Compendium of the Wider World Gunsmith Spells Artificer Artificer Level Spells Artificer Specialist Features 3rd compelled , hunter’s mark 5th blur, hold person At 3rd level, an artificer gains the Artificer 9th blink, haste Specialist feature. The Gunsmith is an option stoneskin, freedom of available to an artificer, in addition to those offered 13th movement in Eberron: Rising from the Last War. 17th far step, wall of force

Gunsmith Quickdraw he Gunsmith specializes in the crafting and Beginning at 5th level, you may attack twice construction of powerful of war to instead of once when you take the attack action wield in battle. The firearms they create are with a firearm on your turn. Tboth deadly and dangerously unpredictable. Gunsmith Case Arcane Ammunition At 3rd level you gain the ability to create a Starting at 6th level, attacks with your firearms gunsmith case. You magically create a case count as magical for the purposes of overcoming consisting of tools and parts by completing an 8 resistance and immunity to non-magical damage. hour ritual and consuming 50 gp worth of metal components. At the end of a long rest you may use Modular Loadout your gunsmith case to construct two weapons (one At 9th level, you’ve learned to eke out utility from option from the main weapons list, and one option your firearms. Choose one artificer cantrip that from the sidearms list). If your gunsmith case is you know that does require an attack roll or saving lost or destroyed, you may magically create . You may cast this as a bonus action, using another. You are proficient with these firearms, your main or side arm as an arcane focus. and these firearms do not function for anyone else You may replace this cantrip on a short or long but you. rest.

Sidearm Shot Ammunition Depot At 3rd level, when you attack with your main At 15th level, you become more adept with your weapon, you can use a bonus action to make one firearms. You know the spell fabricate, and can attack with your sidearm. You can use this ability cast it without expending a spell slot- a number of a number of times equal to your Intelligence times equal to your Intelligence modifier. When you modifier (minimum of once). You regain all do so, you may instead create up to five bundles of expended uses when you finish a long rest. non-magical ammunition.

Gunsmith Spells Enhanced Gunsmith Case Starting at 3rd level, you always have certain spells Beginning at 15th level, you may use your prepared after you reach particular levels in this gunsmith case to create firearms at the end of a class, aSamples shown in the Gunsmith Spells table. file short rest. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. 2 creature within range to make a Dexterity saving throw against your artificer spell DC. On a failure, Firearms are new and volatile weapons, crafted by the creature takes the full auto damage as artificers with the Gunsmith specialisation. . described by the weapon and half on a success. Firearms have special properties related to their After using the full auto, the weapon is considered use, as shown in the Firearms table. These empty and needs to be reloaded in order to attack properties replace the optional ones presented in again with it. the Dungeon Master’s Guide. Firearms are ranged Additionally, after you use the full auto feature, weapons. add 1 to the weapon’s misfire score. This addition remains until you use an action to clean the Reload. The weapon can be fired a number of firearm. times equal to its reload score before you must . All firearms require ammunition to spend 1 attack or 1 action to reload. You must Ammunition make an attack, and due to their rare nature, have one free hand to reload a firearm. ammunition may be nearly impossible to find or Misfire. Whenever you make an attack roll with a purchase. However, if the materials are gathered, firearm, and the dice roll is equal to or lower than you can craft ammunition yourself using your the weapon’s misfire score, the weapon misfires. tinker’s tools at half the cost. Each firearm uses its The attack misses, and the weapon cannot be used own unique ammunition and is generally crafted in again until you spend an action to try and repair batches. it. To repair your firearm, you must make a . The firearm’s design makes it difficult successful tinker’s tools check (DC equal to 8 + Unwieldy to use one-handed. A creature that uses such a misfire score). If your check fails, the weapon is weapon one-handed has disadvantage on attack broken and must be mended out of at a rolls made with that weapon. quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the SPECIAL WEAPONS weapon’s misfire score by 1. Explosive. Upon a hit, any creature within 5 ft of Weapons with special rules are described here. the target must make a Dexterity saving throw (DC Tactical Shotgun. You may attach one sidearm equal to 8 + your proficiency bonus + your without the heavy or two handed property to the Dexterity modifier) or suffer 1d8 fire damage. If the underbarrel of this weapon. When you make an weapon misses, the ammunition fails to detonate, attack as a bonus action with this sidearm, this or bounces away harmlessly before doing so. attack is made with advantage. Full Auto. When a weapon has the full auto Raging Judge. When you reload, you may choose property, you can use your action to force a to load in normal bullets or grapeshot. Name Reload Damage Properties Main Weapon Long musket 1 1d12 piercing Ammunition (range 120/480), heavy, two-handed Carbine 3 1d12 piercing Ammunition (range 80/120), heavy, two-handed Ammunition (range 40/80), heavy, two-handed, full auto Battle rifle 4 1d8 piercing (4d8) Anti-material rifle 1 2d12 necrotic Ammunition (range 180/480), heavy, two-handed, unwieldy Machine gun 8 1d4 piercing Ammunition (range 30/60), two-handed, full auto (8d4) Blunderbuss 1 3d6 piercing Ammunition (range 15/30), two-handed Tactical shotgun 3 2d6 piercing Ammunition (range 15/30), two-handed, heavy, special Sidearm FlintlocSamplek pistol 1 1d10 piercing Ammunition (range 60/240) file Raging Judge (normal bullets) 4 1d6 piercing Ammunition (range 40/160), special Raging Judge (grapeshot) 4 2d4 piercing Ammunition (range 60/240), special Hand cannon 6 2d6 piercing Ammunition (range 60/240), heavy, finesse 3 Nade Lobber 2 2d8 fire Ammunition (range 20/80), heavy, two-handed, explosive you can use your reaction to expel your inner fire Barbarian at the offending creature, dealing 1d6 + your rage damage bonus in fire damage. This damage Primal Paths increases when you reach certain levels, At 3rd level, a barbarian gains the Primal Path increasing to 1d8 at 11th level, and 1d10 at 17th feature. The following options are available to a level. barbarian, in addition to those offered in the Player’s Handbook: the Path of the Fire Wyrm, Draconic Resilience and the Path of the Megalodon. Starting at 6th level, when you enter your rage for the first time after finishing a short or long rest, Path of the Fire Wyrm you gain a number of temporary hit points equal hose who follow the Path of the Fire Wyrm to your barbarian level plus your Constitution burn with an all consuming passion. They are modifier. all usually descended from an ancient red or Tgold dragon. Unlike sorcerers, they do not Strength of Ages possess enough draconic blood to become mighty Starting at 10th level, when you enter into your spellcasters, instead they focus this might into more martial applications. rage, you gain a bonus to Wisdom saving throws Barbarians fueled by their fiery ancestry are equal to your Strength modifier (minimum of 1). ready to unleash their formidable power. They can be found in volcanic locations, guarding sites Ravaging Flame sacred to dragons or patrolling magma channels At 14th Level, when you use your Dance of the deep underground. Dragon ability, you may choose to target any Dance of the Dragon number of creatures within 15 feet of you. Additionally, whenever you enter into your rage, When you take this path at 3rd level, you learn to on your first turn you also cast the fireball spell at unleash your fiery temper against those who 3rd level centered on yourself. You take no damage damage you. Whenever you enter your rage, your from this ability. The DC for this ability equals 8 + soul ignites with passion of flame and fire. your proficiency Bonus + your Strength modifier. Whenever you are hit with a melee weapon attack,

Sample file

4 Path of the Megalodon Dermal Denticles hose who follow the Path of the Megalodon Starting at 6th level, you learn to emulate the strive to aspire to a kind of blood frenzy in toothy outer layer of the Megalodon. While raging battle. Much like the giant shark, they attack you gain a thick layer of razor sharp denticles over Trelentlessly, revelling in the fountains of blood your skin. Whenever a creature hits you with a they cause. melee weapon attack, or attempts to grapple you They are tireless hunters, always seeking their they take slashing damage equal to your Strength prey. Combat is a brutal unstoppable affair, where modifier (minimum of 1). their single track mind is devoted to the destruction of their target. Hunting Senses Let’s See What Teeth Can Do Starting at 10th level, you develop heightened At 3rd level, you learn to emulate the behaviours senses to better track your prey. You have and techniques of the greatest aquatic predator. advantage on Perception and Investigation checks Starting at 3rd level, whenever you enter your rage, that rely on smell. you gain a natural bite attack that deals 1d4 piercing damage. When you take the attack action, Feeding Frenzy you may make an additional attack using your bite Beginning at 14th level, you become overwhelmed as part of the same attack action. with the hunger of the Megalodon. Whenever you This damage increases when you reach certain make an attack with your natural bite, you gain levels, increasing to 1d6 at 7th level, 1d8 at 11th temporary hit points equal to half the damage level, and 1d10 at 17th level. done. Additionally, when you make your bite attack, you may instead make one bite attack against any number of creatures within 40 ft of you. You may only attack in this way once per turn.

Sample file

5 ally is within 30 feet of you, you may use your Cleric reaction to grant them advantage on saving throws Divine Domains against the frightened effect.. You may use this feature a number of times equal to your Wisdom At 1st level, a cleric gains the Divine Domain modifier (minimum of 1) before finishing a long feature. The following domain option is available to rest. a cleric, in addition to those offered in the Player’s Handbook: The Deep. Channel Divinity: Thalassophobia Deep Domain At 2nd level, you can use your Channel Divinity to launch a psychic attack. As an action, you present n every ocean, there is the Deep. A place where your holy symbol, and exude the malice of your no light, no glimmer of sun reaches. A place so dangerous and eldritch that it appears to a deity. Choose any number of creatures within 30 Inewcomer as an alien world. To many, the Deep feet of you, they must make a Wisdom saving can seem terrifying, but to those who worship the throw. On a failure, they take 1d6 + your cleric domain of the Deep it is a serene place of level psychic damage as their minds are filled meditation and worship. The gods seek dwellers of churning tentacles and gaping toothy maws of the these dark waters, urging their followers to master creatures of the Deep. For the next minute they are this strange environment and harness its considered frightened and cannot move closer to potential. you or to any body of water. The affected creatures Clerics of these deities harness the powers of can repeat the saving throw at the end of their water and darkness, and use them to overcome the subsequent turns, ending the effect on a success. dangers of the world around them.Umberlee, Okeanus, and Nephthys are popular choices for Channel Divinity: Good Tidings Deep domain Clerics. At 6th level, you can use your Channel Divinity to Domain Spells allow yourself and your allies to survive the depths You gain domain spells at the cleric levels listed in of the ocean. As an action you may grant either the Deep Domain Spells table. See the Divine yourself or one other creature of your choice the Domain class feature for how domain spells work. ability to breathe underwater and a swim speed of 40 feet. Deep Domain Spells Cleric Level Spells Divine create or destroy water, At 8th level, you gain the ability to infuse your 1st dissonant whispers weapon strikes with dark shadows from the Deep. 3rd darkness, alter self Once on each of your turns when you hit a 5th hypnotic pattern, tidal wave creature with a weapon attack, you can cause the control water, evard’s black attack to deal an extra 1d8 acid damage. When 7th tentacles you reach 14th level, this amount of extra damage commune with nature, increases to 2d8. 9th maelstrom Profound Darkness Bonus Proficiencies Starting at 17th level, you become a veritable Starting at 1st level, you gain proficiency with emissary of the Deep and its denizens and deities. martial weapons and with the Survival skill. SampleYou can see normall y in nfileon-magical and magical Abyss Walker darkness, even if you do not possess darkvision. Additionally, you and any creature within 10 ft of A 1st level, you’ve grown accustomed to the deep you can breathe normally while submerged in abyss of the seas, and have learned to harness water. that calm to aid yourself and your allies. When an 6 Druid Druid Circles At 2nd level, a druid gains the Druid Circle Enduring Foundation feature. The following options are available to a Starting at 6th level, the foundation of your druid: Circle of the Mountain and Circle of conviction is as unmoving as the mountains of Yggdrasil. your chosen territory. You have advantage on saving throws against involuntary movement or Circle of the Mountain being knocked prone. Additionally your unarmed ruids who are members of the Circle of the attacks now count as magical for the purposes of Mountain hail from lofty peaks and frigid overcoming resistances and immunities. crags. They are a hardy bunch, filled with Dwisdom old as the land itself. Although Grounded Senses difficult to rouse, they are nevertheless fierce At 10th level, you attune yourself to the shifting fighters wielding the very earth itself as a weapon. Legend has it, the most powerful of these druids and groaning of the earth below you. You gain can even hurl a curse that curdles flesh, turning it tremorsense and are able to pinpoint the origin of into rock hard stone. Druids of this circle rely on vibrations within 60 feet of you as long as you and the steadfastness of mountains and channel this the source are in contact with the same ground or power to help them overcome the challenges of substance. Tremorsense cannot be used to detect their adventures. flying or incorporeal sources. Strength of the Mountain Conduit of Earthly Power At 2nd level, the strength of rock and stone flows Beginning at 14th level, you can temporarily open into you. As a bonus action, and by expending a yourself up to the full glory of the mountain. You use of your Wild Shape ability you overflow with know the spell flesh to stone and may cast it the power of the mountain, your skin turning a without using a spell slot. When you cast it in this light greyish color, cracking as it turns to stone. way, the target has disadvantage on the saving You gain the following benefits: throw and you must physically touch the target. •Steadfast. Your AC becomes 16 + your Constitution modifier You must finish a long rest before casting this spell •Rigid Blows. Your unarmed attacks deal 1d6 in this way again. bludgeoning damage + your spell casting modifier. This lasts for 10 minutes or until you use your Wild Shape ability again. Sample file Marriage of the Natural and Circle of Yggdrasil Cosmic Starting at 6th level, you learn to use your druidic arriage is an ancient and sacred concept to magic to enhance the creature summoned by your all those who walk the earth. To the druids Delegate of Arborescence feature. When you who worship Yggdrasil, the World Tree, Mmarriage is so much more. Marriage is a summon the representative, you may spend a spell promise. Marriage sustains you, like fruit from a slot to achieve one of the following effects. tree. To this end, those •Overwhelming who are members of the Growth.The creature Circle of Yggdrasil engage gains an amount of in an act of sacred temporary health equal marriage to the World Tree, to 1d4 per spell slot level granting them special spent. arboreal powers. Members of •Deep Roots. On its first this circle are able to harness successful attack roll after the mystical powers of the World being summoned, the creature Tree which reach throughout the deals an amount of acid damage lands. Their connection to this equal to 1d8 per spell slot level lifeforce is a constant throughout expended. their travels. Astronomical Delegate of Matrimony Arborescence By 10th level, your marriage to the Universal At 2nd level, your innate connection to the Tree has deepened allowing you to share spells World Tree allows you to call forth a with a creature summoned by your Delegate of representative to aid you in battle. You may use a Arborescence feature.Whenever you cast a spell bonus action to call forth a creature based on your with a range of self, the summoned creature gains druid level. the benefits of this spell as well.

Summoned World Tree Creature Embrace of the World Tree Druid Level Creature Starting at 14th level, you may call upon the roots 3rd Awakened Tree of your sacred beloved to encase targets in an 8th Shambling Mound impenetrable cocoon. You may use a reaction to 13th Treant encase a target creature that you can see within 30 The creature remains for 10 minutes or until feet of you that is reduced to 0 hit points. . The you dismiss it as a bonus action. You must finish a creature is restrained and stabilized and the short rest before using this feature again. creature is immune to all damage for 1 minute. At the end of the minute, the creature regains 1 hit Samplepoint and is released fromfile the cocoon.

8 Fighter Stay of Fate Table Level Damage Pool Extra Damage Martial Archetypes 3 12 2d6 At 3rd level, a fighter gains the Martial Archetype 7 18 3d6 feature. The following options are available to a 10 24 4d6 fighter, in addition to those offered in the Player’s 18 30 5d6 Handbook: Ordained Paragon and Mariner. Ordained Paragon Bonus Proficiencies When you choose this archetype at 3rd level, you he Ordained Paragon is a fighter imbued with divine power. The church's machinations are gain proficiency in the Religion and Medicine Skills endless. Their schemes and plans unfolding Tand fruitifying day by day. It is through these Paragonic Resonance schemes the church discovered an ancient ritual to At 7th level, you learn to use channel divine power imbue warriors with awe inspiring divine power. to boost your allies' attacks. When you see an ally The fighters that go through with this ritual find make a weapon attack against a creature within 5 themselves transformed, turned into a literal feet of you, you may use your reaction to take the divine weapon for the particular God they worship. help action, granting them advantage on the Many who are transformed do so out of love and attack roll. You must finish a short rest before admiration for their God, although there are many who do it for the substantial power boost it brings. taking the Help Action in this way again. Fighters such as these are at most powerful shock troops in the fight for the church’s agendas, Insurmountable and at worst brutish thugs carrying out a divine At 10th level, you gain the ability to boost your decree. endurance. Whenever you use Indomitable to Stay of Fate succeed on a saving throw, you gain temporary hit points equal to half your fighter level. Starting at 3rd level, your divine purpose allows you to shrug off damage for a set amount of time. Angelic Manifestation As a bonus action, you enter into a Starting at 15th level, your grasp of divine power designed to help you shrug off injury and harm. allows you to manifest radiant holy wings. When Whenever you are hit with a melee or ranged you use Stay of Fate, you gain a flight speed equal weapon attack in this stance, you halt the damage to your movement speed until the end of your next taken and store it in your stayed damage pool. The turn. maximum amount of damage you can stave off in this way is shown on the Stay of Fate table below. Damage can only be stayed once. Might of the Gods Your next successful attack on the subsequent At 18th level, your mastery of divine power is turn does additional radiant damage according to evident. You may replace the Extra Damage dice the Stay of Fate table. You also take the damage in from Stay of Fate with d8s. your stayed damage pool. You may use your Stay of Fate feature a number of times equal to your Constitution modifier (minimum of 1) before finishinSampleg a long rest. file

9 Mariner Typhoon he Mariner is a master of the sea and wields a At 10th level, you further your understanding of range of unique abilities. Mariners are a water combat, granting you the following abilities: diverse set of fighters, it seems that no two Gale Force. The amount of extra damage you Thave the same story. They’re typically sailors, deal with your Rushing Tide Feature increases to although some may serve as waterborne 2d6. as well. What they do have in common is their love Rip Current. The damage die of your net of the sea. To that end, they’ve taken up the increases to 1d6. implements of sailing as weapons and learned to copy the waxing and waning tides in their fighting Tsunami styles. Seaborn Warrior Starting at 15th level, your experience on the seas has translated to a fluidity in combat. You may When you choose this archetype at 3rd level, you benefit from Rushing Tide and Undertow twice per learn to deftly wield the weapons of the sea in turn each, but you must target a new creature accord. You gain the following abilities while dual with the subsequent use of the ability. wielding: Rushing Tide.Once per turn, when you move Send ‘em Down Below in a straight line at least 15 feet towards a target At 18th level, your blows are more powerful against and make a melee attack with a or , downed opponents. While a creature is knocked you deal an extra 1d6 piercing damage and the prone, your attack rolls with a weapon score a target must make a Strength saving throw or be critical hit on a roll of 19 or 20. knocked prone. Undertow. You learn to attack with a net with increased skill. The net gains the finesse and reach properties and deals 1d4 bludgeoning damage on a successful hit. Additionally, once per turn when you hit with an attack with your net you may choose to wrest the enemy creature’s feet out from under them. The target must make a Dexterity saving throw or be knocked prone. Your Seaborn Warrior save DC equals 8 + your proficiency bonus + your Strength score.

Salty Dog At 3rd level, you gain proficiency with vehicles(water). If you already possess this proficiency, then you gain proficiency in Perception.

Sea Legs At 7th level, your waterborne life has taught you to be a strong swimmer. You gain a swim speed equal to your Samplemovement speed. Additionally, while file swimming you may dash as a bonus action.

10 Monk Monastic Tradition At 3rd level, a monk gains the Monastic Traditions Rope dart feature. The following options are available to a Cost. 3 gp monk, in addition to those offered in the Player’s Damage. 1d6 piercing Handbook: the Way of the Angler and the Way of Weight. ¼ lb the Hungering Maw. Properties. Finesse, reach, special Rope dart.When you take the attack Way of the Angler action with this weapon, you may instead onks of the Way of the Angler study the target a creature within 30 feet of you. The ancient art of fishing to focus their minds. targeted creature must make a Strength or Anglers compete with their prey in a Dexterity saving throw (their choice) the DC is Mdesperate struggle for survival, the truth your Dexterity modifier + your proficiency amidst the lies of the hunter and its prey. The bonus + 8 or grappled by the rope dart. monks who follow the Way of the Angler seek mastery of the art of the perfect kill. Entrancing Technique At 3rd level, you learn to emulate the techniques of the Angler, both natural and sentient, in combat. Masterful Strike You gain the following features: Allure. As a bonus action, you may attempt to At 11th level, your time studying nature’s best entrance a creature that can see and hear you; anglers has allowed you to harness your ki to they must make a Charisma saving throw against deliver a masterful blow. Once per turn when you your ki save DC. On a failure, they immediately make an attack you may spend 2 ki points to deal move up to their movement speed towards you, an amount of extra damage. This extra damage taking the safest possible path. The affected equals one die. If the targeted creature creature may not use their reaction while moving. is grappled or charmed, then this extra damage Tools of the Angler. You gain proficiency with equals three Martial Arts dice. the rope dart, and it counts as a monk weapon for you. Additionally, when you take the attack action, Ultimate Lure you may make one attack with a bonus action. Starting at 17th level, you gain the ability to extend your lure to multiple creatures. When you Art Imitates Life. use Allure or Hypnotic Pull of the Deep Scion, you You gain proficiency with the Performance skill may target additional creatures by spending 1 ki point per additional creature targeted. Hypnotic Pull Starting at 6th level, you learn to weave a captivating performance in order to lull your enemies into a state of relaxation. As an action, you may spend 2 ki points to cast charm person on a creatuSamplere within range, using your ki save DC for file the saving throw.

11 Way of the Hungering Maw Empty Void he Way of the Hungering Maw teaches the art Starting at 11th level, you greedily devour the life of savage combat.. Savage Maws strive to essence from your prey. Whenever you reduce a emulate the great and graceful predators who creature to 0 hit points with your unarmed strikes Tstalk the earth. Through vicious strikes and you may use your reaction to regain ki points equal awe-inspiring acrobatics, Monks of the Hungering to your Wisdom modifier. Maw forever strive to become the greatest hunters in the world. It is even rumored that the highest Blood Satiation ranking followers of the way can even devour the very life essence of their enemies. Starting at the 17th level, you can inflict bleeding Predation on the Weak wounds on your target.. When you hit a creature with one of your unarmed attacks, you can spend At 3rd level, your unarmed attacks become more up to 5 ki points to open up a wound. You deal savage. When you strike with your unarmed extra damage equal to 1d10 per ki point spent. For attacks, you may choose to deal either slashing, the next minute, if your target is within 5 feet, you bludgeoning, or piercing damage. Additionally, if can use your reaction on subsequent turns to keep you attack a creature that has taken damage the wound open, dealing the same damage again. (either by you or by your allies) you may deal an extra 1d4 damage to them. This may only trigger once per turn. The amount of extra damage increases to 2d4 at 5th level, and 3d4 at 11th level.

Bonus Proficiency At 3rd level, you gain proficiency in the Survival and Stealth skills if you do not already have them.

Grasping Teeth Starting at 6th level, you gain enhanced powers to entrap your prey. When you choose grapple for your attack option, you may choose to use Dexterity (Acrobatics) instead of Strength (Athletics). Additionally, you roll with advantage when you make an unarmed attack against a creature you have grappled. Sample file Disrupt Navigation. You can use your Paladin Channel Divinity to confuse your foes. As an Sacred Oaths action, you present your holy symbol and utter a word of power. Each creature of your choice within At 3rd level, a paladin gains the Sacred Oath 30 feet must make a Wisdom saving throw. On a feature. The following options are available to a failure, they become confused and disoriented. At paladin, in addition to those offered in the Player’s the beginning of its subsequent turns, the creature Handbook: Oath of the Wayfinder. uses all its movement to move in a random Oath of the Wayfinder direction. To determine the direction, roll a d8 and assign a direction to each die face. This lasts for 1 he Oath of the Wayfinder provides the minute or until they use an action to repeat the opportunity for paladins to serve others as a saving throw, ending the effect on a success. guide. These paladins exist to usher the Find the Mark. As a reaction to seeing an ally Tcommon folk to their intended destination. make a weapon or spell attack, you may present Oftentimes these Paladins serve as advisers to your holy symbol and guide their strike with divine navy fleets, or as tenders to a coastal cities intent. The ally adds +5 to their roll to attack, and lighthouse. they deal an extra 5 radiant damage with their Paladins that emulate this Oath believe that it attack. isn’t just physical guidance that people need. They believe that people need spiritual guidance as well. Aura of the Finder Starting at 7th level, you guide yourself and your Tenets of Wayfinding allies even passively. You and allies within 10 ft of A paladin who takes this oath is obligated to serve you gain a bonus to passive Perception and others to find their true path. initiative equal to your Charisma modifier. This Guidance. It is your sworn duty to guide and effect requires you to be conscious and not usher the common man to their destination, incapacitated. whatever it may entail. The range of this aura increases to 30 feet at Always There. You should never be too busy 18th level. with other responsibilities that you pass over even the least of these. Unerring Focus Find Your Light. Don’t become over entrenched with your duties that you forget to find Starting at 15th level, you’ve learned to find your your own way in the world. way, no matter what. You can’t be lost by any means. Oath Spells Avatar of Wayfinding You gain oath spells at the paladin levels listed. At 20th level, you become a literal lighthouse, Oath of the Wayfinder Spells guiding those around you. As an action, you Spells Paladin Level activate a bright light shining from your head in an 3rd guiding bolt, faerie fire 80 foot cone. For 1 minute, you gain the following 5th lesser restoration, locate object features: 9th daylight, water walk •Ranged attacks are made at disadvantage against 13th control water, locate creature you. 17th scrying, far step •Once per turn, when you or an ally within 30 ft of Sampleyou miss a weapon a ttackfile, you can choose to make Channel Divinity it succeed instead. When you take this oath at 3rd level, you gain the •Your weapon attacks deal an amount of extra following two Channel Divinity options. radiant damage equal to your proficiency bonus. One you use this feature, you can’t use it again 13 until you finish a long rest. attack’s damage roll, and if the target has to make Ranger a Constitution saving throw to maintain Ranger Archetypes concentration on a spell, add the rolled result to the DC of the saving throw. At 3rd level, a ranger gains the Ranger Archetype Howling Fangs. The sound of ferocious wolves feature. The following options are available to a surges through you. As a reaction you may add ranger, in addition to those offered in the Player’s your Blade Magic die when making a saving Handbook: Druidic Swordsman and Swordsman. throw. Druidic Swordsman Predatory Eye. As a bonus action, you may expend a Blade Magic die to roll with advantage on he Druidic Swordsman seeks to hunt down your next Arcana or Athletics check you make. those who twist and warp the nature of You gain another Blade Magic die at 7th level magic.. They are able to wield druidic magic and one more at 15th Level. Twith adruidic air, while still retaining their deadly martial prowess. They can be found llusion Gaze wherever there are errant magic users to be hunted down. The Druidic Swordsman is an At 3rd level, your grasp on the druidic thickens, archetype that revolves around skirmishing in granting you a measurable observation period of melee range while also slinging debilitating spells. magical auras. As an action, you grant yourself the Druidic Swordsman Magic ability to peer through any illusion magic obscuring a creature within 30 ft for 1 minute. You Starting at 3rd level, you learn an additional spell must have line of sight for this ability to function. when you reach certain levels in this class, as shown in the Druidic Swordsman Spells table. Eldritch Body The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells At 7th level, the time spent harnessing the power you know. of your spells begins to fortify your body . You have proficiency in Constitution saving throws. Druidic Swordsman Spells Ranger Level Spells Edge of Duality 3rd wrathful smite At 11th level, you gain the ability to wield magic 5th shadow blade and melee with crackling precision. Once per turn, 9th blink when you take the attack action, you may deal an 13th staggering smite extra 2d10 damage. This damage can be either 17th steel wind strike thunder, fire, acid, or cold. Blade Magic Swordsman's Bind At 3rd level, as one who finds themselves fighting At 15th level, you gain the ability to counterattack toe to toe with sorcerers and wizards, you’ve when your quarry tries to fight back. As a reaction learned to infuse your weapon with druidic might. to an enemy creature casting a spell within 30 feet You gain four Blade Magic dice, which are d6s. A of you, you may lash out with druidic intent. The Blade Magic die is expended when you use it. target must make an Intelligence saving throw When you are wielding a one handed weapon and using your spell save DC. On a success, nothing no other weapon in your offhand, you may expend happens. On a failure, they lose the ability to cast a Blade Magic die to fuel the following effects: Sampleor concentrate on sp ells fofiler 1 minute. An affected Buzzing Flies. When you hit a creature with a creature can repeat the saving throw on melee weapon, you can expend one Blade Magic subsequent turns, ending the effect on a succes. die to cause furious, biting flies to erupt from your You must finish a long rest before using this ability weapon. You add the Blade Magic die to the again. 14 Manslayer 1d4 necrotic damage. This extra damage increases by 1d6 at 11th level, and 1d8 at 17th level. This t is with gnashing teeth and bloodied blades that lasts until the creature is reduced to 0 hit points, the Manslayers fight. While the other Gods may or you use this ability against another creature. scoff and disregard the race of the orcs, Gruumsh Ismiles upon them. It is through this divine favor Gift of Gruumsh that the Manslayers are able to fight with such prowess. Gruumsh demands blood for blood, and Starting at 3rd level, you use an action to grant those that have wronged the Orc race shall pay it, yourself tremorsense out to a range of 25 feet until one way or another. the end of your next turn. Additionally, whenever Rangers that have accepted the Boon of you roll a Survival check to track a sentient Gruumsh are typically known by the general humanoid, you may add a d4, as if under the populace as Manslayers, due to the raucous effect of bless. violence they inflict upon the other sentient races. As you build your Manslayer, think of how they Fury of the Orcs came to accept the blessing of Gruumsh. Did they At 7th level, whenever you mark a creature with a arrive at a shrine, bruised and broken with no Blood Mark, choose an ability score. The marked other options? Were they fierce zealots who jumped creature has disadvantage on ability checks using at the chance to serve him? that ability. Racial Restriction. Gruumsh only grants this boon to his chosen people.This archetype is Sanguine Immersion restricted to orcs and half-orcs. Starting at 11th level, whenever you deal necrotic Manslayer Magic damage with Thrill of the Hun, you heal for the Starting at 3rd level, you learn an additional spell amount of necrotic damage dealt to the creature. when you reach certain levels in this class, as Additionally, you may have two Blood Marks active shown in the Manslayer Spells table. The spell on two separate creatures. counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you Ferocious Hunter know. Starting at 15th level, you bristle with the divine Manslayer Spells fury of Gruumsh. When you are hit with a melee Ranger Level Spells weapon or melee spell attack, you may use your 3rd compelled duel reaction to channel the fearsome presence of 5th hold person Gruumsh himself. You give the offending creature 9th clairvoyance disadvantage on its attack roll potentially causing 13th deathward the attack to miss. If the attack hits, nothing 17th scrying happens. If the attack misses, then the offending creature must make a Wisdom saving throw or be Thrill of the Hunt frightened of you until the end of its next turn. When you take this archetype at 3rd level, you learn to harness your inner bloodlust for increased combat potency. When you hit an enemy creature with a wSampleeapon attack, you can choose to place a file Blood Mark on the creature as a bonus action. On subsequent turns, whenever you deal damage to the enemy creature, the creature takes an extra 15 Sorcerer Challenging Roar Sorcerous Origins Starting at level 14, your ferocity is truly a sight to behold. When you or someone you can see within At 1st level, a sorcerer gains the Sorcerous Origins 30 feet of you is targeted by a melee weapon attack, feature. The following option is available to a you may expend your reaction to emit a bellowing sorcerer, in addition to those offered in the Player’s roar. If the creature making the attack is able to Handbook: Kaiju Heritage. hear you, it has disadvantage on the attack roll. You can spend 2 sorcery points to force the Kaiju Heritage creature to make a Wisdom saving throw. On a ong ago, gigantic creatures ruled the earth. failure, the affected creature suffers disadvantage These titanic creatures destroyed and on all melee weapon attack rolls until the end of rampaged as they pleased before they were your next turn. Lsealed away from the Material Plane by the ancient arch-wizards of old. These gods of Perfect Avatar destruction seek to come back into the Material At 18th level, your bloodline has come to fruition; Plane by any means necessary. Through small rips you’ve learned to become a perfect conduit for the in space time, the Kaiju empower specific people with their magic. Those who find themselves destructive energies that imbue you. When you endowed with this primal power must make the use Imperfect Transformation you also gain the choice to either aid or thwart these monsters to following effects: return to the Material Plane. •Your melee weapon and spell attacks deal double damage to structures. Primal Might •You gain temporary hit points equal to your sorcerer level. Starting at 1st level, your primal energy enables •You gain resistance to all damage. you to make heroic escapes from danger. Once per short rest, when you are made to make a Strength or Dexterity saving throw, you gain a bonus to the saving throw equal to your Charisma modifier. Imperfect Transformation At 6th level, you learn to call upon the power of your bloodline, transforming into a partial avatar of the Lords of Destruction. As a bonus action you increase your size by one category and gain the following benefits: •You gain a boost to your AC equal to your proficiency bonus. •Choose one damage type from fire, cold, lightning, and acid. Your spell attacks ignore resistance for that damage type for the duration of the transformation. This transformation lasts for 1 minute. Once you transform in this way you may not do sSampleo again until you finish a long rest. file

16 Warlock Bonus Proficiencies Otherworldly Patron At 1st level, you gain proficiencies with tinkering tools and smith’s tools if you don’t already have At 1st level, a warlock gains the Otherworldly them. Patron feature. The following option is available to a warlock, in addition to those offered in the Player’s Handbook: The Unliving God. Quantum Tunneling The Unliving God At 6th level, you learn to harness the Unliving God’s quantum energy reserves to fuel your pact eep in the depths of the Dwarrowdelves, an magic. When you cast a warlock spell , you can ancient entity awaits. This archaic automaton choose to forgo expending a spell slot, instead is known as the Unliving God. Their motives using the raw power of the Unliving God to power are inscrutable and unknowable, but one D the spell. You must finish a long rest before using thing that is evident is the hunger for knowledge. this feature again. Your patron may be a Servitor, a demigod-like servant of the Unliving God, or it may be the The Machine itself, looking to extend another tentacle Disciple of the Machine of control into the mortal world. The question is, Starting at 10th level, your devotion to your master do you serve The Unliving God out of a bargain for has left you with a partially mechanical body. You a powerful weapon? Or perhaps you crave gain advantage on any spell saves that have the knowledge like your mechanical master? effect of draining health or vitality from you. Pact Boon Additionally, when you make an ability check to forge a mundane or magic item, you gain a bonus At 3rd level, your otherworldly patron bestows a equal to your Charisma modifier (minimum of 1). gift upon you for your loyal service. You gain an additional option for your Pact Boon Feature. The Gaze of the Unliving God Pact of the Multi-Tool At 14th level, you learn to channel the unblinking You can use your action to summon a multi-tool to eye of the Unliving God. As an action, you open a your hand. You may use this tool in place of any giant red mechanical eye in the center of your tool set. Additionally, while using this Multi-Tool for chest for 1 minute. The eye’s gaze extends in a 40 tool checks, you gain a bonus to the roll equal to foot cone. While an enemy is in this gaze, they your Charisma modifier (minimum of 1). must make a Charisma saving throw before casting any spell, or fail to cast the spell. When this eye is Gift of the Machine summoned, your AC is decreased by 2. You must maintain concentration as if you were At 1st level, your patron bestows upon you a gift concentrating on a spell. Once you use this from the cold heated forge of the Unliving God. The feature, you must finish a long rest before using it Machine has gifted you a piece from its again. impenetrable armor. While not wearing armor your AC = 13Sample + your Charisma modifier. file

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