Dragenhold Adventurers In a land full of rain, corruption and pork the guys from Roasted Yeti Entertainment made a whole bunch of character archetypes!

Barbarian Primal Path: Iron Soul Path of The Iron Soul Some Warriors train their mind just as well as their bodies. These fierce warriors bring the strength and ferocity, while keeping their head cool and having the oversight of a commander watching from afar. Protecting their mind through sheer willpower they are capable of withstanding mental trauma that would leave others as stumbling flesh. Calm Storm Starting at 3rd level when you choose this archetype, you have undergone training to harden your mind as well as your skin. Through your hardened mind, you can stay calm even when your body fights with extreme ferocity. While raging you can add your wisdom modifier to your damage rolls. Additionally if you fail an ability check or saving throw, you can end your rage to reroll it. You must use the new roll. Mind Fortress Starting at 6th level, your mental walls safeguard your mind hindering you from becoming affected by many of the dangers around you. You gain resitance to psychic damage and you become immune to the frightened condition. At 14th level you gain immunity to psychic damage. Iron Mind At 10th level your mind has become a haven of peace and calm. You gain proficiency in Wisdom saving throws. Additionally your thoughts can’t be read by telepathy or other means unless you allow it. Indomitable soul At 14th level, your mind has been trained to withstand even the most violent attacks. You gain advantage on all Intelligence, Wisdom and Charisma saving throws. Bard College: College of Laughter The College of Laughter Bards from the College of Laughter come from a more metaphorical college than most bards. Usually learning from their mistakes as they practice in front of small crowds. Their skills lie in telling an entertaining and funny story using only their voices and gestures. Through that they have gained useful social skills allowing them to easily lead people to do what they want and make sure they come out on top. This is normally only used on stage, but when the local goblins attack, they are sure to come and crack some jokes. Charmful Distractions Starting at 3rd level when you choose this archetype, you have refined the art of controlling the crowd, when you are not in combat the target of your enchantment spells have disadvantage on their saving throws. And in combat you can use your bardic inspiration to direct your allies. Instead of giving an ally the inspiration die you put it on the enemy, and any friendly creature attacking them can expend it to add it to their attack roll. Tumbling Jester Beginning at 6th level, sometimes a failure is a success in disguise. You can expend an inspiration die as a free action to add it to your own saving throw. A Fool’s Hidden Grace At 14th level, you have learned to use your foes force against them. When you are targeted by a melee weapon attack, but before you know the outcome you can use your reaction to contest your attackers roll against a Charisma (Performance) check, if your attacker succeeds or it is tied you manage to turn their attack into a sweeping blow, targeting both you and an adjacent creature of your choice and you take half damage each, if there is no available second target you take the full damage. If your attacker fails the contest your defensive flourish forces their attack to target another creature or object within 30 feet of you, all weapons are treated as if they have the thrown property for attacks affected by this ability.

Cleric Divine Domain: Chaos Chaos Domain Sometimes the minds of the insane becomes touched by a god that is neither kind nor evil. A god that does not see right or wrong. A god of unstoppable and ever changing chaos. Followers of the gods are mostly people that have been scarred for life or individuals and creatures who despise law and order, seeking freedom in anarchy. Chaos Domain Spells Cleric Level Spells 1st Chaos Bolt, Thunderwave 3rd Blur, Crown of Madness 5th Bestow Curse, Fear 7th Confusion, Hallucinatory Terrain 9th Dream, Geas Bonus Proficiencies At 1st level, you gain proficiency with martial weapons. Unstable Blessing From 1st level, your god can influence an unlucky strike with its divine powers. When you miss with an attack roll, you can roll a d20, on an even roll you hit the target anyway, on an odd roll you hit yourself. Once you use this feature you cannot do so again until you finish a short or long rest. Channel Divinity: Controllable Chaos Starting at 2nd level, you can use your channel divinity to cause incomprehensible chaos around you. Whenever you see a spell cast within 60 feet of you, including your own spells, you can use your reaction to present your holy symbol and evoke the unstable chaos of your god. The DM then rolls a d100 on the wild magic surge table and applies the effect that happens. Channel Divinity: Aura of Chaos At 6th level, you can use an action to present your holy symbol to target a number of creatures, that you can see within 60 feet of you, up to your Wisdom modifier (minimum of 1). Roll a d10 on the Aura of Chaos Table to see what effect you and the targets suffer. Divine Strike At 8th level, you gain the ability to infuse your weapon strikes with Divine Chaos. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an 1d8 damage to the target, roll a d6 on the Divine Strike Table to see what damage type the damage deals. When you reach level 14th, the extra damage increases to 2d8. Subjective Chaos At 17th level you gain the power to have a limited ability to control over the chaos you unleash. Whenever you roll on a random table from the Cleric Chaos domain (and wild magic surge table) you may roll twice and choose freely between the rolls. Aura of Chaos Table d10 Effect 1 All targets are blinded for 1 minute. 2 All targets are deafened for 1 hour. 3 All targets are frightened for 1 minute. 4 All targets are grappled, this can be ended by an athletics or acrobatics check against your Spell Save DC. 5 All targets are affected by the invisibility spell. 6 All targets are paralyzed until the end of their next turn. 7 All targets are poisoned for 1 minute. 8 All targets are knocked prone. 9 All targets are restrained, this can be ended by an athletics or acrobatics check against your Spell Save DC. 00 All targets are stunned until the end of their next turn. Divine Strike Table d6 Damage Type 1 Poison 2 Necrotic 3 Acid 4 Radiant 5 Fire 6 Cold

Druid Circle: Shaman Circle of the Shaman Throughout the land some tribal societies worship the spirits of nature. These shamans use the raw and unrefined power of animal spirits to enhance their own body for short periods of time. Wise and calm leaders, a Shaman does not turn down a fight, they are more often than not just as skilled with weapons as the tribes warriors. If not more. Extra Proficiency: Starting at 2nd level when you choose this archetype you gain proficiency in martial weapons. Primal Form Starting at 2nd level when you choose this archetype you you can use a bonus action to magically gain aspects of a beast that you have seen before. You can spend a charge of your Wild Shape feature to use Primal form. Your druid level determines the beasts that you can gain aspects from, as shown in the Beast Shapes table from the Wild Shape feature. You can stay in primal form for a number of hours equal to half your druid level (rounded down). While under the effects of Primal Form the following rules apply: You gain the beasts hit points as temporary hit points.

You also gain 1 feature, 1 ability score or a movement speed of your choice from the chosen beast.

Additionally you also gain 1 of the beasts actions.

You can make a single attack as a bonus action on each of your turns. Feral Instinct By 6th level, your instincts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you use Primal form before doing anything else on that turn. Warding Spirits Starting at 10th level, spirits begin to guard you. You gain advantage on all Charisma saving throws as the spirits protect your soul. Additionally they help you look for danger, you gain proficiency in the Perception skill, if you already have this proficiency your proficiency bonus is doubled for this skill. Your passive perception doesn’t suffer penalty from you being asleep. Primal Attunement At 14th level, your primal bond with nature lets you further enhance yourself when you enter your primal form. When you use your Primal form feature you can now gain two features or ability scores at the same time while using the feature. The features you choose must come from the same beast. Fighter Martial Archetype: Legionnaire Legionnaire While some warriors excel at raw power, others choose to hone their speed and nimbleness. Legionnaires comes in different size and shapes, using their agility to evade enemies and using their speed to deal deadlier blows, making legionnaires a feared combatant on the battlefield. Mobile Attacker Starting at 3rd level, when you choose this archetype your training in speed over brute force have given you the following abilities: -You can take the disengage action as a bonus action -Your base walking speed increases by 5 feet -You can treat all weapons without the heavy property as a finesse weapon You cannot gain these benefits, if you are wearing medium or heavy armor. You can still use a shield. Dashing strike Starting at 7th level you can use your speed to outmaneuver enemies as well as using the speed for deadlier strikes. If you have expended all your movement on your turn, your melee weapon attacks deal an extra damage die. In addition whenever an attacker that you can see hits you with an attack, you can use your reaction halve the attack’s damage against you. At 10th level, through your speed and swift reaction you dance around obstacles in your path with grace and precision. Opportunity attacks against you are made with disadvantage. Additionally you can use a bonus action to take the dash action, while doing so you ignore difficult terrain. You cannot gain these benefits, if you are wearing medium or heavy armor. You can still use a shield. Evasion Beginning at 15th level, you can nimbly dodge out of the way of certain area of effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected 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. In addition your base walking speed increases by 5 feet. Wardancers Grace At 18th level, when you push yourself to the maximum, you inherent speed and grace that does not tax your energy. Whenever you use your action surge feature, you automatically gain the benefits of the dash, disengage and dash actions for that round.

Monk Monastic Tradition: Inked Soul Way of The Inked Soul Way of the Inked soul In secret and distant monasteries far from civilization, a select few monk orders infuse their bodies with magical ink. Undergoing many rituals and tasks to enhance their body with these tattoos. They are the protectors of a lost magic. Even though this magic that they protect has been long forgotten, they are still capable of using the most basic and unrefined techniques. Monks utilising the way of the inked soul are furious warriors using their tattoos to focus their ki. They are capable fighters as well as masters of illusions, using the ink to disturb and confuse their adversaries. Ki Empowered ink Starting at 3rd level when you choose this archetype you learn magic disciplines that amplify your ki through your tattoos. You know two Ink Disciplines of your choice, which are detailed in the Ink Disciplines section below. You learn one additional Ink Discipline of your choice at 6th, 11th and 17th level. Whenever you learn a new Ink Discipline you can also replace one Ink Discipline that you already know with a different Discipline. In addition to this, you can choose whether your unarmed attacks deals bludgeoning or necrotic damage. Living Ink At 6th level, you learn to empower your ink with magic making it an extension of your own body. As an action a tattoo of your choice can detach itself from your body acting as a familiar. This tatoo turns into an Ink Ooze, as detailed in the statblock on this page. Protective Ink Beginning at 11th level, your ink grows harder protecting your body and enhancing your fists. Any critical hits against you becomes a normal hit. - Additionally, once per turn when you roll for damage with an attack that deals necrotic damage, you can reroll the damage. You must use the new roll. Consuming form At 17th level, the power of your tattoos allow you to engulf yourself and everything around you in ink. Once per long rest you can as an action unleash the power of a sacred tattoo turning you into an all consuming mass of ink, this transformation lasts one minute or until you dismiss it. Your size increases to huge(15x15 square), your base walking speed is 20 and you gain the ability to move into other creatures space, when a creature enters your body they have to succeed on a Dexterity saving throw against your spell save DC or be consumed by the ink. While consumed by the ink the creature takes 4d6 necrotic damage at the start of their turn and are restrained. A creature can spend an action to make a Strength (athletics) or Dexterity (acrobatics) check against your spell save DC. While a creature is restrained within you they move with you. Ink Ooze Tiny Ooze, unaligned Armor Class 8

8 Hit Points 5(1d4 + 3)

5(1d4 + 3) Speed 20ft., climb 20ft. STR DEX CON INT WIS CHA 1 (+1) 6 (-2) 16 (+3) 1 (-5) 6 (-2) 2 (-4) Condition Immunities blinded, charmed, deafened, exhuastion, frigtened, prone

blinded, charmed, deafened, exhuastion, frigtened, prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8

blindsight 60 ft. (blind beyond this radius), passive Perception 8 Languages ─

─ Challenge 1/4 (50 XP) Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing. Spider Climb. The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions The ooze has no effective attacks, and can therefore only take the Dash, Dodge, Disengage & Help actions. Ink Disciplines If an ink discipline has a prerequisites, you must meet them to gain it. You can gain the ink discipline at the same time that you meet the its prerequisites. Boulders fortitude: Whenever you take damage, you can use your reaction to spend 3 ki points to gain resistance to a damage type until the start of your next turn. Brain Snail Prerequisite: 11th level You can as an action spend 6 ki points to the cast Dominate Person spell Bursting Wrath Prerequisite: 6th level You can as a bonus action spend 5 ki to deal 2d10 Necrotic damage to all creatures within 10 feet of you. Creatures hit by this effect must make a dexterity saving throw, if they fail they take full damage and half damage on a success. Cat paws You can spend 1 ki points as an action to give yourself advantage on your next dexterity (Stealth) check. Then you take the hide action.

Chameleon Hide You can as an action spend 2 ki points to cast the Disguise Self spell on yourself, people who touch you will feel as if they were touching muck. Cleansing Palm You can as an action spend 4 ki points to cast the remove curse spell. Dali’s Landscape Prerequisite: 11th level You can as an action spend 5 ki points to the Hallucinatory Terrain spell. Enlonging Vines As you take the attack action, you can spend 2 ki points to give yourself 15 feet reach until the start of your next turn (ink extends the body) Eyebeasts Pull Prerequisite: 6th level You can as a bonus action spend 2 ki points to propel yourself in any direction, you gain 30 feet fly speed and you can hover until the end of your next turn. Flaming fists You can as a bonus action spend 2 ki points to cast the Searing Smite spell. Four Armed Totem Prerequisite: 6th level When you use your Flurry of Blows feature you can spend 1 additional ki point to make 3 unarmed attacks instead of 2. Four leaf portrait You can as an action spend 3 ki points to cast the Mirror Image spell. Wall of Ink You can as an action spend 4 ki points to the cast Wall of Water spell. Helpful Knight You can as a reaction spend 2 ki points to cast the Shield spell. Helpful Scorpion You can spend 3 ki points to forgo an attack and instead let another willing creature within 60 feet of you, use their reaction to swirl in a storm of ink, teleporting them to a unoccupied space within 5 feet of you. Plague fists Prerequisite: 6th level You can as a bonus action spend 4 ki points to deal 2d8 necrotic damage to all creatures you have damaged this turn. Pocket sand: You can as a bonus action spend 3 ki points to reduce a creature’s AC by 3, if it is within 30 feet of you. Pond of Fishes You can as a free action spend 1 ki points to hold your breath for hours equal to your wisdom modifier (with a minimum bonus of +1), the tattoos forms a tiny bubble around your mouth. In addition you gain a climb and swim speed equal to your base walking speed for the duration. Shufflecats Paw: You can spend 1 ki points as a free action to gain advantage on your next intelligence (investigation) check. Sink Hole Prerequisite: 6th level You can as an action spend 3 ki points as an action to restrain a creature with a size of large or smaller. To break free the creature must spend an action to make an athletics or acrobatics check against your spell save. Thief’s Basket Prerequisite: 11th level You can as a reaction to a creature targeting you with a spell, spend 4 ki point, you must succeed on a wisdom saving throw against the spellcaster's spell save. If you succeed you store the effects of the spell in the ink, as if you had a ring of spell storing. You can only have one spell stored at a time. Third Eye You can as a bonus action spend 3 ki points to add your wisdom modifier to your attack rolls until the start of your next turn. Wave of Ink Prerequisite: 11th level You can as an action spend 4 ki points to cast the Tidal Wave spell. Tigers eye Prerequisite: 6th level You can as a bonus action spend 2 ki points to gain blindsight out to 30 feet for minutes equal to your wisdom modifier (with a minimum bonus of +1), the tattoos creep into your eyes for the duration. Turtle Hide You can as an action spend 2 ki points to touch an ally giving them a +1 to AC for 1 minute.

Paladin Sacred Oath: Enligthenment Oath of Enligthenment The Oath of Enlightenment originated in colleges and museums among people seeking to protect knowledge and history. Often referred to as grey knights or historians. They believe that history is sacred and that the past holds the key to making the future better. Spending their time by either studying and teaching or searching for ancient artefacts. They adorn their armor with imagery of a god of knowledge and with writing in different languages. Tenents of Enlightenment Spread Knowledge Those who don’t revere what’s in the past are doomed to recreate it.

Those who don’t revere what’s in the past are doomed to recreate it. See Things From Every Side: There are three sides to every situation, mine, yours and what actually happened.

There are three sides to every situation, mine, yours and what actually happened. Protect History Ancient documents and artifacts must be studied so we can learn of their creators and their stories.

Ancient documents and artifacts must be studied so we can learn of their creators and their stories. Knowledge Comes In Many Forms Sometimes even the smallest of minds come up with the biggest of ideas. Oath Spells You gain oath spells at the paladin levels listed. Oath of Enlightenment Spells Paladin Level Spells 3rd Comprehend Languages, Guiding Bolt 5th Locate Object, Suggestion 9th Clairvoyance, Sending 13th Divination, Locate Creature 17th Scrying, Legend Lore Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options: Unnatural Intelligence. As an action, you present your holy symbol and focus on your teachings. This allows you to automatically disable all traps within 30 ft. of you and you learn of their location and effect. Additionally each construct within 30 feet must make a Wisdom saving throw. If the construct fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. Defensive Teachings. You can use your Channel Divinity to help your friends escape danger. When you see a creature get hit or fail a saving throw you can spend your reaction to add your intelligence modifier to their AC until their the start of their next turn or to the total of their saving throw. Improved Aura of Protection Starting at 7th level whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier + your Intelligence modifier (minimum +1 from both). You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet. This feature replaces your normal Aura of Protection. Arcane Knowledge Beginning at 15th level, your insight and understanding of magic makes it easier for you to avoid their harmful effect. You have advantage on saving throws against spells of 5th level or lower regardless of what spell slot level used to cast the spell. Avatar of Knowledge At 20th level, you can open your third eye allowing you to amplify your mental capacity in inhumane and unnatural ways. A third eye appears on your forehead and magical runes appear all over your body. For 1 minute, you gain the following benefits: A third eye appears on your forehead, this gives you advantage on perception checks and attack rolls targeting enemies within 60 feet.

You gain truesight up to 60 feet.

Resistance to all damage from spells.

You know the resistances, immunities & vulnerabilities of all enemies with 60 feet.

-You gain additional insight into how hurt the enemy is revealing their current and maximum HP.

Ranger Archetype: Blood Hunter Blood Hunter Conclave Throughout the land many evils ravage the innocent. Some choose to live the path of light, earning the favor of the gods and gaining access to their powers in order to combat this evil. Tragically some are drawn to much darker paths. The Blood Hunters started as an order attempting to succeed where the churches before them have failed. Now they are spread out or working alone, though their motivations and methods remain the same. Using foul rituals the Blood Hunters amplify their own power so that they can fight. Sadly their methods are not perfect and it takes a large toll on the individual Blood Hunter. That toll is what defines them. Becoming the Enemy In order to slay the most wretched and vile creatures, blood hunters ongo rituals to amplify their power. From 3rd level and forward when your spellcasting feature lets you learn a new Ranger spell of 1st level or higher, you can choose the new spell from the Warlock spell list, in addition to the Ranger spell list. You must otherwise obey all restrictions for selecting the spell, and it becomes a Ranger spell for you. Blood smites In order to deal heavy blows against their enemies, blood hunters have learned themselves to sacrifice their own vitality in order to unleash their wrath upon their foes. Starting at 3rd level when you hit a creature with a weapon attack, you can choose to expend one spell slot and 5 hit points to deal necrotic damage to the target, in addition to the weapon’s damage. The extra damage is 1d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st. This damage increases at 7th level to 1d8, at 11th level to 1d10 and at 15th to 1d12. Blood Rush Starting at 3rd level when you choose this archetype, you learn to thrive on the death of your enemies. Whenever you reduce a hostile creature to 0 hit points, you can spend one hit die to heal yourself. Roll the die, add your constitution modifier, and regain a number of hit points equal to the total (minimum of 1). Blood Rituals Beginning at 7th level, you have learned to recover some of your magical energy by undergoing a blood ritual. During a short rest you can choose to recover a used spell slot at the cost of your own hit points. You take 5 times the spell slots level Necrotic damage, this damage cannot be reduced or avoided. Additionally you become immune to the frightened condition. Cursed Blood At 11th level your blood has been cursed by a combination of many rituals. Whenever you damage an opponent with a blood smite they have to make a Constitution saving throw against your Spell Save DC and if they fail they suffer from the poisoned condition for 1 minute. In addition your blood smites ignore immunity to necrotic damage, the damage is still halved as if the target had resistance. You also gain the ability to spray your opponents with blood. You can use your action to spray blood in a 15-foot cone, this costs and deals the same damage as your blood smite, including the other effects of cursed blood. Wretched Soul At 15th level you have lost all respect for your own mortality. You have advantage on death saving throws and if you are stabilized after being knocked down to 0 hp, you can choose to get back up with 1 hp and 1 additional point of exhaustion. You have also realized that the damage you deal to yourself during your bloodsmites can be replaced with an opponent's blade. Whenever you are hit with a melee attack you can spend your reaction to strike back, even if you are brought to 0 hp or under. If this attack would trigger your bloodrush feature you may also use that before going unconscious. Using the Blood Hunter with Revised Ranger If you want to use this ranger archetype with the Revised Ranger from Unearthed Arcana, then give them the Extra Attack Feature from the Hunter Conclave.

Roguish Archetype: Inquisitor Inquisitor As Empires rise they require people to safeguard their religion, gods and traditions. These people are known as Inquisitors. They are hunters of heretics, searching, pursuing and executing cult of devils and demons. Inquisitors are trained by clerics to use the divine powers of the gods to purge wrong doers. Inquisitors are also trained to carry out the religious pursuit in secret, using the darkness of night, infiltration and assassination to remove their adversaries. Spellcasting When you reach 3rd level, you gain the ability to cast spells. See chapter 10 of the player’s handbook for the general rules of spellcasting and chapter 11 of the player’s handbook for the cleric spell list. Cantrips. You learn three cantrips from the cleric spell list. You learn another cleric cantrip of your choice at 10th level. Spell Slots. The inquisitor Spellcasting table show how many spell slots you have to cast your spells of 1st level or 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. Spells Known of 1st-level and Higher. You know three 1st-level cleric spells of your choice. The Spells Known column of the Inquisitor Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots. Spellcasting Ability. Wisdom is your spellcasting ability for your cleric spells, since your spells come from devotion to your deity. You use Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Holy Focus Starting at 3rd level you can cast all the cleric cantrips you know as a bonus action. Pure Spirit Beginning at 9th level, your training have blessed you with divine health giving you Immunity to diseases and healing you whenever you draw on your power. When you cast a spell you regain hit points equal to 2 times the spell’s level. Relentless Assault At 13th level your training in pursuing heretics has brought fruit. You gain proficiency in the Insight skill. Additionally whenever you land a successful hit against a Celestial, Elemental, Fey, Fiend or Undead the next attack you make against that creature is made with advantage. Inquisitor Spellcasting Rogue Level Cantrips Known Spells Known 1st 2nd 3rd 4th 3rd 3 3 2 ─ ─ ─ 4th 3 4 3 ─ ─ ─ 5th 3 4 3 ─ ─ ─ 6th 3 4 3 ─ ─ ─ 7th 3 5 4 2 ─ ─ 8th 3 6 4 2 ─ ─ 9th 3 6 4 2 ─ ─ 10th 4 7 4 3 ─ ─ 11th 4 8 4 3 ─ ─ 12th 4 8 4 3 ─ ─ 13th 4 9 4 3 2 ─ 14th 4 10 4 3 2 ─ 15th 4 10 4 3 2 ─ 16th 4 11 4 3 3 ─ 17th 4 11 4 3 3 ─ 18th 4 11 4 3 3 ─ 19th 4 12 4 3 3 1 20th 4 13 4 3 3 1 Relentless Pursuit At 17th level you have learned to banish and exorcise your foes as well as using your quick wits to catch up to fleeing opponents. Whenever you take an opportunity attack you may move up to your full movement to follow that creature. Additionally you can cast the spell Dispel Evil and Good once per short rest.

Sorcerous Origin: Elemental Elemental Sorcery Throughout the inner planes some souls are deeply connected to an elemental plane. These individual could come from a magical bloodline or have bargained with some of the powerful Genii in return for something else, such as their servitude. With a connection to the elemental planes, they can draw energies from all of the four elements or choose to specialize in a few. Elemental Birthright Starting at 1st level when you choose this archetype, you must also choose which element you naturally are proficient with. Earth Affinity: You are accustomed to life underground and the power of earth makes you sturdy and stable. You gain darkvision out to 60 feet, in addition when you take damage you can as a reaction reduce the damage by 1d10 + your sorcerer level. Once you use this feature you must finish a short or long rest before you can use it again. You also learn the Mold Earth cantrip. Fire Affinity: The power of fire makes you powerful and feared. Once per long rest when you miss with an attack roll, you can add 2d4 to the roll, possibly changing the outcome. In addition you can instead use this feature to deal an extra 2d4 fire damage when you hit a creature with an attack. You also learn the Control Fire cantrip. Water Affinity: The power of water makes you flexible and calm. You gain a swim speed equal to your base walking speed. In addition you ignore difficult terrain. You also learn the Shape water cantrip. Wind Affinity: The power of wind makes you swift and light. You base walking speed increases by 10 feet. You also learn the Gust cantrip. Elemental Endurance Beginning at 6th level you unravel the elementals power of endurance. You can choose the same element you selected at 1st level or a different one. Rockhide: As a rock you are hard and sturdy. Strong, but inflexible. You gain resistance to one of the following damage types: Bludgeoning, Slashing or Piercing damage. In addition your base AC becomes 14 + your constitution modifier when not wearing armor and you gain blindsight out to 10 feet. Fiery Feedback: As Fire you are dangerous and damaging, but only in bursts of flames. You gain resistance to fire damage. In addition you can cast the spell Hellish Rebuke once per short rest without expending a spell slot. Soothing Waves: As water, you dampen the damage and protect those within your reach. You gain resistance to acid damage. In addition whenever a creature within 30 feet of you takes damage, you can use your reaction to magically split the damage between the two of you. Whirling Movement: As wind you never stand still, always on the move. You gain resistance to cold damage. In addition you can as a reaction to taking damage, move up to your base walking speed away from the attacker, while doing so you do not provoke opportunity attacks. Once you use this feature you cannot do so again until you finish a short or long rest. Elemental Movement Beginning at 14th level, you gain insight on how to move around in the elements. You can choose the same element you selected previously or a different one. Earth Glide: You learn to move through solid rock and earth as it was water or air. You gain a burrow speed of 30 feet. Additionally you can move through non magical, unworked earth and stone. While doing so you do not disturb the material you move through. You can stay underground for as long as like. Spontaneous Outburst: You learn to burst out in flames quickly moving yourself as a wildfire. You can as a bonus action teleport up to 20 feet appearing in a burst of flames in an unoccupied space. Smooth Tides: You learn to travel through the water with ease, making you swift and agile where others are slow and clumsy. You gain a swim speed of 90 feet and additionally you also gain the ability to breathe underwater. Roaring Flight: You learn to fly through the sky as the air around you. You gain a flying speed of 50 feet. Elemental Ascension At 18th level, you finally learn the true power of the elements, enhancing your attunement with them. You can choose the same element you selected previously or a different one. Might of metal: Your skin becomes as tough as most armor. Rock, earth and metal cover your body protecting it. You gain resistance to the 2 of the following damage types: Bludgeoning, Slashing or Piercing. In addition your base AC becomes 16 + your constitution modifier when not wearing armor. You also learn the spell Investiture of Stone and can cast it for free once per long rest. Power of Flame: The fire in your heart are strong, showing in the destruction you can create. You gain immunity to fire damage. Additionally whenever you are hit with a melee attack you can choose to deal 2d6 fire damage to the attacker. You also learn the spell Investiture of Flame and can cast it for free once per long rest. Cleansing of Waves: Through water you can mend your own wound and tend to yourself when in need. You gain immunity to acid damage. Additionally you can use an bonus action to heal yourself by expending a spell slot. You gain 1d8 hit points per spell slot level. You also learn the spell Investiture of ice and can cast it for free once per long rest. Fury of Winds: You can control the roaring wind to force your enemies to be where you want them to be. When you cast a spell, you can as a free action force a creature within 60 feet of you to make a Strength saving throw against your spell save or be moved 10 feet in a direction you choose. You also learn the spell Investiture of wind and can cast it for free once per long rest.

Warlock Otherworldly Patron: The Root Mother The Root Mother Though trees are nearly as old as the material plane itself, some roots dig deep into the soil, reaching into magical energies. Often referred to as the Root Mother. She is an entity that is so integrated to the material plane, that it’s power seeps even into the other inner planes. Independent and silent, the Root Mother is wise and merciful, seeking to keep the balance between good and evil. The Root mother does not condemn any action, but seeks to safeguard the material plane from falling apart. Expanded Spell List The Root Mother lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. Root Mother Expanded Spells Spell Level Spells 1st Absorb Elements, Cure Wounds 2nd Enhance Ability, Moonbeam 3rd Conjure Animals, Elemental Weapon 4th Grasping Vine, Stoneskin 5th Awaken, Reincarnate Catalyst of Nature Starting at 1st level, your patron allows you to chanel the healing powers of nature through you. Once per long rest you may use an action to heal any amount of creatures within 10-foot of you, including yourself, 1d4 + your warlock level. Additionally you learn one druid cantrip of your choice. Constraining Roots At 6th level the Root Mother will reach out and help you escape from danger. Whenever you take the disengage action roots sprout from the ground in a 30-foot radius arounds making it difficult terrain until the start of your next turn. You ignore this hindrance. Bestial transformation From 10th level and forward you grow closer and closer to nature. This gives you resistance to poison damage and immunity to the poisoned condition. Additionally you grow more bestial in your appearance, how this affects your character depends on what the DM and player sees fit. Maybe growing scales, gaining sharper and longer teeth or growing a tail. The Root Mother's Fist Starting at 14th level you can use your action to send roots and vines from the ground to grab an enemy and pull him into the ground. The roots appear directly under the enemy pulling them to the ground and restraining them if they fail a strength saving throw against your spell save DC. In addition this also deals 4d6 crushing damage on a failed saving throw and half as much on a success. The target can repeat the saving throw at the end of their turn, if they fail the saving throw they take the damage again and are pulled further downwards. On a success they take half damage and break free. If they fail 3 3 turns in a row, they are pulled entirely underground, paralyzed and start suffocating. There are no further saving throws and they are stuck until they die or someone frees them. You can do this once per short rest. Eldritch Invocations The Pact of the Root Mother gives you access to some additional invocations. They are presented here: Improved Absorb Elements Prerequisite: eldritch blast cantrip Whenever you hit a target with eldritch blast you may add the bonus damage from absorb elements to it. Two become one Prerequisite: The Root Mother patron, Pact of the Chain feature You may merge yourself with your familiar, for up to 1 + your Charisma Modifier hours (1 at minimum) once per long rest. Summergardens Glaive Prerequisite: The Root Mother patron, Pact of the Blade feature You can create a Glaive using your Pact of the Blade feature. When you hit a creature with it, you can expended a spell slot to deal 2d8 Radiant damage to the target per spell slot level, and the creatures movement is reduced to 0 until the end of their next turn. In the Arms of a Mother Prerequisite: The Root Mother patron, Pact of the Tome feature You can use an action to place your grimoire on the ground, to swiftly glide through nonmagical unworked earth and stone. You can move up to your base walking speed, before you must resurface. While doing so you don’t disturb the material you move through.

Wizard Tradition: Experimenter Experimenter Throughout the land young students of the arcane magic halt behind those who are natural adept with the magical arts. In order to gain an advantage some Wizards use different experimental potions, poisons and other otherworldly things they can experiment upon their own body. These Wizards gain incredible power at the cost of terrible side effects. Though some are shunned away from this, others careless use their own body to perhaps become a powerful and successful wizard one day. Bodily Experimentation Starting at 2nd level when you choose this archetype, your experiments on your body has finally paid off. You Gain 2 Experiment types of your choice. Your Experiment options are detailed at the end of the class description. You gain an additional Experiment types at 6th, 10th and 14th level. Additionally whenever you gain a level in this class, you can choose one of the Experiment types you have and replace it with another Experiment type you could learn at that level. Robust Biology At 6th level, your foolish experimentation have made your body resilient to poison that would leave most men dead. You gain resistance to poison damage and gain immunity to the poisoned condition. Suppressive Metabolism At 10th level, you have through your bodily abusive become able to momentarily suppress a toxic effect that your experiments have. As a bonus action you can suppress a downside of one of your experiment types for 1 minute. Once you use this feature you must finish a short rest before you use this feature again. Perfected Experiment At 14th level you have finally perfected a single experiment type and can use its benefit without gaining the Side Effect. This Experiment type is final and cannot be replaced for another at a later level. Experiment Types If an Experiment type has a prerequisites, you must meet them to gain it. You can gain the Experiment type at the same time that you meet the its prerequisites. Astral Clickers You Charisma score increases by an amount equal to your proficiency bonus. Side Effect: your base walking speed is reduced by an amount equal to 5 times your proficiency bonus. Brain Liquor You gain advantage on all intelligence skill checks. Side Effect: You gain disadvantage on all charisma skill checks. Brain Stimulating Secretion Your Intelligence score increases by an amount equal to your proficiency bonus. Side Effect: your Constitution is reduced by an amount equal to your proficiency bonus. Dark Spirits You gain 60 feet darkvision or get an additional 60 feet darkvision if you already have it. Side Effect: You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. Demilich bones Prerequisite: 6th level You gain a rotting touch, your unarmed melee attacks deals 4d6 necrotic damage. This damage increases with your wizard. At 11th level it deals 6d6 necrotic damage, at 17th level it deals 8d6 necrotic damage. Side Effect: You lose all your level one spell slots. Displacers Beast Tails Prerequisite: 10th level All attacks made against you are made with disadvantage. Side Effect: your Charisma and Strength score by an amount equal to your proficiency bonus. Ethreal Salve Prerequisite: 6th level You gain a flying speed of 20 feet. Side Effect: You gain disadvantage on all strength saving throws. Everflowing injection Your base walking speed increases by 15 feet. Side Effect: You gain disadvantage on all wisdom saving throws. Evergrowing Fungus Prerequisite: 6th level If you are conscious and have under half your hit points left you regain 1 hit point at the start of your turn. Side effect: Your base walking speed is reduced by 10 feet. Extracted Will Your spell casting modifier becomes Charisma instead of Intelligence. Side Effect: Whenever you are surprised, you are surprised for an additional round. Flail Snails Mucus Your Constitution score increases by an amount equal to your proficiency bonus. Side Effect: You can no longer take reactions. Flame Mephit skin You gain resistance to fire damage. Side Effect: You gain vulnerability to cold damage. Flumph Juice You emit bright light in a 30-foot radius and dim light for another 30 feet. Focusing Parasites Prerequisite: 6th level Your Spell attacks score a critical hit on a roll of 19 or 20. Side Effect: All healing received is halved (rounded down).