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

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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 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.

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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, , Valkyrie, Yama, As an action, present your holy symbol and Vanth, , Mercury. The influence of choose a target within 30 feet. That target must psychopomps is pervasive across every mythology make a Constitution saving throw against your due to the grave responsibility they bear. spellcasting DC when you use this feature and at Psychopomp Features the beginning of each of its turns. On the first failed save, the creature is restrained. On the second Cleric failed save, the creature is paralyzed. On the third Level Features failed save, the creature dies. This effect ends if the Bonus Proficiencies, 1st creature succeeds on three saving throws. Weighing of the Heart 2nd Channel Divinity: Death Decay  Starting at 6th level, your ability to channel negative 6th Tideless Decomposition energy becomes more potent. Necrotic damage 8th Go Towards the Light dealt by your cleric spells ignores resistance to 17th Deliver to the Underworld necrotic damage.   At 8th level, you gain the ability to infuse your When you choose this domain at 1st level, you gain weapon strikes with radiant energy. Once on each proficiency with navigator's tools and vehicles of your turns when you hit a creature with a (waterborne). weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you  reach 14th level, the extra damage increases to 2d8. At 1st level, you are tasked with weighing a soul's readiness to pass to the afterlife. Your domain  grants you magic to slow or hasten a soul's advance When you reach 17th level, you can attempt to send towards death. You learn the spare the dying and a target to the Nine Hells of Baator. As an action, toll the dead cantrips. choose a target within 60 feet. A fiery portal to the When you cast toll the dead, you can deal an Nine Hells of Baator opens beneath them. Any additional amount of necrotic damage equal to your creature standing within 5 feet takes 4d8 fire Wisdom modifier. damage. The target may make a Dexterity saving  throw against your spellcasting DC. Unless the

You gain domain spells at the cleric levels listed in creature succeeds on the save, they are transported Sampleto the Nine Hells of Ba ator. Yfileou can use this feature the Psychopomp Domain Spells table. See the

once before you must take a long rest. Divine Domain class feature in the Player’s M

Handbook for how domain spells work.

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Art by Gustave Dore - Charon, The Ferryman of Hell (1880) T When you assume your form, your melee  attacks deal additional psychic damage equal to This circle is available to the druid. half your druid level. You retain your game statistics, but you choose a form to assume which  gives you certain benefits while in the form. Melia. Once per turn, you can use 10 feet of Druids who are members of the Circle of movement to step magically into one living tree dwell in natural environments, luring new within your reach and emerge from a second living companions and playthings with their fey magic. tree within 60 feet of the first tree, appearing in an Circle of Nymphs unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger. Druid Level Feature . You gain a swim speed equal to your 2nd Bonus Proficiency, Nymph Form movement speed. 6th Fey Charm Nereid. You can walk on the surface of water. Oread. You gain a burrow speed equal to your 10th Illusory Evasion movement speed. 14th Magic Resistance   Once you reach level 6, you can use your nymph Your nymph nature lets you to tap into fae magic. At wiles to charm creatures. As an action, you target 2nd level, you learn your choice of the druidcraft or one humanoid or beast that you can see within 30 dancing lights cantrips. At 3rd, 5th, 7th, and 9th feet. If the target can see you, it must succeed on a level you gain access to the spells listed for that Wisdom saving throw against your spellcasting DC level in the Circle of Nymphs Spells table. or be magically charmed for 1 minute. The Once you gain access to one of these spells, you charmed creature regards you as a trusted friend to always have it prepared, and it doesn’t count against be heeded and protected. Although the target isn't the number of spells you can prepare each day. under your control, it takes your requests or actions Spells learned in this way are druid spells for you. in the most favorable way it can. Each time you or your allies do anything harmful Circle of Nymphs Spells to the target, it can repeat the saving throw, ending Druid Level Spells the effect on itself on a success. If a target's saving 3rd phantasmal force c, detect thoughts c throw is successful, the target is immune to this effect for the next 24 hours. c 5th conjure animals , dispel magic You can have no more than one humanoid and up 7th polymorph c, confusion c to three beasts charmed at a time. You can use this feature a number of times equal to your Wisdom 9th mass cure wounds, mislead c modifier. You regain all expended uses when you complete a long rest.  Your nymph circle enables you to converse with fae.  You can read, speak, and write Sylvan. Starting at 10th level, you can emanate a glowing rainbow aura that makes you harder to hit. When  you are hit with an attack, you can use your By the time you reach 2nd level, you gain the ability reaction to cause the attacker to reroll. to harness nymph power to alter your form. As an action, you can expend a use of your Wild Shape  feature to take on a nymph form rather than At 14th level, you gain advantage on saving throws transforming into a beast. The form lasts for 10 against spells and other magical effects. minuSampletes or until you’re incapacitated. file M

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h T   Starting at 7th level, you secrete a glistening This archetype is available to the fighter. substance that anoints you and your equipment to protect from magical effects. The first time you  make a saving throw against a damaging effect, you gain advantage on the roll. If the effect that causes Argonauts travel on mythical journeys to retrieve the saving throw would deal fire damage, you take priceless and unique artifacts, guided by the no fire damage from that effect. lessons and journeys of their ancestors. The spirits This feature recharges on a long rest. When you of argonauts past provide guidance, technique, reach 13th level, this feature recharges on a short calming presence, supporting defense, and even or long rest. fight along! Royals and bureaucrats often employ argonauts to retrieve antiquities from peril.  With the power of the argonauts at your side, you At 10th level, you are immune to charm effects. can navigate by the stars, convince people you have a twin, defend your ship from , outfox  sleepless dragons, perfect inner calm, and call At 15th level, you have learned to hold your ground upon the spirits of the argonauts to rise and fight. in stalwart defense. You cannot be subjected to forced movement. Attacks against you have Argonaut disadvantage when you have not moved since the Fighter beginning of your last turn. Level Feature 3rd Tiphys Guidance, Dioscuri  At 18th level, you can raise an army from the earth. 7th Medea's Unguent As an action, choose up to 4 different spaces you 10th Song of occupy this turn. At the beginning of your next turn, 15th ' Defense a spartoi crawls out of the earth from each location you chose (see stat block below). These creatures 18th Teeth of Cadmus fight for you for 1 minute or until they die, at which point they disintegrate with all their equipment.  At 3rd level, you gain proficiency with navigator's tools. You gain advantage on initiative rolls made while on a waterborne vehicle.  medium humanoid, unaligned  At 3rd level, you can use duplicitous maneuvers to Armor Class 20 gain an advantage in combat and conversation. Hit Points 1 As a bonus action, choose a target within 5 feet Speed 30 feet to deceive. The target must make a Wisdom (Insight) check. The DC is 10 + your Charisma STR DEX CON INT WIS CHA (Deception) modifier. If the target fails the check, 18 (+4) 14 (+2) 17 (+6) 12 (+1) 12 (+1) 12 (+1) you may move to an unoccupied space adjacent to the target and make a melee weapon attack. If the Condition Immunities Charmed target failed the check by more than 5, you make Senses Passive Perception 11 Languages Common the attack with advantage. This movement does not provoke opportunity attacks. Actions You can reroll a deception check that you fail. If

you Sampledo so, you must use the new roll, and you can’t Sword. Melee Weapo n Attafileck: +8 to hit, reach 5

ft., one target. Hit: 9 (1d10 + 4) slashing use this feature to reroll another check until you

damage. M

finish a long rest.

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Art by Remigio Cantagallina - Asterion (1608) T  Equestrian. You can add your athletics or This monastic tradition is available to the monk. acrobatics bonus to saving throws made to avoid falling off your mount. Mounting or dismounting  a creature costs you only 5 feet of movement, rather than half your speed. Olympians are the pinnacle of physical prowess. Pankration. You gain advantage on ability They love engaging in tournaments to showcase checks to grapple or escape a grapple. their athletic feats. Olympians are all great athletes, Boxing. Once per round, you can add your but many train and specialize in specific events. Martial Arts die to the attack or damage roll of Ultimately, they are driven by their desire to be the an unarmed strike. You can do this after you roll. greatest at their craft and enjoy the thrill of Javelin. You gain +2 to thrown weapon attacks. competition. Olympians make great adventurers You can draw a thrown weapon as part of a because their physical training enables exploration thrown weapon attack. You can deal piercing of remote spaces, as well as precision in both close damage with any thrown weapon attack. quarters and ranged combat. Shotput. You gain +2 to thrown weapon Olympian Features damage. Your range with thrown weapons Monk doubles. You can deal bludgeoning damage with Level Feature any thrown weapon attack. Archery. You gain an Archery Die, which is 3rd Athlete, Event Specialist equal to your Martial Arts die. Once per round, 6th Triple Jump, Pole Vault you can add this die to the attack or damage roll 11th Hurdles of a ranged weapon attack that requires ammunition. You can do this after you roll. 17th Medalist   Starting at 6th level, when you move at least 20 feet When you take this archetype at 3rd level, you gain in a straight line, your long jump distance is tripled. the following benefits:

You gain proficiency in your choice of the  Once you reach 6th level, when you are holding a athletics or acrobatics skill. staff or pole, your jump height is tripled. Your base speed is increased by 5 feet. You gain a climb speed of 20 feet.  You gain a swim speed of 20 feet. At 11th level, difficult terrain no longer affects your movement. In addition, you can jump over  creatures and objects your size or smaller without When you train as an olympian at 3rd level, you using any additional movement. focus your training on a classic olympic event. Your training manifests in a specific benefit based on the  event you chose. Choose one of the following At 17th level, you have achieved peak physical form. events. You can choose an additional event at 7th, You gain the following benefits: 11th, 15th, and 19th level. When you make an athletics or acrobatics Sprint. At the end of any creature's turn, you can check, you can add your performance bonus. use your reaction to move half your speed When you make a performance check, you can without provoking opportunity attacks. add your athletics or acrobatics bonus.

Marathon. You gain remarkable endurance to Your base speed is 50 feet. This can be

pSampleush through physical adversity. When you fail a increased by Unarmo redfile Movement. Strength or Constitution check or saving throw, Your climb speed is 50 feet.

you can reroll that die. You can use this ability M Your swim speed is 50 feet.

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Art by Edward Daniel Clarke - The Remains of the Temple of Olympian (1813) T   You gain oath spells at the paladin levels listed. This oath is available to the paladin. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the  number of spells you can prepare each day. The Oath of is the devotion of paladins If you gain an oath spell that doesn't appear on dedicated to healing the sick. They establish safe the paladin spell list, the spell is nonetheless a havens for healing and tend to those in need, often paladin spell for you. with miraculous results. Oath of Asclepius Spells Tenets of Asclepius Paladin Medicine. Paladins who take this oath devote Level Spells their lives to helping the infirmed. They travel on 3rd healing word, heroism c adventures seeking to help communities who don't c have healers and adventurers who've fallen to peril. 5th lesser restoration, enhance ability Secret Knowledge. Divine whispers impart a 9th revivify, aura of vitality c wealth of secret knowledge to followers of this 13th private sanctum, aura of purity c oath. This information allows its paladins to apply the right medical technique in any situation. 17th greater restoration, mass cure wounds Oath of Asclepius Features  Paladin Starting at 7th level, you emanate an inspiring aura Level Feature of positive energy while you're not incapacitated. Channel Divinity: Anesthesia, This aura infuses positive energy into your allies 3rd Channel Divinity: Whispers of the Snake and extends 10 feet from you in every direction, but not through total cover. When an ally within your 7th Rod of Asclepius aura heals hit points, they recover additional hit 15th Chiron's Teachings points equal to your paladin level. A creature who 20th Envy of the Gods gains hit points in this way gains advantage on their next attack made before the end of their next turn.  At 18th level, the range of this aura increases to When you take this oath at 3rd level, you gain the 30 feet. following Channel Divinity options: Anesthesia. As an experienced medic, you are  Starting at 15th level, you can use your medical familiar with the benefits of sedatives. As an action, knowledge to quickly diagnose a target's weak choose a number of targets within 30 feet equal to points. As a bonus action, make a medicine check your Charisma modifier. Each target gains 2 levels against a target within 5 feet. The DC is the target's of exhaustion. At the beginning of each target's challenge rating. On a success, your next hit against turns, they must make a Constitution saving throw the creature counts as a critical hit. against your spellcasting DC. On a failed save, they gain a level of exhaustion. On a successful save,  they lose a level of exhaustion. This effect ends on At 20th level, you can bring any creature back to each target when they lose all levels of exhaustion. life. You touch a creature that has been dead for no Whispers of the Snake. You can tap into your longer than 1 year. The creature is restored to life wealth of worldly knowledge. As an bonus action, with all its hit points. This effect closes wounds, you focus your recall on a particular subject or neutralizes poison, cures diseases, lifts curses, procedure. For 1 minute, you gain advantage on reverses undeath, and replaces missing organs and

IntelSampleligence checks and medicine checks related to file limbs. This can even provide a new body if the

the chosen subject.

original no longer exists. You can use this feature M

once before you must complete a long rest.

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Concept, design, and layout by ThinkDM h Art by S bastien Bourdon - Moses and the Brazen Serpent (1653-1654)

é T   This archetype is available to the ranger. At 3rd level, your speed allows you to dash past enemies without leaving yourself vulnerable.  You do not provoke opportunity attacks when you Over late campfires, promethean mentors often tell use the Dash action. their apprentice rangers that it was a promethean who brought fire to mortals. Legend tells that the  great ranger Usher Tempo moved so fast they met At 3rd level, you can convert your blazing speed to the sunset at the horizon, stealing its fire from the kinetic energy to power explosive attacks. gods and delivering it to the ranks of mortals. This As a bonus action, choose one creature you can brazen act angered the gods greatly, who sought to see within 30 feet of you. The next time you hit that punish Usher. With unmatched alacrity, Usher sped creature on this turn with a weapon attack, the away from the gods, never to be seen again. creature takes an extra 1d10 fire damage from the Ever since, the prometheans follow in the steps attack. of Usher Tempo, honing their speed to magical When you reach 11th level in this class, you deal results. With practice, they can harness the heat an additional 1d10 radiant damage with the attack. created by this rapid motion to create conflagratory bursts. Prometheans are remarkably adept at  By the time you reach 7th level, you have become fighting in bright conditions, even using the glare adept at anticipating danger and using your speed off their enemies' armor as attack markers. to dart away from harm. Promethean Whenever you make a Dexterity saving throw, Ranger Level Feature you can use your reaction to gain advantage on the roll. If you do so, you can move up to your speed 3rd Swift Sprint, Sun Strike away from the source's point of origin. 7th Gone in a Flash You can use this feature a number of times equal 11th Illuminated Target to your Wisdom modifier (minimum 1). You regain all expended uses when you finish a long rest. 15th Trailblazer   At 11th level, you gain advantage on attacks against Starting at 3rd level, you learn an additional spell creatures within the range of light you are creating when you reach certain levels in this class, as with a spell. shown in the Promethean Spells table. The spell counts as a ranger spell for you, but it doesn’t count  against the number of ranger spells you know. At 15th level, your fiery strikes make you to ignite in a burst and track fire through the battlefield. Promethean Spells Whenever you deal fire damage, you explode into a Ranger Level Spell burst of fire. Until the end of your next turn, you 3rd expeditious retreat c ignite any space you move through. Any creature that moves through an ignited space takes 1d6 fire 5th scorching ray damage. Ignited spaces extinguish at the start of 9th daylight your turn. 13th fire shield

Sample17th dawn c file M

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Concept, design, and layout by ThinkDM h

Art by Jean-Simon Berthelemy - Creation of Man by (1826) T   This archetype is available to the rogue. At 9th level, you have mastered fractal science. When you cast the web spell, you can craft it to  ensure passage for your allies. Choose a number of Arachnobats don't often seek the mutations that creatures up to your Constitution modifier. Chosen cause their abilities. In fact, many view them as a creatures automatically succeed on their saving curse. Perception aside, these features are often throws against the spell and can pass through the inherited from a spider deity, either by want or web as if it were not difficult terrain. wager. Many arachnobats complain they changed even though they won their otherworldly gambit,  but such is the danger of dealing with gods. Starting at 13th level, while you are in contact with a web, you know the exact location of any other Arachonobat creature in contact with the same web. Rogue Level Feature  At 13th level, you can lock down a foe using your 3rd Webwalker, Poison Bite webbing. When you have a creature grappled or you 9th Spider Climb, Web Control are within 5 feet and touching the same web, you 13th Web Sense, Silk Wrap can use a bonus action make a weaver's tools check against the grappled creature's AC. On a success, 17th Web Slinger the target is restrained. On its turn, the target can use an action to make a Strength check to try to  escape. The DC is equal to 8 + your proficiency At 3rd level, you learn how to weave webs and bonus + your Constitution modifier. dance among them. You gain the following benefits: You can use this feature a number of times equal You gain proficiency with weaver's tools. to your Constitution modifier. You regain all spent You can cast the web spell once using this charges when you complete a long rest. feature. You regain the ability to do so when you finish a short or long rest. Your spellcasting  ability for this spell is Constitution. At 17th level, you gain a fly speed equal to your You ignore movement restrictions caused by movement speed. When you fly at least 15 feet webbing. in a straight line towards a creature, you gain advantage on your first attack roll  against that creature this turn. When you take this archetype at 3rd level, you grow vicious fangs that drip with poisonous venom. Your fangs are natural melee weapons. As an action, you can make a bite attack against a target within 5 feet. On a successful hit, the target takes 1d6 piercing damage and is poisoned. At the beginning of each of its turns, the creature may make a Constitution saving throw to end the condition. The DC is equal to 8 + your proficiency bonus + your Constitution modifier.

 At 9Sampleth level, you can climb difficult surfaces, file

including upside down on ceilings, without needing M

to make an ability check.

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Concept, design, and layout by ThinkDM h Art by René-Antoine Houasse - Minerve et Arachne (1706)

Watercolor borders by Jared Ondricek T   This sorcerous origin is available to the sorcerer. At 6th level, you gain a petrifying gaze that you can use on your foes. As an action, you can direct your  petrifying gaze at one creature that can see you Driven into seclusion by the curse of their vanity, it within 30 feet. That creature is restrained as it is rare that one with the gorgon bloodline emerges begins to turn to stone. At the beginning of that from the shadowy brambles of their home to seek creature's next turn, it must make a Constitution adventure. Sorcerers with gorgon blood do not saving throw against your spellcasting DC. necessarily suffer the same curse as their If the creature fails the saving throw by 5 or ancestors, but they nevertheless exhibit similar more, it is petrified. The petrification lasts until behaviors, like aversion to mirrors. These sorcerers the creature is freed by the greater restoration often conceal their striking beauty to hide their spell or other magic. snake hair and gorgon flesh, which can strike fear If the creature fails the saving throw by fewer in the public. than 5, it remains restrained. That creature may Gorgon Features attempt the saving throw again at the start of Sorcerer Level Feature their next turn. If the creature succeeds on the saving throw, the 1st Gorgon Traits effect ends. 6th Petrifying Gaze Once you use this action, you can’t use it again until 14th Birth of the Pegasus you finish a long rest, unless you expend 3 sorcery 18th Immortal Splendor points to use it again.

  Starting at 1st level, you gain certain natural When you reach 14th level, you birth a pegasus, defenses owing to your gorgon bloodline: which becomes your steed (see Basic Rules page Snake Hair. You have snakes for hair. On your 148 for statistics for the pegasus). If the pegasus turn, you can make a melee weapon attack with dies, it descends from the sky on the next dawn your snake hair against a creature within 5 feet. On with full hit points. a hit, the target takes 1d4 piercing damage plus poison damage equal to your sorcerer level.  At 18th level, you no longer suffer the effects of Gorgon Hide. Your body might have a tough hide aging and you can no longer die from old age. In or scales (choose the form of protection when you addition, when you make a Charisma ability check, gain this feature). Whatever form the protection you can add twice your proficiency modifier to the takes, your AC equals 13 + your Dexterity modifier roll, regardless of whether you have a skill while you aren’t wearing armor. proficiency.

Sample file M

D k n i Concept, design, and layout by ThinkDM Art by Peter Paul Rubens - Medusa (1617) h

Watercolor overlay by Jared Ondricek T  This pact is available to the warlock. Unleash Horrors d8 Effect  Pride. Targets move as far as they can towards the nearest enemy, taking the Dash Warlocks who follow the pact of Pandora's Box 1 action if necessary. Targets can only take the have committed an oath to safeguard the necessary Attack action to make a melee attack. evils of the world and only unleash them as necessary to bring balance to the cosmic order. Greed. Targets gather the most valuable Unfortunately, some warlocks have subvert this 2 objects in sight that aren't being carried or worn by other creatures. oath to suit their own twisted ends. Lust. Targets gain disadvantage on Charisma 3 Pandora's Box checks and saves. Warlock Envy. Targets approach the nearest creature 4 Level Feature and try to take what is in their hands. 1st Box of Horrors Gluttony. Targets spend their action 5 6th Controlled Escape voraciously consuming any rations they have. 10th Enduring Evil 6 Wrath. Targets attack the nearest creature. 14th Hope 7 Sloth. Targets cannot move or attack. Despair. Targets gain disadvantage on 8  Wisdom checks and saves. Pandora's Box lets you choose from an expanded list of spells when you learn a warlock spell. The At the beginning of a target's turn, it may take following spells are added to the warlock spell list psychic damage equal to your Warlock level to for you. attempt a Charisma saving throw against your spellcasting DC. A successful save ends the effect. Pandora's Box Spells Spell Level Spell  Starting at 6th level, when you roll on the Unleash 1st cause fear c, dissonant whispers Horrors table, you can roll 2 dice and apply either 2nd knock, phantasmal force c result to any target. 3rd beacon of hope c, tidal wave The number of Unleash Horrors dice you can roll increases to 3 at 11th level, and 4 at 16th level. 4th blight, hallucinatory terrain 5th contagion, destructive wave  At 10th level, effects created by Horrors Within no  longer end at the end of a target's turn. At 1st level, you gain a tiny container. The container can be any appropriate object: a jar, box, bottle,  Starting at 14th level, you can give your allies hope lamp, map case, flask, or something else; its form is in the face of overwhelming adversity. As an action, up to you. This container can be used as a you unleash a wave of hope. Choose up to 6 spellcasting focus. If it is destroyed, it appears in creatures within 30 feet. Those creatures gain your possession the next time the sun sets. As an action, you can open the container and advantage on ability checks and saving throws for 1 release its untold horrors into the world. Choose a minute. This also ends the frightened condition for

number of creatures within 30 feet up to your any target affected by it. You cannot use this feature profSampleiciency bonus and roll a d8 on the Unleash again until you comple te a lofileng rest.

Horrors chart. The result determines how the M

targets behave until the end of their next turn.

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Concept, design, and layout by ThinkDM h

Art by Giulio Bonasone - Opening Pandora's Box (1531-76) T   At 2nd level, you can focus on an object for 10 This school is available to the wizard. minutes to divine its history. You learn basic facts about it and you can sense the aura of the last  creature to hold the object, allowing you to know Seers are incredible scholars who are determined the creature's race, alignment, and Hit Dice. to learn their history so that they do not repeat the follies of their elders. Seers witness patterns  When you reach 6th level, your premonitions emerge from the ripples of time and are incredibly sharpen. You gain advantage on initiative rolls and adept at predicting how future events will transpire. can no longer be surprised in combat. Seer  Wizard At 6th level, your premonitions indicate when an Level Feature opponent's weaknesses will be exposed, and you Bonus Proficiency, Mentor, 2nd can call them out to your allies. When you use the Psychic Reading Help action to aid an ally in attacking a creature, 6th Precognition, Called Shot the target of that attack can be within 30 feet of 10th Clairvoyant you, rather than within 5 feet of you, if your ally can hear you. If an ally hits a target while aided by your 14th Adroit Anticipation Help action, the attack deals additional damage of the same type equal to your Wizard level.  At 2nd level, you gain proficiency in the history or  insight skill. At 10th level, you can make a Wisdom (Perception) check as a bonus action to locate all creatures  within 60 feet. You gain the following benefits until When you join this school 2nd level, you choose a the start of your next turn: seer mentor, who focuses your skills on a specific course of study. Choose one of the following: You can make spell attacks against the creatures Brizo's Boast. You tell a great fish story. You gain as if you can see them. disadvantage on history checks, but advantage on You suffer no penalty from the creatures being performance checks. obscured. Calchas' Compass. You know which way the You may use an action to study a creature you wind blows because you're always watching the locate this way, learning its total Hit Dice, birds. You gain disadvantage on investigation immunities, resistances, and vulnerabilities. checks, but advantage on survival checks. Until you use this power on another creature, Cassandra's Curse. Nobody believes your true you may use an action to focus and learn the prophecies. You gain disadvantage on persuasion creature's location. If you are on the same plane, checks, but advantage on insight checks. you know its precise location. Helenus' Hardship. Your aggression damages You can use this power a number of times equal to your interpersonal relationships. You gain your Intelligence modifier (a minimum of once). You disadvantage on persuasion checks, but advantage regain expended uses when you finish a long rest. on intimidation checks. Iamus' Gift. You're always frolicking about with your animal friends. You gain disadvantage on  At 14th level, attack rolls against you can't gain intimidation checks, but advantage on animal advantage. Also, in response to an attack hitting

handling checks. you, you may use your reaction to cause the PoSamplelyidus' Plight. You are often exploited for your file attacker to reroll the attack at a disadvantage,

miraculous works. You gain disadvantage on insight M

possibly causing it to miss. checks, but advantage on medicine checks.

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Concept, design, and layout by ThinkDM h

Art by Francis Cleyn - The Seizure of Cassandra by Ajax (1582) T