Archetypes This booklet is the result of a challenge I gave to myself, to make a full set of D&D homebrew material. Here I will describe the various archetypes that culminated from this thought process, one archetype for each class. They do not share a singular theme nor will they fit into every dungeons and dragons setting. The aim however was to give a different take for each class. Either by making a class play differently or giving a certain new flavour.

The Doctor’s specialization for the medically inclined Artificer. For those that desire to unlock the secrets of the body and provide support to their allies. This class has the ability to heal and buff allies while providing detriments to foes.

The Path of the Thuggee for the urban Barbarians that have to acclimatize to the civilized world. A brutal type for brutal players. The thuggee has less capabilities to engage larger groups, but insteads excels murdering singular targets.

The College of the Composer for the Bard concerned with a legacy. A poised mentality for the bard that provides enhancements to the gear of himself and allies while also being a more than capable craftsman. Geared to the players that seek more roleplaying oppertunities and possibilities for trickety.

The Domain of Suffering is the Cleric domain of the torturers and the tortured. A martyr that puts himself into harms way to be the most effective. Bear the burdens of your party and suffer their wounds, but pay this pain onto evil.

The Circle of Bones for the cannibalistic Druid. An archetype that shows that nature does not have to be nice. This archetype pushes the druid more towards a blend of martial and primal magic. This archetype can break tabboo subjects and claim a defeated opponent’s health and abilities.

The Bombardier is the instable archetype for Fighters. This archetype has destructive capabilities and makes an excelent source to control and oppose crowds of enemies with a selection of explosives dangerous to everyone involved. Be careful where you throw them.

The Way of the Olympian is there for the boasting Monks. An archetype that prides in martial and athletic prowess for the less-then-subtle monk. Employ fantastic grapples, wrestling manouvres and exceptional maneuverability. Don’t forget to often flex your imposing phisique.

The Order of the Hunger is the archetype for hedinistic Mystics. Even Psionics have their dark side, and the Maw of Yen is the technique of these nihilistic-inclined psions. Steal an enemy’s health, speed, spells and more with this almost vampiric mystic order. At least this order knows to live a little.

The Oath of the Firebrand represents those rebellious inclined Paladins. Focus your divine wrath on the strongest of the pack and overthrow commanders and spellcasters. The paladin of fiery freedom that breaks down high-level resistances and powers, but it does not come equiped with a bald eagle.

The Scorner Conclave is the Ranger of hatred. These survivalists can turn a stroke of bad luck over whilst bringing fury to those that have drawn their Ire. Hard to put down and harder to escape from, these rangers are a formidible opponent. However, not all hatred is undeserved and these rangers have their reasons, sometimes.

The Sappeur Archetype is for those crafty Rogues. Masters of traps and sabotage, they have the abilities to make dangerous traps and are capable to break even the most well-made structures. Attempt to lock these rogues in a jail, and you’ll have to deal with a dozen broken locks and a number of impaled jailers. Not even mages are safe from their sabotage.

The Outsider mind is the bloodline of Sorcerers that looked to far into secrets they shouldn’t have. These Sorcerers warp dimensions like paper and their teleportation abilities make them dangerous foes. One place isn’t fundementally different from another, and even the rules of physics are ment to be broken.

The Deceased is the Patron for the spiritually inclined Warlocks. Such warlocks have a close relationship with an ethereal spirit that grants them various ghastly powers. Regardless of which pact boon this warlock goes with, the ghost’s possession can make for one lethal opponent.

The Tradition of the Ritualist is the option for the well-prepared Wizard. Reviving the ancient art of the prepared spell slot, these wizards can sacrifice versatility for greatly empowered spells. Given enough time and planning, such a wizard can blow the most formidible foe away.

Artificer (This archetype uses the UA artificer and as such, is prone to change if an official version is released) The Doctor Specialization

The specialisation of the doctor are for those with a deep interest of the biology of creatures, with intentions that are good, evil or somewhere in between. The practitioners fall in a broad spectrum of moral allignments and their arts are seen as both deeply macabre and highly virtious. Not all healers are such doctors though and to become such a doctor, one must practise on bodies, both dead and alive. Not many would be proud to admit breaking such taboos. Doctor’s Bag At the 1st level you gain a bag filled with medical equipment. This bag contains all kinds of esoteric supplies and odd herbs that can heal the sick and injured. The tools and medications within are a closely held secret of the possessing doctor. At the first level, your doctor’s bag gains a number of Medical Dice, these dice are D6. The number of Medical Dice you have is equal to your Artificer level. You use these dice for your procedures and they are expended when used. You regain all medical Dice on a long rest and a number equal to your intelligence modifier (minimum of 1) on a short rest. If you lose this doctor’s bag, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of leather, metals, and other raw materials. Doctor’s Procedures As a doctor, you can learn certain skills which are called procedures. At the 1st level, you gain the Medical Treatment procedure, detailed below. In addition, you may choose two more procedures that you have the requirements to learn. You can learn one more procedure at the 3rd, 9th, 14th and 17th levels Once you learned a procedure you can only swap one procedure for another when you level up. Intelligence is the ability modifier for your procedures. To use a procedure, you must always expend at least one medical dice. Some procedures require more or allow more dice to be spend at one time. Procedure save DC = 8 + your intelligence modifier + your proficiency bonus. Some procedures however require you to make a certain DC, detailed in the procedure’s description. Either on a failure or a success, the invested dice are expended. Procedures are not necessarily magical unless otherwise noted. Procedures If a procedure has prerequisites, you must meet them to learn it. Animating Procedure Prerequisite: artificer level 9

(1 or more medical dice) You can reanimate a corpse to do your bidding. To do so, you must spend 50 gp and one day of work (of 8 hours) for the attempt. In addition, you must make a DC with your medical dice. This DC is equal to the creature’s constitution score + twice its challenge rating or twice its character level. If you fail this check, the corpse will be ruined and cannot be raised again. If you succeed on this check however, the creature comes back to life as an undead monstrosity. Its creature type changes to undead, its intelligence score becomes 2 and it loses all forms of spellcasting. It will be able to understand your spoken languages, but it cannot speak. You can only maintain control over one of these undead creatures at any given time. If you reanimate another, the previous reanimated corpse will go berserk and attempt to kill every living thing on sight. Blind Powder (1 medical dice) You attempt to use a nasty chemical to blind a creature as an action. A creature of your choosing within 10 feet of you must make a dexterity save DC. If it fails, it is blinded for the duration of one medical dice. At the end of the creature’s turn, it may attempt a constitution saving throw. If it succeeds, the blinded conditions ends. However, the target instead has disadvantage on any Wisdom(perception) checks using sight for the remaining duration. Behemoth Concoction Prerequisite: artificer level 9

(1 or more medical dice) You can inject a dangerous potion into a creature you can touch, as an action, causing it to swell with power. For the duration of this effect the creature becomes one size larger, gains a +2 bonus to all melee weapon attacks and a +4 bonus to all ability checks requiring strength. Lastly, the subject gains a number of temporary hit points equal to the outcome of any number of medical dice rolled. The duration is 1 minute for every dice expended on this procedure. Booster Shot (1 medical dice) As an action, you inject a creature with a mixture that sharpens its senses and makes it faster. Roll one medical dice. For one minute, whenever that creature makes a strength, dexterity or constitution saving throw, it can add the outcome of your medical dice to its roll. Eviscerate (1 to 5 medical dice) A strike at the enemy’s vital areas. When you attack with a weapon, you can up to 5 medical dice the outcome of the damage roll. 1

Hallucinogenic Injection Prerequisite: artificer level 9

(1 or more medical dice) As an action, you inject a creature you can touch with an opiate that scrambles the mind of the creature. The target has to make a dexterity saving throw. If it fails, it has been drugged for a number of turns equal to the outcome of any number of medical dice you’ve rolled, in addition at the start of each of its turns, it gets a random effect for one turn, determined by a D8. 1 The creature is charmed by you as you turn into an object of beauty. 2 The creature is frightened by you as you turn into its worst nightmare. 3 The creature is blinded as it sees all kinds of colours which impair seeing anything else. 4 The creature loses its balance and falls prone. 5 The creature takes 1d10 psychic damage from its mental anguish. 6 The creature is incapacitated, while it stands on a spot drooling. 7 The creature is forced to take a dash action and move as far as it can towards the direction it is facing. 8 The creature becomes paralysed as it loses all control over its muscles while it convulses. A creature can make a wisdom saving throw whenever it receives any damage, ending this effect on a success. This effect can be ended early by any effect that removes poison. Medical Treatment (1 or more medical dice) Select one creature within 5 feet. As an action, you can any number of medical dice. That creature then regains HP equal to the total number rolled + your intelligence modifier. Tendon strike (1 or more medical dice) A strike at a creature’s musculature. When you attack with a weapon, the creature has to make a dexterity saving throw. If it fails, its speed is halved for a number of turns equal to the outcome of up to two medical dice you’ve rolled. Pain killing tonic (1 medical dice) As an action, you inject a creature you can touch with a concoction that numbs pain. For one minute, all damage exept for psychic damage the creature takes is reduced by the outcome one medical dice. Poison injection (1 or more medical dice) You attempt to inject a deadly toxin into a creature you can touch as an action. That creature must make a dexterity saving throw. If it fails, it is poisoned for a number of turns equal to the outcome of the medical dice you’ve rolled and takes 1d4 poison damage at the start of each of its turns. A creature can make a constitution saving throw at the start of each of its turns, ending the effect on a sucess. This effect can be ended early by any effect that removes poison. Rejuvenating serum Prerequisite: artificer level 5

(1 or more medical dice) You can inject a mixture into a creature you can touch as an action that causes incredible healing. At the start of the creature’s turn, it regains hit points equal to your intelligence modifier (minimum of 1). This effect lasts for a number of rounds equal to the outcome of the medical dice you’ve rolled. Remedy Prerequisite: artificer level 9

(1 or more medical dice) You can use your medical expertise to cure debilitating effects of a creature by spending one minute. You can cure one disease, all effects causing blindness or deafness, one level of exhaustion, one effect causing a reduction to a creature’s ability scores, or one effect reducing the creature’s maximum hit points. To do so, you must expend one medical dice and make a wisdom(medicine) check with a DC equal to the original DC that caused the effect. If no such DC exists, you can assume a DC of 15. Resuscitation Prerequisite: artificer level 5

(1 or more medical dice) You can attempt to return a recently deceased creature back to life, using your medical knowledge. You can spend one minute trying to resuscitate a creature that is dead, but is not missing any vital body parts. To do so, you must match the number of turns the creature is dead with your medical dice. You may roll any number of medical dice available to you and you may add your intelligence modifier to the total number. When you try a resuscitate a creature that has been dead for a longer time, you must match a Wisdom(medicine) check of for every additional minute a creature has been dead. The DC for the first minute is 5 and is increased by 5 for every additional minute. The DC is calculated at the start of your attempted resuscitation. If successful, the creature returns to life with one hit point and one additional level of exhaustion from the time it died. Sedative Prerequisite: artificer level 9

(1 or more medical dice) You attempt to sedate a creature within 5 feet using a potent gas as an action. That creature must make a constitution saving throw against any number of medical dice you use + your intelligence modifier. If it fails, it takes 1 level of exhaustion.

Barbarian Path of the Thuggee

The path of the Thuggee is a strange one. Namely, it is an urbanized barbarian. They are skilled in survival within large cities through various means, either living as a drifter, a heavyweight criminal or something more frightening still. They draw their anger from many past grievances, trials, hunger and pain they’ve endured. Their goal is to return their suffering to the world, and anyone in it. Underhanded Tactics The tactics you learn at your 3rd level are not always fair, but they are effective. You have advantage on all grapple checks. In addition, if you grapple a medium creature or smaller, you may choose to strangle it as an action or as part of a grapple action. While a creature is strangled, it cannot speak or use any verbal components. The creature immediatly starts suffocating, meaning it can remain conscious for a number of rounds equal to its Constitution modifier (minimum of 1 round). You must use your action to maintain a strangle for the next round. If it runs out of turns, it drops to 0 hit points at the start of its next turn, but is stabalised and not dying. If you strangle the creature for one additional turn, it dies. A creature that does not breathe cannot be reduced to 0 hit points this way, but its speech and verbal components is still impaired. Lastly, if you have a weapon in your off hand, you may use it as if you were fighting with two weapons. Parkour At the 6th level you’ve become a master of navigating urban environments, easily making your way over rooftops and making an escape in the canals. You gain a climb speed and swim speed equal to your total walking speed. In addition, you can jump while climbing, allowing you to reach ledges, ropes or platform across the wall you’re climbing. Terrorize At the 11th level you have learned to not just be imposing, but to weave a terrifying display of brutality into your fighting. Whenever you land a critical hit or reduce a creature to 0 hit points, You can roll an charisma(intimidation) check. all creatures within 30 feet of you that can see you has to make a wisdom saving throw of which the DC is equal to the outcome of your charisma(intimidation) roll. If they fail, they are frightened for 1d4 turns. Dirty Fighting From the 14th level onwards, you’ve learned to hit hard and exploit any chance you get. Whenever an enemy within reach rolls a 5 or lower on an attack roll (not including any modifiers), you can use your reaction to make one melee weapon attack as if it were an attack of oppertunity.

College of the Composer

Many bards are often renowned gatherers of magic, music and skills. They live almost nomadic lives. In the end, A bard becomes a venerable vault of artistic ability. However, mortals will eventually die and the arts of any bard will dissipate over the ages. This is why many bards turn to the college of the composer who not only believe that music and art are great things to gather, but something to preserve for the ages. Composers are bards specialized in crafts that allows their musical secrets to outlive mortal lives by imparting bardic magic onto paper, woodwork, stone craft, and objects. Craftsmanship At the 3rd level a composer gains the necessary skills to put the magic of bards into notations. You gain proficiency with the calligrapher’s tools and two other artisan’s tools of your choice. As composers experience the world, they learn more skills to record their music. You gain proficiency in more tools at the 6th and 14th levels in this class. At each of these levels you gain proficiency with any combination of two sets of artisan’s tools, gaming sets, musical instruments, Navigator’s tools, Thieves’ tools, land vehicles or sea vehicles. Bardic Notation A bard that enters the college of the composer at the 3rd level learns the basic art that allows their musical secrets to be imparted bardic magic onto objects. In this basic form, A bard can enhance an item’s efficiency in various ways. A bard can do this by spending 1 minute holding the item and expend a bardic inspiration. The item is then enhanced for 24 hours before the bardic magic fades. A bard can reinvigorate an item’s enhancement as an action and expending another bardic inspiration. If an item already has a similar enchantment, the effects do not stack and you may use the highest enhancement available. A weapon enchanted this way may add +1 to its attack rolls and damage rolls and counts as a magical weapon for the purposes of overcoming resistances. Enhancing a suit of armor or a shield grants an additional +1 bonus to AC. An arcane focus, druidic focus, holy symbol or music instrument grants an +1 bonus to spell attack rolls when used as a spellcasting focus. A set of artisan’s tools, gaming set, musical instrument, Navigator’s tools, Thieves’ tools, land vehicle or sea vehicle gains a +1 bonus on the outcome of any ability check using these tools or vehicle. As you gain additional levels in this class, the bonus for enhancing items is increased. Becoming a +2 bonus at 6th level and a +3 bonus at the 14th level. Master craftsman At the 6th level, a composer is exceptionally skilled in not just an instrument and the pen, but in a multitude of crafts. Your proficiency bonus is doubled for using the calligrapher’s tools and two other artisan’s tools with which you are proficient. In addition, you gain the ability to store a spell into an item you’ve created. To do so you can craft an object of art in 1 hour, which can be done in a short or long rest. Then you can select a spell that you know and expend one spell slot to cast that spell with. You may choose how the spell is activated, such as using the item or saying a certain phrase and whether it targets the creature that activated the spell or a target of the activating creature’s choice. You cannot regain the spell slot used for creating this item remains expended until the spell is cast or the item is destroyed. Artful Replication A composer of the 14th level is skilled enough with weaving bardic music into his crafts, he can even channel arcane secrets and divine energy into the musical powers a composer weaves into crafts. You can make one object of art in 1 hour, which can be made during a short or long rest. In this item, you can store a single spell that you do not know. This spell can come from any class’ spell list. To store this spell in an item, you must expend a spell slot of one level higher than the level you wish to cast this spell (either by using the spell’s minimum spell level or casting a spell at a higher level). You may choose how the spell is activated, such as using the item or saying a certain phrase and whether it targets the creature that activated the spell or a target of the activating creature’s choice. You cannot regain the spell slot used for creating this item remains expended and you cannot create another such item from this feature until the spell is cast or the item is destroyed.

Cleric Domain of Suffering

The gods of suffering include both the tortured and the torturers, gods like Ilmatar, Kivutar, Kossuth, Prometheus, Talona, and Yurtrus represent the bloody passion of this domain. For some gods, the suffering is considered an inescapable realisation of life. For other gods, pain is in itself a specific pleasure of mortal creatures. For other gods still, the suffering is merely a road to redemption. These are the gods that are the tutors to those who are steeped in anguish. The patrons for the martyrs, the luckless, the flagellants and the scarred. Their clerics tend to hold bleak outlooks and are often deadly serious, but will also go through any length of pain to achieve their ideals and trudge through nightmares for their loyalty. Because to overcome suffering is determination. Domain Spells Cleric level Spells 1st Protection from evil and good, Wrathful Smite. 3rd Branding Smite, Warding Bond. 5th Spirit Guardians, Vampiric Touch. 7th Aura of Purity, Death Ward. 9th Commune, Hallow. Flagellant Proficiencies At the 1st level you gain proficiency with martial weapons. Mortification of the Flesh Clerics of this domain must face the closeness of death starting at the 1st level onward, you may use your reaction whenever damage is dealt to you to reduce the incoming damage by a number equal to twice your wisdom modifier (minimum of 2). This feature can reduce damage to a minimum of 1 damage. Sacrificial Penance Starting from the 2nd level, you can use your Channel divinity as a bonus action to ward all allies within 30 feet against attacks. For a number of minutes equal to your wisdom modifier (minimum of 1), any creature who targets any ally within 30 feet with an attack or a harmful spell must first make a Wisdom saving throw against your cleric spell save DC. On a failed save, the creature must attack you or cast the spell on you, otherwise, they lose the attack or spell. This spell does not protect allied creature from area effects, such as the explosion of a fireball. This effect negates any effect that forces an enemy to attack a creature other than you. Strength through Pain When you reach the 6th cleric level, you gain the ability to return the pain caused to you. During a short or long rest you may choose any damage type. Until your next short or long rest you gain a vulnerability to that damage type. However, when an enemy deals damage to you from that type it infuses you with the torture you endured. The next time you hit an enemy with a weapon attack or a spell that deals damage within the next minute, it will deal additional radiant damage equal to the damage of this type you’ve received in the last minute. When you complete a short or long rest, you can switch the damage vulnerability to another type. Divine Strike At the 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 radiant damage to the target. When you reach the 14th level, the extra damage increases to 2d8. At Death’s Door Starting from the 17th level, clerics of the suffering domain have accepted pain as a way of life and can push through where others would perish. Whenever you are reduced to 0 hit points, but not killed outright, you may make a wisdom saving throw with a DC equal to 10 or the damage received, whichever is higher. If you succeed, you are dropped to 1 hit point instead. Every time you use this feature the minimum DC of 10 is increased by 5 untill your next long rest.

Druid Circle of Bones

The Circle of Bones is made up of survivalists, tribesmen and shamans that understand that the natural world consists of prey and predators. The Druids of the Circle of Bones are hunter-gatherers that believe in the power of one’s own merit and strength, and therefore these Druids will resort to physical combat augmented by an understanding of the environment. Druids of the circle of Bones do not distinguish humanoids from any other animal nor is any other creature of flesh different from animals, everyone is fair game. Druids from this circle rarely gather, but word spreads through signals, calls and signs which are repeated by other druids of this order covering long distances. As a member of the Circle of Bones, you understand that true power does not come from magical tricks or alliances, but from yourself. Wildman’s Skills When you choose this circle at 2nd level, you gain proficiency with all Simple Melee Weapons, Shortbows, Blowguns, Nets, Tridents, and Whips. Strength of Hearts The hunt gives life to the strong from the 2nd level onwards when you choose this druidic circle. Select a nearby copse of a creature of the following types: Beast, Celestial, Dragon, Fey, Fiend, Giant, Humanoid, or Monstrosity that has an intact heart. You spend one minute to uncover and consume the heart. This allows you to roll all the hit dice of that creature and regain hit points up to the number rolled. You cannot use this feature again until you have finished a long rest. note that feeding on some creatures may be frowned upon by some cultures. Infectious Touch At the 6th level, your weapons can carry diseases that rots enemies. A creature hit by your weapon attacks must make a constitution saving throw against your spellcasting save DC. If it fails, it takes an additional 1d4 poison damage and is infected, causing it to take an additional 1d4 poison damage at the end of its next turn. The potency of the infection is increased at the 10th level (dealing 2d4 damage), 14th (dealing 3d4 damage), and 18th level (dealing 4d4 damage). Both the initial damage and the damage on the following turn is increased on these levels. Creatures who are immune to diseases are immune to this effect. Crouching Predator From the 10th level onward, while you are prone, you can use an action to become invisible until you cast a spell, make an attack, or if you stand up. In addition, being prone does not impose a disadvantage on your attack rolls, you gain advantage on any dexterity(stealth) checks, allows you to hide evenwhen lightly obscured and you don’t make a sound by moving while prone. Headhunter By 14th level, you can imbue yourself with the power of your fallen prey. Select a corpse of a nearby Aberration, Beast, Celestial, Dragon, Fey, Fiend, Giant, Humanoid, or Monstrosity. You can spend one hour crafting a magical trophy from a specified part of its body. A magical trophy does not decay as long as it is magical and in your possession, it also functions as a druidic focus. When you hold the trophy in one hand while you are conscious, you gain all languages, resistances, senses, condition immunities, and any special trait that is not a form of spell casting, innate spellcasting, lair action, legendary action or legendary resistance from that creature as well as gaining proficiency in all weapons it used. You can also gain or replace your walking, climbing, and swimming speeds, saving throws, and skill bonuses that the creature had unless your own movement speed, saving throw or skill bonus is higher. You do not, however, gain any of its actions. In addition, you gain a damage resistance to any type of damage immunity that the creature had. If you use this feature to create another trophy, the previous trophy loses its magical powers. You must complete a long rest before you can use this feature again. Note that keeping the trophies of some creatures is frowned upon by some cultures, such as human heads.

Fighter Bombardier

The archetype of the bombardier is a varied one, ranging from careless and dangerous crooks to specialised soldiers. Fighters of this archetype have access to a supply of explosives, whether made by themselves or supplied by a benefactor. Bombardiers can be devastating to enemies as well as themselves. As such, fighters that willingly embrace the volatile fireworks are either the most hard-nosed or the most insane. Demolition Expertise When you select this martial archetype at the 3rd level, you gain one type of grenade of your choice. This type can be selected from the list below. You can carry a maximum number of grenades equal half your fighter class level, rounded up. You can throw these grenades to a point up to 60 feet away as either an action, a bonus action, or both. You require a free hand to do so and you cannot use both a grenade and a weapon with the two handed trait in the same turn. When you gain additional levels in this class, you can select additional types of grenades to choose your loadout from, up to 2 types at level 7, up to 3 types at level 10, and up to 4 types at level 14. You can determine how many of each type of grenade you will carry with you during each long rest. The total number of grenades you carry cannot exceed your maximum number of grenades. Boobytrap Instead of throwing a bomb, you can rig it to go off under certain circumstances. You can decide on the circumstances under which it goes off, such as a tripwire, pressure switch or manipulating an object to which the grenade is wired to. Doing so requires one minute to set the trap during which you have to specify under which circumstances the bomb is triggered. A creature can find the trap if it succeeds on an intelligence (investigation) check of DC 16, though it may fail to make one if it is careless enough not to look for traps. Improved Recipe At the 10th level, your explosives are improved in one of three ways. Select one of the features below. Potent explosive: The radius of all your grenades increases by 5 feet. High impact mixture: You can add your proficiency modifier to both the damage of an explosive and its duration in turns. Calculated detonation: You may add half your proficiency bonus to the saving throws of any explosive The Big One At the 18th level you gain a special explosive of great power. You may select any one damage type for your special explosive. You cannot select another damage type later. This heavy bomb can only be thrown up to 15 feet away as an action and you can light a fuse which lasts between 1 to 6 turns, depending on your choice. At the end of its fuse, the dangerous mixture explodes in a radius of 30 feet. All creatures within range must make a DC 18 dexterity saving throw. This heavy bomb deals 6d12 of your chosen damage type on a failed save or half as much on a successful one. In addition, a creature that fails its saving throw is also knocked prone. You can carry one of such explosives at any given time and you can gain a new one when you complete a long rest. This bomb does not count towards your maximum number of grenades. This bomb also gains any benefits from the improved recipe and boobytrap features. Grenades Grenado This is a fist-sized ball of metal filled with an explosive powder and shards of metal. When used, it explodes in a radius of 15 feet and all creatures within this range must make a DC 15 dexterity saving throw. This bomb deals 2d10 piercing damage on a failed save or half as much on a successful one. Dynamite A stick of explosive material. When used, it explodes in a radius of 10 feet and all creatures within this range must make a DC 17 dexterity saving throw. This bomb deals 3d6 thunder damage on a failed save or half as much on a successful one. This explosive deals maximum damage to objects and constructs. Sparkler nova A cluster of small orbs tied with ropes. When used, it unleashes a torrent of bright sparkles and flashes. Any creature within 5 foot radius of this bomb must make a constitution saving throw DC 15. If they fail, they are blinded for 1d6 turns. In addition, they have disadvantage on any Wisdom(perception) checks using sight for the next 1d6 minutes Oil Bomb A flask of flammable oil topped with a burning rag. When used, it covers a 5-foot area in flames. All creatures that start their turn in this radius or walks through this radius must make a DC 17 dexterity saving throw. If they fail, they take 2d6 fire damage or half as much on a successful save. This area remains aflame for 2d6 turns. All flammable materials in this radius that isn’t worn or carried is set alight.

Poison Censer A brass vessel filled with a nasty concoction. When used, it covers a 10-foot radius in a toxic haze and you must roll 3d8 as a damage roll, which is shared for all affected creatures. The radius spreads around corners. All creatures inside or entering the radius must make a DC 15 constitution saving throw. They take poison damage equal to the outcome of the 2d8 rolled if they fail or take half as much damage if they succeed. On every subsequent turn, the damage rolled is reduced by 2 until it is reduced to 0, at which point the poison is fully dispersed. Screamer A long inconspicious rod with many small holes. When used, this device makes an incredibly loud, ear-breaking screech in a 20 foot radius. All creatures within this radius have to make a DC 17 constitution saving throw. A creature that fails this saving throw is deafened for 1d4 minutes. If a creature fails his saving throw by 5 or more, it is also stunned for 1 turn. Smoke Can A Canister filled with a weird mixture. When used, it covers a 15-foot radius in a thick layer of smoke. The radius spreads around corners, and its area is heavily obscured. This layer of smoke lasts for 3d6 turns or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Stinkpot A clay pot filled with all manners of foul-smelling materials. When used, it covers a 15-foot radius in a noxious and foul smell. All creatures that start their turn within this area must make a successful DC 17 constitution saving throw or be poisoned for as long as they remain in the area of effect. Being in this stinking vapour fully obstructs the sense of smell. This effect lasts for 2d4 turns.

Monk Way of the Olympian.

Monks of the way of the Olympian places body over mind, becoming faster, stronger and greater that all others. Investing every waking moment to master their athletic prowess. They excel in competition, learning techniques to hone their bodies, overpower enemies in grapples, and push their bodies to the limit. Every Olympian strives to become a physical god. Fists of Power When you select this tradition at 3rd level, you gain the ability to empower your strikes. Once at each of your turns when you make an unarmed attack against a creature using your dexterity modifier, you may add your strength modifier to the damage dealt. Vice versa, when you make an unarmed attack using your strength modifier you may add your dexterity modifier to the damage dealt. Great Technique At 3rd level, you gain advantage on all grapple checks made against creatures one size category larger than you or smaller. You can also grapple a creature two size categories larger than yourself, but without advantage. Glorious Wrestler You have mastered the arts of wrestling at the 6th level and you gain the following benefits. You do not let go if you are involuntarily moved, but instead take the grappled creature with you unless you decide to let go.

When you attack a creature that you’ve grappled with an unarmed attack, you have advantage on the attack roll. In addition, you can spend Ki points to do take one of the following actions. Throw You can use your action to spend 2 Ki points to toss an enemy you've grappled. To do so, you must make another grapple check against the creature you grappled. You can throw a creature up to 10 feet away from you and knocking them prone, this ends all your grapples. You can spend additional Ki point to throw a creature further, each additional Ki point increases the distance by 5 feet. If it hits a wall or obstruction, it takes an additional 1d10 bludgeoning damage. If it hits another creature, both creatures take 1d10 bludgeoning damage.

Takedown You can take an action to use spend at least 2 Ki points and up to a maximum of 10 Ki points to make a special attack against a creature you're currently grappling, a creature that is prone or one that is pinned. Make another grapple check, if it succeeds, the creature takes bludgeoning damage equal to half your monk level rounded up plus a number of d6’s equal to the number of Ki points you've spent. If the creature succeeds their saving throw, they only take half damage. Either way, both you and the target is knocked prone and you end all grapples. Grand Sportsman At the 11th level, your body has become a work of art. Your movement speed increases by an additional 10 feet and you gain both a swim speed and climbing speed equal to the monk’s speed bonus of your level, as described in the player’s handbook. This swimming and climbing speed is increased as you gain additional levels in the monk class equal to the monk’s speed bonus of that level. When trying to jump and you run twice the minimum distance required for a running start, you can double your maximum jumping distance and jumping height. Fist of Force Everytime you hit with an unarmed attack, you force a creature back. A creature has to succeed on a strength saving throw with a DC of 8 + your proficiency modifier + your strength modifier. If it fails, the creature moves 5 feet back and you move 5 feet foreward. moving in this way does not provoke an attack of opportunity for both you and the target. If the movement causes the target to hit a wall or obstruction, it takes an additional 1d4 bludgeoning damage. If it hits another creature, both creatures take 1d4 bludgeoning damage.

Mystic (This archetype uses the UA mystic and as such, is prone to change if an official version is released) Order of the Hunger\

Within years of contemplation and looking into their own living being, they’ve discovered the essence of all that lives and the basis of thought, desire. And this is the thought that the Hungerer channels. Craving, appetite, lust, yearning, urge. Without these things, as the philosophy of the hunger goes, a person is effectively no different from the dead. Rather, to consume and to seek pleasure is the natural state of life. This isn’t a matter of morality for the Hungerer’s, but rather an inescapable aspect of life. Devour or be devoured. Just enjoy the feeling of desiring matter, achievements love, wonder or pleasure until you are inevitably snuffed out, as you’ve been placed at the table of life, you can only eat until you are the one that’s eaten. Many Hungerers see this as a way to embrace evil ideals, but others view it as a philosophy to make the best of it and never deny themselves of what they are. Other mystics view hungerers as unfocussed hedonists that lack modesty, but hungerers view other mystics as in denial of what they are. The Discipline of Desire There is only one disciple that belongs to the order of the hunger, Maw of Yen. A darker art that can drain the very essence of creatures. When you select this order at the 1st level, you learn this discipline. Martial Training At the 1st level of this discipline, you gain proficiency with medium armor and martial weapons Emboldened Metabolism At the 3rd level, you can use the very energy of your mind to nourish your hungering body. You can use your psionic abilities to strengthen your body. As an action, you can expend up to 14 Psi point to increase your current and your maximum hit points by 2 per psi point spend this way for 8 hours. In addition, you suffer no ill effect of malnutrition for 2 hours for every psi point spend this way. You cannot use this feature again until you complete a long rest. Everlasting Hunger Your hunger grows at your 6th level, seeping into every strike. Whenever you deal damage with a weapon attack, a psionic discipline or a psionic talent, you deal an additional 1d4 psychic damage. In addition, you regain a number of hit points equal to the result of the extra damage from this feature. Overloaded flesh Whenever you regain any hit points from the 14th level and onwards that is more than your maximum hit points, you gain the remaining hit points as temporary hit points. In addition, if you complete a long rest, you gain a number of temporary hit points equal to your intelligence score. Maw of Yen Hunger Discipline Psychic Focus: Whenever you regain more hit points then your hit points maximum through any effect, the remaining hit points are added as temporary hit points instead. Life Leech(1-7 psi points) As an action you cast a ghastly stream of translucent mist towards an enemy within 30 feet, stealing its very life away. The target must make a constitution saving throw. On a failed save, the target takes 1d6 psychic damage per psi point spent. In addition, you regain half the damage dealt by this power as hit points up to your maximum hit points. Extradimensional Gullet (1-7 psi points) You can store one object, as an action, in your gullet, which leads to a personal demiplane. You can store an item or material which does not exceed 2 cubic feet in any dimension on the first psi point and the amount you can store is doubled for every psi point there after, meaning that spending 4 psi points allows you to store up to 16 cubic feet. Material stored this way does not count towards your maximum carrying capacity and is for all purposes weightless untill retrieved. You can retrieve an object using a bonus action, but you require no psi points to do so. Kinesiophagia (1-7 psi points, concentration, 1 minute) When you hit a target within 30 foot with a weapon attack, psionic talent talent or psionic discipline, that target has to make a strength saving throw. If it fails, its speed is reduced by 5 foot for every psi point invested in this power. In addition, Your speed is increased by the same number lost by the target. You can only benefit from this power once on each of your turns. Your speed and the target’s speed are returned to normal at the end of your next turn. If you target a creature you’ve currently stolen its speed from, it has disadvantage on its saving throw, extending this effect for another turn if it fails again.. Psychophagia (1-7 psi points, concentration, 1 minute) When you succeed on a saving throw against a spell or a psionic discipline, you regain a number of Psi points equal to spell slot level or the psi points invested in the effect. You cannot regain more than your maximum number of psi points or more than the number of psi points you spent on this discipline from a single effect. Pneumaphagy (1-7 psi points, concentration, 1 minute) Whenever you deal damage with a weapon attack, psionic talent or a psionic discipline, you deal additional psychic damage equal to the number of psi points you’ve spent. In addition, you also regain the same number as health when you deal this additional damage. You can only benefit from this power once on each of your turns.

Ergophagy (5 psi points concentration, 1 minute) Whenever you deal damage with a weapon attack, psionic talent or a psionic discipline, the target of your attack has to make a constitution saving throw. If it fails, it gains one level of exhaustion and you lose one level of exhaustion. You can only benefit from this power once on each of your turns. Summoning of the Maw (7 psi point, Concentration, 1 minute) You open your mouth to reveal the black abyss within, drawing in and devouring all matter. All creatures that starts their turn within a 60 foot cone of you or enters this area has to make a strength saving throw. If they fail, they are moved 15 feet closer to you, unless if they are blocked by a creature or object, and cannot move away from you. If they succeed on this saving throw, they aren’t moved, but the cone’s area counts as difficult terrain to them. In addition, if any creature enters the 5 foot square you are facing or starts its turn there, it must make a constitution saving throw instead of a strength saving throw. It takes 7d12 force damage on a failed save or half as much on a successful one. A creature that dies within this five foot square is absorbed, causing its body to disintegrate while leaving its equipment and clothes behind. You then regain up to half that creature’s maximum hit points. Whilst maintaining concentration on this power, your speed is reduced to 5 feet.

Paladin Oath of the Firebrand

An inevitable consequence of civilisation is the rise of tyrants. An inevitable consequence of tyrants is the rise of Firebrands. Many of these hail from the ranks of the dark armies of oppressors or the hard rules of other paladin orders. These Paladins embody the ideals of rebellion, to take their freedom and to force changes. They are driven by their own strong passions and views of how society ought to be and set out to advocate their moral beliefs. These paladins often fall into the trappings of their political views and their looming threat is that they become tyrants themselves should they fail to keep heed of their tenets. Paladins of this oath are often given their names by the oppressors. Names like Firebrand, Renegades, Turncoats and Anarchists. Paladins of this oath do not have a formal order to gather, instead they often gather in abandoned structures or recognize each other by certain gestures, special symbols, or pieces of specific cloth. Tenets The tenets of the Firebrands are fueled by a personal passion for freedom. Often seeded by years of oppression suffered by themselves. This oath represent the paladin’s desire to never be chained again and his hatred for tyrants who chain people. Freedom: The only just ruler of an individual is that individual himself. To claim ownership over a person is despicable. Voice your opinion: Do not allow yourself to be silenced, though hold your tongue in wisdom. Oppose oppression: cast down a despot, scatter the armies of oppressors, tear down the tyrant’s hold. Do whatever you can do to defy those who subjugate others. Stand up for the downtrodden: Be a champion for the common layperson under the heel of subjugators, who cannot cast off their chains by themselves. Oath spells Paladin level spells 3rd Protection from Evil and Good, Compelled Duel. 5th Flame Blade, Nystul’s magic Aura. 9th Counterspell, Dispel Magic. 13th Banishment, Freedom of Movement. 17th Banishing smite, Immolation. Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. Magic Discountenance. You can use your channel divinity to divert magical energy towards the caster. As a reaction when an enemy within 30 feet of you casts a spell, uses innate spellcasting, or casts a psionic power, you can force that creature to make a wisdom saving throw. If it fails, the target of the spell changes to the caster himself, even if the spell normally cannot be cast on himself. If the spell requires an attack roll or a saving throw, it uses the caster's own modifiers and spell save DC. Brilliant Charge. You can use your channel divinity to charge at the tyrants even if they hide behind enemy lines. Choose one creature within 60 feet that you can see. As an action, your flesh turns into radiant light and you charge at the enemy in a flash of holy light. You can fly in any direction in a straight line and even through an enemy’s occupied space. Moving in this way does not provoke any attacks of opportunity. You end your charge within the closest 5 foot square adjacent of the intended target you and make one weapon attack as part of this charge. If another creature occupies this 5 foot square, it is moved to the nearest unoccupied 5 foot square. Aura of Countermanding You emanate an aura from the 7th level onwards that causes discord and makes enemies question their leadership. All enemy creatures within 20 feet of you cannot use an action, bonus action or reaction to use any effect that targets only their allies and any enemy within 20 feet of you cannot be the target of such an effect. Pull of the Opposition Starting from the 15th level, you can draw out the cowardly to face you using your magical power as a bonus action. You must expend one spell slot and select one target within 60 feet. That target has to make a strength saving throw against your spellcasting save DC. If it fails, it is moved 15 feet closer to you. If that space is already occupied by another creature, that other creature is moved to the nearest unoccupied 5 foot square. If you use a spell slot higher than the first level, the creature is moved an additional 10 feet closer to you for every spell slot higher than the first level. Moving a creature 20 feet with a 2nd level spell slot, 30 feet with a 3rd level spell slot, 40 feet with a 4rth level spell slot and 50 feet with a 5th level spell slot. The Revolutionary Spirit From the 20th level, you can channel the spirit of the rebellion, capable to tear down the defences of those that would oppress. For one minute you can transform in a spirit of burning ideals as an action. You gain the following benefits for the duration. All damage dealt by you ignores resistances. In addition, All damage immunity is treated as a damage resistance instead.

Whenever you use divine smite on a creature with spell slots, roll one d4. You expend one spell slot of that creature equal to the spell slot level used for the divine smite + the outcome of the d4. If that creature has no spell slot available of that level, the highest available spell slot that is less than the outcome is expended.

You can move through other creatures without penalty, even occupying the same square. You cannot use this feature again until you complete a long rest.

Ranger Scorner Conclave

Your achetype doesn’t gain their powers for a love of nature but is drawn from a cold and unending hatred. Being a Scorner means to fully dedicate yourself to being nature's wrath and fury destined to eradicate those that draws forth nature’s scorn, disturb the balance, or from someone that has wronged you beyond words. Channeling the will of the predatory animals you will hunt down destroyers and defilers. Only to cut down these foes in bloody fury. As you continue down the path of the Scorner, you learn more techniques that makes you more lethal. Fueled by Hate You insert your seething hatred of all mishaps and ill fate into a grudge that pushes you further. At the third level, whenever you roll a 1 on an ability check, saving throw or attack roll, or if you are hit by a critical hit, you gan a number of temporary hit points equal to your wisdom modifier + your ranger level. When you have temporary hit points this way, you may expend them on any ability check, saving throw or attack roll, but you may not add more than a number equal your wisdom modifier on a single throw. Bitter Rivalry You favoured enemies aren’t just creatures you know about, they are enemies you’ve vowed to destroy. At the 7th level you gain a rivalry dice. this dice is an d6 and can be used for any one attack roll and damage roll made against any of your favoured enemies. You can also use this die for any skill contest with one of your favoured enemies. You can make this roll after having made a roll, but before the outcome is made known.This dice increases to a d8 at level 11 and increases again to a d10 at 14th level. You regain this dice at the start of your turn. Onslaught None may escape the wrath of your blades or arrows. Starting from the 11th level, whenever you are allowed to make an attack of opportunity with a melee weapon with which you are proficient, you can make two weapon attacks instead of one. Both attacks can only be used against the creature that triggered an attack of opportunity. In addition, when you wield a ranged weapon or a weapon with the thrown property, any enemy that moves out of an area of 20 feet around you triggers a single attack of oppertunity with your ranged or thrown weapon. Avoiding the Grave At the 15th level and onwards, your determination when faced by certain creatures enables you to even avoid the grave. Whenever you are reduced to 0 hit points, but not killed outright, by a creature that is one of your favoured enemies, you may roll a d20. If the result is 10 or higher, you are instead dropped to 1 hit points. In addition, if you die, either killed outright or by failing 3 death saving throws, you may make a wisdom saving throw with a DC of 20. If you succeed, you are instead unconscious and stabelized. You do however remain at 0 hit points. You may not avoid death this way untill you have completed a long rest.

Rogue Sappeur Archetype

Your field of study lies in the arts of espionage, destruction and sabotage. Spies, archeologists and infiltrator are often found practising these arts. Living for the arts of ruin and guile. They are people that live undo the defences of others. These characters live to undermine any advantage people grant themselves, making walls crumble and plans fail. Master Trapper When you choose this archetype at the 3rd level, you gain proficiency with the tinker’s tools. You can use such tools to set up various objects to fall down, be launched and otherwise set up to harm others. As long as you have access to your tinkering tools. The range and duration to set up an object as a trap depends on its weight, the specifics are detailed below. You can set up a specific trigger, such as a tripwire, pressure plate or a timer, which triggers the trap. The DC of this trap is equal to 8 + proficiency bonus + your intelligence modifier. When triggered, all creatures within the trap's range have to make a Dexterity saving throw. If they fail, they take damage equal to your sneak attack damage + twice your rogue class level, or half as much if they succeed on their saving throw. An object between 10 and 80 pounds takes 1 minute to set up and it affects all creatures within a 5 foot radius.

An object between 81 and 200 pounds takes 10 minutes to set up and it affects all creatures within a 10 foot radius.

An object of 201 pounds takes 1 hour to set up and it affects all creatures within a 20 foot radius. A creature that succeeds on an intelligence(investigation) check is capable of discovering the trap and a creature that makes Dexterity check using thieves’ tools can disable the trap, the DC of these checks is the same as the DC of the Dexterity saving throw to avoid the trap. Dirty tactician At the 3rd level, Whenever you use an object that normally require an action to use in combat, such as caltrops, ball bearings, holy water, hunting traps, or oil flasks, you may use a bonus action to use this object instead. This feature cannot be used to activate magical items or to use healing kits. In addition, you also become proficient with nets and you may use your bonus action to throw a net. Breaker of objects Starting at the 9rd level, You are very familiar with the general structure of objects and how to destroy them with minimal effort, using leverage, weak spots, wits and some elbow grease. Whenever you deal damage against an object that isn’t worn or carried with a melee weapon with which you are proficient, you can deal additional damage to that object as if it is subject to your sneak attack feature. This allows you to easily break doors with leverage, loosen iron bars untill they fall out or topple a statue by targeting a weak spot. In addition, you can also target traps with this feature with or without your thieves’ tools Quick Setup At the 13th level, you can sacrifice a trap’s precise setup to quickly improvise a dasterdly trap. You can set up a trap as described in the master trapper feature, but instead of the normal setup time you may instead choose to set up a trap that weighs between 10 to 80 pounds in an action or a trap that weighs between 81 to 200 pounds in a minute. When you do so, the trap’s damage is equal to your sneak attack damage + half your rogue class level, rounded up. Unravel Magic You have become a master of unraveling at the 17th level, capable of unwinding even magic. You know both the dispel magic and Remove curse spells and you can cast both of them at the 3rd level at will without any verbal components, but both spells only have the range of touch instead of their respective normal ranges. The spellcasting ability modifier for either spell is always the same as what was used by the caster of the spell that you are trying to dispel, meaning you use your Intelligence modifier against wizard spells, your wisdom modifier agains cleric, druid, and ranger spells, and your charisma modifier for Bard, Sorcerer, and Warlock spells. When there is no specific caster involved, it is assumed the modifier is intelligence unless the DM rules otherwise.

Sorcerer Outsider Mind

You are an odd one. You have seen those unseeable things you weren’t ever meant to see or even know. The source of your magic is in your ability to see the power underneath things, you use your magic by touching the strings of magic. Likely you peered into the far realm at some point in your live and the far realm itself peered back. Maybe one of your parents looked into the far realm and their mad minds leaked into you. Maybe you’ve formed a mathematical theory that unearthed some esoteric truth about the universe, unable to be comprehended by anyone else. In any case, you can look beyond dimensions and plot a course under the fabric of space. Cavity of Holding Somewhere on your body from the 1st level onwards, there is an orvice capable of holding objects in its own little demi plane. It could be anywhere and take any form. It could be a black tattoo or requiring you to regurgitate an object. You can place any number of items inside this orifice that weighs in total no more than 10 pounds and fits within 1 cubic feet. Both placing an item in the cavity and taking an object out takes an bonus action to do. Any item placed within this orfice does not encumber you in any way and does not weigh anything for the purposes of your maximum carrying capacity. For each sorcerer level beyond the first you gain, the maximum weight is increased by 10 pounds and the dimension in which it has to fit is increased by 1 cubic feet. If an extradimensional space such as a bag of holding or portable hole is placed inside the orfice, the object with the extradimensional space is destroyed and you are reduced to 0 hit points as all contents of your cavity of holding are expelled. It is however shielded from an extradimensional space from the outside and has no negative side effects from being inside another extradimensional space. Alien Pathways At the 1st level you have seen the alien geometries that run through the fabric of realities which connect everywhere to everyplace. As an action, you can teleport in a direction you can describe in a distance equal to your movement speed. Every 1 foot you teleport this way costs 1 foot of movement. If you however end up in a solid object or in the space of a creature, you are shunted to the nearest unoccupied area and take 1d6 force damage for every 5 feet you are moved to reach this unoccupied area. Illusion of Gravity What is down anyways? At your 6th level, you gain a climb speed equal to your movement speed. You can use this to walk vertically or upside down, leaving your hands free. Swap All things are connected. In fact, all things are actually at the same place, they just never realize it. At the 14th level, you gain the ability to swap the location of two creatures within 30 feet of you as an action. You can choose two creatures, including yourself, that is no larger than large. Each of the chosen creatures must make a charisma saving throw against your spellcasting save DC, if they both fail, they are teleported to the position of the other creature. If a creature succeeds on its saving throw against this feature, it has advantage on its charisma saving throw against this feature for 10 minutes. A creature that fails his saving throw, but isn’t teleported if affected by this feature as normal. A willing creature may choose to fail this saving throw by choice, allowing themselves to be teleported. Warping Burst You start to drag the chaotic energies of the far realm with you as you travel through it from the 18th level. Whenever you teleport, either by a feature of this archetype or by a spell, you can choose to bring along the violent energy of the far realm with you. All creatures who aren’t being teleported within 15 feet of both the teleportation entry point and exit point must make a dexterity saving throw against your spellcasting save DC. They take 2d6 force damage on a failed save and no damage on a successful one.

Warlock The Deceased

You have made a pact with a once powerful mortal that has died and didn’t move on. They instead haunt you for reason best known to the spirit. There are a lot of reasons why such souls do not move on and your patron may be benign or selfish in their dealings with you. These patrons may have unfinished business and call upon you to fulfill it, sworn to protecting you from harm even beyond death or they have somehow been bound to you against their will. Such spirits tend to be weaker than most patrons, but they most often only lend their power to a small handful warlocks. You draw your power from the ethereal plane where these souls dwell. The deceased expanded spells Tastiness Cookie Type 1st Dissonant Whispers, Fog Cloud. 2nd See invisibility, Levitate. 3rd Speak with Dead, Spirit Guardians. 4th Greater Invisibility, Death Ward. 5th Telekinesis, Antilife Shell. Spiritual Conduit At the 1st level you can channel your spiritual companion’s essence into the material world, granting it the ability to manipulate physical objects from beyond the grave. You learn the spell Unseen Servant. If you already know this spell, you may learn another spell from the warlock spell list instead. Casting Unseen Servant does not require material or somatic components and you can always cast this spell as a ritual even if you normally do not have a feature that allows you to do so. When you cast Unseen Servant, the spell’s duration is increased to 24 hours and the servant’s speed is increased to match your own. In addition, the servant can be commanded telepathically without spending a bonus action. If you cast this spell a second time while your unseen servant still roams the world, the first effect ends Possession Starting from the 6th level, you can use a bonus action to allow your ghostly follower to take partial control of your body for 1 minute While possessed, you cannot be possessed by another creature and you are immune to being charmed, frightened, stunned, paralyzed, prone and the effects of exhaustion. Magic cannot put you to sleep and you do not require air to breathe for this duration. In addition, you gain the following benefits. Your walking speed is replaced with a flying speed equal to your walking speed.

You can move up to your speed through any creatures, walls or solid objects as if it was difficult terrain. You take 1d10 force damage if you end your turn inside an object. Any creature you move through takes 1d4 cold damage, a creature can only take this damage once on each of your turns.

You may use the catapult spell as a first level spell at will. The catapult spell from this feature becomes a second level spell at 12th warlock level and becomes a third level spell at 19th warlock level. You may end this effect early with a bonus action. When this effect ends, you gain one level of exhaustion. Eyes of the Dead Your eyes can pierce through the mists of the dead at the 10th level. You can see 60 feet into the ethereal plane from the material plane and vice versa. In addition, You can always discern the true form of any undead creature that you can see and you can see any invisible undead creatures as long as they are within line of sight and within 60 feet. Bridging the Ethereal Your connection to the ethereal plane at your 14th level allows you to straddle the fine line between the material plane and the immaterial world. As an action, you can move closer to the ethereal plane. Your body becomes translucent and your voice echos. For the duration, All damage received by you and all damage dealt by you is halved. In addition, you are not affected by difficult terrain and you cannot be restrained or grappled for this duration. You can also move through solid objects and walls, though each foot moved through such obstacles costs two feet of movement. You can return to the material plane in full by using a bonus action.

Extra Invocations Dark Shield Requirement: 5th level. In an effort to stave off death, you learn to channel your energies defensively. You can cast Shield of Faith once on yourself without expending a spell slot or material components. You cannot cast this spell again until you complete a short or long rest. Ghastly Weightlessness. Gravity just has less effect on you. Your weight is halved without altering your strength and you cannot fall faster than 60 feet per round, ensuring you don’t take falling damage. In addition, your long jump distance is doubled. Weapon Possession Requirement: pact of the blade feature. You can cast spiritual weapon as a 2nd level spell without expending a spell slot. Casting this spell uses your pact weapon as the spiritual weapon, meaning you can’t use your pact weapon until the spell ends. When you make a spell attack with this feature, the spell’s damage changes to the pact weapon’s normal damage type of your weapon, such as bludgeoning, slashing or piercing damage and uses the same damage die. Should you have any invocations or features that specifically targets your pact weapon, your spiritual weapon gains this same bonus. Once used you cannot use this feature again until you complete a short or long rest. Redirect Death Requirement: 7th level, pact of the chain feature. Not exactly the most heroic ability. When you receive damage that reduces you to 0 hit points or if you’re subject to an effect that would immediately reduce you to 0 hit points or causes outright death, you may redirect the full damage towards your familiar as long as it is on the same plane of existence. The familiar takes all damage while you receive no damage from this attack. This attack can kill your familiar. Ritual of Dark Reanimation Requirement: 7th level. You gain the power to bring back a companion from death, but putting both you and your target’s bodies at a terrible strain. You preform this 10 minute ritual on one creature you can touch that has not been dead for more days than a number equal to your warlock level. To use this feature, you must sacrifice your own health. Your hit points maximum and your current hit points are both halved until you complete a long rest. The target then comes back with 1 hit points and its exhaustion level is set to 3. You cannot use this feature again until you complete a long rest. Lastly, when you start to preform this ritual, every celestial, Fiend and Undead within 1 mile immediately learns your exact location. Interdimensional Walk Requirement: 5th level. As a bonus action, you become incorporeal for one minute. You can move through creatures, objects and wall as if they were difficult terrain and you have resistance to bludgeoning, slashing and piercing damage from non-magical and non-silvered weapons. You become corporeal again at the start of your next turn or if you end this effect early as a bonus action. If you become corporeal while in the same space as a creature, object or wall, you take 1d10 force damage and are shunted to the nearest unoccupied space. If a creature occupied the same space as you did, it takes 1d10 force damage as well. Once used you cannot use this feature again until you complete a short or long rest. Warp binding Requirement: 5th level, pact of the chain feature. You have bonded with your familiar that at any moment you can teleport toward each other. As an action, you may teleport your familiar to a space within 5 feet of you or you may choose to teleport to a space within 5 feet of your familiar. Once you’ve used this feature to teleport yourself, you cannot teleport yourself again until you complete a short or long rest.

Contract of the Damned Requirement: 15th level, Pact of the Tome feature. You can extend your knowledge of pact making into your own writing. You can spend 1 minute crafting a contract, this contract can bind two creatures to an agreement neither can break. When making the contract, you have to word exactly what is required of both the signer of the contract and yourself, this may prohibit any action or order the fullfilment of a specific action. These commands can be as long and as detailed as you wish. As you sign this contract, you may choose one of the following punishments for the signer and one for yourself.

Punishment of pain. Whenever the creature behaves in a matter contradictory to its instructions, it must spend one turn writhing in pain as its maximum and current hit points are reduced by 1d6. If it continues to act in contradiction to the contract the reduction is increased by 1d6 for each instance it acts in contradiction.

Punishment of Debt. You may designate any item in the creature’s possession which will become your possession if the contract is broken. In the instance the contract is broken, the agreed upon item becomes hurtfull to the signer, dealing 2d6 force damage for each turn the creature carries or wears it. The item then can be summoned by the other creature, flying towards it with a flying speed of 60 feet.

Punishment of insanity Whenever a creature acts in contradiction to the contract’s agreement, it gains one short-term madness. If a creature does not comply or seek to further the contrac’s agreement for a full day, it gains one long-term madness. Should a contract be broken or be made impossible to fulfill, the creature gains one indefinite madness. The DM has these effects.

This invocation can be used on any creature with an intelligence score of at least 4 and it overrides any immunity it has. The effects of the punishments can only be broken or reversed through a wish spell or by fulfilling the contract’s stipulations.

Wizard Tradition of the Ritualist

The tradition of the ritualist is as old as the written word itself, possibly even older. And as some scribes hypothesise, the Ritualists might even form the origin of the entire art of wizardry. Calm and mindful, these wizards are always prepared. Dabbling in a large number of arcane arts and mastering a large library of ritualistic spells, they have an answer to about hardship, given enough time. If that is not enough, they learn ways to empower their magic to slow, but devastating effects. As they turn their patience and meticulous work into phenomenal feats of magic. Study of Rituals When you choose this tradition at your 2nd level, you may learn one additional spell of a level you have spell slots available for. This spell must have the ritual tag and spells learned with this feature can only be cast as a ritual. You may select a ritual spell from any class’ spell list, the learned spell counts as a wizard spell for you even if it normally isn’t. You learn an additional spell with the ritual tag at your 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th level. Prepared Spell When you set out on this tradition at your 2nd level, you learn the ancient art of the prepared spell slots. When you complete a long rest, you can select any number of available spell slots, which are then converted into a prepared spell slot, which often takes the form of a small talisman inscribed with a spell. you must dedicate a spell slot to prepare a spell. This spell must be at a level for which you have spell slots. You can only use this prepared spell slot to cast the spell dedicated to it at the prepared level.

When you cast a spell you’ve prepared this way, it gains any benefit the spell gains if it was cast at a spell slot level of one level higher. This effect counts for both the spell’s own effects as any effect that interacts with the spell’s level, such as dispel magic. This effect allows you to gain the benefits of a spell slot exceeding your normal highest level spell, even exceeding 9th level spell slots, for the purposes of the effects that use the spell’s level.

For example, a fireball spell using a 3rd level prepared spell slot deals additional damage as if it was cast with a spell slot of 4th level. In addition it can’t be automatically made to fail with a 3rd level counterspell.

If a spell has no benifits from being cast at a higher level, you may instead choose one of the following benifits: The spell’s duration is doubled.

The spell’s range, or the distance of the spell’s effect, such as the teleported distance of the misty step spell, is doubled. If the spell has a range of touch, it instead gains a range of 15 feet.

A casting time of 1 minute or longer is reduced. A casting time of 1 minute becomes one action, 10 minutes becomes 1 minute and 1 hour becomes 10 minutes.

All prepared spell slots are lost when you complete a long rest, after which you can prepare new spells and dedicate spell slots this way.. Delayed Casting Through the art of the ritual at the 6th level, you’ve learned to trade in speed for power. When you cast a spell with a casting time of one action, you can delay casting that spell for one turn as if you had ready a spell. The difference is that you can trigger the prepared spell with an action instead of a reaction. In doing so, you can choose one of the following benefits that can apply to the spell. You add a +1 bonus to the spell’s attack roll.

The spell’s save DC is raised by +1.

The spell’s range is increased by 10 feet, a spell with the range of touch instead gains a range of 10 feet. You can delay a spell for additional turns up to a number equal to your proficiency modifier. Doing so allows you to choose the same benefit or a different benefit for each delayed turn. Every benefit stacks. However, every time you delay a casting this way, it further strains you, increasing the DC for any concentration checks you make by 2 for every turn you’ve delayed your spell. If you lose concentration whilst holding onto a delayed casting, you lose all benefits and the spell slot as if you lost a readied spell. Ritualistic Glyphs As a master of ritual symbols, you can inscribe your spells into surfaces and objects. From the 10th level onwards, you can cast the spell glyph of warding at will and without expending a spell slot or any of its normal material components. Instead, you use any material that can draw shapes such as chalk or ink. The spell slot level at which you cast this glyph of warding is equal to your intelligence modifier. However, the glyph is not invisible and you can only use the spell glyph function, for which you still require a spell slot to store a spell and any required materials for that spell. The glyph will appear as a circle with arcane symbols and runes, an Intelligence(arcana) check with a DC equal to your spellcasting save DC will allow a creature to discern the glyph’s nature and function.