Additional Class Paths and Archetypes
Table of Contents
Path of the Rage Channeler
Path of the Totem Warrior (additional options)
College of Medicine
Master of Elixirs
Way of the Claw
School of Blood Magic
Barbarian Primal Paths
Path of the Rage Channeler
"My rage fuels my magic."
Some barbarians have learned to channel their smoldering rage and to use it to bring forth dangerous and momentous magical effects: they can cast spells that are fueled by the endless well of anger that burns within them. They use the might of their rage magic and their skill with weapons to burn and crush their enemies. Several Anarian emmigrants have entered the Battlemage College in Dragonspur City and become Rage Channelers; their very mention strikes fear into the enemies of the capital of Kelerak.
When you reach 3rd level, you learn to channel your rage to cast spells.
Cantrips. You learn two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.
Spell Slots. The Rage Channeler Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Spells Known of 1st-Level and Higher. You know three 1st-level sorcerer spells of your choice, one of which you must choose from the evocation spells on the sorcerer spell list.
The Spells Known column of the Rage Channeler Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. One of these must be an evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots. You must always know at least one evocation spell of each level, so you can't replace your last evocation spell of a given level with a spell from a different school.
Spellcasting Ability. Strength is your spellcasting ability for your Rage Channeler spells. You use your Strength whenever a spell refers to your spellcasting ability. In addition, you use your Strength modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
- Spell save DC = 8 + your proficiency bonus + your Strength modifier
- Spell attack modifier = your proficiency bonus + your Strength modifier
|Channeler Level||Cantrips Known||Spells Known||1st||2nd||3rd||4th|
Starting when you choose this path at 3rd level, you gain the ability to control and harness your rage. You can cast and maintain concentration on spells while raging.
Beginning at 6th level, while you are raging, you have advantage on rolls made to maintain your concentration. In addition, your rage only ends if you haven't attacked a hostile creature since the second to your last turn or taken damage since then.
Beginning at 10th level, while raging, you have resistance against damage caused by spells and you can add your Constitution modifier to the damage roll of any evocation spell you cast.
Fury of Spellfire
Beginning at 14th level, if you are not raging, as an action, you can sacrifice one of your remaining rages to allow your anger to burst forth from you in a fury of spellfire. Each creature in a 20-foot-radius sphere centered on you must make a Dexterity saving throw. A target takes 10d6 fire damage on a failed save, or half as much damage on a successful one. The spellfire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried. You can exclude up to 4 allies from the blast. Alternately, if you are raging, as an action, you can end your rage in a fury of spellfire. The effects are the same, but the damage is decreased by 1d6 for each round you have been raging.
Path of the Totem Warrior
"The animal spirit guides and inspires me."
At 3rd level, when you adopt this path, you may choose a totem spirit from these additional options:
Bull. You can charge like a bull. While raging, if you move at least 10 feet in a straight line toward an enemy, you get advantage on your next melee attack roll you make this round against that enemy. You don't provoke attacks of opportunity when you take the dash action while raging. You have advantage on the shove action while raging.
Caribou. You are fleet of foot. While raging, your movement speed increases by 10 feet and all ranged attacks against you are made with disadvantage.
Lion. You are fearless. While raging, you have advantage on all saving throws against fear and fear effects. Once per rage you may roar as a bonus action, terrifying your enemies. All enemies within 30 feet of you that can hear you must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or be frightened of you for 1 minute. They may save again at the end of each of their turns.
Seal. You gain the aquatic aptitude of the seal. While raging, you suffer no penalties for fighting underwater, you can hold your breath five times as long as normal, and you have advantage on all saving throws against cold damage.
Serpent. You move with the stealth of a serpent. While in a natural, outdoor environment, you have advantage on stealth checks. While raging, you gain a climb speed equal to your foot speed.
Aspect of the Beast
At 6th level, you gain a magical benefit based on the totem animal of your choice. You may choose from these additional options:
Bull. You're a bull in a china shop. You inflict double damage against inanimate objects. While raging, you have advantage on attack rolls against constructs. You have advantage on any saving throws or ability checks made to resist forced movement, and all forced movement against you is halved.
Caribou. You gain the senses of the caribou. You have advantage on perception checks while in a natural, outdoor environment. If a combat ensues and any of your allies are surprised, you gain advantage on your initiative roll.
Lion. You are the king of the jungle. While you are raging, all allies within 10 feet of you have advantage on saving throws made to resist fear and fear affects. One time per rage, as a bonus action you may call out to your allies to rally. Until the end of your next turn, your allies within 30 feet of you that can hear have advantage on all saving throws.
Seal. You become more at home in the water. While in water, you gain tremorsense with a radius of 60 feet. While raging, you gain a swim speed equal to your normal speed.
Serpent. You gain the wisdom of the serpent. While raging, you have advantage on wisdom saving throws. Once per rage, you can use the insight of the snake to see the immediate future. You may choose to reroll one saving throw or attack roll. You must use the second roll.
At 14th level, you gain a magical benefit based on the totem animal of your choice. You may choose from these additional options:
Bull. You are territorial. While raging, as a bonus action you can designate a single point on the battlefield. You have advantage on attack rolls against all enemies who are within 10 feet of that point. You may not move the point once it is designated and you may only designate 1 point per rage.
Caribou. You have the powerful gore of the caribou. While raging, your melee attacks deal an additional 1d6 damage, and you can use a bonus action to push an enemy up to 10 feet away from you when you hit it with a melee weapon attack.
Lion. You have the powerful bite of the lion. While raging, once per turn one of your attacks does an additional 1d12 damage; if the target is currently frightened of you, the attack instead does an additional 4d6. The damage is the same type as the primary damage of the attack.
Seal. You are nearly invincible in the water. While raging and in water, you have advantage on all saving throws, and you can hold your breath 20 times as long as normal.
Serpent. You have the medicinal properties of the spirit of the serpent. While raging and conscious and while you are at half your hit points or fewer, you regenerate 5 hit point at the start of each of your turns.
College of Medicine
"I use my skill to heal and protect the sick."
The formal study of medicine began with the elves, but bards from the Kingdom of Farland officially founded the first medical academy. Bards of the college of medicine specialize in healing the sick and treating the injured. They have vast knowledge of herbs and poultices, and they use their skills in the arts to distract sufferers from their pain and to hinder their enemies.
Members of the College of medicine often create makeshift hospitals and gather together in informal medical schools, and they sometimes work closely with clerics to heal the wounded.
When you join the College of Medicine at 3rd level, you gain proficiency with the Medicine skill and with herbalism kits.
Also at 3rd level, you learn to grant great aid to those who are sick or injured. You gain the following benefits:
- You can use healer's kits as a bonus action.
- Whenever a creature uses one of your bardic inspiration dice, it also regains hit points equal to your level + the number it rolled.
- As a reaction, you can expend one of your uses of bardic inspiration to grant a creature you can see advantage on a saving throw against poison or disease.
At 6th level, you gain the ability to use your knowledge of herbalism to harm your enemies. If you possess a herbalism kit, you may use it to apply poison to your weapon, which takes an action and which uses up the herbalism kit. You gain the following effects for the next minute: once on each of your turns when you hit a creature with a weapon attack, you may either cause the attack to deal an extra 1d6 poison damage to the target or cause the target to have the poisoned condition until the end of its next turn. When you reach 12th level, you may either deal an extra 2d6 poison damage to the target when you hit with a weapon attack or you may cause the target to have the poisoned condition which lasts until it succeeds on a Constitution saving throw, the DC of which is your spell save DC. It makes a saving throw at the end of each of its turns.
At 14th level, you reach the pinnacle of your craft. You can spend 1 hour ministering to a creature. At the end of the hour, you remove all lingering injuries, diseases, and poisons affecting the creature. The creature also regains all its hit points, and it has advantage on the next saving throw it makes against poison or disease. You cannot minister to another creature until you have completed a long rest.
Cleric Divine Domains
"Holy fire can create and destroy. So can I."
The fire domain is the province of gods of flame, volcanos, and sometimes forges. Gods of fire represent both destruction and creation, new beginnings or chaotic change. Fire saves lives and takes them. The most famous god of fire is, of course, Flamgart, but Khuldul Rockcarver also represents fire as he creates at his mighty forge.
Fire Domain Spells
|1st||burning hands, identify|
|3rd||flaming sphere, magic weapon|
|5th||fireball, protection from energy|
|7th||fabricate, wall of fire|
|9th||conjure elemental, creation|
When you choose this domain at 1st level, you gain proficiency with smith's tools.
At 1st level, you learn the fire bolt cantrip. Also, when you deal damage with a cantrip, you may choose to change the damage type to fire.
Channel Divinity: Resist Fire
Starting at 2nd level, you can use your Channel Divinity to protect yourself and others from fire. As a bonus action, choose any creature that you can see. That creature gains resistance to fire damage for the next minute.
Protected by the Conflagration
At 6th level, you can cast the spell fire shield as an action without components and without using a spell slot. You may not cast fire shield again using this feature until you complete a long rest.
At 8th level, you gain the ability to infuse your weapon strikes with the might of flame. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Soul of Fire
At 17th level, you gain immunity to fire damage.
Also at 17th level, you gain the ability to jump from one fire into another. As part of your movement, you may step into a fire that is at least as large as a common campfire or hearth fire. You may re-emerge from any fire of any size within 120 feet. You do not need to see your destination and can sense all possible destinations within 120 feet. If no other fires exist within 120 feet, this ability does not function. You may not use this ability again until you complete a short or long rest.
"The road is holy. You never know where it will take you."
The travel domain focuses on auspicious journeys, new beginnings, and satisfying endings. Gods of travel promote boldness, adventure, and discovery. Among the human gods, Thranton the Lord of Lightning is often prayed to by travelers wishing for a successful journey. The halfling god Bunga Proudfoot is also considered to watch over travelers.
Travel Domain Spells
|1st||comprehend languages, longstrider|
|3rd||tiny hut, water walk|
|5th||legend lore, pass wall|
|7th||plane shift, teleport|
When you choose this domain at 1st level, you gain proficiency with land and water vehicles.
The Road Goes Ever On
At 1st level, your speed increases by 10 feet. Whenever you cast a cleric spell that isn't a cantrip on an ally, that ally's speed increases by 10 feet until the end of your next turn.
Channel Divinity: Travel Quickly
Starting at 2nd level, you can use your Channel Divinity to facilitate quick travel. As an action, designate a creature you can see within 30 feet of you; you can also designate yourself. That creature can immediately teleport to an unoccupied space within 30 feet of itself that it can see. When it arrives in its new space, it gets advantage on one attack it makes before the end of its next turn.
At 6th level, you can cast the spell banishment as an action without components and without using a spell slot. You may not use the Go Away feature again until you complete a long rest.
At 8th level, as an action you can stop all traveling in your presence. For the next minute, you radiate a "no-travel zone" within 30 feet of you. Any creature of your choice that enters the no-travel zone or starts its turn there must succeed on a Charisma saving throw or its speed becomes 0, and it can't benefit from any bonus to its speed. It can repeat the saving throw at the end of each of its turns, ending the effect on a success. Once a creature saves against this effect, it can't be affected again by this use of Rest Awhile. You can't use Rest Awhile again until you have completed a short or long rest.
Starting at 17th level, your speed can never be reduced by magical means and you are immune to forced movement caused by magic. You can expend one use of Channel Divinity to grant this feature to an ally of your choice for the next minute.
Also at 17th level, when you would be afflicted with the grappled, paralyzed, prone, or stunned conditions, as a reaction, you can expend a use of Channel Divinity to end the condition.
"Water is the source of life... or it takes life away."
The water domain belongs to gods of rivers, storms, and the sea. Water is necessary for life. Rain is desired by farmers, and droughts represent death. Sailors revere the sea and its patron gods. Thranton is the main sea god, but both Bestra and Salystra also claim this domain.
Water Domain Spells
|1st||divine favor, fog cloud|
|3rd||gust of wind, magic weapon|
|5th||protection from energy, sleet storm|
|7th||dimension door, conjure minor elementals|
|9th||cone of cold, creation|
When you choose this domain at 1st level, you gain the shape water and ray of frost cantrips. For you, these cantrips count as cleric cantrips.
One with the Waters
At 1st level, you gain the ability to breathe under water, and you gain a swim speed of 30 feet.
Channel Divinity: Create Sacred Water
Starting at 2nd level, you can use your Channel Divinity to turn a bottle or vial of normal water into holy water. This holy water is special: any non-fiend or undead that drinks it regains 2d4 hit points. This special holy water becomes normal water again in 24 hours.
Share the Waters
At 6th level, you can cast the spell water breathing as a bonus action without components and without using a spell slot. You may not cast water breathing again using this feature until you complete a long rest.
Any creature affected by Share the Waters gains a swim speed of 30 feet.
Wrath of the Waters
At 8th level, you can cast the spell ice storm as an action without components and without using a spell slot. You may not cast ice storm again using this feature until you complete a short or long rest.
Soul of Water
At 17th level, you gain resistance to fire damage and your swim speed increases to 50 feet..
Also at 17th level, you can cast the spell conjure elemental as an action without components and without using a spell slot. You may not cast conjure elemental again using this feature until you complete a long rest. The elemental you conjure must be a water elemental. Unlike the normal spell, if your concentration is broken, the water elemental disappears.
Fighter Martial Archetypes
"The true master knows that the sword is not held by the hand, but by the heart."
Heart-Swords are warriors who focus not on mastering their own weapon but on mastering themselves and their opponents. They have long ago realized that the outcome of a battle is predictable, and it depends not on who is stronger or fiercer but on who believes in their heart that they will win. A Heart-Sword learns to lay bare the mind and soul of an opponent while revealing their own mind and soul. Opponents tend to be horrified by the will to win that they see there and often lose the desire to fight.
"Heart-Sword" is a general term, and warriors of this archetype wield all sorts of weapons. There is nothing magical about the Heart-Sword, nor are they particular to any species or culture. In fact, an enemy doesn't know it is facing a Heart-Sword until it meets their gaze... and then it is too late.
When you choose this archetype at 3rd level, you gain proficiency with any two of the following skills: Deception, Insight, Investigation, Intimidation, or Religion.
Also at 3rd level, you gain the ability to engage in a mental duel with an opponent. As a bonus action, you may force a creature that you can see and that can see you to make an opposed Wisdom check against you. If you wish, you may substitute your Wisdom (Insight) skill or your Charisma (Intimidation) skill for your Wisdom check. If you beat the creature, the next three attacks it makes against you suffer disadvantage. You may not perform another Heart Stare until you complete a short or long rest.
Starting at 7th level, your will has been hardened against fear and distraction. You gain proficiency in Wisdom saving throws. Once per long rest, you may choose to gain advantage on one Wisdom saving throw.
Also at 7th level, you gain an additional use of Heart Stare before you must complete a short or long rest.
Starting at 10th level, when you beat a creature in a Heart Stare mental duel, that creature becomes frightened of you, gaining the frightened condition for 1 minute. It may make a Wisdom saving throw at the end of each of its turns, ending the frightened condition on a success. The DC of this save is 8 + your proficiency modifier + your wisdom modifier.
Also at 10th level, you gain an additional use of Heart Stare before you must complete a short or long rest.
At 15th level, when you beat a creature in a Heart Stare mental duel, in addition to being frightened of you, it is stunned until the end of its next turn. It may not save against the frightened condition until it is no longer stunned.
Also at 15th level, you no longer need to see a creature to engage in a Heart Stare with it. Instead, the creature needs to be within 30 feet of you, it needs to be aware of you and able to see you, and you need to know its location.
At 18th level, you can add half your proficiency bonus (round up) to any check you make in a Heart Stare mental duel, even if your proficiency bonus has already been added.
Also at 18th level, your weapon attacks score a critical hit on a roll of 18–20 against any creature that you have defeated in a Heart Stare mental duel in the last 24 hours.
Master of Elixirs
"Everything good about me comes out of a bottle."
The Master of Elixirs is a warrior who has learned the ways of alchemy and herbalism. Every morning they brew special concoctions as the situation demands, and they use these elixirs to increase their own abilities and acumen. A Master of Elixirs is adept at substituting ingredients found in their local environment to create potions that no one else can match.
When you choose this archetype at 3rd level, you become something of a herbalist. You gain the following benefits:
- When trying to find an herb, you treat that herb as one category less rare than it actually is when you make your check. For example, when determining the DC to find a rare herb, you act as if the herb were uncommon. If a herb is already common, you get advantage on your roll to find it.
- You can craft herbal concoctions twice as quickly. For example, it only takes you two days to craft an herbal concoction with a total market value of 100 sps, instead of four days.
- When you consume a potion or herbal concoction, you may do so as a bonus action. If doing so would normally be a bonus action, you may do so as a free action on your turn.
- If you use a potion or concoction that would require someone else to make a saving throw, instead of using the DC in the item's description, they must succeed against your save DC, which is 8 + your proficiency bonus + your Strength modifier.
- Your physiological familiarity with elixirs means these concoctions affect you in a less detrimental way. You gain resistance to poison damage.
You also gain the ability to quickly manufacture your own specialized concoctions. After you complete a long rest, you may spend 15 minutes brewing concoctions.
Choose four common concoctions and two uncommon concoctions from the Table of Flora and Drugs of Farland. You now possess these concoctions, having manufactured them for free from ingredients at hand. However, having been cobbled together, these special concoctions spoil and become useless in 24 hours.
Your ability to quickly manufacture concoctions improves. After you complete a long rest, you may now choose four uncommon concoctions and two rare concoctions from the Table of Flora and Drugs of Farland. You now possess these concoctions, having manufactured them quickly and for free from ingredients at hand. However, having been cobbled together, these special concoctions spoil and become useless in 24 hours.
Your ability to quickly manufacture concoctions has reached its pinnacle. After you complete a long rest, you may now choose four rare concoctions from the Table of Flora and Drugs of Farland. You now possess these concoctions, having manufactured them for free from ingredients at hand. However, having been cobbled together, these special concoctions spoil and become useless in 24 hours.
At 15th level, you learn how to manufacture magical elixirs. After you complete a long rest, you may brew either a Potion of Heroism or a Potion of Gaseous Form, which you now possess, having manufactured it for free from ingredients at hand. However, having been cobbled together, this potion spoils and becomes useless in 24 hours.
At 18th level, your mastery of magical elixirs is at its peak. After you complete a long rest, you may brew either a Potion of Speed or a Potion of Cloud Giant Strength. You now possess this special potion, having manufactured it for free from ingredients at hand. However, having been cobbled together, this potion spoils and becomes useless in 24 hours.
"Give me my pike and my men, and I'll give you a skewered foe."
The pikeman is a specialized soldier trained in the use of the pike or polearm. These specialized fighters are as adept at close range fighting with their weapon as they are at long range fighting; in the hands of a pikeman, a polearm becomes a versatile and especially deadly weapon. But the pikeman is doubly lethal, because his tactical expertise directs his companions to make the most of their own weapons, even extending their reach. The city of Wyvernia has long been famous for its deadly pikemen.
When you choose this archetype at 3rd level, you gain the polearm master feat.
Break their Line
Starting at 7th level, you gain the Break their Line ability; while wielding a polearm, you can use a bonus action to inspire allies you can see to push back against their foes. Until the end of your next turn, every time you and each ally within sight hit with a melee attack, the person who successfully hits with the melee attack can push the target 5 feet. You cannot use Break their Line again until you complete a short or long rest.
At 10th level, you gain the Strike Early ability. When you use an action surge to make an attack, you deal an additional 1d8 damage with your pike and all allies you can see gain the reach property with their melee weapons. Both effects last until the end of your next turn.
Hedge of Pikes
At 15th level, you gain the ability to ward off enemies by keeping them at a distance with your threatening pike. When you use an action surge to make an attack with a polearm, you gain a +4 to AC and all allies within 10 feet of you gain a +2 to AC until the end of your next turn.
Strike as One
At 18th level, you gain the Strike as One ability. While wielding a polearm, when you hit an enemy with a melee attack, you can choose up to 3 allies you can see to make melee attacks against targets of your choice as a free action. You cannot Strike as One again until you have completed a short or long rest.
"Your magic is a blight on this world. I'm the cure."
The Witch Slayer has determined that magic and those who use it are what is wrong with the world. He spends his life learning defenses against magic, so that he can track and kill those who use magic in a way that he sees as wrong. In the beginning, the Order of Witch Slayers was founded by an ancient king of Kelerak to combat a coven of wizards who threatened his throne, but later Witch Slayers became more diverse-- some have stayed true to the original code of their order, to slay evil spellcasters, but others live a mercenary life, hunting and killing magic users for pay.
When you choose this archetype at 3rd level, you gain the Mage Slayer feat. You can also cast the spell Detect Magic without components. You cannot cast Detect Magic from this feature again until you have completed a short or long rest.
Starting at 7th level, you can cast the spell Counterspell without components and as if you used a 3rd-level slot; strength is your spellcasting ability for this spell when you use your magical defense. You can use this feature a number of times equal to 1 + your Constitution modifier. When you finish a long rest, you regain all expended uses. At 15th level, your Counterspell from magical defense is cast as if you used a 5th-level slot.
At 10th level, you have advantage on saving throws against spells and other magical effects.
At 15th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain expended uses when you finish a long rest.
Kill the Witch
At 18th level, when you hit a creature that has spellcasting ability (whether those spells are innate or prepared) with a melee weapon attack, you can deal an additional 5d8 radiant damage to that creature. When you deal the additional radiant damage, you can grant an ally that you can see an immediate saving throw. You cannot use kill the witch again until you have completed a short or long rest.
The Way of the Claw
In fangs and claws there is strength. In fangs and claws there is tranquility."
The Way of the Claw is an order of dark folk monks-- more specifically an order of goblins and kobolds. Although they are the lowest of the low in dark folk society, these creatures seem to have unlocked secrets of meditation and practice that have allowed them both personal peace and personal power. Somehow their martial moves seem to borrow and replicate the abilities of creatures and monsters much more powerful than they. Although they care little for fame or riches, stories of this monastic tradition have spread throughout the Conquered Kingdoms and the eastern realms ruled by the Dweller in the Wintervale.
Only dark folk (kobolds, goblins, orcs, oluks, and hobgoblins) are accepted into the Way of the Claw.
Starting when you choose this tradition at 3rd level, you grow claws (or your natural claws become harder and sharper). Your unarmed strikes now deal 1d6 damage, increasing to 1d8 at 5th level, 1d10 at 11th level, and 1d12 at 17th level. When you hit with an unarmed strike, you may deal slashing damage instead of bludgeoning damage. In addition, when you hit a creature with an unarmed strike, you may also spend 1 ki point to make your opponent bleed. At the start of each of the creature's turns, it takes 1 necrotic damage, and it can then make a Constitution saving throw, ending the bleeding effect on a success. This bleeding damage increases by 1 point at levels 5, 11, and 17.
Secret of Survival
At 6th level, you learn the discipline of the kobold and goblin, which are survivors. When you fail a saving throw, you may spend 3 ki points as a reaction to re-roll the saving throw.
Secret of Fury
At 11th level, you learn the discipline of the gnoll, which has endless ferocity. When you reduce a creature to 0 hit points with a melee attack on your turn, as a free action, you can move up to your speed and make a melee attack. If you hit with that melee attack, you may spend 1 ki point to turn the hit into a critical hit.
Secret of Indomitability
At 17th level, you learn the discipline of the troll, which is famous for regeneration. You may spend 7 ki points to cast regenerate without components.
Paladin Sacred Oaths
"I would give my life for my charge... or yours, if you threaten him."
The history of the Council Sentinels extends all the way back to Seldorius and the second Cadre of the Wise. Attacked by unknown assailants, the archmage Seldorius of Farland recruited elite holy warriors to watch over the cadre meetings. Seldorius took great care to train and magically enhance these guardians. His teachings became the basis for the elite Council Sentinels. Although the Cadre has long since passed into legend, Council Sentinels can still be found standing guard over kings or treasure troves, and they still insist upon the full title of their order, out of pride in their ancient lineage. In fact, employing a Council Sentinel has long been a mark of prestige among kings and nobles of the Eastern Alliance Kingdoms.
Oath of the Sentinel
The Oath of the Sentinel binds a paladin to the ideals of service, sacrifice, and duty. Through their years of service, they learn the skills and dedication required to protect their valuable charges.
After a long rest, you may swear the Oath of Protection, a sub-oath of the Oath of the Sentinel. When you do this, you promise to protect someone even unto death. This person then becomes your charge until you swear another Oath of Protection to a different person.
Tenets of Council Sentinel
Though the exact words and strictures of the Oath of the Council Sentinel vary, paladins of this oath share these tenets.
Service. Follow your charge no matter what.
Courage. Never fear to act, though do so with caution.
Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.
Duty. Be responsible for your actions and their consequences, protect the charges entrusted to your care, and obey those who have just authority over you.
|Oath of the Sentinel Spells|
|3rd||Armor of Agathys, Ensnaring Strike|
|5th||See Invisibility, Warding Bond|
|9th||Crusaders Mantle, Haste|
|13th||Aura of Life, Guardian of Faith|
|17th||Greater Restoration, Seeming|
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Menacing aura. As an action, you present your holy symbol and pledge your vengeance on any who harm your charge. Choose one enemy within 60 feet of you; that target must succeed on a Wisdom saving throw. On a failed save, the target is frightened of you and your charge for 1 minute or until it takes damage. On a successful save, the target has disadvantage on its next attack against you or your charge.
Vow of protection. As a bonus action using your channel divinity, you can make a vow of protection to your charge. Your charge gains advantage on all saving throws for 1 minute.
Starting at 7th level, you project a 10 foot aura of vigilance. While your charge is within the aura, friendly creatures within the aura cannot be surprised and enemy creatures within the aura do not gain advantage due to being hidden. At 18th level, the range of this aura increases to 30 feet.
Starting at level 15, casting warding bond on your charge is extra effective: The spell's duration increases to 24 hours and the spell only ends if you and the spell's target become separated by more than 120 feet. If you cast warding bond on your charge, you immediately regain the use of a 2nd-level spell slot.
At 20th level, as a bonus action you can activate Sentinel's Defense, and for 1 hour you gain the following abilities: Once per round you can negate the damage your charge takes while under the influence of warding bond. If your charge falls to 0 hit points, you can expend a use of channel divinity and your charge is reduced to 1 hit point instead.
"I would fight and die to free those who suffer under the yoke of Sin."
The Far Knights are an order of warriors and paladins with a long and valiant history serving the Kingdom of Farland. In ages past, their focus was on honor and serving the Crown, but since the Dark Conquest, that has changed. Gone are the days when they rode forth in the train of the high king, their armor shining and resplendent, their banner proudly blowing in the breeze. Now hunted and harried, the Far Knights must run and hide, disguising their arms under dark cloaks and hiding their colors under drab peasant garb. But their singular purpose to serve the Kingdom has not changed. It is simply that their focus is now on doing all they can to free their beloved land-- and all the lands-- from the dreaded Lords of Sin.
The modern Oath of the Far Knights commits a paladin to the ideals of hope, liberation, and sacrifice, especially as it pertains to freeing the Kingdom of Farland from the rule of the evil Lord of Wrath. They swear to battle evil creatures, particularly those in service to the Lords of Sin and the Wintervale, wherever they find them. They are committing themselves to a life of hiding and fleeing, of fighting for a cause that seems all but lost... but their hearts bid them remember that hope springs eternal.
Oath of the Far Knights
The Oath of the Far Knights commits the paladin to fight for the freedom of the Kingdom of Farland and of all the occupied lands.
Tenets of the Far Knights
The exact words of the Oath of the Far Knights never vary. Paladins of this oath share these tenets.
Free the oppressed. Good creatures in bondage must have their freedom. Never fail to fight for this cause.
Give hope to the downtrodden. Those in thrall have little hope. Provide hope for those living in such darkness.
Unshackle the spirit. Slavery of spirit is worse than slavery of body. Lead the populace from the worship of the God of Evil to the reverence of the Gods of Goodness.
|Oath of the Far Knights Spells|
|3rd||expeditious retreat, shield|
|5th||invisibility, pass without trace|
|9th||beacon of hope, nondetection|
|13th||freedom of movement, private sanctum|
|17th||legend lore, seeming|
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Shatter bonds. When you hit a creature with a melee weapon attack as part of the Attack action, you can use your Channel Divinity to free those in bondage. Choose an ally you can see within 30 feet of you who is currently charmed, paralyzed, or restrained by an effect that a saving throw could have ended. That ally immediately get an additional saving throw, ending the effect on a success.
Inspiring strike. You can use your Channel Divinity to inspire those who are oppressed in spirit. When you hit a creature with a melee weapon attack, chose an ally you can see within 30 feet of you. That ally recovers a number of hit points equal to your paladin level + your Charisma modifier and gets advantage on its next attack or saving throw.
Aura of Liberation
Starting at 7th level, you emanate a liberating aura while you're not incapacitated. The aura includes your space, extends 10 feet from you in every direction, and is blocked by total cover. Any ally in the aura has advantage on saving throws against spells and other magical effects that cause forced movement, or cause the charmed or stunned effects.
At 18th level, the range of this aura increases to 30 feet.
At 15th level, you refuse to be bound. You have advantage on saving throws against magical effects that would paralyze, petrify, or restrain you. If an enemy paralyzes, petrifies, or restrains you, you regain a use of Channel Divinity.
Champion of Freedom
At 20th level, as an action, you can magically become an avatar of freedom, gaining the following benefits for 1 minute:
- You and up to 5 allies of your choice within 30 feet of you gain a +1 bonus to attack rolls and are under the effects of a haste spell.
- You have advantage on saving throws against enchantment spells or effects.
- If you succeed on a saving throw against an enchantment spell or effect, you can use your reaction to make an immediate melee or ranged attack against the creature that caused you to make the saving throw.
Once you use this feature, you can't use it again until you finish a long rest.
Once you have become a Champion of Freedom at 20th level, once per year you can also unleash the Dogs of War to fight for freedom. If you are the direct commander of a force of at least 25 soldiers and are personally leading them into battle for a righteous cause, you may give them an inspiring speech and make a Charisma check. The DC of this check is set by your GM and is based on the size and abilities of your force versus the enemy force, as well as other factors that might play into your success in battle; the worse your odds, the higher the DC. If your check is successful, you gain a substantial advantage in the upcoming combat (the details of which are determined by your GM). If you roll a 20, your force wins the battle if there is any way it reasonably could. If you fail the check by 5 or less, you still gain a substantial advantage, but you lose a treasured magical item or suffer a lingering and debilitating injury. If you roll a 1, you are heroically slain in the battle.
"I bend my bow and you fall."
The archers of Kelerak are known throughout the continent for their skill with a longbow. This powerful weapon is feared by enemy infantry and knights alike, for it has been known to put an arrow through an armored man's thigh and sink it a foot into the horse on which he rides. Some archers are, however, feared in a way that the average archer is not, for they have honed a skill with their chosen bow that seems superhuman. These are the Kelerite Longbowman.
To become a Longbowman, you must have chosen archery as your ranger fighting style.
At level 3, you gain the Sharpshooter feat.
At level 7, your base damage with a longbow arrow becomes 1d10. Longbow arrows that you carry count as weighing half as much when you calculate encumbrance.
At level 11, once per round, you can declare one of your shots against a target to be a whelming shot. If you hit the target with your whelming shot, the target must succeed on a Wisdom saving throw or be frightened of you for 1 minute or until it takes damage from you. The DC of this saving throw is 8 + your proficiency bonus + your Wisdom modifier. You can use this feature a number of times equal to 1 + your Constitution modifier. When you finish a long rest, you regain all expended uses.
At level 15, you may use a bonus action to specify a target. For the next minute or until the target scores a critical hit against you, you gain advantage on every attack roll you make against that target if you attack it with a longbow.
"I walk in shadow so that others may walk in the light."
The Shadow Walker is a defender of elven lands, skilled in scouting, reconnaissance, and defense. Shadow Walkers are a brotherhood of twilight and shadow, ranging abroad in secret service to the elven homeland. The Shadow Walkers account for much of the military and societal information the elves have about the outside world, and they are often the first, and sometimes last, line of elven defense.
To take this ranger archetype, you must have been trained by other Shadow Walkers. For that reason, Shadow Walkers who are not elves are virtually unknown.
At level 3, as a reaction which you take when you are hit by an attack, you gain the ability to cloak yourself in an armor of semi-substantial shadow. Until the end of your next turn, you gain a +5 bonus to AC, including against the triggering attack. If an enemy misses you with an attack while you are wearing your Shadow Armor, you gain advantage on your next attack against that enemy. You cannot use your Shadow Armor again until you complete a short or long rest.
At level 7, you gain the ability to jump 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.
Master of Shadow
At level 11, you gain additional control of shadow. You have the following two abilities:
Create Shadow. As a bonus action, you can create a 10-foot radius area of dim light (shadow) on a point that you can see within 60 feet. Non-magical lights are dimmed, but magical lights function normally in this area. The duration of this effect is concentration, up to 1 minute. You can't create another shadow until you have completed a short or long rest.
Shadow Walk. You gain the ability to enter the Penumbra, the Plane of Shadow, as an action and use its reality-warping effects to move great distances at speed. You, your mount, up to five companions, and their mounts, can enter the Penumbra, disappearing from the material plane, and travel overland at twice the normal speed for up to four hours. While you travel in the Penumbra, you are not detectable on the material plane. Since you are on the border of the Penumbra, you are generally in no danger from its inhabitants. You can't Shadow Walk again until you have completed a long rest. You can't use Shadow Walk to take a mount into the Penumbra that is huge or larger.
At level 15, as a bonus action, you can wreathe a melee weapon in dangerous shadow, creating a shadowed weapon. For the next minute, your weapon deals an extra 2d6 necrotic damage. When you hit an enemy with the shadowed weapon, it must succeed on a constitution saving throw or be blinded. The DC of this saving throw is 8 + your proficiency bonus + your Wisdom modifier. A creature blinded by the shadowed weapon makes another Constitution saving throw at the end of each of its turns. On a successful save it is no longer blinded and can't be blinded again by this use of your shadowed weapon. You can't create another shadowed weapon until you have completed a long rest.
"You don't want to be the prey that I hunt."
The town of Bestraville in Kelerak has long been protected by the Woodsmen, a group of mysterious rangers that battled the dark folk during the Occupation and kept the town a bastion of freedom in a world of slavery. The most elite of the woodsmen get inducted into "The Pack," the secret inner circle of the organization. They join their blood with the blood of the Alpha of the Woodsmen, who carries on the tradition of Fulk, the organization's founder. For the Woodsmen perhaps should really be called "The Wolfmen"... because the Pack gains its power from the lycanthrope-infected blood of Fulk.
If you gain induction into the Pack, you may take the following ranger archetype at 3rd level.
At 3rd level, the wolf blood in your veins awakens. At night, your face grows more lupine and you grow more hair. You gain the following features:
- You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
- On the first melee attack you make against a creature, if you hit it and it is no more than one size larger than you, it must succeed on a Strength Saving Throw against your ranger spell DC or be knocked prone.
At 7th level, your wolf's blood makes you especially effective when fighting with allies, whom you consider your "pack." You gain the following benefits:
- You have advantage on one attack roll you make on your turn against a creature if at least one of your allies is within 5 ft. of the creature and the ally isn't incapacitated. This feature can't grant advantage on more than one attack roll per round.
- If you make a melee attack against a creature that you have knocked prone and hit it, you deal an extra 1d8 damage.
- Your speed increases by 10 feet.
At 11th level, when you fight, you gain a wolf-like snout, complete with a maw full of sharp teeth. When you take the attack action on your turn, you may also bite, which is an additional attack. Your bite is a melee weapon attack that does 1d8 piercing damage plus your Strength bonus.
At 15th level, the wolf's blood in your veins becomes dominant. You may use your action to polymorph into a wolf, or back into your true form. You may remain in wolf form for up to 2 hours, and you may not assume wolf form again until you complete a long rest. You revert to your true form if you die.
While you are transformed, the following rules apply:
- Your statistics are the same in wolf form, including your Hit Points, Armor Class, and the number of attacks you are able to make, except for the following exceptions: your speed becomes 40 feet, unless your is equal or higher. You lose your Wolf's Pack feature and gain the wolf's Pack Tactics feature. You become proficient in Perception and Stealth, if you aren't already. Any time you hit a creature with a melee attack, it must succeed on a Strength Saving Throw against your ranger spell DC or be knocked prone.
- You can't cast spells, speak, or take any action that requires hands. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.
- You retain the benefit of any features from your class, race, or other source and can use them if the wolf is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless the wolf also has that sense.
- You choose whether your equipment falls to the ground in your space, merges into your wolf form, or is worn by the wolf form. Worn equipment functions as normal, but the GM decides whether it is practical for the wolf to wear a piece of equipment. Your equipment doesn't change size or shape to match the wolf form, and any equipment that the wolf form can't wear must either fall to the ground or merge with it. Equipment that merges with the wolf form has no effect until you leave the form (with the exception of equipment that provides a bonus to your Armor Class).
- You gain resistance to damage from bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons.
"Be careful not to laugh yourself to death."
The tradition of court jesters is as old as courts themselves, but in modern times the kings of Kale, before the Dark Conquest, became famous for keeping harlequins and comedians of all sorts. Before long, the Thieves Guild of the Pech Quarter in Kale City devised an idea: to recruit some of the jesters of the court and train them as special operatives to keep tabs on the king. These comedians were even eventually trained in the ways of magic to imbue their jokes with power. This idea had varying success— some jesters were successful spies, and some were caught and killed— but the tradition of rogues-turned-jester lived on and spread beyond Kale. Now rogue jesters can be found in all corners of Farland.
When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Acrobatics, Deception, Performance, Persuasion, or Sleight of Hand. When using a skill to entertain and make someone laugh, you have advantage on your check.
Starting at 3rd level, your ability to make fun of others becomes imbued with supernatural power. You learn the vicious mockery cantrip, and you use your Charisma modifier as your spellcasting ability for it. Additionally, you may use the bonus action granted by your Cunning Action to cast vicious mockery.
At 9th level, your hatred of hecklers becomes extreme. If a target succeeds at a saving throw against any feature granted by this class, you have advantage on the next melee or ranged attack you make against that target within the next minute.
Power of the Joker
Beginning at 13th level, your powers of entertainment become more supernatural and fearsome. You learn hideous laughter and charm person, which you can cast once per short rest. You use your Charisma modifier as your spellcasting ability for them. You may use the bonus action granted by your Cunning Action to cast these spells.
At 17th level, your jester's act is so powerful, it can literally blow people's minds. You can cast feeblemind using only a verbal component (which is telling a joke). You use your Charisma modifier as your spellcasting ability for it. You may not cast feeblemind again using this ability until you complete a long rest.
"The power of the Maelstrom burns within me and is channeled through me."
In the World of Farland, all arcane magic comes from the Maelstrom of Friction, a huge reservoir of energy created from the Outer Planes grinding together. The energy from the Maelstrom enters the Universe Shell, the material plane, through the stars, which are actually tiny holes in the Shell. As a Maelstrom Sorcerer (also known as a Starlight Sorcerer), you have a special connection to the mighty Maelstrom itself, storing the energy from the stars or from other people's use of the Maelstrom and using it to directly power your magic... or unleashing it in an apocalyptic torrent.
When outside on an overcast night, you add +1 to spell damage; when outside on a clear night, you add your charisma modifier to spell damage (minimum of 1).
Starting at 6th level, you can use an action to charge your body with Maelstrom energy. You can spend as many sorcery points as you want to cause a spell of your choice that you cast in the next 24 hours to deal an additional 2 points of damage per sorcery point you spent. You may choose at the time of casting to charge the spell and deal the additional damage. You may not regain sorcery points until you have cast the charged spell.
Starting at 14th level, your connection to the Maelstrom allows you to exceed the limits of other sorcerers. You can now create spell slots of higher than 5th level by expending sorcerery points according to the following table.
|Superior Sorcery Spell Slot Creation|
|Spell Slot Level||Sorcery Point Cost|
Unleash the Maelstrom
Beginning at 18th level, you can allow the stored energy of the Maelstrom to burst forth from you in a terrible blast. As an action, you can spend your remaining sorcery points (minimum of 11) to cast meteor swarm without components. It is extremely tiring to Unleash the Maelstrom; you gain a level of exhaustion when you do so. You may not Unleash the Maelstrom again until you have completed a long rest.
"An ancient spirit tells me secrets you wouldn't believe... for a price."
You have made a pact with an ancient and powerful ghost, a being whose aims are mysterious but who has unfinished business with the living. The ghost's motivations are personal, and it won't directly reveal them to you, but ultimately it hopes to use you to complete the unresolved task from its life. The only ghosts strong enough to forge a pact with a warlock are those who were particularly powerful when they were alive. You may be in league with a long-dead arch-mage, a powerful deceased cleric, a mighty fighter who fell in a battle of yore, or perhaps another warlock who died in service to her own pact.
Expanded Spell List
The Ghost lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list to you.
|1st||False Life, Fog Cloud|
|2nd||Gust of Wind, See Invisibility|
|3rd||Animate Dead, Feign Death|
|4th||Confusion, Phantasmal Killer|
Starting at 1st level, your patron grants you some of its undead resistance. When you are hit by an attack that does acid, cold, fire, lightning, necrotic, poison, or thunder damage, you can use your reaction to grant yourself resistance to that type of damage until the end of your next turn, including against the triggering attack. You cannot use your ghostly resistance again until you complete a short rest.
Starting at 6th level, you gain the ability to become ghost-like. As a bonus action, you take on a ghostly form: until the start of your next turn, you can move through creatures and objects as if they were difficult terrain, and your movement does not provoke opportunity attacks. While ghost-like, you gain resistance to all elemental damage, as well as bludgeoning, piercing, and slashing from nonmagical attacks. You take 1d10 force damage and are shunted into the nearest unoccupied space if you end your movement inside an object. You cannot use your ghostly movement again until you complete a short or long rest.
Starting at 10th level, as an action, you can take on the terrifying visage of your patron. Each non-undead enemy within 60 feet of you and that can see you must make a Wisdom saving throw against your warlock spell save DC or be frightened of you for 1 minute. If a creature fails the save by 5 or more, it is paralyzed for 1 minute as well. A frightened or paralyzed target can repeat the saving throw at the end of each of its turns, ending both conditions on a success. If a target's saving throw is successful or either effect ends for it, the target is immune to your terrifying visage for the next 24 hours. You cannot use your terrifying visage again until you complete a long rest.
Starting at 14th level, you are able to possess and control a creature. As an action, you can cast the spell Dominate Person without using components. If you successfully dominate your target, you can choose to turn invisible simultaneously. You remain invisible until you no longer dominate the target, until you attack or cast a spell, or until you choose as a free action to turn visible. You can't use your possession ability again until you complete a long rest.
GHOST PACT ELDRITCH INVOCATIONS
The following Eldritch Invocations are only available to Ghost Pact warlocks. If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites.
Your patron shrouds you in frozen armor. Once per short rest, without using a spell slot, you may cast Armor of Agathy as if you had used a level 1 spell slot. At 5th level, you cast it as if you had used a 2nd level spell slot, and at 11th level, you cast it as if you had used a 3rd level spell slot.
Improved Ghostly Movement
Prerequisite: 6th level
You can use your Ghostly Movement class feature up to three times. After the third time, you cannot use your Ghostly Movement again until you complete a short or long rest.
Prerequisite: 11th level
You can cast etherealness once using a warlock spell slot. You can't do so again until you finish a long rest.
Sin Pact Warlock
Wizard Schools of Magic
School of Blood Magic
"The power is in the blood."
Blood magic is the practice of using blood, generally from a sentient creature, to power magical spells. It was invented ages ago by the terrible necromancer Cutalak, and while Blood Magic is usually illegal, it has been practiced in secret since its origins. Practitioners of Blood Magic most often refer to themselves as Blood Mages or Blood Witches.
Blood mages are usually evil, but they don't necessarily have to be. The unsavory parts of the practice make it hard to be good, though. Still, Blood Mages of all alignments can be found—when Blood Mages can be found at all.
Beginning when you select this school at 2nd level, you gain the Blood Magic feat.
You also devise a Blood Ring, a tiny razor that you wear as a ring, so that you no longer need to be holding a piercing or slashing weapon to utilize your Blood Magic feat. Instead you cut yourself with your ring, dealing yourself slashing damage; if you resist slashing damage, you never resist slashing damage from your Blood Ring. If you choose to use your Blood Ring as a weapon, it functions as a dagger but only does 1d2 points of slashing damage to targets.
Starting at 6th level, when a creature within 10 feet of you dies from piercing or slashing damage, you recover a spell slot of your choice and the first spell you cast within one minute is cast as if you used a spell slot one level higher. You may not benefit from Blood Sacrifice again until you have completed a short or long rest.
You may cast gaseous form on yourself as an action without verbal or material components and without using a spell slot. The only component to cast this spell is somatic, and it consists of using your Blood Ring or a sharp object to deal yourself 1 of your wizard hit die of slashing damage. You may not use Sanguine Mist again until you complete a short or long rest.
Starting at 14th level, your connection to the power of the blood is chillingly complete. Your skin grows pale, your eye teeth slightly sharpen, and you gain the following powers:
- If you consume blood from a creature with an Intelligence score of at least 6 that died within the last minute, you recover 10 hit points. Consuming this blood is an action. Once you have consumed the blood of a single creature, you may not heal from consuming that creature's blood again. You may not recover more than 50 hit points in a 24-hour period using this ability, as your blood thirst becomes sated.
- When a creature within 30 feet of you dies from piercing or slashing damage, you may cast dominate person as an action on your next turn without components and without using a spell slot. You need only gaze at your target. Alternately, you may cast dominate person as an action without verbal components and without using a spell slot. The only component to cast this spell is somatic, and it consists of gazing at your target while using your Blood Ring or a sharp object to deal yourself 1 of your wizard hit die of slashing damage. You may not cast dominate person again using this ability until you complete a short or long rest.