Volo's Guide Expansion Player Content Designed based on Volo's Guide to Monsters Here are the notes and findings of traveled adventurers. People who spend their days following the fabled works of Volothamp Geddarm, noting the mysteries of the creatures he extrensively wrote about and commenting on their own tales around these magnificent creatures. The options presented in this guide give player characters a wide variety of options to build all forms of monsterous and majestic characters alike. Beholder Patrons, Giant Slayers, and Hag Sorceresses fill the shuffled papers presented here and can help any aspiring adventurer find their path. Table of Contents Page Content 1 Table of Contents 2 Otherworldly Patron: the Eye Tyrant 4 Eldritch Invocations 5 Sorcerous Origin: Grandmother's Gift 6 Variant: Expanded Cantrips 9 Additional Fighting Style 9 Martial Maneuvers 9 Roguish Archetype: Giant Slayer 11 Primal Path: Path of the Giants 13 Feats of Strength 13 Serpent Domain 15 Open Gaming Liscence

Notes from an Underling These notes have been recorded by an adventerous dwarf who spent his days exploring the ruins of a city buried beneath the ground. In his exploration, he found remnanants of a cult worshipping a powerful beholder. "While traveling, I have stumbled across many documents of the past, many of which are bland accounts and receipts of trade, others magnificent tall tales. It is often difficult to discern fact and fiction. However, one form of writing seems to tell more truths than books: letters. Some of these letters shed light into the unknown, bringing up discovery of powers unknown to even the most talented historians. A grouping of such letters tells of a great and powerful beholder and his many servants. A full guild dedicated to magic and history was run by this monster. The notes, which tell of events and directions from underlings, teach us the power this beholder granted to his warlocks. These warlocks were zealous, pompous worshippers, who believed that their magic and patron set them above all the others. The directions noted between the servants and warlocks of this guild reveal its innevitable collapse caused by this powerful patron. They also reveal that creatures of his power still exist out in the world, hidden, waiting for their moment to reclaim glory and grow their cults." Otherwordly Patrons The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence—not gods but almost god-like in their power. Various patrons give their warlocks access to different powers and invocations and expect significant favors in return. Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortaIs to their will. Other patrons bestow their power only grudgingly and might make a pact with only one warlock. Warlocks who serve the same patron might view each other as allies, siblings, or rivals. The Eye Tyrant A beam of fire tears through a goblin's tent. The creatures run out squealing in fear of the monster that hides in the shadows. After a few moments pass, a witty halfling with a tattoo of an eye in the center of his forehead pokes his head out. He grabs the nearby rations and plans he's been after, sure his patron will be pleased with his dealings. A half-elf pads makeup over her ears. She looks into the mirror, unsatisfied with the work she's been doing. Others see her breed as misfits, unclean even. She is the perfect image of a perfect race and aspires to bring others to appreciate her beauty. Those who haven't in the past have since become her home decor. Lightning bolts ripple across a battlefield. A human covered in jewelery dashes to the aid of his fallen ally as the evil evoker approaches. As the evoker begins to release his magic, the human projects an antimagic barrier. It covers his fallen ally and protects himself and his friends for a brief moment. Your patron is a powerful Beholder or related monstrosity—a creature that is a lord of bureaucracy and fear who has gained infamy by ruling over the masses in secret. Eye Tyrants have a lust for power and believe they are truly the epitome of perfection; all others (inclding other Beholders) are inferior. Tyrants of this nature that exist include the Xanathar of Skullport, the Lord of Eyes, Belashyrra, and Gzemnid, the patron of beholders. Beholder's Influence Having a Beholder as an otherwordly patron can cause odd personality quirks in warlocks. When you select this Otherworld Patron at first level, you can choose to adopt a quirk from the table below. Patron Quirk d6 Quirk 1 You feel that you are the most perfect image of your race, and that all others of your race should aspire to look like you. 2 You enjoy keeping trophies from (or of) defeated foes. 3 Your paranoia knows no bounds—you are constantly in fear of betrayal from your allies. 4 You always have two or three contingency plans if your main plan fails. 5 Walking on the ground feels uncomfortable to you, for you know you belong in the air. 6 Two eyes just aren't enough. You feel compelled to acquire additional eyes through tattoos and trinkets. Expanded Spell List The Eye Tyrant 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. Eye Tyrant Expanded Spell List Spell Level Spells 1st ray of sickness, sleep 3rd scorching ray, see invisibility 5th clairvoyance, fireball 7th arcane eye, evard's black tentacles 9th immolation, telekinesis

Eye Beam Starting at 1st level, as an action on your turn, you can release a beam of energy from your patron through your own eyes. Choose a creature you can see within 60 feet of you. Roll a d6 and apply the following effect from the Eye Rays table to the target creature: Eye Rays d6 Eye Ray Effect 1 Charm Ray The target makes a Wisdom saving throw against your warlock spell save DC. On a failed save, the target becomes charmed by you for 1 minute or until it takes damage. Creatures hostile towards you have advantage on the save. 2 Fear Ray The target makes a Charisma saving throw against your warlock spell save DC. On a failed save, the target becomes frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns. On a success, the effect ends. 3 Slow Ray The target makes a Wisdom saving throw against your warlock spell save DC. On a failed save, the target becomes slowed by you for 1 minute. A slowed creature can use only an action or bonus action on its turn, not both, and cannot take reactions. It can only make one attack on its turn regardless of items or special abilities. Its speed is halved, recieves a -2 penalty to its armor class and on Dexterity saving throws. The affected creature repeats the saving throw at the end of each of its turns. On a success, the effect ends. 4 Enervation Ray The target makes a Constitution saving throw against your warlock spell save DC. On a failed save the target takes 3d6 necrotic damage and is poisoned for 1 minute. On a successful save, the creature takes half damage and is not poisoned. The target repeats the saving throw at the end of each turn. On a success, the creature is no longer poisoned. 5 Fire Ray The target makes a Dexterity saving throw against your warlock spell save DC. On a failed save, the creature takes 3d8 fire damage. The creature takes half as much damage on a successful save. 6 Telekinetic Ray If the target is medium or smaller, the target makes a Wisdom saving throw against your warlock spell save DC. On a failed save, you throw the creature 30 ft. in any direction you choose. If it collides with a hard surface or another creature, the thrown creature takes 2d6 bludgeoning damage. If the target is larger than medium size, roll again on the table. You must finish a short or long rest to use this feature again. At 6th, 10th, and 14th level you gain one additional use of this feature. When you finish a short or long rest, you regain your expended uses. Anitmagic Barrier At 6th level, you can project a momentary shield of anitmagic to hinder magical assault. When a creature you can see and hear casts a spell, you can throw up an aura of antimagic as a reaction. All creatures within 15 feet of you have advantage on saving throws against spells and magical effects until the end of the turn. The caster also has disadvantage on spell attacks made against you and creatures within 5 feet of you until the end of their turn. You must finish a short or long rest to use this feature again. Antimagic Aura At 10th level, as an action on your turn you can create an area of antimagic, as in the antimagic field spell, in a 10-foot radius sphere centered and fixed around you. The area of antimagic lasts a number of rounds equal to your Charisma modifier (minimum of 1). Once you use this feature, you can't use it again until you complete a long rest. Rays of the Beholder At 14th level, as an action on your turn, you can sprout the eyestalks of a beholder. While you have these eye stalks, as an action or bonus action on your turn, you can fire a ray of your choice from your Eye Rays table at a creature within 60 feet of you. Each individual ray from the table can only be used once each round. The eye stalks disappear after 1 minute. You must finish a long rest to use this feature again.

Eldritch Invocations If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. Book of Unlimited Power prerequisite: Pact of the Tome feature, 9th level Choose two Warlock spells from the Warlock spell list that are: not cantrips, you do not already know, and are of a spell level you can cast. Your Book of Shadows now contains these spells. As long as your spell focus is the Book of Shadows, you can cast these spells as if you had learned them. When you learn a new spell, you may additionally replace a spell in the Book of Shadows with any other from the Warlock spell list you can cast. Additionally, you can cast any spell from this book without expending a spell slot. Once you cast a spell in this fashion, you can't again until you complete a long rest. Breath of the Ancients You can breathe both in both air and water. Fey Step prerequisite: Otherworldly Patron: the Archefey, 7th level You can cast misty step at will, without expending a spell slot. Foreboding Mists prerequisite: 7th level You can cast fog cloud at will, without expending a spell slot. Otherwordly Traveler prerequisite: 15th level You can cast the spell plane shift without using a spell slot, targeting only yourself. Once you use this feature, you must finish a short or long rest before using it again. Eternal Servant prerequisite: Otherworldly Patron: the Undying, 7th level Over the course of one minute, you create either a zombie or a skeleton from the corpse of a medium or smaller humanoid. As an action, you can mentally command the zombie or skeleton to: take a particular action and move to a specific location during its next turn or follow a general command. Examples of such include carrying your belongings while following you or guarding a corridor. If you do not command it, it follows behind you and protects you to the best of its ability. The creature remains under your control until you use this feature again, destroying your first servant on the creation of a new one. Laughter of Madness prerequisite: Otherworldy Patron: the Great Old One, 7th level You can cast tasha's hideous laughter without expending a spell slot. You can cast this spell in this way a number of times equal to your Charisma modifier. You regain all uses of the feature when you complete a short or long rest. Ray Control prerequisite: Otherwordly Patron: the Eye Tyrant, 7th level Where you would normally roll on your Eye Rays table, you can instead choose one ray. You must finish a short or long rest to use this feature again. Fiendish Retribution prerequisite: Otherwordly Patron: the Fiend, 7th level When a creature reduces your temporary hit points to 0, you can cast hellish rebuke as a reaction without expending a spell slot.

A Child's Song Nothing is sweeter to a child's ear than that of rhyme and rhythm. Children's songs tell stories and teach lessons; these lessons are often shrouded and disguised as childish rhyme and playful story. Lessons as simple as "don't journey alone in the woods" are emblished by tales of evil witches and twisted fey stealing away the children and baking them into pies. These embelishments aren't always fiction—twisted creatures wait in the dark, cursing the living and the young into abominations. These songs also tell of heroes such as children of the wood—once cursed by these creatures and destined for a life a misery—who transform their wicked magic into a source of goodness. These stories have been passed down for generations in song, many going above and far beyond the real scope of events. Others, however, shine light into the history of these children and reveal the true sorcerous magic they grew into and adopted. Sorcerous Origins Different sorcerers claim different origins for their innate magic. Although most of these origins involve draconic or wild magic bloodlines, some are tainted with the twisted magic of the dark sisterhood. Grandmother's Gift A young, green-skinned elf with knotted black hair that falls past her waist sits out in the woods, playing with her new friends. Unbeknownst to her, a ferocious mother grizzly approaches, displeased at the sight of her cubs in the hands of this stranger. As the bear rages, charging towards the girl, thick, harmless roots entangle the elf. They protect and allow her to continue playing with the two excited cubs. Swinging down from the broken mast, a soggy, hideous woman sinks into the shipwreck. Her neck ripples open, revealing gills, as she submerges herself into the water. She journeys below deck, passing the bodies of the slain sailors (though taking a moment to pick their pockets) while searching through the hull. This ship has been an excellent find. Perhaps it can be a home for a time. A busty dwarf grabs the silver from several tables, thanking the patrons and promising their food shortly. She ducks up the staircase, form slowly changing back into that of a purple-skinned human. Her hair covers her horns, and she chuckles as she places the coins into her purse. A few minutes pass by before a ruckus is heard below. The hungry patrons are furious at the theft and demand the head of this dwarf woman. She slips down and out the door with her cloak on, clearly too tall to be the perpetrator. Your innate magic comes from the blood of an ancient hag, passed down through twisted offspring and the corruption of your family over time. Some with this power have it because of a grandmother hag's curse; others got their power by having ancestors who bargained with a powerful coven. Some people come into power after direct dealings with a hag. Their sorcerous powers grow from a dark fey ritual. Restriction: Females Only While hags enjoy tormenting all souls, only women can acquire power from them. Only female characters can select this sorcerous origin. Hag's Influence Some sorcerers who gain their power from a Grandmother's Gift adopt an ideal or trait they share with this powerful hag. When you select this origin at first level, you can choose to adopt a quirk from the table below. Origin Quirk d6 Quirk 1 You enjoy atypical food. 2 You decorate your hair with twings and bones. 3 Your home decor includes eyeballs on strings, fingers, and fine quilts. 4 Your eyes sometimes look off into two directions. You've never noticed. 5 You see premonitions in groupings of three, even when they are not really there. 6 You keep an odd assortment of trinkets that you claim have magical properties. Cursed Appearance Starting at 1st level, your bloodline has been cursed with a twisted appearance. Choose one of the Hag families to adopt at this level. You adopt the physical traits and an ability of that family. Annis. Your skin becomes thick and grey. You grow bulbous warts. Choose one of the following damage types: bludgeoning, slashing or piercing. You have resistance to the selected damage type. Natural difficult terrain in mountainous terrain costs you no extra movement. Bheur. Your skin turns pale blue and always seems dry to the touch. You have resistance to cold damage and difficult terrain composed of ice or snow costs you no extra movement. Green. Your skin turns a sickening shade of green and your hair grows twice as fast. You learn the find familiar spell and can cast it as a ritual spell. Night. Your skin turns dark purple and you grow two small black horns from your head. As an action, you can magically polymorph yourself into a small or medium female humanoid for 10 minutes. You retain all of your physical and mental ability scores in this new form. Any equipment you are carrying isn't transformed with you. You can revert to your true form as an action, and you revert to your true form when you die. Once you use this feature, you must complete a short or long rest before using it again.

Sea Your skin is soggy to the touch and covered in wrinkles. Your hair mimics seaweed in color and texture. You can breathe in both air and water and have a swim speed equal to your movement speed. Expanded Spell List (Coven Spells) Additionally at 1st level, you adopt one of three Covens: Death, Nature or Prophecy. Choose one coven spell list. Spells from your coven's spell list are added to the sorcerer spell list for you. Spell Level Death Spells Nature Spells Prophecy Spells 1st hex, inflict wounds entangle, faerie fire bane, bless 2nd gentle repose, ray of enfeeblement moonbeam, pass without trace augury, locate animals or plants 3rd bestow curse, speak with dead conjure animals, plant growth nondetection, spirit guardians 4th dath ward, phantasmal killer conjure woodland beings, giant insect divination, locate creature 5th antilife shell, contagion commune with nature, tree stride commune, dream You learn one additional spell from your coven's list at 1st, 6th, 14th, and 18th level. Coven's Blessing At 6th level, you gain an additional Metamagic option based on your chosen Coven. Coven Metamagic Description Death Cursed Spell When you cast a spell that requires one or more creatures to make a saving throw, you can spend 1 sorcery point per affected creature and choose one ability. Creatures that fail the spell's saving throw have disadvantage on ability checks using the chosen ability for 24 hours. Nature Entrancing Spell When you cast a spell that requires one or more creatures to make a saving throw at the end of their turns, you can spend the spell's level sorcery points. Creatures that fail the spell's saving throw have disadvantage on all subsequent saving throws to end the effects of the spell early. Prophecy Foretold Spell When you cast a spell that requires an attack roll or forces one or more enemies to make a saving throw, you can spend sorcery points equal to the spell's level and roll a d20. You can choose to replace any attack roll you make or any saving throw an enemy makes during the duration of the spell with the rolled result. You must choose to replace the attack roll or saving throw before the roll. Grandmother's Visage Additionally at 6th level, your powers adjust to accommodate looking like a hag. You can cast the following spells by consuming sorcery points equal to their spell level: disguise self, alter self, fear. Casting a spell using this feature does not expend any spell slots but still requires verbal, somatic, and material components. Any used material components are consumed. Once you cast a spell using this feature, you can't cast it again until you complete a short or long rest. Fate in Threes At 14th level, you understand the omens otherwise unclear to your allies. When you—or an ally that you can see or hear—rolls a natural 3 on an attack roll, ability check, or saving throw, as a reaction you can have the target immediately reroll the die. The new result is then used as if it were the original roll. Coven Sisterhood At 18th level, you have become an equal part (willing or not) with the ancient coven magic. You can cast any spell from your chosen coven's spell list by consuming sorcery points equal to the spell’s level. You can spend additional sorcery points to increase the level of the spell cast by 1 per 2 sorcery points spent. You can't cast 6th level or higher spells using this feature. Casting spells using this feature does not expend any spell slots but still require verbal, somatic and material components. Any material components used are consumed. Variant Rule: Cantrip Customization This variant provides additional custom effects for all Player's Handbook and Elemental Evil Cantrips. When playing with this variant at 5th, 11th, and 17th level, in place of gaining the regular upgrades to cantrips listed in their spell description, you can instead choose one of the improvements from the tables below for each of your cantrips. This variant is designed to give all cantrips level scaling and allow players to customize their cantrips to better fit their play style. Players can choose to improve damaging cantrips exactly as they currently scale. However, they also now have options that make these spells more flexible in other aspects of combat and exploration—in exchange for the raw damage presented in the basic spell. For flavor, players may want to rename a spell (such as Ray of Frost to Freezing Ray) or add the spellcaster's name to show onwership of the custom cantrip and reflect their unique choices. Eldritch blast is deliberatly absent from this list. Expanded Cantrips At 5th, 11th, and 17th level, your cantrips improve. When your cantrips improve, choose one of the following options listed under improvements in each group below. You may select one option multiple times, and the effects always stack. When you learn a new cantrip, the cantrip gains the same number of improvements as your other cantrips currently have. For example, if you learn the dancing lights cantrip at 12th level, it gains two improvements.

Player's Handbook Cantrips Cantrip Improvement 1 Improvement 2 Acid Splash Damage increases by 1d6 Choose one additional creature within range to affect Blade Ward One extra resistance to an elemental damage type of your choice Duration of the spell persists 1 round longer Chill Touch Damage increases by 1d8 Duration of the spell persists 1 round longer Dancing Lights Create one additional light within range Duration of the spell persists 10 minutes longer Druidcraft Can create one additional effect within range Range increases by 10 feet Firebolt Damage increases by 1d10 Damage increases by 4 Friends Choose one additional creature to affect Duration of the spell persists 1 minute longer Guidance Add 1 to rolled result Duration of the spell persists 1 minute longer Light Choose one additional object to affect Dim and bright light radius increases by 5 feet Mage Hand Can carry objects that are 5 lbs heavier Range and distance before vanishing increases by 10 feet Mending Casting time reduced by 18 seconds Dimension of break size increased by 1 foot Message Distance through solid objects doubles before being blocked Range increases by 30 feet Minor Illusion Range increases by 10 feet Duration of spell persists 1 minute longer Poison Spray Damage increases by 1d12 Can target one additional creature to affect within range Prestidigitation Can maintain one additional non-instantaneous effect at a time Range increases by 10 feet Produce Flame Damage increases by 1d8 Dim and bright light radius increases by 5 feet Ray of Frost Damage increase by 1d8 Speed reduction increased by 5 feet Resistance Add 1 to rolled result Duration of spell persists 1 minute longer Cantrip Improvement 1 Improvement 2 Sacred Flame Damage increases by 1d8 Damaged creature subracts 1 from their AC until the end of your next turn Shillelagh Add 1 to weapon attacks made with affected weapon Duration of spell persist 1 minute longer Shocking Grasp Damage increases by 1d8 Extra melee spell attack against creature within 5 feet Spare the Dying Range increases from touch to 5 feet, or increases by 5 feet Choose one additional within range to affect Thaumaturgy Can maintain one additional 1 minute effect at a time Range increases by 10 feet Thorn Whip Damage increases by 1d6 Pulls creature an additional 5 feet towards you True Strike Range increases by 10 feet Choose one additional creature within range to affect Vicious Mockery Damage increases by 1d4 Choose one additional creature within range to affect Elemental Evil Cantrips Cantrip Improvement 1 Improvement 2 Create Bonfire Damage increases by 1d8 Range increases by 10 feet Control Flames Can maintain one additional non-instantaneous effect at a time Range increases by 10 feet Frostbite Damage increases by 1d6 Disadvantage on one additional weapon attack roll before the end of the creature's next turn Gust Push distance of creatures and objects increased by 5 feet Range increases by 10 feet Magic Stone Imbue up to one additional pebble Rocks add 1 to damage Mold Earth Can maintain one additional non-instantaneous effect at a time Range increases by 5 feet Shape Water Can maintain one additional non-instantaneous effect at a time Range increases by 10 feet Thunderclap Damage increases by 1d6 Range radius increased by 5 feet

A Goblin's Field Guide A dusty, barely-used brown leather book sits up on a book keep's shelf. It is unmarked, and its binding still smells faintly of rotting meat. This book, once made by a Hobgoblin general intending to teach his lesser comrades the ins and outs of goblinoid tactics, was only opened once by a goblin when it was used as a towel. Within its covers are the secret techniques and tricks this hobgoblin observed while fighting alongside the Buck-fang goblin clan. While he hoped to bring their brutal and lethal techniques to the clans throughout their kingdom, the goblins disregarded the book. It turns out that goblins don't particularly enjoy reading, and the secrets the book holds aren't secrets at all to goblin kind. While the book is of little use to goblins, the techniques and descriptions the hobgoblin wrote down can assist others who fit the goblinoid description yet lack a goblin's instinct. Such characters can harness this unorthodox tool kit to aid them in battle. The following are additional options designed for play with goblin characters but may be used as a general expansion to martial characters. Additional Fighting Styles These additional fighting styles are available to specific classes when they would normally receive the Fighting Style feature. Fighting Style Classes Effect Bushwacker Fighter, Ranger Add a d6 to weapon attack and damage rolls against any creature that hasn't taken a turn in combat yet. Martial Maneuvers These maneuvers are designed to be used with the Battlemaster fighter archetype. You can take any of these options in place of a regular martial maneuver when you would normally be able to gain martial maneuvers. Maneuver Effect Deceptive Strike. When you hit a creature with a weapon attack, you can use your bonus action and expend one superiority die, adding the superiority die roll to the attacks damage roll. You may immediately move up to half your speed and take the Hide action. Driver's Command. On your turn, you can use a bonus action and expend one superiority die to command and instill anger within one of your companions. When you do so, choose a friendly creature that can see and hear you. That creature adds your Charisma modifier to the next attack roll they make before the start of your next turn and adds the superiority die roll to the attacks damage roll. Tumbling Attack. When you hit a creature that is at your size or larger with a melee weapon attack, you can expend one superiority die to attempt to tumble through the creatures space. You add the superiority die roll to to the attacks damage roll and make a Dexterity (Acrobatics) check contested by your targets Dexterity (Acrobatics). On a success, you pass through the creature's space. Vaulting Strike. When you hit a creature that is at least one size larger than you with a melee weapon attack, you can expend one superiority die to attempt to vault onto the creature. You add the superiority die roll to the attacks damage roll, and you make either a Strength (Athletics) or Dexterity (Acrobatics) check contested by the target's Dexterity (Acrobatics) check. If you win the contest, you move into the target's space and cling to its body. Some of these maneuvers are designed to be used alongside the Climb a Larger Creature variant and the Tumble variant in the Dungeon Master's Guide, page 271 and 272. Roguish Archetype Rogues have many features in common. These include their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. Different rogues, however, steer those talents in varying directions—embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus- not necessarily an indication of your chosen profession, but a description of your preferred techniques.

Giant Slayer A nimble halfling slips between the ogre's legs, splitting open its tendons and dripping its blood to the ground. The ogre screams out in pain and falls over backwards. The halfling dodges out of the way as the body collapses to the ground. She turns to her allies, smirking at their awe-struck faces. "What? Did you think a little girl like me couldn't handle a big, smelly ogre like him?" A wirey gnome climbs up the sides of a tunnel within a dragon's den, pack full of treasure and books. A mighty roar echoes from beneath, but it doesn't phase him. He has what he came for and has done this many times. The dragon won't find him, and the precious books he has aquired will tell many of the secrets the red tried to lock away from his people. Breathing heavy, a goblin hides inside a barell. "Where he go? Find him!" Several bugbears pass by, looking high and low. He slips out of the barrel just in time, working his way silently out the door he just came in. Their dinner was delicious—next time, he'll make sure not to get noticed. Small statured creatures can often take advantage of their size as a rogue. You are practiced at striking down creatures much larger than you and thrive at slipping between their fingers (or claws). Treasure hunters, mercenaries, assassins, and other brands of small-sized adventurers have adopted this archetype. These features provide an edge in combat against giant enemies. Your nimble escapes and dances with death dealing with large monsters help when adventuring in their lairs. Restriction: Small Size Only Only creatures that are under four feet tall can truly utilize the methods and mastery of the Giant Slayer archetype. Your DM may allow larger creatures to adopt this archetype in specific cases but the option is designed to be used mainly when playing Halflings, Gnomes, Goblins, and Kobolds. Pint-Sized Fury Dealing with creatures triple your size and larger has some effects on the mind as well as the body. You have developed a quirk over your time adventuring that reflects your relations with Giants. When you take this archetype at 3rd level, you can choose to develope a quirk from the table below. Size Quirk d6 Quirk 1 Short jokes boil your blood. 2 Your revenge typically involves tripping the irritant. 3 You get offended when people offer to help you get to places you can't reach. 4 You prefer to sleep in small spaces such as barrels or drawers. 5 You wish you were taller; your dress expresses this. 6 Nothing is more exciting than grappling with a dangerous foe. Slippery Starting at 3rd level, when you are grappled by a medium or larger creature, you can use the bonus action granted by your Cunning Action in an attempt to escape the grapple. Lethal from Below At 3rd level, you are more capable of dealing tremendous damage to giant creatures. When you have advantage on an attack roll made with a finsese or ranged weapon against a large or larger creature—and your target has another enemy that isn't incapacitated within 5 feet of it—you may double the amount of sneak attack dice you roll. Once you deal extra sneak attack damage to a creature this way, you can't again against the same target until you complete a long rest. Scrappy At 9th level, your experience has provided additional benefits outside of fights. You can squeeze into spaces one size smaller than your size with no penalty and crawling no longer costs you additional movement At 13th level, when climbing on terrain or creatures, your experience has granted you additional benefits. You have advantage on: Strength (Athletics) checks to remain attached to a surface you are climbing across as well as advantage when making Dexterity (Acrobatics) checks and Dexterity saving throws made to avoid falling prone or off of objects. Tall Tales Additionally at 13th level, your feats of grandeur when handling larger than life creatures astounds others. Add half your proficiency bonus, rounded down, to Charisma ability checks you are not proficient in. You have advantage on non-magical saving throws against being frightened. Heavy Hitter Starting at 17th level, you gain expert knowledge of striking large targets. When you hit a creature you share a space with that is large or larger with an attack, you can choose to critically hit even if the attack normally would not have critically hit. Once you use this feature, you must complete a short or long rest before using it again. This roguish archetype is designed to be used alongside the Climb onto a Bigger Creature variant in the Dungeon Master's Guide, page 271.

Tales of Earthshakers Bards tell tales from adventures of their own as well as the adventures of the daring. One such bard spent his time among the taller folk: giants. His adventures led him to meet some of the most terrifying creatures out there as well as some of the most daring adventurers in the realms. "Having traveled to and from the realms of the richest and most dangerous monsters, none have proven more lucritive or dangerous than the homes of giants. My wealth and fame has come from the luxuries swindled and smuggled from beneath giants noses—my competition, on the other hand, prefers a more brutish method. I have seen many who have felt entitled to the wealth giants hold. These are people who hold rage close to their hearts and speak tales of their ancient rites over lands and gold giants' posses. Others talk of friendships and patronage to giants, embracing the giant pantheon and lifestyle. Of these people, only a small group have harnessed the power of giants. These warriors shaped the world around them, leading tribes to new glory and reclaiming the land of their ancestors through their sheer dedication and passion." Primal Path Rage burns in every barbarian's heart. It is a furnace that drives him or her toward greatness. Different barbarians attribute their rage to different sources, however. For some, it is an internal reservoir where pain, grief, and anger are forged into a fury hard as steel. Others see it as a spiritual blessing, a gift of a totem animal. Path of the Giants A chubby, dim-witted man garbed in his miner's clothes sits in a crowded bar, slamming down his tenth empty tankard on the table. His wasted opponent falls unconscious halfway through his drink. The crowd goes wild, showering him with praise. While he may not realize it, the hill giant's blood that taints his family line has won him more drinking contests than he can count. All he knows is that he's still thirsty and orders another round. In the arctic north, a young, toned goliath tracks a buck. She has been after it for a few days now and can feel the hunger gnawing at her sides. Catching a glimpse of its antlers, she channels her inner rage, lifting a massive rock and hurling it at the beast. A sickening crack comes as the rock collides with the beast's skull, causing it to fall. Pleased with the outcome of this venture, she drags the slain beast to her clan to help feed the hungry and persevere until spring arrives. A burly dwarf with a dirty red beard sits at an anvil, hammering against it to form a masterwork axe. While he may currently be in exile, he knows his dedication studying his enemies will pay off. He can turn their rage against them, harnessing their strength and size into a powerful weapon to retake his family's lands. He will avenge his ancestors and slay the fire giants that bested his once-proud dwarven clan. Path of the Giants barbarians fuel their rage and power from the study of Giants or by sharing their blood. Some barbarians develop these traits naturally and unknowingly while others train themselves rigorously to adopt the ways of a specific line. Restriction: Medium size or larger Only creatures that stand above 4 feet can truly follow in the footsteps of the all-father. Your DM may allow other creatures to take on this option. Some small characters that have devoted their life to studying ancient Giant tactics or worship deities in the Giant Pantheon may also be allowed to adopt this primal path. Lineage Trait Your Giant heritage has rubbed off in how you treat yourself and others. You may have gained a quirk associated with your ancestors. When you take this Primal Path at 3rd level, you can choose to gain a quirk from the table below. Heritage Quirk d6 Quirk 1 You'd rather ally yourself with a devil than a dragon. 2 One of your hobbies is making crafts out of enemies' bones. 3 You find smaller creatures adorable and often treat them like children. 4 You eat as if you were a size larger. 5 You enjoy hurling rocks (the bigger the better). 6 Your idea of "soon" is very different than common folk. Giant Heritage At 3rd level, you adopt the aspects of one of the great lines of Giants. Choose a Heritage below. While raging, you have resistance to the damage type of your chosen heritage and gain additional benefits based of your heritage at 6th and 10th level. Heritage Giant Type Resistance Hill Poison Stone Acid Frost Cold Fire Fire Cloud Thunder Storm Lightning Giant's Grip Additionally at 3rd level, your grip mimics the giants' of old. Treat weapons with the versatile property as having their versatile damage die while wielded in one hand.

Also, while raging, treat weapons you are proficient with that have the two-handed property as if they didn't have the two-handed property. Heritage Aspect At 6th level, your giant heritage comes out even while calm. You gain an aspect based on your giant heritage. Heritage Aspect Hill You are immune to the poisoned condition. You can go twice as long without needing to eat or drink. When you roll a hit dice to regain hit points, add 1 to each roll. Stone You gain proficiency in one set of artisan's tools of your choice and one skill of your choice. Your hit point maximum increases by your level, and it increases by 1 every time you gain a level. Frost You gain proficiency in the Animal Handling or Survival skill. Moving through non-magical difficult terrain in arctic terrain costs you no extra movement. You do not suffer disadvantage on Wisdom (Perception) checks that rely on sight in lightly obscured areas. Fire You gain proficiency in smith's tools or jeweler's tools and the Athletics or Intimidation skill. You can see in non-magical darkness out to 120 feet and non-magical difficult terrain in mountanious terrain costs you no extra movement. Cloud You gain proficiency in the Deception or Persuasion skill. Add half your proficiency bonus, rounded down, to any Charisma ability checks that don't already include your proficiency bonus. Reduce the damage you take from falling by twice your level. Storm You gain a swim speed equal to your movement speed. You can cast the augury spell but only as a ritual. Once you cast augury in this fashion, you must complete a long rest before you can cast it again. Wisdom is your spellcasting modifier used for this feature. Rune Magic At 10th level, you gain a basic understanding of Rune Magic. You have the ability to create two different glyphs, determined by your heritage. Over the course of one minute, you inscribe a glyph into a solid surface (such as a table or a section of floor or wall) that stores a spell. The glyph covers a 5 foot wide area, and lasts 24 hours or until you create a new glyph. The glyph is easily noticeable unless deliberately concealed. The glyph is triggered if any creature speaks the runic word within 5 feet of the glyph or touches it, activating the stored spell within and applying its effect to whoever triggered it. If the spell affects an area, the spell is centered on the triggering creature. If the spell requires concentration, it lasts until the end of its full duration. You ignore any material components necessary to cast a spell in this way. Your spell casting modifier for any spells cast by this feature is determined by your heritage. Heritage Spell Glyph Spellcasting Modifier Hill confusion, stinking cloud Constitution Stone hold person, stoneskin Wisdom Frost nondetecnion, sleet storm Constitution Fire daylight, protection from energy Charisma Cloud fly, wind wall Charisma Storm water breathing, water walk Wisdom Once you create any glyph in this way, you can not create another glyph using this feature until you complete a long rest. Image of the All-Father Starting at 14th level, your rage finally taps into the full depths of your giant heritage. While raging, you gain these benefits: Your size doubles and weight is multiplied by eight. This increases your size category by one. If there isn't enough room for you to double your size, you attain the maximum possible size in the space available.

Your equipment changes size with you. Your weapons are enlarged, dealing an additional 1d4 damage.

Your new stature increases the reach of your attacks by 5 feet.

Weapons that do not have the heavy or two-handed property are considered light for you.

or property are considered for you. You are immune to your heritage's resistance type from the Giant Heritage table.

Feats of Strength These feats are designed to be used along side Path of Giant barbarians but may be taken by anyone meeting the prerequisites. Improvised Throwing Prerequisite: Strength of 13 or higher You are well versed in hurling various unusual objects at creatures. You gain the following benefits: Weapons that do not not already have the thrown or ranged property have the thrown property to you with a range of 10/30.

or property have the property to you with a range of 10/30. Attacking at long range doesn't impose disadvantage on your attack rolls made with light thrown weapons.

weapons. When you hit a small or smaller creature with a heavy thrown weapon, the creature must succeed on a Strength saving throw (DC 8 + your Strength modifier + your proficiency bonus) or be knocked prone. Rune Magician Prerequisite: Intelligence of 13 or higher You have learned several magical Giant runes, which you know and can inscribe to gain their effects. Choose two first level Wizard spells that: do not have the target self, have a casting time of one action, and do not include a spell attack roll. You learn how to form these two spells into glyphs associated with a runic word. Over the course of 1 minute, you inscribe a glyph into a solid surface (such as a table or a section of floor or wall) that stores one of the two learned spells. The glyph covers a 5 foot wide area and lasts 24 hours or until you create a new glyph. The glyph is easily noticeable unless deliberately concealed. The glyph is triggered if any creature speaks the runic word within 5 feet of the glyph or touches it, activating the stored spell within and applying its effect on the triggering creature. If the spell affects an area, the spell is centered on the triggering creature. If the spell requires concentration, it lasts until the end of its full duration. You ignore any material components necessary to cast a spell in this way. Once you create a glyph in this way, you cannot create a new one until you complete a long rest. Variant Feat: Practiced Cantrips prerequisite: 5th level, must be able to cast 2 different cantrips Choose two cantrips you know. Each cantrip gains 1 additional improvment. A cantrip can not have more than 3 of any one improvement. Serpent Domain Followers of the Serpent Domain are divided into three sects: the Night Serpent, the Master of the Pit, and the Sibilant Death. Each of these sects share the larger powers and qualities of the pantheon but have individual differences that shape them into very different warriors. Serpentine Lifestyle Your worship and practice has lead to some quirky lifestyle changes. At first level, you can choose to adopt a trait from the table below. Serpent Quirk d6 Quirk 1 You enjoy swallowing your food whole when you can. 2 You aren't disgusted by the idea of consuming other humanoids. 3 Everybody fits into a caste—you know servants have their place. 4 You flick your tongue out at odd times to check your surroundings. 5 You avoid walking in straight lines. You prefer a more serpentine path. 6 Some colloquialisms confuse you. Why would a liar have a forked tongue (like you)? Serpent Gods When you select this option at 1st level, you additionally select one of the three serpent gods to worship: Dendar (the Night Serpent), Merrshaulk (Master of the Pit), or Sseth (the Sibilant Death). All clerics of this domain share one spell per level. Your second domain spell at each level is determined by which serpent god you have chosen. Serpent Spells Cleric Level Spells (All) Dendar Merrshaulk Sseth 1st detect poison and disease arms of Hadar sleep charm person 3rd suggestion darkness invisibility crown of madness 5th fear hunger of Hadar vampiric touch hypnotic pattern 7th dominate beast phantasmal killer blight confusion 9th dominate person contagion dream mislead Bonus Proficiency When you choose this domain at 1st level, you gain proficiency with scimitars and the Deception skill. Bonus Cantrips You learn one of the following cantrips: acid splash, druidcraft, poison spray. Forked Tongue At 1st level, you have the magical ability to communicate with snakes. You can cast the spell speak with animals at will but it can only be used to comprehend and verbally communicate with snakes. Casting speak with animals using this feature doesn't expend any spell slots.

Channel Divinity: Shape of the Gods At 2nd level, you can use your Channel Divinity feature to assume the shape of the gods. As an action, you present your holy symbol and whisper a prayer to the serpent gods. You transform into a poisonous snake, constrictor snake, or a bonus creature determined by your serpent god. Your game statistics change to match your new form with the exception of your mental ability scores (Wisdom, Intelligence, and Charisma). You revert back to your normal form after 1 hour or when your hit points in your current form are reduced to 0. You assume the hit points of your new form. You return to the number of hit points you had before you transform when you revert to your normal form. If you revert as a result of dropping to 0 hit points, any excess damage carries over into your normal form. You can only speak using your forked tongue trait while in this form and cannot cast spells other than speak with animals and your domain spells. Casting spells while transformed requires no verbal, somatic, or material components. Your gear melds into your new form. You can not activate, use, wield, or otherwise benefit from any of your equipment. Serpent God Bonus Creature Dendar Giant Constrictor Snake* Merrshaulk Giant Poisonous Snake Sseth Flying Snake * Your total HP is 30 (4d12+4) while in this form. Serpent God's Chosen At 6th level, you gain a Channel Divinity based on your serpent god. Dendar Invoke Nightmare. As an action, you present your holy symbol and utter a prayer of terror. Choose a creature you can see within 60 feet. The target must make an Intelligence saving throw. On a failed save, an affected creature's deepest fears manifest around and frighten it in the form of illusions only it can see. They then begin attacking. The illusions deal 2d10 psychic damage to the target at the start of its turn. You must maintain concentration on this effect as if it were a spell to maintain the illusions, which last for up to one minute. The target repeats the saving throw at the end of its turn and ends the illusions on a success. Merrshaulk Slumber. As an action, you present your holy symbol and utter a prayer to Merrshaulk. Choose a creature you can see within 60 feet of you. The target must succeed on a Constitution saving throw or fall into a magical sleep and be unconcious for 1 minute. A sleeping creature awakens if it takes damage or if somebody uses their action to shake or slap it awake. The magical sleep has no effect on creatures immune to being charmed. Sseth Deceiver's Speech. As an action, you present your holy symbol and utter a lie to your god. He blesses you with deceiver's speech, granting you advantage on Charisma ability checks you make for the next 10 minutes. Additionally, you are immune to effects that would force you to tell the truth for the duration. Divine Strike At 8th level, you gain the ability to infuse your weapon attacks with the damage of your serpent god. 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 points of damage. When you reach 14th level, the extra damage improves to 2d8. The damage type is determined by your serpent god. Serpent God Damage Type Dendar necrotic Merrshaulk poison Sseth psychic Image of the Snake At 17th level, your god's form transforms you. Choose two of the following phyiscal transformations. You can adopt these transformations as a bonus action and can revert back to your original form as a bonus action. Fangs You grow massive venomous fangs. While transformed, you can make an unarmed strike as a bonus action using your fangs. You are proficient with this attack, and you deal 1d6+ your Strength modifier points of piercing damage on hit. A creature hit by your bite must succeed on a Constitution saving throw against your cleric spell save DC. Otherwise, they take 2d8 points of poison damage and become poisoned until the start of their next turn. A creature that passes the save takes half damage and is not poisoned. Tail Your legs form into a single tail, increasing your movement. While transformed, your speed increases by 10 feet. You can make an unarmed strike a as a bonus action using your tail. You are proficent with this attack, and deal 1d6 + your Strength modifier points of bludgeoning damage on hit. You may attempt to grapple a creature for free that is hit by this attack. You can only have one creature grappled at a time with this transformation. Tendrils Your arms warp into serpentine tendrils. While transformed, you can make two unarmed strikes as a bonus action using your tendrils. You are proficient with these attacks, and you deal 1d8+your Strength modifier points of bludgeoning damage on hit. Creatures hit by your tendrils have disadvantage on attacks of opportunity against you until the start of your next turn.

Eyes Your eyes change to represent those of a snake. While transformed, you gain darkvision out to 120 feet if you did not already have darkvision. You can also see through magical darkness. If you already have darkvision, the range on your darkvision increases out by an additional 60 feet. You can now also see through magical darkness. Scales Your skin warps and forms scales. While transformed, you gain a +1 bonus to your armor class while you are not wearing heavy armor. If you are wearing no armor, your AC equals 11 + your Constiution modifier + your Dexterity modifier.