Subclass Compendium by Jack Weighill Fate Domain The fate domain is focuses on the forces that control all of the multiverse, this of course makes deities of fate incredibly powerful. Deities such as: Cereth, Haela, Pirion and Yahnis represent this masterful control of reality and the future. Fate Domain Spells Cleric Level Spells 1st detect good & evil, detect poison & disease 3rd augury, zone of truth 5th clairvoyance, tongues 7th divination, locate creature 9th commune, legend lore The Fates Align At 1st level, after you take a long rest, you gain power from your link to the future. You can roll a percentile dice and consult the Fate table for the effect gained. This effect persists until you complete another long rest. Channel Divinity: Change Fate Starting at 2nd level, you can use your Channel Divinity as a reaction and choose a creature within 30 feet of you that just rolled an attack roll, ability check, or saving throw. That creature then rerolls, taking the new result. An unwilling creature can avoid this effect with a successful Intelligence saving throw against your spell save DC. Nudge Fate At 6th level, you gain Fate Die, these d6 dice can be added onto or taken away from any attack roll, ability, check or saving throw that is made by a creature within 30 feet of you that you can see. If you wish to affect someone other than yourself with a Fate Die, you must use a reaction to do so. You have a number of Fate Die equal to your Wisdom modifier, and regain all expended Fate Die after a long rest. Potent Cantrips Starting at 8th levei, you add your Wisdom modifier to the damage you deal with any cleric cantrip. Hand of Fate At 17th level, your link to fate itself grows ever-stronger. Your fate die become d8s. Additionally, once per long rest, when you or another creature within 30 feet of you rolls a d20, you can use your reaction to treat the roll as a 20 or a 1. d100 Effect 1 The Fool - Creatures have disadvantage on attack rolls made against you. 2-6 The Magician - You have +2 to damage rolls with cleric spells 7-11 The High Priestess - When you roll dice to heal a creature, you may add your Wisdom modifier (minimum of 1); even if the effect already allows you to do so 12-16 The Empress - Any effect that you possess that would allow you affect a creature’s mind, the DC increases by 2 17-21 The Emperor - You add your proficiency bonus to Charisma saving throws, even if you already have proficiency 22-26 The Hierophant - You add your proficiency bonus to Intelligence saving throws, even if you already have proficiency 27-31 The Lovers - If an allied humanoid starts its turn within 5 feet of you, they gain temporary hit points equal to your Cleric level, these hit points last until the end of the ally’s next turn. 32-36 The Chariot - Your movement increases by 5 feet 37-41 Strength - You add your proficiency bonus to Strength saving throws, even if you already have proficiency 42-46 The Hermit - You add your proficiency bonus to Wisdom saving throws, even if you already have proficiency 47-51 Wheel of Fortune - You add +1 to all d20 rolls 52-56 Justice - When a creature attacks an ally within 30 feet of you, you can choose to deal an additional 1d4 radiant damage on weapon attacks against that enemy until the end of your next turn. 57-61 The Hanged Man - Any effect that you possess that would allow you to affect a creature’s movement, the DC increases by 2 62-66 Death - You gain advantage on death saving throws 67-71 Temperance - You are immune to poison damage and the poisoned condition 72-76 The Devil - When you reduce a creature to 0 hit points and kill it, you gain temporary hit points equal to your Wisdom modifier (minimum of 1). These hit points last until the end of your next turn. 77-81 The Tower - You have +2 to damage rolls with weapon attacks 82-85 The Star - Creatures cannot impose disadvantage on the attack rolls of you of your allies 86-89 The Moon - Creatures you heal an additional die from your cleric spells 90-93 The Sun - Creatures take an additional die of damage from your cleric spells 94-97 Judgement - When you deal damage to an aberration, celestial, elemental, fey, fiend or undead, you deal an additional die of damage. 98-100 The World - You have advantage on all ability checks

Circle of Rot Servants of the natural cycle of decomposition and growth, circle of the rot druids utilise borderline necromancy to perform their tasks, and as such are often shunned by other druids, whilst being feared by common folk. All dead creatures must fertilise the land anew to bring about new life, regardless of how brutal it may seem. Refreshing Rot When you choose this circle at 2nd level, you gain the ability to channel the energy created at a living creature's death to heal yourself or your allies. When you reduce a creature to 0 hit points with a Druid spell and kill it, you can grant yourself or another creature that you can see within 60 feet temporary hit points equal to twice the spell's level + your Wisdom modifier. A cantrip is considered a 0th-level spell for the purposes of this feature. The amount of temporary hit points gained increases by 5 at 6th, 10th, 14th and 18th level. Rotten Servant At 6th level, you can channel the power of rot to animate the deceased to serve your purpose. You can perform a 10-minute ritual on a creature with a CR equal to, or lower than 1/4 your druid level. Upon the ritual's completion, the creature is risen as a fungul creature (as per the Spore Servant Template on page 230 of the Monster Manual). Your rotten servant rolls its own iniative, and follows your spoken commands. You can command the servant to perform specific or vague tasks as a bonus action on your turn, and it will perform them to the best of its ability, without regard of its own safety. When you next complete a short or long rest, or after 24 hours, the rotten servant dies, and cannot be a target of this feature again. Fungal Blood Starting at 10th level, your body has gained a powerful affinity to the rot you bring. You gain resistance to necrotic damage, as well as immunity to poison damage and the poisoned condition. One with Decay At 14th level, when you die, your powers of death and decay maintain your form. Your old body rots away and then reforms in 24 hours ending with your resurrection as per the raise dead spell. When you are resurrected this way, your body is weak for a time. Your maxmimum hit points are reduced by 35 - your Druid level. These effects persist for 1d4 days. This feature cannot reduced your maximum hit points to an amount lower than 5. Way of the Antiquarian You follow a monastic tradition that teaches its disciples to preserve the past, to prepare for the future. Be it a holy order of monks, mountaintop scholars, or a secret group of knowledge guarding champions, the Way of Antiquities will preserve history, for the betterment of their cause. Historian Starting when you choose this tradition at 3rd level, you gain proficiency in the Arcana and History skills. You double your proficiency bonus for these skills. Ceremonial Mind Also at 3rd level, your studies have taught you magical ceremonies. You learn two 1st-level spells with the ritual tag from any spell list. You can cast each of these spells as a ritual, using your Wisdom modifier as your spellcating ability. You learn two 2nd level ritual spells at 6th level, one 3rd level ritual spell at 11th level, and one 4th level ritual spell at 17th level. Whenever you learn a new ceremony, you can replace one ceremony you already know with another spell with the ritual tag, of a level in which you can learn ceremonies. Antiquarian Censer At 6th level, your expertise in meditation and easing of the mind has granted you the ability to utilise a censer and powerful incense to grant you and your allies benefits. After completing a short or long rest, you can place an incense stick in your censer, and gain one of the following effects until you next complete a short or long rest: Festering Vapours. A hostile creature that starts their turn within 5 feet of you must succeed a Constitution saving throw or take your monk weapon die in poison damage. Invigorating Vapours. Choose a saving throw, allies within 10 feet of you add your Wisdom modifier to that saving throw. Restorative Vapours. Allied creatures that start their turn within 10 feet of you gains temporary hit points equal to your Wisdom modifier. Curious Incantation At 11th level, after completing a short rest, you can expend 4 ki points, reciting a strange song to those around you for 1 minute. When you do, any friendly creature within 15 feet who can hear you become immune to the frightened condition for 1 hour and gain tempoary hit points equal to your Wisdom modifier + your monk level. Historic Power Starting at 17th level, you can spend 1 minute meditating in ritual, drawing mystical energies from around you, allowing you to regain ki points equal to your Wisdom modifier. Once you have used this feature, you cannot do so again until you complete a long rest. In addition, you can choose two options for your Antiquarian Censer after a long rest instead of one. (You can choose two invigorating vapours, granting a second saving throw).

Oath of Valour The Oath of Valour is a paladin's commitment to the acts of bravery, and the inspiration of courage in others. These bravado-driven warriors travel the lands in search of people to inspire and rally under the forces of goodness. Sometimes called crystal knights, bravehearts, or chevalier, these knights hold themselves to a strict code of social conduct, speaking words from silver tongues, to dazzle their enemies and rally their allies. Despite being often criticised by those of other oaths for their arrogant or nacasistic tendancies, these brave warriors are more than capable of bringing justice where they step. Tenets of Valour The tenets of Valour are oft recited by their faithful, proclaimed onto crowds of those who will listen. The tenets emphasise a strong sense of individuality, glory, and self-sacrifice. Be Brave. Face all obstacles that come your way with strength and courage. Fear is natural, but it must be overcome. Be a Beacon of Hope. You must inspire those around you to be better, be stronger, and be more couragous. Rally them with speaches, tend their wounds, and comfort them when they fear. Be a Martyr. The lives of others are far more important than your own. Protect them with your life. The most glory is learned from those who die for others, not from those who live for themselves. Be Remembered. Even when you must move on, those you aid must remember you, and the hope you inspired in them. Oath of Valour Spells Paladin Level Spells 3rd detect evil and good, shield of faith 5th calm emotions, warding bond 9th beacon of hope, blinding smite 13th death ward, guardian of faith 17th dispel evil and good, hallow Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. Crystal Shield. You can use your Channel Divinity to create a protective barrier around an ally. As a reaction when a creature within 30 feet of you takes damage that is not poison or psychic, you can cause a dazzling crystalline barrier form around it, protecting it from the worst of its harm. Roll a nuumber of d8 equal to one fourth your paladin level, then add your Charisma modifier., and subtract the damage taken by that amount. If the damage reduction causes the damage taken to be reduced to zero, the target gains the difference between the damage it would have taken, and the damage reduction as temporary hit points that last for 1 minute. Valourous Cry. You use your Channel Divinity to let out an inspiring chant empowered by the heavens. As an action, each creature you choose within 30 feet of you has advantage on the next attack roll, ability check, or saving throw they make within the next minute. Aura of Valour At 7th level, your dazzling brilliance inspires those around you. Whenever a creature starts its turn within 10 feet of you, it gains 1d4 it can add to one attack roll, ability check, or saving throw its makes until the start of its next turn. At 18th level, the range of this aura increases to 30 feet. Bravado Starting when you reach 15th level, your brilliant offensive might adds to your ally's defensive capabilities. Whenever you use your Divine Smite feature, a creature that you choose within 30 feet of you gains temporary hit points equal to four times the level of spell slot expended. Beacon of Valour At 20th level, you can ascend to a become a brilliant beacon of hope. Your hair erupts into a heatless cosmic fire, whilst your eyes shine like beacons. Using your action, you undergo a transformation gaining the following benefits for 1 minute: Whenever you take damage, you the benefits of your Crystal Shield channel divinity, without expending a use of it

Each creature you choose within 30 feet of you that makes a saving throw does so with advantage.

Your Aura of Valour provides d10s instead of d4s. Once you use this feature, you can’t use it again until you finish a long rest. Wildmagus Conclave All rangers form a bond with the land, mastering the survival skills necessary to thrive there and learning to use terrain to their advantage. Wildmagus connect to the land on a mystical level, discovering ways of calling up the inherent magical powers of the local flora, fauna and geological features. In territory, they are intimately familiar with, wildmagi wield a wide range of spells while powerful wildmagus can even call up the geomantic properties of distant lands. Primal Surge Starting when you select this conclave at 3rd level, when you finish a long rest, you gain surges, which can be used to tap into the natural essence of the area around you to bolster spells. When you or an ally within 10 feet of you casts a spell that deals damage, you can expend one of your surges as a reaction to increase the damage dealt by the spell by the number rolled on your surge die. Spells that deal multiple instances of damage, be it through multiple weapon attacks (such as scorching ray), or triggered circumstances (such as hex), this bonus damage applies only to the first instance of damage that the spell deals. Your number of surges, and the value of your surge die are shown in the Primal Surge Table below.

Primal Surge Table Level Surges Surge Die 3rd 4 d6 4th 5 d6 5th 5 d6 6th 5 d6 7th 6 d8 8th 6 d8 9th 6 d8 10th 7 d8 11th 7 d10 12th 7 d10 13th 8 d10 14th 8 d10 15th 8 d12 16th 9 d12 17th 9 d12 18th 9 d12 19th 10 d12 20th 10 d12 Wild Recovery Also at 3rd level, you have learned to regain some of your magical power by communing with the earth. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than a fourth of your ranger level (rounded up), and none of these slots can be 3rd level or higher. Primordial Ward At 7th level, your connection to nature grants you a shield that protects you from magic. When you complete a long rest, roll your surge die twice. You gain a shield equal to this number. When you take damage from a spell or similar magical effect, you can use your reaction to cause the shield to take damage in your stead. Any leftover damage after the shield is destroyed is transferred to you. As an action on your turn, you can one of your surges, rolling it and adding it to your Primordial Ward's hit points. Native Power Starting at 11th level, your connection to the wild grants you access to natural found only by the Wildmagus. When you spend a surge to augment a spell, you can choose to instead grant it a bonus to the DC of the saving throw equal to half your Wisdom modifier (minimum of 1). In addition, when you take a short rest, roll your surge die once and add the result to your Primordial Ward's current hit points. Greater Primordial Ward At 15th level, your primordial ward increases in power, granting your additional protection from all forms of damage. Your primordial can now protect you all forms of damage as part of your reaction, not just spells and other magical effects. Entwined Sorcerous Origin Your innate magic originates from the very fabric of the world itself, allowing you to cast magic that unravels the twine of the multiverse. Most entwined sorcerers are born at random, with little rhyme or reason as to their powerful control of reality. Your magic is often considered far too powerful for its own good, as it allows you to turn the very fabric of the universe against your foes. Sense Threads At 1st level, you can use your link to the fabric of reality allows you to detect the threads of life around you at a whim. As an action, you enter a heightened state of concentration as you attune with the thread of the world. For one minute, or until you lose concentration (as if you were concentrating on a spell), you can detect the location of all living creatures (including invisible creatures) within 60 feet of you that are not undead or constructs. You cannot sense the type of creature, but you can sense its size. This feature penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. You can use this feature a number of times equal to your Charisma modifier (minimum of one), and you regain all expended use of this feature after a long rest. Weaver Starting at 1st level, you gain proficiency in Weaver’s Tools. Additionally, you learn the cantrip mending. Entwined Arts Starting at 6th level, you can manipulate the weave of magic into powerful effects. You know two entwined arts at 6th level. When you use these features, you can spend additional sorcery points to enhance their effects. You learn two more of these metamagic options of your choice at 10th level, and one more at 17th level. Confining Knot. On your turn, you can spend 2 sorcery points to cast the spell hold person. You can spend 1 additional sorcery point to increase the spells level by 1. Knit Wounds. As an action on your turn, you point a hand at a creature within 15 feet. You may then spend a minimum of 2 sorcery points to allow that creature to regain 2d8 + your Charisma modifier in hit points. The creature regains an additional 1d8 hit points for every sorcery point you spend above 2. Linking Twine. As a bonus action on your turn, you point a hand at a creature within 30 feet of you, creating a spectral link between you can your companion. Spend 1 sorcery points and choose a creature within range. Whilst both you and the creature remain within 30 feet of one another, you both gain +2 to all saving throws. If you spend additional sorcery points, the bonus to saving throws increases by 1 for each extra sorcery point spent.