Barbarian For those who enjoy playing a Barbarian, I have good news for you. In this tome I have two Paths prepared for you to choose from. Those being the Path of the Doomslayer and the Path of the Snake. The Doomslayer focusses their anger against a certain type of enemy. While the Path of the Snake is some weird hybrid between a Barbarian and a Rogue I came up with. Path of the Doomslayer The Doomslayer is a vicious fighter, focussing all their hatred against a single type of creature. Now that I write this, that sounds really racist. I assure you this is not my intention, don't play a racist character. This is inspired from the Doom franchise, but only using these abilities against Fiends was way to situational. Unbridled Rage Starting at 3rd level, you have developed a searing hatred against one type of creatures of your choice. Choose one type of enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, undead, or two races of humanoids (Gnolls and Orcs for example). While you are fighting one of your hated enemies, you can enter a state of mindless slaying. As a bonus action while you’re raging, you can enter your Unbridled Rage. You gain temporary health equal to twice your barbarian level, while you have this health, your attacks deal 1d6 extra radiant damage and are made with advantage when attacking your hated enemies. When you lose the temporary health, you exit your Unbridled Rage and cant enter another for 1 hour. You can choose another hated enemy when you reach 6th, 10th, 14th and 18th level in this class. Brutal Execution Starting at 6th level, you have learned the most brutal ways of killing creatures. During your rage, when you successfully grapple a creature with less health then twice your Barbarian level, you may choose to brutally execute them, killing the creature and heal the amount of health it had left. If you are in an Unbridled Rage, you add it to your temporary health instead. Fury of the Doomslayer Starting at 10th level, you move a lot during your rage with an empty mind. During your rage, your hated enemies attack you with disadvantage and you have advantage on saving throws against their spells and abilities. BFF (Big Fucking Fireball) Starting at 14th level, you have grasped the power of searing hatred, literally. As an action during you turn, while you’re raging, you choose a point within 60 feet of you. In a 30 feet radius sphere originating from that point all creatures must succeed on a Dexterity Saving throw (DC = Your Proficiency bonus + Your Constitution Modifier) or take 14d6 fire damage, half as much on a successful save. Your hated enemies make the saving throw with disadvantage. Anything killed by it and flammable objects in the blast radius are reduced to a pile of ash. You can only use this feature once every other day. Starting at 18th level, you can use this feature once per long rest. Path of the Snake Path of the Snake Barbarians are often the one who hung around with the local Rogue too much. As a result, they combine some of the abilities of the Rogue with what they do best: Smashing. Two-handed Control Starting at 3rd level, your learned to control the path of your two handed weapons very precisely. While you are wielding a weapons with two hand, you may use your dexterity instead of strength for attack and damage roll. Additionally, while you are raging, you gain advantage on dexterity saving throws and ability checks. Bonus Proficiencies Also starting on 3rd level, running around with the local Rogue has taught you how to be sneaky and pick locks. You gain proficiency with the Stealth skill and Thieves’ Tools if you don’t already have it. Great Weapon Sneak Attack Starting a 6th level, you have learned how to do a basic sneak attack with your weapons. Once on each of your turn, whenever you hit a creature with a dexterity attack while an ally is within 5 feet of it, or you have advantage on the attack, causes you to deal 1d6 extra damage. The damage increases by 1d6 when you reach level 11 and 16 in this class. Sneaky Barbarian Starting at 10th level, you have noticed that people cant see you if you’re standing completely still. At the end of your turn, if you haven’t used your movement speed that turn, you can become invisible until you move, take an action or take damage. Sneakier Barbarian Starting at 14th level, the party rogue has really rubbed off on you. You learn the Invisibility Spell, you can only cast it as a ritual spell and it doesn't requires your concentration. If you make an attack while invisible and hit, it is an automatic critical attack.

Bard For the Bard I currently only have one College for them to go to, the College of Cards. Because gambling is also an art. College Of Cards The College of Card focusses their skill into cards. They can store their spell into card and give them to others for them to use later. Card Magic Starting at 3rd level, you have learned to store magic in cards to be used later. Whenever you cast a spell of 1st level or higher, you can choose, instead of casting the spell, to put it in a card. These cards hold their power until you take your next long rest and can be given to other characters. The cards take a bonus action to activate unless the spell used on it uses your reaction. Creatures other than you cant see what spell is in which card unless they succeed on an Intelligence (Arcana) check against your spell save DC. Bonus Proficiencies When you join the College or Cards at 3rd level, you gain the following proficiencies: two game sets of your choice and one language of your choice Stored Inspiration Starting at 6th level, you have learned to store inspiration in your card. As a bonus action, you can store a bardic inspiration in a card to be used later. If the card already had a spell in it, the inspiration is added to the damage roll. If the spell doesn’t deal damage it instead heals the caster for the amount rolled on the inspiration. All these effects lose there powers when you take a long rest. Secrets with Benefits Starting at 14th level you can ritual cast the spells you learn from your Magical Secrets feature to store them in a card, whether or not they have the ritual tag. Additionally, when you store a spell in a card, you can set conditions for the card to trigger (using itself or whoever is holding the card as the target).

Cleric The Cleric, like the Bard, sadly only gains one more Domain. But if you're like me and like a bit of rng, then this domain is the only one you need. Chaos Domain Clerics of the Chaos Domain worship the gods of Chaos, Madness and Randomness. Think of Dyonisus from Greek mythology for example. Chaos Clerics are unpredictable in a lot of ways. Their spells do random damage and they gain resistance to random elements each turn. Chaos Domain Spells Cleric Level Spells 1st Chaos Bolt, Absorb Elements 3rd Shatter, Blindness/Deafness 5th Bestow Curse, Slow 7th Sickening Radiance, Confusion 9th Mislead, Modifiy Memory Chaos Acolyte Starting at 1st level, Chaos has taken you. Once per turn the DM can ask you after you’ve cast a Cleric spell of 1st level or higher to roll on the Chaos Overwhelming table down below. If the result is a spell that requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration. When you reach 17th level in this class, you roll 2d100 and pick one of the results. Channel Divinity: Embrace Chaos Starting at 2nd level, you can use your channel divinity to ask the powers of Chaos to aid you. As a bonus action on you turn, you invoke the power of Chaos. For 1 minute, whenever you cast a spell that deals damage, you roll 1d8 extra damage and change the damage type of the spell according to the table below. This also works with weapon attacks, if that is the case, it adds 1d8 of the random damage type to the damage roll instead of changing all the damage types. Embrace Chaos Table D8 Damage Type 1 Acid 2 Cold 3 Fire 4 Radiant 5 Lightning 6 Poison 7 Psychic 8 Thunder Chaotic Resistance Starting at 6th level, the powers of chaos protect you. Well, they try at least. At the start of each round in combat, you roll 2d8 and gain resistances to the damage types as shown in the Embrace Chaos table until the start of the next round. Embraced Forever Starting at 8th level, you have embraced Chaos in your heart. Whenever you roll damage on a Cleric spell or Cantrip, you roll 1d8 extra damage and change the damage type of the spell according to the Embrace Chaos table. If you also are under the effect of Embrace Chaos, you roll both d8 and add it to the damage, you then choose the damage type of the two options rolled. Share the Chaos Starting at 17th level, you have learned the power of sharing chaos. Whenever you are under the effect of Embrace Chaos, it’s effect is also shared with other allies within 15 feet of you. Chaos Overwhelming Table d100 Effect 01-02 Roll on this table at the start of each of your turns for the next minute, ignoring this on subsequent rolls 03-04 Roll a d10 for every character within 30 feet of you, if its odd you know exactly where they are for the next minute, even if they move to another plane, if its even they are instead invisible to you 05-06 You cast healing word at 1st level on yourself and all other characters within 30 feet of you 07-08 Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow 09-10 You cast confusion centered on yourself 11-12 For the next minute, you regain 5 hit points at the start of each or your turns 13-14 You grow a long beard made out of feathers that remains until you sneeze, at which point the feathers fall off. 15-16 You cast grease around your self 17-18 Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.

Chaos Overwhelming Table d100 Effect 19-20 Your skin changes colours from around the spectrum for the next hour 21-22 An eye appears on your forehead for the next minute, you have advantage on Wisdom (Perception) checks that rely on sight 23-24 For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action 25-26 You teleport up to 60 feet to an unoccupied space of your choice that you can see 27-28 You are transported to a random elemental plane until the end of your next turn, after which you return to the space you previously occupied or the nearest unoccupied space 29-30 Maximize the damage of the next damaging spell you cast within the next minute 31-32 Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum of 1 year old). If the roll is even, you get older 33-34 You regain 2d10 hitpoints 35-36 For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns 37-38 You cast Levitate on yourself 39-40 A random elemental controlled by the DM appears in a space within 60 feet of you for the next minute, it is not hostile unless provoked. 41-42 You cant speak for the next minute. Whenever you try, pink bubbles float out of your mouth 43-44 A small elemental floats around you for the next minute, it grants you a +1 to AC. If you are hit before the minute ends, the elemental takes all the damage and disappears 45-46 You are immune to being intoxicated by alcohol for the next 5d6 days 47-48 Your hair falls out, but grows back within 24 hours 49-50 For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flames 51-52 You regain your lowest level expended spell slot 53-54 For the next minute, you must shout when you speak 55-56 You cast fog cloud centred on yourself 57-58 Up to three creatures you choose within 30 feet of you take 4d10 lightning damage 59-60 You are frightened by the nearest creature until the end of your next turn 61-62 Each creature within 60 feet of you becomes invisible for the next minute, unless they attack or cast a spell 63-64 You gain resistance to all damage for the next minute 65-66 A random creature within 60 feet of you becomes poisoned for 1d4 hours Chaos Overwhelming Table d100 Effect 67-68 You glow a bright light in a 30 feet radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn 69-70 You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration 71-72 Illusory butterflies and flower petals flutter in the air within 10 feet around you for the next minute 73-74 You can take an additional action immediately 75-76 Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the damage dealt. 77-78 For every creature within 15 feet of you, you take 1d8 necrotic damage. Each creature heals as much as it rolled for its die. 79-80 You cast mirror image on yourself 81-82 You cast fly on a random creature within 60 feet of you 83-84 You become invisible for the next minute. During that time, other creatures cant hear you. The invisibility ends if you attack or cast a spell. 85-86 If you die within the next minute, you immediately come back to life as if by the reincarnate spell 87-88 Your size increases by one size category for the next minute 89-90 You and all creatures within 30 feet of you gain vulnerability to a random damage type determined by rolling on the Embrace Chaos table 91-92 The spell that caused you to roll on this table didn’t use a spell slot or material components. 93-94 You are surrounded by fain ethereal music for the next minute 95-96 The spell that caused you to roll on this table is cast twice, on a target of your choice, while still expending material components and an appropriate spell slot 97-98 For the next hour, you have a familiar of the DM’s choice as if you cast the find familiar spell 99-100 You use your Embrace Chaos channel divinity without using a charge. If you are already using Embrace Chaos, you can choose another creature within 30 feet to gain the effect instead and share it with allied creatures withing 10 feet of it

Druid For the Druids among you, I have an interresting subclass for you. It follows the idea of "What happens when Druids start studying Demons?" Circle of Demonshaping Druids of the Circle of Demonshaping have, in addtion to beasts, been studying Demons and some monstrosities. Before you choose this Circle, ask your DM how common fiends and monstrosities are in their world and which you may of may not have seen. If they're common, you have probably seen some high CR demons run around. If they're not, you maybe have only seen an imp if you're lucky. Expended Spell List Hanging around with Demons and the occational Warlock attached to them, you can add the following spell to your Druid spell list. If the spell doesn't appear on the Druid spell list, it is considered a Druid spell for you nontheless. Expended Spell List Druid Level Extra Spells 3rd Enthrall, Invisibility 5th Summon Lesser Demons, Bestow Curse 7th Summon Greater Demons, Dimension Door 9th Dominate Person, Infernal Calling Demonic Tutorlage Starting at 2nd level, the Demons you have studied have learned you some tricks. You know how to read, speak and write Abbysal and Infernal. Additionally you have resistance to Fire damage. Demonshape Starting at 6th level, you have learned the secret behind demonshaping. Instead of a beast, you can wild shape into a Fiend or Monstrosity with a CR of your Druid level divided by 4 (rounded down, minimum of 1). You still abide by the beast shapes table’s flying or swimming speed. Additionally, you can cast spells while in a demonshape, but if the chosen creature has their own spellcasting or shapechanging, you cannot use it. Fiendish Familiar Starting at 10th level, a random imp or quasit (your choice) appears before you and offers to be you familiar as long as you promise it to rise in the ranks of demons. It works as if you had cast the familiar spell to summon it, except that it can attack during its turn. If it were to die, it comes back after 24 hours. Fiend Experience: Starting at 14th level, your experience with fiends have given you an understanding on how to counter them and their counterparts. Whenever a Fiend, Monstrosity or Celestial tries to attack you, it does so with disadvantage. Additionally, you have advantage on saving throws caused by them.

Fighter Fighters, like Monks and Warlocks, intrigue me. That is because they can be so versatile. You have an archer Fighter, magic Fighter and fighter Fighters. For such a versatile class, I have two Martial Archetypes. One of them always carries a friend with them, the other makes their own. Actual Elritch Knight I always thought the Eldritch Knight from the PHB wasn't eldritch enough, therefore I refer to them as Spellswords while this Archetype is the real Eldritch Knight. These Eldritch Knights carry a lesser patron with them which grants the Knight their powers as long as they help them get more of it. Eldritch Knight Spellcasting Fighter Level Cantrips Known Spells Known Spell Slots Slot Level Invocations Known 3 2 3 2 1st - 4 2 4 2 1st - 5 2 4 2 1st - 6 2 4 2 1st - 7 2 5 2 2nd 2 8 2 6 2 2nd 2 9 2 6 2 2nd 2 10 3 7 2 2nd 2 11 3 8 2 2nd 2 12 3 8 2 2nd 3 13 3 9 3 3rd 3 14 3 10 3 3rd 3 15 3 10 3 3rd 3 16 3 11 3 3rd 3 17 3 11 3 3rd 4 18 3 11 3 4th 4 19 3 12 3 4th 4 20 3 13 3 5th 4 Pact Magic cantrips: You learn two cantrips of your choice from the Warlock spell list that isn’t Eldritch Blast. You learn an additional Warlock cantrip when you reach level 10. Whenever you gain a level in this class you may swap cantrips with other cantrips from the Warlock spell list. You can’t learn Eldritch Blast until you reached level 10 in this class. Spell slots: The Eldritch Knight Spellcasting table shows you how many Warlock spell slots you have and what level they are. To cast one of these spells, you must expend a sot of the spell’s level or higher. You regain all expended spell slots at the end of a long rest. Your patron must be pleased however. If you go a day without slaying a humanoid, spreading the patron’s name or giving it a blood sacrifice (stabbing a humanoid or yourself during a ritual), you will suffer from nightmares keeping you awake whenever you try to sleep resulting into levels of exhaustion. The patron wont kill you this way, but will make your live hard until you please it. Spells known of 1st-level and higher: You know three 1st level Warlock Spells of your choice. The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more Warlock spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. Whenever you gain a level in this class, you can replace one Warlock spell you know with another spell of you choice from the Warlock spell list. The new spell must be of a level for which you have spell slots. Spellcasting Ability: Charisma is you spellcasting ability for your Warlock spells. Spell Save DC = 8 + your proficiency bonus + your Charisma modifier Spell Attack Modifier = your proficiency bonus + your Charisma modifier Spellcasting Focus: You can use an arcane focus as a spellcasting focus for your Warlock spells. Eldritch Influence Starting at 3rd level, your patron grants you the ability to improve your weapons/shields. At the end of a long rest you touch one weapon or shield. This item counts as a +1 weapon or shield if it isn’t already and you can choose to use your Charisma instead of Strength or Dexterity until your next long rest. This effect works only when you are the one wielding or wearing the item. When you reach 10th level in this class, you can touch up to two items to have this effect. Eldritch Invocations Beginning at 7th level, you may chose two eldritch invocations from the Warlock class that you qualify for. For anything that requires a certain Warlock level, use half you fighter level (rounded down) instead. You can’t take any invocations that require a certain patron or Pact Boon. You may change these invocations whenever you gain a level in this class. Once you reach level 12 and 17 in this class, you may choose another eldritch invocation.

Eldritch Travel Starting at 10th level, you may use your bonus action to activate shadow travel. For the rest of the turn your movement speed is increased by 10 and you are invisible while moving. Moving within 5 feet of a hostile creature will alert them that you walked near them, but they can’t take attacks of opportunity against you. You may use this an amount of times equal to your Charisma modifier (minimum of 1) per short or long rest. Emergency Travel Starting at 15th level, you have learned to use shadow travel when you are in danger. After an enemy has attacked you and hit, you can use your reaction to enter shadow travel until the end of your next turn and move up to half you movement speed. Using this, you use a charge from Shadow travel. Patron Adulthood Starting at 18th level, your patron finally has acquired enough power to grant you the true powers of a warlock. You may choose one Warlock Pact Boon (Pact of the Blade, Pact of the Chain or Pact of the Tome) on top of that, your spellslots level increases rapidly in the next two level and you may choose one 6th level spell from the Warlock spell list, you may cast it once without expending a spellslot. You must finish a long rest before you can do so again. Combat Engineer The Combat Engineer combines clever crafting with martial strength. Who needs allies anyway, right? Combat Help Starting at 3rd level, you can make useful tools for on the battlefield. Whenever you have time, you can make one of the objects listed below this Archetype. If you fail a check while making a object (which happens halfway the crafting process), you get half the cost refunded and have to start over. Other creatures can’t use your creations unless you give them a 15 minute instruction. Deploying one of these objects takes an action. If your DM allows you too, you can attempt to invent and make your own Combat Object. Bonus Proficiencies Starting at 3rd level, you have learned to use your tools to make your creations. You gain proficiency with the Smith's Tools and Tinkerer's Tools Basic Enchanting Lessons Starting at 7th level, you’ve learned how to put a basic enchant on your Combat object. Your turrets are considered magical for the purpose of overcoming resistance to non-magical Slashing, Bludgeoning and Piercing damage and have an infinite supply of non-magical ammo. Additionally, your Deployable Barrier gains resistance to non-magical Slashing, Bludgeoning and Piercing damage. You also learn 3 cantrips from the Wizard Spell List, Intelligence is your spellcasting ability for these. Instead of a weapon, you can use an arcane focus that is worth at least 300 gp to have it cast a single target cantrip (at base level) you know and choose while making the turret. It uses your Intelligence for attack rolls or saving throws. Entrencment Starting at 10th level, you have learned that by standing still your turrets become more accurate. At the end of your turn, if you have not moved, your Turret attacks gain advantage until the end of your next turn. Medicine Dispensers Starting at 15th level, you have learned that putting medicine in your turrets is not a bad idea. Each turret you create from now on holds an amount of d8s equal to your Intelligence Modifier. As a bonus action on your turn, you can spend any amount of those d8s from a turret to heal a creature within 5 feet of the chosen turret. This cannot heal undead or constructs. Master Engineer Starting at 18th level, you have mastered the tinkering with your constructions. Double the health of all your creations. Additionally your creations only take a bonus action or action to set up (characters choice) and your turrets automatically attack a creature within range at the start of your turn. Depoyable Barrier (medium unaligned construct) Cost: 100 gp, one hour, DC 15 Strength(Smith’s Tools) check AC = 15 HP = 5 times fighter level Special: This is a waist high deployable barrier, when deployed it has a length of 10 feet and can be bend at any point. Creatures behind the barrier have half cover, which increases to three quarters cover if they duck behind it (uses half the creatures movement speed to stand up or duck). You cannot have more than one of these at any time, but you can increase the length of your original by making another one and attaching it to the original.

Turret (small unaligned construct) Cost: one hour, DC 15 Dexterity(Tinkerer’s Tools), gp depending on weapon used AC = 10 HP = 2 times fighter level Ammo capacity: 5 arrows / bolts / darts Special: You or a creature within 5 feet of the turret can, when taking the attack action, forgo one attack to have the turret make an attack to a creature the shooter can see within 30 feet of it. If the Turret runs out of ammunition, a creature within 5 feet of it can use a bonus action to put in 5 more arrows / bolts / darts if it knows how to. For balance reasons, you can only have 2 Turrets deployed at any time. If you attempt to deploy a third one, the first becomes inactive. The Turret uses your Dexterity Modifier and Proficiency Bonus for attack and damage roll. The damage die and construction cost depends on the ranged weapon you used to make the weapon. 50 gp for a d4, 75 for a d6, 100 for a d8, 125 for a d10, 150 for a d12. Making the Turret consumes the weapon used, but it might be salvaged along with half the construction cost when the Turret in destroyed. If the weapon used was enchanted, the turret gains the same benefits as the weapon, but costs an additional 50 gold. (for example, a +1 longbow creates a +1 Turret with 1d8 damage die) Variant Rule: If your DM allows gunpowder in their world, you can ask them to make a gunpowder turret. The cost increases by 100 gp, the damage die changes to one appropriate for the weapon used, but the turret can only hold 2 bullets and consumes bullets instead of arrows (these bullets don’t benefit from your Basic Enchanting Lessons feature).

Monk Like I said in the Fighter intro, I love Monks for their versatility. Both the subclasses below will change how you play your Monk. One of them is made more for shits and giggles and the other is serious. Let's see if you can find out which. Way of the Jumpman If the title above didn't give it away already, this is the joke subclass. However, I think it would be fun to play a Monk that just jumps on your opponents to kill them Never Skip Leg Day Starting at 3rd level, you have grasped the basics on how to jump. Instead of strength, you may use your dexterity plus your proficiency bonus to determine your jump height. (jump height (in feet) = 3 + dexterity modifier + proficiency bonus). Additionally, if you land on a creature while falling from at least 10 feet, you may use your reaction to deal 1 martial arts die bludgeoning damage per 10 feet fallen to the creature, you yourself take no damage from the fall as you have found a nice cushion. If the creature is aware of you, they may make a Dexterity Saving throw against your Ki save DC. If they succeed, you miss and take the falling damage. Hard Landing Starting at 6th level, you have learned how to knock people of their balance when you land on them. After you land on a creature, you can spend 1 ki point to force the victim to make a Strength Saving throw against your Ki save DC. If they fail, they are knocked prone. Weird Mushrooms Starting at 11th level, you have learned that certain mushrooms have a weird effect on your body. You may cast Enlarge/Reduce on yourself by spending 3 Ki points. When you are enlarged, you may add 1 martial die to the damage from Leg Day and the saving throws of Leg Day and Hard Landing are made with disadvantage. If you are reduced, you only deal 1 martial arts die per 15 feet fallen and the saving throws of Leg Day and Hard Landing are made with advantage. Another Weird Mushroom Starting at 17th level, you have found another weird mushroom and figured out what is does. Whenever you make a death saving throw at the start of your turn, you may choose to instead jump back up at full health. Any amount of creatures of your choice within 20 feet of you, are knocked back 30 feet. Once you use this feature, you cant to so again until you finish a long or short rest. Way of Restoration Some Monks choose to help others, not by fighting but healing them. These Monks manipulate the Ki in an others body to restore it to its former glory. Some of these Monks are even powerful enough to bring others back from the brink of death. Healing Hands Starting at 3rd level, you have learned to harness Ki to heal others. You can spend 2 Ki points to cast Cure Wounds as a level 1 spell. You can spend additional Ki points to cast it at a higher level up to your Wisdom Modifier at a rate of 1 Ki point per spell level. Wisdom is your spellcasting ability for this. Bonus Proficiencies Also at 3rd level, your training in healing others has given you proficiency in the Herbalism Kit and Medicine Skill if you didnt already have it. Pressure Points Starting at 6th level, you have learned to harnass the Ki in others to heal them. Whenever you heal someone else with your Healing Hands feature, they can spend hit dice up to your Wisdom Modifier, roll them, add them up and heal for that amount. Advanced Restoration Starting at 11th level, you have learned how to restore most conditions and even bring people back who have recently died. You can cast Greater Restoration at the cost of 6 Ki points and Revivify for 5 Ki points. Wisdom is your spellcasting ability for these spells and they don't require material components. Distant Manipulation Starting at 17th level, you have learned to manipulate the strings of life from a distance. Whenever you cast a spell from you Healing Hands or Advanced Restoration feature, you can do so as a bonus action and it gains a range of 30 feet.

Paladin The Paladin doesn't have to fight fair. And for the people who agree to the previous sentence I have a nice Oath for you. Oath of Shadows Not all Paladins are honorbound. Just look at the Paladins of the Shadow. Fighting unfair is the new fair. If you come up with any good Tenets for this oath please let me know, so far I only came up with two. Tenets of the Shadows This Oath is for those whose first loyalty is to themselves. The Shadows promise you great treasure as long as you take care of yourself. Be the only Light. Extinguish all other light, so you are the only one that remains You need it more. Peasants don't need treasure, you do so you can protect them. Oath of Shadows Spells You gain oath spells at the Paladin levels listed. Oath of Shadows Spells Paladin Level Spells 3rd Fog Cloud, Disguise Self 5th Pass Without a Trace, Darkness 9th Nondetection, Major Image 13th Confusion, Dimension Door 17th Mislead, Seeming Channel Divinity When you take this Oath at 3rd level, you gain the following two Channel Divinity options. Invoke Shadows. As an action on your turn, you invoke the shadows of your enemies to betray their owners. Choose an amount of creatures up to you Charisma modifier. Attacks against those creatures are made with advantage until the end of your next turn, additionally, if a critical hit is rolled against the affected creatures, they take an additional 1d8 Psychic damage as its shadow lashes out to it. Help from the Shadows. As an action, you ask help form the shadows to hide you and your allies. For the next hour, you and all creatures of your choice within 30 feet of you have advantage on Dexterity(Stealth) checks and add +5 to that roll for the duration. From the Shadows Starting at 7th level, you have learned how to strike effectively from the shadows. Whenever you attack from darkness or dim light, you may add your Charisma Modifier to one of the damage rolls of the attack. If the victim is unaware of you, you may also add your Charisma Modifier to the Attack Roll. Emergency Shadow Form Starting at 15th level, you can take the form of a shadow only in the most dire situations. When you are reduced to 0 hit points, but are not killed outright, you can choose to drop to 1 hit points instead and take the form of a cloud of darkness. While in this form you are immune to all damage and your only movement is 10 feet of flying. You cant take actions, bonus actions or reactions while in this form. If you spend at least 3 turns in darkness, you drop out of the form and regain half your maximum hit points. You can only use this feature once per long rest. Living Darkness At 20th level, you assume the form as a living shadow. Using your action, you become a cloud of darkness. For the next minute, you gain the following benefits: The area around you becomes dark. You create darkness for 10 feet and dim light for another 10. Attacks made to hit your are made with disadvantage and you can’t be targeted by single target spells (like Charm Person, spell with aoe like Fireball still affect you).

You can see through darkness (including magical darkness) and dim light within 60 feet as if it were in bright light. You also see invisible creatures within range.

Your body becomes incorporeal. You can move through the space of other creatures, but take 10 psychic damage if you end your turn in an occupied space. You can also pass through small openings.

Ranger Personally, I don't like Rangers. They are too cliche and their class is simply meh. Hopefully you have more you with the class and this Conclave I have here for you. Wind Wisper Conclave These assasins take pride in their many ways of disappearing. They are often hired to take out targets or to test their security. Withdraw Starting at 3rd level, you learn how to get almost all hairy situations you’ll get in. As a bonus action on your turn, you jump to a point within 10 feet of you and become invisible until the end of your next turn. At the point you jumped from appears a illusory copy of you, it has an AC of 10 and disappears when hit. The Invisibility stops when you make an attack or cast a spell. If an attack you make breaks the invisibility you make it with advantage. You may do this an amount equal to your Wisdom Modifier per short or long rest. Illusory Arrow Starting at 7th level, you learn the secrets of the Illusory Arrow. Officially it is to show the weakness in a defence, but has many less official uses. As a bonus action on your turn, you make an attack with your ranged weapon, if it hits, it does 1d6 Psychic damage no modifiers added instead of the normal damage and the next attack you hit against that target within 1 minute adds your Wisdom modifier to the damage roll. The target does not know the arrow is an illusion until it hits or misses. You can do this an amount of times equal to your Wisdom modifier Planted Starting at 11th level, you learn to firmly plant yourself on the ground. At any point on your turn, you can expend all your movement to drop to your knees. While you are planted, you may attack three times instead of twice when you take the attack action, are considered prone (you however do not have disadvantage on attack rolls) and cannot take the Dash action or use your Withdraw or One with the Wind features. This ends when you use half you movement to stand up. One with the Wind Starting at 15th level, you have master the art of blending in with the wind. As an action during your turn, you make a ranged attack and become invisible for 1 minute. While you make a ranged attack during this invisibility, you teleport up to 15 feet away, leaving a Withdraw Illusion behind on the point you made the attack from. You can't use your Planted feature while using this. You can use this feature, you can‘t do so again until you take a long rest.

Rogue I just found out I haven't made any Rogue archetypes while writing this. I did however just come up with an idea for one, so I'll be right back. Knife Juggler Alright, i'm back. And I present to you: The Knife Juggler Rogue Archetype. It is based, if you haven't guessed it, on daggers and throwing them. Little Blade, Big Hurt Starting at 3rd level, you have master the art to cut people with small blades. Whenever you take the attack action to make an attack with at dagger, you may use your bonus action to make another attack with the same dagger (or another, I won’t judge). Additionally, your daggers deal more damage. Your dagger deals a 1d6 damage instead of 1d4. This increases to 1d8 at level 9, 1d10 at level 15 and 1d12 at level 20. Bonus Proficiencies: You become proficient with the Performance skill if you aren’t already. You make Performance check for knife juggling with advantage. Magic Daggers Starting at 9th level, your trick with dagger become so impressive its almost magical. Your dagger are considered magical for the purpose of overcoming resistances. Additionally, when you throw a dagger, it returns to your hand at the end of your turn. Knife Trick Starting at 13th level, you have learned to distract your opponent by performing a trick. As a bonus action on your turn, you may attempt an knife trick to distract an opponent. Make a contested Performance check against their Intelligence saving throw. If you succeed, you next attack this turn against them is made with advantage. (Remember, you make the Performance check with advantage) Hey, Catch! Starting at 17th level, you have learned to pluck projectiles out of the air and throw them back. When your are hit with a ranged weapon attack, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier + your Rogue level. If this reduces the damage to 0, you can throw it with a range of 20/60 and counts as a dagger for you.

Sorcerer The backstory for Sorcerers has always been my favorite type of backstory. What kind of weird thing has happened this time that gave you your magic? I have two new possible answers for you: Crystals and Stars. Crystal Fused Crystal Fused Sorcerers are one of the few types of Sorcerers who are not born with their magical prowess. Instead, they have gained it during a freak accident or experiment, where a chunk of crystal was fused with their body. In most cases that has lead to a corpse, but in others the crystal had magical powers, which can now be used by the person fused to it. Crystalize Starting at 1st level, you have learned to harden you body when you are attacked. As a reaction, which you can take whenever you are attacked, you gain a +2 to AC, resistance to non-magical Bludgeoning, Piercing and Slashing damage and temporary hitpoints equal to you sorcerer level until the start of your next turn. You can do this an amount of times equal to your Charisma Modifier before you need to take a long rest. Homemade Components Starting at 6th level, you have learned to use your own body for material components. Your body is an Arcane Focus for your Sorcerer spells. If a spell cast within 5 feet of you requires a gem with a certain value, you can spend sorcery points equal to the value divided by 200 (rounded up) to replace the gem with a part of your body. If the material components are consumed, you take 4 times the sorcery points spend in necrotic damage that can’t be reduced. Shedding Starting at 14th level, you discovered that you can shed a part of your body. During a long or short rest, you can meditate for an hour to shed a gem (type of your choice) with a maximum value of your sorcerer level times 100. You can only do this once per day. Crystalized Body By the time you have reached 18th level, your body has almost completely crystalized. You have a permanent resistance to non-magical Slashing, Piercing and Bludgeoning damage. From now on, when you use your Crystalize feature, you gain immunity to non-magical Slashing, Piercing and Bludgeoning damage and resistance to all other types of damage (except Pscychic). Additionally, when you run out of uses of Crystalize, you can spend a Sorcery Point to use it anyway. Zodiac You were born under specific stellar conditions that you will probably never understand. What you do understand however, is that you can call upon the powers of the Zodiac signs to aid you. Every time you choose a class feature, you choose one of the three available Zodiac signs. You can not change these when you level up, once chosen you're stuck with it. Defensive Signs Starting at 1st level, one sign of your choice of the following protects you from harm. Aries: The toughness of the Aries gives you +2 maximum health, whenever you gain a level in this class, your maximum health increases by another 2. Starting at 18 level, you can cast the Shield spell without using a spell slot as long as you know it. Taurus: Your skin becomes as tough as a bull’s hide. When you aren’t wearing armor or shields, your AC equals 10 + your Dexterity modifier + Charisma modifier. Staring at 18th level, you gain resistance to non-magical Slashing, Bludgeoning and Piercing damage. Gemini: Whenever you finish a long or short rest, an illusory twin of you appear. Whenever a creature attacks you, you roll a d20. If you roll an 11 or higher, they attack the illusion instead. It’s AC equals 10 + your Dexterity modifier and any successful hit will destroy it. You can also make it invisible at will. Starting at 18th level, you replace this ability with casting the Mirror Image spell whenever you finish a long or short rest. The spell lasts until your next rest or until all copies are destroyed and you can still make the duplicates invisible. Offensive Signs Starting at 6th level, one sign of your choice of the following makes your more potent in battle. Libra: As a bonus action on your turn, you balance yourself and another creature within 30 feet. Add both characters health and temporary hit points together and split it between the two. Any health above ones hit points maximum becomes temporary hit points. Sorpio: Whenever you use your action to cast a spell, you can cast the Poison Spray cantrip as a bonus action, ignoring the normal spellcasting restrictions. Sagittarius: As a bonus action, you summon a magical bow to your hand. The weapon is a magical longbow that doesn’t consume ammo and uses your Charisma for its attack an damage rolls. Instead of summoning, you may also touch a bow you’re holding and give it this effect. Control Signs Starting at 14th level, one sign of your choice of the following gives you the power to control your opponents.

Cancer: As an action on your turn, you can call upon two pinchers to grapple enemies for you. As an action on your turn, you can choose two creatures within 30 feet of you. They must succeed on a Dexterity or Strength (their choice) saving throw against your Spell Save DC or be grappled for one minute or until they succeed on another saving throw which they make at the each of their turns. You can use this feature an amount of times equal to your Charisma modifier per long rest. Leo: As an action on your turn, you let out a mighty lion’s roar. All creatures within 20 feet of you must succeed on a Wisdom saving throw against your Spell Save DC or be frightened of you for one minute. At the end of each turn, the victim can reattempt the saving throw, ending the frighten on a success. You can use this feature an amount equal to your Charisma modifier per long rest. Virgo: As an action on your turn, you mentally assault your victim. As an action on your turn, you choice one creature. It has to succeed on a Wisdom saving throw against your Spell Save DC or take 1d6 psychic damage and be paralyzed until the end of your next turn. You can use this feature an amount equal to your Charisma modifier per long rest. Movement Signs Starting at 18th level, one sign of your choice of the following give you a bonus to your movement. Capricorn: The Mountain Goat grants you a climbing speed equal to your walking speed and you can move freely along vertical surfaces and ceilings without using your hands. Auquarius: The air helps you to jump large distances. Whenever you jump, you can jump up to 10 feet high and 20 feet far. Pisces: You are in your element when under water. You gain a swimming speed equal to your walking speed, you can breathe underwater and you can walk on liquids.

Warlock Did you know? Not all Warlock Patrons have to be an neigh immortal supernatural creature? It can also be a Cult or a very powerfull humanoid. What is this madness? You may ask, so come with me into my world. The Cult of the Augmented The Augmented are a cult of people devoted to the idea of changin one's body to how one thinks it should be. Expanded Spell List The Cult allows you to elarn spells from an expanded lsit of spells when you learn a Warlock spell. The following spells are added to the Warlock spell list for you. Augmented Expended Spells Spell Level Spells 1st Silent Image, Absorb elements 2nd Alter Self, Enhance Ability 3rd Blink, Haste 4th Guardian of Nature, Polymorph 5yh Seeming, Mislead Bonus Cantrip The Cult has taught you the Primal Savagery cantrip. This counts as a Warlock cantrip for you, but doesn't count towards your cantrips known. Race Change At 1st level, you learn the basics of changing yourself starting with your race. As an action on your turn, you can temporarily change your player race. For up to 1 hour, you appear as a member from your chosen race and gain their racial effect (stat increases, features etc.) while still keeping those of your original race. You can do this once per long or short rest. You can also make the change permanent if you like your new race. At your DM’s discression, you may also change to a playable race from books other than the PHB. Transmute Others Starting at 6th level, you have learned how to change the form of other willing humanoids. Your transmutation of illusion spells with a range of Self now have a range of Touch and can be cast on another willing creature. Major Alteration When your reach 10th level in this class, you choose one of the following benefits: Hardened Skin: Your skin hardens in a way you see fit. You grow scales, gain a thick skin or it just happens magically. While you’re not wearing armour or a shield, your AC = 14 + your Charisma Modifier Wings: You grow a pair of wings from your back. How they look is all up to you. These wings give you a flying speed of 30. Claws: You grow a pair of claws on your hand and/or feet. How they look is once again up to you. You gain a climbing speed equal to your walking speed. Additionally, your unarmed attacks deal 1d6 damage and can use your Charisma modifier instead of Strength. Gills: You grow gills and a way to move through water. You gain a swimming speed equal to your movement speed and can breathe underwater. Additionally, you gain resistance to Cold damage. When you reach 15th level in this class, you may choice one other option from this list. Effortless Change Starting at 14th level, you have mastered to change without putting much effort in it. You can concentrate on two spells at the same time as long as one of them belongs to the transmutation or illusion school. While you are concentrating on two spells at the same time, your concentration checks are made with disadvantage The Sorcerer King/Queen A mighty Sorcerer King has appointed you as one of their agents. With you being an apprentice of a Sorcerer, you learn to control your magic better than other Warlocks. And being a protector of their realm, you are also a decent martial combatant. Expanded Spell List The Sorcerer King/Queen lets you choose from an expended list of spells when you learn a Warlock spell. The following spells are added to the Warlock Spell List for you. Sorcerer King/Queen Expanded Spell List Spell Level Spells 1st Absorb Elements, Shield 2nd Warding Wind, Magic Weapon 3rd Protection from Energy, Elemental Weapon 4th Stoneskin, Death Ward 5th Antilife Shell, Skill Empowerment Increased Hit dice Starting at 1st level, your King/Queen has granted you a huge boost to your health. You gain a +2 to your maximum hit points. Additionally, you replace your d8 hit dice for this class with d10s.

Bonus Proficiencies Training under your King has granted you proficiency with medium and heavy armour and martial weapons starting at 1st level. Spellsword Lessons Starting at 6th level, whenever you take the attack action on your turn, you can cast a cantrip with a casting time of 1 action as a bonus action. When your reach 10th level in this class, you can cast a spell of 5th level or lower instead of a cantrip. Spell Control Starting at 10th level, your King/Queen has taught you how to control the power of your spell. As a bonus action, you can spend a 5th level spell slot to create multiple lower level spell slots with a combined level of 5. (for example, you turn a level 5 spell slot into a level 3 and two level 1 spell slots.) Share The Power Whenever you cast a spell on yourself that doesn’t require concentration, you can choose to also cast it on another willing creature within 15 feet of you. You can do this for a total spell level equal to your Charisma modifier per long or short rest.

Magical Items In my free time I have, along with all these subclasses, made some magical items. As with the subraces, feel free to use them in your games and give me plenty of balance tips on the Reddit post. Magical Weapons Skeleton Key (Maul, uncommon) This magical Maul look like it's made entirely out of skeletons. It deals double damage to locked objects and constructs. Koga's Burning Claws (knuckle blade, rare, requires attunement) These knuckle blades come in pairs of two. Inactive, they look like simple brass knuckles and your unarmed attack deal 1d4 + Strength modifier damage. When you say the weapons activation word using your bonus action, sword made of fire appear from your knuckles. While active, your unarmed attacks deal 1d6 + Strength modifier slashing damage + 1d6 fire damage. Deactivating the knuckles does not cost you any actions. These Claws also have 5 charges and gain 1d4+1 charges each midnight. Skewer: As an action if the claws are active, you can spend a charge to force all creatures in a 5 by 30 feet line from you to mate a Dexterity saving throw (DC = 8 + attack roll bonus). If they fall the save, the creature takes 2d6 slashing and 2d6 fire damage, half as much on a success. And you are teleported to the end of the line. Doing this deactivates the claws. Zhin's Burning Blade (any blade, rare, requires attunement) This +1 blade is infused with burning oil. It holds 10 charge which are restore by pouring oil over the blade as a bonus action. (restores 5 charges per bottle) While you have at least one charge, the weapon deals 1d4 additional fire damage. Instead of making a melee attack, you may hurl the burning oil to an enemy within 15 feet of you. Doing so uses a charge. It uses the same attack roll as if it were a melee attack and does the weapons damage in fire damage. Riptide (Shortsword, very rare, unique, requires attunement) This magical +1 shortsword is made out of Celestial Bronze, a gift from Poseidon. Poseidon’s Blessing: The first time during your turn or when you start your turn in a body of water at least the size of a puddle, you restore 1d6 health. While you are in contact with water, you have advantage on attack rolls and saving throws that rely on you physical skills (Strength, Dexterity or Constitution) Disguise: This weapon is cleverly disguised as a magical quill. As a bonus action you can speak it’s true name “Anaklusmos” to change its form. As a quill, it never runs out of ink. If you lose Riptide, it reappears on you belt in quill form 1d10 rounds later. Backbiter (Longsword, very rare, unique, requires attunement) This a magical +1 Longsword made from both Cursed Steel and Celestial Bronze. When you attack with it you choose one of the sides: The Steel Side deals 1d6 additional necrotic damage on a hit. The Bronze Side deals 1d6 additional radiant damage on a hit. Backbiter also has 5 charges. You can use 1 charge to cast “Darkness” without expending a spell slot or material components. If you spend an additional charge, you can look through the darkness made by this weapon. It regains 1d4 charges at sunset. You can also cast the “Light” cantrip at will on Backbiter. Thalia's Aegis (Shield, very rare, unique, requires attunement) This is a magical +2 shield, a well-made replica of Zeus’ famous shield wielded by his daughter Thalia. To a lesser extend than the original, it scares anyone who looks at it. Fearsome: Anyone except its wielder who can see the front of the shield must succeed on a DC 17 Wisdom Saving Throw or be frightened until the start of its next turn. Disguise: As a bonus action on your turn, you can transform Aegis into a normal looking bracelet. Thalia's Spear (Spear, very rare, unique, requires attunement) This magical +1 spear was wielded by Thalia, daughter of Zeus. While you wield this weapon, you have resistance to lightning damage. This weapon has 5 charges and regains 1d4 charges at midnight every day. It also regains a charge whenever you take lightning damage. You can use these charges to do one of the following: Call Lightning: As an action on your turn, you can spend two charges to choose a point within 120 feet of you that you can see. Lightning crashes down from the heavens forcing all creatures within 5 feet of you chosen point to succeed on a DC 18 Dexterity saving throw or take 3d10 lightning damage, half as much on a success. You can only do this outside. Thunderous Fury: As a bonus action on your turn, you can spend 2 charges to enter a state of fury for 1 minute almost equal to that of a barbarian. During this fury, attacks made with this weapon deal 1d8 extra lightning damage. If you choose to throw the spear, you instead throw a lightning copy, if it hits, the target takes all the damage it would normally take but in lightning damage. The spear is still in your hand after you throw it.