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311827-Sample.Pdf Sample file This specialist is available to the artificer. When you adopt this specialization at 3rd level, you gain proficiency with navigator's tools. If you already have this proficiency, you gain proficiency The archimidean is an artificer who uses principles with one other type of artisan’s tools of your choice. of mathematics to develop machines which are as unique as they are precise and deadly. Owing to their engineering expertise, machines created by Starting at 3rd level, when you cast a spell that archimideans are more deadly than similar deals bludgeoning, piercing, slashing, or force weapons created by their colleagues. damage, you can choose to deal extra damage These fantastical inventions so amaze those who equal to your artificer level. see them, that they are virtually indistinguishable from magic. An archimidean is not against social When you reach 5th level, you can lock on a target. engineering, and will sometimes use their At the beginning of your turn, you can use a bonus inventions to impress and gain recognition in social action to triangulate the distance to a target. Make interactions. a ranged weapon attack against the target. Archimidean Features If you hit, you gain advantage on spell attack Artificer Level Features rolls against the target and the target gains 3rd Tool Proficiency, Combat Calculus disadvantage on saving throws against your spells until the target moves from its location. 5th Tracer If you miss, you gain advantage on your next 9th Recalculate, Wings of Icarus ranged weapon attack against the target. 15th Spectacular Invention Once you reach 9th level, when you make an attack Starting at 3rd level, you always have certain spells roll, damage roll, or Constitution saving throw to prepared after you reach particular levels in this maintain concentration on a spell, you can use your class, as shown in the Archimidean Spells table. reaction to reroll 1 die. You can use this feature a These spells count as artificer spells for you, but number of times equal to your Intelligence modifier. they don’t count against the number of artificer You regain all expended uses at the end of a long spells you prepare. rest. Archimidean Spells At 9th level, you gain a fly speed equal to your Artificer movement speed. You fall at the end of your turn if Level Spell you're airborne and the only thing holding you aloft 3rd catapult, Tenser's floating disc is your flying speed. 5th cloud of daggers c, cordon of arrows At 15th level, you no longer fall if you are flying at the end of your turn, unless some other effect 9th conjure barrage, fireball causes you to fall. 15th stone shape, charm monster 17th flame strike, legend lore Starting at 15th level, creatures have disadvantage You can use a mirror as a spellcasting focus for against your spells which require an Intelligence, yourSample artificer spells, such as flame strike. Wisdom, or Charisma savingfile throw. M D k n i Concept, design, and layout by ThinkDM h Art by Leonardo da Vinci - Archimedes' Steam Engine (1400s) T Starting at 6th level, Antiope's Bracers help you This path is available to the barbarian. defend against ranged attacks. You can use your reaction to deflect an attack when you are hit by a ranged weapon attack or a spell targeting you that The amazons are a regal collective of barbarians deals damage. When you do so, the damage you whose fierceness in battle is only eclipsed by their take from the attack is reduced by 1d12 + your magnificence. It is not uncommon for hostile forces Dexterity modifier + your barbarian level. encountering a troupe of amazons to be so awestruck they concede out of fear or admiration. At 10th level, Melianippe's Greaves make you light With heightened focus, amazons exhibit on your feet. You gain the following benefits: incredible reflexes and feats of dexterity while advancing on their foes with lightning fervor. Your speed increases by 10 feet. Amazons can ascend into a graceful rage, glowing Your jump distance is tripled. with power and radiance. They can channel this You gain advantage on acrobatics checks. energy into radiant bursts that disintegrate any enemies who dare approach. As an amazon progresses through their path, When you reach 14th level, Penthesilea's Diadem their ancestors bestow adornments meant to causes your radiance to glare so brightly that you amplify their power and grace in battle. These can force onlookers to avert their eyes. As a bonus unobtrusive fashions are not considered armor, but action, you can stare down one creature within 30 may be combined with any type of armor without feet who can see you. The target cannot attack you compromise. or target you with spells for 1 minute. These effects end if you attack the target, the target ends its turn Path of the Amazon Features out of your line of sight, or you use this feature on Barbarian another creature. Level Features You can use this feature a number of 3rd Hippolyta's Girdle times equal to your Charisma modifier (minimum of once). You regain 6th Antiope's Bracers all expended uses when you 10th Melianippe's Greaves finish a long rest. 14th Penthesilea's Diadem When you choose this path at 3rd level, Hippolyta's Girdle shrouds you in a gentle radiant light. Your rage causes you to shine with radiant energy. On each of your turns while your rage is active, you can use a bonus action to cause a burst of radiant light to emanate from you, dealing radiant damage equal to your rage damage to alSamplel hostile creatures within 5 feet. file M D k n i Concept, design, and layout by ThinkDM Art by Peter Paul Rubens - Battle of the Amazon (1615) h Watercolor borders by Jared Ondricek T This college is available to the bard. When you join this college at 3rd level, you choose a genre which represents your theatrical aptitude. You gain different benefits based on your chosen The College of Theater is a bardic tradition that genre: centers their performances on drama. Drawing Comedy. You learn the hideous laughter spell. from different genres—such as comedy, tragedy, Tragedy. You learn the ray of sickness spell. romance, thriller, and absurd—enables these bards Romance. You learn the charm person spell. to create myriad effects to draw reactions from Thriller. You learn the cause fear spell. their audiences. Absurd. You learn the grease spell. When you cast a spell from your chosen genre, College of Theater Features you can expend one use of Bardic Inspiration to Bard Level Features have that spell affect additional targets (or points) 3rd Costume Artist, Theatrical Genre up to your proficiency bonus. You can select an additional genre at 7th, 11th, 6th Stagehand, Stagecraft, Fake Blood 15th, and 19th level. 14th The Show Must Go On Starting at 6th level, when a hostile creature fails a At 3rd level, you learn the disguise self spell, which saving throw against a spell you cast that deals no counts as a bard spell for you. You can cast disguise damage, that creature takes damage equal to your self as a ritual spell without expending a spell slot. Bardic Inspiration die plus half your bard level. In addition, you gain proficiency in the performance skill, if you did not already have it. At 6th level, you learn the unseen servant spell, If you already knew the disguise self spell, you which counts as a bard spell for you. You can cast may choose a new 1st level bard spell. If you unseen servant as a ritual spell without expending a already had proficiency in the performance skill, spell slot. you may choose a new proficiency. By the time you reach 6th level, your acting is so good that you can imitate death. When you are hit with a weapon attack, you can use a reaction to fake your own death. You fall prone. The creature who hit you cannot attack you again until it succeeds on an Intelligence (Investigation) check against your spellcasting DC, or until you stand from prone or attack the creature. Once you use this feature, you can’t do so again until you finish a short or long rest. Starting at 14th level, when an ally of yours is reduced to 0 hit points, you can use your reaction and spend one use of Bardic Inspiration to revive them. When you do so, the creature regains half its Samplehit points and automat ically filestands from prone. M D k n Concept, design, and layout by ThinkDM i Background Art by John Galen Howard - Hearst Greek Theater (c. 1903) Art by Armand-Charles Caraffe - Metellus Raising the Siege (c. 1805) h Watercolor borders by Jared Ondricek T This domain is available to the cleric. Psychopomp Spells Cleric Level Spell 1st ceremony, hellish rebuke Psychopomps are responsible for guiding the souls 3rd augury, pass without trace c of the living to the afterlife. In fulfilling this role, 5th erupting earth, revivify psychopomps also assume responsibility for c selecting which souls are prepared to pass to the 7th aura of life , divination hereafter and ferrying them to their destination. In 9th infernal calling c, raise dead fulfilling this duty, a psychopomp might hasten or delay the onset of death for a soul whose fate is not yet destined to separate from its body. Starting at 2nd level, you can use Channel Divinity Psychopomps have been known in many cultures to set death upon a foe. by different names: Anubis, Charon, Valkyrie, Yama, As an action, present your holy symbol and Vanth, Hermes, Mercury.
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