Barbarian Path of the Demolisher A barbarian who follows the path of the demolisher is not a nihilist, but finds devotion to material wealth a bizarre, alien concept. The demolishers preach no religion, but are zealous in their worship of the glorious law of entropy. Material possessions become ash, temples become dust, and the blight of order raised by civilization gives way, collapsing in great hecatombs of its own trinkets. Demolishers just try to nurture that glorious process as best they can. Path Of The Demolisher Features Barbarian Level Feature 3rd Enhanced Improvised Weapon, Shattering Ability (3 options) 6th Caber Toss, Shattering Ability (4 options) 10th Wielder Of Nature, Shattering Ability (5 options) 14th Greater Shatter Shattering Ability Starting at 3rd level, you gain access to three Shattering Ability options of your choice (see "Shattering Ability Options" below). You gain access to additional shattering abilities when you gain certain levels in this class, at 6th and 10th level. You may only use one Shattering Ability per turn. When you shatter an object, it breaks in an incredible display of your strength, splitting into pieces and becoming destroyed. The object you shatter must be solid (it must be entirely comprised of materials at least as hard as glass or wood), nonmagical, and must be either small, medium or large in size. If it is a weapon, it may not have the light property. You have five uses of this feature. You regain all expended uses of this feature at the end of a long rest. Enhanced Improvised Weapon Starting at 3rd level, whenever you use a creature or object (such as a crossbow, a cow, half a door, a crossbow, a creature you have grappled, or a ladle) as an improvised weapon, you may use the weapon statistics of a nonmagical warhammer. Caber Toss Starting at 6th level, you become an expert in hurling objects. You treat all simple and martial melee weapons as if they have the thrown (20ft/60ft) property. Whenever you use a creature or object as an improvised weapon, you may treat it as a nonmagical warhammer with the thrown (20ft/60ft) property. Additionally, whenever you make a melee weapon attack, you treat it as magical for the purposes of overcoming immunity. Wielder Of Nature At 10th level, you are able to uproot trees, break down doors, and hurl rocks in your fury. While you are raging, you are able to make all Strength checks as a bonus action. Greater Shatter Starting at 14th level, you gain access to one of the following Greater Shatter Abilities: Bloodbath. You ignore the restriction on shattering non-solid objects when attempting to shatter a corpse. Once per long rest, when you make a successful attack using a grappled creature, you may attempt to shatter it. The creature takes an additional 4d10 bludgeoning damage. If this kills it, its body is shattered. Devastation. Large improvised weapons you wield have the versatile (1d12) property, and have a +2 bonus to attack rolls. Once per long rest, when you make a successful attack against a creature, you may shatter a Large object you used in the attack. If you do, the attack roll is treated as a critical hit. Impenetrability. Large improvised weapons provide you the benefits of a shield while you carry them. Once per long rest, when you or an ally within 5ft of you takes damage, you may expend your reaction to shatter a Large object you are wielding and reduce the total damage to 1.

Shattering Ability Options The Shattering Ability feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. If an option requires a saving throw, your Shattering Ability save DC is 8 + your proficiency modifier + your strength modifier. Crushing Splinters. When you make a successful attack against a creature, you may shatter the object you used in the attack. Creatures within a 5ft radius of the target must succeed on a Dexterity saving throw. On a failed save, they take damage equal to your Strength modifier. Demolisher Disarm. You must be raging to use this ability. When you make a successful melee attack against a creature within 5ft of you, you may shatter the object you used in the attack. The target must make a Strength saving throw. On a failed save, the target drops all weapons it is holding. Demolisher Disruption. You must be raging to use this ability. When you make a successful melee attack against a creature that is concentrating within 5ft of you, you may shatter the object you used in the attack. If the creature is concentrating, their concentration is broken. Demolisher Stun. You must be raging to use this ability. When you make a successful melee attack against a creature within 5ft of you, you may shatter the object you used in the attack. The target makes a strength saving throw. On a failed save, you stun them until the end of your turn. Oakenshield Parry. When you take damage while wielding an object, you may shatter it and expend your reaction to reduce the damage by your Strength modifier, to a minimum of 1. Shattering Ram. When you make a strength check to use an object to break something, such as a door or tree, you may shatter the object to gain a +6 bonus to the check. Terrifying Display. As an action on your turn, you may shatter an object to intimidate any creatures you choose in a 20ft radius. The creatures make a wisdom saving throw. On a failed save, they become frightened of you until the end of your next turn.

Ranger Viridian A Viridian is not so much a player's archetype as a template for a faction, for a DM's use, with an an eclectic mix of capabilities for geopolitical manipulation. They can organize each other at long distance, covering swathes of terrain at high speed to assassinate some simpering quarry, or manipulate, deceive, investigate, and silence those who would dare ally against them Viridian rangers might be called upon to perform certain tasks, without being given explanation or knowledge of who sent the request. Failing to complete such a task might lead to tensions with a sprawling network of solitary watchmen, one wide enough to be impossible to hide from. Viridian Features Ranger Level Feature 3rd Viridian Magic, Poison Brewing, Viridian Travel Pace 7th Mercy Killing 10th Puppeteer 15th Toxin Control Viridian Magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Viridian Conclave Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. Viridian Spells Ranger Level Spell 3rd bane 5th suggestion 9th sending 13th compulsion 17th scrying Poison Brewing Starting at 3rd level, as part of a long rest, you may

create doses of poisons at will without consuming

material components. You may also create doses

of Basic Poison. The doses appear magically in

containers you specify within 5ft of you.

When you use this feature, the total value of

the doses you make must not exceed your

Poison Brewing cost. This Poison

Brewing cost is equal to your Ranger

level × 50. You may not use this feature if

you already have three or more active

doses. You may cause a dose to

vanish (and thus render it

inactive) as an action. Viridian Travel Pace Starting at 3rd level, as long as you are travelling alone, you use an alternative travel pace table, as shown below. Travel Pace (Viridian) Pace Minute Hour Day Effect Very Fast 600 feet 6 miles 42 miles –– Fast 400 feet 4 miles 30 miles Able to use stealth Additionally, during a chase, you may use the dash action any number of times. Unearthed Arcana If you are using the Unearthed Arcana revised version of the Ranger, at 5th level you may choose to replace your Extra Attack with Uncanny Dodge. Uncanny Dodge Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you. Mercy Killing Starting at 7th level, you have advantage on your first attack against a creature affected by a condition each turn. Puppeteer Starting at 11th level, you may cast the Animate Dead spell on a corpse no more than 10 days old without expending a spell slot. This use of the spell is special. A humanoid under your control in this way retains your Intelligence, Wisdom, and Charisma scores from the time you cast the spell. After you use this feature, you must finish a long rest before you use it again. Toxin Control Starting at 15th level, when a creature you can see within 30ft of you makes a saving throw to resist the effects of a poison, you may use your reaction to impose either advantage or disadvantage on the roll.

Rogue Trapper A Trapper is a member of a select group of specialised giantslayers, often hailing from the outlands or wilderness, that uses traps, tricks, and canniness to leave their foes restricted as possible before they begin attacking. Battlefields fought by trappers are left littered with danger. The philosophy of a trapper is simple: let it move, watch it fall, and rend it brutally once it is on the ground. Trapper Features Rogue Level Feature 3rd Trap Craft, Tripwire (Rope) 9th Adaptable Movement 13th Fast Hands, Tripwire (Chain) 17th Crippling Takedown Tripwire Starting at 3rd level, you become able to create tripwires. At the start of your movement, you may choose to attach rope you are holding to the ground and trail it as you move to create a tripwire that follows the path you take. You weave it deftly over rocks and around trees, or even between a creature’s legs. The tripwire may be any length you like, and you may tie it off at any point on the ground. While the rope is intact, a creature that attempts to leave the area it occupies must first succeed on a dexterity saving throw against a DC of 8 + your Proficiency bonus + your Dexterity modifier. On a failed save, the creature falls prone, and the rope snaps. Starting at 13th level, you may use a chain in much the same way. It does not snap when a creature fails its save. Trap Craft Starting at 3rd level, when you use nets, manacles or hunting traps, they gain a bonus to the strength check DC required to break free from them. The bonus equals half your Rogue level. Adaptable Movement Starting at 9th level, you gain the ability to ignore most restrictions as long as your movement is greater than 0. Regardless of any penalties associated with your movement, you may continue trying to move until you have travelled 25ft, or 50ft if you take the dash action. Fast Hands Starting at 13th level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or arm a trap, or take the Use an Object action. Crippling Takedown At 17th level, when a creature within 5ft attempts a saving throw, you may expend your reaction to impose disadvantage on that saving throw. Once you use this feature, you can’t use it again until you finish a short or long rest.