Artificer

Path of the Mage Slayer Flavor Text Spell Bulwark Starting when you choose this path at 3rd level, you rage diminish the effect of spells cast against you. While raging, you have resistance against the damage of spells. Magic Hunter Additionally at 3rd level, you can stalk casters wherever they may hide. You have proficiency in the Arcana skill and can cast the detect magic spell as a ritual. Arcane Evasion At 6th level, mages have difficulty targetting you with spells. You have advantage on saving throws against spells. Sunder Witchcraft Starting at 10th level, you may sunder an area of magic. You can spend an action to cause creatures within a 20 foot sphere to make a concentration save as if it were concentrating on a spell. On a failed save, if the target attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted. You can use this ability only once per rage. The DC equals 8 + your proficiency bonus + your Constitution modifier. Mage Shredder Beginning at 14th level, you can rip the spells out of a mage's mouth before the incantations can be spoken. While you are raging, if you hit a creature with a melee weapon attack, the next spell cast by the target automatically fails, causing the spell to be wasted.

College of Euphoria Man, what a party that was. Some called you the life of the party, others believed that you were one of the gods, that you descended from above to bring the mortals a good time. You know the truth though. You're just a seeker of truths and visions, searching for your next big hit. Bonus Proficiencies Starting at 3rd level, your knowledge of how to have a good time has rewarded you with proficiencies in Survival, Brewer's supplies and Glassblower's tools. Impose Euphoria At 3rd level, you have learned to grant another creature elation. As a bonus action, you can expend one of your Bardic Inspiration. That creature heals an amount equal to the number you roll on the Bardic Inspiration die. That creature also has to succeed on a Charisma saving throw against your spell save DC or it spends its next action doing nothing but gazing in wonder. Just Lose It Starting at 6th level, your ability to entrall others and convince them to lose control of themselves increases. As an action, you can start a performance that causes a modified version of the catnap spell. This version of catnap is the same, except it affects all other creatures in a 30ft radius from you, and if the creature is unwilling, it must make a Wisdom saving throw against your spellcasting DC. On a fail, they also fall unconscious as per the catnap spell. Once you have used this feature and seen the outcome of using it, you may also choose to become affected by the catnap spell. Once you have used this feature, you can't use it again until you finish a long rest. Invoke Ecstasy At 14th level, your presence affects others around you, creating bliss wherever you go. If a hostile creature ends its turn within 60 feet of you, you can use your reaction to send that creature to a realm of ecstasy. That creature must make a Wisdom saving throw against your spellcasting DC. A target automatically succeeds on this saving throw if it can't be charmed. On a failure, that creature suffers one of the following effects, which is decided by rolling a d10. This effect ends on a creature once they leave the area of effect, and you must spend an additional reaction to reapply the effect on them. Invoke Ecstasy Effects Result (1d10) Name Cookie Type 1-3 Intoxication The creature has disadvantage on attack rolls and dexterity saves while within 60 feet of you. 4-6 Dream Chasing The creature is incapacitated for 1 minute, while within 60 feet of you. 7-8 Comatose The creature falls unconscious for 1 minute, it can make another save at the end of each of its turns. 9 Nightmarish Visions The creature is under the effects of the enemies abound spell while within 60 feet of you. 10 Absolute Euphoria The creature is under the effects of the Otto's Irresistible Dance spell. while within 60ft of you.

Travel Domain Gods of travel and adventure, Abeona and Adiona, Hecate, and Hermes are pioneers of travel and walkers of the realms in their original creation. They are sponsors of sightseer, wanderers, and adventurers alike. Their clerics bring welcome change to civilizations by bringing tourism and cultural change wherever it may (or may not) be needed. Travel Domain Spells Cleric Level Spells 1st jump, zephyr strike 3rd misty step, spider climb 5th phantom steed, water walk 7th dimension door, freedom of movement 9th steel wind strike, teleportation circle Bonus Proficiencies At 1st level, you gain proficiency with martial weapons and heavy armor. Blessings of the Well-Traversed At 1st level, you can grant a blessing of movement to you and your allies. At the end of a long rest, you can select a number a creatures equal to your Wisdom modifier. Their movement speed increases by 5 feet until the end of your next long rest. Additionally, your movement speed increases by 10 feet. This increase to movement speed improves at 11th level. Your allies' bonus increases to 10 feet. Your movement speed increases to 20 feet. Channel Divinity: Divine Displacement Starting at 2nd level, you can use your Channel Divinity to alter the location of a creature. As an action, you may touch a creature, teleporting it up to 30 feet away from you to a point you can see. An unwilling creature must succeed on a Charisma saving throw to avoid the effect. Distant Stride Starting at 6th level, you can avoid the most dangerous situations. When a creature you can see moves within 5 feet of you, you can move up to half your speed as a reaction. This movement doesn't provoke opportunity attacks. Divine Strike At 8th level, you gain the ability to infuse your weapon with planar energy. Once on each of your turns when you hit with a weapon attack, you can cause the attack to deal an extra 1d8 force damage to the target. When you reach 14th level, the extra damage increases to 2d8. Realm Walker At 17th level, you can cast the arcane gate spell at will.

Circle of the Sun The natural plantlife around you provides life to you and those around you. It is a symbol of nature's beauty. The sun, a light that guides those in need, a provider of vision to all. The sun aids in growth, and it watches over all. You follow the sun in how you life, aiding those around you and portraying plants in the light they deserve. Lightbringer / Plantbringer Starting at 2nd level, you gain either the dancing lights or druidcraft cantrip if you don't already know it. Plant Shapes At 2nd level, you now have the ability to channel the botanic energies ever-present around you. As an action, you can expend a use of your Wild Shape feature to shift into a plant form, rather than transforming into a beast form. While this feature is active, you gain the following benefits depending on which form you choose and can cast spells as normal. Additionally, while you are in a Plant Form, you can communicate with plants and if you remain in direct sunlight for 1 hour while in this plant form, you gain enough nourishment to sustain you for 1 day. Tree Form Your skin gains a hardy exterior, and your body echos that of a tree. • Your AC can't be less than 13 + your Dexterity modifier. • While Tree Form is active, whenever you are hit with a weapon attack, you can spend your reaction to reduce the damage an amount equal to your druid level. Algae Form Your body exudes algae and it seems to sprout from your skin. • You can hold your breath indefinitely while you are underwater. • You have a swimming speed equal to your walking speed. • Spells you cast while in this form don't require verbal components. Flower Form Flowers sprout from your hair and the air around you is filled with the scent of spring. • While this form is active, you regenerate 1 hit point at the start of your turn if you have no more than half of your hit points left. • You gain a bonus to Charisma checks equal to your Wisdom modifier. Aegis of the Sun Starting at 6th level, you have embraced the natural and created energies. You gain resistance to fire and radiant damage. Improved Plant Shapes At 10th level, your Plant Forms have enchanced as time has passed. Tree Form • Your AC now cannot be less than 14 + your Dexterity modifier. • Your arms morph into big wooden stumps. Your unarmed attacks with that arm deal 1d8 bludgeoning damage, and it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks. You can use Wisdom instead of Strength for these attacks. Algae Form • Whenever you expend a spell slot of 1st level or higher that restores hitpoints to a creature, the creature regains additional hitpoints equal to 1 + your Wisdom modifier. Additionally, whenever you expend a spell slot of 1st level or higher that deals radiant or fire damage, the damage increases by 1 + your Wisdom modifier. Flower Form Your regeneration while in Flower Form increases to 1 + your Constitution modifier. All other rules still apply. The Sun's Avatar Starting at 14th level, you have gained the ability to radiate energy in the same way the sun does. As an action, you can shed bright light in a 60-foot radius and dim light for an additional 60 feet. You can extinguish this light as an action. This light expels magical darkness of 5th level or lower. While you have this light active, as a bonus action, you can radiate focused energy towards a maximum of 3 different creatures that are within the bright light. Those creatures must make a Constitution save or take 4d8 fire damage. On a successful save, they take half as much damage. You can activate this bonus action a number of times equal to your Wisdom modifier, you must finish a long rest before you can activate this feature again.

The Master Cardsman You like card games. You really like card games. You like the atmosphere they create, either casual gold fish or putting-life-on-the-line poker. You started as a master of weapons and armor, but typical weapons don't much fit you. You picked up a deck of standard playing cards, and you thought to yourself: "What if I threw these hard enough? Would they hurt?" So you practiced, and you practiced some more. You practiced until your fingers and wrists hurt, until you were putting slits in dart boards. And now, you are ready to take that proof of concept into battle. Bonus Proficiencies At 3rd level, your capabilities allow you to branch out in many ways. You gain proficiency with sleight of hand, Playing Cards, and you can use Playing Card set PHB 154, 5 sp cost as ranged weapons. Each deck comes with 52 cards. Saves 21sp as opposed to buying 52 darts. These cards have a 1d4 damage die, they count as ranged weapons. They also have the Finesse, Light, and Thrown properties. The range of your cards is 20/60. Their damage is 1d4 The deck weighs a neglegible amount. Flying Interjection Starting at 3rd level, you are able to distract and intercept enemy attacks on your allies throughout combat. As a reaction, spend 1 card to distract a creature making an attack roll against an allied creature within your card's attack range of you. Make an attack roll against the creature. If it succeeds, you deal your card damage against the creature as normal and also subtract the number rolled on the damage die from the provoking attack roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll succeeds or fails. Example: A goblin attacks your party's barbarian. You spend your reaction to attack the goblin, and you hit it with an 18. You then roll the damage, which at level 3 is 1d4 + your damage modifier. You roll a 3 on the d4, causing the goblin's attack to miss. Powerful Cards Starting at 7th level, you are able to hit targets at greater distance with your cards. The new range of the Playing Cards is (30/120). Ricochet Throw Starting at 7th level, you have learned how to ricochet cards off of solid objects to hit targets. If you know the location of a creature, that creature gains no benefit from any cover. Devastating Cards At 10th level, you have become more potent with your skills as a card thrower. Your cards' damage die and your Flying Interjection feature increase to 1d6. Precise Placement Starting at 15th level, you are capable of placing cards exactly where they need to. Your card weapon attacks now have a range of (80/320) and score a critical hit on a 19 or 20. Card Storm At 18th level, you can use your action to make a ranged attack against any number of creatures you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. You may use this feature once before you must complete a short rest to use it again.

Way of the Experiment Something didn't turn out quite right. Everything is in slow motion. Except you. Foresight At 3rd level, you gain a small degree of foreknowledge that improves your reaction time in combat. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. Quicker Than The Rest At 6th level, you have an easier time hitting targets with flurry of blows because the world moves slower than you. When you use flurry of blows, you get a +1 bonus to hit on the unarmed strikes granted by flurry of blows. The bonus to hit goes up as you gain levels in this class. The bonus increases to +2 at level 13, and +3 at level 17. Basic Time Manipulation At 11th level, you can slow and rewind time. Slow Time (5 Ki Points): You can take one additional action on top of top of a regular action and a possible bonus action. Rewind Time (1 Ki Point): As a reaction when you make an ability check, saving throw, or attack roll, you can re-roll with advantage. You may choose to use this feature after seeing the result of the roll but before the outcome is determined. You must use the result of the second roll. Advanced Time Manipulation At 17th level you can cast the time stop spell once per long rest. For every round you spend in suspended time you may interact and attack other creatures or their belongings without dropping the spell by spending a number of ki points equal to the round you are in. For example, if you cast this spell and roll the max number of 5 rounds, or a total of 30 seconds, to attack a creature in the first round you spend 1 ki point. If you choose to also attack them in the 2nd round you must now spend an additional 2 ki points. Assuming you attack in the third round you must spend an additional 3 ki points. If you don't attack the fourth round and instead drink a health potion you don't have to spend any ki, but if you attack on the fifth round you spend 5 ki. In total, attacking the 1st, 2nd, 3rd, and 5th rounds, would cost 11 ki points. If you rolled a total of 5 and wished to attack all 5 rounds it would cost you a total of 15 ki points. A creature affected by time stop is immune to all conditions except poisoned which will take affect after the spell ends.

Oath of Spatial Intelligence Oath of Spatial Intelligence Spells Paladin Level Spells 3rd expeditious retreat, zephyr strike 5th hold person, misty step 9th blink, conjure barrage 13th dimension door, freedom of movement 17th conjure volley, steel wind strike Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works. Bend Space. As an action, you present your holy symbol and speak a word of power, creating minor rifts in reality itself. You force each creature of your choice within 30 feet of you to make a Dexterity save. On a failed save, that creature is knocked prone and its speed is reduced to 10 feet until the beginning of your next turn. Dimensional Weapon. As a bonus action, you can utilize your connection to the expanse to manipulate your weapon. You touch a weapon of your choice. For 10 minutes, or until you end the affect as a bonus action, the weapon has the thrown property (20ft/60ft) and immediately returns to you at the end of your turn. Warping Aura Starting at 7th level, you can break the rules of space to aid your allies in the heat of battle. When a creature other than you within 10 feet of you takes damage, you can use your reaction to magically transfer that damage to another creature of your choice within the aura's range, including yourself. At 18th level, the range of this aura increases to 30 feet. Dimensional Spirit At 15th level, you have learned to intertwine your smite with your influence over space. You can use your Divine Smite feature on thrown weapon attacks. Additionally, when you use your Divine Smite feature on a target, you may move that target 30 feet to a point you can see. Avatar of the Realms At 20th level, you gain the ability to bend reality in occordance with Him. As an action, you can become a spatial master, gaining the following benefits for 1 minute: • If a creature hits you with an attack roll, you may roll 1d10 and subtract the number rolled from the attack, possibly causing it to miss. You must use this feature before you know the outcome of the roll. • You have advantage on saving throws against spells and other magical effects. • When you hit a creature with an weapon attack, deal damage with a spell, or successfully use your Divine Smite feature, you can choose to deal force damage instead of their normal damage types. You must finish a long rest before you can activate this feature again.

ranger

Delinquent Sounds of commanding ring down the city street as a teenage gnome runs, paint bucket in one hand, brush in the other. This guy's been busy. Busy making a visual masterpiece in the alley by city hall. It's too bad they don't see it that way. The inscription reads: "Down with the tyrant! Down with our problems!" Next to it, lies a picture of a dragon with a tie, biting off the heads of several civilians, while he stands on a pile of gold. Delinquent Rogue Level Feature CR maxiumim 3rd Tagging Supplies, Ink Creation 1/4 6th — 1 9th Dye Sacrifice 2 13th Recklessly Painting 3 17th Paint the Town Red. 4 Tagging Supplies Starting at 3rd level, you have played with paints enough so to have developed a liking to it. This liking has provided you with Proficiency in Painter's Supplies. You are also able to use a special type of Paint, which glows in the dark. Using your Painter's Supplies, you can tag your 3x3Ft symbol on a flat surface as an Action. If you and the target of your attack can see your symbol and you don't have disadvantage on the attack roll, you don't need advantage on the attack roll to use your Sneak Attack. All of the other rules for Sneak Attack still apply to you. Ink Creation At 3rd level, you can spend 1 minute to paint a creature you have seen up to a CR of 1/4 on a flat surface. It comes from that surface, appearing in the closest unoccupied space. It is under your control for 1 minute or until dismissed, killed, or knocked unconscious. After any of these circumstances occur, the creature is reduced to a pile of paint. You can do this once per Short Rest. At Higher Levels, you can paint more powerful creatures. At 6th Level you can paint up to CR 1 creatures. At 9th Level you paint up to CR 2 creatures. At 13th Level you can paint up to CR 3 creatures, and at 17th Level you can paint up to CR 4 creatures. Dye Sacrifice Starting at 9th level, your creature can tackle an opponent, sacrificing some of their own paint to cover an opponent in it. As a reaction, your Ink Creation suffers damage equal to one of its Hit Dice. Choose an creature within 5 feet of your Creation. That creature takes extra damage from your Ink Creation equal to the damage your Ink Creation suffered from your attacks. Example: A Constrictor Snake starts with 13 Hit Points, its Hit Dice are 2d10. The player rolls a 6. It spends its reaction to take 6 damage, and on its next attack roll, the following happens: On a hit, the creature takes 6 extra damage of the same type dealt by the Ink Creation's attacks until the creature is knocked unconscious. Recklessly Painting At 13th level, your Creation can blind enemies upon attacking them. When your Creation hits a creature, you can have that creature make a Constitution save. (DC is 8 + Proficiency + your Wisdom modifier). On a failure, that creature is Blinded until the start of your Creation's next turn. Paint The Town Red. Starting at 17th level, after a creature that can see your tag drops to zero hit points, a 5x5 splatter of paint appears under their body (Your color choice). If you or your paint creature passes through one of these splatters, their movement speed is refreshed, they have advantage on their next attack roll, and they heal 1d10 for each different splatter they passed through at the end of their turn.

Time Unbound You were born on a plane without time. Er, it had time, but it wasn't constant. Everyone had their own version of it. It was weird. Being born in this realm had side effects. Those side effects manifested themselves within you, but now you make the clock tick. Timelessness At 1st level your connection to the flow of time makes it difficult for others to judge your age and makes you appear timeless. You may appear older or younger at will. In addition, when you gain a sorcerer level, you may either roll with advantage to determine your new maximum hit point total or add +1 to your total before adding your Constitution modifier. Overclocked Starting at 1st level, time manipulation is ever-present around you, granting you a small advantage when approached by combatants. When you aren’t wearing armor, your AC equals 10 + your Dexterity modifier + your Charisma modifier. Additional Meta Magic Options When selecting your Metamagics, you gain two addition Metamagic options to choose from Formulated Spell If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the attack roll. You must use the result of the second roll. You can use Formulated Spell even if you have already used a different Metamagic option during the casting of the spell. Restraining Spell When you cast a spell that does not include a status effect, you may spend 2 sorcery points and add the restrained condition to that spell after the spell has taken effect. The creature can try to escape at the end of its turn. The DC is equal to your spell save DC. Ebb & Flow At 6th level, your connection to the time stream has grown allowing you to speed up or slow down the passing of time. You learn haste and slow spells, which don't count against your number of sorcerer spells known. In addition, you have learned how to freeze the affect of time on yourself. You can spend 2 sorcery points as a reaction to taking damage to enter a time-locked stasis. Until the start of your next turn, you are immune to all damage and conditions. Untethered to the Present At 14th level you have gained the ability to truly step out of the present. You now have the following benefits: • You have advantage on initiative rolls. • When you move on your turn, you only take half damage from opportunity attacks and can move through any enemy's space but can't end your turn there. • You can cast the steel wind strike spell once per long rest. Duality At 18th level, your connection to the events in the past, present, and future is so strong that you can be in more than one location through the use of time duplicates. You create one time duplicate that lasts a number of rounds equal to the number of sorcery points you spend on this feature, up to 10. The duplicate gets an initiative roll and a turn in combat. It also shares your spells slots, sorcery points, and concentration, but it cannot use Metamagic. The duplicate has the same AC, HP and spells as you. You may only create one duplicate at a time, creating a second immediately dispels the first.

The One Who Surrounds Around each and every land, there is sea. It is a force that allows passage across great lengths, as does it restrict if the voyage is timed poorly. One must bring a crew in order to tackle the behemoth that is the great ocean. It is under the control of the one Lord of the Ocean himself, Ox'Liid. The One Who Surrounds Expanded Spells The One Who Surrounds lets you choose from an expanded list of spells when you learn a warlock spell. The follwing spells are added to the warlock spell list for you. Spell Level Spells 1st create or destroy water, dissonant whispers 2nd entrall, mind spike 3rd tidal wave, wall of water 4th Evard's black tentacles, watery sphere 5th maelstrom, Rary's telepathic bond The Lord of the Ocean Calls Starting at 1st level, the being who calls the ocean his domain starts consistently appearing in your dreams, which take much longer than your usual ones. He grants you a swimming speed of 40 feet, and the ability to innately breathe underwater. Oceanic Transport At 6th level your patron has allowed you to bring the salty expanse no matter where you go. As an action, you can conjure a 5-foot puddle underneath you. However, when you move on land, the puddle becomes a small wave, allowing you to use your swimming speed. If you have moved on your turn while this wave is present, you can have the wave lash out at a hostile creature within 10ft of you as a bonus action. Make a melee spell attack roll against that creature. On a hit, they take 2d6 cold damage and its movement speed is reduced by 10 until the end of its next turn. The wave lasts for 10 minutes, and you can dismiss it as an action. The cold damage increases when you reach certain levels in this class, increasing to 3d6 at 9th level, and 4d6 at 13th level. Ox'Liid Watches Over You Starting at 10th level, Ox'Liid's beady yellow eyes are pointed in your direction constantly. You cannot be lost at sea and you always know where the nearest land is located. You also gain the ability to cast Control Water once per short or long rest without expending a spell slot. The Unending Depths Below At 14th level, you have experienced the worst of the depths below, which you can impose on those who consider you a foe. When you hit a creature with a wave lash from your Oceanic Transport subclass feature, you can drag that creature into the cold, dark depths of the ocean, returning at the end of your next turn. Upon returning, that creature takes 4d10 cold damage and 8d10 bludgeoning damage. Once you use this feature, you can't use it again until you finish a long rest.