Archetype Archive A collection of various sub-classes made to cover the numerious classes of Dungeons and Dragons. The following document contains one subclass for every class currently in the game. The purpose is to cover particular nitches in the game that currently do not have an official version. Artificer Specialist: Bombardier Most artificers are refined in their craftmanship. They take great pride in the things they build, and are very meticulous with the handling of their tools. Bombardier's are not this sort of artificer. They are all are practicly insane, most likely because of all the explosions they have endured, and wish nothing more than to see the world burn. Tool Proficiency When you adopt this specialization at 3rd level, you gain proficiency with Alchemist Supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice. Bombardier Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Bombardier Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. Bombardier Spells Artificer Level Spells 3rd Catapult, Thunderwave 6th Flaming Sphere, Pyrotechnics 9th Fireball, Glyph of Warding 13th Storm Sphere, Vitriolic Sphere 17th Cloudkill, Destructive Wave Quick Bomber Also at 3rd level, you always have your explosives prepared for any situation. If a bomb or explosive requieres an action to use, you may use your bonus action instead. In addition, you can replace the DC of any bomb or explosive you use with your spell save DC. Duck and Cover At 6th level, you can warn your companions help them avoid the radius of explosives. When a bomb or explosive you use detonates, you can target a number of creatures equal to your Intelligence modifier. Those creatures automatically succeed on their saving throws agaisnt the explosion, and they take no damage if they would normally take half damage on a successful save. Grenadier At 9th level, you are able to add much more kick to your explosives. Whenever a creature takes damage from a bomb or explosive you used, they take additional damage equal to your Intelligence modifier. In addition, the radius of all your bombs and explosives increases by 10 feet. The Last Laugh At 15th level, you make sure that you always get the last laugh whenever your enemies attemp to best you. You gain the following features: Counter Blast : Whenever you are hit with a melee weapon attack, you can use your reaction to let loose a bomb or explosive from your inventory, which immidietly detonates in your space.

Toral Mayhem: Whenever you drop to 0 hit points, immidietly a number of bombs or explosives of your choice equal to your Intelligence modifier, fly away from your inventory, landing on spaces of your choice within 30 feet of you, and they immidietly detonate.

Primal Path: Path of the Struggler Many times in the worlds on Dungeons and Dragons, men and women become slaves to powerful monstrosities, such as mindflayers, dragons, demons and devils. Most do not survive the ordeal, but those that do, was either because they were rescued by adventures, or they fought and somehow managed to be victorious. Barbarians that find themselves in this path are survivors of such ordeals, and proove to be nearly impossible to take down, because their bodies have suffered incredible punishment before. Unforgiving Rage Starting when you choose this path in 3rd level, your rage is fulled with so much hatred, you outright ignore the attacks of your foes. Whenever you are hit with an attack while you are raging, you can as a reaction, spend one hit dice. You reduce the damage from the attack by an ammount equal to the number rolled on your hit dice + your Constitution modifier. If this feature reduced the damage to 0, the leftover amount becomes temporary hit points for you instead. These temporary hit points last until your rage ends. The number of hit dice you can spend with this features increases as you gain levels in this class: 2 hit dice at 6th level, 3 hit dice at 10th level, and 4 hit dice at 14th level. Blind Savagery At 6th level, you whenever you rage, you gain blindsight for a range of 30 feet, and have advantage on all Charisma, Intelligence, and Wisdom saving throws. Unstoppable Hatred Starting at 10th level, your rage becomes impossible to hold back. Whenever you score a critical hit agaisnt the target with a meele attack, you can immidietly use your bonus action to make two additional weapon attacks agaisnt a target within your reach. Agaisn't Impossible Odds At 14th level, your rage is fulled purely by hatred, and it allows you to overcome even the most hopeless scenarios. While you rage, you cannot have disadvantage on attack rolls. If would have disadvantage on an attack roll, you cannot gain advantage. In addition, whenever you have equal or less than half your hit points rounded down while you are raging, you rage damage bonus is doubled. Lastly, if you are raging and have your hit points reduced to 0, they instead drop to one, and you instantly gain a number of temporary hit points equal to your barbarian level + your Constitution modifier. Once you use this feature, you must finish a long rest before you can use it again. Bard College: College of Requiem Bards of the college of requiem are those that understand the emotion of grief and what it means to embrace the loss of friends and family. These bards often attend rituals and funerals, having the ability to help transition of the fallen into the afterlife via song. Bonus Proficiencies When you join the College of Requiem at 3rd level, you gain proficiency in the performance and religion skills. Requiem of Demise, Act 1. Magnolia Also at 3rd level, you are able to compose a piece that condems the souls of your victims. As an action on your turn, you can roll and inspiration dice to begin your Requiem. Creatures within 30 feet of you of your choice, that can see or hear you receive a penalty to their Saving Throws and take psychic damage at their start of their turns equal to the number rolled in your inspiration dice. To maintain concentration on the Requiem (as if concentrating on a spell), you must spend your action during each turn after the 1st up to a maximum of 1 minute, and each time you do you can spend an inspiration dice and use the new value. After 1 minute has passed after you have maintained concentration on your Requiem, the Requiem ends, and each creature of your choice within 30 feet of you that heard your requiem takes psychic damage equal to 10 times the number rolled on your inspiration dice + twice your bard level. If the target is undead, the target dies instantly, and it cannot be brought back to life by any means, other than a wish or true resurrection spell. Requiem of Demise, Act 2. Myosotis At 6th level in this class, you compose a follow-up for your Requiem. During the 3rd round after you initialized your Requiem, you can spend your bonus action to activate this feature. For the remainder of your Requiem, creatures of your choice within 30 feet of you that can hear you, have their speed reduced by an ammount equal equal to ten times the number rolled on your bardic inspiration during the beginning of your Requiem. In addition, you also gain the ability to end your Requiem early. Instead of using your action to maintain concentration on your requiem, you can choose to end it, and every creature within 30 feet of you that can hear you takes psychic damage equal to your bard level, instead of the Requiem's normal effect. Requiem of Demise, Act 3. Marigold At 14th level, your able to make your Requiem reach its apex. During the 6th round after you initialized your Requiem, you can spend your bonus action to activate this feature. During the remainder of your Requiem, creatures of your choice within 30 feet of you that can hear you, regain hit points at the start of each of their turns and gain a bonus to their AC and Saving Throws equal to the number rolled on your bardic inspiration during the beginning of your Requiem.

Divine Domain: Barren Domain Clerics of the barren domain believe that life will persevere even when theres nothing, telling stories about what comes after the end of the world. Were others see a lifeless and barren desert, these clerics see the potential to thrive. Also known as desert priest's, these clerics traditionaly make pilgramages in desert areas, and their god's bestow them the ability to channel the natural forces of this land. Barren Domain Spells Cleric Level Spells 1st Earth Tremor, Zephyr's Strike 3rd Maximilian's Earthen Grasp, Warding Wind 5th Erupting Earth, Wind Wall 7th Hallucinatory Terrain, Stone Shape 9th Conjure Elemental, Wall of Stone Bonus Proficiencies At 1st level, you gain proficiency with martial weapons and the survival skill. Also, you learn the mold earth cantrip, which counts as a Cleric spell for you. Treacherous Path At 1st level, you have learned how to traverse through the most difficult paths. You resist the effects of extreme hot weather and you ignore difficult terrain. As an action, you can magically give the benefit of this feature to any number of creatures you can see within 10 feet of you. The shared benefit last for 10 minutes. You can extend this benefit a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest. Channel Divinity: Split the Earth At 2nd level, you can as an action cause the ground with 60 foot radius around you to crack and split, using your Channel Divinity. The area immidietly becomes difficult terrain and creatures above ground must succeed on a Dexterity saving throw or fall prone, on a fail save. Also, every burrowed creature in the area must succeed on a Dexterity saving throw, or be expelled to nearest unoccupied space in the surface, taking 2d10 bludgeoning damage, on a fail save. Eyes of the Ground Starting at 6th level, you gain the ability to sense the subtle vibrations on the ground. You gain tremorsense for a range of 60 feet. Divine Strike At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8. Desolate Land At 17th level, whenever you use your Split the Eath channel divinity, the terrain drastically changes. Creatures that fail their saving throw agaisnt your split the earth feature take 4d10 piercing damage, or half as much if they succeed, as large stone spikes are raised from the ground. In addition, the area around a 60 foot radius centered on yourself becomes incredebly heated for 1 minute. All creatures within the radius are considered to be in extreme hot weather for the duration. Druid Circle: Circle of Plagues Druids that belong to this circle, are those who share an affinity with vermin. They see disease as another part of nature, and harness it for their own personal usage. Druids of this circle are often considered evil, for they have been knowing to spread plagues around the areas they inhabit to keep other creatures from entering their territories. Deathplague Starting at 2nd level, you can as an action spend a use of your wild shape to infect a creature with a powerful disease. Target a creature you can see within 30 feet of you. That creature must succeed on a Constitution saving throw, or be infected on a fail save. An Infected creature suffers the following penalties, until the disease is cured: At the start of the creatures turn, it takes 4 necrotic damage.

If the creature would regain hit points, it instead regains half as much.

The creature has his speed halved. If a creature who is immune to necrotic damage, is immune to disease, is a construct, or an undead, is unaffected by this feature. A creature can repeat this saving throw at the end of each of its turns. If a creature succeeds on this saving throw, it becomes immune to this feature for 24 hours. The damage dealt by this disease increases when you reach certain levels in this class. At 6th level (8), at 10th level (12), and 14th level (15). Natural Immunity At 6th level, you gain immunity to disease and poison. You also gain proficiency with the herbalism kit, and poisoner's kit. Lastly, as an action, you can cure a disease or the poisoned condition of a creature you touch. You get a number of uses of ths feature equal to your Wisdom modifier. You regain expended uses when you finish a long rest.

Infected Swarm Starting at 10th level, you learn the Insect Plague spell, and it does not count towards the number of spells you can prepare. Whenever you cast this spell, you can spend a use of your wild shape to infect the swarm with your Deathplague which last for the entire duration of the spell. Whenever a creature fails it saving throw agaisn't this spell, that creature is subjected to the effects of your Deathplague feature. Incurable Disease At 14th level, your Deathplague becomes extremly deadly. Creatures no longer repeat their saving throws at the end of each of their turns and the disease can no longer be cured by any means except by your Natural Immunity feature, or by a spell whose level is equal to or higher than 6th level. In addition the damage dealt by the disease bypasses resistance and immunities to necrotic damage. Lastly, and whenever an infected creature would take an action, it must roll a d20. On a roll of 10 or less, it wastes its action this turn, as it coughs and grovels in great pain. Martial Archetype: Draconic Warrior Dragons are incredebly powerful and magical creatures, and their offspring generaly inherits their innate spellcasting. There is however rare cases where the offspring does not inherit this trait. They instead inherit the sheer power and presence of the dragon. These figthers are known as draconic warriors, and most of them rise to become hereos of song and legend. Draconic Ancestry Starting when you choose this archetype at 3rd level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later. Draconic Ancestry Dragon Damage Type Breath Weapon Black Acid 5 by 30 ft. line (Dex. save) Blue Lightning 5 by 30 ft. line (Dex. save) Brass Fire 5 by 30 ft. line (Dex. save) Bronze Lightning 5 by 30 ft. line (Dex. save) Copper Acid 5 by 30 ft. line (Dex. save) Gold Fire 15 ft. cone (Dex. save) Green Poison 15 ft. cone (Con. save) Red Fire 15 ft. cone (Dex. save) Silver Cold 15 ft. cone (Con. save) White Cold 15 ft. cone (Con. save) You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check. Dragon Hide Also at 3rd level, parts of your skin are covered by dragon-Iike scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier. In addition, you become resistant to the damage type associated with your Draconic Ancestry, and your maximum hit points increase by 10. Breath Weapon At 7th level, whenever you take the attack action, you can forgo one of your attacks to exhale destructive energy. Your draconic ancestry determines the size, shape and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 3d6 damage on a failed save and half as much damage on a successful one. The damage increases whenever you gain levels in this class: At 11th level 4d6, and 5d6 at 16th leveI. You got a limited number of uses of this feature equal to your Constitution modifier. You regain expended uses whenever you finish a short or a long rest. Lastly, if you have a racial feature that assigns you a breath weapon whose damage type is the same as this one, you deal an additional 2d6 damage with this feature. Dragons Roar Starting at 10th level you can as an action, let out a mighty roar. Each hostile creature of your choice within 60 feet of you that can hear you must succeed on a Wisdom saving throw (DC equals your 8+ your Constitution modifier + your proficiency modifier) or become frightened of you until the start of your next turn, or until it takes any damage. If a creature's saving throw is successful, the creature is immune to this feature for the next 24 hours. In addition, any allied creature of your choice within range of this feature gains temporary hit points equal to your figther level. Once you use this feature, you must finish a short or a long rest before you can use ir again. Dragon Wings At 15th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Draconic Force At 18th level, you have learned to project your draconic prowess. When you use your bonus action to sprout your dragons wings, you can instead unleash the full force of your draconic ancestry for 1 minute, shrouding yourself in an ethereal set of dragon armor. You gain the following features while in this transformation: You gain a bonus to your AC and saving throws equal to your Constitution modifier.

You manifest ethereal wings, and gain flying speed equal to 120 feet.

All your weapon attacks deal an additional 1d12 of your draconic ancestry damage.

The DC of your Breath Weapon and Dragons Roar features increases by +2. If a creature fails its saving throw agaisnt your breath weapon, you deal maximum damage instead of rolling. You can dismiss this transformation at will (no action required). Once you use this feature, you must finish a long rest before you can use it again. Monastic Tradition: Way of the Dragoon Monks that follow this tradition were trained to tame and ride dragons as mounts. These monks have an incredeble dicipline when it comes to training their dragons, but also share a unique bond with them. It is believed that this tradition was actualy developed by the dragons themselves, who had armies of highly trained warriors riding on the backs of Wyverns and Drakes. Path of the Dragoon When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons and armors. Dragoon Weapons : Choose two melee weapons to be your dragoon weapons. Each of these weapons can be any simple or martial weapon that includes the two-handed and heavy properties, but lacks the special property. The lance is however a valid choice. You gain proficiency with these weapons if you don't already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition's features work only with your dragoon weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another melee weapon to be a dragoon weapon for you, following the criteria above.

Dragoon Armor: Monks that train to become dragoons go through harsh training that allows them to be flexible even when wearing armor. You gain proficiency in light armor. Wearing armor does not impede the use of your Martial Arts, or Unarmored movement features. In addition, if your wearing light armor, you can add your Wisdom modifier to your AC (up to a maximum of 2). Dragoon Martial Arts Also at 3rd level, you master the battle techniques of the dragoons. You gain the following features: Dragoon Crash : You learn the Jump spell, and your Spellcasting modifier for this spell is Wisdom. You can only cast this spell as a bonus action on your turn by spending 2 ki points, and you can only target yourself. If your wielding a dragoon melee weapon while under the effects of this spell, you can use your action to make a leap into the air and crash unto ground with your dragoon weapon creating a magical shockwave on the same space that you are occupying. Each creature within 10 feet of the point must succeed on a Dexterity saving throw, or take force damage equal to 5 of your martial arts dice.

Dragoon Ram : You learn the Longstrider spell, and your Spellcasting modifier for this spell is Wisdom. You can only cast this spell as a bonus action on your turn by spending 2 ki points, and you can only target yourself. If your wielding a dragoon weapon, and move atleast 10 feet towards a creature, you can as an action attemp to ram the target with your dragoon weapon. Make a melee weapon attack agaisnt the target. On a hit, the target takes additional force damage equal to 2 of your martial arts dice and it must succeed on a Strength saving throw, or be pushed 10 feet away from you and be knocked prone, on a fail save.

Dragon Rider: If your mounted on a creature whose creature type is dragon and you are wielding your Dragoon weapons, you can instead target your mount with the jump or longstrider spells. Doing so allows you to take the Dragoon Crash and Dragoon Ram actions on your turn, without meeting the prerequisites. If your mount is flying when you use the Dragoon Crash feature, the mount instantly lands on the ground when it takes the action. In addition, you can speak, read, and write Draconic and have advanatge on any Wisdom animal handling checks when attempting to tame a lesser dragon, such as a Wyvern or a Drake. You also have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated. Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. Draconic Maneuvers At 6th level, while you are mounted on a dragon, opportunity attacks have disadvantage agaisnt you and your mount. In addition, your mount is considered proficient in any saving throws that you are proficient with.

Draconic Fury At 11th level, whenever you take the attack action while wielding a dragoon weapon on your turn and you are mounted on a dragon, your mount can use its reaction to make an attack agaisnt a creature within its reach. Furious Gale At 17th level, you have fully mastered your Dragoon techniques. You can use your Dragoon Crash and Dragoons Ram features by forgoing one of your attacks during the attack action and spending 1 ki point, instead of using your action. In addition, while your mounted on a dragon, you can add your Wisdom modifier to the attack and damage rolls of your Dragoon weapons. Sacred Oath: Oath of the Juggernaut Paladins under this oath are considered divine heralds from the gods themselves. They bolster extreme might and a near impenetrable defense. Whenever a juggernaut is present in the battle field, it is considered to be sign of the gods direct involvement in the conflict. Tenets of the Juggernaut The tenets of the Oath of Juggernaut vary by depending on the situation that the juggernaut is called upon for. Most of the time, juggernauts will become present when great wars that will bring change to the world are innevitable. Never Falter : I will not stop agaisn't the advance of my enemies and I will not retreat. I will fight till no enemies remains.

: I will not stop agaisn't the advance of my enemies and I will not retreat. I will fight till no enemies remains. Never Rest :. I will only rest when I am dead, or there are no more enemies.

:. I will only rest when I am dead, or there are no more enemies. Stand by my Comrades: I am the sword of my masters and the shield of my comrades. I will never falter agains't the enemy. Oath Spells You gain oath spells at the paladin levels listed. Oath of the Juggernaut Spells Paladin Level Spells 3rd Guiding Bolt, Shield 5th Enhance Ability, Warding Bond 9th Beacon of Hope, Spirit Guardians 13th Fire Shield, Guardian od Faith 17th Circle of Power, Dawn Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. Sacred Shield : If you are wielding a shield, you can use your Channel Divinity as a bonus acttion, to have divine energy flow through your shield, granting you a bonus to your AC equal to your Charisma modifier for 1 minute. While this feature is active, if a creature misses you with a melee attack, it instantly takes radiant damage equal to your Charisma modifier. This feature ends early if you are no longer wielding your shield.

Energy Shield: As an action, you can spend a use of your Channel Divinity to target any number of creatures within 30 feet of you other than yourself. The targets gain a number of temporary hit points equal to your paladin level + your Charisma modifier. So long as creature has these temporary hit points, attacks agaisnt that creature have disadvantage. This temporary hit points last for 1 minute or until you loose your concentration (as if concentrating on a spell). Mighty Guard At 7th level, whenever a creature scores a critical hit agaisnt you or a creature within 15 feet of you, you can use your reaction to turn that critical hit into a normal hit. Steadfast At 15th level, if you are wielding a shield, you are immune to effects that would move you, knock you prone, or disarm you. You also have advantage on saving throws agaisnt the stunned and paralyzed condition. Mirror Shield At 20th level, you are able to ward your shield agaisnt all attacks and spells. If you are wielding a shield, as an action, you can activate this feature, and for 1 minute, you gain the following benefits: Whenever a creature misses you with an attack, the attacker takes the damage he would've dealt to you, and its subjected to any of the effects that the attack might have.

If a creature forces you to make a saving throw with a spell or effect, and you succeed on that saving throw, the creature must make the same saving throw agaisnt the effect that it targeted you with.

If a creature targets you with a magic missile spell, the creature instead takes the damage the damage from spell. Once you use this feature, you must finish a short or long rest before you can use it again.

Ranger Archetype: Undertaker Emulating the Undertaker archetype means accepting the duty of seeking out the terrors of that lurk in the dark. Whenever a powerful undead, and evil fey, or a terrible aberation may settle near a village or city, it is up to the undertakers to put them down. Due to the nature of these hunts, these rangers make preparations for all possible scenarios. Undertaker Magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Undertaker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. Undertaker Spells Ranger Level Spells 3rd Detect Evil and Good 5th See Invisibility 9th Magic Circle 13th Banishment 17th Dispel Evil and Good Tool Proficiency Starting when you choose this archetype at 3rd level, you gain proficiency in smith tool's and herbalism kit. Prepared Warrior At 3rd level, you learn a skill that allows you to make your silver weapons much more efficient. You can silver your weapons and ammunition takes you a quarter of the normal time, and it costs you half as much of the usual gold. In addition, whenever you hit a creature who's creature type is aberration, elemental, fey, fiend, shapeshifter or undead with a silvered weapon or silvered ammunition, you deal an additional 2 of the weapons damage. This damage increases when you reach certain levels in this class: At 7th level (3), at 11th level (4), and a 15th level (5). Engraved Protection At 7th level, you have taken precautionary methods agaisnt all kinds of creatures, by engraving a magical rune on your body that shields you from harm. You gain the Protection from Evil and Good spell. It counts as a ranger spell for you, and it does not count towards your number of spells known. The first time you cast this spell, you can cast this spell as a bonus action rather than an action, you do not need to spend a spell slot, and it does not take your concentration. You must then finish a long rest before you can cast this spell again this way. At 17th level, this feature extends to Dispel Evil and Good, but you still may only gain this feature once per long rest. Enhance Vision At 11th level, you gain truesight for a range of 60 feet. In addition, you gain proficiency in your choice between Charisma, Intelligence or Wisdom saving throws. Vanquish the Wicked At 15th level, you learn the banishing smite spell. It counts as a Ranger spell for you, and it does not count towards your number of spells known. If you are wielding a silvered weapon, you can cast it once with this feature without spensing a spell slot, and casting it this way does not requiere your concentration. Once you cast the spell this way, you must finish a long rest before you can do so again. Roguish Archetype: The Gambit Rogues with a particular addiction to gambling and an inflated ego, sometimes make bets with otherwordly creatures in exchange for certain benefits. Most of the time, the outcome remains were the rogue becomes a servant of the otherwordly entity, and gains particular magical abilities for the purpose of settling his debt. Gambling Expert You gain proficiency with the dice set and the playing card set, and your proficiency is doubled when making an ability check with them. Magic Cards Starting when you pick this archetype at 3rd level, you are able to use a playing card set as a deadly weapon. To you a single card of the deck is considered a weapon with the finesse, light and thrown properties. You are proficient with this weapon. It has a range of 20/60 feet, and it is considered magical. Each card deals 1d10 slashing damage on a hit, as each card represents a number from 1-10. If you score a critical hit with these cards, you pull the infamous joker, and deal force damage equal to your Rogue level + your Charisma modifier, instead of its normal damage dice. Pact Magic The magic bestowed on you by your patron have given you facility with spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the warlock spell list. Cantrips You know two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.

Spell Slots The Gambit spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells o first level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 8th level, you have two 2nd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 2nd-level spell. Spells Known of 1st Level And Higher At 3rd level, you know two 1st-level spells of your choice from the warlock spell list. The Spells Known column of the Gambit table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 11th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier You produce your warlock spell effects through your tools. You must have a spellcasting focus-specifically either a dice set or the playing card set-in hand when you cast any spell with this Spellcasting feature. You must be proficient with the tool to use it in this way. See chapter 5, "Equipment," in the Player's Handbook for descriptions of these tools. Eldritch Gamble Starting at 9th level, you gain the Stand and Double Down features: Stand : You can Ready and Action as a bonus action on your turn, instead of using an action. During the turn you ready an action this way, if you target a creature with an attack, or you force a creature to make a saving throw, your readied action is wasted.

Double Down: Whenever you make an attack roll with advantage using your playing card set, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage. Arcane Shuffle At 15th level, you can use your bonus action to target a number of creatures equal to your Charisma modifier. Those creatures must succeed on a Charisma saving throw, or be teleported at random directions within a 30 foot radius, on a fail save. A creature teleported by this feature becomes incredebly disoriented, having disadvantage on Wisdom perception checks and attack rolls until the end of its next turn. Once you have used this feature, you must finish a long rest before you can use it again. Gambit Spellcasting Rogue Level Cantrips Known Spells Known Spell Slots Slot Level 3rd 2 2 1 1st 4th 2 2 1 1st 5th 3 3 2 1st 6th 2 3 2 1st 7th 2 4 2 2nd 8th 2 4 2 2nd 9th 2 5 2 2nd 10th 3 5 2 2nd 11th 3 6 2 2nd 12th 3 6 2 2nd 13th 3 7 2 3rd 14th 3 7 2 3rd 15th 3 8 2 3rd 16th 3 8 2 3rd 17th 3 9 2 3rd 18th 3 9 2 3rd 19th 3 10 2 4th 20th 3 11 2 4th Otherwordly Fortune At 17th level, whenever you cast a spell using a Gambit spell slot, you can choose to roll a 1d10 + 1d00. On a roll of 50 and above, you do not spend a spell slot when you cast the spell and you can keep using this feature. On a roll of 49 and below, the spell fails, your spell slot is wasted, you take force damage equal to twice your Rogue level and you must finish a long rest before attempting to use this feature again.

Sorcerous Origin: Lingering Will Your innate magic comes from the discarded remnants of the thoughts and wishes of a former powerful sorcerer. This sorcerer could've been a former family member, a master that was teaching you the ways of the arcane, or simply a random stranger. However it came to be, sorcerers who find themselves inheriting these powers find themselves set on a path, guided by the will of their newly adquired prowess. Arcane Inheritance At 1st level, the knowledge of the previous sorcerer flows within the magic passed on to you. Choose one inheritance. This inheritance defines certain features you gain later in this class: Inheritance of the Artisan : The former master was a renowed artisan. You gain 2 tool proficiencies of your choice.

Inheritance of the Mage : The former master was a powerful mage. You gain a +2 bonus to spell attack rolls.

Inheritance of thr Uncanny : The former master was a great trickster. You gain 2 skill proficiencies of your choice.

Inheritance of the Warrior: The former master was a master warrior. You gain proficiency with light armor and shields. In addition, choose 1 weapon. You gain proficiency with this weapon and can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls of this particular weapon. Spiritual Bond Also at 1st level, your inherited magic bonds with your soul, becoming more sensitive to the presence of spirits. You can no longer be possesed. When you reach 3rd level in this class, you learn the see invisibilty spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. Will of the Master At 6th level, your will of your magic is able to create a manifestation of its former master. You gain the Spiritual Guardian spell. It counts as a sorcerer spell for you, and it does not count towards your number of spells known. You can cast it by spending 3 sorcery points or by expending a spell slot. Whenever you cast this spell using sorcery points, the spiritual guardian manifest as a visage of its former master instead, and the damage it deals is force damage rather than radiant or necrotic. You then gain the following features so long as you are concentrating on the spell: Inheritance of the Artisan : If a magic item has charges, you can instead spend the same amount of sorcery points to use the item.

Inheritance of the Mage : If you use your bonus action to cast as spell, you can use your action to cast a spell of 1st level or higher, so long as the level of the spell is not higher than the first spell. If you casted a 1st level spell as a bonus action, you can only cast spells of 1st level or cantrips with your action.

Inheritance of the Uncanny : Whenever you would take damage, you can use your reaction to reduce that damage by an amount equal to your Charisma modifier.

Inheritance of the Warrior: You can attack twice instead of once whenever you take the attack action on your turn. Heir of Knowledge: Starting at 14th level, you gain one of the following features: Inheritance of the Artisan : You can attune to 5 magic items instead of 3.

Inheritance of the Mage : The DC of your spells increases by +2.

Inheritance of the Uncanny : Whenever you concentrate on a spell, you gain a bonus to your AC equal to your Charisma modifier.

Inheritance of the Warrior: Whenever you take the attack action on your turn, you can as a bonus action spend up to 3 sorcery points. Your attack deals an additional 1d12 force damage for each sorcery point spent. Force of Will At 18th level, whenever you would drop to 0 hit points, you unleash a wave of magical force. You drop to 1 hit point instead, gain a number of temporary hit points equal to twice your sorcerer level, and each hostile creature within 30 feet of you must succeed on a Dexterity saving thow (DC equals your spell save DC) your take force damage equal to your Sorcerer level. Once you use this feature, you must finish a long rest before you can use it again.

Otherworldly Patron: The Inevitables Your patron is an Inevitable, a construct from Mechanus, the Lawful Neutral aligned Outer Plane. Every type of inevitable is designed to enforce a particular type of universal law and will pursue its objective at any cost. In order to fulfill their tasks, they may ally themselves with other creatures, by crafting very specific contracts that will bind the creature to pursue its goal by any means necesary. Expanded Spell List The Inevitable 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. Inevitable Expanded Spells Spell Level Spells 1st Detect Magic, Shield 2nd Locate Object, Zone of Truth 3rd Haste, Slow 4th Freedom of Movement, Otiluke's Resilient Sphere 5th Circle of Power, Geas Hands of Fate At 1st level, whenever you or a creature makes an attack roll, skill check or saving throw, you can use your reaction to replace the result of its roll with a 10. You can do this after the creature rolls, but before the DM determines the outcome. You can use this feature a limited number of times. The number equals your Charisma modifier. You regain expended uses whenever you finish a short or a long rest. Call of Order Starting at 6th level, you may call upon the power of the Inevitable to correct some flaw in the cosmic order. You learn the Counterspell and Dispel Magic spell, and they do not count towards your number of spells known. Whenever you cast one of these spells, you can choose one of the following effects: Counterspell : If a spell is successfully interrupted by this spell, you regain one expended spell slot.

Dispel Magic: Each creature, object, and magical effect within 60ft of you (including yourself), are affected by the spell. You can use this feature a limited number of times. The number equals your Charisma modifier. You regain expended uses whenever you finish a short or a long rest. Focused Mind At 10th level, the knowledge of primus allows you to keep your concentration even in the most chaotic situations. You no longer must make Constitution saving throws in order to keep your concentration as a result of taking damage. Lawful Pursuit At 14th level, whenever you cast your Hands of Fate feature on a creature, that creature must succeed on a Constitution saving throw (DC equal to your spell save DC) or take an amount of force damage equal to your warlock level, and if that creature is attuned to any magical item or concentrating on spell, it immediately looses its attunment or concentration on a fail save. You can use this feature a limited number of times. The number equals your Charisma modifier. You regain expended uses whenever you finish a long rest. Arcane Tradition: Chronomancy Wizards who delve in magic that manipulate time, a tradition that is highly frowned upon and dangerous. Most wizards know the concecuences of messing with space and time, as well as its complexity. In the world of magic, only madmen pursue this tradition, and doing so leads them to be hunted by not only other mages that sense the disturbance in time, but also the feared Inevitables that take great offense in its practice. Timely Entrance: Starting at 2nd level, you use your magic to never be late to the party. You gain a bonus to your initiative rolls equal to your Intelligence modifier. In addition, your immune to spell effects that would deny you actions, age you magically and reduce your speed. Chrono Mage: Also at 2nd level, you begin learning to manipulate time using your magic, but its far from perfect. During your turn in combat, you can gain one of the following benefits: Time Saver: If a spell has a casting time thats longer than an action, you can use your bonus action to reduce the casting time to an action.

Persistent Duration: If you cast a spell that requires concentration and target yourself with it, you can use your bonus action to have the spell last for its entire duration and not require concentration.

Running Late: At the end of the round, after all creatures have acted, you can as a reaction, force every creature including yourself, to reroll initiative, and they must use the number rolled. After you use this feature, you must finish a long rest before you can use it again.