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5e Homebrew Edition Players Handbook

This document provides an alternate character creation system for Dungeons & Dragons 5th edition that aims to add more backstory and history to characters. It does away with class-based proficiencies and instead ties them to backgrounds through "special abilities" that replace feats. These special abilities have prerequisites like backgrounds or ability scores, and are meant to reflect a character's experiences before adventuring. The document then provides sample character concepts, new races, classes, class archetypes, domains, and feats to demonstrate this character creation process.

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0% found this document useful (0 votes)
690 views155 pages

5e Homebrew Edition Players Handbook

This document provides an alternate character creation system for Dungeons & Dragons 5th edition that aims to add more backstory and history to characters. It does away with class-based proficiencies and instead ties them to backgrounds through "special abilities" that replace feats. These special abilities have prerequisites like backgrounds or ability scores, and are meant to reflect a character's experiences before adventuring. The document then provides sample character concepts, new races, classes, class archetypes, domains, and feats to demonstrate this character creation process.

Uploaded by

Cpazmatikus
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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useful as taking an Ability Score Increase or

5e Homebrew Edition in some cases they are seen as a trap. So I


Players Handbook. started to think of the feats more as special
abilities, gave them specific pre-requisite
What follows is an alternate way of creating a abilities or score and opened them up to be
character and feature a restructure of the reflective of a characters story arc prior to
character creation process and feat adventuring instead of tying them to a specific
implementation. The main reason for this is to background.
hopefully fill in a few gaps and create
characters with some history or back-story. The result is this character creation method.
The reason this came about is from a As always your Dm is the final voice of
conversation I had before starting a new authority as to whether you can use this but I
campaign in which someone playing a wizard have play-tested it and I feel it creates more
wanted to wear armour, their reason for this is rounded characters, helps players think about
that in a previous fight the wizard had their their back story as well as giving them a few
mage armour dispelled and the wizard was niche abilities.
knocked unconscious before they could recast
it, the player did not want to multiclass so was In addition, I've also included some
thinking about taking the Lightly Armoured homebrew races, classes and class specific
feat and some one playing a paladin wanted to feats.
know why the wizard would get an extra
point of strength or dexterity for training in You'll still need a copy of the official
light armour when other classes do not get the Dungeons & Dragons Players Handbook and
ability score increases for starting off with the you may also want a copy of Xanathar's
armour proficiencies. Guide to Everything.
I was a little lost for an answer, logically I
could not fault the reasoning, surely the
training would be the same so it would stand
to reason classes that start off with armour
should get the ability increases. But I went to
the internet and largely got the same
responses which were:
1) Wizards should not be taking the lightly
armoured feat and should continue to use
Mage Armour and use their feat slot for
something more "wizardly".
2) The Wizard should Multiclass.
3) Classes that start off with armour
proficiencies are not disadvantaged as they
get to take a full ability score increase at later
levels where as the Wizard has to use a ability
score increase slot to take the feat and the +1
Strength or Dexterity Bonus makes it a little
less painful to do so. But they should either
rely on Mage Armour or Multiclass instead.
None of these answers really filled me with
confidence. So I decided to try a different
route, do away with armour proficiencies, and
to a lesser extent weapon proficiencies, and
tie them into the Backgrounds. After some
tinkering I realised that a lot of feats do not
actually get taken as they are seen as not as

Dmitry Smirnov (Order #35734326)


Contents:
Page 3: Step by Step homebrew character
creation process.
Page 8: Example of Character concepts.
Page 12: Race: Abyssal Feral Tiefling
Page 13: Race: Feyling
Homebrew Character Classes:
Page 17: Arcano-Artificer.
Page 19: Arcano-Artificer Specialisation:
Alchemist
Page 21: Arcano-Artificer Specialisation:
Mechanist
Page 22: Arcano-Artificer Specialisation:
Warsmith
Page 24: Barbarian, Primal Path of the
Draegloth
Page 25: Barbarian, Primal Path of the
Lycanthrope
Page 27: Bard, College of Dirge Singers
Page 28: Cleric, Ooze Domain
Page 29: Druid, Circle of the Creeping Doom
Page 30: Fighter, Knife Fighter Archetype
Page 31: Fighter, Occult Ritualist Archetype
Page 32: Monk, Way of Sumo
Page 34: Paladin, Oath of the Tyrant's Edict
Page 35: Paladin, Oath of the Forgotten
Page 36: Ranger, Bounty Hunter Archetype
Page 37: Rogue, Creed Archetype
Page 39: Rogue, Thug Archetype
Page 39: Sorcerer, Otherwordly Patron Origin
Page 41: Warlock, Symbiote Patron
Page 42: Wizard, School of Mutagenic
Surgery
Page 48: New Feats
Page 55: General Spellcaster Concepts:
Wizard character Concepts.
Page 73: Bard character Concepts.
Page 78: Sorcerer Concepts.
Page 86: Druid Concepts.
Page 93: Cleric Concepts.
Page 110: Warlock Concepts.
Page 132: Fighter: Eldritch Knight Concepts.
Page 135: Rogue: Arcane Trickster Concepts.
Page 138; Ranger Concepts.
Page 148: Paladin Concepts.

Dmitry Smirnov (Order #35734326)


captain and ship you sailed with can go a long way to
helping a DM create a world that feels lived in and
Step by Step Character gives some points of contact you may be able to
reference in conversation.
Creation Process:
Step 5:
So where do we start? Assign your Special Abilities.

Step 1: Yes you read that correctly. These are the Feats from
Well first and foremost, we start with a concept, this is the PHB reflavoured to fill in some gaps in the
just a word or two and maybe a brief sentence to character creation process. I've listed the feats below
describe the character but does not reference their class and assigned each one a "prerequisite", this may mean
or race, such as; that you require a certain background, a certain
The Educated Fool, although the character is highly proficiency bonus, a particular ability score, a
educated but they make foolish decisions. This maybe particular skill or a combination of these. But,
by design or just circumstance. effectively, if your character meets these prerequisites,
The Brute, the character likes to create the impression your character has that feat/special ability (including
they are unintelligent. any ability score increases the feat may bestow, but
Honour & Justice, the character always upholds the your ability scores are still capped at a maximum of
law, even if its detrimental to them. 20).

Step 2: This is also where you use some player agency, if you
Choose your characters Race. Note: If you choose the qualify for a feat/special ability you do not have to take
Variant version of Human you can only choose the it, if it does not fit in with the character concept you
racial feat: Prodigy from "Xanathar's Guide to have then don't take it.
Everything" for your bonus feat, there is a reason for
this which should become apparent further down. These special abilities then become the various skills,
Also note the special abilities below, some races combat techniques, favours or addition training your
automatically qualify for Lightly Armoured, character received prior to embarking on their
Moderately Armoured and Weapon Master by dint of adventuring career: Maybe your background as a Sage
their racial abilities, they gain the benefits of these (Astronomer) led you to develop the Keen Mind
even if they do not meet the pre-requisite ability ability, you tour of duty as a Soldier in multiple battles
scores: led you to develop armour and weapon skills or your
Dwarves and Elves are considered to have Weapon life as a Entertainer (Gladiator) was spent in
Master due to their Weapon Training abilities. underground fight clubs and honed your wrestling
Mountain Dwarves are considered to have Lightly abilities and gave you the Grappler and Tavern Brawler
Armoured and Moderately Armoured due to their abilities.
Dwarven Armour Training Ability and gain the ability
score increases from those two special abilities. Also be aware that these special abilities are fluid in
Githyanki are considered to have Lightly Armoured, that as you gain experience and advance in character
Moderately Armoured and Weapon Master due to their levels it is possible to naturally gain further special
Martial Prodigy ability. abilities. They may come in at ANY level, when your
proficiency bonus increases or when you decide it is
appropriate for your character to start displaying it and
Step 3: not just when you qualify for an ability score increase
Assign your ability scores. However, DO NOT roll or feat.
your ability scores or do a point buy, the reason for this
will hopefully become apparent, only use the standard
stat array of 15, 14, 13, 12, 10, 8. Special Abilities:
Including your racial adjustments your ability scores *Note: you can only take each special ability once
should range from between 6 to 17. unless it is other noted in the description*
Each ability score is still capped at a maximum of 20. These special abilities maybe skills your character
picked up during previous jobs they held, they may
come from a guild or military regiment they are or
Step 4: were a part of, they maybe family traits that have been
Choose your Background. passed on from one generation to the next. You may
This governs how your character spent their formative qualify for many special abilities but you do not have
years, whether that was as an Acolyte in a cloister to take them, if you feel they do not fit in with your
studying under a cleric, being a soldier after being character then do not take them.
conscripted into the army, being a young Noble at If at a later stage you decide something would make
court etc. sense and you still meet the pre-requisites for the
Where possible do a little fleshing out, the name of ability you can then work with your DM to introduce
your characters home town, the name and profession of that facet of your character.
your characters favourite aunt or the name of the

Dmitry Smirnov (Order #35734326)


third etc), each choice allows you to
Special Pre-requisite ability scores/skills. apply the benefits of the Elemental
Ability Adept feat to spells that deal that
Alert Your keen senses make it hard for elemental energy type.
people to catch you unawares. If you Grappler Whether through rough housing with
have proficiency in the skill: your siblings, taking part in illegal
Perception and +4 or greater Wisdom bare knuckle fighting at the local
Modifier you gain the benefits of the tavern or earning a profession as a
Alert feat. wrestler you've picked up a few holds
Actor For some acting is not just a job, its a in your time. If you have proficiency
lifestyle, you change faces and with the skill: Athletics and a Strength
mannerisms as the wind changes. If score of 13+, you can use the Grappler
you have proficiency with the skills: feat.
Deception & Performance and Great You know weapons, and you like
proficiency with Disguise Kits, you Weapon them the heavier the better. If you
gain the Actor feat. Master have a Strength score of 13+ and
Athlete You have exceptional cardiovascular proficiency with Martial Weapons you
ability. If you have proficiency in the can use the Great Weapon Master feat.
skill: Athletics and have a Strength of Healer You know about herbs, tonics and
14+, you gain the benefits of the poultices and how best to apply them.
Athlete feat. If you have Proficiency with the skill:
Charger Some times the direct approach is the Medicine and at least a +3 Proficiency
best approach. If you have a Strength bonus you can use the Healer feat.
score of 16+ you can use the Charger Heavily You've studied with the best and
feat. Armoured understand how to move when
Crossbow Bow, winch, trigger, string, you know encased in metal. If you have a
Expert them all intimately. If you have a Strength score of 15+ you gain the
Dexterity score of 16+ and proficiency Heavily Armoured feat.
at least two types of Crossbow you Heavy You've tweaked and adjusted armour,
can use the Crossbow Expert feat. Armour you've studied it composition and how
Defensive You've been in a few duels in your Master the components move. If you have a
Duellist time and know just when to parry. If Strength score of 16+ you gain the
you have a Dexterity score of 13+ and Heavy Armour Master feat.
proficiency with at least one Weapon Inspiring You know how to deliver a powerful
with the Finesse property you can use Leader speech and where to emphasize certain
the Defensive Duellist feat. words for maximum effect. If you
Dual Wielder Shields are for cowards, you like your have Proficiency with the skill:
weapons. If you have a Strength or Persuasion and a Charisma score of
Dexterity score of 14+ and proficiency 13+ you can use the Inspiring Leader
with Simple or Martial Weapons you feat.
can use the Dual Wielder feat but only Keen Mind You've studied how the sun moves
with weapons you are proficient with. through the sky, used mental exercises
Dungeon Sewers, caves systems and mazes are to keep time and improve memory and
Delver you playgrounds. If you have studied the seasons. If you have an
proficiency with the skills: Intelligence score of 13+ and
Investigation & Perception and a proficiency with the skill: Nature you
Dexterity score of 14+ you gain the gain the benefits of the Keen mind
benefits of the Dungeon Delver feat. feat.
Durable Sometimes hardiness comes with Linguist You love the interaction of words and
experience. If you have Constitution how they change and evolve from
saving throw of +4 or greater you gain dialect to dialect. If you have
the benefits of the durable feat. Intelligence score of 13+ you gain the
Elemental You maybe a pyromaniac or you may Linguist feat.
Adept just get really invigorated during a Lightly You may have had some basic military
heavy storm. If you are able to cast at Armoured training or you may just have had a
least one spell, you can select one rough upbringing. If you have a
energy type for each +1 of your Strength or Dexterity score of 11+ you
proficiency bonus (not spell casting gain the benefits of the Lightly
ability score), once chosen these Armoured feat. Hill Dwarves and
cannot be changed (so a +2 bonus you Githyanki automatically receive this
get two energy types, when you get to ability.
+3 proficiency bonus you can choose a Lucky Some call it card counting, some say

Dmitry Smirnov (Order #35734326)


you used weighted dice, some say you Martial Adept feat, if using Dexterity
are blessed and others that you are to meet these requirements you can
skilled, whatever the case you've only use this feat with weapons that
learned that sometimes, things just have the Finesse property and you can
work out. If you have one ability score only use this feat with weapons you
at 18+ and proficiency with at least 2 are proficient with.
types of Gaming sets you gain the Martial You have spent time honing your
benefits of the Lucky feat. Weapon martial skills. If you have the Soldier
Mage Slayer You've learned to always be on guard Training background or Strength & Dexterity
around spell casters and know how to scores of 13+ you are proficient will
counteract them if they are close by. If all Martial weapons.
you have a Proficiency bonus of +3 or Medium Your training has enabled you to
greater and have proficiency with one Armour customise your armour. If you have a
or more Martial Weapons you can use Master Strength or Dexterity score of 15+ you
the Mage Slayer feat when using a gain the benefits of the Medium
weapon you are proficient with, Armour Master Feat.
Magic Choose one of the following: Mobile You're a nature sprinter, quicker of
Initiate You've spent a lot of time at festivals feet as well as quick of mind. If you
and in ale houses; listening to, and have a Dexterity score of 14+ and
talking with, bards and picked up a proficiency with the skill: Acrobatics
few things. If you have Charisma 13+ you gain the Mobile feat.
you can select the feat Magic Initiate: Moderately You may have received additional
Bard. Armoured training, either with a military
or organisation or veteran adventurer. If
You have a strong relationship with a you have Strength or Dexterity 13+
particular Cleric or religious order and you gain the benefits of the
they have taught you some basic Moderately Armoured feat, Hill
prayers. If you have Wisdom 13+ you Dwarves and Githyanki automatically
can select the feat Magic Initiate: receive this ability.
Cleric. Mounted You've spent time in the saddle, either
or Combatant riding for fun, for sport or for war. If
You rescued a wild animal from a trap you have proficiency with the skill:
or helped put out a wild fire and Animal Handling and a Dexterity
earned the respect of a local Druid. If score of 16+ you gain the Mounted
you have Wisdom 13+ you can select Combatant feat.
the feat Magic Initiate: Druid. Observant You've a keen analytical mind and
or notice the small details as well as see
You always suspected you were the big picture. If you have a +3 or
special and now you feel the tingle of greater Proficiency bonus and
power in your very blood. If you have proficiency with the skills:
Charisma 13+ you can select the feat Investigation and Perception you gain
Magic Initiate: Sorcerer. the benefits of the Observant feat.
or Pole Arm You've studied more exotic weapon
You reached out to an otherworldly Master techniques and know how to make
patron, you were sensible enough not best use of a long weapon. If you have
to sell your soul but paid a price and proficiency with at least one Martial
took out a minor contract/pact of weapon you can use the Pole arm
service. If you have Charisma 13+ you Master feat but only with weapons that
can select the feat Magic Initiate: you are proficient with.
Warlock.
Resilient Some experiences make you durable,
or
other just hone your resilience. If you
You found a wizards spell book and a
have a Proficiency Bonus of +4 or
few spell scrolls and studied them
higher you gain the benefits of the
until they made sense. If you have
Resilient feat.
Intelligence 13+ you can select the
feat Magic Initiate: Wizard. Ritual Caster Choose one of the following:
You have a strong kinship with a
Martial You've studied battle tactics, talked to
particular college of Bards and they
Adept generals and mastered the art of
have tutored you into some magical
making command decisions. If you
secrets. If you have a Charisma score
have a Strength or Dexterity score of
of 15+ you gain the Ritual Caster:
15+ and proficiency with at least one
Bard feat.
Martial Weapons you can use the
or

Dmitry Smirnov (Order #35734326)


Your friendship with a particular limited to whatever weapon
Cleric or religion has taught you some proficiencies you gain from selecting
additional forms of prayer. If you have your class.
a Wisdom score of 15+ you gain the Skilled Experience can be a harsh mistress but
Ritual Caster: Cleric feat. sometimes it can also reveal talents
or you never knew you had. Choose
You've earned the respect of a either Intelligence or your Proficiency
particular Druid Circle for the aid you bonus, if you have an Intelligence
have given them in the past. If you score of 14+ or a Proficiency bonus of
have a Wisdom score of 15+ you gain 4+ you gain the benefits of the Skilled
the Ritual Caster: Druid feat. feat, reflecting additional skills/tools
or you have picked along your journey.
You've learned that blood has innate Skulker You know how to hug the shadows
power that can be coaxed out through and remain unseen for a split second
proper ritual observances. If you have longer than most. If you have a
a Charisma score of 15+ you gain the Dexterity score of 13+ and proficiency
Ritual Caster: Sorcerer feat. with the skill: Stealth, you gain the
or benefits of the Skulker feat.
You've been tempted into a minor pact Spell Sniper You combine your keen spellcasting
of service to an Otherworldly Patron powers with those of your natural
who teach you a version of the Pact of senses. If you are be able to cast at
Tome. If you have a Charisma score of least one spell that requires a to hit
15+ you gain the Ritual Caster: roll, have proficiency with the skill:
Warlock feat. Perception and have your spell casting
or ability score is 16+ you can use the
You've perused a few spell tomes, and Spell Sniper feat.
studied numerous spell scrolls and Tavern You have been involved in more than
fathomed out some magic rituals Brawler one bar room brawl, and may still
through trial and error. If you have an cause a few. If you have a Strength or
Intelligence of 15+ you gain the Ritual Constitution score of 14+ you gain the
Caster: Wizard feat. benefit of the Tavern Brawler feat.
Savage You've studied the tactics and rage of Tough Some experiences make you durable
Attacker the Barbarian and learned to harness a or resilient, some just make you tough
little of your own anger and rage. If as old bones. If you have a
you have proficiency with at least one Constitution Saving throw of +7 or
Martial Weapon and have a +3 or higher you gain the benefits of the
greater proficiency bonus you can use Tough feat.
the Savage Attacker feat but only War Caster Your knowledge of spell casting is
when using a weapon you are
combined with an astute tactical
proficient with.
training. If you are able to cast at least
Sentinel You've studied the chakras, nerve one spell and your Spell-casting
points and vital area's and know where ability score 14+ you gain the
to hit people. If you have a Strength or Warcaster feat.
Dexterity 16+ and proficiency with at Weapon You've taken addition training to learn
least one Martial Weapon you can use Master more weapon techniques. If your
the Sentinel feat. If using Dexterity to Strength or Dexterity score is 13+ you
gain access to this, you can only apply gain the benefits of the Weapon
Sentinel to Simple weapons or Master feat. If using Dexterity to gain
Weapons with the Finesse trait. this feat you can only select weapons
Sharpshooter You've learned to shoot with with the light or finesse properties.
precision, aiming for vital areas and Dwarves, Elves and Githyanki
chinks in your opponents armour. If automatically receive this ability
you have a Dexterity score of 16+, gaining the weapons noted in their
proficiency with the skill: Perception racial descriptions. As Weapon Master
and have proficiency with at least one grants 4 weapon proficiencies and
ranged weapon, you can use the Githyanki only receive 3 weapons
Sharpshooter feat when using a ranged proficiencies, they can choose 1 extra
weapon you are proficient with. weapon if they desire.
Simple You have some basic weapons
Weapon training. If you have the Soldier
Training background you are proficient with all
Simple Weapons. Otherwise you are

Dmitry Smirnov (Order #35734326)


(For those worried about balance and ability scores, if
you could qualify for ALL the special abilities you
would gain:
+2 points you could add to Strength
+4 points you could add to either Strength or Dexterity
+1 point you could add to either Strength or
Constitution
+1 point you could add to Constitution
+2 points you could add to Intelligence
+1 point you could add to either Intelligence or
Wisdom
+1 point you could add to Charisma
+1 point you could add to any ability score.
But remember, ability scores are still capped at a
maximum of 20 so some of these points may become
redundant).

Step 6:
Choose your Starting character class.
All classes have the following changes:
All classes still grant their normal weapon
proficiencies as dictated by the PHB but no class grants
any armour proficiencies. Armour proficiencies are
dictated by your special abilities gained above. but if a
class gives you an alternate way of calculating your
AC, such as Monk or Barbarian, you still retain those.
All classes lose their Ability Score Increases slots.

Step 7:
Play, get experience and level up!
When you level up you can remain single classed or
multiclass if it fits in with your character concept.
Ability Score increases are now based on your
Character Level not individual class level and gained
when you reach Character Level 4, 8, 12, 16 and 19.
When you gain an ability score increases you can use
them to either take one of your races racial feats from
Xanathar's Guide to Everything, or a normal Ability
Score Increase.
As your ability scores increase you may gain further
special abilities from the list above, these reflect
sundry skills or training you pick up or regularly
observe as you travel.
Included below are some homebrew feats, these are all
themed to particular classes so could also be
substituted for the Ability Score Increases as you level
up.

Dmitry Smirnov (Order #35734326)


& Performance). You change your name and
appearance now and then and even impersonate people
Character Concept that you've met to create new identities (OOC: you
develop Actor), you've forged a strong bond with
Examples: Pickle; the horse who pulls the wagon and even used
her to fight off and escape an angry mob on occasion
Below are some examples of how to rationalise these (OOC: you develop Mounted Combatant).
abilities/amalgamate them into your back-story and You have thought about turning over a new leaf (OOC:
also show a little player agency in taking just those that you take the your first class level) as the paranoia of
may be relevant to your characters story or concept. being constantly on guard is getting a little draining.
These are fairly brief, I go into more detailed ones
***
later.
*OOC = Out Of Character, just to show which
feat/special ability is being referenced*
Concept: The Hooded Claw (Requires Dex
15, Int 14), Criminal Background:
*** You were always good with a lie and good at going
unnoticed and had quick eyes that saw everything from
Concept: The Blessed (Requires: Dex 13, Wis approaching city watch, to a concealed purse to
15, Cha 13), Acolyte Background: following a mark back to their home or place of
You were an orphan left on the steps of a temple, business (OOC: you develop Skilled, taking
raised within its confines to be a devout servant of the Investigation, Perception and Survival) and you were
gods, your life was one of prayer and charity work. even better at using the sewers to get around the city
You accompanied the Clerics of the temple to a area (OOC; you develop the Skulker and Dungeon Delver).
where disease was rife, the Clerics worked night and It was only a matter of time, sooner or later they would
day to find a cure but all they could otherwise do was find your or you would find them, the Thieves Guild
to alleviate the suffering, it was in this dark time that called the Hooded Claw, and one night they accosted
you first felt a gods presence guiding your actions as you as you were tailing a mark. The offer was simple,
you managed to keep people from dying with but a work for them or don't work ever again. They took you
touch and roused their spirits with a smile and a word in, trained you in more elaborate and deadly techniques
(OOC: you develop Inspiring Leader and Magic (OOC: you develop Weapon Master, Martial Adept
Initiate: Cleric taking Resistance, Spare the Dying and and Lightly Armoured).
Cure Wounds), those Clerics that witnessed this The testing is constant and expectations are high. You
believe you blessed and this believe only grew when are a member of the Thieves Guild, and they will find a
you started to manifest knowledge of rituals of use for your skills whatever they may be (OOC: you
detection and purification (OOC: you develop Ritual take the your first class level).
Caster: Cleric and used Detect Poison & Disease and
***
Purify Food & Drink).
Once the crisis was over and you returned to the
Temple you were fast tracked through the Seminary in Concept: Bard in Residence (Requires Dex
the hopes you would bring your blessed nature into the 13, Int 14), Entertainer Background:
ranks of Clerics. They trained your body as they had You hated travelling and when you found a very plush
your mind (OOC: you learned Lightly Armoured and hotel in the city that was looking for a bard you applied
Moderately Armoured) and as the day of your and got the gig. It was better than you hoped, you got
confirmation approached they waited with baited free room and board and kept whatever tips people
breath for you ascension into the clergy, but you had gave you. You were a hit! You spent your time in the
some reservations (OOC: you take the your first class hotel bar, playing the lute and singing or reciting
level). poetry, as time passed you increased your repertoire,
learning to play drums, xylophone and to even put on
*** display of fire breathing (OOC: you learn Skilled
taking two musical instruments and alchemist supplies
Concept: The "Legitimate" Travelling to create your fire breathing oil) and you put on
Merchant (Requires Dex 16, Int 14), displays of acrobatic weapon skill (OOC: you develop
Charlatan Background: Weapon Master taking dagger, dart, hand axe and
You failed at business after business, year after year, whip).
regardless of what you tried, you failed. And then it hit All good things must come to an end however, your
you, you failed because you were doing things by the end came when your fire breathing set fire to the bar
book, all above board and legal but others didn't and so and almost burned the hotel to the ground during one
you set up a travelling medicine wagon intending to performance and you almost killed a patron during
peddle hope and coloured water and dupe people into your wall of death/throwing daggers whilst blindfolded
buying "cure alls" and "elixirs of youth" and, although trick. You we're kicked out and now must find alternate
you have to keep a look out for "the law", you've had employment (OOC: you take your first character level).
more success and wealth than ever before (OOC: you ***
develop Skilled; taking Animal Handling, Perception

Dmitry Smirnov (Order #35734326)


Concept: Cry Wolf (Requires Str 14), Folk Armour Master) and then you invited the holy man to
Hero Background: come round to discuss terms for buying the forge from
You were a hero to your village, you would patrol the you and when he arrive, you tossed him into the forge
village walls, help the farmers and retrieve any errant and stoked it until the coals burned white hot.
animals that wandered off. They hung on your every His screams still haunt you and the forge still talks to
word when you regaled them with tales of the wolves you but you are not sure if you are a better smith or
that hunted the woods that you had to fight off to bring person for you actions and abilities (OOC: you take
sheep or goats back alive, all armed with nothing more your first character level).
than your trusty stick and butter knife (OOC: you ***
develop Weapon Master club and dagger). You would
routinely go out of town and run through the woods, Concept: The Excommunicate Cleric
climb trees, hike up hills and dive into and swim (Requires Str or Dex 16, Int 14, Wis 15),
steams (OOC: you develop Athlete) and each time you
came back you would have more stories of defeating Hermit Background:
the animals of the woods to add to your repertoire, You were at one time a high ranking Cleric in a large
from the day you defeated the huge red furred dire city but you were excommunicated due to a major
wolf, to the time villagers starting hearing a strange scandal and cast out of the city. As part of the
noise coming from the woods which you told them excommunication there was a ritual that stripped you
lured you into a misty glade, the shrill but haunting of your God's favour, removing all your cleric abilities
noise was created by a Hag which you fought and and spell casting power. Alone and with little to show
drove off. Eventually though someone called your for you lifetime of service you left the city and entered
bluff, a bear walked into the village and started to rifle into exile.
through the food stores, the call went out for you to As you spent time alone in quiet reflection you came to
drive the bear off, but you had already fled. When the realise that you had not been completely abandoned,
bear was driven off by the rest of the village you were after long periods of meditation and reflection some of
found hiding and brought before the village elders to the old minor prayers you knew began to be answered
explain yourself and so your sorry tale of lies was again (OOC: you developed Magic Initiate: Cleric) and
found out. Now, nothing more than a laughing stock, through much trial and error you again felt some of
you feel forced to leave and find a new life (OOC: you your Gods grace flow through you as you practiced and
take your first character level). relearned the old rituals of faith (OOC: you developed
Ritual Caster: Cleric).
*** Your hermitage has also broadened you view of the
world, where once you were stoic and saw everything
Concept: The Blacksmith (requires Str 16, Int as matter of fact and black and white, now you
13), Guild Artisan Background: understand the various shades of grey which colour the
You remember the day you were brought into the world. You have developed, out of necessity, talents in
Guild and given the forge, you also remember laughing hunting, cooking and how to work leather and hide
at that holy man who said the place was haunted. You (OOC: you developed Skilled and took Cooking
were already a master blacksmith and soon had a well Utensils, Survival and Leather working tools), you
renowned forge up and running, then one night a learned how to care for weapons and use crossbows to
blackened skeleton crawled out of the red embers of hunt game, from light crossbows to hunt squirrels and
the forge, although taken a back, you realised that the rabbits, to heavy crossbows for hunting deer and bear
action of pounding red hot metal into shape could also (OOC: You develop Weapon Master) as the months
me used to pound undead into ash. This became a turned to years, you had run ins with roving bandits
nightly occurrence but you never thought of shutting and beasts of various types that would stumble upon
down, even when the holy man returned to offer to buy you camp so learned to turn you crossbows against all
the premises from you. Over time, smiting undead with creatures at a moments notice (OOC: you develop
your forge hammer and tools became second nature Crossbow Expert) as well as to hunt game at extreme
(OOC: you develop Weapon Master taking light range through dense woodlands (OOC: you develop
hammer, warhammer, mace and maul). Soon you also Sharpshooter).
heard a whispering and the promises of power and You appear unkempt and many villages in the area tell
secrets that you needed to know. The spirit of the forge tales of the wild man of the woods, clad in animal
spoke to you and offered to teach you some secrets of pelts, that is an avatar of the Horned Man. This is far
the forge and revealed the undead were summoned by from the truth, the leather and hides you wear are basic
the holy man who wanted to desecrate the forge. The protection (OOC: you develop Lightly Armoured and
spirit of the forge bestowed some magical knowledge Moderately Armoured) and you wandered the woods
to aid with the smithing craft (OOC: you develop trying to make sense of how you life and deeds brought
Magic Initiate Cleric taking Guidance, Mending and you into this situation. Your former role of Cleric may
Searing Smite, tweaked a little to reflect forge domain), never be restored but now you have a future that you
with this revelation in mind you crafted your own can make your own with the few years that may be left
armour and trained in its use until you could wear it to you (OOC: you take the your first class level).
whilst forging (OOC: you develop Lightly Armoured, ***
Moderately Armoured, Heavily Armoured and Heavy

Dmitry Smirnov (Order #35734326)


mighty halberds aloft. You marvelled at their prowess
Concept: The Aristocratic Brawler (Requires as they put on a display of combat techniques in the
Str 15, Dex 15), Noble Background: town square, you went home after running some
In your late teens you were called a wild child by errands and that very evening mimicked their moves
some, a drunken wastrel by others and foppish dandy using an old broom and as the years of service passed
by your detractors. You snuck out of the châteaux at you graduated to using a quarterstaff and you still run
night and went into town to frequent the local taverns, those practice drills when you are alone or think no-
bars and bordello's and more often than not started, or one is watching (OOC: you develop Weapon Master,
got involved in, fights; from bar room brawls to Pole Arm Master and Martial Adept) and one day you
underground bare knuckle fight clubs (OOC: you may get to own your very own halberd but for now
develop Grappler and Tavern Brawler) you earned a your quarterstaff has to suffice.
name and soon had people seek you out to test Your childhood was hard, the Wizard you served was
themselves out against your fighting prowess, not unkind but certainly uncaring, but you still had the
commoners buying you drinks to get you drunk before chance to learn. Almost be accident the Wizard taught
starting a brawl with you and other nobles challenge you Draconic, Elvish and how to read magical glyph
you to duels over some imagined matter of honour. and script (OOC: you develop Linguist), you were
You became adept at using weapons from the humble taught some minor magic to speed up your chores
tavern tankard to the finest rapier as well as knowing (OOC: you develop Magic Initial Wizard taking Mage
just when to low blow an opponent (OOC: you develop Hand, Prestidigitation and Unseen Servant) and having
Weapon Master and Martial Adept) as well as how to to be awake an hour before the Wizard every morning
fight multiple people at one with whatever weapon to feed the chickens, milk the goat and prepare his
comes to hand (OOC: you develop Defensive Duellist breakfast and prepare for the day has led you to have a
and Dual Wielder). near eidetic memory (OOC: you develop Keen Mind).
Eventually your family grew tired of covering up your With a gruff goodbye and a barely discernable wave of
various escapades sent you out into the world with a his hand, the Wizard dismissed you from service on
modest amount of money and told you to come back what he said was your eighteenth birthday, his only gift
once you had made a name for yourself (OOC: you was a letter of recommendation for the Wizard
take the your first class level). Academy if you chose to pursue the arcane arts and a
pouch of gold coins to keep you going if you decide to
*** find alternate avenues of employment (OOC: you take
the your first class level).
Concept: The Outrider (Str 14, Dex 16),
Outlander Background: ***
You disliked city living and took to earned a living
riding crossbow on a stage coach (OOC: you develop
Concept: Press-ganged (Requires Dex 13, Int
Mounted Combatant and Weapon Master taking light 14), Sailor Background:
crossbow, heavy crossbow, spear and short sword) One moment you were quite happy being a shepherd
your job was to keep a look out whilst the driver got (OOC: you develop Skilled taking Animal Handling,
the coach to its destination and shot anyone that got to Vehicles (land) and Weaving tools), the next, your
close, you got the coach through numerous scraps and quiet evening in the tavern having a well earned pint at
ambushes (OOC: you develop Crossbow Expert) and the end of a long day, turned into a brutal and
spent time travelling cross country to scout out the way unpleasant experience when the Navy recruiters came
ahead whilst the driver and passengers rested (OOC: round, there was not much of an option, you looked
you develop Athlete). able bodied they whacked you over the back of the
You like the job but something is calling you, some head and carted you off to a ship. When you woke up
desire or wanderlust to see other places, do other things you were at see, bound for a port in a country you had
and maybe, be with other people (OOC: you take your never heard of. You were taught how to man the ship,
first character level). run the rigging, weigh the anchor and all the other
things that come as part of a sailors life, you learned to
*** use belaying pins and cutlass to fend off pirate attacks
as well as harpoons for fishing and whaling (OOC: you
Concept: The Apprentice (Requires Str 15, Int develop Weapon Master taking club, javelin, spear and
13), Sage (Wizards Apprentice) Background: scimitar), you spent many hours scrambling through
The exuberance of youth is often hard to quell. You rigging and tying down cargo during storms so
were sold by your parents to a Wizard when you were horrendous you scarcely believed such a thing could
young, they needed drinking money and the wizard exist (OOC: you develop lightly armoured, although
needed a new servant after accidentally blowing up the you've not used armour you've spent many hours
last one, it was a win/win situation for everyone except soaked to the bone with rain and sea water which has
you. You role was one of daily chores, the occasional got you used to wearing heavy clothing and taught you
beating and being seen but not heard. to be a little stronger and a little more dextrous). Your
You fondly remember the day the Queen visited the ship eventually made it to their destination and you
town, how her royal guard swept into view, resplendent were told you could go on you way, albeit penniless, or
in their shining plate mail armour and carrying their crew the ship for the return voyage, you really are not

10

Dmitry Smirnov (Order #35734326)


sure which is more preferable (OOC: you take your
first character level).
***

Concept: The Drumhead (Requires Str 13),


Soldier Background:
The army recruiter sat in the village hall, an upturned
bass drum serving as a makeshift table, a pile of Gold
Shillings (coins) on it. "Sign up, take the Kings
Shilling and serve your country" He said. The had been
a drought which led to a famine which led to fewer
opportunities for work in area and so you signed up.
Training was hard and rigorous but you mastered the
basics (OOC: you develop Weapon Master in
quarterstaff, spear, club, light crossbow and Lightly
Armoured) and then you were sent to the front line
where you learned to adapt or you died (OOC: you
develop Simple and Martial weapon Training,
Moderately Armoured, Heavily Armoured, Heavy
Armour Mastery and Medium Armour Mastery), you
saw numerous battles and dangerous engagements, saw
the bravery of your fellow soldiers, the cowardness of
some of your officers and the lack of tactical acumen
of some Generals. But then the orders came through,
due to the war, pay would now be issued once you
finished your tour of duty and were discharged.
Rumours circulated soon after that this was a ruse and
word had come back about someone; a friend of a
friend of the company cook, who went to pick up their
pay and were turned away empty handed. Desertions
started not long after this. The hangings starts almost
the same time, anyone caught trying to desert was
hung, their bodies left on display as a warning.
You know you could try and sneak off but could you
leave your friend on the front line? (OOC: you take
your first character level).

***

Concept: Alley Rat (Requires Dex 15),


Urchin Background:
Your earliest memories are being woken at dawn in an
orphanage and put to work making porridge to feed the
other waifs and strays, you think you were about 5 or 6
years old. By the time you reach what the orphanage
said was your tenth birthday you had had enough, you
squirreled away some bread and a few bronze coins
and snuck out a window and took to life on the streets.
You became skilled at moving quietly and unseen but
you also learned to protect what you had from the other
urchins (OOC: you develop Skulker and Weapon
Master taking dagger, club, sling and blowgun). You
earned a name and soon had other urchins working for
you and soon you had yourself a gang, which drew the
attention of the other street gangs. Turf wars were
common and you found various ways to fight dirty
(OOC: you develop Defensive Duellist, Lightly
Armoured and Martial Adept).
Life is tough and you sometimes wonder if there is a
better way (OOC: you take your first character level).

11

Dmitry Smirnov (Order #35734326)


Abyssal Legacy: Gain innate spells of Draegloth/Drow
RACES: Heritage: Gain cantrip: Dancing Lights @ will, at lvl 3:
Gain Faerie Fire x1/LR, at lvl 5: Gain Darkness
RACE: ABYSSAL FERAL TIEFLING x1/LR. Charisma is your spellcasting ability for these
(Draegloth Ancestor) spells.
Languages. You can speak. read. and write Common
For details of the Draegloth see their entry in Volo's and Abyssal (as an offspring of a renegade Draegloth
Guide to Monsters (page 141). you have been taught Abyssal instead of Elf).
Occasionally a Draegloth will slip free of its bonds to a
Drow Noble House and become something of a
renegade and carve out a life in the Underdark or they
may be drawn into the Abyss to fight for a demon lord.
Sometime, a Draegloth may sire offspring of their own
and their demon blood may become latent in a Drow
bloodline. This demon blood manifests in the following
ways:

Age: The Tieflings matures at the same rate as


Goliaths.
Alignment: Due to your ancestry and upbringing you
have an innate tendency toward Chaotic and Evil. This
is not to say a Goodly or Lawful aligned Abyssal Feral
Tiefling could not exist, it's just that their upbringing is
an extreme version of survival of the fittest.
Size: Abyssal Feral Tieflings are about the same size,
weight and build as Goliaths. Your size is Medium.
Speed: Your base walking speed is 30 feet.
Appearance: you have black, dark grey or dark blue
skin and white, grey or silver hair. You do not have
horns. Their are no winged variants of this sub-race.
You also have certain cosmetic changes to your
appearance due to your Demonic forefather, chose 1d3
of the following:
1) A Pair of vestigial arms: These arms are
approximately half the size of your normal arms and sit
just under them. They are useless appendages and do
not grant any bonuses to grappling, climbing or any
extra attacks.
2) Red eyes: Your eyes are completely red and lack
pupils.
3) Fang Filled maw: Your teeth become fang like and
your lips are become thin and draw back over your
teeth whenever you smile, grimace etc. Although you
have fangs these do not grant a bite attack.
4) Elongated arms: The length of your arms (and
vestigial arms if you have them) increases by 50%,
although they increase in length they do not increase
the reach of your weapons.
5) Mane of hair: Your hair becomes a long, thick, lions
mane type fur/hair.
6) Elongated legs: You walk on your toes and your legs
resemble those of the Draegloth.
7) Clawed Finger Nails: Your finger nails become hard
and more claw like. Despite their appearance you do
not gain a claw attack and your unarmed attacks still
deal bludgeoning damage.

Ability Score Increases: Gain: +2 Dex, +1 Cha,


Darkvision: 120ft.
Hellish Resistance. You have resistance to either: cold,
fire or lightening damage. Chose one type and once
chosen this cannot be changed.

12

Dmitry Smirnov (Order #35734326)


RACE: FEYLING are considered proficient with these
modes of attack and if you use your
Feylings are Elves that have some Fey blood in their action to attack with either a weapon or
ancestry. They come into existence in a variety of claw you can use your bonus action to
ways; they may have been raised in the Feywild or make either a claw or bite attack.
within communities of Fey creatures on the Material
Plane, an Archfey may reward one of their Warlocks At 3rd level you also gain the ability to
with a new form and reincarnate them as a Feyling if use to cast Disguise self and Fog Cloud
they die or maybe a Hag coven has corrupted the three times per long rest. These spells do
babies of a nearby humanoid settlement.. They not require any components and
manifest powers and abilities of their Fey heritage and Charisma is your spell casting ability
some consider it a blessing, others a curse. score for these spells.

Age: The Tieflings matures at the same rate as Elves. At 5th level you can also make a
Alignment: Feylings might not have an innate tendency Crushing Hug special attack, if you
toward Chaotic, but many of them end up there. Their successfully grapple a target you can
Fey heritage also affects their general outlook on life crush it on each turn that you maintain
and they usually act in a way that their Fey ancestor the grapple. At the start of each of your
would. turns you automatically deal 2d4 (+
Size: Feylings are about the same size and build as an Strength modifier) bludgeoning damage
Elf, Your size is medium (unless you have the Boggle to the target.
or Pixie heritage noted below in which case you size is
small). Bheur Hag Physical change: You skin takes on a
Speed: Your base walking speed is 30 feet your speed pale blue hue and your hair turns snow
is 30ft (unless you have the Boggle or Pixie heritage white and your physical form is
noted below in which your speed is 25ft). considered ugly.
Appearance: You look like a variety of Elf but may
have some physical changes depending on your At 1st level you gain the ability to ready,
heritage, these will be noted int the Fey Heritage write and speak Auran and gain
section below. resistance to cold.
You can also cast the Cantrip Ray of
Ability Score Increases: You gain +1 Dex and +2 Cha. Frost at will. Charisma is your spell
Darkvision: 60ft. casting ability for this.
Languages: You can speak, read, and write Common, You can also move across and climb icy
Elf and Sylvan. surfaces without needing to make an
Fey Legacy: You have Fey Ancestry and the Trance ability check, additionally, difficult
abilities of an Elf. terrain composed of ice or snow doesn't
Fey Heritage: At 1st, 3rd & 5th level you gain some cost her extra moment.
special abilities and a physical change to your
appearance based on your Fey ancestor. Choose an At 3rd level you also gain the ability to
ancestor from of the following: use Maddening Feast once per long rest.
You feast on the corpse of one enemy
Fey Special Abilities within 5 feet of you that died within the
Heritage past minute. Each creature of your
Annis Hag Physical change: You have a slightly choice that is within 60 feet of you and
hunched back and hump shoulder and able to see you must succeed on a
your skin takes on a mixture of grey and Wisdom saving throw or be frightened
brown hues, your teeth although they of you for 1 minute. While frightened in
look rotten are sharp as are your finger this way, a creature is incapacitated,
nails and your physical form is can't understand what others say, can't
considered ugly. read, and speaks only in gibberish; the
DM controls the creature's movement,
At 1st level you can read, write and which is erratic. A creature can repeat
speak Giant and your body is larger than the saving throw at the end of each of its
normal. You count as one size larger turns, ending the effect on itself on a
when determining your carrying success. If a creature's saving throw is
capacity and the weight you can push, successful or the effect ends for it, the
drag, or lift. creature is immune to your Maddening
You gain a bite attack dealing 1d4 (+ Feast for the next 24 hours.
strength modifier) piercing damage and
you gain a claw attack dealing 1d4 (+ At 5th level, you gain the ability to cast
strength modifier) slashing damage, you Hold Person (as a 2nd level spell) once
per long rest. Charisma is your spell

13

Dmitry Smirnov (Order #35734326)


casting ability for this. At 3rd level you are also afflicted with
the Death Burn, if you fall to zero hit
Boggle Physical Changes: You change from points, magical light flashes out from
medium to small size and your you in a 10-foot radius. You
movement becomes 25ft. Your skin immediately fail a death saving throw
takes on a midnight blue hue and your but any creature in that area must make a
eyes become larger than normal. Constitution saving throw. On a failure
At 1st level you gain proficiency with each creature takes 2d6 radiant damage
the Slight of Hand and Stealth skills. and, if the creature can see the light, is
You also gain Uncanny Smell and have blinded until the end of its next turn. If
advantage on Wisdom (Perception) the saving throw is successful, the
checks that rely on smell. creature takes half the damage and isn't
blind. Wisdom is your spell casting
At 3rd level you also gain the ability to modifier for calculating the DC of this
secrete boggle oil. As a bonus action you ability.
can secrete each of the following oils
once per short rest and once secreted At 5th level you can also cast Darkness
each oil lasts for one minute: once per short rest. Wisdom is your
Slippery Oil: While coated in slippery spell casting modifier for calculating the
oil, you gains advantage on Dexterity DC of this ability.
(Acrobatics) checks made to escape
bonds, squeeze through narrow spaces, Dryad Physical change: You skin takes on a
and end grapples. bark like texture and you have leaves
Sticky Oil: While coated in sticky oil, growing in your hair.
you gains advantage on Strength
(Athletics) checks made to grapple and At 1st level you learn the Cantrip
any ability check made to maintain a Druidcraft and can cast it at will.
hold on another creature, a surface, or an Charisma is your spell casting ability
object and while using sticky oil you can score for this.
also climb difficult surfaces, including You can also Speak with Beasts and
upside down on ceilings, without Plants and can communicate with Beasts
needing to make an ability check. and Plants as if you shared a language.

At 5th level you also gain the Boggle At 3rd level you also learn the ability to
ability to open a dimensional rift. Once cast Entangle and Goodberry once per
per short rest, as a bonus action, you can long rest. Charisma is your spell casting
create an invisible and immobile rift ability score for this.
within an opening or frame you can see
within 5 feet, provided that the space is At 5th level you gain the ability to cast
no bigger than 10 feet on any side. The Barkskin and Pass Without Trace once
dimensional rift bridges the distance per long rest. Charisma is your spell
between that space and any point within casting ability score for these spells.
30 feet of it that you can see or specify
by distance and direction (such as "30 Green Hag Physical change: You skin takes on a
feet straight up"). While next to the rift, mixture of green hues and your physical
you can see through it and are form is considered ugly.
considered to be next to the destination
as well, and anything the boggle puts At 1st level you learn one of the
through the rift (including a portion of following cantrips and can cast it at will:
its body) emerges at the destination. gain either Dancing Lights, Minor
Only you can use the rift, and it lasts Illusion, or Vicious Mockery. Charisma
until the end of your next. is your spell casting modifier for this
spell.
Darkling Physical Changes: Your skin takes on a You are also Amphibious and you can
Elder dark grey hue, your hair becomes light breathe under water as well as air.
grey and your skin looks like it is
covered in faint tattoos. At 3rd level you learn one of the
following cantrips and can cast it at will:
At 1st level you gain proficiency with gain either Dancing Lights, Minor
the Perception and Stealth skills. Illusion, or Vicious Mockery. Charisma
The range of your dark vision extends is your spell casting modifier for this
out to 120ft. spell.
You also learn the art of Mimicry; you

14

Dmitry Smirnov (Order #35734326)


can mimic animal sounds and humanoid following effects:
voices. A creature that hears the sounds Once per long rest you can play a
can tell they are imitations with a Charming Melody. You target one
successful Wisdom (Insight) check creature and if that creature can hear you
opposed by your Charisma (Deception) it must make a Wisdom saving throw or
skill. be charmed by you for 1 minute. If the
creature is attacked by you or one of
At 5th level your learn Invisible Passage. your companions the immediately charm
You can magically turns invisible until ends.
you attack or cast a spell, or until your Once per long rest you can play a
concentration ends (as if concentrating Frightening Refrain. You target one
on a spell). While invisible, you leave no creature and if that creature can hear you
physical evidence of your passage, so it must make a Wisdom saving throw or
you can be tracked only by magic. Any be frightening of you for 1 minute.
equipment you wear or carry is invisible. Once per long rest you can play a Gentle
You can use Invisible Passage once per Lullaby. You target one creature and if
long rest. that creature can hear you it must make a
Wisdom saving throw or fall asleep and
Pixie Physical change: You skin takes on a remain unconscious for 1 minute. The
greenish hue and you change from effect ends if the creature takes damage
medium to small size and your or if someone takes an action to shake
movement becomes 25ft. As you the creature awake.
advance in level you become infused
with Pixie dust and can use it to manifest Charisma is your spell casting ability for
some of their spells like abilities. calculating the spell DC of these effects.
The Maximum range of these effects is
At 1st level you learn the Cantrip 60ft.
Druidcraft and can cast it at will.
Charisma is your spell casting ability At 3rd level you can influence more
score for this. You can also use your creatures with your music. Each of the
Pixie dust to cast either Dancing Lights, Pan Pipes effects (Charming Melody,
Detect Evil & Good, Entangle or Sleep Frightening Refrain and Gentle Lullaby)
once per long rest. can be used twice per long rest and can
now effect a number of targets equal to
Once you reach 3rd level you can also your Charisma Modifier (min 1).
use your Pixie dust to cast either Detect
thoughts or Phantasmal Force once per At 5th level you can now use each of the
long rest. Pan Pipes special effects a number of
times per long rest equal to your
Once you reach 5th level you can also Charisma modifier (min 2) will and they
your Pixie dust to cast either Dispel now effect every creature you choose in
Magic or Fly once per long rest. a 60ft radius around you.

Charisma is your spell casting ability Sea Hag Physical Changes: Your skin become
score for these spells and whenever you blue-ish in hue and any hair resembles
cast one these spells there is a visible seaweed, your hands end in claws and
shimmer of glittering pixie dust that your natural, undisguised, form is
sprinkles form you when you cast a considered physically ugly.
spell. The spells still require any verbal
or somatic components but the Pixie At 1st level you are Amphibious and you
Dust replaces any material components can breathe under water as well as air.
that may be required for them. Your hands end in sharp claws and you
can make unarmed attacks with them
Satyr Physical Changes: Your legs become dealing 1d4 (+ Strength modifier)
covered in thick fur and you grow a Slashing Damage, you are considered
small pair of horns on your forehead. proficient with these.
You can also cast Disguise Self at will
At 1st level you gain skill proficiency but you can you can only change into
with Performance and Stealth and tool one other appearance and once chosen
proficiency with musical instrument: that appearance cannot be changed
Pan Pipes. unless you can cast Disguise self
You also gain a set of Satyr Pan Pipes through some other means such as a
and can use an Action to cause the Wizard spell or Warlock invocation.

15

Dmitry Smirnov (Order #35734326)


Using this ability does require your
concentration and an Action to use but
does not require any verbal or somatic
components and lasts until you lose your
concentration. Charisma is your spell
casting ability for calculating the spell
DC of these effect.

At 3rd level you can use a Horrific


Appearance once per short rest. In order
to do this you target a number of
creatures equal to your Charisma
modifier (min 1) who can see you while
you are disguised with the Disguise self
ability noted above. You then use your
Action to momentarily drop this illusion
which reveals your Sea Hag ancestors
appearance before reapplying the
disguise. The targets must make a
Wisdom saving throw or be frightened
of you for 1 minute. Charisma is your
spell casting ability for calculating the
spell DC of these effect.

At 5th level you can use Horrific


Appearance twice per short rest.
You can also use a Death Glare once per
long rest. You can target one creature
that is affected by the Frightened
condition with your death glare. The
target must make an Wisdom saving
throw or take 3d6 psychic damage.
Charisma is your spell casting ability for
calculating the spell DC of these effect.

16

Dmitry Smirnov (Order #35734326)


potions, the Mechanist creates a golem and the
HOME BREW Warsmith creates weapons to harness magical energy.

CHARACTER CLASSES: Magic Item Analysis:


Starting at 1st level, your understanding of magic items
Name: Arcano-Artificer and the basics of enchanting and spell casting allows
you to analyze and understand their secrets. You know
the spells: Detect Magic and Identify, and you can cast
Every artificer is defined by a specific craft. Artificers them as rituals. You don’t need to provide a material
see mastering the basic methods of a craft as the first component when casting identify with this class
step to true progress, the invention of new methods and feature.
approaches. Some artificers are engineers & students of
invention who craft golems, whilst others are pillagers
of arcane lore and students of warfare who craft deadly Artificer Understanding:
firearms that they can augment with magic. Other At 1st level, you gain the cantrip: Mending & a book of
artificers are alchemists. Using their knowledge of schematics. These schematics are basic proofs for
magic and various exotic ingredients, they create creating Magic Items, select 5 uncommon level Magic
potions and draughts to aid them on their adventures. Items, as you advance in Arcano-Artificer class you
Alchemy and engineering are the two most common tinker with bits and pieces and eventual craft each item
areas of study for artificers, but others do exist. All you have a schematic for.
artificers are united by their curiosity and inventive Inform the DM which item you are intending to
nature. To an artificer, magic is an evolving art with a complete first so that any specific components can be
leading edge of discovery and mastery that pushes incorporated into your story and future components or
further ahead with each passing year. Artificers value material can be worked into the ongoing story. At the
novelty and discovery. This penchant pushes them to DM's discretion your character may be required to
seek a life of adventure. A hidden ruin might hold a obtain specific items, spells, rituals or abilities to
forgotten magic item or a beautifully crafted mirror complete an item or obtain the services of another
perfect for magical enhancement. Artificers win respect creature or person with a specific skill or ability.
and renown among their kind by uncovering new lore You complete one item at level 4 and again at levels 8,
or inventing new methods of creation. 12, 16 and 20.

Class Features: Mystical Charges:


Hit Dice: 1d8 per artificer level, Hit Points at 1st The Arcano-Artificer becomes a living battery of
Level: 8 + your Constitution modifier. magical energy. They gain 1 charge per level. These
Hit Points at Higher Levels: 1d8 (or 5) + your charges can be used to replenish a magic items charges
Constitution modifier per artificer level after 1st. on a 1 for 1 basis. You regain your all charges when
you complete a long rest. The specialism's below also
have alternate ways to use these charge.
Proficiencies:
Weapons: Simple weapons
Tools: Thieves’ tools, +2 other tools of your choice Artificer's Lore:
Saving Throws: Constitution, Intelligence Starting at 2nd level, you gain Expertise (as per the
Skills: Choose three from Arcana, Deception, History, Rogue skill) with two of the tool proficiencies you gain
Investigation, Medicine, Nature, Religion, Sleight of from this class.
Hand You also have a mental library of magical lore and
stories relating to legendary items. Whenever you
make an Intelligence (History) check related to magic
Starting Equipment: items, alchemical objects, or technological devices,
You start with the following equipment, in addition to you can add twice your proficiency bonus, instead of
the equipment granted by your background: any proficiency bonus you normal apply.
• (a) a handaxe and a light hammer or (b) any two
simple weapons
• a light crossbow and 20 bolts
Spellcasting:
• (a) scale mail or (b) studded leather armor As part of your study of magic, you gain the ability to
• thieves’ tools and a dungeoneer’s pack cast spells at 3rd level. The spells you learn are limited
in scope, primarily concerned with modifying creatures
and objects or creating items.
Artificer Specialist:
At 1st level, you choose the type of Artificer Specialist
you are: Alchemist (see page 19), Mechanist (see page
Spell Slots:
21) or Warsmith (see page 22), which are detailed at The Artificer table shows how many spell slots you
the end of the class description. Your choice grants you have to cast your spells of 1st level and higher. To cast
features at 1st level and again at 3rd, 9th, 14th, and one of these spells, you must expend a slot of the
17th level. In essence, the alchemist creates and hordes spell’s level or higher. You regain all expended spell
slots when you finish a long rest.

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Dmitry Smirnov (Order #35734326)


Arcano- # Spells Spell level Spell attack modifier = your proficiency bonus + your
Artificer Known 1 2 3 4 Intelligence modifier
Level
3 3 2 - - - Spellcasting Focus:
4 4 3 - - - You can use an arcane focus as a spellcasting focus for
5 4 3 - - - your artificer spells. See chapter 5, “Equipment,” in the
6 4 3 - - - Player’s Handbook for various arcane focus options
7 5 4 2 - - but the class options below also give some other
8 6 4 2 - - options as well.
9 6 4 2 - -
10 7 4 3 - - Superior Attunement:
11 8 4 3 - - At 5th level, your superior understanding of magic
12 8 4 3 - - items allows you to master their use. You can now
13 9 4 3 2 - attune to up to four, rather than three, magic items at a
14 10 4 3 2 - time. At 15th level, this limit increases to five magic
15 10 4 3 2 - items.
16 11 4 3 3 -
17 11 4 3 3 - Soul of Artifice:
18 11 4 3 3 - At 20th level, your understanding of magic items is
19 12 4 3 3 1 unmatched, allowing you to mingle your soul with
20 13 4 3 3 1 items linked to you. You can attune to up to six magic
items at once. In addition, you gain a +1 bonus to all
Spell List: saving throws per magic item you are currently attuned
to.
1st Level: Alarm, Cure Wounds, Disguise Self,
Expeditious Retreat, False Life, Jump, Longstrider,
Sanctuary, Shield of Faith
2nd Level: Aid, Alter Self, Arcane Lock, Blur,
Continual Flame, Darkvision, Enhance Ability,
Enlarge/Reduce, Invisibility, lesser Restoration,
Levitate, Magic Weapon, Protection From Poison,
Rope Trick, See Invisibility, Spider Climb
3rd Level: Blink, Fly, Gaseous Form, Glyph Of
Warding, Haste, Protection From Energy, Revivify,
Water Breathing, Water Walk
4th Level: Arcane Eye, Death Ward, Fabricate,
Freedom Of Movement, Leomund’s Secret Chest,
Mordenkainen’s Faithful Hound, Mordenkainen’s
Private Sanctum, Otiluke’s Resilient Sphere, Stone
Shape, Stoneskin

Spells Known of 1st Level and Higher:


You know three 1st-level spells of your choice from
the artificer spell list (shown above). The Spells
Known column of the Artificer table shows when you
learn more artificer spells of your choice from this
feature. Each of these spells must be of a level for
which you have spell slots on the Artificer table.
Additionally, when you gain a level in this class, you
can choose one of the artificer spells you know from
this feature and replace it with another spell from the
artificer spell list. The new spell must also be of a level
for which you have spell slots on the Artificer table.

Spellcasting Ability:
Intelligence is your spellcasting ability for your
artificer spells; your understanding of the theory
behind magic allows you to wield these spells with
superior skill.
Spell save DC = 8 + your proficiency bonus + your
Intelligence modifier

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Dmitry Smirnov (Order #35734326)


to flare into life and radiate light as
Arcano-Artificer per the cantrip. Duration is also as
per the cantrip. If the bottle breaks
Specialisation: Alchemist the light floats in the air as a
luminous cloud for one turn before
Master Alchemist: evaporating.
At 1st level: You gain proficiency with Alchemist Poison The user of this potion can use an
Supplies and Create a Portable lab. The Portable Lab Cloud action to throw this potion. Its range
functions as a bag of holding but only has enough room is 20/60 (requires a dex based ranged
to hold the following: 5x Alchemist Supplies kits, 5x attack roll), on impact the potion
Herbalist Kits, 5x Poisoners Kits, 20x Potion bottles. breaks causing a noxious cloud to
envelope a target. Inflicting damage
******************************************** as if you had successfully cast the
All potions noted in this class radiate faint magic and Poison Cloud cantrip.
can be identified using Detect Magic and Identify Frost Bomb The user of this potion can use an
spells. action to throw this potion. Its range
Each potion can only be used once. is 20/60 (requires a dex based
******************************************** ranged attack roll), on impact the
potion breaks spilling the freezing
You can use your Portable Lab to create potions by mixture over the target, inflicting
distilling magical energies and mixing them with damage as if you had cast the Ray of
various reagents from the herbalist kits, Poisoners Kits Frost cantrip and reducing the targets
and your alchemist Supplies. movement by 10ft.
This process takes approximately 30 minutes per True Strike As a bonus action the user of this
potion and uses up one use from each kit. potion can drink it and gain
During a Long rest you can create upto 10 potions advantage on one attack roll before
chosen from the Cantrip Potions noted below and, as the end of their next turn.
long as you have the potion bottles/kits, there is no Pheromone As a bonus action the user of this
limit to the number of potions an alchemist can stock Musk potion can pour the potion over
pile, however each potion weighs 1lb, has an AC 5 and themself and gain the effects of the
1hp if they are targeted directly. If you are holding a Friends cantrip. At the end of the
potion and it breaks then you are subjected to any duration the target knows the user of
damaging affects as if it had been thrown. Potions kept the potion used some means to
in extra dimensional locations, such as the portable lab influence them.
or a bag of holding, cannot be targeted directly.
If you decide to sell your potions, you decide how
Cantrip Potions: much you want to charge for each one. Many
Name Effect alchemists give their potions odd or amazing sounding
Acid Bomb The user of this potion can use an names that only get more grandiose as they gain levels
action to throw this potion. Its range and new recipes and some even manufacture their own
is 20/60 (requires a dex based ranged bottles and stoppers.
attack roll), on impact the potion For example: Bob the Alchemist may sell his fire bomb
breaks spilling a concentrated acid potion under the name "Bob's Amazing Whizz Bang"
over the target and Inflicting damage and have the potion bottle stopped by a special metal
as if you had cast the Acid Splash cork with tiny holes that, when thrown, makes the
cantrip. potion bottle emit a high pitched whistle as it sales
Blade Ward As a bonus action the user of this through the air and the "Musk Sprtizer", which is a
potion can pour the potion over Pheromone Musk potion fitted with a nozzle, small
themself and gain resistance to tube and a hand pump to allow the potion to be sprayed
Bludgeoning, Piercing and Slashing like a perfume.
damage until the beginning of their
next turn. Trust me, I'm an Alchemist!:
Fire Bomb The user of this potion can use an At 3rd level: Your ability to create magic potions
action to throw this potion. Its range increases. You now also have a Recipe Book. This
is 20/60 (requires a dex based ranged functions in a similar manner to a Wizards Spell book.
attack roll), on impact the potion
breaks setting the target on fire and When an alchemist obtains a spell scroll they can
inflicting damage as if you had cast scribe a special version of it into their Recipe book.
the Fire Bolt cantrip. Doing so takes 2 hours and costs 50gp per spell level.
Light This potion appears inert, The user of The maximum spell level you can inscribe is equal to
this potion can use an Action to half your level and cannot be higher than level 6.
vigorously shake the bottle causing it

19

Dmitry Smirnov (Order #35734326)


You cannot inscribe spells or create potions which AFFECT"? used.
conjure creatures, you can however inscribe spells and
create a potion to animate the dead or animate objects. Does the Spell have If yes, It now become a thrown
a "RANGE"? weapon with a range of 20/60.
During a Short Rest, Long Rest or with 8 hours of Does the Spell have If yes, the potion has a delayed
Down time, you can use your portable lab and expend a "CASTING effect and comes into being
one or more of your Mystical Charges (see abilities TIME" greater than after the casting time has
above) to create a number of potions. These potions 1 action? lapsed, so if the casting time of
can replicate any spell effect that you can cast or that is the spell is 1 minute, once the
in your Recipe Book. potion is used the effect occurs
1 minute later.
Each potion has a level equal to the spell it represents
and takes 1 hour and 1 Mystical Charge per spell level
to distil and successfully create the potion. If a potion
Potion Making Example:
requires material components these must be included in You could learn the recipe for Stinking Cloud:
(STINKING CLOUD (lvl 3 spell), Casting Time: 1
the potion making process. And you can only make one
potion at a time. action, Range: 90 feet, Components: VSM (a rotten
egg or several skunk cabbage leaves), Duration:
There is no limit to the number of potions an alchemist Concentration, up to 1 minute)
This would take 6 hours to formulate and cost 150gp to
can stock pile, however each potion weighs 1lb, has an
AC 5 and 1hp if they are targeted directly. If you are inscribe into your recipe book. If you were to make a
holding a potion and it breaks then you are subjected to potion from it, you would need to also purchase the
any damaging affects as if it had been thrown. Potions material components noted and also expend 3 Mystical
kept in extra dimensional locations, such as the Charges as part of the potion making process.
portable lab or a bag of holding, cannot be targeted The potion distillation would take 3 hours.
directly. And much like the cantrip potions, Arcane Once this is done you have a potion that would require
the bottle to be thrown with a range of 20/60 (as the
spell has a range), it does not require the user to
Alchemists are fond of giving their potions odd and
maintain concentration (even though the spell has
weird names.
To determine how a potion should be used, use the concentration). Once the bottle breaks the Stinking
cloud comes into being and fills a 20ft radius area and
following:
anyone caught in it has to start making their Cons
saving throws (as the spell requires a Saving throw)
Does the Spell have If yes, then someone can use as
and the cloud last for 3 turns (as it is a level 3 spell
a range of "SELF"? a bonus action to either drink it
with a duration).
or pour it over themself.
Does the Spell have If yes, then someone can use an
a range of action to either feed the potion Alchemical Specialisation:
"TOUCH? to someone else or pour it over At 9th level: You can choose a number of spells that
someone else. you know equal to your Intelligence Modifier. If you
Does the Spell If yes, then someone can use make potions of these spells the creation process
require a "TO HIT their Action to use it, and it becomes only 30 minutes per spell level and you only
ROLL"? now requires a Dexterity attack need to expend 1 charge during the distillation process
roll (if thrown the potion bottle regardless of the spells actual level. The level of the
and it has a range of 20/60). spells you select cannot be higher than 3rd level.
Does the Spell If yes, then this takes effect
require a "SAVING once it has either been drunk, Well Equipped:
THROW"? been poured or been thrown. At 14th level: Your Portable lab spontaneously
Does the Spell If yes, then the damage is generates a number of potions each day without
"DEAL rolled once the potion has been expending any Mystical Charges. During a long rest
DAMAGE"? drunk, poured or thrown and you can make it generate a number of potions equal to
any applicable saving throws your level divided by 2 (rounded down) and it can
have been taken. generate potions of any spells in your recipe book but
Does a Spell have a If yes, the duration starts once you do need to have the potion bottles for it to use.
"DURATION"? the potion has been drunk, You can still expend charges to make more potion as
poured or thrown and it lasts normal.
for 1 round per level of the
spell or until it is dispelled. Very Well Equipped:
Does a Spell require If yes, then the potion does not At 17th level: Your Portable lab now creates a number
"CONCENTRATIO require concentration. of potions each day equal to your level without
N"? expending any charges, this replaces the level 14
Does the Spell have If yes, then the area is centred ability and you still need to have a supply of potion
an "AREA OF on the place the potion was bottles for it to create the potions. You can still expend
charges to make more potion as normal.

20

Dmitry Smirnov (Order #35734326)


Tactical Arcana:
Arcano-Artificer At 9th Level: Your experimentation with golem craft
Specialisation: Mechanist: reveals new ways of enhancing your Golems abilities.
Your creation receives either an Ability Score Increase
or a Feat and the ability to use any skills or powers
Master Mechanist: those feats grant. It receives a further Ability Score
At 1st level: Your Mending Cantrip has a range of 30ft Increase or a Feat when you reach level 15. The
and if used on any creature with the "Construct" sub Golems form changes to reflect these Ability Score
type, it also heals 1d4 hit points. You also gain Increases or Feats, For Example: the Golem may gain
Proficiency with Martial weapons. In addition, should extra thick armour plating if its Constitution was
a Mechanist find the magic item: Manual of Golems, increased or if you gave it the Magic Initiate: Warlock
they can ignore the spell casting requirements for using Feat it may have red eyes that glow from deep within
the item. its helm as you used the golem as a supernatural trap
and captured some minor fiend and bound it to the
Golem Crafter: golem.
At 1st level: You gain proficiency with Smiths Tools
and your research and mastery of your arcane and Golem Sentience:
mechanical crafting allows you to produce a Golem At 14th Level: The golem you created at 1st level
servant. The servant has the stats of an Animated benefits from your constant tinkering and
Armour (see the Monster Manual and is considered to experimentation. If you wish you can change your
be Lawful Neutral in alignment) but you can choose golem to have the stats and abilities of a Helmed
what it looks like and it can take the form of any Horror (See the Monster Manual for stats/abilities) but
medium or large sized creature. You can heal the it still has an appearance of your choice, it still cannot
servant by using your mending spell. If the servant is read but it can now speak a language you know, you
killed, you can build a new one with one week of work can also shift the golems alignment from Lawful
(eight hours each day) and 500 gp of raw materials. In Neutral to match your own alignment if you wish. You
combat it rolls its own initiative and has its own action, can also charge up your golem with the same option in
bonus action and reaction but unless ordered by you to Sentient Effigy and any bonuses or abilities gained
do something else it tries to remain within 10ft of you form Tactical Arcana are applied to the new form as
and if you fall unconscious takes the following actions: well.
1) it moves to protect your body (using a dash action if
needed to reach you as quickly as possible) It's Alive!:
2) views everyone other than you as an enemy At 17th Level: Your Golem craft is legend!, Your
3) will attack anyone who approaches to within 5ft Golem now has Intelligence and Wisdom scores two
with a weapon drawn. points lower than your own (minimum of 10). Your
Golem can now speak any language that you can speak
Sentient Effigy: and can read and write. it still obeys you but now has a
At 3rd Level: The golem you created at 1st level fully fledged personality, should you die, the Golem
benefits from your constant tinkering and becomes fully independent, free to pursue its own
experimentation. The Golems Intelligence & Wisdom goals. Your golems new found sentience allows it to
increase to 6, it cannot read but it can now speak a select a character class, it gains the level one abilities
number of words equal to your Intelligence bonus. and features of that class, this includes any spell
Additionally it gains proficiency with one weapon of casting capabilities if you choose a spell casting class.
your choice and can use its multi attack with that Some golems who have been brought to this level of
weapon instead of making its slam attack. You can also sentience have been known to worship entities from the
use your action to imbue your servant with one or more plane of Mechanus but it is free to worship any God
of your Mystical Charges to bolster the magic that it sees fit.
animating it, you can do this multiple times, each
Mystical Charge you give it grants one of the following
and these benefits do stack if you select the same
option multiple times:
1) +1 to either Strength, Dexterity or Constitution
2) +5ft of Speed
3) Regenerate 1hp per turn
4) Shield Proficiency (grants the ability to use a shield
but physical shield must be provided)
5) Resistance to non-magical bludgeoning, slashing
and piercing damage.
These abilities last until your next long rest. Your
Golem loses any abilities you gave it from your
Mystical Charges if you fall unconscious or die.

21

Dmitry Smirnov (Order #35734326)


This rifle can benefit from the Sharp Shooter Feat if
Arcano-Artificer you have it.

Specialisation: Warsmith The Archeo-gauntlet is a gauntlet made of leather,


metals and crystals. It is quite bulky, and weighs 5lbs.
Master Smith: It can be made to fit either the left or right hand
When you choose this specialization at 1st level, you (decided when created). Due to the bulk it is not
gain proficiency with smith’s tools & if you choose a possible to wear a bracer, bracelet, gauntlet or ring on
+1 Magical Weapon as one of your Wondrous that hand or use a shield. You can make an Unarmed
Inventions you can choose your Arcano-Rifle to be the Strike with the fist dealing 1d4 + Strength modifier
weapon. damage.

Arcane Magazine, Arcano-rifle & Archeo- Erudite Arcanist:


gauntlet At 3rd level: An Arcane Warsmiths pillaging/observing
At 1st level: You create 3 magical items; an Arcane of arcane spell craft enables them to use their Mystical
Magazine, the Arcano-rifle and the Archeo-gauntlet Charges to mimic magic effects. You gain a spell book
and gain proficiency with both the Arcano-rifle and the and can spend time with another arcane spell caster
Archeo Gauntlet. (typically Bard, Sorcerer, Warlock or Wizard) who
teaches you the magical formula required to cast a
******************************************** spell. This takes 2 hours per level of the spell in
Note: An Artificer needs to attune to both the Arcano- addition to any monetary cost the teacher requires. The
Rifle and the Archeo-Gauntlet to be able to use them, maximum level of spell you can learn is equal to half
should they take Psychic damage their connection is your level and cannot be higher than level 6. You
disturbed and they cannot use the Rifle or Gauntlet for cannot cast these spells with spell slots. Instead you
1 turn. can use your charges to manifest the spell effects,
******************************************** spells cast this way are cast at their lowest level. The
Mystical Charge cost is 1 per level of the spell, you
You create an Arcane Magazine. The Arcane Magazine ignore any verbal components but adopt some form of
resembles a harness with a back pack and a medium material/somatic component in the form of a
sized satchel that hangs over the left and right hips and "contraption".
is festooned with smaller pouches and loops to hold Each Warsmith designs a new contraption, device or
small tools. The overall weight of this is about 15lbs. It modification which is added onto the Arcane
functions as a Heward's Handy Haversack. Magazine, Arcano-Rifle or Archeo-Gauntlet.
If you lose your Arcane Magazine, you can create a Manifesting these effects uses your Intelligence spell
new one as part of a long rest or 8 hours of downtime, casting modifier and they can be dispelled or counter
using 250gp of leather and other raw materials. spelled.
Examples may be:
The Arcano-rifle is a mystical firearm and primary A Warsmith who has learned the spell Aganazzars
weapon of the Arcane Warsmith. It is a ferocious but Scorcher, may have a small tank of flammable liquid
heavy weapon (weighs 10lbs and is 4ft long but you attached to the Arcane Magazine with a tube going to
decide what it looks like). The weapon stores magical an extra barrel on the Arcano-Rifle, when they spend 2
energy and when the trigger is pulled unleashes the Mystical Charges to manifest Aganazzars Scorcher,
energy in one or more beams. causing magical energies to coalesce in the tank then
It is a ranged weapon but uses Intelligence rather than shoot down the tube and out the barrel like a flame
Dexterity to determine your to hit bonus. thrower.
You ability score does not add any damage bonus. or
It has the following stats: A Warsmith who has learned the Shield spell may have
Range 150/600. outfitted their Archeo Gauntlet with small capacitors
Properties: heavy (Weighs 10lbs), two-handed, noisy which constantly emit a low buzz and occasionally
(when it is fired it emits a noise that can be heard upto spark with magical energy, when they expend a
30ft away, you decide what this noise sounds like when Mystical Charge to manifest Shield the capacitors
you gain the rifle). discharge to create the mystical barrier.
Damage: Magical Beam. Use your action to make an or
attack roll. On a hit, the target takes 1d10 force A Warsmith who has learnt the Levitate spell may
damage. When you reach level 5 you can fire two outfit their boots with crystalline bell shaped chambers
beams, at level 11 you fire three beams and finally at that flare into magical life when they expend 2
level 17 you fire four beams. Make a separate attack Mythical Charges to manifest the Levitate spell.
roll for each beam.
If you lose your Arcano-rifle, you can create a new one Master Warsmithing:
over the course of five days of work (eight hours each At 9th level: An Arcane Warsmiths constant tinkering
day) by expending 1000gp worth of metal and other leads them to create a number of accessories which are
raw materials. stored in the Arcane Magazine.

22

Dmitry Smirnov (Order #35734326)


You can improve your Arcano-rifle with one of the Arcane Lance:
following upgrades (these can be switched during a At 14th level: You can use your action to fire a beam
long rest): of crackling, pulsing and sparking energy 120ft long
1) Bi-pod: You fit the rifle with an extendable stand, if (modified by any accessories you have fitted from the
the rifle is fired from a prone position with the bi-pod Master Warsmith ability above) and 5ft wide from your
deployed you gain advantage on your attack roles when Arcano-Rifle. Anyone in the path of this beam must
firing the standard Magical Beam attack. make a Dex saving through or take 4d8 Force damage.
2) Experimental Chamber: You fit the rifle with a new If some one in the path of the lance succeeds on the
chamber, when you roll damage for the standard saving throw they avoid all damage. This damage
Magical Beam attack you add a damage bonus equal to increases to 5d8 at 17th level. The DC for the saving
your Intelligence modifier to each damage dice you throw is equal to: 8+ your Intelligence mod + your
roll, however, if you roll a natural 1 or 2 on the to hit proficiency mod.
roll, roll the damage, including this modifier, you then
take 50% of this damage (rounded up) and the weapon Ritual Strike:
is rendered inoperable until you fix it. Fixing the At 17th level: You can now use your action to fire a
weapon requires you to use 50% of your movement + mortar like blast through the Arcano-rifle, The range is
you action to cast the Mending Cantrip + your bonus 150/300 (modified by any accessories gained from the
action to make sure everything is in working order. Master Warsmith ability above) and the shot is fired
3) Extended Barrel: The ranges for you rifle are out in an arc to detonate at a point within range. The
doubled, but the length of the weapon is increased by blast has a 15ft radius. Anyone in the blast area must
1ft. make a Dex saving through or take 5d8 Force damage.
4) Hunters Scope: You can expend one of your If the save is successful they take no damage. The DC
Mythical Charges as a bonus action to activate this for the saving throw is equal to: 8+ your Intelligence
scope. When you do, you manifest the spell: Hunters mod + your proficiency mod.
Mark spell as a level 1 spell (this requires your
concentration and can be maintained for up to 1 hour
per activation).
5) Snub Barrel: You fit the rifle with a shortened
barrel, this reduces the overall length of the weapon to
just 3 feet and you can fire it in melee combat with out
disadvantage, however the rifles ranges are halved.

You can also improve your Archeo-gauntlet with one


of the following upgrades (these can be switched
during a long rest):
1) Arcane Shield: Your gauntlet is fitted with small
plaques inscribed with wards of abjuration which emit
a faint magic aura granting +2 AC. This replaces the
use of a normal shield so you cannot stack both.
2) Defibrillator: You fit your gauntlet with crystals that
spark with lightening. You can use your action to
manifest either the Shocking Grasp Cantrip or the
Spare the Dying Cantrip, this does not cost you any
charges.
3) Power Surge: You fit the gauntlet with humming
capacitors, you can spend 1 Mystical Charge and use
your Bonus Action to overcharge them and manifest a
Thunderous Smite spell when you hit an opponent with
your Archeo-Gauntlet unarmed strike.
4) Primal Claws: You outfit your Gauntlet with
retractable claws or talons that hide small syringes
filled with acid. You can use your action to manifest
the Primal Savagery Cantrip when you attack some one
with an unarmed strike, alternatively, you can just
extend the claws and deal slashing damage with your
Archeo-Gauntlet unarmed strike. This does not cost
you any charges.
5) Telekinetic Coil: You Archeo-Gauntlet is fitted with
devices which have a small amount of anti magnetic
properties. As an action you can manifest either a Gust
Cantrip or the Mage Hand Cantrip, these do not cost
you any charges.

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not gain a claw attack and your unarmed attacks still
Class Name: Barbarian, deal bludgeoning damage

Primal Path of the Demonic Aspect:


At 6th level, your ancestral blood grants resistance to
Draegloth all damage except radiant whilst raging. Your
appearance changes to further resemble your patron,
This version of Barbarian is only available to Drow or gain two more physical changes and your alignment
the Abyssal Feral Tiefling noted above. changes to Chaotic Evil if it is not already Chaotic
Barbarians who follow this path have learned to Evil.
channel their anger, rage and demonic impulses of their
ancestry into augmenting their fighting prowess and Gaze of the Draegloth:
theirs is a path that seeks attunement with the Abyssal At 10th level, you gain the ability to cast the spell:
world, giving them a kinship with Demons of the Confusion and can cast it once per Long rest without
Abyss, gaining the following abilities: spending a spell slot or requiring material components.
Charisma is your spell casting ability for this but you
Abyssal Seeker: cannot use this ability if you are blinded.
At 3rd level when you adopt this path. you gain the
ability to use your action cast the level 1 spell: Detect Demonic Attunement:
Magic at will and you can also cast the level 2 spell: At 14th level, Your connection to your ancestor
Darkness a number of times per long rest equal to the increases.
number of times you can rage. Charisma is your spell You gain the natural weapon attacks of a Draegloth.
casting ability for these spells and they do not use spell Your mouth becomes filled with sharp fangs, your
slots or require components. hands enlarge and end in rending claws.
Bite attack: 5ft reach, 1d10+strength piercing damage.
Spirit of the Draegloth: Claw attack: 5ft reach, 1d10+strength slashing damage.
You gain a link to your Draegloth ancestor. You When you take the attack action, or gain an attack as a
acquire a small physical object or amulet that your bonus action or reaction, you can make either a bite or
ancestor uses to contact you and that you offer prayers claw attack in place of using a weapon.
to them through. As you gain Barbarian levels your
physical and mental state changes to resemble your
ancestor.
At 3rd level your alignment changes to resemble that
of your Draegloth ancestor as follows:
Lawful Good becomes True Neutral
Lawful Neutral & Lawful Evil becomes Neutral Evil
Neutral Good becomes Chaotic Neutral
Chaotic Good, Chaotic Neutral, True Neutral and
Neutral Evil become Chaotic Evil.
At level 3 you also gain 2 physical changes to your
form from the following:
1) A Pair of vestigial arms: These arms are
approximately half the size of your normal arms and sit
just under them. They are useless appendages and do
not grant any bonuses to grappling, climbing or any
extra attacks.
2) Red eyes: Your eyes are completely red and lack
pupils.
3) Fang Filled maw: Your teeth become fang like and
your lips are become thin and draw back over your
teeth whenever you smile, grimace etc. Although you
have fangs these do not grant a bite attack.
4) Elongated arms: The length of your arms (and
vestigial arms if you have them) increases by 50%,
although they increase in length they do not increase
the reach of your weapons.
5) Mane of hair: Your hair becomes a long, thick, lions
mane type fur/hair.
6) Elongated legs: You walk on your toes and your legs
resemble those of the Draegloth.
7) Clawed Finger Nails: Your finger nails become hard
and more claw like. Despite their appearance you do

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Dmitry Smirnov (Order #35734326)


turn , that target must succeed on a Strength
Class Name: Barbarian, saving throw or be knocked prone. If the
target is prone, you can make one bite attack
Primal Path of the against it as a bonus action. The DC is 8 +
your proficiency bonus + Strength modifier.
Lycanthrope You feel the pull to become True Neutral.
Were- While raging you gain a Strength of 15 if
In some barbarians the primal energy they embrace Wolf your score isn't already higher, and gain +1
manifests as the shape-shifting curse of Lycanthropy. bonus to AC while in wolf or hybrid form
Barbarians embracing this become were-bears, were- (from natural armor). Attack and damage
boars, were-rats, were-tigers or were-wolves. All feel rolls for the natural weapons are based on
the pull of the wild and their alignments slowly change Strength. Your natural weapons in wolf or
over time as the curse intensifies. hybrid forms are a bite (1d8 piercing
damage) and claws (2d4 slashing damage).
Lycanthrope: You also feel the pull to become Chaotic
At 3rd level, you choose one of the following Evil.
lycanthropes, gaining the features and benefits listed.
Your natural attacks do not pass on the curse of Shape-changer:
lycanthropy. At 3rd level, you gain the Shape-changer creature type
Were- While raging you gain a Strength of 19 if and you can use an action to polymorph into a hybrid
Bear your score isn't already higher, and gain +1 form or into a beast form, or back into your true form.
bonus to AC while in bear or hybrid form You statistics, other than your AC, are the same in each
(from natural armor). Attack and damage form except you are not able to cast spells or speak
rolls for the natural weapons are based on whilst in beast form and you can still enter a rage in
Strength. Your natural weapons in bear or either form. Any equipment you are wearing or
hybrid form are a bite (2d10 piercing carrying isn't transformed. You revert to your true form
damage) and claw (2d8 slashing damage). if you die. Also whilst in your beast or hybrid forms
You feel the pull to become Neutral Good. you have resistance to bludgeoning, piercing, and
Were- While raging you gain a Strength of 17 if slashing damage from non magical weapons that aren't
Boar your score isn't already higher, and gain +1 silvered. Your resistance to bludgeoning, slashing and
bonus to AC while in boar or hybrid form piercing damage from raging does not stack with your
(from natural armor). Attack and damage resistance gained from this ability but while raging you
rolls for the tusks are based on Strength. do have resistance to silvered weapons. For the
Your natural weapons in boar or hybrid purposes of Barbarian abilities your natural weapons
form are a tusk gore (2d6 piercing damage) count as weapons not unarmed strikes. When you enter
and a charge attack: if you are in boar or a rage, you automatically enter your Hybrid form as
hybrid form and move at least 15ft straight part of the rage.
toward a target and then hits it with its tusks
on the same turn, the target takes an extra Strengthened Form:
2d6 slashing damage. If the target is a At 6th level, you gain a special ability based on your
creature, it must succeed on Strength were form, these bonus apply regardless of which form
saving throw or be knocked prone, the DC you are in.
is 8 + you proficiency bonus+ Strength Were- Keen Smell. You gain advantage on
modifier. You feel the pull to become Bear Wisdom (Perception) checks that rely on
Neutral Evil. smell. In addition, if your alignment not
Were- While raging you gain a Dexterity of 15 if Neutral Good it shifts one step towards that
Rat your score isn't already higher. Attack and alignment.
damage rolls for the bite are based on Were- Relentless (Recharges after a Short or Long
whichever is higher of the character's Boar Rest). If you take damage that would
Strength and Dexterity. Your natural reduce it to 0 hit points, it is reduced to 1 hit
weapon in rat or hybrid form is a bite attack point instead. In addition, if your alignment
(1d4 piercing damage). You feel the pull to not Neutral Evil it shifts one step towards
become Lawful Evil. that alignment.
Were- While raging you gain a Strength of 17 if Were- Keen Smell. You gain advantage on
Tiger your score isn't already higher. Attack and Rat Wisdom (Perception) checks that rely on
damage rolls for the natural weapons are smell. In addition, if your alignment not
based on Strength. Your natural weapons in Lawful Evil it shifts one step towards that
tiger or hybrid form are a bite (2d10 alignment.
piercing damage) and claw (1d8 slashing Were- Keen Hearing and Smell. You gain
damage) and a Pounce attack: If you move Tiger advantage on Wisdom (Perception) checks
at least 15ft straight toward a creature and that rely on hearing or smell. In addition, if
then hits it with a claw attack on the same your alignment not True Neutral it shifts

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one step towards that alignment. wildshape uses one of your daily rages and
Were- Keen Hearing and Smell. You gain can be a form upto CR2.
Wolf advantage on Wisdom (Perception) checks Were- Your Strength in your true form becomes 17
that rely on hearing or smell. In addition, if Tiger if it is not already higher. If your alignment
your alignment not Chaotic Evil it shifts one is not True Neutral, it becomes True
step towards that alignment. Neutral. You can Wildshape as a Druid but
only to Tiger forms. Each use of wildshape
uses one of your daily rages and can be a
Primal Nature: form upto CR2.
At 10th level, you become more animalistic and gain Were- Your Strength in your true form becomes 15
the following features and benefits, these apply in all Wolf if it is not already higher. If your alignment
your forms. is not Chaotic Evil, it becomes Chaotic Evil.
You can Wildshape as a Druid but only to
Were- You gain a climb speed equal to your
Wolf forms. Each use of wildshape uses one
Bear normal speed. In addition, if your alignment
not Neutral Good it shifts one step towards of your daily rages and can be a form upto
CR2.
that alignment.
Were- You can use Relentless twice per short or
Boar long rest. In addition, if your alignment not
Neutral Evil it shifts one step towards that
alignment.
Were- Pack Tactics. You gain advantage on attack
Rat rolls against a creature if at least one of your
allies are within 5ft of the creature and the
ally isn't incapacitated. In addition, if your
alignment not Lawful Evil it shifts one step
towards that alignment.
Were- Darkvision: You gain Darkvision 60ft, if
Tiger you already have a racial Darkvision ability
its range increases by 30ft. In addition, if
your alignment not True Neutral it shifts one
step towards that alignment.
Were- Pack Tactics. You gain advantage on attack
Wolf rolls against a creature if at least one of your
allies are within 5ft of the creature and the
ally isn't incapacitated. In addition, if your
alignment not Chaotic Evil it shifts one step
towards that alignment.

Bestial Attunement:
At 14th level, you become even closer to your
lycanthrope form. If your alignment is different it now
changes to match that of the lycanthrope and you gain
the following features and benefits:
Were- Your Strength in your true form becomes 19
Bear if it is not already higher. If your alignment
is not Neutral Good, it becomes Neutral
Good. You can Wildshape as a Druid but
only to Bear forms. Each use of wildshape
uses one of your daily rages and can be a
form upto CR2.
Were- Your Strength in your true form becomes 17
Boar if it is not already higher. If your alignment
is not Neutral Evil, it becomes Neutral Evil.
You can Wildshape as a Druid but only to
Boar forms. Each use of wildshape uses one
of your daily rages and can be a form upto
CR2.
Were- Your Dexterity in your true form becomes
Rat 15 if it is not already higher. If your
alignment is not Lawful Evil, it becomes
Lawful Evil. You can Wildshape as a Druid
but only to Rat forms. Each use of

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Class Name: Bard, College
of Dirge Singers
Dirge Singers are professional mourners and use music
and séances to contact the dead and lay the souls of the
dead to rest. Some of a more perfidious nature act in
the reverse, using their abilities to animate the bodies
or spirits of the dead.

Dirge Singer:
At 3rd level, by singing a suitably mournful song, you
gain the ability to lay the soul of the dead to rest. Once
per Long Rest you can attempt to turn undead as per
the Cleric Ability, the saving throw the Undead make
is against your Bard spell casting DC. When you reach
6th level in this class your Turn Undead becomes
Destroy Undead. You must be able to sing/speak in
order to use this ability, for instance, if you are gagged
or in a area of a Silence spell you cannot apply this
benefit.
Should you learn a spell or ability that requires a Holy
Symbol you can use your a Musical Instrument instead.

Tumultuous Crescendo:
At 3rd level, when casting a spell with a verbal
component you can use your reaction and expend a
Bardic Inspiration dice to increase the spells level of
effect, you treat the spell as if it had been cast with a
slot one level higher. So if you cast Cure Wounds and
expended a level one spell slot and expended a Bardic
Inspiration dice you would cast Cure wounds as a level
2 spell.
You must be able to sing/speak in order to use this
ability, for instance, if you are gagged or in a area of a
Silence spell you cannot apply this benefit.

Requiem:
At 6th level you learn how to commune with the spirits
of the dead. You learn the spell: Speak with Dead and
can cast it at will. Additionally when you reach 9th
level you gain the ability to hold a Séance, you learn
the spell: Contact Other Plane but you can only cast it
as a ritual.

Keening Lament:
At 14th level you learn a song to summon the spirits of
the dead to you and learn the spell: Spirit Guardians, it
does not count against the number of spells you know
but is counted as a Bard spell for you. When your
guardians appear they take the form of wraithlike
spirits that wail whenever they deal damage to an
opponent. You can cast this spell once per long rest as
a level 3 spell without using a spell slot.

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Dmitry Smirnov (Order #35734326)


Class Name: Cleric, Ooze Primordial Spawn
Domain Once per Long Rest you can adopt the form of an Ooze
of a CR rating upto half your level as if you had cast
the spell: True Polymorph but you automatically
The Ooze Domain is focused on slimes and traits change back to your normal form after 1 hour. You can
associated with the slippery, the sticky, the acidic, and also cast your Domain spells whilst in this form using
the amorphous. your action and expending a spell slot as normal to do
Those displaying this domain are in service to some so but without requiring components.
Primordial god or Otherwordly Patron such as
Ghaunadaur or Jubilex. They are usually Chaotic
and/or Evil in alignment. Few Clerics taking this
domain use weapons, favouring acid dealing spells
instead.

Bonus Spells:
Cleric Level Spells Gained
1st Find Familiar*, Grease
3rd Melf's Acid Arrow, Spider Climb
5th Meld Into Stone, Stinking Cloud
7th Conjure Ooze*, Vitriolic Sphere
9th Conjure Greater Ooze", Contagion

* Find Familiar only summons a Oblex Spawn (see


Mordenkainens Tome of Foes).
* Conjure Ooze functions as per Conjure Minor
Elementals and Conjure Greater Ooze functions as per
Create Elemental but you summon Oozes with the
appropriate CR instead of elementals. Oozes you can
summon are:
Gray ooze (CR 1/2), Gelatinous Cube (CR2), Ochre
Jelly (CR2), Slithering Tracker (CR3, see Volo's Guide
to Monsters), Oblex (CR 1/4 or 5 depending on type,
see Mordenkainens Tome of Foes).

Bonus Cantrip:
At 1st level you gain Acid Splash and Primal Savagery
as bonus cantrips, they do not count against the number
of cantrips known but are considered Cleric cantrips
for you.

Channel Divinity: Amorphous Form


At 2nd level you can use your Channel Divinity to
assume an amorphous, ooze form. The transformation
lasts for upto 1 minute but you can change back earlier
by using and Action to do so. Your movement speed
becomes 20ft but you can also move through a space as
narrow as 1 inch wide without squeezing, you also gain
a climbing speed of 20ft and can climb walls as if it
was solid ground. Whilst in your amorphous form you
cannot cast spells or attack.

Amorphous Polymorph
At 6th level you now use your Channel Divinity:
Amorphous Form ability to polymorph (as per the
spell) into any Ooze with a CR rating of 2 or lower.

Divine Strike
At 8th level Spells you cast ignore resistance to Acid.
In addition, when you roll damage for a spell you cast
that deals Acid damage, you can add your wisdom
modifier to one damage roll.

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EXTRA SPELLS:
Class Name: Druid, Circle At 3rd level you have gained a measure of respect form
Zuggtmoy and she starts to grant them some sacred
of the Creeping Doom spells. You gain the following spells and they are
considered to always be prepared (they are reflavoured
Druids of the Creeping Doom work to bring all mold spells from the PHB or Xanathar's Guide to
and fungus into the world and most knowing serve the Everything, any material components mentioned in the
Demon Queen Zuggtmoy. To this end Zuggtmoy spell info can be substituted with a Druidic focus).
shows her favour by bestowing them with two items; a
suit of Myconid Hide Armour and a Staff of Mold.
Others may work to bring fungal life into being and Druid Spell
they unknowingly serve Zuggtmoy. Level
3 Miasma of Zuggtmoy (Functions as per
Myconid Hide Armour: Armour of Agathys but coats you in mold
Functions as Medium/Hide armour but grants AC13 and deals poison damage instead of cold)
(max Dex bonus +2) and is made out of tanned fungus Cloud of Spores (Functions as per Dragons
and makes the wearer look similar to a Myconid. It Breath but can only exhale poison)
comprises "plates" of mottled grey, blue, green and red 5 Hallucinogenic Bloom (Functions as per
fungus covering the body (front and back), upper and Hypnotic Pattern but comes form a large
lower arms and upper and lower legs, it has a helm puff of spores and fungus)
which looks like a roughly circular mushroom cap of a Spore Form (Functions as per gaseous Form
deep red and purple colour, the helm covers the entire but you appear as a cloud of fungal spores)
head with a slit for vision and some small perforations 9 Fungal Plague (Functions as per Insect
for breathing. Note: This armour is destroyed if you Plague but conjures a cloud of spores which
take damage from a blight spell whilst wearing it, if it deal poison damage)
is destroyed you can petition Zuggtmoy for another set
but this will take d10 days to grow form a patch of LAND STRIDE:
fungus. The armour weighs 20lbs. At 6th level gain land stride as per Circle of the Land
Druid.
Staff of Mold:
As normal quarterstaff but appears to be rotten, Mold ZUGGTMOYS BLESSING:
of various colours dot the staff and looks like it was At 10th level you can't be charmed or frightened by
snapped of a decayed/diseased tree as opposed to elementals or fey, and you are immune to poison and
carefully fashioned by a wood worker. It also functions disease.
as a Druidic Focus.
WARD OF ZUGGTMOY:
SPELLCASTING: A 14th level you are guarded by Zuggtmoy and
Druids of the Creeping Doom tend to focus on plant creatures of the natural world sense your connection to
based spells but any spell they cast is accompanied by nature and become hesitant to attack you. When a beast
a puff, cloud or shower of fungal spores. or plant creature attacks you, that creature must make a
Wisdom saving
FLORAL WILD SHAPE: throw against your druid spell save DC. On a failed
At 2nd level you gain the ability to Wild shape into save, the creature must choose a different target, or the
plant forms as well as Animals and the rites of attack
Zuggtmoy grant you the ability to transform into more automatically misses. On a successful save, the
dangerous plant forms. You can use your Wild Shape creature is immune to this effect for 24 hours. The
to transform into a plant with a challenge rating as high creature is aware of this effect before it makes its
as 1 (you ignore the Max. CR column of the Beast attack against you.
Shapes table, but must abide by the other limitations
there). Starting at 6th level, you can transform into a
plant with a challenge rating as high as your druid level
divided by 3, rounded down.

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Between the Ribs:
Class Name: Fighter, Knife At 18th level you learn the value of sinking a blade
Fighter Archetype between the ribs to target internal organs. You can
sneak attack in the same way as a rogue, if your sneak
attack hits you deal an extra 3d6 damage.
The Knife Fighter spends time in alleyways, taverns,
cellars, wharfs and dockside "underground" fighting
pits. Many come from gangs or the underclass. They
utilise a variety of weapons which they universally
refer to as Knives; Knives in this respect relates to:
Daggers, Fighting Knife & Kukri (treat both as Short
Sword), Stiletto (treat as Short Sword but deals
piercing damage not slashing), Meat Hook (treat as
Sickle) and Meat Cleaver (treat as Hand Axe). Any
reference to Knives or Knife in the description below
should relate to this list of weapons.

Two Weapon Defence:


At 3rd level, you have honed Knife Fighting style.
While using a Knife in each hand the Knife Fighter
gains +2 Armour Class. In order to gain this bonus the
Knife Fighter must be wearing Light or Medium
Armour and cannot be holding or using a shield.
Additionally, all Knives are considered Finesse
weapons.

Blade Flurry:
At 7th level, you have mastered quick stabbing attacks.
Immediately after you take the Attack action on your
turn with a Knife, you can make two attacks with a
knife as a bonus action. You can perform a Blade
Flurry a number of times equal to your Dexterity
Modifier (min 1). Your uses of Blade Flurry recharge
after a Long Rest.

One with the Knife:


At 10th level, you have mastered the art of using your
knives in a dirty fighting style; striking low blows and
verbally taunting an opponent during your fight. You
can use a bonus action to start using a variety of tricks
to deceive, distract and fluster your opponent, whilst
doing this, as long as you are using only Knives, you
gain:
A bonus to your Armour Class equal to your Charisma
modifier (min +1).
Your Knifes score a critical hit on a natural roll of 19
or 20.
You have advantage on Strength (Athletics) and
Dexterity (Acrobatics) checks.
One with the Knife lasts for 1 minute and you can use
it twice per Short or Long Rest.

Flick of the Wrist:


At 15th level you learn to parry incoming weapons
with a deft flick of the wrist. As long as you are
wielding only Knives you can use your reaction to
perform an Uncanny Dodge as per Rogue.

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All spells you learn with this ability gain the Ritual tag,
Class Name: Fighter, should you teach them to other spell casters the spells
revert back to their normal version unless that spell
Occult Ritualist Archetype caster is also an Occult Ritualist.

The Occult Ritualist is someone who struggles to Ritual Mastery:


manifest magical power. The only way they can At 7th level, you have mastered the art of ritual magic
achieve a spell effect is via ritual magic. They hunt and have learned to empower your rituals. All rituals
magic creatures and artefacts, often hoarding them, you cast benefit from the Sorcerer Metamagic:
assessing or cataloguing them and, on occasion, Extended Spell. You also learn a ritual to Animate
destroying them. Many Occult Ritualists started out in Undead, you learn Animate Dead and can cast it as a
life as adventurous Sages, curious Nobles and Wizard 10 minute ritual, you can also choose to learn Create
academy drop outs, some may have just stumbled upon Undead and Danse Macabre through your ritual magic
an old spell book and taught themselves, others may ability.
have come form a cult and most get mistaken for
Necromancers or Fiend Worshippers. Anti-Magic Ritual:
At 10th level, your knowledge of ritual magic gives
Occult Ritual: you insight into unravelling and dissolving magical
At 3rd level, you have a working knowledge of magic energies. You gain Dispel Magic as a ritual spell. Cast
and its various components. You gain a spell book and in this way it has a range of 30ft and a casting time of
learn two level 1 spells with the ritual tag and one level 10 minutes after which you need to succeed on a Spell
2 spell with the ritual tag. As you advance in level you Casting Ability Check (DC equals 10+ the level of the
can add further ritual spells to you book, these spells spell you are trying to dispel), if you succeed the spell
can come form any spell list but must be of a level ends.
equal to or lower than your proficiency bonus. To add
a spell you need a spell scroll and scribing this into Ritual Trap:
your spell book takes 2 hours and costs 100 gp per At 15th level you learn how to bind magical rituals and
level of the spell. The cost represents material turn them into magical traps. You gain the level 3 spell
components you expend as you experiment with the Glyph of Warding and the level 7 spell: Symbol. The
spell to master it, as well as the fine inks you need to casting time for Glyph of Warding becomes 2 hours
record it. and the casting time for Symbol becomes 10 minutes
For all spells gained through this class your Spell and they still require their material components.
Casting Ability is Intelligence.
Ritual Specialisation:
Ritual Magic: At 18th level you have achieved such mastery over
At 3rd level, you ritual craft now allows you to certain rituals that you can cast them at will. Choose a
ritualise certain non-ritual spells. you learn one level 1 level 1 spell and a level 2 spell from your ritual spell
spell which does not have the ritual tag and can cast it book. You can cast those spells at their lowest level at
as a ritual. their normal casting time and without needing to
Spells you choose for this ability have the following expend a spell slot. You cannot cast these spells at
restrictions/adjustments: higher levels. By spending 8 hours in study, you can
If the spell has a casting time of 1 Action, the casting exchange one or both of the spells you chose for
time becomes 10 minutes. different spells of the same levels. Spells cast through
If the spell has a casting time greater than 1 Action, it this ability do not benefit from the Ritual Mastery
becomes double the casting time or 10 minutes which ability,
ever is greater.
You can only choose spells for this ability that have a
duration greater than 1 round.
You cannot choose a cantrip.
Spells you select still require any material components
listed for the spell.
Spells cast through this ability are only cast at their
lowest level.
You gain one additional spell of this nature each time
you gain a level in this class (to make a total of 17
spells known at 20th level). These spells are deemed to
be ones that you have pieced together from observing
other spell casters or by experimenting with magical
rituals.
The maximum level of spell you can learn using this
ability is equal to proficiency bonus but you can
choose a spell from any class but it cannot be a cantrip.

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9 Juryo
Class Name: Monk, Way 11 Maegashira
13 Komusubi
of Sumo 15 Sekiwake
17 Ozeki
Sumo is as much about Agility and Psychology as it is 19 Yokozuna
about Strength and the ability to soak up damage.
You have a code of honour that forbids the use of
Student Of Sumo
certain attacks:
At 3rd Level you gain +1 Hit Point per monk level and
your Hit Point maximum increases by 1 point per
FORBIDDEN MOST COMMON
monk level.
TECHNIQUES SUMO TECHNIQUES
Your weight also increase by 1lb per hit point you
PUNCHING: While PUSHING: The possess. This weight increase applies to hit points
thrusting with an open fundamental action in gained from all class levels but not from spells or other
hand is OK, punching is sumo is pushing, and sources.
prohibited. many other movements If you have proficiency with the athletics skill you now
KICKING: Tripping or derive from an initial, have expertise in athletics.
sweeping the legs is OK, strong forward attack.
but kicking is not allowed. Stay low and compact, as
GRABBING BELOW you smash forward. Sumo Attacks
THE WAIST: Gripping THRUSTING: Similar to If you attack a creature that is large size or smaller you
the belt around the waist is pushing, but a thrusting can spend one ki point to make one of the following
fine, but not in the groin or attack keeps the opponent special attacks:
rear areas. at a distance, with YORI-KIRI If you have successfully grappled an
HAIR-PULLING: It’s repeated thrusts. (front force- opponent you can use your movement
forbidden to pull the hair. Quickness of thrusts is out) and action to push your opponent a
HARI-TE: Thrusting essential, not allowing number of feet equal to your
forward or slight slapping the adversary to recover. movement, you also move with the
is OK, but you can not do FORCING OUT: Many grappled opponent.
a wide-arc, 90-degree slap. other forward movements OSHI-DASHI If you have not moved, you can use
CHOKING: It’s fine to involve grabbing the (push-out) the Dash action to move directly
thrust at the throat, but no opponent’s belt, or towards, and attempt to charge into,
gripping the throat or locking up the one opponent. Roll an attack and if it
choking with the arm. opponent’s body, hits you can then use your movement
SABAORI: With tight clamping down, and then to push your opponent directly
grip on your opponent’s forcing him out. backwards, you also travel with your
belt, it’s forbidden to THROWS: Initial opponent.
crush him from above, pushing attacks are often UWATE- If you have grappled an opponent you
crumpling his lower back. followed with pivoting NAGE can grip their waist and flip your
LOCKED FINGERS: In throws, using hinge (outside-belt opponent down, and throw them into
bear-hug pose, locking points on an opponent’s throw) a prone position.
your fingers in a “prayer” belt, arms, or legs. TSURI- If you have successfully grappled
grip around your foe’s Timing is most DASHI your opponent you can use you
back is not allowed. important, reacting to the (lift-out) movement and action to lift them into
opponent’s energy. the air and can then carry your
LIFTING: When timing opponent a number of feet equal to
and positioning are right, your movement, you also move with
it’s also possible to lift the grappled opponent.
the adversary in the air, HIKI- If an opponent moves within 5ft of
dominating the match. TAOSHI you can use your reaction to attempt
(hand pull to grapple/grab their arm and pull
At every Odd numbered level the Monk changes title down) them to the ground and knock them
to represent their mastery of the Way of Sumo. The into a prone position.
levels are SOTO-GAKE You can use one of your attacks to
Monk Title (outside leg make a Strength check (opposed by
level trip) your opponents Strength check), if
1 Jonokuchi (This is the Way of Sumo's name you succeed you trip your opponent
for all monks yet to select a Way) into a prone position.
3 Jonidan (This is the lowest official rank of SUSO- You can use one of your attacks to
those that practice Sumo) HARAI Sweep the back of your opponent’s
5 Jondanme (rear foot leg to knock them off-balance. If your
7 Makushita sweep) attack hits your opponent has
disadvantage on their next Strength or

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Dexterity based ability check.
OKURI- If you are behind your opponent you
DASHI can use one of your attacks to push
(rear push out) them away from you. If your attack
hits you deal no damage but you can
push them upto 15ft away from you.
TSUKI- If you have not moved, and hit a
DASHI creature with an attack, you can spend
(frontal thrust a ki point and additionally force that
out) creature directly backwards 5ft and
you also move 5ft towards your
opponent. You can do this for each
attack that you hit with, including
those from flurry of blows but it costs
one ki point for each attack you
enhance.
HARITE You can use one of your attacks to
(slapping) slap your opponent on the side of the
face, to briefly distract him. If the
attack hits, until the start of your next
turn, the opponent has disadvantage
on their next attack roll, ability check
or skill check.
NODOWA You can use one of your attacks to
(throat-thrust) thrust your open palm into the
opponent’s throat to push his center
of gravity up and backwards. If the
attack hits, until the start of your next
turn, your opponents must make a
concentration check in order to cast
any spell and has disadvantage on
concentration checks required to
maintain concentration on a spell.
OTTSUKE You can use one of your attacks to
(arm clamp- thrust up into your opponent’s arm or
down) armpit, to block his attack and stop
him from effectively using his arm.
Until the start of your next turn your
opponent has disadvantage on all
attack rolls.

Shiko Ritual of Purification


At 11th level, the Sumo can perform a 10 minute ritual
composed of movements, clapping and throwing salt
and drinking water to benefit from one of the
following: end the Blinded condition, end the Deafened
condition, or heal Hit Points equal to 1d10+ wisdom
modifier.
This can be done at will but it costs 2 Ki points each
time it is used.

Rikishi Strike
At 17th level you gain the Quivering Palm attack as
noted for the way of the open fist.

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Dmitry Smirnov (Order #35734326)


Loyal to the Nine Hells
Class Name: Paladin, Oath At 7th level, your loyalty to the Lord of the Nine Hells
of the Tyrant's Edict flows from you preventing you from being swayed by
the voices and actions of lesser creatures. You, and
friendly creatures of your choice within 10 feet of you,
The Oath of the Tyrant's Edict is an order of Paladins cannot be charmed while you are conscious. At 18th
that uphold the rule and law of the Archdevil level, the range of this aura increases to 30 feet.
Asmodeus on the Prime Material Plane. They act as his
intermediaries, enforcers and debt collectors, travelling Protected Vassal
the realms and making sure mortals have kept their At 15th level, you are granted the protection of the
side of the pacts they have sworn. To those that belong Lords of the Nine Hells and are always under the
to this order the notions of good, evil, Chaos and effects of a Protection from Evil and Good spell.
neutrality are a secondary concern to the rule of law.
Devilish Aura
Oath: At 20th level, as an action, you can emanate an aura of
Contract: If a contract has been signed, all parties must hellfire. For 1 minute, your are wreathed in red and
comply to the letter not the spirit of the contract. black flames that flick out and strike any creature that
Ignorance: It is the duty of those that sign a contract to approaches you. Whenever an enemy creature starts its
understand the ramifications of the contract, ignorance turn within 30ft of you, or approached within 30ft of
is no excuse. you for the first time, a lash of hellfire flicks out and
Arbitrate: If a contract is in dispute, you have the strikes them, the creature takes either 10 fire damage or
authority to make a decision. 10 necrotic damage (your choice).
In addition, for the duration, fiends will not attack you.
Oath Spells: Once you use this feature, you can't use it again until
You gain the oath spells at the paladin levels listed. you finish a long rest.
Paladin Level Spells gained
3 Burning Hands, Command
5 Blindness/Deafness, Scorching Ray
9 Fireball, Stinking Cloud
13 Fire Shield, Wall of Fire
17 Flame Strike, Hallow

Channel Divinity: Rebuke Fiend


At 3rd level, Paladins of the Tyrants Edict can use their
Channel Divinity to attempt to exert control over fiends
they can see within 30ft. Each fiend that can see or
hear you within 30 feet of you must make a Wisdom
saving throw. If the creature fails its saving throw, it is
charmed by you for 1 minute or until you or one of
your allies damages it.
Fiends charmed in this way recognise your loyalty to
the Lord of the Nine Hells and treat you as their
superior and follow your orders to the best of their
abilities. On each of your turns you can use a bonus
action to issue commands to the fiends, if you fail to do
so they act on their own accord.

Channel Divinity: Summon Hellfire


At 3rd level, You can use your Channel Divinity to
coat a melee weapon in hellfire, causing black and red
flames lick around the chosen weapon. For 1 minute
when you deal damage with that weapon, you can
choose to add an amount of fire damage or necrotic
damage to the weapon. The bonus damage is equal to
your Charisma modifier (min 1) and you can change
between fire and necrotic damage on each attack. For
the duration you are surrounded by a 20ft radius
miasma of mustard yellow vapours that smells of
brimstone, this does not impede other creatures.

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Dmitry Smirnov (Order #35734326)


of level 3 or higher require a spellcasting ability check,
Class Name: Paladin, Oath the DC equals 10 + the spell's leveI. On a success, the
creature's spell fails and has no effect.
of the Forgotten
Divine Health:
The Forgotten are Paladins that may have lost their The dying embers of your faith enhance your physical
faith or been cast out of their religious order or their form, you still develop Immunity to Disease.
Deity may have been destroyed. They have lost their
spellcasting ability and now rely on their knowledge Extra Attack:
and experience to provide them with the religious You still receive the extra attack feature at 5th level.
succour they once held dear. This has a little bit more
reworking to the class as a whole rather than just a
homebrew Oath. Aura of Faith:
You still receive the Aura of Faith at 6th level and the
increase in aura at 18th level but this is now produced
Oath: by what little faith still resides inside you.
Endure: When all is lost, you still remain.
Persevere: Your deeds will honour the memory of that
which is forgotten.
Enduring Faith
Kindle: Faith, like the embers of a fire, can be fanned At 7th level, the embers of your magic have formed
and brought back to life. into protective wards. You and friendly creatures
Restore: When others follow your lead, faith is within 10ft of you have resistance to damage from
restored. spells. At 18th level, the range of this aura increases to
30ft.
Divine Sense:
At 1st level, although your Deity has left you, you still
Aura of Courage:
recall the feel that the taint of corruption leaves. You You still receive the Aura of Courage at 10th level and
can still use Divine Sense as per the PHB. the increase in aura at 18th level but this is now
produced by what little faith still resides inside you.
Lay on Hands:
At 1st level, you channel the dying embers of your
Cleansing Touch:
Deities power into healing energies. Doing so now At 14th level you still develop Cleansing Touch but it
requires a successful Concentration check as you now requires a Concentration check to manifest each
struggle to manifest the power. Failure on the use. Failure on the check does not use up a use of
concentration check does not cost any of your Lay on Cleansing Touch.
Hands points.
Scornful Rebuke:
Fighting Style: At 15th level, the embers of your faith protect you,
At 2nd level, you choose a Fighting Style as normal. those who dare to strike you are punished for their
audacity. Whenever a creature hits you with an attack,
that creature takes psychic damage equal to your
Spellcasting / Divine Smite / Improved Charisma modifier (minimum of 1) if you’re not
Divine Smite / Oath Spells: incapacitated.
You lose all your spell slots.
You cannot use Divine Smite or Improved Divine Aura of the Forgotten
Smite. At 20th level, You can create a temporary Aura of
You do not gain any Oath spells. divine energy to swirl around you. For 1 minute you
Instead you gain a number of extra uses of Channel can use your bonus action to cast any smite spell on the
Divinity equal to your Wisdom Modifier (min +1). Paladin list. You can create this aura twice per long
rest.
Channel Divinity: Memory of Faith
At 3rd level, you are still home to some small embers
of a divine spark and using the memories of your
previous abilities you can fan them briefly to life. You
can use your Channel Divinity to cast a spell from the
Paladin list. This spell must be one that a Paladin of
your level could normally cast.

Channel Divinity: Shatter Spell


At 3rd level, your Deity is gone, your spell casting
might is gone and so all must suffer and know the pain
of your loss. You can fan the embers of your faith to
use your Reaction to cast Counterspell. Cast this way,
spells of level 2 or lower automatically fail and spells

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Dmitry Smirnov (Order #35734326)


I am the Law:
Class Name: Ranger, At 11th level your reputation as a bounty hunter now
Bounty Hunter Archetype extends to a reputation for being judge, jury and
executioner. Everyone, criminal and law-abiding
citizen alike, trembles in your presence. You radiate an
Some Rangers choose to specialise in urban aura of fear in a 10ft radius and any creature that starts
environments, usually finding work with the town its turn within it, or moves within 10ft of you for the
watch or city militia and tracking down criminals. first time on its turn, must make a Wisdom Saving
They are most likely to have Humanoid as their Throw against your spell DC or they become
favoured enemy and "urban" as their natural Frightened of you for 1 minute. Creatures under the
explorer/favoured terrain. They excel in finding and affect of your Hunter's Mark, or that are your Favoured
apprehending their quarry. Enemy, make this save at disadvantage. An affected
creature can attempt another saving throw at the end of
Bonus Spells: each of its subsequent turns.
At 3rd level you gain access to certain spells as noted
below, you gain these spells at the Ranger levels Relentless Pursuit:
shown. At 15th level you know all the tricks of the criminal
Ranger Level Bonus Spell trade and are ready for whatever they may throw at
3 Charm Person you. Your Hunter's Mark Spell now also reduces the
5 Hold Person targets speed by 10ft for the duration of the spell. In
9 Slow addition when you cast Hunters Mark you can choose
13 Charm Monster (see XGtE) to either Bolster or Weaken.
17 Hold Monster If you choose to Bolster, you gain the benefits of the
level 1 spell: Bless.
Marked For Capture: If you choose Weaken, the target of your Hunter's
At 3rd level each time you make a successful Wisdom Mark is also under the effect of the level 1 spell: Bane.
(Survival) check to track a creature, you gain
advantage on Intelligence (Investigation) and Wisdom
(Perception) checks against that creature for 1 hour.
You can only apply this benefit against one creature at
a time. Creatures who do not leave tracks are immune
to this ability.

Dead Or Alive:
At 3rd level you gain a sixth sense for finding
criminals. By spending one uninterrupted minute in
concentration (as if you were concentrating on a spell),
you can sense whether any creature within 30ft is
currently a wanted criminal. This feature reveals which
creatures in range are wanted, this ability can penetrate
most barriers, but it is blocked by 1ft of stone, 1 inch of
common metal, a thin sheet of lead, or 3ft of wood or
dirt and if you can see the creatures then you also know
the crimes associated with them. Creatures immune to
divination magic or that are immune to having their
thoughts read are immune to this effect. If any detected
creature is one of your favoured enemies then you gain
advantage on all Wisdom (Survival) checks to track
them for 1 hour.

You Can't Escape:


At 7th level your reputation for hunting criminals
precedes you. you gain advantage on all Intimidation
checks. Additionally when a creature under the effect
of your Hunter's Mark, or that is a favoured Enemy,
approaches within 30ft of you for the first time on its
turn, or starts it's turn within 30ft of you, it must
succeed on a Wisdom Saving Throw against your spell
DC or they become Frightened of you for 1 minute, an
affected creature can attempt another saving throw at
the end of each of its subsequent turns.

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Dmitry Smirnov (Order #35734326)


Vanish
Class Name: Rogue, Creed At 14th level, when you use the Hide action as a bonus
Archetype action on your turn, you can choose to benefit from the
level 5 spell: Mislead instead and you can also choose
whether or not you leave a trail. If you choose not to
This is a specialised version of the Assassin which leave a trail you cannot be tracked unless magical
adheres to a specific code of conduct: means are used. If you use this ability you cannot
1) Do no kill the innocent. The Creed believe that benefit from it again until you have taken a Short or
political assassinations and the death of the corrupt will Long Rest.
bring peace and a true sense of security to the common
people. Slaying innocents and civilian bystanders who
did not need to die could spread strife and discord, in
addition to ruining the name of the Thieves Guild
itself. Creed would also be prevented from achieving
their higher purpose, to become a precise killer instead
of an indiscriminate butcher.
2) Hide in plain sight. The Creeds aim is to get close to
their target stealthily, and escape just as quickly. The
Creed aim to perform ostentatious, awe-inspiring
assassinations, usually in public. The greatest illusion
from such an assassination is that the Assassin
seemingly materializes from nowhere, kills a corrupt
public figure, and vanishes into the depths of the crowd
or environment.
3) Nothing is true; everything is permitted. To say that
nothing is true, is to realize that the foundations of
society are fragile, and that we must be the shepherds
of civilization. To say that everything is permitted, is to
understand that we are the architects of our actions, and
that we must live with their consequences, whether
glorious or tragic.

Assassinate
At 3rd level, you are at your deadliest when you get the
drop on your enemies. You have advantage on attack
rolls against any creature that hasn't taken a turn in the
combat yet. In addition, any hit you score against a
creature that is surprised is a critical hit.

Leap of Faith
At 3rd level, you can use your reaction when you fall
to reduce any falling damage you take by an amount
equal to five times your Rogue level.

Hide In Plain Sight


At 10th level, you can spend 1 minute blending in with
a crowd. You must have at least 2 other people within
5ft of you in order to blend in. Once you are
camouflaged in this way, you gain a +10 bonus to
Dexterity (Stealth) checks as long as you remain in the
crowd. Once you take an action, bonus action or a
reaction, you become visible as normal and you must
camouflage yourself again to gain this benefit. While
hidden by this ability you do not actually hide, you just
appear like a completely normal and innocuous person,
other creatures just seem to overlook you or give you
only a cursory glance. Creatures immune to illusions or
that possess True Sight maybe able to see through this
ability.

37

Dmitry Smirnov (Order #35734326)


Menacing Aura:
Class Name: Rogue, Thug At 17th level: You emanate an aura of menace in a 30-
Archetype foot radius. The first time any enemy creature enters
the aura or starts its turn there during a battle, the
creature must succeed on a Wisdom saving throw or
The Thug is a rogue trained to be physically become frightened of you for 1 minute or until it takes
intimidating and acts as the manifestation of threat and any damage. Attack rolls against the frightened
menace. They are used as bouncers, bullies, creature have advantage.
extortionists and gang leaders. The DC for this is equal to:
8 + your Proficiency Modifier + your choice of your
Face for Extortion: Strength Modifier or your Charisma Modifier.
At 3rd level, you develop a talent for being physically
imposing and using it at just the right time. This can
take fairly basic forms such as cracking your knuckles
to something more aggressive such as grabbing
someone by the throat and pinning them against a wall.
When you make an Intimidation skill check to
determine whether a creature is intimidated by you,
treat a roll of 7 or lower on the d20 as an 8.

Nose for Fear:


Starting at 3rd level, you can use a bonus action to
make a Wisdom (Insight) check to spot if a creature
within 30ft is:
1) Generally afraid/fearful
2) Immune to the Frightened condition
3) Currently affected by the Frightened condition.

Physically Imposing:
At 3rd level, sometimes the threat of violence speaks
louder than actual violence. You gain proficiency with
the following weapons: Great Axe, Great Sword and
Maul. Whilst holding one of these weapons you gain
advantage on all Intimidation skill checks.
Note: holding means in your hands not having it in a
belt loop or scabbard.

Strong Style:
At 9th level you can use a Great Axe, Great Sword or
Maul with your Sneak Attack ability and you gain the
fighting style: Great Weapon Fighting.

Despairing Strike:
At 13th level: If you attack and hit a creature with a
Great Axe, Great Sword or Maul you can spend one of
your Hit Dice, if you do, you add d8 to the damage. In
addition the target of your attack must make a Wisdom
saving throw, On a failed save, it is frightened of you
until the end of your next turn,
The DC for this is equal to:
8 + your Proficiency Modifier + your choice of your
Strength Modifier or your Charisma Modifier.
Creatures immune to the Frightened Condition are
Immune to the extra damage as well as the frightened
effect.

38

Dmitry Smirnov (Order #35734326)


Class Name: Sorcerer,
Warlock Patron Origin
One of your ancestors sold his soul to a patron and
became a warlock, unfortunately in the small print was
a clause where by the family blood line would forever
hold some taint from this.

Tainted Blood:
At level 1: Choose a warlock patron.
When you gain new spells you can choose a spell form
your patrons expanded spell list and they count as a
sorcerer spell for you.
You gain the level one power of your other-worldly
patron.
You gain one Warlock Invocation as long as you meet
all pre-requisites for that invocation (IE: you cannot
take book of shadows as you do not have pact of tome),
your level in this class is used for determining if you
meet the level requirements an invocation. Once the
invocation has been chosen it cannot be changed.

Indentured Servitude:
At level 6: You gain the level six power of your other-
worldly patron and gain one more Invocation, Once the
invocation has been chosen it cannot be changed.

Life-long Servant:
At level 14: You gain the level ten power of your
other-worldly patron and gain one more Invocation,
Once the invocation has been chosen it cannot be
changed. You can, but do not have to, take a Pact of
Chain, Blade or Tome. If you do you gain the benefits
of that Pact but you sell your soul to your Patron and
cannot be raised form the dead or resurrected by any
means without your Patrons permission.

In All But Name:


At level 18: You gain the level fourteen power of your
other-worldly patron and gain one more Invocation,
Once the invocation has been chosen it cannot be
changed.

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Dmitry Smirnov (Order #35734326)


Metamorphosis:
Class Name: Warlock, At 10th level, you and your patron start to merge into
Symbiote Patron one entity. your thoughts can't be read by telepathy or
other means unless you allow it, if you don't allow it all
people can hear is a mixture of insane/nonsensical
The Symbiote is a strange patron. The Symbiote is a babbling. In addition you gain Devil's Sight with a 60ft
creature from the Far Realm that requires a host to range.
exists on the Material Plane. It lives inside the Warlock
and they can communicate with each other We Are Legion:
telepathically. The Symbiotes vary wildly in alignment At 14th level you and your patron are one entity. You
and temperament but most want to experience are immune to the Frightened and Charmed conditions
everything the Material Plane, some tend toward the as your mind and sensibilities are now to alien to
psychotic as they become fond of the more visceral understand such notions.
aspects of combat.

Expanded Spell List:


As you gain levels the following spells are added to the
warlock spell list for you to choose from.
Spell Spells available
Level
1 Jump, Shield
2 Alter Self, See Invisibility
3 Haste, Nondetection
4 Evard's Black Tentacles, Polymorph
5 Contagion, Skill Empowerment

When a Warlock of this patron casts a spell, the


Symbiote manifests in some form, such as a slime or
amorphous form covering all or part of the Warlock,
flying off to hit a target or shooting from the Warlock
into the ground depending on the spells effect.

Horrid Form:
At 1st level, your patron exists within you as a tumour
like growth and can briefly cause your form to warp
into something truly horrific. As an action, you can
cause each creature in a 10ft cube originating from you
to make a Wisdom saving throw against your warlock
spell save DC. The creatures that fail their saving
throws are frightened of until the end of your next turn.
Once you use this feature, you can't use it again until
you finish a short or long rest.

Symbiosis:
At 6th level, your patron melds with you physically as
well as mentally although you are still two distinct
entities. If you cast Alter Self or Polymorph on
yourself you do not need to maintain concentration as
the Symbiote does this for you. Additionally once per
short rest the Symbiote can use your reaction to
remove either the Frightened or Charmed condition
from you, if it does so you are unable to cast spells
until the end of your next turn.

40

Dmitry Smirnov (Order #35734326)


Through your knowledge of magic and the mortal form
Class Name: Wizard, you learn how to use a combination of magical ritual
and medicinal surgery to graft certain permanent,
School of Mutagenic physical changes onto yourself and other creatures.
Other creatures must fall into the Humanoid or Beast
Surgery types.

The Mutagenic Surgeon is a wizard that uses The table below shows what changes can be made and
Transmutation and Necromancy spells to alter the any pre-requisite abilities or spells that are required.
physiology of creatures. Some do so out of a sense of The Cost listed for each graft is for the cost of special
the macabre, otherworldly influence, others to try and ritual ingredients but you also need to supply an
improve a creature and some just to test out magic and material components for the spell required.
their own abilities.
Wizards of this school pull their magic and inspiration In order to determine whether a graft has been
from the Far Realm. successful you need to make a Wisdom (Medicine)
Although they specialise with Transmutation and ability check against a DC of 10 + the level of the graft
Necromancy they can use any spells on the Wizard being applied.
spell list. If this ability check fails, then the graft has not taken
The actual specifics of the ritual is left up to the but there is no other effect. If it fails by 5 or more or
imagination of each DM/Player. the roll is a natural 1 then the creature also receives the
"Botched Surgery" Injury listed for that graft.
Mutagenic Surgery: Should you desire to do so, you can elect to
At 2nd level, the Mutagenic Surgeon gains the deliberately botch the surgery and give the creature the
Mutagenic Surgery ability noted below. They also gain "botched surgery" injury instead of the graft.
proficiency with the Medicine skill, if they already
have this they receive the rogue ability Expertise but You can only perform one surgery at a time.
only with Medicine.
Each graft takes a number of hours to complete equal
Self Experimentation: to 4 + the level of the graft being applied.
At level 6th level, the Mutagenic Surgeon receives one
of the grafts noted under Mutagenic Surgery, this is Regardless of whether the surgery is successful or not,
from self experimentation and they need to meet the once the surgery is complete the creature the graft has
required spells or item restriction. They gain a further been applied to needs to make a Constitution Saving
graft at 10th level and another one at 14th level, once Throw against a DC of 10 + the level of the graft. On a
chosen these grafts cannot be changed. failed save the creature takes 1d6 Necrotic damage for
each level of the graft they received. On a nature 1 on
the Saving throw the creature also suffers a "Botched
Mad Mage: Surgery" injury also detailed in the graft description
At 10th level the magic of the Far Realm infuses you below.
and warps your mind. If it is not already Chaotic, your
alignment shifts to Chaotic. You gain the 3rd level Botched Surgeries are debilitating and always impede a
Druid Spell Conjure Animals and it counts as a Wizard creature to some extent.
spell for you. When you summon an animal with this The Botched Surgery listed for each condition is
spell you actually pull a creature out of the Far Realm cumulative and it is possible to get it more than once
and it appears with one graft from the list below, these for the same surgery.
beasts are considered beasts and aberrations.
A Regeneration spell can heal the Botched Surgery but
Malleable Mutation: also heals the graft, returning the body part to normal.
At 14th level the Mutagenic Surgeon is infused with
Far Realm magic and can cast Alter Self at will, this Receiving any of the grafts makes creatures to be
does not require any components or expenditure of considered as another type of creatures, either as
spell slots or concentration but does require an action monstrosities, Shape-changer or undead, and this
to use. means they may take extra effects or reduced effects
*******************************************************
form certain spells or abilities, this is particularly
important for any creature receiving a graft that makes
Mutagenic Surgery them considered to be undead. These also stack so it
would be possible to be considered a Humanoid
Requires the ability to cast spells from the Undead Monstrosity or Beast Shape-changer
Transmutation and Necromancy Schools of magic, be a Monstrosity.
ritual spell caster and have proficiency with the
Medicine skill. Some grafts will change the overall shape of a creature
and this may mean clothing and armour needs to be
specially made.

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Dmitry Smirnov (Order #35734326)


Creature can use an
Undead Grafts Action to use a Deathly
(If you receive any of these grafts you are considered Glare attack. They target
to be Undead). one creature they can see
within 30ft. That creature
Graft Name Effect Level and rolls a Constitution
Cost Saving Throw (DC15)
Bonemail (requires enough bone to Level 3, taking 7d8 Necrotic
augment a creature and Cost: Damage on a failed save
the ability to cast the 1000gp per or half damage on a
spells Animate Dead and size successful one.
Polymorph). category of Botched Surgery: The
You can graft slivers and the eye decomposes in the
parts of bone onto a creature. creatures eye socket. The
creature. Bonemail necromantic magic that
resembles armour crafted was bound to the eye
from interlocking bones seeps into the creatures
and shards of bone, but is head and liquidises any
actually part of the other eyes they have,
creatures body. Creatures striking the creature
with this graft are blind. If the creature had
considered to be wearing only one eye or is already
Half Plate Armour blind roll a d6, on an odd
(AC15, Max Dex bonus number the magic strikes
+2 and they have them deaf, on an even
Disadvantage on Stealth number it strikes them
checks). The added dumb (unable to speak).
weight of these bone Enervating (Requires the ability to Level 2,
plates adds 10lbs to the Arm cast Animate Dead and cost:
creatures weight if they Ray of Enfeeblement) 4,000gp
are small sized, 20lbs if You infuse a Creatures
they are medium, 40lbs if arm with necrotic energy.
they are Large, 80lbs if The arm appears
they Huge, 160lbs if they desiccated, leathery and
are Gargantuan. They dead but otherwise
cannot wear armour over functions normally. A
this graft but can use a creature with this graft
shield. can use an Action and
Botched Surgery: If the touch a creature and
surgery is botched then drain some of the
the creature suffers from creatures strength. The
constant pain, all creature can make a
concentration checks are melee attack and target
made with disadvantage someone upto 5ft away
and the creatures that they can see, if they
carrying capacity and hit they deal their normal
jump distances are unarmed strike damage
halved. and forces that creature
Bodak's Eye (Requires the ability to Level 7, they hit to make a
cast Animate Dead and cost: Constitution Saving
Finger of Death and 2,500gp. throw (DC14). On a
requires an intact eye that failed save the creature
has been harvested form they hit deals only half
an undead). damage with their melee
You can remove a attacks and has
creatures eye and graft in disadvantage on any
the eye of a Bodak. Strength based ability
Doing so allows the checks for 1 minute but
creature access to some they can attempt a further
of the Death Glare the Constitution saving
Bodak possessed. Once throw at the end of each
per Long rest the of their turns to end this
effect. This Strength

42

Dmitry Smirnov (Order #35734326)


Draining ability is only like a normal eye but
usable twice per Long appears to be dry and
Rest. lifeless and does not
Botched Surgery: The move in its socket. A
Necromantic rituals creature with this graft
required to bind the gains the ability to cast
magic into the limb fail Sleep and Cause Fear
and seep into the each once per day
creatures body. Roll a without using a spell slot
2d6 and add the numbers or requiring components,
together, an even number Cast this way they are
results in the loss of 2 cast as level 2 spells.
points of Strength, an Botched Surgery: The
odd number results in the eye decomposes in the
loss of 2pts of Dexterity creatures eye socket. The
but roll a double number necromantic magic that
(double 1, double 2 etc) was bound to the eye
results in the loss of 2pts seeps into the creatures
of Constitution. head and liquidises any
Mohrg's (Requires the ability to Level 5, other yes they have
Tongue cast Create Undead and Cost striking the creature
Hold Person) 12,000gp blind, if the creature had
You graft a long, sinuous only one eye or is already
tongue into a creature. blind roll a d6, on an odd
The tongue is composed number the magic strikes
of strong cartilage and them deaf, on an even
ends in three sharp claws number it strikes them
at its tip. A creature with dumb (unable to speak).
this graft takes the attack Mummified (Requires the ability to Level 4,
action they can use a Hand cast Bestow Curse, Cost:
bonus action to make Create Undead and 5,000gp.
attack with the tongue Contagion)
against a creature within You can graft a
5ft. If the attack hits the mummified hand onto a
target of the attack needs creature. The hand
to make a Constitution functions as normal but
Saving Throw (DC17) or looks dry and leathery
become Paralysed for 1 and is covered in
minute. A creature specially consecrated
paralysed by this attack bandages and ritual
can attempt another tattoos. Once per Long
Constitution Saving Rest a creature with this
throw at the end of each graft can attempt to
of its turns to end the inflict Mummy Rot with
effect. This Paralysing one of their Unarmed
attack can only be used Strikes, if the attack hits
Once per Long Rest. the unarmed strike deals
Botched Surgery: If the 2d8 Necrotic Damage
surgery is botched the and the target of the
creatures tongue vocal attack must succeed on
chords are destroyed by a DC 12 Constitution
the necromantic energies, saving throw or be cursed
the creature is struck with mummy rot. The
dumb (unable to speak). cursed target can't regain
Mummified (Requires the ability to Level 4, hit points, and its hit
Eye cast Create Undead and Cost point maximum
Eyebite) 5,000gp decreases by 3d6 for
You can graft a every 24 hours that
mummified eye into a elapse. If the curse
creature eye socket, reduces the target's hit
replacing one of their point maximum to 0, the
normal eyes. The target dies, and its body
mummified eye functions turns to dust. The curse

43

Dmitry Smirnov (Order #35734326)


lasts until removed by the infects the rest of the
remove curse spell or creatures body. The
other magic. creature gains
The decision to use Vulnerability to a type of
Mummy Rot must be weapon damage, roll a
made before the attack d6, on 1 or 2 they gain
roll is made. vulnerability to
Botched Surgery: The Bludgeoning, on a 3 or 4
energy in the hand they gain vulnerability to
corrupts the creatures Slashing on a 5 or 6 they
form and the creature gain vulnerability to
becomes cursed with Piercing. If they gain a
Mummy Rot. vulnerability they already
Paralysing (requires Create Undead, Level 3, have roll again.
Arm Gentle Repose and Hold Cost: Ghost Sight (Requires the ability to Level 2,
Person) 4,000gp cast See Invisibility) cost:
You can graft the arm of You infuse a creatures 4,000gp
a ghoul onto a creature. eyes with necromantic
A creature with this graft magic granting them a
can use their touch to measure of arcane sight.
Paralyse a target. This The creature gains the
can be done twice per ability to see invisible
Long Rest. A touched creatures and objects
creature can attempt to within 30ft.
resist this with a
Constitution Saving
throw (DC14), on a
failed save the target is
paralysed for 1 minute
but can make another
saving throw at the end
of each of their turns to
try and shrug off the
effect.
Botched Surgery: The
magic in the arm cause it
to atrophy and withers to
about half its normal
length. The creature
suffers immense strength
drain and has
disadvantage on all
Strength based ability
and skill checks
including weapon
attacks.
Skeleton (Requires Animate Dead) Level 1,
Hand You can graft the hand of Cost:
a skeleton onto a 3,00gp.
creatures arm, replacing
one of their normal
hands. The fingers of the
skeleton hand are
sharpened enabling the
creature to use the hand
to make Claw attacks
dealing 1d4 slashing
damage instead of their
normal unarmed strike.
Botched Surgery: the
magic animating the
hand fails and the hand
falls to pieces but also

44

Dmitry Smirnov (Order #35734326)


Animal Grafts You can cosmetically 4,00gp.
(By taking any of these grafts you are considered a transform the appearance
Monstrosity). of a creature. You decide
what they look like,
Graft Name Effect Level and including your height,
Cost weight, facial features,
Natural (Requires the ability to Level 2, sound of their voice, hair
Weapons cast Alter Self and Cost: length, coloration, and any
Polymorph) 3,00gp. distinguishing
You graft claws, fangs, characteristics. You can
spines, horns, tentacles or make the creature appear
a different natural weapon as a member of another
of your choice into a race, although none of
creature. The creatures can their statistics change.
use these natural weapons You also cannot make
n place of their unarmed them appear as a creature
strike. These weapons deal of a different size, and
ld6 bludgeoning, piercing, their basic shape stays the
or same; if they're bipedal,
slashing damage, as you cannot use this spell
appropriate to the natural to make them become
weapon you chose, and the quadruped, for instance.
creature is proficient with Botched Surgery: The
these natural weapons. cosmetic transformation
Botched Surgery: The warps resulting in an
grafts and natural weapons appearance which is
fail to take and leave the simultaneously horrific
creature in constant pain and deeply comical, skin
and stiffness int heir is loose and results in flaps
joints. The creature deals of skin hanging from the
only half damage with all cheeks and arms, eyes
melee attacks (not spells) weep pus, the mouth
and their ability to becomes lipless and drools
carry/lift/pull/jump is constantly. The creature
halved. has disadvantage on all
Aquatic (Requires the ability to Level 2, Charisma based checks.
Adaptation cast Polymorph and either Cost: Loping (Requires the ability to Level 1,
Alter Self or Breath 4,00gp. Stride cast Longstrider) Cost:
Underwater) You augment a creatures 3,00gp.
You graft gills and filters legs, making them longer
into a creatures throat and with more powerful
lungs, graft webbing muscles. The Creatures
between their toes and speed increases by 10ft.
fingers and adapt their Botched Surgery: The
body to an aquatic grafts you augment the
environment, The creature creature with are to tight
can breathe underwater and results in pain
and, if they are not whenever it walks, its
wearing gloves or speed is halved.
footwear, they gain a Spring (Requires the ability to Level 1,
swimming speed equal to Heeled cast Jump) Cost:
their walking speed. You augment a creatures 3,00gp.
Botched Surgery: The leg muscles to be able to
creatures is left with store great amounts of
severe breathing problems. energy. When creatures
They must make with this graft make a
Constitution saving throws jump, the distance they
whenever they take the can cover increases by a
dash action or suffer a number of feet equal to
level of exhaustion. their Strength modifier.
Change (Requires the ability to Level 2, Botched Surgery: The
Appearance cast Alter Self) Cost: grafts you augment the
creature with are to tight

45

Dmitry Smirnov (Order #35734326)


and results in pain indistinguishable from an
whenever it walks, its ordinary object.
speed is halved. Botched Surgery: The
Dragons (Requires the ability to Level 3, grafts you augment the
Breath cast Dragons Breath) Cost: creature result in the
You graft dragon-like 9,00gp. creature being unable to
glands into a creatures voluntarily change their
throat allowing them to shape. They must maintain
build up and store a concentration to stay in
portion of elemental their normal form or they
energy. When you graft become an amorphous
these glands into a ooze-like puddle. In this
creature choose acid, cold, ooze form their speed
fire, lightning, or poison. becomes 10ft and they are
Once per Long Rest, the incapable of speaking,
creature can use an action attacking or casting spells
to exhale energy of the and they do not have
chosen type in a 15-foot enough control over their
cone. Each creature in that amorphous form to slip
area must make a through tiny cracks or
Dexterity saving throw, holes like Oozes in the
taking 3d6 damage of the monster manual. They
chosen type on a failed remain in this ooze form
save, or half as much until they pass a
damage on a successful Concentration check and
one. use their action to reform
Botched Surgery: The their normal body.
grafts you augment the Natural (Requires the ability to Level 4,
creature with warp its Armour cast Stoneskin) Cost:
physiology, whenever the You can mold a creatures 10,00gp.
creature drinks a potion skin into harder and more
there is a 25% chance that durable forms. You graft
the potion gets corrupted extra bone plates and
and the creature takes 3d6 hardened scales into their
damage of the type chosen skin making it hard as
when the surgery was rock. The creatures is
attempted rather than natural armour class is
getting the potions normal now 14 + Dex bonus. This
effects. If this botch is natural armour does stack
received again the chance with using a shield but not
for the potion effect being with wearing a suit of
corrupted increases by armour, using Mage
another 25% (max 100% Armour or alternate ways
chance). of calculating AC such as
Mimic (Requires the ability to Level 3, Barbarian or Monk.
Adaptation cast Polymorph) Cost: Botched Surgery: The
Creatures receiving this 9,00gp. grafts you augment the
graft are considered creature result in stiff
Shape-changers. They can joints and thick fatty skin
use its action to that inhibits the creatures
polymorph into ability to move. Each time
an object (such as a chest this botch is received the
or barrel) or back into its creatures Dexterity is
true form. Its statistics are reduced by 1pt.
the same in each form. Wings (Requires the ability to Level 4,
Any equipment it is cast Featherfall and Cost:
wearing or carrying is Polymorph) 10,00gp.
transformed. It reverts to You can graft wings onto
its true form if it dies. a creature. These wings
False Appearance: While are barely able to support
the creature is in their the creatures weight and
object form and they cannot provide enough lift
remain motionless, it is to fly but they do enable

46

Dmitry Smirnov (Order #35734326)


the creature to glide. The deception checks.
creature needs both hands Dark Sight (Requires the ability to Level 2,
free to use the wings, it cast Darkvision) Cost:
reaches out and grasps the You graft magic into the 4,00gp.
ends of the wings to use eyes of a creature granting
them like a parachute. By it dark vision to a range of
holding the wings 60ft.
outstretched, the creatures Botched Surgery: The
has their rate of decent magic not only destroys
slowed to 60ft per round. the eyes but leaves them
It takes no falling damage as orbs of darkness, the
and can land on its feet. creature is struck blind
For every 3ft it descends, and weeps tar like tears. If
it can also manoeuvre 1ft the creature is already
in a direction of the blind then they constantly
creatures choosing (apart drool this black tar like
from upwards). substance.
Botched Surgery: If the
surgery fails then the
creature receives wings
but they are completely
useless. they hang limply
to the ground and look
broken. The wings impede
all athletic movement and
the creature has
disadvantage on all
athletic and acrobatic
checks.
Spider Legs (Requires Spider Climb Level 3,
and Polymorph) Cost:
You graft 4 arachnid limbs 10,00gp.
onto a creature that
enables them to climb
walls with ease. The
creature gains a climbing
speed equal to their
walking speed when but
the arachnid limbs are
highly visible. A side
effect of this graft is that
the limbs also give
advantage on all attempts
to grapple an opponent. If
this graft is combined with
the Natural Weapons graft
above then the arachnid
limbs can be turned into
tentacles or tipped with
talons and used as a
natural weapon.
Botched Surgery: The
magic animated the graft
seeps into the creatures
body, their grow extra
eyes and mandibles and
take on a more spider like
appearance. The arachnid
limbs do not work and the
creature has disadvantage
on all climbing checks and
also has disadvantage on
all persuasion and

47

Dmitry Smirnov (Order #35734326)


Arcane Wand Wielder:
New Feats: Requires: The ability to cast a level 3 Wizard, Sorcerer
Most of these are rebooted/re-imagined/updated from or Warlock spell using a spell slot.
d&d 3.5. You are able to craft a magic wand. Doing so requires
If using the homebrew character creation method 1000gp of materials, the exact materials vary as each
above, these feats can be taken in place of a racial feat spell caster creates a wand unique to them. Once
or ability score increase at level 4, 8, 12, 16 or 19 as created, you can use the wand to cast spells and ignore
long as your meet the requirements noted for the feat. their verbal components, when you do so the spell
gains additional somatic and material component
Alien Mind: which are holding and waving the wand.
Requires: Warlock (Great Old One Patron) and at least You cannot use this wand at the same time that you use
3 levels in one or more Multiclasses (so three an Arcane Spell Focus.
multiclasses at level 1, one at level 2 and one at level 1
or one at level 3). Blind Fighting:
Your mind is either warped by the Far Realm or your Requires: The Protection or Defence Fighting style.
body has become home to many fragments of souls or You have mastered various defensive fighting
Far Realm entities, that grant you measure of resistance techniques and the darkness holds no fear for you. You
to mental effects. have a preternatural instinct where creatures are. You
You are immune to the Charmed and Frightened gain Blindsense in a 20ft radius around you but cannot
Conditions. perceive anything beyond this range. In order to gain
this benefit you must be blind or unable to see in
Animal Companion: complete darkness.
Requires: least 3 levels of Ranger or 3 levels of druid.
You learn an 8 hour long ritual that enables you to Brew Potion:
bond an animal as a companion, the companion can Requires: The ability to cast at least one spell of level 1
have a CR rating upto 1/4 and adjust it as follows: or higher using a spell slot and have proficiency with
It loses any multi-attack ability it has. the skill: Arcana and the tools: Alchemist Supplies or
It adds the your proficiency bonus to its AC, to hit Herbalist Kits.
rolls, damage rolls, saving throws and ability checks. You learn how to create a potion of any spell that you
Its hit point maximum equals its normal maximum or know or 3rd level or lower that takes an action or
four times your ranger level, whichever is higher. bonus action to cast.
It rolls its own initiative and acts on its own, no Brewing the potion takes 1 day and you must expend a
instruction required by you but it tries to stay within spell slot equal to the level of the spell you are turning
30ft of you unless you use your action to give it a into a potion and cannot be higher than your own caster
specific order. level.
lf the beast dies, you can obtain another one by A cantrip has an effective level of one.
spending 8 hours magically bonding with another beast Brewing the potion cost 50 x spell level in gold pieces
that isn't hostile to you, either the same type of beast as to brew and you must additional supply any material
before or a different one. components required for casting the spell.
If you have, or subsequently gain, the Find Familiar You cannot use a spell focus during the brewing
spell, you can turn your animal companion into your process and you need an alchemical lab to be able to
familiar but this triples the cost of casting the spell and brew a potion.
it becomes either a Fey, Celestial or Fiendish variety of When you brew the potion you make any choices that
animal and can then be used as per the Find Familiar you would normally make when casting the spell, for
spell as well. instance if you created an Enhance Ability potion you
If you have, or subsequently gain, the Warlock Pact of would select which ability it applied to when you
Chain your familiar form pact of chain replaces your brewed it.
animal companion but gains the ability to shape change Each potion can only be used once but do not have a
into the animal companions form. "use by" date and many brewers give their potions
special names.
Arcane Schooling It takes an action to use a potions created through this
Requires: Magic Initiate and a Proficiency Bonus of +4 feat regardless of how the spell is usually cast.
or greater. Example potions:
You have spent some of your free time studying deeper Lightning in a bottle lvl1: This bottle crates a small
spell casting mysteries and have expanded your amount of static if agitated but not enough for any real
knowledge. effect, however if shaken and smashed into a creature
You can cast the level 1 spell gained from Magic or object they are subjected to a Shocking Grasp affect,
Initiate one additional time per long rest and if the to hit roll misses then the bottle smashes into the
additionally gain a level 2 spell from the same list. You ground and is wasted.
can cast this level 2 spell once per long rest as a level During the brewing process the potion brewer decides
two spell. how their potion is used (whether it is thrown, drunk,
physically smashed into a target etc).

48

Dmitry Smirnov (Order #35734326)


3,000gp for Rare Items
Bull Headed: 9,000gp for Very Rare Items
Requires: the ability to cast a spell using a 3rd level 27,000gp for Legendary Items
spell slot. This base cost involves the purchasing and creation of
You are stubborn and determined. various inks, unguents, metals, gems or crystals which
You gain +1 Wisdom (Max 20). are used to harness and focus the magic during the
You gain Proficiency in Wisdom Saving Throws. If enchantment ritual.
you are already proficient in Wisdom Saving throws Additional costs may be involved at the DM's
you gain advantage in Wisdom Saving throws instead. discretion and certain additional material components,
You gain Skill Proficiency: Intimidation Skill, if this is spells or ability checks may be required and crafting
already possessed you gain expertise in Intimidation Very Rare or Legendary Items may involve travelling
instead. to specific locations or obtaining particular things such
as a wish, the aid of a fiend, travelling to a specific
Courteous Magocracy: pool of water in the Underdark or obtaining the
Requires: The ability to cast a level 2 spell using a blessing of a Deva.
spell slot. The BASE amount of time to complete an enchantment
You have studied, trained or traded with spell casters is one day per 1,000gp (or part thereof) in value. If
and have grown accustomed to their various embarking on a day of enchanting you must devote at
idiosyncrasies. least 16 hours of the day to enchanting and at DM's
You gain Skill Proficiency with Arcana and discretion some items may be time sensitive for
Persuasion. If you are already proficient these skills completion. As a rule of thumb: The high the level of
then you gain Expertise in them skill instead. enchantment, the more time sensitive and/or extra
items/components/spells etc will be required.
Craft Magic Arms & Armour:
Requires: The ability to cast a level 3 spell using a
Craft Staff:
spell slot and have proficiency with the skill: Arcana Requires: The ability to cast a level 6 spell using a
and some items may require specific tools/components. spell slot and have proficiency with the skill: Arcana
The BASE cost involved for manufacturing a and some items may require specific tools/components.
enchanted weapon, shield or suit of armour is equal to: The BASE cost involved for manufacturing a
500gp for Common Items enchanted staff is equal to:
3,000gp for Uncommon Items 500gp for Common Items
18,000gp for Rare Items 1,500gp for Uncommon Items
33,000gp for Very Rare Items 4,500gp for Rare Items
50,000gp for Legendary Items 13,500gp for Very Rare Items
This base cost involves the purchasing and creation of 40,500gp for Legendary Items
various inks, unguents, metals, gems or crystals which This base cost involves the purchasing and creation of
are used to harness and focus the magic during the various inks, unguents, metals, gems or crystals which
enchantment ritual. are used to harness and focus the magic during the
Additional costs may be involved at the DM's enchantment ritual.
discretion and certain additional material components, Additional costs may be involved at the DM's
spells or ability checks may be required and crafting discretion and certain additional material components,
Very Rare or Legendary Items may involve travelling spells or ability checks may be required and crafting
to specific locations or obtaining particular things such Very Rare or Legendary Items may involve travelling
as a wish, the aid of a fiend, travelling to a specific to specific locations or obtaining particular things such
pool of water in the Underdark or obtaining the as a wish, the aid of a fiend, travelling to a specific
blessing of a Deva. pool of water in the Underdark or obtaining the
The BASE amount of time to complete an enchantment blessing of a Deva.
is one day per 1,000gp (or part thereof) in value. If The BASE amount of time to complete an enchantment
embarking on a day of enchanting you must devote at is one day per 1,000gp (or part thereof) in value. If
least 16 hours of the day to enchanting and at DM's embarking on a day of enchanting you must devote at
discretion some items may be time sensitive for least 16 hours of the day to enchanting and at DM's
completion. As a rule of thumb: The high the level of discretion some items may be time sensitive for
enchantment, the more time sensitive and/or extra completion. As a rule of thumb: The high the level of
items/components/spells etc will be required. enchantment, the more time sensitive and/or extra
items/components/spells etc will be required.
Craft Rod:
Requires: The ability to cast a level 5 spell using a
Craft Wand:
spell slot and have proficiency with the skill: Arcana Requires: The ability to cast a level 3 spell using a
and some items may require specific tools/components. spell slot and have proficiency with the skill: Arcana
The BASE cost involved for manufacturing a and some items may require specific tools/components.
enchanted rod is equal to: The BASE cost involved for manufacturing a
1,000gp for Uncommon Items enchanted wand is equal to:

49

Dmitry Smirnov (Order #35734326)


500gp for Common Items Curse-Bringer:
3,000gp for Uncommon Items Requires: Either the Wizard (Necromancer) or Cleric
18,000gp for Rare Items (Domains: Death or Grave) class and the ability to cast
33,000gp for Very Rare Items a level 2 spell using a spell slot.
This base cost involves the purchasing and creation of You have studied curses and know how to blight a
various inks, unguents, metals, gems or crystals which victim in various ways. You learn the level 1 spells:
are used to harness and focus the magic during the Bane and Hex and treat them as Wizard spells if you
enchantment ritual. are a Wizard or a Cleric spells if you are a Cleric. In
Additional costs may be involved at the DM's addition, if you learn the level 3 spell: Bestow Curse
discretion and certain additional material components, you can increase the range of the spell from a range of
spells or ability checks may be required and crafting touch to a range of 30ft (but you must have line of
Very Rare Items may involve travelling to specific sight to the target when you cast the curse).
locations or obtaining particular things such as a wish,
the aid of a fiend, travelling to a specific pool of water
in the Underdark or obtaining the blessing of a Deva.
Disciplined Mind:
The BASE amount of time to complete an enchantment Requires: the ability to cast a spell using a 3rd level
is one day per 1,000gp (or part thereof) in value. If spell slot.
embarking on a day of enchanting you must devote at Your mind has been trained with many hours of
least 16 hours of the day to enchanting and at DM's meditation and rigorous mental exercise to give you a
discretion some items may be time sensitive for single minded clarity of purpose when you set your
completion. As a rule of thumb: The high the level of mind to something.
enchantment, the more time sensitive and/or extra You gain +1 Intelligence (Max 20)
items/components/spells etc will be required. You gain Proficiency in Intelligence Saving Throws. If
you are already proficient in Intelligence Saving
throws you gain advantage in Intelligence Saving
Craft Wondrous Item: throws instead.
Requires: The ability to cast a level 2 spell using a You gain advantage on Concentration checks to
spell slot and have proficiency with the skill: Arcana maintain concentration on a spell.
and some items may require specific tools/components.
The BASE cost involved for manufacturing a
wondrous item is equal to:
Elemental Adept (amended version of the
500gp for Common Items PHB feat):
3,000gp for Uncommon Items Requires; The ability to cast 3 spells of at least 1st
18,000gp for Rare Items level that deal different elemental damage types.
33,000gp for Very Rare Items When you gain this feat, choose one of the following
50,000gp for Legendary Items damage types: acid, cold, fire, lightning, or thunder.
This base cost involves the purchasing and creation of Spells you cast ignore resistance to damage of the
various inks, unguents, metals, gems or crystals which chosen type. In addition, when you roll damage for a
are used to harness and focus the magic during the spell you cast that deals damage of that type, you can
enchantment ritual. treat any 1 on a damage die as a 2. You can select this
Additional costs may be involved at the DM's feat multiple times. Each time you do so, you must
discretion and certain additional material components, choose a different damage type.
spells or ability checks may be required and crafting (amendment): When you acquire a spell scroll of spell
Very Rare or Legendary Items may involve travelling that deals one of the damage types listed above you can
to specific locations or obtaining particular things such spend 4 hours to transcribe a version of the spell that
as a wish, the aid of a fiend, travelling to a specific deals the damage type you chose when taking this feat.
pool of water in the Underdark or obtaining the For example, if you chose acid and found a scroll of
blessing of a Deva. fireball, you could spend 4 hours tweaking the spell
The BASE amount of time to complete an enchantment and turn it into an acid ball. Only the damage type
is one day per 1,000gp (or part thereof) in value. If changes, all other spell details remain the same.
embarking on a day of enchanting you must devote at
least 16 hours of the day to enchanting and at DM's
discretion some items may be time sensitive for
completion. As a rule of thumb: The higher the level of
enchantment, the more time sensitive and/or extra
items/components/spells etc will be required.
**Note: this does not grant the ability to scribe a spell
scroll, see Scribe Scroll below**

50

Dmitry Smirnov (Order #35734326)


Entropic Reaper: this ability you can also spend one of your Hit Dice to
Requires: The ability to cast a level 2 spell as either a bestow disadvantage on the creatures initial saving
Wizard (Necromancer) or Cleric (Death or Grave throw.
domains).
You feel a deep connection with death and you learn Hamstring:
the following spells: Entropic Reaper (see below) and Requires: Sneak Attack Class Feature.
Phantom Steed (See the PHB). You gain the Phantom When you successfully hit a creature with a sneak
Steed spell when you gain the ability to cast 3rd level attack you can forgo 2d6 of sneak attack damage and
spells and Entropic Reaper Cantrip when you gain this instead target their knee/hamstring area and reduce the
feat. These spells count as wizard spells if you are a targets speed by 50% (rounded up to the nearest foot).
wizard or cleric spells if you are a cleric but they do This reduction in speed lasts for 24 hours or until the
not count against any restrictions to the number of wound is healed either via magical curing or via
spells you know. natural regeneration.
Entropic Reaper spell description:
Cantrip (Necromancy) spell. Casting time: 1 bonus Horrid Visage:
action, Duration: 1 minute (no concentration required), Requires: The ability to case the level 1 spell: Cause
Components: VSM (requires a staff), Fear and the level 3 spell: Fear.
Verbal: "Death incarnate, into this staff seep, extend a You become infused with necrotic energy which can be
finger, a soul to reap". channelled to momentarily alter your appearance and
Description: You utter an incantation and a curved unsettle or terrify those around you, for your soul has
black blade of necrotic energy forms at the end of your been touched by the shadow of death.
Staff making it resemble a scythe. You are proficient You can use your Action to affect each creature within
with this weapon, it has the two handed property. If 30 feet of you, that you can see and that can see you, to
you hit, you deal 2d4 Necrotic Damage but for the make a Wisdom saving throw or be frightened of you
duration, you can use your spellcasting ability instead until the end of your next turn. The DC to resist this
of Strength for the attack and damage rolls of melee affect is equal to your spell casting DC.
attacks using this weapon, If you lose your grasp on
this weapon the spell ends. Improved Critical:
Requires: Proficiency in Martial Weapons and Black
Expert Duellist: Smithing Tools and a +3 or greater proficiency bonus.
Requires: Duellist Fighting Style and Proficiency in You know how to look after and maintain weapons,
Martial Weapons. keeping blade edges sharp and blunt weapons correctly
When using your Duellist fighting style and using a weighted.
finesse weapon, you can take a -5 penalty on all your to Any Weapon you use has their critical threat range
hit rolls for one turn to gain a +5 bonus to your AC increased by +1. So if you would normally score a
until the start of your next turn. critical hit on a natural 20, with this feat you would
score a critical on a natural 19 or 20. If you had the
Foe Hunter: Fighter Martial Archetype: Champion, you would
Requires: Favoured Enemy class feature. score a critical hit on a natural 18, 19 or 20.
You are an avid hunter of your favoured enemy and
seek them out at every opportunity, you know Luck of Heroes:
everything about them and they hold no surprises for Requires: The Feat: Lucky.
you. As long as you have at least one luck point remaining
You gain advantage on all weapon attacks (not spell you gain +1 bonus to AC and also +1 Bonus to all
attacks) you make against your favoured enemies and saving throws. If you run out of luck points you lose
also have advantage on saving throws to resist any these benefits.
spells they cast.
Mindflayer:
Grim Visage: Requires: The ability to cast a spell of at least level 1
Requires: Proficiency with the Skill: Intimidation and a that deals Psychic damage.
+3 or greater proficiency bonus. When you gain this feat, spells you cast ignore
You have seen a lot and you can cause even the most resistance to Psychic damage. In addition, when you
glib person to stammer by merely looking at them roll damage for a spell you cast that deals Psychic
intently. damage, you can treat any 1 on a damage die as a 2.
You Gain the Rogue skill Expertise in intimidation.
You can also use your action to try and scare an Minor Pact:
opponent. The target must make a Wisdom Saving Requires: Making a deal with an Otherworldly Patron
Throw, the DC for this is 8+ your Charisma or Strength (DM)
modifier (your choice) + your proficiency bonus. If the *This Feat can be taken multiple times*
save fails the target is Frightened of you for 1 minute You have entered into a minor pact with an
but the affected creature can attempt the saving throw Otherwordly Patron. You can select one Invocation
again at the end of each of their turns. When you use from the warlock class using your character level to

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determine which Invocations you can select but you Profane Life Leech:
must abide by any other restrictions, for example, you Requires: The ability to cast a level 3 Necromancy
could not select Thirsting Blade as you do not have a spell that deals Necrotic damage.
Pact of Blade but you could select Eldritch Sight as it As an action you can expend a spell slot and deal
has no requirement for taking it. Necrotic damage to everyone in a 10ft diameter around
**At the DM's option, you may have to roleplay the you. You deal 1d6 necrotic damage to each target per
deal making process, confirming what you are offering level of the spell slot expended. This targets friends
to the Patron to gain the Invocation and/or you may and foes alike. In addition you also heal the same
also gain some other minor cosmetic change such as amount of hit points (i.e. if you expended a level 1 slot
eyes turning to ruby if you take Eldritch Sight, or you and dealt 6 necrotic damage, you would heal 6 hit
skin and hair becoming a misty grey colour when you points).
are in a shadowy environment if you took One with
Shadows. Quick Blade:
Requires: The Sneak Attack Class Feature.
Monkey Grip: Your knowledge of peoples "soft spots" enables you to
Requires: Proficiency in Martial Weapons and at least make a special attack. Instead of making a normal
three levels of barbarian, fighter, ranger or paladin. attack with a dagger you can elect to make a quick
All two handed weapons you wield gain the versatile rapid stabbing attack, also known as a "shanking". You
trait. You make attacks with any two handed weapon gain +10 damage if the attack hits but you are at -5 to
wielded one handed at disadvantage. hit as you purposely try to rapidly strike a targets weak
or soft spots, sawing the dagger blade in and out in
Necropotent: quick, almost frenzy level, violent stabbing motions. If
Requires: The ability to cast a level 1 spell that deals you choose to make this attack it applies to all attack
Necrotic damage. you make in a round and you cannot apply this to a
When you gain this feat, spells you cast ignore sneak attack.
resistance to Necrotic damage. In addition, when you
roll damage for a spell you cast that deals Necrotic Rage Mage:
damage, you can treat any 1 on a damage die as a 2. Requires: The ability to cast a spell using a spell slot
and at least 1 level in Barbarian.
Necrotic Surge: You have mastered some of the barbarian rage and can
Requires: The ability to cast a level 2Necromancy cast spells whilst in a Barbarian rage. However, spells
spell. are limited to those that have a range of Self or Touch
When you expend a spell slot to cast a Necromancy or that are delivered via a weapon blow. You can also
spell, you can temporarily boost the spells power at the concentrate on a spell but have disadvantage on any
expense of your own life force. If you do, you gain concentration checks to maintain concentration.
either a +2 bonus to hit or increase the spell DC by +2,
these bonuses last for the duration of the spell. Requiem:
However, as you expend the spell slot, you lose any Requires: The ability to cast the level 3 spell: Animate
resistance to necrotic damage you may have and you Dead.
take ld6 necrotic damage per level of the spell slot Your knowledge of the soul and mastery of undead
expended. You only regain your resistance to necrotic lore enables you to summon spectral undead. When
damage once the spell ends. casting the level 3 spell Animate Dead you can
summon a single Shadow instead of animating zombies
Primordial Dragon: or skeletons. If casting Danse Macabre you can
Requires: At least 3 levels in Sorcerer (Draconic summon either 3 shadows or a single Spectre instead of
Bloodline). animating zombies or skeletons. If casting Create
Increase your Strength or Charisma score by 1, up to a Undead you can summon three Spectres instead of
maximum of 20. creating ghouls.
You grow retractable claws from the tips of your
fingers and your teeth become fangs. Extending or Scribe Scroll:
retracting the claws requires no action. These claws Requires: The ability to use a spell slot to cast a spell
and fangs are natural weapons, which you can use to of 1st level or higher and be able to read and write..
make unarmed strikes or a bite attack. If you hit with The BASE cost involved for manufacturing a spell
them, you deal slashing damage equal to 1d4 + your scroll is equal to:
Strength modifier, instead of the bludgeoning damage Cantrips: 50gp
normal for an unarmed strike. Spell Level 1-3: 100gp per level
Your scales also harden; you gain a +1 bonus to AC Spell level 4-6: 500gp per level
while you aren’t wearing armor, this does stack with Spell level 7-9: 1,000gp per level
using a shield if you have the proficiency to do so. This base cost involves the purchasing and creation of
various inks, unguents, metals, gems or crystals which
are used to harness and focus the magic during the
enchantment ritual.

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Additional costs may be involved at the DM's Tomb Born:
discretion and certain additional material components, Requires: The at least two levels in Wizard
spells or ability checks may be required and crafting (Necromancer) or Cleric (Domains: Death or Grave).
level 7+ scrolls may involve travelling to specific You undergo a magical ritual called "Crucimigration"
locations or obtaining particular things such as a wish, during which Necromantic magic infuses your mortal
the aid of a fiend, travelling to a specific pool of water form and sustains you, at the DM's option this may
in the Underdark or obtaining the blessing of a Deva. require certain research, items or material components
The BASE amount of time to complete a spell scroll to complete but the base version would entail
one day per 1,000gp (or part thereof) in value. If meditating in a coffin or tomb for at least 8 hours. Your
embarking on a day of scroll making you must devote body becomes unusually thin and your flesh is taught
at least 16 hours of the day to enchanting and at DM's over your bones giving you a freakishly gaunt
discretion some items may be time sensitive for appearance.
completion. As a rule of thumb: The high the level of Once the ritual is complete you no longer need to
enchantment, the more time sensitive and/or extra sleep, eat or drink, however if you are a spell caster,
items/components/spells etc will be required. you still need 8 hours of uninterrupted rest to prepare
your spells or pray to your God for spells.
Seductive Betrayal: You are also immune to magical sleep
Requires: The ability to cast either Charm Person and You also no longer age but can be aged by magical
Dominate Person. affects
If you attack a target under the effects of a Charm You can eat if you wish to but you gain no pleasure
Person/Beast/Monster or Dominate from doing so, all food and drink tastes like ash.
Person/Beast/Monster spell cast by you, you gain the Should the food/drink be poisoned or diseased you can
following: still be affected by those conditions.
Advantage on the attack roll if one is required. You now discern as Undead to any spells or abilities
They have disadvantage on any Saving Throws if they that would detect them, although you cannot be
are required. turned/destroyed nor do you take extra damage by
Each attack you make deals an additional 1d6 damage spells or abilities such as Channel Divinity as this feat
per level of the spell you cast on them, this damage is does not actually make you Undead. There is however
the same type as the attack would inflict. one major drawback, the necromantic energies infusing
For example: you inhibit healing magic, you only receive 50% of any
If you cast a level 1 Charm Person spell and attack healing form magical means.
them with a Longsword, you would get advantage on
the attack roll and deal an additional 1d6 slashing Touched by the Far Realm:
damage on a hit. Requires: The ability to summon or conjure a creature
If you cast a level 5 Dominate Person spell and you using a spell slot and be able to cast a Transmutation
then rammed them with a level 2 Flaming Sphere spell spell of at least level 2.
they would take an extra 5d6 fire damage. You have a strong connection to the Far Realm and its
If you cast a level 3 Charm Person spell and affect 3 aberrant energies infuse your magic.
people and attacked them with a fire ball, they each Whenever you summon or conjure creatures, you can
take and extra 3d6 fire damage. pull a warped version of them from the Far Realm.
Using this feat causes the Charm/Dominate spell to These creatures appear warped and mutated but
automatically end at the end of your turn regardless of otherwise function normally except that they have two
whether you attack was successful. spell like abilities: Evil Eye (functions as per Bane but
Note: only lasts until the end of the creatures next turn and
If you use a spell such as Magic Missile or Eldritch only affects one target) and True strike (Functions as
Blast the extra damage only applies to the first missile per the cantrip). These Creatures can use each of these
or beam that hits not all of them. abilities once per long rest.
This benefit also only extends to the use of the Charm Additionally, each time you cast a transmutation spell
and Dominate spells not class abilities that cause a of first level or higher you can use your bonus action to
Charmed condition. cause one of the following effects:
1) You feel intangible tentacles and hands guide you.
Snap Shot: You are effected by the cantrip True Strike.
Requires: Archery Fighting Style. 2) You hear whispers that guide your actions. You are
You are skilled at hunting fast moving animals and affected by the cantrip: Guidance until the end of your
have learned to apply this to combat. next turn.
If a target within 60ft moves 5 or more feet, you can 3) You conjure a brief manifestation from the Far
use your reaction to fire your weapon once at them. Realm. You cause the Cantrip: Thorn Whip to erupt
You cannot apply Sharp Shooter to this shot and must from a solid surface you can see with 20ft of you. The
adhere to any loading properties your weapon has. Thorn Whip appears as a ghostly tentacle instead of a
vine.

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4) Your skin briefly takes on a scaled, hide like
appearance. You are affected by the cantrip: Blade
Ward until the end of your next turn.
5) You can cause the veil that separates the Far Realm
from other realms to momentarily weaken and cause
one effect from one of the following Cantrips
Druidcraft, Prestidigitation or Thaumaturgy.

Transmutagenic Alchemy:
Requires: The ability to cast a Transmutation spell of at
least level 2 and have proficiency with Alchemists
Supplies and Poisoners Kits.
You have learned how to siphon your magic and distil
it into potions, If you have a Healers Kit and an
alchemy lab, or a place where you can set up your
alchemy distilling/brewing station, you can spend some
time making potions.
Each long rest you can make a number of potions equal
to your Character level. Each potion lasts for 1 day per
Character level. Each potion cost 50gp worth of
ingredients and uses up one use from a Healers kit.
Subsequently, whenever you cast a spell using a spell
slot you can add one of these potions as a material
component in addition to any other components the
spell requires.
If you do so the potion (and the vial that contains it) is
destroyed but, for the duration of the spell, you gain
either a +2 bonus to hit or the Spell DC increases by
+2.
It is upto you how you incorporate these potions into
your spell casting.

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Spells which will hinder other spell casters (such as
General Spellcaster Counterspell, Hold Person or Slow). Their choices of
destructive spells are usually limited to Cantrips as
Concepts they save their spell slots for denying other magic uses
and will have various tactics in mind for tackling the
What follows is a series of character concepts for different type of magic users.
playing the different forms of spell casters and just
expands on the examples of character concepts I Advancement wise, Defenders usually remain solely in
mentioned earlier. the wizard class with a rare few (usually those with a
previous Soldier background) crossing into
I've concentrated on the spell casters as I tend to run Fighter/Eldritch Knight and become a bit more militant
high magic campaigns but these concepts could easily in their dealing with other spell casters.
be tweaked for low magic campaigns or for non Equipment wise, Defenders carry any components they
spellcasting classes. need and dress in a way that does not hinder their
movement or ability to get to their components in an
They are not character builds per se, I leave choice of instant.
race and ability score generation upto the reader, nor
*****
are these by any means optimised or min/maxed.
******************************************************* Concept 2: The Banisher.
Banishers relentlessly track down and seek out
creatures from other realms or planes of existence and
Wizard Character seek to return them to their home plane in the most
expedient way possible. They view themselves as
Concepts guardians of the Prime Material Plane.
*******************************************************
Background wise, Banishers can come from all walks
of life and usually have had some negative interaction
Abjuration Concepts with creatures from other planes of existence, those
******************************************************* from Sage or Acolyte backgrounds tend to focus on
fiends and elementals, those from folk hero or
Concept 1:Defender against the Dark. outlander background tend to be focused on fey or
Those that seek to defend against he darker Practioners undead.
of magic study magic in all its forms to understand
how it works and how to block, resist and remove its Skill Wise, Arcana, Religion and Nature are all learnt
influence. To the Defender against the Dark, all magic in order for the Banisher to understand as much about
is to be fear and respected but not all magic is to be the planes of existence as possible and learn what
tolerated and those that cannot use magic responsibly many consider to be forbidden lore about the denizens
should not be permitted to practice it. Defenders of the other planes.
against the Dark often find work as teachers or tutors
and try to instil a respect for magic in their students. Spell wise, Banishers main spell choices are Banish,
More militant Defender will journey out into the world Protection from Evil & Good and Magic Circle but
to end perfidious magic where ever it rears its head. otherwise keep a wide variety of spells on hand to
tackle most threats from other planes.
Background wise, Defenders usually have some strict
upbringing in Acolyte or Sage type environments but it Advancement wise, Banishers are the most likely form
is not uncommon for those that served as Soldiers to of Abjuration Wizard to multiclass. Some delve into
take up the mantle of Defender if they have seen the Ranger classes to be able to track down a particular
destructive power of magic at work. They are usually type of planar creature more easily, others may take up
Lawful in alignment and closely monitor other spell the Cleric or Paladin Class to gain alternate abilities for
casters they travel with. tackling their adversaries. More than one Banisher has
fallen prey to otherworldly patrons and become a
Skill wise, Defenders train in Arcana and Religion to Warlock, these warlocks are usually given the task of
fully understand the magic in both Arcane and Divine hunting down and eliminating the servants of rival
forms but some also seek training in Survival skills to patrons.
track magic uses across country. It is not uncommon Equipment wise, Banishers are highly motivated
for them to also train in rigorous Investigations to hone individuals and try to carry the best weapons and
their minds to assess things as quickly as possible. components but also utilise a very pragmatic approach
to their career and have very little ostentation in their
Spell Wise, Defenders focus on spells that bolster their appearance.
defence (such as Mage Armour, Protection form Evil
*****
& Good or Shield) but also

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Dmitry Smirnov (Order #35734326)


Concept 3: The Bulwark. Spell wise, their main spell is Nondetection and later
Bulwark's seek to create defences against external also Mind Blank, they believe some one or a group of
dangers, protect people and places and create safe spell casters is always trying to scry them or otherwise
area's for negotiations. They attempt to prevent scrying use magical means to spy on them and try to hide from
and provide magical security. divination magic. They favour non-flashy spells and
only cast spells with durations is they have a
Background wise, all walks of life become Bulwarks Nondetection spell active to block any attempt to use
but their role tends to lead them to lawful, goodly and detect magic to reveal they have spells active.
neutral alignments.
Advancement wise, The Hidden sometimes fall out of
Skill Wise, Investigation and Perception are foremost magic just to try and escape the endless paranoia they
in a Bulwarks skill list, as they act as bodyguards and live under day to day, some have even manifested
security experts. They are also versed in the use of innate magical power and become sorcerers but in
Medicine and Medicine kits to look after those they are those cases their fear of discovery usually only grants
guarding. them Subtle Spell and Extend Spell meta magic's and
their desire to remain hidden reveal either the Wild
Spell wise, Bulwarks have spells for personal Magic or Shadow sorcerer origins.
protection such as Mage Armour and Shield but also
*****
spells to protect an area such as Arcane Lock, Anti Life
Shell, Leomund's Tiny Hut, Glyph of Warding and Concept 5: Disenchanter.
Mordenkainen’s Private Sanctum. They keep other Disenchanters strive to undo magic, restrict magical
spells to transport anyone they are guarding away such practitioners and seal away any magic item they deem
as Thunder Step and Dimension door as well as a to powerful to use.
variety of spells to incapacitate or injure anyone they
deem a threat. Background wise, Disenchanters come from all walks
of life but have experienced something which has
Advancement wise, Bulwarks only multiclass if it instilled either a deep seated hatred of magic or a desire
gives a clear defensive bonus or ability, such as to limit the number of magic users. They come from all
Fighter/Battlemaster, to gain additional ways of alignments with Goodly aligned members seeking to
protecting someone they are guarding. Should they educate magic users while evil aligned Disenchanters
gain Fighting styles by multi-classing then they usually often seek to remove any magic user that they see grow
take Protection. in power too quickly.
Equipment wise, Bulwarks carry enough medicine kits Skill wise, they are well versed in Arcana and Religion
to look after themself and anyone they are guarding but also develop skills to track and interrogate magic
alongside any magical or ritual components they need. users.
If they multiclass or gain the ability to use armour then
they wear the best armour they can afford and usually Spell wise, they focus on self defence (such as Mage
carry a couple of arcane spell focuses that resemble Armour, Shield and Absorb Elements) and magical
fairly non descript jewellery. denial (Such as Counterspell, Remove Curse and
***** Dispel Magic). In combat they try to identify and
single out magic users and nullify them as quickly as
Concept 4: The Hidden. possible but rarely resort to damaging spells. Some
The Hidden strive, for one reason or another, to hide amongst the ranks of Disenchanters seek to discover
from all magic. Many are paranoid about being spied the fabled Wish spell and use it to remake the weave of
on and go to great lengths to remain inconspicuous. magic in the world, such individuals soon become the
target for other Disenchanters who try to thwart such
Background wise, The Hidden can come from any powerful magic being used.
background such as some form of discredited Sage,
failed Criminal, disgraced Acolyte, fallen Noble or Advancement wise, Disenchanters often multiclass
bankrupted Guild Artisan. However, regardless of their after obtaining Counter spell and Dispel Magic spells.
background, they have had some event in their past It is not uncommon for those of evil alignment to train
where they failed due to magical influence. The as Rogue/Assassin, while those of Neutral or Goodly
Hidden tend to be Chaotic in alignment. alignments often become clerics with the Knowledge
domain. It is very rare for them to become Warlocks as
Skill wise, they use Arcana and Investigation to help they are hard to seduce with the lure of magical power.
identify sources of magic and Stealth to hide where-
ever possible. They usually also develop a keen Equipment wise, Disenchanters try to maintain items
survival instinct and a secondary set of skills and and equipment to help identify new magic and counter
pretend to be something other than a wizard. any form of magic they have encountered before. If
they have the ability to wear armour then they wear the
best they can afford and try to maintain all equipment.

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******************************************************* Concept 2: The Wayfarer's Guide.
The Wayfarer's Guide specialises in magical
Conjuration Concepts transportation, teleportation and knowledge of other
planes of existence.
*******************************************************

Concept 1: The Fiend. Background wise, The Wayfarer's Guide usually comes
Where some Conjurers summon fey creatures or from a Sage background, but some do come from
elementals, the fiend summons Demons or Devils. backgrounds that required extensive travelling and,
They come in two varieties; Demonologists or having gotten bored with the prime material plane, they
Diabolists. Demonologist summon Demons from the seek out new places to visit.
Abyss and the Diabolist summons Devils from the
Nine Hells. There is a certain professional rivalry Skill wise, they focus on Arcana and Survival to
between the two camps. traverse the various planes of existence but many have
a wide range of secondary skills to draw upon.
Backgrounds wise, Fiends come from either Sage,
Hermit or Acolyte backgrounds, many being Spell wise, they focus on all forms of mystical travel,
discredited, banished or excommunicated for their such as Longstrider, Jump and Expeditious Retreat to
desire to summon and commune with fiends. Misty Step, Far Step, various Teleportation spells and
Demonologists are Chaotic alignments, Diabolists are Plane Shift. In addition, they keep several forms of
Lawful alignments. If their background grants protective spells and multiple spells capable of dealing
additional languages then Demonologists learn Abyssal different forms of damage in order to make sure they
and Diabolists learn Infernal in order to speak with the have multiple ways of dealing with situations they find
fiends they summon. themselves in.

Skill Wise, Fiends utilise Arcana to analyse mystical Advancement wise, The Wayfarer's Guide sometimes
riddles and glyphs to obtain the true names of fiends as trains to become Ranger/Horizon Walkers to gain some
well as understand which fiends come from which extra option with portals, otherwise they stay purely
plane. Many learn Charisma based skills to aid with Wizard to maximise their magical abilities.
bargaining with and talking with fiends as well.
Equipment wise, They are usually festooned with fork
Spell wise, Demonologists use Summon Lesser Demon style amulets that serve as keys to skip from one plane
& Summon Greater Demon, whilst Diabolists use to another. They also have coins minted in different
Infernal Calling. There is a certain professional rivalry planes and some of their general adventuring garb
and Demonologists will not Summon Devils from the looks more outlandish than normal depending on
Nine Hells and Diabolists will not summon Demons which plane the gear came from.
from the Abyss. It is not uncommon for Fiends to have
*****
a favourite type of Demon/Devil that they identify with
and this usually colours the type of spells they learn as Concept 3: Geomancer.
they try to mimic their fiendish favourite as much as Geomancer use their magical abilities to create weather
possible. If they possess familiars they are always the like spells. Many consider them to be a Wizardly form
fiendish variety. of Druid.

Advancement wise, as you might expect, these wizards Background wise, Geomancer usually have Folk Hero
fall into serving powerful fiends as warlocks quite or Outlander backgrounds but regardless of
easily. Those that manage to maintain some semblance background they have respect for nature and the world
of self preservation in their dealings with fiends usually in general. They are some form of Neutral alignment.
stay focused on being a Wizard as they do not see
much benefit it learning skills outside of their desire Skill Wise, they focus on Nature and Survival and one
for fiendish lore. of the few wizard type not to find much use in Arcana
as they have few dealings with magical entities or other
Equipment wise, they carry common adventuring garb planes of existence.
but hidden away in their belongings will be spell books
specifically used to store the spells required for Spell wise, Geomancers utilise spells which mimic
summoning fiends, these books will contain all the weather conditions or create area of effects such as Fog
correct incantations, details of required offerings and Cloud, Darkness and Sleet Storm. For damaging spells
also usually contain a riddle or cipher for each fiends they also stick to spells that mimic weather conditions
True name that they have discovered. such as Shocking Grasp, Thunderwave, Lightning Bolt
and Ice Storm.
*****

Advancement wise, Most Geomancers remain solely


Wizard but they occasionally find common ground
with Druids and study with them, although some

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Dmitry Smirnov (Order #35734326)


Druids distrust the way Geomancers interact with the
world and may ask them to prove their intent before
agreeing to this.

Equipment wise, Geomancers would be hard to pick


out of a crowd, they look like weather worn travellers,
keeping sturdy, well used, tried and tested clothing,
armour and weapons.
*****

Concept 4: The Crow.


Crows are not people that have been returned to life
and set on revenge. They are actually Wizards that
have a love for creating and animating constructs. They
do not usually look to build the classic golems but look
to create more functional constructs such as
Scarecrows, Animated Armour and Flying Swords.
The Crow are named for a Fae entity known as "the
Crow Man", who speaks through crows and first taught
farmers, who made sacrifices and paid homage to him,
how to make scarecrows and farm in sustainable ways.

Background wise, Crows come from backgrounds that


have some Arcana or Nature slant to them such as Folk
Hero, Hermit or Outlander. They are not usually
militaristic but have at least a passing respect for the
Archfey and see little need for strict laws. alignment
wise they are seldom Lawful.

Skill wise, they are skilled with Arcana and Nature but
have little in the way of Charisma based skills as they
spend a lot of time in the wild building their own
companions. They usually have some training with
artisans tools.

Spell wise, Crows have spells that aid with their


wilderness living (such as the cantrips: Mage Hand,
Mending and Prestidigitation) and creation of their
constructions. In particular they have Bestow Curse as
some constructs require a soul or elemental spirit to be
cursed and bound to the construct too animate it and
they also gather and hoard various spells to conjure
Elementals and Fae spirits to aid with this. They do
keep some damaging spells and cantrips on hand to
persuade animals and interlopers to move on. If they
have familiars they usually take the form of Crows.

Advancement wise, while most will remain pure


wizards, some Crow become Druids although they are
shunned by some Druidic orders for their constructs
which are not natural creatures and are seen as prisons
for the Elemental and Fae spirits used to animate them.
It is also not unheard of for powerful Fae, sometimes
the Crow Man himself, to take an interest in a Crow
and try to persuade them to serve as a warlock.

Equipment wise, Crows tend to be unkempt and largely


unaware/uncaring of their appearance. Clothing is
often repaired over and over again with the mending
cantrip, they keep a sickle, dagger and staff on hand
and they will have pouches full of components and
rarely use an Arcane Spell Focus.

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******************************************************* this combination of paranoia and jealousy drives the
All Seeing Eye.
Divination Concepts
Skill wise, they focus on Insight and Investigation to
*******************************************************
seek out places and peoples motivations.
Concept 1: The Magical Encyclopaedia.
The Encyclopaedia is a repository of magic Spell wise, they utilise spells such as Clairvoyance and
information both fantastical and mundane. They seek Arcane Eye and are keen users of Familiars and spend
to catalogue every spell, every ingredient, and every a portion of each day seeing the world through their
type of magic user. They are studious but easily familiars eyes, usually to aid in information gathering,
excitable if they see a spell or magical effect they've it is for this reason many choose familiars capable of
not encountered before. They are more likely to want flight and with good perception skills, although they
to question a magic user or magical creature than kill try to use critters that are common in the area or small
it. enough to not draw much notice. Combat is not their
forte, although they may keep a few destructive spells
Background wise, Encyclopaedia's are almost they usually employ more covert magic.
exclusively Sages although some Charlatans to take up
the mantle and use their knowledge for slightly more Advancement wise, of all wizards that study
nefarious means. Divination, the All Seeing Eye is the most likely to get
seduced by otherworldly patrons and become a
Skill wise, Encyclopaedia's seek to master Arcana and warlock, some times the promise of hidden knowledge
Religion first but then delve into any skill that will aid is just to hard to resist. Although many find work
in their goal of cataloguing magic. Nature is common amongst the criminal underworld, few take up the
for identifying magical components or plant based Rogue lifestyle, but those that do usually become
creatures and charisma based skills are also utilised to Thieves.
better weed information out of other spell casters.
Equipment wise, All Seeing eyes try to look like
Spell Wise, Encyclopaedia's are prolific users of the common folk as much as possible in order to blend in.
spells Detect Magic and Indentify. Their desire to They do however maintain one or more arcane focus'
catalogue and know all magic spells, effects and in the form of orbs as well as maintaining any special
components leads them to also make use of Detect components their divination spells may require.
Thoughts on a regular basis. They mainly choose spells
*****
from the Divination school but keep a few favoured
spells from other schools of magic for special Concept 3: Mindflayer.
occasions. The Mindflayer's take their name from the fabled
creature. They excel in attacking peoples minds and
Advancement wise, It is not uncommon for specialise with those spells that deal Psychic damage or
Encyclopaedia's to remain as a studious Wizard but cause emotional effects. Their abilities tend to give
some times they do get tempted into other spell casting other people weird vibes and Mindflayer's can certainly
classes and more than one Encyclopaedia as appear slightly unhinged even if they are not.
succumbed to the temptation of otherworldly powers
and become a warlock. Backgrounds wise, Mindflayer's study rigorously and
are almost all Sages. Alignments vary across the
Equipment wise, Encyclopaedia's carry many note spectrum.
books, reams of parchment and vials of ink and quills
to make sure they always have something on hand to Skill wise, Mindflayer's train in Arcana and any skills
make notes of any magic they encounter. Weapons are that peak their interest but mainly reserve their free
usually a minor thought for them as they rely on their time to perfecting new ways to attacks peoples minds.
magical knowledge to solve any problem.
*****
Spell Wise, Mindflayer's are prodigious users of Mind
Spike, Phantasmal Force, Phantasmal Killer and
Concept 2: All Seeing Eye. Shadow Blade. Many have been known to study with
A crystal ball, some soft spoke arcane worlds, these are Bards in some fashion to obtain the Vicious Mockery
the tools of the All Seeing Eye. They use Divination Cantrip. Other spells are limited to those that help keep
magic to see the places, things and thoughts that other some distance between the Mindflayer and their
wish to keep hidden. enemies.

Background wise, most, but not all, All Seeing Eyes Advancement wise, those Mindflayer's that train in
come from Acolyte, Guild Artisan and Sage back Bardic traditions usually join the college of whispers.
grounds. The one common thread is some sense that A few do succumb to the subtle whispers of
other people are hiding things on purpose from them, Otherwordly patrons becoming devoted warlocks to
Great Old Ones and Fey but few bond with Fiends.

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Equipment wise, Mindflayer's tend to wear fairly
ostentatious apparel and use arcane spell focus' in the
form of crystals which they find help manipulate the
psychic energies they use and it is not uncommon of
them to have such crystal worked into a circlet or have
some additional crystals worked or sewn into their
clothing. Mindflayer's are particularly sure of their
magical prowess and seldom find the need to carry
non-magical weapons and many would deem it a
failure on their part if they had to resort to using a
physical weapon.
*****

Concept 4: The Prophet.


Prophets use magical divination to contact and
disseminate the will and messages of creature and
entities from other planes of existence. As they use
arcane magic to obtain these messages and ideals,
Prophets can be viewed as heretics by some Clerics
and as raving lunatics by the public.

Background wise, Prophets come from all


backgrounds, many having had some period or
spontaneous moment of enlightenment and are found
in greater numbers amongst Hermits, Charlatans,
Acolyte and Sages. Their moral compasses also vary
wilding and are usually governed by what entities the
Prophet believes they have been speaking with.

Skill wise, Arcana and Religion are widely practiced


and Prophets usually have some skill with most
Intelligence or Wisdom based skills.

Spell wise, Prophets use spells that predict the future


from True Strike through to Augury and Divination to
Contact Other Plane.
They also use spells to contact minor spirits or entities
to help find things with spells such as Locate object
and Locate Creature and Prophets may claim that a
spirit is translating what others say when they use
Comprehend Languages or Tongues. They keep some
direct damage spells on hand but try to stay out of
conflict where possible.

Advancement wise, most will stay solely wizard in


their career but those Prophets who manage to
convince others that the messages they are relaying are
from a God or other celestial entity may become
Clerics or even Paladins. It is also possible that the
voices and messages they hear are more dangerous and
may actually come from Otherworldly Patrons.

Equipment wise, Prophets vary wildly some resemble


homeless lunatics that wander from town to town
begging for scraps of food and using rune stones or
inscribed bones to cast their divinations, others are
richly adorned and highly educated and use highly
ornate arcane foci and crystal balls.

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******************************************************* spells which can incapacitate such as Tasha's Hideous
Laughter, Hold Person and Hold Monster. they rarely
Enchantment Concepts find use for flashy spells and if required to deal direct
damage will use spells that deal psychic damage where
*******************************************************
possible. Their ultimate goal is to master the Power
Concept 1: Shadow Broker. Words; Stun, Pain and Kill.
Shadow Brokers exist to facilitate trade, negotiations
and information networks that operate in the shadows. Advancement wise, Words of Power generally stay
They find work amongst all kinds of criminals but are wizard unless another class offers some form of
also used by most forms of governments or other enchantment spell that the Wizards do not know. Some
agencies when something needs to be done quietly. have been known to become Paladin of Conquest as
their ego pushes them to dominate everyone else.
Background wise, although Shadows come from many
backgrounds. they are mostly composed of Criminals, Equipment wise, Most Words of Power look
Guild Artisans, Nobles, Soldiers and it is surprisingly indistinguishable from other wizards, only by
common for Entertainers to find this as their chosen glimpsing their spell book could you ascertain their
vocation as well. true motivations. They are well attired in robes and
carry scroll cases and arcane focus as well as spell
Skill wise, Shadow Brokers utilise History, Insight, components of all types.
Investigation and Charisma based skills to reach their
*****
goals, digging up bits of information others wanted to
remain hidden and convincing or coercing others into Concept 3: Memory Thief.
doing things they are against, they also usually develop Some enchanters seek to take the memories and
a knack for Stealth eventually as well. knowledge of other people and alter memories and
experiences for no other reason that they enjoy doing
Spell wise, Shadow Brokers use spells which are so. These enchanters are known as Memory Thieves.
innocuous and draw little attention. The do not utilise
flashy spells or display overt magic, preferring to be Background wise, Memory Thieves come from
subtle and unobserved. They use charms and backgrounds with a social aspect such as Entertainer or
suggestions frequently and if they need to use Folk Hero. They are very social people who have a
damaging spells they aim to use ones which do not darker side and these to not lend to a very Lawful
obvious emanate from them (such as Mind Spike). outlook on life.

Advancement wise, Shadow Brokers have been known Skill wise, Memory Thieves us Arcana and Insight to
to join the Bard college of Whispers and the more learn magical ways of manipulating people along side
criminally inclined members do train as Rogue more mundane avenues such as Performance and
Inquisitive or Mastermind. Deception based skills. and usually have a secondary
set of charisma based skills.
Equipment wise, Shadow Brokers try to remain neutral
in their style of dress and choice of equipment in order Spell wise, Memory Thieves use Detect Thoughts and
to blend in and not draw attention and only carry Modify Memory to learn secrets and spread
documentation that is absolutely required. misinformation. They favour discreet cantrips such as
*****
Message, Mage Hand and Minor Illusion and spells
such as Sending, Suggestion and Confusion.
Concept 2: Word of Power.
A Word of Power is someone who uses enchantment Advancement wise, many Memory Thieves multiclass
magic to incapacitate, control and kill opponents. to obtain skills or abilities that better serve them in
infiltration and manipulation. with most of them
Background wise, all backgrounds can lead to someone becoming Bards,
becoming a Word of Power but nearly all of them are
evil in alignment and have some sort of grandiose, Equipment wise, Memory Thieves often stand out in
egotistical self image. some form of colourful dress and outlandish behaviour
designed to draw attention. At their core they are
Skill wise, they use Arcana and Intimidation to master performers and deceivers.
the various forms of magic to compel obedience in
others and use whatever secondary skills best serves
their goals.

Spell wise, Words of Power hunt out and learn the


various Power Word spells, Spells that force people to
act in a way the Word of Power desires such as
Compulsion or Crown of Madness as well as those

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******************************************************* Skill wise, These Wizards are focused on Arcana and
History almost exclusively but in the course of seeking
Evocation Concepts out spells and other research they often develop
abilities useful in dungeon delving.
*******************************************************

Concept 1: The Elementalist. Spell wise, they seek to obtain all spells that the
Elementalists focus on one of the elements; Earth legendary mages created and when they chose
(Acid), Air (Thunder & Lightning), Fire (Fire), Water damaging spells they exclusively use spells that deal
(Cold). force damage (such as Magic Missile) as they deem
Elementalists are most likely to have the amended Force magic to be the purest form of magic unless a
version of the Elemental Adept Feat noted above. legendary mage had created something better (such as
Aganazzars Scorcher or Snilloc's Snowball Swarm).
Background wise, Elementalists come from all
backgrounds and all alignments. They do how ever Advancement wise, Followers of Legend are dedicated
reflect the element they have focused on; earth tends to to their art and very rarely see any reason to train in
be stable and dependable people, Air tend to be quite other classes although some have sort out Otherwordly
aloof and flighty, Fire tends to be intense and Patrons to seek out knowledge on practioners of magic
passionate and water tend to be serene but capable of such as Agathys and Hadar, although such research
great fits of anger. seldom ends up with the revelations the Followers of
Legend seek or expected.
Skill wise, they are Arcana specialists first and
foremost with specialised information on their chosen Equipment wise, Followers maintain several books full
element. They then learn skills which aid in their of spells, research and diary notes. When at home they
general knowledge. dress in a scholarly way and when out in the field they
dress in a sensible way with little adornment or gear
Spell wise, they focus on spells of their chosen element that would make them stand out as a threat.
and they will refuse to cast damaging spells or summon
elementals from any other element.

Advancement wise, they usually remain focused on


Wizard and obtaining more knowledge of their chosen
element.
Equipment wise, Elementalists tend to draw criticism
as they are so focused on their element that they start to
dress in colours that match their element. They seek
out magic items and potions which mirror their
element, such as Staff of Fire & Decanter of Endless
Water. Off all the Wizard types, Elementalists are often
the easiest to pick out of a crowd as they look the most
"wizardly".
*****

Concept 2: Followers of Legend.


Followers of Legends seek out and follow the
teachings of the legendary mages, namely; Aganazzar,
Bigby, Drawmij, Evard, Leomund, Melf,
Mordenkainen, Nystul, Snilloc, Otiluke, Otto, Rary,
Tasha and Tenser. Followers are near fanatical in their
devotion to these legendary mages, some even seek out
forbidden lore, such as those gathered by Larloch and
Vecna.

Background wise, Followers are exclusively Sage but


come from all alignments, goodly alignments seeking
to promote these mages spells and teachings whilst evil
ones seek to hoard their teachings or seek to eradicate
other spell casters that do not acknowledge them, Evil
Followers may also seek out spells, teachings and
research from forbidden mages such as Larloch and
Vecna.

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******************************************************* Spell wise, Face Stealers utilise Disguise Self,
Nondetection and Alter Self as well as spells to bolster
Illusion Concepts or buff their own abilities and aid in escape should they
be detected. They are not averse to using any magic
*******************************************************
though and will be just as likely to throw a Fireball as
Concept 1: Shadow Mage. an Evocation Wizard would if the situation required it.
Shadow Mages weave illusion spells for perfidious
means. They target peoples fears and weaknesses and Advancement wise, Multi-classing is very common,
use magic to pursue what ever ends they desire. some take military training to become fighters so that
they can use any weapons or armour an identity
Background wise, Although all backgrounds can lead requires. Many Face Stealers get seduced into serving
to a Shadow Mage, they often come from Criminal or Otherworldly patrons and become Warlocks and are
Urchin backgrounds, they are also often evil in then set to work undermining governments and
alignment with a deep sadistic streak and love toying creating unrest. Others become employed by thieves
with peoples senses. guilds and may take up the Rogue lifestyle.

Skill wise, Shadow Mages learn Arcana and Insight Equipment wise, the use whatever is appropriate for
and rely on the skills of Deception and Stealth in their the identity they are currently assuming.
day to day work.

Spell Wise, they learn any spell that will fool some-
ones senses, affect their mind or help the Shadow
Mage escape detection. The seldom resort to flashy
spells or direct damage spells that deal elemental
damage. Favourite spells would be Darkness,
Blindness/Deafness, Invisibility, Mind Spike and Fear.

Advancement wise, Shadow Mages that Multiclass


often cross over to Rogue but only to Arcane Tricksters
or Masterminds and occasionally they join the Bardic
College of Whispers.

Equipment wise, Shadow Mages are easily mistaken


for thieves as they usually carry themselves in a shifty
way and, although they rarely resort to using them, any
weapons they have are small and easily concealable.
They aim to keep encumbrance down and travel
quickly and quietly whenever possible.
*****

Concept 2: Face Stealer.


Face stealers are spell casters that uses spells to mimic
and impersonate other people. A skilled practioner will
have multiple identities and ways of shifting form one
to the other. Their skill at infiltration and subterfuge
leads many to confuse them with the legendary
Doppelgangers.

Background wise, they are nearly all Criminals or


Entertainers, but Urchins or failed Sages are also
common and their nefarious use of magic seldom
means they are lawful in alignment but this does not
mean they are all evil or chaotic, most are self serving
and mercenary in outlook.

Skill wise, aside from Arcana, Face Stealers become


adept with Deception as well as the use of Disguise kits
are often layer their illusionary self over a physical
disguise. They also try to master any skill that a
potential victim or target knows in order to better pass
as them.

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******************************************************* Concept 2: The Alchemist.
Rather than change people or objects through magic
Transmutation Concepts you change liquid. They become adept at potion
making and study magic as a way to create new and
*******************************************************
more impressive potions.
Concept 1: Transmogifiers.
The Transmogifiers utilises magic to adopt new forms Background wise, most Alchemists are Sages but some
and appearances. They are not necessarily nefarious in do come from Guild Artisan backgrounds and a rare
nature, they just like experiencing new forms, often few come are Charlatans and "snake oil" sales people.
switching forms on a whim. Their alignments are usually good or neutral unless
they specialise with making potions of poison or
Background wise, Transmogifiers come from all walks necrotic based spells.
of life and all alignment persuasions and although
those of Chaotic Evil alignment are extremely rare, Skill wise, Alchemists are familiar with Alchemist
they do pose a considerable threat to friend and foe Supplies, Arcana, Nature, Poisoners Kits and Medicine
alike. as they spend most of their free time studying magical
energies and how they interact with ingredients and
Skill wise, a Transmogifiers predilection for switching components and the mortal/physical body. Those that
forms leads them to become skilled with Deception and are more curious often develop Survival skills when
Stealth skills alongside more Wizardly pursuits such as they go hunting down various flora and fauna for their
Arcana and Nature and use their knowledge of animals, potions.
both mystical and mundane, to reshape their forms
with spells. Spell wise, the Alchemist acquires spells that others
will find useful when brewed into a potion. as such
Spell Wise, Transmogifiers favour spells such as they choose spells that seldom require concentration
Disguise Self and Alter Self. Alter Self usually takes and have an immediate effect or that will affect some
the form of animalistic additions to their body such as one for a long time. Many Alchemists take the feat
boar tusks or eagle talons for unarmed attacks with Transmutagenic Alchemy listed above to increase the
some other cosmetic changes as they deem appropriate. affect of their spells.
As they advance they inevitably learn Polymorph,
Stone Skin, Tenser's Transformation, Shape Change Advancement wise, They generally stay within the
and True Polymorph. Additionally other spells that Wizard class but some do study with other spell casters
amend either a ability score, AC, skill or mode of to learn other forms of magic, goodly aligned
movement etc may have some cosmetic changes to alchemists are known for joining temples and
their appearance, for instance; Longstrider may becoming clerics or seeking out druids to learn from in
elongate their legs to resemble those of a cheetah, order to create healing potions.
Spider Climb may prompt spider-like mandibles to
grow from their mouth and Fly may actually cause Equipment wise, they have the image of a pack mule,
dragonfly like wings to sprout from their back. they have multiple layers of component pouches,
Damaging spells are usually those which resemble the portable alchemy kits and back packs full of potions.
attack modes of creatures and monsters such as *****
Dragons Breath, Poison Spray and Web,
Concept 3: Alienists.
Advancement wise, many Transmogifiers stay focused Alienists experiment with using the power and energies
on mastering their shape changing ability and stay of the Far Realm to fuel their magic. They believe all
purely Wizard, a few may train with Druids to learn transmutation magic pulls energy from the far realm to
their wild shaping powers. It is also not unknown for twist and shape reality. Many Alienists become
the occasional Transmogifier to fall foul of unhinged in some fashion, displaying odd behaviour
Otherwordly Patrons who promise considerable power, verging on insanity.
such as Mask of Many Faces and Master Of Myriad
Forms, these individuals realise too late that such Background wise, Alienists are nearly all Sages with
power is much harder to attain than they had been lead some form of astronomy and astrology background but
to believe. a few Acolytes sometimes hear whispers or use magic
they do not understand and pierce the veil of realities
Equipment wise, Transmogifiers only maintain enough and glimpse the far realm. Other backgrounds are rare
travelling gear to sustain them for a few weeks, relying but not unheard of.
on their magical powers to obtain anything else they
need and to defend themselves if attacked. Skill wise, Alienists focus on Arcana, History and
*****
Investigation. They develop secondary skills depending
on their current field of investigation or
experimentation.

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Spell wise, they seek out any spells which change or
alter the physical world in some way. They especially
seek out spells which last a long time.

Advancement wise, Alienists seldom multiclass and


when they do it is only to classes that offer some
insight into, or mode of transportation to, the Far
Realm such as Ranger Horizon Walker or Warlocks of
the Great Old Ones. Many have the feat: Touched by
the Far Realm noted above.

Equipment wise, Alienists have standard adventuring


garb but also a range of bizarre and often useless or
pointless looking, steam punk style equipment which
they say monitors energies from the Far Realm or aids
in communication with entities from that realm.
*****

Concept 3: Aracnomancer.
Aracnomancers are Wizards dedicated to the study of
Spiders. They are usually Drow and followers of Lolth
but every now and then other races fall into the study.

Background wise, as Aracnomancers started of as a


Drow area of study most people who took up the craft
came from either Acolyte (having been brought up
worshipping Lolth), Noble (as Drow noble houses seek
all ways of demonstrating their devotion to Lolth) or
Sage. Other background would be rare as they would
lack the resources to fully study. They all revere
Spiders and will seldom be willing to harm one. They
are also usually Chaotic in alignment.

Skill wise, they study Arcana, Nature and Religion to


fully appreciate Lolth and all her influences and
creations. They may pick up secondary skills if they go
out into the world.

Spell wise, they choose spells which mimic spider


abilities (such as Spider Climb, Web and Poison
Spray), that mimic Drow spell like abilities (such as
Dancing Lights, Darkness and Levitate) or spells that
mimic the spells or abilities of Lolth and her Hand
maidens (such as a Yochlol's ability to Polymorph or
Dominate Person).

Advancement wise, Drow Aracnomancers seldom


multiclass unless they are permitted to join the ranks of
Lolth's Clerics. In some rare circumstances
Aracnomancers have been known to study with druids
and learn wild shaping powers.

Equipment wise, Aracnomancers wear very expensive


clothing and weapons and resemble a wizardly form of
dualist in their demeanour.

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******************************************************* vampire, although in 5e, Vampires do not have any
special vulnerability to garlic nor is there a reference to
Necromancer Concepts a lack of reflection but it is a bit of character
fluff/flavour.
*******************************************************
*****
Concept 1: Van Helsing/Vampire Hunter.
This suits those wanting a more Lawful or Goodly Concept 2: The Undead Fan.
Necromancer. This one is not about creating or summoning undead
Now you might think "Hang on, Van Helsing is not a but about being an out and out fan boy/girl. They love
necromancer, he is a vampire hunter, ergo he should be undead, their powers are just amazing and the Undead
a paladin or a ranger with undead as a favoured Fan does what ever they can to emulate their undead
enemy", but what if he studies necromancy to heroes and heroines,
understand the weakness and powers of the vampires Character wise, the Undead Fan usually picks a type of
he hunts and if you take the classic literary image of undead and focuses on learning spells that help mimic
Van Helsing or the Hammer Horror film version then that forms abilities and powers, Vampires are the most
he has more in common with a student of necromancy common type to emulate with zombies next. Those
than a beacon of faith/combat monster as he does not emulating zombies are often heard telling everyone
wear armour and is more studious and also cowardly at how each zombie is different and has their own
times. personality.
DM note: For slightly more evil take on this concept
Background wise he has the Acolyte background you can have an Undead fan who has convinced a
having studied with or been brought up studying with, group or town that they actually are a Vampire and
a particular undead hating religion, as he becomes have the group/town set up to service the undead fan's
more adept (level 10) he becomes resistant to Necrotic delusion.
Energy as he learns various ways to guard himself
from undead energies Background wise, they can be anything although they
generally have a excitable persona when it comes to
Skill wise, he'll likely have Perception to detect those discussing undead and strangely are the most happy
people in a crowd that are not breathing, Investigation type of people.
to detect traps in a vampires tomb and for those long
nights in a library trying to find discrepancies in family Skills wise, Undead Fans are skilled with Arcana,
genealogies or speed reading diaries and History to History and Religion and go to great lengths to study
help with tracking down ancestral family estates, their chosen undead and research famous examples and
graveyards and monitoring families for reoccurrence of even visit locations they have been sighted at.
the taint of Vampirism. Otherwise skills vary wildly depending on what the
undead form they are mimicking is famed for, it has
Spell wise, his spell list would be geared towards even been known for those who idolise zombies,
investigation (such as Arcane Eye, Clairvoyance, skeletons and "non-intelligent" undead to actually
Detect Thoughts or See Invisibility) or towards defence refuse to speak or do anything unless specifically
(such as Mage Armour, Misty Step and Protection ordered to by a person they have randomly chosen to
from Evil and Good) and with damaging Spells being be their creator.
those which inflict fire or radiant damage.
Spell wise they re-flavour their spells to reflect the
Advancement wise, its worth trying to avoid multi- powers and attacks of the undead; Hold Person
classing to Cleric or Paladin as Van Helsing really becomes Ghoul Touch and is delivered by touch,
doesn't call upon divine powers to dispatch vampires, Vampiric Touch is delivered by a bite to the opponents
its all knowledge, guile and wits. Try and keep this one neck and Gaseous Form is used to show the world that
strictly Wizard, a slight amendment maybe take a the Undead Fan really is a vampire and
Magic Initiate: Cleric Feat and nab either Sacred Flame Charm/Dominate Person is used to persuade people of
or Word of Radiance to get a radiant damage cantrip. their Vampiric prowess or they may have Stinking
cloud and proclaim themself to be a Ghast.
Equipment wise, he is never without a holy symbol to
one or more gods (to use during any attempt to use the Advancement wise, the Undead Fan tries to emulate
level 14 power to command undead) and its worth their chosen undead as closely as possible and seeks
having one holy symbol have a crystal fixed in it to use out any training or abilities that will help them
as an arcane spell focus, this concept would also have accomplish this although precious few of them are
several vials of holy water (to use either as weapons or actually brave enough to take the final step and become
to fuel spells such as Dispel Evil and Good, Protection undead.
from Evil and Good or Magic Circle), they'll also be
sporting several wooden stakes and likely some sort of Equipment wise, they will try to dress in a way that
slashing weapon to behead any vampires he finds. their undead hero would dress, Vampires wearing
There would also be the usual suspects of a mirror and expensive well tailored clothes, zombies or skeletons
cloves of garlic to help try and detect/ward off a

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using piecemeal or rusted armour and weapons, ghouls Concept 4: The Curse-bringer.
or ghast's using unarmed attacks etc. Disguise and The Curse-bringer is a necromancer who specialises in
make up kits are usually found to help the undead Fan curses. Most work to bring woe and hardship into the
blend in with their Undead Heroes. world. Some are malevolent and indiscriminate,
blighting crops, cattle and people on a whim, others are
*****
practitioners that hire themselves out to jilted lovers,
Concept 3: Dr Frankenstein. bitter merchants etc while others may seek to only
The Dr Frankenstein is a wizard who studies curse those that they deem deserve it such as corrupt
necromancy, not to create undead, but to create life. officials, criminals that escaped justice etc.
Their ultimate goal is to create a Flesh Golem or
similar construct, using spells such as Animate Dead Background wise, they are likely to be Charlatans or
and Create Homunculus along the way to hone his art. Hermits and local farmers and towns consider them to
This type of Necromancer is dedicated to the point of be wise women or eccentric recluses.
obsession and acknowledges the laws that normal
people live by but ignores them as outdated and views Skill wise, aside from Arcana, they would be a bit
anyone who does not see their way as narrow minded. more likely to have Intimidation and Deception, all the
better to mislead others into believing the curses and
Background wise, These types of necromancers come powers at the Curse-bringers disposal or to make
from all backgrounds and are usually willing to travel victims believe that they have been subjected to a curse
far and wide sniffing out any tit bit of information or and they need the Curse-Bringers help to remove it.
ancient knowledge to further their goals. It would also
be likely that they would test out any new spells or Spell wise, the Curse-bringers spell of choice is the
experiments on the local wildlife first to assess the level 3 spell: Bestow Curse and they have many unique
results and keep fastidious diaries of the results. applications of the spell at their disposal. Other spells
Alignments also vary but most of their experimentation on their list are ones that debilitate such as Feeblemind,
and reasoning would be considered evil. Hold Person and Ray of Enfeeblement, spells to help
predict the future (and the need for the curse bringers
Skill wise, the are almost exclusively dedicated to intervention) such as Augury, Divination and Contact
Arcana and Medicine and how magical energies Another Plane. They also have Remove Curse and
interact with living or dead matter. would likely offer their services to remove a curse for a
high price. They are also likely to have the Curse-
Spell wise, aside from the aforementioned Animate bringer Feat mentioned above.
Dead and Create Homunculus, they would have Find
Familiar and (DM permitting) have a Crawling Claw as Advancement wise, a Curse-bringer rarely multi-
a familiar until such time that they learn Create classes as they are solely concerned with Curses
Homunculus. They would also have spells that although some do accept pacts with Archfey and
demonstrate their mastery over the energies that become warlocks in the hopes of becoming Hags or
animate life such as Life Transference, Enervation, gaining membership of a coven, fewer still become
Vampiric Touch and use spells such as Polymorph and paladins and those that do only ever take Oath's of
Hold Person/Monster to demonstrate how life is Vengeance.
nothing and can be impeded and changed at a whim.
Equipment wise, the curse bringer is festooned with
Advancement wise, the Dr Frankenstein strives to various ritual components such as inscribed bones,
understand how life works and how magical energies vials of grave dirt and rune stones although overall
interact and animate the living and the dead and pursue appearance can vary wildly.
any knowledge that aids in their goal of creating life. *****
However, few multiclass into divine spell casters as
most gods would not permit the research they are Concept 5: Master/Mistress of Shrouds.
doing. The Master/Mistress of Shrouds is what we may
understand as a spiritualist or clairvoyant and uses
Equipment wise, they have plenty of medicine kits and Necromancy to pierce the veils between life and the
empty vials to collect sample of blood and store after life. They routinely speak with the dead and
random pieces of flesh and bone. Clothing wise they collect all manner of information. They can appear
have several sets of very sensible and easily quite distant and sometimes seem to be focusing on
replaceable clothing as they usually end covered in things behind the person they are talking too. They will
blood and gore during one of their "experiments". They often claim to see the ghosts and spirits of the dead or
will likely be on the look out for any locations where a hear the voices of someone talking to them from "the
Manual of Golems may be found. other side" and attempt to pass on messages from the
dead or try to extract information or confessions from
*****
the living.

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Background wise, they have Charlatan or Acolyte Skill wise, they focus on Arcana, Medicine and Nature,
backgrounds using their powers to either help people using their skill to understand how the injuries resulted
come to terms with tragic events or using their abilities in death, whether a disease or poison was the result of a
to fleece them for everything they have. natural toxin or something made by magic.

Skill wise, they have some skill with Arcana and Spell wise, they tend towards spells that aid with
Religion and use this knowledge to create elaborate investigation such as Speak with Dead (in order to
rituals and séances. understand what the a spirit felt at the moments leading
upto their death), Comprehend Languages or tongues
Spell wise, they have Speak with Dead and have to talk with those that may not be native to the area but
reflavoured spells such as Shadow Form (a reflavoured they also have spells that reflect their various areas of
invisibility), Ghost Flight (fly), Ghost Form "research" such as Blight, Contagion and Ray of
(Etherealness), Minor Ghostly Image (Minor Illusion Sickness.
but only used to create shadow or ghost like images
and make eerie sounds like chains rattling), Summon Advancement wise, The Libris Mortis tend to stay
Shadow (Animate Dead that summons a single Shadow strictly Wizard in their pursuit of understanding and
instead of Zombies or Skeletons) and Summon Ghostly cataloguing the many forms of death.
Image (Silent Image).
Equipment wise, aside from their book of death, these
Advancement wise, The Master/Mistress of Shrouds would be your medieval plague doctor image with the
advances in any way they choose, seeking out skills, long bird style masks stuffed with healing/purifying
spells and abilities that aid in their information herbs and glass goggles to protect them from unclean
gathering, some remain solely Wizardly in their search, air. They are also likely to use or at least be seen
while those with more sinister intent may take levels of holding, a scythe. They usually have a dagger or sickle
Rogue to help in their subterfuge and duping of people that they use to enact a Coup de Grace or mercy strike
during their "séances" or to aid in ransacking tombs for to end a persons suffering.
information.
*****

Equipment wise, they can be using anything from tribal Concept 7: The Necropolitan.
style dress and using wicked style ceremonial dagger The Necropolitan is someone who has been brought
and arcane spell focus staff as they dance around a fire back to life through Necromantic magic whilst in the
to contact the other side, or they may look more like a Shadowfell. They renounce all forms of life and
Victorian noble, dressed well and using a crystal ball to believe they are Undead through and through,
speak with the dead and walking with a cane (which Denizens of the Shadowfell do not regard
hides a dagger in case the locals get a bit unruly). Necropolitans as Undead until they have undergone a
***** special ritual called "Crucimigration" and become
Tomb Born (and take the feat noted above).
Concept 6: Libris Mortis.
The Libris Mortis, a rough translation means Books of Background wise, the Necropolitans come from manly
Death, seeks to catalogue death in all its forms. The scholarly backgrounds and are quite pragmatic in
carry a book, that ends up being almost as big as their outlook but they count all backgrounds in their
spell book, that contains every type of death they have number. Many are the travellers that end up in the
observed or experienced. They are often found Shadowfell. Necropolitans maintain a certain aloofness
wandering around sites of recent battles or places in their dealing with others and tend to pursue
where disease is rife, studiously noting all types of whatever ambitions they had in life.
injuries and noting down progression rates for
decomposition and poison or disease progression. They Skill wise, Necropolitans strive to attain excellence in
are best thought of as clinically distant, referring to what ever field of study suits them but many are
everything in terms of degrees of fatality or lethality, scholars of History, Medicine or Arcana.
this some what stoic or distant demeanour leads many
to see them as untrustworthy and creepy but very rarely Spell Wise, they use what ever spells will most aid
evil unless they are found conducting "experiments" on them in accomplishing their goals. Most will have a
healthy living victims. wide variety of spells but favour ones that are multi-
purpose (such as Chromatic Orb) or that have long
Background wise, they usually have either Acolyte or durations (such as Leomund's Tiny Hut).
Sage backgrounds but may have other backgrounds
where they have suffered some major trauma, such as Advancement wise, The Necropolitan pursues
an Urchin that fell unconscious and woke up in a whatever skills and abilities will further their goals,
plague pit or a soldier that was the sole survivor of a those that have the Tomb Born feat are happy to take a
massacre. long view of things though and may opt to just "out
live" their rivals.

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Equipment wise, Necropolitans dress in a manner they Concept 9: The Blighter.
found comfortable or acceptable before they travelled The Blighter is a necromancer that is enamoured by
to the Shadowfell. The tend to keep adventuring garb necrotic energy in all its destructive forms. They easily
to only what is practical and absolutely required, blend in with other wizards as they routinely lie about
leaving more complex logistical problems to the less their chosen wizard specialism until violence is
developed minds. required and then they unleash the full might of their
prowess with Necrotic energy with a glee that verges
*****
on mania. It is due to this, that many view blighters
Concept 8: The Plague Rat. with disgust and distrust.
The Plague Rat walks the streets of towns and cities
polluting the world with pestilence. The Plague Rat is a Background wise, Blighters come from all walks of life
specialist with poison and disease and tends to be but they are most likely to be evil in alignment.
calmly detached from the acts they do, casually
observing the ebb and flow of the pathogens and Skill wise, Blighters specialise with Arcana but usually
contagions they have unleashed. Some Plague Rats adopt a secondary skill set to blend in with other spell
spread disease and poison wells to bring down corrupt casters.
governments, others because they want to see
everything die or they just want to spread misery and Spell wise, Blighters only use damaging spells that
suffering. Plague rats usually carry a book containing deal Necrotic damage such as Chill Touch, Toll the
details of diseases and their progression/infection rates Dead and Blight. Like skills, Blighters take spells that
as well as recipes for concocting poisons of various help them blend in with other spell casters and will
types. usually claim to be some other specialism of magic.

Background wise, they come from all backgrounds but Advancement wise, Blighters take any opportunity to
all have some incident in the history that provoked learn new spells that deal Necrotic damage even going
them into studying diseases and poisons. so far as to make pacts and become Warlocks or taking
up the worship of Gods and becoming Clerics of the
Skill wise, Plague Rats become skilled with Medicine Death Domain.
and Nature to be able to create their toxins and harvest
poisons from insects and animals. Equipment wise, Blighters tend to dress in a way that
does not promote their destructive tendencies or
Spell wise, for combat they usually rely exclusively on wizardly tendency and adopt the principal of "hiding in
spells that deal poison damage (such as Poison Spray plain sight", although they very rarely carry weapons,
and Ray of Sickness), create noxious environments preferring to utilise their Necrotic spells should combat
(such as Stinking Cloud) or create disease (such as be required.
Contagion). For other events, they rely on spells that *****
help hide their presence (such as Invisibility or
Nondetection) or aid in escaping (such as Dimension Concept 10: The Fear Monger.
Door or Misty Step). The Fear Monger exists to cause fear, they just really
like to see people scared witless. They perform
Advancement wise, Plague rats usually pursue any practical jokes, stalk people and even break into homes
means to perfect their poison and disease making skills just to sneak around it at night and move things around,
and it is not unheard of for them to study with Druids all of which the Fear Monger finds hilarious.
to gain more interesting ways of spreading their
plagues and poisons.. Background wise, Fear Mongers tend to have criminal
or urchin backgrounds but seemingly normal people
Equipment wise, the Plague Rats usually maintain a from all walks of life can reveal themselves as twisted
hidden or secluded haven where they have one or more Fear Mongers. But they are likely to be evil.
alchemy labs set up for brewing poisons as well as
small gardens to grow herbs and areas to make Skill wise, Fear Mongers utilise Intimidation, Sleight
medicine kits, poisoners kits and herbalism kits. There of Hand and Stealth to enable to sneak up, stalk and
are also hidden wells or cells were animals and people generally intimidate people, they also use Medicine for
are kept to observe the progression of a disease. When torturing unlucky victims.
adventuring they keep several fully stocked medicine
and herbalism kits with them and travel in clothes that Spell wise, Fear Mongers utilise Cause Fear, Eyebite,
don't draw attention. They are also likely to carry Fear and Phantasmal Killer as preference but are also
several vials of poison to either smear on daggers, pour usually well versed in spells that aid in their pranks
into peoples drinks or poison that turn into vapour. such as Invisibility, Knock (to gain access to houses),
Mage Hand and Gaseous Form. They usually rely on
*****
cantrip to deal damage to opponents. They are most
likely to summon poltergeists over other forms of
undead.

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Advancement wise, Fear Mongers tend to take up some
form of Rogue craft and learn from the masters how to
sneak up on people. A rare few have taken up the
worship of trickster gods or study with bards at the
college of whispers. They are also like to have the
Horrid Visage feat noted above.

Equipment wise, Fear mongers dress in ways that


inspire dread in others and use daggers or blades that
have nasty looking hooks and barbs.
*****

Concept 11: The Dirge Singer:


Dirge Singers were either people that were brought up
in a choir or that made a living as a singer and found
themselves continually hired to perform at funerals to
sing songs to honour the deceased. over time they
became slightly warped and delved into necromancy
and use their singing and performing skills to lure the
souls and spirits of the dead back tot he world of the
living or help lost souls pass on to the afterlife.

Background wise, Dirge singers were usually Acolytes


or Entertainers before taking up the role of the
necromancer. They are not usually evil they just have a
slightly warped view of the world.

Skill wise, Dirge singers are proficient with musical


instruments and singing as well as the performance
skill with a sound knowledge of Arcana and Religion
which they use to enact burial rites and persuade lost
soul to move on.

Spell wise, Dirge Singers prefer to utilise more subtle


spells (such as Calm Emotions and Slow) and create
undead to fight for them and are likely to have the
Requiem feat noted above to increase the variety of
undead they can summon. When they sing or perform
they are known for their haunting melody and excel at
using peoples emotions against them and most spell
casting they do incorporates singing in some fashion.

Advancement wise, it is common for dirge singers to


delve into studies with the bard college of lore to hone
their performance abilities and learn about funerary
rites from other parts of the world and sometimes they
may seek out Gods that tolerate their abilities.

Equipment wise, Dirge Singers have a musical


instrument of choice, enough components to summon
whatever undead they desire and a book of songs and
funeral rites so they are ready to perform whenever
needed. Dress wise they wear solemn and respectful
attire.

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******************************************************* seldom see the point of picking up or using mundane
weaponry, they have spells after all.
War Wizard Concepts
*****
*******************************************************
Concept 2: The Reactionary.
**Personal DM note** Reactionaries are fast thinking, quick acting mages.
I amend the Power Surge ability noted in XGtE as They utilise spells that can be cast as either a bonus
follow, the underlined passage is the amended bit: action or reaction and seek to react to and out think
"You can store a maximum number of power surges other spell casters. They plot, scheme and create tactics
equal to your Intelligence modifier (minimum of one). specifically for duelling other spell casters or for
Whenever you finish a long rest, your number of power overcoming random occurrences (such as falling into a
surges resets and becomes a number equal to your hidden pit).
intelligence modifier (minimum one). Whenever you
successfully end a spell with dispel magic or Background wise, any background that utilises tactical
counterspell, you gain one expended power surge, as thinking and planning can breed someone capable of
you steal magic from the spell you foiled. If you end a being a Reactionary War Wizard; Soldiers, Nobles,
short rest with no power surges, you gain one power Guild Artisans all have skills that can be honed into the
surge. Once per turn when you deal damage to a required mage craft. As tactical thinkers, they tend to
creature or object with a wizard spell, you can spend be Lawful in alignment.
one power surge to deal extra force damage to that
target. The extra damage equals half your wizard Skill wise, Reactionaries focus on Arcana and Insight
level". as they try to predict the motivations and potential
I amended it this way as it seemed a bit unfair that you actions of others people. As they progress they
had to burn your level 3+ spell slots to make use of a inevitably become versed with Investigation and
level 6 class ability, this way it is a resource that can Perception skills as well.
depleted instead of something you have to grind away
at, also it means you have some uses to burn if your Spell Wise, Reactionaries obtain spells with casting
going through enemies who do not have spell casters. times of Bonus Action or Reaction first of all. At the
*******************************************************
time of writing this, a current list of Wizard spells with
these casting times are: Absorb Elements, Expeditious
Concept 1: Power Mongers. Retreat, Feather Fall, Shield, Dragons Breath, Magic
Power Mongers seek to utilise force effects and power Weapon, Misty Step, Shadow Blade, Counterspell, Far
surges to overcome foes. Step and Soul Cage. Reactionaries also choose spells
that help them in a particular event or situation. They
Background wise, Power Mongers come from also make a lot of use of Clairvoyance and Arcane Eye
backgrounds such as Sage, Acolyte, Noble and Guild to scout out areas and create battle plans.
Artisan, they are almost universally possessed of a
smug, superior mentatility that verges on megalomania. Advancement wise, Reactionaries seek out ways of
Their do run the gamut of alignments. gaining insight into other peoples actions or that give
them a chance to act quicker or gain a bonus to
Skill wise, They focus on Arcana and History, using initiative.
their knowledge of magic and historical events to give
their actions meaning, draw on tactics from past magic Equipment wise, Reactionaries like to be well equipped
users and show how their tactics are better than other and keep a spare dagger or arcane focus hidden some
peoples. Regardless of their prowess with charisma where on their person. Whilst they are not particularly
based skills, they usually seem quite abrasive. paranoid, they like to be prepared for any eventuality
so it is not uncommon for them to have a several packs
Spell wise, Power Mongers seek out Force damaging of gear.
spells and force effects, they use spells to control the
battlefield but damaging spells are usually ones that
target individuals at a time.

Advancement wise, Power Mongers seldom see a


reason to multiclass. Any deviation from their
Wizardly vocation would bee seen as a weakness and
they are far too smug to allow weakness, although
some times they have fallen foul of their own hubris.

Equipment wise, Power Mongers dress in superior


clothing, paying for bespoke and custom made clothing
and equipment. They utilise ornate Spell Foci and only
use material components if absolutely needed. They

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******************************************************* purely functional in nature (Such as Cantrips of
Mending or Light). However, the rarely use spells that
Blade Singer Concepts require a material component unless the component
required is a weapon.
*******************************************************

Concept 1: Displacer. Advancement wise, this form of Bladesong teaches the


Displacers follow the Cat Blade Singer fighting style. Wizard to give themselves over to the Bladesong and it
They take their name from Displacer Beasts and use is because of this that some practioners multiclass to
rapiers in combat. Barbarian Totem Warriors (receiving powers akin to
the Eagle) and they find their Bladesong, once
Background wise, Many Displacers come from activated, drives them into a berserk rage.
Criminal, Urchin or Charlatan backgrounds and their
alignments are rarely lawful. Equipment wise, Ragers use hand axes or graduate to
battle axes if they multiclass to Barbarian. They are
Skill wise, Displacers use Arcana, Insight, Stealth and usually clad in battle worn armour and heavily used
Deception as they weave magic and sword into a ballet weapons. They do not find much use for spell
of feinting and dodging. components and they usually carry enough food or
supplies to see them through whatever adventure they
Spell Wise, they use Blur in combat as well as spells are undertaking.
that allow increased movement (such as Longstrider or
*****
Expeditious Retreat) or magical transportation (such as
Misty Step and Dimension Door) and if they do not Concept 3: Anathema.
possess Darkvision racially they obtain the spell. For Anathema's are whip wielding followers of Snake Style
damaging spells they rely on cantrips such as Booming Bladesong. They are acrobatic masters of whip
Blade or Green Flame Blade and try to close with their fighting. It is also believed it was a fighting style
opponents as quickly as possible. developed by Yuan-Ti not Elves.

Advancement wise, Displacers try to become as close Background wise, Anathema's come almost exclusively
to a displacer beast as they can and seek out any path to from Charlatan or Entertainer backgrounds. They are
learning the Displacers ability of Evasion, as such it is often found as child acrobats, thieves or tumblers.
not uncommon for them to study with Way of Shadow Their alignments tend to be more chaotic.
Monks or Assassin Rogues.
Skill wise, they are well schooled in Performance and
Equipment wise, Displacers dress in dark colours, and Arcana as well as Sleight of Hand and Deception.
try to remain as unencumbered as possible. Arcane
spell foci are usually in the form of a piece of crystal Spell Wise, Anathema's gained their name from their
worn as jewellery or a wand used in their off hand. use of Poison based spells, from Poison Spray, Ray of
Armour tends to be well made and light weight. Sickness and Stinking Cloud. Other spells are chosen
*****
on merit but they seldom chose spells which deal other
forms of elemental damage. Many practioners of this
Concept 2: Rager. style of Bladesong end up with spells that mimic those
A Rager follows a variation of the Bird style of combat of the Yuan-Ti.
called Vulture and focuses on the uses of axes and
losing oneself to the Bladesong. Advancement wise, Anathema's seldom feel the need
to multiclass as their blade song and magical prowess
Background wise, Ragers come from all backgrounds gives them everything they need.
but tend to be angry and highly aggressive and see little
in the trappings of civilisation and many other Wizards Equipment wise, they have at least two whips within
view Ragers as the least intelligent of practioners. reach at all times and use custom made armour that
These tendencies usually form Chaotic Alignments. inhibits movement as much as possible and that is
usually made of some form of laminated snake skin.
Skill wise, Ragers are as chaotic in their choice of
skills as they are in combat, but they sometimes focus
on Survival and Medicine skills to help them recover
after a fight.

Spell wise, Ragers use spells that create instantaneous


and highly visual effects and the majority of spells in
their spells books are full of damaging spells. They do
not care for subtlety nor do they chose spells that rely
on concentration for their form of Bladesong does not
grant them focus. Other spells they choose would be

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*******************************************************
Concept 2: Spell Thief.
**The spell Thief requires a little bit of fore-thought
Bard Concepts and planning, you need to decide what spells you want
*******************************************************
for your magical secrets ahead of time and let the DM
know so they can work these in for you to obtain**
DM note: I allow people playing bards to take the The Spell Thief has been a student at one or more
following performance styles in place of learning a Wizard or Sorcerer academies and likely been expelled
musical instrument: Singing, Dramatic Reading before falling into the College of Lore. Whilst they
(reciting poetry, general acting), Demagogue (using were a student at those academies, they became aware
desires or prejudices in place of ration arguments, of powerful spells from other avenues of magic, such
persuading a group of people at a time). as Cleric or Druid, and grew frustrated that the Wizards
or Sorcerer's they were studying with could not or
******************************************************* would not tell them how to go about learning them.
Now under the tutorage of the College of Lore, the
College of Lore Concepts Spell Thief has been given the tools to acquire those
*******************************************************
spells, and will go to great lengths to learn or steal
those spells.
Concept 1: The Educated Fool.
The educated fool is someone who is, or was, Background wise, the Spell Thief comes from a
intelligent but has at some point made bad decisions or Sage/Wizard Apprentice or Charlatan background.
lacked common sense. They may have been expelled They are not usually Lawful alignments due to their
from a Wizards academy or fired from a skilled job but desire to pillage spells from other areas of magic.
for some reason, people just think they're an idiot. But,
the Educated Fool fosters this opinion in order to play Skill Wise, they typically start focusing on Arcana,
the fool and achieve their goals. Nature and Religion to analyse the different forms of
magic but their need for subterfuge often leads to
Background wise, Educated fools come from highly Stealth and Sleight of Hand as well as thieves tools.
educated or skilled backgrounds such as Sage, Acolyte, When it comes to choice of musical instruments, Spell
Noble or Guild Artisan. They are usually Charismatic Thieves usually favour small wind instruments or using
and Intelligent. They can be any alignment depending their voice and Singing.
on how they react to other people belittling them.
Spell Wise, They are focused on finding and mastering
Skill wise, after Performance and Deception, they the spells they saw/heard about during their formative
focus on skills that use intelligence and wisdom skills, years and learn other spells that help them hide,
gaining vast sums of knowledge before moving on to manipulate others and get into and out of secure
master other skills and abilities. buildings or areas.

Spell wise, Educated Fools favour spells that boost Advancement wise, Spell Thieves remain in solely
their own abilities such as Comprehend Languages and Bard except for a small number who may succumb to
Detect Magic as well as abilities that show their the promises of Otherwordly Patrons and become Pact
superiority over others, such as Identify, Legend Lore, of Tomb Warlocks.
Mordenkainen's Magnificent Mansion and Modify
Memory. They usually rely on Vicious Mockery for a Equipment wise, Spell Thieves resemble rogues in
damage dealing spell preferring mass effect spells that appearance and choice of weapons and armour.
incapacitate in combat situations. Musical instruments are usually easily concealable
such as small flutes or pan pipes. They also keep a
Advancement wise, They ted to stay focused on Bard, variety of burglary gear on hand as well.
being content to meander through life, learning and
mastery skills and spells that other classes possess
through the Bards class abilities such as Magic Secrets.

Equipment wise, they can look buffoon like in


appearance, wearing garish colours and ill fitting or
ostentatious clothes. Armour and weapons are often
highly ornamented with differing artistic styles and this
also shows in their musical styles, they may keep a lute
to play fast paced jigs, a violin for slower waltz's and
also carry a hurdy gurdy just to see the bemused look
on a crowds face when they unveil the strange
instrument.

*****

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******************************************************* funerals and battles but also lead rousing chants and
songs in the midst of battle.
College of Valour Concepts
Background wise, Battle Singers were brought up in
*******************************************************
soldier or sailor environments, maybe as ship
Concept 1: The Raven. drummers, battalion musicians and signals. Alignments
Ravens serve as historians and warrior poets and create tend toward Goodly and Neutral as their vocation of
epic poems to eulogise fallen warriors and the events eulogising the fallen and rousing warriors in the heat of
of great battles. They travel the world seeking out battle does not foster those with evil intent.
notable people to immortalise in written and oral verse.
Some aged warrior seek Ravens out to engage in one Skill wise, they focus on Performance, Insight and
last battle, this involves the Raven ending the warriors Persuasion and use them to influence individuals, rally
life in ritual combat and sending their soul onto the routing troops and to bolster peoples resolve but they
afterlife. also have training in Medicine and the use of healing
kits. Their chose of musical instruments tend to be ones
Background wise, many Ravens come from Military that can be used one handed such as bugles or war
backgrounds such as Soldier or Sailor, but also come horns.
from background such as Noble or Sage which have a
deep understanding of History, regardless of their Spell wise, they choose spells and magic secrets that
background they have a deep respect for warriors of all can help others, bolster multiple people at once or
types. Their temperament leads to mostly Goodly and affect a wide area and shape battle fields (such as Plant
Neutral alignments. Growth, Healing Word and Cure Wounds, Fog Cloud,
Mass Healing Word).
Skill wise, Ravens use their voice and choose Singing
and Dramatic Reading in place of musical instruments, Advancement wise, they do not really need to
but have a strong focus on History and Performance. multiclass as their chosen college of training gives
They tend to also gravitate to militaristic skills such as them all the spell casting and combat skills they need.
Survival and Athletics. Some will use their knowledge
of war-craft, religion and history to create a ritual duel Equipment wise, they use battle tested armour and
to end a aged warriors life with honour, such duels weapons and carry enough alchemy or healing kits to
generally allow the warrior to draw first blood before look after themselves and anyone else they are
the Raven administers a killing blow to end the travelling with.
warriors life with as little suffering as possible, thus
allowing the warrior to journey to the afterlife with a
bloodied blade.

Spell wise, they focus on combat spells, from cantrips


such as Booming Blade and Green-flame Blade,
through to using their magical secrets to learn
Lightning bolt or Fireball. They also take spells which
shape the battle field and help control the ebb and flow
of battle.

Advancement wise, most Ravens stay solely within the


Bard class but some occasionally become Clerics of the
Grave domain and sing songs to keep the memory of
past warriors alive in the minds of their descendants or
to ease the spirits of the dead.

Equipment wise, Ravens can be mistaken for fighters


and warriors as they wear the best armour and use the
best weapons they can afford an take very good care of
them. Their reliance on their voice means they are
seldom seen carrying musical instruments.
*****

Concept 2: The Battle Singer.


The Battle Singers are boisterous and belligerent and
often viewed as drunkards, but in truth, they drink and
sing to the memories of those that have been lost in
great battles, they lead revelries and wakes after

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******************************************************* evil as those alignments either see the error in their
ways or get caught and executed fairly quickly.
College of Swords
Skill wise, Charisma based skills as well as Perception
*******************************************************
and Insight all serve the Buccaneer well, granting them
Concept 1: The Duellist. ability to sway people, gage their reactions and spot
The Duellist is a romantic, dashing and deadly ambushes and wealthy targets. Buccaneers often create
character. Their appearance is that of a noble fop rowdy and self aggrandising songs about their exploits
strutting around with a rapier in one hand and a and prowess which they perform in taverns, ports and
handkerchief in the other. street corners and may even take on children as
apprentices, teaching them ho to perform each song
Background wise, although they all appear somewhat and sending them out into the world to perform them
noble in demeanour, they come from many and spread the Buccaneers glory. The often use Two
backgrounds such as Noble, Soldier, Entertainer and Weapon Fighting over Duelling as their fighting style.
Charlatan. They come in all alignments, with those of
Lawful alignments holding very formal duels and Spell wise, Buccaneers chose spells that aid in their
adhering to a specific etiquette or code of conduct, robberies and general lifestyle. cantrips are ones that
while their Chaotic counterparts use low blows and provide some function such as Mending, message or
dirty fighting techniques. Prestidigitation, other spells may include Invisibility,
Knock, Mislead, various Illusion spells and spells that
Skill wise, Duellists utilise Charisma based skills to aid in escape.
flatter and romance, to goad and belittle, to frighten
and enthrall. They appear to find little joy in music, Advancement wise, Buccaneers seldom multiclass
often appearing bored as they play and they only seem unless they can see some way for it to increase the
to come to life when a duel commences. For their legend of their life and exalt their deeds even more.
fighting style Duellists take Duelling over Two
Weapon Fighting. Equipment wise, they travel light and appear as a
strange combination of deadly pirate and dashing
Spell wise, they use spells to goad others into attacking rogue, they cultivate their appearance and equipment to
or challenging the Duellist to a Duel and to heal limit encumbrance but to also make them immediately
themselves afterwards. For Magic Secrets they favour identifiable.
spells which aid them in a fight, such as Compelled
Duel, Booming Blade and Blur.

Advancement wise, most Duellists remain focused on


honing their bard talents but a few almost abandoned it
and take up some fighter classes to gain some extra
fighting styles. A rare few become a bit more
enamoured with alcohol and learn the ancient
deceptive fighting style of Monk fighting known as
Drunken Master.

Equipment wise, they wear elegant and well


maintained armour and wield rapiers, carry little in the
way of personal baggage so they remain as
unencumbered as possible.
*****

Concept 2: The Buccaneer.


Buccaneers sail the seas and rivers of the world as a
charismatic pirate or stalks the roads and wilderness as
an opportunistic highway robber. they are dashing,
overly heroic but thoroughly self serving and care more
for inflating their ego and perpetuating their increasing
personal mythology than they do about actually killing
or stealing.

Background wise, all backgrounds can lead to someone


becoming a Buccaneer although educated backgrounds
such as Sage and Acolyte are the least represented.
Alignments vary but few remain lawful good or chaotic

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******************************************************* Skill wise, Pipers focus on Performance and other
charisma based skills and mastering their wind
College of Glamour instruments and find little use for other skills.
*******************************************************
Spell wise, Pipers focus on enchantment spells, from
Concept 1: Fey Touched. basic spells such as Friends and Charm person, through
The Fey Touched can trace their ancestry back to an to Hypnotic Pattern and Mass Suggestion. They also
encounter with a powerful Archfey. This creature has choose spells that can be cast in subtle ways, often
influenced their family and bestowed fame and fortune using their magic secrets to obtain spells from the
upon them. College's Fae patrons such as Mind Spike or Misty
Step. They also choose spells which provide some day
Background wise, all backgrounds can be influenced to day benefit such as Cantrips of Mending and
by Archfey but alignments tend to drift into Chaotic Prestidigitation.
due to the capricious nature of the fey.
Advancement wise, Pipers occasionally study with
Skill wise, they focus on Performance, Arcana and Wizards to become fully fledged Enchanters or sign a
Nature having had a thorough training during their secret pact with the colleges Fae Patrons and become
childhood with one or more Fey tutors. They tend to Warlocks and Pipers that remain purely Bard ay still
have rather unusual musical instrument proficiencies. have the Colleges Fey patrons whisper and encourage
them.
Spell wise, they choose spells to help them deceive and
charm others and their magic secrets are chosen based Equipment wise, Pipers wear vivid coloured clothing
on the spells associated with their families Fey patron, and use ostentatious armour and ornate weapons but
many choosing the spells from the Archfey warlock despite their appearance will often maintain a very
patron list of expanded spells for their magic secrets. spartan lifestyle, exchanging their skills and abilities
for food and lodging.
Advancement wise, many Fey Touch naturally
gravitate to Warlock and enter into a longer bonding
service to their families patron. A rare few may avoid
selling their souls and instead become a strange parody
of Paladin taking the Oath of Ancients adjusting the
standard Oath as follows:
"Paladins who swear this oath cast their lot with their
Families Fey Patron in their struggle against their
enemies, because they
love the beautiful and life-giving things of the Fey
world, not necessarily because they believe in
principles of honour, courage, and justice".

Equipment wise, Many Fey Touched resemble jesters


in their garb, often dressing in colours and styles that
their families patron finds pleasing or amusing. Those
that chose to wear armour often colour it or adorn it
with sigils and openly promote their Fey patron. They
use weapons and musical instruments that please their
patron.
*****

Concept 2: The Pied Piper.


Pipers travel the world using their musical skill to
entertain and enthrall and to perform wonders. many
stories exist of these figures weaving magic and music
and charming animals and leading them out of towns
or luring people into the woods, never to be seen again.

Background wise, Pipers come from entertainer


backgrounds and develop a knack for playing wind
instruments such as flutes, recorders and pan pipes.
Their alignments tend towards the Neutral or Chaotic
and seldom lawful due to Fae influence the College of
Glamour exudes.

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******************************************************* into a army to stand against attacking bandits, a evil
Noble may stand on a balcony overlooking a public
College of Whispers square and give a dictator like speech to focus the
populations resentment at increased taxation on another
*******************************************************
town.
Concept 1: Power behind the throne.
Members of this concept use their powers and abilities Skill wise, they focus on charisma based skills, honing
to gain influence with people they perceive to have them to the (almost) exception of all others. Musical
power, whether that be political, social or magical. instruments are used for the personal pleasure of
performing or for setting a mood before or during
Background wise, many come from Criminal and negotiations.
Urchin backgrounds but even Nobles have been known
to adopt this scheming style of bard tradition to further Spell wise, they favour mass effect spells such as
their own influence. Alignments vary wilding, Good confusion and mass suggestion and charm/dominate
alignments are not unknown and they try to become spells and almost exclusively take spells from the
wise and just advisors but many fall to neutral and evil enchantment school of magic.
alignments as their own lust for power and authority
takes over. Advancement wise, Many rabble-rousers take up other
professions, some take up the mantle of Paladin (evil
Skill wise, members adopt a range of charisma based ones becoming Oath of Conquest, Goodly or Neutral
skills to manipulate those around them and develop ones taking Oaths of Devotion or Redemption), Others
networks of spies and informants. take up the mantle of Rogue Masterminds.

Spell wise, they choose subtle spells that require little Equipment wise, equipment is dependant on their
in the way of components and usually avoid spells that background, with high born characters dressing in
would require material components so they can be as austere and well made attire, lower born appearing to
unthreatening as possible. At time of writing, Bard be one of the common people.
spells requiring only somatic components are:
Thunderclap, True Strike, Mislead and Psychic
Scream, and those requiring only verbal components
are: Vicious Mockery, Dissonant Whispers, Faerie
Fire, Healing Word, Knock, Warding Wind,
Dimension Door, Geas, Otto's Irresistible Dance,
Teleport, Glibness, Power Word Stun and Power word
Kill. Spells obtained via a magic secret are also chosen
in such a way.

Advancement wise, they rarely see a benefit in multi-


classing as their class abilities give them everything
they need.

Equipment wise, they appear well off and are always


attired in the best clothing and armour they can afford.
The chose weapons which are easily concealable such
a sword canes and stiletto daggers or are costumed
with highly ornate and elegant weapons such as
rapiers.
*****

Concept 2: Rabble-rouser.
The Rabble-rouser is a person who speaks with the
intention of inflaming the emotions of a crowd of
people, typically for political reasons but sometimes
just for the love of speaking to a crowd and enflaming
their emotions.

Background wise, Rabble-rousers come from Criminal,


Folk Hero, Noble, Urchin and Entertainer
backgrounds, using their various formative years to
shape their public speaking abilities. Alignments vary
depending on how their public speaking is used,
goodly Folk Hero's may rally low born and commoners

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*******************************************************
Advancement wise, Arcana-punks seek out skills and
Sorcerer Concepts abilities that help them control their wild magic surges
or that improve their tinkering abilities. It is not
******************************************************* uncommon for them to take feats which grant armour
proficiencies but they seldom find they are welcome in
Personal DM Note, as many others have temples or places of learning so they do not usually
recommended, for Sorcerers, give them access to the become Clerics, Druids, Paladins or Wizards.
whole wizard spell list as the Sorcerer list has a few
missing spells that would be appropriate for various Equipment wise, Arcana-punks have an eccentric
bloodlines appearance, with leather panels in their clothing used
to anchor metal plates and crystals. Any weapons they
*******************************************************
use are usually connected to them with wires, cables
and tubes and they have packs and pouches full of
Wild Magic Bloodline strange alchemical experiments which are made with
*******************************************************
material components from their spells as well as more
conventions spell scrolls and alchemical potions.
Concept 1: Arcana-punk.
The Arcana-punk (think magical version of Steam- *****
punk) is a wild mage that uses crystals, mechanical
adornments, gadgets and "do-hickeys" to store and Concept 2: Thrall of the Great Old One.
channel their magical power. They have weird buzzing At some point, way back in your families bloodline,
and fizzing mechanisms which occasionally arc bolts one of your ancestors struck a pact with one of the
of magical energy from one to the other. When they get Great Old Ones. The power of that pact still lingers in
a wild surge, or use a class feature, these crystals and your family's blood and periodically rises as a chaotic
gadgets discharge their stored energy and the Arcana- wave of Far Realm energy.
punk tries to focus these energies and martial the
chaotic forces that run through their blood to hopefully Background wise, Thralls come from all backgrounds,
create a magical effect. even the Urchin may have some hidden family lineage,
your family history has been subtly manipulated by the
Background wise, Arcana-punks come from Guild unknown whims of a Great Old One for centuries.
Artisan backgrounds where they had free range to Many Thralls have, or come to realise they have, a
create magical items and experiment with magical large (and usually inbred) family unit that usually
energies. Their innate magic usually manifests in dominates a town or village and conducts bizarre
Chaotic alignments. rituals. Alignment wise Thralls lean towards Chaotic
alignments.
Skill wise, they are proficient with Tinkers Tools and
Arcana but also usually seek training in Alchemy and Skill wise, Thralls tend to focus on Deception and
Smithing in order to fashion more elaborate clothing Insight, using their guile to hide in plane sight and
and armour like items of clothing to help marshal and weave lies and misinformation to divert attention.
contain their magic. Other skills vary, some become devote to their great
Old One and develop Religion and organise the
Spell wise, their spells selection varies wilding, as each families rituals, others study Arcana, Astronomy and
Arcana-punk gains a spell they craft an item or gadget Nature to determine auspicious times of year to attempt
to marshal and channel the magic, examples would be: to contact the great Old One, or even to attempt to
Boiling/Smelting/Powdering and mixing spell material bring them into the Prime Material Plane.
components into potions
A glove with crystals in the palm and the tips of the Spell wise, Thralls naturally develop spells that mimic
fingers connected by copper wire and that seems to those of the Warlocks that serve their patron.
have barely detectable anti gravity properties, which **
helps manifest force effects such as mage hand and DM note: I would take this to mean that the Expanded
magic missile. spells list in the Warlock listing should be available to
A back pack containing two crystal tubes and lined the Sorcerer, or if you feel the Great Old One is
with sparking capacitors connected to a long brass particularly controlling, the spells on the expanded list
trident which helps manifest lightning based spells make a compulsory choice the Sorcerer has to take
such as shocking grasp and lightning bolt. before being able to choose other spells. For Example:
A small metal barrel filled with pitch and lamp oil At level 1 the sorcerer can choose Cantrips freely but
fixed to the fore arm with small perfume bottle style would have to take Dissonant Whispers and Tasha's
atomiser the hang over the hand and help channel fire Hideous Laughter as 1st level spells.
based spells such as burning hands and fire ball. At level 2 the sorcerer gets to choose a level 1 spell
Small crystal bell shaped spurs that attach over the feet from the Sorcerer list and can switch out one of the
and ankles and flare into life whenever a spell like other two spells if they desire.
Levitate or Fly is used.

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At level 3 the sorcerer has to take Detect Thoughts and
Phantasmal Force as their 2nd level spells but can
again switch out a 1st level spell if they want to.
**
As the Thrall grows in power the aberrant energies
from the Far Realm courses through them and they
often manifest small cosmetic mutations such as a: A
downward turned/fish like mouth, Mildly hunched
back, Longer than normal arms or legs, Being
unusually gaunt, Skin takes on a strange fish scale like
appearance.

Advancement wise, many Thralls eventually give


themselves over to their patron completely and sign
their souls during a ritual in which a large portion of
their family are present. Others try to hold onto to their
sense of self and retain their free will and remain
Sorcerer's, a few flee into the arms of religion and seek
salvation by becoming Clerics or Paladins.

Equipment wise, Thralls tend to dress in a fashion that


doesn't draw attention but if they show any mutations
they dress in a fashion that hides them as much as
possible.

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******************************************************* Concept 2: Scion of the Underdark.
Scions have a Deep Dragon ancestor. They may not be
Draconic Bloodline a denizen of the Underdark such as a Drow or Deep
Gnome, sometimes a Deep Dragon may have taken
*******************************************************
slaves from the surface world and breed them to serve
Concept 1:Primodrial Dragon. before sending them back to the surface world as
Primordial Dragons seek out ways to strengthen their raiding parties or spies. The Deep Dragons breath
connection to their Draconic ancestor. weapon is flesh corrosive gas which is the Acid
damage type, Deep Dragons range in colour from
Background wise, Primordial Dragons come from all iridescent maroon when they are hatchlings and turning
backgrounds, often hiding their powers for as long as rich Purple to almost black as they grow older.
they can before either family or academic pressure
force them to reveal themselves. Their alignments Background wise, All backgrounds can become Scions,
mirror those of their draconic ancestor as they seek to whether you come from an Underdark race or the
emulate them in all things. Surface, over the years your bloodline has mingled and
spread into all areas.
Skill wise, they focus on Arcana, Insight and
Intimidation which grants them insight into the magic Skill wise, Scions favour charisma based skills to
that fuel them, the motivations and greed of dragons influence and intimidate others but they also develop
and exude a limited aura of draconic fear to affect other Stealth, Arcana, Perception, Nature and Survival skills
people. They also find use for Nature and History as to be able to navigate the Underdark and recognise its
they seek to piece together their history and locate the dangers.
domains of their draconic progenitor.
Spell wise, like other Draconic Bloodlines, Scions
Spell wise, they are fuelled by their ancestor taking develop spells that mimic those of their ancestor.
spells that mimic the draconic abilities such as Fear, Spells associated with Deep Dragons are True Seeing,
Fly and spells that deal elemental damage associated Polymorph, Passwall, Stone Shape, Detect Magic,
with their draconic ancestor. Should they learn spells Freedom of Movement and Transmute Rock to Mud.
that can deal different types of elemental damage such Otherwise they choose spells that mimic draconic
as Chromatic Orb or Dragons Breath, they only choose abilities and spells that use Acid.
to deal the damage type associated with their ancestor.
Advancement wise, some Scion's embrace the
Advancement wise, they seek out ways to increase the Underdark side of their heritage and take on the Ranger
potency of their spells (through feats such as Elemental Gloom Stalker class and act as spies and messengers.
Adept or Spell Sniper), make themselves more robust Few see the need to delve into Cleric or Paladin classes
and hardy (such as Feats like Toughness or War as Gods rarely accept the Scions devotion to their
Caster) but only multiclass in ways that promote or ancestor but a rare few may become Druids of the
increase their draconic powers such as training as Circle of the Land (Underdark) and teach a perverted
Evocation Wizards. As Primordial Dragons grow in mythology that venerates Deep Dragons as creator
power their ancestry becomes more apparent, the gods.
protective scales they gain at 1st level become thicker
and more dragon like, their eyes resemble dragon eyes Equipment wise, those Scions that spend time in the
and their teeth and finger nails become sharper and Underdark know the value of being quiet and use
more fang/claw like, some develop the Primordial items, armour, weapons and clothing that promote
Dragon feat noted above. quiet and quick movement. They carry as few material
components as possible and often resort to using
Equipment wise, They seldom see the need to wear Arcane Spell Foci.
armour or use weapons but should they gain the ability *****
to do so it is not uncommon for them to seek out
magical items of draconic heritage such as Dragon Concept 3: Abishai of Tiamat.
Scale Armour and Frost Brand or Flame Tongue Abishai are Sorcerers with Chromatic Dragon
swords. Primordial Dragons eventually start to acquire ancestors who have been brought up and taught to
a certain greed and hoard wealth like the dragons do worship Tiamat. They hope and desire to be proven
and go to great lengths to make sure only they know worthy in the eyes of Tiamat and be elevated to the
exactly what their true wealth is. They also develop a status of Abishai and become a fiend eternally in
deep self interest and will otherwise carry what ever Tiamat's service.
material components they require for their spells and
whatever items they require for their own personal Background wise, all Abishai are Acolytes and are
comfort and survival. devoted to the worship of Tiamat. Alignments are
*****
reflective of the chromatic dragon they have as an
ancestor. They expect other sorcerers and worshippers
of Tiamat to be subservient to them and view

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themselves as the superior worshippers of Tiamat and
even Tiamat's chosen, the only people or creatures that Equipment wise, Paragons dress in ways that do not
Abishai otherwise show deference or admiration to are promote aggression, they seldom carry weapons unless
Dragons and the true fiendish Abishai. they have multiclassed in which case they use ornate,
almost ceremonial looking, weapons and armour of
Skill wise, they focus on Arcana and Religion, drawing bright shining metals.
parallels between the worship of Tiamat and the arcane
*****
powers they have been imbued with. They inevitably
become skilled to some extent with charisma based Concept 4: The Dragon Tortle.
skills to bully, coerce and deceive others into (Ok so this one is just a play on words but I like it)
complying with the Abishai's wishes. The Dragon Tortle is a Tortle whose ancestor is a
Dragon Turtle (page 199 of the Monster Manual). This
Spell wise, like most Draconic Sorcerers, Abishai does require a little tinkering of the Draconic Sorcerer
focus on spells that share the element of their Draconic class feature, first the Dragon Turtle breath weapon is
ancestor and try to learn spells that will elevate them in super heated steam which deals fire/heat damage, so
the eyes of Tiamat, often upgrading spells to the damage type associated with the class feature is
increasingly more powerful ones and scoffing at the fire. The Armour Class granted by the Tortle shell does
use of low level spells, they also start to try to obtain not stack with the Dragon scale ability so pick which
spells that Abishai fiends can cast and those that ever works best, As Dragon Turtles do not fly, Tortles
succeed see this as a sign that Tiamat favours them. gain a Swim speed equal to their walking speed and
can breath underwater when they reach 14th level and
Advancement wise, Abishai rarely multiclass, but they Dragon Turtles do not cause fear, so at level 18, Tortles
are known for a particular aggressive nature which instead gain the ability to spend 5 sorcery points to
leads some to become take the Paladin Oath of breath a 60ft cone of super heated steam, deals 10d6
Conquest and to strike out to glorify Tiamats name. fire/heat damage, Cons save for half damage, DC is
based on the Tortles spell casting modifier and being
Equipment wise, Abishai often wear robes and underwater doesn't grant resistance against this
adornments which mimic dragon scale in appearance damage.
even if they do not grant any bonus to armour, they
seldom use weapons and rely on their spell casting Background wise, Dragon Tortles come from either
where possible but seek out magic items such as Sailor or Sage backgrounds. Alignments tend towards
Wands of Fire or Wands of Lightning Bolts. Neutral.
*****
Skill wise, Dragon Tortles focus on whatever skills that
Concept 4: Paragon of Bahamut. take their fancy or that aid them in their chosen cause.
The Paragons are loyal servants of Bahamut, the
Platinum Dragon and God of Metallic Dragons. They Spell wise, they choose spells that aid in water based
stand as mortal servants and guardians of the goodly endeavours, as a cosmetic change to spells, any fire
dragons and as a shield against the machinations of spell they utilise appears as super heated steam rather
Tiamat who is the enemy of Bahamut. then a flame or ball or bolt of fire.

Background wise, all backgrounds can be influenced Advancement wise, Dragon Tortles rarely multiclass
by draconic blood and alignments are reflective of the but some times they do take up the duties of Rangers
Metallic Dragon ancestor. with coastal domains as their preferred terrain/natural
explorer ability.
Skill wise, Paragons strive to master Arcana and
Persuasion as well as skills to better serve the Platinum Equipment wise, Dragon Tortles resemble a strange
Dragon and fight the servants of Tiamat. They also combination of bipedal turtle and pirate, often using
seek knowledge of Dragon lore and seek training in light crossbows, hooks (treat as sickle), belaying pins
skills such as Medicine and Alchemy Supplies to better (treat as clubs), oars (treat as quarterstaff) or if they
care for young Dragons and other mortal servants of gain the weapon proficiency, cutlass (treat as either
the Platinum Dragon. short sword or scimitar). They are usually festooned
with pouches to stow booty and trinkets as well as their
Spell wise, Alongside gathering spells derived from spell components.
their draconic ancestor, Paragons also seek out spells to
counter those cast by servants of Tiamat such as
Counter Spell and Dispel magic.

Advancement wise, Paragon followers of Bahamut are


devoted and often cross over to multiclass Cleric,
Paladins of various oaths and Fighter in order to better
protect Bahamuts sacred places and other servants.

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******************************************************* Background wise, Nothics only come from Sage
backgrounds but from all alignments, it is only as they
Shadow Magic Bloodline grow in power and gain more secret knowledge that
they start to drift towards Neutral Evil Alignment and
*******************************************************
transform into a Nothic (see the aberration creature in
Concept 1: Voidborn. the Monster Manual).
Voidborn were born near a portal to the Shadowfell
and raised in the Shadowfell. They lack many Skill wise, they use Arcana, Insight, Investigation,
emotional responses that most races on the Prime Perception and Stealth to aid their pursuit of magical
Material Plane are capable of expressing and often secrets, it is also these skills that tend to be their
seem empty of passion. Their physical appearance if downfall (and these skills are what the Nothic creatures
often far paler than normal and they appear sickly. are good at using).

Background wise, they grow and mature as they would Spell wise, they utilise basic spells such as
elsewhere and all backgrounds are possible as the Comprehend Languages, Detect Magic, Detect
hierarchies present in the Material Plane are present in Thoughts, Knock and See Invisibility to help with their
the Shadowfell as well. Being brought up in the investigations and rarely use big flashy spells and are
Shadowfell tends to extinguish the light of goodness in content to use cantrips to deal damage. They also
most mortals hence most Voidborn are Neutral or Evil utilise defensive spells such as Mage Armour and
in alignment. Invisibility and they also seek out spells with long
durations, their choice of meta magic abilities lean
Skill wise, they focus on Arcana and Insight and learn towards Extended Spell and Subtle or Quicken Spell.
ways of manipulating the Shadowfell and imitating the
emotions of others. Advancement wise, their drive to uncover ancient
mysteries, magic and forbidden knowledge leads
Spell wise, Voidborn specialise in spells that Nothics in many directions and it could be considered a
manipulate the Shadowfell. They conjure spells such as failure for a Nothic not to have at least one level in
Darkness, Blur, Blindness./Deafness and Chill Touch another class. Unsurprisingly, Otherworldly Patrons
and spells their use are composed of darkness, are always happy to lure Nothics with the promise of
examples would be: Hold Person using tendrils of knowledge and power, so Warlock is the most likely
shadow to wrap around the victim; Appearing to turn class for them to fall into.
into shadow then splitting into multiple shadows for
Mirror Image. For damaging spells they rely on spells Equipment wise, Nothics dress in sturdy travelling
that deal necrotic or poison damage. clothes and are festooned with back packs, pouches,
arcane spell foci, spell scrolls, diaries and reams of
Advancement wise, Most Voidborn are recruited into parchment with notes on everything they have seen or
cabals of sorcerers in the Shadowfell with strictly found.
defined roles and seldom have the opportunity to
multiclass.

Equipment wise, Voidborn are often seen as the


stereotypical magic user, clad head to toe in a black
robe with only a wand or staff at their disposal. If they
are given permission to travel or if they are sent on a
mission then they are given access to appropriate
equipment such as Spell Foci, armour if they have the
ability to wear it and several different types of weapons
and adventuring packs.
*****

Concept 2: Nothic.
Nothics are arcanists that seek to unearth arcane
secrets, and their desire verges on fanaticism. Many
shadow sorcerers of this type end up as the creature
and aberration known as Nothics, as they inevitably
come across some ancient curse that causes their
transformation. Although they may not know it, many
Nothics were cursed from birth by a God (such as
Vecna) to be driven to uncover secrets and be
consumed by the desire to learn and find forbidden
knowledge.

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******************************************************* manipulating populations or they are assigned a
specific task such as acting as spies, setting up
Divine Soul Bloodline underground temples and secret societies or
manipulating events to over throw other religions.
*******************************************************

Concept 1: Planar Incarnate. Background wise, all Divine Agents are Acolytes and
The Incarnate embodies the principles of a particular have alignments that match those of the
plane of existence being the product of Planar God/Celestial/Fiend that empowered their bloodline.
influence instead of Godly, Celestial etc. Such
bloodlines form when a child is born near a planar rift. Skill wise, Divine Agents are masters of Religion and
often learn skills to manipulate others or to hide and
Background wise, the Divine Soul bloodline can work in the shadows.
manifest in any background. Alignments are dependant
on which Plane of existence has created the bloodline, Spell wise, Divine Agents take spells that enable them
for example, if a Divine Soul was created by the Plane to contact higher powers such as Augury, Divination,
of Limbo they would Chaotic Neutral, if created by Commune and Contact Other Plane. Other spells
Elysium they would be Neutral Good. The Divine Soul depend on the role the Divine Agent has been given.
also appears otherworldly, their skin tone changes as They tend to have more spells from the Cleric list than
follows: the Sorcerer.
Ysgard = Indigo, Limbo = jet black, Pandemonium =
Magenta, The Abyss = Amethyst, Carceri = Olive, Advancement wise, Divine Agents some times cross
Hades = Rust. Gehenna = Russet, The Nine Hells = over to become Clerics or Paladins when times of war
Ruby, Acheron = Flame red, Mechanus = Diamond or strife are likely and become figure heads for their
blue, Arcadia = Saffron, Mount Celestia = Gold, religion.
Bytopia = Amber, Elysium = Orange, The Beastlands
= Emerald green, Arborea = Sapphire blue, The Equipment wise, Divine Agents carry a Holy Symbol
Outlands = Leather brown, Ethereal Plane = Spiraling to their religion but dress in ways that are appropriate
white. to their role. Many foster the image of a wandering
wise man/woman unless they are required to serve in a
Skill wise, The planar influence on their bloodline temple.
manifests with an innate understanding and focus on
*****
Arcana and Insight.
Concept 3: The Guided.
Spell wise, spell selection is based on alignment; The Guided were contacted by the Soul of a deceased
Chaotic alignments choosing spells that can deal member of a religion at some point in their past. Now
multiple or different type of damage or effects (such as the bond they have manifests in various spells and
Chromatic Orb or Enlarge/Reduce), Lawful using powers and is a form of possession with the soul of the
spells that bolster or remove effects (such as Protection deceased sharing the Sorcerers physical body. It is not
from Evil & Good, Dispel Magic or Lesser uncommon for Guided to talk to themselves and
Restoration), Goodly alignments using spells that help sometimes have full blown augments depending on
or cure (such as Cure Wounds or Enhance Ability), their alignment and the alignment of the Soul that is
Evil using spells that deal damage or hinder (such as sharing their body. Some Guided are seen as blessed to
Slow or Harm). be given knowledge from beyond the grave, but some
Guided are resentful and view their life as one of
Advancement wise, most Incarnates remain Sorcerer slavery and imprisonment as they cannot free
but some Incarnates do become Warlocks and become themselves from the Soul they are attached too.
avatars of their Plane and more rarely they side with a
God that resides on their Plane and take up Cleric or Background wise, Guided come from many
Paladin roles. backgrounds, evil aligned souls may contact Nobles
and push them into becoming tyrants where as a
Equipment wise, Incarnates dress in scholarly clothing Goodly soul may attach themselves to an Urchin and
with subtle influences from their plane of existence. give them knowledge to help elevate them and others
They wear variations of the colour associated with their in a show of compassion. The Sorcerers alignment
Plane. They require little int he way of material usually becomes the same as the soul they are guided
equipment being able to get most of what they need by, if they have different alignments the Soul
through magic. constantly tests and pushes the Sorcerer to adopt the
Souls alignment. Regardless of the Guided or the Souls
*****
alignment many Guided grow resentful if the Soul
Concept 2: Divine Agent. keeps trying to interfere in their life.
Divine Agents act as covert representatives of a God,
or Celestial or Fiendish entity on behalf of a God. They Skill wise, the Guided often have skills the Soul
walk the Material Plane quietly observing and possessed in life have effectively been raised by the

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Soul from an early age, some Guided find it hard to
study new skills, especially if the Soul they are bound
too does not see the merit in it.

Spell wise, the Guided chose of spells is often one


fraught with internal arguments and justifications as
the Soul possessing them pushes them to learn spells it
new in life while the Guided strives to learn spells they
find interesting.

Advancement wise, many guided lose the will to keep


arguing with their bonded Soul and end up training in
whatever classes or feats the Soul was proficient with.

Equipment wise, much like skills and spells, the


equipment a Guided uses may be similar to that which
the Soul used in its life and it may be a difficult process
for the Guided to show any sense of self expression.

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******************************************************* it useful to master certain charisma based skills as well
as Nature.
Storm Sorcery Bloodline
Spell wise, they utilise quick response spells such as
*******************************************************
Absorb Elements and Shield as well as Counterspell
Concept 1: The Zephyr. and Dispel Magic to help mitigate other spell users. For
Zephyr's utilise fast movement and quick attacks, damaging spells they utilise Lightning and Thunder
rarely focusing on one opponent and dashing around based spells but usually retain a spell that deals other
the battle field in chaotic combat, surrounded by forms of energy damage, typically Force damage.
magically induced storms and arcs of lightning.
Advancement wise, they occasionally multiclass to
Background wise, Zephyr's usually come from Druid to learn more nature based weather controlling
Outlander, Hermit and Folk Hero backgrounds and are or lightning based spells and usually become Circle of
viewed as dangerous, and often Fey Touched, the Land Druids.
individuals. Alignments, much like the storms that
imbue them with power, are chaotic and lean towards Equipment wise, they wear sturdy travelling clothes
Chaotic Neutral. suitable to repelling most weather conditions and keep
weather tight containers to make sure any supplies,
Skill wise, Zephyr's seldom see the need for mastery of scrolls, parchments, potions or components are kept
a skill and they care little for what people know, all safe.
they care about is mastering their inner storm. *****

Spell wise, Zephyrs focus on spells that mimic or Concept : Storm in the Dark.
utilise air, lightning and thunder exclusively. Taking The Storm in the Dark is a Storm Sorcerer that lives, or
cantrips such as Gust, Shocking Grasp and lived, in the Underdark. They are predominantly born
Thunderclap and other spells such as Thunderwave, of a race that lives in the Underdark, such as Drow,
Witch Bolt, Lightning Lure, Gust of Wind, Haste, Svirfneblin or Duergar, but can also be born from one
Thunder Step, Lightning Bolt, and Chain Lightning. of their slaves races.
Zephyrs may take other spells to fill a specific duty
such as Mending to maintain their equipment but never Background wise, they can come from all backgrounds
take spells that deal damage other than Lightning or but Noble and Sage Backgrounds are common amongst
Thunder. Drow, Soldiers are common amongst the Duergar and
Outlanders and Folk Hero are common amongst the
Advancement wise, there are few other classes that Svirfneblin. Alignments tend towards Neutral or Evil
would be beneficial to the Zephyr, even the Cleric due to the predisposition of most Underdark races.
domain of the Tempest offers little to tempt them away
from mastering the power in their blood. When they Skill wise, alongside Arcana many learn Stealth and
advance they pick feats such as Elemental Adept: Survival skills but also display a talent for potion
Lightning and/or Thunder or take spells which grant making, using the Underdark's various resources to
them extra spells or spell slots such as magic initiate as brew unique potions.
these enable them to use their Tempestuous Magic
feature more often. Spell wise, they focus on one or two damaging spells
that deal Lightning or Thunder damage but other spells
Equipment wise, Zephyrs travel light and more often are more functional for survival in the Underdark.
than not travel only with a couple of sets of light
weight clothing and a component pouch or arcane Advancement wise, many fall into other classes,
focus and use their spells for all other situations. whether by design or necessity. Drow, for instance,
sometimes feel the need to hide their abilities and take
*****
up arms as Fighters and Rangers, fearing their
Concept 2: The Lightning Rod. Sorcerous abilities may be deemed heretical. Some
Lightning Rods serve to focus attention on them and to Svirfneblin take up more formal training and become
draw the ire of other spell casters. They tend to be Wizard Illusionists or Rogue Arcane Tricksters. While
calmly rational about all things. some Duergar may take up Rogue Assassin or throw
their lot in with Otherwordly patrons to become
Background wise, Lightning Rods tend to be Sages and Warlocks.
focused on studying weather and lightning and
magically inducing and counteracting those effects. Equipment wise, they dress in ways that blend in with
Due to their scholarly focus they tend toward Lawful their Underdark homes and if outside the Underdark or
alignments. on the surface they quickly adapt to blend in as much
as possible.
Skill wise, they focus on Arcana and Insight using
those skills to identify other magic users and also find

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Thorns are Druids that are linked to trees, and derive
******************************************************* their wild shaping powers from them.

Druid Concepts Background wise, Acolytes, Sages (herbalists) and


Outlanders can all become Thorns. All have a
******************************************************* particular type of tree they identify with, these could be
mundane trees or magical ones. Alignments tend
Circle of the Moon towards Neutral unless they identify with a magical
tree in which case they match the alignment of the tree.
******************************************************* Many are quite slow of thought and slow to anger.
Concept 1: The Lycanthrope. Skill wise, Thorns are more religious in their druidic
Some Druids believe the Circle of the Moon will ways than most and venerate trees, becoming skilled
provide them with a means to develop or become with Religion, Arcana and Nature. Thorns only care
infected with Lycanthropy. They actively seek out about the well being of the forests and woodlands so
Lycanthropes with the intent to catch the disease. Such care nothing for charisma based skills.
Druids typically identify with one of the classic types
of were-creature; Wolf, Bear, Tiger, Boar or Rat, Spell wise, Thorns utilise tree and plant based spells
although some do adopt alternate animals such a as such as Thorn Whip, Plant Growth and Spike Growth.
Badgers, Mastiffs, or Bats. Other spells are used sparingly and, where possible,
they try to avoid area effect fire based spells.
Background wise, Most Lycanthropes come from Folk
Hero, Outlander or Urchin backgrounds and have Advancement wise, Thorns rarely multiclass as they
grown up hearing tales of people that turned into need little and there are few things the Druid class does
animals by the light of a full moon. Their alignments not give them.
seldom take on Lawful aspects as their innate desire to
change their forms does not promote a stable outlook. Equipment wise, they rarely wear armour and rely on
spells such as Barkskin for protection and they use
Skill wise, Animal Handling and Survival are key clubs and staffs augmented by Shillelagh for defence
skills for the Lycanthrope as they give them insights when a wildshape is not practical or possible.
into animalistic behaviour and surviving off the land,
Lycanthropes rarely learn skills or tools that enable *****
them to make anything as their wish to run free in the
wilds. Stealth, Investigation and Perception skills all Concept 3: The Snake.
manifest in some form as the lycanthrope endeavours Snakes are either Yuan-Ti or worshipers of the Yuan-
to mimic their chosen animal and develop hunting, Ti. They study and raise snakes in all their forms and
stalking and alertness skills to match them. act as agents in non-Yuan-Ti communities.

Spell wise, Lycanthropes choose spells that enable Background wise, all backgrounds can become a
better communion with animals and movements that Snake, some are Yuan-Ti raised to manipulate nature,
mimic those of their chosen animal. They rarely choose others are slaves that have shown great promise and
spells that manipulate weather conditions or deal avoided the sacrificial altar. Alignments tend toward
elemental damage, preferring to call animals to their evil and lawful but some from slave stock retain other
aid in combat with spells such as Conjure Animals or alignments.
Conjure Woodland Beings.
Skill wise, snakes use Animal Handling, Arcana and
Advancement wise, Lycanthrope tend to focus on Nature. Snakes tend to and raise snakes with a
developing their druid abilities until they actually reverence that borders on religion and they will never
become a true Lycanthrope. Some times Archfey may kill a snake. Snakes are look to become proficient with
promise the gift/curse of lycanthropy for the cost of the Poisoners Kits and harvest venom.
Druids Soul, and such a deal is hard to resist.
Spell wise, Snakes utilise poison attacks and use
Equipment wise, they tend to wear clothing or armour Conjure Animals to summon snakes or Polymorph to
that does not hinder their movements, keeping to light transform creatures into snakes.
armour where possible and they favour weapons that Wildshape wise, they adopt snake forms exclusively,
deal slashing or piercing damage unless they can Wild forms include: Constrictor Snake (CR 1/4), Flying
Shape into their preferred animal. Snake (CR 1/8), Giant Constrictor (CR 2), Giant
Poisonous Snake (CR 1/4), Poisonous Snake (CR 1/8).
*****
Advancement wise, most Snakes remain Druids for life
Concept 2: The Thorn. and are highly regimented. Some graduate into Cleric
**As a slight change, rather than assuming animal and set up cults to the Yuan-Ti gods.
forms the thorn using wildshape to adopt plant forms**

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Equipment wise, Snakes are well equipped with well
made armour of thick snake hide and they prefer
whips, thin bladed daggers and scimitars as weapons.
They carry discreet vials of poison and enough supplies
to be self sufficient.

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******************************************************* they may be given a small magical item that allows
their owner to contact them in a manner similar to the
Circle of the Land Sending spell, this communication is one way only and
**The word in brackets after each concept name permits the Genie to contact, and scry, their slave.
denote which expanded spell lists are appropriate to the
concept** *****

******************************************************* Concept 2: Treebound.


(Forest/Grassland/ Swamp)
Concept 1: The Enslaved.
(Desert/Mountain/Underdark/Swamp/Coastal/Forest/G Treebound are druids that have devoted themselves to
rassland) aiding Dryads and other fey spirits of the forest. They
live most of their lives in woodland and forested areas,
The Enslaved are indentured to one of the mythical tending to the flora and fauna. They may also serve as
types of Genie; Dao (earth), Efreeti (fire), Marid ambassadors for the woodland Fey and travel to
(water) or Djinni (air). They draw their power from the civilised towns and cities to bargain or negotiate.
land and mimic their owners powers and abilities. The
Enslaved do not always see themselves as slaves, some Background wise, Treebound come from Outlander
view it as an honour to serve such powerful creatures, and Hermit backgrounds and if they learn additional
others may have a set timescale to their servitude and languages they learn Sylvan to better communicate
merely have to obey the genie for a period of time with the Fey. Alignments tend toward Neutral and all
before gaining their freedom. Treebound show a reverence for woodland settings.

Background wise, all backgrounds can come to be Skill wise, Treebound focus on Nature, Survival and
enslaved by a Genie. Their alignments, and Animal Handling and sometimes develop wood
temperaments, typically match those of the Genie they working and weaving skills to create works of art and
serve and if they are granted additional languages by house hold items from dead trees and plants, which
their background they typically learn the language of they use to trade with outsiders.
their owner.
Spell wise, Treebound choose mostly plant based spells
Skill wise, Enslaved are only permitted to learn skills, such as Goodberry, Plant Growth and Spike Growth or
tools and languages that their owner deems necessary spells that aid communication or locating things such
and as such are usually given a particular role to fill as Speak with animals or Locate Animals or Plants.
and are trained accordingly. They also choose spells that mimic the powers of the
Fey creatures such as the Dryads Charm Person. Their
Spell wise, like skills, Enslaved taught various spells to Circle spells can be taken from the Forest, Grassland or
help in their day to day roles and these are usually Swamp expanded list (Choose one list at 2nd level, you
based on the element associated with the Genie but do not get access to all of them).
their close association with the Genie grant them
access to their land spells. Those enslaved to Dao can Wildshape wise, Treebound have a vast knowledge of
either choose to learn their Circle spells from either the woodland creatures and their habitats and can take the
Mountain or Underdark expanded list (Choose one at form of any animal that live in the forests or woods.
2nd level, you do not get access to both), those
enslaved to Efreeti choose their Circle spells from the Advancement wise, Most Treebound remain dedicated
Desert expanded list, those enslaved to Marid choose to their Druid role and tending to the forests, some may
from the Coast or Swamp expanded list (Choose one at come to be known by powerful Fey who offer them the
2nd level, you do not get access to both), and those chance to travel to the Feywild to tend to their near
enslaved to Djinni choose from the Forest or Mountain infinite forests, such offers are rarely done at the cost
expanded list (Choose one at 2nd level, you do not get of the Druids soul, but more as an offer of respect and
access to both). gratefulness for years of dedicated service to the Fey of
the forest. Treebound can find it hard to be social with
Advancement wise, the Enslaved are closely monitored other mortal races as they spend most of their time with
and only allowed to multiclass if their Genie owners Fey creatures, this can lead to Treebound requiring
have a specific a role for them to fill or if they have some time to come to trust other people.
earned their freedom.
Equipment wise, Treebound use Clubs and Staves as
Equipment wise, the Enslaved are typically well weapons and wear hide armour although their clothing
equipped and dressed in rich and expensive fabric and and armour is usually adorned with moss and plant life
their armour and weapons are finely made, some may cultivated with the Druidcraft cantrip. They rarely
sport collars or bracelets that are engraved with the utilise items that they have not manufactured
names and titles of their owners, these collars and themselves.
bracelets are often magically locked in place so the
Enslaved cannot remove them. If the Enslaved is sent *****
on a mission or given along term role to perform then

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Concept 3: Stygian. keep multiple weapons on hand for hunting and
(Arctic).**Note...Spike Growth seems a bit out of defence.
place for the arctic list, so switch that for Snilloc's
*****
Snowball Swarm**
Concept 4: Winters Herald.
The Stygian once existed in the Arctic regions of the (Arctic).**Note...Spike Growth seems a bit out of
Prime Material Plane but at some point in history they place for the arctic list, so switch that for Snilloc's
were taken to Stygia, one of the layers of the Nine Snowball Swarm**
Hells. The layer is warred over by the Archdevils;
Levistus and Geryon. The Druids have now sworn their Some Winters Heralds conducts rituals and rites to
service to one of these individuals and are dispatched welcome the winter months and celebrate the winter
throughout the planes on what ever whims the solstice, some work for Archfey such as the Prince of
Archdevils decide. Frost or for powerful covens of Bheur Hags, others
may work for and collect tributes on behalf of White
Background wise, many Stygian Druids are well Dragons.
educated being Sages that investigate the Nine Hells or
Acolytes that worship and venerate the Archdevils. Background wise, most Winters Heralds come from
They also come from Outlander and Soldier Sage backgrounds with Astrology and Astronomy
backgrounds as they sometimes act as mortal related interests where they study the movement of
mercenaries in the Blood War. If they can learn stars and their interaction with the mortal world and
additional languages then they learn infernal in order to what portents are to come. Although they may be of
communicate with Devils. Their alignments are always service to hags, Fey or Dragons, Winters Heralds may
Lawful and lean towards evil due to the influence of be of any alignment as they retain a lot of autonomy in
the Nine Hells. their duties.
Skill wise, Arcana and Survival skills are paramount as Skill wise, they focus on Arcana, Nature and Survival
they seek to understand the layers of hell and survive in and on a day to day basis offer help and advice to
the harshest of conditions. many also learn Charisma farmers and towns about coping with cold wintery
based skill due to their frequent interactions with devils conditions, they may also have charisma based skills
of various types. for negotiating trade or tributes.
Spell wise, Stygian's utilise cold based damaging Spell wise, they take spells that deal cold damage and
spells, such as Ice Knife or Frostbite, when they are not manipulate weather such as Sleet Storm or Control
in Stygia and derive all their cold based attacks from Weather, they also utilise spells such as Plant Growth
that layer of the Nine Hells. Other spells are taken for to help farms and towns they think are worthy.
their survival applications, such as Absorb Elements,
Investiture of Ice or Protection from Energy. Stygian's Wildshape wise, they utilise the forms of small swift
also occasionally keep a spell or two that deal alternate moving birds and animals to move around but seldom
forms of elemental damage for those instances when use their wildshape for combat purposes.
they need to fight against creatures that are immune or
resistant to Cold. If they summon elementals they Advancement wise, most Winters Heralds remain
summon Ice Mephits or Ice themed elementals; these Druid but some do sign away their souls to become
take the form of either water elementals composed of Warlocks for Fey or Hags, some find their blood
near freezing water, earth elementals composed of ice contains the heritage of White Dragons and they
or air elementals composed of frigid air. become Draconic Sorcerers, while others take on a
more celebratory aspect and become bards and lead
Wildshape wise, They usually adopt the forms of Snow celebrations throughout the Winter months.
Foxes, Snow Owl, Walrus' and young Polar Bears
(using Brown bear stats as polar bear is CR2). Equipment wise, most Winters Heralds look like
scholarly diplomats and wear finely tailored clothing
Advancement wise, many Stygian's take the Elemental and armour and ornate weapons, which are often gifts
Adept feat to increase the effectiveness of their cold given to them by their patrons or the towns they work
based spells. Many also take the step of selling their with.
souls to Levistus or Geryon and become Warlocks
taking spells and invocations that involve cold. *****
Otherwise they remain steadfastly devoted to their
Druid craft and expanding the influence of Levistus or Concept 5: Destroyer.
Geryon. The Destroyer is someone who has seen and
experienced the most cataclysmic events that nature
Equipment wise, Stygian's often dress in thick clothing has to offer; Earthquakes, Landslides and Avalanches,
and hide armours that help in cold environments unless Volcanic eruptions, Tidal Waves or Tsunami's,
they have some innate resistance to cold. They usually Cyclones or Hurricanes. They have born witness to

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them, lost family and friends to them...and want to
master them.

Background wise, all backgrounds can lead to people


becoming Druids who identify as Destroyers.
Alignments tend toward Chaotic Neutral as they are as
unpredictable as the elements and many people not
schooled in Druidic ways may view them as evil,
angry, unhinged and uncaring. But those that follow
the Destroyers way care not, for such concerns are
meaningless when compared to the power of nature.

Skill wise, they favour Arcana, History, Nature and


Survival using their knowledge to identify troublesome
areas where natural disasters are due to happen or that
are subject to repeat activity and assess if they are
natural or magically induced.

Spell wise, they choose spells that mimic natural


disasters, they conjure weather systems and storms,
create wild fires, earthquakes and tidal waves with
little heed for their own survival or the survival of
others. Cantrip wise they use Control Fire, Create
Bonfire, Shape Water and Mold Earth to illustrate and
exercise their powers and are deadly masters of the
terrain they are attuned too. Arctic Druids create sub
zero temperatures and deadly crevasses and
avalanches, Coastal Druids cause hurricanes and
tsunami's, Desert Druids create quicksand and sand
storms, Forest Druids create forest fires and landslides,
Grassland Druids create wildfires and earthquakes,
Mountain Druids create earthquakes and avalanches,
Swamps Druids create mires of tar that acts like quick
sand and areas of dangerous toxic gases, and
Underdark Druids create cave ins and earthquakes.

Wildshape wise, Destroyers use their wildshape strictly


for travel and escape, relying on their spells in combat
situations.

Advancement wise, most remain Druid throughout


their entire career as they see little that can compare to
the awe and terror that Nature can unleash.

Equipment wise, they have the image of desperate,


almost feral, scavengers, clad in rags and hide armours
but rarely needing to use physical weapons, preferring
to unleash their druidic magic instead. They carry
enough pouches and packs to contain any components
they need for spell casting but otherwise their druidic
abilities grant them everything they need to survive.

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******************************************************* Queen of Air and Darkness), and this is the role they
fill for life.
Circle of Dreams
Skill wise, due to their very strict upbringing, all are
*******************************************************
taught Insight, Religion and Perception and then they
Concept 1: Summer Courtier. are made to learn secondary skills. Bodyguards learn
The Summer Courtier acts as an ambassador for the secondary skills such as Animal Handling, Athletics
Fey Summer Court ruled by Titania. They either travel and Investigation; Infiltrators look for secondary skills
to and from the Feywild or have good aligned Fey such as Investigation, Stealth and Sleight of Hand;
contact them and express their desires. Extortionists look for Charisma based skills to aid with
coercing others. Additionally Scions are expected to be
Background wise, Entertainers, Outlanders, Hermits able to service their own equipment and they make use
and Folk Heroes can all become Summer Courtiers. of all sorts of Tools to be able to blend in with the
Alignments tend toward Chaotic and Good alignments general population of a town or city.
and if they learn additional languages from their
background they learn Sylvan. Spell wise, aside from charm spells, Scions utilise
spells that manipulate Air, Lightning and Thunder and
Skill wise, All skills become of use to the Courtier, that create darkness or hinder vision.
some take steps to learn Nature and Animal Handling
and raise animals to gift to the Summer Court, others Wildshape wise, Scions excel at using animal forms of
rely on Arcana and Religion to foster cults and nocturnal creatures and use them as a preference to
worshippers and open portals to the Feywild. other forms.

Spell wise, Courtiers utilise charms and fire/heat based Advancement wise, Scions regularly sell their souls to
spells. As the Summer court is opposed to the Winter the Queen of Air and Darkness or one of her favoured
Court they avoid using magic that uses air, thunder or consorts. This is not always to become a Warlock,
lightning where possible. more just a sign of continued devotion. If the Scion
does multiclass then they take classes that aid their Life
Wildshape wise, Courtiers assume a variety of animal Path; Bodyguards taking Barbarian, Fighter, Ranger
forms to suit their purpose but all their shapes appear and Paladin classes; Infiltrators and Extortionists
more majestic and regal and vibrant in colour than taking Bard or Rogue.
normal.
Equipment wise, Scions dress in ways that promote
Advancement wise, some Courtiers will become their role, with Bodyguards dressed in medium armour
Warlocks of the Fey of the Summer Court but most and using shields and one handed weapons, Infiltrators
remain Druid, a very rare few may swear an Oath of using light armour and small concealable weapons
Ancients and take up a Paladin role. such as daggers or sickles and Extortionists using light
armour and using Staffs. They carry enough personal
Equipment wise, Courtiers dress in well made and supplies to keep them for a couple of weeks and are
tailored clothing and armour of various Summer expected to be as self sufficient as possible.
hues/colours. Weapons, regardless of the type, all look *****
slender and elegant. Should they go adventuring they
carry very simple baggage as their magic can provide Concept 3: The Wise Woman/Miracle Man.
all their needs for food and water. The Wise Woman and Miracle Man are old men and
women that live on the outskirts of towns. Many
*****
people visit them for herbal remedies and aid with life
Concept 2: Winters Scion. stock and crops. They can also be the first people
Winter Scions are the emissaries of the Winter Court investigated if someone claims to have been cursed.
ruled by the Queen of Air and Darkness. Whereas the
Summer Courtiers act as diplomats and ambassadors, Background wise, Hermits, Outlanders and Folk
the Scions act as spies and infiltrators and subvert Heroes make up the Wise Woman/Miracle Men, all our
people into the worship of the Queen and her minions. in the later years of life (60+). Alignments tend toward
Neutral but can be mixed with Neutral, Good or Evil
Background wise, Scions come from Soldiers, Sages depending on their motivations.
and Acolytes and are usually raised from birth in a
secret cult to the Queen of Air and Darkness. Scions Skill wise, the Wise Woman/Miracle Man have a focus
are assigned a role called a Life Path, either bodyguard on Insight, Nature and Animal Handling which they
(who act as sanctuary guardians or escorts for use to feel out people and animals and seldom see the
extortionists), infiltrator (who spy on towns and need to worry about Religion or Arcana. Most are able
villages or specific people) or extortionist (who tempt, to use Vehicles (land) such as wagons and horse drawn
cajole and intimidate people into working for the traps, they are also skilled herbalists and alchemist

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having some knowledge of Herbalist kits and
Alchemist Supplies.

Spell wise, they tend to have a few spells that they use
regularly such as Goodberry, Cure Wounds, Lesser
Restoration, Plant Growth and Speak with Animals.
Many remedies they use will involve some minor
magic combined with a placebo such as a Goodberry
being given with a glass of goats milk. They are more
likely to use ritual spells, such as Purify Food & Drink,
as part of some community event and may be called, or
expected, to offer a blessing in the name of a Nature
god or to ward off some malign influences. Damaging
spells vary with some preferring cantrips and others
calling down lightning and fire.

Wildshape wise, the Wise Woman and the Miracle


Man have very basic animal forms such as cats, dogs,
live stock, ravens, owls etc.

Advancement wise, they are usually to old and set in


their ways to consider a change of class. They are still
interested in learning new skills, spells and tools but
usually select feats that will give them these, such as
the Feats; Skilled, Linguist and Magical Initiate.

Equipment wise, they appear to be peasants of the


lowest class possible, they rarely feel the need to dress
up for an occasion, weapons and armour are old and
well used but more often than not they rely o their spell
casting to protect them.

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*******************************************************
Background wise, The Stray only comes from the
Circle of the Shepherd Urchin background. Their alignment is usually Neutral
Good, True Neutral or Chaotic Good, a life on the
*******************************************************
streets has shown them that laws mean nothing when
Concept 1: Wolf. they are starving and homeless, but their Fey guardian
The Wolf is a hunter of people and creatures that has tempered them, so they are not callous or malicious
threaten its chosen pack. They typically befriend a to others unless they are seen to be dangerous or hurt
group of animals and remain relatively close to them other strays, whether those strays are like the Stray or
and chase off anything that may threaten them. an animal, the Stray hates to see them abused.
Sometimes their effort are not enough and the animals
they are protecting are killed. In those instances the Skill wise, Growing up on the Streets with a Fey
Wolf stalks the killers relentlessly and becomes a Guardian focus their more toward Animal Handling
hunter. and Survival skills and left them mostly uneducated.
Growing up in a bustling town or city does not give
Background wise, they come from Outlanders and them much experience with nature and being on the
Hermits backgrounds, living away from civilisation lowest rung of the social ladder does not give them
and only venturing forth if hunters disturb their access to the higher learning needed for Arcana and the
wilderness sanctuary. Alignments tend towards only interaction with those of faith they have come
Neutral, they do not judge peoples actions as most when they give alms to the poor and rarely give enough
mortals do, they use animalistic behaviour and thought to teach the poor about Religion in general.
rationalise everything as a hunting animal would. Over the years the Fey guardian has whispered the
knowledge of the Druidic language to the Stray.
Skill wise, Survival, Nature, Animal handling and
Stealth are the skills of the Wolf. Secondary skills of Spell wise, the Stray relies on some basic healing
Athletics, Acrobatics and Insight also give them spells: Goodberry, Cure Wound and Healing Word.
valuable skills but they see little use in tools or matters Other spells are ones that either aid with animals, such
of Religion or Arcana and charisma based skill are lost as Animal Messenger, Speak with Animals and Beast
on them. Bond, or ones that aid in survival, such as Detect
Poison and Disease, Protection from Poison and Create
Spell wise, the Wolf utilises spells that aid with Food & Water and spells that aid in hiding, such as
communication with animals and that mimic animal Pass Without Trace. Aside from cantrips such as
abilities, such as Speak with Animals, Polymorph, Shillelagh or Primal Savagery they do not tend to have
Jump and Longstrider. They also favour damaging much in the way of combat spells, preferring to hide or
spells that are delivered by touch such as Primal run from trouble.
Savagery or spells that deal poison damage.
Wildshape wise, The Stray has a limited knowledge of
Wildshape wise, Wolves assume the animal forms of animals, only knowing about animals found in towns
pack creatures, such as Wolves and Dogs, in preference and cities such as rats, cats, dogs and pigeons as well
to other forms. as insects/arachnids such as tics, lice, fleas, spiders and
flies. This leads them to be use wildshape more for
Advancement wise, the Wolf sees little need to mobility and sneaking around until the become more
multiclass as their animal forms and their druidic aware of other creatures.
powers can give them everything they need.
Advancement wise, if the Stray remains in a town or
Equipment wise, the Wolf rarely uses armour or city they inevitably come to be known by the Thieves
weapons unless they are stalking a large group of Guild and recruited by them, when this happens the
hunters. Otherwise they are content to wander the land Stray usually ends up training as a Rogue Thief, after
in rags living off the land. all, there are not many places that a fly cannot get into,
and few people would pay attention to one that flew in
***** and sat on a wall. A rare few may end up being
manipulated by their Fey guardian into selling their
Concept 2: The Stray. soul and becoming a Warlock, this usually happens
The Stray grew up on the streets of a large town or when the Fey appears to the Stray and gives them an
city, having been cast out by their parents at a young ultimatum; give me you soul, or no more help.
age. At some point, whilst trying to eek out a living
and survive, a Fey spirit took pity on the Stray and Equipment wise, Stray's carry concealable weapons
started to watch over them. Gradually the spirit taught and dress in rags or barely serviceable armour. They
them some basic survival skills and how to influence steal or "acquire" any spell components they need but
animals. Although they may not see or speak to the are usually completely penniless. They are sometimes
guardian, the Stray feels a presence in the coming and accompanied by a small menagerie of animals.
goings of the stray cats and dogs and vermin of the
city.

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*******************************************************
*****

Cleric Concepts Concept 2: Immolators.


Where the Librarians concept gather and share
******************************************************* knowledge, Immolators hoard and sequester it away
and try to keep it hidden and destroy it if they cannot.
Knowledge Domain As some Immolators are fond of saying "Knowledge
*******************************************************
Corrupts".

Concept 1: Librarians. Background wise, all backgrounds can lead to someone


Librarians collate, and act as repositories of, becoming an Immolator, the common factor is that at
knowledge. They lead a nomadic lifestyle that verges some point in their past they had a bad experience
on pilgrimage as they travel from one library or place caused by the use of knowledge, such as spell use or
of learning to another. They spend their days reading, combat with fiends. They now spend their days hunting
interviewing people and studying people in their day to down people that use magic or visiting libraries and
day work to catalogue and learn as much as they can places of learning and interrogating people.
before they transcribe their findings into teaching Alignments tend towards Lawful but they easily move
manuals. into Evil alignments as they end up hoarding
information and "removing" people that they deem
Background wise, Librarians come from Sage, Acolyte dangerous.
and Guild Artisan Backgrounds, using their intellect to
understand processes and rituals before reducing them Skill wise, Immolators use any skill that will enable
to their component parts for later study and exposition. them to find and suppress information. They are skilled
Alignment tend towards Lawful and Neutral or Good with Religion, Nature and Arcana as well as
as their predisposition for acquiring and disseminating Intimidation. They also develop innovative uses for
knowledge seldom leads to a desire to subvert or hide various tools in torture scenarios. They are often seen,
what they find. and used, as interrogators and inquisitions to root out
witchcraft and fiend worshippers.
Skill wise, Librarians look to master all Intelligence
and Wisdom based skills but also love to learn about Spell wise, Immolators use any spell that will help
all skills and if they observe a skill, tool or ability them see through illusions and lies. They often you
being used that they have not seen before they can spells that deal Fire and/or Radiant damage as a means
become very excited and bamboozle people with of "encouragement" for people to do the right thing,
questions. renounce their ways or to confess wrong doing or
heretical belief. Despite their abhorrence of some spells
Spell wise, Librarians utilise mainly Divination spells or types of magic, many are not adverse to using any
to help them in their investigations, using Clairvoyance means at their disposal.
or Arcane Eye to observe people from afar if they think
disturbing them will change their course of action or Advancement wise, Many Immolators are possessed of
using Zone of Truth during a conversation to make such zealous drive to root out any knowledge they
sure the method and process of what they are deem deviant that many become Paladins.
discussing is factually correct. They rarely employ
damaging spells if they might destroy any rare or hard Equipment wise, Immolators are often dressed for
to acquire information. battle with armour engraved with wards and sigils of
protection against the dark arts, they often bless their
Advancement wise, Librarians are devoted to their weapons and spell components and wear multiple holy
acquisition of knowledge and seldom multiclass, those symbols of their faith.
that do are usually swayed by Otherworldly Patrons,
most Librarians are clever enough not to sell their souls
and just agree to some minor pact or agreement and
take a Magic Initiate Feat, a few however, do feel the
need to go all the way and plunge head long into the
Nine Hells, Abyss, Far Realm or Feywild to pursue the
discovery of unknown or forgotten knowledge.

Equipment wise, Librarians are easily mistaken for


Wizards due to the multitude of books, scrolls, vials of
in and quills. If they wear armour they are usually
hidden under cloaks and robes with component
pouches and various types of equipment packs
(Dungeoneer's, Adventuring, Diplomats etc) festooned
about their person.

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*******************************************************
Background wise, Soldiers and Sailors often devote
Life Domain their lives to a particular unit, mercenary company or
ship and become Battlefield Healers, whilst some
*******************************************************
Acolytes also take up the mantle of Battlefield Healer
Concept 1: The Pacifist. and act as chaplains and confessors. Alignments vary
Pacifists seek to bring peace and heal the wounds of and it is not unknown for some tyrants and evil faiths
war. They see all things as being worthy of their to allow some of their Clerics to adopt this role, or
healing skills. They tend to find themselves welcome hirer mercenary companies containing one or more
in all settlements, whether they are run by benevolent Battlefield Healer after all, not every tyrant has the
or malevolent rulers. pleasure of having limitless slave armies at their
disposal.
Background wise, all backgrounds except Charlatan
and criminal can lead to people taking the role of Skill wise, Battlefield Healers utilise Medicine and
pacifist. Soldiers and Sailors may participate in one Perception, assessing their comrades with a practiced
battle to many, Hermits, Sages and Acolytes may take eye through the melee of combat and healing before
the role of doctor as their chosen vocation and even the cry for aid is given.
Urchins can chose the way of peace in an attempt to
ease the lives of those on the streets. Alignments tend Spell wise, although healing magic makes up most of
toward non evil alignments as evil does not promote the options for a Battlefield Healer they also chose
pacifism. spells which bolster allies, such as Bless and Protection
from Evil & Good, as well as spells deal damage, such
Skill wise, Medicine, Insight and Alchemist tools are as Guiding Bolt and Flame Strike.
the preferred skills of the Pacifist as they enable them
to practice most healing arts. Pacifists are usually also Advancement wise, Battlefield Healers may take up the
possessed of innate Charisma and often learn the skills mantle of Paladin, usually swearing Oaths of Devotion
of Persuasion, Deception, Intimidation as they or Vengeance, if the army or ship they serve takes
sometimes need to barter or coerce others to achieve particularly heavy loses, in these circumstances the
their goals. Battlefield Healer develops a near mythical standing
and it is not unknown for a cult of personality to build
Spell wise, Pacifists favour spells of Healing over all up around them.
others and choose spells that immobilise, such as Hold
Person, over spells that cause damage, some even go so Equipment wise, Battlefield Healers wear the best
far as to swear a vow never to utilise damaging spells armour they can afford or that their ship or unit can
at all. provide. Often carrying a Shield as well and only
drawing a weapon if they are in personal danger and
Advancement wise, few Pacifists multiclass as there cannot afford the cost of expending spells to extricate
are not many vocations that would aid the Pacifist. themselves from harms way.
Otherworldly Patrons find it near impossible to lure
*****
one into their service although some Pacifists have
accepted the offer of Celestials who have offered the Concept 3: Snake Oil Salesman.
Pacifist a Warlock role as a reward for a life of The Snake Oil Salesman is a purveyor of elixirs,
selflessness. A few have taken time to study herb craft potions and general tonics. Most of the potions are
with Druids and adopt some of their healing fakes, but if pushed they can create miracles.
techniques, either through a level or two of Druid or by
taking the Magic Initiate Feat. Most Pacifists learn the Background wise, Urchins, Criminals, Charlatans and
Healer Feat. Guild Artisans all fall into becoming Snake Oil
Salesman. Alignments tend towards Neutral, Good and
Equipment wise, Pacifists, carry multiple healing kits Chaotic, due to their underhanded tactics with their
and several sets of spell components so they are always selling techniques they are seldom lawful, but they
ready to aid others. Most Pacifists refuse to wear always do enough to never actually kill anyone with
armour or carry weapons seeing them as contradictory their potions so they are also rarely evil, they are just
to their Pacifist nature. out to con as many people as possible and get away
with it.
*****

Concept 2: Battlefield Healer. Skill wise, Medicine, Nature, Alchemist Supplies,


The Battlefield Healers wade into the midst of battle Herbalist kits and Poisoners Kits all find their place in
casting healing spells and striving to keep their friends the Snake Oil Salesman's trade, mostly to actually be
and comrades alive, whilst death takes their enemies. A able identify legitimate potions and components and to
common belief amongst soldiers is that "the safest discern peoples ailments. Most Snake Oil Salesman
place on a battlefield is three feet in front of the also end up learning Deception and Sleight of Hand so
Battlefield Healer". they can talk a good game when it comes to selling

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their fake potions and switching fake potions for real
ones if they get found out (or to swap out the real ones
for fake ones).

Spell wise, they keep a few Healing spells on hand for


those few instances when their potions, abilities and
intent are called into question. Most other spells are
ones that aid with distracting irate people , such as
Sanctuary or Calm Emotions, and the occasional
damaging spell although they usually leave this as
cantrips.

Advancement wise, Snake Oil Salesman often find


themselves employed by Thieves Guilds (and usually
instructed to only sell legitimate healing and potion to
the Thieves Guild members), during this mercantile
agreement they invariably end up learning some Rogue
abilities. A few even train with Bards to learn playful
banter, exotic stories and strange lingo in order to
astound and bamboozle their customers with even
more outlandish and exciting stories of when, where
and how they found or invented their potions.

Equipment wise, most have the appearance of a


merchant, usually wear light armour, or at most
chainmail, covered by robes or flowing clothes, as this
provides enough protection for them to fend off unruly
patrons in a market, and they very rarely carry a shield.
Weapons are usually concealed such as a walking stick
that hides a dagger. They have at least one large back
pack which can be set up like a small table to display
the wares that are safely ensconced inside. they may
also carry extra packs containing ingredients and spell
components (as well as things that look like ingredients
and spell components).

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******************************************************* Urchins that have seen the population of a town
ravaged by plague. Alignments vary but are rarely
Light Domain Lawful Good or Chaotic Evil and tend toward Neutral
as their melancholy does not promote excesses of
*******************************************************
emotion.
Concept 1: Luminous Soul.
Luminous Souls are people that can barely contain the Skill wise, Insight and religion drive the Dying Light,
divine light that grants them their powers. Many are they seek to make sense of the world and the Gods that
highly charismatic individuals and all seem to portray brought so much pain into their lives. As they
high optimistic and upbeat views at all times. experience more and more death they become obsessed
with preventing death and always try to make the
Background wise, Luminous Souls come from the passing of the people as painless as possible if they
Acolyte background, having spent their formative cannot be prevented.
years being tutored and brought up in ways that
nurtured their inner light and forged a stronger Spell wise, any spell they cast is infused with a weak
connection to the divine. Alignments tend towards flickering light (akin to a real world torch that is
Lawful good although it is not inconceivable for them running low on battery power) unless they are casting a
to fall to evil practices (all the while maintaining their spell that heals or stops people dying, such as Cure
optimistic and upbeat view). Wound, Spare the Dying, Death Ward or Revivify, in
which case the light flares into brilliance. Many do not
Skill wise, Arcana, Insight and Religion formed the take Raise Dead or similar spells as they deem it a
basis of the Luminous Souls existence and forged their failure if some one has died. Due to their obsession
bond with their inner light. Many go on to develop with preventing death they rarely take damaging spells
Persuasion and Intimidation but rarely Deception as preferring to immobilise and pacify targets.
they try to appeal to peoples inner nature with kind
words and threats if the kindness falls on deaf ears. Advancement wise, some Dying Lights become so
obsessed with avoiding their own death that take up the
Spell wise, Luminous Souls have a tendency to wear study of Necromancer and become Wizards, others
circlets, tiaras and crown like head wear that they find themselves wooed by Undying Patrons (see
routinely cast Light on to give themselves a halo effect. SCAG) into becoming warlocks, although this can lead
They favour spells that conjure or deal fire and/or to a conflict of interest between the Undying Patron
radiant damage and spells that create auras of effect and the Dying Lights god.
such as Daylight, Spirit Guardians and Hallow. Any
spells they cast have a cosmetic spell effect of either a Equipment wise, Dying Lights often appear to be
beam, bolt or aura of light depending on the nature of sombre individuals and dress in dark, well worn and
the spell. often dirty/dusty clothes. Armour and weapons are
poorly maintained and holy symbols are clutched and
Advancement wise, few Luminous Souls see the caressed almost subconsciously.
relevance in multi-classing as doing so would diminish
*****
their inner light unless a Celestial entity offers them a
pact to become a warlock which they see as a great Concept 3: Darkest Light.
boon to be recognised by such a powerful being. It is The Darkest Lights are individuals that have grown up
not uncommon for them to take the Feat: Inspiring in the Shadowfell or similar environments (such as the
Leader. Negative Plane or darkest parts of the Feywild) which
they refer to as their home plane and they desire to
Equipment wise, any armour or weapons they carry are merge those environments with the Prime Material
covered in runes and sigils that flare with (cosmetic) plane, they are creatures of Shadow and Fire instead of
light as they cast spells, get hit or hit other creatures. Light and Fire.
Holy symbols are worn proudly and openly. **Note, for this concept you need to adjust some spells
*****
so players make sure to run this past your DM's ;This
changes only applies to spells gained as a Cleric spell,
Concept 2: Dying Light. if gained through another spell casting class or feat
The Dying Light are deeply melancholy individuals, then they work as normal:
they have all experienced and witnessed death which The Cleric cantrip: Light; instead darkens the area as if
has left them scarred emotionally and physically. Their shrouded in a deep shadow that grants advantage on
damaged psyche leads them to try to prevent people Stealth checks and creatures without Darkvision have
from dying. Disadvantage on Perception and Investigation checks
within its area of effect (including the caster).
Background wise, any background can lead to the The level 3 spell: Daylight creates magical Darkness
Dying Light, most are made up of Acolytes to Deities that the caster can see through.
of Death or the Afterlife but some are military The level 5 spell: Dawn creates a pillar of Gloom
personnel that have experienced a lose of troops or instead of daylight (still counts as daylight, just as if it

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was filtered through a cloud or fog) and the damage
changes to Necrotic.
Any other Cleric spells or Cleric class abilities that
create light now create darkness instead and spells or
Cleric class abilities that deal radiant damage now deal
necrotic.**

Background wise, all backgrounds can lead to the


Darkest Light, being brought up in the Shadowfell (or
similar) extinguishes the desire to be Good and
promotes Neutral, Lawful and Evil tendencies. If they
learn additional languages these tend to be ones found
in the Shadowfell such as Undercommon or Shadar-
Kai.

Skill wise, Darkest Lights are masters of Arcana and


Religions, having an almost fanatical zeal to merge the
Prime Material Plane with the Shadowfell (or what
ever plane they grew up on).

Spell wise, Darkest Lights choose spells that promote


darkness (such as the amended spells above) and spells
that charm or dominate others and spells that enable
them to Planeshift.

Advancement wise, Darkest Lights are focused on their


desire to merge the Prime Material plane with their
home plane and pursue any and all ways of achieving
this, they seek out portals, legendary items, spells,
creatures and are willing to beg, borrow, steal or buy
information that ay help them.

Equipment wise, Darkest Lights wear the best armour


they can afford and wield any weapon they feel
appropriate and can use. Appearance wise they look
like common adventurers but they have some quirks
such as ashen grey skin, completely black eyes,
nervous twitches or words used in the wrong context.

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******************************************************* communally for the benefit of all. many are fluent with
the Sylvan Language and some still retain knowledge
Nature Domain of the Druidic Language.
*******************************************************
Skill wise, Nature, Survival and Animal Handling
Concept 1:The Wolfs Head. provide the main focus for the Tree Speakers study
The Wolfs Head are Clerics that life in the wilderness which they use to create havens and peaceful places for
and operate as freedom fighters, they are seen as rest. They also use Arcana and Religion to create
mythical folk heroes by the commoners and outlaws by rituals and perform magic to encourage plant growth
those in power. The often give away portions of their and the well being of animals.
stolen loot to the commoners to help pay taxes,
ransoms etc. Many seek to restrict any destruction of Spell wise, they focus on spells that manipulate the
the local flora and fauna, they understand the need to flora and fauna and keep a few healing spells on hand
chop down trees foe shelter and the need to kill animals for pilgrims or for people found lost in the woods.
for food but they are against excessive deforestation Most choose Druidcraft for their bonus Cantrip unless
and killing animals and not using everything you can they are a of a more militant mind set.
from the kill.
Advancement wise, most remain Clerics with a rare
Background wise, Outlanders, Hermits, Criminals (that few becoming Druids as well. Periodically, Tree
have fled to the wilderness), Urchins, (ex) Soldiers & Speakers may take up a more militant way and become
Sailors and even Nobles become Wolfs Head. Other Oath of Ancient Paladins or Warlocks sworn to the
backgrounds are less common. All alignments can service of an Archfey.
become Wolfs Head, although Evil ones tend to be
hunted down quicker. Equipment wise, Tree Speakers are often attired in
very common clothing and armour festooned with
Skill wise, Wolfs Head are trained with Nature and animal teeth and bones and intricate floral work. If they
Survival but find uses for all skills and abilities. feel the need to go to war then they use the spell
Barkskin or they wear ornate armour that resembles
Spell wise, Wolfs Head choose spells to overcome the tree bark. Weapons are usually Staff or Club like.
known enemies in a given area, these may be local *****
militia or particularly aggressive animals such as
Wolves or Cougars. They also take spells that aid with Concept 3: New Age Druid.
survival, such as Create Food & Water, Protection The New Age Druids are devout followers of a deity of
from Poison and Detect Poison & Disease. Nature that seek to abolish the older druidic role and
bring those worshippers into a more formalised and
Advancement wise, many Wolfs Head multiclass out structured form of Clerical worship. This mentality
of necessity, becoming Fighters, Rogues or Rangers brings them into conflict with most Druids and some
and a rare few becoming Paladins taking an Oath of Fey.
Ancients. Background wise, all New Age Druids are either Sages
or Acolytes and have studied the ancient druid
Equipment wise, Wolfs Head vary in appearance and teachings and created a formalised mode of religious
capacity for armour and weapons depending on how worship. Alignments vary along Neutral lines with
successful they have been and the location of their Lawful/Neutral/Goodly aligned New Age Druids
camp or hideout. Most have some patch work clothing seeking to peacefully sway followers of the old Druidic
and equipment that has been salvaged from ambushes way, where Neutral/Chaotic/evil ones seek to abolish
and likely used to belong to members of the local the old ways by any means possible.
watch or militia.
Skill wise, Arcana and Religion are the main focus
*****
followed by skills related to their Gods teaching and
Concept 2: Tree Speaker. charisma based skills.
Tree Speakers hold rituals and prayer meetings in the
wilds to promote natures growth and living in harmony Spell wise, New Age Druids take a majority of nature
with nature. based spells to mimic the old Druid ways and promote
their godly world view.
Background wise, Tree Speakers received some form
of Druidic training and lived as Hermits or Acolytes Advancement wise, New Age Druids are dedicated to
before being gifted a vision by one of the Nature Gods overthrowing the old ways and focus solely being a
or Archfey and taking on the mantle of Cleric. This can Cleric. They may take Magic Initiate: Druid as a
cause them to come into conflict with Druids who may special boon from their Deity.
hold a non-deity driven Druidic teaching. alignments
tend towards True Neutral and maintaining a balance Equipment wise, New Age Druids wear ornate armour
and civilisations respecting the wilderness and living and weapons covered in filigree showing their Gods

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supremacy over Nature and the old ways. Armour and
types of weapons are dependant on they God they
worship, followers of particularly feral Gods may use
maces that have claw like flanges and wear armour that
fur and animal bones, whereas followers of a God of
the forests may wear light leather armour made to look
like tree bark or only use the Barkskin spell and use
staffs or clubs for weapons.

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******************************************************* Seekers are seen by many as consummate treasure
hunters and ship wreck salvagers.
Tempest Domain
Background wise, all Wave Seekers are Acolytes or
*******************************************************
Sailors and have spent their formative years carefully
Concept 1: The Kraken. studying and nurturing their connection to the divine.
Kraken's follow evil aligned sea and ocean Deities or Alignments tend towards Neutral and Good but rarely
Otherwordly Patrons. They act as pirates, reavers, Lawful, as their alignments are reflective of the nature
slavers and smugglers, selling their wares to the of the sea.
highest bidder and dealing with anyone who has the
coin. Skill wise, Religion and Perception are their skills of
choice and they use Nature, Investigation and Survival
Background wise, Krakens come from coastal to aid in their pursuit of the magical trident known as
communities and may have been fishermen/women, Wave. Most be proficient with Navigators Tools and
escaped Criminals, Sailors, Guild Artisans/Merchants Vehicles (water). If they gain any bonus languages
or just a Hermit that lives in a cave by the sea or an they usually take Celestial and languages of sea bound
Acolyte raised in service to a particular Deity or creatures.
Patron.
Spell wise, Wave Seekers keep a range of healing
Skill wise, Kraken's are skilled with, Athletics, spells as well as divination spells on hand to help
Perception and Survival to aid in their ship to ship locate objects or decipher foreign languages.
combat and coastal reaving. Alignments tend toward Damaging spells are usually kept to those that deal
Evil and few retain any lawful sense of sense. Many thunder or lightning damage. Those that cannot breath
learn languages of aquatic races such as Sahaugin, water naturally also take water breathing and water
Koa-Toa or Primordial. Most will also be proficient walking spells.
with Vehicles (water) and Navigators Tools as well.
Advancement wise, Wave Seekers are devoted to their
Spell wise, if they cannot breathe water naturally then God but find that they need to utilise alternate magic in
Kraken's always have Water Walking and Water their pursuit of Wave and they multiclass to Wizard. A
Breathing spells memorised but also utilise lightning rare few also find their connection to the divine
based damaging spells in preference to other damage awakens a latent magical power in their blood and they
types. Freedom of Movement is often kept on hand in develop into Storm Sorcerers. Some seek extra weapon
case the Kraken's are about to be arrested or if they get skills but instead of multi-classing to fighter etc, they
caught up in treacherous sea conditions. take the feat: Weapon Master, one weapon they choose
is Trident.
Advancement wise, it is common to multiclass to
Rogue and Ranger to offer some additional combat Equipment wise, Wave Seekers are lightly armoured
prowess and those who are Clerics of Otherwordly and prefer javelins (harpoons) and tridents as weapons.
Patrons sometimes sell their souls completely to Holy symbols are usually ornately carved shells and
become Warlocks and gain some additional coral. Wave Seekers try to remain as unencumbered as
knowledge. Some Krakens, as they near the end of possible favouring freedom of movement and agility
their life, may swear a terrible oath of service to their over heavy armour and shields.
watery patron and are either transformed or raised from
death as a Sea Spawn, or if they are incredibly lucky, A
Deep Scion.

Equipment wise, Kraken's usually go unarmoured or


wear light armour as anything heavier than that
increases the risk of unfortunate accidents at sea. They
look like your stereotypical pirates and buccaneers
with dagger, short swords and belaying pins (and
scimitars or rapiers if they gain other weapon skills).
Particularly successful Krakens may be rewarded with
a magic item, a heavy suit of Mariners Armour (see the
DMG) that is composed of dragon turtle shell.
*****

Concept 2: Wave Seeker.


Wave Seekers are Clerics that venerate and worship
sea based Deities and seek to claim a mythical trident
called Wave (see the DMG magic item list). Wave

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******************************************************* including their daily regimes and defensive
capabilities.
Trickery Domain
*****
*******************************************************
Concept 2: Instigators.
Divine Tricksters wander through life performing Instigators are the shadowy individuals that create
pranks and tricks. These may be done for strict public unrest, they organise demonstrations, reveal the
entertainment purposes or for an innate sadistic glee. secrets of those in power and seed rebellion. They hold
no particular political affiliation, they just want to sow
Background wise, Divine Tricksters are drawn from change and chaos. One day they may be helping
the Entertainers, Charlatans and Urchins of the world. peasants overthrow a Baron, then next they may be
Gods of Trickery and Thievery some times approach helping the Baron overthrow the King.
them and empower them to get revenge on members of
the public or merchant or noble families that have Background wise, all backgrounds can breed and
belittled the entertainers talents or caused them some Instigator, examples would be Nobles fall from grace
form of hardship. Alignments vary, with evil aligned and scheme to bring down those who supplanted them,
tricksters creating elaborate thefts and deadly Criminals organise and try to bring town officials to
traps/pranks and neutral or goodly aligned ones their knees, Folk Heroes lead mobs into the streets for
creating pranks that cause embarrassment or loss of equality. Instigators rarely stay in the lime light for
earnings to the victim. long, preferring to fade into the shadows and let events
run as they will. Alignments tend toward Chaotic.
Skill wise, Divine Tricksters favour Stealth,
Performance, Deception and Insight in order to assess, Skill wise, Instigators use Insight and Charisma skills,
confuse and escape their chosen target unseen. Matters especially Deception and Persuasion, to influence
of magic and faith are of little to no concern so they people and stage events/rallies with fire and brimstone
rarely learn Arcana or Religion, their pranks and tricks style oratory, many have skills with various artisan
are all the tenets of faith they need to pay homage to tools such as Printing, Calligraphy and Artist supplies
their Deity. Most Divine Tricksters seek out training in and create pamphlets and commit acts of graffiti and
Thieves Tools, Alchemists Supplies and Poisoners Kits use the simplest of tools and effects to garner support.
and make trapped items and aid with entering into the Some choose to become proficient in Religion and use
very heart of their targets homes and sanctums. their knowledge to infiltrate and disrupt other religions,
gaining influence amongst the clergy or worshipers and
Spell wise, Divine Tricksters keep a couple of healing then inciting a change of doctrine, denunciation of the
spells on hand to cure themselves and resist poison but clergy, desecration of a holy site or mass abandonment
otherwise choose spells that aid in their pranks such as of faith.
Pass Without Trace, Disguise Self, Dimension Door,
Silence and Enhance Ability. They rarely take Spell wise, Instigators utilise spells of enchantment and
damaging spells preferring to use poisoned weapons. illusion to misdirect attention away from them and
Most Divine Tricksters take it as a matter of pride to spells which enhance their abilities or aid in escape.
accomplish their prank or trick without leaving any They retain spells that deal damage for emergency use
evidence of their passing, and large amounts of and can be rather cavalier in their application and
elemental or magical damage is one sure way to sometimes uses the mentality that "some causes need
announce something untoward has happened. martyrs".

Advancement wise, Some Divine Tricksters take up the Advancement wise, some Instigators become Rogue
role of the Rogue and take the Thief archetype. Divine Masterminds. Most choose to focus on the divine
Tricksters may want a victim to die but would rather mission and remain Clerics and try to avoid direct one
use their traps and pranks to accomplish the deed, as on one combat.
Divine Tricksters are fond of saying; "Any fool with a
blade can kill someone in cold blood, but it takes a Equipment wise, Instigators maintain several identities
great mind with a trap to kill a fool in their own and disguises. When entering a new town or city, they
house". try to obtain or copy the local garb and style.

Equipment wise, Divine Trickster rarely wear armour


and dress in ways that make them seem either
completely normal common folk or as outlandish street
entertainers, they rarely wear armour or use shields but
keep several small weapons concealed on their person.
Back Packs will contain various simple traps (snares,
bear traps etc) and supplies to make more elaborate
traps as well as inks, quills and parchment to draw up
schematics and keep a list of people they need to visit

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Skill wise, Retainers are fonts of Religion and History
******************************************************* having been schooled from birth with religious
doctrine and historical examples of combat, warfare
War Domain and family examples to live upto. Retainers spend a lot
*******************************************************
of time travelling and hunting and become skilled with
Animal Handling and Survival but rarely involve
Concept 1: Avatar of Combat. themselves in conversation unless directly asked a
Avatars revel in the heat of battle, seeking out and question and are usually forthright in their answers,
challenging the largest or most component looking seeing little need to deceive or intimidate their others,
foes. knowing their skill at arms and faith will be enough to
make the point for them.
Background wise, Avatar's rise from common Soldiers,
who for what ever reason, have gained the notice of Spell wise, they focus on self protection and ways of
God of War, Battle or Conflict. increasing their melee effectiveness (such as Divine
Alignments vary, some are wild chaotic entities that Favour and Stoneskin). They usually retain damage
many believe are barbarian berserkers, where more dealing cantrips for ranged attacks and a curing spell
lawful Avatars, hold to a dutiful and ritualised form of just to be on the safe side.
combat.
Advancement wise, Retainers sometimes adopt the
Skill wise, Medicine, Insight and Religion as well as Fighter class taking Champion, Cavalier, Battlemaster
combat prowess serve the Avatar. Some use them to or Samurai archetypes. Otherwise they remain
assess their opponents capabilities and may show staunchly devout clerics.
mercy to those that are grievously wounded or if it
becomes apparent they are outclassed. Religion is used Equipment wise, Retainers wear heavy armour with a
to formulate and instil a guiding principle of combat shield and melee weapon. They tend to carry enough
into the Avatar and anyone that follows them. supplies get them from point A to point B but rely on
other people or baggage trains to carry anything they
Spell wise, Avatars retain spells of healing but use deem a luxury.
spells that enhance their combat abilities and those of
their allies.

Advancement wise, some Avatars become paragons of


virtue and take up Paladin Oaths of Devotion or
Conquest, or take up speciality in combat becoming
Fighter Champions or Battlemasters. Some chaotic
Avatars lose themselves to battle completely and
become Barbarians with Berserker or Zealot
archetypes. Their devotion to a God of battle can
sometimes be revealed as a Patronage of a particularly
aggressive Fey, Fiend or Sentient Weapon (Hexblade)
who may offer a Pact of Blade and allow the Avatar to
become a Warlock.

Equipment wise, Avatars are equipped and outfit for


battle at all times. They carry a main weapon, a back
up weapon and a back up to their back up.
*****

Concept 2: The Retainer.


Retainers are warriors in the service of a Noble family.
They act as bodyguards, captains of house guards and
champions in matters of honour.

Background wise, Retainers come from minor Noble


houses, raised from birth to accept duty and honour and
that such things are earned and kept by skill at arms
and devotion to the Gods. They are sent to other,
grander, noble houses, to earn their reputation and hone
their skills. Alignments are Lawful and regardless of
the morals of the family they are with, the Retainer
adheres to strict rules of honourable combat.

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******************************************************* Skill wise, Athletics, Religion and Blacksmithing tools
are the Mountain Hearts chosen skills, they spend
Forge Domain hours working in basic forges hammering metal into
the desired shape. Mountain Hearts view the smithing
*******************************************************
process to be their religious doctrine and as they
Concept 1: Runesmith. temper their blades, so do they temper their own
The Runesmith is an artisan and armourer. They powers.
specialise with Studded Leather, Chainmail, Splint
mail and Ring mail armour and weapons of all types. Spell wise, Mountain Hearts use their domain spells
and spells that enhance their abilities.
Background wise, Runesmiths are drawn from Guild
Artisans and former blacksmiths. Alignments tend Advancement wise, many Mountain Hearts multiclass
toward Lawful, Neutral and Good Alignments but they and take the Barbarian Path of the Zealot using their
also rarely see any problem working for some one of spells and forge abilities outside of battle and giving
evil alignment. As the Runesmith sees it, their life is over to a divine rage during battle.
devoted to making armour and weapons, those
creations are not inherently evil and the temperament Equipment wise, many Mountain Hearts use their
of the person who uses them is irrelevant. Chanel Divinity powers to make their own personal
armour and weapons which they ornament with
Skill wise, Runesmiths use Blacksmithing Tools, additional fur and bone. Many Mountain Hearts are
Religion, History and Insight to manufacture weapons revered members of their tribe and find their basic
and armour from basic items for common soldiers needs (food/water etc) taken care of by the tribe.
through to ornate historically accurate replicas from
legend. Most items are painstakingly made with
traditional methods and intricate etching and filigree by
for the right price anything can be made in about an
hour (using the Forge Domain Channel Divinity
ability, in these instances minor runes of power can be
seen in the metal sections of the armour).

Spell wise, Runesmiths mainly use their domain spells


or spells that deal fire damage and rarely see the
relevance in other spells, although they do keep a
healing spell on stand by for injuries incurred whilst
working at the forge.

Advancement wise, Runesmiths rarely see the need to


multiclass as few abilities aid in their creation process.
Runesmiths that use Medium armour often take the
Medium Armour Mastery Feat, whilst those that use
Heavy Armour take the Heavy Armour Master Feat,
they also invariably take the Weapon Master Feat.

Equipment wise, Runesmiths make their own armour


and weapons and specialise with either Medium or
Heavy Armour. They usually carry enough supplies to
do any repairs needed as well as a set of blacksmithing
tools which their revere as mush as any holy symbol.
*****

Concept 2: Mountain Heart.


Mountain Hearts are blacksmiths that dwell with tribal
communities. They have mastered metallurgy and
smithing techniques and create weapons and armour
for their tribe.

Background wise, Mountain Hearts come from


Outlander and Hermit backgrounds and are often
reclusive and live apart from their tribe, often living in
nearby mines or caves. Alignments lead to Neutral and
Chaotic.

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******************************************************* desire to understand death and the afterlife. Anyone
brought back from the brink by use of Spare the Dying
Grave Domain may be questioned about what they saw at the moment
of death. They are most likely in service to some form
*******************************************************
of Undeath/Death god who tasks their clerics with
Concept 1: The Hulking Ghoul. understanding death before offering them a place in the
The Hulking Ghoul is a giant among normal people, afterlife or an Undead form. EMT's tend to be Lawful
being noticeably taller and wider than normal. Many alignments being deeply rigid in their thinking and
have scars and poorly healed wounds. many see them method.
as monsters and they can be confused for flesh golems
at a distance. They also have an inclination to hang Skill wise, Arcana, Religion and Medicine are their
around graveyards which does little to allay peoples skills of choice with Persuasion and Insight as
fears about monsters and this is where they get the term secondary skills.
Hulking Ghoul from. Typically they are normal people
who have had a close encounters of the Undead kind Spell wise, EMT's utilise various healing spells but
and now spend they days/nights tracking Undead down generally wait for people to be near death before
and laying them to rest. healing them so they can gain new insights into the
death experience. They choose other spells depending
Background wise, Hulking Ghouls come from on their current requirements.
Acolytes, Sages and Hermit backgrounds and have a
morbid curiosity about death and Necromancy. Advancement wise, most EMT's remain cleric but
Although they frequent graveyards they do so in order those in the service to a god of Death/Undeath may
to make sure the dead stay dead and that no one has find they are given the option to become a warlock in
been buried alive. Alignments vary with few being their patrons service and become Warlocks of the
evil. Undying Patron (see Sword Coast Adventurers Guide).

Skill wise, Hulking Ghouls are skilled at Arcana, Equipment wise, EMT's are usually festooned with
Religion and Insight but also dabble with Investigation potions and trinkets and wear the best armour they can
and Perception as they go about their tending of afford and use weapons against mortal opponents and
graveyards and local areas. utilise spells against more supernatural ones.
*****
Spell wise, Hulking Ghouls focus on Divination spells
such as Detect Evil & Good, Detect Poison & Disease Concept 3: Shallow Grave.
and Augury, They have basic protect spells such as Shallow Graves are martial minded clerics that use
Protection from Evil & Good and Magic Circle. For their knowledge of mortality to fuel their combat
damaging spells they use Radiant damage as they focus prowess. Most are cold, calculating individuals with
on laying Undead to rest. little to no emotional response where death is
concerned.
Advancement wise, some Hulking Ghouls become
rangers and take Undead as a favoured enemy and Background wise, Shallow Graves come from Soldier,
other become paladins. Few feel the need, or see the Sailor and Acolyte backgrounds. Many Soldiers and
merit, in multi-classing to other classes as they detract Sailors served as temple guards before taking the
from their laying the undead to rest. mantle of cleric and some Acolytes become enamoured
with the ebb and flow of their, and other peoples, life
Equipment wise, Hulking Ghouls wear the best armour forces. Most are Lawful Evil as they tend to focus on
they can afford and carry a bludgeoning, a slashing and the necrotic effects on life and perform experiments to
a piercing weapon with them whenever possible, further their knowledge.
although they prefer to use cantrip and damaging
spells. Skill wise, Shallow Graves use Religion and Medicine
*****
to create their doctrine and set out their experiments
with a strict protocol that verges on ritual. Most
Concept 2: The Ethereal Material Thaumaturge (EMT). develop a talent for Intimidation, Poisoners Kits and
The EMT is someone fascinated by the afterlife and Alchemical Supplies.
has a limited form of ethereal sight that allows them to
see the soul/spirit escaping the body, it is this ability Spell wise, Shallow Graves use spells that incapacitate,
that grants them the level 1 Grave Domain power; such as Hold Person, and use Healing spells to keep
Circle of Mortality. their subjects alive. Damaging spells are used to maim
but rarely kill.
Background wise, EMT's are Sage and Acolytes who
have an interest in, or have seen, the Ethereal realm Advancement wise, many Shallow Graves cross over
and have experienced some sort of near death to multiclass Monk taking the Way of the Long Death
experience. This shapes their world view and they and develop a fascination for feeling the life force fade

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and return from a subject as they take damage or are
healed.

Equipment wise, Shallow Graves wear light armour


and rarely use shields, they wear pristine well made
clothes and have a certain "clinical" air to them. They
carry multiple sets of small weapons such as daggers,
sickles and light hammers which they use like basic
medical/torture equipment.

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******************************************************* Spell Wise, Life Drinkers focus mainly on spells that
incapacitate or deal Necrotic damage, they particularly
Death Domain value Vampiric Touch as they feel the life force flow
from their victims into them. They delve into all
*******************************************************
magical means to siphon the life forces from others.
Concept 1: Grim Reaper.
Grim Reapers are individuals that act as executioners, Advancement wise, A lot of Life Drinkers take up the
travelling from realm to realm and enacting the deaths Warlock Pact of Blade, depending on the being they
sentences passed down by their god. Many adopt the revere they may have a Fiend Patron, Undying Patron
image of the Grim reaper, wearing long hooded cloaks or Hexblade Patron. Few other multiclasses are taken
and wielding pole arms. as they do not grant any spells or abilities the Life
Drinker deems worthy.
Background wise, Grim Reapers come from Acolyte,
Criminal and Urchin backgrounds, all have an intense Equipment wise, Life Drinkers dress to Intimidate,
desire to bring people to justice and a healthy disregard wearing armour festooned with trophies of fallen
for the law when needed. Alignments lean to Evil, victims and they use weapons with serrated blades,
Neutral and Chaotic and they are never Good or hooks and brutal looking hammer and war picks. Life
Lawful. Drinkers take what they need from the fallen and rarely
carry much in the way of personal supplies.
Skill wise, Grim Reapers focus on Religion, Medicine,
*****
Intimidation and also look for training in Stealth. Grim
Reapers like to travel in the shadows, create menace Concept 3: Dread Necromancer.
and torture people for information. Dread Necromancers are true students of death and
life. They are tutored by a God f Undeath with
Spell wise, Grim Reapers retain a healing spell for their mysteries and knowledge that is hard to impossible to
personal use and their prepared spells are Necromancy come by.
heavy, as their bonus necromancy cantrip they take
Chill Touch. Background wise, Dread Necromancers are Acolytes
or Sages in service to a God of Undeath and are raised
Advancement wise, some Grim Reapers multiclass from an early age to be their avatar on the Prime
Rogue and become Assassins otherwise they remain Material Plane. Alignments range through Neutral and
Cleric as few other classes offer them any additional Evil but are never goodly.
abilities. Most take the feat: Entropic Reaper noted
above. Skill wise, Dread Necromancers look to master Arcana
and Religion and are devoted to uncovering the essence
Equipment wise, Grim Reapers wear medium armour of necromantic magic. Most also take training in
and most use two handed weapons, those with the Intimidation and Medicine.
entropic reaper feat carry a two handed staff/spell focus
so they can use the Entropic Reaper cantrip. They also Spell wise, they focus on Animate and Create Undead
carry small items to use in torture and information and spells that deal Necrotic damage preferring
gathering and enough personal supplies to last them for Vampiric Touch for healing over conventional healing
at least two weeks. spells.
*****
Advancement wise, all Dread Necromancers multiclass
Concept 2: Life Drinker. to Wizard (Necromancer) to fully master all
Life Drinkers stalk battlefields, from the largest fields necromantic spells and undead.
of war, to the smallest gangland skirmish. They strike
to kill and devour the life force of their foes. Equipment wise, Dread Necromancers dress in way to
maximise the aura of dread ad fear they try to exude.
Background wise, all backgrounds come to the calling They wear the best armour they can afford and wield
of Life Drinker. All are evil but can be combined with the most fearsome weapons they can find. They carry
Lawful, Neutral or Chaotic. All Life Drinkers believe potions of various types and back packs filled with
they become more powerful with each kill they make. supplies, some even carry bags filled with the bones so
All Life Drinkers are servants of a God, Fiend or they can create skeletons when needed.
Sentient Weapon connected to Death, such as Orcus,
Black Razor or Vecna.

Skill wise, Life Drinkers utilise Arcana, Insight,


Stealth, Religion and Intimidation. The spend their
time studying the mortal form and believe that terror
can be just as effective as a blade for killing people.

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******************************************************* Advancement wise, Knights usually take some form of
fighter class to increase their armour and weapon
Arcana Domain proficiencies and general combat prowess. It is not
*******************************************************
uncommon for Knights to be offered a Pact of Blade by
their God and for them to become a Warlock with
Concept 1: Battle Mage. either Undying or Hexblade patrons.
Battle Mages are brought up to revere a God of Magic
and serve as crusaders against extra planar threats such Equipment wise, Knights wear the heaviest armour
as fiends and uncontrolled elementals. they can afford and use the most lethal weapon they
can find. They have enough personal supplies and
Backgrounds wise, Battle Mages come from Acolyte components to last them for extended time int he field
backgrounds. Alignments vary across the board and even if they are in a large city.
depend on the God which they serve; Worshippers of *****
Vecna are Evil whereas Worshippers of Mystra will be
Good. Bonus languages are Celestial and one other Concept 3: Pool of Radiance.
exotic language such as Deep Speech or Abyssal. Pools of Radiance are specialists with radiant energy.
They master Arcane and Divine magic to try and
Skill wise, Battle Mages master Arcana, Nature and recover lost magic, such as the ancient art of the
Religion and rarely feel the need to branch out into Mythal.
skills that do not deal with matters of Arcane or Divine
magic. Background wise, most Pools of Radiance are
Acolytes, a few are Hermits and a rare few come from
Spell wise, Battle Mages use a wide range of spells and other backgrounds. Alignment wise they are all Goodly
favour those that deal Force damage and those that are but this can be combined with either Lawful, Neutral or
also appear on the Wizard spell list. Chaotic. If they gain bonus languages from their
background they choose Celestial.
Advancement wise, Battle Mages do not multiclass
unless their God requires them to as there are few Skill wise, Pools of Radiance are skilled with Arcana
abilities or spells they cannot mimic via their cleric and Religion and are skilled diplomats and use
abilities. Persuasion.

Equipment wise, Battle Mages use battle test armour Spell wise, Pools of Radiance focus on spells that deal
and weapons but wear wizard style robes over them. radiant damage and spells that heal or aid others and
They carry component pouches and books of religions never use spells that deal necrotic damage.
doctrine which they use during meditation like a
wizard does to memorise their spells. Advancement wise, they do find multi-classing to be of
benefit with them either choosing to become Monks
*****
taking the Way of the Sun Soul or devoting their souls
Concept 2: Knight of Night. to their God completely and taking the mantle of
Knights of Night are clerics of Arcana devoted Celestial Warlock.
specifically to Gods of Undeath and they seek to
become Death Knights. Equipment wise, they generally wear light armour and
use light weight weapons, speed and quickness of
Background wise, Knights come from the ranks of the action is their main focus. They keep enough supplies,
military and were either common Soldiers or Sailors or potions and medicine kits to look after themselves and
Nobles from the officer class and most have had some anyone they have taken under their wing.
form of profound life changing event involving death.
*****
they are always evil and usually Lawful due to their
prior military service but other alignments are possible. Concept 4: Lore Master.
If they gain additional languages from their Lore Masters are fonts of knowledge and information,
background they take Abyssal to be able to speak with both mundane and esoteric. They seek to understand all
Death Knights. skills, magic and abilities, they do not necessarily want
to learn them all, just understand them and catalogue
Skill wise, Knights utilise Arcana, History, Religion them where possible. Lore Masters are devoted to
and Intimidation to accomplish their goals. They Gods of Knowledge & Magic
coerce and bribe people, research and invent rituals and
strive to become a Death Knight. Background wise, all backgrounds can lead to someone
becoming a lore Master but Alignments tend toward
Spell wise, Knights try to mimic the Death Knights Lawful, Neutral and Good.
spell like abilities, taking spells such as Command,
Hold Person and Banishment.

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Skill wise, Lore Masters focus on Intelligence and
Wisdom based skills first and foremost but view all
skills as a boon and the more they catalogue the higher
in esteem they are held within the ranks of the Lore
Masters.

Spell wise, Lore Masters use Divination magic to *


identify and analysis magical phenomena, read peoples
thoughts and enhance their abilities. They keep a range
of damaging spells in reserve for defence but rarely
initiate combat preferring to take a more diplomatic
approach.

Advancement wise, Lore Masters occasionally


multiclass to Wizard or find some latent magical ability
inherent in their blood and become sorcerers, a few fall
into service/or become elevated to a Warlock taking
the Pact of Tome. Most remain solely Cleric and take
Feats such as Magic Initiate and Spell Sniper to
increase their magical abilities.

Equipment wise, Lore Masters dress in a respectable


way so as not to cause offense to other and rely on
magic for protection. Most are easily mistaken for
wizards due to their scholarly outlook. They are
festooned with scrolls, books and parchment for their
cataloguing of everything they see.

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******************************************************* Spell wise, Shard Servants believe that the spells Hex,
Chill Touch, Vampiric Touch, Shadow of Moil, are an
Warlock Concepts incarnation of their Patrons hunger and anyone killed
whilst under the influence of these spells has their soul
Some of these concepts get a little more "tweaked" devoured by the Blackened Shard. Likewise they strive
with some reflavoured spells or visual affects. There to harness the power of the Soul Cage. Shard Servants
are several options for Invocations given in each one so do not commonly take the cantrip Eldritch Blast
people can switch them up as needed or just ignore preferring to use Chill Touch.
them and take whatever they deem appropriate.
Some concepts are geared toward player/DM Advancement wise, most Shard Servants are devoted to
conversations, others more player internal their patron but a few do multiclass, commonly taking
conversation. Rogue (Assassin) or Wizard (Necromancer). All Shard
There should be options for Good and Evil alignments Servants take the invocation Devil's Sight and their
within all of these concepts as well. eyes become completely black.
Some of these are nods to previous versions of D&D,
such as the Hexblade/Liracor concept or to pop/comic Pact of Blade wise, Shard Servants summon blades that
culture such as the Great Old One/Symbiote concept. resemble the Blackened Shard; a dagger composed of
Obsidian with a tribal style. Those taking the Pact of
******************************************************* Blade often supplement their spell choices with Shield
and the Wrathful, Branding, Staggering and Banishing
Hexblade Concepts Smite spells. They take the Thirsting Blade and Life
Drinker invocations as soon as they can.
*******************************************************

Concept 1: Shard Servant. Pact of Tome wise, Shard Servant Shard Servants s
The Shard Servant is a servant of an intelligent choose Thaumaturgy, Toll the Dead and Spare the
weapons known as the Blackened Shard. The Dying. They tend to be more scholarly, and insidious,
Blackened Shard is an obsidian dagger of tribal design, in their devotion to the Blackened Shard, bringing
it was originally created by a tribe of cannibals and people to unconsciousness with spells and then using
used in various sacrificial rites and it is now said to Spare the Dying to bring them back. They take the
thirst and hunger for the souls of the living and that the invocations Book of Ancient Secrets and Whispers of
souls of everyone it has slain is contained within its the Grave as soon as they are able to. They believe it is
depths, the Blackened Shard is thought to be buried actually the Blackened Shard they are speaking with
somewhere under an extinct volcano in the Shadowfell. when they use Whispers of the Grave. They seek out
Shard Servants are mortals that have agreed to act as ritual spells and typically choose spells at each level
the Blackened Shards proxy in the Material Plane and that aid in investigation and interrogation.
they receive cryptic messages through dreams, it is
whispered that the Blackened Shard can reach into the Pact of Chain wise, Shard Servants are gifted with a
minds of it weaker willed servants and possess them Shadow Imp familiar, this functions as per the Imp in
for a time. the Monster Manual except its appears to be composed
of shadow and smoke. Shard Servants believe these
Background wise, all backgrounds can come to be of imps are the reincarnated forms of previous devotees of
service to the Blackened Shard, the one thing they have the Blackened Shard but the shadow imps never
in common is that they had some moment in their past comment on, confirm or deny such a claim. Shard
when they were dying of thirst or hunger and at their Servants take the invocations Gift of the Ever Living
most dire moment they wished for an end and the Ones and Voice of the Chain Master as soon as they
Blackened Shard answered them. Most Shard Servants are able to. Their spells lists are often composed of
come from urban environments where they can hunt spells that aid with escape and remaining hidden such
and stalk others. Alignments are always Evil but vary as Misty Step and Invisibility.
between Lawful, Neutral and Chaotic although Chaotic
Evil Shard Servants are often short lived individuals Equipment wise, Shard Servants try to blend in but use
who are barely able to contain their lust for killing and the best armour they can afford. Those taking the Pact
are soon hunted down by the authorities. of Blade typically appear unarmed and summon their
dagger when needed. Those that have taken the Pact of
Skill wise, Stealth, Sleight of Hand, Deception and Tome or Chain usually have an obsidian dagger custom
Intimidation are the tools of the Shadow Shard. They made.
slip in and out of the shadows, killing and spreading *****
fear and disappearing into the night. Some Shard
Servants utilise Arcana and Religion to set up cults of Concept 2: Moon-born.
worship to the Blackened Shard and offer up sacrifices Moon born are High Elves, Wood Elves or Half Elves
to sate the Shards hunger. that are descended from heroes that once held a
Moonblade (see the DMG page 217), the blade may be
lost or held in an ancestral vault for safe keeping until a

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new champion arises. The Moon-born travel the lands Pact of Chain wise, those that follow the Pact of Chain
scouring lost tombs and family histories for sign of receive a Pseudodragon familiar and they are treated as
their ancestors in an effort to prove themselves worthy a trusted ally and they often believe the Pseudodragon
of wielding such a legendary weapon. The Moonblade is bound to the Moonblade just as the Moon-born is.
speaks to them in dreams and offers advice and They often display the same spirit of the Pseudodragon
guidance. choosing Invocations such as Beast Speech and
Beguiling Influence. They favour spells that enable
Background wise, all Moon-born have some Nobility movement such as Misty Step and Dimension Door.
in their family history but they come from all
backgrounds. For example, some Urchins hear the Equipment wise, Moon-born resemble Elven fighters,
Moonblade whisper to them in their dreams of wearing the best armour they can afford and often get
forgotten heroes and adventurers and beg for the highly ornate suits of armour custom made and they
Urchin to retrieve the lost blade, a Guild Artisan may take the same stance with their choice of weapons,
draw inspiration from the family blade and create having blades custom made to resemble the Moonblade
weapons and works of art in its honour, or a Sage may of their families histories. They carry enough supplies
research the magic that created such a weapon in the to keep them in times of need and offer hospitality to
hopes of reproducing or rediscovering the art. other where possible.
Alignments lean toward Good, Lawful and Neutral as
*****
the Moonblades do not serve craven individuals. To the
Moon-born, the family honour of once using a Concept 3: Liracor.
Moonblade is everything. Liracor are warlocks devoted to the mythical sword
called Liracor (see the PC game Baldur's Gate:
Skill wise, Moon-born focus on matters of History, Shadows of Amn). The sword called Liracor is a
Arcana and Investigation using their knowledge to sentient weapon proposed to be named after a man
trace their ancestries and discover forgotten lore. Few called Lawrence Liracor, an adventurer who was not
Moon-born choose Deception or Intimidation and blessed in the intellect department and is famed for
would rather use Persuasion to achieve their goals wrestling a large oak tree for days believing it was a
through charm and wit. Other skills vary depending on irksome Treant, legend holds that he eventually
the individual Moonblades personality. uprooted the oak tree by sheer physical strength, he
was also known for making loud and outlandish
Spell wise, Moon-born use Eldritch Blast as their main remarks during a fight or at the most inopportune
form of ranged attack and generally look for spells that moment.
offer aid in movement or aid in communication, such
as Friends or Comprehend Languages. Among the Background wise, Liracor speaks to people from all
Warlock class, Moon-born are the least likely to utilise backgrounds, and often first manifests as a whisper of
the Hex or Hellish Rebuke spells or spells that use derision or exclaiming a loud boast at their combat
Necrotic energy and they never summon or conjure prowess and promises to tutor them in all the
devils or demons. techniques it mastered when "it was alive", sadly its
techniques are largely composed of bravado and not
Advancement wise, each Moon-born advancement is much else. alignments are Goodly and most often
devoted to honouring their ancestral Moonblade, some Chaotic Good which matches the alignment of the
however do find themselves being tutored in the sword.
Wizard class and become Bladesingers.
Skill wise, Liracors are famed for their ability with
Pact of Blade wise, Moon-born who take the Blade Intimidation and Deception, using their words to talk
pact choose spells that enhance their combat prowess, themselves into and out of danger and coerce or cheat
such as Mirror Image and Smite spells and they choose as the situation demands. They care little for Arcana,
Invocations such as Thirsting Blade and Eldritch Nature, History or Religion and the longer they listen
Smite. The blades they summon through their pact are to Liracor the less inclined they are to study.
highly ornate and accurate representations of their
ancestral Moonblade. Spell wise, Liracors use spells that are often simple,
blunt and single minded in their use, they use spells
Pact of Tome wise, those following the Pact of Tome such as Charm Person and Friends without thought of
act as guardians and historians. their choose their the consequences, they utilise spells such as Hellish
bonus cantrips from the Wizard spell list if the are from rebuke and Armour of Agathys and when these two
High Elf heritage or Druid list if they are from Wood spells damage an opponent the Liracor can often be
Elf. Their spell lists are made up of Divination spells heard to shout some wild comment such as "I am
such as Scry and Dream. Their mystical Tomes are invincible! Invincible, I say!" or "Hands up, kiddies,
often highly ornate and of exquisite elven design. They who wants to die?!".
favour Invocations such as Eyes of the Rune Keeper
and Eldritch Sight to aid with their dungeon delving Advancement wise, Liracors sometimes fall out of the
and research. Warlock class and take up other martial archetypes

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such as Fighter or Ranger but seldom actually see they
have changed class, acting in the same braggadocios
way they did as a Warlock. The sword Liracor seems
completely oblivious to the class of its servants only
caring that they act in a way that it did in life. It is also
common for people aligned to Liracor to change their
name to Liracor. Many who do not multiclass learnt he
feat: Weapon Master and take proficiency with Two
handed Swords.

Pact of Blade wise, those taking the Pact of Blade


summon huge two handed swords which have the
name Liracor etched along the blade. they use spells
such as Hex, Armour of Agathys and Hellish Rebuke
almost exclusively. They take Thirsting Blade and
Maddening Hex and tend to blurt out even more
nonsense during a fight such as "Ooo, that'll leave a
mark!" or "Let's see what's inside this one! Yeah!".

Pact of Tome wise, those that take up the Pact of Tome


often feel a more irritated side to Liracor, they hear
him berating them with lines such as "Put down the
book, Pick up a sword already!" or "they say the pen is
mightier than the sword, yeah right!". Those taking the
Pact of Tome usually become biographers, telling the
tale of the hero Liracor and producing grand stories
and epic poems of his deeds and exploits which often
bring about Liracors proud side. Their choice of
cantrips is based purely on what spontaneously comes
to mind when the pact is formed with Liracor granting
his followers some random cantrip that he once heard
about without actually knowing what it is or does.
They usually choose invocations that enhance their
Eldritch Blast such as Agonising Blast or Eldritch
Spear.

Pact of Chain wise, Liracors find themselves gifted


with Sprites as familiars who often remain invisible
and shout the same sort of belligerent lines that the
original Liracor was famous for uttering. Liracors
taking the Chain pact often take gift of the Ever Living
Ones and Dreadful Word among their Invocations.

Equipment wise, all Liracors use large two handed


swords and seek out magical two handed swords which
they then name Liracor. They wear medium armour or
heavy armour if they gain the proficiency to do so.
They tend to keep trail rations rather than other food
stuffs, viewing trail rations as "the true food of heroes".

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******************************************************* Martial Training or a Variant Human taking Weapon
Master as their first level feat.
Undying Concepts
Pact of Blade wise, Silver Swords who take the pact of
*******************************************************
blade summon silver great swords with their power and
Concept 1: Silver Swords. seek out magical great swords which they either bond
Silver Swords are followers of Vlaakith, the Lich- with or gift to Vlaakith. They are the most likely to
Queen of the Githyanki. Most of them are Githyanki multiclass into Fighter taking either Champion or
but Vlaakith has started to exert her influence to other Battlemaster archetypes or Ranger taking the Horizon
mortal races in the material realm, particularly swaying Walker archetype. They focus their spell casting on
renegade Drow to her banner to root out Mindflayers in their spells that deal with Telepathy and Telekinesis
the Underdark. Silver Swords have a great respect for and rarely take spells from the expanded spell list. Like
Red Dragons and are instructed to never harm one. most Pact of Blade Warlocks they take the Thirsting
Blade Invocation as soon as they are able unless they
Background wise, most Silver Swords come from a have multiclassed to Fighter or Ranger and have
Soldier background and are recruited from the ranks of obtained the extra attack ability they also take
military units that have been decimated by Relentless Hex as soon as they are able as well,
Mindflayers, although Sages that have studied the Otherworldly Leap is also a common Invocation.
Astral plane or the Mindflayer race are also brought
into the fold. Alignments tend toward Lawful Evil and Pact of Tome wise, Silver Swords taking the Pact of
are never Goodly or Chaotic. Silver Swords have Tome choose whatever cantrips pique their interest,
recently seen an influx of Red Dragonborn who have some pick ones that hold a niche place in their day to
been specifically bred and raised by one of Vlaakiths day activity, other may choose them based on combat
servants for some unknown end. need or a particular area of magic they have become
interested in. If they multiclass they take up residence
Skill wise, Silver Swords are encourage by Vlaakith to as a Wizard, with the Schools of War, Evocation,
indulge their talents, whatever they may be, so each Abjuration and Divination being the most likely. Their
focuses on whatever skills most intrigue them, the only spells lists are geared more toward the telepathic
caveat is the skill must be mastered. They are also (psychic damage) spells and they usually add False
encouraged to seek out training in martial pursuits. Life and Blindness/Deafness from the expanded spell
list. Invocation wise, they take Aspect of the Moon and
Spell wise, Silver Swords master spells of telekinesis Maddening Hex as soon as they are able, Gaze of Two
(force) and telepathy (psychic) such as Eldritch Blast, Minds is also common as they become more adept at
Mage Hand, Cause Fear, Shadow Blade and Mind Telepathy.
Spike. Silver Swords also seek to master forms of
teleportation such as Misty Step and Dimension Door. Pact of Chain wise, Silver Swords following the Pact
They also master the Hex spell and incorporate it into of Chain are often gifted with a Pseudodragon as a
some of their battle tactics. When they utilise their familiar which is more red in colour than normal.
Eldritch Blast spells the blasts they create actually Silver Swords following this pact become adept at
resemble slivers of dagger-like glass, giving onlookers looking after and raising creatures to be used as
the impression that they are throwing glass daggers at security or mounts. Many find they have a latent
them. draconic power in their blood and multiclass as
Draconic Sorcerers but only ever to Red Dragon
Advancement wise, Silver Swords are keen to show bloodlines. Pact of Chain Silver Swords take Beast
their devotion to Vlaakith and seek to prove their worth Speech and Voice of the Chain Master Invocations as
to her Githyanki Knights. As such some branch out soon as they are able to as these strength the bonds
into Fighter or Ranger classes whilst others devote they create with animals they raise. For particularly
more time to scholarly pursuits and take up the Wizard powerful Pact of Chain Silver Swords, the Invocations
or Sorcerer classes. Vlaakith is supportive of this as it Sculptor of Flesh and Master of the Myriad Forms are
means her minions grow in power but are unlikely to also common.
gain enough power to actually oppose her. Ascendant
Step and Armour of Shadows are two of the most Equipment wise, if the Silver Sword has armour
common Invocations for Silver Swords to take as they proficiencies they use the best armour and weapons
mimic telekinetic shields and movement which are they can afford or that they can steal or scavenge. They
seen as a great boon from Vlaakith. As part of their are also expected to be self sufficient but also to be
training many take feats that provide Weapon skills or team players and work as a cohesive unit so all carry
Armour proficiencies and all are expected to be able to enough supplies to keep themselves as well as enough
use Great Swords, those taking Pact of Blade pick this to keep one extra person.
up at level 3 as part of their pact ability but those
*****
taking Pact of Chain or Tome take Weapon Master at
level 4 unless they already have an alternate means of
acquiring the proficiency such as the Githyanki racial
ability Martial Prodigy, Hobgoblins racial ability

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Concept 2: The Revenant. often have the Invocation of Armour of Shadows, Gaze
Revenant are in service to a God of Death such as the of Two Minds, Voice of the Chain Master and
Raven Queen or Kelemvor. All believe they are dead Whispers of the Grave using their powers to infiltrate
and given permission to walk the land to do their Gods and interrogate the ranks of the Undead. They make
will, acting as guides, confessors and avengers. They use of Feats such as Skulker and Dungeon Delver to
walk among the Undead and weed out their creators better infiltrate the places that Necromancers make
and destroy them utterly. Death holds no fear for them their lairs.
as they believe they are already dead.
Equipment wise, those taking the Pact of Blade wear
Background wise, all backgrounds can lead to armour and use whatever weapons best suits the
becoming a Revenant, the one common thread is that situation, whilst those following the pacts of Tome or
they died and at the moment of death they ask for more Chain appear unarmoured or lightly armoured, acting
time with the living and the Gods of Death answered, and dressing more subtlety. They all tend to have a
in exchange for their soul and service they could go small wagon containing supplies and equipment for
back to the realms of the living. Alignments are usually extended travel and set up a base of operations when in
Good or Neutral but they are never evil. a town.
Skill wise they focus on Arcana, Religion, Insight and
*****
Investigation to aid in their rooting out of
Necromancers and those that conspire with them. Concept 3: Hand & Eye.
The Hand & Eye are servants of Vecna the Ascended.
Spell wise, Revenants choose spells that aid in defence They serve as his will acting as cult leaders, assassins
such as Protection from Evil & Good and Armour of and agents of subterfuge. All are maimed with either an
Agathys and choose spells that undo those of the eye or hand missing, those that are truly favoured are
Necromancers such as Counterspell and Dispel Magic. missing both a hand and an eye. Vecna whispers
They also make use of cantrips that aid in melee such secrets to his followers and pushes them to uncover all
as Booming Blade or Green Flame blade as they prefer knowledge that is lost or forbidden. All are secretive
to engage the Necromancer foes in close combat. and conspiratorial in the extreme.
Advancement wise, Revenants take up the Ranger class Background wise, most followers are Acolytes or
becoming Hunters, Monster Slayers or Gloom Stalkers Sages but any who would swear fealty to Vecna are
and taking Undead as their favoured enemies and taken in and those that prove themselves capable are
become skilled at tracking the Undead back to their lair able to become Warlocks. Due to Vecna's influence all
to eradicate their creators. Other, more pious are Evil alignments.
individuals, choose to become Clerics of the Grave
domain. Skill wise, the Hand & Eye use Arcana and Religion to
formulate their rituals and give offerings and sacrifices
Pact of Blade wise, Revenants taking the Pact of blade to Vecna, most become skilled at Deception due to
become dangerous opponents that use the Hex spell to their proclivity for keeping secrets and hiding their true
curse their foes and hunt them relentlessly. They take nature but they find use for all skills and abilities.
Invocations such as Thirsting Blade, Relentless Hex
and Maddening Hex to confuse and harass their Spell wise, they focus on Necromantic spells. For
enemies. Many seek out training in combat techniques cantrips they take Mage Hand and either Chill Touch
taking feats such as Warcaster, Sentinel and Mage or Toll the Dead and those that have lost a hand find
Slayer. the necrotic energy flows from the stump of their arm
in the shape of a spectral hand when they cast Chill
Pact of Tome wise, those taking the Pact of Tome Touch. They are fond of creating Darkness and using
usually take Cantrips of Guidance, Resistance and Blindness/Deafness to hamper their foes.
Sacred Flame and act as divine emissaries of their God,
interrogating suspects, chronicling their crimes and Advancement wise, they are highly regimented and
using Sacred Flame to cleanse Necromancers with holy often gifted with titles reflecting their level of expertise
fire. They make use of the Feats Observant and with spellcasting and Invocations. Most Hand & Eye
Linguist in order to understand arcane tongues and multiclass to Bards of the College of Whispers, Wizard
decipher any cryptic messages. They commonly take Necromancers, Shadow Sorcerers and Clerics of the
the Invocations Eyes of the Rune Keeper and Devils Death Domain but sometimes Vecna has need of more
Sight. martial minded adepts and whispers secrets of other
classes. Many Hand & Eyes find a preternatural
Pact of Chain wise, those taking the Pact of Chain awareness fill them when they lose their eye and/or
often find themselves the dubious beneficiary of an hand and develop the feats Alert and Spell Sniper, the
Imp or Quasit familiar, the familiar serves faithfully constant whispering of secret knowledge they receive
but is often quite belligerent and they have what could from Vecna often leads to them also developing the
be best described as a Love/Hate relationship, the one Magic Initiate feat. Due to Vecna's influence many
occasion they seem to get on amicably is when they are
actively hunting down a Necromancer or Coven. They

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Hand & Eye who are missing an eye find they develop
Invocations such as Devil Sight and Eldritch Sight.

Pact of Blade wise, Hand & Eye followers that take the
Pact of Blade are most likely to have lost their hand
and often develop two weapon fighting techniques that
involve using a hook in place of the hand they lost,
often summoning wicked looking scimitars or stiletto
thin rapiers with their pact powers and fighting with
hook and blade. They develop the Dual Wielder Feat
and if they multiclass to Fighter or Bard College of
Swords, they take the Two Weapon fighting style.
Members of the Pact of Blade that still have both hands
develop into fearsome duellists using elegantly created
long swords, developing Duelling fighting styles and
taking the Defensive Duellist Feat or they become
engines of destruction using the pact powers to
summon large two handed weapons and pole-arms
taking the Great Weapon Master feat and the Great
Weapon Fighting style. They often take melee Cantrips
instead of ranged ones and they take the Invocations of
Thirsting Blade unless they have a multiclass feature
that gives them an extra attack, also when possible they
take the Life Drinker Invocation.

Pact of Tome wise, Hand & Eye taking the Pact of


Tome act as Vecna's scribes, researchers and ritualists
Those missing a hand use the Mage Hand cantrip to
help with their day to day lives. They select any
cantrips with their Pact of Tome feature that amuses
them or takes their fancy but usually take at least one
from either Druidcraft, Thaumaturgy or Prestidigitation
as they aid with some rituals and in blending in with
other magical societies which they plunder for magical
knowledge. Followers of the Pact of Tome are most
likely to multiclass to either Wizard Necromancer or
Cleric with the Death Domain. Most develop the
Invocation Aspect of the Moon and attain the title
"Sleepless One".

Pact of Chain wise, those taking the Pact of Chain are


referred to as "Formless Whispers" and they
act as assassins and spies. They are gifted with Imps as
familiars. They take Invocations such as Mask of Many
Faces, Bewitching Whispers, Maddening Hex and
Dreadful Word. Many have their blood transformed by
Vecna to awaken their inner shadows and they become
Shadow Sorcerers or Bards from the College of
Whispers and skulk in the shadows infecting people
with madness through the use of psychic attacks and
spells such as Confusion and Dissonant Whispers.

Equipment wise, the Hand & Eye dress in sombre and


respectful wizardly garb during their rituals and social
gatherings with other followers of Vecna. They dress
to blend in when adventuring or on "assignment" given
by Vecna. Hand & Eye seek to keep their true
affiliations hidden.

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*******************************************************
Pact of Tome wise, Couatl taking the Pact of Tome are
Celestial Concepts keepers of repositories of divine lore, be that libraries
of knowledge or information they keep in their mind.
*******************************************************
They offer teaching in matters they are masters of,
Concept 1: Couatl. usually for a reciprocal exchange, in the hopes of
Couatl are Celestial flying snakes and ancient beyond mutual enlightenment. Aside from the Invocation Book
years and guardians of secrets, promises and of Ancient Knowledge they also become versed with
knowledge long forgotten. They are few in number and Invocations such as Sign of Ill Omen and Mire the
they are gifted with fore-knowledge of their death. Mind. Should they multiclass to Divine Soul Sorcerer
During these times they seek out other Couatl to mate they focus on Clerical divination spells. They also
with but if such a search proves fruitless they may often gain the Skilled feat.
approach mortals of noble heart and intent and bestow
upon them a gift or blessing and confer upon them the Pact of Chain wise, Couatl taking the Chain pact are
title of Couatl and train them as a Warlock, bonding gifted with either a Sprite or a Pseudodragon familiar
the mortal to a role or particular service. and take the Invocation Gift of the Ever Living Ones as
soon as they are able and often manifest Devil Sight as
Background wise, all backgrounds can lead to being a side effect of their bonding with their familiar. They
chosen as a Couatl, Nobles are just as worthy as tend to function as ambassadors and diplomats. Using
Urchins and those of noble heart and intent can be their natural charisma and magical charms to elicit
found amongst those that would call themselves change and gain favourable outcomes. They often have
Charlatan or be branded Criminal. All are Lawful a touch of the Divine and develop the Lucky Feat.
Good in alignment. If they receive bonus languages
from their background they take Celestial in order to Equipment wise, those following the Couatl dress in
converse with the Couatl and other divine beings. snake skin and feathers and resemble tribal attires.
Most use simple weapons such as whips, sickles and
Skill wise, Couatl favour diplomacy over confrontation fang shaped daggers aside from those taking the Pact
and look for skills such the skills of History, Religion, of Blade which use their powers to summon a Rapier
Insight and Persuasion. or Spear. Armour is usually handed tooled and
engraved with leaf and tree motives. They carry
Spell wise, Couatl focus on spells from their expanded herbalist and medicine kits to tend to any wounded
spell list, setting themselves up as travelling healers. they find on their patrols.
They make use of Sacred Flame and Eldritch Blast to *****
harass foes from a distance.
Concept 2: Ki-rin.
Advancement wise, Couatl rarely multiclass but some Ki-rin are sometimes sent to protect sacred places and
take up the mantle of Paladin swearing Oaths of during these times they may act as conduits to the
Ancients, Devotion or Redemption or find their blood Celestial realms and recruit Warlocks to help protect
becomes infused with that of their Patron and awaken and defend the area. Many of these Warlocks feel a
as Divine Sorcerers and they favour the spells of the pull to go to a specific location, only realising once
Couatl; Detect Evil & Good, Detect Magic, Detect they arrive that they have a divine purpose or calling.
Thoughts, Bless, Create Food & Water, Cure Wounds,
Lesser Restoration, Protection from Poison, Sanctuary, Background wise, all background except Charlatan,
Shield, Dream, Greater Restoration and Scrying. Many Criminal and Soldier can feel the pull of the Ki-rin,
find themselves taking the Inspiring Leader and Healer they are all of pure of heart, having never killed or
feats seeking to promote peace and harmony as they commit a crime and Lawful Good in alignment. If they
travel or to provide a safe haven to people in need if gain bonus languages then they take Celestial in order
stumble upon a place the Couatl are guarding. They to converse with the Ki-rin and other celestial entities.
take Invocations such as Beguiling Influence,
Ascendant Step and Beast Speech creating friends of Skill wise, Ki-rin are focused toward Nature, Religion,
animals that act as their spies and making their homes Insight and Survival. They use their skills to protect the
in places that are hard to get to. natural world and educate others.

Pact of Blade wise, few are offered a Pact of Blade, Spell wise, they seek out and learn spells that offer
this is usually only given if the Couatl is charged with benefit to others, offering an array of Healing and
keeping a sacred place safe in dangerous lands where Protection Spells. They use Sacred Flame as their main
bandits or warlike creatures are present. They are the damage dealing spell and seldom take another.
most likely to take up the Paladin Oath, often staying
in an area long enough to vanquish a great evil before Advancement wise, the more time they spend in the
moving on, forever patrolling the land which they have presence and service of a Ki-rin the more the warlock
sworn to protect. They often take Invocations that emulates the noble beast, they seek out spells and
enhance their Eldritch Blast attacks as well as Eldritch abilities that mirror those of the Ki-rin such as Detect
Smite.

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Evil & Good, Druidcraft, Pass Without Trace, Calm Neutral Evil. If they gain bonus languages they Choose
Emotions, Dispel Evil & Good and Entangle. Some are Celestial, Infernal or Abyssal depending on the
attained via learning from the Ki-rin and achieving the Empyrean they are in service to and the role or task
Magic Initiate feat while others multiclass to Cleric of they are initially set.
the Nature Domain or Druid of the Circle of the Land
or Shepherd, some also multiclass to Ranger or Rogue. Skill wise, They focus on Arcana, Religion, Insight and
Persuasion and find use for both Deception and
Pact of Blade wise, those taking a Pact of Blade Intimidation in their dealing with the different planes
sometimes multiclass and take up the mantle of Ranger of existence.
Hunters or Monster Slayers and take Goblins, Orcs and
other evil humanoids as their favoured enemies. They Spell wise, they focus on spells that aid in battle such
traverse areas of natural beauty, driving away evil and as Armour of Agathys or Hold Person and spells that
cleansing the land. When they use their Pact ability to use radiant or fire damage such as Flame Strike or
summon a weapon they tend to manifest spears or Flaming Sphere.
rapiers. They tend to develop the Charger and Mobile
feats as they embody the Ki-rin in their combat Advancement wise, many that follow the Empyrean
techniques. For invocations they tend to take Lance of multiclass to Paladin and utilise a Maul as their chosen
Lethargy, Eldritch Smite and Thirsting Blade. weapon to honour their Empyrean Patron. Many take
the Great Weapon Master and Tough feats and use
Pact of Tome wise, those taking the Pact of Tome act Invocations such as Eldritch Spear and Agonising Blast
as mentors, oracles and seers and they provide to mimic/honour the Empyreans bolt attack.
divination spells and rituals for anyone that requires
them. They tend to choose Druid cantrips for their Pact of Blade wise, those taking up the Pact of Blade
bonus cantrips from taking the Pact of Tome and are act as executioners and Soldiers, they use their pact
most likely to multiclass to Cleric of the Nature ability to summon a Maul and if they have not
Domain or Druid Circle of the Land or Circle of the multiclass to Paladin they take Armour feats and
Shepherd. They commonly take the Invocations Aspect Invocations such as Eldritch Smite. If they do
of the Moon and Book of Ancient Secrets. They multiclass to Paladin then they take Oaths of
typically take Magical Initiate in Cleric or Druid and Vengeance and take Invocations such as Life Drinker,
Warcaster for feats. Grasp of Hadar or Mire the Mind and Armour Master
feats. Some following the Pact of Blade fall foul of the
Pact of Chain wise, those taking up the Pact of Chain Empyreans rages and multiclass to Barbarian taking
receive a Sprite as a familiar and they act as scouts and the Path of the Berserker or Zealot.
messengers. They typically multiclass to Ranger
Gloom Stalker or Rogue Skirmisher and take Beast Pact of Tome wise, those taking the Pact of Tome act
Speech and One With Shadows for Invocations and as the Empyreans vizier and chronicler. They travel
Skulker and Spell Sniper for feats. and spread word of the Empyreans deeds and
encourage people to align themselves with their patron.
Equipment wise, those following the Ki-rin dress in They take Aspect of Moon as an Invocation to better
colours that blend in with rural surroundings even serve their Patron. Those that multiclass to Paladin take
when in urban settings. Most use simple weapons such Oaths of Devotion or Redemption.
as Clubs, Staff or Daggers aside from those taking the
Pact of Blade which use their powers to summon a Pact of Chain wise, those following the Pact of Chain
Rapier or Spear. Armour is usually handed tooled and receive Pseudodragons or Celestial animals as
engraved with leaf and tree motives. They carry familiars. They serve as Judges and Law Makers, those
herbalist and medicine kits to tend to any wounded taking a multiclass to Paladin often seek out Griffons
they find on their patrols. or Pegasus as mounts. They take Invocations such as
Beguiling Influence and Gift of the Ever Living Ones
*****
and Feats such as Inspiring Leader.
Concept 3: Empyrean.
Empyreans are the celestial children of gods. Some Equipment wise, those following the Empyrean dress
may live in the Celestial planes, others may dwell on in ornate almost ceremonial looking armour use large
the Material planes, a rare few, evil Empyreans dwell Mauls, clubs and Staffs as weapons. They carry enough
in the Nine Hells or the Abyss. Some create children of equipment, potions, healers kits and food to keep
their own with mortals creating Divine Soul sorcerers, themselves and anyone else in their Patrons service.
other offer pacts of service and employ Warlocks.

Backgrounds, all backgrounds can be of service to an


Empyrean, evil ones may recruit from the Criminals,
Charlatans and Nobles, while a goodly one may offer
power to an Urchin, Soldier or Hermit. Alignments
match the Empyreans being either Chaotic Good or

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******************************************************* it wraps around them)
Level 2:
Great Old Ones Concepts Misty Step (which looks like the caster ripping a hole
I've added a "recommended" spell list for each of these through reality and stepping through it)
as they adhere to a particular flavour. Hold Person (which looks like a large hand sized
tendril of oil snaps out and grapple the target)
*******************************************************
Shadow Blade (which grows from the casters hand like
Concept 1: The Symbiote. a claw of oil)
(also see the homebrew version of the Symbiote Spider Climb (which looks like spider like limbs
Patron) sprouting from the caster)
Symbiotes seal their pact with Ghaunadaur known as Level 3:
"That which lurks", by letting a small fragment of their Fear (which manifests as the caster howling)
patron infest their physical body which spawns their Hunger of Hadar (which looks like the caster ripping a
Invocations and spell casting talents. They often have hole in reality which ripples through the air and
full conversations with the fragment of the Patron, coalesces at the desired point)
talking out loud and in two distinctly different voices Level 4:
and often refer to themselves as "we". Dimension Door (which looks like the caster ripping a
hole through reality and stepping through it)
Background wise, all backgrounds can lead to someone Evard's Black Tentacles (which look like oil spreading
becoming a Symbiote, some are Hermits that make from the caster to erupt as tentacles at the desired
their home in a cave where there is a portal to the Far point)
Realm, others maybe Sages that have studied Shadow of Moil (which looks like inky shadows
astronomy or astrology and their study has drawn the emanating from the caster and slash out in scythe like
attention of Ghaunadaur or a captive Soldier that begs protrusions when the caster takes damage)
for their life during a portentous moon. If they gain Level 5:
additional languages from their background they gain Far Step (which looks like the caster ripping a hole
Deep Speech, taught to them by their Patron. through reality and stepping through it)
Alignments tend toward Neutral and Chaotic, most end
up Evil but some retain a level of goodness and engage Advancement wise, Symbiotes become increasingly
in a war of wills and temperament with Ghaunadaur. blood thirsty, devious and self assured as they gain
more experience. Many multiclass to Rogue, Barbarian
Skill wise, Symbiotes learn Arcana and Intimidation or Ranger and a rare few take up the mantle of Bard
from their joining with their patron and display some and weave songs of despair and fear. As the Gods and
aggressive tendencies, otherwise their Patron lets them Nature itself are repulsed by them, none ever
develop in whatever way they see fit. multiclass to Paladin, Cleric or Druid, however, some
do manifest certain Druidic spells via Magic Initiate,
Spell wise, they manifest spells which are fairly blunt taking spells that draw on the Primordial nature of
and obviously, whenever they cast a spell part of their existence, those being: Primal Savagery (which
Patron manifests through the Warlock as a strange manifests as an elongated clawed hand dripping with
organic/liquid mass that oozes/flows out from them or black ichor), Thorn Whip (which looks like a oily
shoots out like a projectile. They have a limited group whipping tendril) and Longstrider (which manifest as
of spells that they can learn, these are: the casters legs elongating and being covered in oily
Cantrips: chitin). Symbiotes tend to manifest feats such as Magic
Blade Ward (which manifests as temporary plates of Initiate (as previously noted) Grappler, Observant and
black chitin) Tough as Ghaunadaur seeps into their body and mind,
Eldritch Blast (which manifests as spear like projectiles granting them extra strength, resilience and perception.
of blackness) All receive the Invocation Armour of Shadows &
Frostbite (which manifests as s spray of black oil from Devil's Sight first of all, when using Armour of
the casts mouth) Shadows the caster is covered from head to toe in a
Mage Hand (which manifests as a black oil soaked thick black oily hide and gives their face a horrific
hand connected to the caster by a long tendril) bestial appearance, this is Ghaunadaur manifesting
Level 1: around the Symbiote and they are never swapped out
Armour of Agathys (which looks like thick black plates for other Invocations.
of chitin and when they take damage, spear like
protrusions erupt out to damage the attacker) Pact of Blade wise, Symbiotes taking the Pact of Blade
Arms of Hardar (which look like tendrils of oil use their pact power to manifest horrific looking
erupting out of the caster) weapons composed of oily black chitin that seem to
Cause Fear (which manifests as the caster giving a merge with their own hands and arms. They manifest
howl) Invocations such as Thirsting Blade, Life Drinker,
Hellish Rebuke (which look like tendrils of oil erupting Relentless Hex and Otherworldly Leap to better close
out of the caster) with and damage their foes. Because of the ability to
Hex (which looks like a patch of oil slipping from the create weapons they seldom take the Magic Initiate
caster and slithering at speed towards the target where feat. They are most likely to Multiclass to Barbarian

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Path of the Berserker and revel in the savage brutality Background wise, all backgrounds are welcome, all
of their attacks or to Ranger Hunters and take pleasure have something to offer. Alignments are always
in hunting their prey. They often take the feats Tavern Chaotic and usually Neutral but sometimes a
Brawler (which manifests as elongated claws and particularly strong personality may sway it more to
fangs) and Mobile or take Ability Score Increases in Good or Evil.
Strength, Dexterity or Constitution. When they activate
their Armour of Shadows they resemble a Blue Slaadi Skill wise, Arcana and Deception come to the fore as
in shape except they retain their normal size and their the One of Many looks to arcane means to increase the
skin is more black than blue. amount of personalities in its gestalt and routinely
hides it true nature. However, the One of Many always
Pact of Tome wise, those taking the Pact of Tome often tries to find new souls with abilities, skills or
take the Druid Cantrips Primal Savagery and Thorn knowledge that it does not possess.
whip (as noted above) instead of taking the Magic
Initiate feat. They tend to find their minds enhanced Spell wise, They focus heavily on the Expanded Spell
more than their body and take feats such as Keen list and using Enchantments, Illusions and Psychic
Mind, Linguist or Warcaster. For Invocations they find damage as shown below;
their Devil's Sight further enhance by Eldritch Sight Cantrips:
and Eyes of the Rune Keeper (which transforms their Eldritch Blast (which manifests as bolts of pink/purple
eyes into large almond shaped eyes which are bolts of energy which emit a faint howl as they fly
completely white and lack pupils), Maddening Hex and through the air)
Aspect of the Moon. When they activate their Armour Friends
of Shadows they resemble a Green Slaadi except their Minor Illusion
skin is more black than green and they retain their Prestidigitation
normal size. Level 1:
Armour of Agathys (which looks like a chill, dark aura
Pact of Chain wise, those taken the Pact of Chain find of mist drifting from the Warlock)
themselves gifted with a Oblex Spawn familiar (See Cause Fear (which manifests as the caster giving a
Mordenkainens Tome of Foes), this familiar is part of howl)
the Warlock but can detach itself at the Warlocks Dissonant Whispers (the One of Many sends one of its
whim. Those taking the Pact of Chain act as Spies and insane personalities to whisper to the target)
Assassins, taking Invocations such as Mask of Many Hex (which looks like a pink/purple ghostly images
Faces, Gift of the Ever Living Ones, Master of the swirling around the target)
Myriad Form and Sculptor of Flesh. They are most Tasha's Hideous Laughter (the One of Many sends one
likely to Multiclass to Rogue Assassin or Mastermind of its insane personalities to whisper to the target)
or Bards of the College of Whispers. When they Level 2:
activate their Armour of Shadows ability they resemble Detect Thoughts
Death Slaadi but retain their normal size. They Misty Step (which looks like the Warlock vanishing in
typically take feats such as Actor, Skulker and Spell shadow and mist)
Sniper. Phantasmal Force (a personality reaches out and twists
the mind of the target)
Equipment wise, Symbiotes appear as normal common Shadow Blade (which grows from the casters hand and
folk, relying on their Invocations and spells to defend is formed of wisps of shadow and emits a faint howl as
themselves and only keep enough supplies to feed it moves through the air)
themselves for as long as it takes to get from one place Level 3:
to another. Clairvoyance (which manifests as the caster sending
one of its personalities off to spy)
*****
Level 4:
Concept 2: One of Many. Dimension Door (which looks like the caster ripping a
The souls of the damned, the fallen, the hopeless and hole through reality and stepping through it)
the insane make up the One of Many, some say they Dominate Beast (which manifests as a pink/purple
are the souls, or fragments of souls, of those that found energy reaching out and seeping into the targets head
their way into the Far Realm but could not find a way and the Gestalt overwhelms its mind and puppets it
out. They are a single physical body that is home to actions)
multiple souls. These souls work as a gestalt entity or Shadow of Moil
hive mind, each occasionally coming to the fore but all Level 5:
bringing something to the mix. It is not uncommon for Dominate Person (which manifests as a pink/purple
Warlocks of this type to talk to themselves or energy reaching out and seeping into the targets head
seemingly generate new powers or abilities and the Gestalt overwhelms its mind and puppets it
spontaneously, the reality is the new powers are just actions)
coming from a soul that was previously hidden. Telekinesis (which looks like pink/purple energy
caressing the target and emits a slight howl as it
moves)

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Advancement wise, One of Many multiclass often and power their body warps and eventually becomes a
for seemingly little reason, some may see a skill or writhing mass of worms that assumes a humanoid
ability used by another person and seek to obtain it, shape, the amount of power and experience required
usually by killing the person they observed, or a for this transformation to occur varies and is dependant
particularly powerful and unknown, soul in the Gestalt on the mortal servant and the will of the entity that they
may take control for a time. Invocations and Feats are serve.
those possessed by souls in the Gestalt and represent
particularly powerful souls in the Hive which may have Background, all Larva Mages are either Sages or
more influence than others. Favoured Invocations are Acolytes. For their bonus language they receive Deep
ones that enhance Eldritch Blast. Should it reach the Speech. Alignments are always Chaotic, they can be
stage to get a level 6 Mystic Arcanum then it selects Good or Neutral but the transformation process and
Soul Cage as it uses this spell to add new souls or worship of the Far Realm entity inevitably leads them
aspects of souls to its own Gestalt. to becoming Evil as their moral bias becomes warped
and aligns to the unknowable will of their patron.
Pact of Blade wise, those following the Pact of Blade
tend to have multiple powerful warrior souls in its Skill wise, all Larva Mages as skilled with Arcana and
Gestalt which usurp control more frequently than the Religion, the warping process of the Far Realm also
others and manifest weapons and strive to learn more leads many to become proficient with Insight,
combat orientated Feats and Invocations such as Investigation and Perception.
Martial Adept and Eldritch Smite and sometimes even Spell wise, Larva mages focus on spells of Divination,
multiclass to Fighter, Ranger or Barbarian. They are Enchantment and Necromancy as shown below;
likely to have the Alien Mind feat noted above. Cantrips:
Eldritch Blast (which manifests as a small ball of
Pact of Tome wise, those following the Pact of Tome worms and maggots that are projectile vomited at the
tend to have more scholarly souls such as Wizards, target)
Sorcerers and other Warlocks that dominate the Infestation (which manifests as worms and maggots
collective and focus on more arcane Feats and erupting from the ground and crawling over the target)
Invocations such as Magic Initiate, Book of Ancient Minor Illusion
Secrets and Aspect of the Moon. Some of these souls Poison Spray
even manage to manifest their prior schooling in Level 1:
Wizardly or Sorcerous classes and multiclass to Cause Fear (which manifests as the caster giving a
Wizard or Sorcerer. howl)
Dissonant Whispers
Pact of Chain wise, those following the Pact of Chain Hex (which looks like a stream of worms and maggots
have souls related to stealthy pursuits such as Rangers, vomited towards the target, that work their way into the
Monk and Rogue as the dominant souls in their targets nose, ears, eyes and mouth)
collective. They tend to manifest more sneaky Feats Level 2:
and Invocations such as Spell Sniper and One with Detect Thoughts
Shadows. For a familiar they get an Oblex Spawn (see Hold Person
Mordenkainens Tome of Foes) which operates as one Phantasmal Force
of the Gestalt identities being given a bit of autonomy. Level 3:
Due to their stealthy nature they often also manifest Clairvoyance
Invocations such as Mask of Many Faces where the Fear
other souls in the host body can temporarily transform Vampiric Touch
the host to appear as another soul in the collective. Level 4:
They also multiclass to Ranger, Rogue and Monk for Blight (which manifests as a mass of worms and
frequently. maggots rising up from the ground to consume the
target)
Equipment wise, the One of Many carries little no Dimension Door (which looks like the caster
equipment, relying on their skills and spells to provide dissolving into a pile of worms which disappear and
the things they need and caring little for anyone they reform at the desired location)
are travelling with. Dominate Beast (which manifests as a worm or maggot
that burrows into the targets ear)
*****
Level 5:
Concept 3: Larva Mage. Contact Other plane
The Larva Mage is a devout servant of a worm like Dominate Person (which manifests as a worm or
entity from the Far Realm, it is said some of these maggot that burrows into the targets ear)
entities can be contacted at specific times of the year Scrying
when comets of ill omen soar through the sky. The
warlocks slowly transform as they grow in power and Advancement wise, most Larva Mages remain
long to visit the Far Realm or bring the entity they Warlock throughout their lives, seeing little reason to
serve to the Prime Material Plane. As they grow in multiclass as they devotion to their entity is all
consuming. Most receive blessings from their entity in

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the form of feats such as Magic Initiate, Observant and Background wise, all backgrounds can lead to someone
Tough as well as Ability Score Increases and becoming an Illithid Spawn as slaves of all types find
Invocations such as Agonising Blast, Repelling Blast, their way to the Illithid cities. Should they gain
Ascendant Step and Devils Sight, should they reach languages from their background, they typically take
level 5 they must take the Invocation: Cloud of Flies. Deep Speech and/or Undercommon. Alignments tend
toward Lawful and the slavery they have endured
Pact of Blade wise, those taking the Pact of Blade rarely leaves them of Goodly demeanour.
conjure whips and scythes with their pact abilities.
They take the Thirsting Blade and Life Drinker Skill wise, the influence the Elder Brain has on them
Invocations as soon as they are able to and expand their leads to Arcana, Deception, Insight, Persuasion, Stealth
repertoire of Armour related feats. They are likely to and Investigation being the foremost skills at their
devolve/evolve into a Star Spawn Hulk or Mangler disposal. The only skill rarely taken is Religion as the
should they reach the Far Realm. Illithid view most religious thought as irrelevant.

Pact of Tome wise, Larva Mages taking the Pact of Spell wise they specialise in Divination spells, spells
Tome are scholarly even as they change form. that mimic Mindflayer attacks and spells that deal
Everything is to be catalogued and researched, mortals Psychic Damage as shown below;
are to be brought into the service of their worshipped Cantrips:
entity. They are likely to have the Invocations of Book Blade Ward
of Ancient Secrets and Aspect of the Moon but also Eldritch Blast (which manifests as a near invisible
invocations such as Bewitching Whispers and Dreadful blasts of force that emanate from the casters head)
Word. For Feats they take feats such as Resilient Friends
(Constitution), Warcaster and ability Score Increases or Mage Hand
feats that increase Constitution, Intelligence, Wisdom Level 1:
and Charisma. They are the most likely to Cause Fear (which manifests as a psychic scream)
devolve/evolve into a Star Spawn Larva Mage should Charm person
they reach the Far Realm. Dissonant Whispers
Level 2:
Pact of Chain wise, those taking the Pact of Chain Detect Thoughts
receive a Far Realm Worm as a familiar (treat as Imp Hold Person
but looks like a 12" long worm, flies with levitation but Mind Spike
does not have the shape changer ability and Phantasmal Force
understands Deep Speech instead of Infernal). These Shadow Blade
individuals are most likely to become Star Spawn Seers Level 3:
should they reach the Far Realm. For Invocations they Clairvoyance
take Relentless Hex and Maddening Hex, teleporting Fear
around their targets and causing psychic damage whilst Level 4:
they blast foes with their Eldritch Blast attacks. For Charm Monster
feats they take Ability Score Increases in Dexterity, Dimension Door (which looks like the caster becoming
Constitution and Charisma but also feats that grant invisible and appearing at their desired location)
abilities such as Sentinel, Spell Sniper and Warcaster. Dominate Beast
Level 5:
Equipment wise, Larva Mages dress in wizard robes Dominate Person
and appear covered form head to toe even going so far Scrying
as to sometimes wear a face mask. They carry sickles,
daggers and staffs for personal weapons but otherwise Advancement wise, Illithid Spawn are granted some
rely on spells to keep them safe. autonomy in how they develop but are steered away
from divine classes such as Paladin and Cleric. Some
*****
are pushed by their Elder Brain Patron into becoming
Concept 4: Illithid Spawn Bards of the College of Whispers and develop spells
Illithid Spawn are unfortunate individuals that have and powers that rely on psychic attacks and damage.
been enslaved by an Illithid (Mindflayer) for a period Rarely an Elder brain may push their thrall into
of time. They were due to be a host for an Illithid learning Arcane pursuits such as Wizard or Sorcerer,
tadpole, they escaped and are now free (or so they may this is rarely done as arcane spell casting may provide a
think) and look to master the skills, spells and abilities way for the thrall to escape their patronage. Illithid
they have been left with. The truth is that the Elder Spawn typically find their powers increased through
Brain of the Illithid city they escaped from is using Invocations such as Agonising Blast, Ascendant Step,
them as scout, it sees what they see and knows what Dreadful Word and Beguiling Influence. Their feat
they know and whispers its desires and wishes to them selection is typically ones that provide extra protection
in their dreams. such as Armour Proficiencies or provide more
knowledge such as Magic Initiate or Skilled.

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Pact of Blade wise, there are no specific weapons that fades within seconds of it disappearing, like a barely
those taking the Pact of Blade conjure, but they usually remembered dream. Many Priests are part of cults that
take feats which maximise their ability with a specific live on the coast or near the sea.
type of weapon; some may conjure weapons with the
heavy property and use the Great Weapon master feat, Background wise, cults of That Which Slumbers are
others may summon pole arms and take the Pole Arm made up of all types of people from all backgrounds.
Master feat. For invocations they also look to take Alignments are Neutral or Chaotic and mostly Goodly.
Otherworldly Leap and Thirsting Blade. If they gain bonus languages from their background
they gain Deep Speech and/or Primordial.
Pact of Tome wise, those thralls that are permitted to
take this Pact by the Elder Brain find themselves used Skill wise, Priests focus on Arcana, Religion, History
as gatherers of knowledge and spell craft which the and Investigation as they research locations of ancient
Elder Brain uses to increase and perfect its own temples and devise rituals to contact That Which
defences. The thrall becomes a master of Eldritch Blast Slumbers.
attacks and typically manifests the Magic Initiate Feat
in Warlock (gaining Hex as a level 1 spell and Spell wise, Priest manifest spells of Enchantment,
Prestidigitation and Minor Illusion as bonus cantrips) Illusion and Divination, they visit people in dreams and
and then gaining the Maddening Hex Invocation conjure their nightmares and use water to aid them as
alongside the usual pairing of Book of Ancient Secrets shown below:
and Aspect of the Moon. Cantrips:
Eldritch Blast (which manifests as a blasts of water)
Pact of Chain wise, the Elder brain typically permits Friends
them to choose a normal familiar so as not to draw too Mage Hand
much attention, however they do occasionally grant Minor Illusion
their thralls following the Pact of Chain a dominated Level 1:
Imp, Quasit, Sprite or Pseudodragon as a familiar. Armour of Agathys (manifests as blasts of frigid water
Those following the Pact of Chain find themselves whenever the caster is hit)
used as spies and general information gatherers and it Cause Fear (the caster summons a forgotten nightmare
is not unusual for Illithid raiding parties to follow in in the target)
their wake. They are the most likely to be allowed to Hex (which manifests as water that flows around and
Multiclass to Bard College of Whispers and given the over the target)
most freedom to develop "naturally", they are also the Dissonant Whispers
least likely to feel the manipulation of the Elder Brain. Level 2:
Detect Thoughts
Equipment wise, the Illithid Spawn must scavenge, buy Mind Spike
or steal what they need as the Elder brain does not Misty Step (the caster appears to turn to water and
provide anything. This can lead to the spawn dressing splash to the ground before bubbling up in a desired
in ways which most common folk would consider location)
adventuring gear, wearing battle tested armour, Phantasmal Force
weapons that have seen many battles and back packs Shadow Blade
full of potions, treasure and survival gear, Level 3:
Enemies Abound
*****
Fear (the caster summons a forgotten nightmare in the
Concept 5: Priest of that which Slumbers Beneath the target)
Waves. Level 4:
(Waves in this case is an allegory, consider being Dimension Door (the caster appears to turn to water
above the waves as conscience/awake and beneath the and splash to the ground before bubbling up in a
waves to be unconscious/asleep, so "That which desired location)
slumbers beneath the waves" can mean an entity that Dominate Beast
dwells in sleep or dreams as well as an entity that Level 5:
sleeps at the bottom of an ocean) Dream
The Priest serves a Primordial God, known only as Scrying
"that Which Slumbers Beneath the Waves", no
physical description of That Which Slumbers exists. Advancement wise, the Priests remain Warlocks unless
This is sometimes interpreted literally as a God that is they receive a vision from That Which Slumbers.
asleep at the bottom of an ocean but is also known as a Sometimes this manifests as a power in their blood and
God that exists in dreams. That which Slumbers is seen they develop into Storm Sorcerers, other times they
as a benevolent God of old and was created when the may manifest as other forms of spell casting and they
first mortals had their first dreams. That which become Druids of the Circle of the Land taking Coastal
slumbers sometimes appears to the most devout for their Circle spells or as Rangers with Coastal or
followers and bestows gifts of knowledge and aid to Ocean as favoured terrains/natural explorer. All priests
them, when it does manifest, the actually form it adopts that attain 5th level are given the Gift of the Depths
Invocation and most take Beguiling Influence and

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Armour of Shadows as soon as they are able to do so as
well.

Pact of Blade wise, those Priests taking the Pact of


Blade manifest finesse style weapons and often find
work on ships either as merchant sailors, navigators or
pirates. They are most likely to multiclass to Ranger.
They take feats such as Dual Weapon Fighting, Athlete
and Mobile and Invocation such as Relentless Hex and
Beast Speech. The Priests taking the Pact of Blade tend
to act as roving guardians that protect the cults sacred
places and safe havens.

Pact of Tome wise, those Priests taking up the Pact of


Tome take cantrips such as Shape Water, Druidcraft,
Vicious Mockery and Prestidigitation. They become
cult leaders and organise rituals and gatherings of the
faithful. They take feats such as Inspiring Leader,
Linguist and Healer, they receive Invocations such as
Book of Ancient Secrets. Agonising Blast and Eldritch
Sight. Those that Multiclass to Druid act as cult
healers.

Pact of Chain wise, those Priests taking the pact of


Chain become the cults field researchers and
archaeologists. They are gifted with a familiar of their
choice but usually take Pseudodragons. They favour
feats such as Dungeon Delver, Skulker and Spell
Sniper and Invocations such as One with Shadows,
Gift of the Ever Living Ones and Voice of the Chain
Master.

Equipment wise, Priests usually appear unarmoured


and lightly armed so as not to draw attention to cult
activities as many religions would not understand or
tolerate their cults activities. When travelling they are
well equipped to traverse whatever domain they need
to venture through with enough supplies to get where
they need to go plus a few extra days worth.

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*******************************************************
Pact of Chain wise, those taking the Pact of Chain
Archfey Concepts receive Sprites as Familiars. They perform
impersonations and general buffoonery and are most
*******************************************************
likely to commit crimes and frame someone that is
Concept 1: Jesters. marked for Hyrsam's justice, they make use of Mask of
Jesters serve Hyrsam; the Prince of Fools. They Many Faces and the Actor feat to accomplish this and
perform satire and comedy, create pranks and jokes often multiclass Rogue Mastermind to improve their
and live to bring joy to some and painful justice to impersonations. They also make use of the One with
others, justice can be meted out to someone for Shadows Invocation and spells such as Misty Step and
seemingly frivolous reasons as dictated by Hyrsam. Dimension Door to escape potentially problematic
Most wear some form of mask to hide their features. situations.

Background wise, Jesters come from Criminal, Equipment wise, Jesters dress in colourful and
Charlatan, Entertainer, Folk Hero and Urchin flamboyant attire and wear hoods and masks that
backgrounds, Hyrsam generally seeks out those who conceal their true faces. They often appear as a
are down trodden or natural performers. Most Jesters distraction to draw the eye. They favour small or
are Chaotic alignment and generally Goodly as they finesse weapons. They also usually travel with a small
exist to bring joy and justice, justice usually coming at troupe of performers to put on plays, skits and
the expense of someone's dignity but some Neutral and performances.
Evil Jesters exist. *****

Skill wise, Jesters are skilled with Deception, Concept 2: Wands of Mab.
Intimidation, Persuasion, Athletics, Acrobatics and Wands are servants of Mab; Queen of the Fairies
Performance, they use their skills to amaze and scare, (Pixies and Sprites specifically). They act as emissaries
enthrall and entrance. Thy find little use for more between the Fairies and the mortal realms and also act
academic skills. as protectors, seeking out threats such as Ettercaps and
helping communities of fairies to thrive.
Spell wise, they specialise with Enchantment spells and
psychic damage such as Charm Person, Dissonant Background wise, Wands come from all sorts of
Whispers, Hold Person and Shadow Blade. backgrounds, many are chosen by Mab at the moment
of their birth and she appears to them at some point in
Advancement wise, Jesters sometimes find Hyrsam their childhood or young adult hood and offers them
gifts them with training to multiclass to Bard or the chance to join the ranks of her followers.
Rogues. Most take the Actor and Lucky feats and Alignments are always Chaotic Good as Mab is a
Beguiling Influence and Mask of Many Faces beneficial Fey. If they gain bonus languages from their
Invocations as soon as they are able to and also seek background they receive Sylvan.
out training with Tinkers and Thieves tools, Alchemist
Supplies, Herbalist and Poisoners Kits if they do not Skill wise, Nature, Arcana and Investigation are the
get them via their Background in order to better main tools of the Wand, they also find use in skills
infiltrate and set up anyone targeted for Hyrsam's brand such as Medicine and Persuasion.
of justice.
Spell wise, they focus on spells that aid in
Pact of Blade wise, those taking the Pact of Blade transportation (such as Misty Step and Dimension
manifest finesse weapons with their pact power, Door) and enchantment (such as Charm person and
favouring thin and elegant looking weapons. Many Dominate Person) or that mimic the spells of Pixies
multiclass to Bard College of Swords or Valour rather and Sprites (such as Dispel Magic, Fly and
than take the Thirsting Blade Invocation and they Invisibility). They typically choose their cantrips from
prefer an acrobatic/balletic style of combat and take the Eldritch Blast, Friends, Minor Illusion or
Armour of Shadows Invocation so they can remain as Prestidigitation.
unencumbered as possible.
Advancement wise, being a Warlock of Mab is seen as
Pact of Tome wise, those taking the Pact of Tome live a badge of honour so most remain solely Warlock and
by the motto "the quill is mightier than the sword" and only multiclass if they fall out of favour with Mab. The
write scathing comedies, stories and satire and put on Invocations Beguiling Influence, Eldritch Sight and
plays and shows about notable people, those that are Devil's Sight are taken as soon as possible to better
marked by Hyrsam find they are the main protagonists interact with the Pixies and Sprites and aid with finding
in these epics and they are enshrined for all time in their communities as well as in locating portals to and
printed or performance form as lazy, witless and from the Feywild. Their connection to Mab also means
clumsy individuals. They often multiclass to Bard of they often develop preternatural senses and feats such
the College of Lore or Glamour. They favour as Alert and Observant.
Invocations such as Bewitching Whispers and Dreadful
word along side Book of Ancient Secrets.

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Pact of Blade wise, those taking the Pact of Blade are something that makes him lucid again. A merchant
more akin to Sprites than Pixies in their temperament, whose child is deathly ill might go to the hag for a
acting as protectors and use their pact ability to cure, Alignments vary but most end up becoming evil
summon long swords that look like enlarged versions as the Hag Coven demand more and more obscene or
of those used by Sprites. The often take the Invocation: malicious service from their new pawn. If they gain
Improved Pact Weapon and use it to also manifest their bonus languages from their background they gain
weapon as a Sprite style Short Bow. They usually seek Sylvan, if they gain more than one then they can also
out Sprites and learn the art of Poison making taking choose from Abyssal, Draconic, Infernal or Primordial
the feat: Skilled and learn proficiency in Poisoners depending on which Hags make up the coven.
Kits, Herbalist Kits and Alchemist Supplies and coat
their weapons in Sprite style poisons or take feats such Skill wise, Hag Prizes all develop skills independently,
as Crossbow Expert, Charger or Sharpshooter to aid the Hags themselves rarely care what skills or abilities
with combat. their Prizes have when they come into service, they
care only what their Prize becomes.
Pact of Tome wise, those taking the Pact of Tome are
akin to Pixies, being generally peaceful and less Spell wise, Hags provide training in spells that the
aggressive than Sprites. They are given Druidcraft and Coven knows to further aid in their prizes fall from
Dancing Lights as two of their bonus cantrips and are grace. Spells that they can teach are: Minor Illusion,
permitted to select a third of their choice. They Sleep, Hold Person, Ray of Enfeeblement,
typically take Book of Ancient Secrets, Aspect of the Counterspell, Contact Other Plane and Scrying and
Moon and Dreadful Word as Invocations as soon as they usually insist their Prize learn at least one of these
they are able. They favour feats such as Warcaster or spells at each level, the Prize is otherwise free to learn
Ability Score Increases. whatever other spells they desire. The Hags also
usually insist the Prize learn the Hex spell as it is seen
Pact of Chain wise, those following the Pact of Chain as the first step in twisting the Prizes moral stance.
receive a familiar dependant on their temperament, They rarely teach Eldritch Blast, only bestowing that
with those who are more aggressive receiving a Sprite spell to Prizes that offer up something of value in
and those of more placid demeanour receiving a return.
normal animal or Psuedodragon. They act as
messengers and scouts and usually take the Sculptor of Advancement wise, Hag Covens keep a tight reign on
Flesh Invocation to aid with traversing areas quickly their Prizes and only permit them to multiclass if they
and the One with Shadows Invocation to aid with strike a further bargain or provide something of value
watching interlopers or aiding with Sprite ambushes. (which also likely means the Prize slides into
They use feats such as Spell Sniper and Mobile to take degeneracy a little more). Hag Covens provide training
advantage of hiding spots and strike at targets that may in Magic Initiate and the Actor feat in order to further
be using cover themselves. bind the Prize to the coven and make them mimic the
powers of the Hags, combinations taught for Magic
Equipment wise, Wands of Mab seldom wear armour Initiate are:
or carry weapons and rely on spells for defence and Annis Hag (Bard List, gain: Friends, Minor Illusion
offense, many utilize wands as a magic focus and carry and lvl1 spell Disguise Self)
several in case of mishap. They are usually festooned Bheur Hag (Sorcerer list, gain: Frostbite, Ray of Frost
with scroll tubes and maps as well as potions and cantrips and lvl1 spell Ice Knife)
trinkets. Green Hag (Bard list, gain: Minor Illusion, Vicious
Mockery and lvl1 spell Silent Image)
*****
Night Hag (Wizard list, gain: Dancing Lights,
Concept 3: Hag Prize. Prestidigitation and lvl1 spell Magic Missile)
Hag Prizes are people that have sworn service to a Sea Hag (Wizard list, gain: Shape Water, Toll the Dead
coven of Hags, the reason for doing so varies wildly and lvl1 spell Cause Fear)
but most have taken service as payment for some Hags usually teach two Invocations from the following
exercise of the Hags power, the only commonality is : Eldritch Sight, Mask of Many Faces or Thief of Five
that the price the hag desired was the petitioner giving Fates to the new Warlock and do not offer them
them a life time of faithful service, which they then use alternative Invocations unless the Prize offers up
to pervert the petitioners ideals and morals. Most something of value, should their Prize reach level 5
people that end up as Hag Prize suffer a life of constant they must also accept the Invocation: Gift of the
demands and mistreatment and a battle to retain Depths.
whatever moral code they were brought up with.
Pact of Blade wise, those taking the Pact of Blade are
Background wise, all backgrounds can lead to people used as Coven guards and enforcers who make sure
coming into the service of a Hag Coven, a farmer with people who owe the Hags make their
a philandering spouse might seek out the local hag for payments/sacrifices in a timely fashion. They typically
a potion to make the spouse faithful again, the mayor conjure slashing weapons with their pact ability but are
with a demented father might ask the hag for free to choose a weapon they prefer. They are usually
taught the combat Invocations of Life Drinker and

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Relentless Hex and are expected to become competent gain addition languages from their background they
fighters and guardians by learning combat feats such as can choose Sylvan or Goblinoid.
Dual Weapon Fighting, Armour Proficiencies or Great
Weapon Master. Skill wise, Hoggles are focused on Deception and
Investigation but also look for training in Sleight of
Pact of Tome wise, those taking the Pact of Tome are Hand, Stealth and Perception.
used as bookkeepers and keep track of all visitors,
bargains and threats, they are taught the magic of the Spell wise, they focus on spells that aid with remaining
Green Hags, receiving the cantrips: Dancing Lights, unseen and teleportation such as Invisibility, Misty
Minor Illusion and Vicious Mockery. The Coven offer Step, Spider Climb and Dimension Door. They favour
to teach the Prize the invocation Book of Ancient Damaging cantrips and try to save their spell slots for
Secrets and permit them to then learn any ritual spells use on their teleportation and invisibility.
they come across, most Covens will happily teach their
Prize various rituals for their Book of Ancient Secrets, Advancement wise, Hoggle is happy for his Warlocks
as long as the Prize can pay the right fee of course. If to advance in whatever way they deem appropriate but
they rise to a level high enough to learn new as they gain in character levels (regardless of class)
invocations, those taking the Pact of Tome are also they are expected to make a sacrifice of trinkets and
taught the Invocations Sculptor of Flesh and Sign of Ill charms to him, these are usually placed in some dark
Omen to further bind them to the Coven. Many Prizes and dusty attic or cellar where a Boggle will fetch it at
study with the Coven to learn the Magic Initiate and a later date. However, Hoggle usually teaches his
Warcaster feats. Warlocks Armour of Shadows (which manifests as a
slick, oil like covering) and Devils Sight as their first
Pact of Chain wise, those taking the Pact of Chain are invocations and if they attain level 5 Warlock they are
"gifted" with mischievous Imps or Quasits as familiars. taught the Invocations One with Shadows. Regardless
They are used as "promoters" and are sent out into of the Pact they choose, all of Hoggles Warlocks are
nearby towns and cities to whisper about the benefits expected to behave like Boggles (see Volo's Guide to
gained from bargaining with the Hags and to also Monsters).
monitor and divert potential threats from the authorities
or other roving "adventurers". Many taking the Pact of Pact of Blade wise, Hoggles that take up the Pact of
Chain are taught the Invocations Beguiling Influence Blade summon small weapons such as daggers, clubs
and Gift of the Ever Living Ones. Those taking the and short swords using their pact ability. If they have
Pact of Chain are also offered training in the feats such the Hex Spell then they take the Relentless Hex
as Skilled, Linguist, Observant and Keen Mind to help Invocation as soon as they are able to do so. For feats
with tracking and listening in to other people and they typically take Mobile and Skulker and lurk in
learning their secrets and motivation. shadows wherever possible to attack from ambush.

Equipment wise, the Hags care little for their Prizes Pact of Tome wise, Hoggle does not care which
appearance or quality of their equipment, so it is down Cantrips his Warlocks who take the Pact of Tome learn
to individual Prizes to maintain their equipment and but he does try to steer them away from Dancing
buy what they need. Most Covens will have a stash or Lights and Light as they make it harder for his Boggles
two of potions and spell scrolls that their Prizes can to do their work. He is happy for his Warlocks to learn
buy. Book of Ancient Secrets and knows all ritual spells and
personally scribes the first two rituals into the book but
*****
does not provide any other rituals to them and advises
Concept 4: Hoggle. them to seek out and steal what they need. Many taking
Hoggles serve an Archfey known as Hoggle the Boggle the Pact of Tome become skilled with the Misty
Lord, Ruler of the Bog of Eternal Stench. Hoggle Visions Invocation and take Ability Score Increases or
appears as a Dwarf sized creature festooned with the Skilled Feat to increase their proficiency.
trinkets and charms which his Boggle servants fetch
and steal for him and is obsessed with killing small Pact of Chain wise, Hoggle gives his followers who
fairies (Pixies and Sprites) which he thinks of as "nasty take the Pact of Chain a miniature Boggle as a
little blighters", it is said he also has an uneasy Familiar, this function as a normal Boggle but the size
relationship with various Goblinoids and an entity changes from Small to Tiny and hit points changes to 9
called Jar'eth; the Goblin King. It is said that Hoggle (2d6+2). Many take the Invocation: Mask of Many
knows the way through all Labyrinths. Faces and feats such as Actor and Alert. Warlock of
the Pact of Chain are often given assignments where a
Background wise, all backgrounds can lead to someone more intense boggle haunting is required.
becoming a Warlock in Hoggles service, most are
brought to his attention, or become aware of his Equipment wise, Hoggles end up with bags of trinkets
presence, by exposure to a Boggle. Most followers are and charms that they have "acquired" during their
Chaotic and/or Neutral in alignment and should they travels. The seldom wear armour as their Armour of
Shadows provides them with all the protect they need.
They use whatever simple weapons they like but

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favour damaging cantrips. They also carry more than gods). They take feats and invocations to aid with
enough supplies to get from one location to another. ambushes but are surprisingly good at rallying Goblins
and usually manifest the Inspiring Leader feat.
*****

Concept 5: Gobshite. Pact of Tome wise, those taking a Pact of Tome are
Gobshite (which means a foolish or incompetent used as note takers and keep registries of people who
person) are in service to Jar'eth, the Goblin King. have contacted Jar'eth and what wishes were made and
Jar'eth dwells in a place called the Goblin City, which what may be owed for any favours. When the Pact is
exists in the middle of a labyrinth of ever changing taken Jar'eth arranges for them to learn whatever
walls somewhere in the Feywild. It is said that anyone cantrips they desire and if they take the Book of
that knows the correct incantation can ask a single wish Ancient Secrets Invocation then they are also given
of Jar'eth and he will comply and, for good or ill, access to people that can teach various rituals,
arrange for it to come true. Goblins are his servants and normally at some form of cost, these teachers are
he allows them to live in and maintain his city, Jar'eth people that owe Jar'eth some form of payment for a
himself is not a goblin, nor does he actually look prior service he has provided. They favour Invocations
vaguely goblin so it is a mystery why the goblins serve and feats that grant more spells such as Magic Initiate,
him so willingly. Jar'eth has an uneasy truce with Book of Ancient Secrets, Sign of Ill Omen and Spell
Hoggle, the Boggle Lord. Any Goblin that dwells in Sniper.
the Goblin City for any length of time become a Fey
version of Goblin called a Gobshite, much like the Pact of Chain wise, those taking the Pact of Chain are
Eladrin are Fey versions of Elves. The fact the Jar'eth the most common in Jar'eths service and are usually
refers to his warlocks as Gobshites leads some to gifted a Pseudodragon or a Sprite that are indebted to
wonder whether he actually likes his servants or not, a Jar'eth for some reason. Most Warlocks taking this Pact
common activity for his warlocks is to travel the are sent into the Material plane to locate suitable tribes
material plane and kidnap goblins and bring them to of goblins that may be swayed to Jar'eths service and to
the Goblin City. occasion kidnap particularly important people for
ransom or sometimes just for the amusement of seeing
Background wise, anyone can stumble upon the if they can survive the labyrinth that surrounds the
incantation to contact Jar'eth so all backgrounds are Goblin City. They normally look for Invocations and
present within his ranks. Alignments vary but are all Feats that aid with their mobility and Sneakiness such
Chaotic. If a background provides bonus languages as Skulker, One with Shadows and Mobile.
then they can choose either Sylvan or Goblin.
Equipment wise, Gobshites are usually dressed in
Skill wise, Gobshites in service to Jar'eth focus on ramshackle attire that is looted or stolen during their
Deception, Intimidation and Investigation but also find day to day activities and they have numerous weapons
use with Arcana and Nature to find and manipulate of varying quality stashed on their person. They carry
portals to and from the Feywild. whatever they need for their own survival and are
usually reluctant to help others unless the need is dire.
Spell wise, Jar'eth teaches his warlocks to focus on
illusion and manipulation spells such as Minor Illusion,
Illusionary Script, Phantasmal Force and Mirror Image.

Advancement wise, Jar'eth teaches his Warlocks the


benefits of misdirection and allows them to multiclass
to Wizard Illusionist, Bard College of Glamour and all
types of Rogue except Assassin. The first Invocations
Jar'eth offers his warlocks are Mask of Many Faces and
Misty Visions, each warlock must then petition him for
other Invocations. Gobshites find use in most feats and
if they take ability score increases focus on Dexterity
and Charisma.

Pact of Blade wise, those taking the Pact of Blade are


few as warlocks in service to Jar'eth become just as
cowardly as Goblins so rarely look to fight directly
unless they outnumber their foe. Those that do exists
typically use their pact ability to summon weapons
such as whips, spears, clubs, short swords and daggers
that appear to be crude and of goblin manufacture. The
tend to become leaders of goblin raiding parties and
easily become leaders in Goblin communities (much to
the chagrin of shamans and witchdoctors of the Goblin

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******************************************************* Savage Attacker and Invocations such as Thirsting
Blade, Life Drinker and Improved Pact Weapon.
Fiend Concepts
I've tweaked the expanded spell lists a little to reflect Pact of Tome wise, those taking the Pact of Tome are
different types of fiends that offer pacts. The concepts rare as most Draegloth are not too scholarly, some do
here also take on a bit more o a dictatorial tone as the allow it and bestow a book containing damaging
Fiends keep more of a tight reign on their Warlocks, cantrips such as Fire Bolt, Ray of Frost and Sacred
hence Invocations are a little more restricted. Flame or other cantrips from the Cleric list. If this pact
is offered it is usually so that they can send followers
*******************************************************
into temples and religious societies that revere Lolth
Concept 1: Draegloth Patron. and twist and pervert their teachings and they are often
Sometimes Draegloth slip free of the shackles that bind taught Magic Initiate in the cleric class as well to
them to Drow Noble houses in the Underdark and flee further enhance their subterfuge.
to the Abyss or hidden places on the Prime Material
plane. If a Draegloth becomes particularly powerful Pact of Chain wise, those taking the Pact of Chain are
they may start to reach out to mortal servants and grant gifted with a Quasit familiar and used as diversions,
them powers and abilities if they prove particular loyal they are sent out into the blood war to goad enemy
or amusing. They mostly seek to lure Drow and Half units and lure them into traps. They often take the
Drow to weaken Lolth but will accept any mortals that Mask of Many Faces, Gift of the Ever Living Ones and
are willing to serve or that it can intimidate into serving Voice of the Chain Master to enhance their bond with
him. their familiar and aid with their duties, often
impersonating ranking demons or devils in opposing
Background wise, all backgrounds can draw the eyes units and putting on defaming performances. They also
of the Draegloth. Alignments tend to vary but take Invocations that enhance their Eldritch Blast or
inevitably end up Evil and/or Chaotic as the Draegloth Hex spells and they favour Ability Score Increases and
demands a blood thirsty worship from its Warlocks. If Feats which boost their Dexterity or Constitution.
a background gives bonus languages they gain Abyssal
in order to speak with their Patron. Equipment wise, most in service to a Draegloth find
they are left to their own devices when it comes to
Skill wise, Warlocks in service to a Draegloth display equipment and they have to purchase or scavenge for
Intimidation and Arcana skills but all skills can be of what they need.
use in service.
*****

Spell wise, The expanded spell list for Warlocks of a Concept 2: Rakshasa Slave.
Draegloth are slightly amended to bring them into line Some Rakshasa employ mortal slaves as scouts and
with a Draegloth abilities but the level based abilities informants, they gift the slaves with a sliver of power
for a warlock remain the same. just to show them how dominant the Rakshasa actually
Exapnded Spell List: are over the lesser races. However, all Rakshasa are
lvl1: Command, Faerie Fire forever vigilant of their charges and watch for any sign
lvl2: Darkness, Spider Climb that they have grown too powerful and may be trying
lvl3: Bestow Curse, Gaseous Form to usurp the Rakshasa's control, in those instances other
lvl4: Blight, Confusion slaves may be dispatched to eradicate the errant slave.
lvl5: Cloudkill, Hallow As the Slaves gain experience they are teased and
Warlocks are "encouraged" to take the spells from the tested, in order to gain a particular Invocation the slave
expanded spell list in preference to other spells but the may have to learn a spell first, this is all part of the
Draegloth happily teaches his Warlocks the Eldritch Rakshasa toying with their slave. For those enslaved to
Blast or Chill Touch Cantrip. a Rakshasa their lives become one of a daily battle of
wits with their master.
Advancement wise, Draegloth jealously monitor their
Warlocks and if one wishes to multiclass it will have to Backgrounds, all backgrounds can be of use to a
demonstrate how such a act would be beneficial to its Rakshasa, some merchants find themselves
Patron. The Draegloth teaches his Warlocks Devils manipulated and bought out, Nobles find their
Sight and Eldritch Sight as their first Invocations but daughters now wed to the Rakshasa, Urchins may find
are allowed to switch this out at later levels if they themselves picked up by a slaving party and Charlatans
need to. Many manifest the Tavern Brawler feat and may find the customer they duped has been duping
find their hand develop claw like nails (and deal them all along. Alignments vary across the spectrum
slashing damage instead of bludgeoning with their but all must obey the Rakshasa and the Rakshasa revels
unarmed strikes). in the misery its orders bring in its slaves. If a
background gives bonus languages they gain Infernal.
Pact of Blade wise, those offered the Pact of Blade
manifest weapons that deal large amounts of damage, Skill wise, Rakshasa care little about what skills their
favouring heavy two handed weapons often matching slaves have and let them develop freely but do keep a
them with feats such as Great Weapon Master and

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discrete tab on any slaves they think are becoming too infiltrators who are to report back to a Warlock of the
powerful. Pact of Tome in order to create detailed maps of
building and profiles of individuals. Many find
Spell wise, Rakshasa teach their slaves spells that themselves steered toward multiclassing to Rogue
mimic the spells and abilities of the Rakshasa and their Thief or Mastermind to aid in their infiltration.
expanded spell list reflects this.
Exapnded Spell List: Equipment wise, those serving the Rakshasa use a "you
lvl1: Detect Magic, Disguise Self keep what you kill" mentality with armour, weapons
lvl2: Alter Self, Detect Thoughts and general equipment being looted/stolen from other
lvl3: Nondetection, Protection from Energy people or shops and no two slaves will be dressed the
lvl4: Compulsion, Greater Invisibility same. This mentality keeps the slaves at their peak and
lvl5: Dominate Person, Infernal Calling also serves to divert their attention to other slaves and
Their slaves are expected to learn the following spells: away from thoughts of usurping the Rakshasa.
Charm Person, Fly, and Major Image, Should they
*****
grow powerful enough to earn a Mystic Arcanum then
they gain True Seeing for the level 6 Arcanum and Concept 3: Ambassador of Titivilus.
Planeshift for the Level 7 Arcanum, it is also about the Sometimes mortals try to contact the Archdevil
time they earn their first Mystic Arcanum that the Dispater, Lord of the 2nd layer of Hell only to have
Rakshasa start to plot the demise of their slave, few their call answered by Titivilus, his 2nd in command.
slaves live long enough to claim their level 8 or 9 Titivilus is a master of word play and easily
Arcanum. manipulates most mortals into selling their souls to him
instead of Dispater.
Advancement wise, Rakshasa are happy for their slaves
to multiclass, as they rationalize it as the Background wise, all backgrounds can lead to someone
more classes they take the less the risk they will trying to make contact with Dispater/Titivilus as can all
become powerful enough to challenge the Rakshasa. Alignments, however over the course of their service
The Invocations Eldritch Sight and Mask of Many most find their alignments drift to Lawful Evil. if a
Faces are only given to those slaves that learned Detect background grants a bonus Language they gain
Magic and Disguise Self as part of their "benevolent" Infernal in order to speak with their Patron.
reward system and also to make their slave jump
through hoops to earn a reward. If any slaves is sent Skill wise, most Ambassadors focus on Deception and
out to work alone it is as a test or as a punishment, Intimidation and also seek out training in other
those being tested may be rewarded with a particular Charisma based spells. Titivilus favours those that
Invocation or Feat, those being punished are hunted by know how to use words more than actions to
the Rakshasa's other slaves for sport. accomplish their goals.
Pact of Blade wise, those taking the Pact of Blade are Spell wise, the Ambassadors expanded spell list
used as slavers and steered toward multiclassing as reflects the powers of Titivilus, focusing more on
Fighter or Ranger rather than giving them Invocations bewildering and confusing opponents.
such as Thirsting Blade or Life Drinker, in effect the Exapnded Spell List:
Rakshasa leads the slave down a different path to lvl1: Disguise Self, Tasha's Hideous Laughter
acquire their combat prowess and thus delays their lvl2: Alter Self, Detect Thoughts
slaves ability to challenge their Master. Those slaves lvl3: Animate Dead, Bestow Curse
that have managed to please the Rakshasa may find lvl4: Confusion, Greater Invisibility
this alleviated but they must usually do something that lvl5: Mislead, Modify Memory
empowers their Master first. They use their pact ability Ambassadors are also encouraged to learn the spells:
to summon weapons that their Rakshasa masters find Major Image, Tongues, Sending and Suggestion and
amusing, typically whips and other weapons used by should they gain an 8th level Mystic Arcanum they
slavers. always take Feeblemind. One of the starting cantrips
all Ambassadors are taught is Prestidigitation but they
Pact of Tome wise, many taking the Pact of Tome find are free to choose a second one of their choice.
themselves used as cataloguers of secrets and map
makers to enable the Rakshasa to infiltrate their next Advancement wise, Titivilus encourages his
quarry, Rakshasa sometimes tempt their slaves into Ambassadors to remain solely in his service as a
accepting this pact by saying they are elevating them Warlock but generally advises them to pretend to be
above the Rakshasa other servants by granting them something else and to never mention their true
more magical power which leads those taking the Pact loyalties, most Ambassadors refer to themselves as
of Tome to act in a slightly superior way around other Bards. Titivilus views their success as Warlocks and at
slaves, this only increases if they are rewarded with the deceiving others to reflect well on him generally, many
Book of Ancient Secrets Invocation. Warlocks eventually find themselves pulled to the city
of Dis for further service. Titivilus is happy to teach his
Pact of Chain wise, those taking the Pact of Chain are Ambassadors whatever Invocations or Feats they
gifted with an Imp as a familiar and used as spies and

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require as long as they can pay his price, which is Skill wise, Thralls focus on Deception, Insight,
unusually reasonable for a fiend. Perception and Persuasion but find use for all
Charisma, Wisdom and Intelligence based skills.
Pact of Blade wise, those taking the Pact of Blade often
conjure slim weapons such as stiletto style daggers and Spell wise, their expanded spell list is influenced by
rapiers, pulling them from mundane walking canes to Graz'zt as follows:
mask their true nature. They are often rewarded with Exapnded Spell List:
Life Drinker and Improved Pact Weapon for lvl1: Command, Dissonant Whispers
Invocations and encouraged to be courtly in their lvl2: Calm Emotions, Detect Thoughts
combat prowess, often adopting a Duellist or Swash lvl3: Bestow Curse, Slow
Buckling style. lvl4: Confusion, Greater Invisibility
lvl5: Dominate Person, Telekinesis
Pact of Tome wise, those taking the Pact of Tome walk Should they attain Mystic Arcanum then they take
the realm creating biographies of notable people, they Mass Suggestion for the level 6 Arcanum, Plane Shift
create fully family trees and seek out all vices they for their level 7 Arcanum and Dominate Monster for
have so that should the need occur, they have a ready their level 8 Arcanum.
supply of information to use against them, this
information is noted in their Book of Shadows which is Advancement wise, Most thralls remain solely
then automatically known by Titivilus. Titivilus is Warlock but it amuses Graz'zt to occasionally demand
known for rewarding his Ambassadors with a Book of they perform some other duty for him and take a
Ancient Secrets Invocation and if he is pleased by multiclass. Graz'zt is fond of training his Thralls in the
information they find he may personally inscribe a Magic Initiate Feat, specifically training them with the
ritual into the book for them. Cleric spells Sanctuary once per long rest, and the
cantrips Guidance and Thaumaturgy. He also trains his
Pact of Chain wise, those taking a Pact of Chain new Thralls with the Invocations Devil's Sight and
receive an Imp as a Familiar and they are tasked with Eldritch Sight. After first level he gives them free reign
tempting people into contacting Titivilus for aid. To to train in any spells they desire and gain whatever
this end they may stage a haunting, kidnap favoured Feats and Invocations they think will help them.
children or leave evidence that they have been framed
for a crime or any number of other deceitful scenarios, Pact of Blade wise, those taking the Pact of Blade
all so that the target feels that reaching out to Titivilus summon a Two Handed Sword using their pact ability
is the only recourse left to them. Ambassadors taking in the image of Graz'zt sword known as Wave of
the Pact of Chain are often rewarded with the Gift of Sorrow. They serve as hired mercenaries in the mortal
the Ever Living Ones and Mask of Many Faces realms, obtaining information about their employers to
Invocations. sell onto their enemies once their contract is complete
and often recommend their employer start to make
Equipment wise, all Ambassadors dress in a refined offering to Graz'zt in order to keep that information
and courtly way, armour if worn is of the best quality secret. They inevitably learn the Invocations Thirsting
and they are spotlessly clean and tidy and can usually Blade, Life Drinker and Relentless Hex and the feat
be seen using Prestidigitation periodically to tidy Great Weapon Master.
themselves up.
Pact of Tome wise, those taking the Pact of Tome write
*****
love stories and poems to inflame desire and provoke
Concept 4: Thrall of Graz'zt. others into acts they would not normally consider.
Those Warlocks in service to Graz'zt are known as Many become owners of bordellos, drug dens and
Thralls and they travel the realms creating hedonistic brothels where they keep tabs on the comings and
cults and blackmailing influential people. They can be goings of the rich, noble or influential and extort,
sinister and conniving in the most charming and deceive and bribe them into Graz'zt service. Any
guileful way and learn things that people want kept information they write in the Book of Shadows
secret and seek out forbidden knowledge and amass becomes known to Graz'zt. They are usually provided
information like a seductive lore master. training in the Aspect of the Moon and Book of
Ancient Secrets Invocations so they can operate as
Background wise, all backgrounds can fall into the needed and use divination rituals to spy on potential
serve of Graz'zt but he especially like to recruit subjects.
Charlatans, Entertainers and Nobles as they have ready
made circle of influence to draw on. Alignments are Pact of Chain wise, those taking the Pact of Chain are
Chaotic and although they may start of being Goodly gifted with a Quasit familiar and serve as a strange mix
or Neutral, they drift to Evil over the course of their of spies and burglars, their modus operandi is to remain
career in Graz'zt service. If they get a bonus language unseen and leave no trace. If they break into a house
as part of their background they gain Abyssal. they try to leave everything as they found it and if they
are stalking someone they remain discreet and hidden.
They often take extra training and gain the feat Skilled
to gain proficiency with the skills Stealth, Sleight of

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Hand and Thieves Tools if they have not obtained them
via their background. Invocation wise once they take
the Pact of Chain, Graz'zt offers to let them switch
either Eldritch sight or Devils sight for Armour of
Shadows and he also teaches them One with Shadows
as soon as they reach level 5.

Equipment wise, Thralls are often dressed to impress,


to seduce or create a good first impression, some
consider them to be predatory in their style and
weapons are usually finely made and audaciously
filigreed. They keep enough supplies for themselves
and any allies they feel particularly close to.

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******************************************************* themselves but also carry some potions or healing kits
to care for any wounded.
Fighter: Eldritch Knight *****

Concepts Concept 2: Witch Hunter.


Witch Hunters roam the towns and cities rooting out
******************************************************* Hags and malevolent Fey as well as their mortal
servants. Paladins may fulfil a similar role at the behest
Concept 1: Arcane Blade. of their God but Witch Hunters do so out of a prior
Arcane Blades serve are bound by a contract of service dealing with the Fey.
to a particular Wizard Academy. They serve as
bodyguards for Wizards when they go out on errands Background wise, all backgrounds can lead to someone
or official business and as Academy guards and taking up the mantle of a Witch Hunter. a farmer
sentries, patrolling the grounds, taking truanting (outlander) with a philandering spouse may have
apprentices back to their dormitories for punishment sought out a hag for a potion to make the spouse
and making sure visitors go where they are supposed to faithful again, only to find the potion made the spouse
go and do not wander off. sickly and bedridden; the noble with a demented father
might ask the hag for something that makes him lucid
Background wise, all Arcane Blades come from either again only to have his father disown him; A guild
military backgrounds (Soldier or Sailor), failed merchant whose child is deathly ill might go to the hag
apprentices (Sage) or bastard or disgraced offspring for a cure, only to find the sickness came back every
(Noble) who have been sent away. Alignments are full moon and another potion was required and now no
Lawful but can be Good, Neutral or Evil. other cures will alleviate the illness. Alignments vary
but many view their tactics as callous if not fully evil.
Skill wise, Arcane Blades focus on Insight,
Intimidation and Perception but pick up sundry skills Skill wise, Witch Hunters use Insight and Intimidation.
from their previous schooling (backgrounds). They They gauge people and use threats, coercion and
favour the Protection fighting style. torture to gain confessions and details of people
involved. Which Hunters know how underhanded the
Spell wise, they focus on Abjuration spells for Fey can be and usually take Defence as a fighting style.
protection but keep evocation cantrips and some basic Knowledge of how to handle animals and vehicles such
evocation spells on hand in case something is needed. as wagons are also useful.
For Cantrips: Fire Bolt, Ray of Frost, Booming Blade,
Green-flame Blade and Sword Burst are all viable Spell wise, Witch Hunters use Abjuration spells such
choices. For Abjuration spells they take ones such as: as Shield, Fire Shield and Protection from Evil &
Absorb Elements, Protection from Evil & Good, Good. They keep a variety of evocation spells on hand,
Shield, Snare, Counterspell, Dispel Magic and favouring Chromatic Orb so they can deal multiple
Banishment are all valued spells but leave other forms types of elemental damage.
of abjuration to the "proper" Wizards. For Evocation
spells they take ones such as Magic Missile, Melf's Advancement wise, all Witch Hunters seek out training
Acid Arrow or Scorching Ray focussing on Evocation in Investigation and Perception to further help root out
spells that target individuals so as not to harm the Hags and their followers, most are too set in their ways
people they are guarding or cause undue damage to to multiclass but may join a temple for some training
surrounding buildings or people caught up in any and take Magic Initiate in Cleric to obtain the spell
magical crossfire. Detect Evil & Good. Very few would ever accept a
pact and become a Warlock as they know what making
Advancement wise, Arcane Blades rarely multiclass deals with Otherwordly Patrons leads too. Many also
favouring their combination of martial prowess and become able to speak eloquently and, for good or ill,
magic ability but some do find they are able to pick up incite rabbles and lynch mobs becoming proficient
some further learning and become full Wizards or that with the Persuasion skill and gaining the Inspiring
they had some latent magic in their blood all along and Leader feat.
become Sorcerers, some have been known to be
contact by particularly power ancient magical weapons Equipment wise, Witch Hunters travel with a small
or fiends and be offered a Pact and become Warlocks. wagon of equipment from items of torture to tents and
camping equipment and may also employ other
Equipment wise, Arcane Blades take advantage of their adventurers, retired soldiers or general lackeys to travel
martial prowess, using the best armour they can afford with them and act as advance scouts in towns and cities
or, if they are very lucky, they wear a suit of armour and help guard anyone they investigate.
made for them by their Wizard Academy. Many use a
shield and one handed weapon for protection purposes, *****
creating a wall of metal and flesh to protect their
wizard charges. They carry enough supplies to feed

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Concept 3: Magic Slingers. during a fight and goading and assessing would be
The Magic Slingers specialises in long range spell foes. Many find a side line in promoting ale house and
attacks, where an archer may use a heavy crossbow or other establishments and sometimes seek out training
longbow, the Magic Slingers use Cantrips and spells. in skills such as Persuasion and Brewing Supplies.
They are the equivalent of a wild west gunslinger and
are generally seen being used as army scouts. Spell wise, Dandy's focus on melee using Cantrips
such as Booming Blade, Shocking Grasp or Green-
Background wise, Magic Slingers were Soldiers or flame Blade and spells such as Shield, Darkness and
Sailors and at some stage came across a tome of magic, Fire Shield.
this may be a deceased wizards spell book or a
Warlocks book of shadows, and from this they learned Advancement wise, Dandy's usually take the Defence,
the techniques required to cast a small range of spells. Duelling or Two Weapon fighting style. Some Dandy's
Alignments vary but most tend toward Lawful due to become a little too focused on drinking and multiclass
their previous training. to Monk Drunken Master whilst others feel a more
boisterous and bawdy side come to the fore and
Skill wise, they favour Perception, Animal Handling multiclass to Bard College of Valour or Swords. and
and Survival initially, using their skills to pin point they find use for feats such as Tough, Tavern Brawler
enemies at a distance but also going out on patrol for and Defensive Duellist and use fairly underhanded
extended periods of time either on horse back or on fighting tactics. Many obtain the Blind Fighting feat
foot. They favour the Defence fighting style as they noted above.
generally try to remain as lightly armoured and
unencumbered as possible. Equipment wise, they very rarely don any armour
heavier than medium weight as they prefer light weight
Spell wise, they favour defensive spells such as Shield armour and use finesse weapons such as rapiers and
and Absorb Elements and otherwise have a multitude daggers as preference. Most carry just enough supplies
of long range (120ft or more), damage dealing spells at to get them from one ale house or tavern to another.
their disposal such as Fire Bolt, Magic Missile,
*****
Scorching Ray, Fireball and Ice Storm. Where possible
though, they choose spells that do not require Concept 5: The Devastator.
expensive components. The Devastator is a battle field mage that uses area
affect spells to shape the battle, they tend to measure
Advancement wise, many remain Fighters and find success through casualty figures, if their spells kill
those talents enough for them, some seek out training more of their foes than allies, then they win. These type
with thieves guilds and take up the rogue classes to of arcane practitioners first manifested among the
help with more stealthy pursuits. All take the feat Spell Hobgoblins but more and more races have started to
Sniper at level 4, a few may swear a minor pact or do a research and train people in the role.
favour for an Otherworldly patron and take the Magic
Initiate feat to gain Eldritch Blast and Hex. Background wise, Devastators are specially trained
Sages who are identified as having the correct
Equipment wise, most Magic Slingers wear light or mentality when they enter a Wizard Academy or
medium armour and dress in very simple clothes. They military organisation. Alignments are Lawful due to
rarely carry weapons openly, favouring the use of their the rigors involved with study and practice and can
class ability to summon one when needed or relying on tend toward Evil as they way all success based on how
cantrips and spells. Most carry a Staff (that resembles a many people are dead and whether they are allies or
musket stock) and a wand to use as arcane foci which enemies.
they typically use to aim and channel their spells.
***** Skill wise, Devastators focus on Arcana, Perception
and Intimidation having a blunt almost bullying
Concept 4: The Dandy. mentality but being ever vigilant and knowledgeable.
The Dandy is a gentlemanly duellist, bar room brawler
and romancer. Many are Wizard school drop outs that Spell wise, they focus on area affect spells, from
found life and the bottom of a bottle and the tip of a cantrips such as Sword Burst, to spells such as Ice
blade. Knife, Burning hands, Thunderwave, Aganazzar's
Scorcher, Shatter, Fire Ball, Vitriolic Sphere and Ice
Background wise, Dandy's have either Sage (failed Storm but they also take some defensive spells such as
Wizard apprentice) or Noble backgrounds. Alignments Shield, Warding Wind, Wall of Sand and Magic Circle.
tend toward Neutral or Chaotic combined with any
form of Good, Neutral or Evil. Some take to highway Advancement wise, most Devastators are focused on
robbery, others to gambling and romancing. their study and the military application of magic so
very few see a need to multiclass. Most take the
Skill wise, The Dandy focus on Acrobatic, Athletics, Warcaster feat and keep a cantrip or spell that targets
Insight and Intimidation, using their physical prowess only one person to use with it. Some take the

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Elemental Adept feat and specialise with a particular
elemental energy type.

Equipment wise, Devastators wear battle scarred


armour, the heavier the better. They tend to carry and
use a quarterstaff at all times to honour their wizardly
roots but are not averse to using any weapon that
comes to hand should they need to resort to physical
combat. They carry packs and pouches full of
components for spell casting as scroll tubes full of spell
scrolls to supplement their casting abilities.

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*******************************************************
Skill wise, Trick Mages focus on Deception,
Rogue: Arcane Trickster Investigation, Performance and Sleight of Hand but
pick up skills easily and some practice skills to perform
Concepts a particular trick or con.

******************************************************* Spell wise, Trick Mages tend to take Prestidigitation


for one of their cantrips to use in day to day shows as
Concept 1: The Dabbler. well as a damaging cantrip such as Shocking Grasp or
Dabbler just dip their toes into things, testing the Fire Bolt. Spell selection tends toward spells such as
waters but never fully investing in something or Colour Spray, Hypnotic Pattern, Sleep and Phantasmal
learning things to completion. They tend to be jacks of Force for offense; spells such as Blur, Mirror Image
all trades, able to bring a little expertise to a subject or and Invisibility for defence and Phantom Steed,
provide just the right amount of insight to help others. Disguise Self and Charm Person for general use.
They also have an innate, and very strong, sense of
curiosity and possible kleptomania. Advancement wise, most Trick Mages are happy with
their form of thievery so see little reason to multiclass
Background wise, Dabblers tend to come from but some feel the need to lie about their capabilities
Criminal, Charlatan or Urchin backgrounds as they and may pretend to be other spell casting classes. Many
lean toward a more ad-hoc way of life and learning focus on Ability Score Increases to improve their spell
with many opportunities. Alignments tend toward casting manipulations.
Chaotic or Neutral.
Equipment wise, Trick Mages are usually dressed like
Skill wise, Dabblers pick up various skills during their a consummate entertainer, everything is used to draw
formative years, some may be more inclined to Sleight attention so people do not feel the mage hand in their
of Hand, Athletics and Intimidation from a life of petty pockets. Armour is usually light and discreet with
crime, some one else maybe focused on Insight, fancy robe-like clothing over them, hats, wigs and
Investigation and Perception and have spent time as a various ostentatious trinkets are worn or carried,
look out or burglar. weapons are small and concealable or large and on
open display but left unused as the Trick Mage shoots
Spell wise, the Dabblers spell list is full of randomly of damaging cantrips instead.
found spells, they may have only been cast once or
*****
twice but they served a purpose at some stage.
Concept 2: Mind Bender.
Advancement wise, Dabblers rarely remain in the Mind Benders specialise with illusion and enchantment
Rogue class for long, often picking up addition classes magic, often using spells to compel others to break the
when they see an ability, skill or spell that piques their law so the Mind Bender can remain anonymous.
interest. If they manage to remain focused and remain
Rogue, they take feats such as Magic Initiate, Weapon Background wise, all backgrounds can lead to someone
Master or Martial Adept to reflect some training they becoming a Mind Bender, minor Nobles may pick up
have taken with other professions. the craft to embarrass rivals at court, Urchins may use
minor charms to sway a shop keeper into giving them
Equipment wise, Dabblers tend to be festooned with some food and Guild Artisans may use a magical
spell components that may not be for their spells, smear campaign to bankrupt a rival. Alignments vary
picking up component pouches, or other peoples back but are rarely goodly due to the nefarious activity Mind
packs just to see what they have. Armour is often Benders engage in.
mismatched and weapons are changed often as they get
bored with one and switch to another. Skill wise, Stealth, Sleight of Hand, Insight and
***** Perception are the skills of the Mind Bender as they
operate in the shadows, casting spells discreetly whilst
Concept 2: Trick Mage. observing others to make sure they are unseen.
Trick Mages use small acts of magical subterfuge to
astound and entertain people and commit small acts of Spell wise, Mind Benders prefer spells such as Friends,
larceny, effectively waving their hands and saying look Minor Illusion, Charm Person, Silent Image, Disguise
at me, whilst their mage hand pilfers a pocket. Self, Illusionary Script, Suggestion, Magic Mouth and
may keep spells such as Shadow Blade or Phantasmal
Background wise, Trick Mages come from Criminal, Force for attack.
Charlatan and Entertainer backgrounds. Alignments
vary but rare become Chaotic Evil as Trick Mages are Advancement wise, Mind Benders enjoy combining
largely just about creating diversions in order to steal their spells with more mundane items, for instance,
things and not about slaughter or needlessly killing they may take the Actor Feat to use with Magic Mouth;
people. a common use being to cast Magic Mouth to appear in

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a necklace some one is wearing but using Actor to storytellers, using illusions to illustrate their stories as
mimic that persons voice when they recite the message they recite them and then talking with the locals over a
and setting a condition for it to activate at an importune drink afterwards and weave further subtle charms as
moment. Few feel the need to multiclass although a they go.
some do get lured in various Bardic Colleges.
Background wise, all Backgrounds can lead to
Equipment wise, Mind Benders dress in a way that is someone becoming a Storyteller, some may weave
common to their background, some dressing in fine fiction or tell scandalous stories of rivals, others may
regal attire, others in rags and piecemeal armour, tell autobiographical accounts of their own exploits.
weapons are likewise dependant on their back ground Alignments vary wildly but are rarely Chaotic Evil as
ranging from ornate family swords to dirty and hastily the spend a lot of time around people who, for the most
repaired daggers or makeshift clubs. Most have at least part, are appreciative of a wandering storyteller.
one hidden or concealed pouch for spell components
and a discreet ring or earring as an arcane focus but Skill wise, Storytellers are skilled with all Charisma
they are adept at making sure they survive. based skills, using wit, charm, dirty jokes and the
occasional snide comment to get what they need but
*****
they also find use for Insight as they read their
Concept 3: Shadow Blade. audience.
Shadow Blades are specialist assassins, focusing on
mind affecting attacks to cause their target to take its Spell wise, they take Friends and Minor Illusion as
own life or to conjure some magical effect to attack cantrips as well as spells such as Charm Person,
their targets mind. Illusionary Script, Silent Image, Magic Mouth which
they use to create phantasmal illustrations and moving
Background wise, Sages and Acolytes make up the pictures during their stories.
bulk of Shadows Blades as they have ready access to
information pertaining to Psychic damage and effects, Advancement wise, Storytellers invariably get
however it is possible for anyone to stumble upon the recruited into various Bardic Colleges once their
secrets or be trained by an existing Shadow Blade. oratory and magical skills become known and it is not
Alignments tend toward Lawful and Evil. unheard of for some Archfey to come requesting a
performance which can lead to an offer of patronage
Skill wise, Shadow blades focus on Stealth, Insight, and training in the Warlock arts. Most Storytellers take
Deception and Athletics or Acrobatics to help them the Actor feat to add some character voices to their
find and remove their targets. They use their storytelling.
environments to their advantage.
Equipment wise, Storytellers always having enough
Spell wise, they focus on cantrips such as Booming supplies to get them to the next settlement but rarely
Blade and Shocking Grasp for combat and spells such enough to look after other travellers. Clothing and
as Invisibility, Shadow Blade, Phantasmal Force, armour is usually stained with dirt and mud from travel
Phantasmal Killer, Enemies Abound and Disguise Self. but weapons are well maintained and meticulously
cleaned.
Advancement wise, most Shadow Blades are dedicated *****
to their calling and do not multiclass but will seek out
other means of training through feats such as Magic Concept 5: Grim Sleeper.
Initiate: Bard to gain access to Vicious Mockery, Grim Sleepers lurk in the shadows and use their magic
Skulker to aid with infiltration and Dungeon Delver to to sneak in and out of buildings and incapacitate
aid with sneaking through buildings and finding secret creatures that get in their way or try to apprehend them.
passages and rooms to get to a target. A rare few may They specialise with night time espionage and
join the Bard College of Whispers. burglary.

Equipment wise, Shadow Blades dress in subtle and Background wise, Grim Sleeper are usually failed
non-descript ways to aid with blending in. Weapons Wizard apprentices coming from a Sage background,
are small and concealable but where possible they use they learned enough at the academy but found they
the Shadow Blade spell to kill their targets as it's were better at stealing things. Alignments are usually
Psychic damage leave little in the way of external some form of Neutral but rarely the extremes of
marks to indicate an assault. They tend to set up a base Lawful good or Chaotic Evil.
of operations when on assignment but otherwise make
sure to have supplies on them if they need to travel. Skill wise, Grim Sleepers are adept with Stealth,
Deception, Acrobatics and Athletics and are usually
*****
experts with Stealth and Thieves tools.
Concept 4: Storyteller.
The storyteller is a general information gatherer who Spell wise, they take spells such as Colour Spray,
ingratiates themselves into society as entertainers and Sleep, Disguise Self, Tasha's Hideous Laughter,

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Arcane Lock, Invisibility and Greater Invisibility. They
use spells to incapacitate people, seal doors behind
them to delay pursuers and vanish from sight. They
usually keep a damaging cantrip so they are never
unarmed but prefer not to kill and instead temporarily
blind people or put them to sleep.

Advancement wise, Grim Sleepers tend to become


career criminals and remain solely Rogue although a
few study the Monk Way of Shadow. They lean toward
feats that aid with movement such as Athlete and
Mobile.

Equipment wise, Grim Sleepers tend to travel light but


carry several sets of lock picking tools and a rope and
grapple or climbing kit to get into buildings. They use
weapons such as clubs and daggers and dress in very
non descript ways to avoid attention.

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******************************************************* weapons, they are obviously ready to fight at a
moments notice. Unlike other Rangers they are likely
Ranger Concepts to use heavier armour such as Half Plate and use
shields.
*******************************************************
*****

Hunter Concepts Concept 2: Slayer of Beasts.


*******************************************************
The Slayer hunts beasts, from large wild animals to
beasts of mythic renown, there are few creatures that
Concept 1: One Against Many. the Slayer is afraid of facing.
The One Against Many specialises with keeping
hordes or waves of foes at bay. They use melee and Background wise, Slayers are Outlanders and Folk
ranged weapons augmented by spells. Heroes. Many come to renown through a seemingly
impossible feat having hunted down and killed a
Background wise, they come from Soldier, Sailor, dangerous beast such as a Sabre Tooth Tiger or Giant
Outlander and Folk Hero. They have at some point Scorpion. Those of Good alignment hunt down
been the lynch pin that turned the tide of a battle, powerful beasts for no other reason than they threaten
maybe they stood their ground on a bridge and fought a others, more Evil minded ones may hunt them only if
band of brigands to a standstill or a tribe of goblins the money is right.
attacked their village and they single handedly
defended a breach in a wall. Alignment wise, they tend Skill wise, all are proficient with Animal Handling,
to be Goodly and have a certain fatalism about them Nature and Survival, they carefully stalk and track their
and are willing to sacrifice themselves so that other quarry before attacking. Favoured enemies tend toward
defences may be erected or people may have a better Beasts initially and if they gain a subsequent favoured
chance to get away. enemy they focus on fey creatures.

Skill wise, they focus on Athletics, Stealth and Spell wise, Hunters Mark, Ensnaring Strike, Pass
Survival, using those skills to get into position, assess Without Trace, Speak with Animals, Locate Creature
the best place to be of use with their spells and combat and Speak with Plants all find their way into the
abilities. Favoured enemies tend toward Humanoids Slayers repertoire, they favour spells that improve their
such as goblins, kobolds, orc and bug bears, although individual prowess and aid with locating their prey.
some do take elves and humans depending on which
creatures are the most troublesome in the area. Advancement wise, Slayers rarely multiclass remaining
focused on their beast hunting although a few become
Spell wise, they take spells to enhance their attacks or more bestial and become Druids of the Circle of the
shape the battlefield to their advantage such as Hail of Moon or seek to develop Lycanthropy and use those
Thorns, Fog Cloud, Conjure Barrage, Zephyr Strike, powers to aid with stalking and scouting their prey.
Cordon of Arrows, Lightning Arrow and Spike They take Hunter class abilities of Colossus Slayer,
Growth. They are unlikely to take Hunters Mark as Multi-attack Defence and Uncanny Dodge,
they look to engage as many foes as possible instead of
focusing on one at a time. Equipment wise, Aside from light armour and ranged
and melee weapons of choice, Slayers are also likely to
Advancement wise, most remain Ranger but some who carry physical animal traps, from caltrops to large bear
find or can purchase a supply of magical arrows traps but rarely care whether the traps are humane or
multiclass to Fighter/Arcane Archer, taking Nature and not..
Druidcraft and selecting Bursting Arrow and Piercing *****
Arrow for their initial shot options. Those more
focused to melee combat often multiclass to Barbarian Concept 3: Unnatural.
Path of the Berserker or Totem Warrior, using spells to The Unnatural hunt elementals, fey, fiends and undead.
manipulate the battle field and guide foes to them They may belong to hunting lodges where they gather
before entering a rage. Feat wise, Sharpshooter and and boast of their hunting prowess whilst showing off
Crossbow Expert are both likely if they specialise with trophies, they may belong to a secret society dedicated
ranged attacks or Sentinel, Great Weapon Master or to eradicating a particular type of creature, or they may
Dual Wielder for melee specialists. As they advance in just be an excitable academic keen to write books on
ability they take the Hunter skills: Horde Breaker, mythical creatures including their biological make up
Escape the Horde and Stand Against the Tide and anatomy.
combined with either Whirlwind Attack or Volley
depending on their preference for melee or ranged Background wise, Unnatural are Nobles, Sages or
attacks. Acolytes that have some knowledge of other planes of
existence and creatures that are conjured, created or
Equipment wise, they carry a couple of quivers full of capable of using magic. For bonus languages they
arrows to use with spells and bow and several melee choose ones appropriate to their chosen foes or area of

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study. Most are good alignments that hunt magical Spell wise, they take spells such as Detect Magic,
creatures out of sense of duty to make the prime Detect Poison & Disease, Goodberry, Lesser
material plane safe, where as evil aligned Unnatural Restoration, Snare and Silence. They focus on spells
may hunt magical creatures to harvest their parts or sell that keep their slaves alive and as a healthy as possible
alive creatures to well paying clients. but also as quiet as possible.

Skill wise, Unnatural use Investigation, Nature and Advancement wise, those not skilled with Intimidation
Perception, often quietly observing an area or creature (or working with some one who is) tend to learn the
for long periods of time to ascertain its capabilities and skilled feat taking Intimidation, Medicine and Herbalist
using their background skills to marry their Kits or Alchemy Supplies to look after their slaves and
observances with information from myth and legend. keep them in line as well as taking feats such as
Grappler. They seldom see a need to multiclass and
Spell wise, they use more divination magic from choose their ranger abilities to take advantage of their
Hunters Mark to Locate Creature and Speak with favoured traps.
Animals and Plants, often observing their prey from a
distance to fully understand their capabilities. Equipment wise, Slavers carry numerous sets of
manacles and restraints, ropes and trap making
Advancement wise, many Unnatural multiclass to equipment to leave snares and other non-lethal traps to
Fighter Champions, becoming famous hunters and catch people. Armour wise, they wear the best are
beast slayers. most become highly charismatic, if some amour they can afford but still rely on a stealthy
what self aggrandising, individuals taking feats and approach now and then so rarely wear scale mail or
ability score increase to boost their charisma as well as half plate. Weapon wise, they use nets, whips and
feats to increase their combat prowess. They take various bludgeoning weapons and try to knock people
Hunter class abilities of Evasion and Steel Will and out or capture them with as little injury as possible as
combat skills to enhance either their melee or range healthy slaves fetch more money.
capabilities.
*****

Equipment wise, Unnatural are often mistaken for Concept 5: Bounty Hunter.
other classes as they dress to impress, showing of their Bounty Hunters travel from town to town bringing in
bravado in the form of medals, rosettes and other criminals or chasing them down and administering
trinkets they have been awarded or books they have justice.
written. Armour is the best quality, weapons are well
maintained and there is usually a small retinue of Background wise, Bounty Hunters come from Soldier,
helpers, fans and hangers on that follow in their wake, Sailor, Folk Hero, Outlander and Criminal
although they are not particularly combat worthy, they backgrounds. Sailors may hunt down wanted pirates,
set up tents and campsites, do the laundry and soldiers may seek out collaborators, Folk Heroes and
generally look after their other needs. Outlanders may stalk roving groups of Bandits and
***** Criminals may turn over a new leave and hunt down
their old comrades. Alignments tend towards Lawful
Concept 4: Slaver. but vary as the individual motivations for taking up the
Slavers hunt humanoids of all types to sell on to the Bounty Hunter lifestyle varies, some may do it for
highest bidder but they do try to keep their salves as justice, other just because the reward was suitably high
healthy as possible. enough to justify the risk.

Background wise, all backgrounds can lead to someone Skill wise, Bounty Hunters use Insight, Investigation
becoming a slaver, Nobles may just decide to hunt and and Survival to hunt down criminals. Many are
sell off anyone they deem lower class than they are, familiar with charisma based skills for interrogating
Sages may view people as literally worth their weight informants.
in silver or gold, Acolytes may serve a deity that
demands sacrifices and Outlanders may fall on hard Spell wise, Hunters Mark, Ensnaring Strike,
times and resort to selling off those less fortunate than Longstrider, Grasping Vine and Pass Without Trace all
they are. Alignments are Evil but rarely Chaotic as they find their way into the Rangers favourite spells as they
need a semblance of restraint when hunting. track and stalk the criminals relentlessly.

Skill wise, Slavers are skilled with Insight, Perception Advancement wise, some Bounty Hunters choose to
and Survival to track and assess the quality of potential train with Rogues to gain some additional abilities
slaves, and most become skilled with Intimidation as taking training in Thief or Assassin to strike from the
thy use fear to keep their captives in line. Favoured shadows. They use the Ranger skills of Colossus
enemies are humanoids usually specialising in the two Slayer, Uncanny Dodge and Multi Attack Defence to
most common types of humanoids in the area. wear down and out fight particularly troublesome
individuals.

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Equipment wise, Bounty Hunters care a couple of sets
of manacles and rope to take some bounties into
custody. They wear medium armour and are well
versed with a variety of weapons, from daggers to long
swords and clubs to mauls. Many have an extra horse
or a wagon or cart to help with the transportation of
various criminals.

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*******************************************************
*******************************************************
*******************************************************

Beastmaster Concepts:

**Not going to lie, I hate the Beastmaster


option and don't use them, hence no concepts,
as a DM I prefer to give Rangers and Druid
access to the Animal Companion Feat noted
above.**
*******************************************************
*******************************************************
*******************************************************

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******************************************************* creatures of darkness and shadow. For their bonus
languages they can choose Infernal and/or Abyssal.
Gloomstalker Concepts Alignments tend towards Lawful due to the very
regimented lifestyle they have.
*******************************************************

Concept 1: Underdark Guide. Skill wise, they focus on Insight, Stealth and Survival,
Underdark Guides have spent most or all of their lives spending exhaustive amounts of time in meditation and
in the Underdark, and although it is nearly impossible self reflection and learning he arts of moving through
to map, they are familiar with its environ and denizens. shadows and becoming invisible to other creatures
Darkvision. Favoured enemies are either aberrations,
Background wise, Guides come from Hermit, beasts, elementals, fiends, giants, monstrosities, oozes,
Criminal, Outlander and Soldier backgrounds, learning plants, undead or humanoids (such as Drow, Duergar
their craft either to remain hidden form others and or Deep Gnomes) and their first Natural
remain in seclusion, aiding merchant caravans or Explorer/Favoured Terrain is always Underdark.
explorers or seeking out new routes for military forces.
Alignments vary but due to the influence of the Spell wise, they use Hunters Mark, Fog Cloud,
Underdark a lot of guides have self centered or Zephyrs Strike, Jump and Longstrider to increase their
superior attitudes when dealing with other people even physical prowess, hamper enemies and keep track of
if they are not Evil. If they gain addition languages them in pitch black environments.
they take Undercommon which is the standard trade
language of the Underdark. Advancement wise, Shadow Stalkers have a three tier
hierarchy, at some stage they all feel a calling and are
Skill wise, Guides are focused on Perception, Survival approached by a shadow demon who offers to train
and Stealth, seeking out traps, hidden creatures and them in further mysteries, at that time they can
safe places to rest as they traverse an area. Favoured multiclass to Monk, taking the Way of Shadows,
enemies are either aberrations, beasts, elementals, and/or they can take up the mantle of Shadow Sorcerer
fiends, giants, monstrosities, oozes, plants, undead or as their shadow demon seeps into them and imbue their
humanoids (such as Drow, Duergar or Deep Gnomes) blood. Many take feats such as Skulker, Magic Initiate:
and their first Natural Explorer/Favoured Terrain is Warlock or Sorcerer and Mobile. Single classed
always Underdark. rangers are the lowest tier, those taking one multiclass
are 2nd tier and those taking ranger, monk and sorcerer
Spell wise, they favour spells that aid with stealthy classes are the top tier within the Shadow Stalker
exploration, self reliance and protection such as Pass conclave.
without Trace, Cure Wounds, Protection form Poison,
Alarm and Goodberry, those without natural dark Equipment wise, Shadow Stalkers are required to be
vision also take the spell Darkvision. self sufficient and carry supplies to last at least a few
days alone in the Underdark, they go unarmoured or
Advancement wise, most find a need to multiclass at wear light armour and favour weapons that monks use.
some stage, some take up the mantle of Druid Circle of
*****
the Land (Underdark) or Rogue Scout. They favour
feats such as Dungeon Delver, Skulker and Alert. Concept 3: Meazel.
A Meazel is a person who adopted a hermit lifestyle
Equipment wise, they have tents and camping gear as and has been corrupted by the Shadowfell. Most
well as packs for spelunking/climbing but they degenerate into warped creatures (See Mordenkainens
generally expect anyone they are guiding to have their Tome of Foes) that ambush people, transport them to
own supplies. They favour light armour and small remote locations and then leave them to be killed by
weapons as they understand than space can be a whatever creatures are nearby. Some retain a measure
premium in the cavern networks but they do carry hand of their previous self and return to the more civilised
crossbows, short bows or javelins for ranged weapons. lands, using the abilities and powers they picked up in
*****
their hermitage and becoming rangers.

Concept 2: Shadow Stalker. Background wise, all Meazels have the Hermit
Shadow Stalkers are people who live in and worship background. Most are evil alignment but some do
darkness. They view darkness as pure and all deviation retain good or neutral ones. For their bonus language
from darkness to light as an aberration. Some venture they choose languages native to the Shadowfell, such
to the surface world and dwell in light as a form of as Elf, Infernal, Abyssal and Undercommon.
penance.
Skill wise, Meazels use Stealth, Survival and Nature
Background wise, Shadow Stalkers come from Acolyte and have a deep understanding of the Shadowfell's
or Hermit backgrounds having spent most of their influence on creatures and they have become adept at
formative years in secret monasteries or temples from looking after themselves and staying in the shadows.
which no light ever shines, where they commune with They choose their favoured enemies from Undead,

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Fiends or Humanoids. Natural Explorer/Favoured
Terrain is where ever the characters hermitage took
place, usually some far off and remote location such as
a cavern in the Underdark, a windswept plateau in the
mountains or a long forgotten hovel in a swamp.

Spell wise, Fog Cloud, Pass Without Trace, Hunters


Mark, Nondetection and Silence all find their way into
the Meazels repertoire. They hug the shadows and
strike from ambush.

Advancement wise, their natural inclination to hunt


creatures leads many to develop into Rogue Assassins
but a few do get contacted by otherworldly patrons,
such as Vecna and powerful Shadow Demons from the
Shadowfell, and offer them pacts to become Warlocks.
Meazels favour feats that promote movement and
stealth such as Mobile and Skulker and skills that aid
with their ad hoc fighting style such as Grappler or
Tavern Brawler.

Equipment wise: Meazels use small weapons such as


daggers and short swords but are also versed with a
Garrotte (Martial Weapon, Finesse, Two Handed.
Special attack: requires a successful grapple to wrap
the garrotte around the targets neck. Until the grapple
ends, the target takes 2d6 bludgeoning damage at the
start of each of the your turns but you can't make
weapon attacks while grappling a creature in this way).
They wear light armour and rarely use shields, they
tend to scavenge any supplies they need often making
them resemble beggars or street urchins.

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******************************************************* Background wise, Guardinals are drawn from the rank
of Acolytes. Alignments are always Good and they are
Horizon Walker Concepts always taught Celestial as a language but can choose
from Auran, Abyssal, Draconic or Infernal for their
*******************************************************
addition bonus language.
Concept 1: Gate Crasher.
The Gate Crasher is someone who has seeks out and Skill wise, they focus on Athletics, Investigation and
crosses from one plane to another. The regularly make Perception s they are required to prove their physical
small keys or trinkets that act as inter-planar keys and conditioning as well as their ability to seek out and
make maps of portal or rift locations where they can question evil doers. They choose a favoured enemy
jump to another plane. based on the bonus languages they took, with those
taking Infernal or Abyssal taking fiend, those taking
Background wise, Gate Crasher come from all Draconic taking Dragons etc. Their Natural
backgrounds, a Sage may read a scroll and realise to Explorer/Favoured Terrain feature is usually Grassland
late it is a Plane Shift spell which happens to work or Forest areas.
against all possible reasoning, an Acolyte may receive
a vision and feel compelled to go to a particular Spell wise, the Avoral Guardinals have a range of
clearing and sing a particular melody, an Urchin may innate spell casting abilities and teach some of these to
toss a bronze piece whilst walking under an archway, the mortals that become Guardinals. Those spells
but whatever the circumstances, they ended up being: Detect Magic, Protection from Evil & Good and
skipping form one plane to another. They may now be Misty Step. The Guardinals are then allowed to learn
on a quest to get home or just have found a love of the any other spells they find useful.
plane shifting lifestyle and the adventures that come
with it. Alignments vary across the spectrum. Advancement wise, Guardinals remain solely Ranger
and are devoted servants of the celestials of Elysium.
Skill wise, Gate Crashers use Survival, Investigation They are allowed to choose feats that compliment their
and Perception, researching places of interest and individual desires or furthers their own goal.
searching out magical energies. The choose favoured
enemies from Elemental, Fey, Fiend or Celestials as Equipment wise, Guardinals are equipped for whatever
they become aware of other entities capable of trans- mission they have been given, their armour and
locating from one plane to another. Natural weapons are usually gleaming examples of the
Explorer/Favoured Terrain vary depending on blacksmithing craft being ornate and extremely well
individual experiences. made.
*****
Spell wise, Gate Crashers focus on self preservation,
taking spells such as Cure Wounds, Detect Magic, Concept 3: Magic Missile.
Detect Disease & Poison, Good Berry, Protection from The Magic Missile is a ranged weapon specialist. They
Evil & Good and Protection form Poison. utilise their Planar Warrior and a ranged weapons
exclusively, eschewing all other weapons.
Advancement wise, some Gate Crashers seek out
additional magical power and multiclass to Wizard or Background wise, Magic Missiles all come from
take up a more holy intent and align with a church or military lives and Soldier or Sailor backgrounds, one
temple and become a Cleric of the Knowledge or commonality they have is that at some point they were
Arcana domains but most pick up some magic ability subjected to force damage such as Magic Missile and
in the form of Magic Initiate or Spell Sniper and extra survived but have managed to retain some small
training in the form of the Skilled feat. portion of that energy. Alignments vary across the
spectrum.
Equipment wise, Gate Crashers are well equipped with
armour, survival gear and weapons and copious Skill wise, Magic Missiles are focused on Perception,
amounts of trinkets which may or may not function as Stealth and Survival. They pick their Favoured
keys or touchstones to allow planar travel. Enemies and Natural Explorer/Favoured Terrain based
*****
on their prior combat experience.

Concept 2: Guardinal. Spell wise, they select spells that increase their combat
A Guardinal is someone who has spent time in the prowess such as Hunters Mark, Zephyrs Strike and
Blessed Fields of Elysium, they are drawn from the Pass Without Trace.
ranks of holy orders, studying and training with the
Avoral Guardinal that call that Elysium home. Some of Advancement wise, Magic Missiles take feats to
these may be sent to the Prime Material Plane on improve their prowess with the bow such as
missions for the celestials that dwell in Elysium. Sharpshooter and Crossbow Expert. Many multiclass
to Rogue and scout the fringes of a battlefield, picking
their targets and fading back into the shadows.

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Equipment wise, Magic Missiles full quivers of arrows
or bolts or scabbards filled with darts and daggers
depending on the ranged weapon they have chosen to
specialise with, they often wear the lightest of armour
to remain unencumbered and carry the bare minimum
of supplies.

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******************************************************* on. If they gain bonus languages from their background
they tend towards ancient tongues such as Elf and
Monster Slayer Concepts Draconic.
*******************************************************
Skill wise, Archaeologists focus on Survival, Nature
Concept 1: From Beyond. and Investigation and take either Beasts, Monstrosities
There are some things, some ineffable horrors, that or Undead for their initial Favoured Enemies. They
dwell beyond all known time, space and reason, that take any Natural Explorer/Favoured Terrain as the path
come "From Beyond". Some Monster Hunters of the Archaeologist can lead in many directions.
specialise with dealing with these creatures. From
Beyond is another name for the Far Realm. Spell wise, they take spells that enable their
explorations such as Find Traps Pass Without Trace
Background wise, those that study and hunt creatures and Detect Disease & Poison, as well as ones that
From Beyond are Sages, most are on the verge of enhance survival such as Goodberry and Cure Wounds.
insanity from their research and monster hunting. For
bonus languages they take Deep Speech, the language Advancement wise, most Archaeologists come to
of the Far Realm. Alignments are always Chaotic but realise that they can never have too much training and
most manage to retain a semblance of Good. They take they commonly multiclass to Rogue Thief to get
Aberrations as their favoured enemy and can take an training with locking picking and trap disarmament or
terrain as Natural Explorer/Favoured Terrain. the Bard College of Lore to get training with more
esoteric skills such as Arcana and Religion. Feats tend
Skill wise, they focus on Insight, Investigation and towards Athlete and Dungeon Delver and most have a
Perception, their hunts tend to lead them through more Lucky Streak as well.
academic circles than wilderness and they come across
many riddles and arcane scribbles from people Equipment wise, they resemble the quintessential
claiming to be prophets, psychics, heralds or servants adventurer, with packs, rope, climbing and
of those from beyond. dungeoneering gear a plenty, Armour is battle worn
but functional and they carry a weapon of each type
Spell wise, they use Hunters Mark if they track down (bludgeoning, slashing and piercing) as they never
any creature From Beyond, otherwise taking spells that know what they will meet.
protect such as Detect Poison & Disease, Lesser &
*****
Greater Restoration and Protection form Energy.
Concept 3:The Mage Hunter.
Advancement wise, most remain dedicated to their The Mage hunter is dedicated to thwarting evil mages,
Monster Hunting but some fall and become Chaotic be they Wizard, Sorcerer or Warlock, but they also
Evil and take up the worship of the Great Old Ones keep a wary gaze on Clerics, Paladins, Druids and even
becoming Warlocks or Wizard in the school of their own brethren.
Conjuration and devise rituals and spells to open
portals to the Far Realm. Feats tend towards Sentinel Backgrounds, all backgrounds can lead to someone
and Dungeon Delver as they seek out hidden rooms taking up the Mage Hunter mantle, Hermits may retreat
and try to prevent aberrations from escaping captivity, from their hermitage to chase off an errant Sorcerer, a
many become skilled Linguists with encyclopaedic Noble may denounce a local Druid and a Charlatan
knowledge of ciphers and languages. may infiltrate a cult of Diabolists to bring them down
from the inside. Alignments vary depending on how
Equipment wise, most resemble academics, rarely militant they are but are usually lawful or neutral as
donning armour and using concealed weapons and they need a certain level headedness to achieve their
relying on magical artefacts to provide them with goals.
defence.
*****
Skill wise, they focus on Insight, Nature and Survival,
assessing the land for the taint of magic and tracking it
Concept 2: The Archaeologist. back to its source and identifying the perpetrators.
Archaeologists venture into long lost crypts, sunken Favoured Enemies are humanoids with Humans and
temples and ancient ruins. They seek out the lost and Elves being at the top of the list as the most prolific of
the forbidden, killing monsters and retrieving treasures. mortal magical practioners and they choose their
Natural Explorer/Favoured Terrain based on where
Background wise, all backgrounds can lead to someone they first took up the mage hunting activity.
becoming an archaeologist, Sages become obsessed
with a legend, Acolytes seek out a relic of their order, Spell wise, they take Hunters Mark, Silence, Detect
Hermits may make their home at a old mine and sift Magic and Nondetection to find magic users and hide
through old tombs seeking their fortune and Criminals in plan sight before chasing them down.
may raid the graves of Nobles. Alignments tend toward
Chaotic Good as their free spirited nature spurs them

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Advancement wise, Mage Hunters seldom take up
other magic using professions but occasionally take up
the Fighter role to learn an additional fighting style and
Rogue to learn further infiltration techniques. They
take the Mage Slayer feat as soon as they can and pick
up fighting techniques to complement their chosen
fighting styles or increase their saving throws.

Equipment wise, they try to blend in with any cults or


organisations they are infiltrating, otherwise the wear
medium armour and the best weapon they can afford
and carry everything they need for a prolonged chase.

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******************************************************* Spell wise, Evangelists focus on spells that provide
flashy effects and holy light, such as Light, Daylight,
Paladin Concepts Beacon of Hope and Flame Strike.

******************************************************* Advancement wise, Evangelists are strict adherents to


their religious order but sometimes take on other
Oath of Devotion Concepts: classes in order to reach out to new people or potential
converts.
*******************************************************
Equipment wise, Evangelists dress in functional ways
Concept 1: Commissar. with little ostentation, they strive to maintain their
Commissar's are the militant arm of a temple or appearance and keep armour and weapons in battle
religious organisation, they act as enforcers and deal readiness. They are likely to keep multiple types of
out punishments for any act against the doctrines of supplies on hand to help anyone in need.
faith. They also take on a political role, often seeking
out positions that are not leadership roles but ones that
allow them to guide and shape the actions of others.

Background wise, Commissar's come form the Acolyte


background, they are indoctrinated from birth into a
particular religion. Their alignments are dictated by
their religious order, they are all fear inducing people
no matter what their alignment.

Skill wise, Commissar's are focused on Intimidation,


Persuasion, Religion and Insight almost exclusively,
they act as a strict moral compass for their religion and
seldom appreciate any deviation in religious thought.

Spell wise, Commissar's focus on self protection, such


as Bless, Cure Wounds and Shield of Faith, as well as
basic combat spells such as Searing Smite, Thunderous
Smite and Wrathful Smite.

Advancement wise, Commissar's are strict adherents to


their religious order and do not multiclass and they
would view any Clerics of their religious order that
multiclass as border line heretics.

Equipment wise, Commissar's are dress and act as


paragons of their faith, they strive to maintain their
appearance and keep armour and weapons in a ready
and functional state.
*****

Concept 2: Evangelist.
Evangelists are very proactive in promoting their faith,
they give sermons, talk at length to anyone that will
listen and proclaim all things as being a matter of
divine will.

Background wise, all backgrounds can feel the pull of


the Divine. Their alignments are dictated by their
religious order, they all come over as happy and well
mannered people.

Skill wise, Evangelists focus Persuasion, Religion and


Insight almost exclusively, they act as a moral compass
for all people regardless of what religious ideals they
may hold, they are keen to convert people to their
religion but ultimately want people to come to them of
their own volition rather than out of a sense of fear.

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******************************************************* Background wise, the Forgotten come from Acolyte,
Sage and Hermit backgrounds and all Alignments.
Oath of Ancients Concepts
Skill wise, they are skilled with History and Religion
*******************************************************
as well as Nature and Survival.
Concept 1: Guardian.
The Guardian serves as a protector to Druids and Fey Spell wise, they focus mainly on the spells from their
creatures. They can often be found acting as expanded spell list and those mimic the powers or
bodyguards to druids when they venture into abilities of entity they represent.
"civilised" towns and cities or acting as liaison between
Fey Creatures such as Unicorns or Archfey and Advancement wise, many take up the Bard class and
mortals. create songs and poems that hint at the entity or reveal
bits of its heritage.
Background wise, Guardians come form Hermit,
Outlander and Folk Hero backgrounds often being Equipment wise, armour and weapons tend to be old
Neutral or Chaotic in alignment but rarely evil unless and archaic in manufacture with ornate designs
they are in service to a particularly malicious Archfey. representing a long lost age.
Those in service to malicious Archfey, such as the
Queen of Air and Darkness, use this amended Oath:
Kindle the Dark:
Through your acts of mercilessness, unkindness, and
unforgiving, kindle the darkness of hopelessness in the
world.
Shelter the Dark:
Where there is good, beauty, love, and laughter in the
world, stand against the goodness that would swallow
the dark. Where life flourishes, stand as the force that
would render it barren.
Preserve Your Own Darkness:
If you allow the dark to live in your own heart, you can
preserve it in the world.
Be the Darkness:.
Be a glorious beacon for all who live in despair. Let the
darkness of your joy and courage shadow all your
deeds.

Skill wise, Athletics, Insight, Intimidation and


Persuasion are their skills of choice, rarely using
religion unless their Archfey wants a cult set up for the
Guardian to rule over or guard.

Spell wise, they focus mainly on the spells from their


expanded spell list.

Advancement wise, many take up the mantle of


Warlock if they are in service to an Archfey, others
may assume the Druid role or take feats such as Magic
Initiate and Ritual Caster in Druid magic.

Equipment wise, armour and weapons tend to be


highly ornate and resplendent with nature motives.
*****

Concept 2: The Forgotten.


(See also the Homebrew Oath of the Forgotten above)
The Forgotten are pledged to an entity that is no more,
perhaps it died or was killed in some fashion, perhaps
it just faded from the memory of most mortals. The
Forgotten remember and seek to rekindle the
knowledge and faith in that entity.

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******************************************************* Background wise, all backgrounds except Criminal and
Charlatan, can lead to someone taking up the mantle of
Oath of Vengeance Concepts the Justicar. They have usually had or seen some grave
injustice in their past which drives them to almost
*******************************************************
puritanical heights of divine justice. They are all
Concept 1: The Caped Avenger. Lawful in alignment and regardless of their leaning to
The Caped Avenger is a heroic individual but with a Good, Neutrality or Evil they are strict adherents to the
slightly gruff demeanour. They stalk the night and live letter of the law.
in the shadows striking fear into the criminals and
general ne'er do wells as a masked vigilante. Skill wise, Justicar's are focused on Religion and
Intimidation but many also take up a secondary skill
Background wise, Folk Heroes, Nobles, Criminals and set to master other forms of persuasion and lean
Soldiers can all become Caped Avengers, some may methods of Investigation.
experience a loss of their family at the hands of
criminals, some may be criminals that turn over a new Spell wise, they focus on Zone of Truth, Hold Person,
leaf and hunt down their former brethren, others may Find Steed and Hunters Mark to chase down and bring
lead a dual life publically rallying against the vigilante law breakers to justice.
they actually are. Alignments are rarely lawful good as
they bend and twist the law to achieve their ends Advancement wise, Justicar's take their role seriously
although some may adhere to a personal code of and seldom multiclass as this would detract from their
honour against killing criminals so that they can be divine mission. They take feats such as Sentinel and
prosecuted by the local authorities. Athlete to increase their combat and mobility potential
as well as feats such as Keen Mind so they never forget
Skill wise, Caped Avengers use Athletics, Intimidation, a face or a crime scene.
Insight and Stealth to achieve their goals. They are not
above roughing people up and terrifying them into co- Equipment wise, most Justicar's wear medium armour
operating or confessing. to give the best defence whilst retaining as much
mobility as possible, their appearance is one of a hard
Spell wise, they utilise more divination spells such as worn and well travelled individual. They carry multiple
Detect Evil & Good, Detect Magic, Locate Creature or weapons for both melee and range and they routinely
Locate Object, alongside more combat orientated smite pick up and carry posters of wanted individuals and
spells. They also use Zone of Truth to aid in obtaining mark off which ones they have successfully brought to
confessions. justice.

Advancement wise, many Caped Avengers either take


up the mantle of Ranger and study humanoids for their
favoured enemies or use the tools of the criminals they
hunt against them and multiclass to Rogue. Many also
take feats such as skilled (to gain proficiency with
various tools such as tinkers tools or alchemist supplies
to build gadgets and traps) and Linguist and/or
observant (so they can understand what people may be
saying whilst they hide and watch).

Equipment wise, Caped Avengers wear lighter


armours, favouring agility to avoid attacks more than
"tanking" weapon blows and use small weapons or
grapples to fight up close and personal. Their day to
day clothing will also have a concealed pouch for a
potion or two as well as places to hide sundry items
such as thieves tools if they are proficient with them.
*****

Concept 2: Justicar.
Justicar's worship Deities that govern law and order
and act as roving judges and executioners. No one is
above their reproach and they bring divine retribution
to everyone regardless of their station in life. They are
just as likely to arrest a noble for beating a commoner
as they are a career criminal seen pick pocketing
merchants in the market square.

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******************************************************* Spell wise, they take Enchantment spells, such as
Command and Dominate Person, as well as spells such
Oath of Conquest Concepts as Fear to make sure people obey.
*******************************************************
Advancement wise, most Iron Fists remain Paladins
Concept 1: Hells Reach. and take feats such as Inspiring Leader and Actor to aid
(also see Home Paladin Oath of the Tyrant's Edict with their manipulations and rally people to their
above) cause.
The Hells Reach is a Paladin in the service of a Devil
from the Nine Hells, it is their duty to travel to other Equipment wise, armour and weapons tend toward
planes to locate people and creatures that owe a debt to ostentatious examples of the blacksmithing craft and
the Devil as well as thieves and other devils that may each piece will hold some story or tale about an event
have stolen from the Devil. They may not have sold in the Iron Fists past. Thy rely on basic rations and
their souls but they are nonetheless indentured in some other people to see to the Iron Fists needs.
way to one of the Lords of Hell such as Asmodeus,
Mammon, Graz'zt or Levistus.

Background wise, all backgrounds come into the


service of the Lords of the Nine Hells, then are all
Lawful Evil alignments.

Skill wise, they focus on Intimidation and Persuasion,


caring little for matters of religion only the terms of
their Lords contracts.

Spell wise, they choose spells from the Oath expanded


spell list as well as the various Smite spells.

Advancement wise, many end up selling their souls


and become Warlocks but a few train as Rangers to aid
with tracking their prey. Feats tend toward Ability
Score Increases and combat abilities.

Equipment wise, their appearance varies wilding


depending on which layer of the Hells their lord rules,
weapons are often barbed and serrated and they
generally create an unsettling sensation in others.
*****

Concept 2: Iron Fist.


Iron Fists desire to be leaders and although a leadership
role may placate them for a while they always want
more to lord over, whether that be people, land or
wealth.

Background wise, Iron Fists come from backgrounds


that promote advancement such as Soldier, Guild
Artisan, Sage, Sailor, Noble and Acolyte, they do not
always adhere to a meritocracy, often seizing power
and leadership roles through brute strength as much as
intellectual cunning. Alignments tend towards Lawful
Evil as they seek to make sure their orders are obeyed
through rigorous and strict rules.

Skill wise, they use all skills at their disposal to


achieve their ends, they may Intimidate, Persuade,
quote Religious scripture or assess wounds and a
persons wellbeing all to manipulate others so that the
Iron Fist can gain power.

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******************************************************* persuade someone to drop they weapons or surrender
peacefully.
Oath of Redemption Concepts
Spell wise, they use Enchantment based spells such as
*******************************************************
Command, Sleep and Hold Person and keep some
Concept 1: Oathbreaker. healing spells on hand.
The Oathbreaker is someone who has betrayed a core
ideal of a religion or code of honour in the past and Advancement wise, Reluctant Warriors commonly
now seeks atonement. The ideal or code they broke multiclass to Fighter or Ranger and are more combat
was not necessarily enough to make the into orientated that others that follow the Oath of
Oathbreaker Paladins but were severe enough that they Redemption. Fighting styles tend toward Defence and
have taken this role as penance for their actions. Protection and when they engage in a fight they tend to
use the Dodge action to hold up attackers, all the while
Background wise, they come from militaristic or trying to persuade the attackers to give up and
religious backgrounds such as Soldier, Sailor and surrender. Feats lean towards defensive ones such as
Acolyte, their alignments are still reflective of their Defensive Duellist, Dual Wielder, Heavy Armour
previous background often being highly Lawful and Master, Warcaster and Sentinel.
regimented in outlook.
Equipment wise, Reluctant Warriors are dressed for
Skill wise, Oathbreakers are focused on Insight and combat, wearing the best armour they can afford and
Religion, using their skill to help others and foster a carrying shield and weapons as well as supplies to
beneficial relationship. Although they may have skill cover their immediate needs.
with Intimidation from their backgrounds they favour
Persuasion and try not to use antagonistic behaviours.

Spell wise, they favour spells from their Expanded


spell list as well as spells that help others such as Cure
Wounds, Aid and Create Food & Water.

Advancement wise, Oathbreakers remain focused on


their Oath of Redemption until such time as they
receive word or vision that they have atoned or, in a
worse case, that they have been excommunicated from
their religion, should this happen they are then free to
train in any other class (at DM's option;
excommunication may lead to them becoming an
Oathbreaker Paladin). Feats tend toward those which
enable others such as Healer or Inspiring Leader and
they rarely take combat feats.

Equipment wise, Oathbreakers usually go unarmoured


and weaponless often portraying the image of someone
on a pilgrimage. They carry packs full of supplies in
order to cater for themselves and any others in need
they come across.
*****

Concept 2: the Reluctant Warrior.


Reluctant Warriors have seen enough war and battle to
know that such things are generally fruitless and only
create suffering for the common folk. The often
become the equivalent of a Sheriff, trying to bring
peace to a town.

Background wise, Reluctant Warriors come form Folk


Hero and Soldier backgrounds and have a Lawful
Good or Lawful Neutral outlook for alignment.

Skill wise, they focus more on Persuasion and


Intimidation, although they are reluctant to engage in
combat they are not above using any means to

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******************************************************* run across the spectrum as they do not always retain a
semblance of honour.
Oathbreaker Concepts
*Amended slightly to say this is anyone that had sworn Skill wise, Ronin use Athletics and Intimidation,
an oath or adhered to a code of honour but has had a fighting long and hard against the odds. Many take up
change of heart for one reason or another, and a sell sword lifestyle alternating between wealthy and
Alignments can be any Evil or Chaotic Neutral. pauper and so pick up a few other skills such as
Regardless of concept they effectively become Persuasion or Sleight of Hand.
embittered or disillusioned, although this does not
mean they are all undead raising, demon worshippers* Spell wise, Ronin use spells such as Detect Disease &
*******************************************************
Poison, Purify Food & Drink and Protection from
Poison as they have a latent fear that their former
Concept 1: The Jaded. commander is sending assassins after them. They also
Sometimes people live longer than they thought they make use of the various Smite spells to augment their
would or that they believed they should. The Jaded are combat prowess.
people who have served a long and hard life for many
years in pursuit of a particular Deity and now, in the Advancement wise, due to their nomadic lifestyle
twilight of their lives, they see a futility in their many Ronin pick up other jobs, some become
previously held beliefs and abandon the Deity they bodyguards and multiclass to Fighter Champion or
previously swore to worship. Battlemaster, others run with street urchins and thieves
and become Rogue Thieves and a rare few take up the
Background wise, Jaded come from the Acolyte monastic traditions and become a Monk.
background and served a temple all their lives only to
have a crisis of faith, maybe their temple was Equipment wise, they use the armour and weapons
ransacked by barbarians and their prayers for divine they used before they cast aside their code of honour,
intervention went unanswered or they found the Deity they are often heavily battle scarred but well
they worshipped was actually a fiend. Alignments vary maintained and they carry enough supplies to last for
but are rarely Lawful. an extended trip across country.
*****
Skill wise, they focus on Intimidation and Persuasion,
rarely caring about anything other than convincing Concept 3: The Brute.
about people the error of their ways or the futility of a The Brute is someone who adopts a more simplistic, or
particular religious belief. Their selection of fighting what some would consider tribal, way of life after
style may be the only remnant of their previously held abandoning their Oaths or Code. They abandoned their
beliefs. Oath or Code for many reasons, from experiencing a
loss of faith, to find out a great secret about their order
Spell selection, for spell they adhere to the expanded they could not live with, to excommunication for gross
spell list and try to abandon any spells they had before misconduct, others may just become enamoured by
breaking their oaths. Their spells maybe granted by combat and lose themselves in battle.
another patron or just be innate to their blood in a
similar fashion to a Sorcerer. Background wise, Brutes come form Folk Hero,
Hermit and Outlander backgrounds as they often return
Advancement wise, Oathbreakers abhor people that to the simpler way of life they led prior to taking up the
follow religion so never multiclass to Cleric, and they mantle of Paladin. Alignments tend toward Neutral or
remain staunchly single classed unless they devise a Chaotic but hey can otherwise be Neutral or Evil
way to hurt the practioners of their former beliefs. depending on their prior experiences.

Equipment wise, they wear armour and use weapons Skill wise, they focus on skills that aid in their new
reminiscent of their previous life but have any holy lifestyle, skills such as Nature, Survival, Medicine and
symbols, badges of honour etc defaced. Athletics and find little use for more Charisma based
*****
skills and caring only marginally about their former
Religious orientation.
Concept 2: Ronin.
The Ronin was a raised to be in the military and served Spell wise, they focus on spells that aid them such as
in an army that followed a code of honour similar to Cure Wounds, Detect Magic, Detect Poison & Disease,
Bushido. The Ronin, renounced their honour instead Create Food & Water, Purify Food & Drink.
and walked away following an event where one of their
commanders failed and blamed their unit and expected Advancement wise, many abandon their Paladin roots
them all to commit ritual suicide for their mistake and take up alternate classes, some may adopt new
religions and take up the Barbarian Path of the Zealot,
Background wise, Ronin come from Soldier and Noble others switch to more of a guardian role and become
backgrounds. Alignments may remain Lawful but do Rangers. Feats vary wildly with some taking up more

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Dmitry Smirnov (Order #35734326)


combat orientated feats while other may adopt a wider
view of life and take up feats such as Healer.

Equipment wise, armour and weapons tend to look


uncared for and resemble more tribal styles such as
hide armour. They carry as much as they need to
survive whilst travelling and if they are staying in an
area for prolonged period of time may have several
caches of supplies hidden around the area.

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Dmitry Smirnov (Order #35734326)


******************************************************* Advancement wise, most remain staunchly devoted to
their role, many become heroes to common folk and
Oath of the Crown champions of the downtrodden. but some take up other
roles out of necessity to aid with survival.
*******************************************************

Concept 1: Knight of the Realm. Equipment wise, armour and weapons are well used,
The Knight of the Realm is a sworn protector of a often battle scarred, they display no personal or family
particular Noble, they may act as a bodyguard one day heraldry and only wear a plain black tabard over their
or be sent out to patrol the land the next or defend a armour and their shields are usually painted black.
hamlet against bandits the next. They carry enough supplies to live for extended time in
the wild.
Background wise, Folk heroes, Soldiers and Nobles
make up the Knights of the Realm, some are minor
nobles that seek to elevate their social standing, others
are famous commoners that are knighted as a reward,
while others are career soldiers that become elite
warriors. They tend toward Lawful Good and Lawful
Neutral alignments unless their liege lord is of an evil
alignments.

Skill wise, skills vary as each is knighted on their own


merits but each is a keen follower of etiquette and they
are quick to point out any slight or breach that they see.

Spell wise, they focus on spells that aid in a fight and


favour one on one duels where possible, common
spells would be Compelled Duel, Crusaders Mantle
and various Smite spells.

Advancement wise, most remain staunchly devoted to


their role as a knight and their duty to their lord and
only multiclass if they are cast out or their knightly
order is disbanded. Knights of the Realm are
charismatic and inspiring individuals and often take the
Inspiring Leader feat and become much loved by the
commoners they speak with.

Equipment wise, armour and weapons are


immaculately kept and often appearing ceremonial in
their ornamentation. They carry enough supplies to
accomplish their immediate goals.
*****

Concept 2: Black Shield.


The Black Shield is a Knight that has chosen to hide
their true identity, this may be due to a past disgrace, a
Noble hiding form vengeful family or a peasant
pretending to be some on more chivalrous. They
seldom have a particular Lord or Patron.

Background wise, all backgrounds can lead to someone


becoming a Black Shield. They tend toward Neutral
alignments.

Skill wise, skills vary as each Black Shield takes up the


mantle for a different and deeply personal reason.

Spell wise, they focus on spells that aid in a fight and


favour one on one duels where possible, common
spells would be Compelled Duel, Crusaders Mantle
and various Smite spells.

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Dmitry Smirnov (Order #35734326)

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