Alternian Archetypes Twelve Trolls. Twelve Classes.

Warlock Patron: Voices of the Damned Your warlock patron is the collective whispering voices of the recently deceased. The secrets they tell you inform you of what the universe is destined to become and your place in making it so, whether you like it or not. Expanded Spell List Voices of the Damned Expanded Spells Spell Level Spells 1st dissonant whispers 2nd levitate 3rd minute meteors 4th dimension door 5th telekinesis Guide to the Dead At 1st level when you choose this patron, you may cast the spell speak with dead as a ritual. When the spell's duration is up, the spirit you contacted may ask you to perform a simple task. If you do not perform it, you take one level of exhaustion and cannot use this ability again until a long rest. Ghost in the Machine At 6th level, you die. Tragically. Then, a mechanical body from the future appears in front of you, allowing your spirit to possess it. You lose all racial bonuses you once had, and gain the racial traits of a Warforged. You gain the traits of both undead and constructs, but can choose to suppress certain aspects of these at will. Temporal Shenanigans At 10th level, you learn that in order for the future the spirits whisper about to come true, many offshoot futures must be prevented from happening. Before making a skill or attack roll, you may summon an alternate version of yourself from a future where you failed at what you're about to attempt to do. With the guidance of your future self, you may make the roll at advantage. After that, the doomed future your alternate self came from no longer exists, so they cannot exist much longer. Instead of dying though, they vanish to some point in the future when your patron requires their service. After using this ability, you cannot use it again until taking a long rest. Time Stop At 14th level, you may harness the powers of time to freeze something in place for 1d10 rounds. During this time, it is completely immune to any action, and can take no actions of its own. Using this ability requires concentration. After using this ability, you cannot use it again until taking a long rest. Druid Circle: Wildlife Master There are some who think you wimpy for choosing this druid circle. Sure, you don't get any flashy powers over nature, but really the only reason you became a druid was for the animal powers. It's just a role playing game anyway. Boy Skylark At 2nd level, you prepare for one day being really powerful, even if you stay kind of weak at the beginning. At 4th, 8th, 12th, 16th, and 19th level when you would normally take the Ability Score Improvement, you do not. When you reach 20th level, you may set all your ability scores to 20. Rufio To make up for what you lack, at 6th level you gain an imaginary friend to help you through things. This appears to you in the form of a fictional character that shares an odd number of physical similarities to yourself. You may take advantage on any Charisma, Intelligence, or Strength saving throw. Once you use this ability, you cannot use it again until taking a short or long rest. Fiduspawn, Go! At 10th level, you gain the ability to earn the temporary allegiance of cute little monster buddies! You may cast the spell animal messenger as a ritual. As a part of this ritual, you must sacrifice a Tiny animal out of which your Fiduspawn will crawl. The Fiduspawn will share some traits with the animal you sacrificed. Upon completing the spell, the Fiduspawn will die. Monster Master At 14th level, you can speak to the beast in everyone. Whenever you cast a spell that targets a beast, you can also target it on the following monster types: aberration, dragon, fey, fiend, monstrosity, or ooze.

Sorcererous Origin: Twice Doomed You were descended from a powerful mage who foresaw the upcoming destruction of the universe. You know there is nothing you can do to stop it, and you must play your role in the end of the world. Voices of the Damned At 1st level, you can hear the whispering of the voices of the imminently deceased, warning you about their deaths. Whenever a creature within 30ft of you is reduced to 5 health or lower, you are immediately aware of it. You also have advantage on attack rolls made against them. Half Dead At 6th level, you prepare for your own imminent death, but you don't let that get in your own way. After this point, if you fail a third death save and end up dying, you are immediately brought back to life at full hit points. After using this ability, you may never use it again. ~ATH At 14th level, you begin mastering the programming language of the universe, which is a confusing mess of feedback loops that most people would not be able to understand. The duration on your spells lasts for an extra round, as the feedback loops have a tough time terminating. Mobius Double Reacharound Starting at 18th level, you learn the most devastating spell program known. When you deal damage to a creature with a spell, you can also implement this ~ATH program. Immediately, they take 6d8 necrotic damage as the energy explodes out of them. After that, they are cursed, though the effects are not readily apparent, meaning they may not consider finding someone to remove curse on them. When a cursed creature begins dying, they start with one failed death save. Any creature that comes in physical contact with a cursed creature (while it still lives) also becomes cursed. You are not immune to this effect. After using this ability, you cannot use it again until taking a short or long rest. Bardic College: Loud Mouthed Leader You always seem to naturally take the role of leader in your group... because you very loudly insist that everyone else follow you. They usually do, at the very least to get you to stop yelling, and you inspire the troops with very loud, longwinded speeches about nothing much in particular. Shouty Starting at 3rd level when you choose this college, you learn how to be loud. Your vicious mockery cantrip can deal any mix of psychic or thunder damage, distributed as you choose. Pap Shoosh At 3rd level, you can calm your allies and recenter them, this time by patting them on the cheek and making soft shooshing sounds instead of yelling. By spending a bardic inspiration die, you may allow an ally that you touch to reroll a saving throw to end an ongiong effect. Blood Bond At 6th level, your own blood can be used to form bonds between you and enemies. When you take 10 or more piercing or slashing damage by one melee attack, you may force the attacking enemy to make a Wisdom saving throw. If they fail, they are charmed by you for 1 round for every 10 damage they dealt (rounded down). This effect ends early if they take damage from you or an ally, but can be extended through your natural friendship making ability. If they succeed on the save, they cannot be targeted by it again until their next long rest. Master of Love At 14th level, you can help facilitate one of the four kinds of love between two targets within 30ft of one another as an action. The bond lasts for 1 minute. The four kinds are: Matespritship The two characters have advantage on attack rolls on any creature that harmed the other one. Moirallegiance The two characters have advantage on saving throws while they are adjacent to one another. Auspisticism The two characters have disadvantage to attack one another as long as a third character (which can be you) is within 60ft of both of them. Kismesissitude The two characters have advantage to hit one another. You may only facilitate one bond at a time. You may end a bond as a bonus action. After ending a bond, you must wait 1 minute before starting a new one.

Ranger Archetype: Feline Friend Unlike most rangers, who stick to themselves in the forest and hunt alone, you purrfer-- you mean, prefer-- to hunt the most dangerous game with your friends, many of whom may actually be cats. Clawesome! At 3rd level, you gain a pair of retractable claws, much like a cat. These claws allow your natural attacks to deal 1d6+your Dex modifier in damage. Also, the critical range extends from a 19-20. Shipping Sense At 7th level, your ability to gauge who is in a relationship with whom grants you advantage on sense motive checks. After spending a minute conversating with someone, you instinctively know their relationship status, and who they are involved with. Adorable At 11th level, you use your cute and endearing nature to becalm the strong, making it harder for them to think of hurting you. Attacks against you do not add the Strength modifier to either the attack or damage roll. Pounceavenge! At 15th level, you will fight tooth and claw if an ally is killed. If an enemy within 30ft of you causes an ally to begin dying, you can jump to them as a reaction, landing adjacent to them and performing an attack with advantage. This movement does not trigger opportunity attacks. You may perform this attack a number of times per long rest equal to your Constitution modifier, though no more than once in a day per each ally. Cleric Domain: Rainbow Drinker Domain Your powers stem from the sun, with which you have a much closer relation than others of your kind. You use this power to help others in a motherly way, though occasionally take a little sip of their blood as payment. Rainbow Drinker Domain Spells Cleric Level Spells 1st false life, heroism 3rd augury, darkvision 5th haste, hypnotic pattern 7th aura of purity, fabricate 9th dream, creation Innocuous Double Starting at 1st level, you gain an extra attunement slot. You may use this attunement spot to attune to any weapon you are proficient in. As a bonus action, you can transform this weapon into a single, small item (decided during the attunement process) or back again. Channel Divinity: Blood Sucker At 2nd level, you can ues your Channel Divinity to absorb the life force from those around you. As an action, you may touch a damaged creature. This creature takes 1d8 necrotic damage, and you restore health to yourself equal to half as much damage as was dealt. This damage scales at the same rate as cantrips. Day Walker At 6th level, you are so used to being in the sun that you gain resistance to radiant damage. You also gain access to the light cantrip, if you do not already have it. Divine Strike At 8th level, you gain the ability to infuse your

weapon strikes with divine energy. Once on each

of your turns when you hit a creature with a

weapon attack, you can cause the attack to deal

an extra 1d8 radiant damage. When you reach

14th level, the extra damage increases to 2d8. Hatch the Matriorb At 17th level, you prepare to become the mother of a new race. You may Channel Divinity into a humanoid creature that is either a child or an infant, and transform them into your own child. They lose all their racial abilities and gain the following: +2 to whichever is your highest stat and +2 to Strength

Vulnerability to radiant damage

40ft movement speed

Darkvision 60ft

An AC of 13+Dex modifier They also have grey skin, orange and yellow horns, yellow eyes, and black hair.

Oath of Blind Justice You swear yourself to uncovering and punishing crime wherever you see it. You make it your business to track down criminals and bring them to justice; it's what law demands. Tenets of Blind Justice A paladin who takes this oath commits to memory the laws that they must follow. It is their sworn duty to investigate crimes and stop lawlessness wherever they go. Investigate. It is your job to hunt down the source of any crime you come across. Let no mystery go unsolved. Prosecute. You must collect evidence of a crime in order to bring before a judge. And that judge is you. Legislacerate. On a guilty sentence, you deliver the punishment. Which is usually deadly. Oath of Blind Justice Spells Paladin Level Spell 3rd charm person, hideous laughter 5th calm emotions, detect thoughts 9th clairvoyance, tongues 13th arcane eye, confusion 17th dominate person, legend lore Choices When you select this Oath at 3rd level, you gain access to the following two Channel Divinity options. Future Outcome. When you fail an attack or skill roll or a saving throw, you may spend your Channel Divinity to actually have never performed that action at all: instead you just had a very accurate premonition on what would occur. You must then take a different action. Past Regrets. When you take a short rest, you can spend a Channel Divinity to research the past actions that brought you to your current place. You may then ask one question, as though performing an augury, about what could have been done differently to lead you to a better future. Aura of Clear Thinking Starting at 7th level, you assist your teammates by being the center of an aura of level-headedness. Allies within 10ft have advantage on saving throws to end any ongoing negative mental effects. At 18th level, the size of the aura increases to 30ft. Blind Prophet Once you reach 15th level, you become immune to the blind condition. This is because you actually go blind yourself. You are permanently and incurably blinded. However, you gain the keen scent ability and you have blind sense up to 30ft. At 18th level, your blind sense increases to 60ft. Neophyte Redglare At 20th level, you are under the constant effect similar to the spell detect thoughts. However, the source of your power is not telepathic; instead it is based around knowing those around you so well that you simply can guess what they are thinking. Creatures immune to psychic or scrying effects are not immune to this ability. You also gain the ability to speak Draconic. Roguish Archetype: Petticoat Seagrift You journey across the high seas, looting the weak and pursuing fabulous treasures. Fortune hunting is easy when your pirate abilities allow you to manipulate luck itself. Fluoret Octet Starting at 3rd level, your connection to the number 8 grows. Any time you roll a die or dice, you may roll a d8 instead of one of them. After using this ability a number of times equal to your Charisma modifier, you may not use it again until taking a long rest. Delayed Luck At 3rd level, you can store lucky breaks you get for later. When you roll a 20 on an attack roll, you may reroll that die, storing the 20 to be used at a later time. You may store one 20 this way, and all stored 20's vanish after a long rest or upon death. At 8th and 16th level, you gain the capacity to store another. Thief of Luck At 9th level, you can steal the fortune of others. As a reaction to a creature within 80ft of you rolling a natural 20, you may force them to reroll the die and take the next result. You may then use this 20 to perform the same kind of action that they were attempting within one round. ALL the Luck At 13th level, you become incredibly lucky. When a d20 is rolled by a character within 30ft of you, you may choose for it to land on a 20. Ancestral Awakening By some lucky break, at 17th level you gain a connection to a powerful adventurer ancestor of yours. When you roll a 20, you may channel their spirit, gaining proficiency with all skills and weapons and one use of legendary resistance. Whatever weapon you are wielding gains the magical quality, deals an extra 1d8 damage of your choosing, and has a crit range of 18-20.

Monk Way: Way of the Blue Blooded You are truly an upper class individual, and you do your best to not pollute your body with toxic substances or lewd behavior. Instead, you focus on being incredibly STRONG. Dripping with Class Starting at 3rd level, you begin producing an abnormal amount of certain fluids, especially sweat and milk. This grants you a number of disgusting abilities. Enemies have disadvantage on grappling you, and you have advantage on checks to break grapples.

You have advantage on Constitution checks to resist suffering from hot temperatures.

You can produce one serving of milk per long rest. Anyone who drinks this milk gains a +2 bonus to their Strength for the rest of the day. Anyone besides you who attempts to drink it must make a DC15 Constitution save or vomit. The milk spoils after 10 hours. Bow Breaker At 6th level, your strength makes it difficult to wield fragile bows. You have disadvantage on any attack rolls with bows. However, you have advantage on any attack rolls made to sunder an opponent's bow or to attack someone who just used a bow within the last round. Strong Jump At 11th level, your standing jump distance is tripled. Black Out At 17th level, your mind becomes shielded to outsiders. You are constantly under the effects of an ability mimicking the spell mind blank. Barbarian Path: Path of the Dark Carnival Man, by some motherfucking miracle you gained a shit load of motherfucking barbarian powers. You're not really that angry of a guy, so why in the motherfuck were you given these abilities? Motherfucking miracles you guess. Sopor Slime Starting at 3rd level when you choose this path, you may choose to use your rage powers to chill instead of get angry. When you rage, instead of gaining the powers normally listed, you gain the following benefits: You have advantage on Constitution saving throws

When you take damage from a melee attack using Strength, you may substract 2 from the damage taken. This bonus increases as you level at the same rate that the extra damage on an attack roll would.

You have resistance to psychic, poison, and force damage. Mirthful Messiah At 6th level, you can share your love of clowns with others, who usually don't take it very well. You may cast the spell dream, but only to instill nightmares about clowns. After the target wakes up, they have disadvantage on attack rolls against you until their next long rest. Can't Bring Down the Clown At 10th level, you become insanely hard to kill. You are resistant to bludgeoning, piercing, and slashing damage. Final Blow At 14th level, you may deal a massive amount of damage to a single target. After declaring a strength-based melee attack, you can force it to automatically hit. You deal maximum damage on this attack, and then double it. This damage bypasses all damage reduction. After performing this attack, you may not rage until the end of one week. During this time, you can only perform 1 action of any kind per round.