User:Anastacio

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Contents

OP Articles[edit]

Subclasses[edit]

Way of the Cobra Kai

Way of the Miyagi Do Karate

Way of the Forge

Way of the Kensei, Variant

Lycan Bloodline

Spells[edit]

Arcane Battery

Classes With Major Contributions[edit]

Abyss Knight (5e Class)

Bear Knight (5e Class)

Blade Master (5e Class)

Blood Mystic (5e Class)

Bowmaster (5e Class)

Caster Wielder

Combat Butler

Corsair

Cursed (5e Class)

Dark Vessel (5e Class)

Demigod (5e Class)

Dragon Knight (5e Class)

Dragon Mage (5e Class)

Energy Mage

Evolved

Fanatic (5e Class)

Gem Knight (5e Class)

Gunfighter (5e Class)

Hallowed Hunter (5e Class)

Hurricane Knight (5e Class)

Ice Warrior (5e Class)

King (5e Class)

Master of the Arcane Sword (5e Class)

Mercenary (5e Class)

Nordic Warrior (5e Class)

Primitive Warrior (5e Class)

Psiblade (5e Class)

Runic Knight (5e Class)

Samurai Warden (5e Class)

Siege Warrior (5e Class)

Sigil Necromancer

Soulsmith (5e Class)

Speedster (5e Class)

Sword Saint (5e Class)

Swordsman (5e Class)

True Vampire Lancer (5e Class)

Umbrablade

Unarmed Brawler (5e Class)

Weapon Summoner

Werewolf (5e Class)

Wyvern Rider

Subclasses[edit]

Anti-Magic Warrior (5e Subclass)

Circle of Mutation (5e Subclass)

Circle of the Elemental Warrior (5e Subclass)

Giantslayer (5e Subclass)

Hellraiser (5e Subclass)

Ki Domain (5e Subclass)

Oath of the Deep (5e Subclass)

Pact Warrior (5e Subclass)

Path of the Abyssal Rage (5e Subclass)

Snake Dagger (5e Subclass)

Street Brawler (5e Subclass)

Way of the Blade Thrower (5e Subclass)

Way of the Forge (5e Subclass)

Way of the Inner Light (5e Subclass)

Way of the Kakusareta shōheki (5e Subclass)

Way of the Spirit Fighter (5e Subclass)

Way of the Tengoku no ken (5e Subclass)

Special Classes[edit]

Lich (5e Prestige Class)

Subclasses[edit]

Tactician (5e Subclass)

My Projects in Progress[edit]

Eldritch Hunter

Werewolf

Umbra Walker

A Cortina Carmesin

Martial Artist

Ranger

Eldritch Hunter[edit]

Class Features

As a Eldritch Hunter you gain the following class features.

Hit Points

Hit Dice: 1d8 per Eldritch Hunter level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Eldritch Hunter level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple Weapons
Tools: Chose any two
Saving Throws: Intelligence and Wisdom
Skills: Choose three from Arcana, History, Insight, Investigation, Nature, Perception, Religion, and Stealth.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Eldritch Hunter

Level Proficiency
Bonus
Features Rituals Known Relics Discovered Sanity
1st +2 1 1 4
2nd +2 1 1 4
3rd +2 1 2 6
4th +2 Ability Score Improvement 1 2 6
5th +3 2 3 14
6th +3 2 3 14
7th +3 2 4 17
8th +3 Ability Score Improvement 2 4 17
9th +4 2 5 27
10th +4 3 5 27
11th +4 3 6 32
12th +4 Ability Score Improvement 3 6 32
13th +5 3 7 38
14th +5 3 7 38
15th +5 3 7 44
16th +5 Ability Score Improvement 3 7 44
17th +6 4 8 57
18th +6 4 8 57
19th +6 Ability Score Improvement 4 8 64
20th +6 4 8 64

Explorer of the Unknown[edit]

Starting at 1st level, you can recall information about eldritch lore and forgotten occult knowledge. You gain a bonus equal to your Intelligence modifier to any check made to recall any type of information about aberrations, fiends, undead, organizations devoted to worship or serve those beings, magical objects related to those creatures and sites or structures related to them.

In addition, you can use this knowledge to remember traits of those creatures. As a bonus action, you can make an Intelligence (Arcana) against a DC equal 10 + the creature CR. On a success, you can chose one of the following benefits:

  • You learn the weaknesses and vulnerabilities of the creature
  • You discover one of the Actions on the creature's statblock
  • You can grant advantage to all attacks made against that creature until the beginning of your next turn.

Once you have succeeded in using this feature, you can't use it again on the same creature until 1 minute has passed.

Uncovered Artifact[edit]

Starting at 1st level, your researches into the occult and nightmares with the far realm have lead you to unearth ancient objects of great power, related with ancient beings, and sometimes, to recreate some of those objects yourself.

The Silver Key

Wondrous Item, legendary, attunement A well made and decorated key made of silver, that allow its owner to travel to the land of dreams. When attuned to it, the owner can use an action to travel to the astral plane, as the spell astral projection, but leaving no body behind. If you use your action to dismiss the astral projection, you return to the same place you have activated the key.

This key have one charge, and after used, regain its charge on the next dawn.

Occult Knowledge[edit]

When you reach the 2nd level, your knowledge about the cosmic horrors deepens, allowing you to use a type of occult knowledge against your foes.

Dark Rituals
Xenophagia
Eldritch Science

Unnerving Feeling[edit]

Beginning at 2nd level, as an action, you can use your instincts to feel the presence of some unnatural being in the near terrain. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any aberration, fiend or undead are present within 1 mile of you. You can also feel the presence of spells cast by those creatures in the area, or any creature controlled by a spell or effect by those creatures.

You cannot sense the exact location of those creatures, nor the type of creatures.

Hunter's Archetype[edit]

At 3rd level, you can chose one of the following hunter's archetypes:

Stalker
Track and kill eldritch beings with mundane means.
Psychic
Uses psionics to defeat eldritch beings

You gain class features at 3rd level, and again at 6th, 15th and 20th level.

Haunted Dreams[edit]

At 3rd level, you can let your mind open to vivid nightmares of creatures from the far realm. When you complete a long rest, you may choose to discover some hidden truth in your dreams as per the augury spell. Whenever you do this, you must roll on the short term madness table.

Use Magic Device[edit]

Starting at 10th level, you ignore all class, race, and level requirement on the use of magic items.

Psychic Rebuke[edit]

At 18th level, your mind can reflect the maddening horrors of aberrant monsters against them. When you succed on a saving throw against an effect or spell, targeting only you, that deals psychic damage or causes either the charmed or frightened conditions, the creature must make a saving throw against a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed save, the creature suffers the effect targeted against you.

Uncovered Artifact List[edit]

The artifacts on the list bellow are separated in three catteries: grafts, relics and books.

Books[edit]

Lighting Gun

A unique device created by an advanced alien race, appears to be long and ovoid bottle-shaped metal object, with a handle not made to human hands.

The lighting gun is a ranged weapon, and you are considered proficient with it. Its range is 100/400 and deals 1d10 lighting damage.

You can use your Intelligence modifier, instead of your Dexterity, for attacks and damage rolls with it.

The number of attacks you can make with it increases, as you gain levels in this class. 2 at 5th level, 3 at 11th level and 4 at 17th level.

Brain Cylinder

Pre-requisite 6th level

A glass cylinder filled with a otherworldly fluid, capable of extracting and storing a brain from a recently deceased body of a creature death within the last minute.

As an action, you attach the object to the head of a body of a creature with a small or medium size, pulling the brain into the cylinder after 1 minute. A brain contained inside the cylinder lasts for 24 hours, decomposing after that. The cylinder can contain one brain at time.

Once the brain is extracted, you can try to communicate with the brain, as an use of the spell speak with dead. After each question, roll a percentile die. There's 20 % of chance after each question that the trauma of this experience will result in a confused and bumbling brain, incapable of answering more questions.

The fluid spent with the brain is magically refueled on the next dawn.

Uncanny Idol

Pre-requisite 14th level, requires attunement

The uncanny idol is a small figurine with a sculpted body of a forgotten and alien god. This item has 3 charges.

You can meditate in front of the idol for 1 minute, in order to contact the elder god the statue is meant to represent, casting contact other plane.

The idol regains its charge at dawn.

Deep One's Obelisk Fragment

Give some gold in exchange of favors

Necklace from The Mound

It's magnetic (1) But it also protects you from some of the ghosts of the Mound from the underground city, who use metal of the same material (2)

for research: https://www.hplovecraft.com/writings/texts/fiction/mo.aspx https://www.dandwiki.com/wiki/Nyarlathotep,_The_Crawling_Chaos_(5e_Creature)

Atom-powered tools
Disintegrating ray
Psychich Powers

psionic powers are like the k'n-yan for example, who got tired of speaking, so they use only telepathy they use this telepathy to control lower-will beings like the y'm-bhi (who are undead contructs)


Spells[edit]

Monk, Variant[edit]

Class Features

As a Monk you gain the following class features.

Hit Points

Hit Dice: 1d8 per Monk level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Monk level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple Weapons, Martial Weapons
Tools: Choose one artisan tool or musical instrument of your choice.
Saving Throws: Intelligence and Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Nature, Perception, Religion, and Stealth.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Monk

Level Proficiency
Bonus
Features Martial Arts Ki Points Swift Movement
1st +2 Unarmored Defense, Martial Arts 1d4
2nd +2 Ki, Unarmored Movement 1d4 2 +10 ft.
3rd +2 Monastic Tradition, Defensive Posture 1d4 3 +10 ft.
4th +2 Ability Score Improvement, Step of the Wind 1d4 4 +10 ft.
5th +3 Extra Attack 1d6 5 +10 ft.
6th +3 Ki-Empowered Strikes, Monastic Tradition feature 1d6 6 +15 ft.
7th +3 Evasion, Stillness of Mind 1d6 7 +15 ft.
8th +3 Ability Score Improvement 1d6 8 +15 ft.
9th +4 Unarmored Movement improvement 1d6 9 +15 ft.
10th +4 Purity of Body 1d6 10 +20 ft.
11th +4 Monastic Tradition feature 1d8 11 +20 ft.
12th +4 Ability Score Improvement 1d8 12 +20 ft.
13th +5 Tongue of the Sun and Moon 1d8 13 +20 ft.
14th +5 Diamond Soul 1d8 14 +25 ft.
15th +5 Timeless Body 1d8 15 +25 ft.
16th +5 Ability Score Improvement 1d8 16 +25 ft.
17th +6 Monastic Tradition feature 1d10 17 +25 ft.
18th +6 Empty Body 1d10 18 +30 ft.
19th +6 Ability Score Improvement 1d10 19 +30 ft.
20th +6 Perfect Self 1d10 20 +30 ft.

Martial Arts[edit]

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are simple or martial melee weapons that don't have the two-handed or heavy property.

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing heavy armor:

Shadowless Strikes

Your unarmed strikes are considered light weapons that deal 1d4 bludgeoning damage on a hit. In addition, you can use your Dexterity modifier, instead of Strength, for attacks and damage rolls.

Flurry of Blows

Once in each of your turns, you can forgo one of your attacks to attack twice with your unarmed strike. If the attack you have forgone didn't add your modifier, neither will this additional attack.

Nimble Grappling

You can use your Dexterity instead of your Strength when you make Strength (Athletics) checks for grappling contests.

Swift Movement[edit]

Starting at 2nd level, your speed increases by 10 feet while you are not wearing heavy armor.

In addition, you can take the Disengage action at a cost of 10 feet of your movement speed, without taking an action.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Ki[edit]

Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.

Ki Replenishment

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

Ki Features

You can spend these points to fuel various ki features. You start knowing four such features. You learn two additional ones at 5th, 9th, 13th and 17th levels.

Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

Ki Limit

You can't spend more than 1 ki point per turn. This amount increases as you gain levels in this class: 2 ki points at 5th level, 3 ki points at 9th level, 4 ki points at 13th level and 5 ki points at 17th level.

Abundant Step

prerequisite: 5th level

You can use your ki to quickly move between spaces. As a bonus action, you can spend 1 ki point to teleport to a place you can see within 10 feet. You can spend additional ki point, increasing the range of your teleport in additional 10 feet for each point spent.

Action Before Thougth

You can spend 1 ki point when rolling initiative to roll it with advantage.

Adder Strike

prerequisite: proficiency with the poisoner's kit, 5th level

When you hit a creature with a unarmed strike, you can spend 1 ki point to force the creature to make a Constitution saving throw. On a failed save, the creature is poisoned until the end of your next turn.

Circle Kick

When you hit a creature with a unarmed strike, you can spend 1 ki point to make another unarmed strike against a different opponent within 5 feet.

Clever Wrestling

When you make a grappling check against a creature higher than you, you can spend 1 ki point to add your martial arts die to the result of the roll. When you do so, you can grapple creatures up to two size categories larger than you.

Counter Grappling

When a creature

Defensive Throw

prerequisite: defensive posture feature

When a creature within your unarmed strike reach misses a melee weapon attack against you while you are in your defensive posture, or if you reduce a successful attack to 0 damage, you can spend 1 ki point to make a Shove attempt against that creature as part of the same reaction.

Deflect Missiles

prerequisite: Defensive Posture feature

If you reduce the damage of a ranged weapon attack to 0 using your Defensive Posture feature, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.

Eagle Claw

When you make an unarmed strike against an object, you can spend 1 ki point to deal twice as much damage.

Earth's Embrace

When you grapple an opponent, you can spend 1 ki point to deal damage equal to your martial arts die, and the creature is restrained for the duration of the grapple. A creature restrained in that way can make a contested Strength (Athletics) check to get rid of this condition, returning to the grappled condition.

Flying Kick

You can spend 1 ki point to take the Dash action, as a bonus action. If you move at least 20 feet, the first attack you make deal additional damage equal to your martial arts die on a hit.

Freezing the Lifeblood

prerequisite: pain touch

If you paralyze a creature with your pain touch, you can spend 1 additional ki point to cause that creature to be paralyzed for 1 minute. At the end of each of its turns, the creature can repeat the save, ending the effect of itself.

Greater Kiai Shout

prerequisite: Kiai Shout, 5th level

When you use your kiai shout, you can spend 1 additional ki points to cause the target to be frightened for 1 minute. The target can make another saving throw at the end of its turns to end the effect.

Inexorable Progress of Dawn

If you hit your target with your two unarmed strikes granted by flurry of blows, you can spend 1 ki point to shove the target up to 10 feet, while you move the same distance forward. You can move the target regardless of its size.

Interception

prerequisite: Defensive Posture feature

When you reduce the damage of a unarmed strike or a melee weapon attack with a natural weapon to 0 using your Defensive Posture feature, you can spend 1 ki point to make a unarmed strike against the opponent as part of the same reaction, if the attacker is within reach.

Iron Fist

When you hit a creature with an unarmed strike, you can spend 1 ki point to roll one additional damage die.

Karmic Strike

When a creature hit you with an attack, you can spend 1 ki point to make a unarmed strike against your attacker.

Kiai Shout

When you take the Attack action, you can spend 1 ki point to shout before making a attack. On a hit, you deal additional 1d6 psychic damage and the target is frightened by you until the end of your next turn. A deaf target is immune to this ability.

Lightning Fists

You can spend 1 ki point to make three additional attacks, instead of two, with your Flurry of Blows. All attacks you make in this turn have a -5 to hit.

Mantis Leap

prerequisite: 5th level

You can spend 1 ki point as a bonus action gain a flying speed equal to your walking speed until the end of your turn. You must end this movement in the ground, or else you fall.

Stunning Strike

When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the start of your next turn.

Pain Touch

prerequisite: stunning strike, 5th level

If you successfully stun a creature with a stunning strike, you can spend 1 additional ki point to cause it to be paralyzed instead, for the same duration.

Roundabout Kick

When you roll a critical hit with a unarmed strike, you can spend 1 ki point to make an additional attack against the same target.

Weakening Touch

prerequisite: 5th level

You can spend 1 ki point to try to weaken your opponent with a unarmed strike. On a hit, instead of causing damage, your target have disadvantage on Strength checks and saving throws, and deal half damage with weapon attacks using strength until the end of its next turn.

Zen Archery

When you make an attack with a ranged weapon, you can spend 1 ki point to add your Wisdom modifier to the attack roll. On a hit, you deal additional damage equal to your martial arts die.

Defensive Posture[edit]

Starting at 3rd level, you can forgo one of your attacks on your turn to assume a defensive stance that lasts until the start of your next turn. If you do so, you can use your reaction to deflect a melee or ranged weapon attack. When you do so, the damage you take from the attack is reduced by your martial arts die + your Dexterity modifier + your monk level.

Step of the Wind[edit]

At 4th level, you can add your Dexterity modifier to your Strength (Athletics) checks to jump and your Dexterity score to calculate the height and distance of your jumps.

In addition, whenever you fall, you reduce the damage taken by an amount equal to your monk level x 5.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Ki-Empowered Strikes[edit]

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Evasion[edit]

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Stillness of Mind[edit]

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

Unarmed Critical[edit]

At 9th level, while you have at least 1 ki point, your unarmed strikes and weapon attacks with monk weapons score a critical hit on a roll of 19 or 20.

Purity of Body[edit]

At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.

Tongue of the Sun and Moon[edit]

Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.

In addition, you can use your Wisdom modifier, instead of your Charisma, when you make Charisma checks.

Diamond Soul[edit]

Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.

Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.

Timeless Body[edit]

At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.

In addition, when you roll for initiative and have no ki points remaining, you regain 4 ki points.

Empty Body[edit]

Starting at 18th level, you can use your bonus action to become invisible for 1 minute. During that time, you have resistance to all damage but force damage. Doing so require concentration, as if you were concentrating on a spell.

Once you use this ability, you can't use it again until you finish a long rest, unless you spend 4 ki points to do so.

In addition, you can spend 8 ki points to cast the Astral Projection spell, without needing material components. When you do so, you can't take any other creatures with you.

Perfect Self[edit]

At 20th level, once in each of your turns you can use a ki feature that costs 1 ki point without spending any ki. In addition, you no longer have a limit of how much ki you can spend on a single turn.

Way of the Sun Soul[edit]

Radiant Sun Bolt

Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance.

Whenever you would make a unarmed strike, you can replace it by a ranged spell attack. You can use your Wisdom modifier, instead of Strength, for this attack, and it causes damage equal to your unarmed strike damage on a hit. The damage is radiant.

Your radiant sun bolt is considered a unarmed strike for the purposes of applying the effects of your ki features. In addition, whenever you would be able to make a unarmed strike, you can replace it by a radiant sun bolt.

Sun Soul Ki Features

At 3rd level, you gain access to the following sun soul ki features:

Searing Arc Strike . As an action, you can spend 1 ki point to cast burning hands. When you cast this spell using your ki, you deal radiant damage, instead of fire damage. You can cast this spell at higher levels, by spending 1 additional ki point per level above 1st.

Sun Flare (5th level). When you hit a creature with a unarmed strike or with a radiant sun bolt, you can spend 4 ki points to force the target and any creature within 5 feet to make a Dexterity saving throw. On a failed save, the creature becomes blinded for 1 minute by a strong light. A creature blinded by this ability makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.

Searing Light (9th level). As an action, you can spend 3 ki points to cast fireball. When you cast this spell using your ki, you deal radiant damage, instead of fire damage. You can cast this spell at higher levels, by spending 1 additional ki point per level above 1st.

Soulbeam (17th level). As an action, you can spend 5 ki points to cast sunbeam without using material components. Doing so is extremely tiresome, causing you to suffer 1 level of exhaustion after using it.

Searing Sunburst

At 6th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As a bonus action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant.

Each creature in that 5-foot-radius sphere must succeed on a Constitution saving throw or take 2d6 radiant damage. A creature doesn't need to make the save if the creature is behind total cover that is opaque.

Shimmering Aura

At 11th level, you become wreathed in a luminous magical aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action.

While you are under the effect of this aura, you can enhance your strikes with radiant light. Whenever you hit a creature on your turn with an attack made by your unarmed strikes or sun searing bolts as part of your Attack action, you deal additional 1d4 radiant damage.

Sun Shield

At 17th level, when you are hit by an attack while your shimmering aura is active, you can use your reaction to deal radiant damage to the attacker equal to your martial arts die + your Wisdom modifier, if the attacker is within your sun searing bolt range and you are able to see it.

Way of the Drunken Master[edit]

Bonus Proficiencies

When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don't already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You also gain proficiency with brewer's supplies if you don't already have it.

In addition, improvised weapons without the heavy or the two handed properties are considered monk weapons for you.

Drunken Technique

At 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.

Drunken Master Ki Features

At 3rd level, you gain access to the following drunken master ki features:

Drink Like a Demon. A drunken master's body handles alcohol differently from other people's. He can drink a large tankard of ale, a bottle of wine, or a corresponding amount of stronger alcohol as a bonus action. Doing so cause you to be poisoned for 1 minute. While poisoned by alcohol, you can spend 1 ki point to deal additional damage equal to your martial arts die in all your attacks, and become resistant to bludgeoning, piercing and slashing damage from non-magical sources for the duration.

For Medicinal Purposes (5th level). While poisoned by alcohol, you can use your bonus action and spend 1 ki point to transmute the alcohol inside your body into medicine. You regain hit points equal your martial arts die + your Wisdom modifier when doing so, ending the blinded, deafened, paralyzed, or poisoned conditions and the effects of Drink Like a Demon on you.

Breath of Fire (17th level). When you are under the effect of Drunk like a Demon, you can use an action and spend 4 ki points to unleash a powerful fire breath. A cone of fire is unleashed by your lungs. Each creature in a 60-foot cone must make a Dexterity saving throw. A creature takes fire damage equal to your Wisdom modifier times your martial arts die on a failed save, or half as much damage on a successful one, ending the effects of Drink Like a Demon on you.

Tipsy Sway

Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits.

Leap to Your Feet. When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed.

Redirect Attack. When a creature misses you with a melee attack roll, you can use a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.

Intoxicated Frenzy

At 11th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.

Drunkard's Luck

Starting at 17th level, you always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage, you can use your reaction to cancel the disadvantage for that roll.

Kensei[edit]

Path of the Kensei

When you choose this tradition at 3rd level, your special martial arts training leads you to master the arts of combat. Any simple or martial weapon is a monk weapon to you. Any ki feature that only applies to unarmed strikes now can be used with a monk weapon.

In addition, you gain proficiency with medium armor and can benefit from your Martial Arts and Swift Movement features while using a medium armor.

Weapon Mastery

Also at 3rd level, you gain the ability to use your monk weapons with increased efficiency both offensively and defensively. You gain the following benefits:

Deft Strike. Once in each of your turns when you hit a target with a kensei weapon, you can deal extra damage to the target equal to your Martial Arts die. You can't use this feature in the same turn you have used your flurry of blows.

Agile Parry. When you assume a Defensive Posture, you gain a bonus of +2 to your AC against melee weapon attacks.

Kensei Ki Features

At 3rd level, you gain access to the following kensei ki features:

Power Surge. As a bonus action, you can spend 1 ki point to give yourself advantage on Strength, Dexterity or Constitution (choose one) checks and saving throws, lasting for 1 minute.

Instill (5th level). You can use your action and spend 2 ki points to cast Enhance Ability.

Signature Weapon (9th level). You can use your action and spend 3 ki points to cast Elemental Weapon on a weapon you hold. You don't need to concentrate on it, and the spell ends if you are knocked unconscious or if drop and lose contact with the weapon. You can spend 5 ki points to cast this spell at a 5th level spell.

Ki Warlord (13th level). As a bonus action, you can inspire your allies with your aura of command and leadership. For 1 minute or until you lose concentration (as you would in a spell), any allied creature that can see you within 30 feet add 1d4 to their attack rolls. In addition, each creature (including you) can take the Dash and Disengage action as a bonus action.

Sharpen the Blade

At 6th level, you gain the ability to augment your weapons further with your ki. As a bonus action, you can focus your ki to grant one monk weapon you touch a bonus to attack and damage rolls equal to +1 when you attack with it. For the duration your weapon is considered a magical weapon.

This bonus lasts for 1 minute, until you use this feature again or until you lose concentration. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls.

The bonus increases to +2 at 11th level and +3 at 18th level.

One with the Blade

At 11th level, you extend your ki into your kensei weapons. Whenever you use a monk feature that require a unarmed strike, you can use a monk weapon instead.

Unerring Accuracy

At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.

Way of the Long Death[edit]

Touch of Death

Starting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you hit a creature with a unarmed strike, you can drain its vitality and gain temporary hit points equal to the damage dealt. If you hit a creature multiple times on the same turn, your temporary hit points don't stack, as normal.

Long Death Ki Features

At 3rd level, you gain access to the following long death ki features:

Death Knell (5th level). When you hit a creature with one of your attacks part of your flurry of blows, you can spend 2 ki points to deal additional necrotic damage equal to your martial arts die + your Wisdom modifier. You regain hit points equal to half the amount of necrotic damage dealt.

Hour of Reaping

At 6th level, you gain the ability to unsettle or terrify those around you as an action, for your soul has been touched by the shadow of death. When you take this action, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

Mastery of Death

Beginning at 11th level, you use your familiarity with death to escape its grasp. When you are reduced to 0 hit points, you can expend 1 ki point (no action required) to have 1 hit point instead.

Touch of the Long Death

Starting at 17th level, your touch can channel the energy of death into a creature. Once in each of your turns, when you hit a creature with a unarmed strike, you can deal additional damage equal to the amount of temporary hit points you currently have.

Way of Mercy[edit]

Hands of Harm

At 3rd level, you use your ki to inflict wounds. When you hit a creature with an unarmed strike, you can deal additional necrotic damage equal to your martial arts die + your Wisdom modifier. You can't use this feature in the same turn you use flurry of blows, and can only use this once per turn.

Mercy Ki Features

At 3rd level, you gain access to the following mercy ki features:

Hands of Healing.' Your mystical touch can mend wounds. As an action, you can spend 1 ki point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier. When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature.

Physician's Touch

Starting at 6th level, you can administer even greater cures with a touch, and if you feel it's necessary, you can use your knowledge to cause harm.

When you use Hands of Healing on a creature, you can also end one disease or one of the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned.

When you use Hands of Harm on a creature, you can subject that creature to the poisoned condition until the end of your next turn.

Flurry of Harm

Starting at 11th level, you can now mete out a flurry of comfort and hurt. You can use your Flurry of Blows an your Hands of Harm in the same turn.

Hand of Ultimate Mercy

By 17th level, Your mastery of life energy opens the door to the ultimate mercy. As an action, you can touch the corpse of a creature that died within the past minute. The creature then returns to life, regaining a number of hit points equal to your Wisdom modifier. If the creature died while subject to any of the following conditions, it revives with them removed: blinded, deafened, paralyzed, poisoned, and stunned.

You can spend up to 5 ki points when you use this feature, to restore the life of a creature deceased for more time: 10 minutes (1 ki), 1 hour (2 ki), 8 hours (3 ki), 12 hours (4 ki) and 24 hours (5 ki). The creature also regain an amount of hit points equal to 1d10 for each ki point spent.

Once you use this feature, you can't use it again until you finish a long rest.

Way of the Astral Self[edit]

At 3rd level, your mastery of your ki allows you to summon a portion of your astral self. As a bonus action, you can summon the arms of your astral self.

For 10 minutes, these spectral arms hover near your shoulders or surround your arms (your choice). You determine the arms' appearance, and they vanish early if you are incapacitated or die.

While the spectral arms are present, you gain the following benefits:

  • You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws.
  • You can use the spectral arms to make unarmed strikes, shove and grapple attempts against creatures within 10 feet.
  • The unarmed strikes you make with the arms can use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls, and their damage type is force.
Astral Self Ki Features

At 3rd level, you gain access to the following mercy ki features:

Astral Wrath.' When you summon your arms of astral self, you can spend 1 ki point as part of the same action to force each creature of your choice that you can see within 10 feet of to make a Dexterity saving throw or take force damage equal to two rolls of your Martial Arts die.

Visage of the Astral Self

When you reach 6th level, you can summon the visage of your astral self. As a bonus action, you can summon this visage for 10 minutes. It vanishes early if you are incapacitated or die.

The spectral visage covers your face like a helmet or mask. You determine its appearance.

While the spectral visage is present, you gain the following benefits.

Astral Sight. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Wisdom of the Spirit. You have advantage on Wisdom (Insight) and Charisma (Intimidation) checks.

Word of the Spirit. When you speak, you can direct your words to a creature of your choice that you can see within 60 feet of you, making it so only that creature can hear you. Alternatively, you can amplify your voice so that all creatures within 600 feet can hear you.

Body of the Astral Self

Starting at 11th level, when you have both your astral arms and visage summoned, you can cause the body of your astral self to appear (no action required). This spectral body covers your physical form like a suit of armor, connecting with the arms and visage. You determine its appearance.

While the spectral body is present, you gain the following benefits.

Deflect Energy. When you take acid, cold, fire, force, lightning, or thunder damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by 1d10 + your Wisdom modifier (minimum reduction of 1).

Empowered Arms. Once on each of your turns when you hit a target with the Arms of the Astral Self, you can deal extra damage to the target equal to your Martial Arts die.

Awakened Astral Self

Starting at 17th level, your connection to your astral self is complete, allowing you to unleash its full potential. As a bonus action, you can summon the arms, visage, and body of your astral self and awaken it for 10 minutes. This awakening ends early if you are incapacitated or die.

While your astral self is awakened, you gain the following benefits.

Armor of the Spirit. You gain a +2 bonus to Armor Class.

Astral Barrage. Whenever you use the Extra Attack feature to attack twice, you can instead attack three times if all the attacks are made with your astral arms.

Once you use this feature, you can't use it again until you finish a long rest, unless you spend 5 ki points to do it again.

Way of Shadow[edit]

Shadow Copy

Starting when you choose this tradition at 3rd level, you gain control over shadows an darkness. When you choose this archetype at 3rd level, you can use a bonus action to create a copy of yourself made of shadows in an unoccupied space you can see, covered by darkness or dim light, within 15 feet of you. This shadow is made out of magical darkness, and it lasts until it is destroyed, until you dismiss it as a bonus action, until you create another shadow copy, until it enters in contact with and area that is not in darkness or dim light, or until you're incapacitated.

Your shadow copy has AC equal your ki save DC, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your shadow copy is ever more than 30 feet from you at the end of your turn, it is destroyed.

You can use the shadow clone in the following ways:

  • As a bonus action, you can teleport, magically swapping places with your shadow clone at a cost of 15 feet of your movement, regardless of the distance between the two of you.
  • When you take the Attack action on your turn, any attack you make with that action can originate from your space or the shadow clone space. You make this choice for each attack.
  • When a creature that you can see within 5 feet of your shadow moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the shadow's space.
Shadow Ki Features

At 3rd level, you gain access to the following shadow ki features:

Shadow Arts: Silence (Prerequisite: 3rd level). You can spend 1 ki points to cast silence, centered on yourself, as a bonus action, without providing material components.

Shadow Arts: Darkvision (Prerequisite: 5th level). You can spend 2 ki points to cast darkvision, centered on yourself, as a bonus action, without providing material components. You can see trough the magical darkness you create.

Shadow Arts: Darkness (Prerequisite: 5th level). You can spend 2 ki points to cast darkness, centered on yourself, as a bonus action, without providing material components.. You can see trough the magical darkness you create.

Shadow Arts: Pass Without Trace (Prerequisite: 5th level). You can spend 2 ki points to cast Pass without trace an an action, without providing material components.

Shadow Step

At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

Cloak of Shadows

By 11th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your bonus action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.

Opportunist

At 17th level, you can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.

Way of the Open Hand[edit]

Open Hand Technique

Starting when you choose this tradition at 3rd level, you can manipulate your enemy's ki when you harness your own. Once in each of your turns when you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:

  • It must succeed on a Dexterity saving throw or be knocked prone.
  • It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
  • It can't take reactions until the end of your next turn.
Open Hand Ki Feature

At 3rd level, you gain access to the following open hand ki features:

Wholeness of Body.' You gain the ability to heal yourself. As a bonus action, you can spend 1 ki point to regain a number of hit points equal to your martial arts die + your Wisdom modifier.

Soft Way

At 6th level, you gain the ability to control and disable your enemies without harming them. When you use your Defensive Posture, you can choose to forgo a number of unarmed strikes up to the maximum you can make on your turn.

Doing so allow you to take a number of reactions equal to the amount of attacks you didn't make. Whenever you reduce damage from an attack using your Defensive Posture, you can impose one of the effects of your Open Hand Technique feature.

Tranquility

Starting at 11th level, whenever you finish a short or a long rest, you gain the benefits of a sanctuary spell, that lasts until your next rest, and uses your Ki save DC.

Quivering Palm

At 17th level, you gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.

You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.

Once you use this feature, you can't use it again until you finish a long rest, unless you spend 3 ki points to do it again.

Way of the Four Elements[edit]

Elemental Discipline

Starting at 3rd level, you can use your ki to control the elements around you. When you use Flurry of Blows, you can choose to control water, fire, earth or wind do create one of the following effects:

  • Your unarmed strikes gain 10 foot of reach. In addition, you can choose the damage type from the following: bludgeoning, cold, fire, lightning, thunder, piercing and slashing.
  • You can cause the elements to move your target. It must succeed on a Strength saving throw or be moved 10 feet in any direction you choose.
  • You can move 10 feet in any direction you choose.
Four Elements Ki Feature

At 3rd level, you gain access to the following four elements ki features:

Elemental Rider

At 6th level, you can use your control over the elements to move trough space, propelling yourself with them. Once in each of your turns without spending an action, if you haven't moved on this turn, you can be moved by your elements, to point within a distance equal to half your movement speed. When you do so, your movement speed is reduced by half.

Primordial Mastery

At 11th level, you increase your power of the elements:

  • Your unarmed strikes gain 15 foot of reach. In addition, you can choose the damage type from the following: bludgeoning, cold, fire, lightning, thunder, piercing and slashing.
  • You can try to grapple or shove any creature in the reach of your unarmed strikes.
  • The movement you can move increases by 20 feet.
Avatar

At 17th level, you finally become the master of the four elements. You can cast the spells: Investiture of Fire, Investiture of Wind, Investiture of Earth or Investiture of Ice, as a bonus action and without requiring concentration.

In addition, if you use flurry of blows as part of your action, you can use any bonus action granted by these spells as a bonus action.

Once you use this feature, you can't use it again until you finish a long rest, unless you spend 4 ki points do so again.

Werewolf[edit]

Hit Die d8

Armor Light armor

Weapons Simple weapons

Saving Throws Strength, Constitution

Tools None

Skills Chose two from Animal Handling, Athletics, Acrobatics, Intimidation, Perception, Stealth and Survival

Lycan Breed[edit]

Your lycan breed determines the origin of your curse, each one with its own unique aspects. Regardless of origin, you have advantage on Wisdom (Perception) checks that rely on hearing or smell.

At 1st level, you can chose one of the following breeds:

Pure-blood

You have been born with the curse, manifesting it with the passing of time. You can use your bonus action to assume the shape of a wolf, as a bonus action on your turn. You maintain your Intelligence, Wisdom and Charisma scores, Hit Dies, hit points and proficiency bonuses, but assume all the other traits of the wolf statblock. You can return to your humanoid shape as a bonus action.

Cursed

You have the curse been inflicted upon you and can manifest the lycanthropy traits when in danger. When you are reduced to 0 hit points, you can use your reaction to regain 1d8 hit points + your Constitution modifier, and your body becomes stronger. For 1 minute, you deal +1d4 damage with your melee attack rolls. Once you use this feature, you can't do it again until you complete a long rest.

Abomination

You have been born from the union between a human and a werewolf, manifesting deformities derived from your lycan heritage. You have disadvantage on all your Charisma (Persuasion) and (Deception) checks with any creature, except wolfs and other lycantropes. However, you have advantage on your Charisma (Intimidation) checks.

Some parts of your body are covered in fur and hide, giving you an AC equal 13 + your Constitution modifier while not wearing armor. Your hands are deformed into claws, and your unarmed strikes with it deal 1d6 slashing damage.

Primal Rage[edit]

With the curse, you have also been tainted by a ever consuming rage. At 2nd level, you have a number of rage points shown in the Primal Rage column on the Werewolf table. Once you spend all your rage points, you regain them on the end of a long rest.

You can use your rage in the following ways:

Bestial Reflexes

You can spend 1 point of rage to take another reaction on your round.

Ignore Pain

When reduced to 0 hit points, 1 point of rage to end the unconscious condition. You still must make death saving throws as normal.

Regain Control

As an action on your turn, you can spend 1 point of rage to end a charmed, frightened or stunned condition.

Fast Healing[edit]

Werewolf heal at an incredible pace. At 2nd level, while outside combat or not engaged in any physically demanding or stressful activity (like activities that require ability checks), you regain a number of hit points equal to your proficiency bonus each hour. Anything more intense than light activity interrupt the process of healing.

In addition, you can try to focus your attention and accelerate the process of healing. As a bonus action, roll your hit die. At the end of your next turn, you regain a number of hit points equal to the number rolled and the hit die is spent. This requires concentration, as if you were concentrating on a spell. If you lose concentration, you don't regain hit points and your hit die is spent.

Shapeshifting[edit]

At 2nd level, you gain enough control over your lycanthropy to change shapes. As a bonus action, you can assume one of the three forms following forms: feral, hybrid and great wolf.

The transformation always happen in steps: you must be in feral form to become a hybrid, and a hybrid to become a great wolf. The transformation lasts for 1 hour, and you can end it earlier with a bonus action on your turn. The benefits given by the transformations are cumulative.

To shapeshift, you need to spend 2 rage points and be of the appropriated level.

2nd level. Feral. In this form, your shape is humanoid still, but a taller, with slim and strong muscles, elongated face and a thick and long hair. You gain the following traits:

  • You can speak in this form, but is unable to cast spells that require a verbal component, and have disadvantage in any ability check that require your voice.
  • Your hands grow into powerful claws. Your unarmed strikes deal 1d6 slashing damage. When you make a unarmed strike, you can use your bonus action to make another one.

9th level. Hybrid. In this form you become the perfect hybrid of your humanoid form and a wolf. You cannot speak while in this form, nor cast spells that require concentration. You gain all the benefits of the glabrous form an the following:

  • You gain a bite attack, dealing 1d8 piercing damage on a hit.
  • Your regeneration becomes even faster. You gain a number of temporary hit points equal to your Constitution modifier in each of your turns.
  • Your size becomes Large, and you add 1d6 to the damage of your unarmed strikes.

13th level. Great Wolf. This form is the transcendence of the curse, transforming you into the ancient giant wolf. You become incapable of casting spells or using weapons. All your equipment fall to the ground and you gain the benefits of the previous forms and the following:

  • Your hide thickens, and you gain resistance to bludgeoning, piercing and slashing damage from nonmagical and non silvered attacks.
  • When you hit a creature with a bite attack, it must make a Strength saving throw against a DC of 8 + your proficiency bonus + your Strength modifier or be knocked prone.
  • You can Dash as a bonus action.

Werewolf Pack[edit]

At 3rd level, you can chose one pack to be part of. You can chose between the Moon Wardens and the Crimson Maws. Your choice of subclass give you features at 3rd level, and again at 7th, 10th, 15th and 18th level.

Pack Feature[edit]

At 3rd level:

  • (Moon Warden) Spellcasting feature (druid spells); Can cast non concentration spells while transformed.
  • (Moon Warden) Gain proficiency in nature and can freely talk to animals.
  • (Crimson Maws)

Alpha Wolf[edit]

At 3rd level, you gain advantage on all your Charisma and Wisdom checks when interacting with wolfs.

Ability Score Improvement[edit]

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn

Primal Claws[edit]

At 6th level, your unarmed attacks count as magical for the purposes of ignoring resistances and immunities to non-magical damage.

Pack Tactics[edit]

At 9th level, you have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

Curse[edit]

At 11th level, when you hit a humanoid creature with your bite attack, you can chose to impose the curse on it. The creature must make a Constitution saving throw against your rage DC. On a failed save, the creature is cursed with lycanthropy. A creature can chose to fail the check and embrace the curse.

Whenever a creature is cursed, you can use your action and spend 1 rage point to deliver a commanding howl. Any cursed creature within 60 feet that can hear you must make a Wisdom saving throw against your rage DC, or will use its reaction to be transformed into a feral, and automatically affected by the confusion spell, for the duration of the transformation. The save DC for this spell is your rage save DC. On a successful save against the spell, the transformation also ends.

As an action, you can spend another rage point to further the transformation of the creature into hybrid.

Pack Leader[edit]

At 15th level, you can try to exert control over the creatures you curse. When you can chose one creature affected by your curse and spend 2 rage points to take control over that creature, as the dominate monster spell.

Immortal Predator[edit]

At 20th level, your transformation make your hide almost impenetrable. While in your hybrid or dire wolf form, you become immune to bludgeoning, piercing and slashing damage from nonmagical attacks not made with silvered weapons.

You can keep your hardened hide for 10 minutes, and once you do this, you cannot do it again until you complete a long rest.

Umbra Walker[edit]

Umbra Walkers are spellcasters who can move to the transitive planes - ethereal and astral - to summon mysterious entities and travel trough worlds and planes. There are three types of Umbra Walkers:

Body Snatchers

These walkers are able to split their existence between the material and the ethereal plane, and use this ability to take control over other creatures of the material plane. They are usually divided by the type of creatures they have more domain over: possessors of animals are usually called "wargs", and possessors of humans are called "ghosts".

Plane Hopper

The plane hoppers use the transitive planes mostly as a way to move between spaces and planes. They are hard targets in combat, being able to literally jump to another plane in the moment of a strike.

Gatekeepers

Gatekeepers usually protect the material plane from extra-planar menaces. They are specialized in closing portals and severing connections of extraplanr creatures with our plane.

Summoners

Gatekeepers specialized in opening gates to our world, bringing creatures from the planes through it.

Umbra Walker Features[edit]

Soul Jump[edit]

Starting at 1st level, you can jump to a space between planes, becoming partially ethereal, allowing you to move trough spaces occupied by solid creatures. As an action, you can move trough a solid object or creature, for up to 5 feet per proficiency bonus point you have. This movement can be done on any direction, but you must end your movement in contact to the ground, or else you fall.

If you end your movement on a solid structure or object space, you take 1d10 damage and is pushed 5 feet to a direction close to the nearest unoccupied space. If you end your movement in the same space of a corporeal creature, both you and the creature take 1d10 force damage and you are pushed to a unoccupied space within 5 feet of it.

Possession[edit]

At 2nd level, when you use your soul jump to enter the space of a humanoid creature of small or medium size, you can try to take over that creature's body, controlling it. As an action, you can force a creature to make a Charisma saving throw against a DC of 8 + your proficiency bonus + your Charisma modifier.

On a failed save, you take control over that creature's body until the start of your next turn. On a failed save, you are automatically expelled from that creature's body, on a unocupied space within 5 feet.

While controlling the creature, you can act on its turn, taking any of that creature's actions. The creature can try to resist the action, by making a Strength saving throw against the possession DC. On a success, you have disadvantage on the action you tried to take.

When you start your turn inside a possessed creature, you can choose to live its body, moving to a unoccupied space within 5 feet of it (doesn't require an action). You can also try to maintain your control over that creature, forcing it to make another saving throw to against your possession save DC.

Subclasses[edit]

Necrolog[edit]

Necrologs are Umbra Walkers able to walk trough deceased bodies, using them as a vessel for their ethereal body.

Corpse Puppeteer

At 3rd level, you learn how to possess bodies of deceased creatures. You can choose any humanoid body that have been dead for no longer than 24 hours. When possessing a corpse, you assume the statistics of a zombie, but using your Intelligence, Wisdom and Charisma scores, proficiencies and class features.

You can control the body until it is reduced to 0 hit points, or you choose to leave it. A body reduced to 0 hit points is destroyed and can't be possessed again. Whenever you take damage that surpasses the zombie body, you suffer any damage that go above that amount. Force, psychic, necrotic and radiant damage cause damage directly to you, not to your corpse.

Starting at 6th level, you can also possess large corpses. Use the statistics of an "Ogre zombie" for these bodies.


https://forgottenrealms.fandom.com/wiki/Afterlife

https://forgottenrealms.fandom.com/wiki/Fugue_Plane

A Cortina Carmesin[edit]

Antecedente da Campanha[edit]

Sinopse

Á gerações atrás, um terrível culto, conhecidos apenas como "Filhos do Sussurro" tentou trazer uma terrível e antiga entidade para esse mundo. Várias abominações extra-planares foram libertadas ao redor do mundo e, para impedi-los, um grupo chamado de "Guardiões do Portão" foi formado. Esse grupo era devotado a criar rituais que aprisionassem essas criaturas. Para isso, três livros de rituais foram escritos, cada um servindo como a chave para derrotar algumas das criaturas. Juntos, eles possuem um poderoso ritual que serve para abrir um portal, a "Cortina Carmesin", que pode ser usado tanto para enviar a entidade maligna de volta a sua própria dimensão, quanto para trazê-lo para essa.

Após uma grande batalha e muito sacrifício, todas as abominações foram banidas para além da cortina carmesin, mas os Filhos do Sussuro aguardam sua chance de trazê-los de volta.

Objetivo da Campanha

Durante a campanha, os jogadores se depararão com várias oportunidades de deter os Filhos do Sussuro em sua busca pelos três livros, e poderão escolher entre as três rotas abaixo:

1. Opor-se aos Filhos do Sussuro: Aliando-se aos membros remanescentes dos Guardiões do Portal, diante do risco do fim do mundo que a abertura do portão pode trazer.

2. Aliar-se aos Filhos do Sussuro: Aliar-se aos filhos do sussurro em troca das promessas de ouro e poder.

3. Ignorar Completamente o Apocalipse: Ignorando o apocalipse, eles podem focar em atuar como aventureiros e mercenários, sendo eventualmente empregados por um lado ou pelo outro.

Capítulos da Campanha[edit]

Fases da Campanha[edit]

O plano dos Filhos do Sussuro é abrir um portal para um local específico no Abismo, a fortaleza carmim. Para isso, eles precisam destravar as três fechaduras criadas pelos rituais em cada um dos três livros, bem como uma quarta, que só pode ser aberta quando os três livros estiverem reunidos.

A cada portal aberto, o mundo sofrerá algumas mudanças significativas, que continuarão aumentando a menos que os jogadores decidam intervir.

Fase 1
Viagens em regiões selvagens se tornam perigosas e o comércio em regiões próximas do primeiro portal se tornam escassas.
  • Capítulo 1 - O roubo. Uma jovem bruxa chamada Eandil busca vingança pela morte de seus pais, usa seus poderes e planeja um ataque a uma cidade, como distração para se apoderar do primeiro dos Livros. Ela vem sendo manipulada por uma entidade bem mais poderosa e sinistra.
  • Capítulo 2a - A Perseguição. Caso o roubo seja bem sucedido, os heróis poderão tentar recuperar o livro com a ajuda da guarda da cidade em uma caçada pela região.
  • Capítulo 2b - Conhecimento Perdido. Caso eles impeçam o roubo, eles podem buscar respostas junto ao templo selado dos Guardiões do Portão, com a ajuda do antigo conselheiro.
  • Capítulo 3a - O primeiro portal Caso o livro seja perdido, eles ainda podem encontrar o local do ritual e tentar impedi-lo.
  • Capítulo 3b - Caso eles recuperem o livro, Capítulo 2b.
  • Capítulo 3c -
Fase 2
Fase 3
Fase 4
Se a campanha chegar na fase 4, significa que todos os portais foram abertos. A guerra acabou e os reinos fecham suas principais cidades e buscam se proteger dos terrores do Abismo. Qualquer lugar que não é uma cidade murada é um risco, e a influência do abismo se espalha pouco a pouco.

https://www.dandwiki.com/wiki/Tremorsense_(5e_Spell)

https://www.dandwiki.com/wiki/Lucas_the_Spider_(5e_Creature)

https://www.dandwiki.com/wiki/Randomon_(5e_Creature)

https://www.dandwiki.com/wiki/Kirre_(5e_Creature)

Mageborn[edit]

Ability Score Increase. Your Charisma score increase in 2. In addition, one ability score of your choice increase by 1.

Shadowborn.

Chaosborn.

Stormborn.

Martial Artist[edit]

Rogue Archetype

Martial Artist

Starting at 3rd level, you learn how to use your hands as lethal weapons. You gain the following benefits:

  • You can use your Dexterity modifier, instead of your Strength, whenever you make a unarmed strike.
  • The first time on your turn you hit a creature with a unarmed strike, you can add your sneak strike additional damage to that unarmed strike's damage. If you have added your sneak strike dice to your unarmed strike damage, you can't use Sneak Strike on this turn.
  • You can apply your sneak strike additional damage whenever you hit an non-magical in-animated object with a unarmed strike.
Flurry of Blows

Also at 3rd level, you can target multiple enemies with your unarmed strikes. You have a pool of dice equal to your Sneak Strike damage dice. As an action, you can spend any amount of dice of that pool and target creatures within range. Make one attack against each chosen creature, and on a hit, you cause damage equal to the amount of dice designated to that creature plus your ability modifier.

For example, at 7th level you can choose to target one creature with 2 dice and another with 3 dice, or choose to target three creatures with 2 dice and one with 1 die. You can't choose the same creature more than once with this ability.

You can't use this ability if you already have used the additional damage from your Sneak Strike ability. After using this ability, you can't use Sneak Strike on the same turn.

Hard Blocks

When an enemy misses you with an attack while you are dodging, you can deal your sneak strike damage against the attacker as a reaction.

Traditional Forms

You can train using traditional forms that compound your style. During a short or a long rest, you can perform one of your forms, gaining a particular benefit depending on the chosen form.

The benefit lasts until your next rest.

Grandmaster

Ranger[edit]

Spellcasting

Druid List, 1/3 caster

Favored Enemy

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.

Choose one of the favorite creatures as your favorite enemy. You can use your bonus action to give yourself advantage on attacks against these creatures

Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.

You can choose another favored enemy at 9th, 13th and 17th levels.

Four Elements Monk - Anastacio Edition[edit]

Elemental Attunement

At 3rd level, you develop a strong connection to the elements. You can choose one of the following elements: air, earth, water and fire. Your chosen element will reflect on how some of your other class features work. You learn one of the following cantrips, depending on the chosen element: gust (air), shape water (water), control flames (fire), mold earth (earth).

You can choose one additional element to attune at 6th, 11th and 17th levels.

In addition, you can read, write and speak in primordial.

Primordial Flurry

Starting at 3rd level, when you take the Attack action, you can imbue your fists with elemental energy. Choose one of the following damage types, depending on the elemental attunement element you have: cold (water), fire (fire), lightning or thunder (air), bludgeoning (earth). You can choose to deal damage from the chosen type until the end of your turn.

In addition, if you use your flurry of blows, you can enhance your attacks with ki infused elemental energy. Your reach with your unarmed strikes increases by 10 feet for that action, as well as the rest of the turn. A hit with such an attack deals additional damage from the chosen type, and if you spend 1 ki point when the attack hits, it also deals an extra 1d10 damage from the chosen type.

Elemental Control

Starting at 3rd level, you can control the air, fire, earth or water around the target to control your target in the space. As an action, you can spend 1 ki point and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 damage from the chosen type for each additional ki point you spend, and you can generate one of the following effects, depending on the chosen element:

Fire. Push the target up to 30 feet away from you.

Water. Push the creature up to 20 feet away from you and knock it prone

Air. Fly 30 feet until the end of your turn, without provoking opportunity attacks. You must end your movement on the ground, or fall.

Earth. Pull it up to 25 feet close to you

On a successful save, the creature takes half as much damage, and you don't push it pull it or knock it prone.

Four Elements Discipline

Starting at 6th level, you gain access to elemental disciplines. To cast one of your elemental discipline spells, you must spend a number of ki points equal to the level of the spell. You gain one additional four elements discipline. You learn one additional four elements discipline at 11th and at 17th levels.

In addition, whenever you use a elemental cantrip, four elements discipline or your elemental control as an action, you can make a unarmed strike as a bonus action.

Elemental Rebuke

At 11th level, whenever a creature moves within 5 feet of you or hit you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw, or take damage equal to your martial arts die. The damage type is any you have access to due to your Elemental Attunement feature.

If the creature fail the saving throw, you can also spend 1 ki point to knock that creature 5 feet back.

Avatar State

Starting at 17th level, you can use your bonus action to unleash the full power of the four elements. As a bonus action, you enter in this elemental state, for 1 minute. While in this state, you gain the following benefits:

  • You gain resistance to cold, fire, lightning, thunder and bludgeoning, piercing and slashing damage from non-magical weapons.
  • You gain fly, burrow and swim speed equal to your movement speed.
  • You don't need to breath for the duration.
  • You can use your Elemental Flurry without needing to use your flurry of blows.
  • You can use your Elemental Control without spending ki points.

Once you use this bonus action, you can't use it again until you finish a long rest, unless you spend 4 points to use it again.

Combat Techniques[edit]

Combat techniques are combat abilities that heighten your ability with weapons, armor, shields and unarmed combat, allowing you to perform special maneuvers in combat.

The combat techniques usually deals damage equal to your weapon's damage, unless otherwise stated. When using a combat techniques, you don't add your ability modifier to the damage roll of that attack.

The amount of damage you deal depends on your roll on the combat skill. When you take the Attack action, you can replace one of your attacks with a Combat Technique.

A skill proficiency grants you access to a certain list of combat skills. You can choose your combat skills from the list related to a single skill. For example, Athletics proficiency give you access to Joint Lock, Shoulder Throw and Cleave techniques.

Techniques Known

The number of combat techniques equals the number of weapon and armor proficiencies you have + the number of attacks you are able to make as part of the Attack action. To gain a combat skill for armor proficiency, you must be proficient in all weapons or armor of a single list (all light armor, all martial weapons and so on). For example, a 5th level fighter have 8 combat techniques.

Technique Success and Damage

The damage of the technique depend on how successful your technique check was. When you use a technique, you need to make the Ability (Skill) check related to the technique, against a DC of 8 + the creature's Dexterity saving throw bonus, AC (whichever is higher) or a Contested check if the creature is also proficient.

1 to 5 above the opponent - one damage die

6 to 10 above the opponent - two damage dices

11 to 15 above the opponent - three damage dices

16 to 20 above the opponent - four damage dices

20 to 25 above the opponent - five damage dices

  • Cleave [Strength (Athletics)]: You can make a Cleave check to hit two targets at the same time with a melee weapon. Choose one creature within 5 feet as a primary target. This target takes the total damage from the technique and the secondary target takes half that damage.
  • Iaijutsu [Wisdom (Perception)]: You can make a Iaijutsu check on the first turn of combat only. On a success, you deal additional damage equal to the number of dice rolled. In addition, if you know the Iaijutsu technique, you can make a Iaijutsu roll, instead of a initiative roll.
  • Jousting [Dexterity (Animal Handling)]: You can make a Jousting check while mounted and wielding any type of weapon with any type of polearm or lance, and you must move at least 20 feet towards your opponent. On a success, you deal the additional damage and the opponent is knocked prone.
  • Joint Lock [Strength (Athletics)]: You need be grappling an opponent to use a joint lock. On a success, you roll your unarmed strike damage die a number of times equal to your success margin. In addition, if the target fails its next check to end the grapple, it takes the same amount of damage again.
  • Shoulder Throw [Strength (Athletics)]: You need be grappling an opponent to use a shoulder throw. On a success, you roll your unarmed strike damage die a number of times equal to your success margin. In addition, the target is knocked prone.

Balancing Weapons[edit]

Simple Weapons: maximum of 4,5 points

Martial Weapons: 5 to 7 points

4,5 points

Ammunition (100-150/400-600)

4 points

Ammunition (80/320)

3 points

Reach, Ammunition (25-30/100-120), Light

2 points

Finesse

1 point

Versatile

0,5 points

Thrown

0 points

Heavy

-2 points

Two-Handed - Ranged Weapons, Loading

-3 points

Two-Handed - Melee Weapons

Damage Dice

1 point of damage (-4 points) d4 (0 points) d6 (2 points), d8 (4 points), d10 (6 points), d12 (8 points), 2d6 (9 points)

Simple Weapons[edit]

Greatclub: 1 points (two handed [-3], max damage d8 [4])

Club, Sickle: 2 points (light [2])

Mace: 2 points (max damage d6 [2])

Light Hammer: 2,5 points (light [2], thrown [0,5])

Javelin: 2,5 points (damage d6 [2], thrown [0,5])

Dart: 2,5 points (thrown [0,5], finesse [2])

Sling: 3 points (ammunition (30/120) [3])

Quarterstaff: 3 points (versatile [1], max damage d6 [2])

Light Crossbow: 3 points (damage d8 [4], ammunition (80/320) [4], loading [-2], two handed [-3])

Spear: 3,5 points (versatile [1], max damage d6 [2], thrown [0,5])

Shortbow: 4 points (damage 6 [2], ammunition (80/320) [4], two handed - ranged [-2])

Dagger: 4,5 points (light [2], finesse [2], thrown [0,5])

Handaxe: 4,5 points (light [2], thrown [0,5], max damage d6 [2])

Martial Weapons[edit]

Whip: 5 points (reach [3], finesse [2])

Greataxe: 5 points (damage d12 [8], two handed [-3])

Battleaxe, Longsword, Warhammer: 5 points (damage d8 [6], versatile [1])

Rapier: 6 points (damage d8 [4], finesse [2])

Glaive, Halberd, Pike: 6 points (damage d10 [6], reach [3], two handed [-3])

Hand Crossbow: 5 points (ammunition [4], damage d6 [2], light [1], loading [-2])

Maul, Greatsword: 6 points (damage 2d6 [9 points], two handed [-3])

Heavy Crossbow: 6,5 points (damage d10 [6], two handed - ranged [-2], ammunition (100/400) [4,5], loading [-2])

Longbow: 6 ,5 points (damage d8 [4], two handed - ranged [-2], ammunition (150/600) [4,5])

Scimitar, Shortsword: 7 points (damage d6 [2], light [3], finesse [2])

Blowgun: -1 point (damage 1 [-4], ammunition (25/100) [3])

Learning Magic[edit]

Under this variant rule, any character can learn magic by dedicating himself to the study of the occult. To learn the spell, you must spend 450 gp for a 1st level spell, 2475 gp for a 2nd level spell, 4500 gp for a 3rd level spell or 45.000 gp for a 4th level spell.

The time taken to learn the spell is equal to 20 days for a 1st level spell, 50 days for a 2nd level spell, 100 days for a 3rd level spell or 1000 days for a 4th level spell.

You can cast any spell you know a number of times equal to 1 + half your spellcasting ability (rounded up). Alternatively, you can choose to spend one or more uses of any spell you know to cast that spell at a higher level. For example, a Fighter that learns burning hands and have a Intelligence modifier of +3 could cast this spell 2 times, or once at a 2nd level. Once you spend all your uses of the spell, you can't cast it again until you finish a long rest.

A character with the spellcasting or pact magic feature can't learn how to cast a spell that already is part of its spell list.

To cast a spell you know, you must attune to it. To attune with the spell, you must spend 1 hour studying it, memorizing its words, gestures and patterns. If you learn a spell with the ritual tag, you can cast that spell as a ritual, as long as your are attuned to the spell.

The list of available spells depends on the proficiencies you have, as shown bellow:

Ranger Spell List: Nature and Survival

Paladin Spell List: Religion and Persuasion

Bard: History and one musical instrument or Performance

Warlock: Arcana

Wizard: Arcana and Caligrapher's Tools

Druid: Nature and Herbalist tools

Sorcerer: Arcana

Cleric: Religion

Minor Spells[edit]

Minor Hex

Cantrip

Casting Time: 1 bonus action

Range: 30 feet

Components: V, S, M (the petrified eye of a newt)

Duration: Concentration, up to 1 round

You place a curse on a creature that you can see within range. Until the spell ends, the first successful attack you make deal additional 1 necrotic damage to the target, ending the spell. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.

The additional damage increases to 2 at 5th level, 3 at 11th level and 4 at 17th level.

Minor Hunter's Mark

Cantrip

Casting Time: 1 bonus action

Range: 30 feet

Components: V

Duration: Concentration, up to 1 round

You place a curse on a creature that you can see within range. Until the spell ends, the first successful attack you make deal additional 1d4 damage to the target, ending the spell.

The additional damage increases to 1d6 at 5th level, 1d8 at 11th level and 1d10 at 17th level.

Minor Armor of Agathys

Cantrip

Casting Time: 1 action

Range: Self

Components: V, S, M (a cup of water)

Duration: 1 round

A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 1d4 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 1d4 cold damage.

The temporary hit points and cold damage increases to 2d4 at 5th level, 3d4 at 11th level and 4d4 at 17th level.

Minor Guiding Bolt

Cantrip

Casting Time: 1 action

Range: 120 feet

Components: V, S

Duration: 1 round

A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

The radiant damage increases to 2d6 at 5th level, 3d6 at 11th level and 4d6 at 17th level.

Weapon Specialist[edit]

Sightless Warrior[edit]

Blind Fighting

You learn the Dueling fighting style:

Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Blind Guardian

Starting at 1st level, you can enhance your awareness becoming a sightless sentinel. As a bonus action, you gain the following benefits, for 1 minute:

  • Your blindsight range increase to 30 feet.
  • Whenever a creature touches you or hit you with an attack, you can make an attack against it, without requiring any reaction.
  • Whenever you cause damage, you add your Wisdom modifier to the damage caused.

Once you use this feature, you can’t use it again until you finish a long rest.

Sea Wolf[edit]

Mariner

You learn the Mariner fighting style:

Mariner (UA). As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.

When you call upon your inner storm you gain the ability to fly, if only briefly. Starting at 1st level, when you use a Gambit you gain additional movement equal to 15 feet. This additional movement can be done either walking, climbing or swimming, and doesn't provoke opportunity attacks.

In addition, you gain proficiency in Vehicles (Sea) or Acrobatics. If you are already proficient in those, choose any skill proficiency from the Weapon Specialist list.

Alternative Paladin Features[edit]

Additional Spell: Divine Smite[edit]

Divine Smite

1st-level Spell

Casting Time: 1 bonus action

Range: Self

Components: V

Duration: Concentration, up to 1 minute

The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 2d8 radiant damage. Additionally, if the target is a fiend or undead, you cause additional 1d8 radiant damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d8 for each slot level above 1st, up to 5d8 (or 6d8 against fiends and undead).

Smite Versatility[edit]

At 2nd level, whenever you finish a long rest, you can choose a number of spells from the smite category from your spell list equal to your proficiency bonus. Whenever you hit a creature with a melee weapon attack, you can cast that spell on that creature, without spending an action and without requiring concentration.

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