New Feats Reaper When you score a critical hit with a scythe, you may choose to take the maximum damage result instead of rolling.

You learn a cantrip of the necromancy school from any spell list. Your spellcasting ability for this spell depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

Whenever you deal damage to an enemy with an attack from your scythe, that creature has disadvantage on all saving throws to resist becoming frightened until the end of your next turn Knife Juggler When you throw a weapon with the thrown property, you may draw another weapon as part of the same action.

Your ranged attacks against creatures within 5 feet of you do not have disadvantage

Whenever you make a ranged attack with a weapon that has the thrown property and deals 1d4 damage, you may throw another eligible weapon as part of the same attack. All attacks you make in this way have a -5 penalty to attack. Additionally, you may instead choose to throw three weapons at -10 penalty. Titan Prerequisite: 20 Strength You may fight with oversized weapons. These weapons deal dice one size larger. (2d6 goes to 2d8, for example)

While you are weilding an oversized weapon, your attacks on your turn have 10ft reach.

You count as one size larger for the purposes of grappling, lifting, and carrying. Forbidden School You may take this feat multiple times. Each time you take it you must choose another school of magic. Your intelligence score improves by 1

Choose a school of magic. You may no longer prepare or cast spells of this school.

You learn 3 spells and may add them to your spellbook for free

You may prepare 3 additional spells each day. Fencer While you are fighting with a one handed weapon in one hand and nothing in the other, you gain a +1 bonus to AC

When you make an attack with a rapier with advantage and both attack rolls would hit, your attack scores a critical hit.

Whenever a creature attacks you with a melee weapon and rolls a natural 1 on the attack, you may use your reaction to disarm them Tower Guard Prerequisite: Shield Proficiency You gain proficiency in the towershield, a massive shield that grants a +3 bonus to AC, has a strength requirement of 15, and gives disadvantage on stealth checks.

Whenever you end your turn and have moved 10 feet or less, you may choose three squares that are adjacent to both you and each other. Attacks against you from this direction have disadvantage.

You have advantage on checks to resist being grappled, knocked down, or shoved. Unlucky You may increase two ability scores by two

You have three unlucky points that recharge each day at dawn. These work exactly like the lucky feat, except that the dungeon master chooses when they are rolled and chooses the worse outcome. Versatile Spellcaster Prerequisite: Spells Known Your Intelligence, Wisdom, or Charisma score increases by one

Whenever you finish a long rest, you may choose one spell you know and replace it with another spell from your class' spell list of a level you are able to cast. Fast Healer Prerequisites: Constitution 13 Your Constitution score increases by one

When you regain hitpoint from rolling hitdice, you may take the maximum result.

You recover from unconsciousness naturally after 1d4 minutes instead of 1d4 hours.

Your death saving throws are critical successes on a roll of 19 or 20.

Barbarian Primal Path - Feral Path Some Barbarians fight with brutal, animalistic instinct. The Feral Barbarian channels their inner beast to tear foes apart with reckless attacks, leaving behind mangled corpses and shocking carnage. Some Feral Barbarians come from the wilds, where they lived as animals and learned the ways of apex predators. Others simply reject the norms of civilization, preferring to live and fight as an animal due to personal philosophy or even insanity. Twinfang When you choose this primal path at 3rd level, you become more adept at two weapon fighting. You may add your strength bonus to the bonus attacks you make while two weapon fighting. Pounce Staring at 3rd level, your ferocity allows you to overwhelm foes. While you are raging, if you move at least 20 ft towards a creature of your size or smaller and hit them with a melee weapon attack, they must make a Strength saving throw (DC 8+STR+Prof) or be knocked prone. You may only use this ability on one enemy per round. Savagery Beginning at 6th level, your reckless attacks are inhumanly savage. When you are raging and recklessly attack you may also make an additional bite attack as part of the same attack action that deals 1d4 damage. Any prone enemy hit by this bite attack is grappled. Predator Starting at 10th level, you recognize the unmistakable scents of prey. You can detect the location of any creature within 60 ft if it is wounded, and have advantage on checks to track wounded creatures. Additionally, you can always tell when a creature is afraid. Both of these abilities only work on creatures that have blood, and can be blocked by any effect that creates overpowering smells or blocks scents. Brutalize Starting at 14th level, you may make a special attack to brutally kill an enemy. As an action when raging, you force an enemy you have grappled to make a Constitution saving throw (DC 8+STR+Prof). On a failed save, the creature takes 10d8+Your Barbarian Level in damage, or half as much on a successful save. If a creature is reduced to 0 hitpoints by this ability, all enemies within 30 ft who can see and hear you must make a Wisdom saving throw or be frightened until the end of your next turn. You must finish a long rest before you use this ability again. Bardic College - College of Sorrow Goth bard. It’s that simple. Doomsayer You learn the cantrip Toll the Dead. Dreadful Dirdge When you enter this college at 3rd level, you can use your music or oration to sap the life from your foes. As an action, you may expend and roll a bardic inspiration die to deal psychic damage equal to your roll to any number of creatures you choose within 30 feet. Creatures affected may make a Wisdom saving throw against your spell DC to take no damage. Undead who would be damaged by this ability instead gain the damage as temporary hit points. Black Parade At 6th level, you may learn three spells of the necromancy school from any class spell list. The spells must be of a level you can learn, or a cantrip. The spells count as bard spells you know, but don’t count against the number of spells you can learn. Catharsis Starting at 14th level, any friendly creature affected by your Dreadful Dirge gains a bardic inspiration die that they must spend on the next attack roll, ability check, or saving throw they make. They can gain this die even if they already have a bardic inspiration die.

Cleric Domain- Revelry While some gods demand their followers lead lives of purity and restraint, gods of revelry demand quite the opposite. Through consumption of wine or other mind-altering substances, clerics of Revelry use religious ecstasy to commune with their gods. Although these clerics rarely leave their debaucherous churches to lead the adventuring life, the ones that do bring the spirit of merriment and gaiety to otherwise grim situations. Domain Spells Level Spells Known 1st Charm Person, Tasha's Hideous Laughter 3rd Calm Emotions, Crown of Madness 5th Create Food and Water, Catnap 7th Charm Monster, Confusion 9th Animate Objects, Mass Cure Wounds The Good Life Starting at 1st level, you know how to make adventuring comfortable. Whenever you finish a long rest, you and all your companions gain temporary hit points equal to your cleric level plus your wisdom bonus. Additionally, whenever you finish a short rest, you and your companions gain temporary hit points equal to your wisdom modifier. Channel Divinity: Intoxicate At 2nd level, you may present your holy symbol and call upon your god’s inebriating influence. Creature of your choice within 30 feet must make a Constitution saving throw. On a failure, they are poisoned for one hour and may repeat the saving throw at the end of their turns to end this effect. You and your allies have advantage on any Charisma checks against creatures poisoned in this way. Party Hard At 6th level, poisons that weaken other simply excite you. When you are poisoned, you no longer have disadvantage on attack rolls and ability checks. Instead, you gain advantage on saving throws against fear and exhaustion, and advantage on charisma checks. Additionally, you and any of your companions may spend 8 hours carousing and gain the benefits of a long rest. This does not remove your need to sleep. Divine Strike At 8th level, you gain the ability to infuse your weapon strikes with psychic 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 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8. Endless Revel Starting at 17th level, you may use your action to conjure a horde of spectral revelers that fill a radius of 30 ft radius. The celebration lasts until you dismiss it. Allies within the revel gain 10 temporary hit points at the start of each of their turns, and enemies within the revel have disadvantage on Wisdom saving throws.

Druidic Circle - Circle of Pestilence Some say the druids of the Pestilent circle are cursed; their bizarre obsession with vermin and rot a reflection of some cantankerous evil within their hearts. The druids themselves say they are enlightened. Nature writhes and heaves beneath the bustling streets, many legged and chitinous. Life pours abundantly from the fetid swamps, and multiplies in the dark and wretched corners of the world. The druids of the Circle of Pestilence value all life, but are drawn to the resilient, pernicious beasts that humans call vermin. Swarmshape Starting at 2nd level, you gain the ability to split your consciousness and take on the form of thousands of biting insects. When you wildshape, you may take the form of a Swarm of Insects (MM 338). The insects in this swarm die and vanish if they leave the swarm. Deadly Wildshape You may use wildshape as a bonus action instead of an action. Additionally, whenever you make an attack in wildshape, you gain a bonus to your attack and damage equal to your proficiency bonus, and you may use your bonus action to expend a spell slot when you deal damage to increase your damage by 1d8 poison damage per level of spell expended. Skittering Multitude Starting at 6th level, your Swarmshape creates even more insects. When you wildshape, you may become a number of insect swarms equal to your druid level/3. Your consciousness and senses are shared in a hivemind between these swarms, and they all act on the same turn in combat. When your wildshape ends, you may choose between any surviving swarm as your new location. Additionally, when you use your wildshape, you may choose which sort of insect you become. These insect swarms use the statistics for an Swarm of Insects (MM 338) with the noted changes. Any saves are based upon your spell save DC. All swarms from the same wildshape must be the same kind of insect. Insect Forms Insect Ability Cockroaches You have resistance to all damage Scorpions Whenever you hit with an attack, your target must make a Constitution saving throw or take 4d4 poison damage Wasps You have a fly speed of 20ft. Additionally, whenever you deal damage with an attack, your target has disadvantage on skill checks and concentration saving throws until the end of your next turn Bloodsuckers You have a fly speed of 20ft. Whenever you deal damage to a creature it must make a Constitution save or lose 1 strength. Centipedes Your bite deals 6d4 damage. Termites You have a burrow speed of 10ft and have advantage on attacks against creatures made of wood. Infest Starting at 10th level, when you deal damage to a creature with an attack in wildshape you may expend a use of wildshape to infect a creature with parasitic maggots. The creature is poisoned, and must make a constitution save at the start of each of their turns. On a failure, they take 1d10 piercing damage. After 3 successes, this effect ends. If they are reduced to 0 hp while poisoned, a number of insect swarms equal to your druid level/3 burst forth from their body, killing them. If you are in wildshape, these swarms are part of your wildshape and gain the benefits of your other Circle abilities, using the same insect type as your current form, if any. If you are not in wildshape, these insect swarms attack the nearest creature until slain. Hivemind Starting at 14th level, the strains of splitting your mind between creatures has changed your consciousness fundamentally. You gain the following benefits: You can communicate telepathically with allies within 60ft feet.

You can telepathically communicate with creatures with an intelligence score of 1 that you can see, and share their senses if they are willing. Swarm of Insects Medium swarm of tiny beasts, unaligned Armor Class 12

12 Hit Points 22 (5d8)

22 (5d8) Speed 20 ft., climb 20 ft. STR DEX CON INT WIS CHA 3 (-4) 13 (+1) 10 (+0) 1 (-5) 7 (-2) 1 (-5) Damage Resistances Bludgeoning, Piercing, Slashing

Bludgeoning, Piercing, Slashing Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned

Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned Senses Blindsight 10 Ft., passive perception 8

Blindsight 10 Ft., passive perception 8 Challenge 1/2 (100 XP) Traits Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain Temporary Hit Points. Actions Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.

Martial Archetype - Warlord You can always find a Warlord in the heart of the battle. Defined as much by their wit as the strength of their arm, Warlords are experts at leading their companions to victory. Tactician When you choose this archetype at 3rd level, you learn a number of tactics from the list below equal to (2 + Your Intelligence Modifier). You may choose another tactic at 7th, 10th, and 15th level in this class, and can replace one tactic you learn with another from the list every time you gain a fighter level. Hold the Line At 7th Level, when an ally within 30 feet of you is under the effect of a fear condition, you may use your action to allow them to make a saving throw with advantage against that effect. Inspire Starting at 11th level, whenever you use a Tactic on your turn, choose an ally within 30 feet of you that can hear you. That ally gains temporary hitpoints equal to your fighter level. Mastermind Starting at 15th level, whenever you have advantage on an attack, you may roll three dice instead of two and choose the highest. Moment of Glory Starting at 19th level, when you use your action surge, any ally within 30 feet can use their reaction to move up to their speed and make one attack. Tactics and Formations Listed below are a Warlord's options for Tactics. You may only use one tactic in a turn. Shield Wall If you have not moved more than 10 ft this turn, you may enter a defensive stance to protect nearby allies as a bonus action. If you are wearing a shield, each ally within 5 feet of you gains a bonus to AC equal to that provided by your sheild. Additionally, any ally who benefits from this maneuver can use their reaction to enter the same defensive stance until the start of your next turn. A character can only benefit from one AC bonus provided by this maneuver, and moving more than 10 feet on a turn ends the effect. Brace Whenever you ready an action, if the action is a melee attack, you may choose to brace yourself against a charge. When you do so, your readied attack has advantage against any character who has moved towards you on their turn, and is an automatic critical hit if they have moved 30 feet or more. Additionaly, until the start of your next turn, any ally within 5 feet who readies an action can choose to use this manuever. Teamwork Whenever you use the help action on your turn to help an ally attack, you may provide advantage to any number of attacks against one target. Fatal Error Whenever you make an attack of opportunity, you may choose to do so at disadvantage. If you do, you deal bonus damage equal to your Intelligence modifier (minimum 1). Until the start of your next turn, all attacks of opportunity against the same target also gain this damage bonus. Duck and Cover When you are forced to make a Dexterity saving throw, you and and any ally who can hear you may use their reaction to drop prone and gain advantage on the saving throw. Shock and Awe Whenever you roll initiative when one or more enemies are surprised, you and any ally within 10 ft of you has advantage on all attack rolls during the first round of combat. Rally When you make the attack action on your turn, you may forgo one attack to inspire your allies. You, and every ally within 30 feet who can hear you, may gain temporary hit points equal to 3 plus your Charisma modifier until the end of your next turn. Bloodlust Whenever you reduce an enemy to zero hitpoints, you may use a bonus action to incite fury in yourself and allies. Until the start of your next turn, you and your allies within 30 feet gain a bonus to damage rolls equal to your Charisma modifier (minimum 1). Reckless Charge As a bonus action, you call for a charge. Any ally, including you, within 30 feet may use their reaction to move up to their speed towards an enemy. Any character who moves towards an enemy in this way has advantage on attack rolls and ability checks against that enemy until the end of their turn, but attacks against the character will also have advantage until the start of that character’s next turn. Tactical Retreat Whenever you take the disengage action on your turn, you may use your bonus action to call for a tactical retreat at the end of your turn. Any ally within 30 ft of you may use their reaction to move up to their speed towards you without provoking attacks of opportunity. Coordination Once per round at the start of your turn (and before anything else happens on your turn), you may swap initiative counts with a willing ally. You will now take your turn on the initiative count they were going on, and they will take their turn now. This may cause them, or you, to act twice in a row.

Volley As a bonus action, you may select a 10ft radius sphere and initiate a volley. Any ally (including you) can choose to make a ranged attack on their turn against the 10ft sphere that ignores disadvantage from range or effects from cover. However, targets of attacks are chosen randomly between all creatures within the 10ft sphere. The volley lasts until the end of your next turn, or until you use a bonus action to start a new volley. Patience At the start of your turn you may set your initiative count to 0, ending your turn. Any willing ally can also change their initiative count to 0. If a creature has already had a turn this round, they do not get another one from this ability until the next round. Dogpile When an ally uses the help action to help you grapple, you may forgo the advantage to grapple a size category larger. Each additional ally helping you grapple increases the size you may grapple by one size category. Monastic Tradition - Way of the Moth The Way of the Moth teaches that sense perception only impedes the flow of ki. Moth Monks, or Blind Monks, train without sight to master the art of fighting through pure spiritual connectivity. A casual observer might be impressed that a blindfolded monk is able to fight at all, but a trained warrior would notice that the monk reacts to their opponents attacks before they are made. Ki Sight When a you adopt this tradition at 3rd level, you gain a number of benefits when blinded. You count as blinded when you are under the effects of a spell or injury that causes blindness, when you are in total darkness or other total obscurement, or if you are wearing a tightly wound blindfold that takes an action to put on. Simply closing your eyes does not count as blindness. When blinded, you gain the following benefits: 10 ft Blindsight. The monk may choose to extend this range to 60 feet until the end of their next turn by spending a ki point on their turn.

Attacks against you can never have advantage, nor can disadvantage on attacks against you ever be negated by advantage.

You cannot be surprised.

You are immune to effects that rely on sight, such as a Medusa’s gaze attack or Hypnotic Pattern. Neutral Jing At 6th level, your ki sight allows you to preempt the attacks of foes. When you take the dodge action on your turn and are blind, until the start of your next turn you may spend 1 ki point as a reaction whenever you are attacked in melee to make two unarmed attack against the attacking enemy. These attacks hits before the enemy’s does, and can prevent the attack if the enemy is killed or stunned. Greater Ki Sight Starting at 11th level, your ki sight improves. The range on your blindsight is now 60 ft, and may be extended to 600 ft until the end of the your next turn by expending a ki point. You may spend a ki point to gain true sight until the end of your next turn, which allows you to see through illusions, detect objects and doors hidden by magic, see into the ethereal plane, and perceive the original form of a shapechanger or a creature transformed by magic. You may also spend a ki point to allow your blindsight to penetrate solid surfaces until the end of your next turn. Effortless Defense Beginning at 17th level, you can walk through a battlefield with ease, dodging attacks before they even occur. Whenever a creature attacks you with disadvantage, the attacking creature must roll three dice and choose the lowest. Additionally, whenever an enemy misses you with a melee attack, you may move 5 feet without provoking attacks of opportunity.

Ranger Archetype - Outrider In the wildest regions of the world, elite orders of Outriders breed and train beasts to master the inhospitable terrain. From sects of owl-riding forest guardians to nomadic horselords, these rangers rely upon their mounts to survive and fight in unique environments. Outrider Mount When you take this Archetype at 3rd level, you form a bond with a unique mount. This creature must be a beast of CR 1/2 or lower that you are able to ride as a mount. You locate this mount by performing a ritual that takes 8 hours in an appropriate place in nature. The mount is an intelligent example of its kind, and it serves you faithfully. The mount gains the following benefits: If the mount’s health is less than five times your ranger level, its maximum hit points are set to five times your ranger level

The mount’s Intelligence score is raised to 5, if it is not already higher.

Whenever you cast a spell that targets only you, your mount can also gain the benefit Additionally, whenever you take the attack action on your turn, you can attack one fewer times to allow a mount acting on your turn to make one attack or use a special ability such as a breath weapon, but not multiattack. Despite being a loyal and intelligent beast, the mount’s training relies upon the commands and signals of its rider. The mount does not choose to fight when acting on its own turn in combat, and only follows simple verbal commands such as “come!” and “sit!” If your mount is ever killed or lost, you may spend 8 hours locating a new one. You may also spend 8 hours to release your current mount into the wild and choose a new one. Like the Wind Starting at 7th level, your speed increases by 10 feet. Additionally, whenever your speed or movement is modified by a spell or ability, you may choose to extend the effect to your mount as well. Monstrous Cavalry At 11th level, you can control deadly monsters to ride in combat. Your Outrider Mount feature improves, allowing you to choose any beast or monstrosity of CR 3 or lower as your mount. The creature chosen, even if more intelligent, still only fights on your turn in combat due to the nature of its training. Roughrider Starting at 15th level, you are impossible to catch or slow down. You are always under the effects of Freedom of Movement, and while you are mounted, your mount shares this benefit. Additionally, whenever your mount fails a saving throw, you may use your reaction to have them succeed instead. Roguish Archetype - Ninja The Ninja has mastered the ancient techniques of the monk and turned them towards nefarious purpose. Ninjas draw upon ki to slip in and out of shadow, peform superhuman feats of agility and devastate foes in combat. Ki Starting at 3rd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your pool of ki points is equal to your rogue level. You may use these ki points interchangeably with ki points gained from another class. When you spend a ki point, it is unavailable until you finish a short or long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. Ninjitsu At 3rd Level, you may use your bonus action to spend a ki point to become invisible until the end of your turn or until you make an attack. You may also spend a ki point to gain advantage on Athletics and Acrobatics checks until the end of your turn. Living Shadow Starting at 7th level, when you use your uncanny dodge feature to reduce the damage of an attack, you may spend 3 ki points to teleport up to ten feet and become invisible until the start of your next turn. Additionally, at this level your movement does not make sound unless you want it to. Swiftness At 13th level, when you take the dash action on your turn, you may spend a ki point to increase your speed by an additional 30 feet until the end of your turn. While your speed is increased in this way, you may run along vertical surfaces and across liquids. Lotus Technique At 17th level, you can fell your enemies with lightning-fast attacks, aided by either teleportation or clever weapon-throwing techniques. Y ou may spend 5 ki points as an action to make a weapon attack against every creature you choose within 30 feet as an action. This attack does not end your Ninjitsu invisibility, and you may draw any number of weapons as a part of this attack.

Paladin Oath - Oath of Penitence The Paladin of Penitence is one who has committed a terrible crime. They take the Oath of Penitence perhaps to redeem themselves, or in hope that the Oath will keep them from from evil in the future. Some of these paladins have the oath forced upon them as an alternative to execution or life imprisonment, and some take the oath willingly to assuage guilt over some terrible act in their past. Symbol of Atonement Many Penitence Paladins have a symbol of their atonement that they wear, or a strict set of rules they must follow. Choose or roll on the table below, or think of one appropriate to your crime. Atonement Quirks d6 Quirk 1 The Paladin wears heavy irons on their wrists and ankles to remind them that they are still a prisoner 2 The Paladin never eats meat or harms any living thing except in battle 3 The Paladin’s body is covered in tattoos that describe their crimes 4 The Paladin’s name has been changed to a number or symbol to represent their death as an individual 5 The Paladin abstains from owning property, or sends any money earned to the victims of their crimes 6 The Paladin must follow direct orders from their keeper, an individual who carries a relic the Paladin’s Oath is bound to Tenants Atonement: Only by helping others can I hope to outweigh my crimes Sacrifice: My life is worthless compared to those I hope to protect Righteousness: I must lead a disciplined life or risk returning to my old ways Redemption: I was afforded a second chance; I will extend my enemies the same opportunity Oath Spells Level Spells Known 3rd Absorb Elements, Compelled Duel 5th Warding Bond, Silence 9th Dispel Magic, Protection from Energy 13th Stoneskin, Death Ward 17th Geas, Hallow Channel Divinity When you take this oath at 3rd level, you gain the following two channels divinity options: Chains of Guilt As an action, you cause spectral chains to spring from the ground and bind nearby creatures to you. When you use this ability, you and every enemy within 5 feet must make a Strength or Dexterity saving throw or be grappled. A creature can use their action to attempt to escape. Unrelenting As an action, you can shrug off magics that would keep you from the fight. When you use this ability, you automatically end any negative effects you are under, as if you had succeeded on a saving throw. Aura of Sacrifice Starting at 7th level, you can shield others from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you may use your reaction to redirect the damage to you. This does not redirect or prevent any effects that accompany the damage. This damage cannot be reduced in any way. Glutton for Punishment Starting at 10th level, you become stronger as you sacrifice for your atonement. Whenever you are below half your maximum hit points, you gain your Charisma modifier as a bonus to your weapon damage rolls, and your attacks are critical hits on a roll of 19 or 20. Oath Eternal At 20th level, your conviction will not allow you the release of death. Whenever you would roll a death saving throw, you automatically roll a 20. Redemption Alternatively, at 20th level, you may find your atonement complete and choose a different paladin oath and gain all features of that oath, losing the features of this oath.

Sorcerous Origin- Awakened Mind Your magical power flows from your mind, shaping reality to match your formidable will. Perhaps your bloodline is tainted by illithid experimentation or gith heritage. Maybe your psychic abilities are derived from self-mastery and special talent. No matter where the ability comes from, your thoughts may be wielded as weapons against your foes. Psionic Casting As an Awakened Mind, you do not rely on the same arcane tradition as other sorcerers. Your spellcasting ability is Intelligence, and you may use Intelligence in the place of Charisma for any sorcerer class ability or spell. Additionally, you may use your hands as a spellcasting focus. Telepath Starting at 1st level, you may communicate telepathically with any creature within 30 feet. Expanded Spell List You learn the following spells. They do not count against your spells known, and they are sorcerer spells for you. You may not replace them with other spells. Awakened Mind Spells Level Spells Known 1st Mage Hand, Catapult 3rd Detect Thoughts 5th Sending 7th Confusion 9th Bigby's Hand Channeled Power When you reach 6th level, choose Focus or Fury. This choice determines which mental state is most conducive to using your abilities. If you choose Fury, your power burns brightest when you give into your anger. Whenever you make a melee weapon attack or take damage, you gain a temporary sorcery point. If you choose Focus, you rely upon a meditative state to channel magic. Whenever you end your turn without moving or taking any action other than casting a spell or using your flexible casting class feature, you gain a temporary sorcery point. If you take any damage, this temporary sorcery point is lost. Whichever way you gain a temporary sorcery point, you can only gain one on any given turn, and you can only have one at a time. If you do not spend your sorcery point, it is lost at the end of your turn. Master Telepath Starting at 14th level, you can cast Detect Thoughts without using a spell slot. The spell does not require concentration when cast in this way. Additionally, your telepathic communication range is increased to 1 mile, and can be used to communicate with creatures you cannot see, as long as they are familiar to you. Force of Will Starting at 14th level, your magic flows more purely from thought. You no longer need any somatic or material components for spells, unless the spell consumes materials with a gp cost. Transcendence At 18th level, you can reach a mental state that provides unlimited power. When you gain a temporary sorcery point from your Channeled Power class feature, you may use your reaction to enter a transcendent state. While in this state, you have a fly speed equal to your speed, you are resistant to all damage, and you have unlimited sorcery points. At the end of each of your turns, you must check to see if your transcendent state continues. If you have not gained a temporary sorcery point since the end of your last turn, the transcendent state automatically ends. Otherwise, roll a d6. If the number you roll is higher than the number of rounds you have been in a transcendent state, the state continues. Otherwise, it ends. When this state ends, you float to the ground, your sorcery points are returned to whatever value you had before you entered transcendence, and any spell slots generated during transcendence are lost. You must finish a long rest before you use this feature again.

Warlock Patron - The Fates The Fates are a patron associated with destiny. Many depictions of The Fates incorporate three crones weaving the strands of destiny, but there are many gods and powerful beings who concern themselves with the deterministic outcomes of mortal's lives. Warlocks who form pacts with these beings often do so in order to see a glimpse of the future, or even for a chance to change some dire outcome. Expanded Spell List The following spells are added to Warlock spell list for you. Fates Spells Spell Level Additional Spells 1st Identify, Bless 2nd Augury, Zone of Truth 3rd Bestow Curse, Speak with Dead 4th Divination, Arcane Eye 5th Geas, Commune Armor of Fate When you choose this patron at 1st level, you and your companions are shielded by their significant destinies. As a reaction, you can impose disadvantage on an attack that targets you or an ally with 30 ft. You can use this ability a number of times equal to 3 + your Charisma modifier. You regain all expended uses when you finish a short or long rest. Cryptic Prophecy Starting at 6th level, you utter a cryptic and unsettling prophecy every day at dawn or midnight (choose when you take this ability). Your DM will roll on the table below to determine the nature of the prophecy. Creatures must choose whether they are listening to the prophecy before the roll is made, and you must always listen to your own prophecy. You may make your prophecy through reading cards, tea leaves, bones or a similar fortune telling tool, or enter a trace and speak cryptically. Your DM may choose to forgo a roll and choose a prophecy that relates to coming events, potentially telling you the exact words of the prophecy or results of the reading. Cryptic Prophecies d6 Prophecy 1 Woeful Disaster: Anyone who listens to this prophecy has disadvantage on death saving throws for 24 hours 2 Dire Warning: Anyone who listens to this prophecy has advantage on the next initiative roll they make in the next 24 hours 3 Forbidden Knowledge: Anyone who listens to this prophecy has advantage on the next Intelligence check they make for 24 hours 4 Wrack and Ruin: For the next 24 hours, whenever a creature who listens to this prophecy scores a critical hit, they may roll one additional damage die and add it to the total. 5 Good Fortune: During the next 24 hours, a creature who listened to this prophecy may reroll one ability check or saving throw that they make. 6 Foretold Glory: Anyone who listens to this prophecy gains 10 temporary hit points and has advantage on saving throws against fear for 24 hours. Foresight Starting at 10th level, your predictions become accurate enough to warn you of immediate danger. Whenever you roll initiative, you may add your Charisma to the roll. Additionally, you cannot be surprised. Seal Fate Starting at 14 level, you can cut the threads of a creature’s life and choose the circumstances of its death. As an action, choose a creature you can see. The next time that creature is hit by an attack or takes damage, the attack is a critical hit and the creature is vulnerable to its damage. Once you use this feature, you must finish a long rest before you use it again.