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The Tail of Macrosia:
- 1 The World of Macrosia
- 2 Player Options
- 2.1 Races of Macrosia:
- 2.2 Subclasses:
- 2.2.1 Circle of Leaves Druid
- 2.2.2 Path of Roots Barbarian
- 2.2.3 Way of Ripples Monk
- 2.2.4 Oath of Peace Paladin
- 2.2.5 Weather Cleric
- 2.2.6 Trapmaster Ranger
- 2.2.7 Seasons Sorcerer
- 2.2.8 Eulogy Bard
- 2.2.9 Ancients Warlock
- 2.2.10 Alchemy Wizard
- 2.2.11 Toxin Expert Rogue(mebbe change to toxicologist prestige?)
- 2.2.12 Aerial Combatant
- 2.3 Feats
- 2.4 Herbalism & Alchemy
- 2.5 Traps
- 2.6 Spells
- 2.7 Magic Items
- 2.8 Monsters
- 2.9 Tales of Macrosia
- 3 Random Stuff
The World of Macrosia
A world lacking in human influence, reigned by small animals. Over time, tribes, towns, and even kingdoms have risen in the land that is now named Macrosia.
- The Macrosia Valley
Most of the civilized folk of Macrosia reside within the valley of Macrosia. It provides some protection for the small folk from the dangerous creatures outside of the valley. Sentries are posted at the edge of the valley to sound the alarm should any creatures get near. These sentries also keep up the Scent Border. The Scent Border is a trail of bear urine drizzled around the edge of the valley. The scent of this fearsome creature is enough to scare away creatures like wolves and foxes.
A collection mission must be run about twice every season in other to have enough in supply. An additional mission must be made at First Frost as bears hibernate over the winter. The border is weakest in the Winter and Spring as snow and rain fall in abundance washing away the scent. Acquiring the urine is a tricky job, requiring a team of skilled individuals. While bears do not feed upon the residents of the valley, it is not wise to get between a bear and its food or wake one from a nap.
Era of Ferocity -Macrose Braveheart takes his journey to where the Elderwood Tree now stands -Macrose makes it his life's work to bring magic to the world Era of Fear -Macrose is killed by wolves in the Unknown and the Elderwood Tree falls, becoming the Elderwood stump -Villages, towns, and tribes begin to arise ~The Invasion
-Frogs are attacked in the south of Macrosia and word spreads quickly, with southern towns evacuating northwards -Wolves are spotted in the north and northern towns begin evacuating towards the south -All hope seems lost as the lot of Macrosia meets in the center of the valley, upon The Great Island within The Great Lake -Leaders of towns and villages confer, and hold the Counsel of the Stump, banding together to drive out the invaders -They set up a great trap and catch, kill, and skin all the invaders, including their leader, Keentooth, swallower of old, devourer of young, and grandson of Macrose's killer.(each leader is given a pelt to do what they will with and one is saved) -The Elderwood Tree comes back to life and grows from the the stump
Era of Peace -The Valley Guard is established -The Valley Council is established -Rattenheim is built
Era of Ferocity(Beginning of time-~250 years ago):
Note: Everything, from the land you stand upon, the water you drink, and the wolves that howl in the night, was created by Mother Earth. Many races call her different things, but acoording to all, she was the beginning, and upon her body we live. -Loremouse.
Since the world was created, animals have walked it. Life was much different back then, the valley was not a safe place, it was as much of frontier as the Unknown is now. All animals, except for Nighteyes and Razorbeaks, lived in fear of predators. Many lived alone or in small groups and it was not uncommon for them to get picked off by a hungry fox or die from starvation over the Winter. Because of the "uncivilized" nature of all creatures during this time, this era is named the Era of Ferocity.
Then, roughly 1000 seasons ago, something changed. Prior to this, magic was dispersed in the world, making it hard to harness, except by creatures with intrinsic magical ability or by tearing it from a plant or creature with magic. A bright young mouse by the name of Macrose journeyed to the center of the Great Pond, to the small island where the Elderwood tree now stands. He found a small sapling growing in the dirt touched by a wellspring of magic. He tore off a leaf and ate it, suddenly filled with magical power, a gift from the Ancients themselves. He set out to share the gift of magic with the rest of the creatures of his world. He did so successfully, spreading the gift of magic with the rest of the creatures in the valley, and with magic came knowledge and progress. Groups, villages, and tribes were established for the betterment of all creatures. He set out outside of the valley towards the Unknown to spread magic further, but before he could do so, he was killed, stopping the spread of magic where it stood.
In his death, he became a martyr, and many things were named after/attributed to him. He was quite likely the single most important figure, short of a god in the history of Macrosia. You can read more about him and his journey in the Chapter #: Tales of Macrosia. He was named an honorary king, a king of Macrosia, but those who knew him in life would know he wouldn't like that.
Era of Fear(~250 years-~50 years ago):
The Macrosia Valley was all warring factions and nations pitted against one another. A band of wolves came into the valley and tried to take magic for themselves. People banded together to drive out invaders and established the Guard of the Valley, a group of trained fighters who keep up the borders and protect the valley.
Era of Peace(~50 years-now):
The current era, Macrosia has been prospering since the beginning of the era.
All creatures of Macrosia bear some magic in their blood that sustains them far longer than they did in the Era of Ferocity, but few live past 5 decades, sometimes less depending on their race. Thus, time is measured most commonly in seasons, of about 90 days. While most people consider the beginning and ends of each season to be dictated by the weather, as the First Frost is the start of Winter, scholars have devised calendars to show exactly when these 90 day seasons begin and end, regardless of the weather. When regarding time, you can also reference years, but they are much less frequently spoken of as 360 is far higher than most care to count.
Since seasons are 90 days, counting by 15s and 30s is commonly seen.
15: "Half-moon". References the fact that wherever the moon was 15 days ago, the current phase is now the opposite, just used as a way to break down moons into more digestible pieces. Anything smaller than this is simply stated as the number of days or nights.
30: Moon or a simply a third of a season. References the cycle of phases of the moon starting once again.
45: Halfse. Rather uncreatively a shortening of "half season"
90: Season. Each season is roughly 90 days, and thus a season is 90
Important Seasonal Traditions
Green-day: The first tips of grass and leaves begin to poke out of the snow, considered the first day of spring, although it will take a few more days to weeks before the snow melts away and Spring begins in earnest.
Sun-smth: The hottest days of summer, marking generally the turning point in the season as it begins to change to Fall
Harvest Day: A day nearing the end of Fall when all the crops are finished being harvested, when the most of the leaves have fallen from the trees. The fatted insects are slaughtered and a certain amount is portioned off for Winter stores. Once this has been taken care of, there is a festival filled with eating, drinking, and celebrating a good harvest.
First Frost: The first frost appears overnight, giving everyone a warning to get their Winter preparations finished up before the snow starts for real. Considered the beginning of Winter.
Deadwinter: The coldest nights of Winter, marking a turning point in the season, as the days get closer to Spring
This is a WIP, nothing is necessarily balanced, but hopefully that can be changed
Note: Given that these creatures are all very small, the entire system of 5th edition must be scaled down considerably. For simplicity's sake, everything has been scaled down by a factor of 12(in order to scale feet to inches). For example, a ranged weapon with a close range of 60 feet now has a close range of 60 inches(or 5 feet), or the fireball spell has a radius of 20 inches(or 1 ft 8 inches). Any size listed in base 5e can be converted simply by replacing the feet with inches. A table can be seen below for quick conversion.
|Base Distance||Adjusted Distance(in)||Adjusted Distance(ft)|
|500 ft||500 in||41ft 8in|
Races of Macrosia:
Many types of creatures call the region of Macrosia their home. Long ago, groups formed together, as birds of a feather clicked together and similar frogs did as well. There was peace for a time, then war, then a treaty
Rodentia are the dominant race of the most intelligent area of Macrosia. High mice reside in the ivory towers of Rattenheim, with the Field Mice in and among the city, and the Ratfolk keeping the gates. The kin of mice and rats, they have excellent senses, and are accustomed to the darkness.
- Rodentia have dominated most of Macrosia's major history. From the legend Macrose Stoutheart to playing an important part in bringing an end to the era of Fear.
- Rodentia are generally creatures that live in groups by nature. Most cannot provide completely for themselves.
Speed: 30 in
Keen Senses: You may double your proficiency bonus on Wisdom(Perception) checks relying solely on hearing or smell
Darkvision: 60 in
The meek of the Rattenheim, who used to be equals with the High Mice. The Field Mice living in Rattenheim have become subordinates to the High Mice, paying high taxes, and being ordered around. Although, many are far too afraid to leave, hearing tales about the outside world.
- Many years ago, in the era of Ferocity, Meeknoses and High Mice were one in the same. Now, they are often considered subordinate to High Mice because of what happened in years past.
- Meeknoses are often farmers and craftsmen, their small paws perfect for fine crafts or farming. Within Rattenheim, they must pay a small sum of their earnings(in money or crops) to the city in return for the protection they receive. In other places, Meeknoses form villages and small towns, mostly sustained by farming, gathering, or basic craftsmanship.
-Snow Tunnels: When Winter brings about blankets of snow that cover most of the areas where most Meeknoses live, tunnels are dug from each home to the town center. While most Meeknoses spend most of their time in the homes during these cold times, they need access to town center to collect necessary food from the town's reserves, which are prepared in the Fall to ensure no one goes hungry during the cold winter. On cold Deadwinter nights, Meeknoses often huddle in their cellars beneath the ground for some much needed warmth.
Burst of Speed: (See Naga)
Meek Disappearance: You can use the Hide action as a bonus action
Natural Inclination: You gain proficiency in one simple melee weapon or artisan's tools of your choice
Strongjaws were the most feral of Rodentia. Many lived in large tribes outside of the growing Rattenheim when it was being constructed. As the city was being finished, it required defendants to protect it and many Strongjaws were enlisted into the Rattengard to protect the city walls.
History: Many tribes of Strongjaws lived together, providing for themselves and defending one another in eras past. The largest tribe, the Bar-duh tribe were stationed atop the hill upon where Rattenheim stands. Then, a large group of High Mice came to claim the spot upon which they stood. They gave a choice to the rats there, to join them and help build their dazzling city, or be moved, by force if necessary to outside where their city walls would be. Many took the offer, visions of the future filling their heads, others refused it in favor of their way of life. As Bar-duh trekked to somewhere they could once again call home, many other tribes nearby were faced with the choice as well. Many tribes were scattered to the wind, and those still strong began to form what is known now as "The campfire circle".
Rabid Bite: In addition, your bite is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Rabid Rage: You can use a bonus action to enter a blinding rage. Until the start of your next turn, you have resistance to nonmagical bludgeoning, slashing, and piercing damage. If you are reduced to 0 hp, or knocked unconscious during your rage, you can use your reaction to instead drop to 1 hp or not be knocked unconscious, thus ending your rage
Ratfolk Ancestry(Choose 1): Pack Rat: Your carrying capacity doubles and you have advantage on saving throws against being knocked prone or grappled Rabid Rat: Your Rabid Bite deals poison damage, you cannot be poisoned
- Variant Rodentia(High Mice)
- Regal and Intelligent
High Mice tend to carry themselves with an air of importance, and on average are quite intelligent compared to many other creatures of Macrosia. They tend to be tall and lithe, their height differentiating them mainly from the field mice. Most have silky coats of purely one color, often white, gray, or close to gold. Much more accustomed to standing upon their hind legs than other Rodentia who tend to carry themselves on all fours.
Legend has it that High Mice were once one in the same with Field Mice, back in the Era of Ferocity. You can read more about the legend of High Mice in the Tales of Macrosia section Because of how they bested the Field Mice that were once their brethren, even though many seasons have passed since then, many High Mice carry an inherent scorn for Field Mice, seeing them as inferior in intellect.
They were vital in convincing the residents of Macrosia at the Counsel of the Stump to band together to fight of the Northern Invaders and bring an end to the Era of Fear. Shortly after the end of the Era of Fear, they began construction of Rattenheim, their brilliantly planned city of a new Era, which is where many High Mice reside today.
A vast majority of High Mice live within Rattenheim's walls. Most are dedicated to some craft, and have spent their lives mastering it. High Mice care about accomplishments above all else, learning a new spell, creating a masterwork of art, or writing a tale are all important to them. They love places they can store the knowledge they have as well as the knowledge of others, such as libraries and archives, Rattenheim is full of them.
Those living outside of Rattenheim are often field researchers, traveling scholars, or other such people conducting important affairs.
+1 WIS, +2 INT, +1 CHA
Studied Scholars: You gain proficiency in two of the following skills, History, Arcana, Insight, or Religion
Expert Linguists: You learn one extra language of your choice
Variety of Talents: You gain proficiency in one set of tools
- Strong Leapers
- All amphibians, despite their nature are adept at leaping. Their strong, stout legs propel them through the air to cover distance in a matter of moments.
- Tribal Society
- All Amphibian societies are tribal in nature, led by a chief who is either elected or decided by combat.
Great Leap: Your long jump is up to 25 inches and your high jump is up to 15 inches, with or without a running start.
Expert Poisoners: You gain proficiency in Poisoner's Kits
Secrete Poison: As an action, you can apply your body’s poison to a melee weapon or up to 3 pieces of ammunition. The poison loses its potency after 1 minute. A creature struck by a weapon or piece of ammunition poisoned in this way must make a Constitution saving throw with the save DC equal to 8 + your proficiency bonus + your Constitution modifier or be poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of its turn.
Poison Acclimation: You have resistance to poison damage and advantage on saving throws against poison
Tribal Coordination: You may use your bonus action and choose an ally within 30 feet that can hear you to use their reaction to make one melee attack against a creature within 5 inches of them. This feature is useable once per short or long rest.
Grappling Tongue: You can use your tongue to attack creatures within 10 inches. As an action, you can use your tongue to hit a creature. It is also a natural weapon, which you can use to make an unarmed strike with. If you hit, it does 1D4 + your strength modifier bludgeon damage. Immediately after hitting, you can try to grapple the target as a bonus action. Or, you can use your bonus action to force them to make a Strength save(DC 8+proficiency bonus + STR mod) or be pulled 5 inches towards you.
Enhanced Leap: Your horizontal jump distance is doubled
Acclimated to Heights: You have resistance to bludgeoning damage from falling
Sticky Pads: Your walking speed is reduced to 25 feet, but you have a climbing speed of 25 feet
+1 DEX, +1 CHA, +1 to CHA, CON, or DEX
Darkvision: 60 inches
Deceptive Strike: You deal an additional 1d4 damage when you hit a surprised creature with a weapon attack
Claws: Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Fluid Body: You can move through the space of any creature that is of a size larger than yours.
Sneaky: You gain proficiency in two of the following skills: Deception, Stealth, Persuasion, Acrobatics
+2 DEX, +1 WIS
Speed: 35 inches
Enhanced Leap: Your horizontal jump distance is doubled
Falling Strike: You can use your action to leap up to 30 feet in any direction. Immediately after a leap, you can use your bonus action to make a single melee weapon attack.
Dextrous: You gain proficiency in the Acrobatics skill
Note: Birdfolk will not be a playable race, but will remain as NPC's in the world of Macrosia.
Speed: 30 feet
Glide: You can use as wings to slow your fall or allow you to glide. When you fall and aren't incapacitated, you can use your reaction to move up to 1 feet horizontally for every 5 foot you descend. When you do so, you do not take fall damage.
- Small and Timid
Lightwings are small, timid birds that are rarely seen alone. They keep low to the ground and often hop, skip and flutter along, the reason for their name. Sparrows, swallows, robins, and other small birds are considered Lightwings.
In the Eras of Ferocity and Fear banded together to protect themselves from predators; a wolf can only pick off a few at a time.
Now, they form gatherer villages near the base of trees in which Nighteyes or Razorbeaks roost. Many of these villages have made an agreement with one or a mating pair of these birds to protect them in exchange for supplies and food to get them through the winter.
Note: Birds of a feather flock together
+1 CHA, +1 DEX Size: Small Light Hop: While on the ground, you can use the Dodge action as a bonus action Sparrow's Nimbleness: You can move through the space of any creature that is of a size larger than yours.
Perceptive: You gain proficiency in Insight and Perception
Silent Wings: Your passive stealth gets a +5 bonus
Endless Insight: Whenever you roll a Wisdom check or saving throw, you can choose to roll a d4 and add the result to the check. This feature is useable once per short or long rest.
+1 STR, +1 CON
Flyby: You don't provoke opportunity attacks when you fly out of an enemy's reach.
Razor Focus: You can use your bonus action to focus on a certain creature within 60 feet that you can see. Until the end of your next turn, you have advantage on all attack rolls against this creature. You can use this feature once per long rest
Circle of Leaves Druid
While other druids spend time forming bonds with animals, these druids use their abilities to grow and befriend plants. These druids are very good at growing blockades and sentries to assist in battle.
- Floral Form
Starting at 2nd level, you can use Wild Shape to assume the form of a Plant creature. You must still follow the rules set out for Wild Shape, such as CR limits, except that you may become a plant.
- Nature's Bounty
Starting at 2nd level, plants around you are bolstered. Any healing spell you cast on Plant creatures heals for the maximum amount it can.
- Step of Vine and Leaf
Starting at 6th level, difficult terrain caused by plants does not slow you or allies within 30 feet down.
- Master of Flora
Starting at 6th level, you can use an action to touch an unoccupied 5ft square and cause thick foliage to grow there, becoming difficult terrain. This difficult terrain lasts for 1 minute, or until you end it as a bonus action. The plants have HP equal to (your Druid level + Wisdom modifier * any additional spell slots expended), and AC equal to (8 + proficiency bonus + Wisdom modifier). You may expend a use of Wild Shape to enhance this square, choose one of the effects below.
Grasping Vines: Any creature that gets within 5 feet of the for the first time on its turn or ends its turn there must make a Strength saving throw against your spell save DC or be grappled by the plant. Any creature that enters the plant's space must make a Strength saving throw against your spell save DC or be restrained, a creature can retry this saving throw at the end of each of its turns. You can expend a spell slot of 1st level or higher, a new vine growing for each slot level, allowing 1 more creature to be grappled at a time for each slot level.
Poison Thorns: Any enemy that gets within 5 feet of the plant for the first time on its turn, ends its turn there, or triggers an opportunity attack from it is slashed at by writhing vines. Make a melee spell attack for it, dealing 1d4 slashing damage and 1d4 poison damage on a hit. You can expend a spell slot of 1st level or higher, the damage increases by 1d4 slashing and 1d4 poison for each slot level.
Stinging Thistles: Any creature moving through the plant's space takes 1d6 piercing damage for every 5 feet they move. You can expend a spell slot of 1st level or higher, the area this plant takes up increases by a 5ft square for ever slot level.
- Cooperative Flora
Starting at 10th level, you can use a bonus action touch a creature and expend a use of Wild Shape. A plant grows on them, granting them one of the abilities as seen below for 1 minute until you or the creature affected end it early as a bonus action:
Thorned Hide: Touch a creature who is not wearing armor, that creature grows a thick layer of thorny vines on their body. Their unarmed strikes deal an additional 1d6 piercing damage, their AC becomes 12+Dex modifier(if their AC was already higher, they retain their AC). For the duration, any creature that grapples them or makes an unarmed strike against them takes 1d8 piercing damage.
Guiding Vines: Whenever the touched creature makes a saving throw, they can roll a d4 and add the number rolled to it.
Piercing Thorns: One of the touched creature's weapons grows thorns around it. For the duration, when the weapon hits, the weapon deals an additional 1d4 piercing and 1d4 poison damage.
- Magic Plants
Starting at 10th level, any damage dealt by plants summoned by you, including from spells or your Master of Flora or Cooperative Flora features is considered magical for the sake of overcoming resistance and immunity.
- One with Plants
Starting at 14th level, plants and plant creatures can understand you, in whatever tongue you are speaking.
- Dying Call
Starting at 14th level, when you are dropped to 0 hit points, you can cast Conjure Plant Creatures at 3rd level without expending a spell slot. This lasts for an hour, no concentration required.
Path of Roots Barbarian
Barbarians that follow this path embody the natural abilities and strengths of certain plants. They carry tokens of each of the plants to show how they are paragons of their plants.
- Plant Spirit
At 3rd level, when you adopt this path, you choose a plant spirit and gain its feature. You must make or acquire a physical totem object – a seed pod, flower, or some other natural item – that incorporates parts of your plant spirit. At your option, you also gain minor physical attributes that are reminiscent of your plant spirit. For example, while raging, your skin may turn green, if you have a cactus spirit, you might be thick skinned, or as a lotus spirit, you might obtain a fragrant scent.
Your plant spirit might be an plant related to those listed here but more appropriate to your homeland. For example, you could choose a thistle in place of a cactus.
While raging, your skin becomes thick and covered in spines. While you aren't wearing armor, your AC becomes 12 + Dexterity modifier if it wasn't already higher. Any creature that grapples you or is grappled by you takes 1d6 piercing damage when it first grapples you/is grappled by you or ends its turn grappled by you/grappling you. The above features do not take effect if you are wearing armor.
You may choose to use your bonus action to end your rage, sending out a blast of sharp needles. All creatures within a 10 inch radius sphere must make a Dexterity saving throw with a DC equal to 8 + Dexterity modifier + rage damage bonus, or take (rage damage bonus)d4 piercing damage.
While raging, you exude a calming odor, allies within 30 feet of you that can smell can add your rage damage bonus to death saving throws, as well as saves against being frightened, paralyzed, or poisoned.
You may choose to use your bonus action to end your rage, choose one creature within 60 feet of you that you can see. They regain 1d8 + rage damage bonus hit points.
While raging, you may add your rage damage bonus to your AC.
You may choose to use your bonus action to end your rage, choose a number of creatures equal to your rage damage bonus within 30 feet of you that you can see. These creatures have resistance to nonmagical bludgeoning, slashing, and piercing damage until the start of your next turn.
- Slashing Vines
While raging, a pair of writhing vines grow on your body. When you take an action other than the Attack action on your turn, you may use your bonus action to make a melee attack with the vines, dealing 1d6 slashing damage.
You may choose to use your bonus action to end your rage. Roots spring up from the ground in a 20 foot square centered on you, which is considered difficult terrain for all enemies. Enemies in the square must make a succeed on a Strength saving throw with a DC of 8 + rage damage bonus + Strength modifier or be restrained. A creature restrained by the plants can use its action to make a Strength check against the same DC. On a success, it frees itself. At the end of your next turn, the conjured plants wilt away.
- Aspect of the Plant
At 6th level, you gain a magical benefit based on the plant spirit of your choice. You can choose the same plant you selected at 3rd level or a different one.
You require half as much sleep, food, and water as a normal person.
When allies within 60 inches roll hit dice they can choose to reroll one of the dice and choose which to use.
Your carrying capacity doubles.
Difficult terrain created by plants does not slow you down.
- Spirit Walker
At 10th level, you can cast the Commune with Nature spell, but only as a ritual. When you do so, a spiritual version of one of the plants you chose for Plant Spirit or Aspect of the Plant appears to you to convey the information you seek. You can also cast Speak with Plants as a ritual.
- Spirit Attunement
- Thorned Fist
While raging, your unarmed strikes deal 1d4 + Strength + Rage damage bonus piercing damage, and you can use your bonus action to make an unarmed strike.
When you enter your rage, a number of allies equal to your rage damage bonus within 30 feet that can smell gain temporary hit points equal to 1d8 + rage damage bonus.
While raging, if you or a creature within 30 feet roll a Constitution saving throw, you can choose to use your reaction to reroll the saving throw, but you must use the second result. You may do this after you roll, but before you hear the result.
While raging, due to your vines attached to you, you can grapple as a bonus action. In addition, while raging, you can add your rage damage bonus to grapple checks.
Way of Ripples Monk
Monks that follow the way of ripples are in tune with the subtle vibrations that exist in the world. They are super sensitive to movement and can even use the power of ki to influence it.
- Ki Sense
Beginning at 3rd level, you can use a bonus action to expend 1 ki point to focus your senses. You gain 60 inches of tremorsense until the end of your next turn.
- Water Walk
Starting at 3rd level, you are able to walk on water as though it was a solid surface, you may choose as a free action, whether water acts as a solid or liquid at any given moment. Additionally, you can touch a creature and expend 1 ki point to cause water to act as a solid surface for them.
Note: should a creature affected by this fall down onto water, they will take fall damage as though they were falling onto a solid surface
- Alter Flight
Beginning at 6th level, you are in tune with the ripples created by small projectiles as they fly through the air and can change their trajectory. When you make a ranged attack, you can spend 1 ki point to grant yourself advantage. This feature can be used after you make your attack roll, but before the DM tells you the result.
Alternatively, when an enemy makes a ranged attack against an ally you can see within 30 feet, you can use your Deflect Missiles feature on them.
- Destructive Burst
Starting at 11th level, you can send out a destructive burst of energy. Using your action and expending at X ki points(must be at least 3), all enemies within a 10 foot radius circle must make a Dexterity saving throw against your ki save DC. On a failure they take Xd8 magical bludgeoning damage and are knocked back 15 inches. On a success, they take half damage and aren't knocked back.
- Complete Tranquility
Starting at 11th level, you can stop all vibrations around you. Using your action and expending 4 ki points, all enemies within 20 feet of you must make a Constitution saving throw against your ki save DC. On a failure, they are paralyzed for a minute. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the effect ends on the target.
- Attuned to Ripples
Starting at 17th level, you have blindsense out to 60 feet
Oath of Peace Paladin
Paladins that take an oath of peace avoid bloodshed at all costs. They prefer to use diplomacy and negotiation as opposed to swords to solve their problems. When fights do break out, they are steadfast warriors of right and good.
- Tenets of Peace
Peace: Bloodshed should be avoided at all costs, especially on your side of the battle
Tranquility: Peace bringers must remain calm at all times, remaining like a rock among the storm
Preservation: Those in need of protection must be shielded
- Oath Spells
When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.
|5th||Warding Bond, Barkskin|
|9th||Tiny Hut, Spirit Guardians|
|13th||Stoneskin, Guardian of Faith|
|17th||Wall of Force, Antilife Shell|
- Channel Divinity
Disarm Foe: Sometimes, all others want to do is fight. Use your bonus action and choose a creature you can see within 60 inches. Their weapons are cast out of their hands and they are unable to take the Attack action on their next turn.
Charming Presence: Use your action and choose a creature that can hear you within 30 inches. They must make a Wisdom saving throw against your Spell save DC or be charmed by you for a minute. They may retry their saving throw with advantage whenever they take damage.
- Aura of Peace
Starting at 7th level, you and friendly creatures within 10 feet of you have resistance to one damage type of your choice. You may choose to change this damage type at the end of a short or long rest.
At 18th level, the range of this aura increases to 30 feet.
- Eternal Sanctuary
At 15th level, you are constantly treated as though under the effects of the Sanctuary Spell
- Bringer of Peace
At 20th level, as an action, you can call upon the gods to bolster. For 1 minute, a shimmering blue aura appears around you in a 30 foot diameter sphere centered on you. For the duration: -You have resistance to bludgeoning slashing and piercing damage, and any creature that hits you takes psychic damage equal half the damage dealt to you -Enemies within this aura have disadvantage on all attack rolls -You have advantage on all Charisma checks
- Weather Seer
You know the druidcraft cantrip and it doesn't count towards the total number of cantrips you can have.
- Climate Manipulation
You gain certain abilities that draw from your weather-based abilities. You can use these abilities a number of times equal to your Wisdom modifier per long rest. You can regain the ability to do so by expending a spell slot of 1st level or higher
Sudden Gust: When a creature within you can see within 60 feet makes a ranged attack roll, you can use your reaction to give it advantage or disadvantage.
Restorative Shower: As an action, you can choose a creature you can see within 30 feet, they are showered with warm rain. They regain 1d6 + Spellcasting ability modifier hit points or are cured of one condition they have.
Sunbeam: You can use your bonus action and choose a creature within 30 feet that you can see as a beam of light shines down on them. The next attack roll against them has advantage.
Hail: As an action, you call forth a shower of hail to rain down on a creature you can see within 60 feet. Make a ranged spell attack roll against them, and on a hit, they take 1d4 + Spellcasting ability modifier bludgeoning damage.
- Channel Divinity
- Storm Bringer
You use summon storm energy in a 20 foot radius sphere centered on you. Strong winds force each foot of movement for creatures of your choice to cost 2 feet of movement. This storm lasts for 1 minute or until you dismiss it as a bonus action. You can choose the nature of the storm from the list below.
Sandstorm: The area is heavily obscured by swirling sand for the duration. At 8th level, creatures of your choice can see through this area.
Thunderstorm: For the duration, you can use your bonus action to cause a bolt of lightning to streak towards a creature you can see within the sphere. Make a ranged spell attack roll against the creature, which on a hit, deals 1d6 lightning damage. You can add your Wisdom modifier to this damage at 8th level
Snowstorm: Creatures who are hit in this area are bombarded with freezing snowballs. When a creature takes damage in this area, it's movement speed is reduced by 10 feet until the start of its next turn. At 8th level, creatures of your choice are exempt from this.
- Modify Elements
At 6th level, whenever a creature you can see within 30 feet takes cold, fire, lightning, or thunder damage, you may use your reaction to deal additional damage or reduce the damage equal to your Wisdom modifier.
- Divine Strikes
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d6 cold, fire, lightning, or thunder damage to the target. When you reach 14th level, the extra damage increases to 2d6.
- Trap Setter
You are skilled at setting traps to slow or hurt enemies and create advantages for your allies. You know a number of traps equal to your Wisdom modifier. You may set a trap as an action, which you can do a number of times per long rest equal to your proficiency bonus. You can pick up a trap as an action, regaining a trap use.
A trap is triggered when a creature enters the area defined by the trap. Once a trap is triggered, it can't be triggered again until you use a bonus action to reset it. Resetting a trap releases any creatures inside of it.
If a trap calls for a save, the save is made against your spell save DC.
Snare: When a Large or smaller creature steps in this 5 foot square, it must make Strength save or be lifted off the ground. A creature trapped in this way is restrained until it uses an action to cut itself free.
Net: When a Large or smaller creature steps into this 5 foot radius circle, it must make a Strength save or be caught by the net. A creature caught by this trap is restrained. A creature caught by the net may make a Strength or Dexterity check at the end of each of its turns to get out of the net. Small or smaller creatures have advantage on the Dexterity check.
Tripwire: When a creature crosses this line that is 30 feet long, it is knocked prone. This trap does not need to reset when a creature triggers it.
Pit: When a Large or smaller creature enters this 10 foot radius circle area, it falls into a pit 10 feet deep 10 foot radius cylinder pit.
Tar: When a creature enters the 15 foot square area of sticky tar, its movement speed is reduced by 10 feet...
Magic Traps(Magic Traps require you to expend a spell slot when you set them up or reset them, as listed on the trap):
- Quick reflexes
When a creature you can see becomes grappled, restrained, paralyzed, or incapacitated, or triggers one of your traps, you can use your reaction to make an attack against them.
- Quick Dispatch
Starting at 3rd level, when you hit a creature that is grappled, restrained, incapacitated, poisoned, charmed, blinded, or paralyzed, you may deal additional damage equal to your Wisdom modifier.
- Embodiment of the Seasons
At 1st level, when you finish a long rest choose one of the seasons below to manifest. Each grants different abilities as seen below.
Spring: Whenever you cast a spell that causes another creature to regain hit points, you regain a number of hit points equal to your Charisma modifier. The amount of hit points regained by you cannot exceed that regained by a target of your spell.
Summer: You create a trail of fire when you attack. When you make an attack roll and miss, you may choose to use your reaction to deal fire damage equal to your Charisma modifier to a different creature within 5 feet. Additionally, fire damage you deal ignores resistance.
Fall: Whenever you make a saving throw, you may use your reaction to add your Charisma modifier to the roll.
Winter: When a creature succeeds on a save you forced them to make, cold air blasts them and their speed is reduced by 5 feet. Additionally, cold damage you deal ignores resistance.
- Season Spells
While manifesting a season, you know additional spells based on the season. They don't count towards the number of spells you know.
|7th||Wall of Fire|
|3rd||Ray of Enfeeblement|
|9th||Cone of Cold|
- Season Burst
At 6th level, when you expend sorcery points, an additional effect is triggered, based on the season you are manifesting.
Spring: Restorative energy rushes from you. You or a creature you can see within 30 feet regains hit points equal to the number of sorcery points expended.
Summer: A number of sparks equal to the amount of sorcery points expended begin to circle your body. The next time you deal damage to a creature, you may expend as many sparks as you like and deal that much fire damage to one creature damaged. All sparks fizzle out and disappear after a minute.
Fall: Protective energy shields your body from harm. Your AC increases by an amount equal to the expended sorcery points until the start of your next turn.
Winter: A number of tiny shards of ice equal to the amount of expended sorcery points appear and cling to your body. Whenever a creature you can see within 30 feet makes a saving throw, you may use your reaction and expend as many shards of ice as you like and send them flying towards that creature. Each shard of ice raises the DC of the save by 1.
- Clove of the Seasons
At 14th level, you can change which season you are manifesting over a short rest. If you don't change your season over a short rest, you and creatures of your choice up to your Charisma modifier gain the following effect based on the season you manifest.
Spring: Creatures regain additional hit points over the short rest equal to your Charisma modifier and any hit dice expended heal for the maximum amount.
Summer: Creatures gain resistance to fire damage.
Fall: Creatures gain resistance to poison damage.
Winter: Creatures gain resistance to cold damage.
- IDK season aura or smth?
You have learned the ways of singing to the dead to enlist their spirits to help you. Your sombre wails reach down to the underworld and summon undead spirits
- Friend of the Grave
Starting at 3rd level, you have resistance to necrotic damage. Also, whenever you make a skill check in a skill you are not proficient in, you can use your reaction to add your proficiency bonus to the roll. This can be used after you roll the dice, but before your DM tells you the result.
Starting at 3rd level, you can use your bonus action and expend a bardic inspiration to summon an undead spirit. It takes its turn directly after yours. You may command it verbally using your bonus action to take the 'Death's Grasp' or 'Spirit's Fortitude' actions. Commanding it to move and take any action does not require any action on your part.
You can cast a spell with the range of touch and give bardic inspiration as though you were in the space your spirit is in.
- Emboldened Spirit
At 6th level, whenever your undead spirit deals damage or heals, or you deal necrotic damage, you can add your Charisma modifier to the damage dealt or healed.
- Tear into the Underworld
You know the spell 'Summon Undead', and it doesn't count against the amount of spells you can know. You can also cast it at 3rd level without expending a spell slot once per long rest.
- Steal Life Essence
When a creature within 30 feet of you or your spirit is reduced to 0 hit points, you can use your reaction to capture its life essence, regaining one bardic inspiration. This ability is useable once per short or long rest.
The Ancients let you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
|1st||Ensnaring Strike, Speak with Animals|
|2nd||Animal Messenger, Barkskin|
|3rd||Plant Growth, Speak with Plants|
|4th||Conjure Woodland Beings, Stoneskin|
|5th||Commune with Nature, Tree Stride|
- Take Root
Starting at level 1, you may use your bonus action to extend spectral roots into the ground. Your speed is 0, and you have disadvantage on Dexterity saves, and you can't add your Dex mod to your AC if you did before. You gain the following benefits: -Your AC increases by an amount equal to your Charisma modifier -You have tremorsense out to 20 feet -You may make an opportunity attack when a creature enters or moves within your range of tremorsense. When you do so, you may make a ranged attack or cast a cantrip instead of a melee one.
You may stay in this state for a minute, or until you use your bonus action to end it early, you are knocked unconscious, or you end it as a reaction when you take damage. You may use this ability a number of times equal to your proficiency bonus per long rest.
- Mantle of the Ancients
At 1st level, you may use your bonus action to touch a creature and cause a mantle of plant life to grow upon them. An unwilling creature must make a Constitution save against your spell save DC to attempt to be unaffected. The mantle withers and falls off after the effect is used or after a minute has gone by. At level one, you know two of the following effects you can use. You learn an additional mantle effect at 6th level and 10th level:
Bark: When the affected creature takes damage, it may use its reaction to reduce the damage taken by your Charisma modifier + proficiency bonus.
Moss: When the affected creature makes saving throw, they may use their reaction roll again and choose which die to use.
Weeds: When the affected creature makes a saving throw, you may use your reaction to force them to reroll the saving throw and take the lower die.
Ivy: When the affected creature takes damage, poison coats their wounds. They take additional poison damage equal to your proficiency bonus and must make a Constitution saving throw or be poisoned until the end of their next turn
This ability can be used a number of equal to your Charisma modifier per long rest.
- Nature's Ward
Starting at 6th level, creatures within 30 feet of you make death saving throws with advantage. Also, when you are using Take Root, any creatures of your choice haven't moved on their turn, have their AC temporarily increased by 1 for each turn they have not moved, capping out at an amount equal to your proficiency bonus.
- Aid of the Ancients
Starting at 10th level, you may call for aid from the Ancients themselves, you may cast Summon Spirits once per long rest without expending a spell slot. You may choose what spirits are summoned when you cast the spell in this way. They actively defend you and any creatures you designate when not given any specific commands.
- Ever-changing Sentinel
Starting at 14th level, you may choose to use your action grant a number of creatures equal to your proficiency bonus resistance to a damage type of your choice. You may choose to change this damage type as an action.
Additionally, when you use Take Root, you regain hit points equal to your warlock level.
- Alchemy Savant
Starting at 2nd level, you gain proficiency in alchemist's supplies and when brewing common poisons and potions(such as healing potions and basic poison), it costs half the price.
- Alchemical Experimentation
Starting at 2nd level, you have a section of your spellbook dedicated to experimenting with Spellcasting. You know a number of Alchemical Modifications equal to your Intelligence modifier. You can use an Alchemical Modification on a spell to change how it works. Choose a modification from the list below:
-Change the damage type(must be acid, cold, fire, lightning, poison, or thunder) to another of these types which another spell in your spellbook uses
-Change the range to that which another spell in your spellbook uses(maximum of 120 feet)
-Change the casting time from an action to a bonus action
-Change the saving throw required to that which another spell in your spellbook uses
-Double the duration of a spell that has a duration of 1 minute or longer.
You can apply as many Modifications to a spell as you like. A modified spell does not take up a spot in your spellbook, but it does count towards the number of spells you can prepare. Whenever you would prepare new spells, you can experiment further and change one of the Modifications. Making these specialty potions is a finicky process and thus you may only use a spell with modifications a number of times equal to your proficiency bonus per short rest.
- Failed Experiments
At 6th level, you have an arsenal of failed experiments you can use to your advantage. A number of times equal to your proficiency bonus per long rest, you can throw a bottle at a point up to 30 feet away. Creatures within a 5 foot sphere of the point must make a Dexterity save against your spell save DC or take 1d10 + Intelligence modifier poison or fire damage, or half as much damage on a successful save.
- Spell-storing Potion
At 10th level, you can now store a spell in an object. Whenever you finish a long rest, you can create a potion, and you store a spell in it, choosing a 1st to 5th-level spell from your spellbook that requires 1 action to cast. If you do so, you must expend a spell slot of the appropriate level.
While holding the object, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The potion becomes mundane after 24 hours or after your next long rest.
- Home-brewed Concoction
Starting at 14th level, you have devised a way to create a concoction perfectly tailored to your needs. As an action, you use this special brew, choosing one option from each of the lists below.
This spell has a range of 60 feet, dealing 3d12 (acid, cold, fire, lightning, poison, or thunder damage) in a (10 foot radius sphere, 20 foot cube, 5 foot radius 30 foot tall cylinder). Affected creatures must make a (Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma) save or (be blinded, be deafened, be poisoned, be unable to speak, have their speed halved) for a minute. An affected creature may retry their save at the end of each of their turns.
Toxin Expert Rogue(mebbe change to toxicologist prestige?)
- Adept Poisoner
Starting at 3rd level, you gain proficiency in poisoners kit. You can apply poisons to weapons as a bonus action.
- Poison Crafter
Starting at 3rd level, over the course of a short or long rest, you can craft poisons. You have poison points equal to your Intelligence modifier + your proficiency bonus. If a save is called for, they roll against your poison save DC = 8 + proficiency bonus + Intelligence modifier. These poisons can be applied to one weapon(if applied to a ranged weapon, the ammunition becomes coated as it is fired). The poison lasts for a minute, or until a successful attack has been made with the weapon. Poison points are regained after a long rest.
Basic Poison(1 point): See PHB
Lasting Poison(1 point): The target takes an additional 1d6 poison damage and must make a Constitution save or be Poisoned for a minute. An affected creature can retry their save at the end of each of their turns.
Tracking Poison(1 point): You know the location of the target as long as they are within 500 feet of you for the next hour.
Slowing Poison(1 point): The target takes an additional 1d6 poison damage and must make a Constitution save or have their speed halved for a minute. An affected creature can retry their save at the end of each of their turns.
Blinding Poison(2 points): The target takes an additional 1d6 poison damage and must make a Constitution save or be Blinded for a minute. An affected creature can retry their save at the end of each of their turns.
Illuminating Poison(2 points): The next attack roll against the target has advantage and it sheds bright light for 5 feet and dim light for another 10 feet for a minute or until they use their action to scrape the stuff off.
Coating Poison(2 points): The target takes an additional 1d6 poison damage and another 1d6 at the start of each of their turns for a minute or until they use their action to scrape the stuff off.
Stunning Poison(3 points): The target takes an additional 1d6 poison damage and must make a Constitution save or be Stunned for a minute. An affected creature can retry their save at the end of each of their turns.
Paralyzing Poison(5 points): The target takes an additional 1d6 poison damage and must make a Constitution save or be Paralyzed for a minute. An affected creature can retry their save at the end of each of their turns.
- First Instinct
Starting at 9th level, you can craft poisons from creatures. When you come upon a dead creature, you may use your action to make a Wisdom(Survival) or Intelligence(Nature) with a DC equal to 8 + CR of the creature. On a success, as long as the creature has an attack that deals poison damage, you regain poison points as shown on the table below.
|CR||Poison Points Regained|
Starting at 13th level, you are able to create serums
- Gas Bombs
Starting at 13th level, you are able to make small bombs filled with poison. You can throw one of these objects up to 60 feet, where it creates a 5 foot radius sphere of poison smoke that is heavily obscured. A creature that ends its turn in this area or enters it for the first time on its turn takes 1d6 poison damage. They last for a minute or get blown away after a round by a strong wind. You can use this ability a number of times equal to your proficiency bonus per long rest.
- Potent Poisons
Starting at 19th level, whenever a creature fails a save against one of your poisons, they cannot retry their save at the end of each of their turns, the effect lasts the full duration. Also, when a creature
- Falling Strike
Once per turn when you fall and land on a creature or within 5 feet of a creature and make a successful attack roll, you deal extra damage. The extra damage dealt is equal to 1d6 per 10 feet fallen, damage capping out at 1d6 per fighter level.
- Aerial Maneuvers
You may use the maneuvers seen below a number of times equal to your Dexterity modifier times per short or long rest.
Flying Kick: You must move at least 10 feet and then use your action to make an unarmed strike(using your Strength or Dexterity), knocking the target back 10 feet on a hit. The target must make a Dexterity save(DC = 8 + proficiency bonus + Dexterity modifier) or fall prone Flying Swoop: When you fall, you can use your reaction to move horizontally a number of feet equal to your Dexterity modifier x 5 Incredible Leap: As a bonus action, you may gain the benefits of the Dash action and may leap up to a number of feet equal to your Dexterity modifier x 5.
- Soft Landing
Starting at 7th level, when you take fall damage you may use your reaction to halve the damage taken.
- Light on Your Feet
At 10th level, you can Disengage as a bonus action and when you take the Dash action, you gain the benefit of the Disengage action.
Beginning at 15th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm 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.
You have a climbing speed equal to your walking speed and your jump distance is doubled.
When a creature you can see makes an attack roll against a friendly creature you may use your reaction to move up to half your speed to a point within 5 feet of the friendly creature.
Then you can choose to either make an attack against the attacker or force the attack to target yourself instead.
- Dirty Fighter
Once per turn, in place of one of your normal attacks, you may choose one of the following options below.
Trip Attack: The target must make a Dex save with a DC equal to 8 + your STR or DEX mod. The DC is increased by your proficiency bonus if you are wielding a weapon you are proficient with. On a failure, the creature is knocked prone.
Blinding Attack: Make an attack roll against the target, if it hits, the target has -2 to attack rolls until the end of its next turn.
Exploitive Attack: Make an attack roll against the target, if it hits, the creature has disadvantage on saving throws until the end of its next turn.
Herbalism & Alchemy
Sages, alchemists, and rangers have devised ways to store magical energy in an object to be released at a later time. These stored energies can be broken down into two large, overarching groups: Herbalism, and Alchemy.
Crafting potions takes two important things, time and ingredients. A potion takes an amount of time as shown in the table below
|Potion Rarity||Crafting Time||Crafting DC|
This time must be spent with the appropriate kit, herbalism kit or alchemists tools, uninterrupted. This time counts as light activity for the purpose of being able to short rest while crafting potions.
After spending the time, the spellcaster creating the concoction must make a check, Intelligence(Arcana) for Alchemy or Intelligence(Nature)/Wisdom(Survival) for Herbalism with a DC as seen above.
- Potions Prepared
You can have a number of alchemies prepared up to your Intelligence(Arcana) and herbalisms up to your Intelligence(Nature)/Wisdom(Survival). If you prepare any more past that amount, the potion of lowest rarity of your choice loses its potency and becomes mundane.
Potions last for 1 day, after which, they become mundane and lose any effects.
- Potion Mishaps
Note: On a failure, no potion is created and the ingredients are consumed. The DM may choose to make you roll on the Potion Mishap table.
1-50: No effect
51-70: The spell takes effect in the area, targeting the spellcaster or centered on the spellcaster. Creatures affected by the spell have advantage on saving throws and take half damage
71-80: The spell takes effect in the area, targeting the spellcaster or centered on the spellcaster.
81-90: Stinking Cloud spell appears, centered on the spellcaster
91-95: A 3rd level Fireball spell appears, centered on the spellcaster
96-100: A Cloudkill spell appears, centered on the spellcaster
Alchemy is the magical process of combining different arcane ingredients together to create a potion. Crafting an alchemy requires the ingredients necessary, as seen in the Potion Description.
The most common form of alchemy is bottling spells. Storing them for later use by the spellcaster, or even by people other than spellcasters.
A cantrip or 1st level spell is considered a Common Alchemy, 2nd or 3rd level spells are Uncommon, and 4th or 5th level spells are Rare. Spells above 5th level are too powerful to be contained, and thus cannot be made into bottled spells.
A spellcaster who wishes to create a bottled spell must know the spell, have it prepared, or otherwise be able to cast the spell. They must spend time with alchemists supplies depending on its rarity(if the normal casting time exceeds what is seen in the table above, the time spent equals the casting time) and expend a spell slot of the appropriate level or higher.
The material components of the spell must be combined, and any other verbal or somatic components must be performed at the time when the concoction is created.
Any spell without material components cannot be turned into a bottled spell as these spells draw simply from the caster's own innate abilities as opposed to material objects.
Note: At the DM's discretion, you may allow spells without material components to be created, using simply a gold cost or some other material in its place
After spending the time, and using the necessary ingredients, if you succeed the check, you now have a spell in a bottle. This spell slot expended cannot be regained until the work is used or you dismiss the spell as a bonus action, rendering the bottle mundane. You cannot dismiss the spell if you are not on the same plane if existence.
A creature in possession of the bottle may consume or throw the bottle. The creature who does so is considered to be the spellcaster of this spell(they must take the casting time to use the spell and must maintain concentration), but they can use the original potion maker's spell save DC and spell attack bonus.
Cindersap Honey Difficult terrain, getting up from prone costs whole movement. Sex checks and saves at dis
Leaping Vine Up to 15 inches, rough nonmagical dirt or stone
- Conjure Spirits
Level 3 School: Conjuration Components: V, S Classes: Warlock, Druid Casting Time: 1 Action Duration: Concentration, 1 hour
Description: You summon creatures with the subtype Spirit that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears. • One Spirit of Challenge Rating 2 or lower • Two Spirits of Challenge Rating 1 or lower • Four Spirits of Challenge Rating 1/2 or lower • Eight Spirits of Challenge Rating 1/4 or lower. A Spirit summoned by this spell disappears when it drops to 0 Hit Points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll Initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from Hostile creatures, but otherwise take no Actions. The DM has the creatures' Statistics.
At Higher Levels: When you cast this spell using certain higher-level Spell Slots, you choose one of the summoning options above, and more creatures appear - twice as many with a 5th-level slot and three times as many with an 7th-level slot
- Conjure Plant Creatures
Level: 3 School: Conjuration Components: S, M(A bit of fresh moss) Casting Time: 1 Action Classes: Druid, Ranger, Paladin(Ancients), Warlock(Ancients), Cleric(Nature) Duration: Concentration, up to 1 hour
Description: You summon Plant creatures that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears. • One Plant of Challenge Rating 2 or lower • Two Plants of Challenge Rating 1 or lower • Four Plants of Challenge Rating 1/2 or lower • Eight Plants of Challenge Rating 1/4 or lower. A Plant summoned by this spell disappears when it drops to 0 Hit Points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll Initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from Hostile creatures, but otherwise take no Actions. The DM has the creatures' Statistics.
At Higher Levels: When you cast this spell using certain higher-level Spell Slots, you choose one of the summoning options above, and more creatures appear - twice as many with a 5th-level slot and three times as many with an 7th-level slot
- Screeching Solo
Level: 3 School: Evocation Components: V, S Classes: Bard Casting Time: 1 Action Duration: Instantaneous Description: You strum a few notes or let out a screeching wail. All creatures within 30 inches that can hear you take 1d6 psychic and 1d6 thunder damage. They must make a Constitution saving throw or be deafened for a minute as cacophonous sounds bounce through their heads. They can retry their save at the end of each of their turns.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, it deals an additional 1d6 psychic and 1d6 thunder for every 2 levels above 3rd.
- The Tail of Macrosia
This artifact is as old as magic itself, as it is the severed tail of the first sorcerer. He was given his sorcerous power by a benevolent god. Seeing this wonderful gift his brother had given, another god set to take it away. He tried to pin the sorcerer down to take his power, but he was too fast and the god only managed to sever his tail. The original god saw this and was angered, banishing his brother to lord over the underworld. He then blessed the severed tail, turning it into a magical artifact to be passed down for generations.
- Vine of Nine Tails
Uncommon, can be attuned to by druids and rangers
A creature not attuned to this item can use it as a whip. Using an action, you can target up to 3 creatures with a melee attack with a range of 10 feet, using Dexterity. On a hit, it deals 1d4 piercing damage and 1d4 poison damage. You may use your bonus action to force hit creatures to make a Strength save with a DC of 8 + Dexterity mod + proficiency bonus. On a failure, they are pulled 5 feet towards you.
If you are attuned to it, you may use your Wis mod instead of Dexterity mod for attack rolls and the DC of the saving throw.
- Illusionist's Tattoo
Uncommon, attunement required
You can cast disguise self at will, which lasts until you dismiss it as a bonus action. While you have disguise self cast on you, when someone makes an attack roll against you, you may use your reaction to end the spell and impose disadvantage on the attack roll.
- Wildhunt Tattoo
Varying, attunement required
A tattoo of an animal appears on your skin. You may use your action to tap the tattoo to cause a spectral animal to leap from your skin. It remains for an hour or until it drops to 0 hit points. It listens to your verbal commands, but if you issue no commands, it only moves to protect itself. The options for animals can be seen below.
Wolf(Legendary): While attuned to this tattoo, you have advantage on attack rolls as long as one of your allies is within 5 feet and they aren't incapacitated.
Fox(Very Rare): While attuned to this tattoo, you have advantage against creatures who haven't gone yet in combat
Moth(Rare): While attuned to this tattoo, your jump distance is doubled and you may reduce damage taken from falling by your proficiency bonus
Badger(Very Rare): While attuned to this tattoo, the first time you drop to 0 hit points, you drop to 1 hit point instead. This feature is useable once per short or long rest.
Mole(Rare): While attuned to this tattoo, you have a burrow speed of 10 inches
- Palm of Nadur
Cultivate: grow a small plant
Vine Defense: monks deflect missiles
Grounding Scent: adv on frightened, charmed, poison, and magic sleep
Vine Bolt: 1d8 poi 1d8 pier, 1d4 of both for each level. Save or be restrained
Wild Brand: poison DMG, if 1 lower than AC, deals DMG = prof
Plant Master: Plant Growth spell
- Crystal of the Bas
Dark Shroud(Simple Property): You can trace the Bas rune into the air, and a 5 foot cube of magical darkness appears within your reach.
Friend of the Underworld(Simple Property): While attuned to this Rune, you have resistance to necrotic damage.
Voices of the Dead(Complex Property): When making an ability check in which you are not proficient, you may call upon the voices of the dead to add 1d4 to the check.
Dark Brand(Complex Property): Deals necrotic damage, and target has disadvantage on the next attack roll or saving throw it makes.
Grasp of Death(Complex Property): 2d8 +1d8 per level necrotic damage. Con save or fall prone
- Gem of Eadrom
Bright Engraving(Simple Property): You can trace the Eadrom rune into an object, and it gives off 10 inches of bright light and 10 inches of dim light.
Friend of the Heavens(Simple Property): While attuned to this Rune, you have resistance to radiant damage.
Light Brand(Complex Property): Deals radiant damage, and target sheds 10 ft bright light and 10 ft dim light.
Radiant Bolt(Complex Property): 2d8 +1d8 per level radiant damage. Con save or be illuminated and the next attack roll against it has advantage
Light Bringer: Daylight spell
Tales of Macrosia
The sun and moon: Mother Earth, upon whose body the world sits was the only goddess at one point. She decided her world was too barren and needed more gods and creatures to fill her world. She brought two new gods into existence, god of the skies, and goddess of the seas. The god of the skies was meant to control weather and create creatures of the skies and the goddess of seas was meant to control the tides and create sea creatures. The god of the skies was smitten with his sister and chased her incessantly, trying to impress her in many ways, including creating new gods represented by stars in the sky. The goddess did not reciprocate these feelings and kept to the seas, creating many mundane creatures, and conferred with her mother in order to escape him. Mother Earth saw her plight and made her into the moon, and the god, seeing his sister escape, took to the sky as the sun. They are caught in their eternal chase. Every eclipse a new god is born and a star appears.
The seasons: Time passed and 4 children were wrought from these eclipses, Spring, Summer, Fall, and Winter. Each of their children took a side in the conflict. Spring: A fickle goddess, sometimes crying over the conflict, other times smiling down upon the land as though nothing is strange Summer: A blazing god, inciting intense emotions, sides with the sun, peeling back clouds to show the world the sun's radiance Fall: A staunch neutral in the argument, his priorities lie in ensuring a good harvest Winter: A somber goddess, blanketing the land in cold and hiding the sun from the world, not happy with the sun
The Tale of High Mice; The Tale of High Mouse Bernard(In a time of famine for his village(Winter), the chief called for members of the village to come to him with any ideas on how to collect more food. A mouse name Bernard suggested that they try to capture the fruit from the trees that were too high for deer to reach, but the Bushytails and Stripebacks would not eat. The chief scoffed at this idea, but asked how many citizens it would take to attempt, he threw him out of the village at the response of "one half-moon". When he was thrown out, a group of mice who had lost hope that their chief would find a way to save them from the famine followed Bernard out into the Winter cold in hopes that maybe his idea would work. He led them to a fruit tree and told them to get upon one another's backs. Many times they fell to the snow and became discouraged, but eventually they managed to get a stack of a dozen going, and were able to pick the fruit from the tree. They feasted upon their fruit, and the Winter Maiden, in seeing their ingenuity, granted them a gift. Their limbs became longer and they were each given the intelligence that Bernard had. They called themselves the High Mice and lorded over what was once their village, which inevitably perished because there was no fruit left over for them, even though there was more than enough to go around for the party of High Mice. Although the Winter Maiden had given them them great gifts, the one gift she could not give, was that of a warm heart)
You are a researcher who uses the innate abilities of certain creatures to imbue other creatures with these strange powers.
- Hybridizer's Syringe
You have a special weapon called the Hybridizer's syringe. Hybridizer's Syringe: 1d4 piercing damage. Reach 5 ft. Special and Tactical. 25 gp. 1/2 lb
Tactical - When making attack rolls with this weapon, you can use your Intelligence modifier. You do not add anything to the damage roll
Special - When you successfully hit a creature, you can choose to extract a creature sample from them. This syringe can hold a number of samples up to your proficiency bonus + Int modifier.
At 3rd level, you may use your bonus action to stick your syringe into a creature within your reach and expend a sample from your syringe. When you do so, choose one of the following options:
Bat's Sense: You are blind, but have blindsight out to 60 feet.
Long Arms: Your reach becomes 10 feet
Swift Stride: Your walking speed increases by 10 ft
Amphibious: You can breathe underwater and gain a 20 foot swim speed
By default, Hybridizations last a minute and any unwilling creature makes a Constitution saving throw against your spell save DC. On a failure, it is affected by the Hybridization, on a success, it is not. A creature can try their save at the end of each of their turns. A creature can only be affected by a certain Hybridization once.
'Unstable Hybridization:' If a creature is affected by a number of Hybridizations above its proficiency bonus, it has the poisoned condition
- Synthesize Samples
At 5th level, you can spend an hour to synthesize and create a number of samples equal to your Intelligence modifier.
- Needle Gun
At 9th level, you have developed a way to shoot out needles that carry samples and imbue people with samples out to a range of 30 ft.
Additionally, you gain the additional Hybridization options.
- Permanent Symbiote
At 14th level, you always have the 'find familiar' spell prepared, but it doesn't count towards the number of spells you can prepare. When you cast this spell, you gain two permanent Hybridization options, which can be changed each time you cast it and choose a different form for your familiar.
- Stable Hybridization
At 14th level, when you use a hybridization option from your 3rd level feature, they last for 10 minutes as opposed to 1 minute.
Splintered Soul Sorcerer
You lived many lives prior to this one and can draw from the knowledge of those past lives to aid you in this one.
- Embrace Past Lives
Each of your past lives was special in some way. You can tap into each of your past selves, you have a number of them equal to your proficiency bonus-1.
For each of your past lives, choose two skills to assign them. You choose what you looked like in each of your past lives, but it has no bearing on in game statistics. In addition, choose one trait from the table below.
You can use your bonus action to embrace one of your lives, gaining proficiency in the two assigned skills, changing your appearance accordingly and gaining the features of the selected trait. You can use this ability once per short or long rest or you can spend 2 sorcerer points to use it again.
School of Psionics Wizard
- Psionic Spells
Choose a number of spells of first level or higher from your spellbook equal to your int mod + proficiency bonus. They become your psionic spells, meaning they are always prepared and do count towards the amout of spells you can prepare. But, when you cast them, they require no spell components (unless the material component is consumed, in which case the material component is necessary)
- Psi Powers
You bear psionic powers, which allow you to do a multitude of things. You know a number of Psionic Powers equal to your Int modifier. You can use Psionic Powers a number of times equal to your Proficiency bonus per long rest. If you are out of uses, you may expend a spell slot of 1st level or higher to regain one use of it.
You use your bonus action and reach out with your mind to a creature you can see within 60 feet. You form a telepathic bond with them for 10 minutes and you two can communicate as long as you share a language
Hand of Force:
When you hit a successful attack roll, you can force the target 10 feet towards you, away from you, or knock them prone
When you are hit by damage other than bludgeoning, slashing, or piercing, you can use your reaction to reduce the damage by an amount equal to your Wizard level. If the damage is psychic, the reduction of doubled.
You choose a creature you can see within 30 feet and cause its mind to go blank. It must make an Intelligence saving throw against your spell save DC or be incapacitated for a minute. It may retry its saving throw at the end of each of its turns and when it takes damage. Even if it succeeds, the creature bears foggy memories of what went on around getting their mind erased.
You choose a creature you can see within 30 feet and flood its senses with visions and sounds. It must make an Intelligence saving throw against your spell save DC or be blinded and deafened for a minute. It may retry its saving throw at the end of each of its turns. Even if it succeeds, the creature occasionally hears strange sounds and sees incomprehensible visions, making it hard to focus.
You reach into the mind of a creature you can see within 30 feet and twist at their perception of reality. They must make an Intelligence save against your spell save DC or make an attack
6th idk res to psych and mind reading?
10th greater powers, better features, have to expend slots to use them
- Force of Will
14th You can add your int modifier to any save you make (unless you already added it, you cannot add it
Secret Keeper Rogue
Secret Keeper rogues are often members of secret societies, devoted to keeping or finding out important secrets.
- Keeper and Finder of Secrets
At 3rd level, you gain Proficiency in Deception and Insight. If you already had proficiency in these skills, you may double your proficiency bonus when making these checks.
- Master of Secrets
Your exploits in the world have granted you a very specific set of skills. At 3rd level, you know two Secrets, and gain additional skills at 6th, 10th, 16th, and 19th level. You can't choose a Secret twice.
Minor Magic Training: You learn two cantrips from any spell list. Charisma is your Spellcasting Ability.
Minor Magic Experience: You learn one first level spell from any list, you can cast it once per short or long rest. Charisma is your Spellcasting Ability.
Magic Experience: You learn one second level spell from the Wizard spell list, you can cast it once per short or long rest. Charisma is your Spellcasting Ability.
Devil's Sight: You have 120 feet of darkvision and you can see through magical darkness.
Eldritch Sight: You can cast Detect Magic once per short or long rest. Charisma is your Spellcasting Ability. You can also cast it as a ritual.
Mind Meld: You are able to speak telepathically with creatures you can see within 30 feet that you share a language with.
Eyes of the Rune Keeper: You can read all writing
Beast Shape: Prerequisite: 5th level You can cast Polymorph once per long rest. Charisma is your Spellcasting Ability.
Truenamer Initiation: Prerequisite: 7th level You can cast Hold Person once per long rest. Charisma is your Spellcasting Ability.
Truenamer Experience: Prerequisite: 9th level You can cast Hold Monster once per long rest. Charisma is your Spellcasting Ability.
Skill Training: You gain proficiency in two skills
Practical Training: You gain a two tool or weapon proficiencies, you can take one of each type or two of the same type
Linguistics: You learn two languages of your choice
- Exploit Weakness
At 9th level, you may use your bonus action to either Conceal or Exploit, useable a number of times equal to your Charisma modifier per short or long rest.
Conceal: Choose one creature you can see within 60 feet. Make a Charisma(Deception) check contested by their Wisdom(Insight). If you beat them, they have disadvantage on attack rolls against you until the end of your next turn.
Exploit: Choose one creature you can see within 60 feet. Make a Wisdom(Insight) check contested by their Charisma(Deception). If you beat them, you have advantage on attack rolls against them until the end of your next turn.
- Polygraph's Touch
At 13th level, while touching a creature, you can tell whether or not they are telling the truth.
- Unbreakable Mind
At 13th level, you cannot be put to sleep magically, you have advantage on saving throws against being charmed and frightened. Your mind can't be read by telepathy or any other means unless you allow it.
- Seed Deceit
At 17th level, you may use your action to speak dissonant lies. Choose a creature within 30 inches that can hear you. It must make a Wisdom saving throw with a DC equal to 8 + Charisma modifier + proficiency bonus. On a failure, it is forced to use it's reaction to move up to its speed and make an attack against one of your enemies, decided by you. You can use this feature a number of times equal to your Charisma modifier per long rest.