Professor Gilroy's Handbook of Heroes V3-Min
Professor Gilroy's Handbook of Heroes V3-Min
Professor Gilroy's Handbook of Heroes V3-Min
Handbook
of Heroes
Artificer Specialist: Battle Chair
O
nce there was an artificer whose little brother
was a legendary adventurer. The artificer Improved Battle Chair
protected his brother with the best magical At the 5th level, you have learned to improve your Battle
armor and items, but it was not enough Wheelchair and optimize it for combat. Your wheelchair gains
against a great shadow dragon. Even though the following benefits:
the little brother and his party defeated the
great beast, the spirit had been sucked out of Ingrained Weapons. As a bonus action, you can make a
the brother's legs, preventing him from walking ever again. melee spell attack against a creature within 5 feet of you.
The young adventurer was devastated that his adventuring The attack deals 1d6 + your intelligence modifier slashing
days were over, but the great artificer refused to let his damage. The die increases as you gain levels in this class,
brother despair. He labored for months to create a device that 1d8 at the 9th level and 1d10 at the 13th level. The exact
would allow his brother to keep saving the world. Now, the appearance of the weapons is up to you.
artificer's technology has spread throughout the land,
allowing you to wield the power of the battle chair. Speed Boost. You can use a bonus action to increase your
hover speed by 10 feet for one minute. Once you use this
Battle Wheelchair Spells ability, you cannot use it again until you finish a short or
Starting at 3rd level, you always have certain spells prepared long rest.
after you reach particular levels in this class, as shown in the
Battle Wheelchair Spells table. These spells count as artificer All Terrain Battle Chair
spells for you, but they don’t count against the number of
artificer spells you prepare. At the 9th level, you have optimized your wheelchair for all
terrain.
Artificer level Spells
3rd Feather Fall, Magnify Gravity
You gain a swimming speed equal to your hover speed and
through a breathing apparatus can breathe underwater.
5th Levitate, Earthbind You are unaffected by extreme cold or extreme heat while
9th Haste, Fly
in your Battle Wheelchair.
13th Banishment, Freedom of Movement Free as a Bird
17th Telekinesis, Wall of Force At 15th level, you have permanently learned to defy gravity.
While in your Battle Wheelchair you gain a 40 foot flying
Battle Chair (hover) speed. You no longer have to remain less than 5 feet
off the ground.
At 3rd level, you learn to create and repair a specially crafted
Battle Chair. The exact appearance of the wheelchair is up to
you.
While in the Battle Chair you have a hovering speed of 30
feet, but cannot fly more than 5 feet off the ground without
the aid of additional magic.
The Battle Wheelchair counts as a piece of armor for the
purposes of your infusions and while you are sitting in it,
gives you a +1 bonus to your armor class.
You cannot be removed from your battle wheelchair
unless you choose to leave it. You can still be grappled and
restrained as normal, but creatures have disadvantage on
checks made to do so and you have advantage on checks
made to escape.
Your battle wheelchair acts as an arcane focus for you.
Explosives
At the 3rd level, you learn to make Shrapnel Grenades and
two other types of magical explosives. Grenades are tiny
objects. You learn to make an additional type of explosive at
5th and 15th level.
You can carry a number of magical
grenades equal to one plus half your artificer level, rounded
down. During a short or long rest, you can replenish your
grenades if you have your tinkerer's tools.
As an action, a creature can throw one grenade at a point
they can see within 30ft. Any grenades that require a saving
throw do so using your artificer spell save DC.
Shrapnel Grenade. Each creature within a 5ft radius
must make a dexterity saving throw or take 2d8 magical
piercing damage on a failed save and half as much on a
success.
Flashbang Grenade. Each creature within a 5ft radius
must make a constitution saving throw or be blinded or
deafened (your choice) until the end of your next turn.
Smoke Grenade. A 15ft-radius-cloud of fog appears. The
cloud spreads around all corners and is heavily obscured.
It lasts for 10 minutes or until a wind of moderate or
greater speed (At least 10 miles per hour) disperses it.
Glitter Grenade. Each creature within a 5ft radius must
make a dexterity saving throw. Any creature in the area
when the grenade is thrown is outlined in light if it fails a
Dexterity saving throw. For one minute, objects and
affected creatures shed dim light in a 10-foot radius.
Any
attack roll against an affected creature or object has
advantage if the attacker can see it, and the affected
creature or object can’t benefit from being invisible.
At 11th level, you can choose one of the following superior
grenade options to learn. You can only have one superior
grenade at a time.
Sun Blast. Each creature within a 10ft radius must make
a constitution saving throw, taking 5d8 radiant damage on
a failed save or half as much on a success. Creatures with
sunlight sensitivity automatically fail their saving throw.
Withering Blast. Each creature within a 10ft radius must
make a constitution saving throw, taking 5d8 necrotic
damage on failed save, or half as much on a successful
one. A creature who fails this save also has its hit point
maximum reduced by an amount equal to the necrotic
damage dealt until the end of their next long rest.
Grenade Launcher
At the 5th level, you have learned to create a grenade
launcher, the exact form of which is up to you. You can use
the grenade launcher as an arcane focus. You can use your
grenade launcher to throw grenades as an action, increasing
their thrown range to 60 feet.
Whenever you use your action to throw a grenade using
your grenade launcher, you can immediately use your bonus
action to cast a cantrip.
Improved Explosives
At 9th level, your practice and experience with explosives has
helped you to make your grenades more effective. The
damage of your normal and greater grenades increases by
1d8 and the radius of the explosion increases by 5ft.
You can now create a number of grenades equal to 2 + your
half your artificer level, rounded down.
Double-Barreled
Launcher
At 15th level, you have learned to improve your launcher. You
can now launch two grenades with the same action.
In
addition, your practice and experience with explosives allows
you to create new grenades even in the midst of combat. You
can use your bonus action to create a normal grenade or an
action to create a greater or superior grenade, but you cannot
have more grenades than your grenade maximum.
You can use this feature a number of times equal to your
proficiency bonus and regain all expended uses when you
finish a long rest.
T
he Path of the Wild Form is ancient beyond
measure. The spirits of nature's strongest Primal Form
hunters bind themselves to the souls of When you reach the 14th level, you have discovered how to
warriors who can harness their abilities and tap into the primal form of your animal shape. When you
assume their forms. Take this path and walk as transform, you gain 2d8 + your Constitution modifier
a great hunter. temporary hit points.
Shape of the Beast Bear: While transformed, when you hit a creature with
your Bite attack you can choose to grapple that creature
At 3rd Level, you unlock the ability to shift into a powerful (DC 10 + your Athletics skill). While a creature is grappled
beast as an action. When you gain this feature choose Black this way, you cannot use your bite on another target.
Bear, Wolf, or Panther. Wolf: While transformed, you gain truesight with a radius
As an action, you can transform yourself into your chosen of 60 feet.
shape. You can stay in this form for a number of hours equal Cat: While transformed, you can use an action to turn
to half your barbarian level and while transformed follow all yourself invisible for 1 minute, until you end it as a bonus
the rules of Wild Shape as described in the Druid class action or are incapacitated. Once you use this feature, you
feature. cannot use it again until you finish a short or long rest.
Once you use this feature, you cannot use it again until you
finish a short or long rest. When you reach the 7th level you
can transform two times between rests and at the 11th level
you can transform three times.
When you level up, or at the DMs discretion, you can
change your chosen shape. Perhaps you must commune with
a fae spirit or offer a small sacrifice to your god.
Greater Transformation
At 6th level, you are able to morph into more powerful beasts.
You can transform into a Brown Bear, Direwolf, or Saber-
Toothed Tiger instead of their lesser forms.
In addition, you can transform into your wild form as a
bonus action or an action.
Blended Nature
Beginning at the 10th level, your connection to your wild form
has become stronger, giving you its blessing even when you
are not transformed.
Bear: You gain proficiency in the Athletics skill and your
proficiency bonus is doubled for any check you make with
it.
Wolf: You gain proficiency in the Perception skill and your
proficiency bonus is doubled for any check you make with
it.
Cat: You gain proficiency in the Stealth skill and your
proficiency bonus is doubled for any check you make with
it.
B
ards of the College of Lights use a combination
of magic, pyrotechnics, and illusion to enhance Firework Master
their stories and songs. Masters of color, these Beginning at 14th level, you learn the prismatic spray spell. If
bards know how to make a dramatic entrance you already know it you may learn another spell of 7th level
or a clever escape. Simple stories and songs are or lower from the Bard spell list. You can cast the prismatic
not enough to satiate this College's desire for spray spell without expending a spell slot.
grand storytelling. Once you use this feature, you cannot use it again until you
Bards of this College are highly sought after performers. finish a long rest.
Kings, noblemen, and governors often hire bards of this
college to perform at cultural festivals and holidays. Children
love to see their crackling displays of animals, heroes, and
lights. Created by: NevernotDM
When groups of these bards gather together they can Art by: Dimitry Burmak
create shows that echo in their viewers’ memories for a
lifetime.
Fireworks
When you join this college at 3rd level, you gain the ability to
create magical light displays to enhance your performances
and confuse your enemies.
You learn the light cantrip, which doesn't count against the
number of bard cantrips you know. For you it has a range of
30 feet and you can have up to three creatures or objects
alight at the same time.
You also learn the pyrotechnics spell,
which doesn't count against the number of bard spells you
know. You can cast it once per long rest without expending a
spell slot.
Dazzling Display
Starting at 3rd level, you can use your magical lights to
harass and blind your enemies.
As a bonus action, you can expend a use of your Bardic
Inspiration to create an explosion of magical fireworks.
When you do so, choose a point you can see within 60 feet.
Each creature within a 5-foot-radius of that point must
succeed on a Constitution saving throw or be blinded or
deafened (your choice) until the end of your next turn.
At 5th level, the creatures take fire damage equal to a
roll of your Bardic Inspiration die.
Radiant Aura
When you reach 6th level, you can cause your body to
glow with a radiant aura to distract your enemies.
As an action, you can emanate bright light in a
15-foot-radius and dim light for another 15 feet. The aura
lasts for one minute, until you are unconscious, or you end it
as an action. While in the aura, hostile creatures have
disadvantage on wisdom saving throws.
You can use this feature once and regain all expended uses
when you finish a long rest.
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Ash Domain
C
lerics of ash are paragons of destruction. When
they are unleashed, their goal is not to destroy
their enemies, but devastate them. They will turn
museums, libraries, and great works of art to
cinders: leaving nothing behind.
Inquisitorial orders and corrupt religions will
often train and recruit ash domain clerics as
living weapons. Clerics who escape from these orders have
become some of the fiercest freedom fighters or strong
adventurers in living memory.
Ash Domain Spells
Cleric Level Spells
1st Burning Hands, Hellish Rebuke
3rd Flame Blade, Pyrotechnics
5th Fireball, Melf's Minute Meteors
7th Fire Shield, Wall of Fire
9th Antilife Shell, Immolation
Bonus Cantrips
When you choose this domain at 1st level, you learn the
control flames and firebolt cantrips. They count as cleric
cantrips for you and do not count against the number of cleric
cantrips you know.
Fire and Blood
Beginning at 1st level, your blood blazes with magical power.
Once each turn, when a creature hits you with a melee attack
while within 5 feet, you can choose to deal 1d6 fire damage
to that creature. The damage increases as you gain levels in
this class, 1d8 at 5th level, 1d10 at 9th level, and 1d12 at the
13th level.
In addition, whenever a creature scores a critical hit
against you with a melee attack while within 5 feet, the fire
damage they take is doubled.
Channel Divinity: Ashes to Ashes
As an action, choose one creature you can see within 30 feet.
The creature must succeed on a Charisma saving throw or
become engulfed in magical wildfire. At the beginning of each
of the creature's turns, it takes a number of d6 fire damage
equal to your proficiency bonus.
The wildfire lasts for one minute or until you lose
concentration (as if concentrating on a spell).
The creature can use its action to make an Intelligence
(Arcana) check against your spell save DC to put out the
flames. The flames burn even underwater, and if a creature is
reduced to 0 hit points this way, the creature and any non-
magical items it is wearing turn to ash.
Dust to Dust
Potent Spellcasting
Starting at the 8th level, you can add your Wisdom modifier
Return
At 17th level, you can create a storm of ash and flames that
you can see within 300 feet. A magical ashfall begins around
and a height of 300 feet. The ashfall lasts for one minute or
You are immune to the effects and damage of the sphere. The
dispel magic.
disintegrated.
Once you use this ability, you cannot use it again until you
weapon.
attuned to it.
turn, you can use a free action to have the spear return to
H
umanoids have an innate fear of the dark. It is Bonus Proficiencies
driven by something primal, something
visceral that screams at them to hold the When you choose this domain at 1st level, you gain
darkness at bay. And this fear has kept people proficiency with martial weapons and in the Stealth skill.
alive. It has saved them from the monsters
that prowl the night, the dead that walk, and Midnight Eyes
even worse, the shadows that take shape. At 1st level, your eyes become blessed, allowing you to see
But some are born without that instinctual fear. Some are through even the deepest gloom. You can see normally in
born for whom the darkness is not an enemy, but a friend. darkness, both magical and non-magical, to a distance of 120
These are the shadows chosen. They don't serve gods of feet.
death, but gods of the night such as Nyx, Apep, the Nine
Lords of Night, or Ratri. Channel Divinity: Shadow Step
Darkness Domain Spells At 2nd level, for a brief second, you are able to flit between
Cleric Level Spells shadows.
1st Arms of Hadar, Cause Fear
As an action, you can clutch your holy symbol and teleport
up to 30 feet into a creature's shadow, dim light, or darkness.
3rd Darkness, Invisibility Immediately after teleporting this way, you can make a
5th Hunger of Hadar, Nondetection
weapon attack with advantage as a bonus action.
7th Black Tentacles, Shadow of Moil Whip of Shadows
9th Far Step, Negative Energy Flood Beginning at 6th level, your shadow can extend your reach
and grapple your foes. As a bonus action, your melee weapon
attacks gain 30 foot reach until the end of your turn.
Whenever you hit a creature with an attack enhanced by this
feature, the target must succeed on a Strength or Dexterity
saving throw (its choice) against your spell save DC or be
restrained until the beginning of your next turn.
You can use this feature a number of times equal to your
proficiency bonus and regain all expended uses when you
finish a long rest.
Shadow Strike
When you reach 8th level, you gain the ability to infuse your
weapon strikes with dark energy. Once on each of your turns
when you hit a creature with a weapon attack, you can cause
the attack to deal an extra 1d8 necrotic damage to the target.
When you reach 14th level, the extra damage increases to
2d8.
Reaper's Shadow
When you reach 17th level, you can briefly turn into an avatar
of darkness and death. You can cast the greater invisibility
spell targeting yourself.The spell does not require
concentration for you and creatures with truesight cannot see
through the illusion (creatures with blindsight can still sense
you).
Once you use this ability, you cannot use it again until
you finish a long rest.
T
here is a deep and powerful magic within the
eye of a hurricane. It is a single piece of Zephyr
tranquility inside a whirlwind of destruction. When you reach 6th level, the winds protect and shelter you
Druids of this circle tap into the primal power from harm. As a bonus action, you can fly up to 30 feet
of storm. Some become consumed by wild without provoking attacks of opportunity. You fall as normal if
winds and end up living avatars of destruction. you do not have another way to stay aloft at the end of your
But others work in harmony with the storm turn.
and protect coastal communities. You can use this feature a number of times equal to your
Wisdom modifier and regain all expend uses when you finish
Circle Spells a long rest.
Your link to the primal magic of the storm grants you access
to additional magic. At 2nd level, you learn the electric sting
and thaumaturgy cantrips. They count as druid cantrips for
you and do not count against the number of cantrips known.
At the 3rd, 5th, 7th, and 9th levels you gain access to the
spells listed for that level in the Circle of Storms Spells table.
Once you gain access to one of these spells, you always
have it prepared, and it doesn’t count against the number of
spells you can prepare each day. If you gain access to a spell
that doesn’t appear on the druid spell list, the spell is
nonetheless a druid spell for you.
Circle of Storms Spells
Druid level Spells
2nd Electric Sting*, Thaumaturgy
3rd Gust of Wind, Shatter
5th Call Lightning, Fly
7th Control Water, Storm Sphere
9th Control Winds, Destructive Wave
Hurricane’s Rebuke
Your connection to the storm protects you. When you take
this circle at 2nd level, whenever a creature no more than one
size larger than you hits you with a melee attack, you can use
your reaction to emit a targeted boom of thunder against your
attacker.
The creature must make a Strength saving throw against
your spell save DC or be pushed back 10 feet and knocked
prone.
Storm's Chosen
Beginning at 2nd level, you can understand the ancient
voice of the storm. You can speak, read, and write Primordial.
Knowing this language allows you to understand and be
understood by those who speak its dialects: Aquan, Auran,
Ignan, and Terran.
Wrath of the Hurricane
Starting at 10th level, you can become a paragon of
destruction. Whenever you cast a druid spell that deals
lightning or thunder damage, choose one creature you can
see within the spells range. The creature automatically fails
its saving throw against the spell (Legendary Resistances still
allow the creature to succeed).
Once you use this feature, you cannot do so again until you
finish a short or long rest.
Living Hurricane
Beginning at 14th level, you can summon a living piece of the
hurricane. As an action, you can expend two uses of your wild
shape or a druid spell slot of the 6th level or higher to
summon an air elemental or water elemental.
The elemental remains for one minute or until it is reduced
to 0 hit points. The elemental will obey your commands and
is friendly to you and your companions. It can move and use
its reaction on its own, but the only action it takes on its turn
is the Dodge action, unless you take a bonus action on your
turn to command it to take another action. That action can be
one in its stat block or some other action. If you are
incapacitated, the elemental can take any action of its choice,
not just Dodge.
Electric Sting
Evocation Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a vial of rainwater or bit of fleece)
Duration: Instantaneous
You summon a small bolt of crackling electricity and hurl it at
a creature within range. Make a ranged spell attack roll
against the target. On a hit, the target takes 1d6 lightning
damage and the next time the target makes an attack roll or
saving throw before the end of its next turn, it must roll 1d6
and subtract the result from the attack roll or saving throw.
The spells damage increases by 1d6 when you reach the 5th
level (2d6), 11th level (3d6), and 17th level (4d6).
Dawn Knight
D
awn Knights are the earthly representatives of
d6 Holy Origin
2
You were exposed to a wellspring
4
You trained to earn this power since you
5
because you are an aasimar or sorcerer.
6
You took up this mantle to face
DawnBlade
Starting when you choose this archetype at 3rd level, you can
You can cast the spell once with this trait and must
at 6th level you can cast it twice between rests, and at 9th
Radiant Spark
Beginning at 3rd level, you learn the light cantrip. You can
you can gain proficiency in another skill from the Fighter skill
list instead.
Angelic Aura
When you reach 7th level, your inner light has grown even For More Subclasses
stronger. When you make a Charisma check with a skill you Check out my Patreon:
are proficient in, your proficiency bonus is doubled for that
check. NevernotDM
Sunblast
At 10th level, you have learned to harness your spark into a
Martial Archetype:
T
he Way of Serpent teaches its students to
move like a water snake: carefully flowing from Venomous Strikes
moment to moment, always watching for the At the 6th level, you have learned to turn your ki into a deadly
perfect opportunity to strike. Followers of this toxin. Whenever you use your Flurry of Blows feature, your
tradition have a reputation for being ambitious, unarmed strikes deal an additional monk die of poison
cunning, and ruthless. The Serpent’s path does damage. If both of the attacks hit a single target, that creature
not just teach its students the art of battle, but must make a Constitution saving throw, or be poisoned for
also philosophy, politics, and diplomacy. one minute. The creature can repeat the saving throw on the
True masters of this way are just as dangerous in a political end of each of its turns, ending the effect on a success.
negotiation as they are on the battlefield.
Serpent's Tongue The Serpent's Strike
When you choose this tradition at 3rd level, you have Beginning at 11th level, you have learned to mimic the
mastered the serpent's art of twisting the truth to suit your retaliatory strikes of the serpent. Whenever a creature hits
ambitions. You gain proficiency in the Deception and you with a melee attack while in your range, you can use your
Persuasion skills. If you already have proficiency in either of reaction to make an unarmed strike against that creature.
these skills, you can gain proficiency in another skill from the The strike deals an additional monk die of poison damage.
Monk skill list instead.
Fangs of the Great
Dance of the Snake Serpent
Starting at 3rd level, you have learned to move like a serpent: When you reach 17th level, your movements have become so
coiling back and striking from a favorable position. You can fluid that you can avoid strikes despite moving right past your
spend a ki point to give your unarmed strikes reach until the enemies. Your movement no longer provokes attacks of
beginning of your next turn (no action necessary). opportunity.
In addition, you can move as gracefully through water as At 17th level, you learned to strike at an opponent's most
you do on land. You gain a swimming speed equal to your vulnerable points, preventing their body from protecting
walking speed. itself. Whenever you hit a creature with an unarmed strike,
that creature has disadvantage on Constitution saving throws
until the beginning of your next turn.
Created by: NevernotDM
Arty by: Anastasia Ovchinnikova
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Oath of Dreams
W
hen a paladin takes the Oath of Dreams, they
Tenets of Dreams
Oath Spells
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
..
Oath of Summer
P
aladins who take the Oath of Summer are
usually magnanimous, grand adventurers who Channel Divinity
have no loyalty to anything but their own When you take this oath at 3rd level, you gain the following
desires. They do what they believe is right, no two Channel Divinity options.
matter what kings or queens might try to tell
them. Many revolutions have started when a Kissed by Fire. As a bonus action, you can cause flames to
paladin of summer decried the injustice of the dance across your skin and your hair to ignite. Whenever a
ruling class. But after leading the fight, the paladins of creature hits you with a melee attack, that creature takes 1d4
summer leave for the next grand adventure. fire damage. The flames last for one minute, until your are
incapacitated, or are submerged in water. This die increases
Tenets to a d6 at the 7th level and a d8 at the 14th level.
Fiery Confluence. As an action, you can cause a wave of
Nothing Should Last Forever. Summer is the season of fire to burst from you in a 10 foot radius. Creatures in the
change, wildfires reshape the landscape and the beating sun radius must succeed on a Dexterity saving throw or take a
creates explosive growth. Without change, there is only number of d8 fire damage equal to your proficiency bonus.
stagnation. On a successful save a creature takes half damage. For
Live Passionately. Live in the moment, wear your heart on example, if you are a 5th level character, the creatures would
your sleeve, and never be afraid to do something daring. take 3d8 fire damage. You gain temporary hit points equal to
Be Free. Never be tied down to one place or one person the number of creatures hit with the attack.
for longer than a season. Go wherever the wind takes you.
Oath Spells Aura of Summer
You gain oath spells at the paladin level listed. At 7th level, you emanate an aura of heat and sun. You and
friendly creatures within 10 feet of you have resistance to fire
Oath of Summer Spells damage. Whenever you or an ally hits a creature with a
Paladin level spells weapon attack while in your aura, you can use your reaction
3rd Burning Hands, Faerie Fire to have that attack deal an additional 1d8 fire damage.
5th Continual Flame, Heat Metal
Fiery Justice
9th Blinding Smite, Fireball
Beginning at 15th level, your melee weapon attacks deal an
13th Fire Shield, Wall of Fire additional 1d8 fire damage and you gain immunity to fire
17th Banishing Smite, Immolation damage.
Avatar of Wildfire
When you reach 20th level, you can assume a form of living
wildfire. Using your action, you undergo a transformation.
For 1 minute, you gain the following benefits:
You shine bright light in a 100 foot radius.
When you hit a creature with a melee attack, that attack
deals an additional 2d8 fire damage.
Your attacks and spells ignore resistance to fire damage.
When you use your divine smite feature, the target
becomes engulfed in magical flames. The creature takes
2d8 fire damage at the start of each of its turns unless it
uses its action to staunch the flames with a DC 15 Arcana
check or is completely submerged in water.
Once you use this ability, you cannot use it again until you
finish a long rest.
When you take this oath at 3rd level, you gain the following two
Pack Tactics.
As a bonus action, you channel the power of the
pack into your strikes. Until the beginning of your next turn, you and
creatures if at least one ally is within 5 feet of the creature and isn't
incapacitated.
Ice Prison
As an action, you can summon the winds of winter
and imprison your enemies. Choose a creature you can see within
break free.
Aura of Winter
cold damage. Whenever an ally within your aura is hit with a melee
attack, you can use your reaction to deal 2d6 cold damage to the
attacker.
At 13th level, the damage increases to 3d6, and at 18th level, the
Cold Howl
Starting at 15th level, when you cast the Find Greater Steed spell,
benefits:
Oath of Winter is unofficial Fan Content permitted
You and any creatures summoned by you gain 50 foot flying
under the Fan Content Policy. Not speeds.
approved/endorsed by Wizards. Portions of the Once per turn, when you use your Divine Smite feature, you can
materials used are property of Wizards of the force the target to make a Constitution saving throw. If they fail,
Coast. ©Wizards of the Coast LLC. they are petrified for 1 minute or until they take any damage.
Brew by: NeverNotDm Petrified creatures are not resistant to damage dealt by you.
Art by: Jay Annelli
Edited by: Connor Macennis
Once you use this feature, you can't use it again until you finish a
long rest.
Dawn Walker Ranger
Favored of the Day Dawnbringer
Starting at 3rd level, you have been blessed by a celestial At 7th level, your inner light has been invested with the full
being, spirit, or god and have been invested with a spark of its power of the dawn. Whenever you create light using a ranger
holy magic. You gain resistance to radiant and necrotic spell or class ability, that light is sunlight.
damage.
Corona
Spark of the Sun
When you reach 11th level, your divine spark has fused fully
Beginning at 3rd level, as a bonus action you can invoke the with your personality and body. You gain proficiency in either
power of your holy spark to assume a glowing radiant form. Constitution or Charisma saving throws (your choice).
You shine bright light in a 20 foot radius and dim light for
another 20 feet. While in this form, your weapons attacks Solar Warrior
deal an additional 1d4 radiant damage. At the 7th level this
damage increases to 1d6 and at the 13th level it increases to Beginning at 15th level, you are a light even in the darkest of
1d8. places. You can use an action to radiate sunlight in a 15 foot
The form lasts for one minute or until you end it as an radius. Any magical darkness that comes into contact with
action. Once you use this ability, you cannot do so again until this aura is dispelled.
the next dawn. You and all allied creatures within the aura have enhanced
vitality, as if you were under the effects of the beacon of hope
Dawn Walker Magic spell. The aura lasts for one minute, until you end it as a
Starting at 3rd level, you learn an additional spell when you bonus action, or you are incapacitated.
reach certain levels in this class, as shown in the Dawn Once you use this feature you cannot use it again until you
Walker Spells table. The spell counts as a ranger spell for finish a long rest.
you, but it doesn't count against the number of ranger spells
you know.
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Sorcerer: Chronomancer
Y
our essence has been infused with powerful Chronomancy Spells
temporal magic, giving you the ability to Sorcerer Level Spells
manipulate time itself. While many waste their
lives desperately searching for more time, you 1st Ponder,* Rewind*
can have it at the snap of your fingers. But what 3rd Augury, Blur
you do with it is up to you. Will you attempt to
unravel the mysteries of temporal mechanics? 5th Haste, Slow
Change the past? Or perhaps seize the future? 7th Dimension Door, Divination
As a Chronomancer, decide how you acquired your powers.
Roll on the table below or come up with your own Temporal 9th Gravity Well,* Wall of Force
Origin.
d6 Temporal Origin Gifts of Kronos
1 You are the descendant of time travelers. Beginning at 1st level, your exposure to temporal energy has
transferred knowledge of the past into your memories. You
2
You fell through a temporal rift. The anomaly sent you gain proficiency in the History skill and add double your
to the future and altered your essence. proficiency bonus whenever you make a check with it.
You were a researcher experimenting with temporal In addition, starting at 1st level, you can give yourself more
3 mechanics and during a laboratory accident were time to weave your magic, allowing you to chain spells
exposed to an incredible amount of magic. together. Whenever you use your action to cast a leveled spell,
You had an encounter with a powerful aberration who you can cast a cantrip as part of the same action.
4
granted you these powers for an unknown reason. You can use this ability a number of times equal to half
your proficiency bonus, rounded up, and regain all expend
5
You were born in an area with unstable temporal fields,
such as the Far Realms, Sea of Stars, or Dream Plane.
uses when you finish a long rest.
6
You died, but returned to life years
Temporal Jaunt
You constantly experience deja vu. When you reach 6th level, you can subconsciously increase
the momentum of your personal temporal field. Your speed
Chronomancy Spells increases by 10 feet, you have advantage on saving throws to
avoid being grappled or restrained, and on ability checks to
Starting at 1st level, you learn additional spells when you escape the grappled or restrained conditions.
reach certain levels in this class, as shown on the
Chronomancy Spells table. Each of these spells counts as a
sorcerer spell for you, but it doesn't count against the number Created by: NevernotDM
of sorcerer spells you know. Art by: Youngjae Choi, Heonhwa Choae, susannp4
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Eon’s Chosen
not just the speed of time, but fate itself. If you would
When you reach 18th level, you learn to wield the crushing
Once you use this ability you cannot use it again until you
to do so.
Rewind
Range: self
Components: V, S, M (a wristwatch)
Duration: Instantaneous
In a blur, you return to the same space where you began your
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Mist Walker Ranger
Mist-Touched You have also learned to turn mists and darkness from a
shield into a deadly sword. Whenever you take the attack
When you choose this conclave at 3rd level, your training in action while hidden from a creature, all your attacks against
darkness and obscured terrain has given you heightened that creature this turn deal an additional 1d8 damage of your
senses. You have blindsight, the ability to perceive your weapons type.
surroundings without the use of vision, up to 15 feet.
Spells table. The spell counts as a ranger spell for you, but it
Cloak of Mists
At 7th level you have learned to turn mists and darkness into
You can cast the fog cloud spell as a bonus action without
expending a spell slot. Once you cast the spell this way, you
you can use your reaction to gain a bonus to your armor class
causing it to miss.
Death Walker
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Otherworldly Patron
The Ghost Council Ghostly Flicker
Your patron is the great and immortal Ghost Council of At 6th level, your patron gives you the ability to briefly blink
Orzohva. The Council is the head of infamous Orzhov into the ethereal plane. At the end of each of your turns, you
Church: a massive conglomerate of priests, money lenders, can roll a d20. On an 11 or higher, you vanish, appearing in
and necromancers. Their empire is built of the souls of those the Ethereal plane as if under the effect of the blink spell.
who failed to keep up their end of their bargains. If you need At the start of your next turn, if you are on the Ethereal
power, the Orzhohva can provide it, for a price. All you need Plane, you return to an unoccupied space of your choice that
to do is sign on the dotted line. you can see within 10 feet of the space you vanished from. If
But be warned, for the Ozhova do not tolerate missed no unoccupied space is available within that range, you
payments and don't care for your excuses. And if you fall appear in the nearest unoccupied space (chosen at random if
behind... well best not to think about it. more than one space is equally near).
You can use this feature a number of times equal to half
Expanded Spell List your proficiency bonus, rounded up, and regain all expended
The Ghost Council lets you choose from an expanded list of uses when you finish a short or long rest.
spells when you learn a warlock spell. The following spells
are added to the warlock spell list for you. Poor Unfortunate Souls
Starting at 10th level, the Ghost Council gifts you a small
Ghost Council Expanded Spells silver cage that can be used as the material component of the
Spell Level Spells soul cage spell. You can hold a number of souls equal to half
1st Dissonant Whispers, Distort Value your proficiency bonus in the cage. If you lose the cage or it is
destroyed, the ghost council can replace it at the end of a long
2nd Detect Thoughts, Spiritual Weapon rest if you spend 1 hour in humble supplication, but you gain
3rd Revivify, Spirit Guardians 1d3 levels of exhaustion.
You learn the soul cage spell which doesn't count against
4th Death Ward, Phantasmal Killer the number of warlock spells you know. You can cast it as a
5th Antilife Shell, Raise Dead 6th level spell once per long rest without expending a spell
slot.
Debtor's Prayer What is Dead May Never Die
At 1st level, your deal with the Ghost Council allows you Beginning at 14th level, the Ghost Council will lend you their
access their well of magical energy: for a price. As a bonus legendary resistances in exchange for your life force.
action, you can regain an expended warlock spell slot. When If you fail a saving throw, you can choose to succeed
you do, roll a number of d6 equal to the warlock spell slot's instead. When you use this ability you gain 1d3 levels of
level. You take damage equal to the amount rolled and this exhaustion.
damage cannot be reduced in any way. For example, if you
are a 5th level warlock you would take 3d6 damage to recover
one third level warlock spell slot.
You can use this feature a number of times equal to your Brew by: NeverNotDM
proficiency bonus and regain all expended uses when you Art by: Greg Staples
finish a long rest.
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Otherworldly Patron
W
izards who study the heavens learn of the
When you select this school at 2nd level, you learn to harvest
swirl around you. The mantle lasts for one minute, until you
another 15 feet.
forces.
When you assume your Mantle of the sun, moon, and stars,
ends.
following benefits:
Patreon: NevernotDM