The Chaotic Gods Gifts homebrew magic items The world is chaotic but it's never enough for some gods.

Story Tymora, goddess of good fortune, and Beshaba, goddess of misfortune, though they hate one another they do agree that to achieve ones true fortune and potential there needs to be some divine interaction to get people started. So they gathered every chaotic god up and told them to make some gifts for the mortal, being chaotic however they made a lot of byproducts and failed submissions but eventually they made their 'gifts'. All Chaotic Gifts Required Attunement (1 hour) but the byproducts do not unless specified. The Gifts From Each God God Alignment Item Lliira, goddess of joy CG Brace Of Fun Selûne, goddess of the moon CG Ring Of The Guide Sune, goddess of love and beauty CG Amulet Of Desire Tymora, goddess of good fortune CG Cloak Of Light Duplicity Beshaba, goddess of misfortune CE Cloak Of Dark Duplicity Cyric, god of lies CE Circlet Of The False King Malar, god of the hunt CE Mask Of The Beast Talona, goddess of disease and poison CE Tears Of Myonecrosis Talos, god of storms CE Gauntlet Of Crashing Lightning Umberlee, goddess of the sea CE Bracelet Of The Bitch Queen Leira, goddess of illusion CN Quiver Of Disappearance Mask, god of thieves CN Veil Of The Loner Brace Of Fun Weight Cost Affect 1lbs 50,250 gp +10 on Perfomance + Having Fun Having Fun Any Character holding this item cannot long rest or argue with anyone but they gain advantage on every Charisma Checks. The character using this item also can never be frightened or slept. Ring Of The Guide Weight Cost Affect 0.2lbs 55,500 gp +10 on Insight + Guided Guided Any Character holding this item must try and push toward their goal at all costs and never giveup but know when someone is lying to them and advantage on Wisdom Checks. They character also know the xact location of their objective.













Amulet Of Desire Weight Cost Affect 2lbs 50,200 gp +5 on Persuasion + Attraction Attraction Any Character holding this item cannot be lied to or stole from and every character attack must succeed a DC 20 Consituation check before they can make their attack roll. Cloak Of Fine Duplicity Weight Cost Affect 2lbs 60,000 gp Light Dupicity Light Dupicity Once per long rest the a player can summon 3 perfect copies of themselves that can't die. These copies can interact with anything the player can but gain disadvanatge on all rolls in combat. these copies share the same gear of the player but lack there magic propeties. These copies last for 1 minute.

Cloak Of Dark Duplicity Weight Cost Affect 2lbs 60,000 gp Dark Dupicity Dark Dupicity Once per long rest the a player can summon 3 perfect copies of themselves that share the hit points of the player when they are made. These copies can interact with anything the player can and gain advanatge on all rolls in combat. these copies share the same gear of the player but lack there magic propeties.These copies last for 1 minute. Circlet Of The False King Weight Cost Affect 1lbs 50,400 gp Instant Success on all Performance ,Persuasion ,and Deception checks Mask Of The Beast Weight Cost Affect 3lbs 55,500 gp Become Lycan Become Lycan The player race when wearing the mask becomes Malar's Lycan for 1 hour. Malar's Lycan Cat like Fiend Armor Class 19

19 Hit Points 290

290 Speed 60ft.







STR DEX CON INT WIS CHA 26 (+6) 17 (+3) 24 (+7) 1 (-5) 2 (-4) 0 (-5) :---: :---: :---: :---: :---: :---: Condition Immunities Poison

Poison Senses Passive Perception 15, Darkvision 120 ft

Passive Perception 15, Darkvision 120 ft Languages None Actions Claw. Melee Attack: +6 to hit, reach 5ft., one target.(4d10 + 6)



Bite. Melee Attack: +6 to hit, reach 5ft., one target.(4d8 + 6). Apply 2d10 Poison on DC 18 Con save Failure.



Tears Of Myonecrosis Weight Cost Affect 0.1lb 56,250 gp Poison Invulnerability + Decay Decay Once per shorts rest, when this liquid is splashed of an organic surface it's skin and muscles begin decay. The liquid does and intial damage of 1d10 but every turn it does 3d20 + 5 damage if not cured. Gauntlet Of Crashing Lightning Weight Cost Affect 5lbs 57,300 gp Resistance Lightning + Thunderclap Thunderclap A straight punch foward while wearing this initiates Thunderclap. This attack effects every creature within a 500 feet long cone. Every creature must succeed a DC 15 Con save or be deafened. Then every creature takes 2d20 Thunder Damage and 5d20 Lightning Damage. A Success on a DC 18 Con save halves damage. The artifact is then unusable until a 3 days are complete. Bracelet Of The Bitch Queen Weight Cost Affect 2lbs 50,000 gp All damage done with Lightning or Thunder is Doubled + Destructive wrath Destructive wrath When you roll lightning or thunder damage, you can use this once per short rest to deal maximum damage, instead of rolling. Quiver Of Disappearance Weight Cost Affect 2lbs 54,000 gp +5 Hit chance with Bows + Evasion Of Truth Evasion Of Truth Instant success when lying and any range attack with arrows or bolt forces the hit target to teleport 50ft back from the user of the Quiver in a cload of mist. Veil Of The Loner Weight Cost Affect 0.3lbs 52,220 gp +10 on Stealth + Cloak of Shadows Cloak of Shadows Increase AC by 1 for every enemy within 20ft and can't be seen by anyone over 30ft.

Byproduct Items Many Other Items were also made is this process by accident and are less powerful but are still magical and can be very powerful. Byproduct Items Item Description Scroll of Bucket Trick Once per long rest teleport to a random liquid container(e.g. a bucket) within 500ft (Reaction Action) Shield of the Defender Once per long rest teleport to an ally who is being attacked and take the attack for them with plus 5 AC (Reaction Action) Amulet of Pleasure Once per short rest gain advantage on persuasion (Reaction Action) Cloak of Evasion Once per long rest +5 AC against one attack (Reaction Action) Sweat of Selûne One use, grants knowledge of the location of the current goal for 1 minute (Free Action) Harp of the Guide Gain advantage on performance checks. While wielding gain cantrip Light. (Passive) Eyeglass of Malar Gain advantage on nature checks. While wearing wearer is immune to poison (Passive) The Boomaverangavelin A +3 Gold Javelin which returns to the wielder when thrown (Requires attunement: 1 hour)(Weapon) Sailor Shackles Instant Failure when trying to swim but gain resistance to Thunder damage (Passive) Axe of Reorx A +1 Greataxe which casts shocking grasp when used to attack something (Requires attunement: 1 hour) (Weapon) The Mithril Pebble Of Pig Smiting Instant Kill on any creature with genus Sus(Pigs). Must be thrown and Requires retrieval after use.(Weapon) Belt of the Buccaneers When in light armour and using a one-handed weapon gain +2 AC (Passive) Coin of Fortune When this coin lands on heads the effect of the card "The Moon"(from the Deck of Many Things) happens to the flipper of the coin and on tails the card "The Void"(from the Deck of Many Things) Occurs. (Bonus Action) The Rod of Transient Magic Once per long rest this rod can swap the magic properties of two items for 1 hour (Full Action) First Gloves of the Renaissance The wearer gains a +1 bonus to initiative rolls and Once per day, the wearer may gain +1 to any skill check.(Free Action)(Requires attunement: 1 minute) Malar's Collar The wearer gains a +1 bonus to Dexterity (Stealth) checks and gains an extra level one spell slot.(Passive) Ring of Liars Imprudence Immunity to Truth magic.(Requires attunement: 2 hours)(Passive) Chaotic Talking Spell Book Whenever the holder casts a spell the book will roll on the Wizard Reckless Casting table, at the same level (IF above level 5 round down to 5th level)as the spell cast by the holder, and cast the spell at the same target.(Passive) Limbo Ring The wearer can fit through any gap size if the gap is flush to the floor.(Passive) Ring of the Crazed Rhino Once per long rest the wearer can charge an opponent and deal 3d4 damage knocking both prone. this can't be avoided. (Full Action) Flute of Compelled Dance Once per short rest this flute forces every creature (with the ability to hear) within 50ft to start dancing if they fail a DC 18 Wisdom Save. (Requires attunement: 1 hour) (Full Action) Sword of Illusion A +2 longsword with 3 uses of Greater Invisibility for the user. rechargeable after long rest.(Requires attunement: 30 Minutes)(Weapon) Boot Of the Storm Petrel The wearer gains the ability the run on water, however, has to move every turn or they sink.(Passive) Necklace of the Mad Wizard Once per long rest the user can roll the effects of a spell they cast twice but gain vulnerability to all damage for the next minute.(Bonus Action) Bag of Hometown Smell Once per long rest the holder can open this bag and every creature, including them, within 100ft must succeed on a DC 18 Wisdom Save or be unable to attack for the next minute.(Bonus Action)

Item Description The Raging Saffir This +2 Glaive, gains you a daily use of the Rage ability and the ability to attack all within 5ft once per short rest.(Weapon) Dragon's Eye glass This monocle grants proficiency in the dragonic language and advantage on History checks relating to dragons.(Passive) Dagger set of friendship This set of 12 daggers allow the wielders to communicate with all other wielders freely at any range.(Weapon) Box of Holy Ferrous A 5ft by 5ft crate which contain infinite iron which when smelted creates +1 items which deal an extra 1d8 radiant damage. Its contents replenish after a week. (Passive) Ring of the Survial The wearer of this ring gains the ability relentless endurance.(Passive) Mask of the Giant This Mask causes instant growth of the user, doubling their height and multiplying their weight by 8. This increase changes the creature’s size category to the next larger one. The user gains a +4 bonus to Strength, a –2 penalty to Dexterity (to a minimum of 1) and -1 Armour Class.(Passive) Ring of Cantrips Once attuned, the user learns one 5th level spell with the ability to cast it as a cantrip. (Requires attunement: 30 mins)(Passive) Gloves of the Discordant The wearer, once targeted by a spell, rolls a dexterity save to dispel is at a DC equaling 13 + the spell's level.(Reaction Action) Tattoos of Fathach Bás Once per short rest, These Tattoos spread across the body of the user and grants +4 strength and is granted the ability to jump 15ft (as a Bonus Action) for 1 hour.(Bonus Action) Darts of the Weak 5 darts that when they strike a humanoid character that character gain resistance to all damage for 1 minute, the dart is destroyed after use.(Full Action) Mug of Ocean When put to the ear the user hears the ocean and knows the location of the nearest body of salt water.(Bonus Action) Manifestation of Woe This item comes in many forms and when used this item will summon a Pit Fiend, who is on no ones side, this effect can be used once per week.(Full Action) Legendary Circlet of Speech Craft The Wearer can cast, three times per week, a ninth level charm person spell with the user casting DC set at 25.(Legendary Action) Peppy Cloak This cloak grants +2 charisma.(Passive) Sweater vest of Resilience Advantage to being held prone.(Passive) Ring of Disintegration Once every 2 days gain a cast of Disintegration at level 9.(Full Action) Armour of the Titans Gain Resistance to all damage exluding Radient and Thunder but the wielders movement speed is halved.(Passive) Cloak of Basically Flight As a bonus action and once per long rest, Jump up to 60ft and maintain that position for 1 minute.(Bonus Action) Donation Gloves Gain 100xp after whole heartly giving a gift to a stanger.(Passive) Ring of Seimeiryoku Majutsu If this ring is place upon a monster who then dies in less than 1 minute ago regain a spell slot at level equal to [The Monsters Max HP/100 Rounded Up].(Full Action) Ribbons of the Angel When these ribbon are wrapped around an individual they become resistant to radiant and necrotic damage.(Passive) Die of Summoning When rolled this die will summon a monster of CR equal to 1d6. If the number rolled is odd the monster is allied to the roller otherwise it is neutral (Action) Raw Balancing Power Potion The drinker gains XP equal to 1000 - (100 * level)(Bonus Action)(Single Use)

Accompanying stories Gauntlet Of Crashing Lightning and the Axe of Reorx This gauntlet was crafted from many powerful items plundered by Talos, god of storms. One of which was Zeus' lightning bolt. This relic of a item, with the assistance of Reorx, was broken down into two key parts, First the Torden (The Thunder) was wrapped around the knuckles of the gauntlet, second, the Lynet (The Lightning) forced into an inscription on the palm. The rest of the Lightning Bolt was gifted to Reorx who crafted it into the Axe Of Reorx, which was then gifted to a dwarven king. This gauntlet was crafted from many powerful items plundered by Talos, god of storms. One of which was Zeus' lightning bolt. This relic of a item, with the assistance of Reorx, was broken down into two key parts, First the Torden (The Thunder) was wrapped around the knuckles of the gauntlet, second, the Lynet (The Lightning) forced into an inscription on the palm. The rest of the Lightning Bolt was gifted to Reorx who crafted it into the Axe Of Reorx, which was then gifted to a dwarven king. Veil Of The Loner and The Boomaverangavelin The Boomaverangavelin is a spear stolen by Mask from Odin, its original name being Gungnir and was Mask's original submission for a gift however Cyric stole it from him before he could tell Beshaba and Tymora, out of spite, he ripped a part of his cloak off a proclaimed "The Veil of the Loner so Cyric can hide from his enemies" at which point he threw it on the ground and spat on it. The Boomaverangavelin is a spear stolen by Mask from Odin, its original name being Gungnir and was Mask's original submission for a gift however Cyric stole it from him before he could tell Beshaba and Tymora, out of spite, he ripped a part of his cloak off a proclaimed "The Veil of the Loner so Cyric can hide from his enemies" at which point he threw it on the ground and spat on it. Lliira and Flute of Compelled Dance The group of chaotic gods was one in little agreement, in one of the groups many arguments Lliira, goddess of dance, decided that there ought to be a little more co-operation. Going to a nearby tavern she took one of the candles off a table and made it into to Flute, which she began to play. The oth er gods were forced into a polka where they cursed Lliira to an unearthly degree. The group of chaotic gods was one in little agreement, in one of the groups many arguments Lliira, goddess of dance, decided that there ought to be a little more co-operation. Going to a nearby tavern she took one of the candles off a table and made it into to Flute, which she began to play. The oth er gods were forced into a polka where they cursed Lliira to an unearthly degree. The Necklace of the Mad Wizard and the Chaotic Talking Spell Book Azuth, the god of wizards, was the original creator of these items but never finished them and they were left for someone other entity to find, this by chance was Beshaba, goddess of misfortune, who like the idea of more outlets for casting magic and so finished the items, but due to her certain affiliation with chaos made them slightly more dangerous for the user with both being wildcards in what they'll achieve on the battlefield. Azuth, the god of wizards, was the original creator of these items but never finished them and they were left for someone other entity to find, this by chance was Beshaba, goddess of misfortune, who like the idea of more outlets for casting magic and so finished the items, but due to her certain affiliation with chaos made them slightly more dangerous for the user with both being wildcards in what they'll achieve on the battlefield.

Paladin Sacred Oath - The Oath Of Law Keepers The Oath of Law Keepers binds a paladin to the loftiest ideals of order and law. Sometimes called law makers or knights of normality. Acting with vigor and passion to eliminate chaos wherever they find it. These knight are not always the most stable but always act logicaly and in line with the law of the world. These paladin were formed in direct responds to the band of chaotic gods running their mischief. Tenets of Devotion Edit Though the exact words and strictures of the Oath of Law Keepers vary, paladins of this oath share these tenets. Though the exact words and strictures of the Oath of Law Keepers vary, paladins of this oath share these tenets. Honesty: Don't lie or cheat. Let your word be your promise. Determination: Always act with reason and do it promptly. Enforcer: Keep those around you in line and keep they one the path of the lawful. Oath Spells: You gain oath spells at the paladin levels listed. Oath of Law Keepers Spells You cast Law Keepers spells at +1 caster level. Level Spells 3rd Sanctuary, Shield of Faith 5th Magic weapon, Zone of Truth 9th Crusader’s Mantle, Counterspell 13th Freedom of Movement, Stoneskin 17th Flame Strike, Hold Monster You cast Law Keepers spells at +1 caster level. Warrior of law Beginning at 3rd level, you gain intimate knowledge of all creature of chaos and the fey, and gain advantage on insight on infomation relating with them. Channel Divinity: Lawful Hammer At 3rd level, you imbue your weapon with godly power for one minute which gives you advantage on all attacks against choatic creatures. Channel Divinity: Lawful Cry At 3rd level, you and every lawful creature within 10ft gains advantage on all roll for one minute and all chaotic creature suffers from disadvantage on attack rolls. Brand Of Law At 7th level, you choose to define a law which you will always follow, if a creature attempts to make you break that law by persuadsion or magic you resist and they take 1d10 radiant damage. Lawful Constitution Beginning at 15th level, you are always under the effects of a protection from evil and good spell. Champion of Justice Starting at level 20th, you are surrounded by the influence of law and justice this aura grants the following effects: . The permanent effects of the Dispel Evil and Good spell . Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20. . Whenever a creature hits you with an melee attack, it takes radiant damage equal to haft the damage it dealt plus your AC.









Weaponry Weapon Cost Damage Weight Properties Martial Melee Weapons Great Flail 12 gp 1d12 bludgeoning 19 lb. Heavy, two-handed Bec de Corbin 20 gp 1d10 bludgeoning 15 lb. Reach, two-handed, Finesse(1d8 piercing) Horseman's Pick 11 gp 1d12 piercing 18 lb. Heavy, two-handed War Scythe 10gp 1d8 slashing 11 lb. Reach, Finesse, two-handed

Thurifer Class Features As a Thurifer, you gain the following class features Hit Points Hit Dice: 1d10 per Thurifer level

1d10 per Thurifer level Hit Points at 1st Level: 10 + your Constitution modifier

10 + your Constitution modifier Hit Points at Higher Levels: 1d10 + your Constitution modifier per Thurifer level after 1st Proficiencies Armor: Light Armor, Medium Armor, Heavy Armor, Shields

Light Armor, Medium Armor, Heavy Armor, Shields Weapons: Simple Weapons, Martial Weapons

Simple Weapons, Martial Weapons Tools: Artian's tools Saving Throws: Intelligence, Constitution

Intelligence, Constitution Skills: Choose two from Arcana, Athletics, Religion, Persuasion, Intimidation Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a Great Flail or (b) a martial weapon

(a) a Net Or (b) any simple melee weapon and a shield

Chain mail and a Book of Beings Thurifer Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Supernatural Agreement 2 1 — — — — — — — — — 2nd +2 Fighting Style 2 1 2 — — — — — — — — 3rd +2 Supernatural Boon 3 2 3 — — — — — — — — 4th +2 Ability Score Improvement 3 2 4 — — — — — — — — 5th +3 Indulgence Of Fervour 3 2 4 1 — — — — — — — 6th +3 4 3 4 3 — — — — — — — 7th +3 Supernatural Boon Feature 4 3 4 3 2 — — — — — — 8th +3 Ability Score Improvement 4 3 4 3 3 1 — — — — — 9th +4 Lesser Zeal 5 4 4 3 3 2 — — — — — 10th +4 Supernatural Boon Feature 5 4 4 3 3 3 1 — — — — 11th +4 Ability Score Improvement 5 4 4 3 3 3 1 — — — — 12th +4 Devoted Strike 5 4 4 3 3 3 1 — — — — 13th +5 5 4 4 3 3 3 1 — — — — 14th +5 Ability Score Improvement 6 4 4 3 3 3 1 — — — — 15th +5 Supernatural Boon Feature 6 4 4 3 3 3 1 — — — — 16th +5 6 5 4 3 3 3 2 — — — — 17th +6 Greater Zeal 6 5 4 3 3 3 3 — — — — 18th +6 Supernatural Boon Feature 6 5 4 3 3 3 3 2 — — — 19th +6 Ability Score Improvement 7 5 4 3 3 3 3 2 — — — 20th +6 Supernatural Boon Feature 7 6 4 3 3 3 3 2 — — —

Supernatural Agreement At 1st level you are approached by an unknown supernatural entity and agree to serve it for knowledge, power ,or influence.You are also granted power to cast spells from the Thurifer spell list.You gain one of the following. At 1st level you are approached by an unknown supernatural entity and agree to serve it for knowledge, power ,or influence.You are also granted power to cast spells from the Thurifer spell list.You gain one of the following. Knowledge Once per long rest, gain advantage on any one Insight or Arcana check. Power Once per long rest, gain advantage on any one attack. Influence Once per long rest, gain advantage on any one Persuasion or Deception check. Fighting Style Defense When wearing armor, you gain a +1 bonus to AC. When you are wielding a shield, you may use your reaction to impose disadvantage on an attack roll targeting another ally within 5 feet of you. When wearing armor, you gain a +1 bonus to AC. When you are wielding a shield, you may use your reaction to impose disadvantage on an attack roll targeting another ally within 5 feet of you. Aggression When moving towards an opponent who is currently enaged with you or your allies gain 10ft of movement and advantage on the first attack. When moving towards an opponent who is currently enaged with you or your allies gain 10ft of movement and advantage on the first attack. Heavy Blow When holding a Heavy weapon, if you didn't move your last turn add 1d4 to the attack damage and ,once per short rest, cause the opponent to go prone if it fails a constitution save against your opposing strength check. When holding a Heavy weapon, if you didn't move your last turn add 1d4 to the attack damage and ,once per short rest, cause the opponent to go prone if it fails a constitution save against your opposing strength check. Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a weapon held in two hands, you can reroll the die and must use the new roll, even if it a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit When you roll a 1 or 2 on a damage die for an attack you make with a weapon held in two hands, you can reroll the die and must use the new roll, even if it a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit Supernatural Boon Starting 3rd level, your supernatural backer reveals their nature and you gain the benfits of it, choose one of the boons from the list. features of this boon are gained again at level 7th, 10th, 15th, 18th and 20th Starting 3rd level, your supernatural backer reveals their nature and you gain the benfits of it, choose one of the boons from the list. features of this boon are gained again at level 7th, 10th, 15th, 18th and 20th Ability Score Improvement At 4th level, and again at 8th, 11th, 14th, and 19th level, you can increase one ability score of your choice by 2, or increase two ability scores by 1 each. As usual, you cannot increase an ability score above 20 using this ability. At 4th level, and again at 8th, 11th, 14th, and 19th level, you can increase one ability score of your choice by 2, or increase two ability scores by 1 each. As usual, you cannot increase an ability score above 20 using this ability. Alternatively, you can choose to gain a single feat of your choice. You may choose from this list, and potentially more depending on the individual campaign; ask the DM for more details. Indulgence Of Fervour Beginning at 5th level once per long rest you can indulge into the power gifted to you, this allow 2 spells of the same level to be cast this turn for one spell slot at that level. Beginning at 5th level once per long rest you can indulge into the power gifted to you, this allow 2 spells of the same level to be cast this turn for one spell slot at that level. Lesser Zeal Starting at 9th level your zeal surrounds you and you gain resistance to damage of your backers type. Starting at 9th level your zeal surrounds you and you gain resistance to damage of your backers type. Devoted Strike Once you reach 12th level, thrice per short rest, and before you roll damage on an attack you can declare the attack devoted gaining you tempory hitpoint equal to the damage done. Once you reach 12th level, thrice per short rest, and before you roll damage on an attack you can declare the attack devoted gaining you tempory hitpoint equal to the damage done. Greater Zeal At 17th level, the resistance gain from lesser zeal improves to immunity as your zeal embraces you. At 17th level, the resistance gain from lesser zeal improves to immunity as your zeal embraces you.

Supernatural Boons Torturer (Acid) Acid At 3rd level, You are granted power of the Torturer and gain advantage on attack that do acid damage. Corrosive Blood Begining at 7th level the torturer enitity grants you the power to burn those who wish to harm you. Thrice per short rest, after taking physical damage (Slashing, Piercing, or Bludgeoning) you may deal haft that damage as acid damage against an opponent within 5ft. Acid Weapon Starting at 10th level and once per short rest you may add 1d10 + Your Thurifer Level acid damage to any one attack. Acid Spit Begining at 15th level as a bonus action you may spit acid up to 30ft and deal 1d10 acid damage. Triflic acid At 18th level, the acid inside you strengthens and every time you deal acid damage to an opponent they must succeed on a constitution save (DC = Your Thurifer Level + your constitution modifier) or take double the acid damage dealt. [To be Named] After achieving 20th level,Every organic life form within 60ft takes 3d10 acid damage (or haft that in con save success against (DC = Your Thurifer Level + your constitution modifier)).This effect can be used twice per short rest. Conservationist (Cold) Cold At 3rd level, You are granted power of the Conservationist and gain advantage on attack that do cold damage. Freeze Defense Starting at 7th level, you may enter a frozen stance for a bonus action and can take 2d10 less damage on the next attack within 1 hour. Frozen armour Begining at 10th level, and three times per short rest gain a free cast of armour of agathys. Amorphous Defense After 15th level is achieved, the thurifer can improve Freeze Defense by allowing the bonus to go to anyone within 60ft. Empty Ice Begining at 18th level, After cold damage is dealt to a character by the thurifer, Dispel Magic is can also be cast by the thurifer using a spell slot one lower then the desired casting level. Apollo Ice Once 20th level is achieved, the thurifer can become immune to all targeted damage for one round, this effect can be used once per short rest and it can be used as a reaction before damage is calculated. Revolutionary (Fire) Fire At 3rd level, You are granted power of the Revolutionary and gain advantage on attack that do fire damage. 7th 10th 15th 18th 20th At 3rd level, You are granted power of the Torturer and gain advantage on attack that do acid damage.Begining at 7th level the torturer enitity grants you the power to burn those who wish to harm you. Thrice per short rest, after taking physical damage (Slashing, Piercing, or Bludgeoning) you may deal haft that damage as acid damage against an opponent within 5ft.Starting at 10th level and once per short rest you may add 1d10 + Your Thurifer Level acid damage to any one attack.Begining at 15th level as a bonus action you may spit acid up to 30ft and deal 1d10 acid damage.At 18th level, the acid inside you strengthens and every time you deal acid damage to an opponent they must succeed on a constitution save (DC = Your Thurifer Level + your constitution modifier) or take double the acid damage dealt.After achieving 20th level,Every organic life form within 60ft takes 3d10 acid damage (or haft that in con save success against (DC = Your Thurifer Level + your constitution modifier)).This effect can be used twice per short rest.At 3rd level, You are granted power of the Conservationist and gain advantage on attack that do cold damage.Starting at 7th level, you may enter a frozen stance for a bonus action and can take 2d10 less damage on the next attack within 1 hour.Begining at 10th level, and three times per short rest gain a free cast of armour of agathys.After 15th level is achieved, the thurifer can improve Freeze Defense by allowing the bonus to go to anyone within 60ft.Begining at 18th level, After cold damage is dealt to a character by the thurifer, Dispel Magic is can also be cast by the thurifer using a spell slot one lower then the desired casting level.Once 20th level is achieved, the thurifer can become immune to all targeted damage for one round, this effect can be used once per short rest and it can be used as a reaction before damage is calculated.At 3rd level, You are granted power of the Revolutionary and gain advantage on attack that do fire damage. Arcanist (Force) Force At 3rd level, You are granted power of the Arcanist and gain advantage on attack that do force damage. 7th 10th 15th 18th 20th At 3rd level, You are granted power of the Arcanist and gain advantage on attack that do force damage. Unholy (Necrotic) Necrotic At 3rd level, You are granted power of the Unholy and gain advantage on attack that do necrotic damage. 7th 10th 15th 18th 20th At 3rd level, You are granted power of the Unholy and gain advantage on attack that do necrotic damage. Thinker (Psychic) Psychic At 3rd level, You are granted power of the Arcanist and gain advantage on attack that do force damage. 7th 10th 15th 18th 20th At 3rd level, You are granted power of the Arcanist and gain advantage on attack that do force damage. Holy (Radiant) Radiant At 3rd level, You are granted power of the Holy and gain advantage on attack that do radient damage. 7th 10th 15th 18th 20th At 3rd level, You are granted power of the Holy and gain advantage on attack that do radient damage.