sight of you find coins, the amount is 120% what it otherwise would be. To maintain this ability, you must tithe 5% of your gains after every adventure.
    Brass Tower War Never Changes: You can give a rousing speech. It takes ten minutes for the magic to settle in. You roll an Intelligence (Persuasion) check. Allies within sight and hearing of you gain temporary hit points equal to your roll. If you roll a natural 20, they are also immune to fear. These hit points and immunity lasts until they take a short or long rest.
    White Tower Ghosts of the Past: You are aware of lingering spirits in an area, even those too faint to manifest on their own. You may interact with them. To maintain this ability, you must provide any information discovered this way to the White Tower.

     

     

    School of Murlynd


    Hit Points

    Hit Dice: d6 per School of Murlynd level
    Hit Points at first Level:
    Hit Points at Higher Levels:

    Proficiences

    Armor:
    Weapons:
    Tools: Herbalism Kit
    Saving Throws:
    Skills:

    Overview & Creation

    The Murlynders seek to feed, clothe, and shelter the poor. If adventuring, they do so in order to collect materials or provide support for their communities.   While this has given them a good reputation among the poorest strata, the upper and middle classes as well as their fellow mages whisper of dark experiments and sinister motives behind their research. The reality is likely up to each individual Murlynder to decide on their own motives.


    Class Features

    Secrets of the Murlynd   Starting at 2nd Level, you gain access to the Goodberry and Healing Word spells, which you may prepare as normal. You may not forget these spells to learn new spells.   Wand of the Murlynd   Starting at 2nd Level, you have converted a small branch into a magic wand, which you may use as an arcane focus. As you level in this class, your ability to use this wand improves. This wand has three charges, which renew at midnight each night. At levels 4, 8, 12, 16 and 20 your wand gains one more charge per day. If you use the wand to stir a cauldron of boiling water, you may spend up to three charges. For every charge you spend in this way, you convert the water into enough porridge to feed 1d12 people. The food is magical, nutritious enough to feed someone for an entire day on one meal, and utterly bland and tasteless even if attempts to season it are made.   If your wand is separated from you, it cannot regain charges and loses charges even if unused at a rate of 1 per day. You may create a new wand by working on it for one week, eight hours a day of focused labor, and using 1,500 GP worth of amber, which is consumed.   Murlynd's Benevolence   Starting at 6th level, your wand can cast Cure Wounds for one charge, and Lesser Restoration for two. Starting at 10th level, you may spend two charges of your wand to cast Fabricate, as the spell except with the following caveats. The resulting products are crude, shapeless, and uninteresting unless you possess the requisite tool proficiencies to make the item. You may use this spell as a substitute for having the correct proficiency. Clothing made out of cloth, wool, or cotton with this spell are always shapeless brown robes, and weapons you make with it even if you have proficiency in weaponmaking have the brittle property.   Mysteries of the Spellwarp   Starting at 10th level, you may inflict a random mutation on the target of your spells. If you hit a target or if they fail their save against a spell, you may spend three charges of your wand to force them to make a Constitution saving throw against your Spell Save DC or roll on the Magical Mutation Table.. Creatures with mutations inflicted in this way are Charmed by you, and regard you as a kind benefactor. They are under no compulsion to obey you, but they will not attack you unless they make a Charisma saving throw vs. your Spell Save DC to shake off the Charm effect. Mutants are always either Indifferent to you or Friendly at their first meeting, and you have advantage on all social rolls when speaking to mutants.   Mastery of Murlynd   At 14th Level, you may also assert control over mutants, both those stemming from your Mysteries of the Spellwarp ability or those who have consumed too much magical food. You may spend four charges of your wand to cast Dominate Monster, as the spell, on a mutant that you can see within 200 feet. Mutants created as a result of your Mysteries of the Spellwarp ability have disadvantage to their save against the spell cast this way.

      Rogue Archetypes  

    Accessory (Rogue subclass)


    Hit Points

    Hit Dice: d8 per Accessory (Rogue subclass) level
    Hit Points at first Level:
    Hit Points at Higher Levels:

    Proficiences

    Armor:
    Weapons:
    Tools:
    Saving Throws:
    Skills:

    Overview & Creation

    You are either an Undertowner or you are well known amongst them. Accessories take inspiration from the cooperative spirits of the Halflings in Maecodian Confederation. They support their companions and work in close tandem.


    Subclass Options

    Handy Helper

      When you take this subclass at 3rd level, you may use your Cunning Action to use the Aid action as a bonus action.  

    Lucky Charm

      Starting at 3rd level, if an ally within 5 feet of you rolls a 1 on a skill check, saving throw, or attack roll, you may use your reaction to let them reroll. They must use the new roll.  

    Unity

      Beginning at 7th level, you gain a number of Unity Dice equal to your Charisma modifier. Unity dice are each 1d6, and can be donated as part of the Aid action or as a reaction to an ally that is attacking a creature you have successfully struck that round. You may also roll one yourself as part of an attack against a creature struck by an ally since the end of your last turn. In all of these cases, the 1d6 is applied to the d20 roll. You regain all of these die when you finish a short or long rest.  

    Bolstering Presence

      When an ally rolls one of your Unity Die, they gain the result as HP.  

    Cooperative Strike

      When an ally uses one of your Unity Die for an attack roll, you may use your reaction to add your sneak attack damage to their damage.


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